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 figure with a Range of 1 can attack a figure only from an adjacent space.
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.
• Line of Sight:
To attack a targeted figure, your figure must be able to
“see” it from its location. If the targeted figure is (for example) behind a
ruin or a ledge, so that the attacker can’t see any part of it, then no attack
is possible.
Unlike Range, Line of Sight is an imaginary straight line that has nothing to
do with the spaces on the battlefield. The best way to tell if your Attacker
has a clear Line of Sight is to get behind its head and look at the targeted
figure. If you can see any part of it from its head, you have a clear Line of
Sight.
Note:
It doesn’t matter if the Line of Sight goes off the edge of the
battlefield, with no spaces below it.
Example 8 shows how to determine if a targeted figure is within an
Attacker’s Range and Line of Sight.
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.
For each Attacker, follow the rules below.
1. Announce which one of your figures is the Attacker, and which figure it’s
attacking. The attacked figure becomes the Defender.
2. Check the Attack number on the Attacker’s Army Card, then roll that
number of (red) attack dice. After you roll, your opponent rolls the number of
(blue) defense dice on his Defender’s Army Card.
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.
3. For every skull you roll for your Attacker, your opponent must roll at least
one shield for his Defender, to block it.
• If you roll more skulls than the Defender rolls shields, your attack is
successful and the Defender is destroyed. The player who controls it places
it out of the game.
• If you roll the same number of skulls or less than the Defender rolls shields,
your attack is unsuccessful. The Attacking and Defending figures stay
where they are, and the attack is over.
After attacking with every figure that can attack, your turn is over.
Example 9 shows an attack and its outcome.
Ending the Battle
Keep playing until one player achieves the Victory objective of the chosen
Game Scenario. That player wins the battle!
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!
Visit the Official Heroscape Website
http://www.Heroscape.com
© 2004 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
® denotes Reg. US Pat. & TM Office.
EXAMPLE 8: Range and Line of Sight
You want your Zettian Guard to attack an Airborne Elite figure.
1. First, you count the spaces between them: there are 7, so the figure is
just within the Zettian Guard’s Range.
1
2
3
4
5
6
7
2. Then, you check for a clear Line of
Sight. Your Zettian Guard can “see”
the top of the figure, so it can attack.
EXAMPLE 9: The Zettian Guards Attack!
Each Zettian Guard is within Range of an enemy Airborne Elite figure,
and has a clear Line of Sight. You choose one Zettian Guard to launch
the first attack.
FIRST ATTACK
Zettian Guards have an Attack number of 2, which means you roll 2 attack
dice. But this Zettian Guard has a height advantage over the Defender,
so you roll an extra attack die (a total of 3 dice):
The Defender has a Defense number of 2. Your opponent rolls
2 defense dice:
The Defender blocks the attack. Both figures stay where they are.
Now your other Zettian Guard can attack.
SECOND ATTACK
You decide to attack the same Defender. This attacking Zettian Guard also
has a height advantage, so again you roll 3 attack dice:
For the Defender, your opponent rolls 2 defense dice:
You win the attack! Your opponent takes his destroyed Airborne Elite
figure out of the game. You have no more attacks to make, so your turn
is over.
4