Herofall FAQ

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Table of Contents

New Keywords

Returning Keywords

New Concepts

Returning Concepts

Specific Cards

New Keywords

Assault is a tag keyword power that cards can have. A tag keyword power is a keyword that will have its specific power spelled out but will follow the same pattern when doing so (e.g., Inspire). It means:

When a troop you control attacks, if this is in your hand, [ASSAULT EFFECT].

[ASSAULT EFFECT] will depend on the card in question. For example, Ayotochi Brute gets cost – , whereas Death Dealer gets +1 .

Assault is an untargeted trigger power. Therefore, players don’t see it use the chain.

Assault is a trigger in a hidden zone, your hand. Therefore, only the player who has the Assault card in their hand can see the visual effect of the Assault card triggering.

Assault triggers the moment the troop declares an attack. If an attacking troop is destroyed, voided, or altered in some other way, it does not prevent the Assault trigger.

Assault triggers once for each troop that attacks on any given turn.

If a card has multiple instances of Assault, it will trigger once for each of the Assault powers yielding each Assault effect once per attacking troop.

Lifebound is a keyword power that cards can have. It means:

At the start of your turn, if you control a troop with Lifebound, put each troop from your crypt with Lifebound into play.

Lifebound is a keyword power that lives on troops but triggers a game rule on your champion to prevent Lifebound triggering multiple times a turn.

Multiple instances of Lifebound are not cumulative. If a card has Lifebound and gets another instance of Lifebound, it does not have doubled Lifebound.

Lifebound is currently a one-off keyword only on the legendary dragon Mylaanth the Lifebinder.

Scrounge X is a keyword power that cards can have. It means:

As an additional cost to play this, you may void X troops from your crypt. If you do, this gets the following power when it resolves.

Scrounge has two separate templatings. One is reserved for those cards that will have powers added to them. This templating has the power after Scrounge X listed in quotation marks (“”). The second templating is for effects that will be modified on a card like or . In these circumstances, the templating is simply written out with the Scrounge effect.

Scrounge is an additional cost and can be played each time you play the card.

Scrounge powers are additive. Therefore, if you pay the same Scrounge cost multiple times (through playing the card multiple times), the card can have the same effect or power added to it multiple times.

A card can have multiple additional costs and therefore multiple Scrounge powers.

The card with Scrounge tracks whether or not its additional costs are paid when it resolves. When the card resolves, if its Scrounge cost(s) were paid, the associated powers will be added to the card. If interrupted, the Scrounge card never resolves and therefore will not add power or modifier to itself.

You cannot choose X=0 for a Scrounge cost. Therefore, Scrounging 0 is the same as not scrounging and will not trigger “When you Scrounge” effects.

Valorous is a keyword power that cards can have.

Valorous cards act no differently than normal cards.

Valorous doesn’t do anything on its own. It’s a modifier that specific cards can interact with. There are some cards in Herofall that will specifically call out Valorous troops for additional effects. Only the card Valor can give cards Valorous.

Multiple instances of Valorous are not cumulative. If a card has Valorous and gets another instance of Valorous, it does not have doubled Valorous.

Returning Keywords

Some keywords work in all zones while other’s do not:

Keywords that work in all zones are: Lifedrain, Flight, Speed, Skyguard, Crush, Steadfast, Defensive, Swiftstrike, Enthralled, Rage X, Unblockable, Death Sentence, Lethal and Prophecy

Keywords that are only active in specific zones are: Tunneling, Empower, Allegiance, Inspire, Spellshield, Shift, and Invincible

Allegiance is a keyword power that cards can have. It means:

The following power is active while you have atroop of the named characteristic in your hand or in play.



Allegiance works the following way for each different card type:

Resources : While you have a troop with the bolded characteristic in your hand or in play, this power is active when you play this. This power will happen when the resource is played.

: While you have a troop with the bolded characteristic in your hand or in play, this power is active when you play this. This power will happen when the resource is played. Troops : While you have another troop with the bolded characteristic in your hand or in play, this power is active. This power will occur on resolution unless otherwise stated.

: While you have another troop with the bolded characteristic in your hand or in play, this power is active. This power will occur on resolution unless otherwise stated. Allegiance checks whether or not the condition is met depending on the trigger point.

A card can have multiple allegiances, either different or the same. The power will be active if the aforementioned characteristic is met.

Crush ( ) is a keyword power that troops can have. It means:

If this would deal more than fatal combat damage to all troops blocking it, it deals exactly fatal damage to those troops and the rest to those troops’ controller instead.



Crush damage is applied after all other replacement/prevention modifiers for that packet have been applied. If that damage is reduced or prevented to, at, or below fatal for those troops, then no damage will be dealt to the champion this way.

Damage dealt to a champion this way can be further modified or prevented, but only if that modifier did not affect the original packet.

If a troop with Crush was blocked but all of its blockers were removed from combat, it will deal its damage to the defending champion instead.

Multiple instances of Crush are not cumulative. If a troop has Crush and acquires another instance of Crush, it does not have double Crush.

Defensive ( ) is a keyword power that troops can have. It means:

This can’t attack.



Multiple instances of Defensive are not cumulative. If a troop has Defensive and acquires another instance of Defensive, it does not have double Defensive.

Flight ( ) is a keyword power that troops can have. It means:

This can only be blocked by troops with Flight.



Multiple instances of Flight are not cumulative. If a troop has Flight and acquires another instance of Flight, it does not have double Flight.

Invincible ( ) is a keyword power that artifacts, constants, and troops can have. It means:

This can’t be damaged or destroyed.



A troop with Invincible will still die if its is reduced to 0 or less.

is reduced to 0 or less. Multiple instances of Invincible are not cumulative. If a troop has Invincible and acquires another instance of Invincible, it does not have double Invincible.

Lethal is a keyword power that troops can have. It means:

Any damage that this troop would deal to another troop is considered fatal damage.



If a troop with Lethal is blocked by two or more troops, only one damage will be dealt to the first troop. The remaining damage will be dealt to the second. In the event that there are more than two troops, one damage will be dealt to each troop before the final troop. The final troop is then dealt the remainder of the damage (assuming the lethal troop has enough ).

). If a troop with Lethal and Crush is blocked, it will deal one damage to each of its blockers and the remaining damage to the opposing champion.

Multiple instances of Lethal are not cumulative. If a troop has Lethal and acquires another instance of Lethal, it does not have double Lethal.

Lethal works in any zone.

Lifedrain ( ) is a keyword power that troops can have. It means:

Damage dealt by this troop also causes you to gain that much health.



The health gain from Lifedrain occurs at the same time the damage is dealt. Lifedrain is not a trigger.

Multiple instances of Lifedrain are not cumulative. If a troop has Lifedrain and acquires another instance of Lifedrain, it does not have double Lifedrain.

Rage X ( ) is a keyword power that troops can have. It means:

When this attacks, it gets + .

Multiple instances of Rage are cumulative. If a troop has Rage 1 and Rage 3, it will sum these into Rage 4 and will get +4 when it attacks.

Skyguard ( ) is a keyword power that troops can have. It means:

This troop can block troops with Flight.

Multiple instances of Skyguard are not cumulative. If a troop has Skyguard and acquires another instance of Skyguard, it does not have double Skyguard.

Speed ( ) is a keyword power that troops can have. It means:

This troop can attack and use powers regardless of how long it’s been under your control.

Multiple instances of Speed are not cumulative. If a troop has Speed and acquires another instance of Speed, it does not have double Speed.

Spellshield ( ) is a keyword power that artifacts, constants, and troops can have. It means:

This can’t be targeted by opposing cards and powers while in play.

A card with Spellshield can’t be targeted by opposing cards and powers only while in play.

If all cards targeted by an opposing card or power get Spellshield in response to the opposing card or power on the chain, then the card or power is interrupted upon resolution because it has no legal targets. Currently, cards with multiple lines will still resolve those lines not directly affected by the spellshield, e.g. Crackling Bolt will still grant a charge even if the troop is made invalid. This is a known issue that we are working to correct.

Multiple instances of Spellshield are not cumulative. If a troop has Spellshield and acquires another instance of Spellshield, it does not have double Spellshield.

Steadfast ( ) is a keyword power that troops can have. It means:

This troop does not exhaust when it attacks.

Multiple instances of Steadfast are not cumulative. If a troop has Steadfast and acquires another instance of Steadfast, it does not have double Steadfast.

Swiftstrike ( ) is a keyword power that troops can have. It means:

This troop deals combat damage before troops without Swiftstrike.

If a troop loses Swiftstrike after it has already dealt Swiftstrike combat damage, it will not deal damage again when troops without Swiftstrike deal damage. If a troop gains Swiftstrike after other troops with Swiftstrike have dealt their combat damage, it will deal damage when troops without Swiftstrike deal damage.

Multiple instances of Swiftstrike are not cumulative. If a troop has Swiftstrike and acquires another instance of Swiftstrike, it does not have double Swiftstrike.

Unblockable is a keyword power that troops can have. It means:

This troop can’t be blocked.

Multiple instances of Unblockable are not cumulative. If a troop has Unblockable and acquires another instance of Unblockable, it does not have double Unblockable.

New Concepts

Dreadlings are the siege devices of the Underworld and they’re out in force.

Dreadlings intentionally have 3 different troop traits: Robot, Shroomkin, and Spider. They’re modified by all powers that have effects that influence any of these traits.

Faction tags are now in the text for the words Ardent and Underworld. These tags are similar symbols to those that are in the circle to the left typeline.

is the symbol for Ardent.

is the symbol for Ardent. is the symbol for Underworld.

Stun is a new action word that has replaced a swath of text that used to exist. To stun something means:

Exhaust target card. It can’t ready during its controller’s next ready step.

This is not a new concept so much as it is new templating. Nothing has changed about this effect, it’s now just encompassing this functionality in one word with a visual effect for something being stunned.

Cards in previous sets have had their templating updated to reflect this change. For example, Menacing Gralk now reads “When this enters play, stun each opposing troop.”

That Which Does Not Exist is a new card that can be randomly created or transformed.

In the event that an artifact or a troop would be randomly created or transformed but does not have a result at that cost or type, instead you get a That Which Does Not Exist.

Even if That Which Does Not Exist does not meet the specifications for the creation or transformation taking place, if there’s no possible card for the creation or transformation, That Which Does Not Exist will be made.

Upon creation, That Which Does Not Exist gets +cost equal to the cost of the artifact or troop that was attempting to be created.

Returning Concepts

is a tag that appears on some powers and on the typelines. Basic means, “Play this card/use this power only during your Main Phase, while you have priority, and while the chain is empty.”

Some cards may cause two or more troops to “battle” one another. When two troops battle, they each deal damage equal to their to the other troop.

Both troops must be in play to battle. If one of the troops is no longer in play, no longer a troop, or no longer a legal target for a targeted power that would cause it to battle, the battle no longer takes place.

Damage dealt in a battle is not combat damage.

In the event that more than two troops are battling, each troop deals damage equal to their to all other troops they’re battling. All battles are concluded before pre-priority processing is run, and troops with fatal damage on them die.

Some cards bury cards from a champion’s deck. To bury cards is to move them from the top of that champion’s deck into their crypt.

Some cards will have the power to “choose one at random.” These cards randomly select one of their powers to activate at the specified timing and complete their power.

A copy is a clone of a card in nearly all ways with a few key distinctions:

Copies get all modifiers that the copied card had, with the same duration.

Example: I have a Frigid Buffalo and I play Smoke Signals. If I then create a copy of the 2 /4 Frigid Buffalo, I will get a 2 /4 Frigid Buffalo. At the end of the turn, the +1 modifier will be removed from both Frigid Buffalos.

Powers that are indefinite modifiers are not copied over in the creation/transformation of copies.

Example: You control a Command Tower and a Duplicitous Duke. The Duke is a 3 /2 when in play, and the copy is also a 3 /2 . It is no longer a 4 /2 with the Command Tower’s indefinite modifier being both copied over and then applying to the copied Duplicitous Duke.

Copies are always created or transformed into the copied target (current state).

Like replicas, copies of socketable cards will be socketed with the same gems as the original.

Copied cards have the same attributes ( , , cost, shard, threshold, type, traits, uniqueness flag) and powers as the card they copied. In the case of uniqueness violations, the card that has been in play the longest will be put into the crypt.

Powers are not restored to the copy if the original card has used its power.

If the copy has targets, you may choose new targets for the copy.

Cards that are copied are independent from their source once they’re created or transformed. They are treated as their own card.

Example: I have a Frigid Buffalo. I make a copy of that Frigid Buffalo and then play Taint on the original. The original Frigid Buffalo will become a 1 /2 , but the copy is its own card and will not also get that -1/-1 from Taint.

Some cards will use counters. These cards will tell you what those counters do.

If a card refers to a counter, it’s referring to a counter on itself unless otherwise specified that it interacts with other counters.

Counters remain on cards when they move through zones unless otherwise stated.

Some cards create other cards. Such powers will tell you what zones the created cards are put into and what special powers the card will have.

Created cards function just like normal HEX cards. If they’re reverted, they’ll revert back to the way they entered the game.

Deckbuilding is a requirement that must be met to put the card with Deckbuilding into your deck.

Once a game begins, you no longer need to meet the Deckbuilding requirements. Likewise, if a card is created or transformed into a card with Deckbuilding requirements it will function like a normal card despite not being legal to save your deck with the card in it.

Some cards reference if a card or cards “died this turn.” The term “die” means a troop going from in play to the crypt. “This turn” specifies that it must have happened during the current turn.

Troops remember throughout the turn whether or not they’ve died this turn. This is tracked even if the troop is in any deck, hand, void, etc.

Some cards have a power when they die. These death triggers take place when a troop goes from in play to the crypt.

Some cards can be played for free or allow you to play other cards “for free.” To play a card for free is to play it without paying the cards costs, additional costs, and to ignore its threshold requirements.

Cards played for free are still added to the chain where they must wait to resolve.

Some cards can interrupt cards or powers on the chain. A card or power on the chain is called a link. A link that is interrupted gets removed from the chain and does nothing. If that link is a card, the card is put into its champion’s crypt.

A card can only be interrupted while it’s on the chain. A card in any other zone is not a legal target for interruption.

A link can’t interrupt itself.

Some cards allow you to “look” at cards in a hidden zone (another player’s hand, deck, or underground). Looking at cards allows only you to see them.

A “prismatic card” is a card that has one or more shard. These can be denoted by the number of thresholds ( ) they have, and the prismatic card border around them.

Some cards reference “put a card into your deck.” Putting a card into your deck means to randomly put that card somewhere into your deck.

If the card is already in the deck and is put into the deck, its position in the deck is randomly determined.

Putting cards in your deck does not change the order of the other cards in your deck.

Some cards will create or transform cards into replicas of another card. A replica is the same as the original card, except that:

It is shardless.

It has no thresholds.

It is also an artifact.

If it is a troop, it is also a Robot and a Replica.

If the original was Unique, the replica is not.

The replica does not copy any modifiers on the card, this includes transformation history.

If the original card has a gem in it, that gem will also be socketed in the replica.

Faction tags are lost in the making of Replicas. This is new with Herofall. Previously, Replicas would show the faction tag of the troop they had replicated but not actually abide by this faction tag. They were seen as factionless troops by the game engine. Design evaluated that this “bug” was more in line with how replicas should work as, at the point of creation, they wouldn’t have any affiliation with either the Ardent or the Underworld. Therefore, we have modified the intended rules to state that Replicas are factionless.

Some cards get revealed by cards or powers in the game. A revealed card is seen by each player in the game.

Some cards have the power to revert cards. Reverting a card removes all definite modifiers (modifiers denoted by the “get/gets” wording on a card) from a card, as well as any transformations the card has gone through. Reverting a troop will also remove all damage from the troop.

Definite modifiers (cards with “get” or “gets” in relation to duration) are removed by reversion.

Indefinite modifiers (cards with “has” or “have” in relation to duration) are not removed by reversion.

Reverting a card will also set the number of counters on it to the amounts it started with (normally 0).

Reverting a card will restore the use of its powers.

Some cards or powers will tell you to “sacrifice a [thing].” To do so, choose a [thing] you control and put it into your crypt.

A [thing] could be something with a card name, cost, shard, type, etc.

Some cards are Socketable. Such cards will be either Socketable Minor or Socketable Major. Socketable Minor cards can only be socketed with minor gems, but Socketable Major cards can use either major or minor gems.

You may use four of the same gem in a given deck.

Gems grant a power with a threshold requirement to the card. Gems do not increase the threshold requirement of the troop itself.

The powers granted by gems are not removed by the revert mechanic.

When using your reserves between games of a match, you can change the gems in your Socketable cards.

Once a card has a gem put into its socket, it’s considered to be a socketed card.

• “Meet the threshold requirements to play” is a phrase used on some cards and champions that create cards. This phrase means you would have the ability to play the card in question with the thresholds you have at the time of creation.

Example: If you have you can create a Psionic Flame (you have ) or a Tale of Destiny (you have ), but you cannot create an Inquisition (you don’t have , you just have ). You are also unable to create a Primal Dawn as you don’t have .

Some cards will transform themselves or other cards into a different card. A card that transforms retains its orientation (ready or exhausted), any counters, modifiers, and damage on the card unless otherwise stated. In the following circumstances, the card will also revert as part of transforming:

A troop card that would transform into a non-troop card reverts prior to transformation.

Some cards are Unique. Such cards will have the Unique tag on the far right-hand side of the typeline. If at any time you control more than one card with the same name that is Unique, all but the most recent card to enter play are put into your crypt.

Some cards will say to “void” a card. To void a card is to move it from its current location into its controller’s void.

Specific Cards

Champions:

Paragon of Thought

Paragon of Thought is not a selectable champion. It is a champion you can transform into with Psychic Ascension.

The 30 health that Paragon of Thought begins with is only if you begin the game as Paragon of Thought as your champion. Your health will not become 30 when you transform into Paragon of Thought.

Cards:

Altar of Nulzann

Altar of Nulzann will trigger on the first socketed card you play with Altar of Nulzann on the board each turn.

Altar of Nulzann will remember if it’s power has triggered this turn even if it leaves play and re-enters play later in the turn.

Ardent Crusader

Ardent Crusader is itself an Ardent troop. Therefore, Ardent Crusader counts towards its own Deckbuilding requirement of requiring 10 uniquely named Ardent troops in your deck to pass deck validation.

Ardent Crusader’s Deckbuilding requirement is only checked if it’s in your deck when you try and submit. If the card is in your Reserves, its Deckbuilding requirements will not need to be met to make your deck legal.

Artisanal Sommelier

Wines are a new subtype of card. They currently include: Ashwood Zinfandel, Dragon Valley Reserve, and Emberleaf Merlot.

Battle Agenda

Underworld Allegiance is a requirement for the second power to fire off. Therefore, when Battle Agenda resolves, you must have an Underworld card in your hand or in play under your control to get the second effect. You will draw the two cards first before checking the Underworld Allegiance! If you draw an Underworld troop in those two cards, you will meet the requirement for the power and resolve the effect “When you play this, create a Dreadling and put it into play” to two cards in your hand.

If you only have 1 card in your hand, that single card will only get one instance of “When you play this, create a Dreadling and put it into play.

Crimson Slayer

The act of Scrounging triggers when the additional costs are played. Therefore, Crimson Slayer will trigger while the Scrounge card is on the chain.

Dark Heart of Nulzann

A non-socketed card is any card that is not socketed with a gem.

Getting a socketed power from another card is not the same as being a “socketed” card. A “socketed” card is only something with a gem in its socket.

Dinglewiz

Being miserable doesn’t mean anything functionally. This is just flavor text added for being a worthless Dingler.

Dreamweaver Ancient

Dreamweaver Ancient’s power will create a troop with the same cost as the damage dealt to the champion, not the total damage that it dealt.

If there’s no troop at the cost equal to the amount of damage Dreamweaver Ancient deals, That Which Does Not Exist will be created despite not being a Wild troop.

Elder of Lost Ages

When a troop dies, all damage is removed from it.

Eternal Invoker

The turn you play Eternal Invoker you will have already played a card and, therefore, you will not be able to play a card for free that first turn.

Fallen Singularity

The chosen shard is remembered for as long as Fallen Singularity is in play. If Fallen Singularity re-enters play, is destroyed, voided, or transformed, it forgets the chosen shard.

Fierce Justicar

Forlorn Soldier

When a troop dies, all damage is removed from it.

Forever’s Bloom

Forever’s Bloom is considered to be one effect for the purpose of the chain. Upon targeting a troop, the Forever’s Bloom power will go on the chain and upon resolution the following will happen: First, a counter is added to Forever’s Bloom. Then, if you targeted a troop, give that troop +1 /+1 for each counter on Forever’s Bloom. Then, the power is resolved.

Mama Yeti

The amount of Baby Yeti in your deck is not cumulative for each Mama Yeti in your deck. Thus, if you have 3 Mama Yeti in your deck, you only need to include 3 Baby Yeti to meet their Deckbuilding requirements.

Mistress of Bones

You may target up to one of each of Dwarf, Shin’hare, and Vennen in your crypt with Mistress of Bone’s power. You do not need to target all three.

Once More Unto the Breach

If you only have one card in your hand when the effect of transforming two random cards in your hand into Valors resolves, then the single card will be transformed into a Valor.

Polymorphic Army

Each troop individually transforms into a troop with cost X. Thus, you’re likely to get a variety of troops.

Psychic Ascension

Transforming a champion works much the same way as transforming a troop. Your health total will remain the same, any modifications like being Toxified will carry over, and any charges, resources, and thresholds will remain. You will retain the cards in your hand and in play and the game continues with you now being a Paragon of Thought.

Pyremaze

If the target champion has no cards in their hand, no card will get the power to destroy Pyremaze. However, Pyremaze will still deal 2 damage at the start of its controller’s turn.

Reginald’s Riposte

Putting a card into any zone from the chain prior to resolution stops it from resolving. Therefore, powers on actions will not happen unless they’re triggered on being played.

Tavish, Construct Guild Boss

Tavish counts itself when exhausted for part of the effect. Because Tavish exhausts himself for his own power, the effect counts him as one of the cards exhausted when looking for a card in your deck.

Underworld Crusader/Ardent Crusader

Underworld Crusader/Ardent Crusader’s Deckbuilding power only is checked if it’s in your deck when you try and submit. If the card is in your Reserves, its Deckbuilding requirements will not need to be met to make your deck legal to submit.

Underworld Crusader/Ardent Crusader is itself an Underworld/Ardent troop. Therefore, it counts towards its own Deckbuilding requirement of requiring 10 uniquely named Underworld/Ardent troops in your deck, to have a valid deck.

Xentoth’s Zealot

Xenthoth’s Zealot will trigger once for each troop that blocks it. Therefore, if it becomes blocked by two troops in the same combat, it will trigger and put the top two cards from each opposing champion’s deck into your hand.







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