The Warlock of Firetop Mountain
The Warlock of Firetop Mountain Rulebook
Table of Contents
Table of Contents
- Components
- Reading These Rules
- The Object of the Game
- 1. Setting Up For Play
- 2. Creating Characters
- 3. Testing for Luck
- 4. Provisions
- 5. Starting the Game
- 6. Summary of Play
- 7. Movement
- 8. Encounters & Treasure
- 9. Battles
- 10. Escaping
- 11. Keys
- 12. The Key Challenge
- 13. The Warlock's Treasure Chest
- 14. Secret Passages
- 15. The River
- 16. The Maze
- 17. Death
- Example of Play
- The Warlock's Maze
- Secret Passages
- Rooms
Components
The box contains the following game parts:
- RULES BOOKLET - You're reading it now!
- GAME BOARD - Depicting the Warlock's dungeon, with sinister rooms and passages leading into the depths of the earth!
- 33 ENCOUNTER CARDS - Creatures, traps, traders, and many others, which may be encountered by the adventurers as they explore the dungeon.
- 32 TREASURE CARDS - Gold, keys, weapons, magic, etc, which may be found in the rooms guarded by monsters.
- 15 KEY CARDS - 6 Cards are marked 'blank'; the others depict keys numbered 1 to 9. Three of these are the right keys to the treasure!
- 6 MAZE CARDS - Showing possible junctions in The Maze area of the map.
- TREASURE CHEST - The object of the quest, it holds the Warlock's treasure!
- PIECES AND DICE - 6 playing pieces, each representing an adventurer, and two normal, six-sided dice.
- PAD OF CHARACTER SHEETS - For recording details of he adventurers.
Reading These Rules
Take a quick flick through this short booklet. You'll see that the most important parts of the rules stand out from the rest, because they are highlighted in sloping bold letters. You only need to read these sections to start playing, so you can start almost immediately!
After reading this introduction, scan through the main body of the rules, only reading the section headings and those sections we have highlighted. Read the brief Example of Play at the end of the rules - then start playing!
When players need to refer to the appropriate sections you can then refer to them in full, but there's no need to read and memorise them all beforehand.
When you are actually playing, you'll find that the highlighted sections help you find rules quicker too. We've also numbered each rule section so you can find the rule you want just when you want it.
In the centre pages of this booklet you will notice that there are some special pages describing the powers of the various special cards which might be encountered in play. They are collected together here so you can find them in a hurry. If you wish, you can pull them out from the main rules and keep them handy while you are playing the game. (We will refer to them throughout the rules as the central pull-out pages.)
The Object of the Game
The way to win this game is to be the first adventurer to reach the Warlock's treasure room and open his Treasure Chest. The Chest is opened with a secret combination of three Keys. On the way through the dungeon, adventurers must try to discover the combination and find (or steal!) the necessary keys, while surviving the attentions of the ferocious monsters and devious traps which infest it!
Now you know what to do - let's start playing!
1. Setting Up For Play
Before starting your quest for the Warlock's treasure lay the board out on a suitable flat surface, punch out the Cards and sort them into 4 separate piles. All the Cards with 'Treasure' printed on the back form the Treasure Card deck; all the Cards with 'Encounter' on the back form the Encounter Card deck; all the Cards with 'Key Challenge Card' on the back form the Key Cards deck; and the remaining 6 cards form the Fixed Encounter Cards deck. Then set the game up as follows:
1.1 Shuffle the Treasure Cards and place one face down in each room on the board, except for the Warlock's Study and the Treasure Room.
1.2 Take the Fixed Encounter Cards deck. Place these cards on their appropriate rooms on the board. The rooms that contain Fixed Encounters are marked on the board, and in the Central Pull-Out section.
Shuffle the remaining Encounter Cards and place one face down on top of each Treasure Card in all rooms except those already filled by Fixed Encounter Cards.
1.3 Place the Treasure Chest in the Treasure Room.
1.4 Take the pack of Key Cards and separate out the 6 blanks. Give one blank Key Card to each player. If less than 6 are playing, place the remaining blank cards back in the box.
1.5 Take the nine remaining Key Cards and shuffle them. Secretly place three Key Cards in the Treasure Room under the Treasure Chest - without anyone seeing what they are! Distribute the remaining Key Cards evenly to the players. If 4 or 5 are playing, the spare cards are given to the player(s) with the lowest SKILL scores when characters are created. (Note: the Key Cards are not to be confused with the Treasure Cards which depict keys - see 11.2.)
1.6 Take the 6 Maze Cards, shuffle them, and place one face down on each of the six empty boxes in the Maze at the top of the board.
1.7 Each player takes a Playing Piece of their choice, and places it on the Entrance area, ready to start.
2. Creating Characters
2.1 Give each player one of the special Adventure Sheets. They will also need a pencil and an eraser, to write their own special scores on the sheet.
2.2 Each player must create his or her own adventurer by rolling dice and recording the scores on the Adventure Sheet. Suffice it to say that the higher these numbers, the stronger a character will be. A stronger character will have a slightly better chance of winning the game - but there is plenty of opportunity for players to 'gang up' on another player who is doing particularly well, as you'll see in a minute!
2.3 SKILL: Roll one die. If the result is a 1 or 2, enter the number '9' in the Skill box on your Adventure Sheet, under the heading Initial Skill. If the result is a 3 or 4, your adventurer's Initial SKILL is '10'. If the result is a 5 or 6, Initial SKILL is '11'.
2.4 STAMINA: Roll two dice, add twelve to the result and enter this total in the Stamina box under Initial Stamina.
2.5 LUCK: Roll one die, add six to the result and enter the total in the Luck box under Initial Luck.
2.6 No matter what bonuses are collected during the game, an adventurer's STAMINA and LUCK scores may never exceed their Initial value (those scores you have just rolled during 2.3 and 2.4 above).
2.7 An adventurer's SKILL score represents his or her abilities at swordsmanship and general fighting expertise. SKILL scores will not change much during an adventure. However, SKILL may be increased if a Magic Sword is found, for example. But remember that only one weapon may be used at a time; an adventurer cannot use two SKILL bonuses for carrying two Magic Swords.
2.8 An adventurer's STAMINA score represents their will to survive, overall fitness, determination and general constitution. STAMINA changes constantly during the adventure as a result of battles, injuries, and so on. If an adventurer's STAMINA score should ever fall to zero that character is unfortunately dead (see Section 17). STAMINA is restored, however, by eating Provisions (see Section 4).
2.9 An adventurer's LUCK score reflects how naturally lucky or unlucky that character is. During the adventure, players will often be instructed to Test for Luck (see Section 3) in order to determine whether an event will go favourably or not.
2.10 In addition to these scores, each adventurer should prepare for battle by kitting out with the following items of equipment:
- A sword. Useful for fighting creatures (and other adventurers who get in the way!). Only one sword can be used at a time and no more than two swords may ever be carried by an adventurer. The sword does not count towards items carried (see the rucksack, below), nor may an adventurer leave his sword behind out of choice.
- A rucksack. This can carry a maximum of six items of Treasure (ie, 6 Treasure Cards). A player picking up his seventh Treasure Card must select one to leave behind - face downwards - where he currently is. Note that Gold and Provisions do not count towards this carrying limit.
- A lantern. This is used to light a way through the pitch-dark Secret Passages. If it is lost, travelling through Secret Passages will be more difficult.
- Provisions. Every adventurer starts the game with 3 Provisions; they may find more on their journey. Eating Provisions help restore some STAMINA points after an injury.
All these items should be noted on each player's Adventure Sheet.
2.11 Extra Provisions and Gold Pieces. Everyone has the choice of taking with them extra Provisions and/or Gold Pieces, according to their Initial SKILL score. Take the adventurer's Initial SKILL score away from 12 to determine how many extra Provisions and/or Gold Pieces may be taken at the start.
2.12 Example: A player with a SKILL score of 9 can choose any combination of 3 Provisions/Gold Pieces (eg, 1 Provision and 2 Gold Pieces). As a hint to new players, Provisions are generally more useful than Gold Pieces, but a mix of both is best.
2.13 Each player should give their adventurer a name, and decide whether they are male or female. They are now ready for battle!! Before the game starts, though, we'd better explain a pair of special rules, about Luck and Provisions.
3. Testing for Luck
3.1 If an adventurer is instructed to Test for Luck at any time during the game (eg, on an Encounter Card), he must roll two dice and compare the total with his current LUCK score.
- If the total is less than or equal to his current LUCK score he has been Lucky.
- If the total is greater than his current LUCK score he has been Unlucky.
- The consequences of being Lucky or Unlucky are then followed (if an Encounter Card, these will be found on the Card).
3.2 Each time your adventurer Tests for Luck you must deduct one point from his current LUCK score - whether he was Lucky or Unlucky. As you can imagine, the more LUCK is used, the more risky it becomes to test it! LUCK can be restored with the Potion of Fortune (a Treasure Card) and by defeating monsters (see 9.5).
4. Provisions
When an adventurer's STAMINA score drops to zero he or she is dead (see Section 17). It is therefore important to watch that STAMINA is never allowed to fall too low.
4.1 STAMINA can be restored by eating Provisions, which all adventurers will have at the start and may be found as the game progresses. An adventurer may pause to eat Provisions at any time, provided that:
- He is not involved in a fight at the time or is potentially involved in one (e.g. has just entered the room), and
- He does nothing else in that turn, and
- He has not eaten any Provisions on the previous turn.
4.2 Eating one batch of Provisions will restore 4 STAMINA points. Note that STAMINA may never exceed its Initial level (see 2.6).
4.3 Each time Provisions are taken, one unit of Provisions must be crossed off the Provisions section of the Adventure Sheet.
5. Starting the Game
5.1 Play begins at the sinister, foreboding Entrance to the dungeon. The least skilful adventurer begins the game (ie, the one with the lowest SKILL score). If two or more players have the lowest SKILL score they should dice to choose who starts. Play then proceeds clockwise around the table.
5.2 Battles between adventurers may not start until each adventurer has entered and left at least one room. At the start of the quest all the adventurers are friends. During the course of the game, though, the word 'friendship' may well become meaningless.
6. Summary of Play
6.1 Setting off from the Entrance, the first player rolls one die and moves his adventurer along the passageways in whichever way they wish (but see Section 7) up to the number rolled. If a token ends its move on an unoccupied passageway space, the turn ends and passes to the next player.
6.2 If the adventurer arrives in a room, the Encounter Card (if present) is revealed and the encounter is resolved, taking note of any special details listed on the centre page pull-out section. If a creature is defeated - or in some cases, whatever happens - the adventurer may then take the Treasure Card underneath. The turn then ends and passes to the next player.
6.3 If the adventurer lands on a space, or room, occupied by another adventurer, the two may either fight, exchange information or ignore each other.
6.4 During the game, adventurers will have opportunities to make Key Challenges in an attempt to discover the secret combination of keys which will open the Warlock's Treasure Chest and win the game (see Section 12). Players must also try to collect the necessary keys (found on the Treasure Cards) which will fit the Treasure Chest. These keys may be found in rooms, or they may be stolen from the other players.
7. Movement
7.1 Each player rolls one die to move his adventurer. This is the maximum number of spaces an adventurer may move along a passageway. An adventurer may move forwards, backwards, sideways but not diagonally.
7.2 If a die rolls off the table, or lands 'cocked', the whole throw must be taken again. This rule applies to all dice rolls made for combat, penalties, or whatever.
7.3 If a player rolls a 1 for Movement, he may immediately make a Key Challenge (see Section 12).
7.4 An adventurer may set off in any direction, and turn as he wishes at a junction.
7.5 Obviously, rooms may only be entered and left through doors! An adventurer must stop immediately if he enters a room - any surplus movement allowances are lost. This means that movement through a room is not possible, even if it is empty (Exception: see 10.4).
7.6 If an adventurer comes across another adventurer, or perhaps some discarded treasure, in the passageway, the moving character has the option of either continuing movement as normal and ignoring the encounter, or stopping to deal with it, perhaps to collect the treasure or fight or trade with the other adventurer. If the moving adventurer chooses to stop his movement allowance ends immediately.
7.7 If an adventurer's movement ends in a room, that player must take the Encounter Card (if one is present), reveal it and resolve the encounter. This may require you to refer to the centre page pull-out section for special details of the monster or item encountered. Once the encounter has been resolved, the adventurer may claim the Treasure Card underneath. If someone else has been through a room and the encounter has been dealt with (eg, monster killed), then the adventurer may simply claim any Treasure Cards available in the room. Details of the Treasure Cards are again to be found on the central pull-out pages.
The only exception to this is the Special Encounter rooms (e.g. Shylock, the Dragon, etc). These encounters continue throughout the game for each and every adventurer who arrives in those rooms.
If a room is completely empty, the adventurer does nothing and can move off next turn.
7.8 No permanently occupied room (eg, Pickpocket, Shylock, etc.) may be re-entered by an adventurer until another adventurer has entered and left the room.
7.9 Special Movement rules apply to The River, Secret Passages and the Maze; see Sections 14, 15 and 16 respectively.
8. Encounters & Treasure
8.1 Treasure Cards claimed from rooms on the board are kept hidden from the other players until a player wishes to use one. When a player attempts to use a Treasure Card he must reveal it for all others to see.
8.2 The exceptions to this are Treasure Cards representing Gold Pieces and Provisions. When these are discovered they are revealed immediately. Additions to Gold or Provisions are noted on the Adventure Sheet and the card is handed in. It plays no further part in the game. This is why Gold and Provisions do not count towards an adventurer's carrying capacity.
9. Battles
9.1 If an encounter card reveals a monster to be fought, or if two adventurers meet and choose to fight each other, the procedure for conducting such a battle is as follows.
9.2 One of the other players is nominated to fight for the monster (the adventurer's player will fight for himself). If two adventurers are fighting, each will fight for himself; references in 9.3 to 'the monster' will apply to the other adventurer. The progress of the battle is recorded on the Adventure Sheet.
9.3 Battles are fought as a series of Attack Rounds. Each and every Attack Round consists of the following sequence:
(i) The monster player rolls both dice, adds its SKILL score, and anounces the total. (ii) The adventurer player rolls both dice, adds his own SKILL score and announces the total. (iii) Whoever has the highest total has won that Attack Round and has wounded his opponent. Two STAMINA points of damage are recorded against the loser. This loss is noted in the loser's STAMINA box by ducting 2 from the previous total. (iv) If both totals are the same, the contestants have avoided each other's blows, and the fight continues from step (i).
The sequence is repeated until the STAMINA of one of the contestants is reduced to zero (death! - see Section 17), or until an adventurer chooses to Escape (see Section 10). Monsters cannot escape.
9.4 Once a monster is defeated, it is removed from the board. If the adventurer Escapes before the Monster is defeated, its Encounter Card is turned face downwards and it remains where it is. It will have recovered its full SKILL and STAMINA scores if any adventurer enters the room again.
9.5 If an adventurer kills a monster, he may add one LUCK point to his current score. Note that an adventurer's LUCK score may never increase beyond its Initial value (any extra LUCK allowances are lost).
9.6 Once the monster has been defeated, the adventurer may claim the Treasure Card in that room.
9.7 Optional Rule: If everyone agrees at the start of the game, before you all start playing, you may include this extra rule in Combat. If an adventurer or monster rolls a double six during combat, and the total is sufficient to win that attack round, the resulting hit does double damage; ie, a blow does 4 STAMINA points of damage instead of the usual 2.
10. Escaping
10.1 An adventurer may choose to Escape from a fight if a battle is going badly for him. This applies both if the fight is with a creature or another adventurer. The option to Escape may not be chosen until after at least one round of combat has been resolved, and must be declared before either party rolls the dice to begin another Attack Round.
10.2 An Escape is always successful, but the penalties for Escaping can vary. To escape, the adventurer must roll one die and consult the Escape Table printed on the bottom right hand corner of the board.
10.3 If an adventurer is escaping from a creature in a room, his token is placed just outside the door he entered through. On his next turn, the adventurer must move his token away from the room. (What happens to the monster? See 9.3!)
10.4 If an adventurer is escaping from another adventurer, he must move his token 4 spaces away from his opponent in whichever direction he chooses. Rooms count as one space, but if the room is occupied the adventurer must halt there and resolve the encounter on his very next turn. Secret Passages may not be used for an Escape.
10.5 If, during a fight between two adventurers, one chooses to Escape, the winner can claim all Treasure Cards representing keys (not Key Cards) from his opponent. Alternatively, the victor can claim one Treasure Card instead of keys. If he knows what Treasure Cards are held by his fleeing opponent, he may name one and claim it. If he doesn't know what Treasure Cards are being carried, he may choose one at random. The victor can also steal the loser's lantern, if he so desires.
11. Keys
11.1 During the course of the game the players must try to discover which Key Cards are held by the other players. By learning which Key Cards are not in the Treasure Room, they may deduce which cards are in the room (ie, which are required to open the Treasure Chest and win the game!).
11.2 Various Treasure Cards represent Keys. These must be collected. Most are labelled 'Bunch of Keys', each of which contains 3 numbered Keys. In addition there are 3 Skeleton Keys which will double as any one numbered key.
Thus the adventurers have two tasks:
- First of all they must collect as many Treasure Card keys as possible.
- Secondly, they must also discover which three keys are needed to open the Treasure Chest.
11.3 It is not necessary to open the chest with all three keys on the same bunch (indeed it is unlikely that all three keys will be found on the same bunch!). An adventurer must simply hold Treasure Cards showing the three correct keys (or Skeleton Keys) on them.
12. The Key Challenge
12.1 If a player rolls a 1 during movement, he may make a Key Challenge if he so desires. This privilege is in addition to normal movement, which is made as usual (ie, the adventurer can both make a Key Challenge and move 1 space).
12.2 The player makes a Key Challenge by saying, for example, "I think the correct keys include one numbered 5."
12.3 All other players must then look through their key cards, regardless of where their adventurers are on the game-board.
- If any player has the number suggested, he must hold it out face down in front of him.
- If players do not have the number suggested, they must hold out their blank Key Cards face down in front of them.
- The Key Challenger can then look at all Key Cards being held out. If anyone has shown him the suggested number (in this case 5), he will know that this number is not required to open the Treasure Chest. Without giving any clues as to what he has seen, the Key Challenger must hand the face-down Key Cards back to their original owners.
12.4 During the game, players are encouraged to threaten, bribe or confer with each other in any way that they wish, in order to gain information about each other's Key Cards, providing they take note of rule 12.5. In addition, there are magic objects, spells, etc, which will allow an adventurer to look at another player's Key Cards. Once a player has seen another's Key Cards he will know which keys will not open the Treasure Chest.
12.5 No exchanges, revelations or any other collusions may take place between adventurers unless they are on the same space. Players are allowed to talk to each other to arrange meetings, but cards cannot be exchanged or revealed until two adventurers are on the same space or in the same room. And, as players will discover, a meeting with a stronger adventurer will often result in a double-cross! It is not neccessary for everyone to be in the same area when making a Key Challenge.
13. The Warlock's Treasure Chest
13.1 When an adventurer arrives in the Treasure Room, he may make a Key Challenge in the usual way, with one difference. Keys may only be named if that player holds those particular numbered keys on Treasure Cards. These cards must be revealed face-up to the others by the player as he names them. The other players should then discretely show him the named keys, or their blank, in the same manner as before.
13.2 The Key Challenge is conducted as above. If any of the suggested keys were wrong, the player must announce how many keys were wrong and his adventurer is then immediately transported to the south bank of the Rivet (on the Entrance side) and his turn ends.
13.3 Example: A player believes he has the Treasure Card keys which match the Key Cards to open the Warlock's Chest. He says, "I think the correct keys are 1, 8 and 9," while turning them face up for everyone to see. In this case one of the other players discretely showed the Key Challenger his 8 Key Card, so his adventurer had to return to the south side of the river and start all over again!
13.4 If all the other players held out blank cards, the Challenge is correct and the game has been won! The three cards from the Treasure Room are revealed to confirm this.
13.5 Note that the blank Key Cards serve only to disguise whether or not a player is showing a real or a blank key during a Key Challenge.
14. Secret Passages
14.1 There are two sets of Secret Passages on the board: one before the river, and one after it. Entrances to Secret Passages are numbered and coloured. A Secret Passage may only be entered from the Passageway square next to the Iron Ring on the Secret Passage entrance. A player leaving a Secret Passage must enter the Passageway Square next to the Iron Ring, also. An adventurer landing on a Secret Passage space must end his turn immediately. Next turn he may move to any of the other Secret Passage entrances within the same area (ie, of the same colour), roll the dice as usual and continue to move.
14.2 Secret Passages are lit by the lantern carried by each adventurer. If an adventurer loses his lantern or has it stolen, he cannot find his way through Secret Passages easily. If an adventurer without a lantern enters a secret passage, he must roll one die (at the beginning of his next turn). The number indicated is the area where he will emerge from the Secret Passage network. This could, of course, mean he comes out at the same place he went in!
14.3 If a lantern is lost (by Escaping - see 10.5), it is crossed off the Adventure Sheet. The only way of recovering a lantern is by stealing one from another player (see 10.5 and 17.2).
14.4 No fighting is allowed on a Secret Passage square. Other activities, such as trading, may take place as normal.
15. The River
15.1 An adventurer attempting to cross the river has three choices, as printed on the table on the left-hand side of the board. He may pay 3 Gold Pieces to use the ferry; he may punt a raft across (Test for Luck); or he may try the bridge (roll one die to determine result). Falling into the river involves a battle with a Crocodile. If the Crocodile is killed, another will take its place for the next adventurer attempting to cross.
15.2 If an adventurer falls into the river and defeats the Crocodile, he is returned to the south bank of the river; ie, the side nearest the dungeon entrance.
15.3 The procedure is the same for crossing the river from either side.
16. The Maze
16.1 Beyond the Dragon's Lair is the Maze. There is a sure way through the Maze following the long outside track, but the quickest way is unknown and varies from game to game. The short cut through the maze is determined by the Maze Cards.
16.2 In order to investigate a Maze Card, an adventurer must reach a space adjacent to such a card. That player's turn ends here and any additional movement allowances are lost. On his very next turn, the Maze Card is turned over to reveal whether it presents a way through or a dead end (the Maze Cards will only fit one way, see the Warlock's Maze diagram on the back page of the rule book.)
- If there is a way through, the adventurer may then move as normal.
- If he is facing a dead end, he must miss a turn before continuing in another direction.
16.3 After investigation and, if appropriate, after an adventurer has passed through a Maze Card, the Maze Card is flipped face-down again. Other players must remember whether or not each Maze Card presents a way through the Maze.
17. Death
17.1 If an adventurer's STAMINA is reduced to zero he is dead. All his Treasure Cards are placed on the board where he died. These Treasures are deemed to have been hidden. Only that player may reclaim these items, and only if he returns to the place of death (see 17.3 for re-entering the game). Note that Key Cards are not left behind.
17.2 However, if the death has been as a result of a fight with another adventurer, the victor can automatically claim all the loser's Treasure Cards, Gold, Provisions and his lantern. He may leave behind any Treasure Cards which are not wanted. If he decides to leave Treasure Cards behind they may be picked up by any player landing on that space. Everyone should remember that they can only carry a maximum of 6 Treasure Cards.
17.3 A player whose adventurer dies in the game may roll up another character and re-enter the game from the Entrance. All key cards held by the original adventurer are transferred to this new 'reincarnation'.
Example of Play
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Alan Adventurer has a SKILL of 9 and STAMINA of 20. His SKILL is the lowest so he goes first. He rolls a '6' and moves 6 spaces following the left-hand passageway. Six spaces takes him to the crossroads. His turn ends.
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On his next turn he rolls a '4'. This takes him 2 spaces northwards, where he enters a room by a door in the left-hand wall. Although he has moved only three spaces, he has entered a room so further movement is not allowed.
However, since he has entered a room, he must take the Encounter card. Turning it over, he finds himself facing a dreaded Wererat, half-man half-rat (SKILL 8 STAMINA 7). The battle is resolved as follows:
Attack Round 1: Charlie, another player, decides to throw for the Wererat and rolls a '6' with two dice. Alan rolls a '10'. Each side adds its SKILL to the roll and the highest total has won the Attack Round. In this case Alan has won with a total of 19 (10 + 9) against the Wererat's total of 14 (6 + 8). Two STAMINA points are deducted from the Wererat's total, giving it a new STAMINA of 5 (7 - 2).
Attack Round 2: The Wererat rolls '11' and adds 8 (its SKILL) for a total of 19. Alan rolls a '4' and adds 9 (his own SKILL) for a total of 13. The Wererat wins this round and Alan is injured for 2 points, reducing his STAMINA to 18.
Attack Round 3: The Wererat rolls '9' (total 17); Alan rolls '6' (total 15). The Wererat wins and Alan must deduct another 2 STAMINA points. He begins to get worried and considers the possibility of Escaping from the fight.
Attack Round 4: Alan decides not to Escape. The Wererat rolls a '7' (total 15); Alan rolls a 6 (total 15) The totals are the same - they have avoided each other's blows and nothing happens.
Attack Round 5: The Wererat rolls a '6' (total 14); Alan rolls a '9' (total 18). Alan wins and the Wererat is reduced to a STAMINA of 3.
Attack Rounds 6 & 7: Alan wins both of these. Round 6 reduces the Wererat's STAMINA to 1, and Round 7 kills the beast.
Alan has defeated the creature after losing 4 STAMINA points himself. He may now take the Treasure Card in the room.
The Treasure Card shows 5 Gold Pieces. He declares this immediately, hands in the card and adds 5 Gold Pieces to the total on his Adventure Sheet. His second turn ends.
On his third turn Alan rolls a '1'. He may make a Key Challenge to help him discover which keys will open the Treasure Chest. He announces "I choose key 333". The other players select Key Cards to show him. Taking them one by one, he is shown three Blank cards and a 333. He now knows that 333 will not open the Treasure Chest. He hands the Key cards back, then moves one space, through the door of the room and out into the corridor. His turn ends.
- Next turn Alan rolls a '4'. Marching along the corridor, he turns left and enters the room. Taking the Encounter Card, he finds it is the Hungry Beggar. He consults the central pull-out pages to find out what happens and discovers that the Beggar will exchange his Treasure Card for one Gold Piece. Alan agrees, and crosses a Gold Piece off his Adventure Sheet.
The Treasure Card is the Potion of Invisibility. Looking at the pull-out again, he finds that this Potion will enable him to steal one Treasure Card without having to turn over the Encounter Card in a room. A useful find. His turn ends.
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On his next turn he rolls a '5'. He leaves the room through the southern door. Four spaces takes him to Secret Passage 2. His turn ends.
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Next turn, Alan decides to use the Secret Passage to move across the board to Secret Passage 5. He does this (since he has a lantern), then rolls the dice, rolls a '2' and moves down the passageway until he is outside a door to the room on the left. His turn ends.
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Before his next turn comes round, one of the other players - Bill - lands on his square. Bill wishes to fight, to steal Alan's Treasure Card. Alan manages to persuade him that this is not a good idea and the two agree to show each other their Key Cards. Secretly showing their cards, Alan discovers that Bill holds a 999 Key Card. He now knows that both 333 and 999 are not necessary to open the Warlock's Treasure Chest.
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Next go, Alan decides not to throw, but to steal the Treasure Card inside the room by using his Potion of Invisibility. He turns over his Treasure Card to reveal the Potion, and takes the Treasure Card from inside the room. It is a 'Bunch of Keys', with the 222, 777 and 999 keys on it. The 999 is definitely useless, as he knows from Bill that it is not required, but the other two numbers may be just what he needs. His turn ends. And so the game goes on...
The Warlock's Maze
The diagram on the back page of the rulebook shows how the Passageway Squares on the game board connect with the Maze Cards. When a Maze Card is turned upright you will find that there is only one way that it can be placed on the game board so that the Passageway Squares on the Maze Card connect with the Passageway Squares on the game board marked with the arrow symbols on the diagram (see rule 16).
Secret Passages
As shown in the diagram, a player can only enter the Secret Passageway from the square marked 'A'. A player can not enter the Secret Passageway from any of the squares marked 'X'. (See rule 14.1).
Rooms
As shown in the diagram, a player can only enter the room from the square marked 'A'. A player can not enter the room from the squares marked 'X'. Remember you may not move diagonally.