RPGQuest: A Jornada do Herói
RPGQuest: A Jornada do Herói Rulebook
Table of Contents
Table of Contents
- Definições
- A Partida
- O Que Fazer em uma Rodada? (What to Do in a Round?)
- Ações Possíveis (Possible Actions)
- Recrutar um Aventureiro (Recruit an Adventurer)
- Procurar por Missões (Look for Missions)
- Comprar Itens Mágicos (Buy Magic Items)
- Restaurar o Grupo (Restore the Group)
- Mover-se pelo Tabuleiro (Move Across the Board)
- Combate (Combat)
- Salvar um Grupo de Heróis (Rescuing a Group of Heroes)
- Resolver uma Missão (Resolve a Mission)
- Rumores (Rumours)
- Exploração de Cavernas (Cave Exploration)
- Explorar Dungeons (Explore Dungeons)
- Investigar o Portal (Investigate the Portal)
- Explorar Mana (Explore Mana)
- Explorar o Labirinto (Explore the Labyrinth)
- Investigar o Cemitério (Investigate the Cemetery)
- Investigar o Acampamento Orc (Investigate the Orc Camp)
- Criar Itens Mágicos (Create Magic Items)
- Aumentar o Nível dos Personagens (Raise the Level of Characters)
- Missões de Transporte (Proteção de Comerciantes) (Transport Missions - Protecting Merchants)
- Trabalhar em uma Cidade ou Vila (Work in a City or Village)
- Iniciar-se em uma Ordem (Joining an Order)
- Situações Especiais (Special Situations)
- Negociar com outro Grupo (Negotiate with Another Group)
- FIM DE TURNO (End of Turn)
- Atacando os Heróis (Attacking the Heroes)
- PONTOS DE VITÓRIA (Victory Points)
- FIM DE JOGO (End of Game)
- PARTIDAS MAIS RÁPIDAS (Faster Games)
Definições
Glossary of the most important terms used during the game and in this Manual:
- 1d6 - Roll the six-sided die and read the result.
- 2d6 - Roll two six-sided dice and add the results together (e.g. if one die shows "1" and the other "6", the result of the roll is 1 + 6 = 7).
- 1d10 - Roll the ten-sided die and read the result.
- 1d3 - Roll 1d6 and read the result as follows: 1 and 2 give "1", 3 and 4 give "2", and 5 and 6 give "3".
- Turn - The Turn is the measure of time in the game. In one Turn, each Player and the board take their Rounds. The Victory Points Marker Card has a Turn counter.
- Round - Each Player's "turn to play". Each Round consists of 4 Actions.
- Action - The Actions each Player may take during their turn to play (their Round).
- Class - There are 4 Classes in the game, representing the 4 elements: Warrior (Earth/Brown), Rogue (Air/White), Cleric (Water/Blue) and Mage (Fire/Red).
- NPC - A term borrowed from English meaning "Non-Player Character", i.e. the supporting Characters. These are the Monsters, Kings, Princesses, Villains and other characters of Arcádia who are not controlled by any Player.
- Region Tile - A piece of the Map of Arcádia. Each Region Tile is made of 19 Hexes that fit together to form the complete Game Map.
- Hex - A unit of territory.
A Region Tile always has its NAME, its NUMBER, a Point of Interest (represented by the symbol of a small Temple) and six Position Markers, which are used to guide the placement of each Tile on the Great Map of Arcádia.
Note that Region Tiles may be rotated freely when assembling the Map of Arcádia. In this way, there are 6 possible positions in which the same Tile may be placed on the table. Usually, when shuffling the Tiles, make small rotations with them so that, once the Tiles are laid out on the table, they are already shuffled. When building a map, the Tiles are joined by respecting the marks on their sides.
The same Region Tile may be placed on the Board in 6 different ways.
Location Hex - There are 20 Hexes that represent important places of Arcádia: resting places and refuges of the Adventurers, problem spots, and cities where the Adventures will take place. Some of these locations have "stand-ups" representing these points on the Map.
A Partida
RPGQuest - A Jornada do Herói is a boardgame in the "Sandbox" style, in which the players begin the game as a small group of Adventurers in search of fame and fortune. Throughout the game they may carry out many different kinds of Actions and Missions. Each completed mission generates Victory Points for the Player, which represent the fame and recognition of the Heroes by the Emperor and Empress of Arcádia. There are several possible strategies and many ways to win a game.
O Que Fazer em uma Rodada? (What to Do in a Round?)
The First Player starts...
The First Player holds the 4 Action Markers, numbered 1 to 4. In his Round, each Player may take 4 Actions, defined by the Action Tokens.
This means that this Player now has 4 possible Actions during his Round.
Each time a Player chooses to take an Action, pass the Marker with the lowest number he holds to the player on his left (clockwise).
When a Player has finished his 4 Actions, he ends his Round.
Important: A Player MAY interrupt the turn of the Player whose turn it is in order to take an Action if he holds an Action Marker with a value LOWER than those he already holds.
This is important in the Cooperative game, because it allows Players to coordinate their movement actions, delivery of magic items and exchange of Characters within the Groups. It is also important in the Competitive game, because two Players may be trying to reach the same position on the Board first and, sometimes, being able to use an Action before the Player whose turn it is completes his 4 Actions of the Round makes all the difference!
Some Actions may be taken several times in one Turn (e.g. "Movement"), while others have limitations (e.g. "Recruit an Adventurer" can only be taken in certain Locations indicated in the description of the Action).
A Rodada Zero (The Round Zero)
If it is the First Round of the Game, deal each Player one Mission Card. This first Card is named "O Chamado para a Aventura" ("The Call to Adventure"). It is this Mission that takes the Character out of his Ordinary World and starts him on the Hero's Journey.
Ações Possíveis (Possible Actions)
Recrutar um Aventureiro (Recruit an Adventurer)
A Character Card is shown here as an illustration.
This Action may only be taken in the following Locations: Castelo Lillith, the Cities (Bastões, Taças, Espadas and Moedas), the Villages (Shin, Mem, Aleph and Tav), and the Market. These are the places where Taverns are available.
Images of the Location Hexes: Castelo Lillith, Cidades (Bastões, Taças, Espadas and Moedas), Vilas (Shin, Mem, Aleph and Tav), and Mercado.
Taverns are the classic places where Heroes gather to celebrate a victory or to mourn a defeat.
To recruit an Adventurer, the Group of Heroes must be in a location where Taverns exist (the locations described above) and attempt to RECRUIT a new Hero for its group.
To do so, draw 3 cards from the Character Deck and show them to all Players.
These will be the "Available Adventurers" at that Tavern at that moment, until the end of the TURN.
The Player may, if he wishes, RECRUIT one (and only ONE) of the three Available Adventurers to become part of his Group, paying $1,000gp to the bank.
The Player is not obliged to hire any of the Available Adventurers if he does not want to, but the Action is spent all the same.
All other Adventurers that were not chosen go to the Character Discard Pile.
Example (illustrated in the manual): Player B began the game with Brazmulir Ironfoot, the dwarf. At the Tavern in the City of Taças he found three other heroes: the sorceress Njani, the Gladiatrix Diane and the Druid Godfrey Higgins.
The Player decides to recruit Njani for his Group.
To do so, he pays $1,000gp to the Bank and adds Njani's Card to his Group Board.
The chosen Adventurer becomes part of that Player's Group of Heroes, being placed on that Player's Group Board.
If the Player already has 4 Characters, he may dismiss one of them and replace him with the new member of the group (however, the "Levels" of the dismissed Character are discarded).
"Dismissing an Adventurer" does not count as an Action and may be done in any Tavern.
Some Champions may cost more to recruit. In this case, ADD the extra coins to the $1,000gp recruitment cost (each of the Champions above requires $3,000gp to be recruited).
If the Player is not interested in, or cannot pay for, any of the 3 Available Adventurers, they are shuffled back into the Character Deck.
In narrative terms, this means there were no Heroes with the characteristics the Group was looking for that night, and the Action is lost.
If the Player has further Actions, he may go to Another Tavern in the SAME City or Village looking for other Adventurers. Simply repeat the process above.
Recrutar Aventureiros Especializados (Recruit Specialised Adventurers)
This may only be done at the Councils: Arena, Guilda, Templo and Torre. These four places are training centres for Warriors, Rogues, Clerics and Mages respectively.
Images of the Location Hexes: Arena, Guilda, Templo and Torre.
When the group of Adventurers is at one of these Locations, it may try to recruit a new Specialised Hero for the group, as follows:
Draw a Hero from the Character Pile and check whether he has at least one Point of that specific Class (Warrior at the Arena, Rogue at the Guilda, Cleric at the Templo and Mage at the Torre).
If he does, set the Adventurer aside; if not, discard him.
Repeat the process until there are 2 Adventurers with at least 1 Point of that Class each. These will be the TWO Adventurers available at that location.
Example (illustrated in the manual): Player C is with John, the Paladin, at the Torre dos Magos looking for an Adventurer to join the group.
The Player spends the Action recruiting at the Torre, so he may only choose Characters who have at least one MAGE Point.
He draws Félix, but Félix is not a Mage, so the Player discards him;
the second card is Gabrielle, who has Mage Points, so she is set aside;
the third card is Elara, who has no Mage Points;
Brutus, who also has no Mage Points (both are discarded);
the fifth card is Bellatrix, who is set aside.
GABRIELLE and BELLATRIX are the Heroines who were at the Tower that day!
Player C chooses Gabrielle, pays $1,000gp to the bank and recruits her for his Group (all the other 4 Heroes return to the Heroes pile, and this pile is shuffled again!).
The Player may, if he wishes, RECRUIT one (and only ONE) of the TWO Available Adventurers to become part of his group, paying $1,000gp. All other Adventurers, discarded or not chosen, are shuffled back into the Character pile.
The chosen Adventurer becomes part of that Player's Group of Heroes, being placed on that Player's Group Board. If the Player already has 4 Characters, he may dismiss one of them and replace him with the new member of the group (the "Levels" of the dismissed Character are discarded). "Dismissing an Adventurer" does not count as an Action.
Procurar por Missões (Look for Missions)
Images of a Adventure Card are shown here as an illustration.
May be done in the following Locations: Castelo Lillith, the Cities (Bastões, Taças, Espadas and Moedas), the Villages (Shin, Mem, Aleph and Tav), and the Market.
If they are in play, it may also be done at the Árvore Élfica (Elven Tree), Camelot and Metropole Fun.
Images of the Location Hexes: Castelo Lillith, Cidades, Vilas, Mercado, Árvore Élfica, Camelot, and Metropole Fun.
This may only be done ONCE per Round, no matter how many Actions that Player still has.
The Player draws TWO Mission cards from the Mission Deck, one at a time.
- If the Player has no Mission, he automatically ACTIVATES both Missions.
He reads the Missions aloud to all Players, places the Missions beside his Board, and places the Direction Meeples on the locations indicated in the Missions.
Some missions require travel to more than one location; place the Meeple only at the FIRST location to be visited, on the Hex marked with a bolt symbol.
- If the Player already has ONE Active Mission, he may choose which of the two Missions he wants to carry out and activate only that one.
The other Mission is shuffled back into the Mission Pile. If he wishes to carry out BOTH new Missions he drew, the Mission that was Active goes to the PUBLIC MISSIONS, beside the GREAT CHALLENGES.
Replace the indicator Meeple with a "Public Meeple" (White) to show that this mission can now be carried out by any Group of Adventurers.
- If the Player has TWO Active Missions, he may choose which of the Missions he drew he wants to carry out and activate.
The other drawn Mission is shuffled back into the Mission Pile. He chooses one of the Missions that was Active to become a PUBLIC MISSION.
Example (illustrated in the manual): Player B starts the Game at Castelo Lillith.
As his second action, he opens two MISSIONS, "A Espada e a Balança" ("The Sword and the Scales") and "Os Instrumentos do Mago" ("The Instruments of the Mage").
One of the Missions begins in the Desert of Geburah and the other in the Gardens of Kether.
Player B marks these positions (on the Hexes marked with a small bolt symbol) with his Direction Meeples.
Each Player has TWO Meeples of the same colour as his game Pawn.
The function of these Meeples is to serve as "Way Points", a term borrowed from video games meaning "direction point".
The Meeples indicate the locations to which the Group must head to resolve a Mission.
Observing the Meeples on the board makes it easier for the Players to plan their movement strategies.
In the example, we see that it is more logical to resolve the adventure "Os Instrumentos do Mago" first.
Only THREE Public Missions may be active at the same time.
If a Public Mission is activated, discard the oldest one (it means some OTHER Group of Adventurers resolved that mission).
The Victory Points from the discarded Mission are lost (in the story, another group of Heroes became famous for solving that problem).
Missões Especializadas (Specialised Missions)
This may only be done at the Councils: Arena, Guilda, Templo and Torre. These four places are training centres for Warriors, Rogues, Clerics and Mages respectively.
Images of the Location Hexes: Arena, Guilda, Templo and Torre.
This may only be done ONCE per Round, no matter how many Actions that Player still has.
The Player draws one Mission card and shows it to the other Players; if it is specific to that Council (Warriors at the Arena, Rogues at the Guilda, Clerics at the Templo and Mages at the Torre), he sets the Mission aside; otherwise, he discards the Mission until he finds one that is of the Class of the Council where the Player is, or that has no Class indication.
If the Player has no Mission, or has an Active Mission, he automatically ACTIVATES this new Mission. He reads the Mission aloud to all Players and places the Direction Meeple on the location indicated in the Mission. Some missions require travel to more than one location; place the Meeple only at the first location to be visited, on the Hex marked with a [Bolt].
If the Player has TWO Active Missions, he may discard one of the two Active Missions and activate the new one (the discarded mission goes to the PUBLIC MISSIONS). If he does not want to, shuffle the Specialised Mission back into the Mission Deck.
Example (illustrated in the manual): Player C chooses, as his second action, to look for a Mission with the Mages of the Torre. The Player opens missions until he reaches a Mage Mission (in the example, the first two missions are discarded because they are a Rogue/Cleric mission and an unspecified mission, respectively). "O Pendurado" ("The Hanged Man") is the Mission the Mages have on offer at the moment. Take it or leave it! All other Missions drawn are shuffled back into the Mission pile.
Comprar Itens Mágicos (Buy Magic Items)
An illustration of a Magic Item Card is shown here.
Arcádia is a Kingdom full of magic, and there are various types of Magic Items for sale...
This Action may be done at Castelo Lillith, at the Torre dos Magos, and at the Árvore Élfica.
Images of the Location Hexes: Castelo Lillith, Torre, Árvore Élfica.
- The Player opens 2 Magic Item Cards and may choose one (and only ONE) to be available at that moment at that location.
And also at the Market and at the Flying City of Metropole Fun.
Images of the Location Hexes: Mercado and Metropole Fun.
- The Player opens 3 Magic Item Cards and MAY (it is not mandatory) choose up to two to be available at that moment at that location.
If he has enough money, he may buy the Magic Item and place it beside the Group Board.
Some Special Locations, such as the Market, have an icon indicating 2 Magic Item cards instead of one. At these locations, the Player must open 3 cards and MAY (he is not obliged to) buy up to two of them.
In some moment of the game, the Group of Adventurers of Player B chooses to buy a Magic Item. The group goes to the Torre dos Magos and the Player opens 2 Items.
If he chooses to buy the Magic Item, he pays the corresponding value ($1,500gp in the example) and places the chosen Item on the Group Board. The other Magic Items are shuffled back into the Magic Item Deck.
Restaurar o Grupo (Restore the Group)
This Action may only be taken at the Council of the Temple (Clerics) and at the Árvore Élfica. It is indicated by the Sun icon.
Images of the Location Hexes: Templo and Árvore Élfica.
The Player removes ALL Damage Markers from his Characters.
The kindly Clerics or the Elves of the Forest have tended the Characters' wounds, and everyone is ready for new Journeys.
Pagar pelos serviços de um Clérigo (Pay for a Cleric's services)
May be done in any of the four Cities (Bastões, Taças, Espadas or Moedas) or at Castelo Lillith. It is indicated by the small Temple icon on the Cities' Board.
Images of the Location Hexes: Castelo Lillith and the four Cities.
The Player pays $100 for each Damage Marker he wishes to remove from his Characters.
The payment is made once only, and all chosen Markers are removed at once, as part of this Action.
After a combat with Orcs, Alexius is wounded with 2 Damage Points. In the City of Bastões, the group pays for a Cleric of Asclepius to heal his wounds.
The Player pays $200gp to the bank and removes the two Damage Markers from the Character.
Curar os Heróis com seus Clérigos (Heal the Heroes with their Clerics)
May be done in any Hex, up to 4 times per Turn.
The Player removes ONE Damage Marker from the Character of his choice in the Group for every TWO Cleric Class Points he has (two Cleric Class icons), without the need to make any Test.
If the Group is in the same Hex as another Group, the Player MAY remove Damage Markers from Characters of the other Group, if he wishes.
This Action MAY be taken together with Action 4-B, that is, it is permitted to "deduct" the cost of healing Damage Markers when the Group has Clerics.
Mover-se pelo Tabuleiro (Move Across the Board)
As an Action, the Group may move across the Map of Arcádia. It is important to note that the Group ALWAYS moves TOGETHER; it is not possible to split the Heroes during their Journey.
Each time the Group chooses this Action in a Turn, it has 7 (seven) Movement Points (a Player may choose this Action up to 4 times; in extreme cases, if he spends all the Actions of the Turn on this alone, the Group may travel up to 28 Movement Points!).
Custo de Deslocamento (Movement Cost)
Arcádia has several types of Territory. Each has its own Movement Cost and chance of an Encounter with Monsters. Some territories are more dangerous than others.
The Movement Cost must be paid BEFORE the Group moves into that Hex. For example, if the Player has 3 Movement Points, he may not advance into a Mountain Range (which costs 4 Movement Points per Hex); if he has only 1 Point, he could not advance into a Swamp, Desert or Hill.
However, it is permitted to "chain" two or more Movement Actions together (for example, 2 Actions to move 14 points).
Points left over after the Group reaches where it wanted do NOT accumulate.
Example (illustrated in the manual): a Movement from Castelo Lillith to the Village of Espadas.
The Group moves through 7 Hexes, passing through 3 Forests.
In each of them it makes an Ambush Test, but does not roll a "1" on the 1d10 even once.
EMBOSCADAS !!! (AMBUSHES!!!)
To calculate the chance of an Ambush, each time the Group is within a Hex of the indicated type (that is, when it "entered" that Hex), roll 1d10. If the number rolled is equal to or less than the Encounter Value, the Group must face an attack by Enemies in order to pass through (remember that a "0" represents "10" on the die!). The Movement Action ENDS (losing any Movement Points not yet spent in that Action) and an AMBUSH occurs.
The chance of an Encounter in Forests is 1/10. For each Forest Hex the Group advances into, the Player rolls 1d10.
If the number rolled is EQUAL OR LOWER than the Encounter Chance, a Monster attack occurs and the Movement is interrupted.
In the example above, on the third Forest Hex, the Player rolls a "1" on the die. The Group has been ambushed!
Draw from inside the black velvet bag a Group of Monsters to attack the heroes!
There are six types of Ambush Monsters in the game:
- Orcs (8 Warrior / 8 Rogue Points)
- Skeletons (8 Warrior / 8 Cleric Points)
- Zombies (8 Rogue / 8 Cleric Points)
- Gnolls (8 Warrior / 8 Mage Points)
- Bullywugs (8 Rogue / 8 Mage Points)
- Bergahazzas (8 Cleric / 8 Mage Points)
Note: occasionally you may draw the Wandering Monster, an extra Token that goes into the bag along with the others.
If this happens, draw a Wandering Monster Card and resolve this Adventure openly (public mode).
The Wandering Monster does not necessarily have to be on the same hex as the Heroes (it depends on what the card says).
Utilizando o Navio Mercante (Using the Merchant Ship)
The Characters may also take the Merchant Ship of Yesod, at the cost of 1 Movement Point plus the Fare of $100gp per Hex the Ship travels (minimum $100gp).
In the example above, the Group moves through the Valley, boards the Merchant Ship, paying the fare of $500gp in advance, and may disembark at either of the two Hexes marked on the Map, continuing its Movement normally.
The whole Movement of the Ship counts as only 1 Movement Point.
Alternatively, the Group could simply cross the River towards the VILLAGE OF MOEDAS, at the cost of $100gp.
The Ship stays on Lake Yesod, but it may take Groups aboard at ANY point of its shores, or at any other Water area connected to Lake Yesod (in the example alongside, the Ship could carry the group to the Village of Moedas on the Path of Hochma, if they wished, at the cost of $100gp for the crossing of the canal [1 Hex]).
As a Strategy, the Player may choose to pay the fare for the Ship instead of spending Movement Points or risking an Encounter with Monsters at a crucial moment of his Mission!
Interrompendo a Movimentação (Interrupting the Movement)
It may happen that the Group, during its Movement, reaches one of the Direction Meeples of any of its ACTIVE MISSIONS, or the same Hex as a LOCATION OF INTEREST.
If the Player decides to Resolve Part of that Mission or to Enter the Location, the Movement Action ENDS (even if he still has Movement Points available in that Action).
This is quite common in the Game, because the bolt-marked hexes that mark the start and end of Missions lie OUTSIDE the Locations of Interest (cities, villages, market, etc...).
ENTERING these Locations is considered an ACTION, because it involves the Characters' time and formalities such as passing the guards, looking for a place to sleep, settling into a tavern, etc...
If the Group leaves a bolt-marked Hex and merely "passes through" the City, Village, etc., continuing its Movement, count the hex as 1 Movement Cost (with no Ambush). BUT, if the Group is going to enter the City/Village to Recruit Adventurers, Look for Missions, Heal, etc., then the Movement ENDS! It is considered that they spent the rest of the Action on gate formalities.
Example (illustrated in the manual): in this case, move the Pawn representing the Group INTO the City and Village board.
Encontro com Monstros (Encounter with Monsters)
It may happen that the Heroes, in their Movement across the Hexes of the Map, encounter some horde of Enemies. This occurs when the Group enters a Hex that has an Encounter chance: the Player rolls 1d10 and the value rolled must fall within the Monster Encounter margin (e.g. 1, 2 or 3 in a Swamp or the Black Forest; 1 or 2 in a Desert or Forest; 1 in Ice, Mountain, Hill or Woods). The Movement Action ENDS immediately (even if the Player still has Movement Points available in that Action) and a COMBAT begins (see 5-C - COMBAT).
The Group of Heroes MAY deliberately move on the board so as to end its movement on the Hex where a Monster Group or Great Challenge Token lies, with the PURPOSE of fighting them. Many Monster Hunting Missions depend on this!
In his Action, the Player makes a MOVEMENT of 7 Hexes towards the Cave Troll (3 valley hexes and one mountain hex). As soon as the Group finds the Troll, the Movement is FINISHED and the Combat begins!
Esquiva Furtiva (Stealthy Evasion)
In some situations, the Group may want to cross a Hex where a Monster lies (say, a Red Dragon) but is not yet even close to being able to face it, without getting killed.
In that case, it is possible to make a ROGUE TEST (see 6) with Difficulty 9 to cross a Hex that holds a Monster without having to stop and fight it.
Note that this is only possible if the GROUP is making the Movement Action and the Monster is visible on the board. Stealthy Evasion does NOT apply to Ambushes (after all, in that case, the Heroes were travelling and were surprised by the enemy group!).
Example (illustrated in the manual): imagine the following situation: the Group needs to reach the Arena but does not want to make a huge detour, yet there is a Red Dragon in the way.
The Group may try to pass the Dragon by making a Rogue Test with Difficulty 9.
BUT, if it fails, the Dragon has discovered the group and a COMBAT occurs.
Combate (Combat)
If the Group of Heroes ends a Movement on the Hex where a Monster is, or if it is Ambushed by Monsters, a COMBAT necessarily occurs. Combat does NOT COUNT as an Action; it is always the RESULT of an action (whether the Monsters attack the Group or the Group ends a Movement on the same hex as the Monsters).
Combat consists of TWO Tests, made against the Difficulties indicated for each type of Monster. Some GREAT CHALLENGES require THREE Combat Tests to be defeated!
Check which type of Test will be made (Warrior, Rogue, Cleric or Mage) and what the Difficulty is. Then the Player rolls 2d6 and adds the result to all the Points he has of that Class (adding the Points of ALL the Heroes in his group, plus Artifacts, Spells, Level Advancement, Guilds, etc...). Compare whether the Value obtained in this sum is EQUAL TO or HIGHER than the Difficulty of the Test. Note that some Magic Items allow adding Class Points AFTER the 2d6 roll.
The Tests are ALWAYS made in the order of the Classes (first Warrior, then Rogue, then Cleric, and last Mage). Make a second Test for the Monster's Second Class. If the Heroes win BOTH Tests, they emerge victorious from the Combat. If they lose ONE of the Tests, they cannot defeat the group of Monsters and receive Damage Tokens, according to the type of Monster faced.
Regardless of the sum of Class Points, if the 2d6 result is a natural "2" (1 and 1, known as "Snake Eyes"), the Result will always be a FAILURE. Likewise, if the 2d6 result is a natural "12" (6 and 6, known as "Critical Hit"), the Result will always be a SUCCESS on that Test.
Example (illustrated in the manual): the Group of Heroes includes Brazmulir Ironfoot and Njani.
Together they have 3 Warrior Points, 2 Cleric Points and 3 Mage Points.
If they attack a group of Skeletons (Difficulty of 8 Warrior / 8 Cleric), they must make two Tests to defeat them:
-
the first Test will be 2d6+3 (Warrior) to roll 8 or more (the player must roll 5 or more on the two dice total to win); and
-
the second Test will be made with 2d6+2 (Cleric) to roll 8 (meaning the player must roll 6 or more on the dice to win).
Once BOTH Tests are made, the Combat ends.
If the Heroes win the Combat, the Player receives Money according to the type of Monster faced and keeps its card on his Group Board.
The first time he defeats a Monster, place its token in the area marked x1 on the Board.
When he defeats the same type of Monster a second time, move the token to the x2 area (return the other, duplicate Monster token to the Ambush bag).
Four Monsters of the same type defeated are worth 1 Victory Point and the title "Destroyer of Skeletons" (in this case). Other titles include "Slayer of Orcs", "Slayer of Gnolls", "Destroyer of Zombies", "Slayer of Bullywugs" and "Destroyer of Bergahazzas".
If the Heroes lose the Combat (if they lose EITHER of the TWO Tests), they receive Damage Points according to the type of Monster faced:
- Ambush Monsters - 1d3
- Wandering Monsters - 1d3+1
- Great Challenges - 1d6
The damage tokens are distributed among the Heroes in the manner the Player determines.
The Player may allocate all the damage tokens to a single Character (called a "Heroic Sacrifice"), causing his death (but in Arcádia there are ways to defeat Death!).
The Monster Group's token stays on the Map, in the same position the Group was in.
If the Player still has Actions, he may choose to FLEE (move out of the hex) or to face the Monsters again (spending an Action for this).
If it is that Player's last action and the monster is on the same hex as the group, leave it as it is.
At the end of the TURN it is the Monsters' turn (this marking is important, because another Group of Heroes may move to the same hex BEFORE the Monsters attack at the end of the Turn, in time to save the first Group of Heroes from death in some cases!)
Pontos de Vida e Dano (Hit Points and Damage)
After any combat, the Player chooses where the Damage the group received goes.
He may distribute the Damage Points among the Characters of his group as he wishes.
Each Character has 1 HP (Hit Points) + 1 HP for each WARRIOR Point ([Warrior icon]) he has:
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Barbarians (4 Warrior icons) have 5 HPs;
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Warriors (3 Warrior icons + 1 Rogue icon), Paladins (3 Warrior icons + 1 Cleric icon) and Warlocks (3 Warrior icons + 1 Mage icon) have 4 HPs;
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Druids, Rangers, Rogues, Monks, Swashbucklers, Ninjas and all Classes that have 2 Warrior icons have 3 HPs;
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Mages, Clerics, Thieves and all Classes that have 1 Warrior icon have 2 HPs;
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Healers, Shamans, Scholars, Alchemists, Shepherds, Bards, Diplomats and other classes with no Warrior Points have 1 HP at First Level.
When they receive Damage, the PLAYER chooses where each Damage Token goes. A Character may receive a number of Damage tokens equal to his number of HPs.
If a Character receives ONE extra Damage token, the Character DIES.
If a Character dies, immediately draw the Rumor "Negociando com a Morte" ("Bargaining with Death") for that Player.
Salvar um Grupo de Heróis (Rescuing a Group of Heroes)
This is rare, but it occurs when a group of Heroes is together with Monsters in a Hex, with no Action available.
On the turn of the next Players, they may move their Heroes to that Hex where the cornered group is and fight the Monsters.
If they defeat the group of Monsters, they receive not only the Monster's token and the reward money, but also a Victory Point for saving their fellow Adventurers from danger!
Resolver uma Missão (Resolve a Mission)
If at the end of a Movement the Group is on the Hex marked with its own or a public Direction Meeple (meeples of other Players do not exist for that Group), the Player may try to Resolve the Mission or Part of it. This varies from Mission to Mission and may involve Class Tests, Draws or Strategic Decisions. Resolve what the specific Mission Card says.
Some Missions simply say "Go to location X to obtain something; then go to location Y to deliver it". In this case, as soon as the Movement onto the hex where the Meeple is ends, consider this part of the Mission resolved. Place the Meeple at the next stage, or give the Result of the Mission (Victory Points and/or Money for the group) WITHOUT needing to spend an Action for it.
TESTES (TESTS)
However, some Missions involve TESTS, and these Tests consume Actions. The Test is made as follows. Check which types of Test will be made (Warrior, Rogue, Cleric or Mage) and the Difficulty of each one.
Then the Player rolls 2d6 and adds the result to all the Points he has of that Class (adding the Points of ALL the Heroes in his group, Artifacts, Orders, Magic Items and Spells). Compare whether the Value obtained in this sum is EQUAL TO or HIGHER than the Difficulty of the Test (note that some Magic Items allow adding Class Points AFTER the 2d6 roll).
The Value obtained from this 2d6 + Bonus sum is compared on the Table presented on the Mission itself, and the result of the Mission varies according to this value. Generally, the higher the numbers, the better the Heroes did on that Mission. In other Missions, very high results may end up revealing Great Villains who were trying to stay in the shadows...
When a Mission is Resolved, the Player receives the Money, Victory Points, Artifacts and/or Magic Items corresponding to it and removes the Mission from the Game. Some Missions may ask for special bonuses, for example "carry the carcass of Monster X to location Y and the King will pay a sum of money for it". These bonuses are not mandatory; the Player places the amount in gold coins on the Mission and, if he does what is established, collects the prize.
Organizing the best route to resolve the various Missions and managing Level Advancement within the Group is part of the Strategy for winning the Game.
Rumores (Rumours)
- See the complete list of Rumour Cards (Cartas de Rumores).
Rumours are Special Adventures that may be chosen even if the group already has all its 2 Missions activated.
Rumours are kept separate from the Mission deck and may be chosen whenever the group is near one of the Locations that allow Rumours (in the same Region as the Rumour or in the Region where the Rumour's Location is).
Some Rumours are tied to Regions (e.g. Frozen Valley, Black Forest, Narcissus Grove...) while others are tied to Locations (Labyrinth, Cemetery, Portal, Orc Camp...). Simply have your Group in the same Region where there is a possible Rumour so that the Adventurers may investigate it!
All Rumours are open and the cards may be examined by any Player at any moment in the game.
Some locations and Regions may have MORE THAN ONE Rumour associated with them (for example, there are EIGHT Dungeon Rumours in play).
When the Group is on the indicated Hex and investigates the Rumours, DRAW which of the Rumours is the correct one and discard the others.
Every Region that has a Victory Point Marker in some hex has a Rumour at that location.
To investigate, the Characters must go to the Hex and spend an ACTION investigating the Rumour.
Rumours generally require an Adventure to be resolved; some demand Combat or Class Tests.
Immediately resolve what the Card says, receiving the rewards, Victory Points and Damage Markers if necessary.
Example (illustrated in the manual): it is possible to have more than one Rumour in the same Region.
In the example alongside, both the Rumour "O Portal Misterioso" (The Mysterious Portal) and "A Grande Tempestade" (The Great Storm) are in play.
To investigate the storm, the Group must go to the hex marked with a Victory Point marker.
To investigate the Portal, the Group must go to the Portal's Hex.
Exploração de Cavernas (Cave Exploration)
May be done by the First Group to reach the location of the Caves.
The Heroes explored and mapped a good part of the underground Kingdom complex.
They spend TWO ACTIONS to explore and map the two Cave exits located beneath the Kingdom of Arcádia, and earn one Victory Point, becoming known as the "Adventurers who mapped the Underground Kingdom".
Draw two DIFFERENT Kingdoms from the first entrance, where the other Cave entrances will be (One exit per Action). Place the tokens on the Hexes that bear the Cave icon in the corresponding Kingdoms.
Extra Reward: The Empress will pay $2,500gp for the Maps of the Underground Kingdom if the group brings these maps to Castelo Lilith.
Movimentar-se pelas Cavernas (Moving Through the Caves)
Once the Caves have been mapped, the group may travel through them to cut across the Map of Arcádia.
Moving through the Caves costs one ACTION Point, and the group of Heroes may choose to leave by any of the Cave Exits drawn in the Rumour "Exploração de Cavernas" (Cave Exploration).
Once the three mouths of the Underground Kingdom have been uncovered, all the other Hexes that bear the Cave icon automatically become DUNGEONS.
Explorar Dungeons (Explore Dungeons)
Each of the unmapped Cave entrances on the Map is a ruin or an ancient dungeon carved into the caves of the enormous abandoned network of tunnels of the malevolent Dark Elves.
If the Group is on a Hex bearing the Cave icon, it may, at the cost of one Action, declare that it is exploring that Dungeon.
Draw a "Explorar Dungeons" Mission from the Special Missions and resolve it.
- IMPORTANT: This Action may be taken even if the Heroes already have two Missions Activated, because it must be resolved immediately.
The Dangers, Difficulties, Treasures and Monsters are specific to each Dungeon.
Once the mission is resolved, if the group fails, that Dungeon remains until the end of the Game, and it is the one drawn.
If they win the Challenge, remove this Dungeon's card from the game.
Lista de Dungeons (Season 1) (Dungeon List, Season 1)
- Templo Perdido de Angkhor-Wat (The Lost Temple of Angkhor-Wat)
- A Necrópole de Giza (The Necropolis of Giza)
- O Ossário de Sedlek (The Ossuary of Sedlek)
- Cavernas de Newgrange (The Caves of Newgrange)
- As Cavernas de Platão (The Caves of Plato)
- A Necrópole de Sekhmet (The Necropolis of Sekhmet)
- O Vale dos Reis (The Valley of the Kings)
- O Covil do Dragão (The Dragon's Lair)
Place a Warrior Class Token to mark that Dungeon as already explored.
Investigar o Portal (Investigate the Portal)
The Portal is an ancient mystical artifact that has remained switched off and inoperative for ages, but in recent months it has shown strange anomalies and effects.
If the Group is in the Region where the Portal is, it may investigate the Rumour of the Mysterious Portal.
Once the Portal has been activated for the first time, it may be Manipulated at any of its Bases.
Any Group that spends an Action and passes a MAGE TEST with Difficulty 10 may re-draw the location to which the other Base will move.
Unlike the Cave, which costs one Action Point to move from one mouth to another, the Portal costs only one Movement Point!
- Rumour: The Mysterious Portal (O Portal Misterioso)
Explorar Mana (Explore Mana)
Mana is a Crystal that exists in Arcádia and is used to make Potions of Luck and Protection.
In its raw state, it is capable of altering the flow of reality to cause extremely improbable effects.
However, excavating these ores is an extremely dangerous task, because the ores themselves distort the reality around them, so that the smallest slip by the miners becomes a fatal error.
To mine Mana, the Group must go to a Hex that bears the Mana icon and spend an Action exploring the Mana geysers.
The Player must roll 1d10.
-
Any result between 1 and 5 means the attempt resulted in an accident or a serious energy explosion, causing the number rolled on the die in Damage Points to the Group.
-
If the result is EQUAL TO or HIGHER than 6, the Group managed to collect a Mana Crystal Gem.
A Mana Crystal may be used to RE-ROLL the 2d6 in a Test (any Test) and keep the result the Player wishes. The Mana is consumed by this act.
The Group may also sell 1 Mana Crystal at the Torre dos Magos for $500gp, or trade 2 Mana Crystals for one Victory Point at the Torre dos Magos.
Mana Crystals are so volatile and dangerous that the most a group can keep with it without exploding is 2 Crystals.
If for any reason the Group accumulates more than 2 Crystals at the same time, each excess Crystal explodes, causing 1d6 Damage Points.
Explorar o Labirinto (Explore the Labyrinth)
The Labyrinth of the Goblin King is a very dangerous place, but it guards much treasure belonging to people who have been lost there.
If the Group is in the same Region as the Labyrinth and wants to explore it, when it reaches the correct hex, draw one of the Rumours specific to the Labyrinth.
- Rumour: The Labyrinth (O Labirinto)
Investigar o Cemitério (Investigate the Cemetery)
The Kingdom's Cemetery is a place where Adventures may occur and opportunities to show the kingdom the heroism of the group.
If the Group is in the same Region as the Cemetery and wants to investigate it, when it reaches the correct Hex, draw one of the Rumours specific to the Cemetery.
Rumours that deal with the Cemetery:
- The Cursed Cemetery (O Cemitério Amaldiçoado)
- Bargaining with Death (Negociando com a Morte), if any Hero has died.
Investigar o Acampamento Orc (Investigate the Orc Camp)
The Orc Camp is a place of tension between the two races, where war may break out at any moment.
If the Group is on the Camp's Hex, draw one of the Rumours specific to the Orc Camp.
- Rumour: The Orc Camp (O Acampamento dos Orcs)
Criar Itens Mágicos (Create Magic Items)
This Action may only be carried out at the Torre dos Magos. The Group must be in possession of at least one Mana Crystal. Using the laboratories of the Torre dos Magos, the Heroes try to study and extract the exact properties of the Mana crystals they have and see which type of magic item is most suitable to be created. In game terms, the Player spends an Action in the Tower's Laboratory and makes a Magic Test; compare the result on the following table:
- 02-06 - Explosion. The Mana is lost and the group suffers 1d6 Damage Points.
- 07-10 - Draw 2 Magic Item Cards. Choose one Item. It is the best magic item that that Mana crystal was used to make.
- 11-14 - Draw 3 Magic Item Cards. The Player may choose one Item (and only ONE). It is the best magic item that that Mana crystal was used to make.
- 15+ - Draw 4 Magic Item Cards. The Player may choose one Item (and only ONE). It is the best magic item that that Mana Crystal was used to make.
Each Mana Crystal may be worked to create ONE Magic Item.
In any case, the Mana Crystal is discarded during this Action.
The Group also receives ONE VICTORY POINT for each Magic Item created.
Aumentar o Nível dos Personagens (Raise the Level of Characters)
During the game, the Heroes of each team become more experienced and powerful. We call this "Level".
All Characters begin the Adventure at First Level when they are recruited, but they may increase their Level during the course of the game.
As a single Action, more than one Character may increase level, provided the Player has the money to pay for the training of all the Heroes he wishes to raise in Level.
However, regardless of the money the Player has, he may only raise ONE LEVEL per Character per ROUND.
Level table:
- 1 - Apprentice (Aprendiz)
- 2 - Companion (Companheiro)
- 3 - Master (Mestre)
- 4 - Specialist (Especialista)
Example (illustrated in the manual): Player B has two Characters in his Group: Brazmulir and Njani. On reaching a City, he decides to spend the money he has to raise the level of his two Heroes.
The Player pays $4,000gp to the Bank ($2,000gp for each of the Heroes), spends ONE Action Point and raises the two Characters from Apprentice to Companion.
Brazmulir may choose between Warrior and Mage for his extra level, while Njani may choose between Cleric and Mage.
Aumentar um Pontos de Nível em uma Classe que você já possua (Raise Level Points in a Class You Already Have)
May be done at the following Locations: Castelo Lillith, the Cities or the Villages (Bastões, Taças, Espadas and Moedas).
Images of the Location Hexes: Castelo Lillith, the four Cities and the Villages.
The Player may pay to increase ONE Character level, thereby receiving ONE Class Point of a Class that the Character possesses.
The choice of which Class Point the Character will increase is made by the Player, according to his strategy.
Example (illustrated in the manual): Brazmulir is a Warlock and has Warrior and Mage Points.
At a cost of $2,000gp the Player may raise Brazmulir to the Second Character Level (Companion) and add ONE Class point: Mage OR Warrior.
At a cost of $3,000gp and an action, he may raise Brazmulir to the Third Level (Master) and add another Class point, Mage OR Warrior.
Note that, depending on the Player's strategic choices, on reaching the Third Level as a Warlock, Brazmulir could have 3 different Character configurations:
- 3 Warrior points, 3 Mage points, or
- 4 Warrior points, 2 Mage points, or
- 5 Warrior points, 1 Mage point.
Spending a further $4,000gp and an Action, he may raise Brazmulir to the Fourth Level of Warlock and add another class point.
In the end, Brazmulir's sheet at maximum level will be highly customised by the Player, according to his game strategies!
- 3 Warrior points, 4 Mage points, or
- 4 Warrior points, 3 Mage points, or
- 5 Warrior points, 2 Mage points, or
- 6 Warrior points, 1 Mage point.
Important:
- Going from the First Level to the Second Level costs $2,000gp;
- going from the Second Level to the Third Level costs $3,000gp;
- going from the Third Level to the Fourth Level costs $4,000gp.
The numbers "2", "3" and "4" are printed on the Character Card to make these values easy to remember.
If the Group is in a CITY or VILLAGE, the Player may, with just ONE Action Point and $4,000gp, raise Brazmulir and Njani at the same time to the Companion grade (Second Level).
As a SECOND Action, if he has money (+$3,000gp), the Player may raise Brazmulir or Njani (or both, if he has $6,000gp to spend) from Companion to Master.
Aumentar um Ponto de Nível em uma Classe Específica (Raise a Level in a Specific Class)
May be done ONLY at the Councils: Arena (Warrior Points), Guilda (Rogue Points), Templo (Cleric Points) and Torre (Mage Points). These Locations teach only their own Council Class.
Images of the Location Hexes: Arena, Guilda, Templo and Torre.
When a Character levels up at the Councils, the Heroes may ONLY receive Class Points SPECIFIC to that Location:
- at the Arena only Warrior Points may be received
- at the Guilda only Rogue Points
- at the Templo only Cleric Points
- at the Torre only Mage Points
If the Character ALREADY HAS THAT CLASS (that is, a Cleric levelling up in the Templo; a Mage levelling up in the Torre; a Warrior in the Arena and a Rogue in the Guilda), going from the First Level to the Second Level costs $1,000gp; going from the Second Level to the Third Level costs $2,000gp and going from the Third Level to the Fourth Level costs $3,000gp.
If Brazmulir goes to the ARENA to train with his Warrior friends, he will find it easy to improve his skills, so the training will cost him $1,000gp instead of the traditional $2,000gp.
The same applies to Njani: if she goes to the TEMPLO to practise her prayers, levelling up as a Cleric will cost $1,000gp; if both go to the TORRE, they may train together and level up as Mages for only $1,000gp each!
A Character who does not have that Class MAY become what is called in RPG terms a "Multi-Class" character when training to level up within a Council.
If the Character DOES NOT HAVE THAT CLASS, going from the First Level to the Second Level costs $2,000gp; going from the Second Level to the Third Level costs $3,000gp and going from the Third Level to the Fourth Level costs $4,000gp.
(e.g. a Warrior levelling up from First to Second Level at the TEMPLO costs $2,000gp and mandatorily receives a Cleric Point on his sheet; a Rogue levelling up from Third to Fourth Level at the Torre dos Magos costs $4,000gp and mandatorily receives a Mage Point on his sheet, and so on...). Levelling up at the Councils is the only possible way to receive Class Points DIFFERENT from your original Class.
Example (illustrated in the manual): if the Player takes his group of Heroes to a TEMPLO, Brazmulir may train with the Priests and level up with them.
The training costs $2,000gp and he mandatorily receives a CLERIC point. From now on, for all purposes, Brazmulir ALSO has Cleric abilities.
Njani, as she already has Cleric classes, will train at a cost of $1,000gp to acquire her second level.
Pontos de Vitória por Aumento de Nível (Victory Points for Level Increases)
- When THREE or more Characters in the Group reach the Second Level, the Group receives 1 Victory Point;
- When THREE or more Characters in the Group reach the Third Level, the Group receives +1 Victory Point, and finally,
- When THREE or more Characters in the Group reach the Fourth Level, the Group receives +1 Victory Point, because the more powerful the Adventurers, the more famous they become in Arcádia.
Heroes of the 2nd, 3rd and 4th level, when dismissed by a Group, are removed from the Game and may no longer be recruited by another Player in that game.
Missões de Transporte (Proteção de Comerciantes) (Transport Missions - Protecting Merchants)
Image of a Trade Mission card is shown here as an illustration.
May be done at the following Locations: Castelo Lillith, the Cities (Bastões, Taças, Espadas and Moedas), the Villages (Shin, Mem, Aleph and Tav), and the Market.
Images of the Location Hexes: Castelo Lillith, the Cities, the Villages and the Market.
Where there is a demand for Products in the City or Village, the Heroes may be hired to protect a Merchant during a journey.
Roll 1d10 to determine the delivery location of the cargo, DIFFERENT from the place where they are, and place the Action Meeple on the destination location.
Example (illustrated in the manual): the City of Taças has a load of Wood, the City of Ouros a load of Wheat, the Market of Arcádia a load of Wine, and the Village of Ouros a load of ore awaiting departure (in game terms, there is no difference between types of merchandise).
If a Group is in any of these cities with a free Mission Meeple (that is, not already busy with 2 Missions), it may take this Demand Token, roll 1d10 for a City/Village DIFFERENT from where the product must be delivered, and set aside the value according to the distance between the Cities.
Reward: according to the shortest distance calculated between the two trade locations:
- 01 region - $1,000gp
- 02 regions - $1,500gp
- 03 regions - $2,000gp
- 04 regions - $2,500gp
- 05+ regions - $3,500gp
Trabalhar em uma Cidade ou Vila (Work in a City or Village)
Only in the Villages, Cities, Market or Castelo Lillith.
Images of the Location Hexes: Castelo Lillith, the Cities, the Market and the Villages.
Sometimes Adventurers may need some money to buy the Item they need, to raise their level or to hire more Heroes.
In hard times, the group may help commerce with work as a craftsman, seller, peasant, armourer or any other honest kind of work.
The Player may put his Heroes to work in a City, Village, Market or at Castelo Lillith.
- Each Action spent working earns the group 1d6 x $100gp.
Iniciar-se em uma Ordem (Joining an Order)
Image of a Guild Mission card is shown here as an illustration. Image of the reverse of the Guild cards is also shown.
One of the possible Missions is to be invited to join one of the Orders of Arcádia (draw which Order when this Mission is activated).
Lista de Guildas (Season 1) (Guild List, Season 1)
- Clérigo + Mago - Irmandade da Rosa e da Cruz (Brotherhood of the Rose and the Cross)
- Ladino + Clérigo - Os Druidas (The Druids)
- Guerreiro + Mago - Arcanum Arcanorum
- Ladino + Mago - Escola Pitagórica (Pythagorean School)
- Guerreiro + Ladino - BG Express
- Guerreiro + Mago - Ordem de Hermes Trismegistrus (Order of Hermes Trismegistus)
- Guerreiro + Clérigo - Cavaleiros Templários (Knights Templar)
- Clérigo + Mago - Ordem de Salomão (Order of Solomon)
- Ladino + Mago - Ordem Hermética da Golden Dawn (Hermetic Order of the Golden Dawn)
These Missions, once the Group has managed to complete them (or failed or given up), return to the Mission Deck, and may be attempted by more than one Player.
Missão específica de Guilda (Specific Guild Mission)
May only be done at the Thieves' Guild (Guilda dos Ladrões).
Image of the Location Hex: Guilda.
Example (illustrated in the manual): as soon as the Group manages to be Initiated into the Golden Dawn, it may make all Rogue and Mage Tests with a +1 Bonus.
Elevar-se dentro de uma Ordem (Rising Within an Order)
The Group must be in some Civilised Location (Castelo Lillith, one of the 4 Cities, 4 Villages, the Market, the Árvore Élfica or any of the 4 Councils) and invest $4,000gp in the Order.
As a result of gathering such a quantity of treasure, the Grand Mastery of the Order grants the Group the Status of Illuminati of the Order, and the Player may choose +1 on either of the two possible bonuses.
Image of the Order (Guilda-Ordem) is shown here as an illustration.
Example (illustrated in the manual): the Group of Player C managed to be initiated into the Hermetic Order of the Golden Dawn.
After some Adventures, the Group managed to gather $4,000gp. The Heroes must go to a Civilised Location and may spend an Action to receive the Title of Illuminati in the Order.
In the case above, they chose to work in the Mages' division of the Order, receiving a +1 bonus on MAGE tests.
Situações Especiais (Special Situations)
At certain moments of the Game, certain Special Situations may arise that open the possibility for the Group to carry out a Specific Mission:
Morte de um Personagem (Death of a Character)
When any of the Characters of a Group dies from a Heroic Sacrifice (see 5-C Combat),
The Player may activate the Mission "Negociando com a Morte" (Bargaining with Death) or another that bears the "Character Death" icon and try to bring the Hero back to life.
If the Group manages to complete the Mission, the Adventurer may return from the World of the Dead.
The Group receives TWO Victory Points, because it is not every day that a Hero returns from the Kingdom of the Dead!!!
Reconstrução de uma Cidade (Rebuilding a City)
At certain moments of the Game, Great Monsters may eventually destroy a City, Village or Council (See "Grandes Destruições" / Great Destructions).
If the Monsters destroy or control 4 Civilised Locations (Cities, Villages, Councils, Market or the Árvore Élfica), the Monsters WIN and ALL Players LOSE the Game.
Image of Great Destruction is shown here as an illustration.
To rebuild a destroyed City or Village, the Group must go to the City and spend $1,000gp to remove each of the 4 Damage tokens.
When the last token is removed, return the Stand to the Board.
The Adventurers who make the last donation, removing the last token, receive one Victory Point for having been "Those who most helped rebuild the City/Village/Council".
Salvar uma Cidade/Vila (Saving a City/Village)
There are situations where a group of Lesser Monsters invades a City/Village. If this occurs, place the Stand of the City/Village in question on the Cities Board and open the Mission "Ataque de Monstros" (Monster Attack).
The difficulty of the Test rises from 8/8 for an Ambush Monster to 10/10 (after all, the Monsters now have the advantage of being inside the city!).
- Orcs 10 Warrior / 10 Rogue
- Skeletons 10 Warrior / 10 Cleric
- Gnolls 10 Warrior / 10 Mage
- Zombies 10 Rogue / 10 Cleric
- Bullywugs 10 Rogue / 10 Mage
- Bergahazza 10 Cleric / 10 Mage
The Test Classes are the same as those of the Monsters in the city. "Monster Attack" is ALWAYS a PUBLIC Mission, without needing a Meeple.
If at any time the Monsters (Greater and Lesser) destroy or control 4 Civilised Locations at the same time (some Destroyed Locations + Dominated Locations), the Monsters WIN and ALL Players LOSE the Game.
Festividades (Festivities)
There are some possible celebrations and festivities, moments of harmony within the storm.
Casamento Alquímico (Alchemical Wedding)
May only be done at the TEMPLO.
Image of the Location Hex: Templo.
The First Group of Heroes that goes to the Templo and donates $4,000gp to rebuild it receives this title from the Hierophant, one Victory Point and one Magic Item, in recognition by the population of the shared love, and may marry two Characters of its Group.
O Banquete dos Elfos (The Elves' Banquet)
May only be done at the Árvore Élfica.
Image of the Árvore Élfica is shown here as an illustration.
The Heroes celebrate the alliance between Humans and Elves with an enormous banquet to which Kings, Queens and Emperors are invited.
The Banquet costs $4,000gp and, besides the Victory Point and the Noble title of "Friends of the Elves" that they receive, the group is presented with a Magic Item by the Elves.
Negociar com outro Grupo (Negotiate with Another Group)
Cooperative Mode
If two or more Groups of Adventurers are on the same Hex, the Players are allowed to negotiate. The Player whose Round it is spends an Action and the following negotiations may be carried out:
- Sell, Trade or Give away Magic Items and Artifacts
- Lend, or Trade Characters
- Heal Heroes of the Other Group (charging or not).
At the cost of one more Action Point, one of the Groups may Heal Characters of the other Group.
The Player removes ONE Damage Marker from the Character of his choice in the Group for every TWO Cleric Class Points he has, without the need to make any Test.
FIM DE TURNO (End of Turn)
When all Players have made their 4 Actions each, the TURN is said to be over.
At the End of the Turn, ALL Monsters and NPCs on the board must be moved.
At the End of the First Turn, place the Cycle Marker on the first space of the Calendar (Áries / Aries).
This marks the first Round of the Monsters.
On the second Turn, move it to the second space (Touro / Taurus), then Gêmeos (Gemini), Câncer (Cancer), etc. until the end of the Game (Peixes / Pisces).
Movimentação dos Monstros (Monster Movement)
Monster movement is quite simple and is done in two stages: one stage for each Great Challenge still in the Game, and a second stage for the Hordes of Ambush Monsters on the board.
Wandering Monsters move according to their card, but do not attack Civilised Locations.
Grandes Monstros (Great Monsters)
If it is the First Round, the Players must determine the TARGET of the Great Monster. To choose this target, simply take the nearest Civilised Location. Civilised Locations are defined by their STANDS (Castle, Cities, Villages, Market, Councils and Árvore Élfica). Every location that has a Stand is considered a Civilised Location for game purposes.
If there are two or more Targets at the same distance, use the following tie-break criterion: first the Villages, then the Market, then the Cities, the Councils, and finally Castelo Lillith. In case of a tie between Cities and Villages, follow the order of the suits: first Ouros (Coins), then Espadas (Swords), then Taças (Cups) and finally Bastões (Wands).
Once the TARGET is defined, move the Great Monster ONE hex in the direction of that target. Monsters do not cross Water hexes, but will take the shortest possible distance between where they are and the Target Location.
IMPORTANT: Once a Target has been chosen, the Monster will keep moving until it reaches it. It may happen, for example, that a Monster has destroyed a city, chosen a new target and begins to move towards it and, along the way, the Heroes rebuild that city. The Monster will NOT RETURN to the first city it destroyed, but will continue its movement until it reaches the new Target.
Some Great Monsters have other movement rules. The rules printed on the Card will always take precedence over these rules.
Image of Monster Movement is shown here as an illustration.
To understand Monster movement, always go step by step according to the rules: in the case above, the Great Monsters always move FIRST, so the Hydra moves first.
It is close to two Civilised Locations (the Tower and the Village), at the same distance (3 hexes).
By the rule, the Village has priority to become the TARGET. The Hydra moves.
The Observer moves, and then the Earth Elemental moves.
After the Great Challenges, it is the turn of the Orcs. They also move in the direction of the Village, since they were only 1 Hex away.
At this moment, the Village comes under "Monster Attack". Now, in the next Turn, the Hydra WILL CONTINUE moving towards the Village, EVEN though it is under attack by the Orcs.
As the TARGET has already been defined, even if the Village is attacked and therefore is no longer a "Civilised Location" in game terms, the Hydra will continue advancing to where the Village is.
In two Rounds, the Village will become a Ruin.
If in the meantime another Great Monster enters this Region (for example, an Observer), for that Monster, the Village does NOT COUNT as a possible Target, since it is no longer a Civilised Location.
It seems complex, but simply make the movements step by step and there will be no problems, and you will manage the Monsters' Artificial Intelligence easily!
Grandes Destruições! (Great Destructions!)
Great Monsters are quite dangerous. If they end their movement on any Civilised Location (Villages, Cities, Árvore Élfica, Councils and Market), this location will be DESTROYED.
Remove the STAND and place it in the corresponding position on the Cities Board. Leave only the Hex Marker of that location on the Board. The location is now considered a Ruin for game purposes, and the Players may no longer carry out any Action that depends on that location (e.g. Create Magic Items if the Torre is destroyed, Heal Characters if the Templo or the Árvore are destroyed, and so on).
Also consider that the Reward for destroying that Great Challenge receives an increase of +$1,000gp (place a coin on the Great Challenge card to represent this).
This Location now counts as a Destroyed Location, but it may be rebuilt by the Heroes (see 12-B).
The only Location capable of surviving an attack by a Great Monster is Castelo Lillith. If the Monster's Movement is to the Hex where the Castle is, leave the Monster under the Castle's Stand. It is considered that, during this next Turn, an enormous battle is taking place on that Hex. The next time the Monsters play, choose a new TARGET and move the Great Challenge out of Castelo Lillith and towards the new Target.
Monstros menores (Lesser Monsters)
Once all the GREAT CHALLENGES have moved, it is time to move all the Hordes of Lesser Monsters on the Map.
Following this order (Orcs, Skeletons, Gnolls, Zombies, Bullywugs and Bergahazzas), do the same for each token: move them one Hex in the direction of the nearest Civilised Location.
Lesser Monsters CANNOT attack the Councils (Torre, Templo, Guilda and Arena).
If the Horde's Movement is to the Hex where a Council is, leave the Monster under the Stand.
It is considered that, during this next Turn, an enormous battle is taking place on that Hex.
The next time the Monsters play, choose a new TARGET and move the Monster out of the Council and towards the new Target.
Castelo Lillith does not count as a Target (nor even as a free hex for movement) for the Lesser Monsters, because they know they will be wiped out by the royal guard if they attack the Emperor!
Combate e Destruição! (Combat and Destruction!)
If the Monster ends its movement on a Hex that has a Location, consider that it made an Attack in that region, destroying much of that Location.
If it is a Lesser Monster - Place the Monster token (Orcs, Skeletons, Gnolls, Zombies, Bullywugs and Bergahazzas) under the Stand and open the adventure "Ataque de Monstros" (Monster Attack).
From now on, consider that Location invaded by the Monsters and with difficulty 10/10 (instead of the normal 8/8 to defeat them).
The Monsters will not move nor leave that location until they are defeated by the Heroes.
Atacando os Heróis (Attacking the Heroes)
If a group of Monsters moves to a Hex where a group of Heroes is, or if they are already on a Hex where there is a group of Heroes, they make an attack on the Group and a COMBAT is fought.
Mais de um Monstro por Hexa (More than one Monster per Hex)
When a Monster moves onto the same hex as a Monster already there, it ends the movement ON TOP of the original Monster's token, forming a stack of tokens (there is no limit to the number of tokens on the same hex).
As the movements happen in a specific Order (Orcs, Skeletons, Gnolls, Zombies, Bullywugs and Bergahazzas), sometimes an Orc will move onto the same hex as a Gnoll, but soon after this one will move to another hex, and so on... wait for ALL the Monsters to move and only then check whether any of them is on a Group of Heroes.
It may happen that two or more Monster hordes end their Round on the same Hex as a Group of Heroes. When this occurs, the Combat is resolved considering the Stack from top to bottom. Fight ALL the Combats, removing the tokens of the Monsters that are defeated and causing damage if any of the Monsters wins the Combat.
When the Monsters' Action ends, the Player will decide in his Round what the Group will do (continue the combat or flee to another, safer location).
PONTOS DE VITÓRIA (Victory Points)
With each Mission, Adventure, Rumour, Monster Defeated or artifact found, the Heroes become more famous and known in Arcádia. The Victory Points reflect these achievements.
Image of the Victory Points marker is shown here as an illustration.
FIM DE JOGO (End of Game)
The Game ends when a Player reaches the number of Victory Points agreed at the start of the Game.
The other Players may finish their Rounds and, when the last player has made all permitted actions in that Turn, the Game ends.
Another possibility, for longer Games, is to end the Game when the Great Challenges have been defeated.
The Player with the greatest number of Victory Points wins the game.
PARTIDAS MAIS RÁPIDAS (Faster Games)
It is possible to set up the Board with fewer Regions for faster games. Kingdoms numbered 1 to 11 must ALWAYS be present. Draw or choose the other Kingdoms, totalling 16 Kingdoms.
Remove the 4 Villages from the game, leaving Castelo Lillith, the 4 Cities, the 4 Councils and the Árvore Élfica as Stands.
Fill the Hexes with Locations of Interest (drawn or chosen) in the quantity that fills 1 Hex for each Region of Arcádia.
Place only 2 Trade Demands on the Cities board.
Draw only one Great Challenge.