Lanfeust de Troy, Chapitre 1er: Evilhëne
Lanfeust de Troy, Chapitre 1er: Evilhëne Rulebook
Table of Contents
Table of Contents
Quick Start
To familiarize yourself with the game, it is advisable to start with the Tutorial. It will allow you to understand the basic rules. Its implementation differs very little from the game in adventure mode.
- Each player chooses one of the 4 Heroes and places the visible initiation sheet in one of the small erasable pockets in front of him. He will play this Hero for the Tutorial. He then takes the pencil in the color of his character.
- Slide the Tutorial 1 adventure board into a large erasable pocket and place it in the center of the table.
- Place the Compass Rose next to the adventure board facing the same direction: north to north.
- Place the 8 Tutorial cards above the board face down in 5 piles:
- 3 Combat cards
- 2 Grid cards
- 1 Door card
- 1 Chest card
- 1 Event card
- Place the dice within range players.
The first player is the last one to read a comic.
Skills
Your Heroes can have varied skills. In the Tutorial, you will find two:
- STRENGTH: All Heroes have this skill. This will allow you to fight, open Grilles or Doors, force Chests and other activities who will present this symbol.
- LOCK PICKING: All the Heroes who have this skill will be able to open Doors, Chests and Grids with finesse.
XP: Experience point. Check one box per point earned.
Tutorial Mode
Foreword
The rules described below are addressed in a simple manner to allow you to quickly start a game by chaining together the 2 Tutorial boards.
You will find the detailed rules starting on page 8.
Goal of the game
In relative cooperation with other Heroes, explore areas, fight creatures, discover treasures, lockpick or break Doors and Gates according to your abilities!
Resolve the events that mark your quest and gain experience points to exit winner of the adventure boards within the time limit.
Tutorial Victory Conditions
Be the Hero with the most experience points (XP) at the end of the Tutorial provided that at least one Hero has managed to find the exit before the number of turns imposed by the board in progress.
Although there is only one winner, you will have to cooperate to succeed!
Progress of a Game Turn
Process: Players take turns in clockwise order.
4 phases to complete on your turn: Phase 1 Indicate your Passage Box; Phase 2 Roll the dice and create a Form of Exploration; Phase 3 Draw your Exploration; Phase 4 Tick a Turn check box.
Phase 1: Indicate your Passage Box
Draw a dot to indicate the Box Passage of his Hero on the adventure board.
It must be drawn on a starting square or on an orthogonally adjacent square (diagonal squares prohibited) to one square already explored.
In the case where we rely on Exploration from another Hero, this one gains 1 XP.
Phase 2: Roll the dice and create a Form of Exploration
Roll the 4 dice and place them on the Wind Rose board.
You must collect the dice of equivalent values and the component dice of the sequences.
You are allowed 3 dice rolls and you can reroll the dice you want.
Once your throws are complete, you might have 1 to 3 distinct Shapes. Choose one.
A Shape is a group of dice that represents a pattern that will allow you to draw your Exploration on the plateau.
Example 1: 1st roll, 2nd roll, 3rd roll, then "3 forms to choose". (Diagrams of the dice rolls and the resulting forms.)
Example 2: 1st roll, 2nd roll, 3rd roll, then "3 forms to choose". (Diagrams of the dice rolls and the resulting forms.)
IMPORTANT: once the rolls are finished, leave your dice on the compass rose until the end complete your turn. You will find that you will sometimes have to refer to your prints to resolve particular situations.
Phase 3: Draw your Exploration
- The Form retained is then called Exploration. She must be drawn on the adventure board including the Passage Square.
- Once your Exploration drawn, you mark XP according to its size (see board Compass).
- Check the number of corresponding XP boxes on your character sheet.
WARNING: if your Exploration crosses a red outline, you must cross out a heart on your character sheet! Crossed out hearts earn XP at the end of the tray only. If a Hero has crossed out all his hearts, he is KO.
Phase 4: Check a Turn box
You end your game phase by checking the next box on the board laps track.
If a player forgets to check their Turn box, the next player can check it in his place in addition to his own and gain 1 XP.
The turns of the game continue until a Hero explores the exit square. This one wins bonus XP. Flip the central board to start Tutorial 2. The game ends immediately as soon as that a Hero explores the exit space of Tutorial 2.
Each Hero then adds the XP value of his last crossed out heart and the XP gained thanks to the Golden Dragons (2 DO = 1 XP).
The Hero with the highest XP total wins the game!
WARNING: if all the turn boxes have been checked and no one has left, the game is lost and the characters lose all their XP accumulated on this board.
Tutorial Special Cases
Combat
If your Exploration contains a box with a symbol Combat, draw a card Fight to discover your opponent.
When you fight, you always win. But the consequences may vary.
How to fight? Compare the sum of all your dice at one characteristic of your opponent and gain the corresponding XP to your result. You may sometimes lose hearts.
Then shuffle the Fight card into the pile. (The same creature can be fought several times).
Tutorial Battles are only based on strength.
Grid & Door
If your Exploration contains the box located in front of a Grid or a Door, draw one corresponding card.
Unlike Combat, you will not always succeed in open a Gate or a Door! It is therefore necessary to succeed to open it to be able to make your Exploration beyond this one.
How to open a Grid or a Door? (Heading translated from the French "Comment ouvrir une Grille ou une Porte ?")
You can try to open the Grid with different skills. Compare the amount of all your dice with Grid resistance.
- With STRENGTH (force): using force you must do more than the value noted on the card. Otherwise the Grille does not open.
- With LOCK PICKING: when using lockpicking, you need to do less than the value noted on the card. Otherwise the Grid does not open.
- In the event of failure on certain Grids, you can lose a heart.
Then shuffle the card into the pile.
FAILURE: in case you do not open the Grid (or the Door), you cannot draw your Exploration beyond this one and you note that the XP for Drawn Exploration Before the grid.
The next Hero can in turn try to open it. To do this, he will indicate his Box of Passage behind the Grid (or Door).
SHARING: if opening a Grid or a Door gives access to at least one Chest, draw a dot in your color on one two. When a player opens this Chest you divide the Golden Dragons into 2 equal parts that it contains.
Chest
If your Exploration contains a box with a chest, draw a Chest card.
Chests can be broken or crocheted. If you open the Chest you gain the corresponding XP as well as bottom-of-the-card winnings, including Golden Dragons (DO).
Enter the Golden Dragons thus gained on your file of character.
Note: Apply the same rules Exploration only for Grids and Doors. You cannot finish your Exploration on the Safe if you haven't opened it.
Event
If your Exploration contains a box with a symbol Event, the Hero to your left draws a card Event, the return and you read the introductory paragraph as well as the 2 possibilities, if there are any.
It's up to you to make the right choice!
Area
There are different areas of Exploration separated by dotted lines.
The number of XP gained when a Hero relies on your Exploration varies depending on the area in which your Exploration is located.
A Hero can explore 2 Special Spaces in the same turn. There is no imposed order, except in the case of a Door or a Gate which must be opened before being able to finish its Exploration. It may cancel the Exploration of a Chest, an Event or a Combat in case of failure.
Wall
The walls are surrounded by red and like the edges of Exploration zone, they are of course impassable.
So if your Exploration were to walk through a wall, you don't draw Explore completely and you lose a heart.
Note: You cannot lean on A Hero's Exploration through a Wall.
Explorations: output and layering
When you draw your Exploration (phase 3), you must respect the following constraints:
- If possible, you must bring your Exploration Form fully into the area game (framed by a red outline) on empty Exploration squares.
- If this is not possible, you can choose:
- to take it out of the playing area. In this case, lose 1 heart and do not draw the Shape out of bounds.
- to superimpose it on the form of another Hero. In this case, he gains 1 XP and do not draw your Form on top of his.
WARNING: it is strictly forbidden to superimpose your Exploration Form on one of your own Previous explorations.
Contents
- 4 small transparent erasable pockets
- 2 large transparent erasable pockets
- 4 double-sided Adventure boards (1 "Tutorial" and 3 "Adventure")
- 4 character sheets: Lanfeust (Orange), Cixi (Red), Nicolède (Purple) and Hébus (Black)
- front: initiation sheet
- back: Hero sheet
- 4 dice of 4 colors (Orange, Red, Purple and Black)
- 4 erasable pencils (Orange, Red, Purple and Black)
- 1 Wind Rose sheet
- 110 cards (not to be read before playing)
- Composition: 8 Tutorial cards, 10 Secret Objective cards, 24 Combat cards, 13 Chest cards, 6 Grid cards, 6 Door cards, 30 Event cards, 6 Adventure cards, 7 Landscape cards
- 1 rule book
- 1 adventure booklet (not to be read yet!)
Adventure Mode
Do you feel ready to face all the mysteries of Evilhëne Island? Play Lanfeust in Adventure mode!
Set Up
Please follow the following installation:
- Each player chooses a Hero sheet and places it in front of them in an erasable pocket.
- Then take the pencil of its color.
- Slide the Outpost adventure board into an erasable pocket and place it in the center of the table.
- Place the Compass Rose next to the adventure board and facing the same direction as it (north to north).
- Shuffle and place the following cards face down in seven separate piles: Combat, Door, Grid, Chest, Landscape, Adventure and Event.
- Each Hero draws two Secret Objective cards, chooses one and discards the other.
- Place the dice within reach of the players.
The first player is the last to have read a comic book (or to have won the Tutorial).
Hero Sheet
Each Hero has their own specificities which you can find on their Hero sheet.
Hearts: They represent the life of the Hero. When all your hearts are barred, your Hero is KO (see "KO" rule p.15).
Special power: It is used to cross obstacle squares. When a Hero's icon indicates a specific square on a board, alone this Hero can open Exploration to this place. Once he has explored this obstacle box, the other heroes can normally rely on its Exploration beyond this.
Inventory: Indicate the Golden Dragons (DO) here that you earn during your adventure as well as health potions or the orbs of the Little Magot.
Starting XP: When you start a new board, indicate here the number of XP you have. In case of collective failure, you will have to start again this board with this number of XP.
Special power of an unplayed Hero: if the Hero needed to cross the obstacle square is not played in this part, you can consider that it accompanies you all the same. It is enough that the adjacent square has been explored so that the Heroes decide together to check a Tower box in order to explore this obstacle box. Circle it in the color of this Hero and resume the game normally. A Hero may point the square beyond the obstacle square as a Passage Square. No one scores XP for supporting Exploration.
Levels
Your Hero will be able to increase in level thanks to the XP he accumulates. You start level I with the skills indicated.
- When you score 1 XP, check 1 XP box.
- Once all these boxes are checked, check a mode box Adventure.
- Clear the XP and start again.
- When all the boxes of the Adventure mode of the level are checked, you go to next level and unlock new capabilities.
Level components: Adventure Mode counts the XP earned; Current level; XP Boxes (1 XP earned = 1 box checked); Abilities (skills and powers that accumulate from level to level).
Abilities Details
Level I
From the start, your Heroes have specific skills to act on the elements of the game:
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STRENGTH: All Heroes have the ability to act in strength. To open Doors, Gates, Chests and fight. Hébus (+4) and Lanfeust (+1) have a bonus. Nicolède (-1) and Cixi (-2) have a penalty.
-
LOCK PICKING: Unlike the Tutorial, Cixi and Nicolède are the only ones with this skill. It allows them to pick locks of Doors, Grids or Chests to be able to open them.
It is important to note that a value negative is an advantage since lockpicking requires the lowest amount number of dice possible to succeed.
-
SWORDS: Lanfeust is the only one to have this skill. It allows him to face some enemies with his weapon favorite: the sword.
-
WATER: Cixi is the only one to have this skill. It allows him to face certain enemies by manipulating water. She can thus freeze or vaporize their blood.
-
FIRE: Nicolède and Lanfeust are the only ones to possess this skill. It allows them to open Gates and fight certain enemies sensitive to fire. Nicolède, as as an alchemist, prepares explosive powder which he stuffs into terracotta basins. Lanfeust has the power to melt metal!
Note: If you do not have a skill symbol on your Hero sheet, this means that you cannot use this skill.
Level II
As soon as a Hero reaches level II, he unlocks a new power acting directly on the dice.
- Lanfeust: Only once during your turn, give the possibility of modifying the value of a die +1 or -1. Warning: 1s do not become 0s or 6s and 6s do not become 7s or 1s.
- Hébus: Gives the possibility to roll fourth time the dice each of his turns.
- Nicolède: Allows you to change the orientation of the Compass Rose of a quarter of turn right or left. Example: a vertical line can become a horizontal line.
- Cixi: Allows you to remove a die from the drawing of his Exploration. The die removed continues to count in the sum of the dice.
Remove a Dice: When you are asked to remove one or more dice from your Exploration, you must remove them one by one and always at one end of the shape. However, keep them next to the board, these dice continue to count in the total values even if they will not be drawn on the Exploration.
Level III
As soon as a Hero reaches level III, he unlocks a new power.
- Lanfeust: Once per turn, Lanfeust can spend up to 4 XP to increase the value of your dice accordingly.
- Note: You need to clear the used XP. If this would bring you back down to level II, wait for the end of the turn and the counting of all your XP earned before applying the level change.
- Hébus: Twice per adventure and during another's turn Hero, Hébus can help him with a test of strength only. In this case it doubles the value of the die of its color and it shares the XP (rounded to the superior) with the other Hero.
- Note: This does not only apply in Fight against a creature but on any strength test.
- Cixi: When Cixi relies on the Exploration of another Hero, this one gains 1 XP less.
- Nicolède: Twice per adventure and once your turn is over, Nicolède can immediately replay a round complete, but with only 3 dice.
- Note: at the end of this additional round, he does not need to check a Turn box.
Hero Dice
Each Hero has a die of their color (orange for Lanfeust, red for Cixi, black for Hébus and purple for Nicolède). During your adventure, you will find different icons:
- This icon represents the die of the color of the Hero whose that's the turn of the game.
- During certain events, for resolution of this, you will be asked to take into account counts if the die in the Hero's color is EVEN or ODD.
Adventure Boards
New information and icons may appear on game boards.
Biomes
The areas are now identified by different biomes. The plateau biomes are recalled under its title.
Obstacle Boxes
Obstacle boxes do not can be explored thanks to the special power of a Hero whose icon is represented on the board.
See "Special Power" rule p.10.
Swamps
In your adventure, you will come across swamps which have a particular movement rule.
As soon as your Exploration passes on a space outside the path marked in green, compare the sum of all your dice using force. If the sum of the 4 dice is:
- less than or equal to 13, remove 2 dice
- between 14 and 21, remove 1 die
- equal to or greater than 22, use all 4 dice
See the rule "Remove a die" p.11.
Scrolls and Adventure Booklet
During your adventure, you will find scrolls containing chapter numbers. When your Exploration crosses one of these boxes, go to the corresponding chapter in the adventure booklet and follow the instructions.
At the start of some boards (and sometimes at the end), you will be asked to refer to a chapter from the adventure booklet. Read this one before start the board (or when a player has reached an exit square).
Special rules: certain special rules will appear during the adventure. They are described on the trays adventure and you will potentially be asked to refer to the adventure booklet.
Cards
Combat Cards
When you explore a special box Fight, you have to fetch in the draws the first Combat card in the biome corresponding to the area where the symbol is located.
Secret Objective Cards
When setting up a new tray, each Hero draws two Secret Objective cards and choose one out of the two. The other returns in the game box, face down. This objective is to be performed on this board only. When the conditions for success are met, you can reveal your card and earn the corresponding XP.
Whether you reach your goal or not, discard the card at the end of the board, you draw more news at the start of each set.
Chest Cards
In the Chests you can discover new treasures in addition to the DOs.
Healing Potion: Write down your number of healing potions in the Care box of your Hero sheet. At any time during your turn, you can spend 1 potion to recover 1 heart.
At the end of the game, 1 healing potion = 3 XP.
Little Magot Orb: Record your number of orbs in the Orbs box on your Hero sheet. At any time during your turn, you can break 1 orb to turn back time. This allows you to cancel your current turn and start it again from the beginning.
At the end of the game, 1 orb = 5 XP.
Special Effect: Some Chests also contain a bonus effect. These cards should be kept until used.
- Rolling bonus (single use) (icon: x1): In turn, you can use this power to make a throw additional.
- Value bonus (single use) (icon: +4): In turn, you can use this power to add 4 to the sum of your dice.
- Time bonus (two uses): You can use this time additional if the Tower spaces of the board have all been checked.
Note: all possessions (DO, potions, orbs) can be shared with other Heroes at any time of the game and not necessarily your turn.
WARNING: the sharing rule (p.6) only concerns DO and not healing potions, orbs or effects.
When a card has this icon in the bottom right corner, it means it needs to be shuffled in the pickaxe after use.
Adventure & Event Cards
When you explore an Event space, draw an Adventure card first and follow instructions that may require you to:
- Read a chapter of the adventure booklet: Go to the corresponding number, read this chapter and follow its instructions.
- Draw an Event card: The next Hero in the turn seeks and draws the first Event card with the symbol of the biome of the explored area. He reads what is located in the upper part (light background) and waits for you to make your choice before you read the consequence.
At the end of the turn, discard the used cards (Adventure and Event). They will no longer be used during this set.
KO and End of Game
KO
If you cross out your last heart, you are KO. End your turn normally.
As long as you are KO, you can no longer play on the current board.
If you are knocked out and have a potion of healing you can drink it on your turn to regain 1 heart and return to the game.
You will be active again on the next board thanks to the recovery of both hearts at the start of tray, (see below).
The first Hero to be KO reads Chapter 42 of the adventure booklet... This chapter should explain the meaning of life.
End of Board
If you didn't get off the set before the end compulsory turns, start this board again by updating your XP as at the beginning of the board and collecting all your hearts! You can keep healing potions, orbs and other special effects won.
If you did left the set before the end compulsory turns:
- Add the XP of your wounds (last heart crossed out) to your XP total and report it in the box provided for this purpose on your Hero sheet.
- All Heroes recover two hearts.
- Follow the classic installation instructions with the new tray and follow the possible additional instructions from the adventure booklet.
End of Adventure
When you see the word END in the adventure booklet, the Adventure mode game will be over. It's time to count the accumulated XP to find out who is the big winner!
Each Hero adds to his current XP the XP gained thanks to:
- Injuries: XP in the last crossed out heart
- Golden Dragons: 2 DO = 1 XP
- Healing potions: 1 potion = 3 XP
- Little Magot orbs: 1 orb = 5 XP
The Hero with the highest XP total wins the game!
You are now ready to set off on an adventure in a new sector of Evilhëne Island. You will see that some boards have special effects but everything will be explained to you in due time in the adventure booklet.
Free Mode
Now that you've done Adventure Mode (or not), you can do it again. You will find there encounters and other different hazards in each adventure as well as alternative endings.
But you can also play in Free mode on each of the boards (with the exception of the West Citadel). and East, reserved for Adventure mode) playable independently.
On the different platforms, you will find the same information that you discovered during the Tutorial. You will still come across new icons and in particular small ones scrolls with a number inside. They refer to the adventure booklet and should not be read separately in free mode. We refer to the adventure booklet only in Adventure mode.
Note: If you have not done Adventure mode, we advise you to play first with the Outpost Board.
Set Up
The setup of free mode is the same as that of Adventure mode (p.9) with 2 exceptions:
- 3 Slip the adventure board of your choice (not necessarily The Outpost) into a pouch eraser and place it in the center of the table.
- 5 Shuffle and place the following cards face down in five separate piles: Combat, Door, Grid, Chest and Event (do not take Landscape and Adventure cards).
The first player is the last to have read a comic book (or to have won the Tutorial).
Hero Sheet
The Hero sheet is identical to that of Adventure mode (p.10-12), with 2 exceptions:
- Starting XP: Ignore the starting XP box, this does not apply in free mode.
- Level: Your Hero will also be able to level up as he accumulates XP. You start level I with the skills indicated. Disregard the Adventure mode headband. Each time you fill the XP boxes of a level (10 at level I, 20 at level II), you immediately pass level up and enjoy the new powers. The pace of leveling up is therefore faster than in Adventure mode.
Note: Nicolède and Hebus' level III powers apply to Free Mode. So they can use it twice on the board in this mode.
Goal of the Game in Free Mode
Be the Hero with the most experience points (XP) at the end of the game provided that a Hero has managed to find the exit before the number of turns imposed by the board.
Progress of a Game Turn
Just like during the Tutorial, each Hero will play their 4 phases of play. It is then up to the next player, in clockwise order, to play.
Reminder: 4 phases to complete on your turn (see details p.4-5).
Phase 1: Indicate your Passage Box. Phase 2: Roll the dice and create a Form of Exploration. Phase 3: Draw your Exploration. Phase 4: Tick a Turn check box.
Procedure
The rules are the same as for Tutorial and Adventure mode, with a few exceptions:
Event Cards
When you explore an Event space, the next Hero in the turn seeks and draws the first Event card with the symbol of the explored biome. He reads what is found in the upper part (light background) and waits until you make your choice before you read it result.
At the end of the turn, discard the Event card, it will no longer be used during this set.
Adventure cards are not used in free mode.
KO
If you cross out your last heart, you are KO. End your turn normally.
As long as you are KO, you can no longer play during this part.
If you are knocked out and have a potion of healing you can drink it on your turn to regain 1 heart and return to the game.
Otherwise, you remain KO and you have lost the game.
End of Plateau
If you didn't get off the set before the end compulsory turns, the game is lost for all heroes! Start again or try a new tray.
As for the end of Tutorial 2 (p.5), as soon as a Hero explores an exit square (or opens the Grid of an exit), he gains the bonus XP and this immediately ends the game.
Game Over
Each Hero adds to his current XP the XP gained thanks to:
- Injuries: XP in the last crossed out heart
- Golden Dragons: 2 DO = 1 XP
- Healing potions: 1 potion = 3 XP
- Little Magot orbs: 1 orb = 5 XP
The Hero with the highest XP total wins the game!
Game Aid
4 Phases to Complete on Your Turn (see p.4-5)
- Phase 1: Indicate your Passage box.
- Phase 2: Roll the dice and create a Form of Exploration.
- Phase 3: Draw your Exploration.
- Phase 4: Tick a Turn check box.
Level I Abilities (p.11)
- STRENGTH: It allows you to open Doors, Grids, Chests and fight.
- LOCK PICKING: It allows you to crochet locks for Doors, Grids or Chests.
- SWORDS: It allows Lanfeust to face certain enemies.
- WATER: It allows Cixi to face certain enemies by manipulating water.
- FIRE: It allows you to open Grids and fight certain enemies.
Level II Abilities (p.11)
- Lanfeust: Only once during in turn, gives the possibility of modifying the value of a die of +1 or -1.
- Cixi: Allows you to remove a die from the drawing of his Exploration.
- Hébus: Gives the possibility of roll a fourth time rolling the dice for each of his tricks.
- Nicolède: Allows you to modify the orientation of the Compass Rose of a quarter turn to the right or left.
Special Boxes (p.6-7)
- Draw one Combat card of the biome corresponding.
- Draw one Chest card.
- Draw a Grid card or Door. If opening a Grid or a Door gives access to a chest opened by another Hero, you share the DOs.
- The Hero to your left draws a card Event and reads the introductory paragraph as well as potential choices.
- Go to chapter corresponding in the booklet adventure and follow the instructions (p.13).
Obstacle Boxes (p.13)
Obstacle spaces cannot be explored only through with the special power of a Hero.
Biomes (p.13)
The zones are identified by different biomes each with their own XP gains.
Icons
- Spend 1 potion to recover 1 heart (p.14).
- Break 1 orb to turn back time and start your turn again (p.14).
- Perform an additional throw (p.14).
- Add 4 to the sum of your dice (p.14).
- Use this extra time if the Turn of the board spaces have all checked (p.14).
- Lose 1 heart / Lose 2 hearts / Lose 3 hearts.
- Recover 1 heart.
- Win 3 XP / Lose 2 XP.
- Die to color of the Hero (p.12).
- Die to color of the Peer Hero, Even or Odd (p.12).
- Reshuffle this card after use (p.14).
Adventure Mode - End of Board (p.15)
- Add the XP of your wounds (last heart crossed out).
- Report it in the starting XP box on your form.
- All Heroes recover two hearts.
Adventure Mode - End of Adventure (p.15)
Each Hero adds to their current XP:
- Injuries: XP in the last crossed out heart
- Golden Dragons: 2 DO = 1 XP
- Healing potions: 1 potion = 3 XP
- Little Magot orbs: 1 orb = 5 XP