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Legends of the Ancient World
Legends of the Ancient World
Artwork: Nicole Cardiff, Dario Corallo; Design: George Dew; Design Team: Scott Chisholm, Darryl Cook, Grayson Dew, Brian & Chris
Hudgins, Jerry Meyer Jr., David O. Miller, Rick Nichols, Robert Purnell, Robert W. Purnell, Bret Winters and Kirk Woller. Thanks to
Grayson Dew for the inspiration, Steve Jackson for his genius, and of course Gary Gygax. Permission to copy and distribute freely,
provided artists and www.DarkCityGames.com are credited. Copyright(C) 2008 Dark City Games Inc.
RULES
Legends is a role-playing game. Each player
controls one or more characters who go
adventuring. Players mark their characters with
cardboard pieces and use a hexagon board to
depict an encounter area. One hexagon (hex)
equals roughly one meter to five feet.
Adventures
An adventure is designed to be played either
solitaire or with other players. If played with
others, one player should be the Game Master
(GM), reading the instructions aloud and keeping
close track of game time and the party's current
progress.
CHARACTERS
Each character possesses three attributes:
Strength, Dexterity and Intelligence.
Strength (ST): Strong characters inflict and
survive more damage.
Dexterity (DX): Agile characters hit enemies
and dodge blows with greater success.
Intelligence (IQ): Smart characters are better
able to notice clues and apply skills.
New Characters
Create a new character with 32 points,
allocating a minimum of ST8, DX8 and IQ8.
Distribute the remaining eight points as desired.
Decide if your character is normal or a mage.
Normal characters begin with three points of
skills (see Skills ); magical characters begin with
three points of spells. Record your characters'
attributes, skills, capabilities, weapons and
belongings.
RESOLVING UNCERTAINTY
A character hits a foe by passing a three-die DX
check ( 3/DX ). The player rolls three six-sided
dice (3D6) and totals the results. If the total is his
character's DX or less, he hits; otherwise he
misses. For example: Ajax (DX11) rolls 2, 3 and
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5 for a total of 10. This is his DX or less, so he
hits Hector and rolls for damage (see Damage ).
A ST check ( 3/ST ) can be required for physical
feats or an IQ check ( 3/IQ ) for mental ones. A
four-die check is abbreviated 4/DX , 4/ST or 4/IQ .
Winning a Check
Each player rolls one or more dice. The higher
total wins, provided it does not exceed the
character's attribute (+skills). On a tie, the higher
attribute wins. If both totals exceed their relative
attributes, both characters fail.
SEQUENCE OF PLAY
Legends is played in turns. The side with
initiative moves first. Sides then alternate turns
until only one side survives.
Initiative
Decide initiative with a die roll. The side with
initiative takes the first turn.
Surprise
An adventure may specify that one side has
surprise. The side with surprise gets one free
unopposed turn, and then takes the first turn.
Player's Turn
The player moves each of his characters, in any
sequence, one at a time. He must complete one
character's turn before proceeding to the next.
When all his characters have taken a turn or
passed, the player's turn is over and the next
player begins his turn.
Character's turn
A character can move up to his movement
allowance (MA) and execute ONE action. He
must move before acting. A character may pass.
MOVEMENT
A character's MA is half his DX, rounded down.
A character may move up to his MA in hexes
before executing an action. For example: Ajax
(DX11) moves five hexes and attacks.
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Space
Only one character can occupy a space, unless
grappling an enemy. A character must stop upon
entering an enemy’s space.
ACTION
Every character can execute ONE action per
turn. An action is shooting, striking, grappling,
etc. A character cannot move after an action.
Reaction
A defender can act out of sequence,
immediately reacting to ONE of his attackers.
However, the defender gives up his following
turn. A reaction is counterattacking, dodging or
entering the attacker's space.
If an attacker passes adjacent to a defender
and does not attack, the defender can
counterattack or enter the attacker's space.
Shoot/Throw
An attacker with a missile or throwing weapon
hits an unobstructed defender by passing 3/DX.
If he passes, roll for damage; if he fails he
misses. If the defender survives, he may
immediately counterattack. If adjacent, he may
counterattack or enter the attacker's space.
A shooter cannot move in the turn he shoots,
but a thrower can. Missile range exceeds the
playing board. Throwing range is the thrower's
ST in hexes. A thrower must recover his weapon
from the target hex before throwing it again.
Counterattack
A defender surviving an attack may immediately
counterattack by shooting or striking his attacker.
The defender hits by passing 3/DX. If he hits, roll
for damage; if he fails he misses.
Strike
An attacker hits an adjacent foe by passing
3/DX. If he passes, roll for damage; if he fails he
misses. A defender can immediately dodge, or if
he survives the strike, he may counterattack or
enter the attacker's space.
Dodge
A defender dodges a strike by passing 3/DX. If
he fails, he is hit. On passing, he must retreat
one hex away from the attacker into a vacant
space. If no such space exists, he is hit. He may
view the attacker's hit roll result, but not damage
roll result, before deciding to dodge. A defender
cannot dodge a missile or thrown weapon.
Entering an Enemy's Space
Entering an enemy's space counts as an action
(or reaction). If used as an action, the defender
can execute a preemptive counterattack. The
defender hits by passing 3/DX; otherwise he
misses. If the defender hits, roll for damage
adding an additional die. Both characters drop
their weapons/shields and are now grappling.
Grapple
Enemies in the same space are grappling, and
can only attack each other. A grappler can only
attack if he begins his turn grappling. Attacks
automatically hit; roll for damage. If the defender
survives, he can immediately counterattack.
Drag
A grappler drags his opponent into any adjacent
unoccupied space by winning a ST check. A
grappler with twice or more the ST of his
opponent suffers no mobility penalty nor must he
attack only into his own space. When moving, he
carries his opponent with him.
Escape
A grappling character escapes into any empty
adjacent space by winning a ST check. If he
fails, he remains grappled. A character with twice
or more the ST of his opponent may freely exit
the grappling space and move/act normally.
Change Weapons
A character takes a turn to change weapons.
He cannot move in the same turn.
Cast Spell
A character casts a spell by passing 3/IQ. He
cannot move in the turn he casts. If casting a
direct spell, the caster must win an IQ check, or
the spell fails. A caster can only cast a spell into
a hex with an unobstructed line of sight.
INJURY & EXHAUSTION
Injury is measured in damage points;
exhaustion is measured in fatigue points. Both
are cumulative. When a character accumulates a
combination of damage and fatigue equal to his
ST or more, he immediately falls unconscious
and is completely helpless until he recovers.
Damage
When all combat is over, characters suffering
damage equal to their ST or more must be
healed to a net ST of at least one. If not, they
die. Characters sustaining twice their ST or more
in damage are unrecoverable.
Fatigue
Fatigue counts towards falling unconscious but
not death. Each fatigue point delivered to an
unconscious character is a damage point.
A character recovers one fatigue point after
each encounter and recovers all his fatigue with
a full night of sleep. If his sleep is interrupted, he
recovers only one fatigue point.
Recovery
Between adventures, all characters recover
fully. However, during an adventure, every week
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a character spends resting with warmth, water
and food, he checks 3/ST. His margin of
success is the number of damage points he
recovers. A character recovers a minimum of
one damage point/week.
WEAPONS
Damage (D)
A character hitting an opponent rolls the
number of dice indicated by his weapon's
damage rating. He then adds or subtracts any
modifiers. This total is the number of damage
points he delivers. For example: Ajax hits Hector
doing 2D6-1 damage. He rolls a five and a two,
inflicting six damage points (5+2-1=6).
Heft (H)
Each weapon has a heft rating. This is the
minimum ST required to use the weapon.
Reach/Range (R/R)
Used in advanced rules only.
(G) Can be used grappling.
(R) Reload takes one turn.
(R3) Reload takes three turns.
(T) This weapon can be thrown.
(U) Unarmed attacker deals D3 fatigue.
Stronger character deals additional fatigue point.
ARMOR
Armor (A)
When a character is hit, reduce the damage
points he suffers by the cumulative rating of the
armor he wears. For example: Hector suffers six
damage points, but his total armor stops three
points. Therefore, he suffers only three damage
points (6-3=3).
Restriction (R)
Adjust a character's DX down by the restriction
of the armor he wears. This also affects MA. For
example: Hector (DX12), wears cloth (1) and
carries a large shield (1). He has an adjusted
DX10 (12-1-1=10). His MA is half of DX10 or five
hexes.
UNARMED
D
H R/r
Unarmed (U)
D3 (U) - 1-
TYPE
A/R
SWORDS
D
H R/R
Cloth
1/1
Dagger (G,D,T)
D6
- 1-/2
Leather
2/2
Rapier
D6
9 1
Chain
3/3
Cutlass
2D6-2 10 1
Plate
5/4
Short Sword
2D6-1 11 1
Small Shield
1/0
Broad Sword
2D6 12 1
Large Shield
2/1
Bastard Sword
2D6+1 13 1
Tower Shield
3/2
2-Handed Sword (2)
3D6-1 14 1
CAMPAIGNING
Experience Points
Characters use experience points (XP) to buy
skills, magic and attribute points. After each
encounter, every character contributing to victory
gets one XP if all enemies are killed, captured or
routed. Characters get no XP if they flee.
Additionally, when a party acquires a plotword,
each character gains one XP.
Advancement
Between adventures, a normal character may
cash in 10XP for a skill or 20XP for a spell. A
magical character may cash in 10XP for a spell
or 20XP for a skill--but only between adventures.
A character may permanently increase an
attribute at any time, provided he spends XPs
equal to the next higher level. For example: an
IQ13 character can spend 14XP to get IQ14.
Karma/Wish
During an adventure, a character may acquire
karma and wishes. A character expends a karma
point to re-roll one set of dice. A character
expends a wish to negate all accumulated
CLUBS
D
H R/R
Club (T)
D6
9 1/2
Mace
2D6-1 11 1
Morningstar
2D6+1 13 1
Maul (2)
2D6+2 14 1
AXES
D
H R/R
Hatchet (T)
D6+1 9 1-/1
Axe
D6+3 12 1
3D6 15 1
POLE ARMS D H R/R
Javelin (T) D6 9 1+/3
Spear (T) D6+2 11 1++/2
Halberd (2) 2D6+1 13 1+
Pike (2) 2D6 13 2
MISSILES D H R/R
Thrown Rock D6-4 6 -/2
Sling D6-1 8 -/4
Bow (2) D6 10 -/5
Longbow (2) D6+2 11 -/7
Crossbow (2,R) 2D6 12 -/6
Arbalest (R3) 3D6 14 -/8
(2) Two-handed weapon; cannot use a shield.
(D) A dagger does D6+2 grappling.
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Battle Axe (2)
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Legends of the Ancient World
damage, even if the character has just been
"killed." A wish can be used as a karma point. A
karma point can be used as one XP. Saved
karma and wishes roll over to other adventures.
Curse
During an adventure, a character may acquire a
curse. The cursed character adds one to all his
rolls (making it harder to succeed). He only
returns to normal when the curse is lifted. A
character expends five karma points to lift a
curse. Curses are cumulative.
MAGIC
A magic user casts a spell by passing 3/IQ. He
can only cast spells that he knows. A character
can only learn spells rated his IQ or less. A
caster must be either empty handed; holding
only a staff/wand; or holding only a book/scroll.
Spells
Spells are either dynamic or static. Dynamic
spells are single-use; static spells remain in play
for the duration of the encounter. Spells cannot
be stacked; casting the same spell on a target
yields no additional effect.
Direct Spells
A direct spell is a spell cast directly upon a
being. The caster succeeds by winning an IQ
check. A magic user having an enemy move into
his space can cast a direct spell as his
preemptive counterattack.
Fatigue
A magic user suffers fatigue upon successfully
casting a spell (see Injury & Exhaustion). Fatigue
costs appear in parenthesis following each spell.
Multi-Hex Spells
A character with a multi-hex spell automatically
knows all lesser hex versions of that spell.
Likewise, a character learning a lesser-hex spell
automatically knows the greater-hex version
when his IQ gets to the appropriate level.
Staffs/Wands
A magic user can carry a staff or wand, which
can be any piece of wood (treated as a club in
combat). The staff/wand provides a reserve of
power used in lieu of fatigue--until depleted.
Charging Staffs/Wands
A depleted staff/wand automatically recharges
overnight. New staffs start with zero capacity. A
magic user permanently increases his staff or
wand's capacity by expending 2XPs for each
point of capacity. A magic user can only increase
the capacity of his staff/wand up to his IQ.
Metal
Excessive metal interferes with magic user's
ability to cast spells. As a result, magic users
wearing metal armor cannot cast spells.
CREATION
Creation magically creates physical objects in
target hexes. Creation is static.
IQ 9 Spells
Fire-1 burns two damage points on anyone in or
passing through the target hex. Armor does not
protect. Wild animals will not enter fire. (1F)
IQ 10 Spells
Flash creates a blinding flash. Everyone on the
board except the caster suffers DX-2. Not
cumulative. (3F)
Shadow-1 creates a one-hex shadow in the
target hex. All attacks into or out of the hex are
at 4/DX. (1F)
IQ 11 Spells
Destroy Created Object destroys any created
object that the caster could cast. Costs (F) =
original cost of the creation.
Rope: is used for entanglement or climbing. For
entanglement: character in target space cannot
move and must pass 4/DX instead of 3/DX for all
actions. If character passes 4/DX, rope vanishes.
Works only on characters ST20 or less. (2F)
Wall-1 creates a 1-hex solid wall that blocks
movement just like a real wall. Cannot be cast
on occupied space. (2F)
IQ 12 Spells
Fire-3: three-hex contiguous fire. (2F)
Shadow-3: three-hex contiguous mist. (2F)
IQ 13 Spells
Wall-3: three-hex contiguous wall. (4F)
IQ 15 Spells
Super Rope : Same as rope spell, but works on
creatures up to ST40. Includes Rope. (5F)
Shadow-7: seven-hex contiguous shadow. (3F)
IQ 16 Spells
Fire-7: seven-hex contiguous fire. (4F)
Wall-7: seven-hex contiguous wall. (6F)
ENCHANTING
Enchanting affects the properties or behavior of
objects and beings. Enchantments are static.
IQ 8 Spells
Blur makes the subject difficult to hit. All
attacks are 4/DX to hit the subject. (2F)
Slow slows down the target. The target can
only move 1/2 his MA. (2F)
IQ 9 Spells
Assist adds +1 to the ST, DX or IQ of any
character (including the magic user). (1F)
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Clumsiness drops the target's DX-1 for every
fatigue the caster spends.
Confusion drops the target's IQ-1 for every
fatigue the caster spends.
IQ 10 Spells
Speed doubles subject's MA. (2F)
Slippery Floor-1 Characters in affected hex
fight at 4/DX and must pass 3/DX or they will fall
and lose their turn. (1F)
IQ 11 Spells
Reverse Missiles: all missiles aimed at target
attack the shooter, not the target. (3F)
Slippery Floor-3: three-hex contiguous slippery
floor. (2F)
IQ 12 Spells
Freeze freezes the target for the duration of the
encounter (does not prevent a magic user from
casting spells). (4F)
Invisibility: target becomes virtually invisible.
Target is DX-4 to hit, unless grappling. (4F)
Mage Sight: see through any visual
obstruction, both natural and magical. (3F)
IQ 13 Spells
Flight: target flies 12 hexes per turn. Target is
4/DX to hit while flying. (4F)
Slippery Floor-7: seven-hex contiguous
slippery floor. (3F)
Stone Flesh stops four damage points each
time the subject is hit. Cannot be stacked with
other armor spells. (3F)
IQ 14 Spells
Remove Enchantment removes any
enchantment the magic user could cast. Cost (F)
= original cost of enchantment.
Spell Shield protects the subject from any
direct spells on him. (4F)
IQ 15 Spells
Iron Flesh stops six damage points each time
the target is hit. Cannot be stacked with other
armor spells. (4F)
IQ 16 Spells
Death: gives the target one damage point for
each fatigue point the magic user expends.
HEALING
Healing facilitates rapid recovery of injury.
Healing spells are dynamic.
IQ 10 Spells
Heal Wounds: target heals one damage point
per fatigue point expended. Can treat self.
IQ 14 Spells
Reverse Death revives a character killed in the
current encounter, stabilized at ST1. A character
having taken 2xST damage points is irreversibly
dead. Cost (F) = ST of the resurrected character.
IQ 16 Spells
Channel Energy: transfer damage point from
one local character to another. Target resists by
passing 3/IQ by a margin greater than or equal
to the caster. Cost (F) = points transferred+3.
ILLUSION
Illusion creates imaginary objects and mind
manipulations. Images disappear upon touch;
illusions do damage until disbelieved or killed.
Any character can use his action to disbelieve an
image or illusion by winning an IQ check against
the caster. Illusions are static.
IQ 8 Spells
Image-1 creates a one-hex object that looks,
sounds and smells just like real. (1F)
IQ 11 Spells
Illusion-1 creates a one-hex object acting just
like real; exists until disbelieved. (2F)
Sleep-1: target immediately falls asleep. He
wakes when attacked or shaken for a turn. (3F)
IQ 13 Spells
Image-4: four-hex contiguous image. (2F)
Mind Control: Target will do as instructed
unless suicidal. Target cannot act on the turn his
mind is taken over. (5F)
IQ 14 Spells
Dispel Illusions causes all illusions within 15
hexes of caster to vanish. (5F)
Illusion-4: four-hex contiguous illusion. (3F)
Sleep-4: four-hex contiguous sleep. (4F)
IQ 15 Spells
Image-7: seven-hex contiguous image. (4F)
IQ 16 Spells
Illusion-7: seven-hex contiguous illusion. (5F)
Sleep-7: seven-hex contiguous sleep. (8F)
KINETICS
Kinetics is the ability to move remote objects.
Magic strikes (Fist, Fireball, Lightning ) act as
missiles and cannot be resisted as direct spells.
Kinetic spells are dynamic.
IQ 8 Spells
Magic Fist does XD6-2 damage for X fatigue
spent (max=2).
Drop Weapon target drops any object he is
carrying. (1F) or (2F) if the target has ST20+.
IQ 9 Spells
Avert-1 causes one character to end his move
two hexes farther away from the magic user than
when he started. Static spell. (3F)
IQ 10 Spells
Trip knocks victim down. (2F) or (4F) if target
has ST30+.
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