Legends of Andor: The Battle for Cavern
Legends of Andor: The Battle for Cavern Rulebook
Table of Contents
Table of Contents
- Setup
- Legend Card A2
- Legend Card A3
- Legend Card A4
- Legend Card B
- Legend Card D
- Legend Card F
- Old Knowledge 7: The Secret Passage
- Old Knowledge 8: The Light of the Gems
- Old Knowledge 10: The Hidden Trapdoor
- Old Knowledge 11: The Healing Power of the Lake
- Old Knowledge 14: The Strength of the Dwarves
- Old Knowledge 17: The Concealed Armoury
- First Daylight
- Throne Room
- Legend Card N1
Setup
For the bonus legend only material from the base game is required. With the expansion "Neue Helden" you can experience the adventure with up to 6 Heroes!
This legend takes place on the back side of the game board.
Important: In this legend one player must play the hero Kram. First, follow the steps on the Standard Setup Instructions card with the following variations:
- In this legend no fog tiles will be placed on the game board and no event cards are used besides the 10 green event cards "hidden lake". Put these cards on the corresponding space near the hidden lake.
- Put star tokens on the spaces B, D, F and N of the legend track.
- Put your hero figures on space 60.
- Only the hero Kram places his figure lying on space 67 (above the creature track). He will come into play not until the other heroes finished the first day.
- Randomly put 1 gem face-down on space 6.
- Place 8 boulder tokens near the game board.
- Place the poison token near the game board.
- Place 6 parchment tokens near the game board.
- Gather the 6 cards "Old Knowledge" nearby.
- Put the figure "Shield Dwarves" on space H of the legend track.
In front of the heroes there was the dark entrance to the mines. Will they arrive in time to help Kram? In addition to treasures and gems you could also find some old knowledge in the mines. Perhaps the creatures were after it?
This legend consists of the cards A1, A2, A3, A4, B, D, F, N1, First Daylight, Throne Room and 6 cards "Old Knowledge".
Keep on reading on legend card A2.
Legend Card A2
- Put parchment tokens on the following spaces: 10, 20, 27, 37, 40 and 42 (all in the mine).
- Put a Gor on each of the parchment tokens.
Important: These Gors on the parchment tokens do not move at the beginning of a new day.
Parchments:
If a hero is on a space with a parchment he may pick it up after the creature on it has been defeated. With a telescope or the raven (from the hero Fenn) you can reveal them earlier. The number on the back side tells which of the cards "Old Knowledge" the hero may reveal. He may put the parchment on his hero board and can use it once per game. After using it is removed from the game. Of course he can give it to other heroes.
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Task: Try to get parchments, as each "Old Knowledge" will give you an huge advantage. It is up to you how many parchments you gain.
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- Determine the position of 2 herb tokens and 5 of the 6 rune stone tokens with a red and a hero dice. The red die tells the first and the hero die the second digit.
Example: Red 4, Hero dice 2 = rune stone token face-down on space 42.
Keep on reading on legend card A3.
Legend Card A3
Important: In this legend, a hero whose willpower falls to "0" is returned to the game box. He places his gems, gold, and items in the space he last occupied.
While standing in front of the mine entrance the heroes could smell the stinking creatures.
Roll a red die and determine the consequences.
1, 2 or 3: Put Gors on the spaces 3, 18, 19, 35 and 36. Put Skrals on the spaces 15 and 17.
4, 5 or 6: Put Gors on the spaces 8, 12, 14, 17 and 19. Put Skrals on the spaces 13 and 34.
Important: Creatures that reach space 0 are remaining there. In this legend it is possible that more than one creature stand on space 0.
Please note: The image of the "N" tile on space 0 has no meaning in this legend.
Equipment (not for Kram):
Each hero starts with 2 strength points. In addtion 2 strength points and a falcon are distributed among the group (the hero Kram may not get any of this).
Keep on reading on legend card A4.
Legend Card A4
- Place the card "First Daylight" near the game board. It will be read, after the heroes finished the first day, but before the symbols of the sunrise box are executed.
- As a reminder, put a star token left of the fire symbol in the sunrise box.
Whatever will happen, the other heroes won't abandon Kram!
The hero on space 60 with the highest rank starts.
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Just in case you don't remember the rules for Firestorms and the Hidden Lake:
For a Firestorm the hero rolls the 3 red dice one after the other. The first die ist placed on the corresponding spot in front of space 10, the second in front of space 20 and the third in front of space 30. The firestorm passes along the arrows. The range is the number of spaces according to the rolled number. When a hero is standing on an affected space he looses will-power according to the die roll. A shield will protect against the damage. Creatures are not affected by firestorms. A firestorm will be triggered during each sunrise (fire symbol).
As soon as a hero reaches the Hidden Lake he must end his movement and reveal the topmost "hidden lake" event card.
Legend Card B
Thunder ripped through the mine. The southern mine entrance has been shattered and huge boulders are blocking the exit.
- Put boulder tokens on space 71:
- 2 players = all but 2 x "8" (total value = 32)
- 3 players = all but 1 x "8" (total value = 40)
- 4 players = all (total value = 48)
Boulders block space 71:
Heroes can not enter a space with boulder tokens. To remove the boulders the combat value of the heroes must be at least the total value of all boulder tokens. This must be achieved in one combat round. It is not possible to remove boulder tokens one after the other (unlike the usual boulder rules).
Example: 2 heroes have to reach a combat value of 32 or higher.
Heroes can remove boulders from the adjacent space. This counts as the action "combat". Each attempt to remove the boulders costs each participating hero 1 hour on the time track. Successfully removed boulders tokens are removed from the game.
After the boulder tokens have been removed the heroes can enter space 71.
Note for 5-6 players:
If you are playing with the variant "Black Harbinger" put the figure next to the boulder tokens. It increases the total value of the boulders.
Legend Card D
With a deep roar a Troll forces his way through the narrow passageways of Cavern.
Determine the position of a Troll by rolling a black and a red die and adding both values.
Example: Black die 12 + red die 5 = space 17
Put another Troll on the space G of the legend track. If the narrator reaches this space, repeat the procedure to determine the position of this Troll.
Legend Card F
More and more creatures charged from the dark passages of the mine. It appeared as if they tried to exterminate the whole dwarven tribe.
Roll a red die and determine the consequences.
1 or 2: Put Gors on the spaces 4 and 33. Put a Skral on space 11. Put the poison token on space 9.
3 or 4: Put Gors on the spaces 9 and 17. Put a Skral on space 11. Put the poison token on space 12.
5 or 6: Put Gors on the spaces 12 and 48. Put a Skral on space 11. Put the poison token on space 17.
Reminder for "poison":
The hero uses the poison after the combat roll but before the creature reacts. This has two effects:
- If the creature looses the combat round, it does not loose the difference of the combat values but immediately drops to 0 points of will-power.
- You don't get a reward for defeating a creature by means of poison . The creature is removed from the game and not placed on space 80 of the game board. The narrator does not advance one space on the legend track.
Old Knowledge 7: The Secret Passage
No dwarf can claim that he knows all passages of mazy Cavern. So it was very astonishing that this parchment revealed unexpected branches and secret passages.
The hero with this parchment can place his figure on any space, except space 71. This is a free action (like using an item), so he does not need to be the active player to do it.
Important: The figure "Shield dwarves" or other heroes could be moved as well, if they are standing on the same space as the parchment bearer.
Old Knowledge 8: The Light of the Gems
There was a power in the gems of Cavern. Although each dwarf knew this, only this parchment revealed the art of transforming this power into pure strength.
A hero may turn in this parchment together with a gem. He gains the value of the gem as strength points.
Old Knowledge 10: The Hidden Trapdoor
The ancient dwarves had protected their empire by many means. But apparently only this parchment revealed the position of an old mechanical trapdoor.
A hero that is standing on a space inside the mine (except space 0 and 11), may turn in this parchment. A creature that is standing on his space will be removed from the game board. The hero does not gain a reward. The creature will not be placed on space 80, but is instead removed from the game. The narrator does not advance one space on the legend track.
Please note: If you remove a Gor on a parchment from the game by means of the trapdoor, the parchment stays on the space and can be collected.
Old Knowledge 11: The Healing Power of the Lake
There are still some dark creatures living in the Hidden Lake. But this parchment revealed the spell that protected from damage and removed fatigue.
A hero that enters space 11 and turns in this parchment does not need to draw an "Hidden Lake" event card. In addition, his will-power is increased to the maximum possible value on his hero board.
Old Knowledge 14: The Strength of the Dwarves
Not only the hammer blows in the dwarven forge toughened their muscles. This parchment revealed another secret of their ancient strength.
A hero that turns in this parchment before a combat round, will have his strength points doubled for this one combat round.
Old Knowledge 17: The Concealed Armoury
The creatures had plundered the armoury but according to this parchment there are concealed cavities holding additional weapons.
A hero that is standing on the armoury (space 27) can turn in this parchment. Then, the following items are placed on space 27:
- 1x bow
- 1x potion of the witch
- 1x shield
- 1x helmet
- 1x telescope
- 2x wineskin
First Daylight
Kram slowly awoke. The memories of the last days slowly came back. There has been a big battle. Fire and smoke. Many Shield Dwarves found death. He and a few others had gathered around the wounded Prince Hallgard to escort him out of the mine. But starting from this moment he can't remember anything. His head hurts badly but at least he is alive. He got up on his feet.
Now place the figure of Kram upright.
Krams equipment: 2 points of will-power, 4 strength points, a shield and a potion of the witch.
Were is Prince Hallgard now? Did he and the others manage to reach the southern mine exit? Or did they barricade themselves in the Throne Room?
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Task: A hero must enter space 6 before the narrator reaches space H. As soon as a hero enters space 6, the legend card "Throne room" will be read out loud. There your objective for this legend will be revealed. Put a star token on space 6 as a reminder.
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Continue executing the symbols of the sunrise box as usual.
Throne Room
If the narrator already reached space H of the legend track, this legend is lost.
If not, put the figure "Shield Dwarves" on space 6.
One of the heroes entered the throne room and he caught his breath. Prince Hallgard seemed to be struggling against death. "Bring us out of here" whispered Radan, the oldest of the princes fellowship.
Unlike the usual rules, the figure "Shield Dwarves" can not be moved 4 spaces for 1 hour in this legend. Instead it can be moved together with a hero. The Shield Dwarves give 4 additional strength points for the hero in a space with a creature. Their strength points also count against the boulder tokens if they are standing on space 0.
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Legend objective:
The figure "Shield Dwarves" must enter space 71 before the narrator reaches space N. If this happened the narrator ist immediately put on the space N.
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Important: Each creature that is standing on space 0 increases the value of the boulders by 1. Example: For 2 heroes there are boulders with a total value of 32 on space 71. Because there are 3 creatures in space 0, the hereos have to reach a combat value of at least 35.
Note on gems: There is a parchment "Old Knowledge" for which a gem is needed. Picking up the gem on space 6 does not activate a firestorm.
Legend Card N1
Victory: The party wins the legend if the figure "Shield Dwarves" is now standing on space 71.
The prince of the shield dwarves blinked into the sunlight. He spoke in the ancient dwarven language:
"I am dying, Kram, but Cavern must survive. It needs a new ruler. Kram, I appoint you as my successor. You are the new Prince of Cavern."
He coughed, and using the last of his strength he added:
"Unite the four shields, Kram. Find them, and bring peace and prosperity back!"
And with these words Prince Hallgard, son of Hallwort died and left behind an empire in ruins.
Defeat: The party loses the legend if the figure "Shield Dwarves" is now not standing on space 71.