Goal. Break into the castle, reach the Keep, seize the Crown Jewel, and carry it back to START. First one home wins.
Two ways in. A Warrior smashes up the guarded road; a Raider sneaks through the wilderness and infiltrates with gear.
Your turn
- You have 6 dice (plus a Golden or Iron die if earned). Each turn these dice will be allocated to marching and fighting.
- March: click dice to set aside how many spaces to move, then click a highlighted space. Dice you keep are for battle this turn.
- Land on a card space to flip it: a Foe starts a fight; an Event applies its effect.
- Stay Put (bottom bar) acts on your current space without moving โ attack a rival, trade, or draw a Wilderness card.
Fighting
- When attacking, roll your remaining dice that were set aside for battle. Combine with any locked die or gear effects. Sort both sides highโlow and compare in order โ the first highest die wins.
- When defending, roll all the dice you have that aren't locked; combine with locked dice; compare to the Attacker's roll.
- Win vs. a foe โ take the space + reward, advance 1. Win vs. a player โ advance 3. Lose โ thrown back a space (and drop the Golden Die if you had it).
The Jewel
- Reach the Keep and land on it to seize the Crown Jewel (no fight โ like the Golden Die), then carry it back to START to win.
- Once carrying the Jewel, anyone you pass may attack you! If they beat you, they acquire the Jewel!
Rewards
- Trophies stack into Weapon / Armor / Combat sets; a completed set locks a stronger battle die.
- At the start of your turn, you may lock a die to equip an Armor or Weapon trophy or set, ensuring this die value during battle. (You can also shed the equipment at the start of your next turn, in order to allocate more dice towards marching.)
- Gear gives movement, infiltration tools (to cross Walls), and combat tricks.
- Golden Die โ a 7th die from the Cave or certain foes. Blacksmith โ trade 5 Gear for an Iron Die (a permanent 8th die).
The Board
- You cannot advance past a designated Wilderness or Guard space without stopping to draw a Wilderness card or fight the Guard โ clear it first, then move on.
- Wilderness Path (green) โ the first Path space you land on each turn: draw a Wilderness card. Guard (blue) blocks the road; Royal Guard (red) defends the castle.
- Walls โ cross a gated Wall only with the matching tool (Key / Grappling Hook / Ladder); each crossing spends one tool.
- Cave โ first player there gains 2 Gear and can claim the Golden Die. Church / Monastery and START are safe: no attacks there.
- Armory / Trading Post / Blacksmith โ trade Trophies and Gear. The Keep holds the Crown Jewel(s) โ land on it to grab one.