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.

Spillere
1–4 best 2
Spilletid
40 min
Alder
10+
Kompleksitet
2,5 / 5
8,1 på Ludoyafra 518,72 krKampKooperativt spillVariabel oppsettScenario / oppdrag / kampanjespill

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8,1/10

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Regelspørsmål

Besvart fra regelboka av Ludoyas regelassistent.

Do I have to use all the actions on a card with one Monster, in the order shown?

No. Resolve actions individually in any order, splitting them among your Monsters in the dungeon; you may also leave actions unused. (p. 6)

Do we resolve Heroes only once per round?

No—each player resolves a Heroes Invasion at the end of their own turn. The number of Guild cards depends on the difficulty and wave. (pp. 5, 10)

How do I acquire a Loot card?

Have a Monster activate the appropriate room, then discard its matching resource—for example, a Bone at the Beast Trainer to take a Beast card. The acquired card goes to your discard pile, and the Loot display is immediately refilled. (p. 7)

Can Heroes use completed Portals to move around the dungeon?

No. Completed Portals connect rooms for Monster movement only; Heroes ignore Portals when moving. (p. 6)

What happens when a Hero enters a room with exhausted Heroes?

If the entering Hero survives any trap there, they Inspire all exhausted Heroes in that room, turning them active; those Heroes must then be resolved too. This can happen when a Hero is summoned or charges into the room. (p. 11)

Can I use the Cells without sending a Monster there?

Yes. Once per turn, you may draw the top Guild card without a Monster or an Activate action; a Hero card sends that Hero exhausted to the Cells and lets you draw three Tactics cards. Be careful: a Mage summoned there reactivates the imprisoned Heroes. (p. 8)

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