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Die Legenden von Andor: Die Bonus-Box thumbnail

Die Legenden von Andor: Die Bonus-Box

Expansion for Legends of Andor

Die Legenden von Andor: Die Bonus-Box Rulebook

Table of Contents

Table of Contents

  • Anleitung (Instructions)
  • Vorbereitung (Preparation)
    • Spielmaterial (Components)
  • The Bonus Legends
    • The Attack of the Barbarians (Der Angriff der Barbaren)
    • The King's Escort (Die Eskorte des Königs)
    • The Liberation of the Mine (Die Befreiung der Mine)
    • The Harbinger of Fire (Der Vorbote des Feuers)
  • Game Variants
    • Friend and Foe (Freund und Feind)
      • A) The White Event cards
      • B) The Fluggors
    • The Bonus Hero
      • The Wolf Warrior (Der Wolfskrieger)
  • Fight Together Board („Gemeinsam kämpfen“-Tafel)

Anleitung (Instructions)

This booklet describes four bonus legends, one of them a solo legend. It also contains several game variants and one additional hero. You should use this material only after you have played "Die Legenden von Andor" a few times.

  • Pages 3–7: the bonus legends.
  • Pages 8–10: the game variants.
  • Page 11: the bonus hero.

Vorbereitung (Preparation)

Carefully punch all parts out of the punch boards and place the figures in the plastic holders of the matching colour. The bonus legends and game variants require the components listed here.

Spielmaterial (Components)

36 legend cards

33 small cards:

  • 9 × battle cards (Kampfkarten)
  • 3 × "Creature Treachery" cards (Tücke der Kreaturen)
  • 4 × "The Black Herald" cards (Der Schwarze Herold)
  • 17 × White Event cards (Weiße Ereignisse)

6 dice (3 beige, 3 dark blue)

2 wooden discs and 1 wooden block (each dark blue)

2 markers (black)

10 items for the game variants:

  • 1 battle axe (Kampfaxt)
  • 1 dwarf rope (Zwergenseil)
  • 1 backpack (Rucksack)
  • 2 tankards (Humpen)
  • 2 knives (Messer)
  • 1 whetstone (Schleifstein)
  • 2 bread (Brot)

17 figures in plastic holders (9 beige, 2 light grey, 3 red, 1 black, 2 dark blue):

  • 5 × warrior (Krieger)
  • 3 × chieftain (Häuptling)
  • 1 × king (König)
  • 1 × King Brandur (König Brandur)
  • 1 × Melkart
  • 3 × Fluggor
  • 1 × The Black Herald (Der Schwarze Herold)
  • 1 × hero figure Orfen
  • 1 × hero figure Marfa

1 hero board for Orfen and Marfa (Heldentafel Orfen und Marfa)

1 "Fight Together" board („Gemeinsam kämpfen“-Tafel)

If you play the bonus legends, set out the components of the base game. The legend cards of the base game are not needed.

The Bonus Legends

The Attack of the Barbarians (Der Angriff der Barbaren)

Required material: the base game, plus 10 legend cards marked with the axe symbol, 9 battle cards, 3 "Creature Treachery" cards, and 9 barbarian figures.

Components:

  • 3 × "Creature Treachery" cards
  • 9 barbarian figures: 5 × warrior, 3 × chieftain, 1 × king

This legend takes place between legends 2 and 3.

The heroes of Andor had recently won a great victory against the Dark Creatures when a bad message reached them: the barbarians of the east were attacking!

To begin the legend, simply read aloud legend card A1 of this legend.

The King's Escort (Die Eskorte des Königs)

Required material: the base game, plus 8 legend cards marked with the crown symbol and the figure "King Brandur".

This legend takes place between legends 3 and 4.

The people of Andor breathed a sigh of relief. The Dark Mage Varkur had been driven out, and his diabolical plans to subjugate all the Andori seemed to have failed. The trolls, who had unexpectedly reappeared, had also been repelled by the heroes of Andor. For a long time the Andori felt safe again. But old King Brandur understood that all of this was only the herald of an even greater danger. He knew what lay beneath the mountains and what had stirred up the trolls. He could not stand idly by while things took their course. And so he rallied himself for one last great deed ...

To begin the legend, simply read aloud legend card A1 of this legend.

Important exception for the king figure: If a new creature is to be placed at random on the space where the king stands, because of a legend card or a creature tile, that creature is placed on the adjacent space in the direction of the arrow. This applies only to new creatures that enter the game.

The Liberation of the Mine (Die Befreiung der Mine)

Required material: the base game, plus 10 legend cards marked with the wand symbol.

This legend takes place between legends 4 and 5.

Few people know that, after they had uncovered the secret of the mine, the heroes of Andor remained for a time in the mine of the Shield dwarves. There they tried to track down Varkur, the Dark Mage, and defeat him once and for all.

To begin the legend, simply read aloud legend card A1 of this legend.

Rules for the back of the game board, if needed:

The gemstones in the mine may be collected. The numbers on the gemstones show their value in gold, and they can also be used to buy from the merchant. Turning over gemstones is harmless. However, as soon as a hero collects a gemstone, the "fire bursts" are carried out. If a creature stands on a space where a gemstone lies, that gemstone is removed from the game immediately. The gemstones do not have the "distraction function" described in legend 5.

A fire burst is carried out by a hero rolling the three red dice one after the other. He places the first die on the space in front of space 10, the second on the space in front of space 20, and the third on the space in front of space 30. The fire burst travels along the arrows. Its range is as many spaces along the arrows as the number rolled. If a hero stands on one of the affected spaces, he loses willpower points equal to the number rolled. Using a shield protects him from this damage. Creatures are not affected by a fire burst. A fire burst is stopped on a space that holds a rubble tile.

A fire burst is triggered:

a) whenever a hero collects a gemstone, and

b) at every sunrise (see the fire symbol).

As soon as a hero enters the Secret Lake, he must end his movement there and immediately read aloud the top "Secret Lake" event card.

A space with rubble can be entered or passed neither by heroes nor by creatures. A hero may remove a rubble tile from an adjacent space. This counts as the action "Fight". Each attempt to remove rubble costs the hero 1 hour on the time track.

To remove rubble, the hero's battle value (strength points plus die value) must be at least as high as the number on the rubble tile.

With a battle value equal to the sum of several tiles, several tiles can be removed at once. Heroes may also remove rubble together. Removed rubble tiles are taken out of the game. Note: The falcon cannot fly over spaces with rubble tiles.

The shield dwarves cannot collect or turn over gemstones or other tiles. They do not have to stop at the Secret Lake and do not have to read an event card. They cannot enter or pass spaces with rubble. However, they can be used to remove rubble together with the heroes. They are not affected by fire bursts.

The Harbinger of Fire (Der Vorbote des Feuers)

Solo legend, specially designed for the Wolf Warrior Orfen or Marfa (see page 11).

Required material: the base game, plus 8 legend cards marked with the Herald symbol, 4 "The Black Herald" cards, the figures Melkart, The Black Herald, and 3 Fluggors.

This legend takes place at the same time as "The Liberation of the Mine".

While the heroes of Andor were fighting in the mine of the Shield dwarves, it was the Wolf Warrior who could give protection to the Andori.

To begin the legend, read aloud legend card A1 of this legend.

Two special cases are described below, which you need to read only when they arise:

  • If only creatures are left on spaces 0–19, the Fluggors remain on space 83.
  • The legend ends early if you can no longer complete the task of activating 4 parchments.

Components:

  • 4 × "The Black Herald" cards
  • 1 × Melkart
  • 1 × The Black Herald
  • 3 × Fluggors

Game Variants

Friend and Foe (Freund und Feind)

You can use this game variant in legends 2, 3, and 5 of the base game, and in the bonus legends "The Attack of the Barbarians" and "The King's Escort" included in this box. You can use the two elements A) and B) together. Or use them separately: with A) only, the White Event cards make the game somewhat easier; with B) only, the Fluggors make it somewhat harder.

A) The White Event cards

Place the 17 White Event cards on the event card space instead of the golden ones. These event cards contain only positive events. Place the following 10 items next to the game board: 2 tankards, 2 knives, 2 bread, 1 whetstone, 1 battle axe, 1 dwarf rope, and 1 backpack. These items come into play only through the White Event cards.

Bread: A hero who uses the bread receives 2 willpower points. If several heroes stand on his space when he uses it, each of them receives 2 willpower points per hero on that space.

Example: The hero stands with 2 other heroes on one space, so 3 heroes in total. Then each of them receives 6 willpower points (3 × 2 = 6).

After use, the bread is removed from the game.

Tankard: A hero who turns over a tankard may receive willpower points or strength points, depending on the event card. After that, the tankard is removed from the game.

Battle axe and knife: A hero who uses one or more of these items in a battle round (after rolling the dice) receives the strength points shown on it as an additional bonus. After that, this item is removed from the game.

Whetstone: A hero who uses a battle axe and/or a knife, and who has the whetstone on his hero board, may keep the battle axe and the knife. He instead gives up the whetstone, which is removed from the game. The battle axe and the knife are then still available to him for one more battle round.

Dwarf rope: A hero who stands on the space of a creature may lay the rope over the creature. If this creature would be moved at the next sunrise, only the rope is removed instead of the creature's movement. The rope is removed from the game. That creature will move again only at the next sunrise. Once a rope has been laid, the hero cannot remove it again.

Backpack: A hero may place up to 2 small items on this large item. IMPORTANT: These items are not available to him!

Example: The hero has a witch's brew in his backpack. As long as the brew is in the backpack, he cannot use it. The hero may use the action "Repack". This costs him 1 hour on the time track. Then he may remove any number of small items from his backpack, or exchange them for other small items on his hero board. If the hero takes off the backpack, the small items he carries on it remain on the backpack.

B) The Fluggors

Place 1 Fluggor at the start of the legend on space 83. Note: No hero can enter space 83, and no space is adjacent to this space.

Place another Fluggor on the letter J of the legend track. When the Narrator reaches letter J, the Fluggor is placed on space 83. This takes precedence over creature tiles and legend cards.

Note: The third Fluggor is not needed in this variant.

Every time an event card is activated (at sunrise or through a mist tile), the Fluggors are first moved. They move to the creatures on the highest space numbers. If a creature with a Fluggor on it would be moved at sunrise, it is not moved along the arrow; it is moved by the Fluggor instead. To determine this, roll one red die and add 10. The result is the space number to which the creature is moved. If that space is occupied, the creature is moved along the arrow to the next free space. The Fluggor is then immediately placed back on space 83. Fluggors have the same battle values and dice, and give the same reward, as Gors.

Special case 1: If only creatures are left on spaces 0–19, the Fluggors remain on space 83.

Special case 2: A Fluggor never moves creatures that belong to a task or to a legend goal.

Example for legend 2: The Skral in the tower is not moved by a Fluggor, even if the Skral is currently the creature on the highest space number. Instead, a Fluggor moves the creature that, apart from the Skral in the tower, stands on the highest space number.

The Bonus Hero

The Wolf Warrior (Der Wolfskrieger)

Required material: 1 hero board, 2 hero figures, 3 dice, 2 wooden discs, and 1 wooden block (each dark blue).

The Wolf Warrior was a grim fighter who preferred the solitude of the Grey Mountains to the company of the Andori. He knew that they did not trust him. Yet he was the only one who could warn them.

You may use the bonus hero Orfen, or the bonus heroine Marfa, in every legend of the base game and in the bonus legends, in place of any other hero.

For Orfen/Marfa, this booklet contains a special solo legend on page 7 ("The Harbinger of Fire"). A further solo legend, "The Hunt" (Die Jagd), can be found in the menu "Bonus material for the base game" at legenden-von-andor.de.

Fight Together Board („Gemeinsam kämpfen“-Tafel)

Use this board to show your collective strength points. Before a joint battle, add up your strength points and set this value as the collective strength points. The left column marks the tens digit, and the right column the units digit. This value remains (mostly) unchanged in all battle rounds, so you only need to add your individual die values and the values of special items.

Example: The hero group has 27 strength points. (The illustration of the board in the original booklet is not reproduced here.)