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City.

Fields Hills Plains Woods Plains Tavern


Visit the Doctor, Alchemist or Enchantress. Draw one card Draw one card Draw 1 card Draw one card Draw 1 card Roll 1 die
Doctor:
Heal up to two lives at the cost of one gold each. 1) Get drunk and collapse in a corner (lose one turn)
Alchemist: 2) Get tipsy and fight a farmer with strength 3.
Discard any number of objects you have and gain 3) Gamble and lose 1 gold.
one gold for each. 4) Gamble and win 1 gold.
Enchantres: roll one die. 5) A wizard offers to teleport you to any other space
1) Turned into a toad 4) Gain 1 craft in this region as your next move
6) A boatman offers to ferry you to the temple as
2) Lose 1 strength
3) Lose 1 craft
5) Gain 1 strength
6) Gain 1 spell Warlock’s Cave Desert Oasis Desert Temple your next move.
you may roll 1 die to Lose one life Draw two cards Lose one life Pray by rolling 2 dice 7) gain 1 craft
accept a quest. Draw one card Draw one card 2) lose 2 lives 8-9) gain 1 spell
3) lose 1 life 10) gain a talisman
Fields 1) take 1 life from another character
2) kill 1 enemy, 3) deliver one follower
4) lose 1 follower 11) gain 2 fate
5) enslaved, stay here 12) gain 2 lives
Fields
Draw one card 4) deliver one magic object, 5) deliver three gold Draw one card
6) deliver two gold. until you roll 4+ on
when you complete the quest you are teleported back your move
here and he will give you a talisman if avaliable. 6) Gain 1 strenght

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.

Plains Chasm Pits Crypt Runes Plains


Roll one dice for you and for each Roll 3 dice and substract strength Draw 1 card
Draw 1 card roll one die and fight that many Draw one card
of your followers, on a roll of 1-2 you move directly to:
pit fiends with strength 4, battle each Any creatures that you fight here
lose one life, if a 1 or 2 is rolled for 0) Crypt 1) Plain of peril add 2 to their attack rolls.
one by one until you or them are 2-3) Portal of power
a follower it is killed. defeated, you may not move until you 4-5) Warlock’s cave
have defeated them. 6+) City
Mines
Crags Runes Vampire’s tower Roll 3 dice and substract craft Plain of peril Castle Forest
Roll one die Draw one card Suffer blood loss, roll one dice to see move directly to: Stop here Royal doctor Roll 1 dice
1) attacked by a spirit with craft 4 Any creatures that you fight here how many lives the vampire takes. 0) mines 1) plain of peril Heal up to your life value at the cost 1) attacked by a brigand with str 4
2-3) Lost, lose your next turn add 2 to their attack rolls. you may discard one follower in 2-3) portal of power of one gold each, if you have the prince 2-3) lost, lose your next turn
4-5) Safe, no effect. exchange for one life each. 4-5) warlock’s cave or princess heal up to two lives for free. 4-5) Safe
6) A barbarian leads you out, 1-2) one life 3-4) two lives 5-6) three 6+) tavern 6) A ranger guides you
gain 1 strength lives. out: gain 1 craft

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.

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