Table of Contents

Map Spaces

Each map space can be enhanced or degraded according to whether a Hero or a Villain lands on it, or if item or event cards are played on it. There are a number of interchangeable tiles that can be placed on the Connector strip to show the status of that space.

Landing on a Blank space

Landing on a space that hasn't got any tile on it will determine whether the space will be a Good space or a Bad space. If a Hero lands on a Blank - it will be a Good space. If a Villain lands on a Blank it will be a Bad space.

Landing on a Good or Bad space

Heroes and Villains must obey what the space rules say. If a Hero lands on a Good space, they may increase the level of it's goodness. If a Villain lands on a Bad space, they may increase the level of its badness.

Levels

The level of a space is represented by placing an appropriately coloured die on the space. Red for Bad and Blue for Good.

GoodBad
1Piece may move one square forward or back-1 from the next roll
2Piece may move two squares forward or backPiece must move one square to a worse square if available
3Piece may heal 1 pointPiece must move up to two squares to a worse square if available
4Piece may heal 2 pointsPiece suffers 1 damage
5Piece may rerollPiece loses its next turn
6SpecialSpecial

Specials

Once a space has reached the level of Special, remove the die and place the appropriate tile. The player who creates the Special chooses which particular special it should be.

Good

Bad

Tiles

[n/a: No match]