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B. Fighting evil troops
If your Dwarf gure shares a map space with evil troops, as an action,
you may ght these (1 battle = 1 action). Roll as many Number
dice as the Battle attribute value of your Character board specifi es.
Depending on the outcome, you may remove 1 evil troop from that
map space per die rolled (When ghting evil troops, Boïndil may
re-roll all the dice once, even after, according to a Dwarven Council
track space, one die re-roll was performed. After Boïndil’s re-roll the
Dwarven Council effect triggers again!):
For each 6, remove 1 Älfar or 1 Trolls or 1 Orcs troop.
For each 5, remove 1 Trolls or 1 Orcs troop.
For each 4, remove 1 Orcs troop.
Return any removed troops to their respective supplies. 1’s, 2’s and
3’s are considered to be failed attempts.
Important: If you could not remove even a single troop,
immediately lose 1 Health point. Move the Health token down
1 space on your Character board.
Example: With this roll you may remove 2 troops. You may use
the 6 to remove any 1 troop (probably the Älfar one) and one
of the 4’s to remove the Orcs troop. You cannot use the other
4 as there is only 1 Orcs troop on that map space. To defeat a
Trolls troop, you would need to roll a 5. As you have succeeded
in removing troops, you do not lose a Health point.
Some Scenario, Adventure and Threat cards require you to place evil
troops on them. To ght these, your Dwarf gure needs to be in
the called-for location on the map. (Place a Scenario token at this
location to keep track. These troops do not interrupt your movement
through that map space!) Proceed with the fi ght as described above.
If there are both, troops on a map space and a card linked to that map
space, you may fi ght all of these troops at once.
C. Sending a message to the Dwarven Council
You may send a message to the Dwarven Council from anywhere
on the map to infl uence the election of the new king. Roll as many
Number dice as the Craft attribute value of your Character board
specifi es. If at least one die has a number equal to or greater than
the number depicted on the right of the Council token (i.e. on
Balendilín’s side), move the Council token 1 space to the right.
If all of the rolled dice have a number lower than the requested one,
your attempt fails and your action ends without any consequences.
Important: You can only move the Council token by 1 space
per action.
The text on the space containing the Council token stays in effect
until the Council token is moved to another space. The text of that
new space comes into effect immediately.
Example: In order to send a message to the Dwarven Council
successfully, you need to roll at least 5 (indicated by 5+ to the
right of the Council token). Even if you roll both, a 5 and a 6, you
may only move the Council token by 1 space.
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
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.
Aer 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
X
X
5
+
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
9


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