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What’s the game about — and how do you play it?
e heroes are trying to protect the land of Andor from evil creatures
and complete other exciting quests. e game is played in 5 Legends.
For each Legend, there is a set of large Legend cards.
When you play for the rst time, start with the Quick-Start Guide
for Legend 1. at will set you up quickly and easily in your rst
game. Additional game rules will show up every once in a while
during your adventure.
ats all you have to know for Legend 1. So put this booklet back in
the box for now, and start with page 1 of the Quick-Start Guide.
Exciting adventures await!
How does the game continue aer Legend 1?
Once you have successfully completed the rst Legend and want to
continue to the second Legend (or other Legends later on), you will
need the Legend cards that go with each Legend.
You will also need the large Checklist card.
e Checklist explains all the preparations you have to complete before
each game.
en, simply read Legend card A1 for the new Legend out loud.
e card will tell you if extra playing materials are needed for this
Legend. And if new rules are introduced, the card will tell you that
too. If questions come up as you play, you will nd the answers in this
Reference Manual booklet under the appropriate heading.
Because all of the rules and special cases written on the various Legend
cards are also written here, you will no longer need the Quick-Start
Guide or the Legend cards from earlier Legends. You can just look
up the explanations or details during the game. Even if you havent
played the game for a while, you will nd everything you need on the
Checklist card and in this manual.
You will not need the manual for Legend 1.
Overview of the course of play
(Not needed for Legend 1!)
e game is played over several days. Each day has 7 normal
hours, with up to 3 additional overtime hours being available.
e hero whose turn it is selects the “move” or “ght” action.
When moving, each space counts 1 hour, while each battle
round also counts 1 hour. ese hours are deducted on the time
track using the time marker. A hero can use up as many hours
during his turn as he likes. If, for example, he moves 4 spaces,
it costs him 4 hours. If he engages in a ght with a creature that
lasts 3 rounds, it costs him 3 hours.
Aer the rst heros action, it is the turn of the next hero in a
clockwise direction, who will again select one of the two actions
and use up as many hours as he likes.
Once all the heroes have had a turn and play comes around to
the rst hero again, he once again selects one of the two actions
and uses up as many hours as he needs. e heroes keep taking
turns until they have used up their hours and any possible
overtime hours, or until they wish to end their day ahead of
time.
A hero can play up to 3 “overtime hours.” Each overtime hour
costs 2 willpower points.
It is not unusual for a hero to end his day while the others still
have hours le and continue to play. If a hero wants to end his
day when his turn comes up, he places his time marker in the
sunrise box. If he is the rst one to do so this day, he places the
time marker on the space with the rooster to show that he will
be the one to begin the new day.
Once all the heroes have ended their day, the symbols in the
sunrise box are performed in the indicated sequence (see page
5, “e sunrise box”). e 8th symbol shows the Narrator gure,
indicating that the Narrator advances 1 space on the Legend
track.
e players have to pay attention to whether the Narrator
triggers a Legend card in the process of his move, which they
would have to read out loud and follow.
On the new day, all the heroes once again have 7 hours and up
to 3 overtime hours at their disposal.
Important: In addition to moving at sunrise, the Narrator also
moves whenever a creature is defeated.
When a creature enters the castle, it is immediately placed on a
golden shield next to the castle. e Legend is prematurely lost
if there are no more unoccupied shields for a creature entering
the castle. e number of golden shields depends on how many
heroes there are. Example: With four heroes, only 1 creature may
be allowed into the castle (see illustration next to the castle).
e heroes have to complete each Legend goal before the
Narrator has reached the “N” on the Legend track. Otherwise,
all of them as a group will have lost.
2
Introduction
2

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