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Progress
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Promoted
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Promoted Side
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The side of Faction chips indicated by the Promoted marker [Promotion_Star]. Units and spires are generally not deployed or constructed on this side unless a Talent, Fortress Advancement, or other effect specifies it.
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Range
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Number of hexes away a Spire can Attack from. Spires default range 1. Units have no innate range and Attack/retaliate adjacently unless they have # Range Talent. See also: Spire
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Range Upgrade
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Green chip with [RANGE_UPGRADE] icon. For units with # Range, increases their # by 1. For spires, Attack Range is (# of Range chips beneath Spire) + 1. See also: Spire
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Recover
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Relic
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Cards awarded for defeating landmarks with the relic icon [Relic_Reward]. When acquired, immediately choose keep or sell for 4 Source. Ongoing relics are placed faceup; other kept relics are secret until played. Unless otherwise stated, can be played any time during Onslaught. Single-use applied then discarded; entire- Wave relics stay visible until end of Wave. No hand limit. Shuffle discard if deck empty. Must still adhere to normal game rules unless stated.
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Relic Reward
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Remove from the Game
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Remove component from Play Area and place back in the game box. No longer available for use this game. Text that tells you to remove something from play has the same effect.
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Repairing Your Gate
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If your Fortress Gate has been defeated in a 3-4 player game, you must repair it after receiving Source income in the next Income Phase. Restore to exactly 3 Health by removing Fortress advancements (1 Health per lost advancement), sacrificing highest level advancements possible first. If still below 3 after all advancements sacrificed, repair using Source at 2 Source per Health until at 3. Cannot be repaired higher.
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Retaliation
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When a Unit is attacked by an Opposing Unit and is not defeated, it retaliates if able (not yet retaliated this Turn and Adjacent to attacker). Deals Damage equal to Attack Stat. Part of Attack and happens before “after attacking” talents. Not optional. Attack-related talents/advancements do not apply to retaliation. Fortress gates retaliate when attacked, can retaliate multiple times per Turn, dealing 1 Damage even at unlimited Range. Spires do not retaliate. See also: Attack, Fortress Gate
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Returning to the Fortress
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Revealed
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Reward
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Round
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During Onslaught, a round is each player taking a Turn, beginning with First Player and ending when the player to the right of First Player finishes their Turn.
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Select
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Choosing heroes and minions from Barracks during Prep for upcoming Onslaught. Pay CP Cost unless the Unit is a Merc or a Hero previously deployed and returned to Fortress (those cost no CP). See also: Deployment, Command Points (CP)
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Sky
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Area around Play Area and holes with no neoprene are sky. Not hexes and cannot be counted for closeness. May not count through sky for Spire Range or # Range.
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Source
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Source Cost
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[Source_Cost] Amount of Source you must spend to construct or purchase a Unit or Spire.
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Source Reward
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Source Well
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Spire
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Spire Construction
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Spire Limit
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Max spires In Play per Faction: 2P=6, 3P=5, 4P=4. You may not construct a Spire for any reason if already at limit.
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Spire Reward
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Spire Upgrades
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Spires Fire
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Your opponents’ spires fire during your Onslaught Turn. The player to your left checks for your units within Range; applicable spires must Attack. For each Spire: choose Target if multiple, roll Attack dice equal to Attack chips, deal rolled Damage. Continue around Turn order. Units do not retaliate against spires. Spires cannot Attack landmarks, spires, Fortress gates, or units of non-current players.
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Starting Hero
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Starting Upgrades
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Upgrade chips that a Spire starts with when constructed. May be placed under Spire in any order. After construction, ignore the printed starting-upgrade icons and refer to the Upgrades beneath the Spire for stats. See also: Spire
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Talent
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Special abilities a Unit or Spire has access to. Talent descriptions and trigger timing are listed on reference sheets. Pay Close attention to language; many terms used in talents are defined in this rules reference.
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