Thames & Kosmos Legends of Andor: Eternal Frost Bedienungsanleitung
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Legends of Andor: Eternal Frost
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d
their special
arious display and
Space for gems
and herbs:
Any amount of gems (and,
later on, herbs as well) can
be deposited here.
Storage spaces:
During the course
of the game, the
heroes obtain
articles that they
deposit on their
board. Each space
can hold one article.
Willpower points:
At the beginning, each hero has
seven willpower points.
For each hero, the location of the
wooden disk indicates how many
dice the hero is currently allowed to
ght with (see the number of dice to
the le). e warrior, for example, is
currently allowed to ght with three
dice. If they lose a willpower point,
only two dice remain for them to use.
Special ability:
Each player introduces themself now
to their fellow players by reading
their hero’s out loud. special ability
Note: e meaning of some of the
special abilities will only become
apparent as the game is played.
Strength points:
At the beginning, each hero has one
strength point. Each hero’s wooden
cube indicates how many points the
hero is allowed to use in a battle.
:
n it is always performs one action.
urn of the next hero in a clockwise direction.
introductory game, you will learn about the “move” action.
is allowed to advance their game gure any number of spaces.
ws between spaces have no relevance to a hero’s movement.
Each space that the hero enters costs them one hour on the time track.
For each hour used, the hero’s time marker is advanced one space on the
time track.
In the rst part of the introductory game, each hero has up to seven hours
available to them. If a hero has used up their hours, only the other heroes
take turns, until they have used up their hours as well.
A player may pass spaces containing a snow token without activating it. However,
if they end their move on a space with a snow token on it, the token is activated
and its instructions are immediately carried out.
Example of a move:
e wizard moves two spaces to space 13, where a snow token is lying. eir time
marker is advanced two hours on the time track. ey must immediately uncover the
snow token and carry out its instructions. Aer that, it is the turn of the next hero
in a clockwise direction.
Any number of heroes may occupy a space.
Passing
If a hero prefers to do nothing during their turn, they pass. e hero’s time marker
is advanced one hour. en, it is the turn of the next player in a
clockwise direction.
tarts now!
ther as a group.
d player from the group now
reads Legend card A1, “e winter stone” out loud.
Do not continue reading below until you have
completed all the tasks assigned to you.
u have successfully
part of the introductory
ave arrived! Now you know
rtant rules.
me markers in the sunrise
box. e hero with the rank (see the hero highest
board) places their time marker on the sunrise
box’s rooster to show they will be the rst to take
their turn the next day.
4
4
4
4.
.
.
.
1
1
1
1.
.
.
.
2
2
2
2.
.
.
.
3
3
3
3.
.
.
.
2

Eternal Frost
1
L
EGENDS
O
F
e winter stone
Fighting together
Eternal Frost
1
LEGENDS
OF
e winter stone
e will of the stone
Eternal Frost
1
LEGENDS
OF
e winter stone
l nd the nal rules on the next
n start your adventure!
2. Lay a red X on the
Merchant icon (Space 18).
1. e blue winter stone
must lie on the castle.
4. Place one star token on each of
the spaces
B, D, E, H, I N and
3. Lay the “Eternal Frost” token on the
rst space by the time track.
5. Place Legend card B1 on the
top of the Legend deck.
6. Place the Narrator on space A of
the Legend track.
7. Place gors on the following spaces:
18, 22, 23 36, 39 (all le), (both by the
stone bridge), and (by the wooden 48
bridge at the top).
8. Place the “In the snow”, Legend Cards
“Battle”, “End of battle”, “Fighting together”
and “e will of the stone” in order next to
the gameboard.
9. Place the red wooden cube
on space 2 of the creatures’
strength point display.
10. Place the red
wooden disk on space 4
of the creatures’ willpower
point display.
11. Place the three red
creature dice next to the
creature display.
12. Choose the two
ice tokens (round)
which show a strength
point and the one
which shows a gem.
Shue them and place
them face down on
spaces 41, 49, and 64
(all along the river).
13. Place the
remaining ice tokens
in the box. ey will not
be needed in the rst
adventure.
5
5
5
5.
.
.
.
6
6
6
6.
.
.
.
Gor
Additional preparation for part 2 of the introductory game:
Follow the numbers and get your other game materials ready on or next to the
gameboard as shown below:
3

Now it is time to start the second part of the introductory game.
Keep this page of the Quick-Start Guide handy and carry out steps 1 - 9
again in the order described at the end of each day.
A hero can decide to use more than seven hours on a given day.
Up to three extra “overtime hours” are possible. Each overtime
hour, however, will cost the hero two willpower points. In this
case, the hero sets their wooden disk back a corresponding
number of spaces on the hero board. A hero is never allowed
to let their willpower points drop to zero by taking overtime
hours.
Eternal Frost
1
L
EGENDS
O
F
e winter stone
learned, the heroes’
with the time markers
they use them up.
Attention: It is very important not to forget to
advance your time markers. e best method is
to appoint one player to be the one to do it for
everyone. We suggest that you choose the most
attentive player to be the one to handle this task.
Normally, a hero’s day ends aer seven hours.
e exception to this is explained to the right:
1. Move all gors:
e gor, which is on the space with the smallest number,
always goes rst. In this case, the gor on space 18 would be the
rst to move. A gor moves to the adjacent space to which the
little arrow points (here from 18 to 14). Very Important: Only
one creature is allowed to stand on any given space at one time.
If the space into which a gor wants to move is already occupied by another
creature, the gor must instead proceed immediately to the space with an
arrow pointing to it adjacent to the occupied space.
Example: e gor on space 22 moves to space 19. e gor on space 23 also
wants to move to space 19. Because space 19 is now occupied, the latter gor
must immediately advance along the arrow from space 23 to space 3.
Note: Creatures DO NOT activate tokens.
2 - 5. Other creatures move in the depicted order:
If there are other creatures on the gameboard, they will now move just like
the gors. Note: At the moment, however, there are only gors on the board.
6. Warming re:
Heroes who nd themselves on a space with
a re, gain ve willpower points.burning
7. e days are getting shorter:
e eternal frost token is moved one space to the le.
Important: If it covers an hour, this and all following hours
can no longer be used.
8. Extinguishing res:
All burning re tokens are turned over.
9. e Narrator advances one letter space on the Legend
track (to space B):
e Narrator moves at each sunrise — just like now.
Important: Don’t forget to move the Narrator, because it
advances the story!
When the Narrator reaches a letter space that has a star on it,
the corresponding Legend card is read aloud.
Note: Some letters have no Legend card.
Since the Narrator has now reached letter “B”, read
Legend card B1 aloud.
1. 2. 3. 4. 5. 6. 7. 8. 9.
7
7
7
7.
.
.
.
8
8
8
8.
.
.
.
A hero whose turn it is and who wants to end their day, places their time marker in the sunrise box. If they are
the rst hero to do so on this day, they place their marker on the rooster to indicate that they will be the rst one
to start on the following day.
Before the new day begins, all other heroes must have also ended their day and placed their time markers in the
sunrise box. en, the steps connected to all the symbols in the sunrise box must be carried out in turn. Only
then can the hero whose marker is on the rooster start the new day.
e sunrise box
Read points 1-9 now and immediately carry out the steps
connected to the symbol following each point.
B
B
B
BB
D
D
D
DD
4
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Marke: | Thames & Kosmos |
Kategorie: | Nicht kategorisiert |
Modell: | Legends of Andor: Eternal Frost |
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