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HG: Manual

You open the manual and turn to page 1, which reads:

What is Honor and Glory?
Honor and Glory is a game of miniature combat played between two people using miniature game pieces to represent the combatants.

What is needed to play a game?
Each player will need the following to play a game.
1) a hero game piece.
2) several Honor and Glory game pieces.
3) a copy of this manual.
4) a set of dice.
5) honesty in tracking your statistics during play, if you attempt to cheat other players may decide not to play with you.

New game piece will be released from time to time, keep an eye out for the Gamesmith or other traveling merchants selling new pieces.

Explanation of a playing piece is on the next page.

You open the manual and turn to page 2, which reads:

Each game piece has several statistics and informative words on its base. Below is an example of a basic piece.
EX. A Goblin Archer Miniature reads - Cost 2, Evil Goblin Minion, Att. 1, Def. 0, HP 5

Cost is how much of your gold pool it will take to bring the piece to play.

This piece is considered Evil and can be targeted by abilities that specify that the piece has an evil alignment. Pieces may be Good, Evil or Neutral in alignment.
This piece is a Goblin and can be targeted by abilities that specify that a piece have goblin as a type.
This piece is a Minion and can be targeted by abilities that specify that a piece have minion as a type.

The attack level of this piece is 1. This number would be added to your attack roll as described later in this manual.
The defense level of this piece is 0. This number would be added to your defense roll as described later in this manual.
This piece has a total of 5 hit points or HP, when this piece takes 5 or more total damage it is eliminated from play.

There are several other types of terms that may appear on a game piece.

Generator - This type of piece adds something to the player's side during his/her turn. Each player is only allowed to have 1 generator type piece in play.
Hero - This piece is a requirement for the game and each player only controls one per game. It is the most important piece to each player as you loose if your hero is eliminated. Most heroes have a special ability as well.
Special - A piece with this term has a special ability it can use in place of its standard attack. Some special abilities may only be used once in a game.
Unique - This designates a rare and extremely powerful piece. Each player may only control one unique during a game.

An explanation of game play is on the next page.

You open the manual and turn to page 3, which reads:

Each player starts with their hero piece in play, and 20 gold in their gold pool. No other piece should be visable at this time.

The two opponents should each roll their dice to determine who has the first turn. The one with the highest roll should go first.

Each turn is composed of phases. Summoning, Activating, and Attack. Each player should state aloud every thing they are doing for the other player to know as they may also be tracking your pool to keep you honest.

Summoning Phase - The player whose turn it is may use part of their gold pool to summon a piece into play. The cost of that piece is then subtracted from their total gold pool and the piece is placed into view of the other player. Any piece that is summoned is unable to attack or use special abilities the turn that it is summoned.

Activating Phase- The player may at this phase use any applicable special abilities from pieces that were summoned before this turn. If the player controls a generator that has been summoned on a previous turn it may do its special ability at this time.

You open the manual and turn to page 4, which reads:

Attack Phase- If the player chooses he or she may during this phase attack with any piece that did not use a special ability and was not just summoned this turn. The player must announce which piece is attacking and what it is attacking. You may only attack the enemy hero if that hero controls no minions. If your opponent has minions in play those must be eliminated first before their hero may be attacked. A player may choose not to attack with every piece that is capable of attack that turn if they wish.

To determine if your attack is successful you roll your dice and add the pieces attack value to the result, your opponent rolls his/her dice and adds the targets defense value to the result. If your resulting number is higher than theirs then your piece scored damage against the target. To determine how much damage was dealt you subtract their defense result from your attack result and whats left is the damage left.

EX. Player A attacks Player B's Thief with his Mage. The mage has an attack value of 2 and the Thief has a defense of 2. Player A rolls his dice and gets a roll of 7 and adds the attack value to that to get 9. Player B rolls his dice and gets 3 and adds his pieces defense value to it and gets 5. Since the defender's number is lower than the attacker's, damage is dealt. 7-5=2 damage dealt to the thief piece. The player then records that the thief has lost 2 HP, if this has reduced the piece to 0 it is removed from play if not then it stays with the new HP total as recorded until it is reduced to 0.

This would end the first player's turn and the whole process begins again with the second player. And so on, until one player's hero piece is eliminated from play. When a hero is eliminated then the player who owned that hero has lost the game.

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Page last modified on May 03, 2012, at 06:09 PM EST