RulesPal
Chat
Rulebook
Legends of Andor: Journey to the North – Die Rückkehr der Schwarzen Kogge thumbnail

Legends of Andor: Journey to the North – Die Rückkehr der Schwarzen Kogge

Expansion for Legends of AndorExpansion for Legends of Andor: Journey to the North

Legends of Andor: Journey to the North – Die Rückkehr der Schwarzen Kogge Rulebook

Table of Contents

Table of Contents

  • Components
  • Special Checklist
  • Legend Cards
    • Card O1
    • Card O2
    • Card O3
    • Card O4
    • Card O5
    • Card O6
    • Card Q
    • Card T
    • Card Z
    • Card "The Aldebaran"
  • Black Cog Cards
    • Bow card (Bugkarte) 4: Krumm
    • Hull card (Rumpfkarte) 3: Thogger
    • Bow card (Bugkarte) 4: Meres
    • Bow card (Bugkarte) 4: Niron
    • Hull card (Rumpfkarte) 3: Orril
    • Hull card (Rumpfkarte) 3: Roa
    • Stern card (Heckkarte) 2: Callem
  • The Unknown Warrior
    • Stern card (Heckkarte) 2: Pero
    • Stern card (Heckkarte) 2: Kentar
  • Hero Board: Kirr, the Sorcerer of Time
  • The Black Cog (Ship Board)

Components

For this legend you need the base game "Legends of Andor" and the expansion "Journey to the North". At the end of this PDF you will find the Black Cog and the Hero board of Kirr, the sorcerer of time. He replaces the sorcerer Liphardus/Eara and uses the violet wooden discs, the wooden stone and die. His figure is already included in "Journey to the North". You may give him a violet base.

Special Checklist

Checklist for the bonus legend "Die Rückkehr der Schwarzen Kogge".

This legend is played on the North game board. No Fog tokens are needed; instead you need the Snow tokens. You also need the Hadria side of the Equipment board.

  • Each player chooses a Hero board with the matching Hero figure and takes, in the Hero's colour, 2 wooden discs, 1 wooden stone and the dice.
  • Each player places one of their wooden discs on the Sunrise space.
  • Each player marks their starting values on their Hero board: the wooden stone goes on 1 Strength point, and the second wooden disc goes on 7 Will points.
  • Place the Ship board. All upgrades are laid out so that the side showing the gold coin symbol faces up.
  • Place the two black wooden stones on the "Fight Together" track of the game board.
  • Place all Creatures next to the game board.
  • Place the turquoise Winter die, 2 red and 5 white dice, and next to the Creature display place the white wooden stone for Strength points and the white wooden disc for the Creatures' Will points.
  • Shuffle the Wind cards and place the START Wind card on top. Spread out all the Wind cards next to the game board. They are not needed yet.
  • Place the Bard on space 10 of the Hall of Fame.
  • Place the 3 Well tiles with their coloured side up on the well spaces (hexagon).
  • Instead of Fog tiles, use the Snow tiles in this legend. Place one Snow tile face down on each Land space of the board. Only spaces 91, 100 and 114 remain free. Place a second face-down Snow tile on all Snow tiles of Silberland (the island at top left) and Sturmtal (the island on the right). Note: spaces 91 and 114 always remain free.
  • Distribute all items on the Equipment board (Hadria), except the Witch's Potion and the Telescope.
  • Place the gold, the Stars, 3 red X markers and the Healing Herbs next to the game board. The Healing Herbs are NOT placed at random as usual!
  • Place 2 Iron, all Eternal Flames, all Portals and the red marker ring next to the game board.
  • Place the special items Hadric Hourglass, Varatan's Helm, Orweyn's Hammer and the Stormshield next to the game board.

Legend Cards

Card O1

Follow the instructions on the special checklist that belongs to this legend first.

The Heroes stood in the cold sunlight on the peak of the snow-covered Silver Mountain. This was the highest mountain on Narkon, or Silberland, as the island was later named after the settlement of the Silver Dwarves. From here it was not far to Prince Grom's safe silver mine. When they turned around, they saw the gruesome curse, whose bony hands were stretched out towards them for the last time. Then, in a strong gust of wind, it rushed away and faded for ever. Varatan's curse was broken.

Not far from there stood Callem, captain of the Black Cog, in the bluish shadow of the Silver Mountain, looking at his pale, shimmering hands. For the first time in years he felt his blood pulse through his veins. When he looked up, he saw into the familiar eyes of his old comrades. There were Kentar, daughter of Kenvilar, Krumm the sorcerer, the mighty Thogger and Pero, his first mate. They all felt the change too. Roa, Callem's mighty bird of prey, settled on his shoulder and dug its claws into his flesh. The pain was sweet and full of promise. At last the moment had come. Varatan's curse was broken.

Now continue with Legend card O2.

This legend consists of the cards O1, O2, O3, O4, O5, O6, Q, T, Z, The Aldebaran, The Unknown Warrior and 9 Black Cog cards (3x stern, 3x hull, 3x bow).

Card O2

  • Place Stars on the letters Q, T and Z.
  • With 3 players, roll with 2 white dice the position of 1 Iron.
  • With 4 players, roll with 2 white dice the positions of 2 Iron.
  • Place a Portal on space 52.
  • Place a Gor on space 107 and a Nerax on space 113.
  • Roll with 2 white dice the positions of one Nerax and one Sea Troll.
  • Place a Nerax on I and a Sea Troll on IV.
  • Place all Hero figures on space 91.

The Heroes had reached Silberhall. They were safe. Prince Grom was glad to see the Heroes again and offered them quarters.

Only if you want to reduce the difficulty, place Merrik and Grenolin also on space 91. With Merrik on board, the Aldebaran can "enter" and pass the cliff spaces. If Grenolin is on the space of a Hero who receives a reward (e.g. by defeating a Creature), that Hero receives 1 additional Fame.

Winter had come and it was snowing heavily. All the Heroes were exhausted and enjoyed the protection and warmth of the splendid Silver Mine.

Each Hero rolls a Hero die. The value rolled is received as Will points.

Now continue with Legend card O3.

Card O3

Soon the Heroes would continue their journey to Andor. Prince Grom sent word to the allies in Werftheim. They had begun building a new Aldebaran for the Heroes. But building materials were in short supply as the winter set in.

Task: The Heroes must bring building materials to space 100. With 2 players: 2 Wood. With 3 players: 2 Wood and 1 Iron. With 4 players: 2 Wood and 2 Iron. Only when this task is fulfilled is the wooden ship set up, and the Ship board can be entered again. Then read the card "The Aldebaran" aloud.

Note: Wood and Iron can only be carried on the Strength point track, to the left of the wooden stone.

Example: To carry 1 Wood, a Hero needs 3 Strength points.

  • Place a red X on the wood symbol at space 100. This rule does not apply in this legend.
  • Place a red X on the Wind card symbol on the Sunrise space. For now it is not carried out at sunrise.

The peaceful days passed, but outside the mine strange rumours multiplied. Some merchant ships had been attacked, and in the west, on the coast of Sturmtal, Taren were said to have been attacked as well, but this was clearly not the work of sea creatures ...

Now continue with Legend card O4.

Card O4

... A ship, black as night, was said to have been seen there. Meanwhile the Heroes made ready to set out.

Equipment: Each Hero starts with 2 Strength points. One of the Heroes receives 1 additional Strength point. The group of Heroes receives 3 Gold, Varatan's Helm and Orweyn's Hammer. Their functions can be looked up in the Journey to the North booklet, page 6.

Important: Using them always costs 1 Fame. The Hero with the highest rank receives the Hadric Hourglass, and one of the Heroes receives the Stormshield. Its function can also be looked up on page 6 of the booklet. In this legend it has an additional function: the Stormshield can also be used to avert the loss of Will points caused by the Winter die for all players.

The rumours became more concrete. The Black Cog, the cursed ship, had returned! The Heroes suspected that this could be more than a rumour. They knew what had held Callem and his men captive ... Had the crew of the Black Cog been freed along with their escape? Were they to blame for this new evil? According to an old legend, the Eternal Flames could help a seeker find his goal. Could the Heroes count on this help?

Now continue with Legend card O5.

Card O5

Task: The Heroes must find and activate all 4 Eternal Flames. They are hidden under the Snow tiles. When a Hero activates the first Eternal Flame, the card "The Unknown Warrior" is read aloud. At the second one, the stern card of the Black Cog is read, and so on.

Note: The Eternal Flames keep their normal function as well. So if the Winter die is rolled, a Hero standing on a space with an Eternal Flame adds the rolled value to their Will points, instead of losing them.

By turning over the Black Cog cards, you learn where the Black Cog is and who is on board.

Legend goal: Before the Narrator reaches Z of the Legend track, the Heroes must have found and defeated the Black Cog. To do so they must defeat all 3 Cog cards. Once that has happened, the Narrator is moved to Z immediately.

The Heroes wrapped themselves in their cloaks and stepped out into the biting cold in front of the mine. They had agreed not to leave the North alone with this threat!

The Hero with the highest rank begins.

When you play this legend for the first time, read the information on Snow tiles on card O6.

Card O6

Information on Snow tiles:

A Hero who enters a space with a Snow tile must stop and activate it.

Snow tiles always take priority over other tiles on a space.

Example: If a Snow tile and a Well tile are on the same space, the Snow tile must be activated first. It may be that a Hero is moved off the space, for example if "Ice" is on the Snow tile. Then they can no longer empty the well.

If 2 Snow tiles lie on one space, the top Snow tile is activated first. Afterwards, provided the Hero is still on this space, the second Snow tile is activated.

If a Snow tile with Ice is revealed on a space from which no arrow leads away (e.g. space 107 or the spaces in the Watchful Forest / Wachsamer Wald), the tile is ignored.

The symbols on the Snow tiles are explained on the Equipment board, Hadria side.

Card Q

The cold was almost unbearable. Roll the Winter die now!

  • Place a Gor on the letter S of the Legend track. When the Narrator reaches S, the position of the Gor is rolled with 2 white dice.
  • Place a Nerax on IV and an Arrog each on I and II.

But the real danger came from the Black Cog. Its crew was cruel and brutal.

Once you have determined the position of the Black Cog, you may attack it like a Creature. Before a combat round, however, you decide which of the 3 Cog cards you want to attack. If you achieve a higher combat value than the Cog, you have defeated the chosen card. If the combat values are equal, nothing happens. If your combat value is lower than that of the Black Cog, you lose the difference between both values as Will points.

Combat value of the Black Cog: The Black Cog rolls 5 white dice in combat. Equal dice results are added together! Depending on the number of players it has the following Strength points: 2 players = 18, 3 players = 24, 4 players = 30.

Tip: Set this card aside. If you later fight the Black Cog, you can read the values here and set them on the Creature display.

Card T

The cold seemed to grow even stronger. Roll the Winter die now!

Not even Sturmtal offered any more shelter or rest.

  • Place a red X on the Will points symbol on space 114. From now on this function no longer applies.
  • Place a Sea Troll on space IV.
  • Place a Nerax on the letter U of the Legend track and a Sea Troll on W. When the Narrator reaches the respective letter, the position of the Creature is rolled with 2 white dice.

One of the Heroes thought of Andor. They were no longer far away now. Quietly he hummed a melody. Yes, it was the King's Song. Oh, how long ago was it that he had first heard it? It still strengthened his will.

If Qurun had not lied with his last words (Legend 10), the Heroes could expect another great task in Andor. But first they had to halt the Black Cog and bring this last chapter of their long journey to an end!

Card Z

The legend had a good ending if ...

  1. the Bard has not sunk to 0 Fame, and
  2. all 3 Black Cog cards have been defeated.

The Black Cog was defeated! The joyful news spread like wildfire. This ended this dark chapter of the Hadric Sea, and better years began. In those years of peace, Heroes such as Kirr and Stinner had a large share. It was Stinner who finally also restored the old sea realm of Varatanien and, with the help of the Silver Dwarves and the Taren, rebuilt Klippenwacht. Although he never called himself king, when years later his firstborn son (named Thorn) came of age, he was crowned with all honours as the first sea king since Varatan. Both the Taren and the Silver Dwarves respected him and his descendants until the end of their days.

The Andori among the Heroes finally continued their journey. What would await them in Andor?

The legend had a bad ending if ...

  1. the Bard has sunk to 0 Fame, or
  2. not all 3 Black Cog cards have been defeated.

(This box is printed upside down on the card.)

Card "The Aldebaran"

This card is activated when all required building materials lie on space 100.

At last! The Aldebaran II was finished! The Heroes could face the creatures on the open sea again!

  • Set up the wooden ship.
  • Remove the red X from the Sunrise space.
  • Place the START Wind card (with the green arrows), black dot facing up, on the discard space next to the Sunrise space.

The people of Werftheim gave the Heroes a precious gift.

You decide which upgrade you want for free: Stern Ballista, Second Mast or Bow Figurehead?

Black Cog Cards

The Black Cog cards are the stern, hull and bow cards laid out as the ship picture during setup. Each card is headed by its type, its printed number and the name of the figure printed on it. Several cards share the same number, and each is transcribed separately.

Bow card (Bugkarte) 4: Krumm

The Heroes clearly saw the outline of the Black Cog in the fire ...

The Black Cog is on the marked space that lies closest to Werftheim. If two spaces come into question, check the hull card to see whether it is the northern or the southern of the two. Place the Black Cog on the determined space and take the Stars from the other game board spaces.

At the bow of the cursed ship the Heroes recognised Krumm, the sorcerer.

Now place the red marker ring over the Narrator. Each time the Narrator advances one space, the group of Heroes loses 4 Will points.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Hull card (Rumpfkarte) 3: Thogger

In the fire the position of the Black Cog became clearer ...

Only when the bow card is turned over do you learn where the Cog is. If, according to the description on the bow card, two spaces come into question, the Cog is on the more northerly of the two.

The flames also revealed that Thogger, the Druid of the Taren, was on board. At one with nature, he knew how to kindle a storm! Lightning flashed out of the dark clouds.

As long as this card has not been defeated and is still face down, a red die is rolled at the start of each combat round against the Black Cog. The value rolled shows which upgrade of the ship is struck by lightning. That upgrade must be turned over. If the lightning strikes a place where there is no upgrade, nothing happens.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Bow card (Bugkarte) 4: Meres

The Heroes clearly saw the outline of the Black Cog in the fire ...

The Black Cog is on the marked space that lies closest to Sturmtal. If two spaces come into question, check the hull card to see whether it is the northern or the southern of the two. Place the Black Cog on the determined space and take the Stars from the other game board spaces.

At the bow of the cursed ship the Heroes recognised Meres, the sorcerer from Andor. He knew how to weaken the Heroes.

Now place the red marker ring over the Narrator. Each time the Narrator advances one space, one Hero of the group loses 1 Strength point.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Bow card (Bugkarte) 4: Niron

The Heroes clearly saw the outline of the Black Cog in the fire ...

The Black Cog is on the marked space that lies closest to Silberland. If two spaces come into question, check the hull card to see whether it is the northern or the southern of the two. Place the Black Cog on the determined space and take the Stars from the other game board spaces.

At the bow of the cursed ship the Heroes recognised Niron, the scout.

Now place the red marker ring over the Narrator. Each time the Narrator advances one space, the group of Heroes loses 1 Fame.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Hull card (Rumpfkarte) 3: Orril

In the fire the position of the Black Cog became clearer ...

Only when the bow card is turned over do you learn where the Cog is. If, according to the description on the bow card, two spaces come into question, the Cog is on the more southerly of the two.

The flames also revealed that Orril, the Black Bard, stood motionless on deck. Madness and grief could sow his songs in every heart and change the course of events.

As long as this card has not been defeated and is face down, each combat round costs the Heroes 2 instead of 1 Hour on the Day track.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Hull card (Rumpfkarte) 3: Roa

In the fire the position of the Black Cog became clearer ...

Only when the bow card is turned over do you learn where the Cog is. If, according to the description on the bow card, two spaces come into question, the Cog is on the more southerly of the two.

The flames also revealed that Roa, Callem's bird of prey, had dug its claws into the rail. No, this was no ordinary bird. It was a thieving beast.

As long as this card has not been defeated and is face down, a red die is rolled at the start of each combat round against the Black Cog. On a 1-2, Varatan's Helm of Power is removed from the game; on a 3-4, the Stormshield is removed; on a 5-6, Orweyn's Hammer is removed. The removed item can no longer be used. At the start of the next combat round it is determined again which item Roa wants to steal. If that item is already out of the game, nothing happens.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Stern card (Heckkarte) 2: Callem

The fire suggested a first guess at where the Black Cog was hiding ...

Mark all 4 spaces with the black die symbol with a Star. On which of these spaces the Black Cog is, you learn from the hull and bow cards.

The flames also revealed the crew. Callem, the Renegade, stood on deck. Thirst for revenge lay in his cold eyes.

As long as this card has not been defeated and is face down, the Black Cog has 6 additional Strength points.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

The Unknown Warrior

The Unknown Warrior stepped out of the flames to the Heroes. He would once again stand at their side!

Place the Unknown Warrior with the Eternal Flame you have just placed. From now on he can be commanded by any Hero whose turn it is, instead of that Hero's own action.

Running: It costs the Hero who commands him 1 Hour on the Day track per space to move him 1 space. For 2 Hours he may also use a boat. He may use Portals. If he is on a space with a Well at sunrise, the Well is not refreshed. He can reveal and activate Snow tiles and Wells. The benefit (e.g. Fame, Will points, etc.) or damage (e.g. loss of Will points, etc.) is received by the Hero who commands him. If items are activated (e.g. firewood), they remain on the space where the Warrior activated them. He cannot carry anything!

Fighting: It costs the Hero who commands him 1 Hour on the Day track per combat round. The Unknown Warrior has as many Strength points as the Hero who commands him. He rolls all the dice the Hero has available (so also more than his current Will point display shows), together with all the dice of any other Hero (likewise the maximum number of dice). Equal dice results are added together.

Important: The Unknown Warrior can never "Fight Together".

Stern card (Heckkarte) 2: Pero

The fire suggested a first guess at where the Black Cog was hiding ...

Mark all 6 spaces with the red die symbol with a Star. On which of these spaces the Black Cog is, you learn from the hull and bow cards.

The flames also revealed the crew. Pero, Callem's first mate, had taken over the helm. Underestimated by many, he was now determined to show his quality as an enforcer!

As long as this card has not been defeated and is face down, the Black Cog rolls two red dice in addition to its 5 white dice. Equal dice results are added together.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Stern card (Heckkarte) 2: Kentar

The fire suggested a first guess at where the Black Cog was hiding ...

Mark all 6 spaces with the feather symbol with a Star. On which of these spaces the Black Cog is, you learn from the hull and bow cards.

The flames also revealed the crew. Kentar, daughter of Kenvilar, had taken command. No one knew as much about the power of evil herbs as she did.

Place the 3 Healing Herbs face down on this card. As long as this card has not been defeated and is face down, at the start of each combat round against the Black Cog one of the herbs is turned face up. The group of Heroes loses the Strength points shown on it. When the herbs are used up, this card no longer has any effect.

Important: After this card has been defeated, roll a red die and move the Black Cog to this space.

Hero Board: Kirr, the Sorcerer of Time

Kirr, the Sorcerer of Time. The figure is included in the expansion "Journey to the North".

Rank 60.

Special ability: At the start of the game, place the sorcerer figure Koraph on the 4th hour of the Day track. If Kirr has 10 or more Will points, he can add to his die value in combat as many points as his time stone is away from Koraph. Example: A time stone on hour 9 = 5 additional points.

The board has a Strength point track, a Will point track, and a storage space labelled for any amount of gold and Precious Stones.

The Black Cog (Ship Board)

The component page shows the Black Cog ship board as two halves, one above the other, each marked with a black tab.

  • Using 2 white dice, roll the positions of the 4 face-down Mussels.
  • Place 2 Wood on space 59.
  • Place Merrik, Grenolin, the Unknown Warrior and the sorcerer Koraph next to the game board.
  • Place the ship Aldebaran on the gangway at space 100 and tip it onto its side.
  • Place the figure "The Black Cog" next to the game board.
  • Place the Narrator on space O of the Legend track.
  • Sort the Legend cards of this bonus legend alphabetically.
  • Place the Special card "The Aldebaran" next to the game board.
  • Lay out the card "The Unknown Warrior", and then one each of 3 stern, 3 hull and 3 bow cards side by side, so that a picture of the Black Cog results. The remaining stern, hull and bow cards are removed from the game. Then place one Eternal Flame on each of these cards.