![]() ![]() If a hero move onto a square containing a trap, he will automatically spring the trap, possibly suffering body damage. They can be found in both rooms and corridors, but they are hidden. There are four types of traps: pit traps, falling block traps, spear traps, and chest/furniture traps. TRAPS AND SECRET DOORS - A Hero may choose to search for traps or SECRET doors. To claim the treasure you must step on a tile adjacent to the treasure. You may only recover hidden treasure in a room or corridor uninhabited by monsters. If you search for treasure without first searching for traps, you will spring the trap.Ī Hero must be standing in front of a chest to open it. Some rooms may have a special treasure others may have hazards or Wandering Monsters who immediately attack. TREASURE - Heroes may search for treasure in any room only once, and only if they are uninhabited by monsters. "See"ing is defined as a straight, unobstructed line from the spell caster to the monster or hero. You may cast a spell at anything that the hero can "see", including himself. The Elf and the Wizard may cast a spell instead of attacking. Each successful attack deals 1 Body Point of damage. The monster defends itself from an attack, but it has been killed when its Body Points reaches zero. You may only attack with one weapon at a time. You may only attack diagnolly if you have a specific weapon that permits this. Your attack strength depends on your attack weapon. You must have at least two squares of movement left and land on an unoccupied square.ĪCTION PHASE ATTACK - You may attack any monster that you are adjacent to. Looking and opening doors are not counted as actions.Ī hero may attempt to jump a trap blocking his path. On your turn, you may move adjacent to a closed door and ask the Dark Master to open it. Looking gives you the opportunity to see what is directly in your line of sight, such as closed doors. You may pass over a Hero but only if the player accepts your request to pass.Īs a Hero moves, he may "look" down a corridor or through an open door. You may not share a square with another Hero or with a monster. When moving you cannot pass over monsters, through walls or move diagonally. Then, move carefully along the corridors and into rooms square by square. ![]() MOVEMENT PHASE The number of square spaces you can move is determined by the roll of 2 six-sided die. They can be done at any time during your turn. Getting caught in a trap, drinking potions, and picking things up do not count as actions. Once a player begins his Action Phase however the player forfeits any movement points he may have remaining. The Action Phase may begin at any point before, during or after the Movement Phase. After the Dark Master the turns go to the left of him and continues clockwise.Ī Player has 2 phases, Movement Phase and Action Phase. The Dark Master goes first (the Dark Master controls the monsters on the board and is the catalyst for events as well as the one who places objects and monsters on the board when the room or corridor in question is revealed. The two remaining become the Wizard's.įor first time players it is suggested that the Elf take the Earth spell group and the Wizard take the Air, Fire and Water spell groups. Next, the Elf chooses one spell group from the three remaining. The Wizard first chooses one of the four spell groups. ![]() The spell groups are divided between the Wizard and the Elf. Once the Heros are chosen the next step is to Divide the Spells There are four groups of Hero spells, Air, Fire, Water, and Earth. The highest roll gets to choose his character first with the lowest roll choosing last. To keep it simple and fair, it is suggested that at character selection each player roll a single die. ![]()
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