Last Updated on October 10, 2025 by The Official Game Rules Team
Hero: Tales of the Tomes is a fast-paced, competitive deck-building game for 2–5 players. Gameplay unfolds in rounds, with each player (a “Hero”) taking turns to perform actions. The goal? Be the last Hero standing when the dust settles.

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How to Play Hero: Tales of the Tomes
What’s in the Box?
Inside the game you’ll find:
- 135 main deck cards (companions, equipment, spells, quests)
- 23 side deck cards
- 15 wooden mana tokens
- 15 wooden armor tokens
- 15 wooden damage tokens
- 5 Hero cards (each with 3 unique ability cards)
- 1 score pad (or use the companion app)
- 1 level tracker die
- 1 instruction guide

Setup
- Choose First Player
Roll the included die, play Rock-Paper-Scissors, or use any fair method. The highest roller (or winner) goes first and takes the level tracker die. - Select Heroes
Beginning with the first player and going clockwise, each player chooses their Hero. Play proceeds clockwise for the entire game. - Prepare Decks
- Shuffle the main deck and deal 5 cards to each player. This is their starting hand.
- If a Quest card appears in your hand, shuffle it back into the main deck and draw a replacement.
- Each player may mulligan once: set aside any unwanted cards, draw replacements, then reshuffle discards into the main deck.
- Side Deck
Place the side deck within reach of all players. Do not shuffle—it’s accessed by specific abilities. - Tokens & Graveyard
Place mana, armor, and damage tokens in a shared pool. Leave space for the discard pile (called the Graveyard). - Score Pad / App
Track health with the included score pad or the official Hero: Tales of the Tomes app.
You’re ready to play!
Player Turn Structure
Each turn is divided into three phases: Start Phase, Play Phase, End Phase.
1. Start Phase
- Leveling Up: At the beginning of the first player’s turn, all Heroes increase their level.
- On even levels, each Hero chooses a new ability card to reveal.
- On odd levels, Heroes gain stat boosts (mana, armor, attack) shown on their Hero card.
- Reset “once per round” abilities.
- Mana and armor return to maximum.
- For the active player: reset “once per turn” abilities, trigger “start of turn” effects, companions stop defending, and draw 1 card (no hand limit).
2. Play Phase
Now the action begins—play companions, spells, and equipment, and launch attacks. Order is flexible, but you must follow these rules:
- The combined level of companions and equipment played cannot exceed your Hero’s current level.
- Spells require sufficient mana. Mana replenishes only at the start of your next turn.
- Each Hero and companion may attack once per turn.
- Buffs and quick-cast spells can be used to empower allies or hinder opponents.
Example: On your turn, you might cast a spell, attack with a companion, equip gear, then launch a second attack with your Hero and another companion.
3. End Phase
- Resolve “end of turn” abilities.
- Assign your companions as defenders for the next round (companions that attacked may still defend).
Then play passes clockwise. Once every player has taken a turn, the round ends, the level tracker die increases by one, and a new round begins.

Card Types
Heroes
- Each Hero has a unique playstyle: some excel at spells, others thrive with multiple attacks or companion synergies.
- Hero cards show health, attack, mana, and armor. These stats increase at odd levels.
Companions
- Allies that attack, defend, and bring powerful abilities.
- Their level requirement is shown on the card.
- Health and attack stats are also listed.
- Can act immediately when played; no limit to how many you can summon.
Equipment
- Weapons and armor that attach directly to your Hero.
- Provide buffs and new abilities.
- No limit to how much equipment your Hero can carry.
Spells
- Buff Spells: Attach to companions, lasting until that companion dies.
- Quick-Cast Spells: Can be played any time, on any turn, allowing interaction with other players’ actions.
- Spells go to the Graveyard once resolved.
Quests
- Trigger global effects as soon as revealed.
- May create buffs, challenges, or offer valuable rewards.
- If multiple cards are drawn at once, set aside any revealed quest cards until the drawing is finished, then resolve them.
Combat
Attacking
- Declare which Heroes/companions are attacking and who they target.
- Defenders may respond with quick-cast spells or abilities.
- Combat damage equals the attacker’s attack value against the target’s health.
- Units reduced to 0 health are destroyed.
- If an attacker dies before damage resolves, it deals no damage.
Defending
- Companions can shield Heroes or other companions, absorbing damage with their combined health.
- Only the target of the attack takes damage unless the attack specifies otherwise.
Responses
When a spell is cast or an attack declared, any player may respond by triggering abilities or casting quick-cast spells. Responses resolve last-in, first-out. Example:
- Player 2 plays a companion.
- Player 1 responds with a quick-cast damage spell.
- Player 3 responds again, countering Player 1’s spell.
- Player 3’s response resolves first, nullifying Player 1’s spell, so Player 2’s companion survives.
Abilities
- Active Abilities – Activated by paying their cost, can be used any time.
- Passive Abilities – Always active while the card is in play.
- Triggered Abilities – Happen automatically when certain conditions occur.
- Keyword Abilities – Special shorthand abilities (Alacrity X, Hinder, Retaliate, Unequip) explained in the rulebook.
Winning the Game
The game continues until only one Hero remains alive. That Hero is declared the victor!
Though the variety of actions can seem overwhelming at first, the repeating turn structure makes the game quick to learn. With practice, you’ll master your Hero’s strategy, summon powerful companions, unleash devastating spells, and prove yourself as the ultimate Hero of the Tomes.
Yes, your Hero and each companion can attack once per turn. You can combine attacks in any order using your Hero and companions, but each may only attack once unless a card effect specifically allows extra attacks.
If a quest card is revealed while you are drawing or resolving another effect, set it aside and finish the original effect first. Once resolved, the quest’s instructions activate immediately and any rewards are applied once it is completed.
Yes. As long as the combined level of companions and equipment does not exceed your Hero’s current level, you can play them in any order on your turn.
“Once per turn” abilities reset at the start of your turn.
“Once per round” abilities reset at the start of each round, during the first player’s start phase.
Passive abilities are always active while the card is in play.
Combat damage is only dealt by your Hero or companions during an attack. Spells and abilities can deal additional damage, but it is not counted as combat damage. Defending companions reduce damage to the Hero or other companions they are protecting.
Yes. Companions that attacked during your turn can still be assigned to defend your Hero or other companions for the upcoming round.
Only for quick-cast spells or active abilities that specify they can be used out-of-turn. Normal spell casting is limited to your own turn.
If your Hero is defeated, you are eliminated from the game. The last Hero remaining wins.

