A Game of Myth & Legend

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A Game of Myth & Legend Based on the MourneQuest Novels by Garry McElherron Garry by Novels MourneQuest the on Based & Leonard Boyd Leonard & David Brashaw Brashaw David a game of myth & legend & myth of game a a game of myth & legend 15+ 2 - 4 60 Min 60 Min 2 - 4 15+ David Brashaw & Leonard Boyd 1 a game of myth & legend David Brashaw & Leonard Boyd Based on the MourneQuest Novels by Garry McElherron TABLE OF CONTENTS Rules Page A MourneQuest® adventure Designed by Game Components 3 Leonard Boyd & David Brashaw The Magic of the Mournes 4 Game Overview 4 Illustrated by John Farrelly & Alan Perry Objectives 4 Game Set-Up 4 - 6 Based on the MourneQuest Novel Step by Step 5 by Garry McElherron Hero Characters 6 The MourneQuest Board 6 - 7 Equipment, Abilities and Relic Cards 8 The Moon Cycle 8 Compass Dice 8 How to play – A Game Round 9 A Players Turn 9 Charms 10 Enemies 10 Nightmares Escape 11 Encounter Tiles 11 - 12 Combat 13 - 14 The Final Battle 15 – 17 www.backspindlegames.com Game Levels 18 Twitter @Backspindlegame Facebook @BackspindleGames Solo Play 18 YouTube Backspindle Games Instagram backspindle_games MourneQuest – Example of Play 18 - 19 Designed in the UK Quick Guide 20 Made in China 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 + + + + + + + + + + - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 1 1 1 1 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 + + + + - 1 - 1 - 1 - 1 + + + + + + + + + + - Charm - Charm - Charm - Charm - Charm - Charm - Charm - Charm2 - Charm2 - 3Charm 3 3 3 3 3 1 1 1 1 2 2 2 2 2 2 Playing Board Character GAME COMPONENTS + + + + - Charm - Charm - Charm - Charm Card 1 Rule book 2 2 3 3 3 3 3 3 1 Playing Board 4 Nightmare Discs 7 Character Cards & matching Hero miniatures 4 Nightmare Cards & matching miniatures 1 Shimnavore Card & matching miniature 4 Combat Dice (Levels 1 to 4) 2 Compass Dice 1 Equipment Deck - 28 cards (inc. 4 Hag Cards) 1 Relic Deck (18 cards) 4 Sets of 16 Charm Counters. (Granite, Gold, Blackthorn & Flax) Hero Miniatures 2 Moon Markers Nightmare Discs 1 Encounter Bag 5 Magical Pot Markers The Banshee is a ghostly female spirit who can appear as a beautiful maiden or a hideous hag. Her mounful keening 3 Sets of Encounter Tiles and wailing is said to herald the death of a loved one. BANSHEE Courage Strength Magic Level 1 x 13 New Moon 17 15 16 Waxing / Waning Moon 19 20 18 Blood Moon 20 21 22 Level 2 x 17 HAUNTING WAIL: Any hero within 2 Level 3 x 17 spaces of the Banshee may take only two actions on their turn. 3 Bogbean Cards DEFEAT ALL THREE ABILITIES Nightmare Card 12 Bogbean miniatures Nightmare Miniatures (4 of each level). The long feared, monstrous War Dog of the Ancients. A nightmarish fiend with eyes set in the back of its head beneath Bogbean Miniatures it’s wild matted hair. One scratch from Skulking, untrustworthy creatures its claws and you will age a hundred with extremely long noses, 6 MourneQuest Talismans years in an instant. Snipes stand a little over one foot tall and have mottled brown skin SHIMNAVORE Courage Strength Magic with yellow stripes. New Moon 20 17 18 They sneak up on Speedwellstheir prey thenare the most startle them by emittingpolite a ofhigh all pitchBogbeans. Waxing / bleating cry before they pounce. 24 Wound Markers Waning Moon 22 21 23 They dress to impress but beware, they are charming aristocratic Blood Moon 25 24 26 SNIPE Couragethieves. StrengthA speedwell Magic will rob you blind then come back for your New Moon 8 9eyelashes. 7 16 Skill Tokens Waxing / Waning Moon 11 9 10 Worts are viscous looking Shimnavore SPEEDWELL Courage StrengthBogbeans Magic with a heart of gold. Blood Moon New13 Moon 1210G 11old 9as in cold 8 and unfeeling that is. DEFEAT ALL THREE ABILITIES x 2 Waxing / They may have only three legs but 6 Compass Tokens Waning Moon 12can move 10 faster 13 than a whippet being Miniature chased by a Shimnavore. DEFEAT ANYBlood ONE Moon ABILITY14 12 15 LOUSE WORT Courage Strength Magic New Moon 11 13 12 4 Broken Wall Markers Shimnavore Card DEFEAT ANY ONE ABILITY Waxing / Waning Moon 12 14 13 Blood Moon 14 15 17 Note: Some of the above tokens Cob’s Hat Cob’s Fishing Pole The Dullahans are surplus to requirement and Whip DEFEAT ANY TWO ABILITIES Level 3 are included as spares. Level 1 Level 2 Bogbean Cards Charm Counters Magical Pot 5 3 7 Wound Markers Markers Granite Gold Blackthorn Flax Compass Equipment Cards Broken Wall Tokens Encounter Tiles Markers Combat Dice Donard Detour Bannon’s 1 2 3 Banjo Walking around in circles is both a waste of time and effort, but that is what the Donard Detour is. To the unwitting it looks like a short-cut, but anyone who takes the easy way out will find themselves If defeated by a Bogbean it walking on this spellbound path will ignore any Charms you for an eternity. are carrying and instead Discard this card and steal the Banjo. draw the top card from the Level 1 Level 2 Discovery Deck Compass to your hand. Keep this card until required (One use only) 1 2 3 Dice 4 + 4 Hag Cards Relic Cards 4 + + + + 8 - 1 Charm1 2 8 - 2 Charms 3 8 - 2 Charms Encounter Moon Marker Bag Level 3 Level 4 Side 1 Side 2 MourneQuest Talismans Skill Tokens Level 1 Level 2 Level 3 3 7 The Dullahan’s The Magic of the GAME SET-UP Sword Equipment Mournes Deck A realm half-real, half imagined and filled with all manner of 1 7 fantastical creatures. 1 3 2 1 3 2 4 + The Mourne Mountains really do exist… they are in Ireland 8 - 1 Charm ….. stories of myths, legends and magic have been told for generations….and…..they still are… 3 2 9 3 2 It is said that a malevolent creature that has terrified generations now controls many lessor beasts from its prison within the Mourne Wall, but with the right skills, magic and perhaps a bit of luck it can be defeated, and the land once again can be a place of beauty and love for all. 1 Game Overview Players take on the role of one of seven characters (Heroes) from the magical Mournes. Their quest is to Cast-out four Nightmares 12 from the control of an evil Shimnavore, before they are released into the Kingdom of Mourne. But the clock is ticking, time seems to move faster and faster. Days flow into nights and back to day with gaining speed… 13 Can you Cast-out the Nightmares, protect the Mourne Wall and defeat the Shimnavore? The long feared, monstrous War Dog of the Ancients. A nightmarish fiend with eyes set in the back of its head beneath it’s wild matted hair. One scratch from its claws and you will age a hundred years in an instant. SHIMNAVORE Courage Strength Magic New Moon 20 17 18 Waxing / Objectives Waning Moon 22 21 23 Blood Moon 25 24 26 In the first part of the game Heroes should work together to try to Cast-out each of the four Nightmares. This is done by collecting DEFEAT ALL THREE ABILITIES x 2 and placing a series of Charms onto the Nightmare Discs. 2 If they fail to Cast-out a Nightmare before its Nightmare Disc has The Merrow is the least malevolent of the nightmares. But don’t be fooled, these TheThe DullahanBanshee is a headlessghostly femalerider of spirit creaturesa black can luresteed. you He into carries the waterya corpse's been rotated fully, the Nightmare will emerge onto the board and depthswho from can where appear you’ll as never a beautiful return. maiden or spinea hideousDon't as a be hag.whip. fooled Her His by mounful dreadedthe Changeling. keening MERROWarrivalDon't signals Courage be fooled certain Strength by thedeathMagic Changeling. to and wailingHe can istake said the toform herald of an the innocent death New Mooninfantsome unfortunatebutof16 ahe's loved an 15 one.ancientsoul. 16 faerie who the Heroes will be forced to face the Nightmare in Combat. BANSHEEdelights Courage in making Strength mischief.Magic WaxingBANSHEE / delights Couragein making Strength mischief.Magic WaningNew Moon MoonCHANGELING1716 Courage 19 17 Strength 18 18 Magic New Moon 17 15 16 BloodWaxing Moon New/ Moon2222 2113 21 23 1520 14 WaningWaxing Moon / 19 20 18 WaningWaxing Moon / 16 17 15 Blood MoonWaning Moon23 22 24 Blood Moon 20 21 22 Blood Moon 18 18 16 CALL OF THE DEEP: Once per round 4 the Merrow will lure the nearest hero intoWHIP the deepCRACK: waters Once of per the round Valley the of DullahanSilence. The will Hero startle escapes the but nearest is moved hero directlyinto onto droppingHAUNTING theTRANSFORM nearest any tunnelWAIL: Charms OTHERS: entrance. Any they hero Once are within per round 2 carryingspacesthe. (If two Changeling of heroes the areBanshee the will same change distance may takeawaythe thenearest only WINDullahan ALL will THREElevel target 1the Bogbean nearestCHALLENGES hero currently clockwise). on the board twointo actions a level on 2, theiror the turn. nearest level 2 WIN ALLBogbean THREE into CHALLENGESa level 3. IMPORTANT: While the Heroes are collecting the Charms WIN ALL THREE CHALLENGES WIN ALL THREE CHALLENGES required, they must also make sure to increase their Abilities by gathering items from the Equipment and Surplus Decks.
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