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Bas-Celik

Bas-Celik Rulebook

Table of Contents

Table of Contents

  • Components
  • Basic Concepts
    • A. Characters
    • B. Special Tasks
    • V. Moving Around the Board
    • G. Cards Drawn from the Board: Fate Cards
    • D. Cycle and Round
  • Game Instructions
    • 1. Choosing Characters
    • 2. Drawing Special Tasks
    • 3. Starting the Game
    • 4. Encounters
      • 4.1 A character steps onto an empty field
      • 4.2 A character steps onto a field where a creature is already present
      • 4.3 A character tries to step onto a field where another character and a creature are present
      • 4.4 A character steps onto a field where a character is present who has already eliminated a creature or drawn an event
    • 5. Conflict
    • 6. Creatures

Components

The game consists of a board (50 × 50 cm) on which play takes place, a set of curious dice that you use to make decisions and determine the outcome of various situations, figures representing your characters on the board, tokens representing ducats and health, and a large number of cards. The box contains the following cards:

CreaturesEventsTreasure itemsAnimalsTotal
Outer World30260258
Inner World181610246
Centre of the World1+30004
Total on the board5242104108
  • Characters: 12
  • Special tasks: 12
  • Treasure: 50
  • Key cards and the Miraculous Sword: 12
  • Transport: 12
  • Weapons (the basic variant uses only 2 swords, the mace and the axe): 24
  • Total: 230

More about the individual cards can be found in the Basic Concepts section of this manual.

The board has three parts: the Outer World, the Inner World and the Centre of the World. In the different parts, players move differently along the drawn paths, and the dangers (as well as the rewards) grow as you approach the Centre of the World. Baš-Čelik awaits you there, and it is up to you to show the knowledge and skill acquired during play.

Player figures and drawn cards are placed on the board.

Health and ducats in the game, as in life, you need as much as possible, so that you can reach your goals more easily and more quickly.

The set contains the following dice: four-sided, six-sided, eight-sided, ten-sided and twelve-sided.

When the rules text shows a six-sided die symbol (d6), this means that a six-sided die is rolled once, and the result of the roll is read. It can be from 1 to 6, where 6 is the best possible result. A higher result is possible by rolling a die with 8, 10 or 12 sides. Which die is rolled in a given case is explained later in the rules. However, rolling dice with more sides does not guarantee a good result: with a ten-sided die (d10) it is also possible to roll a result equal to one. Luck and strategy go hand in hand in this game.

Baš-Čelik can be played in the basic or the advanced variant. For a start we recommend the basic variant; after some time and experience you may move on to the advanced variant. If you start with the basic variant, ignore the advanced-variant rules marked in grey in the original (marked "Advanced variant" in this text).

Basic Concepts

A. Characters

Characters in this game represent you yourselves. Players control their characters and make decisions on their behalf.

The characteristics of a character are determined by the numbers written on the character cards (the largest cards in the game). The basic variant uses the reverse of the character card, the black-and-white illustration.

Character features

  • Character name. Which character you play depends on luck. You may find yourself in the roles of: Tsarevich (Carević), Fairy (Vila), Monk (Monah), Sorceress (Vračara), Werewolf (Vukodlak), Spirit-Hunter (Zduhač), Vampiress (Vampirica), Thief (Lopov), Dog-Head (Psoglav), Witch (Veštica), Devil (Đavo) and Plague (Čuma).

  • Nature of the character. The nature is recognised by the symbol to the right of the drawing:

    • D, good-natured (good): a yellow sun on a blue shield;
    • Z, wicked (evil): a black moon on a red shield;
    • N, indifferent (neutral): the Morning Star (Danica) on a black-and-white shield.

    Source note: the Basic Concepts section prints the neutral nature as N, while the section on Creatures prints it as R (ravnodušan, "indifferent" in both places). Both are kept as printed.

  • Special abilities. Special abilities differ from character to character and provide options not available to other players. A wise player often uses these abilities. Keep them in mind until you have memorised them.

Character attributes

In the basic variant, all characters roll the same ten-sided die (d10) to resolve situations.

Characters have certain attributes that guide the strategy of their play:

  • Strength (Snaga): physical power and constitution; the ability to strike an opponent hard and to defend skilfully against attacks with weapons.
  • Intelligence (Pamet): intellect and mind; the ability to harm an enemy with magical rituals and incantations, and to avoid their curses.
  • Speed (Brzina): speed of reaction and movement; the ability to catch an enemy or flee from a stronger one, so that battles are mostly fought by choice.
  • Health (Zdravlje): the amount of injury (physical and spiritual) that can be endured before succumbing. If during the game Health is equal to zero or falls below zero, the character being played is eliminated (unless it has other special abilities or cards). Then all treasures are returned (except three, which go to the winning character if the conflict was character against character), ducats and the character card are returned, and a new character may be taken and play begins again from the start.

These attributes are marked with the values 6, 8 and 10. This means that for rolls using Strength, Intelligence or Speed, the corresponding die (six-sided, eight-sided or ten-sided) is rolled. The possible results of such a roll are 1 to 6, 1 to 8 or 1 to 10. The higher the result, the better.

Starting point and refuge

  • Starting point (Polazište): the name of the place on the board where a given character enters the game and begins the adventure.
  • Refuge (Utočište): the name of the final field of the game, to which the character brings Baš-Čelik and his heart.

B. Special Tasks

Special task cards are drawn at random. The game may be finished without carrying out the tasks, but completing them brings significant help: the Miraculous Sword (Čudotvorni mač). It is taken on any field of the Centre of the World (the Spring, the Foot of the Cliff or the Stone Plateau).

The Miraculous Sword adds +2 to every result rolled during a conflict. While it is used, no other weapon may be used.

Advanced variant: similarly to the above, in the advanced version the Miraculous Sword adds +2 to both attack and defence, and there is also the possibility of dealing a critical blow to Baš-Čelik. The way a critical blow is resolved is explained on the sword card. If Baš-Čelik is successfully struck and loses Health, then a four-sided, a six-sided, an eight-sided and a ten-sided die are rolled together. If the total is higher than 20, Baš-Čelik is defeated at once.

V. Moving Around the Board

The board has three parts: the Outer World (the outer part), the Inner World (the middle part) and the Centre of the World (the 4 central fields).

In the Outer World, movement goes in the following directions, depending on the character's nature:

  • Good-natured character: clockwise.
  • Indifferent character: in a direction of your choice, but you must always keep consistently to that direction.
  • Wicked character: counter-clockwise.

The number of fields the character moves is determined by rolling a six-sided die (d6).

When a character has gone once round the whole circle and passed its starting point, upon reaching the fields marked with a triangle it may move into the Inner World.

In the Inner World a character normally moves one field (unless it has special cards or abilities that allow other movement), in a direction of its choice, and only where there is a path or a water surface.

If you move from the Inner World back into the Outer World, a six-sided die (d6) is rolled again to determine the movement. In the Centre of the World you may move only on fields unlocked with Key cards.

Water surfaces. When a character reaches a water surface (a river or a lake), crossing takes 2 cycles: in the next cycle the player is skipped and stays on the same field. This can be avoided, and the crossing made in one cycle, in one of two ways:

  • by possessing a Boat card (bought in a settlement, marked with the house symbol);
  • by paying the ferry service (marked with the ferry symbol) worth up to 4 ducats: roll a four-sided die (d4) and return to the bank as many ducats as the result of the roll.

Bridges. On fields with bridges (marked with the bridge symbol) a toll of 1 ducat is always collected. If the player has no ducats in the next cycle, they are skipped and stay on the same field; during that cycle the character cannot be healed.

Horse. The Horse card (Konj) can be bought in every settlement (marked with the house symbol). It allows a character to move 2 fields along the Inner World path in one cycle, or one field further along the path per the number rolled on a six-sided die (d6) in the Outer World. A field occupied by a character or creature may be skipped, but a field with a water surface may not (resolve it under the water-surface rules).

G. Cards Drawn from the Board: Fate Cards

Fate cards (Sudbinske kartice) are placed on the board in two identical piles, one for the Outer World and one for the Inner World.

Events (Događaji). Each event causes a gain or loss of ducats or Health, or a temporary change of attributes. Events are resolved at once, and the cards go to the bottom of the pile, except the card Mute Tongue (Nemušti jezik), which applies for the whole game and cannot be removed.

Creatures (Bića). Creatures, like characters, may have a nature of D (good-natured), Z (wicked) or R (indifferent). When they meet, it must be determined what relationship exists between the player's character and the creature in terms of nature.

Basic variant:

  • For the pairings D/D, R/R and Z/Z, the creature does not attack you.
  • For all other pairings, the creature attacks you and a conflict begins (see 5. Conflict).

If the creature is friendly toward you (of your nature) and you still choose to attack it, the creature strikes first (see 5. Conflict).

Advanced variant:

  • For the pairings D/Z and Z/D, a conflict must begin (see 5. Conflict).
  • For the pairings R/D, D/R, Z/R and R/Z, it is possible to bribe the creature: you give an item or ducats to the bank in the amount written on the creature card under the heading Negotiation (Pregovor). The creature will not attack you as long as you do not move from that field.
  • For the pairings D/D, R/R and Z/Z, the creature does not attack you and asks no payment. If the creature is friendly toward you but you still choose to attack it, it strikes first in the conflict (see 5. Conflict).

Animals (Životinje). Animals are a special category of cards. If you hold the card Cikavac or Mute Tongue and an Animal card is drawn, the Animal becomes your Companion (Saputnik). You may have only one Animal companion.

Basic variant: the character and the companion attack creatures or other characters together: the companion's attack is added to yours by giving +1 to the result rolled on the ten-sided die (d10).

Advanced variant: the companion becomes a comrade (Saborac) when the character decides so, and from that moment always accompanies you. The character and the companion attack creatures or other characters together, i.e. the companion's attack is added to yours, so you attack with 2 dice (the die for your Strength plus the die for the companion's Strength, and likewise for Intelligence).

In a conflict, the opponent (creature or other character) first attacks the companion and injures it. Companions do not "strengthen" defence the way they "strengthen" attack. It is enough for the opponent to strike successfully once, and the companion disappears. Only after the companion has been eliminated can the opponent attack the character who had the companion and reduce its Health.

If you do not hold the cards named above (Cikavac or Mute Tongue), the Animal ignores you. If you attack it, it strikes first. It attacks and defends with a six-sided (d6) or four-sided (d4) die. If you overcome it, you receive neither ducats nor an item as a reward. The card goes to the bottom of the pile.

Treasure (Blago): items and curses. Treasure is obtained as a reward for eliminating a creature (see 6. Creatures). Items and curses may also be obtained from Fate cards (only in the Inner World). In that case the item or curse is taken, and the next player is on turn.

Items (Predmeti). Items restore Health, aid movement and improve character attributes. You may carry at most 6 item cards; any number above that may be returned, at your own choice, to the appropriate pile. If you buy a Mule (Mazga), you may carry 6 more items. In total, the largest number of item cards you may possess is 12. After use, items go to the bottom of the pile. Item cards must be shown to the other players, laid face up.

Curses (Kletve). A special subcategory of treasure is curses. With them you can harm another character or creature, or defend against its attack with a curse. A curse affects certain attributes, temporarily reducing them, or may for several rounds completely incapacitate a character or creature by paralysing it. A paralysed character or creature may only defend and cannot attack: you may reduce its Health, but it cannot reduce yours.

Curse cards are not shown to the other players; they are laid face down.

Advanced variant: in the advanced version of the game, some characters have special abilities related to rolling dice and defending against curses.

Key cards (Ključ-kartice). To enter the Centre of the World you must possess 3 key cards: Strength of the Boar (Snaga vepra), Intelligence of the Owl (Pamet sove) and Speed of the Swallow (Brzina laste). They are placed on the three access fields of the Centre of the World.

Source note: the title printed on the owl key card's illustration is "Mudrost sove" (Wisdom of the Owl), while the text uses "Pamet sove" (Intelligence of the Owl). Both are kept as printed and rendered as "Intelligence of the Owl" above.

On each of the fields Šurlane (Intelligence of the Owl), Blacksmith (Kovač, Strength of the Boar) and Wonder Stone (Čudo kamen, Speed of the Swallow) there are 3 cards. On arriving at one of these fields, you may request a key card from the group of cards in the pile (the pile of Weapons, Transport and Key cards), instead of drawing an Inner World fate card. One character may take 1 card from each location. Key cards count as items.

After defeating Baš-Čelik, the winner of the conflict with him takes the key cards by which the fields of the Centre of the World were unlocked, and uses them as items. A character may possess only one of each key card. The Strength of the Boar removes from one of the other characters a weapon that increases Strength; the Wisdom of the Owl removes from one of the other characters a weapon that increases Intelligence; and the Speed of the Swallow removes from one of the other characters the Transport card. You can defend against an attack if you possess the same key card with which you were attacked.

D. Cycle and Round

Cycle (Krug). A cycle begins with the player who started the game (see 3. Starting the Game) and ends with the last player. It comprises the turns of all players from the first to the last, i.e. until the turn returns to the first player.

Round (Runda). A round consists of two turns during a conflict.

Basic variant, for an encounter between two characters only: the action of the character who arrived on the field last is resolved first; the action of the other character is resolved when its turn comes within the same cycle (described in detail under 4.4 Encounters).

Advanced variant:

  • Character against creature: they take place one after another, when it is the turn of the character that is in conflict with the creature. The creature attacks first and the character defends; then the character attacks and the creature defends. After that the next player in the cycle takes their turn (see 4. Encounters).
  • Character against character: the action of the character who arrived on the field last is resolved first, and the action of the other character is resolved when its turn comes within that cycle (see 4. Encounters).

Game Instructions

1. Choosing Characters

The game begins with choosing the characters the players will control (the largest cards). The choice may be made by chance (rolling a twelve-sided die and taking the character with that number) or by agreement. The first method is recommended.

It is also possible for one of the players to take the character Baš-Čelik, roll the dice for all creatures that appear during the game, including Baš-Čelik himself, and keep the bank (the tokens for health, ducats, treasure...). Baš-Čelik is located in the Centre of the World and cannot move or be healed.

2. Drawing Special Tasks

The next step is to draw a task card at random. The game may end without the tasks being carried out, but completing them and returning the cards brings significant help: the Miraculous Sword.

3. Starting the Game

The board is placed in the middle of the table, and the players sit in a circle around it. The Fate cards of the Outer and Inner Worlds are placed on the board in the spaces provided for them. Care should be taken that the piles are roughly equal in number of cards.

Each player places their character in front of them and places the following tokens on it:

  • Basic variant: 6 health tokens and 6 ducats.
  • Advanced variant: 12 health tokens and 10 ducats.

One of the players is assigned to keep the bank (weapons and transport), the tokens, the treasure and the remaining cards.

All players roll a six-sided die (d6). The player with the highest result plays first.

The movement of characters in the Inner and Outer Worlds is described in Basic Concepts, section V (Moving Around the Board).

When a character's figure is moved onto an empty field, one card is drawn from the pile of Fate cards of the world you are in (at the start of the game, from one of the two Outer World piles; after moving into the Inner World, from one of the two Inner World piles). After use, the card is returned under the pile from which it was drawn. You may draw from either of the two piles of the same world.

Trade in item cards is possible for other cards, gold, or services at the end of a cycle played out, or before the end of the cycle if two characters meet on the same field.

4. Encounters

All possible resolutions of encounters are given under points 4.1 to 4.4.

4.1 A character steps onto an empty field

A card is drawn from one of the two piles of the world you are in.

  • If an Event is drawn, it is resolved at once and the card returns to the bottom of the pile during the next cycle (except the card Mute Tongue, which applies for the whole game and cannot be removed). The event causes a gain or loss of ducats, Health, movement options and so on.
  • If a creature is drawn, the relationship between the character's nature and the creature's nature is considered. The outcome may be a conflict between the creature and the character, or the creature may ignore the character (see 6. Creatures). If a conflict begins, the creature strikes first (as the attacker). If the creature survives the conflict, it remains on the field where it was drawn.
  • If an Animal is drawn, it is determined whether the player holds the Event cards Cikavac or Mute Tongue (see G. Cards Drawn from the Board: Fate Cards, Animals), in which case there is a possibility of gaining a companion. Otherwise the Animal ignores the character.
  • If an item or curse is drawn (only in the Inner World), it is taken, and the next player plays.

Source note: this paragraph refers to "7. Bića" (Creatures) for the creature rules, while the Creatures section is printed as 6. Cross-references are kept as printed.

4.2 A character steps onto a field where a creature is already present

No card is drawn from the pile of the world you are in. The relationship between the character and the creature is resolved according to their natures (see 6. Creatures). A conflict may begin, or the creature may ignore the character. Once begun, a conflict may end:

  • Basic variant: in the next cycle, when the character can move on to the next field and continue its journey.
  • Advanced variant: only by successfully hiding the character on that field (see 4.4.3 Hiding); otherwise the fight continues.

4.3 A character tries to step onto a field where another character and a creature are present

It is not possible to stop on this field. It is skipped, and the character stops on the first free field further along the path.

4.4 A character steps onto a field where a character is present who has already eliminated a creature or drawn an event

The character whose turn it is and who steps onto the field is the attacker. The character already on the field is the defender. No card is drawn from the pile of the world you are in. The situation is resolved over two rounds (see Round, section D).

First round: the action is decided by the one whose turn it is and who arrived on the field with the character, i.e. the attacker.

  • 4.4.1 No action: the attacker ignores the defending character and waits for the defender's turn in the second round.

  • 4.4.2 Struggle to take away Health: the attacker strikes first, and the defender defends (see 5. Conflict). When the defender's turn comes in this cycle, the second round begins.

  • 4.4.3 Hiding: if the character whose turn it is (the attacker) wishes to avoid any contact with the character already on the field, it may use the action Hiding. Both characters roll a six-sided die (d6) for Speed.

    The attacker rolls a die with as many sides as are written on the character card for Speed, and adds any bonuses (a Horse card or similar). The result is the attacker's Speed number.

    The defender rolls a die with as many sides as are written on its character card for Speed, and adds any bonuses (a Horse card or similar). The result is the defender's Speed number.

    • If the attacker's Speed number is lower than the defender's, the attacker stays there and may try another action while waiting for the defender's turn. The defender then has the same options as the attacker.
    • If the attacker's Speed number is higher than or equal to the defender's, hiding succeeds: the attacker moves on to the next field in the next cycle, and the defender stays on this field and may move or remain there when its turn comes in the cycle.

    Source note: the original's Hiding rules are printed with a six-sided die for the Speed roll in the opening sentence and with the character's Speed die in the detailed steps. Both are kept as printed.

  • 4.4.4 Trade: trade is free and takes place when the characters meet (after trading, the characters move to different fields at the end of the cycle), or at the end of the cycle between all characters.

Second round (begins when, in the same cycle, the defender's turn comes): the defender may now become the attacker and has the same options as the attacker in the first round. In all cases, in the next cycle both characters must move from this field to different fields, except in a struggle to take away Health.

5. Conflict

Conflict between a character and a creature

Compare which of the creature's attributes is higher, Strength or Intelligence, and use the higher one to resolve the conflict: a die with that many sides is rolled.

The creature rolls the chosen die, and the character rolls a ten-sided die (d10), adding +1 to the result if it possesses a mace, a sword or an axe. If the creature rolled the higher result (a successful strike), the character loses 1 Health. If the character rolled the higher or an equal result (a successful strike), the creature is overcome, and a reward follows (see 6. Creatures).

Advanced variant: the creature always attacks first.

  • The creature, as attacker, chooses by its own choice to roll a Strength die or an Intelligence die. To the result is added the change in attributes relative to the field on which it stands (house, water, forest, mountain). The result is the attacker's attack number.

    (A white field means that attributes are reduced or increased if the creature is not on a field bearing that mark; a black field means that they are reduced or increased if it is.)

  • The character, as defender, defends with the same attribute, Strength or Intelligence, with which it was attacked, i.e. it rolls a die with that many sides. To the result is added the defence bonus for that attribute. The result is the defender's defence number.

    • If the attacker's attack number is higher than the defender's defence number, the defender loses Health equal to the difference between them.
    • If the attacker's attack number is lower than or equal to the defender's defence number, the defender has defended successfully and its Health stays the same.

Then, in the same round, the roles are reversed: the character is now the attacker (and chooses the attribute for the attack), and the creature is the defender.

If the character wishes to end the conflict, it must successfully hide (see 4.4.3 Hiding).

When a creature is successfully eliminated, a reward follows (see 6. Creatures). The creature card is taken and may be used to increase the character's attributes (see 8. Strengthening Character Traits).

Conflict between two characters

The resolution of a conflict is the same as for a conflict between a character and a creature. The attacker (the character whose turn it is) must obtain a higher result in order to inflict injury on the defender; otherwise it loses Health.

If a character is eliminated, the winner takes three of its treasures if it has them; the other cards are returned to the piles.

6. Creatures

Creatures encountered in the Outer World attack first (unless they have the same nature as the character). They have 1 Health, and it is enough to strike one successfully to eliminate it. As a reward for its elimination the player receives 1 treasure and as many ducats as are written on the creature's card. A creature may also be controlled by the player sitting opposite the player who is in conflict with it.

Basic variant: creatures encountered in the Inner World have the same attributes as creatures in the Outer World, and as a reward for their elimination one receives 2 treasures.

Advanced variant: creatures encountered in the Inner World attack first (unless they have the same nature as the character or a negotiation has taken place). They have 2 Health and must be struck successfully twice in a row to be overcome. When a creature is struck successfully for the first time, the character may, in the same round, try once more for a second successful strike. If that succeeds, the creature is overcome; if not, it is enough to strike it successfully once more in the next cycle. If the character has escaped from a creature, then on the next encounter it must again be struck successfully twice. As a reward for their elimination one receives 2 treasures and ducats equal to the amount written on the card.

Creatures inflict injury on the character's Health equal to the difference in the dice rolls. A creature may be bribed (then it ignores you), except when good-natured and wicked characters and creatures meet.

Source note: the Creatures section refers to "4.4.2 – Escape" for escaping a creature, but section 4.4.2 is printed as the Struggle to take away Health, and the hiding rules are in 4.4.3. Kept as printed.

7. Treasure

During the game, treasure (items and curses) is collected as a result of events or as a reward for defeating creatures. You may carry at most 6 cards; any number above that may, at your own choice, be returned to the pile. If you buy a Mule, you may carry 6 more items. In total, the largest number of item cards you may possess is 12.

8. Strengthening Character Traits

Basic variant: using a Sword, a Mace or an Axe adds +1 to the result of a roll in a conflict, but only one weapon may be used at a time. Weapons can be bought on the fields of all three Castles and at the Blacksmith. Other weapon cards are not used in the basic variant.

Advanced variant:

8.1. During the game it is possible to make permanent changes to character attributes. For example, a character whose Strength is 8 at the start may be able to roll a result higher than 8. This is achieved by eliminating creatures during the game, as follows (see 5. Conflict):

  • Strength may be increased by +1 (roll the corresponding Strength die and add +1 to the result) if 4 creatures of a certain nature are eliminated. A good-natured character eliminates wicked creatures; a wicked character eliminates good-natured creatures; an indifferent character eliminates good-natured or wicked creatures, by its own choice. Once chosen, the choice must be consistently kept until the end of the game. Two eliminated indifferent creatures replace one good-natured or wicked creature. Then the cards of the eliminated creatures are returned to the piles on the board, and a +1 Strength token is placed on the character card. When 3 more creatures of the same nature are eliminated, the +1 token is replaced with a +2 token.
  • Intelligence may be increased to +1 (roll the corresponding Intelligence die and add +1 to the result) when 3 curse-treasures are collected (see 7. Treasure). When 2 more item-curses are collected, the +1 token is replaced with a +2 token. Curse cards are returned to the piles unused once Intelligence has increased.

8.2. In addition to temporary and permanent changes of character attributes, the use of weapons may change the attack or defence as a whole.

  • A common weapon (+1, costing up to and including 15 ducats) may be bought in every settlement: a village, a tower, the 3 castles and the blacksmith. This weapon strengthens only the attack or only the defence of one of the attributes, Strength or Intelligence. Only one weapon may be used for the attack and defence of Strength or Intelligence.
  • A better weapon (+2, costing more than 15 ducats) may be bought in the Inner World at the locations of 2 castles, the blacksmith and the Wonder Stone. This weapon strengthens the combination of attack and defence for the attributes Strength and Intelligence.
  • Weapon attack means an addition to the attack result, obtained by rolling a die with as many sides as indicated for the Strength or Intelligence attribute, giving a total result.
  • Weapon defence means an addition to the defence result, obtained by rolling a die with as many sides as indicated for the Strength or Intelligence attribute, giving a total result.

A purchased weapon may be returned to the pile while the character stands on the field of a settlement, but at half its price. Only one weapon may be used at a time (two swords cannot be used).

The Transport card may be bought in every settlement (marked with the house symbol):

  • Mule (Mazga): increases the number of item cards you may carry (to 12 in total).
  • Horse (Kow): increases speed of movement by one more field along the path; in the advanced variant also increases Speed by an additional bonus (Icy Circle, Talisman).

9. Healing

Healing, i.e. restoring Health to its maximum, may be done in several ways.

Basic variant:

  • By resting on the field of a settlement (house symbol), 1 Health is healed. The player then skips their turn in the cycle.
  • By resting on the Church of Health (Crkva zdravica) or the Ledinsko Cemetery (Ledinsko groblje), 2 Health are healed per cycle.
  • By using healing cards, i.e. cards that raise Health to the maximum written on the card. Healing with a card may be done at any time during the cycle and does not disrupt the other actions of the character being healed (Health may not be raised above 6).
  • By buying Health in settlements: 1 ducat = 1 Health.

Advanced variant:

  • By resting on any field, 1 Health is healed. The player then skips their turn in the cycle.
  • By resting on the Church of Health (Crkva zdravica), 2 Health are healed per cycle.
  • By using healing cards, i.e. cards that raise Health to the maximum written on the card. Healing with a card may be done at any time during the cycle and does not disrupt the other actions of the character being healed (Health may not be raised above 12).
  • By buying Health in settlements: 3 ducats = 1 Health.

10. Baš-Čelik and the Centre of the World: Finale

To enter the Centre of the World you must possess 3 key cards: Strength of the Boar, Intelligence of the Owl and Speed of the Swallow. On each of the locations Šurlane, Blacksmith and Wonder Stone there are 3 cards, which you may take from the bank instead of drawing from the pile of Inner World Fate cards. One character may take one different key card from each location. These cards count as treasure.

The cards serve to unlock, one each, three locations before entering the Centre of the World. The Spring (Izvorište) is unlocked by the Speed of the Swallow, the Foot of the Cliff (Podnožje stene) by the Strength of the Boar, and the Stone Plateau (Kamena visoravan) by the Intelligence of the Owl.

Before one moves onto any of these fields, the corresponding card must be placed on it. These fields may not be skipped. Only when all three fields are unlocked may one enter the Centre of the World, to meet Baš-Čelik.

On entering the Centre of the World, one comes to Baš-Čelik. In the Centre of the World, curses have no effect. Baš-Čelik cannot be healed. While one character fights Baš-Čelik, the others do not play their turns. Baš-Čelik rolls a twelve-sided die (d12) and adds +2 to the result. When he is overcome (in the basic variant, he must be struck successfully a total of 3 times in one conflict), he is captured and escorted to one of the castle-refuges. The Heart of Baš-Čelik allows the character to use a twelve-sided die (d12) for all rolls, and it cannot be stolen. If a player loses to Baš-Čelik, that player may not take a new character.

When Baš-Čelik is overcome, all cards are removed from the board. The player whose efforts defeated Baš-Čelik may place 3 creature cards of the Centre of the World (Dragon (Zmaj), Ala and Ažđaja, taken from the remaining cards in the bank) on 3 fields. Once placed, they may not move any further, and conflicts with those creatures are resolved as they arise. One can escape from these creatures only as from a character (see 4.4.2 – Escape). These creatures are treated as characters with their own Health, and the character that defeated Baš-Čelik rolls the dice for them. If that character lands on the same field as one of these creatures, it automatically eliminates it, even if another character is also on that field.

As a reward for their elimination, one receives 3 treasures and ducats worth the amount written on the card.

Advanced variant: Baš-Čelik has 12 Health and must be treated as a character. Upon defeating Baš-Čelik one may also use the key cards: the Strength of the Boar removes from one of the remaining characters a weapon that increases Strength; the Wisdom of the Owl removes from one of the remaining characters a weapon that increases Intelligence; and the Speed of the Swallow removes from one of the remaining characters the Transport that increases Speed or allows carrying more than 6 cards (the Mule). You can defend against an attack if you possess the same key card with which you were attacked.

The winner of the game is not the one who overcomes Baš-Čelik, but the one who first escorts him to their castle-refuge. (The refuge is the Castle of Duke Vučko for good-natured characters, the Distant Castle for indifferent characters, and the Old Castle for wicked characters.) All players have a chance until the end of the game. Baš-Čelik is passed between the characters in conflict until he is laid to rest.

A character who escorts Baš-Čelik and his heart to its castle-refuge becomes the winner of this game!

GOOD LUCK, HEROES!!!

  • 7. Treasure
  • 8. Strengthening Character Traits
  • 9. Healing
  • 10. Baš-Čelik and the Centre of the World: Finale
  • 4.4.5 Stealing a specific treasure or up to 6 ducats: both characters roll a six-sided die (d6). The attacker obtains the treasure or ducats only if it rolled a higher result than the defender. In the next cycle both characters must move from this field to different fields.

    Advanced variant: the attacker rolls a die with as many sides as are written on the character card for Strength or Intelligence, as the attacker chooses, and adds the attack bonus for that attribute. The result is the attacker's attack number.

    The defender rolls a die with as many sides as are written on its character card for the same attribute the attacker chose, and adds the defence bonus for that attribute. The result is the defender's defence number.

    • If the attacker's attack number is higher than the defender's defence number, the attacker has stolen the item and waits for the defender's turn.
    • If the attacker's attack number is lower than or equal to the defender's defence number, the attacker has not stolen the item and waits for the defender's turn.