Players:
Blue - Bob
Orange - BadgeAddict
Red - Quarg
Purple - Doublefried
Yellow - Alavar
Order of play: Alavar (5), Bob (4), Quarg (3), Badge (1)
The person after you in the list is to your left, the person before is to your right. For the people on the end, it loops.
Cards in play:
► Show Spoiler
Level: 9
Equipment: Cute Shoulder Dragon (+4 for females, +2 for males, 600 gold)
Mithril Armour (+3 bonus, not usable by Wizard, Armour, Big, 600 gold)
Singing & Dancing Sword (+2 bonus, NOT usable by Thief, 400 gold)
Gender: Male
Class: Cleric (Resurrection: Instead of drawing cards face-up, you may instead take some or all of those cards from the top of the appropriate discard pile. Discard one card from your hand for each drawn. Turning: Discard up to 3 cards in combat against undead, each gives +3 bonus)
Race:Halfling (Race, you may sell one item each turn for double price, other items are at normal price. If you fail your initial Run Away roll, you may discard a card and try once more)
Half-breed (May have two race cards, with all advantages and disadvantages of both, or one race card and no disadvantages)
Orc (Race, An orc who is hit with a curse can always choose to ignore the curse and lose a level instead - unless he's already level 1. When an orc fighting alone defeats a monster by 10 or more, he goes up an extra level.)
In Play: Your Shoe's Untied! (It's the oldest trick in the book. But it still works, which is why it's in the book. Play during combat. +3 to either side. Usable once only.)
Leather Armour (+1 bonus, armour, 200 gold)
Bag of Caltrops (Sprinkle a few on the floor to discourage pursuit. +1 to run away. This is NOT a one-shot item; it can be used repeatedly. 200 gold)
Bow with Ribbons (+4 bonus, elf only, 2 hands, 800 gold)
Potion of idiotic Bravery (Use during any combat. +2 to either side, Usable only once. 100 gold)
Invisibility Potion (Use when your Run Away roll fails. You escape automatically. Usable once only. 200 gold)
Combat strength: 16
Equipment: Cute Shoulder Dragon (+4 for females, +2 for males, 600 gold)
Mithril Armour (+3 bonus, not usable by Wizard, Armour, Big, 600 gold)
Singing & Dancing Sword (+2 bonus, NOT usable by Thief, 400 gold)
Gender: Male
Class: Cleric (Resurrection: Instead of drawing cards face-up, you may instead take some or all of those cards from the top of the appropriate discard pile. Discard one card from your hand for each drawn. Turning: Discard up to 3 cards in combat against undead, each gives +3 bonus)
Race:Halfling (Race, you may sell one item each turn for double price, other items are at normal price. If you fail your initial Run Away roll, you may discard a card and try once more)
Half-breed (May have two race cards, with all advantages and disadvantages of both, or one race card and no disadvantages)
Orc (Race, An orc who is hit with a curse can always choose to ignore the curse and lose a level instead - unless he's already level 1. When an orc fighting alone defeats a monster by 10 or more, he goes up an extra level.)
In Play: Your Shoe's Untied! (It's the oldest trick in the book. But it still works, which is why it's in the book. Play during combat. +3 to either side. Usable once only.)
Leather Armour (+1 bonus, armour, 200 gold)
Bag of Caltrops (Sprinkle a few on the floor to discourage pursuit. +1 to run away. This is NOT a one-shot item; it can be used repeatedly. 200 gold)
Bow with Ribbons (+4 bonus, elf only, 2 hands, 800 gold)
Potion of idiotic Bravery (Use during any combat. +2 to either side, Usable only once. 100 gold)
Invisibility Potion (Use when your Run Away roll fails. You escape automatically. Usable once only. 200 gold)
Combat strength: 16
► Show Spoiler
Level: 7
Equipment: Siege Engine (+4 bonus, 2 hands, big, you may ride in the siege engine at the start of combat, so it does not count against the number of big items you have in play. If you are riding in the siege engine you are at -1 to run away, 700 gold) (riding)
Boots of running really fast (+2 to run away, footgear, 400 gold)
Sneaky bastard sword (+2 bonus, 1 hand, 400 gold)
Really Impressive Title (+3 bonus)
Flaming Armour (+2 bonus, Armour, 400 Gold)
Raincoat (Other players cannot use potions to interfere with your combats. If someone is aiding you in combat, he can use potions normally, either for or against you. This item may be worn over armour, but if you lose your armour, the Raincoat goes too. Armour, 100 gold)
Cloak of Obscurity (+4 bonus, Thief Only. 600 gold)
Scary False Teeth (+1 bonus, 200 gold)
Gender: Female
Class: Thief (Class, Backstabbing: May discard a card to backstab a player (-2 in combat), may only do so once per player per combat. Theft: Discard a card to try to steal a small item from another player. Roll a die, 4 or more succeeds, otherwise you get whacked and lose a level)
Race: Half-breed (May have two race cards, with all advantages and disadvantages of both, or one race card and no disadvantages)
In Play: Pollymorph potion (Use during combat, single use, turns a monster into a parrot, which flies away, leaving its treasure behind, 1300 gold)
Nasty-Tasting sports drink (Use during any combat. +2 to either side. Usable once only.)
Lemming Juice (Use to add zest to salads, fish, or pasta dishes. Or play during any combat to make the victim land on his head. +3 to either side. Usable once only. 100 gold)
Magic Lamp (You may use the Lamp only on your turn. It summons a genie who makes a single monster vanish, even if you had already failed your Run Away roll and it was about to catch you. If it was the only monster you were facing, you may take its treasure, but you don't gain a level. Usable once only. 500 gold)
Combat strength: 21 (+1 to run away)
Equipment: Siege Engine (+4 bonus, 2 hands, big, you may ride in the siege engine at the start of combat, so it does not count against the number of big items you have in play. If you are riding in the siege engine you are at -1 to run away, 700 gold) (riding)
Boots of running really fast (+2 to run away, footgear, 400 gold)
Sneaky bastard sword (+2 bonus, 1 hand, 400 gold)
Really Impressive Title (+3 bonus)
Flaming Armour (+2 bonus, Armour, 400 Gold)
Raincoat (Other players cannot use potions to interfere with your combats. If someone is aiding you in combat, he can use potions normally, either for or against you. This item may be worn over armour, but if you lose your armour, the Raincoat goes too. Armour, 100 gold)
Cloak of Obscurity (+4 bonus, Thief Only. 600 gold)
Scary False Teeth (+1 bonus, 200 gold)
Gender: Female
Class: Thief (Class, Backstabbing: May discard a card to backstab a player (-2 in combat), may only do so once per player per combat. Theft: Discard a card to try to steal a small item from another player. Roll a die, 4 or more succeeds, otherwise you get whacked and lose a level)
Race: Half-breed (May have two race cards, with all advantages and disadvantages of both, or one race card and no disadvantages)
In Play: Pollymorph potion (Use during combat, single use, turns a monster into a parrot, which flies away, leaving its treasure behind, 1300 gold)
Nasty-Tasting sports drink (Use during any combat. +2 to either side. Usable once only.)
Lemming Juice (Use to add zest to salads, fish, or pasta dishes. Or play during any combat to make the victim land on his head. +3 to either side. Usable once only. 100 gold)
Magic Lamp (You may use the Lamp only on your turn. It summons a genie who makes a single monster vanish, even if you had already failed your Run Away roll and it was about to catch you. If it was the only monster you were facing, you may take its treasure, but you don't gain a level. Usable once only. 500 gold)
Combat strength: 21 (+1 to run away)
► Show Spoiler
Level: 5
Equipment:
Gender: Male
Class:
Race: Elf (+1 to run away, gain a level for every monster you help someone else kill)
Half-breed (Can have 2 races. 1 race - all benefits no negatives. 2 races - all benefits and negatives.)
Dwarf (You can carry any number of Big items. You can have 6 cards in your hand)
In Play:
Combat strength: 5 (+1 to run away)
Equipment:
Gender: Male
Class:
Race: Elf (+1 to run away, gain a level for every monster you help someone else kill)
Half-breed (Can have 2 races. 1 race - all benefits no negatives. 2 races - all benefits and negatives.)
Dwarf (You can carry any number of Big items. You can have 6 cards in your hand)
In Play:
Combat strength: 5 (+1 to run away)
► Show Spoiler
Level: 9
Equipment: Pointy Hat of Power (+3 bonus, wizard only, head gear, 400 gold)
Gender: Female
Class: Wizard (Flight spell: Discard up to 3 cards after rolling to run away, +1 bonus for each, Charm spell: Discard whole hand (minimum 3) to charm and discard single monster you are fighting. Gain treasure, no levels. If other monsters
are present, fight remains as normal)
Knight Light (+2 bonus, This item may be worn over another piece of headgear, but if something makes you lose your headgear, the Knight Light foes too. Headgear, 400 gold.)
Race:
In Play: Transferral potion (Play during combat, single use, any other player fights the monster, the original player may loot the room, 300 gold)
Potion of Confusion (Use during any combat. +3 to either side. Usable once only. 100 gold.)
Very Holy Book (+3 bonus, cleric only, big. 400 gold)
Pretty balloons (Use during any combat, for distraction. +5 to either side. Usable once only. No value.)
Baby Oil (Slip away from any combat. This potion makes running away automatically successful for one or two characters, even from a monster than cannot normally be escaped. Useable once only. 300 gold.)
Trojan Horse (Play with a monster when someone is about to draw treasure. They get no treasure and must fight your monster, with normal combat rules, including treasure. Play with no monster to deprive them of treasure entirely)
Combat strength: 12
Equipment: Pointy Hat of Power (+3 bonus, wizard only, head gear, 400 gold)
Gender: Female
Class: Wizard (Flight spell: Discard up to 3 cards after rolling to run away, +1 bonus for each, Charm spell: Discard whole hand (minimum 3) to charm and discard single monster you are fighting. Gain treasure, no levels. If other monsters
are present, fight remains as normal)
Knight Light (+2 bonus, This item may be worn over another piece of headgear, but if something makes you lose your headgear, the Knight Light foes too. Headgear, 400 gold.)
Race:
In Play: Transferral potion (Play during combat, single use, any other player fights the monster, the original player may loot the room, 300 gold)
Potion of Confusion (Use during any combat. +3 to either side. Usable once only. 100 gold.)
Very Holy Book (+3 bonus, cleric only, big. 400 gold)
Pretty balloons (Use during any combat, for distraction. +5 to either side. Usable once only. No value.)
Baby Oil (Slip away from any combat. This potion makes running away automatically successful for one or two characters, even from a monster than cannot normally be escaped. Useable once only. 300 gold.)
Trojan Horse (Play with a monster when someone is about to draw treasure. They get no treasure and must fight your monster, with normal combat rules, including treasure. Play with no monster to deprive them of treasure entirely)
Combat strength: 12