Quick-Start Rules
LEGENDS
OF
Quick-Start Rules
For 2–4 players
Ages 14 and up
Preparation before the First Game
Welcome to Andor!
• Remove all cardboard pieces from the four blue-framed punchboards.
With these quick-start rules, players can quickly set up the game and
start the introductory legend, titled “The Heroes Arrive.”
Note: The pieces in the two red-framed punchboards are not used in
the introductory legend and can remain in the game box.
We recommend that the most experienced Legends of Andor player
reads these instructions aloud. Do not not skip any sections as you
might miss important details. Enjoy the game!
• Insert the 29 markers into plastic bases of the appropriate color.
Then, place them next to the game board. Each marker has a
colored bar along its bottom that matches its plastic base.
Each player chooses one hero board and places the male or female side (his choice) faceup in his play area. Then, each
player receives the marker corresponding to his hero board, one wooden time marker (disk), one wooden willpower
marker (disk), one wooden strength marker (cube), and all of his hero dice (the number of dice varies for each hero).
All of these components match the color of the dice icons on each hero board.
Return all components belonging to heroes not chosen to the game box; they are not not used in the introductory legend.
Note: When the word “hero” appears, it also naturally stands for “heroine.” Introductory Game Setup
Fog
If a hero enters
a space with a
fog token, he
must endFog
his
If aThen
hero enters
movement.
a space withreveal
a
he must immediately
the
token, and
he resolve
token (flipfog
it facup)
endFog
his on the
it (followmust
the instructions
If aThen
hero enters
movement.
back side).
a space withreveal
a
he must immediately
the
fog
token,
he resolve
token (flip it facup) and
end his on the
it (followmust
the instructions
movement. Then
back side).
he must immediately reveal the
token (flip it facup) and resolve
it (follow the instructions on the
back side).
1. Place the game board in the center of the play area with the Andor countryside
faceup (the side with a large castle in the upper-left area of the game board).
2. As shown in the image to the right, take the seven introductory tokens (the
large rectangular tokens) and place them on the game board, blue side faceup.
3.Separate the legend cards according to legend. Sort the Legend 1 cards
alphabetically and numerically so that cards A1, A2, B1, etc. are at the top
of the deck and card N is at the bottom. Place this deck facedown near the
legend track. Keep the End of Combat and Team Battle cards near the game
board for later use. Return all other legend cards to the game box.
Hero time markers
in the sunrise box
Well
If a hero ends
his movement
in a space with
a colored well
token (faceup),
he may use the well to
immediately gain 3 willpower
points. After using a well, flip
the well token facedown.
4.Separate the event cards with a silver back, including the card with the green
triangle, and place them near the game board. Return all other event cards to
the game box.
Gold
If a hero ends
his movement
in this space,
he immediately
takes 1 gold from the supply.
Return this token to the game
box. The next hero in clockwise
order takes his turn.
Gold
If a hero ends
his movement
in this space,
he immediately
takes 2 gold from the supply.
Return this token to the game
box. The next hero in clockwise
order takes his turn.
5.Each player places his time marker (disk) in the sunrise box.
Merchant
If a hero ends
his movement
in a space with
a merchant icon,
he may buy 1 strength
point for 2 gold.
6.Each player places his hero marker in his starting space as follows: the dwarf
starts on space 43, the warrior starts on space 25, the archer starts on space
53, and the wizard starts on space 9.
Legend
marker
7.Create a supply of gold tokens near the game board.
8.Place the legend marker on space A of the legend track.
1
Gold supply
Legend deck
Legend
track
1.
The Hero Board
The hero board displays the hero’s stats,
contains the hero’s items and gold, and
explains his unique ability.
Strength Track:
The strength track marks a hero’s
current strength. Each hero begins the game with one strength
point. A hero uses his strength
points as a modifier in battle.
Coin purse for any
amount of gold and gems.
Inventory Spaces:
During the game,
heroes receive items
and carry them in
one of the inventory spaces that
matches the shape
of the item. Each
space can hold one
item.
2.
Coin Purse:
The hero carries any
amount of gold and
gems in his coin purse.
THORN
Warrior of the Reeded Lands – Rank 14
Ability: Each time Thorn empties a well, he gains
5 willpower points (instead of 3).
Strength Points
Ability:
Each hero has a unique ability.
Before the game begins, each player
should read his ability aloud.
Note: The meaning of some abilities only
becomes apparent during the game.
Willpower Track:
The willpower track marks a hero’s
current willpower. Each hero begins
the game with seven willpower points.
Each row of the willpower track corresponds to one of three dice pools
shown to the left. During battle, the
hero rolls the number of dice shown
in the dice pool of the row that his
willpower marker currently occupies.
Willpower Points
Example: The warrior currently rolls
three dice in battle. If he loses one
willpower point, he rolls only two dice.
A Hero’s Turn
During a hero’s turn, he may perform one action. Hero turns continue clockwise around the table.
3.
If a hero performs a move action and ends his turn in a space with a large
token, he immediately reads the token and follows its instructions.
The arrows between spaces on the game board do not affect hero movement.
Example: The wizard moves two spaces and ends in space 11, which contains a
fog token. He advances his time marker two hours along the time track. Then, he
reveals the fog token by flipping it faceup and resolves it by reading and following
the instructions. Now, it is the next player’s turn.
Multiple heroes may occupy the same space.
Wait
Instead of moving, a hero may perform the wait action during his turn. To do
this, he advances his time marker one space on the time track.
2
The heroes play together as a party.
The most experienced player draws the top card
of the legend deck (A1) and reads it aloud. Players
cannot proceed to the second part of the introductory legend until they complete all the tasks listed on
legend card A1.
In the first part of the introductory legend, the heroes learn the move action.
During his turn, a hero may move as many spaces as he wishes, provided he has
sufficient hours available on the time track.
In the first part of the introductory legend, each hero has a maximum of seven
hours available. For each space a hero enters, he must advance his time marker
one space along the time track.
The Game Begins!
4.
Congratulations! The heroes have arrived, and you
have completed the first part of the introductory
legend. You now know the most important rules.
Keep all of the items and gold you received up to
this point, as well as all gained strength and willpower points.
Place the heroes’ time markers on the sunrise box.
The hero who entered the castle places his time marker in the rooster space. This hero takes the first turn
of the new day.
Remove any remaining introductory tokens from the
game board and return them to the game box. They
are not used in the second part of the introductory
legend.
5.
Additional Setup for the Second Part of Legend 1
To prepare for the second part of Legend 1, follow these steps: 1. Take four well tokens and
place one with its gray side
faceup in each of the following
spaces: 5, 35, 45, and 55.
2. Place one red “X” token 3. Place one parchment token
near the game board.
near the game board.
4. Take six star tokens and place one in each
of the following spaces: B, C, D, F, H, and N.
14. Mix the remaining
11 fog tokens. Place one
token facedown in all
but four of the circular
frames in each riverbank space on the game
board. Do not place
a fog token in a space
occupied by a hero.
5. Take the event card with green tri-
angles (the “Start Card”) and set it aside.
Shuffle the other event cards and place
them facedown in a pile. Then, place the
event card with green triangles on top of
the pile to form the event deck.
Note: The party chooses
which circular frames
remain vacant.
13. Take the four fog
6. Make sure legend card B1 is on top
tokens shown to the
right and return them
to the game box.
of the legend deck.
LEG
1
E
Of NDS
Leg
The
12. Place two red
Wichtig: Ein Held wählt immer
zwischen 2 Möglichkeiten:
Laufen oder Kämpfen
Sollte der Held in diesem Zug in
das Feld einer Kreatur gelaufen sein,
muss er bis zu seinem nächsten Zug
warten. Erst dann kann er kämpfen.
monster dice near
the monster display.
Start
11. Place the red wooden
marker on space 4 of the
willpower track on the
monster display.
Reaktion des Gors:
1. Jetzt würfelt der linke
Nachbar des Helden
mit 2 roten Würfeln für
den Gor.
2. Der Held würfelt
immer alle Würfel,
die ihm zur Verfügung stehen, auf
einmal (steht auf der
Heldentafel links neben seinen aktuellen
Willenspunkten).
2. Auch für den Gor gilt
der höchste Würfelwert.
Besonderheit: Gleiche
Werte werden addiert.
Hinweis: Das gilt für alle
Kreaturen, jedoch nicht
für die Helden.
3. Anschließend
addiert er zu seinem
höchsten Würfelwert
seine aktuellen
Stärke-punkte. Dies
ergibt den Kampfwert
des Helden.
marker on space 2 of the
strength track on the
monster display.
Markiert vor dem Kampf auf der
Kreaturenanzeige des Spielplans
die Werte des Gors:
- 2 Stärkepunkte
- 4 Willenspunkte
Der Gor verwendet 2 rote Würfel.
(wird nur im
Einführungsspiel benötigt)
Angriff des Helden:
1. Der Zeitstein des
Helden wird auf der
Tagesleiste 1 Feld
weitergesetzt.
10. Place the red wooden
6.
Kampftafel
3. Dann werden die 2
Stärkepunkte des Gors
zum Würfelergebnis
addiert. Das ergibt den
Kampfwert des Gors.
Die Differenz zwischen
dem Kampfwert des
Helden und dem
Kampfwert des Gors
wird ermittelt und dem
Unterlegenen von seinen
Willenspunkten abgezogen. Entweder verliert der
Held Willens-punkte und
setzt seine Holzscheibe
entsprechend viele Felder
zurück oder der Gor.
Hinweis: Das gilt
auch für den Bogenschützen, wenn er von
einem angrenzenden Feld
angreift.
Bei Gleichstand geschieht
nichts.
Der Kampf geht sofort mit
der nächsten Kampfrunde weiter.
Der Kampf endet, wenn ...
Arr
ive
7. Place the legend marker in
LEGENDS
LEGENDS
Legend
1
Legend
The Heroes Arrive
The Heroes Arrive
Of
Of
1
a) ... der Gor keine
Willenspunkte mehr hat.
b) ... der Held keine
Willenspunkte mehr hat.
c) ... der Held keine Stunde
mehr auf der Tagesleiste
übrig hat.
d) ... der Held den Kampf
nach der Reaktion des Gors
abbricht.
Her
oes
end
End of Battle
Team Battle
space A of the legend track.
8. Place all gor and
skral markers near
the game board.
Lest dann sofort weiter auf
der Karte „Ende des
9. Place the Battle Sequence (the opposite side of
the Merchant Inventory) as well as the End of Battle
and Team Battle legend cards near the game board.
That’s it! The next page explains a few more rules,
and then the rest of Legend 1 unfolds!
3
Gor
Skral
7.
The Time Track
As you have already learned, each hero
tracks his hours by advancing his time
marker on the time track.
Note: It is very important to keep track of each
hero’s hours. Appoint the most attentive player as
the one responsible for updating the time track.
Nighttime Hours
A hero’s day typically ends after he uses all of his daytime
hours (the seven golden spaces of the time track). The
exception is found in the “Nighttime Hours” box.
A hero may use more than seven hours in a day by using up to three
hours of nighttime. To use a nighttime hour, the hero must spend two
willpower points as a penalty. To do so, the hero moves his willpower
marker to reflect his current willpower points. A hero cannot use nighttime hours if the willpower penalty would reduce his willpower to 0.
At the start of his turn, if a hero cannot or does not wish to spend any more
hours, he ends his day by placing his time marker on the sunrise box. If he
is the first player to end his day, he places his time marker in the rooster
space to indicate that he takes the first turn during the next day.
All heroes must end their days and place their time markers on the sunrise box before the next day can begin. After all heroes’ time markers are
on the sunrise box, resolve each icon shown in the sunrise box from left
to right, as explained below.
8.
The Sunrise Box
Resolve the following steps in order.
3–6. Move All Other Monsters (in order): If there are other monsters
on the game board, they move in the same manner as the gors.
Note: Currently, there are only gors on the game board.
7. Refresh All Wells: Flip all gray well tokens to their
colored sides. If a hero occupies a space with a well token,
do not flip that token.
8. Advance the Legend Marker: Advance the legend
marker to the next space of the legend track.
1
2
3
4
5
6
7
8
Important: Do not forget to advance the legend marker;
it moves the story along!
1. Resolve Event: Draw, read, and resolve the top card
of the event deck.
Each time the legend marker reaches a space with a star
token, draw the corresponding card from the legend deck
and read it aloud.
2. Move All Gors: The gor occupying the lowest-numbered
space moves first (in this case, the gor in space 16 moves first).
A gor moves to the space indicated by the arrow originating
from the space he currently occupies (e.g., the gor in space 16
moves to space 13). Note: Some letters of the legend track do not have a corresponding legend card.
Note: Only one monster can occupy a space at a time. If a gor enters
a space that is already occupied by another monster, the incoming
gor continues moving to the next adjacent space in the direction of
the arrow.
Example: The gor on space 22 enters space 19. The gor on space 23
enters space 19, which is already occupied by the other gor. As such, the
incoming gor follows the direction of the arrow and continues moving
to space 3.
4
Since the legend marker has advanced to space B, draw
legend card B1 from the legend deck and read it aloud.
LEG
1
E
Of NDS
Leg
The
Her
oes
Arr
end
ive
The second part of the
introductory legend begins now!
At the end of each day, remember to
resolve the steps in the sunrise box.
Reference Booklet
Components
L
1 Double-Sided Game Board
41 Plastic Stands
(26 red, 4 black, 3 gray, 2 blue, 2 yellow, 2 green, 2 purple)
1 Merchant Inventory/Battle Sequence
71 Large Legend Cards (including 9 blank cards)
1 Large Standard Setup Instructions Cards
20 Six-Sided Dice (4 blue, 5 green, 3 yellow, 1 purple, 3 red, 4 black)
9 Wooden Disks (2 blue, 2 green, 2 yellow, 2 purple, 1 red)
5 Wooden Cubes (1 blue, 1 green, 1 yellow, 1 purple, 1 red)
1 Quick-Start Rules Booklet
This Reference Booklet
PASCO
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für
viel
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kann das statt des eigenen Würfels ein Würfel eines anderen Helden sein.
Stärkepunkte
Strength Points
T
Willenspunkte
Willenspunkte
Willenspunkte
Willpower Points
4 Hero Boards (one side depicts the hero, while the other side
depicts the heroine)
8 Hero Markers
66 Bridge-Size Cards
Silver Start
Card (x1)
Warrior Warrior
(male) (female)
Archer
(male)
Archer Wizard
(female) (male)
Wizard Dwarf
(female) (male)
Dwarf
(female)
28 Monster Markers
Silver Event
Cards (x11)
Golden Event
Cards (x34)
Secret Lake
Cards (x10)
Fate Cards
(x10)
7 Additional Markers
The Dragon
Gor (x16)
Skral (x5)
Troll (x5)
1 Poison
Token
26 Gold Tokens
(x12)
(x10)
4 Farmer
Tokens
(x2)
Dark
Mage
Wardrak (x2)
3 Medicinal
Herb Tokens
8 Star Tokens
The Shield
Dwarves
(x4)
6 Parchment Tokens
with values of 7, 8,
10, 11, 14, 17
(x2)
4 Well
Tokens
6 Rune Stones
(x2)
(x2)
24 Item Tokens
Prince
Thorald
8 Boulder Tokens
The
Witch
11 Gem Tokens
(x5)
(x2)
Legend
Marker
(x5)
(x1)
15 Monster
Tiles
15 Fog Tokens
1 Gor auf Feld 15
15 15
1 Gor
Feld
auf
auf Feld
1 Gor
1 Gor
auf
Feld
15
Feld
1 Gor 1auf
Gor
auf15
Feld 26
26 26
1 Gor
Feld
auf
auf Feld
1 Gor
1 Gor
auf
Feld
26
1 Gor auf Feld 26
Event Card
(x5)
Shield (x4)
Bow (x3)
+2 Willpower
Points (x1)
+3 Willpower
Points (x1)
Falcon (x2)
1 Gold
(x3)
Wineskin Telescope
(x5)
(x2)
+1 Strength
Point (x1)
Witch’s
Brew
(x5)
Gor
(x2)
Wineskin
(x1)
Helm
(x3)
1
Witch’s Brew
(x1)
7 Introductory Tokens
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Cardboard
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3 Red “X”
Tokens
(x3)
1 “N” Tile
Important Rules for Reference
(Not used with Legend 1)
Actions
The Hero Strikes
Each time a hero fights a monster, the hero performs the following steps
for each round of battle:
There are two types of actions that a hero may perform: standard actions
and free actions. Each type of action is explained below.
1. He advances his time marker one hour on the time track. Standard Actions
A hero must perform one of the following actions:
2. He rolls the number of hero dice shown in the dice pool of the row
that his willpower marker currently occupies. If the hero wants to use
the witch’s brew to double the value of one die result, he must do so
immediately after rolling his hero dice.
• Move: A hero advances his time marker one space on the time track
for each space on the game board he enters.
• Fight: A hero advances his time marker one space on the time track
for each round of battle he initiates.
3. He adds his current strength points to his highest die result obtainedfrom step 2. This is the hero’s battle value.
• Wait: A hero advances his time marker one space on the time track.
Example: The warrior has nine willpower points and rolls three dice, producing results of “4,” “3,” and “3.” He takes the “4” result and adds his five
strength points to it for a battle value of nine. If the hero has a helm, he adds
both “3” results together and has a battle value of “11.”
• Move an Ally: A hero advances his time marker one space on the time
track to move an ally marker up to four spaces. He may spend more
than one hour in this way. A hero cannot perform this action if an ally
is not on the game board.
The Monster Strikes
Free Actions
After a hero strikes, the monster performs the following steps for each
round of battle:
Free actions are additional actions a hero may perform without advancing
his time marker on the time track. A hero may perform any number of free
actions during his turn or another hero’s turn before or after the current
hero’s standard action. Additionally, a hero may perform a free action even
if he occupies the same space as a monster. A hero may perform the following free actions:
1. The hero to the left of the current hero rolls the number of dice shown
in the dice pool of the row that the monster’s willpower marker currently occupies on the monster display. Gors, skralls, and trolls roll
red dice, while wardraks roll black dice. • Empty a well in his space
2. Add the monster’s strength points to the highest die result. This is the
monster’s battle value. If two or more dice produce identical results and
their combined total is greater than the result of any remaining dice,
add the identical results together before adding the monster’s strength.
• Use items
• Pick up gold and items from his space
• Drop gold and items in his space
Battle Value Comparison
The combatant with the higher battle value wins the battle round. The
combatant with the lower battle value loses a number of willpower points
equal to the difference between the two battle values. In a tie, neither combatant loses willpower points.
• Buy strength points and items from the Merchant Inventory
• Trade gold or items with other heroes occupying his space
Some items may be used during a standard action as described on the
Merchant Inventory. Additionally, a hero may drop gold and items in his
space during a move action.
End of Battle Round
If the monster and hero both have willpower points remaining, the battle
immediately goes into its next round unless the hero cannot advance his
time marker on the time track or he voluntarily ends the battle. Note: A hero cannot perform free actions if his time marker is on the
sunrise box.
Example: A hero occupies a space with a merchant icon. He buys two
strength points, one falcon, and one wineskin at the beginning of his turn.
He replaces the shield in his large item inventory space with the falcon and
drops the shield in his space. He decides to perform a move action and uses a
medicinal herb with a value of “3” and the wineskin he just bought. Then, he
moves five spaces. Because he used an herb and one side of his wineskin, he
advances his time marker only one hour for this movement. Then he reveals
and resolves the fog token in his space, taking a gor from the supply and
placing it in his space. The hero cannot fight that gor this turn because he has
already performed a standard action. If the monster has no willpower points remaining, the hero defeats the
monster. As a reward, he immediately receives an amount of gold, willpower points, or a combination of both equal to the number found in the
gold or willpower icons below the monster strength track on the monster
display. Place the defeated monster in space 80 and advance the legend
marker one space on the legend track.
Allies (Prince Thorald and the Shield Dwarves)
If the battle ends and the monster is not defeated, the monster recovers any
willpower points he lost in the battle and begins future battles at his usual
start value as shown on the monster display.
If the hero has no willpower points remaining, he is defeated. He loses one
strength point (to a minimum of one) and receives three willpower points.
Then, the next player begins his turn.
If an ally occupies the same space as a monster, it adds four to the final
battle value against that monster. To move an ally, see “Standard Actions.”
Team Battle
If more than one hero occupies a space that contains a monster, they can
fight the monster together (the archer and heroes with bows can participate in the battle from an adjacent space). At the start of the current hero’s
fight action, he invites the other heroes to participate in the battle. Then,
advance each participating hero’s time marker one hour on the time track.
Battle
If a hero occupies a space with a monster at the beginning of his turn, he
may fight that monster. The archer or any hero with a bow can fight a monster from an adjacent space. A hero cannot move and fight during the same
turn; if a hero moves during his turn, he cannot fight that turn. Before the
battle begins, mark the monster’s strength points and willpower points on
the monster display on the game board.
Next, all participating heroes add their individual strength points together
to calculate their team strength. Starting with the current hero and proceeding in turn order, each participating hero rolls the hero dice in his
dice pool and adds the highest result to the team strength to determine the
team battle value. Then, the monster strikes exactly as it does when fighting a single hero.
A round of battle consists of four steps, resolved in this order:
I. The Hero Strikes
II. The Monster Strikes
III. Battle Value Comparison
IV. End of Battle Round
2
Now, the participating heroes compare their team battle value to the
monster’s battle value. The side with the higher number wins the battle
round. If the heroes win the battle round, the monster loses willpower
Important Rules for Reference
(Not used with Legend 1)
Hero Ranks
points as normal. If the monster wins the battle round, each participating
hero loses willpower points equal to the difference between the monster
battle value and the team battle value.
Some cards refer to a hero’s rank. A hero’s rank is the number located in
the upper-right area of his hero board, beneath the hero’s name.
If neither side is defeated, each participating hero may continue into the
next round of battle unless he cannot advance his time marker on the time
track or he chooses not to participate.
Medicinal Herbs
A hero can collect medicinal herbs and place them on the small inventory
spaces of his hero board. The number on the herb token indicates how
strong the herb is. As a free action, a hero can use the herb in one of the
following ways:
If a hero is defeated, he loses one strength point and receives three willpower points. A defeated hero cannot continue to participate in the battle.
If the heroes defeat the monster, they may freely distribute the reward
among the heroes who participated in the entire battle.
• When a hero performs a move action, he may move a number of
spaces up to the number on the herb token without moving his
time marker.
Note: The wizard may use his ability in a team battle, but must declare so
immediately after a dice roll; he cannot wait until all heroes have rolled.
• Immediately after a hero rolls his hero dice during a battle, he may
gain a number of strength points equal to the number on the herb
token for a single round of battle.
Farmers
As a free action, a hero may pick up or drop farmer tokens in his current
space. Heroes can pick up and drop hero tokens during a move action.
A hero may carry several farmer tokens at a time. Farmer tokens remain
on the game board when carried and move with the hero’s marker. If a
monster and a farmer token ever occupy the same space, the farmer token
is immediately returned to the game box.
• The hero gains a number of willpower points equal to the number on
the herb token.
The value of an herb cannot be split. For example, a hero cannot use a
medicinal herb with a value of “3” to gain one willpower point and two
temporary strength points. However, a hero is not required to use the entire value of an herb. After using an herb token, return it to the game box.
Each time a hero drops a farmer token in space 0 (the castle), the number
of the castle’s golden shields increases by one. To indicate this, flip the
farmer token to its golden shield side and place it next to the castle’s other
golden shields. This flipped farmer token counts as one additional golden
shield that a monster must occupy before the castle is overrun.
Note: If a hero’s time marker is on the sunrise box, he cannot use an herb.
Monster Movement
Each sunrise, the monsters move toward the castle one by one, beginning
with the gor on the lowest-numbered space and proceeding in ascending
order. A monster moves to the adjacent space in the direction of the arrow
on his current space. Only one monster can occupy a space at a time. If a
monster is placed in or moves to a space that already contains a monster,
immediately move the incoming monster along the arrow to the next
adjacent space.
Fog Tokens
If a hero enters a space with a fog token, he must end his movement. Then,
he immediately reveals and resolves the token according to the icon on its
back side:
+1 Strength: The hero receives one strength point.
After moving all gors, move the other monsters in the order in which they
appear on the sunrise box following the movement rules described above.
+X Willpower: The hero receives an amount of willpower points equal to
the number on the token.
If a monster would move to a space that is blocked by a boulder, it stays in
its current space.
X Gold: The hero receives an amount of gold from the supply equal to the
number on the token.
Rune Stones
Wineskin: The hero receives one wineskin.
A hero can collect rune stones and place them on the small inventory spaces
of his hero board. Heroes can use the telescope to reveal rune stones on the
game board. While a hero carries three different-colored rune stones, he may
roll one black die in battle instead of his hero dice. The black die has higher
values than the hero dice. The wizard may use his ability on the black die.
Event Card: The hero draws and resolves one event card.
Gor: The hero places one gor marker in his space.
After a hero resolves a fog token, he returns it to the game box. If a hero
has a telescope, he can reveal all fog tokens in spaces adjacent to his own
before or after any hero’s standard action. A fog token revealed by a telescope stays faceup in its space until a hero enters its space, causing him to
end his movement and resolve the token.
Standard Setup Instructions Card
At the beginning of each legend, except Legend 1, prepare the legend by
following the steps on the Standard Setup Instructions card. If a legend
requires additional preparation, its legend cards describe the necessary steps.
Resolving a fog token does not advance the hero’s time marker.
The Witch
Golden Shields
If a hero resolves the fog token that shows the witch and the witch’s brew,
he immediately receives one free witch’s brew from the Merchant Inventory. Then, the hero places the witch marker in that space. From then on,
a hero who occupies the space with the witch may buy a witch’s brew. The
price of the witch’s brew is determined by the number of heroes (see the
Merchant Inventory).
If a monster enters space 0 (the castle), place it on an empty golden shield
beside the castle. Heroes cannot fight a monster that is on a golden shield.
If a monster enters the castle and there is not an empty shield on which to
place him, the castle is overrun and the party immediately loses the legend.
Each farmer token the heroes bring to the castle adds one empty golden
shield that a monster must occupy before the castle is overrun.
Note: The archer always pays one fewer gold for the witch’s brew.
Helm
A hero with a witch’s brew can use it twice (once for the front of the token
and once for the back of the token). Each use allows a hero to double the
value of one of his die results during one round of battle. If a hero wearing a helm rolls dice that produce identical results, he may
add those results together. The helm has no effect if worn by the wizard,
the archer, or a hero fighting with a bow.
A hero may use the witch’s brew only once per round of battle.
A hero cannot use the helm and the witch’s brew during the same battle round.
3
Legend Summary
Play the legends in this order to experience the history of Andor.
Legend 2
Legend 1
Long Live the King
The Heroes Arrive
The First Great Adventure
The Introductory Game
This legend introduces the Merchant
Inventory. In this legend, the heroes
encounter the witch, learn to use her
witch’s brew, and discover the
magical rune stones.
The heroes must deliver an important
message while defending the castle.
This legend provides heroes with easy
entry into the game and its rules. The
heroes use the “Quick-Start Rules”
booklet when playing this legend.
Legend 5
Legend 6
The Dragon’s Legacy
Design Your Own Legend!
The heroes have nine blank
legend cards to create their
own story in Andor.
The Ever-Changing Adventure
In this legend, the heroes encounter
random monsters and attempt to fulfill
their fates to reveal their final adversary.
A Mine Full of Gems
The Grand Finale
The heroes must free Rietburg Castle
and defeat the dragon before it reaches
the castle. The gameplay varies because
the dragon’s path changes and the party
has different tools at their disposal.
The Subterranean Adventure
This legend uses the reverse side of
the game board. The monsters guard
the treasures and raise alarms if
the heroes are not careful.
The author wants to express his special thanks to “My son Johannes
and my nephew Joel; they were Andor-players from the first hour.
Also, thanks to all of the dedicated playtesters like Inka and Markus
Brand (12 hours with Andor in one day!!!), Ela and Stefan Hein,
Steffen Müller, Mario Coopmann, Thorsten Obel; Madlen, Tilo,
Martina and Jupp Hauk; Karina, Jakob, Max and Graham Murphy
(one holiday full of Andor); Andreas and Fabian Molter, Sebastian
Nielatzner and Uwe Steinert; Rüdiger Dorn, Johannes Riemerscheidt,
Daniela, Jannik and Nico Hecks; Christof and Tristan Tisch, Michele
and Claudia Tucci (Andor-Rapid-Test). Many thanks to all playtesters at the prototype weekends in Bödefeld, at the Catan-Weekend
in Bilstein and the gaming weekend in Lieberhausen. A very special
thanks to TMSpiele and Kosmos Publishing Company for their engagement on all levels. And last but not least, I would like to thank my
wife Steffi for her support in the last 2 years. Without her, I could not
have developed Andor.”
Michael Menzel was born in 1975
and lives with his family in the Lower Rhine. His passion for drawing
followed him from early childhood.
In 2004, he began illustrating games
for Kosmos Publishing. Since
then, he has illustrated numerous
children‘s and family games. Legends
of Andor is his debut as a designer.
Editing: TM-Spiele
Graphic Design: Michaela Kienle/Fine Tuning
The author and the publisher thank all playtesters and proofreaders.
Fantasy Flight Games Team
Producer: Steven Kimball
English Translation: Mike Linnemann and John Linnemann
Playtesters: James Kniffen, Andrew Fischer, Mark O‘Connor, Frank Darden
Editing and Proofreading: Adam Baker, David Hansen, and James Kniffen
Publisher: Christian T. Petersen
FANTASY
FLIGHT
GAMES
Darkness Descends
Legend 4
The Dragon’s Wrath
The Designer and Artist:
Legend 3
© 2012 Kosmos Verlag, all rights reserved. Legends of Andor is a trademark of Kosmos Verlag. Pfizerstr.
5-7, D-70184 Stuttgart, Germany, Tel: 49 711 2191 -0, Fax: 49 711 2191 -199, [email protected], www.
kosmos.de. No part of this product may be reproduced without specific permission. Fantasy Flight
Games, Fantasy Flight Supply, and the FFG logo are trademarks or registered trademarks of Fantasy
Flight Publishing, Inc. Fantasy Flight Games is located at 1975 West County Road B2, Suite 1, Roseville,
Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this information for
your records. Not suitable for children under 36 months due to small parts. Actual components may vary
from those shown. Made in Germany. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF
PERSONS 13 YEARS OF AGE OR YOUNGER.
4
Shield
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