PAP A4 BOD Legends
PAP A4 BOD Legends
PAP A4 BOD Legends
(elf)
2 1 2
Iron Fist
1. Polymorph (2 APs) 1. Evade: escape from a monster (dwarf)
Redraw one monster tile without taking damage
(must keep). Cannot replace (movement APs apply) 1. Haymaker: re-roll one or more
Red Dragon 2. Focus: re-roll any damage result of your combat dice, once per
from your bow, once per shot fight (keep best result)
2. Ethereal Sword (3 APs) (keep best result) 2. Troll Hunter: +3 combat
+4 combat for one fight 3. Leap: take only one damage vs. trolls
(may not use other weapons) from triggering a trap 3. Thick-skinned: take -1 damage
3. Teleport (2 APs) 4. King’s Guard: take -1 damage 4. Dig In: take no damage as a
Move any character up to six 5. Seeker: when drawing items, tag partner
spaces (not through Exit) draw one extra and discard one 5. Hard-Headed: take -1 damage
4. Ice Storm (2 APs)
Rng: 1-4. Dmg: 1d6
3 4 5 3 4 5
1 2 1 2 1 Shadowcaster
2
Guardian Lightfoot (wizard)
(minotaur)
1. Demolish (3 APs): break a hole
(halfling) 1. Spellmaster: cause +4 damage
1. Stout: take -1 damage from any spell cast
through a wall. Place a black
counter to show permanent 2. Nimble: take only one damage 2. Spell Sword: +1 combat
access for all, including monsters from triggering a trap 3. Cunning: re-roll one or more of
2. Winter Coat: take -1 damage 3. Second Breakfast: recover one your combat dice, once per fight
health after a fight (keep best result)
3. Gore: +1 combat
4. Belt & Braces: re-roll one or 4. Shadow Step: take -1 damage
4. Kick: re-roll one or more of
your combat dice, once per fight more of your combat dice, once 5. Manipulate: re-roll monster
(keep best result) per fight (keep best result) dice, once per fight
(keep best result)
3 4 3 4 3 4 5
Spending skill tokens
1 Witch
2 1 Skirmisher
2 Duck
Spend one skill token to avoid
(healer) (fighter) one damage
1. Animal Speed: +1 AP per turn 1. Parry: re-roll one or more of Dive
2. Eagle-eyed: when you draw an your combat dice, once per fight Spend two skill tokens to dodge a
item, discard it and draw again (keep best result) trap and avoid all damage
(once per turn) 2. Battle-scarred: take -1 damage
3. Repel: take -1 damage 3. Martial artist: +1 combat Riposte
4. Banish: +2 combat vs. undead 4. Search: when drawing one or Spend three skill tokens to
monsters two items, draw one extra and transfer all damage from one
discard one combat round to your opponent
5. Shielding Light: take Half
damage (rounded down) from 5. Fanatic: recover one health Dragonbane
undead monsters when you win a fight Spend four skill tokens to weaken
the Red Dragon for the remainder
3 4 5 3 4
1 Mystic 2 1 2 1 Skullcrusher 2
(wizard) Innkeeper (minotaur)
1. Guiding Light: +1 AP per turn (halfling) 1. Afterlifer: +2 combat vs.
2. Second Sight: view adjacent 1. Bar Apron: carry three undead
unrevealed monsters extra items 2. Giant Killer: +3 combat vs. any
3. Time Shift: re-roll one or more 2. Barrel Lifter: can use two- monster with 10+ health (cannot
of your combat dice, once per handed weapons be used with Charmer)
fight (keep best result) 3. Short-changer: when drawing 3. Charmer: +4 combat vs. snakes
4. Phasing (3 APs): pass through one or two items, draw one extra and reachers
one wall and discard one 4. Charger: +1 AP per turn
5. Shield of Friendship: protect 4. Brawler: re-roll one or more of 5. Scent Finder: when drawing
any tagging partner from your combat dice, once per fight items, draw one extra and
taking damage (keep best result) discard one
3 4 5 3 4 3 4 5
Hidden-Agendas
All for One Hoarder 1 2 1 2
+2 kills if you never
refused a tag request
+2 kills if you have the
most items Crusader Alchemist
All for Me Purist (fighter) (healer)
+2 kills if you refused +2 kills if you didn’t
1. Shielding Light: take half 1. Transfusion: recover one health
all tag requests take healing magic or after killing a monster
One for All potions damage (rounded down) vs. undead
+2 kills if everyone Hard Left 2. Protector: take full damage 2. Raise Dead: a dead monster will
survived -2 kills if the player when fighting as a tag. Main fight beside you (once per game)
Dragon-slayer to your left died partner takes half damage for +1D6 combat (remove skill on
Hard Right defeat)
+2 kills if you slew the 3. Veteran: +1 combat 3. Blinding Light: +1 combat
Red Dragon without -2 kills if the player
the Dragonlance to your right died 4. Battled-scarred: take -1 damage 4. Curse (3 APs): once per fight
Lone Wolf Unstoppable 5. Sacred fire: +2 combat vs. (before melee combat), use one of
+3 kills if you never +3 kills for slaying undead your heal tokens to inflict
asked for a tag three monsters while
taking no damage 2d6 damage
3 4 5 3 4
Untouchable
+2 kills if you escaped Heretic
with three lives and +3 kills if you did not
full health use the healing pool
Minotaur Grakun
Grakun is fearsome and strong,
able to use his considerable size
to strike hard at his enemies. 20
Combat: 3d6 +1 APs
Special: Spend 3 APs to charge into
combat (straight line to target),
5 19
causing 1D6 of instant damage. Cannot use
weapons, 4 18
1 2 3 armour or
Solo Lives boots 17
Health 3
7 8 9 10 11 12 16
2
1 2 3 4 5 6 15
1
Monster Health *Take one item on kill **Take two items on kill
14
DEAD! 1 2 3 4 5 6* 7 8 9 10** 11 12 13
Wizard Umari
Umari trained under the Order of
the Light, famed for its alchemy
and temporal shifting.
APs
20
Combat: 2d6
Special: Can cast four spells per game
(see Umari spell card). Cannot wear Spells 5 19
armour or use shields.
Poly- Ethereal
4 18
1 2 3 morph Sword
Solo Lives 17
Health
Teleport
3
5 6 7 8 16
2
1 2 3 4
Ice
Storm
15
1
Monster Health *Take one item on kill **Take two items on kill
14
DEAD! 1 2 3 4 5 6* 7 8 9 10** 11 12 13