![]() When moving you cannot pass over monsters, through walls or move diagonally. Then, move carefully along the corridors and into rooms square by square. The number of square spaces you can move is determined by the roll of 2 six-sided die. They can be done at any time during your turn. ![]() Getting caught in a trap, drinking potions, and picking things up do not count as actions. Players may do BOTH of the following on each of their turns: On his turn, Morcar may choose and move any monsters currently on the gameboard. After all Heroes have completed their turns, it becomes Morcar's turn. In the table rules, play begins with the Hero seated to Morcar ("Zargon" in the US)'s left and continues clockwise. Your heroes will start with a weapon, a number of Body points and Mind points. This is also where you will end the quest. Your heroes usually start in a room with a stairway. You will be given a goal that you must complete before you can successfully finish the quest. ![]() The two remaining become the Wizard's.įor first time players it is suggested that the Elf take the Earth spell group and the Wizard take the Air, Fire and Water spell groups. Next, the Elf chooses one spell group from the three remaining. The Wizard first chooses one of the four spell groups. The spell groups are divided between the Wizard and the Elf. There are four groups of Hero spells, Air, Fire, Water, and Earth. Dividing the spells For a list of Spells and their effects, see Loretome:Mentor's Library#Spells.
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