Post on 01-Jun-2018
8/9/2019 Legend of Heroes Rules
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EGEND
O H RO S
ST RT R
G M RUL S
R ead Th es e i r s t
F MILY DVENTURE O RDG ME
T his s pe cia l S ta rte r G am e ta ke s y ou th ro ug h y ou r firs t
adventures in the Dungeons of Legend. You can use the
Expanded Gam e rules stra ight away if you w ant to, but ~ is
e as ie r if yo u p la y the S ta rte r G am e firs t.
The Idea of the Game
E ach player takes the part of a heroic w arrior (a F ighter ) on a
perilous exploration of the D ungeons of Legend - an
u nd erg ro un d la by rin th w he re th ere a re ric h tre as ure s to b e w on ,
fie rc e m on ste rs to b e fo ug ht, a nd d ea dly tra ps to ov erc om e.
The player w ith the m ost treasure at the end of the gam e w ins
Readln g the Rules
If y ou don't w ant to read all of these S tarter G am e rules at once,
you can start p laying stra ight aw ay after S etting U p and
reading the rules for M oving A round and E xploring
R oom s. You can read the rules for Dangers In the
D ungeon later when they are needed during the gam e. If y ou
w ant to play the gam e on your ow n, read all these rules first and
then the specia l ru les for P laying S olo.
Setting Up
Lay the board out on a table. The board shows the room s and
c orrid ors o f th e D un ge on s o f L eg en d.
D u ng eo n E n tra nc e
purple)
S eparate out the five kinds of Action cards Rooms, Features,
Monsters, Hazards
an d
Treasures)
fro m th e pa ck a nd s hu ffle
each pile. P ut the rest of the pack on one side for a m inute.
A ctio n C a rd s
[ ]~
. D ea l o ne 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 (th is is the start of the Discard Pile). P ut th e o th er
four piles of A ction cards (face dow n) next to the board.
P ick up the m ain pack again, separate out the Fighter cards
and give one to each player (there is no advantage in having
any particular one). The card show s the Fighter's nam e and
w ha t h e lo ok s lik e; it goes on the table in front of the player w ith
th e c olo ure d n on -w ou nd ed s id e fa ce u p.
Hero & S p e ll C a rd s
0 : > ,
f fr
~
PElL
T he o th er H ero ca rd s Clerics, Rogues, Magic Users an d
Dwarves) a nd th e Spel/cards a re o nly us ed in th e E xp an de d
Gam e, so put them on the D iscard P ile along w ith any unused
F ig h te r c a rd s .
L et e ach p la ye r try ro llin g o ne o f th e
special20-sided LE GE ND O F
H ER OE S dice. They w ork just like
ordinary dice - your score is the
num ber on the top. Example: in t he
illu stra tio n o n th e rig ht th e s co re w ou ld
b e 8 ). T he p la ye r w ith th e hig he st
s co re g oe s firs t in th e g am e.
In tu rn , e ac h p la ye r c ho os es a c olo ure d to ke n to re pre se nt th eir
F ighter as he explores the Dungeon and puts it o n a red
doorway square next to one of the five purple dungeon entrance
c irc le s (on ly on e F ig hte r c an s tart fro m e ac h e ntra nc e).
Moving round
D urin g th e g am e, p la ye rs ta ke tu rn s to m ov e th eir F ig hte rs .
You do not use the dice to m ove. Each turn your F ighter m oves
from one of the red doorway squares to a no th er. T he o nly
restrictions are that the tw o doorw ays m ust be linked by a
corridor or room (w ith no other doors in betw een), and that you
cannot m ove to the sam e doorw ay as another F ighter.
Example:
in th e s itu atio n b elo w th e F ig hte r c an m ov e th ro ug h
the room to A, or along the corridor to B or C, but he cannot
m ove stra ight to D or E ).
If
your Fighter s move takes him through
a
room containing
a
Room card or any other Action card Feature, Monster, Hazard
or Treasure) then he
u t
pause to explore the room...
ontinued over
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Exploring Rooms
W hen your F ighter enters a room contain ing an A ction card, the
player on your right p icks it up and reads out the title and
d es crip tio n. T his p la ye r is c alle d th e
Narrator. Note:
i f ve r y
young children are playing then any older player can be the
Narrator).
M ost A ction cards lead on to another A ction card. W hen the
N arrator reaches the bottom of a card the red arrow t ells h im
w hat kind of card to pick up next (from the appropriate pile). In
th is w ay, the N arrator reads through a series of cards to reveal
th e d an ge rs a nd re wa rd s w hic h a wait y ou r F ig hte r.
iO L D C A N D I F I IC K
M P R OO M
S t ra n ge m a ps 0 1 e v er y
d es cr ip ti on h an g o n a ll
t ou r w al ls o f t h is r oo m ,
a nd o th er s h e he ap ed o n
t he f lo or . Y o u e nt er , b ut
f i nd y o u a r e n o a l on e
F ac in g y ou i s a . . .
M b
wbchis wonh
IIiI I
g o ld p ie ce s .
Smiting,
you
pick
t
u p a n d w al k o ul 0 1
the room
W
Room Card M onster C ard Treasure Card
The description on each card fo llow s on from the previous one
so that the series of cards reads like a story. Example: I f t he
N arrator picks up the M ap R oom card follow ed by the Troll card
he should read out: M ap room . S trange m aps of every
description hang on all four w alls of th is room , and others lie
heaped on the floor. Y ou enter, but find you are not alone.
F ac in g y ou is a ... T ro ll w hic h g rin s e vily a s it a tta cks . )
W hen the N arrator com es to the bottom of a card w ith an End of
Room box then the exploration of that room is finished. Y ou
m ove your F ighter to one of the doorw ays leading out of the
room (your choice - you can go to the sam e doorway that you
cam e in by if you like), the N arrator puts the used A ction cards
on the D iscard P ile and
your turn ends.
W hen the Narrator draw s a Treasure card he reads the title and
description as usual and draw s another card if t he red arrow
te lls h im to . Thenhe gives you the Treasure card tokeep.
Treasure cards are not put on the D iscard P ile.
There are special rules for dealing with Monster and Hazard
cards. These rules are in the Dangers In the Dungeon
section below . If y ou w ant you can w ait until you encounter a
m on ste r o r h az ard b efo re re ad in g th es e ru le s.
Ending the G am e
The gam e ends w hen all the room s have been explored. Add up
th e v alu es (in
Gold Pieces)
of the treasures w hich each of the
Fighters has collected, and the player w ith the m ost is the
winnerl
Dangers in the Dungeon
Monster and Hazard ards
W hen the Narrator draw s a M onster or H azard card he reads out
th e firs t p art o f th e d es crip tio n (a bo ve th e p ic tu re) a nd p uts th e
card face up next to your F ighter so that the boxes line up.
R ND ~
F ig hte r F ac in g a M on ste r
F l L IN G
Sl B
d ro ps f ro m t he r oo f
F ig hte r fa cin g a H az ard
A f te r d e al in g W i th the
f al li ng s la b t ra p, y ou g o
on searching and find a
nlhill-
I
I
N ow it's up to your F ighter to try to overcom e the danger. R ead
off the num ber on the M onster/H azard card next to the
red dot
o n yo ur F ig hte r c ard Example:for B ra nd a ga in st th e T roll th e
num ber is 1 2 and against the Falling S lab it is 1 0) and roll one of
th e d ic e.
your Fighter s roll is the same
as
or more than the
number, th en y ou r F ig hte r h as kille d th e M on ste r o r o ve rc om e
th e H az ard . T he N arra to r re ad s o ut th e re st o f th e d es crip tio n
and draw s another card if the red arrow tells him to.
your Fighter s roll is less than the number, then:
-If the danger is a Hazard y ou r F ig hte r is w ou nd ed .
This ends your turn (see Being W ounded - below).
Ifthe danger Is a Monster y ou r F ig hte r's a tta ck h as
m is se d a nd th e M on ste r a tta ck s b ack :
The N arrator finds the num ber on your F ighter card next to
the red dot on the M onster card Example: F or th e T ro ll a ga in st
B rand this num ber is 1 3) and rolls one of the dice.
if th e M on ste r's ro ll is th e same as or mor e than th e
num ber, then the M onster has hit and w ounded your F ighter
(see Being W ounded - below).
If t he M on ste r's ro ll is Jess than the num ber, then it has
m is se d a nd y ou r Fig hte r a tta ck s a ga in . If yo ur F ig hte r m is se s
then the M onster attacks again, and so on until he either kills
th e M on ste r o r is w ou nd ed . No matter how many attacks this
takes, they are all contained withinyour one turn.
B ein g W ou nd ed
If your F ighter Is w ounded:
- Y ou turn your F ighter card over to show the ''W ounded
Fighter side.
- Y our F ighter retreats to the sam e red doorway square that he
cam e into the room by.
- The N arrator puts the M onster or H azard card w hich w ounded
your Fighter face down on the room space and puts the other
used A ction cards (but not Treasure cards, w hich you keep) on
th e D is ca rd P ile .
- Y our turn ends. Note:The exploration of the room can be
continued later; see Partly Explored Room s - below ).
Y ou do not m iss a turn after being w ounded. At the start of your
next turn your F ighter has recovered from his w ounds - turn the
Fighter card back over and carry on as usual.
Partly Explored R oom s
A ny Fighter can enter a partly explored room and take up the
action from w here it w as left off. The first th ing he has to do is to
d ea l w ith a ny M on ste r o r H az ard c ard le ft th ere .
In the turn after your F ighter has been w ounded, he can either
go stra ight back into the room or m ove aw ay to try som ew here
else. If y ou m ove aw ay, you can return to the room later, but
th is m ay give other players the chance to go in and fin ish the
ex plo ra tio n w hile yo u are a wa y. Note: If a no th er F ig hte r w as
w aiting at one of the other doorw ays to the room during your
turn he w ill have the chance to slip in before your turn com es
r ou n d a g ai n) .
Playing Solo
LEG E ND O F H ERO ES TM is a very easy gam e to play on
your ow n. Y ou explore the Dungeon in the norm al way, but
the gam e ends after your F ighter has been w ounded eight
tim es (tick them off on a piece of paper). A fter he has
s uffe re d e ig ht w ou nd s y ou r F ig hte r is s o e xh au ste d th at
he has to leave the Dungeon, so add up how m uch
treasure he has found. N ext tim e you play, your object is
to collect m ore treasure w hile only being w ounded the
s am e n um be r o f tim es .
e T SR U K L Id 1 98 7. L EG EN D O F H ER OE S Is a Ira de ma rk of T SR In c. A ll R lg hlS R es erv ed .
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EGEND
OF HEROES
F MILY DVENTURE O RDG ME
EXPANDED GAME RULES
R ead the S tarter Game R ules F irst
The E xpanded G am e builds on the S tarter Gam e, add ing new challenges and extra
excitem ent to your adventu res. If y ou have not p layed the S tarter Gam e, you m ay want
to try it first be fore a ttem pting the E xpanded gam e.
What s Different About the Expanded Game?
In the E xpanded G am e there are rules for Using M agica l
S pe lls and new ru les for Be ing Wounded. H owever, the
m ost im porta nt diffe re nce is th at, in stea d o f just a so lita ry
F igh ter, each p layer now takes a group (ca lled a Party ) o f
five heroic com pan ions on an exp lora tion of the Dungeons of
Legend. E ach of the five H eroes has h is own specia l pow ers
and ab ilit ie s :
- F ighters and Dwarves are good at figh ting m ost kinds of
Monsters,
- C lerics are good a figh ting som e Monsters and can hea l
w ou nde d H e roe s,
- R ogues are very good at dealing w ith H azards, and
- Mag ic Users can cast m agical spe lls .
The way to w in is still to have the m ost treasure at the end of
the gam e w hen a ll o f the room s have been exp lored .
New Rules
The E xpanded Gam e uses m any of the sam e rules as the
S tarte r G am e. The im portant new ru les are printed in it lli s
and m arked w ith a star *).
e
TS R U K Ltd. 1987. LE GE ND O F H E R O ES , D UN GE O NS D R AG O N S a nd th e T S R lo go a re tra de ma rk s o f T S R In c. A ll R ig hts R e se rv ed .
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Setting Up
Lay the board out on a tab le. The board shows the room s and
c orrid ors of th e D un geo ns of Le gen d.
D u ng eo n Entr an ce
(purple)
--~ --:::::::~-::Room be;ge)
t
S epa ra te o ut th e fiv e k ind s o f A ctio n C ards (R oom s, F ea tu re s,
M on sters, H aza rd s a nd T re asu re s) from the p ack an d sh uffle
each pile . P ut the rest of the pack on one side for a m inute.
Ac tio n Ca rds
Deal one Room card (face down) onto each room space on the
board. The two Room cards le ft over are not used so put them
on one S ide (this is the start o f the Discard P ile). P ut the other
four p iles of Action cards (face dow n) next to the board.
Let each player try rolling one of the
specia l20-sided LE GEN D O F
H ERO ES dice. They work just like
ord inary dice - your score is the
num ber on the top. (E xam ple: in the
illu stra tio n o n th e rig ht th e s co re w ou ld
b e 8 ). T he p la yer w ith th e h ig hes t
s co re g oe s firs t in the ga me.
In turn, ea ch p la ye r ch oos es a c olo ure d tok en to re pre se nt th eir
Party of Heroes as they explore the Dungeon, and puts it o n a
red doorw ay square next to one of the five purp le dungeon
en tra nce c irc le s (o nly o ne P arty ca n start fro m e ac h e ntra nc e).
Separate out the S pell cards from the pack, shuffle them and
deal one to each player. Put the left-over S pell cards in pile
(face dow n) next to the board. This is the S pell P ile .
S epa ra te o ut the fiv e kin ds o f H ero c ard s (F ig hters, D wa rv es ,
Clerics, R ogues and M agic U sers) from the pack and give one
of each kind to each player. T here is no advantage in having
any particular ones, but you m ust have one of each type. Any
H ero cards left over go on the D iscard P ile.
Sorting the arty
A s y ou r p arty of H ero es e xplo re s th e D un ge on, it is im po rta nt
to know which of them is at the front of the group (the Leeder ).
T o s how which H ero is at the front, layout your five Hero cards
in ro w w ith th e c olo ure d, n on -w ou nd ed s id es u p. P ut th e
H ero that you w ant to have in the lead at the right-hand end.
D urin g th e ga me the re w ill b e p le nty o f op portun ities to ch ang e
w hic h H ero is le ading . (H in t: T o b eg in w ith , m ost pla yers p ut
th eir F ig hter or D wa rf a t the fron t). P ut the S pell c ard (fa ce u p)
n ea r the M agic U ser.
A Party of H eroes w ith R olfe as the Leader
~ ~
Moving round
D uring the gam e, p layers take turns to m ove their P arties of
Heroes.
You do not use the dice to m ove. Each turn your Party moves
from one of the red doorw ay squares to another. T he only
restric tions are that the tw o doorw ays m ust be linked by a
corridor or room (w ~h no other doors in betw een), and that you
cannot m ove to the sam e doorw ay as another P arty. (Exam ple:
in the situation below the P arty can m ove through the room to A ,
or a long the corridor to B or C , but they cannot m ove straight to
D
or E ).
If your P arty s m ove takes them through a room conta in ing a
R oom card or any other A ction card (Feature, M onster, H azard
or Treasure) then they m ust pause to explore the room ...
xploring Rooms
W hen your P arty enters a room conta ining an Action card, the
pla yer on y ou r rig ht p ic ks
it
up and reads out the title and
d es crip tio n. T his p la ye r is c alle d th e N ar ra to r. (N ote :
i
very
young children are playing then any older p layer can be the
Narrator).
M ost A ction cards lead on to another Action card. W hen the
N arrator reaches the bottom of a card the red arrow tells him
w hat kind of card to p ick up next (from the appropriate p ile). In
this w ay, the N arrator reads through a series of cards to reveal
the dangers and rew ards w hich aw ait your Heroes .
R ea din g a S eries of A ctio n C ard s
~ ~ ~ ~
G O L D G N D lf S nc K
M PRQ \
s
t ra ng e m ap s 0 1 e ve ry
d es cr ip ti on h an g o n all
f o ur wa Jl s o f t h is r oo m ,
a nd o th er s h e h e ap ed o n
t he u cc r. Y ou e nt er , b ut
f in d y ou a re n ot a lo ne .
F ac in g y ou i s a . .
' N W r i
I
wh ICh
is
worth
il
g ol d p ie ce s. S m il in g. y ou
pick
u p a n d w al k o ut o f
t h e r o om
f ..
M on ste r C ar d
T re as ure C ard
R oo m C ard
T he description on each card follow s on from the previous one
s o tha t th e s erie s o f ca rd s re ads like a s to ry. (E xa mp le: th e
N arrator p icks up the M ap R oom card fo llowed by the Troll card
he should read out: M ap room . Strange m aps of every
descrip tion hang on all four w alls of th is room , and others lie
heaped on the floor. Y ou enter, but find you are not a lone.
F acin g y ou is a ... T roll w hich grins ev ily a s it a tta ck s. )
W hen the Narrator com es to the bottom of a card w ith an End of
R oom bo x th en the e xplo ra tion o f th at roo m is finis hed . Y ou
m ove your Party to one of the doorways leading out of the room
(your choice - you can go to the sam e doorway that you cam e
in by if y ou like), the N arrator puts the used A ction cards on the
D is ca rd P ile a nd yo ur turn e nds .
W hen the N arrator draw s a T reasure card he reads the title and
descrip tion as usual and draw s another card if t he red arrow
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te lls h im to. Then he gives you the Treasure card to keep.
Treasure cards are not put on the D iscard P ile .
There are specia l ru les for dealing w ith M onster and H azard
cards. These rules are in the Dangers In the Dungeon
section.
nding the Game
The gam e ends when all the room s have been explored. Add up
the value (in G old P ieces) of the treasures which each P arty
has collected - the player w ith the m ost is the w inner
angers in the ungeon
hanging Leader
W hen th e N arra to r c om es
to a
re d a rro w te llin g h im
to
draw
a
M onster or Hazard card he m ust tell you what type of card
(Mo ns te r o r H az ar d)
is
com ing and give you
chance
to
change
your party Leader before he draw s the card from the pile .
You do not have
to
change Leader, but if y ou w ant
to
then
decide w hich H ero you want
to
be the new Leader and swap the
two ca rd s .
M aking Brand the N ew Party Leader
Monsters
W hen the N arrator draws a Monster card he reads out the first
p art o f the de scription (a bo ve th e p ic ture) a nd pu ts th e c ard
face up next to your Party Leader so that the boxes line up.
Now it s up to your Leader to try to fight the M onster. Read off
the num ber on the M onster card next to the red dot on your
Le ad er s ca rd (E xa mp le : fo r B ra nd ag ains t th e T ro ll th e nu mb er
is 12) and ro ll one of the dice.
If y our Leader s ro ll is the sam e as or m ore than the
nu mbe r th en y ou r L ead er h as k ille d th e M on ster. Th e N arra to r
reads out the rest of the descrip tion and draw s another card if
necessary.
If your Leader s ro ll is less than the num ber, then your
Leader s attack has m issed and the M onster attacks back. The
N arrator finds the num ber on your Leader s card next to the red
dot on the M onster card (E xam ple: For the Tro ll against Brand
this num ber is 13) and ro lls one of the dice. If t he M onster s roll
is the sam e as or m ore than the num ber, then the M onster
has hit and w ounded your Leader (see the new rules for Being
W ounded - below). If the M onster s ro ll is less then
it
ha s
missed.
A fter the M onster has attacked back (and w hether or not
it
hi t
your Leader) you can retreat from the room you w ant to by
putting your P arty back on the doorw ay square from w hich they
cam e into the room . The N arrator puts the M onster card face
down on the room and the other used action cards on the
D isc ard pile, a nd yo ur turn e nd s.
/( you did not retreat, you can change Leader if y ou want to by
sw apping his card for one of the other Heroes. N ow your Leader
a ttac ks th e M on ster, a nd so o n u ntil th e M on ste r is k ille d o r y ou
retreat. N o m atter how m any attacks this takes, they are all
c onta in ed w ithin yo ur on e turn . Y ou h av e th e o ptio n to re tr ea t o r
c han ge Le ad er afte r e ac h o f th e M on ster s a tta ck s.
Using Magical Spells
~ In
a
f ig h t w it h
a
M onster your M agic User can attack in the
sam e way
s
the other H eroes, but he
is
n ot v el) go od a t
it
The
best w ay for M agic U sers to attack is b y us in g M agica l S pells .
Your m agic User can only cast a M agical S pell if he has a Spell
card and if he is a t th e fro nt o f the P arty . In stea d o f p uttin g the
M agic U ser and M onster cards next to each other, you put the
Spell card (face up) betw een them so that the boxes line up .
Then you roll one of the dice.
GY LOP
E TORM
S pe ll (ro ll 7 o r m ore )
o __ __~~
~~
~ r~
N o E ffe cf
Success
Success
Success
Success
If the m agic U ser s roll is Jess than the num ber given under
th e sp ell na me th en the sp ell h as au to matica lly fa ile d.
(E xam ple: an Ice S torm spell fa ils if y ou ro ll less than 7).
If
the M ag ic U se r s ro ll is the sam e
as
or more than the
num ber then the M onster has been overcom e by the spell
unless it
is
im mune to its effects. T o check for this, read w hat
is written on the Spell card in the box next to the red dot on the
M on ste r c ard . S uc ce ss m ea ns th at th e M on ste r is overcome
a nd th e fig ht is o ve r. N o E iie ct m ea ns th at th e M on ste r is
unaffected and can attack the M agic U ser in the usual w ay.
( Hi nt : It is w ise to m ake sure that monster is not im mune to
sp ell b efo re y ou ca st it).
W hether or not your spell is successfu l it can only be used
on ce . A fte r it is cast, put the spell card back with the others in
the Spell P ile and shuffle them .
Regalnglng Spells
A M agic User who has cast h is spell can learn a new one by
taking tim e to read his spell books. T o g ive him tim e to do th is
you m ust m iss turn. A t the end of the turn you take the top
card from the S pell P ile and put it w ith your m agic User.
A Magic User can only have one Spell card at a tim e.
Hazards
H aza rd s a re trea te d ve ry m uc h like M on sters. P ut th e H aza rd
card next to the Leader so that the boxes line up and read off
the num ber next to the red dot on the Leader s card. (E xam ple:
If B rand is facing the Falling S lab the num ber is 10). Then ro ll
on e o f th e d ice .
If the Leader s ro ll is the sam e as or m ore than the num ber
then he has overcom e the H azard. The N arrator reads out the
re st o f th e d es crip tio n an d d ra ws an oth er c ard if n ece ss ary.
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yourLeader's roll is less than the num ber, then he is
wounded (see the new rules for Being W ounded - below).
If
you want, you can retreat from the room by putting your Party
back on the doorway square from which they cam e into the
room . T he N arrator puts the H azard card face dow n on the room
and the other used action cards on the D iscard pile, and your
t ur n e nd s.
you do not want to retreat, you can change Leader if y ou
want to by swapping his card for one of the other Heroes. Now
. you r L ead er h as a no th er attem pt at ov erco min g th e ha za rd ,
an d
so
on until you are successfu l or until you retreat. No
m atte r ho w m any tries this tak es , th ey a re a ll c on ta in ed w ithin
your one turn. You have the option to retreat or change Leader
a ft er e ac h a tt em p t.
M agic al S pe lls ha ve no effec t on H az ards .
..Being Wounded
W hen Hero is wounded you turn his card over to show the
Wounded side.
W ou nde d H eroe s do n ot rec ov er from th eir in ju ries
a utom atic ally. Ins te ad, the re are tw o s pe cial w ay s o f h ea ling
them:
th ere is a C leric in your P arty he can use his specia l
m agical powers of healing to cure all o f your w ounded H eroes
(inc lu ding h im se lf). T o give th e C leric tim e to d o th is y ou m us t
miss (urn. A t the end of the turn, turn all w ounded H ero cards
b ac k o ve r to s ho w th e n on -w ou nd ed s id e.
If you do not have C le ric the n y ou r H ero es c an v is it th e
M agic al F ou ntain n ea r th e c entre of th e D un ge on.
If
you end a
turn on the red doorw ay square next to the Founta in you can
im mediate ly turn over a ll your w ounded H ero cards. You do not
have to m iss a turn.
The Magical Fountain
Your M agic U ser can learn new spell during the sam e turn
th at yo ur C le ric is he alin g H eroe s, b ut trip to th e M ag ic al
F ou ntain w ill no t g ive him
a
ne w sp ell .
Killing Heroes
*I f a Hero Is wounded again while he Is already
wounded then he Is dead Rem ove his card from its p lace
,at the front of the party and put it on the Discard Pile. T he next
Hero along autom atica lly becom es the new Leader .
* If all o f your Heroes are killed you are out of the
game
Partly Explored Rooms
Any Party can enter a partly explored room and take up the
action from w here it w as le ft o ff. The first thing they have to do
is to deal w ith any M onster or H azard left there .
In the turn after your Party has retreated, they can either go
straigh t back into the room or m ove aw ay to try som ew here
else. If y ou m ove away, you can return to the room later, bu t
this m ay g ive other players the chance to go in and finish the
exp lora tion w hile you are aw ay. (N ote : If an othe r P arty w as
w aiting at one of the other doorw ays to the room during your
turn they w ill have the chance to slip in before your turn com es
r ou nd a g ai n) .
RUL S OR SUP RH RO S
LEGEND OF H ERO ES is what is known as a
r ol e- pla yin g a dv en tu re g am e .
O ne exciting thing abo ut role-play ing ad venture gam es is
that, once you get used to the norm al w ay of playing , you can go on add ing or changing rules to increase the interest or excitem ent of
the adventures - or just to see w hat happens
There is m ore about role -play ing adventure gam es in the section W hat N ext ... T but first here are som e optiona l ru les w hich you m ight
like to try afte r you have played the Expanded Gam e a few tim es. You don 't have to use a ll o f them (or any of them if y ou don 't want to)
and you m ay find that you enjoy som e m ore than others. Anyway, here goes ...
Choosing Spells
At the start o f the gam e, instead of draw ing a Spell card at
random for their M agic U sers, players can choose (in turn)
w hich one they w ant from the ones ava ilable . In a s im ilar w ay,
w hen your M agic User learns a new spell, you can choose
w hich one to take from the Spell P ile .
Choosing Heroes
Instead of each player having one of each kind of H ero , players
can choose w hich five H eroes they w ant to m ake up the ir party.
D uring the Setting U p, the players (in turn) se lect one H ero at a
tim e from the pack until each player has a P arty of five.
D ecid ing w hich H eroes to take is a tricky business since
having m ore than one of any kind of Hero m eans that you will
have to leave behind one of the other types of H ero. In the end,
your P arty w ill be stronger in som e w ays than a norm al Party
and w eaker in others. W e're giv ing no hints, so try a few
co mbin ation s and see w hat h app ens
Note: if you have a Party w ith m ore than one M agic User, each
of them has one spell. Each M agic U ser has his ow n spell(s)
and the y cann ot be sw apped .
Making Treasures Heavy
In a dangerous dungeon it is im portan t not to be w eighed dow n
w ith too m uch baggage. Each H ero can only carry one piece of
treasure, so a Party can on ly have as m any Treasure cards as
it has m em bers. If your Party finds any m ore treasures than th is
(or if any H eroes are killed) then the excess treasure(s) m ust be
dropped at once in the room . Y ou can choose w hich treasure(s)
t o d ro p.
D ropped treasures are unguarded (even ~ t hey are left in a
partly explored room ) and can be picked autom atically up by
any P arty pa ssing through or e xplo ring the ro om .
Design:
Development:
Art:
Graeme Morris
Graeme Morris Rik Rose
Brian Gough & Pete Young
Produced in the UK by :
TSR UK Ltd
The Mill
Rathmore Road
Cambridge CB1 4AD
1 98 7 T S R U K L td . L E G EN D O F H ER O ES . D UN G EO NS DRAGONS
a n d t he T SR lo g o a re t ra d em a rk s o f T S R I nc . A l l R i gh ts R e se rv ed .
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WHAT NEXT ...
The LEGEND OF HERO ES gam e is a Role playing Adventure game: Ro le -play ing
b ec au se th e pla ye rs tak e on the role s o f h eroic c ha ra cters, a nd A dve nture b ec au se
those Heroes are taken on an adventure in a land of m ystery and excitem ent. The gam e is
com plete in itself, but you can use it as the first step tow ards even m ore exciting role-playing
adven tu res ...
JUST IMAGINE
An adventure gam e which doesn't use a board, or cards, or tokens - where adventures can
take place anywhere you like and where your own im agination is the only lim it to where you
can go and what you can do
JUST IMAGINE
A role-p laying gam e w here every player's heroic character is unique and w here your hero
lives on from gam e to gam e, gain ing in power and renown, so that the adventure need
n ev er e nd
JUST IMAGINE
A n adventure gam e w ith hundreds of different m onsters and hazards, and m ore am azing
treasures than you could ever dream of. W here the challenges to be m et and the rewards to
b e ga ine d are a lw ay s d iffe re nt a nd a lw ays e xcitin g .
... there is such a game the
FANTASY ROLE PLAYING GAME
In m any ways, the DUNG EON S
DRAG ON S gam e is sim ilar to the LEGEN D O F H EROES
gam e. The players' heroic characters set out on am azing adventures in a m agical w orld
where they m eet fearsom e m onsters and deadly hazards in a search for fam e and riches.
The difference is that the DUNG EON S & DR AGO NS gam e offers a whole host of new
possibilities for role-p laying adventures - so m any m ore that the gam e com es in a w hole
series of Boxed Sets w hich lead on one from the other (a bit like the Expanded rules adding
to th e S ta rte r ru le s).
If you want to take your next step into the am azing world of the DUNG EON S & DRAG ON S
gam e, you should get the D UNG EON S D RAG ONS Basic Set in the red box.
Inside you'll find two big rule books - the Players M anual and the Dungeon M asters
Rulebook - and even m ore special d ice (not just the 20-sided kind used in the LEGEN D O F
H ERO ES gam e). Read the Players M anual first. In it you 'll find a lot of th ings that are
fam iliar, a lot of th ings w hich are new, and a gateway to a whole new world of adventuring
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ESTI RY
... an introduction to the monsters you could meet in the Dungeons of Legend.
U nlik e th e s ta tu es w hic h a do rn old
b uild in gs in o ur o wn w orld , th e g arg oy le s
in the D ungeon of Legend are liv ing
c re atu re s w ith le ath ery w in gs a nd s ha rp
fangs. They are evil and m alic ious, and
hide in the shadow s ready to sw oop
d ow n o n u ns us pe ctin g v ic tim s.
G ia nt, s pi de rs lo ok ju st l ik e o rd in ary
spiders - except that they are 4 feet
lo ng T he y s cu ttle a ro un d th e D un ge on
c on sta ntly s ea rc hin g for fo od - a nd
y ou re o n th e m en u A vo id the ir d ea dly
p ois on ou s fa ng s a t a ll c os ts l
The cyclops is a giant w ith a single eye in
the centre of his forehead. H e is too tall
for the Dungeon and ~eps bum ping his.
head on the doorways so he always has
a headache and is alw ays very angry
Mino tau r
The m inotaur has the body of a ta ll,
strong m an but the head of a bull. H e
re ga rd s th e D un ge on a s h is p ers on al
d om ain a nd h e w ill a tta ck a ny in tru de rs
w ithout w arning using his horns and the
h ug e b attle -a xe w hic h h e c arrie s.
The ghost of the D ungeon floats around
the room s and corridors, g iv ing out an
e nd le ss , m ou rn fu l w ail. G ho sts ca n b e
nasty w herever you m eet them , and this
o ne is n o e xc ep tio n.
rag on Vam p i re
T he v am pire lo ok s lik e a ta ll, h an ds om e
m an w ith sm all sharp fangs and red
glow ing eyes. H e hates the daylight and
hides in the dark cham bers and
passages of the D ungeon w here he lives
o n th e b lo od o f h is v ictim s. H e s c le ve r,
so be on your guard for a m an in a black
cloak
Ogre
T he d ra go n h as liv ed h ere fo r th ou sa nd s
of years, and is probably the m ost
dangerous of all the m onsters in the
D un ge on s in ce it breathes out a blast of
fire that can frazzle any H ero. E ven so,
w ith a b it o f b ra ve ry (a nd lu ck ), e ve n th is
fe ars om e m on ste r c an b e o ve rc om e.
Hobgob l i n
;r :
~Il.;
.~~
T he h ob go blin s a re u gly m an -lik e
c re atu re s o ve r 6 fe et ta ll. T he y w ere se nt
to the D ungeon to guard a specia l
tre as ure , b ut th ey e ve ntu ally lo st it an d
n ow w an de r a ro un d a im le ss ly .
S om etim es h ob go blin s w ill a tta ck y ou o n
s ig ht, b ut s om etim es th ey ju st ru n a wa yl
Ske le ton
T he o gre s a re a b it lik e th e h ob go blin s-
b ut w orse . T he o nly a dv an ta ge H ero es
have is that ogres are very stupid. If y ou
m eet one, rem em ber that brains are
often just as m uch use in a fight as
brawn.
Tro l l
O ne o f th e s tra ng es t in ha bita nts o f th e
D ungeons of Legend is a skeleton w hich
w alks around as if it w as alive. The
skeleton w as anim ated by m agic and has
a sin gle p urp os e - to a tta ck a ny c re atu re
it meets
Mummy
The m um my is so swathed in bandages
that it m oves very slow ly, but don t let
that g ive you the idea that it isn t
dangerous. O nce it has you in its
in cre dib ly s tro ng a rm s it c an lite ra lly
squeeze the life out of you
ian t Rat
A ny abandoned ruin is like ly to be
in fe ste d w ith ra ts , b ut th e ra ts in th e
D ungeons of Legend are real g iants - as
big as a large dog They aren t too m uch
of a problem for a w ell-arm ed H ero, but
w atc h o ut fo r th eir te eth .
A tro ll is a 9 -fo ot-ta ll, m a n-lik e c re atu re
w ith green skin, b lack eyes, and long
sharp teeth and claw s. Its sense of sm ell
is very good, and
uses it to seek out
v ic tim s in th e d ark ne ss o f t he D un ge on .
Werewo l f
~ jv
r ~
~~ ~
~ ~ ~
The w erew olf is a cursed creature that is
h alf-m an a nd h alf-w olf. S hu nn ed b y th e
ouside w orld, he has taken refuge in the
D ungeons w here he lives w ith the other
m on ste rs. H is h atre d o f a ll th os e fro m
th e o uts id e is so g re at th at h e w ill a tta ck
H ero es o n s ig ht.
Medusa
The m edusa is a w om an w ith w rith ing
snakes instead of hair. H er face is so
horrib le that even a glance can turn you
to stone. The only w ay to avoid th is
h orrib le fate is n ot to lo ok h er.