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Tomb Rules Unofficial FAQ and additional clarifications included Andy Pelton 29/10/2010

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Contents

Box Contents

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Overview Rolling Dice Attachments Set up The Game Turn End of Turn Crypt Raiding and Combat Combat Notes Combat Timing Death Timing FAQ

Page 3 Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Page 11 Page 11 Page 12 Page 13 Page 14

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Box Contents
Tomb Board (double-sided) Inn Board Character Bag Character Poster 6 Adventuring Party Markers 84 Characters 40 Character Stands 25 Spell Deck Cards 25 Prayer Deck Cards 25 Item Deck Cards 25 Tactics Deck Cards 200 Crypt Deck Cards 21 Tomb Dice (7 Green, 7 Blue, 7 Red) 48 Wound/Tomb Tokens

Overview
Gain the most XP by fighting monsters, disarming traps, and collecting treasure.

The Basics
The Tomb one side of the double-sided board. movement.

Note: A card effect that targets a Crypt Hallways CANNOT target an empty Crypt as it is no regular squares that connect everything together longer a Crypt but a Hallway space on the board, party movement happens here. Rooms Crypts & Doorways The Advance Board has Rooms with no The Doorway space to a Crypt containing the Doorways nor Crypt cards. These have special number of Crypt cards the Crypt holds, these are text that affect the Adventuring Parties that stop not classed as Hallway spaces for card effects. within. These Rooms are not considered Hallway spaces at all. Some Crypts have text in them that apply while the Active Player's Adventuring Party is with-in Hazards the Crypt. The Advanced board has Hazard spaces that have their own rules (usually TN rolls) these rules are An empty Crypt, i.e. one with no cards, is classed printed around the outside of the board. as a Hallway space for card effects and

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Rolling Dice
Whenever a die roll is required, an Attribute is named Attack, Skill, Magic, or Holiness. Character and Monster cards have tables showing how many of each colour Tomb Dice are rolled for each Attribute. If no number appears for an Attribute, then no dice of that colour are rolled. A Success is shown by a face up on a die. Before rolling add any modifiers from Items or Treasures then roll the appropriate number of dice. Dice Rolls can be used in the following ways. Standard Contested The number is used directly; such Two rolls are made in opposition, as counting the number of times a whichever roll has more character hits a monster while successes wins. attacking. Ties go to the defending roll by default Target Number (TN) Some effects state a Target Combined Number (TN) - This is the Sometimes cards will call for a number of successes required on roll using more than one character the Tomb Dice for a successful or the entire party. In such a case roll. E.G. TN 2 requires two add together all the dice for the successes to be shown on the given attributes from each dice. character involved, including all bonuses. Example Chaff is chosen to make a skill check with a TN of 2. His Skill line reads 2 2 So two Green Dice and two Blue dice are rolled 2 are shown on the dice and the skill check is passed

Any time an effect raises the Tomb Dice type for a Character or Monster, Green Tomb Dice are replaced by an equal number of Blue Tomb Dice, and Blue Tomb Dice are replaced by an equal number of Red Tomb Dice. All Red Tomb Dice become automatic successes. Any time an effect lowers the Tomb Dice type for a Character or Monster, Red Tomb Dice are replaced by an equal number of Blue Tomb Dice, and Blue Tomb Dice are replaced by an equal number of Green Tomb Dice. All Green Tomb Dice become automatic failures.

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Attachments
Cards may be attached to Characters and Monsters No two Cards with the same Trait Keyword may be Attached to the same Character, Monsters do not have the same restriction. Prayers may be only Attached to Characters with one die of Holiness Spells may be only Attached to Characters with one die of Magic Spells and Prayers are kept in the hand until they are used then they are attached to the Character that used it unless it has the text Discard after use on it. There is no limit to the number of Attached cards on a Character as long as they meet the above requirements. Attached cards may not be discarded unless explicitly told to do so by a card effect or due to violating the above attachment rules. Should a Player wins Treasure or Draws an Item card with the same trait as already attached to a character. The Attached Item may be discarded and the new Item/Treasure attached in its place. If moving an Attached card that depends on another Attachment to be usable, then moving the card that grants that ability will cause the dependant card to be discarded. e.g. a card gives a a fighter 1 magic die and he has a spell attached, moving the magic granting card will cause the spell to be discarded Cards attached to Monsters do not have the trait restrictions they can have as many same traits as they like. If a Monster is moved to a Players Adventuring Party then the attachments must follow the above rules and cards must be discarded until the violation has been resolved. Spells and Tactics cards that have not been cast are classed as Face down or in your hand. Card Types Inn Cards Tactics (Bar) Tactics cards can sway the battle or situation to your favour, a favourite trick of the Rogue. These cards may be attached to anyone, when it is used. Spells The weapons of choice of a Wizard why wield a sword when a fireball is just as good and weighs a good deal less as well. A Character must have one die of Magic to use a spell, when used it is Attached to the character who used it.

Items (Blacksmith) The bread and butter of any good adventuring party, they may be used by anyone. The cards are essentials such as armour or weapons. Characters may not have Items with duplicate traits. e.g. 2 Items with the weapon trait. Items when drawn are Immediately attached to a Character in your Party

Prayers The Cleric favours a good Prayer to bolster strength and courage before entering battle. A Character must have one die of Holiness to use a spell, when used it is Attached to the character who used it.

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Setup
Select the tomb board to play Place the Inn Board Create the Character Pool by placing the characters in the bag. Each player rolls the 7 Blue dice, the player who rolls the highest number of Successes becomes the 1st player. Create The Tomb Shuffle the grey Crypt Deck, and set it at the side of the board, optionally splitting the deck into smaller draw decks to place around the board. Each player draws 3 Crypt cards and starting with the 1st player place 1 Crypt card face down into an open Crypt, then draw a replacement card. Each Crypt has a number printed on the doorway to the Crypt, the Crypt is considered Open until the number of cards in the Crypt equals the number on the doorway. Repeat until all the Crypts are Closed. All unused Crypt cards are discarded into a separate discard pile. The Tomb is now ready for exploration The Inn Starting with the 2nd Player 5 Characters are drawn from the bag, one Character is kept as the start of the Adventuring Party and the others are placed in the Inn, Unless the text on the Characters states otherwise, e.g. (Sevanis) Moving clockwise the other players do the same. If the Character has 'Wizard' printed in the class section then draw one Spell card If the Character has 'Cleric' printed in the class section then draw one Prayer card If the Character has both 'Wizard' and 'Cleric' classes then draw one of Spell and one Prayer card. Optional rules: The fat years draw 5 Characters and keep two, placing the rest at the Inn The lean years Draw 3 characters and keep one, placing the rest at the Inn

Setup is now complete and the 2nd phase of Tomb now begins

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The Game Sequence


Each player now takes a Turn (the Player Turn) starting with the 1st Player and working clockwise around the table, they are referred to as the Active Player. Active Player may take as many free actions as they like and then one and only one standard action. After the standard action is fully resolved the Active players turn ends. Free Actions
Use as many as needed per turn, must happen at the start of the turn before the standard action is taken.

Recruit (Inn)
The Active Player may recruit a new Character into their Adventuring Party should they have less than 5 Characters already in their Adventuring Party.

Move
The Active Player may move up to 10 spaces (this may be adjusted up or down by modifiers from Items and text on Character cards). Should they player start in the Inn then they enter from one of the entrances of the Tomb, otherwise they continue from their current location, multiple Adventuring Parties may occupy the same space.

Heal (Tomb)
If you have at least one cleric in your party, make a combined Holiness roll for all the Clerics in the party. For each success, remove one wound from your party, wounds may be removed in what ever order the Active Player wishes

Action
Use a Free action from a Character/card in your Adventuring party or card in your hand

Rest (Inn)
Should the player start their turn in the Inn the player may remove all wound tokens from their Adventuring Party.

Pickpocket (Tomb)
If you are in the Tomb, have a rogue, and are within move distance from another party and on a different space with at least one item or treasure, you may attempt to pick a pocket. The other player chooses one character in his party to try to catch your rogue. Make a Contested skill roll between your Rogue and the defending Character. If you succeed, you may attach one item or treasure from the other party to your Rogue. If you fail, the defending Character may make an attack roll inflicting one wound per success on your Rogue. This counts as an attack. If your rogue dies, the other player claims all cards attached to the rogue. Treasures and curses must immediately be attached to party members, and Inn cards go to the players hand.

Bank (Inn)
Move attached Treasure cards from the players to the bank, once a card has been banked it can not be used again.

Share
The active player may redistribute the items and cards around the party and attach new cards from their Hand to the party, the rules regarding attachments must still be adhered to. See Attachments on Page 5

Standard Actions
Only one action per turn either Use a TURN Effect from a card/Character in your Adventuring Party or from a card in your hand. Or one of the following

Flee to the Inn (Tomb)


Move your party to the Inn regardless your current location and movement. If you cannot move to the Inn due to a game effect, move to the Tomb entrance. If you cannot move to either, then you may not use this action.

Draw (Inn)
The active player may draw two cards from any deck or combination of decks to add to their hand, as long as their hand is less than 10 cards. Each Fighter in the group counts allows one extra card to be held.

Raid a Crypt (Tomb)


If you are on a Crypt Door, you may raid the adjacent Crypt.

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End of Turn
Clean up and upkeep is done Refill Slain Parties If your party has no characters in it at the end of any players turn: 1. Move your party token to the Inn. 2. Draw one character from the character Bag and add it to your party. When a party dies or is otherwise emptied, that players banked XP and hand are unaffected. Dismiss Extra Members If you have more than five characters (or monsters acting as characters) in your party you must discard characters until you have five in your party. You must move all attached cards to your other characters before discarding a character. You must follow all normal attachment restrictions (see The Basics/Attachments) Clean-up Discard all cards not in a Crypt, a players hand, a party, or a draw deck. If any deck has no cards in it, shuffle its discard pile into the deck. Check for Game End If there are no Crypt cards in the Tomb the game ends. Each player adds up all XP in their XP bank as well as any attached treasure. The player with the most XP attached to the party wins.

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Crypt Raiding and Combat


When the Active Player on a Doorway at the start of their turn a Crypt raid can be started The Active Player becomes the Raiding Party (RP). Dependant on the letter on the Doorway of the Crypt the player to either the Left or Right of the Active Player becomes the Crypt Master (CM) and controls the Traps, Monsters and Treasure in the Crypt until the end of the Raid. IF AT ANY TIME THERE ARE NO SURVIVING MEMBERS OF THE PARTY IN THE CRYPT, THE RAID ENDS AND ALL REMAINING CRYPT CARDS ARE RETURNED TO THE CRYPT FACE DOWN. Begin the Raid The CM looks at all the Crypt cards in the Crypt being raided, keeping them hidden from the other players. The raider moves the party token into the Crypt. The CM then resolves the cards in the following order (see next page for detailed rules) Traps! Monsters! Treasure!

Combat Sequence If the RP or the CM has no Characters/Monsters then skip to Resolution

Battle Actions Only One Battle Action Per Round Special Action Use a Battle ability on a Spell, Prayer, Item, Treasure, Character, Monster or Tactics Card

Combat Round A Combat Round consists of each player starting with the CM using a Battle Action then Attack alternating with RP until all Monsters/Characters Choose a party member, or denizen of the have been used. Crypt (if you are the CM), to attack the hapless foes! The CM activates an unused Monster and performs one Battle Action The RP chooses which monster will be attacked and also when defending chooses The RP activates an unused Character/Traitor and which character will protect the party. performs one Battle Action The Monster/Character rolls its attack dice. Repeat until either the CM or the RP have no Inflict one wound per success on the target. Party Members left then start Resolution The target may take more damage than is required to kill it. Start a new Combat Round Flee (RP Only) Resolution Move your party straight to the Inn If there are no remaining party members in the Active Players RP then see Party Death If you cannot move to the Inn, move to the If the CM has no more Monsters then resolve staircase. If you cannot move to either, then treasures if In a raid you may not use this action.

10/14 Traps! If there are no unresolved Traps, skip this section and on to Monsters! Otherwise, the CM chooses the first Trap to resolve, and announces, There is a trap. Note: The RP may not back out until the Trap is resolved! The CM reads the first and second lines of the Trap, telling the raider how many characters must attempt to disarm the Trap and what attribute or attributes will be required to disarm. The CM DOES NOT announce the target number! The RP chooses which Character will roll the dice attempting to disarm the Trap. If the RP meets or exceeds the TN for each listed attribute, he succeeds in disarming the Trap, and it is added to the partys XP bank! Otherwise, the RP fails, and his Adventuring Party suffers the failure effects listed on the Trap card. The Trap is then discarded. After each Trap, before any further cards are revealed, the RP may return his Adventuring Party to the door of the Crypt and immediately end the Turn. Return all remaining Crypt cards to the Crypt face down. Otherwise, repeat the process for each Trap until none remain, then move on to Monsters! Monsters! If there are no Monsters, skip this section and proceed to the Treasures!. Otherwise, the CM announces that there are monsters, the RP may now elect to leave the Crypt and is placed back on the doorway space and immediately end the Turn. If the RP stays, the CM reveals all of the monsters simultaneously. Some monsters have dire effects upon being revealed. At this time, those effects take place. If any Monsters have Magic value, each such monster draws and attaches one spell. If any Monsters have Holiness value, each such monster draws and attaches one Prayer. This in addition to any text on the Monsters card. Resolve Special Abilities on the Monsters card. Resolve any Reacts on the RP's Characters to the appearing monsters. Then, combat begins! If the party dies or flees, return all remaining Crypt cards face down to the Crypt, removing all damage and attached items from the monsters. However, if all the Monsters are dead or otherwise removed at the end of combat, and there are still any of the RP Characters alive in the Crypt, then it's time to pillage!

Treasure ! If any characters in the raiding party survive the traps, and monsters in the Crypt without running away, it is time for their reward: fabulous treasures! The CM hands all the treasures to the raiding player. At this time, the raider has a choice to make with each individual treasure card. It may be immediately banked, safe until the end of the game but of no further use, or it may be attached to a surviving member of the raiding party where it can be used until it is banked later back at the Inn or lost due to its bearers untimely demise

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Combat Notes
The CM should be as frugal with information as possible, when taking the cards from a Crypt they should never announce how many traps are present, but just state That traps exist or There is a trap or something similar. Never announce the Traps name or other information except for the 1st two lines on the card and the Attribute used. Traps are blind encounters. After each trap is resolved, disarmed or not, the RP may always return to the entrance before the next trap (if applicable) or Monsters are announced. After the CM announces that There are Monsters but before they are revealed the RP may return to the entrance of the Crypt and end the encounter. Monsters can not use attached cards with TURN: effects on them, only BATTLE: or REACT: as appropriate. You cannot cast spells and tactics from your hand onto monsters you control as the CM, unless a spell or card power allows you to do so If a monster attacks in a combat round, and is thereafter recruited to the party via a spell, it cannot again attack that round Traitors Whenever a character joins the monster party it is considered a monster (and not a character) until it leaves the monster party. Whenever a monster joins a player party it is considered a character (and not a monster) until it leaves the player party. In both cases, all references to monsters reference characters instead and vice versa. The only exception to this is any reference to when monsters are revealed as this is referring to a step in the raid sequence and not monsters in general. This also applies to all cards attached to monsters When a monster with attached cards joins a raiding party, it keeps all attached cards with it unless a card or effect states otherwise.

Combat Timing
During a Raid the timing of cards is as follows. The CM always breaks ties, i.e. if the RP and the CM both have a card effect for when monsters appear then the CM executes their card 1st, then the player. Other players may not affect battles happening inside a Crypt with a react spell or ability, unless a card or power allows you to do so. This is relaxed slightly for the CM who may have characters or abilities that give the Crypt the ability to interact with his own party. So other players may not React to what is happening inside a Crypt.

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Death
Dead Characters If a character ever has at least as many wounds as he has hit points, he dies and is placed into a discard pile. Note: The dead character is not returned to the Character Pool (Bag) Whenever a character dies, another character is added to the Inn from the Character Pool. All characters in the discard pile are considered dead, Characters that are killed and resurrected still lose all their attached items Party Death When a full Adventuring Party is killed the, Player who lost his last party member draws a new Character from the Character Pool, not the Inn. Dead Monsters If a monster ever has at least as many wounds as it has hit points, it dies and is immediately added the raiders XP bank. Discard all cards attached to the monster when it dies, including treasure. All monsters in the discard pile are considered dead regardless of how they got there.

Timing
The order of precedence of same level Reacts is as follows: If in a raid the CM gets to resolve effects 1st The Active Player then executes reacts then it follows around the table clockwise around the table from the active player if other players are allowed to react. Resolve Always happen (namely text on character/Monster cards that do not have the React keyword on them.) 1st , followed by React triggers A Character may react more than once per turn as long as they don't react with the same spell or ability more than once. If a react ability allows you to draw an inn card, and the drawn inn card ALSO has a react ability that can be played at the same time, the drawn inn card can be played immediately. This is no different than reacting multiple times with cards from your hand on the same turn. The order of timing. Monster traits Character traits Monster reacts Character reacts

13/14 More common react triggers in the order that they happen, the entries in Italics are events only the CM or the RP can react to When your turn begins When you enter the tomb Before you enter crypt When you enter a crypt After you enter a crypt Before traps are revealed When traps are revealed After traps are revealed Before monsters are revealed When monsters are revealed After monsters are revealed Before a combat round At the start of a combat round Before a monster's combat turn Before a character's combat turn When you exit a crypt When you exit the tomb When your turn ends addition reacts that can happen at various times, if these happen inside a Crypt then only the RP and the CM may react to them. Before a character sustains damage When a character sustains damage After a character sustains damage When a character is killed Before a character rolls dice After a character has rolled dice After a party has recruited

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FAQ
Cards always over-rule this set of rules. Free Actions can only be taken at the start of the turn, as soon as a Standard Action has been taken then no more Free Actions are allowed that Turn. Effects that Start Turn: , React: , Battle: can only be used once per turn, if an effect lacks these keywords then it can be used more than once per turn. When a character is returned to the Inn without the rest of the party, all attached cards are discarded When a card requires Characters to be discarded from the Inn they are not replaced. At times the Inn can become bare, this is how it was intended. Character Stats and bonuses are public knowledge, flee free to wander around the table and check other parties. Moving from the Inn to the Tomb constitutes a TURN action, you can not say move from the the inn to the tomb staircase and then pickpocket as this would be a 2nd standard action that turn. You can not attack an Adventuring Party if they share the same space as you, this does not include pickpocketing, this can still be done even if the space is shared When an inn deck is empty, the deck is re-shuffled Maximum party size is 5. Monsters count against this party size limit. The limit can only be exceeded if a card or ability allows you to do so. Cursed Treasure must be equipped and can not be Banked Card updates Burn the Inn: must be discarded after use. Harassment: reacts to the beginning of your turn. Card Notes Chaff: Inferno: When he dies, a character is added to the Inn as usual, regardless of Chaffs effect. The caster may spread the wounds around as he sees fit.

Displacement: Both Crypts where cards are being swapped must have at least one card. Oath Bound: The Crypt the party is being directed to must have at least one card at the time of casting. If the Crypt is cleared out, the party must still go to the Crypt door before raiding any other Crypt, though it will obviously not raid the Crypt.

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