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Die Legenden von Andor: Die verschollenen Legenden "Düstere Zeiten" thumbnail

Die Legenden von Andor: Die verschollenen Legenden "Düstere Zeiten"

Expansion for Legends of Andor

Die Legenden von Andor: Die verschollenen Legenden "Düstere Zeiten" Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Preparation
  • Components
  • Important keywords and special cases
    • General
    • Rubble (Das Geröll)
    • The Tower (Der Turm)
    • Dwarf Doors (Die Zwergentüren)
    • The Boat (Das Boot)
    • The Black Unicorn (Das Schwarze Einhorn)
    • Harthalt
    • The Guardians of the Tree of Songs (Die Bewahrer vom Baum der Lieder)
    • Mystic Tiles (Die Mystikplättchen)
    • Night Mode (Der Nachtmodus)
      • The Dusk field (Das Dämmerung-Feld)
  • The three legends: notes and special cases
    • Legend 1 – "Shadow over Cavern"
    • Legend 2 – "Foreign Home"
    • Legend 3 – "The Last Shadow"
  • The Lost Legends for 5–6 heroes (Die Verschollenen Legenden für 5–6 Helden)
  • Game variants for all legends (Spielvarianten für alle Legenden)
    • Variant 1: The Dwarf Doors (Die Zwergentüren)
    • Variant 2: Night Mode (Der Nachtmodus)
  • The Bonus Legend (Die Bonus-Legende)

Introduction

The three legends in this booklet are "Shadow over Cavern" (Schatten über Cavern), "Foreign Home" (Fremde Heimat) and "The Last Shadow" (Der letzte Schatten).

  • In "Shadow over Cavern" you follow the call for help of the new prince of the Shield Dwarves and look into strange events in the mine. Along the way you come across a dark opponent.
  • In "Foreign Home" you find yourselves in an alien Andor and soon face powerful, previously unknown enemies: a Shadow Witch, a dwarf mechanic from the deep mines and a shaman of the Taren.
  • In "The Last Shadow" you finally get answers to all the questions raised so far, and you face a dark curse.

Preparation

  • Carefully punch all parts out of the four punch boards and place the figures in the plastic holders of the matching colour.
  • Set out the material from the base game.
  • Begin the first legend by reading aloud legend card A1 of "Shadow over Cavern".

Components

  • 16 plastic holders for the figures (3 red, 4 grey, 9 black)
  • 6 sorting bags
  • 16 figures
  • 72 large cards: 71 large legend cards and 1 card "Gifts of the Shield Dwarves"

Legend 1, "Shadow over Cavern", consists of 17 cards: A1, A2, A3, A4, F, N, "The New Prince" (Der neue Fürst), 6 x "Places of the Mine" (Orte der Mine), "At the Tree of Songs" (Am Baum der Lieder), "Shadow Creatures" (Schattenwesen), "Shadow Fight" (Schattenkampf) and "Harder to Play" (Schwerer spielen). The card "Gifts of the Shield Dwarves" is also used.

The following tiles and figures are included:

  • 4 Gifts of the Shield Dwarves: the Owl (front and back), the Red Iron Shield (front and back), the Pickaxe (front and back), and the Dwarf Boots.
  • 6 dwarf doors: 3 with the water symbol and 3 with the fire symbol, each with a front and a back. One dwarf door plate (1x).
  • 8 shadow tiles (Schatten-Plättchen).
  • 1 Thogger tile.
  • 1 Boat.
  • 1 Einhornreiter (Unicorn Rider) figure.
  • 5 movement tiles: Wardrak (2x), Gor (1x), Skral (1x), Troll (1x).
  • 3 dragon bones: 2 of value 1 and 1 of value 2, with a back side.
  • 1 campfire tile (front: campfire, back: firewood).
  • 3 golem cores.
  • 8 red iron stones: values 4, 5, 6, 7 (3x), 8 and 9, each with a front, and one back side.
  • 8 arrow tiles.
  • 6 mystic tiles: the fire circle (1x), the troll cave (1x), an event card (2x), the witch (1x) and the troll hoard with 2 gold (1x), with a back side.

Important keywords and special cases

General

  • With an arrow tile, the creature movement from field 21 to field 15 can be routed at will on the mine board. This applies to all legends played on this side of the board.
  • Tip: If you are unsure of a function and this booklet gives no clear answer, do the logic check: picture the situation and think for yourselves what would be most logical.

Rubble (Das Geröll)

  • Neither heroes, creatures nor the Falcon can enter or pass a field with a rubble tile.
  • A hero can remove a rubble tile from an adjacent field. This counts as the action "Fight".
  • To remove rubble, the hero's fight value (strength points plus die value) must be at least as large as the number on the rubble tile. With a fight value equal to the sum of several tiles, several tiles can be removed at once.
  • Every attempt to remove rubble costs the hero 1 hour on the day track.
  • As in a fight against a creature, several heroes can jointly remove rubble tiles in a "Fight" against the rubble.
  • Removed rubble tiles leave the game. Only in Legend 2: removed rubble tiles are placed face down on field 84 and collected there.

The Tower (Der Turm)

  • A hero standing on the field with the tower can be placed on it, and then has 2 extra strength points there. More than one hero is not possible.
  • Ranged fighters and heroes with bows can also fight adjacent creatures from the tower.

Dwarf Doors (Die Zwergentüren)

  • If a hero stands on a field with a dwarf door, he can open it. The tile is then turned to its open side. Opening counts as an action and costs 1 hour on the day track.
  • The backs of two dwarf doors (one water door and one fire door) show the same symbol. If two identical symbols are face up, the two fields count as adjacent. A hero can move from one field to the other for 1 hour on the day track.
  • At every sunrise, after the wells have been refreshed, the dwarf doors are turned back to their closed side. Important: if a hero is standing on a field with a dwarf door at that moment, the door stays open.
  • Only in Legend 2: when a hero collects red iron stone in a secret passage, the dwarf door from which he started is immediately turned to its closed side.

The Boat (Das Boot)

  • The boat can be boarded or left, at the field where it lies, for one hour.
  • A hero who is in a boat can sail it to the shore of any field. This counts as a free action and costs no hour. Important: the boat cannot pass under the Taubrücke. Fields 16 and 48 are therefore the last fields reachable by the river in that direction.
  • Boarding, sailing and disembarking can be combined freely in one turn, or carried out one at a time.
  • At most two people can be in the boat at the same time (2 heroes, or 1 hero and another figure, or 1 hero and a farmer).
  • Tip: when mooring, point the bow at the field on whose shore the boat lies. That makes the field easier to remember.

The Black Unicorn (Das Schwarze Einhorn)

  • Before a hero can ride the Black Unicorn, it must be tamed. To do this, a hero must spend the night on the field with the unicorn. From the following morning he can ride it. Place the rider figure into the slot provided on the unicorn figure; it replaces the hero figure, which is then removed from the board.
  • Tip: you can place the unicorn figure on the hero's base.
  • The unicorn rider can move up to four fields in one hour, but must give up one Will Point in addition for each hour. If he moves only one field, all the usual rules for the action "Run" apply.
  • When he uses the unicorn's ability, he cannot take any other figure or farmer with him.
  • In combat, he can count any number of his other dice in addition to the highest die value. For each additional die he must give up one Will Point.
  • This ability can be combined with the Witch's Potion or with the Helmet.
  • If the unicorn rider dismounts from the Black Unicorn on a field, the hero figure is placed back on the board and the rider figure is removed. To use the unicorn again, it must be tamed again as described above. Only then can a hero ride it again. This also applies to heroes who were riders before.
  • The unicorn rider cannot use the Dwarf Boots.
  • The unicorn cannot be placed on the tower. If the unicorn rider wants to use the tower, he must first dismount. After the tower has been used, the unicorn must be tamed again.
  • Black Unicorn and Archer: in combat the Archer decides as usual when to stop rolling. For each Will Point he gives up, he may count one further die, in reverse order (from the last rolled to the first rolled). Example: the Archer rolls, in turn, a 1, a 4, a 2 and a 5. It is not possible to count only the fourth die (5) and the second die (4). The third die (2) would also have to be counted. In total, the Archer would have to give up 3 Will Points to count the second die.
  • Black Unicorn and Wizard: in combat the Wizard can, as usual, turn one die to its other side. A die of the unicorn rider may also be turned to its other side.

Harthalt

  • In his turn, a hero can choose the action "Move Harthalt" instead of "Run" or "Fight". This costs him 1 hour on the day track. He may then move Harthalt up to 4 fields. He can do this more than once in his turn (for 2 hours, Harthalt may move up to 8 fields). After the action "Move Harthalt", the next hero takes his turn.
  • If Harthalt is on the same field as a creature, he counts as 4 additional strength points for the heroes in combat against that creature.
  • Harthalt cannot collect tiles.
  • Harthalt can take with him any number of already recruited farmers that are on his field. They are safe from creatures while they are on his field. Each farmer counts one additional strength point in combat when standing on the same field as the creature. Harthalt can collect further farmers; these do not need to be convinced separately. This does not work while passing by.

The Guardians of the Tree of Songs (Die Bewahrer vom Baum der Lieder)

  • In his turn, a hero can choose the action "Move the Guardians" instead of "Run" or "Fight". This costs him 1 hour on the day track. He may then move the Guardians up to 4 fields. He can do this more than once in his turn (for 2 hours, the Guardians may move up to 8 fields). After the action "Move the Guardians", the next hero takes his turn.
  • If the Guardians are on the same field as a creature, or adjacent to it, they count as 3 additional strength points for the heroes in combat against that creature.
  • The Guardians cannot collect tiles and cannot move farmers.

Mystic Tiles (Die Mystikplättchen)

  • The mystic tiles work similarly to fog tiles. As soon as a hero enters a field with a mystic tile, the tile is turned over and the symbol on its back is carried out. The mystic tile then leaves the board. Exception: the tile with the fire circle is turned over and placed on the field.
  • Witch: place the Witch on the field.
  • Fire circle: place the mystic tile face up on the field.
  • Troll cave (troll symbol): place a Troll on the field.
  • Troll hoard (gold symbol): place 2 gold on the field.
  • Event card: reveal an event card and carry it out.

Night Mode (Der Nachtmodus)

The Dusk field (Das Dämmerung-Feld)

  • The Dusk field is placed on the sunrise field so that the lower symbols are covered. The moon shown on it then lies in the middle of the sun of the sunrise field.
  • When all heroes have finished their day (or their night), the symbols on the Dusk field are carried out one after another. The functions of the known symbols (event card, well and narrator) remain unchanged. The campfire symbol is explained in the following section.

The Hero Camp (Das Heldenlager)

  • The hero camp is on the field with the campfire. It can be broken up and taken along by a hero. To do so, the tile is turned to its back side and placed on a free, small storage field. The camp can be set up at any time on any field. To do so, the tile is placed campfire side up on the field where the hero is standing.
  • The card "The Hero Camp" is placed face up next to the board. The marker ring is placed on the -2 on it.
  • Each time the campfire symbol on the Dusk field is carried out, every hero who is not in the hero camp, in the mine (field 71), at Erloth's Stand (field 72) or at the Tree of Songs (field 57) loses Will Points. The amount of the loss is shown by the marker ring on the card "The Hero Camp". Then the instructions to the right of the marker ring are carried out. Afterwards the marker ring is moved one field down.
  • When the marker ring reaches -5, it no longer moves.

The movement tiles (Die Bewegungsplättchen)

  • The movement tiles are placed on the day track above the hours stated on them.
  • Whenever a time marker reaches, for the first time in a day, an hour with a movement tile, the current turn is interrupted and the corresponding creature movement is carried out. Then the action can be continued.
  • Each movement tile is triggered exactly once per day.

The three great trolls (Die drei großen Trolle)

In Legend 2, "Foreign Home", the heroes face one of the three great trolls. They cannot defeat it. Instead they must try to keep in check the creatures that gather around it. In the bonus legend, which has been available free for download from legenden-von-andor.de since winter 2020, the heroes must again face the three great trolls.

  • All three great trolls move together with the other trolls.
  • As soon as they reach field 39, they occupy a free barrel. If this is not possible, the legend is lost.

The Troll Chieftain (Der Trollhäuptling)

  • The Troll Chieftain rides on the Leitwardrak, but moves only when the troll symbol is triggered.
  • He strengthens all creatures adjacent to him. These receive Will Points equal to the tens digit of their field. This still applies when the Troll Chieftain stands on a barrel on field 39.

The Giant Troll (Der Riesentroll)

  • Creatures adjacent to the Giant Troll have more strength points in combat. In combat against them, move their strength point marker one field to the right. This also applies when the Giant Troll is on field 39.

The Berserker Troll (Der Berserkertroll)

  • When the Berserker Troll moves, a movement along the arrows is triggered, outside the normal order, for each creature on whose field he now stands adjacent. The order of the sunrise field applies. This also applies when the Berserker Troll arrives on field 39.
  • Creatures that move themselves onto a field adjacent to the Berserker Troll's field move a second time.

Gifts of the Shield Dwarves (Die Gaben der Schildzwerge)

The Owl (Eule)

  • Front side:
    • The owl can be used to turn any dwarf door face up.
    • Alternatively, any number of small items can be sent to another hero, whereupon the owl moves to the hero board of the recipient.
    • After each use, the owl is turned to its back side, and at the beginning of the day back to its front side.
  • Back side: if the hero carrying the owl gives up 3 Will Points, he may turn the owl back to its front side earlier.

The Dwarf Boots (Zwergenstiefel)

  • For 1 hour on the day track, a hero can move up to 2 fields.
  • He cannot take other figures with him.
  • The Dwarf Boots cannot be combined with a waterskin (Trinkschlauch).

The Pickaxe (Spitzhacke)

  • Front side:
    • With the pickaxe, red iron stone of any value can be removed for 1 hour on the day track.
    • It can also be used in combat. There it grants +4 strength points the first time, and is then turned to its back side. From then on it permanently grants +2 strength points.
  • Back side: if the hero carrying the pickaxe gives up 1 gold, he may turn it back to its front side.

The Red Iron Shield (Roteisenschild)

  • The red iron shield can be used like an ordinary shield.
  • In addition, it permanently offers protection against fire blasts. When the red iron shield is used to ward off a fire blast, it is not turned to its back side. The bearer and all figures on his field are protected.

Mine instructions (Minenanleitung)

Fire blasts (Die Feuerstöße)

  • At a fire blast, a hero rolls three red dice one after another and places them on the storage fields in front of fields 10, 20 and 30.
  • The fire blast runs along the arrows. Its range is as many fields as the number rolled. A hero on one of the affected fields loses Will Points equal to the number rolled. Using a shield protects him from the loss.
  • Creatures are not affected by a fire blast.
  • Fire blasts are not stopped by red iron stone.
  • A fire blast is triggered at every sunrise (see the fire symbol).

The Secret Lake (field 11)

  • A hero who enters the Secret Lake must end his movement there and immediately read aloud the top event card "Secret Lake".

The three legends: notes and special cases

Legend 1 – "Shadow over Cavern"

  • One player must play the hero Kram!
  • If Mart appears on field 42 while a Skral is standing there, move the Skral to field 13.
  • As long as Mart is injured, he may neither enter nor pass the Shadow's field. If the Shadow appears on its field through a dice roll, the Shadow's position is immediately rolled again.
  • If a hero with the Dwarf Boots enters the lake, he must end his movement there and read aloud an event card "Secret Lake". The second step of the Dwarf Boots is forfeited.
  • The Shadow's field can be passed without stopping. The Shadow jumps only if a hero stops on its field.

Legend 2 – "Foreign Home"

  • If a hero stands on field 39 and falls below 14 Will Points there, immediately place him on field 38.
  • If a Gor is already on field 39 when the narrator reaches the letter B, the Gor is placed directly on a free barrel.
  • If a Gor that has appeared from the fog reaches field 0, it is placed on one of the golden shields. Only in very rare cases do you need to take care that Brandur's Camp is not overrun.
  • If a creature appears on a field where a farmer tile lies, the creature moves one field in the direction of the arrow. Exempt are Gors that come from fog tiles. As soon as a Gor appears on a field with a farmer tile by the activation of a fog tile, that farmer tile leaves the game immediately. Exception: farmers marked with an asterisk (not yet recruited) are safe from creatures.
  • Shan:
    • Shan's curses can be neither removed nor passed between heroes. Once a hero is cursed, he remains so until Shan is defeated.
    • It can happen that, because of Shan's curses, a hero has no die available. He can still take part in fights; only his strength points then count. The Wizard can also use his special ability on other heroes.
  • Kjall:
    • Golems ignore all other figures (creatures, farmers and so on) and can stand on the same field as them.
  • Thogger:
    • Thogger is the only figure that can stand on the same field as rubble tiles.

Legend 3 – "The Last Shadow"

  • If the Witch is found under a mystic tile, the hero does not receive a Witch's Potion. It is, however, possible to buy a potion from her at the usual price.
  • As soon as some of the shadow tiles have been removed from the board, all creatures that reach field 0 are placed on a golden shield. Creatures that reach field 0 by jumping over other creatures are no longer distributed onto the shadow tiles around field 0, even if free shadow tiles remain.

The Lost Legends for 5–6 heroes (Die Verschollenen Legenden für 5–6 Helden)

With the supplements "New Heroes" or "Dark Heroes" you can also experience all legends with 5 or 6 heroes. The rules known from the supplements "New Heroes" and "Dark Heroes" apply. In addition, the following special cases apply:

  • If you play with the Black Herald, it supports only the end bosses in Legend 2 (Thogger, Shan and Kjall) and Rudnar in Legend 3.
  • If you play with the Drunken Troll, it has no effect on end bosses. The Drunken Troll may therefore stand on a field with them. This also applies to the golems.
  • In Legend 2, at most 6 mystic tiles are placed on the board. The number for 5 or 6 heroes therefore equals that for 4 heroes.

For the "New Heroes", the following rule changes also apply:

  • Kheela / Kheelan: the water spirit can enter all fields with enemies, including the Trolls' camp in Legend 2. If it stands on a dwarf door at the start of the day, the door is nevertheless turned to its closed side.
  • Fenn / Fennah: the raven cannot open dwarf doors. It may reveal mystic tiles.
  • Bragor / Rhega: since the Tarus cannot carry large items, it is not possible to give it the owl.
  • Arbon / Talvora: the special ability to move the strength point marker cannot be used against end bosses.

For the "Dark Heroes", the following rule changes also apply:

  • Darh / Darhen:
    • The bone golem can enter all fields with enemies, but not the Trolls' camp in Legend 2. If it stands on a dwarf door at the start of the day, the door is nevertheless turned to its closed side.
    • The bone golem can only be brought into play by defeating creatures. Defeating Deep-Mine Golems does not bring the bone golem into play.
  • Drukil / Drukia: in addition to the known rules of the card "Shapeshifter in Bear Form" (Hautwandler in Bärengestalt), the following additional rules apply:
    • The bear cannot carry golem cores or dragon bones.
    • 1–4 Will Points (Pure Instinct) / 5–9 Will Points (Memory of Being Human):
      • If the bear enters Brandur's Camp (field 0), the legend is lost immediately.
      • If in Legend 2 the bear, with 1–4 Will Points, enters the Trolls' camp (field 39), it is placed on a free barrel. If no barrel is free, the legend is lost immediately. If it stands on field 39 and its Will Points rise above 4 again, it is immediately placed on field 38.
      • The bear may stand on the same field as Harthalt and recruited farmers on his field, the Shield Dwarves, the Guardians and the Black Unicorn. It cannot move them. It cannot ride the Black Unicorn.
      • If in Legend 3 the bear, with 1–4 Will Points, enters a field with a shadow tile, it is placed on that tile and no longer moves. Creatures that would enter this field skip it instead, and are distributed onto the shadow tiles around field 0, beginning with the tile on the highest field number. The bear moves again when the shadow tile is removed or when its Will Points rise above 4 again.
    • 10–14 Will Points (A Hero in Bear Form):
      • The bear may enter Brandur's Camp (field 0).
      • It may move farmers and figures with a light-grey base along with its own figure, or move them up to 4 fields for 1 hour on the day track. The bear cannot ride the Black Unicorn.

Note: if you play with heroes from both supplements, decide for yourselves whether to use the creature strength tracks ("New Heroes") or the black eye die ("Dark Heroes") to adjust creature strength.

Game variants for all legends (Spielvarianten für alle Legenden)

With the material of "Düstere Zeiten" you can give the legends of the base game a completely new note. There are two different game variants, which can be played separately or combined.

Variant 1: The Dwarf Doors (Die Zwergentüren)

The dwarf doors can be used on both the front and the back of the base game board. Their function is explained on page 4 of this booklet.

At the start of the legend, also set out the following material:

  • the 6 dwarf doors (3 water, 3 fire)
  • the dwarf door tile
  • the owl
  • the Shield Crown (Schildkrone)

Preparation:

  • Shuffle the face-down dwarf doors and distribute them to the following fields:
    • Andor: dwarf doors with the water symbol on fields 5, 45 and 55; dwarf doors with the fire symbol on fields 30, 37 and 61.
    • Mine: dwarf doors with the water symbol on fields 8, 39 and 66; dwarf doors with the fire symbol on fields 10, 20 and 30.
  • Place the dwarf door tile above the well symbol on the sunrise field.
  • One hero receives the owl.
  • If one player plays the hero Kram, that player receives the Shield Crown.

Variant 2: Night Mode (Der Nachtmodus)

Experience further legends at night, and move together with the creatures. This variant can be used on the front side of the base game board. The rules for night mode are explained on page 6 of this booklet.

At the start of the legend, also set out the following material:

  • the Dusk field overlay (Überleger Dämmerung-Feld)
  • the 5 movement tiles
  • the campfire tile
  • the card "The Hero Camp" (from Legend 3)
  • the red marker ring

Preparation:

  • The movement tiles are placed above the following hours on the day track (or night track):
    • Hour 2: Gor
    • Hour 3: Skral
    • Hour 4: Wardrak
    • Hour 5: Troll
    • Hour 6: Wardrak
  • The campfire tile is placed on the field of the hero with the second-highest rank.
  • When the campfire symbol is carried out, every hero who is not in the hero camp, in the mine (field 71), in the tavern (field 72), at the Tree of Songs (field 57) or at the castle (field 0) loses Will Points. The amount of the loss is shown by the marker ring on the card "The Hero Camp". Then the instructions to the right of the marker ring are carried out. Afterwards the marker ring is moved one field down. Editor's note: this variant text names field 72 as "the tavern" and field 0 as "the castle", while the night-mode keyword above names field 72 as "Erloth's Stand" and does not list field 0. Both are transcribed as printed.

Further variant:

  • You can change the order of the movement tiles for a completely new challenge. Shuffle the face-down movement tiles, distribute them at random to hours 2–6, and then turn them face up.

The Bonus Legend (Die Bonus-Legende)

In Legend 2 you get a first glimpse of the great troll wars, and meet one of three special trolls. Before the heroes could turn to "The Last Shadow" in Legend 3, a decisive battle against the trolls had to be fought. You can experience this in a bonus legend, which has been available free for download from legenden-von-andor.de since winter 2020.

  • The Hero Camp (Das Heldenlager)
  • The movement tiles (Die Bewegungsplättchen)
  • The three great trolls (Die drei großen Trolle)
  • The Troll Chieftain (Der Trollhäuptling)
  • The Giant Troll (Der Riesentroll)
  • The Berserker Troll (Der Berserkertroll)
  • Gifts of the Shield Dwarves (Die Gaben der Schildzwerge)
    • The Owl (Eule)
    • The Dwarf Boots (Zwergenstiefel)
    • The Pickaxe (Spitzhacke)
    • The Red Iron Shield (Roteisenschild)
  • Mine instructions (Minenanleitung)
    • Fire blasts (Die Feuerstöße)
    • The Secret Lake (field 11)
  • 1 Shield Crown (front and back).
  • 6 location tiles (10, 11, 33/34, 40, 42, 67), with a back side.
  • 4 Sternchen (asterisk markers, for farmers not yet recruited).
  • 1 Dusk field overlay (Überleger Dämmerung-Feld).
  • 1 red marker ring.
  • Forn / Forr:
    • The arrow tiles change the directions in which the half-skral can move when it gives up 1 Will Point.
    • In Legend 2 it is not affected by the effects of the great trolls.
    • End bosses (Thogger, Kjall) and Deep-Mine Golems can stand on the same field as the half-skral and do not skip it.
  • Leander / Leane:
    • With the ability "The Seeing Eye" (a "1" at the top of the dice row), no dwarf doors can be opened. Mystic tiles may be revealed.
    • If the Seer rides the Black Unicorn, he can, by giving up one Will Point each, count further dice in the order of his dice row. He cannot skip a die. He can only count the dice already on the dice row; he cannot roll again in combat to count more dice.
    • Leander and Shan: if Leander loses a die through a curse, he must always give up the die at the top of the dice row.