
An assortment of Glyphs.
Glyphs are a game piece featured in all Heroscape master sets, which add several different categories of powers to the game. They may be placed Power-Side-Up (faceup), or Symbol-Side Up (facedown). Glyphs are stationary unless otherwise stated in a scenario. When a figure moves onto a glyph, it is turned Power-Side Up if it was not already, and the powers are used immediately. Glyph powers affect the figure's entire army unless otherwise stated.
There are Permanent Glyphs, which apply an effect at all times, and Temporary Glyphs, which take effect only once and then are removed from the game. The Dungeons and Dragons subtheme would add Treasure Glyphs, which are carried on a figure's Army Card. Lastly, some glyphs are Artifacts, whose powers are determined by the specific Scenario being played.
Permanent Glyphs[]
These Glyphs remain on the battlefield at all times. While a figure is standing on a Permanent Glyph, the effect listed is applied to that figure's whole army. When a figure moves on to a Permanent Glyph, their movement ends immediately, and the glyph is flipped Power-Side Up if it was not already. As with other game effects, Special Attacks are not modified by glyphs.
Rise of the Valkyrie[]
- Glyph of Astrid (Attack +1): For each figure you control, roll one extra attack die.
- Glyph of Brandar (Artifact): The rules of this Glyph vary, depending on the Scenario.
- Glyph of Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll.
- Glyph of Gerda (Defense +1): For each figure you control, roll one extra defense die.
- Glyph of Ivor (Range +4): For each figure you control with a Range number of 4 or more, add 4 to the Range number.
- Glyph of Valda (Move +2): For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph).
Malliddon's Prophecy[]
- Glyph of Jalgard (Defense +2): For each of your figures, roll two extra defense dice.
- Glyph of Lodin (Lucky 20-Sider): Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll.
- Glyph of Rannveig (Wind): All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.
Swarm of the Marro[]
- Glyph of Crevcor (Common Attack +1): All common figures in your Army may add one extra attack die when attacking normally.
- Glyph of Thorian (Thorian): All opponents' figures must be adjacent to your figures to attack your figures with a normal attack.
- Glyph of Proftaka (Pit Trap): Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Proftaka only if a friendly figure occupies an adjacent space.
- Glyph of Ulaniva (Unique Attack +1): All unique figures in your Army may add one extra attack die when attacking normally.
- Glyph of Wannok (Wound): At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.
Age of Annihilation[]
- Glyph of Brandar (Artifact): The rules for this Glyph vary, depending on the Scenario.
- Glyph of Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll.
- Glyph of Rannveig (Wind): All figures with the Flying Special Power lose this power and cannot Fly while a figure is standing on the Glyph of Rannveig.
- Glyph of Xenithrax Vines (Vines): If a Huge figure moves onto this Glyph, this Glyph is immediately removed from the battlefield and that figure may continue its movement. Figures standing on this Glyph roll 1 fewer attack die and 2 fewer defense dice. When a figure on this Glyph moves off of the Glyph, roll one attack die. If you roll a skull, that figure takes one wound. Remove this Glyph from the battlefield after a figure moves off of it, or at the end of the round if a figure is standing on it.
- Glyph of Yadulkia (Disengage): Your figures are never attacked when leaving an engagement.
Temporary Glyphs[]
The power of a Temporary Glyph takes place only once. When one of your figures moves onto any of these Glyphs, follow its rules, then remove it from the game.
Rise of the Valkyrie[]
- Glyph of Erland (Summoning): When one of your figures stops here, you may "summon" any other figure (yours or your opponent's) by moving it to a space adjcaent to the figure on the Glyph. The summoned figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you can't use the Summon power.
- Glyph of Kelda (Healing): Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all Wound Markers from its Army Card. This glyph cannot be placed symbol-side up in any scenario you may create.
- Glyph of Mitonsoul (Massive Curse): For each figure on the battlefield (yours and your opponents'), roll the 20-sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe.
Malliddon's Prophecy[]
- Glyph of Sturla (Revive: One at a time, roll the 20-sided die for each figure destroyed in this battle (yours, your teammates' and your opponents'). If you roll a 19 or 20, place the figure in any starting zone of your choice. If you roll 1 through 18, the figure remains destroyed.
Swarm of the Marro[]
- Glyph of Nilrend (Negation): When one of your figures stops here, you may choose any opponent's unique figure. Roll the 20-sided die. If you roll a 1 - 4, nothing happens. If you roll a 5 - 20, place the Gold Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the rest of the game.
- Glyph of Oreld (Intercept Order): When one of your figures stops here, roll the 20-sided die. If you roll a 1 - 9, nothing happens. If your roll a 10 - 20, you may remove one random Order Marker from an opponent's Army Card.
Age of Annihilation[]
- Glyph of Felaron (Glyph Removal) Remove any other Glyph from the battlefield.
- Glyph of Haukeland (Healing) When one of your figures stops here, you may remove up to 3 Wound Markers from across any of your Army Cards.
- Glyph of Mitonsoul (Massive Curse): When a figure lands on this Glyph, all players must roll the 20 sided die for all their own figures. If a 1 is rolled, than that figure is destroyed. On a 2 or higher, that figure is safe.
- Glyph of Quillivon (Sudden Movement): Choose up to 3 of your figures other than the one on this Glyph. You may move each of the chosen figures up to 5 spaces.
Marvel Artifact Glyphs[]
The 2007 game set Marvel: The Conflict Begins came with two more bright yellow Artifact glyphs.
- Object of Power (Artifact): The rules for these Glyphs change for each scenario.
- Mysterious Item (Artifact): The rules for these Glyphs change for each scenario.
Treasure Glyphs[]
The Dungeons and Dragons master set Battle for the Underdark introduced Treasure Glyphs. Treasure Glyphs are normally mobile and can be carried by a Unique Hero unless otherwise stated in a scenario. Treasure Glyphs come in three varieties: Permanent, Temporary, and Ancient Artifact.
Treasure Glyph Rules[]
Treat Treasure Glyphs as normal Glyphs with the following exceptions:
- Only Unique Hero figures can attempt to pick up or activate Treasure Glyphs. Uncommon figures are considered Unique for this. Other figures can land on spaces with Treasure Glyphs on them, but they cannot attempt to pick them up or activate them unless otherwise stated.
- A Unique Hero figure that ends its movement on a space with a Treasure Glyph may attempt to pick it up or activate it, depending on the Treasure Glyph’s individual rule. Treasure Glyphs do not force figures to stop when moving onto them.
- If playing a Scenario with Traps, when attempting to pick up or activate a Symbol-Side Up Treasure Glyph, you always roll for a trap before revealing it. You never roll for a trap on a Power-Side Up Treasure Glyph.
- Treasure Glyphs that have been placed on a figure’s Army Card affect only the figure that is carrying them unless otherwise stated.
- Treasure Glyphs cannot be traded between figures. Treasure Glyphs must first be dropped by one figure (either voluntarily while moving, or by the figure being destroyed—see below), and then picked up by another figure at a later time.
- A Unique Hero can carry any number of Treasure Glyphs.
Treasure Glyph Trap Rules[]
If you are playing a Scenario with specified Traps, when a figure tries to pick up or activate a Symbol-Side Up Treasure Glyph, before revealing it, you must roll a 20 sided die.
On a 1-5, you set off the trap! Leave the treasure Glyph symbol-side up. The scenario-specific trap takes effect. On 6 or higher, you don’t set off the trap, and the figure reveals the Treasure Glyph and places it on his corresponding Army Card. That figure now controls the Glyph.
Dropping Treasure Glyphs[]
At any point during a figure's movement, you may place a Treasure Glyph power-side up on a space the figure occupies. That figure may now continue its movement. You cannot drop a Treasure Glyph onto a space that already has another Glyph on it.
Losing Treasure Glyphs[]
If a figure carrying a Treasure Glyph is destroyed, the Glyph is placed power-side up onto a space the figure last occupied. If the space already has a Glyph on it, the Treasure Glyph(s) the figure was carrying is destroyed.
Permanent Treasure Glyphs[]
Permanent Treasure Glyphs will give the figure certain abilities as long as they are carried:
- Heroic Rune (Attack +1): This figure adds 1 additional attack die when making a normal attack.
- Talisman of Defense (Defense +1): This figure adds 1 additional defense die when defending.
- Brandar’s Chest (Artifact): The rules for this Treasure Glyph vary, depending on the Game Scenario.
- Holy Symbol of Pelor (Attack +2 vs. Undead): This figure adds 2 additional attack dice when attacking an Undead figure with a normal attack.
- Brooch of Shielding (Disengage): This figure is never attacked when leaving an engagement.
- Oceanstrider Amulet (Waterwalking): This figure does not have to stop its movement when entering water spaces.
- Giant Hunter Stone (+1 vs Large or Huge Figures): This figure rolls an additional die when attacking or defending against large or huge figures.
Temporary Treasure Glyphs[]
The power of each temporary Treasure Glyph takes effect at a time of your choosing, so choose wisely. A figure must be carrying the Treasure Glyph to activate its temporary effect. Once the effect completes, the Treasure Glyph is removed from the game.
- Potion of Healing (Heal 3 Wounds): This figure may drink this potion after revealing an Order Marker on its Army Card. Remove up to 3 Wound Markers from that figure’s Army Card.
- Whetstone of Venom (Poison): This figure may use this whetstone before rolling attack dice for a normal attack against an adjacent figure. If that attack inflicts at least 1 wound, you may add 2 additional wound markers to the defending figure's Army Card.
- Ring of Protection (Defense +3): This figure may use this ring after an opponent has rolled attack dice for a normal or special attack against it, and before rolling defense dice. When rolling defense dice against that attack, this figure adds 3 additional dice.
- Elixir of Speed (Move +4): This figure may drink this elixir before moving. This figure adds 4 to its Move value this turn.
- Bracers of Teleportation (Teleport): This figure may use these bracers before moving. Instead of moving normally, you may place this figure on any same-level space(s) within 10 spaces of its current location. If this figure is engaged when it starts to teleport, it will not take any leaving engagement attacks.
- Cloak of Invisibility (Invisibility): This figure may use this cloak at any point during its turn. This figure has no visible Hit Zones until the end of the current round or until it attacks with a normal or special attack, whichever comes first. This figure will never take any leaving engagement attacks while invisible.
- Belt of Giant Strength (Attack +2): This figure may use this belt before rolling attack dice for a normal attack against an adjacent figure. This figure adds 2 additional dice when attacking with a normal attack this turn.
- Scarab of Invulnerability (Ignore Wounds): This figure may use this scarab whenever it receives 1 or more wounds. Roll the 20-sided die. If you roll a 1-15, ignore one of the wounds just received. If you roll a 16 or higher, ignore all wounds just received.
Ancient Artifact Treasure Glyphs[]
Ancient Artifacts are powerful and rare Treasure Glyphs. Ancient Artifact Treasure Glyphs follow all rules for Treasure Glyphs with the following exception: an Army may control more than one Ancient Artifact Treasure Glyph, but an Army can never control more than one copy of each Ancient Artifact Treasure Glyph. If at any point an Army would control more than one copy, all extra copies must be dropped or destroyed.
- Revenant's Tome (Unnatural Revival): This figure may use this tome after revealing an Order Marker on its Army Card. Before taking that turn with this figure, place one previously destroyed Unique figure from your army onto any empty space(s) within five(5) clear sight spaces of this figure. Immediately make a Normal Attack with the placed figure, then immediately destroy that placed figure. While the placed figure is on the board, consider all of its special powers to be negated. The placed figure is considered to have a life of 1, and is not affected by any special power on any Army Card while on the board.
- Glyph of Bolt of the Witherwood (Ancient Artifact): After moving and before attacking with this figure, you may choose any opponent's figure within 5 clear sight spaces. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. You may attempt to use this power only once per game. [This glyph was online-only, offered in the Road to the Underdark scenario. It does not exist in print].
Depictions In Universe[]

The Glyph of Astrid in the Heroscape Mini-Movie.
In the Heroscape Mini-Movie, a glyph is depicted as an actual large hexagon embossed with a pattern that provides much the same benefit as it does in-game - standing on it provides your army with benefits. During the retaking of Concan's Castle, Mimring uses it to boost the power of the Marro Stingers and Marro Drones outside, and when the dragon is defeated, Sgt. Drake uses it to enhance Raelin and Major Q10.
Rannveig and Dagmar are also the name of months in Valhalla's calendar.[1][2]
In the 2008 Heroscape.com Designer's Corner scenario Taelord's Coliseum, the Temple of Dagmar is an institution.