Player Turns · 1. Your turn & Movement
Start of your Turn
At the start of your Turn, refresh your hand of cards.
Discard any number of cards from your hand. If your current hand exceeds your Hand Limit, you must discard until it matches the Limit. Then draw cards up to your Hand Limit. Resolve any "at the beginning of your turn" abilities after drawing.
Refresh your hand
Your Hand Limit depends on your Main Hero's Level and is only checked now.
Your Hand Limit depends on your Main Hero's Level, and the start of your Turn is the only moment it is checked. At that point, you may discard as many cards from your hand as you like and then draw back up to your Hand Limit; if your hand is over the limit, you must discard down to it, and if you are already at the limit, you need not draw or discard.
Hand Limit
Three action types: Movement, Town, Morale.
There are three types of Actions players may take: Movement movement, Town, and Morale. Once all players have spent all their Movement Points and do not wish to use any further Town or Morale Actions, the current Round is over.
Action types
Gained MP lasts only for the Turn it was gained on.
Whenever an effect tells you to gain extra Movement Points, that MP is good only for the Turn on which it was gained - it does not carry over to a later Turn. You spend MP to take Movement Actions during your own Turn, and you track how much you have used by flipping your Movement Token to its brown side.
Gained MP
Movement Actions are done by spending MP, only on your own Turn.
Movement Actions are taken by spending Movement Points movement, and only on your own Turn. For each 1 MP you spend, you may perform one of four actions: move a Hero up to 1 Field, continue a Combat against Neutral Units for one more round, discover an adjacent covered Map Tile, or place a new Far Map Tile from your pool.
Movement Actions
For each 1 MP: move 1 Field, revisit, extend Neutral Combat, discover a tile, or place a Far tile.
For every 1 MP movement spent, perform one of: move a Hero 1 Field in any direction; revisit the Field your Hero is in; continue Combat against Neutral Units for 1 additional Combat Round; discover a face-down Map Tile if your Hero is on a Field next to it; place a new Map Tile from your pool of Far (II-III) Tiles.
What 1 MP buys
Mark MP used (brown side); Main/Secondary track MP separately; allies pass through but don't stop together.
Mark MP used by flipping Movement Tokens to the brown inactive side. If a player has both a Main and a Secondary Hero, track their MPs separately; Heroes can spend MP in any order. Allied Heroes can move through each other but cannot stop in the same Field. When you move through a Field with an allied Hero, do not Visit that Field.
Tracking & allies
optional: turn sequence, PDF p.16
Player Turns · 2. Town Actions
Town Actions
Each Town Action can be used once per Round, on any player's Turn.
You can perform each Town Action once per Round. They can be performed at any point during any player's Turn, except during Combat or when your Town Action would interrupt another Action.
When you can use them
You may react with Town Actions before a Combat is set up.
When a player announces that they are about to start Combat, you may react with any number of Town Actions before performing any of the steps of setting up Combat.
Reacting to Combat
After a Town Action, flip its Token inactive until the next Round.
After performing a Town Action, flip the respective Token to its inactive side on your Town Board. You cannot use that Action again until the start of the next Round, when the Tokens are refreshed.
Spending the Token
Build Token - expand your Town.
The Build Token is your Town action for expanding your Town - spend it to construct a new Building. Like every Town action it may be used once per Round, on your own Turn or another player's Turn but never during Combat, and after you use it you flip the Token over until it refreshes at the start of the next Round.
Build Token
Population Token - recruit/reinforce units, or hire a Secondary Hero.
The Population Token is the Town action used to bring in troops: spend it to recruit recruit new units, reinforce reinforce existing ones, or recruit a Secondary Hero. As with the other Town Tokens you may use it once per Round, on any player's Turn but not in Combat, then flip it until the next Round refreshes it.
Population Token
Spell Book Token - buy Spells (requires the Mage Guild).
The Spell Book Token is the Town action used to purchase Spells, and it can only be used if your Town has built the Mage Guild. Like the other Town actions it is available once per Round, on your own or another player's Turn but not during Combat, and you flip the Token after using it until the next Round.
Spell Book Token
Example turn (Alice, Catherine the Knight).
Alice, playing Catherine the Knight, begins her Turn with 3 cards in hand from the previous Round, discards 2, then draws up to her Hand Limit. The limit is 5 (her Main Hero is Level III), so she draws 4 after discarding. She spends her Build Token to construct the Dwelling and her Population Token to recruit Champions - she had previously built the prerequisite lower-Level Dwellings and has enough Resources. Then she spends a Movement Point to move her Main Hero to an adjacent Field occupied by Sandro the Necromancer, an enemy Main Hero controlled by Bob.
Example Player Turn
optional: Town Board tokens, PDF p.17
Player Turns · 3. Morale Actions
Morale Actions
Gaining Morale gives a Positive Morale Token - you may have only one.
Players can gain or lose Morale through various game effects. When you gain Morale, take a Positive Morale Token morale_positive. You may only have one such Token. If you are about to gain a second, you may immediately spend the first one before gaining the second.
Gaining Morale
Spend a Positive Token: draw a card, cycle cards, or reroll a die.
A Positive Morale Token may be spent at any time to perform any of: draw a card from your Deck; discard any number of cards, then draw that many cards; reroll any Die you have thrown.
Spending Positive Morale
Losing Morale: discard a Positive Token, or else gain a Negative one.
If you lose Morale, discard a Positive Morale Token if you have one; otherwise gain a Negative Morale Token morale_negative. Inversely, gaining Positive Morale while you have a Negative Token discards that Token.
Losing Morale
A second Negative Token forces you to discard your hand at end of Turn.
You can hold only one Negative Morale Token at a time. If you would gain a second one while you already have a Negative Morale Token, you do not take it; instead, the next time you end your Turn you must discard your entire hand of cards. A Positive Morale Token, if you have one, is always discarded first to cancel incoming Negative Morale.
Two Negative Tokens
Necropolis ignores all Morale effects.
The Necropolis Faction is the one exception to the Morale rules: it ignores all Morale effects entirely. A Necropolis player never gains Positive or Negative Morale Tokens and is never affected by Morale, reflecting the cold, undead nature of its armies, so the whole Morale Action step is simply skipped for them.
Necropolis
Battlefield Expansion: use Morale cards instead of Tokens.
You can use Morale cards instead of Tokens. During setup, remove all Morale cards with the battlefield symbol unless playing Adventure or Skirmish, then shuffle Positive and Negative cards separately face down. Each time you gain Morale, discard a Negative card if you have one; otherwise in Adventure/Skirmish Поиск(2) a Positive card, in regular games draw 1 Positive card. You may have 2 Positive cards. Each time you lose Morale, discard a Positive card if you have one; otherwise draw 1 Negative card. Negative cards are unlimited.
Morale cards (Battlefield)
optional: morale tokens, PDF p.18