Before you start the game you should see how many
wounds (W) your character has.
The Barbarian rolls a six-sided dice and adds the number 9. The number of his wounds ranges
from10 to 15 wounds.
The Dwarf rolls a six-sided dice and adds the number 8. The number of his wounds ranges from 9 to 14 wounds.
The Elf throws a six-sided dice and adds the number 7. The number of his wounds ranges from 8 to 13 wounds.
The Mage rolls a six-sided dice and adds the number 6. The number of his wounds ranges from 7 to 12 wounds.
The
first time you roll 1 you can throw the dice again. If you roll 1 again, then
the result stays as it is.
Then the Mage takes up his spells. There are three
categories, from which you must choose at random one spell from each:
Α)
Defensive spells,
Β)
Offensive spells,
C) Healing spells.
After
selecting his spells the Mage throws a six-sided dice to see how many Power tokens
he will have throughout the adventure. In case you rolled 1 he may throw the dice
again. If you roll 1 again then the second result stands.
STARTING THE ADVENTURE
1. Take the five cards with the Objective room.
Shuffle them and pick one at random.
2. Take the Adventure
Book and roll a six-sided dice to see which adventure you can play (corresponding
to the Objective room you have drawn).
3. Mix the Dungeon
cards and pick six turned down. Then, take the Objective Room o and shuffle them.
Then pick randomly six more Dungeon cards and place them onto the already seven
picked- up cards. Now you have a stack of thirteen cards. These is your
adventure!
4. Turn up a
Dungeon card. Place the corresponding tile and put a door. This is your entry.
The card tells you on where to place the next door (it is marked with white
color).
5. Place the Leader of the group in any square
you want and then place the remaining characters in (I) order, always starting
with the highest.
6. Let the Adventure begin!
GAME
SEQUENCE
The game is
played in rounds. Each round breaks in phases. These are:
1.
Power Phase: in this phase the mage
throws a die to see how much power can be picked up by the winds of magic. In
this phase you may have an unexpected event.
2. The Warriors’ Phase: in this phase the characters move, fight monsters and prepare to explore new rooms.
3. The Monsters’ Phase: in this phase the monsters move and fight.
4. The Exploration Phase: in this phase your characters can search what lies behind a new door. By the end of this phase the round is completed.
EQUIPMENT and TREASURES
Every character has his personal
equipment. This equipment can be used by the other characters without being
next to each other.
Example
The Dwarf has been hurt. The Elf can
use his healing potion to restore the Dwarf’s wounds.
During the game the
characters earn treasure, either by killing monsters or completing the Objective
Room. If the treasure is equipment it can be used by the character that earned
it (unless the card says that he can’t). He can have multiple equipment cards
with but he can use only one type.
Example
The
Barbarian has a suit of armor and wins another one. He chooses which of the two
he will use.
Characters
between them can give or lend any treasure card they have. The exchange can
occur ONLY at the end of the round and there are no Monsters in the room.
***Important Rule ***. When you roll the dice and you roll
a natural 1 is considered a failure. If you roll 6 is considered a success.
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