Midgard: Das Brettspiel
Midgard: Das Brettspiel Rulebook
Table of Contents
Table of Contents
- Game Overview
- Game Start
- The Game Board (Der Spielplan)
- City Cards (Die Stadtkarten)
- The Adventurers (Die Abenteurer)
- Action Cards (Die Aktionskarten)
- Markers (Die Marken)
- Groups and Companions (Gruppen und Begleiter)
- Game Sequence and Actions (Der Spielablauf und die Aktionen)
- The Fight (Der Kampf)
- Spellcasting and the Test Roll (Das Zaubern und der Prüfwurf)
- Fate Cards (Die Schicksalskarten)
- The Adventures (Die Abenteuer)
- Adventure Tasks (Die Abenteueraufgaben)
- Shadows (Die Schatten)
- Reward Cards (Die Belohnungskarten)
- Winning the Game (Das Spiel gewinnen)
Game Overview
To get a first overview of the game, it is recommended to proceed as follows: first set up the game according to page 3 and provide the city cards with the markers (page 5). Then each player chooses one of the pre-made adventurers and equips him with the corresponding cards (page 9). The figures are placed on any city card. Now read page 18 on what a test roll (Prüfwurf) is, and page 10 on how the action cards are structured. The game sequence begins on page 13. Once these sections have been read, the starting player can begin the game by playing an action card. Questions that arise can be resolved by re-reading the relevant passages; see the contents on page 2.
For the first game the following setup is recommended. The page shows these components (labelled in the original):
- 2 twenty-sided dice (2W20)
- Adventure cards (Abenteuer)
- Action cards (Aktionen)
- Shadow cards (Schatten)
- Special markers (Sondermarken)
- City cards (Stadtkarten), arranged in a 3 x 4 grid
- Skill cards (Fertigkeiten)
- Fate cards (Schicksal)
- Reward cards (Belohnungen)
- Weapon & armour cards (Waffen & Rüstungen)
- Equipment cards (Ausrüstung)
- Spell cards (Zaubersprüche)
- Adventure task cards (Abenteueraufgaben), grades 1, 2 and 3
- Number markers (Zahlenmarken)
- Gold pieces (Goldstücke)
- Experience points (Erfahrungspunkte)
- Life points (Lebenspunkte)
- Prestige points (Prestigepunkte)
Game Start
Character Sheet (Datenblatt), predefined
Each player chooses 1 character sheet with 1 adventurer. When playing with one of the predefined adventurers, there are 5 different types to choose from. On one side the adventurer is shown as female, on the other side as male. The character sheet shows the adventurer's current attribute values, which skill he masters, and which items he owns (see page 9: The Adventurers). In addition, each player receives 1 gold piece, 4 action cards and the corresponding figure. The figures are placed in turn on 1 city card of choice. Any number of figures may stand on each city card.
Character Sheet (Datenblatt), neutral
If you want to play with self-made adventurers, each player takes 1 of the neutral character sheets and chooses 1 figure of his choice. The player with the shortest hair begins.
He chooses deliberately:
- 1 skill card
- 1 item (equipment, weapon or spell)
He receives at random:
- 1 item (equipment or weapon or spell). Shuffle the card stack and draw 1 card face down.
He receives:
- 2 points, which he may distribute among the values of his attributes (+1 each to two attributes, or +2 to one attribute)
- 1 gold piece
- 4 action cards
The Game Board (Der Spielplan)
Layout according to MIDGARD
The city cards are put together to form 1 game board. To start, the combination 3 x 4 (3 rows with 4 cards each, see the game overview on page 3) is suggested. Every other combination is possible, also 12 x 1, but every city card must be connected to at least 1 other city card along one side (horizontally or vertically, not diagonally), and a continuous connection must be formed.
The arrangement of the cities according to strictly geographical specifications (two columns in the printed table):
| Column 1 | Column 2 |
|---|---|
| Halfdal | Runsgard |
| Gimil-Dum | Thame |
| Beornanburgh | Geltin |
| Cuanscadan | Corrinis |
| Thalassa | Candranor |
| Orsamanca | Meknesch |
The arrangement of the cities according to approximately geographical specifications (printed as a loose grid, read row by row; blank cells are empty positions):
| Column 1 | Column 2 | Column 3 | Column 4 | |
|---|---|---|---|---|
| Row 1 | Gimil-Dum | Thame | Halfdal | Runsgard |
| Row 2 | Beornanburgh | Corrinis | Geltin | |
| Row 3 | Cuanscadan | Thalassa | Candranor | |
| Row 4 | Orsamanca | Meknesch |
The page also marks two example positions for city cards as "Falsch" (wrong), i.e. placements that are not allowed under the rule above.
City Cards (Die Stadtkarten)
Setup
The city cards show 12 cities of the Midgard game world. The cities are numbered 1 to 12. Each city is designated with a number and a name. Below this is shown which items are offered for purchase there, or which attribute can be increased in that city.
The markers are distributed as in the example on the printed page. The fixed markers (round and square) are sorted by the numbers on their front, then placed on the corresponding spaces on the city cards and turned face up. The random markers are shuffled face down and placed on the remaining free spaces on the city cards; they stay face down. The treasures are then placed on the city cards and turned face up. The spaces for commissions are only filled during the course of the game.
City Card Layout
- City information: city name, city number, and the purchase option or attribute that can be increased in that city.
- Fixed markers: front and back. Fixed markers are turned face up immediately after setup.
- Random markers: front and back. Random markers stay face down and are revealed only during the course of the game.
- Treasures: front and back. Treasures are turned face up immediately after setup.
- Commission area (Ablage für die Aufträge): shows the name of the marker, the city where the marker is found, and the payment on delivery. Commissions are markers from other cities.
The printed example shows three commissions: Einhornpulver (unicorn powder), found in Corrinis, paying 3 gold pieces; Mörderpinguin (murderer penguin), found in Runsgard, paying 1 gold piece; and Koch (cook), found in Halfdal, paying 2 gold pieces.
The Adventurers (Die Abenteurer)
The Character Sheet (Datenblatt)
The character sheet is made up of the following information about the adventurer. The numbers below refer to the callouts on the printed page.
- Attributes: If the game is not played with the predefined adventurers, distribute 2 points over the three attributes (+2 on one attribute, or +1 on each of two attributes).
- Attack (Angriff): The base value for attack is 4. Add the value of the weapon (for example, the short sword gives +4). The total attack value in the example is 8. Example from the page: if a "12" or more is rolled on an attack, the attack succeeds (see page 18: Test Roll).
- Damage (Schaden): The damage the adventurer causes with an attack that is not defended.
- Defence (Abwehr): The base value for defence is 4. Add the value of the shield (for example, the buckler gives +1). The total defence value in the example is 5. Example from the page: an opponent's attack roll totals 22, so the adventurer needs at least a "17" to defend against the attack (see page 18: Test Roll).
- Magic (Zaubern): The base value for magic is 4. Add the bonus of the spell. Example from the page: 4 + 3 = 7. If this sum together with a dice roll is 20 or more, the spell succeeds (see page 18: Magic).
- Experience points: To reach grade 2, a player needs 3 experience points (EP) in a 5-player game, 4 EP in a 4-player game, and 5 EP in a 3-player game. Each further grade requires 1 EP more.
- Fixed markers: Fixed markers must be carried in the adventurer's backpack.
- Life points: Life points consist of the adventurer's base value, the armour and the helmet.
- Hands: Each hand can carry one item.
Attributes
Agility (GE), Intelligence (IN) and Strength (ST) are the 3 attributes of an adventurer. Each attribute has a minimum value of 8. The higher the value of an attribute, the better the adventurer masters it. The 3 attributes can only be increased in specified city cards; this is noted on the city card.
- Agility (GE): Agility determines the defence value. The base value for defence is 4. With the skill "Waffenfertigkeit" (Weapon Skill) or "Göttlicher Segen" (Divine Blessing), the defence value is set equal to the agility value.
- Intelligence (IN): Intelligence determines the magic value. The base value for magic is 4. With the skill "Zaubern" (Magic) or "Göttlicher Segen" (Divine Blessing), the magic value is set equal to the intelligence value.
- Strength (ST): Strength determines the attack value. The base value for attack is 4. With the skill "Waffenfertigkeit" (Weapon Skill) or "Göttlicher Segen" (Divine Blessing), the attack value is set equal to the strength value.
Damage: If an attack cannot be defended, the defender loses 1 life point, regardless of whether the attacker has a weapon.
Note: The damage on a weapon replaces the damage on the character sheet; do not add them. Where a weapon causes more than 1 life point of damage, this is noted on the card.
Items (Gegenstände)
Items are all equipment, weapons and armour, fixed markers, items from random markers, treasures, artefacts, and certain reward cards (see page 23: Reward Cards).
Discarding surplus items: Discarded equipment, weapon and armour cards go back on the card stack. Discarded items from random markers are removed from the game entirely. Discarded fixed markers are returned to their starting city. Items from reward cards are placed on the reward card discard pile. Discarding an item costs no action. This is not to be confused with the action "Trade with a fellow player" (see page 16: The Action).
Experience Points and Grades
With experience points an adventurer can rise to a higher grade and thereby receive 1 new skill that expands his possibilities. Every adventurer begins the game at grade 1. When an adventurer has collected a certain number of experience points (see page 6: Experience Points), he rises to a new grade. For each new grade, he may choose 1 further skill card for 3 gold pieces and 1 action. This can be done immediately or later; the entitlement does not expire, but he receives only one new skill card per grade.
Experience points are gained when:
- 1 fixed marker is delivered in a city.
- 1 guardian (fate card) is defeated.
- 1 adventure is completed.
- 1 adventure task is fulfilled.
- 1 shadow is defeated.
Life Points
Each adventurer begins the game with 4 life points. Life points can be increased or extended during the game by various items.
Healing: Lost life points can be regained by healing. A player may heal his figure either by an action or by a spell.
An adventurer who has no base life point left (life points from items do not count) loses all remaining actions. In the next round he does not play an action card; instead he loses 1 grade and heals all his base life points, which ends his turn. (He exceptionally plays no action card and draws no action card at the end of his turn.) After this turn he counts as alive again and may offer himself as a companion (see page 12: Groups & Companions).
Losing a grade: The player removes only as many experience points from his adventurer as are needed for the adventurer to drop one grade. An adventurer can never fall below grade 1.
Example from the page: in a 4-player game the adventurer is at grade 2 and has collected a total of 6 experience points. 3 experience points must then be given up so that the adventurer is at grade 1 again.
If the player had already chosen a new skill for his figure, that skill card is kept face down until the adventurer again reaches the higher grade. It does not need to be bought again. If no new skill had been chosen yet, nothing happens.
Carrying Capacity
The number of items and spells an adventurer can carry is limited. The carrying capacity can be extended by certain items.
Items: The adventurer can carry up to 4 items in his backpack. In addition, he can carry 1 item in his right hand and 1 item in his left hand. He can wear 1 helmet and 1 suit of armour. This limit can be extended by certain items. Moving items from the backpack into a hand, or back, costs no action. Switching items during a fight takes 1 combat round (1 attack / 1 defence).
Exceptions:
- Some fixed markers and items show a foot. This means that the fixed marker or item does not have to be carried; these are people or animals that can walk by themselves.
- Fixed markers and forgeries must be carried in the adventurer's backpack (not in one of the two hands).
- Artefacts and items marked with a "*" do not have to be carried. They do not affect the adventurer's carrying capacity.
Spells: Spells are not items. The adventurer can note up to 4 spells in his spellbook. This limit can be lifted by certain items. Spells cannot be carried in a hand or in the backpack; they must be noted in the spellbook. Note: the reward card "Zauberbuch" (Spellbook) is an item.
Spell Cards
Each spell card shows: when the spell can be used; the number of actions needed to cast it; the damage the caster suffers after a failed spell; the bonus of the spell; and the damage the victim suffers if the spell succeeds.
Prestige Points
Prestige points represent the adventurer's standing in the world of Midgard (see page 24: Winning the Game).
- 1 prestige point makes him esteemed.
- 2 prestige points make him known.
- 3 prestige points make him prominent.
- 4 prestige points make him famous.
- 5 prestige points make him legendary and at the same time the winner of the game.
Skills (Fertigkeiten)
Skills expand the possibilities of the adventurers. At the start of the game each player may choose 1 skill for his figure (unless the game is played with the predefined adventurers). Each skill states the prerequisite the adventurer must meet to use the skill card: a minimum value of one or two attributes.
Predefined Adventurers
At the start of the game, all adventurers receive 1 gold piece, 4 action cards and the following equipment. Each type is shown in a female and a male version.
| Adventurer (female / male) | Skill card | Weapons & armour | Equipment | Spells |
|---|---|---|---|---|
| Warrior (Kriegerin / Krieger) | Weapon Skill (Waffenfertigkeit) | Longsword (Langschwert) and small shield (kleiner Schild) | ||
| Wizard (Zauberin / Zauberer) | Magic (Zaubern) | Guardian Spirit (Schutzgeist) and Power over the Senses (Macht über die Sinne) | ||
| Rogue (Spitzbübin / Spitzbube) | Athletics (Athletik) | Short sword (Kurzschwert) | Backpack (Rucksack) | |
| Bard (Bardin / Barde) | Street Wisdom (Gassenwissen) | Rapier | Belt pouch (Gürteltasche) | |
| Priest (Priesterin / Priester) |
Developing the Adventurers
New skills: When an adventurer reaches a higher grade, the player of the adventurer may choose 1 new skill for 1 action and 3 gold pieces. This does not have to happen immediately; the entitlement does not expire. To choose a skill, the adventurer must meet its prerequisites; otherwise the skill cannot be chosen.
Raising attributes: The three attributes Agility, Intelligence and Strength can only be raised in specified cities (exception: reward cards). It costs 1 action and 4 gold pieces to raise an attribute by 1 point. Certain reward cards allow an attribute to be raised for 1 action without paying the 4 gold pieces. Note: raising an attribute with a reward card is not tied to a particular city.
Treasures: Treasures give the adventurer bonuses to his attributes or his movement. Raising an attribute through a treasure does not count towards the prestige point gained for being the first to reach the value 12 in an attribute (see page 24).
Action Cards (Die Aktionskarten)
Action cards have 3 functions: the number of actions in a round, a special action, and the life points that can be healed.
- Each player begins the game with 4 action cards. At the end of his turn, i.e. after the draw phase, a player may hold at most 4 action cards in hand. Certain items can increase this maximum.
- When playing a card, only one of the functions printed on the card may be selected.
- At the start of his turn, a player must play an action card. This card states how many actions the player has available. If a player has no action cards in hand at the start of his turn, he must draw 1 action card and immediately play it to determine his actions.
- Only 1 card may be played for actions per turn.
New action cards in the planning phase: For 1 gold piece, a player may discard all of his own action cards (even fewer than 4) and draw cards up to the hand maximum. This ends the turn.
New action cards in the action phase: For 3 gold pieces, 1 action card may be drawn. This is not an action. Alternatively, 1 action card may be drawn for 1 action.
New action cards in the draw phase: Each player receives 1 action card.
The Functions in Detail
Actions: The number on the action card states how many actions can be carried out in a round. The cards have values from 2 to 4.
Life points: Healing life points costs 1 action. An additional action card must be played for this; it is not possible to use the card played for actions also for healing. The number of hearts on the action card states how many life points of the player's own adventurer can be healed.
Special action: Every special action requires an additional action card to be played. A special action costs no action. Any number of special actions may be played. After playing, the cards go onto the action card discard pile. The special actions are:
- Dice substitute (Würfelersatz): may be played at any time in place of a dice roll. The card must be played before rolling. It cannot be used in addition to a dice roll; it must be played instead of the roll. The card shows a value (for example 14).
- Support card (Unterstützung): may be played as additional support when attempting to win a fixed marker. Any number of support cards may be played. The support must be played before the dice roll. The card cannot be used in fights or with adventure task cards. The card shows its value and type (for example ST +4).
- Reaction card (Reaktionskarte): may be played as stated on the card. With the special action "Reaktion" (reaction), the player can intervene in the game even when he is not the active player.
- Luck card (Glückskarte): may be played during the player's own turn, as stated on the card.
- Combat card (Kampfkarte): may be played in the appropriate phase of a fight and supports the player's adventurer in his confrontations.
Printed on the card, a reaction card shows its bonus on the test roll; on a success the event takes effect.
Markers (Die Marken)
Treasures (Schätze)
Treasures are an additional payment for fulfilling a commission. Whoever completes the 2nd commission of a city receives the treasure. There are 3 different kinds of treasure (ring, brooch and armlet) and 4 different gemstones (ruby, stone, haematite and malachite). Each treasure gives its owner an additional bonus. Treasures can raise one of the three attributes or the movement range.
Note: Raising an attribute through a treasure does not count for the prestige point (see page 24: Winning the Game).
- 2 treasures, in any combination: owning two treasures brings 1 prestige point. The player tells the other players that he owns two treasures and takes 1 prestige point (no action).
- 3 identical treasures (either of the same kind or with the same stone): bring an additional 2 prestige points. The player tells the other players that he owns three identical treasures and takes 2 prestige points.
- 4 identical treasures (only of the same kind): bring an additional 2 prestige points. The player tells the other players that he now owns four identical treasures and takes another 2 prestige points. He therefore has a total of 5 prestige points.
Treasure bonus: When 1 treasure is taken, 1 adventure immediately comes into play. The player who receives the treasure takes the top adventure and places it on any city card. Each city card may hold either 1 adventure or 1 shadow.
Commissions (Aufträge)
The order in which the commissions are shown plays no role. If the 3rd commission is fulfilled first, and then the 1st, then 2 markers have been placed and the treasure is won. Whoever fulfils the 3rd commission of a city, i.e. places the 3rd marker, receives 1 reward card in addition to the gold pieces.
Back of Fixed Markers (Rückseite festgelegte Marken)
To win a fixed marker, the player must do one of the following, as stated on the marker:
- Either/or (entweder/oder): a test roll in one of the two attributes.
- And (und): 1 test roll for each of the two attributes.
- Only (nur): a test roll in this attribute.
The back of a fixed marker shows: the name of the fixed marker; the resistance roll of the fixed marker; the test roll required; where the fixed marker must be brought; the payment on delivery; a special item needed for an adventure task; and whether the marker must be carried (markers showing a foot need not be carried). The printed example is the cook (Koch), which must not be carried, and the murderer penguin (Mörderpinguin), with the stated test roll, delivery city and gold payment.
Back of Random Markers (Rückseite zufällige Marken)
Random markers are shuffled face down and remain face down until revealed. The types are:
- Forgery (Fälschung): once revealed, it can be picked up at no action cost. It must be carried in the backpack. The example shown is a forged "Unsichtbarkeitsring" (ring of invisibility) with its test roll and payment.
- Item (Gegenstand): once revealed, it can be picked up at no action cost. The example shown is a "Parole" (password) that can be used once to enter a city occupied by a shadow and act there.
- Event (Ereignis): must be placed face up on the city card and influences the test rolls made to win the fixed markers. The example is "Feuer" (fire): test rolls against persons +2, against buildings -2.
- Creature (Kreatur): creatures must be fought. The example is "Halebant", a creature with a combat value and a reward of 1 reward card.
- Encounter (Begegnung): the encounter demands a test roll in a prescribed attribute. The example is "Hexer" (wizard), where a failed test roll costs 1 experience point.
Groups and Companions (Gruppen und Begleiter)
Companions
During his turn, the active player may ask other players whether they want to help him and accompany him. For this the figures must be in the same city, but this does not have to be the case at the start of the active player's movement. If the asked player agrees, he submits as a companion to the leadership of the active player, with the following effects.
If the active player wants to make a test roll to win a fixed marker, the companion must support him. As a companion, the player's own figure is moved along by the active player to other city cards.
Example from the page: The Bard is the active player and has 3 actions. She asks the Warrior whether he will move to Corrinis with her. He agrees, in the hope of a bonus action. She moves both figures to Cuanscadan. In Cuanscadan she asks the Wizard whether he will move to Corrinis; the Wizard declines. The Bard moves with the Warrior to Corrinis. In Corrinis the Warrior offers himself to the Bard as a companion, and she accepts. In her 3rd action she tries to win the ring of invisibility and receives +8 on her test roll (+4 per companion).
Note on the example: the printed example text states +8 (+4 per companion), but names only one companion who offers himself in Corrinis. The figures are reproduced as printed.
Benefits for the Active Player
- He always receives the support of his companion when attempting to win the fixed marker. The support for the active player is +4, no matter how many test rolls and attempts the active player makes.
Benefits for the Companion
- If he supported the active player in an attempt to win a fixed marker, and that attempt succeeded (the fixed marker was won without drawing a fate card), the companion has a free action (bonus action) on the city card in which the group is at the end of the active player's turn. This action may not be a movement action. This bonus action is granted only for a successful support in winning a fixed marker.
- If the companion wants to make a test roll with his bonus action to win a fixed marker, he is always supported by the group with +4 per adventurer. For this support there is no further bonus action.
Number of Companions
The number of companions is unlimited, but only 2 companions can support the active player in his test roll. The support is +4 per companion, to a maximum of +8 on the test roll. Only these two companions receive a bonus action when an attempt to win a fixed marker succeeds. The bonus actions are carried out clockwise, beginning with the companion sitting to the left of the active player. The bonus action(s) are carried out after the actions of the active player. Companions also receive a maximum of +8 on their dice roll if they try to win a fixed marker.
Fights
If a test roll fails and a fate card is revealed, the companions can support the active player (see page 18: failed test roll). If a random marker is revealed and a creature appears, this fight is carried out only by the group member who revealed the marker.
Movement of the Group
If the active player has a horse or another item that gives additional movement, he may use it only if all companions also have a horse or another item that extends movement.
End of the Group
When the last companion has carried out his possible bonus action, and the active player has ended his turn by drawing an action card, the group obligation is lifted. The next active player may move on alone or try to form a new group.
Game Sequence and Actions (Der Spielablauf und die Aktionen)
Planning Phase
At the start of his turn the player must play an action card. This card states how many actions the player has available for his adventurer. Only one card may be played for actions per turn. It is not possible to "buy" further actions with additional action cards.
In this phase the player may pay 1 gold piece and discard all of his own action cards (even fewer than 4), then draw cards up to his maximum. With this action he gives up his action phase and draw phase, and the next player is active.
Actions
Each of the following costs 1 action:
- Move 1 city card (move your figure a distance of 1 city card).
- Reveal 1 face-down random marker.
- Win 1 fixed marker (per attempt).
- Fulfil 1 commission.
- Buy 1 item.
- Raise 1 attribute.
- Begin 1 adventure.
- Choose 1 new skill.
- Heal life points.
- Steal from another adventurer.
- Ambush another adventurer.
- Trade with another adventurer.
- Repair 1 piece of armour.
- Draw 1 action card.
Leaving the tower (Turm) costs 2 actions.
Move 1 city card away: Moving your figure onto 1 adjacent city card, vertically or horizontally, costs 1 action. Diagonal movement is not allowed.
Buy 1 item: Buying 1 item costs 1 action. Items can be bought in the city cards that offer the corresponding items (see the printing on the city card). For 1 gold piece, 1 card may be drawn at random from the shuffled card stack. For 2 gold pieces, 2 cards may be drawn at random, but only 1 may be kept. For 3 gold pieces, 1 card may be chosen freely.
Raise 1 attribute: Raising an attribute (Agility, Intelligence or Strength) by +1 costs 1 action and 4 gold pieces. The city cards show in which city the attribute can be raised.
Reveal 1 face-down random marker: It costs 1 action to reveal 1 face-down random marker (round or square) on a city card in which your own figure is located.
Sequence of Play
- Planning phase (play an action card).
- Action phase (use the actions).
- Bonus phase (bonus actions of the companions).
- Draw phase (draw 1 action card).
With this the turn ends and the next player is active.
Changed sequence of play for a dead adventurer:
- Give up experience points until the adventurer has dropped 1 grade.
- Heal base life points.
Neither an action card is played nor an action card is drawn. With this the turn ends and the next player is active. The adventurer is alive again and can immediately become active as a companion (see page 12: Groups and Companions).
Attributes and items: Depending on the city, 1 adventurer may raise 1 attribute or buy 1 item per 1 action (see the upper right corner of the city card).
Items
Items show what they can be used for. They are placed in the backpack. All items are for single use. After use they are removed from the game. Taking 1 revealed item costs no additional action, and using it costs no action.
Encounters
In an encounter, a test roll must be made against the prescribed attribute. If the test roll succeeds, the marker is removed from the game. If the test roll fails, the marker is turned face down again. The consequences of success or failure are noted on the marker.
Forgeries (Fälschungen)
Forgeries are a substitute for the fixed markers (see page 15: Handing in a forgery). These markers are taken without a test roll and placed in the backpack. It costs no additional action to take 1 revealed forgery. A forgery can only be deposited at its target location if the commission has not yet been fulfilled. If the commission has already been fulfilled, the marker is removed from the game.
Events (Ereignisse)
Event cards are placed face up, clearly visible, in the middle of the city card, and immediately affect all test rolls in that city:
- Fire (Feuer): all test rolls against buildings are made 2 harder (subtract 2 from the dice roll); all test rolls against persons are made 2 easier (add 2 to the dice roll).
- Assassination (Attentat): all test rolls against buildings and persons are made 2 harder.
- Carnival (Karneval): all test rolls against buildings and persons are made 2 easier.
- Unrest (Unruhen): all test rolls against buildings are made 2 easier; all test rolls against persons are made 2 harder.
Events have no effect on fights or on the test rolls of adventure tasks.
Creatures (Kreaturen)
When a creature is revealed, a fight takes place automatically (see page 17: The Fight). The player to the right of the active player takes over the role of the creature. If the creature has no life points left, it has been defeated. The marker is removed from the game and the player receives 1 reward.
Retreat (Rückzug): after the first combat round (both sides have attacked once), if the adventurer was not wounded, he may retreat. The creature marker is turned face down again, and the adventurer keeps his remaining actions.
Flight (Flucht): if the creature inflicts 1 life point of damage on the adventurer, the player may decide whether to fight on or to flee. If he flees, the creature has one more attack on the adventurer, which he cannot defend. The creature marker is turned face down again and the adventurer loses all remaining actions.
Death (Tod): if the player fights on with his adventurer and loses all life points, the adventurer is dead and all remaining actions expire. The creature marker is turned face down again. In the next round he plays the changed sequence of play for dead adventurers (see page 13: The Game Sequence).
Attempt to Win a Fixed Marker
Each attempt to win 1 fixed marker costs 1 action. If the attempt succeeds, the marker can be taken without an additional action. Round markers are the possessions of persons; square markers are the inventory of buildings. The front of these markers shows the name of the person or building in whose possession the fixed marker is. The back of the marker shows which test roll must be made to win it.
An attempt consists of a test roll and a resistance roll.
Each 1 gold piece paid before the test roll raises the dice roll by +2. This is no action.
The printed page shows three forms of the test-roll requirement:
- Only 1 attribute (Nur 1 Eigenschaft): a test roll must be made with the stated attribute (in the example, Agility).
- Either/or (Entweder/oder): a test roll must be made in one of the two attributes, chosen by the player (in the example, Strength or Intelligence).
- And (Und): test rolls must be made in both attributes. Both test rolls count as only 1 action. The player decides against which attribute he makes the first test roll, and must declare this before the dice roll (in the example, Intelligence and Agility).
Resistance roll: If the test roll succeeds, the player to the right of the active player rolls for the original "owner" and adds to the dice result (1W20) the resistance value of the fixed marker, the number next to the star. Fixed markers for which a forgery is in circulation have a resistance value of 9. Fixed markers for which no forgery is in circulation have a resistance value of 10. The resistance roll is omitted if the active player pays 3 gold pieces before the dice roll. If the sum of the resistance roll is equal to or higher than the sum of the test roll, the player's attempt has failed.
For the "+" attempts (the "und" form with two test rolls), the resistance roll is rolled against the 2nd test roll.
A fate card is drawn only if the test roll fails. The companions receive a bonus action only if the test roll succeeds, the resistance roll fails, and the fixed marker is won.
For 1 action the test roll may be repeated once.
If the test roll fails in an attempt to win a fixed marker, 1 fate card is drawn immediately (see page 19: Fate Cards).
Fulfil a Commission / Hand In a Fixed Marker
It costs 1 action to hand in 1 fixed marker on a city card and collect the gold pieces. Each fulfilled commission gives 1 experience point. If the 2nd commission in a city is fulfilled, the player additionally receives the city's treasure, whether the original or a forgery was handed in. If the 3rd commission is fulfilled, the player additionally receives 1 reward card, whether the original or a forgery was handed in.
Handing in the original: When a fixed marker is handed in on a city card, the player immediately receives the gold pieces for fulfilling the commission. If a forgery already lies on the city card, a test roll must be made to place the original: if the sum of 1W20 and the value of the forgery (the number at the bottom right, next to a laughing face) is 20 or more, the attempt succeeds. The forgery is removed, the original is placed on the space, and the gold pieces are collected. If a treasure was won with the forgery, it stays in the possession of the player who handed in the forgery. If the attempt fails, the figure immediately goes to the tower and the original is removed from the game.
Handing in a forgery: When a forgery is handed in, a test roll is needed to place the forgery. If the sum of 1W20 and the value of the forgery (the number at the bottom left, next to a laughing face) is 20 or more, the attempt succeeds. The marker is placed on the space and the gold pieces are collected. If the attempt fails, the figure immediately goes to the tower. A forgery can only be placed at its target location if the commission has not yet been fulfilled. If the commission has already been fulfilled, the marker is removed from the game.
Heal Base Life Points
To heal the base life points of his adventurer, the player must play 1 action card. He regains as many life points as there are hearts shown on the card.
Choose a New Skill
When the adventurer has reached a new grade, for 1 action and 3 gold pieces he may choose 1 new skill. When the player chooses his adventurer's new skill, and which skill he chooses, is up to the player. He may choose only 1 skill for which he meets the prerequisites.
Raise an Attribute
It costs 1 action and 4 gold pieces to raise 1 attribute by 1 point. Attributes can only be raised on those city cards where this is possible (see page 5: The City Cards). The exception is the reward cards "Eigenschaft steigern +1/+2" (raise attribute +1/+2): these may be used for 1 action on any city card, without paying the 4 gold pieces.
Steal From a Fellow Player (Mitspieler bestehlen)
It costs 1 action to steal from 1 fellow player. The figures of both players must stand on the same city card. A group cannot steal from a fellow player.
The stealing player must succeed with an Agility test roll. Only the skill "Stehlen" (Stealing) supports this attempt. If the result is 20 or more, the attempt succeeds. The victim then makes an Intelligence test roll. If this roll fails, the theft succeeds.
The stealing player may take one of the items shown in the adjacent graphic from the victim. If the victim's Intelligence test roll succeeds, i.e. its result is equal to or higher than the result of the stealing player, the attempt is warded off, and the robbed player has 1 free attack on the stealing player, which the latter may defend. The action then ends.
If the result of the Agility test roll is 19 or less, the theft has not worked. The victim now makes an Intelligence test roll. If this roll also fails, nothing further happens. If it succeeds, the victim has 1 free attack on the thief, which the thief may defend.
An adventurer with 0 life points cannot make an Intelligence test roll.
The stealing player receives a "Theft -2" marker. As long as he has this marker, he cannot steal from any further fellow player. It costs him 2 actions to discard the marker.
Ambush a Fellow Player (Mitspieler überfallen)
It costs 1 action to ambush and rob 1 fellow player. The figures of both players must stand on the same city card. A group cannot ambush a fellow player. A fight takes place under the general combat rules. If one of the two players has lost 1 life point, he may surrender. After the fight, the winner of the fight may take from the loser (who has surrendered or has 0 life points) one of the items shown in the adjacent graphic.
The attacking player receives an "Ambush -2" marker. As long as he has this marker, he cannot ambush any further fellow player. It costs him 2 actions to discard the marker. An adventurer with 0 life points cannot be ambushed.
Items that can be taken after a successful theft or ambush (as shown in the adjacent graphic): 1 equipment; 1 weapon or armour; 1 treasure; 1 item from a reward card; 1 open artefact from a reward card; 1 fixed marker; 1 forgery. Spells cannot be stolen. However, the reward card "Zauberbuch" (Spellbook) can be stolen, including its 2 spells.
Begin an Adventure
It costs 1 action to begin 1 adventure (see page 20: The Adventures).
Trade With a Fellow Player (Mit einem Mitspieler handeln)
It costs 1 action to trade 1 item with 1 fellow player. The figures of both players must stand on the same city card. One of the two players must be the active player. It is not possible to trade while a third player is the active player, unless it is a bonus action won as a companion.
The active player may buy, sell or exchange 1 item. The two trading partners agree on a certain sum of gold pieces or 1 item to exchange. Only 1 item may be exchanged for 1 item, or 1 item for an agreed number of gold pieces.
Repair an Armour Piece
It costs 1 action to repair 1 defective suit of armour or 1 defective helmet. The repair can only be carried out on a city card where weapons and armour can be bought. All life points of the repaired armour piece are restored.
Draw 1 Action Card
Drawing 1 action card costs 1 action. The player may not hold more than 4 action cards in hand at the end of his turn, unless an item changes this limit.
The Tower (Turm)
If a player lands in the tower, all remaining actions expire. The figure is placed on the relevant city card on a tower marker. In the next round he may leave the tower for 2 actions (by discarding the tower marker). A player in the tower may not carry out any action other than leaving the tower. He cannot be ambushed or robbed there, and cannot trade.
The Fight (Der Kampf)
A fight can arise for various reasons: a face-down random marker is revealed and a creature lies beneath it; the test roll to win a fixed marker fails and the revealed fate card shows a guardian; a shadow must be defeated; a creature must be overcome in an adventure; or one player's adventurer ambushes another player's adventurer. When a fight arises, the opponent of the active player is taken over by the right-hand neighbour, unless the opponent is a fellow player's adventurer.
A fight is resolved in combat rounds.
Special attack: Some final bosses and shadows have a special attack. The adventurers must endure this attack. The combat card "Überraschung" (Surprise) can be used to avoid this attack.
Initiative Phase
Before the actual fight, the active player and his opponent first roll initiative with 1W20 and add any bonus. (A Halebant has an initiative bonus of +5.) The player with the higher total has the first attack; in the event of a tie, initiative is rolled again. The loser of the initiative then becomes the attacker. Initiative is determined only once, before the fight, and not afterwards. In groups of adventurers, only one player rolls for initiative.
Attack
The player with the first attack rolls 1W20 and adds his base attack value plus further bonuses (items and/or skills). If the sum of 1W20 and the attack bonuses is 20 or greater, the opponent was hit. If the sum is less than 20, the opponent was not hit.
- Without the skill "Waffenfertigkeit" (Weapon Skill) or "Göttlicher Segen" (Divine Blessing), the base attack value is 4 (see next to the attribute Strength).
- If the attacker has a weapon, he may add its attack bonus. Only the bonus of 1 weapon may be added, even if the player carries another weapon in his other hand.
- If he has a skill that gives an attack bonus, he may add that bonus as well.
- If an adventurer has the skill "Waffenfertigkeit", he has learned to fight. The base attack value is set equal to his Strength value. The further bonuses from a weapon and/or skills are added to this value.
- If an adventurer has the skill "Göttlicher Segen", he may fight for other reasons. The base attack value is set equal to his Strength value minus 2. The further bonuses from a weapon and/or skills are added to this value.
Defence
The opponent may now make a defence roll to ward off the damage of the attack. He rolls 1W20 and adds his base defence value plus further bonuses (items and/or skills). If the sum of 1W20 and the defence bonuses is equal to or greater than the sum of the attack, the attack was warded off. If the sum is less than the sum of the attack, the attack could not be warded off and the adventurer was hit.
- Without the skill "Waffenfertigkeit" or "Göttlicher Segen", the base defence value is 4 (see next to the attribute Agility).
- If the defender has a shield, he may add its defence bonus. Only the bonus of 1 shield may be added, even if he carries another shield in his other hand.
- If he has a skill that gives a defence bonus, that defence bonus is also added. (The skill "Athletik" (Athletics) gives a defence bonus of +5.)
- If the adventurer has the skill "Waffenfertigkeit", the base defence value is set equal to his Agility value. The further defence bonuses are added to this value.
- If he has the skill "Göttlicher Segen", the base defence value is set equal to his Agility value minus 2. The further defence bonuses are added to this value.
Damage
If the attack could not be warded off, the defender loses 1 life point, regardless of whether the attacker has a weapon. Where a weapon causes more than 1 life point of damage, this is noted on the card. If an adventurer loses his last life point, he is dead. A dead player can no longer make an attack.
Combat Round
- Special attacks
- Initiative
- Winner of initiative:
- Attack (weapon or spell)
- Defence
- Damage
- Loser of initiative:
- Attack (weapon or spell)
- Defence
- Damage
End of the Fight
The fight ends when an adventurer has no base life points left, or when he surrenders. An adventurer may surrender during his attack phase, before his attack roll.
Spellcasting and the Test Roll (Das Zaubern und der Prüfwurf)
Spellcasting (Das Zaubern)
Spellcasting is not possible without a spell card. The player rolls 1W20 and adds the various spell bonuses. Without the skill "Zaubern" (Magic) or "Göttlicher Segen" (Divine Blessing), the base magic value is 4 (see next to the attribute Intelligence). The bonus of the spell is added (for example, the flame blade has a spell bonus of +4). To this value, further bonuses (from items) may be added.
If the sum of 1W20 and the spell bonuses is 20 or more, the spell succeeds. If the sum is less than 20, the spell fails. The effect of a successful or failed spell is described on the spell card, as is when the spell can be used.
- If an adventurer has the skill "Zaubern", he has learned magic. The base magic value is set equal to his Intelligence value. The bonus of the spell and further bonuses (from items) are added to this value.
- If an adventurer has the skill "Göttlicher Segen", he may cast spells for other reasons. The base magic value is set equal to his Intelligence value minus 2. The bonus of the spell and further bonuses (from items) are added to this value.
Actions: The spell card shows the number of actions needed to cast the spell.
Resistance roll: Various spells allow the victim a resistance roll. The attribute used for this is noted on the spell card. If the victim's resistance roll succeeds, the spell has no effect but is not failed.
Turning the card: When a spell has been used, its card is turned 90 degrees. In the player's next planning phase the card is turned back, and the spell is ready for use again.
The Test Roll (Der Prüfwurf)
Test rolls are always made with 1 twenty-sided die (1W20). To succeed, the sum of the die roll and the corresponding value must be 20 or more. If the sum is less than 20, the test roll is a failure.
Example from the page: An adventurer's Agility value is 8. For the test roll to succeed, the player needs a 12 or more on the W20. If he rolls an 11 or less, the use of the attribute is a failure.
Natural 20: If the die shows a 20, every test, attack, defence and resistance roll is automatically successful. A natural 20 can only be defended against with a natural 20.
Spell Card Anatomy
The spell card shows: the effect of the spell (what it does on a success and on a failure); the damage the caster suffers after a failed spell; when the spell can be used; the number of actions needed to cast it; and the damage the victim suffers if the spell succeeds.
Fate Cards (Die Schicksalskarten)
If the test roll in an attempt to win a fixed marker on a city card fails, a card from the "Schicksal" (Fate) stack is drawn and its instructions are followed.
The fate cards are:
-
Guardian card (Wächterkarte): a fight takes place. The procedure follows the normal combat rules, except for the following deviations:
- If the guardian is defeated (it gives 1 experience point to whoever defeats it), the city card must urgently be left. The adventurer or group must flee to an adjacent city card, but the fixed marker may be taken along. The remaining actions of the active player expire.
- If the guardian inflicts 1 life point of damage, the adventurer may surrender or fight on.
- If he surrenders, he goes immediately to the tower and loses all remaining actions.
- If he fights on and defeats the guardian, see point 1.
- If he loses his last life point, the adventurer is dead (see page 6 and page 8: Adventurers / Life Points). In this case he does not go to the tower.
The guardian attacks the active player first. Only when this player surrenders or has no life points left does the guardian attack the next player of the group (the one with the highest melee value; in a tie, the one to the left of the active player). The guardian does not regenerate its life points during the combat.
Supporting group members, if the active player surrenders or loses his last life point: they may break off the fight and flee to an adjacent city card. They may also continue the fight, but always with only 1 adventurer. If the guardian is defeated, the active player who has already surrendered may also flee and take the fixed marker along. Players without life points are not taken along and remain on the city card. The fixed marker can only be taken along if the active player is still alive.
-
Fate (Schicksal): when this fate card is revealed, all fate cards are reshuffled and the player must draw a new card.
-
Betrayal (Verrat): the adventurer or adventurers have been betrayed and go directly to the tower. All remaining actions expire.
The Adventures (Die Abenteuer)
Each time a treasure is taken, 1 adventure comes into play. The player who receives the treasure takes the top adventure and places it on any city card. Each city card may hold only 1 adventure or 1 shadow. Unlike shadows, an adventure card is not a hindrance to the players. To begin an adventure, the active player must spend 1 action.
The names of the adventures are well-known MIDGARD roleplaying adventures.
Front of the adventure: the name of the adventure and the grade of the adventure, which is the grade of the task cards used:
- Grade 1: yellow task cards
- Grade 2: blue task cards
- Grade 3: red task cards
Back of the adventure: the final opponent (end boss) is pictured on the back.
Help and solution: fixed markers are mentioned on the adventures. Possession of these fixed markers makes the adventures easier. The owner of such a fixed marker solves an adventure task automatically. He does not need to hand in the fixed marker. He takes the adventure task if the active player agrees. This applies only to the adventure tasks, not to the final opponents. A forgery does not fulfil this function.
Reward: a completed adventure gives a fixed number of reward cards, which the active player always receives at the end of a completed adventure. Each adventurer who took part in the completed adventure until the end receives a fixed number of experience points. In addition, adventurers who fulfilled individual adventure tasks receive experience points.
Conditions for Adventure Tasks
- No adventurer can be forced to take on a task. If nobody wants to take the task, the task counts as failed and the adventurers must endure the consequences.
- An adventurer has only 1 attempt per task (exception: the skill "Gute Konstitution" (Good Constitution)).
- Each adventurer may try once to fulfil the task, if the task allows it.
- The active player may attempt to fulfil all the tasks first.
- The player whose test roll succeeds receives the task card; for this he receives 1 experience point at the end of the adventure.
Course of an Adventure
When the active player begins an adventure, he must spend 1 action. He then shuffles the stack of task cards for the grade of the adventure (grade 1 yellow, grade 2 blue, grade 3 red) and draws three cards face down. He begins the adventure by turning up the 1st card. Once the active player has turned up the top card, he may decide who in the group takes on the task. No adventurer can be forced to take on a task.
An adventure can be broken off if, after a task has been played, the active player does not turn up the next task. The adventure is then considered ended. There are no experience points, neither for the adventure nor for any task cards fulfilled.
When all three task cards have been played (they need not all be fulfilled), the last challenge comes: the final opponent, pictured on the back of the adventure. The final opponent must be defeated to pass the adventure.
After passing the adventure, the active player receives the corresponding number of reward cards. He chooses 1 card and passes the remaining cards clockwise to the next participant who survived the adventure, and so on. Each surviving participant receives only 1 card. If cards remain at the end, they go to the discard pile. It can happen that not all participants receive a reward card.
If the active player was not involved until the end of the adventure, because he died earlier, he passes the reward cards clockwise to the next player. He may not choose a card. If the adventure was passed, the adventure card is removed from the game, and the active player (even if he has died) draws the top card of the shadow stack and places it on any city card.
There are 5 prestige points for passing a grade 3 adventure alone (see page 24: Winning the Game).
Adventure Tasks (Die Abenteueraufgaben)
Task Cards
All players may try to solve the task. If a player solves the task, he receives the task card and the task is fulfilled. Each player may try only once to solve the task. If the task is not solved, this has negative consequences for the further course of the adventure. In the worst case, the adventure is over for the group. The group may abandon an adventure if the active player chooses not to turn up the next task card. The adventure is then over, and all remaining actions expire. If an uncovered task is abandoned, the group members lose all their life points (see page 6 and page 8: Adventurers / Life Points) and are dead.
The task card shows the following:
- Test roll (Prüfwurf): the attribute with which the test roll must be made, and the penalty on the dice roll. If the card only says "Eigenschaft" (attribute), any attribute may be chosen.
- Support (Unterstützung): the stated item, skill or spell removes the penalty if it is in the possession of an adventurer of the group.
- Solution (Lösung): if the adventurer possesses this item or skill, the task is automatically passed. If it is a spell, the spell must first succeed for the task to be passed automatically.
- Consequences for the adventurer when the test roll fails (Misslungen, Folgen für den Abenteurer): this applies to the adventurer whose test roll fails:
- Tower: the adventurer goes immediately to the tower (the icon on the printed page shows "-2 actions").
- Life point symbol: the adventurer loses 1 life point immediately.
- Consequences for the group when no group member's test roll succeeds (Misslungen, Folgen für die Gruppe):
- Life point symbol: all lose 1 life point, including those who already lost 1 life point in the attempt to solve the task.
- All in the tower: all group members go to the tower, and all remaining actions of the active player expire.
- X reward cards: at the end of the adventure, the corresponding number of reward cards is deducted.
- All lose X action cards: the players must hand in the corresponding number of action cards. If a player has no action cards, or not enough, he loses the corresponding number of life points instead.
- The adventure is over: the group ends the adventure unsuccessfully, and remaining actions expire. There are no experience points for solved task cards.
Creatures among the tasks: Some tasks include creatures that must be fought. Such creatures can always be fought by only one player. The fighting adventurer may break off the fight, and another adventurer may continue it; the creature then continues with its current life points. An adventurer who has broken off a fight cannot fight the creature again. If an adventurer breaks off a fight, the creature has one more blow free, which cannot be warded off.
Warning: If each adventurer has fought the creature once and the creature still has life points left, all adventurers who took part in the adventure lose all their life points, and the adventure has failed (see page 6 and page 8: Adventurers / Life Points).
Example: "Einen schmalen Grat überwinden" (Crossing a Narrow Ridge)
All players may try whether their adventurer passes the test roll. If the test roll fails, the adventurer loses 1 life point.
- Test roll: Agility -6 (the agility test roll is made 6 harder).
- Support: rope (Seil).
- Solution: Acrobatics (Akrobatik).
To cross the ridge, an Agility test roll must succeed, which is made 6 harder. An adventurer with a value of 10 in Agility must roll a 16 to pass the task. If the adventurer has a rope, the penalty of -6 is removed. The adventurer in the example would then need only a 10. If the adventurer has the skill Acrobatics, he passes the task automatically without a test roll.
Shadows (Die Schatten)
Whenever an adventure has been passed, 1 shadow card is laid out. The active player of the group that passed the adventure places the shadow card on any city card. Only 1 shadow card or 1 adventure may lie on each city card.
Each shadow card shows: the grade; the name of the shadow; its life points; its special attack; its initiative; its attack; its defence; and its reward.
- Life points: a base value plus the number of players who take part in the fight.
- Special attack: only after the adventurers have survived this special attack does the actual fight take place.
- Defence: the adventurers' attack test roll must be higher than the shadow's defence value.
- Damage: the damage the shadow causes if the adventurers' defence roll fails.
- Initiative: determines who attacks first.
- Attack: the adventurers' defence test roll must be higher than the shadow's attack value.
- Reward: for defeating the shadow.
Example: the Wizard (Hexer). The player group consists of 3 adventurers. The wizard has 5 life points (2 plus the 3 players who attack him). The group must first endure the special attack of the wizard. Each player must make a test roll against the attribute Intelligence with a sum of 24 to succeed. If the sum is 23 or less, the adventurer flees to the adjacent city card and loses 1 life point. In the example the players have sums of 18, 24 and 28. One adventurer loses 1 life point and flees screaming to the next city card; only 2 remain.
The rest of the group rolls for initiative with the wizard. The group has the first attack, as it won the initiative. The wizard's defence is 25. A hit causes the wizard to lose life points immediately. The group's results are 21 and 26: one hit. The wizard now has only 4 life points. The wizard now attacks, with an attack value of 21. The adventurers have totals of 20 and 22: one adventurer loses 1 life point, and the other warded off the attack. A new combat round begins and the players attack again. If the wizard loses all his life points, a dice roll is made: on 11 to 20 he is revived with his 5 life points and everything begins again.
Consequences of a Shadow
- Entering the city card costs 1 life point.
- No actions are possible on the city card.
- Leaving the city card is possible without loss of life points.
Exceptions: the skill "Verkleiden" (Disguise) lifts the above restrictions. The item "Parole" (password) lifts the above restrictions for 1 visit.
Defeating a Shadow
The fight with a shadow takes place automatically; no action is needed for it. It is enough for the group to move onto the city card. The group does not lose any life points in this case.
Special features: When attacking a shadow, the adventurers must overcome the shadow's defence value with their attack test roll. If this succeeds, the damage value of the adventurer is deducted from the shadow's life points. If a spell succeeds that cannot be warded off, the damage of the spell is deducted from the shadow's life points. Each attack of the shadow also has a particular value, which the adventurers must defend with their defence test roll. If this fails, they lose life points according to the broken hearts on the shadow card. An adventurer with 0 life points is dead and no longer takes part in the fight.
If the shadow loses its last life point, it is defeated, and the players receive the corresponding reward. The card is removed from the game. From then on, the city can be entered normally again.
If the group loses its last life point, the group is defeated, and the adventurers are moved to adjacent city cards chosen by the players. The remaining actions of the active player expire. If other shadows lie on the adjacent city cards, the adventurers are placed on the next city card that has no shadow.
If the group believes it cannot win the fight, each adventurer must still defend one attack. Then all adventurers land in an adjacent city, chosen by the active player, regardless of how many life points they have left. The active player loses all remaining actions.
Defeating a grade 3 shadow alone gives 2 prestige points. Defeating a grade 4 shadow alone gives 3 prestige points.
Reward Cards (Die Belohnungskarten)
Reward cards have only positive effects.
Reward cards are given for:
- a passed adventure (see page 20: The Adventures);
- a defeated shadow (see page 22: Shadows);
- a defeated creature hidden under a random marker.
After a passed adventure or a defeated shadow, the active player receives the stated number of reward cards. He chooses 1 card and passes the remaining reward cards to the next player clockwise, who chooses 1 card, and so on. Any reward cards left over go to the discard pile. Each player receives only 1 reward card. If a player cannot use a reward card, he may discard it for 2 gold pieces. This costs no action if he discards it at the moment he receives it.
All reward cards are items, with the following exceptions: Raise Attribute (Eigenschaft steigern), Surprise (Überraschung) and Gold. These cards may be redeemed immediately or later, and are then placed face up.
Printed keywords on reward cards:
- Two-handed (Beidhändig): the item occupies the left and the right hand. Although one hand remains free, nothing else can be carried there (for example, no shield).
- Magical (Magisch): the item is a magical weapon.
- Can be worn under armour (Kann unter einer Rüstung getragen werden): lifts the limit that only 1 armour may be worn.
- The Hourglass (Das Zeitglas): shuffle all face-up and face-down cards together and draw 1 card again.
The 4 Artefacts of the 4 Masters
There are 4 masters, and each of them made 4 artefacts. These artefacts have, however, disappeared over time. Whoever manages to collect 2 artefacts of any kind receives 1 prestige point. Whoever manages to collect 3 artefacts of any kind receives an additional 1 prestige point. If these are 3 artefacts of one master, there are an additional 2 prestige points. If a player has collected all 4 artefacts of one master, there is another 1 prestige point.
Artefacts are held face down in the hand and cannot be taken by an ambush or stolen. No one knows what treasure the player has. An artefact may be used once at any time as a dice roll of "17". After this, it must be placed face up with the player's other possessions, and can then be robbed or stolen. Artefacts need not be carried, and they do not affect the adventurer's carrying capacity.
Gold Pieces (Goldstücke)
At the start, the adventurers have 1 gold piece. Gold pieces are obtained for fulfilling commissions or from reward cards. Gold pieces can only be spent by the active player (this applies both to the regular turn and to the bonus action).
The printed page lists the uses of gold pieces:
- 1 gold piece:
- +2 on the dice roll in an attempt to win a fixed marker. The gold piece must be paid before the dice roll (no action).
- Buy and draw at random (action): 1 equipment card, 1 weapon or armour card, or 1 spell.
- In the planning phase: discard all own action cards (there may be fewer than 4) and draw 4 cards. This gives up the action phase and the draw phase.
- 2 gold pieces: buy 2 cards and keep only 1 (action): 2 equipment cards, or 2 weapon or armour cards, or 2 spells.
- 3 gold pieces:
- Cancel a resistance roll. The gold pieces must be paid before the resistance roll (no action).
- Draw 1 action card (no action).
- Buy and choose deliberately (action): 1 equipment card, or 1 weapon or armour card, or 1 spell.
- 4 gold pieces: +1 on the value of an attribute in the corresponding city (action).
Winning the Game (Das Spiel gewinnen)
The player who first collects 5 prestige points in any way wins the game. A player who, at the end of his turn as the active player (not a bonus action), has 5 prestige points is called a legend and has won the game.
Prestige Points
Treasures:
- 2 treasures of any combination give 1 prestige point. The player tells the other players that he owns two treasures and takes 1 prestige point (no action).
- 3 identical treasures give an additional 2 prestige points. The player tells the other players that he owns three identical treasures and takes 2 more prestige points.
- 4 identical treasures give an additional 2 prestige points. The player tells the other players that he now owns four identical treasures and takes 2 more prestige points. He then has 5 prestige points in total.
Artefacts:
- 2 artefacts of any kind give 1 prestige point.
- 3 artefacts of any kind give an additional 1 prestige point.
- 3 identical artefacts give an additional 2 prestige points.
- 4 identical artefacts give an additional 1 prestige point.
- A player who has collected 3 identical artefacts thus has 4 prestige points.
Shadows:
- A grade 3 shadow defeated alone gives 2 prestige points.
- A grade 4 shadow defeated alone gives 3 prestige points.
Adventures:
- A grade 3 adventure passed alone gives 5 prestige points.
Grades:
- The first adventurer to reach a new grade gives 1 prestige point. (Example from the page: in a 4-player game, the adventurer reached grade 2 first and collects 1 prestige point.)
Attributes:
- The first adventurer to reach the value 12 in an attribute gives 1 prestige point. Bonuses from treasures do not count.
Prestige Levels
- 1 prestige point: esteemed.
- 2 prestige points: known.
- 3 prestige points: prominent.
- 4 prestige points: famous.
- 5 prestige points: legendary, and at the same time the winner of the game.
Example from the Page
The printed example in the grade section shows an adventurer who reaches grade 2 first in a 4-player game and collects 1 prestige point. In total he has 5 prestige points and has won.