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in turn, and each highest die value is noted. ese highest values are
added to the collective strength points, yielding the collective battle
value for all the heroes.
If the collective battle value is lower than the creatures battle value,
each of the heroes loses the dierence in willpower points. If the
heroes win, they divide the reward among themselves.
Aer the end of the battle, it is the turn of the player sitting to the le
of the player who originally invited the others to battle.
Important: If the wizard wants to use his special ability to turn the die
of another participating hero onto its opposite side rather than turning
his own die, he has to make that decision immediately aer the roll.
He is not allowed to wait until all the heroes have rolled.
Important: Articles such as rune stones or witchs brew may not be
exchanged during the collective battle round. Example: A hero drinks
half the brew. He is not allowed to then give the other half to another
one of the heroes ghting with him. e hero is, however, allowed to
transfer an article to a fellow ghter at the end of a battle round (if
both are on the same space or one of the two is using a falcon).
A hero or several heroes may decide aer a battle round whether to
leave the current battle (in which case they are not allowed to get
involved in the current battle again, but they will save hours). at can
also be the hero who invited the others to battle. As long as at least
one hero continues to ght, the battle continues. e next battle round
begins with the participating hero to the le of the one who issued the
invitation.
If a hero leaves the collective battle because he no longer has enough
willpower points or hours on the time track, the other participating
heroes may ght on. A hero who leaves the battle because he has 0
willpower points loses 1 strength point and gains 3 willpower points.
He may not, however, return to the current ght.
Important: e reward for a victorious battle will only be distributed
among the heroes who were in the nal battle round.
Collective battle examples:
1. e dwarf is on a space with a skral, and it is his turn. He invites
the wizard, who is on the same space, and the archer, who is on an
adjacent space. Each of the three heroes advances his time marker 1
space on the time track. ey begin by totaling their strength points,
which add up to 7. en they roll the dice in turn. e dwarf rolls
three dice, with 5 being the highest. He doubles this to 10 by drinking
half of his witchs brew. e wizard rolls a 4 and adds 3 additional
points by using a medicinal herb, bringing his total value to 7. e
archer rolls three dice one aer the other, with the nal one being a 2.
e wizard applies his special ability to turn this die to its opposite side
— a 5. at gives the heroes a collective battle value of 29. e skral
rolls two 5s with the 2 red dice. Since the identical values are added,
he gets a 10 plus 6 strength points, yielding a battle value of 16. e
dierence between his battle value and that of the heroes is 13. Since
the skral has just 6 willpower points, he is beaten. e 3 heroes divide
the reward of 4 among themselves. e wizard abstains, so the dwarf
can take 2 gold and the archer can take 2 willpower points.
2. e archer, who is located on a space adjacent to a gor, can invite the
dwarf, who is on the same space as the gor, during his turn.
3. e archer, who is located on a space adjacent to a gor, can invite the
warrior, who is carrying a bow and is located on a dierent space
that is also adjacent to the gor. In this scenario, it makes no dierence
whether the archers space shares a common border with the warriors
space.
Passing
If a hero doesn’t want to move or ght, he can “pass.” at will also cost
him 1 hour on the time track.
Note: Instead of moving, ghting, or passing, a hero can select the “move
prince” or “move shield dwarves” actions in some Legends, if these gures
are part of the Legend. For more details, see the “Prince orald and the
shield dwarves” heading on page 7.
Free actions
e following actions will cost no hours on the time track. ey can
be performed at any time — even if it is not the heros turn. He cannot
perform them, though, if his time marker is already in the sunrise box.
ese are the free actions that a hero can perform:
Activate a fog token
Empty a well
Pick up or deposit gold/gemstones or articles from or onto a space
Trade or give gold/gemstones or articles with or to another hero on
the same space
Buy articles or strength points from a merchant
Use articles
Free action examples:
1. It is the wizard’s turn, and he has 3 gold. He opts for the “move
action, moves 3 spaces, and ends his move on a space with a merchant
symbol. at costs him 3 hours on the time track. Now he can shop
immediately, and buys a falcon for 2 gold. 1 gold is le over. Because
he has ended his move, he cannot yet move any farther. e archer
gets 1 gold from a fog token in his turn. Now, even though it is not
his turn, the wizard uses his falcon to get the 1 gold from the archer.
Because the wizard still has 1 gold le, he can shop again right way
even though it is not his turn.
2. It is the warriors turn. He advances 2 spaces and ends his move on
a space with a fog token. e fog token is immediately activated.
Because he has ended his move, the warrior cannot move any farther.
e fog token triggers a negative event. e dwarf, who does not yet
have a turn, possesses a shield and uses it to fend o this event, which
does not cost her any hours on the time track.
3. It is the warrior’s turn, and she opts for the “move” action. She has
one full and one half-full wineskin on her hero board. She advances 3
spaces and ends her move on the space with the wizard. She uses the
half-full wineskin. at means that her move only costs her 2 hours on
the time track rather than 3. She immediately hands her full wineskin
to the wizard. In return, he gives her 1 gold even though its not his
turn. e warrior cannot advance any farther, since her move has
ended.
e Heroes
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