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NEUE HELDEN ... braucht das Land thumbnail

NEUE HELDEN ... braucht das Land

NEUE HELDEN ... braucht das Land Rulebook

Table of Contents

Table of Contents

  • Components
    • Game Components
    • Character Card
    • Hero Figure
    • Stand and Rating Stones
    • Missions
    • Trainings
    • Special Cards
    • Game Board
    • Hero Points
    • Turn Overview
    • You Don't Become a Superhero Overnight
  • Setup
  • Gameplay
    • Turn Order
    • The Turn
    • Take Pocket Money
    • Choose a Mission
    • Equip an Equipment
    • Move
    • Complete a Training or Mission
      • Training
      • Complete a Mission
    • Success or Failure?
    • Buy a Special Card
    • Other Players' Movement
  • Variant: Team Mode
    • Team Mode – Move
    • Team Mode – Complete a Mission
  • Variants
  • Hero FAQ
    • Questions About Heroes
    • Questions About Cards
    • Questions About Game Situations

Components

Game Components

  • 1 game board
  • 8 character cards
  • 8 figures with stands, plus 1 BLITZ marker
  • 8 position markers
  • 16 rating stones
  • 114 cards: 40 missions, 16 trainings, 25 equipment, 25 tools, 8 turn overview cards
  • 24 hero badges
  • 44 hero points
  • 2 wooden dice
  • 5 sorting bags
  • 1 rulebook

Character Card

The character card is your hero. The front and back of the character card contain all sorts of useful and useless information about your hero. The following is particularly important:

  1. Your position marker and a rating stone in your player colour go here.
  2. A hero without a unique special ability is nothing – this is the special ability (Spezialfähigkeit).
  3. Your hero has their own value in MOVEMENT, STRENGTH and IQ.
  4. If you have received cards that give you a bonus or penalty to MOVEMENT, STRENGTH or IQ, you can slide them under the lower edge of the character card.
  5. Hero badges are received at the Hero Honouring (Heldenehrung). Place them on the right side of your character card, from top to bottom.
  6. On the back of the card you will find your hero's start position and the start hotspot.

Hero Figure

Each hero has a matching figure.

Stand and Rating Stones

Take a stand in a colour of your choice and insert your figure into it. Each colour also comes with two rating stones.

Missions

A superhero only becomes one by convincing the city's inhabitants of their abilities through completing missions. You need to know the following about missions:

  1. Hotspot: This is where the mission must be completed.
  2. Difficulty level: The stars show you which level the mission is.
  3. STRENGTH & IQ: These are the values you must reach to complete the mission.
  4. Reward: Your reward for a successful mission: new fans and hero points – and sometimes even an equipment card.

Trainings

Instead of completing a mission, you can also undertake a training. As with any training, it usually makes you better, though sometimes you overdo it. In the end, the die decides. Turn the training card into the correct position according to what you rolled, and slide it under your character card.

Special Cards

Equipment and tools are special cards. You can buy them at the end of your turn (see "Buy a special card"). Sometimes you also receive them as a reward or encouragement, for free. When you play a special card, read its contents aloud to the other heroes. Special cards can change the rules described in this manual.

Equipment: If you have bought an equipment card, place it face-down in front of you for now. In your next turn, your hero can equip it (see "Equip an equipment"), and then has a lasting benefit from it. Equipment is, however, correspondingly expensive.

Example – Mascot: You receive 1,000 fans in addition for each completed mission.

Tools: If you have bought a tool card, leave it face-down for now and only play it when you need it, because it has a one-time effect only. You may play as many tools as you like during your turn or during the turns of the other heroes. Afterwards, place the card face-down under the tool deck in the supermarket.

Example – Energy Drink: Before rolling, play this card. Roll one die twice and add the results.

Game Board

The game board depicts a big city, through which you move. There are five districts in different colours: A = Inner City, B = Suburb, C = Park, D = Industrial Area, E = Harbour District. The light-coloured spaces connect the districts with each other.

  1. Card display: In the Jobcenter lie the missions that must be completed. At Training, with a bit of dice luck, you receive a bonus on STRENGTH and IQ. In the Supermarket you can invest the hero points you have gained in equipment and tools.
  2. Off you go: From here on, the fans you gain are counted on the fan track.
  3. Hotspot: On the spaces with a combination of letter and number you must complete your missions.
  4. Hero Honouring: If you reach or exceed these points, you receive a hero badge. In addition, at 15,000 and 30,000 fans, missions with a higher difficulty level are shuffled in (see "Hero Honouring").

Hero Points

With hero points you can buy various things. They work similarly to cash and are handed over immediately as payment.

  • Pay 1 hero point for a one-time extra movement, which you carry out immediately. You can buy as many movements as you like.
  • Pay 2 hero points to buy a one-time extra STRENGTH or IQ point during a mission. You can buy as much STRENGTH and IQ as you like.
  • You may also buy at most one special card per turn (see "Buy a special card").

You receive hero points, for example, at the start of a turn as pocket money (Taschengeld), as a reward for completed missions, and as a consolation prize (Trostpflaster) should you fail.

Turn Overview

The turn overview card shows the exact sequence of a turn. The order is binding – after all, aspiring superheroes stick to the rules.

On the back of the card you will also find an overview of how to use hero points.

You Don't Become a Superhero Overnight

Your new job as a would-be hero offers you plenty of opportunities, challenges and variety. The first game may therefore take a little longer, until you have internalised all the rules and the flow of the game.

If you want to make the game shorter, here is how:

  • Follow all the beginner tips (Anfänger-Tipps).
  • Leave out the hero scuffle (Helden-Rangelei) for now.
  • End the game as soon as a hero reaches 30,000 fans.

Setup

Each player chooses a would-be hero (Möchtegern-Held) they want to become a superhero. Place the matching character card in front of you. Take one of your two rating stones and place it on the space LOS GEHT'S (Here we go) on the board.

Beginner tip: The heroes DER SCHATTEN, DER KOLIBRI and DIE TURBINE have the most balanced values and are the easiest to play.

Each hero has a starting point on the board, a so-called hotspot. Place your figure on it.

If DIE TURBINE takes part in the game, she immediately receives 2 hero points.

If DER BLITZ takes part in the game, he receives the BLITZ marker. In each round he places it on an equipment card of another hero to deactivate it.

Beginner tip: If you want to play without the hero scuffle (Helden-Rangelei), DER SCHATTEN immediately receives the equipment "Klebehand" (Sticky Hand) and DER HAMMER the equipment "Maskottchen" (Mascot), if these heroes are in the game. Place the equipment face-up in front of you; this is your new special ability. It cannot be deactivated, destroyed or stolen.

Divide the missions into three stacks by difficulty level: 1, 2 and 3. Shuffle each of the three stacks, and place the missions of level 1 face-down next to the Jobcenter. Reveal the three top missions and place them in the Jobcenter. Set the stacks of level 2 and 3 missions aside; you will need them later.

Beginner tip: With 2, 6, 7 or 8 heroes we recommend the team mode variant. This variant is more entertaining, but also more tactical.

Now shuffle one stack each of the equipment cards, the tools, the KRAFT training and the IQ training. Place them face-down on the designated spaces on the board. The number of face-down cards for the KRAFT and IQ training depends on the number of heroes. The rule is: number of heroes + 1. With four heroes, take five KRAFT and five IQ cards each. With eight heroes, take all the cards.

Also prepare the hero badges (Heldenabzeichen), the hero points (Heldenpunkte) and the blue and pink dice. Finally, each player receives a turn overview card (Spielzug Übersicht).

Want to start the game quickly? Then get going straight away with the turn overview: at each position, look up here what you have to do. If questions remain open, look in the Helden-FAQ on the last page.

Gameplay

Turn Order

Each game consists of several rounds. In each round, every hero takes one turn and performs several actions during it.

The turn order is alphabetical according to the heroes' start hotspots, from A1 to E3. The order remains the same for the rest of the game. So that the turn order is easy to recognise, each player places a black position marker with their starting number at the top left of their character card, and places the second rating stone in their player colour above it.

Example turn order: Playing DAS GEHIRN (A1), DIE TONNE (A2), DER SCHATTEN (B2) and DER KOLIBRI (C1), you assign the position markers 1 to 4 in exactly this order. Playing DIE TURBINE and DER HAMMER instead of DAS GEHIRN and DIE TONNE, the turn order is: DER SCHATTEN (B2), DER KOLIBRI (C1), DIE TURBINE (D1) and DER HAMMER (E1).

Even simpler: seat yourselves at the table in the correct turn order.

The Turn

Each turn of a hero may consist of the following actions:

  • Take pocket money (Taschengeld nehmen)
  • Choose a mission (Eine Mission wählen)
  • Equip an equipment (Eine Ausrüstung anlegen)
  • Move (Bewegung ausführen)
  • Complete a training or mission (Training oder Mission erfüllen)
  • Buy a special card (Eine Sonderkarte kaufen)
  • Other players' movement by 1 space (Mitspieler-Bewegung um 1 Feld)

The turn begins with the first action and ends after the last action. Each action is voluntary; only "Choose a mission" is prescribed in certain cases.

Take Pocket Money

At the start of their turn, each hero receives 1 hero point from Mum – as pocket money (Taschengeld). But only until the hero has 15,000 fans.

Beginner tip: You may also start with 2 hero points as pocket money.

Choose a Mission

There are always three missions lying open in the Jobcenter. Each hero may take at most one of them per turn and place it face-up in front of themselves. At most two missions may lie in front of each hero.

If a mission is taken from the Jobcenter, immediately fill the gap with a new mission from the mission stack. If the stack is empty, shuffle the discard pile and use it as the new face-down mission stack.

Don't forget: The city needs you – and couch potatoes do not become superheroes! If you have no mission lying in front of you any more, you MUST take one from the Jobcenter. The second mission, by contrast, is optional.

To attempt a mission, you must first move to its hotspot.

Beginner tip: When choosing a mission, make sure it is not too far away from your hero, and that you can also complete it with a low dice result (see "Complete a training or mission").

Equip an Equipment

Don't go into a mission unprepared! Now is the right moment to equip your hero with an equipment, i.e. turn an equipment card face-up in front of you. In the first round, you naturally do not yet have any equipment; it is bought at the end of the round (see "Buy a special card").

An equipment you have received previously is active as soon as it is laid face-up in front of the hero. It remains active for the rest of the game – unless it is rendered unusable by a tool, an equipment or a special ability. You may use any number of equipment at the same time, but may reveal only one new equipment per turn.

Beginner tip: You may also reveal all equipment immediately after buying it. Then this point of the turn overview no longer applies.

Move

You may move as many spaces on the board as you like – but at most as many as your character, including equipment and tools, can cover. If your movement takes you across a hotspot where you have a mission lying in front of you, your movement ends immediately. Which superhero simply keeps running when he is needed?

During your movement you must observe the following:

  • You may move only horizontally and vertically, not diagonally.
  • Light fields with full colour (marked with an arrow) represent paved roads and paths. Each time you enter one of these fields, it costs you 1 movement point.
  • If you use dark fields (marked with an arrow), it costs 2 movement to enter the field. You are then, for example, on rugged meadows and paths or on busy squares.
  • Black-outlined fields (marked with an X) cannot be entered, unless an equipment or a tool allows it.
  • If, during your movement, you encounter another hero who is not camouflaged (getarnt), a hero scuffle (Helden-Rangelei) takes place. If you play without the scuffle, nothing happens.
  • At the end of the action "Move", two heroes may never stand on the same field – not even if one of them is camouflaged.

Complete a Training or Mission

Training

If you do not end your movement on a hotspot where you must complete a mission, you may undertake a training. Draw a training card of your choice: KRAFT or IQ. Now you must roll the dice: the card tells you whether you need at least a 2 or at least a 3. As a reward, you receive a 1-point bonus to KRAFT or IQ, which you keep for the rest of the game.

Training can also fail! If you roll too low, your hero receives a penalty of -1 for the rest of the game. Do you not dare to roll? Then place the card back under its stack.

Complete a Mission

If you reach the hotspot of one of your missions during your movement, you may attempt to complete it. Compare your current KRAFT and IQ values, including the bonuses from trainings, equipment and tools, with the values on the mission card. If your values are equal to or higher than the values on the mission card, you have completed the mission.

If you do not reach the required values, you may roll once. Roll both dice at the same time. Add the result of the blue die to your KRAFT value, and the result of the pink die to your IQ value.

If the result is still not enough, you may additionally buy as many KRAFT and IQ points for this mission as you like, at 2 hero points for each point.

Example – DAS GEHIRN vs. Dr. Übel: DAS GEHIRN has a KRAFT value of 1. In our example, the equipment "Kampfanzug" (Combat Suit), which gives +1 to KRAFT, brings the total to 2. Furthermore, DAS GEHIRN has an IQ value of 5 and successfully completes the training "Lexikon lesen" (Read Encyclopaedia, IQ +1), for a total of 6. For the mission "Dr. Übel stoppen" (Stop Dr. Übel), DAS GEHIRN needs KRAFT 5 and IQ 10. → The hero must therefore roll at least a 3 with the KRAFT die and at least a 4 with the IQ die to complete the mission.

Success or Failure?

If you have completed the mission, move your rating stone on the fan track forward by as many fans as are noted on the card. If you thereby reach or exceed a Hero Honouring (Heldenehrung), read the corresponding section below.

Also take the hero points listed on the card from the supply. Then place the mission on the discard pile.

If you do not reach the required result when rolling, take 1 hero point from the supply as a consolation prize (Trostpflaster). You must try the mission again in your next round, and you may not leave its hotspot voluntarily beforehand. Then continue with "Buy a special card".

Is the mission too difficult after all? Then you may abandon it at any time – but only if you have attempted it at least once. Place the mission on the discard pile at the start of your next turn. Unreliable heroes are, of course, nobody's favourite – so the hero immediately has half of the fans deducted that they would have received as a reward for the mission (rounded up).

Buy a Special Card

Special cards are equipment and tools. You can buy them for a certain number of hero points – but always at most one special card per turn.

Place the card face-down in front of you at first; it is then inactive. You may have any number of special cards lying face-down in front of you.

Equipment can be permanently activated in your next turn (see "Equip an Equipment"):

  • For 3 hero points, you get the top equipment card from the stack.
  • For 4 hero points, you have the choice between the top three equipment cards. Take one and place the remaining cards face-down under the equipment stack.

Beginner tip: Equipment is especially worthwhile at the start of the game, because you can use it throughout the whole game.

Tools you only play when you need them. They can be used only once:

  • For 1 hero point, you get the top tool from the stack.
  • For 2 hero points, you have the choice between the top two tools. Take one and place the other face-down under the tool stack.

You save time if, while you choose the best tool or the best equipment, the other players' movement already begins, and the next hero starts their turn immediately afterwards (see "Other Players' Movement").

Other Players' Movement

When a player declares their turn ended, all other players may each move one space – in the order of their position markers. Exception: you stand on a hotspot and have not yet completed your mission.

When moving the heroes, all rules of "Move" apply. A hero scuffle may also occur (see "Hero Scuffle").

Hero Honouring

If your rating stone on the fan track reaches or exceeds a Hero Honouring (Heldenehrung) – the fields 15,000, 30,000 and 50,000 – several things happen at the same time:

At 15,000 fans:

  • You receive 1 hero badge.
  • Are you the first hero here? Then immediately shuffle the level 2 missions together with the level 1 missions – including the Jobcenter and the discard pile. Refill the Jobcenter. Missions lying in front of heroes remain untouched by this.
  • Are you the last hero here? Then your grandpa (Opa) gives you, as a consolation prize, the top tool from the stack in addition.

At 30,000 fans:

  • You receive 1 hero badge.
  • Are you the first hero here? Then remove the level 1 missions from the draw stack, the Jobcenter and the discard pile. Set them aside; they are no longer needed. Then shuffle all level 2 missions together with the level 3 missions and form a new draw stack. Refill the Jobcenter. Missions lying in front of heroes remain untouched. Remaining level 1 missions are first completed, and then removed from the game.
  • Are you the last hero here? Then your grandma (Oma) gives you, as a consolation prize, the top tool from the stack in addition.

At 50,000 fans:

  • You receive 1 hero badge and may from now on call yourself a SUPERHERO.
  • Check whether the game has ended (see "End of Game").

Beginner tip: You may also omit the hero scuffle entirely if you prefer a quick game without brawls. To do so, remove the equipment "Tarnkappe" (Cloak of Invisibility) and "Entkrafter" (Power Drainer), as well as the tools "Unsichtbarkeitstrank" (Invisibility Potion), "Muskelkater" (Muscle Ache), "Doppelgänger" (Doppelgänger) and "Pfefferspray" (Pepper Spray), from the game.

DER SCHATTEN is a camouflaged hero and cannot be drawn into a hero scuffle. Other heroes can camouflage themselves with certain equipment and tools.

Hero Scuffle

The hero scuffle is the trial of strength between two heroes, and another way to win fans. If, during your movement, you move onto a field that is already occupied by another hero, you must first stop on the same field. A small scuffle breaks out – because the heroes are not exactly on good terms with each other.

How the hero scuffle works:

Each hero takes a die. The hero who triggered the scuffle rolls on the attribute KRAFT. They add the result to their current KRAFT value, including the bonuses from trainings, equipment and tools. With a total of 7 or more, they score a hit.

If you roll a 1, you always miss with your blow – no matter how many KRAFT bonuses you have. A 6 is always a hit – even if it does not reach the value of 7. Hero points may not be spent during the hero scuffle to buy additional KRAFT.

The other hero can now counter directly and likewise rolls to reach 7 or more. The hero scuffle goes back and forth until one of the heroes fails to score a hit, while their opponent does so in the same round of combat.

Example – hero scuffle: DER BLITZ has a KRAFT value of 4; including the equipment "Kampfring" (Combat Ring, KRAFT +1), a value of 5. He therefore only needs to roll a 2 to reach the total of 7 and score a hit. DAS ORAKEL has a KRAFT value of 1; including the "Hanteltraining" (Dumbbell Training, KRAFT +1), a value of 2. She must therefore roll at least a 5 for a hit.

What Happens Next

If the hero who triggered the scuffle wins, they may immediately move the defeated hero by one field in any direction – they fling the opponent out of the way with a swing. Then they may continue their movement, by as many spaces as they have left.

If the hero who is currently taking their turn loses, their movement ends for this turn. Now their opponent may decide how things continue: either the winner moves forward one field in any direction, or the winner stays where they are and relocates the loser by one position.

When relocating heroes, all rules of "Move" apply. However, the defeated hero may now also be relocated onto a dark field.

The winner of the scuffle also receives additional fans straight away, because news of the victory spreads through the city. The number of fans depends on the status the two heroes have reached so far. The following statuses are possible: no hero badges yet; 1 badge (= Rookie, Neuling); 2 badges (= Stand-in, Aushilfe); 3 badges (= Superhero).

  • If both players have the same hero status, the winner receives 2,000 fans.
  • If the winner is one status level below the loser, they receive 4,000 fans. If there are two levels between them, the win is worth 6,000 fans.
  • If the winner is one or more status levels above the loser, they receive only 1,000 fans.

Several scuffles may take place one after another. After a scuffle, however, the two players may not both remain on the same field.

End of Game

The first player to reach 50,000 fans on the fan track, and who no longer has any mission lying in front of them, wins the game immediately.

Beginner tip: Want a quick game? Then simply end it at 30,000 fans.

Variant: Team Mode

Being a hero is cool. But a team of heroes is cooler! In team mode, you have the opportunity to complete missions together, swap cards among yourselves, and jointly stop the opposing team. The winner is the team that first brings one of its own heroes to 50,000 fans. That hero may no longer have any mission lying in front of them.

It applies: Agreements among team members about a shared strategy are welcome; however, the members of a team may not tell each other which face-down special cards they hold in their hand.

Note: Team mode can take noticeably longer than the base game.

The teams choose their heroes alternately, starting with one team. In team mode, all rules of the base game apply, with the following exceptions and additions.

Team Mode – Move

If two heroes of different teams pass each other, a hero scuffle takes place as usual. If two heroes of the same team pass each other, there is no scuffle. Instead, they may, in passing, swap any number of face-up equipment and missions, as well as face-down tools, among themselves.

When swapping, only 1 equipment for 1 equipment, 1 mission for 1 mission, or 1 tool for 1 tool is possible. If a hero has to skip a turn, no swap can take place with that hero.

As in the base game, team members may not end their turn on a shared field.

Team Mode – Complete a Mission

Heroes of a team may complete a mission together. These are the conditions:

  • Heroes who want to support a teammate in their mission must stand directly next to the hotspot where the mission must be completed (vertically, horizontally or diagonally).
  • The hero who has the mission in front of them must be taking their turn. They attempt the mission first. For this, they receive +1 on any one die result for each team member next to the hotspot. With two team members, that is +2, or twice +1. They roll both dice at the same time and then assign the bonus points.
  • If the hero fails, all other heroes next to the hotspot may also try their luck – even if their turn begins later. They receive no bonus on their die result. The hero with the lowest position marker starts. Equipment, tools, special abilities and hero points may be used.
  • The reward – the fans won, the hero points and the equipment – goes to the hero who completed the mission. But only the hero who is currently taking their turn may buy a special card (see "Buy a Special Card").

Note: During a hero scuffle there is no bonus on dice results when a team member is nearby.

Variants

Depending on the number of players, you decide for yourselves whether you want to play with 2, 3 or even 4 teams. In the first variant, up to four players may be in one team, while in the others only two. In addition, the following options exist:

  • Option 1: Each player plays only one hero.
  • Option 2: Each player plays several heroes. This variant is more demanding, since you must keep an overview of more game material.

Hero FAQ

The hero FAQ is printed on the last page of the rulebook. The publisher's credits and copyright notice on the same page are not reproduced here.

Questions About Heroes

Can DER KOLIBRI also move across black-outlined fields? No. That only works with a corresponding special card.

How does DER BLITZ's special ability work? At the start of their turn, DER BLITZ places the BLITZ marker on an equipment card of any hero. That equipment is deactivated and cannot be used for one round. Some equipment has a special effect for the duration of that round:

  • "Werbekampagne" (Advertising Campaign): No hero point may be placed on it. If hero points already lie on it, they remain there.
  • "Klatschtante" (Gossip Monger): The loss of fans is reversed.
  • "Fanclub" (Fan Club): The additional fans are gone again.
  • "Sekretärin" (Secretary): If the hero has three missions lying in front of them, they must immediately place one non-active mission on the discard pile.

Can DER BLITZ make the same equipment unusable every round? No. After one round, he must remove the BLITZ marker and place it on another equipment card of any hero. However, he may choose the same equipment again a round later. If there is no other equipment, his special ability does not come into play for that round.

Does DAS GEHIRN also roll on IQ instead of KRAFT when it starts a hero scuffle with DER HAMMER? No. This special ability only becomes active when DER HAMMER attacks. Then the intelligence of DAS GEHIRN makes up for the missing strength. If DAS GEHIRN starts the scuffle, it is not that clever. ;-)

DER SCHATTEN blocks my hotspot. How do I get him off it? You could beg him or try to appeal to his pity – but scuffling does not work in any case. :-) This is a blessing and a curse at the same time for DER SCHATTEN: you cannot push him off a hotspot, and he cannot push you off one either. He cannot push anyone off a hotspot – but nobody pushes him off one either.

Translator's note: the printed last sentence reads "dafür vertreibt dich aber auch niemand" (literally "...nobody pushes you off either"). It is rendered here as the sense of the surrounding answer, that nobody can push DER SCHATTEN off a hotspot; the source wording is ambiguous on this point.

Questions About Cards

My equipment is identical to my special ability. What should I do? In that case your fellow players should let you draw a new equipment card – but only if you do not already have several equipment cards to choose from when buying.

When is an equipment "active / not active / inactive"? "Not active" or "inactive" refers to equipment lying face-down in front of a hero, or equipment deactivated with the BLITZ marker. Equipment laid face-up in front of a hero and not defective is "active".

When is a mission "active / not active / inactive"? "Not active" missions are those that already lie face-up in front of the hero, but whose hotspot the hero has not yet reached. Missions become "active" as soon as the hero stands on their hotspot.

We have been through the tool stack once and the same tools come again as at the start. What should we do? Rejoice! There are surely some great tools among them that you can buy and use once more.

Questions About Game Situations

What is meant by "round" for special cards and special abilities? "Round" means the period that begins when a card or special ability is used and ends as soon as the same hero is next on turn.

I have to skip a turn. What does that mean for me? Whoever skips may not take part in the game for one round. Events and cards have no influence on the hero; they also receive no pocket money, cannot be drawn into a hero scuffle, may not play their own equipment or tools, and in team mode may not swap cards with their team members. To make it clear that you are skipping, place your figure on the board where you currently stand.

The round in which you must skip starts from the moment the corresponding card was played (not necessarily during your current turn). The round ends only when every hero has been on turn at least once and you have been passed over in the process. If you were forced to skip during your current turn, you may still finish that turn.

Another hero keeps pushing me in his movement and scuffles with me again and again. That's unfair! It is part of the game, too. A tip: choose another target or another route on which he will not catch you. Or buy equipment and tools that protect you from scuffles. Even a strength training can help.

Another hero won a scuffle against me and pushed me off my hotspot, where I have a mission to complete. What now? The mission is then no longer active. You can continue moving in any direction and complete the mission later – or you win back your hotspot in a scuffle, if the other hero is still standing there.

The game is too easy for us. How can we make it more challenging? Quite simple: leave the pocket money out of the game completely, and introduce the rule that each hero may reveal at most one special card per round – so either one equipment or one tool.

  • Hero Honouring
  • Hero Scuffle
  • What Happens Next
  • End of Game