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Return of the Heroes & In the Shadow of the Dragon Rules Compilation rules compilation v 1.0 by Andreas Josefsson Build the game board as is depicted on the rules sheet “Aufbau des Einsteigsspiels”. rules compilation v 1.2 by Doug Adams Shuffle and place the 32 PA tiles (ones with 'PA' on the back) on addition of Im Schatten des Drachen rules by Ava Jarvis the game board according to the rules sheet.

These rules are my own compilation based on the rulebook the Each player chooses a hero (note that the priest/-ess isn’t allowed rules sheets that come with the game. I have taken some liberties in the basic game) and picks the corresponding player mat, tokens regarding layout and the way the rules are represented, but have and quest card. tried to stay true to original. Rules only used in the basic game (Einsteigsspiels) are marked with a frame. Rules only used in the Warrior (Krieger) standard game are marked with a light grey background. Text in 4 health points (Lebenspunkte) italics are examples and comments. 1 gold coin (Goldst_ck) The coordinates within brackets refer to the different locations on starting position: A7 (put hero and hero’s house there) the game board. For example [A1] refers to tile A, location 1. quest: Free Daphne (Befreie Daphne) Words in parenthesis are the German terms used on the game components. (Elf) 4 health points As neither English nor German is my first language, feel free to 2 gold coins improve, correct and expand this document (just update the starting position: M3 version number and add your name to the list of contributors at quest: The Axe of the Dwarves (Der Axt der Zwerge) the end). (Magier) In addition, the rules for the expansion/standalone game, “Im 2 health points Schatten des Drachen”, are added at the end. The standard rules 3 gold coins for the base game also apply to the new game, along with extra starting position: P2 twists and turns along the way. In addition, rules for combining quest: Granatus’ Panpipes (Granatus’ Panflute) both games are also provided. Dwarf (Zwerg) 5 health points Return of the Heroes 4 gold coins starting position: D4 quest: Juan’s Reliques (Juans Reliquie) 1 The Game Pick the Nameless One called King of Darkness (K_nig der Finsternis). Return of the Heroes is a game of fantastic adventures for one to four brave adventurers. As an inexperienced hero, you’ll be Put the five task-related blue/yellow-bordered tiles and the four travelling the width and breadth of the land, fighting monsters, quest-related purple/red-bordered tiles on their assigned locations carrying out tasks and making strange encounters, thereby gaining (see rules sheet, right column). enough knowledge and skill to solve your personal quest. Thus having proved your worth, you will be able to take on the menace that is spreading its dark influence through its servants all over the Remove the three purple/red and the five purple/green bordered land. The first hero to enter the dark tower and defeat the quest-related tiles that belong to the four unused quests and the Nameless One will be the victor. Mice (M_use) from the game. They are not used in the basic game.

2 Game Preparation Place experience cubes (Erfahrungsw_rfel), the Nameless One’s servants (Diener des Namenlosen), guardians of the Nameless One (W_chter des Namenlosen), the Nameless One’s tile (Marke 2.1 Basic game des Namenlosen), number chits (Zahlenpl_tchen), bazaar counters, health points (Lebenspunkte), gold coins (Goldst_cke) and the dice (W_rfel) beside the board.

Place the rest of the tiles in the bag 2.2 Setting up the standard game 3 A Player’s Turn

Shuffle the map tiles except the Dark Tower [H] and the Temple The game proceeds in clockwise order, each player taking a full [N] face down. turn consisting of:

Each player draws a tile; this is their starting tile. 1. Movement 2. Actions Build the game board by using the players starting tiles as corner 1. Combat (only one combat per turn) tiles and by randomly distributing the rest of the tiles (including 2. resolve Encounter the Dark Tower and the Temple). and/or complete Task and/or complete Quest Shuffle the 32 Event Tiles and place two (face down) on each Map Tile at either the northmost/southmost locations or the eastmost/westmost locations (alternating as in the Basic Game – 4 Movement see rules sheet). The number in the foot on the player mat equals the number of Each player chooses a hero (available heroes are described in the locations the hero can move into during one turn. appendix), picks the corresponding player mat and receives points and gold coins. Movement is modified by the following items (their effects may not be combined): Each player draws two random quests (They may choose what Cost Movement Available at quest to complete during the game – only one quest need to be completed; the quests are described in the appendix). Boot 1 +1 Market [F2]/[J2] (Basar) Optional Rule (Stiefel) Keep all the quests in a stack on the table. When a hero wants to undertake a quest he/she needs to travel to the king’s court [J5] Horse 4 +2 Market [F2]/[J2] (Basar) (the king doesn’t have to be present). Once (Pferd) there the hero may pick any one of the available quests. A hero may not pick more Carriage 4 =6 Coach- [J7] than two quests per game. (Kutsche) (Kutschenmacher)

Each player chooses a location on their starting tile (only a beige coloured one that is not an entry/exit to the tile) as their starting 4.2 Locations on the Game Board point and places their hero and house there All locations are colour-coded. Different colours have different Draw one Nameless One (Namenloser) and place it face down effects on travel: beside the board. Return the others without looking at them to the game box. (available Nameless Ones are described in the • Beige: Road. Appendix) • Blue: Water. It costs 1 gold coin to move between two blue locations on Map Tile L. As soon as the Boat [L4] (Kahn) is Place experience cubes (Erfahrungsw_rfel), the Nameless One’s in play, it is there is no cost involved travelling between [L4] servants (Diener des Namenlosen), guardians of the Nameless and [L2]. One (W_chter des Namenlosen), the Nameless One’s tile (Marke • Red: Secret passage. Roll 2d6≤5 to find your way. des Namenlosen), number chits (Zahlenpl_tchen), health points • Green: Hidden forest path. Roll 2d6≤6 to find your way. (Lebenspunkte), bazaar counters, gold coins (Goldst_cke) and the • Yellow: Hidden swamp path. Roll 2d6≤6 to find your way. dice (W_rfel) beside the board. 4.3 Finding Your Way Put the rest of the tiles in the bag, including all the event-related and quest-related tiles and the Mice (M_use). When trying to find your way to a secret or hidden location roll 2d6: Optional Rule Throw the Nameless One’s tile in the bag at • Success: Continue movement this point already. This makes for a little more • Failure: Movement ends on the line connecting the two difficult game as the Servants of the Nameless locations. On the following turn make another roll: One will be activated earlier. • Success: Continue movement • Failure: Move into the location you’re exploring; movement The oldest player begins. ends Any number of players is allowed at the same location If the tile is one earlier defeated Adversary or an uncompleted simultaneously. Task (red or blue bordered tile with the PA logo on the backside), the player places it face down on any beige location of her/his choosing that is not located on the same map tile as the 5 Entering a Location and Uncovering Tiles player’s Hero – also the space must not be occupied by any other tile/piece. As you enter a location look at each tile there present. Any other kind of tile is placed with the colour bordered side up Red bordered: Adversary Combat occurs, movement ends. (in cases where both sides have a coloured border, place the side with the two-coloured border up). Blue bordered: Task Return the tile face up and move on OR end movement and accept the task. Active tasks are placed on the 6.2 Adding to the Bag player mat. No more than four tasks may be active at one time. You may discard an active task to make room for a new one. A Tiles are added to the bag in the following situations: discarded active task goes back into the bag. • a defeated adversary is returned to the bag after a tile has been Green bordered: Encounter Return the tile face up and move on drawn. Exception: Defeated Servants (Diener) are removed OR end movement and resolve the encounter (leaving the tile face from the game and defeated Guardians (W_chter) are left on up on the location). the board (and will be fully regenerated in time for the next hapless Hero who comes to challenge the Nameless One). Orange bordered: Event Events occur immediately. • an uncompleted discarded Task is returned to the bag • when the first hero completes the first part of her/his quest Yellow bordered: Most items are acquired at the Markets then the Nameless One’s tile is added to the bag (Unless [F2]/[J2] (Basar). A few exceptions exist and may be encountered you’re playing with the optional rule mentioned under game while travelling. setup) • when the Nameless One’s tile is drawn from the bag, some of the Servants are added to the bag (more on this under the Blue/Yellow bordered: Task related object This is only visible section about the Nameless One) to the hero assigned to the task. 6.3 Removing Tiles from the Game Purple/Red bordered: Quest related adversary This is only activated by the hero undertaking the quest. Tiles are removed from the game in the following situations: Purple/Green bordered: Quest related encounter This is only activated by the hero undertaking the quest. • a completed task is removed from the game • any quest-related tiles are removed as soon as they have fulfilled their part Grey bordered: One of the Nameless One’s Servants (Diener • whenever a Servant (Diener) is defeated it is removed from des Namenlosen). Combat with one of these always takes the game precedence before any other combat. • all events (orange bordered) are removed from the game as soon as they have occurred 6 The Bag: Drawing and Adding Tiles (and • broken shields and worn out armour are removed from the removing from the game) game

6.1 Drawing from the Bag 7 Actions

A tile is drawn from the bag whenever a tile is removed from the No further movement is allowed once an action is carried out. board. That is whenever: If combat occurs it is always resolved first, before any other • a Adversary is successfully defeated. action. • a Hero decides to accept a Task • a Hero completes a Task (the tile is then actually removed Only one combat is possible during a turn. If more there are from the player mat and not the board, but it still counts as a several adversaries to choose from, combat with the Nameless removed tile) One’s Servants (Diener des Namenlosen) always take precedence. • a Hero completes a part of her/his Quest (see previous comment) Other possible actions that may be carried out (in any order) once combat is resolved: A drawn tile is placed on the coordinates printed on it. • Resolving Encounters • Accepting / Completing Tasks spiders (Spinne); his health is then reduced to one, regardless of • Completing Quests what amount of health the hero possessed before the combat. • Acquiring Items 9.2 Regaining Health 8 Combat There are several ways a Hero can regain Health:

Skill stats for each hero are printed on the player mat and come in • By returning to her house and skipping a turn, the hero regains three varieties: Blue for magic, green for ranged and red for full health melee. • At the Well of Life [D5] (Quelle des Lebens) the hero regains 1D6 health points The stats are the target numbers when making checks. They may • By travelling to the Temple [N5] or the White Village [I5] be modified during the course of the game by items, by and skipping a turn one health point is regained adversaries and by receiving training from one the masters. • By taking a sip from the Healing Potion (Heiltrank) that can Modifications only affect the target number and never the dice be bought at the markets [F2]/[F2], the Hero regains one roll. Only one item may be equipped per skill. health point (the Healing Potion may be used three times and can not be used as a reaction to prevent the loss of a Hero’s To score a hit in combat, a hero has to roll 2d6 ≤ relevant skill last health point). Healing Potion can be consumed between stat. A more experienced hero may roll more than two dice and combat rounds after fighting a servant of the Nameless One, select the two he wants. but before fighting the Nameless One.

The coloured dots on the adversary’s tile decide what kind of 9.3 Armour combat modes are available. The hero chooses which of these she will use. By equipping different kinds of armour and shields the hero can gain health points that are placed on the orange hearts. These The numbers inside the coloured dots on the adversary’s tile may be spent instead of the hero’s own health when damage is modifies the hero’s combat stats. received. These points may not be regained and a hero must discard armour and/or shield items to match. A broken shield and During a combat the hero makes as many rolls as the number of worn out armour must be removed from the game and neither can hearts on the adversary’s tile (normally one). All of them have be repaired, as there is no smith in the Kingdom – yet! (Yay!!! In to succeed to defeat the adversary. If one or more fails, the Hero this way Pegasus Spiele kind of promises at least one expansion). is defeated and looses one health point (if it the last, the Hero die; see Health section). A Hero may not combine more than one piece of armour and one shield. If the hero is victorious: Collect the reward that could be gold and/or one or two experience cubes and/or an item. The reward is If a Hero loses all regular health points but still has armour health depicted in the bottom right of the tile. Draw a new tile from the points left, he is still dead. bag and return the defeated adversary’s tile to the bag. Exception: the Nameless One’s servants (Diener) (grey bordered) are 9.4 When a Hero Dies removed from play and the guardians of the Nameless One’s (W_chter) (blue bordered) stay on the board. When a hero has zero health, he is dead. But fear not; the torch is passed on. A younger member of the hero’s family sets out to If the Hero is defeated the adversary stays on the table. The complete sacred duty that has been entrusted on them. To her aid following turn the hero may leave the location or stay and try our young hero brings one item, inherited from her unfortunate again. predecessor. Effectively this means that the hero starts over back at the house, loosing all experience, active tasks and all but one Combat with the Nameless One works a little differently (see item. The hero is restored to full health and gets his starting relevant section). capital in gold coins.

9 Health 10 Rewards, Experience and Training

The number of red hearts on the player mat indicates a hero’s By defeating adversary’s, making certain encounters, completing starting, as well as maximum, health. tasks and quests, a hero gains experience. This is represented by coloured wooden cubes. When gained these are placed on the 9.1 Losing Health next free space on the corresponding track on the Player Mat. By the second, fifth and eighth cube gained, the Hero gains one Each time a Hero is defeated in combat he looses one health. The additional dice. That is: by the eighth cube gained in a single only exception to this rule is when the hero is defeated by the colour, the Hero may roll five dice and select the two he/she prefers. If the experience cube/-s depicted in the reward are bi- or tri- coloured you may choose an experience cube of one of the given White Village colours (the pictures are kind of small so look closely). When the reward is two cubes, you may never take two cubes of the same J5 Visit the Capital 1 Ranged colour. K6 Show your courage by visiting 1 Melee A Hero may also improve his skills by visiting the three masters the Lizardmen’s Village and learn from them. When one of the masters is drawn from the bag and placed on the board, he/she may now be visited. Don P6 Escort this white deer to 1 Ranged Hobiro [F7] is an expert marksman teaching ranged combat, Bendida’s Glade Mirabar [O3] is a sorceress of great wisdom and experience who teaches magic and Gasconier [J3] is a veteran who Another Visit a fellow Hero’s House Steal one can teach you the art of melee combat. By visiting one of them, Heroes (Besuche das Haus eines from the paying 1 gold coin and making and failing a skill check in the House Mitspeielers und nimm dir…) Hero whose relevant skill you may raise your skill stat by one (use the House number chits to mark your improved stat). A skill may never be you’re raised above 11. visiting

11 Tasks Then there are three Tasks where the Hero has to visit one of the three masters who will teach their secrets. The masters have to have been drawn from the bag and placed on the table for the When encountering a task, a hero may choose to accept it. A hero Hero to be able to visit them. The reward for these tasks is one or may only have four active tasks at a time. If a hero has four two points of skill increases depending upon your current skill active tasks, one of them has to be discarded (and returned to the . 1-4: gain two points. 5-10: gain one point. bag) if he wants to accept a new one. Desti- Task Skill Upon accepting or completing a task, a tile is drawn from the nation Increase bag and placed on the game board. A completed task is removed from the game. O3 Visit Mirabar 1-2 Magic

There are 21 different Tasks (blue bordered tiles) for the Heroes J3 Visit Gasconier 1-2 Melee to carry out. These are dividable into different categories: F7 Visit Don Hobiro 1-2 Ranged There are the ones where the Hero just has to travel to a specific location. Completing one of these tasks will reward you with one gold coin and an experience cube of a specific colour (except Then there are two tasks that require the hero to visit one of the the journey to the Unholy Graveyard and the nasty Visit to a markets (Basar), buy a specific item and then deliver it to a fellow Hero which will award you an experience cube of your own specific location or person (which has to have been drawn from choosing). the bag). This will reward you 1 gold coin and two cubes of your own choosing (not two of the same kind though). Desti- Task Experience nation Cube Desti- Task Experience nations Cube B6 Bring these news to the House 1 Magic in the Woods F2orJ2 Buy a pair of Boots and bring 2 of Any → I5 them to the Ranger C5 Find the Hidden Gorge 1 Melee F2orJ2 Buy a ’s Staff and bring it 2 of Any D7 Escort this salamander to the 1 Melee → L4 to the Boat Volcano

F5 Escort this merchant to Zenda 1 Ranged

G6 Find the Unholy Graveyard 1 Any Finally there are the five tasks that will award the hero with one of the five magic items*. The hero must first travel to a specific location, there pick up an item (which has to have been drawn I2 Escort this monk to the 1 Magic from the bag), there she also will find 1 gold coin, and then Monastery deliver it to a second location where the award will be waiting (the magic items are depicted on the flipside of the blue-yellow I5 Escort this young girl to the 1 Magic bordered tiles associated with these tasks) you discard a Bazaar item, it is returned to the bottom of the Desti- Task Reward Bazaar stack. nation Quest-related items have their own inventory slot on the quest D9 → K2 Find the Dragons Teeth the Ebony Staff card and do not take up a slot on the player mat. and bring them to the (+2 Magic) Witch’s House 13 Events E6 → N5 Find the Book of Curses the Cross and bring it to the Temple (+1 Magic) There are three special events (orange bordered tiles) in the game: The Duel of the Mages, the Knights’ Games and the Battle H5 → M6 Find the and bring the Bow of the Marksmen. When one of these tiles is drawn from the bag it to the Fairies (+2 Ranged) the event occurs immediately and all heroes participate. The event tile is then removed from the game. G5 → J5 Find the Statuette and the Amulet bring it to the King’s Court (no need to roll the two Duel of the All heroes make a magic check. dice to find sizzling Mages Those who succeed make your way) wizard’s another one modified by –1. staffs Those who succeed with both checks receive two magic M3 L8 Find the Necklace and the Sword → experience cubes. bring it to the Lake (+2 Melee)

the Knights’ As the Duel of the Mages, *) Apart from being just great items, the magic items have special trumpet Games except that the heroes make effects on the Nameless One (see the table in the Appendix melee checks and the reward is two melee experience cubes. describing the Nameless Ones).

the Battle of As the Duel of the Mages, 12 Items target the except that the heroes make board Marksmen ranged checks and the reward with two is two ranged experience By visiting one of the markets [F2]/[J2] (Basar) you may arrows cubes. purchase different items. When visiting the market in the capital [J2] you draw the top six of the market tiles. You may purchase any number of items for the price printed in the yellow dot on the tile. Your fellow heroes may now purchase tiles you have decided 14 Quests not to purchase; they pay the printed price out of which you receive 1 gold coin as provision. Unsold items are returned to the 14.1 Basic Game bottom of the pile of market tiles. Each hero has a pre-assigned quest that he needs to complete to The town market [F2] works the same as the one in the capital prove himself worthy of taking on the Nameless One. except that you may only draw three items to choose from. 14.2 Standard Game The modifications printed on the items adjust the correlated skill accordingly. Each player draws two quests at random at the beginning of the game. During the game, the hero may work on both quests, but Example: the wizard’s staff has a blue +1, only one need to be completed before taking on the Nameless equipped by the elf it raises her magic skill One. from 4 to 5.

Optional Rule You may find some items while travelling: by defeating the Red Keep all the quests in a stack on the table. Knight you may gain a shield, you may find the witch’s broom When a hero wants to undertake a quest lying by the roadside and you may gain one of the five magic he/she needs to travel to the king’s court [J5] items if you complete the correlated task. (the king doesn’t have to be present). Once there the hero may pick any one of the Note that you may only carry four items at a time and only one available quests. A hero may not pick more than two quests per game. skill-modifying item per skill (armour and shield may be combined). If you want to add pick up an item and the inventory is full or if you want to pick up a superior item you must discard All the eight quests are designed according to the same pattern: an item. Discarded items are left laying in the location you where you left them, free for anyone passing by to pick up. Exception: if 1. Journey to a specific location to find/defeat/trade with a the dice; for each successful check the Nameless One looses one character/creature to acquire a certain item (the item is health and for each failed check the hero looses one health. depicted on the flip side of the character/creature tile). When one of the combatants reaches zero health he is defeated. 2. Deliver that item to another location where you will receive This is a battle to the death no retreat is possible. If the hero another item as a reward or use it to rescue a character (that defeats the Nameless One she has rid the land of this terrible evil is depicted on the flip side of the tile at that location). and joins the heroes of myth and legend whose deeds will be 3. Bring this item or character to your house. praised through the ages (and as a side effect she wins the game). 4. Once the quest is completed you receive a gem (one of the If the hero is defeated, evil prevails and other heroes will have to four small stones) to place on your player mat as a proof of gather up their courage to go and challenge the Nameless One your worthiness to enter the Dark Tower and challenge the (maybe one of your relatives will be the one who restores the Nameless One. family’s honour).

The part purple-bordered quest tiles have to have been drawn 16 Variant: The Undiscovered Country from the bag and placed on the board before you can undertake that specific part of the quest. All map tiles except the ones the heroes start on (corners) are Example placed face down at the set up. When a hero enters an The Ghoul has to have been drawn from the unexplored map tile, it is turned face up and two random bag and placed on [G6] before you can travel event tiles (the ones with the PA logo and shield on the back) are there and defeat it. placed face down on the map tile; if the hero enters from west or east, the tiles are placed on the northern and southern exits and vice versa. As soon as the first hero completes the first part of her quest the Nameless One’s tile goes into the bag, soon his servants will spread terror upon the land… If a tile is drawn from the bag that belongs to a map tile that is yet undiscovered, it is put next to the game board. As soon as that map tile is turned over, all tiles belonging there that has been 15 The Nameless One and the Final Battle drawn and placed on the side are immediately placed on at their assigned location. 15.1 The Nameless one Awakens Even if the Nameless One’s tile is drawn, he it is not activated When the Nameless One’s tile is drawn from the bag put it on until map tile H is discovered. the Dark Tower [H3]. Randomly distribute the four guardians (blue bordered) face down, one at each entrance to the tower. The witch’s broom cannot be used until map tile K is Randomly draw a number of servants (grey bordered) equal to discovered. the number of active tasks the heroes have together and place them at the locations printed on them. Put the rest of the servants 17 The Solo Game in the bag.

When a servant is drawn from the bag it is placed on the board. 17.1 Set up

A hero encountering one of the servants must fight it. Combat The solo game is set up as the basic game with the following with a servant takes precedence over any other battle. If the exceptions: servant is defeated it is removed from the game (and not returned to the bag like other adversaries). • The market in the capital [J2] and the coach maker [J7] are already open for business (place the tiles on the board) 15.2 The final Battle • The Nameless One is already manifest (place his marker in his tower [H3]) and his keep is guarded (place the four blue bordered tiles at the four entrances to the tower). When a hero has completed her quest she is considered a worthy • You can choose to play any hero (including the Priest) and champion of light and may at any time travel to the Dark Tower any beige location on the map tiles A, D, M or P as your [H3] to challenge the Nameless One. starting location. • You begin the game without any quest. You have to travel to To gain access to the tower the hero needs to defeat one of the the king’s court to get one. Once there you may pick one of guardians. Without defeating a guardian, a hero may not enter your own choosing. the tower. When a guardian is defeated it is not removed from the game, it is instead left on the table, ready to take on anyone 17.2 game play who dares to challenge the gates of the tower. The task of visiting another heroes house is now considered a Once inside the Nameless One reveals himself (herself, itself?) joker. As you draw it you immediately pick an experience cube and the final battle begins. This battle continues until either the of your choice and remove the tile from the game. hero or the Nameless One is defeated. The hero keeps rolling By travelling to the Temple [N5] or the White Village [I5] and completing your quest + 5000 pts skipping a turn you now regain full health instead of only one health point. defeating the Nameless One + 5000 pts

each magic item in your possession + 1000 pts The big thing is that the game now is limited to 45 turns. Each third turn one of the Nameless One’s servants enters the each experience cube + 500 pts board. Use the track on the sheet called “Das Solospiel” to keep track of the turns and to know which servant to put into play at each gold coin + 100 pts what moment. If the Nameless One is not defeated within 45 turns each turn less than 45 + 500 pts you fail and the lands falls under the Dark Rule of Evil. each turn past 45 (if you keep playing past - 500 pts This score chart can be used to evaluate and compare solo games: 45)

18 Appendix: Translations and Summaries of Game Components

18.1 THE HEROES

There are five different heroes available to choose from: Warrior (Krieger), Elf (Elf), Magician (Magier), Dwarf (Zwerg) and Priest (Priester). All the heroes are available in a male and a female version. There are no differences gender wise. Warrior Elf Magician Priest (Krieger) (Elf) (Magier) Dwarf (Zwerg) (Priester)

Name Agin/Leandra Glingal/Elanor Antrax/Sybille Gro/Myra Corinus/Frieda the Stormblade Magegame Frosthammer Blessed (Segenunge) (Sturmklinge) (Zauberspiel)

Special none Always finds Finds red Always finds hidden Always finds the ability hidden paths hidden paths on paths through Temple [N5] and the through 2d6≤7 mountains2 White Village [I5]. woodlands1

Magic 3 4 7 3 6

Ranged 3 7 3 5 3

Melee 7 2 3 6 5

Health 4 3 2 5 4

Wealth 1 2 3 4 2

Movement 4 4 3 2 4

1) Which I guess means either just [M6] or alternatively all the green locations. 2) Which I guess means the locations [C5] and [D5]. 18.2 THE NAMELESS ONES

There are six different Nameless Ones (Namenloser) available Sixarmed Creature of King of Sorcerer Demon Goddess the Deep Darkness (Schwarze (Zauberer) (D_mon) (Sechsarmige (Wesen auf der (K_nig der Ritter) G_ttin) Tiefe) Finsternis)

Health 5 6 3 5 4 8

Magic -3 -3 -3 * -3 -4

Ranged -3 * -3 -4 -3 -3

Melee -3 -3 -3 -2 * -3

Special Does double The hero can All damage The hero can The hero can Does double Ability damage in only use ranged inflicted on the only use only use melee damage in melee combat, combat if she hero is added magical combat Combat if he magical unless the hero possesses the to the Nameless if she possesses possesses the combat, unless possesses the Magic Bow One’s health the Ebony Staff Magic Sword the hero Cross (Kreuz) (Bogen) (Eibenstab) (Schwert) possesses the Amulet (Amulett)

18.3 THE QUESTS Juan’s Relics (Juans Reliquie) The Axe of the Dwarves (Der Axt der Zwerge) Buy the Eternal Candles (die ewigen Kerzen) at the Defeat the Lizardman [K6] (Echsenmenschen) to retrieve the Candlemaker [F3] (Kerzenmacher – flip Candlemaker) for 4 Silver Hammer (silbernen Hammer – flip Lizardman). Receive gold coins. Receive any experience cube and 1 gold. Bring the any experience cube and 1 gold. Bring the hammer to the candles to the Secret Chapel [N1] (gehemnisvollen Kapelle). Dwarves [C8] (Zwergen). Receive the Wonderous Axe Receive the Relics of St Juan (die Reliquie des heiligen Juan – (wunderbare Axt) as a token of gratitude. Return with it to your flip Chapel) as a token of gratitude. Return to with them your house and put it above your door. Receive a gem as proof of your house and receive a gem as proof of your deed. deed. Granatus’ Panpipes (Granatus’ Panfl_te) The Tiara (Das Diadem) Defeat the Firewalker [J8] (Feuerl_ufer) to retrieve the Panpipes Find the Hermit [L3] (Einsiedler) and show him your magic (Panfl_te – flip the Firewalker). Receive a blue experience cube skills (make magic check) to convince him to give you the Holy and 1 gold. Bring the pipes to Granatus [B4]. Receive the Pearl Water (geweihtes Wasser – flip Hermit). Receive a blue (Perle – flip Granatus) as a token of his gratitude. Return with it to experience cube and a gold. Use the water to release the Spirit your house and receive a gem as proof of your deed. [E5] (Geist) of your great grandfather so he can find peace. He will give you a Tiara (Diadem – flip Spirit) as a token of his Rescue Daphne (Befreie Daphne) gratitude. Return with it to your house and propose to your fianc_. Receive a gem as proof of your deed. Release Daphne. Defeat the Ghoul (G6) to retrieve the Prison Key (turn Ghoul over - Kerkerschl_ssel). Receive any experience Rescue Merlin (Befreie Merlin) cube and 1 gold. Use the key to open the Prison (O2 – Kerker) and release the fair Daphne from her terrible imprisonment by an Defeat the Great Swamp Drake [O6] (Riesensumpfwurm) to evil witch (flip Prison). Accompany her back to the Temple at N5. retrieve the Scroll of Power (m_chtigen Zauberspruch – flip There all your lives are restored and your house rises in esteem. Drake). Receive any experience cube and a piece of gold. Bring it Receive a jewel as a reward. Merlin’s wooden prison at the Enchanted Oak [M2] (verwunschenen Eiche) and use it to free Merlin (turn Oak over). The Golden Marble (Die Goldene Kugel) Return him to his house at G2. Receive a gem as proof of your deed. Defeat the Giant [L7] (Riesenfrosch) to retrieve the Golden Marble (goldene Kugel – flip toad over). Receive any experience cube and 1 gold. Bring the marble to King F_bus [J5] (K_nig F_bus). For returning his long lost beloved childhood toy he dubs The Signet Ring (Der Siegelring) you a Knight (Adelsstand erheben – flip King). Return to your house and tell your family the good news. Receive a gem as proof Defeat the Bees [P3] (Bienen) to retrieve some Honey (Honig – of your deed. flip Bees over). Receive a blue or red experience cube, and 1 gold. Use the Honey to distract the Bears [C5] (B_ren) while you retrieve your family’s long lost Signet Ring (Siegelring – flip Bears). Return to your house to restore your family’s honour. Receive a gem as proof of your deed. 18.3 Tiles that may need some explanation

Here’s short rundown on some tiles that you might encounter during your travels.

English Location Special Rules and Effects Translation

Don Hobiro [F7] Pay 1 GC, make a Ranged Combat Check: If you fail, Don Hobiro teaches you which adds +1 to your Ranged Combat Target Number. Do not use items that enhance your skill.

Gasconier [J3] Like Don Hobiro, but Gasconier’s speciality is Melee Combat.

Mirabar [O3] Like Don Hobiro, but Mirabar’s speciality is Magic Combat.

Hellseherin The Seer random Pay 1 GC to look in the bag and choose a tile to draw.

Bettler The Gambler random Pay 1 GC and roll 1d6: 1-2 Receive an experience cube of your choice. 3-6 You lost.

Waldl_ufer The Ranger [I5] When the Ranger enters play. The White Village [I5] no longer needs any roll to enter.

Kutschenmacher The Coach [J7] Pay 4 GC: Flip the marker over and I turns into the Carriage which is an item Maker that gives the Hero Movement = 6.

Grosser Basar The Large [J2] When the Hero visits the Market, draw six of the Market Item Tiles. Buy any Market one you like. After that the other Heroes may buy any of the items you didn’t. You receive 1 GC for each item the other Heroes buy. Return unsold Items to the bottom of the Market Items Stack

Kleiner Basar The Small [F2] The same as the Large Market except you draw three tiles instead of six. Market

M_use The Mice [B8] Make a successful Skill Check of your choice to prove your worthiness and the Mice will reveal the nature of the Nameless One to you (you may peek at the Nameless One).

Kahn Boat [L4] When the Boat enters play, from then on crossing the lake at [L4] is free.

Leitsage Road Sign [N4] Pay 1 GC and make a successful Magic Check and you may switch places of two Map Tiles.

Teleporter random Roll 1d6. 1-2 :Travel to any Beige Location on the board. 3: Travel to any beige location on one of the two central northernmost map tiles. 4: as 3 but choose a location on the two easternmost tiles. 5: as 3 but to the south. 6: as 3 but to the west. Quelle des Well of Life [D5] Regain 1d6 Health Points Lebens

Hexenbesen The Witch’s random This is the only item that you may find lying on the road. Broom Make a successful Magic Check modified by –2 to gain the Broom. Usage: The broom will transport the Hero to any beige space on an orthogonal adjacent tile, BUT you must roll 1d6. On a roll of 1, the broom and rider travel to the Witch’s House at [K2].

Schatten Shade [A5] Every time the Shade defeats a Hero, it gains one Health. The reward for defeating the Shade is 1d6 GC.

Roter Ritter The Red [A8] Note that the Red Knight has a Health of two and that the Hero need to make Knight two successful Checks to defeat him. The reward for defeating the Red Knight is a red experience cube and a Shield (flipside of the Tile).

Troll random Note that the Troll has a Health of two and that the Hero needs to make two successful Checks to defeat it.

Spinne Spider random When defeated by the Spider, the Hero loses all Health Points except one.

the two sizzling Duel of the n/a All Heroes make a Magic Check. Those who succeed make another one wizard’s staffs Mages modified by –1. Those who succeed with both Checks receives two Magic Experience Cubes.

the trumpet Knights’ n/a As the Duel of the Mages, except that the Heroes make Melee Checks and the Games reward is two Melee Experience Cubes

the target Battle of the n/a As the Duel of the Mages, except that the Heroes make Ranged Checks and board with two Marksmen the reward is two Ranged Experience Cubes arrows in

Any other tiles I believe get enough explanation in other parts of this document. In the Shadow of the Dragon 3 A Player's Turn

1 The Game Refer to A Player's Turn in Return of the Heroes.

In the Shadow of the Dragon is a game of fantastic adventures for two brave adventurers. As an inexperienced hero, you’ll be 4 Movement travelling the width and breadth of the land, fighting monsters, carrying out tasks and making strange encounters, thereby gaining Refer to Movement in Return of the Heroes, with the following enough knowledge and skill to complete one of the quests of the modifications: three magicians—who will reward you with a magical weapon! Only with such a weapon will you be able to take on the dragon Movement is modified by the following items (their effects cannot marauding across the countryside. The first hero to enter the be combined): dragon's lair and defeat the dragon will be the victor. Cost Movement Available at 2 Game Preparation Camel 0 Roll one die: Caravan (Kamel) (Karawanserei) Set-up is similar (but not entirely the same) as for Return of the [W1] if you bring Heroes. 1 = no movement this the Fig Leaves turn, else +2 (Teebl_tter) Lay out the Map Tiles in alphabetical order to form a 3 by 3 square, so that the 'R' tile is in the upper left, and the 'Z tile' is in Jumping 2 Exactly 4, extra City of the the lower right. Make sure to orient the cards so that the small Shoes rules (see Wizards [S1] arrows next to the letter all point the same way (e.g., they all point (Springsc appendix) north). huhe)

Shuffle and place the 18 PA Tiles (ones with 'PA' across the back) and place two (face down) on each Map Tile at either the 4.2 Locations on the Game Boards northmost/southmost locations or the eastmost/westmost locations, alternating each Map Tile. In addition to the Locations on the Game Board of Return of the Heroes are the following special locations: Each player chooses from one of three heroes and takes the corresponding player mat and tokens. • City of the Wizards (S). The city [S1] sits over a rift in the world and can only be reached by the teleporters at [S3], Paladin (Paladin) [S4], [S5], and [S6]. Whoever spends their last movement 4 health points (Lebenspunkte) point to reach a teleporter location can use the teleporter. He 1 gold coin (Goldst_ck) or she rolls the die, and automatically lands on the location on S indicated by the die (thus, you can only reach the city on a Ork () roll of 1). For each blue (magic) experience cube owned by 4 health points the player, he or she can reroll the die if desired. No gold From the City of the Wizards, you can move to [S3], [S4], Hobbit (Hobbit) [S5], or [S6] without rolling a die. This costs one movement 3 health points point, as usual. 3 gold coins In the city you can buy items (the City of the Wizards Each player takes a house for their hero. One player places his counters). house and hero on [T2], and the other on [X2]. If the dumping ground (M_llhalde) encounter tile is drawn Find the Dragon tile and place it on [V9] (the dragon's lair). Draw and placed on [S2], whoever lands here (notice that there is one of the Dragon cards and place it face down beside the board. no direct path to [S2]) rolls 1 die; on a 1, he or she finds a Return the others without looking at them back to the game box. Bazaar item from the City of the Wizards. At the beginning (available Dragons are described in the Appendix) of the player's next turn, he or she must activate the teleporter (which acts like those on [S3]-[S6]) and immediately end the movement phase. Place experience cubes, number chits, health points, City of the Wizards counters (castle on the back), gold coins, and dice beside the board. The Jumping Shoes cannot reach [S2], nor can they be used to reach the City of the Wizards or leap over the rift. • The Labyrinth (U). Whoever lands on one of the four entry 6 The Bag: Drawing and Adding Tiles (and locations ([U1], [U3], [U4], or [U6]) with their last removing from the game) movement point can enter the Labyrinth. He or she rolls a die, and lands immediately on the location on U indicated by the die. Inside the Labyrinth ([U2] and [U5]), the player Follow the same rules as for The Bag: Drawing and Adding Tiles must always begin their turn by rolling the die and landing on (and removing from the game) in Return of the Heroes, with the the indicated location on U. (This isn't mentioned in the rules, following additions: but this should immediately end the player's movement phase.) • Remember that some tiles can be put back in the bag or removed from the game through Dragon Events. The Minotaur (Minotaurus) has a Map (Karte) of the • When you complete a task of the magic weapon scroll, you labyrinth, which you can get by defeating him (see the back also draw another tile from the bag. of the tile). The player who owns the Map can move through the maze as though it were a path, without rolling the die. 7 Actions The Jumping Shoes cannot be used while inside the Labyrinth, nor can the Witch's Broom in the extended Follow the same rules as for Actions in Return of the Heroes. game. 8 Combat • The Dragon's Stronghold (V). The cave of the dragon [V9] can only be reached from two locations on V: entering from [V10], or climbing up from [V1], which can only be done Follow the same rules as for Combat in Return of the Heroes. with the Rope (Seils). • The Desert (W). Each turn a hero spends in the Desert costs 9 Health one life point when he or she ends their movement on a desert location other than [W6] (the Oasis) or [W1] (the Caravan). An additional life point is lost for each failed attempt to reach Follow the same rules as for Health in Return of the Heroes, with [W5]. If a hero does reach [W5], he or she still loses an the following differences/additions: additional life point. 9.1 Regaining Health The Camel (Kamel) or the Water Bag (Wassersack) can be used to move in the Desert without losing life points. There are several ways a Hero can regain Health:

• Blue locations on the Island in the Sea (Y). The island can • By returning to her house and skipping a turn, the hero regains only be reached when the ferry man Orchan is in play at full health [Y5]. It then costs 1 gold coin to cross to the island, and 1 • By taking a sip from the Healing Potion (Heiltrank) that can gold coin to cross back from the island. Otherwise, you be bought in the City of the Wizards, the Hero regains full cannot travel from one blue location to another blue location health. (Note that this is a different healing potion rule from on Y. The exception is that the player with the jumping shoes the one in Return of the Heroes.) can jump over the water or reach the island, as long as the • By being healed by the Herb Woman (Kr_uterfrau). This island is exactly four locations away. costs one gold coin. Roll one die; on a roll of 1-2 nothing happens, but any other roll results in the hero regaining full 4.3 Finding Your Way health points • By being healed by the Mad Healer (Verwirrter Heiler).Roll Rules are the same as for Finding Your Way in Return of the one die; on a roll of 1, the Hero loses one life point. Any other Heroes. roll results in the hero regaining full health points. • The Paladin has the special ability to heal himself (see appendix). 5 Entering a Location and Uncovering Tiles 9.2 Armour In addition to Entering a Location and Uncovering Tiles as in Return of the Heroes, there is another type of tile: In addition to the rules for Armour in Return of the Heroes, there is now a Smith (Schmeide) [R2] who can repair broken armor up Orange/Purple bordered: Dragon Event. Treat like a normal to two artificial life points. For each artificial life point that can be event. replaced, the hero must miss a turn.

Partly-purple bordered monsters and encounters related to magic 10 Rewards, Experience, and Training weapon scrolls are treated like quest-related items in Return of the Heroes—only the hero with the relevant magic weapon scroll can see them Follow the same rules as for Rewards, Experience and Training in Return of the Heroes, with the following differences: Desti- Task Reward nation A hero may improve his skills through encountering Cerebus (Kerberos). By paying one life point and one experience cube T8 → Find the Sweet Chestnut the Gold Bag V5 Cookies (Maronenkekes) and (roll a die: 1-2 (any color) to the hell hound, a hero may add an additional point bring them to the Crazy gives you 1 gold to any one skill stat. The hero is then transported immediately to Healer (Verwirrten Heiler) coin) [Z6].

U2 → Find the Novice (Novize) and the Ring 11 Tasks S1 bring him to the City of the (+1 additional Wizards life point, like armour, can be Follow the same rules as for Tasks in Return of the Heroes, with used with the following differences: armour)

There are 11 different Tasks (blue bordered tiles) for the Heroes X7 → Find the Fig Leaves the Camel to carry out. These are dividable into different categories: W3 (Teebl_tter) and bring them (see Movement) to the Caravan. There are the ones where the Hero just has to travel to a specific location. Completing one of these tasks will reward you with one gold coin and an experience cube of a specific colour (except 12 Items Finding the Door to the Underworld which will award you an experience cube of your own choosing). Follow the same rules as for Items in Return of the Heroes, with Desti- Task Experience the following replacement for buying items: nation Cube By visiting the City of the Wizards [S1] you may purchase W6 Bring this salt pillar to the Oasis 1 Ranged different items. You draw the top four of the City of the Wizards tiles. You may purchase any number of items for the price printed in the yellow dot on the tile. Your fellow heroes may U1 Bring this bag of grain to the 1 Magic Labyrinth now purchase tiles you have decided not to purchase; they pay the printed price out of which you receive 1 gold coin as provision. Unsold items are returned to the bottom of the pile of market tiles. Y5 Bring this talking raven to Orchan 1 Melee In addition, there are magic scrolls (Zauberspruch) that can be X5 Climb the White Mountain 1 Melee bought in the City of the Wizards. Casting a spell using a magic scroll counts as an action. You must always succeed at a magic S1 Find the City of the Wizards 1 Magic test in order to cast the spell correctly; if you fail the test, the scroll disappears and is returned to the City of the Wizard tile R5 Find the door to the underworld 1 of any stack. You can continue to use the scroll repeatedly, as long as choice you don't fail any magic tests when you use it.

I5 Spend the night at the cairn 1 Melee 13 Events

Y4 Throw these dragon eggs into the 1 Ranged sea Follow the same rules for Events as in Return of the Heroes, with the following event types:

Orange bordered: Event. The following events are possible:

Then there are the five tasks that will award the hero with an item. • (Unwetter). During a storm, movement is restricted to The hero must first travel to a specific location, there pick up an one movement point, no matter how many movement points a item (which has to have been drawn from the bag), there she also hero has. Each hero must, before the movement phase, roll will find 1 gold coin, and then deliver it to a second location 1d6. A roll of 6 ends the storm. where the award will be waiting (the magic items are depicted on the flipside of the blue-yellow bordered tiles associated with these Flight with either the Witch's Broom (extended game) or the tasks) Pegasus is impossible during a storm.

Orange/Purple bordered: Dragon Event. The following dragon events are possible: • Fear (Angst). All non-item tiles orthogonally (not All three quests are designed according to the same pattern: diagonally) next to Map Tile V go back in the bag. Any PA tiles left are turned over again. (Does this mean all PA tiles 1. Journey to a specific location to find and defeat a on the entire board, or just those that were affected by the guardian to acquire a magic weapon scroll (the scroll is dragon?) depicted on the flip side of the guardian tile). Keep this • Attack. The dragon attacks the heroes, beginning with the scroll with you instead of removing it from the game. player who drew the tile. A hero under attack by the dragon 2. Take the corresponding magic scroll instruction card. must roll 2d6 <= skill stat of his or her choice, with a – 3 The card tells you how to get the other ingredient for the penalty. weapon, and the wizard to consult to create the weapon; the card also has an extra item space on it while your A hero who fails to fend off the dragon loses an item of his or search is active. her choice. Bazaar or City of the Wizards items are 3. Journey to another location to find and defeat another returned to the appropriate item stack, but other items are creature/character to obtain a magical material to make removed from the game. Exceptions: magical weapons, the the magic weapon with (the material is depicted on the three scrolls used to make magical weapons, and the the three flip side of the tile at that location). magical materials (Ash Staff (Eschenholz), Bone (Knochen), 4. Bring this item and the magic weapon scroll to one of and Metal (Metall)). the three Wizards and receive from them the appropriate magical weapon (the weapon is depicted on the flip side The dragon attacks each hero in turn until either one hero of the Wizard tile). The material and the magic weapon defeats the dragon, or until each hero has been attacked by scroll are removed from the game. the dragon once. The magic weapon scroll guardian, the creature/character with the • Bazaar Burning. The dragon removes the top four City of magic material, and the wziard tiles have to have been drawn Wizards tile stack (and also the top six Bazaar tile stack in from the bag and placed on the board before you can encounter the extended game) from the game. Any items lost in this them and complete that specific part of your scroll. way are not uncovered, and are put back in the game box without looking at them. You cannot have more than one magical weapon; see The Dragon • Theft (Raub) x 2. The dragon steals one gold coin from and the Final Battle. earch hero in turn, beginning with the player who drew the tile (heroes without gold cannot be robbed, of course). The stolen gold is placed on [V9]. 15 The Dragon and the Final Battle

As with The Nameless One and the Final Battle in Return of the 14 Magic Weapon Scrolls Heroes, the battle against the Dragon is also to the death. (Note that the Hobbit cannot use his special ability to retreat from the Unlike in Return of the Heroes, quests are not used to prove fight.) oneself worthy to battle the threat of the land. Instead, heros seek magic weapons , as only with a magic weapon can the dragon If the Dragon Man (Drachenmensch) is at [V10], a player be defeated. entering that way must first defeat him before entering the dragon's cave [V9]. A player who defeats the Dragon Man must A magic weapon can only be obtained by seeking out the guardian immediately enter the dragon's cave. Note that you gain two of the magic weapon scroll. A player must defeat the guardian in experience cubes from defeating the Dragon Man, but they must order to gain the scroll, which—combined with a magic be of different colors. material—can be used by a wizard to create a magic weapon. Unlike Return of the Heroes, the type of skill bonus a magic The tiles of the three guardians (which must be drawn from the weapon gives a hero also determines the type of battle that the bag) are marked with a small icon of a scroll. The guardians are: hero engages in against the dragon. Thus, a hero with the Lyre can only engage in a magical battle with the Dragon, and cannot engage in either a melee or ranged battle. (This is the reason why a hero can't have more than one magical weapon, as you can't Loca- Guardian and Quest for the Magical fight two different types of combat at the same time.) tion Speciality Weapon: T5 (Einhorn), Magical Lyre (+1 Magic) If a hero enters the dragon's cave without a magic weapon, he Magic Test immediately loses the fight and is dead. (If the specific dragon to battle has not yet been revealed, the Dragon remains concealed in W5 (Skorpion), Ax of Bragg (+1 Melee) this case.) Melee Battle

X8 Phoenix (Ph_nix), Bow of Accuracy (+1 If the hero defeats the Dragon, an epic victory has been achieved! Ranged Test Ranged) He or she is the rescuer, the hero, whose praises will be sung throughout the ages, and can run around the table singing loudly in celebration, but this is not required. As a side effect, the player • any location on V, the Dragon Cave also wins the game. • any location on R, Door to the Underworld • any location on N, the Temple If the Dragon defeats the hero, it is up to the other heros (even • any location on J, the Capital City perhaps one of the dead hero's relatives) to rescue the land. • [S1], the City of the Wizards • Houses can only be placed near beige(normal) locations. • Houses must be at least two Map Tiles (vertically and 16 Variant: The Extended Game horizontally) apart. Houses can be placed on two Map Tiles that are adjacent diagonally. In the Shadow of the Dragon can be used as an expansion with Return of the Heroes. You can then add a fifth and sixth player to Hero figures are placed on the location next to the corresponding the game. house.

The Dragon and the Nameless One have entered into a contract The oldest player beings the first game turn. with each other to take over the land. By defeating one you automatically defeat the other. 16.2 The Dragon and the Nameless One

Rules for both games apply, with the following adjustments: When a player draws the Dragon tile from the bag, he/she places the Dragon in the Dragon's Cave [V9]. The Dragon Event tiles • You do not begin with a quest (the magic weapon scrolls do and the Dragon Man are then added to the bag. not count as quests). You must visit the king ([J5]) in order to draw a quest card. When a player completes the first part of his quest (magic weapon • The Wizard player can choose to forgoe his/her starting 3 gold scrolls do not count as quests), the Nameless One tile is added to coins and choose a magic scroll from the City of the Wizards the bag. When the Nameless One is later drawn from the bag, tiles instead. he/she places the Nameless One in Tower [H6], and the 4 • The Dragon is not placed on the board at the beginning of the Guardians on the blue points around the Tower. The Servents of game, but in the bag. the Nameless One are then added to the bag. • The Dragon Event tiles are not placed in the bag at the beginning of the game. 16.3 Quests, Tasks, and Magic Weapon Scrolls • The game ends when either the Dragon or the Nameless One has been defeated. When a hero is at the King's court [J5], he/she may draw a quest. A hero may only have one quest. 16.1 Game Preparation When a hero defeats a magic weapon scroll guardian, he/she Shuffle all 25 map cards together and lay them out in a large 5 x 5 receives the corresponding magic weapon scroll card. A hero may square. (You also need a large table.) All 50 PA tiles are shuffled only have one magic weapon scroll. and placed on each Map Tile in a manner similar to both individual games (e.g., two per Map Tile, alternating between 16.4 Drawing Tiles east/west placement and north/south placement). Tiles can only be drawn when the usual conditions apply. The All other tiles (including the Dragon) are placed in the bag with maximum number of tiles that can be drawn on one turn is only the following exceptions: one, no matter how many conditions apply during the course of his/her turn. • the Nameless One, his Guardians, and his Servants • the 5 Dragon Events and the Dragon Man • the Bazaar and the City of the Wizards tiles 17 Appendix: Translations and Summaries of Game Components Shuffle the Nameless One cards and choose one. Leave the card face-down next to the board and place the other ones, unseen, into 17.1 The Heroes the box. Do the same for the Dragon cards. There are three different heroes available to choose from: Hobbit The oldest player chooses a Hero, followed by each player in turn. (Hobbit), Ork (Orc), and Paladin (Paladin). All the heroes are After the players get their starting gold and life points, each player available in a male and a female version. There are no differences places the hero's house on a legal part of the board, beginning gender wise. with the last player to select a hero. The rules for placing houses are:

• Houses cannot be placed next to the following locations: • any location on H, the Tower of the Nameless One Hobbit(Hobbit) 17.2 The Dragons

Name Milo/Primula Brandybock There are four different Dragons (Drachen) available. All can only be defeated if the hero has a magic weapon. Special • Hobbits learn quickly: to reach the second level Ability of experience, only 1 experience cube is needed. Blue Golden Skeletal Red • Before starting combat with a monster, the Dragon Dragon Dragon Dragon player can choose to roll one die. On a roll of 1- (Blauer (Goldene (Skelett- (Roter 3, the Hobbit succesfully hides himself and Drache) r Drache) Drache) Drache) avoids combat, and can move farther if he/she has any movement points left. Health 4 4 4 5

Magic -3 -3 -3 -3 Paladin (Paladin) Ranged -3 -3 -3 -3 Name Wodan/Freya von Sonnenberg Melee -3 -3 -3 -3 Special Self-healing. By standing on an empty location, or Ability between two locations after searching for a hidden way, the player can choose to forgoe any other Special Does Does Does None actions this turn and instead roll one die. On a roll of Ability double double double damage damage damage 2-6, the Paladin gains one life point back. in magic in melee in ranged combat. combat. combat.

Orc (Ork) 17.3 The Magic Weapon Scrolls Name Grothmoog/Grothmaga The Lyre (Die Lyra) Special • Trade one experience cube just won for a gold Ability coin instead. This can only be used for From the Unicorn (Einhorn) [T5] you have received the scroll experience cubes won in the player's curren turn. for the creation of a magic lyre, if you have successfully tested • In the extended game, if the Hero-Orc defeats yourself against the Unicorn's magic. Go to the Incubus (Alp) the Monster-Orc (a Monster tile from Return of [Z5] and obtain the Bone by winning a magic test. Bring the the Heroes), the Monster-Orc becomes an item Scroll and the Bone to Orpheus [R3]. He will create the magic in the Hero-Orc's inventory, and adds an Lyre for you (remove the Scroll and the Bone from the game, and additional life point. If this life point is later lost, turn over the Orpheus tile). With this Lyre you can seek to defeat the Monster-Orc is dead and goes back in the the dragon in magical combat. bag. When this life point is lost is up to the The Axe of Bragg (Die Axt von Bragg) discretion of the Hero orc. • As long as the monster Orc is with the Hero Orc, By the Scorpion (Skorpion) [W5] you have found the scroll for the Hero Orc's melee skill is increased by one. the creation of a magic axe, if you defeat the Scorpion in combat. Go to the Dwarf Ghost (Zwergengeist) [Z2] and obtain the special Metal by winning a melee test. Bring the Scroll and the Metal to Hildebrandt [R2]. He will forge the magical Axe of Bragg for you (remove the Scroll and the Metal from the game, Hero Starting Stats and turn over the Hildebrandt tile). With this axe you can seek to defeat the dragon in melee combat. Hobbit Orc Paladin Bow of Accuracy (Bogen der Treffsicherheit) (Hobbit) (Ork) (Paladin)

Magic 3 2 5 From the Phoenix [X8] you have received the scroll for the creation of a magic bow, if you have succeeded at the ranged Ranged 6 5 2 skill test. Go to the Guardan of the Woods (H_ter des Waldes) [Y7] and win another ranged skill test, and he will let you cut a Melee 4 6 5 Staff of Ash from an ash tree. Bring the Scroll and the Ash Staff to Rondel [T6]. He will create a magical Bow of Accuracy for Health 3 4 4 you (remove the Scroll and the Ash Staff from the game, and turn Wealth 3 0 1 over the Rondel tile). With this bow you can seek to defeat the dragon in ranged combat. Movement 2 4 3

17.4 Tiles that may need some explanation

Here’s short rundown on some tiles that you might encounter during your travels. Remember that magic scrolls disappear (return back to the City of the Wizards tile stack) if you ever lose a magic test to use them, and otherwise you can use them repeatedly.

English Location Special Rules and Effects Translation

Basilisk random If you defeat the Basilisk, you do not lose any life points, but instead you have become confused from the Basilisk's gaze. On your next turn, the player to your left may move your hero figure in any direction.

Blitzschlag Thunderbolt [S1] The Thunderbolt spell can only be used against monsters that have no magic ability (no blue points on the tile). A successful cast of this spell results in (Magic scroll) the opponent losing a life point.

Doppelg_nger Doppelganger random You must win a skill test in the skill of your choice using only that skill's original, beginning value for you. Experience cubes still count (thus, you can still roll the appropriate number of dice for your level). If you win, you defeat the Doppelganger. If you fail, you lose an experience cube of your choice; if you have no experience cubes left, you lose one life point instead.

Gro_er Greater [S1] Use this once to roll four (or five; see the number on the tile) dice regardless Erfahrung experience of the number of experience cubes you have in a particular skill. (I assume (looks like a that once this is used, it's returned to the City of the Wizards tile stack.) four-leaf clover)

Gaukler random Pay 1 gold coin and roll 1d6. 1-3: Receive an experience cube of your choice. 4-5: Nothing happens. 6: You lose an additional gold coin.

Goldbeutel Gold Bag [V5], When the Mad Healer enters play. The Gold Bag comes with one gold piece task on the tile, which remains on the tile until it is spent. If the gold bag is empty at the beginning of your turn, you may roll a die. On a roll of 1-2, a new gold piece is placed on the gold bag.

Hellsehen Second Sight [S1] When you draw a tile from the bag, you can choose to cast this spell (which counts as your one action for this turn). If you succeed, you may choose a tile (Magic scroll) from the bag, as long as the tile is not a PA tile.

Kamel Camel [W3], When you ride the Camel, you can increase your movement points by 2. task However, you must always roll a die before movement. If you roll a 1, the Camel is being stubborn and you skip your movement phase entirely

If you ride the Camel, you will not lose life points from traveling in the desert.

Karte Map [U5], You can freely move on the Labyrinth path (Map Tile U) without rolling a die. combat You can also see all hidden routes (red and green locations). (And yellow locations too, probably.)

Kerberos Cerebus [R5] See Rewards, Experience, and Training.

Kr_uterfrau Herb Woman random See Regaining Health

Minotaurus Minotaur [U5] If you defeat the Minotaur, you get the Map.

Mur_ne [Y9] If you defeat the Eel, you get the Water Bag. Orchan [Y5] See Locations on the Game Boards

Pegasus Pegasus [S1] Can only be used once. A Pegasus will only start and land on beige (normal) locations. After landing, the Pegasus returns to the City of the Wizards.

Ring Ring [S1], task Acts like armour, giving a hero an additional life point. Can be used in combination with weapon and armour, but once the life point of the ring is gone, it is removed from the game.

S_bel Sabre A non-magical weapon that increases your melee skill by one point.

Seil Rope [S1] Can be used on [V1] to go directly to [V9], thus skipping the fight with the Dragon Man.

Springschuhe Jumping [S1] You must always move exactly four locations per turn, jumping over (and Boots thus avoiding) any locations inbetween your start and end points. Some routes cannot be jumped with the boots:

• through the City of the Wizards or over the rift • through the Labyrinth (U) • over the Dragon Man into the dragon cave • over or onto colored locations (except that you can still jump over/onto blue locations).

St_rkung Constitution [S1] Increases the number of natural life points of a hero by one. Place this tile next to the hero board, so that it acts as an extra natural life point slot. Also heals the Hero one life point upon placement.

Unsichtbarkeit Invisibility [S1] If the player succeeds in casting this spell, he/she is invisible for the rest of the turn, and can pass by any monsters without combat, except for the (Magic Scroll) Dragon (although he/she can still avoid the Dragon Events Attack and Theft). In the extended game, invisibility also doesn't work on the Nameless One (but does for his Guardians and his Servants).

If the hero attacks a monster while invisible, he/she gets a temporary +1 bonus to the melee skill. Unlike other magic scrolls, casting this spell is not considered an action.

This spell can also be cast in response to the Dragon Events Attack and Theft; success means avoiding being attacked or stolen from.

Verwirrter Crazy Healer [V5] See Regaining Health Heiler

Vision [S1] If the player succeeds in casting this spell, he/she can examine all face-down tiles in a location before entering it. The target location must be beige and (Magic Scroll) adjacent to the location the hero is currently at. After examining the tiles, they are replaced face-down. The spellcaster can now choose whether to enter that location or not. Unlike other magic scrolls, casting this spell is not considered an action.

Wassersack Water bag [Y9] You must defeat the Eel in order to get the water bag. With the water bag you can travel in the desert without losing life points.

Yeti Yeti/Bigfoot [X3] Defeat the Yeti to get a saber.

Zauberknocken Bone charm [S1] Increases the magic skill of a hero by one.

Any other tiles I believe get enough explanation in other parts of this document.

Contributors to this translation

• v. 1.0 Andreas Josefsson • v 1.1 Doug Adams • v 1.2 Doug Adams (flesh out quests, adding rewards for completion of first part) • v 1.3 Ava Jarvis (added In the Shadow of the Dragon rules)