These changes are built on top of the 2nd edition rules, so it helps to be
familiar with them first. The reasons for the changes will be given. Some of
the changes are made for realism. Despite being a fantasy setting, we must
still try to adhere to the law of physics and common sense where possible.
No new cards are needed, although more markers and tokens may be necessary
for book keeping.
"You" refers to the player. Players and characters are used interchangably
by assuming one player controls one character.
Be sure to distinguish between the character's own strength, his total
non-combat strength and his total combat strength.
- Character attributes (strength and craft) and lives are limited to maximum
of 8 unless otherwise stated. This is to avoid super-human attributes without
the aid of artifacts. If you exceed the limit through the use of artifact,
you retain your attribute even after the artifact is lost/stolen.
- A character's special ability to draw an extra card to choose from is
restricted to the main board's outer region. The middle region and the
expansion boards are not walkovers like the outer region.
- A character's special abilities that are automatic are now craft
dependent: roll under their craft, under the other player's craft or
something. The specific rule is given in the character's special abilities.
For example, a character who is always safe in particular places now need to
roll one die roll under his craft to be so. This should give you incentive to
improve your craft.
- A character who chooses to outrun his followers by whatever means may
not return to them implicitly in the next turn.
- Toad is dumbed down to a less severe toad curse. You have no
special abilities, are limited to 4 golds and objects and may not have animal
transporters. However, you keep your attributes, spells and followers. You
move one square per turn for 3 turns. You may cast spells but may not
replenish them until the end of your curse. The toad is a very serious
penalty; it is almost impossible to recover from it in later rounds.
- Objects now have weight. I have not gone through the objects in detail,
but their weight corresponds mostly to their shape and size. As a guide,
light objects weigh 1 to 2, medium objects 3 to 5 and heavy objects 6 to 8.
Very light objects weigh 0 to 1, but they can be ignored unless there are
many of them. It is possible for magic objects to be weightless.
- You can carry objects as heavy as your total non-combat strength, with
minimum of 3. It is logical that the stronger you are, the more objects you
can carry. Being able to carry 4 arbitrary objects is not realistic. If your
total strength is reduced, you must reduce your objects until the weight is
lower or equal to your strength.
- The mule, horse and horse-n-cart allows you to carry additional objects.
They are neither objects nor followers, but are classified as objects for the
purpose of stealing. They do not weigh anything. The mule carries a maximum
weight of 8 and has a -1 speed penalty. The horse carries a weight of 6
without any speed penalty. The horse-n-cart carries a weight of 12 with -1
speed penalty. You add the speed penalty to your movement die roll. The speed
penalty is cumulative and is to prevent you from owning many such animal
- The concealed pouch can only store a maximum of weight 4. The objects must
be placed with it specifically and they may not be used.
- The magic pouch may carry 3 objects of any weight. The objects must be
placed with it specifically and they may not be used.
- Objects must be placed in the animal transporter/pouch specifically. The
packing order may not be changed during an encounter. For example, your last
chance to change the packing order is before the Thief does a stealing
- If the animal transporter or pouch is stolen/lost, all the objects on/in
it are stolen/lost as well.
- There are several objects, especially magic objects, to be toned down, but
I haven't gone through them in detail.
- You can have as many followers as your craft. Craft is used here as a
proxy for charm. However, you are always allowed a minimum of 3 followers. If
you already have the maximum number of followers and you draw a follower card,
you must leave one behind. You do not have to discard followers if you lose
your craft in the future.
- The porter can carry a maximum of weight 6. The objects he is carrying
must be placed with him.
- If you win in combat against another player, you may bribe one of his
followers to follow you instead. Roll one die and pay the number of golds. You
may decide not to get the follower after the die-roll, but you may not choose
to get another type of compensation. Characters who are already able to get
followers this way via their special abilities need not roll.
- You may only replenish your spells at the start of your turn. This limits
you to casting spells on hand per turn. This limits spell misuse.
- Spells may be stolen or lost in combat.
- Fireball: add half your craft (round down) to the card's strength. This is
to make it a stronger spell, especially towards the end.
- There are several spells to be toned down, but I haven't gone through them
- All talismans are removed from the adventure deck. The only way to get
them is the Warlock's Cave. This forces players to go on the quest
- All teleportation to the Crown Of Command go to the Plain of
Peril instead. This is to prevent using the Dungeon board as a shortcut.
- You may trade with other players on the same square. If you just move into
a square, you must encounter all face-up cards before trading. Trading does
not count as an encounter. This is a relaxation of the original rule, where
you can trade with just one other player.
The random movement is a source of frustration when you try to land on
- You have a choice to move exactly the movement die-roll or to move up to
the die roll. You may choose after the die roll. If you move exactly the die
roll, you only encounter the final square. If you move up to the die roll,
you must encounter every square along the way. You may choose to stop
halfway, but you may not change direction. You must move at least one
- This makes it too easy to go to specific places. Places will be
modified so that positive free actions will now require a die roll under the
lower of the character's strength or craft attribute. Positive free actions
are like healing or getting an attribute. Negative actions are like losing
life or gold. This does not apply if it is an exact move.
- You are allowed to attack, steal from, trade or use your special abilities
on another character only if you move exactly the die roll. This is to avoid
one player from following and interfering with another player.
- You must be carrying the weapons and armour in person in combat. They do
not have an effect if they are on an animal transporter. It's too late to swap
after an encounter starts.
- You may use up to two one-hand weapons at the same time. You need to take
the shield into account; you only have two hands.
- Warhorse: adds two strength to first round of offensive combat only. You
have the option to keep the warhorse by losing one life.
- Strength from followers are not added for ranged combat.
- After you defeat an enemy, you get experience points (XP) based on the
enemy attribute. The enemy card goes to the discard pile straightaway. You get
one XP/strength and one XP/craft. (I wanted to make it 2 XP/craft, but it is
too high. 1.25 or 1.5 XP would be good.)
- You get half the experience points (round down) for ranged attacks if you
- You get half the experience points (round down) for defensive combat with
board characters if you win, excluding the inner region. You don't get XP for
offensive combat. Defensive combat is when you are attacked. Offensive combat
is when you choose to attack. For example, there's no XP for fighting the
- It takes 6 XP to exchange for one strength attribute up to strength 5.
Subsequently, it takes 8 XP.
- It takes 8 XP to exchange for one craft attribute up to craft 5.
Subsequently, it takes 10 XP. This makes it possible for you to advance your
craft. It is very difficult to do so in the original game as there are very
few craft enemies.
- Combat becomes less challenging as you increase in strength. To solve
this, enemies also increase their strength with time. We cut the adventure
deck into five roughly even decks, placed left to right. We always draw
from the left first. When one deck is totally drawn, the enemies level up.
Level-up for the outer region and expansion boards:
- Add 1 to the enemy's strength
- Add 1.5 to the enemy's strength
- Add 2 to the enemy's strength
- Double the enemy's strength
- Double the enemy's strength and add 1
Level-up for the middle region:
- Add 1.5 to the enemy's strength
- Add 2 to the enemy's strength
- Double the enemy's strength and add 1
- Double the enemy's strength and add 1.5
- Double the enemy's strength and add 2
The level-up is based on the enemy's base strength. It is not cumulative.
The strength increase applies to all enemies, including board enemies. XP is
still counted based on the face value of the card. Same goes for captured
Since the character's strength attribute is capped at 8, the enemy's
strength is capped at 12. Otherwise it's almost impossible to fight a dragon
of strength 14!
Level-up applies to the craft attribute too.
- Defense is revamped. You assign the defensive points from the defensive
objects from 2 to 12. Roll two die once. If the sum is a number you have
selected, you are missed. Otherwise, you are hit.
- A shield contributes 2 points, an armour 3 and a helmet 1. You may use two
shields (subject to hand availability), two armours (upper body and lower
body) and one helmet for defense at the same time.
Some places require tweaking to make them less safe.
- If you want to build a raft in the Woods or Forest, you have
to roll a die. 1-4 = encounter square, 5-6 = safe. This prevents you from
bypassing the squares easily with an axe. You will have your raft on your next
turn if you are still at the same place, even if you miss a turn.
- In the Mines and Crypt, the second and third die are
restricted to a count of 5. This is because character attributes are now
limited to 8. This applies to all 3 die-rolls that test against character
attributes. To avoid confusion, throw the first die separately.
- The raiders card is modified to leave you with 2 golds, 2 objects and 2
followers. This is a very severe penalty, especially near the end of the
The city has grown bigger and more crowded. It is now slower to navigate the
streets and the Watch only strictly keeps the law-and-order.
- Everyone is allowed into the city.
- Use these movement rules: 1-4: move as normal, 5-6: roll again.
- Mules, horses and horse-n-carts are not allowed into the city. Pay one gold
per animal to check them into the stable automatically. If not, they are left
at the city gates.
When you leave the city, you'll get back your golds less one. If you leave
by the Wharf lawfully, your animals will be transported to you after you
leave the city. Otherwise you need to go back to the City to retrieve
- The watch is too busy to enforce all the laws! The law is simplified to
simply no combat of any sort. The initiator gets a warrant card straightaway.
You can have more than one warrant card; there are four warrant cards in
- If you draw a watch card and you have a warrant, you encounter it.
Multiply the number of warrants you have by two and add it to one die-roll to
determine the watch's strength. This combat does not give XP, or it's
too easy for moderately powerful characters to level-up. If you lose, you go
to the Donjon.
- The warrants are taken away as soon as you leave the city or are
imprisoned in the Donjon.
- To become the High Mage, after discarding a magic object, add your
craft to two die roll. 1-10: nothing, 11-13: get magic object back, 14+: you
got the job!
- Use these movement rules: 1-4: move as normal, 5-6: roll again. If you have
a torch, you only need to re-roll on 6.
- The dungeon has an entrance right from the start.