==================================================================================== WILLOW RULE ADDITIONS by Ryan Vick ==================================================================================== 1. PLACES OF POWER AND TREASURE: #1.1. IF YOU FAIL TO FIND A PLACE OF POWER, YOUR MOVE ENDS AT CURRENT POSITION: if using river travel, choose a location next to both the river and the place of power, since can't reside on the river, even if flying (you must land somewhere). you can move through a place of power, if you find it. refer to instruction manual Rule 10.3. #1.2. EVIL MUST STILL SEARCH FOR GOOD IN A PLACE OF POWER. #1.3. USE A PLACE OF POWER WHEN COLLECT TREASURE AT END OF YOUR TURN: I disagree with instruction manual Rule 15.0 "when a Good character ends a move in a Place of Power, his player may use its special power." this implies at end of movement phase. each Good character can use each Place of Power once per game. there is no limit to the number of times Evil can use Nockmaar power. #1.4. KING'S GOLDEN ARMOR IS BETTER THAN REGULAR ARMOR: the treasure King's Golden Armor states to divide by 2 and round up. follow this except when the original damage done is 1. rounded up you should lose 1 health. instead, lose 0 health. this way, this armor is not worse than regular Armor. ==================================================================================== 2. SPECIFIC CARDS: #2.1. CAN'T USE PEGASUS WITH ARMY: otherwise Pegasus is too powerful. use a Horse with Army is OK (every soldier has a Horse). also the Fly Spell and the Discard Card Southwind's Friendship do apply to the entire army. #2.2. MUST USE YOUR ARMY: cannot decide to NOT use it (turn face down) to hide from enemy or to use Pegasus. an Army is too big to keep in your pocket. must discard it or keep it face up. #2.3. FLY SPELL: (a) if Fly spell fails, you cannot move, so you can heal by 2. only when you physically move does it make you only heal by 1. (b) whether you fought a Foe does not matter because can't cast Fly after fight a Foe because can't move after fight a Foe. refer to Rule addition #4.2(a) #2.4. LIFE DRAIN SPELL: 2 characters lose equal health, but before armor is considered because armor applies "any time you lose health". if two characters die, must discard all cards if nobody else is there. if somebody is there, this other person can become the champion and the fight continues. refer to Rule addition #5.1(a) hand over cards only at end of fight, and #4.9(c) spell casting occurs before choose a champion (thus the fight is not yet over). #2.5. DUST OF BROKEN HEART, ESCAPE, HIDING PLACE: these cards apply to all Foes and enemy characters this turn. when use against a Foe, a champion is chosen before use these cards, so he cannot move or heal by 2. this disagrees with Rule addition #4.9(b) play this card and (d) choose a champion, but not if you think of it this way: --play the card. --choose a champion. the fight begins. --the champion takes action based on the card (he escapes or hides). the fight immediately ends. no damage/attacks done to either party. --this action takes time/effort so you can't heal by 2 or move this turn. #2.6. HASTE AND THE BONES: if you use Haste (2 extra turns) and the Bones (distribute cards to your teammates), you must keep all cards, since you are the only one drawing cards. the Bones requires you distribute cards EVENLY and to ONLY MEMBERS WHO DREW CARDS that turn. #2.7. POISON DRAUGHT CAN BE USED ON A FOE. #2.8. QUEEN BAVMORDA ORDERS CAN BE USED AT ANY TIME: including before a fight or during the opponent's turn, and it doesn't matter where you are. the only restriction (and this applies to all "play at any time" cards) is Rule addition #4.9(d) have the prowess contest. once this step begins it marks the end of using any cards or spells in that fight. of course, the prowess contest is only a single dice roll so it ends very quickly, and a player can easily say "hey, I forgot to use my Queen Bavmorda Orders card" so it's easy to revert the prowess contest and apply the card first. refer to Rule addition #A.1 when you forget something. refer to Rule addition #4.3. ==================================================================================== 3. FIGHTING: #3.1. YOU CAN FIGHT EVIL CHARACTER AFTER FIGHT FOE: if you fight a Foe, you cannot move. but you can still fight Evil characters, only if they are in the same space as you. instruction manual Rule 5.1.5 states "may fight the Evil characters even if they moved or fought a Foe." #3.2. EVIL CAN ATTACK MADMARTIGAN BEFORE HE IS FREED: don't have to search for him when he is locked up. after the attack, he is still not free. if Evil wins, they get his cards (they reach through the prison bars). #3.3. DO NOT FIGHT UNTIL DEATH: a fight is a single prowess contest only. this helps Good survive longer. SUPPORT: (a) instruction manual Rule 11.1.5 "if a champion's Health is reduced to zero" implies only one attack per round, otherwise it would say "when". (b) instruction manual Rule 11.1.4 "have a Prowess contest" implies a single prowess contest. (c) most importantly, instruction manual Rule 9.1 paragraph 2 "when you have a contest, roll a die" so a "contest" is defined as a single dice roll event. this also applies to magic and stealth contests. (d) instruction manual Rule 17 paragraph 4 (fighting Bavmorda) explicitly states "until the Health of one of them is reduced to zero." it does not say this for normal fights. this implies do not fight until death. (e) instruction manual Rule 11.2 paragraph 5 states "discard the Foe card whether or not the Foe was defeated". if either you or the Foe dies, it goes without saying to discard the Foe, so this sentence implies that one of you can be just injured when it is time to discard the Foe. can also be interpreted "discard the Foe whether or not you defeated the Foe". #3.4. FIGHTING FOES: instruction manual Rule 11.2 paragraph 5 states "discard the Foe card whether or not the Foe was defeated". so in all 3 situations below, the Foe is discarded and the champion cannot move: (a) Foe dies: you increase prowess. (b) you die: you lose your hand. (c) either is injured: nothing else happens. #3.5. GROUP FIGHTING: (a) you never choose a new champion and continue to fight a Foe. must remain in accord with instruction manual Rule 11.2 "they must choose a champion to fight the Foe." choose a champion and only he fights. if he loses then all characters in the group lose their hand, according to instruction manual Rule 11.1.5. refer to Rule addition #5.1(c). Life Drain spell is not an exception because spell is cast before you choose the champion. refer to Rule addition #4.9(c) and 4.9(d). (b) only the champion will have 0 health if the group loses the fight. unless another character sustained damage from an enemy character spell, etc. a Foe alone can only harm the champion. #3.6. FIGHTING MULTIPLE FOES: must fight Foes in the order played according to instruction manual Rule 11.2. each fight is a single prowess contest according to Rule addition #3.3. specifically, each Foe is a separate fight where Rule addition #4.9 describes the order of actions. but the fights occur consecutively until all Foes are fought in this turn. each fight marks the beginning of a new fight so a different champion may be chosen. after kill the first Foe, prowess increases immediately, before fight the next Foe. refer to Rule addition #3.7. #3.7. GAIN PROWESS/MAGIC IMMEDIATELY: refer to instruction manual Rule 11.6 and 13.2. magic and prowess can increase maximum one per turn per character. 1 Good turn and 1 Evil turn makes up a round, so can increase max 2 per round. #3.8. FIGHT FOE SO CANNOT MOVE: if you cast spells or play cards to aid your champion in a fight with a Foe, can you still move or heal by 2? I choose option (a) below: (a) ONLY THE CHAMPION CANNOT MOVE: must choose a champion, and only he cannot move. instruction manual Rule 11.2 states "they must choose a champion to fight the Foe." if a champion was not chosen, then assume that whoever killed the Foe (the fighter, spell caster, or card user) is the champion and he can not move. choose a champion for each Foe fought. all Foes must be fought. every champion who fights cannot move this turn. the champion can be the same character for all Foes. the champion cannot have 0 health. remember that when your champion dies, all characters lose their hand. remember instruction manual Rule 12 states when you have 0 health and "If forced to fight, you automatically lose your hand." (b) ANY SPELL CASTER OR CARD PLAYER THAT HELPS FIGHT THE FOE CANNOT MOVE: every participant in the fight cannot move. (c) IF ENEMY IS DEFEATED WITH SPELLS OR CARDS, EVERYONE CAN MOVE: since no champion was ever chosen. SUMMARY: option (c) is best for Good (possibly all characters can move). option (b) is worst for Good (1 or more characters can't move). option (a) is fair (1 or more characters can't move). ==================================================================================== 4. CAST SPELLS AND USE CARDS: #4.1. IF A SPELL FAILS, YOUR MAGIC INCREASES IMMEDIATELY: refer to Rule addition #3.7. instruction manual Rule 8.6 states if your magic goes up, you can immediately play an unused spell card and cast it. an example is you cast Transformation before Magic Attack with intent that Magic Attack will be more powerful after Transformation fails and your magic power is increased. #4.2. MUST CAST SPELL ON A VALID TARGET: instruction manual Rule 13.1 states "You may only cast a Spell if you have a valid target." DETAILS/SPECIFICS: (a) if fight a Foe and cannot move (you were the champion) then can't cast any "cast before you move" spells like Fly, Heal, Transformation, etc. (b) you can cast Counterspell against another of your own spells, to try to increase your magic, but you might stop your own spell. (c) you can cast Dissension (before a fight) to try to increase your magic even if target has no Friend/Army (spell success would have no effect). similar with Forgetfulness spell. you can cast Forgetfulness even if opponent has no spells. but cannot cast either of these spells against a Foe because a Foe can never acquire a friend/army/spell. (d) you can cast Transformation on yourself to increase your magic. instruction manual Rule 13.3 states "you can cast Transformation on a character from your side". if you succeed, you lose your hand. remember, you randomly transform ONLY if you are already transformed according to instruction manual Rule 13.3 paragraph 4 "When you cast (Transformation) and fail, it has no effect, unless the target already has a Transformation card. In this case, the target is randomly transformed". #4.3. TO USE CARD OR SPELL AGAINST A TARGET, YOU MUST BE IN THE SAME SPACE AS, FIND, AND FIGHT THE TARGET: this includes the cards: Self-Doubt, Master Swordsman, Theft!, Irascible or Kindly Enchanter, etc. EXCEPTION: "Queen Bavmorda's Orders" can be used any time, including before a fight or during the opponent's turn, and it doesn't matter where you are. refer to Rule addition #2.8. #4.4. HOW MANY SPELLS YOU CAN CAST: can you turn your face up spells face down in order to play and cast other face down spells you are holding? this obviously is not allowed because you could always cast all your spells regardless of face up or face down. there would be no point in turning your spells face up. instruction manual Rule 8.6 states "If you have as many face up spells as your magic permits, you can only play a new spell card by discarding a face up one." instruction manual Rule 13.1 states "You can cast each of your face up spells once per turn (so you can cast a spell in both the Good and Evil turns in one round)." #4.5. LOSING SPELLS: instruction manual Rule 8.6 states when your magic is reduced (includes Talisman, Book of Magic, Self-Doubt) you must immediately discard or give away extra face up spells. the extra spells do not go to the enemy (you acquire spells only by drawing them from the deck). if give them away, the receiver of the spell must follow instruction manual Rule 8.6 "If you have as many face up spells as your magic permits, you can only play a new spell card by discarding a face up one." and cannot turn the spell face down to keep it, according to Rule addition #4.7. #4.6. TRADING AND CASTING SPELLS: can you trade a face up spell to cast it multiple times in a turn by multiple characters? I choose option (a) below: (a) trade spells first, then cast spells. the spell caster keeps the spell for this turn (since trading spells has already finished). instruction manual Rules 11.1 and 11.2 state fight begins with discard/trade cards. instruction manual Rules 13.1, 13.2, 13.3 state each spell can be cast maximum once per turn (so twice per round) and by a single character only. (b) in the same turn, one character can cast a spell, pass it to another character, and they can cast it also. each spell can be cast maximum once per character per turn (cannot pass the spell back and forth to cast it endlessly). #4.7. FACE UP CARDS: instruction manual Rule 8.7 paragraph 2 states if you trade face up cards, the cards must be kept face up or discarded (spells, friends, keep cards, any face up card). this implies face up cards must be kept face up AT ALL TIMES (until discarded). #4.8. USING FACE UP CARDS: do you have to use your face up cards all the time? I choose option (b) below: (a) must use your Horse and any other face up cards. face up means the card is in use. with Horse, roll 1 means you can't move 2 spaces. that sucks. (b) you can use face up Keep/Friend/Spell cards or not, as desired, but with restriction that your decision lasts for entire duration of current round (both Good/Evil turns) so you must accept whatever consequences arise from using the card. #4.9. CARDS PLAY IN THIS ORDER: (a) trade/discard cards. instruction manual Rules 11.1 and 11.2 state fight begins with discard/trade cards. this occurs only once at start of the fight, before any champion has been chosen. can't trade/discard cards again until the fight is over. this includes hand over cards to an enemy. an enemy/ally cannot use a card obtained from a defeated character during that fight. if new champion is chosen and the fight continues (for any reason), trade/discard cards is still not allowed. Rule addition #3.6 is somewhat of an exception but not really because each Foe is a separate fight. to put it another way, trade/discard cards cannot happen again until after the prowess contest in part (d) below. (b) Dust of Broken Heart, Escape, Hiding Place. (c) Magic Acorn, Dragon breathes flame, Poison Draught, Potion of Strength, Irascible Enchanter, etc. (all spell casting and card playing). I choose option (iii) below: (i) in the order played. be quick! (ii) the attacker starts. alternate 1 card or spell (not both) per side. (iii) the attacker starts. alternate 1 card or spell per character. if one side has more characters, the extra characters take action after the alternating activity has occurred. (d) choose champion for the prowess contest. cannot play cards or cast spells once fight (prowess contest) begins, even if card states "play at any time" (Irascible Enchanter). although some cards play at end of a fight (Broken In Battle). ==================================================================================== 5. CARDS: #5.1. LOSING YOUR HAND: (a) lose to character spell: instruction manual Rule 12 states "If your Health was reduced to zero by an opponent's Spell, give him your hand; if a card reduced your Health, discard your hand." follow this except when fighting in a group. the killed character keeps his cards until end of fight (when the champion is killed). cards are not handed over immediately. Rule addition #7.1 contradicts this and says "hand over cards immediately when you are transformed". I disagree. this rule #5.1 is correct. (b) lose to Foe or other card: instruction manual Rule 11.5 paragraph 2 states lose your hand to a Foe or transformed by play of a card, i.e. Irascible Enchanter, means discard your cards. even if Evil characters are in the same space, they do not get the cards. (c) general rules: instruction manual Rule 11.5 states treasures and face up spells are never lost to the enemy. instruction manual Rule 4.3 states must immediately discard/give away any extra cards after you receive cards. can't use newly obtained cards in the same fight that they are obtained. instruction manual Rule 11.1.5 states when in a group if champion loses then all characters in the group lose their hand. #5.2. IF YOU HAVE 0 HEALTH, YOU CAN HAVE A HAND: happens only when you die from another character in the previous turn, and then draw cards at start of your next turn. also you heal by 2. if killed by a Foe, you heal by 1 in the same turn. this helps Good since they die more often. refer to instruction manual Rule 12. #5.3. TRANSFORMED CHARACTER CAN HOLD ELORA DANAN: never discard Elora Danan, face up spells, and treasure cards (instruction manual Rule 13.3, 2nd to last paragraph). so a transformed character can win the game. instruction manual Rule 14 states a transformed character loses their Army. #5.4. CAN'T HIDE YOUR CARDS: must keep all your cards (both face down and face up) in plain view so opponent has some idea of your strength. ==================================================================================== 6. MOVE AND SEARCH: #6.1. GROUP MOVEMENT: Pegasus and Horse applies to one character only. instruction manual Rule 7.1 states "If two or more characters, all of them Good or all Evil, begin and end in the same space, they are moving 'together'." must be moving together: (a) to cast Fly spell on an entire group. (b) for a group to search for and enter a place of power. choose a champion for the stealth contest. #6.2. MOVING AND TRADING CARDS: cannot move part way, give a card to someone, then continue to move. #6.3. DON'T HAVE TO USE ALL YOUR MOVEMENT IN A TURN. instruction manual Rule 7.1 paragraph 1 states "Each character can move either one or two spaces in any direction." this implies you are not required to use all your movement regardless of how you are moving, i.e. flying, horse, etc. #6.4. RETRIEVE AN ARMY ENDS YOUR MOVE: instruction manual Rule 14.2 states must end your movement to pick up an Army from Nockmaar or Galladoorn. #6.5. SEARCHING FOR CHARACTERS: instruction manual Rules 10.1, 10.2, 10.3 state Good can always find Evil characters, Evil can always find the Good army, if Evil wins stealth contest all Good characters are found, and groups choose champion for any Stealth contest. #6.6. DICE CONTEST TIE: instruction manual Rules 9.2, 9.3, 9.4 state a dice contest tie means either: (a) nobody loses health. with a Foe, the only other effect is champion cannot move. (b) succeed to cast the spell. (c) search failed, for the character or place. ==================================================================================== 7. MISC: #7.1. TRANSFORMED CHARACTERS (instruction manual Rule 13.3): (a) "transformed character must play, discard, or give away cards immediately except Treasures, face up spells, Army, etc. never discard Elora Danan." according to Rule addition #4.9(c)(iii) you cannot use all your cards at once when you are transformed. according to Rule addition #5.1(a) LOSING YOUR HAND you hand over cards at end of the fight. your opponent cannot use your cards against you. (b) "when transform a character, he gives you his hand, but you must still fight him." according to Rule addition #5.1(a) LOSING YOUR HAND you hand over cards at end of the fight. your opponent cannot use your cards against you. (c) you can transform a Foe, because instruction manual Rule 13.3 paragraph 7 says "After fighting a transformed Foe". #7.2. FOES CANNOT ATTACK FRANJEAN & ROOL IN CHERLINDREAS FOREST: unless Franjean & Rool are with other Good characters. does not apply to Evil characters who can always attack Franjean & Rool. #7.3. FRANJEAN & ROOL CANNOT BE ATTACKED UNTIL THEY HAVE JOINED A GOOD CHARACTER: to keep the game balanced, Good cannot give Elora Danan to Franjean & Rool at game start. if they later separate from the Good character and are no longer in a group, they can still be attacked (they already revealed their loyalty to Good). the premise is that Bavmorda had no interest in Brownies at the beginning. this helps Good keep the Dust of Broken Heart. #7.4. FRANJEAN & ROOL FIRST TURN CAN LOOK AT CHERLINDREAS TREASURE AND MOVE. ==================================================================================== A. APPENDIX: #A.1. IF YOU FORGET TO ACT ON A RULE OR PLAY A CARD: it is up to the players in the current game. if happened in current turn, should be OK to make the adjustment. if happened long time ago, should be corrected if easy to do (forgot a card). if complicates things too much (since every event affects all events after it), the error should be ignored (just continue the game). #A.2. HOW TO SHUFFLE CARDS: split deck into 3 or 4 sub-decks. shuffle 2 sub-decks together. interchange the sub-decks and continue to shuffle. #A.3. ALL CARDS: 144 total cards. 120 Encounter Cards. 24 other cards: 6 character stand cards 7 treasure cards 5 starting cards (Bow, 2 Armies, Elora, Dust) 5 transformation cards 1 spell card #A.4. CHARACTER DIVISION (instruction manual Rule 3.1): K=Kael, S=Sorsha, A=Airk, B=Brownies (Franjean & Rool), M=Madmartigan, W=Willow 2 PLAYERS: 3 PLAYERS: 4 PLAYERS: 5 PLAYERS: 1. Good 1. M,W 1. M,W 1. M,W 2. Evil 2. A,B 2. A,B 2. A 3. K,S 3. K 3. B 4. S 4. K 5. S #A.5. WINNING THE GAME (instruction manual Rule 6): (a) Good: slay Bavmorda. (b) Good: free Tir Asleen and bring Elora Danan there (2 parts). (c) Evil: bring Elora Danan to Nockmaar, then Good gets one more turn to try to slay Bavmorda. #A.6. FIGHTING BAVMORDA (instruction manual Rule 17): Bavmorda has 6 Health, 14 Magic. if Bavmorda wins, a new Good champion is chosen (until entire group is defeated) and Bavmorda does not heal, until the next turn when her health returns to 6. #A.7. CONVERTING SORSHA (instruction manual Rule 18): use Dust of Broken Heart to make Sorsha fall in love. when Sorsha encounters Madmartigan and he is found (he can choose to be found), and Dust of Broken Heart is used (by any character in the same space) against either of them (not on a Foe, although I think this doesn't matter because Dust applies to all enemies in that space), then roll one die immediately (maximum once per round, so twice per turn) and a result of 6 converts her to Good. on future encounters (the Dust does not need to be used again, and Madmartigan can choose to be found, so automatically roll the dice), a dice roll succeeds (converts her to Good) on roll of 5 or 6, then 4-5-6 converts her, then 3-4-5-6 converts her, etc. #A.8. FIN RAZIEL (instruction manual Rule 15.2): can't use Fin Raziel as your champion (i.e. she is transformed to an Eborsisk). ==================================================================================== B. RULE ADDITIONS THAT I DON’T LIKE: #B.1. DUST OF BROKEN HEART CAN BE USED ONLY ONCE PER GAME: do not obey this means it's OK for Evil to use it too, but they probably would never want to since they are usually trying to attack Good. so it's fair to put it in the discard pile to be used again later. it does not turn Madmartigan to Evil. #B.2. SORSHA USES MAGIC: instead of Prowess, her magic increases, and in the usual way by failing to cast a spell. she starts with 2 Magic. she has a standard 2 Prowess. do not obey this. #B.3. CANNOT PLAY DUPLICATE SPELLS: can have maximum of one of each spell in play. face down in your hand is OK. do not obey this means you can play as many of whichever spells you want. #B.4. CANNOT TRADE FACE UP SPELLS: a learned spell is not an item to be passed around. do not obey this means you can trade face up spells but remember Rule addition #4.6(a). #B.5. IF KILL A TRANSFORMED CHARACTER, THEY ARE NO LONGER TRANSFORMED. do not obey this means you stay transformed. ==================================================================================== C. HOME BREWED RULES FROM WEBSITE: http://www.boardgame.de/reviews/willow.htm #C.1. RULES I DO NOT AGREE WITH: (a) Dust of the Broken Heart: Nowadays I always put it out of play after it is used, and not on the Discard Pile. It gives quit a strange effect if it is drawn again after the Discard Pile is reshuffled and used again. Some games I ruled that if the Dust came back, it could also be used by the Evil side. So one game it actually turned Madmartigan to Evil! refer to Rule addition #B.1. (b) Sorsha: In order to increase game potential, I have Sorsha use Magic instead of Prowess. Although this doesn't do right to the original story, it makes the game far better. The lack of magic on the Evil side is normally enough to make them loose. With Sorsha using Magic, the Good ones have to be on their toes as well! In game terms: Instead of the possibility to learn Prowess, Sorsha has a standard Prowess of 2. Instead of a standard Magic of 0, she starts with Magic 2. She can learn Magic in the usual way by failing to cast a spell. refer to Rule addition #B.2. (c) Spells: I never let characters have the same spell more then once. (That is, an open version of a spell. One can still have the same spell in ones hand.) The effect of having the same spell more often is just too strong. Imagine a character with twice the Transformation Spell. Yikes! Although one may normally trade open cards, as long as they are left open and can be kept by the next character, I rule that Spell Cards cannot be given to another character. This makes much more sense as you learn a spell, you don't handle it like an item. refer to Rule addition #B.3. #C.2. RULES I AGREE WITH: (a) Trading cards: A character can trade cards as normal, but the card can be used by only one character that turn. For example, if Willow and Madmartigan are standing together and are in a fight, Willow may not use the Good Friend: Elf for the Magic bonus of +1 and then give it to Madmartigan (the Champion) for the +1 Prowess bonus. Willow could however, use the Elf himself, and be the Champion. He can thus use the Elf for both its Magic and its Prowess bonus. Or Willow could choose not to use the Elf, and just give him to Madmartigan, so Madmartigan can use the Prowess bonus. refer to Rule addition #4.7,4.8(b),4.9(a). (b) Pegasus: I rule that a character (be it Good or Evil) cannot use the Pegasus if he/she controls an Army. The same does not count for using the Fly Spell, the Discard Card: Southwind's Friendship, or for a Horse. For wind and magic numbers do not matter, and it is just so much easier to find enough horses for an army than it is to find Pegasi. In game terms: the advantage of a flying Army is just too big. refer to Rule addition #2.1. (c) "Brownies safe in Cherlindrea´s Forest": In this variant, the Brownies cannot be attacked by foes (but by evil characters) until they have left Cherlindrea´s Forest. This prevents them from loosing the "Dust of broken Heart" right in the beginning. The rule might give a higher chance that Sorsha changes sides, but I think it better keeps the movie´s spirit since Cerlindrea was able to keep Bavmorda´s forces from her forest and the "Dust of broken Heart" now plays a more important role. refer to Rule addition #7.2. (d) "Brownies cannot be attacked until they have joined another good character": As with the rule above, this prevents the early loss of the "Dust of broken Heart" and is near to the original story (Bavmorda had no interest in Brownies at the beginning). The only point to keep the game balanced is that the good player is not allowed to give the Baby to the Brownies in the beginning. Otherwise the good player would simply run for it. refer to Rule addition #7.3. ==================================================================================== END ====================================================================================