Keep the Heroes Out!

2022 · Fantasy

Keep the Heroes Out!

Players take the roles of dungeon monsters cooperating to defend their lair and treasures from invading heroes. Each player draws a hand of cards to move, activate room tiles, attack heroes, and reposition their units, then resolve actions from the heroes deck between turns. Scenarios present two waves of attackers; the team wins by preventing heroes from stealing the treasures in each room until the end of the waves, and loses immediately if the main treasure is taken.

Players
1–4 best 2
Playing time
40 min
Age
10+
Complexity
2.5 / 5
8 on Ludoyafrom $69.99FightingArea MovementVariable Set-upDeck, Bag, and Pool Building

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Full stats in Ludoya
861
Plays logged
347
Players
53m 15s
Average play
149
In collections
49
On wishlists
1
Pre-ordered

8.0/10

from 57 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

What exactly are the phases of my turn — what do I do and in what order?

Each turn you do three phases in order: 1) play cards from your hand into your play area and resolve them one at a time; 2) either discard unused cards from your hand to renew the Craft Offer or discard all cards in your play area to the Discard pile; 3) draw back up to 5 cards — after your turn resolve the Heroes Invasion (Rulebook pp.5, 14).

How do I renew the Craft Offer — can I discard from my hand or only from the play area?

You may discard unused Monster cards from your hand to renew the Craft Offer (shuffle the offer back into the Craft deck and reveal new ones); once you finish playing cards you discard all cards in your play area to the Discard pile (Rulebook pp.5, 14).

How many Guild/Hero cards get revealed during the Heroes Invasion, and when does the level change?

After each player’s turn you reveal and resolve the number of Guild cards dictated by the current Level and difficulty (reveal and fully resolve one card at a time); when the Guild deck is depleted reshuffle and advance to the next Level (Rulebook p.10).

When a Hero is summoned, does their special ability happen before traps can wound them?

Yes — a summoned hero immediately performs its special ability (“Show off”) as soon as it is placed, and then you perform the trap check which may wound or remove the hero (Rulebook pp.10–11).

How do Portals work — how do I complete them and can I move portal-to-portal?

You may spend an Activate to complete an incomplete Portal token; completed Portals are considered adjacent to other completed Portal rooms and moving a meeple portal-to-portal costs one move action, while Heroes ignore Portals when moving (Rulebook p.6).

How do Dungeon rooms generate and use resource tokens for crafting?

Activating a resource room with a meeple places the room’s resource token there (Coin, Book, Frog, Bone or Trap); to craft you must move a meeple carrying that token into the matching crafting room and expend the resource to add the crafted card to your Discard pile, then reveal a new Craft card (Rulebook p.7).

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