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Opening Remarks

The purpose of the rules you hold in your hand is simple: I wanted to make Magic Realm
more accessible for new players. The First Edition rules of Magic Realm are legendary for their
disorganization and opacity; the Second Edition, while a major improvement, is still difficult to
learn from and intimidating. The Third Edition, an unofficial rules update edited by Teresa
Michelsen and Stephen McKnight, is aimed at the experienced player, and is actually a giant step
backwards as far as the beginner is concerned.
These rules are designed to be more approachable in a number of ways. First and most
obvious, I have dropped the wargame-like structure of numbered cases, and present the text in
paragraph form. Second, I made the text smoother and easier to read where I could: I wanted it
to flow better. Third, I shortened the rules significantly by eliminating repetition, and
postponing examples until a new tutorial which is my next project. This may not be immediately
noticeable since the whole is now done in a larger font with wider margins. Finally, I have
introduced some terms and clarified others, both for exactitude and for ease of reading.
Because of these changes, this version of the rules is more appropriate as a learning tool
than as an in-game reference. It can certainly be used during a game, and is designed to be
functionally identical to the Third Edition rules. However, the lack of numbered sections,
elimination of unneeded clarifications, etc. make this a less than ideal reference when subtle
rules questions come up. Not that the Third Edition is perfect in this regardin a game as
complex and varied as Magic Realm, there are going to be unanswered questions until the end of
timebut if you have a question that is not answered here, checking there may make everything
plain.
I would like to thank Teresa and Stephen for all their hard work on the Third Edition,
whose integrated errata made it possible for this rewrite to be up to date. Also, I borrowed a
number of useful tables that Teresa introduced there. I must also thank the members of the
Magic Realm mailing list for helping me with numerous rules questions and appeals for
clarification. In this regard I would especially like to thank Teresa and Stephen (again), Jay
Richardson, Daniel W. Farrow IV, and Vincent Lyon. Of course, a lot of people helped, and
since Ive been working on this on and off for two years or more, I probably dont even
remember many of them. But thanks to you all.
Finally, Id like to dedicate this to Teri, who puts up with me.
--Joel Yoder

Welcome to the Magic Realm.


Magic Realm is a game of fantasy adventuring, set in a land filled with monsters,
fabulous treasures, great warriors and magicians. The scene is set in the ruins of a mighty
kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are
the rich remnants of a magical civilization, scattered and lost across the map.
To this scene come the adventurers, seekers of riches and fame, to make a name for
themselves in this promising field. Swordsman and Dwarf, Magician and Sorcerer, the humans
and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you
can play the part of one of these adventurers, stepping into an unknown Realm of magic and
monsters, battles and treasures.
As a player, you will take on the role of one of the sixteen major characters who are
represented in detail in the game. You will control where he goes, what he tries to do, how he
handles himself in combat and much more. In the course of the game you will run into deadly
monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will
enhance your abilities in many ways.
Magic Realm is a complex game designed to recapture the suspense and desperate
struggles of fantasy literature. The game creates a small but complete fantasy world, where each
game is a new adventure with a new map where everything lies hidden at new locations. The
game includes many more playing pieces than are actually used in a single playing. The
additional pieces are set up and can appear, depending on the directions in which the characters
explore, but many of the treasure troves, treasures and spells will still be set up, unfound, when
the game ends, and many of the monsters and natives might never be met. The result is an
extremely unpredictable game full of surprises, a game that plays very differently each time it is
played.
The complete game system includes hiking, hiding and searching, fatigue, wounds, rest,
trade, hiring natives and combat between characters, monsters and natives using a variety of
weapons on horseback and afoot, as well as many magical effects. This wealth of detail makes
the complete game complex, but the rulebook has been organized to allow the players to learn
the game a little at a time and play as they learn.
Between exploring a new land where the mountains, caves, valleys and woods change
every game, and not knowing what you will find in each place, you will find each game a new
and unpredictable adventure, filled with surprises. You will find this like no other board game
you have ever played.
And now, into the MAGIC REALM.

SUMMARY OF PLAY
In Magic Realm, each player takes the part of an adventurer come to explore a dangerous
wilderness. Each character has a counter to represent him on the board, and chits which
represent his physical and magical abilities. He may also start with counters that represent his
weapons and armor. The object of the game is to fight monsters and explore treasure sites in an
attempt to earn fame, notoriety, and gold, and to find treasures and spells. Before the game
begins each player will decide how much emphasis he wants to place on each of these things.
During the game he tries to fulfill these requirements by acquiring or selling weapons, armor,
horses, and treasure cards, by reading runes at treasure sites or on magical artifacts and spell
books to learn new spells, and by fighting and killing monsters, natives, or other characters.
At the beginning of the game, the map of a fantastic wilderness is constructed using the
map tiles. Chits are secretly placed on the map to determine what monsters, natives, sites,
dwellings, treasures, and spells can be encountered where. Most of the game pieces are placed
on the set up card, ready to arrive on the board when summoned by the right combination of map
chit and die roll. Since the Realm is set up secretly before each game, players will have to
explore and make discoveries to reach their goals.
The game is played in game turns, each representing one game day. During each day,
each player gets an individual turn. All players secretly record the activities they would like to
do for that day on their turn record sheet, and then players mix their attention chits together
and draw them at random to determine the order in which they will execute their turns. The
game is played in the clearings of the map. The characters start in the valley tiles with the
natives dwellings, and during their turn they may choose to hide, move from clearing to clearing
by following the roadways, trade with the natives, search for hidden paths or treasure, or even
simply follow another character.
When each character ends his turn, any map chits in his tile are revealed, and may
summon monsters to bedevil the characters. Certain of these chits indicate the presence of a site
where treasures can be found, as well as summoning powerful guardian monsters of their own.
Once monsters are on the board, they will interfere with a characters ability to do his turn, and
once everyone has taken their turn, combat will occur in any clearing that has characters in it.
Characters may be able to hide or may run away from the monsters. Or, they may try to kill
them and earn fame and notoriety points toward their victory requirements. On the other hand,
the monsters may kill the character, forcing the player to start over.
At dwellings in the woods and valley tiles, the characters will find groups of natives that
they can trade with, to sell the treasures they have acquired or buy the equipment the natives
have to offer. Unfriendly or enemy natives may end a characters turn unexpectedly when
trading, or may choose to fight in the evening. Characters may choose to attack the natives,
hoping to kill them and earn notoriety points, gold, and the chance to loot their abandoned
possessions. When using the full rules set, natives may also be hired to help search for treasure
or to fight monsters, characters, or other natives.
When magic is introduced, characters may cast spells during combatsome of these will
last through the next day, and some are even permanent! Spells can do damage, influence the
behavior or monster or natives, transform the caster into a beast or into mist, or even allow the
caster to fly. Spell casters can also flip the map tiles over to their more colorful sides, giving
magic power to himself and anyone else on the tile.

Players may cooperate with each other to increase their chances of finding useful
treasures and their fighting abilities. But beware! Characters may also attack and kill other
characters to gain notoriety and steal their gold and possessions. The game lasts for 28 days; at
the end, victory points are calculated by comparing the characters gains to the requirements they
chose at the beginning of the game. Characters who have achieved their requirements or earned
a positive score have won the game. The character who has achieved the most points above his
requirements is the victor.
Organization of the Rulebook
The rules are divided into nine sections. The first section illustrates the playing pieces,
explains them briefly, and gives a few important guidelines for their use that are needed to
understand the rest of the rules. The second section then explains how to set up these pieces for
the game. The next three sections of the rules go through a game turn step by step. Sections
three and four explain how characters moving around the map and do activities. Section five
explains combat, which happens only after all characters have taken their turns. Section six
explains how the game ends, how to calculate points, and other bits and pieces that have not been
explained previously.
Section seven and eight introduce hired natives and magic. These more complex aspects
of the game are put in their own sections to make it easy for beginners to assimilate the rules
gradually. Section nine lists each piece in the game, from treasures, weapons, armor, and horses
to natives, monsters, and spells. The lists give specific details about how each treasure and spell
works. Complex rules that apply only to a few treasures, spells, or characters are put here as
well. Section ten contains a glossary: new game terms are set off in bold print when they are
first introduced, and many of these specific terms are defined again here. Section eleven
contains the charts and tables that are needed to play the game.
The original 1st edition Magic Realm rules were divided into seven encounters in which
the rules were introduced incrementally. The 2nd edition reduced the number to four, while the
3rd edition did away with the encounter structure altogether. This version tries to seek a happy
medium by introducing most of the rules in order, but still leaving the most complex parts of the
game in their own sections. A good way to introduce the rules gradually would be to play a
complete game without sections six and seven, then introduce magic and hired natives when you
feel ready. Magic can be introduced gradually by only allowing types I IV at first, since these
are the simplest spells. To simulate learning the game as introduced in the 2nd edition, you might
first play a game with no combat, where the monsters only block characters from doing their
turns. Then play a game with combat (section 5), and finally introduce hiring natives (section 7)
and magic (section 8).

SECTION ONE: A GUIDE TO THE PLAYING PIECES


This section introduces the components and a few basic rules surrounding their use.
Once you have read this section, you will have all the information you need to understand a step
by step description of game play, from set up to calculating victory points. The lists in section
eight will further clarify individual cards and counters.
In the rules, the large cardboard hexagons are referred to as map tiles. The smallest
cardboard squares are referred to as chits. All the other cardboard pieces are counters. Round
counters represent the characters and the items they can own, while square counters represent the
inhabitants of the realm, their dwellings, and their mounts.
The Map
1. The Map Tiles
The map of the Realm is constructed anew every time the game is played. When the map
tiles are assembled, they show a mountainous forest, dotted with clearings interconnected by a
series of roadways.
Here is a brief key to the features of the map tiles:
Most of the game takes place in the round clearings, which are
numbered so they can be easily designated in play. There are
three types of clearings:
a. Light brown clearings completely surrounded by grey mountain
ridges are mountain clearings.
b. Black clearings surrounded by dotted white lines are cave
clearings or caves (see the Borderland tile below).
c. All other clearings are woods clearings.
Clearings are connected by four kinds of roadways:
a. Light brown open roads.
b. Black underground tunnels (see the Borderland tile below)
c. Grey-speckled black secret passages.
d. Dark brown hidden paths; c&d together are referred to as
hidden roadways.
The green side of each tile is the front or normal side; the
varicolored reverse side is the enchanted side. All tiles start the
game normal side up; the enchanted side is used only with the
magic rules.
a. There are no crossroads or forks between clearingsopen
roads run over tunnels without connecting.
b. Mine openings just mark the junction between underground
and above ground. They do not affect play.
c. Cave clearing
d. Underground tunnel.
e. Secret passage

There are four types of tiles.


a. Valley tiles have four clearings and say Valley.
b. Woods tiles have three clearings and say Woods.
c. Cave tiles have six clearings, at least one of which is a cave.
d. Mountain tiles have six clearings and no caves.
Note that the Deep Woods tile is considered a mountain tile, since it has six clearings and no
caves. All the other mountain tiles have at least one mountain clearing on them.
2. Map Chits
The map chits represent traces of monsters, or important sites in a tile. They are placed
on the map face down to secretly define what is in each tile. During the game, the chits control
which monsters and natives come to the board, and where treasure can be found.
SMOKE
C

HOWL

HOARD

LOST
CITY

a. Yellow warning chits represent clues that identify nearby monsters or dwellings.
They imply monsters that can appear in any clearing in the tile.
b. Red sound chits represent sounds made by monsters. The word indicates which
monsters can appear and the number indicates which clearing they arrive in.
c. Each gold site chit marks a site where treasure is hidden. The number on the chit is
the clearing where the site is located.
d. The red Lost City and Lost Castle chits are stand-ins for stacks of five sound and site
chits. The tiles where they appear are places thick with monsters and treasure.

3. Dwelling counters
The dwelling counters represent buildings and campsites inhabited by humans. They are
usually found in the valleys, but the two campfires must be encountered in the woods tiles.

The Characters
1. Character Cards
Each character has a card which provides a summary of his abilities. The front of the
card names and pictures him, and shows the symbol that identifies him and all of his personal
pieces. The back summarizes his qualities:
SWORDSMAN

Artist: Kim Gromoll

Meaning of Symbol:
WOLFS HOOK

a. His weight/vulnerability shows how heavy he is and how hard he is to kill.

WEIGHT/VULNERABILITY: LIGHT
Special Advantages:
CLEVER: During the Movement Phase of the turn,
choose when your written move is executed instead of
having your chit drawn normally
BARTER: Roll 1 die instead of 2 for all Trade die
rolls
Development
WANDERER
MOVE
L4

MOVE
L3*

FIGHT
L3*

THIEF
add

MOVE
L3*

FIGHT
L2**

FIGHT
M4*

d. The last stage shows what equipment the character begins the basic game with.
FIGHT
M3**

SWORDSMAN
THRUSTING SWORD
add

FIGHT
L4

FIGHT
M5

c. The development section lists all of his action chits. The four stages are listed for use
with the optional development rules. All characters in the standard game start at the
fourth stage of development, with all twelve chits.

MOVE
L2**

ADVENTURER
THRUSTING SWORD
MOVE
add M4*

b. His special advantages are special rules that apply only to him.

FIGHT
L2**

FRIENDLY: ROGUES, COMPANY, Warlock


ENEMY: PATROL

e. The bottom of the card lists the characters trading relationships. These effect how
he interacts with inhabitants of the Realm. Unlisted denizens are neutral towards the
character.

2. Counters and Chits


Each character uses the counters and chits with his or her symbol. Each should have the
following:
Size, Weight, Strength, and Vulnerability
- The round counter is his character counter, often
just called his counter. It represents his location
Magic Realm uses a special rating scale for
on the map. The green side of the counter is turned
various attributes of monsters, abilities of
up when the character is hidden.
characters, etc. The progression, from least
- The blank chit is his attention chit. It has various
to greatest, is Negligible (), Light (L),
Medium (M), Heavy (H), Tremendous (T).
uses.
- The twelve chits with words and numbers on them
These ratings are used to describe, among
are his action chits. Most characters have only
other things, the strength of a characters
Move, Fight, and Magic chits; the Dwarf and
action chits, the weight of items, how much
Berserker have special chits that are defined by their
damage a hit does in combat, and the
carrying capacity of a horse.
special abilities (see the list of characters).

MOVE
M4*

MAGIC
I5**

a. The word on each chit defines what the chit is useful for. Move chits are used to carry things and
evade attacks in combat, Fight chits are used to attack, and Magic chits are used to cast spells.
b. The letters on Magic chits are Roman numerals which define what type of magic it is good for. The
letter on all other types of chits is the strength of the chit.
c. The number on the chit is the time needed to do the action. Lower numbers mean faster actions.
d. The effort asterisks define how tiring it is to do the action.

Using Action Chits: Action chits are either active, in play and available for use, or inactive, out
of play and not available. All action chits start the game active; they become inactive as a result
of wounds or fatigue. Inactive chits cannot be used for any game function unless the rules
specifically state that they can.
7

When a chit becomes inactive, it must be put aside to indicate this. One way to keep
track is to keep active chits on the left side of the character card, and inactive chits on the right.
Chits that are fatigued are kept face up, while those that are wounded are turned face down. See
page 26 for a complete description of fatigue and wounds.
3. Personal History Sheet
Each player uses a personal history sheet to record his turns and keep track of his
characters progress throughout the game.

FAME,
NOTORIETY
and
GOLD
columns

DISCOVERIES
section

ACTIVITIES
columns

FIND ENEMIES COLUMN

TURN RECORD

Victory
Points

a. During the game, the player uses the activities columns to


record his moves for each day. Each sheet shows enough turns
for two one-month games, or one longer game.
b. There are also columns to record a characters status gains
and losses (see fame, notoriety, and gold below).
c. The discoveries section is used to record which hidden
roadways and treasure sites the character has found. Each
hidden path and secret passage is identified by the clearings it
connects.
d. The player uses the victory requirements box to record his
game winning conditions. These are kept secret.

The player uses the back of the sheet is for combat and magic. He records the spells he
can use in the spells boxes. He uses the melee section during combat.
Fame, Notoriety, and Gold: Each character has personal fame, notoriety, and gold points that
he can gain or lose as the game progresses.
Fame and notoriety both start the game at 0. Fame indicates how much the character is
admired (or how much he is despised, if he has negative points). Notoriety indicates how much
the character is feared (or how much he is scorned). Fame and notoriety can be gained by killing
monsters. Notoriety can also be gained by killing natives and other characters. Certain treasures
will also affect a characters fame and notoriety if he has them at the end of the game.
A characters gold points show the value of the loose coins and jewels he is carrying.
Recorded gold never weighs anythinglarge values represent valuable gems. Each character
starts the game with 10 gold. Unlike fame and notoriety, a character can never fall below 0 gold
(there is no credit in the Magic Realm).

Belongings
Weapon counters, armor counters, round horse counters, and treasure cards are
belongings that characters can own. All of these but the horses are considered items. Many
characters start the game with weapons and armor. The treasure cards and horses must be
acquired as the game progresses.
All counters have two sides, and most have different values on each side. Counters use
the values that are face up at the moment, and can only be flipped according to the rules.
1. Weapons
Each weapon counter represents the weapon pictured on it.
a. The letter gives both its weight and the amount of harm it does in combat. The great axe pictured is
a Heavy weapon. A sharpness star after the weight will increase the harm against unarmored
opponents.
b. If there is a number, it gives the weapons attack time.
c. The asterisk indicates that the weapon is alerted, and ready to make its best attack. Normal weapons
are red on their alerted sides; treasure counters are gold. Weapons always keep their alerted sides down unless they
are wielded by a character who has specifically done something to alert them.

2. Armor
Armor comes in four types: helmets, breastplates, shields, and suits of armor.
DAMAGED

a. The picture indicates a helmet.


b. The letter gives both the armors weight and the harm needed to damage it.
c. Each armor counter begins the game intact side up. When damaged it is turned damaged side
up, and it remains damaged side up until it is repaired or destroyed.

3. Horses
There are three types of horses: ponies, workhorses and warhorses. The round horse
counters can be owned and used by characters; square horse counters can only be used by
natives.
a. The picture indicates a pony.
b. The letter is the move strength, the weight the horse can carry when this side is up. If the
horse has a different letter on each side, the horses load will restrict how fast it can move.
c. The number is the maneuver time of the horse.
d. The asterisk indicates the horse is galloping. When the other side is up the horse is walking.
Inactive horses are always walking side up. An active horse can be turned either side up
whenever its owner wishes, except during combat.

4. Treasure Counters
The gold backed weapon and armor counters are magic treasure counters that can be
found in the Realm. The pony with L2 on one side and L4 on the other, and the warhorse
with T3 on one side and T5 on the other are also considered treasure counters, and are found
in different places than the rest of the horses. The numbers and letters on these counters function
identically to those found on regular counters.

5. Treasure Cards
Treasure cards represent a variety of items characters can find in the Realm, including
weapons, armor, boots, gloves, jewelry, potions and more.
EYE OF THE
IDOL
(1 spell)

II
FAME: -5
M N:5 17

ROYAL
SCEPTRE
extra HIRE

(Guard 20F)
L N:-15 8

TOADSTOOL
CIRCLE
extra SPELL

P4

a. At the top is the name of the treasure, followed by a summary of what it can be used for. This
treasure holds a spell (see magic section).
b. Cards with a gold dot are large treasures with obvious value; cards with no gold dot are
small treasures that are generally lighter and less valuable. This distinction is only important
when setting up the game; the gold dot is ignored during play.
c. A red roman numeral indicates a spell type (see magic section).
d. Cards with a fame value modify a characters points at the end of the game. This card
subtracts 5 from its owners fame when the game ends.

f. A red dot indicates a great treasure. Great treasures have no extra powers during the game,
but owning them increases a players score at the end.
g. Some treasure cards have a fame price in parenthesis; the owner can earn fame by selling
them to the native group named.
e. Most treasure cards have a weight; this treasure is Light (- indicates Negligible weight).
Treasures with an N: have a notoriety value, and add or subtract from the owners notoriety
at the end of the game. The number in bold in the lower right corner is the treasures gold price.
h. The six cards labeled P1 to P6 in red are treasures within treasures cards that contain
other belongings. Some of these, like the Toadstool Circle, are considered treasure sites and can
be looted using special tables.
i. Colors printed in red indicate enchanted cards. See the magic rules.

BLACK
CANNOT MOVE

j. Cannot Move indicates that the card is a treasure site.

Using Belongings: Like action chits, belongings can be either active and ready to hand, or
inactive and packed away out of easy reach. All belongings should be placed in front of their
owner, with the corresponding group of action chits. There are a few basic restrictions on active
belongings:
a. Active weapons are being wielded. A character may only wield one weapon at a time.
b. Active armor is being worn. A character can only have one of each type of armor counter
active at a time (he can wear a breastplate over a suit of armor, but may not have two active
helmets).
c. Active horses are being ridden. A character can only have one horse active at a time. While
active, a horses move strength must equal or exceed the weight of the character and each item
he owns, active or inactive. Note that this may prevent a character from flipping his horse to its
galloping side. If a character acquires an item that is too heavy for his active horse to bear, he
must immediately inactivate the horse or abandon the belonging (see below). Horses cannot be
active in caves, and must be inactivated the moment a character enters a cave clearing.
d. Active treasure cards are being used, and their special properties are in effect. They must be
kept face up. Inactive items are packed away out of easy reach; they are kept face down and do
not have any game functions.
10

Note that some treasure cards will have restrictions about when they can be activated or
inactivated. For example, enchanted cards can never be inactivated. The list of items gives more
specific rules for each treasure card, and should always be consulted.
Whenever a character obtains a new belonging, he must immediately activate it,
inactivate it, or abandon it. Characters can also rearrange their belongings at various times
during the game; at this point he can activate, inactivate, or abandon each belonging as he sees
fit, as long as he obeys the rules governing that belonging. Characters can buy, sell, or trade
goods whether they are active or inactive.
A character who is in a clearing can abandon a belonging by putting it on the map in his
clearing. He no longer owns the belonging and in fact will have to search for it if he wishes to
pick it up again. All abandoned pieces in a clearing are stacked together; when a character
abandons something, he puts it underneath this stack. If he abandons several belongings at once,
he can arrange them in any order he chooses, but they must all go under any other abandoned
pieces that are already there.

11

The Denizens
Monster, native, and visitor pieces represent the denizens who live in the Magic Realm.
Like item counters, monster and native counters have different values on each side; the counter
has the values that are up at the moment, and counters can only be flipped when the rules say so.
In general monsters and natives will always be light side up unless the rules say otherwise.
1. Monsters
The size of each monster counter corresponds to its vulnerability, or the harm it takes to
kill it. The largest counters are Tremendous monsters, the middle-sized counters are Heavy
monsters and the smallest counters are Medium monsters. The text on the counter gives the
monsters other combat values. These values will differ depending on which side of the counter
is upgenerally, the darker side is turned up when the monster or native is being more
aggressive.
a. The letter shows the harm the monster inflicts, the number with the letter is his attack time, and
the sharpness star adds to his damage. These values function the same way as the values on weapon
counters or action chits.
b. The other number on the counter defines his maneuver time, similar to a Move chit or horse.

Five of the monsters have two counters: each giant has a club, and each Tremendous dragon has
an extra counter that pictures its head. These counters represent extra attacks the monster can
make.
2. Natives
Native counters are the same as monsters, except that they do not vary in sizetheir
vulnerability must be found in the list of natives at the back of the book.
a. The identity code shows whether the native belongs to the Bashkars, Company, Guard, Lancers,
Order, Patrol, Rogues, Soldiers, or Woodfolk, and identifies the native within that group. Counters
with HQ instead of a number are native leaders.
b. Harm letter, attack time, and sharpness star
c. Maneuver time

The square horse counters are mounts for the natives, and have the same identity code as
their rider. They have the same attributes as round horse counters, but can only be used by their
native rider. They are always stacked with their owner unless the rules say otherwise.
3. Visitor/Mission Chits
A visitor/mission chit can represent a number of things: a sage or magician who is
visiting the Realm, a mission that a character can undertake, or a military campaign against one
or more groups in the Realm. These pieces are introduced in the hired native section of the rules.

12

The Set Up Card


The set up card is used to hold pieces that are hidden somewhere on the map or that are
just too bulky to keep there. Most of the denizens and items start the game on the set up card and
move to the map during play. The next section will explain how to prepare the set up card.
a. The day (turn) chit is put on the daily
record track to keep track of turns.
BOOK
b. The sections labeled Lost Castle, Lost
boxes
City, treasure locations, and dwellings make
APPEARANCE CHART
up the appearance chart. This chart is
g
divided into the six rows indicated by the
ARTIFACT
b
c
d
boxes
arrows in the monster roll boxes. During
LOST
TREASURE
play a die roll will indicated which row of
CASTLE
LOCATIONS
denizens can appear on the board and move
around.
VISITOR
f
boxes
c. The boxes in the treasure locations section
LOST
contain treasure cards as well as denizens.
CITY
d
These treasures are hidden at treasure sites
GARRISON
which must be found.
boxes
e
d. The boxes in the dwellings and garrison
sections contain belongings that are for sale
by the natives.
MONSTER
VISITOR/MISSION chit boxes
e. The seven small boxes in the bottom row
ROLL boxes
(in DWELLINGS section)
are used to hold the visitor/mission chits.
f. The visitor boxes are used to hold the items and spells the visitors have for sale.
g. The spell book and artifact boxes hold spell cards.
h. The treasures within treasures boxes hold the belongings located within treasures within treasures cards.

DAILY
RECORD

TREASURES WITHIN TREASURES


boxes

g SPELL

DWELLINGS

The Dice
The game comes with two dice. Whenever a player is directed to make a roll, he rolls
two dice and takes the highest number (i.e. if he rolls a 2 and a 5 the result is 5). If a
modification adds or subtracts from the die roll, it adds to both dice rolled. All such
modifications are cumulative; results greater than 6 convert to 6, and results less than 1 convert
to 1. A player must always specify what table he is using before he rolls, and roll openly.
The rules will sometimes call for a different method of rolling. For example, some
special abilities and treasures allow a player to roll one die, and some game related die rolls are
not subject to a players modifications.
Important Reminders





All playing pieces (counters, chits, tiles, and cards) must keep the same face up until the rules
specifically say to flip them over.
Inactive chits and belongings cannot be played or used for any game function unless the rules
specifically state that they can.
Playing pieces that are stacked in a particular order must stay in that order, unless the rules
say otherwise.
13

SECTION TWO: PREPARE FOR PLAY


The payers start each game by constructing a completely new Magic Realm. There are
two main parts to this process: preparing the set up card and constructing the map.
Step One: The Set Up Card
Setting the card up involves a lot of pieces, but is simplified by the fact that most of the
information required is printed on the card itself. Setting up the treasure card only requires one
person and can be done in advance, before other players arrive.
1. Belongings
Begin by separating the treasure cards into three stacks:
a. The treasures within treasures (with P1 through P6 printed on them in red)
b. The large treasures (with gold dots)
c. The small treasures (without gold dots)
Turn all three stacks face down and shuffle each.
Put 5 treasures from the large treasures stack (b) face down in the treasure within treasure
boxes at the top of the set up card, where they are listed.
Shuffle the remaining large treasures (b) with the treasures within treasures stack (a); use
cards from this combined stack whenever the set up card calls for a large treasure. Put small
treasures and large treasures face down in the boxes that call for them, always putting the small
ones on the bottom (so they are easier to get; see page 24). Small treasures will go in the
natives and visitors belongings boxes as well as the treasure sites.
Finally, put the 10 treasure counters in the treasures within treasures section, on top of
any treasure cards. They should be stacked in the order they are listed. Put the regular weapon,
armor, and horse counters on top of the treasure cards in the boxes where they are listed, with the
largest counters on the bottom, and counters of the same size stacked in random order. Note that
the Woodfolk take the light bows, while the Soldiers take all the rest of the weapons with L on
them; similarly, the Woodfolk take the medium bow and the Lancers take the spears, then all the
rest of the treasures with M on them go to the Guard.
When you are done, all the treasure cards, weapon counters, armor counters, and horse
counters should be on the set up card. The three small treasures placed in the Scholars box will
be out of the game until visitors are introduced in the hired natives section.
2. Spells
Spell cards do not need to be put on the card unless the magic rules are being used. Their
set up is quite simple; they are divided into stacks by type, each stack is shuffled, and then they
are placed face down on the set up card where listed. See page 58.

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3. Denizens
Put each monster counter in the box where it is pictured, light side up (or red side down
for the biggest counters). For monsters that come in more than one size, the size of the box will
indicate which goes where. Any boxes with numbers contain multiple monster counters. Put a
club counter light side up on each giant, and the appropriate head counter light side up on each
tremendous dragon counter.
Divide the native counters by letter and place them in the box where they are named,
light side up. Stack them with the HQ on the bottom, then #1, #2, etc. Note that native groups
can be varied and not all of the members may look like the picture in the box. If the group has
horses, each square horse counter should be stacked immediately under the counter of its rider,
light side up.
When you are finished, all of the natives, their horses, and all monsters except the ghosts
should be on the set up card.
4. Day/Turn
Put the day/turn chit in the first box of the turn record chart.

Step Two: Constructing the Map


Shuffle all twenty of the map tiles and deal them all out to the players as evenly as
possible. Players now begin taking turns in clockwise order. The player with the Borderland
tile must start by placing it in the middle of the playing surface. Then, when his turn arrives,
each player adds one of his map tiles to the map until all twenty are placed, using the following
rules:
1. Tiles must be played green side up, but may be rotated in any direction.
2. The second tile must be played adjacent to the first. Further tiles must be played adjacent to at
least two other tiles. Adjacent in this case means that one of the tiles sides is lined up flush with
the side of another tile.
3. Road edges must join road edges wherever tiles meet. If a road leaves a tile edge, it must
continue on any adjacent tile.
4. There must be a route leading from at least one clearing on the tile to the Borderland tile. This
route can be traced along any roadways, including hidden ones. On the Ledges and High Pass
tiles, all six clearings must connect back to the Borderland (these are the only two tiles with six
clearings that are not all connected within the tile.)*
If a player has one or more tiles and no legal place to play, the last player who placed a tile must
pick it back up and make a different play.

In a game with many players, the second player may have only the Ledges and/or High Pass to
place. In this case, his turn is skipped and he has to wait until his next turn to play a tile.
15

Step Three: Selecting a Character and His Starting Conditions


If a player has no map tiles left when it is his turn to play, he picks a character and sets up
his starting conditions:
1. He takes any character card that is still in the stack of unused character cards.
2. He also takes the characters counter, attention chit, and twelve action chits, and places them
in the active area.
3. He takes the weapon and armor counters listed under the fourth stage of development from the
set up card and places them with his active chits. If there is more than one copy of the item on
the card he may take whichever he chooses (for example, the Black Knight starts with a shield,
which he may take from the company, patrol, or soldiers.) All armor counters begin the game
undamaged side up, and all weapons begin alerted side down.
Note: As soon as the player takes his pieces, play passes to the next player. The rest of this
section can be completed anytime before step six. This gives players time to consider their
strategies carefully while the map chits are set up.
4. He takes a personal history sheet and records the character he is playing, his special
advantages, his trading relations, and his starting gold of 10 gold points.
5. If the character starts with spells and Magic chits, he chooses his starting spells and enchants
the Magic chits he wishes. See the magic section, page 58.
6. The player chooses the dwelling where he will start the game from the possible starting
dwellings given in the list of characters, and secretly records it on his personal history sheet.
7. Finally, the player secretly records the requirements he needs to win the game in the victory
requirements box. He must distribute five points among the five categories listed, so each
category will end up with a value between 0 and 5 (no fractions are allowed). Then he multiplies
the points assigned to each category by the factor shown and records the result in the Needed
column. The needed column now shows how many great treasures, fame points, notoriety
points, gold, and new spells the character needs to win the game (see page 42 for further details).
If it is a players turn and he already has a character, he skips his turn. When the last player has
chosen a character, proceed to step five.

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Step Four: Placing Map Chits


The map chits are placed blank side up on the map tiles, in the forest away from the
clearings. First, take the 20 yellow warning chits and divide them into four groups according to
the letter on each chit. Now take each group of five chits, flip them blank side up, mix them, and
put one in each corresponding tileV chits in valley tiles, W in woods tiles, C in cave tiles
and M in mountain tiles.
Now follow these steps:
1. Put the 8 gold site chits and 10 red sound chits together, flip them blank side up, and mix them
thoroughly.
2. Take five of these chits and place them blank side up on the Lost City section of the set up
card, then take five more and do the same on the Lost Castle section. (Note that there are no
boxes for the chitsjust put them at the top of each section.) These will be placed on the tile with
the Lost City and Lost Castle chits when they are discovered during the game.
3. Divide the remaining chits into two groups of four.
4. Add the Lost City chit blank side up to one of these groups, mix the five chits thoroughly, and
place one in each cave tile.
5. Add the Lost Castle chit to the remaining group and repeat for the mountain tiles.
When you are finished each valley and woods tile should have one chit in it blank side up, and
each cave and mountain tile should have two.
Step Five: Revealing Dwellings
This step is done only after all players have completed step three. Turn the warning chits
in the valley tiles face up and replace them with the following dwellings and monsters:
a. The Stink V chit is exchanged for the Inn
b. The Smoke V chit is exchanged for the House
c. The Dank V chit is exchanged for the Chapel
d. The Ruins V chit is exchanged for the Guard house
e. The Bones V chit is exchanged for the pair of ghosts.
The counters are put into the clearing numbered five. If a route cannot be traced from clearing
five to the Borderland tile (using regular and hidden roadways), use clearing four instead. When
you place a dwelling on the map, take all of the natives from the corresponding garrison box on
the set up card and place them in the same clearing (you may leave them on the card if you prefer
not to clutter the map, but remember that they function as if they were in the clearing).
Finally, the players reveal the starting dwellings they recorded, and each character counter is put
in the clearing with the dwelling indicated, green side up (all characters start the game hidden).

You are now ready to begin the game.

17

SECTION THREE: BIRDSONG AND SUNRISE


Sections three through six contain a step by step description of how to play the game.
The rules for hired natives and magic are postponed to sections seven and eight to make the
game easier to learn and play the first time. If you are not playing with these rules, ignore any
references to spells or hired natives
The rules may be altered in many ways, either through characters special abilities,
magical items, or spells. For example, some characters roll one die on tables that normally use
two dice, and some spells and treasures allow you to skip recording your turn and decide what to
do as you go along. These exceptions are explained at the back of the book, in the lists of
characters, spells, and treasures.
The game is played in a series of days. Days are broken into six periods where different
game actions are taken: birdsong, sunrise, daylight, sunset, evening, and midnight. A summary
of the sequence of play is below.

Daily Sequence of Play


1. Birdsong: Each character secretly records his turn.
2. Sunrise: Characters determine who is following whom. The monster roll is made.
Attention chits are mixed together, blank side up.
3. Daylight: Attention chits are picked one at a time. When a characters chit is picked, he
takes his turn.
4. Sunset: One attention chit is taken from each clearing that contains a character. The chits
are mixed together, blank side up.
5. Evening: The attention chits are picked randomly one at a time. When a chit is picked, the
characters in that clearing do rounds of combat. After combat is over they can rearrange their
belongings and trade with each other.
6. Midnight: Face up map chits turn face down. If it is the last day of the month, the game
ends and the players calculate their scores. Otherwise, the day/turn chit advances one space.

18

Birdsong
During birdsong each player secretly records the activities his character will undertake
during his turn. He can move around the map, search for treasure sites or secret ways, trade with
natives, rest from fatigue and wounds, alert weapons, or simply follow other characters. A full
description of each activity and how to record it can be found in the section on daylight below.
Each characters turn during daylight is divided into phases; he can do one activity
during each phase. The number of available phases varies from day to day, so the player must
first determine how many he is entitled to. Each player always gets at least two phases; these are
called basic phases. If no part of his turn is spent in a cave, he gets two additional phases,
termed sunlight phases.
Certain special advantages, belongings, or spells may give extra bonus phases beyond
the two basic and two sunlight phases. Often these bonus phases can only be used to perform a
specific activity (for example, the Elfs bonus phase from his special ability can only be used to
record the hide activity). Bonus phases are cumulative. For example, if a treasure gave the Elf
a bonus hide phase, he would have two bonus phases in which to hide. Its never mandatory to
record bonus phasesthe Elf can choose not to hide during his turn, for example.
Riding horses is a common way for characters to get bonus phases. A character with an
active workhorse gets one bonus phase to record the move activity. A character with an active
pony gets a bonus move phase each time he records a regular move phase. A bonus phase
caused by a pony must be recorded somewhere between the regular move phase that caused it
and the next regular move phase recorded (if there is one). In other words, you cant record a
bonus phase caused by a pony as the first move of your turn, and you cant do two regular moves
and then two pony moves.
Treasure cards and horses only give bonus phases if they are active during birdsong when
the phase is recorded. However, a player can record a bonus phase that is dependent on being in
a specific clearing even if he is not in that clearing during birdsong. He just needs to be in the
clearing when he does the activity.
After determining how many phases he gets, each player secretly and simultaneously
records which activity his character will do in each phase, using the codes below. This is done in
the activities columns of the record,
using the line for the current game day.
Activity
Record
Result
The activities will be performed in the
Hide
H
Roll to hide
order they are written. The number of
Move
M (clearing)
Move to clearing recorded
phases a player is recording is public
Search
S
Roll on one search table
information, but each activity must be
Trade
T
Buy or sell from a native/visitor
kept secret until he does it during his
Rest
R
Rest one effort asterisk
Alert
A
Turn over active weapon
turn.
Follow
F
(individual)
Follow an individual
Players are not obligated to use
all their phases. A player can record -,
indicating a blank phase. A blank phase also results when an activity is cancelled for some
reason. During a blank phase, no activity takes place, but the phase can still be used for trading,
rearranging items, and blocking (see the daylight section below). Note that a canceled activity is
different from a canceled phase: in the latter case there is no trading, blocking, etc. since the
entire phase does not take place.

19

When recording activities, the player must note which phases are bonus phases and what
special advantage, belonging, or spell caused them. In practice the latter can often be omitted, as
the source of the phase is obvious. For example, the Elf can simply record an asterisk (*) next to
his bonus hide activity, unless he has some other possession that would give him a bonus phase
to hide.
Players are committed to doing the activities they recorded if they can; an activity cant
be voluntarily canceled, even if it later looks disadvantageous. If a player uses a treasure card or
horse to record a bonus activity, he is committed to having it active when he does that activity.
He cannot voluntarily abandon or transfer the belonging until he has finished the bonus phase it
caused; when he moves, he must carry the item if he can. He can inactivate the belonging, but he
must activate it again when he does the bonus phase. Similarly, if the bonus phase was caused
by a spell, he is committed to energizing the spell if he can. If for some reason he cant activate
the belonging or spell, the activity is canceled.
A player can record an impossible activity in hopes that it will be possible when the time
comes to do it. For example, if a player wants to move through a secret passageway he hasnt
discovered yet, he could record a search phase or two first and hope he finds it. If during a
players turn he is unable to do an activity because it violates the rules of that activity, it is
canceled.
When all players are done recording their activities, birdsong ends.

Sunrise
1. Following (The Follow Activity)
The follow activity is a special activity that changes the way a character does his turn.
One character, called the guide, records his turn normally, and the other character (the follower)
does the same activities instead of taking turns of his own. By following, characters can move
around in groups for safety, share in other characters bonus activities, or stay with someone they
intend to attack later.
To do the activity, a player records F and the name of the character he is following
across the current days row on his turn record sheet. He cannot record any other activities. The
follower can specify any character in his clearing, even a character who is hidden or does not
wish to be followed.
When sunrise begins, each player who recorded the follow activity must reveal whom he
is following. His character counter is immediately removed from the map and put with the
active belongings of the guide. He does not mix his attention chit with the othershe will take
his turn when his guide does. If the guide he picked is himself following a third character, both
characters do what the third character does. Characters who follow each other do not get turns
that day.
The daylight section (page 27) describes how a follower does his turn.
2. The Monster Roll
Monsters, natives, and visitors are collectively termed denizens of the Magic Realm.
While the garrison natives and ghosts begin the game on the map, the monsters and natives on
the six rows of the appearance chart are hidden deep in the forests of the Realm, and appear at
random during the game (visitors do not appear until the hired native rules are introduced). On
20

each game day, some denizens are considered prowling while the rest are dormant. During
daylight, denizens who are prowling can appear on the map, and if they are monsters, they can
move around in their tile. Denizens who are dormant stay where they are.
The ghosts are always prowling, while the garrison natives are always dormant. The
status of the other denizens is determined randomly. At sunrise each day, one player rolls a die,
unmodified, and puts the monster roll chit in the corresponding box. The denizens pictured or
listed in this row of the chart are prowling that day, whether they are still on the chart or on the
map. Denizens in the other five rows are dormant. Note that prowling affects only whether
denizens appear and move. Dormant denizens can still get in a characters way during his turn,
and fight normally during combat.
On the seventh day of each game week, as soon as the monster roll chit is put on the
appearance chart all the monsters, natives, and native horses that began the game in the indicated
row regenerate. They are put back in their original spaces, whether they are on the map or have
been killed. If the roll is a 3, the Soldiers are also put back at the House; if it is a 5, the Rogues
return to the Inn; and on a 6 the Guard and Order regenerate likewise (an easy way to remember
this is that garrison natives regenerate with other natives of the same color). Since the ghosts are
always prowling, they are put back in the clearing where they started the game at the end of
every week. Regenerated denizens continue to prowl normally and can reappear on the map the
same day.
3. Attention Chits
Characters who are taking turns (and not following) mix their attention chits together face
down so they may be picked at random during daylight.

21

SECTION FOUR: DAYLIGHT


During daylight, players choose attention chits randomly, one at a time. When a
characters attention chit is picked, he and all of his followers become unhidden (characters turn
their counters tan side up). Then he does the phases of his turn. See the turn sequence summary
below.
Turn Sequence
1. When a character starts his turn, he becomes unhidden.
2. He does the phases of his turn. On each phase he does the following, in order:
a. He can rearrange his belongings and trade with other characters in his clearing.
b. He does the activity he recorded for this phase, playing action chits as required by
the activity.
c. He can block and be blocked.
3. When the characters turn ends (he finishes his last activity, stops following, or is
blocked), the following things happen, in order:
1. All prowling monsters in his tile move to his clearing.
2. He turns all of the map chits in his tile face up, exchanging substitute chits as
appropriate.
3. The game pieces in his tile can summon new denizens from the appearance chart.
4. He can block any monsters that appeared in or moved to his clearing, and they
block all unhidden characters in the clearings they arrive in.

Rearranging Belongings and Trading


Before doing each activity, the moving character can rearrange his belongings as
explained on page 10. He can also trade with any other characters that are in the clearing. Nonmoving characters cannot make deals with each other; they can only trade with the moving
character. Hidden characters can trade with other characters without becoming unhidden (they
disguise their true identity when trading). Followers can rearrange and trade anytime their guide
can; they can trade with each other or with other characters in the clearing. Characters can
exchange belongings or sell them to each other for whatever gold price they agree on.

22

Doing Activities
Characters do the activities that are recorded for them, from left to right. Remember that
a player cannot choose to cancel an activity voluntarily, unless the rules say differently. If for
some reason he finds the activity is illegal when he begins to do it, it is cancelled.
1. Hiding (The Hide Activity)
To do the hide activity, a player records H. When he does the activity, he rolls on the
hide table. If he rolls less than six he is hidden and his counter is
The Hide Table
turned green side up; on a six, his counter stays the same (so
characters who are already hidden can skip the roll).
Roll
Hidden characters are safer from denizens, and other
1-5 Character becomes hidden
characters have to do the search activity to find them. A hidden
6
No change
character can continue to do all normal activities, and remains
hidden while doing them unless the rules say otherwise.
A hidden character can choose to stop hiding at the end of each phase of his turn.
Otherwise, he stays hidden until the rules say differently. So unless something changes his
status, a character who is hidden at the end of his turn will remain hidden until he begins his next
turn.
2. Movement (The Move Activity)
In order to move his counter from clearing to clearing, a player must use the move
activity. This activity is recorded by writing M- followed by the clearing to which the
character will move. The clearing is identified by its number and the tile it is on. For example,
to record a move to clearing 2 of the Nut Woods, a player would record M-NW2. To avoid
ambiguity, use CG to specify the Crag, CL for the Cliff, CS for the Caves, and CN for
the Cavern.
The following rules govern movement:
a. A character must follow the roadways when he moves. He can use open roads,
tunnels, or bridges freely, but he can only use a hidden roadway if he has discovered it
(see the search activity below).
b. If a character comes to a place where his roadway runs over or under another roadway,
he must stay on the roadway he is using. Each roadway connects only two clearings.
c. Each move must be to a clearing adjacent to the one in which the character started the
phase.
Certain areas of the Realm are harder to move through than others. To enter a mountain clearing,
a character must record two move activities to that clearing on consecutive phases of the same
day. When the activities are performed, the first recorded move is treated as a blank phase; the
next recorded move will take the character all the way from his starting clearing to his
destination. Note that this is only required to enter a mountain clearing: there is no penalty for
leaving a mountain clearing, though the penalty is assessed when moving from one mountain
clearing to another.
It only takes one move to enter a cave, but a character may not enter a cave clearing on
the same day he uses a sunlight phase. Players must also inactivate their horses when they enter
a cave clearing. The horse is still considered active at the beginning of the phaseit is not
inactivated until the move is completed. So it is possible to use a bonus move caused by a horse
to enter a cave from a non-cave clearing, but not vice-versa.
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Carrying Items: A character can own any number of items regardless of their weight, as long as
he stays in the same clearing. However, if he moves he must play a Move chit to carry his items
with him. The strength letter he plays defines the heaviest weight he can carry: he can carry any
number of items of that weight or lower, but he must abandon all heavier items before he leaves.
If he plays nothing, only his horses and items with Negligible weight move with him. A player
cannot cancel a legal recorded move just because he is forced to abandon something. If he needs
an item to do a bonus phase later in his turn, he must play enough move strength to carry the card
if he can. Playing the Move chit does not exhaust it or affect it in any way; the player simply
indicates the chit he is using, leaving it with his other active chits.
A character with an active horse can use the horse in place of a Move chit. In this case
the strength of the horse defines what he can carry. A strong horse can be very useful for a
character who doesnt have strong Move chits.
Leaving the Map: A character can move along a roadway to a map edge in the same way he
would move to a clearing. He simply records edge as the clearing he is moving to. When he
does the activity he leaves the game (the results of leaving the game are detailed on page 41).
3. Searching (The Search Activity)
A player records S to do the search activity. When he does the activity the player
chooses where the character is searching, using which table, and then makes a roll on that table.
He does not have to make his choice until he does the phase.
Peer and Locate: The peer and locate tables are the basic search tables of Magic Realm. They
are mostly used to discover hidden things. Hidden paths, secret passages, and treasure site chits
are considered to be concealed in the clearings where they are located. To use them, characters
must discover them first with a good roll on the appropriate table. The results are explained with
the tables, at the end of the rules.
Normally, a character can only search in his own clearing. However, if the character is in
a mountain clearing, he can choose to peer into any woods or mountain clearing in his own tile
or an adjacent tile. The player must specify the clearing and then roll on the peer table, applying
the result as if he were in the clearing he chose.
Loot: If a character is in a clearing with a site chit he has already discovered, another option
becomes open to himrolling on the loot table. Each site chit has a box on the set up card where
the treasures hidden at that site are stored. Characters obtain these treasures by looting the site.
They may also use the loot table to take items from a pile of abandoned belongings in their
clearing. This works just like it does with a site chit, except the pile does not have to be
discovered first.
When looting, the player specifies one site chit in his clearing, or the pile of abandoned
belongings. Then he rolls to on the loot table to see which belonging in the stack he gets
(counting down from the top). If his result is larger than the number of items in the stack, he gets
nothing. Remember, when a player gets a treasure card or other belonging, he must immediately
decide either to activate it, keep it inactive, or abandon it in the clearing.
If a player loots a face-down site chit, he must turn the chit face up for all to see, looking
through the other chits in the tile if necessary. The chit is turned face down again when he is
done looting it.
24

Special Sites: There are three sites that have special requirements when looted.
a. The Cairns: To tear apart the Cairns, a player must fatigue one asterisk of any type
before rolling on the loot table. See page 26 for an explanation of fatigue.
b. The Pool: A player must fatigue an asterisk (of any type) each time he gets an item
from the Pool, whether he keeps it or not. If he has no asterisks to fatigue, he cannot loot
the Pool.
c. The Vault: The first time the Vault is looted, the character must play a chit, horse, or
treasure card with Tremendous strength to open it. If he plays a chit, it is fatigued. Once
the Vault is opened, anyone can loot it.
4. Trading with Natives (The Trade Activity)
A character records T to trade with the natives. When he does the activity he specifies
one native leader in his clearing and states whether he is buying or selling. A player can also
decide to cancel a trade activity instead of using it. This is an exception to the general rule that
recorded activities must be performed if possible.
Each native leader owns the belongings in his box on the set up card, and he always has
these belongings with him, ready to trade. He also has an unlimited amount of gold to spend
(this gold is not recorded anywhere, it just appears when he buys something).
Selling: Native leaders always buy everything that is offered them. To sell, a player reveals any
number of belongings, and adds the basic gold price of each to his recorded gold. The gold price
of treasure cards is in the lower right corner in bold; the gold price of other belongings is given
in the price lists at the end of the rules. Everything a character sells is put into the buyers box in
order of the counter size, with each belonging put underneath any belongings of the same type
already in the box. Treasure cards are placed face down under any other treasures cards. If a
character sells more than one belonging of the same size, he arranges them as he chooses, then
places them under any similar belonging of that size that are already there.
Armor can sometimes be damaged in combat. The price lists give special prices for
damaged armor. When it is sold, damaged armor is flipped to its undamaged sidethe natives
instantly repair it, and it is available to be bought back at its undamaged price.
Buying: Unlike selling, a character can only buy one belonging per trade activity. He gets a
secret look at any treasure cards the leader may have, and then he specifies the belonging that he
wishes to buy. If he chooses a treasure card, he merely indicates its position in the pile; he does
not reveal it unless he succeeds in purchasing it. Once he has looked at the sellers cards, the
character is committed to trying to buy something.
To find the asking price, the player rolls on the meeting table, in the column
corresponding to his current trading relationship with the seller (see page 7). If he likes, he can
buy drinks for the leaders group before he rolls. This costs a gold point for each member of the
group that is in the clearing, but allows the character to make the roll at the next higher level of
friendliness. The new level only lasts for one roll; only one round of drinks is effective per
phase.
If the meeting table result gives a price, the character can buy the belonging for the
indicated price, or he can decline and pay nothing. He can pay all or part of the price by trading
in belongings, valuing each belonging at its basic gold price (the seller keeps any overpayment
he does not give change). A player must reveal any treasure card he obtains, even if he gets it for
free.
25

Fame Price: Some treasure cards specify a native group and a number of fame points in
parentheses. When a character sells this item to the groups leader (or uses it as a trade in), he
gains the fame points indicated. If he buys the card from the leader, he loses the fame points
indicated. This is in addition to any gold which changes hands.
5. Fatigue and Resting (The Rest Activity)
As described in the guide to the playing pieces (page 7), a characters chits can either be
active and available for use, or inactive and out of play. Inactive chits are in one or two states:
fatigued or wounded. All are kept in the same place, but fatigued chits are kept face up
while wounded chits are face down. Typically, chits will become inactive as a result of combat
(q.v.) although other game mechanics may inactivate chits as well.
All action chits have either zero, one, or two effort asterisks on them. These asterisks
indicated how tiring the maneuver is for the character to perform. When a player is directed to
fatigue one asterisk he must move an active action chit that has one effort asterisk to the
inactive area, face up. Alternatively, he may fatigue a two asterisk chit and make change by
activating a fatigued one asterisk chit of the same type (Fight, Move, or Magic). If he cannot do
either of these he must fatigue a two asterisk chit and lose the extra asterisk. If a player is
directed to fatigue more than one asterisk, he can make up the total with any combination of one
asterisk or two asterisk chits, as he wishes.
Wounds work slightly differently. A player is never directed to wound asterisks; he may
only wound whole chits. To wound a chit, the player takes any of his active chits and puts it
with his inactive chits, face down. Whether it has zero, one, or two asterisks makes no
difference (notice that a chit with no asterisks cannot be fatigued, but can be wounded). If the
player has no active chits, the player must wound one of his fatigued chits. If he has no fatigued
chits to wound either, he is killed. When all of a characters chits are either wounded or
fatigued, he can only do the rest activity. Any other recorded activities are cancelled and he
must rest at the next opportunity. If he cannot do the rest activity for some reason, he is killed.
A player records R to use the rest activity to return inactive chits to play. When a
character does the activity, he can do one of the following:
a. Activate a wounded zero-asterisk chit.
b. Activate a fatigued one asterisk chit, or flip over a wounded one asterisk chit (making
it a fatigued chit).
c. Activate a fatigued two asterisk chit, or flip a wounded two asterisk chit. In both cases
the player must make change by fatiguing an active one asterisk chit (which does not
have to be of the same type).
6. Alerting Weapons (the Alert Activity)
A weapon counter is alerted when the side of the counter that shows an asterisk is face
up (this side is red for regular weapons, gold for treasure counters). Weapons can attack with
either side up, but most weapons are more effective when the alerted side is face up. Only active
weapons can be alerted; when inactive or unowned, a weapon must remain unalerted.
A player records A to use the alert activity to alert (or unalert) his weapon during his
turn. When he does the activity, he can turn his active weapon either side up, as he wishes.
Weapons can also be alerted or unalerted in combat. See page 32 for more.

26

7. The Results of Following (The Follow Activity)


Page 20 details how following is handled at the beginning of the turn. During the turn,
characters who are following do not do activities of their own, but do what their guide does.
When a guide does an activity, each follower shares it as explained below.
a. Hide: The guides result applies to all of his followers. When he hides, they hide.
b. Move: each follower who can do the activity moves along with the guide. Followers
who cannot do the move are left behind, and immediately stop following (see below).
i. If the guide is hidden when he moves, he has the option to leave behind any
followers who have not found hidden enemies that day. He can pick and choose
whom to leave.
ii. If the guide does a bonus move caused by a pony, all of his followers without
ponies are automatically left behind. Doing other bonus moves does not cause his
followers to be left.
iii. Followers move with their guide through hidden paths and passages,
discovering the roadway in the process.
c. Search: If the guide looks at map chits, finds hidden enemies, or makes discoveries, his
followers do too, even if he is hidden. If he loots a site or stack of belongings, only he
gets the rewards.
d. Rest or Alert: Each follower can do the activity or not, as he chooses. The followers
decide secretly and simultaneously.
e. When he does any other action, his followers do nothing.
Notice that a guide can share his bonus phases with his followers (except as noted above). The
members of the group are assumed to be aiding one another, with the guide blazing the trail.
A character has the option to stop following each time his guide starts an activity. If he
does, his counter is put back on the map in the guides clearing and his turn ends. After the
guide does his activity, the ex-follower goes through the steps of ending his turn, as if it was the
end of his last phase. He can block and be blocked, and he can summon denizens and cause
them to move (see below). When this is finished, his guide continues his turn from where he left
off, with his own blocking segment.
All followers automatically stop following right after their guide does the last activity of
his turn, with results as described above. If multiple characters stop following at the same time,
they end their turns one after the other (the order does not matter).

27

Blocking
Monsters and other characters can interfere with a characters plans while he takes his
turn. Characters can also interfere with the prowling of monsters. These interruptions are called
blocking. At the end of each phase of a characters turn, blocking can take place in his clearing,
as follows:
a. If a character is unhidden when he ends a phase of his turn, all monsters in his clearing
automatically block him. Any character in his clearing may also block him, if he
chooses. If a character is hidden when he ends a phase, only characters who have found
hidden enemies that day may block him. The monsters cannot find him.
b. The moving character may choose to do some blocking of his own. He may block any
unhidden character in his clearing, and if he has found hidden enemies that day, he may
block hidden characters as well. He may also block any monsters who are in the clearing.
Note that characters cannot block or be blocked while they are following. Only the guide can
block or be blocked. Once a character stops following, he can block and be block as explained
above.
Blocking is mutual: a character or monster who blocks is blocked in return. Being
blocked has the following effects on a character:
a. If hidden, he becomes unhidden.
b. If he is currently taking his turn, any remaining phases are canceled.
c. If he has not yet taken his turn, he does not get a turn that day. When his attention chit
is drawn it is ignored.
d. He may not trade (including buying, selling, or sharing information) with other
characters while they are taking their turns during daylight. He must wait until evening
to trade.
Monsters who are blocked stop prowling and cannot move for the rest of the day. Blocking has
no other effect on them.
At the end of the turn, when monsters arrive or move on the map, blocking can occur as
well. See the next section.
Clarifications: Being blocked does not prevent characters and monsters from blocking others,
either in the same blocking segment or later in the turn. Prowling only affects the way a monster
moves around the map; monsters who are not prowling still block and fight as normal.
Blocking is not done in any particular order. The blocking segment of the turn lasts until
nobody wishes to block anymore. Specifically, this means that a hidden character cannot block
one monster while leaving others in the clearing to continue prowling. As soon as he blocks he
becomes unhidden, and all the other monsters in the clearing immediately block him.
All blocking during the blocking segment must involve the moving character. Nonmoving characters may not block each other, and cannot be blocked by monsters.
Natives do not block characters in their clearings like monster do. They can only block
when a character rolls on the meeting table to deal with them. Natives cannot be blocked (since
they dont move once they are on the map, blocking has no effect on them).

28

The End of the Turn


When each character ends his turn, prowling denizens can arrive in his tile from the set
up card, and prowling monsters can move around in his tile. Once a denizen appears in a tile, it
stays in that tile until it is killed or it regenerates to the set up card.
1. Monsters
First, if there are prowling monsters in the characters tile, they move to his clearing.
Remember that blocked monsters are no longer prowling.
Second, any face down map chits in his tile turn face up. Map chits with numbers on
them are placed in the corresponding clearings. Certain chits, called replacement chits, bring
other pieces to the board when they are revealed:
a. The yellow Stink W warning chit is immediately replaced by the Large Campfire
dwelling, while the Smoke W chit is replaced by the Small Campfire. The dwelling is
put in the highest numbered clearing that connects to the Borderlands tile. These
dwellings can immediately summon natives (see below).
b. If the Lost City or Lost Castle chit is turned up, put the five chits that were set aside for
it during set up onto the tile. The new chits are immediately turned face up. The Lost
City and Lost Castle chits themselves remain on the board.
Each chit that was just turned face up may summon monsters. If the chit is listed above a box in
the row of monsters that is currently prowling, and if the box has one or more monster counters
in it, those monsters will come to the board. If the chit is listed above a group of boxes, it
summons the monster(s) from the leftmost occupied box only. Note that when a sound chit is
listed followed by (M) or (C), it only summons a monster if a corresponding M or C warning chit
is in the tile.
Monsters that were summoned by warning chits move directly into the moving
characters clearing. Monsters that were summoned by sound chits or site chits move into the
clearing that contains the chit. It can happen that several map chits in a tile summon the same
types of monsters. In this case, warning chits summon first, then sound chits from lowest
numbered to highest. This may cause multiple boxes of the same type of monster to come to the
board, even though each chit only summons once.
Each map chit can only summon monsters once per day. Once a map chit is turned face
up to summon, it stays face up until midnight (see page 39). If a map chit is face up at the
beginning of a characters turn, it will not summon monsters when his turn ends.
Monsters who appear in or move to a clearing automatically block all unhidden
characters in that clearing. Hidden characters may block any monsters who arrive in their
clearing if they wish. Monsters who did not appear or move do not block and cannot be blocked
at this time, even if they are prowling. Note that this is the only time monsters can block a
character when it is not his turn!
2. Natives
If the character is in a clearing with a dwelling, the dwelling can summon natives. If the
group of natives that is currently prowling is still on the set up card, and if the dwelling is listed
above their box, then the natives appear in the clearing. Natives never move around once they
are on the map. Note that unlike map chits, dwellings only summon when a character is in their
clearing.
29

SECTION FIVE: SUNSET, EVENING, AND MIDNIGHT


Sunset
At sunset, take one characters attention chit from each clearing that contains characters,
and mix these chits together, blank side up. Once magic is introduced, sunset is also when many
spell effects expire.
Evening
Randomly pick the attention chits set aside at sunset, one at a time. When a characters
chit is picked, combat takes place in his clearing.
During combat, characters can fight monsters, natives, and each other. There is no
combat during daylight; denizens and characters can only block each other, and must wait for
evening to fight. Monsters will automatically attack unhidden characters during combat; the
players roll for the reactions of the natives, and decide for themselves if they want to attack each
other.
When a clearing takes its turn during the evening, the turn is divided into rounds of
combat. Each round represents one exchange of blows, including preparations and aftereffects.
The round is subdivided into an encounter step in which the characters and denizens prepare for
battle, a melee step in which they exchange blows, and a fatigue step in which the aftereffects
take place. Only the characters and denizens in that clearing take part in these rounds of combat;
play stops in the other clearings.
The characters fight by playing their action chits, weapons, armor, horses, and sometimes
treasure cards on the melee sections on the back of their personal history sheets. Monsters and
natives fight randomly, governed by dice rolls. Combat can result in fatigued and wounded
action chits, damaged armor, the death or a horse, or the death of the character himself.
If there are no monsters, natives, or hostile characters in the clearing when it takes its turn
in the evening, no fighting takes place but the characters in the clearing do rounds of combat
anyway, in which they can run awayor cast spells, once magic is introduced. Combat in a
clearing ends after two rounds where nothing happensno fatigue, wounds, spells, deaths, etc.
At the end of the last round of combat in a clearing, any characters who remain in the clearing
can rearrange their belongings and trade with each other.
A step by step explanation of combat follows. You may wish to review section one so
that you know where to find the attack time, maneuver time, vulnerability, and the like for
denizens, weapons, armor, etc.
1. Before Combat Begins
First, each player whose character is involved in the combat should turn his turn record
sheet over to the side that says melee section. This is where he will play his weapons, armor,
and horses, and his attacks and maneuvers. Each player must put all of his active armor pieces in
the ovals on his melee section, where they are pictured. A shield can go in any one of the three
shield ovalsit can be moved later.
Secondly, if there are any natives in the clearing, the players must determine whether
they will fight. Unlike monsters, natives do not automatically attack characters. Instead, each
character must roll on the meeting table for each group of natives that is in the clearing. Hidden
30

characters roll too, in case they become unhidden later in the combat. Characters can buy drinks
before rolling if they wish (see page 25). On a battle result, the native group is said to be
battling that character until the end of combat in the clearing: all the natives of that group that
are in the clearing may attack him. On any other result, nothing happens (thus players can skip
the roll for friendly and allied groups since there are no battle results in those columns). Notice
that battling is determined separately for each character and group of natives: one native group
may attack a character while another ignores him, and a native group may fight one character but
ignore another.
Finally, for convenience players may wish to remove all denizens that are participating in
combat from the clearing and put them in a clear space where they are accessible to everyone.
They are still considered to be in the clearing, but this makes it easier to look at them and plan
strategies.
2. Using Chits in Combat
Characters use their action chits to determine their effectiveness in combat. The play of
these chits is limited by the following rules:
a. Action chits are placed in the used this round box after they are used. Each action
chit can only be used once per round of combat.
b. A character can play no more than two effort asterisks per round. In other words, at
maximum he can play two chits with one asterisk or one chit with two asterisks.
c. A character can only use a Move chit if its strength equals or exceeds the weight of all
of his items. He can only use a Fight chit if its strength equals or exceeds the weight of
his active weapon.
d. Normally, a character can turn either side of a horse up whenever he uses it, as long as
its strength on that side equals or exceeds his weight and the weight of all of his items. In
combat, there is one further restriction: he can only use the galloping side once per
combat round. A character is never obliged to use a horse; he can play a Move chit even
if he has a horse active.
If an illegal play is made by mistake, the action is canceled. If an action chit was used it is put in
the used this round box and play proceeds as if the chit had not been played. The chit is still
considered to have been used, and the effort asterisks will restrict the play of further chits.
Combat is divided into three stages. During the encounter step players figure out who each
denizen is attacking and take actions such as switching weapons or running away. During the
melee step each character chooses the target of his attack, plays his maneuvers, and resolves hits.
In the fatigue step characters may lose counters from fatigue and wounds.
3. Encounter Step
Order of Play: The character who took the first turn during daylight is the first character. When
the rules say to do something in order, start with the first character and go to the left, excluding
anyone who is not in the clearing. The order always starts with the first characters position,
even if he has been killed or is not in the clearing.
Native Horses: At the beginning of the encounter step, all native horses are turned light side up.

31

Assigning Denizens: When a denizen is attacking a character, its counter is placed on his sheet,
in any one of the red boxes. The denizens on a characters sheet are said to be assigned to that
character. At the beginning of the encounter step, unassigned denizens must be assigned if
possible.
First, in order, each character can take denizens onto his melee sheet voluntarily, luring
them into attacking him. He can take any denizens in the clearing he wishes, even those already
assigned to other characters. Hidden characters can lure denizens, but they become unhidden as
soon as they do so. Luring a native causes his group to start battling the luring character, if they
arent already.
Then, if there are any unassigned denizens remaining, they are assigned to unhidden
characters at random. For each monster, each unhidden character rolls the dice, and the monster
is assigned to the high roller. Natives are assigned the same way, but only characters who are
being battled by the group make the roll. Die roll modifiers do modify these results, and results
greater than 6 are allowed in this case. If there is a tie, those tied must roll again to break it.
Note that hidden characters cannot be assigned attackers randomlythe denizens cannot find
them.
This is the only time during the combat round that denizens can be assigned. If all the
characters in the clearing are hidden, the denizens are not assigned to anyone and do not attack
that round.
Deployment: During deployment, a character can charge another character in the clearing. To
do so, he plays a Move chit or horse, putting it at the top of his sheet, and he puts his attention
chit on his targets melee section. Hidden characters can charge, and can be charged by
characters who have found hidden enemies; in both cases, they become unhidden.
Charging restricts the targets actions, as described below.
Taking Actions: Next, each character who did not charge can take one action. In order, each
player can do one of the following:
a. Activate one belonging and/or inactivate one belonging.
b. Abandon as many belongings as he wishes.
c. Play a Move chit or horse counter on the top of his melee section, to run away.
d. Play a Fight chit at the top of his melee section, to turn his active weapon counter over.
Denizens do not interfere with the first two actions. To do one of the second two actions, the
player must use a Move chit, Fight chit, or horse with a time number that is less than the
maneuver time of every denizen and attention chit on his sheet:
a. Attention chits have the same maneuver time as the piece the owner played to charge.
b. Riding natives use their horses maneuver times, not their own.
If a character runs away, he immediately leaves the combat. Any denizens that are on his sheet
become unassigned, and remain so until the next round of combat. He moves onto one of the
roadways that leads out of his clearing, taking all his belongings with him. If he moved into the
clearing that day, he must leave the way he came. If he spent all day in the clearing, he can
move onto any roadway he could use for normal movement during daylight. A character can run
away even if there are no denizens or other characters in the clearing. Rounds of combat are
done as normal in all clearings, even if there is nobody fighting.
Once each character has done an action or declined, all action chits used are put into the
used this round box, and play proceeds to the melee step.
32

4. Melee Step
Native Horses: At the beginning of the melee step, all native horses turn over.
Order of Play: Play order is determined randomly in the melee step. The players mix their
attention chits together blank side up, and then pick them one at a time.
Choosing targets: During the melee step each character can make one attack against one monster,
native, or character. When a character draws his chit he puts it on a denizen counter or on
another characters melee section, by the attack circles.* The denizen or character indicated is
considered that characters target.
Normally, a character can target any denizen in the clearing, including those that are
unassigned or that are assigned to other characters. However, a character who charged during
the deployment step can only target the character he charged. A character can always choose not
to attack and leave his chit unplayed if he wishes, even if he charged. Hidden characters can
choose targets, and can be targeted by characters who have found hidden enemies; in both cases,
they become unhidden.
Being named as a target does not affect a denizens assignmentit is not reassigned to
attack the character who is attacking it, even if it is currently unassigned. If a character targets a
native that isnt battling him, the group begins battling him, but they still have to wait until next
round to become assigned to him.
Attacks and Maneuvers: During the melee step the characters and denizens fight by doing
attacks and maneuvers. An attack represents a single blow that is coming at the target from a
specific direction, with a specific time number or attack time. There are three attack directions:
thrust (straight ahead), swing (from side to side) and smash (downwards). The attack time
defines the amount of time before the blow hits; lower numbers mean faster attacks. A
maneuver represents a move in one direction to evade attacks that are coming from the other
directions. Like attacks, each maneuver has a direction and a maneuver time. The three
maneuver directions are charge (straight ahead), dodge (sideways) and duck (downwards).
Faster maneuvers make a combatant harder to hit.
After all attention chits have been picked each character plays an attack and a maneuver
if he wishes, and he must play his shield if he has one active. These plays are made secretly. To
play an attack, a player puts his active weapon and a Fight chit in one of his attack circles (the
circles at the top right of his melee section). If he does not have an active weapon, he can play a
Fight chit alone and attack with his dagger (see page 35). The circle he chooses defines his
attack direction: each circle names the direction it represents and the maneuver it intercepts. He
can play an attack even if he did not choose a target this round; if he does, when he reveals his
attack he may immediately turn his weapon either side up.
To pay a maneuver, a player puts a Move chit in one of the maneuver squares at the
bottom of his melee section. The square he chooses defines his maneuver direction: each square
names the direction it represents. If he has an active horse, he may play it instead of a Move
chit, if he wishes.

When there is no possibility of confusion, a player may simply announce his target.
33

If a character has an active shield, he must play it. He simply puts it in one of the shield
spaces; he does not need an action chit to do this.
Positioning Denizens: All of the denizens on a characters sheet are attacking him (and he is
considered their target). As each player makes his own plays, he also puts these denizen
counters in the red boxes, without turning the counters over. He can put each denizen in any box
he chooses, as long as he puts attacking counters in as many boxes as possible: he cannot leave
one of his boxes empty of attackers while he doubles up the attackers in another box. Native
horses must be played in a different box than their riders, and are not considered attacking
counters for the purpose of filling boxes.
A player that is attacking an unassigned denizen should put the denizen in any red box on
an unused melee section. This might happen if the denizen was attacking someone who ran
away, or if the character was hidden when denizens were assigned. Unassigned denizens who
are not being attacked can be ignored this round.
Revealing and Repositioning: Once all players have secretly chosen their plays and arranged
denizens on their sheets, they reveal their melee sections simultaneously. Then each player must
randomly determine the final positions of the denizens on his sheet and any unassigned denizen
he is targeting.
First, he rolls one die for each melee section involved, and denizens and their horses on
that section move as described on the repositioning denizens table at the end of the rules. This
roll is never affected by die modifiers. This is termed changing positions.
Then, for each box that holds denizens, he rolls two dice. This roll is also unaffected by
die modifiers. If either die is a 6, the denizens in that box change tactics. All the counters in the
box flip over, except native horsesnative horses never change tactics. Once a denizen has
changed tactics, it keeps that side up until it changes tactics again.
Resolving Attacks: Once all denizens are repositioned, all attacks are evaluated to see if they hit,
and if so what harm they cause.
Each attack has four values: attack time, attack direction, weapon length and harm level.
A characters attack time is the number printed on his weapon counter, or, if there is no number,
the number printed on his Fight chit. His attack direction is defined by which circle contains his
Fight chit and weapon: his attack is either a thrust, a swing, or a smash depending upon which
circle he chose. A denizens attack time is listed on his chit, and the box he is in defines his
attack direction. Weapon lengths range from 0 to 18 and are given in the list of weapons, the list
of monsters, or the list of natives, as appropriate. Harm will be discussed below.
Two other values are important, as well: maneuver time and maneuver direction. A
characters maneuver time is the number printed on the Move chit or horse he played, and his
maneuver direction is defined by the box where he put it: his maneuver is either to charge, to
dodge, or to duck. A denizens maneuver time is as printed on his counter, and his maneuver
direction is defined by the box he is inso a denizens attack direction and maneuver direction
are the same. There is one exception: if the denizen is a native using a horse in combat, the
number on the horse counter is his maneuver time and the box containing the horse counter
defines his maneuver direction.
Attacks take place in a particular order. In the first round of combat in a clearing, attacks
resolve in order of weapon length, from longest to shortest. Ties are broken in favor of the
34

lowest attack time. In all rounds after the first, attacks resolve in order of attack time, from
lowest to highest, with ties broken by weapon length. In both cases, attacks that have the same
weapon length and attack time are resolved simultaneously.
In order, the players must determine whether each attack hit. An attack hits if:
a. Its attack time is less than the maneuver time of the target. This is termed
undercutting.
OR
b. Its attack direction intercepts the maneuver direction of the target. This is termed
matching directions.
i. thrust hits charge
ii. swing hits dodge
iii. smash hits duck
The arrows on the melee sheet serve as reminders of which circles and boxes intercept each other
on that sheet. If a character did not play a maneuver, any attacks against him hit automatically.
If an attack neither undercuts nor matches direction with its target, it misses. Note that a
character can only hit the target he chose. He is not attacking the other denizens on his sheet,
and they are not harmed even if he matches directions with them. All the denizens on a
characters sheet are attacking him, so any that match directions will hit him.
If an attack misses, it has no effect on the target. If the attacker was a character, he must
turn his weapon alerted side up. If the attack hits, it inflicts harm on the target.
Determining Harm: Harm is measured in the same levels as weight: Light, Medium, Heavy, or
Tremendous. Occasionally harm can also be Negligible; Negligible harm has no effect but the
attack is still considered a hit.
The basic harm that a weapon or denizen inflicts is listed on the counter. For weapons,
the harm is equal to the weapons weight. The basic harm level is adjusted in the following
ways:
a. Harm is adjusted up one level for every sharpness star on the counter. If the target has
armor, one sharpness star is ignored for this purpose (see below).
b. If a character played a striking weapon with a Fight chit whose strength exceeds the
weight of the weapon, the harm level is adjusted up one level. Only one level total can be
gained this way.
c. If the attack was made with a missile weapon, the player must roll on the missile table
(page 112) to see how the harm is adjusted. Native archers and crossbowmen also roll on
this table; archers roll one die while crossbowmen roll two as normal.
A character who played a Fight chit without a weapon is using a dagger. A dagger does Light
harm with one sharpness star, no matter what strength of Fight chit was used.
As mentioned, armor causes one sharpness star to be ignored (attacks with no sharpness
stars are unaffected). Some of the monsters are armored: all dragons, trolls, serpents and vipers
have armor. Many of the natives are armored, as indicated in the list of natives. Warhorses are
armored as well, and if a character or native is using a warhorse to maneuver, attacks against
them lose a sharpness star.
Characters themselves are considered armored if they have armor pieces active.
However, some pieces of armor are only effective against attacks from a particular direction. If
the red arrow from a box passes through one or more pieces of armor, attacks from that direction
hit the armor, and one sharpness star is ignored (multiple pieces of armor do not reduce the harm
35

still further). Note that the characters maneuver direction does not always determine which
pieces of armor are effective. For example, a denizen that undercuts from the charge and thrust
box will not lose a sharpness star against a character who is only wearing a helmet, even if the
characters maneuver was to duck.
After the level of harm is determined, it is applied immediately. If the target was a
monster, the player compares the final harm to the monsters vulnerability, as defined by the
size of the counter. The smallest counters are Medium monsters, the next biggest are Heavy, and
the largest counters represent monsters with Tremendous vulnerability. If the harm equals or
exceeds the monsters vulnerability, the monster is killed. Otherwise it has no effect.
If the target was a native, the same procedure is followed. A natives vulnerability is as
given in the list of natives; it is not defined by the size of the counter. If the native was using a
horse in combat, the harm is inflicted on the horse instead of the native. Ponies have Medium
vulnerability, workhorses are Heavy, and warhorses are Tremendous and armored. When a
natives horse is killed, he continues to fight on foot, though his horse continues to define his
maneuver speed and direction for the rest of the round (see below).
If the target was a character, the character must determine whether the attack harms his
horse, his armor or himself:
a. If the character played a horse in the melee step, the harm is resolved against the horse,
as described for natives (but see below).
b. If the attack was intercepted by armor, compare the final harm to the armors weight.
If the harm is less, the armor is not affected. If the harm is equal, the armor is damaged.
The armor counter is flipped to the damaged side, or, if it is already damaged side up, it is
destroyed. If the harm is greater than the weight of the armor, the armor is destroyed.
Harm is inflicted against the first piece of armor between the denizen and the character
(so, shields first, then breastplates or helmets, and finally suits of armor are damaged).
Other pieces are not affected. Regardless of the effect on the armor, if the final harm of
the attack was Medium or greater, the character takes one wound.
c. If the attack did not hit armor or a horse, the harm is inflicted on the character himself.
If the harm level is equal or greater to his vulnerability, he is killed. Otherwise, he takes
one wound, which is resolved in the fatigue step (see below).
When a character is killed, his attention chit is removed from his target, and when a denizen is
killed, he is removed from the game. Any attack the victim had yet to make is canceled, and
attacks against him that have yet to be resolved are considered to have missed their target.
When a horse or piece of armor is destroyed it is instantly removed from play. It does
not protect its owner from attacks that have yet to be resolved. However, the direction and time
of his maneuver do not change; the horse can be left where it is temporarily as a reminder. When
armor is destroyed, its owner immediately turns it undamaged side up and returns it to the set up
card: helmets and shields in the Soldiers box, breastplates in the Guards box, and suits of armor
in the Orders box. Horses that are killed are removed from the game.
Occasionally several attacks occur simultaneously. In this case, all harm is inflicted at
the same time. It is possible for a character and a denizen to kill each other if their attacks are of
equal weapon length and speed. If several attacks hit a horse or piece of armor, all the attacks
are resolved against the horse or armor. For example, if three Heavy attacks of equal length and
speed hit a workhorse, the horse is killed but there is no other result. If the same three attacks hit
a suit of armor instead, the armor would be destroyed (it is damaged twice) and the character
wearing it would take three wounds.
36

Other results of successful attacks: If a characters attack hits its target, even if the damage was
negligible, his weapon turns alerted side down. When he misses his target, his weapon turns
alerted side up.
When a denizen is killed, it is removed from play until it regenerates (see page 21). If the
denizen was a native with a horse, the horse is removed also (this simulates the horse running
away).
When a character makes a kill, he may earn fame, notoriety, gold, and belongings. See
The Spoils of War below.
Once all the results of an attack are applied, players should evaluate the next attack in
order.
5. Fatigue Step
At the end of the round of combat, each character must inactivate action chits to pay for
the fatigue and wounds he incurred during the round.
Fatigue: Each player can play one asterisk per round without fatiguing, but if he played two
(including chits played illegally) he must fatigue one asterisk. If both asterisks were on Move
chits, he must fatigue a Move asterisk. If both asterisks were on Fight chits, he must fatigue a
Fight asterisk. If he played one of each, he can choose which to fatigue.
The player can fatigue any active chit of the appropriate type that he wishes; it does not
have to be one he used during the combat round. If he fatigues a chit with two asterisks on it, he
may activate a fatigued one-asterisk chit of the same type (Move or Fight) if he has one.
Players who used a two asterisk chit to run from combat are still subject to this rule.
Wounds: Each player must wound one chit for each wound that was inflicted on him during the
round. To wound a chit, he simply puts it with his other inactive chits, face down. The type of
chit or the number of asterisks on it does not matter. He can wound any of his active chits,
whether he used them in the round or not. If he no longer has any active chits, he may wound
fatigued chits; if he has no fatigued chits either, he is killed. Refer back to page 26 for more
details on wounds and fatigue.
6. End of Combat
After all attacks have been resolved and fatigue and wounds are taken, the players
determine whether there will be another round of combat. Combat in the clearing ends if there
are no more characters in the clearing, or when there are two consecutive uneventful rounds:
rounds where no characters, denizens, or horses were killed, no armor was damaged or
destroyed, and no action chits were wounded or fatigued. This simulates the denizens giving up
after they cant come to grips with the characters. Note that it is a fairly simple matter for a
player to keep combat going if he wishesall he has to do is play two effort asterisks so a chit
fatigues.
If combat continues, each character takes his attention chit back to use for the next round,
and puts the action chits he used (except any that were fatigued or wounded) with the rest of his
active chits, ready for the next round. Denizens that are assigned to him stay on his sheetonce a
denizen is assigned to a character it remains assigned until he runs away or is killed, or some

37

other character lures the denizen away. The next round of combat begins with the encounter
step.
When combat ends, any remaining denizens in the clearing are turned light side up. Any
characters still in the clearing can rearrange belongings and trade among themselves normally, as
described on page 22, even if they are unhidden and there are denizens in the clearing.
Characters who ran away end the day on the roadway they used, between clearings.
While a character is on a roadway, he is not considered to be in a clearing. He cannot perform
game functions that require him to be in a clearing, such as blocking, rearranging or abandoning
belongings, trading with other characters, or recording the follow activity. He must start his turn
on the next day by recording a move phase to one of the clearings at either end of the roadway.
This is subject to the following rules:
a. If he moves to a mountain clearing he must use two move phases, and remains on the
roadway until the second.
b. If he is between a cave clearing and a non cave clearing, he is assumed to be outside.
He can record sunlight phases on his next turn as long as he does not enter a cave
clearing.
c. He does not have to play a Move chit to carry itemsthe chit he played to run away has
already paid for what he is carrying.
When combat is finished in all eligible clearings, evening ends.
6. The Spoils of War
If a characters attack killed a denizen, he immediately gains whatever fame, notoriety,
and gold bounty is indicated in the appropriate list. He multiplies the fame and notoriety bounty
by two if this is the second kill he has made today, by three if it is the third, and so on (native
horses dont count as kills). The gold bounty for killing natives is never multiplied. Players
should put the denizens they kill in a line to help keep track.
If two or more characters kill the same denizen with simultaneous attacks, the basic fame
and notoriety is divided equally between them, retaining fractions. The gold bounty is also split,
dropping fractions. Each can count it as a kill. For example, if the Elf has killed two wolves
today, and he kills a third wolf simultaneously with the Druid, the Druid gets half a notoriety
point, and the Elf gets one and a half ( times three).
If a character kills another character, he takes the victims recorded notoriety, without
multiplication (he can lose notoriety if his victims notoriety score is negative). He also takes all
his victims gold and belongings. He does not get any fame. This counts as a kill.
When a character is killed by a monster, his belongings are abandoned in the clearing,
and his gold disappears. If he is killed by a native, his gold disappears but his belongings are put
in the natives box on the set up card, as if he had just sold them (see page 25).
When a native leader is killed, his groups belongings are abandoned in his clearing.
They are put under the stack of abandoned belongings in the same order they are stacked in the
groups box.
7. Special Denizens
Archers and Spear-carrying Goblins: These denizens do not have any attack values when they
are light side up, so they cannot cause any harm. They act as normal in all other ways; they are
still assigned to characters, can still restrict their targets play of chits, etc.
38

The Demon, Winged Demon, and Imp: When a monsters counter lists a magic type instead of a
harm letter, the monster is using a magical attack. Combat is resolved normally, but in place of
harm, the target must roll on the Power of the Pit table (for demons) or curse table (for the
imp) to see what happens to him (see page 110). Magic attacks are not stopped by a characters
armor and horse; they always take effect on the character himself. If the attack fatigues or
wounds chits, the effects take place during the fatigue step, just as normal harm effects do.
Head and Club Counters: Some monsters have a head or club counter, which represents an extra
attack the monster makes. When the monster is assigned to a character, the head or club is
assigned as well. The counter attacks just like a regular monster, with the harm level, sharpness
stars, and attack time given, except for the following:
a. During the melee step, a monsters head or club must be put in a different box from its
body.
b. The counter cannot be targeted or harmed. The only way to get rid of it is to kill its
owner. When the owner is killed, the head or club is removed from play as well.
Tremendous Monsters: A Tremendous monster does not change tactics like other monsters.
Instead, its main counter turns red side up only when it or its head/club counter hits its target;
this includes hits resolved on a targets armor or horse. It is turned red side down again only
when the target is killed. Head/club counters change tactics as normal.
A red side up Tremendous monster has picked up its target and is trying to tear him apart.
The monsters maneuver time is used as normal, and restricts what chits the character can play.
The monsters attack time is given in the circle. There is no harm letterif the attack hits, the
character is killed automatically, regardless of armor.
The following rules apply to Tremendous monsters that are red side up:
a. They cannot change targets. They cannot be lured away by other characters.
b. The target cannot play a Move chit during the encounter step.
c. The target maneuvers as normal during the melee step, but he cannot play a horse (he
has been picked up off his horse and is wriggling in the creatures grasp, trying to avoid
the final blow.)
d. Combat cannot end in a clearing while a Tremendous monster is red side up.
Midnight
At midnight the day ends. If it is the 28th day of the month, the game ends and the players
determine who won. Otherwise:
a. All weapons become unalerted.
b. All face-up map chits except the Lost City and Lost Castle are turned face down.
Sound and site chits remain in their clearings. *
c. All curses are removed from all characters in the clearing with the Chapel.
d. Play proceeds to the next day. Advance the day marker one space.
*

Once found, map chits can be left face up to help the players remember the locations of the
chits. However, the players will need to remember which chits have already summoned
monsters each day.
39

SECTION SIX: ODDS AND ENDINGS


Sharing Information, Secrecy, and Spying
1. Public and Secret Information
In general, anything with a blank side that is face down in Magic Realm is secret. For
example, a player can only look at map chits or treasures on the set up card if the rules
specifically tell him to do so. When a player is allowed to look at face down pieces, he is not
allowed to show any other players. He looks at them himself, and then puts them back where
they were face down again, without rearranging them.
Any piece that has two sides or that is face up is public information, as well as the
number of things in stacks. A player can count how many treasure cards are left at a site; look at
both sides of all the horses owned by the rogues (being careful not to change the order they are
in, of course); or look at both sides of the rogue counters themselves.
The following information about the characters is public:
a. All the information on the character card.
b. All his belongings, except his inactive treasure cards, which he may reveal or keep
secret as he wishes. Inactive treasure cards remain face down even when they are sold to
another character or abandoned.
c. The disposition of his chits: what chits are active, fatigued, or wounded (and if magic
is being used, which are transformed into color chits or dedicated to spells)
d. His recorded fame and notoriety.
e. Whether he has found hidden enemies.
f. His current trading relationships.
The rest of the information on a characters sheet is secret, including
a. Each recorded activity, until just before he does it.
b. Each discovery, until he uses or sells it.
c. Each recorded spell, until he uses it.
d. His recorded gold, until the end of the game.
e. His victory conditions, until the end of the game.
When a player is directed by the rules to keep a piece of information secret, he can tell it to the
other players but he is not allowed to show any proof. For example, he can tell other players
what his victory conditions are, or tell them what treasure cards a native group has after he trades
with them, but he is not allowed to show them what he actually recorded or reveal the actual
treasure cards while the game is still going. A player is free to lie about secret information.
2. Selling Information
When they trade, characters can sell certain information to each other. A character can
sell a discovery he has made to another character, who may cross it off on his own discovery list.
They must be in the clearing with the discovery to do so. If the discovery is a site chit that is
face down at the moment, the player must turn the chit up to prove its existence (looking through
the other chits in the tile to find it if necessary). Then the chit is turned face down again.
A character can sell other secret information, including his own future plans, but he is not
allowed to verify it. For example, he could tell another character what chits are in another tile,
but he cant turn them up to prove it. A character cannot sell a find hidden enemies result.

40

3. Spying
Characters are always considered to be spying on all the unhidden characters in their
clearing. Those who have found hidden enemies are spying on any hidden characters as well.
Characters who are following other characters spy normally.
When a character uses a discovery, everyone who is spying on him discovers it too. If he
moves on a hidden roadway, all spies in the clearing he leaves and the clearing he arrives in
discover the roadway. If he loots a treasure site, all spies in the clearing discover the site. If he
sells a discovery, everyone who is spying on him discovers it (spying on the buyer does nothing).
Curses, Wishes, and the Power of the Pit
When a character rolls on the curses table, he gets a curse that limits what he can do in
the game until the curse is removed. If he gets a curse that he already has, the curse has no
effect. Curses have no effect on denizens. See the curse table on page 110.
The wish and Power of the Pit tables inflict a one-time effect. See page 110 for specifics.
Fresh Starts
Sadly, some characters may not survive the rigors of the Magic Realm. If a player wishes
to restart after losing his character, he can pick any character who is not in use (including the one
just killed) and re-enter the game at the start of the next game day.
The new character is considered to be a completely different individual from the one who
was just killed; a relative, perhaps. The player takes a fresh personal history sheet, records new
victory requirements and proceeds as if it was the start of the game. He must start at the Inn. If
he cannot get his starting weapons and armor from the natives, he takes them from the
abandoned items on the map; if they are not on the map, he must do without them, but he collects
the gold price for each item he cannot get.
If two players lose characters on the same day, the player who lost his character first
picks a new one first. If the old characters were killed simultaneously, each player rolls one die
and the high roll gets first pick.
New players can join the game in progress by following the same procedure.
Quitting the Game
The players can agree to end the game at any time (they can play to a set hour, for
example). If they all quit together, the game ends as if it were the end of the month. If any
players refuse to quit, the game continues.
Individual players can quit the game in two ways
a. Suiciding: A player can kill his character at midnight of any game day. When he
suicides, his belongings are abandoned in his clearing.
b. Leaving the Map: When a player moves his character off the map, his belongings are
removed from play for the rest of the game. His score is calculated immediately.
When a player quits, he must stay out of the game for at least one complete game day. After
sitting out a day, he can rejoin the game as explained above.

41

Winning the Game


Success in the Magic Realm is measured in four categories: great treasures, fame points,
notoriety points, and gold points. Before the start of play, each player selected the values
required to win in the victory requirements box on his sheet. At the end of the game, the players
calculate their final scores and determine a winner.
When the game ends, each character must discard all of the items he owns that he cannot
carry. Essentially, he does a final move off the board, playing a Move chit or horse to carry
his items as normal, and abandoning anything that is too heavy. Then he uses his remaining
belongings and his recorded values to calculate his score in each category as follows:
a. Great Treasures: His great treasures score is the number of treasure cards he owns that
have red dots on them.
b. Fame: His fame score is his recorded fame plus the fame value of all belongings he
owns (including negative values). He does not count the fame price of any belongings.
c. Notoriety: His notoriety score is his recorded notoriety plus the notoriety value of all
his belongings (including negative values).
d. Gold: His gold score is his recorded gold points, minus the gold price of all weapons
and armor he had at the start of the game, minus 10 points for his starting gold.
For each category, he subtracts the amount in the required column. If the final total is a
negative number, he multiplies it times 3 as an additional penalty. Then, he divides this result by
its factor, rounding down. This is his basic score in each category.
Finally, he multiplies the basic score in each category by the number of points he
assigned to the category at the beginning of the game to get his bonus score. The more highly a
category is valued at the beginning of the game, the more crucial the points are.
A players total score is the sum of all his basic scores and bonus scores. Each character
who has a total score of zero or greater has fulfilled his requirements and thus can fairly be said
to have won the game. There can be several winners, or none. The character who has the most
points is the victor; there will be a victor even if nobody won the game!
A player who is killed or suicides and does not rejoin the game scores -100 points. If he
rejoins the game he scores for his new character, without reference to the previous character.
The only penalty is the days he lost playing the character who was killed.

Congratulations! You are now ready to play the game!

42

SECTION SEVEN: HIRED NATIVES


Using the hired natives rules is not, strictly speaking, necessary, and adds a lot of
complexity to the game. However, certain characters (such as the Captain and the Black Knight)
do not truly come into their own until hired natives are used. Furthermore, using hired natives
allows all of the characters to consider optional strategies, which makes the game more
interesting.
Hiring (The Hire Activity)
Players record the hire activity (HR) to hire natives for a period of time. Hiring
works just like buying belongingswhen a character does the activity he specifies one of the
native groups with members in the clearing and then rolls on the meeting table to determine what
he must pay. As with trading,
a. He may choose to cancel the activity before rolling.
b. If he rolls, he may choose to either pay the resulting amount or pass.
c. He may buy drinks before rolling. When buying drinks, a character pays a gold piece
for every native of that group that is in the clearing, hired or unhired.
d. He may hire the natives for free on a boon result.
Unlike trading
e. He can hire natives even if their leader is not in the clearing.
f. He cannot trade in items towards the gold price.
Each native has a basic wage that defines the gold price of hiring him (for which see the
list of natives). Most natives must be hired as a groupa character must hire all the unhired
members that are in the clearing at the same time, totaling their wages before rolling on the
meeting table. When a character specifies the Rogues or the Order, however, he can only hire
one native per hire phase. He must hire the member with the highest ID code in the clearing first
(if the leader is in the clearing, he must be hired last of all). For example, if all members of the
Order are in the clearing, it takes four phases to hire themO3 is hired first, then O2, then O1,
and then OHQ.
When a player hires natives, he records their ID codes and the day their term of hire
expires. The term of hire is fourteen days, counting the day of hire as the first day (the term
expires at midnight). He can try to rehire them while they are hired by using a hire phase; each
rehiring adds fourteen days to their term of hire. He does the phase exactly as outlined above, as
if the natives were unhired. Notice that a hired native can still block, insult, and challenge his
boss; if the negotiations turn sour, the character may waste the rest of his day in arguing.

Using Hired Natives


Hired natives stop functioning as natives and as members of their group. They have none
of the properties of natives unless the rules specifically say differently. They cannot be traded
with, they cannot be hired by other characters, they do not summon chits, they do not regenerate,
they do not battle with their group, and targeting them does not cause their group to begin
battling. Instead, they act as extensions of the hiring character, moving as he wishes during the
43

day and fighting for him in the evening. Note that if part of a group is hired and part is not, the
unhired natives still act as normal in every respect. For example, you can still trade with a native
leader if others of the group are hired. Hired natives do count as members of their group when
buying drinks. Even if theyre under hire to another character, you have to buy drinks for all
who are in your clearing.
Once a native is hired, he is considered a minion of the hiring character. There are two
types of minions: underlings and agents.
1. Underlings
Hired natives that are not leaders are considered underlings. During daylight, underlings
can only move around by following. At the very beginning of sunrise, before the monster roll
and before players reveal who is following whom, each player may assign his underlings to
follow guides (players who disagree about who assigns his minions first may mix and pick their
chits randomly to determine the order of play). The same rules that apply to following characters
apply here: the guide can be any character in the clearing, willing or unwilling, hidden or
unhidden. The natives counter is put with the guides active belongings. A character can split
his underlings among different guides as he chooses. Underlings that are not assigned are turned
light (unhidden) side up and left in their current clearing. They will spend the day where they
are.
While an underling follows, he only does the move and hide activities. He does not share
in the results of any other activities (such as looking at chits as a result of a search).
a. When a guide hides, any underlings following him should be placed dark side up to
indicate that they are hiding too. A hiding minion behaves just like a hiding character: he
can only be attacked in combat if the attacker has found hidden enemies, and he becomes
unhidden as soon as he is assigned or targeted in combat.
b. When a guide moves, the underlings following him can be left behind just like
characters. Underlings can stop following just like characters if the hiring character
wishes. When the underlings turn ends, he is put back on the map.
A guide can use the strength of any minions following him, whether the hiring character
approves or not. He can use their move strength instead of a Move chit to carry items as he
moves, and if their move strength, the move strength of their horse, or the harm letter on either
side of their counter is Tremendous, he can use them to open the Vault.
Underlings cannot block or be blocked. They do not summon denizens or cause them to
move. By himself, an underling does not cause combat to begin in his clearing; combat only
takes place in clearings where there are characters or agents.
2. Agents
Hired native leaders are considered agents. They are more powerful than underlings, and
behave more like characters. Each agent gets a personal history sheet and an attention chit (any
unused chit will do). He records and takes his turn just like a character, and can gain gold, find
hidden enemies, and make discoveries.
An agent can own items, but he cannot activate them. He can also own round horse
counters, but cannot use them himself. He puts belongings he gains while hired with his
personal history sheet. His belongings on the set up card are left there. They are considered out
of play, and cannot be used for any game functions.

44

On each day, each agent gets a turn just like a regular character. The player records his
activities when he records activities for the hiring character. Agents get two basic phases plus
two sunlight phases plus any bonus phases due to a native horse. He can record any activities a
character can. He can follow or be followed by characters and other agents, and underlings can
be assigned to follow him. He can spy and can be spied upon.
When the agents attention chit is picked, he flips light side up to indicate that he is
unhidden, then does his turn. Before each phase, an agent can trade belongings and gold with
any other character in the clearing. He does his activities as follows:
a. Move: Agents move just like characters. An agent can only carry an item if his move
strength (or the strength of his native horse, if he has one active) is equal to or greater than the
items weight. He must abandon any items he cant carry. Agents with horses gain bonus move
phases just like characters. Like characters, an agent cannot use a horse in a cave clearing. The
horse should be placed with his inactive items while he is in a cave. Otherwise, the horse must
stay with the native at all times.
b. Hide: Minions turn dark side up when they are hidden. Otherwise they should be light
side up, except in combat.
c. Search: The hiring character looks at any map chits his agent finds, but any discoveries
the agent makes are crossed off his list, not the characters. The character cannot use these
discoveries until they have been transferred to him, using the normal rules for trading
information. If the agent finds hidden enemies, the result applies only to him. He can loot as
normal. If he gets an item that is too heavy for him or his horse to carry he can keep it as long as
he does not move out of the clearing; the weight of his items is ignored in combat. When he
loots the Cairns or Pool he does not fatigue, and he can loot the Vault if he or his horse has
Tremendous move strength, or he does Tremendous harm on either side of his counter.
d. Trade and Hire: The agent can use the gold and belongings he owns to trade and hire,
using his employers trading relationships (he can only use belongings he has accumulated since
he was hired; his groups belongings on the set up card are out of play). Any fame and notoriety
points he gains or loses are instantly credited to the hiring character, and he can be blocked. Any
boons he accepts or repays affect his employers trading relationships. Any natives he hires are
considered hired by his employer. A hired leader cannot rehire himself, but a Rogue or member
of the Order can rehire others of his group.
e. Rest and Alert: An agent gets nothing from these activities, but can do them for the
benefit of characters following him.
Note that when an agent rolls the dice and consults a table, his die roll is affected by only
those modifiers that apply to him. The characters die roll modifiers do not apply to his minions.
However, a characters trading relationships do apply to his minions. Agents and underlings
both use the characters current level of friendliness when dealing with other denizens.
At the end of each phase, an agent can block and be blocked like a character. When an
agent ends his turn, monsters move and denizens appear exactly as if he were a character. In the
evening, combat takes place in his clearing even if no characters are present. The natives
attention chit is mixed with the rest during sunset, and combat is resolved in the clearing when
his chit is drawn.

45

3. Becoming Unhired
When a native stops being hired, he remains where he is until he is hired again, or until
his group regenerates. There are four ways that a native can become unhired:
a. A native automatically becomes unhired at midnight of the last day in his term of hire.
b. When a character is killed, all of his hired natives become unhired. They finish the
round of combat they are in normally, but behave as unhired natives in the next round.
c. When a hired native is killed, he instantly becomes unhired. The hiring character loses
notoriety points equal to the natives notoriety bounty.
d. If a hired native returns to the set up card for any reason, he becomes unhired.
e. It is considered treachery when a character specifies one of his own minions as a
target for himself or another of his minions. All members of the targets group that are
currently under hire to that character immediately rebel, no matter where they are on the
map. The rebels instantly become unhired, and the character loses fame points equal to
the notoriety bounty of each rebel.
When a native becomes unhired all attacks against him by independent denizensthose that are
not minionsare cancelled, and any attack he is making on an independent denizen is also
cancelled. He remains assigned if he is attacking a character or a minion, and he and his native
group instantly begin battling that character and his minions.
When a native leader becomes unhired, his group takes any belongings he possesses. The
belongings are put in his groups box on the set up card, ordered as if they had just been sold (see
page 25). His recorded gold and discoveries vanish; if hired again, he starts with a blank
personal history sheet.

Hired Natives in Combat


During combat, each character who has minions in the clearing can use them to fight
(even if he is not in the clearing himself). Underlings do not cause combat to begin if they are by
themselves, but once combat starts underlings and agents fight identically.
Before combat begins, put hidden minions to one side to identify them, since minions can
flip during combat. Like characters, hidden natives can be attacked only by characters and
agents who have found hidden enemies that day. Like characters, hired natives are instantly
unhidden when they are targeted, when an agent is assigned to attack them, or when they are
assigned to attack themselves.
At the beginning of combat, a character with minions in a clearing must roll on the
meeting table to see what natives battle him, even if he is not there himself. Natives that are
battling a character will also attack his minions. If a minion lures or attacks an unhired native,
the unhired natives group begins battling the character. Battling does not carry over from
clearing to clearing: a group that is battling a character in one clearing does not automatically
battle him in other clearings.
The following is a step by step account of the use of natives in combat. Note that during
combat, players with minions in the clearing take part even if the hiring character himself is not
there. The order of play does not change when minions are involved. If an agents attention chit
was the first chit drawn during daylight, the hiring character is the first character for that day.
When a character takes his turn during the encounter and melee steps, he does all activities for
his minions as well, agents and underlings alike.
46

1. Encounter Step:
In the encounter step, minions can fight with other denizens. When a minion engages
another denizen, one is considered the attacker and the other the defender, according to the
circumstances. The attacker and defender are put on an unused melee section to resolve the
combat. The defender is placed in the first center square, with any head, club, or horse counter
in the second. He is considered the owner of the melee section, and is said to be on his own
sheet. The attacker is placed in the top attack circle, with his head, club, or horse in the second
circle. There can be multiple attackers, stacked one on top of the other; attackers are only
assigned to the defender, not to each other. Each attacker is considered to be targeting the owner
of the sheet. The defender will choose his own target later.
Natives with horses, hired or unhired, always ride their horses in combat, except when
they are in a cave.
a. Luring: when it is the players turn to lure, each of his minions in the clearing may lure
one independent denizen. Minions cannot themselves be lured; they fight who their controller
wishes them to fight. When a minion lures a denizen, the minion is considered the defender and
the denizen is the attacker. Denizens who have been lured by minions cannot be lured away
again that round, whether by characters or by other minions.
b. Random Assignment: When denizens are assigned randomly, a player must roll if his
character or any of his minions are in the clearing unhidden (if the denizen is a native, he only
rolls if that group is battling him). If the character himself is not in the clearing, his die roll
modifiers do not apply. Denizens can be assigned to a minion only if the hiring character is
hidden or absent; otherwise, he must take them himself. When a denizen is randomly assigned to
a minion, the denizen is considered the attacker and the minion the defender. Multiple denizens
can be randomly assigned to the same minion; a player can assign several denizens to one minion
while leaving other minions free.
c. Deployment: When a character begins his deployment turn, he may turn all of his
minions and their horses either side up. Then each of his minions that is not already engaged can
be assigned to attack a target. If the minion is assigned to another denizen, the minion is
considered the attacker and the target is the defender. There are three possibilities:
i. If a minion is assigned to a denizen that is not on a melee sheet, the denizen is placed in
the center boxes of an unused melee sheet, and the minion is placed in the top attack
circle.
ii. If the minion is assigned to a denizen who is defending on its own sheet, the minion is
put in the top attack circle, on top of all the other attackers.
iii. If the minion (A) is assigned to attack a denizen (B) who is currently attacking a
character or another denizen (C), the old assignment is broken. B is put in the center
boxes of an unused melee sheet, and A is put in the top attack circle. If C is a denizen
and B was the only attacker on his sheet (i.e. if C is left alone on his sheet), then C moves
to the new sheet and is placed on top of A, becoming the newest attacker.
If the minion is assigned to a character, it is put in the center red boxes of the characters melee
section, and acts like any other denizen there.
d. Actions: Minions cannot take actions, including running away. Minions who are
assigned to characters restrict their actions like any other denizen.

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2. Melee Step
a. At the start of the melee step, each native horse counter must turn over, whether its
owner is hired or unhired. This is the only time native horses can be flipped during the combat
round. A hired native can use either side of his horse in the encounter step, but he must use the
other side in the melee step. As before, unhired natives always use the light side of their horses
in the encounter step and the dark side for melee.
b. Each independent denizen that is on his own sheet targets the topmost minion in the
attack circles. That minion is moved to the leftmost square at the bottom of the melee sheet.
Independent denizens always target the last minion assigned to them.
c. Targeting: when a player selects a target for himself, he selects a target for each minion
that is on his own sheet. The minion may choose any denizen in the attack circles of his sheet.
The target is put in the leftmost square at the bottom.
d. Arrangement: When a player arranges denizens on his own sheet, he also arranges
denizens on sheets owned by his minions. He uses the normal guidelines (filling up as many
boxes as possible, not playing natives with their horses, etc.) He arranges controlled and
independent denizens alike.
At this time, the player also arranges all of his minions that are on sheets owned by
independent denizens. He does not have to follow the normal guidelines, as long as the minions
stay in the same set of circles or squares and do not flip over. For example, if the three members
of the patrol are attacking an ogre, along with a lancer who is the ogres target, the controlling
player can place all three and their horses in the top attack circle, but he cant put them in any of
the squares or turn them over. The lancer could be placed in any of the three maneuver squares,
as could his horse. If there is any question about who arranges his minions first, then
arrangement is done in the same order as targeting.
When all players have made their arrangements, all attackers on all sheets will have been
arranged, while defenders are left alone.
e. Secret Maneuvering: When a character plays attacks and maneuvers for himself, he
also secretly positions his minions that are on their own sheets. He can put the minion in any of
the center squares, either side up. If the minion is using a horse he can put the horse in any
square he wishes but cannot turn it over.
f. Repositioning and Changing Tactics: All denizens, whether minions or independent,
must roll for repositioning and changing tactics as normal, with one exception: minions on their
own sheets do not move or flip. Rolls are made separately for each set of boxes or circles.
g. Determining hits: A denizens attack hits its target if it undercuts or intercepts the
target's maneuver. The circle, square or box where each counter is positioned defines its attack
and maneuver directions. All attackers can hit the defender, but the defender can only hit the
attacker that is in the bottom maneuver squares.
3. Fatigue Step
a. Disengagement: At the end of each round of combat, all independent denizens on
characters sheets remain assigned. All other denizens become unassigned.
b. End of combat: Combat ends when no characters or minions are left in the clearing, or
when nothing is killed, damaged, wounded or fatigued for two consecutive rounds (see page 37).
At the end of combat, hidden minions remain dark side up; all other denizen counters are turned
light side up.

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4. Spoils of War
When a minion kills a victim, his master instantly gets any fame or notoriety point
bounty. He does not multiply it or count it as a kill. If the victorious minion was an agent, he
takes any belongings owned by the victim, and adds any gold bounty to his recorded gold. If an
underling kills a victim, no one gets any gold and the victims belongings are abandoned in the
clearing.
When an unhired native kills a hired native leader, the victims gold vanishes and his
belongings are put in the natives box on the set up card. When a denizen kills a hired leader, the
victims gold vanishes and his belongings are abandoned.
When a hired native is killed, the hiring character loses recorded notoriety equal to the
natives notoriety bounty. If a hired native leader is killed, only the belongings he currently
holds are disposed as described above. The belongings on the set up card remain there, out of
play, until he regenerates.
5. Tremendous Monsters
Tremendous monsters attack other denizens the same way they attack characters. When a
Tremendous monster hits a denizen (or his horse) without killing him, the monster turns red side
up. If a natives horse survives, he continues to play it; the monster picks it up, too. When a
red-side-up Tremendous monster hits a native (or his horse), the native and his horse are killed.
At the end of the round, any red-side-up monster that is targeting a minion does not
become unassigned. Instead, it is placed in the center boxes of its sheet and the native is placed
at the bottom. The monster cannot be lured away, but other natives can be assigned to attack it:
they are placed in the circles as normal. The target cannot lure or be assigned to other denizens.
If a red-side-up Tremendous monster is attacking a character, it can still be attacked by
minions, but this will not break the assignment as normal. The monster is put on its own melee
section, with the attacker in the circles, but does not pick an attacking minion as a target. It
continues to attack the character, and its attack is resolved as if it were in the matching box on
his sheet.

Visitor/Mission Chits
The visitor/mission chits have a variety of uses. When a name (Crone, Scholar, Shaman,
or Warlock) is face up, the chit represents a visitora sage or magician who is visiting the
Realm. Any other values represent missions or campaigns a character can undertake.
If visitor/mission chits are being used, they are placed after players have selected their
characters during game set up. If it is a players turn to play a map tile, and he has already
placed his tiles and chosen his character, he selects one of the unplayed visitor/mission chits and
places it either side up in one of the small boxes at the bottom of the set up card. Each box can
hold only one chit. Play proceeds in clockwise order until all six visitor/mission chit have been
placed.
Visitor/mission chits are summoned to the board at the same time as other denizens.
They prowl with row 6. If their box lists the name of a native group, they are summoned to the
board when a character ends his turn in the same clearing as the leader of that group. If their box
lists a site chit and site card, they are summoned to the board when a character ends his turn in
the clearing with one of those sites. The chits always appear in the clearing with the character
49

and native or site who summoned them. The side that is face up defines how the chit functions
once it is summoned.
Whenever row 6 of the appearance chart starts prowling on the seventh day of a game
week, all visitor/mission chits that are on the map or the set up card turn over. Chits that are
being carried by characters do not turn over (see below).
1. Visitors
The Crone, Scholar, Shaman, and Warlock are called Visitors. Visitors do not have
combat values. They cannot attack or be attackedthey never take part in combat. Their only
game function is to trade with characters.
Visitors are traded with just like natives. They sell what they have in their box, and they
have an unlimited amount of gold to buy things. Like natives, they repair any armor that is sold
to them. Note that visitors will pay more than list price for certain treasure cards: consult the
visitor prices list to be sure. You cannot buy drinks for visitors.
2. Missions and Campaigns
A chit with Escort Party or Food/Ale face up is a mission chit. A chit with War,
Conquer, Revolt, Quest, Raid, or Pillage face up is a campaign chit.
When a mission or campaign chit is in a clearing, it has no game effect until it is picked
up by a character (agents cannot take these chits). A character can pick up a chit that is in his
clearing at the beginning of any phase of his turn, during rearranging belongings and trading. He
puts the chit with his active belongings. Each chit costs a certain amount of fame and/or
notoriety, which he must immediately subtract from his recorded values. If he cannot pay
without going below zero, he cannot take the chit. A character can possess both mission chits,
but can only have one of the campaign chits at any one time.
When a character takes a mission or campaign chit, he commits himself to complete a
task within a certain time limit. When time runs out, he completes the task, or he is killed, the
chit is put in his clearing and can be taken again by anyone. Otherwise he must keep it. If time
runs out or the game ends before he completes the task, he must pay the cost of the chit again as
a penalty. If a task is completed the character regains the fame and notoriety he paid for the chit,
and may get some other reward as well.
a. Missions
The Food/Ale and Escort Party chits represent bands of hapless travelers who are going
to a specific dwelling and who will pay for an escort. Each costs 5 notoriety points to pick up.
When a character takes the chit, he must travel to the specified dwelling within 14 days, counting
the day the chit was picked up as the first day.
Food/AleMust be taken to the Inn; if it is already at the Inn, it must be taken to the House.
Escort PartyMust be taken to the Chapel; if it is already at the Chapel, it must be taken to the
Guard House.
When the character picks up a mission chit, he counts the number of roadways along the shortest
route from his clearing to the destination dwelling, whether they are hidden or not. When he
moves into the dwellings clearing, his task is completed and he collects 2 gold points for each

50

roadway he originally counted. He does not have to follow the route he delineated, as long as he
reaches the destination in time.
b. Campaigns
Pillage, Raid, War, Conquer, Quest, and Revolt represent troublesome individuals who
are trying to foment a military campaign in the Magic Realm. When a character has one of these
chits, certain natives become his partners while others become his foes. His task is to kill all of
his foes.
PillageCost: 10 notoriety. Time Limit: 14 days. Partners: Bashkars. Foes: Patrol, Soldiers.
RaidCost: 8 fame. Time Limit: 14 days. Partners: Lancers and Woodfolk. Foes: Bashkars,
Rogues.
WarCost: 10 fame and 15 notoriety. Time Limit: End of the game. Partners: Soldiers, Guard,
Patrol. Foes: Company, Bashkars, Rogues.
RevoltCost: 35 notoriety. Time Limit: End of the game. Partners: Lancers, Woodfolk,
Bashkars, Rogues. Foes: Soldiers, Guard, Patrol, Company.
ConquerCost: 40 notoriety points. Time Limit: End of the game. Partners: Soldiers, Guard,
Patrol, Company. Foes: Woodfolk, Lancers, Bashkars, Rogues.
QuestCost: 20 notoriety points. Time Limit: End of the game. While on this campaign the
Order is the characters partner and his task is to kill all of the dragons and flying dragons, of any
size, in the game.
A character can only take a campaign chit if one or more of its foes are on the map.
When a character takes the chit, it modifies his trading relationships: he is two levels more
friendly with his partners, and must always use the enemy column with his foes (he cannot buy
drinks for them). If a chit raises a characters level above ally, keep track of the extra levels:
they allow the character to accept more boons from the group. These modifications last only
while the character possesses the campaign chit. When he puts the chit down he subtracts two
levels of friendliness from his partners and his relationship with his foes reverts to normal.
A characters task is complete when all of his foes are killed at the same time, i.e. none of
them are on the map or the set up card. He does not have to kill any of his foes himselfsomeone
else could do it for him.
Unlike a mission, a character can abandon a campaign, but only if none of his foes are
currently on the map. When he abandons his campaign he does not get back the cost of the chit,
but he does not have to pay the cost again. He drops the campaign chit in his clearing.

51

SECTION EIGHT: MAGIC


This section introduces magic and its effects. The map tiles can be enchanted, flipping
them to their color sides, and characters can use spells to gain special powers such as flying,
transmorphizing into beasts, controlling monsters, and more.
Spells are cast by using rituals to bind spirits and energies. The ritual is usually
represented by a Magic chit, but can come from a treasure card as well. The spirits or energies
are usually represented by a Magic chit that has been enchanted, but can come from an
enchanted tile or some treasure cards. They are usually referred to as color, and come in five
flavors: white, grey, gold, purple, and black.
Each spell has a specific effect, as given in the list of spells. Spells come in eight types; a
spell requires a Magic chit of the same type. Thus, the Magic chits a character has necessarily
limit the spells he can learn and cast. Characters start with a limited number of spells and can
learn more during the game, using the search activity and the new reading runes table.
Learning spells can be chosen as a component of a characters victory conditions.
Magic chits can also be transformed into sources of color, using a new daylight activity,
the enchant activity. Each chit of type I - V becomes a different color; chits of types VI, VII, and
VIII cannot be enchanted. The enchant activity can also be used to flip a tile over to its
enchanted side and back.
Spells are cast in the evening, during combat. Some last only for the combat, others last
throughout the next day, and some last until the end of the game. Of course, there are various
ways spells can be nullified and broken. Magic can be very powerful, but it can also be tricky to
use. Be sure to read the following rules carefully.

The Elements of Magic


When a character casts a spell, he needs three things:
The spell: knowledge of the spell itself.
The ritual: a Magic chit of the same type as the spell.
The color: an enchanted Magic chit of the color that the spell requires.
Items or other game pieces can sometimes take the place of these things. For instance, when a
character has an artifact with an awakened spell, he can cast the spell without knowing it, and
use the artifact as the ritual. Color magic can be supplied by an enchanted treasure, an enchanted
tile, or various other sources.

52

1. Spells
Spells represent the knowledge a character needs to use magic. Each spell has a spell
card that summarizes its qualities; the list of spells gives more detail. The spell card does not
represent the spell itself, but it is put on the set up card to show what item can cast the spell or
where it can be learned.
There are eight types of magic spells, each representing a different ritual, knowledge, or
superstitious gesture:
a. Type I: Righteous invocations
b. Type II: Pagan rites
c. Type III: Elvish lore
d. Type IV: Energy-binding alchemy
e. Type V: Diabolic ceremonies
f. Type VI: Conjuring techniques
g. Type VII: Good Luck knacks
h. Type VIII: Malicious tricks
Each spell also requires a specific color (see below).
2. Magic Chits
Each Magic chit represents a ritual that controls the colors of magic. They have three
components:
a. A type, which indicate the type of spells it can cast.
b. A time number, which indicates the speed of the chit.
c. One or two effort asterisks, which indicate how tiring the chit is to use.
The time number and effort asterisks work just like those on Move and Fight chits, with a few
exceptions that are noted below.
Alerting Magic Chits: A character can use the alert activity to prepare one of his Magic chits.
When he does the activity, instead of specifying a weapon to turn over, he specifies one of his
active Magic chits. The prepared chit continues to function as normal but is considered to have a
time number of 0 until the end of the day. At midnight, all prepared Magic chits fatigue.
3. Color
Each spell requires color, usually of a specific type. There are five different colors of
magic, each representing a different sort of spirit that provides a different sort of energy:
a. White: Power from On High, working beneficial magic
b. Grey: Natural Laws, controlling nature
c. Gold: Woods Sprites, working elvish magic
d. Purple: Elemental Energies, twisting and reshaping reality
e. Black: Demonic power, working infernal magic
Color is usually supplied by enchanting a Magic chit, using the enchant activity.
Enchanting Chits and Tiles (The Enchant Activity): Characters who have a Magic chit of type I V may use the enchant activity to do enchantments. To do so, a character records E during
birdsong. The first enchant phase of the day should be recorded as E- and is treated as a blank
phase. The character uses the phase to gather his strength, focus his attention, and prepare his
materials to do magic. On all subsequent enchant phases, the character must either enchant one
53

Magic chit or enchant the tile where he is located. In both cases, he must have an active Magic
chit of types I - V or the activity is canceled. When a character does an Enchantment phase,
anyone who is following him does nothing.
If he chooses to enchant a Magic chit, the player specifies one of his active type I - V
chits and turns it symbol side up, leaving it in play. This chit has been transformed into a color
chit of a specific color, as follows:
a. Type I chits become White color chits.
b. Type II chits become Grey color chits.
c. Type III chits become Gold color chits.
d. Type IV chits become Purple color chits.
e. Type V chits become Black color chits.
A color chit is no longer considered a Magic chit; it is now used for different game functions.
Each color chit remains enchanted indefinitely, until it is played. Its owner can only use it once,
for one purpose. When it is played, it flips over and becomes a normal Magic chit again, and
fatigues. An owner can also fatigue a color chit whenever he starts a phase of his turn, or at the
beginning of the encounter step in combat, if he wants to get the Magic chit back. A color chit is
still an active chit, and can be fatigued or wounded. However, color chits must be fatigued or
wounded last, after all other eligible active chits (but before fatigued chits, when taking a
wound). Color chits revert to being Magic chits after being fatigued or wounded.
A character may choose to enchant his map tile instead, making the tile itself a source of
color magic (or turning it back to normal if it has already been enchanted). To enchant a map
tile, the character must have a color chit and a Magic chit of the corresponding type. That is, he
must have a type I Magic chit if he has a White color chit, a type II Magic chit if he has a Grey
color chit, etc. If he does not meet these requirements, he must enchant a Magic chit instead.
To enchant his tile, the player plays his Magic chit and uses his color chitit reverts to
normal and fatigues. The Magic chit does not fatigue. The tile where the character is located is
turned over and put back in place with its other side face up. The tile cannot be rotated in the
process: the name of the tile should face the same way it did before the tile was flipped. All of
the pieces on the tile go back to the same numbered clearings they were inyou may have to
record the clearing each piece was in if there are a lot of them. If a character is on a roadway
between two clearings when the tile flips, then he is put on the roadway that connects those same
two clearings on the new side.
Notice, however, that numbered clearings may not be in the same position on the new
side of the tile, and the roadways may have changed as well! The hidden roadways on the
enchanted side of a tile are different from those on the normal side, and cannot be used until they
are discovered. Also, two clearings that were connected by a roadway may no longer be
connected on the new side of the tile. This has the following effects:
a. If a character recorded a move activity through a roadway he can no longer use, the
move is canceled.
b. A character cannot run away from combat if he entered the clearing earlier that day by
a roadway he can no longer use.
c. If a character is on a roadway when it disappears or turns into a hidden roadway he has
not discovered, he is put in the forest. He must start his next turn with a move phase back
to his original clearing. If he has anything else recorded, his turn is cancelled.

54

Other Sources of Color: There are other sources of color besides color chits, such as enchanted
tiles and certain treasure cards. When one of these sources supplies color, it supplies an infinite
amount to everyone who can access it. This is sometimes referred to as a continuous source of
color. Players can use this color to cast spells and enchant tiles without using their own color
chits.
a. The Chapel dwelling supplies White magic to everyone in its clearing.
b. On the seventh day of the week, color is supplied to everyone in the game:
* Day 7 supplies both White and Black color
* Day 14 supplies Grey color
* Day 21 supplies Purple color
* Day 28 supplies Gold color
The daily record also lists the color that is supplied on these days. If playing a game that is
longer than one month, White color alone is supplied in the first month, then Black alone in the
second month, etc.
c. Enchanted map tiles provide each character with the color that is pictured around his clearing.
In most cases the color is obvious, but note the following:
* The Crag tile provides Grey, Gold, and Purple color to anyone on it.
* In the Borderlands tile, Grey color is supplied in clearing 1, Gold in clearings 2 and 3,
Purple in clearings 4 and 5, and both Grey and Purple in clearing 6.
A character on a roadway between clearings is supplied with the color available in both. Note
that color from other sources like the Chapel does not extend to the roadways.
d. Enchanted cards supply color to those in the clearing with them. See the list of treasures for
more.

Casting Spells
A character can only cast spells in the evening, during rounds of combat in his clearing.
He does so by playing a Magic chit of the same type as the spell when it is his turn to do an
action in the encounter step. He puts the Magic chit in the spell box on his melee section that
belongs to the spell. At the same time, the spell must be supplied with color of the appropriate
type, whether from an outside source or from one of his own color chits. A character who plays
a Magic chit in this way is referred to as a spellcaster.
Denizens and the attention chits of charging characters limit the spellcasters play just as
in regular combat. However, unlike with Move or Fight chits, the time number on the Magic chit
must be less than or equal to all the maneuver times on his sheet. A character can play a Magic
chit when he is the target of a red side up Tremendous monster, as long as he follows the rules
above. Remember that prepared Magic chits have a time number of zero. The time number on
the Magic chit used to cast a spell will often be referred to as the spells completion time.
The color magic can be supplied by any source, as long as it is the correct color. If no
other color is available, the spellcaster must use one of his own color chits. Remember that a
color chit does not function like a Magic chitwhen used, it provides color instantaneously, and
the time number and effort asterisks on its other side are ignored. It immediately reverts to being
a normal Magic chit and fatigues.
The spellcaster specifies the target(s) for his spell at the normal time, when his attention
chit is picked at the start of the melee step. He must specify the sort of target required by the
55

spell, or the spell is cancelled (see the next section). The target could be one or more characters
or denizens, the clearing or tile as a whole, another spell, etc. The list of spells explains targets
in more detail. The rules for choosing character or denizen targets are the same as for attacking:
a spellcaster can specify a hidden target only if he found hidden enemies that day (or if he
himself is the target). If he specifies a character or denizen as a target, including himself, he and
his target become unhidden. Otherwise, and he remains hidden.
Once all of the characters have chosen targets, all spells come to life and start working, in
order of their completion times from lowest to highest (notice that spells come to life before
characters play their attacks and maneuvers). When a spell comes to life, it starts affecting the
target(s), as detailed in the list of spells. The spell remains on its target(s) until it ends by
expiring or being broken. Until then, both the spell and its Magic chit remain committed to the
target it is affecting: the spell cannot be cast again, and the Magic chit is put on the target to
represent the ongoing effects. The chit cannot be used in any way until the spell ends, at which
point the chit returns to its owner and fatigues. When a spell is committed to a target, it is said to
be bewitching that target.
The spellcaster should note the target(s) of a spell in the spells box. When the spell
ends, he crosses off the note and he can use the box again. If he has recorded duplicates of the
spell (see page 58 below), each box is treated as a separate instance of the spell and can be used
separately. Unless the spells description specifies otherwise, the spellcaster does not have the
option to break his spell arbitrarily. He cannot simply take back his Magic chit and end the spell.
When a spell comes to life, it also cancels any spell its target was in the process of
casting. In other words, faster spells cancel slower spells when they come to life. This is true
regardless of the effect of the spell; even a beneficial spell will cancel a slower spell being cast
by its target. Only spells that specifically name the spellcaster as a target have this effect; spells
that target the clearing, the tile, etc. cannot cancel spells in this way, even if they affect the
spellcaster in some other way. Note that the attacks of the demons and the imp are melee
attacks, not spells; they cannot cancel or be canceled by other spells. Spells with the same
completion time start working simultaneously, and do not cancel each other.
After all of the spells have started working or have been canceled, the characters secretly
play their attacks and maneuvers. A character cannot attack with a weapon or Fight chit in the
same round that he successfully cast a spell. He can play a maneuver normally. If a spellcasters
spell was canceled, he may attack, but only the target where his attention chit is located. If the
target was not a character or denizen, he cannot attack.
Magic chits that are played during a round of combat do count towards the spellcasters
limit of two effort asterisks per round, even if the spell was canceled. The effort asterisks are
ignored for the purpose of fatigue at the end of the round, however. The chit fatigues
automatically when the spell is over, or if the spell was canceled. No change is given when
fatiguing a two asterisk Magic chit during combat.
A round of combat is not considered uneventful if a spell was cast. Combat continues
even if nothing was killed, wounded, damaged, or fatigued.
The effects of spells, including details about targets and duration, are given in the list of
spells.

56

Stopping, Nullifying, and Ending Spells


When a spell stops affecting a target, the effect is instantaneousthe target immediately
reverts to normal play. Stopping the spells effect does not alter the consequences it has already
caused: discoveries it caused remain discovered, targets chosen because of it remain chosen,
denizens hired because of it remain hired, chits activated or inactivated by it remain as they are,
and so on.
Certain spells, treasure cards and game events have effects that interfere with other spells.
They can stop a spell from going into effect, temporarily nullify its effects, release one or more
targets from the spell, or break the spell and end its effects. When a spell has several targets,
interfering with its effect on one target does not change its effects on the other targets. Also,
note that whether a spell can go into effect is determined at the moment it comes to life, not
when it is cast. A spell that cannot go into effect can still be cast, in the hopes that conditions
will change.
1. Nullification
When a spells effect on a target is nullified, the spell and Magic chit remain committed
to the target but the spell does not affect the target at all. If the spell is still in existence when the
nullification ends, the spell resumes its normal effects on the target.
2. Release
When a target is released from a spell, he is no longer considered to be a target of it. The
spell and Magic chit are not committed to him, and he is not affected by the spell. When the last
target of a spell is released, the spell is broken.
3. Breaking
When a spell is broken, all of its targets are released from the spell. The spell expires
and the Magic chit returns to its owner and fatigues.
4. Canceling
Cancelled spells are considered to be broken before they go into effect. The spell is
treated as if it had worked for purposes of fatigue and the like, but it has no other effect. Spells
can be cancelled because of an illegal play, because of faster spells, or because none of the
targets remain in the clearing when the spell goes into effect.
If a spell is cast on a target which it cannot go into effect against, the target is released
before the spell has any effect, but other targets may still be affected.
5. Competing Spells
Unless otherwise specified, a spell with ongoing effects cannot go into effect if it
duplicates a spell that is already bewitching the target. If a spell is bewitching a target at the
moment that another copy of the spell goes into effect, the target is instantly released from the
second spell. If duplicate spells go into effect against the same target simultaneously, they
cancel each other.

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6. Automatic Spellbreaking
A spell that was cast by a Magic chit is broken when the chits owner is killed. When a
character or denizen is killed, or when a denizen returns to the set up card for any reason, he is
released from all spells that were bewitching him. All spells end at the end of the game; no
spells are in effect when the characters calculate their scores. Curses do remain in effect at the
end of the game.

Beginning the Game


1. Setting up Spells
Before the start of the game the spell cards are secretly put on the set up card to specify
where new spells can be acquired. Divide the spells into groups by type, then shuffle each group
face down. Place the spells in the visitor, artifact, spell book, and treasure site boxes in the order
they are named, with the first listed card on the bottom.
There will be six spells left over; they should be kept face down and removed from the
game. All spell cards remain secret until found during play.
2. Choosing spells
Each character records his spells in the spells boxes on his sheet. He records one spell
per box and notes its name, magic type, the color magic it requires and where he got it. He keeps
his spells secret until he uses them (he covers the spells when he uses the melee section). He can
use only those spells that he has recorded.
Some characters start the game knowing a few spells. The fourth (final) stage of each
characters development section specifies how many spells of each type he gets at the start of the
game (he gets none of the spells listed for earlier stages). He chooses each spell from the list and
notes in its box that it is one of his starting spells. He can record the same spell more than once,
but each duplicate counts against the number of spells he can record.
3. Enchanting chits
Characters can start the game with their chits enchanted. As each character selects his
spells, he can enchant any or all of his type I V Magic chits by secretly turning them symbol
side up. He reveals his chits when the dwellings are placed.
4. Choosing Spells as Victory Requirements
Each character can choose learned spells as part of his victory requirements. The factor
for spells is 2. It takes 2 newly learned spells to make one victory point.
At the end of the game, each character counts how many spells he has recorded on his
sheet that he gained from spell cards during play. He determines victory points and bonus points
just as with any other category.

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Obtaining Spells
A character can learn a new spell only from its spell card. He does this by reading runes,
or by buying the spell from a visitor. When he learns a new spell, he secretly records it and the
item, site, or visitor he got it from. He does not take the spell card itselfhe leaves it for others to
find.
1. Reading Runes
When a character does the search activity, he can use the reading runes table to try to
learn a spell. To do so, he specifies an artifact or spell book he has active, or a site he has
discovered in his clearing, and rolls on the table. The following results are possible:
a. Awaken: On an awaken result, the character looks at the top spell card on the
corresponding box on the set up sheet. If it belongs to an artifact or spell book, he takes it from
the set up sheet and puts it underneath the treasure, face down. All spells stacked with artifacts
and spell books are considered awakened. If it belongs to a site, he puts it back in its box face
down, under any other spell cards in that boxspells found at sites cannot be awakened.
When a character has an artifact or spell book active, he can look at its awakened spell
cards, even if they were awakened by someone else. He does not learn the spells just by looking
at them, he just finds out what awakened spells the item contains. Artifacts and spell books can
also be used to cast their awakened spells (see page 91 for more).
When a character reads runes on an item that has awakened spells, he must specify which
spell he is trying to learn. He can choose any of the items awakened spells, or he can choose the
top spell card on the set up sheet, if there is one.
b. Learn: On this result, the character can record the spell, but only if he has a Magic chit of
the correct type. He does not need to play the Magic chitit can be active, inactive, enchanted, or
dedicated to a spell. A character can only record each spell once during the game, but he can
duplicate a spell he started the game with. All spells learned during the game count for victory
points, even those that duplicate starting spells.
The number of spells a character can record is limited by the number of boxes he has. He
can erase old spells to make room for new spells, but he loses the spells he erases.
2. Buying Spells
A character can also learn spells by buying them from the visitors. The basic gold price
of a spell is 10 gold points; the character does a trade activity and rolls on the meeting table as
normal to buy it. If successful, he can secretly record any one of the spells the visitor has in his
box. The same rules apply as for reading runes: a character can only learn a spell if he has a
Magic chit of the same type, and he can only learn a spell from each spell card once.
The characters cannot sell or give recorded spells to other characters, and the visitors
never buy spells.

59

SECTION NINE: LISTS OF COMPONENTS


List of Characters
Amazon: The Amazon is a skilled warrior and soldier, with excellent speed
and fair strength. She is deadliest against Medium and Heavy opponents. She
should avoid or run from Tremendous and armored Heavy monsters, who are
too dangerous for her to handle even if she obtains heavier equipment.
Special Advantages:
1. Aim: The Amazon subtracts one from each die roll whenever she rolls on the Missile Table to
attack with a missile weapon.
2. Stamina: The Amazon can record and do a bonus move phase each turn. She gets this bonus
even when she is riding a horseher stamina includes being an excellent horsewoman.
Starting the Game: The Amazon must start at the Inn. She starts with a short sword, a helmet, a
breastplate and a shield.
Berserker: The Berserker is a powerful fighting man with the strength to
dispatch the largest monsters and humans and the speed to outmaneuver them.
He is not fast enough to escape faster opponents, so against them he must rely
on going berserk to survive and on his robust health to help him recover from
his wounds.
Special Advantages:
1. Robust: The Berserker can record and do a bonus rest phase each day.
2. Berserk: The Berserker can play his Berserk chit to increase his vulnerability to Tremendous
for the rest of the day. It takes Tremendous harm to kill him, until midnight when he reverts to
normal.
The Berserker can play his chit during an alert phase in daylight, instead of alerting a
weapon. Or, he can play it as his action during the encounter stepthis counts as his action for
the round and denizens on his sheet restrict its play normally. The chit counts towards his effort
limit and fatigue if played during combat. If played during an alert phase, it fatigues instantly.
The Berserk chit counts as a Fight chit for purposes of fatigue and resting. It cannot be
used as a Fight chit in any other way.
Starting the Game: The Berserker must start the game at the Inn. He starts the game with a great
axe and a helmet.

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Black Knight: The Black Knight is a deadly and feared veteran of many
battlefields. He is at his best against humans. He is too weak to dispatch
Tremendous monsters until he gets a heavier weapon.

Special Advantages:
1. Aim: The Black Knight subtracts one from each die roll when he rolls on the missile table.
2. Fear: Whenever the Black Knight rolls on the meeting table he rolls one die instead of two.
His deadly reputation makes it easier for him to trade with and hire natives, and it makes his
enemies think twice before blocking or battling him.
Starting the Game: The Black Knight must start at the Inn. He starts the game with a mace, a
suit of armor and a shield.
Captain: The Captain is a renowned hero of many wars. His strength, weapon
and armor make him dangerous when facing Medium or Heavy opponents, but
he needs heavier equipment to deal with heavily armored foes. He is not really
strong enough to face Tremendous ones.
Special Advantages:
1. Aim: The Captain subtracts one from each die roll whenever he rolls on the missile table.
2. Reputation: The Captain can record and do a bonus phase each day he is at a dwelling
(including a campfire). He must be at the dwelling when he starts to do the phase, not when he
records it. He can use the bonus phase to do any normal activity.
Starting the Game: The Captain can start the game at the Inn, the House or the Guard house. He
starts the game with a short sword, a helmet, a breastplate, and a shield.
Druid: The Druid is an elusive magician at peace with nature. Since he cannot
deal with most opponents even if he gets a weapon, he must operate alone,
avoiding and hiding from monsters and running from them at need. He needs to
win without combat, if possible.
Special Advantages:
1. Concealment: The Druid rolls one die instead of two each time he makes a hide roll.
2. Peace with Nature: When the Druid ends his turn, the warning and sound chits in his tile do
not summon monsters. If the map chits in his tile are face down he reveals them normally, but
he turns the warning and sound chits face down again to show they have not summoned monsters
yet. The chits react normally when anyone else ends his turn in the tile. Peace with Nature does
not affect dwellings, site chits, or any Treasure cards that summon.
Starting the Game: The Druid must start at the Inn. He starts with two spells (type II and/or type
VIII).

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Dwarf: The Dwarf is a slow and powerful tighter who is at his best in the caves,
where he is respected as a master of searching, hiding and fighting the monsters
who live there. In battle his ability to duck swiftly escapes enemy blows, which
allows him to outmaneuver the largest and slowest denizens. He must be careful
to avoid the fast opponents who live outside of the caves, however, and he is
extremely vulnerable to attacks made by other characters, who can always smash him as he
ducks. Since he relies heavily on the ducking maneuver, his helmet is a critical part of his
defenses.
Special Advantages:
1. Short Legs: This advantage is a mixture of advantages and disadvantages:
a. The Dwarf cannot use sunlight phaseshe is limited to his two basic phases (plus any bonus
phases due to belongings or spells). He follows normally, even when his guide uses sunlight
phases.
b. The doughty Dwarf can rest an extra effort asterisk each time he does a rest activity. He rests
one asterisk, and then immediately rests another.
c. The Dwarf can use his Duck chit as a special Move chit. He can play it only to maneuver in
the duck direction during the melee step. He cannot use it for any other purpose, such as running
away, carrying items, etc. For purposes of fatigue, it counts as a Move chit.
2. Cave Knowledge: The Dwarf rolls one die instead of two whenever he uses the hide table, the
meeting table or any search table when he is in a cave clearing. This gives him some powerful
advantages in the caves, somewhat offsetting his short legs. Obviously, the Dwarf prefers to
spend as much time as possible in the caves.
Starting the Game: The Dwarf can start the game at the Guard house or at the Inn. He starts with
one great axe and one helmet.
Elf: The Elf is an elusive and graceful warrior and magician. With his Light
bow he can harm an armored Heavy foe, and with a Medium bow he can face
any opponent. He has the speed to escape numerous opponents.
Special Advantages:
1. Elusiveness: The Elf can record and do a bonus hide phase each day.
2. Archer: The Elf rolls one die instead of two whenever he rolls on the missile table to make an
attack with a bow or crossbow.
Starting the Game: The Elf must start the game at the Inn. He starts with one light bow and two
spells (type III and/or type VII).

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Magician: The Magician knows a little about a lot of different types of magic.
He can cast nearly any spellif he can obtain the right color. He must make
the best use of the color magic he finds in the game, for he lacks the paired
Magic chits necessary to enchant tiles. Obviously, he values enchanted cards
above all else. When he picks his starting spells, he must be very careful to
pick spells that he can cast with the chits he has available.
Special Advantages:
1. Magical Paraphernalia: The Magician can record and do a bonus alert phase each day. This
reflects the effects of the magical implements he is carrying; the phase is best used to prepare
Magic chits.
2. Knowledge: The Magician subtracts one from each die he rolls when he uses the reading runes
table.
Starting the Game: The Magician must start at the Inn. He starts with three spells (types II, Ill,
IV, V, VI, VII, and/or VIII).
Pilgrim: The Pilgrim is an adventurous cleric who must rely on his alliance
with the Order and his ability to swiftly dispatch medium opponents. With better
weapons and armor he can defeat heavier opponents, but he is very slow and
must choose his battles cautiously. He can wield powerful white magic, and his
choice of a starting spell is critical in determining his strategy.
Special Advantages:
1. Heavenly Protection: The demon, winged demon and imp cannot block the Pilgrim and they
cannot be assigned to attack him: he cannot lure them into attacking, and he does not roll when
they are assigned randomly. He can block and attack them normally.
2. Learning: The Pilgrim rolls one die instead of two each time he uses the reading runes table.
Starting the Game: The Pilgrim can start the game at the Inn or the Chapel. He starts the came
with one staff and one spell (type I or type VII).
Sorcerer: The Sorcerer is the master of elemental magic and conjuring. He is
helpless in a fight, so he does best when he takes some of the excellent type IV
attack spells at the start of the game, which make him formidable in combat.
His favorite treasures are the Book of Lore and the Scroll of Alchemy, which
can vastly increase the powers he can call on.
Special Advantages:
1. Lore: The Sorcerer rolls one die instead of two each time he rolls on the reading runes table.
2. Aura of Power: The Sorcerer can record and do a bonus spell phase each turn.
Starting the Game: The Sorcerer must start the game at the Inn. He starts the game with three
spells (type IV and/or type VI).
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Swordsman: The Swordsman is a wily and nimble rascal, quick to react to an


opportunity or threat. In combat he is extremely fast with his sword and with his
feet: against individual light, medium and heavy opponents his speed makes him a
deadly antagonist, and he can run away when he faces tremendous monsters,
armored heavy monsters and enemies who outnumber him.
Special Advantages:
1. Barter: The Swordsman rolls one die instead of two whenever he uses the meeting table to do
the trade activity.
2. Clever: Instead of taking his turn when his attention chit is picked, the Swordsman chooses
when he will take his turn. At sunrise, he does not mix his attention chit with the others. Each
time a new attention chit is about to be drawn during daylight, the Swordsman can preempt and
take his turn at that point. If he has not taken his turn when all the attention chits have been
picked, he goes last. The ability to preempt does not apply when chits are chosen at other times
during the turn.
If several characters have the ability to preempt, they can preempt or pass in turn, starting
with the last character to take a turn and going to the left. When all attention chits are drawn, the
remaining players cannot pass.
Starting the Game: The Swordsman must start the game at the Inn. He starts the game with a
thrusting sword.
White Knight: The White Knight is famous for his virtue and his prowess in
battle. He is among the most powerful fighters and can handle the largest and
most terrible monsters, but he moves slowly and fatigues easily. Against
smaller and faster foes he must rely on his armor to stay alive, and he must
use his health to recover from the fatigue and wounds he suffers in combat.
Special Advantages:
1. Health: The White Knight can record and do a bonus rest phase each day.
2. Honor: The White Knight subtracts one from each die whenever he rolls on the meeting table.
His noble accomplishments and reputation make even his enemies less likely to attack him, and
all of the native groups are likely to give him a little price break when he deals with them.
Starting the Game: The White Knight can start the game at the Inn or the Chapel. He starts the
game with a great sword, a suit of armor and a spell (type I).

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Witch: The Witch is the mistress of natural and demonic powers. Nearly
helpless in combat, she must select some spells that allow her to fight or
avoid foes. She usually does best by going off by herself, preferably to some
place where she can find Grey magic.

Special Advantages:
1. Knowledge: The Witch subtracts one from each die when she uses the reading runes table.
2. Familiar: The Witch has an invisible companion that can move around the map separately and
discover things for her. She uses an extra game piece to represent this familiar. Each day she
records a separate turn for the familiar: it gets two basic phases plus two sunlight phases, and it
can do only the move, follow, and search activities (when searching, it can only use the peer
table). It takes its turn just before she takes her turn, when her attention chit is picked. The
following other rules apply to the familiar:
a. The familiar cannot block or be blocked, and it does not turn up map chits, summon
denizens, or cause monsters to move. It cannot take part in combat.
b. The familiar can follow and spy like a character. When it follows the Witch, she can
carry it like an item with negligible weight, even when she flies. The familiar cannot be
followed and it cannot be spied on.
c. The familiar cannot possess belongings or gold.
d. The Witch and her familiar share the same discoveries list. Anything either of them
discovers can be used by both of them. If the familiar discovers hidden enemies, the Witch can
only see them while she is in the same clearing as the familiar.
Starting the Game: The Witch and her familiar must start the game at the Inn. She starts the
game with three spells (type II, type V and/or type VIII).
Witch King: The Witch King is an incorporeal manifestation of magic. He can
move and do other activities, but without magic he does not even have a Move
chit to allow him to carry items (so he can carry only items of negligible
weight). With magic, however, he is masterful. He controls the powerful
elemental, demonic and conjuring spells (types IV, V, and VI), which give him a
great deal of choice in how he will play the game. His best choice of spells at the start of the
game depends on his victory requirements and strategy, but usually he needs some kind of spell
to move, some kind of spell to attack, and some kind of spell to protect him in combat.
Special Advantages:
1. Disembodied: The Witch King must use magic sight. See page 70 for details.
2. Aura of Power: The Witch King can record and do a bonus enchant phase each turn.
Starting the Game: The Witch King can start the game at the Inn or in the clearing that contains
the ghosts. He starts the game with four spells (type IV, type V and/or type VI).

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Wizard: The Wizard is an elderly wanderer familiar with the ways of the
Magic Realm. During his travels he has made many friends and he has learned
all of the secret roads of the land. In combat he is slow and weak, so he must
choose his battles cautiously. His long study of the colors of magic enable him
to create Grey, Gold and Purple magic at the same time, giving him great
powers with enchantments and spells, particularly artifacts and spell books. His strengths and
weaknesses make him a valuable member of a party, but he is extremely vulnerable when he
tries to work alone.
Special Advantages:
1. Lore: The Wizard rolls one die instead of two whenever he rolls on the reading runes table.
2. Experience: The Wizard knows the location of every hidden path and secret passage in the
Magic Realm. At the start of the game he crosses all of the hidden paths and secret passages off
of his discoveries list. He can use them all.
Starting the Game: The Wizard can start the game at the Inn, the House or the Guard house. He
starts the game with one staff and two spells (type II, III, and/or IV).
Woods Girl: The Woods Girl is the elusive mistress of the wooded lands, an
expert tracker who is deadly with the bow against Light, Medium or Heavy
opponents. When facing larger opponents or overwhelming numbers, she is
fleet enough to run away.

Special Advantages:
1. Tracking Skills: The Woods Girl rolls one die instead of two whenever she uses the hide table,
the meeting table or any search table while she is in a woods tile or the Deep Woods.
2. Archer: The Woods Girl rolls one die instead of two each time she rolls on the missile table to
make an attack with a bow or crossbow.
Starting the Game: The Woods Girl can start the game at the Inn or the House. She starts the
game with one light bow and one spell (type VII).

66

List of Spells
Spells are listed by type below. Under the name of each spell is the color needed to cast it, its
target, and its duration.
1. Targets
There are various types of targets, some specific to a particular spell. A few of the
common ones are listed below. A character can only specify a target that is in his clearing,
unless the rules say otherwise. If a spell allows more than one target, a spellcaster plays his
attention chit on one and indicates the others verbally.
a. A character target is any one character, including the spellcaster himself.
b. A monster is any one monster. Some spells target specific monsters like demons or
dragons.
c. An individual can be any one character, native, or monster, unless otherwise specified.
d. A multiple target is any assortment of individual targets the spellcaster chooses.
e. A clearing target is the spellcasters clearing. The spell affects everyone in the clearing.
f. A tile target is the spellcasters map tile. The spell affects everyone in that tile.
g. A Magic chits target can be any or all of the spellcasters own active Magic chits. Color
chits and chits committed to spells cannot be targets.
h. A spell target is one spell cast by one Magic chit, whose spellcaster or target is in the
spellcasters clearing (including spells that target the clearing or the tile itself). Only spells
already in existence can be targeted, not spells that are in the process of being cast. Note that
curses are not considered spell targets, although there are spells that can have a curse target
or will otherwise lift curses.
The rules for choosing character or denizen targets are the same as for attacking. A spellcaster
can specify a hidden target other than himself only if he found hidden enemies that day. He and
his target are instantly unhidden, even if the target was himself. Targeting an unhired native
causes the group to battle the character, and targeting a minion is considered treachery.
2. Duration
Each spell has a specific duration, which defines when it expires and how it is
implemented. When a spell expires, its Magic chit returns to the owner and fatigues.
a. Instant: When an instant spell comes to life, it is resolved and expires immediately.
b. Combat: When a combat spell is cast, its Magic chit is put with the target, as explained on
page 56. Combat spells expire at midnight.
c. Day: Day spells work like combat spells, but expire at sunset of the day after they are cast.
d. Attack: When a character casts an attack spell, it attacks like a weapon. During the melee
step, when characters play their attacks and maneuvers, he secretly puts his Magic chit in an
attack circle to define his attack direction. His attack time is the same as the completion time of
the spell. The attack is resolved like a weapon attack, with length, harm, and method of attack
defined by the spell. Spells that affect multiple targets make an identical attack on all of them,
but if the spell attacks like a missile weapon, the spellcaster must make a separate roll on the
missile table for each hit.
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When all of the attacks have been resolved, the spell expires. If the spellcaster did not
play his Magic chit, the spell affects no one and expires at the end of the melee step. Note that
an attack spell is not actually a weapon, and not affected by spells or treasure cards that target
weapons.
Permanent spells: When a permanent spell is cast, its Magic chit is put with the target as normal.
Permanent spells never expire; however, they may fall inert. Permanent spells only affect their
targets when they are energized. When inert, the spell has no effect on the target, though it still
exists and can be targeted for spellbreaking.
A permanent spell is automatically energized when it is cast. It becomes inert at
midnight of each day, unless there is a continuous source of the color needed to energize the
spell available to the target, in which case it remains energized without a break. Once a
permanent spell goes inert, it is reenergized whenever it is supplied with the color magic needed
to cast it, and remains energized until it falls inert at midnight again.
Enchanted cards, map tiles, and the seventh day of each week energize spells
automatically, regardless of the wishes of the characters, as long as they supply the appropriate
color. A character can also use one of his color chits to energize a permanent spell. Each color
chit can energize one spell; the chit fatigues as normal once used. A character can energize a
spell cast on himself on any other target in the clearing. He can always pick and choose which
spell to energize, if there are several candidates. He can even energize a spell on someone else
while leaving one on himself inert. He may also choose not to energize any spell; in this case,
the color chit fatigues without producing any color.
During daylight, a character can play color chits each time he or anyone else starts a
phase of their turn in his clearing. During combat, he can play color chits during the encounter
step, when it is his turn to do an action. He can play as many chits as he wants, and doing so
does not use up his action.
When a map tile is the target of a permanent spell, the spell is energized from anywhere
on the tile. Once energized, the spell affects the whole tile, even the areas where the energizing
color magic is not present.
3. Conflicting Spell Effects
Spells are said to be conflicting when they inflict mutually exclusive effects on the same
target, like Melt into Mist and Transform. If spells or items cause conflicting effects on the same
target at the same time, the stronger effect nullifies the weaker effect on that target, until the
stronger spell ends. If the spells have equal strength, they nullify each other and neither has any
effect on the target. The individual spell entries define the strength of each spell.
One-use effects conflict only when they are used at the same time. When used at
different times, each spell has its full effect. Attack spells never conflict with each other. Instant
spells conflict only if they are simultaneous. Continuing effects can conflict with other spells
whenever they are affecting the same target(s) at the same time. Inert permanent spells do not
affect their targets, so they do not conflict with other spells.

68

The spells that affect action chits are all equal in strength, unless otherwise noted. When
they inflict conflicting results simultaneously, the results are determined separately for each chit.
For example, if Make Whole conflicts with Terror caused by Power of the Pit, the spells nullify
each others effects on the targets Light and Medium chits, so these chits remain unchanged.
There is no conflict over his other action chits or his armor, so the Make Whole spell repairs
them normally.
4. Other Effects of Spells
Many spells and items have similar magical effects; for instance, there are a number of
ways to fly, several spells which control monsters, etc. Rather than repeat text for these effects
under each spell, the general rules are detailed below. If an individual spell or item deviates
from these rules, the description for the spell or item will indicate this.
Hitting: Attack spells attack and inflict harm like weapons. All other spells inflict their effects
directly on the target, ignoring armor, horses, etc.
Timing: When a spell comes to life or is energized, its effect is instantaneous. If it forbids a
character from playing an action chit he has already played, or alters combat values so as to
make a play illegal, his play is canceled.
Killing: When a spell kills a character or denizen, the spellcaster counts it as his kill and gets the
points for it. If he kills several individuals simultaneously, he calculates their points as if he had
killed them one at a time, starting with the individual worth the most points and ending with the
one worth the least.
Spellbreaking: A spellbreaking spell breaks its target spell if the targets caster is in the clearing
when it comes to life. Otherwise, it simply releases all those in the clearing, or releases the
clearing or tile themselves if they were the original target (which breaks the spell by releasing its
only target, see page 57). Note again that curses are not considered to be spells, and can only be
lifted, not broken.
Altering Magic Chits: If a chits type is altered, it can be used to cast spells, learn spells, and do
enchantments. When it reverts, any spell it is committed to is broken, and if it has been made a
color chit, it fatigues. The spellcaster keeps any spells he used it to learn. Altered chits can be
altered again based on their new type.
Bonus Phases: A player can only record a bonus phase if the spell that causes it is in effect
during birdsong. He must note what spell caused the activity, and if the spell is not in effect
when the time comes to do the activity, the activity is cancelled. A character can gain bonus
phases from a permanent spell even if it is inert. However, he is committed to energizing the
spell when he does the phase; if he cannot, the phase is cancelled.

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Enhanced Activities: Some spells allow a player to record special enhanced activities. He
records these just as he would a bonus phase, noting which active spell causes the activity,
energizing it if he can, etc. There are three enhanced activities:
a. Scrye: To do the scrye activity a player records SC- followed by any clearing on the
map. When he does the activity he searches that clearing, using the peer table.
b. Remote Enchant: To do the remote enchant activity a player records RE- followed
by any clearing on the map. When he does the activity, he does an enchant phase as if he
were in the clearing he recorded. He can either enchant one of his Magic chits or enchant
the tile that contains the clearing. If he enchants the tile, he can use color magic that is
supplied in his own clearing or in the target clearing.
c. Fly: The fly activity is detailed below.
Magic Sight: Magic sight is caused by the disembodied advantage, the Phantom Glass treasure
card and the World Fades spell. When a character is affected by one of these causes, each time
he does a search phase he must use the magic sight table instead of the peer, locate, loot, and
reading runes tables. He still uses the special tables to loot site cards (see page 91). Two causes
of magic sight cancel each other out; when the Witch King casts World Fades he uses the normal
tables. If he is affected by all three, he must use magic sight again.
When a character uses the magic sight table, he can find hidden enemies only if they have
spells or certain belongings. On a spells result he finds everyone who has spells recorded, on a
counters result he finds everyone who owns a weapon, armor or horse counter, including all
natives, goblins, ogres and giants, and on a treasures result he find everyone who has a treasure
card. The player notes on his sheet which hidden enemies he can see; other hidden enemies
remain hidden to him. He loses sight of these hidden enemies if he loses his magic sight, or if
they dispose of the spells or belongings that enable him to see them. When a character starts
using magic sight, he keeps sight of any hidden enemies he found normally earlier that day.
The only way he can discover hidden paths and secret passages is by rolling a 1, which
allows him to choose any result he chooses from the peer or locate tables.
Targeting: If a spell prohibits a character from specifying a particular target, he cannot charge
that individual or target him for any attack or spell. If he has already done so, his play is
canceled and he cannot specify a new target until the next round. If he had other legal targets, he
keeps them. He can still lure the individual, and the individual can be assigned to him randomly,
unless the spell specifies otherwise. A restriction on a character does not affect his hired natives;
in game terms, natives choose targets for themselves, even though the character directs them.
If the spell forbids a denizen from attacking a target it is already assigned to, the denizen
becomes unassigned and it cannot be assigned to a new target until the next round. If it is a
Tremendous monster, it turns red side down.
Pacification: When a spell that pacifies a denizen goes into effect, all of its targets who are
assigned to attack the spellcaster or one of his minions become unassigned. If any of the
spellcasters minions are assigned to attack one of the spells targets when the spell comes to life,
the spell is cancelled.
Pacified denizens cannot be randomly assigned to attack the spellcaster or his minions,
and if the spell lasts into the next day, they can only block him during trading and hiring. They
continue to block and attack everyone else normally. A pacification spell is instantly broken if
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the spellcaster specifies one of the affected denizens as a target, if he assigns a minion to attack
it, or if he or a minion lures the denizen into attacking.
If the pacifying spell is still in effect on the next day, the spellcaster and his hired leaders
can use hire phases to hire the target denizens. He uses the trading relationship defined by the
spell, and he can buy drinks before rolling on the meeting table. Pacified monsters must be hired
together, as a groupa monsters group is every monster of the same size with the same
picture. Their gold wage is equal to their notoriety bounty, and they cannot be hired free as a
boon. The term of hire is fourteen days, and the denizens remain hired after the spell ends.
Natives can be rehired, but the special trading relationship exists only when the spell is in effect.
Monsters cannot be rehired, although the spell can be cast again once they become unhired. If
anything changes the spellcasters trading relationship with the group, it affects his permanent
relationship. The temporary relationship caused by the spell never changes.
Unlike with most spells, two copies of a pacification spell can affect the same target, as
long as they are cast by different spellcasters. However, when a denizen is hired, he is released
from all pacification spells cast by other characters. While a denizen is hired, no pacification
spells can go into effect against it. Note that a spellcaster can cast a pacification spell on his own
minion, since targeting the minion causes it to rebel against him before the spell comes to life.
The treachery rules apply to monsters just as they do to natives; however, the spellcaster does not
lose any fame points for committing treachery against a monster.
Controlling Monsters: When a spell that controls monsters goes into effect, the spellcaster can
cancel the assignments of any or all of the target monsters. However, he cannot assign the
monsters to new targets until the next round. Leaving a monster assigned to one of his hired
natives constitutes treachery (see page 46). If a monster is defending on its own sheet, all
attackers remain assigned to it; if any of the attackers are minions of the spellcaster, the spell is
cancelled, just as with pacification spells.
Once a monster is under a characters control, it is unaffected by further control spells.
Control spells can be broken by attacking or luring their targets, just as specified for pacification
above.
Using Hired and Controlled Monsters: Hired and controlled monsters are considered minions,
and function like hired natives; they do not prowl and they do not return to the appearance chart.
Hired monsters are underlings. They can only follow, and while following can only
move and hide. They cannot block or be blocked, and they do not summon denizens.
Controlled monsters are agents. They can block and be blocked, they summon denizens,
and they cause combat to begin in their clearings. They get an attention chit, a turn record sheet,
and a turn to record and do activities. They can carry belongings and record gold and discoveries
(their move strength is the same as their size). Controlled monsters cannot do the trade and hire
activities, but can trade gold and belongings with characters and other agents. When the spell
ends, the monsters recorded values vanish and its belongings are abandoned in its clearing.
In daylight, unhidden monsters turn light side up, hidden ones turn dark side up (hidden
Tremendous monsters turn red side up). At the start of combat, hidden monsters are put aside, to
distinguish them from fighting monsters who are dark side up. Then Tremendous monsters turn
red side down and all other monsters turn light side up. During combat, the monsters can lure
attackers, they cannot be lured, and so on, just like hired natives. They are positioned and

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flipped like other minions, with one exception: Tremendous monsters cannot be flipped red side
up unless they get a hit. They can be flipped red side down at any time, however.
The spellcaster gains and loses fame and notoriety for his hired and controlled monsters
as if they were hired natives. He gains the points they earn and he loses notoriety (but not fame)
when they are killed.
Transmorphizing: Absorb Essence and Transform tranmorphize an individual into a creature,
and Melt into Mist transmophizes him into a cloud of mist. A transmorphized character is still
considered a character, and a transmorphized denizen is still a denizen. A transmorphized
character cannot be targeted by spells that only affect denizens, for instance; and a person with
the Quest campaign chit has to kill dragons no matter what they may be transmorphized into, but
he does not have to kill a character or denizen that has been transmorphized into a dragon.
Transmorphized individuals continue to follow the rules exactly as normal, except for the
following.
When an individual becomes transmorphized, all the recorded gold, items, and horses he
has with him are transmorphized as well. These belongings and gold are frozen as they are.
They cannot be rearranged, traded or abandoned, they have Negligible weight, and they move
with their owner automatically. Transmorphized items cannot be used and have no effect on the
game, with one exception: enchanted cards continue to radiate their color magic and their effects.
Native horses, head counters, and club counters are also transmorphized with their owner.
Belongings owned by a native group are not affected if the groups leader is transmorphized;
however, characters cannot trade with or hire a transmorphized native. When the individual
reverts to normal, transmorphized gold and belongings reappear exactly as they were when they
disappeared.
A character or agent that is transmorphized into a monster or beast can possess
untransmorphized gold and belongings and trade them with other characters and agents. He
must keep his transmorphized gold and belongings separate from those that are
untransmorphized; when the spell falls inert, he merges the two groups. He must keep the
belongings inactive, except for enchanted cards. He must carry his items normally, using the
creatures move strength (or an untransmorphized horse, if he has one).
When a character is transmorphized, all of his action chits are frozen and unusable. He
pays for fatigue normally on the round he is transmorphized, but after that his chits cannot be
activated, inactivated, wounded, or played, whether voluntarily or involuntarily. There is one
exception: he can still use his color chits to energize permanent spells normally, and they fatigue
normally when used.
Instead of playing his own chits, a transmorphized character plays unused chits symbol
side up as dummies. Each dummy chit has the values defined by the spell. For example, when a
character who has been transmorphized into a lion plays a dummy chit to charge, run away, or
maneuver, it has Heavy strength and a maneuver time of 4. When he plays a dummy chit to
attack, it has an attack time of 3 that does Heavy harm if it hits. He has an unlimited supply of
these dummy chits to use; they cannot be wounded and they do not cause fatigue. A character
can use his dummy chits to loot the Cairns and the Pool without fatiguing, and a chit with
Tremendous strength can open the Vault.
When a denizen is transmorphized, he simply uses the combat values defined by the spell
instead of his own. Transmorphized individuals fight normally in combat, except as noted
above.
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When a transmorphized individual suffers harm equal to or greater to his vulnerability as


defined by the spell, he is killed. Otherwise, there is no effect. A transmorphized individual
reverts to normal just before he dies, and his belongings, notoriety, and gold are disposed of
normally.
A transmorphized character or agent still records activities normally, but he must cancel
certain activities if he is transmorphized when he tries to do them. A transmorphized individual
can never do the trade, hire, rest, alert, or enchant activities. He can move, hide, search, and
follow, except if he is transmorphized into a flying monster, in which case he must use fly
instead of move (see below).
If an individual is affected by several transmorphizing spells at once, the strongest one
nullifies the others. Melt into Mist is strongest, followed by Transform and then by Absorb
Essence.
Flying: Some monsters have flying values instead of move values (see the list of monsters).
Characters and denizens can also acquire flying values by magic, whether by riding a flying
steed, by being transmorphized into a flying monster or beast, or by using a Fly chit created by a
spell. Flying values are similar to move values: they consist of a strength letter and a maneuver
time. However, flying has different results than moving, as explained below.
a. The Fly Activity: A character or agent that has flying values can use the fly enhanced activity
to move from tile to tile without following the roadways or entering the clearings. To do the
activity, he records FL- and the tile he wishes to fly to. This must be either the tile he is in
when he does the activity, or one that is adjacent. He can record the activity even if he has no
flying values at the moment. He can fly in and out of caves (it is assumed he follows chimneys
leading to the surface).
When the activity arises during daylight, the character must have flying values, with a
flying strength at least equal to his weight, and he must be in the tile he recorded or adjacent to it.
Otherwise, the activity is cancelled. As with most activities, a fly phase must be executed if
possible. Flying has the following results:
i. The character or agent instantly becomes unhidden
ii. He must abandon his untransmorphized horses and any items too heavy for his flying
strength to carry.
iii. Any followers are left behind, unless they are able to fly as well.
iv. His counter is put in the forest in the destination tile, away from the clearings. Since
he is not in a clearing, he cannot trade, abandon belongings, block, or be blocked.
A character or agent must land at the end of a flying phase if it is not immediately followed by
another flying phase. Otherwise, he continues to fly. When he lands, he rolls one die
(unmodified) and puts his counter in the indicated clearing of his current tile. If the tile has no
clearing with this number, he keeps rolling until he rolls a clearing on the tile. If he lands in a
cave after using a sunlight phase during his turn, the remaining phases of his turn are cancelled.
After he lands, he can block or be blocked normally. If he later runs out of the clearing in
combat, he can use any roadway he has discovered, as if he had spent the entire turn in the
clearing.

73

b. Flying in Combat: A character or denizen can use his flying values in combat, but only if his
flying strength will carry him and all of his items. He uses his flying values like move values, to
charge or run away during the encounter step and to maneuver during the melee step.
Using a flying value to charge or maneuver does not cause the character or denizen to
leave the clearing. Using a flying value to fly away (instead of running away) is somewhat
different, and has the following rules:
i. A character or agent who flies away ignores non-flying move times. The only denizens
and attention chits on his melee section that can stop him are those that have flying
values. Red side up Tremendous monsters still stop him from leaving as normal.
ii. Instead of moving onto a roadway, his counter is put half in the tile he is in, and half in
an adjacent tile of his choice (both tiles can supply color magic to him). He must start his
next turn with a fly phase to fly into either tile and land, even if his flying values
vanished at midnight. He must land, but if he still has flying values he can take off again
(if he is not blocked).
c. Flying Monsters: A flying monster, including anyone transmorphized into a flying monster,
must use its flying values whenever it moves or maneuvers in combat. If controlled, it cannot
record move phases during birdsong, only fly phases. However, it can do move phases by
following a non-flying guide.
During his turn, a character can do fly phases by riding a flying monster who is following
him, if it can carry his weight. The flying monster can be a transmorphized character or a
controlled denizen, but only bats and flying dragons can be ridden. If his steed stops following
him, he and the steed must land together in a clearing, using the landing rules above. Flying
steeds cannot be ridden during combat.
Only characters can ride monsters. A transmorphized character can ride a monster, but
only if he is transmorphized into a goblin, ogre, imp or Heavy troll.
Walking the Woods: When transformed into a beast that walks the woods, a character or agent
can record and do a move between any two clearings on his tile, whether they are connected by
roadways or not. He must follow the roadways normally when he moves from one tile to
another. When he moves, his horses move with him.
When a character or agent walks the woods between clearings that arent connected by a
roadway, he leaves behind all followers who cannot walk the woods themselves. When he walks
the woods between clearings connected by a hidden roadway, everyone who is following him
discovers it, although he himself does not.
If a character runs out of a clearing on the same day he walked the woods to enter it, he
can run onto any roadway he can use, as if he spent the turn there. This is true even if the
clearings are connected by a roadway; he is considered to be walking the woods as long as he is
in beast form, even when he follows roadways. If he is currently in beast form, he can run away
onto a roadway or into the forest, as he chooses. If he runs into the forest, he must start his next
turn with move phases to move to any clearing in his tile. While in the forest, he is supplied by
color magic by the whole tile.

74

Type I Spells
Exorcise
Color: White
Target: Clearing
Duration: Instant
Every demon and imp in the clearing is killed. Every curse in the clearing is lifted. Every spell
that is being cast in the clearing this round is cancelled. All color chits belonging to characters in
the clearing instantly fatigue. Exorcise also acts as a spellbreaking spell against every spell that
can be targeted from the clearing, either breaking the spell or releasing those bewitched.
These effects do not happen in any particular order. The Exorcise spell continues to
function until all demons, imps, spells, curses, and color chits in the clearing are gone, then it
ends. For example, a character who is transmorphized will revert to normal, and then all of his
color chits will fatigue. This spell is the strongest of all, and nullifies or breaks all other spells.
Make Whole
Color: White
Target: Character
Duration: Instant
This spell activates all of the targets fatigued and wounded action chits and repairs all of his
damaged armor, active or inactive. Make Wholes strength is equal to Power of the Pit results
that affect action chits and armor (it does not conflict with the other Power of the Pit results). It
lifts the wither curse on its target.
Note that Make Whole does not repair the Magic chit that was used to cast it, since the
chit fatigues after the spell ends.
Peace
Color: White
Target: Individual
Duration: Combat
When this spell comes to life, it is cancelled if its target is currently the target of any other
character or denizen. If the target is a denizen, it is instantly unassigned, even if it is hired or
controlled. While the spell remains in effect, the denizen cannot be assigned to a new target or
lure attackers.
If the target is a character, he takes back his attention chit and any spell or attack he is
playing is canceled. While the spell remains in effect, he cannot charge or specify a target for an
attack or spell. He can maneuver, run away, or do other actions. He cannot lure attackers into
attacking him, but attackers can be assigned to him randomly.
The spell is instantly broken if the bewitched target is targeted by any other spell or
attack. Spells that affect other targets, like the clearing or tile, do not break the spell.

75

Small Blessing
Color: White
Target: Character
Duration: Instant
The target character immediately rolls the dice and consults the wishes table.

Type II Spells
Blend into Background
Color: Grey
Target: One character or agent
Duration: Day
The target can record and do a bonus hide activity during his turn.
Fog
Color: Grey
Target: Map tile
Duration: Day
This spell prevents an individual who is doing the search activity from using the peer table. The
spell affects every character and agent who is in the target tile or who is trying to search a
clearing in the target tile (he cannot peer into the tile from a mountain in an adjacent tile). Fog
does not affect the scrye activity.
Prophecy
Color: Purple
Target: Character
Duration: Day
The target character ignores his recorded turn and chooses what to do on each phase of his turn
as he does the phase. He gets the same number of phases and types of activities he is normally
allowed, except that he can use a bonus or enhanced activity caused by a belonging as soon as he
activates that belonging, whether it was active during birdsong or not (however, only one horse
per day can give him bonus phases.) If the spell is broken before he finishes his turn, he is
instantly blocked.
This spell only affects the character; his familiar or phantasm does its turn as recorded.

76

Stones Fly
Color: Grey
Target: Multiple
Duration: Attack
This spell attacks each target like a missile weapon with a length of 15; it inflicts Light damage
with one sharpness star.
Stones Fly always makes at least four attacks. If the spellcaster chooses only one target,
all four attacks are made against that target. If he specifies two targets, two attacks are made
against each. If he specifies three targets, two attacks are made against the target where he put
his attention chit, and one attack is made against the others. If he specifies four or more targets,
one attack is made against each target. The spellcaster rolls separately on the missile table for
each hit, even those on the same target.
Talk To Wise Bird
Color: Gold
Target: Character
Duration: Instant
The target character immediately does the scrye activity. He specifies any clearing on the map
and uses the peer table to search that clearing.
Witchs Brew
Color: Grey
Target: Magic chits (type II and VIII)
Duration: Day
Each targeted type II chit is transformed into a type IV chit, and each targeted type VIII chit is
transformed into a type III chit.

Type III Spells


Elvin Grace
Color: Gold
Target: Individual
Duration: Combat
If the target is a character, this spell alters the time numbers on all of his Move chits: each Light
chit has a time of 1, each Medium chit has a time of 2, each Heavy chit has a time of 3, and each
Tremendous chit has a time of 4. If the target is a monster or native, the spell alters the move
time on both sides of his counter according to his weight: a Light target has a move time of 1, a
Medium target has a move time of 2, and so on. This spell only affects chits that say Move on
them; it does not affect other chits or belongings that can function like Move chits.
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Elvin Grace ignores any strength changes caused by the Belt Of Strength; it always uses
the strength that is actually printed on each Move chit to define that chits time number. The
Draught of Speed and Garb of Speed nullify Elvin Grace when either is active.
Faerie Lights
Color: Gold
Target: Magic chits (type III and VII)
Duration: Day
Each targeted type III chit is transformed into a type II chit, and each targeted type VII chit is
transformed into a type VI chit.
Illusion
Color: Gold
Target: Character, or map tile
Duration: Permanent
Each affected individual adds one to his result whenever he uses any search table. If the target is
a tile, the spell affects every individual in that tile.
Lost
Color: Gold
Target: Character, or map tile
Duration: Permanent
If the target is a tile, the spell affects every character, agent, or phantasm that starts a move
activity in any clearing on that tile, including the caster. One character alone may also be
targeted. Each affected individual must roll on the Lost table
The Lost Table
whenever he uses the move activity to leave a clearing. Lost
does not affect the fly activity, running away from combat, or
Roll
moves begun on roadways.
1
Move to clearing 1
The individual must move to a clearing with the number
2
Move to clearing 2
rolled if there is one adjacent to his current clearing. Otherwise,
3
Move to clearing 3
4
Move to clearing 4
the move is canceled. If several adjacent clearings match the
5
Move to clearing 5
indicated number, he can choose which one to move to. While
6
Move to clearing 6
lost, he can use hidden paths and secret passages that he has not
discovered. He does not discover them when he uses them,
although anyone who is spying on him does.
If the individual moves to a mountain clearing, his next move activity is cancelled; this
represents the second move activity needed to enter a mountain clearing. If he does not have
another move activity in his turn, his move is cancelled and he stays where he is. The second
move phase does not have to come right after the first, and it need not specify the mountain
clearing he moves to.
An individual who is walking the woods is forced to follow the roadways only when he
moves from tile to tile.

78

Persuade
Color: Gold
Target: All the natives of one group that are in the clearing, or all the giants in the clearing, or all
the ogres in the clearing.
Duration: Day
The spellcaster pacifies the targets. To hire them, he uses the friendly column of the meeting
table.
See Hidden Signs
Color: Gold
Target: Character
Duration: Day
The target can record and do a bonus search activity during his turn.

Type IV Spells
Blazing Light
Color: Purple
Target: Clearing
Duration: Day
The spellcaster must be in a cave clearing to cast this spell, and his target is that clearing. Each
character or agent in that clearing during birdsong has the option to record a bonus phase to do
any normal activity. He must also be in the clearing when he starts the phase or the activity is
cancelled.
Elemental Spirit
Color: Purple
Target: Magic chits (type IV and VI)
Duration: Day
Each targeted type IV chit is transformed into a type VIII chit, and each targeted type VI chit is
transformed into a type V chit.
Fiery Blast
Color: Purple
Target: Multiple
Duration: Attack
This spell attacks each target like a missile weapon with a length of 13, and it inflicts Light
damage plus three sharpness stars.
79

Hurricane Winds
Color: Purple
Target: Individual
Duration: Special
This spell can be cast only in a mountain clearing. It has no effect until the beginning of the next
encounter step, when the target must fly away. This occurs before the encounter step begins. In
flying, he acts as if he had Tremendous flying strength with a time number of 1.
When the target flies out of the clearing, all of his belongings, including his horses, fly
and land with him. The spellcaster chooses which adjacent tile the target flies to. If the target is
a denizen that does not record turns, it lands at the beginning of daylight, just before the first
attention chit is chosen. Otherwise, the target lands during his turn, as usual. The spell expires
as soon as the target flies away, not when the target lands.
Lightning Bolt
Color: Purple
Target: Individual
Duration: Attack
This spell can be used only in a mountain clearing. It attacks like a missile weapon with a length
of 18, and it inflicts Medium damage plus three sharpness stars.
Roof Collapses
Color: Purple
Target: Clearing
Duration: Attack
This spell can only be used in a cave. It automatically attacks every character, monster and
native in the clearing, including the spellcaster. It attacks like a striking weapon with a length of
18, and it inflicts Heavy harm with no sharpness. It always attacks each target in the smash
direction with a time number of 4, regardless of the chit or card that was used to cast it.
Roof Collapses does attack hidden individuals in the clearing. During the melee step,
they can play maneuvers to avoid the spell without becoming unhidden.
Violent Storm
Color: Purple
Target: Map tile
Duration: Day
The spellcaster rolls the dice and consults the violent storm table. The
result is the number of phases each character and agent must cancel if he
ends a phase in the tile, in a woods or mountain clearing that does not
contain the Inn, House, Chapel, or Guard house. He pays this penalty
only once per turn, and he can choose which activities to cancel. He can
cancel only those activities that remain in his current turn; if he loses
more activities than he has remaining, the excess losses are ignored.

The Violent Storm Table


Roll
1
2-3
4-5
6

4 phases
3 phases
2 phases
1 phase

80

Type V Spells
Absorb Essence
Color: Black
Target: Monster
Duration: Permanent
This spell can be cast on any monster, even one that is controlled or hired. The spell
transmorphizes the spellcaster into the monster he named as target. Unlike with other
transmorphize spells, his items and horses are not transmorphized.
The spellcaster puts the absorbed monsters counter in the spell box, and continues to use
his character counter as normal. The monster is considered out of play while the spell lasts, even
while the spell is inert. Any denizens and attention chits that were assigned to it become
unassigned, and it is released from any spells that were bewitching it. If the spell is broken, the
monster instantly reappears in the spellcasters clearing. If the spellcaster is killed, the monster
is killed toothe killer gets both the spellcasters points and the monsters bounty, without
multiplication, and counts it as two kills towards his daily total.
While the spell is energized, the spellcaster plays dummy chits. When he plays them, he
can turn the monsters counter either side up; the chits have the values that are face up. If the
monster is of Tremendous size, he can only turn the red side up when he gets a hit; once it is red
side up, he can turn it back again when he plays a chit if he wishes, and it will automatically flip
if he changes targets or kills his target.
If the monster has a head or club, the spellcaster can play it during combat as a second
attack against his target. He puts it in any of the attack circles when he plays his dummy attack
chit. He may play either side of the head or club face up, and he may play both attacks in the
same direction or different directions. If the monster is a demon or imp, he casts its spell as an
attack (like a monster, not a character). While the spell is energized, the spellcaster can use the
monsters magic type to record spells.
If a spellcaster has recorded duplicate Absorb Essence spells, he can absorb one monster
per spell. When he plays a color chit, he must indicate which copy of the spell he is energizing;
he turns into the monster corresponding to that copy, and the other monster becomes (or remains)
dormant. If both spells are energized simultaneously, the spellcaster chooses which one
transmorphizes him.
When Absorb Essence is cast by an artifact or spell book, the character holding the item
transmorphizes into the monster. If the spell becomes energized while the item is not held by a
character, the item itself becomes the monster, and it functions like a normal monster in all
respects. When the monster is killed the spell is broken and the item reappears.

81

Ask Demon
Color: Black
Target: One demon or winged demon
Duration: Instant
The spellcaster can ask one question of any other player (in the context of the game he is asking
the demon, who knows all about the character), and the other player must answer truthfully. The
question must be answerable by yes, no or a number, it must be about recorded information
or one or more game pieces and it must be about the present or pastthe spellcaster cannot ask
about ideas or future intentions. Question and answer must be kept secret from the other players.
The spell has no effect on how the demon fights.
Broomstick
Color: Black
Target: One Light character
Duration: Special
When this spell comes to life it causes the spells Magic chit to become a special Fly L1 chit.
The Fly chit has no asterisks, and cannot be fatigued or wounded. Put the Magic chit used to
cast the spell on top of any unused chit to represent the Fly chit, and place it with the targets
active chits. It remains in existence indefinitely, until it is used or the spell is broken.
If the target is the spellcaster himself, he can play the Fly chit whenever he could
normally play a Move chit. When he plays it, he flies, and the spell expires. If it is used to
charge, it expires at the end of the encounter step. If it is used to maneuver, it expires at the end
of the melee step. If it is used to run away or to fly from tile to tile, it expires instantly when its
owner lands.
If the target is another character, the spellcaster controls when this chit is used, but it can
be used only when the target uses a Move chit. If the Move chit is stronger than Light, the Fly
chit has no effect and the spell is broken. If the chit is Light, the results depend on when the chit
was played. The chit expires after being played, as described above.
During combat, if the target plays a Light Move chit during the encounter step, the
spellcaster can interrupt his play and force him to use the Fly chit to charge or Fly away, as the
spellcaster chooses. If the target plays a Light Move chit to maneuver, then when the final
maneuvers are revealed the spellcaster can replace the Move chit with the Fly chit, but he cannot
change the direction of the targets maneuver.
During daylight, if the target starts to do a fly phase, the spellcaster can invoke the Fly
chit and allow him to fly. If he does not invoke the Fly chit, the activity is canceled (unless the
target has another source of flying strength). If the target does a move phase and plays a Light
Move chit to carry items, then the spellcaster can invoke the Fly chit and force him to fly to the
tile he is moving to instead of moving to a particular clearing.

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Curse
Color: Grey
Target: Character
Duration: Instant
The spellcaster rolls on the curse table and applies the curse to the target. Note that the Curse
spell is instant: it expires as soon as it comes to life, leaving behind the curse that is its effect.
Thus, the Curse spell can be cancelled, but not broken.
Pentangle
Color: Black
Target: Individual
Duration: Combat
The demon, winged demon and imp cannot be assigned to the target; if they are assigned to him,
the assignment is broken. All spells and curses that are bewitching the target are nullified, and
no new spells can go into effect against him. Pentangle stops only those spells that are aimed
specifically against the target. He is still affected by spells aimed at other targets like the
clearing or tile.
Power of the Pit
Color: Black
Target: Individual
Duration: Instant
The spellcaster rolls on the Power of the Pit table and applies the result to the target.

Type VI Spells
Dissolve Spell
Color: Purple
Target: Spell
Duration: Instant
Dissolve Spell acts as a spellbreaking spell against the target.
Enchant Artifact
Color: Purple
Target: One artifact or spell book that the spellcaster has active
Duration: Permanent
When the spellcaster names his target, he must also name one of his recorded spells. Whenever
the Enchant Artifact spell is energized, the target contains the added spell and its spell type in
addition to its own type and spell(s). The magic type and spell can be new or may be one the
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artifact already has. The character who is holding the target item can read runes to learn the
spell, and he can play the item to cast the spell (which is considered awakened). The new magic
type can also be used to cast other spell cards that belong to the item, if it matches their type.
The owner of the item must specify exactly which magic type and spell he is using when he
plays the item.
Each magic type on the target item can be used once per day, so an item with two magic
types can be used twice, once with each magic type. Similarly, when one magic type is
committed to a spell, the item can still be played to use the other magic type. The same item can
be enchanted any number of times with different copies of Enchant Artifact, adding a new magic
type and spell with each casting.
Melt into Mist
Color: Purple
Target: Individual
Duration: Permanent
This spell transmorphizes the target into mist. The target takes no part in combatall denizens
assigned to him become unassigned, and all attention chits targeting him are taken back. He
cannot charge or attack, and he cannot be charged or attacked. If he is a character, he can run
away. He does not need to play a Move chit to do so.
While mist, a character or agent can only do the move, hide, and follow activities. He
cannot be followed, and he cannot block or be blocked. The target can move along hidden paths
and secret passages that he has not discovered, but he does not discover them as he moves.
Other characters who can spy on him may discover them, however.
While Mist, the target is not affected by spells. Any other spells and curses that are
currently bewitching him are nullified, new spells cannot go into effect against him, and he is not
affected by spells aimed at other targets (he is immune to Power of the Pit results, for example).
Note that the Melt into Mist spell itself is not immune to spells, and can be broken by
spellbreaking spells.
Phantasm
Color: Purple
Target: None
Duration: Day
This spell creates an ethereal being (or phantasm) that the spellcaster controls. During
birdsong of the next day he puts an unused piece with himself to represent the phantasm, and he
records a separate turn for it. The phantasm gets two phases plus two sunlight phases, and can
do the move, search, and enchant activities. It takes its turn just before the spellcaster. It shares
the spellcasters discoveries list, and can use hidden pathways the spellcaster has discovered
when it moves. When it does the search activity, it is treated as if the spellcaster did the scrye
enhanced activity in the phantasms current clearing. However, if the Phantasm discovers
hidden enemies, the controlling character can only see hidden enemies if he is in the same
clearing as the Phantasm. When it does the enchant activity, it is treated as if the spellcaster did
the remote enchant enhanced activity in the phantasms current clearing. The first such activity

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is treated as a blank phase, just as it would be with a character. If the spellcaster himself also
records enchant phases, his first is also treated as blank, as normal.
The phantasm cannot possess belongings or gold, it cannot follow or be followed, it
cannot spy or be spied on, it cannot block or be blocked, and it does not turn up chits, summon
denizens, or cause monsters to move. It cannot be targeted, and the spell itself can only be
targeted if the spellcaster is in the clearing. The phantasm is affected by all indirect effects that
modify its results on tables, however.
Transform
Color: Purple
Target: Individual
Duration: Permanent
The spellcaster rolls the dice and consults the transform table, and the target is transmorphized
into the creature indicated
by the result. Each time the The Transform Table
spell is energized, he is
Roll
Creature
Attack
M. Time Special Move
Vulnerability
transformed into the same
1
Dragon
T4
4
must fly
Tremendous
2
Lion
H3
4
walks woods
Heavy
creaturehe does not roll
3
Eagle
M2
2
must
fly
Medium
again. Creatures with no
4
Bird
none
1
must fly
Light
attack listed have no attack
5
Squirrel
none
2
walks woods
Light
values. They are assigned
Frog
none
3
walks woods
Light
6
and restrict play in combat
normally, but they make no attack. Each creatures move strength and weight is equal to its
vulnerability.
Unleash Power
Color: Purple
Target: Magic chits
Duration: Day
Each Magic chit that is specified as a target is transformed into a Move/Fight chit that can be
used as either a Move chit or a Fight chit. It can carry items like a Move chit, and in combat it
can be used once per round, as either a Move chit or a Fight chit. It has the effort asterisks and
time number printed on it, and its time number defines its strength: each chit with a time of 2 or
3 has Light strength, each chit with a time of 4 has Medium strength, each chit with a time of 5
has Heavy strength, and each chit with a time of 6 or more has Tremendous strength. These chits
cannot be used as Magic chits while they are transformed.
Unleash Power ignores any changes in time numbers caused by the Draught of Speed or
Garb of Speed; it always uses the time number printed on the Magic chit to define that chit's
strength. If the target has the Belt of Strength active, the Belt defines the final strength of each
Move/Fight chit, according to the number of asterisks on it. See the list of treasures for
information on these items.

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World Fades
Color: Black
Target: Character
Duration: Permanent
If there are no denizens assigned to the target at the end of a round of combat, he rolls on the
hide table. If he hides successfully, he remains hidden until he is revealed normally (he can hide
and be discovered repeatedly). The spell also gives the target magic sight.

Type VII Spells


Control Bats
Color: Any
Target: All of the bats in the clearing
Duration: Day
The spellcaster controls all of the bats in his clearing.
Peace with Nature
Color: Gold
Target: One character or agent
Duration: Permanent
This spell prevents warning and sound chits from summoning monsters when the target ends his
turn. If the chits are face down he reveals them as usual but turns the warning and sound chits
face down again to show they have not summoned monsters yet. The chits react normally when
anyone else ends his turn in the tile. This spell does not affect site chits, dwellings, or treasure
cards, which continue to summon normally. Note that if the target is a hired or controlled
denizen, he remains bewitched when he becomes unhired and uncontrolled.
Premonition
Color: Grey
Target: Character
Duration: Day
The target character chooses when he takes his turn during daylight. He keeps his attention chit
instead of mixing it with the others, and each time a new chit is about to be picked he can
preempt and take his turn. When no chits are left, he must take his turn if he has not taken it
already. If the spell is broken before he preempts, his attention chit is immediately mixed in with
the remaining chits.
If several characters can preempt, they must preempt or pass in turn, going clockwise
from the last character to take a turn.

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Protection from Magic


Color: Gold
Target: Character
Duration: Special
When this spell comes to life, its Magic chit is put with the targets inactive items and is handled
like an item. Stack the Magic chit on top of an unused chit to distinguish it from fatigued chits.
The target can activate it exactly as if it were an item. If he activates it at the start of a phase of
his turn, the spell affects him until that phase ends, then it expires. If he activates the chit as his
action during an encounter step, the spell affects him until that round of combat ends, then
expires. When the chit is activated, it nullifies all spells and curses that are bewitching the target,
and prevents new spells and curses from going into effect on him. He is still vulnerable to spells
aimed at other targets like the clearing and tile. At the end of the phase or round, the spell
expires.
Unlike with most spells, a target can be affected by multiple copies of this spell at the
same time.
Sense Danger
Color: Purple
Target: Character
Duration: Permanent
The target can record and do a bonus alert activity on his turn.

Type VIII Spells

Bad Luck
Color: Any
Target: Character
Duration: Permanent
The target character adds one to his result whenever he uses any table, except where the rules
state otherwise.
Deal with Goblins
Color: Grey
Target: All of the goblins in the clearing
Duration: Day
The spellcaster pacifies the goblins in his clearing. He uses the neutral column of the meeting
table to hire them.

87

Guide Spider or Octopus


Color: Grey
Target: One spider or octopus
Duration: Day
The spellcaster controls the target monster.
Poison
Color: Grey
Target: One weapon counter, native counter, goblin counter, ogre counter or giants club
Duration: Day
When the target weapon inflicts damage, it acts as if it had one additional sharpness star.
Remedy
Color: Grey
Target: One spell, or one curse in the spellcasters clearing
Duration: Instant
The target can be one curse on one character, or one spell. The target spell is broken, or the
curse is lifted.
Whistle For Monsters
Color: Purple
Target: One face-up sound chit anywhere on the map
Duration: Instant
This spell can only be cast in a tile that contains six clearings. If the target sound chit is not in
the spellcasters tile, then it is moved to his tile. If it is already in his tile, then he can move it to
any other tile that contains six clearings. Thereafter, the chit summons monsters to its new tile.

Treasure Cards with Spells


These spells are innate parts of certain treasure cards. They cannot be learned or recorded. See
the list of items for further details.
Dragonfang Necklace
Color: Purple
Target: One dragon or flying dragon
Duration: Day
The character who owns this card controls the target dragon. When no character has the card,
the spell is nullified.
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Eye of the Moon


Color: Grey
Target: Next weeks weather chit
Duration: Instant
This spell can be cast only if the optional weather rules are being used. The target is the facedown number chit that will define next week's weather. When the spell goes into effect the
spellcaster can either look at this chit secretly or, without looking at it, insist that a new chit be
picked using the normal method. If a new chit is picked, he does not look at it.
Comment: A character usually must cast this spell several times to get the weather he
wants. He must cast it once to look at the chit, a second time to change it, a third time to look at
the new chit, and so on.
Flying Carpet
Color: Purple
Target: The Flying Carpet card itself
Duration: Permanent
This permanent spell has already been cast on the Flying Carpet card. While the spell is
energized, the card can be used as a Fly chit with Medium strength and a time number of 2.
The owner of the card can play it once per round of combat, and he can use it to fly during his
turn. This spell cannot be brokenif a spellbreaking spell is used against it, it just becomes
inert. It can be re-energized immediately, as soon as it is supplied with purple magic.

89

List of Treasures
The list of treasures gives a full explanation of each treasure card. Certain treasures and spells
share common abilities or characteristics; the rules surrounding them are detailed immediately
below, to avoid repetition in the lists themselves.
1. Potions
Potions display the word Potion at the top of the card. When a potion is activated it
remains active until the end of the day. At midnight the potion and its special effect stops, and it
is put on the set up card, face down, in the box named on the treasure card, under any treasure
cards that are already there. If visitors are beings used, the potion can be bought from the boxs
owner and used again.
A reusable potion can be transferred, sold, or abandoned while active, and can then be
used by its new owner. A potion that expires when activated is immediately removed from
play when used. It is put back on the set up card at midnight like other potions. A potion that is
consumed by activation cannot be transferred to another character once it is active. A potion
that is applied to a weapon is used up on the weapon the character has active at the moment. If
he has no weapon active, it affects his dagger. The card is put with that weapon to represent the
potions effect.
2. Boots
Boots cards display the word Move, a strength letter, and a time number. A character
can only have a boots card active if its strength equals or exceeds his weight and the weight of
every item he owns. If he obtains an item which is too heavy, he must instantly inactivate the
boots or abandon the item. A character can never have more than one pair of boots active.
A character can use an active boots card as a Move chit with the strength and time
number printed. He can play it to carry items when he moves, or during combat. He can only
use the boots once per combat round, however. He can use the boots even if he has an active
horse, and he can always use a horse or normal Move chit instead of the boots if he wishes.
3. Gloves
Gloves cards display the word Fight, a strength letter and a time number. A character
can never have more than one pair of gloves active. He can use his active gloves as a Fight chit
with the strength and time number shown, once per round of combatso long as his active
weapon is not too heavy. He does not have to use the gloves; he can play a regular Fight chit if
he wishes.
4. Armor
Some treasure cards can be used as armor; the description of the card will explain where
it can be played. Armor cards can always be activated, regardless of what other armor the
character may be wearing.
An armor card cannot he damaged. When hit by the harm indicated on the card, it is
destroyed. The card is removed from the game, and the owner gains recorded gold to reflect the
value of the jewels and metal in the shattered treasure. The individual entries for armor cards
give the amounts.

90

Some treasure counters also take the form of armor. These work exactly like regular
armor, with one difference: when they are destroyed, they are removed permanently from the
game, and the owner gains the amount of gold indicated in the price list.
5. Site Cards
Six of the treasure cards are considered treasures within treasures (see page 10). Three
of these cards are replaced by other things when they are found or activated. The other three,
which say cannot move at the bottom, are called site cards. Finding a site card indicates that
the player has found a minor treasure site within the main site. Each minor site contains the
treasures that are in its box in the treasures within treasures section of the set up card. When a
player draws a site card as a result of a loot roll he crosses it off his discoveries list. Then the
site card is turned face up and put back in the box it came from, below any other treasures. This
gives the other players a chance to draw the card and discover the site. If a character discovers
the site card by other means, such as by purchasing the discovery or spying on someone who
loots it, he automatically discovers the main site as well.
Once a character has discovered a site card, he can loot it using the search activity. When
he does the activity he specifies the card, then rolls on the special table listed on the set up card.
He cannot use the loot table to loot a site card; however, the roll is still considered a loot roll, and
die modifications that apply to loot rolls apply to these tables. Characters under the influence of
magic sight use the special tables rather than the magic sight table. Looting a site card at the
Cairns or Pool is not the same as looting the Cairns/Pool itself, and does not fatigue asterisks.
The following types of items contain spells or have spell-like abilities. When playing without the
magic rules, these items cannot be activated; they can only be sold for gold or used to fulfill
victory conditions at the end of the game.
6. Enchanted Cards
Treasure cards that have a color of magic printed on them in red are called enchanted
cards. Each enchanted card must be turned face up and revealed to all when it is first seen,
whether it is taken by a character or not. It remains face up and active for the rest of the game,
even when it is owned by a denizen or abandoned on the map. If the card is owned by a native
leader, it continues to affect all those in the leaders clearing even if he is hired.
While the enchanted card is face up, it acts as a continuous source of its color to everyone
in its clearing. If it has any other effects, they also apply to everyone in the clearing. If the card
is on a roadway, it supplies color magic and its effects to those on the same roadway.
7. Artifacts and Spell Books
Items that have a spell type printed on them in red can be used to cast spells. Those that
hold one spell card are called artifacts, while those that hold four are called spell books. As his
action during the encounter step, a character can play an active artifact or spell book like a Magic
chit, to cast one of its awakened spells. He puts the item and the spell card it is casting in one of
his vacant spell boxes, face up. If he has no vacant spell boxes, he can play the card anywhere
on his sheet.
Spell books only have one magic type, though they may contain spells of a second type
as well. Spell books can only cast the spells that correspond with their magic type. For example,
the Good Book can be used to cast its two type I spell cards, but it cannot cast its two type VII
91

spell cards. An item and its spell card can only be played if it is supplied with the proper color
magic.
When an item casts a spell, the spell has a completion time of zero. The spell card is put
on the target to represent the effect of the spell, or manipulated in whatever other way the spell
specifies, as if it were a Magic chit. This ties up the item and spell card until the spell ends, just
as it would a spell recorded on a characters sheet. The item must stay active while it is owned.
If it is sold or abandoned, it stays face up like an enchanted card, but the spell is nullified until
the item is again in a characters possession. Neither the item nor the spell card can be played
again while they are committed, though all spell cards in the item can still be learned by reading
runes.
The item itself is actually the spellcaster of the spell; the character who is currently
holding the item is treated as the spellcaster for game purposes. For example, if a spell controls
monsters, the owner of the item can trade it to another character at the end of combat, and the
recipient will control the monsters during the next day. The spell cannot be broken by killing the
current owner of the item. Spellbreaking spells can break the spell if the item is in the clearing;
otherwise, they release everyone in the clearing who is bewitched as normal.
Each artifact or spell book can be used only once per evening. This includes effects that
are already in place when evening beingsif an ongoing spell effect ends during the evening,
the item cannot be used until evening of the next day.
8. Items with Spells
The Dragonfang Necklace, Eye of the Moon, and Flying Carpet treasure cards have spells
that can be used by their owners. These spells cannot be learned or recorded. They are
explained on the list of spells.
The Dragonfang Necklace and Eye of the Moon are played exactly like artifacts to cast
their spells. Each item can be played only once per evening, and its spell has a completion time
of zero. These spells can be transferred to other characters and broken just like other spells cast
by artifacts.
The Flying Carpet is the target of a permanent spell that is energized just like any other
permanent spell (see page 68). The spell cannot be brokenany attempt to break it just makes it
fall inert until it is energized again.

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Treasures by Name
7 League Boots: This boots card acts as a Move T5. It can be used to open the Vault. It also
allows its owner to record a bonus phase to do the move activity, even if he is riding a horse.
Alchemists Mixture: This reusable potion represents pinches of deadly powder that are thrown
at a target. It is a missile weapon, length 11, weight Negligible, harm Medium with three
sharpness stars. It must be played with a Fight chit, which gives the time number of its attack.
Alerting has no effect on the Alchemists Mixture; it stays face up whether it is alerted or not.
Once activated, it can attack one target per round of combat until midnight, when it expires.
Amulet: This card either lifts one curse from one character in its clearing or acts as a
spellbreaking spell against one spell whose spellcaster or target is in its clearing (see page 57).
The cards owner chooses exactly which curse or spell is affected. The Amulet expires when
activated; at midnight it returns to the Shamans box.
Ancient Telescope: This card gives its owner a bonus phase that he can use to record the scrye
activity to peer from a mountain clearing to another mountain clearing. He must be in a
mountain clearing when he does the activity during daylight, or it is cancelled.
Battle Bracelets: When active, the Battle Bracelets allow their owner to shift his attack during
the melee step against slow opponents. After attacks and maneuvers are revealed but before they
are resolved, if the owners target has a maneuver time of 5 or more, he may shift his attack to
any attack circle he chooses. If he is attacking multiple targets, he can shift his attack only if
every target has a maneuver time of 5 or more. This shift occurs before the effects of the Elusive
Cloak (q.v.)
Beast Pipes: This card contains one type VIII spell card. It can be used as a Magic VIII 0 chit
to cast this spell.
Belt of Strength: This card alters the strength of its owners Move, Fight, Duck, and Berserk
chits. 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.
Black Book: This card contains two type V spell cards and two type VIII spell cards. Once per
day it can be used as a Magic V 0 chit to cast one of the type V spells.
Blasted Jewel: This card contains one type V spell card. It can be used as a Magic V 0 chit to
cast this spell.
Book of Lore: This card contains four type IV spells. Once per day it can be used as a Magic
IV 0 chit to cast one of them.

93

Bejeweled Dwarf Vest: When active, this card intercepts thrust attacks, and is placed in the
thrust shield oval. If a shield is in the oval, the shield intercepts damage, not the Vest. The
Vest is destroyed when Heavy (or greater) harm is inflicted on it. If destroyed, its owner gets 23
gold points to represent the value of its jewels.
Chest: The chest functions like any other item, and must be kept inactive. If the owner of the
chest has the Lost Keys treasure active, he can activate the Chest. If he does so, he immediately
removes the Chest from the game and takes its treasures from the treasures within treasures
section of the set up card. He also adds 50 points to his recorded gold.
Cloak of Mist: This card allows its owner to record a bonus phase to do the hide activity.
Cloven Hoof: This enchanted card provides black color magic to everyone in its clearing. It also
causes any character in its clearing to add one to each die result when he rolls on any table.
Crypt of the Knight: This site card can be looted using the table on the set up card. The looter
must play a piece with Tremendous strength every time he uses this table, whether an action chit,
horse, or native follower. This works exactly like looting the Vault, and any piece that states it
can be used to open the Vault can be used to loot the crypt. However, the Tremendous strength
must be applied on every loot attempt, not just the first (there are many heavy doors to be forced
in the Knights Crypt). If the result indicates a treasure counter that is gone, the looter gets
nothing. The gold points granted on a 5 result never run out.
Crystal Ball: This card allows its owner to use his regular phases to record the scrye and remote
enchant activities.
Deft Gloves: This gloves card can act as a Fight L2. If a character has them active when he
makes a loot roll, he rolls only one die to find his result.
Dragon Essence: This enchanted card provides Purple color magic to everyone in its clearing. It
also summons monsters like a smoke warning chit whenever a character ends his turn in its
clearing. It does not summon monsters if a character ends a turn elsewhere on the tile, but unlike
a warning chit it can summon multiple times per turn. In a cave tile it counts as a Smoke C chit;
in a mountain tile it counts as Smoke M. It does not summon monsters in Woods and Valley
tiles.
Dragonfang Necklace: This item can be played like an artifact to cast its spell. See the list of
spells, page 88.
Draught of Speed: This potion alters the time numbers on all of its owners action chits,
including his Magic chits. Each chit with two asterisks has a time of 2, each chit with one
asterisk has a time of 3, and each chit with no asterisks has a time of 4. The Draught is
consumed by activation.

94

Enchanted Meadow: This site card can be looted using the table on the set up card. If a result
indicates a treasure counter that is gone, the looter gets nothing. If the looter rolls for a wish, he
is both the spellcaster and the target. If he gets to repair wounds/fatigue, all of his fatigued and
wounded action chits instantly return to play, rested; this automatically lifts the Wither curse.
Elusive Cloak: If all the attacks aimed at him have an attack time of 5 or more, the owner can
shift his maneuver to any maneuver square he chooses right before hits are determined. Note
that the Dwarf can never shift his Duck chit. This shift occurs after the effects of the Battle
Bracelets (q.v.).
Use of the Elusive Cloak when fighting a red-side-up Tremendous monster can cause an
infinite loop where neither the character nor the monster can be killed. If there is no chance
for the Tremendous monster to be killed by either the character or anyone else in the clearing (or
the other characters decline to help), then the character is killed. It is assumed that the character
will tire before the monster does.
Elven Slippers: This boots card acts as a Move L2.
Enchanter's Skull: This card contains one type IV spell card. It can be used as a Magic IV 0
chit to cast this spell.
Eye of the Idol: This card contains one type II spell card. It can be used as a Magic II 0 chit
to cast this spell.
Eye of the Moon: This item can be played like an artifact to cast its spell, as described in the list
of spells, page 89.
Flowers of Rest: This enchanted card provides Gold color magic to everyone in its clearing.
Also, whenever a character who has one or more fatigued action chits is in the same clearing
with this card during daylight, he falls asleep until sunset. He skips the rest of his turn (if he
has not already taken it); he cannot block or be blocked, and he does not summon monsters. At
sunset he returns to normal, and all of his fatigued action chits are activated at no cost. This
effect does not occur on a roadway.
If a character is affected by the Flowers of Rest and the Wither curse at the same time, his
chits cannot be activated or rested so he does not fall asleep. As soon as the Wither curse is
lifted, the Flowers of Rest has its normal effect.
Flying Carpet: This item already has a permanent spell cast on it, which can be energized like
any other permanent spell. See page 89.
Garb of Speed: This card alters the time numbers on all of its owners action chits, including his
Magic chits. Each chit with two asterisks has a time of 3, each chit with one asterisk has a
time of 4, and each chit with no asterisks has a time of 5. The Draught of Speed (q.v.) is
stronger than the Garb.

95

Girtle of Energy: This card allows its owner to play up to three effort asterisks during each
round of combat. If he does so, when paying for fatigue he disregards one of the effort asterisks
he played; he must fatigue asterisks of like type to pay for the other two. For example, if he
played two Move asterisks and a Fight asterisk he can disregard the Fight chit and fatigue two
Move asterisks, or he can fatigue a Move and a Fight, but he cannot fatigue two Fight asterisks.
Glimmering Ring: This card contains one type III spell card. It can be used as Magic III 0
chit to cast this spell.
Gloves of Strength: This gloves card acts as a Fight T5. It can be used to open the Vault.
Glowing Gem: This card contains one type VII spell card. It can be used as a Magic VII 0
chit to cast this spell.
Golden Arm Band: When active, this card intercepts swing attacks, and is placed in the
Swing shield oval. If a shield is in the same oval, it intercepts damage before the Arm Band.
The Band is destroyed when Medium (or greater) harm is inflicted on it. If it is destroyed, its
owner gets 11 gold points to represent the value of the gold.
Golden Crown: When active, this card intercepts smash attacks, and is placed in the smash
shield oval. If a shield is in the same oval, it intercepts damage before the Crown. The Crown is
destroyed when Medium (or greater) harm is inflicted on it. If it is destroyed, its owner gets 48
gold points to represent the value of its gold and jewels.
Golden Icon: This enchanted card provides Grey color magic to everyone in its clearing.
Good Book: This card contains two type I spell cards and two type VII spell cards. Once per
day it can be used as a Magic I 0 chit to cast one of the type I spells.
Gripping Dust: This potion is applied to a weapon. It keeps the weapon alerted side up at all
times, even when it hits.
Handy Gloves: This gloves card acts as a Fight M3.
Hidden Ring: This card contains one type VI spell card. It can be used as a Magic VI 0 chit
to cast this spell.
Lost Keys: When a character has this card active, he does not have to play a piece with
Tremendous strength to loot the Vault or the Crypt of the Knight. This card also allows its
owner to activate the Chest (q.v.).
Lucky Charm: This card affects all tables. If a character has this card active when he uses a
table, he rolls only one die. Note that the charm can be a liability when rolling for a curse or
Power of the Pit result.
Magic Spectacles: This card allows its owner to record a bonus phase to do the search activity.
96

Magic Wand: This card affects rolls on all spell tables (wish, curse, Power of the Pit, transform,
lost, and violent storm), and on missile table rolls used to resolve an attack spell. If a character
has this card active when he uses one of these tables, he chooses what the red die rolls instead of
rolling it. If he must roll two dice he still rolls the white die, after choosing the result for the red
die, and the higher number is his result.
Map of the Lost Castle: The owner subtracts one from all rolls on the locate table made in the
tile that contains the Lost Castle chit.
Map of the Lost City: The owner subtracts one from all rolls on the locate table made in the tile
that contains the Lost City chit.
Map of Ruins: The owner subtracts one from all rolls on the locate table made in the Ruins tile
or in any tile that contains a yellow Ruins warning chit. If a Ruins warning chit is in the Ruins
tile the subtraction is still onenot two.
Mouldy Skeleton: When a character draws this card, he must immediately reveal it and roll for a
curse. Then he takes its treasures from the treasures within treasures section of the set up card
and puts them in the box he was looting, on top of all the other treasures. The only way to obtain
them is by further looting the site.
Oil of Poison: This potion is applied to a weapon. It adds one sharpness star to the damage the
weapon inflicts when it hits.
Ointment of Bite: This potion is applied to a weapon. It causes the weapon to hit whenever its
attack time undercuts or ties its targets maneuver time.
Ointment of Steel: This potion is consumed by activation. When active, it intercepts attacks
from all three directions, and is put in the suit of armor oval. If the user is wearing a suit of
armor, the Ointment intercepts damage first, and must be destroyed before the suit can be
affected. The Ointment is destroyed only if Tremendous harm is inflicted on it. Its owner gets
no gold if it is destroyed.
Poultice of Health: While a character has this card active, each time he does a rest activity he
rests an extra fatigue asterisk. He rests one asterisk, and then immediately rests another. This is
not cumulative with the Dwarfs special ability. This potion is consumed by activation.
Penetrating Grease: This potion is applied to a weapon. It causes the weapon to ignore armor.
The weapon inflicts damage on all monsters and natives as if they were unarmored. When it hits
a character, it inflicts damage directly on him as if he were not wearing any armor.
Phantom Glass: This card causes its owner to use magic sight (see page 70).

97

Potion of Energy: This card allows its owner to play any number of asterisks in a round of
combat. If he plays more than two, when paying for fatigue he disregards one of the effort
asterisks he played; he must fatigue asterisks of like type to pay for the rest. This potion is
consumed by activation. It is stronger than the Girtle of Energy.
Power Boots: This boots card acts as a Move H4.
Power Gauntlets: This gloves card acts as a Fight H4.
Quick Boots: This boots card acts as a Move M3.
Reflecting Grease: When a character has this card active he is not wounded by any attack that
strikes armor. His armor can still be damaged and destroyed normally, and attacks that hit him
without striking armor can still wound and kill him. The potion is consumed by activation.
Regent of Jewels: This card allows its owner to record a bonus phase to do the trade activity.
Remains of the Thief: When a character draws this card, he must immediately reveal it and roll
for a curse. Then he removes the card from the game and takes the treasures from its box in the
treasures within treasures section of the set up card. He also adds 20 points to his recorded gold.
Royal Sceptre: This card allows its owner to record a bonus phase to do the hire activity.
Shielded Lantern: This card allows its owner to record a bonus phase that he can use to record
any normal activity. He must be in a cave clearing when he starts the phase or the activity is
canceled.
Sacred Grail: This enchanted card provides white color magic to everyone in its clearing.
Sacred Statue: This card contains one type I spell card. It can be used as a Magic I 0 chit to
cast this spell.
Scroll of Alchemy: This card contains four type VI Spell cards. Once per day it can be used as a
Magic VI 0 chit to cast one of them.
Scroll of Nature: This card contains two type II Spell cards and two type III Spell cards. Once
per day it can be used as a Magic II 0 chit to cast one of the type II spells.
Shoes of Stealth: This boots card acts as a Move L3. When a character has this card active, he
rolls only one die each time he uses the hide table.

98

Timeless Jewel: When this card is active, its owner ignores his recorded turn and chooses what
to do on each phase of his turn as he does the phase. He gets the same number of phases and
types of activities he is normally allowed, except that he can use a bonus or enhanced activity
caused by a belonging as soon as he activates that belonging, whether it was active during
birdsong or not (however, only one horse per day can give him bonus phases.)
The Timeless Jewel can be activated midway through a turn; the owner simply chooses
how to do the remaining phases of his turn as he does them. If the Timeless Jewel is inactivated
during its owners turn, he is instantly blocked.
Toadstool Circle: This enchanted card supplies Black color magic to everyone in its clearing. It
also allows each character in its clearing to record a bonus phase to do the enchant activity, if he
is in that clearing both when he records the phase and when he does it. The Toadstool Circle is a
site card, which can be looted using the table on the set up card.
If a result indicates a treasure counter that is gone, the looter gets nothing. If the looter
teleports, he is simply placed in the cave clearing of his choice; if hidden, he remains so. If he is
already in a cave, he may choose to remain there. Anyone who is following him is immediately
left behind. If the looter is allowed to peer or spell into any tile, for the rest of the day each time
he uses the peer table he may specify any clearing (even a cave) before he rolls. The results are
interpreted as if he was in the clearing he names. Similarly, each time he does the spell activity
he can do it as if he was in any clearing he wishes (for the purposes of enchanting tiles).
Toadstool Ring: This card allows its owner to record a bonus phase to do the enchant activity.
Vial of Healing: When activated, the vial instantly converts its owners wounds into fatigue, at
no cost. While a character has this card active, any action chit that is wounded is instantly
converted into a fatigued chit. This potion is reusable.
Withered Claw: When a character activates this card, he immediately rolls for a wish and a
curse. He uses the same die result on both tables (so a 4 gives him I wish for peace and Ill
Health). The Withered Claw expires when activated; at midnight it returns to the Shamans
box.

99

TREASURE TABLE
Treasure Cards
7-League Boots
Alchemists Mixture
Amulet
Ancient Telescope
Battle Bracelets
Beast Pipes
Bejeweled Dwarf Vest
Belt of Strength
Black Book
Blasted Jewel
Book of Lore
Chest
Cloak of Mist
Cloven Hoof
Crypt of the Knight
Crystal Ball
Deft Gloves
Dragon Essence
Dragonfang Necklace
Draught of Speed
Elusive Cloak
Elven Slippers
Enchanted Meadow
Enchanters Skull
Eye of the Idol
Eye of the Moon
Flowers of Rest
Flying Carpet
Garb of Speed
Girtle of Energy
Glimmering Ring
Gloves of Strength
Glowing Gem
Golden Arm Band
Golden Crown
Golden Icon
Good Book
Gripping Dust
Handy Gloves
Hidden Ring
Imperial Tabard
Lost Keys
Lucky Charm
Magic Spectacles
Magic Wand
Map of Lost Castle
Map of Lost City
Map of Ruins
Mouldy Skeleton
Oil of Poison
Ointment of Bite
Ointment of Steel
Penetrating Grease
Phantom Glass
Potion of Energy
Poultice of Health
Power Boots
Power Gauntlets
Quick Boots
Reflecting Grease
Regent of Jewels
Remains of Thief
Royal Sceptre
Sacred Grail
Sacred Statue
Scroll of Alchemy
Scroll of Nature
Shielded Lantern
Shoes of Stealth
Timeless Jewel
Toadstool Circle
Toadstool Ring
Vial of Healing
Withered Claw

Section
2. Birdsong
10. Weapon
4. One-Use
2. Birdsong
12. Combat
14. Artifacts
10. Armor
6. Altering Chits
14. Spell Books
14. Artifacts
14. Spell Books
1. TWTs
2. Birdsong
5. Using Tables
1. TWTs
2. Birdsong
5. Using Tables
3. Daylight
15. Tr. w/Spells
6. Altering Chits
12. Combat
8. Boots
1. TWTs
14. Artifacts
15. Artifacts
15. Tr. w/Spells
3. Daylight
15. Tr. w/Spells
6. Altering Chits
12. Combat
14. Artifacts
9. Gloves
14. Artifacts
10. Armor
10. Armor
13. Color
14. Spell Books
11. Alter Weap.
9. Gloves
14. Artifacts
N/A
5. Using Tables
5. Using Tables
2. Birdsong
5. Using Tables
5. Using Tables
5. Using Tables
5. Using Tables
1. TWTs
11. Alter Weap.
11. Alter Weap.
10. Armor
11. Alter Weap.
5. Using Tables
12. Combat
3. Daylight
8. Boots
9. Gloves
8. Boots
12. Combat
2. Birdsong
1. TWTs
2. Birdsong
13. Color
14. Artifacts
14. Spell Books
14. Spell Books
2. Birdsong
5. Using Tables
3. Daylight
1. TWTs
2. Birdsong
7. Instant Rest
4. One-Use

Gt. Treas.

Lg. Treas.

Chit
Move T5

Spells

Discard
Warlock
Shaman

Magic VIII

Magic V
Magic V
Magic IV

1 VIII

2 V, 2 VIII
1V
4 IV

P1
Black
P5
Fight L2
Purple
Warlock
Move L2
P6
Magic IV
Magic II

1 IV
1 II

Gold

Magic III
Fight T5
Magic VII

Grey
Magic I

1 III
1 VII

2 I, 2 VII
Warlock

Fight M3
Magic VI

1 VI

P2

Discard
Crone
Crone
Shaman
Crone
Warlock
Shaman
Move H4
Fight H4
Move M3
Crone

P3

Discard
White
Magic I
Magic VI
Magic II

1I
4 VI
2 II, 2 III

Move L3
P4

Black
Chapel
Shaman

Weight
------M
-L
H
L
T
--N/A
M
------N/A
L
M
M
-M
-----L
H
T
L
---M
-------N/A
----L
------L
N/A
L
M
L
L
L
L
-L
N/A
----

Fame Reward

Fame

Not.
2

2
-5
3
-15
-15
-5

4
5
5
6
15
15
10

-20

2
40

10 (Soldiers)

5 (Order)
-10
12 (Lancers)

5
6
20
12
2
2

-10
-5

2
2
5 (Order)
5 (Soldiers)
3 (Lancers)
20 (Guard)
-10
5
1
-10
20 (Guard)

-10

10
10
13
12
6
4
10
6
5
-15
20
5
2
10
-10

2
10

3
1

3
4
2

10 (Soldiers)

10

20 (Guard)
50 (Order)
10 (Order)

-15
-25
-5
15
5

-10

5 (Soldiers)

2
7
3

Gold
5
4
5
5
12
8
27
16
10
30
10
0
4
4
20
10
3
8
6
10
5
17
34
13
2
17
16
13
15
8
17
15
50
100
10
3
6
20
17
5
14
6
17
3
3
3
3
5
4
4
8
5
2
8
7
8
3
67
8
12
10
10
10
8
7
34
9
2
3

LIST OF WEAPONS (and attack spells)


(in decreasing order of length)
ROOF COLLAPSES
LIGHTNING BOLT
length: 18
POWER OF THE PIT
CURSE
length: 17
monster: demon,
winged demon, imp
MEDIUM BOW
length: 16
native: WHQ
price: 8 gold

STONES FLY
length: 15

BROADSWORD
length: 7
treasure: Devil, Truesteel
monster: T flying dragon head
native: OHQ-3
price: 8 gold
MORNING STAR
length: 6
price: 8 gold
GREAT AXE
length: 5
native: R1-2
price: 8 gold
THRUSTING SWORD
length: 4
treasure: Living sword
native: R6-7
price: 6 gold

LIGHT BOW
length: 14
native: W1-2, R4
price: 6 gold

SHORT SWORD
length: 3
native: BHQ-5, CHQ-1, PHQ-2,
RHQ, R3, R5
price: 4 gold

FIERY BLAST
length: 13

AXE
length: 2
monster: goblin
price: 4 gold

CROSSBOW
length: 12
native: C6, S3
price: 10 gold

MACE
length: 1
price: 6 gold

ALCHEMISTS
MIXTURE
length: 11
SPEAR
length: 10
monster: goblin
native: LHQ-3, C2-4, S1-2
price: 6 gold
STAFF
length: 9
monster: T dragon head
price: 1 gold
GREAT SWORD
length: 8
treasure: Bane sword
monster: giants club, goblin
native: C5, GHQ-2, SHQ
price: 10 gold

Dagger (Fight chit)


length: 0
tooth/claw (monster)
length: 0

Key: All weapons are listed here in order of length, along with attack
spells, items, heads, and clubs. Of the weapons, the light and
medium bows and the crossbow are considered missile weapons.
The others are striking weapons.
length: The length of the weapon, on a scale from 0 to 18.
treasure: Lists treasure counters of the same weapon type.
monster: Lists monsters that have the same weapon length.
native: Lists natives that use the weapon.
price: The cost of the weapon in gold.
tooth/claw: Most monsters attack with tooth and claw. See the List
of Monsters.
Special Rules: When unalerted side up (with no letter), a spear
inflicts Negligible harm. It still has Medium weight.

ARMOR
SUIT OF ARMOR
protects against:
all directions
price: 17 intact,
12 damaged

TREMENDOUS ARMOR
protects against:
all directions
price: 25 intact,
18 damaged,
5 destroyed

BREASTPLATE
protects against:
Thrust and Swing
price: 9 intact,
6 damaged

SILVER BREASTPLATE
protects against:
Thrust and Swing
price: 25 intact,
21 damaged,
15 destroyed

HELMET
protects against:
Smash
price: 5 intact,
3 damaged

GOLD HELMET
protects against:
Smash
price: 30 intact,
27 damaged,
20 destroyed

SHIELD
protects against:
any one direction
price: 7 intact,
5 damaged

JADE SHIELD
protects against:
any one direction
price: 20 intact,
16 damaged,
10 destroyed

Note: When natives and visitors buy or otherwise obtain


damaged armor, they repair it instantly. It is immediately
available to be repurchased from them in an intact state.

HORSES

PONIES

PONY
VUL: Medium
Move Bonus: Double movement

WORKHORSE
VUL: Heavy
Move Bonus: Extra move phase

WARHORSE
VUL: Tremendous and armored
Move Bonus: None

gallop/walk
values:
L2/L4
M2/M5
M3/M4
M3/M5
L3/M4
L3/M5
M4/M5

GOLD
price:
16
16
15
14
14
12
12

WORKHORSES
gallop/walk
GOLD
values:
price:
H6/T8
12
H6/H7
11
M5/H7
11
M5/M6
10
L4/M6
9
L4/L5
8
WARHORSES
gallop/walk
GOLD
values:
price:
T3/T5
25
T5/T7
22
H4/T7
20
H4/H6
18

LIST OF MONSTERS
TREMENDOUS FLYING DRAGON
size: Tremendous and armored
bounty: 12 fame and 12 notoriety
This monster flies

HEAVY FLYING DRAGON


size: Heavy and armored
bounty: 5 fame and 5 notoriety
This monster flies

T FLYING DRAGON HEAD


weapon: striking
length of 7 (broadsword)

HEAVY DRAGON
size: Heavy and armored
bounty: 5 fame and 5 notoriety

TREMENDOUS DRAGON
size: Tremendous and armored
bounty: 10 fame and 10 notoriety

HEAVY TROLL
size: Heavy and armored
bounty: 5 fame and 5 notoriety

T DRAGON HEAD
weapon: striking
length of 9 (staff)

HEAVY SERPENT
size: Heavy and armored
bounty: 4 fame and 4 notoriety

GIANT
size: Tremendous
bounty: 8 fame and 8 notoriety

GIANT BAT
size: Heavy
bounty: 3 fame and 3 notoriety
This monster flies

GIANT CLUB
weapon: striking
length of 8 (great sword)

HEAVY SPIDER
size: Heavy
bounty: 3 fame and 3 notoriety

WINGED DEMON
size: Tremendous
bounty: 8 fame and 8 notoriety
weapon: Power of the Pit
length of 17
This monster flies

IMP
size: Medium
bounty: 2 fame and 1 notoriety
weapon: Curse
length of 17

DEMON
size: Tremendous
bounty: 8 fame and 8 notoriety
weapon: Power of the Pit
length of 17

TREMENDOUS TROLL
size: Tremendous and armored
bounty: 8 fame and 8 notoriety

OCTOPUS
size: Tremendous
bounty: 8 fame and 8 notoriety

TREMENDOUS SERPENT
size: Tremendous
bounty: 7 fame and 7 notoriety

TREMENDOUS SPIDER
size: Tremendous
bounty: 6 fame and 6 notoriety

GOBLIN with Spear


size: Medium
bounty: 1 fame and 1 notoriety
weapon: striking,
length of 10 (spear)
GOBLIN with Great Sword
size: Medium
bounty: 1 fame and 1 notoriety
weapon: striking,
length of 8 (great sword)
GOBLIN with Axe
size: Medium
bounty: 1 fame and 1 notoriety
weapon: striking,
length of 2 (axe)
VIPER
size: Medium and armored
bounty: 1 fame and 2 notoriety

GHOST
size: Medium
bounty: 0 fame and 2 notoriety

OGRE
size: Medium
bounty: 0 fame and 2 notoriety

WOLF
size: Medium
bounty: 0 fame and 1 notoriety

LIST OF NATIVES
KNIGHT
Weapon: striking,
length of 7 (broadsword)
VUL: Tremendous and armored
Basic gold wage: 8 gold
Bounty: 12 notoriety and 8 gold
Move strength: Tremendous
Weight: Heavy

LANCER
Weapon: striking,
length of 10 (spear)
VUL: Light
Basic gold wage: 2 Gold
Bounty: 4 notoriety and 2 Gold
Move strength: Light
Weight: Light

GREAT SWORDSMAN
Weapon: striking,
length of 8 (great sword)
VUL: Heavy and armored
Basic gold wage: 4 gold
Bounty: 6 notoriety and 4 gold
Move strength: Heavy
Weight: Heavy

RAIDER
Weapon: striking,
length of 3 (short sword)
VUL: Light
Basic gold wage: 2 gold
Bounty: 4 notoriety and 2 gold
Move strength: Light
Weight: Light

GREAT AXEMAN
Weapon: striking,
length of 5 (great axe)
VUL: Heavy
Basic gold wage: 4 gold
Bounty: 6 notoriety and 4 gold
Move strength: Heavy
Weight: Heavy

ARCHER
Weapon: missile,
see Archer notes at right
VUL: Medium
Basic gold wage: 2 gold
Bounty: 4 notoriety and 2 gold
Move strength: Medium
Weight: Medium

PIKEMAN
Weapon: striking,
length of 10 (spear)
VUL: Medium and armored
Basic gold wage: 2 gold
Bounty: 3 notoriety and 2 gold
Move strength: Medium
Weight: Medium

SWORDSMAN
Weapon: striking,
length of 4 (thrusting sword)
VUL: Medium
Basic gold wage: 1 gold
Bounty: 2 notoriety and 1 gold
Move strength: Medium
Weight: Medium

SHORT SWORDSMAN
Weapon: striking,
length of 3 (short sword)
VUL: Medium and armored
Basic gold wage: 2 gold
Bounty: 3 notoriety and 2 Gold
Move strength: Medium
Weight: Medium

ASSASSIN
Weapon: striking,
length of 3 (short sword)
VUL: Medium
Basic gold wage: 1 gold
Bounty: 2 notoriety and 1 gold
Move strength: Medium
Weight: Medium

CROSSBOWMAN
Weapon: missile,
length of 12 (crossbow)
VUL: Medium and armored
Basic gold wage: 2 gold
Bounty: 4 notoriety and 2 gold
Move strength: Medium
Weight: Medium

Explanation for List


Monsters and Natives

of

Size: The monsters vulnerability,


weight, and move/flying strength.
Weapon: The length of the
denizens weapon and its method
of attack. If nothing is listed, the
monster attacks with tooth and claw
at a length of zero.
VUL: The denizens vulnerability
and armor.
Basic Gold wage: The basic gold
price of hiring the native.
Bounty: The notoriety, fame, and
gold earned for killing the denizen.

Archer Notes:
1. The WHQ has a Medium Bow
(length 16); all other native Archers
have a Light Bow (length 14).
2. All archers roll one die on the
missile table; the crossbowman
rolls two dice as normal.

Price to Hire Native Groups:


Bashkars: 12 gold
Company: 16 gold
Guard: 12 gold
Lancers: 8 gold
Order: Must be hired individually
Patrol: 6 gold
Rogues: Must be hired individually
Soldiers: 10 gold
Woodfolk: 6 gold
Note: This price assumes the entire
group is in the clearing, unhired.

NATIVE COMBAT STATISTICS

Native
Bashkars
BHQ
B1
B2
B3
B4
B5
Company
CHQ
C1
C2
C3
C4
C5
C6
Guard
GHQ
G1
G2
Lancers
LHQ
L1
L2
L3
Order
OHQ
O1
O2
O3
Patrol
PHQ
P1
P2
Rogues
RHQ
R1
R2
R3
R4
R5
R6
R7
Soldiers
SHQ
S1
S2
S3
Woodfolk
WHQ
W1
W2

Type

Unalerted Native
Attack
Move

Alerted Native
Attack
Move

Raider
Raider
Raider
Raider
Raider
Raider

L4*
M3*
M4*
L4*
M5*
L2*

2
3
2
2
2
4

M4*
L3*
L3*
M3*
L2*
L2*

3
3
3
4
4
4

S. Swordsman
S. Swordsman
Pikeman
Pikeman
Pikeman
G. Swordsman
Crossbowman

M3*
L3*
H6*
H6*
H6*
T4*
H6

5
4
4
4
4
6
5

L4*
M4*
M4*
M4*
M4*
H5*
H1

3
3
5
5
5
5
4

G. Swordsman
G. Swordsman
G. Swordsman

H5*
H5*
H5*

5
5
5

T4*
T4*
T4*

6
6
6

Lancer
Lancer
Lancer
Lancer

H5*
H6*
M4*
H4*

3
2
3
5

M3*
M3*
H4*
M4*

Knight
Knight
Knight
Knight

H6*
H4*
H5*
H4*

4
6
5
6

S. Swordsman
S. Swordsman
S. Swordsman

M4*
L4*
M5*

Assassin
G. Axeman
G. Axeman
S. Swordsman
Archer
Assassin
Swordsman
Swordsman
G. Swordsman
Pikeman
Pikeman
Crossbowman
Archer
Archer
Archer

Horse
Type

Unalerted Horse
Weight
Speed

Alerted Horse
Weight
Speed

Pony
Pony
Pony
Pony
Pony
Pony

M
M
M
M
M
L

4
5
5
4
5
5

M
M
M
L
L
M

3
3
4
3
3
2

4
4
4
4

Pony
Pony
Pony
Pony

M
M
M
L

4
5
5
4

M
M
M
L

3
3
4
2

T4*
T5*
T5*
T5*

6
5
6
6

Warhorse
Warhorse
Warhorse
Warhorse

T
H
T
T

5
6
7
7

T
H
T
H

3
4
5
4

3
3
3

L2*
M4*
L4*

5
4
3

Workhorse
Workhorse
Workhorse

H
H
M

7
7
6

M
H
H

5
6
6

M3*
H5*
H5*
M5*
-M3*
M3*
M3*

4
4
4
3
2
4
5
5

L4*
T3*
T3*
L3*
L1**
L4*
L3*
L3*

2
5
5
4
4
2
4
4

T4*
H6*
H6*
H6

6
4
4
5

H5*
M4*
M4*
H1

5
5
5
4

----

2
2
2

M1**
L1**
L1**

4
4
4

SECTION TEN: GLOSSARY

Following is a list of some of the terminology used in the game. The selection is somewhat
haphazard; including every term used in the game would make the list too long and unwieldy.
Generally, terms which are basic (phase, activity, daylight, blocking) or whose definitions are
simple and easy to remember (treasure card, horse, monster) are left out.
Agent A hired native leader or a controlled monster.
Appearance Chart The sections on the set up card labeled Lost Castle, Lost City, treasure
locations, and dwellings. In other words, the appearance chart subsumes all the boxes on the set
up card where denizens can be found.
Assigned Short for assigned to attack. A denizen is assigned if it is on a characters melee
sheet, or if it is on a melee sheet owned by another denizen.
Attack Values The attack time, weapon length, harm letter, and sharpness stars an individual
has at the moment. A characters attack values are determined by his weapon and Fight chit; a
denizens attack values depend on which side he has up.
Attacking A character is considered to be attacking when he has a target, unless he is casting a
non-attack spell. A denizen is attacking when he is assigned.
Battling A native who is battling a character is hostile to that character. He and every other
unhired native of his group that is in the clearing will attack the character just like a monster
would.
Belonging A weapon counter, armor counter, round horse counter, or treasure card.
Cave Clearing A black clearing surrounded by dotted white lines, considered to be
underground. Also called simply caves.
Cave Tile A map tile with at least one cave clearing on it.
Chit The smallest square pieces, including action chits, sound chits, warning chits, and site
chits.
Color Magic power, used to cast and energize spells.
Continuous Referring to color magic, a source of color that is inexhaustible and available to
everyone.
Counter The medium sized pieces; any game piece that is not a map tile, character card, or chit.
Defender A denizen who is on his own melee sheet, in the center squares.
107

Denizen A monster, native, or visitor.


Discovery Knowledge of exactly where a treasure site or hidden roadway is located. Once a
character has made a discovery he can use it by looting the treasure site or using the hidden
roadway.
Dormant Denizens who are not prowling are dormant. Dormant denizens cannot come to the
map from the set up card or move around on the map itself.
Energized An energized permanent spell affects its targets. A permanent spell is energized
when it is supplied with the correct color magic.
Enhanced Activity An activity which can only be recorded due to the power of an item or spell.
First Character The character who took the first turn during daylight, or whose agent took the
first turn.
Garrison Native A member of one of the native groups that starts out at a dwelling on the map
(the Order, Guard, Soldiers, and Rogues).
Hidden Path A dark brown roadway, usually found between mountain or woods clearings.
Hidden Roadway A secret passage or hidden path.
Independent Denizen A monster or native who is not a minion.
Inert When a permanent spell is inert it does not affect its target, although it is still considered
to exist for spellbreaking purposes.
Item Any belonging which is not a horse.
Map Tile One of the large cardboard hexagons that make up the map.
Minion Any denizen that is hired or controlled.
Mountain Clearing A clearing that has grey ridges completely surrounding it; not every
clearing on a mountain tile is a mountain clearing.
Mountain Tile A map tile with six clearings and no caves. All except the Deep Woods have
several mountain clearings.
Move Values The maneuver time and move strength an individual has at the moment.
Native Leader The HQ of each native group. When hired, the HQ gets a turn just like a
character.
108

Open Road The light brown roadways, considered to be above ground and unhidden.
Prowling The denizens pictured in the row corresponding to the days monster roll are
considered to be prowling. Prowling denizens can move from the appearance chart to the board
if summoned by game pieces, and prowling monsters can move within their map tiles.
Secret Passage A grey speckled black roadway, usually found between cave or mountain
clearings.
Spying Indicates a character or agent can see someone else, and may make discoveries based
on his actions.
Target A denizen or character is a target of anyone who is on his sheet. However, the reverse
may not be true: a character may be attacked by several denizens but he will generally only be
able to target one of them, and a denizen defending on his own sheet can also only target one of
his attackers.
Treasure Counter One of the gold backed weapon and armor counters, or the pony with L2
on one side and L4 on the other, or the warhorse with T3 on one side and T5 on the other.
Underground Tunnel A black roadway with dotted white borders.
Underling A hired native who is not a leader, or a hired monster.
Valley Tile A map tile that has valley in its name; all have four clearings.
Visitor One of the four individuals that can appear on the board when row 6 is prowling.
Woods Clearing Any clearing that is not a cave or mountain clearing.
Woods Tile A map tile that has three clearings and has woods in its name.

109

SECTION ELEVEN: CHARTS AND TABLES

Spell Tables
Curses
Roll
1

Curse

Effect

Eyemist

Squeak

Wither

Ill Health

Ashes

Disgust

The target character cannot do the search activity. He can record a search, but
if the curse is in effect when he does it the activity is canceled. He can still do
the scrye activity.
The target cannot be hidden. He can do the hide activity, but regardless of the
result he remains unhidden.
The target cannot have any active effort asterisks. All of his active action chits
with asterisks become fatigued. While the curse remains in effect, his wounded
chits can be converted to fatigue, but his fatigued chits cannot be activated.
The target cannot do the rest activity. He can record it, but if the curse is in
effect when he does it the activity is canceled.
The targets recorded gold is worthless and cannot be spent nor given away.
He can add to his gold normally, but he cannot subtract from it. At the end of the
game his recorded gold is counted as a value of -1. This is reduced still further
by subtracting his starting gold and equipment costs.
The targets recorded fame is worthless. He can add to his fame normally but
he cannot do any game function that would cause him to subtract from it. At the
end of the game, his recorded fame counts as a value of -1. This negative fame
can be offset by belongings with a positive fame value.

Power of the Pit


Roll
1
2
3

Event

Effect

Fiery Chasm Opens


Carried Away
Terror

All unhidden characters, natives and monsters in the clearing are killed.
The target is instantly killed.
Each character in the clearing must wound all of his Light and Medium
strength Move and Fight chits. All Light and Medium monsters, natives
and horses in the clearing are killed.
All of the targets active chits that show effort asterisks become
wounded. Chits that are already fatigued or that show no asterisks are
not affected.
All of the targets active Magic chits become fatigued.
All of the targets active armor counters suffer damage. Intact armor
counters become damaged, and damaged armor counters are
destroyed. Armor cards and inactive counters are not affected.

Blight

5
6

Forget
Rust

Note: When an individual is killed by Power of the Pit, his belongings and recorded gold are disposed of
normally. Events that fatigue chits or active armor have no effect on minions.

110

Wishes
Roll
1
2

Wish

Effect

I wish I were elsewhere


I wish you were elsewhere

You teleport to any other clearing of your choice.


You must specify an individual in your clearing other than
yourself, and he teleports (if you are alone in the clearing, the
wish has no effect). You can specify a hidden character or
denizen only if you have found hidden enemies.
You look at the treasure cards in any one box on the set up card.
Return the cards to their box without turning them up or
changing their order. You do not activate enchanted cards, and
you do not roll for curses.
All characters and denizens become unassigned, and are
prohibited from specifying targets or attacking for the rest of the
day. All spells that have not yet gone into effect are cancelled
(spells that are simultaneous with this wish are not affected).
Combat continues for two rounds to allow characters to do
actions. This peace cannot be broken before it expires.
All of your action chits are rested and returned to play. This
result automatically lifts the Wither and Ill Health Curses. Its
strength is equal to the Power of the Pit results that affect chits.
The next hit you inflict in combat using a Fight chit or gloves card
inflicts Tremendous harm. Regardless of how many times you
get this wish, it affects only your next hityou cannot store up
several hits. Note: You can use this hit to open the Vault.

I wish for a vision

I wish for peace

I wish for health

I wish for strength

Notes on teleportation: When a character teleports, he and all of his belongings are instantly placed in
another clearing of his choice. Any followers are left behind. When a denizen teleports, it goes to the set
up card box or clearing where it started the game; if this is current clearing, nothing happens.
When an individual teleports, he is no longer a target of any attacks or spells that have not yet
gone into effect. Spells that are simultaneous with the wish do go into effect before he teleports.

(Note: Tables that apply to only one spell are given with the spells description)

111

Combat Charts and Tables


Actions during the Encounter Step
Action

Chit Played

Restrictions

Run out of clearing


Turn over weapon counter
Activate one belonging and/or inactivate one belonging
Abandon belongings
Charge character

Move
Fight
none
none
Move

1, 2
1

Magic
Fly
Color

1
1, 2

(Not an action; however, a character who charges cannot do an action)

Cast spell
Fly out of clearing
Play color chits

(Not an action; a character can play any number of color chits in addition to his action)

Action: A character can only do one action per encounter step.


Chit played: This includes boots, gloves, flying values, artifacts and spell books used to cast spells, etc.
Restrictions:
1. The chits time number must be lower than the move times of all of the attackersmonsters, natives,
and attention chitson the characters sheet (less than or equal to for Magic chits). Only Flying attackers
maneuver times restrict flying out of the clearing.
2. There can be no red-side-up Tremendous monsters on the characters sheet.

Missile Table
Roll
1
2
3
4
5
6

Effect on harm inflicted


increase two levels
increase one level
no change
decrease one level
decrease two levels
decrease three levels

Explanation: When a missile attack hits, roll the dice


and adjust the harm inflicted as indicated on the table.
If the result is Negligible or less, the hit inflicts no harm
but it still counts as a hit: if a weapon attacks it is
unalerted, if a Tremendous monster attacks it turns red
side up. If the final harm exceeds Tremendous, it kills
the target without affecting his armor (it hits a vital
unarmored spot).

Repositioning Denizens
Roll
1
2
3
4
5
6

Effect
Box 1 unchanged (box 2 switches with box 3)
Box 2 unchanged (box 1 switches with box 3)
Box 3 unchanged (box 1 switches with box 2)
No change
Shift down/right (box 1 to box 2, box 2 to box
3, box 3 to box 1)
Shift up/left (box 1 to box 3, box 2 to box 1,
box 3 to box 2)

Changing Tactics
Roll
1-5
6

Effect
No effect
Flip over

Explanation: The roll is made after


repositioning; it is always two dice,
unmodified. Each box with denizens in it is
rolled for separately; on a 6, all natives,
Medium and heavy monsters, and head and
club counters turn over.

Explanation: Box 1 is on top and/or to the left, box 2 is in the middle, and box 3 is the on the bottom
and/or to the right. The roll on this table is always one die, unmodified. Each set of three boxes is rolled
for separately.

112

Special Price Lists


Treasure Counters
Armor Counters
Fame Value
T suit of armor
Gold helmet
Silver breastplate
Jade shield

6
4
4
4

Notoriety Value
3
4
4
4

intact
25
30
25
20

Gold Price:
damaged
18
27
21
16

destroyed
5
20
15
10

Weapon Counters
Bane great sword
Truesteel Boadsword
Devil Broadsword
Living Thrusting Sword

Fame Value
6
6
0
3

Notoriety Value
3
3
15
9

Gold Price
20
25
20
25

Weapon Length
8
7
7
4

Fame Value/Notoriety Value: These values function exactly like the equivalent values on treasure cards.
Gold Price: The price of the armor when it is intact or damaged, and the amount of gold points its owner
gets if it is destroyed.

Visitor Prices
Scholar
Good Book
Scroll of Nature
Book of Lore
Black Book
Scroll of Alchemy
Sacred Statue
Eye of the Idol
Glimmering Ring
Enchanters Skull
Blaster Jewel
Hidden Ring
Glowing Gem
Beast Pipes
one spell

50 gold
50 gold
50 gold
50 gold
50 gold
20 gold
20 gold
20 gold
20 gold
20 gold
20 gold
20 gold
20 gold
---

Crone

Shaman

Warlock

50 gold
50 gold
50 gold
50 gold

20 gold
20 gold

20 gold
10 gold

10 gold

10 gold

Explanation: This chart shows the gold price that the visitors will pay for certain items. This is also the
basic price that a character must use when buying these items from the visitors. Where the chart is
blank, the normal price is used. Note that the visitors only sell spells; they never buy them.

113

Activity Tables
Meeting Table
Trading Relationship:
Roll
1
2
3
4
5
6

Enemy
Insult
Challenge
Block/Battle
Block/Battle
Block/Battle
Block/Battle

Unfriendly
Price x4
No Deal
No Deal
Insult
Challenge
Block/Battle

Neutral
Opportunity
Price x3
Price x4
No Deal
No Deal
Trouble

Friendly
Opportunity
Price x2
Price x2
Price x3
Price x4
No Deal

Ally
Boon (x1)
Price x1
Price x2
Price x3
Price x4
Price x4

Note: Characters always use their current trading relationship on the meeting table unless the rules
specifically say otherwise. During the evening, only trouble, insult, challenge, and block/battle have any
effect.
Price: The final price is equal to the basic price times the indicated number.
Boon (x1): You can either treat this as a Price x1 result, or you can take the belonging or hire the
native(s) for free, as a boon. When a character accepts a boon he loses one level of friendliness with
the group. This should be noted on his character record sheet, along with the basic gold price of the item.
At any time in the future, he may use a trade phase to try to buy back the lost level of friendliness exactly
as if it were an item with the recorded price; however, if he fails to make the purchase on the first try the
lost friendliness is gone for good.
No Deal: No result.
Block/Battle: If this roll is made during a trade or hire phase, the individual is blocked. If the roll is made
in the evening, the native group starts battling him and his minions in that clearing.
Challenge: The character can choose to lose 5 recorded fame points and treat this as no deal.
Otherwise, treat it as a block/battle result. Note that characters can have negative fame. If a hired leader
gets this result, the fame points are lost by his master.
Insult: As challenge, but with notoriety instead of fame.
Trouble: Immediately roll again and find your result in the unfriendly column.
Opportunity: Immediately roll again and find your result in the next column to the right.

Reminders on Die Roll Procedures:


1. Unless a table or the rules say otherwise, a character using any table rolls two dice
and uses the higher roll to find his result.
2. Modifications that add to the die roll or subtract from it are cumulative. A net result
of less than one is converted to one; a net result greater than six is converted to six.
3. Die roll modifications that apply to a character do not automatically apply to his
minions. When a minion uses a table, the die roll is affected only by those
modifications that apply to that native or monster.
114

Daylight Activities
Activity

Record

Result

Hide
Move
Search
Trade
Rest
Alert
Hire
Follow
Enchant

H
M (clearing)
S
T
R
A
HR
F (individual)
EE
SC (clearing)
FL (tile)
RE (clearing)

roll on the hide table


move to clearing recorded
use one search table once
buy from or sell to one leader or visitor
rest one effort asterisk
turn over weapon or prepare one Magic chit
hire denizen(s) from one group
follow individual throughout turn
nothing (first enchant phase of day)
enchant one Magic chit or turn over tile
use peer table to search clearing recorded
fly to specified tile
enchant one Magic chit or turn over tile

Scrye
Fly
Remote Enchant

Search Tables
Roll
1
2
3
4
5
6

Peer

Locate

Magic Sight

Read Runes

Choice
Clues and Paths
Hidden Enemies & Paths
Hidden Enemies
Clues
Nothing

Choice
Passages & Clues
Passages
Discover chits
Nothing
Nothing

Choice
Counters
Treasure cards
Perceive spell
Discover chits
Nothing

Learn/Awaken
Learn/Awaken
Learn/Awaken
Awaken
Curse!
Nothing

Note: The loot table is also a search table; the number rolled indicates the belonging taken from the pile, counting from the top. If
there are not that many belongings in the pile, there is no result. Special tables are used to loot site cards.

Nothing: You find nothing.


Hidden enemies: Check off the enemies column for this day. For the remainder of the day, you are considered to
have found hidden enemies, and can spy on, block, and target hidden individuals. This ability functions regardless
of what clearing you were in when you obtained the result, or what individuals were in the clearing with you.
Paths: On your discoveries list, mark all the hidden paths (brown speckled roadways) that end in your clearing. You
may move through these freely for the rest of the game. Note that the paths on the enchanted side of a tile are
different roadways, and must be discovered separately.
Passages: Same as paths, but for the black speckled secret passages.
Clues: You secretly look at the map chits in your tile, but do not cross any sites off your discoveries list. You have
found rubble or monster spoor that allows you to deduce what is in the tile. If one of the chits is a replacement chit,
you may secretly look at the substitute chits, then put them in the tile. Or you may choose not to look at the
replacement chits, and leave them where they are.
Discover chits: Same as clues, but you also discover every site chit in the clearing you are searching. Mark all
discovered sites on your discoveries list; you may freely loot them for the rest of the game.
and: You get both results.
Choice: You can choose any one result on either the peer or locate table (including a double result such as clues
and paths) regardless of what table you initially rolled on.
Awaken: You look at the spell card. If it belongs to an Item, put it with the treasure card.
Awaken/Learn: As above, plus if you have a Magic chit that matches the spells type you can record it.
Curse!: Immediately roll on the curses table to see what curse is inflicted on you.
Counters: You find hidden enemies, but only those who have weapon counters, armor counters or horse counters,
plus all hidden natives, goblins, ogres, and giants. If your clearing contains a pile of abandoned belongings, you can
take the topmost counter (weapon, armor or horse) from the pile.
Treasure cards: You find hidden enemies, but only those who have treasure cards. If your clearing contains a site
chit you have discovered or a pile of abandoned belongings, you can take the topmost treasure card from a site or
from the pile. You must still follow the normal restrictions to loot the Cairns, Pool, or Vault. The Vault must be opened
using T strength before you can take any items from it. Similarly, you must fatigue chits if you take a treasure card
from the Pool or Cairns. However, you only fatigue a chit when you actually take an item, not every time you roll on
the Magic Sight table in a clearing with the Cairns.
Perceive spell: You find hidden enemies, but only those hidden enemies who have spells recorded. If you have an
artifact or spell book active, or if you have discovered a site chit with spell cards in your clearing, you can look at one
group of spell cards and learn the one you want without awakening it.

ORIGINAL DESIGN CREDITS


Design and Development: Richard Hamblen
Components: Monarch Services, Richard Hamblen, Kim Grommel,
Randall C. Reed
Mapboard: George Goebel
Production coordinator: Thomas N. Shaw
Playtesters: Far too many to mention. Very special appreciation is due to
Jim Stahler, Brandon Brylawski, and Michael Anchors.
Composition: Colonial Composition, Baltimore, Maryland
Printing: Monarch-Avalon, Baltimore, Maryland
Copyright 1986 by the Avalon Hill Game Company, Baltimore, Maryland.
Printed in the United States of America.
rd

3 EDITION CREDITS
Editor: Teresa Michelsen
Contributors: Teresa Michelsen and Stephen McKnight
Reviewers: Richard Hamblen and the Magic Realm on-line discussion list
MAGIC REALM IN PLAIN ENGLISH CREDITS
Editor: Joel Yoder
Reviewers: The Magic Realm on-line discussion list

Summary of Combat
Before combat begins in a clearing:
1. All independent denizens are turned light side up
2. Put hidden minions to one side to distinguish them
3. If the clearing contains any unhired natives, each character or his minions rolls on the meeting table
a. Minions use the characters level of friendliness
b. If a native starts battling a character, all his unhired fellows in the clearing do also

Playing pieces in combat:


1.
2.
3.
4.
5.
6.

Each action chit can be used only once per round


A total of two ** can be played, including Magic chits (but not color chits)
The strength of a Fight chit must be >= the active weapons weight or the action is canceled
The strength of a Move chit must be >= the weight of all items carried, or the action is canceled
Active weapons and armor must be played
Active horses can be played as a Move chit both in the encounter and melee steps
a. The galloping side can only be used once per round
b. A character can choose not to play his horse, if he wishes
c. Natives must always use their horses when they can

Rounds of Combat
Encounter Step (start with the first character and move clockwise)
1. All independent natives horses turn walking side up
2. Luring: Each character in turn lures independent denizens to himself or his minions
3. Random Assignment: Unassigned independent denizens are assigned randomly
4. Deployment: Each character in turn may
a. Charge another character by playing a Move chit
b. Turn his minions and their horses either side up
c. Assign any minions who are not on a melee sheet to a target
5. Actions: Each character in turn may
a. Play his color chits to energize permanent spells
b. Do one action (charging counts as his action)

Run or fly away, leaving the clearing immediately

Alert a weapon

Activate and/or inactivate one belonging

Abandon unlimited belongings

Cast a spell
Melee Step (draw chits to determine play order)
1. All native horses turn over
2. Each independent denizen on its own sheet targets the last minion assigned to it
3. Targeting: Each character in random order may
a. Select a target for himself
b. Select a target for minions who are on their own sheets
c. Position his minions who are on sheets owned by independent denizens
4. Spells: All spells played this round come to life in order defined by their completion times
a. When a spell comes to life it prevents its target from completing his spell
b. A spellcaster cannot attack unless he was prevented from completing his spell
5. Arrangement: Characters arrange denizens on their own sheets and those of their minions
6. Secret Maneuvering: Each character secretly
a. Plays attacks and maneuvers for himself
b. Positions minions and their horses who are on their own sheet
7. Tactics: Dice are rolled for changing positions or tactics
8. Harm: Hits inflict harm in order defined by attack time and length
Fatigue Step
1. Each character pays for his fatigue and wounds
2. Denizens on a sheet whose owner was killed become unassigned, and flip if Tremendous
3. Tremendous monsters who hit a still living target are flipped red side up
4. Beginning with the first character, each player can turn his Tremendous minions red side down (and himself if he is
transformed)
5. All minions become unassigned, except red-side up Tremendous monsters and those being attacked by them

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