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
- Apply stickers to Action, Movement, Initiative, and Resource cubes before first play [p.3 — Before Playing]
- Remove 4 blank Upgrade tokens and the Titan token from play at campaign start [p.3 — Tokens to Be Put Aside]
- Each player chooses 1+ heroes (min 2 heroes total, max 5); solo players must run at least 2 [p.3 — The Group of Heroes]
- 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]
- 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]
- Each hero contributes 5 Gold Coins to the group pool + 1 Red and 1 Yellow Potion to their Knapsack [p.21 — Various Resources]
- 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]
- 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]
- Follow the specific setup page of the chosen Adventure or Event booklet [p.22 — Special Adventure Setup]
Turn structure
Travel Phase (when journeying)
- Draw a Travel card (Day or Night) and slide it under the Timeline [p.26 — Draw a Travel Card]
- If terrain matches: draw an Event card, orient by Weather, resolve the Entry in the Event booklet [p.26 — Possibility 2]
- If terrain doesn't match: apply the card's non-matching effects only (Travel tokens, Weather change) [p.26 — Possibility 1]
- 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)
- 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]
- Enemy Phase: draw and resolve Action cards as indicated by Threat track [p.47 — Enemy Phase]
- Heroes' Secondary Phase: Waiting heroes with Action Points may act (no Free Movement) [p.49 — Heroes' Secondary Phase]
Exploration Phase — Combat Mode (each round)
- Initiative Phase: place Initiative tokens on track; heroes may spend Action Points to temporarily boost Initiative [p.51 — Initiative Phase]
- Enemy Improvement Phase: draw one Upgrade token per enemy type and place face-up on their card [p.52 — Enemy Improvement Phase]
- 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
- Attacker declares attack and spends Action Points; chooses dice from Weapon card [p.56 — Using Your Weapon]
- Defender selects defense lines and spends Action Points [p.57 — Defense Zone]
- Attacker rolls attack dice, then defender rolls defense dice [p.53 — Attack Sequence Gameplay]
- Each Shield cancels 1 Wound; players choose which Wounds are cancelled [p.53 — Result]
- If defender rolls Dodge: entire attack cancelled, defender may trigger counter-effects [p.53 — Result]
- 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]