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OFHEROES
STARTER
GAME RULES
Read These First
any particular one). The card shows the Fighter's name and
what he looks like; it goes on the table in front of the player with
the coloured "non-wounded" side face up.
f?fr,
Setting Up
Lay the board out on a table. The board shows the rooms and
corridors of the Dungeons of Legend.
~
I .5PElL I
The other Hero cards (Clerics, Rogues, Magic Users and
Dwarves) and the Spel/cards are only used in the Expanded
Game, so put them on the Discard Pile along with any unused
Fighter cards.
Let each player try rolling one of the
special20-sided LEGEND OF
HEROES dice. They work just like
ordinary dice - your score is the
number on the top. (Example: in the
illustration on the right the score would
be 8). The player with the highest
score goes first in the game.
In turn, each player chooses a coloured token to represent their
Fighter as he explores the Dungeon and puts it on a red
doorway square next to one of the five purple dungeon entrance
circles (only one Fighter can start from each entrance).
Dungeon Entrance
(purple)
Moving Around
During the game, players take turns to move their Fighters.
You do not use the dice to move. Each turn your Fighter moves
from one of the red doorway squares to another. The only
restrictions are that the two doorways must be linked by a
corridor or room (with no other doors in between), and that you
cannot move to the same doorway as another Fighter.
(Example: in the situation below the Fighter can move through
the room to A, or along the corridor to B or C, but he cannot
move straight to D or E).
Action Cards
I[!]~I
. Deal one Room card (face down) onto each room space on the
board. The two Room cards left over are not used so put them
on one side (this is the start of the Discard Pile). Put the other
four piles of Action cards (face down) next to the board.
Pick up the main pack again, separate out the Fighter cards
and give one to each player (there is no advantage in having
Exploring Rooms
When your Fighter enters a room containing an Action card, the
player on your right picks it up and reads out the title and
description. This player is called the Narrator. (Note: if very
young children are playing then any older player can be the
Narrator).
Most Action cards lead on to another Action card. When the
Narrator reaches the bottom of a card the red arrow tells him
what kind of card to pick up next (from the appropriate pile). In
this way, the Narrator reads through a series of cards to reveal
the dangers and rewards which await your Fighter.
'M"'biU
There are special rules for dealing with Monster and Hazard
cards. These rules are in the Dangers In the Dungeon
section below. If you want you can wait until you encounter a
monster or hazard before reading these rules.
.wbchis wonh
IIiI!I
Room Card
(iOLD CANDIF5IICK
.MAP ROOM.
Narrator picks up the Map Room card followed by the Troll card
he should read out: "Map room. Strange maps of every
description hang on all four walls of this room, and others lie
heaped on the floor. You enter, but find you are not alone.
Facing you is a ... Troll which grins evily as it attacks.")
Ending
'W$'
Monster Card
Treasure Card
the Game
The game ends when all the rooms have been explored. Add up
the values (in Gold Pieces) of the treasures which each of the
Fighters has collected, and the player with the most is the
winnerl
Being Wounded
BRAND
FA.lLING
SlAB
drops from the roof
-7
You do not miss a turn after being wounded. At the start of your
next turn your Fighter has recovered from his wounds - turn the
Fighter card back over and carry on as usual.
nlhill-I
Partly Explored
Rooms
Any Fighter can enter a partly explored room and take up the
action from where it was left off. The first thing he has to do is to
deal with any Monster or Hazard card left there.
In the turn after your Fighter has been wounded, he can either
go straight back into the room or move away to try somewhere
else. If you move away, you can return to the room later, but
this may give other players the chance to go in and finish the
exploration while you are away. (Note: If another Fighter was
waiting at one of the other doorways to the room during your
turn he will have the chance to slip in before your turn comes
round again).
Playing Solo
LEGEND OF HEROESTM is a very easy game to play on
your own. You explore the Dungeon in the normal way, but
the game ends after your Fighter has been wounded eight
times (tick them off on a piece of paper). After he has
suffered eight wounds your Fighter is so exhausted that
he has to leave the Dungeon, so add up how much
treasure he has found. Next time you play, your object is
to collect more treasure while only being wounded the
same number of times.
e TSR UK LId 1987. LEGEND OF HEROES Is a Irademarkof TSR Inc. All RlghlS Reserved.
EGEND
OFHEROES
New Rules
The Expanded Game uses many of the same rules as the
Starter Game. The important new rules are printed in itallies
and marked with a star (*).
DUNGEONS & DRAGONS and the TSR logo are trademarks of TSR Inc. All Rights Reserved.
Setting Up
Moving Around
Lay the board out on a table. The board shows the rooms and
corridors of the Dungeons of Legend.
Dungeon Entrance
(purple)
[
--~'--:::::::~-::Room(be;ge)
t">
You do not use the dice to move. Each turn your Party moves
from one of the red doorway squares to another. The only
restrictions are that the two doorways must be linked by a
corridor or room (w~h no other doors in between), and that you
cannot move to the same doorway as another Party. (Example:
in the situation below the Party can move through the room to A,
or along the corridor to B or C, but they cannot move straight to
D or E).
Action Cards
Deal one Room card (face down) onto each room space on the
board. The two Room cards left over are not used so put them
on one Side (this is the start of the Discard Pile). Put the other
four piles of Action cards (face down) next to the board.
Exploring Rooms
When your Party enters a room containing an Action card, the
player on your right picks it up and reads out the title and
description. This player is called the Narrator. (Note: if very
young children are playing then any older player can be the
Narrator).
..Sorting
~------~
~------~
~------~
GOLD GANDlfSnc.K
MAPRQ)A\
'NWrit!"
the Party
.~----~
whICh is worth
IIil!I
'f"..
Room Card
Monster Card
Treasure Card
tells him to. Then he gives you the Treasure card to keep.
Treasure cards are not put on the Discard Pile.
There are special rules for dealing with Monster and Hazard
cards. These rules are in the Dangers In the Dungeon
section.
After the Monster has attacked back (and whether or not it hit
your Leader) you can retreat from the room if you want to by
putting your Party back on the doorway square from which they
came into the room. The Narrator puts the Monster card face
down on the room and the other used action cards on the
Discard pile, and your turn ends.
/( you did not retreat, you can change Leader if you want to by
swapping his card for one of the other Heroes. Now your Leader
attacks the Monster, and so on until the Monster is killed or you
retreat. No matter how many attacks this takes, they are all
contained within your one turn. You have the option to retreat or
change Leader after each of the Monster's attacks.
ICE 5TORM
GYCLOP5
o-__::__~~
~~
~-qr~
No Effecf
Success
Success
Success
Success
If the magic User's roll is Jess than the number given under
the spell name then the spell has automatically failed.
(Example: an Ice Storm spell fails if you roll less than 7).
Monsters
When the Narrator draws a Monster card he reads out the first
part of the description (above the picture) and puts the card
face up next to your Party Leader so that the boxes line up.
...Regalnglng Spells
Now it's up to your Leader to try to fight the Monster. Read off
the number on the Monster card next to the red dot on your
Leader's card (Example: for Brand against the Troll the number
is 12) and roll one of the dice.
A Magic User who has cast his spell can learn a new one by
taking time to read his spell books. To give him time to do this
you must miss a turn. At the end of the turn you take the top
card from the Spell Pile and put it with your magic User.
Hazards
Hazards are treated very much like Monsters. Put the Hazard
card next to the Leader so that the boxes line up and read off
the number next to the red dot on the Leader's card. (Example:
If Brand is facing the Falling Slab the number is 10). Then roll
one of the dice.
If the Leader's roll is the same as or more than the number
then he has overcome the Hazard. The Narrator reads out the
rest of the description and draws another card if necessary.
.. Being Wounded
When a Hero is wounded you turn his card over to show the
"Wounded" side.
Wounded Heroes do not recover from their injuries
automatically. Instead, there are two special ways of healing
them:
have to miss
a turn.
Your Magic User can learn a new spell during the same turn
that your Cleric is healing Heroes, but a trip to the Magical
Fountain will not give him a new spell .
Killing Heroes
*If a Hero Is wounded again while he Is already
wounded then he Is dead! Remove his card from its place
,at the front of the party and put it on the Discard Pile. The next
Hero along automatically becomes the new Leader .
* If all of your Heroes are killed you are out of the
game!
Choosing Spells
Choosing Heroes
Instead of each player having one of each kind of Hero, players
can choose which five Heroes they want to make up their party.
During the Setting Up, the players (in turn) select one Hero at a
time from the pack until each player has a Party of five.
Deciding which Heroes to take is a tricky business since
having more than one of any kind of Hero means that you will
have to leave behind one of the other types of Hero. In the end,
your Party will be stronger in some ways than a normal Party
and weaker in others. We're giving no hints, so try a few
combinations and see what happens!
Note: if you have a Party with more than one Magic User, each
of them has one spell. Each Magic User has his own spell(s)
and they cannot be swapped.
Design:
Development:
Art:
Graeme Morris
Graeme Morris & Rik Rose
Brian Gough & Pete Young
TSR UK Ltd,
The Mill,
Rathmore Road,
Cambridge CB1 4AD
FANTASY ROLE-PLAYING
GAME
In many ways, the DUNGEONS & DRAGONS game is similar to the LEGEND OF HEROES
game. The players' heroic characters set out on amazing adventures in a magical world
where they meet fearsome monsters and deadly hazards in a search for fame and riches.
The difference is that the DUNGEONS & DRAGONS game offers a whole host of new
possibilities for role-playing adventures - so many more that the game comes in a whole
series of Boxed Sets which lead on one from the other (a bit like the Expanded rules adding
to the Starter rules).
If you want to take your next step into the amazing world of the DUNGEONS & DRAGONS
game, you should get the DUNGEONS & DRAGONS Basic Set in the red box.
Inside you'll find two big rule books - the Players Manual and the Dungeon Masters
Rulebook - and even more special dice (not just the 20-sided kind used in the LEGEND OF
HEROES game). Read the Players Manual first. In it you'll find a lot of things that are
familiar, a lot of things which are new, and a gateway to a whole new world of adventuring!
BESTIARY
... an introduction to the monsters you could meet in the Dungeons of Legend.
Dragon
Vampire
Hobgoblin
Ogre
;r--.:
~Il.;)
'.~~
The ogres are a bit like the hobgoblinsbut worse. The only advantage Heroes
have is that ogres are very stupid. If you
meet one, remember that brains are
often just as much use in a fight as
brawn.
Skeleton
Troll
Minotaur
Mummy
Werewolf
~..
/jv.
r-'~-~,~
~
~
~~'''~
Giant Rat
Medusa