Heroes of Land Air Sea Glossary Lexicon

By: Dennis B. B. Taylor

Heroes of Land, Air & Sea Glossary: A Comprehensive Guide

Hello there! Welcome to the Heroes of Land, Air & Sea glossary. I’m here to help you understand all the important terms you’ll come across while playing this exciting game. Let’s dive in!

Units

Units are the heart and soul of this game. They represent the different military forces you can command and control. From mighty heroes to powerful airships, these units are key to achieving victory.

Territories

Territories are the areas you’ll be exploring and conquering throughout the game. Each territory comes with its own unique features, resources, and challenges. It’s crucial to strategize your moves and secure territories to gain an advantage over your opponents.

Resources

Resources are what fuel your actions and enable you to expand your empire. There are different types of resources, such as gold, ore, and crystal, each with its own role and importance. Managing your resources wisely is crucial for maintaining a strong and prosperous kingdom.

Upgrades

Upgrades are improvements you can make to your units and structures. They make your units more powerful, your buildings more efficient, and your factions more versatile. Investing in upgrades is a wise decision that can turn the tide of battle in your favor.

Quests

Quests are special missions and objectives that offer rewards upon completion. They can range from exploring ancient ruins to vanquishing powerful foes. Taking on quests can give you an edge in the game by providing valuable resources and abilities.

Alliances

Alliances are when you join forces with other players to achieve a common goal. You can forge alliances to strengthen your position and launch coordinated attacks on your foes. Teamwork is key to success, so choose your allies wisely.

Combat

Combat is an integral part of the game, where you’ll test your tactical skills and strategic prowess. Engage in epic battles, deploy your units, and unleash devastating abilities to overpower your enemies. Victory in combat can bring you closer to ultimate triumph.

Victory

Victory is the ultimate goal of the game. It’s achieved by accumulating victory points through various actions, such as conquering territories, completing quests, and defeating adversaries. Be relentless in your pursuit of victory, and you just might emerge as the champion.

That concludes our comprehensive guide to the Heroes of Land, Air & Sea glossary. I hope you now have a better understanding of the game’s key terms. May you embark on epic adventures and conquer new lands!

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Army – When I’m playing a game, an army is a group of 1 to 5 units that all come from the same faction and are in the same region. It’s important to keep in mind that an army can only move as many regions as its slowest unit allows. In regions, there can be up to 5 units from the same faction, but this limit doesn’t apply when an army is moving through a region. You should also know that vessels cannot move with an army when you’re using the March action.

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Battle – When two armies from different factions meet in the same region, a battle occurs. To determine the outcome of the battle, each army’s strength is added up, and any combat spells are cast. Next, each player reveals one tactic card.

Here’s the catch: to use a tactic card, you have to pay the cost listed on it. You can pay either by sacrificing units from your army or by using resources. After totaling the final strength, the army with the highest strength is declared the winner. However, if there’s a tie, the defending army comes out on top. The losing army is forced to leave the region and will suffer damage.

Courtyard – The courtyard is an area on the game board where you can place unused action tokens and units that are inside your faction’s capital region. Any units in the courtyard are considered to be in that faction’s capital region, and vice versa.

Damage – When you lose a Battle, you have to assign Damage to your Units. The amount of Damage you assign is equal to half of your army’s Natural Strength, not including Sacrificed Units. You round up to the nearest whole number.

Each Unit in your army can take Damage up to its individual Natural Strength. If a Unit takes at least 1 Damage, it gets destroyed and goes back to your supply. Any Units that survive the Battle go back to the Courtyard or a Region with a friendly Tower.

Ferry Route – On the map, you’ll see dotted lines connecting Land Regions on different Continents. These lines are called Ferry Routes. Ferry Routes also act as borders, separating Sea Regions. Land Regions that are connected by a Ferry Route are considered adjacent. This means that Units can move from one Land Region to another along a Ferry Route without needing a Vessel.

Let me tell you about Ferry Routes and Graticules. Did you know that some Ferry Routes connect to Graticules? It’s pretty cool because you can move your Units along those Ferry Routes to get to Land Regions on the opposite side of the board. And guess what? Those Land Regions are connected to Ferry Routes with a matching Graticule!

Now, let me explain what Graticules are. They are like letters or numbers found along the outside edge of the map. These marks show where a Ferry Route “wraps around” and continues. You see, Land Regions attached to Ferry Routes with matching Graticules are considered adjacent. And here’s something interesting – even Sea Regions on opposite sides of the board between two Ferry Routes with matching Graticules are also considered adjacent. Pretty neat, huh?

Oh, and have you heard about Heroes? Each Faction has three Hero Units in their supply. You can recruit these Heroes during a Recruit Action. Just pay the required Resources as listed in the banner next to the Hero Unit at the bottom of the C.C. Board. These Heroes are pretty powerful, so make sure to grab them when you have the chance!

A hero can join your team once you’ve constructed the necessary building. On the C.C. Board, you can find the hero’s strength and speed, as well as their corresponding card, which showcases three abilities labeled I, II, and III. These abilities can be unlocked by upgrading your C.C. Level, and they vary based on your Faction’s current level.

Region Control – To gain control of a particular region, your Faction must have at least one Unit or Structure present there. When the Collection Phase begins, Resource Regions under your control will produce resources for you. During the Final Scoring phase, you earn 1VP for each Region you Control, with the exception of your Capital City Region.

Resources – Three types: There are three types of resources in the game: Ore, Food, and Mana. Each resource is represented by a different image: Heroes of Land Air Sea Glossary Lexicon UltraFoodMess for Ore, Heroes of Land Air Sea Glossary Lexicon UltraFoodMess for Food, and Heroes of Land Air Sea Glossary Lexicon UltraFoodMess for Mana. As a player, you collect these resources from the Regions that you control. You can then use them to Recruit Units, Build Structures, Cast Spells, and pay for Tactic Cards in Battles.

Resource Region – A Resource Region is a Land Region that produces resources during the Collection Phase. There are three types of Resource Regions: Mountains produce Ore, Plains produce Food, and Forests produce Mana. Other Regions, which do not produce anything, are not considered Resource Regions.

Scribe – When you take a Research Action, you have the option to choose a Spell from your Spell Library to Scribe. To do this, you place the chosen Spell face-up in one of the three slots on the right side of the C.C. Board.

When you’re playing the game, remember that you can only have one Scribed Spell for each Capital City Level. Once you’ve Scribed a Spell, you can’t get rid of it. Instead, you can use a Cast Action to Cast the Spell, but then you have to flip it upside-down to show that it’s Exhausted.

At the end of each Round, you’ll rotate all of your Preparing and Exhausted Spells 90 degrees counter-clockwise.

Shore – This is the border where a Land Region meets a Sea Region. If you have a Sea Vessel, you can dock it on the Shore by placing it halfway on the Land Region and halfway on the Sea Region. When your vessel is docked on a Shore, it’s considered to be in the Land Region.

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Speed: The number of regions that I can move to when I take a March Action. If I’m using a Vessel, like a ship or flying creature, my speed will match that of the Vessel. If I’m part of an army and we March together, our speed will be determined by the slowest unit in the army. You can see the speed of each unit next to its image on the C.C. Board.

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Strength (Power) – It’s all about the muscle! Strength determines both the attack power and the health of a Unit or Structure during a Battle. You can think of it as their combined might. But here’s the thing, this strength value can be altered by special abilities. The default, unaltered strength is what you see listed on the Capital City Board, known as Natural Strength.

Units and Structures – Let’s talk about the players in this game. We’ve got Heroes, Warriors, Serfs, and Vessels – all of them are considered Units. On the other hand, we have Towers and Capital City Constructs, which fall into the Structures category. They each have their role to play in this epic battle.

Vessel – Two types: Ahoy! Now we’re getting into the nitty-gritty of seafaring and aerial conquest. We’ve got two types of Vessels here: Air and Sea. But hold your horses, before you can unleash their power, you’re gonna need a specific Building to house them. And don’t forget, each Vessel comes with a Resource cost, listed on the banner next to it on the C.C. Board.

Now, here’s an interesting nugget – each Vessel can carry up to 2 Units, but don’t even think about squeezing another Vessel in there. That’s a big no-no! However, if you happen to have a Vessel docked in the same Region as your Units, feel free to hop aboard and sail away together. It’s all about teamwork!

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