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Die Gralssuche Quick Reference
May 25, 2010
Marker Types:
- Green and Purple Edged:
A companion, placed next to the player's board.
A hero can have at most 4 companions. They
can be discarded at any time by placing the counter face down on the
current space.
Each strengthens a skill. Some offer a choice which the
player must choose when the counter is found, placing a
matching cube on the counter to indicate which.
Each also has a special skill which can only be used once,
after which the counter is removed from the game:
Green Edged:
This is an optional Encounter:
Alte Abtei:
Passing one of the tests
at the Old Abbey
yields the reward on the back of the counter (sometimes an enemy
which must be immediately fought).
Boat: Place it at L4. Crossing the lake no longer
costs a gold coin.
Cart Maker: May spend 4 gold, flip over the counter
and receive a cart.
Don Hobiro:
May spend a gold and try a ranged skill
test. Failure means the range skill number is increased by 1.
Fountain of Life: Replenish lost health by rolling
1 die. This is the number received up to starting maximum.
Gänseschar:
By spending 1 gold the player can by flown by the Flock of Geese
to a new location up to two map tiles away, horizontally or
vertically; it's okay to change direction in the middle.
The landing site must be a beige space. The Geese will wait
here for the next customer. Using the Geese counts as an
action.
Gasconier:
May spend a gold and try a melee skill
test. Failure means the melee skill number is increased by 1.
Glücksspiel: At the Game of Chance the hero
discards a gold, a health point or an experience cube and
chooses two numbers in the range 1-6. Then he rolls the die
and if the result is one of the numbers, he receives 3 gold.
Land Portal:
May spend a gold and try the magic skill. Success permits
swapping two maps (and all their contents) with one another.
Market: Shuffle the market counters, draw 3 randomly
(6 at the large market) and then either buy them or sell
them to others in any order. Active player receives 1 gold
commission per item sold to another player. Prices are fixed.
Mirabar:
May spend a gold and try a magic skill
test. Failure means the magic skill number is increased by 1.
Ranger:
Place at I5. This red secret passage is now treated as a
normal passage.
Rätsel: This is a Riddle which can be solved if
the hero discards a yellow Solution Stone (received for fulfilling
tasks). The back of the riddle shows the reward the hero receives.
Purple Edged:
This is a Grail Clue. To get it, hero must pass
a trial in one of the colors on the right of the tile.
A gained clue is placed in the hero's grail book.
Each adds 1 to the hero's skill level in one of the colors
shown on the left of the counter.
If the clue shows more than one color, the player must choose
upon receiving the counter which one is to apply. Denote this
by placing a matching cube on the counter.
Collecting four clues makes it possible to attempt a grail search
(see Winning). The number of clues the hero has
in a color is deducted from the skill number for the test.
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, the marker exits play
and a new tile is drawn from the bag.
Red Knight:
Requires two trials in one turn. Losing the first one costs a
health point and the attempt is over, but if both are successful
counter is turned over and a 1 health point shield earned.
Shade:
If defeated by it, place the health point next to the
counter. Future trials against it require defeating it one
extra time for each health. Defeating it earns a number of
gold pieces equal to the roll of one die.
Yellow Edged:
These are Items
which are generally placed in the yellow boxes of the hero's
board.
Armor: A hero can have at most 1 armor, 1 shield
and 1 helmet.
Cart: increases movement speed to 6, but cannot
enter red spaces or be combined with horse or boots. Leave at
the entrace to secret passes where it can be stolen by another player
Excalibur: This weapon increases both magical and
melee skills.
Kompass: Enables its carrier, as its entire
movement for the turn, to move from a red space
to the next red space, but only vertically or horizontally.
Note that for this purpose the I5 space is also
considered red.
Schutzreif: The wearer of the Armband of Protection
can give up an experience
cube or a gold instead of losing a health, but not the
reverse: should loss of an experience cube or a gold
be required, losing a health point is now allowed.
Weapons: A hero can have at most 1 weapon.
Blue Edged:
Task. Put it on the hero board, unless it's full,
in which case the task may not be taken.
When a task is accepted for the first time a new tile is drawn
from the bag.
Marker says where it must be delivered.
Delivery yields the rewards shown at the bottom of the counter
and triggers drawing a new tile from the bag.
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.
- Each full turn at the Temple (N5) or White Village (I5) restores
one health point.
- Roll one die at the Fountain of Life.
This is the number received up to starting maximum.
- Drink a healing potion obtained from the market.
- 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, improvements, grail clues,
companions, items, tasks are lost except that one
item, companion or grail clue may be retained by the
hero's heir.
- Other special items (not market items), companions and
grail clues are placed face down by the dead hero's
player, observing the following rules:
- only on beige spaces which are free of markers,
houses and figures
- at least five spaces away from one's own house
(counting all spaces)
- placed showing their front or PA sides
- Market items are placed with the other market items.
- Tasks are left in the space where the hero died.
- Reset to the hero's starting health points, gold and movement points.
- Place the hero on his house tile.
Winning:
- The game ends either when the winner succeeds at four Grail trials.
To find the grail:
- First the hero must collect four grail clues.
- Second he goes to the location named by the topmost Grail
Discovery Site marker.
- Third he takes the search action.
- If all four clue trials are passed, the grail is found;
otherwise, the current Grail Discovery Site marker is placed
face down under the pile, the next one turned up and the grail
figure moved to the new location.
- When any trial attempt fails, the hero loses this clue from
his Grail Book and 1 health point. This clue is placed in
the bag, provided that the bag still has at least one other
counter, but if the bag is already empty, place the clue
face down on the space containing the hero's house.
Then the current Grail Discovery Site marker is placed at
the bottom of the pile as the Grail appears to located
elsewhere. The next Grail marker is turned up and the
Grail Figure is placed on the new location. The next
grail search attempt must occur there.
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 there the boat is on the lake.
To pass through a secret passage requires a two dice roll: 5
for red, 6 for green or yellow. Failure means stopping 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 Fundort or enemy counter,
or run out of movement points.
- Take Actions.
Actions you can take, in order, are
- Combat Enemy (at most one)
- Use the place (at most once)
- Encounter a green marker (at most once)
- Accept task (at most one)
- Fulfil task(s)
- Resolve treasure(s)
- Search for the Grail (at most once)
Set-up:
- Put the "Fundort des Grals" counters that come with this game in the bag.
Add to it the following PA counters from the original game:
Boat,
Cart Maker,
Don Hobiro,
Fountain of Life,
Gasconier,
Land Portal,
Markets (both),
Mirabar,
Ranger,
Red Knight,
Shade.
- Each player chooses a hero. Their special notes:
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).
Morgaine -
finds all hidden paths (green, yellow, red) without trial and crosses the lake without payment.
Skills of heroes from Helden in der Unterwelt:
Bard - may ignore any red-bordered marker
Centaur - cannot carry armor or wear sandals
Gladiator/Amazon - can re-fight a lost combat at cost of 1 health.
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.
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.
- Each player gets a Gralsbuch (grail book) mat.
- There are three options for setting up the map
(for the Introductory version see the instructions in the original game):
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