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This key must be held to enter the treasure chamber of the Royal Castle. Upon entering the treasure chamber you may choose to Steal the Treasure (Draw 3 city cards to see if the Watch passes) if successful, take 3 gold. You may also Return the Chalice (Holy Grail) and gain a talisman, spell, strength, craft, or life. |
Place this card on the plains space in the Outer Region that is directly across from the Chasm. There is a drawbridge here, crossing the river. Roll under your craft on 2 dice to outsmart the troll guardian & cross without stopping. If you fail, fight a combat with a troll (strength 6) and cross on your next turn if you win. If you use the drawbridge, you may cross to the Chasm without losing a life. The troll regenerates and always guards the drawbridge. |
Place this card on one of the desert spaces. It does not change the nature of the space (characters must still lose 1 life) & cannot be destroyed except by earthquake. This is the entry-and-exit point of the Golden Castle. Any character returning the holy grail to the Golden Castle will have its effects doubled (craft +2) as long as it is held. |
Place this card on the Black Knight space. It does not change the nature of the space (characers must still lose 1 life or 1 gold) & cannot be destroyed except by earthquake. This is the entry-and-exit-point for the Black Castle. Any character who brings the hag or poltergeist to the Black Castle will have their strength increased by 1 for each as long as they are followers. |
Place this card on the Chasm space. It does not change the nature of the space (characters must roll for themselves & each follower) & cannot be destroyed except by earthquake. This is the entry-and-exit point for the White Castle. Any character who brings the prince or princess to the White Castle will have their craft increased by 1 for each as long as they are followers. |
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While the lodestone is in your possession you may: 1. Choose your direction in the dungeon. 2. You are immune to the Maze & Lost? 3. Add 1 to your die roll in the Forest, Crags, Crypt, Mines, & Treasure Chamber. |
While the Magnet is in your possession you may: 1. Take any metal object within one space that is face up on the board. (If in doubt, it is not metal) 2. Take any metal object that is drawn from the adventure deck within 1 space of you. |
These horrid stone creatures come to life and carry you to the Graveyard. The Gargoyles remain in the Graveyard for the remainder of the game. While the Gargoyles are in the Graveyard, evil characters do not lose a turn when praying (roll again). |
This spell may not be retained in a spellbok. You may cast this spell on yourself and anyone else in the same space after completing your turn. This spell allows those affected to immediately take another turn. The next turn can consist of normal movement, interacting with the same space, or skipping the command to miss a turn. If you cast the spell after being caused to miss a turn, you also do not lose a craft. Characters wearing the amulet cannot be affected by this spell. |
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This spell is used by apprentice sorcerers to improve their magical skills. When cast, the character may immediately take another spell, even if the Cantrip is retained. Roll 1 die: 1 = Oops! Lose 1 Object or 1 Life 2 = Oops! Lose 1 Follower or 1 Life 3 = Blinded; Go to the Mage, Sorcerer, or Mystic before proceeding. 4 = Random Teleport; move party 4d6 spaces clockwise. 5 = Heal 1 life. 6 = Teleport to any space in the outer or middle region. |
This spell is used by apprentice healers to improve their magical skills. When cast, the character may immediately take another spell, even if the Cantrip is retained. Roll 1 die: 1 = Oops! Lose 1 Strength or 1 Life 2 = Oops! Lose 1 Craft or 1 Life 3 = Blinded; Go to the Healer, Doctor, or Enchantress before proceeding. 4 = Restore 1 Craft 5 = Restore 1 Strength 6 = Heal 2 Lives |
This spell may not be retained in a spellbook. Cast this spell immediately after you have been attacked or had a special ability used on you by another character. The character must take the Jinx card as a reminder. In that character's next combat, their strength will be reduced from their craft, or vice versa. If the result is negative, the amount will be subtracted from the die roll. If a warhorse, psionic blast, or similar power is used, the resulting score will be 0. The Amulet will protect a character from this spell. |
This spell may not be retained in a spellbook. Cast this spell on yourself or another character as needed. Restore 1 point of Strength or Craft up to your starting quota. |
This spell may be used before combat against one or more opponents. Each opponent must win a separate battle against the strength 5 or lose a life. Any who lose against the wall of fire may not participate in the combat that follows. If all opponents lose, then the combat does not occur. |
This cute little creature is stalking the area...Beware! It is extremely vulnerable to fire, however, and is strength 2 against a fireball or wall of fire. Dragon's or Wyvern's Breath immediately kills it. It will remain here until killed. |
While the Camel is in your possession, you may add up to 3 to your roll for movement. Any followers & party members not provided with similar transport will be left behind. |
A small bazaar has been set up in this space. The merchants there offer the following: Water Bottle - 1g Camel - 3g Armour - 3g Dragon's Bones - 2g Spell - 3g Draw the top card from Any Pile - 3g |
This spell may not be retained in a spellbook. When cast, it allows you to take any one enemy that you land on as a follower. It will add its strength or craft to yours in your next combat, after which it leaves to the discard pile. |
This spell may be cast when on a Runes space. The bonus normally given to enemies becomes yours and remains with you until your next combat. The bonus can only be added to either strength or craft, but not both. Anything that requires strength or craft before your next combat is modified by the power of the Runes. |
This spell may be cast on yourself or another character before combat. The character affected may exchange a point of life for a point of strength or craft for one turn. Once the turn is over, the exchanged lives are lost. If all lives are used, t the character perishes at the end of the turn. |
This spell may not be retained in a spellbook. You may cast it on yourself as necessary. This spell allows you to exchange a point of life, strength, or craft interchangeably. Once exchanged, the new stats become your starting quota and are permanent. Thus, if life is reduced to 3, you can only be healed up to 3. |
Cast this spell on your turn, before or after movement. This spell causes all sleeping enemies on the board to awaken. |
Cast this spell instead of moving. When cast, leave the cad face-up on the square. You may may move to the entrance of any region not on the main board (i.e. Town Square, Dungeon Entrance, Warp Gate, Volcano, etc.) Any other characters passing through the dimension door will go to the same region. If cast while in one of these regions, move to the Portal of Power. |
Cast this spell as required. When cast, take any Monster from the discard pile. It will fight in your place in your next strength combat. |
Cast this spell as required. When cast, take any Spirit from the discard pile. It will fight in your place in your next craft combat. |
This spell may be cast when you have entered a building or a place. Roll any dice if required, or suffer other penalties. When cast, the place ceases to function as it did, and patrons can no longer receive the benefits. Examples are the Castle, Temple, & Blacksmith, Cave, Dungeon Doorway, & Pool of Wisdom. Because of its special nature, the Magic Portal cannot be desecrated. The Portal of Power & buildings in the Inner Region cannot be desecrated. |
Roll 1 die. A dastardly villain has desecrated the following site: 1 = Chapel 2 = Graveyard 3 = Tavern 4 = Temple 5 = Anarchist's Guild 6 = Mystic |
This spell may be cast when you land on a place or building that has been desecrated. You may remove the desecration card and visit the space as normal. |
You may cast this spell on yourself or another willing character as required. It will immediately turn you into a toad with 4 lives, regardless of what your lives were before you cast the spell. Take the Toad Character card. You will remain a toad until you find the prince or princess respectively. Lose all spells, spellbooks, objects, etc. in accordance with being a toad. |
This powerful warrior is roaming the land! You must pay him one gold or lose 1 life. |
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Start: VIILLAGE Alignment: NEUTRAL STR-3 CRAFT-4 SPECIAL ABILITIES 1. Whenever you land on a character who has the Ring, they must give it to you. 2. While the Ring is in your possession, you may evade any combat except for combats with Spirits. You may also cast the mini-Command spell, as if you had a talisman. 3. You may ignore the Patrol & cannot be Corrupted, Imprisoned, or otherwise swayed from your quest. 4. Whenever you encounter 2 or more enemies, you may set them against each other. Roll below your craft on 2 dice & the enemies will pair off and attack each other instead of you. This does not apply at the Crown of Command. 5. You must be beaten by at least 2 in combat & are not affected by the Siren. |
Start: VIILLAGE Alignment: NEUTRAL Strength-2 Craft-4 SPECIAL ABILITIES 1. Whenever you are attacked by a Character, Monster, or Dragon, you may ask them a riddle. They must guess a number and roll 2 dice. If the number is not what is shown on the dice, they cannot attack you. 2. Your skill at burglary allows you to take one object from any enemy you encounter, regardless of the outcome of combat. 3. If you have the map, your craft is increased by 1, & each turn you may move to any space that already has an upturned enemy card. 4. You must be beaten by at least 2 in combat and are not affected by the Siren. |
Start: CHAPEL Alignment: GOOD STR-3 CRAFT-3 SPECIAL ABILITIES 1. You may heal one life for you or another character every round. 2. Your combat score is increased by 2 when fighting evil characters or spirits. 3. You begin the game with a spell. 4. The effectiveness of all holy items in your possession is increased by 1 point (Lance, Grail, etc.). 5. You are immune to the Pestilence & Plague. 6. You may do battle with the Black Knight. Treat him as a doppleganger. If you win and you have a horse, you may become the Cavalier. |
Character-DEATH KNIGHT Alignment-Evil Start: GRAVEYARD STR- (-1) CRAFT- (+2) 1. You lose one strength, but gain 2 craft from that of your previous character. You also gain 4 lives. 2. You begin with a spell. Take one from the Spell deck. 3. Whenever you encounter a spirit, you may try to tempt it to your will. Roll over its craft on 2 dice, & it will add its craft to yours for one combat only. You may also send the spirit up to 3 spaces away. It will attack any characters in that space and remain there until killed. If you fail, the spirit attacks you as normal. 4. Instead of attacking, you may attempt to drain the life force of any character or enemy you land on. Roll over their craft on 1 die and take one of their lives for yourself. 5. You may take the nightmare as a mount. While in your possession, you may treat it as a horse. You may also use it as any other spirit. 6. You have magic resistance. Anytime a spell is cast on you, you may roll a die. 1-2 = you are affected by the spell. 3-4 = the spell is negated 4-5 = the spell is reflected back on the caster. |
Character-Cavalier Alignment-Good Start: The Sentinel (or Black Knight) STR- (+1) CRAFT- (+1) 1. You begin with the Sentinel's (or Black Knight's) Helmet and Armour. 2. You may add 1 when rolling for Helmet, Shield, or Armour. 3. You may call your horse at any time. If you lose or discard your horse, you may take another from the purchase deck. 4. While you have a mount, you may add 1 to your strength in combat. 5. You may take the Griffon or the Pegasus as your mount. While they are your mount, you can roll 2 dice for movement and move the sum. You can send them up to 3 spaces away to aid/attack other characters/enemies. If you or another player uses the Pegasus' teleport ability, it leaves to the discard pile. |
Character-Pharaoh Alignment-Neutral Start: Cursed Glade STR- (+0) CRAFT- (+2) 1. You always have 2 spells. 2. You do not lose a life in the Desert. 3. Your control over life & the afterlife allows you to pray in the Graveyard. 4. You may take the mummy as a follower. It will add its craft to yours in combat. 5. Each follower you have will carry 1 object for you, in addition to any objects they normally carry. 6. You may ignore any command to discard a follower and lose a strength, craft, or life instead. This includes followers who are beguiled, enslaved, mesmerized, or otherwise taken from you. |
Character-Toad Alignment-Neutral Start: Variable STR- 1 CRAFT- 1 1. You may move 1 space only. 2. You may have followers. 3. You may not use any type of weapon, armour, or shield, though you may use a helmet or other head protection. The only object you may carry is a helmet or hat. 4. If you are male and meet the princess, or you are female and meet the prince, you may return to your previous character & take them as your follower. 5. Each of your followers will carry one object or gold for you while you are a toad. They may also assist you in using weapons, wands, etc. Once you return to normal, followers do not carry items for you. 6. You are not affected by the swamp. |
The Realm of Fire is a Magical place that can only be entered under certain conditions. The realm of fire is an extension of the Valley of Fire, and if successfully traversed, will allow the characters to bypass the middle and inner regions and proceed to the Valley of Fire. Some characters, however, may find it much more appealing to appraoch the Crown of Command in the traditional manner. The entrance to the Realm of Fire is through the Volcano. When this card is drawn, leave it on the space--it does not count toward the card total in the space. Once placed, the volcano cannot be destroyed. Alternatively, if Mephisto is drawn, he no longer changes character alignment; Good or Neutral = you are immediately transported to the entrance of the Realm of Fire. Evil = Gain a craft, you may, if you choose, go to the entrance of the Realm of Fire. Characters may also enter the Realm of Fire via the Valley of Fire in the inner region, though this is ill-advised. Characters who enter the Realm of Fire without a talisman suffer from the hostile environment. Each round, they must roll a d6. On a roll of 1, they lose a life.
1 = The crew does not see you & they sail past. 2 = They see you--and attack! Fight one combat against the crew (Strength 5). 3 = The crew deceives you into taking a dangerous ride; move back to the volcano. 4 = The crew offers you passage. Move one space forward or backward. 5 = The crew takes you on a long voyage. Take an extra move. 6 = The captain really likes you. Move to any space in the Realm of Fire. |
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This magnificent weapon adds 2 to your strength when used in combat. Creatures that are immune to fire reduce its effectiveness by 1. |
The Wizard's Hat confers a craft of 3 to anyone whose craft is less than 3. It does not add to or subtract from your craft, and if the hat is lost, your craft will be as normal. Additionally, if you are in a psychic combat and have just lost a life, roll a die. On a roll of 6, you do not lose a life. |
If, as a result of psychic combat, you have just lost a life, roll one die. On a roll of 5 or 6, you do not lose a life. If you possess the Wizard's Hat and the Wizard's Robe together, you do not lose a life on a roll of 4, 5, or 6. |
The Platinum Dragon looks favorably upon you and sends seven butterflies to assist you in your quest. While they are with you, they fly in circles around your head, adding 2 to your craft. In any combat where your strength is lower than your craft or vice versa, they both become equal to the higher score. This also applies to combats which combine both scores, including psionic blast, assassination, warhorse, etc. You may ignore anything which requires you to discard them, including mesmerism, hag, vampire, etc. You also may not lose them instead of a life. This power does not protect your other followers. Once the Dragon King is defeated, they depart to the discard pile. |
Place 4 lives on this card. The hydra is a ferocious beast with the ability to regenerate its heads. In order to take a life, you must chop off a head by winning a combat with a metal weapon. Once all lives are gone, it will regenerate the next round unless a fire spell is cast on it. Defeating the hydra is considered a heroic deed. It will remain here until killed. |
Place this card on the Polychromatic Dragon space. The Evil Dragon Goddess has established her temporal realm here. Each of her heads is Strength 10. If you leave this space, you cannot re-enter until all other characters have left the space. Defeating the Polychromatic Dragon is considered a Heroic Deed. |
This weapon may only be held by characters of GOOD alingment. Enemies cannot use it. While in your possession, the Holy Avenger grants one additional point of strength & 2 additional points of craft in combat. |
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Character-LIZARDMAN Alignment-Neutral Start: DESERT STR-4 CRAFT-2 1. You are safe in the Desert. You do not lose a life there. 2. You are partially resistant to fire and do not suffer for not having a Talisman in the Realm of Fire. 3. After your normal strength combat roll, you may choose to strike with your tail. On a roll of 6, you have struck with your tail & your opponent must lose a life. Striking with your tail does not affect the outcome of the combat. 4. You may take the Giant Lizard as a follower. Add its strength to yours in combat. 5. You may move any Lizardmen you encounter up to three spaces away. They will not attack you. 6. If you encounter the Lizard King and defeat him, or are able to take him as a follower by some other means, you may become the Lizard King by discarding one Magic Oject. Discard the Liard King & take the character card of that name. You may not become any other master-level character. |
Character-HARLEQUIN Alignment-Neutral Start: TAVERN STR-2 CRAFT-4 1. You may add 1 to your die roll in the Tavern. 2. In any encounter with a character, enemy, or stranger, you may attempt to tell a joke. Roll 1d6. 1-3 = You fail miserably & they attack you anyway 4-6 = Great Joke; they leave you alone. The joke affects all creatures in the space. 3. You may take the Jester from any character you land on. If a character discards the Jester, leave him in the space where he was abandoned. 4. While the Jester is your follower, you are not affected by the him; your starting quota of Strength & Craft are doubled. The Jester can be mesmerized, beguiled, etc. but is immune tothe Hag. |
Character-LIZARD KING Alignment-Neutral Start: Variable STR CRAFT 1. You retain all strength, craft, lives, & abilities of your previous character. 2. In combat, you are immune to metal weapons. Any characters or enemies you fight may not count these items toward strength in combat. 3. You are resistant to fire. If you lose a life to dragon's or wyvern's breath, roll a die. 1-3 = you lose a life. 4-6 = you are protected. 4. If you encounter a Lizardman, you may take it as a follower. Add its strength to yours for one combat only, after which the Lizardman departs to the discard pile. |
This place runs alongside the inner region and is the place from which the pit fiends spring in that space. A character who makes it to the Pit Fiends can enter the Pit. Draw 3 fire cards. Characters cannot encounter each other on this space, which is to say that a group cannot be formed or disbanded, nor can one use a special ability against another, to include attacking, assassination, casting a combat spell on another, etc. Any weapons or enemies drawn assist the pit fiend in its fight against the characters. Roll 3d6 for the pit fiend's craft. If you enter this space and do not have a talisman, roll 1d6. 1-3 = your mind is controlled. Lose a turn (and a craft) and attempt to break free next round. 4-6 = You have a strong will and are free to fight as normal.
The Queen of Dragons has made her nest here. Draw 5 adventure cards, ignoring any enemies. The Polychromatic Dragon has 5 heads, each Strength 10, and 5 lives. The heads can be faced off against. If a united effort is used, fight a combat against Strength 50. Every turn, roll a die to see which dragon head breathes:
1 = Fire: Roll under your craft on 2 dice or lose a life.
2 = Frost: Roll under your craft on 2 dice or lose a life. Roll under your strength on 2 dice or be frozen (miss the next turn of combat).
3 = Lightning: Roll under your craft on 2 dice or lose a life. If any metal weapon or amour is held, lose an additional life.
4 = Acid: Roll under your craft on 2 dice or lose a life. If a shield, helmet, or armour is used to save your life, lose the item.
5 = Poison: Roll under your craft on 2 dice or lose a life. Roll under your strength on 2 dice or lose an additional life.
6 = Spell: Draw a spell from the spell deck and use it against the characters.
You may remain on this space without moving the following round. If you leave the space, you may not return until all characters have left, during which time the Polychromatic Dragon heals its 5 lives. Defeating the Polychromatic Dragon is considered a heroic deed.
Characters who battle up to the inner region but do not have a talisman may enter the Realm of Fire through the Pit via the Pit Fiends. You must have a talisman to enter the Valley of Fire. If you enter the valley of fire without a talisman, your character falls into the chasm.
* The Staff of Striking and Staff of the Magi cannot override the Martial Artist's Killer Blow.
Map: In addition to its other qualities, while the Map is in your possession, you do not lose a craft when you miss a turn. You are immune to the Maze & Lost?
Shovel: In addition to its other qualities, while the Shovel is in your possession, you can bury any object in the outer or middle regions. Turn the object face down. It will remain on the space until you come to reclaim it. It does not count toward the quota for the space. Only you can return and obtain the object.
Prince / Princess: If you meet the Prince or Princess while you are a Toad and their sex is opposite that of your character's, you immediately return to normal and take them as your follower. If they were your follower before you became a Toad, you will return to normal after one turn instead of three.