Welcome to the Game!

Hello! My name is Jacob Snow, and this is Legends of Albadyn, a free-to-assemble-and-play board game designed by me and the people here at Humanity Studios.

This Game is a Fantasy Role Playing Game modeled after many games I enjoy playing, but all of the content inside is 100% original.

Every post to this blog is Copyrighted: as I made this game to be free to play, please respect that and do not steal credit for this game, do not sell parts of information about this game for profit, and do not do anything funky legally with this game without my permission.

With that out of the way, read the other posts to learn how to play!

May your Journey Continue!

Jacob Snow.

(PS: This Blog is also posted in memory of a you-tuber named Glenn Webb who passed away August 25th, 2016. May your spirit find rest in God’s Arms, sire.)

System Requirments

System Requirements

Hello, and welcome to Legends of Albadyn: a Table-top Dungeon Crawler with a focus on teamwork and fast-paced battle. Four-Six Adventurers go against monsters to drive back the encroaching darkness that threatens to consume Albadyn.

All you need to play Albadyn is highlighted in the following centered text:






Everything but Representations is clearly stated and easily understood. You need the Dice for rolling, the Pen for Character tracking, the Ruled Paper to write the Character on, the Unruled Paper for making the board, and the Representations to go on the board.

To make the Board, follow these steps.

Step 1: Use the ruler to draw four lines from top to bottom: as close to perfect as you can, but no pressure.

Step 2: Use the Ruler to draw 5 Lines horizontally across the Vertical lines you just drew.

Step 3: Repeat 3-4 more times. (HINT: You can have the other players make theirs. They don’t have to be exact, but the lines (4-by-5) need to be precise.)

And with that, you have the easily designed rooms of the Crypts and Forts of Albadyn. Simply pair up a few of them before play begins, and shuffle them around between Rooms!

(If you have access to a printer and a word processor, us this: Board. Clicking on that will open a document with a pre-made board on it, allowing for quicker play. Also, if you want something a touch more durable, glue it to poster board or cardboard and it will stand up to some punishment.)

As far as Representations go, you can use almost anything. Little squares of unruled paper with names on them, Miniatures, Action Figures (no larger than 3 ¾ inch for the most realistic experience), or whatever odds and ends the players can find in the Junk Drawer can all work: as long as everyone is clear on what is what.

(For that, we have this document: Adventurersnmore. Click on that and it will open a document with pre-made token inside, simply print out a few and write on them what they are! For instance, under Bandit write Highwayman if that’s what that one is.)

 The idea of having you make all this yourself and use what is on hand is that the investment is quite minimal: most of the aforementioned items can be picked up at your local dollar store or mega-mart, and you don’t have to have Unruled paper. Pretty much this entire game can be built (without bells and whistles) for around 5 dollars, if not less. Sure, Action Figures or linoleum with squares on it (I use Desert Mossa Stone from my local Lowes Hardware: 6$ for a foot wide six foot long piece) can make things pretty cool, but by no stretch of the imagination is anything more required than dice, paper, and pens. Scissors would be helpful, though. Any additional things you would need to design will be listed with what it is needed for, so we can move right on in to how you play.

Copyright 2016 Jacob Snow

How To Play, System Requirments

How To Play

You have your board, your Character(s), your dice, and your representations. Now, you need to know what to do with it. The first step is Mode Selection. There are several modes in Legends of Albadyn, with potential for more always on the way. We’ll start off with the Three Main Modes. Before then, however, we will lay out our basic rules which transcend Mode.

2-5 Players may play, 1 as the Event Coordinator, and up to 4 as Adventurers. Up to Six Characters may be on the Table at once, though four is the recommended number. At the start of play, the Event coordinator selects one faction of Monsters, and rolls dice appropriate to the mode and chooses monsters of the chosen faction with Hit Points whose totals do not exceed the number(s) rolled. You may not have more than one faction of Monsters in play at once.

Once the Room, Monsters, and Adventurers are set up, one Adventurer and the Event Coordinator roll a 6 Sided dice. The player with the Higher Number gets the 1st turn for his/her team.

Every Character gets 3 Actions which may be used for moving, attacking, or using abilities that are activated by actions. If a Character that is not Ranged lands in a Square that allows them to Attack, they get +1 Free Action for the purpose of Attacking. Ranged Attacks must be in straight vertical, horizontal, or diagonal. Ranged Characters do not receive free actions for the purpose of Attacking.

When all Characters on 1 Team have had a turn, all Characters on the opposing team receive 3 Actions for the purposes aforementioned. When all Characters have done what they wish, the Round ends, and a new Round begins.

The Bonuses each Class and Monster possess are for the purpose of Attacking and Warding off Attacks, specifically. A character with +6A/5D gets +6 to whatever he/she rolls when Attacking, and +5 to whatever he/she rolls when being Attacked. Unless an Ability otherwise states so, being Hit deals 1 damage, removing 1 HP. If a Character drops to 0 HP, they are Vanquished and removed from play.

Play ends when either all Adventurers have been Vanquished, or the objective has been achieved.

With that out of the way, the Modes!



Skirmishes between good and evil in Legends of Albadyn are the quickest mode of play, and are a good place to start when trying to figure out what you are doing. This is all the Event Coordinator’s fun, so know that before you go on.

In Skirmish, you set up the Room using no more than three boards, to keep things simple. Then, you choose which Board the Adventurers (Characters) start on. The Player(s) can then place their Adventurers on that board. Once that is done, select what Faction of Monsters you’ll be using to fight the Adventurers with (either Bandits or Undead). Once you have chosen, roll 1 Six Sided Dice. For example’s sake, we’ll say you rolled a Four. You may now place monsters on the Board that, when all of their Hit Points are added up, do not go above 4 HP.

After all of this is done, one player and the Event Coordinator roll 1 Six Sided Dice apiece. If the Adventurers win, they go first. If the Monsters win, they go first. Use the rules above to know what to do next.

Victory is when all Monsters are Vanquished. Defeat, while extremely unlikely, occurs when all Adventurers are Vanquished.





Raids are when the forces of Good discover a hideout of the forces of Evil.

Placing boards is slightly changed: now four or more Boards can be placed, and you use two dice to determine how much Monster HP you can set out. Once all Monsters and Adventurers are placed, roll Initiative, as discussed above. Gameplay then ensues exactly as described above in Mode One. However, when all Monsters are Vanquished, you repeat these steps (board placement, adventurer placement, monster rolling and placement, and initiative.) Once this is done, you play through this room.

In the third and Final room, however, is a Boss Monster and 3 1 HP minions of his/her faction. You place Adventurers and Monsters after placing Boards, and roll Initiative. You fight until either all Monsters or Adventurers are Vanquished, and then comes the final stage.

If any Adventurers survive the Raid, they are promoted to Legendary, allowing their Character to get their upgraded Bonuses and Abilities.






By far the lengthiest mode yet, Excursion is when you find the big nest of evildoers: where they’ve all been coming from.

Rooms may now be five Boards, and the Event Coordinator Rolls 3 Six Sided Dice for Monster HP Total. Once Monsters and Adventurers are placed, you fight through two Rooms.

In the Third Room, a Boss Monster, four 1 HP Monsters of appropriate Faction, and a 3 HP Civilian await. The Civilian is scared out of their wits and automatically wins Initiative, followed by Monsters, followed by Adventurers. The Civilian is  moving toward the Adventurers as fast as their legs can carry them (five Actions, to be precise.) The Adventurers must not only slay all of the monsters, but ensure the survival of the Civilian. If the Civilian is Vanquished, the Adventurers are Defeated. On the Civilian’s future turns, it always moves as far away from the Monsters as humanly possible.

With this Room cleared, the Adventurers move on to another Room like the first two. If, through either incredible fortitude or sheer dumb luck they survive, they move into the Boss Room.

The Boss Room for Excursions pits you against the Faction’s Mythic Monster and two 1 HP Monsters of the appropriate Faction. If anyone manages to make it through this fight, they have earned their Mythic rank and have succeeded at becoming one of the best warriors or archers or spellcasters in Albadyn.

Copyright 2016 Jacob Snow


Character Creator

Character Creator

Legends of Albadyn is built around compressing the RPG and Tabletop Board gaming experience into an easy, deep, and fun game that removes many of the headaches of the genre, such as gold and weight tracking, movement speeds, gear proficiencies, or a three-hundred page rulebook.

The first step to embark on is Character Creation. Designing a Character is as easy as one-two-three, literally!



While there are many races in Albadyn, only four live in the land of Inyan, where our journey begins. While these four races can be found anywhere, there is a large concentration of them in the lands of the south.


Humans are natives of Inyan, the southern half of Albadyn. Their Arken Guide is Irini, Arkeness of Mercy and Wisdom. Humans are strong, bold, and proud, always full of fortitude even in the direst of places. Humans get along famously with Elves and Dwarves, as they fought beside one another in the Four Day War. The Four Day War was exceptionally punishing for the people of Inyan, and much of the older generation was removed. Inyan is still recovering, but under the rule of Queen Astenra they have formed many new alliances. However, quite a few of them are tenuous…

Human HP: 6


Golden Elf

Golden Elves are the natives of Gaela’s Lands, the massive forest in the west of Albadyn. Their Arken Guide is Gaela, Arkeness of Wildness and Nature. Golden Elves are not as capable at enduring harsh conditions as other races of Albadyn, however, they make up for this in other ways. In spite of this, Golden Elves can learn the arts of war alongside the toughest races. The Golden Elves do not count many among their friends, but Humans are some of their closest allies. The Golden Elves took some damage in the Four Day War. However, as it occurred entirely in Inyan, they did not take damage to their economy or their civilians. The houses of the Golden Elves wield great power, with House Malloren holding the most; but they all answer to Queen Elwyn, the youngest Queen in the History of the Golden Elves.

Golden Elf HP: 4



The Dwarves live in Rhasys, a land in the north of Albadyn. Their Arken Guide is Doravan, Arken of Steam and Metal. Dwarves have been known to spend their entire lives underground, and as such much of their culture is buried deep with their treasuries and their kingdom. Even their ruler is unknown to all but a chosen few!

Dwarves have suffered much, as they are the only land separating Ghar, the land of the Orcs, from Inyan. As Orcs and Humans often disagree, Dwarves find themselves caught in the crossfire. Dwarves are still friends with Humans, though, and they have provided much aid to them in their times of trial. Surprisingly, Dwarves did not suffer much in the Four Day War, only losing some military forces.

Dwarf HP: 7



Goblins live wherever they can, usually setting up small encampments on the outskirts of a smaller village. During the Four Day War, many Goblins deserted the Ashen Legion’s forces, scattering across Inyan and starting new lives.

While the exact Arken that guides the Goblins is unknown, many Clerics believe that it would be Bhakrash, the Arken of Hunting and Ferocity that guides the Orcs.

Goblins are an agreeable Race, even if they are easily swayed by others, leading them to make decisions that they normally would not. This was largely the fault of the Orcs, who often take advantage of the Goblins in their building projects and acts of War. This has led to the belief that Goblins serve the Orcs, which makes the Goblins quite angry. In recent generations, there has been acute dislike between the Orc and Goblin races.

Goblin HP: 5


Once you have chosen your Race, you may move on to step two, which is…




With race out of the way, you may now choose which Class you are. Any Race can do anything, so there are no limits on what you can choose.


Fighters find their Origin in Inyan, where people that did not want to invest a lifetime in becoming Knights learned to fight their own way. Sure, they are not quite as strong or well-disciplined as the Knights, but they are still valued by their companions. Fighters are staples of any Adventuring Party, often being the leaders or the main offensive force in their party.

Normal Fighter: +6A/6D, Ignore 1-5 Damage. Usable Twice per Battle.

Legendary Fighter: +6A/6D, Ignore 1-8 Damage. Usable Three Times per Battle.

Mythic Fighter: +6A/7D, Ignore any amount of Damage and/or an Effect of an Ability. Usable Four Times per Battle.



Archers are the typical ranged support of any force, whether a king’s army or a farmer’s family. Archery (supposedly) originated in Gaela’s lands, where she taught it to the Golden Elves, but the Orcs try to take credit for it, claiming Bhakrash taught them. Regardless, it is difficult to find a place where Archers do not exist.

Normal Archer: +7A/4D, Range 5, May shoot through 1 Occupied Square.

Legendary Archer: +7A/4D, Range 6, May shoot through 2 Occupied Squares.

Mythic Archer: +7A/5D, Range 7, May shoot through any number of Occupied Squares.



Praetorians indubitably find their origin in Inyan, where they are the elite guards of Mazasca, the Capital of that land. Praetorians are well-known for their skills in countering attacks. Learning from the codices of King Josedech, first King of Inyan, the Praetorians are a group of people that are a symbol of national pride.

Normal Praetorian: +5A/7D, If an Adjacent (ADJ) Foe Attacks you and Fails, Attack them once.

Legendary Praetorian: +5A/7D. If an Adjacent (ADJ) Foe Attacks you and Fails, they take 1 Damage.

Mythic Praetorian: +6A/7D, if an ADJ Foe Attacks, they take 2 Damage, even if they don’t fail.



Warriors are decidedly Dwarven in nature: Build for aggression, the Warriors were originally taught to fight by Doravan, who forged many of the first weapons Albadyn ever knew. Warriors are (almost) entirely lacking in discipline, instead rushing in and hitting whatever is before them. You may often find that Warriors are uncouth machines of destruction, but you may also find them possessing great heart, and courage.

Normal Warrior: +7A/4D, 2 Damage per Hit (DpH)

Legendary Warrior: +7A/4D, 3 DpH

Mythic Warrior: +7A/5D, 4 DpH



Rooks are warriors of Shadow, operating in the higher tiers of the shadowy guilds of Albadyn as leaders, or lieutenants to those more powerful than they. Rooks all wear a special amulet that allows them to channel the shadows into special powers. Rooks have a mystical origin, but only the Goblins know it, and they aren’t telling.

(Optional: Rooks may have Range 6)

Normal Rook: +6A/5D, Shift 1 Square. If you are about to be Hit, ignore it. Usable Freely 3 Times per Battle.

Legendary Rook: +6A/5D, Teleport anywhere. Usable 3 Times per Battle.

Mythic Rook: +6A/6D, Teleport with/without an Adjacent Character (Ally or Monster, either one). Usable 4 Times per Battle.



Priests are loyal servants of the Great Creator. Usually living in the Temples and Churches of towns and cities, Priests are trained in the bare minimum of the combat arts, instead spending most of their time healing the hurts of those around them.

Normal Priest: +5A/5D, Range 5. Heal an ADJ Ally +1 HP. Usable Ten times per Battle

Legendary Priest: +5A/5D, Range 5. Heal an Ally +1 HP, Range 5. Usable Ten times per Battle.

Mythic Priest: +5A/6D, Range 5. Heal any Ally +2 HP. Range 7. Usable Ten times per Battle.



While their origin point is murky, many credit Vashti, Arkeness of Magic and Knowledge with first teaching the Races magic, thus making the Sorcerers. Sorcerers can do a great many things, from slinging fireballs to hurling ice shards, and can concentrate their power into a farther-reaching, deadlier blast.

Normal Sorcerer/Sorceress: +6A/5D, Range 6, +2 Range. Usable 4 Times per Battle.

Legendary Sorcerer/Sorceress: +6A/5D, Range 7, +3 Range. Usable 4 Times per Battle.

Mythic Sorcerer/Sorceress: +6A/6D, Range 8, +4 Range, +2 Damage. Usable 3 Times per Battle.


It may be puzzling to you as to why each class has three Versions: that’s Albadyn’s leveling system. You upgrade from Normal to Legendary and then finally to Mythic. We’ll address how in Chapter Two. Now, to Step Three…




Naming you character is an important part of the character creation process. You can technically name your character anything you want, but some names are more desirable than others. Ultimately, a name determines how others see your Character. Sir Rodgar the Affable is likely to be a man who is easy to get along with, and Sir Felmood the Quarrelsome is likely to be difficult to get along with. Names are much like labels, and you want your label to make sense.

Now, write down what you are in that notebook of yours (or on one of its torn out pages), and that Character is ready to go! I find it fun to design several, just in case.

Copyright Jacob Snow 2016