RULE BOOK & STORYBOOK 1 Expansion Components New General Store Tile Cooperative Board New Mine/Mystic’s Hut Tile Magic Track Tile 1 Animal Companion 5 Miner 4 Magic (Numbat) Adventurers Teacher Adventurers 4 Magic Track Tokens (not pictured) 4 Expert Dice Skill Card (not pictured) (not pictured) Score Pad 2 43 Amber Mine Cards 7 Artifact Cards 8 Minion Cards 13 New Threat Cards 4 Magic 4 Treasure Cards Teacher Adventurers 30 Spell Cards 3 Introduction Golden amber fills the deep mines, its fiery, cold embers glowing in the ancient rocks. Scholars say that the Arzians valued it above gold or silver and wore it as a sign of wealth. Perhaps the rare substance holds forgotten secrets about the long-dead empire and their lust for power. Near and Far: Amber Mines Near and Far. is the first expansion to It includes modules that you can add or remove according to your preferences. You can use them all at once if you choose. The modules are detailed below. New Threat Cards Near and Far. Rules Tonh ipsa mgeo d8u. le includes 13 new threat cards. These cards re- place the original deck of threat cards in Important: any If you use of the other modules in this expan- sion, you should also use these new threat cards. Amber Mines This module includes a new Mine tile which you place over the top of the Mine on the town board. It also in- cludes a deck of 43 Amber Mine cards that players can explore. The new Mine tile also contains a new version of the Mystic’s Hut. If you are not using the “Magic” module (described below), iRgunloesr eo nth pea sgeec o9n. d and third action boxes beneath the new Mystic’s Hut. Also ignore any magic symbols on the Amber Mine cards. Ignore the second and third action boxes of the Mystic’s Hut if you are not playing with the Magic Symbol “Magic Module”. 4 Magic This module includes a new Mystic’sR Huulets t iolne (ptahgaet 1is4 c.om- bined with the new Mine), a Magic Track tile, 4 Magic Track tIomkpeonrst, aanntd: a deck of 30 Spell cards. must To use the Magic module, you also use the Amber Mines module. New General Store This moRduulelse oinnc pluadgee s1 a6 .new General Store tile which you place over the top of the General Store on the town board. Miner Adventurers This module includes 5 new adventurers that are placed in the adventurer supply. They do noRtu bleeslo onng p taog aen 1y7 f.action, and can be placed on any slot in a player’s party. Miners have a small pImicpkoaxr tsaynmt:b ol on each token. must To use the Miners module, you also use the Amber Mines module. Magic Teacher Adventurers This module inRcluuldese so n4 pnaegwe a1d7v.enturers that are placed in the adventurer supply. Magic teachers have a small magic symbol oImn peoacrhta tnotk:e n. must To use the Magic Teachers module, you also use the Magic module. 5 Expert Dice Rules on page 18. This module includes 4 custom dice that you can acquire during the game. Amber Mines Treasures Rules on page 18. This module includes 4 new treasure cards that you can add to the game. Amber Mines Artifacts This module includes 6 nReuwle asr otnif apcatg cea r1d9s. that you can add to the game. Be sure to separate them by type (advanced or standard). New Animal Companion Rules on page 19. The Numbat can be used as a standard animal companion. Cooperative Mode This module includes a new cooperative board. Play- ers join forceRsu tloe sf iognh tp caogme m20o.n enemies and achieve victory together. Cooperative mode works with any oImthpeorr mtaondte: . must To use the Cooperative module, you also use the Amber Mines module. 6 Minion Cards (Cooperative Mode) Rules on page 22. This module includes a 8 minion cards to add an extra chal- lIemnpgoe rttoa Cnot:o perative Mode. must To use the Minion Cards module, you also use the Cooperative module. Scenarios Near and Far: Amber Mines also includes two scenarios that each replace the stories of one map. You can use a scenario in any mode except Arcade Mode or Character Mode. Each scenario only works with a specific map. Scenario 1: Snazra Election Rules on page 24. An election at the birdfolk city of Snazra is coming. Use with the Cloudy Valley map. Scenario 2: Ancient Railroad Rules on page 38. An ancient Arzian railroad has been discovered, but local Glogos want it to be left alone. Use with the Meteor Mountain map. Note: Expansion Symbol Some components include this symbol (usually on the bottom right corner of the card or component) to help you remember that they are expansion materials in case you want to separate them later. 7 Module: New Threat Cards Setup 1) Stack the threat cards in numerical order from 4 to 15 (according to the number next to the sword). Place the 20 card at the bottom of the deck. Place the stack on Ntheea rt harneda tF aspr ace on the map. The stack should be face up so that the first threat card (level 4) is showing. Do not use the original threat cards from (place them in the game box, you will not need them). Important: any If you use of the other modules in this expansion, you should also use these new threat cards. These new threat cards follow the same rules as the original threat cards. Some of the new threat cards have an additional reward listed at the top right corner of the card which you collect as soon as you claim the card. If the card shows a reputation symbol, gain one reputation (you cannot choose to ignore it). If the card shows a coin, collect one coin. If the card shows a food icon, collect one food, etc. Some new threats do not have a camp symbol. Do not place a camp on these when defeated. When you defeat this threat, you immediately gain 1 reputation. 8 Module: Amber Mines Setup 1) Place the new Mine/Mystic’s Hut tile on top of the town board so that the old Mine and Mystic’s Hut are covered. 2) Mine/Mystic’s Hut Tile Place the Mine entrance card face up next to the right side of the town board. 3) Shuffle the remaining Mine cards and place them in a face down deck off to the side. 4) Place the Treasure cards off to the side of the town board, instead of on the Mystic’s Hut space. Mine Entrance The Mystic’s Hut and Mine now have altered or new actions, described on the following pages. Mine Follow these steps when you visit the mine: 1) Place your character standee on the mine entrance card or on a mine card that contains one of your camps. 2) You may then move your character to adjacent mine cards. You can do this a number of times equal to your party’s movement. To move down, there must be a down-shaft on the mine card that you are currently on. To move up, there must be a down-shaft on the card above the mine card that you are currently on. If you reach the edge of the mine cards and want to continue moving, you may drNaowte a: ynoeuw c amni nnee vcearr dm forvoem t“huep ”d oencek ,r polwac bey i dt,r aanwdi nmgo av eca trod i,t b. eIfc yaouuse d too tmhiosv, ey ouup A mine card with a mthuerset mmouvste a tlor ethade yn beew a c daordw. n-shaft on the card above down-shaft. you. 9 If you move to a card that has a skill symbol and a number, or a combat symbol and a number, then you must roll to see if you can stay on the card. Roll and add skill, or combat, as if you were performing a quest roll (applying all of the normal bonuses from your active party, artifacts, and treasures). You may add hearts to the roll. If your result equals or exceeds the skill or combat require- ment, you stay on the card. If you do not meet or exceed the required number, you must immediately return to the card from which you just moved. Your return to the previous card because of a failed roll does not cost one movement. If the card you return to (because of a failed roll) also has a This mine card has a combat or skill number, you do not need to roll combat symbol and a for it. number in the bottom left corner. If there is a camp on a card that has a skill or combat symbol, ignore the symbol on that card. It has two amber at (You do not have to roll to stay because the chal- the top and rewards lenge has been defeated.) one reputation and one magic when you You can choose to move back to a card you build a camp here. already moved through on the same turn. If there is a skill symbol or combat symbol there (and no camp), you must roll again, even if you already rolled successfully when you passed it the first time. A camp is the only thing that keeps a hazard in the mine from returning. At any time, you may stop moving and build a camp. You can only build a camp on a mine card that does not already contain another camp. The cost to build a camp is equal to one food per camp that you already have in the mine. This means that your first camp in the mine is free. The sec- ond will cost one food. The third will cost two food, etc. When you build a camp, you immediately gain the reward listed on the bottom right of the mYoiune d coa nrdo.t pay hearts to build a camp in the mine. Mine card rewards include coins, gems, reputation (positive), treasure cards, and magic. If you gain a treasure card, follow the same rules as if you had crossed a treasure card symbol on the map. If you gain a magic, move your token the appropriate number of spaces on the magic track (see “Magic” on page 14). If you are not playing with the Magic module, ignore the magic symbols. 10
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