Professional Documents
Culture Documents
This demo pack will give you but a taste of the glorious game that is For Glory!!! It
includes advanced characters, sample encounter cards and an expurgated version of the full rules so that you can play a short session and decide whether it
is worth your filthy lucre to step up to the full game!
THE MAP
min
the curse
d
larde r
challenge
agl
pitfa ll
challenge
min
While investigati
ng an ancient
tomb in the middle
of the
jungle, the Hero
that threatens sets off a trap
into a pond full to push them
of carnivorous
reptiles. Fortunatel
y, an
overhanging vine
chance to swing offers them a
and the snappingacross the pond
jaws to safety.
The Hero loses
their grip on the
vine. Spend a Hero
Point to have
the Hero grab
the
ledge
by the
tip of their fingers
or they fall to
their doom.
ancie nt
glyph s
challenge
agl
DANCER
man-c atche
challenge
A circle of megaliths
ancient set of glyphs with an
carved into
the stones may
uncovering the be the key to
jungle if they can secrets of the
be deciphered
If the Hero succeeds
.
at this
challenge, they
the top 3 cards may look at
rearrange themof the deck and
as they wish.
MINSTREL, SCRIBE
DANCER
3
APP
YELLO W IDOL
challenge
MIN
DREAM LOTUS
challenge
STR
SLITH
challenge
10 AGL
challenge
A Banth and a
Chark are
battling it out in
in a jungle
village, knocking
over trees
and trampling
everything and
everyone in sight.
If the Hero
can dodge the
destruction and
lure the monsters
villagers will be away, the
grateful (and
vulnerable to callous
heroes).
HUNTER, SCRIBE
ASSASSIN, BARBARIA
TRAM PLED
UNDER FOOT
DANCER
10
Print out the card sheets on paper or thick card and then separate
the individual cards from them using scissors or a paper cutter.
Then insert them into a transparent card sleeve like those you find
used for trading cards or collectible card games.
SETUP
Each player picks a Hero to play. In the case of conflict over a particular Hero,
those involved should engage in some test of might, preferably combat (although
not to the death, as this results in fewer players). The one who beats the rest
into submission takes the Hero card.
Alternately, those too craven to engage in true tests of a Heroic caliber
can simply award the Hero to the player who achieves the highest result on 1 die (rerolling ties) or just
randomly deal one Hero card face down to each player and then wallow in timorous ignominy.
After Heroes have been chosen, each player then takes a number of Blood Tokens equal to their Life
Blood (the small blood drop in the top right hand corner) and Hero Point tokens equal to their Hero
Point total (the small circle with a triskele to the right of the blood drop). Heroes with the Sorcery
Career will also take a number of Arcane Power tokens equal to their Arcane Power (the arcane symbol to the right of the Hero Point circle). They also take any cards whose backs are marked with their
image, and place them in their starting area.
Finally, they take the token bearing their Hero's image, and place it on the map at the starting location described on their card (under Place of Origin).
HEROES
The playable Heroes in the game represent true Heroes as well as anti-Heroes and downright villains,
although all of them are referred to as 'Heroes' to set them apart from the general, non-adventuring
rabble that populates the rest of Lemuria.
Each Hero is represented by a Hero Card, which describes their relevant game abilities.
ATTRIBUTES
COMBAT ABILITIES
Along with the four basic Attributes, Heroes are rated in four Combat Abilities...
Brawl (BRA)
This combat ability is used for wrestling, punching, kicking, and biting as well as
bashing chairs or other improvised objects over people's heads.
Melee (MEL)
This represents the Hero's training with proper close combat weapons, like
swords, flails and pole-arms.
Ranged (RAN)
This Combat Ability covers all ranged attacks, whether slinging a stone, throwing a knife, or firing a
bow.
Defense (DEF)
Perhaps the most important Combat Ability in terms of sheer survival, this represents the ability to
dodge, parry and otherwise deflect damage.
This number indicates the total amount of physical damage the Hero's body
can take. For every point of damage, they will lose one Blood Token. Once
the Hero is out of Blood Tokens, they are dead.
Hero Points represent the fact that the Hero is meant for a greater destiny than simply being cut down by the first bandit they encounter or
some random pestilence they might acquire. Certain encounters may
require that the Hero expend Hero Points to survive a failed roll or to attain
some benefit.
Luck of the Gods
A Hero may spend a Hero Point to reroll the Dice or, when in combat, negate the damage from a single
attack. When rerolling Challenge and Combat Dice, you must reroll the entire roll. When rerolling Fate
rolls, you may reroll a single die for every Hero Point spent.
The gods may look after Heroes, but the fates will only tolerate limited interference in their design.
You cannot Reroll a die or set of dice more than once a turn.
Sorcerers possess Arcane Power, indicated by a number in the arcane symbol in the
top right hand corner of their character card. Only a character with the Sorcerer career will possess AP.
Sorcerers use Arcane Power to cast spells. Once they run out, they must wait until
they recover their power to cast more spells.
CAREERS
These are special advantages and disadvantages that reflect the Heros culture
and upbringing and affect their in-game
play. Each one affects the game in a
unique way, so you should make sure you
read and understand them to get
the most out of them during play.
TRAPPINGS
PLACE OF ORIGIN
The vagaries of fate are inescapable and whatever a Hero does, if there is any element of chance involved, they must Consult the Bones, (i.e. roll dice). All dice rolls
are described by the number of dice (D) used in the roll. So a 3D Fate roll is a roll
that uses 3 dice and follows the rules for Fate Rolls (see below).
Sometimes a modifier is added to that amount. as with 2D+2. This means
to roll two dice and add 2 to that amount. If you rolled a 3 and a 4, for
example, your total would be 3+4+2 = 9.
There are three types of rolls in the game...
CHALLENGE ROLLS
Whenever a Challenge Roll is called for, the Hero must roll 2 dice and try to score equal to or higher
than the Difficulty of the challenge. A result equal to or greater than this number is a success.
Challenge rolls will typically have an Attribute attached to them (a STR Challenge, a MIN Challenge,
etc.) and you may add your rank in that Attribute to your roll.
In addition to an Attribute, some challenges will have a list of Careers that apply to the challenge. If
you have a career that matches one of those given at the bottom of the card, you may add that rank to
the roll as well. You may only add the rank from a single career to any single roll, however, so the final
result will be 2 dice + your Attribute + a Career.
Ex. A Hero encounters a rockslide that blocks their path through a mountain
pass and must climb over it or lose their next turn. It is a STR Challenge at
Difficulty 12. It lists Barbarian and Hunter for
careers. The Hero has STR 3 and Barbarian 2
(they also have Hunter 1, but may only use
one career, so they choose the higher one of
the two), and adds those to their roll of 7,
scoring just enough to complete the challenge.
COMBAT ROLLS
Combat rolls occur during a Combat Encounter. For the most part they work like Challenge rolls but
use Combat Abilities instead of Attributes. Combat is described more fully in the Combat section (pg.
xx).
FATE ROLLS
Heroes have individual strengths and weaknesses, and these are represented by Bonus
and Penalty Dice.
When a Hero is attempting a roll in a situation that favors one of their strengths, they
will be asked to add an extra die, a Bonus
Die, to their roll and use the best two for
their final result.
Ex. A Barbarian with the Valgardian Blade Boon adds a Bonus Die for every attack
they make with a special Valgardian Blade. In one combat, they roll three dice for
their attack, the normal two + the Bonus Die, and score a 2, 5 and 6. They ignore
the 2 and add the 5 and 6, to their final attack result.
Alternately, a Hero is attempting a roll in a situation that exposes a
weakness, they will be asked to add an extra die to their roll, a Penalty Die, and use the worst two for their final result. Some Boons
actually allow the Hero to give a Penalty Die to an opponent in certain situations.
Ex. A Barbarian with the Valgardian Warcry Boon imposes a Penalty Die on opponents attacks during
the first round of combat. The opponent strikes at the Barbarian rolling three dice, the normal two +
one for the Penalty, and rolls a 1, 1 and 6. The must discard the 6 and take a Critical Failure for their
result! Clearly the Barbarians terrifying warcry has unnerved them!
Bonus dice cancel out Penalty dice on a one for one basis (and vice-versa). You only add one Bonus or
Penalty die to a roll.
THE ROUND
Gameplay takes place in Rounds that represent one lunar month of activity on the continent of Lemuria. During that time Heroes will travel the land and seek adventure while various events transpire
and expire around them.
The following game phases take place within the Round
TIME PASSES
Encounters that last over time will have Lunar Cycle Counters on them. During
this phase, take a Lunar Cycle counter off the card. When all the counters are
depleted, the encounter or effect ends and the card is immediately discarded.
HEROES RECOVER
All Heroes recover enough Blood Counters to bring them back to their original Life Blood total. Heroes also recover 1 Hero Point, up to their maximum starting total. Sorcerers recover a single point of
Arcane Power as well.
The players now take their individual Turns (see Player Turns below). After all the players have had a
turn, a new Round starts.
PLAYER TURNS
During the Heroes Seek Adventure phase of the Round, each Hero will take a turn in order, starting
with the player who holds the First Honor token and then proceeds clockwise around the table.
In the First Round of the game, the Honor token starts with the oldest player. In subsequent rounds,
the player with the greatest Glory total takes First Honor at the beginning of the Heroes Seek Adventure phase and play proceeds as normal.
If two or more players are tied for Glory, a test of cunning, such as a test of knowledge or shifty negotiation
skills, is in order to determine who takes the Honor
(only a mentally infirm or socially awkward dog
would dice for such an Honor).
MOVE
Heroes have a Base Move of one hex on land, and may move in any direction (or remain in their current hex). They may attempt to move one additional hex by succeeding at a STR Challenge roll, the difficulty of which is determined by the terrain they are exiting (which is listed near the appropriate deck
of cards). If they get a Mighty Success, they may move two extra hexes (but no more than 3 total, no
matter what abilities or treasures they possess). If they roll a critical failure, they lose one Life Blood.
Random Movement
Some special rule may result in your Moving Randomly into another hex. When this occurs, roll a die
and, treating the top of your current hex as 1 and counting clockwise, move the Hero in that direction.
Ex. The Sorceress casts Morgazzons Malediction of Madness
forcing all the other Heroes to move into a random adjacent
hex during their Movement Phase.
During his Movement, the Valgardian Barbarian rolls a die
and get a 3. Starting with the top of the hex, he counts 3
hex sides clockwise and ends up travelling into the adjacent
hex to the south-east, into the Kasht Swamp. He attempts to
move an extra hex, rolls 2D6 and gets a Critical Failure! He
fails to move an extra hex and manages to injure himself as
he trudges through the swamp trying to recover his wits!
2
3
ENCOUNTER
Once the Hero has finished moving, you have two options.
If there is another Hero in the hex, you may choose to encounter them. You
may trade treasures, companions, or Trappings with them so long as you
share the same hex.
Alternately, you may decide to engage them in a duel (see Heroic
Duels on pg.xx).
If there are no other Heroes in the hex, or you choose to ignore any that are there, you must draw a
random card from the appropriate deck for the terrain you are in and encounter whatever is on that
card (see Encounters on pg.xx).
ENCOUNTERS
Encounters represent important events, potential foes and other assorted challenges that the Hero
will meet as they travel throughout the lands of Lemuria. They also provide an opportunity to earn
treasure, attract companions and find strange tomes filled with ancient sorcery.
DIFFICULTY
Title
The top border of the card contains a short description of the encounter, like Rockslide, Desert Nomads or The Stars are Right.
ATTRIBUTE
Attribute
The attribute the Hero tests for the challenge will be
located in a circle in the top, left corner of the card. If
there is an X in this spot, the Hero will fight a Combat.
If the word Fate appears there, the Hero must test Fate.
Difficulty
The base difficulty of the task will be located in a circle
in the top, right corner of the card. In the case of Fate
tests, this circle will tell you how many dice to roll.
Encounter Type
located under the Name, this tells you what type of encounter you are facing (see Encounter Types below).
ADVERSARY ATTRIBUTES
Failure Results are listed in Red, and indicate what happens when the Hero does not succeed.
Mighty Successes, when available, are listed in Blue.
Careers
If the encounter is keyed to certain careers, they will appear near the bottom of the Description area .
10
DURATION
GLORY
CAREERS
REWARDS
DESCRIPTION
Description
Located in the center of the card, this is a short description of what the encounter is about and any
special rules necessary to resolve it. Success nets the
Hero the Rewards listed on the bottom of the card.
FATE DICE
Adversary Attributes
Some encounters force you to test
your Hero against another character
or group of characters. When
this is the case, the STR, AGL,
MIN, APP and LB of the individual or group in question
will be presented down
the left side of the card.
The Book Icon is for Sorcerous rewards. Characters with the Sorcery Career may
draw one Spell from the Sorcery Deck for each point of Sorcerous Reward.
Duration
This is represented by a Crescent Moon Icon and will be located in the
bottom right corner of certain encounter cards. When the card is
brought into play, place a number of Lunar Cycle Counters on it
equal to the number in the inside curve of the crescent (see The
Round - Time Passes on pg.xx). If it is listed as 1D, 2D, etc. roll that many dice to determine the actual
Duration.
Sometimes, the Duration is only applied in certain circumstances and this will be indicated in the
Description text.
ENCOUNTER TYPES
There are 3 different types of encounters. Usually there will only be one
type of encounter per card, but there are cards, like Troll Bridge that
might combine types.
Challenge
These encounters are usually simple tests of a characters Attributes
and Careers, like having to scale a cliff face or trying to impress a
noble.
They are completed by making a successful Challenge Roll against
their Difficulty.
Combat
These encounters, typically marked with an X in the top left corner, involve an enemy and sudden violence.
Combat Stats will be provided for the enemy in question and the
Hero must defeat them in combat to successfully complete the
encounter (see Combat on pg.xx).
Event
These are random events that scale from the personal,
like a disease that might infect the Hero, to the global,
like a proper alignment of the stars. Many times, their
effects will have extended durations.
Many events will simply add a temporary rule to the game
while they last, but others might impose Fate rolls on any
Hero that falls within their area of effect. See the individual
cards for details.
11
REWARDS
Completion of encounters and adventures will often reward the Hero who completes them.
GLORY
This is the main goal for the Heroes wandering the lands of Lemuria, to gain
so much Glory that your name becomes legend across Lemuria for all
time. Glory is gained by besting encounters and completing grand adventures. The Hero with the most Glory at games end wins.
TREASURES
These range from massive hoards of coins and gems to rare items of great value and/or utility to
unique items of ancient power. Treasures are only useful to those who hold them and they may be lost
in an encounter as well as traded to, or stolen by, other Heroes.
BONUS
NAME
DESCRIPTION
COMPANIONS
Companions represent uncommon men and women (and sometimes beasts), with unique abilities
that set them far enough above the common man to make them fitting followers (or slaves) for a
Hero, but not so far that they will overshadow the Hero themselves in the annals of legend.
Companion Cards have the following features:
12
Name
The name of the Companion.
Description
A brief history or description of the Companion.
Abilities
Companions do not use Attributes, Combat Abilities or Careers personally in the game, but those with
particular strengths or weaknesses will give a bonus or penalty to the Hero in those areas, and this is
their main purpose.
NOTE: Do not mark these with Bonus Tokens on the character card, as they only exist so long as the
Companion is in the possession of the Hero.
Boons & Flaws
Some Companions can aid a Hero in unique ways which are covered by the special rules in this part of
the Companion Card.
Taboos
Some Companions have a certain code that they adhere to and this describes the conditions under
which the follower may leave the Heros service if that code is violated.
Combat Fodder
Because the Hero is chosen of the gods, those around him tend to find themselves the target of misplaced attacks or unfortunate events that would normally be the undoing of their stalwart leader. A
Companion card may be discarded to avoid a single Fail result of a particular non-combat encounter,
to absorb a single hit in combat or avoid the result of a single die during Fate rolls.
You can have a maximum number of Companions equal to your APP + 3. Choose and discard any extras.
Ex. After she saves him from being sacrificed
in Dark Rites, Chun pledges his alliegence to
the Jemdar Champion in return for his aid
concerning all things arcane and esoteric.
Chun is a sorceror, and while he is with her,
the Jemdar Champion gains a a +1 bonus to
any roll that uses MIN, 1 Rank in both the
Scribe and Sorcerer Careers (representing his
great knowledge and use of sorcery on her
behalf) and access to special Sorcerous Tinctures he brews. Unfortunately, he also gives
her a -1 penalty to APP due to his incredibly
offensive nature...
13
MAGNITUDE
SORCERY
NAME
DIFFICULTY
DESCRIPTION
DURATION
Magnitude
This is the power level of the spell and is also the cost in AP for casting it. It is located in the top left
hand corner on the book icon.
Difficulty
This is the base difficulty for casting the spell, located in a triangle in the top right corner.
Description
A description of the spell.
Effects
This describes the spell effects.
Requirements
The very bottom edge of the card will contain Icons, each one containing a number. They represent, in
order, the minimum Mortification, Treasure, Companion and/or Concentration sacrifices necessary to
complete the spell (see pg.xx).
Duration
Some spells will last an extended period of time. This is represented by a Crescent Moon Icon and
will be located in the bottom right corner of certain Sorcery cards. When the card is brought into play,
place a number of Lunar Cycle Counters on it equal to the number in the inside curve of the crescent
(see The Round - Time Passes on pg.xx).
14
LOSING REWARDS
There are some instances where failure causes the Hero to lose a reward or take a
penalty to their abilities.
Losing Cards
Sometimes a failure will result in the loss of Reward Cards. Unless
the description says otherwise, the player to your left will randomly
choose the card or cards that you lose and discard them in the appropriate discard pile.
Ability Penalties
When you take a penalty, place a Penalty Token on the Attribute, Combat Ability or Career being penalized. Each -Token subtracts 1 from the relevant ability.
COMBAT
In For Glory!!!,combat represents a running battle across the area, where opponents meet, engage
in ranged fire, close for melee and then break apart again only to repeat the process until one party
manages to run away and lose their pursuer (Boo! Hiss!) or dies (Hooray!). In between, it can be assumed that there is a lot of maneuvering for position, dirty tricks to catch the enemy off guard and
other battlefield action intended to get the upper hand, but we shall concentrate on the main phases
of battle
1. Heroic Shooting
The hero may make a single ranged attack if they
have any ranged weapons. They must make a
Ranged Combat Roll. If the opponent has a RAN
rating, they may then attack the hero.
2. Heroic Melee
The hero may make a Melee or Brawling Combat
Roll. If their opponent has a MEL or BRA rating,
they may then attack the hero.
3. Heroic Escape
During this phase, the hero has the opportunity
to cut their losses and run by making an AGL
Challenge Roll at a Difficulty equal to the enemys AGL +2D. Success means the hero escapes,
otherwise, combat continues with a new Ranged
Combat Phase.
Combat Timing
Combat is simultaneous within a phase, so resolve both the Heros and enemies attacks before assigning damage and moving on to the next phase.
15
The one exception to this is weapons or encounters with the FIRST STRIKE capability. Combatants with such weapons resolve damage for that particular phase before
their opponents get to retaliate and may possibly kill their target before they get a
chance to strike back if enough damage is done. If both sides have a FIRST STRIKE
capability, neither side gets to use it.
Some weapons are listed as SLOW. This is the polar opposite of FIRST STRIKE,
allowing the opponent of the wielder to act as though they have FIRST
STRIKE, even if they do not. Again, if both combatants use SLOW attacks,
neither side suffers from it.
Heroes can use a wide range of weapons when attacking their enemies, including their own body.
There are three types of combat rolls to reflect these types of attacks
Ranged
If the hero has a ranged weapon and uses it, they roll 2 dice and add their AGL + RAN+ the
Weapon Bonus of their weapon. If this total equals or exceeds the opponents DEF, then
they do Damage (see below).
Brawling
If the hero has no weapons (or just prefers pummeling his opponents to death),
they roll 2 dice and add their STR + BRA. If this total equals or exceeds the opponents DEF, then they do Damage (see below).
Melee
If the hero has a melee weapon and uses it, they roll 2 dice and add their
STR or AGL + MEL + the Damage Bonus of their weapon. If this total
equals or exceeds the opponents DEF, then they do Damage (see below).
Combat rolls for Adversaries (not Player Heroes, see duels on pg.xx) are handled by the player across
the table from the one whose Hero is currently engaged in combat.
The Adversary player rolls 2D and adds the RAN rating of the Adversary in Heroic Shooting, and the
higher of the BRA or MEL rating in Heroic Melee. If the Adversary has no rating in a specific Combat
Ability, they are unable to use it.
CRITICAL FAILURES
If an attacker scores a Critical Failure, they take 1 damage from some mishap, like a muscle pull, a fall
or by leaving themselves open to an opportunistic attack from the enemy.
16
COMBAT DAMAGE
Hits do 1 point of damage for a Success and 2 points for a Mighty Success.
ARMOR
If the defender is wearing armor, they may roll 1D for every point of
damage. For every Die that rolls the number listed or higher, one
point of damage is absorbed.
Armor typically carries other penalties, listed below. Heroes may remove
their armor at the beginning of their Player Turn to negate these penalties, but do not benefit from it for the rest of that battle if they do so.
Sorcerers may not wear Armor in the Demo Game.
Penalty Dice
Heavier armors will impede movement significantly, adding a Penalty
Die to rolls for Movement and possibly to AGL rolls, while the Hero is
wearing them.
Armor Penetration
Some weapons are powerful enough to make a mockery of armor.
Such weapons have ARMOR PEN listed on their cards and this
adds one to the die roll target given on the card. So a Longbow (Armor Pen 1) would turn a 5+ save into a (5+1=) 6+ and
a 6+ save would become a 7+, which is impossible to achieve
on a six-sided die.
Armored Mounts
Certain mounts might also provide Armor rolls due to armored
hides, barding or other defensive abilities. Where this is the case,
the Hero may roll to save using both worn and mounted armor, but a
Hero may only wear one set of armor or benefit from one mount at a
time.
HANDS IN COMBAT
A hero only has two hands in combat and certain items restrict their use based upon the number of
hands the Hero has free in any single Combat phase.
In ranged combat, a Hero may only use one weapon.
In Melee, a Hero may wield one 2-handed weapon, a single handed weapon and another object or
two single handed weapons. If they wield two single handed weapons, they may attack once with
each, but take a Penalty Die on each roll.
Heroes may change their weapons out at the beginning of each Combat phase.
17
HERO POINTS
For every Hero Point spent, the Hero may totally negate the damage from a single
attack.
ENDING A COMBAT
A combat (and the players turn) ends when one of the following situations occurs
HEROIC DUELS
18
Heroic Duels work just like normal combat, but end differently.
ENDING A DUEL
A duel (and the players turn) ends when one of the following situations occurs
A Hero is Killed
The remaining hero may loot the body.
A Hero Runs Away
The combat is over and the craven cur who ran loses 1D Glory as his
opponent spreads the tale of his cowardice in every inn and tavern across the land.
A Hero Surrenders
If a hero spends a Hero Point, the gods move their enemy to spare their life or somehow trick or distract them into letting their hero live. Their enemy may take 1D of their Reward Cards or Task Tokens
(abandoned as the hero escapes with their life).
Defeating another Hero earns the victor 1 Glory + 1 Glory for every point the vanquished had over the
victor. This Glory taken directly from their opponents Glory counters.
In the demo game, once your hero is dead, youre done. If at any point there is one or fewer players,
the game ends and everyone should compare their final Glory totals. The highest wins. Yes, a dead
hero can win the game if their glory in death outstrips those still living.
SORCERY
Sorcerers in Lemuria wield strange powers that can be used to accomplish almost any task they set their will towards.
To do this, Sorcerers have a store of Arcane Power (AP) that
they use to manipulate reality, and this amount fluctuates
greatly depending on how often and to what degree they
call on it. In the game, there are three Magnitudes of
Sorcery that the sorcerous Hero can call upon.
FIRST MAGNITUDE
First Magnitude spells are utility spells that can help a Sorcerer to take on challenges and tasks that would normally
require specific skills or tools to accomplish. This makes
them highly versatile in a wide variety of situations.
Magical Enhancement
A sorcerer may spend 1AP to replace a single Attribute
or Career rank with the rank in their Sorcerer Career
for a single roll.
19
Ex. A sorcerer is faced with the task of scaling a massive wall using their pitiful -1
STR and a Thief Career rated at 1, for a total of 2D + 0. The sorcerer decides to cast
an incantation that allows them to climb the wall like a spider, spending 1AP and
substituting their -1 Strength with their Sorcerer 3 career. Now they get to roll
2D+4.
Sorcerers will also often find the quick use of First Magnitude magic to be a
boon in combat as well. Sorcerers may use AP during combat for the following purposes.
Attack
By spending 1 AP, the sorcerer may make magical attacks for one
Round of combat. They may replace one Attribute or Combat Ability Rank with their Sorcerer career Rank during each combat phase
of that Round and may use ranged attacks even if they do not have a
ranged weapon.
Protection
A sorcerer may spend 1 AP to deflect or absorb the damage from a
single attack. The Sorcerer gains an armor save bonus equal their Sorcerer Rank:
Escape
By spending 1AP, the sorcerer may add their Sorcerer Career rating
when rolling to escape from their opponent.
MAGIC ARMOR
RANK
SAVE
NONE
6+
5+
4+
3+
5+
2+
Above the petty magics of the First Magnitude are spells that allow the sorcerer to call down horrible
powers that can destroy, enslave and generally change the course of entire nations and even history
itself. These spells require great preparation, rare ingredients and can have horrific consequences if
done incorrectly, and all of this is represented by the possession and use of Sorcery Cards.
Sorcery Cards may be used at any time except in combat (they take too long and require too much
ritual activity to be cast in the heat of battle). When used, the Sorcerer discards a number of AP tokens
from their pool equal to the Magnitude Level on the Sorcery Card and makes a Challenge Roll using
MIN + Sorcerer against the difficulty listed, applying the Effects as described for a success, failure or
mighty success.
Regardless of success or failure, all Second and Third Magnitude spells require some form of ritual
requirement that has to be expended during their casting. There are three types of spell requirement
in the game:
Ritual Mortification
The sorcerer must wound themselves for 1 LB for every point in the Blood Drop
icon at the bottom of the card.
20
Ritual Components
The sorcerer must sacrifice a single Treasure and/or
Companion for the spell for every point in the Treasure
Chest or Companion icons at the bottom of the card.
Discard any cards sacrificed.
In addition, for every Companion you sacrifice, you must make a 3D
Fate roll. For every Bane, lose one additional Companion, who immediately flees from the heroes service for fear of being sacrificed as well. Companions who flee are
shuffled back into the Companion deck.
Ritual Concentration
The sorcerer must sacrifice a full Round before the spell takes effect. They start casting
the Spell in the Time Passes phase and must skip every following phase, regaining no LB,
AP or HP during the lost Round. The Spell takes effect at the end of the Round, after all
players have had their turns.
If the sorcerer is defeated in combat before the spell takes effect, if fails automatically.
If the spell description indicates Range, this is equal to the Sorcerers MIN + Sorcerer ratings.
Ex. The spell Tharungozoths Curse of Hatred effects any two Heroes within Range. The Satarlan Noble
would only be able to affect Heroes up to (MIN 1 + Sorcerer 2) 3 Hexes away. The Zalutian Sorceress,
however, is much more powerful and may inflict this curse upon Heroes up to (MIN 5 + Sorcerer 4) 9
Hexes away. almost the entire width of the map!
If the spell has an Duration (marked in the moon icon in the bottom right corner of the spell card),
then place the appropriate number of Lunar Cycle Tokens on it, If the spell affects a specific area over
the Duration, use a pair of matching Spell Effect Tokens, placing one on the card and its mate on the
board, to keep track of which spell affects what area.
21
Sorcerers can earn Glory through their deeds (or infamy in the case of the base villains who use their power to enslave and destroy), but when it comes time to write
their saga, their actions will appear less than those who persevered without the
use of cowardly tricks. As such, Sorcerers take a -1 to the total earned Glory of
any particular Encounter or Task in which they use Sorcery.
In addition, the fates resist the use of unnatural magics to forcibly thwart
the natural order of destiny. The Hero may not use Hero Points on any
roll that uses the Sorcerer Career and at least 1 point of Arcane Power.
HEROIC CONDITIONS
During the game, Heroes (and sometimes their opponents) may find themselves under the effects of
one or more conditions that will affect their play.
AMBUSHED
The Hero must pass a MIN challenge before the beginning of combat. If they fail, they may not attack
in the first Round of combat.
COUNTER-SPELLING
Sorcerers take a penalty die to any use of Sorcery against a target with Counter-spelling.
ENVENOMED
The target is mildly poisoned or drugged, and must pass a STR Challenge to avoid taking a temporary
STR Penalty Token for the duration listed on the card. Victims who reach -2 STR lose Combat or fail
Challenges or Tasks automatically.
The Hero is horrified and disgusted by the thing they have encountered and take a penalty die to every roll they make against it.
FRENZIED
The Hero or enemy affected by Frenzy rolls a Bonus Die to hit in Heroic Melee.
POISONOUS
The attackers weapons are coated in or inject deadly poison. Poisoned attacks do double damage.
REGENERATION (#D)
During combat, the Hero or enemy rolls a number of Dice equal to the number given in parenthesis after armor rolls are taken. For every result of 6, they
ignore a single point of damage.
22
TRAPPED
The Hero is captured and may only use STR + BRA for
combat.
SCENARIOS
THE RITE
The Heroes have reached the age of majority and, as is the custom amongst their family and tribe,
they must prove their worth by travelling Lemuria and testing themselves against its many challenges.
They have a short time to seek their fortune, return home in Glory and take their place as adult members of their communities, or return on their knees in shame as a living parable of failure for future
generations.
Duration
As soon as one Encounter Deck is depleted, all Heroes must move towards their starting hexes by the
most direct route possible, always moving at least one
hex closer every turn. Once all Heroes have returned
home, the game ends and Glory is counted.
Rules
A hero may not simply hang around their home hex.
They must venture far and wide collecting trophies
from across Lemuria. Heroes keep any Encounter Cards
they draw and complete or defeat, and receive a Glory
bonus upon their return based upon the number of
different Terrain Types in their set.
TERRAIN BONUS
TERRAIN SET
HOME TERRAIN ONLY
GLORY
-1D
2 TERRAIN TYPES
3 TERRAIN TYPES
+3
4 TERRAIN TYPES
+6
5 TERRAIN TYPES
+9
6 TERRAIN TYPES
+12
THE RELIC
A famous relic of the Heros tribe was lost long ago but rumors and clues of its whereabouts exist for
those brave enough to seek them. The Hero has been tasked with doing just that.
Special Setup
After selecting Heroes, randomly deal one Treasure Card out to each player. If the player receives a
Treasure that their Hero cannot use, discard it and draw another until they get one that they can use.
This treasure is the Relic they are seeking. Make note of it and then shuffle it back into the deck.
Duration
The game ends when one of the players returns to their home Hex with their Relic. At that point, the
game ends and Glory is counted.
23
Rules
The Relics are all lost far from the Heroes homes. If discovered within 3 hexes of
their starting hex, even if it is discovered by another player, it turns out to be a
forgery and must be reshuffled back into the Treasure Deck. In addition, Heroes
cannot linger about in the same hex from Round to Round. They must always
end their Turn in a hex different from the one they started in at the beginning of
the Round unless prevented from doing so.
The first Hero to return home with their relic gains a +10 Glory Bonus.
This demo set contains the major of the rules in For Glory!!! but the full game expands upon the Heroes journey in a number of interesting ways.
MORE TO EXPLORE!
The map given in this set is for smaller, more intimate games, but the full game also includes a
map for 5-8 players that covers all the major lands
of Lemuria. Journey across the Qush Jungle and
across the Axos Mountains, explore the ruins of
the Plains of Klaar and delve the depths of the
Hydraal Chasm.
SALTY DOGS AND SAILING SHIPS!
Many Heroes are mariners and pirates who ply
the waters off the coast of Lemuria for adventure,
plunder and glory! By pledging your hard earned dubloons to the full
game, you will gain access to a number of unique ships with which your Hero can
explore the Port of the Sea Lords, the sorcerous isles of Thule and become the terror of the sea!
THE GREAT CITIES OF LEMURIA!
In the full game, your Hero will have the opportunity to enter the great cities of Lemuria to Trade for
exotic equipment (from a deck of over 100 cards), from weapons & armor, to beasts of burden and
slaves, to many other unique items like strong liqour, exotic poisons, noble titles and the ability to
have statues erected to your honor and songs sung of your glorious exploits!
The full game introduces even more options for Heroes and using them in play!
NEW HEROES!
In the full game you get 15 unique Heroes, including pirates, assassins, merchants and jungle tribesmen! You also get rules for replacing dead Heroes and looting the bodies of the fallen!
24
The full game expands the number of Encounters to 36 separate encounter for each terrain type,
including the ocean, for a total of 216 unique encounters to experience, including the ability to earn
important titles like Ober-Thane of Valgard and Lord of the Jade Tower! But that is only a part of the
glorious possibilities open to your Heroes...
GLORIOUS ADVENTURES!
The Encounter Cards only cover singular events on the Heros road to legend. In the Barbarians of Lemuria RPG they would amount to no more than a single scene or encounter. The full game comes with
18 unique Adventure Cards, lengthy pursuits with larger goals equal to a full Barbarians of Lemuria
RPG Saga, that require a series of mighty deeds to conquer, with deadlier challenges, more fantastic
rewards and even greater Glory! But only those who brave the contents of the full game will have the
opportunity pursue them!
NEW SCENARIOS!
Nine scenarios, from the basic to the advanced, including a method of campaign play that can link
multiple scenarios into one full game, the equivalent of a mighty campaign that takes a Hero from
humble beginnings to the subject of Eddas and Songs for all time!
25