Games/Kingdom Rush: Rift in Time
Kickstarter
Notes from Manual
- Hordes with heroes or soldiers do not advance (pg 5 #4)
- Win when last portal destroyed, and survive the round (pg 5 #6)
- Lose when portal escapes or lose last heart (pg 5 #6)
- Spawn hordes in closest available spot, may escape if no free spaces (pg 5) -- Note: hordes do not move when spawned
- Hero regeneration in phase 2 (pg 6)
- Damage types are physical, magic and true (from heroes) (pg 6)
- Buildings and heroes can't share spaces (pg 7)
- Double arrows can shoot either close or far (pg 7)
- Damage types and defense types on pg 8
- Linked "+" attacks must stay together (pg 8)
- Can't rotate or flip tiles unless it has the "free manipulation" icon (pg 8)
- Soldiers have a single health (pg 9)
- Soldier pool is limited, intentionally (pg 9)
- Soldiers block horde movement (pg 9)
- Only Soldiers Towers can be stacked with other towers (pg 9)
- Portals (pg 10)
- Win when last portal destroyed, and survive the round (pg 10)
- Lose when portal escapes (pg 10)
- Heroes can't directly or indirectly attack portals (pg 10)
- Upgrade towers by passing towers - stacks are limited intentionally (pg 10)
- Heroes may move to any adjacent space (orthogonally or diagonally) (pg 11)
- Heroes may not share spaces with towers or portals, but can move through (pg 11)
- Heroes enter the board at a cost of a movement point (pg 11)
- Heroes do "true" damage (pg 12)
- Hero's "fist" melee attacks can only attack heroes tray (pg 12)
- Range attacks cannot hit local (pg 12)
- Recover special abilities on recovery (pg 13)
- Hero action recover can be played as a Hero's action while on the board (pg 13)
- Soldiers can block 1 point of movement, and die (fast hordes will move 1 space) (pg 14)
- Heroes can block 1 or 2 points of movement, at cost of 1 or 2 hearts (pg 14)
- Forked priority goes to the horde's spawn priority (pg 15)
- Kingdoms take damage per undefeated enemy on horde, or 4 for large enemy (pg 15)
- Spend crystals to buy level 1 (2 crystals) and level 2 (3 crystals) towers only (pg 17)
Scenario Booklet
Q: WHAT DO THE CRYSTLAS, WITH ARROWS, ON THE SETUP CHART MEAN?
- Difficulty and starting resources on page 2
- Crystals limited to 12, intentionally (pg 3)
Scenario 1 - Rift in Time
- Big Enemy costs 4 hearts if any part not covered when escaped
- No heroes or soldiers on "Deadly Enemies" (has "no meeple" symbol)
- The party shares crystals and spells. No spells on scenario 1.
- Each hero gets the listed ability count. No abilities on scenario 1.
Scenario 2 -
- Add hero abilities
- Add Healers
- Add magic and physical damage immunities
- Add second spawn point (2 total)
Scenario 3 -
- Lilith Boss (escort mission)
- Add Level 4A towers
- Add 3rd spawn point
Scenario 4 -
- Add spells
- Add Lilith Hero
- Add Dead-eye enemies
Scenario 5 -
- Add 4B towers
- Add White Building Site (all players)
Scenario 6 -
- Add level 2 spells
- Add blank horde cards
- Add blue Ghost horde cards
Scenario 7 -
- Blackburn Boss
- Add level 2 hero abilities
At this point all abilities and towers are open
Scenario 8 -
- Add Pathbreaker enemies
Scenario 9 -
- Add Flying hordes
Scenario 10 -
- Bonus: Time Warp Spell
- Time Mages Boss
Scenario Portal Storm
- Storm Strike Cards
- Portal storm Cards
- 2 of 3 included bosses (Lord Blackburn, Young Time Mage, Old Time Mage)
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Board Games Kingdom Rush Rift in Time Kickstarter