- HOW LONG DOES A GAME LAST?
For a basic game, it lasts approximately 45 minutes. But according to the cards picked, it can take from 5 minutes to an hour and a half.
- WHAT DOES DP AND RP MEAN?
DP are Damage Points, indicating the strength of your attack (attack phase). RP are Resistance Points, indicating how much remaining life that you or your fortress has before being eliminated (defense phase). DP lower RP.
- WHAT DOES ATTACK PHASE AND DEFENSE PHASE MEAN?
Attack phase is when you (or your opponent) play your turn and use a card that can inflict damage (DP). Defense phase is when you (or your opponent) counteract an attack (or take damage if the attack could not be countered).
- WHAT IS THE RESISTANCE?
In the basic game, the resistance is on one hand, the life of the character and the fortress, and on the other hand, it is used for Morgblath's unique power. He may take the RP from a card that has some, and give it to the character or to the fortress. So we must know the resistance for that power to work.
- WHAT IS THE SCORE SHEET?
It is used to take note of harvested or spent resources, as well as won or lost resistance points (RP) by your character or each of your fortress zone. It is also used to note down the use of your character's unique power by putting an "X" in the power square.
- HOW DOES THE CHARACTERS POWERS WORK?
Melagwen: Can make a living being or a siege weapon invisible during an attack. So the opponent cannot defend himself. Meaning a creature, an elf, a siege weapon or a dragon becomes invisible and can attack without being countered. The opponent cannot do anything against this attack and will suffer damage. Parries and actions do not work with this power.
Daefael: May transform your siege weapon in a fortress zone (cannon: citadel / catapult: high wall / ballista: cannon holes / battering ram: turret). So if you have a siege weapon and you want to get back a fortress zone that was destroyed, then you transform your siege weapon into a fortress zone, according to the card's specifications.
Morgblath: Can subtract an attacker's RP and add them to your character or to a piece of fortress, and counter the attack by doing so. So when your opponent attacks you with a card that has resistance points (RP), this power allows you to take those RP and add them to the character or the fortress, which cancels the attack.
Manfaroth: Can revive a living being that has been countered or used. So when a creature, elf or dragon card is played by you or your opponent, you can take it and put it in your hand, even if you already have seven cards in your hand, and even if it is not your turn to play.
- WHO BEGINS THE GAME?
The player who will begin the game is randomly selected.
- WHAT TO DO IN THE FIRST ROUND?
After placing the cards in different piles for each of the categories, and choosing your character and your castle, the first round begins. Then you must alternately pick seven General cards and three Resources cards. Note down the resources you picked on your score sheet, then put back the three resources cards under the resources pile. Then the beginning player starts by playing a first card, and the opponent tries to counter this card. Then it is the second player's turn to play and the beginning player will now defend himself. So the first round is completed. From the second round, you only pick one Resources card that you put back under the resources pile after noting it down on your score sheet.
- HOW TO WIN A GAME?
There are three ways to win: destroy the enemy castle, eliminate the opponent's character, or pick all the Vithriliums.
- WHAT ARE THE GENERAL CARDS DIFFERENT FUNCTIONS?
The General card pile includes land and aerial creatures, elves, siege weapons, spells, dragons for attack and defense, parries which are used for defense only, and finally the actions that are neither attack nor defense, but rather an action that cannot be countered.
The AERIAL CREATURE cards are the Dreygaens and the Gangryals.
The LAND CREATURE cards are the Terromidons and the Korilakis.
The ELF cards are the magician, the archer, the thief and the spy.
The DRAGON cards are the gold dragon, the red dragon, the black dragon, and the silver dragon.
The SIEGE WEAPON cards are the battering ram, the catapult, the ballista, and the cannon.
The PARRIES cards are dodge, shield, counterattack, and dispel magic.
The ACTION cards are play twice, draw one/two/or three Vithrilium(s), show your cards, and choose an action.
The SPELL cards are fireball, lightning, earthquake, and tornado.
- WHO ARE THE "LIVING BEINGS"?
They are the dragons, the elves, the land creatures, and the aerial creatures.
- WHAT ARE THE CASTLES BONUSES AND PENALTIES?
A bonus gives you an advantage that is effective at all times. A penalty imposes you a handicap that is effective at all times.
- CASTLE PENALTY VS CHARACTER'S ATTRIBUTE?
When the castle and the character have the same attribute for a spell, the castle prevails. The castle's penalty is applied before the character's attribute. So, if your castle has a two points penalty on tornadoes and your character halves by two the points of the tornado spell, you apply the castle's two points penalty, then you divide the result by two for the character's attribute.
- WHAT STRATEGY TO ADOPT?
You decide the strategy depending on the cards you have in hand. Sometimes, the strategy will change through the course of a game based on the cards. Try your luck, and play several games to learn the various strategies available to you!
- WHAT "NO INTERFERENCE" MEAN?
This means that the victim cannot defend or counter this card. There is no possible interference to this card.
- THE SPY
When you pick up Vithriliums with this card, you can take one or two from the Vithrilium card pile, or take one or two from the Vithrilium cards owned by your opponent.
- THE KORILAKI
If you want to pick a Vithrilium but the pile is empty, pick one from your opponent's Vithriliums.