RULES1. ORDER OF PLAYERS: turn based. At the start of each Quest, heroes decide the turn order (EWP plays last)2. CHARACTER CREATION. Starting gold: 250
Minimum M.P. | Skill | Gold coins (start) | Gold coins (upgrade) | Description |
| 2 | Improved Combat (min 6 B.P.) | 100 | 1000 | - melee attack: 1x
=> - diagonal & range attack: 1x
=> - defense: 1x
=>  (select 1 of 3 options) |
| 3 | Disarm Traps & Improved Search | 100 | 1000 | - disarm traps (no
on a combat die) - search for traps with visible enemies
- search for traps & secret doors in 1 action
(select 2 of 3 options) |
| 3 | Reaction on Treasure cards | 100 | 1000 | - redraw one treasure card
- Wandering Monsters do not attack you
& may disarm Hazards (with ToolKit or Disarm skill) (select 1 of 2 options) |
| 3 | Dexterity | 100 | 1000 | - move (roll 1st
), action, move (roll 2nd ) - when moving roll 1 extra
and choose the best, when jumping/dodging traps roll 1 extra and choose the best (select 1 of 2 options) |
| 3 | Spellcasting | 50 | 1000 | may read spellscrolls and pick 1 card among: Swift Wind, Veil of Mist, Courage, Rock Skin, Invisibility, Cloak of Shadows, Treasure Hoard |
| 4 | 1st spell set | 50 | 1000 | pick 1 spell set instead of 1 card (spellcasting required) |
| 5 | +1 spell set | 50 | 1000 | pick 1 extra spell set |
| 6 | " | 50 | 1000 | " |
| 7 | " | 50 | 1000 | " |
Equipment restrictions:
- up to 4 Body Points = Wizard (may use only Bracers, Dagger, Staff and Tool Kit)
- 5 or 6 Body Points = Light (no Bracers, no Plate mail, no Battle Axe)
- 7 minimum Body Points = Warrior (no Bracers)
3. SPELLS (each set is played once per quest)
Air,
Earth,
Fire,
Water,
Darkness,
Detection,
Protection4. LOS (for spells & ranged weapons).
A target is visible when you have a clear Line Of Sight from your square center to:
- their square center
(ignore 2nd occasion if target is at a diagonal square, unless LOS stops earlier; it stops at the first square after it has been touched by occupied squares from both sides)
AND - any spot (not a corner) of a side of their square
(ignore 1st occasion if target is within your M.P. area, unless a wall or high furniture cuts LOS)
A)

B)

image A) Wizard may "see" Orcs 2,3 and 4 (bright squares are visible).
Elf may "see" Orcs 3,4 and 9.
Dwarf may "see" Orcs 8 and 9. Orc 5 isn't visible because LOS stops at square D.
Barbarian may only "see" the Goblin. His LOS stops at square B. Without the Goblin he would "see" Orcs 6 and 7.
image B) Wizard may see all

but not the greenskins (

's LOS is lost by the wall,

's LOS is lost by the warriors and it's out of Wizard's M.P.)
Although wizard has no clear LOS
(center to center) with the

, they are visible because
a) he can
see 1 side of their square
b) they are within wizard's M.P.(=6) area
and c) LOS is not lost by a wall or high furniture.
5. TREASURE DECK
One search per room. Chests need extra adjacent search.
Gold: 15x2, 25x2, gem x2, jewels x2, treasure hoard (100g.c.)
Potions: healing x3, heroic, strength, defense, 1 random=
Potion of Magic Resistance OR
Poison AntidoteOne random Artifact (of 1 use):
Magical Throwing Dagger,
Holy Water,
Dust of Disappearance,
Elven Cloak of Passage,
Boots of Agility,
Ring of Return,
Fire Ring,
Anti-Poison QuillNegative: fireburst trap, poison (-1 B.P), hazard=heroes, wandering monster=heroes+2
| Number of Heroes | 1 | 2 | 3 | 4 | 5 | 6 |
Treasure Cards (start the Quest with - or +) | -3x W.M. & -3x Hazard | -2x W.M. & -2x Hazard | -1x W.M. & -1x Hazard | normal deck | +1x W.M. & +1x Hazard | +2x W.M. & +2x Hazard |
| TRAPS: draw 1 card | no | no | no | no | no | YES* |
| S.DOORS: draw 1 card | no | no | no | no | YES* | YES* |
| TREASURE: draw 1 card | YES | YES | YES | YES | YES | YES |
*
= When searching and find nothing, draw a treasure card. If it is a negative one, follow its text. If not, return it to the deck; nothing happens.6. CHAOS TOKENS
EWplayer starts each Quest with Tokens=Heroes plus unused Tokens from previous Quests.
He gains 1 Token (+1 for each additional hero):
- each 5 rounds
- when a hero dies
1 Token=1 combat die reroll for a Zargon's minion.
2 Tokens=1 red die reroll for a Zargon's minion.
Tokens may be used only during Zargon's turn (for immediate re-rolls OR for later defensive re-rolls).
7. XP SYSTEM
Experience Points are used in the
Alchemist's Shop (not in the Armory) for hire mercenaries or purchase scrolls & potions in a lower price. Each XP equals to a gold coin discount in the Shop (the gold discount may be used once per visit in the Shop i.e. once between Quests).
Example: a hero with 15 completed quests, 200xp and 200gold coins may purchase 2 Potions of Battle (each one costs 200g.c.), or 1 Potion of Restoration (costs 400g.c.) etc.
Let's say this Hero completes the next Quest and visits the Shop with 230xp and 170 gold coins. They may then purchase the same potions as before, or any other combination they wish.+1 XP for each:
- BP or MP they remove from monsters
- spell they cast
- secret door or trap they find or disarm
- completed Quests they have until now
- special action or test (carrying chests, opening stone doors etc.)
8. HERO'S DEATH
When a hero dies they immediately lose all of their gold coins (but not Gems or Jewels) & Zargon gains 1 Token. Their belongings fall down and may be collected by any figure who steps onto the square (free action: pick up). If collected by a monster they may run away. They disappear from the board if heroes don't “see” them during their next turn.
A new hero enters the quest on the player's next turn.
9. MIND POINTS=0
A figure with 0 Mind Points rolls 1 combat die at the beginning of their turn. If a

is scored, they recover 1 M.P. and continue normally the game. If not, they lose 1 B.P. and continue with the following restrictions: defend & attack with 1 die and move 1 square. Repeat the same process (at the beginning of each turn) until a

is scored or the figure dies.
10. VARIOUS CHANGES
A SECRET DOOR is treated like an open door when both sides are revealed.
EQUIPPING ITEMS. Your turn's action determines which kind of equipment you are using until the round overs.
Example: if a hero with a Battle Axe and Shield searches and not attacks (means they don't use the Battle Axe), they may use their Shield during Zargon's turn.PASSING ITEMS is allowed between 2 adjacent heroes without adjacent monsters. A hero may not pass an item which is used during the current turn.
HEALING POTIONS can't save heroes with 0 B.P.
Damage from POISON remains until a venom/poison antidote is drunk. It cannot be healed by regular potions/spells, not even between quests.
MERCENARIES count as bonus heroes in the Token system (not in Search system). The player who controls them, may move them before or after their Hero's turn. Heroes do not acquire the XP from their Mercenaries.
RUN. When no monsters on the board, heroes may add 1 red movement die instead of an action.