Brothers-in-Arms Games

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Darkness and Glory

Examples of gameplay from the rulebook:

Situation 1

 House One opens the first round by setting the hand with the The City is Threatened situation card.  The base play must be soldier cards.

bullet House One plays a Drow Commoner card (combat value 4)
bullet House Two plays a Kobold card (combat value 1)
bullet House Three plays a Goblin card (combat value 2)
bullet House Four plays a Goblin card as well. 

The play now goes back to House One (who is the current leader in the hand).  Each house can now play modifying cards.

bullet House One plays a Weapon Master 1 card, giving him a total combat value of 5.
bullet House Two decides he as a shot at winning the hand, so he plays a Mage 1 card along with a Gate spell card.  At the end of the round, he will bring a Minotaurs soldier card (combat value of 3) and a Weapon Master 2 for a total of 6.  He must wait though until the other players have finished.
bullet House Three decides to play the Chaos! Fate card, allowing the house with the lowest play to win the hand.
bullet House Four now knows the dynamics of the hand have changed and elects to play no modifier cards. 

Resolution: The Chaos! card really ruined this hand.  House One loses the commoners and weapon master, House Two’s spell goes off without a hitch; the house loses all his played cards.  House Three and House Four tie with their Goblin cards, therefore, they lose their cards as well and no one wins the hand – no favor points for anyone.

Situation 2

 House Three opens round three with the House Warfare card and decides to play it against House One. 

bullet According to the situation card, the attacker must play all cards first.  With that in mind, House Three plays Minotaurs (combat value 3 - +1 when attacking), Drow Commoners (combat value 4), and a Priestess 3 (value used for combat rather than casting).  Total combat value is 11.
bulletNow that House Three has committed all cards to the attack, House One makes its play.  The attacker’s cards are facedown, but the defending house counts three cards played.  Convinced at least one is a priestess, House One plays The Masked god card, neutralizing any priestess cards played.  House One then plays a Goblin card (combat value 2 - +1 on defense) along with a Fireball spell and Mage 2 card. 

Resolution: House Three turns over its cards and the combat is resolved.  The priestess is negated, but House One’s Fireball cannot be used against the Drow Commoner card, as it is cast with a level 2 caster. The Minotaur card is eliminated instead.  The Drow Commoner card played by House Three outscores the Goblin card played by House One, 4 to 3.  The attack is successful and the spoils are good.  All the cards played by House Three are returned to the hand, as well as the Goblin card played by House One.  

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