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LANTERN

LANTERN Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal of the Game
  • Setup
  • How to Play
    • STEP 1: Entering the Zone
    • STEP 2: Fighting the Enemies
    • STEP 3: Leaving the Zone
  • Special Zone - Entering Zone 5 (Campfire)
  • End of the Game
  • Scoring

Components

To play Lantern you need the adventure sheet, 6 six-sided dice (d6), a pen or pencil, and this rules sheet.

Goal of the Game

Defeat the enemies scattered across the 8 different Zones of the map by assembling the required dice combinations.

Setup

Roll 6 dice to determine the Abilities and the Constitution of the adventurer. If the sum of all the dice is less than 15, you may roll the dice again or start the journey at your own risk! Assign one die to each ability (Critical Strike, Counterattack, Magic Spell) and to Constitution.

Symbols (in order on the sheet): Critical Strike, Counterattack, Magic Spell, Constitution, Experience.

Next to the symbol of each Ability and of Constitution, draw a number of circles equal to the result of the chosen die. The circles show how many times you can use the effect of the Ability when fighting enemies.

Assign a die to Experience and, starting from the top row next to the symbol, left to right, cross out a number of experience circles equal to the result of the assigned die.

Assign the remaining die to Zone 5 (Campfire) and draw next to the experience symbol inside the "Campfire" scroll a number of circles equal to the result of the assigned die (see "SPECIAL ZONE").

How to Play

Begin the journey in Zone 1, following the instructions below.

STEP 1: Entering the Zone

Enter the Zone by rolling all 6 dice.**

** EXPERIENCE: Cross out an experience circle each time a 1 is rolled, throughout the whole game.

If you rolled the required dice combination in the Zone, you have defeated the enemies and may proceed to STEP 3. If not, proceed to STEP 2.

STEP 2: Fighting the Enemies

If you did not get the required combination of dice on the first roll in the Zone, you must take actions to assemble the necessary combination, using the effects of Abilities and Constitution, as described below:

  • Ability - Critical Strike: Flip a die to its opposite side (for example: a 5 becomes a 2).
  • Ability - Counterattack: Add or subtract 1 from the result of a die (for example: a 4 may become a 3 or a 5). Note: a 6 cannot become a 1, or vice versa, using this effect.
  • Ability - Magic Spell: Re-roll one die of your choice**.
  • Constitution: Re-roll any number of dice**.

Each time you use an Ability, cross out 1 circle next to the corresponding symbol. You may repeat the effects as many times as you wish, as long as you have circles available to cross out.

The two wild symbols (dice marked with an X) can match any die result: each may be any of the faces 1 through 6. A combination shown as six wild symbols requires three equal results and any other three equal results (for example: 1, 1, 1, 3, 3, 3).

Once the required combination of dice has been assembled, the enemies are defeated and you may proceed to STEP 3.

STEP 3: Leaving the Zone

When leaving a Zone, cross out the circle under the Zone's number. Only in STEP 3, if you filled an experience row (I/II/III) in STEP 1 or STEP 2, you may add an ability circle next to the Ability of your choice.

Remember! No more than 7 circles may be drawn next to each Ability.

Enter the next Zone and begin again from STEP 1.

Special Zone - Entering Zone 5 (Campfire)

Silence reigns around; here you can rest and reflect on your distant journey.

Enter Zone 5 (Campfire) and add 1 Constitution circle by drawing it next to the Constitution symbol, then cross out as many experience circles as were drawn in the "Campfire" Zone during SETUP, and proceed to STEP 3.

End of the Game

You win if you defeat the Dragon in Zone 8 by assembling the required dice combination. You lose if you have no Abilities and Constitution circles left with which to reach the required dice combination in STEP 2.

Scoring

Returning from your journey, you find shelter in a tavern, where you hear tales of heroes who slew a dragon. Who were they? What were their names?..

If you won, count how many Ability and Constitution circles you have crossed out - this is your result for the adventure. The lower the score, the better. Share your result with other adventurers! Let's see whether they can beat it!

  • 16 or more > Promising Adventurer: proudly displaying your battle scars, you may be ready for a new adventure... after a long rest at the local inn.
  • 5-15 > Master of Arms: your reputation precedes you! You are greeted as a local hero, given ale and shelter free until the next journey into unexplored lands.
  • 1-5 > Heroic Daredevil: tales of your deeds are told everywhere. You are granted rewards, and your name is immortalized in song.
  • 0 > Legendary Lord of Lanterns: you have done the impossible. The Last Fortress is rebuilt as your new home and palace on earth, for you have been crowned its lord.