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Base Set 1-180
Hercules CCG checklist
Cardlist
# Card Name Type Rarity Color
1 Underworld Rescue Action C Green
2 Aid from Iolaus Action C Green
3 Send 'Em Flying Action C Green
4 Spoiled Princess Character C Green
5 Beautiful Princess Character C Green
6 Questing Farmer Character C Green
7 Satyr Wannabes Character C Green
8 Crafty Hunter Character C Green
9 Overworked Mother Character C Green
10 Angry Villager Character C Green
11 Clumsy Giant Character C Green
12 Forest Raider Character C Green
13 Traveling Boxer Character C Green
14 Resourceful Villagers Character C Green
15 Cyclops Character C Green
16 Wandering Tribe Character C Green
17 Argonaut Character C Green
18 Primord Character C Green
19 Herculean Effort Combat C Green
20 Banding Together Combat C Green
21 Hercules Trains the Villagers Combat C Green
22 Entangled Action U Green
23 Festival Action U Green
24 Vengeful Amazon Character U Green
25 Struggling Farmers Character U Green
26 Dance Instructor Character U Green
27 Wandering Healer Character U Green
28 Exotic Dancer Character U Green
29 Manure Farmers Character U Green
30 Hunting Party Character U Green
31 Unruly Mob Character U Green
32 Warrior Tribe Character U Green
33 Hercules Leads the Way Combat U Green
34 Heroic Sacrifice Combat U Green
35 Individual Effort Combat U Green
36 Do The Twanky Twiddle! Combat U Green
37 Destructiveness Combat U Green
38 Burn the Building Combat U Green
39 Unexpected Help Action R Green
40 "Help Us, Hercules!" Action R Green
41 Pie-Eating Contest Action R Green
42 Military Leader Character R Green
43 Master Tactician Character R Green
44 Satyr Instructor Character R Green
45 Atalanta Character R Green
46 Guardian Minotaurs Character R Green
47 Eastern Acrobat Character R Green
48 Martial Arts Mistress Character R Green
49 Iolaus Character R Green
50 Hercules Character R Green
51 To the Last Breath Combat R Green
52 I Hate Hera! Combat R Green
53 I Hate Warlords! Combat R Green
54 Herc Helps Out Combat R Green
55 Hit 'Em While They're Down Combat R Green
56 Wedding Feast Resource F Green
57 Satyr Hollow Resource F Green
58 Hidden Clearing Resource F Green
59 Hall of the Golden Fleece Resource F Green
60 Festival Grounds Resource F Green
61 Sword of Veracity Action C Blue
62 Path Not Taken Action C Blue
63 Answered Prayers Action C Blue
64 Nemesis Strikes! Action C Blue
65 Charon's Fare Action C Blue
66 Aphrodite's Wiles Action C Blue
67 Divine Healing Action C Blue
68 Temple Protector Character C Blue
69 Servants of Hera Character C Blue
70 Soldier of Hades Character C Blue
71 Living Dead Character C Blue
72 Possessed Virgins Character C Blue
73 48 Sons of Martinus Character C Blue
74 Giant Eel Character C Blue
75 Ancient Mummy Character C Blue
76 Priest of Dionysus Character C Blue
77 Ares's Mesomorphs Character C Blue
78 Hera's Executioners Character C Blue
79 Adolescent Dragon Character C Blue
80 Captured by Hera Combat C Blue
81 Antaeus Guards the Way Combat C Blue
82 Difficult Choice Action U Blue
83 Ghostly Informant Action U Blue
84 Blind Prophet's Vision Action U Blue
85 Blind Prophet's Curse Action U Blue
86 Eternal Winter Action U Blue
87 Trip Across the Styx Action U Blue
88 She-Demon Strikes! Action U Blue
89 Mandrake Character U Blue
90 Ares's Wagon Character U Blue
91 Delphian Oracle Character U Blue
92 Servants of the Fates Character U Blue
93 Blind Prophet Character U Blue
94 Ares's Automaton Character U Blue
95 Hera's Enforcer Character U Blue
96 Hera's Hydra Character U Blue
97 Divine Intervention Combat U Blue
98 Captured by the Gods Combat U Blue
99 Artemis's Blessing Action R Blue
100 Demeter's Curse Action R Blue
101 Athena's Plan Action R Blue
102 Hera's Transformation Action R Blue
103 Summoned Aid Action R Blue
104 Swallowed by a Sea Serpent Action R Blue
105 Cross-Time Adventure Action R Blue
106 Aphrodite Character R Blue
107 Golden Hind Character R Blue
108 Drunken Satyrs Character R Blue
109 The Blue Priest Character R Blue
110 Hades Character R Blue
111 Graegus Character R Blue
112 Ares Character R Blue
113 Zeus Character R Blue
114 Divine Justice Combat R Blue
115 "Hey, Boys!" Combat R Blue
116 Burial Chamber Resource F Blue
117 Altar to Hera Resource F Blue
118 Magical Cave Resource F Blue
119 Wedding Temple Resource F Blue
120 Gates to the Underworld Resource F Blue
121 Fair Trial Action C Red
122 Hangman's Justice Action C Red
123 Salmoneus's Self-Actualization Seminar Action C Red
124 Hercules Bowls 'Em Over Action C Red
125 Salmoneus Sells Your House Action C Red
126 Centaur Attack Action C Red
127 Archery Contest Action C Red
128 Royal Guards Character C Red
129 Ironhead Warrior Character C Red
130 Hired Warrior Character C Red
131 Dangerous Warrior Character C Red
132 Gladiator Slave Character C Red
133 Trapped Entryways Character C Red
134 Archer Squad Character C Red
135 Minor Warlord Character C Red
136 Hired Centaur Archers Character C Red
137 Treacherous Warrior Character C Red
138 Pretender to the Throne Character C Red
139 Greedy Warlord Character C Red
140 Vengeful Warlord Character C Red
141 Insight Combat C Red
142 Good Lawyer Action U Red
143 Broken Truce Action U Red
144 Pyro's Flame Action U Red
145 Whim of the Queen Action U Red
146 Massage Break Action U Red
147 Tides of Battle Action U Red
148 Fortunes of War Action U Red
149 Pillage the Village Action U Red
150 Daughters of Thespius Character U Red
151 Devious Schemers Character U Red
152 Elite Archers Character U Red
153 Hired Centaur Crosbow Archers Character U Red
154 War Machine Character U Red
155 Ambitious Warlord Character U Red
156 Sound the Charge Combat U Red
157 Caught by Iolaus Combat U Red
158 Tricked by Autolycus Combat U Red
159 Celebration Action R Red
160 The Daughters of Thespius Are Coming! Action R Red
161 Hercules Cracks Some Heads Action R Red
162 Hercules Strikes Action R Red
163 Reckless Warlords Action R Red
164 Royal Decree Action R Red
165 Catapult Attack Action R Red
166 Militant King Character R Red
167 Inspirational Leader Character R Red
168 Salmoneus Character R Red
169 Falafel Character R Red
170 Elite Forces Character R Red
171 Eastern Trainer Character R Red
172 Walking War Machine Character R Red
173 Centaur Mentor Character R Red
174 "Autolycus, King of Thieves" Character R Red
175 Hercules's Backhand Combat R Red
176 Warlord Camp Resource F Red
177 Bath House Resource F Red
178 Treasure Trove Resource F Red
179 Dance Studio Resource F Red
180 Town Square Resource F Red
Storyline
The connection between the rules and the world is also a great way to teach Hercules: The Legendary Journeys to your friends who love the television show but are a little intimidated by games.
In Hercules, you take on the role of a powerful warrior king or queen, ready to do battle with a rival ruler (any friend with a deck). After you challenge your rival to cross swords with your forces, the two of you meet on the field of battle (i.e., you and a friend sit down at a table and begin play).
As the battle begins, and rages on across many days, a monarch must draw supplies and troops from his or her supply line every day (i.e., start your turn by drawing a card from your deck). That supply line is a ruler's only means of staying on the battlefield-if you have no supply line, you have to surrender the field and hope for another chance some other day!
Each monarch must bring resources to the battlefield carefully and slowly (i.e., you may play only one resource on your turn). You don't want to weaken your defenses back on the home front, do you?
Once resources are stockpiled on the battlefield, a monarch can use those resources to hire troops who will fight the battle (i.e., you may tap your resources to play characters). Even Hercules himself may join your side! That ruler can also use those resources to bring about a wide variety of amazing events (i.e., you may tap resources to play actions).
After troops have agreed to work for you and have been paid once, you never have to pay them again for the remainder of the battle (i.e., you only need to pay the casting cost of a character the turn you put it in play). They'll stick around and keep following you until the battle is won or lost.
After your forces have arrived on the battlefield, they'll follow your orders. They'll either try to smash through enemy lines to attack your rival warlord's supply lines, or they'll hold back and ferociously guard your supply lines. (Your characters can be used for attacking your opponent's deck or for blocking any attacks your opponent makes against your deck. A character can't do both, since attacking taps your character and makes it unable to block during your opponent's turn.)
If one of the attacking troops working for you doesn't encounter any enemy forces and manages to get through enemy lines, that attacker destroys some of your rival monarch's supplies (i.e., an unblocked character discards cards equal to its power from your opponent's deck).
The smaller they are, the faster they fall! When your forces do battle with your rival's forces, the more powerful combatant wins, and the weaker one runs away. (If a character is blocked by another character, discard the character with the lower power. If both characters have the same power, discard both of them.)
Sometimes you'll be in a position to give your attacking forces a morale boost. You'll have the resources available to give your forces extra battle incentives, rallying them to fight harder for you as they press the enemy back or charge your rival monarch's supply lines (i.e., during combat, you'll be able to play a combat card).
When your forces have done all they can do, your rival is probably a little eager to dish some of that damage back! (After combat, the attacking player ends his or her turn, and the other player untaps all resources and characters to begin his or her turn.)
If at any time a warrior king or queen has no more supplies, the only thing that really keeps an army alive on the battlefield, that monarch can no longer wage war and must surrender the field of battle to his or her rival (i.e., if at any time a player's deck has no more cards, the other player wins. So if your opponent runs out of cards. . . you WIN!).
Deckbuilding
Deckbuilding can be the most exciting and challenging part of trading card games. Building a new deck allows you to experiment with new strategies and themes that may not be available in the Hercules starter decks. In order to build new decks, you'll need to start by buying two or three Hercules booster packs. These will give you several new cards to consider adding to your deck. Look for cards that fit the theme of your deck. Does your deck have quite a few action cards that discard cards directly from your opponent's deck? Then consider adding more cards that do this and taking out some cards that don't. This may make your deck even better! While you play, watch your opponents' decks closely for themes and strategies that you can incorporate into your own deck.
Notice that all of the cards are one of three colors: red, green, or blue. If you choose to make a deck out of only one color, you can easily put any card you draw in play, but you're very limited in the number of strategies you can include in your deck. On the other hand, a three-colored deck has more strategies available, but you'll probably have to wait longer to put some of the cards you draw in play. Experiment with different colored decks until you find a combination that you like.
There are a few basic deckbuilding rules that every player should know: A deck can't have more than 40 cards in it, and it can't have more than 4 copies of any card except for resources. You can play with decks that are larger or smaller than 40 cards as long as both players agree to the new deck size.
Here are some examples of new, more powerful decks that might develop from the six Hercules starter decks. If you follow the above tips, eventually you'll have several different Hercules decks, each with a different theme. This will make you well-prepared for any opponent who challenges you!
Fearless Band
10 green resources
7 blue resources
3 Spoiled Princess
2 Questing Farmer
2 Angry Villager
1 Clumsy Giant
1 Banding Together
2 Hercules Trains the Villagers
1 Festival
1 Heroic Sacrifice
1 To the Last Breath
1 Hercules
1 48 Sons of Martinus
2 Giant Eel
1 Ancient Mummy
1 Adolescent Dragon
1 Trip Across the Styx
1 Mandrake
1 Ares's Wagon
The Infiltrator
10 green resources
8 blue resources
2 Send 'Em Flying
3 Crafty Hunter
3 Forest Raider
1 Primord
1 Herculean Effort
1 Festival
1 Exotic Dancer
1 Hunting Party
1 Destructiveness
1 Martial Arts Mistress
1 Path Not Taken
3 Nemesis Strikes!
1 Antaeus Guards the Way
1 She-Demon Strikes!
1 Aphrodite
Arrows and Antics
10 green resources
8 red resources
3 Spoiled Princess
2 Beautiful Princess
2 Satyr Wannabes
1 Heroic Sacrifice
1 Do the Twanky Twiddle!
1 Iolaus
1 Fair Trial
2 Hercules Bowls 'Em Over
3 Archery Contest
2 Archer Squad
1 Enforcer's Flame
1 Fortunes of War
1 Elite Archers
1 Catapult Attack
Raiding Party
8 green resources
10 red resources
1 Send 'Em Flying
2 Crafty Hunter
2 Forest Raider
1 Festival
1 Warrior Tribe
1 Hangman's Justice
3 Ironhead Warrior
3 Dangerous Warrior
2 Treacherous Warrior
1 Pillage the Village
1 Ambitious Warlord
1 Caught by Iolaus
1 Militant King
1 Inspirational Leader
1 Centaur Mentor
The Art of War
9 blue resources
9 red resources
2 Sword of Veracity
3 Nemesis Strikes!
3 Aphrodite's Wiles
1 Antaeus Guards the Way
1 Ghostly Informant
1 Blind Prophet's Curse
1 She-Demon Strikes!
2 Hired Warrior
2 Dangerous Warrior
2 Treacherous Warrior
1 Tides of Battle
1 War Machine
1 Militant King
1 Eastern Trainer
Hit and Run
9 blue resources
9 red resources
2 Temple Protector
2 Possessed Virgins
1 Ancient Mummy
1 Adolescent Dragon
1 Difficult Choice
1 Trip Across the Styx
1 Hera's Enforcer
1 Divine Justice
1 Hercules Bowls 'Em Over
3 Centaur Attack
2 Archery Contest
1 Royal Guards
2 Trapped Entryway
1 Whim of the Queen
1 Caught by Iolaus
1 Catapult Attack
2 Longbow Archers
1 Veteran Longbow Archers
4 Vigilant Sentries
2 Dagger of Helios
1 Delphian Seer
2 Spike Trap
2 Spring-Loaded Dagger
1 Priest of Esclepius
1 Army of Ares
1 Elite Temple Guard
Rules
If Hercules: The Legendary Journeys is your first trading card game, welcome aboard-you've picked a great game to start with! ARC System games are designed to get you playing quickly, even if you've never played a trading card game before. And if you've already tried other trading card games like Magic: The Gathering, you'll learn to play Hercules: The Legendary Journeys even faster!
What You Need to Play
All you need is a deck of cards for you and a deck of cards for your opponent.
The World of Hercules
When ancient gods were petty and cruel, one man dared to stand against them. Join the adventure! In the Hercules: The Legendary Journeys trading card game, you assume the role of a powerful warrior king or queen, battling with other monarchs for control of ancient lands. During the course of your adventures, you command characters and use amazing actions to outwit your opponent. Use this deck to challenge a friend. . . and become the legend!
OBJECT OF THE GAME
RUN YOUR OPPONENT'S DECK OUT OF CARDS
YOU WIN IF YOUR OPPONENT'S DECK HAS NO CARDS!
You start the game with a deck of cards that represents the armies fighting for you. Your goal? To conquer your opponent's armies by discarding cards from his or her deck until every card is gone. Most of the time, you'll do this by attacking your opponent's deck with cards called characters. Terms that are in red in the rules appear in the glossary.
GAME SETUP
Put your deck of cards on the table. When the game starts, this is all you'll have in front of you.
Be sure to leave room for your discard pile! All of your cards that get discarded during the game, no matter how they get discarded, will go there.
During the course of the game, you'll put other cards on the table. All cards on the table other than those in someone's deck or discard pile are referred to as being in play. Be sure to leave yourself room for the cards you'll put in play.
The cards you have in play and in your discard pile should be face up all the time.
Your Setup
TYPES OF CARDS
There are four different types of cards in this game. Search your deck for an example of each type of card before you continue.
Resources don't do anything on their own. Once you put them in play, though, they act like bank accounts to store "money" that you use to pay for your other cards.
Characters are your main tools. You put them in play and then use them to attack your opponent's deck. Every character has a power that indicates its strength. This power will be important later on.
Actions are one-shot cards that do something once and are then discarded.
Combat cards are like action cards, but they're played as a surprise when either player attacks.
Most of your cards are either characters and resources, since it's tough to win without characters and you can't put characters in play without resources.
PUTTING CARDS IN PLAY
Resources and characters don't do anything until you put them in play on the table. Once a resource or character is in play, you can use it over and over again. So how do you put a card in play? This is where your resources will come in handy!
Tapping Your Resources and Characters
Resources (and characters) can only be used once each turn, and you'll show you're using them by tapping them. You tap resources in order to pay for other cards.
Whenever you use a card, you show that it can't be used again until your next turn by turning it sideways. This is called tapping it.
When your next turn starts, you show that you can use your resources and characters again by turning them upright (untapping them).
PAYING FOR CARDS
Characters, actions, and combat cards have a cost that you have to pay before you can do anything with them. The better a card is, the more it costs. To pay for a card, simply do the following:
Find the card's cost. A card's cost is the number in its upper-lefthand corner.
Pay the card's cost by tapping (turning sideways) that number of your own resources in play.
Cards come in three colors (red, green, or blue). When you tap your resources to pay for a card, at least one of these resources has to match the color of the card you're paying for. The rest can be of any color. For example, you can pay for a green card that costs 4 by using one green resource and three red ones.
If you've paid for an action or combat card, follow the instructions in the rules text, and then discard it.
If you've paid for a character card, put it face-up on the table in front of you (in play). You pay this card's cost only once, when you put it in play.
Sometimes you simply won't have resources in play that match the colors of the cards in your hand. If this happens, you'll have to wait until you draw the right resources to play those cards.
STARTING THE GAME
Before the game begins, you and your opponent need to decide who goes first. If the two of you just played a game, the loser gets to go first; otherwise, decide randomly. Flip a coin, play rock-scissors-paper, or whatever works for you. Now you're ready to play!
Shuffle your deck several times, then put it face-down in front of you and draw a starting hand of seven cards.
If your starting hand has fewer than two resources, you won't be able to do much, so shuffle your hand back into your deck and draw a new hand of seven cards.
The only thing you should have on the table at this point is your deck.
PLAYING THE GAME
As you play, you and your opponent take turns. During your opponent's turn, you don't do anything unless your deck is attacked. During your turn, go through the steps below in order. If you can't do anything during a step, that's okayjust go on to the next one.
YOUR TURN
Untap your characters and resources.
Draw a card.
Put one resource in play.
Play action(s) and/or put character(s) in play.
Attack with your characters.
Your turn is over. Your opponent's turn begins.
IF YOU'RE NOT PLAYING YET,
YOU'RE READY TO START NOW!
Let's look a little closer at each of the steps in your turn:
Untap your characters and resources.
If you have any tapped characters and resources on the table (in play), turn them upright (untap them). This shows that you can use them again. If you don't have anything to untap, go on to the next step.
Draw a card.
You have to do this each turn. If your deck runs out of cards, you've lost, and you should start a new game!
Put one resource in play.
You may put one resource in play from your hand but only one each turn. This doesn't cost anything, so you should put a resource in play every turn if you can. If you can't put a resource in play, go on to the next step.
Play action(s) and /or put character(s) in play.
You may play as many actions as you like and put as many characters in play as you want, as long as you have enough resources to pay for all of them. You may play these cards in any order.
If you decide to play an action card, pay its cost, follow the instructions in the rules text, then discard it.
If you decide to put a character in play, pay its cost, then put it in play untapped. Once it's in play, it stays in play until something discards it. You never pay its cost again.
Most characters have special rules written on them (rules text) that change how those cards work. Some of those rules apply when a character is put in play, so be sure to read every character before you play it.
Remember that your action cards and characters just sit in your hand doing nothing until you pay their cost. If you find you don't have enough resources to pay for any of the cards in your hand, you can't do anything else during this step of your turn.
If you don't have any actions or characters you can play, go on to the next step.
Attack with your characters
If you have a character in play, read "How to Attack" to the right and follow steps A through E.
If you don't have a character in play, go on to the next step.
Your turn is over.
Now it's your opponent's turn.
STOP!
Don't read any further until you have a character in play with which you can attack. Remember that each player gets to play just one resource a turn, so it may be a few turns before either of you can afford to do much.
HOW TO ATTACK
Attacking your opponent is as easy as A, B, C, D, E!
Attack: You choose your attacking characters.
Block: Your opponent chooses his or her blocking characters.
Combat: First your opponent and then you can each play a combat card.
Discard: Figure out what happens.
End Combat: Your turn's over now, so go on to your opponent's turn (this is step 6, above).
(See below for details on each step.)
During step 5 of your turn, you should look over all the characters in play, your own and your opponent's, and decide whether attacking would be a good idea that turn. Generally, the only bad attacks are the ones where you lose a character and your opponent loses nothing.
ATTACK
You choose your attacking characters.
Turn your attacking characters sideways (tap them) to show that you're using them. This also lets your opponent know what is and isn't attacking.
Characters that were already tapped can't attack since they've already been used.
Attacking doesn't cost anything.
BLOCK
Your opponent chooses his or her blocking characters.
Your opponent looks the situation over and decides whether or not to have any of his or her characters block your attacking characters.
Each of your opponent's characters can block one of your attacking ones.
Your opponent taps his or her blocking characters to show that they've been used. Your opponent also lets you know which of your characters each of his or hers is blocking.
Characters that were already tapped can't block since they've already been used.
Blocking doesn't cost anything.
COMBAT
First your opponent and then you can each play a combat card.
Your opponent chooses first whether or not to play a combat card.
Next, you choose whether to play a combat card, even if your opponent chose not to play one.
Playing a combat card works just like playing an action card. You pay its cost, follow the instructions in the rules text, and then discard it.
DISCARD
Figure out what happens.
The exact results depend on which of your characters are blocked by your opponent's characters.
A character that isn't blocked discards a number of cards equal to its power from your opponent's deck.
A character that is blocked checks its power against that of the character blocking it. The character with the smaller power is discarded; if the characters have the same power, discard both of them.
END COMBAT
This ends your turn. Now it's your opponent's turn.
If one of your characters discards all of the cards from your opponent's deck (even if it could have discarded more), YOU WIN! You also win if your opponent's deck runs out of cards for any other reason (so you win if your opponent draws his or her last card, or if you play a card that makes your opponent draw more cards than he or she has left).
This, of course, is the whole point of attacking-to run your opponent out of cards. If it feels like you're smashing your opponent's deck to bits ... good! Keep going!
. . . A hero always battles to victory!
ATTACKING AND BLOCKING: WHAT HAPPENS
UNBLOCKED ATTACKING CHARACTERS BLOCKED ATTACKING CREATURES
Power of Attacking Character Is: What Happens:
Any Power Discard a number of cards from your opponent's deck equal to that character's power.
Power of Attacking Character Is: What Happens:
More than its blocker's power Discard the blocking character
Less than its blocker's power Discard the attacking character
Same as its blocker's power Discard both characters
Example of Attack
Only your attacking characters, your opponent's blocking characters, and your opponent's deck are shown.
The numbers shown on the cards are the characters' powers.
5. These are the characters in play when you decide whether or not to attack. 5A. Attack: You have more and stronger characters than your opponent, so you attack your opponent's deck with both of them.
5B. Block: Your opponent chooses to block one of your characters.
5C. Combat: You and your opponent each decide not to play a combat card this turn.
5D. Discard: Your unblocked character discards 4 cards (its power) from your opponent's deck and... 5D. Discard: Your attacking character has more power than your opponent's blocking character, so discard your opponent's character.
ADDITIONAL RULES
Unique Characters: Some characters are labeled on the card as "unique." You can't put a unique character in play if anyone has a copy of that character currently in play. Also, if you have a special card that instructs you to put the unique character in play, ignore that instruction if there's already a copy of that character in play.
Blocking with More Than One Character:You're allowed to block an attacking character with more than one of your characters. Here's how it works: when you get to step 5D ("Figure out what happens"), discard the attacking character if the blocking characters' combined power is at least equal to the attacking one's. At the same time, the attacking character discards any combination of the ones blocking it whose combined power doesn't exceed its own.
Example: If you choose to have a character with 3 power and one with 4 power together block an attacking character with 6 power, the attacking character is discarded. The attacking player can choose to discard either your 3-power or your 4-power character, but not both.
The Order in Which Events Happen: Normally the order in which events happen is determined by the turn sequence. And if it isn't, it usually won't matter in what order the different events happen. But in case it does, the player whose turn it is decides the order in which those events happen.
MULTIPLAYER RULES
Three-Player Game: You can say anything you like during the game to any player, but whatever you say must be said aloud so that anyone can hear it. If you want, you can show cards in your hand to everybody, but you can't show cards secretly to just one other player.
All the regular rules apply, except:
The winner is the last player surviving.
Your characters can only attack the player to your left (which means you will only be blocking attacks from the player on your right). During the attack, just the two players involved get to play cards or make combat decisions; the third player doesn't do anything.
If the player on your left is eliminated, you get a bonus: randomly choose up to seven cards from your discard pile and put them on the bottom of your deck.
Whenever you play a card that says "your opponent," you can pick either one of the other two players. In other words, the player you picked counts as "your opponent" when you play that card.
This rule will almost never come up but just in case: if a situation ever occurs when one player does something and both of the other players can react to it in some way, the first player to the left does whatever he or she wants to do, and then the next player does whatever he or she wants to do.
GLOSSARY
Action: You play actions during the same part of your turn as when you put characters in play. When you play an action, follow the instructions in the rules text, and then discard it.
Attack: You have your characters attack your opponent's deck so they can discard cards from it. When you attack with a character, tap it to show that it's being used. Characters that were already tapped can't attack.
Block: Your characters block attacks against your deck, so the attacker fights your blocker(s) instead of discarding cards from your deck. When you block with a character, tap it to show that it's being used. Characters that were already tapped can't block.
Character: You put characters in play so they can attack and block. Most characters have rules text that affects how they work or tells you what happens when you put them in play.
Combat card: You play combat cards during any player's attack. When you play a combat card, follow the instructions in the rules text, and then discard it.
Combat resolves: The part of combat when you figure out what happens is sometimes called resolving combat.
Cost: Cards other than resources have a cost. You pay a card's cost by tapping that many resources, one of which must be of the card's color.
Deck: Your deck consists of the cards you haven't drawn yet. If your opponent's deck runs out of cards, you win.
Discard: Sometimes you'll have to discard cards, or remove them from the game. Cards can be discarded from your hand, from your deck, or from play. Cards that are discarded are placed in your discard pile.
Discard pile: Your discard pile contains your cards that have been discarded for any reason. These cards are placed face-up on the playing surface.
Hand: Cards you draw are put into your hand until you're ready to play them (actions or combat cards) or until you're ready to put them in play (characters or resources).
In play: Your cards on the table are considered to be in play. Characters and resources can't be used unless they're in play. Once you've paid a card's cost, it stays in play until it's discarded.
Power: Characters have a power that indicates how effective they are when attacking or blocking.
Resource: Resources are like money. You put resources in play so you can pay for other kinds of cards.
Rules text: Rules text is special text written on the individual cards. This text tells you what happens when you play that card. Some characters may also have rules text that applies as long as that character is in play.
Tap: You can't use a character or resource more than once per turn, so when you use one, you tap it (turn it sideways) to show it's been used.
Untap: At the start of of your turn, you untap your characters and resources (turn them upright) to show you can use them again.
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Organized play
Hercules and Xena fans alike are now able to play in organized events at local retailers. For more information, please contact 206-624-0933.
Questions?
Feel free to contact Wizards of the Coast Customer Service. They'll answer your questions on any aspect of gameplay, from getting started to who wins the game.
GAME CREDITS
Associate Brand Manager, Hercules: Paul Randles
ARC System Design: Charlie Catinus, Mike Davis, Skaff Elias, Richard Garfield, Joe Grace, Jim Lin, and Joel Mick
Hercules Card Design: Shawn Carnes, Skaff Elias, Glenn Elliott, Robert Gutschera, Paul Peterson, and Teeuwynn Woodruff
Hercules Card Development: Charlie Catinus, Shawn Carnes, Skaff Elias, Joe Grace, Robert Gutschera, Paul Peterson, Teeuwynn Woodruff, and Tom Wylie
Art Direction: Dana Knutson
Graphic Design: Corey (I stayed here all night) Macourek
Editing: Michael G. Ryan
Flavor Text Selection: Robert Gutschera, Paul Peterson, Michael G. Ryan, and Teeuwynn Woodruff
Card Art Selection and Hercules Flavor Guru: Paul Peterson
Production Management: Joy Fortney
Production: Hans Reifenrath, Paul Allen Timm, and Jefferson M. Shelley
Senior Director, ARC System Games: Jay Udow
Special Thanks: Universal Studios, Renaissance Pictures, Steve Booth, George Strayton, the online playtesters, Rich Fukutaki, Marg Knipp, MarCom Department, Mark A. Jessup, Jon Schindehette, Lara Dalch, Kevin Kurtz, Darlis Smith, Jayne Ulander, Kevin Maples, and the countless others within Wizards of the Coast who helped throughout the project.
Hercules
Complete Cardlist
See the complete card list!
Online Rulebook
Storyline
Delve into the world of Hercules!
Deckbuilding
Gather a few deckbuilding ideas.
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Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.
PRIVACY STATEMENT