Half-skral, Rank 37
Special ability: When Forn moves one space in the direction of an
arrow or along the old Dwarf Road, he can surrender one willpower
point instead of one hour for this step. In a battle, Forn totals up equal
dice values (for which he does not need a helm). Creatures that move onto
his space are advanced to the next space in the direction of the arrow.
FORN
Strength points
Willpower points
Space for any
quantity of gold,
apple-nuts, star herbs,
and gemstones
1
LEGENDS
OF
Important:
If you are playing Legends of Andor for the rst time, you should
begin with the base games Quick-Start Guide and Legend 1. You should
denitely not play Legend 1 with more than four heroes. Use the heroes
from the base game. If you do not have the base game, but only own e
Last Hope, then begin with its Quick-Start Guide and Legend 11. In that case
too, only play with up to four heroes and without the Dark Heroes
.
Expansion for 5
-
6 players
is manual is divided into four sections:
Game materials
35 Legend cards (+1 blank card)
9 Hero gures
1 Bone golem
1 Merrick
1 Marun
2 Black heralds
4 Hero crests
6 Sporn tokens
1 Armlet
1 Golem symbol
6 Apple-nuts
2
Special boards for the “Merriks Map
variation
14 Dice
(3 red, 3 beige, 2 brown
, 5 blue,
1 large black)
8 Disks in the heroes’ colors
(2 red, 2 beige, 2 brown, 2 blue)
4 Cubes
(1 red, 1 beige,
1 brown, 1 blue)
14 Plastic holders
(2 red, 2 beige,
3 brown, 2 blue, 2 black, 3 gray)
1 Sunrise
token
4 Hero boards
Each board has a Dark Hero depicted on one side and
a Dark Heroine on the other.
Pages 2
4: e Base Game
with 5
6 Heroes
Pages 5
6: e Last Hope
with 5
6 Heroes
Page 8:
Game Variants
Pages 6
7: Special Features
of the Dark Heroes
4 black disks
(= neutral time
markers)
2
e Map of the Land of Krahd
If a hero reaches one of these spaces with Merrik,
he may take the apple-nuts belonging to this
card. When Merrik has visited all four spaces, the
Map of the Land of Krahd is completed and the
heroes know the routes. en, place the black,
neutral time marker in the sunrise box right away.
Now, each hero c an also use this neutral time
marker for his action.
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365342
e Map of the Gray Mountains
If a hero reaches one of these spaces
with Merrik, he may take the apple-nuts belonging to this
card. When Merrik has visited all four spaces, the Map of
the Gray Mountains is completed and the heroes know the
routes. en, place the black, neutral time marker
in the sunrise box right away. Now, each
hero can also use this neutral time
marker for his action.
258
213
261
245
Setup
Carefully remove the pieces from the six die-cut boards, and insert all of the playing gures
into the matching plastic holders.
If you want to use the Dark Heroes in the base game, you will not need the following pieces:
Merrik and Marun gures, four hero crests, six sporn tokens, six apple-nuts, one armlet, and
two special boards.
Of the Legend cards, you will only need the “bone golem” and “shape-shier in the form of a
bear” cards when using the base game.
All other cards are only intended for the Legends in e Last Hope. Sort these additional
Legend cards according to their respective Legends in e Last Hope.
Some of these cards have a symbol indicating ve or six players on their back sides. In a
game with ve or six heroes, these will replace cards of the same type. ey feature special
adjustments to accommodate the higher number of players. If you play the Dark Heroes
game with fewer than ve players, you will not use these cards. To make them easy to
dierentiate, they have darker (reddish-brown) back sides.
e “sporn 1” and “sporn 2” cards are used with ve to six heroes in all of the Last Hope
Legends (see page 6).
e “Marun the Brave” card can be used as a variation in Legends 12 to 16 in e Last Hope if
you want to lower the level of diculty of these Legends somewhat (see page 8).
e special “Map of the Gray Mountains” and “Map of the Land of Krahd” boards can be
used in Legends 12 to 17 of e Last Hope if you want to lower the level of diculty of these
Legends somewhat (see page 8).
Rules for the Base Game
with 5–6 Heroes
e heroes’ colored time markers are not used in the base game with
more than four heroes. Instead, place the four black disks in the sunrise
box as neutral time markers.
Also have the sunrise token and the large black die ready.
e black herald supports the nal adversaries. For the “black herald,” there are two gures
to choose from, depending on whether you are playing with ve or six players. Have the
appropriate gure ready next to the board before starting the game.
If you are playing with the summoner or shape-shier heroes, add the “bone golem or
shape-shier in the form of a bear” Legend cards.
e neutral time markers
In a game with ve or six players, the heroes have no time markers of their own. Instead, for
every action, they use any one of the neutral black time markers.
Moving: For each space that a hero enters, one neutral time marker is advanced one hour on
the time track. You are not permitted to divide the action among more than one time marker.
is also applies to actions that are possible in later Legends, such as “move prince” or “move
shield dwarves.
Fighting: For each battle round, the hero must advance one neutral time marker one hour. In
the next battle round, it may be a dierent time marker.
Fighting together: Each hero who participates in a battle must be able to advance one neutral
time marker one hour per battle round. More than one hero may advance the same time
marker.
Important: If a hero moves into the overtime area with a neutral time marker, he or she must
surrender willpower points, just as usual.
3
Ending the day
In a game with ve or six players, a hero who wants to end his day will no
longer place his time marker in the sunrise box (aer all, the heroes no longer
have their own time markers). Instead, he lays his gure down as a sign that he
has ended his day. e rst hero to do this is the new starting player and gets
the sunrise token with the rooster on it. When all of the gures are lying down,
all of the black time markers are placed in the sunrise box. Only once the symbols in the box
have been carried out as usual do the heroes set their gures upright again. en, the hero
with the sunrise token begins the new day.
e black die
In a battle, every creature rolls the black die in addition to its own. e rolled value
is always added to the creatures battle value. e black die is not used for nal
adversaries. Instead, the black herald supports the nal adversaries.
e black herald
A seldom-mentioned, ominous gure was haunting the Land of Andor.
He was certainly a most mysterious foe, since he never threatened the
heroes by himself. But as soon as he allied himself with the evil one,
he raised the latter’s battle strength even higher. e people of Andor
feared him, and yet he seemed to have something respectable about him
— like a thunderstorm that was to be feared and admired at the same
time. e local name for this phantom was the “black herald.
As soon as the position of a Legends nal adversary has been determined, take the black
herald gure that you placed by the board at the beginning and set it on this space.
If the nal adversary moves during the course of the Legend, the black herald moves along
with him.
e black herald increases the strength points of the nal adversary (four extra strength
points with ve players, eight extra points with six players).
In the base game, the following count as nal adversaries:
- e skral in the tower in Legend 2
- e “dark mage” in Legend 3 — with the exception of the “ensorcelled gor.” If this appears,
the black herald does not enter the game.
- e dragon in Legend 5
Additional rules: In a ve- or six-person game, the instructions for four players always apply:
- For shields on the castle: e illustration for four players (= one shield) applies.
- For setup: Legend 5 example: With 5–6 players, the “N” token is placed on space L of the
Legend track, just as it is with four players.
- For strength of a nal adversary: Legend 2 example: With 5 or 6 players, the skral in the
tower has 40 strength points, just as it does with four players.
Special rule adjustments for event cards
Some event cards state that they apply to heroes who are “standing” on certain spaces. is
also refers to heroes whose gures were already placed lying down on those spaces, of course.
Some event cards only apply to heroes whose time markers are already lying in the sunrise
box. Since the heroes in a game with more than four players no longer have their own time
markers, this naturally refers to heroes whose gures are lying down.
Some event cards refer to a certain hero, such as the wizard or the warrior. ey never refer to
the Dark Heroes.
When the heroes can surrender gold or willpower points to fend o negative events, always
assume the value for four players.
Special case, event card for Secret Sea (no. 6): If the event was not fended o, all neutral time
markers are advanced to the h hour, since there are no personal time markers for the heroes.
All hero gures that were already placed lying down, however, remain in that position. ey
cannot get back into the game.
4
You will only need to read about the following special aspects of individual Legends if you
play the corresponding Legend.
Special features of Legends 1 to 5 of the base game
Legend 1:
is Legend is not suitable for a game with more than four players, since it explains the base
rules for a game with four heroes. So only the heroes from the base game should be used, and
not the Dark Heroes. All other base game Legends can be played with up to six players and
with the Dark Heroes.
Legend 2:
On Legend card A2, the hero gures are placed on the spaces corresponding to their ranks.
e new heroes participating in the game are likewise placed on spaces corresponding to their
ranks. Example: If Darh, the summoner, is present, she is placed on space 68.
Legend 3:
Fate card no. 5, “Farmer’s Wedding,” is removed from the game if there are ve or six players.
Legend card A3 reads: “Each hero now gets a fate card and ...
In a ve- or six-person game, however, there are only a total of four fate cards handed out.
e two players with the highest rank each get a fate card, as do the two players with the
lowest rank. Only these four heroes must fulll their fate.
On fate cards no. 7 and no. 10, it says that you must defeat creatures “by yourself.” In a ve-
or six-person game, however, the following applies: “You must take part in a defeat of these
creatures.
On Legend card A3, it says that the hero gures are placed on the spaces corresponding
to their ranks. e Dark Heroes participating in the game are likewise placed on spaces
corresponding to their ranks. Example: If Darh, the summoner, is present, she is placed on
space 68.
Legend 4:
ere are no changes for this Legend.
Legend 5:
Just like the heroes, the bone golem may only enter the castle when the creatures there have
been defeated or lured out.
5
e Golden Shields
Rules for e Last Hope
with 5–6 Heroes
Just as in a game with two to four heroes, in e Last Hope with ve
to six players the heroescolored time markers are used. e neutral
time markers (black disks) and the sunrise tokens are not needed. e
normal rules apply for ending a day, and so on.
Have the large black die ready.
e black herald supports the nal adversaries. For the “black herald,” there are two gures
to choose from, depending on whether you are playing with ve or six players. Have the
appropriate gure ready next to the board before starting the game.
If you are playing with the summoner or shape-shier heroes, add the “bone golem or
shape-shier in the form of a bear” Legend cards.
Some event cards refer to a certain hero, such as the wizard or the warrior. ey never refer to
the Dark Heroes.
Special aspect of Legend 11: is Legend is not suitable for a game with more than four
players. Nevertheless, in a game with two to four heroes, you can still use the Dark Heroes in
place of the other heroes. In Legends 12 to 17, you can play with up to six heroes, including
the Dark Heroes.
e black die
Every creature, every skeleton, and every Krahder rolls the black die in addition
to the other dice in a battle. e rolled value is always added to its battle value. e
black die is not used for nal adversaries. Instead, the black herald supports the
nal adversaries.
e black herald
A seldom-mentioned, ominous gure was haunting the Land of Andor.
He was certainly a most mysterious foe, since he never threatened the
heroes by himself. But as soon as he allied himself with the evil one, he
raised the latter’s battle strength even higher. e people of Andor feared
him, and yet he seemed to have something respectable about him — like
a thunderstorm that was to be feared and admired at the same time. e
local name for this phantom was the “black herald.
As soon as the position of a Legends nal adversary has been determined, take the black
herald gure that you placed by the board at the beginning and set it on this space.
If the nal adversary moves during the course of the Legend, the black herald is moved with
him.
e black herald increases the strength points of the nal adversary (four extra strength
points with ve players, eight extra points with six players).
In e Last Hope, the following count as nal adversaries:
- e Pale King in Legends 12 and 16
- e Ancient Troll in Legend 14 (but not Nomion)
- e bewitched hero in Legend 15
- e Fortress of Borghorn in Legend 17
Additional rules
In a ve- or six-person game, the instructions for four players always apply (unless dierent
instructions are stated on the cards):
Example: In Legend 16, four players must deposit logs having a value of 10 on space 208. is also
applies with ve or six players.
On the Golden Shields” card, the illustration
for four players (one shield) also applies to ve to six players.
6
LEGENDS
OF
e Sporn
1
LEGEND
OF
e Sporn
2
Golem-
Symbol
In a game with ve to six heroes, each hero must still be able to hand over provisions at
sunrise (unless the hero is standing on a space with the camp or supply wagon). ats why
extra apple-nut tokens are included in the game. You can also get more provisions through
the defeat of “sporns.
e Sporns
In the Last Hope Legends, the six “sporn” tokens and the two matching cards are only in play
with ve to six heroes. Aer you have read the nal “a” card of a Legend out loud, read aloud
the “Sporn 1” and “Sporn 2” cards as well.
Note for Legend 15: With more than four heroes, the additional “bewitched” card(s) of this
expansion pack are in play. ese have a symbol for four players on their back sides, however,
so that they do not look dierent from the cards from e Last Hope.
Back side Front side
Darhen/Darh:
Refer to the “Bone Golem” Legend card.
e bone golem does not activate tokens,
and cannot move farmers or the supply
wagon with him.
e bone golem can use jump spaces
.
e bone golem can be used against any
adversary, even skeletons and nal adversaries. To get him into the game, the summoner
must participate in a victory over a creature. He cannot get the bone golem into the game by
defeating a skeleton.
Special rules for the summoner in Legend 17:
- Defeated guard trolls that the summoner brings back are placed on any space adjacent to
their” location. With the next movement token used to move guard trolls, this guard troll
will move to its location again.
-
With the defeat and retrieval of Krahder, too, the summoner can get the bone golem into the
game. e position of a Krahder is then determined with a red die (“10s” digit) and hero die
(“1s” digit), with 300 added to the result, just as with creatures.
Special Features of the Dark Heroes
Note: When the instructions mention a hero, this also applies to the
corresponding heroine, of course.
7
Armlet
Drukil/Drukia:
Refer to the “Shape-Shier in the Form of a
Bear” Legend card.
e armlet does not play any role until
e Last Hope.
When the bear ooses gold as a reward
or activates a fog token that has gold or
an article depicted on it, the gold or
article is placed on the space on whi
the bear is currently standing. e
shape-shier cannot carry it when in
the form of a bear.
If the bear has fewer than ten willpower points, another hero can pass through his space
without that hero losing a strength point. Farmers can also pass without harm through the
bear’s space when moved along by another hero.
e bear can never be moved along by orn and Ambra
.
e brother shield only swaps the actual strength points of the hero, not the bear’s values.
On the Krahd game board, space 340 counts as the only forest space where the hero can
transform himself.
Forn/Forr:
If creatures are moved to the space of the half-skral at
sunrise or because of an event card, they are advanced
in the direction of the arrow. is also happens if they
are positioned on his space because of a Legend card
or a movement token.
If the half-skral wants to surrender willpower points
in order to move, he can never do this if it would
bring him down to zero willpower points.
If the half-skral has used his special ability to plu
two star herbs that are lying on top of ea other, he is allowed to immediately re-plant
them “separately.” en, at the next sunrise, star herbs will be placed on both star herb
tokens. So the half-skral is able to rapidly accelerate the star herbs’ growth. Remember,
though, that the number of star herbs nevertheless remains limited.
Leander/Leane:
e seer must re-roll his dice immediately aer using the
last one. A special case arises if he defeated an opponent
with the last die. en, he is allowed to wait for the
reward. If he ooses willpower points as the reward, it
may result in being allowed to sort out more dice from
his throw.
He does not have to sort out dice. He may also keep all
the dice he rolls and use them on his dice tra.
e seer cannot use the helm article or the “old weapon” glove.
In Legend 17, he is laing his ability to predict event cards, since there are no event cards in
this Legend.
Aer the seer’s hope card has been activated, he may turn over not just one but two tokens
when he has a “2.” On the other hand, only one of them may be a movement token, and it has
to be the top one.
Example: e seer can turn over one cave token and the top movement token. ese tokens are
not yet activated just by being turned over, however.
In the example, any hero must rst enter the cave with the uncovered cave token. To activate the
uncovered movement token, any time marker must be le on the time tracks 4th hour.
8
e Map of the Gray Mountains
If a hero reaches one of these spaces
with Merrik, he may take the apple-nuts belonging to this
card. When Merrik has visited all four spaces, the Map of
the Gray Mountains is completed and the heroes know the
routes. en, place the black, neutral time marker
in the sunrise box right away. Now, each
hero can also use this neutral time
marker for his action.
258
213
261
245
e Map of the Land of Krahd
If a hero reaches one of these spaces with Merrik,
he may take the apple-nuts belonging to this card.
When Merrik has visited all four spaces, the Map
of the Land of Krahd is completed and the heroes
know the routes. en, place the black, neutral
time marker in the sunrise box right away. Now,
each hero can also use this neutral time marker
for his action.
343
311
365342
e author and illustrator: Michael Menzel was born in 1975 and
lives with his family in the Lower Rhine region of Germany. He
has had a passion for drawing since early childhood. He made his
entrance into the world of game illustration in 2004 with a game for
the Kosmos publishing house. Since then, he has designed childrens
and family games for various publishers. His rst work as an author
was Legends of Andor, which garnered prizes both in Germany
and abroad including the Connoisseur’s Game of the Year in 2013.
Aer concluding the great Andor trilogy with e Last Hope, he is
sending players back to the Land of Krahd with the Dark Heroes.
Editing: Wolfgang Lüdtke
Graphics: Michaela Kienle/Fine Tuning
English Translation: David Gamon
English Text Editing: Camille Duhamel, Ted McGuire
Additional Design: Dan Freitas
e author and publisher would like to thank all the test players and rule reviewers.
e author would like to express his special thanks to: “My son Johannes, my nephew Joel, and my wife
Ste for the many test rounds. In addition, I would like to thank testers Tom and Philipp Schubert, Simon
and Manuel Schnepp, Christoph Kling, Carmen Hönes, Günter Döhring, Tobias Braunstein, Janine Stenzel,
Patrick Stenzel, Andreas Genter, Markus Weingarten, Nils Manuel Mora, Andreas Fröhlich, Jonathan
Fröhlich.
My special thanks to Andreas Kälber, who receives credit for the fact that the shield dwarf Marun joined
the Troop of Andori, and Graham Murphy, who had the excellent idea of being able to transplant star
herbs, as the half-skral can now do.
legendsofandor.com
You can nd more
about the world of
Andor by visiting
Game Variants
You can use the following variations to make the
Legends in e Last Hope a little easier.
Marun the Brave
With the help of the young female dwarf, you can delay a creature that enters a
space with the camp or supply wagon. Also, she adds two strength points to the
heroes’ total in a battle. You can nd more details on the “Marun the Brave” card.
Marun can only be used in Legends 12 to 16.
Merriks map
e brave cartographer had accompanied the heroes for so long. Now he is following
them into their nal great adventure.
When you explore the Gray Mountains or the Land of Krahd with Merrik, it adds
more apple-nuts and more time to the game. Merrik always starts on the space on
which the hero with the highest rank is standing. Any hero can move Merrik along
with his own gure.
Place each special board next to the game board at the beginning of the relevant Legend, and
follow the directions written on it.
In Legend 17, you will use the special
“Map of the Land of Krahd” board.
© 2017 Franckh-Kosmos Verlags-GmbH &
Co. KG
Pzerstr. 5-7, 70184 Stuttgart, Germany.
Phone: +49 711 2191-0; Web: kosmos.de
© 2018 ames & Kosmos, LLC, Providence,
RI, USA
ames & Kosmos® is a registered trademark
of ames & Kosmos, LLC. All rights reserved.
Printed in Germany / Imprimé en Allemagne
Distributed in North America by ames &
Kosmos, LLC. Providence, RI 02903
Phone: 800-587-2872
Web: thamesandkosmos.com
Distributed in United Kingdom by ames &
Kosmos UK LP, Cranbrook, Kent, TN17 3HE
Phone: 01580 713000
Web: thamesandkosmos.co.uk
692841-02-010318
In Legends 12 to 16, you will use the special
“Map of the Gray Mountains” board.