Thames & Kosmos Legends of Andor: Dark Heroes Bedienungsanleitung

Thames & Kosmos Nicht kategorisiert Legends of Andor: Dark Heroes

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Half-skral, Rank 37
Special ability: When Forn moves one space in the direction of an
arrow or along the old Dwarf Road, p1-he can surrender one willpower
point instead of one hour for this step. In a battle, Forn totals up equal
dice values (for which p1-he does not need a helm). Creatures that move onto
his space are advanced to the next space in the direction of the arrow.
FORN
Strength points
Space for any
quantity of gold,
apple-nuts, star herbs,
and gemstones
1
Important:
If you are playing Legends of Andor for the rst time, you should
begin with the base games Quick-Start Guide and Legend 1. You should
denitely not play Legend 1 with more than four heroes. Use the heroes
from the base game. If you do not have the base game, but only own e
Last Hope, then begin with its Quick-Start Guide and Legend 11. In that case
too, only play with up to four heroes and without the Dark Heroes
.
Expansion for 5
-
6 players
is manual is divided into four sections:
Game materials
35 Legend cards (+1 blank card)
9 Hero gures
1 Bone golem
1 Merrick
1 Marun
2 Black heralds
4 Hero crests
6 Sporn tokens
1 Armlet
1 Golem symbol
6 Apple-nuts
2
Special boards for theMerriks Map
variation
14 Dice
(3 red, 3 beige, 2 brown
, 5 blue,
1 large black)
8 Disks in the heroes colors
(2 red, 2 beige, 2 brown, 2 blue)
4 Cubes
(1 red, 1 beige,
1 brown, 1 blue)
14 Plastic holders
(2 red, 2 beige,
3 brown, 2 blue, 2 black, 3 gray)
1 Sunrise
token
4 Hero boards
Each board has a Dark Hero depicted on one side and
a Dark Heroine on the other.
Pages 2
4: e Base Game
with 5
6 Heroes
Pages 5
6: e Last Hope
with 5
6 Heroes
Page 8:
Game Variants
Pages 6
7: Special Features
of the Dark Heroes
4 black disks
(= neutral time
markers)
2
e Map of the Land of Krahd
If a hero reaches one of these spaces with Merrik,
343
365
e Map of the Gray Mountains
If a hero reaches one of these spaces
with Merrik, he may take the apple-nuts belonging to this
card. When Merrik has visited all four spaces, the Map of
the Gray Mountains is completed and the heroes know the
routes. en, place the black, neutral time marker
in the sunrise box right away. Now, each
hero can also use this neutral time
marker for his action.
258
213
261
245
Setup
Carefully remove the pieces from the six die-cut boards, and insert all of the playing gures
into the matching plastic holders.
If you want to use the Dark Heroes in the base game, you will need the following pieces: not
Merrik and Marun gures, four hero crests, six sporn tokens, six apple-nuts, one armlet, and
two special boards.
Of the Legend cards, you will only need the “bone golem” and “shape-shier in the form of a
bear” cards when using the base game.
All other cards are only intended for the Legends in e Last Hope. Sort these additional
Legend cards according to their respective Legends in e Last Hope.
Some of these cards have a symbol indicating ve or six players on their back sides. In a
game with ve or six heroes, these will replace cards of the same type. ey feature special
adjustments to accommodate the higher number of players. If you play the Dark Heroes
game with fewer than ve players, you will not use these cards. To make them easy to
dierentiate, they have darker (reddish-brown) back sides.
e “sporn 1” and “sporn 2” cards are used with ve to six heroes in all of the Last Hope
Legends (see page 6).
e “Marun the Brave” card can be used as a variation in Legends 12 to 16 in e Last Hope if
you want to lower the level of diculty of these Legends somewhat (see page 8).
e special “Map of the Gray Mountains” and “Map of the Land of Krahdboards can be
used in Legends 12 to 17 of e Last Hope if you want to lower the level of diculty of these
Legends somewhat (see page 8).
Rules for the Base Game
with 56 Heroes
e heroes’ colored time markers are not used in the base game with
more than four heroes. Instead, place the four black disks in the sunrise
box as neutral time markers.
Also have the sunrise token large black die and the ready.
e black herald supports the nal adversaries. For the “black herald,” there are two gures
to choose from, depending on whether you are playing with ve or six players. Have the
appropriate gure ready next to the board before starting the game.
If you are playing with the summoner or shape-shier heroes, add the “bone golem or
shape-shier in the form of a bear” Legend cards.
e neutral time markers
In a game with ve or six players, the heroes have no time markers of their own. Instead, for
every action, they use any of the neutral black time markers. one
Moving: For each space that a hero enters, neutral time marker is advanced one hour on one
the time track. You are not permitted to divide the action among more than one time marker.
is also applies to actions that are possible in later Legends, such as “move prince” or “move
shield dwarves.
Fighting: For each battle round, the hero must advance neutral time marker one hour. In one
the next battle round, it may be a dierent time marker.
Fighting together: Each hero who participates in a battle must be able to advance neutral one
time marker one hour per battle round. More than one hero may advance the same time
marker.
Important: If a hero moves into the with a neutral time marker, he or she must overtime area
surrender willpower points, just as usual.
3
Ending the day
In a game with ve or six players, a hero who wants to end his day will no
longer place his time marker in the sunrise box (aer all, the heroes no longer
have their own time markers). Instead, he lays his gure down as a sign that he
has ended his day. e rst hero to do this is the new starting player and gets
the sunrise token with the rooster on it. When all of the gures are lying down,
all of the black time markers are placed in the sunrise box. Only once the symbols in the box
have been carried out as usual do the heroes set their gures upright again. en, the hero
with the sunrise token begins the new day.
e black die
In a battle, every rolls the black die in addition to its own. e rolled value creature
is always added to the creatures battle value. e black die is not used for nal
adversaries. Instead, the black herald supports the nal adversaries.
e black herald
A seldom-mentioned, ominous gure was haunting the Land of Andor.
He was certainly a most mysterious foe, since he never threatened the
heroes by himself. But as soon as he allied himself with the evil one,
he raised the latter’s battle strength even higher. e people of Andor
feared him, and yet he seemed to have something respectable about him
— like a thunderstorm that was to be feared and admired at the same
time. e local name for this phantom was the “black herald.
As soon as the position of a Legend’s nal adversary has been determined, take the black
herald gure that you placed by the board at the beginning and set it on this space.
If the nal adversary moves during the course of the Legend, the black herald moves along
with him.
e black herald increases the strength points of the nal adversary (four extra strength
points with ve players, eight extra points with six players).
In the base game, the following count as nal adversaries:
- e skral in the tower in Legend 2
- e “dark mage” in Legend 3 — with the exception of the “ensorcelled gor.” If this appears,
the black herald does not enter the game.
- e dragon in Legend 5
Additional rules: In a ve- or six-person game, the instructions for four players always apply:
- For e illustration for four players (= one shield) applies. shields on the castle:
- For setup: Legend 5 example: With 5–6 players, the “N” token is placed on space L of the
Legend track, just as it is with four players.
- For strength of a nal adversary: Legend 2 example: With 5 or 6 players, the skral in the
tower has 40 strength points, just as it does with four players.
Special rule adjustments for event cards
Some event cards state that they apply to heroes who are “standing” on certain spaces. is
also refers to heroes whose gures were already placed lying down on those spaces, of course.
Some event cards only apply to heroes whose time markers are already lying in the sunrise
box. Since the heroes in a game with more than four players no longer have their own time
markers, this naturally refers to heroes whose gures are lying down.
Some event cards refer to a certain hero, such as the wizard or the warrior. ey never refer to
the Dark Heroes.
When the heroes can surrender gold or willpower points to fend o negative events, always
assume the value for four players.
Special case, event card for Secret Sea (no. 6): If the event was not fended o, all neutral time
markers are advanced to the h hour, since there are no personal time markers for the heroes.
All hero gures that were already placed lying down, however, remain in that position. ey
cannot get back into the game.


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Modell: Legends of Andor: Dark Heroes

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