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2. Move adventurer(s)
ere are two ways to move adventurer(s):
Either move one adventurer as far in a direction of your
choice as you like twice, or two adventurers once each. You
may also move only one adventurer one eld, or decide not
to move at all.
RULES OF MOVEMENT:
Important: You may move adventurers as far southwards
(= down) or eastwards (= right) as possible. But you must
not move northwards (= up) or westwards (= le)!
Adventurers may leap over other adventurers,
companions and tiles (except fog creatures).
You must not leap over fog creatures or the water sprite.
If an adventurer moves (with or without companions, see
below) onto a eld with a tile or a companion, do the
following:
River: Take the piece of gold from the eld and place it
in front of you.
Forest, mountain: Check the value of the herb or sword
tile, then place it face down in front of you.
City: e companion joins your adventurer. From now
on both characters move together over the game board.
An adventurer can have any number of companions.
Fog: You have to ght a fog creature (see below).
An adventurer‘s move may end on a eld with tiles or
companions, or on an “empty” eld. e move must not
end on a eld which is already occupied by another
adventurer or the water sprite. If an adventurer is already
sitting on a eld on which an item or companion appears,
he can immediately add this item to his stockpile, a
companion also immediately joins the adventurer. If an
adventurer is on a eld on the river, when a gold tile
appears, he receives the gold before he is kicked out of the
game by the water sprite.
A move must not end on a eld with another adventurer or
the water sprite.
Example:
At the beginning of his turn, Martin turns over cards J3 (place
a companion on J3) and D7 (place a fog creature on D7) from
the stack. Because he drew a fog card, he has to draw another
card: I4 (place a herb tile on I4). He now moves one of his
adventurers from the start area in front of row 3 to the eld J3,
and places it next to the companion. en he moves another
one of his adventurers from eld E2 to eld E9 and takes the
gold lying there.
River: A gold tile
Water Sprite Rule
W
henever a gold tile appears on the game
b
oard, the water sprite is placed on top of the
gold.
If the water sprite is already on the river, pull it
along the river to where the new gold appeared.
Attention: All adventurers and their companions on
the river passed by the water sprite are immediately
removed from the game! Put them back in the box!
Fog: e top fog creature from the stack, face up
Important: Aer placing the fog creature on its game
board eld, you need to draw draw another terrain
card from the stack for each uncovered fog creature
and place the appropriate tile. In other words the fog
cards do not count as one of the two terrain cards per
turn.
Combat strength of the fog creature
A battle takes place as soon as an adventurer
moves to a eld occupied by a fog creature. In
order to defeat a fog creature, the adventurer
must have at least the same combat strength
level as shown on the fog creature tile (red num-
ber). e combat strength level of your adventu-
rer is determined as follows:
Adventurer: Every adventurer has a combat strength level
of 1.
+ companion(s): For each of the adventurer’s companions
add a combat strength level of 1.
+ swords:
Before the ght, you decide how many swords
you want to use in the battle (up to maximum
of 3). For each used sword, you then get one
roll of the dice. Add the total amount rolled on
the dice to your combat strength level. If your
used swords have extra value (blue number),
add these numbers as well. Do not touch the
dice, if you want to use gold.
= combat strength level of the adventurer
If your combat strength level does not match the level of the
fog creature yet, you can still win the ght by using herbs
and/or gold.
+ herbs:
e combat strength level of each herb is on
the herb tile (green number). You can use as
many herb tiles in a battle as you like. Add the
sum to your combat strength level. Contributed
herb points exceeding the needed amount for
the ght are lost. Herb tiles used, are out of the
game.
+ gold ere are 2 ways, to use gold in a battle:
1. You gain a combat strength level of 1 for each
gold piece which you put back in the stockpile.
2. You may roll one die for each piece of gold
you put back in the stockpile. Important: e
new roll of the die replaces the previous result
of said die. If you are not happy with the new
roll, you may use another piece of gold and roll
one die again (and so on).
You do not have to give up any swords in order to win a
ght. An adventurer can defeat a fog creature using only
its own combat strength level, companions, herbs and/or
gold.
Did you win the battle? Take the fog creature from the
game board and place it face down in front of you. Your
adventurer and his companion(s) remain on the eld.
Did you lose the battle? e adventurer, his companion(s),
used sword(s), herb(s) and gold are taken out of the game
and put back in the box. e fog creature remains on its
eld.
If you believe the ght cannot be won, you do not have to
contribute any herbs or gold.
Important: If a fog creature appears on a eld occupied by an adventurer, the battle starts immediately, whether it is his turn
or not. Aer the ght the turn of the player who has uncovered the fog creature continues.
As you would lose this ght with your combat level
reaching only 11, you use a herb tile worth a
combat strength level of 4.
us you have reached a combat strength level of
15, and are able to defeat the fog creature. Take the
fog creature tile and place it face down in front of
you. You don‘t receive any herbs as “change” for the
extra combat strength level of 3 of your herb.
Instead of using a valuable herb tile, you could
have reached the combat strength of 12 by giving
up a piece of gold, or using a gold tile to roll the die
again. If you had then rolled only a 1 or 2 again
and didn‘t have any more gold/herbs, then the
battle would have been lost.
A
dventurer:
C
ombat strength
le
vel 1
2 companions:
Combat strength
l
evel 2 (1+1)
Swords dice
C
ombat strength
p
oints:
l
evel 5 (3+2)
Extra value
C
ombat strength
of swords:
level 3 (2+1)
Total combat strength level:
11 po
ints
4
Example: e fog creature to be fought has a combat strength level of 12 (red number). You move one adventurer
(combat strength level +1) and its 2 companions (combat strength level +2) to the eld of the fog creature. You contri-
bute two swords, one with an extra value of 2 and the other of 1. You get to roll two dice, which show 3 and 2 respecti-
vely.
5
B 7B 7
H 4
H 4H 4
3


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