Uprising: Curse of the Last Emperor
👥 for 1-4 Players
✅ 20 Questions Answered
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Mode: inferred
Mode: inferred
If a player’s units are in the Chaos or Empire Graveyard at the end of the game, are they considered eliminated for scoring purposes, or do only Havens and VP matter?
Mode: inferred
If a player has reached their limit of 10 Feats and Items and draws new ones during the Build Phase, when must they discard down and can they choose which to keep after seeing the new cards?
Mode: inferred
During combat, if both sides would be simultaneously destroyed in the same combat round, which side is considered the winner for the purposes of removing Havens and awarding VP?
Mode: inferred
If a hex has ongoing effects (like from a Sea Tower) and then gains a Curse, do those ongoing effects persist regardless of the Curse?
Mode: inferred
When a Legion is placed and all players already have Targets, and its Target is placed on The Capital, does it ever retarget to a player’s Haven if one becomes available later?
Mode: inferred
If a Legion or Horde is destroyed by an effect outside of combat (such as a card or quest), does the player who triggered the effect receive the VP and bonuses listed on the card?
Mode: inferred
When a Haven is removed during the Nemesis Phase by an enemy but the player still has units on the hex, do those units remain, and if so, can they be commanded or built upon in subsequent turns?
Mode: inferred
If a Quest or Item effect allows a player to flip or explore a hex remotely (not with a Hero present), who receives any immediate explore benefits or makes choices for that hex?
Mode: inferred
When a Legion or Horde’s Threat would be increased above 7 due to an effect, and the relevant faction gains VP instead, does this also trigger any other effects associated with increasing Threat?
Mode: inferred
If a player’s only available AP is used to Trade for Salt, are they still required to take another action that turn, or can they end their turn after Trading?
Mode: inferred
If a player has more than one eligible hex for placing a Garrison, Skeleton, Legion, or Horde as a result of an effect, who makes the final placement decision?
Mode: inferred
Can units that are Commanded onto a hex containing both a Garrison and a Legion (or Skeleton and Horde) retreat or move away if they survive the first combat but not the second, or must both combats be resolved sequentially?
Mode: inferred
If a hex is both unexplored and cursed, can it ever be explored or have a Haven built there again if the Curse is later removed?
Mode: inferred
If a player’s last Haven is removed from the board, what happens to that player’s units and can they re-enter the game by building a new Haven?
Mode: inferred
When a combat occurs involving more than two factions (for example, Chaos, Empire, and a player), what is the correct order for resolving combats and handling destroyed units?
Mode: inferred
If a Legion or Horde is activated but cannot move closer to its target or The Capital due to impassable terrain or blocked hexes, what happens?
Mode: inferred
If a Haven is removed from a hex that also contains a Wall and Tower, but the cause is a Curse placement rather than combat, are Walls and Towers also removed and do they provide any defense benefits?
Mode: inferred
When activating a Legion or Horde with multiple possible movement options of equal priority, who decides the path, and is there a default tiebreaker?
Mode: inferred