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Setup: There are several type of cards in the game. These will be described in order and you can find a diagram of a suggested starting game layout on page 4. Begin by placing the Character Stats card in front of you. This card tracks your Mana (energy Mana Spirit needed to perform spells), Spirit (the i 8 15 i 8 15 amount you have been corrupted by 2 9 16 2 9 16 the magic you use) and any Warding 3 10 17 3 10 17 Keys youve found in your quest. Place 4 11 18 4 11 18 markers on the highlighted [14] spaces 5 12 19 5 12 19 on both the Mana and Spirit tracks. 6 13 20 6 13 20 These will be your starting stats. You 7 14 21 7 14 21 lose the game if your Spirit ever Warding Keys falls below [1]. Your mana may fall 3 2 i W W W below [1] but you may not be able to cast spells.
character stats card

the grayking is risen a solo quest game by todd sanders

Shad ws upon assadar L

he land is corrupted. The silent Grayking, brooding upon his throne in the Tower of Ash, is a far-reaching shadow upon Lassadar. We feel his presence in each of our days. His servants grow bold, stealing into our cities, inhabiting the alleys and dark places of our streets. They jeer at us from our mirrors, shaming our reflections. The books of the Council of Wardens, handed down to us across the years, say that the era of broken barriers is upon us. Omens tell us, by winter, the Grayking will break through the few defenses we have remaining, cross to Lassadar, and our lands will fall to despair. We few who are left, who remember the Graykings original imprisonment across the Barrier Planes, struggle to keep his power from growing further, but we have little time and far too few disciples. You are young but have proven to hold the strength of our teaching inside you. We have trained you in the arcane arts of ice, oak and flint magic and have taught you those powers are capricious and can corrupt your spirit if relied upon too much. We wish we had more time to train you further. We do not. Go now into the wider world, with our blessings, and seek a means to defeat the Grayking. Find the three Warding Keys stolen by his servants and re-lock the gates to force him back behind the Barrier Planes forever. Our agents, spread thinly across places still untouched in Lassadar, will aid you in your quest as best they can. Go now, and save us all

Next place the three Spell Path cards in front of you.


oaken spells
bind up to -2 on loss table -i spirit knot up to -3 on loss table -i mana

z z z
+2 to spirit -i to grayking +2 to mana marker

flint spells
shield re-roll one die -i mana

ice spells
quiet +3 mana -i next attack

zz zz
W

fuse swap mana and spirit values -2 spirit enwrap extra attack die [-3 mana]

brittle knives +4 atk [zhumbi] -2 mana shard knives +4 atk [ghast] -2 mana spark blades re-roll three dice -3 mana

barrier lock -2 mana

forever seal remove event card must relearn spell each time used [-3 mana ]

z zz zz zz

hammer plate extra attack die [-2 mana] shear sword flip up to three dice faces -3 mana forge shock extra attack die [-4 mana]

stillness +4 mana -i spirit

memory +3 spirit -i next attack

reverse re-roll two dice -3 mana

z zz zz zz

shiver extra attack die [-2 mana] calm recharge all spells of any one type -4 mana wind speech extra attack die [-4 mana]

spell path cards

During the game you learn your choice of spells of three different types: Oaken spells which change the outcome of events on the Battle Loss tables or remove events entirely. Flint spells which are attack spells used in battle. Ice spells which recharge your Mana and Spirit. Each of the spell types can also offer additional attack dice when engaged in a battle with the Graykings servants. Each spell has a cost in Mana or Spirit when casting it. Spells that have a bracketed cost ( example: [-3 Mana]) only need to have that cost paid once, when they are first learned. For the other spells you will subtract that cost in Mana or Spirit each time you use the spell. Each spell may be used only once during a battle unless recharged. Additionally not all spells may be available to be learned. Each spell type has paths, designated by a set of arrows. At most you will only be able to learn 4 to 5 spells of each type. Each step along the path determines the next spells to choose from. When you begin the game, choose two spells from among those at the top of the three types and place a marker on each. You may learn one spell on each of two types, or may choose two spells of one type along one spell path. 1

Shadows Upon Lassadar is a solitaire fantasy quest game. You play a young magic adept who has been charged with finding three lost keys to lock the gates between the Barrier Plains and prevent the Grayking from reaching the world of Lassadar. You will journey to different cities using various quest cards; other cards list spells you learn during the game. Magic in Lassadar is, however, a two edged sword and if you use powerful spells you may end up corrupting your own spirit in the process and lose the game. Three specific cards lead to expanded battle maps where you fight the Graykings servants for possession of the keys. Needed to play: the 48 game cards 9 six sided dice 25 black eurocubes and 3 eurocubes: one each in red, blue and yellow.

flint spells
shield re-roll one die -i mana

brittle knives +4 atk [zhumbi] -2 mana shard knives +4 atk [ghast] -2 mana spark blades re-roll three dice -3 mana

z zz zz zz

hammer plate extra attack die [-2 mana] shear sword flip up to three dice faces -3 mana forge shock extra attack die [-4 mana]

10

CARD ANATOMY: learned spell path

This diagram shows an example of four learned Flint spells. Shield and Shard Knives cost Mana each time they are used. Hammer Plate and Forge Shock add extra dice to your attack roll and have a one time Mana cost when they are first learned but no additional cost thereafter. Arrows indicate the path of learning for these spells; because Hammer Plate was learned, the player may not go back and learn Brittle Knives. Each step along the path determines the next spells to choose from.

Next, you will place the 3 Expanded Battle Maps to one side. Each Battle Map is made of 3 cards, placed adjacent to each other and each Battle Map has a corresponding color, Warding Key number and Eldritch Table. See the section Expanded Battles for more on these maps. For now, place the red, blue and yellow markers next to these maps.

2 10 9 11

4 5

6 7

i W

Choose 2 cards from the servant deck for this battle (each must be a different type) and roll 2d6 to place the servants markers on the city map. place a marker on the numbered warden icon for your starting space. the blue warden icon is a spell recharge space. you may move on to this space to recharge each spell type once. after magic use by player, roll 2d6 for additional eldrich damage.

12

Eldrich damage table 6,7,8: no additional damage 5,9: active servant wounded addtl -i 12: active servant wounded addtl -2 4,10: spirit loss addtl -1 2,3,11: spirit/mana loss addtl -1 each

2
W 3

2 8 W 5 7 6

9 4

Choose 2 cards from the servant deck for this battle (each must be a different type) and roll 2d6 to place the servants markers on the city map. place a marker on the numbered warden icon for your starting space. the blue warden icon is a spell recharge space. you may move on to this space to recharge each spell type once. after magic use by player, roll 2d6 for additional eldrich damage.

11

12

Next, lay out the two cards that make up the Graykings Progress Track. This track shows how close the Grayking is to reaching Lassadar during the game. You lose the game if the marker ever reaches the last space (Lassadar) on the track. You may choose a level of difficulty for the game, placing a marker on one of the three numbered spaces on the track: (3) beginner game, (2) normal game, (1) advanced game. The diagram below shows a marker on the beginner game space.

Eldrich damage table 7,9: no additional damage 6,8: active servant wounded addtl -i 2,12: all servants wounded addtl -1 5: active servant slain 4,10: spirit loss addtl -i 3,11: spirit/mana loss addtl -1 each

2 3 4

3 W

9 5 6

10

11

Choose 3 cards from the servant deck for this battle (each must be a different type) and roll 2d6 to place the servants markers on the city map. place a marker on the numbered warden icon for your starting space. the blue warden icon is a spell recharge space. you may move on to this space to recharge each spell type once. after magic use by player, roll 2d6 for additional eldrich damage.

12

the tower of ash

W W W W 2 3 W 1 W W W W W W W W W W W W W the barrier planes W W

warding gate 3

warding gate 2

warding gate 1

Eldrich damage table 7: active servant wounded addtl -i 5,6,9: all servants wounded addtl -i 12: active servant wounded addtl -2 4,10: spirit loss addtl -2 2,3,8,11: spirit/mana loss addtl -2 each

lassadar

expanded battle maps and markers

grayking progress track

Locate the 9 Servant cards, shuffle and place them face down to form a draw pile next to the Expanded Battle Maps.
ghast
Hit Points

Next, the Battle Win and Loss Table cards are laid out. These two cards are referenced after you win or lose a battle in a city during your quest. Each Quest card has an icon that will refer to the six numbered options on these cards.

1
Ghast strikes up to two hexes in distance away Ghast does one point of damage to your spirit on a successful hit

Range

2
1 2 3 4 5 6
lower mana count by two
Damage

z z z z z z

raise mana count by one

2 3

raise spirit count by one

lower spirit count by one lower mana/spirit count each by one move the grayking marker two spaces toward lassadar move the grayking marker three spaces toward lassadar move the grayking marker four spaces toward lassadar

1s

raise mana count by two gain one path spell of your choice for a cost of one mana move the grayking marker one space away from lassadar move the grayking marker two spaces away from lassadar

4 5

servant card

Each card shows a Grayking servant you will fight on a Battle Map. Color icons list the number of hit points each servant has. Each servant you draw will match one of the colored markers used on the Expanded Battle Maps. Place a marker on the leftmost hit point number and move the marker to the right as you score damage to the servants. The Graykings servants have a range to their attacks and deal different types of damage. Refer to each card for those values.

battle win and loss tables

z
3 W
2

z
2 W

z
1 W

z
6 6 2

ghay owsove yki s graykingraykingrayking s r a d k i n g r a r l an g

5 1

the graykings servants creep through the alleys of iarith. their cries chill the populace. if you prevail, raise your mana count by next card value.

city quest card

council of wardens quest card

elders card

ZZZZZZZZZZ

ZZZZZZZZZZ

jasdell

z
1 4 1

Council of Wardens Quest cards always have a white border. Their event instructions will help you gain spells and refresh your Mana and Spirit. These cards will always be placed on the Quest discard pile to be shuffled back into the game.

z
1 5 1

ghay o sove yki s graykingraykingrayking s r a dk iwn g r a r l an g

your birthplace. no matter what you have done or will do, this place will be home. raise spirit count by 2x next card value and shuffle card back into draw deck.

CARD ANATOMY: quest cards

elder nif

3 i

z
6 1 1

Elders cards always have a brown border. These allies assist you in your quest for a limited time so you must use them with care. Each card will be rotated as it is used, up to three times (the large numbers to the left of the card are used as a memory aid), and then will be removed from the game.

Lastly, you will begin the game with two dice for your attack strength. The Grayking and his servants will always roll one more die than you, so they begin with three dice. Place all nine 6-sided dice and remaining markers within reach. The diagram on the next page shows a suggested starting game layout.

elder nif is the head of the council of wardens. call on his aid 3 times when visiting borolia or wardenkeep and move the grayking marker one space towards the ash tower each time. rotate this card to track, then discard.

Elder Nif uses his spirit to send the Grayking back towards the Tower of Ash. Elder San gives you an extra attack die for your battles with the Grayking. This die does not count toward those the Grayking uses. Elder Bren recharges your mana for spell casting.

gh a dk iw s o ae k i n gs ray o ngrv y rla sgraykingraykingrayking

As you win battles in these cities you will remove these cards from the game. If you lose a battle in this city you will place this card on the Quest discard pile to be shuffled back into the game.

warding city card

z
i W

ghay o sove yki s graykingraykingrayking s r a dk iwn g r a r l an g

gh a dk iw s o ae k i n gs ray o ngrv y rla sgraykingraykingrayking

iarith

City Quest cards showing the name of the city youve journeyed to, win and loss table reference icons and event instructions for the battle in that city. These cards always have a black border.

gh a dk iw s o ae k i n gs ray o ngrv y rla sgraykingraykingrayking

Next, shuffle the remaining 22 Quest Cards, and place them face down forming a Quest draw pile. These cards will provide the narrative structure to the game. You will, through them, journey from city to city, trying to defeat the Graykings servants, learning new spells, recharging your Mana or Spirit, and gaining valuable allies in your fight. The four types of city cards are:

kalilth

Three Warding City Quest cards, each with a colored bottom band and a numbered Warding Key icon across the will signal when you use the Expanded Battle Maps. As you win the battles in these cities, and gain the Warding Keys, you will remove these cards from the game. If you lose a battle in this city you will place this card on the Quest discard pile, to be shuffled back into the game.

City Name

iarith

Battle Win icon with table number Battle Loss icon with table number Mana/Spirit count icon with number

the graykings servants creep through the alleys of iarith. their cries chill the populace. if you prevail, raise your mana count by next card value.

Event instructions

quest draw pile

quest discard pile

10 6 5 7 12

11
battle loss table

battle win table

W
2
1
lower mana count by two

warding gate 3

grayking progress track

9 8
W

i W

Choose 2 cards from the servant deck for this battle (each must be a different type) and roll 2d6 to place the servants markers on the city map. place a marker on the numbered warden icon for your starting space. the blue warden icon is a spell recharge space. you may move on to this space to recharge each spell type once. after magic use by player, roll 2d6 for additional eldrich damage.

warding gate 2

warding gate 1

Eldrich damage table 6,7,8: no additional damage 5,9: active servant wounded addtl -i 12: active servant wounded addtl -2 4,10: spirit loss addtl -1 2,3,11: spirit/mana loss addtl -1 each

raise mana count by one

W W W W 2 3 W 1 W W W W W W W W W W W W W the barrier planes W W

2
lower spirit count by one lower mana/spirit count each by one move the grayking marker two spaces toward lassadar move the grayking marker three spaces toward lassadar move the grayking marker four spaces toward lassadar

3 3

raise mana count by two

gain one path spell of your choice for a cost of one mana

10

9 4 2 8 W 5 7 6

raise spirit count by one

W 3

Choose 2 cards from the servant deck for this battle (each must be a different type) and roll 2d6 to place the servants markers on the city map. place a marker on the numbered warden icon for your starting space. the blue warden icon is a spell recharge space. you may move on to this space to recharge each spell type once. after magic use by player, roll 2d6 for additional eldrich damage.

oaken spells
4 5 6
fuse swap mana and spirit values -2 spirit shield re-roll one die -i mana quiet +3 mana -i next attack enwrap extra attack die [-3 mana] stillness +4 mana -i spirit brittle knives +4 atk [zhumbi] -2 mana shiver extra attack die [-2 mana] hammer plate extra attack die [-2 mana]

flint spells ice spells

11

12

move the grayking marker one space away from lassadar

bind up to -2 on loss table -i spirit

z z z z z z
W
spark blades re-roll three dice -3 mana forge shock extra attack die [-4 mana] reverse re-roll two dice -3 mana wind speech extra attack die [-4 mana] shard knives +4 atk [ghast] -2 mana memory +3 spirit -i next attack shear sword flip up to three dice faces -3 mana calm recharge all spells of any one type -4 mana

move the grayking marker two spaces away from lassadar

Eldrich damage table 7,9: no additional damage 6,8: active servant wounded addtl -i 2,12: all servants wounded addtl -1 5: active servant slain 4,10: spirit loss addtl -i 3,11: spirit/mana loss addtl -1 each

knot up to -3 on loss table -i mana

z
forever seal remove event card must relearn spell each time used [-3 mana ]

z zz zz zz z zz zz zz
Spirit

3 W

9 2 3 4 5 6

11

spell path cards

Choose 3 cards from the servant deck for this battle (each must be a different type) and roll 2d6 to place the servants markers on the city map. place a marker on the numbered warden icon for your starting space. the blue warden icon is a spell recharge space. you may move on to this space to recharge each spell type once. after magic use by player, roll 2d6 for additional eldrich damage.

12

Mana

i 2 3 4 5 6 7
Warding Keys

8 9
10 10

15 16 17 18 19 20 21 7 14 21 6 13 20 5 12 19 4 11 18 3 10 17 2 9 16

15

Eldrich damage table 7: active servant wounded addtl -i 5,6,9: all servants wounded addtl -i 12: active servant wounded addtl -2 4,10: spirit loss addtl -2 2,3,8,11: spirit/mana loss addtl -2 each

11 12 13 14

dice and extra markers

character stats card

z z z

3 2 i W W W

Shad ws o r L a s svaed a r

+2 to spirit

-i to grayking +2 to mana marker

servant draw pile

SUGGESTED STARTING GAME LAYOUT

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523 642 134

servant markers for battle maps

the grayking is risen

z
z
7 8 10
W

zz zz

barrier lock -2 mana

z
2 W 3 W

the tower of ash

lassadar

z
1 W

Shad ws o r L a s svaed a r
the grayking is risen

zmq

expanded battle maps for the three warding keys

Turn over the top card in the Quest draw pile and place it near the discard pile. Follow the event instructions on the card. If it is a City Quest card do the following:
z
ghay o sove yki s graykingraykingrayking s r a dk iwn g r a r l an g
1 5 1

If it is a Council of Wardens Quest card do the following:


W

your birthplace. no matter what you have done or will do, this place will be home. raise spirit count by 2x next card value and shuffle card back into draw deck.

City Quest cards are simple battles, your task is to clear the city of the Graykings servants. You may use any of your learned spells in the battle but you may only use each spell once (unless you recharge them using the Ice Spell: Calm). The exception are spells youve learned that gain you extra attack dice. These dice are always part of your attack strength in a battle.
the graykings servants creep through the alleys of iarith. their cries chill the populace. if you prevail, raise your mana count by next card value.

Note: if you use Elder San in a battle, his extra attack die does not count towards the number rolled by the Grayking.
Some battles may be against specific types of Grayking servant: the Ghast or the Zhumbi; you may use specific Flint spells: Brittle Knives and Shard Knives against these servants for additional attack bonuses. If you are successful and win the battle: turn over the next card in the Quest draw pile, placing it on the discard pile, and find the Battle Win Table number (listed on the white cross icon). Locate this number on the Battle Win table and follow the instructions. Winning a City Quest battle usually means a gain in your Mana or Spirit count, or forces the Grayking further back beyond the Barrier Plains. Remove the City Quest card you just fought from the game, it will not be used again. If you have lost the battle: place the Quest card on the discard pile and then turn over the next card in the Quest draw pile, placing it, as well, on the discard pile, and find the Battle Loss Table number (listed on the black circular icon). Locate this number on the Battle Loss table and follow the instructions. Losing a City Quest battle usually means a loss in your Mana or Spirit count, or allows the Grayking to draw nearer to Lassadar. You may use the Oaken Spells of Bind and Knot to lessen the outcome of your loss. They will allow you to lower the type of loss damage you receive. Some battles will also tell you to refer to a next card value. This value is found on the gray, square Mana/Spirit count icon, below the Win/Loss icons.

Lay the Elders card next to your Character Stat card. You may call on the power of each Elder three times, rotating the card each time. Once they have given you their aid, remove the card from the game. You may have more than one Elder aiding you at one time. Each Elders power may only be used once in a battle. If it is a Warding City Quest card do the following: Refer to the Expanded Battles Section below. Expanded Battles: If you draw a Warding City Quest card: 1. Look at the Warding Key number at the bottom of the card and find the matching Expanded Battle Map. 2. Place a marker representing yourself on the white cross icon on the Expanded Battle Map with the matching Warding Key number. 3. Turn over cards in the Servant draw pile matching the number of servants you will fight (this is determined by the Expanded Battle Map event text). Place a marker on the largest, leftmost number on each of the servants hit point tracks. For Expanded Battles, the Graykings servants may not match in type; so you may need to continue to draw cards until you encounter the correct number of non-matching servants. 4. Roll 2d6 and place a color matched marker (red, blue or yellow) for each servant you will fight on the map on the matching numbered hex. Servants may share the same hex spaces. 5. The battle rounds begin... Each round of the battle has three phases taken in order: a. Movement You may move two hexes in any direction each round. Each servant then moves one hex toward you. A servant may move no closer than a hex adjacent to your own position. Servants have ranged attacks and may begin attacking before they
W
kalilth

elder nif is the head of the council of wardens. call on his aid 3 times when visiting borolia or wardenkeep and move the grayking marker one space towards the ash tower each time. rotate this card to track, then discard.

z
i W

z
6 6 2

ghay owsove yki s graykingraykingrayking s r a d k i n g r a r l an g

gh a dk iw s o ae k i n gs ray o ngrv y rla sgraykingraykingrayking

The Graykings servants will roll one more die than you will in an attack. When you first begin the game you start with two attack dice, roll these, applying any modifiers to your attack as listed in the event instructions. Then roll for the Graykings servants. Your roll must be equal to or greater than the Grayking to win the battle.

If it is an Elders card do the following:

z
6 1 1

ZZZZZZZZZZ

gh a dk iw s o ae k i n gs ray o ngrv y rla sgraykingraykingrayking

iarith

Council of Warden Quest cards will aid you in your quest. You may be able to learn new spells, gain Mana or cleanse your Spirit. Event instructions may tell you to refer to a next card value. This value is found on the gray, square Mana/ Spirit count icon. Turn over the next card in the Quest draw pile, placing it on the discard pile, and find the Mana/Spirit number for this value. When you have finished, place the Council of Wardens Quest card on the discard pile.
z

elder nif

z
1 4 1

ZZZZZZZZZZ

Play:

jasdell

reach your position. During each battle round, you may also move on to the marked Warding location with the blue cross. While there you may completely recharge all spells of any one type. After doing this you must move away from this hex on your next turn. You may move back on a consecutive turn if you wish and recharge the spells of a different type. b. Attack Any adjacent servant will attack you if you are within their attack range. This servant is considered active. Your own attack range is always one adjacent hex in distance. Attacks are simultaneous, you will roll for your attack strength as well as for the Graykings servant. Resolve each servant attack in turn, one by one. A servant with a ranged attack further than one adjacent hex will do damage only if their roll is successful. You may not do any damage to them until you are one adjacent hex in distance away. You may use any of your learned spells in the battles but you may only use each spell once each round, unless recharged. The exception are spells youve learned that gain you extra attack dice. These dice are always part of your attack strength in a battle. As you use spells in a battle, place the marker for that spell temporarily to the right of the spell icon to show you have used it in a given round. You may use the Warding location with the blue cross icon to recharge all spells of any one type once per battle round if you are on that hex. The Graykings servants will always roll one more die than you will in an attack. Roll your attack dice. Then roll for the Graykings servant. Your roll must be equal to or greater than the Grayking to do damage to the Graykings servants when they are within range. Else, you will only be halting their attack. Each successful attack will deal one point of damage to the active servant or servants you are currently fighting. A servant may do damage to either your Spirt or your Mana. Refer to the particular Servant card for the damage type and amount. c. Eldritch Damage If you used any magic spells during any single round, when you are within one hex range of a servant, (extra attack dice do not count), roll 2d6 and consult the Eldritch damage table on the right of the Expanded Battle Map card, finding the number rolled on the table. Using magic may do further damage to the active servant of the Grayking your are attacking or to you. You may cast any re-roll Flint or Ice spells if you choose to alter this outcome. You must abide by the re-roll outcome. If a servants hit points are ever reduced to zero you have slain them and may remove their marker from the map.

Repeat these three phases for each round until you defeat the Graykings servants (see 6a) or you wish to retreat (see 6b). 6a. If you are successful in defeating all of the Graykings servants, place a marker on your Character Stats card under the Warding Key section, matching the key youve found in the Expanded Battle. Each key gives you a one time bonus in the game. Then remove the Warding City Quest card from the game. 6b. If at any time you decide to retreat from a battle, you may do so at a loss of -1 to your Spirit. Place the Warding City Quest card on the Quest discard pile. 7. In either case shuffle all Servant cards back into the Servant draw deck.

If at any time the Quest draw pile is exhausted, shuffle the discard pile to form a new draw pile.

Winning or losing the game: Draw cards one by one working your way through the quest. If you gain each of the 3 Warding keys you may cast the Oaken Spell: Barrier Lock and lock the gates of the Barrier Plains. The Grayking is instantly drawn back to the Tower of Ash and you have saved Lassadar and won the game. If at any time your Spirit falls below [1] on the Character Stats card, or if the Grayking reaches Lassadar on the Progress Track, you have lost the game. Last Stand Expansion: Four additional cards have been included in the game as an after game expansion. After locking all 3 gates of the Barrier Plains you may travel to the Ash Tower to defeat the Grayking in his Stronghold. Beware! The Grayking has the ability to counter several of your Flint and Ice spells.
flint counter ice counter
sorrow -1 mana

W z
4

unguard re-roll any grayking roll of i or 2

shatter -2 mana sullen axe remove any of your dice rolls showing i or 2

W z
8
Hit Points

mourn spear change all grayking rolls of i and 2 to show 3

W z
7

regret -1 spirit

W z W z W W zz W z
5 6 9 10 11
mirror re-roll any of your dice

forget roll 2d6 forget your spell of that matching number

grayking

the last stand


The gates are closed and you stand before the Grayking. It is the time of endings, the time for the Last Stand. For each spell you have learned during your quest, increase your mana and spirit by that amount before you begin the last battle. The Grayking begins with 8 hit points. For any flint or ice spell you use during this battle, the Grayking will counter with one that positionally matches on the spell counter cards. The Grayking will roll one more attack die than you will during each attack round. roll for both his attack and yours. If you are successful reduce his hit point count by one. if the grayking is successful reduce your spirit count by two. You may recharge all spells of one type when his damage marker is on a gray

8 4

7 3

6 2

5 1

Shadows Upon Lassadar, its rules and original artwork, are copyrighted 2011 by Todd Sanders/Air and Nothingness Press. Anyone may print and play this game but you may not distribute or sell them for profit. If you do so, your spirit will be corrupted.

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