How to Play

EndHaven invites you to embark on a thrilling adventure as Heroes traveling from town to town, completing quests ranging from battling fierce monsters to brokering peace among warring fairy folk, all while earning your legendary status as the greatest Heroes in the land!

Complete Adventure Cards, Earn Reputation, and Rescue the Town.

Your journey begins now!

How to Win
Once a player reaches the winning Reputation Points (RP) or the Adventure Deck is depleted the game will end AFTER the End of Day. Players with the Highest RP win the game.
How to Lose
If the Town goes to 0 all players lose.
Cards
Completing Cards
Players take turns leading the day and completing Adventure Cards, but beware: you'll suffer the Consequences of any Adventure Cards you place dice on and leave incomplete. Once a dice is placed on a card, it cannot be removed unless a specific ability, like Reclaim, allows you to do so.
Dice Placement
Consequences
There are many types of Consequences—some positive, but most are negative. Detailed descriptions of Consequences can be found in the Things to Know section. It's important to note that both Consequences and the collection of completed Adventure Cards are triggered at the end of a player's turn.
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Quick Play Set Up

Choose a Town, set Town Marker Gem to 6. Players set starting Life to 8. Follow Game Layout. Fill Adventure Slots from the Adventure Deck. Choose which player will begin first and they receive the 1st Turn Marker. 

Town, Tavern and Ally Cards are  covered in more detail in the Things to Know section. 

Game Layout 

after Set Up it should look a little like this

Start of Day

At the Start of each Day, refill any empty Adventure Slots from the Adventure Deck, Unflip all cards (Ally and Tavern), then the player with the 1st Turn Marker begins their turn.
After each player has taken their turn proceed to the End of Day.  

Turn Phases

  1. Roll the Dice. As long as you place at least one dice on a card on the field (Tavern, Allies you command, or Adventure Cards) you may reroll ALL your remaining dice.
  2. Combo if able, each player may only Combo once per turn.
  3. End of Turn. You may stop anytime, or if you are unable to place a single dice your turn ends.
  4. Resolve remaining dice. Gain 1 Life for each [6] and Lose 1 Life for each [1] in your remaining dice.
  5. Resolve Consequences. Apply the Consequences for each incomplete Adventure Card with dice on them, active player chooses the order in which they resolve.
  6. Collect completed Adventure Cards.
  7. Player to the left begins their turn.
End of Day 
At the End of Day resolve any Red Border Adventure Cards still on the field for each player. Attack the Town consequences apply only once per effect, not per player. Player with the 1st Turn Marker chooses the order in which they resolve.
Each player checks their Reputation Points (RP). If a player has met or exceeded the winning RP limit the Game will end after the End of Day. Players with the highest RP win the Game.
If no players have won, move the 1st Turn Marker once to the player on the left. Begin the next day.

Example: if Illusions of Grandeur and Iba, Spinnerette are out on the field at the End of Day the player with the First Turn Marker will decide which order they resolve.

When Illusions of Grandeur resolves each player will Gain 1 Life and Discard 1 Ally.

When Iba, Spinnerette resolves Attack the Town only once (move the Town Marker down by 1, follow any effects on the Town), and each player will Lose 2 Life.

Things To Know

Glossary

  • Gain Life: Increase Life by amount gained, limit is 8.
  • Lose Life: Decrease Life by amount lost, if players reach 0 they die.
  • Draw Ally: Draw that many cards from the Ally Deck and put them on the field under your command.
  • Discard Ally: Return that many Ally Cards you command to the Ally Deck, then shuffle.
  • Attack the Town: Move Town Marker Gem down by 1. Follow any effects.
  • Reclaim: Remove all dice, reroll them and add them to your remaining dice.
  • Collect: Acquire target Adventure Card as if it were completed. Reclaim all dice from it.
  • Remaining Dice: After a roll, any dice that is not placed on a card is considered Remaining Dice.

Tavern

Each player has access to the Tavern on their turn. Upon completion, they will draw 1 Ally and flip the Tavern, preventing it from being completed a second time, even if the player Combos. Move and store the dice on the back of the card. At the beginning of each player's turn, unflip the Tavern.

If a player Combos, they will Reclaim the dice on the Tavern.

Allies

Ally Cards can help you alter your dice rolls, keep you alive, and even remove powerful Adventure Cards from the field. You can acquire Ally cards from the Tavern, Adventure Cards and even other Ally abilities. You may only use Ally cards you command and only on your turn.

Some Ally Cards only activate when completed. If they have the Flip this Card ability, they will be flipped face-down, preventing them from being completed a second time, even if the player Combos. Move and store the dice on the back of the card. At the beginning of each day, unflip all Allies under your command.
Flipped Ally Cards are still considered completed.

Combo 

As long as all cards (Adventure, Tavern, or Allies) with dice on them are completed and there is no remaining dice you may Combo. To Combo collect all completed Adventure Cards and Reclaim all dice. Combo only once per turn.
Reclaim: Remove all dice, reroll them and add them to your remaining dice.

Death

If a player’s Life reaches 0, they die and receive a Resurrection Stone. Follow its effects. The player who died retains the Resurrection Stone. At the end of the game, each Resurrection Stone is worth -5 (RP).

Towns
Towns are selected at the beginning of the game, each offering unique themes and varying levels of difficulty, providing players with a wide array of gameplay options. Whenever an Attack the Town effect triggers, move the Town Marker Gem down one. If a Town's marker reaches 0, all players lose.