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Shadws Upon Assadar: Z ZZ Z Z
Shadws Upon Assadar: Z ZZ Z Z
Shadws Upon Assadar: Z ZZ Z Z
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There are several type of cards in the game. These will be
described in order and you can find a diagram of a suggested
starting game layout on page 4.
Shad ws
upon
Begin by placing the Character Stats card in front of you.
L sadar
This card tracks your Mana (energy
a s the grayking is risen
a solo quest game by todd sanders
i Mana
8 15
2 9 16 2 9 16
Spirit
i 8 15
needed to perform spells), Spirit (the
amount you have been corrupted by
the magic you use) and any Warding
3 10 17 3 10 17
Keys you’ve found in your quest. Place
T
4 11 18 4 11 18
he land is corrupted. The silent Grayking, markers on the highlighted [14] spaces
brooding upon his throne in the Tower of Ash, is 5 12 19 5 12 19 on both the Mana and Spirit tracks.
a far-reaching shadow upon Lassadar. We feel his 6 13 20 6 13 20 These will be your starting stats. You
presence in each of our days. His servants grow 7 14 21 7 14 21 lose the game if your Spirit ever
Warding Keys
bold, stealing into our cities, inhabiting the alleys and dark falls below [1]. Your mana may fall
z
z
z
places of our streets. They jeer at us from our mirrors, shaming Wi W 2 W3 below [1] but you may not be able to
our reflections. +2 to spirit
cast spells.
-i to grayking +2 to mana
marker
shear
stillness
+4 mana
-i spirit
zz shiver
extra
attack
die
[-2 mana]
calm
zz zz
z
shard sword memory recharge
barrier knives flip up to +3 spirit all
arcane arts of ice, oak and flint magic and have taught you those lock
-2 mana W +4 atk
[ghast]
-2 mana
three
dice
faces
-3 mana
-i next
attack
spells of
any one
type
-4 mana
powers are capricious and can corrupt your spirit if relied upon
too much. We wish we had more time to train you further. We
z zz zz
forever seal spark forge reverse wind
remove event card blades shock re-roll speech
must relearn spell re-roll extra two dice extra
each time used three attack attack
do not. [-3 mana ] dice
-3 mana
die
[-4 mana]
-3 mana die
[-4
mana]
Go now into the wider world, with our blessings, and seek a spell path cards
means to defeat the Grayking. Find the three Warding Keys
stolen by his servants and re-lock the gates to force him back During the game you learn your choice of spells of three
behind the Barrier Planes forever. Our agents, spread thinly different types:
across places still untouched in Lassadar, will aid you in your
quest as best they can. Oaken spells which change the outcome of events on the Battle
Go now, and save us all…… Loss tables or remove events entirely.
Shadows Upon Lassadar is a solitaire fantasy quest game. Flint spells which are attack spells used in battle.
You play a young magic adept who has been charged
with finding three lost keys to lock the gates between the Ice spells which recharge your Mana and Spirit.
Barrier Plains and prevent the Grayking from reaching
the world of Lassadar. You will journey to different cities Each of the spell types can also offer additional attack dice when
using various quest cards; other cards list spells you learn engaged in a battle with the Grayking’s servants.
during the game. Magic in Lassadar is, however, a two
edged sword and if you use powerful spells you may end Each spell has a cost in Mana or Spirit when casting it. Spells that
up corrupting your own spirit in the process and lose the have a bracketed cost ( example: [-3 Mana]) only need to have
game. Three specific cards lead to expanded battle maps that cost paid once, when they are first learned. For the other
where you fight the Grayking’s servants for possession of spells you will subtract that cost in Mana or Spirit each time you
the keys. use the spell. Each spell may be used only once during a battle
unless recharged.
Needed to play:
the 48 game cards Additionally not all spells may be available to be learned. Each
9 six sided dice spell type has paths, designated by a set of arrows. At most you
25 black eurocubes will only be able to learn 4 to 5 spells of each type. Each step
and 3 eurocubes: one each in red, blue and yellow. along the path determines the next spells to choose from.
When you begin the game, choose two spells from among those
at the top of the three types and place a marker on each. You may
learn one spell on each of two types, or may choose two spells of
one type along one spell path. 1
This diagram shows Next, you will place the 3 Expanded Battle Maps to one
an example of four side. Each Battle Map is made of 3 cards, placed adjacent to
flint spells learned Flint spells. each other and each Battle Map has a corresponding color,
Shield and Shard Warding Key number and Eldritch Table. See the section
shield
re-roll
one die
-i mana
z Knives cost Mana
each time they are
used. Hammer Plate
and Forge Shock add
“Expanded Battles” for more on these maps. For now, place
the red, blue and yellow markers next to these maps.
zz
hammer
z
brittle plate extra dice to your
the servant deck for this
knives
+4 atk extra
attack 2 3
battle (each must be a
different type) and roll
2d6 to place the servants’ 1
W
[zhumbi] die attack roll and have markers on the city map.
-2 mana [-2 mana] a one time Mana 4 place a marker on the
numbered warden icon
for your starting space.
10
the blue warden icon is a
z
first learned but
zz
type once.
shard sword Wi after magic use by player,
knives flip up to roll 2d6 for additional
+4 atk
[ghast] three
dice
no additional cost 9 7 eldrich damage.
z
-3 mana W Eldrich damage table
zz
spark forge 2,3,11: spirit/mana loss addt’l -1 each
blades shock spells; because
re-roll extra
three attack Hammer Plate was
dice die
-3 mana [-4 mana] Choose 2 cards from
z
learned, the player the servant deck for this
W 3 8 W2 5
the blue warden icon is a
z
Each step along the spell recharge space. you
may move on to this space
to recharge each spell
path determines the 7 6 type once.
after magic use by player,
Next, lay out the two cards that make up the Grayking’s 4,10: spirit loss addt’l -i
3,11: spirit/mana loss addt’l -1 each
z
the servant deck for this
W3
z
different type) and roll
W 2d6 to place the servants’
placing a marker on one of the three numbered spaces on for your starting space.
9
the blue warden icon is a
z
3
W spell recharge space. you
the track: (3) beginner game, (2) normal game, (1) advanced may move on to this space
to recharge each spell
type once.
game. The diagram below shows a marker on the beginner after magic use by player,
roll 2d6 for additional
game space. 2 6
eldrich damage.
W W W2 gate 3
z
W3 warding
gate 2
gate 1
z
W W W W1 W lassadar
Range
Damage
z
6
Mana or Spirit, and gaining valuable allies in your fight. Expanded Battle Maps.
6
The four types of city cards are:
2 As you win the battles in these
City Quest cards showing cities, and gain the Warding
the name of the city you’ve Keys, you will remove these
W iarith
sgraykingraykingrayking
v ey kr ilnags W journeyed to, win and loss cards from the game. If you
a dy koiwnsg or a
ghr a
g s rh a
a d o iwnsgorv a
y k
graykingraykingrayking e ry lk ai ns g table reference icons and lose a battle in this city you
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event instructions for the Wi will place this card on the
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1
5
battle in that city. These cards Quest discard pile, to be
always have a black border. shuffled back into the game.
1
warding city card
As you win battles in these
cities you will remove these
cards from the game. If you
lose a battle in this city you
City Name
the grayking’s servants creep
through the alleys of iarith. will place this card on the
their cries chill the populace.
if you prevail, raise your Quest discard pile to be
mana count by next card value.
shuffled back into the game. W iarith
sgraykingraykingrayking
v ey kr ilnags W
a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
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city quest card
graykingraykingrayking Battle Win icon with
table number
Council of Wardens Quest
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1
cards always have a white Battle Loss icon with
z jasdell z border. Their event 5 table number
instructions will help you gain
ZZZZZZZZZZ
1 Mana/Spirit count
and Spirit. icon with number
4
6
Place all nine 6-sided dice and remaining markers within
1
Each card will be rotated as reach. The diagram on the next page shows a suggested
z it is used, up to three times starting game layout.
2
1
(the large numbers to the
i left of the card are used as a
memory aid), and then will be
removed from the game.
elder nif is the head of the council of
wardens. call on his aid 3 times when visiting
borolia or wardenkeep and move the grayking
marker one space towards the ash tower each Elder Nif uses his spirit to
time. rotate this card to track, then discard. send the Grayking back
elders card towards the Tower of Ash.
Elder San gives you an extra
attack die for your battles
with the Grayking. This die
does not count toward those
the Grayking uses.
Elder Bren recharges your
mana for spell casting. 3
quest quest
draw pile discard pile
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Shad ws Choose 2 cards from
the servant deck for this
the grayking is risen
L a sosvaedra r battle (each must be a
different type) and roll
2 3 2d6 to place the servants’ 1
markers on the city map.
W
z
place a marker on the
4 numbered warden icon
for your starting space.
the blue warden icon is a
spell recharge space. you
10 6 may move on to this space
to recharge each spell
type once.
Wi 5 after magic use by player,
z
roll 2d6 for additional
eldrich damage.
9 7
grayking progress track Eldrich damage table
8 W 12
11 z 6,7,8: no additional damage
5,9: active servant wounded addt’l -i
12: active servant wounded addt’l -2
4,10: spirit loss addt’l -1
warding
W W
gate 3 2,3,11: spirit/mana loss addt’l -1 each
battle warding
gate 1 battle
warding
win table
W
W3 W W2 gate 2 loss table
z
lassadar
z
W W Choose 2 cards from
z
W1 W
the tower the servant deck for this
of ash
W W W battle (each must be a
W W
different type) and roll
z
W 2 2d6 to place the servants’
2
markers on the city map.
W
z
z
-3 mana -4 mana numbered warden icon
zz zz 11 for your starting space.
the blue warden icon is a
forever seal spark forge reverse wind spell recharge space. you
remove event card blades shock re-roll speech 3
must relearn spell re-roll extra two extra 9 may move on to this space
three attack attack
W
z
each time used dice die dice die to recharge each spell
[-3 mana ] -3 mana [-4 mana] -3 mana [-4
mana] type once.
after magic use by player,
z zz zz roll 2d6 for additional
eldrich damage.
spell path cards 2 6
5 12 Eldrich damage table
7: active servant wounded addt’l -i
5,6,9: all servants wounded addt’l -i
3 4 12: active servant wounded addt’l -2
Mana Spirit 4,10: spirit loss addt’l -2
i 8 15 i 8 15 2,3,8,11: spirit/mana loss addt’l -2 each
2 9 16 2 9 16 523
3 10
10 17 3 10 17 servant markers
for battle maps
4 11 18 4 11 18 642
5 12 19 5 12 19
6 13 20 6 13 20
7 14 21 7 14 21
134
Warding Keys
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4
SUGGESTED STARTING GAME LAYOUT
Play: z
ZZZZZZZZZZ
jasdell z
z
1
4
Turn over the top card in the Quest draw pile and place it If it is a Council of Wardens Quest card 1
near the discard pile. Follow the event instructions on do the following: your birthplace. no matter what you have
the card.
done or will do, this place will be home.
raise spirit count by 2x next card value and
shuffle card back into draw deck.
W iarith
sgraykingraykingrayking
v ey kr ilnags
a dy koiwnsg or a
ghr a
sg rh a
a dy ko iwnsgorv a
graykingraykingrayking e ry lk ai ns g
W
Council of Warden Quest cards will aid you in your quest.
If it is a City Quest card do the following: You may be able to learn new spells, gain Mana or cleanse
z
1
5
1
use any of your learned spells in the battle but you may only pile, placing it on the discard pile, and find the Mana/Spirit
use each spell once (unless you recharge them using the Ice number for this value.
Spell: Calm). The exception are spells you’ve learned that
gain you extra attack dice. These dice are always part of When you have finished, place the Council of Wardens
your attack strength in a battle. Quest card on the discard pile.
z elder nif z
3
ZZZZZZZZZZ
z
6
The Grayking’s servants will roll one more die than you will If it is an Elders card do the following: z
1
2
1
in an attack. When you first begin the game you start with i
two attack dice, roll these, applying any modifiers to your Lay the Elders card next to your Character Stat elder nif is the head of the council of
wardens. call on his aid 3 times when visiting
borolia or wardenkeep and move the grayking
marker one space towards the ash tower each
time. rotate this card to track, then discard.
attack as listed in the event instructions. Then roll for the card. You may call on the power of each Elder
Grayking’s servants. Your roll must be equal to or greater three times, rotating the card each time. Once they have
than the Grayking to win the battle. given you their aid, remove the card from the game. You
may have more than one Elder aiding you at one time. Each
Note: if you use Elder San in a battle, his extra attack die Elder’s power may only be used once in a battle.
does not count towards the number rolled by the Grayking.
If it is a Warding City Quest card do W kalilth
sgraykingraykingrayking
v ey kr ilnags
a dy koiwnsg or a
ghr a
g rh a
a dy ko iwns gorv a
sgraykingraykingrayking e ry lk ai ns g
W
z
6
Flint spells: Brittle Knives and Shard Knives against these Refer to the “Expanded Battles” Section below.
z
Wi
Some battles will also tell you to refer to a ‘next card value’. 5. The battle rounds begin...
This value is found on the gray, square Mana/Spirit count
icon, below the Win/Loss icons. Each round of the battle has three phases taken in order:
a. Movement
You may move two hexes in any direction each
round. Each servant then moves one hex toward
you. A servant may move no closer than a hex
adjacent to your own position. Servants have
ranged attacks and may begin attacking before they
5
reach your position. During each battle round, Repeat these three phases for each round until you
you may also move on to the marked Warding defeat the Grayking’s servants (see 6a) or you wish
location with the blue cross. While there you may to retreat (see 6b).
completely recharge all spells of any one type.
After doing this you must move away from this 6a. If you are successful in defeating all of the Grayking’s
hex on your next turn. You may move back on a servants, place a marker on your Character Stats card under
consecutive turn if you wish and recharge the spells the Warding Key section, matching the key you’ve found in
of a different type. the Expanded Battle. Each key gives you a one time bonus in
the game. Then remove the Warding City Quest card from
b. Attack the game.
Any adjacent servant will attack you if you
are within their attack range. This servant is 6b. If at any time you decide to retreat from a battle, you
considered ‘active’. Your own attack range is may do so at a loss of -1 to your Spirit. Place the Warding
always one adjacent hex in distance. Attacks are City Quest card on the Quest discard pile.
simultaneous, you will roll for your attack strength
as well as for the Grayking’s servant. Resolve each 7. In either case shuffle all Servant cards back into the
servant attack in turn, one by one. A servant with a Servant draw deck.
ranged attack further than one adjacent hex will do
damage only if their roll is successful. You may not
do any damage to them until you are one adjacent
hex in distance away.
If at any time the Quest draw pile is exhausted, shuffle the
You may use any of your learned spells in the discard pile to form a new draw pile.
battles but you may only use each spell once each
round, unless recharged. The exception are spells
you’ve learned that gain you extra attack dice.
These dice are always part of your attack strength
in a battle. As you use spells in a battle, place the
marker for that spell temporarily to the right of Winning or losing the game:
the spell icon to show you have used it in a given
round. You may use the Warding location with the Draw cards one by one working your way through the quest.
blue cross icon to recharge all spells of any one type If you gain each of the 3 Warding keys you may cast the
once per battle round if you are on that hex. Oaken Spell: Barrier Lock and lock the gates of the Barrier
Plains. The Grayking is instantly drawn back to the Tower of
The Grayking’s servants will always roll one more Ash and you have saved Lassadar and won the game.
die than you will in an attack. Roll your attack
dice. Then roll for the Grayking’s servant. Your roll If at any time your Spirit falls below [1] on the Character
must be equal to or greater than the Grayking to Stats card, or if the Grayking reaches Lassadar on the
do damage to the Grayking’s servants when they Progress Track, you have lost the game.
are within range. Else, you will only be halting their
attack.
Last Stand Expansion: flint counter ice counter
damage to the ‘active’ servant or servants you are Four additional cards have been included sullen
shatter
-2 mana
z
W6
forget
z W z
axe
z
roll 2d6
W 7
remove
any of
your dice
regret
-1 spirit 9
W 10
forget
your
spell
mourn
z
W 8
spear
change all
grayking
rolls of
i and 2
z
W
11
mirror
re-roll
any of
your
A servant may do damage to either your Spirt or Plains you may travel to the Ash Tower
grayking the last stand
The gates are closed and you stand before
the Grayking. It is the time of endings, the
time for the Last Stand.
Hit Points
your Mana. Refer to the particular Servant card for to defeat the Grayking in his Stronghold. 7
For each spell you have learned during
8 6 5 your quest, increase your mana and
spirit by that amount before you begin
the last battle.