Setup

  • Shuffle the rune cards.
  • Roll a die to decide who starts.
  • Each player receives a camp and 5 random rune cards in their hand.
  • The player who does not start receives 1 sentry.

Gameplay

Each turn consists of three phases in order. When all three phases are completed, your opponent begins their turn.

Harvest Phase

  • You receive 1 worker.
  • If you have a camp, town and/or capitol: you receive gold (see Buildings).
  • If you have an Academy Level 3: you receive 1 rune card.

Construction Phase

  • You may build 1 building (see Buildings).
  • You may train any number of units (see Units).
  • You may play any number of rune cards from your hand (see Rune Cards).
  • You may sell any number of your workers for 1 gold each.

War Phase

Choose Your Attackers

Choose your attacking units (riders and druids).

Your Opponent Defends

Your opponent may assign each of their units to an attacker to stop it. Several defenders may engage the same attacker.

Fighting & Assigning Damage

Look at each group consisting of one attacker and the assigned defender(s) separately.

  • The attacker dies if the defender(s) have at least as much power in total.
  • The attacker kills defenders corresponding to its power.
Example: One attacker with power 4 is stopped by two defenders with power 2 each — all three units die. If one of the defenders had power 3, only one defender would die; the attacker chooses which one.

End of War

Each attacker that was not stopped (not engaged) destroys a building of your choice instead of participating in battle. Killed units and destroyed buildings are removed from the game.

Victory

Destroy all of your opponent's buildings to win.

Buildings

  • You may construct 1 building per turn.
  • Buildings cost gold. After construction they enter the board and have an immediate or ongoing effect.
  • Some buildings require another building to be built first.
  • You can only own one of each building type, but you can rebuild a destroyed one.
Building Cost Requires Permanent Effect
Camp 3 gold +2 gold / turn
Town 5 gold Camp +2 gold / turn
Capitol 6 gold Town +3 gold / turn
Armory 2 gold Train sentries
Citadel 2 gold Armory Train riders
Shrine 2 gold Citadel Train druids
Statue 1 gold Armory One-time choice: 2 workers or 2 rune cards or build 2 extra buildings this turn
Academy Lv. 1 2 gold Play level 1 rune cards
Academy Lv. 2 2 gold Academy Lv. 1 Play level 2 rune cards
Academy Lv. 3 2 gold Academy Lv. 2 Play level 3 rune cards · +1 rune card / turn
Guildhall 4 gold +1 worker / turn

Units

  • Units are improved by training: Worker → Sentry → Rider → Druid.
  • Riders and druids can attack. They cannot attack on the same turn they were trained from a sentry.
  • All units can defend. They cannot defend the turn after they attacked.
  • You may have any number of units.
Example: Training a druid requires 1 worker and costs 3 gold (worker → sentry: 1 gold, sentry → rider: 1 gold, rider → druid: 1 gold).
Unit Cost Power Properties
Worker Free (1/turn) 0 Can defend. Can be sold for 1 gold.
Sentry 1 gold 2 Trained from a worker. Can defend.
Rider 1 gold 2 Trained from a sentry. Can defend and attack.
Druid 1 gold 2 Trained from a rider. Can defend, attack, and receive paint (rune cards).

Rune Cards

  • Rune cards are kept face down in your hand.
  • They are played on your units or buildings during the construction phase.
  • Conditions to play: valid target · required academy level · target does not already have a rune card.
  • A rune card is destroyed when its host unit or building is destroyed.
Card Target / Level Type Effect
Frost Mark Druid · Lv. 1 Paint Whenever this druid is engaged in battle, all enemy units temporarily have −1 power.
Bloom Mark Druid · Lv. 1 Paint +3 power. You receive +1 worker/turn for each academy you have more than your opponent (0–3).
Crown Rune Druid · Lv. 2 Paint All your druids have +3 power (includes itself).
Shadow Rune Druid · Lv. 2 Paint +3 power. Can only be stopped by druids.
Spirit Rune Druid · Lv. 3 Paint +4 power. When it attacks or defends, kill one unpainted enemy unit per academy advantage (0–3).
Canine Lv. 1 Tradition When you attack, one rider temporarily gains +1 power per academy you have.
Conquest Armory · Lv. 1 Tradition Attacking with ≥2 riders gives you 1 worker per academy you have.
Looting Armory · Lv. 1 Tradition When your riders kill a worker or sentry, you receive 2 gold.
Horses Shrine · Lv. 1 Tradition Your riders can attack the turn they are trained.
Poisons Shrine · Lv. 1 Tradition After battle, any units engaged with your riders are killed.
Travelling Camp · Lv. 2 Tradition Training riders costs no gold. Training druids costs +1 gold.
Squire Camp · Lv. 2 Tradition When an attacking rider would be killed, you may kill a worker instead.
Corruption Guildhall · Lv. 3 Tradition On play, choose one enemy unit — you control it. It cannot attack this turn.
Dawn Raid Citadel · Lv. 3 Tradition When you attack with ≥1 rider, you may kill one unit before defenders are chosen.
Rituals Citadel · Lv. 3 Tradition Your riders have +1 power.
Medicine Guildhall · none Tech +1 worker / turn and −1 gold / turn.
Shields Town · Lv. 1 Tech When a sentry stops a rider, it temporarily gains +1 power.
Steel Craft Capitol · Lv. 1 Tech Your attacking riders have +2 power.
Cloaking Capitol · none Tech Your druids can only be stopped by druids.