Compiled Master Game Guide

These rules are a modified version of the official rules and are not the official rules of Heroscape. However, they do not attempt to add or subtract any rules from the official rulebooks.

This Guide separates and compiles any Master Game instructions from the rulebooks that come with the Master Sets and Terrain Sets. It has been slightly edited mainly to blend in (sometimes reworded and elaborated) text from the latest FAQ that contains errata and important rule clarifications.

Object: Create a battlefield and choose your Army, then fight the battle of all time! To win, be the first to achieve your victory condition.

For First-Time Players: If this is your first time playing the Master Game, we recommend that you set up the Table of the Giants battlefield and play the Clashing Fronts game scenario.

Skip Ahead To:

  1. Moving / Engagement
  2. Attacking
  3. Glyphs / Special Powers
  4. Rise of the Valkyrie
  5. Road to the Forgotten Forest
  6. Volcarren Wasteland
  7. Thaelenk Tundra
  8. Fortress of the Archkyrie
  9. The Conflict Begins
  10. Swarm of the Marro
  11. Ticalla Jungle
  12. Battle for the Underdark
Get Ready to Play

1. SET UP YOUR BATTLEFIELD
To do this, choose a battlefield and a Master Game Scenario. After you’ve played several games, you may want to create your own battlefield and Game Scenarios.

Playing in teams: You can play scenarios with a teammate. The special rules for doing this are here.

Playing with Multiple Master Sets and/or Expansion Sets: There are a few special rules for doing this here.

About the Army Cards
In this game, you’ll use the Master Game side of the Army Cards (shown below).

As in the Basic Game, each Army Card features either a Hero or a Squad, with Move, Range, Attack and Defense numbers. But you’ll notice that the Master Game side of each card has much more information about the figure(s). As you play, you’ll become more familiar with how all of this information figures into the gameplay. Example 1 explains the Army Card information.

examples/hs_your_army_cards_mg.pngEXAMPLE 1: Your Army Cards (Master Game Side)

Unique/Uncommon/Common: Unique Army Cards– When selecting cards to put in your Army, you cannot select two of the same Unique Army Card. Common Army Cards and Uncommon Army Cards– When selecting cards to put in your Army, you can include two or more of the same Common or Uncommon Army Card.

Hero/Squad: Hero Cards feature a single (usually powerful) figure. Squad Cards feature two or more (usually less powerful) figures. Your Army can include all Heroes, all Squads, or any combination.

Valkyrie: The Valkyrie General that the Hero or Squad follows.

Species: Biological classification of the figure(s).

Class: The type of figure(s).

Personality: Dominant characteristic.

Size/Height: The size of the Hero or Squad, and the number of levels high.

Special Power(s): Most figures have special powers that allow them to “break the rules” when moving, attacking and defending.

Target Point: The green dot shows the area from where you determine Line of Sight.

Hit Zone: The red area shows what part of the figure(s) can be attacked. Used when checking Line of Sight.

Life: The number of wounds it takes to destroy the figure(s).

Move: The maximum number of spaces the figure(s) may move.

Range: The number of spaces away that the figure(s) can attack.

Attack: The number of dice you roll for a normal attack.

Defense: The number of dice you roll to defend.

Points: The value of an Army Card, based on the power of its figure(s).


2. GATHER AND PLACE YOUR ARMY
For the Master Game Scenarios, you can either use a pre-set Army or a pre-made Army, or you can draft an Army. These three ways of gathering an Army are explained below.

As you gather your Army, make sure that the total point value doesn’t exceed the one listed in your chosen Game Scenario. (It can be lower, but not higher). Players don’t need to have the same number of Army Cards; for example, you might have three Army Cards, while an opponent might have four or five Army Cards.

Army Card colors: In the Master Game, the loyalties of good and evil warriors may become neutral, or even shift to the other side; therefore, your Army can include Army Cards of mixed colors.

Using a Pre-Set Army
Some scenarios have the Armies chosen for you. As in the Basic Game, you choose the pre-set Army that you want to control. After choosing your Army, place your Army Cards in front of you, then place your figures on the battlefield.

Using a Pre-Made Army
Experienced players may know exactly which Armies they want, based on the game scenario, the point values, their favorite figures, or other factors. If you’ve already chosen (or brought along) your Army, place your cards in front of you. Then players roll the 20-sided die to see who places his Army on the battlefield first. Re-roll ties. The highest roller will be the first player to place his entire Army in his starting zone; placement then passes to the left.

Fitting your Army in the starting zone: You must place your entire Army in the same starting zone. (You cannot place any figures in an enemy-occupied starting zone.) If your Army (including figures that do not start on the board) consists of more spaces (counting 2 spaces for each double-space figure) than the scenario allows in your given starting zone, you must remove figures from your Army until the number of spaces your Army consists of matches, or is less than the number of starting zone spaces.

Drafting an Army
Drafting is a fair and fun way for players to choose their Army Cards for a well-balanced game. When you select an Army Card, take the figure or figures shown on the card and place them in a starting zone immediately, before the next player selects an Army Card. Be sure your Army fits in your starting zone (see above).

For a two-player game, players draft as follows:

  1. Both players roll the 20-sided die. Re-roll any ties. The higher roller drafts first, by choosing one Army Card.
  1. The other player then chooses two Army Cards.
  1. Each player, in turn, then chooses one Army Card, until both players’ Armies have been completely chosen and placed.

For a three- or more-player game, players draft as follows:

  1. All players roll the 20-sided die. Re-roll any ties. The highest roller drafts first, by choosing one Army Card.
  1. The player to the left then chooses one Army Card, and so on. The last player to draft chooses two Army Cards.
  1. Drafting goes back around the table (it reverses direction). The last player (the player who drafted first) chooses two Army Cards. The draft reverses direction again.
  1. If at any time a player cannot pick another Army Card because choosing it would exceed the total Army point limit, that player must pass. If you pass, you have completed your Army.
  1. Continue going back and forth around the table, with the last player in each direction choosing two Army Cards and reversing the draft direction, until all players have completed their Armies.

Let’s say you’re playing the two-player Clashing Fronts Game Scenario on the Table of the Giants battlefield. This game calls for each player to gather a 400-point Army. Example 2 shows the Armies that you and your opponent chose, and where you placed them.

examples/hs_gather_and_place_armies_mg.pngEXAMPLE 2: You Gather and Place Your Armies

Your Army: You chose this Army for a 400-point total, and placed them where shown. Grimnak (the most powerful) is in front.

Your Opponent’s Army: He chose this Army for a 390-point total, and placed them in their starting zone as shown. Syvarris and Deathwalker (figures with long Ranges for attack) are in the forefront.


examples/hs_markers_and_glyphs_mg.pngORDER MARKERS
Each player takes four Order Markers: 1, 2, 3, and X. On each round, you’ll place these on your Army Card(s) to mark the order in which your figures will move and attack.

WOUND MARKERS AND DICE
Place all of the wound markers, 20-sided die and combat dice near the battlefield. The combat dice are used as attack dice (rolling for skulls) and also as defense dice (rolling for shields).

GLYPHS
These “magical” enchantments are placed on certain spaces in several of the Game Scenarios. Most of them grant special powers when a figure lands on them. See Glyphs, here.


The Battle Begins!

The game is played in several rounds. A round consists of 3 turns for each player.

A ROUND OF PLAY
The Round Marker Track: Most Game Scenarios feature a numbered line where players keep track of the rounds they’ve played. Before starting the first round, place the black Round Marker on the "1". At the end of each round, move the Round Marker ahead to the next number.

Each round of play consists of the following four steps:

  1. Place Your order markers
  2. Roll for initiative
  3. Players take their turns one at a time, until each player has taken three turns.
  4. Move the round marker ahead to the next number.

All of these steps are explained in detail below.

1. PLACE YOUR ORDER MARKERS
On a turn, you’ll move and attack with the figure(s) on one Army Card. Decide now which Army Card you’ll use on which turn, then place an order marker on those cards (1 for the first turn, 2 for the second turn, and 3 for the third turn). You may place two or more order markers on the same card, if you want to use that card for two (or even all three) of your turns.

Players place their markers at the same time. Place your markers with the numbers facing you, so your opponents can’t see them.

The “X” order marker: This extra marker is not used on any of your turns; it is only a decoy to prevent your opponents from knowing which three order markers you actually intend to use.

If your Army includes two or more of the same Common Army Card, you don’t need to keep these figures separate (that is, keep track of which figures belong to which card). For example, if you’re using two cards’ worth of Marro Stinger figures, each order marker placed on either Army Card activates any three of them.

Uncommon Army Cards, however, are unique to each figure, so you must keep track of which figure belongs to which Army Card. You can use colored stickers to track which Uncommon figure belongs to which Uncommon Army Card.

Note: More competitive players can take turns placing all of their markers. To do this, roll the 20-sided die. The high roller places all of his order markers first; then the player to the left places all of his order markers; and so on, until all order markers have been placed.

Example 3 shows where you and your opponent place your Order Markers.