1 set of 10 Heroes consists of:
Thief's ability has been modified, check p.150
1) Treasure pile = 40 cards [game system+expansions (except 2x "Potion of Magic Resistance" & 1x "Potion of Warmth")+"Nothing"]
2) If your hero dies (from Q12: immediately cross off your gold except Gem & Jewels. stored items in a City are not lost), Zargon gains Tokens equal to the number of the remaining heroes on the board. On your next turn you may enter the quest with a new hero or the same one but with +1XP penalty. Each XP penalty is added permanent to the cost of potions and scrolls from the Special Shop (for that hero).
3) Treasure search = 1 per room. Chests need extra adjacent treasure search.
4) A potion of healing doesn't have effect on a Hero who just reached 0 B.p.
POTION OF FIRE RESISTANCE (elf image): drink it only during your turn. it lasts until the end of the quest OR until the next magical fire attack (fireburst trap, ball of flame, firestorm, command).
POTION OF MAGIC RESISTANCE (barbarian image): drink it only during your turn.. if you roll anything but a you resist the spell. lasts until the end of the quest OR until the next chaos spell cast on you.
5) Damage from poison may not be healed from spells and healing potions (from Q12 +1 Body Point recovery between quests).
6) Xp point system. A hero grants 1xp with every completed quest. When he reaches the champion status (3 completed quests) he has access to the special shop.
7) A figure with 0 Mind Points rolls 1 combat die at the beginning of its turn. If a is rolled, it recovers 1 M.P. and continues normally the game. If not, it loses 1 B.P. and continues with the following restrictions: defend & attack with 1 die and move 1 square maximum. Repeat the same process until a is scored or the figure dies.
8) Chaos tokens.
Zargon begins each quest with tokens=heroes. He gains 1 token every 10 rounds in the dungeon or every 1 round in the map. When using 1 token, he may use a monster's skill. Unused tokens can be kept for the next quest.
GOBLIN move-attack-move ORC re-roll 1 failed die from your next attack or defense FIMIR choose a hero. until your next turn they defend with 1 less combat die SKELETON diagonal attack ZOMBIE combine attack with other undead monsters MUMMY draw 1 random chaos spell (non-massive, cast it immediately or discard) CHAOS WARRIOR / DOOMGUARD until your next turn, any hero who attacks you, rolls 1 less combat die GARGOYLE turn to stone. Unharmed until your next turn or a caster uses an Earth spell to break it | OGRES push/grab, change a hero's position after a successful attack (max squares=damage you dealt) ELVEN WARRIOR / ARCHER extra movement: 1 red die GIANT WOLF your wounded enemy turns to werewolf MERCENARIES until your next turn, you defend with 's OR 's (choose after you have seen your roll) YETI hug ICE GREMLIN steal item POLAR WARBEAR 2nd attack (may not be defended) DARK WARRIORS 1 black shield blocks all skulls (if your enemy rolls no skulls your skill remains active) |
REGULAR SHOP (access: only into the cities D9 or F5)
offering a Gem or Jewels to the alchemists you may purchace a potion at its half price
you may also sell potions (& scrolls) which aren't in the Alchemist's Shop list for 75 gold each.
SPECIAL SHOP (access: anywhere on the map)
Cross off the equivalent Xp (+1 xp for each penalty your hero has) and purchase the following special items:
1Xp 1 potion of Strength, Defense or Heroic
2Xp 1 random Elf spell scroll (for heroes with min Mind=4 or a Talisman of Lore bearer)
3Xp 1 "Wizards of Zargon" spell scrolls set (Darkness, Detection or Protection - for heroes with min Mind=5)
This is the world map.
1) Monster's hand icon on the map represents a Quest location. There are 10 active Quests (full opacity). The rest of the quests are locked yet (half opacity). When heroes travel to an adjacent square they get from Zargon the quest's text and keep it until they decide to enter and play the quest. They may not pass from a Quest location if they don't wish to play it.
2) Heroes are travelling all together and they never split up. Movement=2 squares.
Your adventure begins with “The Maze” quest into the city D9, after you have read the Game System's introduction.
If you survive you will receive 4 letters which are the quest texts from the 4 adjacent quests.
(EDIT) Played Quests: The Maze page 1, The Rescue of Sir Ragnar p.14, Prince Magnus' Gold p.30, Melar's Maze p.62, Race Against Time p.97, Bastion of Chaos p.129, The Fire Mage p.151, Lair of the Orc Warlord p.178, Into the Catacombs p.199, The Lost Wizard p.218, Legacy of the Orc Warlord p.243, Castle of Mystery p.275, Barak Tor: Barrow of the Witch Lord p.291, Quest for the Spirit Blade p.318, Return to Barak Tor p.341
Heroes, take your turn.