The heat assails you and your wineskins are empty. Suddenly, one of you steps into a small stream. You decide to follow it and after a short walk, you discover a well hidden pond.
A mother elephant and her calf are watering on the other side. You observe these exotic giants with great curiosity while they seem to ignore you. The water in the pond is translucent and looks drinkable... It's hard to resist it!
Each Assassin chooses 1 option below:
A: Drink water from the pond.
B: Wait for the next destination.
You leave, and a few hours later...
A: As you were drinking, you felt a slight aftertaste of slime, but you were too thirsty to change your mind! Roll 1 [star] die (regardless of the number of Assassins who made this choice):
- [Assassin symbol]:Each of them recovers up to 3 [health].
- [star]:Each of them recovers up to 2 [health].
- [swords]:Each of them recovers up to 1 [health].
B: You regret not having drunk. You decide to suffer the effects of dehydration (1) or retrace your steps to the pond (2).
1: You're tortured by thirst, but you don't want to slow down the group. You Lose 1 [health].
2: You wasted the group's valuable time... Tick 1 box on the Threat Gauge (regardless of the number of Assassins who have made this choice), [Pause] then recover as many [health] as the Assassins who previously chose A (if none of them chose A before, read A).
You move carefully through the humid heat of the jungle... Suddenly, a volley of arrows splits the air! Each Assassin suffers an attack with 1 [Star] die. [Pause]
You try to take cover, but the arrows continue to rain.
Choose an option:
A: You try to escape.
B: Choose 1 Assassin who will accompany Shao Jun to locate the origin of the shots to try to neutralize your opponents.
A: Each Assassin makes a Detection Test with 1 [eye] die. [Pause] Any exposed Assassin is hot at and loses 1 [health]. You manage to get out of range of the shots and get away from this ambush.
B: The Assassin and Shao Jun bypass the enemies as arrows continue to rain down on the rest of the group. Each of them suffers an attack with 1 [star] die. [Pause]. Shao Jun and the Assassin manage to eliminate several enemies, the others flee. You can Pursue them (1) or search their camp (2).
1: You quickly reach your targets thanks to your Assassin skills and it was definitely worth it because you intercepted one of them. You decide to spare her life and in exchange, she shows you a shortcut. Make your next Journey for O [green cube].
2: Your opponents have left equipment behind. Draw 2 Equipment cards.
As you progress through the jungle, you see in the distance a motionless figure hanging from a tree by one foot. She was probably caught in a trap. Is she still alive?
You approach, scanning the ground to avoid suffering the same fate... When you are only a few dozen meters away, you notice that it is an enemy Stalker. This might be an opportunity to find out more!
Choose an option:
A: You move even closer to see if she's still breathing.
B: You decide to give her the finishing blow, then search her.
A: She's still breathing! You help her regain conciousness. She stares at you suspiciously and asks you to untie her. You can release her without delay (1) or leave her tied up [it might be easier to get her to talk] (2).
B: Shao Jun interrupts you and says, "Are you really going fo sully the honor of the Brotherhood by taking the life of a defenseless enemy?" You change your mind and decide to spare the captive. Read (2).
1: Charya thanks you for freeing her. The time spent away from Colubra's grip has helped her see things more clearly. She decides to help you. Take small card A#09. [Pause] [slashed eye] Add large card A#08 to the [encounters] deck and shuffle it.
2: She remains silent: You've probably put her through one too many trials... You do everything you can to convince her to change her mind, then you release her. Tick 1 box on the Threat Gauge [Pause] and read 1.
You are busy chasing away mosquitoes when suddenly the ground collapses beneath your feet. You find yourself at the bottom of a hole in the middle of bones among which you can discern a few objects. You search around hoping to find one that will get you out of here. Draw 2 Equipment cards. [Pause]
After about an hour, two men appear at the top and throw you a rope: "We're going to get you out of there! Let's start with your equipment!"
Choose an option:
A: You trust them. Set aside a total of 3 Equipment cards from your Assassin boards.
B: You suggest they take Shao Jun out first, at the risk of offending them...
A: Once the last object reaches the top, the rope does not come back down. You call both men, but you get no answer. Looks like you got fooled! Read 1.
B: "We offer you our help and you don't trust us?" They leave you to your fate... Read 2.
1: You hear two arrows whistling, followed by two collapsing bodies... Charya, the stalker you freed some time ago, appears with a smile on her face. She throws you the rope and says "I have your equipment!"Get back the Equipment cards that were set aside.
2: After long hours of effort, you finally manage to extricate yourself from the pit on your own. Tick 1 box on the Threat Gauge.
You approach two large huts. Numerous wicker baskets, usually used to transport snakes, are scattered on the ground, some lying on their side and open. This place looks like a farm where snakes are bred.
There is not a soul alive, With a little luck, you might find some equipment, or even antidotes against cobra venom...
Choose an option:
A: You discreetly approach the huts to search them.
B: You advance towards the huts, stamping your feet to scare away any snakes.
C: You look around hoping something is going to happen.
A: You reach the huts without incident. They seem to have been abandoned for a long time. At first glance, there is nothing interesting. You can leave the premises (1) or take a few minutes to search each hut (2).
B: Still no trace of snakes. You feel a little ridiculous, but at least you're safe... Read A.
C: Time passes...still nothing. Choose an option: Advance discreetly towards the huts to search them (2) or wait a bit more (3).
1: You get back on the road.
2: After a few minutes of searching, you find a small vial filled with a reddish liquid. Take small card A#17.
3: Nothing. Still nothing. Tick 1 box on the Threat Gauge [Pause]. You decide to search the huts. There's no one there, but you find a small vial filled with a reddish liquid. Take small card A#17.
You arrive near a pond into which a waterfall flows. You've been on the road for hours and your legs are starting to hurt.
You know you should keep going, but some of you need to rest. You could also take the opportunity to catch some fish and prepare a nice meal. Fishing with your bare hands looks complicated, but you've already seen kids do it, so why not...
Choose an option:
A: Take a long break and try to prepare a meal.
B: Get back on your way.
A: Decide what each Assassin will do: Rest or try to fish with their bare hands. [Pause] If 1+ Assassins decided to rest, read 1. [Pause] Then read 2, whether the Assassins chose to fish or not.
B: The muscles in your legs ache, as well as your feet, but you realize the urgency of your quest and you decide that you must continue at all costs. Read 3.
1: A long break in the shade of the trees... Tick 1 box on the Threat Gauge (regardless of the number of Assassins who have made this choice).[Pause] Assassins who have rested recover 2 [health]. Note: Do not forget to read the end of A.
2: Each Assassin who chose to fish rolls 1 [star] die. For each [star], 1 Assassin recovers 1 [health]. For each, all Assassins recover 1 [health]. If no Assassin recovers any thanks to fishing, read 3.
3: Each Assassin loses 1 [health].
You arrive on a hill overlooking the valley. The view is spectacular! As Shao Jun is about to leave, she notices footprints heading towards some sort of stone well. You look deep down, but you can't see anything: It’s way too dark.
One of you leans over and tries to see more clearly, but it's no use. However, you hear muffled voices...
Voices? Here!?
Choose an option:
A: Designate 1 Assasin who will silently climb down to the bottom to investigate what is happening there. [Pause]
B: Before an Assassin climbs down, light a torch and throw it to illuminate the bottom of the well.
A: The descent is agonizing: You have no idea how deep this well is... After a few minutes and a lot of efforts, you finally touch ground. It is soft, is it mud? Suddenly you feel a sharp pain in your calf. A snake bit you! You lose 1 [health]. [Pause] Decide what to do: Leave this place as quickly as possible (1) or ask other Assassins for help (2).
B: The torch reveals only a few snakes moving away from the flame. You can see more clearly now. Read 3.
1: The Assassins throw you a rope and quickly extract you from the well.
2: The Assassins throw a torch. Read B.
3: At the bottom, an opening leads to a narrow tunnel. You get on all fours and move slowly. The voices are getting closer and closer and you can see two guards talking. You manage to steal a document from them before leaving. Take small card A#14.
You approach an imposing stone structure that juts out from the treetops. You climb it to scan the surroundings. The jungle looks less hostile from up there... Looking behind you, you can see a thin column of smoke rising towards the sky and you decide to retrace your steps. After about twenty minutes, you reach a camp. A fire is slowly dying and the place seems deserted.
How could you have passed by this camp earlier without seeing it?
Choose an option:
A: You approach the camp stealthily to search it.
B: You observe your surroundings before moving.
A: You enter the camp and start searching it, but suddenly one of you feels a sharp pain in the back! Enemies, their faces painted black and white and armed with strange hidden blades, have ambushed you! A random Assassin (except Shao Jun) loses all their [health] except 1. [Pause] Choose: Flee (1) or fight (2).
B: You detect three enemies hiding in the trees above the camp. It looks like they're waiting for you, but they haven't spotted you. You take out your weapons and walk around them. Read 3.
1: Shao Jun loses 2 [health]. You manage to escape.
2: Each Assassin may decide to expose themselves and lose 1 [health] to add 1 [star], then roll a total of 8[star] dice. If you get 6+ [star]/[Assassin symbol], read 3. Otherwise, you must flee. Read 1
3: The enemies were quickly eliminated, but one of them who was standing at a distance managed to escape. [slashed eye] Add large card A#52 to the Event deck and shuffle it.
After a tiring day of walking through the jungle, it's time to set up camp for the night. Through the clouds, the moon illuminates the surroundings with a pale glow.
You haven't met anyone in a long time. Apart from some potentially hostile animal noises, it seems there is nothing to worry about.
Now it's time to organize the team...
Each Assassin chooses 1 option below:
A: Go hunting and prepare a hot meal.
B: Keep watching and monitor camp.
C: Rest and regain strength.
Before reading A, B or C, if less than 2 Assassins have chosen B, a pack of dholes (wild dogs) approaches your supplies... You can collect your weapons and hunt them (2) or keep a low profile (3).
A: Roll 1 [eye] die for each Assassin who made this choice. [Pause]: If you remain incognito, you kill a prey and prepare a meal, read 1.
B: The night is calm. Your vigil may have discouraged potential intruders, but you are tired. You lose 1 [health].
C: If 1+ Assassins chose B, you manage to get some rest. Recover 1 [health].
1: For each meal prepared, all Assassins recover 1 [health].
2: Each Assassin can lose 1 [health] to add 1 [star], then roll a total of 7 [star] dice. If you get 5+ [star]/[Assassin sybol], you chase the dholes. Otherwise, each Assassin suffers an attack with 1 [star]. [Pause] In this case, read 3.
3: The dholes steal your food supplies. You must spend the next morning hunting. Tick 1 box on the Threat Gauge.
Under a blazing sun, you cross a large rice field bordered by a river. As you take a break to cool down, you hear a voice behind you: "Here they are!!" You turn around and you discover a group of around ten Stalkers approaching, threatening you with their armed bows.
One of them turns around and rushes towards the jungle. Does she intend to raise the alarm?
No time to waste!
Choose an option:
A: You draw your weapons and wait for your opponents with firm footing.
B: You throw yourself at your enemies, weapons in hand! Shao Jun sets off in pursuit of the Stalker who left the group.
A: You have a few seconds to prepare. Each Assassin (including Shao Jun) rolls 3 [star] dice +1 [venom] die if they possess Poisoned Shurikens. [Pause] If each Assassin gets 2+ [star]/[Assassyn symbol]/[venom], you win the fight hands down, read 1. Otherwise, you barely win the fight (remember your dice results), read 2.
B: Each Assassin (except Shao Jun) rolls 3 [star] dice. If each Assassin gets 2+ [star]/[Assassin symbol], you win hands down, read 3. Otherwise, you barely win the fight, read 4.
1: It's a victory... but the Stalker ran away and the alarm was triggered! Take small card A#56 and follow its instructions. Note: If that card is not in slot #, ignore this point.
2: Each Assassin who scored less than 2 [venom]/[star]/[Assassin symbol] loses 2 [health]. Read 1.
3: Shao Jun stopped the Stalker from sounding the alarm and all the others perished.
4: It was tough, but you did it! Each Assassin who failed loses 2 health. Read 3.
You arrive at the top of a hill at the end of the day. From here you can see a few huts and a campfire around which eight figures are sitting. Here and there, other people go about their business.
As you cautiously approach the village, you can see a Stalker who appears to be standing guard. They settled there! You won't be able to rest here, but you could at least try to steal a few rations of food...
Choose an option:
A: You attempt an infiltration despite the risk (there are about fifteen warriors in this village).
B: You wait until it's dark to infiltrate the village.
C: You go around the village and continue on your way.
A: Roll a total of 3 [eye] dice. [Pause] If you remain incognito, read 1. If you are exposed, the fight begins! Each Assassin suffers an attack with 3 [star] dice. The Enemies are put out of action. Read 2.
B: You take advantage of the wait to rest. Tick 1 box on the Threat Gauge [Pause]. Each Assassin recovers 1 [health]. [Pause] You sneak into the village... Read 1.
C: To get around the village, you have to cross a swampy area, which slows your progression. Furthermore, you're torn by hunger. Tick 1 box on the Threat Gauge. [Pause] Each Assassin loses 1 [health].
1: The pot on the fire is still hot. You hastily fill a few bowls and leave the village. Each Assassin recovers 2 [health].
2: During the fight, two scouts ran away to raise the alarm! Take small card A#56 and follow its instructions. Note: If it is not in location #, ignore this point. Read (1).
You reach a canopy which shelters five elephants tied to a rudimentary railing. The ground is littered with banana peels and the trough ts filled with water. It looks ike someone is taking care of these pachyderms, but you don't see anyone in the surrounding jungle.
Continuing your journey on the back of elephants would be great, but you're not going to lower yourself and steal them! And even if you did, would these animals obey you?
Choose an option:
A: You shout to try to call the owner.
B: You hide while waiting for the owner to return.
Before reading A or B: [slashed eye] add large Card A#57 to the deck of ? cards and shuffle it. [Pause]
A: You shout and nothing happens. You shout again and a few minutes later, a group of men probably attracted by your shouting appear and attack you! Read 1.
B: After a few dozen minutes, a group of suspicious individuals approaches the elephants. It looks lke they re about to steal them. You decide to attack. Read 2.
1: You are totally surprised by the attack! Roll a total of 6 [star] dice. [Pause] Read 3.
2: Roll a total of 8 [star] dice. [Pause] Read 3.
3: If you get 5+ [star]/[Assassin symbol], you win easily! Otherwise each Assassin suffers an attack with 2 [star] dice. Each smoke bomb used allows you to avoid 1 [star].
IN ALL CASES READ: The owner of the elephants having still not appeared, you continue on your way.
You have reached a road that you have been following for several hours. What a relief to be able to move forward without tiring yourself out by cutting your way through the thick vegetation with - step you take!
As a light rain begins to fall, you can hear screams behind you. You turn around and see a young boy running towards you, gesturing wildly, But what surprises you more are the five elephants running behind him and make the ground thump under their feet!
Choose an option:
A: You run towards the boy to try and help him.
B: You move away from the road to try to find shelter.
C: You wait there to see if there really is any danger.
A: The closer you get to these animals, the more you realize how colossal they are... Was it really a good idea to head straight for them?! Read C.
B: After a hundred feet, you turn around. Everything is calm. The boy calls you and you retrace your steps. Read C.
C: The boy doesn't seem worried. He's been looking for you ever since you stopped some thieves from stealing his elephants. He wants to thank you and offers you a ride on his elephants, You choose to accept without quid pro quo (1) or offer him 2 pieces of your Equipment ([give card]) in exchange (2)
1: The young mahout helps you get on his elephants, then the caravan sets off. Your next Journey is 0 [green cube].
2: The young mahout is delighted! He teaches you a few words in his language so that you can give orders to your mounts, then the caravan sets off. Your next Journey is 0 [green cube]. [Pause] Take small card A#24 if available.
As you progress on a path obstructed by numerous roots, you see the silhouette of a child coming towards you. Once you get closer, you realize that she is carrying an apparently empty bag and that she has a scratch on one arm that looks recent. She explains that she was bringing food to her grandmother, but the monkeys stole everything from her...
She looks totally helpless.
Choose an option:
A: Choose 1 Assassin who gives her one of their food rations.
B: Choose 1 Assassin who offers her one of their Equipment.
C: You tell her there's nothing you can do for her.
A: Your generosity honors you, but hunger makes the Assassin lose 1 [health]. Read 1.
B: The littie girl answers: "If you give me one more piece of equipment, I will be able to exchange it for food." If you accept, discard 2 [black] cards then read 1 Otherwse, read 2.
C: She says. "It must be difficult for you too" and she continues on her way, crying. You're going to have a hard time regaining your morale after that...
1: The little girl thanks you. She draws shapes on the ground with a stick. You realize it's a map of the surroundings! Make your next Journey for 0 [green cube].
2: You tell yourself that the children are spoiled and you keep your equipment. Read C.
After a few hours of walking, you take a break on a path near a rice field. Everything is calm and some of you are dozing off. Each Assassin recovers 1 [health]. [Pause]
The only sounds you hear are those coming from the jungle. The only ones? No. You also hear women voices approaching. Lurking in the shadows, you can see a patrol of Stalkers heading straight towards you!
Choose an option:
A: Improvise an ambush.
B: Move out of the way and hope you won't be seen.
A: There are as many Stalkers as there are Assassins. Each Assassin can use 1+ Poisoned Shurikens and/or 1+ Cobra Baskets in their possession before rolling the dice [Pause]
- Poisoned Shurikens: Rll 1 [star] die. If [star]: Eliminate 1 Stalker. If [Assassin symbol] Eliminate 2 Stalkers. If X: Nothing happens. [Pause]
- Cobra Baskets: Discard the cards and roll the [venom] dice Each [venom] Eliminates 1 Stalker. [Pause]
If all Stalkers have been Eliminated, read 1. If 1+ Stalkers survived. read 2.
B: Roll 1 [eye] die per Assassin. [Pause] If everyone succeeds, you remam incognito. If 1+ Assassins are exposed, read 3.
1: The attack was effective. You find a map in a bag. Take small card A#12.
2: They flee and disappear.
3: You have to fight, but you're not ready! Roll 3[star] dice. [Pause] If you get 2+ [star]/[Assassin symbol], you are victorious! Read 1. Otherwise, you barely win the fight: Each Assassin suffers 1 attack with 1 [star] die.
You struggle to make your way through the overgrown ruins. In front of you, a building rises a hundred feet into the air. You're getting closer...
Once in front of the temple, a thick trellis of creepers blocks what appears to be an entrance. With a little time or sharp weapons you should be able to get inside.
Choose an option:
A: You draw your weapons to cut the creepers (hoping they won't be damaged).
B: You try to find something in your Equipment to pull out the creepers.
C: You move on.
A: Roll the [star] dice of 1 Assassin's [melee] weapon [Pause] If you get less than 2 [star]/[Assassin symbol], read 3, otherwise. you enter. It's dark... Suddenly you hear a noise... Choose an option: Designate 1 Assassin who enters immediately (1) or wait for your vision to adapt to the dark (2).
B: If an Assassin has a grapple, you damage it to remove creepers [give black card] [Pause], read 2. Otherwise, you clear the passageway by hand. It takes a long time... Tick 1 box on the Threat Gauge [Pause] and read 2.
C: You walk away from the temple, but you may have missed something...
1: The Assassin enters and screams! He has been bitten by a monkey. He loses 1 [health]. [Pause] In a corner, there is a chest. You open it and you discover a map! Take small card A#10.
2: A macaque is hiding in the dark. You chase it away easily. You open a chest and find a map. Take small card A#10.
3: The entrance is clear, but the weapon has been damaged. You spend a few hours repairing it. Tick 1 box on the Threat Gauge, [Pause] and read 2.
The sun begins to set when you see the top of a temple which seems gigantic in the distance. If you climbed it, you would have a breathtaking view of the surroundings!
As you approach it, you realize that you underestimated the size of this building. It's at least two hundred feet high. Of course that doesn't deter you: You have already climbed much taller towers in Italy's largest cities!
Choose an option:
A: Choose 1 Assassin who will climb the temple.
B: You challenge yourselves: "The first one to reach the top can use other people's Equipment!"
Before reading A or B: The climb promises to be perilous, especially as night begins to fall. It would probably be wise to take some weight off your shoulders before climbing...
A: The Assassin may discard as many [black] cards as they wish. [Pause] Roll as many [star] dice as [black] cards left in their possession. [Pause] Read 1.
B: Each Assassin can discard as many [black] cards as they wish. [Pause] For each Assassin, roll as many [star] dice as the number of [black] cards left in their possession. Read 1.
1: If you get 0 [star] or fewer [star] than [🛡], all goes well. Otherwise, the Assassin slips, barely catches himself and loses as many [health] as [star] rolled. [Pause] In both cases, you reach the top. You can look at 2 of the Location stickers in contact with the one where you are. If you chose B, read 2.
2: The Assassin(s) with the fewest [black] cards arrive first. Each of them can choose 1 Equipment card from 1 loser's board.
In a small village on the edge of the jungle, a man watches you from afar and seems interested in you... or maybe in your equipment? Annoyed by his insistent gaze, one of you approaches him and tries to find out more.
The talkative man claims to be a blacksmith in exile. He had to abandon his house and his forge. He asks if you have a blueprint for crafting iterns.
Check your Blueprints [Pause] then choose a reply:
A: "Yes. What services do you offer?" If you choose this option, you must have the [white] and [black] cards required to craft the Blueprint that interests you.
B: "Maybe... But how do we know you are really a blacksmith?"
C: "No thanks."
A: "Your trust honors me! I can craft weapons at the best price." Choose an option: Accept (provided you have the required [white] and [black] cards) (1) or try to negotiate (2).
B: You upset him. "I was one of the blacksmiths of the late ruler Damkhat Sokenthor. Is this enough proof for you?" Choose: You decide to trust him (provided you have the required [white] and [black] cards) (1) or you continue to doubt and you leave (3).
C: Read 3
1: Choose 1 of your Blueprints. [Pause] The blacksmith crafts it for 1 [white card] less.
2: Choose 1 of your Blueprints. [Pause] "I will forge this weapon without my apprentice, it will be cheaper, but it will take longer." Tick 1 box on the Threat Gauge. [Pause] The man crafts the weapon for 2 [white card] less.
3: The disappointed blacksmith watches you leave...