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e creatures
Creatures do not activate tokens (wells, fog tokens, etc.) and do not
initiate battles. eir spaces can usually be entered and passed through
(unless an exception is indicated in a specic Legend).
e movement of the creatures
At each sunrise, the creatures move toward the castle. e rst one
to move is always the gor, which is on the lowest-numbered space. A
creature normally moves to the adjacent space that has the little arrow
pointing to it. Only one creature is allowed to stand on any one space.
If the space that a creature wants to move to is already occupied by
another creature, it immediately advances along the arrow to the space
adjacent to the occupied space. Aer the gors, all of the skrals and then
the other creatures move in accordance with the same rules (in the
sequence shown in the sunrise box). Even if a creature has just arrived
on the board, it advances along the arrow to the adjacent space if the
space is occupied.
e strength of the creatures
e creature display on the game board indicates the strength and
willpower points of each creature. If it comes to a battle, the strength
points are indicated with the red wooden cube. e red wooden disk is
used to mark their willpower points. At the le of the row, you can see
the number of dice and which dice the creature ghts with. A wardrak,
for example, has 10 strength points and 7 willpower points, and uses 2
black dice in battle. Note: All other creatures use red dice.
Below the strength points, you will see the reward the heroes get for
defeating the creature. For a wardrak, they get 6 gold or 6 willpower
points, or any preferred combination of the two.
Special cases:
If a wardrak has fewer than 7 willpower points, it only has 1 black die
to use.
If a troll has at least 7 willpower points, it will use 3 red dice in
battle. If it has fewer than 7 willpower points, it only has 2 red dice
at its disposal. All identical dice values are added together. e troll,
however, always chooses the highest value, regardless of whether
this results from several identical values or one highest single value.
Example: e troll rolls 3, 3, and 5. In that case, its highest value is 6,
which it adds to its strength of 14.
e time track
“Moving,” “ghting,” or “passing” will cost the heroes hours on the time
track, and are marked there with the time markers (wooden disks in the
players’ colors).
For each hour used, the heros time marker is advanced one space on
the time track.
Each hero has 7 hours per day available to him — unless he uses
overtime hours.” If a hero has used up his hours, only the remaining
heroes take turns until they have used up their hours as well. A hero
whose turn comes up and who wants to end his day (which can also
happen before the 7th hour) places his time marker in the sunrise
box. If he is the rst hero to end the day, he places his time marker on
the “rooster” to show that he will be the rst one to start the next day.
Before the new day starts, all of the other heroes must have ended their
days and placed their time markers in the sunrise box as well. en, all
the symbols in the sunrise box will be carried out in sequence. Only
then can the hero whose time marker is on the rooster start the new
day.
Overtime hours
A hero can decide to use up to 3 extra “overtime hours” in addition to
the 7 regular hours in one day. Each overtime hour, though, will cost
him 2 willpower points. In that case, he moves his wooden disk back a
corresponding number of spaces on his hero board. A hero must never
allow overtime hours to bring his willpower points to 0.
e sunrise box
1. Read and carry out the top event card
2.-6. All creatures move in the depicted sequence
e gors are always the ones to start, followed by the
skrals, wardraks, trolls, and then the wardraks again.
Within each creature category, the creature on the space
with the smallest number is the one to go rst.
Important: Only one creature is allowed to be on any
space at one time. If the space to which a creature wants
to move is already occupied by another creature, the
creature immediately advances to the adjacent space in the
direction of the arrow.
7. “Refresh” all wells
Turn the well tokens so that their colored front sides are
up. Important: If a hero is on a space with a well, this well
will not be refreshed. e token remains lying face-down.
8. e Narrator advances one letter space on the Legend
track
In addition to moving when a creature is defeated, the
Narrator always moves at sunrise. If the Narrator reaches
a letter space with a star on it, the corresponding Legend
card is read out loud. Note: For some letters, there is no
Legend card.
When the Narrator reaches the “N” on the Legend track,
the game ends.
e Legend track
e Narrator starts each Legend on the “A” space of the Legend track.
Once the large “Checklist” card has been read out loud and performed,
a Legend always begins by reading card A1 aloud. e Legend cards
inform the heroes about each Legends goal and keep the story moving
along.
e equipment board
Articles are laid out on the equipment board at the beginning of a
Legend. A hero can purchase any of these articles and strength points
for 2 gold each when he is on a space with a merchant symbol. In
addition, the witchs brew is shown on the right side. It can only be
purchased, however, when a hero is on the same space as the witch.
e price, which is written on the equipment board, varies depending
on the number of heroes.
e Creatures and Other Game Elements
5


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