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Magia i Miecz: Jaskinia

Expansion for Talisman (1983)

Magia i Miecz: Jaskinia Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Setup
  • Searcher Card Layout
  • Goal of the Game
  • Rules for Searchers
    • 1. Strength
    • 2. Power
    • 3. Gold
    • 4. Stamina
    • 5. Items
    • 6. Friends
    • 7. Character
    • 8. Special Abilities
    • 9. Spells
  • Course of Play
    • 10. Turns
    • 11. Movement
    • 12. Encounters and Searching an Area in the Cave
    • 13. Adventure and Cave Cards
    • 14. Combat
    • 15. Psychic Combat
    • 16. Toads
    • 17. Winning the Game
  • Area Instructions
    • Bat Roost (Siedlisko Nietoperzy)
    • Underground Spring (Podziemne źródło)
    • Narrowing Corridor (Zwężenie korytarza)
    • Wall of Fire (Ściana ognia)
    • Ancient Power Plant (Prastara Siłownia)
    • Sacrificial Altar (Ofiarny Ołtarz)
  • Chambers (Komnaty)
    • Chamber of Terror (1)
    • Temple of Melkart (2)
    • Miraculous Grotto (3)
    • Demon Pit (4)
    • Gladiators' Hall (5)
    • Abyss of Nothingness (6)

Introduction

The game Jaskinia (The Cave) is the next supplement to Magia i Miecz (Magic and Sword). Unlike the earlier supplements, it is also a standalone game, which means it can be played without the main board. Moreover, in this game you may use the Adventure Cards, Spell Cards and Searcher Cards included in the other expansions of the basic version, which makes play more varied.

Depending on whether the game is played with the main board or only with the components of the Cave set itself, the goal of the game and the ways of reaching it differ. For this reason the rules are written so that they apply to the game Jaskinia itself. When playing with the first part of Magia i Miecz, the rules contained in that part form the basis, and the rules below only supplement them, referring in particular to the expansion in the form of the game Jaskinia.

Components

Board: a graphic image of the Land through which the Searchers travel. There are two kinds of Areas: sections of the Cave corridor and Chambers.

30 Adventure Cards: these describe the unusual Places that Searchers visit during play, the Events they witness or take part in, the ordinary and magical Items they find, and the Enemies, Friends and Strangers they meet.

10 Spell Cards: these describe the Spells that may be cast during play.

60 Cave Cards: designed exactly like the Adventure Cards, they replace or supplement them in the Cave.

12 Underground Cards: used on the same rules as Adventure Cards, except that they are used in the Underground.

8 Searcher Cards: the Searcher Cards are double-sided. The larger card, besides the illustration, contains information about the Searcher; the smaller card, once inserted into the plastic base, becomes the graphic representation of the Searcher on the board (the figure). In the rest of these rules the term "Searcher Card" refers only to the larger (described) card, and the term "Searcher" refers to the figure itself.

160 Helper Tokens: the tokens are divided by colour. They are used to mark the individual attributes of a Searcher: Strength (red), Power (blue), Stamina (green), and the number of Gold pieces (pouches of gold) the Searcher holds (yellow).

Die: the die is used when making Moves, when resolving both kinds of Combat (described in more detail below), and when determining the effects of certain instructions. If more than one die is required, roll the die several times and add the results.

Setup

Shuffle the Searcher Cards, then place one, chosen at random, in front of each player. If all players agree, the random choice may be waived, and each player may then choose a Searcher Card.

Each player then takes the Searcher that suits them best (naturally, each player's Searcher is different). The labels around the illustration of a Searcher Card explain the meaning of the special information on the card, and show how to record changes to the Searcher's attributes and possessions during play.

The starting location given on the Searcher Cards is ignored when playing the game Jaskinia on its own: place all Searchers on the Cave Entrance Area on the game board. When using the basic version of Magia i Miecz, the starting locations agree with the information on the Searcher Cards.

Each player takes their Searcher, i.e. the figure (the small card), inserts it into the plastic base, and places the Searcher on the board. Around the Searcher Card lying in front of them, each player arranges the Helper Tokens (see the illustration): the red tokens for the Searcher's starting Strength, the blue tokens for Power, the green tokens for Stamina and the yellow tokens for Gold. Most Searchers start the game with one bag of gold and 4 Stamina points.

From the Adventure Cards, set aside the following cards: Mineral, Pickaxe, Meteor Shower, Underground Map, Pit, Recruitment and Abduction. Shuffle the remaining Adventure Cards, placing them face down with the picture and description facing down, to form a pile of Adventure Cards.

Similarly, with the Spell Cards, set aside the Spells Providence (Opatrzność) and Riotous Living (Hulaszczy Żywot). Shuffle the remaining Spell Cards to form a pile of Spell Cards.

From the Cave Cards, take out the card symbolising the Magic Crystal and place it aside, as it will still be needed during play. Shuffle the remaining Cave Cards to form a pile of Cave Cards.

All Underground Cards are unnecessary when playing the game Jaskinia alone.

Each Searcher who begins the game with Spells draws the corresponding number of Spell Cards from the pile. They should not show these cards to the other players.

Once all the cards have been placed correctly, the players roll the die or determine in some other way which of them will start the game. The next move is made by the player seated to the left of that player, and so on clockwise.

When playing the basic version of Magia i Miecz together with its expansions, the players set aside only the card symbolising the Magic Crystal; the other cards are normally used in the game.

Searcher Card Layout

The Searcher Card (the large card) carries the following labels:

  • Searcher's name and character (e.g. the Thief, character: Neutral).
  • Starting location (e.g. Town).
  • Starting Strength: place the red tokens here during play, so that their sum reflects the Searcher's current Strength.
  • Starting Power: place the blue tokens here during play, so that their sum reflects the Searcher's current Power.
  • Starting Stamina: place the green tokens here during play, so that their sum reflects the Searcher's current Stamina.
  • Gold: place the yellow tokens here during play, so that their sum reflects the number of bags of gold the Searcher holds. One token represents one bag.
  • Special abilities: a description of the Searcher's special abilities.

The example Thief card in the rulebook lists the following special abilities:

  1. Each time you meet another Searcher, you may steal any one Item or a bag of gold from them.
  2. You may also steal one Item when you visit the Market. Roll the die to determine what you stole: 1 Sword, 2 Helmet, 3 Bottle, 4 Shield, 5 Mule, 6 Raft.

The example cards shown in the rulebook are a Magic Item (the Wand), an Item (the Armour), and Friends (the Gnome and the Princess). The Wand's power ensures that its owner has at least 1 Power. Of the Armour, the rulebook says that a Searcher wearing it who loses 1 Stamina point in combat (the rest of this caption is cut off in the scan). The Gnome makes the Searcher always safe in the Forest and means they do not need to roll the die there. The Princess lets the Searcher recover up to 2 points during each visit to the Castle (this caption is also cut off at the edge of the scan).

Goal of the Game

The goal of the game is to reach the Chamber with the Magic Crystal and obtain it after successfully completing the trials of strength, power and resourcefulness. When playing with the board and the items from Magia i Miecz, the goal is to obtain the Crown of Power, and possessing the Magic Crystal merely brings the Searcher closer to achieving it.

Rules for Searchers

1. Strength

This trait represents both the physical strength of the Searcher and their condition and fighting skill. It is used in Combat, but it may also be used to overcome various obstacles that appear during the journey. Strength is shown by placing red tokens beside the Searcher Card.

1.1. Only the Searcher's starting Strength and any increase during play are marked with tokens. Strength gained from Items, Magic Items and Friends is not marked in this way, but is added when required or permitted.

1.2. Every loss of Strength must result in the removal of tokens of the appropriate denomination.

1.3. A Searcher's Strength cannot fall below the level at which they started the game.

1.4. Strength may be increased as a result of winning Combat against Animals or Monsters. The Searcher gains 1 point of Strength for every 7 points of Enemies marked on their Cards. Points above a multiple of 7 are lost. After such an exchange, the Cards of the defeated Enemies should be discarded.

1.5. Strength may also be increased during an encounter or during a Search of the Area on which the Searcher is located.

1.6. The Searcher's total Strength at any moment of the game is made up of their own Strength, i.e. the one indicated by the tokens, and the additional Strength gained by possessing the appropriate Friends, ordinary Items and Magic Items.

2. Power

Power is the collective name for such traits as intelligence, knowledge and magical ability. Its basic meaning in Psychic Combat also determines the number of Spells a Searcher may hold. Power is shown by placing blue tokens beside the Searcher Card, in the space designated for this.

2.1. Only the starting Power and any later increase during play are marked with tokens. Power gained from Friends, ordinary Items and Magic Items is not marked in this way, but is added when required or permitted.

2.2. Every loss of Power must result in the removal of tokens of the appropriate denomination.

2.3. A Searcher's Power cannot fall below the level at which they started the game.

2.4. Power may increase as a result of Encounters or a Search of the Area in which the Searcher is located. It may also increase (but only when playing the game Jaskinia alone) by drawing successive Cave Cards. For every 7 Cave Cards drawn by the player during an Area Search, the Searcher additionally receives 1 point of Power, gained through experience acquired during the dangerous journey.

2.5. The Searcher's total Power at any moment of the game is made up of their own Power, i.e. the one indicated by the tokens, and the additional Power gained by possessing the appropriate Friends, ordinary Items and Magic Items.

2.6. The number of Spells a Searcher may hold at any moment is limited by their total Power as follows:

Total Power123456 and more
Maximum number of Spells001223

2.7. Spells may be used by any Searcher whose Power is sufficiently high (with the exception of the Cannibal).

2.8. If at any moment of the game a Searcher has more Spells than the limit given above, the excess must be set aside immediately.

3. Gold

Gold allows Searchers to buy Items and to pay various kinds of fees. A Searcher's possession of gold is shown by placing yellow tokens, representing bags of gold, in the appropriate place beside their Card. Each token corresponds to one bag of gold. Searchers usually gain gold during Encounters or Searches of the Area in which they are located.

3.1. Each Searcher has 1 bag of gold at the start of the game, unless their Card states otherwise.

3.2. All prices in the game are given in bags of gold. Thus a price of 3 means three tokens.

3.3. Payments for all purchases and services are returned to the stock of unused tokens.

3.4. Gold gained (other than gold received from another Searcher) is taken from the stock of unused tokens.

3.5. Bags of gold are not counted towards the limit on the number of Items a Searcher may possess.

4. Stamina

A Searcher's Stamina may be lost in Combat (of either kind), and also when meeting the various dangers that lie in wait during the journey. Stamina is shown by placing green tokens beside the Searcher Card.

4.1. Each Searcher begins the game with 4 Stamina points.

4.2. Every reduction of Stamina must result in the removal of tokens of the appropriate denomination.

4.3. A Searcher who has lost all their Stamina points is considered dead. The figure representing them is removed from the board, and their Card returns to the set of Searcher Cards not taking part in the game. Everything they possessed, i.e. Items of both kinds, gold and Friends, is placed on the Area where they died. The tokens defining their Strength and Power are returned to the stock of unused tokens, and their Spell Cards are placed among those already used. The player who controlled such an unlucky Searcher may randomly choose a new Searcher and start with them from the Cave Entrance Area, but only while the Chamber with the Magic Crystal has not yet been found. If it has already been found, the player whose Searcher died is eliminated from the game. In the game with the main board of Magia i Miecz, these rules change: the decisive factor for whether a player remains in the game is whether any of their Searchers is on the Area of the Crown of Power.

4.4. An increase of Stamina may occur as a result of an Encounter, a Search of the Area in which the Searcher is located, or Healing. The tokens marking this change are taken from the stock of unused tokens.

4.5. A Searcher may have an arbitrarily large Stamina.

4.6. Healing may restore to a Searcher only those Stamina points they had at the start of the game (i.e. up to 4 points). A specific way of healing, existing only when playing the game Jaskinia alone, is to leave the Land and succeed in reaching the Area symbolising the Entrance to the Cave, in order to heal all wounds (i.e. restore Stamina up to the level at the start of the game). For each wound healed (each Stamina point restored), the Searcher must then pay one bag of gold, and must additionally remain on this Area for one turn (the healing time). For example, a Searcher who wants to heal two wounds must remain on the Cave Entrance Area for two turns and pay 2 bags of gold. This kind of healing may be used any number of times during one game.

5. Items

In these instructions, and wherever it is not stated otherwise, both "ordinary" and Magic Items are simply called Items. Searchers gain Items through Encounters or by searching the Area in which they are located. The Cards of possessed Items are placed at the bottom of the Searcher Card.

5.1. The Cards of all Items belonging to a Searcher must be placed face up, with the description facing up, so that they are visible to every player taking part in the game.

5.2. No Searcher may have an Item whose use is forbidden by the rules of the game. The Card of such an Item must be placed face up on the Area where that Item was found.

5.3. The number of Items a Searcher may possess is limited. No Searcher may have more than 4 Items at once. Bags of gold are not counted in this number.

5.4. A Searcher may at any time discard a possessed Item, leaving its face-up Card on the Area on which the Searcher currently is.

5.5. A Searcher who gains more than 4 Items must immediately decide which of them to keep and which to discard.

6. Friends

Searchers acquire Friends through Encounters or Searches of the Area in which they are located. The Cards of possessed Friends are placed at the bottom of the Searcher Card.

6.1. The Cards of Friends accompanying a Searcher must be placed with the description facing up, so that every player can see whom they represent.

6.2. A Searcher may have any number of Friends.

6.3. The Cards of all lost Friends, i.e. those who have been killed or who must be discarded for some other reason, must be placed on the pile of used Adventure Cards or Cave Cards.

6.4. A Searcher may at any moment get rid of a possessed Friend, leaving the Friend's face-up Card on the Area on which the Searcher is.

7. Character

Every Searcher has a defined Character: Good, Evil or Neutral. Various benefits and various dangers are associated with a given Character.

8. Special Abilities

Each Searcher has Special Abilities described on their Card, together with any limitations that apply to that Searcher. Special Abilities that cannot be applied when playing the game Jaskinia alone are considered non-existent.

9. Spells

The effect of using a given Spell is described on its Card. The Card also states when the Spell may be used.

9.1. Each Searcher may possess Spells, provided their Power allows it.

9.2. The Spell Cards possessed by a Searcher should be kept face down, so that the other players cannot see them.

9.3. A Searcher may not get rid of Spells, unless they hold more than their Power allows.

9.4. Spells may be gained through Encounters or a Search of the Area on which the Searcher is located. Some Searchers already have Spells at the start of the game.

9.5. Spell Cards are drawn from the top of the pile. If the pile runs out, shuffle the Spell Cards already used and form a new pile.

9.6. A Spell may be cast only in accordance with the instructions on its Card. After the Spell has been cast and its effect has ended, the Card representing it is placed on the pile of used Spell Cards.

9.7. Spells acting on Searchers, or directed against them, reach their victims regardless of the Area on which the Searchers are located. Note: when playing the basic version of Magia i Miecz together with its other expansions, the following Spells may not be used in the Cave: Teleportation (Teleportacja), Summoning a Storm (Przywoływanie Burzy, as printed in the scan), Gust of Wind (Podmuch Wiatru) and Lightning (Błyskawica). Searchers who are in the Cave are also not affected by these Spells.

Course of Play

10. Turns

Game time is divided into turns. During each turn the Searchers perform:

a) Movement,

b) Encounters and the Search of the Area on which they are located.

These actions are performed by the Searchers in clockwise order.

11. Movement

11.1. Entrance to the Cave. When playing with the game Jaskinia alone, all Searchers who begin the game on the Cave Entrance Area come straight into the interior of the Cave at the start of the game. When playing with the main board of Magia i Miecz, a Searcher may instead reach the Cave by landing on the Rocks Area and not carrying out its instructions, i.e. by not rolling the die (in the next turn the Searcher is then moved to the Cave Entrance Area), or thanks to the Cave Adventure Card, by stopping on the Area where that card is located and also not rolling the die (as in the previous case, in the next turn the Searcher's figure is moved to the Cave Entrance Area).

11.2. Searchers move in the Cave in any direction, but in a single turn a Searcher may not cross the same Area twice. Movement depends directly on the total Power possessed by the Searcher. Searchers with a total Power of 6 or more move as many Areas as the points they obtained by rolling the die, freely choosing their direction at corridor forks (unless Special Abilities, Spells or Adventure or Cave Cards modify this result). Searchers with a total Power below 6 have two options of movement:

a) roll the die and move forward, turning at forks as follows:

  • at two branches: 1, 2, 3 pips – turn left; 4, 5, 6 pips – turn right;
  • at three branches: 1, 2 pips – turn left; 3, 4 pips – go straight on; 5, 6 pips – turn right;

b) move one Area in each turn without rolling the die.

11.3. If during movement a Searcher encounters the Great Gates (Potężne Wrota), they must stop immediately, and in the next turn (if they want to continue the journey in the same direction) attempt to open the Gates by any means.

11.4. If a Chamber lies on the route of a movement, the Searcher must additionally roll the die. A result of 1 to 4 means the movement is not disrupted, and the Searcher stops on the Area on which they meant to stop. After a result of 5 or 6, the Searcher's movement ends on the Chamber's Area, and the player should in the same turn check the type of the Chamber and apply the instructions describing it inside.

12. Encounters and Searching an Area in the Cave

12.1. Searchers may have Encounters only on the Area on which they finished their move, or on the Area to which they were moved as the result of an Encounter. They may also search only these Areas. In no case may they meet anyone, or do anything at all, on the Area from which they began their move.

A Searcher must choose between an Encounter with another Searcher located on the same Area and searching the Area itself.

12.2. An Encounter with another Searcher may proceed in two ways. The Searcher who has just arrived on the Area may:

a) attack the colleague already there,

b) use one of their Special Abilities in relation to them.

12.3. Among the searched Areas, one can distinguish those that have references to instructions for drawing the appropriate number of Adventure or Cave Cards. In the first case, the player standing on the Area follows the instructions of that Area; in the second, the player draws the indicated number of Adventure or Cave Cards (from the appropriate piles). When drawing more than one card, there may also be a situation in which the Searcher draws, for example, one card from the Adventure pile and one from the Cave pile. (Remember that for each 7 Cave Cards drawn and played during the Area searches of successive Areas, the Searcher receives an additional bonus of 1 point of Power.) For this reason players should keep track of the number of Cave Cards they have used, and at the appropriate moment note the increase in their Searcher's Power.

However, when playing with the main board of Magia i Miecz, only Cave Cards may be drawn on the Areas of the Cave. They are drawn from the top of the corresponding pile. If Cards already lie on the given Area, one draws only as many as is needed for their total to equal the number of Cards that, according to the instructions, should be drawn on this Area. Drawing the Cards and becoming acquainted with them is precisely the search of the given Area.

12.4. Chambers. After a Searcher stops on the Area symbolising a Chamber, they must determine its type by rolling the die, and then follow the instructions describing the Chamber they have found. Every Searcher arriving on the Area of a Chamber performs these actions, even if another Searcher has previously entered it, because the type of the Chamber may be different on each visit; Searchers may indeed have different die results. This rule does not apply, however, to the Chamber containing the Magic Crystal, which once discovered (in any way) remains in that place until the end of the game.

12.5. The Chamber with the Magic Crystal. This Chamber may be identified in two ways:

a) its location can be determined on the basis of the found Magic Item, a pointer from a met Stranger, or by penetrating certain Places;

b) upon reaching any Chamber, instead of rolling one die, one may roll two dice. The Chamber is identified as the Chamber with the Magic Crystal on that Area if:

  • with a Power of 6, the Searcher rolls 12 pips,
  • with a Power of 7, the Searcher rolls 11 or 12 pips,
  • with a Power of 8, the Searcher rolls 10, 11 or 12 pips,
  • with greater Power (always meaning, of course, the total Power of the Searcher), the Searcher rolls more than 6 pips.

If the attempt to find the Chamber with the Magic Crystal by rolling two dice fails, the Searcher making the attempt loses 1 point of Power.

After finding the Chamber with the Magic Crystal, the Searcher must pass the following three trials successfully in order to obtain it:

a) the trial of Strength: fighting the Beast with a Strength of 10. The combat continues until the Beast is defeated or the Searcher has lost enough Strength points for the indicator to reach the level it had at the start of the game. After each lost combat, the Searcher loses 1 Strength point instead of 1 Stamina point;

b) the trial of Power: an attempt to defeat, in Psychic Combat, a Phantom (Zjawa) with a Power of 8. In the case of a won combat, the Phantom takes 1 point of Power from the Searcher and adds it to its own potential in this trait. The combat continues until the Phantom is defeated or the Searcher's Power falls to its level at the start of the game;

c) the trial of resourcefulness: bargaining with the whimsical Gnome who guards the Magic Crystal. The fee to be paid, counted in total as bags of gold, Items and Friends, is established by rolling three dice. If the Searcher does not possess that number of Items, Friends and bags of gold, the attempt is considered failed.

After an unsuccessful attempt to find the Magic Crystal, in the next turn the Searcher must leave the Chamber in which this Magic Item is located, and must not return to it for the next three turns.

12.6. Searching the remaining Areas. The Searcher follows the instructions printed on the Area on which they are located. If there are Enemies there, they must be defeated first. Then the Searcher may visit Strangers, take gold, Items and Friends. For some instructions the Searcher must comply; for others they only may do so, if they wish.

13. Adventure and Cave Cards

13.1. In the first order, the Cards whose instructions require them to be placed on an Area other than the one on which they were drawn are put in their appropriate places. They have no effect on the Searcher who drew them, obviously only during this turn. Then the other Adventure or Cave Cards found on the given Area, lying there or drawn there, are dealt with (their instructions carried out), strictly in the order of the numbers printed at the top of each Card.

13.2. Adventure and Cave Cards are considered in the following order:

  1. Events,
  2. Enemies: Animals or Monsters,
  3. Enemies: Ghosts,
  4. Strangers,
  5. Items, Magic Items and Friends,
  6. Places.

Only after dealing with the effects of all Events, and after defeating all Enemies located on the given Area (in the Cave an Enemy cannot be avoided), may the Searcher consider the other Cards.

13.3. Event Cards. The instruction on the Card must be carried out. If this causes the Searcher to lose a turn, that Searcher does nothing more in this turn, and this counts as a lost turn. In the Cave the following Event Cards from the first part of Magia i Miecz and from the other expansions are ignored: Storm (Burza), Volcano (Wulkan), Blizzard (Zamieć), Tornado (Trąba Powietrzna) and Curse (Przeklęństwo; the Witch leaves all Searchers after they enter the Cave).

13.4. Enemy Cards: Animals or Monsters. The creature encountered attacks the Searcher who drew the Card representing it immediately. The Cards of defeated Enemies of this kind may be kept for the later increase of Strength.

13.5. Enemy Cards: Ghosts. The Ghost attacks the Searcher who drew the Card representing it immediately. The combat conducted in this case is a Psychic Combat.

13.6. Stranger Cards. The instruction printed on the Card must be carried out. When playing with the components of the basic version of Magia i Miecz in the Cave, the Card symbolising the Pegasus is ignored.

13.7. Item, Magic Item and Friend Cards. The Searcher may take these Cards with them, if they are able to do so. However, the following may not be taken into the Cave: the Rumak (a warhorse), the Horse, the Horse and Cart, and the Mule. Furthermore, while in the Cave, a Searcher who possesses Battle Armour (Pancerz Bojowy) does not suffer injury (does not lose Stamina points) when attacked with a Dagger (Sztylet), a Spear (Włócznia), a Magic Crossbow (Magiczna Kusza) or Poisoned Arrows (Zatrute Strzały).

13.8. Place Cards. The instruction printed on the Card must be carried out. The Card symbolising the Swamp cannot appear in the Cave (after drawing this Card it should be set aside).

13.9. Adventure or Cave Cards remaining on the board. Cards that remain on a given Area after the Searcher has completed all actions connected with that Area must be face up and visible to all players.

14. Combat

14.1. Combat takes place when:

a) a Searcher has been attacked by an Enemy or by any other creature that has a defined Strength;

b) a Searcher has decided to attack another Searcher, unless they can use a Special Ability and carry out a Psychic Attack instead.

14.2. Resolving Combat with Enemies and other creatures. If the Searcher wants to use Spells, they must cast them before the die is rolled. The Searcher then rolls the die once. Their effectiveness at that moment equals the sum of the pips rolled and their total Strength (only one weapon may be used). Another player rolls the die for the opponent and calculates the opponent's effectiveness in the same way. If the Searcher's effectiveness was lower, the Searcher loses one or more Stamina points (the use of an Item or Spell may prevent this loss), and the Combat ends. If both effectivenesses were equal, the result of the Combat is a draw.

14.3. More than one opponent. In such a case the Strengths of all attacking creatures are added together, and the result of the die roll is added to this sum. The result of this calculation is the effectiveness with which the Searcher is attacked.

14.4. Resolving Combat between Searchers. Before the die is rolled, both Searchers may use Spells. The effectiveness of the attacking Searcher is then calculated, followed by that of the attacked Searcher. The Searcher with the greater effectiveness wins the Combat. If the effectivenesses were equal, the result is a draw. The winner may force the defeated Searcher to lose 1 Stamina point (the defeated Searcher may prevent this by using appropriate Items or Spells), or may take from them one Item (including a Magic Item) or one bag of gold. This ends the Combat and the whole turn.

In the case of a draw, neither side suffers losses, and the Combat and the turn end.

15. Psychic Combat

15.1. Psychic Combat takes place when:

a) a Searcher has been attacked by a Ghost or another creature that has a defined Power;

b) a Searcher whom their Special Abilities allow to do so attacks another Searcher psychically.

15.2. Psychic Combat is resolved exactly like ordinary Combat, except that:

a) Power is used instead of Strength;

b) no Item may prevent the loss of a Stamina point.

16. Toads

Searchers transformed into Toads cannot move onto the Cave board in any way, and in this Land no one may be transformed into a Toad. These remarks naturally concern the situation in which the game is played with the main board of Magia i Miecz.

17. Winning the Game

The winner is the Searcher who obtains the Magic Crystal. A situation may arise in which there is no winner, because all the Searchers drop out of the game before anyone obtains the Magic Crystal. In the case of play with the main board of Magia i Miecz, the winner is the Searcher who remains in the game last.

Area Instructions

Bat Roost (Siedlisko Nietoperzy)

You must roll the die:

  • 1–4: you pass carefully, without stirring up the animals;
  • 5–6: the startled Bats violently take flight, arousing a feeling of unease in you, so you escape to the neighbouring Area.

Underground Spring (Podziemne źródło)

You may roll the die:

  • 1–2: the spring water you drank contained a substance that acts harmfully on your condition; for the next three turns you move only one Area at a time;
  • 3–4: nothing happens after you drink the water;
  • 5–6: leaning over the mirror of the spring water, in its depths you notice gold coins, which you take (equal to 2 bags of gold).

Narrowing Corridor (Zwężenie korytarza)

You must roll the die:

  • 1–4: you happily overcome this place;
  • 5–6: while you pass through, the walls of the corridor begin violently to narrow; to avoid doom you escape in haste, dropping all your Items and all your gold (the Items and gold are removed from the board).

Wall of Fire (Ściana ognia)

You must roll the die:

  • 1–3: the flames prove to be an illusion;
  • 4–5: blue flames badly burn you, so if you are not a Cyborg you lose 1 Stamina point (nothing protects you from this);
  • 6: an extraordinary flame hardens your body and you gain 1 Strength point (this does not apply to a Cyborg).

Ancient Power Plant (Prastara Siłownia)

You must roll the die:

  • 1–3: your Items disintegrate (you set them aside outside the board area; for a Cyborg this means the end of the game);
  • 4–6: you activate a mysterious source of energy that changes the structure of your body, and you gain 2 Stamina points (this does not apply to a Cyborg).

Sacrificial Altar (Ofiarny Ołtarz)

You may roll the die:

  • 1–3: you take the gold deposited on the Altar (equal to 3 bags of gold);
  • 4–5: through bad luck you leave here one of your possessed Items or one bag of gold;
  • 6: the negative influence of this place on your psyche causes the loss of 1 Power point.

Chambers (Komnaty)

To determine which Chamber the Searcher has found, roll the die and interpret the result according to the rule above:

  • 1 pip: Chamber of Terror (1);
  • 2 pips: Temple of Melkart (2);
  • and so on.

Chamber of Terror (1)

If, while standing on this Area, your total Power is less than 8, you must immediately subtract 1 point from your own Stamina.

Temple of Melkart (2)

While you are here, at the shrine of the Evil Deity, you must leave 2 Items of your choice or lose 1 Stamina point.

Miraculous Grotto (3)

You must roll the die:

  • 1: you gain 1 bag of gold;
  • 2: you gain 2 bags of gold;
  • 3: you gain 3 bags of gold;
  • 4: you gain 1 Stamina point;
  • 5: you gain 2 Stamina points;
  • 6: you gain 1 Spell.

Demon Pit (4)

You must roll the die:

  • 1–3: you slip past it unnoticed;
  • 4–6: Demons with a total Power of 12 attack you.

Gladiators' Hall (5)

You must choose an opponent by rolling the die:

  • 1–2: Orc (Strength 8);
  • 3–4: Troll (Strength 6);
  • 5–6: Hobgoblin (Strength 4).

Abyss of Nothingness (6)

You must roll the die:

  • 1–2: you lose all your Items;
  • 3–4: you lose all your Friends;
  • 5–6: you lose the next three turns.