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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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Target
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Teleport
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When a talent teleports a unit, it is transported from its current hex to a different hex in the play area without moving through intervening hexes. It is considered to have moved onto destination for movement-triggered talents. Cannot be teleported more than once per turn. See also: Movement
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Hex types: Path, Plains, Forest, Mountains, Water. Different terrain requires terrain allowances for movement. Heroes and some minions have a terrain allowance icon indicating most difficult terrain they can traverse, and they may traverse that and any lower-difficulty terrain. Most minions have no icon and can only move on path terrain. See also: Hero — Upgrades, Spire — Upgrades
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Turn
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Ungrouped
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Units not grouped with other units underneath them. Heroes must be deployed ungrouped. See also: Group, Minion
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Ungrouped Only
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Key phrase on some talents: can only be used if unit is not grouped with another unit underneath. If grouped, treat as if it does not have the talent. See also: Group
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Unit
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All minions and heroes are units. Does not include spires or non- minion landmarks. See also: Hero, Minion
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Unrevealed
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Upgrade Capacity
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The number of upgrade-capacity  icons on a chip is the max upgrades you may not exceed when upgrading that unit/ spire. Capacity is 0 if no icon. Can exceed via certain effects, but you cannot choose to exceed unless instructed. A spire may start above capacity; you cannot upgrade it until it drops below capacity.
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Upgrades
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Six types:
Fortification 
Spike 
Air Defense 
Added to units or spires to increase stats/abilities. If a supply runs out, you cannot gain that type and ignore any effect requiring it. Removed upgrades return to supply. Same pool used for units and spires but function differently. See also: Hero, Spire
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Valid Hex
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Wave
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Major segments of the game. A typical game has 4 waves. Each wave has 6 phases: Event, Income, Market, Build, Prep, Onslaught.
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