Legend of Heroes Rules

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  • 8/9/2019 Legend of Heroes Rules

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    EGEND

    O H RO S

    ST RT R

    G M RUL S

    R ead Th es e i r s t

    F MILY DVENTURE O RDG ME

    T his s pe cia l S ta rte r G am e ta ke s y ou th ro ug h y ou r firs t

    adventures in the Dungeons of Legend. You can use the

    Expanded Gam e rules stra ight away if you w ant to, but ~ is

    e as ie r if yo u p la y the S ta rte r G am e firs t.

    The Idea of the Game

    E ach player takes the part of a heroic w arrior (a F ighter ) on a

    perilous exploration of the D ungeons of Legend - an

    u nd erg ro un d la by rin th w he re th ere a re ric h tre as ure s to b e w on ,

    fie rc e m on ste rs to b e fo ug ht, a nd d ea dly tra ps to ov erc om e.

    The player w ith the m ost treasure at the end of the gam e w ins

    Readln g the Rules

    If y ou don't w ant to read all of these S tarter G am e rules at once,

    you can start p laying stra ight aw ay after S etting U p and

    reading the rules for M oving A round and E xploring

    R oom s. You can read the rules for Dangers In the

    D ungeon later when they are needed during the gam e. If y ou

    w ant to play the gam e on your ow n, read all these rules first and

    then the specia l ru les for P laying S olo.

    Setting Up

    Lay the board out on a table. The board shows the room s and

    c orrid ors o f th e D un ge on s o f L eg en d.

    D u ng eo n E n tra nc e

    purple)

    S eparate out the five kinds of Action cards Rooms, Features,

    Monsters, Hazards

    an d

    Treasures)

    fro m th e pa ck a nd s hu ffle

    each pile. P ut the rest of the pack on one side for a m inute.

    A ctio n C a rd s

    [ ]~

    . D ea l o ne Room card (face down) onto each room space on the

    board. The two Room cards left over are not used so put them

    on one side (th is is the start of the Discard Pile). P ut th e o th er

    four piles of A ction cards (face dow n) next to the board.

    P ick up the m ain pack again, separate out the Fighter cards

    and give one to each player (there is no advantage in having

    any particular one). The card show s the Fighter's nam e and

    w ha t h e lo ok s lik e; it goes on the table in front of the player w ith

    th e c olo ure d n on -w ou nd ed s id e fa ce u p.

    Hero & S p e ll C a rd s

    0 : > ,

    f fr

    ~

    PElL

    T he o th er H ero ca rd s Clerics, Rogues, Magic Users an d

    Dwarves) a nd th e Spel/cards a re o nly us ed in th e E xp an de d

    Gam e, so put them on the D iscard P ile along w ith any unused

    F ig h te r c a rd s .

    L et e ach p la ye r try ro llin g o ne o f th e

    special20-sided LE GE ND O F

    H ER OE S dice. They w ork just like

    ordinary dice - your score is the

    num ber on the top. Example: in t he

    illu stra tio n o n th e rig ht th e s co re w ou ld

    b e 8 ). T he p la ye r w ith th e hig he st

    s co re g oe s firs t in th e g am e.

    In tu rn , e ac h p la ye r c ho os es a c olo ure d to ke n to re pre se nt th eir

    F ighter as he explores the Dungeon and puts it o n a red

    doorway square next to one of the five purple dungeon entrance

    c irc le s (on ly on e F ig hte r c an s tart fro m e ac h e ntra nc e).

    Moving round

    D urin g th e g am e, p la ye rs ta ke tu rn s to m ov e th eir F ig hte rs .

    You do not use the dice to m ove. Each turn your F ighter m oves

    from one of the red doorway squares to a no th er. T he o nly

    restrictions are that the tw o doorw ays m ust be linked by a

    corridor or room (w ith no other doors in betw een), and that you

    cannot m ove to the sam e doorw ay as another F ighter.

    Example:

    in th e s itu atio n b elo w th e F ig hte r c an m ov e th ro ug h

    the room to A, or along the corridor to B or C, but he cannot

    m ove stra ight to D or E ).

    If

    your Fighter s move takes him through

    a

    room containing

    a

    Room card or any other Action card Feature, Monster, Hazard

    or Treasure) then he

    u t

    pause to explore the room...

    ontinued over

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    Exploring Rooms

    W hen your F ighter enters a room contain ing an A ction card, the

    player on your right p icks it up and reads out the title and

    d es crip tio n. T his p la ye r is c alle d th e

    Narrator. Note:

    i f ve r y

    young children are playing then any older player can be the

    Narrator).

    M ost A ction cards lead on to another A ction card. W hen the

    N arrator reaches the bottom of a card the red arrow t ells h im

    w hat kind of card to pick up next (from the appropriate pile). In

    th is w ay, the N arrator reads through a series of cards to reveal

    th e d an ge rs a nd re wa rd s w hic h a wait y ou r F ig hte r.

    iO L D C A N D I F I IC K

    M P R OO M

    S t ra n ge m a ps 0 1 e v er y

    d es cr ip ti on h an g o n a ll

    t ou r w al ls o f t h is r oo m ,

    a nd o th er s h e he ap ed o n

    t he f lo or . Y o u e nt er , b ut

    f i nd y o u a r e n o a l on e

    F ac in g y ou i s a . . .

    M b

    wbchis wonh

    IIiI I

    g o ld p ie ce s .

    Smiting,

    you

    pick

    t

    u p a n d w al k o ul 0 1

    the room

    W

    Room Card M onster C ard Treasure Card

    The description on each card fo llow s on from the previous one

    so that the series of cards reads like a story. Example: I f t he

    N arrator picks up the M ap R oom card follow ed by the Troll card

    he should read out: M ap room . S trange m aps of every

    description hang on all four w alls of th is room , and others lie

    heaped on the floor. Y ou enter, but find you are not alone.

    F ac in g y ou is a ... T ro ll w hic h g rin s e vily a s it a tta cks . )

    W hen the N arrator com es to the bottom of a card w ith an End of

    Room box then the exploration of that room is finished. Y ou

    m ove your F ighter to one of the doorw ays leading out of the

    room (your choice - you can go to the sam e doorway that you

    cam e in by if you like), the N arrator puts the used A ction cards

    on the D iscard P ile and

    your turn ends.

    W hen the Narrator draw s a Treasure card he reads the title and

    description as usual and draw s another card if t he red arrow

    te lls h im to . Thenhe gives you the Treasure card tokeep.

    Treasure cards are not put on the D iscard P ile.

    There are special rules for dealing with Monster and Hazard

    cards. These rules are in the Dangers In the Dungeon

    section below . If y ou w ant you can w ait until you encounter a

    m on ste r o r h az ard b efo re re ad in g th es e ru le s.

    Ending the G am e

    The gam e ends w hen all the room s have been explored. Add up

    th e v alu es (in

    Gold Pieces)

    of the treasures w hich each of the

    Fighters has collected, and the player w ith the m ost is the

    winnerl

    Dangers in the Dungeon

    Monster and Hazard ards

    W hen the Narrator draw s a M onster or H azard card he reads out

    th e firs t p art o f th e d es crip tio n (a bo ve th e p ic tu re) a nd p uts th e

    card face up next to your F ighter so that the boxes line up.

    R ND ~

    F ig hte r F ac in g a M on ste r

    F l L IN G

    Sl B

    d ro ps f ro m t he r oo f

    F ig hte r fa cin g a H az ard

    A f te r d e al in g W i th the

    f al li ng s la b t ra p, y ou g o

    on searching and find a

    nlhill-

    I

    I

    N ow it's up to your F ighter to try to overcom e the danger. R ead

    off the num ber on the M onster/H azard card next to the

    red dot

    o n yo ur F ig hte r c ard Example:for B ra nd a ga in st th e T roll th e

    num ber is 1 2 and against the Falling S lab it is 1 0) and roll one of

    th e d ic e.

    your Fighter s roll is the same

    as

    or more than the

    number, th en y ou r F ig hte r h as kille d th e M on ste r o r o ve rc om e

    th e H az ard . T he N arra to r re ad s o ut th e re st o f th e d es crip tio n

    and draw s another card if the red arrow tells him to.

    your Fighter s roll is less than the number, then:

    -If the danger is a Hazard y ou r F ig hte r is w ou nd ed .

    This ends your turn (see Being W ounded - below).

    Ifthe danger Is a Monster y ou r F ig hte r's a tta ck h as

    m is se d a nd th e M on ste r a tta ck s b ack :

    The N arrator finds the num ber on your F ighter card next to

    the red dot on the M onster card Example: F or th e T ro ll a ga in st

    B rand this num ber is 1 3) and rolls one of the dice.

    if th e M on ste r's ro ll is th e same as or mor e than th e

    num ber, then the M onster has hit and w ounded your F ighter

    (see Being W ounded - below).

    If t he M on ste r's ro ll is Jess than the num ber, then it has

    m is se d a nd y ou r Fig hte r a tta ck s a ga in . If yo ur F ig hte r m is se s

    then the M onster attacks again, and so on until he either kills

    th e M on ste r o r is w ou nd ed . No matter how many attacks this

    takes, they are all contained withinyour one turn.

    B ein g W ou nd ed

    If your F ighter Is w ounded:

    - Y ou turn your F ighter card over to show the ''W ounded

    Fighter side.

    - Y our F ighter retreats to the sam e red doorway square that he

    cam e into the room by.

    - The N arrator puts the M onster or H azard card w hich w ounded

    your Fighter face down on the room space and puts the other

    used A ction cards (but not Treasure cards, w hich you keep) on

    th e D is ca rd P ile .

    - Y our turn ends. Note:The exploration of the room can be

    continued later; see Partly Explored Room s - below ).

    Y ou do not m iss a turn after being w ounded. At the start of your

    next turn your F ighter has recovered from his w ounds - turn the

    Fighter card back over and carry on as usual.

    Partly Explored R oom s

    A ny Fighter can enter a partly explored room and take up the

    action from w here it w as left off. The first th ing he has to do is to

    d ea l w ith a ny M on ste r o r H az ard c ard le ft th ere .

    In the turn after your F ighter has been w ounded, he can either

    go stra ight back into the room or m ove aw ay to try som ew here

    else. If y ou m ove aw ay, you can return to the room later, but

    th is m ay give other players the chance to go in and fin ish the

    ex plo ra tio n w hile yo u are a wa y. Note: If a no th er F ig hte r w as

    w aiting at one of the other doorw ays to the room during your

    turn he w ill have the chance to slip in before your turn com es

    r ou n d a g ai n) .

    Playing Solo

    LEG E ND O F H ERO ES TM is a very easy gam e to play on

    your ow n. Y ou explore the Dungeon in the norm al way, but

    the gam e ends after your F ighter has been w ounded eight

    tim es (tick them off on a piece of paper). A fter he has

    s uffe re d e ig ht w ou nd s y ou r F ig hte r is s o e xh au ste d th at

    he has to leave the Dungeon, so add up how m uch

    treasure he has found. N ext tim e you play, your object is

    to collect m ore treasure w hile only being w ounded the

    s am e n um be r o f tim es .

    e T SR U K L Id 1 98 7. L EG EN D O F H ER OE S Is a Ira de ma rk of T SR In c. A ll R lg hlS R es erv ed .

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    EGEND

    OF HEROES

    F MILY DVENTURE O RDG ME

    EXPANDED GAME RULES

    R ead the S tarter Game R ules F irst

    The E xpanded G am e builds on the S tarter Gam e, add ing new challenges and extra

    excitem ent to your adventu res. If y ou have not p layed the S tarter Gam e, you m ay want

    to try it first be fore a ttem pting the E xpanded gam e.

    What s Different About the Expanded Game?

    In the E xpanded G am e there are rules for Using M agica l

    S pe lls and new ru les for Be ing Wounded. H owever, the

    m ost im porta nt diffe re nce is th at, in stea d o f just a so lita ry

    F igh ter, each p layer now takes a group (ca lled a Party ) o f

    five heroic com pan ions on an exp lora tion of the Dungeons of

    Legend. E ach of the five H eroes has h is own specia l pow ers

    and ab ilit ie s :

    - F ighters and Dwarves are good at figh ting m ost kinds of

    Monsters,

    - C lerics are good a figh ting som e Monsters and can hea l

    w ou nde d H e roe s,

    - R ogues are very good at dealing w ith H azards, and

    - Mag ic Users can cast m agical spe lls .

    The way to w in is still to have the m ost treasure at the end of

    the gam e w hen a ll o f the room s have been exp lored .

    New Rules

    The E xpanded Gam e uses m any of the sam e rules as the

    S tarte r G am e. The im portant new ru les are printed in it lli s

    and m arked w ith a star *).

    e

    TS R U K Ltd. 1987. LE GE ND O F H E R O ES , D UN GE O NS D R AG O N S a nd th e T S R lo go a re tra de ma rk s o f T S R In c. A ll R ig hts R e se rv ed .

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    Setting Up

    Lay the board out on a tab le. The board shows the room s and

    c orrid ors of th e D un geo ns of Le gen d.

    D u ng eo n Entr an ce

    (purple)

    --~ --:::::::~-::Room be;ge)

    t

    S epa ra te o ut th e fiv e k ind s o f A ctio n C ards (R oom s, F ea tu re s,

    M on sters, H aza rd s a nd T re asu re s) from the p ack an d sh uffle

    each pile . P ut the rest of the pack on one side for a m inute.

    Ac tio n Ca rds

    Deal one Room card (face down) onto each room space on the

    board. The two Room cards le ft over are not used so put them

    on one S ide (this is the start o f the Discard P ile). P ut the other

    four p iles of Action cards (face dow n) next to the board.

    Let each player try rolling one of the

    specia l20-sided LE GEN D O F

    H ERO ES dice. They work just like

    ord inary dice - your score is the

    num ber on the top. (E xam ple: in the

    illu stra tio n o n th e rig ht th e s co re w ou ld

    b e 8 ). T he p la yer w ith th e h ig hes t

    s co re g oe s firs t in the ga me.

    In turn, ea ch p la ye r ch oos es a c olo ure d tok en to re pre se nt th eir

    Party of Heroes as they explore the Dungeon, and puts it o n a

    red doorw ay square next to one of the five purp le dungeon

    en tra nce c irc le s (o nly o ne P arty ca n start fro m e ac h e ntra nc e).

    Separate out the S pell cards from the pack, shuffle them and

    deal one to each player. Put the left-over S pell cards in pile

    (face dow n) next to the board. This is the S pell P ile .

    S epa ra te o ut the fiv e kin ds o f H ero c ard s (F ig hters, D wa rv es ,

    Clerics, R ogues and M agic U sers) from the pack and give one

    of each kind to each player. T here is no advantage in having

    any particular ones, but you m ust have one of each type. Any

    H ero cards left over go on the D iscard P ile.

    Sorting the arty

    A s y ou r p arty of H ero es e xplo re s th e D un ge on, it is im po rta nt

    to know which of them is at the front of the group (the Leeder ).

    T o s how which H ero is at the front, layout your five Hero cards

    in ro w w ith th e c olo ure d, n on -w ou nd ed s id es u p. P ut th e

    H ero that you w ant to have in the lead at the right-hand end.

    D urin g th e ga me the re w ill b e p le nty o f op portun ities to ch ang e

    w hic h H ero is le ading . (H in t: T o b eg in w ith , m ost pla yers p ut

    th eir F ig hter or D wa rf a t the fron t). P ut the S pell c ard (fa ce u p)

    n ea r the M agic U ser.

    A Party of H eroes w ith R olfe as the Leader

    ~ ~

    Moving round

    D uring the gam e, p layers take turns to m ove their P arties of

    Heroes.

    You do not use the dice to m ove. Each turn your Party moves

    from one of the red doorw ay squares to another. T he only

    restric tions are that the tw o doorw ays m ust be linked by a

    corridor or room (w ~h no other doors in betw een), and that you

    cannot m ove to the sam e doorw ay as another P arty. (Exam ple:

    in the situation below the P arty can m ove through the room to A ,

    or a long the corridor to B or C , but they cannot m ove straight to

    D

    or E ).

    If your P arty s m ove takes them through a room conta in ing a

    R oom card or any other A ction card (Feature, M onster, H azard

    or Treasure) then they m ust pause to explore the room ...

    xploring Rooms

    W hen your P arty enters a room conta ining an Action card, the

    pla yer on y ou r rig ht p ic ks

    it

    up and reads out the title and

    d es crip tio n. T his p la ye r is c alle d th e N ar ra to r. (N ote :

    i

    very

    young children are playing then any older p layer can be the

    Narrator).

    M ost A ction cards lead on to another Action card. W hen the

    N arrator reaches the bottom of a card the red arrow tells him

    w hat kind of card to p ick up next (from the appropriate p ile). In

    this w ay, the N arrator reads through a series of cards to reveal

    the dangers and rew ards w hich aw ait your Heroes .

    R ea din g a S eries of A ctio n C ard s

    ~ ~ ~ ~

    G O L D G N D lf S nc K

    M PRQ \

    s

    t ra ng e m ap s 0 1 e ve ry

    d es cr ip ti on h an g o n all

    f o ur wa Jl s o f t h is r oo m ,

    a nd o th er s h e h e ap ed o n

    t he u cc r. Y ou e nt er , b ut

    f in d y ou a re n ot a lo ne .

    F ac in g y ou i s a . .

    ' N W r i

    I

    wh ICh

    is

    worth

    il

    g ol d p ie ce s. S m il in g. y ou

    pick

    u p a n d w al k o ut o f

    t h e r o om

    f ..

    M on ste r C ar d

    T re as ure C ard

    R oo m C ard

    T he description on each card follow s on from the previous one

    s o tha t th e s erie s o f ca rd s re ads like a s to ry. (E xa mp le: th e

    N arrator p icks up the M ap R oom card fo llowed by the Troll card

    he should read out: M ap room . Strange m aps of every

    descrip tion hang on all four w alls of th is room , and others lie

    heaped on the floor. Y ou enter, but find you are not a lone.

    F acin g y ou is a ... T roll w hich grins ev ily a s it a tta ck s. )

    W hen the Narrator com es to the bottom of a card w ith an End of

    R oom bo x th en the e xplo ra tion o f th at roo m is finis hed . Y ou

    m ove your Party to one of the doorways leading out of the room

    (your choice - you can go to the sam e doorway that you cam e

    in by if y ou like), the N arrator puts the used A ction cards on the

    D is ca rd P ile a nd yo ur turn e nds .

    W hen the N arrator draw s a T reasure card he reads the title and

    descrip tion as usual and draw s another card if t he red arrow

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    te lls h im to. Then he gives you the Treasure card to keep.

    Treasure cards are not put on the D iscard P ile .

    There are specia l ru les for dealing w ith M onster and H azard

    cards. These rules are in the Dangers In the Dungeon

    section.

    nding the Game

    The gam e ends when all the room s have been explored. Add up

    the value (in G old P ieces) of the treasures which each P arty

    has collected - the player w ith the m ost is the w inner

    angers in the ungeon

    hanging Leader

    W hen th e N arra to r c om es

    to a

    re d a rro w te llin g h im

    to

    draw

    a

    M onster or Hazard card he m ust tell you what type of card

    (Mo ns te r o r H az ar d)

    is

    com ing and give you

    chance

    to

    change

    your party Leader before he draw s the card from the pile .

    You do not have

    to

    change Leader, but if y ou w ant

    to

    then

    decide w hich H ero you want

    to

    be the new Leader and swap the

    two ca rd s .

    M aking Brand the N ew Party Leader

    Monsters

    W hen the N arrator draws a Monster card he reads out the first

    p art o f the de scription (a bo ve th e p ic ture) a nd pu ts th e c ard

    face up next to your Party Leader so that the boxes line up.

    Now it s up to your Leader to try to fight the M onster. Read off

    the num ber on the M onster card next to the red dot on your

    Le ad er s ca rd (E xa mp le : fo r B ra nd ag ains t th e T ro ll th e nu mb er

    is 12) and ro ll one of the dice.

    If y our Leader s ro ll is the sam e as or m ore than the

    nu mbe r th en y ou r L ead er h as k ille d th e M on ster. Th e N arra to r

    reads out the rest of the descrip tion and draw s another card if

    necessary.

    If your Leader s ro ll is less than the num ber, then your

    Leader s attack has m issed and the M onster attacks back. The

    N arrator finds the num ber on your Leader s card next to the red

    dot on the M onster card (E xam ple: For the Tro ll against Brand

    this num ber is 13) and ro lls one of the dice. If t he M onster s roll

    is the sam e as or m ore than the num ber, then the M onster

    has hit and w ounded your Leader (see the new rules for Being

    W ounded - below). If the M onster s ro ll is less then

    it

    ha s

    missed.

    A fter the M onster has attacked back (and w hether or not

    it

    hi t

    your Leader) you can retreat from the room you w ant to by

    putting your P arty back on the doorw ay square from w hich they

    cam e into the room . The N arrator puts the M onster card face

    down on the room and the other used action cards on the

    D isc ard pile, a nd yo ur turn e nd s.

    /( you did not retreat, you can change Leader if y ou want to by

    sw apping his card for one of the other Heroes. N ow your Leader

    a ttac ks th e M on ster, a nd so o n u ntil th e M on ste r is k ille d o r y ou

    retreat. N o m atter how m any attacks this takes, they are all

    c onta in ed w ithin yo ur on e turn . Y ou h av e th e o ptio n to re tr ea t o r

    c han ge Le ad er afte r e ac h o f th e M on ster s a tta ck s.

    Using Magical Spells

    ~ In

    a

    f ig h t w it h

    a

    M onster your M agic User can attack in the

    sam e way

    s

    the other H eroes, but he

    is

    n ot v el) go od a t

    it

    The

    best w ay for M agic U sers to attack is b y us in g M agica l S pells .

    Your m agic User can only cast a M agical S pell if he has a Spell

    card and if he is a t th e fro nt o f the P arty . In stea d o f p uttin g the

    M agic U ser and M onster cards next to each other, you put the

    Spell card (face up) betw een them so that the boxes line up .

    Then you roll one of the dice.

    GY LOP

    E TORM

    S pe ll (ro ll 7 o r m ore )

    o __ __~~

    ~~

    ~ r~

    N o E ffe cf

    Success

    Success

    Success

    Success

    If the m agic U ser s roll is Jess than the num ber given under

    th e sp ell na me th en the sp ell h as au to matica lly fa ile d.

    (E xam ple: an Ice S torm spell fa ils if y ou ro ll less than 7).

    If

    the M ag ic U se r s ro ll is the sam e

    as

    or more than the

    num ber then the M onster has been overcom e by the spell

    unless it

    is

    im mune to its effects. T o check for this, read w hat

    is written on the Spell card in the box next to the red dot on the

    M on ste r c ard . S uc ce ss m ea ns th at th e M on ste r is overcome

    a nd th e fig ht is o ve r. N o E iie ct m ea ns th at th e M on ste r is

    unaffected and can attack the M agic U ser in the usual w ay.

    ( Hi nt : It is w ise to m ake sure that monster is not im mune to

    sp ell b efo re y ou ca st it).

    W hether or not your spell is successfu l it can only be used

    on ce . A fte r it is cast, put the spell card back with the others in

    the Spell P ile and shuffle them .

    Regalnglng Spells

    A M agic User who has cast h is spell can learn a new one by

    taking tim e to read his spell books. T o g ive him tim e to do th is

    you m ust m iss turn. A t the end of the turn you take the top

    card from the S pell P ile and put it w ith your m agic User.

    A Magic User can only have one Spell card at a tim e.

    Hazards

    H aza rd s a re trea te d ve ry m uc h like M on sters. P ut th e H aza rd

    card next to the Leader so that the boxes line up and read off

    the num ber next to the red dot on the Leader s card. (E xam ple:

    If B rand is facing the Falling S lab the num ber is 10). Then ro ll

    on e o f th e d ice .

    If the Leader s ro ll is the sam e as or m ore than the num ber

    then he has overcom e the H azard. The N arrator reads out the

    re st o f th e d es crip tio n an d d ra ws an oth er c ard if n ece ss ary.

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    yourLeader's roll is less than the num ber, then he is

    wounded (see the new rules for Being W ounded - below).

    If

    you want, you can retreat from the room by putting your Party

    back on the doorway square from which they cam e into the

    room . T he N arrator puts the H azard card face dow n on the room

    and the other used action cards on the D iscard pile, and your

    t ur n e nd s.

    you do not want to retreat, you can change Leader if y ou

    want to by swapping his card for one of the other Heroes. Now

    . you r L ead er h as a no th er attem pt at ov erco min g th e ha za rd ,

    an d

    so

    on until you are successfu l or until you retreat. No

    m atte r ho w m any tries this tak es , th ey a re a ll c on ta in ed w ithin

    your one turn. You have the option to retreat or change Leader

    a ft er e ac h a tt em p t.

    M agic al S pe lls ha ve no effec t on H az ards .

    ..Being Wounded

    W hen Hero is wounded you turn his card over to show the

    Wounded side.

    W ou nde d H eroe s do n ot rec ov er from th eir in ju ries

    a utom atic ally. Ins te ad, the re are tw o s pe cial w ay s o f h ea ling

    them:

    th ere is a C leric in your P arty he can use his specia l

    m agical powers of healing to cure all o f your w ounded H eroes

    (inc lu ding h im se lf). T o give th e C leric tim e to d o th is y ou m us t

    miss (urn. A t the end of the turn, turn all w ounded H ero cards

    b ac k o ve r to s ho w th e n on -w ou nd ed s id e.

    If you do not have C le ric the n y ou r H ero es c an v is it th e

    M agic al F ou ntain n ea r th e c entre of th e D un ge on.

    If

    you end a

    turn on the red doorw ay square next to the Founta in you can

    im mediate ly turn over a ll your w ounded H ero cards. You do not

    have to m iss a turn.

    The Magical Fountain

    Your M agic U ser can learn new spell during the sam e turn

    th at yo ur C le ric is he alin g H eroe s, b ut trip to th e M ag ic al

    F ou ntain w ill no t g ive him

    a

    ne w sp ell .

    Killing Heroes

    *I f a Hero Is wounded again while he Is already

    wounded then he Is dead Rem ove his card from its p lace

    ,at the front of the party and put it on the Discard Pile. T he next

    Hero along autom atica lly becom es the new Leader .

    * If all o f your Heroes are killed you are out of the

    game

    Partly Explored Rooms

    Any Party can enter a partly explored room and take up the

    action from w here it w as le ft o ff. The first thing they have to do

    is to deal w ith any M onster or H azard left there .

    In the turn after your Party has retreated, they can either go

    straigh t back into the room or m ove aw ay to try som ew here

    else. If y ou m ove away, you can return to the room later, bu t

    this m ay g ive other players the chance to go in and finish the

    exp lora tion w hile you are aw ay. (N ote : If an othe r P arty w as

    w aiting at one of the other doorw ays to the room during your

    turn they w ill have the chance to slip in before your turn com es

    r ou nd a g ai n) .

    RUL S OR SUP RH RO S

    LEGEND OF H ERO ES is what is known as a

    r ol e- pla yin g a dv en tu re g am e .

    O ne exciting thing abo ut role-play ing ad venture gam es is

    that, once you get used to the norm al w ay of playing , you can go on add ing or changing rules to increase the interest or excitem ent of

    the adventures - or just to see w hat happens

    There is m ore about role -play ing adventure gam es in the section W hat N ext ... T but first here are som e optiona l ru les w hich you m ight

    like to try afte r you have played the Expanded Gam e a few tim es. You don 't have to use a ll o f them (or any of them if y ou don 't want to)

    and you m ay find that you enjoy som e m ore than others. Anyway, here goes ...

    Choosing Spells

    At the start o f the gam e, instead of draw ing a Spell card at

    random for their M agic U sers, players can choose (in turn)

    w hich one they w ant from the ones ava ilable . In a s im ilar w ay,

    w hen your M agic User learns a new spell, you can choose

    w hich one to take from the Spell P ile .

    Choosing Heroes

    Instead of each player having one of each kind of H ero , players

    can choose w hich five H eroes they w ant to m ake up the ir party.

    D uring the Setting U p, the players (in turn) se lect one H ero at a

    tim e from the pack until each player has a P arty of five.

    D ecid ing w hich H eroes to take is a tricky business since

    having m ore than one of any kind of Hero m eans that you will

    have to leave behind one of the other types of H ero. In the end,

    your P arty w ill be stronger in som e w ays than a norm al Party

    and w eaker in others. W e're giv ing no hints, so try a few

    co mbin ation s and see w hat h app ens

    Note: if you have a Party w ith m ore than one M agic User, each

    of them has one spell. Each M agic U ser has his ow n spell(s)

    and the y cann ot be sw apped .

    Making Treasures Heavy

    In a dangerous dungeon it is im portan t not to be w eighed dow n

    w ith too m uch baggage. Each H ero can only carry one piece of

    treasure, so a Party can on ly have as m any Treasure cards as

    it has m em bers. If your Party finds any m ore treasures than th is

    (or if any H eroes are killed) then the excess treasure(s) m ust be

    dropped at once in the room . Y ou can choose w hich treasure(s)

    t o d ro p.

    D ropped treasures are unguarded (even ~ t hey are left in a

    partly explored room ) and can be picked autom atically up by

    any P arty pa ssing through or e xplo ring the ro om .

    Design:

    Development:

    Art:

    Graeme Morris

    Graeme Morris Rik Rose

    Brian Gough & Pete Young

    Produced in the UK by :

    TSR UK Ltd

    The Mill

    Rathmore Road

    Cambridge CB1 4AD

    1 98 7 T S R U K L td . L E G EN D O F H ER O ES . D UN G EO NS DRAGONS

    a n d t he T SR lo g o a re t ra d em a rk s o f T S R I nc . A l l R i gh ts R e se rv ed .

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    WHAT NEXT ...

    The LEGEND OF HERO ES gam e is a Role playing Adventure game: Ro le -play ing

    b ec au se th e pla ye rs tak e on the role s o f h eroic c ha ra cters, a nd A dve nture b ec au se

    those Heroes are taken on an adventure in a land of m ystery and excitem ent. The gam e is

    com plete in itself, but you can use it as the first step tow ards even m ore exciting role-playing

    adven tu res ...

    JUST IMAGINE

    An adventure gam e which doesn't use a board, or cards, or tokens - where adventures can

    take place anywhere you like and where your own im agination is the only lim it to where you

    can go and what you can do

    JUST IMAGINE

    A role-p laying gam e w here every player's heroic character is unique and w here your hero

    lives on from gam e to gam e, gain ing in power and renown, so that the adventure need

    n ev er e nd

    JUST IMAGINE

    A n adventure gam e w ith hundreds of different m onsters and hazards, and m ore am azing

    treasures than you could ever dream of. W here the challenges to be m et and the rewards to

    b e ga ine d are a lw ay s d iffe re nt a nd a lw ays e xcitin g .

    ... there is such a game the

    FANTASY ROLE PLAYING GAME

    In m any ways, the DUNG EON S

    DRAG ON S gam e is sim ilar to the LEGEN D O F H EROES

    gam e. The players' heroic characters set out on am azing adventures in a m agical w orld

    where they m eet fearsom e m onsters and deadly hazards in a search for fam e and riches.

    The difference is that the DUNG EON S & DR AGO NS gam e offers a whole host of new

    possibilities for role-p laying adventures - so m any m ore that the gam e com es in a w hole

    series of Boxed Sets w hich lead on one from the other (a bit like the Expanded rules adding

    to th e S ta rte r ru le s).

    If you want to take your next step into the am azing world of the DUNG EON S & DRAG ON S

    gam e, you should get the D UNG EON S D RAG ONS Basic Set in the red box.

    Inside you'll find two big rule books - the Players M anual and the Dungeon M asters

    Rulebook - and even m ore special d ice (not just the 20-sided kind used in the LEGEN D O F

    H ERO ES gam e). Read the Players M anual first. In it you 'll find a lot of th ings that are

    fam iliar, a lot of th ings w hich are new, and a gateway to a whole new world of adventuring

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    ESTI RY

    ... an introduction to the monsters you could meet in the Dungeons of Legend.

    U nlik e th e s ta tu es w hic h a do rn old

    b uild in gs in o ur o wn w orld , th e g arg oy le s

    in the D ungeon of Legend are liv ing

    c re atu re s w ith le ath ery w in gs a nd s ha rp

    fangs. They are evil and m alic ious, and

    hide in the shadow s ready to sw oop

    d ow n o n u ns us pe ctin g v ic tim s.

    G ia nt, s pi de rs lo ok ju st l ik e o rd in ary

    spiders - except that they are 4 feet

    lo ng T he y s cu ttle a ro un d th e D un ge on

    c on sta ntly s ea rc hin g for fo od - a nd

    y ou re o n th e m en u A vo id the ir d ea dly

    p ois on ou s fa ng s a t a ll c os ts l

    The cyclops is a giant w ith a single eye in

    the centre of his forehead. H e is too tall

    for the Dungeon and ~eps bum ping his.

    head on the doorways so he always has

    a headache and is alw ays very angry

    Mino tau r

    The m inotaur has the body of a ta ll,

    strong m an but the head of a bull. H e

    re ga rd s th e D un ge on a s h is p ers on al

    d om ain a nd h e w ill a tta ck a ny in tru de rs

    w ithout w arning using his horns and the

    h ug e b attle -a xe w hic h h e c arrie s.

    The ghost of the D ungeon floats around

    the room s and corridors, g iv ing out an

    e nd le ss , m ou rn fu l w ail. G ho sts ca n b e

    nasty w herever you m eet them , and this

    o ne is n o e xc ep tio n.

    rag on Vam p i re

    T he v am pire lo ok s lik e a ta ll, h an ds om e

    m an w ith sm all sharp fangs and red

    glow ing eyes. H e hates the daylight and

    hides in the dark cham bers and

    passages of the D ungeon w here he lives

    o n th e b lo od o f h is v ictim s. H e s c le ve r,

    so be on your guard for a m an in a black

    cloak

    Ogre

    T he d ra go n h as liv ed h ere fo r th ou sa nd s

    of years, and is probably the m ost

    dangerous of all the m onsters in the

    D un ge on s in ce it breathes out a blast of

    fire that can frazzle any H ero. E ven so,

    w ith a b it o f b ra ve ry (a nd lu ck ), e ve n th is

    fe ars om e m on ste r c an b e o ve rc om e.

    Hobgob l i n

    ;r :

    ~Il.;

    .~~

    T he h ob go blin s a re u gly m an -lik e

    c re atu re s o ve r 6 fe et ta ll. T he y w ere se nt

    to the D ungeon to guard a specia l

    tre as ure , b ut th ey e ve ntu ally lo st it an d

    n ow w an de r a ro un d a im le ss ly .

    S om etim es h ob go blin s w ill a tta ck y ou o n

    s ig ht, b ut s om etim es th ey ju st ru n a wa yl

    Ske le ton

    T he o gre s a re a b it lik e th e h ob go blin s-

    b ut w orse . T he o nly a dv an ta ge H ero es

    have is that ogres are very stupid. If y ou

    m eet one, rem em ber that brains are

    often just as m uch use in a fight as

    brawn.

    Tro l l

    O ne o f th e s tra ng es t in ha bita nts o f th e

    D ungeons of Legend is a skeleton w hich

    w alks around as if it w as alive. The

    skeleton w as anim ated by m agic and has

    a sin gle p urp os e - to a tta ck a ny c re atu re

    it meets

    Mummy

    The m um my is so swathed in bandages

    that it m oves very slow ly, but don t let

    that g ive you the idea that it isn t

    dangerous. O nce it has you in its

    in cre dib ly s tro ng a rm s it c an lite ra lly

    squeeze the life out of you

    ian t Rat

    A ny abandoned ruin is like ly to be

    in fe ste d w ith ra ts , b ut th e ra ts in th e

    D ungeons of Legend are real g iants - as

    big as a large dog They aren t too m uch

    of a problem for a w ell-arm ed H ero, but

    w atc h o ut fo r th eir te eth .

    A tro ll is a 9 -fo ot-ta ll, m a n-lik e c re atu re

    w ith green skin, b lack eyes, and long

    sharp teeth and claw s. Its sense of sm ell

    is very good, and

    uses it to seek out

    v ic tim s in th e d ark ne ss o f t he D un ge on .

    Werewo l f

    ~ jv

    r ~

    ~~ ~

    ~ ~ ~

    The w erew olf is a cursed creature that is

    h alf-m an a nd h alf-w olf. S hu nn ed b y th e

    ouside w orld, he has taken refuge in the

    D ungeons w here he lives w ith the other

    m on ste rs. H is h atre d o f a ll th os e fro m

    th e o uts id e is so g re at th at h e w ill a tta ck

    H ero es o n s ig ht.

    Medusa

    The m edusa is a w om an w ith w rith ing

    snakes instead of hair. H er face is so

    horrib le that even a glance can turn you

    to stone. The only w ay to avoid th is

    h orrib le fate is n ot to lo ok h er.