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Malhya Lands of Legends · Reference sheet

Malhya Lands of Legends reference sheet

Overview

  • Cooperative narrative adventure game set on the planet Malhya [p.1 — Introduction]
  • 1–5 players (solo requires at least 2 heroes); campaign of 9 booklets + intro scenario [p.3 — What the Game Offers]
  • Heroes are the Awakened, mastering Aura energy to thwart enemies across missions [p.1 — Introduction]
  • Core loop: Travel phase → Exploration phase (Stealth or Combat) → booklet-driven story choices [p.9 — Playing Area]
  • Heroes level up characteristics, acquire Talents, Weapons, Spells, and Artifacts across sessions [p.16 — Leveling Up]
  • Game can be saved and resumed at any time using Save sheets [p.22 — Saving]

Setup

  1. Apply stickers to Action, Movement, Initiative, and Resource cubes before first play [p.3 — Before Playing]
  2. Remove 4 blank Upgrade tokens and the Titan token from play at campaign start [p.3 — Tokens to Be Put Aside]
  3. Each player chooses 1+ heroes (min 2 heroes total, max 5); solo players must run at least 2 [p.3 — The Group of Heroes]
  4. Set up each hero: place cubes on characteristics, set Action cube leftmost (Action side up), place Life Point crystals, flip People card under Hero board showing only Aura zone [p.21 — Basic Elements]
  5. Each hero draws a starting Talent (1 Mhaÿ card OR choose 1 from 3 drawn from other decks) and equips a Basic Weapon [p.21 — Assembling Equipment]
  6. Each hero contributes 5 Gold Coins to the group pool + 1 Red and 1 Yellow Potion to their Knapsack [p.21 — Various Resources]
  7. Each hero makes a starting choice: draw 2 Common Weapons (keep 1) OR draw 2 Common Objects (keep 1) + 2 Gold Coins OR take 1 Plant of each color + 3 Gold Coins [p.21 — A Choice]
  8. Remove Quality cards from Common decks; add 2 Quality Weapons and 4 Quality Objects back randomly per Save sheet instructions [p.19 — Preparing Object and Weapon Card Decks]
  9. Follow the specific setup page of the chosen Adventure or Event booklet [p.22 — Special Adventure Setup]

Turn structure

Travel Phase (when journeying)

  1. Draw a Travel card (Day or Night) and slide it under the Timeline [p.26 — Draw a Travel Card]
  2. If terrain matches: draw an Event card, orient by Weather, resolve the Entry in the Event booklet [p.26 — Possibility 2]
  3. If terrain doesn't match: apply the card's non-matching effects only (Travel tokens, Weather change) [p.26 — Possibility 1]
  4. Optional actions in any order: Move (spend Travel tokens), Harvest (spend 1 Travel token), Craft, use Rest card [p.26 — Travel Phase Summary]

Exploration Phase — Stealth Mode (each round)

  1. Heroes' Main Phase: each hero takes their turn (move, Ranged Kill, Melee Kill, move Corpse); roll Stealth dice at end of turn [p.45 — Heroes' Main Phase]
  2. Enemy Phase: draw and resolve Action cards as indicated by Threat track [p.47 — Enemy Phase]
  3. Heroes' Secondary Phase: Waiting heroes with Action Points may act (no Free Movement) [p.49 — Heroes' Secondary Phase]

Exploration Phase — Combat Mode (each round)

  1. Initiative Phase: place Initiative tokens on track; heroes may spend Action Points to temporarily boost Initiative [p.51 — Initiative Phase]
  2. Enemy Improvement Phase: draw one Upgrade token per enemy type and place face-up on their card [p.52 — Enemy Improvement Phase]
  3. Action Phase: characters act in descending Initiative order (move, attack, spell, interact) [p.52 — Action Phase]

Actions

Stealth Mode Hero Actions (roll 1 Stealth die per different action type used)

Action Cost Effect
Move (free) 0 AP Move up to free movement value; lost if Engaged or turn ends unused
Move (extra) Per Hero board Gain additional movement spaces
Ranged Kill 5 AP Eliminate enemy in valid LoS (no penalties); place Corpse + Noise token
Melee Kill 4 AP Eliminate adjacent enemy; place Corpse token (no Noise)
Move Corpse 1 AP Move 1 Corpse token from/to your space or adjacent space
Wait 0 AP Suspend turn; can resume at any time; lose Free Movement

Combat Mode Hero Actions

Action Cost Effect
Free Move 0 AP Move up to Movement value; lost if Engaged
Extra Move Per Hero board Buy additional movement spaces
Basic Attack Per Weapon line Roll attack dice vs. enemy defense
Improved Attack +AP per line Add Weapon handling lines (if prerequisites met)
Cast Spell Per Spell card Resolve Spell check or effect; requires LoS and range
Boost Initiative Per Hero board Temporarily raise Initiative for this turn
Use Potion 0 AP Heal self or adjacent hero; discard potion cube
Trade 1 AP Exchange items with adjacent hero
Wait AP cost Suspend turn; resume at any time (not mid-combat roll)

Combat

Attack Sequence

  1. Attacker declares attack and spends Action Points; chooses dice from Weapon card [p.56 — Using Your Weapon]
  2. Defender selects defense lines and spends Action Points [p.57 — Defense Zone]
  3. Attacker rolls attack dice, then defender rolls defense dice [p.53 — Attack Sequence Gameplay]
  4. Each Shield cancels 1 Wound; players choose which Wounds are cancelled [p.53 — Result]
  5. If defender rolls Dodge: entire attack cancelled, defender may trigger counter-effects [p.53 — Result]
  6. Remaining uncancelled Wounds are applied as Life Point loss [p.53 — Result]

Key Combat Rules

  • Outnumbered: attacker deals +1 Damage per ally adjacent to the target [p.55 — Outnumbered]
  • Ranged penalty: defender gains 1 extra Dodge die if attacker is adjacent to target, target is adjacent to attacker's ally, LoS passes through an adversary, or LoS touches a Hindering Obstacle — max 1 extra die regardless of stacking [p.55 — Ranged Attack Penalties]
  • Engaged = adjacent to an adversary; Engaged heroes lose Free Movement [p.51 — Engaged Character]
  • Heroes max 3 dice of the same color per roll [p.52 — The Dice]
  • Enemies only suffer Damage; heroes can suffer Damage, Injury, and Shock [p.53 — Wounds]
  • Shocks are only recovered when Combat ends (all enemies defeated) [p.54 — Healing Heroes]

End of game

  • Combat ends when all enemies are defeated OR all heroes reach 0 Life Points [p.62 — End of Combat Mode]
  • Other endings: specific booklet instructions, Interest token triggers, Turn-tracker card expiry, or eliminating a specific enemy [p.62 — End of Combat Mode]
  • Stealth mode ends by triggering an Alarm (→ Combat) or all heroes leaving the location undetected [p.49 — End of Stealth Mode]
  • A hero at 0 Life Points when leaving a location regains 1 Life Point [p.62 — Leaving a Location]
  • The overall campaign ends as directed by the Adventure booklets; victory/failure conditions are mission-specific [p.3 — What the Game Offers]

Glossary

  • Aura Tokens: Hero's unique resource; spent for bonuses during checks, combat, or stealth; never discarded, only flipped to spent side [p.15 — Aura Tokens]
  • Threat Track: Stealth board track showing enemy alertness level; higher = greater vision range and more Action cards drawn [p.44 — The Threat Track]
  • Engaged: A character adjacent to at least one adversary; Engaged heroes lose Free Movement [p.51 — Engaged Character]
  • Encumbrance: Heavy Equipment icon on Weapons/Objects; a hero cannot carry more Heavy Equipment than their Encumbrance Capacity [p.14 — Focus: Carrying and Encumbrance]
  • Upgrade Token: Randomly drawn each Combat turn per enemy type; improves that enemy type for the turn [p.52 — Placing Upgrade Tokens]
  • Invocation Token: Enemy deployment point on Location maps; also used as movement reference in Stealth mode [p.36 — Invocation Tokens]
  • Hindering Obstacle (yellow dashed line): Costs +1 movement to pass through; blocks LoS in Stealth, adds 1 Dodge die penalty in Combat [p.40 — Hindering Obstacles]
  • Blocking Obstacle (solid red line): Impassable; fully blocks LoS and movement [p.40 — Blocking Obstacles]
  • Light Movement: Character ignores movement penalties from Hindering Obstacles, Water, and Rifts [p.41 — Special Case: Light Movement]
  • Mhaÿ: Hero class that learns Spells; max 2 Mhaÿs per group; Mhaÿ Level = number of Mhaÿ Talent cards held [p.64 — Overview]
  • Corpse Token: Replaces eliminated enemy miniature in Stealth mode; triggers Alarm if spotted by an enemy [p.45 — Melee Kill]
  • Quality Card: Special Common Weapon or Object with crown icon; number in decks tracked on Save sheet [p.11 — Objects]

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