Contents
- 1 Heroes of Land, Air & Sea: Game Rules
- 1.1 Introduction
- 1.2 Game Overview
- 1.3 Conclusion
- 1.4 What’s the Game About?
- 1.5 Getting Started
- 1.6 Phase 1 – Action Selection
- 1.7 Marching into Battle: A Strategy for Success
- 1.8 Going into Battle
- 1.9 At the end of the round, there’s another step: Phase 3 – Round End. Let me explain…
- 1.10 The Game’s Conclusion
Heroes of Land, Air & Sea: Game Rules
Introduction
Hey there! I’m here to give you the lowdown on the rules for the game Heroes of Land, Air & Sea. So grab a chair, buckle up and get ready for an epic adventure!
Game Overview
So, what’s this game all about? Well, in Heroes of Land, Air & Sea, you get to take on the role of a mighty hero trying to conquer the world. You’ll explore dangerous lands, build powerful armies, and clash with other players to prove your dominance.
Components
Now, let’s dive into the components of the game. You’ll find a bunch of stuff in the box, including:
- Hero miniatures
- Miniatures for armies and units
- Game board
- Terrain tiles
- Victory point tokens
- Resource tokens
- Event cards
- Player boards
Setup
Setting up the game is super easy! First, you’ll place the game board in the middle of the table. Then, each player will choose a hero and take the corresponding miniature and player board. After that, you’ll distribute the armies, units, and resource tokens to the players.
Gameplay
Now, let’s talk about how the game is played. In Heroes of Land, Air & Sea, each round is divided into four phases:
- Develop
- Build
- Action
- Income
In the Develop phase, you’ll draw an event card and resolve its effects. These cards can give you bonuses or setbacks, so be prepared for anything!
Next up is the Build phase. Here, you’ll have the chance to construct buildings in your territories. These buildings will give you special powers and bonuses throughout the game, so choose wisely!
Then, it’s time for the Action phase. This is where the real action happens! You’ll move your armies, attack other players, and conquer territories. It’s a battle for supremacy, so make sure you’re ready to fight!
Lastly, we have the Income phase. During this phase, you’ll collect resources based on the territories you control. The more territories you have, the more resources you’ll get. Use these resources to strengthen your armies and expand your empire.
Winning the Game
The game ends when a player reaches a certain number of victory points, which are earned by conquering territories and achieving specific objectives. The player with the most victory points at the end of the game wins and becomes the ultimate hero of Land, Air & Sea!
Conclusion
And that’s the basics of Heroes of Land, Air & Sea! It’s a thrilling game of strategy, battles, and conquest. So gather your friends, prepare your armies, and embark on an unforgettable adventure. Are you ready to become the hero the world needs? Let’s find out!


- 4 Capital City Boards
- 80 Miniatures
- 12 Hero Cards
- 32 Constructs
- 12 Faction Tokens
- 1 Game Board
- 28 Tactic Cards
- 60 Spell Cards
- 8 Solo Enemy Cards
- 94 Exploration Tokens
- 15 Resource Tokens
- 1 First Player Token
- 1 Quick Reference Sheet
- Instructions
What’s the Game About?
So, picture this: You and your friends are playing a game. It’s called “Capital City,” and it’s a pretty cool game if I do say so myself. In Capital City, you become a hero, working hard to build your own capital city and protect it from evil.
You start the game with a bunch of cool stuff. You’ve got miniatures, hero cards, constructs, faction tokens, and a whole lot more. Your goal is to use all these resources wisely and strategically to create the best capital city possible.
But it’s not just about building your city. There’s a catch. You see, other players are trying to build their cities too. And they’ll do anything to stop you. You’ll have to be smart, use your tactics, and make good decisions to outsmart your opponents and claim victory.
The game is played on a game board that represents your capital city. You’ll use different cards and tokens to build and develop your city, as well as defend it from enemy attacks. There are also exploration tokens that add an element of surprise and discovery to the game.
One important thing to remember is that Capital City can be played solo. That means you can play the game by yourself, without any friends. It’s a great way to practice your skills and become an even better player.
To win the game, you’ll need to have the most prosperous, advanced, and well-protected city. But beware, it’s not an easy task. You’ll face challenges, make tough decisions, and sometimes things won’t go your way. But that’s all part of the fun.
So, if you’re into strategy games and want to test your skills, Capital City is the way to go. It’s a game that combines elements of building, battling, and exploration, and it’s guaranteed to keep you entertained for hours. Get ready to embark on an epic journey and become the hero your city needs. Are you up for the challenge?

When we play rounds of this game, we get to explore, create our Capital City, cast Spells, and have Battles to earn Victory Points ().
Once a player achieves any of the 4 “X-Objectives”, we finish the current round as usual and then play a whole extra round which will be the last. These “X-Objectives” are:
- eXplore – All the Land Exploration Tokens in the game have been revealed.
- eXpand – All of our Serfs and Warriors are in the game.
- eXploit – We have all 3 of our Towers in the game.
- eXterminate – We have destroyed another player’s Capital City.
Once the end of the game happens, it can’t be undone, even if the end game conditions aren’t met anymore. After the final round ends, the game is finished.
So here’s the deal, folks. At the end of the game, we’re gonna tally up some numbers. We’re gonna add up the Victory Points from all your Buildings, Towers, Units, Spells, and occupied Regions. Basically, anything that gives you points. And here’s the kicker: the player with the most Victory Points wins. Yep, it’s as simple as that. That player gets to be the bigshot, the ruler of Aughmoore. The supreme Faction. So, get ready to bring your A-game and score those points!
Getting Started

- First, put the Game Board in the middle of the table. If you’re playing with 1-4 players, use the side that says “1-4” at the top left. If you’re playing with 5-6 players, you’ll need to use the Order & Chaos Expansion and use the other side of the board.
- Next, each player needs to choose a Faction. Then, gather all the pieces that come with that Faction:
- Put the Capital City (C.C.) Board in your area.
- Collect the 20 Units and 8 Constructs. To keep things organized, put the Units and Vessels below or near the C.C. Board in their proper spaces. This is your “supply”.
- Place the Towers and C.C. Levels to the left of the Game Board, in the correct spots.
- From your supply, take out 2 Serfs and 1 Warrior and put them in the Courtyard on the top of your C.C. Board.
Towers: This section gives you all the info you need on Towers. You can find out what towers you can build and how to use them. Cool, right?
Capital City Levels: Here, you’ll see what level your Faction’s Capital City is at. It always starts off at Level 1, but you can build it up from there. The board has all the game info you need for each level. It’s a big help!
Buildings and Abilities: This section shows you all the awesome buildings that you can construct in your faction. Each building grants you unique abilities, and as your Command Center level goes up, you’ll unlock even more cool stuff.
Units and Vessels: Here, you’ll find a list of all the units and vessels that are at your disposal. Units and vessels are the key to building a powerful force, and you’ll want to recruit the best ones to crush your enemies.
Resource Track: The resource track is where you keep track of your resources. The spaces on the track represent the amount of each resource you have, and you mark it with resource tokens. Just remember, no single resource can exceed a value of 10.- Capital Actions – these are Actions that can be “Followed” by other players using Serfs. Take a look at this image to get a better idea:
- Command Actions – these are Actions that let you “Muster” and use a Serf to immediately perform a second Command Action. Check out this image to see what we mean:
- When you have a Sea Vessel, it needs to be docked on the Shore of your Capital City Region. The Capital City Region is where the Land Region and the Sea Region meet. Keep in mind that docked Sea Vessels are actually considered to be in the Land Region, not the Sea Region.
- On the other hand, Air Vessels start out completely in the Capital City Region.
- First, you can build a vessel in the C.C. Region. But here’s the catch – you need a required building needed. Basically, building a vessel is just like recruiting a vessel, but instead of using a recruit action, you’ll use a build action. Make sense?
- Next, you can build a new building on the C.C. Board. This is another way to make your mark and elevate your game. Choose wisely and watch your empire grow.
- Don’t forget about upgrading the Capital City to the next level. This is an important step in your journey towards greatness. Keep investing in your city and reap the rewards.
- Lastly, you have the option to build a tower. Towers are powerful structures that can help you defend your empire and regenerate response. They are a double-edged sword, though, as they can also be targeted by your opponents. So, think carefully before you build.
Conjure Spells – I can draw 3 Spell Cards from the Spell Deck. After that, I get to decide which cards I want to add to my Spell Library, which is essentially my hand of Spell Cards. Any remaining cards can be discarded. Something important to keep in mind is that there is a limit to how many spell cards my Spell Library can hold, and this limit depends on my C.C. Level. Once I am done exploring and creating spells, I have to discard any extra spells from my Spell Library until I have the same number of spells as my current Hand Limit.
Write Spells – This option allows me to create brand new spells from scratch. I get to choose the Mana Type, Mana Cost, and the effect of the spell. It’s like creating a unique piece of magic tailored specifically to my needs and playstyle. However, there is also a catch – I must spend Mana Points equal to the Mana Cost of the spell in order to write it. So, before jumping into spell creation, I have to make sure I have enough Mana Points to cover the cost.- Scribe a Spell – I take 1 Spell Card from my Spell Library and put it permanently in a Scribed Spell Slot on the right side of my C.C. Board. Scribed Spells are special and can’t be thrown away. I can have as many Scribed Spells as the level of my Capital City. For example, if my C.C. is Level 2, I can have 2 Scribed Spells. I can only Scribe Spell Cards that say “CAST”. I can’t Scribe Spell Cards that say “COMBAT1” or “INTERRUPT”. Each Scribed Spell is worth
at the end of the game.
Alrighty, folks! Let’s get this party started! Here’s what you gotta do to set up the game:
First off, grab those 3 Hero Cards and plop ’em down on the right side of the C.C. Board. Make sure to leave enough space for any Spell Cards you’ll be adding later on.
Next, take those 2 Action Tokens and drop ’em into the Courtyard at the tippy top of the C.C. Board.
Now, we’re gonna deal with the Resource Tokens. You’re gonna need 3 of ’em – 1 Ore, 1 Mana, and 1 Food. Find that “2” space on the Resource Track and put the Resource Tokens right on top of it. Keep an eye out for the Watermark images so you know which resource is which.
Oh, and don’t forget to grab a set of 7 Tactic Cards. There should be a total of 7 cards, each labeled “X of 7”. You gotta have the whole set – no missing cards allowed!
Last but not least, take the Score Token and place it off the board. Stick it right next to the “1” space on the Score Track. This will start your score off at zilch, nada, zero!
Now that you’ve got everything set up nice and proper, you’re ready to dive into the game. Have a blast!
As a beginner in the world of magic, I’m here to guide you through the exciting process of playing Spell Cards! Let’s get started with the setup.
First, let’s shuffle all the Spell Cards and place the deck face-down near the top of the Game Board. We’ll also need a spot for a face-down Discard Pile nearby.
Now, each player will receive 1 Spell Card to form their “hand” or “Spell Library”. Remember, your Spell Library should always be kept secret from other players.
Next, let’s gather 3 Resource Tokens – 1 Ore, 1 Mana, and 1 Food. These tokens haven’t been used yet. Hold them together in your hand and drop them out one at a time. The first token that falls will be placed on the “4” space of the Tax Track on the bottom left of the Game Board. The second token goes on the “3” space, and the final token goes on the “2” space. These starting values determine the Tax Track values.
Now that we’re all set up, let’s dive into the magical world of Spell Cards!
To start the game, give the youngest player the First Player Token or use any other method to determine who starts. You can also download our Heroes of Land, Air & Sea mobile app, which has a randomizer for selecting the starting player.
Next, players need to choose where to place their Capital Cities. Starting with the player to the right of the first player (with the First Player Token) and going counterclockwise, each player places their Lv. 1 C.C. Construct in a Capital City Region on a Continent adjacent to another player’s Continent. The first player to choose can start on any Continent.
Please note that there is only one C.C. Region per Continent, so each player will have their own starting Continent. Once all players have decided where to place their C.C., the game is ready to begin.
When I’m exploring the different regions in the game, there are a few things I need to keep in mind. First, each land region, except for where my capital city is located, will give me a brown land exploration token. However, swamp regions are a special case and give me two tokens instead. Second, sea regions will give me a blue sea exploration token. The center sea region is an exception and will reward me with two tokens, and if I’m playing with the expansion, there will be a second center sea region with a sea serpent image that also gives two tokens. Lastly, any exploration tokens that I don’t use will go back in the box without me seeing what’s on them.
Here’s a tip: In games with only one or two players, we won’t be able to use one of the four continents. It’s up to us to choose which one. This continent won’t be accessible to us, so we shouldn’t place any exploration tokens on it. However, all sea regions are still accessible and will still receive exploration tokens, no matter how many players are in the game. Remember to keep this in mind as we explore and conquer the world!
When playing Risk, the number of Continents used depends on the number of players. For 1-2 players, it’s recommended to use 3 Continents. For 3-4 players, all 4 Continents should be used. And for 5-6 players when utilizing the Order & Chaos Expansion, all 6 Continents should be incorporated. It’s important to remember that the Capital City Board is an integral part of the game. Now let’s take a closer look at its overview.

Hey there! Let’s talk about Capital City Boards. These boards represent the Capital City of different Factions. We’ve got two sides to each board: one for multiplayer and one for solo enemy play. Check out the multiplayer side here, for example:
Hey there! Let’s talk about the cool things you can find in Heroes of Land, Air, and Sea. I’m going to break it down into three categories for you: Buildings and Abilities, Units and Vessels, and the Resource Track. Sound good? Great, let’s dive in!
So there you have it! These are the important things you’ll find in Heroes of Land, Air, and Sea. Buildings and abilities, units and vessels, and the resource track are all crucial elements of the game. Now that you know what to expect, get out there and conquer the world!
At the top of the C.C. Board, you’ll find the Courtyard and an Action Bar. The Action Bar is made up of 9 Action Slots, which are divided into two types of actions: Capital Actions and Command Actions.
The Courtyard and the Action Bar represent the actions that you, as a player, can take during the game. To perform these actions, you’ll need Action Tokens and Serfs, both of which can be found in the Courtyard.
Now, let’s talk about the gameplay. Each round is made up of three Phases, which are performed in a specific order.
First, we have the Action Selection Phase. This is when you choose which actions you want to take. You can refer to the image below for a visual representation of this phase.
[IMAGE: how-to-play-heroes-of-land-air-sea-official-rules_5.webp]
Next, we have the Capital Actions Phase. During this phase, you can perform the actions you selected in the previous phase using your Action Tokens and Serfs from the Courtyard. These actions can help you build and improve your empire.
Finally, we have the Command Actions Phase. In this phase, you’ll use your Command Tokens to activate your heroes and units. This is your chance to strategically plan your moves and outwit your opponents.
Remember, the Courtyard and the Action Bar are crucial in determining the actions you can take during the game. Make sure to plan ahead and use your resources wisely to gain an advantage over your rivals.
So, now you understand the importance of the Courtyard, the Action Bar, and the different phases of gameplay. By following these guidelines, you’ll be well-equipped to conquer the land, air, and sea in this exciting game.

When we start the game, it’s my turn first. Then it goes to the next player, and we go clockwise from there. Each of us gets to choose and do one action. We have these little tokens called Action Tokens, and we put one of them on an open slot at the top of our Capital City Board. But here’s the thing, once we pick an action, we can’t do it again until the next round, unless we get a special spell or ability that lets us. We do this two times, so each player gets to use both of their Action Tokens.
Collecting Stuff

Hey there! Let’s dive into the world of Heroes of Land, Air & Sea. After everyone has finished the Action Selection Phase, we all get to collect Resources based on the Regions we control. And guess what? We also get to draw 1 Spell Card into our Spell Library. Oh, but there’s a catch – you can only have 1 Spell Card per level of your C.C.
Rounds End
Phase 1 – Action Selection
Now, here’s where the real fun begins. On your turn, you’ll place an Action Token on one of the unused actions on the Action Bar. We’ve got 2 categories of Actions for you to choose from:
When it comes to the Action Bar, there are four important slots known as Capital Actions that you should keep in mind. These slots are located on the left side of the bar and serve specific functions. Let’s take a closer look at each one:

1. Get New Units
Hey there! Wanna add some new units to your team? Sure thing, I’ve got you covered! Now, it’s gonna cost you some resources, but trust me, it’s totally worth it!
Here’s the deal: Each unit has a recruitment cost, which you can find on the banner next to them at the bottom of the C.C. Board. All you have to do is pay that cost, and voila! The unit is yours!
Oh, and just a heads up, you can only recruit one unit at a time with this action. So choose wisely!


The exception is with Serfs: 3 Food may be spent to recruit 2 Serfs. Each Warrior in play is worth at the end of the game.
Recruiting Heroes and Vessels
To get Heroes and Vessels, you need to build certain Buildings in the Capital City.
Heroes’ Abilities
Every Hero comes with 3 special abilities that you can see on their Hero Card. These abilities go along with the
,
, and
, which you can unlock by upgrading your current Capital City Level.
Note: If any of the abilities clash with the game’s rules, the abilities always take priority.
Placing Vessels on the Map:
So, here’s how it works: when you get yourself a Vessel, you don’t just plop it straight into the Courtyard. No, it starts its journey on the Map. It’s like a little adventure for the Vessels, you know?

Getting on Vessels:

If you’re in a land region or a shore, you can freely move units between the vessel and the land. This also applies to sea vessels that are docked with a shore.
For example, if the vessel is in the capital city region, you can board units onto it from the courtyard.
Each vessel can hold a maximum of 2 units, which you can find on the C.C. Board. Just remember, you can’t board units onto a moving vessel.

2. It’s Time to Build
Let’s talk about building. Building what, you ask? Well, let me tell you. When it comes to creating something great, there are a few key things you need to keep in mind. Are you ready? Great! Here they are:
Ready to Build a New Building?

When you pay 3 Ore, I can move a Serf from the Courtyard and place it underneath the Building onto the Worker Space. This action signifies the completion of the Building and grants you access to its abilities, which are listed above. You can also now recruit a Hero or Vessel, shown below, during a future action.
As the Capital upgrades, each Building unlocks new abilities. It’s important to note that the Serf used to construct the Building must remain on the Worker Space for the entire game. You cannot use it for any other action, nor can you destroy or sacrifice it.
When the game ends, I want to make sure I have completed as many Buildings as possible. Each completed Building is valuable because it adds to my final score. In addition, I want to ensure that I have a strong defense in my Capital City Region during battles. One way to do this is by occupying the Worker Spaces with Serfs. Even after they have completed their tasks, the Serfs continue to provide their benefits when defending. It’s like having an extra layer of protection.
I need to upgrade my capital city.

When you reach the next level on the C.C. Board, make sure to pay the Resources listed in the banner. To show that you’ve advanced, place the smaller C.C. Construct on top of your existing one.
Upgrading your Capitals introduces new abilities for Buildings and Heroes, which you can find on the C.C. Board and Hero Cards.
This also boosts the C.C.’s Strength (
), the maximum number of Towers and Spell Cards you can have, as well as the number of Scribe tokens. Don’t forget about the
value of your Capital City at the end of the game.
How to Build a Tower

If I have a Serf with me in a Land Region, I can build a Tower there. It’s pretty cool.
Building a tower costs 1 Ore for each Land Region away from the Capital City of the target Region. Basically, the farther the region, the more it costs to build.
When I build a Tower, I get to reveal all the face-down Land Exploration Tokens in the adjacent Land Regions of the same Continent. But these tokens are not resolved until another Unit enters those Regions.
Building a Tower is different from building a Building. Unlike before, I don’t have to stay in that Region. I can move around like a normal Unit.

3. Explore or Write Spells
When I want to harness the power of Mana, I have the option to explore and create powerful spells. To do this, I can choose from two separate actions:
By engaging in extensive research and spell creation, I can build up a diverse arsenal of powerful spells to wield in my quest for victory.
When you choose your cards, you keep them in your Spell Library or Scribed Spell Slots so that you can Cast them in later actions. Scribed Spell Cards are special because they are not discarded when you Cast them, and you cannot choose to discard one on purpose. If the Spell Deck runs out, don’t worry! Just shuffle the cards in the discard pile and form a new deck.
Types of Spell Cards
There are three different types of Spell Cards, and you can tell which type a card is by looking at the label on the card:
Cast:
Combat:
Interrupt:

4. Tax for Resources
Do you ever wonder why we have to pay taxes? It can seem like a burden, but when it comes to the environment, taxes can actually play an important role. You see, resources such as oil, gas, and coal are not infinite – they will eventually run out. So, it’s up to us to find a way to preserve and protect these precious resources for future generations.
That’s where taxes for resources come in. When someone extracts or uses these finite resources, they are required to pay a tax. This tax helps to ensure that these resources are used responsibly and that there is an incentive to find alternative, more sustainable sources of energy.
But it’s not just about the money. This tax also acts as a signal to consumers and industries, encouraging them to be more mindful of their resource consumption and to consider alternative options. By implementing a tax for resources, we can create a shift towards a more sustainable and environmentally friendly economy.
So, the next time you hear about taxes, remember that they can serve a purpose beyond just generating revenue. They can also be a powerful tool in protecting our planet and ensuring a brighter future for all of us.

Hey there! Let me explain how tax actions work in this game. When you select a tax action, you get to choose one type of resource. The amount of that resource is shown on the tax track, which you can find at the bottom left of the game board.
Now, here’s the fun part. You get to pick one of the three resources available, and you instantly receive the amount listed on the slot that matches your resource’s token.
Those slots are labeled as “4,” “3,” and “2.” So, depending on which slot your resource token is in, that’s how much you’ll get.
After the tax action is complete, including any followed actions, the resource tokens move forward on the track. The token that was in “slot 2” moves to “3,” the one in “3” moves to “4,” and the token that was in “4” goes back to the beginning in the “2” slot, starting the cycle all over again.
Now, let’s talk about what happens when you follow a capital action.

When you choose a Capital Action, other players have the option to “Follow” that action.
To Follow, you need to have an open Action Slot and an available Serf in your Courtyard.
Take a Serf from your Courtyard and put it in the Action Slot. You can then perform the selected action, even if it’s not your turn. Only Capital Actions can be followed, not Command Actions.
Serfs in the Action Bar can’t be used for any other actions this round. They can’t be targeted or sacrificed in battle, and they can’t be affected by any Spells. However, they do contribute their Strength value if your Capital is attacked.
Hey there! Let’s talk about Action Slots and what they mean in the game. I’m sure you’re curious about how they work, so let’s dive in!
First things first, when you place a Serf in an Action Slot, they have to stay there until the round ends. It’s like they’re locked in and can’t be used again until the next round.
Now, here’s where it gets interesting. Once a Serf is in an Action Slot, you can’t use that action again, even if you have another Serf or a Faction Token. It’s kind of a one-time deal.
Oh, and here’s a little tip to keep everything running smoothly. If you’re playing with other people and they want to follow your move, make sure everyone does it at the same time. That way, no conflicts or confusion arise.
But hey, if there happens to be a conflict, no worries! We’ll sort it out by going in player order, starting with the person who’s currently active. That way, everyone gets a fair turn.
Alright, buckle up because now we’re moving on to Command Actions. There are five Action Slots on the right side of the C.C. Board, and each one has its own purpose. Let’s take a closer look.

Marching an Army: Choose Your Troops and Move!
When you’re ready to advance your forces on the game board, you have the option to march a unit or an entire army. It’s your chance to strategize and position your troops for victory!
Choose up to 5 units from a single land region and march them into another land region. This collection of units is what we call an “army.” And hey, don’t worry about restrictions – you can mix and match any combination of units, from a single serf to a mighty force of warriors and heroes.
Here’s the thing: after you’ve marched your troops, each region has a limit of 5 units per faction. However, when an army is simply passing through a region, these restrictions don’t apply. So, keep that in mind as you plan your movements.
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The number of Regions a Unit can move in a March is called its Speed, which is indicated next to its picture on the C.C. Board. The army can only move as many Regions as allowed by the Unit with the lowest Speed.
Take, for example, an army that includes 2 Warriors with
and a Paladin with
. In this case, the army can only move 1 Region because of the Paladin’s low Speed.
Marching into Battle: A Strategy for Success
Note: Two March Action Slots are available in this game, meaning you can perform this action twice. What’s more, it’s possible to execute this action twice in the same round through Mustering, and even by the same army.
Are you ready to lead your troops into battle? Marching is a crucial strategy that can make or break your chances of success. But how do you choose the right moment to make your move? And how can you ensure that your army is in the best possible position to claim victory?
When it comes to planning your march, there are several factors you need to consider. The terrain plays a vital role in determining the speed and efficiency of your army’s movement. A well-constructed road can help your soldiers traverse long distances quickly, giving you a significant advantage. On the other hand, treacherous landscapes, like dense forests or rugged mountains, can slow your progress and leave you vulnerable to attack.
Understanding your enemy’s position and intentions is also key. By gathering intelligence on their movements, you can anticipate their next move and adjust your march accordingly. This will not only help you avoid an ambush but also put you in a favorable position for engaging the enemy on your terms. Remember, the element of surprise can often be a powerful weapon.
In addition, timing is everything. Knowing when to strike and when to hold back can mean the difference between victory and defeat. Assess the situation carefully and take into account any external factors that may impact your decision. Will reinforcements arrive soon? Is bad weather approaching? These considerations can greatly influence the outcome of your march.
Lastly, communication is crucial. Make sure your commanders and soldiers are aware of the plan and understand their roles. A well-coordinated march requires clear orders and disciplined execution. Regular updates and effective communication channels can also help you stay informed about any changes in the battlefield, allowing you to adapt your strategy if necessary.
Marching into battle is a risk, but with the right preparation and careful planning, it can be a game-changer. So, gather your forces, consider your options, and march confidently towards victory!

When I’m leading an army, I have an important rule to remember: I can’t keep marching if I come across any enemy units, vessels, towers, or capital cities in a region. It’s like hitting a roadblock that brings my march to a halt.
Once this happens, I have to face the consequences right away – a battle with the opposing player begins immediately. It’s a real test of my strategy and military skills.
The Capital and Towers Are Close By

When I play the game, I notice that my C.C. Region and the Units in my Courtyard are always right next to the Regions that have my Towers. It’s like they’re all connected somehow.
But there’s an important thing I need to remember: Towers don’t connect to other Towers. They’re kind of on their own.
Going to New Places

When I finish marching my army, I have to consider what happens if I end up in a land region with a face-down exploration token. This means that there is something hidden there, waiting to be discovered. So, I have to reveal the token and deal with its consequences. You can find more information about the possible outcomes in the reference sheet.
Now, if I end my march in a swamp region, things get a little more interesting. Instead of just one token, there are two tokens to reveal and resolve. But here’s the catch – I can’t reveal the second token until I finish dealing with the first one. So, I have to patiently wait and see what surprises await me.
It’s worth noting that if I’m marching through unexplored regions, I don’t have to reveal any tokens. That means I can keep moving without worrying about what’s hidden in those regions.
What if I end my march in a desert?

If you’re wondering about units moving through Desert Regions, let me tell you that it’s not as simple as it seems. You see, when units are on the move, they can’t just breeze through a Desert Region with a single March Action. It doesn’t matter if they have enough Speed to make it. Nope, they have to stop and end their March as soon as they enter the Desert. And if they want to keep going, they’ll need to use another March Action.
Now, let’s talk about Ferry Routes and Graticules:

Did you know that continents are linked together by Ferry Routes? These routes connect different Land Regions and separate Sea Regions. When two Regions are connected by a Ferry Route, we call them adjacent. It’s the only way for Land Units to cross Sea Regions without a Vessel.
Have you ever noticed those letters or numbers marked on the outside of the map? They’re called Graticules. These Graticules have matching pairs directly across from each other.
In fact, Graticules attached to Ferry Routes are considered connected. They even “wrap-around” to the opposite side of the map!
Let me give you an example. Let’s say I have an army and I want to march north. I can use the “A” Ferry Route and move along it until I reach the Region on the southern continent, even if it’s on the other side of the map! Pretty cool, huh?

2. Experience the Thrill of Sailing
Ready to set sail? Hop aboard a sea vessel and get ready to explore the vast ocean and its mesmerizing shores! But before we embark on this thrilling adventure, let’s familiarize ourselves with how a sea vessel operates.
Sea vessels come with incredible speed and can navigate through two types of regions: shore regions and sea regions. Shore regions are land regions that are situated right along the coast.
Now, let’s dive into the details of sailing a sea vessel:
Docked at the shore? Time to unfurl those sails and head out into the vast sea! From the shore, your sea vessel can sail into any adjacent sea region. It’s like waving goodbye to land and saying hello to endless possibilities.
Yearning to explore distant shores? You’ll need to sail through some challenging waters! To navigate between two sea regions that are separated by ferry routes, simply use your trusty
.
After a fantastic voyage, it’s time to head back to land. Safely dock your sea vessel by using
to return from a sea region to a shore region. You’ll be welcomed back to familiar terrain.
So there you have it! Sailing a sea vessel is all about embracing the enchantment of the ocean and making the most of the remarkable opportunities that lie ahead. Prepare to be amazed as you embark on daring escapades and generate unforgettable memories!
- Sea regions on opposite sides of the board are considered adjacent if they are between 2 ferry routes with at least 1 matching graticule.
When a boat is “docked” on a shore, it is placed halfway between the land and sea regions. Land units on the shore can freely board and exit the docked boat, but a sea vessel cannot march with an army. Sea vessels do not need units aboard to sail.
Exploring Sea regions:
If the sail ends in a sea region that has a face-down exploration token, it is immediately revealed and resolved. Look at the reference sheet to see the possible outcomes.
In the central sea region, two exploration tokens are revealed and resolved one at a time. You should not reveal the second token until the first one is resolved. Sea vessels can sail through unexplored sea regions without revealing their exploration tokens.
Wrapping Up a Sailing Trip in the Sea
Have you ever been on a sailing adventure? If you’re like me, you know the thrill of gliding across the water, feeling the salty breeze on your skin. It’s an incredible experience that seems almost magical. But what happens when you need to bring your sailing trip to an end?
When someone ends their time at sea, it’s important to consider a few key factors. Firstly, you need to find a suitable place to dock your boat. This can be a challenging task depending on your location. The Central Sea Regions, known for their unpredictable weather patterns, present both an opportunity and a challenge for sailors.
Overall, ending a sail in the Central Sea Regions can be a bit perplexing. However, with the right knowledge and preparation, it can also be a burst of excitement and accomplishment. Staying informed about the weather forecast is crucial since storms can emerge out of nowhere. The ever-changing nature of the sea demands us to double-check our routes and make sure we have a safe place to dock.
Additionally, understanding the local customs and regulations is essential for a smooth end to the journey. Each region may have its own specific rules, so it’s crucial to educate yourself before arriving. This ensures a stress-free experience as you interact with the locals and navigate your way to a suitable dock. Remember, respect goes a long way when dealing with new cultures.
Now that you know the importance of finding the perfect spot to end your sailing trip, let me tell you about the Central Sea Regions. These areas are known for their breathtaking views and vibrant marine life. If you enjoy exploring the underwater world, you’ll love diving in these regions. The clear turquoise waters offer a glimpse into a whole new world beneath the surface.
So, whether you’re an experienced sailor or someone looking to embark on a new adventure, the Central Sea Regions are definitely worth considering. By following these guidelines and taking in the beauty of the sea, you can ensure a memorable and successful end to your sailing journey.

I am like a traveler exploring the vast sea, navigating through its mysteries and challenges. Just as armies march through a desert, sea vessels too must conquer their own obstacles. When sailing through the Central Sea Region, they can’t simply glide through in one go. Instead, they must pause their journey upon entering this special area, and then continue on with another sail action.
It’s like taking a breath, pausing in the middle of the voyage to gather strength and plan the next move. The Central Sea Region is a unique zone that demands our attention and careful navigation. We can’t rush through it like we do with other parts of the sea. It requires a different approach.
So, imagine yourself as a captain on a ship, sailing through the vast sea. The Central Sea Region stands before you, like a challenge waiting to be overcome. You must enter it with caution, knowing that you can’t complete your journey in one sweep. Take a moment to gather your thoughts and strategize your next move. Pause. Breathe. Then, when you’re ready, set sail once again to conquer the sea.
Just remember, don’t rush through the Central Sea Region. Embrace it as a part of your journey, a unique experience that requires a bit of patience and planning. By navigating through it wisely, you’ll reach your destination with success and satisfaction. So, take a break, and then set sail again when you’re fully prepared. The Central Sea Region awaits, and you’re ready to conquer its challenges.

Flying an Air Vessel
When you have an Air Vessel and want to take advantage of its speed, here’s what you need to know:
- You can fly through adjacent Land Regions, just like marching. This includes going between Towers and the Capital City.
However, you cannot use Ferry Routes.- You can fly through Sea Regions, but you cannot make your final stop in a Sea Region.
- If you want to engage in battle with a Sea Vessel, you can fly into a Sea Region. But be careful! If your Air Vessel survives, it only has
to return to a friendly or unoccupied Land Region. If it can’t make it back, your Air Vessel will be destroyed.
Hey there! Let’s talk about Air Vessels. These super cool ships can fly around the sky and explore different regions. They are pretty unique and have some interesting rules. Here’s what you need to know:
- Air Vessels can travel through unexplored land regions and even land on regions with Land Exploration Tokens. But here’s the catch: If there are no units on board the ship and the outcome of the token requires you to lose a unit, you’ll have to say goodbye to the Air Vessel.
- They can’t explore sea regions, so no underwater adventures for these guys.
- If an Air Vessel comes across a region with enemy units or structures, it has to stop and battle!
- However, Air Vessels can fly right through desert regions without stopping. They are like the cool kids who never need a break.
Just like Sea Vessels, Air Vessels can also carry passengers. If you have other units that want to go on a flying adventure, they can easily hop on and off the Air Vessel as long as they are in the same region. But remember, they can’t jump off in the middle of a flying action – safety first!
Important: Air Vessels can’t move using the March Action. So don’t try to march in the sky – it won’t work!

Flying Over the Central Sea
Flying above the Central Sea can be an exhilarating experience. The vastness of the sea stretches out before me as I soar through the sky, encapsulating a world teeming with life and wonder. The sea sparkles beneath the sunlight, its waves crashing against the sandy shores in a rhythmic dance. The salty breeze fills my senses, carrying with it the scent of adventure and the promise of new discoveries.
As I glide through the air, I am captivated by the vibrant colors that paint the Central Sea. The water glistens in various shades of blue and green, reflecting the ever-changing sky above. It’s as if nature itself has taken a brush to the canvas of the ocean, creating a masterpiece that dazzles the eyes and stirs the soul.
Within the depths of this aquatic realm, a diverse ecosystem thrives. Beautiful coral reefs provide shelter for an array of marine life, from tropical fish adorned in vibrant hues to majestic sea turtles gracefully gliding through the water. Schools of dolphins playfully leap out of the waves, their sleek bodies effortlessly carving through the sea’s surface. And if you’re lucky, you might even catch a glimpse of a humpback whale breaching, its massive form breaking through the waves in a display of power and grace.
Exploring the Central Sea is like embarking on a grand adventure, where every dip and turn of the tide brings forth a new and captivating sight. Ancient shipwrecks lie scattered across the ocean floor, silent remnants of a time long past. As I dive deeper into the depths, I am greeted by an underwater world teeming with vibrant creatures and intricate coral formations. It’s a mesmerizing sight, a reminder of the beauty and complexity that exists beneath the surface.
But the Central Sea is not without its dangers. As mesmerizing as it may be, it demands respect and caution. Strong currents can quickly turn a leisurely swim into a treacherous battle against the elements. Unpredictable weather patterns can whip up storms that unleash their fury upon unsuspecting explorers. It’s a reminder that although the sea may be a place of wonder, it must be approached with a sense of awareness and preparedness.
Despite the inherent risks, the Central Sea beckons the adventurous spirit within us all. It holds the promise of exploration and discovery, a chance to witness the marvels of nature in all their glory. So, if you find yourself yearning for an unforgettable experience, I encourage you to spread your wings and take flight over the Central Sea. The wonders you will encounter are sure to leave a lasting imprint on your soul.

Hey there! Did you know that the Central Sea Region is a little different when it comes to flying? I wanted to share something really interesting with you. So, when I fly over this area, I have to use an Air Vessel. But here’s the twist – the Central Sea Region is counted as not one, but two separate regions! Can you believe it? That means I need to be extra careful and make sure I have the right kind of vessel to navigate through this unique area. Pretty cool, right?

4. A Magical Incantation
Have you ever wondered what goes into creating a spell? The enchanting process is a fascinating blend of creativity and ancient wisdom.
First, you need to have a strong intention. This is the foundation upon which the spell is built. What is it that you want to manifest or change? It could be love, success, protection, or healing – the possibilities are endless. Take a moment to connect with your deepest desires and visualize the outcome you seek.
Next, you must choose the right ingredients. Each element has its own unique energy and corresponds to different aspects of life. For example, candles represent fire and passion, while herbs symbolize nature and healing. Select the elements that resonate with your intention and collect them in preparation for your spell.
Now comes the fun part – the actual casting of the spell. Find a quiet, sacred space where you can focus your energy and create a conducive atmosphere. Light your candles, burn your herbs, or arrange your crystals – whatever tools you have chosen. With each action, you are infusing your spell with your intention and harnessing the power of these objects.
As you recite your incantation, let your words flow naturally from your heart. There is no need for complicated language – simply speak authentically and sincerely. Feel the weight of your intentions behind each word, and trust that the universe is listening. Remember, magic is as much about the energy you put into it as the words you say.
Finally, once your spell is complete, it is important to release it into the universe. Trust that you have done everything you can to bring your desires to fruition and then let go. This requires a leap of faith, as you surrender control and allow the universe to work its magic. Know that the spell is out there, working for you, even if you cannot see it.
So, if you find yourself in need of a little extra magic, why not try casting a spell? With your intention, the right ingredients, and a leap of faith, you can tap into the ancient art of spellcasting and manifest your desires into reality.
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Hey there! Let me show you how to cast a spell using your mighty Magic Book. All you need to do is follow these simple steps.
First, take a look at your Spell Library and choose one Spell Card. You can either select a card from your hand or pick a Scribed Spell. The choice is all yours!
Now, it’s time to use your Mana. In the upper left corner of the card, you’ll find the cost of Mana ( ). Pay that cost and get ready for some magic!
Once you’ve paid the required Mana, it’s time to unleash the power of the spell. Perform the action listed on the card. Get ready for the amazing things that are about to happen!
So, grab your Magic Book, choose a spell, use your Mana, and let the magic happen! You’re on your way to becoming a true magician. Have fun!

When you cast a Spell, you immediately earn the Victory Points (VP) shown on the top right of the card. This allows you to advance your Score Token. However, once you cast a Spell from your Spell Library, you have to discard it.
Only Spells labeled as “CAST” can be used for casting. Spells labeled as “COMBAT” are specifically for Battles, while “INTERRUPT” Spells can be used whenever an enemy casts a Spell. By default, enemy Spells cannot affect Capital City Regions and the Units inside them. However, during a Battle in a Capital City Region, Combat Spells can be used.
Casting Scribed Spells

When you have a Spell in a Scribed Spell Slot that you want to use, instead of choosing one from the Library, you can use it by rotating it to point upward in the “Ready” position 1.
Once you’ve cast the Spell, you need to flip the Scribed Spell Card upside down, with the top pointing down, to show that it is “Exhausted” 2.
During the Round End Phase, any Scribed Spell Cards that are not in the “Ready” position will rotate once counter-clockwise by 90 degrees.
To prepare Spell Cards for the next round, the ones that were “Exhausted” will rotate so that the top is facing up. This indicates that these Spells are now “Ready” to be cast again.
The “Exhausted” Spell Cards will then rotate so that the top is facing to the right. These Spells are now “Preparing” and cannot be cast during the next round. However, they will rotate back to the “Ready” position during the next Round End Phase.
Now let’s talk about how to muster a Command Action.
When you choose a Command Action and finish resolving it, you can right away “Muster” another Command Action by moving 1 Serf from your Courtyard to an available Action Slot.

When I play this game, I can only use Command Actions. I have to fully resolve each action in the order I take them. For example, I could March, then Muster and cast a Spell. I can even March twice, with the same army or different armies, and use a Muster to perform both March Actions.
Going into Battle
If I move my army or Vessel into a Region where there are enemy Units or Structures, my movement stops and a Battle happens.

When two armies clash in battle, there can only be one winner. The victorious army gets to stay in the Region, while the defeated army must retreat and may lose some of their Units. So who gets to be the attacker and who has to defend? It all comes down to who initiates the Battle.
Let’s say I decide to attack. I become the attacker and immediately gain an advance in the Score Token. But here’s something interesting – even if I use an ability to move enemy Units into a Region where I already have my own Units, I’m still considered the attacker. So I get the benefits of initiating the Battle.
Determining Army Strength
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When we’re battling in the game, we need to calculate the total Strength of all the Units, Vessels, and Structures involved. Here’s how we do it:
- Every Unit has a “Natural Strength” that you can find on the Capital City Board or its card. This is the initial Strength before any bonuses are added. For example, a Paladin has a Natural Strength of 10.
- Next, we need to consider the ability bonuses from Heroes, Vessels, and Structures that increase Strength. The abilities of Defenders are applied first, followed by the attacker.
- When I’m in combat, I can use a Combat Spell to add
to my army, decrease
from the enemy’s army, or even destroy enemy Units. But there’s a catch – the defender always gets to cast a Combat Spell first. Once the defender has cast their spell or chosen not to, then it’s my turn to cast mine. However, the defender can’t cast a Combat Spell after I’ve already done so, although they can still cast Interrupt Spells if they have any.
Let me give you an example: I’m the attacker, and I decide to cast the Spell “Rage.” This Spell lets me gain
before choosing Tactic Cards.
Now it’s time to choose a Tactic Card to play.
Once I’ve tallied up the Strength of our armies, we both grab our hand of 7 Tactic Cards. Here’s where it gets interesting – we each choose one card to play in secret, which gives a boost to our army’s Strength.
Now, if we’re unlucky and one (or both) of us doesn’t have any Units or Structures left in the Region due to spells or abilities, the Battle automatically ends, and no Tactic Cards are played.
On each card, you’ll see a number that tells you how much extra Strength it adds. It’s also worth noting that some cards have special bonuses or effects that kick in when played against a specific card chosen by the enemy. Pretty neat, huh?

Note: The Conscripts Tactic Card can change the composition of the Armies, which can affect the ability bonuses of the Heroes, Vessels, and Structures. Whether you win or lose, you must pay the cost of the Tactic Card, and you will gain the benefits listed on the Tactic Card you played.
If both players played Conscripts, the defender resolves it first, and then the attacker.
When you choose a Tactic Card, you need to consider these two rules:
- You MUST be able to afford the cost of the Tactic Card, as shown on the upper left of the card. You must spend the appropriate Resources AND/OR Sacrifice Units (see below).
- Some Tactic Cards can only be played by an attacking or defending player, and some cannot be played if there are only Serfs in the army and no Structures.

Note: If you can’t afford to pay for your chosen Tactic Card, you can’t use it. Even if you can pay for it partially, you can’t use it. The same goes for paying with Resources or Units.
If your opponent cancels your Tactic Card with their own card or ability, you don’t have to pay the cost or earn any victory points from it.
Sacrificing Units During Battle

When playing the game, you have the option to sacrifice some of your Units to help pay for a Tactic Card. Sacrificing Units means you can use their Natural Strength as part of the cost for the Tactic Card, even if you already have enough resources to pay for it without sacrificing.
The Strength of the sacrificed Unit still counts towards your army’s total Strength. You can show that a Unit is being sacrificed by laying it on its side.
Once the Battle resolution begins but before Damage is assigned, the sacrificed Units are taken out of play. They are considered destroyed in battle and returned to your supply.
Only Units can be sacrificed. You cannot sacrifice Vessels or Structures.
Resolving the Battle
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When it comes to battles, the army with the highest value comes out on top. If there is a tie, the advantage goes to the defender.
The victorious army stays in the Region and doesn’t lose any Units, except for the ones sacrificed to pay for their Tactic Card. As for the losing army:
- They suffer “Damage” and must get rid of Units and/or Structures that have a total Natural Strength equal to at least half of their own Natural Strength (rounded up). The Natural Strength of the loser’s army is calculated after removing any Sacrificed Units.
The Damage is taken from each Unit, Vessel, or Tower’s own Natural Strength. The player who lost gets to decide which Units will be sacrificed and removed from play.
Battling with Towers


When armies clash in different regions, they often find themselves facing off at towers. These towers possess a natural strength that contributes to the overall strength of the army in battle and determines the damage inflicted.
Interestingly, towers are also considered to be adjacent to the capital city’s courtyard. This means that when a defending player utilizes the Conscripts Tactic, they can shift units from their courtyard directly into the battle.
If, unfortunately, the defending player loses the battle, the tower serves as the first line of defense and sustains damage before any other units or vessels in the army.
Once a tower is “destroyed,” it is removed from the battlefield and returned to the supply. However, fear not! A destroyed tower can be rebuilt during a future build action.
Battling with Vessels
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Vessels fight on both air and sea. They can fight with or without passengers. If there are passengers, you need to consider both the vessel and the units on board.
When a sea vessel docks on a shore, it battles land units in that region.
Let’s talk about battling a capital city. If you want to achieve the “eXterminate Objective,” you can battle an enemy’s capital city. To determine the capital city’s natural strength, follow these steps:
– Add the listed strength for the capital city’s current level.
– Add the strength of any units in the courtyard and action bar, along with their bonuses.
– Add the strength of any vessels in or docked on the shore of the capital city region.
Hey there! Let’s talk about something really important, shall we? You know what’s important? Adding
Serfs to your completed Buildings’ Worker Spaces. That’s right, it’s a crucial strategy in the game.
But here’s the thing – Towers are a game-changer. They are like your secret weapon. They are so good that they are considered adjacent to your Capital City. What does that mean? It means that any armies in Regions with your Towers can be moved into the Battle using the Conscripts Tactic Card. How cool is that?
Oh, and a little note for you – your mighty Capital City is special. It’s not like any other city in the game. It can hold as many Units as you want, unlike the normal limit of 5 Units per Faction. It’s like your own little empire within the game.

So, let me give you an example. Lv. 3 is the Capital City I’m talking about here. And you know what? It’s got some cool stuff. See that image over there?
Yeah, that’s what I’m talking about! Now, in the Courtyard and Action Bar, we’ve got 3 Serfs, 1 Warrior, and a special one called a Paladin. What makes the Paladin special? Well, it’s got a bonus ability, my friend! And with all those bonuses combined, we’re looking at this beauty right here.
Impressive, right? But that’s not all. There’s also a Sea Vessel hanging out on the Shore Region, flexing its muscles with this one. 
Now, let’s talk about the Serfs. These little fellas are busy in the worker spaces on some buildings, and when you put all their strengths together, you get this bad boy.
So, before we even get to the Tactic Cards, the total Strength of the Capital City is sitting right here. 
If your Capital City gets destroyed, you’re out of the game. You won’t get any points in the end, and your score will be zero.
All your Units, Vessels, and Structures are taken off the Game Board.


When I destroy the Capital City, I receive points, my Tactic Card, and Combat Spell (if I have one). It’s important to note that abilities and spells used by enemy players cannot affect the Capital City from outside. However, during a battle inside the Capital City Region, their abilities can have an effect.
Let me give you an example to make it clearer. An enemy player cannot cast “Earthquake” and make me lose units from my Capital City. However, if they engage in a battle with the Capital City, they can cast “Fireball” and cause a loss of units there.
Even during a battle in the Capital City, spells and abilities cannot remove serfs from the Action Bar or Building Spaces. Additionally, these units cannot be sacrificed to pay for Tactic Cards.
Now, let’s move on to Phase 2 – Collection.
Once all the players have finished their two actions during the Action Selection Phase, it’s time to move on to the next step.
Getting Resources
Now, we gather our resources. Each player does this at the same time, so no one has to wait for the others. It’s a real time-saver.
During this step, we can collect any resources that we are entitled to based on the actions we took earlier. It’s like reaping the rewards of our hard work.
But what counts as a resource? Well, anything that can help us in the game can be considered a resource. It can be extra points, money, tools, or anything else that gives us an advantage.
For example, if I completed an action that allowed me to build a house, then the wood and bricks I used to build it would be considered resources. Or if I acquired a special card that gives me extra abilities, that card would also be considered a resource.
The important thing is that we take the time to gather our resources and make sure we didn’t miss out on anything. It’s like cleaning up after a job well done.
So, now’s the time to collect what’s rightfully ours and use it to strategize for the next phase of the game. Good luck!

When I’m playing this game, it’s important for me to have control over different regions. You see, a region is considered to be controlled by a player when they have at least one unit or structure in that region. Now, there are certain regions that are called “Resource Regions.” These special regions yield a specific type of resource.
Here’s the interesting part. When I control a resource region, I get one resource of that specific type. But that’s not all! The resource regions also have something called “Worker Spaces.” I can send one of my serfs to these spaces, and guess what? They can collect one additional resource from that region!
Oh, and there’s one more thing. If a tower happens to be in a resource region, it can actually collect two additional resources from that region. How cool is that?

Let’s say that I’m a player in a game. In this game, I collect different resources to use for my strategy. Take a look at this player, for example. They collect 2 Ore, which comes from controlling 1 mountain and having 1 serf working on it. They also have 4 Mana, which comes from controlling 2 forests. In one forest, they have 2 serfs working, and in the other forest, they have 1 warrior. Lastly, they collect 6 food, which comes from controlling 2 plains. In one plain, they have 1 serf working, and in the other plain, they have 1 serf and a tower.
Now, let’s move on to the next part of the game. I get to draw a spell card. Isn’t that exciting?

When we’re playing the game, each of us gets to draw a Spell Card from the deck. We each add that card to our Spell Library. But, we need to be careful! If we get too many Spell Cards, more than we’re allowed, we have to pick one to discard, and we do it without looking! The special Scribed Spells don’t count towards our limit, though. Phew! That helps!
At the end of the round, there’s another step: Phase 3 – Round End. Let me explain…
After we collect everything we need, like the workers and the action tokens, we put them back in our Capital City’s Courtyard. Oh, and one more thing – we have to rotate any Scribed Spells we have, so we’re ready for the next round!

- Rotate the “Preparing” symbol 90° counter-clockwise to “Ready”.
- Rotate the “Exhausted” symbol upside-down 90° counter-clockwise to “Preparing”.
After that, pass the First Player Marker to the player clockwise, and begin the next round.
The Game’s Conclusion
The game concludes if any of the four “X-Objectives” is accomplished.
When one of the objectives is achieved during a game round, finish the current round, then play one extra full round, which will be the final one. In a 1-2 player game, if a player triggers the end through eXterminate, the game immediately ends.
The conclusion of the game cannot be undone, even if the conditions for the X-Objective are no longer met. After the final round, add up all the players’ final Victory Points. The X-Objectives are as follows:
- Each built Tower is worth one Victory Point per Land Region away from the C.C..
- For the final Capital Level as listed on the C.C. Board, you gain Victory Points equal to the Level (no points if at Lv. 1).
- You earn Victory Points for each Scribed Spell.
- At the end of the game, you gain Victory Points for each Land and Sea Region you control (excluding your Capital City or Shores). A Region is considered controlled if you have a Unit or Structure in that Region.
When it comes to the game Heroes of Land, Air, and Sea, there are four primary strategies that players can employ. These strategies, known as eXplore, eXpand, eXploit, and eXterminate, each offer unique advantages and challenges.
eXplore involves revealing all of the Land Exploration Tokens in the game. This strategy allows players to gain valuable information about the game board and plan their moves accordingly.
eXpand focuses on getting all of a player’s Serfs and Warriors into play. By increasing their workforce, players can gather more resources and expand their territories.
eXploit centers around getting all three of a player’s Towers into play. Towers provide various benefits and abilities that can give players an advantage over their opponents.
eXterminate is the most aggressive strategy, involving the destruction of another player’s Capital City. By eliminating their opponent’s main stronghold, a player can severely hamper their opponent’s progress.
Once the game is nearing its end, players must calculate their final scores. This includes adding up their current scores from casting Spells, Battling, and certain Exploration Tokens. Additionally, players advance their Score Tokens based on the number of recruited Units and Vessels in the game, as well as the number of completed Buildings.
By following these strategies and considering the various scoring factors, players can strive for victory in Heroes of Land, Air, and Sea. So, if you’re ready to unleash your strategic prowess, dive into the game and eXplore, eXpand, eXploit, and eXterminate your way to success!
I want to talk about what happens in Heroes of Land, Air & Sea when a tie occurs. It’s a game where players can earn bonus resources in a couple of different ways. First, players can get a bonus from special abilities that come with certain buildings. Second, players can earn bonus resources by controlling certain Exploration Tokens.
If there happens to be a tie in the game, the player who is tied and has the most total resources wins. Total resources here means the sum of all three types of resources. If the game is still tied after that, all the tied players can enjoy a shared victory.

Check Out the Winning Faction’s Lore
Once we’ve figured out who won, it’s time for the victorious player to share their Faction’s triumphant tale.