The Fortifications: Begin by positioning 4 walls, 2 towers, and 1 gatehouse (black-dot cards) as the primary line of defense. You can set them up in any order of your choosing. For a quick-paced game, you can opt to use only 2 walls. (Refer to the provided diagram for setup inspiration.)
Castle Structures: Behind these fortifications, lay down two rows of face-down structures (other black-dot cards). One of these hidden cards is the vital castle keep. For a game with faster outcomes, just use one row of structures.
Preparing Your Deck: Split your deck based on the color indications – shuffle the blue and red dot cards into their individual piles. To add a touch of unpredictability to each game, secretly remove the top three cards from both of these piles. These cards won't be used in the game. Now, draw a combination of 8 cards from these piles.
Game Start: Roll a dice with your opponent. The highest roll decides the starting player. During your turn, deploy one card from your hand onto the battlefield, crafting your game strategy step by step.
Battle Mechanics: The heart of Valorngard lies in the battles. When units clash, roll a die and add its outcome to the attack or defense value mentioned on your card. The objective? Find and obliterate the enemy's castle keep to triumph!
Movement
Battlefield Setup
Battlefield Setup
Basic Movement: Standard troops or combined forces have the agility to move up to 2 spaces during a turn. If these units were previously in combat with an enemy structure, they can re-enter the battlefield directly ahead of that structure as a turn.
One Action at a Time: Units cannot simultaneously move and launch an attack in a single turn, unless a card specifies otherwise. The reason for this is to provide balance. For every move a player makes, the opponent must be given the opportunity to make a counter-move.
Masters of the Sky: Flying units, harnessing the power of the winds, can glide across 3 spaces in a single turn.
Card Movement: Once a card has been placed on the battlefield, it can't be pulled back into a player's hand, unless a special card ability allows for this.
Force Dynamics: If you feel the need to change your battlefield strategy, units can disband from a combined force and move independently as a turn.
Occupation Limit: To maintain order on the battlefield, no more than 1 force or unit can occupy a single space on a player's side.
Breaches
Battlefield Setup
Battling and Assaulting
The Aftermath of Destruction: If you successfully raze an enemy's fortification or structure, the card that's positioned directly behind the demolished card gets revealed. After breaching and destroying both structure cards in a column, the attacking force must retreat back to its original position on the battlefield. It may then move across the battlefiled on its next turn to battle more troops/forces or assault more fortifications.
Defensive Strategy: Players have the tactical option to place a single troop face-down on any unrevealed structure during their turn. When an attacking force breaches this location, both the structure and the hidden troop card are unveiled.
For players eager to delve deeper into strategic play, we recommend the advanced gameplay:
When a breach occurs, disband your troops and have them move 1 structure at a time behind the fortifications, engaging all traps and troops until they eventually find and destroy the keep. This little twist can be lots of fun. Defenders, be prepared!
Battling and Assaulting
Battling and Assaulting
Battling and Assaulting
Launching an Attack: Begin your turn by declaring your intention – whether to battle or assault. For a fierce attack, sum up the values of your combined cards and roll the die. It's then the defender's time to roll.
Rules of Engagement: Engage enemy units directly across from your units. Diagonal attacks are prohibited, unless a special card mentions otherwise.
Assault vs Battle: While both are forms of attack, there's a difference. Assaults are focused on fortifications or isolated structures, whereas battles involve troops. Certain bonuses like Battle Tactics don't apply to assaults (unless a troop is stationed with a structure or fortification).
Weapon Limitations: Only siege weapons assault fortifications, and only troops can assault structures, unless specified differently. This simulates the notion that siege weapons cannot be dismantled, carried across the rubble of the destroyed fortification, and be reassembled again in time. Therefore only the troops go across and into the breach.
Defensive Strategy: A fortification stands strong, and cannot be assaulted as long as it has defending units placed in front.
Forces in Battle: Combine your force's strength to increase your might! Add up the Attack values of all cards in a force when clashing with the enemy on the battlefield.
Stationed Troops: If a structure harbors a troop, they stand united, and certain battle bonuses may come into play.
Creating Forces
Battling and Assaulting
Understanding the Cards
Mighty Combinations: Forge a powerful force with up to 2 troops and 1 siege weapon. Additionally, structures can host a troop to form a defensive duo.
Stalemates: If an assault on a lone structure or fortification doesn't break through, it's considered a draw.
Rearranging Forces: Sometimes, a new strategy is needed. Players can disband and reorganize 2 neighboring forces as a turn.
Building Blocks: The game is essentially built on forces. It would be mighty difficult for a single troop or siege weapon to assault a castle on their lonesome. Think carefully about the forces you put together - they can have incredible advantages if assembled correctly.
Enchanted Objects: To keep the game balanced (and fair), only 1 enchanted object can be attached to a single troop. So technically, a force of 3 cards (1 siege weapon and 2 troops) can have 3 enchanted cards attached - 1 for each. Adding more than this, creates forces which can be virtually impossible to defeat and gameplay suffers. Remember, as the rules state, if a force or troop dies, any enchanted objects are lost with them - there's no swapsies.
Understanding the Cards
Battling and Assaulting
Understanding the Cards
Shield Symbols: On each card, you'll spot 2 shields. The left shield represents defense and is added to your roll during defense. The right shield is all about attack and adds to your roll during a battle or assault.
The Power Cards:
Special Characters: Deploy at any time for an instant game-changing effect.
Events: Play during your turn to unleash its influence.
Ancient Summons: Need a powerful ally? Roll a 5 or 6 to call them forth. They act solo on the battlefield and have their unique quirks.
Elemental Strikes: Release these mighty forces as a turn for immediate impact.
Hero's Chronicles: Boost a force with their aid. They remain for 3 uses.
Enchanted Objects: Attach to units or structures. If the host falls, they're lost. They cannot be exchanged between troops.
Tech Boons: Harness technology for a two-use advantage.
Battle Tactics: Amplify your attack or defense for 1 pivotal battle.
Siege Weapons: They're potent, but can't breach structures shielded by fortifications.
Traps: Deal damage instantly, affecting only the frontline troop.
Structures: Their perks activate upon being revealed.
Legendary Troops: Limit to 1 per force for balance.
Other:
Missile Troops: This includes units like Archers, Axemen and Javeliners. If it can be hurled, it's a missle (within reason of course - nobody throws a sword at an attacker unless there are serious issues, such as, wanting to die).
Game Flow: Players have the option to discard and replace up to 2 cards as a turn. If your deck runs out, shuffle the discarded cards and draw anew.
Fair Play: Encountered a dispute? Resolve with understanding. Consult the rules, roll a die, or seek a group consensus. Check out the FAQ also. It's a space for players to ask questions along with other interesting bits.
Custom Rules: If all players agree, customize rules for a unique gaming experience. After the game ends, reveal the ejected cards to relive the game's suspense.