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Die Legenden von Andor: Dunkle Eara Heldentableau thumbnail

Die Legenden von Andor: Dunkle Eara Heldentableau

Expansion for Legends of AndorExpansion for Legends of Andor: The Last Hope

Die Legenden von Andor: Dunkle Eara Heldentableau Rulebook

Table of Contents

Table of Contents

  • Hero Boards
    • Eara: Dark Mage from the North
    • Liphardus: Dark Mage from the North
  • Regelkarte: The Dark Mage (replaces the Wizard)
    • Second special ability
  • Legend Cards
    • Legend 11: The Grey Mountains (Introductory Game)
      • Hero card: The Dark Mage
    • Legend 14: Exhaustion of the Dark Mage (first card)
    • Legend 14: Exhaustion of the Dark Mage (second card)
    • Legend 15: The Dark Mage's Gift
    • Legend 16: Dungeon of the Dark Mage
    • Legend 17: Hope Card: Dark Mage

Hero Boards

The two sides of the hero board are identical in layout. One side shows Liphardus, the male Dark Mage from the North, and the other side shows Eara, the female Dark Mage from the North. Both are Rank 34.

Eara: Dark Mage from the North

  • Storage: Storage for any number of apple-nuts, star herb, and gems.
  • Strength points track: 1 to 14.
  • Willpower points track: 0 to 20. A purple die symbol is printed beside the 0, the 7, and the 14.
  • Special ability: Eara can, once per combat round, turn one die thrown by the opponent to the opposite side, immediately after the opponent has rolled it. This also works against final adversaries.

Liphardus: Dark Mage from the North

  • Storage: Storage for any number of apple-nuts, star herb, and gems.
  • Strength points track: 1 to 14.
  • Willpower points track: 0 to 20. A purple die symbol is printed beside the 0, the 7, and the 14.
  • Special ability: Liphardus can, once per combat round, turn one die thrown by the opponent to the opposite side, immediately after the opponent has rolled it. This also works against final adversaries.

Regelkarte: The Dark Mage (replaces the Wizard)

Rules card, printed in German as "Regelkarte Der Dunkle Magier (ersetzt den Zauberer)".

The Dark Mage uses the violet components of the Wizard. The figure "The Shadow" is also needed. The Dark Mage's special ability is printed on the hero board.

In Legend 11 the Dark Mage also gains a second special ability, which is available to him in Legends 12 to 17.

Second special ability

  • At the start of a legend, place the figure Shadow on the field the Dark Mage is currently standing on. The Dark Mage may use the action "Move the Shadow". For 1 hour on the time track, he may move the Shadow up to 4 fields.
  • The Shadow does not activate anything and cannot carry anything.
  • Creatures, skeletons, Krahder, and cave gnomes (Höhlenwichte) ignore the Shadow. It is never the target of skeletons.
  • The Shadow can use all jump spaces.
  • At any time (except when his time marker already lies on the sunrise box), the Dark Mage may swap the position of his hero figure with that of the Shadow. He then must roll a large grey die. The hero group must give up this value in willpower points. It is not allowed to bring the group to 0 willpower points by doing so. The other heroes may give up willpower points even after they have ended their day and their time markers already lie on the sunrise box.
  • Special case: If the hero group cannot raise enough willpower points, the magic is not performed and their willpower points remain unchanged. The Dark Mage then leaves the Shadow on the Shadow's own field. The Shadow is set up again only at the next sunrise. Only from then on can he use his second special ability again.

Legend Cards

The six legend cards of this promo add tasks for the Dark Mage to Legends 11 and 14 to 17. The cards are reproduced below in the order of the sheet. Where the sheet prints two cards with the same number and title, both are transcribed in printed order.

Legend 11: The Grey Mountains (Introductory Game)

Hero card: The Dark Mage

Marks the mountain skral symbol on the creature display with his hero crest. He must take part in the defeat of a mountain skral. Then he may turn over this card and read it aloud.

The Dark Mage stood over the defeated creature. You now receive 1 strength point!

When the other heroes asked the wizard for help, they had not expected how much he had changed. He had turned to dark magic. It was strong, and he felt it inside him like a hungry animal. But this changed nothing about his resolve. He too would do everything to save the abducted Andori.

Second special ability: Place the figure Shadow on the field the Dark Mage is currently standing on. From now on the Dark Mage can use the action "Move the Shadow". For 1 hour on the time track he may move the Shadow up to 4 fields. The Shadow activates nothing and cannot carry anything. Creatures, skeletons, Krahder, and cave gnomes ignore it. It is never the target of skeletons. The Shadow can use all jump spaces. At any time (except when his time marker already lies on the sunrise box), the Dark Mage may swap the position of his hero figure with that of the Shadow. He then must roll a large grey die, and the hero group must give up that value in willpower points. It is not allowed to bring the group to 0 willpower points by doing so. The other heroes may give up willpower points even after they have ended their day and their time markers already lie on the sunrise box. Only if they cannot raise enough willpower points does the magic not take effect.

Legend 14: Exhaustion of the Dark Mage (first card)

Once, his mentors had taught him that Dark Magic always led to torment and death. And shortly afterwards, when he met Varkur, that wisdom seemed to be revealed in Varkur's fate. Varkur had in the end lost everything. Even the only person he had ever loved, Nika. Was this the path that now lay before him too? Would he, too, lose everything in the end and harm the people he loved? He had to keep away from them.

Exhaustion: As long as you have not fulfilled your recovery task, you can no longer enter the camp.

Recovery: Reveal the card "Recovery" and roll a large grey die. Place your hero crest on the rolled field and read your recovery task aloud. Note: only one crest may lie on a field at a time. If the rolled field is already occupied, simply roll again.

Important: Fulfilling the recovery task is not mandatory. Even if it is not fulfilled, the legend can be won.

Legend 14: Exhaustion of the Dark Mage (second card)

The Dark Magic demanded its tribute. He had always known this and feared it. But in the last years in Hadria he had also experienced the power of Dark Magic. He had penetrated as far as the Hadrian Underworld and had realised there were evils one had to accept if one wanted to master the great dangers. The Dark Magic burned constantly within him, and no spring could extinguish this blaze.

Exhaustion: As long as you have not fulfilled your recovery task, you receive no more willpower points when you empty a spring.

Recovery: Reveal the card "Recovery" and roll a large grey die. Place your hero crest on the rolled field and read your recovery task aloud. Note: only one crest may lie on a field at a time. If the rolled field is already occupied, simply roll again.

Important: Fulfilling the recovery task is not mandatory. Even if it is not fulfilled, the legend can be won.

Legend 15: The Dark Mage's Gift

The Dark Mage's gift: "I will send a falcon north and ask the masters of fire to send me the records of my travels. Then I want to tell the Agren and you, my friends, about them."

You must carry the item Falcon on your hero board and activate it. Unlike usual, you take it from your hero board and place it 5 letters further on, counting from the Narrator's current position. When the Narrator reaches this letter, you receive the falcon back (front side up). This must happen before the Narrator reaches the letter "k". While the Narrator stands on the letter "k", you must stand once on field 219 and read this text aloud:

"We thank you for this feast, oh, brave Agren. Let me tell you, in thanks, of my land, of Hadria. The eternal winter holds it in its icy claws. A barren place, not unlike your Grey Mountains. Yet magic is ever-present there. It rises like invisible vapour from the Hadrian Underworld. I myself once set out to go there, for the elders of both orders had entrusted me with an important task. No one else could walk this path, for it required great strength of will and the balance of wizardry and dark magic. So I shouldered my bundle, and when I ..."

Thus the Dark Mage told of his journey into the Hadrian Underworld. The whole story will one day be told elsewhere.

Now continue reading on legend card a4.

Legend 16: Dungeon of the Dark Mage

The Dark Mage climbed the stairs step by step. Here and there he saw a lifeless body lying on the ground. His anger at the Pale King grew, and a dense grey fog surrounded him. He continued on his way slowly, when he came to a kind of torture chamber. And there, in a steel apparatus, hung a body. The hero approached cautiously, as the man in the device coughed dryly. Then the figure looked up and called out with glowing eyes: "You? What are you doing here?"

The Dark Mage took a step back. But the figure bared its teeth in the black-grey, bushy beard and called again: "What do you want here, Varkur?"

The Dark Mage understood now. The figure took him for Varkur. Had he already become so like him? Hastily he handed the prisoner his waterskin and whispered: "I am not Varkur, I ..."

And then he recognised the prisoner in turn. "Orfen! You are alive! Do you not recognise me at all?"

At last the wolf warrior understood and drank greedily the water offered to him. With his beard dripping wet and coughing again, Orfen then smiled crookedly. "Yes, I am Orfen. Or at least I was once. Well, I think we both have changed, eh?"

The Dark Mage nodded sadly. "Come, I will get you out of here," he said, and freed Orfen.

Legend 17: Hope Card: Dark Mage

This card is revealed when the Narrator reaches the letter with the violet crest.

In all this suffering and the great battle, the Dark Mage suddenly had an enlightenment. He finally understood the whole nature of wizardry and of dark magic. They were not opposites, at least not when there was only one thing left to do. The rescue of the Andori was now all that mattered. Whether it was achieved with wizardry or with dark magic? When there is only one goal, the path to it is meaningless. And with this realisation the last dam broke, and the dark magic flowed through him.

Rule: In combat, the Dark Mage may use 1 large grey die instead of his hero die. The hero group (including heroes not taking part in this fight) must give up the rolled value in willpower points immediately after rolling. It is not allowed to bring the group to 0 willpower points by doing so. The other heroes may give up willpower points even after they have ended their day and their time marker already lies on the sunrise box. Only if they cannot raise enough willpower points does the roll not count. Then the Dark Mage must roll his violet hero die in this combat round.

Note: The large grey die may be combined with the witch's brew.