The purpose of this article is to highlight the existing changes in the Hero Realms digital app.  The official changes from WWG are available at the WWG website here.  However, that page is not up-to-date for the multiple digital changes that have occurred.  Thus, all changes discussed below should be considered unofficial for paper play unless stated otherwise.  Nevertheless, they do represent the live production version of the app.

Rule Changes

There are a few major differences between paper and digital play.  One of the first things you will notice is that the app streamlines and simplifies, largely eliminating sequencing for cards.  For example, in the app, if you have an Arrow in play and you later play a Bow, then this will automatically trigger a draw.  However, in paper, this does not occur.  Rather, a Bow must already be in play in order to trigger the Arrow draw.  This is just one example of many.
Another change is the app has a health cap limit.  This means that healing cards can no longer increase your health above your starting health at the beginning of a game.  (The only card that can currently bypass this is the Level 13 Fighter upgrade choice “Bottle of Rum,” which if successfully played can increase a Fighter’s health above its starting maximum.)  The health cap limit has also been implemented at previous paper tournaments sanctioned by WWG, so it’s possible that this will move to an official change for the game.
This leads to another change for digital play: Enrage.  In the app, beginning at Turn 40, the game triggers the Enrage scenario.  The active player on Turn 40 will have 1 additional damage added to their damage pool; the active player on Turn 41 will also get the extra damage.  On Turn 42, this doubles to 2 damage for each player.  This doubling of damage continues for each player until someone loses.

Card Changes

For the most part, the changes to the cards themselves have been rather mild.  An original card might have given 2 damage and a new version instead gives 3, for example.  However, some cards have been totally redesigned.  Additionally, all five original classes have had revisions to their skill and ability trees – in some cases, very significant changes – as well as numerous revisions to their armors or personal decks.  Most notably, the Cleric’s “Spiked Mace” now offers 2DMG and 1gold instead of the original damage-only mace.  The flush Wizard lost a gold in their personal deck and found a Ruby instead.
Interestingly enough, out of the currently released digital Market cards, which includes the original Base set and the Call to Arms expansion (eg., 1st Kickstarter Promo Pack), there were only three cards affected, all of which came from the expansion set.  Two of these are very interesting changes:
  1. Droga, Guild Enforcer isn’t strictly a change but due to the design of the digital app it had to be reworded in order to work correctly in the app.
  2. The Summoning… this one is tricky.  Per the WWG official rules, “when an Action or Item is played, its primary ability happens immediately.”  For The Summoning, in the digital version of the game you are allowed to choose when to activate that primary ability; this (presumably) is not the case for paper.  The Summoning appears to be the only card in the game that bypasses the rule to activate its primary ability immediately.  (This card was tested during the beta for CtA, both originally as designed and in its current configuration.  Given the app is simpler than paper, this is presumably why the second choice was made.)
  3. Afterlife changed from giving 2 gold to 3 gold.
Amazingly, no Base set Market cards have been changed!
Note: the app largely steers away from using the wording of “the next”, which is found on certain paper cards, like Bribe or Deception.  The player decides when to activate these abilities.  Usually this isn’t an issue, as Ally abilities are up to the player when to activate.  With The Summoning, though, this makes a difference!

Errata List

The table below is originally sourced from WWG’s card list.  I modified it accordingly.  Again, do not consider this as official WWG Errata.  This is just a static representation of the current digital changes.  Hopefully one day WWG will update and provide a new Errata list.  If you would rather see my Google Sheet of this table below, follow this link.
*This table was last updated on 1/17/2024*
Set Qty Name Original Text or Rule New/Errata Text
Ancestry 1 Elf Draw one less card in your opening hand. Draw two less cards in your opening hand.
Ancestry 1 War Club {Gain 5 combat} {Gain 3 combat}
Ancestry 1 Orc You may not acquire the card closest to the market deck. You may not acquire the rightmost card in the market row.
Ancestry 1 Bully You may acquire a card with cost {3 gold} or less for free. You may acquire a card with cost {2 gold} or less for free.
The Lost Village 1 Shining Breastplate {Gain 1 health} Requires HP at or above 10

Target champion gets +1 defense permanently.

The Lost Village 1 Hunter’s Cloak If you dealt 5 or more damage to another player this turn, gain {1 gold} or {2 health} If you dealt 3 or more damage to another player this turn, gain {1 gold} or {2 health}
The Lost Village 1 Sure Shot Bracer If you played an arrow this turn, gain {2 combat} If you played an arrow this turn, gain {3 combat}
The Lost Village 1 Runic Robes Reveal and set aside a card from your hand. At the end of your turn, add that card to your hand. Requires HP at or above 20
The Lost Village 1 Spellcaster Gloves If you have two or more actions in play, gain {2 combat} or {3 health} Requires HP at or above 10
The Lost Village 1 Pathfinder’s Compass Replaces Gold.
Gain {1 gold}
Look at the top card of your deck. You may put it into your discard pile.
Replaces Gold.
Gain {1 gold}
Look at the top 5 cards, put up to 1 in your discard pile, and the rest on top of your deck in any order.
The Ruin of Thandar 1 Flame Burst {Sacrifice}: Deal 2 damage to target player or champion. {Sacrifice}: Deal 3 damage to two targets.
The Ruin of Thandar 1 Fire Blast {Sacrifice}: Deal 4 damage to target player or champion. {Sacrifice}: Deal 4 damage to two targets.
The Ruin of Thandar 1 Explosive Fireball {Sacrifice}: Deal 4 damage to target player and to each of their champions. That player reveals their hand and discards all champions with {4 defense} or less in their hand. {Sacrifice}: Deal 5 damage to target player and to each of their champions. That player reveals their hand and discards all champions with {5 defense} or less in their hand, AND can’t acquire champion cards from the market on their next turn.
The Ruin of Thandar 1 Calm Channel {Expend and pay 2 gold}: Draw a card. {Expend and pay 2 gold}: Gain {1 health}
Draw a card.
The Ruin of Thandar 1 Pure Channel {Expend and pay 2 gold}: Look at the top two cards of your deck. Draw one and put the other one back. {Expend and pay 2 gold}: Gain {1 health}
Look at the top two cards of your deck. Draw one and put the other one back.
The Ruin of Thandar 1 Serene Channel {Expend and pay 2 gold}: {Gain 2 health}
Draw a card.
{Expend and pay 2 gold}: {Gain 3 health}
Draw a card.
The Ruin of Thandar 1 Sweeping Blow {Sacrifice}: Deal 8 damage divided as you choose among opposing champions.
Draw a card.
Draw a card OR
Expend all opposing guards. Gain Combat equal to their Defense.
The Ruin of Thandar 1 Whirling Blow {Sacrifice}: Deal 12 damage divided as you choose among opposing champions.
Draw a card.
Draw two cards OR
Stun all opposing Guards.
Gain Combat equal to their Defense.
The Ruin of Thandar 1 Mighty Blow {Sacrifice}: {Gain 5 combat}
You may deal 6 damage to target champion.
Draw a card.
{Sacrifice}: {Gain 6 combat}
You may deal 8 damage to target champion.
Draw a card.
The Ruin of Thandar 1 Knock Back {Expend and pay 2 gold}: {Gain 2 combat}
You may expend target champion.
<i>(Expended guards do not prevent targeting or attacking other champions or their controller. Cards prepare at the end of their controller’s turn.)</i>
{Expend and pay 2 gold}: {Gain 2 combat}
You may expend target champion and deal 2 damage to it.
The Ruin of Thandar 1 Knock down {Expend and pay 2 gold}: {Gain 3 combat}
You may expend target champion.
<i>(Expended guards do not prevent targeting or attacking other champions or their controller. Cards prepare at the end of their controller’s turn.)</i>
{Expend and pay 2 gold}: {Gain 3 combat}
You may expend target champion and deal 2 damage to it.
The Ruin of Thandar 1 Group Tackle {Expend and pay 2 gold}: {Gain 2 combat}
Expend up to two target champions.
<i>(Expended guards do not prevent targeting or attacking other champions or their controller. Cards prepare at the end of their controller’s turn.)</i>
{Expend and pay 2 gold}: {Gain 2 combat}
You may expend up to two target champions and deal 2 damage to each.
The Ruin of Thandar 1 Holy Resurrect {Sacrifice}: {Gain 5 health}
Put a champion from your discard pile into play. Use this ability only on a champion that was stunned since your last turn.
{Sacrifice}: {Gain 10 health}
Put a champion from your discard pile into play. Use this ability only on a champion that was stunned since your last turn.
The Ruin of Thandar 1 Righteous Resurrect {Sacrifice}: {Gain 5 health}
Put any champion, and up to one champion with cost {2 gold} or less, from your discard pile into play. Use this ability only on champions that were stunned since your last turn.
{Sacrifice}: {Gain 10 health}
Put any champion, and up to one champion with cost {2 gold} or less, from your discard pile into play. Use this ability only on champions that were stunned since your last turn.
The Ruin of Thandar 1 Divine Resurrect {Sacrifice}: {Gain 10 health}
Put a champion from your discard pile into play. Use this ability only on a champion that was stunned since your last turn.
{Sacrifice}: {Gain 10 health}
Put a champion from your discard pile into play. Use this ability only on a champion that was stunned since your last turn.
Draw 1.
The Ruin of Thandar 1 Bless of Iron {Expend and pay 2 gold}: Target player gains {4 health} and their champions gain {+2 defense} until the end of your next turn. {Expend and pay 2 gold}: Target player gains {3 health} and their champions gain {+2 defense} until the end of your next turn.
The Ruin of Thandar 1 Bless of Heart {Expend and pay 2 gold}: Target player gains {4 health} plus an additional {1 health} for each champion they control, and their champions gain {+1 defense} until the end of your next turn. {Expend and pay 2 gold}: Target player gains {5 health} plus an additional {1 health} for each champion they control, and their champions gain {+1 defense} until the end of your next turn.
The Ruin of Thandar 1 Bless of Steel {Expend and pay 2 gold}: Target player gains {5 health} and their champions gain {+3 defense} until the end of your next turn. {Expend and pay 2 gold}: Target player gains {3 health} and their champions gain {+3 defense} until the end of your next turn.
The Ruin of Thandar 1 Bless of Soul {Expend and pay 2 gold}: Target player gains {5 health} plus an additional {2 health} for each champion they control, and their champions gain {+1 defense} until the end of your next turn. {Expend and pay 2 gold}: Target player gains {7 health} plus an additional {2 health} for each champion they control, and their champions gain {+1 defense} until the end of your next turn.
The Ruin of Thandar 1 Masterful Heist {Sacrifice}: The next time you acquire a card this turn you may acquire another card that costs up to {1 gold} more for free. {Sacrifice}: Acquire a card of cost {1 gold} or more from your opponent’s discard pile.
Acquire a card of cost {5 gold} or less for free.
Usable from your third turn.
The Ruin of Thandar 1 Swipe {Expend and pay 2 gold}: {Gain 4 health}
Target opponent discards a card.
{Expend and pay 2 gold}: {Gain 5 health}
Target opponent discards a card.
The Ruin of Thandar 1 Lift {Expend and pay 2 gold}: {Gain 6 health}
Target opponent discards a card.
{Expend and pay 2 gold}: {Gain 7 health}
Target opponent discards a card.
The Ruin of Thandar 1 Snapshot {Sacrifice}: You may stun target champion.
You may put up to two total bows and/or arrows from your discard pile into your hand.
Draw a card.
{Sacrifice}: You may stun target champion.
You may put up to two arrows from your discard pile into your hand.
Draw a card.
The Ruin of Thandar 1 Flawless Track {Expend and pay 2 gold}: Look at the top five cards of your deck. You may put up to three of them into your discard pile, then put the rest back in any order. {Expend and pay 2 gold}: Look at the top four cards of your deck. You may put up to three of them into your discard pile, then put the rest back in any order.
The Ruin of Thandar 1 Unending Quiver You may put an arrow from your discard pile into your hand.
Draw a card.
Draw a card.
You may discard a card to return an arrow from your discard pile to your hand.
The Ruin of Thandar 1 Silverskull Amulet {Gain 2 gold}
<hr>
{Sacrifice}: Draw a card.
{Gain 2 gold}
<hr>
{Sacrifice}: Gain 4 health
Character Pack: Wizard 4 Gold {Gain 1 gold} Reduce from 5 Qty in personal deck to 4
Character Pack: Wizard 1 Ruby {Gain 2 gold} Add 1 Ruby to personal deck
Character Pack: Cleric 1 Spiked Mace {Gain 2 combat} {Gain 2 combat} AND {Gain 1 gold}
1st Kickstarter Promo Pack 2 Afterlife {Gain 2 gold}
<hr>
{Necros Ally}: You may put a champion from your discard pile on top of your deck.
{Gain 3 gold}
<hr>
{Necros Ally}: You may put a champion from your discard pile on top of your deck.
1st Kickstarter Promo Pack 1 The Summoning {Gain 4 gold}
You may put the next champion you acquire this turn on top of your deck.
<hr>
{Necros Ally}: Draw a card.
{Gain 4 gold}
Acquire a champion to the top of your deck.
<hr>
{Necros Ally}: Draw a card.
1st Kickstarter Promo Pack 1 Droga, Guild Enforcer {Expend}: {Gain 1 gold}
<i>or</i>
Stun target champion that’s been damaged this turn.
{Expend}: {Gain 1 gold}
<i>or</i>
Use {1 combat} to stun target champion.