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Crossing Heroes - How to Play. Clear, Concise, Complete Board Game Tutorial

Meeple University Oct 11, 2026
Transcript 10:00

One of those brave heroes you are venturing out withstanding challenges in the watchful eyes of the gods in Crossing Heroes.

And today we'll be teaching you how to play Crossing Heroes game designed by Johannes Scoopy and Mateo Verdier and published by Cranio Creations.

And hi everyone, it's Stella

and Tarant. Welcome to Meep University.

And hey, if you enjoy this video after watching, like, subscribe, and comments. You know what to do. Now, let's get to the classroom.

In Crossing Heroes, players are heroes of ancient Greek myth. Over eight rounds of play, players will draft trials and skills from the common area, and we'll build them into a personal grid. Line up trials in the same rows and columns as the skills required to complete them to unlock their points and synergize with gold items and glory for even more rewards. Assemble the highest scoring grid of eight trials to be the winner. The game plays with these cards and components. the trial cards, hero cards, item tiles, skill cards, and gold.

Shuffle the heroes and deal one to each player, returning leftovers to the box. Give each player a gold and keep the rest in a central supply. Now, prepare the central market for the trial cards. Make sure they're all flipped to their non-guilded sides with the beige banner at the top and shuffle. Shuffle the skills and items face down. Lay out four trials in a row. Below them, lay out two rows of five skill cards each, arranged like so, such that there are two columns of skill cards partially below each trial. Lay out four item tiles face up. Exactly how you arrange or space these out doesn't matter. Choose a first player and you're now ready to play.

In Crossing Heroes, each player will take a total of eight turns to build up their grits.

You are an ancient Greek hero. Adysius, Perseus, Edypus, all rolled into one, and your aim is to complete as many of the ancient trials as you can. On your turn, you go through the following steps.

Phase one of your turn is to optionally invoke the muses. Most of your turn involves gaining cards and tiles from this market. And if you don't like the choices on offer, that's when the muses come in handy. To invoke the muses, pay one gold and choose any one of the four market rows. That row may be full or as we'll see later, may include some gaps. Discard all cards currently in your chosen row by gathering them up and putting them on the bottom of their deck and then replenish that row to its full capacity. You may invoke the muses any number of times within the same turn and may target the same row multiple times.

The second phase is choose your destiny.

This is mandatory. This is when your hero decides which of the ancient trials they will take on. In this phase, you must choose and take one of the four face up trials from the market. Gain its immediate rewards printed at center bottom. This will be some combination of gold from the supply and skill cards from the columns which adjoin the card you've taken. Here I'd have these four cards available and I could take them in any combination. If your chosen skill card shows a gold, gain one from the supply. Immediately refill the market with trial cards, but not with skills. These remain as gaps in the market for now.

Add your new cards to your grid. First, place the trial. It can and must go in any one of the eight spaces orthogonally or diagonally adjacent to your hero. You can build these up in any order. There is no need for adjacency to each other as long as they're in one of the eight surrounding squares. Skill cards must be placed in available slots around the edge of your grid. At the end of the game, when you have eight trials in your grid, there'll be 12 skill slots available, but they don't become available until after there is a trial card adjacent. As such, if I were placing these now, I'd have only these five slots to choose from.

If when placing you do not have enough slots to play all the skill cards that you're entitled to, then you cannot take all of the cards. Here, I'd only be allowed to take a single card. You may also end up taking less than your full entitlement if there aren't enough cards in the relevant columns. Here, I'm taking two skill cards, but only one is available. or if you voluntarily decide to forego some of the benefit after you finished taking skill cards. If there are now two or more empty columns in the skill card market, this is what triggers the reset. Refill every slot in the market left to right, top to bottom, and gain one gold as reward for being the one to trigger it.

After placing your cards, check for any bonuses or rewards,

and in particular, whether you've completed any of the trials.

A trial is completed as soon as there are at least as many skill icons on all of the skill cards in its row and column, as shown in its top bar. Here, there are two yellow and two blue. Enough to complete the two yellow, one blue requirement. and flip the card. Icons are not consumed in this process. If I were to play this skill, these three blue icons are enough to complete this trial, even though I'd already used those same skill icons on this trial. Completing a trial has no immediate effect, but it unlocks the victory points able to be scored. Now, at the end of the game, the other possible bonus is to complete a set of blessings.

If across all of your trials, whether completed or incomplete, you have one of each of the four god icons, then you collect any item from the face up market at no cost. Replenish from the item deck and keep your new item near your grid, ready to contribute to final scoring. Items are always collected to the side. They don't need to take any place within your grid. You'll take eight trials across the course of the game. And if you take exactly two of each type that will let you take this blessing bonus twice. While you can be gifted items by the gods, it is more likely that you'll be buying them from the shop.

And that's the last step of your turn. Prepare for battle. In this step, you may purchase one item, paying its cost in gold, taking it, replenishing, and storing with any other blessing items. Once you've either purchased or declined to do so, play passes to the next player clockwise. After all players have taken eight turns, the inner parts of their grids will be filled, and it's time for final scoring. Score the points on each of your completed trials. These may grant you a raw number of points. Points based on an objective. So here, for example, it's three points for each Athena trial you've collected, whether you completed it or not.

And some trials score a number of points dependent upon whether you've paired them with a specific item. Here, for example, I would gain five points if I did not have the bow or 10 points if I did. Each item which forms part of any scoring pairs has a number of dots telling you how many pairs it's part of. In the same way, score the points on any of the items you've collected. These could grant you raw points or points based on an objective. Thirdly, each player's hero is matched with the skill of its color, and you'll gain two points for each icon of that skill you have on any skill cards around your grid. Finally, score points for glory, which is indicated by this column icon.

In addition to any items or trials which combo with those glory icons, you'll score 1, three, 6, 10, or 15 points for having 1 2 3 4 or five or more glory icons. The player with the highest score wins. If tied, most leftover gold breaks the tie. And if still tied, victory is shared. Thanks for watching. And if you like this video, maybe you like to watch this next one. Have a great day. Bye.

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