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Rietburg Castle and the golden shields
Like other spaces, Rietburg Castle (space 0) can be entered and passed
through from any adjacent space. When a creature enters the castle,
the creature is immediately placed on a golden shield next to the castle.
is area does not count as a game board space. A creature on a golden
shield cannot be attacked. e Legend is prematurely lost if there are
no golden shields le when a creature enters the castle. e number of
golden shields depends on how many heroes there are (see illustration
next to the castle).
e wells
A hero who is standing on a space with a well can empty the well to
get 3 willpower points. He cannot do that just by passing through
a well space, though. All wells are “refreshed” at sunrise, unless the
space with the well has a hero on it.
e fog tokens
If a hero is just passing through a space with a fog token, nothing
happens. If a hero ends his move on a space with a fog token, however,
he has to uncover and activate it. In accordance with the image
depicted on it he then has to uncover an event card, or gain strength
or willpower points, gold from the trove, or a wineskin from the
equipment board. But there are also two tokens that have a gor on
them. When that token is uncovered, a gor has to be placed on the
space. Aer a fog token is activated, it is removed from the game. If a
hero is using a telescope, he is allowed to uncover all the fog tokens on
all the spaces bordering the space that he is standing on. He cannot do
that, however, if he is just passing through that space. e uncovered
tokens will remain lying face-up until a hero ends his move there, and
will not be activated until then.
e merchant
When a hero is in a space with a merchant symbol, he can buy strength
points and articles (see equipment board). He cannot do that, however,
when just passing through the space. Example: e dwarf has 2 gold. He
ends his move on a space with the merchant symbol, and can immediately
buy something. He cannot, however, advance any farther in this move.
en, it is the archer’s turn, who uses his falcon to give the dwarf 2 gold.
Now the dwarf can immediately shop again even though it’s not his turn.
When the dwarf s turn comes around again, he can perform his action (for
example, move) as usual.
e witch
e witch hides in the fog. If a hero has activated the fog token
showing the witchs brew, he gets a witchs brew for free from the
equipment board and places the witch on this space. A hero standing
on the space with the witch can immediately buy the brew from her.
e price depends on the number of heroes (see equipment board).
e archer always pays 1 gold less than the others. e brew doubles
a dies value in a battle, and can be used twice (front and back sides of
the token).
e farmers
Farmers can be brought into the castle. For each farmer token brought
into the castle, one additional creature can also enter the castle without
loss of the Legend. e farmer token is simply ipped over and placed
next to the golden shields corresponding to the number of heroes. A
hero can move into the space with a farmer token on it and move that
token along with his own character token. He can even carry several
farmer tokens with him at one time. A hero can leave a farmer behind
on a space at any time. Unlike with other tokens, the hero does not
have to end his move when he picks up or leaves behind a farmer.
Farmers are not placed on the hero board. If a hero and a farmer enter
a space with a creature or if a creature enters a space with a farmer, this
farmer is immediately killed and removed from the game.
Prince orald and the shield dwarves
When Prince orald is standing on the same space as a creature, he
adds 4 extra strength points to the heros points in a battle. Instead of
moving” or “ghting,” a hero can choose the “move prince action
during his turn. at costs him 1 hour on the time track. en, he can
advance the prince up to 4 spaces. He can also do that several times
during his turn (for example, move the prince up to 8 spaces at a cost
of 2 hours). Aer the “move prince” action, it is the next heros turn.
Prince orald cannot collect any tokens and he cannot move any
farmers. e shield dwarves function the same way as Prince orald.
e rubble
Neither heroes nor creatures nor the falcon can enter or pass through
a space with a rubble token. A hero can remove a rubble token from
an adjacent space. at counts as a “ght” action. To do that, his
battle value (strength points plus dice value) has to be at least as great
as the number on the rubble token. If he has a battle value equal to
the sum of several tokens, they can all be removed at one time. Each
attempt to remove rubble costs the hero 1 hour on the time track.
Removed rubble tokens are taken out of the game. Just as when
ghting a creature, several heroes can remove a rubble token together
in a “battle” against rubble.
e gemstones
e numbers on the gemstones represent their value in gold (2, 4, or
6), and they can be used to buy strength points and articles from the
merchant.
at does not apply to Legend 5. ere, the gemstones have a dierent
signicance: A hero can deposit a gemstone on any accessible space on
which he ends his move. If a gemstone is lying on a space adjacent to
a creature, the creature will not move along the arrow at sunrise, but
into the space with the gemstone. en, the gemstone is immediately
removed from the game. If two gemstones are next to each other,
the creature moves to the more valuable one. At the next sunrise, the
creature will move along the arrow again — unless another gemstone is
in an adjacent space. In this way, creatures can be diverted from their
actual paths, and even be lured out of the castle.
Important: e proper sequence for all the creatures to move at
sunrise always has to be followed! In other words, all the gors go rst,
then all the skrals, then the wardraks, etc. If there are gemstones in
spaces where any new creatures appear, they are immediately removed
from the game.
e event cards
In Legend 1, there are silver event cards (including the START card).
In Legends 2, 3, and 5, the silver cards are replaced with gold ones. In
Legend 4, the silver event cards (without the START card) come back
into play along with the green “Secret Sea” cards. Silver and gold event
cards are triggered by fog tokens and at every sunrise. e “Secret Sea
cards are uncovered when a hero wants to cross the Secret Sea in the
mine.
A hero can block an event card with a shield on it by using his shield.
at also applies to an event card that is uncovered at sunrise.
Other Important Game Elements
7

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