RulesPal
Chat
Rulebook
Magiczny Miecz thumbnail

Magiczny Miecz

Magiczny Miecz Rulebook

Table of Contents

Table of Contents

  • What Is in the Box
  • Setting Up the Game
  • Course of the Game
  • Object of the Game
  • What You Need to Know About Characters
    • 1. Character's Sword
    • 2. Character's Magic
    • 3. Gold
    • 4. Life Points
    • 5. Objects
    • 6. Friends
    • 7. Character (Alignment)
    • 8. Special Abilities
    • 9. Spells
  • How the Game Is Played
    • 10. Turns
    • 11. Passages Between Circles
    • 12. Taking Open Cards from the Game Board
    • 13. Encounters and Exploration of Spaces in the Lands of the Lower, Middle and Upper Circle
    • 14. Encounters on the Stone Bridge
    • 15. Event Cards
    • 16. Kinds of Event Cards
    • 17. Fights
    • 18. Magical Fights
    • 19. How to Hide From an Opponent
    • 20. Turning to Stone
  • The Stone Bridge, the Beast's Castle
    • Entrance to the Bridge
    • Trap
    • Game with Death
    • Demon of Darkness
    • The Beast's Castle
    • Monster
    • Cerberus
    • Magic Trap
    • Entrance to the Bridge

What Is in the Box

The game board - the map - represents the Magical World in which the players travel. This World is divided into three Lands: the Land of the Lower Circle (the spaces ringing the centre of the map), the Land of the Middle Circle (the spaces between the Lands of the Lower and Upper Circle) and the Land of the Upper Circle (the spaces at the edges of the map). Each Land consists of a number of squares, or spaces. Each space has its own name and a description of the actions of a Character who lands there.

The Magical World is shaped like a bowl. The names of the lands relate to their position in this World. The Land of the Lower Circle is surrounded by a ring of impassable green Swamp, and beyond the Swamp lies the Land of the Middle Circle. Its outer border is the Ice Forest - a grim forest made of clusters of frozen crystals. Beyond the Ice Forest stretches the Land of the Upper Circle. In the very centre of the Magical World huge rocks reach to the sky. On them stands the castle of the Beast, the ruler of the Magical World.

The only road to the castle leads over the Stone Bridge, which connects the rocks with the Land of the Upper Circle. On the map the spaces of the Stone Bridge are visible in the centre of the map and in all three Lands. However, the Bridge passes high above the Magical World, so in the Lands of the Middle and Lower Circle Characters pass by the Stone Bridge spaces and can never stand on them (that is, while in the Land of the Lower Circle, Characters never land on the spaces "Trap" and "Magic Trap", and instead stand on the spaces "Path" and "Ice Wasteland"; in the Land of the Middle Circle the space "Entrance to the Bridge" is skipped, and in its place the spaces "Temple of Nemed" and "Fortress of the Keeper of the Roads" are used). The Stone Bridge spaces are taken into account only when a Character enters the Bridge from the Land of the Upper Circle (from the Ruined Fortress or the Dead City).

Spell cards (30) - describe the magic Spells used by Characters during the game.

Event cards (165) - contain descriptions of Encounters in which Characters take part, descriptions of various Places, Objects and Magic Objects which they can find or buy, and Enemies, Friends and Strangers they can meet on their travels.

Character cards (27) - consist of two parts: large cards with a picture and description, and reduced cards that have only the picture. Each player places the large card (hereafter simply the "Character card") in front of them. The smaller card must be fixed in a plastic stand and used as a playing piece, moved across the game board.

Turned-to-Stone cards (4) - sometimes Characters are turned to stone during the game. In this case the Character card, instead of the playing piece, is replaced by a Turned-to-Stone card.

Magic Swords, Toliman Shields and Equipment cards (30 cards) - these cards describe Objects that can come to a Character not from taking part in Events but in some other way. Magic Swords and Toliman Shields are special Objects. Without a Magic Sword a Character cannot enter the Stone Bridge; if he has no Toliman Shield, he will not enter the Beast's castle. To decide to fight the Beast (and to attempt to win the game) one must have both a Magic Sword and a Toliman Shield.

Character-change cards (4) - one side of these cards says "Evil" and the other "Good". These cards help mark a Character's change of character during the game.

Auxiliary counters are best sorted by colour. During the game these counters mark the parameters of each Character - his Sword points (determining the Character's strength), Magic points (representing magical abilities) and Life points (that is, health), as well as the number of gold ingots he has.

The die is used when making moves, to determine the outcome of fights (ordinary and magical) and in some other cases, including instructions from the game board or the use of Spells. If the instructions require rolling more than one die, you can roll the die several times and add up the results.

Setting Up the Game

Before the game begins, shuffle the Character cards and then pick one at random for each player. Players may also choose Characters deliberately, if all participants agree. In this case each takes the Character he likes best.

Each player receives the card of his Character. Below is a picture explaining the meaning of the various parts of the Character card and how to mark changes in the Character's parameters. The Character's picture must be fixed in a plastic stand (the game includes 6 such stands) and placed on the space marked on the Character card as "Start". Players place counters along the corresponding sides of their Character card (see the picture). At the start of the game each Character has 1 gold ingot and 4 Life points. Unused counters should not be put far away; they will be needed during the game.

The Event cards must be shuffled thoroughly and placed nearby face down (closed). This forms the pile of Event cards. Do the same with the Spell cards. Each Character who has Spells at the start of the game takes the corresponding number of cards from the pile. Spell cards taken must not be shown to anyone. In addition, lay out nearby the cards with Magic Swords, Toliman Shields, the Turned-to-Stone cards, the character-change cards and the Equipment cards (all of them face up). It is desirable to sort the Equipment cards by type, according to the Objects (Swords separately, Shields separately, etc.). This is not obligatory but can make play easier. When all the cards are laid out, the players (by lot or in some other way) determine who goes first. Then everyone takes turns clockwise.

Course of the Game

Each player controls one Character, endowed with personal parameters and characteristics. On receiving the right to move, the player rolls the die and then moves his Character's piece the number of spaces shown on the die, in either direction and within one Circle. It happens that a Character's movement is changed under the influence of various Spells, meetings with magical creatures, or because the Character lands in an unusual place. On each space the Character may decide to meet another Character (if he ends his move on the same space) or carry out the instructions given on that space. The instructions most often come down to drawing several Event cards and working out the consequences of drawing these cards (Events can be fights with Enemies - Demons or Monsters, picking up found objects, etc.). Gradually the Character builds up his personal parameters and accumulates strength. At some moment he may decide to enter the Stone Bridge, go to the Castle and fight the Beast who rules the Magical World.

The game is not so complicated. However, before beginning, this description must be read carefully, since the most varied Spells, Events or Character properties can lead to completely unexpected situations. Further on in the description, all rules are given in the order in which they will be needed in the course of the game. If other rules are closely connected with some item of the description, refer to the corresponding section.

Object of the Game

The object of the game is to reach the Beast's Castle, located in the centre of the Magical World, and defeat the Beast himself. At the start of the game Characters wander through the Land of the Lower Circle, then gradually make their way to the Middle or Upper Circle. On these journeys they must strive to increase their Magic and Sword parameters in order finally to reach the Stone Bridge. However, for this each Character must have a Magic Sword, and those who wish to enter the Beast's Castle must also have a Toliman Shield. A Character who enters the Bridge without a Shield must pass by the Castle (as if it were not there at all).

What You Need to Know About Characters

1. Character's Sword

1.1. This parameter measures the Character's physical strength and his ability in combat. It is used during combat (18.1-10); sometimes it is also used to overcome certain obstacles arising in his path. The value of the Sword parameter is shown by red counters lying beside the Character card.

1.2. Only the Character's initial Sword parameter and its subsequent growth are represented by counters. Sword points gained thanks to Friends, Objects or Magic Objects are not marked by counters, but are taken into account and used where permitted.

1.3. Any loss of Sword points is marked by removing counters. The Sword parameter cannot fall below the level with which the Character began the game.

1.4. Growth of Sword points. A Character can increase his Sword parameter by fighting, on his travels, Enemies who have a Sword parameter indicated on the card. The cards of defeated Enemies should be kept, and can be exchanged at any moment for Sword points. A Character receives 1 Sword point for every 7 Sword points of the Enemies he has killed (the number of Sword points is printed on the card of every Enemy). On exchange all "extra" points are lost, and the Enemy cards are set aside. Example: a Character has defeated a Dragon (Sword 5) and a Robber (Sword 3) in combat. These 8 points in total he can exchange for 1 Sword point for himself, but then 1 point is lost. He can also wait until 6 more Sword points of killed Enemies are added to his trophies (5 + 3 + 6 = 14, that is 7 x 2), in order to exchange them for 2 Sword points. Sword points are also added as a result of encounters or explorations of the spaces on which the Character lands.

1.5. A Character's total Sword at any moment consists of his own points (marked by counters), plus additional points gained thanks to the Objects, Magic Objects or Friends he has. Example: the Troll has 6 Sword points marked by counters. He has a Silver Arrow (a Magic Object adding 1 Sword point and 1 Magic point), so his Sword is 7 points. The Troll also has a Stiletto (an Object adding 1 Sword point, but exclusively during combat). Consequently, during combat the Troll has 8 Sword points, and in any other situation only 7. The Troll has Friends - a Shepherd and a Crusader. The Shepherd adds 1 Magic point and 1 Sword point, and the Crusader 2 Sword points, but only in combat. In total the Troll has 8 Sword points (6+1+1), and during combat 11 points (6+1+1+1+2). If the Troll lands on the Enchanted Hills, then on that space he cannot use the points from Objects and Magic Objects. Then his total Sword (while he is on the Enchanted Hills) is reduced to 7 (6+1) points, and during combat to 9 (6+1+2) points.

2. Character's Magic

2.1. This parameter determines intellectual abilities - intelligence, quick wits - and includes aptitude for using Spells. It matters in magical combat (18.1-2), and determines the number of Spells that can be with the Character at the same time. The Character's Magic level is shown by blue counters.

2.2. Only the Character's initial Magic parameter and its subsequent growth are represented by counters. Magic points gained thanks to Friends, Objects or Magic Objects are not marked by counters, but are taken into account and used where permitted.

2.3. Any loss of Magic points is marked by removing counters. The Magic parameter cannot fall below the level with which the Character began the game.

2.4. The Magic parameter can grow as a result of encounters or exploration of the spaces on which the Character is located.

2.5. A Character's total Magic at any moment of the game consists of his own Magic points (marked by counters), plus additional points gained thanks to the Objects, Magic Objects or Friends he has.

2.6. The number of Spells a Character may have at any moment is determined as follows:

Character's total Magic123456 or more
Maximum number of Spells012233

If at some moment of the game a Character receives more Spells than his Magic allows, he must set them aside and bring the number of Spells into line with his Magic.

Example: a Mage with 3 Spells, who has a Magic Object increasing his Magic by 1, lands on the Enchanted Hills, where he cannot use Magic points gained from Magic Objects; he must set aside 1 Spell of his three. After the Mage leaves the Enchanted Hills he again has the right to 3 Spells, but the third will still have to be obtained somewhere.

3. Gold

3.1. Allows Characters to obtain certain Objects and pay for services. A Character's degree of wealth is shown by yellow counters with gold ingots drawn on them. Characters receive gold exclusively as a result of encounters or exploration of the spaces on which they land.

3.2. At the start of the game Characters have 1 gold ingot (1 counter), unless the Character card says otherwise.

3.3. All prices in the game are given in gold ingots. In some cases the abbreviation "g.i." is used.

3.4. To pay for the purchase of an Object or a service, set aside the corresponding number of gold ingots to the unused ones. Naturally, this does not apply to trade between Characters. All gold received by Characters is likewise taken from the supply of unused counters.

3.5. Gold ingots are not considered Objects; they can be carried in any quantity.

4. Life Points

4.1. A Character's Life means only what is generally understood by that word. Nothing could be simpler: the number of Life points equals the number of fights the Character can lose before leaving the Magical World forever. The Life parameter decreases as a result of fights (of both kinds) and in encounters with the various dangers awaiting the Character on his travels. The level of the Life parameter is shown by green counters placed beside the Character card.

4.2. Each Character begins the game with Life equal to 4 points.

4.3. Loss of Life points. Any loss of Life points is marked by removing the corresponding counters.

4.4. Loss of all Life points. A Character who has lost all his Life points is considered dead. Remove him from the game board and set his card aside with the unused ones. All Objects and Friends belonging to him remain on the space where he died. His Magic and Sword counters are set aside to the unused ones, and Spell cards go to the used ones. The player who controlled the unlucky Character may choose a new one and begin the game anew (from the space marked on the Character card as "Start").

4.5. Increasing the Life level. A Character may gain new Life points as a result of encounters, exploration of spaces and through healing (4.7). Counters used to mark growth of Life are taken from the unused ones.

4.6. Each Character may have any number of Life points.

4.7. Healing (visiting doctors) can restore to a Character only those Life points that he had at the start of the game (up to 4 points).

5. Objects

5.1. In the rest of this description "Objects" means both ordinary Objects and Magic ones (except where the differences between them are important). During the game Characters obtain Objects, usually as a result of encounters or exploration of the spaces on which they are. Object cards are placed beside the Character card.

5.2. The cards of all Objects belonging to a Character are placed face up so that any participant can see them.

5.3. No Character may carry Objects that he has no right to use. The card of such an Object is left face up on the space where the Object was found (or where something happened that does not allow the Object to be used, say a change of the Character's character). Example: a Hobgoblin found the Holy Grail, which he cannot use because his character is Evil, and this Object may belong only to Good and Chaotic Characters. The Hobgoblin is forced to leave the Grail on the space where he found it.

5.4. Limit on the number of Objects. No Character may carry more than 4 Objects at the same time, provided he has no means of transport: a Mule, a Horse, a Troika or a Porter. Gold ingots do not count among the Objects (3.5).

5.5. A Character has the right at any moment to throw away an Object he has, leaving its card face up on the space where this Character is.

5.6. A Character who has more than 4 Objects and no means of transport (5.4) must throw away the Objects he is unable to carry. He himself chooses which Objects stay with him and which are thrown away. Example: a Shaman has a Horse, with the help of which the Shaman carries 6 Objects in total. An Adventurer comes to the space where the Shaman is, attacks him and takes away the Horse. Now the Shaman can carry only 4 Objects, so 2 Objects must be thrown away. The Adventurer, like any other Character, can take these Objects if he comes to this space again (12.1).

6. Friends

6.1. Characters obtain Friends mainly through encounters or exploration of the space on which they are. Friend cards are placed beside the Character card.

6.2. The cards of all of a Character's Friends are placed face up (openly) so that they are visible to all other participants.

6.3. A Seeker may have any number of Friends.

6.4. Loss of Friends. The cards of all Friends who die or who for any reason must be left behind are set aside with the used cards. A Character may at any moment get rid of a Friend (one or several at once) by leaving his card on the space where he is.

7. Character (Alignment)

7.1. Each Character has a certain character: Good, Evil or Chaotic. From a Good or Evil character Characters in some cases gain an advantage, but sometimes also take a risk. A Character with a Chaotic character gains no advantages, but in return is usually not threatened by anything. Character can change during the game.

7.2. When a Character's character changes, a character-change card showing the new character (lying with that side up) must be placed beside his card. If the Character returns to his original character, shown on his card, the character-change card is set aside.

7.3. No Seeker, including the Druid, may change character more than once per turn.

7.4. If a Seeker has a Magic Object that cannot belong to him because of the new character, this Object must be thrown away (5.5).

8. Special Abilities

8.1. Each Character has special abilities, indicated on his card. Sometimes the card also states certain restrictions imposed on him.

8.2. If the use of special abilities breaks the rules given in this description, the special ability is considered more important, except in the case described in item 9.8.

9. Spells

9.1. The effect of using a Spell is described on its card. In addition, the card states when this Spell may be used.

9.2. Each Character may have Spells, provided of course that his Magic level allows it (2.6).

9.3. The player keeps his Spell cards face down so that others cannot see them.

9.4. A Character may not discard Spells at will, except when he has more Spells than his Magic level allows (2.6).

9.5. Obtaining Spells. Usually Characters obtain Spells as a result of encounters or exploration of the space on which they are. Some Characters have Spells already at the very start of the game. Spell cards are taken from the top of the corresponding pile. If the whole pile runs out, the used Spell cards are gathered again and shuffled to form a new pile.

9.6. Using Spells. Spells may be used in accordance with the conditions given on the cards. After a Spell is used and its effect is determined, the Spell card is set aside with the used ones. A Spell used against a Character finds its victim regardless of where on the game board he is (unless the Spell card says otherwise).

9.7. No Spell affects Characters who are on the Stone Bridge, or the Beast.

9.8. If a Special Ability or Magic Object allows a Character to constantly have a certain number of Spells and to take the next ones immediately after using them, this possibility may be used only on his own turn and no more than once per turn. This is the only case in which the text of the rules is more important than the text on the Character card.

How the Game Is Played

10. Turns

10.1. Playing time is divided into turns, during which each Character may perform (in order) the following actions: (a) movement; (b) encounters or exploration of the space on which he has landed.

10.2. Movement. In the Lands of the Lower, Middle and Upper Circle Characters move by rolling the die and moving the number of spaces shown on the die in either direction (clockwise or counter-clockwise). Some special abilities or Spells may change the way a Character moves. These cases are described on Spell cards or Character cards. The direction of movement cannot be changed during the movement itself (although it may change when a Character passes from one Circle to another). Example: a Character is moving in the Land of the Middle Circle clockwise. On the Mist Plateau he rolls 6 on the die. He reaches the Forest of Ghostly Lights, there crosses to the Glade (Lower Circle) and from the Glade continues moving counter-clockwise.

10.3. On the Stone Bridge players do not roll the die. There all Characters move at the speed of one space per turn. A Character cannot move on to the next space without dealing with the task of the space where he is. An exception to this rule is the situation in which a Character is forced to leave the Stone Bridge. This may happen because he has no Toliman Shield, needed to enter the Beast's Castle. Then he leaves in the direction opposite to that from which he came. In this case the Character also moves at 1 space per turn, but he may ignore the instructions connected with the spaces he passes.

10.4. While on the Bridge, a Character can always refuse to try to fight the Beast and pass by the Castle or turn round and go back - even if he has a Toliman Shield. When he goes back, he ignores the instructions connected with the spaces he passes until he emerges into the Land of the Upper Circle. If he wants to pass by the Castle, he may ignore the instructions of the spaces lying on the other side of the Castle. In a word: if a Character decides to leave the Bridge, he may ignore the instructions of the spaces regardless of where he is going.

10.5. A Character who enters the Castle MUST fight the Beast. If he wins, he becomes the winner of the whole game.

11. Passages Between Circles

11.1. The Swamp. Crossing from the Lower Circle to the Middle is possible only between the spaces called Glade and Forest of Ghostly Lights. Exceptions to this rule are described in item 11.2.

11.2. The Swamp can be crossed in either direction with the help of a boat. It is also possible to be transferred from one Circle to another as a result of following the instructions of spaces or Event cards, or with the help of the Spell Lord of the Marshes.

11.3. Crossing the Swamp requires a die roll on the space "Glade" only if the Character wishes to cross from the Land of the Lower Circle to the Land of the Middle Circle. When going in the opposite direction no roll is needed.

11.4. If the attempt to cross into the Forest of Ghostly Lights fails, the Character loses 1 Life point and cannot continue his turn. If the roll ends in a "draw", the Character does not lose 1 Life point, but also cannot pass into the Land of the Middle Circle. He must then decide what he will do on his next turn: either make a new attempt to cross, or continue travelling in the Lower Circle.

11.5. The Ice Forest. The Ice Forest can be crossed only between the spaces "Ice Kingdom" and "Valley of Skulls". The exception to this rule is given in item 11.6.

11.6. A Character who has a Lamp can cross the Ice Forest at any place. A Character may also be transferred from one Circle to another as a result of following the instructions connected with certain spaces and Event cards, and also with the help of the Spell "Lord of Ice".

11.7. In order to cross the Ice Forest, the Knight of Eternal Snows must be defeated, but only if the Character passes from the Land of the Middle Circle to the Land of the Upper Circle. The Knight does not attack those going the opposite way (into the Middle Circle).

11.8. If the attempt to defeat the Knight fails, the Character loses 1 Life point and his turn ends there. If the fight ends in a draw, the Character loses no Life, but also cannot pass into the Upper Circle. He must then decide what he will do on his next turn: either make a new attempt to cross, or continue travelling in the Middle Circle.

11.9. THE STONE BRIDGE. The Stone Bridge can be entered only from the spaces "Dead City" or "Ruins of the Fortress". To enter the Bridge one must defeat: in the first case the Spirit of the Rocks, in the second the Stone Monster. Both the Spirit and the Monster attack only those who want to enter the Bridge, and do not touch those who leave it (and take no interest in those who are simply travelling through the Land of the Upper Circle).

11.10. A Character may try to enter the Bridge only if he can reach, on that same turn, the space marked "Entrance to the Bridge". A Character whose move ends on the space "Dead City" or "Ruins of the Fortress" cannot try to enter the Bridge. If the attempt to enter the Bridge is successful, the Character's turn ends on the space "Entrance to the Bridge"; otherwise on the space "Dead City" or "Ruins of the Fortress".

11.11. If the attempt to defeat the Spirit or the Monster fails, the Character loses in the first case 1 Magic point, and in the second 1 Sword point, and must continue his travels through the Land of the Upper Circle (he cannot make a new attempt to enter the Bridge on the next turn). If the fight ends in a draw, the Character loses nothing, but also cannot make a new attempt to enter the Bridge on his next turn.

12. Taking Open Cards from the Game Board

12.1. A Character whose move ends on some space may at any moment before the end of his turn visit the Stranger on that space, and take the gold, Objects (5.4) or Friends lying there. Except in the following situations: (a) an Enemy card lies on this space (13.5); (b) on this space one more card or more must be drawn (13.4). In this case he must first defeat the Enemies, or hide from them, or become acquainted with the drawn cards.

Example: the Prince ends his move on the Living Rocks, where lie 2 gold ingots, a Guardian (Friend), a Stiletto and Gauntlets (Objects), a Magic Sword and a Magic Staff (Magic Objects); all this wealth was left by a Pygmy turned to stone. The Prince already has 3 Objects: a Helmet and a Silver Arrow (Magic Object). Without any problems he takes the Guardian and the gold, but, since he can carry only 4 Objects, he must decide which of the new and old Objects may prove most useful.

13. Encounters and Exploration of Spaces in the Lands of the Lower, Middle and Upper Circle

13.1. A Character may meet another Character exclusively on the space where he ends his move, or on a space to which he is transferred as a result of some Event. Only such spaces can he also explore. A Character cannot take any actions on the space from which he starts his move.

13.2. A Character must choose between meeting another Character on this space, or exploring the space itself.

13.3. To meet another Character, the Character who has come to this space must choose one of two things: either attack him (17.6-10) or use his special abilities.

13.4. Exploration of spaces. (Spaces on which Event cards are drawn.) A Character MUST carry out the instruction given on the space where he has landed. He draws only Event cards from the top of the pile of these cards. If some cards already lie on the space where he is, he draws enough so that the total number matches the number that must be drawn on this space. Drawing the cards and becoming acquainted with them is called "exploring the space" (16.1-18.1).

13.5. All other spaces. The Character carries out the instruction given on the space where he has landed. If there are Enemies on this space (16.2-3), he must first defeat them (17.1-5, 18.1-2) or hide from them (19.1-2). After this the Character may visit Strangers and take gold, objects (5.4) and Friends. Some instructions the Character MUST carry out, and some he MAY carry out if he wishes.

Example: a Kobold is on the Mist Plateau and rolls 5 on the die. His move must therefore end either in the Valley of Shadows or on the Plain of Lonely Rocks. However, in the Valley of Shadows lies an open card of a Werewolf (Sword = 10 points). Because of the effect of the Valley the Werewolf gets 1 additional Sword point, so his total Sword is 11 points. Since the Kobold has only 3 Sword points, his defeat and the loss of 1 Life point connected with it is unavoidable. On the Plain of Lonely Rocks lies the card "Scorched Earth", on which the Kobold would have to skip a turn. Moreover, the instruction for this space requires drawing two cards, and only one lies there. Perhaps the second card will prove useful? The Kobold, of course, goes to the Plain of Lonely Rocks and draws the second Event card. It turns out to be a Cyclops (Sword 6, and on the Plain of Lonely Rocks his Sword increases to 8).

It seems the Kobold was unlucky....

14. Encounters on the Stone Bridge

14.1. Characters may meet each other exclusively on the space "Entrance to the Bridge".

14.2. Encounters there take place exactly as in the Lands of the Lower, Middle or Upper Circle.

14.3. On all other spaces of the Stone Bridge Characters act as the instruction for that space prescribes (unless they are leaving the Bridge - 10.3-4).

14.4. Spells (9.7) have no effect on any of the creatures a Character may meet on the Bridge, and one cannot hide from them (19.3).

14.5. TRAP / MAGIC TRAP. Both Traps affect a Character in roughly the same way, although they require different parameters. In both cases the Character rolls 3 dice. Then, if he is coming from the side of the "Dead City", he subtracts from the total his number of Magic points, and if from the side of the "Ruins of the Fortress", his number of Sword points. The result determines where the Character's turn will end. 0 means he managed to avoid the trap and on his next turn can go further along the bridge. All other results mean that the Character is thrown off the Bridge and moves to the place where he fell. A Character thrown off the Stone Bridge must roll the die for each of his Friends or Objects to find out whether he lost it in the fall. 1 or 2 on the die means the Friend or Object was kept; with any other result the Friend or Object is lost (the card is set aside).

14.6. DEMON OF DARKNESS and MONSTER. In both cases the Character rolls the die to find out the Demon's Sword or the Monster's Magic value. One cannot go further until the Enemy guarding the Beast's Castle has been defeated.

14.7. THE BEAST'S CASTLE. A Character who has reached the Castle must fight the Beast (he cannot refuse the fight if he has a Toliman Shield). First he rolls the die to determine the kind of fight: 1, 2, 3 - ordinary; 4, 5, 6 - magical. Then the value of the Beast's Magic or Sword is determined, for which a die is also rolled: 1 - 10; 2 - 11; 3 - 12; 4 - 13; 5 - 14; 6 - 15. If the Character wins the fight, he becomes the winner of the whole game; if he loses, he loses 2 Life points and goes to the entrance of the Stone Bridge. To make a new attempt to fight the Beast, he must enter the Bridge again.

15. Event Cards

15.1. Cards that, according to the instruction on them, must be placed on a specific space are considered first, regardless of which space they were drawn on. They do not affect the Character who drew them (naturally, only during that turn).

15.2. Then all other Event cards (that is, the instructions on them are carried out) drawn or lying face up on the given space are considered. The numbers at the top of each card are used for this - the smaller the number, the earlier the card must be considered among all the others.

15.3. If all the Event cards run out, all used discarded Event cards are gathered again and shuffled to form a new pile. This does not apply to cards on the game board and with Characters.

16. Kinds of Event Cards

16.1. ENCOUNTER - the instruction on the card must be carried out. If as a result the Character has to skip a turn, his turn is over - he cannot do anything more.

16.2. ENEMY - MONSTER, that is a creature with a Sword parameter - the creature met attacks the Character who drew the card (17.1-5). The cards of defeated Enemies of this kind remain with the Characters for exchange for Sword points (1.4).

16.3. ENEMY - DEMON, that is a creature with a Magic parameter - the Demon attacks the Character who drew the card. In this case a magical fight is used (18.1-2).

16.4. Only after the Character defeats all Enemies on the given space (17.1-5) or hides from them (19.1) may he consider the remaining Event cards.

16.5. STRANGERS - the instruction on the card must be carried out.

16.6. OBJECTS, MAGIC OBJECTS and FRIENDS - the Character may take them with him only if this is permitted to him (items 8.3-4 as numbered in the source). If a Character takes a Magic Sword or Toliman Shield, he exchanges it for the same card from the Equipment cards, and sets the drawn card aside with the used ones.

16.7. PLACES - the instruction on the card must be carried out.

16.8. EVENT CARDS REMAINING ON THE GAME BOARD. Cards that remain on the game board after the Character has carried out all instructions connected with them must lie face up (openly) so that they are visible to all players. Example: a Giant reaches the Mist Plateau and, according to the instruction, draws 3 Event cards. They turn out to be Magic Path (1 - Encounter), Bear (2 - Enemy) and 2 gold ingots (5 - Object). First the consequences of the Encounter must be found out (the number 1 is smaller than all the others, so it is considered first). The Giant rolls the die, gets 2 - he is transferred to the Plain of Grasses without meeting the Bear and without taking the 2 gold ingots - they remain face up on the Mist Plateau. Now, if another Character comes there, 2 cards out of 3 are already there, and he will only have to draw one card. And the Giant must behave as if his move had ended on the Plain of Grasses, not on the Mist Plateau.

17. Fights

17.1. Fights take place in the following cases: (a) a Monster Enemy having a Sword parameter has attacked the Character (16.2); (b) a Character attacks another Character. In this case some Characters may use their special abilities and arrange a magical fight (18.1-2).

17.2. Fights with Enemies and other creatures. To begin with, the Character must decide whether he will try to hide or not. He must tell his decision to all the others. If the Character fails to hide, the Fight takes place anyway.

17.3. If the Character intends to use Spells, he must do so before the die roll in the fight, unless the Spell card says otherwise.

17.4. The Character rolls the die and adds to the number rolled his total Sword points (1.5); only one kind of weapon is taken into account. The sum determines his strength in this fight. Then one of the other players rolls the die for the opponent and in exactly the same way adds the opponent's Sword points to the die result. If the Character's strength is higher than his opponent's, the opponent is killed. If the opponent's strength turned out higher, the Character loses 1 Life point (this may not happen thanks to certain Objects or Spells). The fight ends there. If the strengths of both sides are equal, the fight ends in a draw (17.10).

17.5. Several opponents. If several opponents attack the Character at once, the opponents' Sword points are added together, and the die result is added to the total. In this way the strength with which the opponents attack the Character is determined.

17.6. Fights between Characters. The Character who has been attacked may try to hide from the attacker (19.1-2). The fight takes place if the attempt to hide failed or there was none at all.

17.7. Before the die rolls both Characters may use Spells.

17.8. First the attacker's strength is determined, and then the defender's (17.4). The one whose strength in the fight is higher wins. If the strengths are equal, the fight ends in a draw (17.10).

17.9. The winner has the right to deprive the loser of one Life point (this may not happen thanks to certain Objects or Spells) or take away from him one Object (including Magic ones) or 1 gold ingot. The fight (and the attacker's turn) ends there.

17.10. DRAW. In case of a draw neither side loses anything. With the end of the fight the attacker's turn ends.

18. Magical Fights

18.1. A magical fight takes place if: (a) a Demon Enemy or another creature possessing Magic has attacked the Character; (b) a Character, whom special abilities allow, attacks another Character with Magic.

18.2. A magical fight takes place exactly like an ordinary one, except for two points: (a) Magic is used instead of Sword; (b) no object can prevent the loss of Life.

19. How to Hide From an Opponent

19.1. A Character may use a special ability, the Spell "Circle of Fire", to hide from a hostile creature, or the Spell "Hidden One". A Character cannot affect an opponent in any way if he has hidden, and vice versa. The Spell allows hiding from one opponent.

By the other means of hiding one can avoid a fight with all the creatures on that space.

19.2. One can hide from any creature or Character that attacks in the Land of the Lower, Middle or Upper Circle, and also from all creatures on Event cards with which the Character does not wish to fight.

19.3. On the Stone Bridge one cannot hide from the creatures living there. (The source numbers this item "14.2".)

20. Turning to Stone

20.1. If a Character is turned to stone for 3 turns, his piece is temporarily removed and the "Turned to Stone" piece is put in its place. The Character's piece regains its normal appearance after three turns have passed.

20.2. A Character turned to stone cannot have Objects, Magic Objects, gold or Friends. The cards of Objects and gold must be left on the space on which the transformation occurred. All Friends leave the Character turned to stone; their cards are set aside with the used ones.

20.3. A Character turned to stone has the same Magic and Sword points, but cannot use them. After returning to the normal state the Character's Magic and Sword points remain the same as before.

20.4. A Character turned to stone cannot move for three turns.

20.5. Life points cannot be taken away from a Character turned to stone. Spells do not affect him, but such a Character's Spells remain with him. He can use them only after he returns to his usual state.

21. Magic Sword, Toliman Shield and Equipment Cards

21.1. When a Character receives a Magic Sword or Toliman Shield, he takes the corresponding card from the pile of Equipment cards.

21.2. Purchased Objects are absolutely identical to those found among the Event cards. If a Character loses a purchased Object, it is set aside not with the used cards but into the pile of Equipment cards, so that it can be bought again. If among the Equipment cards there are no Objects of some type, it means it is no longer possible to buy it.

21.3. Equipment cards may be left face up on the game board exactly like all other cards.

22. Victory in the Game

The winner is the one who reaches the Beast's Castle and defeats it.

The Stone Bridge, the Beast's Castle

The following are the texts of the Stone Bridge spaces as printed in the rules.

Entrance to the Bridge

Stop here before continuing along the bridge. On the Bridge you can move only 1 space per turn.

Trap

Roll 3 dice and subtract your Sword points from the sum to find out where you land: 0 - stay on this same space; 1 - Entrance to the Bridge; 2 and 3 - Ruins of the Fortress; 4 and 5 - Fortress of the Keeper of the Road; 6 or more - Village. A Character who fell from the Stone Bridge must roll the die for each of his Friends or Objects. 1 or 2 means the Friend or Object stays with him. With any other result the Character loses the Object or Friend (the card is set aside).

Game with Death

The Character must roll 2 dice for himself and 2 more for Death. If the results are equal, on the next turn you play again. If you lost, you lose 1 Life and play again on the next turn. If you won, on the next turn you can go on.

Demon of Darkness

Roll 2 dice. The sum determines the number of Sword points of the Demon of Darkness with whom you will fight. If you lose, you lose 1 Life and fight again on the next turn. Until you kill the Demon of Darkness, you cannot go further.

The Beast's Castle

To enter here you must have a Toliman Shield. Otherwise skip this space. A Character who enters the Castle MUST fight the Beast. First roll the die to find out what the fight with the Beast will be: 1, 2, 3 - ordinary; 4, 5, 6 - magical. Then (also by a die roll) set the value of the Beast's Magic or Sword: 1 - 10, 2 - 11, 3 - 12, 4 - 13, 5 - 14, 6 - 15. If the Character wins the fight, he wins the whole game; if he loses, he loses 2 Life points and must retreat to the entrance of the Stone Bridge.

Monster

Roll 2 dice. The sum determines the Magic points of the Monster with whom you must fight. If you lose, you lose 1 Life and fight again on the next turn. Until you kill the Monster, you cannot go further.

Cerberus

Roll the die to find out how many Life points the monstrous dog took from you: 1, 2 - you lose 1 Life; 3, 4 - you lose 2 Lives; 5, 6 - you lose 3 Lives.

Magic Trap

Roll 3 dice and subtract your Magic points from the sum to find out where you land: 0 - stay on this same space; 1 - Entrance to the Bridge; 2 and 3 - Dead City; 4 and 5 - Temple of Nemed; 6 or more - Tavern. In case of a fall from the Bridge act as in the Trap.

Entrance to the Bridge

Stop here before continuing along the bridge. On the Bridge you can move only 1 space per turn.

  • 21. Magic Sword, Toliman Shield and Equipment Cards
  • 22. Victory in the Game