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The Legends of Andor: The Eternal Frost thumbnail

The Legends of Andor: The Eternal Frost

The Legends of Andor: The Eternal Frost Rulebook

Table of Contents

Table of Contents

  • Introduction
    • What's the game about — and how do you play it?
    • How does the game continue after Legend 1?
    • Overview of the course of play
  • Game Material
  • The Heroes
    • The hero board
    • The heroes' actions
    • Move or fight
    • The "move" action
    • The "fight" action
    • The course of a battle
    • The hero's attack:
    • The creature's reaction:
    • The end of the battle
    • Fighting together
    • Collective battle examples:
    • Passing
    • The free actions
    • Free action examples:
  • The Creatures and Other Game Elements
    • The creatures
    • The movement of the creatures
    • The strength of the creatures
    • The time track
    • Overtime hours
    • The sunrise box
    • The Legend track
    • The "Fighting Together" track
  • The Articles
    • The articles
    • The wineskin
    • The Askimar blade
    • Firewood
    • The helm
    • The telescope
    • The falcon
    • Carlion
    • The winter stone
    • The tablets of the three brothers
    • The merchants
  • Other Important Keywords
    • The Rietburg and the Yetohe's tent city
    • The fires
    • The snow tokens
    • The Iquar
    • Tranuk and the flying fox
    • Ice tokens on the lake
    • The gemstones
    • Snowstorm
  • Credits

Introduction

What's the game about — and how do you play it?

The heroes are trying to protect the land of Andor and the land of the Steppes from evil creatures and complete other exciting quests. The game is played in four Legends. For each Legend, there is a set of large Legend cards.

When you play for the first time, start with the Quick-Start Guide for Legend 1. That will set you up quickly and easily in your first game. Additional game rules will show up every once in a while during your adventure.

That's all you have to know for Legend 1. So put this booklet back in the box for now, and start with page 1 of the Quick-Start Guide.

Exciting adventures wait!

How does the game continue after Legend 1?

Once you have successfully completed the first Legend and want to continue to the second Legend (or other Legends later on), you will need the Legend cards that go with each Legend.

You will also need the large Checklist card.

The Checklist explains all the preparations you have to complete before each game. Then, simply read Legend card A1 for the new Legend out loud.

The card will tell you if extra playing materials are needed for this Legend. And if new rules are introduced, the card will tell you that too. If questions come up as you play, you will find the answers in this Playing Manual booklet under the appropriate heading.

Because all of the rules and special cases written on the various Legend cards are also written here, you will no longer need the Quick-Start Guide or the Legend cards from earlier Legends. You can just look up the explanations or details during the game. Even if you haven't played the game for a while, you will find everything you need on the Checklist card and in this manual.

You will not need the manual for Legend 1.

Overview of the course of play

(Not needed for Legend 1!)

  • The game is played over several days. Each day has seven normal hours, with up to three additional overtime hours available.
  • The hero whose turn it is selects the "move" or "fight" action. When moving, each space counts one hour, while each battle round also counts one hour. These hours are deducted on the time track using the time marker. A hero can use up as many hours during their turn as they like. If, for example, they move four spaces, it costs them four hours. If they engage in a fight with a creature that lasts three rounds, it costs them three hours.
  • After the first hero's action, it is the turn of the next hero in a clockwise direction, who will again select one of the two actions and use up as many hours as they like.
  • Once all the heroes have had a turn and play comes around to the first hero again, they once again select one of the two actions and use up as many hours as they need. The heroes keep taking turns until they have used up their hours and any possible overtime hours, or until they wish to end their day ahead of time.
  • A hero can play up to three overtime hours. Each overtime hour costs two willpower points.
  • It is not unusual for a hero to end their day while the others still have hours left and continue playing. If a hero wants to end their day when their turn comes up, they place their time marker in the sunrise box. If they are the first one to do so on this day, they place the time marker on the space with the rooster to show that they will be the one to begin the new day.
  • Once all the heroes have ended their day, the symbols in the sunrise box are performed in the indicated sequence (see "The sunrise box"). The ninth symbol shows the Narrator figure, indicating that the Narrator advances one space on the Legend track.
  • The players have to pay attention to whether the Narrator triggers a Legend card in the process of their move, which they would have to read out loud and follow.
  • On the new day, all the heroes once again have seven hours and up to three overtime hours at their disposal.
  • Important: In addition to moving at sunrise, the Narrator also moves whenever a creature is defeated.
  • When a creature enters the castle — or the tent city in Legend 2 — it is immediately placed on a shield depicted next to it. The legend is prematurely lost if there are no more unoccupied shields left for a creature entering the castle or tent city. The number of shields depends on how many heroes there are. Example: With four heroes, only one creature may be allowed into the castle (see illustration next to the castle).
  • Defending the castle or tent city is always the task of the heroes.
  • In addition, the heroes must complete the respective legend goal before the Narrator has reached the "N" on the Legend track. Otherwise, all of them as a group will have lost.

Game Material

  • 1 double-sided gameboard
  • 40 plastic holders for the game pieces (27 red, 1 black, 4 grey, 2 blue, 2 yellow, 2 green, 2 purple)
  • 71 Legend cards
  • 1 checklist card
  • 16 dice (4 blue, 3 green, 3 yellow, 1 purple, 3 red, 2 large black)
  • 9 wooden discs (2 blue, 2 green, 2 yellow, 2 purple, 1 red)
  • 7 wooden pieces (1 blue, 1 green, 1 yellow, 1 purple, 1 red, 2 black)
  • 1 Quick-Start Guide
  • 4 Hero boards (with a different character on each side)
  • 8 Heroes: Warrior, Guardian, Wizard, Dwarf
  • 5 Other figures: Tranuk, Great Yetohe-Warrior, Mirage, Narrator, Flying fox
  • 27 Creatures: 10 Gors, 7 Wargors, 4 Horned trolls, 4 Giant Steppe buffalo, Shron, Myrk, Tuhavar
  • Winter stone (1x)
  • 7 Herbs: 2x Blue berries, 2x White wart roots, 2x Red blood herb, 1x Black night thorn
  • 2 Iquar: Griffin, Steppe buffalo
  • 3 Tablets: Griffin, Sea monster, Steppe buffalo
  • Fire (6x)
  • Takota (creature figure)
  • Stars (8x), Target marker (3x), 1 Eternal Frost marker
  • Gems (3x), Red Xs (1x), Secret passage token
  • 24 Snow tokens: 6x Storm, 3x Firewood, 2x Willpower points −2, 2x Strength points +1, 2x Blue berries, 2x Red blood herb, 2x White wart roots, 2x Gems, 1x Griffin tile, 1x Sea monster tile, 1x Steppe buffalo tile
  • 16 Equipment articles: 1x Carlion, 2x Askimar blades, 1x Falcon, 5x Wineskins, 2x Telescopes, 3x Firewood, 2x Helm
  • 13 Ice tokens: 3x Storm, 2x Strength points +1, 2x Willpower points −2, 2x Willpower points −3, 1x 1 Gem, 1x Askimar blade, 1x Wineskin, 1x Helm

The Heroes

The hero board

At the start of play, each player selects their hero and the playing materials in their colour (dice, wooden disc, wooden cube). Not all players have the same number of dice. The hero board displays the special ability of each hero and the various display and storage spaces. Except for the herbs and gems area, each storage space can only have one token placed on it.

The wooden cube indicates how many points the hero can use when fighting. At start of play, each hero has one strength point. One of their two wooden disks indicate the number of dice they are allowed to fight with (see the dice number to the left of the willpower points). Heroes always start with seven willpower points each. The warrior, for example, can fight with three dice if they have seven willpower points. If they lose a willpower point and drop into the first row, there are only two dice left for them to use.

At the top right is the rank of the hero. At 60, the fire guardian has the highest rank, while the dwarf has the lowest at seven.

The heroes' actions

The hero whose turn it is can choose between two options:

Move or fight

Each of these actions costs time on the time track. Fighting costs one hour per round, and moving costs one hour per gameboard space.

Note: In addition to these actions, a hero has various other options available that they can also perform when it is not their turn and that will not cost them any time on the time track (see "The free actions").

The "move" action

A hero can move as many spaces as they like in turn, as long as they have enough hours left on the time track. Each gameboard space that the hero enters costs them one hour on the time track. So for each hour used, the hero's time marker is advanced one position on the time track. The arrows between the gameboard space have no significance for the heroes' movement.

A player may pass a space containing a snow token without activating it. However, if they end their movement on such a space, the snow token is activated and immediately carried out.

Example of a "move" turn: The wizard moves from space 9 to space 11, which has a snow token lying on it. Because they moved two spaces, their time marker is advanced two hours on the time track. They have to immediately reveal the snow token and carry it out. Then it is the next hero's turn in a clockwise direction.

Note: The castle (space 0) and the tent city (401) can be entered and passed through like a normal space from any adjacent space. The river cannot be entered. It can only be crossed by using a bridge. The bridges are not spaces and are not counted as spaces when moving.

Any number of heroes may stop on any given space.

The "fight" action

The course of a battle

A hero who finds themselves on a space with a creature may attack the creature. If the hero moves onto that space during their turn, they have to wait until their next turn to attack. Meanwhile it will be the turn of all the other heroes in clockwise order.

The hero's attack:

  1. In each battle round, the hero's time marker is advanced one space on the time track.
  2. The hero always starts by rolling all the dice available to them (as indicated at the left of the hero next to their current willpower points).
  3. Of these dice, only the highest counts. Next they add their current strength point to the highest roll and, if necessary, one additional strength point if they stand on the space with a burning fire. This yields their battle value.

Example showing how to calculate battle value: The dwarf has nine willpower points and therefore rolls two dice: Lets say they roll 4 and 3. They take the highest dice value (4) and add their current strength points (5) to derive a battle value of 9. As they are also standing on a space with a burning fire they add an extra strength point. This gives a total battle value of 10.

The creature's reaction:

  1. Before the battle, the strength and willpower points of the creature are marked on the gameboard's creature display. The player to the immediate left of the fighter rolls the dice for the creature using all the dice available to them (see the left part of the creature display next to the current willpower points). Gors, wargors, Steppe buffalo, and horned trolls all roll red dice.
  2. The highest die value is what counts for the creature as well. For creatures, though, identical dice always have their values added together if it yields a higher total.
  3. Then, the creature's strength points are added to its highest die value. This yields their battle value.

The difference between the two battle values is deducted from the willpower points of the defeated side.

In the case of a draw, nothing happens.

If the creature and the hero still have willpower points, the battle continues with the next battle round — unless the hero has no more hours left on the time track, or they choose to discontinue the battle.

The end of the battle

If the creature has no more willpower points left, the hero has won the battle. In the case of wargors, Steppe buffaloes and horned trolls, they can choose whether to receive willpower points or strength points as a reward. The amount of the reward is shown on the creature display under the defeated creature's strength points. The defeated creature is placed on space 80 or 400, causing the narrator to immediately advance one space! If the hero runs out of willpower points, they have lost the battle. They lose one strength point if they have more than one. They also immediately gain three willpower points. Then, it is the next hero's turn in a clockwise direction. If the battle ends in a tie, the creature recovers. With the next attack, it has its usual starting values again (see creature display).

Fighting together

  • If there is more than one hero standing on a space with a creature, they can fight together.
  • The hero whose turn it is invites the other heroes to battle. The time markers of all heroes participating in the collective battle are advanced one hour.
  • The collective battle value is calculated by first adding up the strength points of all participating heroes. In addition, one strength point is added for each hero if the heroes are on a space with a burning fire. Then, the hero who invited the others rolls the dice, followed by all the other participating heroes in turn.
  • On the gameboard you will find the "Fighting Together" track. You can use this to display your collective battle values (see also page 5 in the accompanying booklet). Then, the hero who invited the others rolls the dice, followed by all the other participating heroes in turn and determine their highest dice value. These highest values are added to the collective strength points, yielding the collective battle value for all the heroes.
  • If the collective battle value of the heroes is lower than the creature's battle value, each of the heroes loses the difference in willpower points. If the heroes win, they divide the reward among themselves.
  • After the end of the battle, it is the turn of the player sitting to the left of the player who originally invited the others to battle.
  • Important: If the wizard wants to use their special ability to turn the die of another participating hero to its opposite side rather than turning their own die, they have to make that decision immediately after the roll. They are not allowed to wait until all the heroes have rolled.
  • Important: Articles such as the Askimar Blade may not be exchanged during the collective battle round. Example: A hero uses the Askimar Blade after their dice roll. They may not pass it on to another of the heroes fighting with them. The hero is, however, allowed to transfer an article to a fellow fighter at the end of a battle round (if both are on the same space).
  • A hero or several heroes may decide after a battle round whether to leave the current battle (in which case they are not allowed to get involved in the current battle again, but they will save hours). That can also be the hero who invited the others to battle. As long as at least one hero continues to fight, the battle continues. The next battle round continues with the participating hero to the left of the one who issued the invitation.
  • If a hero leaves the collective battle because they no longer have enough willpower points or hours on the time track, the other participating heroes may fight on. A hero who leaves the battle because they have zero/no willpower points loses one strength point and gains three willpower points. They may not, however, return to the current fight.
  • Important: The reward for a victorious battle will only be distributed amongst the heroes who were in the final battle round.

Collective battle examples:

The warrior is on a space with a wargor, and it is their turn. They invite the wizard, who is on the same space to fight with them. Each of the heroes advances their time marker one space on the time track. They begin by totalling their strength points, which add up to 11. Also, there is a burning fire on the space, so they are allowed to add one strength point for the wizard and two strength points for the warrior (due to their special ability). They set the value as 14 on the "Fighting Together" track. Then they roll the dice in turn. The warrior who invited the other hero begins. They roll three dice: 1, 1 and 2. The wizard now uses their special ability and turns a 1 rolled by the warrior to the opposite side: A 6. Then the wizard rolls a 2 for themselves. Unfortunately, they are no longer allowed to use their ability to turn this die to the opposite side.

This gives the heroes a collective battle value of 22. The Wargor rolls two 5s with 2 red dice. Since the identical values are added, they get a 10 plus two strength points, yielding a battle value of 12. The difference between his battle value and that of the heroes is 10. That means the wargor loses 10 willpower points and is immediately defeated. The heroes divide the reward of four willpower points among themselves: Both get two willpower points. If they had opted for the one strength point, one of the two would have had to do without.

Passing

If a hero does not want to move or fight then they can "pass". That will also cost them one hour on the time track.

Note: Instead of moving, fighting, or passing, in some legends a hero can select the "move Tranuk" or "move the flying fox" actions if those figures are included in the Legend.

The free actions

The following actions do not cost hours on the time track. They can be executed at any time — even when it is not the hero's turn. However, this is not possible if their time marker is already in the sunrise box.

A hero's free actions are:

  • Activate snow tiles
  • Make a fire
  • Collect articles from a space, or place them there
  • Exchange articles with other heroes who are on the same space
  • Use articles
  • Exchange articles with a trader

Free action examples:

  1. It is the wizard's turn and they have a wineskin. They opt for the "move" action, move three spaces and end their move on a space with a merchant symbol. This costs them three hours on the time track. Now they can exchange the drinking skin for another item and they take a falcon. They place the wineskin on the merchant's space. Because they have ended their move, they cannot move any further. On the Dwarf's turn, they gain one red blood herb by activating a snow token. The wizard uses their falcon to collect the blood herb from the dwarf, even though it is not their turn.

  2. The dwarf chooses the "move" action and activates a snow token. This gives them the firewood article. Now it is the wizard's turn and they move to the dwarf's space. Because there is also a Steppe buffalo there, the two want to fight him together. When it is the dwarf's turn again, they give up two willpower points and the firewood to light a fire on their space and improve their chances in battle. Only then do they choose the fight action and invite the wizard to join them.

  3. It is the warrior's turn and they opt for the "move" action. They have a full and a half-full wineskin on their hero board. They advance three spaces and end their move on the space with the wizard. The warrior uses the half-full wineskin. That means that their move only costs them two on the time track rather than three. The warrior immediately hands over the full wineskin to the wizard. In return, the latter gives them one gemstone, even though it is not their turn. The warrior cannot advance any further, since their move has ended.

The Creatures and Other Game Elements

The creatures

Creatures do not activate tokens (snow tokens, target markers, etc.) and do not initiate battles. Their spaces can usually be entered and passed through.

The movement of the creatures

At each sunrise, the creatures move toward the castle or tent city. The first one to move is always the gor, which is on the lowest-numbered space. A creature normally moves to the adjacent space that has a little arrow pointing to it. Only one creature is allowed to stand on any one space. If the space that a creature wants to move to is already occupied by another creature, it immediately advances along the arrow to the space adjacent to the occupied space. After the gors, all wargors and the other creatures move in accordance with the same rules in the sequence shown in the sunrise space. Even if a creature has just arrived on the board, it advances along the arrow to the adjacent space if the space is occupied.

The strength of the creatures

The creature display on the gameboard indicates the strength points and willpower points of each creature. If it comes to a battle, the strength points are indicated with the red wooden cube. The red wooden disk is used to mark their willpower points. At the left of the row, you can see the number of dice and which dice the creature fights with. A wargor, for example, has two strength points and six willpower points and uses two red dice in battle.

Note: All creatures use red dice.

Below the strength points, you will see the reward the heroes get for defeating the creature. For a wargor, they get one strength point or four willpower points.

Special cases: As long as a horned troll has at least 14 willpower points, it uses three red dice in combat. If it has less than 14 willpower points, it only has two red dice to use. All identical dice values are added. The horned troll, however, always chooses the highest value, regardless of whether this results from several identical values or one highest single value. Example: The horned troll rolls 3, 3, 5. In that case, its highest value is 6, which it adds to its strength of 12.

The time track

"Moving", "fighting" or "passing" will cost the heroes hours on the time track, and are marked there with time markers (wooden discs in player colours). For each hour used, the hero's time marker is advanced one space on the time track. Each hero has seven hours per day available to them — unless they use "overtime" hours. If a hero has used up their hours, only the remaining heroes take turns until they have used up their hours as well. A hero whose turn comes up and who wants to end his day (which can also happen before the seventh hour) places their time marker in the sunrise box. If they are the first hero to end the day, they place their time marker on the "rooster" to show that they will be the first one to start the next day. Before the new day starts, all of the other heroes must have ended their days and placed their time markers in the sunrise box as well. Then, all the symbols in the sunrise box will be carried out in sequence. Only then can the hero whose time marker is on the rooster start the new day.

Overtime hours

A hero can decide to use up to three extra "overtime hours" in addition to the seven regular hours in one day. Each overtime hour, though, will cost them two willpower points. In that case, they move their wooden disk back a corresponding number of spaces on their hero board. A hero must never allow overtime hours to bring their willpower points to zero.

The sunrise box

1–5. All creatures move in the depicted sequence

The gors are always the ones to start, followed by the wargors, Steppe buffalo, the wargors again, and, finally, the horned trolls. Within each creature category, the creature on the space with the smallest number is the one to go first.

Important: Only one creature is allowed to be on any space at one time. If the space to which a creature wants to move is already occupied by another creature, the creature immediately advances to the adjacent space in the direction of the arrow.

  1. Warming fire

Heroes who are on a space with a burning fire now get five willpower points.

  1. The days are getting shorter

The "Eternal frost" token is moved one space to the left. Important: If it covers an hour, this and all following hours can no longer be used.

  1. Extinguish the fires

All burning fires are turned over.

  1. The Narrator advances one letter space on the Legend track

In addition to moving when a creature is defeated, the Narrator always moves at sunrise. If the Narrator reaches a letter space with a star on it, the corresponding Legend card is read out loud. Note: For some letters, there is no Legend card. When the Narrator reaches the letter "N" on the Legend track, the game ends.

The Legend track

The Narrator starts each Legend on the "A" space of the legend track. Once the large Checklist card has been read out loud and performed, a Legend always begins by reading card A1 aloud. The Legend cards inform the heroes about each Legend's goal and keep the story moving along.

The "Fighting Together" track

This track allows you to view your collective strength points. Before a joint battle, add your strength points and, if necessary, additional strength points from a burning fire. Use the two black wooden pieces to set this value as collective strength points. The left column marks the 10s place, the right one the 1s place. This value remains (mostly) unchanged in all rounds of combat, so you only have to add up your respective dice values and the values from special articles.

The Articles

The articles

Use of the articles is one of the "free actions" available to the heroes, so it does not cost any hours on the time track.

The wineskin

When a hero opts for the "move" action, they can use each side of the wineskin to advance one space without having to move their time marker on the time track. After the initial use of the wineskin, turn the token over to its half-full side. After the second use, place the token back on the equipment board. The hero can also use both sides of the wineskin in one turn or use several wineskins at once.

The Askimar blade

The hero, after rolling dice in battle, may re-roll 1 of the dice. The re-rolled die does not necessarily have to be the one they use to determine their combat value. Example: The dwarf rolls a 3 and a 2. They use the blade to roll the 2 again in hopes of maybe getting a better result. They roll again. Unfortunately, it turns out to be a 1. The dwarf can choose to use the 3 instead.

The Askimar blade takes precedence over the wizard's special ability. Example: The dwarf rolls a 3 and a 4. Using the blade, they re-roll the 3. Unfortunately, it lands on a 1. The wizard may turn this 1 to a 6 if they fight together.

Firewood

A hero can give up two willpower points and the firewood at any time and place a fire token (flame side up) as a burning fire on the space upon which they are currently standing.

The helm

A hero can use a helm to let them total up all identical dice values in a battle. The helm offers no advantage to the wizard, who just rolls one die. But those heroes can still purchase and carry a helm and later give it to a warrior or dwarf, for whom a helm is very valuable. The wizard's special ability or the Askimar blade can be combined with a fellow combatant's helm.

Example 1: If the warrior rolls a 3, 4, 4, the wizard turns the 3 into a 4. With the help of the helm, the warrior gets a dice value of 12.

Example 2: The warrior rolls a 2, 2, 3. With the help of the Askimar Blade, they re-roll the 3 and gain a third 2. This gives the warrior a dice value of 6.

The telescope

The telescope can only be used while its owner is stopped on a space. It cannot be used when passing through. A hero may turn over and reveal all tokens on spaces adjacent to the one they are on. This does not, however, activate these tokens. This can also be done when it isn't the hero's turn. The telescope cannot reveal ice tokens or target markers.

The hero can reveal a token with the telescope if they want to, but they do not have to. If there are several tokens on a single space, the hero can uncover just one or some while leaving others hidden.

The falcon

Two heroes can exchange as many small articles (including a helm), herbs, or gems at one time as they like even if they are not standing on the same space. One of them must be in possession of the falcon. Large articles (e.g. the Askimar blade) cannot be traded this way. The falcon can only be used once per day. Then the token is turned on its reverse side, and at sunrise it is turned back onto its front side. The falcon cannot be used during a battle.

Carlion

The abilities of this special sword will only be explained as the game progresses.

The winter stone

If you play Legends 1 and 4 with the cards "The will of the stone" and "The resistance", the winter stone costs you willpower points. A hero may not reduce their willpower points to zero by doing this. The winter stone cannot be exchanged for another item at a merchant space.

The tablets of the three brothers

If a hero has all three tablets on their hero board, they may turn them over onto their glowing reverse sides at any time. On this day, the "eternal frost" token is turned face down and can be ignored.

At the next sunrise, the tablets are removed from the game and the "eternal frost" token is turned over again.

The merchants

When a hero is in a space with a merchant symbol (422 or 445) they can place articles from their hero board on this space and take the same number of articles from that space. This is a free action option and does not cost hours on the timeline. However, this cannot be done in passing. Articles only include those that are on the small and large storage spaces of the hero board. Gems and herbs cannot be traded. Important: Items that are on a merchant's space may never simply be collected, but are always exchanged for items from your own hero board.

Example 1: Wineskins or falcons that have been turned on their backs cannot be traded.

Example 2: It's entirely possible to trade a small item like firewood for a large item like an Askimar blade.

Other Important Keywords

The Rietburg and the Yetohe's tent city

Like other spaces, the Rietburg (space 0) and the Yetohe's tent city (401) can be entered and passed through from any adjacent space. When a creature enters the castle or tent city, the creature is immediately placed on a shield pictured next to it. This area does not count as a gameboard space. A creature on a shield cannot be attacked. The Legend is prematurely lost if there are no shields left when a creature enters the castle or tent city. The number of shields depends on how many heroes there are (see illustration next to the castle).

The fires

A hero standing on a space with an extinguished fire can spend two willpower points and turn the fire token to its burning side. The fire guardian can also do this with an extinguished fire on their hero board.

Heroes standing on a space with a burning fire at sunrise gain five willpower points. In addition, heroes standing on a space with a burning fire in battle may add one strength point (warriors gain two). Both also apply if the fire guardian has the burning fire on their hero board.

Example 1: The wizard is on a space with the fire guardian. The latter has a burning fire on their hero board. Both receive five willpower points at sunrise.

Example 2: The dwarf is on a space with the fire guardian. The latter has a burning fire on their hero board, so both can each add one strength point to their battle value.

Special case: Unfortunately, the strength point of a burning fire on the castle or on the tent city is of no use to you, since a creature that enters one of these special spaces is immediately moved to a free shield.

The snow tokens

If a hero is just passing through a space with a snow token, nothing happens. If a hero ends their movement on a space with a snow token, however, they have to uncover and activate it. Depending on the illustration, the following happens:

They gain one strength point, lose two willpower points, get caught in a snowstorm, or receive firewood, tablets, herbs or gems. After a snow token is activated, it is removed from the game. If a hero is using a telescope, they are allowed to reveal all the snow tokens on all the spaces bordering the space that they are standing on. They cannot do that, however, if they are just passing through that space. The uncovered tokens will remain lying face-up until a hero ends their move there, and will not be activated until then.

The Iquar

A hero can move an Iquar token with their character. The Iquar can be taken to the tent city. If a hero with an Iquar moves into a creature's space, or if a creature enters a space with an Iquar, that Iquar is immediately defeated and removed from the game. The heroes can leave the Iquar on a space at any time. Rescued Iquar have a great advantage: each Iquar that is brought into the tent city is turned on its back and placed next to the depicted shields. This allows more creatures to invade the tent city without losing the game.

Important: A hero can move a maximum of 1 Iquar with them on the lake.

Special case: A hero who has an Iquar with them when moved by a snowstorm, may choose whether to take the Iquar with them or not. If not, they are left behind on the space.

Tranuk and the flying fox

When Tranuk is standing on the same space as a creature, they add two extra strength points to the hero's points in battle. Instead of "moving" or "fighting", a hero can choose the "move Tranuk" action during their turn. That costs them one hour on the time track. Then, they can advance Tranuk up to four spaces. They can also do that several times during their turn (for example, move Tranuk up to eight spaces at a cost of two hours). After the "move Tranuk" action, it is the next hero's turn. Note: Tranuk cannot reveal tokens.

On their turn, a hero may choose to move the flying fox instead of fighting or moving. They may move it to any space on the gameboard. This costs the hero one hour on the time track.

Foxy, the flying fox, has two abilities:

  1. It can reveal the snow token on its space. However, this does not activate it.
  2. If it is on an opponent's space with a hero, it steals one die from the opponent in the first round of battle, causing the opponent to roll one less die.

Ice tokens on the lake

A hero stepping onto an ice token must end their move and uncover and activate the token. The token is then removed from the game. The hero can leave the space on their next turn. From now on, however, the ice is so thin that this space can no longer be entered!

The gemstones

A hero may place a gem on their hero board (at the top in the herbs and gems area). As the game progresses, they can deposit a gem on any accessible space on which they end their move. If a gem is lying on a space adjacent to a creature, the creature will not move along the arrow at sunrise, but into the space with the gem. Then, the gem is immediately removed from the game.

Important: A creature never enters the lake – not even if there is a gem on a lake space. A creature does not enter any space that does not contain an arrow.

Snowstorm

When a hero triggers a snowstorm token, all heroes are immediately moved along the arrow from their space to the adjacent space. If a space has no arrow, the hero stays where they are.

Special case 1: If a hero "lands" on a space with another snow token, you first have to wait until all heroes have been moved along the arrow. Then, starting with the highest rank, the respective snow token is uncovered and activated immediately. This can result in a hero being displaced several spaces if more snowstorms are activated.

Example: The wizard activates a snowstorm and is moved along the arrow to the adjacent space. The fire guardian is also moved along the arrow. Both land on a space with a face-down snow token. Now, starting with the highest rank, the snow token is revealed, in this case with the fire guardian. The token reveals another snowstorm, so both are relocated along the arrow again. Important: The wizard's second snowstorm token was not activated in this example.

Snow tokens always have priority over other tokens on the same space. For example, if a hero ends their move on a space with a target marker and a snow token, they must first activate the snow token. If that token shows a snowstorm, they would move on without activating the target marker.

Special case 2: If a hero is moved to the special cave (space 414) with an arrow and does not have 14 willpower points, then they remain standing on the original space.

Credits

The author and illustrator: Michael Menzel was born in 1975 and lives with his family in the Lower Rhine region. He has had a passion for drawing since early childhood. He made his entrance into the world of game illustration in 2004 with the Kosmos publishing house. Since then, he has designed children's and family games for various publishers. The game "Legends of Andor" was his debut work as an author. It was voted "Kennerspiel des Jahres" in 2013 and won numerous other prizes at home and abroad. Another special cooperative game followed in 2021 with "The Adventures of Robin Hood," which was nominated for "Spiel des Jahres". He has now returned to Andor with the "Eternal Frost".

The author and publisher would like to thank everyone who was involved in play testing, reading the rules, and creating the game.

Editor: Wolfgang Lüdtke

English language editing: Nicky Thomas-Davies and Pamela Evans

Graphic Design: Michaela Kienle/Fine Tuning and Fiore GmbH

Technical product development: Carsten Engel

Manufacturing: Alicia Kaufmann

© 2023 Thames & Kosmos UK LP, 20 Stone Street, Cranbrook, Kent, TN17 3HE, UK

© 2022 KOSMOS Verlag, Pfizerstr. 5–7, 70184 Stuttgart, Germany

© Thames & Kosmos LLC, 89 Ship Street, Providence, Rhode Island 02903, USA