1
Restore life tokens
Flip all active life tokens face up on your hero card
2
Perform actions
Spend life tokens (flip face down) to take actions equal to your active life tokens
3
Walk
Move your hero to one adjacent location connected by a line
4
Ride horse
Discard a Hero card with horse symbol to move 2 connected locations
5
Fly by eagle
Discard a Hero card with eagle symbol to move 4 connected locations
6
Use Magic Gate
Discard a card with Gate symbol to move to that location or any gate on the board, OR move between existing gates without discarding
7
Use special ability
Apply your hero's unique skill; some cost additional life tokens as indicated on character card
8
Build Magic Gate
While at a location, discard a Hero card showing that location to place a Gate token there
9
Rumors at Inn
Use up to 2 actions at an inn; name a color, draw 2 cards per action, keep all of named color plus any purple Special cards
10
Heal the Land
At a Tainted location, discard a matching color card, roll 2 dice; on 5+ on either die, remove one Tainted Crystal
11
Heal wounds
At Monarch City or inns, fully heal all life tokens; at other minion-free locations, heal 2 tokens
12
Battle minions
Roll one die per minion at your location using matching colored dice
13
Extinguish fires (Dragon Expansion)
At a burning location, spend 1 action, discard matching color card, roll 2 dice; on 4+ remove Fire Token
14
Attack General
At General's location with no minions present, play Hero cards with that General's portrait and roll dice as shown on cards
15
Initiate group attack
Attacking player determines attack order for all heroes at location
16
Commit all cards
All participating players must discard their prepared attack cards even if not reached
17
Determine Slayer
Hero dealing killing blow takes General card and Slayer ability
18
Distribute rewards
All participating heroes draw 3 Hero cards if victorious
19
Apply group defeat penalty
All heroes suffer defeat penalty and move to Monarch City if unsuccessful
20
Draw Hero cards
Draw 2 cards from the Hero deck
21
Enforce hand limit
Discard down to 10 cards maximum
22
Draw Darkness Spreads cards
Draw 1, 2, or 3 cards based on War Status (Early/Mid/Late War)
23
Place minions
Add minions to locations shown on upper portion of cards
24
Move Generals
Check lower portion of cards; if General is one step from indicated city, move General there with indicated minions
25
Resolve Overflow
If 4th minion would be placed (3rd for Demons), place Tainted Crystal instead, then place 1 minion of same color in each adjacent location
26
Handle multiple Tainted Crystals
Tainted locations can receive additional crystals if overflow occurs again
27
Process Monarch City card
When drawn, one minion of each color from adjacent locations enters the city; reshuffle both decks (except purple Special cards)
28
Apply Global Effects (Dragon Expansion)
When drawn, place on board as reminder; draw another Darkness Spreads card; effect remains until new Global Effect drawn, General moves, or card instructs discard
29
Handle Brimstone's Dragon Flight (Dragon Expansion)
When Brimstone's movement activates, he immediately moves to indicated location and places a Fire Token there
30
Track Fire Tokens (Dragon Expansion)
Burning locations cost 2 actions to enter and deal 1 wound when ending turn there; 3 Fire Elementals at a location also create a Fire Token
31
Imps spread quickly
Only 1 Imp placed per location, but 1 additional Imp placed in each adjacent location without Imps
32
Imps steal cards
Instead of wounds, randomly discard 1 Hero card per Imp when ending turn at their location
33
Zealots are Berserkers
After each combat round with remaining Zealots, take 1 wound regardless of Zealot count
34
Dragon Masters scale with Dragons
Roll 2 plus number of active Dragon Generals to defeat