I. Medusa's Temple Magic Realm Expansion
Monster
Images by Glenn Pruitt
4 Tiles
1 Woods
1 Valley
1 Mountain
1 Cave
(use any appropriate newly designed
tiles)
6 Tile Chits
Temple (1) (note: same as Altar)
Colossus (4) (note: same as Shrine)
Fog W
Fog V (Tower Dwelling)
Fog M
Fog C
15 Treasures*
1 Treasure within Treasure (Labrynth)
5 Large Treasures
9 Small Treasures
*includes 4 Great Treasures (2 Small & 2 Large)
2 Treasure Counters
Pegasus - Vulnerability: Medium; M3/M4; Price: 25; Fame: 9 (when
activated, allows character to Fly).
Yew Bow - L***; Speed 1; Attack: Missile; Length: 16; Price: 20; Fame:
6; Notoriety: 3 (does no damage unless alerted)
6 Spells
The 6 Spell cards (II, III, IV, V, VI, VIII) that are out of play in
the
original game are now in play.
3 Native Groups
Enchantress (Tower Dwelling) -
2 Small Treasures, 1 Type VIII Spell,
and 1 Staff
- EHQ - Enchantress
- E1 - Golem
Neutral relationship with all characters.
Monks - 2 Small Treasures
- MHQ - Heavy Monk (does H/T damage)
- M1 - Medium Monk (does M/H damage)
- M2 - Light Monk (does L/M ddddamage)
Neutral relationship with all characters. During the Evening,
all Meeting rolls are on the Friendly column.
(Monks must be hired individually
like Rogues)
Peasants - No treasures
- PE1
- PE2
- PE3
- PE4
- PE5
- PE6
Neutral relationship with all characters.
There is no Peasant Leader (HQ), so Trading is not possible.
(use these to help take out Goblin
hordes - their long Staffs are longer than most Goblin weapons.)
2 Treasure Sites
Colossus (4)
1 Type VI Spell
1 Large Treasure
2 Small Treasures
Supplies color magic of all colors in its clearing, whether discovered
or not.
Temple (1)
4 Large Treasures
3 Small Treasures
Can only be looted if there is color magic in the clearing; otherwise,
a color chit can be played to allow looting throughout the day but only
for the character that plays the chit (not his hired/controlled
denizens).
Labrynth
Treasure within Treasure
1 - take Pegasus
2 - take Yew Bow
3 - take Large Treasure
4 - nothing - lost in maze
5 - nothing - lost in maze
6 - Greater Minotaur monster appears in clearing (if not already there)
and
blocks searcher if not hidden.
Monsters
Mage (Colossus):
Unalerted Attack: IV3 [IV4 in caves] (Length: varies)
Unalerted Move: 3
Alerted Attack: L3* (Dagger)
Alerted Move: 2
Size: Medium
Unalerted Weapon: Casts Lightning Bolt in mountain, Roof Collapses in
cave; otherwise, casts Fiery Bolt. Fiery Bolt targets all unhidden
characters and character-owned denizens in the clearing.
Bounty: 5 Notoriety and 5 Fame
Medusa (Temple):
Unalerted Attack: II2 [Turn to Stone] (Length: 20)
Unalerted Move: 3
Alerted Attack: H3* (Claw)
Alerted Move: 4
Size: Medium and Armored
Bounty: 6 Notoriety and 6 Fame
Turn to Stone - Grey Magic - Day Spell
Character/Denizen is transformed into Stone until the end of the next
Daylight period. While Stoned, character cannot perform any actions,
cannot block or be blocked and cannot be attacked or targeted by any
weapon or spell. Character/Denizen cannot follow or be assigned to any
Character/Hired Leader. Character/Denizen is essentially out of play
until the end of the next Daylight period.
Greater Minotaur:

Unalerted Attack: H* 4 (Morning Star)
Unalerted Move: 4
Alerted Attack: T* 5 (Morning Star)
Alerted Move: 3
Size: Heavy and Armored
Bounty: 8 Notoriety and 8 Fame
Natives
Fairy:
Unalerted Attack: N 1 (Claw)
Unalerted Move: 6 (Sleeping)
Alerted Attack: N 1 (Claw)
Alerted Move: 1
Vulnerability: Negligible
Weight: Negligible
Move Strength: Negligible
The Fairy supplies Gold magic in its clearing.
Enchantress:
Unalerted Attack: II2 (Stones Fly)
Unalerted Move: 3
Alerted Attack: L* 2 (Dagger)
Alerted Move: 2
Vulnerability: Light
Weight: Light
Move Strength: Light
Basic Gold Wage: 9 Gold
Bounty: 6 Notoriety and 3 Gold
Rolls 1 die when casting Stones Fly. Only 1 attack per target.
May Enchant tiles by performing 2 consecutive Enchant phases.
Golem:
Unalerted Attack: H6 (Claw)
Unalerted Move: 6
Alerted Attack: H6 (Claw)
Alerted Move: 6
Vulnerability: Heavy and Armored
Move Strength: Tremendous
Weight: Heavy
Basic Gold Wage: 1 Gold
Bounty: 0 Notoriety and 0 Gold
Light Monk:
Unalerted Attack: L2 (Length: 0)
Unalerted Move: 2
Alerted Attack: M4 (Length: 4)
Alerted Move: 3
Vulnerability: Light
Move Strength: Light
Weight: Light
Basic Gold Wage: 1 Gold
Bounty: 2 Notoriety and 0 Gold
Medium Monk:
Unalerted Attack: M3 (Length: 1)
Unalerted Move: 3
Alerted Attack: H4 (Length: 5)
Alerted Move: 4
Vulnerability: Medium
Move Strength: Medium
Weight: Medium
Basic Gold Wage: 2 Gold
Bounty: 4 Notoriety and 0 Gold
Heavy Monk:
Unalerted Attack: H3 (Length: 2)
Unalerted Move: 3
Alerted Attack: T4 (Length: 6)
Alerted Move: 4
Vulnerability: Heavy
Move Strength: Heavy
Weight: Heavy
Basic Gold Wage: 4 Gold
Bounty: 6 Notoriety and 0 Gold
Peasant:
Unalerted Attack: M6 (Length: 9)
Unalerted Move: 6
Alerted Attack: M6 (Length: 9)
Alerted Move: 6
Vulnerability: Medium
Move Strength: Medium
Weight: Medium
Basic Gold Wage: 1 Gold
Bounty: 1 Notoriety and 0 Gold
Small Treasures
Fairy Ring
Great Treasure
Weight: N
Fame: 0
Notoriety: 0
Gold: 10
When activated, discard treasure from game and replace with a Fairy
denizen counter. Fairy is treated as a hired non-leader denizen (for
the rest of the game) of the character that activates the treasure. If
the character that owns the Fairy is killed, the Fairy is removed from
play.
Kaleidoscopic Manuscript
Great Treasure
4 Spells: II, III, IV, V
No Magic Chit
Weight: L
Fame: 5
Notoriety: 10
Gold: 10
Poison Dagger
Potion (discard to Crone after it
hits once)
Fame: 0
Notoriety: 5
Gold: 5
Attack: Striking; Length: 0; Speed: 1; Weight: Negligible; Impact:
Negligible w/ 2 sharpness stars.
Amulet
Identical to the treasure from the original game.
Vial of Healing
Identical to the treasure from the original game.
Bard's Lute
Weight: L
Fame: 5
Notoriety: -5
Gold: 10
During Evening, buying drinks for Enemy and Unfriendly Natives
increases your relationship with them by two steps. If no fighting
occurs in your clearing each unhired Friendly and Allied HQ Native
gives you 1 Gold at the end of the Day.
Golden Lyre
Weight: L
Fame: 5
Notoriety: -5
Gold: 20
This card allows its owner to record an extra phase to do the Rest
activity.
Weather Vane
Weight: N
Fame: 0
Notoriety: 0
Gold: 2
Roll 2 dice when making a Landing Roll and choose one of the results.
If the result you choose is invalid you may roll again. During Birdsong
of the last day of each week, you may secretly look at the face-down
weather chit.
Draught of Wind
Potion (discard to Shaman)
Weight: N
Fame: 0
Notoriety: 0
Gold: 2
When activated, convert one fatigued chit to active state.
This may not seem like much but there
is no other way to activate a chit during combat other than with the
Make Whole spell.
Large Treasures
Goblin Throne
Great Treasure
Weight: T
Owner (and his hired/controlled denizens in the same clearing) treats
Goblins as Friendly Natives (even if this card is inactive) and
can hire them.
Fame: -10
Notoriety: +20
Gold: 50
Wizard's Bane
Great Treasure
Potion (Discard to Scholar)
Weight: N
Affects clearing in which it is activated for the remainder of the Day.
All spells are cancelled and color chits fatigued. All color magic in
clearing is negated and Enchant actions have no effect. During Combat,
spellcasting denizens (including Demons) flip to their non spell
casting side and do not roll for Tactics. Does not affect the Imp or
Curses.
Fame: 0
Notoriety: +25
Gold: 25
Talisman
Weight: N
Can be used as a Magic Chit with a speed of 4 to cast any spell the
Character has learned. Can be Alerted to cast the spell with a speed of
0. Can only be used to cast a spell once each Day.
Fame: ?
Notoriety: ?
Gold: ?
Large Treasure #4
Large Treasure #5
Events
Mischievous Elves
Treat as if the Lost spell (Type III) has been cast on this tile.
Returns to the Set Up card at the start of the next day.
Fog
Treat as if the Fog spell (Type II) has been cast on this tile.
Returns to the Set Up card at the start of the next day.
Set Up Card
Fog M: 2 Cyclops in separate boxes on a Monster Roll of 4.
Fog C: 6 Zombies, 6 Skeletons, and 1 Lich in separate boxes on a
Monster Roll of ?
Monster Roll 6: Medusa (Temple), Mage (Colossus), Mischievous Elves
(Fire W), Monks (Temple, Colossus), Peasants (Tower).
[The Monks cannot appear in the same
turn as the Medusa or Mage; who
take precedence - or something like that...]
Optional Tower Dwelling Rule
Tower Dwelling: Characters/Denizens may Peer into an adjacent tile as
if peering from a Mountain clearing.
II. Other New Items
Native Groups
Faithful Hound:
H 1 - Hound
Friendly relationship with all characters.
There is no Hound HQ (Leader) so Trading is not possible. The Faithful
Hound is summoned on a Monster Roll of 6 to any Dwelling. It does not
move around the tile after it is summoned.
Mountaineer:
M HQ - Guide
Neutral relationship with all characters.
The Mountaineer is summoned on a Monster Roll of 1 to any Dwelling -
but only during Winter months (Christmas, Ice, Snow, Easter). It does
not move around the tile after it is summoned.
Natives
Hound:
Unalerted Attack: M3 (Length: 0)
Unalerted Move: 2
Alerted Attack: M2 (Length: 0)
Alerted Move: 3
Vulnerability: Medium
Move Strength: Negligible
Weight: Light
Basic Gold Wage: 1 Gold
Bounty: 0 Notoriety and 0 Gold
Guide:
Unalerted Attack: M4* (Length: 3)
Unalerted Move: 5
Alerted Attack: L4* (Length: 3)
Alerted Move: 4
Vulnerability: Medium
Move Strength: Medium
Weight: Medium
Basic Gold Wage: 2 Gold
Bounty: 2 Notoriety and 1 Gold
Always spends 2 movement points to enter a Mountain clearing,
regardless of the Season.
Monsters
Goblin King:
Unalerted Attack: V3 [Staff of Law] (Length: 25)
Unalerted Move: 3
Alerted Attack: T* 5 (Great Sword)
Alerted Move: 4
Size: Heavy and Armored
Bounty: 6 Notoriety and 6 Fame
Staff of Law generates a Power
of the Pit roll with a -1 modifier.
Goblin King is not affected by Goblin Throne or Deal with Goblins.
If killed, place Staff of Law
in clearing - it can be looted normally.
Goblin King is placed in its own group to the right of
the third group of Goblins on the Set Up card.
Gremlin:
Unalerted Attack: N2 (Steal Item)
Unalerted Move: 2
Alerted Attack: M4
Alerted Move: 3
Size: Medium
Bounty: 2 Fame and 1 Notoriety
Unalerted Attack: Each time the Gremlin hits, it steals one of the
character's activated negligible-weight items. The item is immediately
abandoned in the clearing.
Hydra:
Unalerted Attack: H5
Unalerted Move: 6
Alerted Attack: X4
Alerted Move: 6
Size: Tremendous and Armored
Bounty: 11 Notoriety and 11 Fame
The Hydra has two Head counters (length 8):
Unalerted Attack: H5
Alerted Attack: T5
Cyclops:
Unalerted Attack: H5
Unalerted Move: 4
Alerted Attack: X4
Alerted Move: 5
Size: Tremendous
Bounty: 9 Notoriety and 9 Fame
The Cyclops has a Rock counter (length 12):
Unalerted Attack: H3
Alerted Attack: T3
The Rock counter must roll on the missile table.
Lich:
Unalerted Attack: M2 (length:0)
Unalerted Move: 3
Alerted Attack: X3 (length:10)
Alerted Move: 4
Size: Tremendous
Bounty: 9 Notoriety and 9 Fame
Skeleton:
Unalerted Attack: L3* (length:4)
Unalerted Move: 4
Alerted Attack: M4* (length:4)
Alerted Move: 3
Size: Light and Armored
Bounty: 1 Notoriety and 1 Fame
Zombie:
Unalerted Attack: M4 (length:0)
Unalerted Move: 5
Alerted Attack: M4 (length:0)
Alerted Move: 5
Size: Medium
Bounty: 1 Notoriety and 0 Fame
Greater Demon:
Unalerted Attack: V2 (length:17)
Unalerted Move: 3
Alerted Attack: X3
Alerted Move: 4
Whip Counter: H5 / T5 (length: 11)
Size: Tremendous and Armored
Bounty: 18 Notoriety and 18 Fame
Greater Demon is removed from the game when
killed.
Game Use: The Greater Demon is
summoned on a Monster Roll of 2 to the Altar or Shrine but only if the
clearing has Black Magic. It cannot be summoned to a clearing on the
same turn that another Demon is summoned to that clearing.
Treasures
Emerald Scabbard
Large Treasure
Weight: L
Fame: 0
Notoriety: 0
Gold: 12
Fame Reward: 6 (Lancers)
Character gets an extra Alert phase which he can only use to alert a
sword.
Character's alerted sword always has a Speed of 3 or less.
Gremlin
Small Treasure
When drawn from a Treasure Site, replace this card with a Gremlin
monster. If the Character/Hired Leader is not hidden he is immediately
blocked. This treasure may not begin
the game with a Native Group/Visitor - shuffle cards accordingly.
Staff of Law
Great/Large Treasure
Weight: M
Fame: -20
Notoriety: 30
Gold: 40
With Black Magic, can be used to cast Power of the Pit with a -1
modifier.
Staff of Summoning
Great/Large Treasure
Weight: L
Weapon
Attack: Striking
Length: 9
Harm: L
Fame: ?
Notoriety: ?
Gold: ?
When activated this staff changes the effects of the Witch's Brew,
Faerie Lights, and Elemental Spirit spells.
Witch's Brew: Summons Gargoyle
Faerie Lights: Summons Fairy
Elemental Spirit: Summons ?
Summoned denizen can ...
Staff of Enchantment
Large Treasure
Weight: L
Weapon
Attack: Striking
Length: 9
Harm: L
Fame: ?
Notoriety: ?
Gold: ?
When supplied with Purple magic this staff can be used by any character
to enchant a tile, The character must perform two consecutive Enchant
phases and then fatigue any chit.
Belladonna
Small Treasure
Potion
Discard to Caravan
Weight: N
Fame: 0
Notoriety: 0
Gold: 3
When activated roll once on this table:
1: Character is killed
2: Remove all Curses from character; all active chits with asterisks
(including color chits) become fatigued - all other chits are wounded.
3: Character gets a Vision Wish.
4: Remove one Curse from character.
5: Character is affected by the Lost and Illusion spells for the
current and next day.
6: No effect.
Map of Hidden Mines
Small Treasure
Weight: N
Gold: 3
This card affects all Locate rolls made in the Hidden Mines tile (RW
Expansion). If a character has this card active in this tile, then when
he rolls on the Locate table he subtracts one from his result.
This card replace Map of Ruins when
the Ruins tile is not in play and the Hidden Mines tile is.
Draught of Strength
Potion (discard to Warlock)
Weight: N
Fame: 0
Notoriety: 0
Gold: 6
This card alters the strength of Its owner's Move, Fight, Duck and
Berserk chits (his Magic chits are not affected). The asterisks on each
chit define its strength: each chit with two asterisks has Tremendous
strength, each chit with one asterisk has Heavy strength, and each chit
with no asterisks has Medium strength.
Spells:
Turn Undead
(Type I, White)
Affects all Undead in the spellcaster's clearing.
Day Spell
The spellcaster Pacifies the targets. He cannot hire them.
This spell is meant to be used with Pruitt's Monsters since there is
only one Undead denizen in the original game.
Undead denizens are: Ghost, Tomb Guard, Wraith, Swamp Haunt, Skeleton,
Zombie.
Woodswalking
(Type II, Grey)
Affects one character, hired leader, or controlled monster.
Day Spell
The target can walk the woods next day.
Shrink
(Type VI, Purple)
Target: One Denizen.
Duration: Combat
Description: Denizen is
shrunk in size.
Reduce Vulnerability, Attack and Move Strengths and all Speeds of
target denizen (including Horse) by one step. Reduce Maximum damage to
Tremendous.
Example for Tremendous Flying Dragon:
before Shrink: M3,4 / 6,4
after Shrink: L2,3 / T5,3
New Vulnerability: Heavy and Armored
Example for Order #3:
before Shrink: H4*,6 / T5*, 6
after Shrink: M3*,5 / H4*, 5
New Vulnerability: Heavy and Armored
Warhorse:
before Shrink: T7 / H4
after Shrink: H6 / M3
New Vulnerability: Heavy and Armored
Miscellaneous Counters
Old Horse
Horse
Vulnerability: Heavy
Move Bonus: None
M6/ M7
Gold Price: 5
Price may need to be adjusted
upwards? The M5/M6 Warhorse costs 10 Gold but gets an extra movement;
however, the Old Horse can still be used as a mount to ward off
denizens that only do Medium damage such as Wolves.
Dirk
Weapon
Attack: Striking
Length: 2
Harm: N* (negligible + one sharpness star)
Gold Price: 1
The main advantage of this weapon is
that a magic user can use an Alert phase to alert this instead of one
of his Magic chits - after he sees the Monster Roll. Note that this
will always do Medium harm against
unarmored opponents since all fight chits have greater strength than
negligible. Also, this weapon can be used in conjunction with Spells
like Poison and Treasures like Oil of Poison unlike a character's
standard dagger.
Sling
Weapon
Attack: Missile
Length: 11
Harm: L - no Harm when unalerted.
Speed: 1
Gold Price: 1
Uses the Missile Table so will do
Heavy damage on a roll of 1. Not very useful unless you have the Aim
skill or Lucky Charm. Speed of 1 is nice to have regardless.
Javelin
Weapon
Attack: Missile
Length: 12
Harm: L* - no Harm when unalerted.
Speed: 1
Gold Price: 1
After weapon hits target, it is immediately placed abandoned in the
clearing.
Light Crossbow
Weapon
Attack: Missile
Length: 12
Harm: M* - M Harm when unalerted.
Speed: 1
Gold Price: 8
Halberd
Weapon
Attack: Striking
Length: 9
Harm: H* - negligible Harm when unalerted.
Speed: 5; 6 when unalerted
Gold Price: 5
Leather Cuirass
Armor
Weight/Strength: Light
Protects against: Thrust and Swing
Price: 5 intact, 3 damaged
This armor will negate one sharpness
star but is easily damaged/destroyed. It can stop two attacks from an
Axe Goblin attacking with L* - which might give its wearer the edge he
needs. Also, this is the only armor that Light characters can wear.
Wooden Buckler
Armor
Weight/Strength: Light
Protects against: Thrust, Swing or Smash
Price: 3 intact, 2 damaged
This armor will negate one sharpness
star but is easily damaged/destroyed. It can stop two attacks from an
Axe Goblin attacking with L* - which might give its wearer the edge he
needs. Also, this is the only armor that Light characters can wear.
Wolf Coat
Weight: Light
Price: 1
When activated Character is immune to Frigid Air and Icy Winds fatigue
effects.
This item is available to buy from
the Rogue HQ or Caravan Visitor but only during Christmas and Ice
seasons.
Characters
Bard
Description: ?
Symbol: Lute
Weight/Vulnerability: Medium
Special Advantages:
1. STORYTELLER: The Bard
subtracts one from each die he rolls whenever he rolls on the Meeting
Table during Evening and for Hiring. At the end of the Day the Bard
gains 1
Gold for every unhired leader in his clearing if no Battle result was
rolled by any character/denizen in his clearing.
2. LORE: The Bard rolls one die instead of two
whenever he rolls on the Reading Runes table.
Starting Location: House
Trading Relationships: Friendly: Rogues,
Soldiers, Scholar. Unfriendly:
Bashkars.
Development/Combat Chits:
Poet: Broad Sword, Move M3*, Move M4,
Fight M4*
Singer: Broad Sword,
Move M4, Fight M3**, Fight M5
Muse: Broad Sword, Spell (VIII),
Move H5*, Fight H5*, Magic VIII3*
Bard: Broad Sword, Spell (II or
VIII),
Move M3*, Fight H4**, Magic II4*
Basically a fighter with some limited
magic ability. Can hang around dwellings just fine. If the character playtests as too
weak, then give him a Leather Cuirass at Level 4.
Priest
Description: ?
Symbol: Cross
Weight/Vulnerability: Light
Special Advantages:
1. Heavenly Protection: The
Demon, Winged Demon and Imp cannot block the Priest and they cannot be
assigned to attack him: he cannot lure them into attacking, and they
cannot be assigned to him randomly. He can block and attack them
normally. His hirelings are not protected and can lure and be assigned
Demons and Imps.
2. Guiding
Spirit: The Priest may use Magic Sight when
performing a Search phase.
Starting Location: Inn or Chapel
Trading Relationships: Friendly: Order,
Lancers. Unfriendly: Bashkar, Crone.
Development/Combat Chits:
Minister: Move L4, Move L3*,
Fight L3*
Vicar: Move M4*, Fight L4, Fight M4*
Cleric: 1 Spell (I), Magic
I3*, Magic I4*, Move M5
Priest: 2 Spells (I), Magic
I2**, Magic I3*, Fight M5
A lighter version of the Pilgrim. Can
run away from more monsters but is not as good in combat. Not allied
with the Order but can carry two spells and has magic chits with very
low speed. Spell learning is very limited but has Magic Sight ability
which can be very useful. Maybe start him with a Dirk instead of no
weapon.
Visitors
Caravan
The Caravan is a Visitor that may be summoned on a Monster Roll of 6 to
any non-Dwelling clearing in W or V Warning Tiles. It is summoned from
the Set Up card as other Visitors are. If already on the map, the
Caravan will return to the Set Up card on a Monster Roll of 6 when
denizens reset at the end of the week. The Caravan will buy and sell
items like other Visitors except that every Character has a Friendly
relationship with it - drinks may not be bought. The Caravan starts the
game with these items to sell:
1 Old Horse
1 Dirk
1 Sling
1 Staff
1 Leather Cuirass
1 Belladona
1 Wolf Coat (during Christmas and
Ice seasons only)
Tiles
Holy
Mountain (pardon the crappy graphics)
The top of the mountain supplies
White Magic - unless the tile is enchanted, then it supplies Black
Magic. The only reason to enchant this tile should be to access the
Black Magic so the tile should otherwise be the same on both sides and
no other color magic is available. A path or passage could be added but
it shouldn't make it harder to get to the top of the mountain (clearing
4). Note that the top is clearing 4 which is where the Shrine would
show up (Type I and V spells).
III. Optional Rules
Boats
Characters/Hired Leaders (not controlled Monsters) that start their
turn in a Valley clearing may move to any clearing within that tile by
hiring a boat. At the start of the game place a Boat chit in each
Valley Dwelling clearing. When a Character or Hired Leader ends his
turn in a Valley Dwelling; or in any other Valley clearing when the
Monster Roll is 6, the Boat chit in that tile moves to his clearing. A
Boat chit can move multiple times during the course of a turn depending
on Characters/Hired Leaders that end their turn in the tile.
In order to use a boat, the Character/Hired Leader must record 2
consecutive Boat actions to one destination Valley clearing in his tile
and they must be the first 2 actions of his turn. That Character/Hired
Leader must also pick up a Boat chit prior to executing his first Boat
action - if there is no Boat chit in his clearing to pick up then he
cannot execute his Boat phases. In order to pick up the Boat chit he
must pay 1 Gold for himself (and 1 Gold for each of his active/inactive
horses) plus Gold equal to the total number of denizens, their horses,
and all active/inactive horses belonging to Characters that are
Following him. If he does not have enough money to pay he cannot pick
up the Boat chit.
When a Character/Hired Leader carrying a Boat chit ends his second Boat
phase, he drops the Boat chit in his clearing. Also, if a
Character/Hired Leader moves out of a Valley clearing without using a
Boat phase, he drops the Boat chit in that clearing.
When using this rule, Dwellings are still played normally in the
highest numbered clearing connecting back to Borderlands - ignoring
possible boat movement.
Sword Parry
Swords get a
bum rap for the most part due to the Mace's and Morning Star's 3 speed
when alerted. It's typical for the White Knight to trade in his Great
Sword for a Morning Star.
All swords can now be in one of two
states: dull or sharp. Sharp is the default state. A sword may become
dull due to a successful parry. A dull sword loses one sharpness star
until it is sharpened. To sharpen a sword the character must use an
Alert phase solely for that purpose.
An alerted sword can be used to
parry against an attack by the character's assigned target (other
denizens on the character's sheet are not affected by parry). When the
character plays his sword in an attack circle he declares whether or
not he will be parrying during this round of combat, a Parry chit is
placed on his Combat Sheet as a reminder. A character who is parrying
cannot be undercut by an attack from his assigned target nor can he
undercut his assigned target (head/club counters can still undercut
him) -
each will only hit if the attack matches the maneuver. When parrying,
the sword also acts as an Armor token - if the assigned target hits a
parrying sword, the sword will be dulled if it takes damage equal to
its weight and will be destroyed if it takes damage greater than its
weight. An already dulled sword that takes damage equal to its weight
is destroyed. The character will also take a wound if
the damage is greater than light (after removing 1 sharpness star from
the attack - the sword is considered armored).
Example:
White Knight with
unalerted Great Sword faces 1 Bat in combat. In round one, Great Sword
misses Bat and becomes alerted. Bat undercuts White Knight and he takes
a wound. In round two, White Knight parries with his alerted sword and
places it in his Smash box while he maneuvers in Duck. The Bat can no
longer undercut him. Either two rounds of combat will follow in which
no hits are made (and combat ends) or the Bat will maneuver to Smash -
in which case the Bat's M damage will again wound the Knight (sword is
not dulled or destroyed because M damage is less than sword's H weight)
but now
the sword matches the Bat as well and kills it.
Hungry Wolves
During Winter months (Desolate, Christmas, Ice, Snow) the Wolves
scrounge for food near human Dwellings. DankV, Ruins V, Smoke V, and
Stink V Warning chits will summon 3 Wolves (L4/3) from the Setup Card
on a Monster Roll of 3.
Cleric
The Cleric is a wandering adventurer who characters may encounter.
Treat him as a Visitor who is summoned at either the Lost Castle, Lost
City, or Statue chit spaces on a Monster Roll of 6. A character may
execute a Trade phase while in the same clearing as the Cleric to
cancel one Curse affecting him or her - however after the Curse is
cancelled the Character loses 10 Fame. This Fame loss is recovered when
the Character is in the same cleaing with the Chapel at midnight. The
Cleric does not buy or sell any treasures or spell. Optionally, give the Cleric the Type VIII
spell that is normally out of play - this can be purchased per normal
rules. The Cleric is Neutral with all Characters.
Desiring Visitors
A Character/Hired Leader treats a Visitor as Friendly if he currently
has at least one of their desired Spell Books (those they offer 50 Gold
for) either Active or Inactive. After the Spell Book is sold to the
Visitor, the relationship reverts back to normal. The Visitors will temporarily overcome
their usual grumpiness if you dangle before their noses something they
greatly desire.
Absorb Weaker Essence
Absorb Essence cannot be cast on Tremendous monsters.
This spell is so powerful that every
game I've had with Witch or Witch King devolves into them Absorbing a
Tremendous two-attack monster and killing everything. The spell is
still very useful in this variation.
Winter Forced March
A character can reduce the cost to enter a mountain clearing which has
a cost of 3 or more due to the Season. He can reduce the cost by 1
movement phase (to a minimum of 2) for each chit that he fatigues. All
following characters must likewise fatigue.