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- When a Hero collects a Quest token, do not place that
token on the Hero’s Card. The tokens are placed near your
Heroes’ cards and are available to all Heroes of your Guild.
Before rolling for attack or defense, you may discard a Quest
token to add +3 dice to that roll. You may use more than
1 Quest token per roll.
- If a Hero has a Potion token (Extra Turn, Healing, or
Refreshing), instead of using it for its normal effect, a Hero
may place the potion faceup on a Close Space alongside with
one of his Guild tokens. Any enemy that enters or leaves that
Space suffers 2 wounds and you remove the Potion token and
your Guild token.
- Malkhor has placed traps on all 4 doors of the central building
that prevent anyone from getting inside. Only once a player
has collected 7 coins can his Heroes move through any of the
4 doors (it still cannot be opened, but those Heroes can move
through it as if it were open), even if they come to lose some of
their coins afterwards.
- Malkhors miniature does not begin the scenario on the game board.
- When a Hero opens one of the doors that are locking a Wild
Mount, the Wild Mount is removed from the game. At the
same time, the locked door that is indicated with the same
number (1 or 2) is turned open and Malkhor is placed on the
Close yellow Space. Even if Malkhor’s miniature was already on
another Space, when a Wild Mount miniature is removed from
the board, his miniature is placed on the respective indicated
Space of the map.
- Everytime one of your Heroes kills a Hero from another Guild,
you gain 3 Coins.
TITLE ADVANTAGES
If a player got the “Treasure Hunter” title in the “The Game is
Afoot!” scenario killing the Minotaur or The Judge, in this nal
scenario every time one of his Heroes reveals an Exploration
token for the rst time, regardless of what the token is, the
“Treasure Hunter” gains 1 coin.
Campaign Book • Riders
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