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3. Carry out two actions
On your turn, you may carry out 2 actions. Both of these actions
may but need not to be the same. These are your options:
A. Moving on the map
B. Fighting evil troops
C. Sending a message to the Dwarven Council
D. Performing a test
A. Moving on the map
Roll a number of Number dice equal to the Speed attribute value
of your Character board. Then move your Dwarf figure by a number
of map spaces equal to or lower than the highest rolled number.
If your Dwarf figure enters a map space containing evil troops,
its movement ends there immediately. You may leave that map
space during your next or a future movement action. You do not need
to fi ght evil troops when sharing a map space with them.
Moving through Perished Land
For each map space containing a Perished Land tile that you
ENTER(!) via movement, either lose 1 Health point, or move the
Doom token 1 space towards the Hero token. For each such map
space decide together which penalty to choose. (Ignore the symbols
that the Doom token moves onto.)
The same rules apply when a Dwarf is placed on Perished Land by
a card. However, nothing happens when the map space a Dwarf is
staying on becomes Perished Land after he has moved onto it, or
stays there.
Tunnel System
On the map, there are a number of entrances to the Tunnel system
hidden under Girdlegard.
When moving, you may enter such an entrance, then use a movement
point to “teleport” to any other entrance to the Tunnel system and
continue your movement from there.
It is possible to create another such entrance in form of the Tunnel
tile when completing the quests of certain Adventure cards.
Important: Entrances to the Tunnel system that became
Perished Land may not be used any more. That is why you
should absolutely protect them as well as you can.
Example: Your movement ends after 3 steps, because there is
a troop on the third entered map space. During that movement,
you have moved through 2 Perished Land tiles. For both of
these tiles individually, you now have to decide together whether
you lose 1 Health point, or whether you move the Doom token
1 space towards the Hero token.
V V
I
V
IV
V
VV I
IV IV I IV VVI I II II
II IV V I II IV V
IV IVV VI
I
IV
Toboribor
Idoslane
SANGPÛR
WEYURN
URGON
GAURAGAR
TABAÎN
RÂN RIBASTUR
Lot-Ionan’s
Vaults
Blacksaddle
3+
4+6+5+
3+4+4+5+5+6+6+
Porista
Dsôn Balsur
Greenglade
of Âlandur
Elven Kingdom
Dragon Fire
Roodacre
Mifurdania
Queen
Xamtys II
Toboribor
Lot-Ionan’s Vaults
Blacksaddle
Porista
Dsôn Balsur
Greenglade
Elven Kingdom
of Âlandur
Dragon Fire
Roodacre
Mifurdania
Queen Xamtys II
D
w
a
r
v
e
n
C
o
u
n
c
i
l
T
U
N
N
E
L
T
U
N
N
E
L
T
U
N
N
E
L
T
U
N
N
E
L
At the beginning of your turn,
move the Doom token 1 space
towards the Hero token.
Aer rolling the Recruitment
dice, re-roll all dice showing
blank sides.
Any time you roll the Number
dice, re-roll one die with the
highest number.
When a new reat card is
revealed, one player must lose
1 Health point. Decide together
who will suer this damage.
When a new reat card is
revealed, one player may gain 1
Health point. Decide together
who will gain this Health point.
Aer completing an Adventure
card, you may discard 1 face-up
reat card without consequen-
ces.
Any time you roll the Number
dice, you may re-roll one die.
As an action, you may perform
a Cra test 4+. On success, draw
one Equipment card and decide
together who may keep that card.
2 2 2 2
22
1.
Move the Hero token
2.
Draw new cards
3.
Carry out two actions
T
U
N
N
E
L
Dsôn Balsur
Dsôn Balsur
Dsôn Balsur
V V
I
V
IV
V
VV I
IV IV I IV VVI I II II
II IV V I II IV V
IV IVV VI
I
IV
Toboribor
Idoslane
SANGPÛR
WEYURN
URGON
GAURAGAR
TABAÎN
RÂN RIBASTUR
Lot-Ionan’s
Vaults
Blacksaddle
3+
4+6+5+
3+4+4+5+5+6+6+
Porista
Dsôn Balsur
Greenglade
of Âlandur
Elven Kingdom
Dragon Fire
Roodacre
Mifurdania
Queen
Xamtys II
Toboribor
Lot-Ionan’s Vaults
Blacksaddle
Porista
Dsôn Balsur
Greenglade
Elven Kingdom
of Âlandur
Dragon Fire
Roodacre
Mifurdania
Queen Xamtys II
D
w
a
r
v
e
n
C
o
u
n
c
i
l
T
U
N
N
E
L
T
U
N
N
E
L
T
U
N
N
E
L
T
U
N
N
E
L
At the beginning of your turn,
move the Doom token 1 space
towards the Hero token.
Aer rolling the Recruitment
dice, re-roll all dice showing
blank sides.
Any time you roll the Number
dice, re-roll one die with the
highest number.
When a new reat card is
revealed, one player must lose
1 Health point. Decide together
who will suer this damage.
When a new reat card is
revealed, one player may gain 1
Health point. Decide together
who will gain this Health point.
Aer completing an Adventure
card, you may discard 1 face-up
reat card without consequen-
ces.
Any time you roll the Number
dice, you may re-roll one die.
As an action, you may perform
a Cra test 4+. On success, draw
one Equipment card and decide
together who may keep that card.
2 2 2 2
22
1.
Move the Hero token
2.
Draw new cards
3.
Carry out two actions
T
U
N
1 space towards the Hero token.
1 space towards the Hero token.
1 space towards the Hero token.
1 space towards the Hero token.
1 space towards the Hero token.
Dsôn Balsur
Dsôn Balsur
Dsôn Balsur
Dsôn Balsur
U
N
T
U
U
N
Dsôn Balsur
N
T
U
N
Dsôn Balsur
8


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