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B. Fight the Army of Evil
If your Hero is in a hex with one or more troops, they may ght them
in battle. Roll Number dice equal to the value of the Battle Attribute
on your Hero board. Depending on your dice results, you will defeat a
specied number of troops:
For each 6 rolled, defeat 1 troop of your choice: Élfar, Troll, or Orc.
For each 5 rolled, defeat 1 troop of your choice: Troll, or Orc.
For each 4 rolled, defeat 1 Orc troop.
Remove all defeated troops from the hex and return them to their
respective supplies on the board. Rolls of 3 or less will not defeat any
troops (unless otherwise specied).
Important: Your Hero must lose 1 point of Health if they were
unable to defeat any troops with your Fight the Army of Evil
action. Decrease your Hero’s Health marker by 1 point on your
Hero board.
Example: Using the dice rolls shown, you can remove 2 troops:
the 6 allows you to remove 1 troop of your choice (probably
the Élf) and the 4 allows you to remove the Orc troop. The
second 4 is ignored as there aren’t any more Orcs in the hex. To
successfully ght a Troll troop, you would have needed at least
a 5. Since you successfully defeated at least 1 troop, you won’t
lose a Health point.
Troops on Cards
Some Scenario, Adventure, and Threat cards will require you to
place Army of Evil troops on them. In order to ght these troops,
your Hero must be in the Location indicated on the card. (To make
this clear on the map, place a scenario marker on this Location
hex.) Fight the battle as described above. (Keep in mind that if you
don’t defeat at least 1 troop, you will lose 1 Health point). If there
are also troops on the Location hex, you ght all of the troops at the
same time: both those on the map hex and those on the card.
Fighting Army of Evil troops is not a Battle Attribute check.
C. Send Dispatches to the Dwarven Council
You may Send Dispatches to the Dwarven Council from any hex on
the map to inuence the election of the new king. Roll Number dice
equal to the value of the Craft Attribute on your Hero board. If at
least 1 of the dice rolled is equal to or greater than the number to the
right of the Council marker (in the direction of Balendilín), move the
Council marker 1 space to the right.
If the value of your highest die is lower than the required number,
your attempt fails, and your action is over without further effect.
Send Dispatches to the Dwarven Council is not a Craft Attribute
check.
Important: You can only move the Council marker by 1 space per
action. The text in the box where the Council marker is currently
located is now in effect until the Council marker is moved to
another space which would put that new text into effect instead.
Example: To successfully Send Dispatches to the Dwarven
Council, you need at least a 5 (indicated by 5+ to the right of the
Council marker). Even though you rolled a 6 in addition to a 5 as
shown, you can still only move the Council marker 1 space. The
text in the new space with the Council marker is now in effect.
3+3+4+4+5+5+6+6+
D
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At the beginning of your turn,
advance the Doom marker 1 space
towards the Hero marker.
Aer rolling the Recruitment
dice, re-roll any dice showing
a blank side. e new result
counts.
Aer rolling Number dice, re-roll
one die with the highest number
showing. e new result counts.
Aer revealing a new reat
card, decide which Hero must
lose 1 Health point.
Aer revealing a new reat
card, decide which Hero gains
1 Health point.
Aer completing an Adventure
card, you may discard 1 faceup
reat card without consequence.
Aer rolling the Number dice,
you may re-roll 1 die of your
choice. e new result counts.
As an action, you may make
a Cra check 4+. If successful,
you may draw 1 Equipment card
and then decide which Hero will
keep it.
B
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B
A
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E
N
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Í
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5
+
Aer revealing a new reat
Aer completing an Adventure
10
10
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