AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Defenders of the Realm is a cooperative fantasy board game where 1-4 players take roles as heroes defending Monarch City against four invading armies led by enemy Generals: Orcs, Dragons, Demons, and Undead. Players use strategy, special abilities, card play, and dice to fight minions, heal tainted land, complete quests, and ultimately defeat all four Generals before any reach Monarch City. As each General is defeated, the remaining forces grow stronger and faster.
Each turn has 3 steps:
Refresh all face-down Life Tokens. Perform actions equal to your active Life Tokens (turn each face down when used).
Draw 2 Hero Cards (hand limit: 10 cards).
Draw 2 Darkness Spreads Cards and resolve them in order. These add minions, move Generals, or trigger special events.
Each action costs 1 Life Token unless noted:
| Action | Effect |
|---|---|
| Move by Foot | Move 1 space to adjacent location |
| Move by Horse | Discard card with Horse icon; move up to 2 spaces |
| Move by Eagle | Discard card with Eagle icon; move up to 4 spaces |
| Move by Magic Gate | Discard card with Gate icon to move to that location or any gate; OR move between gates for free (1 action, no card) |
| Build Magic Gate | At a location, discard matching location card to place a gate token |
| Rumors at the Inn | At an Inn: call a color, draw 2 cards per action (max 2 actions/turn). Keep matching color + Purple cards |
| Heal the Land | At tainted location: discard matching color card, roll 2 dice; 5+ on either removes 1 Tainted Crystal |
| Heal Wounds | Monarch City/Inn = full heal; other safe location = heal 2 Life Tokens |
| Engage Minions | 1 action to attack ALL minions at your location. Roll 1 die per minion (matching color) |
| Attack General | At General’s location (no minions present): play Hero Cards with General’s portrait; roll dice per card |
| Special Skill | Use hero’s unique ability (may cost 1+ actions as noted) |
| Complete Quest | At quest location with requirements met: complete and score |
| Enemy | Color | Roll Needed |
|---|---|---|
| Orcs | Green | 3+ |
| Demons | Red | 4+ |
| Undead | Black | 4+ (plus Fear) |
| Dragonkin | Blue | 5+ |
Play Hero Cards bearing the General’s portrait. Roll dice shown on cards. Each hit (meeting the General’s combat requirement) moves the wound marker. Multiple attacks may be needed. Failure triggers the General’s Failure Penalty.
Defeat all 4 Generals.
While all players win/lose together, the player with the most completed Quest Cards + defeated Generals is the King’s Champion. Tiebreaker: most quests completed.
Turn Sequence: Daytime (Actions) → Evening (Draw 2 Hero Cards) → Nighttime (Draw 2 Darkness Spreads Cards)
Minion Defeat Rolls: | Color | Enemy | Needed | |——-|——-|——–| | Green | Orcs | 3+ | | Red | Demons | 4+ | | Black | Undead | 4+ | | Blue | Dragonkin | 5+ |
Loss Conditions: General in Monarch City / Can’t place minions / 12 Tainted Crystals / 5 minions in Monarch City
Heroes: Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer, Wizard