No faceless enemy the fiend known only as the Dark Sorcerer is an Evil of legendary proportions. Brutal, cunning, and possessed of great magical prowess he seeks the Crown of Command for himself!

The Darkness Begins

At the beginning of the game the Dark Sorcerer is placed in the Cursed Glade space (which does not affect his abilities since he is the one that cursed it in the first place). He gets a turn just like players do but instead of moving an Adventure card is drawn for him. If it is a Dark Enchantment it is put into play otherwise it is simply discarded.

The Darkness Lurks


He will remain in The Cursed Glade until he is defeated in Combat or Psychic Combat.
If this occurs he loses a Life and immediately rolls dice and moves that total number of spaces clockwise around the board. If he passes through the Sentinel space or the Hills space in the Middle Region and the die roll was odd then he moves across the bridge to the other region and continues moving clockwise around the board otherwise he stays in the same region.
He never encounters spaces or draws cards but starts with 6 Lives and is otherwise treated as a regular character.
If a Character destroys the Dark Sorcerer then he gains 1-6 Gold, Spells up to his allowed maximum amount, a +2 Strength and +2 Craft bonus, and he may search the Adventure deck and take one Follower and one Magic Object of his choice.

If the Dark Sorcerer has been destroyed then any player can discard a Spell to put any one active Dark Enchantment in the discard pile on his turn.

Darkness Conquers

When a 13th Dark Enchantment in active the Dark Sorcerer teleports himself to the Crown of Command and takes control of it!
He now uses his turn to cast the Command Spell just like a player would until he is destroyed or he destroys all the other Characters! If all the other Characters are destroyed then they all lose and the Dark Sorcerer wins the game!
If the Dark Sorcerer and one or more other characters share the Crown of Command space then they fight it out as usual.

Dark Enchantments

Being a smart (if evil) would-be tyrant he knows others will come to claim his power and so he casts Dark Enchantments to hinder his foes. Dark Enchantments are a special type of card that can change the rest of the game. Each time a Dark Enchantment is drawn (for him or by any other player) it is immediately placed face up within view of all the players and represents the slow destructive influence of the Dark Sorcerer's magiks. Although Dark Enchantments are essentially permanent Events they are uneffected by anything that does not explictly have the text "Dark Enchantment" on it.


Source of Darkness

Centain cards have the phrase "Source of Darkness" and the Dark Sorcerer can tap into their energies to strengthen his Dark Enchantments. For each card on the board with "Source of Darkness" on it his Dark Enchantments gain the following bonuses.
  1. Any card with the number "1" on it adds 1 one it for every Source of Darkness card in play. For example if the Antihealing card is active and there is one Source of Darkness card then a Character regains 2 fewer Lives then expected when healing.
  2. The Dark Warriors forces Characters in a Black Knight space to surrender 1 more Life or Gold. Characters in the Sentinel space will have fight it multiple times in the same turn - one extra Combat per Source of Darkness.
  3. Any card with the number "-1" on it gets another -1 adjustment every Source of Darkness card in play. For example if the Enfeeblement card is active and there are two Source of Darkness cardes then Characters have a -3 Strength penalty.
  4. The Nightqueen gets a +1 bonus to her roll for every Source of Darkness.

Allies and Enemies of Darkness

You are are not alone in your struggle - and unfortunately neither is the Dark Sorcerer.

Minor Rule Changes

1. Evil Darkness and Astral Conjunction act as Sources of Darkness but only for 3 turns for each.

Alternative Abilities

Useful for: Dark Elf, Sorceress, or Wizard

Useful for: Any Good Character

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