CYCLOPS

Cyclopes – giants with a single eye in the middle of their forehead – are primitive and brutal creatures endowed with enormous strength. They live in dens where they wait for unfortunate travellers, whom they devour. But there are also skilled craftsmen among them – builders of impenetrable walls or smiths who craft weapons of divine power in the bowels of volcanoes.

MEDUSA

Medusa used to be a beautiful maiden whose beauty no man could resist. Nor did she escape the attention of the feuding gods, in whom she inspired both lust and contempt. Eventually, she fell out of grace and was struck with a terrible curse. She was transformed into a monstrous creature with snakes coiling on her head instead of hair. Anyone who looks into her eyes instantly petrifies.

ELF

The life of the graceful elves is closely linked to magic. They exist in harmony with nature, which they value above all else, but they do not lack a knack for art and craft. They tend to be long-lived or even immortal which affects their relationship with ordinary mortals. Some are arrogant, domineering, and self-absorbed, others do not hesitate to share their experience and wisdom.

MERMAID

The home of the mermaids – seductive women whose bodies transform into scaly fish tails at the waist – is the endless watery depth. Many a sailor has been attracted by their irresistible singing, but no man can be sure, what they have in store for him. A loving embrace awaits one, while another is caught in a merciless storm that seals his fate.

TROLL

Ancient trolls live in mountains far from human dwellings. They are large and strong, but slow and lacking in wit. These grotesque creatures only emerge from their hiding places after dark. If the sun's light falls on them, they turn into stone. They are not evil, but it is better to avoid them – they like human treasures and consider meat their greatest delicacy.

FAIRY

Magical fairies – ethereal beings of the fairer sex – have various forms and natures. Some live in forests, others in water. They can be kind and gentle, playful, and light-hearted, but also evil and insidious. One is capable of stealing a baby from its cradle and dancing a boy to death, the other will help a traveller and become a devoted wife and mother.

DWARF

The dwarves may not have grown much, but they are sturdy and strong. Their hardy bodies make them unbeatable miners, diggers, and masons who toil tirelessly in the depths of the earth. They adore stone, iron, silver, gold, and gems, and guard their mines zealously. They do not like strangers, but those who treat them with respect need fear no harm.

VALKYRIE

Valkyries are beautiful but dangerous female warriors on winged horses who steer the combat on the battlefield, decide who wins or loses, and determine who survives and who falls. When a fighter dies in the heat of battle, the valkyries judge whether he is worthy to enter the abode of the gods. Those who have been valiant are then taken to the great hall where they can live and rejoice forever.

VAMPIRE

Undead vampires creep through the night, entering dark houses and sucking the blood of their poor victims. That's how they get their life force. At dawn, they return to their tombs to hide from the sunlight, which is deadly to them. Time means nothing to these bloodthirsty creatures – they do not die of old age and are very difficult to kill.

ANGEL

Angels are winged messengers who serve as liaisons between the kingdoms of heaven and earth. They are omnipresent, so that they can always be near to those who need them. They embody love, security, peace, and tranquillity, but they wield great power. Although they symbolize purity, they can succumb to the temptation of darkness and become fallen angels – demons.

GOBLIN

Goblins are a malevolent breed of creatures of small stature. Some are downright evil, others are rather mischievous, but they all without exception love to harm, steal and hurt. These ugly imps are not to be underestimated. One tiny goblin may seem harmless, but in groups they become dangerous. They're stealthy, cunning, and spread quickly.

DRYAD

Dryads are forest creatures whose lives are inseparably linked to trees. They take the form of young and beautiful girls, but if a tree begins to wither or even perish, the same fate awaits the dryad who is connected to it. No wonder, then, that these shy nymphs defend their sacred groves from anyone who does not respect nature.


THE JOURNEY OF HEROES

Embark on an exciting journey of danger and encounter both noble creatures and fierce beasts from the realms of myth, legend, and fantasy!

Rules: Game for 2 or more players. Players take turns to roll the hexagonal dice. The number a player rolls determines how many fields on the board they advance. If a player lands on a field occupied by another player, they automatically advance to the next available field. If a player lands on a field occupied by a mythical creature, they roll the dice again. Depending on what number is rolled, one of two specified alternatives may then occur. To win, a player must stand on the last field. A player may only enter the last field if the die rolls a number that matches the exact number of fields remaining to the finish.

1) A monstrous cyclops sleeps in the cave.

  • 1–3: You have managed to slip away quietly and advance 1 field forward.
  • 4–6: The man-eater has awoken, you must hide and remain stationary.

2) The dreaded Medusa crossed your path.

  • 1–5: You've managed to hide, but you're scared to death, and you remain stationary.
  • 6: Medusa's gaze turns you into stone, and you return to the very beginning of the journey.

3) A smug elf can advise you which way to go.

  • 1–2: You make a good impression, roll one more time and move forward swiftly.
  • 3–6: You embarrass yourself, wander without help and remain stationary.

4) A seductive mermaid beckons you with her song.

  • 1–4: Your will is strong, and you advance 1 field forward.
  • 5–6: Unable to resist, you remain stationary and must skip the next round.

5) The bridge is guarded by a hungry troll.

  • 1, 3, 5: You must find a safer route and move 3 fields back.
  • 2, 4, 6: You manage to outsmart the troll and move 3 fields forward.

6) A mischievous fairy asked you to dance.

  • 1–4: You dance like crazy, stay stationary and must skip the next round.
  • 5–6: You decline with thanks and move 1 field forward.

7) A proud dwarf has invited you to his mine.

  • 1–2: The Dwarf has taken a liking to you, so you can pass through the shaft and advance 3 fields forward.
  • 3–6: You accidentally insult the host and move 1 field back.

8) A fearless valkyrie wants to pit her strength against you.

  • 1, 3, 5: You win the duel, roll again and a winged horse carries you forward.
  • 2, 4, 6: The warrior has overpowered you easily, you remain stationary and must skip the next round.

9) You were attacked by a bloodthirsty vampire.

  • 1–4: You manage to fight off the vampire with silver, and you cautiously advance 1 field forward.
  • 5–6: You lose a lot of blood, remain stationary and must skip the next round.

10) A kind angel can grant you a wish.

  • 1: The angel has shown you heavenly favour and is carrying you to the very end of the journey.
  • 2–6: You must rely on yourself, and you advance 1 field forward.

11) You were robbed by a vicious goblin.

  • 1–3: When searching for the thief, you wander and must move 1 field back.
  • 4–6: The cowardly imp has dropped the loot, and you can advance 1 field forward.

12) You enter the forest of a shy dryad.

  • 1 ,3, 5: The scared nymph defends herself, you flee and have to move 2 fields back.
  • 2, 4, 6: The dryad recognized a friend in you, and you may advance 2 fields forward.
Czech Mint
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