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Example: To complete this Adventure card, you must make a Craft Attribute check
by rolling 4 or more three times during your turn (maximum of 2 actions). With
your current Craft Attribute value of 4, you roll 4 Number dice. For your 1st action,
you roll 2 successful checks (a 4 & 6). Then for your 2nd action, you manage to
make the third check (a 5). You may not use the remaining successful checks (a 5
& 6) from your 2nd roll to complete an Attribute check on another card. With your
success, you now gain the reward described on the card and discard it.
If you had not rolled another 4+ with your 2nd action you would have failed. Then,
any Hero on a subsequent turn can try again, but they will still need three 4+ rolls
to complete the Attribute check (and hopefully with only 1 action).
D. Make an Attribute Check
If an Adventure, Threat, or Scenario card on display requires the
completion of 1 or more Attribute checks (Craft , Speed , or
Battle ), roll Number dice equal to the value of the corresponding
Attribute for the check as shown on your Hero board. Each die
with the required value or higher counts as 1 successful check. This
means you can complete several successful checks with a single
Make an Attribute Check action. You can only use successful checks
for 1 card per action. If you complete more successful checks than
required, the excess checks have no effect. (For example, the box
on the far right of the Dwarven Council only allows you to take
1 Equipment card no matter how many successful checks you rolled
because it only requires 1 successful Craft check.) If you succeed in
all the checks required on an Adventure card, you gain the reward
shown below the , and then you discard it. If you have not
successfully completed all of the required checks during your turn,
the card remains in place, and these checks must all be completed
again on another turn by any Hero.
Important: New cards are only revealed by the next player!
If you make a Speed Attribute check, you do not move your Hero.
If you make a Battle Attribute check, you do not ght the Army
of Evil and you don’t lose a Health point if you fail. If you make a
Craft Attribute check, you are not performing Send Dispatches to
the Dwarven Council.
1st Action Roll
2nd Action Roll
A Dwarven Melody
e melodies were simple and easy to
remember as ornate songs were foreign to
Dwarves. To Tungdil’s ear, they seemed
somewhat melancholy.
Mae  raft chec 4+
in a single turn.
Move a Hero of your choice to
a hex of your choice
These two expansions allow you to experience new adventures in Girdlegard by providing more variety to your Book 1 games either as
individual additions or all together. You can also use the Equipment cards from both expansions for games in all 5 Books. The expansion
cards are all marked on the front with a letter on the bottom right: A for the Élfar expansion and B for the Combined Might expansion.
A. Élfar Expansion
Girdlegard faces a terrifying new threat: a portal to the kingdom
of Phondrasôn has opened and horrible things are emerging
from it.
During setup, shufe the expansion cards into the corresponding
decks. Place the new level C Scenario card Seal the Élfar Portal
facedown in the Scenario deck in place of all previous level C cards.
Place the Élfar Portal tile 3 hexes south of Gate I. Return the
Tunnel tile back in the box; you won’t need it for this game. The
Portal tile provides the same abilities as the Tunnel tile. It can be
used as a Tunnel entrance and you can move the Portal tile with
Adventure cards that can move the Tunnel tile. If the Portal tile is
on a hex that has been turned into Perished Land, it can no longer
be used as a Tunnel entrance. However, the Portal itself still remains
active and cards related to the Portal still have their effect.
B. Combined Might Expansion
The Army of Evil has taken advantage of the quarrels in Girdlegard
and have invaded with renewed strength. You will need to support
one another to withstand them.
During setup, shufe the expansion cards into the corresponding
decks. Create the Scenario deck: rst, shufe the 9 level C cards and
place them facedown. Then place 1 randomly drawn level B card
facedown on top. Finally, shufe the level A cards and place them
facedown on top of the deck. Depending on the level of difculty you
want to play, remove level A cards from the deck and return them to
the box without looking at them; you won’t need them in this game.
Easy Remove 10 cards
Normal Remove 9 cards
Challenging Remove 8 cards
Brave Remove 7 cards
Heroic Remove 6 cards
THE
ÉLFAR
AND
COMBINED MIGHT
EXPANSIONS
11


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