1.3.1 Starting the game
1.3.1.a The players build a common Adventure with the Hero Region card on one end, the Companion Region card on the other, and three face-down Tumult cards in random positions and orientations between the Hero Region and the Companion Region.
1.3.1.b Each player's hero expedition counter is put on the Hero Region, and each player's companion expedition counter is put on the Companion Region.
1.3.1.c Each player puts their Hero (if they have one) in their Hero zone, shuffles the rest of their cards and puts it in their Deck.
1.3.1.d In the Morning of the first day, instead of the normal daily effects, players draw six cards and put three of them in their Mana zone.
1.3.2.a Each day is divided in five phases.
1.3.2.b In the Morning phase, the opponent of the first player becomes the first player (Succeed), players ready their Characters, Permanents, and Mana Orbs (Prepare), draw two cards (Draw) and may put one card from their Hand in their Mana zone.
1.3.2.c In the Noon phase, nothing happens unless one or more reactions trigger "At Noon".
1.3.2.d In the Afternoon phase, starting with the first player, players alternate taking turns until both have passed; during their turn, a player may play any number of quick actions and then either play a card or pass; once a player has passed, they cannot take more turns this day.
1.3.2.e In the Dusk phase, players sum up the statistics of all the characters in each of their expeditions. An expedition moves forward if one of its statistics is:
4.2.4.a There is one daily effect during dusk.
4.2.4.b Progress Determine the statistics of each expedition by summing the statistics of each character in that expedition. If an expedition has a greater positive statistic in a region type of its region than the corresponding statistic of its opposing expedition, it moves forward.
4.2.4.c A tie is not sufficient to advance.
4.2.4.d A statistic of 0 is not sufficient to advance, even if the opposing expedition's statistic is negative.
4.2.4.e An expedition advances only once, even if they win in more than one statistic.
4.2.4.f All successful expeditions move forward simultaneously.
4.2.4.g An expedition "fails to move forward" if it does not move forward during progress, unless tiebreakers have started.
Remark. An expedition never "fails to move forward" outside of Progress. An expedition that moved forward during a day can still "fail to move forward" if it does not move forward during Progress.
4.2.4.h An expedition "moves forward due to [statistic]" if the three following conditions are true:
4.3.a If a single player's expeditions meet on the same region, they win. This is an additive event modifier.
4.3.b If a single player's expeditions cross each other, they win. This is an additive event modifier.
4.3.c If both players' expeditions meet at the same time, or both players' expeditions cross each other at the same time, tiebreakers start.
4.3.d When tiebreakers start, turn the companion region card face-down and put all expedition markers on it. Discard all other regions.
4.3.e The new region is called the Arena.
4.3.f The Arena has the region types ,
, and
.
4.3.g Once tiebreakers have started, expeditions cannot move forward or backward.
4.3.h The Progress daily effect of Dusk is modified as follows:
1. Each player determine a single set of statistics by adding up the statistics of each characters in both of their expeditions.
2. Compare each statistic individually.
3. If a player wins on more statistics than their opponent, they win. Otherwise, the game continues.
Remark. Tiebreakers may last for several days.
7.4.1.a Defender is a passive ability that appears on Characters.
7.4.1.b An expedition containing a character with Defender cannot move forward during Dusk.
7.4.1.c An expedition containing a Character with Defender always "fails to move forward".
7.4.1.d Defender applies to any reason why an expedition might advance during Dusk, not just the Progress daily effect.
7.5.3.a An expedition "fails to move forward", if it does not move forward during Progress and if tiebreakers have not started.
"Disrupt" means to disturb or thwart your opponent's plans. This can include a variety of strategies such as destroying or neutralizing opponent cards, preventing the opponent from performing certain actions, or modifying the state of the game to make the opponent's strategies ineffective. A card or action that "disrupts" is designed to hinder or stop the normal progression of the game for the opponent, thus creating a tactical advantage for you.
A "Midrange" deck is a type of archetype that sits between the aggressiveness of aggro decks and the long-term strategy of control decks. Midrange decks seek to control the early phases of the game with efficient creatures or spells, before deploying larger threats as the game progresses. These decks are generally flexible and can adapt to different situations, sometimes adopting a more aggressive or more defensive role as needed.