Distance Penalties

For most ranged units, it is harder to harm an enemy who is farther away. So, if you are making a ranged attack with a unit on your Ranged Line, and are targeting a unit on the enemy’s Ranged Line, you must subtract 2 from your die roll. No die roll can be reduced below 0. Some units (like Crossbowmen) have special abilities allowing them to ignore distance penalties.


Buying Heroes of Other Alignments

In the Basic Rules, you can only buy Heroes in your towns that match the alignment of the town itself. However, you can learn spells of 2 other alignments. In the Advanced Rules, you may buy a Hero in a town if his alignment matches either the town’s alignment, or the alignment of any spell that can be learned in that town. However, if the alignment of the Hero does not match the town’s alignment, the cost for that Hero is 4 cards, rather than the usual 3. Might aligned towns (Strongholds) teach no spells, and therefore only Might aligned Heroes can be bought there.


Letting Dead Heroes Lie

When a Hero is killed in the Advanced Game, turn him and his Inventory Cards face down. If the rest of his Army wins the battle that spelled his demise, and can make it back to a friendly town, the Hero is immediately resurrected. At that point, you would flip the Hero and all his inventory face up again as he never died.

If however, a Hero dies and the Army he was in is destroyed, place the Hero Card face down along with all his inventory just as before. However, in this case, place a Location Marker on the Hero and a matching one on the board where the Hero died.

A friendly Army Stack may collect the dead Hero later and bring him back to a friendly town to be resurrected as above. By the same token, a visiting enemy Army containing a Hero may collect all Artifact Cards from the dead Hero’s inventory.


Potions of Immortality

In the computer game, the Potion of Immortality is a staple of life. Most Heroes refuse to go to battle without one. So, in our advanced rules, we will assume that all Heroes have one at the start of each battle. To show this, place an upside down marker on each Hero at the start of the battle. When the Hero takes a hit that would usually kill him, simply remove the marker. The Hero is killed, but his Potion of Immortality resurrects him immediately. The next hit that kills him will eliminate him from the battle, since his Potion of Immortality has already been used. This rule allows Heroes (who draw a lot of fire) to have some chance of surviving a battle between two large armies.


Trading Resources

Location Cards have a tab on the side that says, “Traded”. This allows a player who owns the location to temporarily trade its benefit to another player. To do so, when another player wishes to use the benefit, simply turn the card to its “Traded” position. This other player then acts as if he owned the Location. While the Location is Traded, the actual owner gets no benefit from it. At the end of the real owner’s turn, turn it back to its normal position.


Diplomacy

In the Advanced Game, absolutely anything can be negotiated. You may make deals with other players not to attack them for a certain time, promise not to use spells in a certain place, make a pact to eliminate other players from the game, or any other deal you can think of. You can even trade Unit Cards from your Army Stacks during the game! To do this, split the Unit Card(s) you wish to give away into a new Army Stack and hand the cards to the other player! Ownership of such a traded Unit must be transferred at the START of its movement, not at the end.

The most common deals are financial. When you wish to transfer cash to another player, simply discard the desired number of cards from your hand (not your Adventure Stack) and the other player will draw that many cards from his deck into his hand.

The trick is, that the deals you make are only as good as the character of the person you are making them with. For instance, you might make a deal with another player to pay him 3 cards if he promises not to attack your town. You discard 3 cards, and he draws 3 cards. On his next turn, he may very well attack your town anyway, because you have only his word that he won’t! Of course, this practice can discourage players from making deals with you in the future, so it is not recommended.


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