How to Play

Runewars

2-4 players 180-240 min 7.6 Board Game Geek Rating

In this strategic fantasy conquest game for 2-4 players, factions battle for control of dragon runes across a mystical realm. Players collect resources, build armies, and assault fortified strongholds through tactical combat and territorial dominance. Victory belongs to whichever empire successfully claims the powerful runes first.

Published 2010

Runewars

Get Ready

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

1
Select starting player
Shuffle the Fate deck and deal one card to each player; the player with the highest number becomes the starting player
2
Choose factions
Starting with the first player and proceeding clockwise, each player selects a faction and receives all matching components: faction sheet, plastic figures, home realm map tile, activation tokens, stronghold tokens, development tokens, Victory Card, and Order Cards
3
Distribute starting Quest Cards
Separate all Setup Quest Cards, shuffle them, and deal two face-up to each player
4
Gather map tiles
Each player receives the map tiles matching the areas shown on their two Quest Cards; assemble any puzzle piece tiles before use
5
Build the game board
Starting with the first player clockwise, players take turns placing one map tile at a time in the center of the play area until all tiles are placed; each tile must have at least two areas touching two different previously placed tiles
6
Place starting realm tokens
The starting player places one starting realm token per player along the board edges, each touching at least three uncolored borders with at least three areas between tokens
7
Place rune tokens
Starting with the first player counterclockwise, each player takes one dragon rune token and one false rune token, views them secretly, then places them face-down on any two areas that do not already contain rune tokens or adjoin starting realms
8
Place starting realm tiles
Starting with the player to the left of the first player, each selects a starting realm token location and replaces it with their home realm tile in any orientation
9
Place neutral units
Place neutral unit figures on each area according to the icons printed on the map tiles
10
Shuffle city tokens
Randomly place one city token face-up on each city area; return unused tokens to the box
11
Set starting resources
Each player adjusts resource dial arrows on their faction sheet to the red starting values
12
Place starting stronghold
Beginning with the first player, each places one stronghold token on their home realm
13
Recruit starting units
Each player recruits units using their three resource types and places them on their home realm area
14
Draw starting hero
Separate Hero Cards by alignment (good/evil); each player draws one card matching their faction's alignment and places the hero figure on their home realm; shuffle remaining Hero Cards into one deck
15
Prepare card decks
Shuffle and place the Fate, Quest, Reward, Tactics, Hero, both Objective, and four Season decks near the board; place the three Title Cards face-up beside them
16
Set aside tokens
Place the battle token, defeated hero tokens, damage tokens, influence tokens, and training tokens within reach of all players
17
Distribute starting Tactics Cards and influence
Each player receives Tactics Cards and influence tokens equal to the numbers shown on their faction sheet
18
Draw starting Quests
Each player draws two Quest Cards into their hand
19
Draw Objective Card
Each player draws one Objective Card from their faction's alignment deck, views it secretly, then places it face-down in their play area

On Your Turn

What you can do during your turn.

1
Execute Season Card
The first player draws the top card from the current Season deck and all players resolve its primary ability, then its secondary ability in player order
2
Spring secondary
All players remove their activation tokens from the board, return Order Cards to hand, and stand up all exhausted figures including neutral units and heroes
3
Summer secondary
Execute the Quest Phase where each hero may heal, train, or move; after moving, heroes may initiate duels or attempt quests
4
Fall secondary
Shuffle the Fate Card discard pile back into the deck; each player then either gains two influence tokens or draws one Tactics Card
5
Winter secondary
Reduce maximum units per area to the player's food dial value; destroy excess units of owner's choice; allied neutral units count toward limits but heroes do not; water borders become passable until season ends
6
Choose Order Card
Each player secretly selects one Order Card from hand and places it face-down in their play area
7
Reveal Order Cards
All players simultaneously reveal their chosen Order Cards
8
Execute in order
Players resolve Order Cards starting with the lowest numbered card; ties are broken by most influence tokens, then by highest starting influence
9
Strategize (#1)
Move any units and/or heroes to adjacent friendly or empty areas; Supremacy Bonus draws Tactics Cards based on resource dial symbols
10
Mobilize (#2)
Activate one area and move units/heroes from up to two areas away; Supremacy Bonus allows executing this order twice for two separate activations
11
Conquer (#3)
Activate one area and move units/heroes from up to two areas away; Supremacy Bonus reduces enemy stronghold strength by 3 during battle
12
Harvest (#4)
Adjust all resource dials to match totals from controlled areas; Supremacy Bonus gains bonuses from developments and allows building one new development for one wood
13
Recruit (#5)
Choose one resource type and recruit units equal to that dial value into friendly strongholds; Supremacy Bonus allows recruiting from a second resource type
14
Rally Support (#6)
Gain benefits from each controlled city: neutral units, Tactics Cards, influence tokens, or Quest Cards as shown on city tokens; Supremacy Bonus allows spending up to three influence to draw that many Hero Cards, keep one, and shuffle others back
15
Acquire Power (#7)
Gain influence tokens based on symbols at or below each resource dial position; Supremacy Bonus allows spending influence to claim a Title Card by placing more influence than currently on it
16
Fortify (#8)
Perform any or all: build stronghold for one wood and one ore, repair damaged stronghold for one ore, or swap rune tokens between two controlled areas
17
Check eligibility
If the Order Card being resolved has the highest number among all Order Cards in the player's play area, the Supremacy Bonus may be used after the primary ability
18
Standard movement
Units may move one area; heroes may move up to two areas
19
Fast units
Units and heroes with the Fast ability may move up to three areas when using Mobilize or Conquer
20
Flying figures
Flying units and heroes ignore mountain and water border restrictions
21
Winter crossing
All figures may cross water borders during winter
22
Activation tokens
Place an activation token when using Mobilize or Conquer; units cannot leave areas containing friendly activation tokens except through retreat
23
Hero movement
Heroes may pass through enemy and neutral areas without starting battles; heroes are not restricted by activation tokens
24
Initiate diplomacy
After moving units to an area with non-allied neutral units, choose diplomacy instead of battle
25
Spend influence
Spend one to six influence tokens
26
Draw Fate Cards
Draw Fate Cards equal to influence spent
27
Select result
Choose one drawn card and resolve based on its fate symbol: sun means neutrals become allied, moon means neutrals retreat and exhaust, crossed swords means player must battle or retreat all units
28
Place battle token
Place the battle token on the contested area
29
Arrange units
Both players place their units from the contested area beside their faction sheet in matching initiative rows; exhausted units remain on the area
30
Designate supporting heroes
Attacker then defender may assign standing heroes to support different unit types
31
Resolve starting abilities
Attacker then defender may play Tactics Cards or abilities usable "at the start of battle"
32
Execute combat rounds
Resolve up to five rounds starting with initiative row 1, then 2, and so on
33
Calculate strength
Each player counts standing units plus exhausted hexagon units; defender adds stronghold strength and development bonuses
34
Determine winner
Higher total strength wins; defender wins ties
35
Apply stronghold damage
If attacker wins against stronghold, remove it or flip to damaged side; attacker may place own stronghold (damaged side up)
36
Heal units
Remove all damage tokens from units
37
Retreat loser
Losing player retreats all participating units to one adjacent friendly area and exhausts them; units unable to retreat are destroyed
38
Return winner's units
Place winning player's surviving units back on the contested area
39
Attacker draws cards
Select one unit type in the current initiative row that hasn't drawn this battle; draw Fate Cards equal to number of that unit type and check matching shape section
40
Defender draws cards
Select one unit type in the current initiative row that hasn't drawn this battle; draw Fate Cards equal to number of that unit type and check matching shape section
41
Resolve special abilities
Both players reveal cards showing special ability icons in matching sections; attacker then defender activates unit abilities that many times
42
Apply exhaustions
Both players reveal cards showing exhaust icons; attacker then defender exhausts that many undamaged standing units
43
Apply damage
Both players reveal cards showing damage icons; attacker then defender assigns that much damage to opponent's units, prioritizing previously damaged units
44
Heal hero
Remove all damage from a hero; hero must be on a friendly area
45
Train hero
Increase two different attributes by one each, or one attribute by two; place or flip training tokens on the Hero Card; maximum one training token per attribute
46
Move hero
Move hero up to two areas; may then initiate duel or attempt quest
47
Travel to location
Hero must be on the area matching the Quest Card's identifier
48
Reveal Quest Card
Show the Quest Card from hand
49
Make attribute test
Draw Fate Cards equal to the tested attribute value; select one card and compare its fate symbol to Quest Card requirements
50
Gain reward
If successful, draw a Reward Card and place it face-down under the Hero Card; discard Quest Card and draw a new one
51
Handle failure
If unsuccessful, follow Quest Card instructions for failure result
52
Declare defender
Select one enemy hero on the same area to duel
53
Use starting abilities
Attacker then defender may use "at start of duel" abilities
54
Execute rounds
Play up to four duel rounds
55
Draw Fate Card
Each player draws one Fate Card and reveals it
56
Resolve Fate Cards
Starting with attacker, each player resolves their card's circle section: special ability icon allows using one Reward Card ability or dealing 1 damage; exhaust icon prevents that much incoming damage; damage icon deals that much damage to opponent; blank has no effect
57
End duel
After four rounds or when a hero is defeated, the duel ends; surviving heroes remain on the area with accumulated damage
58
Remove defeated hero
Take the hero figure off the board and return Hero Card to the box
59
Transfer rewards
If defeated in duel, winner takes all Reward Cards; if defeated otherwise, place Reward Cards beside board with defeated hero token on that area
60
Claim abandoned rewards
Any hero entering an area with a defeated hero token may take those Reward Cards during their turn or Quest Phase
61
Control allied units
Neutral units on a controlled area become allied and act as faction units for movement and combat
62
Lose alliance
If allied units end up on an uncontrolled area without friendly faction units, they become neutral again
63
Count toward limits
Allied neutral units count toward the eight-unit area limit and winter food limits

Winning

How to claim victory.

1
Standard victory
At the end of the seventh year (after winter of year seven), all rune tokens are revealed; the player controlling the most dragon runes wins
2
Tiebreaker
If tied for most dragon runes, the player with more influence tokens wins; if still tied, highest starting influence wins
3
Early victory condition
A player controlling six dragon runes may attempt to win early
4
Prove six runes
Reveal owned rune tokens to demonstrate control of six dragon runes; revealed tokens remain face-up
5
Place Victory Card
Place the faction's Victory Card face-down on top of the current Season deck; it resolves at the same season next year
6
Resolve Victory Card
When drawn, if the player still controls six or more dragon runes (revealing as needed), that player immediately wins
7
Failed victory attempt
If the player no longer controls six runes when the Victory Card is drawn, return the Victory Card and continue play normally
8
Victory Card limit
Only one Victory Card may be on any Season deck at a time; other players must wait until the following season to attempt victory
9
Final year restriction
Victory Cards cannot be placed during the seventh year; the game ends after winter of year seven with standard victory determination

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