Dragon's Ordeal
Dragon's Ordeal Rulebook
Table of Contents
Table of Contents
Goal of the Game
In Dragon's Ordeal the goal is to defeat the Imprisoned Dragon. To do so you must acquire at least two dragon artefacts, enter the Magical Prison, get past the traps set there, and finally slay the mighty Dragon in the final battle. The player who does so first wins the game.
Box Contents
- 20 Map cards
- 15 Character cards and their figures
- 103 Journey cards
- 26 Mission cards
- 22 Skill cards
- 53 Spell cards
- 25 green Loot cards
- 25 yellow Loot cards
- 27 red Loot cards
- 35 Equipment cards
- 12 Magical Prison cards
- Magical Prison Gate card
- Imprisoned Dragon card
- 40 Gold Coin tokens
- 6 notebooks
- 6 token boards
- 40 tokens
- 2 unique dice
- 6 plastic figure stands
Description of Cards and Other Components
Map Cards
Map cards represent the area or areas the characters will visit during the game. One Map card may show one or several areas (the example uses two areas). Map cards are divided into three types: green, yellow and red. The colour indicates the difficulty level.
Map card notes:
- The area instruction, which the character must carry out when it finishes its movement on the area.
- Passages between the individual areas and Map cards, through which players may move.
- The colour of the frame indicates the difficulty level, i.e. the strength of the enemies on the cards.
Character Cards
Character card notes:
- Skills, divided into levels.
- Character Strength: a. Base Strength. b. Cost of developing Strength.
- Character Dexterity.
- Character Magic.
- Energy Points (EP): a. Energy Points at the start of the game. b. Cost of gaining 1 EP.
- Skill Points (SP): a. Number of Skill Points. b. Cost of gaining 1 SP.
- Appearance: how the character is seen by the other inhabitants of this magical world.
- Character name.
- Base number of spells of the character.
- Starting Location (MRG, miejsce rozpoczęcia gry).
- Class: the professional group to which the character belongs.
Journey Cards
Journey cards present the adventures the characters will have to face. They are Events, Enemies, Encounters and Places.
- Events: usually one-off cards which, once resolved, are placed on the discard pile of used cards (unless the card's instruction says otherwise).
- Enemies: after a won battle, the enemy remains on the area where it currently is, waiting for its next victim. After a lost battle, its card is placed on the discard pile of used cards (unless the card's instruction says otherwise). There are several kinds of enemies; most of them are ordinary enemies, beasts, spirits or demons.
- Encounters: represent the inhabitants of this world whom the character meets during the game. The card states how to proceed with the card once it has been resolved.
- Places: locations the heroes come across on their path. After their instruction has been resolved they remain on the area where they currently are (unless the card's instruction says otherwise).
Enemy card notes:
- Card instruction.
- Text intended to build atmosphere during play.
- Card type.
- Name of the Journey card.
- The marker shows the order in which drawn or lying cards on the area are resolved.
- Enemy parameters: a. The type of enemy parameter (Strength or Magic), which decides the form of combat (melee or magical). b. The Strength or Magic of the enemy on a green Map card. c. The Strength or Magic of the enemy on a yellow Map card. d. The Strength or Magic of the enemy on a red Map card. e. The Dexterity of the enemy during escape tests. f. The Dexterity of the enemy during shooting tests.
Loot and Equipment Cards
Loot cards represent the loot the characters will gain after defeating certain enemies, after completing certain missions and so on. Loot cards come in three types: green, yellow and red.
Equipment cards represent items the characters gain as a reward for completing specific missions, or by buying them in a shop, etc. An item or artefact cannot be bought or obtained if it is not available in the Equipment deck.
Loot and Equipment card notes:
- Card instruction.
- Colour of the Loot card: Z - green, Ż - yellow, C - red.
- Card type: item, magic item, companion, artefact, etc.
- Name of the card.
- Type of equipment in which the item must be held in order to be used.
- Marks whether the item is a weapon, a ranged weapon or armour (Weapon / Ranged weapon / Armour).
Spell Cards
Spell cards present the spells the characters can cast during their journey.
Spell card notes:
- Spell instruction.
- Name of the spell.
- Type of spell: L - light, C - heavy (ciężkie), O - defensive (obronne).
- Marking of spells concerning Magical Creatures:
- Magical Creature (MC)
- Enhancement of an MC
- Enhancement of all MCs
- Parameters of the MC.
Mission Cards
Mission card notes:
- Mission instruction. The stages the player must complete to receive the reward.
- Text intended to build atmosphere during play.
- Name of the mission.
- Number of Experience Points (PD, punkty doświadczenia) the character receives after completing the task.
Skill Cards
Skill card notes:
- Skill instruction. Exact description of how and when to use the additional ability.
- Text intended to build atmosphere during play.
- Name of the skill.
- Cost of using the skill.
Magical Prison Cards
Magical Prison card notes:
- Instruction of the Magical Prison card: a trap set by the Imprisoned Dragon.
- Name of the card.
Other Components
Token board: on this board, tokens are used to mark all gains and losses the character suffers. Abbreviations used:
- S - Strength (Siła)
- Z - Dexterity (Zręczność)
- M - Magic (Magia)
- PE - Energy Points (Punkty Energii)
- PU - Skill Points (Punkty Umiejętności)
- PD - Experience Points (Punkty Doświadczenia)
Notebook: the notebook may be used instead of the token board, depending on preference. In the notebook you may record all your achievements. An additional advantage is that you can write down the total value of Strength, Dexterity and Magic. This option does not have to be used.
Gold Coins: Gold Coin tokens (ZM, złote monety) are divided into: gold tokens with value X, silver tokens with value V, and bronze tokens with value I.
Game Setup
- Shuffle the Map cards thoroughly and lay them out next to each other. The players may arrange the Map cards as they like. Then turn all the green Map cards face up, arranged so that they all face the same way.
Example board layout (diagram in the printed rulebook).
- Shuffle the Journey, Spell and Mission decks and place them where everyone can reach them.
- Sort the Loot cards by colour into three decks, shuffle them and place them where everyone can reach them.
- Place the Equipment and Skill cards where everyone can reach them.
- Shuffle the Magical Prison cards. Then lay out the Magical Prison Gate card, the Magical Prison cards (draw 4 of them at random) and the Imprisoned Dragon card as in the example below:
- the Imprisoned Dragon card is placed face up;
- the Magical Prison cards are placed face down;
- the Magical Prison Gate card is placed face up.
Example layout (diagram in the printed rulebook).
- The Gold Coin tokens are kept in one place, forming the so-called bank. When a player gains Gold Coins (ZM), they take them from the bank; when they lose them, they return them to the bank.
- Shuffle the Character cards. Each player draws one character to play. The players may agree that each draws several Character cards and chooses the one that suits them best, or they may simply choose a character without drawing. After a character has been chosen, take its figure, place it in its stand and set it on the board on its MRG (miejsce rozpoczęcia gry, starting location).
- Each player takes 1 ZM from the bank, plus a token board or a notebook in which to record the development of their character. Then draw the spells and take the equipment cards with which the character starts the game.
- Now the players determine at random who will begin the game.
Course of Play
Each turn consists of 6 phases. Completing all the phases ends the turn of the current player and begins the turn of the player to the left. A player must carry out all the phases in order. Sometimes a player skips a phase.
Phases of the turn:
- Phase 1: Drawing spells
- Phase 2: Start of turn
- Phase 3: Movement
- Phase 4: Interaction with other characters
- Phase 5: Resolving cards lying on the area
- Phase 6: Resolving the area (if you did not attack another character)
Phase 1: Drawing Spells
In this phase the player may draw one spell (provided this does not exceed the character's limit of spells held), or, at the cost of the rest of the turn, may exchange one spell.
Phase 2: Start of Turn
In this phase all actions that must be carried out at the start of the turn are performed (e.g. casting certain spells, using certain skills and items, and shooting).
Phase 3: Movement
In this phase the player must move their character.
- The player rolls one die for movement. They must move as many areas as the number rolled on the die, passing through the appropriate passages between areas. A player may not stop on the same area twice, and must use the whole movement.
- When a player uncovers a new area, they gain 1 PD and lose the rest of their movement, and resolve the newly uncovered area. Note that before uncovering a face-down Map card, the player must declare which passage they wish to use, as this determines which area they will resolve.
- A character must always move at least 1 area. It may not stay in place even when some modifier after the die roll means the player should not move.
- A character always ends its movement on some area and must carry out the instruction printed on it (this does not apply where the player has been directed to that area in some way other than standard movement).
Fast Movement: a character with a high Dexterity may use movement bonuses according to the table below:
| Total Dexterity | up to 6 | 7-9 | 10 or more |
|---|---|---|---|
| Extra movement | - | Movement +1 | Movement +1, +2 |
Example of movement when the player rolled 4 on the movement die, so the player must move 4 areas.
- Correct movement: the player correctly moved their character only 3 areas, because on uncovering a face-down Map card they lose the rest of their movement, gain 1 PD and resolve the area on the newly uncovered Map card.
- The player correctly moved their character 4 areas.
Examples of incorrect movement:
- The player incorrectly moved their character 4 areas, because it stopped twice on the same area.
- The player incorrectly moved 4 areas, because it did not end its movement at the moment it uncovered a face-down Map card, but continued moving.
- The player incorrectly moved 2 areas and ended its movement by uncovering a face-down Map card, because it crossed from one end of the board to the other in a way that is not allowed.
- The player incorrectly moved 4 areas, because it once passed from one area to another through a forbidden place (there is no passage there).
Phase 4: Interaction with Other Characters
Characters may affect one another in various ways. The most common are:
- Combat: a player may attack another character if they end their movement on the area where another player's character currently is. A player who attacks another character does not resolve the instruction of the area on which they ended their movement (however, after the combat they resolve all cards already lying on their area).
- Trade and exchange: if two characters are on the same area and one of these characters' turns is in progress, then during this phase they may exchange items or gold between themselves in any way. A player may also give an item or gold to another character. A player may always refuse to accept an item; in that case no interaction takes place and the item remains the property of the same character. However, a Gold Coin may not be refused if the player ends their movement on the area of the character to whom they are giving the ZM; in other situations they may of course refuse. Trade or exchange does not release the hero from the obligation to resolve the instruction of the area.
- Other: other ways characters may interact are casting spells, using character skills and using certain items. These ways of interaction do not release the hero from the obligation to resolve the instruction of the area, unless the description of the spell, skill or item states otherwise.
Phase 5: Resolving Cards Lying on the Area
During play many cards will lie on the board. They may come to be there in various ways: a card drawn and placed there, an encounter from a Journey card, a discarded item, etc. A character that stops on an area where some cards lie must, in this phase, carry out the instructions of all those cards. Remember to resolve the cards in the order given by their number. Also remember that Mission cards are not counted among the cards lying on the board.
Phase 6: Resolving the Area
- The player must resolve the instructions of the area on which their character ends its movement (unless skills or items clearly state otherwise). A player may not resolve the instruction of the area if they attacked another character.
- If the area says "draw 1 card" or "draw 2 cards", the player draws the corresponding number of Journey cards. If there are already some cards lying on the area, the player does not draw, or draws only the missing number of cards. Example: Jacek ends his movement on an area on which it says "draw 2 cards", but one card already lies there. In this case Jacek draws only one card.
- If an area has several instructions (e.g. the Moln area), the player may resolve all of the instructions, in any order, but each only once.
- If an area has several instructions separated by the word OR (LUB), this means the player must resolve one of the available instructions. The player may not resolve all of the instructions!
Other Rules
Combat
Note: melee combat (with Strength) and magical combat (with Magic) proceed in the same way; only the parameter taken into account is different.
Combat between characters: characters may attack each other only with Strength (melee). In a duel between players, the attacking side is always the character that initiated the combat. The winner may try to kill the defeated character (which then loses 1 EP), or take 1 ZM or one item from it.
Combat with enemies: during combat the enemy decides the form of combat, which depends on the parameter written on its card. Enemies are always the attacking side, with one exception: when an enemy drawn earlier lies on the Map card, the character may decide to attack the enemy (in that case it may not hide). A defeated enemy loses 1 EP, which in most cases means its death. When fighting several enemies with the same parameter, their Strength or Magic values are added together. Where some enemies have a Strength parameter and some a Magic parameter, two combats must be played: first melee combat, then magical combat. If an enemy from a card survives the combat, its card is placed on the area where the combat took place.
Course of combat: the side whose final total is higher wins the combat. The same result for both sides is a draw (neither side suffers losses). When fighting an enemy, the roll of the dice for the enemy is made by one of the other players.
Remember! Each character starts the game with an additional skill (see Additional Skills).
Combat Phases
Phase 1: Choosing items. Choosing the items the characters wish to use during combat (including, among others, weapons held in the hand). Example: Jacek's character (a Mercenary with total Strength 5, Dexterity 8) must fight a Dark Warrior on a red area (so the Dark Warrior has 13 Strength). Jacek decides to use a sword (+2 Strength during combat) and a shield (on a 1 or 2 the enemy will have 2 less Strength during combat).
Phase 2: Choosing the form of combat. The character chooses the form of combat: melee or magical combat, if it has the option. Example: the Dark Warrior has a Strength parameter, so Jacek's character must fight in melee.
Phase 3: Deploying Magical Creatures. In this phase the player may deploy selected Magical Creatures for combat. Example: Jacek has no Magical Creatures to deploy, so he skips this phase.
Phase 4: Escape. During this phase a character may try to escape from combat. Both sides of the skirmish must roll the appropriate number of dice and add the result to their total Dexterity, together with the modifiers added during escape. The escaping side must have a higher total than its opponent in order to escape from combat.
Number of dice for characters during escape tests:
| Type of test | Number of dice |
|---|---|
| Escaping (escaping character) | 1 die |
| Pursuing (pursuing character) | 2 dice |
Number of dice for enemies during escape tests:
| Colour of the area on which the enemy stands | Green | Yellow | Red |
|---|---|---|---|
| Number of dice during escape tests | 1 die | 2 dice | 3 dice |
Example: Jacek, seeing that he has little chance, decides to try to escape. Jacek rolls 1 die (because he is escaping), on which he rolls 5. The Dark Warrior rolls 3 dice (because it stands on a red area) to catch the escapee. In total it rolls 7. So Jacek's Mercenary has 8 + 5 = 13 Dexterity, and the Dark Warrior 10 + 7 = 17 Dexterity. The opponent did not let Jacek's Mercenary escape.
Phase 5: Shooting (not possible if you tried to escape). To shoot at an opponent a character must use a ranged weapon! Both sides of the skirmish must roll the appropriate number of dice and add the result to their total Dexterity, together with the modifiers added during shooting. The shooter must have a higher total than its opponent in order to hit it. Wounding the opponent in this phase of combat (taking 1 EP) does not mean victory; the combat continues. When fighting several opponents, a character may shoot only at one of them. When both sides of the skirmish want to shoot at each other, two tests must be made. It may happen that both sides are wounded.
Number of dice for characters during shooting tests:
| Type of test | Number of dice |
|---|---|
| Shooting (shooting character) | 1 die |
| Evading (evading character) | 2 dice |
Number of dice for enemies during shooting tests:
| Colour of the area on which the enemy stands | Green | Yellow | Red |
|---|---|---|---|
| Number of dice during shooting tests | 1 die | 2 dice | 3 dice |
Example: during combat the Dark Warrior tries to shoot its opponent. The Dark Warrior rolls 3 dice (because it stands on a red area) and in total rolls 11. Jacek, as the evading character, rolls 2 dice (because he is evading the shot), and in total rolls 9. So the Dark Warrior has 12 + 11 = 23, and the Mercenary 8 + 9 = 17. The Dark Warrior hit the Mercenary, who loses 1 EP. Jacek remembered that he is using a shield, with which he may try to cover himself. Jacek rolls a die, on which he rolls 2, which means the shot hit the shield, saving Jacek's character from losing 1 EP.
Phase 6: Quick escape after shooting (the pursuer has 2 more dice on the Dexterity roll). The test is carried out in the same way as in Phase 4: Escape, with the difference that the pursuing character has 2 additional dice during the quick escape test. A quick escape cannot be used if the character tried to escape in Phase 4.
Example: Jacek may not escape in this phase, because he tried to escape in Phase 4, and the Dark Warrior does not even think about running away. So this phase is skipped.
Phase 7: Melee/magical combat. Melee or magical combat proceeds as follows: both sides roll two dice and add to the result their total Strength or Magic, together with the modifiers that add Strength or Magic only during combat. When fighting an enemy, the roll of the dice for the enemy is made by one of the other players. The side whose final total is higher wins the combat. The same result for both sides is a draw; in that case the combat is undecided.
Example: now a melee combat takes place between the opponents. Before the dice are rolled, Jacek decides to use his basic skill, which every character has. For 1 SP, during combat he gains 3 Strength; he also uses the sword, which increases his Strength by 2. Jacek also uses the shield and rolls a die, on which he rolls 1, so some of the blows were blocked by the shield: the Dark Warrior has 2 less Strength. Now Jacek rolls 2 dice for combat and in total rolls 9; the Dark Warrior also rolls 2 dice, and in total rolls 5. So the Mercenary has 5 + 3 + 2 + 9 = 19 Strength, and the Dark Warrior 13 - 2 + 5 = 16 Strength. The Mercenary won the combat.
Phase 8: Loot and rewards.
Rewards for defeating a character:
- you gain 3 PD;
- you may take 1 EP from the defeated character, or take one item or 1 ZM from it;
- you gain an additional move (turn), if it was you who attacked the other character. An additional move cannot be obtained while carrying out an additional move.
Rewards for defeating an enemy:
- you gain PD according to the table below:
| Enemy's Strength/Magic during combat | up to 6 | 7-9 | 10-14 | 15 or more |
|---|---|---|---|---|
| Experience Points (PD) | 2 PD | 3 PD | 4 PD | 5 PD |
- you gain what is written in the enemy's description under "victory" (wygrana). When a character gains a Loot card after defeating an enemy, it draws a Loot card of the same colour as the colour of the area on which the character fought, or of a lower value colour. Green is the least valuable, yellow medium-valued, and red the most valuable.
Losses when an enemy wins:
- The enemy's description under "defeat" (przegrana) states what the character loses if it loses the combat.
- When a character loses a combat with several enemies at once, it loses 1 EP in total (the exception being when none of the enemies' descriptions mentions any loss of EP if the combat is lost; then the character does not lose EP).
- In the case of enemies from areas, the character always loses 1 EP, unless the instruction of the area says otherwise.
Note! Hiding / escaping: if a character hides or escapes, and in the combat it is the attacking side, it loses this privilege in favour of its opponent, who becomes the attacking side.
Shooting with Ranged Weapons on the Board
- At the start of the turn a character may shoot at another character or at an enemy from a card lying on the board. The players carry out the same hit test as in combat, in the shooting phase.
- After a hit with a ranged weapon the victim loses 1 EP.
- NOTE! After a shot with a ranged weapon a character must roll two dice fewer than its total Dexterity, otherwise it loses the rest of its turn.
- After taking 1 EP from another character in this way, the shooter gains a reward according to the table below.
- After killing an enemy in this way, the character does not receive the reward written on the enemy's card under "victory", only the reward according to the table below.
| Rewards for characters | Rewards for enemies |
|---|---|
| 2 PD | 2 PD |
Character Development
- The player may freely develop their character with their Experience Points (PD): advance to the next level, develop their parameters, or learn some skill.
- Important! PD may be exchanged for Strength, Dexterity, Magic, EP, SP, or an advance to a higher level only at the start of a turn or immediately after receiving PD.
- Advancing to a higher level: each character starts the game at level 1. For 5 PD it may advance to a higher level. Thus a character needs 10 PD in total to advance to level 3.
- Developing parameters: each character has its basic parameters (Strength, Dexterity and Magic) as well as EP and SP written on its card. The character develops Strength, Dexterity and Magic according to the table below. A character develops EP and SP without additional cost; the cost is always the same, regardless of the amount held.
| Own value of the parameter | up to 6 | 7-9 | 10-14 | 15 or more |
|---|---|---|---|---|
| Additional development cost | - | +1 PD | +2 PD | +3 PD |
Example: Jacek's character started the game with Strength 3/4; it now has 9 Strength. To develop one point of Strength it must spend 4 PD (the basic development cost) + 2 PD of additional development cost (because it is advancing to the 10th point of Strength, which according to the table carries an additional development cost), which is 6 PD in total.
- Developing EP or SP does not permanently raise a parameter. For example, after developing 1 EP, the so-called starting Energy Points are not increased.
Spells
- Maximum number of spells: the maximum number of spells a character may not exceed during the phase of drawing spells. Otherwise it is permissible (for example when a character buys a spell), but in this way the number of five spells may not be exceeded.
- A character may cast light (L) and defensive (O) spells without limit. Only one heavy (C) spell may be cast per round.
Magical Creatures
- Characters may summon Magical Creatures, provided they have the appropriate spell. Such a Magical Creature obeys only its master.
- A player may use the skills of its Magical Creatures, as well as deploy them to combat instead of itself, provided the creature's parameter on which it will fight is greater than 0.
- Each Magical Creature may be enhanced with an appropriate spell. This may be done even if the given parameter of the Magical Creature equals 0. After a Magical Creature has been enhanced by a spell, the card of that spell is placed on the card of that creature.
- A character may control only two Magical Creatures at a time.
- A character may deploy its creatures to combat. Then they fight instead of the character. Magical Creatures do not add Strength/Magic to their owner. If several Magical Creatures are deployed to combat at once, their Strength or Magic is added together.
- Magical Creatures and Enhancements are treated as spells, and may be absorbed at any moment.
- After losing a combat, a Magical Creature dies (its card is placed on the discard pile of used cards).
- A character that wins a duel with a Magical Creature receives the same number of PD as for defeating an enemy with the same parameter. However, it may not take from the character that controlled the Magical Creature either life, or any item or ZM.
Missions
Completing missions is a very important element of play. It is a great method for quickly developing a character. For each completed mission a character receives Experience Points (PD). The number of PD due is written on the mission card. In addition, the character receives the reward for completing the mission, described in the instruction of the card or area that assigns the task.
- A player may receive a mission only on a card or area that assigns a task. When a player visits such a place, it may draw a mission card, read the instruction on that card, and must place the card face down on the card or area that assigns the task. From then on, the player may not look at the mission card, unless it visits the task-assigning place again.
- A mission is shared by all characters. A player may become acquainted with an active mission only when its character stands on the card or area assigning that mission. Only one character may complete a mission (receive its reward), so the rule is first come, first served.
- Only one mission may be active at one task-assigning place (card or area). So when a player stands on a place with an active mission, it may read the instructions of that card and try to carry out the task. After completing an active mission, the player may immediately draw the next mission card.
- When carrying out the individual stages of a mission, the player must clearly state that it is performing a specific action in connection with the mission.
- A player may begin carrying out a mission only once it has become acquainted with it (stood on the card or area assigning the task and read the mission card).
Example: Piotrek, stepping onto the Moln area, clearly says: "I am carrying out part of the mission and delivering a message to Moln." Jacek, hearing this, guesses what the task is, but cannot begin carrying it out, because he has not become acquainted with this mission; in fact his character has no idea that it exists.
Additional Skills
Over the course of the game characters will acquire more than one skill. Each skill may be used once per given situation (e.g. the skill Magical Domination may be used only once per combat, or the skill Guide may be used once at the start of the turn to uncover only one area, etc.). Where a skill's use is written as "constant", this means the skill is always active.
Basic skill, which every character starts the game with:
- Cost: 1 SP
- Use: before the dice roll for combat, for escape, or for shooting (once per given situation).
- Effect: for the duration of the combat, gain 3 Strength, 3 Dexterity or 3 Magic.
Equipment, Items, Companions
- Each item bears a symbol specifying the type of equipment in which the item must be held in order to be used at all.
- Each character may carry and use a limited number of items (this is explained exactly in the table below).
- Items held in other equipment (i.e. stored) may not be used — only in the equipment marked on the item card.
Example: Jacek stores his sword (intended for the equipment type: Hands) in his pouch, and the mage's ring (intended for the equipment type: Pouch) he stores on his mule (in which case it counts as if it were held in the additional equipment). In this situation Jacek may not use these items.
Equipment table:
| Type of equipment | Capacity | What may be used | What may be stored |
|---|---|---|---|
| Head | 1 | items marked with the head symbol | - |
| Hands | 2* | items marked with the hand symbols | - |
| Body | 1 | items marked with the body symbol | - |
| Pouch (Podręczny) | 4 | items marked with the pouch symbol | items of the Head, Hands and Body types |
| Additional (Dodatkowy) | any | items marked with the pack-animal symbol | - |
| On animals | specified** | - |
* You may use one weapon and one shield. For an item marked with the two-hands symbol, only 1 item may be held in the Hands equipment (e.g. a two-handed sword).
** "Specified" means that the description of the animal states how many items may be held (additional equipment).
- A character that, after winning a combat, takes an animal from another character gains it together with all items stored on the animal.
- An item stored with a companion may not be taken after winning a combat, but it may be stolen; spells and other effects acting on that item still apply.
- Items held on animals and with companions are treated as if they were held in additional equipment.
Artefacts
- Artefacts are not items, so the rules that apply to items do not apply to them: they do not occupy a place in equipment, they cannot be stolen, spells do not act on them, etc.
- Each character may possess only one copy of each artefact. It may not acquire two identical artefacts.
Animals and Companions
- Each character may possess any number of animals and companions.
- Whenever additional movement is used, whether thanks to high Dexterity or because the character is riding an animal, the companion remains behind on the area from which the movement began. The companion does not remain behind if additional movement is gained through skills or spells.
- Companions may ride on animals. A companion riding an animal does not remain behind when additional movement is used.
- A companion that remains behind waits on that area for one round. If the character does not return for the companion, its card is set aside, as it has left.
Blessings and Weaknesses
During the game a character may be blessed, gaining certain advantages for a set time. Weaknesses work on the same principle, except that they are disadvantageous for the character. The player should mark this fact in the notes field of their notebook.
Control (Opanowanie)
While wandering through this magical world the characters will fight various spirits, demons and other beings that will try to take control of their victim. A controlled character must bear the consequences of being under the control of another being.
The rules for release are described on the card of the given enemy. Usually, when a character frees itself from the being, the being's card is placed on the area on which the controlled character stands. If the character is freed in a Chapel, a Monastery or any temple, the being's card is placed on the discard pile of used cards.
Death of a Character
- When a character loses all its EP it dies. If the player wishes to continue the game, they draw a new character and start the game from the beginning.
- After a character's death, all Gold Coins (ZM) and item cards (including artefacts) are placed on the area where the character died. Companion cards are placed on the discard pile of used cards.
- The players may jointly agree that a character which loses its last EP does not die, but is transferred to its MRG and bears previously agreed losses. The players agree on the losses before the game.
Optional Rules
Artefact Hunter: in this variant of the game there is a different goal. The player who first gains all four artefacts wins.
- In this variant characters may take artefacts for themselves after winning a combat, just like items.
- Artefacts are treated here as normal items, but still do not occupy a place in equipment.
- Characters may possess any number of identical artefacts.
Simplified Magical Prison, faster play: in this variant, after entering the Magical Prison, players ignore the Magical Prison cards and go straight to combat with the Imprisoned Dragon. In this variant the Imprisoned Dragon rolls only 2 dice for combat.
Glossary of Terms and Abbreviations
- Petrification: a character that has been petrified (turned to stone) loses one turn. Each character that ends its movement on an area where a petrified character stands (from the moment of petrification until that character's next movement) may take from it one item of its choice or 1 ZM.
- Frenzy (Szał): a character under the influence of Frenzy must always attack another character or an enemy, provided its movement allows it.
- Base Strength/Dexterity/Magic: the value of the parameter with which the character starts the game. A character may not lose a parameter below this base value.
- Own Strength/Dexterity/Magic: the current value of the character's parameter without any items, spells, blessings and other modifiers.
- Total Strength/Dexterity/Magic: the current value of the character's parameter with all modifiers.
- Turn: the period lasting from the start of Phase 1: Drawing spells to the end of Phase 6 of the turn: Resolving the area.
- Round: a full cycle of turns of all players. Each round of each player begins together with the start of its turn, and ends with the start of its next turn.
- Combat to the death: duels (combats) are repeated until one of the sides loses all its EP.
- Board: all Map cards together form the board.
- Regain: when regaining EP, the starting EP may not be exceeded.
Credits (author, artists, testers, acknowledgements and publisher contact details) from the source rulebook are omitted.