0% found this document useful (0 votes)
200 views44 pages

HoMM v11 Preview

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
200 views44 pages

HoMM v11 Preview

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

RULEBOOK

©2022 Archon ©2022 Ubisoft Entertainment.


Heroes of Might and Magic III: The Board Game is a strategy board game for 1–3 players using the core box set.
In the lands of Antagarich, the heroes of might and magic continue to explore the untamed landscapes of its kingdoms:
uncovering ancient artifacts, discovering new settlements, or recruiting powerful creatures for support. The heroes of
this land seek for both wisdom and knowledge in all that they do. The loyalty to their faction is shown in the armies
that aid their exploration of these wilds. And the faith and trust upheld by their heroic names is rewarded in their
heroes banishing other unruly enemies from their surrounding borders.
Will you choose to be a Hero of Might, a warrior, wielding the sword and shield, or will you choose to be a mage,
harnessing the arcane power of spells to be a Hero of Magic? Whichever path to greatness you choose to take,
make sure to keep your army units close and your deck of Might and Magic closer!
Welcome to the land of Antagarich and the Heroes of Might and Magic III: The Board Game.
Game.

TABLE OF CONTENTS
1. Component List ......................................... 3 c) List of Map Elements and Their
2. Game Overview ......................................... 6 Effects...............................................
Effects ............................................... 21
a) Game Modes ...................................... 6 d) Settlements ....................................... 23
b) Difficulty Settings...............................
Settings............................... 6 e) Mines
Mines................................................
................................................ 23

3. Game Setup................................................
Setup................................................ 7 10. Units
Units.........................................................
......................................................... 27
a) Round Structure..................................
Structure.................................. 9 a) Unit Types ........................................ 28
b) Player’s Turn .................................... 10 b) Recruitment Cost .............................. 29
4. Heroes ...................................................... 11 c) Neutral Units .................................... 30
a) Main Heroes ..................................... 11 11. Combat ..................................................... 31
b) Secondary Heroes.............................
Heroes............................. 11 a) Combat Setup ................................... 31
c) Leveling up a Main Hero..................
Hero.................. 12 b) Unit Actions in Combat....................
Combat .................... 33
d) Hero Card Information ..................... 12 12. Campaign Mode (Player vs AI Heroes)....
Heroes).... 38
5. Building a Deck of Might and Magic.......
Magic....... 13 a) Solo Mode – AI Hero Moving on
the Map.............................................
Map............................................. 38
a) General Card Rules...........................
Rules........................... 13
b) Basic and Expert Effects...................
Effects................... 13 13. Game Settings .......................................... 39
c) Artifact Cards ................................... 14 14. Credits
Credits......................................................
...................................................... 40

d) Spell Cards ....................................... 14 15. Index ........................................................ 41


e) Morale .............................................. 16 16. Quick Guide ............................................. 42
f) Trading Cards ................................... 16 a) Field Difficulty Level Table..............
Table.............. 42
b) Victory Conditions ........................... 43
6. Events
Events.......................................................
....................................................... 17
c) Treasure Die (D6).............................
(D6)............................. 43
7. Resources ................................................. 17
d) Resource Die (D6)............................
(D6)............................ 43
8. Town ........................................................ 18
e) Exchanging Resources on the Map...
Map... 43
9. Map Elements .......................................... 19
a) Map Tiles..........................................
Tiles.......................................... 19
b) Moving on the Map .......................... 21

Version: 1.0 ENG

2
COMPONENT LIST

1x Core rulebook 1x Mission book

20 x Map tiles

3 x Income boards

1x Round tracker 6 x Hero models

4 x Combat boards 3 x Hero cards (double-sided)

3
21x Unit cards 29 x Neutral Unit cards 26 x Ability cards

20 x Artifact cards 30 x Spell cards 18 x Specialty cards

24 x Statistics cards 20 x AI Hero cards 6 x Wall cards,


3 x Gate card

1x Arrow Tower card 16 x Astrologers Proclaim 21x Mini Town Building


cards cards

4
33 x Gold tokens 15 x Damage tokens  16 x Valuable(s)
tokens

21x Building 3 x Build tokens 3 x Population tokens


Materials tokens 

1x Grail token 3 x Morale tokens 3 x Spell Book tokens 5 x Paralysis


tokens

2 x Attack dice 3 x Resources dice 3 x Treasure dice

100 x Acrylic cubes


(20 x Blue, 20 x Purple, 20 x Gray, 40 x Black)

5
GAME OVERVIEW

Each game of Heroes of Might and Magic III: The ALLIANCE


Board Game is played as a scenario; with a wide range
Expansion pack required.
of scenarios for players to choose from in the Mission
book. Each scenario has a different map, different Players with at least one expansion have the option to
victory conditions, and a choice of six heroes from play a 4-player game and form an Alliance – 2 players
three different factions to play as, each hero with their vs. 2 players. An Alliance is a team of 2 players that is
very own unique deck of Might and Magic. determined at the beginning of the game and lasts for
the whole game. Allied players share victory and defeat
conditions and can exchange resources, or artifacts.
GAME MODES
The game has three different gameplay modes: DIFFICULTY SETTINGS
In Heroes of Might and Magic III: the Board Game,
Game,
CLASH as in the original video game, gameplay has four
A fully competitive game for 2–3 players. different difficulty settings:
• Easy
CAMPAIGN • Normal
The solo campaign mode of Heroes of Might and • Hard
Magic III: The Board Game has a series of scenarios
• Impossible
designed for a player to play against an AI Enemy
Hero over the course of three interconnected chapter Known in this game as “difficulty settings,” instead
scenarios. The AI Enemy Hero uses an AI deck to of difficulty levels. The default difficulty settings for
determine how the AI Enemy Hero plays during the this game is Normal. Even though selecting a different
game. difficulty setting does not change much in terms of
The Mission book specifies a round limit for completing gameplay, it does change the type and number of
each scenario, and sets out the rounds in which Timed Neutral units a player would encounter based on the
Events will occur. During any Combat encounters, difficulty level of the field they entered.
the player will control both their own units, as well as Depending on the difficulty setting, refer to the “Field
the AI Enemy Hero’s units. Difficulty Level” table (see page 42) to see the number
and type of Neutral Unit cards that must be drawn when
a player’s Hero enters a field where Neutral units are
Attention! located. This triggers a Combat encounter.
Look out for these colored boxes: any
information in these colored boxes will
give you information on specific rules only
associated with the Alliance mode of the game.

6
GAME SETUP

15

17

8
13

2
20

5
1B
1C

19 1G

18

1E

10 16

1F 7

2 1B
1K
1A
9
8A 1L
1M 1J
3
12

11

1D 6

1H
1I

7
This visualization diagram will present the game for the
start of the “Brave New World” scenario found in the
Mission book. It is recommended all players play this
first scenario to familiarize themselves with the game.
There are 3 factions in the base game – Castle (blue),
Dungeon (purple), Necropolis (gray) – with additional
factions available as expansions.
1. You must choose one of the three factions to
play as and then take the following components
associated with their chosen faction: 4. Select a scenario from the Mission book based
on the number of players.
a) 1 x Double-sided Hero card
b) 2 x Hero Models All of the following setup rules will vary depending on
the selected scenario. Always have the Mission book
c) 1 x Starting Map tile
open on the current scenario page to help reference any
d) 7 x Mini Town Building cards scenario based rules.
e) 1 x Combat board
5. Reference page 3, “Scenario Preparation” in the
f) 1 x Income board Mission book and choose the required number
g) 7 x Double-sided Unit cards of Map tiles from the General Supply and place
h) 3 x Hero-specific Specialty cards them in the required map configuration in the
(Level 1, 4, and 6) middle of the playing area.
i) 1 x Hero-specific Ability card 6. Take the 7 Mini Town Building cards and
j) 20 x Faction cubes spread out near your Hero’s card to create the
faction city image. Then flip the ones described
k) 1 x Build token
in the scenario and whenever you buy one of
l) 1 x Population token the buildings. You can check their costs or
m) 1 x Spell Book token effects at any point during the game.
If there are any disagreements between players 7. Reference the Starting Town Production
selecting a faction, roll two Resource dice and amounts in the scenario and place one of your
the player with the higher number of symbols Faction cubes onto the Gold, Building Materials,
gets to choose first. and Valuables tracks on your Income board
to track how many Resources your Town will
2. Choose one of the two Heroes from either side
produce during each Resource round.
of your Hero card, and place it, chosen Hero
face up, in front of you in your player area. 8. Place all the Building Materials tokens, Gold
tokens, and Valuables tokens into three separate
a) Take your chosen Hero’s model and place Resources piles in the general General Supply
it on the Hero’s illustration on your Hero easy reach of all players.
card.
a) Take the corresponding number of Starting
Your chosen Hero will be known as your “Main
Resources – associated to the scenario –
Hero” in the game, and the unchosen Hero,
and place them to the left of your Hero
from the same Faction, will be known as your
card and above any Town Building cards
“Secondary Hero.” Place the Secondary Hero’s
you may have. This is your Resource Pool.
model to the side of your player area – you may
choose to use your Secondary Hero later on in 9. Take the Statistics cards and sort them into four
the game. piles: Attack, Defense, Power, and Knowledge.
3. On your Hero card, place one of your Faction Take a number of each type of Statistics card
cubes on the “1” space on the Experience track. equal to the numbers shown next to each
Statistics on your Hero card (see page 12, “Hero
Card Information” for further details). After
that, you can return remaining cards to the box.
a) Place your Statistics cards to the left of
your Hero card to create a pile of cards.

8
10. Take one or two “Magic Arrow” Spell card(s) to leave enough space beside each deck for a
from the supply and add them to the pile of corresponding discard pile.
cards to the left of your Hero card. One “Magic 16. Take your Combat board and place it
Arrow” is for Heroes of Might, two – for horizontally above your Hero card.
Heroes of Magic.
a) Place a spare Combat board beside the
11. Place your Hero’s Ability card and Level 1
Neutral Unit decks. This will be used to
Specialty card onto the pile of cards to the left
deploy Neutral units in a Combat encounter.
of your Hero card.
12. Shuffle the pile of cards to the left of your Hero 17. Take the black acrylic cubes, Damage tokens,
card and place them face down back on the left Paralysis tokens, and Morale tokens, and place
of your Hero card. This is your Starting deck them all into separate piles in the general
of Might and Magic. supply, next to the map.

13. Take the remaining Ability cards, the Artifact 18. Reference the number of Starting units
cards, and the remaining Spell cards and sort associated to the scenario and take the required
them into three separate piles. Shuffle each pile units from your 7 Unit cards and deploy them,
of cards separately and place them beside the “Few” units side facing up, along the closest
map tiles to form three separate facedown decks two rows on your Combat board (see page 31,
of cards. Draw the top card from each deck and “Unit Placement in Combat” for more details).
place it face up beside each corresponding deck: 19. Place the Round tracker beside the map. Take a
this is the discard pile for each of these three black cube from the general supply and place it
decks. on space “1” of the Round tracker.
14. Based on the Difficulty Setting, each player 20. Place your Main Hero’s model onto the scenario
takes a Starting Bonus. map, on their Starting map tile, on the field of
their faction town.

Starting Bonus The player who can list 5 Neutral units from „Heroes
Based on the difficulty settings the players decide to of Might and Magic III,” first, is the Starting player!
play the game at, reference below to see what type of Or, you can also roll an Attack die and the player with
Starting Bonus all players receive based on the chosen the higher result becomes the Starting player.
difficulty setting:
• Easy – Roll 2 Resource dice and add the
resources from both dice, or draw 2 Minor
ROUND STRUCTURE
Artifacts from the Artifact deck.
Each scenario in Heroes of Might and Magic III: The
• Normal – Roll 2 Resource dice, choose to add Board Game has a limited number of rounds specified
the resources from one die or pick 1 minor in the Mission book. The Round tracker is used to track
artifact. the progress of the game through a repeating sequence
• Hard – Roll 1 Resource die and add the of two rounds:
resources from that die or pick 1 facedown
• Resource rounds – At the start of each players’
minor artifact.
turn in this round, all players trigger an income
• Impossible – no starting bonus. of Resources from all town buildings and
Draw an Artifact Card – Draw the top card from the settlements they control. That’s marked on the
Artifact deck, if it is a Minor Artifact, place it in your Income board.
hand. If the Artifact card is not a Minor Artifact, place • Astrologers rounds – At the start of this round,
the drawn card onto the Artifact discard pile, face up, an Astrologers Proclaim card is drawn and is read
and continue to draw Artifact cards until you have the aloud. The effects of these cards affect different
required number of Artifact cards. aspects of the game; as well as the duration of
each effect varying, too (see page 17, for
fo further
15. Take the Neutral Unit cards and sort them
details on “Astrologers Proclaim cards”).
into four piles: Bronze, Silver, Gold, and
Azure. Shuffle each pile of cards separately The game repeatedly alternates between these two
and place them beside the map to form four rounds and the current round is tracked by a black cube
separate facedown decks of cards. Make sure on the Round tracker.

9
PLAYER’S TURN Morale Token Actions: A player can spend their
Morale token to complete one of the followings:
Beginning with the Starting player, each player performs a) Draw 1 card.
their turn in a clockwise order. b) Discard any number of cards, then draw
the same number of cards from their deck
of Might and Magic.
When playing the alliance mode, players will c) Remove 1 card from their hand and draw
alternate activation beginning with the starting 1 card from their deck of Might and Magic.
player and going back and forth between the
d) Reroll a die.
teams until all players have activated.
(See page 16, “Using a Morale Token” for
further details.)
1. At the start of your turn, draw or discard card(s)
Unlimited Actions: These actions must be
from your hand to equal the current hand limit –
performed during the player’s turn and can be
reference the current position and iconography
performed multiple times, just as long as these
beneath the Faction cube on your Hero’s
actions abide by the actions rules stated above.
Experience track to see what your current hand
limit is. a) Recruit a Secondary Hero from a player’s
2. If the current round is a… own faction.
b) Use any card from their hand.
a) Resource Round – Collect your income
from all of your town buildings and c) Visit locations on the map.
settlements. d) Flag mines or any other structure – with
b) Astrologers Round – Acknowledge the the appropriate cube in the color of the
Astrologers Proclaim card effect before player’s faction.
actioning your turn. e) Attack neutral units and enemy heroes.
3. A player may perform any number of the f) Pick up resources and items on the map.
following actions – based upon the actions’ g) Activate a Building in a player’s own Town.
condition – as part of their turn:
Once per Round Actions: These actions can be
performed simultaneously and at any moment
Attention!
during the game*: When the Enemy Hero attacks a player’s Hero,
they can immediately recruit units or purchase
a) Expand a town. a spell if they haven’t already performed either
b) Recruit units. of these two actions in this round.
c) Purchase a spell from the Mage Guild.
After performing one of these 3 actions, the player
must place the corresponding token – expand their When a player moves their Hero onto a field on the
town, Build token; recruit units, Population token; outside edge of a map tile, if there is not a field from a
purchase spells, Spell Book token – next to the new map tile adjacent to this field, the player may spend
Round tracker. At the end of the round, all spent 1 Movement point to discover an adjacent Map tile (see
tokens are returned to the players. page 19, “Map Tiles”).

*If they didn’t perform the action before the


start of their turn.
Movement Points Actions: Up to the
Movements point available to the hero:
a) Move a Hero into 1 field on the map.
b) Prolong Combat with Neutral units for one
more round.

10
HEROES

There are two types of heroes in Heroes of Might and MAIN HEROES
Game: a Heroes of Might ( <Might> )
Magic III: The Board Game:
and a Heroes of Magic ( <Magic> ). There is a hero of each
A Main Hero is represented by its model and a
type in each of the different factions in the game.
corresponding Hero card. Every Main Hero has 3
At the start of the game, a player will choose a faction Movement points for map exploration. Only a Main
and then decide whether to be a hero of Might or of Hero can gain Experience and level up throughout
Magic. Whichever hero the player chooses to play will the game. Only the Main Hero is associated with the
be referred to as their Main Hero for the duration of player’s deck of Might and Magic.
the game. The remaining hero in that faction will be
Each player starts a scenario with one Main Hero
known as that player’s Secondary Hero. See below for
from their chosen faction. Each Main Hero starts at
further details on how both types of heroes play out in
an Experience Level of 1. The maximum Experience
the game.
Level for a Main Hero is Level 7, with Experience
Levels gained by: defeating Neutral units with a higher
4 1 3
or equal Experience Level as the player’s Main Hero,
2
visiting certain structures on the map, or by rolling
5 6 7 8 “Experience” on a Treasure die.
All players start the game with slightly different decks
of Might and Magic due to their chosen Main Hero and
9 10
Starting Bonuses, and through the course of the game
each player collects spell, ability, and artifact cards.
11
These additional cards will gradually enhance and
strengthen each player’s deck of Might and Magic.

Hero Card SECONDARY HEROES


1. Name. 7. Power. A Secondary Hero can be recruited by spending 10 Gold,
2. Class. 8. Knowledge. only if the player controls at least one Town or Settlement.
3. Type. 9. Starting Ability. The Secondary Hero is represented by the other Hero
4. Faction color. 10. Specialty. model associated with the player’s chosen faction.
Therefore, a player can only control two Heroes at a time.
5. Attack. 11. Level tracker.
6. Defense. The player takes the Hero model from the supply and
places it into any field with a Town or Settlement
controlled by their faction. The Secondary Hero does
not have a Hero card in the game – this being on the
Attention!
other side of the player’s current Main Hero’s card –
If ever the Core rulebook or Mission book
cannot gain any levels of experience, and only has 2
states “... player’s Hero…” this references to
Movement points. Any cards obtained by the Secondary
either a player’s Main Hero or Secondary Hero.
Hero are placed directly into the player’s hand.

11
When a Secondary Hero triggers Combat, they use their • A Level 3 Main Hero increases their hand limit
faction’s Unit cards, but the player cannot use any cards to 5 cards.
from their deck of Might and Magic to enhance their • A Level 5 Main Hero increases their hand limit
Secondary Hero to gain any effects from them. When to 6 cards.
the Enemy Hero attacks the Secondary Hero, the player
• A Level 7 Main Hero increases their hand limit
decides whether to use their faction Unit cards or just
to 7 cards.
Retreat and remove their Secondary Hero from the map.
If the player’s Secondary Hero is defeated, then their
model is removed from the map and returned to the Attention!
general supply and they give one of their Faction cubes
If a player’s hand limit is 4, and they have 4
to the player who’s Hero defeated them. A player can
cards in their hand, then the player does not
recruit their Secondary Hero again during their next
draw cards at the start of their turn. However,
turn, by spending another 10 Gold.
if at the start of their turn, the player does have
more than 4 cards, they must discard card(s)
down to their current hand limit.
LEVELING UP A MAIN HERO
When a player’s Main Hero levels up, they must move
the Faction cube, on their Hero’s Level tracker, up two
spaces – two spaces equals an increase in 1 Experience HERO CARD INFORMATION
Level. The position of the player’s Faction cube on the
Level tracker informs the player of their current hand Attack – Determines the number of Attack cards
limit, the number of Expert Level cards they can play the player gets at the beginning of the game.
on their turn, and any additional Specialty cards they
gain at certain levels. Defense – Determines the number of Defense
cards the player gets at the beginning of the game.

ABILITY AND SPECIALTY CARD Power – Determines the number of Power cards
BONUSES the player gets at the beginning of the game.
Once a player’s Main Hero has leveled up – Levels 1,
2, 3, 5, and 7 – the player receives a bonus Ability card. Knowledge – Determines the number of
The player decides to either take the top face-up Ability Knowledge cards the player gets at the
card from the Ability discard pile; or to draw 2 face-down beginning of the game.
Ability cards from the Ability deck, choosing to keep one
card and placing the other card on top of the Ability card Might or Magic icon – Shows the Hero’s type.
discard pile. The chosen card is put into the player’s hand.
Starting Ability – Shows the Ability card the player
However, when a player’s Main Hero reaches Level 4 gets at the beginning of the game.
and Level 6, instead of an Ability card, the player adds
the corresponding Level Specialty card to their hand. Hero Specialty – Shows which Specialty cards will
be given to the player’s hand at certain levels of
promotion.
LEVELING UP BONUSES
Level Tracker – A tracker where the player places
Every time a player’s Main Hero levels up that Hero
one of their Faction cubes to indicate what Experience
gains a bonus.
Level their Main Hero is currently at. Below the Level
• A Level 2 Main Hero gains the ability to play 1 tracker, is additional information about the player’s
Expert Level card, per turn. current hand limit or what the total number of Expert
• A Level 4 Main Hero gains the ability to play 2 Level cards they can use, per turn.
Expert Level cards, per turn.
• A Level 6 Main Hero gains the ability to play 3
Expert Level cards, per turn.
(See page 13, “Basic and Expert Effects” for
further details).

12
BUILDING A DECK
OF MIGHT AND MAGIC

Attack, Defense, Knowledge and Power cards are to their current limit, they may discard up to two
referred to as “Statistics cards.’’ At the beginning of the cards to draw the same numbers of cards from
game, each chosen Hero is given a number of Statistics, their deck of Might and Magic.
Specialty, Ability, and Spell cards based on the 8. A player’s Ability and Statistics cards can be
information stated on their Hero card. This gives a used either at Basic or Expert Level.
player 9 cards that form their initial deck of Might and
9. The number of Expert Level cards a player can
Magic.
use per round is stated on their Hero’s card.
If a player acquires a card during the game, the card
will go into their hand, unless otherwise stated. At the
beginning of a player’s turn, the player checks the number
of cards in their hand against their current hand limit, BASIC AND EXPERT EFFECTS
if the player has less cards than their hand limit – stated
on their Hero card – they draw cards from their deck of All Statistics cards and Ability cards are divided
Might and Magic up to this limit. These are the cards into two levels: Basic and Expert. A player can use
the player can use during their turn. However, if they any number of Basic Level cards, but only a specific
have more than their hand limit, they must discard cards number of Expert Level cards, per round – the player’s
down to their hand limit. Main Hero card informs the player how many Expert
Level cards they can play on their turn, based on their
Hero’s current level.

GENERAL CARD RULES

1. Descriptions on the cards are above other


mechanisms and rules in the game – including
in this list.
1
2. Cards are divided into instant and ongoing
types.
2
3. Every card in a player’s hand needs to be
activated to trigger an effect described on it. 4
4. Activated cards with the “Instant” icon ( <Instant> )
3
give their bonus immediately. Cards with the
“Ongoing” icon ( <Ongoing> ) stay on the table till their 4
effect is used or till the start of the next turn of
the player who played them. Ability Card
5. After a card is used, the card is discarded by
placing it in the player’s discard pile. 1. Name. 4. Information what
6. If there are not enough cards in a deck when 2. Basic Effect. faction / Hero can
required to draw a card, shuffle the discard pile use this card.
3. Expert Effect.
to create a new facedown deck.
7. After a player has drawn or discarded card(s)

13
ARTIFACT CARDS • 2 Power - for their middle effect.
• 4 Power - for their strongest effect.
Artifact cards are divided into 3 levels: Minor Artifact,
Which power range of the card a player’s Main Hero
Major Artifact, and Relic. All Artifact cards are shuffled
can use, is determined by Instant effects from the cards
together to form one facedown deck. Players can gain
in the player’s hand. To cast a Spell with a stronger
an Artifact card by following the “Draw an ‘X’ card”
effect, and consequently higher cost, a player needs
rule (see page 32, “Terminology: Draw an ‘X’ card”
to play a card that gives “Power” – this is one of the
in the Mission book for further details).
Statistics cards, “Power” card(s), given to all players at
Artifact cards can affect: Combat, by increasing a unit’s the start of the game. Additionally, other Spells can be
attack or defense, or by increasing a spell’s power; also used to increase the Spell Power by 1 Power, per
Resources, by giving the player Resource tokens; Morale, every Spell cast.
by giving the player a Morale token; or by simply
In any given Combat, a player’s Main Hero can only
allowing the player to draw more cards into their hand.
use one Spell per Combat round.
Artifact cards are obtained by either exploring the map
or from rolling Treasure dice (see page 43, “Treasure
1 1
Dice” for further details).

1 2 2

3 3
Minor Artifact

4 4
2

Basic Spell Expert Spell


3

Relic Artifact 1. Name. 3. Spell Effect.


2. Magic School 4. Alternative Effect.
Major Artifact Card symbol.

1. Name. 3. Fluff.
Example:
2. Effect.
The player controlling Sandro has used all of the cards
on their hand in their previous turn. So for the rest of
SPELL CARDS the round, their hand is empty. At the beginning of their
next turn, the player draws 4 new cards from their deck
Spell cards are divided into 2 levels: Basic and Expert. of Might and Magic – up to their current hand limit.
Each Spell card (regardless of level) is also divided They draw Magic Arrow, Town Portal, and two Power
into 3 Power ranges. Each Power range has a different cards into their hand.
cost in Power. Usually, the more Power a player’s Main
Hero uses, the stronger the spell will be.
For Basic Level spells these costs are as follows:
• 0 Power – for their weakest effect.
• 1 Power – for their middle effect.
• 2 Power – for their strongest effect.

For Expert Level spells these costs are as follows:


• 0 Power - for their weakest effect.

14
During the player’s turn, their Main Hero, Sandro, BUILD A MAGE GUILD
has 3 Movement points and as their first move, Sandro
The default way for a player to get new Spell cards is
attacks a Neutral unit of Rogues and Boars defending a
to build a Mage Guild in their Town by spending the
Mine, triggering Combat.
Resources shown on the Mage Guild Town Building card.
During this Combat, the player decides that Sandro
After building a Mage Guild, the player needs to gain
will use the spell “Magic Arrow” against the Enemy
2 Spell cards. To gain 1 Spell card, the player must
Rogue unit. But since the Enemy Rogue unit has 3 HP
follow the “Draw an ‘X’ card” rule (see page 32,
and the “Magic Arrow” spell deals only 1 Damage on
“Terminology: Draw an ‘X’ card” in the Mission book
its weakest effect, the player decides to use both of their
for further details). The player must complete this
Power cards to gain +2 Spell Power for their next spell.
action twice to gain 2 Spell cards.
Due to the additional Spell Power, Sandro can cast the
“Magic Arrow” spell at its strongest effect to deal 3 After gaining this immediate bonus of 2 Spell cards,
Damage. This allows Sandro to kill the Enemy Rogue the Mage Guild gives the player the ability to buy more
unit in one fatal blow, allowing Sandro’s Units to focus Spell cards. The price for one new spell depends on the
on dealing damage to the Enemy Unit of Boars during chosen faction of the player – reference the Mage Guild
the remainder of this Combat round. description on the town building card for further details.
When the player buys a spell from the Mage Guild, they
must follow the “Draw an ‘X’ card” rule (see page 32,
“Terminology: Draw an ‘X’ card” in the Mission book).

Example 1:
A player controlling Alamar, a Warlock Hero from the
Dungeon faction, decides to build the Mage Guild in
their Town. For the Dungeon faction, the Mage Guild
building costs 4 Gold, 2 Building Materials and 1
Valuable. They pay the cost of the building, place the
Mage Guild Town Building card above their Income
Board and immediately draw 2 Spell cards in row.
When the Combat ends, the player decides to use the
They can draw 2 random Spell card or take 1 uncovered
spell “Town portal.” Since Power cards give Spell
spells. After checking what is currently uncovered, they
Power to the “next used spell,” Town portal does not
see that the “Stone Skin” spell is uncovered. Since they
get any additional Spell Power and is cast at its lowest
want to add a few more defensive options to their deck,
effect. The spell still allows the player to move Sandro
they take this card. After taking it, the first spell card
to the selected town or settlement, however with the
from the covered pile (spell cards put face-down) is
weakest effect, he won’t gain any additional movement.
taken to replace it. It turns out to be Fireball. It is a
pretty strong offensive spell, but Alamar already has a
strong army of units, so they decide they do not need it.
They decide to be more risky and take 2 random Spell
cards from the top of the Spell deck. They draw another
Fireball. It is the same spell as the one they did not
want, but sometimes fate is tricky.

Example 2:
A player controlling Tamika, a Death Knight warrior
from the Necropolis faction, already has the Mage Guild
built in their Town, and they want to buy some spells.
For the first Spell card, they pay the required cost,
which is, in the case of the Mage Guild in Necropolis,
GAINING SPELL CARDS 5 gold. They pay it, then need to decide – take the
There are two ways to gain new Spell cards: uncovered spell or draw 2 from a random, face-down
card pile.
• Build a Mage Guild
• Exploring the map

15
MORALE
During the game, a player’s Main and Secondary Hero
will visit a variety of different locations on the map;
certain locations on the map will cause only the player’s
Main Hero to gain either Positive or Negative Morale.
Whenever a player’s Main Hero obtains Positive Morale,
they take 1 Morale token from the supply and place it
on the Hero illustration on their Hero card. A player’s
The uncovered spell is not interesting for them so they Main Hero can only have 1 Morale token at a time.
draw 2 random spell cards – Fireball and Magic Arrow. Secondary heroes cannot possess, nor use a Morale token.

USING A MORALE TOKEN


In any given moment of the game, a player can declare
to use their Morale token to complete one of the
followings actions:
• Draw 1 card.
• Discard any number of cards, then draw the
same number of cards from their deck of Might
and Magic.
Actually they would want to get both of them but for • Remove 1 card from their hand and draw 1 card
now they can only keep one. They pick Fireball and the from their deck of Might and Magic.
unchosen one goes on the top of the currently uncovered • Reroll a die.
spell and replaces it.
Whenever a player’s Main Hero obtains Negative
Morale, they must perform one of two actions:
• If the player’s Main Hero has a Morale token,
they must discard it.
• Or, if they do not have a Morale token, the
previous player must immediately choose two
random cards from the active player’s hand
and discard them.

They do not have enough gold at the moment but are


worried that someone will take Magic Arrow before TRADING CARDS
them, so they play the ability card from their hand –
Wisdom on the expert level. This ability makes the next When a player’s Hero is on a field adjacent to a hero
bought spell cost be lowered by 3 gold, so they only from an allied faction, both players may choose to give
pay 2 gold for that spell. Thanks to this trick, they pick each other any number of Artifact and/or Spell cards –
Magic Arrow which they put as an uncovered spell Ability, Statistics, and Specialty cards cannot be traded
themselves in the last move. The Wisdom card, after in this way.
using its effect, goes into the player discard pile.
THE TRADING RULE
Exploring the Map
A player must give one card, in order to take one card
A player can also obtain Spell cards with either their
from the other player. Both players must agree to trade
Main or Secondary Heroes exploring the map, by
cards. To do this, each player looks at their hand for
claiming them at shrines. If a player’s Secondary Hero
cards and decides upon which cards to trade.
gains a Spell card it goes straight into the player’s hand.
However, the Spell card effect cannot be used by the Cards from the player’s discard or deck of Might and
Secondary Hero in any Combat. Magic cannot be used for trading.

16
EVENTS

In Heroes of Might and Magic III: The Board Game two rounds – both the current Astrologers round and the
there are two types of events that affect the gameplay: next Resource round – with the card effect ending at the
start of the next Astrologers round.
• Astrologers Proclaim cards
• Timed Events
TIMED EVENT
ASTROLOGERS PROCLAIM CARDS Depending on the chosen scenario – especially in a
solo campaign mode – the Mission book may mark a
Astrologers Proclaim cards are drawn at the start of
Specific Event that must be resolved immediately after
each Astrologers Round. These are Special Events
something in the game has triggered it or the indicated
that affect different aspects of the game. Astrologers
round has been reached. These Special Events introduce
Proclaim card effects are resolved as described on the
a number of effects that affect all players or individual
card. Some card effects take effect immediately, only
factions.
affecting the current Astrologer’s Round; other card
effects only take effect during the next Resource round;
while some Astrologers Proclaim card effects last for

RESOURCES

Resources are fundamental to the success of playing There are three types of Resources in the game: Gold,
Heroes of Might and Magic III: The Board Game; Game; Building Materials, and Valuables. All Resources are
resources are used to expand a player’s Town, as well represented by tokens in the game and can be found in
as recruiting units to increase a player’s army. the general supply. The main locations where Resources
can be found are the Mines and Settlements, located
across the map. Some Artifacts can generate Resources,
too.

Gold Building Materials Valuables

17
TOWN

Each player starts the game with their own Town and absent from their Town. If the defending player refuses
an assortment of 7 buildings specifically associated with to spend Gold or is not able to, the besieged Town is
their faction. Each Town has the following types of automatically captured.
buildings:
A player who captures an Enemy Town, places one
• City Hall of their Faction cubes onto the Enemy’s Town and
During each Resources round, gain additional receives a Faction cube from the player whose Town
Gold or Specific faction-based effect. they have captured. The player can also receive an
• Citadel immediate reward, stated in the details of the scenario
Allows units to increase in amount from a in the Mission book, for capturing the Enemy’s Town,
“Few” to “Lots.” too. Other Heroes can attempt to capture the Town
Adds walls and gate objects when the town is using the same rules. Depending on the scenario, this
besieged. could trigger one of the required victory conditions (see
page 43, “Victory Conditions” for further details).
• Unit Dwellings
Bronze units are available after building their If at the end of a player’s turn, a player loses control
dwelling; to buy Silver and Gold units, you over their Faction Town and has no control over
need to buy higher Lv. dwellings in rising order. any other town or settlement, they must place one
In addition - Silver units dwelling adds the of their Faction cubes on the current round, on the
Arrow Tower when the town is besieged. Round tracker, to signify a round where they are in no
• Mage Guild possession of a Town or Settlement. The player has 3
Allows buying Spell cards. full rounds to try and capture a Town or Settlement.
If a player fails to capture a Town or Settlement within
• Faction buildings
this time, they are removed from the game and lose.
Different buildings, each with a specific
faction-based effect. When a Hero defeats an Enemy’s Hero in a besieged
Town, and the defending player has no other Towns
During the game, as Heroes move across the map to
or Settlements, nor Heroes on the Map, this player is
explore the different landscapes, they can attempt to
removed from the game.
capture Neutral Settlements or other players’ Towns.
In order to capture an Enemy’s Town, the Hero has to If a player is removed from the game, they can still
move into the same field as the Town. continue to participate in the game by taking control of
the Neutral units during any Combat against a player
If a player’s Hero enters the field of an Enemy’s Town
– instead of the previous player rule (see page 31,
and the Enemy’s Hero is in the Town, Combat is
“Combat”).
triggered by the Attacking Hero. The Enemy Town is
now called a “Besieged Town” as it is under attack.
If a player’s Hero enters the field of an Enemy’s Attention!
Town and no Enemy Hero is present in the Town, the If a player only controls the Town from
defending Hero – the player of the besieged Town – can a different Faction, they cannot expand it,
spend 8 Gold to use their Faction army to defend their nor use its buildings.
besieged Town. However, the defending player cannot
use any Artifact, Spell, or Statistics cards to enhance
their defense of their Town, since their Main Hero is

18
MAP ELEMENTS

MAP TILES 2
2

TYPES OF MAP TILES


Heroes of Might and Magic III: The Board Game 5 2
2
plays over a series of Map tiles. These Map tiles are 1
categorized into the following types using a series of
Roman Numerals on the back of each Map tile: 6
4
3
1 2

1. Empty field. 5. Borderline


2. Structure. 6. Field Difficulty /
3. Artifact symbol. Level of Neutral
Army
4. Blocked field.
3 4
EMPTY FIELDS
An empty field is a field that does not contain any
Neutral units or Heroes. It may be empty without any
structures, or may have already been resolved by a
hero – marked with a black cube. A field that needs to
be resolved – for example, an Campfire or an Enemy
1. Starting Map tiles: I Mine – is not considered an empty field.
2. Far Map tiles: II–III
3. Near Map tiles: IV–V SCENARIO MAP TILES
4. Center Map tiles: VI–VII All players decide upon the type of scenario they
wish to play, reference the “Map Setup” section of the
scenario and selects all of the required number of Map
MAP TILE ANATOMY tiles of each Map tile type before placement of the Map
Each Map tile is divided into 7 separate fields with each tiles can begin (see page 3, “Scenario Preparation”
field containing a location illustration representing: in the Mission book.)
structures, Settlements, obstacles, or an empty field
All scenarios in Heroes of Might and Magic III: The
Each field may also contain specific symbols for:
Board Game will a combination of both a Center Map
Resources ( <ReDie> ), Treasures ( <TreDie> ), Artifacts ( <Artifact> ),
tile and a selection of Near Map tiles in the middle of
Movement ( <Movement> ) and where Neutral Army would be
each scenario Map. The Near Map tiles are shuffled
fought during Combat (see page 42, “Field Difficulty
and randomly placed, face down, in the middle of the
Level Table”). playing area to match the configuration of the scenario
Map shown in the Mission book.

19
All players have their own Starting Map tiles that must Each placed or flipped Map tile must be positioned so
be placed on opposite sides of the scenario Map (see the there is at least one valid “Pathway” between one of
“Map Setup” of the chosen scenario for further details.) the fields on the placed Map tile and a field from an
adjacent Map tile.
Each player will also have a random selection of
face-down Far Map tiles. These are kept beside the Pathway – A dotted yellow line between two fields.
player’s Hero card at the start of the scenario and are
Blocked Pathway – A solid yellow line between two
only placed face up onto the scenario Map once their
fields.
Hero chooses to explore new lands; thus, a Far Map tile
is placed. A Blocked Pathway prevents a player’s Hero from
entering into that field. This is caused by different
If a player has no more face-down Far Map tiles in front
types of terrain within the landscape of Antagarich:
of them, they cannot explore any more additional new
Mountains or Water Reservoirs.
lands than is already in the scenario Map, and must
move toward an adjacent field, instead.
MAP TILE DIFFICULTY LEVELS
On the back of each Map tile, there are Roman Numerals
STANDARD MAP TILE PLACEMENT
stating the Difficulty Level of any Combat encounter
When a player’s Hero chooses to explore a face-down
with Neutral units (see page 42, “Field Difficulty Level
Near or Center Map tile, they must spend 1 Movement
Table”). A player can see a Map tile’s Difficulty Level
point to flip over the Map tile and must place the Map
before it is flipped or drawn from its corresponding Far
tile. If a player chooses to explore new lands – enabling
Map tile pile in front of them.
a Far Map tile to be placed – they must also spend 1
Movement point to place a face-up Far Map tile. The higher the Difficulty Level of a Map tile, to higher
the rewards that can be gained from fields on that Map
Far Map tiles can only to placed in a space adjacent
tile. For example: the Center Map tile will have the
to at least two other Map tiles. One of the fields of the
most valuable items in the game, but will have the
newly placed Map tile must be placed adjacent to the
strongest Neutral Unit Combats; and a player’s Starting
field the Hero – who is discovering the new lands – is
Map tile will have more basic Resources, but will have
currently on.
the weakest Neutral Unit Combats.

You cannot add this tile here

You can add this tile here, because it will


be adjacent to two other tiles

20
MOVING ON THE MAP LIST OF MAP ELEMENTS
AND THEIR EFFECTS
Each player’s Main Hero’s base movement value is 3
points. This can be increased during the game by certain
abilities or Map Locations. SETTLEMENTS
If a player’ Hero enters a field with either an enemy’s
Main or Secondary Hero or any Neutral units, they will
automatically trigger Combat.
If Combat is between two Heroes, at the beginning of
their activation, a player can decide to Surrender
their Hero from the Combat. The Surrendering player
gives 10 Gold to the Enemy Hero, before removing
their Hero from the field and placing it back into any
Town or Settlement their faction controls (see page 31, When captured for the first time, each Settlement will
“Surrender” for further details). generate their income immediately, and then again
During Combat with an Enemy Hero or Neutral Units, during each Resource round.
the player can choose to Retreat their Hero from the A Settlement that generates Building Materials:
Combat, the player must move their Hero’s model back 2 x Building Materials
to any of their own towns or settlements. The player’s
Hero will also lose all of their units, but will keep their A Settlement that generates Valuables: 1 x Valuable
starting units. A Settlement that generates Gold: 5 x Gold
During Combat with any Neutral units, if a player’s A Settlement that generates units*: *Free unit
Main or Secondary Hero cannot continue with the increase in amount from a “Few” to “Lots.” When the
Combat, the player must move their Hero’s model back Settlement is recaptured by another player, the cost to
onto the last occupied field before triggering increase a unit amount is half (rounded up). Applied to
the Combat. only Bronze and Silver units.
*This effect happens only once after capturing this
FIELD INTERACTION location.
Individual fields on a Map tile may have different icons Placement on the Map: Faction cube + Generated
representing locations with different effects. For example, resource
some locations provide additional Resources, while other
locations increase a player’s Hero’s Experience Level.
Based on the type of location a player’s Hero interacts
with, the player must place a cube – either one of their
faction cubes, or a black cube – to signify the location
has been visited.
Faction cube – Is placed on locations giving benefits
Castle Dungeon
to only the controlling Hero’s faction. The controlling
Settlement Settlement
Hero of a location can change many times over the
course of a game.
Black cube – Is placed on locations which can only
be used once. No Hero can gain the benefit from the
location for a second time until the black cube is
removed from the map.
Necropolis
Settlement

21
MINES WINDMILL

When captured for the first time, each Mine will Gain 1 Valuable.
generate their income immediately, and then again
Placement on the Map: Black cube
during each Resource round.
Ore Mine: 2 x Building Materials
Alchemist’s Lab, Crystal Mine, Gem Pound:
1 x Valuable WATER WHEEL
Gold Mine: 5 x Gold
Placement on the Map: Faction cube

Gain 3 Gold.
Ore Mine Alchemists Lab
(Building Material) (Valuables) Placement on the Map: Black cube

SHRINE OF MAGIC INCANTATION


Crystal Mine Gem Pound
(Valuables) (Valuables)

Gold Mine
(Gold)

A Hero visiting a field can pay 3 Gold> to draws 2 cards
from the Spell deck, choosing one card to put into their
hand, and placing the remaining card on the face-up
discard pile.
Placement on the Map: Black cube

22
MYSTICAL GARDEN STABLES

Choose one: Gain 2 Gold or gain 1 Valuable. Gain 1 additional Movement point.
Placement on the Map: Black cube Placement on the Map: –

MAGIC SPRING LEARNING STONE

The player picks the top 3 cards from their discard pile. Main Hero gain half a level.
They choose one card to place in their hand; shuffling
Placement on the Map: Black cube
the remaining two cards back into the discard pile.
Placement on the Map: Black cube

TREE OF KNOWLEDGE TEMPLE

The player’s Main Hero may choose to pay 3 Valuables Gain a Positive Morale token.
or 10 Gold, to level up.
Placement on the Map: Black cube
Placement on the Map: Black cube

23
OBELISK TREASURE SYMBOL

This effect depends on the chosen scenario. Roll a specified number of treasure dice, then select one
to resolve its effect.
Placement on the Map: Black cube
Placement on the Map: Black cube

SHRINE OF MAGIC GESTURE ARTIFACT SYMBOL

The player draws 2 card from the Spell deck, choosing A Hero visiting a field with a special artifact symbol
one card to put into their hand, and placing the draws 2 cards from the Artifact deck, choosing one card
remaining card on the corresponding face-up discard to put into their hand, and placing the remaining card on
pile. the face-up discard pile.
Placement on the Map: Black cube Placement on the Map: Black cube

WITCH HUT WARRIOR’S TOMB

The player draws 1 card from the Ability deck. They The player draws 2 cards from the Artifact deck,
can choose to put it into their hand or place on the choosing one card to put into their hand, and placing the
face-up discard pile of ability deck. remaining card on the corresponding face-up discard
pile. Then do this action again.
Optional: After resolving the above effect, the player
can remove one Ability card from their hand to draw Afterwards, resolve the Negative Morale effect twice
another Ability card. (see page 16, “Using a Morale Token”).
Placement on the Map: Black cube Placement on the Map: Black cube

24
TRADING POST DRAGON TOWER

This location allows a Hero to trade Resources (see This effect depends on the chosen scenario.
page 43, “Exchanging Resources on the Map”).
Placement on the Map: –
Placement on the Map: –

FOUNTAIN OF YOUTH REDWOOD OBSERVATORY

Gain 1 additional Movement point. Discover any tile adjacent to the tile the Hero is
currently on.
Then gain a Positive Morale token.
Placement on the Map: Black cube
Placement on the Map: Black cube

SANCTUARY OBSTACLES

If your hero is on this field, they cannot be attacked by During the exploration of the map, various elements
another hero. of the natural environment on the tiles may be obstacles.
Heroes cannot move through them. They are marked
Placement on the Map: –
with thick, yellow border.
Placement on the Map: –

25
SETTLEMENTS amounts from a “Few” to “Lots” for half of the price
(rounded up). No additional tokens are placed on the
Settlement.
Settlements are smaller, additional Towns; however,
a player cannot expand them. Settlements can offer
different benefits depending on the type of benefit
chosen by the controlling player. MINES
After capturing a Settlement, the player may select
Mines are Neutral locations found in fields with a
one of three types of benefit: Gold, Building Materials,
Roman numeral. If a player’s Hero enters a field with
Valuables, by placing the relevant Resource token on
a Roman numeral, Combat is triggered. If the player’s
the Settlement field and placing one of their Faction
Hero defeats the Neutral units at the Mine, the player
cubes on the field, too. In addition, they immediately
places one of their Faction cubes on the Mine and gains
gain the Resource income that this Settlement provides
an immediate Income bonus equal to the amount of
based on the Resource token placed, regardless of the
Resources the Mine provides during a Resource round.
current round.
During each subsequent resource round, it generates
Alternatively, the player may choose to not place any
income as follows:
Resource token but, instead, increase one of their
Faction Unit amounts from a “Few” to “Lots” for free. • Ore Mines: 2 x Building Materials
This applies to only Bronze and Silver units and must • Locations that generate Valuables: 1 x Valuable
be done immediately after the Settlement is captured. • Gold mine: 5 x Gold
This is a one-time bonus for the player. Only a Faction
cube is placed on the Settlement to signal which Faction Mines controlled by another player can be captured.
now occupies the Settlement. If there is no Enemy Hero on the given field, the
Attacking Hero captures it automatically by moving
A player can attempt to capture another player’s
into the field – ignore the Roman numeral and engaging
settlement. If the Enemy Hero who captured the
in Combat with Neutral units. The attacking player
Settlement is in the same Settlement the Attacking Hero
then discards the previous owner’s Faction cube and
has entered, Combat is triggered. If the Enemy Hero
places their own Faction cube onto the Mine. If a Mine
who captured the Settlement is absent, they may pay
was previously controlled by another player, then
8 Gold to send their Faction units to the Settlement to
the attacking player does not receive any immediate
defend.
Income bonus from capturing the Mine.
If the Attacking Hero wins the Combat, the Attacking
player removes and returns the previous owner’s
Faction cube and replaces it with their own Faction
cube, instead. The winning player can also decide to
replace the current Resource token for another type of
Resource token. As with the Mines, if a Settlement was
controlled by another player beforehand, the player
does not receive any immediate income bonus for
capturing the Settlement after taking it over.
Depending on the type of Resource token placed, the
Settlement will generate income on each subsequent
Resource round:
• A Settlement that generates Building
Materials: 2 x Building Materials
• A Settlement that generates Valuables:
1 x Valuable
• A Settlement that generates Gold: 5 x Gold

Alternatively, the winning player can decide to not


place any Resource token but instead use the immediate
one-time bonus for increasing one of their Faction Unit

26
UNITS

2 2 from the player’s Combat board, due to purchasing a


1 1
higher level Unit card.
4 3 4 3
Every unit has the following statistics:
5 5
Attack – Determines the amount of damage
6 6 dealt by the unit. The attack value can be
changed by an Artifact, Spell, Ability, or a Main
7 7 Hero’s Specialty cards.
8 9 10
Defense – Determines the amount of damage
that the attacked unit is reduced by. The defense
11 11
value can be changed by an Artifact, Spell,
Ability or a Main Hero’s Specialty cards.
Unit Card (Few) Unit Card (Lots) Defense is only used when units are attacking
each other. Damage dealt from other sources,
1. Name. 7. Initiative. such as Spells, is not reduced by a unit’s
2. Level. 8. Recruitment cost. defense. Defense only reduces the incoming
3. Type. 9. Cost of increasing attack by its value.
4. Attack. the amount.
10. #LOTS symbol. Example:
5. HP.
11. Special ability. Alamar is in Combat with Catherine. His “Lots”
6. Defense.
of Harpies units are about to activate. However,
first, the player controlling Alamar decides
Each Faction has a unique set of 7 different Unit cards,
to cast a Magic Arrow spell with +1 Power
that once recruited by the player, form the player’s
on Catherine’s “Few” Crusaders unit. The
“Faction Army.”
Crusaders’ Defense value isn’t applicable
Each Unit card is double-sided stating: a “Few” units against spells, so they suffer 2 damage – by
and a “Lots” of units. Each newly recruited Unit card placing the relevant Damage tokens onto the
is deployed on the “Few” units side of the card until the Unit card – and survive on 2 HP remaining.
cost of Additional recruitment has been paid, allowing Now, Alamar moves his “Few” Harpies unit
the Unit card to be flipped onto the “Lots” of units side toward and attacks the Crusaders. Harpies’
of the card. base Attack stat is 2, the player has nothing to
When a Unit card has been recruited it is placed directly increase this, so they proceed to roll the Attack
onto the player’s Combat board, “Few” units side up Die. They get a -1 outcome, resulting in the
(see page 31, “Unit Placement in Combat” for further Harpies’ attack being reduced to 1.
details). A player can only have five Unit cards on their The unit’s Defense is always applied to other
Combat board at a time. If a player has more than 5 units’ attacks, so in the end, Harpies 1 Attack
units on their Combat board, they must discard down to is blocked by the Crusaders’ 2 Defense.
5 Unit cards. The “Few” Crusaders unit is still on the
A Unit card will stay on the Player’s Combat board until Combat board with 2 damage and 2 HP left.
either the Unit card is defeated in Combat or is removed

27
UNIT TYPES
Each Faction has three different types of units:
Ground – Ground Units can move up to two
spaces on the Combat board.
Flying – Flying Units can move up to three
spaces, ignoring obstacles, even walls, when
attacking an enemy town.
Ranged – Ranged Units can attack a unit in
any row without being adjacent to it. They can
move one space after the attack. If they move
before attacking, then they cannot attack.
Ranged Units suffer a ranged penalty when their
Targeted unit is on an adjacent Combat field to
them – the Attacking unit – or if the Targeted
unit is on the furthest row on the Combat board.
If the Ranged Unit does have to take a ranged
HP – Determines the amount of Damage a unit penalty, the player must roll 2 Attack dice and
can take. If a player has a “Few” units of a apply the lower result to the attack’s value.
certain type and if the Unit’s HP is reduced to 0, When besieging an Enemy Town, a Ranged
the Unit card is removed from the Combat board Unit has an additional ranged penalty of -1
and is returned to the player’s Unit card pile. Attack value. This penalty applies if at least one
When a player has “Lots” of units certain type Wall card or Gate card is on the Combat board.
and the Unit’s HP is reduced to 0, the Unit card
Special Ability - Most Faction units have a Special
is flipped over the “Few” side of the Unit card
Ability; some of these Special Abilities require the roll
and if there is any remaining Damage to be
of the Attack die and a certain outcome on the die to
inflicted into the Unit, place the corresponding
result in the Special Ability being triggered.
number of Damage tokens onto the Unit card.
Initiative – Determines the order the Unit will
activate during a Combat.

Moving on Who can be


Type Additional Rules
the Board Attacked

Ground 2 spaces Adjacent –

Flying 3 spaces Adjacent Ignore obstacles while moving on the board.

While attacking adjacent units or attacking


from the furthest row to the units on the
opponent’s furthest row, roll two Attack dice
Ranged 1 space Any and choose the lowest of the two results.
Additional -1 Attack penalty during besieging
town (as long as walls/gate are present).

28
RECRUITMENT COST Example:
Queen Catherine has built all three of her Town’s
This is the amount of Gold, and sometimes Valuables, Dwellings, giving her access to recruiting all 7 of her
needed to recruit a certain type of Unit into a player’s Faction Units. However, with a limitation to her only
Main Hero’s Faction army. There are 7 Faction-specific recruiting 5 of these units into her Faction Army.
Unit cards, divided into 3 different levels, for a player She decides to recruit Marksmen, Griffins, Crusaders,
to recruit during a game. Zealots, and Archangels, so Halberdiers and Champions
wouldn’t be used.
Unit cards are recruits from three different Dwelling
Buildings found in the player’s Town. There are three
levels of Dwellings and each leveled Dwelling must
be built before a player can recruit a matching leveled
Unit card. Players must build a Level 1 Dwelling before
they can build a Level 2 Dwelling, and build a Level 2
Dwelling before they build a Level 3 Dwelling.
Each Faction-specific Unit card is double-sided: one side
stating a “Few” of that unit type and the other side stating
“Lots” of the unit type. Whenever a player recruits a unit,
they must pay the Initial Recruitment cost on the left
side of the Unit card. Once recruited, the player must
deploy the recruited unit, “Few” side up, directly onto
their Combat board.
Each player can only have a maximum of 5 unit types
on their Combat board at any one time. If a player
chooses to recruit a new unit into their army, they must
discard a Unit card from their Faction army on their
Combat board.
If a player wishes to increase the size of a unit, they
must pay the Additional Recruitment cost on the right
side of the Unit card, in order to flip the Unit card over
onto the “Lots” side of the Unit card.

Town Building Castle Dungeon Necropolis

Halberdiers, Troglodytes, Skeletons,


Level 1
Bronze Units Marksmen, Harpies, Zombies,
Dwelling
Griffins Evil Eyes Wraiths

Level 2 Crusaders, Medusas, Vampires,


Silver Units
Dwelling Zealots Minotaurs Liches

Level 3 Champions, Scorpicores, Dread Knights,


Gold Units
Dwelling Archangels Black Dragons Ghost Dragons

29
NEUTRAL UNITS
Neutral units do not belong to any Faction. Like the
Faction units, Neutral units are also divided into Ground,
Flying, and Ranged units. Neutral units are represented
by 4 decks of cards stating their difficulty level: the
Bronze deck contains a range of Basic Neutral units,
the Silver deck contains semi-dangerous units, the Gold
deck contains Neutral units comparable to the Gold units
from each faction, and the Azure deck contains stronger
Neutral units than the Gold units.

The Diplomacy Ability card on its expert level


allows the player to immediately Recruit one
of the drawn Neutral Unit cards from a Combat
encounter before the Neutral units are Deployed
onto the Combat board. The Recruitment cost
is shown at the bottom of the Neutral Unit card.
Before Recruiting, the player must have the
corresponding Dwelling built in their Town
in order to accommodate the newly Recruited

 
Neutral unit:
UnitBronze> Dwelling for UnitBronze>

 
Units

UnitSilver> Dwelling for UnitSilver>

  
Units

UnitGold> Dwelling for UnitGold> and UnitAzure> Units

Example:
Queen Catherine triggers a Combat encounter

cards from the UnitAzure> 


with level 7 Neutral Units. The player draws 2
deck – 2x Azure Dragons.
Before deploying them on the Combat board,
the player plays the Diplomacy Ability card on
the expert level to recruit the Azure Dragons.
First, they have to check if they have a
corresponding Dwelling in their Faction Town.
Yes, the Glory of Erathia (Dwelling for UnitGold> 
 
Units) is already built, so the player can
Pay>
(32 Gold>
the Azure Dragons’ Recruitment cost
and 2 Valuable> ) and is Deployed into their
On each Map tile, the Neutral Unit Encounter fields
are marked with a Roman numeral indicating the
army. However, Queen Catherine already has
Difficulty Level of the Neutral Unit Encounter in that
5 Units in her army – ”Lots” of Halberdiers,
location. When a player moves one of their Heroes onto
“Lots” of Griffins, a “Few” Zealots, a “Few”
a Neutral Unit Encounter field, the player whose turn
Champions, and a “Few” Archangels. The player
it previously was, must consult the Roman numeral
decides to remove the “Lots” of Halberdiers
Difficulty Level of the Neutral Unit Encounter field
unit – their card is discarded back into their
(see page 42, “Field Difficulty Level Table”) against the
Faction Unit stack – and is replaced with Azure
Difficulty Setting the game is currently being played
Dragons. Now, Queen Catherine is stronger
at to see the number and type of Neutral Unit cards
than ever! It’s great because there is only one
that must be drawn and placed onto the Neutral Unit’s
Neutral unit remaining; the remaining Azure
Combat board (see page 31, “Combat”).
Dragons must now be Deployed and defeated.

30
COMBAT

Combat takes place each time a player’s Main or The player controlling the Neutral units must spend all
Secondary Hero enters a field with either an Enemy of a Neutral unit’s Movement points – not applicable
Hero, any Neutral units, an Enemy Town, an Enemy for Ranged Neutral units – and, if possible, must perform
occupied Settlement, or a Neutral Settlement. an attack on the Attacking Hero’s Army units.
The Hero and their units that entered into a field that When a player’s Main Hero enters a field marked with
triggers a Combat are known as the ‘Attacking unit(s)’, a Roman numeral, Combat is triggered. Neutral units
whereas the Enemy Hero and their units, or the Neutral on the Combat board are placed as follows:
units that were currently in the field when the Combat 1. Check the “Difficulty” table and reference the
was triggered are known as the ‘Defending unit(s).’ Roman numeral Difficulty Level of the Neutral
Unit Encounter field against the Difficulty
COMBAT ROUNDS Setting the game is currently being played at
to see the number and type of Neutral Unit cards
Whenever Combat is triggered, the two parties involved
that must be drawn.
in the Combat – Attacking Hero, Defending Hero, or
Neutral Units – push both Combat boards together to 2. Draw the required number of Neutral Unit cards
form a larger 5 x 6 Combat grid of 30 Combat spaces, from the appropriate Neutral Unit decks.
called a Combat Field. Flip over the drawn Neutral Unit cards and
group them into the 3 types of units: Ground,
The duration of a Combat encounter differs depending Flying, and Ranged.
on who the Enemy units are:
3. Reference the Roman numeral in the field the
• Neutral units (Bronze, Silver, Gold Level) – player’s Hero has entered, against the Difficulty
One Combat round only. Level table. This informs the player controlling
• Neutral units (Azure Level) / Enemy unit with the Neutral units how many Neutral Unit cards
the Enemy Hero - As many Combat rounds as are drawn from the appropriate Neutral Unit
needed until there is a winning opponent or one decks. Flip over the drawn Neutral Unit cards
side Surrenders, or Retreats (only possible for and group them into the 3 types of unit: Ground,
the players). Flying, and Ranged. Place the Neutral Unit’s
Combat board vertically – showing three columns
of five spaces – between the two players
involved in the Combat.
COMBAT SETUP
UNIT PLACEMENT IN COMBAT
NEUTRAL UNIT COMBAT SETUP 1. Place any Ranged units along the back row of
In a Clash mode or an Alliance mode, the player who the Neutral Unit’s Combat board, starting with
completed their turn last is the player who freely the highest initiative Ranged unit deployed on
deploys and commands the Neutral units during a the leftmost space, with any further Ranged units
Combat. So, the beneath deployment rules are only the deployed in initiative order from left to right.
reference, not the obligation for them. 2. Place any Ground and/or Flying units along the
second row of the Combat board – the row in
front of any previously placed Ranged units –

31
with the highest initiative unit deployed on the HERO UNITS COMBAT SETUP
leftmost space, with any further Ground and/or
When a player recruits one of the Units, it is placed
Flying units deployed in initiative order from
directly onto one of the last two rows of their Combat
left to right.
board, with the “Few” side facing up.
If two or more units have the same initiative, the
Players can freely change the deployment of their Units
higher-leveled unit is deployed on the leftmost space
during their turn but cannot change anything when the
on the Combat board.
combat is triggered.


UnitAzure> UnitGold> 
UnitSilver> 
UnitBronze>
COMBAT INITIATIVE ORDER
During Combat, units activate in initiative order, starting
with the highest initiative activating, first. If both players
Highest-Leveled Lowest-Leveled
have a unit with the same initiative, then the Hero that
Unit Unit
initiated the Combat activates their unit first.
If there are more than two units with the same initiative,
If two or more units still have the same level and between both players, the Combat starts with the
initiative, then the player controlling the units makes attacking player and then alternates between each player
the decision on how best to deploy them during the activating each shared-initiative unit.
Combat.
If there were no Ranged units placed in the previous COMBAT OBSTACLES
step, still place all Ground and Flying units along the Units cannot move into or through a space on the Combat
second row of the Combat board. board with an obstacle card – except for Flying units.
The obstacles on the Combat board are as follows:
• Units – A Unit card cannot move through
1 2
another Unit card.
• Obstacles – A Wall card and Gate card appear
on the Combat board when an Attacking player
is besieging a Town with a citadel (walls and
gate).
• Wall Card – An Obstacle card that prevents a
Unit card moving through the space.
• Gate Card – A special card that appears when
3 3 3 an Attacking player is besieging another player’s
Town. It allows the Defending player’s units to
move and stand on it. A Gate card is considered
to be an Obstacle card for the Attacking player’s
units.

Obstacles can be removed from the Combat board


by attacking them with any unit, except a Ranged unit.
The Attacking player must spend 1 Attack action on the
Obstacle to remove the Obstacle card on the Combat
board. Once removed, return the Obstacle card to the
General Supply.

In a Solo Mode, the player must control both


their own Faction units and the Enemy units
following the rules above. The term “Enemy
units” refers to both the AI Enemy’s Faction
units and any Neutral units they encounter.

32
UNIT ACTIONS IN COMBAT USING CARDS DURING COMBAT
Cards from players hands are always used after
When a player activates one of their Unit cards, during determining the unit with the highest initiative. If the unit
Combat, the player can perform any of the following with the highest initiative is a Neutral unit, the Neutral
actions during their unit’s activation: unit activates first. In this case, the Defending player
• Move – A player’s unit can move up to a number can use their hand only for defense and must play any
of spaces specified by its type. defensive cards before the Attack die from the Enemy
unit is rolled.
• Attack – Ground and Flying units must be
adjacent to an Enemy unit to perform an Attack Spells are always cast before a player’s Hero’s unit
action. Ranged units can choose any target, is Activated. That means that if a player’s Hero was
as long as they are not adjacent to an Enemy unit. attacked, they cannot defend their units with spells.
A player’s unit is considered adjacent when By default, a player’s Hero can only cast one spell during
it’s located orthogonally to another unit. Units one Combat round: this can be modified by some special
located diagonally are not adjacent and cannot effects from the cards, e.g., Knowledge statistics card or
be attacked, except by Ranged unit attacks. Intelligence ability card.

• Retaliation Attack – If a Defending player’s unit


Example:
survives an attack by an Attacking player’s unit,
The player has an Artifact, Ogre’s Club of Havoc (that
while being adjacent to the Attacking player’s
gives them a +2 attack when discarding 1 additional
unit, then the Defending player’s unit can perform
card) in their hand, 2 Defense cards and the Fireball
a Retaliation Attack action on the Attacking
spell.
player’s unit.
After performing a Retaliation Attack, the
Defending player places one of their Faction
cubes onto their Defending unit’s card to indicate
it has performed its Retaliation Attack.
Each unit can perform a Retaliation Attack once
per Combat round. At the end of the Combat
round, once all units in the Combat have been
activated, remove any placed Faction cubes
on any Unit cards that performed a Retaliation
Attack during the round. If a player’s units are
The Enemy’s “Lots” of Griffins unit have a higher
in a Combat encounter consisting of more than
initiative than any of the player’s units. Because of that,
one Combat round, all units have regained a
the Enemy’s “Lots” of Griffins unit move first and attack
Retaliation Attack action for their next Combat
the player’s “Few” Dread Knights unit. The player sees
round.
that this Enemy unit has 3 Attack but also low HP – 1
HP Damage already on its card.
ATTACK DIE (CUSTOM D6) The player decides to play a Defense card on its Expert
Before a player completes a Unit attack against an Enemy Level onto their “Few” Dread Knights Unit card in the
Hero or Neutral Unit – once the player has played all of hope it would be enough to block the whole attack.
their cards – the player must roll an Attack die and add The Enemy’s “Lots” of Griffins unit attack and the Attack
the outcome on the die to their Unit’s attack. die is rolled – the result is “+1.” This results in the
Enemy unit attack for 4 Damage, and it all was negated
If a player’s Unit or Main Hero has a Special Ability that by the player’s “Few” Dread Knights Defense and
requires them to roll an Attack die, roll an Attack die extra +2 Defense from the accompanied Defense card.
and compare the outcome on the die with the outcome(s) The player’s “Few” Dread Knights unit is unharmed,
on the card. If both the outcomes match, then the ability taking no Damage tokens, and the Defense card goes
is activated. onto the player’s discard pile.

Sides on the Attack die:

<AttackPlus1> <AttackPlus1> <Attack0> <Attack0> <AttackMinus1> <AttackMinus1>

33
INSTANT AND ONGOING CARDS
Instant Cards ( <Instant> ) – These cards are played to gain an
immediate bonus. These cards can be used to increase a
Spell’s power, increase the attack value or defense value
of a selected unit, or to draw a card from the top of the
Might and Magic deck. All these effects work only once
per card so, e.g., if the unit is attacked and the player
uses “Defense +1” it’s only for this single attack. After
creating its effect, the card is discarded.
<AttackPlus1> Ongoing Cards ( <Ongoing> ) – These cards are placed on
the table in front of the player and either give a bonus
or have a condition awaiting to be met. These cards
The player’s “Few” Dread Knights unit survived the last either until their condition is fulfilled or until the
attack, so they perform a Retaliation Attack. The player’s end of the player’s current turn. After this, the card is
“Few” Dread Knights unit base Attack stat is 5. discarded.
The player decides that since the Enemy unit has low
HP they will give their “Few” Dread Knights unit an
extra +2 Attack from the Ogre’s Club of Havoc Artifact SPECIAL EFFECTS — PARALYSIS AND
card to make their unit deal enough damage to kill the OTHER CARDS
Enemy unit – they discard the second Defense card Some cards and units’ abilities can provide ongoing
to trigger this effect. After that the Attack die is rolled – effects. If any unit is affected, place the specific card or
the result is “-1.” This results in an Attack of 6. Sadly, a Paralysis token on top of the Unit card on the Combat
it is not enough. The Enemy’s Griffins Unit card is board.
flipped to the “Few” side, but the unit survived on 1
The status effect can, for example: increase a unit’s
HP left! The Artifact card used during this Retaliation
Defense, Attack, Initiative, or just modify the amount
Attack goes to the discard pile and the player places
of HP a unit has.
one of their Faction cubes onto their Dread Knights
Unit card to signal that this unit’s Retaliation Attack
Paralysis
has been triggered during this Combat round.
A paralysed unit cannot move, nor attack.
This effect cancels when the affected unit
is attacked. Then it will perform an instant
Retaliation Attack – this doesn’t matter if
Paralysis
the unit has already performed a Retaliation
token
Attack during this current round.

COMBAT AGAINST NEUTRAL UNITS


The rules below are for the solo campaign gameplay.
However, these rules are also recommended as the
default for a player controlling the Neutral units during
Combat in a Clash or Alliance mode.
<AttackMinus1>
Once Combat is triggered, the Neutral units will attack
the Attacking player’s units as follows:
1. All units activate in initiative order, starting
After this exchange, it is the player’s “Few” Dread
with the highest-initiative unit.
Knights unit’s turn to be Activated. The player can either
activate that unit, or play Fireball from their hand, first. a) The Attacking Hero has priority if there is
Therefore, before the player activates this unit, they a tie for the highest-initiative unit.
decide to cast Fireball to finish the wounded Enemy unit 2. Neutral units always attack the Attacking
with 1 Damage. Thanks to that, their unit will not waste player’s closest units. If the Neutral unit is not
their Attack action on an almost dead Enemy unit and within range of any of the Attacking player’s
can target another Enemy unit, instead.

34
units, the Neutral Unit player will spend as If the Attacking Hero defeats the Neutral units, the
many of the Neutral unit’s Movement points to Attacking Hero will gain Experience based on the Roman
be within range of the Attacking player’s unit. numeral level of the Neutral Unit Encounter field:
a) If two of the Attacking player’s units are • The Neutral Unit Encounter level is lower
equally distant away from the Neutral than the Attacking Hero’s level – No levels
units, the Neutral units will move toward of Experience gained.
the lower level Faction unit. If both Faction • The Neutral Unit Encounter level is equal –
units are of the same level, the Neutral unit within half an Experience Level – to the
player chooses which Faction unit their Attacking Hero’s level – Half an Experience
unit will move toward. Level is gained.
3. Ranged Neutral units attack with the following • The Neutral Unit Encounter level is higher
list of Attack priorities: than the Attacking Hero’s level – the whole
Experience Level is gained.
a) An Attacking player’s unit at the same
level as the Ranged Neutral unit making
the attack. Example:
If a player’s Level 3 Main Hero defeated a Level 5
b) An Attacking player’s unit at a lower level
Neutral Unit Encounter. The player’s Level 3 Main Hero
as the Ranged Neutral unit making the attack.
would gain 1 levels of Experience, increasing the player’s
c) An attacking player’s unit closest to them Main Hero’s Experience to Level 4.
on the Combat board.

Attack order example for a Silver Neutral Attention!


unit:
The same leveling rules apply to Main Hero
First, attack the opponent’s Silver unit. If there is no VS. Main Hero combat!
Silver unit, attack a Bronze one. If it’s still unable to
determine the attack’s target (because two or more units
fit the above criteria), the Neutral unit attacks the unit
closest to them.
Quick Combat
Combat against Neutral units last for only one Combat If the Attacking Hero’s Experience Level is at least 1
round. During this Combat round, the Attacking Hero level higher than the Roman numeral of the Neutral
must defeat all the groups of Neutral units to win the Unit Encounter, the Neutral units in the encounter flee
Combat. Any damage inflicted onto the Neutral units, in terror and the Neutral unit cards are discarded.
must be represented with the corresponding number of No Combat is performed on the Combat board, and the
Damage tokens. Attacking Hero is automatically considered victorious.
If the Attacking player fails to defeat all the groups of However, the Attacking Hero does not gain any
Neutral units within one Combat round, the Attacking Experience for winning this Combat.
player has two options:
• Spend 1 Movement point to extend the Combat COMBAT AGAINST ENEMY UNITS –
for one more Combat round. SECONDARY HERO, FACTION UNITS IN
• Retreat from the Combat by moving their Hero TOWNS AND SETTLEMENTS
model back to the field they previously occupied Combat against an Enemy’s unit plays the same as
before triggering Combat. described above, but the only difference is that the
Attacking Hero does not gain any levels of Experience
If the Attacking player fails to defeat all the group(s)
from defeating the Enemy units. Depending on where
of Neutral units in one round of Combat, the Neutral
the Enemy unit is, the Attacking Hero may well be able
Unit cards and Damage tokens are removed from their
to gain an immediate bonus from the location the Combat
Combat board. Return the Damage tokens to the General
was triggered in.
Supply and place the Neutral unit cards onto their
corresponding discard piles.

35
COMBAT AGAINST AZURE NEUTRAL the Defending unit, represented by the corresponding
UNITS number of Damage tokens.

Combat against an Azure leveled Neutral unit plays the If the Attack value reduces the HP of the Defending
same ways as described in “Combat Against Neutral player’s “Few” Defending unit down to 0, remove the
Units,” above and lasts for as many Combat rounds as “Few” Defending Unit card from the Combat board.
it takes until either opponent loses all of their units. Return any Damage tokens placed on the Unit card
The Attacking Hero does not need to spend 1 Movement back to the General Supply and return to the Unit card
point to continue the Combat. Any damage inflicted back to the player’s pile of Unit cards.
onto the Neutral units, must be represented with the Each Defending unit that was attacked, first time during
corresponding number of Damage tokens. the Combat round, and survived the attack can now
If the Attacking Hero defeats an Azure leveled Neutral perform a Retaliation Attack action – only once per
Units Encounter, the Attacking Hero would gain the Combat round. After performing the Retaliation Attack,
Experience level difference between the Attacking the Defending player places one of their Faction
Hero’s level and the Neutral Unit Encounter level onto cubes onto the Unit card of the unit that performed the
the Attacking Hero’s current level. Retaliation Attack.

If the Attacking player is defeated by all the group(s)


Example:
Azure leveled Neutral units, the Neutral Unit cards and
Damage tokens are removed from their Combat board. The Attacking player’s “Few” Archangels unit (6 Attack
Return the Damage tokens to the General Supply and +2 from the player’s 2 Attack cards) attacks the
place the Neutral unit cards onto their corresponding Defending player’s “Few” Vampires unit (4 HP and
discard piles. 1 Defense).

COMBAT - HERO VS HERO


Combat against another player’s Hero plays the same
ways as described in “Combat Against Neutral Units,”
above and also lasts for as many Combat rounds as
needed until either: one player’s Hero loses all of their
units, a player’s Hero Retreats, or Surrenders from the
Combat encounter.
When a player Activates one of their units and performs
an Attack action, compare the Attacking unit’s Attack
value with the Defending unit’s Defense value and HP.
After moving the Attacking unit to be within range, <AttackMinus1>
but before rolling the Attack die, both players – the
Attacking player can increase their unit’s Attack value
and the Defender player can increase their units’ Defense The Attacking player’s “Few” Archangels unit’s total
value – with cards from their hands. If the Attack value Attack value is 8. The player rolls an Attack die and
from the Attacking unit is higher than the Defense value gains -1 Attack value, so the Attacking player’s “Few”
from the Defending unit, reduce the Defending unit’s Archangel unit’s total Attack value is 7. The Defending
HP by the difference by placing the corresponding player’s unit of a “Few” Vampires’ HP is 4 and with
number of Damage tokens equal to the amount of a Defense value of 1.
Damage inflicted onto the Defending unit. If the Attack
Therefore, the Defending player’s unit of a “Few”
value is equal to or less than the Defense value of the
Vampires’ HP is reduced to 0 and the Defending player
Defending unit, the attack fails.
must remove the unit card from the Combat board.
If there are “Lots” of the Defending unit, after reducing
If the Attacking player were to target the Defending
the Defending units’ HP to 0 – if the Defending unit
player’s unit of “Lots” of Vampires (4 HP and 1 Defense),
needs to take further damage – flip the Defending unit
with the same “Few” Archangels unit’s Attack value
card to the side of a “Few” of the Defending unit. If this
of 7, the Defending player’s unit of “Lots” of Vampires’
is the case, the Defense value of a “Few” Defending units
HP would be reduced to 0, resulting in the Defending
is ignored and the remaining damage is inflicted into
player flipping their Vampires Unit card over to the side

36
of a “Few” Vampires unit with only 2 HP remaining. END OF COMBAT
As a consequence, after the Attacking player’s attack,
Combat is played over a number of Combat rounds,
the Defending player’s unit of a “Few” Vampires would
with each Combat round consisting of both players
get a Retaliation Attack onto the Attacking player’s unit
activating all of their Units in an attempt to become
of a “Few” Archangels.
victorious over their opponent. Once all Unit cards
on the Combat Field have been activated, the Combat
round is over. A Combat encounter can end in one of
three ways:
• The Enemy/Neutral unit(s) are defeated.
• The Hero Retreats.
• One of the Heroes chooses to Surrender.

WINNING AND DEFEAT IN COMBAT


Gaining Experience
When the Main Hero defeats the enemy Main Hero,
they gain experience (based on the same rules as
defeating Neutral Units, see Combat Against Neutral
<AttackMinus1> Units p. 32 for more details). However, they will gain
no experience after defeating the Secondary Hero.

Defeat in Combat
If a player’s Hero is defeated by their opponent’s
Hero, they must give 7 Gold to their opponent – if the
Retreat defeated player has less than 7 Gold, they must give
all the Gold in their possession to their opponent.
During any moment in Combat, before any of an
The defeated player must also resolve the Negative
Attacking Hero’s are activated, the Attacking player
Morale action as a consequence of being defeated in
may decide to retreat their Hero away from the current
Combat (see page 16, “Negative Morale Action”).
Combat encounter.
The defeated player must move their defeated Main
If so, the player moves their Hero’s model to the closest
Hero’s model to any of their towns or settlements from
Town or Settlement occupied by their Faction. All of
the field the Combat encounter took place in. The player’s
the Hero’s Unit cards are removed from the Hero’s
Hero retains their current experience level as well as
Combat board and the Hero’s Starting Unit cards are
regaining their starting number of units, too.
placed back onto the Combat board. The player retains
the current state of their Hero’s deck of Might and Magic
and discard pile, including any cards that are currently Defeat of a Secondary Hero or a Faction’s
in the player’s hand. Units Defending a Town
If a player’s Secondary Hero enters into Combat and is
Surrender defeated by losing all of their units, the Secondary Hero
model is removed from the Map and is placed off to the
If the Combat is between two Heroes, in addition to
side of the player’s area. The defeated player then resets
the option of one of the Heroes choosing to Retreat,
their Unit cards back to their starting number of units
the Hero can choose to Surrender, instead. During any
from the start of the scenario.
moment in the Combat, before any of a Hero’s units
are activated, the player can decide to Surrender the This rule is the same if a player loses all of their Units –
Combat by giving 10 Gold to their opponent. without the presence of their Hero – defending one of
The Surrendering Hero’s model is moved to any Town their Towns or Settlements against any Enemy units.
or Settlement occupied by their Faction. In this case,
the Surrendering Hero is able to keep all of their current
Unit cards and keep their deck of Might and Magic,
discard pile, and hand of cards in its current state.

37
CAMPAIGN MODE
PLAYER VS AI HEROES

In the Campaign mode of Heroes of Might and for the AI Hero to cast a spell, you must draw a card
Magic III: The Board Game your opponent is an AI from the Spell deck.
Hero that uses two decks of cards:
Combat with the AI Heroes follows the same mechanisms
• An AI deck as the Clash Mode for Combat with Neutral units, but
• A Spell deck. with the following changes:
• Enemy army units are predetermined by the
Based on the given scenario in the Mission book, the AI
scenario
Hero will play as one of the other two Factions.
• Before activating an enemy unit, the player
AI Deck – This deck of cards describes additional
must draw one AI card to determine the actions
actions the AI Hero will perform alongside the activation
of the activated unit
of its units. This deck replaces a players’ hand of cards
normally used to enhance their units on the Combat
board. Such as: enhancing a unit’s Attack value or
Defense value, or allowing the AI Hero to draw and cast SOLO MODE – AI HERO MOVING
a Spell against your units.
ON THE MAP
An AI Hero has a movement value of 3, and on their
1 turn, they must spend their Movement points to move
across the map. The AI Hero must follow the following
2 sequence of actions in order:
1. Move toward the same field as the Enemy Hero
3 4 – your Hero – if they are on the same Map tile
as you.

5 6
2. Take control of Mines and Settlements by
spending 1 of their Movement points.
3. Move toward the player’s town.
7
Whenever the AI Hero is unable to perform the first
action, skip to the next action in the sequence until the
AI Hero Card AI Hero can perform an action.
If the AI Hero encounters a Combat with a Neutral unit,
1. Name. 5. Effect on Expert. the Combat is resolved immediately with an automatic
2. Description. 6. Effect on win for the AI Hero.
3. Effect on Easy. Impossible.
This pattern of Movement actions for the AI Hero can
4. Effect on Normal. 7. Type. be modified by the different scenarios found in the
Mission book. Always double check the individual
scenario rules before you start playing.
Spell Deck – Each AI Hero, apart from the AI deck,
uses a separate Spell deck. These decks are different
depending on the scenario. Whenever an AI card calls

38
GAME SETTINGS

Use this table to modify the game to make your game playing experience easier or harder.

Game
Difficulty Change to the default rules
Levels

Decrease Players start the game with a Secondary Hero.

Decrease All mines, and settlements provide double income.

Increase Towns do not produce any resources; however, players can use other buildings’ effects.

Increase Players cannot reroll their own dice.

Variant Attack die is used only for units abilities. It’s value is ignored for addtitional damage.

Decrease Units’ total attack cannot be lower than 1.

Increase Treat all symbols on treasure and resource dice as single.

Increase No starting bonus.

Trading post: players can exchange resources anytime, while trading posts on map gives
Decrease
them one random artifact once (use the black cube to mark it).

Variant Astrologers Proclaim card is drawn also at the start of each of the resource rounds.

Variant No more Astrologers Proclaim cards are drawn.

Ignore the cost of one movement point for extending combat beyond the first
Decrease
combat round.

Variant All black cubes are removed from the map at the 4th, 8th and 12th round.

All cards which are being added to the player’s deck of Might and Magic, goes to
Variant
the discard and not to the hand.

39
NOTES

40
INDEX

A H S
Ability Cards....................
Cards.................... 9, 12, 13 Hero Card.....................
Card..................... 8–9, 11, 12 Secondary
Hero....
Hero....8,
8, 10, 11–
11 –12, 16, 21, 31, 35, 37
AI Hero Cards........................
Cards........................ 6, 38 Hero’s Actions.
Actions............................ 10
Setup........................................
Setup........................................7–9
7–9
Artifact Cards.........................
Cards......................... 9, 14 Hero’s Movement.
Movement..... 10, 11, 20, 21
Settlements.....................
Settlements ..................... 18, 21, 26
Astrologers Proclaim Cards.
Cards.....10,
...10, 17
I Special Effects.
Effects............................ 34
Attack Die..................................
Die.................................. 33
Instant Cards........................
Cards........................ 13, 34 Specialty Cards............
Cards............ 8, 9, 12, 13

B Spell Cards...........
Cards...........9,
9, 13, 14–16, 38
Basic Effects.
Effects......................... 13, 14 M Statistics Cards.............
Cards............. 8–9, 13, 14
Main Hero........................
Hero........................ 8, 11, 12
Surrender............................... 21, 37
Surrender
C Map Elements................. 19, 21–26
Campaign – Solo Game Morale........................
Morale ........................ 9, 10, 16, 37 T
Mode................................
Mode ................................ 6, 34, 38
Timed Events.......................... 6, 17
Clash Game Mode.
Mode........ 6, 8, 31, 34 N Treasure Die...............................
Die............................... 43
Combat...............
Combat ............... 21, 27, 31–37, 38 Neutral Units..............
Units..............9,
9, 30, 34–36
Towns.....................
Towns ..................... 8–9, 10, 18, 21
Combat Against Neutral
Units......................................
Units ...................................... 34–35 O
Combat – Hero Vs. Hero.
Hero....... 36-37 Ongoing Cards.....................
Cards..................... 13, 34
U
Cooperative Game Mode.............
Mode............. 8
Unit Actions in Combat.
Combat.............. 33
P
Units.....................
Units ..................... 9, 27–29, 32, 33
D Paralysis.................................
Paralysis ................................. 9, 34
Deck of Might and
Magic...................
Magic ................... 9, 10, 11, 13–16 Q
Defeat...................................
Defeat ................................... 37, 43 Quick Combat............................
Combat............................ 35 V
Difficulty Settings..............
Settings.............. 6, 9, 31 Victory Conditions...............
Conditions............... 18, 43

R
E Resource Die..............................
Die.............................. 43
Empty Field.
Field................................ 19 Resources...........................
Resources ........................... 8, 9, 17
Experience and Retreat......................
Retreat ...................... 12, 21, 35, 37
Leveling....................8,
Leveling ................. 8, 11, 12, 35, 37
Expert Effects.................
Effects................. 12, 13, 14

41
QUICK GUIDE

Field Difficulty Level Table

Difficulty Easy Normal Hard Impossible

Level I   1x UnitBronze> 1x UnitBronze>  2x UnitBronze>  3x UnitBronze>

Level II   2x UnitBronze> 2x UnitBronze>  3x UnitBronze>  


2x UnitBronze> , 1x UnitSilver>

Level III    
1x UnitBronze> , 1x UnitSilver> 2x UnitBronze> , 1x UnitSilver>  
1x UnitBronze> , 2x UnitSilver>  3x UnitSilver>

Level IV    
2x UnitBronze> , 1x UnitSilver> 1x UnitBronze> , 2x UnitSilver>  3x UnitSilver>  
2x UnitSilver> , 1x UnitGold>

Level V      
2x UnitBronze> , 1x UnitSilver> , 1x UnitGold> 1x UnitBronze> , 2x UnitSilver> , 1x UnitGold>  
2x UnitSilver> , 2x UnitGold>  
1x UnitSilver> , 3x UnitGold>

Level VI      
2x UnitBronze> , 2x UnitSilver> , 1x UnitGold> 1x UnitBronze> , 2x UnitSilver> , 2x UnitGold>  
2x UnitSilver> , 3x UnitGold>  
1x UnitSilver> , 4x UnitGold>

Level VII   1x UnitAzure> 2x UnitAzure>  


2x UnitAzure> , 1x UnitGold>  
2x UnitAzure> , 2x UnitGold>


Table’s Key


UnitBronze> – Unit from the Bronze deck.


UnitSilver> – Unit from the Silver deck.


UnitGold> – Unit from the Gold deck.
UnitAzure> – Unit from the Azure deck.

42
VICTORY CONDITIONS TREASURE DIE (D6)
The victory conditions of each game are dependent on Treasure dice sides are as follows:
the chosen scenario.
1. “Resource Die” icon ( <ReDie> ) – Roll 1 Resource
The most common victory condition in Heroes of Might die.
and Magic III: The Board Game is to defeat the 2. “2 x Resource Dice” icon ( <2TreDie> ) – Roll 2
Enemy Factions. resource dice, choose one result.
This is to be accomplished by completing all of the 3. “½ Experience Level” icon ( <Exp> ) – The player’s
following criteria: Main Hero gains half an Experience Level.
• In a 2-player game – defeating the opponent’s 4. “½ Experience Level” icon ( <Exp> ) – The player’s
main Hero and capturing their Starting Town. Main Hero gains half an Experience Level.
• In a 3-player game – gathering one Faction 5. “Artifact” icon ( <Artifact> ) – Draw 1 Artifact card.
cube from each opponent. 6. “Artifact” icon ( <Artifact> ) – Draw 1 Artifact card.
Players gain a Faction cube from their opponent (See page 32, “Terminology: Draw an ‘X’ Card” in the
by defeating any of their opponent’s Heroes or by Mission book for further details.)
capturing their opponent’s Starting Town.
Other more specific victory conditions can include:
• Capturing a specific Town.
RESOURCE DIE (D6)
• Defeating specified Neutral unit(s).
The Resource die sides are as follows:
• Taking control of specified Town Buildings.
1. 2 x Building Materials ( <2BuildMat> )
• Collecting a specified amount of Resources.
2. 4 x Building Materials ( <4BuildMat> )
3. 1 x Valuables ( <1Valuable> )
EXCHANGING RESOURCES 4. 2 x Valuables ( <2Valuable> )
ON THE MAP
5. 3 x Gold ( <3Gold> )
In some places on the map – Trading Post – or after 6. 6 x Gold ( <6Gold> )
certain events, players can exchange some of their
Resources. Whenever they do, the prices are as follows.
Rules for exchanging cards between allied players had
been described in the previous fragments (see page 16,
“Trading Cards”).

Exchanging Resources

Sells /gets 
...to get Gold> 
...to get Valuable> 
...to get BuildMat>

I am selling Gold>  ... – 6 for 1 2 for 1


I am selling Valuable> ... 1 for 3 – 1 for 2


I am selling BuildMat> ... 1 for 1 3 for 1 –

43
PLAYER’S AID
 Gold>

MOVING ON THE MAP – Symbol representing Gold.

Valuable>

Main hero has 3 Movement points. – Symbol representing Valuables.
Secondary hero has 2 Movement points. BuildMat> – Symbol representing Building materials.

? – Building with special effects (see page 21-


ACTIONS A PLAYER CAN 25, “List of Map Elements and their Effects” for


PERFORM EACH TURN further details).

Once per Round: Movement> – Gain an additional movement point when


entering this field.
• Expand their Town.
• Recruit units. Pay>
– Information on what player needs to pay to
gain something.
• Purchase a spell from the Mage Guild.

Unlimited:
SYMBOLS ON A PLAYER’S


• Recruit a Secondary Hero from a player’s
own Faction for 10 Gold> .
• Use any card from their hand.

Necropolis>
HERO CARD

– indicates that this component only applies to


the Necropolis faction. Other factions cannot use it.
• Visit Locations on the map.
Expert>
– Information on how many cards per round
• Flag mines or any other structure – with


can be played on an expert level.
the appropriate cube in the color of the
player’s faction. Limit> – Information about a player’s current card limit.
• Attack Neutral units and Enemy Heroes.
• Pick up Resources and Items on the Map.
• Activate a Building in a player’s own Town.

SYMBOLS ON THE MAP


I – VII – States the Difficulty Level of the Neutral
Army guarding a specific field (See page 42, “Field
Difficulty Level Table”).

+ “Symbol of Resource” – Immediately gain the


given Resource.

Ongoing> “Symbol of Resource” – Immediately increase


the production of the given Resource.

ReDie>
– Roll a Resource die, then gain the outcome


(see page 43, “Resource Die”).

TreDie>
– Roll a Treasure die, then gain the outcome


(see page 43, “Treasure Die”).

Exp> – Gain half an Experience Level.



Spell>

– Draw a Spell card.

Artifact> – Draw an Artifact card.


Morale> – Gain Morale token.

You might also like