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Heropath: Dragon Roar

Heropath: Dragon Roar Rulebook

Table of Contents

Table of Contents

  • Overview - Classic Version
  • Contents
    • Assembling Instructions for Place-Site Structures
  • Board Layout
  • Setup
    • A. Setting the game pieces in their positions
    • B. Distribution of Hero Resources
    • C. Card distribution method
    • D. Stockpile Card Layout
  • Actions in a Player's Turn
    • 1. Travel Action
    • 2. Rest Action
    • 3. Visit Action
    • 4. Fight Action (explained in detail on pages 14-15)
    • 5. Encounter Action
  • Movements on the Map
  • The Map
    • Map Symbols
  • Place-Sites
  • Scale of Evil
    • Evil Force Base
    • Gathering Phase - Special Event
  • Battle Conduct Rules
    • Evasion
    • Fight
    • Winning in Battle
    • Losing in Battle
    • Tie in Battle
    • Wounded Hero
    • Dead Hero
  • Summary of Vitality Losses
  • Hot-Air Balloon & Dragon Flare Die Roll Results
  • Tokens
    • Enemy Tokens
    • Leech Tokens
  • Playing Cards
    • Card Decks
    • Card Types & Symbols
    • Time of Use
  • Hero Board
    • 1. Hero Attributes
    • 2. Supply
    • Hero Card Arrangement
      • 3. Armament
      • 4. Resource Management
    • Rules for Card Handling
    • Card Amount Limit
    • General Notes
  • The Dragon
    • Dragon Flare
    • The Dragon's Turn
      • Dragon's Turn - Perform the Following Actions
    • Fighting the Dragon
    • The Dragon's Total Power
  • End Game
  • Custom Play Modes (optional)
  • Play Modes Explanation
    • Attribute Assignment Sector
    • Moral Path Sector
    • Turn Handling Sector
    • Competition Types Sector
      • Team Mode
      • Co-op Mode
      • Solo Mode
    • Game Styles Sector
    • Difficulty Levels
  • Game Rules Explained Briefly

Overview - Classic Version

Each player has a character called a Hero. A different player's hero is called an Opponent. In contrast, the Enemy is a non-player character, which is portrayed by the game itself. All players' characters are collectively called Heroes.

The game board is divided into regions (Mountains, Forests, etc.) with adjacent spaces used for Travel. Every space is equal to one movement pace. Each hero in his turn has up to 4 steps to use in one movement. The heroes will wander around the map and upon arrival to a space that contains an enemy (whether hidden or exposed), will have to fight or flee.

In a domain marked with a Settlement symbol the hero will be able to reveal the Place-Site and act according to its rules.

In his wanderings, the hero will acquire items/animals/allies/MAGIC spells by drawing FORTUNE cards or by purchasing cards in various Place-Sites. Throughout the game, the hero will improve his Attributes, which are: VITALITY, FAITH, EXPERIENCE, SKILLS, and WISDOM by collecting them along the way, thus making himself more powerful. This will allow him to eventually be able to face the Dragon and, by defeating it, win the game.

Contents

  • 7 x Dice
  • 1 x Map Board
  • 5 Miniatures: Sorcerer, Warrior, Dragon, Elf, Dwarf
  • 220 Playing Cards: 40 / 40 / 40 / 40 / 60 (one deck each of the five types: FORTUNE, ABILITIES, MAGIC, MARKET, ARMS)
  • Player Reference Boards: 4 Hero Boards, 4 Index Boards
  • Accessories: 100 x Gems, 30 x Gold Coins, 30 x Food Units, 1 x Ferry (Raft)
  • Place-Sites Elements: 1 Concealment Pouch from which Place-Site structures are drawn randomly; 22 Place-Site cards folded into Place-Site structures; 44 Plastic Place-Site card holders
  • Tokens: 48 Enemy Tokens (10 Warlocks, 8 Werewolves, 8 Skeletons, 8 Crocodile Men, 7 Trolls, 7 Goblins, 8 Leeches); 5 Tracking Tokens numbered 1-5; 1 Token of Difficulty levels: Inferno / Hard

Assembling Instructions for Place-Site Structures

  1. Fold the card properly along the lines (3 folds).
  2. Create a triangular shape from the folded card. Note! One side of the folded card has a double layer.
  3. When the structure is ready, plug it into the triangular base - start from the edge with the double layer and insert it gently into the bottom base. Do not use force when inserting the card into the base. If the card does not fit, carefully remove it and re-insert.
  4. When the card is fitted into the bottom base, connect the top base gently. After assembly, do not disassemble the bases so as not to damage the product.

Board Layout

The board elements are: the Hot-Air Balloon (3 random exposed enemies, +1 Gold, +2 Food), the Game difficulty levels, the Hero Board, the Index Board, the Scale of Evil, the Dropped (Omission panel) and Used cards pile, the Enemy Basic Power, the Stockpiles and the Concealment pouch for the Place-Sites.

Setup

A. Setting the game pieces in their positions

  1. Insert all the assembled Place-Sites into the concealment pouch.
  2. Place the map in the center of the table, and place the deck boards next to it.
  3. Boards: each player picks a hero that will represent him in the game and sets the matching Hero Board in front of him, along with one Index Board.
  4. Miniatures: place the hero miniatures on the starting space and the Dragon on Dragon Rock i.
  5. Place the ferry in the river on the pier illustration.
  6. Place 19 enemy tokens face down on all the spaces shown in the illustration: On all the Mountains / Forests, including Safe spaces in those regions (not including Settlement spaces). Place 3 exposed enemies in Goblin Cave as shown on map. Place 1 gold and 2 food in Goblin Prison.
  7. Draw 8 Place-Sites from the concealment pouch and place them randomly on Settlement spaces, in the regions shown in the picture.
  8. Tracking tokens: place each token on the appropriate level of the Omission panel.
  9. Cards: separate cards to decks, shuffle each deck separately and place it face-down on the deck boards - until Part C of the Setup.
  10. Keep the GOLD, FOOD, enemy tokens, leech tokens and gems stockpiles next to the map.

B. Distribution of Hero Resources

Each player will choose one hero that will represent him in the game and will receive: 1 Index Board, 1 Hero Board, 1 Hero miniature.

The resources are dealt according to the character chosen by each player - as shown in the table below:

Hero's CharacterWISDOMSKILLSEXPERIENCEFAITHVITALITYGOLDFOOD
Warrior1113411
Dwarf-21353-
Elf12-441-

(Attributes are placed as gems; GOLD and FOOD are supplies.) All boards have plus symbols indicating starting attributes. For example, the Warrior receives Attributes gems and supplies as shown in the picture on the Hero Board.

C. Card distribution method

The CDB (Character Draft Building) engine is a unique card selection system in which the heroes can choose how to build their initial character:

  1. Pick the first player. The game round will be played clockwise from that player.
  2. There are 5 types of decks: FORTUNE, ABILITIES, MAGIC, MARKET, ARMS. Before you begin, you should shuffle each deck separately.
  3. Deal 9 cards face down to each player as follows: 2 ARMS cards + 1 MARKET card + 2 MAGIC cards + 4 ABILITIES cards.
  4. Each player chooses one card to keep and hands the remaining 8 cards face down to the player on his left.
  5. After all players pass their remaining cards each player takes the new batch handed to him, adds it to the card which they already have (thus once again has 9 cards).
  6. The player is now free to choose 2 cards that will remain in his hand - he can keep the one that he originally chose or 2 new different cards.
  7. The remaining batch is passed face down again (7 cards this time) to the person on his left (and once more wait for everyone).
  8. Proceed as before, this time the player may keep 3 cards for himself (whichever of the 9 he wants) and so on and so forth.
  9. In the fifth round each player will keep 6 cards. The remaining 3 cards from each player will be returned to the original decks according to their types.
  10. Each player may place his 6 cards in the Armament / Resources sections on the Hero Board according to the "Hero Card Arrangement" rules.

D. Stockpile Card Layout

Each deck is shuffled separately again and placed on the deck boards according to its type as shown in the picture:

  • Place all decks hidden/face down in the squares marked "open deck" according to their type.
  • Open and spread cards from all decks in the empty squares marked "open card" on each board, so that there will always be one open card on each square and on the top of each deck (except for the FORTUNE deck).

Note! Open cards are also referred to as "exposed cards". Whenever a card is taken from the exposed cards, a new card should be immediately opened instead.

Actions in a Player's Turn

First, the order of turns must be established, in which each hero plays one turn. The sequence of turns performed by all heroes is called the "Game Round". A "player's turn" refers to one hero during his turn.

Each player performs 3 actions during his turn, in the order of his choice (including repeating the same action).

A player's turn ends only after the player finished all his actions. Each action contains several options. The player may perform several of the following options as part of the same action.

1. Travel Action

  • Move 1-4 paces. No diagonal movements are allowed.
  • If you perform two travel actions one after another you can roll the search die.
  • Collecting & Dropping items - Items may be collected or dropped before, after or mid-movement. Everything may be dropped apart from ABILITIES cards and Attributes. (explained in detail on page 10)
  • When stopping at a space occupied by a hidden enemy it must be exposed.
  • When stopping at a Settlement space that does not have a Place-Site on it, a new Place-Site must be immediately drawn from the concealment pouch and placed on this space. (explained in detail on page 12)
  • Evasion - If a move begins in a space occupied by enemies or when skipping over space occupied by exposed enemies without stopping, pay 1 VITALITY for each enemy you evade. However, do not pay VITALITY if the movement ends in a hidden/exposed enemy space or when skipping over a hidden enemy.
  • Up to 3 heroes can occupy the same space (except for the start space).

2. Rest Action

Allowed on any space except spaces with an enemy or with an Active Flare zone.

  • Recover VITALITY: Get 1 VITALITY for rest (free). Get 2 VITALITY for 1 FOOD consumption. Allowed only once during rest action. If you perform the second Rest action in your turn, you don't get free Vitality.
  • Roll the search die once and receive rewards accordingly.
  • You can pay 1 FOOD to roll the search die again. Only once during rest action.

Note! A Rest action can't be performed at the same space more than once in turn.

During a Rest you may also:

  • Collect/drop items (anything except for ABILITIES and Attributes).
  • Move cards between the Armament and the Resources sections.
  • Trade up to 5 items with opponents who occupy the same / adjacent space.

Search die results (as pictured): 1 FORTUNE Card + 1 FOOD; 1 GOLD; 2 GOLD; 1 GOLD + 1 MAGIC Card; 1 FORTUNE Card + 1 GOLD; 1 FOOD. (The Index Board lists the outcomes of the game dice.)

3. Visit Action

  • When you are occupying a space with a Place-Site on it, you may visit it and perform the activities offered at that Place-Site. All the possible activities for each Place-Site are listed on the Index Board.
  • Every Visit, even if only partially performed, is considered as one full action.
  • You may not Visit at a Place-Site occupied by an enemy (until it is defeated / moved).

Note! You may not visit the same Place-Site more than once per turn (even if the activity was partially performed).

4. Fight Action (explained in detail on pages 14-15)

Victory: A hero who wins/ties in battle against an enemy:

  • Places the dead enemy on the "Scale of Evil" (see page 13)
  • Gains 1 EXPERIENCE from the stockpile (must be placed immediately on the Hero Board).
  • Gains 1 FORTUNE card from the deck and reads it out loud. If it is an event it should be executed immediately and discarded after use.

Tie: Counts as a victory, except that the hero loses 1 VITALITY.

Loss: A hero who lost to an enemy in battle will lose 1 VITALITY. In this case, the hero may try to defeat the enemy one more time (with a cost of an additional action). A hero who loses to an enemy twice in a row of 2 actions (even if they are between 2 turns):

  • Gains 1 EXPERIENCE from the stockpile (must be placed immediately on the Hero Board).
  • Moves the enemy by one step to the adjacent space.

5. Encounter Action

A hero occupying a space with an opponent gains immediately 1 VITALITY (as attacker). The opponent (as victim) will lose 1 VITALITY (if he has none, he will lose 1 FAITH). In addition, a hero can perform one of the following: Snatching, Thievery, or Ambush.

  1. Ambush - Can only be performed on a Road space. The victim will be taken to the "Goblin Prison" in the Goblin Cave. The attacker will get half of the gold (round down) that is in the Goblin cave (including the Prison).
    • The Goblin Prison: The victim will wake up in the Goblin Prison in the beginning of his next turn and will continue from there.
  2. Thievery - Can only be performed on a Road space. The thief (attacker) will take: 1 card from the Equipment or MAGIC category from the victim. Can be taken from the victim's Resources or Armament section. If the victim has more than one card in the selected category, the victim may choose the one that can be taken.
  3. Snatching - Can be performed on a Settlement space or a Road space. The snatcher (attacker) will take: 1 GOLD or 1 FOOD to his choice, from the victim.

Important to know:

  • A hero in a Safe space is completely safe from all Encounter actions.
  • You may not perform an Encounter with the same opponent more than once per turn.
  • An Encounter cannot be performed if an exposed enemy is present in the same space, the enemy must be fought first.
  • If a space is occupied with more than one opponent, the attacker needs to choose one.

Movements on the Map

Movement: black lines are used to divide between regions, while white lines separate between travel spaces. A hero is not allowed to move between regions, unless he enters through a Stone Gate. This means he cannot cross a black line. A hero can only move between spaces separated by white lines, he cannot move diagonally. He may retrace his steps backwards.

Bridge over the river: a hero may move freely between spaces that are connected by a bridge. The bridge does not count as a space and therefore stopping on it is not allowed.

Stone Gate symbol: allows movement between different regions.

Ferry (bonus move): a hero who arrives to the ferry (counted as one space) may sail freely to any space along the river. The Travel action ends after disembarking upon a space on any side of the river, even if there are more paces left.

Hot-Air Balloon (bonus move): a hero who arrives to a Hot-Air Balloon space may roll a Hot-Air Balloon die. If he chooses to roll the die, he must move to the region decided by the die. The different results obtained with the die are explained in the "Hot-Air Balloon & Dragon Flare Die Roll Result" in page 16. After landing, the hero will always finish his current Travel action.

Note! It does not matter whether the hero arrives to the Ferry or the Hot-Air Balloon space on his first, second or last pace, it will always be considered as a free extension (if possible) of a Travel action. A hero should always finish his Travel right after.

The heroes may collect or drop items along their path (does not count as an action).

  • Everything may be dropped apart from ABILITIES cards and Attributes.
  • More than one item may be dropped in one space.
  • A hero who received instructions to drop items will immediately drop them in his space.
  • Although collecting items can be performed only during rest action or travel action (even between paces) for free, items can be dropped at any stage of the game during a Travel without stopping and without losing paces of Travel action.
  • If a player exceeds the card amount limit, he must drop the extra card - as explained later on.

Examples of Dropping & Collecting:

  1. John defeated a skeleton and received a FORTUNE card which instructed him to drop an Equipment card 7 spaces away. He places the card facing down in the Omission panel on the map - on the deck that is marked under 1. Then he places the token with the 1 digit in the space that the Equipment card was dropped.
  2. Ann starts her turn right after John, and performs a Travel action. On her path she passes by a Place-Site that has a token with the 1 digit token, and collects the Equipment card that John has dropped.

Note! When dropping GOLD or FOOD, it can be immediately placed on the game board space (because they do not exceed the size of the space).

The Map

There are 6 different types of regions:

  1. The Fog River - Riverbank region
  2. The Goblin Cave - Cave region
  3. The Dark Highlands - Mountains region
  4. The Ruby Mountains - Mountains region
  5. The Weeping Willows - Plains region (including region 1 except the Mouten Riverbank)
  6. The Ancient Woods - Forest region

Note! Some spaces belong to more than one region, such as spaces near the river that belong both to the Riverbank and the Plains region.

Map Symbols

  • Safe Space: identified by a tower symbol. A hero who stays in these spaces cannot be attacked by other opponents in any situation. Additionally, he is also protected from all types of Dragon Flare. However, enemies are still likely to be found in Safe spaces as in every other space on the map. Therefore, heroes must attack or evade them.
  • Road Space: is every space on the map, except for Settlement and Safe spaces.
  • Dragon Rocks i, ii, iii: represent the 3 Dragon spaces where only the Dragon can stand.
  • Settlement Space: represents the only spaces where the hero can reveal and/or Visit a Place-Site.
  • Dragon Flare: spaces which marked with Dragon Flare symbols around the volcanoes. Represent the dragon flare zone.
  • Goblin Prison: located in the innermost space of the Goblin Cave, this is the place to which the heroes are sent, after caught in an Ambush-Encounter.

Place-Sites

A location where a hero may perform a Visit action is referred to as a Place-Site. When a hero arrives to a space with a Settlement symbol during his turn: if there is an existing Place-Site, he is allowed to Visit it. If there is no Place-Site, he may reveal a new Place-Site from the concealment pouch and then Visit it (he does not have to). Each space can only contain one Place-Site.

Visit Action: Considered as a single action. All the activities that the hero will perform during that Visit will be still considered as part of the same action.

A hero who finishes his movement in a Settlement space that has no Place-Site on it, must draw a new Place-Site from the concealment pouch (even if the hero's turn ends with that same movement and even if he does not intend to visit the Place-Site). A hero who skips over a Settlement space while Traveling, will not draw a new Place-Site card for that space.

Index Board: The activities that can be performed in each Place-Site are explained in the Index Board. On the front: on the right side of the index there is a summary of the Resources and Attributes that the players can gain during the game and the Place-Sites where they can be attained. On the back: on the right, there are the possible outcomes of the game dice. On the left is a summary table for the VITALITY losses in the game.

Replacing of Exposed Cards: Whenever you are allowed to purchase an exposed card from one of the deck boards (for example: during a Place-Site visit), you may replace the exposed cards on the relevant deck for 1 GOLD. The replaced cards will be added to the Discard Pile, and new cards will be opened instead. This act can be performed up to twice per turn.

Scale of Evil

All enemies killed in battles are placed on the levels in the Scale of Evil - starting with the first level (marked as #1).

Important! The amount of dead enemies that are placed on every level is equal to the number of players in the game. After the first level is filled with dead enemies equal to the number of players, the next dead enemy will be placed on the second level in the same manner and so on and so forth.

Evil Force Base

The number of the level holding the most recent dead enemy determines the Evil Force Base (see use in Battle Conduct Rules in page 14-15). In the beginning of the game there are no fatalities so level 1 on the scale is empty. Therefore, the Evil Force Base equals 0. When enemies are defeated and placed on the scale, the Evil Force Base increases.

Note! If the enemies' stockpile runs out and new enemies must be placed on the map, the new enemies will be taken from the lowest level on the Scale of Evil and will be resurrected. This will not lower the current level of Evil Force Base. Thus, whenever dead enemies are missing from a lower level than the current level of the Scale of Evil, you don't refill it with new dead enemies.

For Example: In a 4 players game, Tom defeats a Goblin enemy in his second action. Now he has to place it on the Scale of Evil, but there are already 4 dead enemies on level 3 (equal to the number of players). Therefore, Tom places the Goblin on a new level - on level 3. Now the Evil Force Base is 4. (Immediately after placing the Goblin, the Dragon's turn occurs. When the Dragon's turn ends, Tom will be able to continue his turn).

Gathering Phase - Special Event

When the Scale of Evil surpasses level 10, that is, a dead enemy must be placed but the scale is full, then the dead enemy should be placed on the head of the scale (on the burning skull illustration). When this happens all heroes and the dragon will be transported to the starting point and the end game phase will start (see page 24).

Battle Conduct Rules

The hero must fight or evade the enemy when he finds himself in the same space with an exposed enemy.

Evasion

When beginning a Travel action in a space with an exposed enemy or when skipping over a space with an exposed enemy (while Traveling) without fighting the enemy - it is called Evasion and the hero loses 1 VITALITY to the stockpile. When evading more than one enemy, the hero loses 1 VITALITY per Evasion. Evading enemies is part of the Travel action and does not affect the amount of paces taken by the hero.

Note! No Evasion is required when passing over a space with a hidden enemy (without stopping), as the enemy remains hidden.

Fight

Calculating the Hero's Total Power in Battle is a summary of 3 parts:

  • Hero Basic Power: the sum of the hero's Attributes.
  • Result of 2 Hero Battle dice rolls (possible result: 2-6).
  • Extra Power: there are different kinds of cards which give the hero extra power.

Calculating the Enemy's Total Power in Battle is a summary of 3 parts (see enemy explanation in details on page 17):

  • Enemy Basic Power: the particular enemy's level of power.
  • Result of 1-2 Enemy Battle dice rolls. Each enemy has one die in battle and some have an extra die (possible result: 2-10).
  • Evil Force Base: according to the Scale of Evil which displays the enemies' growing power.

Note! During battle, the hero may use every piece of Equipment in the Armament section (apparel, equipment or accessories in the Resources section cannot be used).

Example of battle results calculation: Enemy total power 18 = Werewolf Basic Power +10, 2 Enemy Battle dice roll result 4+2, Evil Force Base 2. Hero total power 19 = Hero Basic Power +11 (Attributes gems), the hero is armed with a bow that gives him +2 Extra Power, 2 Hero Battle dice roll result 3+3. The hero defeated the enemy by one point: 19 > 18.

Winning in Battle

Defeating an enemy grants the hero:

  • 1 EXPERIENCE gem from the stockpile.
  • 1 FORTUNE card from the deck (to be read out loud. If it is an event it should be executed immediately and discarded after use).

Note! The gems must be placed immediately on the Hero Board. If the hero's EXPERIENCE is full, he may not take the gem nor keep it for later use.

The hero then places the dead enemy on the "Scale of Evil" (see page 13).

Losing in Battle

When losing to an enemy in battle:

  • The hero loses 1 VITALITY.
  • The enemy still stays in its place.

In his next action, the hero must decide whether he should fight again or evade the enemy. If the hero fights again and loses to the enemy secondly in a row (even if the battles are in 2 separate turns) the hero:

  • Loses 1 VITALITY.
  • Gains 1 EXPERIENCE from the stockpile.
  • Moves the enemy one step to an adjacent space.

Tie in Battle

A tie is counted as a victory. Therefore, all the rules described under "Winning in Battle" apply for this case, except for the fact that the hero loses 1 VITALITY.

Example: Enemy total power 18 (Werewolf Basic Power +10, 2 Enemy Battle dice roll result 4+2, Evil Force Base 2). Hero total power 18 (Hero Basic Power +10 Attributes gems, bow +2 Extra Power, 2 Hero Battle dice roll result 3+3). The hero won with a tie score: 18 = 18.

Wounded Hero

A hero whose VITALITY attribute is empty is in a wounded state but can still continue to play as usual as long as he has FAITH. The FAITH gems are used similarly to the VITALITY gems, as they express the hero's will for survival. In this state, when the hero loses 1 VITALITY he will lose 1 FAITH instead. The hero will die only if he runs out of FAITH.

Dead Hero

A hero who dies may start anew from the starting space in his next turn, with everything he previously had, (as a new hero) plus 2 FAITH and 2 VITALITY.

Summary of Vitality Losses

Type of LossTotal LossTiming of Loss
Battle - Loss to an enemy1As soon as the battle is over.
Battle - Tie with an enemy1As soon as the battle is over.
Evasion - from an enemy1At the end of a Travel action during which an Evasion occurs.
Battle - Loss to the Dragon1As soon as the battle is over (in addition to 1 VITALITY loss caused by an Active Flare).
Burn in Active Flare space1At the end of every action performed in an Active Flare space.
Burn in Incidental Flare space1After rolling the Dragon Flare die, all players in the regions shown by die are burned by the Dragon Flare.
An event caused by card instructions1According to specific instructions on card.

Hot-Air Balloon & Dragon Flare Die Roll Results

Regions of ImpactArea NameHot-Air Balloon die remarkDragon Flare die remark
The Riverbank region + Forest regionThe Fog River + Ancient WoodsOne of the regions - to the player's choiceInflicts damage to both regions
The Riverbank region + The Mountains regionThe Fog River + The Dark HighlandsOne of the regions - to the player's choiceInflicts damage to both regions
The Riverbank region + The Mountains regionThe Fog River + The Ruby MountainsOne of the regions - to the player's choiceInflicts damage to both regions
Plains regionWeeping WillowsOne of the Plains region spacesInflicts damage to the Plains region
All regionsAll regionsAny space - except for the Goblin CaveInflicts damage to Any space - except for the Goblin Cave

Tokens

Enemy Tokens

There are 6 types of enemies (Basic Power as described on the map):

EnemyBattle dice + Basic Power
Warlock2 dice + 13 points
Troll1 die + 12 points
Goblin1 die + 10 points
Skeleton2 dice + 8 points
Crocodile1 die + 14 points
Werewolf2 dice + 10 points
  • A new enemy token is always placed hidden / face down on the map.
  • During the game (after Setup), enemies might appear in any space including: Safe spaces, exposed Place Sites, in another enemy's space, in a space occupied by a hero etc.
  • Enemies cannot appear in a space occupied by the Dragon.
  • Any space can hold up to 5 enemies.
  • A hero who starts his turn in a space with an enemy, will have to expose the enemy and either fight or evade him. Similarly, a hero will expose an enemy if he finishes his Travel action in a hidden enemy space (even if the hero finished his turn).
  • The hero must fight/evade all the enemies in the space.
  • Hidden/exposed enemies may be moved if there is an instruction to do so (a hidden/exposed enemy will remain hidden/exposed unless stated otherwise).
  • A hero cannot perform an Encounter or a Visit action while enemies are still present in the same space. He has to fight or evade them first.
  • A hero cannot fight the Dragon if an enemy is present in the same space where the hero stands. The enemy should be fought or evaded before the Dragon.

Note! If you need to draw hidden enemies from the stockpile (in a Dragon turn or if stated in card instructions) and there are no enemies left in it, enemies must be taken from the lowest level in the Scale of Evil (even though they are not hidden). Place the enemies exposed / hidden according to the regular instructions.

Leech Tokens

  • These tokens are drawn according to instructions from FORTUNE / ARMS / MAGIC cards and placed on the Hero Board.
  • A hero infected with a leech will slow down his moves by 1 and can only move up to 3 paces in each Travel action.
  • A second leech infection will slow the hero by an additional single pace. He can now move only up to 2 paces per Travel action.
  • A Hero cannot be infected with more than two leeches.
  • Leech tokens are always exposed and can be removed in certain Place-Sites or by using certain cards.

Playing Cards

Card Decks

  • ARMS Cards: Referenced to armory and weaponry whom the hero can use.
  • MARKET Cards: Provide animals, allies and equipment.
  • ABILITIES Cards: Grant benefits or special powers to the hero.
  • MAGIC Cards: Help the hero cast spells and use MAGIC throughout the game.
  • FORTUNE Cards: Items\events which affect the hero's luck and plans.

Card Types & Symbols

Cards are divided to types according to their use, which is represented by a matching symbol. Each symbol is also explained in words for the convenience of the players. Each card shows: deck name, card type, symbol, time of use, card name, playability, and when to use. Types: Anti Enemy, Action, Movement, Anti Hero, Animals, General, Weaponry, Ally, Vs. Enemy, Accessory, Weather, Vs. Heroes.

Time of Use

There are symbols on the card which indicate their time of use:

  • In turn - cards that may be activated at any stage, only during the player's turn, unless stated otherwise in the card.
  • Any time - cards that may be activated at any time; during one's turn or outside of one's turn.
  • Off turn - cards that may be used only outside of the hero's turn, even as soon as the turn is over.
  • Instant - cards that should be immediately activated as soon as they are drawn.

Playability: cards for multiple use are marked with a round arrow. These cards will not be discarded after a single use.

Hero Board

The Hero Board is used to track and manage attributes, abilities and other resources which are accumulated and used by the hero throughout the game. The Hero Board is divided into 4 sections: 1. Hero Attributes 2. Supply 3. Armament 4. Resources.

(Pictured example card: MAGIC Mirror - FORTUNE, Accessory, Multi Use, Any Time: You receive 1 SKILL +1 WISDOM +1 FAITH +1 EXPERIENCE, for the purpose of meeting card attribute limitations only (not for increasing power directly in battle). You cannot use more than one Mirror.)

1. Hero Attributes

The hero has 5 types of Attributes to acquire: VITALITY, FAITH, EXPERIENCE, SKILLS, and WISDOM. The Attributes are portrayed on every Hero Board and are distinguished by color. For each attribute that the hero acquires he gets one gem that must be placed immediately on the board. Every hero may collect up to 5 gems per attribute. Attributes may not be held or kept beyond this amount (and they may not be traded / sold). The more the hero acquires Attributes, the more powerful he becomes.

2. Supply

The section upon which the hero places GOLD and FOOD that he accumulates throughout the game.

Hero Card Arrangement

3. Armament

In this section, the player places the armament cards that constitute his apparel.

  • Any new card from the Equipment or MAGIC category that grants the hero power in battles against enemies, is initially placed in the Resources section on the Hero Board.
  • These cards cannot be activated unless they are located in the Armament section on the Hero Board.
  • Moving cards to the Armament section is allowed only outside the player's turn or during a Rest action and as long as the hero meets the card's Attributes condition of uses.
  • Cards in the category of: Allies and/or ABILITIES can aid the hero in battle even though they are placed in the Resources section.

The Armament Management: There are 5 squares for the Equipment / MAGIC / ARMS cards. Each square represents a part of the hero's body, which can be equipped: Head, General, Hand, Body, Hand. The cards that can be placed on each square are indicated on it. The same indication appears on the cards as well.

Note! Some Armament cards require compliance with the hero's Attributes before placing them.

Only one card can be placed in each square at a time. Except:

  • The General part of the armament section where you can put up to 5 cards of amulets/magic/rings.
  • Special cards that indicated otherwise. For example: the Lightning Protector card can be placed only on an active Shield card and cannot be placed separately.

Incorrect placing example: the battleaxe is held in both hands, so it is impossible to hold the shield as well.

Armament Examples:

  1. Philip received a sword in the beginning of the game. He is currently at the Blacksmith trying to decide whether he should buy a shield or an additional sword. Due to the fact that according to the armament rules a player is not allowed to wear two swords (unless he owns a card that allows it), he should buy the shield.
  2. Nicole has a bow and wants to buy a sword to hold in her other hand. This isn't allowed since a bow is a two-handed weapon, which means the other hand is considered as occupied. In this situation she can buy arrows (of a certain type) for the bow. These arrows can be placed only in the other hand.
  3. Tom has 4 WISDOM in his Attributes. He gained a Magician's hat that demands 5 WISDOM. He cannot use the hat and likewise cannot wear it in the Armament section. He may only keep it in his Resources for later use.

4. Resource Management

The Resources section is divided to 4 inner categories. Each category can hold different types of cards, indicated by a symbol displayed on top of the category and by their title. The categories are:

  • MAGIC (including Anti Enemy cards type)
  • Equipment (including Armament)
  • Companions (including Animals)
  • ABILITIES

Any cards that a hero may take for later use during the game should always be placed in the Resources section. The cards must be exposed when placed on the board, apart from ABILITIES \ MAGIC cards that may also be kept hidden \ face down (until they are used).

On top of each card you can see the category to which it belongs and its correct position is on the board. One simple way to understand and remember the correct placement of cards in different categories is the symbols on top of each section should always match the symbols on the cards. That ensures that the card is placed correctly. Exception: cards belonging to the MAGIC deck will always be placed in the MAGIC categories, regardless of their symbols.

Rules for Card Handling

  • All new cards that can be saved by a player (to be used later) should be placed immediately in the Resources section in the Hero Board.
  • Used cards (of any kind) should be discarded to the Discard Pile.
  • The discarded cards may be re-separated to decks, reshuffled and repositioned once a deck is depleted.

Card Amount Limit

Each player may hold up to 5 cards in each category in the Resources section. If the player exceeds that amount in one of his categories, he must drop the extra cards at the end of his turn. He can still use these cards, along with the others before the end of his turn, to reduce the amount of cards back to the limit (refer to dropping rules in the Movement paragraph).

Note!

  • ABILITIES can never be traded nor dropped, once they are thrown to the Discard Pile.
  • If a player forgets to drop his extra cards and just finds out about it, he must drop them immediately, even if it's not his turn.

General Notes

  • Every card of the Equipment category that grants the hero power in battles cannot be activated unless they are located in the Armament section apart from: allies \ animals \ abilities.
  • You can reposition cards between the Armament and the Resource section only when you are out of your turn \ during a Rest action.
  • MAGIC cards - can be used during any part of the hero's turn with no cost or limitations (except for those written on the cards).
  • If MAGIC cards create a situation, in which the hero moves away from a space with an Evasion cost, the hero will not lose VITALITY.
  • MAGIC \ ABILITIES priority - the MAGIC and \ or the ABILITIES that is drawn last (in accordance with the rules) always prevails.
  • In any case in which there's a contradiction between the contents of a card \ symbol and the written instructions, the written content prevails.

The Dragon

Dragon Flare

  1. Constant Flare: Represented as spaces with burning flames symbol surrounding every volcano in the Dragon Rocks (where only the Dragon may stand).
    • Active Flare: These flares turn active only when the Dragon occupies the volcano which they surround. A hero performing any action on an Active Flare space will lose 1 VITALITY for burns. Thus, every action which begins or ends on a space with an Active Flare, including skipping such a space during Travel, forces the hero to lose 1 VITALITY at the end of every action. For example: a hero who visits a Place-Site located on an Active Flare space is forced to lose 1 VITALITY.
  2. Incidental Flare Burn: When the Dragon changes its location during a Dragon's turn, it breathes flares over different regions. The regions hit by the Dragon Flare are determined according to the Dragon Flare die (black) roll. The heroes who stand in these regions will lose 1 VITALITY.

Note! In any event, there will be no loss of more than 1 VITALITY per action for an Active Flare burn and for an Incidental Flare burn. A space with a Constant Flare that is inactive will not reduce 1 VITALITY.

An example for a VITALITY loss as a result of both types of Dragon Flares: A hero is near a Mountain region in an inactive flare space. After a Dragon Flare die roll, he ended up losing 1 VITALITY to an Incidental Flare Burn. The Dragon has now been placed on the Dragon Rock adjacent to the hero. Therefore, no matter what his next action will be, the hero will be forced to lose 1 additional VITALITY after his next action due to the inactive flare that has now become an Active Flare.

The Dragon's Turn

At the beginning of the game the Dragon is positioned on Dragon Rock i, in the innermost space where the volcanoes are located. Dragon movement is allowed only during the Dragon's turn and only between 3 spaces: Dragon Rocks i, ii, iii.

The following events activate the Dragon's turn which occurs immediately during the hero's turn:

  1. When instructions on a card allow such event.
  2. Whenever a hero defeats an enemy and the Scale of Evil rises by one, starting from stage 2.

In each one of the two events, the Dragon's turn occurs immediately during the hero's turn. Once the Dragon's turn is completed, the hero's turn will resume normally from the point in which it was interrupted.

Dragon's Turn - Perform the Following Actions

  1. The hero who activated the Dragon's turn will decide whether to move the Dragon to one of two different spaces or to keep the Dragon in its space.
  2. Incidental Flare: during his flight, the Dragon breathes flares over different regions. The Dragon Flare die (black) is rolled. The result signifies all the regions hit by the flare in the Dragon's current flight to a different Dragon Rock. All the heroes present in the regions that correspond to the terrain designated by the result of the roll will suffer flare burns and will immediately lose 1 VITALITY (if the result shows 4 regions, then all the heroes in every region suffer flare burns and lose 1 VITALITY). See descriptions of the Dragon Flare die results in page 16. A flare that strikes a region hits all the heroes in that region, whether the spaces in it carry a Dragon Flare symbol or not. Two exceptions:
    • The flare will not hit those staying in the Goblin Cave.
    • The flare will not hit those staying in a Safe space.
  3. Each hero, except from the hero who activated the Dragon's turn, takes one hidden enemy from the stockpile and places it face down in a space of his choice. (every space is allowed, even spaces with Place-Sites, enemies or heroes, including Safe spaces).
  4. Only the hero who activated the Dragon's turn and the player to his left are allowed to draw one new Place-Site from the Concealment Pouch and place it in an empty Settlement space of their choice, at a distance of minimum 7 spaces from their current location (if there are no empty Settlement spaces in these distances, they may place it in the furthest free space).

Note! Even if the hero decides to keep the Dragon in its current space, the Dragon still performs a flight and returns to the same space. Therefore, the Dragon Flare die is rolled as usual.

For example: A roll of the Dragon Flare die resulted in an illustration of the Forest and the Riverbank regions. Therefore, these regions on the map are burned by an Incidental Flare and every hero that stays in them and is not in a Safe space is burned and loses 1 VITALITY.

Fighting the Dragon

To confront the Dragon, the hero must reach a space (marked with a flare symbol) near the space where the Dragon is located (on an adjacent mountain space).

Note! In this event, the mountain rock is considered adjacent to any of its surrounding Flare spaces although there are marked with black boundaries between them.

  • First burn - the hero loses 1 VITALITY from the Active Flare immediately after his Travel action ends (unless he was already there).
  • Second burn - A hero who performs an attack will be burnt again after the Fight action ends, if he loses to the Dragon.

Note! The hero still loses 1 VITALITY in a Fight action due to losing in a battle to an enemy. Therefore, each battle that the hero loses, he loses 2 VITALITY at the end of the action: one for losing to an enemy and one for performing an action in an Active Flare space.

  • Evasion - the hero can evade the Dragon while performing a Travel action. In this event, he will lose 1 VITALITY at the end of the action due to the Active Flare.

For Example: A hero performs an attack against the Dragon and loses. Therefore, he loses 2 VITALITY. Now he wishes to perform a Travel action and evade the Dragon. In this case, he will lose 1 VITALITY at the end of the Travel action, due to the Active Flare (he will not lose more than one because it's the same action).

The Dragon's Total Power

  • Dragon Basic Power: 15 (Default Level)
  • Result of 2 Enemy Battle dice rolls (possible result: 4-10).
  • Evil Force Base: according to the current level of Scale of Evil.

End Game

There are two ways in which the game may end:

  1. When the Scale of Evil will surpass level 10: All the heroes and the Dragon will be transported to the starting point. Every hero, starting with the one who killed the last enemy, will fight the Dragon in turns. Every hero in his turn can only perform one action which is a fighting action against the Dragon. After 3 rounds if the Dragon is still standing then everybody loses and the Dragon wins the game.
  2. Once a hero defeats the Dragon: A hero who is victorious will end the game immediately and will be proclaimed as the winner. Second and third places - will be determined by calculating the total power of each player, according to the calculation rules explained in Battle Conduct Rules Section: Calculating the Hero's Total Power. See page 14. Tie in a battle against the Dragon - considered as a victory.

Custom Play Modes (optional)

The following modes of play allow experienced players to choose and combine different modes to create a variety version that is more suitable to their game style. From each sector (row) you can choose one option box to set the desired mode of play. The highlighted boxes represent the default in the classic game mode. The sectors are elaborated on the following pages.

SectorOptions (Classic = default)
Attribute AssignmentCharacter Dependent (Classic) / Equivalent
Moral PathBronze Heart (Classic) / Silver Heart / Golden Heart
Turn HandlingPlay by Turn (Classic) / Real Time Play
Competition TypesCompetitive (Classic) / Team / Co-op Mode / Solo Mode
Game StylesConservative (Classic) / Logical / Mist / Adventurous
Difficulty levelsStandard (Classic) / Expert / Inferno

Deck Board Arrangement: The deck boards can be arranged as shown in the diagram (Options 1 / Options 2) or in any way that is most comfortable for the players / suitable for the game table.

Play Modes Explanation

Attribute Assignment Sector

  • Character Dependent (Classic Version): According to the standard rules.
  • Equivalent Mode: Allow to set equal conditions for all participants. Each player is given the same amount of Attributes and Supply, according to the chart:
WISDOM / SKILLSEXPERIENCEFAITHVITALITYGOLDFOOD
2 WISDOM or 2 SKILLS or 1 of each13411

Moral Path Sector

  • Bronze Heart (Classic Version): A player may perform an Encounter action against another player. The victim will always lose 1 VITALITY.
  • Silver Heart Mode: All standard rules apply, except for one: the victim will not lose 1 VITALITY (the attacker still gains 1 VITALITY from the stockpile). This exception stems from a social consideration: to maintain a good atmosphere among the players.
  • Golden Heart Mode: An Encounter action is not available in this mode. Therefore, cards that allow Encounter actions: Ambush, Snatching, Thievery are not available and can be removed in advance or replaced with other cards when they are drawn.

Turn Handling Sector

Play by Turn (Classic Version): Each player plays in his turn according to the standard rules.

Real Time Playing Mode: For experienced players in the game who wish to shorten the game moves and add a speed factor to make it more dynamic and challenging.

In this mode, all players perform their actions simultaneously at their own pace, until all players complete their turns. This is called a Game Round. One player is selected as a round manager to monitor the round. Each new round starts only after all players finished all their actions for their current turns. Although the turns take place simultaneously, on certain occasions players may interrupt and stop the game. When the game stops, all players stop their turns and actions immediately.

Exception: A player in the beginning or in the course of a Travel action may finish it before he stops (a player who's already holding his hero miniature in order to make a move before the game is interrupted).

There are 4 occasions in which the game can be stopped:

  1. "Event" - When a hero draws an "event" card or performs MAGIC, he must declare: "STOP-EVENT". The player will perform the event/MAGIC after all other players have stopped. After that, the Game Round will continue as usual. Note! If it is an event that comes from a FORTUNE card, the player must declare the event and execute the instructions on the card immediately.
  2. "Hero" - Each player is allowed to stop the turn of one or more opponents of his choice, for Encounter purpose. The player cannot do any action aside Travel/Encounter. Or for generating special power that affect one or more opponents (such as ABILITY or MAGIC use). In any case he declares: "STOP-HERO" and points at the hero to which he is referring. The affected heroes must stop their doing. They will be allowed to continue only after the player who stopped them finishes his action. After that, they can resume and finish their turn for the current round (other players will wait if necessary). This (and also "Passive" occasion - see section 4) allows only the particular hero to perform an Encounter action against the same stopped hero, once per turn.
  3. "Dragon" - When a player (at the beginning or during a Travel action) reaches a space at a distance of 0-5 spaces away from a space where he can fight the Dragon, he may declare: "STOP-DRAGON". He may perform one fighting action against the Dragon, right after his Travel actions (and before the other players). If the hero wants, and has enough power and actions, he can perform additional Fight actions against the Dragon, and the rest will wait for him to finish. Only after that, the game continues as usual. The other players can continue playing normally once all the Fight actions against the Dragon are ended. During this declaration, another player may also declare the same attention, so he will be the next to fight the Dragon and so on.
  4. "Passive" - In certain cases, players may pause their play to see how their opponents react. If there are 2 or more players that stall the game, because each player is waiting for the others to make a move, the game round manager should interrupt with a "STOP-PASSIVE" and force the players to play in turns. The turns resume next from the player who played last before the game was stalled or according to the Game Round, no matter by whom. Note! This is possible only if there is no other player who can or wishes to continue his turn in the current round. According to that, each player will perform one action followed by the actions of his opponents, according to the actions left for each player, until the round is ended or resolved (in certain cases a Game Round may start by players performing actions one by one until it resolved). Note! This "STOP-PASSIVE" allows the players to perform all the standard actions, including Encounter action (and without declaring "STOP-HERO"), but only by or against the players participating in this occasion.

Note! "STOP" declaration, of any kind, cannot be made in the middle of another "STOP" occasion. Exception: "STOP-HERO" declaration may interrupt the "STOP-DRAGON" declaration. In a complicated round where Dragon fighting is involved, sometimes the best way is to manage the current round turn by turn as in the classic version.

Competition Types Sector

Competitive (Classic Version): Each player tries to perform better than his opponents in order to win the game.

Team Mode

Players may team up at the beginning of the game and compete in groups, such as: 2 players team up against the third player or more (teams cannot change after). All the standard rules apply - with the following exceptions:

  • Teammates standing in the same / adjacent space or passing each other may exchange 1-2 items freely in one of their turns from each of the following decks: MAGIC / FORTUNE / ARMS / MARKET. Or may exchange unlimited Supply of GOLD/FOOD as another activity. Both players must agree on the exchange in advance.
  • Any activity of this kind is considered as one action in the player's turn. An Encounter action against a group member is not allowed.
  • Each team plays turn by turn, in which each teammate can perform less or more actions before others according to the team decisions as long as by the end of all of their turns each teammate has played 3 actions.

Note! You cannot exchange ABILITIES and ATTRIBUTES.

Co-op Mode

All standard rules apply in this version, except for the following changes:

  1. During the Setup, in addition to the standard rules, the enemies are also placed on Settlement, Safe and Hot-Air Balloon spaces.
  2. All the heroes belong to all the players. Therefore, each player, in their turn, can play any hero in each action of their choice, including using several heroes. Each player still has 3 actions and still manages one hero board.
  3. When there is more than one hero in the same space, they can move together in the same Travel action (according to the Travel rules).
  4. Every 2 heroes in the same space can exchange items Supply between them for the cost of 1 action. (You cannot exchange Abilities/Attributes).
  5. A hero who loses twice in a battle does not gain Experience, nor does the enemy move aside. On the contrary, once a hero is in the same space with enemies, he must fight against them. (A hero cannot evade enemies at all except if the enemy is in the middle of his Travel and only if he steps over them while doing so). On the other hand, a hero can always count on the aid of others to come and fight for him. For Example: In his third action in the current round of turns, Tom lost to a Warlock for the second time. Although he has one more action to perform, Tom prefers to wait for Nicole to arrive to the same space and try to defeat the warlock in her remaining action.
  6. Heroes who are in the same space with enemies and in the current round didn't fight once against the enemies are still losing 1 Vitality according to the losing in Battle rules. If an enemy dies, all the heroes gain 1 Experience and the hero who killed the enemy proceeds according to the Winning in Battle rules.
  7. Each round, all new dead enemies are placed on the first empty upper level in the Scale of Evil until the next round begins and so on. Meaning, it doesn't matter how much dead enemies are placed on the current level of the Scale of Evil; the first dead enemy of each round will be placed on the next empty upper level. On the other hand, there can be only one new level filled with dead enemies in the Scale of Evil each round, no matter how many dead enemies are placed on it. Note! If the Enemy stockpile runs out, you should pick enemies from the lowest level on the Scale of Evil. This will not lower the current level of Evil Force Base.
  8. The Dragon turn occurs immediately after the first enemy is killed on each new round with 2 differences:
    • The 2 new Place-Sites should be set as far as possible from the heroes.

Solo Mode

In this version, one hero can play against the Dragon alone. All the standard rules apply except for the following changes:

  1. During the Setup, in addition to the standard rules, the enemies are also placed on Settlement, Safe and Hot-Air Balloon spaces.
  2. After picking a character and its Resources, instead of the CDB stage (stage C in Setup) you will draw: 2 ARMS cards, 3 MAGIC cards, 4 ABILITIES cards. You then choose to keep 5 of them.
  3. The hero can perform 4 actions + 1 additional Travel action in his turn.
  4. The Evil Force Base rises after each turn is finished (one level at a turn), regardless of your battles against Enemies. Pick one enemy from the stockpile at the start of the game to use as a marker for the Scale of Evil.
  5. Each defeated enemy also moves to the current level on the Scale of Evil, but they don't change the location of the level marker.
  6. The Dragon's turn occurs at every even numbered level on the Scale of Evil (2, 4, 6...):
    • Move the Dragon to the next Dragon Rock space.
    • Roll the Dragon Flare die twice.
    • The 2 new Place-Sites should be set as far as possible from the heroes, on each of them you will place 1 random hidden enemy.
  7. If the Scale of Evil exceeds the 10th step, the hero loses the game (evil forces will sweep through the land).
  8. If you receive a FORTUNE/ABILITIES card that deals with another hero, you may replace it on the spot.
  9. An Encounter action is not available in this mode. Therefore, cards that allow Encounter actions: Ambush, Snatching, Thievery are not available. They can be removed in advance or replaced when they are drawn.

Game Styles Sector

  • Conservative (Classic Version): According to the standard rules (see the standard Setup without changes).
  • Logical Mode (Recommended for players who are interested in deeper strategy, more as an abstract game): In the Setup stage, all Place-Sites structures should be revealed (embed them randomly on the map) in each Settlement space.
  • Mist Mode: At the Setup stage, you must not place visible Place-Site structures at all. The Place-Site structures will be discovered by the heroes only during the game. A hero who finds a new Place-Site structure gets a bonus Travel action in addition. Each 2 newly discovered Place-Site structures advances the Scale of Evil by one level. In this case, the current level on the Scale of Evil will be represented by a random enemy figure which is assigned to the ladder accordingly. Dead enemies are passed normally to the Scale of Evil, but only to the present stage - they cannot raise the current stage (until two other Place-Site structures are discovered).
  • Adventurous Mode: At the Setup stage, all enemies are randomly placed (with their faces upside down) in all of the game spaces, except for the following spaces: Settlement / Hot-Air Balloon / the starting space / the ferry. In addition to the regular rules, at the beginning of each round (except the first one) all the players, in turns, can reveal one hidden enemy and/or can move one enemy 1-2 spaces. Similarly, in the Dragon's turn, instead of discovering a new enemy from the stockpile and placing it on the board, each player can reveal a hidden enemy that exists on the board and move it by one step if he desires.

Difficulty Levels

The game has 3 difficulty levels. The difficulty levels affect only the Dragon's Basic Power. The standard difficulty level can be raised by placing a "difficulty level" token. The token must be placed on top of the Scale of Evil before the game starts. Here are the stages of difficulty:

Level Of DifficultyDragon's Basic ForceNote
Normal (without coin)15Classic level
Hard18Advanced level
Inferno21Challenging level

Note! The Solo/Co-op modes are for the stand-alone version of the game (with the standard instructions only). Therefore, some sectors such as Moral Path and Game Styles may not combine together.

Game Rules Explained Briefly

An abbreviated version of the rules was written for two main reasons:

  • To refresh the memory of those who already know the game but did not play it for a while.
  • To guide new players who join the game in the fastest and easiest way, without missing important rules.
  1. Setup: See full version in pages 4-5

    • Arrange all game pieces and deal resources (parts A+B in Setup).
    • ABILITIES cards (part C in Setup): deal 9 cards to each player face down: 2 ARMS + 1 MARKET + 2 MAGIC + 4 ABILITIES. Choose one card to keep and pass the remaining cards to the player on your left. Eventually, each player keeps 6 cards to place in the Resources section on their Hero Board.
    • Card positions (part D in Setup): Place the FORTUNE cards face down in a single stack. All other decks are positioned in a layout with open cards, including one open card on the full deck itself. These are called "exposed cards".
  2. Cards categories & symbols: See page 18. Should first be placed according to their type in the Resources section on the Hero Board. Cards that grant you power in battles can be activated as long as they are placed in the Armament section. You may keep up to 5 cards of each category in the Resources section.

  3. The map: See map description in pages 10-11. The map is divided into regions by black lines and to spaces by white lines. You cannot move between regions, meaning that you cannot cross a black line. Movement is allowed only between spaces separated by white lines, as long as the spaces are not diagonal to each other.

  4. Actions in A Player's Turn: See pages 8-9. A "player's turn" refers to one hero who performs 3 actions during his turn. The player may perform the following action: Travel/Rest/Visit/Fight/Encounter.

    • Travel - move 1-4 spaces. During movement you also may: Collect/Drop items (besides ABILITIES and Attributes); Evade an enemy by paying 1 VITALITY; Reveal a new Place-Site when stopping at an empty Settlement space.
    • Rest - Allowed at any spaces that are not occupied by an enemy and not in an Active Flare zone. Roll the Search die once, receive rewards accordingly. You may pay 1 food to roll the die once more. Recover VITALITY: Get 1 VITALITY (free) + Get 2 VITALITY per 1 FOOD consumption. You may not consume more than 1 FOOD per Rest action. During Rest you may also: Move cards between the Armament and the Resources sections; Collect/Drop items (besides ABILITIES and Attributes). Note! A Rest action can be performed more than once per turn, but not at the same space and with no additional free VITALITY.
Sorcerer2-13312
Giant (expansion)-3-35-1
Wizard (expansion)21-431-
The victim of an Encounter1Immediately after an Encounter with a hero.
  • The first 2 enemies' assignment should be placed on those new Place-Sites. The other enemies should be placed on a Place-Site space without enemies, to the player's choice (the number of new enemies is equal to the number of heroes). If there is no empty Place-Site, you should place more than 1 enemy in the same space.
  • The Dragon, in its turn, will always move only in the following order: from Dragon Rock 1 to Dragon Rock 2 to Dragon Rock 3 and then back to Dragon Rock 1.
  • An Encounter action is not available in this mode. Therefore, cards that allow Encounter actions: Ambush, Snatching, Thievery are not available. They can be removed in advance or replaced when they are drawn.
  • A hero who chooses to fight the Dragon can retreat in the case of losing the battle as in the regular rules.
  • Visit - When stopping at a Place-Site with no enemy, you may visit it. All the possible activities for each Place-Site are listed in the Index Board. You can visit the same Place-Site once per turn.
  • Battle - See pages 14-15. When stopping at a space occupied by an enemy, or when passing a space occupied by an exposed enemy, you must fight or evade it. Battle Conduct Rules in brief:
    • Enemy Total Power: 1-2 Enemy Battle dice roll + Enemy Basic Power + Evil Force Base. (Evil Force Base is the number of the level which holds the most recent dead enemy. The amount of enemies in each level is equal to the number of players).
    • Hero Total Power: 2 Hero Battle dice roll + Hero Basic Power (the sum of hero's Attributes) + extra power for a special die and/or cards.
    • Victory: place the dead enemy on the Scale of Evil, take 1 EXPERIENCE from the stockpile and place it immediately on the board + draw 1 FORTUNE card and read it out loud.
    • Tie: counted as a victory, except for 1 VITALITY loss.
    • Loss: lose 1 VITALITY at the end of the action.
    • Loss secondly in a row: lose 1 VITALITY, get 1 EXPERIENCE from the stockpile and place it immediately on the board. Move the enemy one step to a space adjacent to you.
  • Encounter - When stopping in a space occupied by an opponent, you may perform one of the following:
    • Ambush - allowed in a Road space with no enemy on it. You get half the gold (round down) that is in the Goblin cave. The victim is placed in the Goblin Prison. He will wake up at the beginning of his next turn and will continue from there.
    • Thievery - allowed only in a Road space with no enemy on it. Steal 1 card from the Equipment or MAGIC category (from the Resources / Armament section). If there is more than one card that can be stolen, let the victim choose which one it will be.
    • Snatching - allowed in a Road / Settlement space with no enemy on it. You can snatch 1 GOLD / 1 FOOD. As a result of any of these 3 options, the victim will lose 1 VITALITY to the stockpile and the attacker will gain 1 VITALITY from the stockpile. Note! An Encounter with the same opponent is allowed only once per turn.
  • The Dragon: See pages 22-24

    • Constant Flare - Represented as spaces with burning flames symbol surrounding every volcano in the Dragon Rocks.
    • Active Flare - These flares turn active only when the Dragon occupies the volcano which they surround. Every action beginning or ending on a space with an Active Flare or even passing through such a space while Traveling, forces the hero to lose 1 VITALITY at the end of every action.
    • Incidental Flare Burn - When the Dragon changes its location during its turn, it breathes flares over different regions that are determined by the Dragon Flare die (black) roll. The heroes who stand in those regions will lose 1 VITALITY.
    • Note! There will be no loss of more than 1 VITALITY per action as a result of an Active Flare burn or an Incidental Flare burn in any event.

    Dragon's Turn:

    • Dragon movement is allowed during the Dragon's turn and only between 3 spaces: Dragon Rocks i, ii, iii.
    • The following events activate the Dragon's turn which occurs immediately during the hero's turn (the hero's turn will resume normally only afterwards): when an instruction on a card activates the Dragon's turn, or whenever a hero defeats an enemy and the Scale of Evil rises by one (starting from stage 2).

    Perform the following actions:

    1. The hero who activated the Dragon's turn decides whether to move the Dragon to one of the other Dragon Rocks or to keep it in its current space.
    2. Incidental Flare: during his flight, the Dragon breathes flares over different regions. The Dragon Flare die (black) is rolled. The result indicates all the regions that the flare hits. All the heroes who stand in the regions indicated by the result of the roll will suffer flare burns and will immediately lose 1 VITALITY. If the result shows 4 regions, all heroes in each region will suffer flare burns and lose 1 VITALITY. The flare will not hit those who are staying in the Goblin Cave or in a Safe space. See description of Dragon Flare die results in page 16.
    3. Each hero takes one hidden enemy from the stockpile and places it face down in a space of his choice.
    4. The player that activated the Dragon's turn and the player to his left are allowed to draw one new Place-Site and place it in an empty Settlement space of their choice, at a distance of 7 spaces and up from them (if there are no such spaces in these distances, they may place it in the furthest free space).

    Note! If the hero decides to keep the Dragon in its space, the Dragon flies and returns to the same space. Therefore, the Dragon Flare die is rolled as usual.

    Fighting the Dragon:

    • The Dragon's Total Power: The Dragon Basic Power (15) + 2 Enemy Battle dice + Evil Force Base (Scale of Evil).
    • In order to face the Dragon, the hero must reach a space with an Active Flare. The hero loses 1 VITALITY from the Active Flare immediately after the action ends.
    • Loss: If the hero loses, he will be burnt again. However, the hero loses 2 VITALITY in the second burn: one for losing to an enemy and one for performing another action in an Active Flare space.
    • Evasion: the hero can evade the Dragon while performing a Travel action. In this event, he will lose 1 VITALITY at the end of the action due to the Active Flare.

    Defeating the Dragon - Winning the Game: A hero who is victorious will end the game immediately and will be proclaimed as the winner (he will not lose any VITALITY since there are no more flares). Second and third places - will be determined by calculating the total power of each player, according to the calculation explained in Battle Conduct Rules (same as in a battle against an enemy). Tie in a battle against the Dragon - same as a victory.