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!
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
Start of Day
Turn Phases
- 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.
- Combo if able, each player may only Combo once per turn.
- End of Turn. You may stop anytime, or if you are unable to place a single dice your turn ends.
- Resolve remaining dice. Gain 1 Life for each [6] and Lose 1 Life for each [1] in your remaining dice.
- Resolve Consequences. Apply the Consequences for each incomplete Adventure Card with dice on them, active player chooses the order in which they resolve.
- Collect completed Adventure Cards.
- Player to the left begins their turn.
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.
Combo
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).