Alchemical Crystal Quest (Second Edition)
Alchemical Crystal Quest (Second Edition) Rulebook
Table of Contents
Table of Contents
- Components
- Wizards and Pets
- Guardian Wizards
- Oracle
- Character Sheets
- Pet Cards
- Enemies
- Threat Cards
- Spawn Cards
- Object Cards
- Event Cards
- Dice
- Terrain Tiles
- Small Tiles and Corridors
- Tokens
- Game Set Up
- General Concepts
- Game Overview
- Wizard Actions
- Combat
- How Do We Advance Between The Missions In The Story?
- Weapons and Spells Guides
- Spell Cards
- Reward Cards
- Skill Cards
- Events
- Enemy Cards
Components
- 137 High Detailed Miniatures.
- 6 Custom Engraved Dice.
- 120 Plastic Crystals (6 colors).
- 10 Double Sided Tiles.
- 5 Small Double Sided Tiles.
- 5 Double Sided Corridors.
- 2 Scenography Tiles.
- 10 Character Sheets.
- 59 Object Cards.
- 10 Pet's Cards.
- 2 Special Character Cards.
- 16 Spells Cards.
- 19 Enemy Cards.
- 30 Spawn Cards.
- 32 Threat Cards.
- 30 Event Cards.
- 25 Skill Cards.
- 30 Reward Cards.
- 100 Progress Sheets.
- Adventure Book 1.
- Adventure Book 2.
- Rulebook.
Wizards and Pets
The character biographies are flavour text and are not reproduced. The pet names below are those printed at the end of each wizard's biography.
The wizards are Flamel (Bananelf), Grilitch Dee, Cornelius Gerber, Durlo, Iyu Fulhame, Dretna Brahe, Lork Biruni and Pixie Gerber. Their pets are Little Joseph, Big Sam, Little Duane, Big Henry, Little Piper, Big Violet, Little Elora and Big Zoe, in the same order.
Sometimes during the campaign our wizards will be able to merge into a larger wizard: Known as Julien the Mega-Wizard from the Bat Islands. His values are specified in his own character card. When players control the Mega-Wizard they must remove the miniatures of their wizards and all their pets from the board. Each player will control Julien with the three actions (normal action, crystal action, and movement action). The turn order changes when players control the Mega-Wizard. The player 1 controls the mega wizard, then it will be the enemies turn, then the next player, then the enemies ... and so on. The Mega-Wizard can attack with all the spells that the four wizards have at that moment using the required dice for each spell. Julien doesn't use ranged weapon attacks, but uses MELEE attacks, and only in a straight line. Julien can only use the hero Charly as a pet. If Julien is defeated players must place their wizard miniatures back in the starting place.
Charly is a hero created by the Oracle, a long time ago. He is a special character formed by combining 4 pets. You will learn the way to invoke Charly during the gameplay. Each wizard can use Charly as they would normally do with their pets, but only with their pet's own skills. Charly, in addition to the movement action has a normal action during each wizard's turn. For example when a player is using Charly, the wizard will have his 3 actions, and Charly will have a movement action than a normal action. When Charly is in play the active wizard will control him.
Guardian Wizards
The Brotherhood of the (7) Guardian Wizards. Each one of them has a more greatly developed set of abilities than the other wizards, and will help us throughout the adventure.
- Bluehat - The Guardian Wizard from the Magic Island where the School of Alchemy is located. Bluehat and Crolik spells are always ready. No crystals are needed to cast their spells.
- Crolik - The Guardian Wizard from the Dark Island. As a Guardian Wizard, along with Brink, and the Naughty armadillo, his magical powers are brutal.
- Vulkus - The Guardian Wizard from the Crystals Island. He is one of the Wizards that take part in the "Oracle", a magical plane between the seven Islands.
- Sawlek - The Guardian Wizard who protects the crystal of power of the Alchemy Island. He also belongs to the Oracle.
- Dirlimo - The Guardian Wizard who comes from the Lucky Island.
- Kora - The protector of the power crystal of Wisdom Island, and belongs to the brotherhood of the Oracle too.
- Vretmer - The Guardian Wizard who comes from the Science Island. He belongs to the brotherhood of the Oracle and is a guardian of crystals of power.
Oracle
Upon reaching the Oracle vortex, Guardian Wizards can unlock potentially useful rewards for the wizards to use against the missions enemies. At the beginning of most missions, you will be given a list of items that each of the Wizard Guardians possesses. As a group, the players must decide which item they want to receive to support them on their mission. Each player will choose a Guardian Wizard to represent them in the Oracle. These Guardian Wizards are placed on one of the starting spaces of one of the 5 paths. The Guardian Wizard whose item you wish to receive will be placed in the starting space of the path without circles. If the chosen Guardian Wizard reaches the central zone, (Oracle vortex) then the players will gain that Guardians item.
Let's look at an example:
At the beginning of a mission you are offered a list of items that the Guardian Wizards possess that can aid the wizards during the mission. These objects can be of great help in advancing through the adventure. Beware, you must decide which item may be the most useful to you on your mission. Some items will be very powerful and useful to you, and others not so much. You will not discover this until the time comes to use the chosen items during the mission.
- Sawlek: 1 magic potion for each wizard.
- Vulkus: 3 color crystals to be chosen for each wizard.
- Vretmer: A used handkerchief.
- Dirlimo: A legendary Guardian Wizard's armor.
- Kora: 1 potion of life for each wizard.
Let's suppose the players have chosen Dirlimo. Upon reaching the Oracle Vortex (central zone) Dirlimo will provide the players with the legendary Guardian Wizard's armor. From the remaining Guardian Wizards, each player chooses one to represent them, and then places them at the beginning of one of the 4 remaining paths within the Oracle.
Once per game, a wizard attacked during an enemy turn may add +1 defense to an already successful defense roll. When a wizard uses this ability, the player must place their Guardian Wizard in the first space of their path in the Oracle. The other defense spaces located on the other players paths are covered with an Oracle token. No other wizards will be able to use the +1 defense ability again this mission. The rest of the Guardian Wizards move 1 space on their paths and are placed on top of the Oracle tokens. The wizard Dirlimo, advances 1 space as well. An ability can only be used once during a full round of gameplay, and it can only be used by a single player. It will take a minimum of 3 full rounds to acquire a Guardian Wizards special item.
The player who controls Vulkus moves one step to the first symbol (shield). The other 3 players place an Oracle token on the shield symbols... and advance 1 space, including Dirlimo.
Another wizard may use the Oracle's help by gaining +1 hit point upon a successful attack roll. They advance one space, and similar to the previous step, the rest of the attack spaces are covered with an Oracle token, and the other Wizard Guardians advance 1 space and are placed on top of them. Dirlimo, again moves one space toward the central zone.
Finally, a wizard who choses to, or who the players agree upon, may make a spell attack using the last of the Oracle's aid. Perform the previous steps again, with the players placing tokens and advancing spaces. Then place Dirlimo in the center of the vortex. He now provides the legendary armor to aid the wizards in their mission.
The wizards will discover what the items offered by the Guardian Wizards are used for in the following way:
Let's suppose you are going to face a final enemy boss, such as Norman the dog. The mission would specify:
- Objects like crystals and potions have the normal effect.
- If you choose the used handkerchief: Durlo throws the handkerchief with all his strength against Norman hitting his left eye, because it was still wet it remains stuck. Subtract an attack die from Norman's attack value. Thus, if Norman uses 5 attack dice, and if we choose the handkerchief, Norman would only use 4 attack dice.
- If you've chosen the legendary armor: "Grilitich took a very nice keychain that hung from his pocket. Decorated with a small legendary armor from a Guardian Wizard." This keychain can only be used to put house keys on. It has no effect against Norman. So, Norman would keep on using his 5 attack dice because the players had chosen the legendary Guardian Wizard's armor.
You should keep in mind that this is just an example and it has no part during the game. Sometimes the most absurd objects could be the most powerful ones. Or maybe not...
Character Sheets
Each character sheet specifies the wizards movement and defense values in their normal state, and the defense values when the wizard is reduced in size or when riding their pet. If a wizard rides on another wizard's pet, he will use the values on that pet's card, (we will see this below). Wizard's attack values are specified on each weapon or spell card. A wizard can carry unlimited items in his inventory.
The character sheet diagram marks:
- Life points.
- Wizard's initial weapon.
- Potion where wizards mix their crystals to create spells.
- Reduction / enhancement icons: with a crystal action, the wizard can enhance their movement, their defense, or reduce their size by placing a crystal of any color.
- Wizard's initial crystals.
The diagram's example reads: "The wizard moves 3 spaces and defends with 2 dice." "The reduced wizard defends himself with only one die." "Bananelf, riding his pet, defends himself with 2 dice."
Pet Cards
Pet's attacking dice (only melee and in straight line).
- Life Points.
- Movement: the number of spaces the pet can move, and the number of spaces it can move when a wizard who is not its owner is riding it.
- Defense: defense dice, and defense dice if a wizard who is not its owner is riding on it.
- Crystals to be paid to the pet's owner by another wizard invoking it.
The movement and defense value that appears in large numbers specifies the levels that each pet has on its own, and will be used when no wizard is riding it. Pets can only carry one equipped accessory and another one in its inventory. Small numbers specify the movement and defense of that pet when a wizard, other than its owner, is riding it.
When a pet loses all of it's life points it will be removed from the tile. It will have to be invoked again to get back into play full health. Wizards invoking their own pet do not have to pay crystals.
Enemies
The enemies in Alchemical Crystal Quest move, attack and defend themselves as indicated on their enemy cards, and they act through THREAT CARDS (we will see this later). In the Bat Islands, we will encounter the following kinds of enemies:
- GAMUSINOS: They are creatures to which Darkthony has manipulated the mind so that they look forward to any type of crystals.
- FOGOSH: Same as Gamusinos, but their special rage makes them burn in flames, and throw fireballs.
- NEBULUS: They'll be in the air most of the time, but sometimes they'll come down from the sky trying to steal the wizards' crystals.
- SPITTLE: Beware of them; they'll spit mucus at the wizards.
- ROCKKUS: These rock henchmen are very tough. You will have to hit hard to defeat them.
- GOBBLE: Animals swarming throughout the Islands, and although they are not evil they will have no remorse about eating the crystals.
- DARK WIZARDS: A retinue of dark enemies. We will have to use our spells to defeat them.
- GOBLINS: Darkthony's elite guard. Armed with swords of fire they are very strong foes (enemies), but with a good hit of wet towels on their swords can disarm them.
- GRUNDER: Evil creatures that will only attack our pets. If a Grunder eats a pet you must defeat it before summoning your little partner again.
- VILKKOR PLAGUE: These creatures that inhabit the Bat Islands have being manipulated by Darkthony, they usually go in flocks and will only appear through the events cards.
Each type of enemy has a card that specifies their movement, attack, defense values and their ability, if any, available at each magic level.
When no range attack value is shown on an enemy's card, they can only use melee attacks. Enemies can attack in a straight line or diagonally.
During the campaign, we will encounter more powerful enemies. Each of them will have an important role in the story. Boss enemies have their own character card which specifies all its characteristics. When a boss enemy appears, the mission will explain their role in that chapter and how they work on the tile.
Threat Cards
These cards will show the enemies target for that round. On the enemy turn, a player will pick up the first card from the threat deck (previously shuffled) and turn it over. This card will show the wizard that will become the target for the enemies trying to reach them and perform their actions against them.
These cards must be shuffled at the beginning of the game. At each enemy turn a card must be drawn.
Spawn Cards
Depending on the current level, the miniatures will be placed on the tile in the corresponding square. Once the new enemy miniatures are placed they will take their turn normally. Each enemy has a spawn square on each tile. If at any point in the game you do not have the available miniatures of the enemy type that must be generated because they are all in play, then no enemy generation happens in that turn.
Follow the next example to generate new enemies with these cards: When we take the first card, we see that 3 Gamusinos are generated. Look for the Gamusinos' square in the tile and place them on it. If there is a wizard or a pet in this space they will be pushed to another adjacent space receiving a wound.
Object Cards
There are several object card types: Weapons, upgrades, Oracle objects, and normal objects. The Oracle objects are marked with an Oracle icon and have no crystal cost (they cannot be bought). They are obtained only through the Oracle.
The object card layout shows:
- Number of attack dice.
- Magic level required.
- Wounds caused by each successful attack roll.
- Object's value in crystals.
- Crystals needed to enhance the attack. If successful each hit causes 2 wounds.
- Range in squares. You can only attack in a straight line not diagonally.
- Effect on the entire tile.
- One handed weapon/object or Two-handed weapon.
- Weapon type icon.
Some objects enhance defense. The card shows the object's value in crystals, the crystals needed to enhance defense, and the magic level required. If you defend with the enhanced shield you will add +2 defense points on a successful defense roll. The object card also shows "Provides an extra defense dice." for defensive objects.
There are also magical objects. Their function and their use are explained when needed during the story line.
In addition, our wizards can be equipped with movement enhancements. All the objects have a crystal value and can be bought in stores or the Alchemy Books. The fast shoes provide two extra movement points. If we strengthen the shoes with two crystals it will give us an extra movement point. You can move over the mucus or boiling water squares when you are equipped with the fast shoes.
At the beginning of the game the wizards begin with the following starting weapon cards. Each one comes with 3 ammunition tokens (Except Pixie and Lork, They use melee weapons).
The starting weapon cards are shown for: Flamel, Cornelius, Grilitch, Durlo, Dretna, Iyu, Pixie and Lork.
Event Cards
At the beginning of each enemy turn, you will draw an event card corresponding to the current magic level. Events can be helpful or harmful to the wizards. Look at the icon that appears on the event card and find its' meaning on the last page of this manual. Whenever possible, the event has an immediate effect. If for any reason it is not possible to perform the event it will have no effect and the game will continue in a normal way.
The full event text for each magic level is listed under Events below.
Dice
You can find the following icons on the dice. The symbols are linked directly to the effects that produce the weapon cards, spells and pet's accessories:
- One impact.
- One shield.
- One paw.
- Two impacts.
- Two shields.
- Two paws.
The sides with paws are considered "impacts" if a wizard attacks when his pet is in play. In addition they are considered as "shields" when the wizard defends himself and his pet is in play. They are also considered impacts or shields if the pet attacks or defends. Impacts and shields are considered as such in all situations.
Terrain Tiles
The terrain tiles represent the locations where the wizards adventures take place. Their placement is specified in each of the missions, and at times will be completed by adding some scenography tokens. You can find special squares in the tiles. Those are described later in wizard actions.
The tile key shows the following squares: enemies generation icons, pet square, and water square.
Small Tiles and Corridors
Sometimes during the adventure the wizards may enter into smaller rooms to achieve some specific objectives. They enter these rooms through corridors connected to smaller tiles. It will be explained how and when these tiles are used in each mission if or when required.
Tokens
Wound Tokens
When a wizard inflicts a wound to an enemy, place a wound token under that enemy's miniature or above his character card if it is a boss enemy.
Used to mark the life level on the character, pet or enemy sheet. If a character equals or exceeds his number of hearts with wound tokens the character is knocked out. To reanimate yourself, a partner should give you a healing potion (using a normal action) healing 1 health point. The wizard, who receives the potion, can continue his next turn as normal. If a pet receives two wounds, his miniature is removed from the tile.
Potion Tokens
These tokens can be placed in your inventory and can be used at the cost of an action. Potions have a cost of two crystals of any color. They can be purchased in the shop (scenography token) or in the Alchemy Books, using a crystal action. There are 3 types:
Life potions: Each potion subtracts a wound from the wizard who drinks it. The wizard can use a normal action to drink a life potion and regain some of his vitality, or it can be given to a partner who is knocked out in an adjacent square.
Magic potions: These potions can be placed over spells or weapons using a normal action and this will grant you an EXTRA DICE= 1. Once you perform the attack with the potion it is discarded.
Poison potions: You can poison water squares, weapons, or spells to do some extra damage to your enemies. Each time you use a poison potion on a weapon or a spell, you get an extra impact during the attack for every hit symbol rolled. If you place the potion on a water square tile, and any enemy, wizard or pet reaches this square, they will be poisoned, receiving a wound automatically.
Scenography Tiles
Using a normal action, you may flip a scenography tile to access it's interior. Only 3 wizards can be inside one of these rooms at the same time. The wizard who is left outside will be the one threatened on the enemy turn.
Alchemy Book Token
A token that represents the Great Alchemy Book. If a wizard places himself in the same or adjacent square, he may acquire spells of the level marked in the book using a crystal action. In addition, books can be used as a store. Any wizard can buy objects form it using a crystal action.
Pet Tokens
While a wizard is in a reduced size state, they may hop on the back of a pet and ride it. Remove the pet miniature from the board and replace it with it's token, then place your reduced sized wizard on top of it.
Portal Token
This token represents the exit to the next tile or mission.
Ammunition Tokens
These tokens are used to count the number of shots of certain weapons. When fired they remain on the ground, and must be collected before being used again. Bananas can only be collected by: Bananelf (Flamel). If any other player (including enemies and Little Joseph) enters a square with a banana they will slip and fall on the ground, ending their turn immediately. They must use all of their actions their next turn to stand up.
The ammunition token faces shown on the page are: banana, arrow, blue fire, fire cork, water, and fire arrow.
Game Set Up
Distribute the character sheets between the players and the miniature that corresponds to each one. Create a crystal pool on the table at the reach of all players. Each wizard then takes their initial starting crystals. these are shown in the lower part of each character's sheet. Find and give the initial weapons (object cards) to each wizard. Distribute the ammunition tokens corresponding to each weapon. Each player must choose a skill card among those available. At the start of the game each wizard must have a weapon card, a skill card, and 6 crystals matching the ones on their sheet. Place your pet miniature, and it's card near your wizard character sheet.
Place the enemy generation cards, events, rewards, and object cards beside the game board. Also, collect and place any enemy cards that appear in the mission that you are about to play. Set aside from the threat card deck any wizard cards that do not appear in the mission that you are going to play. Place the tile and the miniatures as specified in the mission.
General Concepts
At the beginning of the game all wizards are level 1 of magical wisdom (they are learning!). Moving into an adjacent square or in the same space as the Alchemy Book token, and paying the crystal cost required for the spell (specified in their own card) the player may choose which spell to learn from the available ones of that level. Personal spells cannot be traded between wizards.
To increase a wizards magic level, they must have learned the corresponding spell in the previous level. The spells learned can be prepared by placing the required crystals in the character sheet potion, using a CRYSTRAL ACTION, and may be cast in a subsequent round. Remember to prepare the recipe before you can cast the spell. A wizard can keep the recipe created without using it the longer he wants. It is not mandatory to cast the spell on the turn after its preparation. Once the spell is used, remove the crystals from the potion putting them back to the crystal pool. Recipes cannot be created for more than one spell.
How Do Levels Affect Game Play?
To be able to raise the magic level of a wizard you must learn 1 spell from each book. When a wizard levels up, ALL THE ENEMIES ALSO LEVEL UP. As do the REWARDS, BUT ONLY FOR THE WIZARD WHO HAS leveled UP. Thus, each wizard can only access the rewards of his level. The story itself will explain how to level up.
Game Overview
Round
All wizards play their turn.
Wizards' Turn
Each player may perform up to 3 actions on their turn, in any order that they prefer. They may also perform a movement action with their pet, as long as their pet is in play. These actions are as follows:
- Movement action.
- Normal action.
- Crystal action.
(See wizard actions details.)
Players can perform 3 actions on their turn, but it is not mandatory to use all of them. If a player decides not to use their 3 actions, the unused ones will be lost. The actions may be performed in any order you prefer. A movement action can be interrupted to perform any of the other actions, and then be resumed when the action is completed. For example: You have (4) movement steps. You can use two movement steps, interrupt them to take an attack action, then use the 2 remaining movement steps to complete the movement action.
Pet action: The player can perform a move action with their pet each turn, only if it has been invoked. The movement of the pet is specified on it's card.
Enemies' Turn
At the beginning of each round a threat card will be drawn to indicate the threatened wizard for the enemies turn. The threatened wizard will be the target of the enemies during that round. Any wizard who is not threatened may be the one to control the enemies and perform their actions. When the deck of threat cards is depleted they will be shuffled and placed face down to generate new threats for following turns. If a threat card is drawn and the wizard shown is KO, it will be ignored and a new card will be drawn and put into play. Next you will draw an enemy spawn card. Place the enemies that appear on the card in their corresponding generation squares that appear on the tiles. Players can activate the enemies in any order they want. Finally, we will draw an event card and look at the icon that appears (we can see its meaning on the last pages of this manual). The effect of the event card is then applied.
Each enemy can perform 2 actions:
- Movement action.
- Attack action.
(See details on enemy actions.)
The enemies will try to move towards the threatened wizard. If they reach him they can attack him from an adjacent space. If there is an enemy miniature adjacent to the threatened wizard at the beginning of this turn, the enemy will not perform their move action and will instead perform their attack action.
If an un-threatened wizard or pet interrupts the path of the enemy to the threatened wizard, the enemy will make an attack on that wizard or pet instead. If the enemy can reach the threatened wizard, but there are other wizards or pets adjacent to him, he will attack every character using a single action. The player who is currently controlling the enemies will perform an attack roll against each character. If the enemy can perform ranged attacks, and the threatened wizard is within reach, he will not move, but instead will use a ranged attack. The enemy will attack every wizard and/ or pet within range, even if the enemy is not adjacent to the threatened wizard.
Enemy generation cards must be played depending on the wizard's magic level. If all of the wizards are at level 1, the generation will be level 1. (Remember: If one of the wizards is at level 2 and the others at level 1, the enemies will be generated at level 2. The generation will always occur at the highest magic level possible).
Win or Lose
The wizards will win the game if they complete all the objectives or requirements of their current mission. They will lose the game if all of them are knocked out (KO) at the same time.
Wizard Actions
Normal Action
Attack: The wizards can attack one or more enemies with weapons equipped in their inventory. Each weapon/object card specifies it's attack power and attack range. When a wizard attacks with an ammunition weapon, you must place the ammunition token in the space with the enemy that is furthest away. The player will roll the attack dice for each enemy within range. After the attack a player must roll the defense dice for each enemy.
For example, Bananelf attacks an adjacent Gamusino with his banana hammer. The player leaves a banana ammunition token in the square where that enemy is located, even though his weapon's range is greater. Since there is only one enemy, the player will only perform one attack roll. Another player will roll the Gamusino's defense dice. Another example: Bananelf attacks three Gamusinos with his hammer that are adjacent to his space. they are lined up with the furthest being 4 squares away. His hammer has a range of 3 as indicated on it's card. The player places the banana in the third square. The fourth Gamusino is outside of the hammers range. As there are three enemies within reach, the player rolls the attack dice once for each enemy. Another player will roll the defense dice once for each enemy.
IMPORTANT: Wizards or pets do not block line of sight, and there is no friendly fire. This rule also applies to magic attacks (which will be covered in crystal actions). Attacks by enemies also follow these rules.
Invoke a pet: A wizard can be placed on, or adjacent to a pet invoking square to invoke a pet. Upon invoking a pet, place the pet miniature in the pet symbol square. If a wizard invokes their personal pet they will not have to pay a crystal cost. But if they choose to invoke another wizards pet, they must pay the appropriate crystal cost to the general crystal pool. (Remember, each pet has an owner. If you have more than one pet you may leave a companion unprotected.)
Riding a pet: An invoked pet may be ridden by it's owner, or any another wizard that is in a reduced size state. A pet's defense and movement values are specified on it's character sheet. The small numbers represent movement and defense values for a pet when a wizard who is not it's owner is riding it.
Equip your pet with an accessory: You can purchase accessories for your pet and then equip them. This gives you an extra attack dice (+1) if you order your pet to attack in the next turn. The accessory will be equipped on the pet until it makes an attack. After that, you have to spend another normal action to re-equip it. The accessory is left in the wizard's inventory once the pet carries out the attack that was ordered. To remember that your pet is equipped, place the card on top of the pet's card.
Commanding a pet to perform an attack: A wizard can command thier pet to attack an enemy. Each pet card or pet accessory show the number of attack dice that may be used. Pets only have melee attacks that attack orthogonally, not diagonally. Remember that you can attack with a pet's normal dice, and the dice of any equipped accessory (if the pet has been previously equipped).
Discovering a scenography token: A wizard standing in front of the Pet Barber Store token, may spend a normal action to flip it. To get inside of the store they must spend a movement point.
Activating a lever: A wizard can spend a normal action to use levers to activate mechanisms, open doors and perform various other actions specified in each mission.
Entering a portal: The portals connect the different Bat Island lands. To enter one of them and start a new mission the wizard must spend a normal action.
Using potions: If you have a Life, Magic, or Poison potion you can use them by spending a normal action.
Reloading water weapons: When a wizard has a water weapon, he may refill it by spending an action, and being adjacent to a water, poisoned water, boiling water or mucus space.
Crystal Actions
Learning a spell: Wizards will find 3 Alchemy Books throughout the campaign with which they can learn different spells. To do this they must be adjacent to, or in the same space as the Alchemy Book token. They may choose a spell and check it's crystal cost by searching the spell deck of the corresponding level. The player must then pay the cost of the spell into the general crystal pool.
Create a recipe: When a wizard has one or more spell cards, you can create the recipe for that spell by placing the appropriate crystals from your own crystal pool on the potion icon of your character sheet. The player can keep the crystals on the character sheet until he decides to cast the spell. If the recipe is not completed in a single action the wizard may continue to add to it in subsequent turns until it is completed, but they cannot remove the crystals from the potion once they are in place. Once the spell is used, the crystals will be returned to the general crystal pool. You must fully create a recipe before casting the corresponding spell. You cannot create two spell recipes at a time.
Attack with a spell: Once a wizard has a spell recipe correctly created on their character sheet potion section, the wizard may make an attack on one or more enemies (depending on the effect of that spell). Once the attack is done, and after the enemy's defense, the wizard will return the used crystals into the general crystal pool.
Enhance with crystals: A wizard can enhance their movement and defense by placing a crystal of any color on the icons shown in the potion section of their character sheet. You can also enhance weapons, objects and spells before making an attack. For the desired object to be enhanced, crystals will need to be placed on that object's card. Once the attack is done the crystals will be returned to the general crystal pool. The wizards can also enhance defensive objects. You must place the crystals on the desired object's card. If an enemy attacks the wizard, he can use his enhanced defense. Once the attack and defense are done, the crystals will be returned to the general crystal pool. Wizards can also enhance their pets' items. Players must declare when they are going to carry out an enhanced attack or defense.
If you do not declare your use of an enhanced attack or defense, it will be performed normally. You will not lose the crystals or enhancement and they can be used in a subsequent turn. Once a weapon or object is enhanced, the crystals will remain on the card until it is used. Spells can also be enhanced, but it is important to note that if you enhance a spell you will use your crystal's action to do so, and will not be able to cast it until next turn. It's important to keep in mind that you can only enhance a spell when the recipe is created completely.
Buy/Sell: Wizards can buy/sell items and weapons at the pet store or through the Alchemy Books. The cost of an item is specified on it's card. This action is restricted to one buy/sell per turn. It is necessary that the wizard has the crystals needed to buy the desired item. The price will be paid to the general crystal pool. In the case of selling an item, it is necessary that the required crystals are available in the general crystal pool. Otherwise it will be understood that this object able to be sold. Every object, potion, and spell with a crystal value on the card can be bought and/or sold (except level 3 personal spells).
Reduce / Increase size: A wizard can reduce or increase thier size by placing a crystal of any color in the reduction icon on the character sheet potion. When a wizard reduces their size, you must replace their miniature with the reduced wizard one. The crystals used return to the general crystal pool. To increase in size, you will perform the same process in reverse.
Movement Action
Each wizard has a movement value marked on his character sheet. The movement value is equal to the number of squares a wizard can move, but there are some limitations. A wizard can interrupt his movement to perform an action and then move again. Movement can be performed in any direction, in an orthogonally and/or diagonally.
Sharing squares: In normal size, wizards can only share squares with their own pet. They can pass over their partners and pets, but cannot share squares with them. Wizards cannot share a square with enemies and cannot pass over them. A square containing an enemy is a locked square for both wizards and pets. If a wizard has more than one pet he can only share a square with one of them. A maximum of three wizards can share a square when they are in a reduced size same as if they are riding their pets.
Pets alone can share squares between them. Enemies can share squares between them. Boss enemies cannot share spaces with anyone. Julien the Mega-Wizard cannot share squares with anyone. Charly the hero cannot share squares with anyone.
Boiling water: If a wizard in normal size walks over a boiling water square he will lose a movement point and a life point also. If the wizard is in a reduced size you will lose movement and will be trapped in this square also losing 2 life points. If the wizard has Fast Shoes the wizard will not lose movement or life, regardless of the state in which he is. Pets cannot pass over a boiling water square.
Mucus: If a wizard enters into a mucus square he will lose the rest of the movement and will remain stuck. In the next turn, you must spend two movement points to get free. It affects the wizard in any of his sizes, even if he's riding a pet. Mucus does not affect the wizard in normal size or reduced if he's using Fast Shoes, but the pet will remain stuck if a wizard is riding it.
Water: The wizard in normal size can go through water squares without any problems. If the wizard is in a reduced size and enters a water square it will be invisible to the enemies. If the wizard is threatened on the enemy turn the threat card is discarded and a new one is put into play. If all the wizards are reduced and all enter several squares of water, the threat will be for the last wizard who has entered a water square. Any enemy, wizard or pet crossing a poisoned water square will get poisoned receiving a wound automatically. If a wizard is reduced in size and enters the poisoned water he automatically loses all his life points.
Trapdoor: Moving from one trapdoor to another or to a small tile or corridor costs 1 movement point. To move from one trapdoor to another the direction of the rectangle must be equal on both trapdoors.
Wizard Free Actions
Wizards can perform the following free actions on their turn.
Exchange crystals / equipment / ammunition: At any time on their turn, two wizards may give or receive ammunition previously collected from the ground or exchange crystals, weapons and objects if they are in adjacent space. Spells and pets cannot be traded between wizards.
Collect ammunition from the ground: When a wizard passes through a square containing ammunition from an earlier attack you can collect it into inventory. Remember being careful with the bananas.
Enemies' Actions
Each enemy can perform two actions in their turn:
Movement action: The enemies will perform a move action in the direction of the threatened wizard in a straight line or diagonal according to the number of spaces indicated by their character's card. Enemies can share a space with no limit number except for large enemies (Vince, Norman, Alexander, etc.), who occupy their own space without sharing it with anyone.
Attack action: They will stop their movement first, if they are in range to attack. If on the enemy turn, it starts with a threatened wizard in range, it will attack without using its movement action. If an enemy cannot move or attack, they will lose both actions.
Combat
Attack (continued): When a wizard attacks an enemy with a normal action he must use the equipped weapon always. If a wizard sells his main weapon and has no other weapon he is not able to attack. Each weapon card specifies its range. The enemy must be within that range to be reached, following the scheme shown in the card itself. For example, if we use the Banana Hammer to attack, it's attack range is 3 spaces in a straight line orthogonally.
The ammunition used in the attack will be put on the ground, in the farthest space where an enemy is. In this example, the ammunition will be placed in the enemy's space even though the Banana Hammer can reach a longer distance.
Attacks can be performed with a crystal enhanced weapon. Each card specifies the number and color of crystals needed to enhance the weapon and the extra damage that it inflicts. Once the enhanced attack has taken place the used crystals will be returned to the general crystal pool. Remember to declare the enhance attack.
If you do not declare your use of an enhanced attack or defense, it will be performed normally. You will not lose the crystals or enhancement and they can be used in a subsequent turn. Once a weapon or object is enhanced, the crystals will remain on the card until it is used.
When a wizard attacks, and if several enemies are in range of his weapon he will perform an attack roll to each of them spending a single normal action. Conversely, if a wizard attacks with a spell, and several enemies are in the spell range the player will roll the dice only once to perform an attack to all enemies. Enemies will individually defend themselves from the spell, same as they do with regular weapon attacks.
When a wizard attacks with an invoked pet, and it is adjacent or in the same space as the wizard his attack will have +1 combat dice. The paw icons in the dice count as an impact whenever the wizard's pet is invoked regardless of whether the pet is adjacent or in the same space or not. This rule applies to both weapon attack (normal action) and spell attack (crystal action). Note: In the same turn a wizard can perform two attacks; Attack with a weapon (normal action) and attack with a spell (crystal action). Keep in mind that spell recipes must be prepared prior to the attack.
IMPORTANT: When a wizard attacks whether with his normal action or with his crystal action, and has more than one pet you will add as many dice as pets he has if adjacent to the wizard. This can be important to defeat powerful enemies, but remember if you have more than one pet your teammates may be unprotected.
IMPORTANT: When a wizard attacks or defends and his or her pet is in an adjacent square or in the same square as the wizard; the wizard gains an extra die while attacking or defending. For example, if a wizard attacks with a weapon, (1 dice) and his pet is in an adjacent square or in the same square the wizard will roll TWO DICE. In addition if a wizard defends himself with, for example, two dice and his pet is in an adjacent or in the same square the wizard will roll THREE DICE.
Defense: If a wizard has an adjacent invoked pet, or in the same square the pet will give +1 combat dice to defend himself. If the wizard has an invoked pet, paw icons will act as shields even if the pet is not adjacent or in the same space. When a wizard is attacked when in reduced size or when riding his pet he will use the corresponding values located on the character sheet. Riding a pet also provides an extra DICE= 1 for both attack and defense. The attack and defense value of the enemies are specified in their respective enemy cards.
Enemies will defend with many dice specified in their cards, and always using the values corresponding to the magic level in which the game is at that moment.
How Do We Advance Between The Missions In The Story?
Pets go away each time wizards cross a portal, so you must call them back in the next mission. Wizards keep spells, weapons, crystals, and objects they've obtained in previous missions. Keep track of your inventory writing it on your progress sheet and keep it inside the game box until playing the next game.
The progress sheet is marked as follows (the callouts printed on the sheet):
- Mark your wizard.
- Mark your Magic Level.
- Write your skills.
- Mark your weapon.
- Write your life points. (If you are going to start a new mission the next time you play, you haven't to write here.)
- Write your spells on each level you have.
- Write the legendary objects you have.
- Write your objects.
- Write the number of each color crystals you have.
- Write your potions.
- Mark your ammunitions. Write if you have another ammunition type, like rocks, mucus...
Weapons and Spells Guides
The following guide lists the weapon cards and the spells as printed on the reference pages of the rulebook (printed pages 27 to 29). For each weapon, the entries read: type, level, range, dice, damage, ammunition, enhanced effect, and handedness.
Weapons
- Banana Hammer - Magic weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 bananas. Enhanced: 2 wounds. Two-handed weapon.
- Sniper Bow - Normal weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 arrows. Enhanced: All tile. Two-handed weapon.
- Fire Potion - Fire weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 fire corks. Enhanced: 2 wounds. Two-handed weapon.
- Water Gun - Water weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 water drops. Enhanced: 2 wounds. One-handed weapon.
- Crossbow - Fire weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 fire arrows. Enhanced: All tile. One-handed weapon.
- Staff - Magic weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 blue flames. Enhanced: 2 wounds. One-handed weapon.
- Sword - Normal weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Enhanced: 2 wounds. One-handed weapon.
- Dagger - Normal weapon. Level 1. Range 3 (follow the scheme). Dice 1. Damage 1. Enhanced: 2 wounds. One-handed weapon.
- Bomb - Fire weapon. Level 1. Range 8 squares area. Dice 1. Damage 1. Enhanced: 2 wounds. One-handed weapon. Single use: discard after use.
- Water Balloon - Water weapon. Level 1. Range 3 (follow the scheme). Dice 2. Damage 1. Ammunition: 1 water drop. Enhanced: All tile. One-handed weapon.
Special Weapons
- Urgul Creatures - Magic weapon. Level 1. Range 2 (follow the scheme). Dice 1. Damage 1. Ammunition: 3 creatures. Enhanced: 2 wounds. One-handed weapon. Urguls are thrown against enemies; they bite them and remain stuck dealing (1) damage per turn. Once the enemy is defeated Urguls can be picked up from the ground.
- Terry the Fairy - Magic weapon. Level 1. Range 3 (follow the scheme). Dice 2. Damage 2. Enhanced: 4 wounds. Terry will attack the enemy each time the wizard attacks with his weapon, and he will make the enemy to defend with (-2) dice.
- Bubble Gum - Level 1. Range: all tile. The wizard shall chew the bubble gum with his normal action, and can be thrown at an enemy on the wizard's next turn. As a result the enemy will remain stuck to the ground losing all its movement until defeated. Bubble gum has no effect with enemy bosses.
- Soap - Level 1. Range: all tile. The soap will cause a chain reaction affecting the target enemy and adjacent enemies making them to fall to the ground with no way for them to defend against that. If a wizard or pet is adjacent to one of those enemies they will be affected by the chain reaction falling to the ground losing all their actions in their next turn to stand up again. Enemies affected will lose all their action to stand up in their next turn too.
- Pet Toy - Level 1. Range: all tile. Dice 4. Damage 1. Enhanced: 2 wounds. All the 4 pets shall be in play. Choose the square with an enemy where you want to throw the pet toy. This will cause the pets to attack all together (1 attack) to that enemy, only if there's an adjacent empty square to that enemy. After the attack the pets will return to their last position on the board.
- Stone Rain - Level 1. Range: all tile. Ammunition: 4 creatures. Defeat 1 enemy on the square the rain falls (enemy cannot defend against the rain). If it's a boss enemy it only inflicts 1 wound and they lose 1 defense die.
Defense and Movement Objects
- Sharp Spikes Necklace - Pet accessory: Little Joshep / Little Piper. Level 1. Range: all tile. Protection: +1 defense if successful dice rolling. Dice 1. Enhanced: +2 defense if successful dice rolling.
- Fangs - Pet accessory: Big Sam / Big Violet. Level 1. Range: all tile. Protection: +1 defense if successful dice rolling. Dice 1. Enhanced: +2 defense if successful dice rolling.
- Armored Wings - Pet accessory: Big Henry / Big Zoe. Level 1. Range: all tile. Protection: +1 defense if successful dice rolling. Dice 1. Enhanced: +2 defense if successful dice rolling.
- Battle Horn - Pet accessory: Little Duane / Little Elora. Level 1. Range: all tile. Protection: +1 defense if successful dice rolling. Dice 1. Enhanced: +2 defense if successful dice rolling.
- Shield - Defense object. Level 1. Range: all tile. Protection: +1 defense if successful dice rolling. Enhanced: +2 defense if successful dice rolling. One-handed weapon.
- Fast Shoes - Movement object. Level 2. Range: all tile. Effect: +2 movement points. Enhanced: +3 movement points. Wizards can pass through mucus and boiling water squares as regular squares.
- Helmet - Defense object. Level 3. Range: all tile. Protection: +1 defense if successful dice rolling. Enhanced: +2 defense if successful dice rolling. It can be combined with the shield.
Spells
The personal spells are level 3. Wizards must first know level 1 and level 2 spells to use them. The rest of spells can be performed by any wizard and can be learned in the Alchemy Books.
Level 1:
- Caponecoronilium - Level 1. Range 1 (melee). Dice 2. Damage 1. Enhanced: 2 wounds.
- Flamalayayadabrutale - Level 1. Range 8 square area. Dice 2. Damage 1. Enhanced: 2 wounds.
- Boftonismanobertum - Level 1. Range 1 (melee). Dice 2. Damage 1. Enhanced: 2 wounds.
- Contortigoinum - Level 1. Range 1 (melee). Dice 2. Damage 1. Enhanced: 2 wounds.
Level 2:
- Avernisgalletum - Level 2. Range 1 (melee). Dice 2. Damage 2. Enhanced: 3 wounds.
- Interestumpinchum - Level 2. Range 1 (melee). Dice 2. Damage 2. Enhanced: 3 wounds.
- Arterialoculumrabiona - Level 2. Range 8 square area. Dice 2. Damage 2. Enhanced: 3 wounds.
- Pulufuzpelusamen - Level 2. Range 1 (melee). Dice 2. Damage 2. Enhanced: 3 wounds. (The printed card reads "POTENCIA: 3 wounds", a Spanish-language label for the enhanced value; it is transcribed here as the enhanced value.)
Level 3 (personal spells):
- Flamel - Level 3. Range 8 square area. Dice 3. Damage 2. Enhanced: 3 wounds. Effect: If an enemy is alive after being attacked, the player must move it to an empty square he wants to, in that tile. It affects enemy bosses too.
- Grilitch - Level 3. Range 3 (follow the scheme). Dice 3. Damage 2. Enhanced: 3 wounds. Effect: If any enemy still alive after being attacked, they are knock out. It affects enemy bosses.
- Cornelius - Level 3. Range 8 square area. Dice 3. Damage 2. Enhanced: 3 wounds. Effect: A wizard gives to the enemy he desires the threat in that enemy turn, only if his attack is successful. It affects enemy bosses too.
- Durlo - Level 3. Range 4, cross (follow the scheme). Dice 3. Damage 2. Enhanced: 3 wounds. Effect: If any enemy is alive after the attack, they receive an additional wound. It affects enemy bosses too.
- Iyu - Level 3. Range: any square. Dice 3. Damage 2. Enhanced: 3 wounds. Effect: She can cast the spell on any square in the tile.
- Dretna - Level 3. Range 3 (follow the scheme). Dice 3. Damage 2. Enhanced: 3 wounds. Effect: If any enemy is alive after the attack, they receive an additional wound. It affects enemy bosses too.
- Lork - Level 3. Range 8 square area. Dice 4. Damage 2. Enhanced: 3 wounds. Effect: He makes a revolving 4 dice attack with his sword. It's a very strong one.
- Pixie - Level 3. Range 1 (melee). Dice 2. Damage 2. Enhanced: 3 wounds. Effect: She can make the spell with crystal of any color.
Spell Cards
The spell card shows the following (the callouts printed on the card):
- The potion: shows the crystals needed to be put on the character sheet to create the recipe.
- Distance range.
- Number of attack dice and number of wounds caused by each impact rolled.
- Crystals required to learn the spell. When the crystals have no color the player can use any color they choose to.
Reward Cards
Reward cards show the number of crystals obtained each time the player defeats an enemy. There are 3 types: level 1, level 2, and level 3. The player will take as many cards as enemies defeated (from the corresponding deck to the wizard's level).
Skill Cards
At the beginning of the campaign all players must choose one of the available skills. The skills can be used at any time during their turn. A player will choose a new skill each time they upgrade to a new magic level. This way each player must have 3 skills when they reach magic level 3. When used, the card must be turned (1/4 turn) in the specified direction. At the beginning of the next turn, the wizard who used the skill must turn (1/4 turn) the card again, and so on until the card returns to it's initial position. It can now be used again.
The skill card sequence is illustrated as follows:
- Player uses the skill and flips the card twice.
- On the next turn the player turns the card one position.
- On the next turn the card is turned back to its initial position. The skill is ready to be used again.
Skills cards guide can be found on page 31 on this manual.
Skills Guide
The skills guide (printed page 31) lists the following skill cards, in grid order from left to right and top to bottom:
- Take 4 crystals the color you want from the crystal pool.
- Subtract 1 enemy's defense dice when he is defending from your attack.
- Subtract 2 enemy's defense dice when he is defending from your attack.
- Subtract 2 boss enemy defense dice when he is defending from your attack.
- Your pet can attack for free during the turn (if in play).
- Perform an enhance attack without using crystals (NORMAL Acc. / CRYSTALS Acc.).
- Cast a spell against a boss enemy for free without using crystals.
- Add +1 dice when attacking with a spell (crystal action).
- Perform 1 free attack action with a weapon when you are attacked by an enemy.
- Add +1 dice when attacking with normal action.
- Subtract 1 enemy's attack dice when attacking you.
- Add +2 dice if you attack with the pet.
- Reroll the unsuccessful dice in a weapon attack.
- Reroll the unsuccessful dice in a spell attack.
- Reroll the unsuccessful dice when attacking with your pet.
- Performs an extra normal action.
- Performs an extra crystal action.
- Heal all your wounds.
- Pass your threat to another wizard. Draw a new threat card until appears another wizard.
- Add +1 dice when defending yourself.
- Add +1 defense dice to your pet.
- Add +1 dice to your defense when in reduced size.
Events
The event cards are drawn at the beginning of each enemy turn for the current magic level (see Event Cards above). Each magic level has ten events, printed in the order below as the two columns of each level's page, read row by row.
Level 1
- Bluehat cast a spell giving +1 defense dice to the wizards on the enemy turn.
- GAMUSINOS attack 2 times in this turn.
- VILKKOR Plague. A Vilkkor is generated in each enemy square on the tile. 9 in total.
- Darkthony casts a paralyzing spell, you lose 1 movement point in the next turn.
- FOGOSH are activated and start launching fireballs, each wizard and pet (if in play) roll for defense to block a 1 damage attack.
- Darkthony sends to 2 GOBLINS, place them in their generation square.
- GOBBEL have a craving for the RED crystals attack, wizards lose all their RED crystals.
- A ray of blue light bounces on a nearby rock, pets get scared and run away.
- The volcano has erupted! a rain of lava destroys all SPITTLE.
- All pets being attacked and survive, attack back to their opponent.
Level 2
- Bluehat cast a spell giving +1 defense dice to the wizards on the enemy turn.
- GAMUSINOS and NEBULUS attack 2 times in this turn.
- VILKKOR Plague. A Vilkkor is generated in each enemy square on the tile. 9 in total.
- Darkthony casts a paralyzing spell, you lose 2 movement points in the next turn.
- FOGOSH are activated and start launching fireballs, each wizard and pet (if in play) roll for defense to block the 2 damages attack.
- Darkthony sends to 2 GOBLINS and 2 NEBULUS, place them in their generation square.
- The GOBBLE has a craving for RED and BLUE crystals attack, wizards lose all their RED and BLUE crystals.
- A ray of blue light bounces on a nearby rock, pets get scared and run away.
- The volcano has erupted! A rain of lava destroys all the ROCKUUS.
- All pets being attacked and survive, attack back to their opponent.
Level 3
- Bluehat cast a spell giving +1 defense dice to the wizards on the enemy turn.
- GAMUSINOS, NEBULUS AND GOBLINS attack 2 times in this turn.
- VILKKOR Plague. A Vilkkor is generated in each enemy square on the tile. 9 in total.
- Darkthony casts a paralyzing spell, you lose 3 movement points in the next turn.
- FOGOSH are activated and they start throwing fireballs, each wizard and pet (if in play) roll for defense to block the 3 damages attack.
- Darkthony sends to 2 GOBLINS, 2 NEBULUS, and 2 DARK WIZARDS, place them in their generation square.
- The GOBBLE has a craving for the RED, BLUE and GREEN crystals attack, Wizard lose all RED, BLUE and GREEN crystals.
- A ray of blue light bounces on a nearby rock, pets get scared and run away.
- The volcano has erupted! A rain of lava destroys all SPITTLE and ROCKUUS.
- All pets being attacked and survive, attack back to their opponent.
Enemy Cards
The enemy cards (printed page 30) give each enemy's attack, its ability, and its values at each magic level. The values are printed as icons, so each row below gives the three numbers in the order they appear on the card: attack dice, impacts, and defense dice. The three rows of each standard enemy are magic levels 1, 2 and 3. Boss enemies have a single row, and life totals are shown as the number of hearts printed next to the name.
Standard enemies
- Gamusino - Attack: Melee attack, orthogonally or diagonally. Affected by any kind of weapon. Ability: When alone on the board, dice added +1. Values: Level 1: 3 / 2 / 2. Level 2: 3 / 3 / 2. Level 3: 4 / 4 / 4.
- Nebulus - Attack: Melee attack, orthogonally or diagonally. Affected by water and magic weapons. Ability: When alone on the board, if passing through his spawn square, another NEBULUS is generated. Values: Level 1: 2 / 3 / 2. Level 2: 2 / 4 / 2. Level 3: 3 / 5 / 3.
- Spittle - Attack: 2 squares range attack orthogonally. Affected by water and fire weapons. Ability: When alone on the board, if passing through his spawn square, another SPITTLE is generated. Values: Level 1: 3 / 2 / 2. Level 2: 3 / 3 / 2. Level 3: 4 / 5 / 3.
- Gobble - Attack: Melee attack, orthogonally or diagonally. It steals all the wizard's crystal instead of wounding him if successful attack. Normal, fire and magic weapons affect him. Ability: When only 2 GOBBLES are in play, +1 defenses if successful. Values: Level 1: 3 / 2 / 1. Level 2: 3 / 3 / 2. Level 3: 4 / 4 / 4.
- Rockuu - Attack: Melee attack, orthogonally or diagonally. Affected by normal and Magic weapons. Ability: When only 2 ROCKUUS are in play, +2 movement. Values: Level 1: 2 / 3 / 4. Level 2: 2 / 4 / 4. Level 3: 3 / 4 / 5.
- Goblin - Attack: Melee attack, orthogonally or diagonally. Affected by any kind of weapon. When attacking a GOBLIN with a wet towel it puts out the fire on his sword, subtract a -1 (DICE) to his attack value (if attack is successful). Ability: When only 1 in play, +1 defenses if successful. Values: Level 1: 2 / 3 / 2. Level 2: 3 / 4 / 2. Level 3: 4 / 4 / 5.
- Dark Wizard - Attack: Melee attack, orthogonally or diagonally. Affected only by Spells. Ability: When only 1 is in play, dice added +1 (attack). Values: Level 1: 3 / 3 / 2. Level 2: 3 / 4 / 2. Level 3: 4 / 5 / 4.
- Vilkkor - Attack: Melee attack, orthogonally or diagonally. Affected by all kind of weapons. Ability: When only 1 is in play, dice added +1 (attack). Values: Level 1: 2 / 2 / 2. Level 2: 3 / 3 / 2. Level 3: 4 / 4 / 4.
Boss enemies
Boss enemies have their own character card. Each boss card shows its life (hearts) and its values; the mission explains each boss's role in the chapter.
- Spirit (Boss Enemy) - Life x15. Attack: Melee attack, orthogonally or diagonally. Affected by spells only. Values: 3 / 4 / 3.
- Alexander (Boss Enemy) - Life x25. Attack: 3 squares range attack, only orthogonally. Affected by all kind of weapons. Values: 2 / 5 / 4.
- Megamusino (Boss Enemy) - Life x15. Attack: Melee attack, orthogonally or diagonally. Affected by all kind of weapons. Values: 3 / 5 / 5.
- Norman (Boss Enemy) - Life x20. Attack: Melee attack, orthogonally or diagonally. Affected by all kind of weapons. Ability: If no pets in play, dice added +1 when attacks. Values: 3 / 5 / 5.
- Super Spittle (Boss Enemy) - Life x15. Attack: 4 squares range attack orthogonally. Affected by all kind of weapons. Values: 2 / 2 / 2.
- Darkthony (Boss Enemy) - Life x10 (spell track) and x20 (weapon track). Attack: Melee attack, orthogonally or diagonally. He has 2 different life tracks. One is reduced with spells and the other one with weapons, the story will tell us which one to use at a time. Ability: If his pet Little Owen is in play, dice added +1 if adjacent and paws are used as successes (attack and defense). Values: 3 / 5 / 5.
- Little Owen (Boss Enemy) - Life x20. Attack: Melee attack, orthogonally or diagonally. Affected by all kind of weapons. Ability: He uses pet paws results as successes. Values: 3 / 3 / 3.
- Ignacius (Boss Enemy) - Life x15. Affected by all kind of weapons. Its behavior will be explained in each mission he appears in. Values: 3 / 3 / 1.
- Vince (Boss Enemy) - Life x25. Attack: Melee attack, orthogonally or diagonally. Affected by all kind of weapons. Ability: When successfully hit with his wet sock, wizard is K.O. spending all his next turn to stand up. Values: 3 / 5 / 4.