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Hero Realms Game Rules
Hey there! Welcome to the world of Hero Realms! I’m here to help you understand the game rules so you can jump right into the action. Let’s dive in, shall we?
First things first, let’s talk about the goal of the game. In Hero Realms, the objective is to reduce your opponent’s health to zero while keeping yours above that magical number. Sounds exciting, right? It sure is!
Now, let’s chat about the cards. In this game, you’ll have a deck of cards that represents your character’s abilities, attacks, and other cool stuff. Think of it as your arsenal of game-winning strategies. You’ll start with a basic deck, but don’t worry, you can upgrade and customize it later on.
Oh, and here’s an important tip: your deck is your lifeblood. You’ll draw cards from it each turn, so be sure to manage it wisely. After all, you wouldn’t want to run out of options when you need them the most.
Alright, now it’s time to get into the nitty-gritty of the gameplay. Each turn, you’ll have a chance to play cards, acquire new ones, and attack your opponent. It’s all about making strategic decisions to outsmart and overpower them. Build your deck, unleash powerful combos, and show them who’s the real hero here!
Remember, variety is the spice of life, and the same goes for your cards. You’ll find different types, like champions, actions, and artifacts, each with its own special abilities. Experiment with different combinations to discover your winning formula.
Let’s not forget about Gold. Just like in real life, it’s pretty darn important. You’ll use Gold to acquire new cards and strengthen your deck. So, keep an eye on your Gold stash and spend it wisely. Trust me, it’s worth it!
Lastly, there’s one more thing you should know. In Hero Realms, there are different game modes to choose from, like multiplayer, campaign, and solo. So whether you prefer teaming up with friends or going on a thrilling solo adventure, there’s something for everyone.
And that’s it! You’re now ready to embark on your epic journey in Hero Realms. Have fun, embrace the hero within you, and may victory be yours!

For a thousand years, we were at war. With dragons by our side and military precision at our disposal, the Imperial Armies achieved countless victories and experienced few defeats. Our Empire thrived as we expanded our borders, conquering barbarian nations to the east. However, our own sheer size eventually became our greatest enemy.
The cycle of rebellion and re-conquest at our frontiers exhausted us. We grew tired of the never-ending battles. It was then that the Emperor devised a revolutionary strategy: peace through trade. One hundred and seventy years ago, he made the decision to establish Thandar, an independent trading post where the four great rivers converged.
Despite the doubts and skepticism of many, the idea of achieving peace with the wild tribes through trade proved successful. Thandar thrived and transformed from a mere trading post into a bustling town, and eventually into a vibrant city.
In the heart of the vast city of Thandar, a place where people from all corners of the world have come together, lies the setting of Hero Realms. Here, amidst the trade and prosperity that this bustling metropolis brings, there is also constant conflict, both political and physical, as the wealth pours in.
Getting Started
This game is all about strategy and planning. You’ll be equipped with 144 cards and this handy rule sheet (take a look at the card list on the back). Your adventure begins with a personal deck of cards that represents your resources, equipment, actions, and champions.
Every turn, you have the opportunity to play all the cards in your hand, unleashing their power to gain Gold, Combat strength, Health, and other incredible effects. It’s a game of skill and decision-making that will put your strategic abilities to the test.

Gold is an essential resource in the game. It allows me to buy different cards from the Market and add them to my deck. These cards are like tools that help me take actions and recruit champions for my team. I need to think carefully about how I spend my gold to make sure I make the best choices for my strategy.

When you play the game, you have the ability to use the combat action to attack other players and their Champions.

Hey there! How’s it going? I wanted to talk to you about something really important – your Health. In this game, Health is like your score. When we start playing, everyone has 50 Health. But here’s the catch – if your Health reaches zero, you’re out of the game. The very last player standing is the winner!
Your Personal Deck and How to Keep Score
When we begin the game, each player has a personal deck. Inside that deck, you’ll find a Shortsword, a Dagger, a Ruby, and seven pieces of Gold. Pretty cool, right?
Now, let’s talk about how to keep track of your Health. We recommend using a pencil and paper. It’s simple and reliable. But hey, if you prefer, we’ve got another option for you. We’ve included these health-tracking cards for your convenience. Here’s how they work:
All you need to do is line up the “tens digit” card with the correct number on the “ones digit” card. Let me give you an example. Say you have 30 Health, and then you take 3 damage, bringing your Health down to 27. You can track that by placing the “tens digit” card right below the 2 on the “ones digit” card. Easy-peasy!
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Getting Started
Let’s start by setting up the game. To do this, we need to take a few simple steps:
- First, shuffle the Market Deck and place it facedown on the table.
- Next, deal the top five cards of the Market Deck face-up in a row next to the Market Deck. These face-up cards will be known as the Market, and they play an important role in the game.
- Now, place the 16 Fire Gem cards in a single stack, face-up, next to the last card in the Market. These cards will come into play later in the game.
- Lastly, make sure you leave a space next to the Market Deck for the Sacrifice Pile. Some cards will end up in this pile as the game progresses.
Now that the setup is complete, it’s time to prepare your own personal deck. Each player should shuffle their deck and place it facedown in front of them. Make sure you leave some space next to your deck for a discard pile.
Now, it’s time to determine who goes first. This can be done randomly. The player who goes first will draw three cards from their personal deck, while the player going second will draw five cards.
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How to Play the Game
When it’s your turn, you get to make the moves. First, I’ll explain the three phases of a turn:
- Main Phase – This is the time to make things happen. You can do different things in any order, as often as you want.
- Discard Phase – Sometimes you have to get rid of cards you don’t need anymore.
- Draw Phase – Finally, you get to replenish your hand by drawing new cards.
I. Main Phase
During the Main Phase, you have a lot of flexibility. Here’s what you can do:
- Play a card from your hand – No need to pay anything; just put it on the table face-up in front of you.
- Use the abilities of your cards – Some cards have special powers you can activate, like boosting your own forces or weakening your opponent.
- Get new cards – Spend some Gold to acquire more cards from the Market.
- Get aggressive – Attack an opponent and their champions using your Combat abilities.
Playing Cards
Playing a card is easy. It doesn’t cost you anything; just place it face-up on the table in front of you. You can have three types of cards in your deck: Actions, Items, and Champions.
Actions and Items: How They Work
Whenever you play an Action or Item, its main ability takes effect right away. Some Actions and Items also have ally and/or sacrifice abilities. You can choose to use these additional abilities during your Main Phase, as long as you meet the requirements.
When you play an Action or Item, you place it face-up in front of you. It stays there until the Discard Phase, when it goes into your discard pile.
All cards have a title, such as Spark, and a type, like Action, Champion, or Item. Some cards also have a subtype, like Spell.
The title, type, and subtype of a card don’t directly affect the gameplay. However, some cards look for these words on other cards to give you bonuses.
Heroes
Heroes are a bit different from Actions and Items. Instead of being removed from play at the end of a turn, Heroes stick around until something breaks their concentration or they make the ultimate sacrifice.

When I enter play, I’m standing up straight with my title facing away from you. It’s important to be prepared, you know? I have a special ability called an expend ability (pretty fancy, huh?). To use it, all you have to do is turn my card sideways to activate the effect that’s listed after the @expend.jpg. You can do this whenever you want during the Main Phase.
Every Champion also has a Defense number that’s shown in a shield. This number tells you how much Damage I can take in one turn before I get stunned. If I get stunned, I’ll be sent to my owner’s discard pile. But don’t worry, damage doesn’t stick around between turns, so I’ll be fresh and ready to go again next round!
Some Champions are guards. Guards have a black defense shield with the word “Guard” above it. When you have a prepared guard in play, you won’t be attacked, and your non-guard Champions will stay safe from your opponent’s attacks or targeting until all of your guards are stunned.
Important notes: Guards only protect the player and their Champions. They don’t protect other players or their champions, even in team formats. Additionally, Champions prepare at the end of your turn. You can find more about this in the “Discard Phase” section on the back of this sheet.
How to Use Abilities
The Primary Ability of an Item or Action is used right away as soon as you play it. All other abilities can be used at any time during your Main Phase.
When you have an ability that gives you Gold or Combat, you can store it in a special pool of resources. This pool can be accessed at any time during the Main Phase.
If an ability grants you Health, it is added to your overall Health total right away.
There are some abilities that give you a choice between different effects. It’s important to communicate clearly which effect you are selecting.
Expend Abilities

When you see the term “Expend Ability” in the text box, it means that the card has a special power that you can use. To activate this ability, you need to rotate the card sideways. The great thing about Expend Abilities is that you can use them during your Main Phase, even on the same turn that you play the card.
Check out what happens when a champion uses its special ability!
Did you know that there are cards that can “prepare” other cards for action? This means you can use their abilities again on the same turn!
Teamwork Makes It Happen
When you see a faction icon in the text box of a card, it means it has an Ally Ability. Here’s how it works: when it’s your turn and you have another card of the same faction in play, you can unleash the Ally Ability. The order you play your cards doesn’t matter. As long as you have two or more cards of the same faction, you can activate all the relevant Ally Abilities. Remember, you can only use each Ally Ability once per turn, and you can do it during your Main Phase.
Give a Little, Gain a Lot

Some cards have a special ability called Sacrifice, which is indicated by the icon in the text box. This ability represents either using a magical scroll once or performing a heroic act to save the day. Whenever you use the Sacrifice ability, you place the card in the Sacrifice Pile. However, if a card is sacrificed for a different reason, its Sacrifice ability does not trigger. For example, if one of the Fire Gem cards would normally go into the Sacrifice Pile, instead it goes face-up in the Fire Gem pile.
Getting Cards
Some cards have abilities that allow you to obtain Gold. When you acquire Gold, it goes into a Gold Pool. You can add to and spend from this pool during your Main Phase.


Gold is what you need to get cards in the Market or from the Fire Gem pile. You can find the cost of a card in the upper-right-hand corner.
To get a card, you have to subtract Gold from your Gold Pool. The amount of Gold you subtract should be equal to the cost of the card. Then, you put the card in your discard pile. After that, you fill the empty space in the Market with the top card of the Market Deck.
When you get a card, you don’t play it right away. It doesn’t go into play and you don’t get to use its abilities. Any Gold you have left can be saved and used to get more cards during the Main Phase.
Attacking: Taking Control of the Game
When playing the game, there are certain abilities that grant you Combat. This Combat can be stored in a Combat Pool and used strategically during your Main Phase. It gives you the power to attack your opponent and their Champions. And guess what? You can make as many attacks as you want during your Main Phase.
Now, to attack a Champion, you simply need to subtract the desired amount of Combat from your Combat Pool. The Champion will then receive the exact amount of damage. It’s that simple.
But here’s the interesting part: if the Champion has already taken damage this turn, equal to or greater than its Defense, you stun that Champion and send it right to its owner’s discard pile. Talk about a knockout move!
When playing a card that says “Stun target champion,” you have the power to stun them without engaging in combat. It’s essential to remember, though, that you can’t target non-guard champions if your opponent has a guard champion in play. Guards need to be taken care of before you can attack the player they’re protecting.
If your opponent has a guard champion in play, you won’t be able to attack them directly. Instead, you’ll need to stun the guards first, opening up the opportunity to attack the player behind them.
Note: Some champions have an expend ability that grants them combat. When this happens, the combat gained goes into your combat pool. Your champion doesn’t attack another champion directly.
II. Discard Phase
When you get rid of a card or get a new card from the Market, put it face-up in your discard pile. Anyone can look through your discard pile at any time. During your Discard Phase, you have to:
- Get rid of any Gold you have left in your Gold Pool.
- Get rid of any Combat you have left in your Combat Pool.
- Put all the Items and Actions you have in play into your discard pile.
- Put any cards remaining in your hand into your discard pile.
- Prepare all of your Champions.
III. Draw Phase

When it’s time for my turn to begin, I start by drawing five cards during my Draw Phase. This gives me a fresh hand to work with, but it also means my turn is over.
It’s worth noting that if, at any point during my turn, I run out of cards in my personal deck and I still need to draw or reveal cards, I can simply shuffle my discard pile and use it as my new personal deck. This ensures that I always have a deck to draw from.
Let me give you an example to make it clearer. Say I start my Draw Phase with only three cards left in my deck. I draw those three cards, then I shuffle my discard pile to create a new personal deck. After that, I draw two more cards to complete my hand for the turn.