QFTDL Cop en
QFTDL Cop en
By Robert Johannessen
The Crystal of Power is the focal point of the universe, binding the fabric of
time. In the first age, the Gods fought for control of the Crystal through their
demigods, the DragonLords. When the DragonLords clashed, the force
unleashed was enough to shatter the Crystal of Power. Shards of the Crystal
were thrown to the far reaches of our world, and I suspect even punched through
the barriers of time.
The second age was a time of darkness and chaos was upon us with the
passing of the great crystal. You are our peoples best and last hope. I pass to
you a great and terrible burden, a shard of the Crystal of Power. Use it and rule
wisely. Save our people, gather the shards and re-forge the Crystal of Power.
Game Contents
The “Crystal of Power” – The 5 – 6 player expansion contains:
1 set Amazon Units (The plastic figures, ships, DragonLords are referred to as units)
1 set Necromancer Units
2 DragonLords
4 Ships
6 Sails
2 Reference Cards
12 Quest Cards
24 Scroll Cards
9 Shards The shards are the colored glass stones.
1 Sheet of cardboard counters
1 Parts Tray
1 set Pegs The pegs are used on your Reference Card to indicate
which spells your Wizard(s) possess.
EXPANSION GAME RULES
Two new peoples emerge desperately seeking the shards. The Amazons
are female warriors skilled in the art of combat and have the ability to charm their
opponents. The Necromancers are the most feared, with the knowledge to raise
the fallen. May the Gods bless your Quest for the DragonLords!
Except as noted below, the Expansion set uses the same rules found in the “Quest for
the DragonLords”TM board game. The additional rules include:
NEW SPELLS
CONTACT INFORMATION
TO START THE GAME
Here is a list of the steps to be taken to set up the game. The only difference
between “The Crystal of Power” and the basic game is that each player starts with fewer
units for a five and six player game and each player starts with three scroll cards. If the
ruler of the household decides to use the advanced rules, each player also starts with a
randomly picked shard and a hero counter.
Note: We suggest that you play “The Crystal of Power” the first time without the
advanced rules. The abilities of the new units have a little more depth to them than the
units of the basic game. Experienced players should use the Necromancers and the
Amazons to fully explore their potential. The advanced rules involve the use of heroes
and the shards of the crystal of power. For the veterans of “Quest for the DragonLords”,
you will find these concepts an exciting addition to the basic game.
Placement of units:
The placement of units is the same as the basic game. There are six kingdoms
to be claimed, so with a two, three, or six-player game, everyone gets an equal number
of kingdoms to start. However, with a four or five player game, the first player or two will
have the opportunity to have more kingdoms than the remaining players. To nullify this
advantage, after all players have claimed a kingdom territory, place five of the unused
units into any unclaimed kingdom territories. For example, in a five-player game where
any player does not use the Orcs, place five Orc units in the sixth kingdom territory.
If you have decided to play with the advanced rules, also place your hero gold counter
under a unit along with your wizard, king and decoy gold counters. Place your shard on
a territory as well. At the start of the game, it may be wise to place your shard in your
kingdom. Remember, any unit can possess the shard, but only a spell caster may use
its power.
If the charm attack is successful and all the enemy units are charmed, the
Amazon units gain control of the territory. These units may not charm attack again this
turn but may continue to attack another adjacent enemy controlled territory as per the
combat sequence. However, one Amazon unit must accompany each unit held captive.
If an enemy unit(s) remains in the enemy controlled territory after the charm
attack, the Amazon units along with their captives must retreat back to a friendly
territory. These Amazon units may not continue to attack, not even using the regular
combat sequence. As with regular combat, Amazon units may never leave a territory
vacant to charm attack. Amazon units may move into an enemy controlled territory from
more than one friendly territory to charm attack if the three conditions listed above are
not violated.
If a territory controlled by Amazons and captives comes under attack by a third
player, the captives will combat as though they were Amazon units. The captives
defend using the Amazon’s Attack number of 3 and Defense number of 6.
If the Amazon player can hold the captive(s) for one turn, the captive(s) is
replaced with an Amazon unit(s) during the purchase units' phase of the Amazon
player’s next turn.
Rescuing Captives
The captives may not outnumber the Amazon units within the same territory. If at
any time, the captives outnumber the Amazon unit(s), a captive(s) will flee. The
captive(s) will flee to an adjacent friendly territory. If there is no adjacent territory
occupied by the same unit type, it is removed from play.
Captives or charmed units will not engage in combat with their own unit types, so
it is possible for a player to rescue captives through combat. A player may only rescue
units that were captured from them; you may not rescue units of another player. If the
Amazon units and the captives attack or are attacked by the same unit type as the
captive(s), the captive(s) will not combat and may not be removed as casualties during
the battle. If at the end of a round of combat, the captives outnumber the Amazon
unit(s), a captive(s) will rejoin its army during the remove casualties’ step of the combat
sequence until the number of captives and Amazon units are the same again.
If all Amazon units are removed during the remove casualties' step of the combat
sequence, any remaining captives will rejoin the victorious army. If the Amazons are
victorious, but the captives outnumber the Amazon units, the captives will flee to an
adjacent friendly territory of the same unit type. If this is not possible and there is no
adjacent friendly territory, the unit is removed from play.
NECROMANCERS
The king of the Necromancers has the Command spell and the Necromantic spell, rather
than the Hope spell and the Heal spell. A Necromancer wizard starts with a Poison spell
and the Bloodlust spell. Here is the list of spells available to the Necromancer wizard.
1) Poison spell
2) Bloodlust spell
3) Teleport spell
4) Command spell
5) Death spell
6) Necromantic spell
The first step, “Move attacking units into enemy territory” is not required during
naval combat or quest combat as a ship(s) is moved during the naval movement phase
and a six-sided die is used to move a quest party in the Wastelands during the quest
activity phase.
MISSLE ATTACK
With the revised combat sequence, we have inserted two steps to make the
battles more realistic. The missile attack would be considered as a first strike. The only
forms of missile attacks in the basic or the expansion games, are any spells or scroll
cards cast by a spell caster such as Fireball spell or a monster’s special ability such as
Dragon fire which would also be used during the missile attack steps of the combat
sequence.
Each spell a monster or a spell caster possesses may be cast once per round of
combat. Units hit by the Fireball spell, Dragon fire, Lightning Bolt spell and the Death
spell during the missile attack steps may not counter-attack and are removed
immediately. However, units hit by spells such as the Poison spell, Cone of cold spell
and Petrified Gaze spell may not counter-attack but may be healed during the remove
casualties’ step of the combat sequence, if you possess what is required to heal them in
the same Wasteland space, territory or naval blockade, such as a Wizard with the heal
spell.
Each player may take turns casting a scroll card until their supply is exhausted,
but each player may only use one of the inflict damage scroll cards per round of combat,
at which time each player must roll the dice for each remaining unit and remove
casualties as per the combat sequence. After the remove casualties’ step of the combat
sequence is complete, the spell casters may again take turns casting a single scroll card
starting with the defending spell caster.
A player may pass on his or her turn, rather than cast a scroll card, but if both
players pass, they must proceed to step 5 of the combat sequence where the attacking
player must roll one die for each unit in the battle.
Invincible Shield spell – This spell may be used to protect all units in the same territory,
naval blockade or Wasteland space for one round of combat. A spell caster under
attack may only use this spell during another player’s turn. The units protected by the
shield may counter-attack as per the regular combat sequence. This spell does not
protect any units from the effects of scroll cards.
Dispel Magic spell – This spell may be used to destroy the effects of a scroll card that
has been cast in the same territory, Wasteland space or naval blockade. This spell may
also be used to destroy an Elemental even if it was summoned from another territory.
(Hint – If you have a Wizard in a Quest party under attack from an Elemental, you may
cast this scroll card to destroy the Elemental!)
Wrath spell – This spell adds two to the Total Attack Strength of all friendly units in the
same territory, space or naval blockade for one round of combat.
Death Seeker spell – This spell allows a defending spell caster to destroy an enemy unit
in the same territory, space or naval blockade. This spell may be used on an enemy
Wizard or DragonLord, but may not be used on an enemy King. A spell caster under
attack may only use this spell during another player’s turn.
Change Allegiance spell – This spell allows the spell caster to capture up to six enemy
units in the same territory, Wasteland space or naval blockade. Roll a 6s die to
determine how many enemy units will join your army and replace the captivated units
with friendly units.
NEW SPELLS
Command spell - This spell adds 1 to the T.A.S. (Total Attack Strength) of all friendly
units in the same space, territory, or naval blockade. Protects friendly units from the
effects of a Rapture spell or charm attack.
Bloodlust spell – The Bloodlust spell adds 1 to the T.A.S. (Total Attack Strength) of all
friendly units in the same space, territory or naval blockade. The difference between the
Bloodlust spell and the Command spell is that a unit affected with the Bloodlust spell will
attack friendly units if there are no enemy units remaining. For example, if a
Necromancer army affected with the Bloodlust spell gets 5 hits against an Elf army of 4
units, the Necromancers would remove 1 unit as well as the 4 Elves hit, so caution must
be used when casting this spell. (Hint – The Necromancer player must be careful and
not use this spell when in combat with small armies or face the dire consequences of
destroying his or her own units!)
Alluring spell – This spell subtracts 1 from the T.A.S. (Total Attack Strength) of all enemy
units in the same space, territory or naval blockade for one round of combat only. This
spell has no affect on Orcs or Necromancers.
(Note: The spells listed above along with the Hope and Panic spell from the basic game,
would be used during step 2 ‘Determine Total Attack Strength’ of the combat sequence.)
Rapture spell - This spell allows the spell caster to charm or claim an enemy unit. This
unit would immediately turn on his own units to defend the Amazon spell caster.
Replace the effected unit with an Amazon unit. The Rapture spell has no affect on any
enemy units with a King or a spell caster with the Command spell or the Hope spell in
the same territory or naval blockade.
Petrifying Gaze spell – This spell allows the spell caster to turn an enemy unit to stone.
The enemy unit is immobilized immediately and may not counter-attack. A Heal spell
may be used during the remove unit phase of the combat sequence to revive the unit.
Death spell – This spell allows the spell caster to remove an enemy unit in the same
space, territory or naval blockade. An enemy unit is removed immediately and may not
counter-attack. The defending player decides which unit is removed. The Death spell is
powerful in the Wastelands as it may be used on all monsters, including dragons. The
Ring of Hope treasure and the Hope spell nullify the Death spell.
Poison spell - The Poison spell poisons one enemy unit. The poisoned unit may not
counter-attack. If the poisoned unit has a spell caster with a Heal spell in the same
territory, naval blockade or Wasteland space, it may not counter-attack, but it may be
healed during the remove casualties’ step (step 7) of the combat sequence. If the unit
cannot be healed it is removed from play.
(Note: The spells above along with the Lightning Bolt and Fireball spells of the basic
game must be used during step 3 ‘Defender Missile Attack’ or step 4 ‘Attacker Missile
Attack’ of the combat sequence.)
Necromantic spell – This spell allows the spell caster to claim an enemy unit that was
removed during the remove casualties’ step of the combat sequence. The unit gained
may combat immediately. The Holy Grail treasure nullifies the effects of the
Necromantic spell. This spell may be used to reincarnate spell casters.
The Necromancers pervert the knowledge of spell casters. If the Necromancers
reincarnate a king or queen, it would be treated as a wizard with the Poison spell and the
Command spell. If a wizard had spells 1 and 2 (Heal spell and Fireball for example),
he would now use the Poison spell and the Bloodlust spell.
(Note: The Necromantic spell along with the heal spell must be used during step 7
‘Remove Casualties’ of the combat sequence.)
Red Dragon – A red dragon guards the volcano summit. It will not use Dragon fire on a
quest party for fear of destroying any treasure you may have. It has a 6 (5) ATTACK
number, which simply means it has two attacks. The player rolling for the dragon must
roll less than 6 with one die and less than 5 with the second die using the defense
number of the unit(s) that it is attacking. All units in the basic game and the expansion
game still have a defense number of 6, which would be a six-sided die.
Hell Hound – The hellhound is drawn to magic. So if you have any wizards in your quest
party they may not use any spells or scrolls during combat with these beasts from hell.
Medusas – Medusas have taken up residence in the forgotten city. They will turn quest
parties into stone with a Petrified Gaze spell. Units turned to stone may be healed with
potion or a heal spell.
HEROES
Heroes are units that have excelled in combat. If a unit manages to gain
celebrity status it can actually inspire its fellow troops to become more powerful as a
whole. If you are playing the game with this option, take a hero gold counter to start the
game along with the king, wizard and decoy gold counter. A gold counter depicting the
green laurel symbol is used to represent a level one hero. There is no limit to the
number of heroes a player may gain through valor.
To Create A Hero
A player may gain a hero, when an army, fleet or quest party has claimed a
victory. A victory is when an army or fleet successfully conquers a territory or naval
blockade defended by an enemy force consisting of at least 5 units or successfully
repels an attack by an enemy force consisting of at least 5 units. A quest party that
successfully defeated a monster with a Defense number of 10 or greater may also claim
a victory.
Simply place a gold counter depicting the green laurel symbol under a surviving
unit in the victorious army, fleet, or quest party to represent a level one hero. A hero
gains a level with each subsequent victory. That is, if a hero (level one) claims a victory,
it will move up another level to become a level two hero. A gold counter depicting silver
laurels represents a level two hero and a gold counter depicting gold laurels represents
a level three hero.
There are now three different victory conditions available with the addition of “The
Crystal of Power” expansion game.
Short Game – The first player to gain four shards or three kingdoms wins the game.
Long Game – The first player to control all nine shards or six kingdoms wins the game.
Bloodlust Game – The last king or queen standing wins the game.
2) ONE SPELL PER ROUND OF COMBAT - A spell caster may only use one spell
per round of combat.
3) REDUCED SCROLL CARD EFFECT – Remove any scroll cards from the deck
that the ruler of the house deems too powerful, such as the Summon Elemental scroll
cards or the Death Seeker spell.
FAQ
Where do I have to place the pickaxe and torch?
Each player starts the game with a pickaxe and a torch, which is stored in his kingdom.
During the quest activity phase, he declares which units adjacent to the wastelands are
going on a quest. Simply place the torch and pickaxe with these units, roll the six-sided
die and move the corresponding number of Wasteland spaces. The village space
counts as one, if entering from a bridge or a ship docked in the village space and the
dragon lair counts as one if entering from a pass.
Does a quest party have to move the full extent of a dice roll in the Wastelands?
Yes, if the questing player rolls a six for example, the quest party must move six
Wasteland spaces. Exception, if the movement die allows a player’s quest party to pass
over an enemy quest party, the questing player may stop and engage in combat with the
enemy quest party.
If I land on a ‘Draw quest card’ space occupied by enemy units, can I go on a quest and
draw a quest card, rather than combat the enemy quest party?
No, you must combat the enemy quest party.
Do I have to place the gold on the board if I only own one kingdom?
No, it is understood that your gold is in the kingdom territory. However, you must place
your gold on your kingdom territories if you own more than one.
Does each player complete all seven phases in the action sequence before the next
player starts his or her turn or do all players complete phase one before going to phase
two?
A player must complete all seven phases of the action sequence before the next player’s
turn. In order to speed up the time between turns, the following player may prepare for
his or her turn by spending his or her gold ahead of time.
Can I transfer or force-march a treasure from unit to the next?
No, you may not transfer gold counters or treasures from one unit to the next. If you
gain a treasure in the Wastelands, you can give it to a unit in the quest party or place it
under a unit in the kingdom. The treasure is now assigned to that unit and may be
forced marched to the front during the combat phase or transferred to an adjacent
territory during the transfer phase. If a player was able to transfer a gold counter from
unit to the next, a player could move a king counter out of harms way.
How does the hope spell effect units that have gone berserk?
If units have gone berserk, any modifications to their T.A.S. (Total Attack Strength) by
spells or treasures are ignored. The inflicted player must roll a six-sided die for each unit
in the same territory, naval blockade or Wasteland space. If the player rolls equal to or
less than the units’ Attack number that unit is removed from play. A spell caster with a
Heal spell or a king in the same territory, naval blockade or Wasteland space nullifies the
effects of the Berserk spell scroll card.
CONTACT INFORMATION
DRAGONLORDS Inc. 1111 Davis Dr. Unit#1 Newmarket, Ontario L3Y 7X5 Canada