Defenders of the Realm: Hero Expansion #2
BGG rating
7.6

Expansion for Defenders of the Realm

Defenders of the Realm: Hero Expansion #2

2011

Rules assistance for Defenders of the Realm: Hero Expansion #2

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–4 players
  • 120 min
  • 13+
  • Complexity 2.9/5

Rules assistant for Defenders of the Realm: Hero Expansion #2

What would you like to know?

Answers come from the official rulebook, with the page to check.

Defenders of the Realm: Hero Expansion #2 is an expansion for Defenders of the Realm released in 2011 for 1–4 players, 120 minutes per game, and ages 13 and up. It was designed by Richard Launius and its main mechanics are Hand Management, Dice Rolling, and Cooperative Game.

Similar games

About the game

Defenders of the Realm: Hero Expansion #2 includes four new heroes – with a miniature and character card for each – along with six new global effects cards for use with the Defenders of the Realm base game. The new heroes you can mix and match with those in the base game or other expansions are: • Healer: The Healer, although she does not sound particularly powerful, has some very interesting and magical skills. Not only can she spend actions to Heal three wounds to Heroes at her location including herself (especially useful if losing a battle to a General), she automatically heals one wound to all Heroes at the end of her turn if on a location with them. Couple this with the ability to use minion's energy at tainted locations to heal the land and her Walk in the Light ability to ignore a General's combat abilities and you have a very valuable hero to add to your team. • Druid: The Druid is very powerful in wooded areas (Green Locations) and a strong healer of the tainted land. His "One with the Earth" ability keeps him safe from enemies when in the woods and his ability to summon woodland creatures at any Green Location to attack Minions (even when he is not present) is extremely useful in keeping Orcs and Imps under control. • Elf Lord: The Elf Lord knows the secret pathways through forests, enabling him to travel swiftly through all green locations. His mastery of Elf Magic enables him to assist himself (or other heroes) with a re-roll of one die each round, and his ability to ambush Minions and Generals in combat makes him a strong warrior in support of the realm. • Monk: The Monk, a wanderer on some sacred quest for her order, is a master of the Martial Arts, enabling her to land a fury of blows with her staff on the unfortunate minions and Generals she encounters. Additionally, she uses the same training to defend herself against attacks. Her spiritual conditioning and wandering nature provide her with an additional Quest opportunity at all times as she is always holding two Quest Cards.

Questions and answers

Defenders of the Realm: Hero Expansion #2 supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.