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Die Legenden von Andor: Die Suche Nach Grenolin thumbnail

Die Legenden von Andor: Die Suche Nach Grenolin

Expansion for Legends of AndorExpansion for Legends of Andor: Journey to the North

Die Legenden von Andor: Die Suche Nach Grenolin Rulebook

Table of Contents

Table of Contents

  • Legend Instructions O1
  • Legend Instructions O2
  • Legend Card O3
  • Legend Card O4
  • Legend Card O5
  • Legend Card O6
  • Card "The Nixie Irja 1"
  • Card "The Nixie Irja 2"
  • Card "Ice 1"
  • Card "Ice 2"
  • Card "The Eternal Fires 1"
  • Card "The Eternal Fires 2"
  • Card "Grenolin's Abductor" (first copy)
  • Card "Warx"
  • Card "Grenolin's Abductor" (second copy)
  • Card "The Unknown Warrior"
  • Card "Portals of Time"
  • Card "Z"
  • Setup Aid: Map of the Mist Isles

Legend Instructions O1

This legend is played on the North game board.

  • Place the "Nixie Dust" face up next to the game board. Shuffle the other two "Gifts of the North" face down and then roll 2 white dice to determine their positions.
  • Then carry out all remaining instructions on the "North game board" checklist.
  • The ship immediately receives the "figurehead" upgrade.
  • Get 2 iron pieces, 3 eternal fires, the marker ring and the storm shield ready.
  • Get the figures "Unknown Warrior", "Warx, King of the Nerax" and "Irja, the Nixie" ready.
  • From the North creature tokens, remove the following tokens: "1 Nerax on IV, 1 Arrog on I".
  • Of the remaining 9 North creature tokens, place 1 token face down on each of the spaces P, R, S, T, U, V and W.
  • From the snow tokens, remove the 9 "firewood", the 2 "cold snap" and 1 "eternal fire". Shuffle the remaining 28 snow tokens and place them face down next to the game board.
  • Draw 1 of the 2 cards "Grenolin's Abductor" and place it face down next to the game board. The other card is removed from the game without being looked at.
  • Place the card "Nixie Irja 1" next to the legend track so that the arrow points to Q for 2 heroes and to R for 3 and 4 heroes.
  • Place 1 star on the letter Z.

Continue reading on legend card O2.

This legend consists of 18 cards: O1, O2, O3, O4, O5, O6, Z, 2 "Nixie Irja" cards, 2 "Grenolin's Abductor" cards, 2 "The Eternal Fires" cards, 1 "Portals of Time" card, 2 "Ice" cards, 1 "The Unknown Warrior" card and 1 "Warx" card.

Legend Instructions O2

  • Place all hero figures on the ship board and the wooden ship on the sea space with the black 6.

The heroes stood at the rail of the Aldebaran and looked north toward the distant beacons they had spotted far off on the horizon, which pointed the way to Hadria. Their thoughts still circled the battle against the powers of the sea, over which they had triumphed so gloriously, when the grinding sound of ice floes rubbing against each other turned their gaze back to the sea. The ice floes drifting in from the north grew denser and denser and slowed the voyage of the Aldebaran.

"We should have listened to Merrik and stayed on the Mist Isles," said one of the heroes. "This mass of ice floes, and then so unusually close to the coast... That should have been warning enough."

Take the setup aid now (the last page of this legend's PDF). Place the 28 prepared snow tokens face down on the sea spaces shown in the picture.

Continue reading on legend card O3.

Legend Card O3

Not only the ice floes worried the heroes. The sudden onset of winter had also brought frost to the Mist Isles. The inhabitants huddled away from the icy cold, and the bustle in the towns came to a standstill.

Place the sea shell symbol on space 91, the log symbol on space 100 and the willpower symbol on space 114, each with 1 red X. For now, the heroes may neither put down sea shells or logs, nor exchange them for gold, willpower points or fame, nor raise their willpower points on space 114. The 3 spaces may be entered as usual. On space 91, strength points and equipment can be bought. Place 1 Gor on space 100. The Gor costs no fame at sunrise and cannot be attacked. Place 1 North creature token face down on space 91 and 1 wreck face down on space 114. These tokens can NOT be revealed by entering the space, with the help of a telescope, or with the special ability of a hero.

As if all that were not bad enough, a falcon brought the heroes an alarming message: Grenolin, the bard, had been abducted and was being held in an unknown place. Who would now sing of the heroes' glorious deeds? And who other than the heroes would be able to find Grenolin's prison?

Continue reading on legend card O4.

Legend Card O4

Very important: In this legend, the heroes receive no fame for defeating a creature! As a reward, the heroes may only choose gold and/or willpower points. As a reminder, place 1 star next to the creature display or cover the fame symbols (e.g. with rubble tokens).

Place the figure Grenolin on the letter Z.

Task: The bard may not drop to 0 fame. The heroes must find and free Grenolin before the narrator reaches the letter Z.

"Whoever abducted Grenolin must have crossed the sea," said one of the heroes. "Perhaps he left a trail in the snow."

The heroes must find and activate the snow token "Fame +1". Then the card "Grenolin's Abductor" is read immediately.

If a hero is on the ship or on land next to an ice floe (snow token), that hero may use the action "Explore ice floe" on the day track for 1 hour and reveal 1 adjacent snow token. The token is NOT activated by this. Snow tokens cannot be revealed with the help of a telescope.

Continue reading on legend card O5.

Legend Card O5

You cannot simply pass spaces with snow tokens; you must stop and activate the token immediately. If a hero moves the ship onto a snow token (whether face up or face down), it costs willpower points according to the number of heroes: with 2 heroes = 2, with 3 heroes = 3, with 4 heroes = 4. As a reminder, place 1 star on the wooden ship.

Important: The snow tokens "Ice" (12x), "Eternal Fire" (3x) and "Portal" (3x) have a different meaning in this legend than on the Hadria game board. As soon as you reveal such a token for the first time, read the corresponding card "Portals of Time", "The Eternal Fires 1" or "Ice 1". Note: By revealing the "Eternal Fire", the Gor and the creature or wreck tokens from spaces 91, 100 and 114 come into play.

Sceptically the hero looked at the artfully carved figurehead and then at the ice in the water. "Let us turn back. The Aldebaran will not hold out long if we sail on." Thoughtfully another hero said: "If we reinforce the bow of the Aldebaran with iron from Silberhall, we could break through the ice more safely."

With 2 heroes, place 1 iron piece on space 91; with 3 or more heroes, place 2 iron pieces on space 91. A hero with at least 4 strength points may carry 1 iron piece on his or her hero board.

Continue reading on legend card O6.

Legend Card O6

If the ship is at the jetty on space 100 and the heroes are carrying the iron from space 91 on their hero boards, or have put it down on space 100, the shipwrights from Werftheim will reinforce the bow of the Aldebaran. This counts as a ship upgrade and costs the group the corresponding amount of gold. Then the iron is placed on the ship board at the bow of the ship. Note: The 2 iron pieces together count as 1 ship upgrade and can only be built together. Important: Once the ship is reinforced with iron, it no longer costs the heroes willpower points when they move the ship onto a snow token. Then take the star off the wooden ship.

Place 1 Nerax on I and 1 Sea Troll on IV. Roll 1 red die and place 1 Gor depending on the number rolled:

  • 1 and 2: on space 73
  • 3 and 4: on space 105
  • 5 and 6: on space 108

Reveal a hero crest. This hero gets 1 strength point and places his or her time marker on the rooster on the sunrise space. Reveal another crest. This hero gets 2 strength points. The group gets 3 gold, 8 willpower points and 1 damaged shield. The hero whose time marker is on the rooster begins.

If you want to reduce the difficulty level, place Merrik on the ship board. Only with Merrik aboard can the Aldebaran pass the cliffs.

Card "The Nixie Irja 1"

This card is revealed when the narrator reaches this letter. Note: If a creature token is activated at the same time, the card "The Nixie Irja 1" is read last.

A splash could be heard, and suddenly Irja, the Nixie, surfaced between the ice floes. "I can help you," she said softly.

Place Irja on the sea space with the wooden ship. Place the Nixie Dust in the cabin of the ship board. It may not be removed from the cabin. In this legend the Nixie Dust may NOT be used according to the usual rules.

From now on, every hero may use the action "Move Irja" and move her up to 4 sea spaces away on the day track for 1 hour (several times, too, if desired). Irja may be moved across cliffs and snow tokens, or remain there. She never goes ashore. Irja reveals no snow tokens and cannot activate them either.

Only a hero who is aboard the ship may use the Nixie Dust once per day. This is not an action and costs no hours either. The hero then always chooses between 2 options:

  1. Irja stands on the space of a face-up "Ice" token: The "Ice" token may be taken from the game board and placed on a North creature token next to the legend track. The group does not have to give up any fame for this. Note: The function of the "Ice" tokens is learned as soon as such a token has been revealed and the card "Ice 1" has been read aloud.

Continue reading on the card "The Nixie Irja 2".

Card "The Nixie Irja 2"

This card is revealed and read after the card "The Nixie Irja 1".

  1. Irja stands on the space of a creature: The hero who uses the Nixie Dust rolls 1 black die and moves the creature from Irja's space to the sea space with the matching number on the die. Note: Creatures may also be moved onto spaces with wrecks.

    Then the hero carries out the corresponding effect:

    • 6 and 8: The hero loses a shield (symbol as printed in the original) and 2 willpower points.
    • 10 and 12: The hero reveals 1 arbitrary snow token.

    Transcriber's note: the German original shows a wooden shield symbol in the 6 and 8 box; it is transcribed here as "a shield".

As soon as, at sunrise, the creature moved onto the black-die space by this effect comes up next in turn, move this creature along the dashed line up to the space with the Roman numeral. In doing so the rule still applies that, for equal creatures on the same sea route, the one closer to the coast is always moved first.

After a hero has used one of the two options of Irja's help, the Nixie Dust is turned to its reverse side, and at sunrise it is turned back to its front side.

A hero aboard the ship now also receives the storm shield. If no hero is aboard, place the shield in the cabin. The function of the storm shield can be looked up in the booklet on page 6.

Card "Ice 1"

This card is read aloud as soon as the first snow token "Ice" has been revealed.

To activate a snow token "Ice", the ship must be moved onto this space.

Reveal the card "Ice 2" and place it face up next to the game board. Then continue reading here.

If an "Ice" was activated, the heroes have two options:

  1. The Ice is placed on a free space of the card "Ice 2". The group receives the pictured bonus, or...
  2. The "Ice" token is placed on any one of the North creature tokens on the legend track. This costs the group 1 fame. With the help of the "Ice" you can prevent a creature token from being activated. As soon as 3 "Ice" lie on one creature token, it is removed from the game unseen.

Important: If the narrator reaches a creature token on which "Ice" lies, but not enough to remove the token, the "Ice" is removed from the game and the creature token is executed as usual. The group does NOT get the fame back and may NOT place the "Ice" on the card "Ice 2" afterwards.

The creature token on space 91 cannot be removed.

If the heroes want to, or cannot, place an "Ice" either on the card or on a creature token, the "Ice" is removed from the game unused.

Card "Ice 2"

This card is revealed as soon as you are directed to do so by the instructions of another legend card.

If a snow token "Ice" was activated, you may place it on this card. The group then receives the pictured bonus immediately and once only; it may be divided among the heroes as desired. Once placed, "Ice" tokens may not be removed until the end of the legend.

Transcriber's note: the German text refers to the pictured bonus without naming it. The icons on the card are identified here by the transcriber from the image and from the icon usage elsewhere in the legend (the green pawn is the fame icon and the red emblem the willpower icon; the Warx card pairs the red emblems with Warx's willpower values): red willpower emblem +5, gold coin 2, fist (strength points) +2, green pawn (fame) +2, and medicinal herbs 4.

  • Willpower points: +5
  • Gold: 2
  • Strength points: +2
  • Fame: +2
  • Medicinal herbs: 4

Card "The Eternal Fires 1"

This card is read aloud as soon as the first snow token "Eternal Fire" has been revealed.

Important: The 3 snow tokens "Eternal Fire", unlike all other tokens, are activated immediately when they are revealed, even without moving the ship onto the respective space.

Now, and whenever a snow token "Eternal Fire" is revealed, place 1 eternal fire on the sunrise space and place the activated snow token "Eternal Fire" alongside it.

At sunrise, the fires are placed on the 3 capital cities. Then the red X is removed from the corresponding city. From then on, the respective bonus of that city can be used again. In addition, the malus of the city is carried out:

  • Space 91: Execute the North creature token.
  • Space 100: Roll the position of the Gor with 2 white dice.
  • Space 114: Roll 1 black die and place the wreck face down on the corresponding space. If a wreck already lies there, the new one is placed on the next space clockwise with a black die symbol. This also applies if a wreck comes into play through another creature token.

Place the marker ring on the well symbol in the sunrise space. Whenever the well symbol comes up in turn at sunrise, the order named on the next card applies from then on.

Reveal the card "The Eternal Fires 2" and place it face up next to the game board.

Card "The Eternal Fires 2"

This card is read aloud after the card "The Eternal Fires 1".

  1. Place eternal fire. If a fire stands on the sunrise space, place it on a capital city on which a red X lies. If several fires stand on the sunrise space, only 1 of them is placed at each sunrise.
  2. Receive bonus. Place the snow token "Eternal Fire" on one free space of the following spaces. The group receives the pictured bonus immediately and once only:
    • Fame: +2 (green pawn)
    • Strength points: +2 (fist)
    • Willpower points: +7 (red emblem)
  3. Remove red X and carry out malus. Remove the red X from the city on which you placed the fire and carry out the malus immediately.
  4. Refresh well.

Transcriber's note: the original prints the heading "Refresh well" for item 4 with no further text on the card.

Card "Grenolin's Abductor" (first copy)

The legend contains two different cards with this title; one of the two is drawn at random during setup. Both are transcribed here, in the order in which they appear in the PDF.

This card is read aloud as soon as the snow token "Fame +1" has been activated.

The heroes had discovered a trail on one of the ice floes, and all of them knew who had left it. But before any of them could say what they were thinking, the dark figure rose out of the water: Warx, King of the Nerax.

The group receives the 1 fame of the snow token.

Place Grenolin on the sea space with the cliff north-west of IV and place Warx there as well.

Place stars on the sea spaces I and black 8.

Legend goals: Warx must be defeated to free Grenolin. The bard may not drop to 0 fame.

Place the card "Warx" face up next to the game board and the snow token "Fame +1" on space 1 of the card. The heroes must win 3 fights against Warx to free Grenolin. The fights may take place on different days.

A fight against Warx runs like a fight against a creature. Warx always uses 5 white dice (equal values are added together). He has 5, 7 or 10 willpower points depending on the fight, and the following strength points:

  • 2 heroes = 24
  • 3 heroes = 30
  • 4 heroes = 36

If the heroes have defeated Warx in a fight, move the fame marker down by 1 space immediately. Warx is then moved clockwise to the next sea space with a star.

If the heroes have won the 3rd fight, the narrator immediately advances to the letter Z.

Card "Warx"

This card is read aloud as soon as you are directed to do so by the instructions of another legend card.

Fight 1: Warx has 5 willpower points. Before Warx's dice roll, you may give up 1 fame to turn one hero die to the opposite side. If you turn no die, you receive 1 fame.

Fight 2: Warx has 7 willpower points. You may give up 1 fame. Then each hero may roll all of their dice at once. A helmet brings no advantage. At the ballista, 2 dice may be added together. If none of your heroes rolls all of their dice at once, you receive 1 fame.

Fight 3: Warx has 10 willpower points. You may give up 1 or 2 fame. Then Warx has 1 or 2 dice fewer in the fight. If Warx fights with 5 white dice, you receive 1 fame.

Card "Grenolin's Abductor" (second copy)

This card is read aloud as soon as the snow token "Fame +1" has been activated.

The heroes had discovered a trail in the ice that led all the way to the mountains. There a dark figure now rose up. The heroes never learned who had hired this Unknown Warrior as a mercenary. But when they wanted to rescue Grenolin, he was their opponent.

The group receives the 1 fame of the snow token and immediately 1 further fame.

Roll 1 red die and read the effect:

  • 1, 2 or 3: Place Grenolin on space 75.
  • 4, 5 or 6: Place Grenolin on space 112.

Place the Unknown Warrior with Grenolin.

Legend goals: The Unknown Warrior must be defeated. The bard may not drop to 0 fame.

The fight against the Unknown Warrior runs like a fight against creatures. The warrior always uses 2 black dice (equal values are added together). He has 13 willpower points and the following strength points:

  • 2 heroes = 18
  • 3 heroes = 22
  • 4 heroes = 26

As soon as the warrior is defeated, the narrator advances to "Z".

Special feature: If the heroes win a fight round and the Unknown Warrior is not yet defeated, he immediately regains 1 willpower point.

Continue reading on the card "The Unknown Warrior".

Card "The Unknown Warrior"

This card is read aloud as soon as you are directed to do so by the instructions of another legend card.

The group may move the eternal fires, which were placed on the capital cities by activating the corresponding snow tokens, onto the matching spaces of this card. This costs the group 3 willpower points each. Each bonus next to a fire may be used once in each fight round against the Unknown Warrior. The group decides before the opponent's reaction whether it uses a bonus.

Important: After each fight round that the heroes did not win, the group receives 1 fame.

  • Space 91: If a fire stands here, you may give up 1 fame in each fight round. Then the group receives 1 strength point.
  • Space 100: If a fire stands here, you may give up 1 fame in each fight round to raise your fighting value by 2 points.
  • Space 114: If the Unknown Warrior has at least 3 willpower points and a fire stands here, you may give up 1 fame before each fight round. Then the warrior immediately loses 2 willpower points.

Card "Portals of Time"

This card is read aloud as soon as the first snow token "Portal" has been revealed.

To activate a snow token "Portal", the ship must be moved onto this space.

The hero who activates the "Portal" takes the token from the game board and places it on a free small storage space of his or her hero board. At any time, the hero may discard the "Portal" from the game to set back his or her time marker by up to 3 hours.

As soon as the "Portal" lies on a hero board, it counts as a small item. It may be passed on and sent with a falcon.

A hero may own several "Portals" and may also use several at once.

Card "Z"

The legend ends well if:

  • Warx or the Unknown Warrior has been defeated, and
  • the bard has not sunk to 0 fame.

The heroes had managed it despite all adversity and freed Grenolin. The song the bard now sang, telling of the heroes' fame, could be heard far beyond the Hadrian Sea. The last ice floes melted in the warm sunlight, and slowly the Aldebaran set sail again. Although the past days had been exciting for everyone, the heroes had never lost sight of their real goal: Hadria.

The legend ends badly if:

  • Warx or the Unknown Warrior has not been defeated, or
  • the bard has sunk to 0 fame.

Setup Aid: Map of the Mist Isles

The last page of the PDF is a map of the Mist Isles that serves as a setup aid (see legend card O2). It is a picture rather than text, so it is not transcribed here. Place the 28 prepared snow tokens face down on the sea spaces shown in that picture.