In order to play Yarmunheim draft & play you need two or four players.
Shuffle all cards included in the box, except for the heroes and tokens, then give three cards to both players, each player takes a card from amoung them and puts the rest away.
Now repeat this process until all players have 30 cards.
Both player choose one of the heroes now and put them face down on the marked tile of the board.
Draft
Now shuffle your deck, turn your hero face-up and roll the included dice to decide who starts. Both players draw four cards and may put any amount of cards from their hand under their deck and draw that many new cards (this can olny be done once), the starting player gains gold equal to the amount of cards on the board (in the first turn it’s two gold), now the starting player may play cards until they have no gold remaining or move their cards on the board for one gold per tile of movement (units may not move in the same turn, when they where played, uless stated otherwise). In the first turn there is no combat possible, therefor the turn ends when the player has no gold remaining or doesn’t want to spent any more gold (Remaining gold at the end of your turn is removed from you).
Now the second player gains gold equal to the amount of cards on the board and draws a card. He also is free to spend his gold as he wishes.
From now on there is the possibility of combat.
You are alowed to initiate combat with a unit as long as your unit was played at least one turn ago and as long as the target is in range for your attack.
There are three types of attackers in combat:
Melee: May attack any tile directly adjacent (even diagonal).
Ranged: May attack in a straight line.
Caster: May attack only diagonal.
The damage you deal when attacking is printed on the left side next turn your attacktype, e.g. 1d6-1 [3] which means you have to roll a d6 and subtract two from your result, if the final result is lower than the number in brackets you deal damage equal to the number in brackets (in this case three).
Now your opponent initiates a counterattack if his unit or hero fullfills the attack requirement to target the original attacker.
each unit and hero may only attack once per turn, but counterattacks whenever possible.
After the second player ends his turn, the first player gains gold equal to amount of cards on the board again and draws a card. From now on each turn is played like turn two.
The game ends when a hero reaches zero health or a player cannot draw a cards when he needs to.
Play
At last miscellaneous and keywords. As soon as you feel comfortable with the core gameplay you can start to add selling to the game.
Selling: Up to once per turn, you may put a card from your hand in your graveyard in order to gain one gold.
Keywords:
Frantic: Cards with this keyword may move and attack in the turn they where played.
Block: Cards with this keyword take one less damage from attacks.
Sweep: Cards with this keyword deal their attack damage to another adjacent target.
Strike: This ability triggers whenever this cards attacks or counterattacks.
Execute: This ability triggers whenever this card kills a unit.
To battle: This ability triggers when this card enter the board.
Last breath: This ability triggers when this card leaves the board.
Scry: This ability triggers at the end of your turn.