Campaign Format Rules

PLEASE READ: Campaign Format is an additional game format built on the Arena Format (base) rules. If you have not become comfortable with the game's base rules, it is highly recommended that you wait until after playing the Arena format game and rule set to review the Campaign Format rules below.

Campaign format encompasses the entire Heroes of Havokk experience and includes all the game’s Basic and Advanced rules. The following section is considered the “Advanced” rules of the game and is specific to the Campaign Format. This format allows players to create their own adventures on Havokk (or anywhere else!), using the game’s existing cards and game rules to create an ongoing story with multiple game sessions. 

 

The Campaign format is designed to simulate the tabletop-RPG experience by using game elements such as Character physical, psychological, and emotional statistics. You can create social and economic events, game elements affected by these characters, and their actions. Towns, Cities, Villages, Ancient Orders, Renegade Deities, and a wide array of other things are included in the design of the game, but also on that note, the format is designed for you and your play group to be able to customize this experience to include or exclude any content. As the game continues to grow and player feedback is provided, additional rules and scenarios will be added to the Campaign Format ruleset.

 

The section below includes the changes specific to the format. The other sections of the campaign Format rules are linked below. Because of the large amount of documentation for the complete ruleset associated with Campaign Format, they have been divided into individual sections/chapters for easier referencing during gameplay and for learning.

 

In an ongoing effort not to extort players' wallets, the Campaign Format rules are being released in this online format so that all players have access to the rules without having to purchase additional guides, books, or content, which over time may require change or be removed altogether as game balancing occurs. Choosing to instead offer the rules in this format means that we can update the rules, make corrections and updates as needed, and have a readily available and up-to-date resource for everyone to enjoy without having to print a new copy of the rules regularly. This is also designed to prevent unnecessary printing and production that is harmful to the environment.

Because of the specific rules associated with this format, it is recommended that you review all of the Campaign Format content to completion before setting up a Campaign game. The following rules are for Advanced Heroes of Havokk players who have familiarized themselves with the basic game rules, Arena, and Quest Format rules.

  • The campaign format is for 1-8 players (a minimum of 4 is recommended).
  • Before the Campaign begins, a player will be elected to become the game’s Lore Master. The Lore Master determines the progression of the Campaign story and game sessions by arranging three (3) specific decks per game round: Encounter Deck, Loot Deck, and Lore Master (Hero character) deck. (Additional instructions: Encounter Decks and Loot Decks are included later in this section.)
     

If playing a solo Campaign Format adventure, you decide which characters are part of the Player Party and which are the Lore Master's characters.
 

Lore Master

The Lore Master is the player who runs the Campaign format game experience. For a consistent experience, it is recommended to use the same player as the Lore Master throughout each campaign from start to finish. The Lore Master is responsible for creating the required decks, storyline, and specifics of each Campaign format game. When there is a question of the rules or a dispute between players, it is the responsibility of the Lore Master to resolve these conflicts when they occur and continually encourage players to work together, no matter how difficult their opposition is (in-game or to each other).

 

For more information about the Lore Master role, please visit the Lore Master Rules page.

 

  • A game round is defined as a single game session.
     
  • A Campaign format game begins at Player Level 1, unless you are resuming a Campaign format game or specified otherwise.
     
  • Lore Master players have an additional turn step, the Plotting Phase.

 

Plotting Phase

  • Lore Masters have an additional step to their turn structure, referred to as the “Plotting Phase.” The Plotting phase is considered a part of the Lore Master’s turn only and is inserted between the Beginning and Action Phases of that Player’s turn.
  • The Plotting Phase consists of:
    • The Plotting Phase begins after the Lore Master player's Beginning Phase.
    • First, if any effects or abilities resolve "at the beginning of your Plotting Phase" or at the beginning of an Opponent's plotting phase, resolve those abilities now.
    • Next, the Lore Master reveals the top card of the Encounter Deck. They may play this card. If they do not, it is removed from the game.
    • Then, if any effects or abilities that resolve "at the end of your Plotting Phase" or at the end of an Opponent's plotting phase, resolve those abilities now.
    • The Plotting Phase ends. The Lore Master player's Action Phase begins.

The Encounter deck is a special deck that is constructed per round and should be designed to synergize with the Lore Master’s Hero character deck. The Encounter deck is intended to act as a resource available to the Lore Master specifically, and the cards included in the Encounter deck are used during the Plotting phase of the turn, added to the Lore Master’s turn structure.

 

Encounter decks are up to thirty (30) cards. Cards included in the Encounter deck must be cards that the Lore Master could play per the game’s basic rules. This means applying restrictions such as following Alignment-specific rules and the total number of allowable copies of a card.

  • The Encounter deck is its own deck, so if a card has a restriction of only being able to include 2 copies, this means you could only have 2 copies in your Encounter deck.
  • Also, if you're only allowed 2 copies of a card, you cannot use any additional copies in your Lore Master Hero character deck, or vice versa. 2 copies only means "2 copies only" for all decks the player controls.

At the end of each round, cards included in the Encounter deck for that round are removed from the Campaign, in the context of gameplay effects and rulings.

 

How to use the Encounter Deck

  • After any "at the beginning of your Plotting Phase" type of effects have resolved, the Lore Master player reveals the top card of the Encounter Deck and chooses whether they want to play the card or remove it from the game.
    • Playing this card does not use any of the Lore Master's Actions for the turn.
    • If a special effect or ability allows the Lore Master to draw additional cards from the Encounter deck, resolve each card before moving on to the next draw from the deck.
  • The Encounter deck has its own game zone. It is not part of the Lore Master’s Hero character deck, Loot deck, discard pile, hand, in play, or banish zone.
  • Encounter deck cards cannot be placed anywhere other than in play once drawn from the Encounter deck (if an applicable card type would allow, e.g., Character, Item, Ritual). If an Encounter deck card leaves play for any reason, it is removed from the game.
  • A Lore Master may choose to use the same Encounter deck between rounds. Cards played and game effects created by each round’s Encounter Deck do not carry over into the next round, as they are also not affected by previous rounds.

Tips for a Dynamic Encounter Deck

  • The Encounter deck effectively serves as a sideboard to play each turn that is relevant to your Lore Master schemes. When building your Encounter deck, I recommend theming the cards around a specific story or character design whenever possible. The Encounter deck, though it can be seen as an extra 30-card “stash” of sorts for the Boss, you’re not able to search, shuffle, or view this deck (except for special Lore Master abilities). If you rely on specific cards for your Hero to shine, it wouldn’t be a good idea to rely on the Encounter deck to supply these cards to you, even if they are free to play for the player.
     
  • For some Boss encounters, legions of enemies might be their key to victory. For others, a powerful array of spells. When deciding what cards to play in your Encounter deck, consider what cards will synergize with your Lore Master Hero character card. Sometimes, just having that extra layer of minion-faithfulness between you and a Hero’s weapon makes the difference. Build an Encounter deck that will enhance your experience, even if it’s just for you. You deserve it: you’re the Boss. 

The Loot deck rewards Non-Lore Master players (Player Party) for accomplishing round-specific tasks and defeating opposing characters. Players from the Player Party draw these cards during the game and can use them during the game round or exchange them at the end of the round for rewards. Loot decks may include the following card types: Character, Spellcraft, Item, and Token.

An example Loot deck might contain X cards per round, where X = 5 times the number of non-Lore Master players in the Player Party. The game’s Lore master determines the size of the Loot deck, but there is no minimum or maximum size to this deck.

 

How to Use the Loot Deck

  • Lore Masters decide which specific deeds, accomplishments, or tasks completed during gameplay warrant the Party being rewarded. At minimum, when the party defeats an opposing character. If the opposing character has an EXP value of 8 or greater, draw two (2) cards from the Loot deck instead.
  • Cards drawn from the Loot deck are placed into a special in-game zone known as the Stash. All non-Lore Master players in the round have access to the Stash cards. Treat these cards as though they are being played from a player’s hand for game effect purposes (e.g., "When you play a card from your hand, heal 1 damage" would be triggered when you play a Stash zone card).
  • Cards are played from the Stash following normal game rules applied to playing cards and timing rules.
  • Cards in the Stash cannot be discarded by other game effects as if they were in a player’s hand. These cards do not count towards the total number of cards in a player’s hand, and do not count as being included in a player’s hand for effect purposes.
  • The Loot deck has its own game zone. It is not part of the Lore Master’s Hero character deck, Encounter deck, discard pile, hand, in play, or banish zone.
  • Loot deck cards cannot be placed anywhere other than in play once drawn from the Loot deck (if an applicable card type would allow, e.g., Character, Item, Ritual). If a Loot deck card leaves play for any reason, it is removed from the game.
  • Lore Masters may choose to use the same Loot deck between rounds. Cards played and game effects created by each round’s Loot Deck do not carry over into the next round, as they are also not affected by previous rounds

Tips for a Dynamic Loot Deck

  • Create story-specific moments by offering alternating Loot deck structures. How you reward your players and what you reward them for is ultimately up to you and your play group. You can also opt to create your own Loot structure. Instead of offering players rewards through a Loot Deck, you could alternatively discard cards from the Encounter deck, implying that the player’s success has thwarted the villain’s plot. The more creative the reward, the more rewarding the experience.
     
  • *One Idea for the Loot deck would be to use Tokens, such as Gold tokens, to represent rewards in varying gold values. You could also use specific game tokens or custom tokens to represent various story-specific events. An example reward table can be found in the Items & Equipment page.

The Lore Master Hero character deck is designed and constructed in the same way as an Arena format Heroes of Havokk game deck would be. Because the nature of the Campaign format is an immersive, story-driven experience, we recommend that your Lore Master Hero character deck be thematic, more than over-the-top powerful.

 

Though it does feel nice to win, it is also fun for all players to offer a rewarding experience, and your players will appreciate their “Boss” encounters being something they can accomplish if they work together.

 

Tips for Thematic Lore Master Hero Decks

  • To scale the conflict with your player audience, I recommend incorporating the Boss Abilities from the Quest Format into your Campaign Format experience. As a general guideline, I recommend that you scale the Boss Difficulty level from the Player Party's level.
    • When utilizing Boss Abilities, these can enhance the ominous presence of your Lore Master Hero character. Not every round has to bring about a world-shattering titan for the players to conquer, but when you do take advantage of these unique abilities, they can enhance both the storytelling experience and strike fear in your players.
       
  • When constructing your Lore Master Hero character deck, if you have already got your heart set on a specific set of Boss Abilities and your playgroup is using them as described, it’s not a bad idea to work in some synergy with these abilities. Since you know you can’t lose them, these offer a powerful set of perks that can bring out some big combos through powerful synergies.
     

  • It’s always tempting to be “that guy” who board-wipes and devastates the game handily. It feels good to win, and it feels even better to win consistently. However, in the interest of fair gameplay, I strongly recommend that you build a deck that captures the character and gameplay experience you are hoping for instead of always being the winner.
     

  • I would also say, “Don’t break it.” You can make a good deck and have a great time with your friends without making it a bad experience for them by always having an overpowered deck. Give yourself a challenge just as much as you would provide your opponent’s so that everyone feels like they win, even the Bad Guy.

The Lore Master may use their discretion on how to best handle certain situations, such as a conversation. In reality, they don’t usually have a specified order of who can talk or when; the exchange is based on who is participating and the topic of conversation. However, like with other situations, timing is critical for many game effects and purposes. A character’s Vigor stat contributes to their overall speed rating and affects how turn order is applied (check out the Characters & Companions section of the Campaign format rules for information on Campaign-specific stats).

 

Aside from the standard clockwise turn order beginning with one player, there are two methods a play group can choose to use for their Turn Order. This is something the game’s Lore Master should confirm with the group before beginning the Campaign format adventure.
 

Option 1: True Order 

  • When it is necessary to determine turn order per game round, combat scenario, or other situation, characters first make a Vigor check. Then, from the highest Vigor check value to the lowest between all players, each player is ordered until all players and characters have been placed in order. Then, each player takes their turn per the designated turn order. Once the turn order has been established, it is not changed or reorganized unless stated otherwise by the Lore Master. 
  • The advantage of this turn order method is that it feels more realistic to an “In the moment” experience. It does require more tracking for consistency, as this does not always follow the clockwise or round robin logic of most games. It is the Lore Master’s responsibility to track each player’s Vigor score and determine the game’s turn order.
     

Option 2: Party Order

  • Alternatively, the Lore Master may choose to use a “Party” turn order system, where the players are divided into two distinct parties: the Lore Master party and the Player Party. In this scenario, the Lore Master’s Vigor check is compared against the highest value of the Player Party’s Vigor check values, and the higher of the two proceeds first in the turn order.
  • The Player party then takes their turns, starting with the character that got the highest Vigor check and then proceeds through each player in the party, ordered from highest Vigor score to lowest, until all players in the party have taken their turn.
  • The advantage of this turn order falls in favor of the player party and is the standard turn order we recommend for first-time players or a more cohesive team experience. Because the Player Party allows all players who aren’t the Lore Master to take their turns sequentially, this allows for more synergy between their characters, cards, and abilities. The camaraderie also helps to counterbalance the Lore Master’s Encounter deck (the resource made available to them to balance the Turn Order in turn).
     

Special Circumstances

  • There are times when it is critical to the game’s story or the Lore Master’s design that events happen a specific way or at a specific time. In these scenarios, the Lore Master may use their discretion to reorder the turn order. If this is to be done, the Lore Master should discuss this with the player party before the game round so they understand that the specific turn order is part of the designed challenge.
  • If there is ever a tie of Vigor scores or the expectation of when two players would take their turn at the same time, perform a Fate check between these two players to determine turn order.

The remainder of the Campaign Format Rules are linked below and at the bottom of each Campaign Format rules page. Each section contains the comprehensive rules for each of the game's main elements. Each section related to game cards includes descriptions of the game cards and how they are affected by the Campaign Format. To see only the card images, please visit our Card Library.

Using the Cards

Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.

 

Expanding your Realm

Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.

 

Lore Master Rules

Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.