Sands of Al-Kalim
Sands of Al-Kalim
Cities of Adventure
Sands of Al-Kalim
These rules are intended to increase the story elements of the Sands expansion by fleshing out a lot of details about the
abominations and evil sorcerers who roam the deserts. It also includes a full "story chart" for one of the special
locations; the "Prison of the Efreet" which allows the heroes to visit this vile creature and make bargains with it... at the
risk to their lives. As such, it does increase the overall difficulty of the expansion. To balance that, each city is also given
a unique flavor with special benefits it can bestow upon the heroes during their quests.
Prison of the Efreet
Three thousand years ago the evil, but power to seriously injure anyone centered on the "Prison of the
beautiful efreet princess, Ash'el the who gets to close to her prison, Efreet". If the sandstorm has
but she can be bartered with if you already been placed, turn it
Witch Queen, tore a hole in the fabric
are willing to sacrifice something in clockwise until the first arrow
of reality. The once green fertile fields her name. Your hero must discard points at the Prison of the Efreet
were burned to sand and its one item or take two wounds and then move the storm two
inhabitants were transformed into immediately. If you do discard an spaces back towards the prison.
horrible abominations. To the Witch item you may exchange one
Queen's dismay, those humans who uncompleted Legendary Quest Mountain: Broken Free: Thanks to
did survive became blessed with card for any other Legendary your hero's sacrifice, Ash'el has
Quest card that has not been temporarily gained enough power
powerful new magic which they soon
taken. to step outside her prison. Place a
used to seal the rift in reality and red adventure gem on this space
build a magical prison to trap Ash'el Plains: Dangerous Beauty: Your and then draw red adventure
forever. While trapped in a giant hero must pass a Spirit Test (18) cards until your draw the "Efreet"
crystal prison buried in the or become enraptured with card. You may choose to flee for
wastelands, the evil efreet can still Ash'el's seductive beauty. If you free from this encounter or fight it
interact with those who come to ask fail this test your hero takes 3 as normal. If she is not defeated
fatigue. place the "Efreet" card on the
questions. Most of these are vile
undefeated track as normal. Either
sorcerors seeking to learn the powerful
Hills: Black Magic Woman: The way, no one can roll on the "Prison
magic that their ancestors once Witch Queen whispers the words of the Efreet" story chart for the
wielded in the days of legend. Others
to a powerful spell which can be remainder of the game.
wish to learn the location of the used against your enemies. Pass
a Spirit Test (16). If you pass, draw
legendary treasures hidden amidst the Swamp: Wheels of Time: As your
sands. Treasure cards until you draw a hero nears the prison he begins to
"Rune" item, then take that card feel himself aging more rapidly.
River: Sands of Time: The Witch for free. Do not reshuffle the Your hero and each ally must
Queen's prison is near the location Treasure deck after this draw. make a Spirit Test (21) or suffer 3
to where she tore a hole in the wounds.
fabric of reality. Time does not Forest: A Dangerous Game:
function normally here. Your hero Ash'el uses her magic to pull the
may take an extra turn sandstorm back in your direction,
immediately following this one. hoping to trap you near her prison
so she can seduce you further. If
Road: Sacrifice: The trapped the sandstorm is not on the board,
efreet princess still has enough put the sandstorm on the board
road or just move back and forth immediately and you may not shop
between the town and the road. in the market or heal this turn. If
your hero has no items, nothing
Plains: Special Price: Randomly happens.
choose one of the items in the
market stack. A merchant has Mountain: Bound Item: If you buy
offered to sell you this item for half any item (not ally) from the market
its normal price, rounded up. If you stack this turn then you may draw
purchase this item make a Mind and take one ally for free. This
Test (15). If you pass the item is item and ally become a bound set.
what you thought. If you fail it turns If you lose the item or ally for any
out to be a bad copy of the item reason, you lose the other as well.
and you must discard this card If someone steals the item or ally,
immediately. they steal the other as well. Your
hero may only ever have one
It is said anything can be purchased at bound item at a time.
the Traders Fort for a price, be it
abomination slaves or ancient
treasures. The only problem is there
are as many buyers as there are sellers
so nothing stays on the market for
long. The city also hosts three
competing thieves guilds who do their
best to make sure no one leaves the
city with as much gold as they
arrived.
Siryasa: Liea-faye and Koron were dry. Today a great city has been built Your hero and allies each suffer 2
not only lovers, but two powerful upon the oasis, with large herds of fatigue.
magic users who helped seal the efreet elephants and hippos swimming
Forest: Sacred Pact: To this day
princess within her crystal prison. within its pools. the genie protects the city from
Sadly Liea-faye was slain during the treachery, ensuring no evil enters
battle and Koron wandered the barren River: Sweet water: Your hero and its walls. If your hero has rolled a
allies heal all fatigue for free.
wastes for years after the battle story dice at the Prison of the
pretending to be little more than a Efreet, your hero may not heal or
Road: Water of Plenty: Your hero use the cities market this turn.
poor, blind shepherd. While herding may take 1 water skin token for
his flock near the present day location free. Mountain: Hard Sell: Most who
of Siryasa he discovered a rams horn come to the great oasis have no
bound to a Genie who offered Koron Plains: Safe Travels: Your hero desire to leave. Allies (but not
the traditional three wishes. Instead of and allies will not suffer any fatigue items) cost twice as much to
from rolling movement dice next
money or power, Koron wished for a purchase this turn.
turn.
great oasis to spring forth from the
sands. Second, he wished that the Swamp: Blessed Waters: Your
Hills: Church of the Flame: hero and his allies heal all wounds
waters of the oasis would always be Fanatics of the northern Fire Cult for free.
sweet and safe to drink. For his third often travel to this city and preach
and final wish he set the genie free. In that its waters are the product of
honor of this sacrifice the genie vile sorcery. Needless to say they
harass and often attack any who
promised the oasis would never run
attempt to drink from the waters.
Forest: Break into the library: The Swamp: Words of Power: Make a
building is almost empty at night, Spirit Test (21). If you hero
but the scholars do not leave it succeeds, your hero learns how to
unguarded. If you choose to break destroy one of the lost cities. If
into the library, draw and resolve a they wish they can remove one of
blue adventure. If you defeat it the lost cities from the game.
your hero gains the treasure and Remove the token from the board
experience as normal. In addition, and place a heart symbol on its
your hero may take one market place. It can no longer be
experience token for free just as if discovered or summoned for the
they had leveled up. Your hero remainder of the game.
may only use the library once per
game.
This legendary city is pulled across play, move the city two spaces Forest: Fallen Companions:
the desert by a team of a thousand closer to the storm, although it Within the city of faith it is not
may not end its move on top of uncommon to encounter an old
golden camels. Its extremely spiritual
another city. If the sandstorm is not friend you thought long dead. Take
inhabitants harken from many in play, you may move the city two all of the discarded allies and add
religions and are said to be the spaces in any direction. Heroes them to the market stack.
greatest healers in the world. For who are within the city are moved Mountain: Once in a Generation:
those lucky few who are able to along with it. Most of the Lost Cities are only
wander its streets, it is a city of peace encountered once every 100
and enlightenment. Plains: Sacred Camels: Your hero years. Place a heart token on this
is followed out of town by one of cities market stack. Once this city
River: Soaring Spirits: To even the golden camels. Your hero vanishes from the board it may not
glimpse one of the lost cities is gains a pack camel token for free. appear again for the remainder of
enough to make anyone feel the game.
young and full of hope. Your hero Hills: Shrines: The city is filled
and allies heal all fatigue for free. with many holy places. For every Swamp: Only a glimpse: At the
gold coin that you leave at a end of your turn the Lost City
Road: Roaming City: The team of shrine, your hero may add one disappears again. Remove its
a thousand camels rarely stops additional hero or item to the token from the board.
long to rest and is always chasing market stack.
after the sandstorm for reasons
unknown. If the sandstorm is in
This flying city is said to have been accompany you for free. Discard
created by a long dead race whose the other two.
technology and magic were greater
Mountain: Once in a Generation:
than anything existing today. Sadly Most of the Lost Cities are only
those who have been to the flying city encountered once every 100
say it is all but empty, guarded by years. Place a heart token on this
only a few forgotten Genies who tell cities market stack. Once this city
stories of their lost masters. vanishes from the board it may not
appear again for the remainder of
River: Soaring Spirits: To even the game.
glimpse one of the lost cities is
enough to make anyone feel Swamp: Only a glimpse: At the
young and full of hope. Your hero end of your turn the Lost City
and allies heal all fatigue for free. disappears again. Remove its
token from the board.
Road: Wondrous Technology:
Your hero learns much wisdom
wandering amongst this empty,
flying city. Take 3 adventure kits for
free.