Table of Contents
Map Spaces
Each map space can be enhanced or degraded according to whether a Hero or a Villain lands on it, or if item or event cards are played on it. There are a number of interchangeable tiles that can be placed on the Connector strip to show the status of that space.
Landing on a Blank space
Landing on a space that hasn't got any tile on it will determine whether the space will be a Good space or a Bad space. If a Hero lands on a Blank - it will be a Good space. If a Villain lands on a Blank it will be a Bad space.
- Encounter squares are not Blank spaces.
- if a previously Blank space becomes an Encounter square because an event card extends the Connector - then remove any Good or Bad marker on that square.
Landing on a Good or Bad space
Heroes and Villains must obey what the space rules say. If a Hero lands on a Good space, they may increase the level of it's goodness. If a Villain lands on a Bad space, they may increase the level of its badness.
- A Hero does not decrease the badness of a Bad space.
- A Villain does not decrease the goodness of a Good space
Levels
The level of a space is represented by placing an appropriately coloured die on the space. Red for Bad and Blue for Good.
Good | Bad | |
---|---|---|
1 | Piece may move one square forward or back | -1 from the next roll |
2 | Piece may move two squares forward or back | Piece must move one square to a worse square if available |
3 | Piece may heal 1 point | Piece must move up to two squares to a worse square if available |
4 | Piece may heal 2 points | Piece suffers 1 damage |
5 | Piece may reroll | Piece loses its next turn |
6 | Special | Special |
Specials
Once a space has reached the level of Special, remove the die and place the appropriate tile. The player who creates the Special chooses which particular special it should be.
Good
- Draw an item card
- Draw an event card
- Heal all stats back to starting level
- Raise one non-Special stat by one point
Bad
- Draw an event card
- Damage a non-Special stat by 1
- Lose D6 turns
- Return to Home Base and miss a turn