Attack of the Rules Booklet

1 Credits

Senior editors: André Wiesler and Alexander Dotor Authors: Alexander Dotor, Brigitte Eisenmann, Stefan Franck, David Grashoff, Mathias Hopf, Daniel Nathmann, André Wiesler Illustrations: character portraits, cover sheets: Black Flag Studio (Alexander Andy, Rizky Wasisto Edi, Satya Hody) Art direction, illustrations, logo: Hans-Georg Schneider Typesetting: Christine Conrad Illustrations: maps of places and buildings, overland map: Sascha Rost Layout: Hans-Georg Schneider Translation: Dr. Rainer Nagel Editing and proofreading: Alexander Dotor, Dr. Rainer Nagel, Zev Shlasinger Playtesters: Mike Bergmann, Konstantin and Dieter Beyer, Thomas Echelmeyer, Marc Eisenmann, Christian Falck, Verena Glösker, Bea and David Groneberg-Kloft, Sabine Klaeger, Claudia Mohring, Verena Peters, Lisa Pulsfort, Ralf Sandfuchs, Jana Schulte, Johannes von Vacano, Stefan Will, and all the other heroines and heroes that helped us test Quest. Thank you! Special thanks to: Dr. Rainer Nagel, Peter Schott, Thygra Spiele-Agentur Published by Z-Man Games, Inc., 64 Prince Road, Mahopac, NY 10541, under license of Pegasus Spiele GmbH Copyright © 2011 Pegasus Spiele GmbH. All rights reserved. For any comments, questions, suggestions, please contact [email protected], www.zmangames.com

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We have decided to use generic male forms throughout these rules. This is not in any way intended to express some form of judgment, but is only meant to enhance the readability of the rules. Quest is for female players as well as male ones! When these rules were produced, not all game components had been finalized yet. Thus, some illustrations of game components may deviate from the actual contents of the box. 2 Table of Contents

Survey of the Game 04 Events 17 Drawing / Discarding Events 17 Game Components 04 Playing Events 17

Preparing to Play 06 Gifts 18 Your hero’s starting equipment 06 Drawing / Discarding Gifts 18 The Quest Master’s starting equipment 07 Refreshing / Exhausting Gifts 18 Using Gifts 18 Playing the Game 08 Checks 19 Heroes 10 Tests 19 Serious Injury 10 Conflicts 19 Heroic Death 10 Gold 10 Combat 21 Your Innate Gift 10 Setting Up the Battlefield 21 Your Hero Card 10 The Combat Sequence 22 Your Hero Sheet 11 Cards and Game Statistics in Play 24 Combat Actions 24 The Quest Master 12 The Quest Master Sheet 12 Epic Heroes 27 Bad Guy Cards and Dark Gifts 13 Toughness Bonus 27 Locations 13 Quest Items 13 Advanced Rules 28 Events 13 Charge of the Hordes 28 Shopping Between Adventures 28 Adventures 14 Lone Heroes 28 Setting Out / Removing Locations 14 Creative Use of Gifts 28 Ticking Off Markers 14 Powerful Hero Groups 28 Resolve Queries 14 Uncertain Circumstances 28 Options 15 Uncertain Checks 29 Checks 15 Combat and Combat Maps 15 Creating Your Own Adventures 29 Scripted Pause 15 Your Adventure Idea 29 Signaling Horn and Leader 15 The Structure of Your Adventure 29 Playing Your Own Adventures 33 Equipment, Quest Items, and Gold 16 Writing Down Your Adventures 34 Finding Items 16 Buying Items 16 Index 35 Equipment Limit 16 Using Items 17 Rules Summary 36 Swapping Items 17 Selling Items 17

3 Survey of the Game In Quest – A Time of Heroes, each player takes It is time to stand up to the servants of darkness; it is on the role of a brave hero. Together, players a Time of Heroes! experience thrilling adventures, solve difficult riddles, and fight cruel enemies that do the bidding How do I read these rules? of one player only: the Quest Master. Based on an If you are playing Quest – A Time of Heroes for the first adventure text, he is going to put the prowess and time, you need not read all the rules at once. You need the cunning of the heroes to the test – but also only read as far until we recommend you play adven- their intelligence. The heroes’ decisions guide the ture 1. The first adventure has been written speci- adventure and, thus, the fate of all good peoples. fically to allow learning the rules while playing. The rest of the rules have been optimized for looking Game Components things up. They explain the individual elements of

1 Rules booklet 1 Adventure booklet 3 Quest Master sheets 18 Cardboard miniatures

Adventure 1: The King’s Treasure QUEST MASTER SHEET ADVENTURE 5 10 Minions, 4 Arch villains, and 4 Heroes TOMB OF THE KING

Made promise Innkeeper Taken innkeeper ... 1 to Aila 6 abducted 1 1 to monastery 1 6 TOUGHNESS BONUS (p. 27) QUEST MASTERGiven SHEET weapon DrunkADVENTURE Spider Taken Hanus 3 to ... • Bonus on all your dice rolls 2 to Aila 7 P o t i o n 1 2 m o n a s t e r y 1 7 • Bonus on all target numbers for Tests PLAGUE! Escape tunnel Drunk Serpent Aila armed in ... 3 discovered 8 P o t i o n 1 3 monastery 1 8 4 Surprised the Orcs 9 Learned about 1 4 Return of 1 9 ... Attack of the Orcs Attack of the Orcs holy water Garthelm Detour to wise ...... TOUGHNESS BONUS 1 woman 6 H a nu1 s 1 1 6 MARKERS 5 Enraged Hanus 1 0 abducted 1 5 Got cart 2 0 ... (p. 27) Heard of the • Bonus on all your dice rolls Rules Booklet Adventure Booklet QUEST MASTER2 SHEET7 ... ADVENTURE1 2 ... 1 1 7 ... WARRIORBourn of Life ORC CHIEFTAIN GARTHHELM SHAMAN • Bonus on all targetTHE numbers PALE for Tests KING THE KING’S TREASUREType: Minion – Gifts:Kneeling None at Type: Arch Villain Type:... Arch Villain ...Type: Arch Villain Type: Arch Villain 3 1 trap 8 ... 1 3 1 8 4 Yellow stones at 9 ... 1 4 ... 1 9 ... 2 trap 1 Helped the 46 ... 1 1 6... 1 6 ... 4 TOUGHNESS4 BONUS 5 serving wench ......

MARKERS 5 Bourn poisoned 1 0 1 5 2 0 ... (p. 27) 2 ... 7 ... 1 2 ... 1 7 ... • Bonus on all your dice rolls ORC WARRIOR ORC1 CHIEFTAIN XSHAMAN X • Bonus on all targetX numbers for Tests X Type: Minion – Gifts:... None Type: Arch... Villain Type:... Arch Villain ... 3 8 Vitality Points 1(p. 3 12): Vitality Points1 8 (p. 12): Vitality Points (p. 12): Vitality Points (p. 12): 4 ...1 1 39 ... 1 2 31 4 4 ...  1 9 1 ...  1 2  1 4 6 2 43 3 4 2 3 ......

MARKERS 5 1 0 1 5 2 0 ... ORC VETERAN 4 4 ORC WARRIORType: MinionORC1 – CHIEFTAIN Gifts: None X X Type: Minion – Gifts: None Type: Arch Villain BAD GUYS Vitality Points 2(p. 12): 3 Vitality5 Points 0(p. 12): 3 6 3 4 2 4 7 3 1 1 3  61 2 3 4 Gifts:  1 2 Gifts: Gifts: Gifts: None Riposte, Cloud of Blades Whirling Ghosts, Fear Raising the Dead, Vampiric Touch, 4 4 3 4 Paralysis, Breath of Death ORC VETERAN 1 Type: Minion – Gifts: None 1x 1x 1x 1x 1 X Extra Extra Extra Extra

BAD GUYS 2 Vitality2 Points 24(p. 12): 31 2 5 3 34 41 2 2 3 4 1 2 3 4 1 2 3 4 1 1 3  61 2 3 Gifts: Gifts: Whirling Ghosts, Fear 4 None

1 1x 1x Extra Extra

BAD GUYS 2 2 24 31 2 5 3 4 1 2 3 4 Gifts: None

1 1

1 2 3 4

120 Game cards

EQUIPMENT GIFT GIFT LOCATION HERO INNATE MAGIC COMBAT GIFTS

20 Equipment 16 Gift 25 Location 4 Hero 4 Innate cards cards cards cards Gift cards The longer side of this card equals 1 length unit. elements and the miniatures on battlefield. This ruler helps you in setting up the terrain

EVENT ADVENTURE DARK BAD GUY QUEST CARD GIFT ITEM

10 Event 3 Adventure 8 Dark Gift 6 Bad guy 13 Quest item 11 Ruler cards cards cards cards cards cards

4 the game by means of example. And should you really be stumped as to the meaning of one particular term, you can easily find the explanation via the index on page 35.

You should only take a look at the expert rules on page 28 once you have played through two or three adventures. And once you have played through all adventures, you can learn from page 29 Game Components onwards how you can create your own adventures.

18 Cardboard miniatures 2 10-sided dice 10 Minions, 4 Arch villains, and 4 Heroes

18 Miniature bases

1 Overland map 4 Hero sheets

KAROMIN DWARVEN WARRIOR

VITALITY CHARISMA TALENT DEFTNESS STRENGTH POINTS

8 9 KR‘ZZZT1 0 1 1 1 2 1 non-permanent 7 8 LIZARDMAN9 SHAMAN1 0 5 1 1

6 - 1 7 8 9 1 0 VITALITY 3 5 CHARISMA6 TALENT7 DEFTNESS8 STRENGTH9 POINTS 4 5 6 7 8 pen 4 3 4 5 6 7 9 1 0 1 0 9 1 0 2 3 4 ALONDIS5 6 STORMHAWK 8 2 9 ELVEN4 9RANGER8 9 1 2 3 4 5 3 7 8 8 7 8 VITALITY - 1 4 4 MELEE 6 RANGEDCHARISMA7 ARMORTALENT7 DEFTNESS6 STRENGTH7 POINTS COMBAT COMBAT 3 3 5 6 6 5 6 2 4 5 5 4 5 1 0 8 1 1 1 9 1 0 3 4 4 CESSAIR3 4 LITAVIS 9 - 2 7 HUMAN1 0 MAGE3 8 9 2 3 2 3 2 3 8 6 3 9 7 8 2 VITALITY MELEE 7 RANGEDCHARISMA5 ARMORTALENT8 DEFTNESS6 4 STRENGTH7 POINTS COMBAT COMBAT- 1 1 6 4 7 5 6 5 3 6 4 5 1 1 1 1 9 9 1 0 4 2 2 5 3 4 1 0 - 2 1 0 4 8 3 8 9 3 1 4 2 3 8 25 coins 9 9 7 7 2 4 MELEE 8 RANGED8 ARMOR6 6 7 COMBAT COMBAT 1 7 7 5 5 6 - 1 3 6 6 4 4 5 5 5 3 3 4 4 4 2 2 3 3 2 2 MELEE RANGED ARMOR COMBAT COMBAT 1 1 Signaling horn

12 terrain elements 2x lake/tents, 1x cottage/tree, 3x tree/brazier, 2x tree/rock, 1x barrels/tree, 1x barrels/rock, 1x altar/ campfire, 1x prone woman

5 Preparing to Play

Set up the game like this: Your hero’s starting equipment 1 1 Unfold the overland map. The hero sheet. 2 2 Pile up the coins. Hero Card and Innate Gift, each showing the 3 hero’s portrait on the back. Sort the cards according to their backs. 3 4 1 Gift from his Gift Group. Shuffle the piles “Equipment” and “Events” as 4 well as “Gifts: Combat” and “Gifts: Magic.” The cardboard hero miniature. remaining card piles The are meant for the 5 2 gold. Quest Master (see 6).  6 Tick the 5 starting values that have been 5 Have the pen at hand.  marked in red on your hero sheet. 6 Choose a Quest Master. If you can’t agree, just  7 The hero with the highest Charisma gets to be roll a die each. The player with the highest result  the leader and takes the signaling horn. gets to be the Quest Master. There always has to be a Quest Master. A hero may only draw Gifts from his own 7 The other players choose 1 hero sheet each. If ! Gift Group. The big symbol on your hero you can’t agree, the player to the Quest Master’s sheet tells you which group this is. left chooses first (then go clockwise). 1 to4 heroes may play.

! Keep the space beneath the overland map free. This Combat Magic is where you will later be setting up the battlefield. When doing so, use the ruler cards to accurately place the terrain elements and the miniatures. Set up the game like this:

1 5

2 The longer side of this card equals 1 length unit. elements and the miniatures on battlefield. This ruler helps you in setting up the terrain ! 6

KAROMIN DWARVEN WARRIOR

VITALITY CHARISMA TALENT DEFTNESS STRENGTH POINTS

8 KR‘ZZZT9 1 0 1 1 1 2 LIZARDMAN SHAMAN 7 8 9 1 0 5 1 1 6 - 1 7 8 9 1VITALITY 0 CHARISMA TALENT3 DEFTNESS STRENGTH POINTS 5 6 7 8 9 4 5 6 7 8 4 39 ALONDIS14 0 15 0 STORMHAWK69 17 0 ELVEN RANGER 28 39 4 49 58 69 2 17 28 38 47 VITALITY58 CHARISMA- 1 TALENT DEFTNESS STRENGTH34 POINTS 6 7 7 6 47 MELEE RANGED3 ARMOR 3 5 COMBAT 6 COMBAT6 5 36 14 0 CESSAIR85 15 1 LITAVIS94 125 0 HUMAN MAGE 793 - 2 74 14 0 83 149 3 VITALITY 82 63 32 93 72 38 CHARISMA TALENT DEFTNESS STRENGTH POINTS 7 5 8 6 4 27 MELEE- 1 RANGED ARMOR 6 COMBAT 4 COMBAT7 5 16 15 1 13 1 96 94 15 0 14 0 - 2 12 0 42 85 83 94 3 93 91 74 72 83 4 8 8 6 6 72 MELEE RANGED ARMOR 7 COMBAT 7 COMBAT5 5 61 4 EQUIPMENT GIFT GIFT EVENT - 1 3 EQUIPMENT GIFT GIFT EVENT 6 6 4 4 5 EQUIPMENTEQUIPMENT GIFTGIFTMAGIC GIFTCOMBATGIFT EVENTEVENT 5 5 3 3 4 MAGIC COMBAT 4 4 2 2 3 3 MAGIC COMBAT 2 MAGIC COMBAT 2 MELEE RANGED ARMOR COMBAT COMBAT 1

6 Preparing to Play

Set up the game like this: 1 CESSAIR LITAVIS 2 3 Unfold the overland map. HUMAN MAGE VITALITY CHARISMA TALENT DEFTNESS STRENGTH POINTS Pile up the coins.

1x 1 1 1 1 9 9 10 2x -2 4 10 10 8 8 9 FIREBALL Sort the cards according to their backs. CESSAIR LITAVIS Area attack. Each character 9 9 7 7 8 Melee Weapon: in the area of eff ect + GIFT 4 Wand of Lightning (1 damage) takes 1 damage. 8 8 6 6 7 Ranged Weapon: MAGIC Wand of Lightning (1 damage) Shuffle the piles “Equipment” and “Events” as 7 7 5 5 6  -1 3 6 6 4 4 5 - 1 - 1 - 1 4 well as “Gifts: Combat” and “Gifts: Magic.” 5 5 3 3 4 4 4 2 2 3 3 2 The remaining card piles are meant for the 2 MELEE RANGED ARMOR Quest Master (see 6). COMBAT COMBAT 1 6 7 5 Have the pen at hand. Choose a Quest Master. If you can’t agree, just roll a die each. The player with the highest result gets to be the Quest Master. There always has to The Quest Master’s starting 5 Bad Guys: The bad guy card with the portrait be a Quest Master.  equipment, as exemplified by of the Orc Warrior, as depicted on the Quest the first adventure The other players choose 1 hero sheet each. If Master sheet. you can’t agree, the player to the Quest Master’s The Quest Master now opens the adventure 6 Terrain elements: all the trees. left chooses first (then go clockwise). 1 to4 booklet to the first adventure: “The King’s  7 heroes may play. Treasure.” Right at the beginning, there is a list The Toughness Bonus (p. 27) of the first with the game components needed. These he adventure is 0. Keep the space beneath the overland map free. This takes. He should keep the adventure text as well As Quest Master, you keep the adventure is where you will later be setting up the battlefield. as the cards hidden from the players. ! and the cards hidden. The players trust your When doing so, use the ruler cards to accurately 1 statements. Quest Master sheet for the first adventure place the terrain elements and the miniatures. You are the dark commander and judge at the 2 Equipment: “Potion of Refreshment,” 3x “Potion  same time. While your minions will use what- of Healing,” 2x “Shield,” “Veteran’s Sword”. ever tricks they can, as judge you will always 3 Locations: “Merchant,” “Harbor,” “Forest have to abide by the rules and the guide- Clearing,” “Tavern”. lines in the adventure text. 4 Quest Items: “Ax of the Dwarven King,” “Treasure Map”. 2 3 4 5 1

QUEST MASTER SHEET ADVENTURE 1 EQUIPMENT LOCATION QUEST BAD GUY QUEST MASTERTHE KING’S TREASURE SHEET ADVENTURE 1 ITEM 1 Helped the 6 ... 1 1 ... 1 6 ... TOUGHNESS BONUS serving wench (p. 27) 2 ... 7 ... 1 2 ... 1 7 ... • Bonus on all your dice rolls THE KING’S TREASURE • Bonus on all target numbers for Tests 3 ... 8 ... 1 3 ... 1 8 ... 4 ... 9 ... 1 4 ... 1 9 ...

......

MARKERS 5 1 0 1 5 2 0 ...

ORC WARRIOR ORC CHIEFTAIN Type: Minion – Gifts: None Type: Arch Villain Helped the 1 4 46 ... 11 ... 16 ... TOUGHNESS BONUS serving wench (p. 27) 1 X • Bonus on all your dice rolls ... Vitality Points (p. 12): ...... 2 1 1 3  1 2 3 7 12 17 • Bonus on all target numbers for Tests 4 ......

3 BAD GUYS 2 3 58 13 18 Gifts: None 4 ... 9 ... 14 ... 6 19 ... 7

1 2 3 4 ......

MARKERS 5 10 15 20 ...

ORC WARRIOR ORC CHIEFTAIN Type: Minion – Gifts: None Type: Arch Villain 7 4 4 1 X Vitality Points (p. 12): 1 1 3  1 2 3 4

BAD GUYS 2 3 5 Gifts: None

1 2 3 4 Playing the Game

7 The game always begins with paragraph (1) of any This task means that the heroes have to choose adventure (if this is your first game, you’ll be playing from among several options. The cards on the Adventure 1: The King’s Treasure). The Quest Master table show what these options are. reads out the italicized text and also goes through 8 the various tasks mentioned in that paragraph until The heroes’ actions now determine thereference . some action on the part of the players is required. It tells the Quest Master which new paragraph is going to continue the adventure. Simply move Once the heroes have completed their actions, the to the paragraph introduced by the corresponding Quest Master checks the effects of these actions. paragraph number. These effects determine the next task that will be set to the players. This, in turn, leads to new actions. In this way, tasks and actions alternate with one another until the adventure is over.

The adventure is over as soon as the Quest Master arrives at a paragraph that announces the end of the adventure. The heroes may end an adventure either successfully or unsuccessfully.

1 Each adventure has been subdivided into clearly identifiable paragraphs. Each para- graph is introduced by a highlighted para- graph number. 9

2 Text marked with “Read out:” is read aloud by the Quest Master. Everything else is tasks for the Quest Master which is not read out.

3 Your Rank (p. 17) in your first game is “Dun- geon Master.” You draw 1 event.

4 This task means that the Quest Master places the locations “Harbor” and “Forest Clearing” onto the overland map. The heroes place their character miniatures onto the “Harbor”.

5 This task means that the heroes’ leader (p. 15) receives the Quest Item “Treasure Map“.

6 This task means that the Quest Master places the locations “Tavern” and “Merchant” next to 1 the overland map.

EVENT 3 8 Playing the Game

9 The game always begins with paragraph (1) of any In the sidebar, Quest symbols summarize the Now you can get right down to playing! Ad- adventure (if this is your first game, you’ll be playing tasks described in the paragraphs in the main ! vice boxes in the first adventure will explain Adventure 1: The King’s Treasure). The Quest Master text. This means that you get to see what happens the rules to you as you go along. If there is only reads out the italicized text and also goes through at one glance. There is acomplete list of all Quest 1 hero to play in the adventure, this hero had the various tasks mentioned in that paragraph until symbols on the last page of the adventure better take a “Potion of Healing” from the equip- some action on the part of the players is required. booklet. ment pile (see “Lone Heroes,” p. 28).

Once the heroes have completed their actions, the Quest Master checks the effects of these actions. These effects determine the next task that will be set to the players. This, in turn, leads to new actions. In this way, tasks and actions alternate with one another until the adventure is over.

The adventure is over as soon as the Quest 4 Master arrives at a paragraph that announces the end of the adventure. The heroes may end an adventure either successfully or 5 unsuccessfully.

Each adventure has been subdivided into clearly identifiable paragraphs. Each para- graph is introduced by a highlighted para- graph number. 6

Text marked with “Read out:” is read aloud by the Quest Master. Everything else is tasks 7 for the Quest Master which is not read out.

Your Rank (p. 17) in your first game is “Dun- geon Master.” You draw 1 event.

This task means that the Quest Master places 8 the locations “Harbor” and “Forest Clearing” onto the overland map. The heroes place their character miniatures onto the “Harbor”.

This task means that the heroes’ leader (p. 15) receives the Quest Item “Treasure Map“.

This task means that the Quest Master places the locations “Tavern” and “Merchant” next to the overland map. 2

9 Heroes to wait until the end of combat – and hope that your companions will win this fight even without Most players in this game are going to play heroes your help! trying to stem the tide of evil. By braving dangers An attribute may never fall below its starting and succeeding in adventures, heroes will grow more value – or increase beyond the maximum experienced and more powerful, allowing them to ! value as indicated by its bar. Your Vitality stand up to ever greater danger. Points may never be higher than your Strength +1 (see the Vitality Points box right Ever so often, heroes will have to perform actions. next to your Strength value). Depending on the effects of such an action, the Quest Master sets the next task in the course of the adventure. Heroic Death Sometimes, adventures end tragically since all the These actions are available: heroes succumb to their injuries: They have died • Change attributes (see Hero Sheet, p. 11) heroic deaths. Just like at the beginning of the game, • Draw Gift (see Gifts, p. 18) you now choose new heroes. However, the “new • Refresh / Exhaust Gift (see Gifts, p. 18) guys” follow in the footsteps of the “old guard”: Each • Buy items (see Equipment, Quest Items, and hero receives all the Quest Items his predecessor Gold, p. 16) had at the beginning of his last adventure. The • Find items (see Equipment, Quest Items, and game then begins anew with that very adventure. Gold, p. 16) • Choose option (see Options, p. 15) Gold • Roll checks (see Checks, p. 19) Heroes may use gold to buy new equipment during • Enter combat (see Combat, p. 21) adventures in situations where this is possible. However, there are also other situations where gold In addition, heroes may at any time: might come in handy. Whenever a hero spends gold, • Use Gifts (see Gifts, p. 18) he needs to put the appropriate amount of coins back • Sell items (see Equipment, Quest Items, and Gold, onto the gold pile. Equipment is described on p. 16 in p. 17) more detail. • Swap items (see Equipment, Quest Items, and Gold, p. 17) Your Innate Gift • Use items (see Equipment, Quest Items, and Gold, This card shows your hero’s Innate Gift – a special p. 17) ability unique to him. Gifts are described in more detail on p. 18.

Serious Injury Your Hero Card If your hero is down to 1 Vitality Point and then This card shows the hero’scombat values and also tells takes additional damage (and is not immediately sa- you which weapon he is using, and how much damage ved by a Potion of Healing or a Healing spell), his this weapon does. Colored bars to the side of the card Vitality Points do not fall any lower. Instead, he takes show movement range [green] and maximum ranged a serious injury. combat distance [blue]. A hero without a ranged combat bar cannot use ranged attacks at the beginning Now you have to: of the game. P. 22 has more information on how to use • Lower 1 attribute by 1 permanently your hero card in combat. • Discard 1 equipment item that says “discard after use” (if present) Advanced rules when playing with 1 or 4 heroes • Exhaust all your Gifts, but you still take part in Lone Heroes (p. 28) the game fully, unless you are in the middle of Powerful Hero Groups (p. 28) combat (see Combat, p. 21). In this case, you need 10 Your Hero Sheet ALONDIS STORMHAWK ELVEN RANGER

“NO QUARRY WILL ESCAPE ME!” You are of the “Beautiful People,” as the humans of the 1 2 North call the Elves in their awe. You are one with nature, the forests are your home. You prefer relying on your body and your bow to using magic. Just like Sister Snake, you can slide through the undergrowth unheard, until you can strike with your arrow from the shadows. Or you hunt, just like Brother Wolf, over hill and dale, coming upon your ALONDIS STORMHAWK enemies like the howling storm. 3 ELVEN RANGER

VITALITY CHARISMA TALENT DEFTNESS STRENGTH POINTS YOUR STARTING CARDS 4 10 8 1 1 9 10 9 -2 7 10 8 9 + WIND RIDER + ALONDIS STORMHAWK User may make 1 melee attack, Melee Weapon: 2 ranged attacks, and (despite GIFT Dagger (1 damage) the ranged attacks) take 8 6 3 9 7 8 Ranged Weapon: 1 move in any order. COMBAT Bow (1 damage) 4 7 5 8 6 7 - 1 - 1 x 1 x 2 -1 6 4 7 5 6 5 3 6 4 5 4 2 2 5 3 4 3 3 1 4 2 3 Starting cards 2 MELEE RANGED ARMOR 6 7 • Hero Card COMBAT COMBAT 1 5 • Innate Gift • Additional Gift card

1 ALONDIS6 STORMHAWK Name and Class ELVEN Your RANGER Hero’s Vitality Points VITALITY CHARISMA TALENT DEFTNESS STRENGTH POINTS 2 Portrait

10 8 11 9 10 3 -2 Symbol of your Gift Group (see Gifts, p. 18) 9 7 10 8 9 8 6 3 9 7 8 7 5 8 6 4 7 -1 6 ALONDIS4 ALONDIS7 STORMHAWK5 STORMHAWK6 5 ELVEN3 RANGERELVEN6 RANGER4 5 4 7 2Example:2 5Alondis 3takes 1 4VITALITY VITALITY CHARISMA  CHARISMATALENT DEFTNESSTALENT STRENGTHDEFTNESS3 STRENGTHPOINTS POINTS Combat Magic 3 1damage. If4 she still2 has 3 3 2 MELEE VitalityRANGED Points, sheARMOR lowers 1 COMBAT10 that108 COMBAT value to811 2. If she911 only 910 10 4 Your hero has 4 attributes 9 -2 has97 1 Vitality-2 710 Point left,810 89 9 8 she86 takes3 a serious69 3 injury.79 78 8 7 75 58 68 4 67 4 7 -1 -1 6 64 47 57 56 6 5 53 36 46 45 5 4 42 2 25 2 35 34 4 3 3 Charisma Talent Deftness Strength 3 31 14 24 23 3 2 2 MELEE MELEERANGED RANGEDARMOR ARMORX COMBAT COMBATCOMBAT COMBAT 1 1X 5 Equipment and Quest items (see. p. 16) provide you with bonuses on your Deftness rolls in combat (see p. 24). You may fill in your modified Deftness values here. Melee Ranged Combat Combat Armor

11 The Quest Master The Quest Master Sheet The Quest Master leads the heroes through an 3 adventure and tests their abilities. He does not play any heroes, but instead guides their enemies: 1 QUEST MASTER SHEET ADVENTURE 2 bloodthirsty Orcs and their dark captains. TheQuest THE NEEDS OF MEADOWGROUND

1 Noticed the Orcs 6 Danced 1 1 ... 1 6 ... TOUGHNESS BONUS Master (p. 27) has to fulfill these tasks: • Bonus on all your dice rolls Warned by Looked at ...... 2 Garon 7 wicker man 1 2 1 7 • Bonus on all target numbers for Tests 3 Blessed by 8 Fought 1 3 ... 1 8 ... 2 Horthgar wicker man Looked at Warned of ...... 4 temple pictures 9 yellow path 1 4 1 9 Feasted ...... • Place locations on the map and remove them MARKERS 5 1 0 1 5 2 0 ... ORC WARRIOR ORC CHIEFTAIN GARTHHELM again (see Setting Out/Removing Locations, p. 14) Type: Minion – Gifts: None Type: Arch Villain Type: Arch Villain • Tick off markers (see Ticking Off Markers, p. 14) 5 4 6 6 • Resolve queries (see Resolving Queries, p. 14) 1 X X Vitality Points (p. 12): Vitality Points (p. 12): 1 1 3  1 2 3 4  1 2 • Draw events (see Events, p. 17) 3 4 ORC VETERAN Type: Minion – Gifts: None

BAD GUYS 2 3 5 5 3 6 In addition, the Quest Master may play an event at 6 Gifts: Gifts: QUEST MASTERNone Riposte, Cloud of BladesSHEET ADVENTURE 2 any time (p. 17). 6 1 1x 1x THE NEEDS OF MEADOWGROUNDExtra Extra 2 2 4 1 2 3 4 1 2 3 4 Each adventure has its own Quest Master sheet. It 1 Noticed the Orcs 6 Danced 1 1 ... 16 ... TOUGHNESS BONUS shows the respective markers as well as the game (p. 27) 2 Warned by 7 Looked at 12 ... 17 ... • Bonus on all your dice rolls statistics of the bad guys. Garon wicker man • Bonus on all target numbers for Tests Blessed by Fought ...... 3 Horthgar 8 wicker man 13 18 6 Minions have 1 Vitality Point. They are Looked at Warned of ......  4 temple pictures 9 yellow path 14 19 vanquished once they take 1 damage. Feasted ...... 1 MARKERS 5 10 15 20 ... Title of the adventure ORC WARRIOR ORC CHIEFTAIN GARTHHELM QUEST MASTER SHEETType: ADVENTUREMinion – Gifts: None Type: Arch Villain 2 Type: Arch Villain 2 Cover picture of the adventure THE NEEDS OF MEADOWGROUND 4 6 6

3 1 X X Marker section (see Ticking Off Markers, Vitality Points (p. 12): Vitality Points (p. 12):  1 Noticed the Orcs 16 Danced 11 ... 16 ... TOUGHNESS BONUS 1 1 3  1 2 3 4  1 2 p. 14, and Resolving Queries, p. 14) (p. 27) 2 Warned by 7 Looked at 12 ... 17 ... 3 4 • Bonus on all your dice rolls Garon wicker man ORC VETERAN • Bonus on all target numbers for Tests Blessed by Fought Type: Minion – Gifts: ...None ... 4 Toughness Bonus (see Toughness Bonus, p. 27) 3 Horthgar 8 wicker man 13 18

7 BAD GUYS Arch villains have more Vitality Points. 2 3 5 5 3 6 Looked at Warned of 4 9 14 ...6 Gifts:19 ... Gifts: templeJust pictures how many theyyellow have path depends on the None Riposte, Cloud of Blades 5 Bad guys have 4 attributes, too: Feastednumber of heroes. ...If an arch villain loses... MARKERS 5 10 15 20 ... 1 1x 1x Vitality Points, Extra Extra ORC WARRIOR ORC CHIEFTAIN GARTHHELM 1x -1 2 2 4 1 2 3 4 1 2 3 4 Type: Minion – Gifts: None theyType: are Arch ticked Villain Type: Arch Villain off from right 4 to left. 6 6 Charisma Talent Deftness Strength 1 X X Vitality Points (p. 12): Vitality Points (p. 12): 1 1 3  1 2 3 4  1 2 X 3 4 ORC VETERAN Type: Minion – Gifts: None Example:

BAD GUYS With 42 heroes,3 Garthelm5 starts5 play with3 8 Vitality6 6Points. AfterGifts: taking 3 damage, he isGifts: left with 5. None Riposte, Cloud of Blades

1 1x 1x 12 RIPOSTE CLOUD OF BLADES Extra Extra

1x -1 2 2 4 1 2 3 4 1 2 3 4 QUEST MASTER SHEET ADVENTURE 2 THE NEEDS OF MEADOWGROUND

The Quest1 MasterNoticed Sheet the Orcs 6 Danced 11 ... 16 ... TOUGHNESS BONUS 2x

(p. 27) 2x

RIPOSTE CLOUD OF BLADES Warned by Looked at GARTHELM THE KNIGHT May only be played if user has • BonusUser may make a ranged on attack all your dice rolls ...Melee Weapon: taken damage from a melee attack. against all character miniatures 2 7 12 ... 17 Sword (1 damage) He may make an immediate melee within range. Ranged Weapon: attack against his opponent. Garon wicker man None • Bonus on all target numbers for Tests QUEST MASTER SHEET ADVENTURE 2 - 1 1 x - 1 3 BlessedTHE NEEDS by OF MEADOWGROUND8 Fought 13 ... 18 ... Horthgar 1 Noticed the Orcs 6 Danced 1 1 ...wicker1 6 man... TOUGHNESS BONUS (p. 27) Bad Guy Cards and Dark Gifts Warned by Looked at ...... • Bonus on all your dice rolls 2 Garon 7 wicker man 1 2 1 7 • Bonus on all target numbers for Tests 3 Blessed by 8 Fought 1 3 ... 1 8 ... Looked at Horthgar wicker man Warned of 4 Just like heroes have a Hero Card, the bad guys have 4 Looked at 9 Warned of 1 4 ... 1 9 ...... 4 temple pictures 9yellow path 14 19 Feasted ...... templeMARKERS pictures5 1 0 1 5 yellow2 0 path... Bad Guy Cards (see Combat, p. 22). Some bad guys ORC WARRIOR ORC CHIEFTAIN GARTHHELM Type: Minion – Gifts: None Type: Arch Villain Type: Arch Villain even have their own Dark Gifts (see Gifts, p. 18). Feasted 4 6 ...6 ... MARKERS 5 10 15 20 ... 1 X X Vitality Points (p. 12): Vitality Points (p. 12): HARBOR TAVERN MERCHANT 1 1 3  1 2 3 4  1 2 ORC WARRIOR ORC CHIEFTAIN3 4 GARTHHELM7 ORC VETERAN Type: Minion – Gifts: None

Type: Minion – Gifts: None BAD GUYS Type: Arch2 3 Villain5 5 3 6 Type: Arch Villain 6 Gifts: Gifts: None Riposte, Cloud of Blades 1 1x 1x 8 Extra Extra 2 2 4 4 1 2 3 4 1 2 63 4 6 Locations Locations are placed onto the overland map, and are 8 removed during the course of the game. Some 1 X Arch villains also have Gifts theyX may use, options open to the heroes depend on whether a just like heroes can (see Gifts, p. 18). The certain location is in play (see Options, p. 15). Vitality Points (p. 12): numberVitality of heroes Points determines (p. 12): how many Gifts 1 1 3  1 2 3 4 an Arch villain 1has. The small2 number below each Gift determines the minimum number of 3heroes in play4 to receive it. Sometimes the villain receives no Gift but an extra refresh AX OF THE SPEAR OF CART DWARVEN KING THUNDERSTORMS ORC VETERAN Weapon. +1 to any melee attack. Weapon. +1 to any melee attack. (depicted as “1x extra”) which allows him to If user is a Dwarf: If user is a Shaman: Causes 2 damage if opponent Causes 2 damage if opponent rolls 0. rolls 0.

Type: Minion – Gifts: None refresh a single Gift once, freely (tick the - 1 / - 2 + 1 6 - 1 / - 2 + 1 6 3 box off afterward).“ Note: a roll of 9 still

BAD GUYS 2 3 5 allows the5 refreshing3 of a Gift. 6 Quest Items Quest Items are special things the heroes may find in 6 Gifts: Gifts: an adventure. The adventure tells you when to hand None Riposte, Cloud of Blades out a Quest Item (see Equipment, Quest Items, and Gold, p. 16).

1 1x 1x

RIPOSTE CLOUD OF BLADES May only be played if user has User may make a ranged attack taken damage from a melee attack. against all character miniatures Extra Extra He may make an immediate melee within range. attack against his opponent. 2 2 4 1x -1 1 2 3 4 1 2 3 4 REINFORCEMENTS PRAYER TO THE BLESSING OF THE May only be played at the beginning DARK GODS DARK GODS of the Quest Master’s turn in combat. May only be played at the beginning of May be played at any time during combat. Immediately distribute up to (number the Quest Master’s turn in combat. Until Choose one arch villain and refresh all his of heroes) minion characters freely over the beginning of the Quest Master’s next Gifts. If there is no arch villain in play, Example: With 4 heroes, Garthelm has the the minion starting zones. turn, the heroes may not use any Gifts. discard this card and draw again. Dark Gifts “Riposte” and “Cloud of Blades” and may also refresh them 2x out of sequence. Events With 3 heroes, he could only refresh 1x out of Events stand for unpleasant surprises for the heroes. sequence. With 2 heroes, he only has the 2 Most of them are usable in combat. The adventure Gifts, and with 1 hero only the “Riposte” Gift. tells you when to draw Events (see Events, p. 17).

13 Adventure 1: The King’s Treasure

Adventures Ticking Off MarkersAdventure 2: The Needs of7 Meadowground Tick offQUEST the respective markerMASTER on the Quest Master SHEET ADVENTURE 1 The adventures in Quest – A Time of Heroes are like sheet forTHE the adventure KING’S. TREASURE 41 some kind of movie script with read-aloud text and You will fi nd the markers on the Quest Master Sheet (p. 12). Read out: e Orc has caused enough harm already. You kill him quickly. Remove the tasks for the Quest Master. They all begin with a list ! 1 Helped the 6 ... 11 ... 16 ... TOUGHNESS BONUS serving wench of game components needed for that particular “Murmuring Lake” location. Go to (35) Options (p. 27) 2 ... 7 ... 12 ... 17 ... • Bonus on all your dice rolls adventure. Tick off marker 1. Read out: You grab the troublemaker by the collar, but he tries to resist. • Bonus on all target numbers for Tests Who wants to throw him out?3 ... 42 8 ... 13 ... 18 ...

Each adventure begins at paragraph 1. During the Read out: You reach the high,4 slenderAdventure... Finger 3: Plague! Mountain.9 ... It really looks14 like... fi nger, pointing19 ... Check:into the Strengthsky. You can’t Confl make ict out against an entrance. 5 But then you notice some kind of depression in the course of the adventure, you will be goingMURMURING from ......

1 MARKERS 5 10 15 20 ... LAKE  stone,e players as if something select a shouldhero whobe placed has here.to roll a Strength Confl ict against 5 to throw the drunk paragraph to paragraph. However, paragraphX 1 does Later paragraphs willORC require WARRIOR you to checkORC whetherCHIEFTAIN a out Combat:of the room. not automatically lead to paragraph 2. Instead, the locationQuery: has Do been theType: heroesplaced, Minion have – orGifts: 4xwhether None the Quest a Type:marker item Arch “Horn Villainhas Plate”? Orc Veterans decisions and actions of the players (and on occasion, been• ticked Yes:Remember Go off: to (43)Thus, that the a hero heroes may may only learn draw about and the use Gifts from his respective Gift Group random luck) determine which paragraph will be effects• No: of theirRead out:decisions Unfortunately, quite a 4few you paragraphshave nothing after that 4 fi ts. Draw 1 Event. (p. 18). used to continue the adventure. References5 to the the !actualGo toaction (35) Optionshas taken place. 1 X Heroes next paragraph have been clearly marked. • Success (hero’s result is equal to or 43higher than yours): Read out: You grab the drunk Resolve Queries Vitality Points (p. 12): and escort him 1out of1 the room.3  e1 hero2 3succeeding in this Check draws 1 Gift. 1 YouNow will thealways playersOrc be Shamanneedable to combineanswer a the query four with plates “yes” in such a way that all lines are connected. Go to (9) 4

or You “no”. can Depending see the solution on the here. answer, the adventure HORNPLATTE

continuesOnce the at heroes“Yes” orhave “No”. solved the riddle: HORNPLATTE Go to (X) Read A out: hero Right who in onlyfront ofhas you, 1 aVitality passage opensPoint into left the and takes more damage (p. 10) is serious- stonely with wounded BADa GUYS grinding unless sound. heBehind is helped it, a 2corridor immediately3 painted5 in by means of a potion of healing or a ! Orc Veterans X yellow clay leads deeper into the mountain. Gifts: healing spell. None Query: Has marker 9 been ticked off ? There are two game elements inQuest that are impor- • Yes: Go to (44) 9 • Failure (your result is higher than the hero’s): The heroHORNPLATTE takes 1 damage. • No: Go to (48) tant for the progression from one paragraph ?to the Read out: You escort the drunk out of the room. As a parting shot, he punchesHORNPLATTE you in next: locations and markers. Set up: (number of heroes) Orc Veterans, Orc1 Shaman2 3 4 -1 thee Orc stomach, Shaman carrieshard. the Go Quest to (9) Item “Spear of44 understorms” and will use it in the Someupcoming queries battle. work like an insertion. If “yes,” you do Setting Out / Removing Locations theWhoRead task goes out:listed fi rst:Do under leaderyou want “yes,” to followbut then the yellow go on corridor, with “In8 or would you rather look for another way? Some locations are placed onto the overland map, bothSpecial cases.” rules: If “no,” e Orc you Shaman directly wants jump to poison to “Inthe Fountainboth of Life. As long as his base touches the pool,Options he may use his actionFind for poisoninganother way (meaning (45) he can’tFollow attack the anyone corridor in (48) some are put next to it. If the heroes decide to visit a cases.”that round). For each “poisoning” action, put one coin on the pool. You may place up to location on the overland map – such as the “Forest Read8 coins out: there. On your way to the door, two45 powerful sailors grab the drunk. He resists, though. Clearing” – put the cardboard characters onto that Soon, a tavern brawl has erupted – with you right in the middle! Each of you will now either Query: Are there 8 coins on the pool? 5 card. have• Read Yes: to out:Tick fi ght Whooff his marker wantsway 5.to takethe door,point? or fi nd a rear exit. X • Check: In both Talent cases, Testcontinue against the 9fi ght.

MERCHANT TAVERN • Success: (46) All heroesGo to 9 • • Victory: Failure: Goe Orc to roll Shaman(47) during has been this vanquished. Check. GoNothing to (60) bad happens to heroes who pass the • ! Defeat:Check. All heroesHeroes have who been fail,vanquished. however, Go46 to take (62) 1 damage (p. 11).

Read out: You fi nally fi nd a secret door60 that is almost indistinguishable from the surrounding rock. Behind it, another corridor leads into the mountain. Halfway along this corridor, you MostEachQuery: querieshero may require now youchoose to lookwhether up whetherhe wants a to fi ght his way to the door, or whether5 he notice Arethe theremechanism any Orcs for left a vicious on the acidbattlefi trap eld? directed at the yellow corridor. Go to (51) HARBOR 9 certainwants• Yes: markertoRead look out: has forAs soon beena rear as the ticked exit. Orc Shaman Each off, ishero defeated,or rollswhether his remainingthe a Check minions appropriate fl ee in a panic. to his choice?. location is in play. In some cases, however, you will Check• In both (heroes cases: who want to fi ght): Strength47 Test against 9 need Query: to check Has marker several 5 markersbeen ticked at off once ? or ask the 6 FOREST CLEARING playersCheck• Read Yes: something, out:Tick (heroes Youoff marker search who waiting for6 look twice. quite for for Read atheir while, a out:rear answer but In exit): the cannot meantime, before Talent fi nd anotherthe Test waters againstcorridor. of the Fountain 9 e Orc of must have X 9 you• lied HeroescanLife to havego you! on. turnedwho Go to failblack (48) theand areCheck now exuding (hero’s a horrid result smell. is lowerYou need than to wait 9): a wholeThe dayhero takes 1and damage a whole .night until the fountain has cleaned itself. 48 • In both cases: Read out: You need to rest after this diffi cult battle.  en you scoop clear SPEAR OF THUNDERSTORMS Weapon. +1 to any melee attack. Read out: You barely make it out of the fray! Go to (9) If user is a Shaman: Readwater out: from You the walkFountain along into the your yellow containers. corridor. First, Its wallsyou take are somerough gulps and yourselves, you keep feelinghearing rustlingCauses 2 damage if opponent rolls 0. Should you be asked to remove a -1card that soundsrefreshed from and the invigorated. darkness ahead As fast of as you. you can,You youstart make to feel your queasy. way back Who to wants Meadowground to take point? to -1/-2 +1 6 ! isn’t in play at all, just ignore this request. heal its sick inhabitants. You keep that strange spear the Orc Shaman was using. 28 Hand the heroes the Quest Card “Spear of understorms”. Each hero regains all lost 14 Vitality Points. e hero who defeated the Orc Shaman may draw 1 Gift. +X Read out: Elsewhere on Krokk:  e Pale King is furious. His plan was foiled again. Yelling terribly, he calls his chieftain and his soldiers to him … 45 8 Adventure 3: Plague!

11

Read out: e wise woman infuses the priest with some fragrant liquid. His eyes glaze over, but he is still able to speak.

You might want to have the priest speak haltingly, his voice breaking occasionally. ! Read out: “Go to Whispering Rock. e mayor’s archive! Gertrulda will keep you safe!” With this, he loses consciousness. Add the “Whispering Rock” location to the overland map, as shown below. Go to (13)

WHISPERING ROCK

WHISPERING ROCK

12

Read out: e priest’s condition has worsened dramatically. ere is sweat on his forehead. e wise woman infuses him with a fragrant liquid and he loses consciousness. Go to (13) 13

WISE WOMAN Read out: e villagers around the priest are in low spirits. Some of them have already started to cough, too, and look quite miserable. “All of you, just get to bed and take the medicine,” the TAVERN wise woman calls out worriedly, handing out her elixirs. “But tomorrow I’m going to need help gathering new herbs!” TEMPLE Remove the locations “Tavern”, “Temple”, and “Wise Woman”. Go to (14) 14 Read out: e next morning, things look even worse. Many villagers have fallen sick. What do you want to do? Place the “Forest Clearing” location onto the overland map, as shown below. FOREST CLEARING

ADVENTURE 2 QUEST MASTER SHEET FOREST CLEARING THE NEEDS OF MEADOWGROUND Scripted Pause 1 Noticed the Orcs 6 Danced 1 1 ... 16 ... TOUGHNESS BONUS WISE WOMAN (p. 27) Query: 2 Warned by 7 Looked at 12 ...Scripted 17Pause:... This is a good• Bonus on allpoint your dice rolls for a break in Has marker 2 been tickedGaron off ? wicker man ! • Bonus on all target numbers for Tests Blessed by Fought ...... • Yes: Put the “Wise Woman”3 Horthgar location into8 play.wicker man 13 the adventure.18 • In both cases: 4 Looked at 9 Warned of 14 ... 19 ... temple pictures yellow path In longer adventures, we have marked one 2 or two Feasted ...... MARKERS Options5 10 15 paragraphsConditions as20 a “Scripted... Pause.” These are? good ORCSearch WARRIOR for herbs ORC(16) CHIEFTAIN GARTHHELMpoints“Forest for Clearing” a break in in play the adventure until the next Example: Type: If marker Minion – Gifts: 2 None has beenType: tickedArch Villain off, theType: Arch Villain time the players meet. Make notes of your values and “Wise Woman”Go to Whispering location will Rock come (39) into play. After ”Whispering Rock” in play 4 6 cards6 – just like you would do with Epic HeroesWISE WOMAN (see this, the heroesLook get for to Jerandachoose from(31) the options. “Murmuring Lake” in play p. 27). Also write down the adventure name and the Ask the wise woman for the1 Fountain of LifeX (15) number“WiseX Woman”of the pause in play paragraph, and you’re all set to Vitality Points (p. 12): Vitality Points (p. 12): OptionsGo to1 the Fountain1 3 of Life1 2(51)3 4  1 continue2“Fountain” play another in play time. ShouldThis is there where be theno option heroes left,decide draw how 1 Event. they Readwant3 the out: 4 You have a vision. Gertrulda herself adventure to ORC continue. VETERAN All options are listed in a is speaking to you:Type: Minion“ e – FountainGifts: None of Life fl ows from a cave on MurmuringSignaling Lake. H orne entrance and is Leader table available

. However,BAD GUYS some may only be once a easy to fi nd – but the way through the2 mountain3 5 is very,5 very 3dangerous.”The6 hero Gowith to the (15) signaling horn is the leader of the specified condition has been6 fulfilledGifts:. Gifts: None Riposte, Cloud ofcompany. Blades He may use the signaling horn to make a decision on a task all on his own (for instance,35 if Options 1 Conditions 1x 1x Shop at the merchant’s (2) “Merchant” in play ExtratheExtra other players can’t agree on what to do): 2 2 4 1x -1 Visit the tavern (3) 1 “Tavern”2 3 in play4 1 2 3 4 Follow the treasure map (12) “Forest Clearing” in play • Distribute equipment/Quest Items/gold (see Equipment, Quest Items, and Gold, p. 16) Whenever you reach an option table, only read to • Choose options (see Options, p. 15) the players those options the conditions of which • Choose participants in Checks (see Checks, p. 19) have been fulfilled (usually, the appropriate location needs to be in play). After this one decision, he passes the signaling horn to the hero on his left. When using the signaling horn, the leader may choose an option by single decision (see Signaling Horn and Leader, to the right). Karomin

Checks To conduct a Check, roll 1 or 2 of the 10-sided dice. There are 2 types of Checks: Tests and Conflicts. The 1 Kr’Zzzt success (or failure) of a Check determines the further Alondis (Leader) progression of the adventure.

Combat and Combat Maps Once combat is joined, you and the heroes act in order. Part of each combat is a combat map that shows you what the battlefield is supposed to look like. Place the 1 3 terrain elements and characters on the table as indicated in the illustration (see Combat, p. 21). The success (or failure) of the heroes in combat determines the further Example: The heroes have found a treasure chest progression of the adventure. containing 5 gold and are now arguing how to distribute the coins. Kr’ssst uses the signaling horn and decides: 3 gold for him, 1 gold each for his companions. Then he passes the horn on to Alondis.

15 Equipment, Quest Items, and KAROMINGold CESSAIR LITAVIS DWARVEN WARRIOR HUMAN MAGE Equipment and Quest Items grant advantages to heroes, such as bonuses on die rolls. Such items may VITALITY VITALITY CHARISMA TALENT DEFTNESS STRENGTHCHARISMAPOINTSTALENT DEFTNESS STRENGTH POINTS either be found or bought during the game. Unless text on a particular card says otherwise, heroes may use equipment or Quest Items at any time. Some 8 9 10 11 11 12 11 9 9 10 pieces of equipment (such as Potions of Healing) -2 4 may only be used once and have to be discarded 7 8 9 10 10 5 11 10 8 8 9 after use 6 -1 7 8 9 9 10 9 7 7 8 (see the text on the card in question). 03 -1 4 5 6 7 8 8 9 8 6 6 7 Finding Items 4 5 6 7 7 8 7 5 5 6 4 -1 3 Found equipment, Quest Items, and gold may be 3 4 5 6 6 7 6 4 4 5 distributed among the heroes in any manner 2 3 4 5 5 6 5 3 3 4 2 desired. By using the signaling horn, the leader may 1 2 3 4 4 5 4 2 2 3 3 3 2 decide on the distribution of found stuff all on his 4 2 Example:MELEE KarominRANGED has to pay the fullARMOR price. MELEE Cessair RANGED ARMOR own (see Signaling Horn and Leader, p. 15). 3 1 paysCOMBAT 1 gold less, i.e.,COMBAT she gets the Veteran’s SwordCOMBAT for 2 COMBAT 2 Should a found item be no longer obtainable, gold. She still has to pay 1 gold for the Potion of Healing, 1 ! the heroes instead find its monetary value in though – the merchant doesn’t make presents! coins. Equipment Cards can never cost less than 1 Buying Items gold. The game offers you the chance of buying equipment ! and, sometimes, even Quest Items. To buy one of the Equipment Limit cards offered, you discard a number of coins equal to The number of Equipment Cards a hero may carry the gold value of the item. cannot exceed the number listed next to his Strength value. Surplus equipment must be done away with immediately, by using either of these actions: Use Items, Swap Items, or Sell Items. KAROMIN Quest Items do not count against the equip- VETERAN’S SWORD POTION OF HEALING W e a p o n . Any one hero may regain 3 Vitality +1 to any melee attack. 3 Points, evenDWARVEN if he is currently taking WARRIOR1 damage. In combat, may only be used ment limit! on the user or heroes touched by the user. Discard after use. ! 3 VITALITY - 1 + 1 + 3 1 CHARISMA TALENT DEFTNESS STRENGTH POINTS Example: The Veteran’s Sword costs 3 gold. The Potion of Healing costs 1 gold. EQUIPMENT EQUIPMENT 8 9 10 11 12 If your hero has a high Charisma7 value8 , he will get9 a 10 5 11 discount! 6 -1 7 8 9 10 3 5 6 7 8 9 + EQUIPMENT EQUIPMENT QUEST 4 5 6 7 8 QUESTITEM QUESTITEM 4 ITEM 3 4 5 6 7 2 3 4 5 6 2 1 2 3 4 5 3 4 MELEE RANGED ARMORExample: With a Strength of 4, Karomin may carry COMBAT COMBAT three Equipment3 Cards. Increasing his Strength to 5 would increase2 this number to four! He may also carry as many1 Quest Items as he likes.

16 Using Items Using up one-shot items does not count as You may use your hero’s equipment and Quest Items at selling them. any time. State clearly which item you are using, and ! follow the instructions on the card. Most items may be Advanced rules for equipment used as long as you have them in your possession. Some, Shopping Between Adventures (p. 28) however, can be used only once (for instance, Potions of Healing) and need to be discarded after use. Events

At the beginning of each adventure, the Quest Master draws a number of Events equal to his Rank.

+1 0 1x 2x 2x Whenever you have played 5 adventures as Quest CROSSBOW W e a p o n . ALONDIS STORMHAWK +1 to any ranged attack. Melee Weapon: Dagger (1 damage) Master, your Rank goes up by 1 and you may draw Ranged Weapon: Bow (1 damage) 3 + 1 - 1 -1 -1 - 1 - 1 more cards before play begins. Thus you should make a note of all the adventures you have run so far. Example: Some items have their own bars or their own damage values. Use the information on these Quest Master Adventures Event Cards cards in-stead of the data on your Hero Card in Rank Played such circumstances. Dungeon 0-4 1 Some items have been marked as “Weapons.” Master ! You may not use more than one weapon Black Knight 5-9 2 with a single die roll . Dark Captain 10+ 3 The position of the damage symbol tells you if the damage is dealt by either melee (left, next to move- Drawing / Discarding Events ment bar) or ranged attacks(right, next to range bar). Draw as many Events, or discard as many Events, as indicated by the text. Draw one card at a time. If the Swapping Items draw pile is exhausted, ignore all requests to draw You may give another hero one of your pieces of equip- cards. Follow the same procedures when discarding. ment, your Quest Items, or some of your gold at any time. Unused Events are discarded at the end of the The only exception is when you are incombat (see page 21). adventure.

Selling Items Playing Events You may sell your hero’s equipment or Quest Items You may play an Event at any time by putting the at any time: Discard the card you want to sell and Event card onto the table, face-up, and following the take the item’s worth in money reduced by 2 (but instructions on the card. The Event is then discarded. you will always get 1 gold). Advanced rules for Event Cards Kr’Zzzt Powerful Hero Groups (p. 28)

CHAIN SHIRT POTION OF HEALING +1 to any melee attack. Any one hero may regain 3 Vitality +2 to any Armor Roll. Points, even if he is currently taking damage. In combat, may only be used on the user or heroes touched by 4 1 the user. Discard after use. 4 + 1 + 2 + 3 1 Example: If Kr’ssst were to sell the Chain Shirt, he would get 2 gold for it. The Potion of Healing is worth 1 gold.

17 Gifts

Gifts enable the heroes to perform supernatural and Refreshing / Exhausting Gifts superhuman deeds – the stuff of legends! Once a Gift has been exhausted, the card is turned face-down. Once a Gift is refreshed, the card is turned Drawing / Discarding Gifts face-up again.

If a hero or an arch villain ever rolls a 9 during KAROMIN the game, he may immediately refresh 1 Gift. 1DWARVEN WARRIOR ! VITALITYUsing Gifts CHARISMA TALENT DEFTNESS STRENGTH POINTS You may use your hero’s Gifts at any time. State clearly which Gift you are using, follow the instruc- tions on the card, and then exhaust the Gift. 8 9 10 11 12 7 8 9 10 5 11 6 -1 7 8 9 10 3 5 6 7 8 9 HEALING One or more than one hero(es) regain(s) up to a total of 5 Vitality GIFT 4 5 6 7 8 Points, even if they are currently 4 taking damage. MAGIC 3 4 5 6 7 + 5 2 3 4 5 6 2 1 2 3 4 5 3 4 MELEE RANGED ARMOR COMBAT COMBAT 3 +2 2 = 5 1 CHOSEN OF THE GODS + + User wins his Check automatically. GIFT GIFT 2 COMBAT 3 COMBAT +3 Example: Magistra Cessair uses the “Healing” Example: Karomin only draws Combat Gifts. He Gift. She may now heal her companions for a is the “Chosen of the Gods” from the very begin- total of 5 Vitality Points. She has herself regain 2 ning (and gets the card). Talent 2 means he may Vitality Points and gives 3 to Alondis. Then she hold 2 more Combat Gifts. If he draws a fourth exhausts the Gift, i.e., she turns it face-down. Gift, he will need to discard one – but not his Innate Gift. Gifts that modify a die roll may be used even after the die has been cast WIND RIDER User. If may several make 1 meleeplayers attack, want to use Gifts at the same time,2 ranged the attacks, Leader and (despitebegins and play 1 Each hero may only draw and use Gifts from the ranged attacks) take  then proceeds in a clockwise1 move direction.in any order. his Gift Group. 2 Each hero has an Innate Gift from the beginning of play onwards. It can never be discarded. x1 x2 3 In addition to his Innate Gift, a hero may not have more Gifts than indicated by the number A Gift with the exclamation point symbol may be used next to his Talent value. Should he pass this during combat only in the owning player’s turn (see limit, he needs to discard one Gift of his Combat, p. 21). Outside of combat, it may be played at choice. any time. Advanced rules for Gifts Creative Use of Gifts (p. 28) 18 Checks

You resolve Checks by rolling 1 or 2 of the 10-sided dice. There are two types of Checks: Tests and Conflicts. In a Test, either the hero or the Quest Master rolls 1 die. In a Conflict, hero and Quest = Master each roll 1 die, comparing results. Tests =

ALONDIS STORMHAWKKAROMIN Example: Alondis (Deftness 4) can only fail in a ELVEN RANGER DWARVEN WARRIOR Deftness Test against 3 if she rolls 0. On the other VITALITY hand,VITALITY Karomin (Deftness 3) can only succeed in a CHARISMA TALENT DEFTNESS STRENGTH POINTS CHARISMARolled TALENT DEFTNESS STRENGTHDeftnessPOINTS Test against 13 if he rolls 9.

10 8 11 9 108 9 10 11 If the12 Test hasn’t failed or succeeded automatically, 9 -2 7 10 8 79 8 9 10 5the11 participants now add their respective attribute. 8 6 3 9 7 1168 -1 7 8 9 10 equals or exceeds target 4 3 If the final results the 7 5 8 6 57 6 7 8 9 -1 number of the Test, the participant succeeds. If it is 6 4 7 5 46 5 6 7 8 4lower failed 5 3 6 4 35 4 5 6 7 , he has . 4 2 2 5 3 24 3 4 5 6 3 2 3 1 4 2 13 2 3 4 Should5 you have Equipment that can give you a X X 3 2 bonus4 tested attribute MELEE RANGED ARMOR MELEE RANGED ARMOR to your , now’s the time to COMBAT COMBATExample: Alondis 1 andCOMBAT KarominCOMBAT each roll a use 3it (see Using Items, p. 17). You may also use Gifts Deftness Test against 11. Alondis rolls 7, adds her (see2 Using Gifts, p. 18). Deftness of 4, and hits the target number of 11 1 spot on. Made it! Tests in the adventure book branch depending on the success of the heroes. If the heroes succeed, the Karomin also rolls 7, but adding his Deftness of 3 Quest Master follows the green “Success”-keyword, only results in 10 – he fails his Test. If he has if the heroes fail, he follows the red “Failure”- Equipment or Gifts that can modify his roll, now’s keyword. the time to use them! Conflicts Determine who is taking part in the Test: Gifts and Determine who is taking part in the Conflict: Gifts combat rules tell you who this is. For tests in the and combat rules tell you who this is. For conflicts in adventure booklet either 1 hero rolls, or all of them the adventure booklet either 1 hero rolls, or all of do. If only 1 hero rolls for the Test, the Leader may them do. If only 1 hero rolls for the Conflict, the determine which hero this is going to be by making Leader may determine which hero this is going to be use of the signaling horn (see Signaling Horn and by making use of the signaling horn (see Signaling Leader, p. 15). Horn and Leader, p. 15).

All who are taking part in the Test now roll. Any die Now determine the antagonist. If no specific showing 0 indicates automatic failure. Any die antagonist has been named, the Quest Master rolls. showing 9 indicates automatic success.

19 Now, the participants taking part in the Conflict roll at the same time. If either the initiator or the anta-

CHOSEN OF THE GODS gonist rolls a 9 he succeeds automatically. If either + = 6 + User wins his Check automatically. one rolls a 0 it is an automatic failure. If both sides 4 roll 0 or 9, always decide in favor of the heroes. + = 8 Alondis Conflict Check Quest Master 5

Example: Karomin has to face a Strength Conflict against a Conflict value of 5. He rolls 2; adding his 8 Strength of 4, he gets a total of 6. The Quest Master rolls 3, which, after adding the Conflict value of 5, results in 8. This means Karomin would have lost. However, he exhausts = his “Chosen of the Gods” Gift that allows him to automatically succeed in a Check.

Example: Alondis has to face a Strength Conflict Thus, he succeeds in the Strength Conflict after all. against 8. She rolls 1, but the Quest Master rolls 0. She succeeds. Even a 0 on her part would not have Should you have Equipment that can give you a changed that since in case of a draw the decision bonus to your tested attribute, now’s the time to would have been in her favor. use it (see Using Equipment, p. 17). You may also use Gifts (see Using Gifts, p. 18). If the Conflict hasn‘t failed or succeeded automatically, the participants now add their respective attribute. Conflicts in the adventure book branch depending Whoever‘s final result is higher succeeds. In case of on the success of the heroes. If the heroes succeed, a draw, decide in favor of the hero. the Quest Master follows the green “Success”-key- word, if the heroes fail, he follows the red “Failure”- keyword.

Advanced rules for Checks Creative Use of Gifts (p. 28) Uncertain Checks (p. 29)

20 Combat

Combat: Example with 3 heroes and 1 Orc 1

Campfire Tree

Heroes Starting Zone 4 3 Bad Guys Starting Zone

2

4 Setting Up the Battlefield: Remove the hero characters from their current location card and put them into the hero 1 Place the terrain elements as shown in the starting zone. Once combat is finished, they are illustration. returned to the location they came from.

2 The ruler shows you how large the battlefield is One player goes first in combat. This is either the (in sideward card borders). You may use the leader or the Quest Master. Once the heroes have ruler cards to help you set up. fulfilled the victory conditions, combat ends and play continues with the entry for “Victory.” Should 3 Place the bad guy character miniatures into their the heroes lose, play continues with the entry for starting zone and take the corresponding Bad “Defeat.” Tell the heroes these conditions. Guy Cards. If there are several starting zones, each of them – if possible – should hold at least Some combats show an exclamation point one character. symbol on the battlefield map. This means that special rules apply to this combat. You should read these rules carefully before you start the fight. 21 Combat Sequence 4

QUEST MASTER SHEET ADVENTURE 1

THE KING’S TREASURE

of the bar on his combat card. combat his on bar the of

User may use the movement bar bar movement the use may User of this card when moving, instead instead moving, when card this of

Helped the ...... 1 6 1 1 1 6 TOUGHNESS BONUS STRIDING OF BOOTS serving wench (p. 27) ...... • Bonus on all your dice rolls 2 7 1 2 1 7 • Bonus on all target numbers for Tests 3 ... 8 ... 1 3 ... 1 8 ... 2x 4 ... 9 ... 1 4 ... 1 9 ...

......

MARKERS 5 1 0 1 5 2 0 ...

ORC WARRIOR ORC CHIEFTAIN Type: Minion – Gifts: None Type: Arch Villain 4 4 1 X Vitality Points (p. 12): 1 1 3  1 2 3 4

BAD GUYS 2 3 5 Gifts: None

1 2 3 4 1x

REINFORCEMENTS ORC WARRIOR May only be played at the beginning Melee Weapon: of the Quest Master’s turn in combat. Carver (1 damage) Immediately distribute up to (number Ranged Weapon: of heroes) minion characters freely over None the minion starting zones.

- 1

Orc Warrior

Example: As leader, Karomin goes first and

moves as far as he can. Cessair moves next, 1x

4 1 -

while Alondis remains stationary. Neither WARRIOR ORC Carver (1 damage) Carver Ranged Weapon: Ranged hero can take any combat action. Now it’s the Weapon: Melee Quest Master’s turn. First, he plays the None “Reinforcements” Event and places another 3 Orcs into the starting zone. Then he moves

REINFORCEMENTS all his Orcs, one after the other. The first 3 May only be played at the beginning of the Quest Master’s turn in combat. Immediately distribute up to (number of heroes) minion characters freely over forego their combat actions. Only the last of the minion starting zones. them actually gets to the Dwarf and then uses his combat action to attack.

The Combat Sequence Players and Quest Master may do these things during During combat, each hero (beginning with the their combat turns: leader and then going around the table) takes 1 combat turn. After this, it’s the Quest Master’s turn • take 1 move and to move all his characters. Then it’s the heroes’ turn • take 1 combat action again, starting with the leader. Sometimes it is the Quest Master who goes first in combat. The Movement may take place before or after the adventure text always tells you who goes first. combat action. A player may forego his combat action and/or his move. When making a ranged attack, the character has to forego his move.

22 4

of the bar on his combat card. combat his on bar the of CESSAIR LITAVIS

User may use the movement bar bar movement the use may User HUMAN MAGE of this card when moving, instead instead moving, when card this of

BOOTS OF STRIDING OF BOOTS VITALITY 4 CHARISMA TALENT DEFTNESS STRENGTH POINTS

2x 3 1 1 1 1 9 9 1 0 1 0 - 2 1 0 4 8 8 9 User may use the movement bar BOOTS OF STRIDINGof the bar on his combat card. 2x of this card when moving, instead 9 9 7 7 8 4 8 8 6 6 7 7 7 5 5 6 Cessair - 1 3 6 6 4 4 5 5 5 3 3 4 4 4 2 2 3 3 2 2 MELEE RANGED ARMOR COMBAT COMBAT 1 1x 2x 2x

BOOTS OF STRIDING CESSAIR LITAVIS User may use the movement bar Melee Weapon: of this card when moving, instead Wand of Lightning (1 damage) of the bar on his combat card. Ranged Weapon: Wand of Lightning (1 damage)

- 1 - 1 4 2

ALONDIS STORMHAWK ELVEN RANGER

VITALITY Alondis CHARISMA TALENT DEFTNESS STRENGTH POINTS

1 0 8 1 1 9 1 0 9 - 2 7 1 0 8 9 8 6 3 9 7 8 7 5 8 6 4 7 - 1 6 4 7 5 6 5 3 6 4 5 4 2 2 5 3 4 3 3 1 4 2 3 Karomin 2 MELEE RANGED ARMOR COMBAT COMBAT 1 1x 2x

WIND RIDER

ALONDIS STORMHAWK User may make 1 melee attack, 1x Melee Weapon: 2 ranged attacks, and (despite Dagger (1 damage) the ranged attacks) take Ranged Weapon: 1 move in any order. Bow (1 damage) 1 - - 1 - 1 x 1 x 2 KAROMIN Melee Weapon: Melee Ax (1 damage)

KAROMIN DWARVEN WARRIOR

VITALITY 1 CHARISMA TALENT DEFTNESS STRENGTH POINTS 8 9 1 0 1 1 1 2 7 8 9 1 0 5 1 1 6 - 1 7 8 9 1 0 3 5 6 7 8 9 4 5 6 7 8 4 3 4 5 6 7 2 3 4 5 6 2 1 2 3 4 5 3 4 MELEE RANGED ARMOR COMBAT COMBAT 3 2 1 1x

CHOSEN CHARGE KAROMIN OF THE GODS User may take up to 3 moves Melee Weapon: User wins his Check automatically. and then make a melee attack Ax (1 damage) with +3.

- 1 + 3

2 Always read the entire combat description be- Your character may not move through terrain ! fore you start the battle. elements or enemy characters. Friendly charac- ters do not hinder movement. 1 One end of the movement bar must touch 3 some part of the edge of the miniature‘s base. Some cards allow you to take multiple moves by Adjust the end of the bar to the center. That using them more than once. Such a card’s move- miniature may then move to any point along ment bar tells you how often you may use it. the length of the movement bar, but not past 4 the other end of the bar: the character‘s miniature Once it’s the Quest Master’s turn, he takes one must be touching some point of the movement turn each for all his characters. For each charac- bar at the end of its move. ter, he uses the appropriate Bad Guy Card.

23 opponent is your antagonist (see Conflicts, p. 19). Cards and Game Statistics The two rolls constitute the melee attack. in Play All of the heroes’ combat values can be read off If you possess items that grant you bonuses to melee their Hero Cards and Hero Sheets. The Quest attacks, now is the time to use them (see Using Items, Master uses the Bad Guy Cards and the Quest p. 17). You might also want to use Gifts (see Using Master Sheets instead. Minions are the multitude Gifts, p. 18). Your antagonist may also make use of of faceless lackeys at the Quest Master’s disposal. bonuses to melee attacks, and of Gifts. Arch villains, on the other hand, are his most important characters – “dark heroes,” you might say. They have more than 1 Vitality Point, are The defeated party in any combat loses Vitality able to use their own Dark Gifts, and refresh their Points (see Your Hero Sheet, p. 11, or The Quest Gifts on rolling 9 (see Refreshing Gifts, p. 18) Master Sheet, p. 12). This means that you may get wounded in your own melee attack!

Combat Actions The damage as shown on the Hero Card or the Bad During your turn, you may choose to perform 1 of Guy Card informs you how many Vitality Points the these actions: defeated party loses. • Melee attack • Ranged attack A character miniature that has only 1 Vitality Point • Use Gift left and is forced to take even more damage is • Swap items considered vanquished and is removed from the battlefield. Heroes are considered seriously injured Combat Action: Melee Attack (see Serious Injury, p. 10). You are the attacker. Choose 1 enemy character that is touching your character. This is your antagonist. You may only use 1 weapon per roll of the die. If you Your attack creates a Deftness Conflict. As the do so, use the damage shown on the Weapon Card, attacker, you are taking part in the check and your not the one on the Hero or Bad Guy Card.

Example: The Orc is the attacker and Karomin is the antagonist. 1x 1x

ORC WARRIOR KAROMIN Melee Weapon: Melee Weapon: Carver (1 damage) Ax (1 damage) Ranged Weapon: None

- 1 - 1

VETERAN’S SWORD VETERAN’S SWORD W e a p o n . W e a p o n . + + +1 to any melee attack. = 7 + + +1 to any melee attack. = 11 3 - 1 + 1 3 3 - 1 + 1 3 -1 +1 +1 + = 11 + = 11 4 -1 4 TheOrc wins the Deftness Conflict, although Karomin During his turn, Karomin chooses a melee attack as his gets to use his Veteran’s Sword. Karomin loses 1 Vitality combat action. He hits and causes 1 damage with his Point, as shown on the Bad Guy Card “Orc Warrior.” Veteran’s Sword. The Orc, having only 1 Vitality Point, is removed from the battlefield.

24 Combat Action: Ranged Attack Your roll is a ranged attack, while the target makes When you make a ranged attack, you may not move an Armor Roll. during that turn. You are the attacker. The blue bar represents your ranged attack range. It is used like a A character without a blue bar on the Hero ruler to measure distance. Distance is counted from ! Card or the Bad Guy Card may not make a edge of base to edge of base. ranged attack. He needs to employ a wea- pon to do so. You may measure (and thus shoot) across intervening terrain elements – as long as they don’t show the If you possess items that grant you bonuses to cover symbol! Other characters also block the line of ranged attacks, now is the time to use them (see sight necessary for a ranged attack. Some cards may Using Items, p. 17). You might also want to use Gifts be used several times for measuring distance: all of (see Using Gifts, p. 18). The same also applies to your this has to be in one straight line. Choose 1 character target, except that he can make use of bonuses to within range that you are not touching: this is your Armor Rolls instead. target. If the attacker wins, the target loses Vitality Points Your attack creates a Deftness Conflict. As the (see Your Hero Sheet, p. 11, or The Quest Master Sheet, attacker, you are taking part in the check and your p. 12). The damage as shown on the Hero Card or opponent is your antagonist (see Conflicts, p. 19). the Bad Guy Card informs you how much damage 1x 1x 2x

ORC WARRIOR ALONDIS STORMHAWK Melee Weapon: Melee Weapon: Carver (1 damage) Dagger (1 damage) Ranged Weapon: Ranged Weapon: None Bow (1 damage)

- 1 - 1 - 1

- 1

2x

- 1

2x

Bow (1 damage) (1 Bow

Ranged Weapon: Ranged

Melee Weapon: Melee

Dagger (1 damage) (1 Dagger

- 1

Bow (1 damage) (1 Bow ALONDIS STORMHAWK ALONDIS

1 Weapon: Ranged Melee Weapon: Melee Dagger (1 damage) (1 Dagger

- 1 1x ALONDIS STORMHAWK ALONDIS

1x

Example: Alondis chooses a ranged attack as her combat action and thus has to remain + = 11 stationary. She picks the only 4 Orc without cover as her target. The dice for both the ranged attack and the Armor Roll come + = 11 up 11. In case of a draw, the hero 4 -1 wins and thus the Orc takes 1 damage – he is vanquished.

25 the attacker inflicts. If the target wins, nothing Combat Action: Swap Items happens – the attacker has not inflicted anydamage . Outside of combat, heroes may swap items at any This means that you may not get wounded in your time (see Swapping Items, p. 17). During combat, own ranged attack. the characters of the heroes involved need to be touching one another and one of the characters If you have a weapon with a ranged attack bar, you needs to use up 1 action for this. may use it instead of the information on your Hero Card or the Bad Guy Card. But take note that you Advanced rules for combat: may only use 1 weapon per roll of the die. Charge of the Hordes (p. 28) Uncertain Circumstances (p. 28) Combat Action: Use Gift During combat, heroes as well as bad guys may use their Gifts at any time – unless a Gift displays the exclamation point symbol. This means it may only be used as a combat action in the owning player’s turn.

Some Gifts are marked as “Area Attacks”. This means that you need to place the entire card across the battlefield, making it touch your card- board miniature. All characters underneath the card are affected by the Gift.

A Gift that has a blue bar may only be used against characters in range (see Combat Action: Ranged Attack, p. 25).

Example: After moving, Cessair chooses Use way that the card touches her base and covers Gift as her combat action since her Fireball is two Orcs. Each Orc suffers 1 damage and is marked with a exclamation point symbol. She vanquished. places the Fireball across the battlefield in a 1x 1x

Area attack. Each character 2x

FIREBALL ORC WARRIOR in the area of eff ect CESSAIR LITAVIS Melee Weapon: takes 1 damage. Melee Weapon: Carver (1 damage) Wand of Lightning (1 damage) Ranged Weapon: Ranged Weapon: None Wand of Lightning (1 damage)

- 1 - 1 - 1

1-

26 Epic Heroes

Once you have successfully braved one or more Example: The Quest Master wants to determine adventures with your hero, you may write down his the Toughness Bonus of an adventure with 2 statistics on a piece of paper after play has ended. heroes and asks the players for the number of Take down the values of the 4 attributes, your hero’s improvements. Karomin has increased his current Vitality Points, and the cards in his possession. attributes by a total amount of 7, Cessair by an When you sit down to play again, do not take your amount of 12. Adding the two numbers, the Quest hero’s starting cards but instead the cards you wrote Master gets 7+12 = 19. This is now divided by the down on that piece of paper and also adjust his number of heroes, yielding 9.5. The Quest Master attributes accordingly. rounds down to 9. He notes a Toughness Bonus of 1 and draws 1 additional Event. If several heroes have written down the name ! of the same card, they need to decide among themselves who gets to have that card. Use the Toughness Bonus All disputed cards are placed at the center of the The Toughness Bonus tells the Quest Master which table and each player involved takes 1 of them bonus he has to apply to all target numbers and all in sequence. Players who don’t get one of the attributes during Checks. disputed cards get replacements: In case of mis- sing equipment, players get the item’s worth in Example: A Toughness Bonus of 3 means that the gold. In case of missing Gifts, players redraw target numbers of Tests and Conflicts all go up by from the respective Gift pile. 3 points, and that the 4 attributes of all his bad guys are increased by 3, too. Toughness Bonus Epic heroes increase their attributes during the You should not mix new heroes with epic ve- course of their adventures, always in search of bigger ! terans because the resulting Toughness Bonus challenges. To make the adventures in Quest – A would fit neither the new heroes nor the expe- Time of Heroes playable both for new heroes and rienced ones. You should either allow the new veterans, we introduce the Toughness Bonus: It hero to increase his values as often as the adjusts an adventure’s difficulty level to the abilities others have done, or you all start with new of your heroes. heroes. Determine the Toughness Bonus The Toughness Bonus is determined at the beginning If your Quest Master feels up to it, he may also of each adventure. Ask your players by how many calculate two different Toughness Bonuses and apply points they have increased their attributes in total. them during the game: one for the veterans and one Total all the results and then divide by the number for the new players. of heroes (round down fractions). Based on this final result, the table below tells you how large the Toughness Bonus is, and how many Events the Quest Master gets to draw (in addition to his Rank). Average Amount of Improvements 0-3 4-7 8-11 12-15 16-19 20-23 24-27 28-31 32 Toughness 0 0 1 1 2 2 3 3 4 Bonus Events 0 1 1 2 2 3 3 4 4

27 Advanced Rules

This section gives you rules you may use during Example: Approved creative use of Gifts adventures with experienced players and heroes to A hero needs to roll a Talent Conflict to heal a make the game even more interesting. wounded soldier. The Conflict fails and the player states: “I exhaust my Healing Gift to cure the Charge of the Hordes soldier’s wounds.” The Quest Master agrees Before each combat, the Quest Master takes 1 “Rein- because using this Gift is appropriate for the forcements” Event into his hand and lowers the situation at hand. Since the player is using the minions’ Deftness values by 1 each. Alternatively, he Gift to succeed in a Check, he may not distribute may take 2 “Reinforcements” Events every time and 5 Vitality Points among himself and the rest of the lower the minions’ Deftness values by 2 each. This group, as printed on the card. makes combat more epic, but it will also take longer.

Shopping Between Adventures Example: Rejected creative use of Gifts The heroes may buy items from the Equipment pile A hero needs to succeed in a Deftness Test to catch between adventures. This makes the game easier for up with a fleeing thief in the market. The player the heroes. states: “I use my Bladestorm Gift to whirl up a lot of knives from one of the stalls and throw them Lone Heroes after him!” The Quest Master rejects this idea Should there only be one hero, or two, and the because the Gift is intended to be used against adventure may look too difficult for you, then have more than one opponent in melee combat. He each hero take 1 “Potion of Healing” Equipment also rejects the use of the Fireball Gift: This would before play starts. only kill the thief, but not capture him. Creative Use of Gifts This advanced rule requires the Quest Master to not Powerful Hero Groups act as the players’ opponent, but as a judge. Should If there are three or four heroes and the adventure playing with this rule lead to too many discussions may look too easy to you, you may want to have the during game play, simply dispense with it! Quest Master draw 1 additional Event per hero.

In addition to the text printed on the respective card, Uncertain Circumstances each Gift has an additional way of using it: By This rule increases the difficulty level fightsof . Once exhausting it, the hero automatically succeeds in the heroes have entered combat, the Quest Master one Check fitting the Gift in question. This may does not mention the conditions for victory and even be invoked after rolling the die. The player defeat and only reveals them as soon as one of these con- needs to explain to the Quest Master and his fellow ditions have been achieved and combat is thus over. players how his Gift helps him succeed in the task at hand. It is important that the Quest Master and the Uncertain Checks other players will be able to imagine how the Gift This rule increases the difficulty of Checks. may be used meaningfully within the situation as Whenever the heroes need to roll a Check during described by the adventure text. Then it is up to the their turn, the Quest Master does not reveal the Quest Master to decide whether the use of the Gift necessary attribute until the heroes have decided will be plausible as well as entertaining. who among them is going to attempt the task. This means that the heroes will have to judge solely from Should he reject the use of the Gift, the player may the adventure text who might be best for the task at not use his Gift in that way and it is not exhausted, hand. either. If a Gift is used in this way, the effect printed on the card does not come into effect! 28 Creating Your Own Goal, Method, and Prevention Adventures You should now think about answers to these 3 questions: You have played through the adventures in this box, but your players are yearning for more? You can • What does the villain want to achieve? download additional adventures at www.pegasus.de/ • By which means does he want to fulfill his quest. Then again, why don’t you invent new plans? adventures of your own to have your heroes battle • How will the heroes be able to prevent it? the forces of evil? This is actually a lot less difficult than it may seem at first glance. Follow us along the Do not choose too broad a goal. The heroes should next few pages, as we are going to give you tips and be able to prevent it within the course of a single advice on how to create your own adventures and adventure. Once you are done, try to put the villain, challenges for your players’ bold heroes in next to no his goal, and his means into a single sentence, and time. write it down. Then add a second sentence, describing how the heroes may prevent all this. Should you Before you go on to designing your own adventures, need more than one sentence each, then your idea is you should be thoroughly familiar with the rules and probably too complicated for one adventure. game mechanisms of Quest – A Time of Heroes. Then take a piece of paper to jot down your ideas. Example: The Orc Shaman wants to steal a warship out of Krokk harbor by putting all the Your Adventure Idea inhabitants of the city into a magical sleep. The Before you start writing down individual scenes and heroes need to defeat the Orc Shaman to prevent Checks, you should give some general thoughts to this. the overall course of your adventure. The more precise your understanding of what you want to happen, the easier it will be for you to make design While you proceed along the next few steps, you choices and select game elements later on. may want to rework and refine these two sentences whenever you have a new idea. The Villain At the center of each adventure is always some kind The Structure of Your Adventure of villain whose plans the heroes will have to foil. An adventure is composed of several scenes. A scene Sometimes the heroes will not initially know who consists of various paragraphs that all take place at they are going to fight, but you as the Quest Master the same spot. You should take a look at the Location already do. Box 1 provides you with 4 arch villains: Cards to plan your adventure. The more scenes an the Orc Chieftain, the Orc Shaman, Garthelm, and adventure has, the longer it will take to play through the Pale King. Choose one of them as your main bad it. As a first rule of thumb, plan on each scene taking guy and write this information down. 10 minutes. This means that a Quest adventure intended for play in one night should have between Example: Our baddie for this adventure is the 6 and 10 scenes. Orc Shaman.

Of course, you do not need to call these characters Garthelm or the Pale King – you are free to give them entirely new names.

29 A thrilling adventure requires the right mixture of challenges, fights, and breaks in the action. For this Example: A priest from Meadow- reason, we have broken down the scenes into several ground asks the heroes to find out categories. A good adventure contains scenes from every what may have happened to a category. nearby monastery. Its inhabitants used to come to the city on a • Intro (*) regular basis, but haven’t done • Challenge so for several weeks now. • Decision The priest has already sent one • Hint of his novices, but he has not • Rest returned either. The idea is that • Relief the Orc Shaman has taken • Finale (*) over the monastery to use it as a base of operations for his The scenes Intro and Finale have been marked with mass sleep spell. “(*)” since they only appear once in each adventure. Each adventure begins with the Intro. Then you have Finale the other types of scenes, in any number and order, Choose a location where the Finale is going to take until the adventure ends in the Finale. You should place and put the respective Location Card right think about Intro and Finale first – and then you can next to the starting location. This is where the add the remaining scenes as waypoints between Intro adventure is going to end – in a big battle with the and Finale. villain (as to how to set up the battlefield, see Setting Up Battlefields on p. 34). Determine what happens if If you are strapped for ideas where to set a the heroes win – and what happens if they lose. Don’t ! scene, just draw a Location Card from the forget to figure in some means of survival for the draw pile. heroes in case they do lose!

Example: The heroes get onto the ship in the very Intro moment the Orcs are casting off. Now they need Choose a location where the players begin the to fight the Orcs on the narrow deck of the ship. If adventure and put the respective Location Card next the heroes win, they return the ship. If they lose, to your sheet of paper, or maybe already onto the the Orcs throw them over board so that they might overland map. The first scene of the adventure takes swim to shore. The Orcs, however, escape and now place in this location: this is where the heroes will be have a means of raiding ships bound for Krokk. drawn into the adventure. Now it’s time to determine how this happens, and how this fits your adventure idea. These are some typical examples of an adventure Decision Intro: Determine a location where the Decision is to take place. Here, the heroes get to choose between several • The heroes learn of some threat. options. The most simple of all Decisions is the one • The heroes learn of some treasure. as to where the heroes should go next. In this way, • The heroes are given a task. they determine the next scene of the adventure. • The heroes discover something by chance. However, heroes may need to decide on more than just a change in scenery. Most interesting of all are Decisions that force them to weigh certain things against one another, like whether to help the serving wench or follow the forger in the first adventure. Another example can be seen in the second adventure: Do the heroes spare the Orcs, or don’t they? 30 Each Decision should have some kind of effect in the Checks: Checks are rolled against an attribute. Such game. This need not be a world-shaking one, though. a roll has one of 3 difficulty levels: Easy, Medium, or Typical effects are: Hard. Most Checks in an adventure will be at Medium level. You may use Easy or Hard Checks for • The heroes choose between two (or more) scenes. especially big rewards/penalties, or as long-term • The heroes arrive at the same scene – but they rewards/penalties (see Long-term Effects, p. 32). may get a reward or a penalty Levels of Difficulty Table Rewards / Penalties Difficulty Easy Medium Hard In many scenes, the heroes are either given rewards Test 6 9 11 or penalties, depending on how things are going for Conflict 1 5 8 them. These are the possible rewards/penalties:

1. Exhaust / refresh a Gift Example: The heroes are approaching the 2. Regain / lose Vitality Points monastery. One of them gets to roll a Talent Test 3. Find / discard(*) equipment to determine whether he notices signs of the Orcs 4. Find / lose gold in the monastery. If this roll succeeds, another 5. Discard / draw an Event Challenge follows. If the roll fails, the adventure 6. Find / Discard(*) a Quest Item goes directly into combat mode since the heroes 7. Draw(*) / discard(*) a Gift didn’t notice the Orcs.

Rewards/penalties marked with “(*)” are very power- ful and should be used sparingly.

Example: After the Intro, the heroes need to choose whether they want to set out for the monastery directly, or whether they want to shop at the merchant’s first. In each case, the next scene takes place at the monastery, but if the heroes go shopping first, the Orcs will have more time to advance their plans – meaning that the Quest Master draws 1 Event.

Challenge Challenges are either Checks or fights. In both case, you should determine how the adventure is going to continue if the heroes win and if they lose.

With each Challenge, make sure that the adventure will go on in a way that still makes sense regard- less of whether the heroes win or lose. If this isn’t the case, you will need to work on the results of the Challenge a bit more, or replace it with a different scene. A Challenge always ends in one of two ways: in a Check or in combat. 31 Long-term Effects Example: There are still (number of heroes x2) To make sure that effects such as rewards or penalties Orc minions in the monastery, serving as guards (2 do not enter play directly but at a later time, you can points). They are led by a Dark Sorcerer (2 Vitality use markers. Tick off a marker at the time the players Points per hero, 2 points) who has access to Gifts attain the reward and check the markers (resolve a (+1 point). The resulting combat is worth 5 points query) at the time you want to effect to come into – almost a Medium one. If the heroes win, the play. This works the same way with penalties. adventure continues with a Hint. If the heroes lose, the Orcs capture them and the adventure is over. Leave them the option of escaping from their Example: The second Challenge has all heroes roll prison, but they will be too late to save the ship. whether they will be able to silently climb the wall of the monastery to surprise the Orcs. If all succeed, you tick off marker 1. At the beginning of Hint combat, you check whether marker 1 has been Choose a location where the heroes may get some ticked off. If it has, then the “Surprise Attack” card kind of Hint. A Hint is an important piece of is put in play. information that is indispensable for the adventure. Hints often lead to the unveiling of new locations, Combat: Combat is a special form of Challenge allowing the players to decide what they want to do since fights take longer to play through and are more afterwards. taxing on the heroes’ Gifts and Vitality Points. As Example: The heroes have won the combat in the with Checks, there are Easy, Medium, and Hard monastery and saved the monks imprisoned there. fights. The monks now tell the heroes of the Shaman’s Combat Level Table plan and the spell he has wrought in the monastery. Then the Quest Master places the Harbor onto the Easy Medium Hard overland map. Combat Value 3 6 10 Combat value depends on the characters taking part Rest in the fight. After combat or any other Challenge, the heroes will occasionally need to rest. This means they get some Combat Value of Characters Table reward. Character Value Example: The monks treat the heroes with healing Number of heroes x1 1 herbs from the monastery’s garden. Each hero minions regains 1 Vitality Point. Number of heroes x2 2 minions Relief Veteran minions +1 In longer adventures, you also need to provide for Number of Vitality the occasional comic relief. A good example of this is Points per hero the Conflict in the third adventure where the heroes Arch villain (usually, 2 or 3) may lock the mayor up in the cupboard. Able to use Gifts +1 The Storyboard While you are thinking up the individual scenes, you Able to use Gifts +1 might already start making notes on how to link A combat value of 12 to 16 is sufficient for one these scenes. For each scene, draw a box onto the adventure. In most cases, the final battle is a Hard sheet of paper and write some information into it: fight, which means there are usually 1 or 2 Easy (1) the scene type; (2) the scene’s title; and (3) the fights left for the rest of the adventure. location where the scene will take place.

32 If you already know that you want to use specific Playing Your Own Adventures game elements, you may write that down, too. What you have done so far is all you need to play your adventure as a Quest Master with other players If a scene is to follow another one, draw an arrow – although you have neither created read-out text leading from this scene to the next one. If you want nor battlefields yet. This is because you don’t need to write down the circumstances needed to advance that – not unless you want to give your adventure to to a scene, put some keyword next to the arrow. another Quest Master to run.

(1) Intro, Monks missing, Meadowground, Storytelling +Monastery, +Merchant Instead of reading out a text, you can simply tell your u Option A go to (2) players something about the current situation. Try to u Option B go to (3) picture the scene in your mind and then give your (2) Rest, shopping, merchant, +Event players all the information that is important for u go to (3) advancing the action of the game. Use these rules of (3) Challenge, approach monastery, Monastery, thumb: Talent (Medium) u Success go to (4) • Always describe a location in some detail when the u Failure go to (5) players see it for the first time (e.g., the monastery (4) Challenge, sneaking up, Monastery, Talent when the players approach it for the first time). (Medium) All succeed: Tick off marker 1 • End your narration with a question or a prompt u In any case go to (5) before you hand over to the players (e.g., “Who (5) Challenge, fight Orcs, Monastery, wants to scout ahead?”). check marker 1 for surprise u Defeat go to (6) • Your narration is not a reading passage. This hardly u Victory go to (7) matters, though, if you allow your players to ask (6) The end. Dungeon, Monastery, end without questions. success (7) Hint, Orc plan, Monastery u go to (8) If you are not sure whether you will be able to (8) Rest, healing herbs, Monastery, +1 Vitality Point give all the necessary information during the u (9) ! go to adventure, you may think of three keywords (9) Challenge, hurry to the ship, Harbor, Strength for each scene and put them into the boxes on (Medium) Failed: exhaust Gift the storyboard. u In any case go to (10) (10) Finale, combat on ship, Harbor, own battlefield with ship Placing / taking away locations u Victory (11) go to Place locations as soon as the heroes have learned u Defeat go to (12) that they may travel there. On the other hand, once (11) The end, Orcs vanquished, Harbor, successful players no longer have any need, or are no longer ending able, to visit a particular location, you will want to (12) The end, heroes in water, Harbor, unsuccessful take it off the overland map. ending

Example: This is the storyboard for the adventure created with the example scenes. While it may be somewhat short, it does contain all important scene types. You may use it as a guideline for your own adventures – or even try to play it!

33 Setting Up Battlefields A good adventure gives the heroes the feeling As long as you aren’t using any special combat rules ! that they have managed a difficult task. It (such as the battle at the fountain in adventure 3), can’t be too easy because that would take away you may determine what the battlefield looks like from the feeling of success: Bah, anybody when placing the terrain elements. We suggest the could have done this! following scales: However, the adventure may not become too Setting Up Battlefields difficult, either. If the heroes fail, they should understand that this was because of bad luck – not Small combat 3 card lengths because you have stacked the odds against them so Medium combat 4 card lengths that the obstacles became insurmountable. Large combat 5 card lengths Writing Down Your Adventures You may want to draw your own terrain elements for If you want other Quest Masters to play through special combats. your adventure, you will need to write down a bit more than just the storyboard. You need read-aloud passages as well as sketches of the combat plans. Look to the adventures in the adventure booklet for inspiration here.

You should also have run your adventures at least once yourself. If you have made changes while doing so, you should also incorporate these changes into your descriptions accordingly.

Sending In Adventures Example: The Quest Master has thought up Pegasus and Z-Man Games offers you the chance to something special for the final combat: Since there make your adventure available for download on the is no terrain element featuring a ship, he improvises website for Quest – A Time of Heroes. In this way, you and draws the outline of a ship onto a sheet of may distribute your adventures among other players, paper. During combat, the heroes may only move and get to play their adventures in return! Send your inside the confines of this outline. adventures as PDFs to: [email protected].

For additional information, visit Change During Gameplay http://www.zmangames.com/cardgames/quest.htm When you play your adventure for the first time, you will often notice that you can improve some things. Sometimes, you notice you have put too many opponents into one combat, sometimes the rest you have scheduled will not allow the heroes to regain enough Vitality Points. Since your players don’t know the adventure, you may then simply make the necessary changes without telling anyone.

34 Index A - Movement, repeated 23 - Use 18, 20, 26 - Statistics 12 Adventure 14 - Ranged Attack 25 Gift Card 6 Quest Symbol 6, 7 Adventure, end of the 8 - Ranged Attack Bar 25 Gift Group 6, 11 Arch Villain 12, 13, 24 - Ranged Combat 25 Gold 10, 16, 17 R Armor Roll 25 - Setting Up 21 Ranged Attack 25 Attack 24, 25 - Special Rules 21 H Rank 17 Attribute 6, 11 - Starting Zone 21 Hero 10 Reference 8, 14 Attribute, change 11 - Swap Equipment Card 26 - Improvement 10 Relief 32 - Swap Gold 26 - Selection 6 Rest 32 B - Target 25 - Severe Injury 10 Bad Guy 12, 24 - Terrain Element 21, 25 - Starting values 6 S - Turn 22 Hero Sheet 10 - Arch Villain 12 Scene 29 - Use Weapon 24, 25 - Movement Bar 23 - Death 24, 25 Scripted Pause 15 - Victory Condition 21 - Multiplier 23, 25 - Gifts 13 Setting Up 6 - Vitality Points, loss of 24, 25 - Ranged Attack Bar 25 - Minions 12 Severe Injury 10 Combat Group 11 Hint 32 - Statistics 12 Signaling Horn 6, 15 Combat Turn 22 - Vitality Points 12 Signaling Horn, use of 15 Conflict 19 Bad Guy Card 23, 24 I Signaling Horn, passing on 15 - Target Number 19 Battlefield 21 Improvement 11 Starting Zone 21 Creative Use of Gifts 28 Injury 11 Scenograph 33 C Intro 30 Strength 11 Challenge 31 D Charisma 11, 12 Damage 24, 25 L Dark Gifts 13 T Check 19 Leader 15 Talent 11 Decision 15 - All heroes 19 Level of Difficulty, checks 31 Target Number 19 Deftness 11 - Conflict 19 Level of Difficulty, combat 32 Terrain Element 21 Dice 15 - Die result 19, 20 Location 13, 14 Test 19 Difficulty Level, checks 31 - Failure 19 Location, placement 14 - Attribute tested 19 Difficulty Level, combat 32 - Leader 19 Location, removal 14 - Target Number 19 - One of the heroes 19 Text 8 - Participants 19 E M - Task 8 - Success 19 End of Game 8 Magic Group 11 - Read out 8 - Test 19 Epic Heroes 27 Many Heroes 28 Toughness Bonus 7, 27 Check 0 19 Epic Heroes, card distribution 27 Marker 14 Check 9 19 Epic Heroes, Toughness Bonus 27 Marker, resolve 14 U Combat 21 Equipment 16 Marker, tick 14 Uncertain Checks 28 - Action 24 - Buy 16 Melee Attack 24 Uncertain Conditions 28 - Armor Roll 25 - Card no longer present 16 Miniature 6, 14 - Attack 24, 25 - Discard after use 17 Minions 12, 24 - Attack Roll 24, 25 - Distribution 16 V - Attacker 24, 25 - Limit 16 O Vitality Points 10, 11, 12 - Bad Guy Card 24 Vitality Points, below 1 10 - Quest Item 16 Options 15 - Change Direction 23 Vitality Points, loss of 11, 12 - Ranged weapon 17, 25 Overland Map 6, 14 - Combat Turn 22 Vitality Points, maximum 10 - Sell 17 Own Adventure, write down 34 - Damage 24, 25 Vitality Points, regain 10 Equipment Card 16 Own Adventure, send in 34 - Death 10 Event Card 17 Own Adventure, play 33 - Defeat Condition 21 W - Defend 24, 25 F Weapon 17, 24 - Determine Ranged Combat P Few Heroes 28 Target 25 Paragraph 14 Finale 30 - Example 22 - Paragraph number 8 - Gift as Action 26 - Sequence 14 - Gift with Area Effect 26 G - Gift with Range 26 Gift 18 Q - Gift, use of 26 - Change die result 18, 20 Query 14 - Hero Card 22, 25 - Creative use 28 Query, inserted 14 - Hit 24, 25 - Exhaust 18 Quest Item 13, 16 - Melee Attack 24 - Innate 6, 10, 18 Quest Master 12 - Movement 22 - Limit 18 - Rank 17 - Movement Bar 22 - Order 18 Quest Master Sheet 12 - Movement Range 22 - Refresh 18 - Marker 12, 14

35 Rules Summary

Equipment The Most Important Die-rolling Rules • Your hero may not have more items than he has points • In case of a draw, the decision is made in favor of your of Strength. hero. • Quest Items do not count here. • Whenever a hero rolls 9 during the game, he may • You may sell your hero’s equipment or Quest Items for immediately refresh 1 Gift. their gold value reduced by 2 (but at least 1 gold) at • A result of 0 on the die indicates an automatic failure any time. in a Check. A result of 9 on the die indicates an auto- matic success (if you are the participant). Gifts • Your hero may not have more Gifts (not including his Combat Innate Gift) than he has points of Talent. Each character may take 1 move and 1 combat action • In combat, a Gift with an exclamation point symbol during his turn. Combat actions are: may only be used during your turn. Outside of combat, • Melee attack (Deftness Conflict between two touching it may be played at any time. characters): • Würfelt ein Held im Spiel eine 9, darf er sofort 1 Gabe - Both rolls form a melee attack. auffrischen. - The loser of the Conflict takes damage. • Ranged Attack (remain stationary, Deftness Conflict Signaling Horn between attacker and target): When you possess the signaling horn, you become the - Attacker’s roll is the ranged attack. leader of the heroes. You may pass the horn to the hero to - Target number is Armor Roll. your left to make a decision on your own (e.g., if the - If target fails roll, it takes damage, otherwise nothing heroes cannot come to a decision): happens (attacker misses). • how to distribute equipment/Quest Items/gold. •  Use Gift with exclamation point symbol (other Gifts • which option to choose. may be used at any time): • which hero takes part in a Check. - An Area Attack affects all characters covered by the card. The card needs to touch the user’s character. Tests • Swap Items (characters need to be touching). • In a Test, you roll the die and add one of your attributes to the result. • If the result is equal to or higher than the Target Toughness Bonus Table Number of the Test, you have succeeded. If the result is lower, you have failed. Average Amount of Improvements • A result of 0 on the die indicates an automatic failure. 0-3 4-7 8-11 12-15 16-19 20-23 24-27 28-31 32 • A result of 9 on the die indicates an automatic success. Toughness Bonus 0 0 1 1 2 2 3 3 4 Conflicts Events 0 1 1 2 2 3 3 4 4 • You roll the die and add your attribute. At the same time, your antagonist rolls and adds his attribute (or Quest Master Rank the Conflict Value). • If your result is higher than that of your antagonist, Quest Master Adventures Event Cards you have succeeded in the Conflict. If it is lower, you Rank Played have failed. Dungeon • In case of a draw, the decision is made in favor of the 0-4 1 hero. Master • A result of 0 on the die indicates an automatic failure. Black 9 automatic 5-9 2 • A result of on the die indicates an Knight success. • Conflicts in the adventure book branch depending on Dark 10+ 3 the heroes’ result. Captain

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