Units · Overview
Unit cards - from the app
Open all units
Units
You have your own unit deck - your army. Each faction has its own 7 types.
Besides the Hero, you have a Deck of Unit cards - the armies moving with your Hero. Each faction has 7 different units with their own stats and abilities. The scenario sets which cards go into your starting deck; keep it separate from the rest of your faction units.
Unit deck
Every unit is two-sided: weaker (Few) and stronger (Pack).
Each unit is double-sided: a weaker Few side and a stronger Pack side. Few is upgraded to Pack by reinforcing reinforce; taking damage can flip a unit back to Few.
Few and Pack
You take at most 5 units into a battle.
Your deck can hold any number of units, but only up to 5 go into a battle. A unit defeated in combat is discarded from the deck. If the whole deck is defeated, immediately replace it with the scenario starting units.
5 units in combat
Recruit and reinforce as often as you like - given the resources and buildings.
Recruit recruit and reinforce reinforce: flip the Population Token and pay the cost - as many times as you like if you have resources and the buildings. Recruiting needs a Dwelling of the unit level; reinforcing also needs a Citadel. Effects that tell you to reinforce do not spend the Population Token or require buildings.
Recruit and reinforce
can swap for a units layout screenshot
Units · Card
Tap a stat - we highlight its spot on the card.
Griffins
the unit name
Name
bronze/silver/gold/azure
Tier
ground, flying or ranged
Type
how much damage it deals
Attack
reduces attack damage (not spells)
Defense
how much it takes; once beaten it flips to Few
HP
who acts first in combat
Initiative
cost to recruit
Recruit
cost to flip Few to Pack
Reinforce
marks the strong side
Pack mark
the unit unique effect
Special ability
Fires when the unit takes its turn in combat.
On activation
Fires when it attacks. If it attacks several times, only on the first.
On attack
Used instead of the normal turn - replaces moving and/or attacking.
Instead of turn
Works on its own when its condition is met.
Passive
Fires when the unit strikes back.
On retaliate
PDF rc4 p.36 - unit card Few/Pack with callouts
Units · Types
Bronze/silver/gold/azure are the power tiers of neutral units. Tap to learn more.
The weakest neutral units.
Bronze
Mid-tier neutrals.
Silver
Strong neutrals.
Gold
The strongest in the game. Fighting them has no time limit and no retreat, and a win instantly grants your hero Level VII.
Azure
Ground units are the standard melee troops. On its activation a Ground unit may move up to 3 spaces across the board and then attack an enemy in an adjacent space. It cannot pass through obstacles or other units while moving, so it has to walk around anything in its path to reach a target.
Ground
move up to 3, then hit an adjacent enemy
Flying units move like Ground units - up to 3 spaces and then an attack on an adjacent enemy - but with one key advantage: they ignore obstacles while moving. A Flying unit can pass over Walls, other units and tokens that would block a Ground unit, which lets it reach targets across a crowded board.
Flying
same, but ignore obstacles
Hit any enemy at any range, then move 1. Melee penalty: if an enemy is adjacent it must be the target, roll 2 attack dice and take the smaller. Walls and gates also reduce ranged damage.
Ranged
hit at any range; penalty in melee
PDF rc4 p.37 - type icons + neutral examples
Units · Few & Pack
3 dmg
HP 2 · Def 1
+1 dmg
Few is the weak side, Pack the strong one. Reinforcing flips Few to Pack (you need a Citadel and a Dwelling of that level). Here is how a flip happens mid-battle from damage:
At the end of combat all damage is cleared from surviving units.
Alice has a Pack of Skeletons: HP 2, Defense 1.
Setup
Bob casts Magic Arrow boosted by +2 - that is 3 damage. Defense does not help here: it is a spell, not an attack.
Action
3 damage against HP 2 - the unit flips to Few, and the 1 extra damage lands on the weak side.
Result
PDF rc4 p.38 - Skeletons Few/Pack flip example