The primary ability of the Harvest Order resets the resource dials to levels according to controlled areas. Normally, dials are not changed when lands are lost or gained, but through Season, Tactics, and Order cards that specifically affect the resource levels. If played with the Supremacy Bonus, resources, Tactics cards, and influence that are provided by built developments may be collected. The wood resource may then be reduced by 1 to build a development at a friendly stronghold. A development may be destroyed to move it to a different stronghold location. If a development is left without a stronghold (such as if the stronghold is destroyed), then it is destroyed automatically.
Each faction has five developments that provide benefits in the Harvest Order’s Supremacy Bonus or increase the defensibility of strongholds. The types of developments are as follows:
- Resources (

): The Resources development provides one additional resource matching a resource provided by the area it is located in. Each faction has two of these developments.
- Diplomat (

): The Diplomat development provides two influence tokens. The Latari Elves and Daqan Lords each have one of this development.
- Training Ground (

): The Training Ground development provides one Tactics card. Waiqar the Undying and the Uthuk Y’llan each have one of this development.
- Defensive Development: Each faction has two of these developments, which has a different effect for each faction. The Latari Elves’ defensive development, Protective Wards (

), allows them to force an opponent to retreat one standing unit before calculating strength in a battle. The Daqan Lords’ defensive development, Reinforced Walls (

), increases the strength of the stronghold by 2. Waiqar the Undying’s defensive development, the Cursed Tomb (

), can force an opponent to rout three figures at the cost of discarding the development. The Uthuk Y’llan’s defensive development, Hungry Spawn (

), can force an opponent to take four damage at the cost of discarding the development.
Posts
- Success (
- Neutral (
- Failure (
All Fate cards drawn are discarded after diplomacy is resolved. See the appropriate section below for Fate deck probabilities.
Battles are resolved in rounds according to unit initiative, starting with the lowest initiative. Prior to battle and each round of combat, each player has an opportunity to play applicable Tactics cards. If a player has multiple units of the same initiative (via neutral allies) then he chooses one to start with; additional rounds of that initiative are run until all units at that initiative have acted (opponents with only one unit of the initiative type only have their units act once per initiative). In each round of combat, the attacker and defender each draw one card from the Fate deck per standing unit. Each Fate card has a result for combat for each unit base type. See appropriate section below for Fate deck probabilities. Results are resolved in the following order, with the attacker first:
- Resolve Special Abilities (
- Resolve Routs (
- Resolve Damage (
Drawn Fate cards are discarded after each round of combat. Once all rounds have been resolved, the defender may use the ability of a defensive development on a friendly stronghold in the area. Each side then tallies their army strength, equal to the number of standing units they have, plus other bonuses including stronghold strength (+5 if undamaged, +3 if damaged), certain Tactics cards, the Conquest Order card, the “Lord Commander of the Warriors’ Guild” Title card, or unit special abilities. If there is an undamaged stronghold in the area and there are still standing enemy units, it now becomes damaged. (Damaged strongholds remain damaged.)
The player with the highest total wins the battle, with the defender winning ties. The player losing the battle must retreat their remaining units to an adjacent friendly area or an adjacent empty area if one is not available. If no area is available for retreat, the units are destroyed instead. Units that were routed during the battle are allowed to retreat, but those which were routed prior to battle are destroyed. Retreated units are then routed, and if the number of units in the retreated-to area exceeds eight, units must be destroyed until eight remain. If the attacker has more than eight units in the area after victory, then he must also retreat units to an adjacent friendly or empty area until the limit is met. If the attacker successfully takes over an area with an enemy stronghold, it is destroyed and may be replaced with a damaged friendly stronghold. If all strongholds have already been placed, then one may be destroyed to build a new one. Finally, all damage taken by units in the battle is healed.
Heroes and Quests
Heroes normally act in the Quest Phase, the secondary ability of the Summer Season cards (though they may also be moved using the Strategize Order). Each player, in order of play from the previous season, chooses for each of his heroes (in any order he wishes) one of the following actions:
- Move: The hero is moved up to two areas and choose to duel a hero or attempt a Quest in the area. Routed heroes may not perform this action.
- Heal: All damage on the hero is removed. Unlike regular units, heroes maintain the damage they take after actions. This action can only be performed in friendly areas.
- Train: The player may increase two of the hero’s attributes by one each, or one attribute by two. The maximum increase each attribute can have is +2.
Completing Quests allows for heroes to gain Rewards, useful for a number of means including the gaining of dragon runes. To complete a Quest, the hero must normally move to a specific area of the board and perform some sort of action. Some of these involve duels (covered below), but many involve testing of attributes. In an attribute test, the controlling player draws a number of Fate cards equal to the hero’s attribute level, selecting one to play (much like diplomacy with neutral units). Effects are dependent on the specific Quest card. If a hero gains a Reward from a Quest card, it is considered completed. The Quest is discarded and the player draws a new Quest card. Reward cards are kept unrevealed until they are first used, at which point they remain face up. Rewards may be freely traded between heroes, including during movement.
Duels may be initiated by certain Quests or by opposing heroes being located in the same area. Duels are not mandatory, and opposing heroes may stay in the same area peacefully. If a duel is initiated in an area with multiple targets, then one target is chosen to duel. Duels are resolved in a series of up to four rounds. In each round of a duel, each player draws one Fate card and reveals the outcome; heroes count as circle-base figures. Special ability icons can be used to either deal one damage or use a special ability on an applicable Reward card. Rout icons do not rout in a duel; instead, they provide the hero one defense against damage taken in the round. Certain Reward cards may be used in combat, but only one Weapon card and one Armor card may be used in a single duel (the same Weapon or Armor may be used multiple times, however). A duel ends when four rounds have passed or a hero has been defeated by taking damage equal to their health. Damage taken in a duel remains on the hero. There are no retreats after battle. Routed heroes may not initiate battle, but still act as normal if challenged.
Reward cards held by heroes that have been defeated in a duel are received by the victorious hero and may also be allocated to the hero’s allies in the area. If a hero is defeated by other means, such as from other Quest results, their Reward cards are dropped in the area. Any other hero may obtain these cards on their action if they are in or move through this area. Defeated heroes are removed from the game entirely.
Heroes may desert players through certain Season and Tactics cards, and are more likely to desert if their alignments do not match that of their controllers. Heroes may also be released when a player exceeds their limit of three heroes. When a hero deserts, all their Reward cards are discarded and the hero returns to the hero deck and may be hired again.
Hero Statistics
Alignment: Good
Health: 3
Strength/Agility/Wisdom: 2/2/3
Special Ability: You may look at rune tokens in areas adjacent to this hero at any time (in addition to rune tokens in her area).
Sir Valadir
Alignment: Good
Health: 4
Strength/Agility/Wisdom: 4/1/2
Special Ability: When this hero trains during the Quest Phase, he may also heal 1 damage or move 1 area (but may not duel or attempt a Quest).
Silhouette
Alignment: Good
Health: 3
Strength/Agility/Wisdom: 3/3/1
Special Ability: Before moving this hero during the Quest Phase, you may discard 1 Quest card to draw 1 new Quest card.
Ronan of the Wild
Alignment: Good
Health: 3
Strength/Agility/Wisdom: 1/3/3
Special Ability: This hero may move up to 3 areas during each Quest Phase (instead of 2).
Bogran the Shadow
Alignment: Neutral
Health: 3
Strength/Agility/Wisdom: 1/4/2
Special Ability: Instead of starting a duel against an enemy hero, this hero may take 1 damage to take 1 random Reward card from a hero in his area.
One Fist
Alignment: Neutral
Health: 4
Strength/Agility/Wisdom: 3/2/2
Special Ability: When this hero receives Reward cards by completing a Quest, draw 1 additional Reward card, discard 1, and keep the other.
Spiritspeaker Mok
Alignment: Neutral
Health: 4
Strength/Agility/Wisdom: 2/2/3
Special Ability: Once per Quest Phase, you may look at all Reward cards on a hero that is up to 1 area away.
Mordrog
Alignment: Neutral
Health: 4
Strength/Agility/Wisdom: 4/2/1
Special Ability: When this hero ends his Quest Phase in an area containing enemy or neutral units, your opponent must destroy 1 of his Triangle units present.
Varikas the Dead
Alignment: Evil
Health: 4
Strength/Agility/Wisdom: 3/1/3
Special Ability: At the start of each Quest Phase, remove 2 damage tokens from this hero.
Mad Carthos
Alignment: Evil
Health: 3
Strength/Agility/Wisdom: 2/1/4
Special Ability: At the start of a battle or duel in this hero's area, you may deal your opponent 1 damage.
Battlemage Jaes
Alignment: Evil
Health: 3
Strength/Agility/Wisdom: 1/3/3
Special Ablity: During the Quest Phase, you may destroy 2 Triangle or 1 Rectangle unit up to 1 area instead of healing, moving, or training this hero.
Red Scorpion
Alignment: Evil
Health: 4
Strength/Agility/Wisdom: 2/3/2
Special Ability: When moving this hero during the Quest Phase, you may deal her 1 damage to move her up to 4 areas (instead of 2).
The Fate Deck
In combat, one Fate card is drawn for each standing unit when they act. Each fate card has a result for each base type, and combat results are obtained by looking at the result for the unit’s base type. Results include activation of special abilities (
Dragon Runes
Players each start with one secret Objective card, based on alignment. Good objectives tend to revolve around diplomacy and economic growth, while Evil objectives tend to revolve around conquest and empire expansion. Each player may have at most one Objective card at any time, and Objective cards are discarded when the conditions are fulfilled and the player wishes to claim their dragon rune.
Whenever a player receives a new dragon rune to place, he may first remove up to two false runes from areas under his control. Then, he places one dragon rune and one false rune in areas that are either friendly or uncontrolled. Each area can hold at most one dragon rune. Dragon runes are generally kept face down, their identities secret until the end of the game. Players may look at any dragon rune in areas that they control or have a friendly hero. Dragon runes are not moved except for certain Season and Tactics cards.
Game Setup
Once the map is built, cities are placed. Players obtain the amount of tactics cards and influence specified for their faction along with two Quest cards and one Objective of their faction’s alignment. Each player receives one stronghold, starting units according to all their starting resources, and a hero of the faction’s alignment. These are placed in the players’ home realms, as well as two dragon runes and one false rune.
Rules for the Play by Post Format
Actions that require simultaneous resolution such as selection of Order cards for each season or influence bids should be performed via PM to the host. Once all orders/bids from players have been received, the results will be posted by the host. Placement of dragon runes should also be sent via PM to the host.
Drawing and selection of Fate cards will be handled primarily by the host. In the interest of expediency, if at all possible, send contingency orders for damage, routing, and retreats in battle via PM. In the case battle orders are not received, rounds will be handled via PM between the armies in question. For diplomacy and quests, it will be assumed that the best result will be taken unless otherwise specified.
Resources
Rulebook, from Fantasy Flight Games
Errata & FAQ, Ver. 1.2, from Fantasy Flight Games
OP written by MrBlarney
El Skid - Latari Elves
admanb - Daqan Lords
Kias - Waiqar the Undying
Infidel - Uthuk Y'llan
Reserves
samurai6966
Darian
Cynic Jester
Game Progress
Signups
Player Selection and Map Setup
Home Realm Placement
Figure Placement
Year 1 - Spring
Year 1 - Summer
Year 1 - Fall
Year 1 - Winter
Year 2 - Spring
Year 2 - Summer
Year 2 - Fall
Year 2 - Winter
Year 3 - Spring
Year 3 - Summer
Year 3 - Fall
Year 3 - Winter
Year 4 - Spring
Year 4 - Summer
Year 4 - Fall
Year 4 - Winter
Year 5 - Spring
Year 5 - Summer
Signups will be open until about 8:00PM PST on Monday, February 15, 2010, or when 4 players have signed up, whichever is later. Sign up in bold text in some bright color. If you have a preference for a faction to play, put it in your signup post. Four players will be randomly selected from all players that sign up and factions will be assigned as best as possible according to preference.
If you don't get enough players, I'd love to play, but I'm already Uthuk in the first game.
Come talk about boardgames with us
I've read most of the rules for this, but had to stop because I could no longer contain my erection.
... was that TMI?
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No, no, fans.
Looks like a fun game, want to play more, etc.
Come talk about boardgames with us
edit- read through rules fully, definitely looking forward to giving it a try.
Should be interesting to see how this translates. Been drooling over the board game since it was announced.
El Dorado: Never forget and The Defense of Minas Tirith, Capital of India
Of the five players that have signed up, our four players have been randomly selected and factions randomly assigned:
Kias - Waiqar the Undying
admanb - Daqan Lords
Infidel - Uthuk Y'llan
El Skid - Latari Elves
(Sorry, samurai6966. But you will be first substitute if a player drops from the game.)
Each player has been randomly drawn two map units to place. Starting with Kias, each player will place one of their tiles on the map, making sure that each added piece is adjacent to at least two hexes already placed. Once all tiles have been placed, Kias will decide the locations of the home realms, ensuring that they are connected to the map by at least three free-movement edges and are all at least four areas apart (exception: one pair is allowed to be only three hexes apart). Then, starting areas will be selected, starting with admanb.
I will do my best to update the map as quickly as possible when necessary. For now, Kias can choose one map segment to start things off. When building the map, be sure to think about making a balanced setup - you may not be able to get a position that you want!
Blank Map
Go ahead and put tile 7 in the middle with 7a facing up (like it currently looks in my spoiler box).
El Dorado: Never forget and The Defense of Minas Tirith, Capital of India
Home realms are pre-set for each race. We select where it goes after we build the map and the first player (me in this case) sets the starting locations up.
El Dorado: Never forget and The Defense of Minas Tirith, Capital of India
Kias means that your actual tile that represents your home realm is pre-set, it matches what your faction is.
Oh excellent. See, that's the answer I was trying to get. Looking back, I just asked the wrong question
Cause that would be very...interesting
No, as home tile set up rules prevent it (*edit* the locations you can choose from for you home realm must touch three non red/blue [mountain/water] area borders), but you can have them set up with built in choke points, i.e. a single area that leads to your home realm. Just remember, this can cause more difficulty than its worth as it limits your ability to reinforce and spread out.
There are also tactics cards that let you pass through mountains, so relying on them too much can get you in trouble.
El Dorado: Never forget and The Defense of Minas Tirith, Capital of India
Mwa-hahah, Waiquar has the measure of you sir:
El Dorado: Never forget and The Defense of Minas Tirith, Capital of India
Current Map
Unplaced Hexes
admanb - Daqan Lords
Infidel - Uthuk Y'llan
El Skid - Latari Elves
Kias - Waiqar the Undying
admanb is up to place.
You wrong me sir.
As a good-aligned race, it is my destiny to bend the land to my will....by the sword.
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(edit: gonna see if I can't throw together a quick map update)
Speaking of which, was your first move ok? Two of your hexes touch an existing one, but only one existing hex is touched when there should be two right? What's the exact wording here?
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You may be right about that though. Let me check the rules while we're all online...
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