How to Play

Heroscape Master Set: Rise of the Valkyrie

2-4 players 90-90 min 7.5 Board Game Geek Rating

Players command diverse armies of warriors from different eras—WWII soldiers, robots, aliens, dragons—across customizable hex-based battlefields. Using dice-based combat, units move and attack according to their individual cards' statistics. Victory conditions vary by scenario: eliminate opponents, reach objectives, or survive designated turns.

Published 2004

Heroscape Master Set: Rise of the Valkyrie

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Build Battlefield
Construct the terrain battlefield according to scenario requirements (SotM-6)
2
Determine Points Value
Agree on the total point value for armies (SotM-7)
3
Select Pre-Made Armies
Roll D20, highest result places their entire army in their own starting zone first (SotM-7)
4
Draft Armies (Alternative)
Roll D20, highest drafts first by selecting an Army Card and placing figure(s) in own starting zone (SotM-7)

On Your Turn

What you can do during your turn.

1
Roll for The Drop
At start of round, roll if scenario requires it (Card)
2
Place Order Markers
Both players place Order Markers simultaneously on Army Cards (SotM-9)
3
Roll for Initiative
Roll D20, highest result takes the first turn, re-roll ties (SotM-9)
4
Take Three Turns
Players alternate taking turns in initiative order until each player has taken three turns (SotM-9)
5
End of Round
Roll for Lava Field Damage for figures on lava, then move Round Marker (VW-2)
6
Reveal Order Marker
Show the Order Marker on your Army Card; if all figures on that card are destroyed, lose this turn (SotM-9)
7
Move Figures
Move figure(s) up to their Move value on the card (SotM-9,10)
8
Attack with Figures
After movement, attack with your activated figure(s) (SotM-11)
9
Move Vertically
Each vertical tile counts as a space; cannot move up total greater than or equal to figure's Height (SotM-9)
10
Handle Falling
If drop is less than Height: no effect; if drop >= Height: 1 Combat Die; if drop >= Height +10: 3 Combat Dice (SotM-9)
11
Move Double-Spaced Figures
Lead with one side, other end follows; end move on 2 same-level spaces (SotM-10)
12
Use Flying
May choose to walk or fly; may change movement type during a turn (FAQ-3)
13
Leave Engagement
Roll 1 Combat Die for each engaged enemy figure as figure moves away (SotM-11)
14
Land on Glyphs
Figures that move onto a Glyph must stop their movement (SotM-13)
15
Move onto Water
Single-based figures must stop; double-based figures may move over one water tile without stopping (SotM-9)
16
Move onto Molten Lava
Roll D20: 1-19 destroys figure; single-based figures stop their move (VW-2)
17
Check Range and Line of Sight
Target must be within Range; figure must have LOS from Target Point to target's Hit Zone (SotM-11,12)
18
Apply Height Advantage
Base is higher: +1 Combat Die; base is 10+ higher: +2 Combat Dice (SotM-12)
19
Roll Attack Dice
Must roll maximum attack dice available (SotM-12, FAQ-8)
20
Use Special Attacks
Used instead of a normal attack; are never modified (SotM-12,14)
21
Apply Terrain Bonuses
Figures adjacent to Jungle or on Shadow tiles receive +1 defense die under certain conditions (TJ-2, BftU-13)

Winning

How to claim victory.

1
Follow Game Scenario
Victory is determined per the specific game scenario rules (SotM-13)
2
Check Victory Conditions
Victory conditions are checked at the end of each turn (FAQ-2)
3
Score Army Points
Score points for each Army Card with figure(s) remaining on the table (SotM-13)

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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