Hasbro HeroScape user manual

FOR 2 PLAYERS
AGES 8+
BASIC GAME GUIDE
Create a World of Epic Warfare!
Valhalla: A world of treacherous terrain, dark mysteries, and hidden artifacts.
A world of cosmic clashes between warriors of unimaginable power.
A world of spectacular defeats and hard-won victories.
A world that you create.
BASIC Game Guide
Object: Create a battlefield, choose your Army, then wage war against your
opponent. To win, be first to achieve your objective.
Contents: See the Battlefield & Game Scenario Booklet for a list of contents.
Get Ready to Play
1. SET UP YOUR BATTLEFIELD AND YOUR ARMY
To do this, use the Battlefield & Game Scenario Booklet. It features five Battlefields with step-by-step instructions for building them. It also provides 3 Basic Game Scenarios with their own victory conditions.
After you’ve chosen a Basic Game Scenario and built the battlefield, choose an Army (Player 1 is the Good Army, Player 2 is the Evil Army). Place your Army Cards in front of you, then place your figures on the battlefield.
About Your Army Cards
In this game you’ll use the Basic Game side of the Army Cards. There are two types of Army Cards: Hero Cards, which show one (usually very powerful) warrior; and Squad Cards, which show two or more (usually less powerful) warriors.
Let’s say you built the Forsaken Waters battlefield, and chose the Dive the Dark Lakes Game Scenario. Example 1 shows which Army Cards you chose; Example 2 explains the boxed numbers on them.
EXAMPLE 1: Your Army Cards
You’ve chosen an Evil Army with one Hero (Mimring) and two Squads (four Marro Warriors and two Zettian Guards). You’ve taken your three Army Cards and placed them in front of you, and you’ve placed your Army (all seven figures) on their starting positions on the battlefield.
EXAMPLE 2: Army Card Numbers
MOVE 4 - Heavy armor makes the Zettian Guards slower than many other figures. You can move each one up to 4 spaces.
RANGE 7 - Laser-powered
weaponry gives the Zettian
Guards a fairly long range;
each one can attack from up
to 7 spaces away.
2. THE ATTACK AND DEFENSE DICE
Place the 10 (red) attack dice and the 10 (blue) defense dice near the battlefield.
Unless otherwise directed by your chosen Game Scenario, you don’t need any other game parts for the Basic Game. Just place them aside, out of play.
The Battle Begins!
Each player rolls 5 (red) attack dice. The player who rolls the most skulls takes the first turn. (Re-roll if there’s a tie.) Players then alternate turns until the game is over.
ON YOUR TURN
Usually, you’ll do three actions on your turn, in this order:
Action 1. Choose an Army Card Action 2. Move Figure(s) on the Army Card Action 3. Attack with Figure(s) on the Army Card
All three of these actions are explained in detail in the following sections.
Action 1. Choose an Army Card
First, choose any one of your Army Cards to use on your turn. The Hero figure or Squad figures on this card may move, then attack (if possible), on this turn.
Which Army Card should you choose? It depends on lots of things: the location of your figures, their Move, Range and Attack numbers, which enemy figure(s) you want to attack, and (of course) your Victory objective. As you play, you’ll get a better feel for which Army Card to use on each turn.
For example, let’s say you chose your Zettian Guard Squad on this turn. You want to attack the enemy (your opponent’s Army figures) as soon as you can. The Zettian Guards have the farthest Range (7 spaces) and the best Defense (7 dice) in your Army; so you want to get them moving.
Action 2. Move Figure(s) on the Army Card
Now you may move any or all figures on your chosen Army Card, if you want to. Follow these rules for moving each figure:
• Check the Move number: You can move a figure in any direction up to
the Move number on its Army Card. For example, with a Move number of 4, the Zettian Guards can each move 1, 2, 3 or 4 spaces. (Uneven terrain and water may limit their movement, as you’ll soon see.) Example 3 shows basic movement.
EXAMPLE 3: Basic Movement
On this turn, you choose to move each Zettian Guard its full four spaces toward the enemy figures on the other end of the battlefield.
WORLD
SET
COLLECTOR NUMBER
ATTACK 2 - Lack of agility
ATTACK 2 -
can affect the Zettian Guards’
can affect the Zettian Guards’
aim. For each attacking
aim. For each attacking
Zettian Guard, you roll
Zettian Guard, you roll
2 (red) attack dice.
2 (red) attack dice.
Lack of agility
2
DEFENSE 7 - The Zettian
Guards are well protected by their armor. Each time one is
attacked, you get to roll
7 (blue) defense dice.
1
2
3
4
1
2
3
4
• Order of movement: Move Squad figures in any order, one at a time.
• Passing and landing on other figures: You can move through a space
with a friendly figure (one of yours) on it; but you can’t move through a space with an opponent’s figure on it.
Never end a move on a space with any other figure.
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