The Instructions Here are not as clear as they should be... As you play and tell us what you think, and have FUN!
What You Will Need To Play Hero Forge
-Lots of different board pieces. (coins, lego, checker pieces, etc.)
-6 and 10 sided dies. (The game revolves around a D10 system)
-The Land Plates. (Get them off of Downloads. Print them at the size of 5x5 inches)
-Pencil and Paper. ( It is very handy to have one to keep track of the game, and also make an "Enchantment card".)
-Calculators. (To calculate Economy)
What You Will Need To Play Hero Forge
-Lots of different board pieces. (coins, lego, checker pieces, etc.)
-6 and 10 sided dies. (The game revolves around a D10 system)
-The Land Plates. (Get them off of Downloads. Print them at the size of 5x5 inches)
-Pencil and Paper. ( It is very handy to have one to keep track of the game, and also make an "Enchantment card".)
-Calculators. (To calculate Economy)
Remember! you don't have to fully remember all the rules to Hero Forge. For your first few games we recommend that you have a copy of the rules as a reference, until you get a full understanding of this fun game.
Start By Creating an Enchantment list, then choose a Hero. Assemble the board in any way you want.
The 5x5inch Board pieces are Called Land Plates and should be set up in a grid like shown here. Every piece must be attached to the board. Plates are attached to the boards when a 5x5 square edge is touching another 5x5 edge. Or if a corner point is touching another corner point. A good game board consists of Plain Lands (Minimum is the amount of players.) Basic lands, and one or two special lands. You don't have to follow this example. Game Boards can be made into any way you want. Adding gaps make the board really fun, because in the game there are rules about land plate shifting.
Each player places their hero in the center of a plain land of their choice.
Land Shifting
The Mechanic Land Shifting is the one of the key mechanics of this game and can be used against opponents to give you the upper hand in the game. Through out the Game players can receive the ability to slide any land into a neighbouring empty space, on their turn. A plate can only be shifted if there is a neighbouring space next to the land, and doesn't make a land inaccessible from the rest of the board. A player can receive this ability with enchantments, "scenario roles", etc.
The Mechanic Land Shifting is the one of the key mechanics of this game and can be used against opponents to give you the upper hand in the game. Through out the Game players can receive the ability to slide any land into a neighbouring empty space, on their turn. A plate can only be shifted if there is a neighbouring space next to the land, and doesn't make a land inaccessible from the rest of the board. A player can receive this ability with enchantments, "scenario roles", etc.
Basic rules
The Default Objective of this game is Kill all enemy Heroes. A hero is The main game piece that can move in one direction per turn, Horizontally, Vertically, and Diagonally. You can only move once per turn and you roll to see the amount of spaces using a D6. When a (6) is rolled your Hero can be moved to any square with in point A (where your hero is currently) and Point B (the maximum amount of spaces your hero can move). Moving is optional. A Hero has abilities that can be used in and out of Combat. If the ability has the Hero's name or have "This Hero" its only is used when using the hero or anything in the same land plate. But there can be exceptions jugged by text in the heroes ability. A hero can be killed if you attack a hero with no units, or when attacking you kill all the enemy units.
The Default Objective of this game is Kill all enemy Heroes. A hero is The main game piece that can move in one direction per turn, Horizontally, Vertically, and Diagonally. You can only move once per turn and you roll to see the amount of spaces using a D6. When a (6) is rolled your Hero can be moved to any square with in point A (where your hero is currently) and Point B (the maximum amount of spaces your hero can move). Moving is optional. A Hero has abilities that can be used in and out of Combat. If the ability has the Hero's name or have "This Hero" its only is used when using the hero or anything in the same land plate. But there can be exceptions jugged by text in the heroes ability. A hero can be killed if you attack a hero with no units, or when attacking you kill all the enemy units.
Weir Of HopeSeeking
(HighLands) <--- This is the Faction your Hero is apart of.
Cap: 5 <---This is the amount of Units you can have presently. You cant have more units then the cap. It can change when controlling more lands.
Speed: -1 <--- Speed is how many more or less spaces that are added to your D6 Dice roll.
-All units under Weirs control gain +1lvl <- This Abilaty is permanent through out the full game. And only effect units with this hero.
-If you roll a (1) in combat with Weir, all units under Weirs
control gets +1lvl, until end of Combat. <---- This ability is only used in Combat and will revert your units back to normal after combat ends.
(HighLands) <--- This is the Faction your Hero is apart of.
Cap: 5 <---This is the amount of Units you can have presently. You cant have more units then the cap. It can change when controlling more lands.
Speed: -1 <--- Speed is how many more or less spaces that are added to your D6 Dice roll.
-All units under Weirs control gain +1lvl <- This Abilaty is permanent through out the full game. And only effect units with this hero.
-If you roll a (1) in combat with Weir, all units under Weirs
control gets +1lvl, until end of Combat. <---- This ability is only used in Combat and will revert your units back to normal after combat ends.
Inventory
In front of every player is their Inventory. Which consists of your Hero's Army, A calculator with your economy, and a sheet of paper with your Hero's stats, current enchantments, and unit cap.
In front of every player is their Inventory. Which consists of your Hero's Army, A calculator with your economy, and a sheet of paper with your Hero's stats, current enchantments, and unit cap.
Economy
Economy is the in game currency represented by (e) Each player starts the game with 1000e. Its very easy to calculate Economy, because its in a system of 50s. (e) Can be used to purchase Lands, Units, and use Hero abilities. Purchases can only be bought on your turn in uncontested lands. (e) can be collected from lands at the beginning of your turn. Also can get (e) from enchantments, and hero abilities. TURNS
-A player starts their turn by collecting all (e) from lands. -Then the player performs a Scenario roll using a D10. Possible scenarios Roll 1: Roll For an Enchantment from Enchantment list 1. Roll 5: Roll For an Enchantment from Enchantment list 2. Roll 10: Shift a Land Plate One Space. -Buy Units or Fort (Optional) -Move using D6 (Optional) -Buy Units or Fort (Optional) -Enter Combat (Optional) -End Turn |
Units
When your hero enters combat with another hero with out units, the hero dies. Units can be bought using (e). When a unit is purchased, they go into your Hero's inventory (off board) The amount of units you can own is stated in the hero's CAPSIZE what we like to call ''CAP". You cant pass your unit cap, and your unit cap increases by owning lands. But in an odd situation you have more units then your cap. The units stay with you until they die, and you can only repurchase the units when your military (Including units in forts) is less then your cap. Make sure before playing you have different colour pieces to represent the different Level units. The units you can buy are.
LVL (level) is how much damage the unit can take, the maximum level a unit can receive is 10. So when you have a LvL 3 unit in combat, if a 3 or higher is rolled by your enemy's damage roll with a D10, That is enough damage to kill that unit. All damage goes To the Highest lvl unit. So to kill the lowest level units you have to kill the bigger units first. If you roll a number lower then the units level the unit is left undamaged. (More about combat will be stated later in the instructions) |
Combat
To enter combat, your hero must have an army, and be in the same land plate as the target hero or fort.
Your Hero can only start combat on your turn, and if you attack a Hero with no units or kill the hero`s last unit, that hero dies. Their are rules when in combat. Moving your Hero ends combat, Cant buy units, or move units around to forts or hero's
Combat Consists of five phases.
Then your opponent assigns a Target within the same land plate. Then your opponent`s Defence Phase, where their Hero can Fight back by rolling a damage roll with a D10 or retreat. To retreat you have to roll over a (5) on a d10, if your opponent is successful, their hero is sent to the closest uncontested land they control, and ends your turn and combat. A player can only retreat if they own an uncontested land. If the opponent chooses to fight back, or doesn't successfully retreat , then your turn is over but the two heroes are still in combat. On your opponents turn, they start their turn normally, by rolling scenario but they are still in combat. A player can end combat by moving their hero before attacking, or continue combat by repeating the combat phases, with you as the defender and your opponent as the attacker. If you're fighting with multiple Damage rolls, you can not change targets, even if the target dies before you complete all your rolls.
Once a player leaves combat they cant enter combat until their next turn.
To enter combat, your hero must have an army, and be in the same land plate as the target hero or fort.
Your Hero can only start combat on your turn, and if you attack a Hero with no units or kill the hero`s last unit, that hero dies. Their are rules when in combat. Moving your Hero ends combat, Cant buy units, or move units around to forts or hero's
Combat Consists of five phases.
- Assign Target
- Attack
- Opponent Assign Target
- Opponents Defend
- Your Turn Ends
Then your opponent assigns a Target within the same land plate. Then your opponent`s Defence Phase, where their Hero can Fight back by rolling a damage roll with a D10 or retreat. To retreat you have to roll over a (5) on a d10, if your opponent is successful, their hero is sent to the closest uncontested land they control, and ends your turn and combat. A player can only retreat if they own an uncontested land. If the opponent chooses to fight back, or doesn't successfully retreat , then your turn is over but the two heroes are still in combat. On your opponents turn, they start their turn normally, by rolling scenario but they are still in combat. A player can end combat by moving their hero before attacking, or continue combat by repeating the combat phases, with you as the defender and your opponent as the attacker. If you're fighting with multiple Damage rolls, you can not change targets, even if the target dies before you complete all your rolls.
Once a player leaves combat they cant enter combat until their next turn.
Lands
Lands are represented by the 5x5 inch square that are called land plates. With out lands your hero would have no other way to gain Economy or grow your army. The board is made out of Plain Lands (blank lands), Basic Lands, and Spec. lands. The red squares on a land are effects that alter unit levels, Hero`s speed, economy, etc.
Getting Economy from lands
When your hero Is standing in a basic land, the hero extracts the amount of economy stated on the lands stats on your next turn. When Two or more heroes are on the same land plate, the land is Contested. When a Land is Contested, economy from the land is given to no one, or units and forts can not be purchased on that Land plate.
Forts
To place a fort you pay the amount of economy for a fort, and place it where your hero is standing, the player then moves there hero one space in any direction.
When a fort is purchased the land is owned by the player, and the land can not be used by other players and enemy Heroes cant walk trough forts. A Fort can be purchased on your turn for the price stated on the land's stats. When a fort is owned the player gets an amount of Capsize added to their hero, and all the bonuses from the land's stats. When placing a unit on a fort, the fort is Manned. When a fort is manned, all heroes are denied from collecting Economy from that land plate. Even your own hero cannot collect Economy from that land. The Manned fort collects the Economy for you just like a hero. An unmanned fort doesn't collect Economy, if all forts are unmanned, and your hero is on the same land plate as the unmanned Forts your hero can collect the Economy. But if any one of those forts are manned, your hero cant collect any Economy. A player can increase the amount of Economy, by placing another manned fort. The highest amount of Forts a player can have on one Land Plate is 4. When all forts on the land are destroyed, the land belongs to no one once more, and owner of the destroyed forts, lose all the bonuses given to them when owning that land.
Manning Forts
You can man a Fort on your turn, when your hero is placed on a uncontested land, that has a fort on it controlled by you. Take any number of your units from your hero, and place them on the fort, that fort is manned, You can also take units from your forts to your army using the same rules.
Combat with Forts
Forts are Level 5 Defenders. That means Forts only have a Defending phase, and can only fight back when manned, and cant have an attacking phase. When Fighting with more then one manned fort in the same land plate, even though one fort is under attack, each fort in the same land square rolls to damage the attacking Hero`s units, and they attack as if they are one piece. (example. 4 manned forts have 4 damage rolls in combat. and 2 forts have 3 Damage rolls in combat) A Hero can only be killed if its attacked, so forts alone cant kill a hero. When the attacking hero runs out of units in combat they retreat at the end of their turn. To destroy an enemy fort, you have to attack it like it was a hero. You must clear all units from the fort, before the fort can be destroyed. After the fort is cleared, to destroy it you have to roll a (5) or higher when attacking the fort.
When your Hero is on the same land that has your manned forts, your Hero gets an extra damage roll during an attacking or defending phase, for each manned Fort.
Lands are represented by the 5x5 inch square that are called land plates. With out lands your hero would have no other way to gain Economy or grow your army. The board is made out of Plain Lands (blank lands), Basic Lands, and Spec. lands. The red squares on a land are effects that alter unit levels, Hero`s speed, economy, etc.
Getting Economy from lands
When your hero Is standing in a basic land, the hero extracts the amount of economy stated on the lands stats on your next turn. When Two or more heroes are on the same land plate, the land is Contested. When a Land is Contested, economy from the land is given to no one, or units and forts can not be purchased on that Land plate.
Forts
To place a fort you pay the amount of economy for a fort, and place it where your hero is standing, the player then moves there hero one space in any direction.
When a fort is purchased the land is owned by the player, and the land can not be used by other players and enemy Heroes cant walk trough forts. A Fort can be purchased on your turn for the price stated on the land's stats. When a fort is owned the player gets an amount of Capsize added to their hero, and all the bonuses from the land's stats. When placing a unit on a fort, the fort is Manned. When a fort is manned, all heroes are denied from collecting Economy from that land plate. Even your own hero cannot collect Economy from that land. The Manned fort collects the Economy for you just like a hero. An unmanned fort doesn't collect Economy, if all forts are unmanned, and your hero is on the same land plate as the unmanned Forts your hero can collect the Economy. But if any one of those forts are manned, your hero cant collect any Economy. A player can increase the amount of Economy, by placing another manned fort. The highest amount of Forts a player can have on one Land Plate is 4. When all forts on the land are destroyed, the land belongs to no one once more, and owner of the destroyed forts, lose all the bonuses given to them when owning that land.
Manning Forts
You can man a Fort on your turn, when your hero is placed on a uncontested land, that has a fort on it controlled by you. Take any number of your units from your hero, and place them on the fort, that fort is manned, You can also take units from your forts to your army using the same rules.
Combat with Forts
Forts are Level 5 Defenders. That means Forts only have a Defending phase, and can only fight back when manned, and cant have an attacking phase. When Fighting with more then one manned fort in the same land plate, even though one fort is under attack, each fort in the same land square rolls to damage the attacking Hero`s units, and they attack as if they are one piece. (example. 4 manned forts have 4 damage rolls in combat. and 2 forts have 3 Damage rolls in combat) A Hero can only be killed if its attacked, so forts alone cant kill a hero. When the attacking hero runs out of units in combat they retreat at the end of their turn. To destroy an enemy fort, you have to attack it like it was a hero. You must clear all units from the fort, before the fort can be destroyed. After the fort is cleared, to destroy it you have to roll a (5) or higher when attacking the fort.
When your Hero is on the same land that has your manned forts, your Hero gets an extra damage roll during an attacking or defending phase, for each manned Fort.
Enchantments
Enchantments are rule changers. like ``This turn your next fort cost 500e less`` or ``units cost 100e more``etc. Heroes can only carry one enchantment at a time. Once a Hero gets another enchantment, the previous enchantment is gone from your Hero and is replaced with the new Enchantment. There are 2 types of Enchantments. Permanents and Instants. Instant Enchantments are activated once you receive one, then are gone after its use. Permanents are the enchantments that does not have the word (INSTANT) next to its name. Permanents are the enchantments that your Hero can carry, and only can be replaced by another permanent. There is another type of permanent enchantments. They are called Stack Enchantments. They have the word (Stack) next to its name. If a Hero is currently carrying a stack enchantment, and receives another stack enchantment with the same name. The two enchantments become an even bigger enchantment, because the first enchantment`s effect is multiplied by the number of Enchantments Stacked together.
Other Ways of getting Rid of Enchantments
On your turn when you are not in combat you can pay 1000e to remove the Enchantment from your Hero and give it to a player of your choice.
Factions
Most Heroes are members of Factions. When an enemy player is receiving an Enchantment that belongs to the same Faction as your hero, you can pay 1000e to steel that enchantment from that player.
Enchantment lists
Enchantment lists are made far before the game even starts. Any number of players can make enchantment lists. But the maximum amount of enchantment lists are 2, and each list must consist of 10 enchantments labelled from 1-10. After the lists are created, players decide which list is bound to rolling (1) or (5) on the scenario roll.
Rolling an Enchantment
At the beginning of your turn, a scenario roll by you, using a d10, if a (5) or a (1) is rolled, you roll another d10 to see which enchantment your hero receives. If a (1) is rolled scenario, you roll for an enchantment from list 1. If a (5) is rolled scenario, you roll for an enchantment from list 5.
Enchantments are rule changers. like ``This turn your next fort cost 500e less`` or ``units cost 100e more``etc. Heroes can only carry one enchantment at a time. Once a Hero gets another enchantment, the previous enchantment is gone from your Hero and is replaced with the new Enchantment. There are 2 types of Enchantments. Permanents and Instants. Instant Enchantments are activated once you receive one, then are gone after its use. Permanents are the enchantments that does not have the word (INSTANT) next to its name. Permanents are the enchantments that your Hero can carry, and only can be replaced by another permanent. There is another type of permanent enchantments. They are called Stack Enchantments. They have the word (Stack) next to its name. If a Hero is currently carrying a stack enchantment, and receives another stack enchantment with the same name. The two enchantments become an even bigger enchantment, because the first enchantment`s effect is multiplied by the number of Enchantments Stacked together.
Other Ways of getting Rid of Enchantments
On your turn when you are not in combat you can pay 1000e to remove the Enchantment from your Hero and give it to a player of your choice.
Factions
Most Heroes are members of Factions. When an enemy player is receiving an Enchantment that belongs to the same Faction as your hero, you can pay 1000e to steel that enchantment from that player.
Enchantment lists
Enchantment lists are made far before the game even starts. Any number of players can make enchantment lists. But the maximum amount of enchantment lists are 2, and each list must consist of 10 enchantments labelled from 1-10. After the lists are created, players decide which list is bound to rolling (1) or (5) on the scenario roll.
Rolling an Enchantment
At the beginning of your turn, a scenario roll by you, using a d10, if a (5) or a (1) is rolled, you roll another d10 to see which enchantment your hero receives. If a (1) is rolled scenario, you roll for an enchantment from list 1. If a (5) is rolled scenario, you roll for an enchantment from list 5.