User manual HASBRO HEROSCAPE BASIC GAME GUIDE

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Manual abstract: user guide HASBRO HEROSCAPE BASIC GAME GUIDE

Detailed instructions for use are in the User's Guide.

[. . . ] It also provides 3 Basic Game Scenarios with their own victory conditions. After you've chosen a Basic Game Scenario and built the battlefield, choose an Army (Player 1 is the Good Army, Player 2 is the Evil Army). Place your Army Cards in front of you, then place your figures on the battlefield. The Battle Begins! Each player rolls 5 (red) attack dice. The player who rolls the most skulls takes the first turn. [. . . ] Examples 4 and 5 show how to move up and down. EXAMPLE 6B: Moving out of water When moving from the water space to the adjacent land space, the Zettian Guard must count two spaces. EXAMPLE 4: Moving up Count four spaces for your Zettian Guard to move up onto this ledge. 4 3 2 1 3 2 1 4 · Moving double-space figures: Some figures, like Grimnak and Mimring, take up two spaces. When moving a double-space figure, decide which end to lead with (for example, the front end or the back end). Then move the figure so that the other end follows the same spaces that the leading end just left. Always end a double-spaced figure's move on two same-level spaces. Example 7 shows how to move a double-space figure. Double-space figures do not have to stop when moving over one water space between two land spaces; but they do have to stop when moving down onto two adjacent water spaces. EXAMPLE 5: Moving down To get down from this ledge, the Zettian Guard counts only one space on his move. EXAMPLE 7: Moving double-space figures From his starting spaces (top picture), Mimring moves six spaces headfirst, with his back section following along the same spaces (middle picture). Notice that Mimring counts the side of the land space when moving up from the water space. His move ends across the water on two spaces of the same level (bottom picture). 4 3 2 1 · Moving into water: When you move onto a water space from any other space (even from another water space), you must end your move there. See Example 6A. EXAMPLE 6A: Moving into water 6 5/4 3 2 1 When he moves onto the water space, your Zettian Guard must stop after moving only two spaces. 2 1 Action 3: Attack with Figure(s) on the Army Card · Moving from water to land: For water spaces that are lower than their adjacent land spaces, the "moving up" rule applies. When moving from water to land, count the side of each land space as you move. See Example 6B. Now it's time for your Hero or Squad to attack any figures in your opponent's Army that they can. Who can attack?Any figure(s) on your chosen Army Card within Range of an opponent's figure, and with a clear Line of Sight, can attack. If no figure on your Army Card meets these two conditions, you can't attack and your turn is over. 3 To see if a figure can attack, check the Range and Line of Sight as explained below. · Range: A targeted figure must be within the Attacking figure's Range: for example, with a Range of 7, a Zettian Guard can attack any enemy within 7 spaces from it. A double-space figure can attack from either its front space or its back space. When checking a figure's Range, don't count extra spaces for higher levels. However, being on a higher level is an advantage during an attack (see Height Advantage under Attacking, below). Also, if the distance between you and the targeted figure includes an area with no spaces (for example, near the edge of the battlefield), you must count the spaces along the battlefield to check the Range. A figure with a Range of 1 can attack a figure only from an adjacent space. Height Advantage: If the base of one figure is higher than the base of the other figure (no matter what their actual size), the higher figure rolls one extra die. [. . . ] For the Defender, your opponent rolls 2 defense dice: Ending the Battle Keep playing until one player achieves the Victory objective of the chosen Game Scenario. With experience, you may want to build your own battlefields and create your own Game Scenarios, Armies, and Victory conditions. Good luck; and may the best Valkyrie General win! ATTACKING The figures on your chosen Army Card attack one at a time, in any order. Each figure can attack only once, but different figures can attack the same opposing figure. [. . . ]

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