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    MK DUNGEONS -PYRAMID

    RULEBOOK

    Corrected by

    Ibson the Grey

    1 !"n #$$%

    &O BE A 'ERO() 

    MAGE KNIG'& DUNGEONS* PYRAMID is a fast paced, fun game of Heroic combat. Your heroes slog through deep, dark dungeons

    and battle terrifying mage spawn monsters in a race against other heroes to find hidden

    treasures filled with magic items and gold. These prizes are what a hero needs to carve

    himself a legend: the more gold, the greater the legend. If you are ready to turn your

    warrior into a hero, read on.

    Introd+ct,on

     In M"e Kn,ht D+neons* Pyr".,d, you take turns moving your Hero through the dungeon to win treasure,

    defeat monsters and other Heroes, and fight to make it out alive. n your opponent!s turn, you play the

    monsters who are trying to eliminate his Hero. "long the way your Hero must face the traps that protect the

    treasure chests, battle monsters and search for the fastest and safest way out of the dungeon.

    Co./onents

     This starter set contains:

    # $age %night Heroes

     & $age 'pawn figures

     # treasure chests

     & wandering monster tokens

     # sets of level markers

     ( arrow markers

     ) *+ - #+ dungeon map

     # dice

      'pecial "bilities /ard This rulebook

     &he Go"0* &re"s+re

     Your Hero!s goal in M"e Kn,ht D+neons* Pyr".,d is to gather treasure and escape from the dungeon alive

    0and to deny his opponent that same glory. Treasure contains gold and gold is the only measure of victory. The

    player with the most gold at the end of the game wins.

    #

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    Set U/ the Bo"rd

      MK D+neons* Pyr".,d can be played using a map or tiles as the board. 1ach

    starter set contains a two2sided map3 tiles are included in other D+neons products.

    If you are using tiles for your board, go to p. ( for set2up rules.

    Ste/ 1* Choose Yo+r 'eroes  1ach player in a game ofM"e Kn,ht D+neons* Pyr".,d

    creates a Heroic Team. " standard Heroic Team consists of a

    group of Heroes whose total point value does not e-ceed )++

    points. 4se the point value printed on the sticker attached to each figure!s base to choose

    the Heroes for your Team.

    Heroes can begin the game at 5evel ) or 5evel #.

      Heroes are uni6ue. " Heroic Team can include only one of any Hero.

      If you are playing with only one Hero per player, use the rules for the 5one 7olf game

    on p. #).

    Starting Player  1ach player rolls two dice to determine who plays first. The person with the highest die result is called the

    starting player and plays first. 8lay proceeds to the left.

      MK D+neons* Pyr".,d contains two types of warriors: Heroes and $age 'pawn. You use your Heroes to

    e-plore the dungeon and find the treasure. $age 'pawn are the monsters you must defeat to carry away the

    gold. 1ach warrior is composed of three parts: the miniature figure, the base and the combat dial.

    2

    The Combat Dial

      The combat dial is the rotating dial under each figure!s base. 1ach warrior!s combat dial shows a set of

    numbers that tell you how good that warrior is at doing certain things. 7hen you turn the dial clockwise, you

    reveal a new set of numbers.

    Combat Values

      1ach warrior has five combat values: speed, attack, defense, damage and range. The combat value symbol is

    printed on the base3 the value is printed on the combat dial and shows through the slot. The combat value for

    range is printed on the base.

    Special Abilities

      /olored s6uares and circles on a warrior!s combat

    dial indicate special abilities associated with each

    combat value. 9escriptions of the special abilities

    appear on the M"e Kn,ht D+neons 'pecial "bility/ard.

      $ost Heroes begin the game at 1-perience

    5evel ) and can gain up to ( more levels of e-perience. 4se

    a level counter to show your Hero!s e-perience level. The

    sticker on the bottom of a Hero!s base shows that Hero!s

    point value for each level.

    Ste/ #* L"y O+t the D+neonUsing the Map

      4nfold the map and lay it out on the table or floor, or wherever you are playing. 9ashed lines indicate the

    edges of the tiles on each map. 1ach map is divided into tiles, which represent hallways or chambers. The tiles

    are divided into s6uares, which determine location and define movement.

    Using the Dungeon Tiles

      If you are using the tiles, then creating the dungeon is part of the game. The maps and tiles use the same

    terminology3 s6uares for movement and icons to distinguish types of terrain or obstacles. The maps were created

    using the tiles. Hall2way tiles are * s6uares by s6uares3 the chamber tiles are s6uares by s6uares. To create

    the dungeon, each player chooses five D+neons tiles, including a minimum of three chambers and one hallway.

    'et aside the remaining tiles. If your Heroic Team is larger than )++ points, each player places an additional tilefor every additional + points in their team, rounding up to the nearest +. ;or e-ample, in a #++2point

    D+neons game, each player would place < tiles. The starting player

    places a chamber tile in the center of the playing surface. This is the

    central chamber of the dungeon. =e-t, the player to the left places a

    tile according to the following criteria:

    You must be able to draw a continuous path of playable

    s6uares from the new tile to the central chamber. The last tile each player places must be a hallway tile.

    8lace this tile so that it creates an entrance to the dungeon.

    This tile must connect to only a single chamber.

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      Tiles That Don’t Fit

    If you have a tile in which neither side fits the current dungeon formation >according to the above criteria?,

    set aside that tile and randomly choose another tile from the ones left over in the initial selection. If there are no

    tiles left to select or no tiles fit the dungeon formation, then you are finished placing tiles. "ll players must then

    place their hallway tiles.

    Dead Ends 

    $ost tiles have multiple entryways. 1ntryways that end in walls or with @open ends to nothing are considered

    dead ends. "ll these paths are considered to end in blocking terrain at the edge of the tile.

    Terrain

      'ome s6uares contain an illustration or color that identifies that s6uare as special terrain or a terrain feature.

    " figure cannot move through a blocking terrain wall using normal movement or any special ability.

    Ste/ 2* P0"ce S/ec,"0 &err",n "nd Doors  The MK D+neons Pre.,er Bo3 provides four different terrain markers and four doors. 8layers should agree

    on the terrain and doors to be used before beginning play, and use those pieces to create a pool from which each

    player draws a single piece. 1ach player then places terrain or doors, beginning with the starting player. 'pecial

    terrain and doors cannot be placed in any player!s starting hallway tile or connected chamber tile. Terrain

    $arkers ne side of the terrain markers corresponds to standard hindering and water terrain. The other side

    represents uni6ue terrain features: shadowed terrain, the vorte-, the teleporting chamber and staircases. The

    terrain on the marker replaces the terrain on the map or tile.

    &err",n M"r4ers

      ne side of the terrain markers corresponds to standard hindering and water terrain. The other side

    represents uni6ue terrain features: shadowed terrain, the vorte-, the teleporting chamber and staircases. Theterrain on the marker replaces the terrain on the map or tile.

    Two s6uares have a )At indication, Teleport and Borte-. 4se of a teleport or vorte- movement is optional. To

    teleport, it costs ) speed point to enter the s6uare. This movement ends the character!s activation. n the

    %

    ne-t turn, the character is placed on another open Teleport s6uare. " character cannot teleport to an occupied

    teleport s6uare. Teleporting uses all the character!s speed points.

    The Borte- s6uare costs ) point to enter. This movement ends the character!s activation. n the character!s

    ne-t turn, the player rotates the tile C+ degrees in either direction. 'pinning the tile uses all the character!s

    speed points. The staircase can be used to move between levels of a dungeon and is best suited for campaign

    games.

    Doors

    There are two types of doors: wooden and iron. nce

    opened, wooden doors remain open. Iron doors swing closed

    after each use.

    7hen placing

    a door, the

    sides of the

    doorway must

    connect to a

    wall on either

    side. 9oors

    function as

    obstacles and

    block line of

    fire when

    closed. 9oors

    cost # speed

    points to

    open.7ooden

    doors can be

    closed for )

    speed point.

      " door can be opened and can be destroyed with an attack using the standard close combat rules. "

    wooden door has a defense value of )+ and an iron door has a defense value of ).

    The only way to open a door with a ranged attack is to use the following special abilities: $agic Dlast,

    ;lameA5ightning, or 'hockwave. ;lameA 5ightning and 'hockwave affect other Heroes and $age 'pawn per

    their special abilities descriptions. " door opened using an attack can never be closed.

    Ste/ * P0"ce &re"s+re ChestsDefore the game, set the trap dials >the top visible dial? on the treasure chests to the blank position.

      1ach player must place at least a number of treasure chests e6ual to the number of Heroes or figures in his

    Heroic Team into a Treasure /hest 8ool. The starting player takes one treasure chest from the pool, spins the

    treasure dial >the lower, hidden dial? and places it in a tile at least two tiles from any entrance.

    "ll treasure chests have a front arc, which corresponds to the s6uare directly in front of the chest and one

    adEacent s6uare on either side of that s6uare. Treasure chests must be placed in such a way that a figure can

    enter the front arc.

    The opponent then takes a treasure chest from the pool, spins the treasure dial and places the chest in any

    other tile at least two tiles from any possible entrance. You can place only one treasure chest in each tile.

    1ach player may place only two treasure chests, as long as there are spots for them. 9epending on how they

    are built, some dungeons may not allow many chests. nce all the tiles that can have treasure chests are filled,

    no more are allowed, regardless of how many treasure chests were placed.

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    8layers may agree to increase or decrease the

    number of treasure chests placed in the

    dungeon. "dding more treasure chests may

    make the game take longer to play.

    The Treasure Chest

      1ach treasure chest consists of two parts: the trap >located in the lid? and the

    treasure >located in the chest?.

    The Trap

      The trap dial is a tumbler containing si- positions of information. ;ive positionsare traps, and the starting position is blank. The numbers on the dial represent

    various powers of the trap.

    The Treasure

      The treasure inside the chest also appears on a tumbler.

    There are si- positions of treasure. Treasures give

    individual figures new powers through magic items, gold, or both.

    Ste/ %* P0"ce 6"nder,n Monster &o4ens  7andering monster tokens have three levels: 7eak >printed in yellow?, 'tandard

    >printed in blue? and Tough >printed in red?. ;or each color token there are two different tables.

    To create a wandering monster pool, each player contributes # 'tandard tokens and ( 7eak tokens

    face down to the pool. The monsters generated by the Tough tokens can easily defeat low2level Heroes, so use

    Tough tokens only if you want a more difficult challenge. If using the Tough tokens, replace one 7eak token

    with the Tough token.  1ach player places a ma-imum of * wandering monster tokens.

    The starting player chooses a wandering monster token at random

    from the pool and places it in a tile containing a treasure chest. The

    opponent then chooses a token and places it according to

    the following criteria.

    " wandering monster token cannot be placed in the

    same s6uare as a treasure, but it may be placed in

    the same tile.

      nly one wandering monster token may be placed on each tile. However, if a tile contains a

    treasure chest, two wandering monster tokens can be placed on that tile.

    7

     

    •  7andering monster tokens cannot be placed on an entrance

    tile or any tile adEacent to an entrance tile.

    Defore the game begins, players may agree to increase or

    decrease the number of wandering monster tokens placed in the

    dungeon. "dding more wandering monster tokens may make the

    game take longer to play.

    Ste/ 5* Cre"te the M"e S/"8n Poo0  "ll players contribute to the $age 'pawn 8ool, which supplies all monsters that appear when Heroes

    encounter wandering monster tokens or when a trap is sprung.

      1ach player must contribute a minimum number of $age 'pawn e6ual to the number of figures in their Heroic

    Team. The minimum total point value of $age 'pawn contributed to the pool must be )++ points. You can

    contribute as many $age 'pawn as you want3 the more monsters, the merrier.

      'ome $age 'pawn appear in three versions, 7eak, 'tandard and Tough. 1ach version is indicated in two

    ways:

    The highlight color should match the number of stars on the base. If a $age 'pawn has no stars on its base,

    then it is a uni6ue figure. 1ach version of each $age 'pawn has its own collector!s number.

    Ste/ 7* Choose Entr"nce "nd E3,t  The starting player chooses a hallway tile entrance for his Heroic

    Team and places a colored arrow on the opening to the dungeon at

    that location. The opposing player chooses the remaining arrow of

    the same color and chooses the e-it for the first player!s team. "ny

    s6uare that opens to the e-terior of the dungeon can serve as ane-it3 the e-it does not need to be on a hallway tile. The opposing

    player then chooses the entrance for his Team, and the starting

    player chooses the e-it. =o player may place their entrance in the

    same tile as another player.

      If you are only using one set of si- tiles, designate the other

    player!s entrance as the opposing player!s e-it. This change makes

    for better dungeon construction.

    Ste/ 9* St"rt the G".e  Heroes begin the game off the board. 8lace your Hero ne-t to his or her entrance to the dungeon.

    t’s time to search !or treasure" eliminate Mage Spa#n and become a hero$

    %

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    P0"y the G".eDuring your turn, you can move your Hero through the dungeon

    to gather treasure, and you can move Mage Spawn around to

    stop your opponent’s Hero from gathering treasure. The following rules

    tell you how to move and fight, and how to gather treasure.

    mportant &ame Concepts  The following game concepts are used in $age %night 9ungeons: 8yramid.

    Friendly and 'pposing Figures

      ;riendly figures are characters that you control. pposing figures are any characters controlled by an

    opponent. $age 'pawn are considered opposing figures to both players and are considered friendly figures only

    to other $age 'pawn.

     Ad(acent S)uares  "dEacent s6uares are s6uares on the map that are touching one center

    s6uare, including s6uares on the diagonal. This means most s6uares have

    eight adEacent s6uares. /haracters occupying adEacent s6uares are considered

    adEacent to one another. /haracters on opposite sides of blocking terrain are

    not considered adEacent.

    Special Abilities

      The colored s6uares on each figure!s combat dial are associated with

    specific values on the stat slot and represent your character!s special abilities.

      'pecial abilities come and go as warriors take clicks of damage and healing. 9escriptions of all special abilities

    appear on the $% 9ungeons: 8yramid 'pecial "bility /ard. 'pecial abilities are in effect as long as they appear

    in the stat slot. If a special ability is described as optional, it is assumed that the warrior is using that power

    unless the player controlling that warrior states that the power is being canceled. The owning player may cancel

    the effect at any time, in which case it is canceled until the end of the current turn. "t the beginning of the

    ne-t turn, it is assumed to be in effect again.

      8layers familiar with $age %night Febellion or $age %night 4nlimited

    should review the $age %night 9ungeons: 8yramid 'pecial "bility /ard before beginning to play. 1ven though

    the names of the special abilities are the same, some special abilities work in a different way.

     Acti*ations1ach player receives a number of activations per turn e6ual to the number of Heroes with which they begin the

    game. If you are playing with only one Hero, you receive # activations.

    " Hero, $age 'pawn, or wandering monster token can only be activated once per turn. You can perform the

    following activations in any order.

    "ctivate " Hero: "n activated Hero may move through the dungeon, fight and open treasure

    chests. The Hero!s activation ends immediately after a combat or according to the use of a special

    ability. " Hero may make an attack only once per activation.

      "ctivate " $age 'pawn $onster: "n activated $age 'pawn may fight and move through the

    dungeon. The $age 'pawn!s activation ends immediately after a combat or according to the use of a

    :

    special ability+ " $age 'pawn may make an attack only once per activation. " player may not activate

    a $age 'pawn on the same tile or room as a Hero they control.

      $ove 7andering $onster Token: 7andering monster tokens have ( 'peed 8oints.

    8assA=o "ction: " player can declare a pass action for a specific figure or the player can Eust forfeit

    the remaining activations and end his turn.

    The player does not lose an activation when a Hero is eliminated. ;or e-ample, if the player begins the game

    with four Heroes, he has ( activations per turn. If one Hero is eliminated, the player still has ( activations per

    turn.

    First Turn Mo*ement 

    " player must move his Heroes into the dungeon on the first turn. Heroes can then encounter and fight $age

    'pawn, encounter wandering monster tokens, or attempt to disarm treasure, if they have the re6uired speed

    points. 8layers may not move wandering monster tokens or activate $age 'pawn until their entire Heroic Team

    has entered the dungeon. The Guickness special ability cannot be used on the first turn.

     Action Costs  7hen you activate a Hero or $age 'pawn, it may take a variety of actions. 1ach action costs speed points. "

    warrior!s total speed points is e6ual to the speed value on the figure!s combat dial. The cost for various actions

    appears in the sections describing those actions. 4nused speed points are lost at the end of activation. They do

    not carry over to the ne-t turn.

     Mo*ement

      It costs ) speed point to move from s6uare to s6uare. "

    s6uare with a number printed on it costs that many speed

    points to enter.

    To move diagonally, add ) to the base speed point cost

    for that s6uare. You may move diagonally between walls if

    they are not linked together.

    " character cannot move into a s6uare marked with an

    , unless allowed by a special ability. To enter the

    dungeon, you must spend the speed points indicated on the

    entrance s6uare.

    1-iting the dungeon costs ) speed point.

    Free Spin 

    7henever a Hero or $age 'pawn ends its movement

    ne-t to or is placed ne-t to an opposing figure, the opposing

    figure gets a free spin opportunity. The player controllingthe figure may immediately turn the figure within its s6uare

    to face the opposing figure. " figure may have several free

    spin opportunities during a single turn. You may make a free spin on your turn at any time during your figure!s

    activation.

    ,rea-ing A#ay

     "ny figure that begins the turn in or moves into the front arc of an opponent must break away before it can

    move to another s6uare. Dreaking away means that character must make an effort to get away from an opposing

    figure. It costs # speed points It costs # speed points to attempt to break away. " figure may attempt to break

    away any number of times per activation, as long as it has enough speed points available to break away and

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    move to another s6uare. " figure need only roll one successful breakaway to break away from multiple opposing

    figures.

    In order to break away, the player rolls a si-2sided die. n

    a result of ), # or *, the figure does not break away and

    must stay in that s6uare. It can perform other actions if it

    has the speed points available.

    n a roll of (, , or &, the figure breaks away and can

    move normally, spending its speed points as needed.

      nly one successful breakaway is needed to move past a

    figure, even if the character breaking away must move past

    the figure over multiple s6uares. nly one roll is necessary

    to break away from all adEacent figures and move to a new

    s6uare.

      You do not need to break away if you are only spinning

    and staying in the same s6uare, or if you declare you arepassing through that figure.

      " figure can move past an opponent without breaking

    away as long as it does not enter the opponent!s front arc.

      If a figure makes a free spin that takes an opposing figure

    out of its front arc, the opposing figure can move normally

    without needing to make a breakaway roll on its ne-t turn.

    Passing Through

    7arriors can pass through friendly and enemy figures and

    treasure chests for a cost of * speed points, plus the cost of

    the destination s6uare. There is no additional cost if the figure being moved through is on a hindering or water

    s6uare. " warrior can only pass through a figure if that figure is not in a s6uare adEacent to an opposing figure3

    there must be an empty s6uare for the warrior to move into.

    Two figures cannot end their movement in the same s6uare.

      7arriors can pass through multiple friendly units if they have

    sufficient speed points.

      nce a figure passes through an opposing figure, the opposing

    figure gets a free close combat attack at the passing figure

    through that character!s rear arc. The passing figure then gets a

    counterattack through the front arc.>'ee /lose /ombat

    "ttacks, p. )?.

      =o breakaway roll is needed to pass through, and the figure

    can continue moving even after the attackAcounterattack, if it

    has speed points remaining.

    11

     Mo*ing Mage Spa#n

    " player may assign one or more of their activations to $age 'pawn. 4se the standard speed costs and rules for

    activations, with the following e-ceptions.

    You cannot activate $age 'pawn occupying the same tile as or a s6uare adEacent to your Hero.

    You cannot move $age 'pawn into a tile with or into a s6uare adEacent to your Hero.

    $age 'pawn will not attack other $age 'pawn.

    $age 'pawn cannot disarm traps, open treasure chests or gather treasure.

    You may activate Heroes or $age 'pawn in any order.

    6"nder,n Monster &o4ens  " player may assign one or more of their

    activations to wandering monster tokens.

    7andering monster tokens have ( speed

    points.

      If a wandering monster token enters a tilecontaining any player!s Hero or moves

    adEacent to any Hero, the token immediatelyends its activation and is converted into one

    or more $age 'pawn. If a Hero enters a tile,

    all the tokens in that tile convert to $age

    'pawn. If a Hero moves adEacent to a token,

    that token converts to $age 'pawn. The

    Hero can continue moving if he or she has

    speed points left, but only after the $age

    'pawn have been placed on the tile.

     

    Con;ert,n &o4ens to M"e S/"8n

      To convert wandering monster tokens to $age 'pawn, use the following procedure.

    ). ;lip the token over to reveal the $age 'pawn table. The table has three columns.

    #. The opponent of the player whose figure caused the conversion rolls # si-2sided dice, adds the results and

    compares the total to the first column on the table. Fead across the appropriate row to determine the

    number and point value of $age 'pawn that will appear.

    *. The opponent of the player whose figure caused the conversion places the $age 'pawn according to the

    following rules.

    /hoose $age 'pawn from the pool of $age 'pawn created at the beginning of the game.

    1#

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    The player placing the $age 'pawn chooses

    the direction it faces when placed.

    Feplace the token with the first $age

    'pawn. 8lace the second $age 'pawn in a

    s6uare adEacent to the first $age 'pawn, the

    third $age 'pawn adEacent to the first or

    second $age 'pawn, and so on. $age 'pawn

    may be placed in s6uares diagonal to each

    other. If a $age 'pawn cannot be placed

    according to these criteria, it cannot be played

    and must be returned to the pool.

    If the $age 'pawn pool does not contain a

    monster of the point value indicated on the

    table, the player must choose the $age 'pawnclosest to the point value without going

    e-ceeding that value. ;or e-ample, if the only $age 'pawn remaining have point values of and )+,

    and the table indicates one )2point $age 'pawn, the player must choose the )+2point monster. 7hen

    placing multiple $age 'pawn, it is more important to place the correct number of $age 'pawn than to

    match e-actly the overall point total.

    Con*erting Traps to Mage Spa#n

      4se the rules for /onverting Tokens to $age 'pawn to convert treasure chest traps that generate $age

    'pawn >see 'pringing the Trap, p. )

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      If your attack roll dice result is a @)#, then you have automatically hit the target. This is called a critical hit. If

     you were trying to damage the target, then the critical hit delivers ) e-tra click of damage. If your attack is

    against multiple ranged2combat targets, this e-tra click of damage will affect all targets hit, for a total of # clicks

    of damage to each target.

    1ealing and 'ther .epairing Abilities

      4sing special abilities such as Healing, $agical Healing or Bampirism, characters can heal clicks on a combat

    dial. 7hen healing, click the combat dial counter2clockwise, but stop applying clicks of healing once you reach

    the character!s starting position or current level.

      If you roll a )# while using the Healing special ability, your attempt to heal automatically succeeds. "dd )

    click of healing to the die roll result.

    Close Combat Attac-s  The warrior making a close combat attack is called the attacker. His target is called the defender. The

    defender must be in an adEacent s6uare and in the attacker!s front arc. 7hen a Hero or $age 'pawn attacks

    another figure, there is an e-change of blows.

    The activated Hero >or $age 'pawn? attacks first, if it has enough speed points remaining. If the figure doesnot have enough speed points left to attack, it cannot attack in this turn.

    The player with the activated warrior makes an attack roll and applies any damage that results. "dd ) to the

    attack dice roll result if attacking through the target!s rear arc.

      Fegardless of whether the attack hit or missed, the defender must make a counterattack ";T1F the damage

    from the initial attack has been applied. However, if the defender is demoralized as a result of the attack, the

    defender cannot make a counterattack. The counterattack costs no speed points and does not count toward

    activation for the figure. " counterattacking figure may use any applicable special abilities during the

    counterattack. The counterattack must target the attacker.

    .anged Attac-s

      " ranged attack is any attack made against any target not in an adEacent s6uare. " character may not make a

    ranged attack if an opposing figure occupies a s6uare adEacent to it, or if the target occupies a s6uare adEacent to

    a friendly figure.

      The warrior making a ranged combat

    attack is called the attacker. His target is

    called the defender.

      1very character has a range valueprinted on its base. This is the ma-imum

    number of s6uares that a character!s

    ranged attack can reach. If range is +, you

    cannot make a ranged attack.

      Defore making a ranged combat attack, you must determine if the attacker has a

    clear line of fire to the target, and if the

    target is within range.

      To determine if there is a clear line of

    fire, use any straight edge or draw an

    imaginary line from the center of the

    attacker!s s6uare through any adEacent

    front arc s6uare of the attacker to the

    center of the defender!s s6uare.

    1%

      5ine of fire is blocked and the attack cannot be made if the imaginary line passes through any s6uare that

    contains a figure other than the attacker or defender or if the line of fire crosses blocking terrain, a closed door,

    or a shadowed terrain s6uare. Treasure chests and wandering monster tokens do not block line of fire. You may

    check to see if line of fire is blocked prior to declaring the attack. If the attacker has a clear line of fire, then

    count the shortest route to the target in s6uares using the imaginary line as a guide. 9o not count the s6uare the

    attacker is standing in for determining range. "lso, ignore the diagonal movement or any printed movement

    modifier.

      If the attacker has a clear line of fire and the target is within range, make an attack roll. If line of fire passes

    through, or the target occupies a s6uare that contains hindering terrain >any s6uare printed with a #?, a treasure

    chest or a wandering monster token, add ) to the target!s defense against ranged attacks. Fegardless of how

    many s6uares of hindering terrain, treasure chests or wandering monster tokens the line of fire passes through,

    add only a single J) modifier.

      "dd ) to the attack dice roll result if attacking through the target!s rear arc.

      If a warrior is attacking multiple targets, use the following rules:

    The same figure cannot be targeted more than once in a single attack.

    The attacker must have clear line of fire to each target. 4se the rules above to determine line of fire.

    The targets must all be within the ma-imum range of the attacker.

    $ake an attack roll and compare the result to each target!s defense value.

    1ach target hit by the attack takes ) click of damage, regardless of the attacker!s damage value.

      The target>s? of a ranged attack can make a counterattack. To counterattack, the target must have a ranged

    attack capability, be able to draw a clear line of fire, and be within range of the attacker. The counterattack

    must target the attacker. Fegardless of whether the attack hit or missed, the defender must make a

    counterattack ";T1F the damage from the initial attack has been applied. However if the defender is

    demoralized as a result of the attack, the defender cannot make a counterattack.

     Attac-s by 'b(ects

      bEects with an attack value and a damage value, such as treasure chests, can attack a warrior. 4se the rules

    for close combat attacks3 the opposing player rolls the dice for the attack. "n obEect has only one attack.

    9amage from obEects ignores all special abilities. The warrior cannot make a counterattack.

    &re"s+re "nd &r"/s

      Treasure is what you need to win the game. Treasure is

    almost never free. You must deal with the traps, $age 'pawn

    and opposing Heroes before you can gain the gold and win the

    game. The ma-imum number of treasure chests a player can

    possess at any time is e6ual to twice the number of Heroes hecurrently has in the dungeon. =o member of a player!s Heroic

    Team can e-it the dungeon until the Team has gathered at

    least one treasure chest.

    E2posing the Trap

      "ll treasures may have traps. Defore the Hero can gather the

    treasure, he must face the trap. It costs + speed points to e-pose

    a trap, and a Hero can be in any s6uare adEacent to the treasurechest to e-pose the trap. The player e-poses the trap by rolling

    ) si-2sided die and clicks the trap tumbler clockwise a number of clicks e6ual to the result.

    15

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      The trap that appears must be encountered before the Hero can gather the treasure.

      If the trap space is blank, the Hero has lucked out and found a trap2less treasureK

      If the treasure chest has a trap, it must be disarmed.

    Disarming the Trap 

    The Hero must be standing in the front arc of the chest to disarm the trap and gather the treasure. The Hero

    can disarm the trap 6uickly or slowly.

      To disarm the trap 6uickly, the Hero spends * speed points and rolls # si-2sided dice, adding the results. If the

    total is e6ual to or greater than the disarming number, the trap has been disarmed. If the total is less than the

    disarming number, the trap is sprung.

      To disarm the trap slowly, the Hero spends & speed points and uses the rules for disarming the trap 6uickly,

    adding # to his dice roll result.

    /ertain special abilities can affect this action. If the Hero is successful, the chest may be opened without

    facing the effect of the trap.

    Springing the Trap

      If the Hero has failed in his attempt to disarm the trap, the trap has sprung.

      ;irst, the player!s opponent consults the trap dial to see if numbers appear in the slots under Total $age

    'pawn "ppearing and $a-imum $age 'pawn in 8oints. If numbers appear in these slots, place $age 'pawnaccording to the rules for placing $age 'pawn in /onverting Tokens to $age

    'pawn, p. )#.

      If these slots are blank, then no $age 'pawn appear. The ne-t four slots

    indicate the damage the trap can

    inflict. The letter in the slot for the

    type of attack indicates one of three

    types of attack.

      "n H in this slot indicates that the

    damage is only applied to the Hero

    working with the trap. Fesolve this

    attack as a close combat attack3 the

    player!s opponent makes the attack

    dice roll. " T in this slot indicates that

    the trap has an area of effect attack

    that affects all Heroes and $age 'pawn on the same tile or chamber as

    the treasure chest, as if the trap had belched out a cloud of gas. This

    attack ignores line of fire.

    17

      If the Hero is on a different tile than the treasure, this attack affects all figures on both tiles. The player!s

    opponent makes the attack dice roll and adds the result to the attack value. /ompare the result to each Hero

    and $age 'pawn on the tile>s?. 1ach figure hit takes the damage indicated on the trap.

      "n F in this slot means the trap has a ranged attack. The range is

    measured through the front arc of the treasure as if darts were

    shooting from the chest. The player!s opponent makes the attack

    dice roll. 4se all rules for ranged attacks against multiple targets,

    e-cept that every figure hit takes the damage indicated on the trap.

    Heroes and $age 'pawn can block line of fire, though the Hero

    opening the treasure chest never blocks line of fire in a ranged

    attack.

      "n area2effect >T? or ranged >F? attack from a treasure chest trap

    takes effect even if other Heroes or $age 'pawn are standing in

    s6uares adEacent to the treasure.

    3andering Monster To-ensIf a wandering monster token is located so as to take damage from a

    sprung treasure trap, the token is converted. 8lace the $age 'pawn

    using the standard rules, then compare each $age 'pawn!s defense

    value to the treasure trap!s attack value. If the attack value is higher

    than the defense value, the $age 'pawn take the damage indicated.

    This damage can eliminate $age 'pawn as they are placed.

    &athering the Treasure

    nce the trap has been disarmed or sprung, the Hero can open the chest. It costs # speed points to open the

    chest and gather the treasure. Treasure chests contain special abilities, gold and magic items.

    If a colored circle or s6uare appears in the first three slots, the Hero can gain the corresponding special ability.

     Ma2imum Treasure

    8layers who have collected their ma-imum allowed number of treasure chests cannot e-pose new traps, disarm

    traps, voluntarily abandon treasure, or swap treasure with another player.

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    Traps$

    'ome treasure chests are nothing more than a devious trick. Instead of treasure, it!s another trap. The word

    the black circle over the "ttackvalue?, 'weep replaces 7eapon $aster for that turn. " Hero

    without a ranged attack cannot use a special ability that would

    affect a ranged attack ability3 any other bonus >to speed, attack or defense? can still be used.

      If any conflict occurs in special abilities affecting the same action, only one can be used. "ttack and damage

    resolution are considered to be two separate elements of the same action, so a special ability that affects the9amage value and one that affects the "ttack value can be used in the same action. ;or e-ample, 7eapon

    $aster and Derserk can be used together, but $agic Dlast and $agic ;reeze cannot.

    1:

    4osing Treasure

      7hen a Hero is eliminated before he or she can e-it the dungeon, check to see if the player will e-ceed the

    treasure chest limit when the Hero is removed from play. If the limit is e-ceeded, the e-tra treasures are placed

    back in the dungeon.

      The player shuts all of his treasures and mi-es them up. His opponent randomly chooses as many as needed to

    restore the two2treasure2per2Hero ratio. The player whose Hero was eliminated places the first treasure on the

    s6uare from which the Hero was eliminated. The second treasure >if applicable? must be placed in the same tile.

      "ll treasure chests returned to the dungeon are reset to the blank trap space. 9o not reset the treasure dial.

    The ne-t Hero who attempts to gather the treasure must attempt to disarm it according to the 9isarming the

    Trap rules, p. )itscombat dial shows all skulls?, that Hero is considered the victor, the eliminated figure is removed from the

    dungeon and the victor receives e-perience points for the eliminated figure.

      The victor gains e-perience points as follows.

    ;or $age 'pawn, use the monster!s point value. =ote the point value on a piece of paper, and return

    the $age 'pawn to the pool.

    #$

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    ;or Heroes, use the point value of the ma-imum level the Hero

    achieved in the game. =ote the point value on a piece of paper, and

    return the Hero to the owning player.

    'uccessfully disarming a trap earns + e-perience points.

    'pringing a trap earns # e-perience points.

    If a treasure is trap2less, no e-perience points are gained.

    If a figure is eliminated from play by a damage effect from $age 'pawn or a treasure chest or other

    obEect, no one is awarded e-perience.

      You can improve a Hero by one level for every + e-perience points accumulated. "s soon as you have earned

    + e-perience points, choose a Hero to improve by one level. Turn the Hero!s combat dial clockwise to the ne-tlevel number. ;or e-ample, if the Hero improving a level is a 5evel ) Hero, click the base so that the # in the

    green circle shows between the damage and defense values in the stat slot. Improving a level automatically heals

    any current damage.

      1-perience points must be calculated immediately every time an opponent is eliminated or a trap is

    encountered. You should keep a running total3 you can improve a Hero by one level at + e-perience points,

    then at )++ e-perience points, then at )+, and so on. "s soon as you reach one of these thresholds, you mustimmediately improve a Hero. If you accumulate enough points to improve multiple levels at once, each level

    must be assigned to a different Hero.

      If a Hero is at 5evel , each threshold of e-perience points that could improve him by a level effectively heals

    the figure back to 5evel .

      4se the level counters to track the current level of a figure.

    4e*el mpro*ement Mid5Acti*ation

      If a Hero improves by a level in the middle of their activation, they may immediately begin using their new

    attack, defense and damage values as well as any new special abilities their new level grants them. However,

    they must finish their activation using their current speed points.

    Ending the &ame$

      "s soon as a player gathers treasure, he can maneuver his Hero out of the dungeon through its designated

    e-it. " Hero cannot e-it the dungeon until the player has ac6uired at least one treasure chest. The game ends

    when there are no longer any Heroes left in the dungeon. nce all the Heroes have left the dungeon or been

    eliminated, the players add up their gold.

      The player with the highest total of gold successfully carried out of the dungeon wins the game.

    O/t,on"0 G".e R+0esThe following rules add new dimensions to your $% 9ungeons: 8yramid game.

    4one 3ol! 

    " 5one 7olf game is played by two or more players, each using a single Hero. The 8oint Balue of each Hero

    chosen in a 5one 7olf game must be within points of each other Hero at the beginning of the game. 7ithin

    that limitation, Heroes may begin at any level. ;or e-ample, one player may take Trollkiller at )st level >*#

    points? and their opponent could take /arlana at #nd level >*( points?.

    #1

      $ake the following rules changes when playing a 5one 7olf game.

    1ach player receives # activations per turn.

    You cannot attack other Heroes.

    You cannot steal a treasure from an opponent.

    If you accumulate enough e-perience to improve more than one level, at the beginning of your ne-t

    turn you may improve that Hero again.

    "ll other rules for set2up, combat and victory are the same.

    M+0t,/0e P0"yers  In all versions of $% 9ungeons: 8yramid, including the 5one 7olf version, more than two people can play.

    $ore players means larger dungeons and more monsters, which will add e-tra time to the game.

      4se the standard rules, with the following e-ceptions.

      "ny time a rule states @the opposing player, this role should be taken by the player to the right.

      "t the beginning of the game, the starting player receives a token that designates them as the $onster $aster.

    You can use anything to represent this token. This token will be passed from player to player as the game

    proceeds.

      7hen a $age 'pawn or wandering monster token is activated, place a movement marker on or ne-t to it.$ark $age 'pawn with movement markers as soon as they are converted. This marker can be anything the

    players agree to use3 pennies, glass or plastic beads, or anything else that doesn!t take up too much space. ncea $age 'pawn or wandering monster token has been marked with a movement marker, that figure or token

    cannot be activated again until the marker is removed. $age 'pawn can counterattack as normal and

    wandering monster tokens convert as normal when encountered.

      7hen the player who has the $onster $aster Token gets his ne-t turn, he plays as normal. "t the end of his

    turn he passes the $onster $aster Token to the player on his left. That player is the new $onster $aster. The

    new $onster $aster removes all the tokens from the $age 'pawn and wandering monster tokens, and can

    activate any of them on his turn according to the standard rules.

    Us,n M"e Kn,ht 6"rr,ors ,n MK D+neons* Pyr".,d  4sing $age %night warriors in $% 9ungeons: 8yramid adds options to your $age %night games, including

    interior battles and campaign adventures. 7hen playing $% 9ungeons: 8yramid, make sure you use the $%

    9ungeons: 8yramid rules, including the $% 9ungeons: 8yramid 'pecial "bility /ard.

    "ny team entering the dungeon, regardless of which figures make up that team, is still considered a Heroic

    Team. $age 'pawn cannot be part of a player!s Heroic Team.

    .ule Changes

      The following $age %night rules do not apply in $% 9ungeons: 8yramid.

    There are no ranged or close combat formations.

    There are no movement formations. ;igures cannot be pushed or captured.

    9ragons are the only multi2dial figures that can be used in $% 9ungeons: 8yramid. $ounted figures

    cannot be used in $% 9ungeons: 8yramid.

    "ny $age %night figure can be used in the $age 'pawn pool.

    nly one of any figure can be used on a Heroic Team.

    E2perience

      $age %night figures used on your Heroic Team gain e-perience per the $% 9ungeons: 8yramid rules, but canonly use the e-perience points to heal damage. ;or every + e-perience points gained, the player can heal one

    warrior to starting level.

    ##

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    Us,n MK D+neons* Pyr".,d 6"rr,ors ,n M"e Kn,ht  $age %night 9ungeons: 8yramid Heroes and $age 'pawn can Eoin outdoor battles using the rules for $age

    %night or $age %night /on6uest. 7hen playing $age %night, make sure you use the $age %night rules,

    including the $age %night 'pecial "bility /ard.

    Factions

    $age %night 9ungeons: 8yramid Heroes are a uni6ue faction. The Hero faction uses the standard $age %night

    rules for formations. Heroes may be elite warriors.

    Starting 4e*el and Point Value

      "ll $% 9ungeons Heroes should start at 5evel in $age %night, using the 5evel point value cost. You can

    start your Hero at a lower level if you choose by paying the point value for the lower level and using a $%

    9ungeons level counter to show your Hero!s level. " Hero cannot be healed above its starting level. Hero

    figures are considered uni6ue in $age %night and $age %night /on6uest.

    Credits/ombat 9ial 'ystem, $age %night 9ungeons: 8yramid High /oncept, and 4niverse: Lordan 7eisman

    $age %night 9ungeons: 8yramid Fules and 9evelopment: $ichael $ulvihill

    $age %night 9ungeons: 8yramid 'tats and 7arriors: 'cott Hungerford, Lim 5ong, Lon 5ietheusser, $ichael

    $ulvihill, $att Fobinson

    riginal $age %night Febellion Fules: %evin Darrett

    1ditor: 'haron Turner $ulvihill

    8laytesting 9irector: %elly Donilla" special thanks to all the playtesters who tested $% 9ungeons. Thanks to /hris 8hilbrook for diving into the

    9ungeon with us your help is indispensable.

    "rt 9irection: 'andra Maravito, 9awne 7eisman 'culpts: Leff Mrace, Dob =aismith, Tim 8row, Leff 7ilhelm,

    'teve 'aunders, 9ave 'ummers, Lames Banschaik, Drian 9ugas, 1lizabeth 9unlap, Lames /arter

    Mraphic 9esign Team: 1than 8asternack, 'hane Hartley, 'hane 'mall, 'andra Maravito

    8ackaging Illustration: 9ave 9orman

    $ap Illustration: 9avid $ichael Deck 7iz%ids 8rint 8roduction: Tina 7egner

    8hotography: /athy Drigg

    #2

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    The !ollo#ing are all the 6current6 rules changes and clari!ications as o! 07 8an/99:+ They

    #ere gleaned !orm the latest M;/+9 FA< =0//997> and the latest M;D FA<

    =9%/?9@>+ These changes ha*e already been entered into these rules as appropriate+ The

     !igure corrections are !or all the normally allo#ed Dungeons !igures =non5peanut bases"

     prior to /+9>

     =IGURE CORREC&IONS

    Dragon's ate !igures

    N+&( @Dr"4on" Myr.,don. There should be a green 'tarting 8osition on his )st slot.

    N+C @ B"r"n S4+00cr"c4er. The r"ne value should be O.

    Minions !igures

    N)+< 51 @M"rro8. The name should be followed by: >'keleton?

    "yramids !igures

    N+&( @ 'ooded Ass"ss,n The r"ne value should be )+.

    Dungeons !igures

    N+'keleton?.

    N)+(51 @ Yo+n R,ch. The name should be followed by: >'keleton?

    N ))& /hest. The disarm number should be )+.

    "oint value costs

    Nrm) @R"yden M"r>: th level2 )+(, (th level2 O&, *rd level2 O, #nd level2 ((, )st level2 *(

    Nbt) @ B0"c4 &horn: th level2 ))+, (th level2 OC, *rd level2 7eak?, )* >'tandard? and )(

    >Tough?.

    N#, N*, N( @&echno."ncer. "n early printing of these figures in 4nlimited had incorrect point

    values printed on the base. The correct point values for these figures are # >7eak?, #< >'tandard? and #C

    >Tough?.

    NO, NO&, NO< @".">on B0"de.,stress. "n early printing of these figures in 4nlimited had incorrect

    point values printed on the base. The correct point values for these figures are #+ >7eak?, #& >'tandard?

    and *+ >Tough?.

    N)). @D8"r;en '"..ers4"0d. The red block appearing on the defense value in the Cth slot is an

    error. The red block should be on the damage value of that slot instead. The figure has Derserk, not 8ole

    "rm.

    N). @Pyre S/,r,t. There should be no faction symbol. The figure is $age 'pawn, not 9raconum.

    %e&ellion !igures (lpha)

    N+). @6ood0"nd Sco+t >Tough?. The yellow 9emoralized block appearing in the *rd slot should

    appear in the th slot instead.

    RULES UPDA&ES AND CLARI=ICA&IONS

    ?@ro. MKD =A $9#5$2

    Choose Entrance and E2it

      In the 8yramid Fulebook add to page O, 'tep optional? 7hile this warrior is in

    a s6uare containing water terrain, increase its defense value by # against ranged combat attacks that target or

    affect it.

     BOUND This warrior may make a ranged combat attack for a cost of + speed points, or this warrior may add (

    to his speed value if it is given an activation when no opposing figures are adEacent to it. >optional? This bonus

    lasts until the end of the current activation. This warrior only fails to break away on a die roll result of ).

    C'ARGE This warrior may make a close combat attack for a cost of + speed points, or this warrior may add (

    to his speed value if it is given an activation when no opposing figures are adEacent to it. >optional? This bonus

    lasts until the end of the current activation. This warrior only fails to break away on a die roll result of ).

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      If a $age 'pawn has ;renzy and has no movement marker, then this $age 'pawn must be given one of your

    activations before you give an activation to any other $age 'pawn, weather it be one of your figures or a $age

    'pawn.

    To assign an activation to a $age 'pawn with ;renzy, it must be a $age 'pawn that you can give a legal

    activation to. ;renzy does not allow you to assign an activation to a $age 'pawn that you would normally not be

    able to assign an activation to, like a $age 'pawn adEacent to one of your Heroes or a $age 'pawn in the same

    tile as one of your Heroes.

      If a $age 'pawn with ;renzy is in an adEacent s6uare to one of your Heroes, or a $age 'pawn with ;renzy is

    in the same tile as one of your Heroes, you cannot legally assign an activation to these $age 'pawn. Decause

    ;renzy re6uires you to give activations to $age 'pawn with ;renzy before any other $age 'pawn, you will be

    unable to assign activations to any $age 'pawn until you are in a position to give legal actions to the $age

    'pawn with ;renzy.

      If there are more figures with ;renzy in play than you have activations, you may choose which figures with

    ;renzy will be given activations. "ll figures you control and all $age 'pawn with ;renzy that can be assigned

    activations must be assigned activations on your turn before you can assign any activations to figures without;renzy.

    1indering Terrain Treasure Chests  Treasure chests are not considered hindering terrain for any purpose. Their bonus to a figureQs defense against

    a ranged attack is not a terrain2based modifier.

     Mage Spa#n

      " figure that is a member of the $age 'pawn faction may not be on your Heroic team. $age 'pawn brought

    into play from wandering monster tokens are considered friendly figures to each other.

     Mage Spa#n Pool

      The $age 'pawn pool can consist of only $age 'pawn figures.

     Mage Spa#n Pool Con*erting 3andering Monster To-ens and Chests

      It is more important to place the correct number of $age 'pawn than to match e-actly the point total. 'o go

    through these steps in order to convert $age 'pawn I need to place * $age 'pawn for &+ pts.

      /an I choose * mage spawn for &+ >or under? pointsR Yes or =oR

      If yes, choose the * closest to &+. If there is a tie, then itQs the opponent that is placingQs choice.

      If no, then can I choose # $age 'pawn for &+ >or under? pointsR Yes or =oR

      If yes, choose the # closest to &+. If there is a tie, then itQs the opponent that is placingQs choice.

      If no, then can I choose ) $age 'pawn for &+ >or under? pointsR Yes or =oR

      If yes, choose the closest $age 'pawn to &+. If there is a tie, then itQs the opponent that is placingQs choice.

      If no, then donQt place any.

     Magic ,last  " $agic Dlast attack can pass through walls, and blocking terrain sections bordered by walls. If a section

    bordered by walls is not broken into s6uares, you can still $agic Dlast over them. 1ach 9ungeon tile is based on

    a - grid, and each hallway tile is based on a *- grid, and using this pattern determine the range needed for

    the $agic Dlast. If using dungeon tiles, then use e-tra tiles to work out the correct range.

     Magic Enhancement

      " figure with $agic 1nhancement affects the warrior making a ranged combat attack in an adEacent s6uare

    with it, not Eust the ranged attack made by that warrior.

     Magic mmunity

      ;igures with $agic Immunity can still use their own $agic Dlast ability and $agic 1nhancement ability

    normally. The figure is not being affected by a $agic "bility but instead has these abilities to use.

     Magic Freee

      $ultiple $agic ;reeze attacks on the same figure do not generate multiple magic freeze tokens. 1ither a figure

    is frozen, or it is not, and is marked with a single $agic ;reeze token. 1ven though a figure has been targeted

    with multiple successful $agic ;reeze attacks, the figure!s player only needs to remove the effects of $agic

    ;reeze once.

     Magic Freee Charge and ,ound

      ;igures with /harge and Dound that have a $agic ;reeze Token on them have their 'peed Balue reduced to

    # by the $agic ;reeze token after any addition of 'peed points that /harge or Dound might give. ;igures with

    /harge or Dound may still make their + 'peed point attacks while under the effects of $agic ;reeze, but not if

    they are spending an activation to rid themselves of the effects of $agic ;reeze.

     Mo*ement Terri!y

      If you move a warrior, and the move will put that warrior adEacent to a figure with Terrify, you roll a die. n a

    roll of ) or # the warrior may not be moved into any adEacent s6uare of that Terrify figure this turn. If a warrioris in an adEacent s6uare to a figure with Terrify, that warrior may move from adEacent s6uare to adEacent s6uare

    without having to roll for the figure!s Terrify.

      If a figure leaves a s6uare adEacent to a Terrify figure to a s6uare that is non adEacent to the Terrify figure, the

    warrior will have to roll for Terrify again if the warrior wants to re2enter a s6uare adEacent to the Terrify figure.

     Mo*ement Mar-ers Summon

      $age 'pawn retain their movement markers when eliminated. $ovement markers clear from eliminated

    $age 'pawn in e-actly the same way they do from $age 'pawn in play. If an eliminated $age 'pawn is

    returned to play while it still has an uncleared movement marker on it, it is returned to play with that

    movement marker.

    Pass Through ,rea-a#ay

      " warrior never has to make a breakaway roll from an opposing figure that they are attempting to pass

    through. If there are other opposing figures adEacent to the warrior before the pass through, the warrior will have

    to make break away rolls for those opposing figures. Femember, no break away roll is needed to pass through,

    but a break away roll is needed for moving away from the front arc>s? of other figure>s?.

    Pass Through Free Spin

      " figure that has Eust made a pass through on an opposing warrior is placed in an adEacent s6uare to that

    warrior which gives them a free spin opportunity.

    Pass Through Vacancy

      You cannot pass through to the same s6uare you start the pass through in. 7hen you declare a pass through

     you must designate a target s6uare where you want to move to. This s6uare must be vacant. You cann ot targetthe s6uare that you occupy as it is not vacant. You cannot pass through to the same s6uare you started in.

    .otating .ooms

      If a door lies on the edge of a room tile that rotates, remove that door from play.

    Shoc-#a*e Friendly Figures

      " warrior may make a 'hockwave attack even if the only figure or figures that would be affected are friendly.

    Snea- Attac- Damage

      7hen a warrior doubles their 9amage Balue due to 'neak "ttack it is to a ma-imum of clicks. "dditional

    damage, such as a /ritical Hit, is added on top of this. The restriction of clicks of damage only pertains to the

    9amage Balue of the 'neak "ttack warrior.

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    Special Abilities and TrapsBAttac-s !rom 'b(ects and Treasure Chests

      bEects and "rtifacts resolve effects and attacks against figures as normal, but when applying damage fromthese effects and attacks bEects and "rtifacts ignore all 'pecial "bilities. 1-ample: " warrior could roll for

    9odge when attacked by an artifact, but would not gain the benefit of Toughness against a successful hit.

    Special Ability Damaging E!!ects  " special ability damaging effect is damage caused by any of the following special abilities: Fam, 8ole "rm, and

    $agic Fetaliation. In such cases, the figure inflicts damage without you making an attack roll, and therefore

    these attacks are classified as a damaging effect. 'pecial abilities that increase the damage >such as Benom or

    $agic 1nhancement, or even 7eapon $aster? are not effects because they all re6uire an attack roll before they

    go into effect.

    Teleport S)uares

      If at the beginning of a turn when you are supposed to move a figure that is using a teleport s6uare and all the

    other teleport s6uares are occupied, you cannot teleport and can move your figure normally that turn.

    Venom

      Benom will do ) click of damage to a missed target of a Fanged or /lose /ombat attack.

    Venom Multiple Targets

      Benom will do ) click of damage to each missed target of a Fanged /ombat attack targeting multiple targets.

    3andering Monster To-ens Mo*ement

      " player can not move a 7andering $onster Token that is in the same tile as one or more of that player!s

    figures. " player can not move a 7andering $onster Token into the same tile as one or more of that player!sfigures

    3andering Monster To-ens 'pening Doors  7andering $onster Tokens can open doors for the cost of # speed points.

    3andering Monster To-en Con*ersion Pole Arm

      "fter being converted from a 7andering $onster Token. The $age 'pawn has been placed in an

    adEacent s6uare, and 8ole "rm re6uires movement to be triggered. " $age 'pawn!s 8ole "rm is not triggered

    when a warrior is in the front arc of that $age 'pawn after being converted from a 7andering $onster Token.

    To the $age 'pawn being placed, the warrior has not moved and is a static figure.

    3andering Monster To-en Con*ersion .am

      " warrior!s Fam is not triggered when a $age 'pawn is placed in the front arc of that warrior after beingconverted from a 7andering $onster Token. To the $age 'pawn being placed, the warrior has not moved and

    is a static figure.

    " $age 'pawn!s Fam is not triggered when a warrior is in the front arc of that $age 'pawn after being

    converted from a 7andering $onster Token. The $age 'pawn has been placed, not moved, and Fam re6uires

    the $age 'pawn to have moved.

    M"e Kn,ht* D+neons Pyr".,d R+0es C0"r,@,c"t,ons

    ?@ro. MK#($ =A 1##$$

    Step : Place 3andering Monster To-ens  Feplace the first sentence of paragraph # with the following:

    To create a wandering monster pool, each player contri&utes / Standard toens and 0 #ea toens

     face down to the pool.

      Feplace the second sentence of paragraph * with the following:

    The starting player chooses a wandering monster toen at random from the pool and places it in a tile

    containing a treasure chest.

    Close Combat Attac-s

      "dd the following sentence after paragraph four of /lose /ombat "ttacks on page ):

     (dd + to the attac dice roll result if attacing through the target’s rear arc.

     Mage ;night Dungeons Pyramid FA<

    Changelings

      G: S"re $age 'pawn /hangeling treasure chests tournament legal in $age %night and /on6uest

    gamesRS

      ": =o.

    Doors

      G: S$y figure ends its movement adEacent to an opposing figure, but there is a closed door between

    the adEacent figures. 9oes the opposing warrior get a free spinRS

      ": =o. " closed door is considered blocking terrain, so figures on opposite sides of a closed door are

    not adEacent.

      G: S$y figure is on the opposite side of a closed door from an opposing figure. 9oes the opposing

    figure get a free spin when my figure opens the doorRS

      ": =o.

      G: S$y figure is on the opposite side of a closed door from an opposing figure with 8ole "rm. 9oes

    8ole "rm trigger when my figure opens the doorRS

      ": =o.

    E2iting the Dungeon

      G: S/an $age 'pawn or wandering monster tokens e-it the dungeonRS

      ": =o.

    1eroes  G: SI reanimate a Hero. "t what level does the Hero enter the gameRS

      ": 7hen reanimated, the Hero enters the game at the level at which it began the game.

      G: S/an I use Heroes in a $age %night gameR "t what point costRS  ": Yes, Heroes can be used in $age %night. In $age %night, Heroes can start the game at any level

    using its associated point cost3 use a $% 9ungeons level marker to record a Hero!s level. " Hero

    cannot change its level, and cannot be healed of damage past its starting level.

    Springing the Trap

      G: S7hen do I gain e-perience for springing a trapRS

      ": " Hero gains # e-perience points after it has sprung a trap, including placing any $age 'pawn and

    resolving any trap attacks.

    Stealing Treasure

      G: S/an a Hero attempt to steal treasure multiple times during a single turnRS

      ": Yes. 'tealing treasure is not an attack and can be attempted as many times in one activation as its

    speed points will allow.

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    IBSON &'E GREYS 'OUSE RULES

      Having played well over ++ games of $%9 and having run over + tournaments, I have developed the

    following rules modifications and suggestions designed to make the game more evenly balanced and more fun.

    ;eel free to try any or all of these.

     (lternate Head to Head Map Set1up

      'ince some of the 7izkids $aps do not offer the opportunity to properly place all the treasure chests and

    $age 'pawn Tokens, we use this alternative method. It offers a much better >and fairer? set2up, especially in

    tournaments.

      ! using dungeon maps" per!orm Step =Choose Entrance and E2it> prior to Step 7= Place TreasureChests> so all chests may be placed on all maps+ Also" in addition to not placing a chest #ithin / tiles o!

     your opponent6s entrance" you may not place a chest #ithin @ tiles o! your o#n entrance unless it is the

    only legal tile=s> remaining+

     (lternate Multi1player Set1up

      "gain, to make things fairer in a multiple player game>and I have played in dozens of multi2player games,

    ranging from * to O players?, we use the following method to set2up the map>s?. I recommend using at least two

    maps in any multi2player game and prefer at least ) map to every # players with an e-tra map thrown in.U

      Each player rolls / si2 sided dice to determine order o! play=i+e+ 0st player>" re5rolling any ties+Placement ta-es place as normal =or as abo*e in our alternate method> e2cept that the entrance placed

    by each player may not necessarily be the one heBshe uses+ A!ter set5up is completed =all chests" 3MTsand entrancesBe2its are placed>" the players again roll / si2 sided dice =re5rolling ties> to determine in

    #hat order #hich entry they #ill choose their entrance+ 3e determine the actual entrances randomlyas #ell but that is up to you+G A!ter all players ha*e determined their entrances" play begins #ith the

     !irst player and passes to his le!t =cloc-#ise>+

      "s you can see, this levels the advantage the first player would normally have in a multi2player game, which is

    usually 6uite considerable.

    Mage Spawn "ools

      The rules set out a minimum amount of points re6uired for each playerQs contribution to the $age 'pawn pool

    and suggest Qthe more, the merrier.Q =ow, I have a huge $age 'pawn collection >well over ++ figures? and it has

    become apparent that with that large a collection, almost nobody ever gets out of a dungeon alive. 7ith a large

    selection of skeletons and magic blasters, we spent months killing off every hero in both head2to2head and multi2player games. 1very game was decided by found gold or e-perience points... no one got out. Hence, we

    developed the follow additional rule for $age 'pawn 8ools. =ow things run as planned, heroes do live and get

    out with gold >not all the time but fre6uently, probably the way that was intended?.

      Each player must contribute a .,n,.+. number o! Mage Spa#n e)ual to the number o! !igures intheir 1eroic Team+ The minimum total point *alue o! Mage Spa#n contributed to the pool must be

    099 points+ Hou can contribute as many Mage Spa#n as you #ant up to a ma2imum o! 7 times the number o! points o! your 1eroic Team" plus one additional Mage Spa#n o! your choice=at any cost>+

      This is intended to force some choices into playerQs minds over what $age 'pawn they want to focus on while

    still allowing enough choice. " standard game >)++ point teams? allows the player to bring up to (++ points of

    $age 'pawn plus any single $age 'pawn of their choice >we usually see that one big uni6ue brought Eust in case

    of a big chest trap?. Trust me, with up to O++ points and two uni6ues to choose from for a head to head game,

    thereQs more than enough to go around. You donQt need more.

    '%andom' #ondering Monster Toens

      "nother problem in running tournaments is 7$Ts. 7hoQs is whoQs after a game can give rise to arguments.

    'ometimes, players forget to bring them. 7e get around this by using QrandomQ 7$Ts. It was determined that

    there were & different Yellow and Dlue tokens and ( different Fed tokens. I simply created a chart listing all of

    them together. You can then use anything you want to represent the 7$Ts >pennies, real 7$Ts, etc... we use

    custom blank 7$Ts?. 7henever a 7$T is revealed, you roll a d& to determine what color the token is,

    another d& to determine which QnumberQ token is revealed and finally #d& as normal to determine how many $'

    at how many points.

      This also allows you to determine the difficulty of the came in several different ways. I have included the

    7$T chart and QrandomQ tokens for your use at the end of this section. ur most common game is the one

    where )2* is a yellow token, (2 is a blue and & is a red. 5ots of funK 7atch those bad rollsK

      You may also play with QBariableQ $age 'pawn point values. This means you will have to make use of a widervariety of monsters. 9etermine the points re6uired for $age 'pawn normally, roll #d& and add the result to that

    number and finally subtract < for the new number of points. This will vary the points away from the standard

    multiples of and add variety to the monsters seen.

    Monster Master Toen

      7hen playing multi2player, we have slightly modified the use of the $onster $aster token as well. 7e

    generally limit each player to # 7$TA$age 'pawn activations until the $onster $aster token has made one

    complete revolution >i.e. the )st player receives the token the second time?. This is to once again limit the

    advantage the first several players have over their opponents in large games.

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    Random Mage Spawn Token Table

    Token 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 * 4 *** 5 6

    2d6Roll

     Yellow Yellow Yellow Yellow Yellow Yellow Blue Blue Blue Blue Blue Blue Red Red Red Red Red Red

    # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts

    2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 20 0 0 0 0 1 35 1 70 2 100 0 0 0 0

    3 0 0 0 0 1 10 1 10 1 10 1 10 1 15 1 20 1 20 1 15 2 25 1 25 2 55 1 40 1 80 3 120 1 30 1 30

    4 1 10 1 15 1 15 1 15 1 15 1 15 2 20 1 25 1 25 2 20 1 25 2 25 3 60 2 50 2 100 2 130 1 40 1 45

    5 1 15 2 25 2 20 2 20 2 20 1 15 2 25 1 30 1 30 2 25 2 30 1 30 2 65 2 60 2 120 1 80 1 45 2 55

    6 1 20 3 30 1 20 2 25 2 25 2 20 1 30 1 35 1 35 1 30 1 30 2 30 3 65 3 70 3 140 2 110 1 50 2 70

    7 1 20 2 30 2 25 2 30 2 30 1 20 1 35 1 40 1 40 1 35 2 35 1 35 3 70 2 70 2 140 1 110 2 60 3 85

    8 1 25 1 25 1 30 2 35 2 25 2 25 1 40 2 35 2 35 1 40 1 35 2 35 2 70 3 75 3 150 2 120 2 65 3 100

    9 1 25 1 20 2 35 1 20 1 20 1 25 2 30 2 30 2 30 2 30 2 40 1 40 2 75 2 75 2 150 2 150 2 85 3 115

    10 2 25 2 25 3 30 1 25 1 25 2 30 2 35 2 35 2 35 2 35 1 40 2 40 3 75 2 80 2 160 3 180 2 95 3 130

    11 2 30 1 30 1 30 1 30 1 30 1 30 2 40 2 40 2 40 2 40 2 45 1 45 3 80 2 85 2 170 2 180 2 110 3 150

    12 2 35 2 30 2 30 3 30 3 30 2 35 2 45 2 45 2 45 2 45 3 45 2 45 2 80 1 90 1 180 3 250 2 130 3 160

    * For 1st roll of t!s token" use tese $lues !f %l$&!n' w!t $ SUPER  Token( )terw!se" use $lues under T)+, #2( *** For 1st roll of t!s token" use tese $lues !f %l$&!n' w!tMEGA Token( )terw!se" use $lues under T)+, #5( -f %l$&!n' VARIABLE MAGE SPAWN VALUES " deter.!ne nor.$l %o!nts $lue" su/tr$t 7 $nd ten $dd 2d6(

    R$ndo. $nder!n' onster Tokens

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    Mage Knight Dungeons Play Sheet

    Heroic Team ( _________ points)

    Name Pts Level

    1 2 3 4 5

    Player: ________________ 

    Event: ________________ 

    Date: ________________ 

    1 2 3 4 5 Mage Spawn Pool

    1 2 3 4 5

    1 2 3 4 5

    1 2 3 4 5

    1 2 3 4 5

    1 2 3 4 5

    1 2 3 4 5

     Non-Hero a!tion tea" "e"#ers "ay only use level-u$s to heal%

    Round 1: in ! Loss "pponent: "pp# $nitial:

    %ps &ained: &old Recovered!'ound:

    Round : in ! Loss "pponent: "pp# $nitial:

    %ps &ained: &old Recovered!'ound:

    Round : in ! Loss "pponent: "pp# $nitial:

    %ps &ained: &old Recovered!'ound:

    Round *: in ! Loss "pponent: "pp# $nitial:

    %ps &ained: &old Recovered!'ound:

    Random MS To+ens (Roll d, -or To+en .olor/ d, -or To+en 0 and d, -or MS result) ic map to use2 (d1)

    Roll  Standard  House &ame  Hard &ame  Toug &ame  Hardcore 

    1  3ellow To+en 3ellow To+en 3ellow To+en 3ellow To+en 4lue To+en

     3ellow To+en 3ellow To+en 3ellow To+en 4lue To+en 4lue To+en  3ellow To+en 3ellow To+en 4lue To+en 4lue To+en 4lue To+en

    *  3ellow To+en 4lue To+en 4lue To+en 4lue To+en 4lue To+en

    5 4lue To+en 4lue To+en Red To+en Red To+en Red To+en

    , 4lue To+en Red To+en Red To+en Red To+en Red To+en

    Roll - Map1 – Dungeon Map #12 - Dungeon Map #2

    3 - Dungeon Map #34 - Dungeon Map #45 - Dungeon Map #56 - Dungeon Map #6

    Roll – Map7 – Citadel: Prisons8 – Citadel: Liraries

    ! – Mines: "nderines1$ – Mines:%trip Mines11 – P&raid: Pillars12 – P&raid: %tatues

    'bson The Grey, 2004

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    Random Mage Spawn Token Table

    Token 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 * 4 *** 5 6

    2d6Roll

     Yellow Yellow Yellow Yellow Yellow Yellow Blue Blue Blue Blue Blue Blue Red Red Red Red Red Red

    # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts

    2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 20 0 0 0 0 1 35 1 70 2 100 0 0 0 0

    3 0 0 0 0 1 10 1 10 1 10 1 10 1 15 1 20 1 20 1 15 2 25 1 25 2 55 1 40 1 80 3 120 1 30 1 30

    4 1 10 1 15 1 15 1 15 1 15 1 15 2 20 1 25 1 25 2 20 1 25 2 25 3 60 2 50 2 100 2 130 1 40 1 45

    5 1 15 2 25 2 20 2 20 2 20 1 15 2 25 1 30 1 30 2 25 2 30 1 30 2 65 2 60 2 120 1 80 1 45 2 55

    6 1 20 3 30 1 20 2 25 2 25 2 20 1 30 1 35 1 35 1 30 1 30 2 30 3 65 3 70 3 140 2 110 1 50 2 70

    7 1 20 2 30 2 25 2 30 2 30 1 20 1 35 1 40 1 40 1 35 2 35 1 35 3 70 2 70 2 140 1 110 2 60 3 85

    8 1 25 1 25 1 30 2 35 2 25 2 25 1 40 2 35 2 35 1 40 1 35 2 35 2 70 3 75 3 150 2 120 2 65 3 100

    9 1 25 1 20 2 35 1 20 1 20 1 25 2 30 2 30 2 30 2 30 2 40 1 40 2 75 2 75 2 150 2 150 2 85 3 115

    10 2 25 2 25 3 30 1 25 1 25 2 30 2 35 2 35 2 35 2 35 1 40 2 40 3 75 2 80 2 160 3 180 2 95 3 130

    11 2 30 1 30 1 30 1 30 1 30 1 30 2 40 2 40 2 40 2 40 2 45 1 45 3 80 2 85 2 170 2 180 2 110 3 150

    12 2 35 2 30 2 30 3 30 3 30 2 35 2 45 2 45 2 45 2 45 3 45 2 45 2 80 1 90 1 180 3 250 2 130 3 160

    * For 1st roll of t!s token" use tese $lues !f %l$&!n' w!t $ SUPER  Token( )terw!se" use $lues under T)+, #2( *** For 1st rollof t!s token" use tese $lues !f %l$&!n' w!t MEGA Token( )terw!se" use $lues under T)+, #5( -f %l$&!n' VARIABLE MAGE SPAWN VALUES " deter.!ne nor.$l %o!nts $lue" su/tr$t 7 $nd ten $dd 2d6(

    Movement Costs Standard ero!" Team Set-#p (tta)* +,".D - ranged/ $ ust 0ae ,ound %( 1 - 1$$ pts or loer o eroes +ero a)tion or non-Mage %pan a)tion/

     (tta)* +C( - 2/ $ ust 0ae C0arge %( 2 - 1$$ or ore points o Mage %pan +at least one M% per 0ero9 &ou 0ae/

     (tta)* +.'M,L - eit0er/ 2 ust 0ae .ile %( 3 - 6 to*ens per side +2 lue 3 &ello and 1 red or &ello/

     (tta)* +ranged or 2/ 4 .oral (tta)* 4 - 1 treasure )0est per eer o &our eroi) ;ea

     (ttept ,rea* (a& 2 )an retr& 4-5-6 to rea*M$ %&ngeon 'otes

    Close Door +Metal/ 2 etal door )loses < end o turn Pla&ers ust oe t0eir entire tea into dungeon eore oing andering onster to*ensor opening )0ests=

    Close Door +>ood/ 1 sta&s pen unless Closed Pla&ers get 1 a)tiation per eroi) a)tion tea eer to iniu o 2 a)tions?turn=

    Disar ;rap +@(%;/ 3 A$ to disar roll a)0 0ero )an )arr& a aB o 2 )0ests a turn=

    Disar ;rap +%L>/ 6 A2 to disar roll Ps gained are put into pool used & all eers o t0e tea=

    Bit Dungeon 1 een ro diagonal a)0 turn treasure )0ests )an e reallo)ated aongst t0e tea=

    Bpose ;rap $ ro an& ada)ent sEuare oll o 2 ala&s ails and does 1 )li)* o daage to t0e a)tiated igure=

    at0er ;reasure 2 ro @ront (r) .LF oll o 12 ala&s 0its and inli)ts A1 daage to t0e target +or A1 0eal/=

    ealing Magi) +ranged/ 4 A2 to 0eal into )oat ends a)t iat ion Pla&ers )an use igures in t0eir eroi) tea t0at are not part o t0e 0ero a)tion ut ea)0non-ero is )onsidered uniEue ased on nae not ran*=

    ealing .oral +2/ 4 A2 to 0eal into )oat ends a)tiation >andering onster to*ens 0ae a speed o 4 and )annot e a)tiated i t0e& are on t0e saetile as one o &our 0eroes=

    ealing %el 4 no die roll 1 )li)* ends a)tiation @igures get a ree spin i anot0er igure ends oeent neBt to or is pla)ed neBt to t0e igure -in)luding eing pla)ed & .e)roan)& or treasure )0est=

    Moeent Clear 1 @igures do not get a ree spin or a igure passing t0roug0 t0e unless it stops neBt to t0e=

    Moeent Diagonal A1 add to sEuareGs noral oeent )ost a %( ends t0e igure9s a)tiation and is )opletel& negated & ;oug0ness and'nulnerailit& %(s sin)e it is spe)ial daage=

    Moeent indering 2 i Line o @ire passes t0roug0 t0isterrain add A1 to targetGs Deense

    Dodge %( )auses an atta)* to iss on a roll o 5-6 een a )riti)al 0it ut )annot e used toaoid daage due to Heno %(=

    Moeent %0ado ? %o*e 4 lo)*s Line o @ire  ( 4B4 set o 3D tiles eEuates to one tile in noral Dungeons=

    Moeent >ater 3  (tta)*s & Dungeon oe)ts +)0ests or artia)ts/ ignore (LL %pe)ial (ilities=

    Moeent @ire 2 ea)0 turn spent intera)ting it0 t0isterrain )auses 1 )li)* o daage

    ;oug0ness and 'nulnerailit& redu)e daage ro ranged or )lose )oat to a iniu o 1 ut %pe)ial (ilit& daage ee)ts to $=

    .e)roan)& ends a)tiation %pe)ial (ilit& daage ee)ts are a Pole (r and Magi) etaliation=

    pen Door +all/ 2 ;0e t0et target )an )ounteratta)* to reset treasure )0est unless t0e t0ie 0as L' .ile

    Iui)*ness or %tealt0=Pass ;0roug0 A3 adds to destination sEuare a& not

    pass t0ru ig ada)ent to opposing ig Ga!n!ng ()s

    egeneration ends a)tiation Jill Mage %pan %pan9s Pt alue in Ps

    ;0et +%teal ;reasure/ 4 target DA2 possile )ounter   Jill pponents ero ero9s )urrent alue in Ps

    %!sarm!ng Traps *+rom ront r" .'/1 Disar a ;rap 5$ Ps

    Disar @ast 3 speed A $ to disar roll ;rigger a ;rap 25 Ps

    Disar %lo 6 speed A 2 to disar roll Disaring a ;rap ;ile as listed on tile

    .ile %( -- A 2 to disar roll (rtia)t as listed on artia)t

    %nea* (tta)* %( -- A 2 to disar roll @inding a ;rapless C0est . Ps

    %tealt0 %( -- A 2 to disar roll Colle)ting a C0est . ps

    Read!ng Top /!d o+ Treas&re Chest

    ;rap Disar.uer  .uer oMage %pan ;otal PointCost o Mage%pan

    ;rap (tta)*Halue ;rapDaage ;&pe o ;rap (tta)* ange o ;rap (tta)* ;&pes o (tta)*s - ero nl& ; - ntire ;ileand - ange (tta)*= ,lan*eans no trap

    'bson The Grey, 2004