Short Rules

Helden des Heerzuges

2 Players 3 Heroes · 3 Strategy Cards Copper Economy

The Goal

You win when one of your heroes attacks while no opposing hero can be targeted — because all are in the infirmary or otherwise untouchable.

Think of the infirmary as 'knocked out'. Once all three enemy heroes are there and one of your heroes declares an attack, you win.

Getting Started

  1. Find an Opponent: Heroes of the Campaign is a 1-vs-1 duel. Sit across from a friend, choose your cards, and prepare for battle.
  2. Build Your Deck: Each player brings exactly 3 hero cards and 3 strategy cards. Heroes are your fighters — strategy cards are your tricks.
  3. Reveal Your Heroes: Both players secretly choose their cards, then simultaneously lay all heroes face-up. Your strategy cards stay hidden in your hand. No take-backs!
  4. Decide Who Goes First: Agree together who takes the first turn. The second player's heroes cannot take wounds or be sent to the infirmary during round one.

Your Turn

A round is simple — you act, then your opponent acts. On your turn you have two things you can do.

Hero Tasks: Each of your heroes may perform one task — options are printed on the hero card. Pay the copper cost shown on the pouch icon to activate it. Tasks can earn copper, deal wounds, heal, and more. Heroes can only perform tasks you can afford.

Strategy Cards: In addition to tasks, you may play strategy cards from your hand. Some cards are marked 'at any time' — these can even be played during your opponent's turn.

Combat

Attacking: Choose an opposing hero as the target. Both heroes deal wounds equal to their attack power at the same time. Your opponent does not choose a defender — the targeted hero always defends.

Wounds & the Infirmary: Every hero has a resistance value — the right number below their portrait. When a hero's wound count reaches that number, they go to the infirmary and can no longer act or be attacked.

In the infirmary a hero is fully inactive — no abilities, no tasks. They can still be healed. While there, their wound count always equals their resistance exactly.

Resources

Copper: Copper is the game's currency. Heroes earn it through tasks and you spend it to activate tasks and play strategy cards. Copper carries between rounds — save it for the right moment.

  • Attack Power: Wounds dealt in combat (left number)
  • Resistance: Wound threshold before the infirmary (right number)

Strategy Cards

Strategy cards extend what your heroes can do. Choose one type or mix them — there are five kinds:

  • Support: Deployable allies that fight as heroes at your side. Once a support is deployed, it counts as a hero on your adventure.
  • Maneuvers: The hero gains all listed abilities and may perform one of them as an extra task each round.
  • Events: Immediate effects that return to your hand after use. Usable once per round, each time paying the copper cost.
  • Laws: Add global rules and modifiers that apply to both players. A law stays in effect until it is broken.
  • Locations: Send heroes to a location by paying travel costs — traveling does not count as a task. While stationed there, they gain new abilities and tasks.

The Golden Rule

Cards always take precedence over the rules. If a card explicitly allows something these rules forbid, you may do it when you play that card.