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The Land of Enin

The Land of Enin Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Play
    • Travel Phase
    • Questing Phase
  • Combat
  • Treasure
  • Luck
  • Quest Items
  • The Nigh Towns
  • Levelling Up
  • Character Card
  • Location Cards
    • 1. The Iron Hills
    • 2. The Wood of Wyr
    • 3. The Nigh Towns
    • 4. The Darkling Crags
    • 5. The Lost Wastes
  • Encounter Cards
    • Encounter 1
    • Encounter 2
    • Dragon
  • Treasure Card

Components

Needed to Play:

  • The 9 Land of Enin cards
  • 1D6 and 1D10 (2D10 is even better)
  • 10 black wooden cubes
  • 2 yellow wooden cubes
  • 1 red, blue and green wooden cube
  • 1 Meeple o' Adventure

Cards for the game include: 5 numbered Location Cards, 2 Encounter Cards, 1 Treasure Card and 1 Character Card.

There are 3 tracks on the Character Card: one (gray) will be used to track your health (HP) and your luck (both HP and luck may never be greater than 10), one (yellow) tracks your experience (XP) and gold, and one (beige) which lists the items that help you during your quest.

Setup

  1. Line the cards up in front of you. The Location Cards should be in numerical order with Character Card first. Place the other 3 cards below these.
  2. Roll 1D6+4 to determine your starting health (HP), placing the red cube on the matching number on the gray track.
  3. Roll 1D6 to determine how much luck you start with, placing the blue cube on the matching number on the gray track.
  4. Lastly place one black cube on the 0 space of the yellow track as your starting experience level and one yellow cube on the 0 space of the yellow track because you are poor; set aside the remaining cubes and then place your Meeple by your cottage.

Play

Each turn consists of 2 phases: Travel and Questing.

Travel Phase

When the game begins use the locations (in the lower right of the Character Card) to determine your first location by rolling 1D10. After rolling, move your Meeple to that corresponding location. From then on, each turn, you must move left or right to an adjacent Location Card if you can legally do so. If you are on the first and last Location Cards in the row you will only be able to move in one direction. (Note: with the Map of Enin, which you may buy in the Nigh Towns, you may move to any Location Card you choose)

The 5 locations are:

  1. The Iron Hills (rescue the Maiden here)
  2. The Wood of Wyr (learn the Watchword here)
  3. The Nigh Towns (steal the Key/buy Items here)
  4. The Darkling Crags (gain the Lodestone here)
  5. The Lost Wastes (find the Lost Book here)

Questing Phase

During the Questing Phase, roll 1D10 and, on the chart on the Location Card, find the action which matches the rolled number. Encounters result in a further 1D10 roll on a matching Encounter Card (see Combat below).

Once you have completed the action you may try and fulfill an aspect of the quest, if you have the correct item from a previous part of the quest. If you do not have the item you do nothing further and your Questing Phase is done.

Combat

If you encounter a monster, during the Questing Phase, you must fight it in combat. Different monsters are encountered based on your current experience level. Consult the proper Encounter Card, rolling 1D10 to determine which monster you face (use the left column of numbers to determine this).

Roll 2D10 for your attack and add any attack bonuses for luck, potions, treasures, etc.

If your modified roll is less than the monster's attack (ATT) value, you lose a number of HP equal to the value (or die roll) listed in the monster's damage (DAM) column. If the DAM icon is green, also place a green cube on the "Poisoned" box in the Character Card (note: poisoning is not cumulative, when poisoned, subtract one (-1) from all attacks until cured).

You may now either fight on, or choose to flee. If you choose to flee you must lose any HP listed as a penalty.

If your modified roll is equal to or greater than the monster's ATT value, you defeat the monster. You gain a number of Experience Points equal to the value (or die roll) listed in the monster's XP column. You also roll for treasure on the Treasure Card a number of times as listed for that encounter.

Treasure

When rolling on the Treasure Card, you may find one of four Magic Items. When you do so, place a cube on the box next to the item of your choice. You may only ever own one of each item at a time. If you lose one you may find it again later.

Luck

Each point of luck allows you to modify a single D10 die roll. You may spend any number of points of luck on any one die roll. Luck allows you to add or subtract points from the final result of a roll at any time during Combat. When you spend a point of luck be sure to move the blue cube on the Luck Track.

Quest Items

During the Questing Phase, if you have the correct items on hand, you may try and complete the next part of the quest. Below the action text is a small table. You must roll 1D10 and match the number as listed for your XP level to succeed. If you succeed, place a black cube to mark the item on your Character Card.

The Nigh Towns

When in town you may choose either to attempt to steal the key OR buy one item from the market, but not both in the same turn. You may only buy 1 item per turn. Potion effects are instantaneous and you may not buy the same item twice a row.

Levelling Up

When you reach 20 XP you have gained enough experience to reach Level 2 (Level 3 is 40XP). You may find that monsters are now harder to fight but finding Quest items is a little easier. You also gain an attack bonus for each new Level as well as an additional HP bonus.

Character Card

The Character Card carries these tracks and markers:

  • Health (HP) - gray track, 1 to 10. Start: 1D6+4.
  • Luck - gray track (blue cube), 1 to 10. Start: 1D6.
  • Experience (XP) - yellow track, 0 to 100. Start: 0.
  • Gold - yellow track, 0 to 100. Start: 0.
  • Level markers - L1 at XP 0; L2 at XP 20 (+1 ATT, +1 HP); L3 at XP 40 (+1 ATT, +1 HP).
  • Poisoned - green box, -1 ATTACK.
  • Quest items - KEY, WATCHWORD, MAIDEN, LODESTONE (beige boxes, marked with a black cube when obtained).

The lower right of the Character Card prints the starting-location table (used in Travel Phase setup). Its printed column headings are QUEST and START:

Roll (1D10)Printed markerPrinted heading
1-41QUEST
5-62START
7-83QUEST
9-04START

Transcription note: the card prints four numbered markers under these headings, and the rules text instructs you to determine your first location from this table. The card does not spell out the marker-to-location mapping in words; the table is reproduced as printed.

Location Cards

1. The Iron Hills

The Iron Hills ... goblin stronghold. Be quick, be bold.

  • 1-4 Rest and arise refreshed: gain 1 HP
  • 5-8 Encounter 1
  • 9-0 Encounter 2

If you have the key and the watchword you may try and rescue the maiden:

  • Level 1: 1-3 - roll value on 1D10 matched to your XP level to rescue the maiden
  • Level 2: 1-5 - roll value on 1D10 matched to your XP level to rescue the maiden
  • Level 3: 1-6 - roll value on 1D10 matched to your XP level to rescue the maiden

2. The Wood of Wyr

The Wood of Wyr ... a place to be crossed quickly by day or night. This is a dense forest of sleeping trees and awakening evil.

  • 1-3 Encounter 1
  • 4-5 Encounter 2
  • 6-7 You are set upon by bandits - they steal 2D10 of your gold
  • 8-0 Rest and arise refreshed: gain 1 HP

You visit the hut of the old witch woman to learn the watchword to the tower - be honeyed with your words and use all flattery at your command:

  • Level 1: 1-2 - roll 1D10 and match number to your XP level to learn the watchword
  • Level 2: 1-3 - roll 1D10 and match number to your XP level to learn the watchword
  • Level 3: 1-4 - roll 1D10 and match number to your XP level to learn the watchword

3. The Nigh Towns

Visit the library of the elders to steal the key:

  • Level 1: 1-3 - roll 1D10 and match number to your XP level to steal the key
  • Level 2: 1-4 - roll 1D10 and match number to your XP level to steal the key
  • Level 3: 1-5 - roll 1D10 and match number to your XP level to steal the key

Or visit the marketplace to buy any one item (cannot buy same item 2x/row):

  • Potion of healing (+1 HP or cure poison) - 10g
  • Potion of strength (+1 attack, single use) - 10g
  • Potion of fate (+1 luck) - 15g
  • Map of Enin (move to any location) - 40g

4. The Darkling Crags

The Darkling Crags ... home to the dragons of Enin. Haughty, quick-tempered, their love of gold is only matched by their fury.

  • 1-3 Dragon (see Encounter Cards: Dragon)
  • 4-7 Encounter 1
  • 8-0 Encounter 2

The king awaits his daughter, the maiden - return her safely and the magic lodestone, your guide through the Tombs of Neuve, is yours:

  • Level 1: 1 - roll 1D10 and match number to your XP level to gain the lodestone
  • Level 2: 1-2 - roll 1D10 and match number to your XP level to gain the lodestone
  • Level 3: 1-3 - roll 1D10 and match number to your XP level to gain the lodestone

5. The Lost Wastes

The Lost Wastes ... here lie the tombs of Neuve. Who knows what secrets they hold...

  • 1-2 Encounter 1
  • 3-6 Encounter 2
  • 7-9 Roll on treasure table
  • 0 Trap - roll 1D6:
    • 1-2 Poison gas
    • 3-4 Spiked pit (-2 HP)
    • 5-6 Imp (lose 1 magic item)

Search for the lost book of the ancients:

  • Level 1: 1 - roll 1D10 and match number to your XP level to find the lost book
  • Level 2: 1-2 - roll 1D10 and match number to your XP level to find the lost book
  • Level 3: 1-3 - roll 1D10 and match number to your XP level to find the lost book

Encounter Cards

Each Encounter Card has three level bands (L1, L2, L3). Use the band for your current XP level, roll 1D10 on the left column to choose the monster, then use that monster's ATT, DAM and XP values. Where a DAM icon is green, the Combat rules apply the poisoning effect. Where a monster lists Flee, the HP shown is the penalty for fleeing it. Rows are transcribed as printed; the icon colour is noted in the DAM column.

Encounter 1

Level 1

RollMonsterATTDAMXPNotes
1-4Banehound711
5-8Minotaur812
9-0Reaver9D2 (green: poisons)1D3Treasure 1x

Level 2

RollMonsterATTDAMXPNotes
1-4Rock Golem911D2
5-8Bone Jelly1021D5
9-0Thyreme11D21D6Treasure 1x

Level 3

RollMonsterATTDAMXPNotes
1-4Shadowmage1221D10
5-8Wyrm12D2 (green: poisons)2D6
9-0Leucomance13D33D6Flee -1HP; Treasure 2x

Encounter 2

Level 1

RollMonsterATTDAMXPNotes
1-3Clansman912
4-6Ghoul1021D3
7-0Withe11D3 (green: poisons)1D3Treasure 1x

Level 2

RollMonsterATTDAMXPNotes
1-3Djin1121D5
4-6Creeper122 (green: poisons)1D5
7-0Shrike12D31D6Flee -1HP; Treasure 1x

Level 3

RollMonsterATTDAMXPNotes
1-3Dolomorph13D21D10
4-6Wyvern14D3 (green: poisons)2D6
7-0Gorgon14D63D6Flee -2HP; Treasure 2x

Dragon

Found on The Darkling Crags location card (roll 1-3).

RollMonsterATTDAMXPNotes
1-3Dragon1634D6Flee -1HP; Treasure 3x

Treasure Card

Whenever the rules call for a roll on the Treasure Card (the Lost Wastes 7-9 result, or the number of times listed for a defeated monster), roll 1D10:

  • 1-4 You find a few gold coins (1D6)
  • 5-6 You find a sack of gold coins (1D10)
  • 7-8 You find a box of gold coins (1D10 + 1D6)
  • 9 You find a chest of gold coins (2D10)
  • 0 You find a magic item (choose 1):
    • Damask Sword: +2 attack
    • Helm of Vitality: +2 HP and poison resist
    • Ring of Reward: +2 luck
    • Shield of Nines: may reroll 1D10 once during an encounter