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BASIC ACTIONS

In Twin Realms players cooperate to defeat enemies.
Players will take full turns before the enemies will play.
During a turn you can perform 3 basic actions:
Movement - every character has a basic movement                   value that might be modified by abilities.
Play ability - every character has a deck of 8 ability                   cards which range from attacking, through                shielding, to boosting yourself or allies                    for next turn.
Switch realm - uniquely to the world of Twin Realms,
             characters can shift in and out of spirit                    form to avoid attacks, move through units
              or even through walls.


 

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ABILITY CARDS

Each character in the game has 8 ability cards with top half representing the actions in physical world and the bottom half in spirit world. 
Cards 1 - 4 can be played from the start and they trigger cards 5 - 7 which can be played in the following turn. Cards 5 - 7 trigger the strongest ability 8. 
Any card that has been triggered and not played is reset. 
Any card that has been played goes on cooldown until it is ready to be played or triggered again.


 

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SPIRIT REALM

Once per turn a player can decide to switch between realms.  A figurine represents the character in the physical world and a token the character in spirit realm.
In physical world the characters use physical abilities and deal damage to physical health of enemies. They can carry objects and use pressure plates but cannot move through other physical enemies or allies.
While in spirit world, characters use spirit abilities, their movement value might be different and they can move through other units and even occupy the same square as another spirit ally or enemy. 
In spirit world some walls can be traversed through. 


 

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MONSTER PHASE

After all players perform their actions, monsters attack.
Monster phase starts with a roll of a die to determine which actions the enemies will perform. Each monster has 6 actions described on the sides of their box. After the roll, turn the box to the correct side and follow the simple algorithm to determine their order and focus.


 

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Twin Realms, Act I: The Shard of Death is the first part of an 85 quest campaign. 
In this first act, the first 6 playable characters will progress through a chain of 20 quests. Each quest should take 90 - 180 minutes to complete and is played on a unique board.
Players will tackle traps, puzzles and changing conditions while constantly fighting an ever stronger army of demons.


 

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Players will receive rewards for completing quest objectives and slaying demons. Those can be spent on levelling up, from level 1 up to 12. There are several aspects of your character that can be improved and you will have to choose wisely to build your character to fit your personal playstyle and the composition of your party.
 

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Each ability card has 6 possible upgrades.
At the start of the campaign you will customize each card with 1 sticker and while levelling up you will be adding stickers to specific cards.
It is down to you to choose which aspect you want to upgrade and in which realm.



 

Each character has a primary, luck based passive talent from the start of the game.
At experience levels 4, 8 and 12 you will be able to choose more passive talents that will change the focus of your character's gameplay.



 

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Whenever a character or an enemy performs its attack, the damage is modified by attack modifier dice roll. Those dice are another aspect that the players can upgrade when levelling up.

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Each character has a unique primary passive ability that is decided with the roll of passive dice when specific conditions are met. You can choose to upgrade your passive dice with stickers when levelling up.

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COMBAT

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