Frequently Asked Questions
We have put together this FAQ page to answer the most frequently asked questions we receive, so you can get back to playing your game!
If you don’t find the answer to your question here, please contact us, so that we can help you get back on track.
Adding the Expansion
If I use Hammer of Light or Barbarian on the Hydra, does he still spawn Imps, since those cards slay rather than just do damage?
No, the Hydra doesn’t spawn Imps if he is slayed, whether it is slayed in one hit or in the last of a series of hits.
Yes, the Barbarian can hit the Dragon and other flying Monsters. The cards that do not work on flying Monsters are listed specifically on page 6. The Barbarian can still be as awesome as always.
No, a player cannot go through either deck to take any card when playing Reinforce. Reinforce allows a player to draw the top card from the player’s choice of either deck, not the player’s choice of card from the entire deck.
If I play Change Range to turn a hit card into an Archer, can I use that to attack a flying Monster?
Yes. Once Mystical Manufacturing is played to build a Tower on a Monster in the Castle ring, the tower is immediately destroyed and the Monster takes 1 point of damage. If that Monster is slayed, you keep it as a trophy. If the Monster still has damage points remaining, it will then move 1 space clockwise in the Castle ring, as usual, on Phase 5 of your turn.
If Wizard Quake is played to destroy a Tower and there is a wall in front of that Tower, is the Tower destroyed as well?
No, the wall is untouched. The Wizard merely requires the sacrifice of the Tower.
Since Knockback says to move the monster “after it takes damage,” is it valid to play an Archer hit card with Knockback to move a Centaur in the Archer ring back one space?
The special range Monsters (Cyclops, Centaur, and Golem) take no damage from cards played in their immune ring. So since Knockback moves the Monster after it takes damage, Knockback cannot be used on those Monsters when they are in their immune rings.
When the Chimera hits a Wall and has one health point left, does it live to breath fire, since the rules state that he breathes fire immediately after moving, or is he killed by the wall before he has the chance?
In that situation, the Chimera destroys the Wall and perishes before he can breathe fire. This circumstance is resolved in a manner similar to the two-step process that burning Monsters hitting a Wall go through. First, they move and resolve all effects from movement, and then they take damage from Flame tokens.
Does the Necromancer damage the Wall when he hits it? And what number of health points do I use to determine how many people he summons if he takes damage? The health before or after taking down the Wall?
Yes, the Necromancer destroys the Wall when he hits it. The number of Monsters returned to the draw pile equals the number of health points he had before he was destroyed. This guarantees he will reanimate at least 1 Monster if he reaches the Castle, even if he was on his last damage point.
Can the Necromancer redraw himself? In other words, is his Harbinger token put into the Monster discard pile before you do the random redraw of Monsters?
No, the Necromancer cannot redraw himself. All Harbinger tokens are removed from the game as soon as they are played, not placed in the Monster discard pile, so the Necromancer cannot bring Mega Boss Monsters back into play.
The Dragon, Chimera, and Warlock all move by those special rules when:
a. They move during Phase 5, when all Monsters move.
b. They are moved or rotated by another monster token.
They do not move by the special movement rules if they are moved by a card, such as Knock-Back, Drive Him Back, Teleport, Extinguishing Wind, or Wall of Force.
Yes, the Conjurer is a regular Boss Monster, not a Mega Boss Monster.
When a Climbing Troll encounters a Wall that is on fire, the Climbing Troll bypasses the Wall and moves from the Swordsman ring into the Castle ring as usual and then catches fire. A new Flame token is added to the Climbing Troll, but the Flame token is not removed from the Wall. Damage from the Flame token is not taken until the next Move Monsters Phase, however.
Yes, the Ogre is a bigger, tougher monster that takes 4 points to kill and is worth 4 points.
Yes. The three “special range” Monsters (Cyclops, Centaur, and Golem) all have the same rule. If they are damaged at all in their vulnerable ring, they are immediately slain. It doesn’t matter if that damage is done by a Hit card or a Wizard card.