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Die Legenden von Andor: Die Rückkehr thumbnail

Die Legenden von Andor: Die Rückkehr

Expansion for Legends of Andor

Die Legenden von Andor: Die Rückkehr Rulebook

Table of Contents

Table of Contents

  • Materials
  • Legend Card A1
  • Legend Card A2
  • Legend Card A3
  • Legend Card A4
  • Legend Card A5
  • Legend Card A6
  • Location Cards
    • An der Rietburg (At the Rietburg)
    • Betrams Bauernhof (Betram's Farm)
    • In der Taverne (In the Tavern)
    • Bauernhof am Ufer der Narne (Farm on the Bank of the Narne)
    • An der Ruine des Dunklen Tempels (At the Ruin of the Dark Temple)
  • Events
  • Legend Card N
  • Skeleton Figures

Materials

For this legend you need the following material from the base game:

  • Figures, wooden components, dice, and the hero board of the Archer and the Warrior.
  • 1x "N" tile.
  • 4x well tiles.
  • 8x red star markers.
  • 2x female peasant figures.
  • 1x falcon.
  • 1x 3-pack of healing herbs.
  • 2x water skin.
  • 1x witch's potion.
  • 6x parchment scrolls.
  • 1x helmet.
  • 3x red X markers.
  • 1x white figure (the narrator).

For this legend you need the following material from "Der Sternenschild" (The Star Shield):

  • 1x red marker ring.
  • 1x wolf symbol.
  • 1x black wolf figure.

For this legend you need the following material from "Die Reise in den Norden" (Journey to the North):

  • 1x storm shield.

You also need 4 skeletons. These 4 skeletons are on the last page of this PDF.

Legend Card A1

Each player chooses a hero board (Warrior or Archer) with the matching hero figure and receives, in the colour of the hero, 2 wooden discs, 1 wooden block, and the dice.

  • Each player places one of their wooden discs on the Sunrise space.
  • Place the storm shield, the marker ring, the black wolf, and the wolf symbol ready.
  • Each player marks their starting values on their hero board: the wooden block goes on 3 strength points, and the second wooden disc goes on 7 will points.
  • Place the 4 skeletons next to the game board.
  • Place 2 red dice ready, and place the red wooden block on 2 strength points on the creature display.

If you want to play this legend on "Easier Play" (Leichter Spielen), place the wooden block on 0 strength points instead.

  • Place the star markers and 3 red X markers ready.
  • Place the 4 well tiles with their coloured side up on the well spaces (the hexagons).
  • Place the following items ready: 2x water skin, 1x witch's potion, 1x helmet, 1x falcon, 1x 3-pack of healing herbs.
  • Place the 6 parchments face down, ready.
  • Place the narrator on space A of the legend track.
  • Place the "N" tile on the letter D of the legend track.
  • Place the 5 location cards of this legend next to the game board.
  • Place 2 female peasant tiles ready.

Continue now with legend card A2.

This legend consists of the cards A1, A2, A3, A4, A5, A6, and N; 5x location cards; 1x event cards.

Legend Card A2

The two heroes were back in Andor. As the Andori had advised them in a letter, they set out to the north of the Watchful Forest to find land (see abenteuer-andor.de). Soon they met a monstrous black wolf, who revealed himself as their old companion Lonas, the royal wolf. Together they reached the Tree of Songs.

Place your two hero figures and the black wolf on space 57.

Dire things awaited them there too, for the Krahder had ravaged here as well and taken many guardians prisoner. Among them was also Melkart, the High Priest.

Equipment:

The Warrior receives the storm shield. Each side of the storm shield can be used once to either:

a) ward off a negative event for the whole hero group, or b) after a combat round, ward off the loss of will points for the bearer of the shield.

The Archer places the wolf symbol over the marker on their strength track, and thereby marks the strength of the wolf. If the wolf stands in combat on a space with an opponent, count its 3 strength points additionally for the heroes. Its strength points do not change, even when the strength value of the Archer rises or falls.

Continue now with legend card A3.

Legend Card A3

Wolf movement:

The Archer hero may move Lonas the wolf freely: when they are on turn, they may use the new action "Move Wolf" (Wolf bewegen). For 1 hour on the day track, they may move Lonas up to 4 spaces. They may also move Lonas several times before the other hero's turn.

The two heroes wanted to set out and seek out Prince Kram in Cavern, the realm of the shield dwarves, to consult on what was to be done. But first they wanted to see the situation in the land with their own eyes.

  • Place 6 star markers on the following spaces: 0, 24, 40, 61, 71, 72.

Task:

All location cards must be activated by the heroes. When a hero stands on a space with a star, they may turn over and read aloud the associated location card.

Legend goal:

Both heroes must, after they have activated all location cards, stand on space 71 before the narrator reaches the "N" tile.

If both heroes stand on space 71, the narrator is immediately moved onto the "N" tile.

Note: The wolf does not have to stand on space 71 at the end.

Continue now with legend card A4.

Legend Card A4

The remaining guardians warned the heroes: "The task will not be easy. For even when the Krahder are gone, their skeletons are still scattered here and there in the land! And they will hunt you!"

Determine the position of 1 skeleton by rolling a red die and adding 40. Determine, in the same way, the position of one further skeleton and add 20 to its die value. Several skeletons may stand on the same space. Additionally, place 2 more skeletons on spaces 17 and 65.

Skeleton movement:

  • Skeletons do not move along the arrows. Instead, they always move in the direction of a hero if that hero is no more than 3 spaces away.
  • Place 1 star marker above the 4th hour of the day track.
  • Whenever a time stone leaves the 4th hour, the hero may still complete the action of that hour (e.g. move 1 space further, or fight a combat round). But then they must interrupt, and move every skeleton that stands within sight of a hero 1 space further. Afterwards they may continue their action (e.g. continue moving, or continue fighting).
  • A skeleton that has no hero within sight does not move.
  • The wolf is completely ignored by the skeletons.
  • Skeletons never enter space 71.

Continue now with legend card A5.

Legend Card A5

  • If several heroes are equally far away, the skeletons always choose the hero who stands on the lowest space number.
  • If skeletons cannot reach a hero directly, i.e. they must make an intermediate stop, and several spaces are equally far from the hero, the skeletons always choose the route on which they end up on the space with the lower space number.
  • A skeleton that stands on the same space as a hero no longer moves.
  • A hero who stands on a space with a skeleton can no longer choose the action "Run" (Laufen).
  • A space on which a skeleton stands cannot be passed through.

Skeleton combat values:

  • Skeletons roll 2 red dice. Equal dice values are added together. At the start of this legend, they have 2 strength points (or 0 if you play this legend on "Easier Play").
  • A hero may fight only one skeleton at a time. Once the fight is over, the next hero clockwise is up.
  • Combat against skeletons works almost the same as combat against creatures. If the skeleton has a higher combat value (strength points + dice value), the hero loses the difference in will points. If the values are equal, nothing happens.

Continue now with legend card A6.

Legend Card A6

A hero or hero group that, in a combat round, has a higher combat value than the skeleton, has "defeated" (überwunden) the skeleton. The skeleton is immediately laid down on the current space.

  • The narrator does not advance for defeating skeletons.
  • There is no reward for defeated skeletons.
  • Place the marker ring in front of the event card symbol on the sunrise space. At sunrise, all lying skeletons are first set up again.
  • While they lie, skeletons can be completely ignored.

Note: The creature symbols on the sunrise space are ignored in this legend.

Any hero begins!

Location Cards

An der Rietburg (At the Rietburg)

Diese Karte wird aktiviert, sobald ein Held auf Feld 0 steht. — This card is activated as soon as a hero stands on space 0.

The Rietburg! King Brandur had once built it to protect his subjects. But now it had fallen. The Krahder had abducted the inhabitants of the castle.

The hero searched the interior of the castle. Then he went to the throne room. Until recently, the steward of King Thorald, named Ken Dorr, had ruled here. But when the hero entered the throne room, no one was there. He searched the room. Behind the throne he found a secret panel. It was completely empty. The hope of finding the Star Shield or the Brother's Shield here had not been fulfilled.

Turn over one of the face-down parchments:

  • 7 = The hero receives 1 water skin.
  • 8 = The hero receives 1 healing herb.

If one of these two parchments was activated, now place the star marker that marks space 0 above the 4th hour of the day track. When a hero's time stone leaves the 4th hour of the day track, all skeletons move 1 space for each star above the 4th hour.

  • 10 = The hero receives 1 strength point.
  • 11 = The hero receives 1 helmet.
  • 14 = The hero receives 1 witch's potion.
  • 17 = The hero receives 1 strength point.

If one of these 4 parchments was activated, place the star marker that marks space 0 next to the creature display and move the red wooden block 1 space to the right. All skeletons now have this value as their strength points.

Betrams Bauernhof (Betram's Farm)

Diese Karte wird aktiviert, sobald ein Held auf Feld 24 steht. — This card is activated as soon as a hero stands on space 24.

Turn over one of the face-down parchments:

  • 7 = The hero receives 1 water skin.
  • 8 = The hero receives 1 healing herb.

If one of these two parchments was activated, now place the star marker that marks space 24 above the 4th hour of the day track. When a hero's time stone leaves the 4th hour of the day track, all skeletons move 1 space for each star above the 4th hour.

  • 10 = The hero receives 1 strength point.
  • 11 = The hero receives 1 helmet.
  • 14 = The hero receives 1 witch's potion.
  • 17 = The hero receives 1 strength point.

If one of these 4 parchments was activated, place the star marker that marks space 24 next to the creature display and move the red wooden block 1 space to the right. All skeletons now have this value as their strength points.

Betram's farm lay abandoned. But suddenly the hero heard a familiar voice: it was Jutte. She had become a pretty young woman, and behind her her elder sister Mata appeared. Unlike their father Betram, they had been able to hide from the Krahder in time. "I'll bring you to safety," said the hero.

Place the two peasant tiles with their golden shield side up on space 24. When the hero leaves the space with them, they are turned onto their front side. From then on they must not end up on a space with skeletons.

Task: Both peasant tiles must be brought to space 71.

In der Taverne (In the Tavern)

Diese Karte wird aktiviert, sobald ein Held auf Feld 72 steht. — This card is activated as soon as a hero stands on space 72.

The tavern of Andor! Its windows were still brightly lit, and the brave Andori were still holding their position! Everyone was there: [list of named community playtesters and thanks to the Andor fan community omitted, as credits].

And there was Gilda, and she embraced the hero in her arms!

  • 7 = The hero receives 1 water skin.
  • 8 = The hero receives 1 healing herb.

If one of these two parchments was activated, now place the star marker that marks space 72 above the 4th hour of the day track. When a hero's time stone leaves the 4th hour of the day track, all skeletons move 1 space for each star above the 4th hour.

  • 10 = The hero receives 1 strength point.
  • 11 = The hero receives 1 helmet.
  • 14 = The hero receives 1 witch's potion.
  • 17 = The hero receives 1 strength point.

If one of these 4 parchments was activated, place the star marker that marks space 72 next to the creature display and move the red wooden block 1 space to the right. All skeletons now have this value as their strength points.

Bauernhof am Ufer der Narne (Farm on the Bank of the Narne)

Diese Karte wird aktiviert, sobald ein Held auf Feld 40 steht. — This card is activated as soon as a hero stands on space 40.

The hero entered the deserted farm. Crows fluttered up when the hero approached. Some animals had died, but there was no trace of people.

  • 7 = The hero receives 1 water skin.
  • 8 = The hero receives 1 healing herb.

If one of these two parchments was activated, now place the star marker that marks space 40 above the 4th hour of the day track. When a hero's time stone leaves the 4th hour of the day track, all skeletons move 1 space for each star above the 4th hour.

  • 10 = The hero receives 1 strength point.
  • 11 = The hero receives 1 helmet.
  • 14 = The hero receives 1 witch's potion.
  • 17 = The hero receives 1 strength point.

If one of these 4 parchments was activated, place the star marker that marks space 40 next to the creature display and move the red wooden block 1 space to the right. All skeletons now have this value as their strength points.

The hero left this sad place with quick steps. Hot anger boiled within him: at the Krahder, but also at Qurun, the creature who had lured him and his comrades into the north in a trap so that the Krahder would have a free hand in Andor! But suddenly he heard distant neighing. The horses of the Rietland! They had survived and escaped the Krahder. A little hope spread in the hero's heart.

An der Ruine des Dunklen Tempels (At the Ruin of the Dark Temple)

Diese Karte wird aktiviert, sobald ein Held auf Feld 61 steht. — This card is activated as soon as a hero stands on space 61.

Hardly had the hero reached the place where the ruin of the Dark Temple stood, when he saw them: three brave Andori named EdeBorger, Lampard and Mjölnir, and Mart the dwarf! They greeted one another, and then the hero saw what they were carrying: the Fire Shield! They all agreed that Prince Kram had to decide what should become of this weapon, as he was its rightful owner. Mart and the others would bring this shield to the prince and tell him that the heroes were also on their way to Cavern.

Turn over one of the face-down parchments:

  • 7 = The hero receives 1 water skin.
  • 8 = The hero receives 1 healing herb.

If one of these two parchments was activated, now place the star marker that marks space 61 above the 4th hour of the day track. When a hero's time stone leaves the 4th hour of the day track, all skeletons move 1 space for each star above the 4th hour.

  • 10 = The hero receives 1 strength point.
  • 11 = The hero receives 1 helmet.
  • 14 = The hero receives 1 witch's potion.
  • 17 = The hero receives 1 strength point.

If one of these 4 parchments was activated, place the star marker that marks space 61 next to the creature display and move the red wooden block 1 space to the right. All skeletons now have this value as their strength points.

Events

Events are rolled when an event is triggered at sunrise (Würfelt, wenn bei Sonnenaufgang ein Ereignis ausgelöst wird).

Roll the die and resolve the event matching the result:

  • Die 1: The late summer was golden and mild. All heroes receive 2 will points each.
  • Die 2: Suddenly a falcon swooped down onto the hero's arm: a tame and useful animal. Any hero now receives 1 falcon.
  • Die 3: A violet spark glowed in the eyes of the skeleton warriors! Now move the skeleton or skeletons on the highest space number 1 space toward the hero who is nearest. (A helmet symbol appears beside this entry in the source; its meaning is not printed.)
  • Die 4: Both heroes loved Andor, their homeland. Any hero receives 1 strength point.
  • Die 5: A sudden wind lashed and carried the snow of the coming winter. The hero group loses 4 will points. (A helmet symbol appears beside this entry in the source; its meaning is not printed.)
  • Die 6: Lonas had hurt a paw. If the Archer hero uses the action "Move Wolf" (Wolf bewegen), it now costs them 1 will point in addition to the 1 hour. (A helmet symbol appears beside this entry in the source; its meaning is not printed.)

Note: Each event can be carried out only once. Cover a rolled event with a red X. If it is rolled again at a later sunrise, simply roll again.

Legend Card N

The legend has a good ending if:

  • all location cards have been activated, and
  • both heroes now stand on space 71.

The two heroes and Lonas stepped into the cool throne room of Cavern, and there sat he. Prince Kram! His beard was longer, and on his head he wore the prince's crown. But when he smiled at them, they realised that the years of separation had changed nothing: he was still their friend! And soon they sat together in a chamber, ate and drank, and told each other everything that had happened in the last years. And then, after some hours, they decided what was to be done.

The legend continues with Legend 11: "The Grey Mountains" (Das Graue Gebirge).

The legend has a bad ending if (this text is printed upside down on the card):

  • not all location cards have been activated, or
  • not both heroes stand on space 71.

Skeleton Figures

Four skeleton cut-out figures are printed on the last page of the PDF. They are used as the skeletons of this legend and are not reproduced here.

Important: Our heroes will also encounter skeletons in "Die Letzte Hoffnung" (The Last Hope). However, their mode of operation there is clearly different from here in the mini-legend.