Legends of Andor: Liberating the Mine
Legends of Andor: Liberating the Mine Rulebook
Table of Contents
Table of Contents
Components
This Legend includes 12 cards: A1, A2, A3, A4, B, F, N, 3 "Varkur's Hiding Place" cards (V1/2, V3/4, V5/6) and 2 "Mine – Special Rules" cards.
Setup
Card A1
This Legend is played on the side of the board showing the mine. First apply the instructions on the Setup card (printed "Installation" in the French).
This Legend requires the Creature tiles. Important: remove the Creature tiles "1 Gor on space 21; 1 Troll on space 23" and "1 Skral on space 48; 2 Gold Coins on space 50" and return them to the box.
Finally, prepare the following components and place them near the board:
- 3 "Varkur's Hiding Place" cards and 2 "Mine – Special Rules" cards.
- The figures of the Sorceress, the Dwarf Soldiers, the Trolls and the Wardraks, the Poison token, and three black dice.
- Shuffle face down: 11 silver Event cards (they replace the gold ones), 10 Secret Lake Event cards, 8 Rockfall tokens, 11 Precious Stones, 3 Medicinal Herbs, 6 Rune Stones and 6 Parchments.
- Place the N token, green side visible, on the N of the Legend Track, and a Star on the letters B and F.
- Place on each space with a diamond a Precious Stone face down. Only spaces 0, 2, 3 and 4 remain free. The 4 remaining tokens are removed from the game.
- Determine the positions of 5 of the 6 Rune Stones and of 2 Herbs by rolling a red die (tens) and a Hero's die (units) for each of them.
Then read the Legend card A2.
Card A2
- Place 2 Rockfall tokens on space 21 and reveal them.
- Place on the armoury (space 27): 1 Helmet, 1 Shield, 1 Bow and 1 Flask.
Notes: If you no longer remember the rules for Precious Stones, Fire Breath, Rockfall or the Secret Lake, you can find them on the 2 "Mine – Special Rules" cards. If that is not the case, they are useless.
- Place one Gold on spaces 15 and 34.
Mission: The Heroes must find the dark mage Varkur, as well as three Skrals.
The Creature tiles show where the three Skrals are. You must find the Skrals and defeat them. As soon as the third Skral is discovered, one of the Heroes rolls a die. The result indicates which of the 3 "Varkur's Hiding Place" cards is revealed.
Now read the Legend card A3.
Card A3
Goal of the Legend: You win the Legend if you have defeated the 3 Skrals and Varkur before the Narrator reaches the N token.
- Place two Creature tiles face down on each of these spaces: 10, 28, 35, 41 and 43. A Hero who moves onto one of these spaces must end their movement. They immediately activate the tiles. Their effects are applied one after the other.
- Place three additional Creature tiles face down on space 6, along with a Troll. To reveal these tiles, you must first defeat the Troll.
Note: With the Telescope, you can reveal the Creature tiles of an adjacent space without activating them. This also works for the tiles that are on the space guarded by the Troll.
Place the Dwarf Soldiers figure on space 40. The Dwarf Soldiers may be used like Prince Thorald (see the "Mine – Special Rules" cards).
Now read the Legend card A4.
Card A4
Reminder: Each Creature that reaches the south exit of the mine (space 0) immediately moves the N token back one space towards the Narrator. The Creature is also immediately removed from the game.
Important: If a Skral reaches space 0, the Heroes immediately lose the Legend.
In this Legend, a Hero who has no more Willpower Points is eliminated: their figure is removed from the game. Their Gold Coins, Precious Stones and Equipment are placed on the space where they were defeated.
All Heroes start with 2 Strength Points each, and place their figure on space 60 (in front of the mine). The group shares 5 Gold Coins and 2 Damaged Shields. You decide collectively how to divide them.
Note: The Shield protects against Fire Breath.
The Hero who downloaded this Legend begins.
Legend Cards B and F
The printed cards do not state their trigger in words; the setup places the Star on the letters B and F of the Legend Track.
Card B
The Heroes received a message from the Singing Tree. The guardians feared an attack by the Creatures. They were counting on the help of the Heroes and the Dwarf Soldiers.
- Place a Parchment face down on space 63 (the summit). As soon as a Creature reaches this space, the Parchment is revealed. All Heroes who have more Willpower Points than the number shown on the token lose as many Willpower Points as the token's value.
- Moreover, at that moment, remove the Dwarf Soldiers figure from the game.
The guardians attached a powerful object to their message...
- Determine where the Poison is by rolling a red die (tens) and a Hero's die (units).
- The Poison can be used twice (front and back of the token).
- A Hero uses the Poison in a combat after their die roll and before the Creature's counter-attack. The Poison has two effects:
- If the Creature is hit, it does not lose to Willpower Points the difference between the two combat values, but immediately falls to 0 Willpower Points.
- A Creature defeated with the Poison yields no reward. The Creature is not moved to space 80: it is removed from the game. The Narrator does not advance on the Legend Track.
Important: The Poison has no effect on Varkur.
Card F
Magical lightning flashed through the corridors of the mine. As they cracked, rocks broke loose from the ceiling. Varkur must be very close.
- Determine the position of 6 Rockfall tokens by rolling a black die and a red die at the same time for each of them. Add the values of the two dice. Example: black 12 and red 5. The token is therefore placed on space 17.
- Turn the token face up.
Consequences:
- a) If a Hero is on the space, they immediately lose Willpower Points equal to the value of the token. A Shield protects against this. The Rockfall token is then removed from the game.
- b) If a Creature is on the space, it is immediately removed from the game.
Note: If the Creature is a Skral, it is considered defeated. The Heroes are closer to their goal.
Special case 1: If a Hero and a Creature are both on the affected space, the Creature is removed from the game, the Hero loses Willpower Points, and the token is removed from the game.
Special case 2: If Varkur or the Dwarf Soldiers are on the space, the Rockfall token is removed from the game.
If a Creature later enters play on a space with a Rockfall token, it is moved to the next free space following the arrow.
Card N (Endings)
The printed card does not state its trigger in words; it carries the two possible endings.
Winning ending: The Legend ends well if the 3 Skrals and Varkur have been defeated.
They had succeeded! The Heroes had freed the mine from the grip of dark magic! However, Varkur had not said his last word. A few years later, when Andor felt safe after the fall of the dragon, Varkur returned to the forefront. His transformation was spectacular and very disturbing: only the Heroes recognised their old enemy in a hideous creature named Qurun.
But this is another Legend...
Losing ending: The Legend ends badly if the 3 Skrals and Varkur are not all defeated.
Tips for next time:
- Try to activate as few Creature tiles as possible.
- The Telescope is particularly useful in this Legend.
Varkur's Hiding Place Cards
Each of the three "Varkur's Hiding Place" cards carries the same trigger on its front: If, at the moment the third Skral is discovered, a Hero has obtained the die result shown on the card with their die, this card is revealed and read aloud. The card shows two die faces, either of which triggers it.
Card V1/2 (die faces 1 or 2)
The dark mage Varkur appeared in the Secret Lake. The waters seethed.
- Place Varkur on space 11. Objects, Rockfall tokens and Creatures already there are removed from the game.
Note: If a Skral must be removed, it is considered defeated. The Heroes are thus closer to their goal.
Mission: The 3 Skrals and Varkur must be defeated before the Narrator reaches the N token. As soon as Varkur is defeated, the Narrator advances to the N token.
Varkur has the following characteristics:
- Strength Points: with 2 players = 20, with 3 = 30, with 4 = 40.
- Willpower Points: 12.
- Dice: 2 black dice. Their values are added together. Varkur always uses two dice, whatever his number of Willpower Points.
Special feature: Heroes who wish to fight Varkur must have at least 14 Willpower Points. If a Hero falls below the 14 Willpower Points mark during a combat, they can no longer take part in it.
At sunrise, Varkur does not move. Creatures that arrive on space 11 are moved to the next free space following the arrow.
Card V3/4 (die faces 3 or 4)
The dark mage Varkur appeared in the armoury. A shrill noise rang out as a thick fog invaded the room.
- Place Varkur on space 27. Tokens that were there are removed from the game.
Mission: The 3 Skrals and Varkur must be defeated, before the Narrator reaches the N token. As soon as Varkur is defeated, the Narrator advances to the N token.
Varkur has the following characteristics:
- Strength Points: with 2 players = 14, with 3 = 20, with 4 = 30.
- Willpower Points: 12.
- Dice: 2 black dice. Their values are added together. Varkur always uses two dice, whatever his number of Willpower Points.
Special feature: Heroes who wish to fight Varkur cannot use any item (Shield, Helmet, Potion, Rune Stones, Herbs...).
Note: The Archer's bow can always be used.
At sunrise, Varkur does not move.
Card V5/6 (die faces 5 or 6)
Varkur hid in the treasure room. Dark clouds of smoke escaped from the room, and a foul smell like burnt oil filled the air.
- Place Varkur on space 6. Creatures or tokens already there are removed from the game.
Mission: The 3 Skrals and Varkur must be defeated, before the Narrator reaches the N token. As soon as Varkur is defeated, the Narrator advances to the N token.
Varkur has the following characteristics:
- Strength Points: with 2 players = 20, with 3 = 30, with 4 = 40.
- Willpower Points: 12.
- Dice: 2 black dice. Their values are added together. Varkur always uses two dice, whatever his number of Willpower Points.
Special feature: All Heroes have as many Strength Points as the one who has the fewest.
Example: The group consists of 3 Heroes, who have the following Strength Points: 14, 12 and 6. So each Hero will have only 6 Strength Points, and the group will have only 18 (6 + 6 + 6).
At sunrise, Varkur does not move.
Mine – Special Rules
Card 1: Precious Stones, Fire Breath and Secret Lake
The Precious Stones in the mine can be picked up. The number shows their value in Gold Coins, and they can be used at the merchant. Revealing a Precious Stone is safe, but as soon as a Hero picks up a Precious Stone, a Fire Breath is triggered. If a Creature arrives on a space with a Precious Stone, the Stone is removed from the game. In this Legend, you cannot use Precious Stones to deflect the path of a Creature.
During a Fire Breath, a Hero rolls three red dice one after the other. The first is placed on the space next to space 10, the second on the space of space 20, and the third on the space of space 30. The range of the Fire Breath, in number of spaces, equals the number shown on the die. Only spaces in the direction of the arrow are affected. If a Hero is on a space touched by a Fire Breath, they lose as many Willpower Points as the value of the die. Using a Shield protects against this damage. Creatures are not affected by Fire Breath.
Fire Breaths are stopped by Rockfall tokens.
Fire Breaths are resolved:
- a) each time a Hero picks up a Precious Stone;
- b) at each sunrise (Fire symbol).
As soon as a Hero arrives on the Secret Lake space, they must end their movement and immediately read the first card of the "Secret Lake" pile.
Card 2: Rockfall and Dwarf Soldiers
Rockfall: Neither Creatures nor Heroes can enter or cross a space with a Rockfall token. A Hero may try to remove a Rockfall token. This action is equivalent to fighting. Each attempt to remove a token costs the Hero 1 Hour on the Time Track.
To remove the token, the Hero's combat value (Strength Points + value of the die) must be equal to or higher than the value of the Rockfall token. If the Hero's combat value is equal to or higher than the sum of the values of several tokens, they may remove all of the tokens concerned in one blow.
Heroes may also group together to try to remove Rockfall tokens. Removed Rockfall tokens are removed from the game.
Note: The Falcon cannot fly over a space with a Rockfall token.
Dwarf Soldiers: Each Hour spent allows moving the Dwarf Soldiers up to 4 spaces. If the Dwarf Soldiers are on the same space as a Creature and a Hero, they give the Hero 4 additional Strength Points for the combat.
The Dwarf Soldiers cannot pick up or reveal a Precious Stone or any token. They cannot remain on the Secret Lake space; consequently, no card from the pile is read when they pass through it. They cannot enter or cross a space with a Rockfall token, but they can be used to remove a Rockfall token. They are not concerned by Fire Breaths.