Thematic Intro

“You are a Dwarven Lord, head of a Dwarven Clan. Yet that title isn’t enough.
You want more power, you want to become Dwarven King.
And for that you need to retrieve the crown and bring it home.
A rather straightforward task, were it not for the other Dwarven Lords
who are eyeing up ‘your’ precious crown.

Summary

You lead an army of ‘champions’ (10 to start).
Each turn you have as many movement points as you have champions left on the board.

The crown grants victory, giants allow you to draw event cards and fighting enemy champions gains you player levels. Event cards give you an advantage in battle, provide extra movement points, etc but to play them however you’ll need the related player level.

To fight enemy champions both players roll the same number of dice as they have champions in the battle. Comparing your dice with your opponent’s from highest to lowest will tell the winner of that battle.

Defeated giants and champions alike will be brought back into play via random locations.
But beware! Defeated champions don’t come back forever!

How To Win

Capture the crown (middle) and move it off the board.

You can use any tile along the edges of the map (yellow) to exit the board
and take any route (dashed line is an example) to get there.

It is up to you to decide when it is a good time to capture the crown and make a run for it.
Too soon and you might not be able to hold on to it, too late and you might not have enough champions to do it at all.

Closer Look

The board is a square tiled 11x11 map.
The center is home to the starting location of the crown, which is surrounded by powerful giants (green pawns).
More of these giants can be found across the board. When slain giants (both in the center and across the board offer advantages in the form of event cards.

Event cards boost certain actions during your turn: Increased odds at winning combat, more movements points, etc.
The event cards are divided in three decks: Low (level 1-5), medium (level 10-15) and high (level 20-25).
Cards from higher decks are more expensive, so more giants will have to be slay to get access to them.

To play a specifc event card you need to have at least the minimum required level (top left corner) and spend the required battle points (Yellow square). When a card is played, it will remain in play until the beginning of your next turn, after which it is discarded.

A Player’s Turn

Each turn you have as many movement points as you have champions left on the board.
These you will use to attack giants, attack enemy champions and capture the crown.
1 movement point allows you to move a champion 1 tile either orthoganally or diagonally.

A battle log will help you keep track of the 4 main variables:

  • Movement Points

  • Battle Points

  • Defense Points

  • Player Level

When you run out of movement points your turn ends. Battle points are use to activate event cards.
Defense points indicate how many shields there are left before your total number of champions on the board starts to diminish. The player level indicator is the collection of bars on the bottom of the battle log. It highlights which cards you can play. To increase your player level you fill these bars up with defense points, champions and movement points from your opponents.

To fight enemy champions both players roll the same number of dice as they have champions in the battle. Comparing your dice with your opponent’s from highest to lowest will tell you the outcome of the battle.

This is repeated till one player wins the battle.
Defeated giants and champions alike will be brought back into play via random locations. But beware! Defeated champions don’t come back forever!

Use of the battle log

Below you see an example of 2 players (left is orange, right is blue) who have continuously battled each other to increase their own levels, when the opponent had no more defense points, champions from the board (+ 1 movement point) was the cost of losing a battle. In addition blue had a some point defeated some giants (the ones in the middle of the board) to increase their player level increase (see green squares). Note that both players overall movement points have decrease, meaning at the beginning of their next turn they no longer start with 10 movement points but with 8 (orange) or 7 (blue).