«Legends of Signum 2: Warseer» is a hex based wargame with miniatures
where squads of creatures fight under the leadership of heroes.
Players recruit characters,
take advantage of spells and relics, and use cunning tactics.
In «Legends of Signum», players forge their own path to victory by collections of miniatures.

The Battlefield is the game zone that is common for both players.
Under the leadership of heroes, they are fighting troops of characters.
Summoned characters usually enter the Battlefield in specific deployment zones.

CREATURE CARDS

HERO CARDS

Hero Area is located to the left of the tablet, where the player places their Hero card and Relics that the Hero equips during the battle.

Leadership shows how many characters of each rank can be included in warband.

CHARACTER CARDS

Attack box - contains the Attack type, the number and rank of dice a creature rolls during an attack. Additionally, it outlines the effect triggered on a

Range - Denotes the maximum range at which the creature can attack.

Health - Indicates the number of wounds the creature can take before being eliminated.

Movement - Indicates the maximum distance that the creature can move on the Battlefield within the bounds of one turn.

Creature's Rank - Each creature has a rank.The rank is used to determine how many characters can be placed in War camp before playing for a specific Hero.
Flavor text, printed in italics, does not influence the gameplay.

MINION CARDS

Minions, a distinct creature type, can only be summoned through the abilities of other cards.

Players can summon any quantity of identical minions. Each minion stands as an independent creature, with its unique bonuses, penalties, and tokens.

SUPPORT CARDS

TACTIC CARDS

When the situation indicated on the card comes up, the player can immediately play the Tactic Card from their Hand. Tactics with the same name cannot be activated by the same trigger. After being played, the Tactic Card discarded into the History. A Tactic can be played during the opponent’s turn and even during creature activation.

RELIC CARDS

After being played, the Relic Card is placed near the Hero card and considered equipped. A Hero can carry up to three relics at a time and cannot equip two identical relics.
Some relics have Multiple Uses . This ability means the relic bonuses can be used as many times as specified. Relics of other types have Armour . When a card with Armour is played, take the number of Armour tokens indicated in the Armour stat and place them on the card. Once Heroes have such relics equipped, any damage they take from non-magical attacks will be taken by the relics first by consuming the Armour tokens.

SPELL CARDS

The spell effect takes place immediately after the card has been played. The Spell card is discarded to the History immediately after being played. Some spell cards have an Enchantment keyword. This means that the card remains in play until the enchanting object leaves the game or another effect destroys this card.

BUILDING CARDS

When a Building card is played, it remains in City Zone until the end of the game or until it is destroyed by any effect. A player may use the abilities indicated on Building Cards during their turn. A creature can get a bonus from only one activated building per turn.

TERRAIN CARDS

Terrain Cards contain information about Terrain abilities.

FEAT DECK

The Feats Deck is a shareable for all players. These cards
are used to gain and count Victory Points. If a player draws the last card from the Feats deck, the game is finished at the end of the current turn and Victory Points are counted to determine the winner.

FEAT CARDS

Each time the player destroys an enemy character during their turn, they must take one card from the Feats deck and place it face down into
the Hall of Fame area, earning 1 Victory Point.

If, during their turn, the player meets
the condition written on one of the Feat cards
in Hand, they may place it face up and gain
as many Victory Points as indicated on the card.

There are two types of Feat cards:

Military Feats are only played after the character is destroyed. A player can only play one Military Feat card after each character is destroyed and only on their turn.

Achievements can be plyed at any time during a player's turn. The player cannot play more than one Achievement card with the same name in the same turn.

PLAYER’S TABLET

Hero’s Power & Income Value

The main game resource is Hero’s Power . To play a Support card or summon a character, a player must pay the cost of a card in . At the beginning of each turn, a player receives a quantity of equal to their Income Value but not higher than 10.

Victory Points tracker displays the player’s current number of Victory Points.

The History serves as the area
for played spell cards, characters eliminated on the Battlefield, destroyed Relics and Buildings, and activated Tactics. The Income Value is consistently the total of the Income rate of cards present in the History.

The Battle Deck is the area where the Support cards of the players are located.

Hall of Fame is where a player places Feats cards they have managed to play throughout the game.

War Camp is a place for the warband.
This is the game zone where player’s characters miniatures and cards that have not yet been summoned to the Battlefield are located.

WAR CAMP

War Camp is a place for the warband.
This is the game zone where player’s characters miniatures and cards that have not yet been summoned to the Battlefield are located.

 PREPARING
THE BATTLE DECK

Building a Battle Deck in Warseer is a simple process based on your Faction and Hero choices. Here you will find a step-by-step deck building and product guides

PLAYER’S HAND

Hand consists of cards
drawn from the Battle Deck and Feat Cards.
At the start of the game each player forms their starting Hand. Draw seven cards from the top of their Battle Deck. Then return three cards from their hand to the Battle Deck and shuffle. Starting Hand should total four cards.

TURN START

The active player draws one card from the Battle Deck and one card from the Feats deck.
The active player untaps all the tapped cards, if they have any. All their creatures have an opportunity to be activated again.

The blue marker indicates the current Income Value. The yellow marker indicates the current amount of Hero’s Power. If the Hero’s Power value is lower than the Income Value at the beginning of the turn, it becomes equal to the Income Value. If it is higheror equal to the Income Value, it remains unchanged.

If the Income Value is 10 or higher – Hero’s Power becomes 10.

ACTIVATION PHASE

This is the main phase of the turn, during which the player takes their actions.
During this phase the active player may:

  • Activate creatures on the Battlefield;
  • Use activated abilities of creatures and relics;
  • Summon no more than 1 character from the War Camp to the Battlefield;
  • Play any number of Spells, Relics or Buildings cards from their Hand;
  • Discard no more than 1 Support card from Hand to the History without playing it;
  • Play any number of Feat cards from Hand if they meet the conditions listed at the card itself;
  • Discard no more than 1 Feat card from Hand to activate its discarding effect.

Players can carry out these actions in any order, according to the rules.

END OF ACTIVATION PHASE

After all creatures of the active player on the Battlefield have finished their activations, the turn can be declared over.
All abilities and effects that are active until the end of the turn or abilities that are only activated at the end of the turn are declared in the order chosen by the active player. After that, the other player’s turn begins.

RUN RULE

TBefore a creature moves, the player can declare that it will use Run in the current turn. In this case, its Movement distance is increased by 1.
After a creature uses Run, its activation is immediately ended. No abilities, including attack, can be used after running.

Damage is the number of Wounds a creature receives after an attack or by the effect of card abilities. The Wounds received by a creature are indicated by special tokens on its card. If it has any Armour tokens , they should be removed first upon taking any damage (one Armour token for one point of damage). When there are no more Armour tokens left, the creature receives Wound tokens.
If the amount of Wound tokens is equal to the health stat, the creature is eliminated.
Its miniature is removed from the Battlefield and if it is a character – its card is discarded to the History.

ATTACKS

There are three types to attacks:

  • Melee attack
  • Shot
  • Magical attack

All of them follow the same rules. But some abilities or effects can strengthen or weaken only certain types of attacks. Also, Armour tokens cannot prevent the damage of Magical attacks.

All attacks, regardless of type, follow these steps:

  • The player declares an attack and chooses an opponent within range of its attack and in its Line of Sight (LoS).
  • The attacking creature rolls all dice in its attack block, with potential adjustments due to certain effects.
  • In this phase, dice can be rerolled or their values can be modified. Each player, starting with the attacker, may declare the activation of any number of effects that modify the values of dice, or pass. If both players pass one after another, they move on to the next attack step.
  • Check for a Critical effect. Apply properties from the critical hit section.

Regardless of the number of rolled, the effect applies only once during the attack.

  • Roll additional dice and add/remove corresponding values, such as those from Critical effects, terrains or card abilities. Note that the value of this additional dice cannot be changed.
  • Each sword each dragon in the roll inflicts 1 damage
    to the opponent. If at least 1 symbol is present, trigger the Push effect.
  • Every effect that can reduce the damage should be applied
    at this stage.
  • The attack concludes, and all subsequent effects are applied.

A Line of Sight must be drawn from any point in the attacker’s hex to any point in the defender’s hex without crossing Difficult terrain or another creature.A Line of Sight must be drawn from any point in the attacker’s hex to any point in the defender’s hex without crossing Difficult terrain or another creature.

PUSH EFFECT

If an attacker's roll results in one or more symbols, the attacker is considered to have pushed the defender away during combat. No matter how many are rolled, the defender always moves one hex. The attacker must choose where the defender's creature moves.

If the creature cannot be moved, e.g. it’s being surrounded, the creature takes one additional damage. If the attacker moves the creature into Difficult terrain (Forest, Hill, etc.), the creature takes one damage in addition to moving.

ATTACK EXAMPLES

Kaitlynn declares an attack against Gil-Talas.
The strength of its attack is
Diodor’s Warlord ability adds to 5 within radius of 1.
Kaitlynn declares a Magic attack with
Its result is
Its critical effect adds 1 . Total result +
The enemy creature takes 2 damage and is forced to move to any adjacent hex of the attacker’s choosing. If it is moved into the Forest, it takes an additional 1 magic damage.
Gil-Talas has the Counterblow ability, however it cannot declare it since Kaitlynn’s attack is magical .

Dayodor Order Mentor declares melee attack against Gil-Talas.
The strength of its attack is
Its result is
Forest may remove 1 from the result of a roll. But there is no on the roll. Gil-Talas takes 1 damage and is forced to move to any adjacent hex of the attacker’s choosing.
Dayodor’s Сritical effect is Advance. It can advance 1 hex to occupy the space the Gil-Talas occupied at the time of the attack. However,
if it does so, Gil-Talas can declare a Counterblow , since Dayodor will be in range of its attack.
Gil-Talas has the Counterblow ability, however it cannot declare it since Kaitlynn’s attack is magicalh.

VICTORY CONDITIONS

  • when a player draws the last card from the Feats deck,the game is finished at the end of the current turn;
  • when one of the Heroes is destroyed, the game ends and the opposing player gets 6 aditional victory points;
  • one of the players scores 10 оr 12 victory points.

The game ends if one of the conditions is met:

For a quick duel, we suggest playing up to 10 points. For more experienced players, it's better to consider winning with 12 points.

No matter which way the game ends.
The player with the highest number of Victory Points wins.

If the number of Victory Points is equal for both players, the player with the most Feat cards played wins. Then compare the number of Feat cards for destroyed characters (card face down). If the number of Feat, cards played and the cards received for destroyed characters are the same, the game is considered a draw.

GLOSSARY

Agile - The creature can move through hexes occupied by allied creatures.
Ambush: add - If the creature does not move before the attack, it gains to the attack. Armour Х - When you play this card, place X Armour tokens on it.
Armour token - Whenever a creature with Armour tokens receives damage from a non-magical attack or other effect, that creature loses 1 Armour token per 1 damage instead of getting wounds. If an attack deals more damage than the number of Armour tokens the creature has, this damage removes all Armour tokens, and the rest deals wounds.
A creature can have an unlimited number of Armour tokens.
If an effect indicates that a creature gets wounds but not damage, Armour cannot prevent them.
If any card or ability gives the creature +X , that creature receives X additional Armour tokens. When the relic with Armour no longer has Armour tokens, it is destroyed and the Hero loses all its effects.
Assassin - When a creature attacks a 5 of a higher rank, its Crit effect always works.
Aura Х: Text - All creatures in a hex with the source of the Aura and in X hex from it has Text as long as they are in an Aura. If any creatures affected by the Aura has a unique effect, it is specified in Text. If the source of the Aura is a creature, it does not receive the Aura effect.
Berserk As long as this creature is wounded (has Wound tokens on its card), its Crit effect always works.
Brave - Ignore 1 of the opponent's attack or damage rolls
Brute - Cannot be affected by Building effects and Warlord ability. Cannot receive relics in Tournament mode and Solo mode.
Charge: Text - The creature gains Text while attacking if it was moving before the attack. The ability doesn't work if the creature started moving next to the creature it's attacking.
Clinch - An opponent's creature cannot move in a way that breaks contact with the creature. This restriction does not apply to forced movements caused by effects such as Spell cards or Push effects.
Contract Х: Text — On activating this creature, the active player can pay X to make this creature gain all effects specified in the Text until the end of the active player's turn. Some effects can be permanent. It's specified in the Text.
Counterblow - When the creature with this ability is under the attack, it can declare its own attack on the attacker with strength afterward, if it's still alive and within the distance of attack. All Critical effects could be activated following usual rules. If the creature has no attack of its own, the counterattack is 1. A creature cannot declare a Сounterblow in response to a Сounterblow.
Defender - If an opponent's creature declares Melee Attack while in contact with a creature with this ability, it must choose this creature as the target of the attack, even if there are other creatures within its Attack Range. If there are several creatures with this ability in contact, it can choose which one to attack.
Difficult (Difficult terrain) - If a creature enters the terrain with this ability by performing a move or running, its activation ends immediately. If a creature is forced to shift into such terrain by a Push effect, it takes 1 damage of the same type as the attack. Difficult target - When performing an attack against a target with this ability, all and attack dice become
Disease token — The creature receives 1 Wound at the start of its activation. Then it can skip its activation to lose Disease token. Otherwise every creature within 1 roll , if or rolled, distribute Disease token at that creature. The creature can have only 1 Disease token.
First word : Text - When the card is played, Text should be applied immediately.
Flank: Text - When the creature declares attack against a target that is in contact with allied creature, the attacker gains Text until the end of attack.
Flight — - The creature can ignore obstacles, including other creatures and terrains, while moving across the Battlefield. Nevertheless, the creatures with this ability cannot end their movement on Impassable areas or on the hexes with other creatures.
Forged — Forged creatures cannot be healed and cannot receive Poison or Disease tokens. They also ignore all in the opponent's attack.
Creatures with Vampirism cannot be healed if they attack Forged creatures.
Fortitude - Creature takes 1 damage less from attacks. The total amount of damage cannot be reduced to 0, even when combined with other damage reducing effects.
Healer - Special ability. Instead of attacking, choose a creature within and roll printed attack dice only. Heal the targeted creature by 1 for each or
Hook Х - Instead of movement, creature can move an opponent's creature within X or less into the contact with itself, if it has LoS to it. The creature must move along the shortest available path.
Hunter: Text - When this creature attacks Text, its Critical effect always works.
Impassable - Creatures without Flight cannot cross this type of terrain when moving. Creatures cannot be placed on Impassable terrain templates.
Last word - Must be applied when this card goes to the History.
Long shot Х: - Special ability. Instead of attacking, the creature can declare at range X with strength The critical effect does not activate.
Master of Attack Х - When the creature attacks, it can reroll up to X dice, but not
Monster - It cannot be healed, or returned to the War Camp from any other zone, or brought under the opponent's control. Also cannot be activated by your opponent or affected by any effects of Support cards, including Buildings. It ignores
Multiple Uses - An ability can be used as many times as specified there. When a card with Multiple Uses is played, collect the number of markers indicated in the Multiple Uses stat and place them on the card. Every time the player uses with , one of the markers on the Card should be removed. Just as the number of markers equals zero, all effects applied for the last time. Then the Relic is discarded.
Poison token - Roll at the beginning of the creature's activation: on a , the creature takes 1 wound. On a , it loses a Poison token. Creature can skip activation to lose a poison token without rolling. A creature can't have more than 1 Poison token.
Predator - If the creature declares a Melee Attack at a wounded opponent's creature, its Crit effect always works.
Protector - This creature can take damage instead of an allied adjacent creature. Still can't take more damage than its health. The remaining damage goes to the original creature.
Regeneration - At the start of activation roll This creature is healed by 1 on. On a it is healed by 2.
Resurgent - Resurgent cannot be healed and cannot receive Poison or Disease tokens. Creatures with Vampirism cannot be healed if they attack Resurgent. All in the attack on Resurgents deal 1 damage in total, instead of Push effect activation.
When the player eliminates the opponent's during their turn and this character's card must go to History, they can immediately summon their Resurgent of the same rank or lower from their War Camp or History on the place of eliminated character. They don't need to pay its cost. The eliminated character's card instead of going to History should be placed under the Resurgent card until Resurgent leaves the Battlefield. The eliminated character shouldn't be Resurgent, Forged, Undead, or Mech.
Run X - On declaring a Run, a creature can move through X additional hexes instead of 1.
Rush - On your turn the creature can be activated right after being summoned to the Battlefield. However, it cannot attack during this activation.
Shield - The creature ignores 1 in opponent's and
Slow - The creature can't declare Run.
Stun token - If a creature must be activated, it loses a Stun Token instead. A creature cannot have more than 1 Stun Token.
Superior - When a creature attacks a below its rank, its Crit effect always works.
Warlord - Allied gain to attack within 1 hex from the Warlord. The effect of Warlords does not add up.

CRIT EFFECT

add to attack - Add the relevant dice to the roll. on the extra dice does not make the Critical ability trigger an additional time. The value of this additional dice cannot be changed. add to attack - Add an additional to this roll.
Advance - If the attacking creature destroys a creature or causes a Push during it's attack, it may move no more than 1 hex to take its place.
Frenzy - Once per activation an attacking creature gains one additional attack against the same target. The additional attack can be done after all consequences of the first attack have been resolved, and if it is still possible.
Hammerblow - Each one of deals 2 damage if they are in the roll.
Infection - After the damage phase the attacked creature gains 1 Disease token.
Nimble - After the attack, this creature can move by 1.
Parasite - Whenever the creature eliminates , summon of your faction on its place.
Slash - On dealing damage step, the attacker deals 1 damage to additional opponent's creature adjacent to it.
Poison - After the dealing damage step, the attacked creature receives Poison token.
Stun - After the dealing damage step, the attacked creature receives Stun token.
Swap - After the attack, an attacking creature can change places on the Battlefield with the attacked creature.
Vampirism - On dealing damage step, each c heals the attacking creature by 1.