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Woods Runes Valley of fire Werewolf den Dice with death Woods Ruins
Draw one card Draw one card You must have a talisman to enter Roll two dice for the Roll two dice for yourself and two dice Draw 2 Cards
Draw one card
Any creatures that you fight here this space, if you do not have one werewolf’s strength then for death, if the scores are equal dice
add 2 to their attack rolls. you must turn back. fight it, if you lose then you with death on next turn, if your score is
the crown of command can only lose one life and you must lower lose one life and dice again next
be reached from this space. fight the same wewolf turn, if your score is higher, you may
next turn, you cannot move move on your next turn.
on until you have defeated Entrance to the dungeon;
the werewolf.
Fields Cursed Glade Hills Hidden valley Black knight Portal of power Fields
Draw one card Draw one card Draw one card Draw three cards Either pay one gold or Draw one card Draw one card
Strenght and craft derived from objects and lose one life. If you are going to open the
magic objects do not count on this space, nor door, don’t draw a card,
you may use magic objects or cast spells. test your strength or craft on
2d6, if you roll equal or below
you move to the plain of peril
if you rolled above you lose
Chapel. Graveyard
one point from the ability
(str or craft) used.
Village
Based on Aligment: visit the Blacksmith, healer or mystic.
Based on aligment
Blacksmith
Evil: Lose one life. Hills Sentinel Woods Good: lose one life.
Neutral: replenish fate up Fields Purchace any, if avaliable: Helmet (2G), Sword (2G),
Draw one card Draw one card Draw one card Draw one card Axe (3G), Shield (3G), Armor (4G)
to starting value
Neutral: heal up to your life value for one gold each. or defeat the sentinel Healer
for one gold each.
Strenght 9 to pass to the Heal up to your life value for one gold each.
Evil: replenish fate up to
Good: Either heal up to your life value for free or: middle region. Mystic (roll one dice)
starting value
pray by rolling one dice. 1) become evil 4) become good
for free or roll one dice:
1-4: ignored 2) ignored 5) Gain 1 craft
1-4: ignored 5: gain 1 fate
5: Gain one life 3) ignored 6) Gain 1 spell
6: gain one spell.
6: Gain one spell.