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Legenda: Czas Bohaterów

Legenda: Czas Bohaterów Rulebook

Table of Contents

Table of Contents

  • Box Contents
  • Basic Rules
    • 1.1 Goal of the Game
    • 1.2 Setup
    • 1.3 Heroes
    • 1.4 Experience
    • 1.5 Missions
    • 1.6 Artifacts
    • 1.7 Equipment
    • 1.8 Magic
    • 1.9 Legend Cards
    • 1.10 Combat
    • 1.11 Board
    • 1.12 Course of the Game
  • Extended Rules
    • 2.1 Setup
    • 2.2 Missions
    • 2.2 Legend Cards
  • Almanac
    • 3.1 Equipment
    • 3.2 Artifacts
    • 3.3 Spells
    • 3.4 Glossary

Box Contents

  • 4 boards
  • 1 quick-reference sheet
  • 100 Legend cards
  • 25 Mission cards
  • 32 Artifact tokens
  • 80 Spell tokens
  • 64 Equipment tokens
  • 330 counters
  • 18 Hero cards
  • 6 Hero figures
  • 6 plastic figure stands
  • 2 dice
  • 1 rulebook

Basic Rules

1.1 Goal of the Game

The goal of the game is for a player to become the most powerful hero in a given field: strength, courage, dexterity, magic, knowledge or luck.

Players set out on a journey during which they carry out missions, fight monsters, their own weaknesses and the adversities of fate. Every adventure increases experience, so the character develops. If one of the players reaches the highest, 3rd level and the base value of one of his traits reaches 6, he must travel to the city corresponding to that trait, to be proclaimed a hero and the winner of the game. Thus:

  • Strength - city of Sotonet: if you end the game here, you will be proclaimed the strongest hero of Ar'Andia.
  • Courage - city of Corodia: if you end the game here, you will be proclaimed the bravest hero of Ar'Andia.
  • Dexterity - city of Miternia: if you end the game here, you will be proclaimed the most dexterous hero of Ar'Andia.
  • Magic - city of Putornia: if you end the game here, you will be proclaimed the most powerful mage of Ar'Andia.
  • Knowledge - city of Lavencia: if you end the game here, you will be proclaimed the greatest sage of Ar'Andia.
  • Luck - city of Danseptia: if you end the game here, you will be proclaimed the greatest lucky one of Ar'Andia.

Base trait value: determined by the counter representing that trait.

Total trait value: the sum of the base trait value and the modifiers coming from the items, artifacts and hero level the hero possesses.

1.2 Setup

Board. The board consists of 4 tiles, which may be arranged freely. It is important that at least one side of each tile touches a side of another tile. The board is laid out in the middle of the table so that every player has easy access to it.

(Illustration: various ways of arranging the board tiles.)

Legend cards. Shuffle the Legend cards and place them face down in one pile next to the board.

Mission cards. Take the Shapeshifter card out of the Mission cards and set it aside; this card is not used in the basic version. Shuffle the remaining Mission cards and place them face down in one pile next to the board.

Spell tokens. Divide the Spell tokens into three groups: Level I, Level II and Level III spells. Shuffle each group and place the three groups in three face-down piles next to the board.

Artifact tokens. Shuffle the Artifact tokens and place them in one face-down pile next to the board.

Equipment tokens. Sort the Equipment tokens and place them near the board so that they can be drawn freely during the game.

Number tokens. Sort the counters showing trait values by type, so that they can be used freely during the game. Do the same with the counters representing life points, experience points and denars.

Heroes. Each player chooses (or draws) one hero to play. Each hero is represented by 3 cards numbered 1 to 3, and one small card showing an illustration of the hero. Place the small card in a plastic stand; it is used as a figure to move around the board.

Each player places the hero card numbered 1 in front of himself. Around the hero card, lay out the counters with the appropriate values, as shown in the example.

Each hero starts the game with 5 denars and 6 life points.

(Illustration: the hero card with its counters laid out before the game begins. Labelled elements: 6 life points; 5 denars; special ability; strength, courage, dexterity, magic, knowledge and luck; combat indicator; hero level. The example card is headed "GRACZ" (Player) and carries the hero name "Hazardzista Szuler" (gambler / card sharp), level 1.)

1.3 Heroes

In the game there are 6 heroes. Each of them is characterised by 6 traits. The traits are of two kinds: physical traits (strength, courage, dexterity) and mental traits (magic, knowledge, luck).

Besides this, the hero cards list special abilities, which only the given hero can use. A hero on the first level has one special ability, on the second level two, and on the third level three. The hero card also carries a combat indicator. It is used to determine the trait with which a fight is resolved (see 1.10: Combat).

1.4 Experience

There are two kinds of experience points: small experience points and large experience points. Three small experience points in a given trait make one large experience point.

Small experience points are gained in two ways: by winning a fight with an enemy, or by overcoming a challenge. Small experience points are placed next to the number counter representing the given trait. As soon as there are three small experience points next to a trait, they are exchanged for one large experience point, which is placed above the hero card. In addition, when three small experience points are exchanged for one large one, the value of the trait next to which they lay increases: the counter representing that trait is exchanged for a counter one value higher. The maximum value of any trait is six.

Heroes advance to further levels during the game. A change of level means exchanging the hero card for the card whose number is higher by 1.

The benefits of this: the hero gains an additional special ability, the value of one of the traits receives an additional modifier, and the number of movement points increases by one.

To reach the second level, a hero must gain two large experience points. To reach the third level, a hero must gain three more large experience points, so a hero on the third level has five large experience points in total (see 1.4: Experience).

Large experience points can also be gained by carrying out missions. Each time a mission is completed in the player's favour, the player receives one large experience point.

If a hero controlled by a player dies (loses all life points), he returns to the game in any city. He loses, however, all of his items, all of his denars, all of his artifacts and all of the experience points he has gained. He begins the game in the next round by drawing a Mission card.

(Illustrations: small experience point token; large experience point token.)

1.5 Missions

Mission cards are drawn from the Mission deck. Mission cards may be drawn only in a city. A player may hold only one Mission card at a time. After drawing a Mission card, it may be discarded and a new one drawn, but this costs 5 denars. When a mission ends, whether in success or failure, its Mission card is discarded and the player goes to a city to get a new mission. There are three kinds of mission:

  • beast,
  • duel,
  • rescue mission.

Beast. This mission is assigned to a specific terrain (e.g. swamp, forest, etc.). The mission consists of finding and defeating the Beast. When a player holds this mission and explores the terrain to which it is assigned, a die roll of 1-3 means that the player has found the Beast and must fight it. The Beast has all of its traits equal to 4. The trait the player uses to defeat the Beast is determined by the combat indicator. Having defeated the Beast, the player receives a reward: an artifact, denars equal to the result of one die roll, one large experience point, and one small experience point in the trait with which he defeated the Beast. If the player loses the fight, he loses 2 life points and discards the Mission card.

Duel. The mission consists of reaching a specific place and defeating an opponent. The task may be made easier by first fighting the opponent's servant, whose traits are all equal to 3. The player decides what to fight. If the player loses to the servant, he loses one life point. In his next turn he may fight the servant again. If he defeats it, he learns the secret of its master and may add 2 to the result of his die roll when fighting the target of the mission. A player who defeats the servant also receives one small experience point in the trait with which he did it. The main opponent has two traits, with values 5 and 4. Before the fight, roll a die: a result of 1-3 means the fight is conducted against the higher trait (5), and a result of 4-6 means it is conducted against the lower trait (4). The reward for completing the mission is: an artifact, denars equal to the result of one die roll, one large experience point, and one small experience point in the trait with which the mission was completed. If the player loses the fight, he loses 2 life points and discards the Mission card.

Rescue mission. The mission consists of reaching a specific place, defeating the opponent, freeing a captive and escorting him to the nearest city, where the player receives a reward: an artifact, denars equal to the result of one die roll, one large experience point, and one small experience point in the trait with which he freed the captive. The opponents in this mission have only one trait, the one on which the fight is conducted. If the player loses the fight, he loses 2 life points and discards the Mission card.

(Illustrations: Mission card types: Beast; Duel; Rescue mission; Mission card back.)

When the Mission deck runs out, shuffle the discarded Mission cards and form a new deck from them.

1.6 Artifacts

Artifacts are magical objects which increase the traits of heroes or give them additional abilities. Each hero may possess an unlimited number of artifacts. Artifacts can be obtained by completing missions or by drawing appropriate Legend cards. Obtained artifacts are placed beneath the hero card. When a player obtains an artifact, he takes the top token from the artifact pile (see 3.2 Artifacts).

1.7 Equipment

Equipment consists of items which a player may buy in a city, from a trader he meets, or from a peddler. Each available item may be bought for two denars apiece. When buying, the player sets aside the required number of denars and chooses the bought items from the Equipment tokens. A hero may possess 6 items at the same time, which make up his equipment. Items in the equipment may not repeat, with the exception of dog fat and the lumberjack's bread. Unneeded equipment may be discarded at any moment; the tokens representing it are then set aside (see 3.1 Equipment).

1.8 Magic

Spells are divided into three levels. Each hero may learn, respectively: 4 Level I spells, 3 Level II spells and 2 Level III spells. To be able to learn spells, a hero must have a total knowledge value at the appropriate level: knowledge 2 for Level I, knowledge 3 for Level II, knowledge 4 for Level III. To learn spells of a higher level, a hero must first learn the maximum number of spells of the lower level. That is, to be able to learn Level II spells, a hero must have knowledge of value 3 and know 4 Level I spells.

Spell learning:

  • with knowledge equal to 2, Level I spells may be learned;
  • with knowledge equal to 3, Level II spells may be learned;
  • with knowledge equal to 4, Level III spells may be learned.

Spells may be learned in any city, at a cost of 1 movement point plus the appropriate learning fee. Level I spells cost 3 denars, Level II spells 4 denars, and Level III spells 5 denars.

When a player is in a city and wants to learn a spell, he must declare the level of spell he wants to learn. The player then pays the stated amount of denars and takes the top Spell token of the appropriate level. If the player draws a spell he already knows, he continues drawing until he draws a spell he does not know. Spells drawn earlier are shuffled back into the pile.

A chosen spell may also be learned, but this costs twice as much. When learning a chosen spell, the player proceeds as for ordinary spell learning, except that he does not take the spell token from the top of the pile but chooses it. After the chosen spell is selected, the remaining tokens are shuffled and formed into a pile again. During a single visit to a city, only one spell may be learned.

Spells may be cast at any moment of the game. Only one spell may be cast in a single round. It is possible to cast more spells, but this costs life points: casting a second spell causes the loss of one life point, and casting a third spell causes the loss of a further two life points. Casting a fourth spell leads to the death of the hero.

After a spell is cast, its token is turned face down. When the round ends, the token is turned back to its proper position. Each casting of a Level III spell causes the loss of one life point. Thus, if a player wants to cast two Level III spells in one round, he loses 3 life points in total.

Magic effectiveness: effectiveness results from the total level of magic:

  • magic at level 1-2: magic effectiveness 2,
  • magic at level 3-4: magic effectiveness 3,
  • magic at level 5-6: magic effectiveness 4.

1.9 Legend Cards

Legend cards are drawn from the top of the deck when a terrain is explored. The cards are divided into 4 groups: enemies, challenges, strangers and treasures.

Enemies. These cards depict beings which attack the player. There are 3 kinds of enemy: animals, spirits and monsters. The player must fight an enemy he encounters. If he wins the fight, he receives 2 denars and one small experience point in the trait with which he defeated the enemy. If he loses, he loses one life point. After the fight the enemy card is set aside. Each enemy is assigned to a specific terrain. If a player, while staying on that terrain, meets an enemy assigned to it, that enemy receives a +1 modifier to all of its traits. Example: a hero staying in the swamps meets a Hydra. During this fight the Hydra adds 1 to the trait on which the fight takes place (see 1.10: Combat).

Challenges. These cards depict events which happen to players on their journey. A player who draws a challenge card must take it up. Each challenge is assigned to a specific trait. To take up a challenge, the player works out the total value of the trait named on the challenge card, and adds the result of a die roll to it. The player sitting to the left of the challenging player then rolls the die and adds the result to the difficulty of the challenge stated on the Legend card. The two results are compared. If the challenging player obtained a result higher than or equal to the other, he has overcome the challenge. A lower result means a failure for the player. Players may influence the challenge with spells, but spells must be cast before the die is rolled. After the outcome has been determined, that is failure or success, the appropriate rule on the challenge card is applied. Moreover, if the player completed the challenge successfully, he receives one small experience point in the trait he used.

Strangers. These cards depict figures whom players may meet on their way. The description of each encounter with a stranger is written on the Legend cards.

Treasures. These cards depict valuables which the player has found. Their exact description is on the cards which represent them.

When the Legend deck runs out, shuffle the discarded Legend cards and form a new pile.

1.10 Combat

Combat takes place in three situations:

  1. when a player draws a Legend card showing an enemy;
  2. when a player carries out a mission;
  3. when a player attacks another player.

General rules of combat. Before a fight begins, the player determines which trait will be used in the combat. To establish this, the player rolls a die and reads the result from the combat indicator on his hero card. If the trait drawn is one that the enemy does not possess, the die is rolled again. The player then establishes the total value of that trait, and rolls the die again, adding the result to the total value of the trait. The sum obtained is called the combat effectiveness (skuteczność walki). Next, the player sitting to the left of the player who is fighting rolls the die and adds the result to the enemy's trait, thus establishing the enemy's combat effectiveness. The two combat effectiveness values, the player's and the enemy's, are now compared. If the player's combat effectiveness is higher than or equal to the enemy's, he wins the fight. If it is lower, the player loses. Players may influence the course of the fight with spells. Spells must be cast before the combat effectiveness is established.

Combat between two heroes. Each player may attack another hero, provided that his figure stands directly beside the opponent's figure. Each player declares which trait he will use in the fight; the two traits may be different. The players then establish the total value of their chosen trait. In turn, each player rolls two dice and adds the result to the total value of the trait calculated earlier. The value thus obtained is called the combat rating (współczynnik walki). The two players compare their combat ratings; the player with the higher rating wins the duel. Players may influence the course of the fight with spells. Spells must be cast before the combat rating is established.

The winner takes from the defeated player all of his denars and one item or artifact, and additionally receives one small experience point in the trait used by his opponent. The winner then moves onto the field occupied by the defeated player, and starts his next move from there. The defeated player loses 2 life points and is teleported to the nearest city.

In the event of a tie, the result is undecided, but both players receive one small experience point each in the trait used by the opponent.

Duels between heroes are forbidden in cities. The attacking player and the defending player may not be in a city.

1.11 Board

The board consists of 4 tiles, which can be arranged freely. Each tile is a square divided into 36 fields; each field represents a place on the board. A different terrain is assigned to each field: plains, forests, mountains, snow, swamp, desert and city. Players move around the board in any direction, horizontally or vertically. Moving diagonally is forbidden. Only one figure may stand on a field at any given moment.

Besides the ordinary fields, special places are marked on the board. If a player holds a mission connected with such a place, he does not explore the terrain there, but proceeds according to the instructions on his Mission card. If the player holds no mission for that place, he treats the field as an ordinary terrain, which must be explored.

Players moving around the board spend movement points. Entering an adjacent field and exploring it costs one movement point. Level I heroes have one movement point, Level II heroes have two, and Level III heroes have three. During their turn, players must use at least one movement point. Unused points do not carry over to the next turn. When passing through fields, a player must explore each of them and carry out the actions connected with them.

Exploring terrain consists of rolling one die and reading the result from the table below:

  • Mountains: 1 - you fall into a chasm, lose 1 life point; 2-5 - draw a Legend card; 6 - nothing happens.
  • Forests: 1 - you get lost, lose 1 movement point; 2-5 - draw a Legend card; 6 - nothing happens.
  • Desert: 1 - deadly heat, lose 1 life point; 2-5 - draw a Legend card; 6 - nothing happens.
  • Plains: 1-5 - draw a Legend card; 6 - nothing happens.
  • Swamp: 1 - you get lost, lose 1 movement point; 2 - swamp gas, lose 1 life point; 3-5 - draw a Legend card; 6 - nothing happens.
  • Snow: 1 - blizzard, lose 1 life point; 2 - heavy snow, lose 1 movement point; 3-5 - draw a Legend card; 6 - nothing happens.

1.12 Course of the Game

Each player's starting place is a different city. For each player it is determined by the opponent sitting to his left. Then each player rolls the die. The player who rolls the highest result begins the game, and the next to move is the player sitting to his left (clockwise).

The game begins by drawing a Mission card. The Mission card must be shown to the other players. Drawing a mission does not cost a movement point. The player may then perform one of the following actions:

  • carry out one action in a city;
  • move to an adjacent field and explore the terrain by rolling the die.

After one of these actions has been completed, the next player begins his turn.

A city is the only field on which several heroes may stand at the same time. In a city no die is rolled; the player decides for himself what he wants to do. Each action taken in a city costs one movement point. A player entering a city may carry out his first action there without paying a movement point for it; he must, however, spend a movement point to enter the city.

When every player has finished his turn, the first round ends and the second round begins. The player decides the actions of his hero himself. Actions which may be performed during the game (each costs one movement point):

  • moving to an adjacent field and exploring its terrain;
  • entering a city if the player stands next to it, and performing one action in the city;
  • performing one action in a city if the player is already in one;
  • attacking another hero, provided that the other hero stands on an adjacent field;
  • entering a special field if the player stands on an adjacent field, and attempting the mission connected with that place.

Actions which may be performed in a city:

  • Healer. You may recover life points here. Pay one denar for each life point recovered.
  • Market. You may buy equipment here. Each item costs two denars.
  • Mages' Guild. You may learn one spell here. Pay 3 denars for a Level I spell, 4 denars for a Level II spell, and 5 denars for a Level III spell.
  • Magic Shop. You may sell the artifacts you have obtained here. You receive 5 denars for each artifact.
  • Instructor. You may visit the instructor and raise the level of one of your traits by 1. In each city a different trait can be learned, e.g. Danseptia, the city of luck, lets you learn luck.

During one turn a player may not pass through or enter the same field twice.

If for some reason a player loses a movement point (challenge, terrain exploration) and has no movement points left, he loses that movement point in his next turn.

The value of a given trait may be increased by only one point at a time.

Extended Rules

2.1 Setup

All elements of the game are laid out as in the basic version, with one difference: the Mission card "Shapeshifter" is shuffled into the Mission deck.

(Illustration: boards connected with one another.)

Boards may also be joined by contact between individual fields.

(Illustration: examples of the Legend card types, with their text.)

  • Monster card: Yeti. The card shows six trait values: 4, 3 and 3 on the left, and 1, 1 and 2 on the right. Text: "If you are fighting on snow, add one to all of the Yeti's traits. If you defeat him, you receive two denars and one small experience point in the trait you fought with."
  • Challenge card: Raging River. Text: "Before you is a raging river. You may cross to the other bank by jumping across slippery boulders." SUCCESS: gain one movement point. FAILURE: lose one life point.
  • Stranger card: Trader. Text: "You may buy any equipment from him for two denars per item. You may also sell your own equipment for one denar per item."
  • Treasure card. Text: "You have found a treasure. Roll one die to find out how many denars you have gained. If you found this treasure in a forest, you also receive one item. Choose it from the available equipment."

2.2 Missions

The rules for missions are as in the basic version, with one difference: the Shapeshifter mission appears. When a player draws the Shapeshifter mission, he places it face up on the Mission deck. It is a mission which all players may carry out. As long as the Shapeshifter mission has not been carried out, no player may take on a new mission. Missions already in progress may, however, be continued.

The Shapeshifter mission is carried out like an ordinary Duel mission. The Shapeshifter has all of its traits equal to 6, and its servant has all of its traits equal to 4. For completing this mission the player receives: one artifact of his choice from those still available, 2 large experience points, 2 small experience points in the trait with which he defeated the Shapeshifter, and as many denars as he can roll with two dice.

During this and all other missions, the player adds the value of his hero's level to the combat effectiveness of the enemy. This also applies to servants.

2.2 Legend Cards

(The original prints this heading with the same number as the section above.)

The rules for Legend cards are as in the basic version, with one difference: to the difficulty of all challenges, the value of the level of the hero undertaking the challenge is added. When fighting an enemy, the value of the level of the hero who is fighting is also added to the combat effectiveness of the enemy.

Almanac

3.1 Equipment

Compass. Thanks to this item you do not get lost in the forest or on the swamp. When exploring terrain in forest and swamp, ignore a result of 1.

Canteen. Thanks to this item, add one to the die roll when exploring terrain in the desert.

Rope. Thanks to this item, add one to the die roll when exploring terrain in the mountains.

Snow cloak. Thanks to this item, add one to the die roll when exploring terrain on snow.

Wand. This item raises the total value of magic by one point.

Horn. This item raises the total value of courage by one point.

Dagger. This item raises the total value of dexterity by one point.

Sword. This item raises the total value of strength by one point.

Horseshoe. This item raises the total value of luck by one point.

Almanac. This item raises the total value of knowledge by one point.

Dog fat - single-use item. This item is a remedy; by discarding it you recover one life point.

Lumberjack's bread - single-use item. After eating the lumberjack's bread (discarding the token), you gain one additional movement point to use at that moment.

A hero may possess 6 items at the same time, which make up his equipment. Items in the equipment may not repeat, with the exception of dog fat and lumberjack's bread.

(Illustration: sample Equipment tokens.)

3.2 Artifacts

(Illustration: sample Artifact tokens.)

  • Book of Souls. If a spirit attacks you, you choose the form of combat.
  • Gabriel's Spear. If a monster attacks you, you choose the form of combat.
  • Wolf Fang. If an animal attacks you, you choose the form of combat.
  • Hundred-Mile Boots. You gain one movement point.
  • Judas's Silver Coin. Whenever you gain denars, you always get one denar more.
  • Steppe Light. If, when exploring terrain on plains, you are to draw a Legend card, you draw three, choose one of them and discard the others.
  • Desert Light. If, when exploring terrain in the desert, you are to draw a Legend card, you draw three, choose one of them and discard the others.
  • Snow Light. If, when exploring terrain on snow, you are to draw a Legend card, you draw three, choose one of them and discard the others.
  • Swamp Light. If, when exploring terrain in the swamp, you are to draw a Legend card, you draw three, choose one of them and discard the others.
  • Mountain Light. If, when exploring terrain in the mountains, you are to draw a Legend card, you draw three, choose one of them and discard the others.
  • Forest Light. If, when exploring terrain in the forest, you are to draw a Legend card, you draw three, choose one of them and discard the others.

The remaining artifacts raise the total value of the trait stated on the artifact token.

Artifacts which increase the total value of a trait by two points: Lizard's Blood, Unicorn Horn, Anvil of the Titans, Dragon Deck, Seal of Solomon, Code of Honour.

Artifacts which increase the total value of two traits by one point each: Ritual Knife, Sword of Glory, Mage's Mask, Ring of Triumph, Golden Gauntlet, Chalice of the Grail, Royal Axe, Book of Memories, Centaur's Bow, Dragon Dagger, Phoenix Feather, Charlatan's Stone, Dice of Truth, Gods' Chainmail, Knight's Belt.

3.3 Spells

Level I spells:

  • Bad Luck. You may cast this on an enemy or another hero while they use their luck (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the lowest result.
  • Fear. You may cast this on an enemy or another hero while they use their courage (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the lowest result.
  • Weakness. You may cast this on an enemy or another hero while they use their strength (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the lowest result.
  • Mind Eclipse. You may cast this on an enemy or another hero while they use their knowledge (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the lowest result.
  • Dispersal of Magic. You may cast this on an enemy or another hero while they use their magic (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the lowest result.
  • Clumsiness. You may cast this on an enemy or another hero while they use their dexterity (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the lowest result.
  • Four-Leaf Clover. You may cast this on an enemy, yourself or another hero while they use their luck (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the highest result.
  • Breath of Triumph. You may cast this on an enemy, yourself or another hero while they use their courage (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the highest result.

Level II spells:

  • Lord of Fortune. You may cast this on yourself, an enemy or another hero while they use their luck (combat, challenge). You may add to or subtract from the die roll result the value of your magic effectiveness reduced by one.
  • Day of Glory. You may cast this on yourself, an enemy or another hero while they use their courage (combat, challenge). You may add to or subtract from the die roll result the value of your magic effectiveness reduced by one.

Level III spells:

  • Fireball. You may cast this on an enemy or another hero. It is attacked with strength equal to your total magic.
  • Terror. You may cast this on an enemy or another hero. It is attacked with courage equal to your total magic.
  • Rain of Daggers. You may cast this on an enemy or another hero. It is attacked with dexterity equal to your total magic.
  • Magic Whirlwind. You may cast this on an enemy or another hero. It is attacked with magic equal to your total magic.
  • Fluke. You may cast this on an enemy or another hero. It is attacked with luck equal to your total magic.
  • Mental Attack. You may cast this on an enemy or another hero. It is attacked with knowledge equal to your total magic.
  • Haste. You may cast this on yourself or another hero. The affected one may take as many turns as your magic effectiveness.
  • Slow. You may cast this on yourself or another hero. The player affected by this spell has only one movement point for as many turns as your magic effectiveness.
  • Magic Cloak. You may cast this on yourself or another hero. The player affected by this spell is immune to magic (he cannot cast spells, and spells cast on him have no effect) for as many turns as your magic effectiveness.

3.4 Glossary

Base trait value: determined by the counter representing that trait.

Total trait value: the sum of the base trait value and the modifiers coming from the items, artifacts and hero level the hero possesses.

Combat effectiveness (skuteczność walki): the factor used in combat with an enemy (Legend cards, missions). It is the sum of the enemy's given trait and one die roll.

Combat rating (współczynnik walki): the factor used in combat between two heroes. It is the sum of the total value of the trait used by the hero in the fight and a roll of two dice.

Magic effectiveness: used when casting spells. Its value depends on the total value of magic of the player casting the spell, as follows: magic 1-2 gives magic effectiveness 2; magic 3-4 gives magic effectiveness 3; magic 5-6 gives magic effectiveness 4.

Exploring terrain: an action performed by a player when entering a new field (except a city). It consists of rolling a die and reading the result from the appropriate table (see 1.11 Board).

When casting Level III spells, a player always loses one life point.

  • Surge of Strength. You may cast this on an enemy, yourself or another hero while they use their strength (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the highest result.
  • Nimble Fingers. You may cast this on an enemy, yourself or another hero while they use their dexterity (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the highest result.
  • Dazzle. You may cast this on an enemy, yourself or another hero while they use their knowledge (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the highest result.
  • Magic Infusion. You may cast this on an enemy, yourself or another hero while they use their magic (combat, challenge). The affected one, instead of one die roll, must make as many rolls as your magic effectiveness, and choose the highest result.
  • Hidden Talent. You may cast this on yourself, an enemy or another hero while they use their dexterity (combat, challenge). You may add to or subtract from the die roll result the value of your magic effectiveness reduced by one.
  • Mind Control. You may cast this on yourself, an enemy or another hero while they use their knowledge (combat, challenge). You may add to or subtract from the die roll result the value of your magic effectiveness reduced by one.
  • Magical Manipulation. You may cast this on yourself, an enemy or another hero while they use their magic (combat, challenge). You may add to or subtract from the die roll result the value of your magic effectiveness reduced by one.
  • Adrenaline. You may cast this on yourself, an enemy or another hero while they use their strength (combat, challenge). You may add to or subtract from the die roll result the value of your magic effectiveness reduced by one.
  • City Portal. You may teleport to the nearest city.
  • Alchemy. You may change any item into one denar.
  • Amnesia. You may erase spells from memory and learn others in their place. (With magic 1-2 you may erase Level I spells; with magic 3-4 you may erase Level II spells; with magic 5-6 you may erase Level III spells.)