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SEARCHING ROOMS

You may Search a room once per turn,


unless the room description says
otherwise. In addition you may not
search a room more than twice, unless
you leave then re-enter the room.
TOWER ROOMS
Your playing piece starts in one oI the
Tower rooms at the start oI the game, and
to win the game, you must make it back
to any Tower Room beIore the sun sets.
You don`t take a Room card when you
enter a Tower Room, and you may not
search. You may enter a Tower Room
and move out through the other exit iI
you wish Iree`, as iI it were a Corridor.
Normal Tiles
Have no special rules.
Bottomless Pit
You may not draw a Room card or Search
card in this room, nor voluntarily miss a
turn here.
II you make an Agility test on a D12, you
make it saIely across the pit and may take
your next run as normal. II you Iail, you
Iall, never to be seen again.
Bridge Tile
You may not draw a Room card or Search
card in this room.
II you decide not to cross the bridge, you
remaining standing on the side that you
entered, and in your next turn must return
to the previous tile.
II you want to cross, you must do so in
the same turn that you enter the tile. Roll
your Agility or less on a D10. This roll is
modiIied by how much treasure you have:
Treasure Cards/Counters ModiIier
1-4 1
5-8 2
9 or more 3
You may discard Treasure beIore you set
oII over the bridge, iI you wish.
II you Iall oII the bridge you drop down
into the Catacombs. Roll a D10 to see
how many LP`s you lose in the Iall, and
then roll D6-2 and lose that many
Treasure Cards/Counters at random.
On your next turn you must move
through the Catacombs - you cannot
climb out.
Catacomb Tiles
You have Iound a passage down to the
Catacombs. You must still draw a Room
card and may search this room iI you
wish.
Cave-In
Take a Room card as normal. However
on your next turn you may decide to
retreat back to your previous room,
treating it as a normal move.
II you decide to press on, make an Agility
test on a D12, you may take your turn as
normal, otherwise you become trapped
and must miss your next turn. Next turn
you may either retreat or roll again.
Note: a Cave-In tile is diIIerent to a Cave-
In card.
Chamber of Darkness
You may not take a Room card or Search
in the Chamber oI Darkness. At the start
oI your next turn, roll D6. II the exit you
have rolled is impassable you must miss
your turn.
2 Exit Chambers:
1-3 Leave by the way you came in
4-6 Leave by the other exit
3 Exit Chambers:
1-2 Leave by the way you came in
3-4 Leave by the clockwise exit
5-6 Leave by the anti-clockwise exit
Chasm
A wide and very deep chasm divides this
tile. Take a Room card as normal but,
next turn, you may only leave by an exit
on the same side oI the chasm as the way
you came in by. You may not search a
Chasm tile.
Corridors
Do not take a Room card when you enter
a corridor. Instead, you immediately
move again (and iI you draw another
Corridor, again, and so on). You may not
search a Corridor tile.
Portcullis
A heavy iron portcullis smashes down
behind your character. Take a Room card
as normal, but iI it is a Monster, you may
not choose to Escape.
II you ever wish to move through a
Portcullis you must raise it by rolling
your Strength or less on a D12. II you
succeed, you move through as normal; iI
not your turn ends here, but you may try
again on the next turn.
Magic Portal
It is said the Wizard oI DragonIire Castle
alone knows the secret to the magic
portals, using them to move around the
Castle at will.
When you enter a tile with a magic portal,
draw a Room card as normal. But on
your Iollowing turn, you may choose to
enter the portal or move as usual. You
may not search a Magic Portal Room.
II you enter the portal, you immediately
lose 1 liIe point and roll a random portal
on the board, including the one you
entered. II you land on another character,
you are bounced back into the portal, lose
1 LiIe Point and must roll again.
Rotating Room
Do not take a room card when you enter
the Rotating Room. Instead, the tile is
immediately rotated 180 degrees, and
your turn is over. The tile can only ever
rotate once - as soon as it is drawn, so
you cannot go back by the same route. II
the only exit Iaces the board or a solid
wall on another tile, you are trapped in a
dead end, and have lost the game. You
may not search a Rotating Room.
Rotating Room (Constantly)
Do not take a room card when you enter
the Constantly Rotating Room. Instead
when you enter the tile, roll a D6 and see
which way it turns. On your next turn
you may either move oII the tile, or
remain on it and roll the die again.
You may enter the tile in Iuture turns,
even iI the entrance to the rotating room
is not Iacing you. In this case you roll
once a turn, and iI the room Iaces you,
you may enter it on your next turn beIore
rolling the die again.
1 Motionless
2 Room Rotates to the North
3 Room Rotates to the East
4 Room Rotates to the West
5 Room Rotates to the South
6 Roll again
Spider Web
You have entered a room with a Giant
Spider's web. You remain standing in the
doorway where you entered, and do not
draw a Room Card. On your next turn,
you may either go back to the previous
Tile or you may try to Iorce your way
through the webs. You must roll your
Strength or less on a D12 or become
stuck in the webs and must roll again next
turn. Once you have chosen to roll the
D12, you may not leave until you have
succeeded. You may not search a Spider
Web tile.
Trap
You have walked into a trap! Every time
you enter a tile oI this type, Take a Trap
card instead oI a Room card. You may
not search a trap tile.
Room Tilcs Room Tilcs Room Tilcs Room Tilcs
Amulet
You have Iound a magic amulet. II you
wish to keep it, the player on your right
must draw an Amulet card.
Bracelet or 1ewellery
You have Iound some treasure.
Cave-in
Pick a number Irom 1-6 out loud, and roll
a D6. II the number you picked is rolled
your character has been killed. II not, roll
the D6 again and lose that many LP`s.
Crossfire Trap
Lose D12-Armour LP`s.
Curse of the Wizard
All Corridor tiles rotate, roll D6:
1-2 90 clockwise
3-4 180
5-6 90 anti-clockwise
Crypt
II you decide to search the crypt, draw a
crypt card. II you get the Skeleton, roll a
D6. On a 1-3 nothing happens, on a 4-6
the Skeleton springs to liIe. Fight it as iI
you had drawn a Death Warrior` card.
Dead Adventurer
II you decide to search the body, draw a
body card.
Doomshadow
The Doomshadow is on your trail. Put this
card beside your Character Sheet. At the
start oI each oI your turns, roll the D12. II
you roll a 2-12, nothing happens -
although the Doomshadow continues to
stalk you. On a 1, however, it attacks and
kills you.
You may lose the Doomshadow by
leaving DragonIire Castle, being
teleported (including Magic Portals) or
head into the Catacombs.
When you enter the Catacombs, you may
attempt to lose the Doomshadow. At the
start oI each turn in the Catacombs, roll
the D12. On a 1, you are killed as usual.
But on an 11 or 12, the Doomshadow
leaves you, and shortly aIterwards you
hear a strangled scream, as a denizen oI
the Catacombs has met their doom.
Empty
The room is empty - nothing happens.
Giant Spider
II you draw this card, you may either Iight
or Ilee. II you try to Ilee, roll D6: on a 3-6,
you escape and must return to the last tile
you were on (just like escaping Irom
combat); on a 1-2, you must stay and
Iight. To Iight the spider, pick three
numbers out loud and then roll a D6. II
you roll one oI the numbers you picked,
you have killed the spider. II not, then you
lose 1 LP, your move is over and you
must keep on Iighting the spider each turn
until you kill it.
Monster
You are conIronted by a Goblin, Mountain
Troll, Death Warrior, Orc or Champion oI
Chaos.
Passage Down
You have Iound a way down to the
Catacombs, place an entrance token on
this tile. You may choose to enter the
Catacombs on you next turn.
Potion
You may drink a potion at the start oI your
turn (unless you are Iighting the Giant
Spider). Roll a D12:
You may not take LP`s above their initial
level. As well as the eIIect shown on the
table, the potion cures a vampires bite.
Sneak Attack
Roll D12-Luck to see how much damage
it inIlicted. Combat then takes place as
normal, but you can only attack or escape.
Snotlings
Roll the D10 and the D6, total them, and
take Snotling counters to that value. You
roll your combat die to see how many you
kill in the Iirst round oI combat. II there
are any Snotlings leIt, lose 2 LP`s, and roll
the D6 to see how many extra Snotlings
join the Iight. Each additional round you
Iail to kill the Snotlings you lose 1LP.
Spear Trap
Make an Agility test on a D12 or your
character is killed by the advancing spears
and you are out oI the game.
Sneak Attack
Roll D12-Luck to see how much damage
is inIlicted, then combat takes place as
normal but you may only choose the
attack or escape options.
Trapdoor
Roll equal to your Agility score or less on
a D12 to avoid the trap. II you Iail, you
Iall through the Trapdoor, lose D6 LP`s
and place this card Iace-up beside your
character sheet. Each turn you must try to
roll your Agility score or less to climb out,
II you have a Rope you climb out
automatically on the turn aIter you Iall in.
Vampire
You must roll less than your Agility or
Armour (whichever is the higher) on a
D12. II you Iail, you have been bitten and
inIected! Place the card beside your
character. You immediately lose 1 LP,
and lose 1 LP at the start oI each oI turn
Irom now on. To survive you must leave
DragonIire Castle or drink a potion.
Vampire Bats
Lose 1D6-2 LP`s.
Your Torch Goes Out
As soon as you draw this card your turn is
over. Keep the card Iace-up beside your
character sheet. At the start oI your next
move, pick three numbers out loud and
roll a D6. II you roll any oI the numbers
you picked, take your turn as normal. II
not, miss your turn and try again next turn.



D12 RESULT
1 Potion oI Healing - regain 4 LP`s
2 Potion oI Healing - regain 3 LP`s
3 Potion oI Healing - regain 2 LP`s
4 Potion oI Healing - regain 1 LP`s
5-9 No EIIect
10 Weak Poison - Lose 2 LP`s
11
Strong Poison - Lose 1/2 your liIe
points, rounding down
12 Deadly Poison - Instant Death
Room ano Trap Caros Room ano Trap Caros Room ano Trap Caros Room ano Trap Caros
New Combat Rules for Dungeonquest
Combat against Monsters now uses dice,
in order to keep playing time down.
When Heroes battle each other, it is a
more complex aIIair and uses guesswork,
psychology and the characters attributes.
Armed Combat against Monsters
The Hero rolls a D10 while Flamebright
rolls D12/D10/D6 as appropriate.
Goblins and Trolls roll a D6 while Death
Warriors, Orcs and Champions oI Chaos
Roll a D10.
The loser oI the roll loses a LiIe Point. II
it is a tie, both characters lose a point.
Combat continues until one is dead.
Unarmed Combat against Monsters
Should a Hero be disarmed in any way,
the Hero rolls a D6 (instead oI a D10) Ior
combat.
Goblins and Trolls roll a D6 while Death
Warriors, Orcs and Champions oI Chaos
Roll a D10.
The loser oI the roll loses a LiIe Point. II
it is a tie, both characters lose a liIe point.
Combat continues until one is dead.
Combat against the Dragon
A hero may attempt to attack the Dragon
while in the treasure chamber. When you
enter the Chamber and you draw a
sleeping dragon counter, you may take
two treasures as normal, or attack.
Your only Iighting chance is to attack
while the Dragon is sleeping, Ior iI he
awakes beIore you strike, it will attack
you with its Iiery breath and you will be
lucky to escape with your liIe. II you
awaken the Dragon beIore you`ve had a
chance to strike, you and any other heroes
must exit the chamber, moving onto an
adjacent tile (or a new space, drawing a
tile, but no room card) and take D12
damage.
However, iI you strike the sleeping
Dragon, it loses D12-5 Hit Points beIore
combat starts.
The Hero rolls a D10 while Flamebright
rolls D12/D10/D6 as appropriate. An
unarmed character rolls a D6!
The Dragon rolls a D12.
The loser oI the roll loses one LiIe Point,
and iI it is a tie, both characters lose a liIe
point. Combat continues until one is
dead.
Should a hero die in combat, and another
hero is present, they must carry on the
Iight on their next turn or Ilee taking D12
damage.
The Dragon begins with 20 Hit Points, A
D20 is useIul Ior recording this. II the
Dragon is out oI combat (all players leave
the Treasure Chamber), then it returns to
sleep and recovers 1 Hit Point at the start
oI each turn.
Should the Dragon be killed each player
may choose 4 treasure a turn, and pick
two they wish to keep. They no longer
need Iear being attacked by the Dragon.
Combat Between Heroes
Combat between heroes takes place when
they are on adjacent joined tiles, where
one hero is blocking another`s path,
beIore any movement has taken place.
The players place a concealed counter on
one oI the Iour spaces on the battle disc,
and reveal them simultaneously.
II a player chooses a superior ability (e.g.
Armour beats Strength), the losing player
loses 1 hit point. II the players choose
opposite abilities, then nothing happens.
II this happens three times in a row, the
Iight is a stalemate and the combat is
over. II both players choose the same
ability, the one with the lowest score in
that ability loses the diIIerence in ability
scores in LiIe Points.
AIter one round oI combat, the players
repeat the process but can only move their
counter one step. In other words, iI you
had it on Strength, you can move it to
Armour or Luck or keep it on Strength,
but you cannot move it to Agility.
II the deIender wins a round oI combat,
he may choose to retreat to an adjacent
space. deIender may choose to retreat to a
space oI his choice, drawing a tile iI
necessary, but no Room card.
The attacking player wins a round oI
combat, he may choose to push Iorward,
Iorcing the deIender onto an adjacent
space, drawing a tile iI necessary, but no
Room card. The attacker advances into
the space.
II the deIender is killed, the attacker may
immediately advance and randomly take
two oI his treasures, everything else is
lost to the denizens oI the castle.
II the attacker is killed, the deIender may
not advance and may not take the
attacker`s treasure.
The attacker may call a halt to the combat
beIore the next move is made, and the
Iight is over.
Combat between heroes never takes place
in the treasure chamber, as players are
either too busy Iighting the dragon or
collecting treasure.





Ncw DungconQucst Combat Ncw DungconQucst Combat Ncw DungconQucst Combat Ncw DungconQucst Combat
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The Catacombs
The Catacombs is a disorientating place, a
disorientating world and once you enter,
you can no longer be sure where you are
in relationship to the Castle above.
You usually have three choices. You may
try to leave the way you came in, or iI that
isn`t possible, you can set out looking Ior
another exit, or you may try to Iind the
secret route to the Treasure Chamber.
Entering the Catacombs
When you enter (or Iall) to the catacombs,
place your character on one oI the Iour
corners oI the new Catacombs board.
Note, it must be an unoccupied square.
You do not draw a Catacombs card on the
turn you enter the Catacombs board.
II you Iall into a bottomless pit while in
the Castle, then you Iall to depths deeper
than even the Catacombs and are never
seen again.
II you enter by Ialling down a trap door,
you may make an Agility test on a D12 to
try and climb out on your next turn, or
automatically leave using the rope.
II you have Iallen in via a bridge tile, iI
you have a rope, you may make an
Agility test on a D12 to try and climb out,
and keep trying till you succeed.
II you choose to move away Irom the
entrance space, you must move to a
diIIerent corner in the Catacombs or make
Ior the Treasure Chamber.
Moving in the Catacombs
Each turn, you may try and move one
space in the Catacombs. Roll a D6.
1: Going in Circles - You end up back
where you started, do not draw a
Catacombs card.
2: Misdirection - Roll a D6, take a
diIIerent exit to your intended path and
take a Catacombs card.
1-2 The exit to the right oI your
intended path.
3-4 The opposite direction to
your intended path.
5-6 The exit to the leIt oI your
intended path.
Should you ever move into a wall as a
result oI Misdirection, count the result as
ConIused.
3-5: Right on Track - Move one space in
the direction you intended and take a
Catacombs card.
6: Make Speed - You may move one
space in the direction you intended, plus
an extra space (do not roll the D6), taking
a Catacombs card aIter every move.
Exiting the Catacombs
II you cannot leave through the way you
come in, or you explore the Catacombs,
then you must try to reach one oI the
other three corners oI the board, or the
Treasure Chamber to escape.
Once you each one oI the corners,
randomly roll one oI the entrances on the
board (do not include the Bridge) and
place your hero on that space.
You may not exit iI someone is standing
in that space. You must wait till they
have leIt, or attack them to push them
back.
II there are no exits on the board, then
you must leave via the Treasure Chamber.
The Treasure Chamber
The entrance into the Treasure Chamber
Irom the Catacombs is a closely guarded
secret.
Should you Iind your way there, you take
a Catacombs cards as normal. But on
your Iollowing turn, you may try and
climb up into the Treasure Chamber.
II you have a rope, you automatically
succeed, otherwise you must make an
Agility test on a D12. II you Iail you may
try again the Iollowing turn. Once inside
the Treasure Chamber, you draw Dragon
tokens and take treasure as per normal.
You may also attempt to engage the
Dragon in combat, but this is a diIIicult
and perilous task. See the Combat Rules.
You may also leave the Dragon`s
Treasure chamber to enter the Catacombs.
However iI the Dragon wakes up, you do
not have time to exit into the Catacombs
and must leave onto the main board
instead as per the standard rules.
















CATACOMBS CARDS
Cave Troll
You have met a Cave Troll - iI you bribe
it with enough treasure - it may let you
pass without attacking.
The player on your right rolls a D10 and
places it on the table under their hand so
that you can't see it.
The number on the dice multiplied by 100
is the minimum amount needed to bribe
the Troll.
10 less the number on the dice is the
number oI LPs the Troll has in Combat.
II you choose to bribe the Troll, you oIIer
Treasure cards and/or counters to the
player on your right, who then reveals the
number on the D10.
II the total value oI the bribe is equal to or
greater than what the Troll wanted, it will
wander oII. Discard the treasure.
II the total value oI the bribe is equal to or
greater than what the Troll wanted, you
keep the Treasure but must Iight the Troll.
II you decide not to bribe the Troll at all,
then you must Iight it.
Combat with the Troll is handled in the
same way as normal.
El-Adoran, Farendil and Tori-Jima use
the Skeleton column on the Longbow
Table Ior their missile weapons. While
Rildo the CraIty may use his daggers.
Empty
The room is empty - nothing happens.
Exit
II you wish (and there is an exit on the
board) you may roll to exit the
Catacombs.
Gigantic Diamond
Worth 5000 GP`s
Giant Worm
Your way is blocked and you must return
to the square you started Irom.
Hoard of Rats
Lose D12 minus Armour in LP`s.
Hole in Roof
You may exit the Catacombs by rolling
less than or equal to your Agility on a
D12, or you may leave automatically iI
you have rope. II you Iail, you may try
again next turn instead oI taking a
Catacomb Card.
Torch Goes Out!
Works in the same way as the Room card.
Until the torch is relit, you do not draw
any Catacomb Cards.
Ncw DungconQucst Catacombs Ncw DungconQucst Catacombs Ncw DungconQucst Catacombs Ncw DungconQucst Catacombs
AMULETS
II you draw an Amulet, you must either
wear it or discard it. II you wear it, the
player to your right reads the rules on the
back and tells you when they come into
play. You may only have one amulet.
Amulet of Teleportation
As soon as you draw a Card or Room tile
showing a Trap, this Amulet saves you
by teleporting you away. First, place the
Amulet card by the board, so that the
north point oI the compass Iaces away
Irom you. Then roll a D10 to see where
you end up:
1-2 You are teleported 3 squares north.
3-4 You are teleported 3 squares east.
5-6 You are teleported 3 squares west.
7-8 You are teleported 3 squares south.
9 You are teleported into the ground and
die instantly
10 You are teleported into the
Catacombs.
Do not draw a Room card Ior the square
you are teleported to. II the square is
empty, draw a Tile and place it in the
square as normal. II you end up in the
Treasure Chamber, you may not draw
any Treasure counters, but must still
draw a Dragon counter. II you reappear
on a tile with another player, roll again.
II you land on a Bottomless Pit or Bridge
tile, you automatically Iall down. II you
are teleported outside DragonIire Castle,
you reappear 20 Ieet underground in solid
rock and are killed instantly!
Wizard`s Amulet
II you are lucky enough to Iind both parts
through searching, you may wear the
Wizard`s Amulet. You will only be able
to use its powers however, iI you can
decipher the strange runes that cover the
amulet. Roll the D6 and on an odd
number, you do not understand the runes,
and on an even number you do.
II you do not understand the runes, it is
treated just like any other amulet .
II you do understand the runes, draw the
top 3 Amulet cards yourselI and pick
which one you want to keep. Return the
other two cards to the amulet deck, and
place the one you are keeping beside
your character sheet along with the
Wizard`s Amulet cards.
SPECIAL TREASURE COUNTERS
The Book
You have Iound the Wizard`s spell book.
While in the Treasure Chamber you may
roll a D12 and cast a spell:
1-2 Alarm, the Dragon wakes up and you
are killed. Other characters suIIer the
usual Iate.
3-4 Curse! You immediately lose D6
LP`s.
5-9 You cannot read the spell, nothing
happens.
10 Spell oI Vision - As long as you
remain in the Treasure Chamber, you
take 4 Treasure Counters and keep two oI
your choice.
11 Spell oI Vitality - You regain all oI
your LP`s.
12 Spell oI Teleportation - You are
immediately Teleported out oI the Castle.
However you may only take two random
Treasures with you.
You may not remove the book Irom the
Treasure Chamber, but may use it once
per turn while you are there. It is
returned to the Dragon`s Treasure hoard.
The Sun and the Moon
They are worth 1100 and 700 GP each.
But together are worth 10,000 GP!
Treasure Chest
Once out oI DragonIire Castle you may
open the Chest, but you do not have to!
II you do open the chest, roll D12 x100 to
see how much gold was inside.
However, iI you roll 4 or less, the Chest
was trapped and you lose one random
Treasure counter or card.


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Magic Portal Tiles
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