# Keep the Heroes Out! ## General Info - **Year Published**: 2022 - **BGG Rating**: 7.9 - **BGG Rank**: #360 - **Players**: 1-4 (Best with: 2) - **Duration**: 40 min - **Weight**: 2.50 / 5 - **Designers**: Luís Brueh - **Artists**: Luís Brueh - **Publishers**: Brueh Games Inc., Board Zeppelin, Conclave Editora, Delirium Games, Dice&Bones, Fruhling-Honpo, MINDOK, Mirakulus, MTS Games, Treetato Studio, Vagabund, Ігромаг - **Categories**: Fantasy, Fighting - **Mechanics**: Action Retrieval, Area Movement, Cooperative Game, Deck, Bag, and Pool Building, Modular Board, Scenario / Mission / Campaign Game, Solo / Solitaire Game, Variable Player Powers, Variable Set-up ## Verdict Perfect for those who love role-reversal and enjoy a cooperative tactical challenge with a Tower Defense vibe.Hilarious role-reversal themeModular board ensures high replayabilityStrong cooperative coordinationWell-balanced asymmetric powersModerate initial learning curveReliance on card draw luckRECOMMENDED ## Description Ever noticed how the stories always say heroes are the good guys and monsters are the villains? Well, whoever wrote that clearly never lived in a dungeon! In Keep the Heroes Out!, the perspective is flipped: you and your friends are the monsters who just want peace, quiet, and, of course, to keep your hard-earned treasures away from prying eyes. The problem is that the local guild has posted your location on their quest board, and now hordes of greedy adventurers (the so-called 'heroes') are invading your home to loot everything. In this asymmetric cooperative game, you must work together to defend your dungeon. The gameplay revolves around hand management: each turn, you draw 5 cards that allow you to move your units, activate room tiles for strategic actions, or engage in combat to beat back the invaders. But don't get too comfortable, because after every player's turn, the hero deck triggers, moving the threats and ramping up the pressure on the group. The goal is simple yet tense: survive the waves of invasion by protecting the treasures scattered throughout the rooms. If you can hold them off long enough, you win. However, if the main treasure is stolen, it's an immediate game over for everyone. With a modular board that changes every session and unique powers for each monster, every scenario becomes a different tactical puzzle. Can you keep these 'heroes' out, or will your dungeon end up as a clearance sale for loot-hungry adventurers? ## How to Play Game Objective In Keep the Heroes Out!, you control a Monster Clan that must protect the Treasures of the dungeon from hordes of Heroes trying to loot them. The goal is to survive all Wave attacks from the Guild and prevent any Treasure of value 4 from being looted. If the Guild Deck runs out on the second wave without the value‑4 treasure being taken, all players win. If at any point a Treasure of value 4 is looted, all players lose immediately. Setup Choose a scenario in the Dungeon Book and set up the dungeon exactly as described. Place all Treasure Tokens face down and shuffle them. If the scenario calls for placing a treasure in a room, draw it randomly from the stack. Shuffle the Beast, Potion, Equipment, and Scroll cards to create the Loot Deck. Place it beside the dungeon, face down, and reveal the first 5 cards. Whenever a card is acquired, immediately reveal the top card of the deck and fill the empty spot. Shuffle the Warrior, Rogue, Mage, and Archer cards together with the chosen scenario cards to create the Guild Deck. Place it beside the dungeon. Set aside all remaining tokens and keep them within reach of all players. This set is the Supply. When a token is discarded, it returns to the Supply. For each player, choose a Monster Clan. Take the Clan cards, Tactics cards, and the corresponding monsters. Place the monsters in the room indicated on the Clan card in any arrangement you like. For each Clan, shuffle the corresponding Tactics cards and place them face down next to the Clan card. Draw the first 5 cards and put them in hand. Decide the Difficulty Level (Family, Challenger, or Hardcore). Place the Guild Deck on top of the chosen Difficulty Level piece. Every time a player ends their turn, draw and resolve the number of Guild cards indicated by the difficulty level. The player with the fewest monsters in their Clan receives the Active Player Token. Game Flow The game progresses in active player turns. Each turn consists of five phases, in order: Play the cards in your hand Renew the Loot Cleanup and Maintenance Hero Invasion End your turn After the Hero Invasion phase, if the game has not ended, the Active Player Token passes to the player on your left, who then begins their turn. In a 4‑player game, each round contains 4 hero invasions (one per turn). Phase 1 – Play the cards in your hand Cards are played one at a time. When you reveal a card, resolve its actions in any order, using any of your monsters. If your Tactics Deck runs out, shuffle the discard pile to create a new deck. Phase 2 – Renew the Loot You may discard a Tactics card from your hand to renew 1 to 5 Loot cards. Place the discarded cards at the bottom of the Loot deck and reveal new cards from the top to fill the empty spots. You can repeat this action as many times as you like, but each time you must discard a Tactics card. Phase 3 – Cleanup and Maintenance Move all played cards to the discard pile. If you have fewer than 5 cards in hand, draw from your Tactics Deck until you have 5. If the deck is empty, shuffle the discard pile (Tactics and Loot cards) to create a new deck. Phase 4 – Hero Invasion Based on the Difficulty Level and the current Wave, reveal and resolve the number of Guild cards indicated. If the deck runs out, shuffle the discard pile and start the second wave. If you reach the end of the second wave without the value‑4 treasure being looted, you win. If a Guild card is a Hero, it is summoned into two rooms matching the room type of the card. If it is a Scenario card, follow the specific scenario rules. Phase 5 – End your turn After resolving all Guild cards, if the game has not ended, pass the Active Player Token to the next player. Actions and How to Play Actions are resolved individually, in the order you choose, and can be split among multiple monsters. If an action requires a token and none are left in the Supply, the action cannot be performed. Activate – Deal 1 damage to a Hero in the same room. If vitality reaches zero, discard the hero. Melee Attack – Move a monster to an adjacent room (passage or portal). You may bring a resource or a trap token with it. Move – Deal 1 damage to a Hero in an adjacent room connected by a passage. Ranged Attack – Draw a card from your Tactics Deck and put it in hand. Draw – Place a Trap token in the same room. Trap – When a hero attacks in the same room, use this action to reduce damage by 1. Defend – Place a Completed Portal token in the same room. Portal – Place the corresponding resource token in the same room. Place a Resource – Summon monsters into rooms matching the described type. Ambush – Look at the first 3 cards of your Tactics Deck, put the ones that match the described action into hand, and discard the rest. Reinforce – If the left action succeeds, you may perform the right action at no cost. Combo – When an action is separated by “/”, choose to execute the group on the left or the right. Choose Wisely – All monsters in the same room perform the described action. Swarm – Renew the Loot (as in Phase 2). Special Rooms Laboratory – You can try your luck by sending a hero to the Cells. Cells – Exhausted heroes that arrive here immediately use their abilities. Builder – You can build new rooms using coins from the Chest. End of Game and Scoring The game ends in two situations: Victory – When the Guild Deck ends on the second wave without the Treasure of value 4 being looted. Defeat – When, at any time, the Treasure of value 4 is looted. There is no additional scoring beyond these win/loss conditions. The goal is to survive the hero waves, not to accumulate points. Tips for Winning Focus on acquiring Loot cards with Activate actions to use your special ability frequently. Use your Clan’s special ability to place new monsters in the dungeon when you need to reinforce defense. Manage the Supply – Keep resource and trap tokens available in the right rooms so other players can acquire Loot cards in future turns. ## FAQ ### Is the game hard to learn? It has a medium weight (2.5 on BGG), so it's not a super simple entry-level game, but nothing impossible. With a careful rule read or a tutorial, you'll get the hang of it quickly. ### Can I play it solo? Yes! The game has a dedicated solo mode, making it a great option for those who enjoy testing strategies against the game system. ### How long does a game take? Games usually last around 40 minutes, which is great for those who want an intense experience without spending five hours at the table. ### Is the board always the same? No, the board is modular. This means the room layout changes, forcing you to adapt your strategy for every new scenario. ### Who would you recommend this game to? To anyone who loves cooperative games, enjoys fantasy themes (especially from the villains' side), and likes deck/pool building mechanics. ### Are the characters all the same? Not at all! 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