Components · 1. World map
World map pieces
Map Tiles
The terrain tiles laid out to build the adventure map you explore. The base game uses land tiles, while Sea Map Tiles (Cove) add water regions and Subterranean Map Tiles (Stronghold) add an underground level to travel through.
Map Tiles
Movement Tokens
Markers that record how far a Hero has moved across the map during their turn. A Hero has a limited number of Movement Points each turn, and the tokens show the distance covered so you can see how much movement is left.
Movement Tokens
Creature Bank Token (Naval Battles)
A marker placed on the map to show where a Creature Bank stands (Naval Battles expansion). The Bank is guarded by units - defeat them in Combat to claim its reward.
Creature Bank Token (Naval Battles)
Whirlpool Token (Cove)
A marker showing a Whirlpool on the sea map (Cove expansion). Whirlpools connect distant points of the map and let a Hero travel between them - see the linked location for the exact effect.
Whirlpool Token (Cove)
Monolith Token (Conflux)
A marker showing a Monolith teleport gate on the map (Conflux expansion). Monoliths link to one another, so a Hero can step in at one and emerge at the matching Monolith elsewhere on the map.
Monolith Token (Conflux)
Subterranean Gate (Stronghold)
A marker for a Subterranean Gate (Stronghold expansion). These gates connect the surface map to the underground tiles, letting a Hero pass between the two levels.
Subterranean Gate (Stronghold)
NEEDS IMAGE: map components spread, PDF p.8
Components · 2. Town
Town pieces
Town Board
Your personal board representing your Town. It holds the Building Tiles you construct and the tokens that track your economy, and it is where you recruit units, build and manage your Faction's home base throughout the game.
Town Board
Building Tiles
Tiles placed on your Town Board each time you construct a building. Each one unlocks what that building provides - new units to recruit, resources, Spells or other bonuses - and shows at a glance how developed your Town is.
Building Tiles
Town card (Stretch Goals 2)
The card that identifies your Faction's Town and sets which Faction you play. It is placed with your Town Board at setup as the base you grow and defend. Part of the Stretch Goals 2 Expansion.
Town card (Stretch Goals 2)
Gold Tokens gold
Your main currency, used for most recruiting, building and actions. You gain Gold mainly from the Resource Die and Fields and spend it throughout your turn; there is no limit on how much you can store.
Gold Tokens
Building Materials building_materials
The resource spent mainly to construct Town Buildings. You gain it from the Resource Die and Fields, and there is no storage limit - save it up for the buildings you want.
Building Materials
Valuables Token valuables
Tracks your Valuables, the rarest of the three resources, needed for advanced buildings and high-tier units. Because it is so scarce, Valuables usually gate your most powerful purchases.
Valuables Token
Build Token
Marks that you have already constructed a building this Round. You may normally build only once per Round, and the token reminds everyone the action is used until it resets at the start of the next Round.
Build Token
Population Token
Tracks how many units are currently available to recruit from your Dwellings. Population refreshes over time, so the token shows how many creatures you can still hire before a Dwelling runs dry.
Population Token
Spell Book Token
Unlocked when you build the Mage Guild, this token lets your Hero cast Spells. Until you have it you cannot use Spell cards, and it becomes available the Round after the Mage Guild is built, not the same Round.
Spell Book Token
NEEDS IMAGE: town components spread, PDF p.9
Components · 3. Hero
Hero pieces
Hero Board
Your Hero's personal board. It shows the Hero's starting stats, holds their Ability and Specialty cards, and has tracks for Level and markers - the hub for everything your Main Hero can do.
Hero Board
Hero Miniatures
The figures that represent your Heroes on the adventure map. You move a miniature to explore, visit locations and reach enemies, and its position is your Hero's location in the world.
Hero Miniatures
Faction Cubes
Small cubes in your colour. They mark what belongs to you on the board and, in Combat, are placed on a unit to show it has already activated this Combat Round.
Faction Cubes
Black Cubes
Markers used on the Hero Board to track your Main Hero's Level. Your Level limits how many Expert Effects you can use each Round, so the Black Cubes show your current power ceiling.
Black Cubes
Grail Token
Represents the Grail, a rare and powerful prize found by exploring the map. Securing the Grail grants a strong bonus, echoing the legendary Grail of the video game.
Grail Token
Empowered Ability Token empower (Naval Battles)
A marker from the Naval Battles expansion showing that an Empowered Ability is available to use. Empowered Abilities act at Expert strength without spending one of your limited Expert uses, and the token reminds you the option is ready.
Empowered Ability Token (Naval Battles)
NEEDS IMAGE: hero components spread, PDF p.9
Components · 4. Dice & trackers
Dice & trackers
Attack Dice
Dice rolled when resolving an attack to set the attacker's Attack before the defender's Defense is subtracted. The result swings each hit up or down, so outcomes are not fixed - a good roll can break a strong defender, a poor one can stall an attack.
Attack Dice
Treasure Dice
Dice rolled on Treasure Die Fields to decide the reward you find there. Results range from rolling a Resource Die, to rolling two and choosing one, to half an Experience Level, to Searching the Artifact deck.
Treasure Dice
Resource Dice resource_die
Dice rolled on Resource Fields to determine which resources you gain. The faces produce Gold, Building Materials or Valuables in set amounts, so the roll decides how your economy grows that turn.
Resource Dice
Round Tracker
Marks the current Round of the game on its track. Each Round every player takes a turn and shared steps occur; the tracker advances one step per Round so everyone can see how far the game has progressed and when timed events fire.
Round Tracker
Initiative Token initiative (Battlefield)
Used in Battlefield Combat to set Initiative order. It breaks ties between opposing units of equal Initiative - the player holding it activates first, then it passes to the other player - keeping turn order fair (Battlefield expansion).
Initiative Token (Battlefield)
NEEDS IMAGE: dice & trackers spread, PDF p.10
Components · 5. Cards
Card types
Spell
A card cast for magical effects, drawn into your Deck once you build the Mage Guild. Each Spell belongs to a School - Air, Fire, Earth or Water - and has several effects: the basic top effect is usually free, while paying Power to Empower it unlocks stronger ones. In Combat you may play only one Spell per Combat Round.
Spell
Artifact
Equipment found by exploring the map. Each Artifact has a top and a bottom effect, and you choose one when you play it. Artifacts come in three tiers - Minor, Major and Relic, shown by the border color - and can be traded in Alliance and Cooperative Scenarios.
Artifact
Ability
A Hero skill card with two options - a Basic Effect and a stronger Expert Effect printed below it - and you choose which to use when you play it. How many Expert Effects you may use each Round is limited by your Main Hero's Level.
Ability
Statistic
An Attack, Defense, Power or Knowledge card, each with a Basic Effect and a stronger Expert Effect. You pick which to use when playing it, and the number of Expert Effects per Round is capped by your Main Hero's Level (tracked with Black Cubes on the Hero Board).
Statistic
Hero Specialty
A card unique to a single Hero, added to the Deck at the start and on certain Level-ups. Some Specialties look like Spells and even spend Power, but they are their own category, so the limit of one Spell per Combat Round does not apply to them.
Hero Specialty
Faction Unit
A creature belonging to one of the Factions, recruited from the Dwellings you build in your Town. Faction Units make up the core of your army and are added to your Unit Deck when you hire them.
Faction Unit
Neutral Unit
A creature that belongs to no Faction, encountered on the map where it guards Fields, Dwellings and treasure. You can defeat Neutral Units in Combat, and some may be recruited, joining your Unit Deck just like Faction Units.
Neutral Unit
War Machine (Rampart / Cove)
Permanent support cards such as the Catapult or Cannon, bought at the Blacksmith or a Trading Post. They stay in play instead of being discarded after use and add their effect to your battles - for example the Catapult attacking Walls during a Siege. Part of the Rampart and Cove Expansions.
War Machine (Rampart / Cove)
Arrow Tower
The Town's defensive card, brought into play only when your Town is besieged. During the Siege it shoots at attacking units, helping the defender hold the walls. A Town with a Citadel gains an Arrow Tower.
Arrow Tower
Gate / Walls
Fortification cards used during a Siege to protect the defending Town. A Town with a Citadel adds 3 Walls and 1 Gate to the middle row, blocking attackers until they are broken down. They come into play only when the Town is besieged.
Gate / Walls
AI cards
Cards that control enemy units automatically in Campaign and Cooperative Combat, where there is no human opponent. They come in three types - Might, Magic and Skill - and tell you how the AI-driven units move, attack and use their effects.
AI cards
Astrologers Proclaim
Global event cards revealed during the game that apply to every player at once - for example boosting a particular type of unit for a time. They bring the shifting, world-level events of the video game to the table.
Astrologers Proclaim
Event (Fortress)
Timed event cards from the Fortress expansion. They are seeded into the game during setup and trigger when their moment arrives, adding scripted happenings to a Scenario as it unfolds.
Event (Fortress)
Adventure (Battlefield)
Adventure-mode cards from the Battlefield box, used in that expansion's Adventure scenarios. They drive the events and encounters of a Battlefield Adventure rather than ordinary Combat.
Adventure (Battlefield)
Pandora's Box (Stretch Goals 2)
Mystery reward cards - you do not know what is inside until it is opened. Resolving a Pandora's Box can grant resources, units, Experience or other rewards, mirroring the surprise caches of the video game (Stretch Goals 2 expansion).
Pandora's Box (Stretch Goals 2)
Town card (Stretch Goals 2)
The card that identifies your Faction's Town and anchors your Town Board. It marks which Faction you are playing and is set up at the start of the game as the home base you build up and defend. Part of the Stretch Goals 2 Expansion.
Town card (Stretch Goals 2)
Spell Scroll (Stronghold)
One-use Spell cards from the Stronghold expansion. A Scroll holds up to two hidden Spells that do not count against your Hand Limit, and you may keep up to two Scrolls. Each held Spell is cast once and then spent, giving you flexible reserve magic.
Spell Scroll (Stronghold)
Empowered Ability (Naval Battles)
An Ability card from the Naval Battles expansion that has a single effect equal to the Expert one. Because it is already at Expert strength, playing it does not use up one of your limited Expert uses for the Round.
Empowered Ability (Naval Battles)
Empowered Statistic (Inferno)
A Statistic card from the Inferno expansion with a single effect equal to the Expert one. Like an Empowered Ability, it delivers Expert-level power without spending one of your limited Expert uses for the Round.
Empowered Statistic (Inferno)
Summoned Unit (Conflux)
Elemental units added to the board by summon effects rather than recruited (Conflux expansion). A Summoned Unit fights for you until it dies or Combat ends and is drawn from a separate Summoned Unit Deck, so it is never added to your own Unit Deck.
Summoned Unit (Conflux)
Creature Bank Unit (Naval Battles)
The units that guard a Creature Bank on the map. Defeat them in Combat to claim the Bank's reward; they are not recruited but act purely as the location's defenders (Naval Battles expansion).
Creature Bank Unit (Naval Battles)
NEEDS IMAGE: card types spread, PDF p.10
Components · 6. Combat
Combat pieces
Combat Board
The standard board on which most fights are resolved. It is a small grid of spaces where the attacking and defending units are placed, then move and attack in Initiative order until one side is wiped out, a player Retreats from Neutrals, or a player surrenders. You use it for every Combat unless you are playing with the larger Battlefield Board.
Combat Board
Battlefield Board (Battlefield)
The larger combat board from the Battlefield expansion. It offers more spaces and room for terrain Obstacles, giving units space to maneuver, flank and use positioning. It replaces the standard Combat Board for player-versus-player fights and can optionally be used in other modes when you want a more tactical battle.
Battlefield Board (Battlefield)
Damage Tokens damage
Markers placed on a unit to record the damage it has taken during Combat. Each unit has a Health value; when the damage on it reaches that value the unit is destroyed and removed from the board. You add Damage Tokens as attacks land and clear them only when an effect heals the unit, so you can always see how close a unit is to dying.
Damage Tokens
Defense / Paralysis Tokens defense paralysis
Two markers for two states. The Defense Token marks a unit that chose to Defend instead of attacking this Round, gaining its defensive bonus until its next activation. The Paralysis Token marks a unit hit by a paralysing effect - when that unit would activate it skips its activation and the token is removed, and it is also removed if the unit is attacked or takes any damage. Neither token stops a unit from making a Retaliation Attack.
Defense / Paralysis Tokens
Battlefield Obstacles (Battlefield)
Terrain pieces placed on the Battlefield Board before a fight. They block movement - units cannot move through an Obstacle and only Flying units may cross it - so they shape the battlefield, create choke points and reward good positioning. Part of the Battlefield expansion.
Battlefield Obstacles (Battlefield)
Initiative Token initiative (Battlefield)
A marker used in Battlefield Combat to break Initiative ties. At the start of Combat the first player (the attacker in regular games) takes it; when opposing units share the same Initiative, the player holding the token activates first. Once all units at that Initiative value have acted, the token passes to the other player, keeping tie-breaks fair throughout the fight.
Initiative Token (Battlefield)
Positive Morale cards morale_positive (Battlefield)
The Positive Morale deck used in Adventure and Skirmish modes instead of Morale tokens. When you gain Positive Morale you keep a beneficial card face-up near your Hero (up to two at once) and may resolve it at a moment you choose - for example to draw a card, discard and redraw cards, or reroll a die. Cards marked with the Battlefield symbol are ignored in regular games.
Positive Morale cards (Battlefield)
Negative Morale cards morale_negative (Battlefield)
The Negative Morale deck used in Adventure and Skirmish modes. When you gain Negative Morale you first discard a Positive Morale card if you have one; otherwise you draw a harmful card and place it face-up by your Hero, resolving it when the condition it names occurs. There is no limit to how many you can hold, and the Necropolis faction ignores Morale entirely.
Negative Morale cards (Battlefield)
Stack Token (Naval Battles)
A marker placed on Creature Bank units (Naval Battles expansion). Each token boosts one statistic, as shown on it: +1 Attack, +1 Defense, +1 Health, or +2 Speed. A unit carrying a Stack Token is a Stacked unit: when it takes damage equal to or greater than its Health, discard the token instead of removing the unit card and deduct any leftover damage from the new Health. Defeating Stacked units also grants an additional reward when you win the Creature Bank Combat.
Stack Token (Naval Battles)
Weakness Token (Cove)
A marker placed on a unit by the Sorceresses' ability (Cove expansion). It lowers that unit's Attack by 1 or by 2, as shown on the token, so its hits land for less. A unit can carry only one Weakness Token at a time; if it would gain a second, its controller chooses which one to keep.
Weakness Token (Cove)
Attack Token (Stronghold)
A marker placed on a unit by the Ogres' ability (Stronghold expansion). It raises that unit's Attack by 1 or by 2, as shown on the token, making its hits stronger. A unit can carry only one Attack Token at a time; if it would gain a second, its controller chooses which one to keep.
Attack Token (Stronghold)
Quicksand Token (Stronghold)
Hidden hazard tokens placed face down on the Combat Board by the Quicksand spell or ability (Stronghold expansion) - 2, 4, or 6 of them by power level. When a unit moves onto one, reveal it: if it shows the Quicksand icon the unit's movement and activation end at once; if it is blank the unit moves on normally.
Quicksand Token (Stronghold)
Clone Token (Cove)
A marker placed by the Clone spell (Cove expansion). Choose an allied unit and an adjacent empty space and place the token there; the larger side faces up for a Pack, the smaller for a Few. The Clone copies all of the original's printed stats, but it is fragile - if it takes even 1 damage, or the original leaves the board, remove it at once.
Clone Token (Cove)
Land Mine Token (Stretch Goals 2)
Hidden hazard tokens placed face down on the Combat Board by the Land Mines spell or ability (Stretch Goals 2 expansion) - 2, 4, or 6 by power level. When a unit moves onto one, reveal it: a blank means nothing happens and the unit moves on, while a 2-damage symbol deals 2 damage to that unit immediately.
Land Mine Token (Stretch Goals 2)
Force Field Token (Stretch Goals 2)
A marker for the Force Field spell (Stretch Goals 2 expansion). It acts as an Obstacle on the board - units cannot move through it and only Flying units may pass over it - so it walls off space and reshapes the fight. Place 1 on a standard Combat Board, or 2 on the Battlefield Board.
Force Field Token (Stretch Goals 2)
Corrosion Token (Stronghold)
A marker placed on an enemy unit by the Behemoths' ability (Stronghold expansion). It reduces that unit's Defense by 1 (never below 0), making it easier to wound. The token stays until the end of Combat unless a Spell or ability removes it.
Corrosion Token (Stronghold)
Summon Token (Conflux)
A marker that stands in for a unit added to the board by a summon effect, such as a summoned Elemental or a Demon. It shows where the temporary unit is and that it was created during the fight rather than recruited, so summoned creatures are easy to tell apart from your regular army. Part of the Conflux Expansion.
Summon Token (Conflux)
Time Token (Conflux / Cove / Stronghold)
A marker for tracking how long an Ongoing Effect stays active. Ongoing Effects are not permanent - outside Combat they end once used up or when the player who played them starts their next Turn (whichever comes first), and during Combat they last until used up or until Combat ends. You place a Time Token with the affected unit or card and use the value on top to show how many Rounds are left, lowering it as the effect runs down. This keeps timed states easy to follow - for example a paralysing effect paralysis that skips a unit's activation, or a Defense reduction defense - so both players can see exactly when it wears off. Introduced with the Conflux, Cove and Stronghold expansions.
Time Token (Conflux / Cove / Stronghold)
Morale Token
The Core Game marker for Morale, used when you are not playing with the Morale decks. A Positive Morale Token is kept near your deck (one at a time) and may be spent at any moment - even during Combat - to draw a card, discard and redraw any number of cards, or reroll a die; a Negative Morale Token works against you. The Necropolis faction ignores Morale altogether.
Morale Token
NEEDS IMAGE: combat components spread, PDF p.11