Heirs logo

Heirs

Color: #8b5cf6 3 heroes, 6 minions, 4 spires 6 fortress advancements 0 strategies

Description

When playing as the heirs, you will find that advancements and spires are cheap and options are many. But with lower Health, your minions must strike meaningful blows. Try maximizing the use of your elfinkaze and quick–striking minions. You can also gain the advantage by pressing the enemy with your flying heroes.

Minions And Heroes

The heirs can only promote their minions through the use of Keem’s Rally Talent or by purchasing the Academy Peak 2 – Master Training Fortress Advancement. Once purchased, Minion promotion happens within the Onslaught Phase when a Minion Defeats a Unit or Spire. At that time, the Minion will flip to its Promoted Side and gain the difference in Health from its Basic Side, if any.

Elfinkaze have two basic sides rather than a Promoted Side. These units cannot be selected for Deployment but are instead placed on units and spires that have # Elfin. When placing an elfinkaze, you decide which side of the elfinkaze to use.

Spires

The heirs start with access to only their high rise and refuge spires. Heirs may construct the regal lookout and minaret spires after purchasing the Academy Peak 1 – Graduation Fortress Advancement.

Fortress Advancements

6 advancements

Academy Peak

Level 1 : Graduation

Regal lookout and minaret spires can now be constructed.

4 Source
Level 2 : Master Training

Your faction minions may be promoted when they defeat a unit or spire.

4 Source

Gateport

Level 1 : Savvy Negotiator

Once per wave. During the Prep Phase, you may discard one market purchase to gain 4 Source.

2 Source
Level 2 : Market Freeze

After your turn during the Market Phase, you may choose 2 offerings to flip over. These options cannot be chosen for the remainder of this Market Phase. Flip them back over at the end of the phase.

3 Source
Level 3 : Sight Unseen

On your turn during the Market Phase, you may spend 2 Source to draw and keep the top chip on the market stack. This does not count as your market purchase.

3 Source

Airstrip

Level 1 : Glide

As their movement when deploying, ungrouped Flying units may teleport to a hex adjacent to an heir spire on the isle adjacent to your fortress gate.

3 Source
Level 2 : Air Current Transporter

As their movement when deploying, ungrouped Flying units may teleport to a hex adjacent to any heir spire.

3 Source

Sanctuary

Level 1 : Unified Front

Gain the command die.

Command Die: Once per wave. During the Prep Phase, roll this die. You may increase your CP by the result.

2 Sides: +1 CP

2 Sides: +2 CP

1 Side: +3 CP

1 Side: No Effect

Dice face
3 Source
Level 2 : Gate Repair

Once per wave. On your turn during the Onslaught Phase, you may spend 2 Source to recover 1 health on your fortress gate.

3 Source
Level 3 : Fortress Spires

Immediately construct up to two minaret spires on your fortress Source wells at no cost, even if you do not have the Academy Peak 1 – Graduation fortress advancement.

3 Source

Stables

Level 1 : Harrier Training

The health stat of all harrier minions is permanently increased by 1.

3 Source
Level 2 : Reserves

Once per wave. When your last minion is eliminated, you may immediately spend 2 Source to put a joust into play. Place the joust on the closest path hex to your mark that is adjacent to an heir spire.

3 Source
Level 3 : Joust Training

Gain the joust die.

Joust Die: Roll and lock this die during the Prep Phase each wave. You may add the corresponding upgrade or health on all joust minions put into play this wave. The added chips may exceed health stats and ignore upgrade capacity.

1 Side: +1 Health

2 Sides: +2 Health

2 Sides: +1 Attack

1 Side: No Effect

Dice face
3 Source

Kaze Roost

Level 1 : Modest Nest

High rise, refuge, and minaret spires gain 2 Roost.

3 Source
Level 2 : Sizable Nest

Humminger minions gain +1 to Roost.

3 Source
Level 3 : Royal Nest

Gain the angry heirs die.

Angry Heirs Die: As a build option during the Build Phase, roll this die and place it on an heir fortress spire until the end of the wave. That spire gains the following talents this wave:

3 Sides: 1 Roost and 1 Elfin

2 Sides: 2 Roost and 1 Elfin

1 Side: 3 Roost and 1 Elfin

Dice face
4 Source

Top Strategies

No Strategies Yet

Be the first to share a strategy for this faction!