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Dragon Noir 2: L'Epreuve

Dragon Noir 2: L'Epreuve Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Components
  • The Underground Maps
  • The Counters
    • The Characters
    • Counters Linked to Magic Spells
    • Accessory Counters
  • Course of a Game
  • Organisation of the Game Turn
    • Adventurer Player Turn
    • Gharv Interphase 1
    • Krob Player Turn
    • Gharv Interphase 2
  • Fire with the Bow or Crossbow
    • Line of Fire
    • Range of Fire
    • Resolution of Fire
    • Defensive Fire
  • Fire Restrictions and Cover (in alphabetical order)
  • Movement
    • Movement Restrictions
    • Movement of Alkiram and the Queen's Guards
    • Movement by Boat
    • Infiltration of Enemy Lines
  • Stacking
  • Combat
    • Resolution of Combats
    • Effect of Terrain on Combats
    • Multiple Combat
    • Combat Against an Armoured Defender
    • Advance After Combat
    • Combat Restrictions
    • How to Destroy a Spider Web
  • Special Rules
    • The Adventurers
    • The Spectres
    • The Krobs
    • The Gharvs
  • Magic
    • Magic Spells
    • Energy Points (EP)
    • Resolution of a Spell
    • Range of Action

Introduction

Don't be frightened if the rules seem a little long to you: most of them are easy to remember because they are directly inspired by reality. They explain, for example, that to enter a building you are better off going through the door... Read them quickly and start playing the first scenario right away. During the game you can use the various sheets supplied with the game. If you get stuck on a precise point, consult the detailed contents list at the back of this booklet.

Game Components

The DRAGON NOIR 2 - L'Epreuve box contains:

  • 6 underground maps.
  • 1 sheet of pre-cut counters representing the characters of the adventure.
  • 1 sheet of characters, accessories and magic spells (to be cut out).
  • a booklet explaining the rules of the game and the rules of magic.
  • a booklet presenting the story, the characters and the scenarios.
  • 2 wizard sheets (one for Zacharie and one for Shaman).
  • 1 sheet explaining how to use the characters of the game.
  • 2 game sheets with firing and combat tables, with on the back: the secret placement of the Krobs for scenario 2.
  • 1 general plan for the secret movements of the Krobs (campaign scenarios), with on the back the various tables used for the solo campaign scenario.
  • a 10-sided die (numbered 0 to 9, the 0 counting as 10).

The Underground Maps

Each underground map represents a cave and the galleries leading to it. There are six maps and they can be combined in many ways. Side X of one always goes with side X of another; the same for side Y. Across the width, the arrows must point in the same direction. At the start of each scenario there is a small diagram that indicates the exact layout of the playing surface, as well as the sides through which the various characters enter (see the scenario booklet).

The six maps of L'Epreuve are compatible with the 2 underground maps of L'Exil, the first episode of Dragon Noir, also sold separately. You can combine these 8 maps as you like to create your own scenarios.

It is important to perceive properly the third dimension in the drawing of the maps. Stairs are an easy point of reference: they always allow passage from one level to another, the stair hex itself being situated at half a level. Four of the six maps of L'Epreuve thus have two levels:

  • The map Le Labyrinthe is the most particular because it has a level 0 and a level +1 that do not communicate with each other. One must necessarily pass through another map to get from one to the other. Level +1 is linked by wooden walkways. During the game there can be a character on the walkway and another underneath, at level 0.
  • The map La Fosse (The Pit) also has two levels: level 0 and level -1. Very steep stairs go down, in fact, into the pit that lies below. At the bottom of the pit is a trapdoor that communicates with underground passages of a lower level, linking in particular the pit to the underground island and to the tower of the haunted marsh (see the back of the scenario booklet).
  • The maps L'Ile Souterraine and Le Pont aux Spectres both have a level 0 and a level -1 which corresponds to the water level. To reach the water level, one goes either by stairs, or by steep embankments, or by several gently sloping hexes that end in fine-sand hexes.

The map Le Marais Hanté includes a new type of terrain, very unstable, identifiable by its dark green colour. Armoured characters: beware!

Finally, remember that when you are unsure about the identity of a hex (for example: is it a beach hex or a water hex?), you simply apply the simple rule: the terrain present in more than 50% of the hex identifies it.

The Counters

In L'Epreuve you will find three types of counters: counters representing the characters of this adventure, counters embodying a spell cast by one of the wizards, and finally accessory counters, used for certain scenarios.

The Characters

  • The Adventurers: there are 72 of them, divided into six different peoples: the Exiled Rebels of Halöven, the Orks, the Goblins, the Elves, the Trolls and the Black Dwarves. Each adventurer counter occupies one hex.
  • The Krobs: there are 60 of them, divided into 5 different types: a Queen, 7 Queen's Guards, 8 Killers, 16 Warriors and 28 Hunters. The Krob counters occupy from 1 to 7 hexes, depending on the size of the creature. The Queen and the Guards must be cut out before starting to play.
  • The Gharvs: there are 8 of them, all of the same type. Each Gharv counter occupies one hex.

You will find a detailed description of these different characters in the scenario booklet.

In the DRAGON NOIR game system, each counter represents a precise character and each game turn a very short real-time duration: a few tens of seconds at most. Just enough time to shoot an arrow, to deal a blow with a sword or with mandibles, and to cover a few metres.

The width of a hexagon equals two metres, a space sufficient for an average-sized character to move around in comfortably, in combat in particular. This is obviously not the case for monstrous characters like Queen Alkiram and her Guards. This is why they occupy 7 and 3 hexes respectively.

Each character is generally represented by two counters printed on the two faces. For the Adventurers, the first shows on one side the character in full health and on the other the character knocked out. The second counter shows the same character when wounded or... killed. For the Krob Warriors, Killers and Hunters, the first counter shows on one side the character when newly born and on the other the adult character. The second shows the same character when wounded or killed. The Queen and the Queen's Guards can take several wounds before being killed and are represented by special counters. For more details, take a look at the small sheet "Use of the counters" supplied with the game.

On each counter appear the name and silhouette of the character, as well as three numbers:

  • A black number represents the character's strength in attack. For the Adventurers, its value is determined by the length and weight of the weapon, the skill of the character who uses it and his physical condition. For the Krobs, the power of the mandibles and raw muscular strength are taken into account.
  • A red number represents the character's strength in defence. For the Adventurers, its value is determined by the character's skill at parrying and dodging blows, as well as his physical condition. Armoured Adventurers have their red number circled. For the Krobs, the instinct of defence and the ability to take blows are taken into account. It will be noticed that the Queen and the Queen's Guards have a defence potential that varies according to whether they are attacked from the front or from behind (number in parentheses). The Krob Warriors have a carapace that acts as armour.
  • A blue number represents the character's movement potential, in other words the number of movement points he can spend each game turn. Its value is determined by the character's own morphology, the weight of the armour he may be wearing and his physical condition. The Gharvs have two movement potentials: one in water and the other on land. The latter appears in parentheses.

Counters Linked to Magic Spells

  • The Living Deads. These are 4 spectres that appear following an appropriate spell.
  • The Gargoyles. Like the Living Deads, they appear temporarily following a spell.
  • The fireballs. A favourite weapon of wizards, their effectiveness is formidable.
  • The Galleries: there are 5 straight galleries of one hex and 2 of two hexes, 5 curved galleries of one hex and 2 crossings. They are a precious help for forcing a passage in a place that is a bit too congested.
  • The Demolished Walls: there are 6 demolished walls (one hex). It sometimes proves simpler to demolish a wall than to go through the door!
  • The Bridges: there are 2 small bridges (1 water hex), 2 medium bridges (2 water hexes) and 2 large bridges (3 water hexes). Very useful when you want to avoid giving your toes to the Gharvs to eat...

Accessory Counters

  • The spider webs. They serve to slow the progress of the Adventurers in the underground passages. There are 10 of them and they are used in different scenarios.
  • The "Orb?" counters. There are 3 of them and they serve to indicate the places where the purple Orb may be found. Only one of them has the Orb in colour on the back.
  • The "Khuzun?" counters. There are 8 of them and they are placed on the 8 cells where Khuzun, the prisoner dwarf, may be. The one that has the drawing of the dwarf on the back designates the cell where he is.
  • The "Sun?" counters. There are 4 of them. They are placed on the four possible exits of Alkiram's kingdom. On the back of one of them is the sun that designates the single gallery leading to the main continent of ArKö Iriss.
  • The "Game Turn" counter. It serves to indicate the succession of turns. It is possible to use for this purpose the ten lower boxes of the transparent lid. Each turn, you simply move the counter one box to the right.
  • The Dungeon Entrance counters. There are 4 of them. Placed on different maps, they indicate the entrances to even deeper underground passages, some of which are linked to the trapdoor found in the pit (see the plan on the back of the scenario booklet).
  • The Boat counters. There are 2 of them. The boats serve to link the underground island to the various landing stages.
  • The "Walkway" counters. There are 6 of them. On the map Labyrinthe, they serve to indicate whether a character is on the wooden walkway (level 1) or underneath it (level 0). When he is underneath, the walkway is placed on the counter.

Course of a Game

The players first choose one of the scenarios offered. Before starting the game, they must arrange the playing surface in the manner indicated and select the characters present in the scenario as well as the accessory counters they will need.

The game itself consists of a succession of game turns giving the initiative alternately to one side or the other. In turn, each player moves and fights with his characters. When there are several players on each side, the characters of the same side move and fight at the same time. As we will see, the Adventurer player can also fire his archers and crossbowmen during his turn and the Krob turn. Before the turn of each player, there is an interphase in which intervene some friendly reptiles called Gharvs, whose action is explained later in the rules.

Organisation of the Game Turn

Each game turn proceeds as follows:

Adventurer Player Turn

  1. OFFENSIVE FIRE: all archers and crossbowmen may fire, except those in contact with a Krob in a position to attack.
  2. MOVEMENT: all Adventurers may move, except the crossbowmen who have just fired.
  3. COMBAT: all Adventurers in contact with Krobs may attack.
  4. KNOCKED-OUT CHARACTERS: all Adventurers who were knocked out during the previous game turn are put back on their feet (the counters concerned are flipped). During the Adventurer turn, each of the wizards has the right to cast a spell.

Gharv Interphase 1

  1. APPEARANCE OF THE GHARVS: each character (Adventurer or Krob) in the water, on a hex adjacent to water (beach or boat), or on a marsh hex, must roll the die to find out whether a Gharv appears on a nearby hex.
  2. COMBAT: all Gharvs in contact with characters attack.
  3. DISAPPEARANCE OF THE GHARVS: once the combats are finished, all Gharvs that are no longer in contact with a character head back to the nearest water hex. Gharvs that reach a water hex are removed from the map.

Krob Player Turn

  1. MOVEMENT AND DEFENSIVE FIRE: all Krobs may move. During the movement of the Krob counters, the Adventurer player may make defensive shots with shooters who are not in contact with the enemy.
  2. COMBAT: all Krobs in contact with Adventurers may attack.

During the Krob turn, the wizard who did not cast a spell during the Adventurer turn has the right to cast a spell.

Gharv Interphase 2

It proceeds exactly like the previous one. When the second Gharv interphase is finished, the Adventurer player begins a new game turn.

NB. It is important to respect the order of succession of the sequences. A new sequence may only begin if the previous one is finished.

Fire with the Bow or Crossbow

Three missile weapons are present in this game: the short bow, the long bow and the crossbow. You will find on the Game Sheet the complete list of the shooters and their respective weapons. Each character may fire only once per firing sequence, but it is possible to fire several times at the same target with different shooters. Each weapon has its own characteristics which will influence its use: power, rate of fire and handiness. These characteristics are summarised in the Rate of Fire & Movement table on the Game Sheet.

Remember that a character cannot fire if he is on a hex adjacent to an enemy character at the moment of the shot. He is considered to be busy fighting hand to hand. This case does not apply if the enemy character is not in a position to attack the hex occupied by the shooter (see Combat Restrictions). NB. A wounded shooter can continue to shoot even if he is represented without his bow or with a damaged weapon.

Line of Fire

A character may fire at an enemy character as long as there is a clear line of fire between the shooter's hex and his target. The line of fire consists of an imaginary straight line drawn from the centre of the shooter's hexagon to the centre of the target's hexagon. If this line of fire crosses a hex containing either a character or a type of terrain other than flat terrain, the shot is subject to the restrictions explained later (see Fire Restrictions and Cover).

Range of Fire

Due to the lack of light (the characters have only torches), shots are impossible in the underground passages if the target is more than 5 hexes from the shooter (the target's hex is counted but not the shooter's).

Resolution of Fire

Even though it is above all the die that determines the result of a shot, there are nevertheless several factors that can modify it. Look at the Game Sheet. On this sheet, to the left of the table representing the terrain types, is the table used for resolving shots. For each shot, the Adventurer player rolls the die once. He must add 1 point to the die result if the shooter is wounded. 1 point is also added when the targeted character is a Krob Warrior, whose carapace acts as armour, 2 points if it is a Guard and 4 points if it is the Queen. Starting from the column corresponding to the weapon used, he follows horizontally the line of the number obtained after modifications. In the column corresponding to the target's cover - none, light, medium or strong - he obtains the result of the shot: A, B or C. The explanation of the different results is given below the table. The cover offered by each type of terrain is indicated in the central table.

Defensive Fire

Unlike offensive fire, which is carried out against motionless characters, defensive fire takes place while the enemy is moving. The Adventurer player who makes defensive shots can thus interrupt at any moment the movement of a Krob on a precise hex and decide to fire at it with one or more shooters. It is not possible to make a defensive shot against a Krob that has not yet begun to move, unless the Krob player does not intend to move this counter during his turn.

Attention! To be able to make a defensive shot, a long-bow archer must not have moved during his turn; a crossbowman must neither have moved nor fired during his turn (see the Rate of Fire & Movement table on the Game Sheet).

A shooter also cannot fire at a Krob if one of the Adventurers is adjacent to the targeted Krob. It is considered, indeed, that the two characters are in combat and that the shooter has as much chance of hitting one as the other, especially in an underground gallery. This restriction does not apply if the Krob is not in a position to attack the Adventurer adjacent to it (for example, if they are on different levels or separated by a wall).

Fire Restrictions and Cover (in alphabetical order)

Trees. If there is a tree or tree branches between the shooter and his target, the shot is impossible. It is possible, however, to fire at a character on a tree hex as long as the line of fire does not cross any other tree hex. A character on a tree hex benefits from light cover (map L'Ile Souterraine).

Window. The small house in the centre of the map L'Ile Souterraine has a window. Shots through this window obey the following rules: a) From the inside: a character can fire through the window only if he is placed just behind it. The line of fire then starts from the middle of the outer edge of the window and not from the centre of the hexagon. b) From the outside: a character located outside can fire through a window only if the target is immediately behind the window. The line of fire must be able to reach the centre of the window hex, otherwise the shot is impossible. Special case: a shooter posted on the hex adjacent to the window can fire into the interior of the house. His field of fire is however limited to only the hexes that form the room. A character benefits from medium cover when he is fired at through a window.

Marsh. Because of the vegetation, a character on a marsh hex benefits from light cover.

Arrow slits. The ruined tower of the map Le Marais Hanté still has two arrow slits. Shots through these slits obey the following rules: a) From the inside: a character can fire through the slit only from the arrow-slit hex itself. The line of fire then starts from the slit of the arrow slit and not from the centre of the hexagon. b) From the outside: it is only possible to fire at the character located on the arrow-slit hex. The shooter must be in exact alignment with it. The targeted character benefits from strong cover.

Walls. Walls block the line of fire. A character behind a wall without an opening benefits from total cover. It is therefore impossible to fire at him.

Demolished walls. Demolished walls no longer block the line of fire and offer no cover to the character on them.

Characters. If the line of fire passes through a hex occupied by a standing character, the shot is impossible. On the other hand, knocked-out or dead characters do not block the line of fire. Special cases: 1) dogs and baby Krobs block only the line of fire of dwarf shooters, not that of other shooters; 2) a character on a water hex never blocks the line of fire (see River); 3) when the shooter or his target is situated at height (one level of difference), the characters below are not an obstacle.

Wooden bridge. A wooden bridge never blocks a line of fire. However, when a line of fire crosses a bridge, characters in the water benefit from medium cover.

Stone bridge. When a line of fire passes through one or the other of the two low walls that border the bridge, the targeted character benefits from medium cover, whether he is on the bridge or not. However, if he is in the water, he benefits from total cover because the shooter cannot see him. Special cases: if the line of fire crosses the bridge without passing through a low wall, or if the shooter is on the bridge and adjacent to the low wall crossed by the line of fire, the targeted character benefits from no cover if he is on land and from light cover if he is in the water.

Building doors. A character situated outside or inside a building can fire through a door as long as his line of fire is not blocked by a portion of wall. The calculation of the line of fire is done normally. However, when a character fires from a door hex, his line of fire starts from the middle of the opening and not from the centre of the hexagon. Any character benefits from medium cover if he is fired at through a door hex. This is obviously not the case when the shooter or his target is on the door hex in question.

River. A character on a water hex never blocks a line of fire. He cannot fire and benefits from light cover (see also: Bridges).

Embankment. Embankment hexes do not block the line of fire as long as it does not pass through the top of the embankment. When the line of fire passes through the top of an embankment, the shot is possible only if the character below is at least as far from the embankment hex as the character situated above. If he is closer, no shot is possible because they cannot see each other. This case applies to the embankment hex itself. Only a shooter adjacent to the top of the embankment can fire at a Krob placed on the embankment and vice versa. NB. The embankment described here is very steep. This is why it is not treated in the same way as in the other games of the series.

Spider webs. As regards shooting, spider webs follow exactly the same restrictions as trees. Any Krob placed on a spider web benefits from light cover.

Movement

Each character has a number of movement points written on the counter that represents him (blue number). Each hex crossed makes him spend a number of movement points corresponding to the difficulty of the terrain (see the table of terrain types on the Game Sheet). Each turn, a player may move all or some of his characters, using all or part of the movement potential of each. Unused movement points cannot be transferred from one character to another, nor kept in reserve for following turns.

Movement Restrictions

  1. Characters cannot pass through hexes containing enemy characters, unless the latter are knocked out or dead. Crossing hexes containing friendly characters, on the other hand, poses no problem.
  2. Armoured Adventurers, Krob Warriors, Guards and the Queen can never pass through a water hex because they would sink like stones. Adventurers can nevertheless use a boat or ask one of the wizards to have the kindness to make a bridge appear for them... The ford hexes (white stones in the water) present on the map Le Lac du Dragon (Dragon Noir 1) can be used by characters with or without armour.
  3. The hexes of a wooden bridge are not accessible from a water hex.
  4. The hexes of the stone bridge (map Le Pont aux Spectres) are accessible only from the two ends of the bridge and from the hex of the island in the middle of the river giving access to the demolished bridge hex.
  5. Walls are impassable except at door hexes.
  6. A character may be forbidden certain hexes (e.g. embankment hexes) if his movement potential is too low (notably the case of wounded characters).
  7. Spider webs block the movement of Adventurers (the character stops on the previous hex). The only way for an Adventurer to cross a spider web hex is to destroy it (see Combat). Spider webs do not hinder in any way the movement of the levels [sic: sentence cut off in the source].
  8. The only way for a character to go from one level to another is to use the stair hexes, embankment hexes or those that go down in a gentle slope to the water. Daredevil Adventurers have, however, the possibility of jumping up or down one level, but the Adventurer player must then roll the die and consult the Jump Table on the back of the Game Sheet.
  9. Only the hex on which a walkway rests (map Labyrinthe) gives access to it.

Movement of Alkiram and the Queen's Guards

The counters Alkiram and Queen's Guards must be positioned so as to coincide exactly with the hexagonal grid. It is impossible for Alkiram and the Queen's Guards to pass through places on the map whose width is less than 3 hexes for the Queen and 2 hexes for the Guards. Alkiram and the Queen's Guards may freely change orientation, without penalty in movement points.

Movement by Boat

Only Adventurers can move by boat. To do so, an Adventurer simply has to arrive on a boat hex (cost in movement points: 1 point from land and 2 points from water). If, when he reaches the boat, the character has used only half or less of his movement points, the boat can move immediately 2 hexes. Otherwise, it must wait for the following turn. A character who begins his turn on a boat can move 4 hexes by boat, or 2 hexes and half of his movement potential if he reaches a landing stage or a beach hex. During the journey, any change of orientation of the boat greater than 60 degrees (60° = one hexagon side) counts as one hex of movement.

To dock at a landing stage, the two hexes of the boat must be in contact with the landing stage. To land on a beach, the boat must occupy a beach hex.

Infiltration of Enemy Lines

When a character crosses, during his movement, a hex adjacent to an enemy in a position to attack, the player concerned must roll the die and consult the corresponding table on the Game Sheet. He rolls the die as many times as there are enemies adjacent to the hex in question. This rule applies only to hexes crossed. A character who ends his movement on a hex adjacent to the enemy does not trigger a die roll.

Stacking

During the game, it is possible to make characters pass through hexes containing a friendly character, a knocked-out character or a dead character. But, at the end of each movement sequence, only one living character must remain per hex. Exception: on the walkway hexes of the map Le Labyrinthe, there may be two characters on the same hex. One is on the walkway and the other underneath. A walkway counter is then placed between them. These characters cannot fight each other.

Combat

When two or more characters are on adjacent hexes, they can fight each other. Each combat is optional. The decision to attack belongs to the player whose turn it is. His characters will therefore be called the attackers. On the following turn, they defend against the opposing attackers. Each character can make only one attack per turn, but a defender may be attacked several times by different attackers.

Resolution of Combats

To resolve a combat, the strength of the attacker (black number) is divided by the defence strength of the attacked character (red number). This gives a odds ratio which corresponds to a column of possible results in the Combat Table (see Game Sheet). The attacker then only has to roll the die to learn the exact result of the combat in progress.

When calculating an odds ratio, the number obtained is rounded if necessary in favour of the defender. Thus, an attacker of strength 8 against a defender of strength 3 gives an odds ratio of 2.6 to 1, which is rounded to 2 to 1 (2-1). Attacks made at less than 1 to 1 are impossible.

Effect of Terrain on Combats

The odds ratio of a combat can be modified by the nature of the terrain on which each of the characters involved is situated. As can be seen in the table of terrain types (see Game Sheet), a terrain can influence a combat in three ways: it can be neutral (0), or advantage the character on it (+), or disadvantage him (-).

Depending on the terrain each occupies, one may therefore have to modify the initial odds ratio by shifting the column of possible results to the left or to the right. This is what the table located above the Combat Table on the same sheet explains.

A Queen's Guard is considered to be on the majority terrain of the three hexes it occupies.

Multiple Combat

When a character is on a hex adjacent to several opponents, he may choose to fight some of them, all of them or none. If he decides to attack several, he must add their defence points into a single overall factor which he then sets in ratio with his attack points.

When two (or more) characters decide to attack an enemy character, they may attack him individually or else add their attack points into a single overall factor which is set in ratio with the defender's strength. If they attack together, they are also entitled to shift the odds ratio thus obtained one column to the right (see example below).

When the result of a combat indicates that one of the attackers or defenders has been knocked out or wounded, it is the player of the side concerned who decides which of his characters takes the blow. On the other hand, the result "attacker retreats" or "defender retreats" applies to all the characters who took part in the attack or the defence.

If the attackers decide to attack together and they are on different terrains, it is the least advantageous terrain that will be taken into account to compare it with the one the defender occupies. Example: suppose two characters attack an enemy at 4 to 1 (4-1). If one is on a terrain (0) and the other on a terrain (-), the two attackers will be considered to be on a terrain (-). If the defender is on a terrain (0), the odds ratio must be shifted one column to the left (4-1 becomes 3-1). But as they attack in numbers, they are entitled to shift the odds ratio one column to the right. The combat will therefore be resolved at 4-1, the number of attackers counterbalancing the disadvantage of the terrain.

Combat Against an Armoured Defender

When a character attacks an armoured defender (defence strength circled), 1 point is added to the number obtained on the die. It is this modified number that will indicate the result of the combat. If there are several defenders and they are not all armoured, this rule does not apply.

Advance After Combat

If, following a combat, the attackers or the defenders had to retreat (or if one of them was knocked out or killed), the victorious characters may advance a number of points equal to half of their movement potential. The first hex crossed must necessarily be one of the hexes evacuated by the enemy (or the hex of the knocked-out or killed character).

Advance after combat is not compulsory but it must be carried out immediately, without waiting for the resolution of the other combats in progress.

Only a character involved in the combat can benefit from the advance after combat. The movement points used during the advance after combat do not prevent the character concerned from moving normally during his game turn.

Important: the advance after combat must take into account the stacking and infiltration of enemy lines rules. However, in the latter case, an enemy character adjacent to the crossed hex triggers a die roll only if he is not engaged at the same moment in a combat, as attacker or as defender. It does not matter whether the combat has already taken place or not.

Combat Restrictions

As a general rule, any combat is impossible when the attacker cannot go onto the hex he is attacking. Ex.: an armoured character cannot attack a character in the water.

How to Destroy a Spider Web

To destroy a spider web, an Adventurer must be adjacent to the web during his combat phase. If there is no Krob on the hex in question, the Adventurer automatically benefits from the advance after combat. The web counter is flipped. If there is a Krob, the web will be destroyed only if the Krob retreats or is killed and the Adventurer advances onto the web hex. Without advance after combat, a web always remains intact.

Special Rules

The Adventurers

Crazy Ork. As soon as he suffers a wounded or knocked-out result during a shot or a combat, Crazy Ork goes into a frenzy. The counter that represents him in good health is then replaced by the counter that represents him stronger. Once he has become frenzied, the results "Defender knocked out" and "Attacker retreats" or "Defender retreats" are no longer applied to him. It is only by wounding him a further time that one succeeds in killing him. Level: if he is wounded by a Krob Killer, Crazy Ork unfortunately will not have time to become frenzied because, like the other adventurers, he will die instantly (see Krobs).

The Elves. Excellent shooters, the four Elves systematically subtract one point from the die when they shoot. In combat, tree hexes are considered for them as advantageous terrain (+), unlike for the other characters.

The Goblins. They spend only 2 movement points to cross a water hex. They can pass freely from a water hex to a bridge or wooden landing-stage hex and vice versa.

Lucifer and the Wardogs. These are dogs. They do not take into account the rule of infiltration of enemy lines when they move. During shots and combats, "knocked out" results are turned into a simple retreat. A single wound is enough to kill them. During combats, if Godiva is attacked, one is obliged to add Lucifer's defence potential to that of his mistress as long as the dog is on a hex adjacent to the young woman.

The Trolls. They can never be knocked out. Any "knocked out" result is turned into a simple retreat. Any "killed" result is turned into a double wound. Three wounds must be inflicted on them to kill them, unless the attacker is a Krob Killer.

Zed. A specialist in thrusting weapons, Zed dips his weapons in curare. Any enemy character wounded in a combat in which Zed takes part dies instantly of his wounds... except if it is a Krob. Yes indeed! The Krobs drink curare like mother's milk! The Gharvs, on the other hand, die instantly at the first scratch. Thus, any "wounded" result against a Gharv is equal to "killed".

The Spectres

The Gargoyles. They appear when summoned by a wizard. They can fly short distances (5 hexes maximum) and pass over level 1 obstacles, provided that the gallery is at least 2 hexes wide. In galleries one hex wide, they cannot fly because the ceiling is too low. In combat, it is impossible to knock them out, wound them, still less kill them. They can, however, be made to retreat if they have room. Otherwise, they do not even move. All "knocked out", "wounded" or "killed" results are turned into a simple retreat. Because of the magnetic interference that exists in the underground passages, they remain only 2 game turns before dematerialising again (*).

The Living Deads. Also summoned by wizards, they have the same powers as the Gargoyles as regards combats. They move, however, normally. They remain 1 full game turn before dematerialising again (*).

(*) The player turn during which they appear counts as a half-turn.

The Krobs

A people with very particular physical characteristics, the Krobs enjoy numerous special rules concerning combats, shots, infiltration of enemy lines and fireballs. They are as follows:

Attack. The Queen's Guards have the possibility of making either two attacks per turn against different opponents, or one attack against an enemy placed between their legs. In the latter case, their attack potential is doubled and they benefit from the shift of one column to the right (see the combat example on the "Use of the counters" sheet).

Defence. Alkiram and the Guards possess two defence potentials. The stronger corresponds to a frontal attack, the weaker, indicated in parentheses, corresponds to an attack from behind, through the greyed zone of the counter. Attacks from the front and from behind are always carried out separately.

Combat results. When a Killer attacks, he systematically subtracts one point from the die result (1 minus 1 = 1). Any wounded result entails the immediate death of the defender. If the Killer attacks with other Krobs, one point is always subtracted from the die but the probability that the wound entails death is reduced by 50%. The die is rolled: 1 to 5, it is the Killer who dealt the blow / the wound is mortal; 6 to 10, it is another Krob who dealt the blow / normal wound. This rule also applies when an attacker is wounded in a combat against a Killer.

For the Guards and the Queen, any "killed" result is equivalent to "double wound". Baby Krobs are killed at the first wound. For the Hunters and the baby Krobs, any "knocked out" result is equivalent to "retreats 2 hexes". For the other Krobs, "knocked out" is equivalent to "retreats one hex".

Shots. When a shooter targets a Warrior, he must add one point to the die. 2 points are added for a Guard and 4 points for the Queen.

Infiltration. Baby Hunters are never subject to the infiltration rule but they have no effect either on enemies trying to infiltrate. For the other Krobs, we refer you to the Infiltration Table on the Game Sheet.

Fireballs. Fireballs have little effect on the Queen and her Guards. "Wounded" becomes "retreats one hex" and "retreats" becomes "no effect". For the other Krobs, their use is normal. Fireballs automatically destroy spider webs.

The Gharvs

Appearance of the Gharvs. These monsters, which populate the underground rivers and lakes of Alkiram's kingdom, appear automatically in the game, at the moment of the interphases (see Organisation of the Game Turn). At each interphase, the players check whether they have characters in the water, on a hex adjacent to water (boat or beach), or else on a marsh hex. For each character in this situation, the player concerned rolls the die and consults the Gharv Appearance Table which appears on the back of the Game Sheet. If a Gharv appears, it is immediately placed on a water hex adjacent to the character. If several hexes are available, assign a number to each of them and re-roll the die until one of these numbers is obtained.

Automatic attacks. Once all the Gharvs are placed, they automatically attack the characters that made them appear. If the character is in a boat, the Gharv will try to capsize it (see Table). In all other cases, the combat is resolved normally, but do not forget that a Gharv is on favourable terrain in the water and in the marshes, and unfavourable on land. In case of dispute over the order in which to resolve the attacks of the Gharvs, the question will be decided with the die. In case of retreat or death of the character, the Gharv will always advance onto the hex left free. A Gharv cannot attack a character situated on a hex where it cannot go (e.g. Embankment).

Disappearance of the Gharvs. At the end of each interphase, the Gharvs that are no longer in contact with a character (the one they attacked or another) automatically head back to the nearest water hex. As soon as they reach a water hex, the Gharv counters are removed from the map.

Magic

In L'Epreuve, only Zacharie and Shaman have the quality of wizard. If either has managed to survive the campaign scenario of L'Exil, he is now considered a level 2 wizard. Otherwise, he remains a level 1 wizard and therefore keeps the wizard sheet of L'Exil.

Magic Spells

Magic spells are divided into four large categories:

  • personal spells, which the wizard applies to himself;
  • spells on others, which affect other characters belonging or not to the same side as the wizard;
  • spells on the environment, which affect the terrain where the action takes place;
  • remote detection spells, which make it possible to sense from afar the presence of an object or a living being. They are accessible only to second-level wizards.

A last category, a little particular, brings together the pure magic spells not falling within the previous ones, notably those that make spectres appear such as the Living Deads or the Gargoyles. You will find the complete list of spells on the wizard sheets supplied with the game. Only spells applicable underground are indicated on these sheets.

Energy Points (EP)

Each time a wizard casts a spell, he spends a certain number of Energy Points (EP). Depending on the wizard's level, he has more or fewer energy points: available EP = Level x 100. Thus, a second-level wizard has 200 energy points. Once this number is exceeded, he can no longer cast spells. When a wizard is wounded, the number of energy points he has left is divided by two (rounded down). If he heals, the EP he has left are multiplied by two.

Resolution of a Spell

A spell does not succeed automatically. For each spell, the wizard must roll the 10-sided die (0=10).

  • for a spell that requires 1 to 10 energy points, he must roll more than 1 on the die to succeed.
  • for a spell that requires 11 to 20 EP, he must roll more than 2 on the die to succeed.
  • for a spell that requires 21 to 30 EP, he must roll more than 3 to succeed, etc.

According to his level, a wizard acquires a bonus which is added to the die result. The size of this bonus is equal to the level reached: level 1 / +1 to the die, level 2 / +2 to the die, etc. In other words, Zacharie or Shaman are sure to succeed with spells requiring no more than 20 energy points if they have reached level 2. They must indeed roll at least 3 on the die, and they have a bonus of 2 points.

At each game turn, each of the wizards may cast one spell, either during his turn or during that of the Krobs. The moment of casting the spell is freely decided by the Adventurer player. Whether the spell fails or succeeds, the energy points necessary to cast it are subtracted from the energy points the wizard has on his sheet.

Range of Action

The range within which a spell can apply depends on the level of the wizard who casts it and on the environment in which it is cast. Thus, in the underground passages, magnetic interference is abundant and hampers the casting of spells. This is why in L'Epreuve, the use of spells is limited as follows:

  1. spells can only be cast in the cave (the map) where the wizard is. In other words, a wizard's spells apply only to the map on which he is. A wizard on a hex straddling two maps can cast spells in both. Exception to this rule: remote detection spells can be cast one cave (one map) away.

  2. the range of application of a spell is reduced to 7 hexes for a level 1 wizard and to 10 hexes for a level 2 wizard. In counting hexes, the hex the wizard occupies is not counted. A wizard may try to cast a spell affecting a character or a hex situated beyond his range of action. But, in that case, he has a penalty to the die of one point per hex beyond the limit.

NB. When a spell affects several hexes, it is always the hex farthest from the wizard that is taken into account for the calculations.