Die Legenden von Andor: Das ferne Land
Die Legenden von Andor: Das ferne Land Rulebook
Table of Contents
Table of Contents
Introduction
What is it about – how is it played?
The heroes try to protect the people of the steppe from evil creatures and to fulfil additional tasks. The game is played in 7 legends. There is one set of legend cards for each legend.
If you are playing the game for the first time, you begin with the Quick-Start Guide (Losspiel-Anleitung) for Legend 1. This gets you into your first game quickly and easily. More rules come into play gradually during the adventure.
You do not need to know anything more for Legend 1. So put this companion booklet back in the box now and start right away with page 1 of the Quick-Start Guide. Exciting adventures are already waiting for you!
How does it continue after Legend 1?
Once you have successfully completed the first legend and want to move on to the second legend (or later to further legends), you need the legend cards belonging to the respective legend.
If additional game material is needed for this legend, it is stated on the respective card. And if new rules are introduced, that is also stated on the legend cards. If questions arise during the game, you will find the explanation under the corresponding keyword in this companion booklet.
Since all special features and rules that are spread across the various legend cards are collected here, the Quick-Start Guide and the legend cards from earlier legends are no longer needed. You can simply look up explanations or details during the game. Even if you have not played the game for a long time, you will find everything necessary on the "Checklist" card and in the companion booklet.
For Legend 1 the companion booklet is not needed.
For Legends 3 to 6 you additionally need the Checklist card.
Checklist card (for Legends 3 to 6)
- Each player chooses a hero board with the matching hero figure and receives, in the hero's colour, 2 wooden discs, 1 wooden cube and the dice.
- Each player places one of their wooden discs on the sunrise space.
- Place all creatures next to the game board.
- Prepare 3 red, 1 grey and 1 black die.
- Place the red wooden cube for the strength points and the red wooden disc for the willpower points on the creature display.
- Shuffle the event cards and place them next to the sunrise space.
- Place the gold, the stars and the red X's next to the game board.
- Shuffle the 16 fog tokens and place them face down on the fog spaces (circles).
- Place the 4 well tokens with their coloured side up on the well spaces (hexagons).
- Distribute all items on the equipment board.
- Place the narrator on the letter A of the legend track.
- Sort the legend cards of the desired legend alphabetically so that "A1" is on top and "N" at the bottom. If there are legend cards without a letter, place them next to the game board.
- Place 1 of the 4 tower cards face down on space 532. The rest go back in the box.
- Now determine by dice the positions of the 3 face-down mushroom tokens and the 4 face-down hope stones by rolling a red die and a hero die. The red die gives the tens digit, the hero die the units digit of the space number sought. Add 500 to this result. Example: red die 5, hero die 6 = space 556.
- Place all remaining tokens next to the game board.
- If Tenaya (Teyan) is in the game, she receives her 3 fire spells and places them on her hero board with the "-2" side up.
The Checklist explains which preparations must be made before each game. Then simply read legend card A1 of the new legend aloud.
Overview of the course of the game
(Not needed in Legend 1!)
- The game is played in days. Each day has 7 normal hours and up to 3 overtime hours can be spent.
- A hero whose turn it is chooses the action "Walk" or "Fight". When walking, each space counts as 1 hour; when fighting, each fight round counts as 1 hour. These hours are marked off with the time marker on the day track. A hero can use as many hours as he wishes during his turn. If he walks, for example, 4 spaces further, that costs him 4 hours. If he fights a creature in a fight lasting 3 rounds, that costs him 3 hours.
- After the hero's action, the next hero clockwise is on turn and likewise chooses one of the two actions and can use as many hours as he wishes for it.
- When all heroes have had a turn and the first hero is on turn again, he can again choose one of the two actions and uses as many hours as he needs. The heroes take turns until they have used up their hours and any overtime hours, or until they want to end their day early.
- A hero can spend up to 3 "overtime hours". Each overtime hour costs him 2 willpower points.
- It is normal for a hero to have already ended his day while the others keep playing because they still have hours left. When a hero's turn comes and he wants to end his day, he places his time marker on the sunrise space. If he is the first one to do so that day, he places it on the space with the rooster, as a sign that he will begin the new day.
- When all heroes have ended their day, the symbols on the sunrise space are carried out in the order given (see page 5 "The Sunrise Space"). The last symbol shows the narrator figure. At this point the narrator moves 1 space forward on the legend track.
- The players must pay attention to whether the narrator thereby triggers a legend card, which they must read aloud and follow.
- On the new day all heroes again have 7 hours plus up to 3 overtime hours available.
- Important: The narrator moves not only at every sunrise but also whenever a creature has been defeated.
- When a creature enters the Caves of the Grehon, it is immediately placed on a shield depicted next to it. The legend is lost early if there is no free shield left for a creature there. How many shields there are depends on the number of heroes. Example: with four heroes only 1 creature may be let into the Caves of the Grehon (see the illustration next to space 425).
The Heroes
The hero board
At the start of the game each hero chooses his hero and the game material in his colour (dice, wooden disc, wooden cube). The number of dice is not the same for all heroes. The hero board shows the hero with his special ability and various display and storage spaces. Except in the area for mushrooms, herbs and gold, only 1 token can be placed on each storage space.
With his wooden cube each hero shows how many points he may add when fighting. At the start every hero has 1 strength point. With one of his two wooden discs each hero shows how many dice he may currently fight with (the number of dice is shown to the left of the willpower points). Heroes always start with 7 willpower points each.
Tenaya, for example, can fight with 2 dice at 5 willpower points. If she loses a willpower point and thereby slips into the first row, only 1 die is available to her.
At the top right is a hero's rank. Tenaya has the highest rank with 60 and Avida the lowest with 24.
The Heroes' Actions
A hero whose turn it is can choose between 2 options:
Walk or Fight
Each of these actions costs time on the day track. Fighting costs 1 hour per fight round, walking costs 1 hour per game board space.
Note: Besides these actions a hero has various free action options, which he can also perform when it is not his turn and which cost no time on the day track (see page 4).
The action "Walk"
A hero can walk as many spaces as he wants in his turn, as long as he has enough hours left on the day track. Each space the hero enters costs him 1 hour on the day track. For every hour used, the hero's time marker is moved 1 space forward on the day track. The arrows between the spaces play no role for the hero's movement.
A player may pass spaces on which a fog token lies without activating it. But if he ends his movement on such a space, the fog token is activated and carried out immediately.
Example of a "Walk" turn: The Healer walks from space 558 to space 546, on which a fog token lies. Since she walked 2 spaces, her time marker is moved 2 hours on the day track. She must immediately reveal and carry out the fog token. After that the next hero clockwise is on turn.
Notes: The river cannot be entered. It can be crossed via the bridges. The bridges are not spaces and are not counted when walking. In addition, a hero can overcome the river via the steep rocks (space 547) (see page 7).
Any number of heroes may be on any space.
The action "Fight"
Course of a fight
A hero who is on a space with a creature can attack that creature. If the hero arrived on the space in this turn, he must wait until his next turn. Before that, all other heroes are first on turn clockwise.
The hero's attack:
- In each fight round the hero's time marker on the day track is moved 1 space forward.
- The hero always rolls first, with all the dice available to him (shown on the hero board to the left of his current willpower points).
- Of these dice only the highest counts. The hero then adds his strength points. This gives his fight value.
Example of determining the fight value: The Healer has 9 willpower points and therefore rolls 2 dice: 5 and 3. To her highest die value she adds her current strength points of 5. This gives her fight value of 10. In addition, because of her special ability, she adds the unchosen die value 3 to her willpower points. She now has 12 willpower points.
The creature's reaction:
- Before the fight, the creature's strength and willpower points are marked on the creature display of the game board. Then the left neighbour of the fighter rolls for the creature with all the dice available to it (see the creature display to the left of the current willpower points). Most creatures roll red dice; Black Knights and Swamp Trolls roll the black die.
- For the creature too the highest die result counts. Only for creatures, equal values are always added together if this gives a higher die value.
- Then the creature's strength points are added to the creature's highest die value. This gives its fight value.
The difference between the two fight values is subtracted from the willpower points of the losing side.
If it is a tie, nothing happens.
If the creature still has willpower points and so does the hero, the fight continues immediately with the next fight round. Unless the hero has no hours left on the day track or breaks off the fight voluntarily.
The end of the fight
If the creature has no willpower points left, the hero has won the fight. As a reward he immediately receives gold and/or willpower points. How high the reward is can be seen on the creature display below the strength points of the defeated creature. The defeated creature is placed on space 400 or 500 respectively, whereby the narrator immediately moves 1 space forward! If the hero has no willpower points left, he has lost the fight. He loses 1 strength point, provided he still has more than one. In addition he immediately receives 3 willpower points. The next hero clockwise is on turn.
If the fight ends without a winner, the creature recovers. At the next attack it again has its usual starting values (see creature display).
Fighting together
- If several heroes are on a space with a creature, they can fight together.
- The hero whose turn it is invites the other heroes to the fight. The time markers of all heroes taking part in the fight are moved forward 1 hour.
- The common fight value is determined by first adding together the strength points of all heroes taking part in the fight.
- Then the inviting hero, and after him all other participating heroes in turn, roll and determine their highest die value in each case. These die values are added to the combined strength points and thus give the heroes' common fight value.
- If the common fight value of the heroes is lower than the creature's fight value, each of these heroes loses the difference in willpower points. If the heroes win, they share the reward among themselves.
- After the end of the fight, the hero who sits to the left of the hero who originally invited to the fight is next on turn clockwise. It is permitted to pass an item to a fellow fighter at the end of a fight round (if both are on the same space).
- After a fight round, one or several heroes can decide to leave the ongoing fight (they can then no longer intervene in the current fight, but they save hours). This can also be the hero who had invited. As long as one hero is still fighting, the fight goes on. The next fight round begins, of the participating heroes, with the hero to the left of the inviting hero.
- If a hero drops out of the common fight because he has no willpower points or hours left on the day track, the other participating heroes may keep fighting. A hero who drops out of the fight because he has 0 willpower points loses 1 strength point and receives 3 willpower points. He cannot join the ongoing fight again.
- Important: The reward for a won fight is distributed only among the heroes who were also present in the last fight round.
Example of a common fight: The Mountain Warrior stands on a space with a Gorlot and is on turn. He invites the Steppe Rider, who is on the same space. Each of them moves his time marker 1 space forward on the day track. First they add their strength points. Together they reach 11 strength points. Then the heroes roll in turn. The Mountain Warrior has been invited and begins. He rolls with one die: 3. Because of his special ability the 3 counts as 6 for him. The Steppe Rider has 11 willpower points and therefore rolls with up to three dice. He rolls them one at a time. First a 2, then a 5. With that he is satisfied and does not roll the third die. The heroes thus have a common fight value of 22. The Gorlot rolls with 2 red dice and gets a 4 twice. Since he adds equal values, he has an 8 plus 4 strength points. This gives a fight value of 12. The difference between his fight value and the heroes' is 10. That means the Gorlot loses 10 willpower points and is therefore defeated immediately. The heroes share the reward of 3 willpower points or 3 gold or a combination of these among themselves: both receive 1 willpower point, the Mountain Warrior additionally takes 1 gold.
Pass
If a hero wants neither to "Walk" nor to "Fight", he can "pass". This too costs him 1 hour on the day track.
Note: Instead of walking, fighting or passing, in some legends a hero can choose the action "Move Flaps" if this figure is part of the legend.
Free actions
The following actions cost no hours on the day track. They can be carried out at any time – even when it is not the hero's turn. This is not possible, however, if his time marker is already on the sunrise space.
A hero's free actions are:
- Collect items from a space or put them down there
- Pass or exchange items with other heroes standing on the same space
- Use items
- Buy items from a merchant or the Travelling Merchant
The Creatures
Creatures do not activate tokens and do not trigger fights. Normally their spaces can be entered and passed.
Movement of the creatures on the game board side with the lake
At every sunrise the creatures move towards the Caves of the Grehon or towards the steppe people respectively. The Gor standing on the space with the lowest number always begins. On the game board side showing the river, the back of the event card lying on top determines the order in which the creatures move (see below). A creature moves to the adjacent space to which the small arrow points. Only one creature may stand on each space. If the space to which a creature wants to move is already occupied by another creature, it is immediately moved on from the occupied space along the arrow to the next adjoining space. After the Gors, all Gorlots and then the other creatures are moved by the same rules (in the order in which they are depicted on the sunrise space). Even if another creature is newly placed on the board and the target space is occupied, it is moved on along the arrow to the adjoining space.
Movement of the creatures on the game board side with the river
In the Far Land the order and possibly the frequency with which the creatures move at sunrise is determined by the back of the current event card. This changes as soon as an event is triggered and the top card of the event card deck is carried out.
The movement of the creatures takes place as described for the game board side with the lake.
Important: As soon as a creature is on the "Path" (see page 7), it moves on from then on in the direction of the steppe people.
Note: Should the rare case occur when placing new creatures that a creature is no longer available, you may take it from space 400 or 500 respectively.
The strength of the creatures
On the creature display on the game board, for each creature it is stated how many strength and willpower points it has. When a fight occurs, the strength points are marked with the red wooden cube. With the red wooden disc its willpower points are marked. To the left in the row you can see with how many and which dice the creature fights. A Gorlot, for example, has 4 strength and 5 willpower points and uses 2 red dice in the fight.
Note: Most creatures use red dice.
Below the strength points it is stated which reward the heroes receive for defeating the creature. For a Gorlot they receive 3 gold or 3 willpower points or any combination of these.
Special features
As long as a Troll has at least 7 willpower points, it uses 3 red dice in the fight. If it has fewer than 7 willpower points, it only has 2 red dice available. All equal die values are added. But the Troll always chooses the highest value, no matter whether this is reached through several equal die values or through one high single die value. Example: The Troll rolls 3, 3, 5. Then its highest die value is the 6, which it adds to its strength of 14.
Further Game Elements and the Items
The day track
"Walk", "Fight" or "Pass" cost the heroes hours on the day track and are marked there with the time markers (wooden discs in player colours).
For every hour used, the hero's time marker is moved one space on the day track.
Each hero has 7 hours per day available, unless he works "overtime". When a hero has used up his hours, only the other heroes are on turn until they too have used up their hours. A hero whose turn it is and who wants to end his day (this can also be before the 7th hour) places his time marker on the sunrise space. If he is the first hero that day, he places his time marker on the "rooster" as a sign that he will begin the next day as first player. Before the new day begins, all other heroes must also have ended their day and their time markers must lie on the sunrise space. Then all symbols on the sunrise space are carried out one after the other. Only after that does the hero whose time marker lies on the rooster begin the new day.
Overtime
A hero can decide to spend more than just 7 hours on one day. He can spend up to 3 additional "overtime hours". Each overtime hour, however, costs him 2 willpower points. For this he moves his wooden disc on his hero board back by the corresponding number of spaces. A hero may never bring himself to 0 willpower points through overtime.
The sunrise space on the game board side with the lake
1.–5. Move all creatures in the order depicted The Gors always begin, then follow the Gorlots, Skrals, Chalk Skrals and finally the Trolls. Within each type of creature, the creature standing on the space with the lowest number begins. Important: On each space only one creature may stand. If the space to which a creature wants to move is already occupied by another creature, it is immediately moved on from the occupied space along the arrow to the adjoining space.
6. "Refresh" all wells The well tokens are turned to their coloured front side. Important: If there is a hero on the space with a well, however, this well is not refreshed. The token stays unchanged.
7. If the heroine Tenaya (Teyan) is in the game, she turns her used fire spells back to the front side.
8. The narrator moves one letter forward on the legend track. Apart from each defeated creature, the narrator always moves at every sunrise. When the narrator reaches a letter space on which a star lies, the corresponding legend card is read aloud. Note: For some letters there is no legend card. If the narrator reaches the letter "N" on the legend track, the game ends.
The sunrise space on the game board side with the river
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Read aloud and carry out the top event card After all creatures have been moved according to the back of the top event card, this event card is turned face up, read aloud and carried out.
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Add spores On every space on which there are one or more spores, one further spore token is added. If the supply is empty, the figure "Mother Spore" is placed on the board (see page 7 "The Mother Spore").
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Refresh all wells (see above)
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If the heroine Tenaya (Teyan) is in the game, she turns her used fire spells back to the front side.
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The narrator moves one letter forward on the legend track.
The legend track
In every legend the narrator starts on the letter "A" of the legend track. A legend always begins with the reading aloud of card A1. In Legends 3 to 6 the large "Checklist" card is first read aloud and carried out. Through the legend cards the heroes learn the legend goal and the story is told.
The items
Using items is one of the heroes' "free actions" and costs no hours on the day track.
The wineskin
If a hero decides on the action "Walk", he can move 1 space with each side of the wineskin without having to move his time marker on the day track. After the first use the token is turned to the half-full back side. After the second use it is put back on the equipment board. The hero can use both sides of the wineskin in one turn or also several wineskins at once.
The telescope
The telescope can only be used while its owner stands on a space. It is not possible when passing by. A hero may reveal all tokens (except spores, mushrooms, rocks, Azturia) that are adjacent to his location. These tokens are not activated by this. This also works when the hero is not on turn. The hero can reveal one token with the telescope, but need not. If several tokens are on one space, the hero can reveal one or several and leave others face down.
The falcon
Any number of small items (these include the artefact parts and the griffin crown), gold, herbs or mushrooms can be exchanged at once between two heroes, even if they are not on the same space. One of the two heroes must be the owner of the falcon. Large items (e.g. the shadow blade) cannot be exchanged this way. The falcon can only be used once per day. After that the token is turned to its back side and at sunrise turned back to its front side. During a fight round the falcon can not be used.
Throwing knife
In each fight round the hero may re-roll 1 die he has already rolled; even if he attacked with the bow. With the bow, however, he must then choose this last-rolled die.
Bow
A hero may attack an enemy on adjacent spaces. He must roll all his dice one at a time, one after another and decide when he stops rolling. Only the last die counts.
Shadow blade
A hero who uses the shadow blade before a fight must give up 1 strength point and turn the token to its back side. If this fight is won, the narrator does not move for it and there is no reward. If this fight was lost, the shadow blade stays as it is, lying on the hero board. Its special power was "wasted". If a hero wants to use the shadow blade a second time, he must give up 7 willpower points before the fight. After this fight the shadow blade is removed from the game.
The griffin crown
The bearer of the griffin crown may, 1 time per fight round, directly after the roll, turn his own die or the die of one of his fellow fighters to the opposite side. Example: A fellow fighter rolls a 2. The hero with the griffin crown turns this die to the opposite side and makes it a 5.
Mushrooms
If a hero stands on the space of a mushroom token, he can put it onto his hero board without revealing(!) it. Only when he reveals it does he receive or lose the value shown on it in willpower points. He may also pass an unrevealed mushroom token to another hero standing on the same space with him, or send it with the falcon. The mushroom tokens have the values: +2, +4 and -3.
Hope stones
Each hope stone has a different ability, which a hero can use 1 time. After that the stone is removed from the game.
- 1 strength point: The hero receives 1 strength point.
- Strength point marker of a normal (!) creature: Move it to the space to the left of it. This applies for the duration of the whole fight. The reward is adjusted accordingly. If the fight is lost, or if the heroes break it off early, the hope stone is removed from the game.
- 3 willpower points: The hero receives 3 willpower points. If a hero uses this stone while other heroes are standing on his space, they too each receive 3 willpower points.
- Ward off evil event: The text of the event card is then simply ignored and the card is removed from the game.
Logs
If a hero stands on a space with a log, he can collect the log. The logs are placed on the strength point track of the hero board – in such a way that they fit to the left next to the wooden cube that shows the strength points. Example: To be able to carry a log of 2, the hero needs at least 3 strength points. A hero can carry several logs at the same time if all of them fit to the left next to the wooden cube on his strength point track.
Further Important Keywords
The fog tokens
If a hero merely passes a space with a fog token, nothing happens. If a hero ends his movement on a space with a fog token, however, he must reveal the token and thereby activate it. Depending on the illustration the following happens: He receives 1 strength point or 2 willpower points or 1 gold or 1 wineskin or 1 throwing knife. Or he must carry out the top event card.
Besides these fog tokens, which explain themselves, there are a few special fog tokens:
Ruin spirit: The hero must put a "Ruin spirit" token on one of his small storage spaces. Until the end of the legend he cannot put any other item down there.
Herbs: The hero receives a herb token and places it on the area of his hero board on which he also collects gold. When he uses it, he receives 1 willpower point. If he uses 2 herb tokens at the same time, he receives 5 willpower points.
Spores: A spore token is placed from the supply onto this space. The hero standing there cannot choose the action "Walk" as long as the spore has not been defeated.
After the activation of a fog token it is removed from the game. If a hero uses a telescope, he may reveal the fog tokens on all spaces adjacent to the space he is standing on. This is not possible when passing by, however. These fog tokens then stay face up until a hero ends his movement there. Only then are they activated. Note: Spaces that are separated by the river do not count as adjacent.
The merchant and the Travelling Merchant
If a hero stands on a space with a merchant symbol or on the figure "Travelling Merchant", he can buy for 2 gold each 1 strength point and, from Legend 2, the items lying on the equipment board. This is a free action and costs no hours on the day track. It is not possible when passing by, however.
Flaps, the flying fox
Instead of "Fight" or "Walk", a hero can choose the action "Move Flaps" in his turn. He may then place him on any space of the game board. This costs the hero 1 hour on the day track.
Flaps has 2 abilities:
- He can reveal the token on his space (except spores, rocks, Azturia). It is not activated by this. Attention: If Flaps should reveal the mushroom token "-3", it is removed from the game for this legend!
- If he stands with a hero on the space of an enemy, he steals from the enemy in the first fight round 1 die, so that the enemy rolls with one die fewer. Important: The enemy always has at least 1 die. Note for experienced Andor players: This rule differs from the game "Die ewige Kälte".
The spores
Spores do not count as creatures. This means: creatures ignore spores and vice versa. They may stand together on one space. Azturia tokens, too, are ignored by the spores. If a hero enters the space of a spore, he must stop and can no longer use the action "Walk" until the spore has been defeated. A fight round costs one hour on the day track. Each spore has 5 strength points and rolls with the grey die. Both together give its fight value. To defeat it, a hero must beat this value once. In a tie, or if a hero loses, nothing happens. You find the reward on the back of the token. The narrator does not move for defeated spores.
They are removed from the game, not returned to the supply! If there are further spores on this space, the hero may directly attack the next one. Each fight round costs one hour on the day track. Special case: If a hero is displaced from his space by a quake, this also happens when he is standing on a space with a spore.
At sunrise, at the spore symbol, one further spore is added to every space on which one or more spores are located. Attention: If a further spore is to be placed on the game board and none is left in the supply, the Mother Spore figure is placed on the spore nest instead, which lies closest to the steppe people.
The Mother Spore
Like the normal spores, the Mother Spore does not count as a creature, i.e. it ignores creatures and vice versa. It cannot be defeated. Event cards or fog tokens with spores on them are ignored as soon as the Mother Spore is in the game. At sunrise no more spore tokens are added; instead the Mother Spore walks 3 spaces by the shortest route in the direction of the steppe people. If it reaches the steppe people, the legend is lost. The Mother Spore cannot be placed on shields. If several spaces on the way to the steppe people are equally far away, the Mother Spore always chooses the space with the higher space number. It does not have to stop at the swamp spaces (548 and 549). The portal space (599) has no influence on it. If it is the shorter way, it uses the steep rocks (space 547).
The swamp spaces
If a hero enters one of the two swamp spaces (548 or 549), his movement ends. Only when it is his turn again may he walk on. This rule applies in all legends.
The ghosts
On the space on which a ghost stands, or on one of the adjacent spaces, a hero cannot use his special ability. Note: For the hero "Steppe Rider" only the ability with which he can move the other heroes along is blocked. He can still fight with the bow as before.
The Black Knights
Put the marker ring over the narrator. Each time the narrator moves, the Black Knight also moves. He moves up to 3 spaces in the direction of the hero whose coloured pearl on the back of the top event card stands furthest up. (If the hero of this colour is not in the game, the colour that is depicted next below it counts.) The Black Knight ignores other heroes. Note 1: If the way is shorter, the Black Knight chooses the way over the steep rocks (space 547). Note 2: The Black Knight need not stop on the swamp spaces (548 and 549). The portal space (599) has no influence on him. Note 3: Should several spaces on the way to the sought hero be equally far away, the Black Knight always chooses the one with the higher space number.
The sought hero can safely enter and pass the Black Knight's space. Only if the Black Knight, activated by the narrator, now stands on the space of the sought hero does the hero lose 1 strength point. If a Black Knight already stands on the space of the sought hero and is moved again by the narrator, he stays on the space where he is and takes another strength point from the hero. Special case in Legend 3: If a hero carries a log and, through the loss of strength points, is no longer strong enough, the log is simply put down on the space on which the hero currently stands.
Overwhelmed by the Black Knight
If the Black Knight wants to take a strength point from a hero but the hero has only one left, the hero does not lose the strength point. Instead he must lay his figure down, take his time marker from the day track and place it on the letter of the legend track that is 2 letters further on than where the narrator currently stands. Only when the narrator reaches the time marker may the hero stand his figure up again and place the time marker on the rooster of the sunrise space. Until then he cannot carry out any actions.
Steep rocks (space 547)
If a hero on space 547 is "stranded" because, after jumping onto the steep rocks, he has dropped below 12 willpower points (e.g. through overtime or an event), he may jump from space 547 to space 555 or 513 even without the required willpower points.
Guard Troll in the cave (Legend 6)
Each time a hero ends his movement on a space in the cave, it is checked whether he has woken the guard trolls. For this the hero rolls the grey die. If the result corresponds to a die number shown on his current space, both guard trolls each move 1 space by the shortest route in the direction of the hero who caused the noise. If a guard troll on the way to this hero enters the space of another hero, the guard troll stays with that other hero.
Special Features of the Heroes
Raash / Raashana
If the hero Raash takes another hero along over the steep rocks (space 547) or over the lake, only he needs the required willpower points. If Raash takes another hero along and ends his movement on a space on which there is something to collect or receive, the heroes can decide who receives what. Example: Raash moves another hero along and ends his movement on a space with a well. The players may decide who gets the willpower points from the well. To move another hero along, Raash does not need to stop. This works while passing by. He can also move along a hero whose time marker is already on the sunrise space.
Grent / Grea
As long as Grent rolls a 2 with his hero die, he may roll again until he has rolled another value.
Tenaya / Teyan
A hero who is moved by Tenaya's beacon fire cannot take the steppe people along. If a hero stands on a space with a spore, he cannot be moved by Tenaya's beacon fire.
Avida / Avid
When fighting together, Avida may, if she has dice that she did not use for the fight, add willpower points to the dice and distribute them among the fellow fighters. Because this happens immediately, it can, under certain circumstances, already influence the willpower points of the fellow fighters, and thus their number of dice, in the current fight round. If Avida fights with a bow, she cannot use her special ability.
Game Material
- 1 double-sided game board
- 51 plastic stands for the figures (31 red, 6 black, 3 grey, 3 white, 2 blue, 2 green, 2 brown, 2 purple)
- 1 equipment board (reverse side "fight board")
- 89 legend cards
- 1 "Checklist" card for Legends 3 to 6
- 15 dice (2 blue, 3 green, 4 brown, 1 purple, 3 red, 1 large black, 1 large grey)
- 9 wooden discs (2 blue, 2 green, 2 brown, 2 purple, 1 red)
- 5 wooden cubes (1 blue, 1 green, 1 brown, 1 purple, 1 red)
- 1 Quick-Start Guide
- 4 hero boards (on each board a heroine is depicted on one side and a hero on the other)
- 8 heroes: Healer (male and female), Fire Wielder (male and female), Steppe Rider (male and female), Mountain Warrior (male and female)
- 34 creatures: 10 Gors, 5 Gorlots, 2 Skrals, 5 Chalk Skrals, 4 Trolls, 2 Guard Trolls, 2 Swamp Trolls, Troll King, Buffalo Monster, Strange Creature, Mother Spore
- 11 further figures: 3 Black Knights, Flaps (flying fox), Orweyn, Travelling Merchant, 3 ghosts, catapult, narrator
- 33 small cards: 1 "Quake" card, 4 tower cards, 4 Takota cards, 24 event cards
- 4 large tokens (merchant)
- Steppe people
- 16 "gold" tokens (8 x 1, 6 x 2, 2 x 5), 4 Azturia, 2 herbs, 3 mushrooms
- 11 stars, marker ring, 5 red X, 4 well tokens
- 13 equipment items: 1 shadow blade, 2 bows, 1 falcon, 5 wineskins, 2 telescopes, 2 throwing knives
- 4 hope stones, 2 ruin spirits, 1 griffin crown, 9 spore tokens, 1 drawing, 3 rock tokens
- 5 logs, 3 artefact parts