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Anyone for a game? :o)

Heroica is Lego's dungeon crawl game. There are four individual location sets that build up a bigger map. Despite many interweb rumours of more sets, no more have appeared "in the plastic" yet. The sets and their awesome micro-figures are terrific, but the rules themselves are rather simplistic and don't work all that well. So there's a game with a lot of potential, that needs a bit of work.
I've expanded the game further, adding two more locations (Ramses' Temple and Lava Mountain - the latter mainly consisting of the Lava Dragon game). To hopefully make it a more satisfying game, I've also had a poke around on BoardGameGeek for alternative rules, adopted the ones I liked best and added several of my own, with just a small dash of Arkham Horror, to come up with this expanded rules set:
1. CHARACTERS
Each hero has a special Ranged or Melee skill.
Barbarian: Melee - Deal 1 damage to ALL adjacent monsters and move 1 space
Wizard: Ranged - Deal 1 damage to a monster up to 4 spaces away, even around corners
Druid: Ranged - Restore full health to 1 hero in your location (including yourself)
Ranger: Ranged - Move 1 space and deal 1 damage to a monster up to 5 spaces away in a straight line
Thief: Melee - Deal 1 damage to a monster, swap spaces with the monster and take 1 extra gold from the store
Knight: Melee - Move up to 2 spaces and deal 1 damage to an adjacent monster
2. THE HEROICA DICE
Action Die: The standard die used for most movement and combat, and certain other rolls (Sides: 1 x Shield, 2 x 3/Sword, 2 x 2/Skull, 1 x 1/Skull/Sword)
Cursed Die: If your hero is Cursed, use this die whenever you would otherwise roll the action die. (Sides: 1 x Shield, 1 x 3/Sword, 3 x 2/Skull, 1 x 1/Skull/Sword)
Blessed Die: If your hero is Blessed, use this die whenever you would otherwise roll the action die. (Sides: 1 x Shield, 3 x 3/Sword, 1 x 2/Skull, 1 x 1/Skull/Sword)
Character Die: Roll at the start of the game to determine which hero goes first. Also used later on for Dragon attacks! (Sides: 1 x yellow [Barbarian], 1 x red [Wizard], 1 x tan [Druid], 1 x blue [Ranger], 1 x black [Thief], 1 x grey [Knight])
Location Die: A die used in Map Build games to determine which location expands the map (Sides: 1 x Shield, 1 x dark grey [Castle Fortaan], 1 x dark green [Waldurk Forest], 1 x black [Caverns of Nathuz], 1 x tan [Ramses' Temple], 1 x 1/Skull/Sword)
Items Die: A die used in Map Build games to generate items in new locations (Sides: 1 x Potions symbol, 1 x gold/green, 1 x brown/translucent red/blue, 1 x gold/red/orange, 1 x translucent red/grey/yellow, 1 x red/brown)
3. CORE RULES
Each player’s turn consists of five phases:
1. Upkeep: Restore 1 skill point. Buy and sell items.
2. Hero movement/healing: Roll the Action Die and move your hero up to the number of spaces rolled. If you roll Shield, move up to 4 spaces and restore 1 extra skill point. If you have full (4) skill points, you may exhaust them to use a Ranged skill instead of rolling.
3. Hero combat: If you fight a monster, roll the Action Die to find out what happens:
4. Monster movement: If any monsters are in the same location as your hero (see below) or have a direct line of sight (through an unbroken line of spaces), they will move to attack your hero. Roll the Action Die for each monster and move it the number of spaces rolled. If you roll Shield, move it 4 spaces. Monsters may not pick up items. If a monster ends its move on a space occupied by another monster or an item, it moves forward to the first available space. Monsters cannot pass through rocks, magic doors or locked doors. If the monster moves into a space adjacent to a hero it MUST end its move in that space and attack the hero.
5. Monster combat: If a monster attacks a hero, roll the Action Die to find out what happens:
LOCATION:
Characters are in the same location if they are on the same map tile or any adjoining link pieces. Characters on link pieces are effectively in two locations at the same time. Characters in the same location can exchange items freely or heal or bless one another.
CORNERED:
If either a hero or monster is hit and cannot move 1 space away from the attacker, their combat continues until one or the other is defeated.
FIRE TRACK:
Used in Co-operative games. Each time a hero is defeated, or a 1 is rolled on a Monster Generator (see later) add one to the Fire Track. If the Fire Track fills, the heroes lose the game OR alternatively, add the Lava Mountain to the map and the heroes must face the Dragon!
BOSS MONSTER TRACK:
Used in Map Build games. If the Boss Track fills, the next location added MUST be a Boss Monster location (roll the Location Die as normal to determine which realm). Then remove all tokens to reset the track.In a Co-operative Map Build game, both tracks are used.
THE HEROICA TOKEN:
The Heroica Token determines who can expand the map in a Map Build game. It starts with the first player and passes clockwise whenever a player uses it to expand the map. In Co-operative games the token can be passed between heroes in the same location. In Versus games the token is stolen by a hero who defeats the hero.
4. PLAY VARIATIONS:
ONLY play Boss Monster locations once the Boss Monster Track is full.
Action Die:
5. OBSTACLES AND ITEMS
TREASURE CHESTS:
If you move into a space with a treasure chest, you MUST end your move in that space and search it. Roll the Action Die again to find out whether the chest contains gold and/or a trap, then remove the treasure chest from the game.
You may not move through magic doors. If you end your move on a magic space (blue disc), you may move one magic door to any empty dark green space (or dark grey if you are only playing with the Waldurk Forest realm). If you are in a space adjacent to a magic door and roll Shield in the movement phase of your turn, you may pass through the door to the first available space on the other side, instead of moving.
CASKETS (Ramses’ Temple):
If you move into a space with a casket, you MUST end your move in that space and search it.
Blessings and Curses: Add a yellow token to your hero pack if you are Blessed and a green token if you are Cursed. Blessings last until you roll 1 or are Cursed. Curses last until you roll Shield or are Blessed.
MAPS:
If you end your move in a space adjacent (not diagonal) to a map, you may look inside any ONE casket in play, and then move that casket to any unoccupied tan space.
ROCKS (Caverns of Nathuz):
If you move into a space adjacent to rocks, you MUST end your move in that space and explore them. Roll the Action Die again:
If you move into or through a space adjacent to a locked door, you may put a key from your hero pack into the top to unlock it. After a door is unlocked, the spaces either side become adjacent and any player may move through it. Each key may only be used once, and you may only carry ONE key at any time. If you are in a space adjacent to a locked door and roll Shield in the movement phase of your turn, you may pass through the door to the first available space on the other side, instead of moving. The door remains locked.
TORCHES:
If you are carrying a torch, you may move 1 extra space when moving. You may only carry ONE torch at a time. If you lose any health, you drop your torch and it goes out.
POTIONS:
Potions may be collected from the map or bought for 3 gold each, and may be sold for 2 gold each. You may use potions during any hero phase of your turn.
6. WEAPONS & ARMOUR
These may be bought for 5 gold each, and sold for 3 gold each.
- Axe:
Melee: Deal 1 damage to ALL adjacent monsters.
(If the Barbarian has the Axe: Deal 2 damage to ALL adjacent monsters and move 1 space)
- Wand:
Ranged: Deal 1 damage to a monster up to 3 spaces away, even around corners.
(If the Wizard has the Wand: Deal 2 damage to a monster up to 4 spaces away, even around corners)
- Staff:
Ranged: Restore up to 2 health to 1 hero in your location (including yourself).
(If the Druid has the Staff: Restore full health and add 1 additional temporary health)
- Bow:
Ranged: Deal 1 damage to a monster up to 5 spaces away in a straight line.
(If the Ranger has the Bow: Move 1 space and deal 2 damage to a monster up to 5 spaces away in a straight line)
- Dagger:
Melee: Deal 1 damage to a monster and take 1 extra gold from the store.
(If the Thief has the Dagger: Deal 1 damage to a monster, swap spaces with the monster and take 2 extra gold from the store)
- Sword:
Ranged: Move 1 space and deal 1 damage to an adjacent monster.
(If the Knight has the Sword: Move up to 2 spaces and deal 2 damage to an adjacent monster)
- Crossbow:
Ranged: Deal 1 damage to up to 2 monsters up to 4 spaces away in a straight line. The monsters may be in different lines.
- Spear:
Ranged: Deal 2 damage to a monster up to 2 spaces away in a straight line.
- Ninja Sword:
Melee: Sneak attack! Take no damage from a monster when you attack, no matter what you roll.
- Helmet:
Increases your full health by 1. Put the Helmet on your hero’s head and the extra health on your hero pack.
7. STANDARD MONSTERS
LEVEL 1 MONSTERS:
These monsters have 1 health level and 1 strength. Gain 1 gold when you defeat any of them.
- Spider (Waldurk Forest):
Moves fast, an extra space each time it moves.
- Snake (Ramses’ Temple):
Poisonous bite! Lose your next movement turn if you take damage.
- Bat (Caverns of Nathuz):
Can fly over rocks, magic doors and locked doors.
- Goblin Warrior (Draida Bay / Castle Fortaan):
Forces heroes back 2 spaces instead of 1 on a hit.
LEVEL 2 MONSTERS:
These monsters have 2 health levels and attack with 2 strength. Remove the token from their head when they lose 1 health level. Gain 2 gold when you defeat them.
- Werewolf (Waldurk Forest):
Lethal claws! Take 3 damage instead of 2 when hit.
- Mummy (Ramses’ Temple):
Mummy’s curse! If you take damage, you are Cursed (or lose any Blessing you have).
- Golem Guardian (Caverns of Nathuz):
Golems are tough and only take damage if you roll Shield or use a Skill on your attack.
- Goblin Guardian (Castle Fortaan):
Forces heroes back 3 spaces instead of 1 on a hit.
8. BOSS MONSTERS
These monsters attack with 3 Strength. In a Fixed Map game, each Boss Monster has 4 health levels. In a Map Build game, each Boss Monster is tougher than the last – The first Boss Monster has health levels equal to the number of players +1, the second has health levels equal to the number of players +2, etc. Use black tokens, either on the Boss Track or on the Boss Monster’s location, to record its remaining health.
- Goblin General (Draida Bay):
Forces heroes back 3 spaces instead of 1.
- Dark Druid (Waldurk Forest):
Can fly over obstacles like the Bat.
- Pharaoh Ramses (Ramses’ Temple):
Like other Mummies, if you take damage, you are Cursed (or lose any Blessing you have).
- Golem Lord (Caverns of Nathuz):
As with other Golems, only takes damage if you roll Shield or use a Skill on your attack.
- Goblin King (Castle Fortaan): Forces heroes back 4 spaces instead of 1 on a hit.
MONSTER GENERATORS:
These appear on Boss Monster locations. Whenever the Boss Monster moves, roll the Action Die. On a 3 or Shield, nothing happens. On a 1 or 2, a Level 1 Monster from the relevant realm appears on the generator. If all Level 1 Monsters from the relevant realm are in play, the relevant Level 2 Monster appears instead. If all relevant Level 2 Monsters are also in play, no monsters appear. On a 1, also add one token to the Fire Track.
Once a Boss Monster is reduced to 3 health levels, its first Monster Generator is sealed by adding a grey disc. It then becomes inactive. Once the Boss Monster is defeated, its second Monster Generator is sealed.
RELICS:
Relics are guarded by Boss Monsters. As well as their own abilities, Boss Monsters also use the power of the Relic they hold. If the Relic is activated by rolling Shield, the Boss Monster always uses it when it rolls Shield. In the hands of a Boss Monster, the Chalice Curses rather than Blesses. If you defeat a Boss Monster, take their Relic. Relics may be used or sold for 5 gold.
- Helmet of Protection:
Increases your full health by 2. Put the Helmet on your hero’s head and the extra health on your hero pack. Does not stack with the standard Helmet.
- Chalice of Luck:
If you roll Shield in the movement phase of your turn, you may Bless yourself or any hero in your location, instead of moving.
- Sceptre of Summoning:
If you roll Shield in the movement phase, you may remove a level 1 or 2 monster from anywhere on the map and place it in any empty space in your current location, instead of moving.
- Sceptre of Banishment: If you roll Shield in the movement phase, you may remove a level 1 or 2 monster from your current location and place it in any empty space on the map, instead of moving.
- Crystal of Deflection: Place the Crystal on a hero or monster’s head. When defeated for the first time, lose the crystal and restore full health.
- Sword of Power: Deal 1 extra damage in all rolls when attacking or attacked. Does not affect Ranged or Melee Skills.
DRAGON:
The ultimate monster! The Dragon does not move like other monsters. It remains perched atop Lava Mountain but can make fire attacks over long distances, across the entire map. The dragon awakes as soon as a hero enters Lava Mountain. Once this happens (and each round of the table after), roll the Character Die. The Dragon attacks that player with 3 Strength (normal roll, but the Dragon does not take damage on a 3 or a 1). If the hero rolled is not in play, the Dragon does not make a fire attack this round.
The dragon also makes a normal attack (Strength 3) against any hero who ends their turn on an adjacent square. If the Dragon reduces a hero to zero health, it swoops onto the hero’s square (even if that hero is in another location) and DEVOURS the hero, removing them from the game.The four Monster Generators on Lava Mountain work like other Monster Generators, except that you must roll the Location Die as well as the Action Die to determine which monsters appear. If the Location Die rolls Shield, no monsters appear, no matter what the Action Die rolls. On a 1, re-roll but any monsters that appear will be Level 2 rather than Level 1!
The Dragon has health levels equal to the number of players +6. Use the Fire Track to record its remaining health. The first Monster Generator is sealed when the Dragon is reduced to 9 health levels, the second when it is reduced to 6 health levels, the third when it is reduced to 3 health levels, and the fourth when it is defeated. The game ends when either all heroes are devoured, or the dragon is defeated.
This has been playtested once, with some of these extra rules, with my Sunday roleplaying group. But now it needs another round of playtesting. Any takers?

Heroica is Lego's dungeon crawl game. There are four individual location sets that build up a bigger map. Despite many interweb rumours of more sets, no more have appeared "in the plastic" yet. The sets and their awesome micro-figures are terrific, but the rules themselves are rather simplistic and don't work all that well. So there's a game with a lot of potential, that needs a bit of work.
I've expanded the game further, adding two more locations (Ramses' Temple and Lava Mountain - the latter mainly consisting of the Lava Dragon game). To hopefully make it a more satisfying game, I've also had a poke around on BoardGameGeek for alternative rules, adopted the ones I liked best and added several of my own, with just a small dash of Arkham Horror, to come up with this expanded rules set:
1. CHARACTERS
Each hero has a special Ranged or Melee skill.
Barbarian: Melee - Deal 1 damage to ALL adjacent monsters and move 1 space
Wizard: Ranged - Deal 1 damage to a monster up to 4 spaces away, even around corners
Druid: Ranged - Restore full health to 1 hero in your location (including yourself)
Ranger: Ranged - Move 1 space and deal 1 damage to a monster up to 5 spaces away in a straight line
Thief: Melee - Deal 1 damage to a monster, swap spaces with the monster and take 1 extra gold from the store
Knight: Melee - Move up to 2 spaces and deal 1 damage to an adjacent monster
2. THE HEROICA DICE
Action Die: The standard die used for most movement and combat, and certain other rolls (Sides: 1 x Shield, 2 x 3/Sword, 2 x 2/Skull, 1 x 1/Skull/Sword)
Cursed Die: If your hero is Cursed, use this die whenever you would otherwise roll the action die. (Sides: 1 x Shield, 1 x 3/Sword, 3 x 2/Skull, 1 x 1/Skull/Sword)
Blessed Die: If your hero is Blessed, use this die whenever you would otherwise roll the action die. (Sides: 1 x Shield, 3 x 3/Sword, 1 x 2/Skull, 1 x 1/Skull/Sword)
Character Die: Roll at the start of the game to determine which hero goes first. Also used later on for Dragon attacks! (Sides: 1 x yellow [Barbarian], 1 x red [Wizard], 1 x tan [Druid], 1 x blue [Ranger], 1 x black [Thief], 1 x grey [Knight])
Location Die: A die used in Map Build games to determine which location expands the map (Sides: 1 x Shield, 1 x dark grey [Castle Fortaan], 1 x dark green [Waldurk Forest], 1 x black [Caverns of Nathuz], 1 x tan [Ramses' Temple], 1 x 1/Skull/Sword)
Items Die: A die used in Map Build games to generate items in new locations (Sides: 1 x Potions symbol, 1 x gold/green, 1 x brown/translucent red/blue, 1 x gold/red/orange, 1 x translucent red/grey/yellow, 1 x red/brown)
3. CORE RULES
Each player’s turn consists of five phases:
1. Upkeep: Restore 1 skill point. Buy and sell items.
2. Hero movement/healing: Roll the Action Die and move your hero up to the number of spaces rolled. If you roll Shield, move up to 4 spaces and restore 1 extra skill point. If you have full (4) skill points, you may exhaust them to use a Ranged skill instead of rolling.
- If you end your move in a space occupied by another hero, move your hero forward to the first available space.
- Pick up any items in spaces you move into or through and put them on your hero pack.
- If you move into a space adjacent to a monster you MUST end your move there and fight.
- You may not move or fight diagonally.
3. Hero combat: If you fight a monster, roll the Action Die to find out what happens:
- Shield: Deal 2 damage. If the monster is not defeated, it moves back 1 space.
- 3/Sword: Deal 1 damage. If the monster is not defeated, it moves back 1 space.
- 2/Skull: Lose health equal to the monster’s strength AND move back 1 space away from the monster.
- 1/Skull/Sword: Deal 1 damage AND lose health equal to the monster’s strength AND move back 1 space away from the monster. If the monster is not defeated, it moves back 1 space.
4. Monster movement: If any monsters are in the same location as your hero (see below) or have a direct line of sight (through an unbroken line of spaces), they will move to attack your hero. Roll the Action Die for each monster and move it the number of spaces rolled. If you roll Shield, move it 4 spaces. Monsters may not pick up items. If a monster ends its move on a space occupied by another monster or an item, it moves forward to the first available space. Monsters cannot pass through rocks, magic doors or locked doors. If the monster moves into a space adjacent to a hero it MUST end its move in that space and attack the hero.
5. Monster combat: If a monster attacks a hero, roll the Action Die to find out what happens:
- Shield: Deal ONE MORE damage to the hero than the monster’s strength AND the hero moves back 1 space away from the monster.
- 3/Sword: The monster loses 1 health. If the monster is not defeated, it moves back 1 space.
- 2/Skull: Deal damage to the hero equal to the monster’s strength AND the hero moves back 1 space away from the monster.
- 1/Skull/Sword: Deal damage equal to the monster’s strength AND the hero moves back 1 space away from the monster AND the monster loses 1 health. If the monster is not defeated, it moves back 1 space.
LOCATION:
Characters are in the same location if they are on the same map tile or any adjoining link pieces. Characters on link pieces are effectively in two locations at the same time. Characters in the same location can exchange items freely or heal or bless one another.
CORNERED:
If either a hero or monster is hit and cannot move 1 space away from the attacker, their combat continues until one or the other is defeated.
FIRE TRACK:
Used in Co-operative games. Each time a hero is defeated, or a 1 is rolled on a Monster Generator (see later) add one to the Fire Track. If the Fire Track fills, the heroes lose the game OR alternatively, add the Lava Mountain to the map and the heroes must face the Dragon!
BOSS MONSTER TRACK:
Used in Map Build games. If the Boss Track fills, the next location added MUST be a Boss Monster location (roll the Location Die as normal to determine which realm). Then remove all tokens to reset the track.In a Co-operative Map Build game, both tracks are used.
THE HEROICA TOKEN:
The Heroica Token determines who can expand the map in a Map Build game. It starts with the first player and passes clockwise whenever a player uses it to expand the map. In Co-operative games the token can be passed between heroes in the same location. In Versus games the token is stolen by a hero who defeats the hero.
4. PLAY VARIATIONS:
- Co-operative: All heroes work together. Set a target monster. If that monster is defeated, the heroes win the game. Each time a hero is defeated, add one to the Fire Track.
- Versus: Each hero for himself! If you roll Shield in the movement phase, you may attack another hero. Once the target monster has been defeated, the game ends. All players then sell their relics, weapons, armour and potions. The player with the most gold wins.
- Dungeon Master: Instead of all players moving monsters as they encounter them, one player is the Dungeon Master. After all players have had their turn, the Dungeon Master rolls and moves a number of monsters up to the number of players.
- Fixed Map: Decide and build the layout of the map at the start of the game.
- Map Build: The game begins with a small map (Draida Bay is ideal), and expands with play, using the Heroica Token. If the player with the Heroica Token begins their turn in a location with one or more empty sides onto which another location can be added, they can choose to expand the map onto an empty side. At the start of their turn, they roll the following dice:
- Shield: Add a location tile of your choice. Do not add to the Boss Monster Track.
- Coloured side: Add a location tile of the realm colour rolled AND add ONE token to the Boss Monster Track. If all tiles of that colour are in play, choose any remaining tile.
- 1/Skull/Sword: Add a location tile of the same colour as the location you are adding to AND add TWO tokens to the Boss Monster Track. If all tiles of that colour are in play, choose any remaining tile.
ONLY play Boss Monster locations once the Boss Monster Track is full.
Action Die:
- Shield: No monsters appear in the new location.
- 3/Sword: Add a Level 1 Monster of the appropriate location to any empty space in the new location or connecting link pieces. If all Level 1 Monsters of that location are in play, no monster appears.
- 2/Skull: Add a Level 2 Monster of the appropriate location to any empty space in the new location or connecting link pieces .If all Level 2 Monsters of that location are in play, no monster appears.
- 1/Skull/Sword: Add a Level 1 Monster AND a Level 2 Monster of the appropriate location to any empty spaces in the new location or connecting link pieces. If all Level 1 Monsters or Level 2 Monsters of that location are in play, the relevant monster does not appear.
- Potions symbol: Add any 2 potions of your choice to any empty spaces in the new location or connecting link pieces.
- gold/green: Add 1 Gold and 1 Skill Potion to any empty spaces in the new location or connecting link pieces.
- brown/translucent red/blue: Add 1 Treasure Chest, 1 Torch and 1 Speed Potion to any empty spaces in the new location or connecting link pieces.
- gold/red/orange: Add 1 Gold, 1 Life Potion and 1 Luck Potion to any empty spaces in the new location or connecting link pieces.
- translucent red/grey/yellow: Add 1 Torch, 1 Key and 1 Strength Potion to any empty spaces in the new location or connecting link pieces.
- red/brown: Add 1 Life Potion and 1 Treasure Chest to any empty spaces in the new location or connecting link pieces.
5. OBSTACLES AND ITEMS
TREASURE CHESTS:
If you move into a space with a treasure chest, you MUST end your move in that space and search it. Roll the Action Die again to find out whether the chest contains gold and/or a trap, then remove the treasure chest from the game.
- Shield: Take 2 gold from the store
- 3/Sword: Take 1 gold from the store
- 2/Skull: Lose 1 health
- 1/Skull/Sword: Lose 1 health AND take 1 gold from the store
You may not move through magic doors. If you end your move on a magic space (blue disc), you may move one magic door to any empty dark green space (or dark grey if you are only playing with the Waldurk Forest realm). If you are in a space adjacent to a magic door and roll Shield in the movement phase of your turn, you may pass through the door to the first available space on the other side, instead of moving.
CASKETS (Ramses’ Temple):
If you move into a space with a casket, you MUST end your move in that space and search it.
- Yellow token: You are blessed.
- Red token: Gain 1 Health
- Gold token: Gain 1 Gold
- Green token: You are cursed
- Black token: Add 1 token to the Boss Monster Track or lose 1 Health.
- Orange token: Add 1 token to the Fire Track or lose 2 Health.
Blessings and Curses: Add a yellow token to your hero pack if you are Blessed and a green token if you are Cursed. Blessings last until you roll 1 or are Cursed. Curses last until you roll Shield or are Blessed.
MAPS:
If you end your move in a space adjacent (not diagonal) to a map, you may look inside any ONE casket in play, and then move that casket to any unoccupied tan space.
ROCKS (Caverns of Nathuz):
If you move into a space adjacent to rocks, you MUST end your move in that space and explore them. Roll the Action Die again:
- Shield: Pass through the rocks to the first available space on the other side.
- 3/Sword: Remove the rocks from the game
- 2/Skull: Move back 1 space away from the rocks.
- 1/Skull/Sword: You are stuck! Move onto the rocks. You may not move on your next turn but you may still use skills and be attacked by monsters. Move as normal on the following turn.
If you move into or through a space adjacent to a locked door, you may put a key from your hero pack into the top to unlock it. After a door is unlocked, the spaces either side become adjacent and any player may move through it. Each key may only be used once, and you may only carry ONE key at any time. If you are in a space adjacent to a locked door and roll Shield in the movement phase of your turn, you may pass through the door to the first available space on the other side, instead of moving. The door remains locked.
TORCHES:
If you are carrying a torch, you may move 1 extra space when moving. You may only carry ONE torch at a time. If you lose any health, you drop your torch and it goes out.
POTIONS:
Potions may be collected from the map or bought for 3 gold each, and may be sold for 2 gold each. You may use potions during any hero phase of your turn.
- Life (red): Restore 2 health
- Skill (green): Restore full (4) skill points
- Luck (orange): Re-roll the Action Die
- Speed (blue): Move up to 4 extra spaces
- Strength (yellow): Deal +1 damage in your next attack
6. WEAPONS & ARMOUR
These may be bought for 5 gold each, and sold for 3 gold each.
- Axe:
Melee: Deal 1 damage to ALL adjacent monsters.
(If the Barbarian has the Axe: Deal 2 damage to ALL adjacent monsters and move 1 space)
- Wand:
Ranged: Deal 1 damage to a monster up to 3 spaces away, even around corners.
(If the Wizard has the Wand: Deal 2 damage to a monster up to 4 spaces away, even around corners)
- Staff:
Ranged: Restore up to 2 health to 1 hero in your location (including yourself).
(If the Druid has the Staff: Restore full health and add 1 additional temporary health)
- Bow:
Ranged: Deal 1 damage to a monster up to 5 spaces away in a straight line.
(If the Ranger has the Bow: Move 1 space and deal 2 damage to a monster up to 5 spaces away in a straight line)
- Dagger:
Melee: Deal 1 damage to a monster and take 1 extra gold from the store.
(If the Thief has the Dagger: Deal 1 damage to a monster, swap spaces with the monster and take 2 extra gold from the store)
- Sword:
Ranged: Move 1 space and deal 1 damage to an adjacent monster.
(If the Knight has the Sword: Move up to 2 spaces and deal 2 damage to an adjacent monster)
- Crossbow:
Ranged: Deal 1 damage to up to 2 monsters up to 4 spaces away in a straight line. The monsters may be in different lines.
- Spear:
Ranged: Deal 2 damage to a monster up to 2 spaces away in a straight line.
- Ninja Sword:
Melee: Sneak attack! Take no damage from a monster when you attack, no matter what you roll.
- Helmet:
Increases your full health by 1. Put the Helmet on your hero’s head and the extra health on your hero pack.
7. STANDARD MONSTERS
LEVEL 1 MONSTERS:
These monsters have 1 health level and 1 strength. Gain 1 gold when you defeat any of them.
- Spider (Waldurk Forest):
Moves fast, an extra space each time it moves.
- Snake (Ramses’ Temple):
Poisonous bite! Lose your next movement turn if you take damage.
- Bat (Caverns of Nathuz):
Can fly over rocks, magic doors and locked doors.
- Goblin Warrior (Draida Bay / Castle Fortaan):
Forces heroes back 2 spaces instead of 1 on a hit.
LEVEL 2 MONSTERS:
These monsters have 2 health levels and attack with 2 strength. Remove the token from their head when they lose 1 health level. Gain 2 gold when you defeat them.
- Werewolf (Waldurk Forest):
Lethal claws! Take 3 damage instead of 2 when hit.
- Mummy (Ramses’ Temple):
Mummy’s curse! If you take damage, you are Cursed (or lose any Blessing you have).
- Golem Guardian (Caverns of Nathuz):
Golems are tough and only take damage if you roll Shield or use a Skill on your attack.
- Goblin Guardian (Castle Fortaan):
Forces heroes back 3 spaces instead of 1 on a hit.
8. BOSS MONSTERS
These monsters attack with 3 Strength. In a Fixed Map game, each Boss Monster has 4 health levels. In a Map Build game, each Boss Monster is tougher than the last – The first Boss Monster has health levels equal to the number of players +1, the second has health levels equal to the number of players +2, etc. Use black tokens, either on the Boss Track or on the Boss Monster’s location, to record its remaining health.
- Goblin General (Draida Bay):
Forces heroes back 3 spaces instead of 1.
- Dark Druid (Waldurk Forest):
Can fly over obstacles like the Bat.
- Pharaoh Ramses (Ramses’ Temple):
Like other Mummies, if you take damage, you are Cursed (or lose any Blessing you have).
- Golem Lord (Caverns of Nathuz):
As with other Golems, only takes damage if you roll Shield or use a Skill on your attack.
- Goblin King (Castle Fortaan): Forces heroes back 4 spaces instead of 1 on a hit.
MONSTER GENERATORS:
These appear on Boss Monster locations. Whenever the Boss Monster moves, roll the Action Die. On a 3 or Shield, nothing happens. On a 1 or 2, a Level 1 Monster from the relevant realm appears on the generator. If all Level 1 Monsters from the relevant realm are in play, the relevant Level 2 Monster appears instead. If all relevant Level 2 Monsters are also in play, no monsters appear. On a 1, also add one token to the Fire Track.
Once a Boss Monster is reduced to 3 health levels, its first Monster Generator is sealed by adding a grey disc. It then becomes inactive. Once the Boss Monster is defeated, its second Monster Generator is sealed.
RELICS:
Relics are guarded by Boss Monsters. As well as their own abilities, Boss Monsters also use the power of the Relic they hold. If the Relic is activated by rolling Shield, the Boss Monster always uses it when it rolls Shield. In the hands of a Boss Monster, the Chalice Curses rather than Blesses. If you defeat a Boss Monster, take their Relic. Relics may be used or sold for 5 gold.
- Helmet of Protection:
Increases your full health by 2. Put the Helmet on your hero’s head and the extra health on your hero pack. Does not stack with the standard Helmet.
- Chalice of Luck:
If you roll Shield in the movement phase of your turn, you may Bless yourself or any hero in your location, instead of moving.
- Sceptre of Summoning:
If you roll Shield in the movement phase, you may remove a level 1 or 2 monster from anywhere on the map and place it in any empty space in your current location, instead of moving.
- Sceptre of Banishment: If you roll Shield in the movement phase, you may remove a level 1 or 2 monster from your current location and place it in any empty space on the map, instead of moving.
- Crystal of Deflection: Place the Crystal on a hero or monster’s head. When defeated for the first time, lose the crystal and restore full health.
- Sword of Power: Deal 1 extra damage in all rolls when attacking or attacked. Does not affect Ranged or Melee Skills.
DRAGON:
The ultimate monster! The Dragon does not move like other monsters. It remains perched atop Lava Mountain but can make fire attacks over long distances, across the entire map. The dragon awakes as soon as a hero enters Lava Mountain. Once this happens (and each round of the table after), roll the Character Die. The Dragon attacks that player with 3 Strength (normal roll, but the Dragon does not take damage on a 3 or a 1). If the hero rolled is not in play, the Dragon does not make a fire attack this round.
The dragon also makes a normal attack (Strength 3) against any hero who ends their turn on an adjacent square. If the Dragon reduces a hero to zero health, it swoops onto the hero’s square (even if that hero is in another location) and DEVOURS the hero, removing them from the game.The four Monster Generators on Lava Mountain work like other Monster Generators, except that you must roll the Location Die as well as the Action Die to determine which monsters appear. If the Location Die rolls Shield, no monsters appear, no matter what the Action Die rolls. On a 1, re-roll but any monsters that appear will be Level 2 rather than Level 1!
The Dragon has health levels equal to the number of players +6. Use the Fire Track to record its remaining health. The first Monster Generator is sealed when the Dragon is reduced to 9 health levels, the second when it is reduced to 6 health levels, the third when it is reduced to 3 health levels, and the fourth when it is defeated. The game ends when either all heroes are devoured, or the dragon is defeated.
This has been playtested once, with some of these extra rules, with my Sunday roleplaying group. But now it needs another round of playtesting. Any takers?
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Date: 2012-09-01 07:40 pm (UTC)no subject
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Date: 2012-09-03 12:32 pm (UTC)