Legends
Legends Rulebook
Table of Contents
Table of Contents
Setup
- Assemble the game board.
- Set the 4 silver chalices on spaces 25, 45, 60 and 75 on the time track. Set the golden chalice on space 25.
- Each player takes an Adventurer Card, 6 travel diaries, a scoring medal, an hourglass and an adventurer in their color. Place the books on the Adventurer Card, place the scoring medal on the 0 space of the scoring track on the border, and the cardboard adventurer symbol on the 0 space of the interior scoring track, and place your hourglass on the 0 space of the time track of the game board. Place your adventurer in the Adventurers’ Club space (London).
- Shuffle the 120 cards. Fill empty spaces on the board with cards (5 in each of the three areas). Give the start player and second player 5 cards. Give the third and fourth player 6 cards.
- The start player places two of his cards face down on the space by the Adventurers’ Club. Then he places a travel diary on the 3 space of any destination. Other players do the same in turn order, choosing a destination not yet chosen to place their travel diaries.
Tip: In order to score your books, matching cards must be placed in the Adventurers’ Club.
Game Play
The active player must first move their Adventurer to a new place then must perform an action. There are card actions and book promotion actions. You have only 75 weeks to travel! All of your actions will cost time, so spend it wisely!
The Time Track
Your hourglass on the timeline indicates whose turn it is. The player furthest back will play next. In case hourglasses occupy the same space, the player with the hourglass on top will play next.
The Movement of Your Adventurer
You move your adventurer along the routes printed on the board from one location to another. Each hourglass you pass costs you one week on the time track. The adventurer always takes the most direct route possible.
Location Actions
There are two location actions: Card Actions and Book Promotions. You may perform one of these on your turn.
Card Actions
Only if you collect enough knowledge about the legends of the world on your travels will you be able to explore the legendary places and impress your friends at the Adventurers’ Club.
When taking a card action at a site, you will acquire knowledge in the form of cards. You can have any number of cards in hand. These map actions take time. How much time is printed on the hourglass next to the action. These actions are:
- Draw 3 / 4 / 5 cards from the top of the deck and add them to your hand. (3/4/5 Time)
- Choose 3 of the five cards from this place and add them to your hand. Refill the display from the draw deck. (4 Time)
- Choose any 1 or 2 cards from any display. Refill the display using cards from your hand. (1 Time)
- Put all 5 cards from one place into the discard pile. Fill the vacant spaces with cards from the draw deck. Take two cards into your hand and refill the spaces with cards from the draw deck. (2 Time)
Book Promotion Actions
Using the knowledge collected on your travels you can explore the fabled places. You carry your knowledge in travel diaries, which will show your level of knowledge. The more you have, the more prestige you will earn when you present your knowledge to the “Adventurers’ Club.”
Each place shows a Book track with spaces from 2 to 5 with prestige medals ranging from 2 to 7.
When you take the book promotion action, you will move one of your travel diaries along this track. Players will have to discard cards from their hand with symbols matching the color of the place. Up to one wild card can be played to supplement this action. Depending on the number of symbols spent, players will advance on the book track correspondingly (i.e. to move to the 5- point space, a player who is not yet on the track must play 4 symbols). To move further along on a track that you have already placed on, you pay the difference in symbols between the space you are on and the new space (i.e. to move from the 2-point space to the 5-card space requires 2 symbols).
Excess symbols are lost. Wild cards count as one of any symbol, but it is only allowed to play one joker per turn. At each location only one book per player is allowed.
For each card played, players must move their hourglass forward 1 week. Cards with 2 symbols therefore save time.
Moving Travel Diaries
When taking a book promotion action you will either add a new book to the track or advance one that was already present.
The symbol requirements to move on the book track are printed on the track, under the medal points. Discard symbols to pay for the costs shown on each space you wish to move and advance
your hourglass 1 week for card played. For example, to move onto the first space, you will need to discard two symbols. To move from the first space to the last, you will need to discard three symbols.
If moving onto an occupied space, the book that you land on will be pushed back one space on the book track. This may trigger further displacements. If the book on the first space is pushed back, it will be returned to the player.
The Adventurers’ Club
In the Adventurers’ Club, players can spend 1, 2 or 3 weeks to add 1, 2 or 3 cards face down to the pile on this space. You cannot add wild cards to this space. The cards will affect scoring. The player also draws one card from the draw pile after performing this action.
Remember: Each turn you will need to spend time for movement and for the action taken!
Several Adventurers at the Same Location?
If an adventurer is already present in a location a player moves to, a penalty must be paid. The active player must give one card from his hand (of his choosing) to each other player present before executing an action. If the player does not have sufficient cards in hand, this movement may not be made.
Scoring
Four times during the game, there will be a scoring. Only some of the books will be counted. The cards on the “Adventures’ Club” space will determine which locations might be scored.
The first player to reach the space with the golden hourglass on the timeline will claim it. They will place it on a location of their choice.
The last player to reach a silver hourglass on the timeline will trigger a scoring round. Interrupt the game after the full turn of this player for a scoring.
Which areas are scored?
Shuffle the cards in the Adventurers’ Club. Draw cards one at a time until you reveal 5 different locations or run out of cards in the Club draw pile. Return any remaining cards to the Adventurers’ Club space.
The five areas that cards have been drawn for will be scored. The area with the Golden hourglass is scored regardless of whether or not cards for this area have been drawn.
Each area that will be scored will be scored in any order. Players receive points as shown on the medals printed on the book track. Cards that were taken from the Adventurers’ Club will then be distributed among players present in this area, one at a time, starting with the player furthest along on the book track taking the card with the most symbols. If there are more cards to distribute than players, begin giving cards out again with the player furthest along on the book track at that location. Each symbol on a card that a player receives in this manner also scores 1 additional point. These cards are then discarded.
After an evaluation
In the order of the timeline, each player must add one card face down to the Adventurers’ Club space.
The golden hourglass is placed next to the next silver hourglass on the time track.
After scoring, the player furthest back on the time track will take the next turn.
Game End
The game ends after the fourth scoring occurs, after the last player has reached or exceeded the 75 space.
On your last move, you may move past the last silver hourglass as much as you like. The winner is the player with the most points. In case of a tie, the player who spent less time (i.e. the player whose hourglass is closest to 75) wins.