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MOVEMENT Quick

Reference

MEETING TABLE
Die
Roll ENEMY UNFRIENDLY NEUTRAL FRIENDLY ALLY
1 INSULT Price x 4 OPPORTUNITY OPPORTUNITY BOON (x 1)
2 CHALLENGE NO DEAL Price x 3 Price x 2 Price x 1
3 Block / Battle NO DEAL Price x 4 Price x 2 Price x 2
4 Block / Battle INSULT NO DEAL Price x 3 Price x 3
5 Block / Battle CHALLENGE NO DEAL Price x 4 Price x 4
6 Block / Battle Block / Battle TROUBLE NO DEAL Price x 4

CHALLENGE: lose 5 FAME INSULT: lose 5 NOTORIETY

COMMERCE TABLE
Die
Roll ENEMY UNFRIENDLY NEUTRAL FRIENDLY ALLY
1 DEMAND GOLD –10 OFFER GOLD –5 OPPORTUNITY OPPORTUNITY OFFER GOLD +10
2 DEMAND GOLD –15 OFFER GOLD –10 OFFER GOLD OFFER GOLD +5 OFFER GOLD +5
3 DEMAND GOLD –20 OFFER GOLD –10 OFFER GOLD –5 OFFER GOLD OFFER GOLD +5
4 DEMAND GOLD –30 DEMAND GOLD –5 OFFER GOLD –10 OFFER GOLD OFFER GOLD
5 Block / Battle DEMAND GOLD –10 OFFER GOLD –15 OFFER GOLD –5 OFFER GOLD
6 Block / Battle DEMAND GOLD –20 TROUBLE OFFER GOLD –10 OFFER GOLD –5

Bashkars, Company, Rogues: GOLD + NOTORIETY (+ FAME price)


Lancers, Patrol, Soldiers, Woodfolk: GOLD + FAME + NOTORIETY (+ FAME price)
Guard, Order: GOLD + FAME (+ FAME price)

MAGIC
LOCATE PEER LOOT
SIGHT
Die Die Die Die
Roll Result: Roll Result: Roll Result: Roll Result:
1 Choice 1 Choice 1 Choice 1 Take top treasure
2 Passages and Clues 2 Clues and Paths 2 Counters 2 Take 2nd treasure
3 Passages 3 Hidden enemies and Paths 3 Treasure cards 3 Take 3rd treasure
4 Discover chit(s) 4 Hidden enemies 4 Perceive spell 4 Take 4th treasure
5 Nothing 5 Clues 5 Discover chit(s) 5 Take 5th treasure
6 Nothing 6 Nothing 6 Nothing 6 Take 6th treasure

READING VIOLENT
LOST HIDE
RUNES STORM
Die Die Individual Die Upon first entering Die Effect on
Roll Result: Roll must move: Roll the tile: Roll individual:
1 Learn and awaken spell 1 to clearing “1” 1 cancel 4 phases 1-5 Hide!
2 Learn and awaken spell 2 to clearing “2” 2-3 cancel 3 phases 6 no effect
3 Learn and awaken spell 3 to clearing “3” 4-5 cancel 2 phases
4 Awaken spell 4 to clearing “4” 6 cancel 1 phase
5 Curse! 5 to clearing “5”
6 Nothing 6 to clearing “6”
COMBAT Quick
Reference

Die
Roll WISHES ACTIONS Restricted
by
attacker’s
1 “I wish I were elsewhere” You teleport to any clearing Action Chit move time
2 “I wish you were elsewhere” Character, monster, or native teleports Run out of clearing MOVE Yes
3 “I wish for a vision” Look at Treasure cards on SET UP CARD Turn over weapon counter FIGHT Yes
4 “I wish for peace” Combat ends in your clearing Activate one belonging and/or
5 “I wish for health” All action chits are rested inactivate one belonging
6 “I wish for STRENGTH” Tremendous harm next hit Abandon belongings
Charge character MOVE
Die Cast spell MAGIC Yes
Roll CURSES Activate Phase spell
1 EYEMIST Cannot SEARCH; may do enhanced PEER Fly out of clearing FLY Flying
2 SQUEAK Cannot be hidden Play color chits (you may play any
3 WITHER Action chits with asterisks become fatigued number in addition to one action)
4 ILL HEALTH Cannot REST Pick up dropped belonging
5 ASHES Recorded GOLD is worthless and cannot be spent in front of character
6 DISGUST Recorded FAME is worthless Pick up dropped belonging MOVE
Yes
elsewhere in clearing FLY
Die
Roll POWER OF THE PIT
1 FIERY CHASM OPENS All unhidden individuals are killed
STUMBLE
2 CARRIED AWAY Target is instantly killed
3 TERROR All Light & Medium wounded or killed Die Effect on Add your move time
4 BLIGHT Target’s active chits with asterisks are wounded Roll action: Subtract fastest attacker’s
5 FORGET Target’s MAGIC chits are fatigued 1-6 completed move time
6 RUST Target’s armor counters are damaged 7-10 cancelled Add number of attackers

TRANSFORM
Die Target Attack Movement Move Special Vulnerability
Roll becomes: Values Strength Type Time Movement and Weight
1 DRAGON T4 T flying 4 must fly T (armored)
2 LION H3 H move 4 walk woods H
3 EAGLE M2 M flying 2 must fly M
4 BIRD cannot attack L flying 1 must fly L
5 SQUIRREL cannot attack L move 2 walk woods L
6 FROG cannot attack L move 3 walk woods L

OPTIONAL
MISSILE FUMBLE MISSILE
Die Basic harm inflicted Die Basic harm inflicted Die Basic harm inflicted
Roll L M H T T+ Roll L M H T T+ Roll L M H T T+
1 H T Kill Kill Kill 1 H T T+ T+ T+ –2 T Kill Kill Kill Kill
2 M H T Kill Kill 2-3 M H T T+ T+ –1 H T Kill Kill Kill
3 L M H T Kill 4-6 L M H T T+ 0-1 M H T Kill Kill
4 — L M H T 7-8 — L M H T 2-4 L M H T Kill
5 — — L M H 9 — — L M H 5-6 — L M H T
6 — — — L M 10 — — — — — 7 — — L M H
8 — — — L M
Add attack time
Subtract target’s move time Alerted Fiery Blast/Lightning Bolt:
Undercut target: +4 subtract one sharpness star
Monsters Quick
Reference

MONSTER APPEARANCE

Map CLEARINGS MOUNTAIN TILES CAVE TILES WOODS TILES


Chit: MONSTER MONSTER MONSTER
ROLL Monster ROLL Monster ROLL Monster
4 Giants
BONES 6 Giant Bats
4 Trolls 3 Ogres

DANK 5 Spiders 2 Serpents 2 Vipers


1 Flying Dragons 1 Flying Dragons
FLUTTER 1&2
6 Giant Bats 6 Giant Bats
HOWL 4&5 6 Giant Bats 3 Goblins
PATTER 2&5 5 Spiders 3 Goblins
1 Dragons
ROAR 4&6 4 Giants
4 Trolls
RUINS 6 Giant Bats 3 Goblins 3 Wolves
1 Dragons 1 Dragons
SLITHER 3&6
2 Serpents 2 Serpents
SMOKE 1 Flying Dragons 1 Dragons
4 Giants
STINK 4 Trolls
5 Spiders

SITES MONSTERS
Name Clearing Name Front Back Armor Fly Fame Noto Length
Altar 1 Ghost H4/4 L2/2 0 2 0
Cairns 5 Goblin/Axe L4#/3 M4#/4 1 1 2
Hoard 6 Goblin/Great Sword H6#/3 T5#/5 1 1 8
MEDIUM

Lair 3 Goblin/Spear —/3 H5#/5 1 1 10


Pool 6 Imp VIII2/2 M4/3 2 1 17
Shrine 4 Ogre T5/5 H5/4 0 2 0
Statue 2 Viper M4##/4 L2/2 G 1 2 0
Vault 3 Wolf L4/3 M4/4 0 1 0
Lost Castle 1 Wolf M5/3 L3/4 0 1 0
Lost City 3
Giant Bat M2/3 M3/2 G 3 3 0
Heavy Dragon H4/4 M4/3 G 5 5 0
HEAVY

Heavy Flying Dragon H4/4 L4/3 G G 5 5 0


Heavy Serpent M4/3 H5/4 G 4 4 0
Heavy Spider L4/3 T6/4 3 3 0
Heavy Troll M4/4 H5/4 G 5 5 0

Demon V2/4 4 /4 8 8 17
Giant H5/5 4 /6 8 8 0
TREMENDOUS

Octopus L4/2 4 /3 8 8 0
Tremendous Dragon H5/6 3 /6 G 10 10 0
Tremendous Flying Dragon M3/4 6 /4 G G 12 12 0
Tremendous Serpent L4/4 4 /5 G 7 7 0
Tremendous Spider M4/3 5 /4 6 6 0
Tremendous Troll H4/4 2 /6 G 8 8 0
Winged Demon V3/3 5 /2 G 8 8 17
Natives Quick
Reference

Native Groups
ID Front Back Horse Armor Vul Move Wt Gold Notoriety Length & Name
BHQ L4#/2 M4#/3 M4/M3 L L L 2 4 3 – Raider
BASHKARS

B1 M3#/3 L3#/3 M5/M3 L L L 2 4 3 – Raider


B2 M4#/2 L3#/3 M5/M4 L L L 2 4 3 – Raider
B3 L4#/2 M3#/4 M4/L3 L L L 2 4 3 – Raider
B4 M5#/2 L2#/4 M5/L3 L L L 2 4 3 – Raider
B5 L2#/4 L2#/4 L5/M2 L L L 2 4 3 – Raider
CHQ M3#/5 L4#/3 G M M M 2 3 3 – Short Swordsman
C1 L3#/4 M4#/3 G M M M 2 3 3 – Short Swordsman
COMPANY

C2 H6#/4 M4#/5 G M M M 2 3 10 – Pikeman


C3 H6#/4 M4#/5 G M M M 2 3 10 – Pikeman
C4 H6#/4 M4#/5 G M M M 2 3 10 – Pikeman
C5 T4#/6 H5#/5 G H H H 4 6 8 – Great Swordsman
C6 H6/5 H1/4 G M M M 2 4 12 – Crossbowman
GHQ H5#/5 T4#/6 G H H H 4 6 8 – Great Swordsman
GUARD

G1 H5#/5 T4#/6 G H H H 4 6 8 – Great Swordsman


G2 H5#/5 T4#/6 G H H H 4 6 8 – Great Swordsman
LHQ H5#/3 M3#/4 M4/M3 L L L 2 4 10 – Lancer
LANCERS

L1 H6#/2 M3#/4 M5/M3 L L L 2 4 10 – Lancer


L2 M4#/3 H4#/4 M5/M4 L L L 2 4 10 – Lancer
L3 H4#/5 M4#/4 L4/L2 L L L 2 4 10 – Lancer
OHQ H6#/4 T4#/6 T5/T3 G T T H 8 12 7 – Knight
ORDER

O1 H4#/6 T5#/5 H6/H4 G T T H 8 12 7 – Knight


O2 H5#/5 T5#/6 T7/T5 G T T H 8 12 7 – Knight
O3 H4#/6 T5#/6 T7/H4 G T T H 8 12 7 – Knight
G
PATROL

PHQ M4#/3 L2#/5 H7/M5 M M M 2 3 3 – Short Swordsman


P1 L4#/3 M4#/4 H7/H6 G M M M 2 3 3 – Short Swordsman
P2 M5#/3 L4#/3 M6/H6 G M M M 2 3 3 – Short Swordsman
RHQ M3#/4 L4#/2 M M M 1 2 3 – Assassin
R1 H5#/4 T3#/5 H H H 4 6 5 – Great Axeman
R2 H5#/4 T3#/5 H H H 4 6 5 – Great Axeman
ROGUES

R3 M5#/3 L3#/4 G M M M 2 3 3 – Short Swordsman


R4 —/2 L1##/4 M M M 2 4 14 – Archer
R5 M3#/4 L4#/2 M M M 1 2 3 – Assassin
R6 M3#/5 L3#/4 M M M 1 2 4 – Swordsman
R7 M3#/5 L3#/4 M M M 1 2 4 – Swordsman
SHQ T4#/6 H5#/5 G H H H 4 6 8 – Great Swordsman
SOLDIERS

S1 H6#/4 M4#/5 G M M M 2 3 10 – Pikeman


S2 H6#/4 M4#/5 G M M M 2 3 10 – Pikeman
S3 H6/5 H1/4 G M M M 2 4 12 – Crossbowman
WHQ —/2 M1##/4 M M M 2 4 16 – Archer
WOOD
FOLK

W1 —/2 L1##/4 M M M 2 4 14 – Archer


W2 —/2 L1##/4 M M M 2 4 14 – Archer

Hiring Costs
Bashkars Company Guard Lancers Order Patrol Rogues Soldiers Woodfolk
12 16 12 8 8–8–8–8 6 1–1–1–2–2–4–4–1 10 6
MAGIC Quick
Reference

VARIETIES OF SPELLS
Instant Effect is immediate. Spell expires as soon as it is resolved.
Attack Attacks like a weapon, but no weapon or FIGHT chit is played. Attack time is equal to the completion time of the spell.
Fly MAGIC chit becomes FLY chit and may be played like an active horse. Spell expires after one use.
Phase No immediate effect. Activate for use during one phase or round of combat.
Combat Immediate effect. Spell expires at Midnight.
Day Immediate effect. Spell expires at Sunset of the next day.
Permanent Immediate effect. Spell falls inert at Midnight; is energized by the presence of the appropriate color magic.

SPELL DISTRIBUTION
Type I Type II Type III Type IV Type V Type VI Type VII Type VIII
ALTAR 1 1
SHRINE 1 1
STATUE 2 1
CRONE 1 1
SHAMAN 1 1
WARLOCK 1 1
SACRED STATUE I 1
EYE OF THE IDOL II 1
GLIMMERING RING III 1
ENCHANTER’S SKULL IV 1
BLASTED JEWEL V 1
HIDDEN RING VI 1
GLOWING GEM VII 1
BEAST PIPES VIII 1
GOOD BOOK I 2 2
SCROLL OF NATURE II 2 2
BOOK OF LORE IV 4
BLACK BOOK V 2 2
SCROLL OF ALCHEMY VI 4

ALTERING MAGIC CHITS


Type I Type II Type III Type IV Type V Type VI Type VII Type VIII
WITCH’S BREW II / GREY IV III
FAERIE LIGHTS III / GOLD II VI
ELEMENTAL SPIRIT IV / PURPLE VIII V

MAGIC CHITS COLOR MAGIC


Type I Righteous invocations WHITE Power from On High, working beneficial magic
Type II Pagan rites GREY Natural Laws, controlling nature
Type III Elvish lore GOLD Woods Sprites, working elvish magic
Type IV Energy-binding alchemy PURPLE Elemental Energies, twisting and reshaping reality
Type V Diabolic ceremonies BLACK Demonic power, working infernal magic
Type VI Conjuring techniques
Type VII Good Luck knacks
Type VIII Malicious tricks
ETC. Quick
Reference

Treasure Counters
Gold Prices
Name Fame Not
Intact Damaged Destroyed
“T” suit of armor 6 3 25 18 5
PROBABILITIES
Gold helmet 4 4 30 27 20 Die Roll Exact Number Roll Number or Less
Silver breastplate 4 4 25 21 15 Roll 2D 2D –1 1D 2D 2D –1 1D
Jade shield 4 4 20 16 10 1 2.8 11.1 16.7 2.8 11.1 16.7
Bane Great Sword 6 3 20 2 8.3 13.9 16.7 11.1 25.0 33.3
Truesteel Broadsword 6 3 25 3 13.9 19.4 16.7 25.0 44.4 50.0
Devil Broadsword 0 15 20 4 19.4 25.0 16.7 44.4 69.4 66.7
Living Thrusting Sword 3 9 25 5 25.0 30.6 16.7 69.4 100.0 83.3
6 30.6 — 16.7 100.0 100.0 100.0

Armor
Gold Prices
Name
Intact Damaged
suit of armor 17 12

Hands*
Length
Missile

GOLD
Price
breastplate 9 6 WEAPONS Harm
shield 7 5 Alerted Unalerted
helmet 5 3 LIGHTNING BOLT G M###
18
ROOF COLLAPSES Smash – all H
Demon or Imp 17 varies
Horse Trading Medium Bow 16 G M##1 M 2 8
Pony Gold Workhorse Gold Warhorse Gold Dragon Head** G T4 H4
15
L2/L4 16 H6/T8 12 T3/T5 25 STONES FLY 4 attacks minimum G L#
M2/M5 16 H6/H7 11 T5/T7 22 Light Bow 14 G L##1 L 2 6
M3/M4 15 M5/H7 11 H4/T7 20 FIERY BLAST multiple targets G L###
13
M3/M5 14 M5/M6 10 H4/H6 18 Flying Dragon Head** G T3 M3
L3/M4 14 L4/M6 9 Crossbow 12 G H#1 H 2 10
L3/M5 12 L4/L5 8 ALCHEMIST’S MIXTURE 11 G M### 1 4
M4/M5 12 Spear 10 M# n6 2 6
Dragon Head T4 H4
9
Staff L L 2 1
BANE Great Sword T#2 T#8 2 20
Visitor Prices Giant’s Club 8 T4 H6
Item Scholar Crone Shaman Warlock Great Sword H# H#6 2 10
Beast Pipes 20 20 Broadsword M# M#5 1 8
Black Book 50 50 DEVIL Broadsword H#3 H#4 1 20
7
Blasted Jewel 20 Flying Dragon Head T3 M3
Book of Lore 50 50 TRUESTEEL Broadsword M## M## 1 25
Enchanter’s Skull 20 20 Morning Star 6 H3 H6 1 8
Eye of the Idol 20 Great Axe 5 H#4 H# 2 8
Glimmering Ring 20 20 LIVING Thrusting Sword L#2 L#3 1 25
4
Glowing Gem 20 Thrusting Sword L# L#4 1 6
Good Book 50 Short Sword 3 L# L# 1 4
Hidden Ring 20 Axe 2 M# M#5 1 4
Sacred Statue 20 Mace 1 M3 M 1 6
Scroll of Alchemy 50 50 Dagger (FIGHT chit) n# 1
0
Scroll of Nature 50 50 tooth/claw (monster) varies
one spell none 10 10 10 *House rules only ** Fire-breathing, Optional Rule 10.B.3

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