You need:
Agree any size. Use this table as a guide:
| Board | Minions each | Ruins | Deploy rows |
|---|---|---|---|
| 8 | 3 | 4 | 2 |
| 9 to 10 | 4 | 6 | 2 |
| 11 to 12 | 5 | 8 | 3 |
Bigger boards need more bodies, or the armies never meet.
You win if the enemy Hero is slain, whatever slew it. You also win by Steal: end any turn with your piece in your own back row carrying the enemy Relic, however it got there.
The Vigil: The die resets to 6 when HP is lost (yours included), a Relic is picked up or dropped, or a Rite is played. Each full round (a turn each, paired from turn 1) without a reset takes 1 off the die. Every turn ends in this order: end-of-turn effects, win conditions, Vigil. If both players win at once, the active player wins. If the die is at 1 and a round passes with no reset, the game ends and each player scores: +1 for a piece of theirs that carries the enemy Relic in the enemy half, −1 for one in their own half (no carrier, or a carrier on a centre row, scores 0). Higher score wins. If tied, the player whose Hero took less damage wins, then the player with more Minions on the board, then a draw.
Play 1 of your 3 cards in one mode. Set it aside as the new waiting card, and take the old one. Your opponent takes the new waiting card on their next turn and can first play it the turn after that.
If any card offers a legal MOVE, ATTACK, RALLY, or RITE, you must play one. A RALLY, an ATTACK, or a RITE is legal only if you can complete its effect. It still counts as complete if something prevents part of it, or if you decline an optional part, but not if it names something it cannot find. If none is legal, set any one card aside as the new waiting card and take the old one. Nothing else happens. Card text overrides these rules, but a restriction on a card or rule forbids only what it names and implies nothing else. On each player's first turn, they deal no damage, crush included: no card changes that.