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Die Legenden von Andor: Die Jagd thumbnail

Die Legenden von Andor: Die Jagd

Expansion for Legends of Andor

Die Legenden von Andor: Die Jagd Rulebook

Table of Contents

Table of Contents

  • Setup
  • Material from "Der Sternenschild" (Legend Card A2)
  • Legend Card A3
  • Legend Card A4
    • Event Cards
    • Creature Movement
    • Equipment
  • Events Card
  • Legend Card N (Endings)
  • Clue Card: At the Tree of Songs
  • Clue Card: In the Mine
  • Clue Card: In the Tavern
  • Clue Card: At the Old Watchtower
  • Card: The King's Madness
  • FAQ

Setup

Follow the instructions on the base game checklist with the following changes:

  • In this legend the fog tile showing the witch is set aside and does not come into play. Distribute the fog tiles onto the spaces with a circle symbol; only space 8 remains free. No event cards are needed.
  • Place the "N" tile, green side up, on space L of the legend track.
  • Place the tower on space 17 and put a star token on it.
  • Place star tokens on spaces 57, 71 and 72.
  • Set aside the 4 clue cards "At the Old Watchtower", "In the Tavern", "In the Mine" and "At the Tree of Songs" next to the game board.
  • Also set aside the Events card and the King's Madness card.
  • Place King Thorald on space 6. Note: Thorald cannot be moved as usual and cannot be used for combat.
  • Roll a red die (10s) and a hero die (1s) to determine the positions of 2 healing herbs and of 5 of the 6 rune stones.

IMPORTANT: In this legend Orfen needs 2 rune stones of the same colour (instead of 3 different ones) in order to use the black die instead of his own.

Continue on legend card A2.

Material from "Der Sternenschild" (Legend Card A2)

Material from the expansion "Der Sternenschild":

  • Place the torch, the flute, 3 wolves, the wolf symbol and the red marker ring next to the game board.

Orfen heard the king's hunting horns from afar. The king had ordered the great wolf hunt.

Roll a red die to determine the position of the first grey wolf by adding 40 to the die result. Roll again for the second wolf and add 50 to the die result. The black wolf is placed on space 70.

IMPORTANT: In this legend the wolves move differently than in the expansion "Der Sternenschild": they do not move. They cannot be tamed as usual and thereby moved.

Orfen did not believe that the wolves had killed the farmers. He suspected the trolls behind these attacks instead. They had once abducted and killed his great love.

Now he had to gather information to learn where creatures had still been sighted in the land. Only in this way could he turn the king away from his madness and save the wolves.

Once Orfen stands on a space with a star token, the corresponding clue card is activated. It tells you, among other things, where the last creatures are.

Continue on legend card A3.

Legend Card A3

Ken Dorr had goaded Thorald into this hunt.

  • Now reveal the card "The King's Madness". Place the wolf symbol on the topmost space and read the text next to it aloud.
  • Then place the red marker ring over the storyteller.

Whenever the storyteller is moved, King Thorald is also moved, in the direction of the wolf on the lowest space number. If he reaches the space on which a wolf stands, Thorald stops (remaining steps are forfeited) and that wolf is removed from the game. In addition, the wolf symbol on the card "The King's Madness" is moved down 1 space. Then read the text next to it. From now on Thorald moves faster.

If Thorald enters the space of the black wolf, the legend is lost immediately.

Legend goal: Orfen must defeat 3 trolls before the storyteller reaches the "N" tile. Once Orfen, after defeating the third troll, stands on the king's space, the storyteller is moved to the "N" tile.

Roll a black die to determine Orfen's position:

  • 6 = space 9
  • 8 = space 30
  • 10 = space 37
  • 12 = space 60

Continue on legend card A4.

Legend Card A4

When Orfen stands together with a wolf and a creature on one space, the wolf fights alongside him. The wolf then gives him additional strength points equal to the number of strength points Orfen has on his strength point track.

Event Cards

  • Place the card "Events" face up within reach. When an event is to be resolved at sunrise or due to a fog tile, roll a red die and read the corresponding event aloud.

Creature Movement

Once creatures are in play, they do not move along the arrows; instead they move to the adjacent space with the highest space number. If a creature cannot reach a higher number than its current one, it stays where it is.

The order in which the creatures move stays the same. Also, when there are several creatures of the same kind, as always, the movement begins with the one on the lowest space number. Creatures and wolves on the same space ignore each other.

Equipment

Orfen starts with 2 strength points and 3 gold.

The wind blew rough from the north. Orfen narrowed his eyes. Where should he turn now? Who could tell him where the last creatures had been?

Your adventure begins now!

Events Card

Roll when an event is triggered by a fog tile or at sunrise.

Each event is listed by the red die result (1 to 6). The round wooden shield icon beside events 1, 5 and 6 is a graphic whose meaning the source does not state, so it is not transcribed.

  1. Ken Dorr, the king's steward, levied a tax. If you now have 3 or more gold, you must give up 1 gold.
  2. The tavern guests supported you. If you now have 1 gold or less, place any item from the equipment board (not the witch's potion) on space 72.
  3. The land itself seemed to favour you! Move a healing herb on the game board to any space. If there is no healing herb left on the game board, nothing happens.
  4. The creatures were unpredictable. You may choose any creature on the game board and roll a new position for it. If there is no creature on the game board, nothing happens.
  5. Heavy rain hampered every one of your steps. You lose 3 willpower points.
  6. Ken Dorr, the king's steward, extended his baneful influence. If you are now on a space between 0 and 23, you lose 1 strength point.

Legend Card N (Endings)

The legend ended with a "good" ending if ... ... you defeated 3 trolls, and ... ... Orfen is now on King Thorald's space.

Orfen reached King Thorald, but before he could tell him that the guilt of the wolves could not be proven, since creatures were still in the land, he saw that the king was swaying. Then he fell from his saddle. Orfen rushed to him, but it was too late. Blood clung to his armour and to his face. Thorald was dead. Orfen could not make out the cause of death. The king's retinue was nowhere to be seen. It was very quiet. Quite peacefully the poor Thorald lay there. It was this expression on the king's face that led the bards of later years to call this time the "King's Peace". For now at last the king had found his peace.

Then Orfen heard a distant rumbling, which slowly grew louder. What he saw made him freeze ...

(The following box is printed upside down on the card, for the player on the opposite side.)

The legend ended with a "bad" ending if ... ... you did not defeat 3 trolls, or ... ... Orfen is not now on the king's space.

Clue Card: At the Tree of Songs

Read this card when Orfen stands on space 57.

Orfen enjoyed the stillness of the forest and breathed in the strong smell of leaves and campfires.

  • Orfen now gains 1 strength point.

Then he met Melkart, the High Priest. Yes, Melkart had knowledge of a few of the creatures in the land.

Roll a red die (10s) and a hero die (1s) to determine the positions of a skral and a troll.

IMPORTANT: If the space on which a creature is to be placed is already occupied by another creature, the new creature simply rolls again. This rule change applies only to placing creatures.

Reminder: Creatures do not move along the arrows; instead they move to the adjacent space with the highest space number (see card A4).

Melkart was worried about the old Reka. She was nowhere to be found. Something was not right. One of his keepers had found a scrap of linen by the river. It possibly contained a hint as to where Reka could be found: "Narne tat Vyper" was written on it. "That is old language," said Melkart. "It means roughly: 'The river Narne is like a serpent.'"

Orfen shrugged his shoulders.

"Yes, I too cannot make sense of it. But I am sure that the great adventure of Andor will only continue once Reka is found."

Clue Card: In the Mine

Read this card when Orfen stands on space 71.

Prince Kram received Orfen. After the battle for Cavern, the dwarves had kept a close eye on the last creatures in the land.

Roll a red die (10s) and a hero die (1s) to determine the positions of a gor and a troll.

IMPORTANT: If the space on which a creature is to be placed is already occupied by another creature, the new creature simply rolls again. This rule change applies only to placing creatures.

Reminder: Creatures do not move along the arrows; instead they move to the adjacent space with the highest space number (see card A4).

Then Kram handed the wolf warrior a special torch. "Here. With this you will outwit the creatures, my friend."

  • Now place the item Torch on space 71. Orfen can take it.

The Torch of Cavern (once per day): Orfen can, while standing on a space with a creature, use the torch and move that creature to any adjacent space. However, that space must be free, i.e. no creature may stand on it. Afterwards the torch is turned to its reverse side. The torch cannot be used to move wolves.

Clue Card: In the Tavern

Read this card when Orfen stands on space 72.

Orfen entered the warm taproom of the tavern. He recognised many familiar faces and was glad to see them again. This place was his favourite in all of Andor. And the tavern guests had much to tell and also knew where creatures were still hiding.

Roll a red die (10s) and a hero die (1s) to determine the positions of a gor and a troll.

IMPORTANT: If the space on which a creature is to be placed is already occupied by another creature, the new creature simply rolls again. This rule change applies only to placing creatures.

Reminder: Creatures do not move along the arrows; instead they move to the adjacent space with the highest space number (see card A4).

Gilda, the landlady, kissed Orfen in greeting. Then she gave him the Andorian Flute.

  • Now place the item Flute on space 72. Orfen can take it.

IMPORTANT: In this legend the flute has a different ability than usual.

The Andorian Flute (once per day): If Orfen stands up to 2 spaces away from a wolf and uses the flute, the wolf is moved onto Orfen's space. Afterwards the flute is turned to its reverse side. No more than one wolf may ever stand on a space.

Clue Card: At the Old Watchtower

Read this card when Orfen stands on the tower on space 17.

Orfen climbed the old watchtower. Stones crumbled under the weight of the great warrior. Once he had reached the top, he scanned the distance. And indeed: there he caught sight of creatures!

Roll a red die (10s) and a hero die (1s) to determine the positions of a skral and a troll.

IMPORTANT: If the space on which a creature is to be placed is already occupied by another creature, the new creature simply rolls again. This rule change applies only to placing creatures.

Reminder: Creatures do not move along the arrows; instead they move to the adjacent space with the highest space number (see card A4).

Then, in a niche at the top of the tower, Orfen found a bow. It could serve him well.

  • Now place the item Bow on space 17. Orfen can take it.

The Old Watchtower: Orfen has 2 additional strength points while on the tower. With a bow, while standing on the tower, Orfen can also fight creatures on adjacent spaces from there. The 2 strength points also count in that case.

Card: The King's Madness

The card has three stages, each shown by a wolf head on the card. The wolf symbol starts on the topmost stage (see card A3) and moves down as described above.

Stage 1

Doubts gnawed at the young king. His father had loved the wolves of the land. And now he was to kill them?

When the storyteller is moved, Thorald moves 2 spaces towards the wolf on the lowest space number.

Stage 2

Before the wolf was slain, it had wounded Thorald. "Damned beast!" cursed the king.

When the storyteller is moved, Thorald moves 3 spaces towards the wolf on the lowest space number.

Stage 3

Drunk with victory over the next wolf, Thorald fell into a bloodlust! He lost his mind!

When the storyteller is moved, Thorald moves 4 spaces towards the wolf on the lowest space number.

FAQ

The FAQ below is printed on the last page of the same fan-site document ("FAQ – Bonus-Solo-Legende: Die Jagd") and is transcribed as part of it.

Q: May creatures and wolves be on the same space? A: Yes. Creatures ignore wolves and wolves ignore creatures. A wolf also has no influence on the movement of a creature.

Q: If I attack a creature from an adjacent space with my bow and want to use the help of a wolf, where must the wolf stand? On my space or on the creature's space? A: The wolf must stand on the creature's space for this.

Q: Orfen can reach many strength points with his special ability and the wolves, especially against trolls. How exactly does this work? A: Two examples:

Example 1: Orfen has 4 strength points. He stands together with a wolf and a skral on space 53. Then Orfen has the following strength points: he has 4 strength points himself. But because he stands on space 53, the "5" of the tens digit counts. The wolf adds to him as many strength points as are on its track, i.e. 4. So Orfen has 9 strength points.

Note on Example 1 (as printed): the source's listed components (4 own, 5 from the tens digit of space 53, 4 from the wolf) add up to 13, not the 9 stated. The source text is transcribed here unchanged; the printed total of 9 has not been corrected.

Example 2: Orfen has 3 strength points. He stands together with a wolf and a troll on space 62. Then Orfen has the following strength points: he has 3 strength points himself. Against a troll he additionally gets the value of the space number, so another 6 (the tens digit of space 62). The wolf adds to him as many strength points as are on its track, i.e. 3. So Orfen has 12 strength points.

Q: Which way does King Thorald take if there are two paths of equal length to the wolf on the lowest space number? A: The king always takes the shortest path to the wolf on the lowest space number. If two or more paths are of equal length, you may freely decide in this case which path he takes.

Q: When an event has Ken Dorr collect taxes: what if, before rolling for an event, I use my free action and put my gold down on the space I am standing on? A: For this event, all gold you have on your hero sheet counts, and also the gold that lies on your space.