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 Ablage für IPHARDUS Bogenschütze aus dem Wachsamen Wald Ablagebeliebig für viel Rang 25 Zauberer aus dem Norden HORN viel Edelsteine Ablagebeliebig für Gold und Sonderfähigkeit: Pasco muss seine Würfel pro Kampfrunde Rang 34 KRAM Krieger aus dem Rietland Coin Purse for anyund einzeln nacheinander werfen und entscheiden, wann er Gold beliebig viel Edelsteine Dwarf Sonderfähigkeit: Liphardus pro – sofort nach Rang 14 of immer the Deep Mines –kann Rank 7Kampfrunde aufhört. Esstrength zählt nurpoints sein zuletzt geworfener Würfel. Er kann dem Sonderfähigkeit: Würfeln – seinen geworfenen Würfel auf die gegenüberliegende amount ofGold goldund andEdelsteine gems Thorn erhält Leeren Kram buys inbeim space 71 StärkepunkteAbility: When inpoint einem angrenzenden Feld angreifen. drehen. Soeine wirdKreatur z. B. strength aus der 3„1“ einefor„6“! Beim „Gemeinsam kämpfen“ Brunnens 5 auch statt Willenspunkte. (theSeite mine), heeines may buy each 1 gold. Stärkepunkte 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 Well Beendet ein ler Händler Händ Händle rseine Held ein ntt ein detBeendet Been Mercha Beende ein Bewegu ng ends seine hero Held seine Held If aHeld seine auf einem auf auf ent gung movem Bewegung Bewe hisBewegu ng auf Feld mit einem with Feld a space einem einem in einem Feld Feld mit mit Brunne nplättch en, mit Händ ntericon, einem einem a mercha einem Händler- 2 Händler - lerkann sofort seine Willens je für er strength kann 1ol, buy may symbol, symb hesymbol kann , kann für n. je 2 ererhöhen für punkte je 2kt. er um 3 kaufe epun Stärk gold. 1Gold for Gold point Gold 1 Stärkepun 1 2Stärkep kt kaufen. unkt Danach kaufen. wird das Plättche te nHeld nächs derist ch Danach Dana Danach der nächste isteht. deristnächste umgedr Held Zug. Held sinn am eiger im im Uhrz Uhrzeiger im Uhrzeig sinn am ersinn Zug. am Zug. Cardboard Tower 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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