Misprints/Changes in Island of Dread printings

By GodRob, in Runebound

In the old forums I had typed up all of the cards in the new printing of Island of Dread, hoping to get someone with an older printing to compare and find differences.

Other than the commonly known misprints for Lyssa of the East and Grey Ker , we found changes to three encounter cards: Poisonous Drake , Bloodthirsty Dalofer and Shadows of the Night . RCMoore pasted an Excel spreadsheet with info on the encounter cards to the thread which I was able to compare to my cards.

I still need someone to check out the Market Cards and Captain Cards to see if there are any differences. It would be nice if someone could compare the rewards of the encounters as well (that info was not on Moore's spreadsheet).

Captains:

Rockbelly Cost 2, Life 2, Stamina 5
Any Phase: If this Captain takes 1 or more wounds, the first wound becomes a exhaustion instead.
Mind 1/1 Body 2/3 Spirit 1/0

Silverwind Cost 1, Life 2, Stamina 2
If you have a set of map counters, you automatically succeed at all escape tests during sea adventure Challenges.
Mind 3/1 Body 1/1 Spirit 3/1

Moxat and Taxom Cost 3, Life 5, Stamina 0
If Moxat and Taxom attack and the total result of their attack roll (including the combat value) is an even number, they inflict +2 wounds.
Mind 3/2 Body 3/2 Spirit 0/0

Kor Edtas Cost 3, Life 5, Stamina 1
When you voyage to the Island of Dread you may discard an additional set of map counters to draw 3 silver adventure cards. Look at them, then place them face down on top of the deck in any order.
Mind 2/1 Body 4/2 Spirit 2/2

Captain Dorrock Cost 1, Life 3, Stamina 0
Your Hero may move an additional space while voyaging. You may still only draw a sea adventure card if you end your Movement Step on an anchor space.
Mind 2/2 Body 1/1 Spirit 1/1

Cutlass Kanteor Cost 3, Life 3, Stamina 3
You may pay 3 coins to voyage to the Island of Dread instead of discarding a set of map counters.
Mind 3/2 Body 3/2 Spirit 2/1

Arvan Carun Cost 2, Life 3, Stamina 2
When you defeat a sea adventure Challenge, receive 1 coin in addition to any normal reward.
Mind 3/2 Body 2/1 Spirit 1/1

Freeport Smuggler Cost 1, Life 3, Stamina 1
When you end your Movement Step (and your voyage) at a town, you may draw 2 additional market cards during your Market Step this turn.
Mind 1/1 Body 2/2 Spirit 1/1

Captain Grotill Cost 2, Life 4, Stamina 2
If you end your Refresh Step on an anchor space, you may skip your Movement Step and discard this Captain to move your Hero to an adjacent swamp or forest space. Then proceed to your Adventure Step as normal.
Mind 1/1 Body 2/2 Spirit 3/1

Captain Kershin Cost 4, Life 3, Stamina 3
If you have at least 1 completed Quest, you may hire Captain Kershin for 3 coins less.
Mind 5/1 Body 3/1 Spirit 4/2

Tor Elnor Cost 2, Life 4, Stamina 2
When you receive map counters, you choose which color of counter to take. Tor Elnor will not travel to Tarianor.
Mind 2/1 Body 1/1 Spirit 3/2

Thorian One-Eye Cost 3, Life 4, Stamina 2
Ranged: If this Captain attacks during this phase, he may make two ranged attacks instead of one.
Mind 4/2 Body 1/1 Spirit 0/0

Captain Fletel Cost 3, Life 4, Stamina 3
When you hire this Captain, you may discard a map counter to hire him for free.
Mind 1/1 Body 2/1 Spirit 3/2

Captan Abhas Cost 0, Life 3, Stamina 2
When you defeat a Challenge, Captain Abhas tries to steal the reward. Test Body (15). If you fail, you do not receive any reward from the Challenge.
Mind 2/1 Body 3/2 Spirit 0/1

Market Cards:

Quicksilver Blade, Cost 4, Always-On icon, Weapon: Sword
Ranged: If your Hero defends, you receive a +2 bonus to your ranged combat roll.
Melee: If your Hero attacks, you receive a +2 bonus to your melee combat roll.

Shield of Glyphs, Cost 4, Always-On icon, Armor: Shield
Any Phase: When your Hero defends, you receive a +4 bonus to your combat roll.

Elven Cloak, Cost 4, Always-On icon, Artifact: Cloak
Your Hero automatically succeeds at all escape tests.

Cursed Scarab, Cost 5, Always-On icon, Artifact: Relic
Any Phase: If your Hero attacks unsuccessfully, you must take 1 wound in additon to any wounds your enemy inflicts. When this occurs, you may inflict 2 wounds on your enemy.

Winged Blade, Cost 7, Always-On icon, Weapon: Sword
Any Phase: If your Hero successfully attacks and inflicts enough damage to defeat a Challenge, place 1 exhaustion on this card. Instead of rolling movement dice, you may discard any number of exhaustion from this card. For each exhaustion you discard, move up to three spaces in any direction.

Sunplate, Cost 6, Always-On icon, Armor: Suit
Any Phase: If your Hero successfully defends, inflict 1 wound on your enemy.
(NOTE: Sunplate does not bear any icon in the lower right corner)

Bone Sword, Cost 7, Always-On icon, Weapon: Sword
Any Phase: If your Hero successfully attacks and inflicts enough damage to defeat a Challenge, place 1 exhaustion on this card. At the end of your Experience Step, you may discard any number of exhaustion from this card. For each exhaustion you discard, discard 1 heart from your Hero.

Cloak of Frozen Peaks, Cost 3, Always-On icon, Artifact: Cloak
You may use any terrain symbol on your movement dice to move into a mountain space.

Scorpion Helmet, Cost 6, Always-On icon, Armor: Helmet
Your Hero receives a +3 bonus to his Mind value.

Dragon Scale Armor, Cost 5, Activate-to-Use icon, Armor: Suit
Any Phase: Activate to cancel 1 wound being inflicted on your Hero. If the damage is being inflicted by a Challenge with the word "Dragon" or "Drake" in its title, cancel up to 3 wounds instead.

Rune Enchantress, Cost 6, Life 3, Stamina, 3
If you have Runemaster Baras or Runesmith Shan, you may hire Rune Enchantress for 4 coins less. Magic: If Rune Enchantress attacks during this phase, she may take 2 exhaustion to make two magic attacks instead of one.
Mind 2/1 Body 1/1 Spirit 2/2

Green Encounter Cards:

Quest for Black Lotus, encounter
Take this card. If you end your movement in the Forgotten Mire swamp space, your Hero may take any number of exhaustion and then place that number of exhuastion on this card. During a later turn, if you end your movement in Hardell and this card has 5 or more exhaustion, receive 6 coins. Then turn this card face down and place it beneath your Hero. It becomes a complete Quest.


Dark Ritual, Life 2
Reward: Receive 3 coins. If you defeat this Challenge during the first combat round, take this card. If you have this card during a Market Step, turn it face down and place it beneath your Hero. It becomes a complete Quest.
Mind 10/0 Body 12/1 Spirit 14/2


Quest for Lore, encounter
Take this card. During a later turn, if you end your movement on a space in the Mountains of Ash, test mind Tinker (10). If you succeed, receive 3 map counters. Then turn this card face down and place it beneath your Hero. It becomes a complete Quest. If you fail, you may try again on a future turn in which you end your movement on a space in the Mountains of Ash.


Feral Droontele, Life 1
Reward: Take this card. Discard in a town during your Market Step to receive 2 coins, or 4 coins if you discard it in Tarianor.
Mind 14/1 Body 10/1 Spirit 8/1


Forbidden Tome, Life 2
Before Combat: Test Lore spirit (15). If you succeed, you automatically defeat this challenge.
Reward: Receive 3 coins and take this card. It becomes an Artifact: Relic Item and now reads "Activate to receive a +4 bonus to a Lore test."
Mind 10/0 Body 11/1 Spirit 15/2


Quest of the Silver Key, encounter
Take this card. During a later turn, if you end your movement in a forest space, test mind Tinker (14). If you succeed, place a exhaustion counter on this card. If you fail, discard this card. If this card has a exhaustion counter on it during your Market Step in Orris, receive one Item worth 7 coins or less from the Orris market stack. Then turn this card face down and place it beneath your Hero card. It becomes a complete Quest.


Dry Land, event
Place plains tiles on each of the six red event spaces marked on the sea area of the game board. Discard the plains tiles only when an Event card with a higher number is drawn. If a plains tile is placed on a voyaging Hero, place his Hero figure on the plains tile and discard his Captain. If a Hero is on a plains tile when it is discarded, he is knocked out.


Giant Roc, Life 2
If you are knocked out during this Challenge, follow all rules as normal except that the player to your left moves your Hero to any town.
Reward: Receive 3 coins and take this card. Discard after rolling movement dice to change 1 die to a side of your choice.
Mind 13/1 Body 12/1 Spirit 10/0


Crimson-Tailed Lurker, Life 2
Ranged: If your Hero or an Ally makes a combat roll during this phase and does not succeed, he takes 1 wound in addition to this Challenge's ranged damage value.
Reward: Receive 3 coins.
Mind 14/1 Body 10/1 Spirit 9/0


Coral Golem, Life 3
Explosive Items inflict double their printed wounds to this Challenge.
Reward: Receive 3 coins.
Mind 10/0 Body 16/2 Spirit 7/1


Denizens of the Marsh, Life 3
Before Combat: Test mind Hide (11). If you succeed, your Hero may make one attack of your choice before combat.
Reward: Receive 3 coins.
Mind 11/0 Body 14/2 Spirit 10/0


Screeching Abomination, Life 2
Before Combat: Test spirit Resist (12). If you succeed, this Challenge's damage in all phases is reduced to zero in the first round of combat. If you fail, your Hero may not attack in the first round of combat.
Reward: Receive 2 coins.
Mind 12/1 Body 9/0 Spirit 12/1


Snake Dragon, Life 3
Before Combat: Test body (13). If you fail, your Hero takes a -4 penalty to all melee combat rolls during this combat.
Reward: Receive 3 coins.
Mind 10/0 Body 13/1 Spirit 12/1


Merriod, Life 2
Any Phase: When your Hero is unsuccessful at an attack or defense roll, before damage is inflicted, you must discard an Armor Item. That Item has no special effect.
Reward: Receive 3 coins.
Mind 10/1 Body 15/1 Spirit 7/0


Shark Trap, Life 2
Before Combat: Test body Swim (12). If you succeed, you immediately defeat this Challenge.
Reward: Receive 2 coins.
Mind 11/0 Body 12/2 Spirit 10/0


Rising God Cultist, Life 2
You must escape from this Challenge (the escape test automaticlly succeeds) at the end of the first combat round.
Reward: Receive 2 coins and 1 map counter.
Mind 10/0 Body 12/0 Spirit 15/2


Blessing and Curses, encounter
Take this card. At the end of your Refresh Step, you may place 1 exhaustion on this card to discard all hearts from your Hero. If his card has 1 or more exhaustion on it at the beginning of your Refresh Step, place 1 exhaustion on it. If this card ever has 4 exhaustion counters on it, you are knocked out. Discard this card if you are knocked out or if you take a Market Step.


Cerridor Pirates, Life 3
Reward: Receive 3 coins +1 coin for each map counter you have.
Mind 12/1 Body 12/1 Spirit 10/0


Wights of the Crypt, Life 2
Reward: Choose either blue or green and reveal 3 map counters from the pool. You receive any maps that match the color you selected, then discard the rest.
Mind 10/0 Body 10/1 Spirit 13/2


Swamp Dragon, Life 2
This Challenge's Life value is increased by two if you attempt this Challenge in a swamp space.
Reward: Receive 3 coins and take this card. Discard before a body skill test to receive a +4 bonus to your roll.
Mind 13/0 Body 11/1 Spirit 13/1


Shadows in the Night, Life 2
Reward: Receive 2 coins and test body Climb (14). If you succeed, you may place your Hero on any other space with a green adventure jewel on it. Your turn then ends.
Mind 13/1 Body 14/3 Spirit 8/1


Master of Flames, Life 1
Before Combat: If you have any Explosive Items, discard them without any special effects and take 1 wound.
Reward: Receive 3 coins.
Mind 14/1 Body 10/0 Spirit 16/2


Bloodfire Tribesman, Life 2
Reward: Take this card. It is now an Ally with the following socres: mind 1/1 body 3/1 spirit 1/0 life 2 stamina 2
Mind 11/1 Body 13/1 Spirit 11/0

Yellow Encounter Cards:

Fair Winds, event
Place a sea tile on each of the five yellow event spaces marked on the game board. Discard the tiles only when an Event card with a higher number is drawn. Heroes are not affected if a sea lane tile is place on or discarded from their space.


The Queen Declares War, event
Instead of moving, any player may choose to fight any undefeated Challenge on the undefeated challenge track. If you defeat a Challenge from the undefeated challenge track, you earn the approprate experice points and receive an additional 2 coins as part of the reward. Voyaging Heroes may not attempt undefeated Challenges.


Shadow Dragon, life 4
Any Phase: Your Hero and Allies inflict +1 wound on magic attacks.
Reward: Receive 5 coins.
Mind 11/1 Body 13/1 Spirit 14/2


Fetid Maganghusa, life 3
Melee: After an Ally attacks, you must activate him. That Ally may not attack again or use any text abilities until he is refreshed.
Reward: Receive 5 coins and refresh all of your Items and Allies.
Mind 14/1 Body 14/2 Spirit 9/1


Winged Lizard, life 2
Before: Test body Climb (12). If you succeed, this Challenge receive a +2 bonus to its Body value, buts its ranged damage is decreased by 2. You may choose to fail this test.
Reward: Receive 5 coins.
Mind 15/2 Body 12/1 Spirit 11/1


Bloodthirsty Dalofer, life 3
Escape: If your Hero has 1 or more wounds, you take a -10 penalty on escape tests.
Reward: Receive 5 coins.
Mind 16/1 Body 13/3 Spirit 12/1


Plague Dragon, life 2
Before Combat: Test body Jump (12) to avoid the dragon's acidic breath. If you fail, your Hero and all Allies take exhaustion equal to their Stamina value.
Reward: Receive 5 coins.
Mind 12/1 Body 15/1 Spirit 11/1


Cult of the fire Wyrm, life 3
Melee: This Challenge's melee damage value is X, where X is the current round of combat (1 the first round, 2 the second round, etc.).
Reward: Receive 4 coins and test spirit Lore (14). If you succeed, you receive a Legendary Item.
Mind 10/0 Body 13/x Spirit 14/3


Ducrene the Mad Knight, life 3
If you have any map counters, this Challenge's Life is increased by 2.
If you escape from or are knocked out by this Challenge, discard all map counters.
Reward: Receive 4 coins and 2 map counters of a color of your choice.
Mind 11/0 Body 15/2 Spirit 13/2


Obsidian Library, life 4
Reward: Receive 4 coins and test spirit Lore (15). If you succeed, receive the Book of Korsec-Amin Legendary Item.
Mind 10/1 Body 13/1 Spirit 15/3


Guardian of the Deep, life 3
Before Combat: Test body Swim (14). If you succeed, this Challenge takes 1 wound. If you fail, take 1 wound and skip the first ranged phase of this combat.
Reward: Receive 4 coins.
Mind 12/1 Body 14/2 Spirit 10/0


Slumbering Dragon, life 3
Before Combat: Test mind Sneak (15). If you succeed, your Hero receives a +4 bonus to all combat rolls. If you fail, your Hero takes a -4 penalty to all combat rolls.
Reward: Draw market cards until you find an Item worth between 4 coins and 8 coins. Take the Item for free and reshuffle the market deck.
Mind 15/1 Body 14/3 Spirit 12/1


Green Terror, life 2
Any Phase: If your Hero or an Ally attacks and is not successful, he takes a number of exhaustions equal to the number of wounds that Green Terror successfully inflicts on him this phase.
Reward: Receive 4 coins and discard all wounds from your Hero or an Ally.
Mind 14/0 Body 13/3 Spirit 10/1


Viper-Tailed Lurker, life 3
Before Combat: Test body (10). If you succeed, any times this Challenge would inflicte wounds, it inflicts that many exhaustion instead.
Reward: Receive 4 coins.
Mind 10/3 Body 16/1 Spirit 12/0


The Enchanter Gran Rey, life 4
Reward: Receive 6 coins and take this card. It becomes an Artifact: Relic Item and now reads "If your Hero is voyaging, activate to move an additional space. You may still only draw a sea adventure card if you end your Movement Step on an anchor space."
Mind 13/2 Body 11/1 Spirit 15/2


Quest: Destroy the Roc Nest, encounter
Take this card. If you end your movement in a mountain space, test body Climb (12). If you fail, you must enter combat with the giant rock (use the scores below).
Mind 14/1 Body 11/1 Spirit 10/0 life 2
If you escape from or are knocked out by the giant rock, discard this card. If you succeed at the Climb test or defeat the giant roc, receive 4 coins. Then turn this card face down and place it beneath your Hero card. It becomes a completed Quest.


Protector of the Realm, event
Choose a Hero with the most completed Quest (he must have at least one completed Quest). If there is a tie, the player who drew this card chooses who wins the tie. The Hero is now known as "The Protector of the Realm" and can buy Items and hire Allies for 3 coins less than their cost (minimum 1 coin). If a Hero complete more Quests than the current Protector of the Realm, he takes over the title and all of its benefits. The benefits of this card expire when this event is discarded, but any Items or Allies acquired with the discount remain.


Quest for the Lost Ship, encounter
Take this card. While voyaging, you may test mind (16) at the end of your Experience Step, receiving a +2 bonus to the roll for each map counter you have. If you fail, you are shipwrecked and msut discard this card. If you succeed, you have rescued the survivors. Receive 6 coins, then turn this card face down and place it beneath your Hero card. It becomes a complete Quest.


Poisonous Drake, life 2
Any Phase: If a Poisonous Drake inflicts 1 or more wounds on your Hero or an Ally, that character may not attack for the rest of the combat.
Reward: Receive 4 coins.
Mind 15/2 Body 11/3 Spirit 12/1

Sea Adventure Cards

Merfolk Warriors, life 3
Before Combat: Discard a completed Quest to immediately defeat this Challenge.
Reward: Receive 1 map counter and take this card. Discard to immediately defeat a sea adventure Challenge. You receive no rewards for Challenges defeated in this way.
Mind 16/1 Body 13/2 Spirit 11/0


Freeport Smugglers, event
During the Market Step, players may discard 1 or more coins. For each coin discarded, the player may either draw another market card and add it to the town's market stack, or may move an Item from any other town's market stack to the market stack of the town his Hero is in.


Merfolk Charioteer, life 2
Before Combat: Test spirit Diplomacy (12). If you succeed, you automatically defeat this Challenge.
Reward: Take this card. If you are voyaging, discard this card during your Experience Step to move to any town.
Mind 13/2 Body 10/1 Spirit 12/1


Stormy Seas, life 5
At the end of each combat round, your Captain takes 2 exhaustion.
Escape: You may discard a map counter to automatically escape.
Reward: Receive 2 map counters and 1 experience point.
Mind 17/0 Body 19/1 Spirit 11/0


Dread Pirates, life 3
Before Combat: Your Hero, Allies, and Captain must test spirit (11). Any character that fails may not attack during this combat.
Reward: Receive 2 maps and 2 experience points.
Mind 9/1 Body 15/1 Spirit 11/3


Leviathan!, life 6
Escape: You may automatically escape. Your turn then ends immediately.
Reward: Receive 4 map counters, 4 experience points, and 4 coins.
Mind 19/4 Body 23/6 Spirit 10/0


Sea Serpent, life 5
Escape: You may automatically escape. Your turn then ends immediately.
Reward: Receive 2 map counters and take this card. During your Market Step, discard in Tarianor to receive 6 coins.
Mind 14/3 Body 16/2 Spirit 12/1


The Mad Sorcerer Artiss, life 4
Before Combat: Test spirit (15). If you succeed, this Challenge's ranged damage value is reduce by 3.
Reward: Receive 3 map counters and 4 experience points.
Mind 13/3 Body 12/1 Spirit 15/3


Ghost Ship, life 3
Magic: For each wound that this Challenge inflicts, your Captain takes 1 exhaustion.
Reward: Receive 1 map counter and 2 experience points.
Mind 14/0 Body 12/0 Spirit 18/2


Kraken of the Deep, life 5
Before Combat: Test mind (11). If you fail, you are shipwrecked. If you succeed, you may automatically escape.
Melee: Each wound on this Challenge reduces its melee damage value by 1.
Reward: Receive 2 map counters and 4 experience points.
Mind 11/2 Body 18/5 Spirit 18/0


Spectral Dragon Ship, life 4
Magic: This Challenge's magic damage is X, where X is the current round of combat (1 the first round, 2 the second round, etc.).
Reward: Receive 4 coins and 2 experienc epoints.
Mind 18/1 Body 14/1 Spirit 16/x


Drowned Souls, life 4
Before Combat: Test body (13). If you fail, randomly discard one of your Allies.
Reward: Receive 4 coins and 2 experience points.
Mind 12/1 Body 13/2 Spirit 7/0


Daggertooth Sharks, life 2
If your Captain has 1 or more wounds, this Challenge inflicts +2 wounds in ranged combat.
Reward: Receive 2 experience points.
Mind 19/0 Body 16/1 Spirit 11/0


Natives Attack!, life 3
Before Combat: Test mind Hide (13). If you fail, your Hero, Allies, and Captain each take 1 exhaustion. Continue testing until you succeed or until your Hero takes 1 wound from this effect.
Reward: Discard all wounds from your Hero, Allies, and Captain.
Mind 13/2 Body 14/1 Spirit 7/0


Sea Stallion, life 2
Reward: Receive 1 experience point and look at the top 4 cards in the sea adventure deck. Put them back on top of the deck in any order you wish.
Mind 11/1 Body 10/0 Spirit 14/1


Sea Drake, life 5
Ranged: If your Captain attacks in the ranged phase, he may also attack in one additional phase during the combat round.
Reward: Receive 2 map counters and 4 coins.
Mind 16/1 Body 20/2 Spirit 11/1


Talisant Discovered!, event
Place the ruins tile on your anchor space. Voyaging Heroes that end their movement here may buy healing for their Captain, Allies, and Hero as a Market Step action. If another event is drawn, discard the ruins tile and this card, even if the new event has a lower number. Heroes are not affected if the ruins tile is placed on or discarded from their space.


Sea Dragon, life 5
You automatically succeed at escape tests during this challenge, but your Captain takes 1 exhaustion if you escape. Captains may not attack during this combat.
Reward: Receive 2 map counters and take this card. Discard during your Market Step to hire a Captain for free.
Mind 19/2 Body 20/3 Spirit 11/1


Turbulent Water, encounter
The player to your left must move your Hero to the next anchor or town space. If you are moved onto an anchor space, draw another sea adventure card.


Quest: Saga of Heroes, encounter
Take this card. During your Market Step in Gafford, draw 3 map counters and place them face up on this card. On a later turn, if you end your movement in Tarianor, receive the map counters. Then turn this card face down beneath your Hero card. It becomes a completed Quest.

Red Encounter Cards

Shark Dragon, life 5
This Challenge ignores all damage inflicted by Explosive Items.
Reward: Receive 6 coins and take this card. During your Market Step, discard to hire a Captain for free.
Mind 18/3 Body 17/2 Spirit 15/1


Cardinal Thok, life 5
Allies may not attack in any phase unless the combat value they would use during that phase is 4 or greater.
Reward: Take this card. It becomes a Weapon: Sword Item and now reads "Ranged or Melee or Magic: After your Hero makes a successful attack, activate to inflict +2 wounds."
Mind 14/2 Body 14/2 Spirit 18/4


Drollock Beast, life 5
This Challenge ignores any attack that does not inflict at least 2 wounds.
Reward: Receive 7 coins.
Mind 12/2 Body 20/4 Spirit 11/2


Boiling Sea, event
Place a blue adventure counter on each anchor space. You still draw sea adventure cards when you end your movement on anchor spaces. If you defeat a Challenge on a space with a blue adventure counter, discard the counter and draw another sea adventure card. Discard all blue adventure counters if this event is replaced.


Silite, life 6
This Challenge ignores all damage from ranged and melee atackes.
Magic: Your Hero and Allies may all attack in the magic phase, but each may still only make one attack per combat round.
Reward: Receive 8 coins.
Mind 18/3 Body 16/3 Spirit 10/1


Rotting Drake, life 5
Any Phase: If your Hero or an Ally makes a melee attack, he takes 1 wound.
Reward: Receive 7 coins. You may also take 1 wound to receive 2 map counters.
Mind 10/3 Body 16/2 Spirit 19/2


Revenant Dragon, life 5
Any Phase: Discard 1 wound from this Challenge at the end of each combat phase unless it has 5 or more wounds.
Reward: Receive a Legendary Item and draw markete cards until you find an Item worth between 4 coins and 8 coins. Take the Item for free and reshuffle the market deck.
Mind 13/2 Body 15/2 Spirit 17/2

Silver Encounter Cards

Antenil Soul Stealer, life 6
Any Phase: If an Ally is killed during this Challenge, discard all wounds from this Challenge.
Reward: Take this card. Discard during your Refresh Step to discard all wounds from your Hero and all of your Allies.
Mind 19/3 Body 11/1 Spirit 20/4


Assif Shib-Sa, life 8
Before Combat: Your Allies must test spirit (15). Those that fail become Challenges that your Hero must defeat in an order determined by the player to your left. These Challenges' combat value are equal to their printed combat values +10.
Reward: You have defeated the warped god Assif Shib-Sa! You win the game!
Mind 21/3 Body 24/4 Spirit 23/5


Syncyll the Chosen, life 4
Reward: You may leave the Island of Dread. Place your Hero on any town space and your turn immediately ends. If you choose not to leave, draw another silver adventure card.
Mind 10/2 Body 11/2 Spirit 14/3


Assif Shib-Sa's Champion, life 7
Any Phase: If your Hero successfully defends he takes 2 exhaustion.
Reward: Take this card. If you draw a silver adventure card that is not Assif Shib-Sa, you may discard this card to discard the drawn silver adventure card instead of resilving it.
Mind 13/2 Body 20/3 Spirit 17/2


The Earth Shakes, The Earth Sinks, event
Place sea tiles on Tarianor, Trelton, and Dallak. Then discard all Captain and market cards in the market stacks of these towns. These spaces are now considered impassable. If a Hero is on one of these spaces when it is covered by a sea tile, he is knocked out. The player to the left of that Hero's player moves the Hero to a town of his choice.


Slaggorrath, life 6
Heroes and Allies with exhaustion equal to their Stamina are killed or knocked out.
Reward: Take this card. If you draw a silver adventure card that is not Assif Shib-Sa, you may discard this card to discard the drawn silver adventure card instead of resolving it.
Mind 20/3 Body 16/2 Spirit 14/2


Dar Hilzernod, life 6
Legendary Items may not be used during this challenge.
Reward: Take this card. If you draw a silver adventure card that is not Assif Shib-Sa, you may discard this card to discard the drawn silver adventure card instead of resolving it.
Mind 20/4 Body 12/2 Spirit 18/3


Kar-Amag-Atoth, life 7
This Challenge ignores all but the first 2 wounds inflicted during each combat phase.
Reward: Take this card. If you draw a silver adventure card that is not Assif Shib-Sa, you may discard this card to discard the drawn silver adventure card instead of resolving it.
Mind 15/2 Body 20/4 Spirit 15/2

I just checked the captains

There's a small difference in Captain Kershin:

GodRob said:

Captains:

Captain Kershin Cost 4, Life 3, Stamina 3

If you have at least 1 completed Quest, you may hire Captain Kershin for 3 coins less.
Mind 5/1 Body 3/1 Spirit 4/2

Stats are: Mind 5/1 Body 3/1 Spirit 4/1

I just checked the items.

There's a minor difference in Sunplate:

GodRob said:

Sunplate, Cost 6, Always-On icon, Armor: Suit

Any Phase: If your Hero successfully defends, inflict 1 wound on your enemy.
(NOTE: Sunplate does not bear any icon in the lower right corner)

Everything is the same except there IS a IoD icon in the lower right corner!

Thanks Rich! I'm assuming all of the other market and captain cards match up?

Just checked my cards in question and they match with what I typed earlier. Seven confirmed differences.

Man, this sucks. I'm pretty sure I have the misprinted IoD because my Lyssa of the East I don't think has her name. I'll have to check when I get home. I'd hate to re-buy it though for just a few changes. sad.gif

All the other captains and items check out. If I find a little time tonight I'll start looking at some of the challenges...unless someone else beats me to it.

Rich

Checked green, the only difference is the Shadows in the Night (already determined)

GodRob said:

Shadows in the Night, Life 2
Reward: Receive 2 coins and test body Climb (14). If you succeed, you may place your Hero on any other space with a green adventure jewel on it. Your turn then ends.
Mind 13/1 Body 14/3 Spirit 8/1

Only stats are different:

Mind 13/1 Body 14/ 1 Spirit 8/1

Only two yellow cards and only the stats differ:

GodRob said:

Bloodthirsty Dalofer, life 3
Escape: If your Hero has 1 or more wounds, you take a -10 penalty on escape tests.
Reward: Receive 5 coins.
Mind 16/1 Body 13/3 Spirit 12/1


Poisonous Drake, life 2
Any Phase: If a Poisonous Drake inflicts 1 or more wounds on your Hero or an Ally, that character may not attack for the rest of the combat.
Reward: Receive 4 coins.
Mind 15/2 Body 11/3 Spirit 12/1

BD is Mind 16/1 Body 13/3 Spirit 12/ 0

PD is Mind 15/2 Body 11 /1 Spirit 12/1

All Sea and Red cards are the same in all aspects.

I did find one difference in one of the silver cards

GodRob said:


Dar Hilzernod, life 6
Legendary Items may not be used during this challenge.
Reward: Take this card. If you draw a silver adventure card that is not Assif Shib-Sa, you may discard this card to discard the drawn silver adventure card instead of resolving it.
Mind 20/4 Body 12/2 Spirit 18/3

Stats are different: Mind 20/4 Body 12/ 1 Spirit 18/3

And that's all!

So to recount:

2 characters: Grey Ker (stats), Lyssa of the East (title)

1 Captain: Captain Kershin (stats)

1 item: Sunplate (icon)

1 green: Shadows in the Night (stats)

2 yellow: Bloodthirsty Dalofer (stats), Poisonous Drake (stats)

0 blue

0 red

1 silver: Dar Hilzernod (stats)

Total: 8 differences

Oops! Dar Hilzernod is correct, that 2 melee damage is a typo on my part!

(grumbles about editing posts and double posting)

Got a response from FFG customer support (two responses actually). All information in the original 2005 printing is correct. They know about the errors in the new printing and will be including the correct stats in an updated Runebound FAQ.

A personal opinion, the game is perfectly playable as is, with the possible exception of Grey Ker who really needs the correct Mind and Ranged Damage values 4/2 to start out competetive.

Other than the silver card (my error, not FFGs), your summary looks correct Rich.

GodRob said:

They know about the errors in the new printing and will be including the correct stats in an updated Runebound FAQ.

Ok, so you are saying that if I buy a new IoD it will still have these mistakes because the new printing is the problem not the old printing, and thusly, I should not do that, yeah?

Mattr0polis said:

GodRob said:

They know about the errors in the new printing and will be including the correct stats in an updated Runebound FAQ.

Ok, so you are saying that if I buy a new IoD it will still have these mistakes because the new printing is the problem not the old printing, and thusly, I should not do that, yeah?

The mistakes aren't a huge problem. If you like the theme and the price is Ok with you, then buy it.

I have the misprinted cards and still enjoy the game. I had to remember Grey Kers ranged stats (I couldn't bring myself to actually write on the card!) but the other mistakes you can ignore.

When sorting the Market cards you'll have to remember that Sunplate is one of the 11 that stays with IoD, but who separates the market cards anyway? Just keep them all shuffled together and provide a step ladder for when someone needs to draw from the top!

Ok, so if you buy a new copy from FFG though, the messups are fixed in new boxes?

I still probably won't waste money on another IoD, especially with Frozen Wastes coming, but still just curious.

Thx.

Mattr0polis said:

Ok, so if you buy a new copy from FFG though, the messups are fixed in new boxes?

I still probably won't waste money on another IoD, especially with Frozen Wastes coming, but still just curious.

Thx.

nope...

i bought this expansion a few months ago and i just checked and all of the misprints are incorrect in my version!

i am not happy about this

Considering there's a whole (small) group of card misprints, is there any chance that FFG will print up a corrected group of cards to serve as replacements? It doesn't seem entirely fair to have to buy a set of corrections, but I would in order to have all correct cards.

Also, the Sun Plate stays with Isle of Dread? That means you're not supposed to use it with just the base game? Except for being overpowered, is there a reason why? Is there any sort of guide about how all the various expansions do/don't work with each other?

dead jawa said:

Also, the Sun Plate stays with Isle of Dread? That means you're not supposed to use it with just the base game? Except for being overpowered, is there a reason why? Is there any sort of guide about how all the various expansions do/don't work with each other?

There's no reason why you couldn't incorporate all of the market items for IoD into the base game. The point is that it apparently is missing the expansion symbol that identifies it as coming from IoD.

dead jawa said:

Considering there's a whole (small) group of card misprints, is there any chance that FFG will print up a corrected group of cards to serve as replacements?

This is something I have been curious about as well. I'm not sure why FFG doesn't do the same thing for this as they do for a few of their other games. For example, with Twilight Imperium (and I think Descent as well) the expansion came with fixed versions of all the errata'ed cards from before it. Doing it that way is a nice bonus for people who purchase the expansions imo.

I have the first printing of IoD and cross referenced your list to the cards that I have.

Other than what is already in IoD's FAQ, here are the differences that I have:

  • Silver card: Dar Hilzernod: Body is 12/1 (I think you already stated that this was a typo)
  • Sea Adventure Card: The Mad Sorcerer Astiss. Your list states Artiss. Another typo?
  • Market card: Sunplate does have the IoD icon on the card.

That's it!

Mattr0polis said:

dead jawa said:

Considering there's a whole (small) group of card misprints, is there any chance that FFG will print up a corrected group of cards to serve as replacements?

This is something I have been curious about as well. I'm not sure why FFG doesn't do the same thing for this as they do for a few of their other games. For example, with Twilight Imperium (and I think Descent as well) the expansion came with fixed versions of all the errata'ed cards from before it. Doing it that way is a nice bonus for people who purchase the expansions imo.

I've asked their customer service about card replacement and got a negative answer. For now they have no plans for card reprinting. Well, the mistakes are not too bad and the game is playable with no problem, except of course for Grey Ker.

Before I discovered the FAQ, I tried the base game with this Character as it is and I had to restart 4 times before I got a lucky combination of Events/Item cards that allowed him to grow up well. The biggest concern is that 2/1 on Mind attribute instead of 4/2 actually makes Grey Ker special ability quite useless.

I just bought IoD myself and found out about these misprints. Thinking that FFG are usually nice people willing to go that extra mile for superb customer support, I wrote them telling them about my problem and asked if they could sent the correct cards.

Much to my dismay in this instance FFG turned out not to be up to snuff on the problem. It´s a real shame seeing as the only way to fix it is to have a print-out of the errata included in my box now (considered correcting the cards by hand but just couldn´t bring myself to do it llorando.gif )

I had contacted Customer support on the same thing, with the same result, but I am ok with it.

I asked if actual sized cards could be posted, then we could all print the portions of the cards we need on label pages.

This option is being looked into!

I did this to upgrade my Black Industries Talisman board, and unless you rub your hands over the edges, the board is now flawless.

I cant sharpie them either, I know where you are coming from there!

Any plans to actually fix the cards and re-release the broken ones, as a free pack from the website? I have the old sunplate (no symbol), and the old Gray Ker (2/1 2/1 0/1), and to fix the issues I've had to write on the cards. The sunplate issue i'd agree is hardly significant, but the Ker definitely is (he completely sucks as 2/1 2/1 0/1, and is much better at 4/2 ...).