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Under the Shadow of the Dragon
Under the Shadow of the Dragon Quick Reference
February 24, 2009
Special Locations:
Marker Types:
Note that there are many cases when a player needs to draw a
replacement counter from the bag. However, a player never makes more
than one draw per player turn.
When a counter is drawn out, the player examines both sides. If it's
unclear which side should be face up, note that
a purely Yellow edged side or absent colored edge is never placed
showing.
If the tile drawn has a location on it,
it is placed there, face up. But if it's it a PA counter, it is placed
on any tan space not on the hero's map tile.
- Green and
Purple Edged:
Hildebrandt, Orpheus, Rondel:
A Scroll Encounter. When provided with the items corresponding
to their associated tasks, these individuals provide magic
items that permit attacking the Dragon. The hero finding the
scroll takes up the corresponding task card which specifies
further requirements, including a particular special material.
Finally the scroll and the material need to be taken to a
final person who yields the weapon.
Keeper:
Passing his test yields an artifact (the Wood of Ash) which
when taken with the green scroll to Rondel, yields the Bow of
Perfect Aim.
- Green Edged:
This is an optional Encounter:
Befuddled Healer:
Roll 1 die: 1: lose one health; 2-6: all lost health restored.
Discarding the Chestnut Cookies here earns 1 gold.
Cerberos:
For 1 health point and 1 experience cube, player may increase
any one skill value by 1 and is then teleported to Z6.
Herbalist:
For 1 gold roll 1 die: 3-6: all lost health restored.
Juggler:
For 1 gold roll 1 die: 1-3: gain 1 experience cube of
any color; 6: lose 1 gold (no effect if gold-less).
Orchan:
Ferries a hero to the isle on map Y and back again for 1 gold.
Phoenix:
Completing the trial yields the bow scroll on the reverse side.
Take the large card reading "Bow of Perfect Aim" and place the
scroll on it. The card instructs what to do next to obtain the
Bow.
Unicorn:
Completing the trial yields the magic scroll on the reverse side.
Take the large card reading "The Lyre" and place the
scroll on it. The card instructs what to do next to obtain the
Lyre.
- Purple Edged:
The Dragon. It may only be attacked by a hero containing one
of the three magic items. When a hero makes the attack, draw
one of the Dragon tiles at random to determine which one is
present. To make the attack, the hero must
first discard as many experience cubes as there are gold
pieces in the Dragon's lair.
- Orange Edged:
Events, which are removed from play after use with no replacement:
Storm: Before each player's turn, to see if the
storm continues, a die is rolled. It happens on a 1-5. Until
it abates, movement is reduced to 1. The Magic Broom and
Pegasus do not operate while the storm continues.
- Orange and
Purple Edged:
Dragon Events, which are removed from play after use with no replacement:
Attack!:
Beginning with the current player and proceeding clockwise,
each hero must roll one trial
in the skill of his choice at -3. Failing loses 1 item
(if from a market it is returned there; if a task reward,
removed from the game except that magic weapons, scrolls and
the magic materials (Wood of Ash, Bone, Special Metal) are not
affected). If any hero succeeds, no other players must roll
a trial.
Fear!:
All public counters on map tiles orthogonally adjacent to V
(but not V itself) are placed back in the bag, except for
artifacts. Face up PA markers in these areas are turned face down.
The Market is Burning!:
Four random City of the Mages counters are removed from the game.
Plunder!:
Each hero gives the Dragon 1 gold, if he has any;
they are placed on V9.
- Red and
Purple Edged:
Scroll creatures which are only visible to players working on
the associated tasks:
Dwarfen Ghost:
A win yields the Special Metal on the reverse side.
A loss loses 1 experience cube (player's choice), failing
that, 1 health point.
Nightmare:
A win yields the Huge Bone on the reverse side.
A loss loses 1 experience cube (player's choice), failing
that, 1 health point.
- Red Edged:
This is an Enemy which must be fought in one of the
colors of the tile's colored dots. The numbers inside the
dots lower the hero's chances.
Losing incurs the penalty left of the dots (some require
losing the experience cube of the player's choice). Defeating it
gives the reward shown at the bottom. A new counter to replace
the defeated one is drawn from the bag and the defeated one
placed back into it.
Basilisk:
Losing means that on the next turn the hero is moved by the
player to the left.
Doppelganger:
To defeat him, roll against one of your unmodified starting
values; increased numbers, experience cubes and weapons don't
count. Losing means loss of an experience cube, failing that, a
health point.
Dragon Man:
When drawn, place on the indicated location.
Must be not yet drawn or defeated for a hero to enter the Dragon's Lair.
When defeating him, receive experience cubes in two different
colors and immediately enter the Dragon's Lair.
A loss to him costs one 1 health point.
Minotaur:
A win yields the Map on the reverse side.
Moray Eel:
A win yields the Waterskin on the reverse side.
Scorpion:
A win yields the combat scroll found on the reverse side.
Take the large card reading "The Axe of Bragg" and place the
scroll on it. The card instructs what to do next to obtain the
Axe.
Yeti:
A win yields the saber found on the reverse side.
- Blue and and Yellow Edged:
These are persons and artifacts related to tasks. These are
only visible to the heroes working on the associated tasks.
Adept, The:
If taken to the City of the Mages, the hero flips the counter
to receive a Ring providing one artificial health point.
Chestnut Cookies:
If taken to the Befuddled Healer, the hero flips the counter to
receive the Bag of Gold.
Tea Leaves:
If taken to W3, the hero flips the counter to receive the Camel.
- Blue Edged:
Tasks:
Put it on the task area of the hero board, unless it's full,
in which case the task may not be taken.
Marker says where it must be delivered.
A new counter is drawn from the bag whenever a task is taken up
and also whenever one is delivered.
There are two types of tasks:
- One location listed on the counter:
Bring the task counter the specified location to
receive the rewards listed at the bottom. Then remove the task
from play and draw a replacement from the bag.
- Two locations listed on the counter:
This is a two part task with a reward after each part.
First, find the underlined artifact
(once it is drawn out of the bag) to receive the top
listed reward.
Second, take the artifact to the indicated location,
flip over the artifact counter over to receive the reward, remove
the task from play and draw a replacement counter from
the bag.
- Yellow Edged:
These are Items which are placed in the yellow boxes of the hero's
board. A dropped item is left in the current space unless it
has a City of the Mages symbol on the back, in which case it
is placed with the rest of the counters of this type.
Armor:
A hero can have at most 1 armor, 1 shield and 1 helmet.
Axe of Bragg:
Magic item; permits attacking Dragon at -3; others at +1.
Bag of Gold:
Immediately take 1 gold upon receipt of the bag (place on the
counter). After spending it, roll 1 die at the start of each
turn to restore the gold on a 1-2.
Boots of Jumping:
Jump exactly 4 spaces along a route, but not through the City
of the Mages, not into or through tile U, not past the Dragon
Man and not across or onto colored spaces. On tile Y may jump
from the isle or across the lake from one blue space to
another.
Bow of Perfect Aim:
Magic item; permits attacking Dragon at -3; others at +1.
Camel:
Each turn before moving roll 1 die; on a 1 you may not move.
Otherwise receive +2 to movement. Also, hero does not lose a
health point for being in the desert on map W.
Clairvoyance:
If able to pass a magic trial, then
instead of drawing from the bag randomly, player can choose the
counter he wants, but not a PA counter.
If the magic trial is failed, this counter returns to the
City of the Mages counters.
Experience:
Permits the player to roll one trial with the number of dice
listed (either 4 or 5).
Healing Potion:
Restores all lost natural health points.
Huge Bone:
Part of a task sequence.
Invisibility:
If able to pass a magic trial, then
hero can for one turn ignore all red enemies or may attack
them with a +1 for the melee skill.
The hero also ignores the Dragon events "Attack!" and "Plunder!"
If the magic trial is failed, this counter returns to the
City of the Mages counters; otherwise it may be cast again.
Lightning:
If able to pass a magic trial, then
the hero loses one health point and is able to attack with magic
a red enemy which cannot normally be attacked that way.
If the magic trial is failed, this counter returns to the
City of the Mages counters; otherwise it may be cast again.
Or, if this spell is successfully cast during the
Dragon event "Attack!", it is as if a successful trial occurred.
If it fails, the Lightning is returned as above and the hero
must face the "Attack!" normally.
Lyre of Orpheus:
Magic item; permits attacking Dragon at -3; others at +1.
Map:
Owner may move around map tile U from point to point
(imagine hidden corridors between the walls)
without having to roll the
die and also may freely enter all red and green spaces.
Pegasus:
Takes hero to any tan space and then
this counter returns to the City of the Mages counters.
Rope:
Hero may move directly from V1 to V9, also avoiding the Dragon Man.
Scroll for ...:
These are the first elements in obtaining a magic weapon.
Special Metal:
Part of a task sequence.
Strength:
Place to the left of the hero's health points; permanently
increases the number of the hero's health points by 1.
Vision:
If able to pass a magic trial, then
the player can peek at a face down counter in an adjacent tan
space before moving there.
If the magic trial is failed, this counter returns to the
City of the Mages counters; otherwise it may be cast again
(this is not an action).
Waterskin:
Hero may move across the desert in map W without losing health points.
Wood of Ash:
Part of a task sequence.
weapons: A hero can have employ at most 1 weapon at a time.
Skill trials/Fighting a Marker:
- Hero chooses the skill and rolls the number of dice he has in
that skill. He picks 2 of these dice to use. A result equal to
or less than the skill number (which may be modified by the enemy),
succeeds and earns the reward.
Life:
- Recovering Health Points:
- Spending one full turn at the hero's house restores all lost points.
(If an enemy is present there, it's not necessary to fight it.)
- At either the Herbalist's or the Befuddled Healer's.
- Use the Healing Potion available at the City of the Mages.
- The Paladin has some ability to heal himself.
- Health Points from Armor:
These are called Artificial health
Points. They cannot be healed or regenerated. When
lost, place the points on the item. If all the points granted by the
item are lost, discard it.
- Death: Losing the last health point:
- All experience cubes, gold, items and tasks are lost except that one
item, may be retained by the hero's heir.
- Tasks are left in the space where the hero died.
- Artifacts from the City of the Mages are returned to the other
City of the Mages counters.
- Special items are placed face down in the dead hero's space.
- Place the hero on his house space.
- Reset to the hero's starting health points, gold and movement points.
Winning:
- The game ends when the winner defeats the Dragon (a Major Victory).
- If a hero dies fighting the Dragon, the game will end within
the next four turns. If the other player is successful vs. the Dragon,
he wins the game with a Major Victory. Otherwise, if he still has at least one
health point at the end, he earns a Minor Victory.
Turn Sequence:
- Move.
May move a number of spaces equal to the numeral on the foot
icon.
Crossing between two blue locations on map L costs 1 gold
unless the boat is on the lake.
Entering a non-tan space requires a two dice roll that is no
higher than the number of the space being attempted.
Failure means stopping midway on the
path and rolling again next turn. If this also fails, reach
the other side and stop. Resume normal movement next turn.
Must stop moving if you hit a PA or enemy counter,
or run out of movement points.
- Combat.
- Other Actions.
Actions you can take, in order, are
- Use the place (at most once)
- Encounter a green marker (at most once)
- Accept task (at most one)
- Fulfil task(s)
Set-up:
- For the first game, arrange the map tiles in a 3x3 box alphabetically with
R at the top left and Z at the bottom right. Align all so
that the small arrow points in the same direction.
(In subsequent games it's okay to arrange the tiles in any
desired way, even in shapes other than a square.)
- Each player chooses a hero. Special notes on those available
only in German editions:
Amazon/Gladiator - can re-fight a lost combat at cost of 1 health.
Bard - may ignore any red-bordered marker
Centaur - cannot carry armor or wear sandals
Flink(a) -
has a special Thieving skill which is fixed at 7 and can apply
any green experience cubes
when using it to steal any item (including gold), but not clues,
from another hero in the same location.
But if the roll is failed, the hero loses 1 health point.
Using Thieving counts as an action, not a fight.
Galahad -
can pick up covered Grail Clues without trial. Takes clues from open
counters normally (i.e. by defeating the creature, delivering a Solution Stone,
or a successful trial).
Gnome - can add two skill values before rolling any test.
Any difficulty modifier is only applied once.
Use the dice number from any one of the skills.
When fighting an Enemy with a gray spot, can do this only
if the two skills are tied for least number of experience cubes.
Morgaine -
finds all hidden paths (green, yellow, red) without trial and crosses the lake without payment.
Shaman - can add 1 vs gray spot creatures and has +1 for
non-combat magic.
- Players put correct amounts of gold and health points on their hero sheets.
- Find the Dragon counter and place it on V9.
- The rest of the public counters, which have text on
both sides, are placed in the bag.
- The adventures, which have PA on one side, are shuffled up.
Put one each on opposite entry spaces of each
map tile, alternating in the north-south and east-west directions.
- The City of the Mages counters are placed face down nearby.
- Each player gets a wooden house and places it on either T2 or X2
along with their figure.
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Under the Shadow of the Dragon
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