You are on page 1of 8
o ‘Welcome to The Warlock Of Firetop Mountain, an exciting fantasy boardgame for two to six players, ‘aged from 10 t0 adult. Average playing time is around two hours. “Tis game is based on the bestselling Fgbting Fan- ok The Warlock of Firetop Mountain, published by Puffin Books. As heroic adventures, Players must make theie way through the dungeoa Complex beneath Fretop Mountain, fighting treble toaster, evading fencish traps and collecting fabulous teasues. They must also discover the secret combination of Keys which will open the ev Warlock’streare chest and bring them the greatest ‘treasure of all!! ns Players familiar with the original book will recognise ‘many of the rules used in this game, particularly ‘those used for combat, but it definitely isn’t necessary to be familiar with the book to play. With its clear and concise, easy-to-learn rules and attrac- pleces, everyone will find this game thrilling and enjoyable. COMPORERCES ‘The box contains the following game parts ‘ RULES BOOKLET - You're reading it now! ‘% GAME BOARD - Depicting the Waclock’s dungeon, with sinister rooms and passages leading into the depths of the earth! ‘4 33 ENCOUNTER CARDS - Creatures, taps, traders, and many others, which may be en- countered by the adventurers 2s they explore the dungeon. ‘4% 32 TREASURE CARDS - Gold, keys, weapons, magic, etc, which may be found in the rooms guarded by monsters. ‘15 KEY CARDS - 6 Cards are marked ‘blank’; the ‘others depict keys numbered from 1 10 9. ‘Three of these are the right keys to the treasure! + 6 MAZE CARDS - Showing possible junctions in ‘The Maze area of the map. 4 TREASURE CHEST ~ The object of the quest, it holds the Warlock's treasure! + PIECES AND DICE - 6 playing pieces, each representing an adventurer, and two normal, six-sided dice. ok PAD OF CHARACTER SHEETS - For recording details of he adventurers. READING CHESE RULES ‘Take a quick flick through this short booklet. You'll ‘sce that the most important parts of the rules stand ‘Out from the rest, because they are highlighted in. sloping bold letters. You only need to tead these Sections to stact playing, so you can start almost im- ‘mediately! After reading this introduction, scan through the ‘main body of the rules, only reading the section headings and those sections we have highlighted. Read the brief Example of Play at the end of the rules - then start playing! ‘When players need to refer to the appropriate sec- tions you can then refer to them in full, but there's ‘no need to read and memorise them all beforehand. o ° ‘When you are actually playing, you'll find that the ‘highlighted sections help you find rules quicker t00. \We've also numbered each rule section so you can find the rule you want just when you want it. In the centre pages of this booklet you will notice that there are some special pages describing the powers ofthe various special cards which might be Encountered in play. They are collected togcther here 50 you can find them in 2 hurry. If you wish, you ‘an pull them out from the main rules and keep them handy while you are playing the game. (We ‘will refer t0 them throughout the rules as the central pull-out pages.) CHE OBIECT OF CHE GAINE ‘The way to win this game is to be the first adventurer to reach the Warlock’s treasure ‘oom and open his Treasure Chest. The Chest is ‘opened with a secret combination of three keys, On the way through the dungeon, adventurers must try 10 discover the combination and find (or steal!) the necessary keys, while surviving the attentions of the ferocious monsters and devious traps which infest itt Now you know what to do - let's star playing! 1, SECCING WP FOR PEAY ‘Before starting your quest for the Warlock’s treasure lay the board out on a suitable flat surface, punch ‘out the Cards and sort them into 4 separate piles. All the Cards with ‘Treasure’ printed on the back form the Treasure Card deck; all the Cards with “En- ‘counter’ on the back form the Encounter Card deck; all the Cards with ‘Key Challenge Card” on the back — form the Key Cards deck; and the remaining 6 form the Fixed Encounter Cards deck. Then set the ‘game up as follows: 1.1 Shuffle the Treasure Cards and place one face down in each room on the board, except for the Warlock's Study and the Treasure Room. 1.2 Take the Fixed Encounter Cards deck. Place these cards on their appropriate rooms on the board. The rooms that contain Fixed En- counters are marked on the board, and in the Central Pull-Out section... Shuttle the remaining Encounter Cards and place one fice down on top of each Treasure Card in all rooms except those already filled by Fixed Encounter Cards, 1.3 Place the Treasure Chest in the Treasure oom. 1.4 Take the pack of Key Cards and separate out the 6 blanks. Give one blank Key Card to each player. If less than 6 are playing, place the remain- ‘nig blank cards back in the box. 1.5 Take the nine remaining Key Cards and shuffle them. Secretly place three Key Cards ia the ‘Treasure Room under the Treasure Chest - without anyone seeing what they are! Distribute the remaining Key Cards evenly 10 the players. If 4 or 5 are playing, the spare cards are given to the players) withthe lowest sx scores ea ° ‘when characters are created. (Note: the Key Cards are not to be confused with the Treasure Cards ‘which depict keys - see 11.2.) 1.6 Take the 6 Maze Cards, shuffle them, and place one face dowa on each of the six empty boxes In the Maze at the top of the board. 1.7 Each player takes a Playing Piece of their ‘choice, and places it on the Entrance area, ready to start. 2. CREACING CHARACTERS 2.1 Give each player one of the special Adventure ‘Sheets. They will also need a pencil and an eraser, to ‘write their own special scores on the sheet. 2.2 Each player must create his or her own adventurer by rolling dice and recording the scores on the Adventure Sheet. Suffice ito Say thatthe higher these numbers, the stronger a character will be. A stronger character will have a Slightly better chance of winning the game - but there is plenty of opporcunity for players to ‘gang upon another player who is doing particulary well, 238 you'l see in 2 minute! 2.3 SKILL: Roll one die. If the result is 2 1 or 2, enter the number "9" in the Skill box on your Adven- ture Sheet, under the heading Initial Skill. If the result is a 3 o¢ 4, your adventurer’s Initial Skill is "40% If the result is @ $ oF 6, Initial Skill is ‘11: 2.4 STAMINA: Roll two dice, add twelve to the result and enter this total in the Stamina box under Initial Stamina 2.8 LUCK: Roll one die, add six to the result and enter the tou i the Luck box under Initial Luck. 2.6 No matter what bonuses are collected during the ‘game, an adventurer’s sruuxa and aver scores may never exceed their Initial value {those scores YOu ‘have just rolled during 2.3 and 2.4 above) 2.7 An adventurers sexs score represents his oF her abilities at swordsmanship and general fighting, cx erie sen scores will ox change much daring an , sm may be increased if a Magic fei bea We comogke bn meer a " Tyone weapon may be used at atime; an adventurer cannot use two sua bonuses for carrying two Magic Swords, 2.8 An adventurer's suena score represents their ‘ill to survive, overall fitness, determination and ‘general constitution. saws changes constantly dur- ing the adventure 2s 2 result of battles, injuries, and ‘$0 on. If an adventurer's smaxs score should ever fall to zero that character is unfortunately dead (see Section 17). sasava is restored, however, by eating Provisions (see Section 4) 2.9 An adventurers ter score reflects how naturally lucky or unlucky that charicter is. During the adven- ture, players will often be instructed 10 Test for Luck (see Section 3) in order to determine whether an_ ‘event will go favourably or not. “ o o 2.10 In addition to these scores, each advea- turer should prepare for battle by kitting out ‘with the following items of equipment: 4 A sword. Useful for fighting creatures (and other adventuters who get in the way!) Only one sword can be used at 2 time and no more than two swords may ever be carried by an adventurer. The sword ddoes not count towards items cactied (sce the rrucksack, below), nor may an adventurer leave his sword behind out of choice. 4 A rucksack. This can carcy a maximum of six items of Treasure (ic, 6 Treasure Cards). A player picking up his seventh Treasure Card must select one fo lewe behind - face downwards - where he cur rently is. Note that Gold and Provisions do not Count towards this czerying limit % A lantern. This is used to light a way through the pitch-dark Secret Passages. If it is lost, travelling through Seéfet Passages will be more difficult % Provisions. Every adventurer starts the game with 3 Provisions; they may find more on theit journey. Eating Provisions help restore some srcsa points after an injury All these items should be noted on each player's ‘Adventure Sheet. 2.11 Extra Provisions and Gold Pieces. Everyone has the choice of taking with them extra Provisions andor Gold Pieces, according to their Initial sau score. Take the adventurer's Initial sea: score away from 12 10 determine how many extra Provisions andor Gold Pieces may be taken at the start. 2.12 Example: A player with a sxut. score of 9 can choose any combination of 3 ProvisionsGold Pieces (ea, I Provision and 2 Gold Pieces). As a hint to new players, Provisions are generally more useful than Gold Pieces, but 4 mix of both is best. 2.13 Each player should give their adventurer a ‘name, and decide whether they are male or female. ‘They are now ready for battle!! Before the game starts, though, we'd better explain a pait of special rules, about Luck and Provisions. 8, CESCING FOR LUCK 3.1 If an adventurer is instructed to Test for Luck at any time during the game (eg, on an Encounter Card), he must roll two dice and compare the total with his current wx score. 2 If the toual is less thas? or equal to his current Lex. score he has been Lucky: 9 If the total is greater than his current vex score he has been Ulucky: % The consequences of being Lucky or Unlucky are then followed (if an Encounter Card, these will be found on the Card), 3.2 Bach time your adventurer Tests for Luck you must deduct one point from his current rex score - whether he was Lucky or Unlucky. ‘As you can imagine, the more .ucx is used, the more risky it becomes to test itl ucx can be restored with the Potion of Fortune (2 Treasure Card) and by defeating monsters (see 9.5), ° + 4. PROUISTODS ‘When an adventurer’s sramna score drops t0 zero he or she is dead (see Section 17). It is therefore important to watch that sna is never Ifany player has the number suggested, he must hold it out face down in front of him. > If players do not have the number suggested, they must hold out their blank Key Cards face down in front of them. The Key Challenger can then look at all Key Cards being held out. if anyone has shown him the suggested number (in this case 5), he will know thar this ‘number is not required to open the Treasure Chest ‘Without giving any clues as to what he has seen, the Key Challenger must hand the fuce-down Key Cards back to theit original owners 12.4 During the game, players are encouraged to threaten, bribe or confer with each other in any way that they wish, in order to gain information about each other's Key Cards, providing they take note of rule 12.5. In addition, there are magic objects, spells, etc, which ‘will allow an adventurer to look at another's Key Cards. ‘Once a player has seen another's Key Cards he will know ‘which keys will not open the Treasure Chest. 12.5 No exchanges, revelations or any other collusions may take place between adventurers unless they are on the same space, Players ae allowed to talk to each other to arrange meetings, but cards cannot be exchanged or revealed until two adventurers are on the same space or in the same room. And, a players will discover, a meeting ‘with a stronger adventurer will often result in a double- cross! It is not neccessary for everyone to bein the same ‘area when making a Key Challenge. ° + 18 CHE WARLOCK'S CREMSURE CHESC 13.4 Whea an adventurer arrives in the Treasure Room, he may make a Key Challenge in the usual way, with one difference. Keys may only be nam- ed if that player holds those particular numbered keys oa Treasure Cards. These cards must be reveal- ed face-up to the others by the player as he names them, ‘The othet players should then discretely show him the named keys, of their blank, in the same manner as before. 13.2 The Key Challenge is conducted 2s above. Ifaay of the suggested keys were wrong, the player must announce how many keys were wrong and his adventurer Is then immediately transported to the ‘south bank of the Rivet (on the Entrance side) and his turn ends. 13.3 Example: A player believes he has the Treasure Card keys which match the Key Cards to open the Warlock’s Chest. He says, “I think the correct keys are 1, 8 and 9” while turning them face up for everyone 10 ste. In this case one of the other players discretely show fed the Key Challenger his 8 Key Card, so his adventurer hhad to return to the south side of the river and start all over againt 13.4 If all the other players held out blank cards, the Challenge is correct and the game has been ‘won! The three cards from the Treasure Room are reveal- ed to confirm this. 13.5 Note that the blank Key Cards serve only 10 disguise whether or not a player is showing a real or a blank key during a Key Challenge. 14. SECREC PASSAGES 14.4 There are qwo sets of Secret Pussages on the board: ‘one before the river, and one after it. Entrances to Secret Passages are numbered and coloured. A Secret Passage ‘may only be entered from the Passageway square next to the Iron Ring on the Secret Passage entrance. A player leaving a Secret Passage must enter the Passageway Square next 1o the Iron Ring, also. An adventurer landing on a Secret Passage space must end his turn im- mediately. Next turn he may move to any of the other Secret entrances withia the same area (le, of the same colour), roll the dice as usual aad continue to move. 14.2 Secret Passages are litby the lantern carried by each adventurer If an adventurer loses his lantern or has it stolen, he cannot find his way through Secret Passages casily. an adventurer without a lantern enters 2 secret ‘passage, ie must rol one die (atthe beginning of his next turn), The number indicated is the area where he will cemenge from the Secret Passage network. This could, of ‘course, mean he comes out atthe same place he went in! 14.3 Ifa lantern is lost (by Escaping -see 10.5), itis cross: ced off the Adventure Sheet. The only way of recovering 4lantern is by stealing one from another player (see 10.5 and 17.2). 14.4 No fighting is allowed on a Secret Passage square. Other activities, such as trading, may take place as, normal. e . oo 18. CHE RIVER o EXAMPLE OF PEAY 15.1 An adventurer attempting to cross the river has three chotees, as printed oa the table on the Jeft-hand side of the board. He may pay 3 Gold Pieces ‘0 use the ferry; he may punt a raft across (es for Luck), ‘or he may try the bridge ell one die ro determine est). Falling into the river involves a bate with a Crocodile Ifthe Crocodile is killed, another will take its place for the next adventurer attempting to cross. 15.2 If an adventurer falls into the river and defeats the Crocodile, he is returned to the south bank of the river; i, the side nearest the dungeon entrance. 15.3 The procedure is the same for crossing the river from either side - 16. CHE AZE 1641 Beyond the Dragon’s Lair is the Maze. There is a ‘sure way through the Maze following the long outside ‘track, but the quickest way is unknown and varies from game to game. The short cut through the maze is determined by the Maze Cards. 16.2 In ordes to investigate « Maze Card, an adventurer ‘Must reach a space adjacent to such a card. That player's {um ends here and any additional movement allowances are lost. On his very next turn, the Maze Card is turned ‘over to reveal whether it presents a way throvgh or 3 ‘dead end (¢he Maze Cards will only fit one way, se the Warlock’s Maze diagram on the back page of the rule book) & If there is a way through, the adventurer may then ‘rove as normal % lthe is facing 2 dead end, he must miss a cur before Continuing in another direction 16.3 After investigation and, if appropriate, after an adventurer has passed through a Maze Card, the Maze Cand is flipped face-down again. Other players must remember whether oF nt each Maze Cad presents 2 Way ‘rough the Maze. 12 DENCH ‘17 Iam adveaturer’s sauna Is reduced to zer0 he 4s dead. All his Treasure Cards are placed on the board where he died. These Treasures are deemed 19 hhave been hidden. Only tha player may reclaim these items, and only if he returns fo the place of death (see 173 for re-entering the game) Note that Key Cards are ‘not left behind. 17.2 However, if the death has been as a result of a fight with another adventures, the victor can automatically claim all the loser's Treasure Cards, Gold, Provisions and his lantern. He may leave behind any Treasure Cards which are not wanted. If he ‘decides to leave Treasure Cards behind they may be pick- ed up by any player landing on that space. Everyone should remember that they can only carry a maximum Of 6 Treasure Cards. 17.3 A player whose adventurer dies in the game may roll up another character and re-enter the game from the Entrance. All key cards held by the Original adventurer are transferred to this new ‘reincar- ~ nation’ o ‘Alan Adventurer has a su of 9 and sou of 20. His sna is the lowest so he goes first. He rolls a ‘6° and ‘moves 6 spaces following the left-hand passageway. Six spaces takes him to the crossroads. His turn ends. ‘4 Onis next turn he rosa 4° This takes him 2 spaces northwards, where he enters a room by a door in the Jefthand wall. Although he has moved only three spaces, he has entered 2 room so further movement is not allowed, However, since he has entered a 00m, he must fake the Encounter card. Turning it over, he finds himself facing a dreaded Wererat, halfman half-rat (sa 8 suas 7) ‘The battle is resolved as follows: Attack Round I: Charlie, another player, decides to throw for the Wererat and solls a'6" with two dice. Alan rolls “10, Each side adds its sous to the roll and the highest total has won the Attack Round, In this case Alan has ‘won with a total of 19 (10 +9)against the Werera's total of 14 (6 + 8). Two scones points are deducted from the Wererat’s total, giving it 2 new svaua of 5 (7-2) Attack Round 2: ‘The Wererat rolls ‘IW’ and adds 8 (its ‘st for a total of 19. Alan rolls a ‘4° and adds 9 ¢his (own sais) for 2 total of 13. The Wererat wins this round and Alan is injured for 2 points, reducing his saan to 18, Attack Round 3: The Wereratrolls‘9" (oral 17); Alan rolls 4°6" (total 15), The Wererat wins and Alan must deduct another 2 stiuna points. He begins to get worried and considers the possibility of Escaping from the fight. Attack Round 4: Alan decides not to Escape. The Wererat rolls 27" (total 15); Alan rolls a6 (total 15) The torals are the same - they have avoided each other's blows and nothing happens. Attack Round 5: The Weretat rolls a °6° (total 14); Alan rolls °9' (total 18). Alan wins and the Wererat is reduc- ed to a stains of 3. Attack Rounds 6 & 7; Alan wins both of these. Round 6 seduces the Wererat’s sesexs to 1, and Round 7 kills the beast. Alan has defeated the creature after losing 4 snuns ts himself. He may now take the Treasure Card in. the room. “The Treasure Card shows 5 Gold Pieces. He declares this immediately, hands in the card and adds 5 Gold Pieces 1 the total on his Adventure Sheet. His second turn ends. ‘On his third turn Alan tolls a"Y, He may make a Key - (Challenge to help him discover which keys will open the “Treasure Chest. He announces “I choose key 333". The other players select Key Cards to show him. them fone By one, he is shown three Blank cards and 2 333. He now knows that 333 will not open the Treasure Chest, He hands the Key cards back, then moves one space, through the door of the room and out into the corridor His turn ends. ° RULES ° 4 Next turn Alantolls 24° Marching along the corridos, hhe turns left and enters the room. Taking the Encounter (Card, he finds it is the Hungry Beggar. He consults the central pull-out pages to find out what happens and discovers thatthe Beggar will exchange his Treasure Card for one Gold Piece. Alan agrees, and crosses 2 Gold Piece off his Adventure Sheet. ‘The Treasure Card is the Potion of Invisibility. Looking at the pull-out again, he finds that this Potion will enable ‘him to steal one Treasure Card without having to turn ‘over the Encounter Card in a room. A useful find. His tum ends. 4 On his next turn he rolls a ‘5, He leaves the room through the southern door. Four spaces takes him to Secret Passage 2. His turn ends. ‘ Next turn, Alan decides to use the Secret Passage 10 _moye across the board to Secret Passage 5. He does this (since he has a lantern), then rolls the dice, rolls 2 ‘2 and moves down the passageway until he is outside a door to the room on the left. His tum ends. % Before his next turn comes round, one of the other players - Bill - lands on his square. Bill wishes to fight, to steal Alan's Treasure Card. Alan manages to persuade ‘him that this s nota good idea and the two agree to show each other theis Key Cards, Secretly showing their cards, Alan discovers that Billholds a 999 Key Card. He now knows that both 333 and 999 are not necessarry to open the Warlock's Treasure Chest. tHE meeeen® TARE ‘The agra sbone shows Bow the Pasagevay Squares onthe {ame board connect with the Maze Cards, When Mae Card SMlurned wprighe you wil find that there is ony 0 ay that eam be placed the pane oard 30 at the SECREC PASSHGES As shown in the diagram on the left, a. player can only ‘enter the Secret Passageway from the square marked ‘A A Player can hor enter the Secret Passageway from any of the ares marked "X. (See rule », ° + 4% Next go, Alan decides not to throw, but ro steal the ‘Treasure Card inside the room by using his Potion of In- visibility. He tums over his Treasure Card to reveal the Potion, and takes the Treasure Card from inside the room, Itis a ‘Bunch of Keys’, with the 222, 777 and 999 keys fon it. The 999 is definitely useless, as he knows from Bill that itis not required, but the other two numbers ‘may be just what he needs, His turn ends, And so the game goes on. creprrs Designed by Steve Jackson Rdited by Marc Gascoigne Graphic Design by Charles Elite Cover hlustration by Peter Jones © 1986 Solar Wind Le Counters by uss Nicholson Board by Dave Superstar Andrews Produced by the Games Workshop Deviga Stadio Bryan Ansell, Managing Director, Richard Elard, Pro= ‘duction Manager, Slan Meret, Publications Manager: Jervis Johnson, Development Manager; John Blanche, ‘Studio Manager; Charles Elio, Graphic Designer; Pal Cockburn, Commissioning Biitor, Mare. Gascolgne, Luitor, Jim Bambra, Graeme Davis, Rick Priestley, “Authors, Tony Ackland, Dave Superstar Andrews, Colin Dixon, Artists Julie Weaving, Gil Morgan, Dypeseting, Mark Craven, Visuatisig, Oliver Campbell, Rath Capon, Susaa McLoughlin, David Oliver Joanne Podowsks, an Vacley, Finibed Art Paseageway Squares on the Maze Card connect with the Passageway Squares on the game board marked with the [symbols on the diagram (se rule 16). ‘As shown in the diagram on the left, a player can only enter the Tom from the ‘Square marked A player can ‘Ot enter the room from the squares marked "X Remember you may not move diagonally. a

You might also like