THE DRAUGR THE DRAUGR THE DRAUGR

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2 THE DRAUGR THE DRAUGR THE DRAUGR THE DRAUGR THE DRAUGR THE DRAUGR

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5 Iron, Holy Water and Corruption arkers 16mm Die Faces o g t x f T Shepherdess Counter o g t x f T 1 Die Faces Double Sided Player Counter

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7 THE DRAUGR The Draugr, reanimated dead imbued with magical powers, have come to the region of Trøndelag seeking to corrupt the town of Stjørdal. Only you, a lone revenant hunter, can protect the town and slay they who walk again. Armed with limited supply of holy water and iron spikes you enter the town square and prepare for the coming onslaught. The Draugr is a solitaire game playing in about 20 minutes. To Win: You must slay 4 of the 6 Draugr. If at anytime during Phase 1 all 7 Townspeople, or more than 7 of the cards (a combination of Townspeople and Locations) are corrupted you lose. Needed to Play: The deck of 21 cards 8 Holy Water and 8 Iron arkers 24 Corruption arkers 1 Player Counter 1 Shepherdess Counter 1 special six-sided die Setup: Separate the 6 Draugr cards and set them aside. Shuffle the remaining 15 cards and place them in 3 rows, 5 cards to a row, face up in front of you. This playing area represents the townspeople and locations you are trying to protect in Stjørdal. Then shuffle and place 3 face up Draugr cards, face up to the left and right of the 3 rows. When done, you will have 3 rows with 7 cards in each. Place the Player Counter and a supply of 2 Holy Water and 2 Iron arkers on the Town Square Card. This is your starting point. Place the remaining Holy Water and Iron arkers along with the Corruption arkers and Shepherdess Counter to one side of the playing area as a general pile to draw from later. Playing the Game: The game is played in rounds consisting of two phases: Corruption and Hunt. Phase 1 - Corruption Roll the six-sided die once to see which Draugr will hold sway over Stjørdal for the round and will corrupt Locations and Townspeople in the row they are adjacent to, matching the die face to the image on a Draugr Card. Roll the die a second time and look at the symbol in the upper left corner of the die. Place a Corruption arker on each card in that Draugr s row with the matching Corruption Sigil. (See the section on the Shepherdess for protection from this rule.) If a Townsperson card has been turned over you do not need to place additional Corruption arkers on the card. Lastly, if either Lady Belthane or Lord oulton was rolled at the beginning of the phase, roll the die a third time and if the Protective Sigil is shown you must forfeit two Holy Water arkers (to Lady Belthane) or two Iron arkers (to Lord oulton) from your supply, placing them back in the general pile. If you have only 1 arker you must forfeit this. If have none of the matching arkers you may skip this step. If the Draugr rolled during the first step has been slain previously you do not roll the die a second (or third) time and no Corruption arkers are placed. Corrupting Sigil o x Corrupting Draugr Lady Belthane Lord oulton Protective Sigil g t f The Other Draugr If there are now 4 markers on a Townsperson card, that card is turned upside down and all Corruption arkers are removed. This Townsperson has been corrupted and their Special Action(s) cannot be used again. Location cards are not turned over if they become corrupted with 4 Corruption arkers. Their Special Action(s) may still be used. If during this phase all the Townspeople, or more than 7 of the cards (a combination of Townspeople and Locations) are corrupted you lose. Once a card has had 4 markers placed on it you may not use any Special Actions to remove them. Phase 2 - The Hunt You must now move your player marker up to two adjacent cards in distance (The Nunnery and Foundry are the only two cards to supersede this rule). All movement is orthogonal (horizontally and vertically). T You may move one card in one direction and then turn 90 degrees for your second move or move in a straight line across two adjacent cards. You may not move back to the card you just moved from, nor may you move on to a card occupied in the previous round (i.e. you may not move in a square formation, 4 moves over 2 consecutive rounds, ending where you had begun in the previous round). Once you have finished moving you may choose a Special Action of that Townsperson or Location. Some cards have only 1 Special Action, some allow for a choice between 2 Special Actions. You do not have to choose a Special Action if you do not wish to. If you land on a Townsperson card that has been turned over, no Special Action can be chosen. If a Special Action allows you to add new Holy Water or Iron arkers to your supply, place them on the Town Square card. There are never more than 8 Holy Water or 8 Iron arkers that can be used in the game. If a Special Action allows you to place Holy Water or Iron arkers on a Draugr, take one from your supply on the Town Square card and place it on a Draugr of your choice. If you match the number of markers as indicated in the upper left of the Draugr card, that Draugr is slain and removed from the game. Return all Holy Water and Iron arkers on that Draugr to your supply. It takes 4 Iron and 3 Holy Water arkers to slay Doctor Feval Once a Draugr is slain and their card removed, slide one of the adjacent Draugr cards up or down so that is partially spans either 2 rows (or if 2 Draugr have been slain, 3 rows). The Draugr now holds sway over 10 (or 15) cards for rolls during the Corruption Phase. If you slay all 3 Draugr on one side, no further Draugr are moved to replace those slain. The Shepherdess has a Special Action. When used, place her Counter on any other card in the playing area. This card is protected from any Corruption arkers being placed on it until the counter is moved to another card. If she becomes corrupted, her counter is removed from the game. Game End: If you are able to slay 4 of the 6 Draugr you are successful and the other Draugr are forced to flee. If at anytime during Phase 1 all the Townspeople, or more than 7 of the cards (a combination of Townspeople and Locations) are corrupted you lose. Layout and rules for The Draugr are copyright 2014 Todd Sanders/Air and Nothingness Press. You may print and play this game for free, but not re-distribute it in any form without consent. Artwork used in the game was created by Harry Clarke.

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9 Relic Expansion - Two Player Rules for 4x5 layout Shuffle the base set of six Draugr with two expansion Draugr randomly chosen, adding the expansion counters to the bag/cup. The third expansion Dragur will not be used in the game. Shuffle all original Locations and Townpeople along with the 3 Relics and new Cider ill and Archivist cards. Place the deck of 20 cards in a grid of 4 rows, 5 cards to a row. Then shuffle and place 4 face up Draugr cards, face up to the left and right of the 4 rows. When done, you will have 4 rows with 7 cards in each. Each player is given a supply of 2 Holy Water and 2 Iron arkers. They will keep these separate during the game. Anytime a card refers to adding markers to your supply these markers will be given only to the player who activates that Special Action. Both player markers are used and are placed in the Town Square as the starting point. Decide who will be Player 1 and Player 2. Players will take alternating turns in the rounds as in the solo game: but will act cooperatively to slay the 6 of the Draugr. Player 1: Phase 1 - Corruption; Phase 2 - Hunt Player 2: Phase 1 - Corruption; Phase 2 - Hunt repeat Player 1 then Player 2 Players may trade with, or give markers to, the other player only if both Player Counters are on the same Location/Townsperson card at the same time. Relics: Relic of Ormory: During the Corruption Phase, any markers that would be normally be placed on Townspeople or Locations in the column this relic is in, are instead placed on the Relic card. The Relic is corrupted once it has 4 markers placed on it. Relic of Iskaela: During the Corruption Phase, any markers that would be normally be placed on Townspeople or Locations in the row this Relic is in, are instead placed on the Relic card. The Relic is corrupted once it has had 4 markers placed on it. Relic of Ceal: During the Corruption Phase, any markers that would be normally be placed on Townspeople or Locations directly above, below or to the left or right, are instead placed on the Relic card. The Relic is corrupted once it has had 4 markers placed on it. Each Relic also has a Special Action when you have moved to it. Convert one Holy Water arker into one Iron arker (or vice versa) in your supply. Once a Relic has been corrupted, that card is turned upside down and all Corruption arkers are removed. This Relic can no longer be used by the players to have Corruption arkers placed on it or for its Special Action. If this occurs during the Corruption Phase, any markers above the 4 that can be legally placed on the Relic will instead be placed on the other cards in the row in order from left to right. The Shepherdess may not protect Relics. One Relic may not be used to protect another Relic during the Corruption Phase. Additional Cards: The Cider ill: Allows for diagonal movement when moving a Player arker off this Location. The player may move up to two spaces diagonally. 3 Draugr Expansion - Solo Rules for 3x5 layout Shuffle the base set of six Draugr face down and discard two cards. From the expansion Draugr randomly choose two and shuffle these with the remaining base Draugr. Set up the game per normal rules, replacing the 2 discarded base set Draugr counters with the expansion counters for drawing from the bag/cup. The third expansion Dragur will not be used in the game. During Phase 1 - Corruption you will be pulling Draugr counters from the bag up to 3 times. Remember to put the counter back in the bag after each individual draw. The three Expansion Draugr counters each have 2 Corruption Sigils on them. When placing Corruption arkers, you will place them on each card in the Draugr s row matching at least one symbol. Only place one Corruption arker if both symbols match the card in the row. These Draugr, when slain, will have their special action (located in the upper right corner of the card) activated as follows: Brothers Ténebrè: The player must discard 2 Holy Water and 2 Iron markers from their supply (or a smany as the player possesses up to that number). Darvel: The player must place a Corruption arker on each card in the column where their Player marker currently is located. Countess Ilsa: The player must place a Corruption arker on each card in the row Countess Ilsa is adjacent to before removing her card. Relic Expansion - Solo Rules for 3x5 or 4x5 layout For an advanced game the solo player may add the 3 Relics and Cider ill and Archivist cards to the Location/Townspeople deck. If using a 3x5 layout: 1. Set aside the Town Center location. 2. Shuffle the Base Game Townspeople and Location cards along with the five expansion cards into a draw deck. 3. Discard the top five cards from the deck and shuffle the Town Center location into the deck. 4. Place cards in the 3x5 grid. Shuffle the 6 base set Draugr and 3 expansion Draugr together and deal out 6 of these to the 3x5 grid. Add the matching Draugr counters for the drawn Draugr to the bag/cup If using a 4x5 layout, place all cards as per the Two Player Rules. The player begins with 4 Holy Water and 4 Iron arkers in their supply. Game End: If the player is able to slay 6 of the 8 Draugr they are successful and the other Draugr are forced to flee. If at anytime during Phase 1 all the Townspeople, or more than 11 of the cards (a combination of Townspeople, Relics and Locations) are corrupted the player loses. The Archivist: During the next round s Corruption Phase, the player who has a Player arker on this Townsperson may decide which Draugr will hold sway over Stjørdal. In this instance, no Draugr Counters are drawn from the bag during Part 1 of the Phase. Counters are still drawn as normal for the Corruption Sigil part of the phase. Game End: If the players cooperatively are able to slay 6 of the 8 Draugr they are successful and the other Draugr are forced to flee. If at anytime during Phase 1 all the Townspeople, or more than 11 of the cards (a combination of Townspeople, Relics and Locations) are corrupted the players lose.

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11 THE DRAUGR THE DRAUGR THE DRAUGR

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

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