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Name: Wanderer Battle Actions

# Own Used Battle Action Rules


Type: Wanderer Level: 2 1 Run Away! (Type: Early) (Study Numbers 2, 8)
Opponent BS ½. The Battle is over after this Battle Sequence. Do not
Race: collect any treasure. In dungeons move back to previous room.
Gold: 2 Stand Your Ground (Type: Early) (Study Numbers 3, 4, 6)
End this Battle Sequence. Reduce your HP by ½. Horde Size by ½.
Max HP: HP: 3 Feint (Type: Late) (Study Numbers 4, 6)
You may recalculate the base BS for yourself or your Opponent by
Head: drawing a new card.
Body: 4 Dodge (Type: Early) (Study Numbers 5, 7)
Belt: Your base BS is 0. Opponent base BS is 1.
5 Sweeping Strike (Type: Late) ( Study Numbers 6,7)
Right Hand/Arm: Maimed? Replaced?
At the end of the Battle Sequence, reduce the Horde Size by 2 instead
Left Hand/Arm: Maimed? Replaced? of 1. Sweeping Strike may be re-used. It expires at the end of this
combat.
Right Leg: Maimed? Replaced?
6 Tactical Advantage (Type: Late) (Study Numbers: 7, 8)
Left Leg: Maimed? Replaced? You MAY select the next blue arrow directly above the blue arrow with
Backpack: your current Level when determining your base BS.
7 Furious Rage (Type: Early) (Study Numbers 8, 9)
Healing Potions:______ Draw 2 cards and obtain two base Battle Strengths for yourself. You can
select either one for as your Base BS.
Turn Overview
# Turn Phase Procedure Notes 8 Time Twister (Type: Late) (Study Numbers 9, 10, 11)
No damage is done to you, and no reduction of Horde Size is done to
1 Inventory Move items between inventory See Section 5 your Opponent.
locations.
2 Movement Move to a new Kingdom/Room along See Section 1
9 Protective Aura (Type: Early) (Study Numbers 10, 12)
a connecting path All damage that is done to you is added to your HP total instead. Your
Max HP may increase to the value of your current HP if raised above
3 Dungeon Check Draw an Event card, and check for See Section 4. your current Max HP value during the current battle, then it returns.
Dungeon updates
10 Sided Fates (Type: Early) (Study Numbers 11, 13)
4 Event Check Using the same Event card, now check See Section 1
for an Event, unless moving into an and Section 4 Deduct 1 from your Opponent’s Horde Size on your Creature List.
existing dungeon room. Horde Size in your Battle remains unchanged.
5 Dungeons and Deal with Unhappy Kingdoms and See Section 3 11 Leech (Type: Late) (Study Numbers 12, 13)
Diplomacy choose to Enter Dungeons (if and Section 4 Determine Leech Amount. Leech Amount is equal to the amount of
available) Creatures defeated and/or Horde Size reduced times the Opponent’s
6 Quest Actions Perform actions based of active Quests See Section 6 Level. Add Leech Amount to your HP up to your Max HP amount.

7 Settlement Perform actions based on See Section 3 12 Fearful Gaze (Type: Late) (Study Numbers 13, 2)
Actions Settlements in current Kingdom Reduce Horde Size by the value of your current Level. Do not collect
treasure if this ends the Battle.
8 Retirement Retire See Section 1
13 Growing Strength (Type: Early) (Study Numbers 2, 3)
9 Keep Upkeep Build/Improve your Keep See Section 3
Your base BS for this Battle Sequence is 0. Triple your total BS during
the next Battle Sequence in this Battle.

Quest Home Level Type Destination Alt Dest. Loot Data/Info Done

Quest Loot: Base Gold Value x Quest Loot Modifier = Gold received
Kingdoms in the Yellow Monster Banner. Fill this number in on the
Creature List under the Loot heading.
1. Draw a new border area. Continue the road into that Kingdom.
6. Put a single tic mark in the Horde Size column.
2. Name the Kingdom starting with a unique letter, A - T.
See Section 2 – Creatures and Combat
3. Draw an Event card and look at the “additional paths” area in
the upper right of the card. Draw those additional roads.
Quests
4. Draw two more Event cards to get the Land Types of this new 1. Draw an Event card, and record the Quest type next to the
Kingdom, and draw those on the Kingdom. Castle Icon.

See Section 3 – The World Map 2. Draw another Event card. Use the Letter Reference to
determine what Region you which you must travel, as
Dungeons described by the Quest type. Write this down as your
destination. If this destination Kingdom has not been created
1. Draw a square room with the exit stairs on one wall and a door yet, you must create it anywhere in the World, conforming to
in each of the other walls. rules in Section 3 – The World Map.

2. When you exit a room, draw a hallway extending from the When adding a new Kingdom to the World for the purposes of
door to a new room at the end of the hallway and draw a card. a Quest, you may build a free Level 1 Castle or Village in it
Look at the additional paths to determine the number of exit (no Temples). If no additional roads exist when a quest
doors of the new room. requires one, then a player may create one at least three steps
away in cases where the wanderer must travel.
3. If the same card also has the dungeon symbol, then there are
stairs down to the next level. There may be only one set of Depending on the Quest, you may have to draw another card
stairs down per level. Stairs may be blocked if the dungeon is to determine an Alternate Destination.
not deep enough level yet. Once stairs are created all unused
doors have a hallway drawn to a room with no additional 3. Draw a card to determine the Loot the king will give you if
doors. you succeed in your daunting task. Look at the number in the
Castle Banner. Write down the resulting number as the Quest
4. Draw an event card to determine if the new room contains a Loot value multiplier.
monster. If you draw a +1 then you have found a healing
potion and may add it to your inventory. If you have drawn a See Section 6 - Quests
+2 then you have found a potion and a magical item of the
same level as the dungeon.
Items
See Section 4 - Dungeons 1. Draw an Event card to determine the type of Magic the item
is. Use the Creature Type directly below the Yellow Creature
Creatures Banner.

1. Draw an Event card, record the Type listed the Yellow 2. The type of the item is defined by drawing a card and looking
Monster Banner. at the Body Location Indicator, and creating a magical item for
the body part indicated. If the torso is indicated then you may
2. Name the Creature starting with a unique letter, A - T. pick either Body or Belt.

3. Draw an Event card for each, and write down the type of 3. When an item is equipped for the first time in its proper
Terrain shown on each card in the Creature’s Terrain Bonuses location you need to check to see if it it cursed or not. Simply
and Negatives. draw a card and look in the monster banner. If the type
matches the type of your item it is a cursed item. Change it's +
4. The Creature’s Base Level is determined by your current value to a – value instead.
Level minus 1.
See Section 5 – Items and Inventory
5. Draw an Event card and look at the number “gold rock” icon
Creatures
Ref. Creature Type Creature Name +1 Terrain -1 Terrain Base Level Loot Horde Size
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
Battle Sequence Creature Types

1 Horde Increase Increase horde size on Creature List. Once per Undead You are not allowed to use any Battle Actions against the
World Map Battle. Does not apply to Dungeon Undead.
encounters.
Flying If the Opponent’s Horde Size is greater than your level, you
2 Early Battle Perform an Early Battle Action, optionally, once per cannot use any Battle Actions in the first Battle Sequence, and
Action battle. you have a Base BS of 0 in the first Battle Sequence.
3 Battle Strength Obtain your base Battle Strength. Burrowing If you “defeat the Horde” (as if your BS is greater than the
Draw a card and line up with the top card in Opponent’s BS, or you perform a Battle Action ends the Battle
discards pile. Find your level in the blue arrow. It is by reducing more than 1 Creature from the Horde Size), you cut
pointing at your base battle strength in the pink the Horde size down to half instead.
arrow.
Ferocious If the Opponent damages you in a Battle Sequence, you get
4 Creature Battle Obtain your opponent’s base Battle Strength additional damage equal to your Opponent’s base BS.
Strength modified by terrain. (Base strength + Terrain
Modifiers) Swarming At the end of a Battle Sequence, deduct an addition 1 from the
Draw another card and line up with the card used Horde Size of the Battle.
for your battle strength. Repeat procedure above.
At the end of the complete Battle, add an additional tick mark to
5 Late Battle Action Perform a Late Battle Action, optional, once per that Creature’s Horde Size on the Creature List, even in
battle. Dungeons.
6 Compute Final Modify base Battle Strengths appropriately (based Poison If Opponent does damage, multiply the damage by 2. The Battle
Battle Strengths on Battle Action modifiers, opponent abilities, then ends. No treasure is awarded.
horde size or magical items)
Creature Battle Strength * Horde Size = Creature's Armored Armored Creatures can never have a Horde Size greater than
Final Battle Strength your current Level. Do not add a tick mark to the Creature List if
the Creature’s Horde Size is equal to your Level.
7 Compare & If your Battle Strength is higher you have Defeated
Resolve the Horde, and you will receive loot. During the first Battle Sequence, an Armored Opponent deals no
damage. You will still have to determine its’ BS, however, to see
If the horde's battle strength is higher you will take if it has lost the battle.
damage equal to the difference between strengths.
Reduce the Horde size by one. If this drops the Afterwards, you must divide your base BS in half.
horde to zero, the battle is over. You do not get loot.
Typical No special rules affect this Creature.
8 Repeat Repeat Steps 2-7, if Battle is not finished
Creature Loot: Base Gold Value x Creature Loot Value x Horde Size = Gold received

You must “Defeat the Horde” to receive loot from a combat.

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