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Tomb Rulebook

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For 2–6 Players<br />

Ages 12 to Adult<br />

Playing Time: 60 minutes<br />

ConTenTs<br />

<strong>Tomb</strong> Board (double-sided)<br />

Inn Board<br />

Character Bag<br />

Character Poster<br />

6 Adventuring Party Markers<br />

84 Characters<br />

40 Character stands<br />

25 spell Deck Cards<br />

25 Prayer Deck Cards<br />

25 Item Deck Cards<br />

25 Tactics Deck Cards<br />

200 Crypt Deck Cards<br />

21 <strong>Tomb</strong> Dice (7 Green, 7 Blue, 7 Red)<br />

48 Wound/<strong>Tomb</strong> Tokens


In <strong>Tomb</strong>, each player is a mercenary captain,<br />

forming and controlling his own adventuring party<br />

to explorethe crypts of an ancient <strong>Tomb</strong>. Each crypt<br />

holds traps, monsters, and treasure. As the game<br />

advances, the adventuring party ebbs and flows<br />

in strength until the last crypt is emptied and the<br />

<strong>Tomb</strong> is completed.<br />

oBjeCT oF The GAMe<br />

Gain the most XP by fighting monsters, disarming traps, and collecting treasure.<br />

The BAsICs: RollInG DICe<br />

Whenever a die roll is required, an Attribute is named — Attack, Skill, Magic, or Holiness. Character and Monster<br />

Cards have tables showing how many of each color <strong>Tomb</strong> Dice are rolled for each Attribute. If no number appears for an<br />

Attribute, then no dice of that color are rolled.<br />

Each <strong>Tomb</strong> Dice rolled with a showing face up indicates a success.<br />

Only one Character rolls <strong>Tomb</strong> Dice, unless an effect states otherwise (i.e. Adventuring Party rolls). Some effects state a<br />

Target Number (TN) — this is the number of successes required on the <strong>Tomb</strong> Dice for a successful roll.<br />

Any time an effect raises the <strong>Tomb</strong> Dice type for a Character or Monster, Green <strong>Tomb</strong> Dice are replaced by an equal<br />

number of Blue <strong>Tomb</strong> Dice, and Blue <strong>Tomb</strong> Dice are replaced by an equal number of Red <strong>Tomb</strong> Dice. All Red <strong>Tomb</strong> Dice<br />

become automatic successes.<br />

Any time an effect lowers the <strong>Tomb</strong> Dice type for a Character or Monster, Red <strong>Tomb</strong> Dice are replaced by an equal<br />

number of Blue <strong>Tomb</strong> Dice, and Blue <strong>Tomb</strong> Dice are replaced by an equal number of Green <strong>Tomb</strong> Dice. All Green <strong>Tomb</strong><br />

Dice become automatic failures.


seT UP<br />

Select a side of the <strong>Tomb</strong> map to play — Goldenaxe<br />

Catacombs or <strong>Tomb</strong> of the Overseers. If this is your first<br />

time playing, we recommend the Goldenaxe Catacombs.<br />

Place the Character pieces in the bag for use as the<br />

Character Pool. Place the Inn Board next to the <strong>Tomb</strong><br />

Board. Shuffle the Item, Prayer, Spell, and Tactics Decks,<br />

and place each on their respective locations on the Inn<br />

Board. Shuffle the Crypt Deck and set it to the side of the<br />

board. There are enough Crypt Cards to have a deck on<br />

each side of the table.<br />

Determine the order of play by having each Player<br />

roll all seven Blue <strong>Tomb</strong> Dice. The Player with the<br />

most successes (highest number of <strong>Tomb</strong> Dice with<br />

showing) becomes Player One and selects an Adventuring<br />

Party Marker and places it on the Inn Board. Re-roll ties.<br />

Play then proceeds in clockwise order.<br />

Each Player draws three cards from the Crypt Deck.<br />

Starting with Player One and continuing in clockwise<br />

order, each player places a Crypt Card face down in any<br />

of the open Crypts and then draws a new Crypt Card.<br />

A crypt is considered open until it has a number of cards<br />

in it equal to the number on the Crypt Door, at which<br />

point it cannot hold any more Crypt Cards.<br />

Once all of the Crypts are full, the <strong>Tomb</strong> is ready<br />

for exploration and the unused Crypt Cards are<br />

discarded.<br />

MeeT AT The Inn<br />

Starting with the second player, players now begin<br />

recruiting adventurers and exploring the tomb. On his or<br />

her first turn, each Player draws five Character Cards from<br />

the Character Pool, selects one to be part of his or her<br />

Adventuring Party, and places the rest in the Inn. If the<br />

Character is a Cleric, the Player draws a Prayer Card.<br />

If the Character is a Wizard, the Player draws a Spell Card.<br />

If the Character is both a Cleric and a Wizard, he draws<br />

both a Prayer Card and a Spell Card.<br />

Optional Rules<br />

During the Lean Years, this place grows deathly quiet.<br />

I’ve seen weeks go by without a new face. This place<br />

grows as empty as a tomb... no pun intended. Players<br />

draw only three adventurers from the Character Pool.<br />

During the Fat Years, I’ve seen this place filled with<br />

people; drink in one hand, story in another. I’ve seen<br />

people come and go, so many I’ve forgotten more faces<br />

than I remember. And I’ve seen a dozen men march out<br />

for adventure in an afternoon, hungry for glory. Players<br />

draw five adventurers from the Character Pool<br />

and keep two before returning the rest to the Inn.<br />

After each Player has drawn a Character, the second phase<br />

of <strong>Tomb</strong> begins. From here on out, players may take as<br />

many Free Actions as they would like before taking one<br />

(and only one) Standard Action on a Turn. Free Actions<br />

include Attaching items and moving equipment between<br />

Characters, as well as using React Cards.<br />

FRee ACTIons<br />

At the beginning of each Player’s Turn (before performing<br />

any other actions), the Player may redistribute Attached<br />

cards among the Characters in his Adventuring Party.<br />

Just as with any other time Cards are being Attached,<br />

no Character may have more than one card with each of<br />

the following traits — Armor, Bow, Glove, Helm, Shield,<br />

and Weapon. Players may not move Cards while they are<br />

resolving Crypt Encounters (iTraps, Monsters, etc.).<br />

If an Adventuring Party begins a Turn at the Inn,<br />

they immediately heal all Wounds as a Free Action.


sTAnDARD ACTIons<br />

1. Act<br />

2. Draw (Inn)<br />

3. Heal (<strong>Tomb</strong>)<br />

4. Move<br />

5. Pickpocket (<strong>Tomb</strong>)<br />

6. Play a Card<br />

7. Recruit (Inn)<br />

8. Return to the Inn (<strong>Tomb</strong>)<br />

9. Raid (<strong>Tomb</strong>)<br />

a. Combat Turn Actions<br />

b. Flee<br />

While at the Inn, Players and Characters may not<br />

Pickpocket. Raylor oversees the place and he makes sure<br />

everyone behaves in his establishment.<br />

ACT<br />

As a Player’s Turn, he can use a Turn<br />

Action on a Character, Card, or a Space<br />

on the Board with an associated Turn<br />

Action.<br />

The CARD TyPes<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

Double-Bladed Sword<br />

1 1<br />

Weapon<br />

Perform one extra combat action<br />

each Combat Round.<br />

We ake n<br />

Item<br />

Illus. Cris Dornaus © 2008 AEG<br />

Prayer<br />

React: Before a Monster attacks, remove<br />

one die of each color from its Attack roll.<br />

Another Way In<br />

Illus. Jason Engle © 2008 AEG<br />

Tac t i c<br />

Turn: If your Party is adjacent to a Crypt,<br />

but not at the Crypt Door, Raid the Crypt.<br />

Illus. beet © 2008 AEG<br />

Item Cards Item cards must be played immediately when drawn by Attaching them to a specific Character. Item Cards<br />

provide a Character with bonuses or abilities. While bonuses can stack (for example, two rings that provide a bonus<br />

to Magic), no Character may Attach more than one Item or Treasure each with the following traits — Armor, Bow, Glove,<br />

Helm, Shield, Weapon. If there are ever more such traited Items in play than Characters, the extra Item(s) are discarded.<br />

Prayer Cards These are special cards that can<br />

only be cast by a Cleric or a Character with at<br />

least one Die of Holiness. If you do not have a<br />

Cleric in your Adventuring Party (or a Character<br />

with one or more Holiness Dice), you cannot<br />

Attach or use a Prayer Card.<br />

Tactics Tactics are special cards that can be<br />

played from your hand by any Character in your<br />

Adventuring Party. Some can be Attached to<br />

Characters while others are discarded after use.<br />

Traps Cards and Monster Cards are explained<br />

in greater detail on pages 7 and 8.<br />

Stone Skin<br />

React: Before entering a Crypt,<br />

one Character gains +2 HP<br />

until the end of the Turn.<br />

Ke ziah’s Orb<br />

Spell<br />

Illus. Beth Trott © 2008 AEG<br />

Treasure<br />

Gain +3 Blue Skill.<br />

React: Before entering a Crypt,<br />

look at one Card in the Crypt.<br />

X P 5<br />

Illus. Veronica V. Jones © 2008 AEG<br />

DRAW<br />

If the Adventuring Party is at the Inn, a Player may<br />

Draw two Cards (in any combination) from any of<br />

the four Decks in the Inn as a Draw Action and put<br />

them in his hand. Weapon and Item cards must be<br />

Attached immediately and Cards that cannot be<br />

Attached are discarded. A Character may never<br />

possess more than one Item Card with a special trait<br />

at one time. There is no limit on Attaching other<br />

Item Card types.<br />

Spells can only be cast by Characters with at least<br />

one Die of Magic and Prayers can only be cast by<br />

Characters with at least one Die of Holiness. A<br />

Player may keep them in his hand until cast.<br />

There is no hand limit in <strong>Tomb</strong>.<br />

Spell Deck These are special cards that can only<br />

be cast by a Wizard or a Character with at least one<br />

Die of Magic. If you do not have a Wizard in your<br />

Adventuring Party (or a Character with one or more<br />

Magic Dice), you cannot Attach or use a Spell Card.<br />

Treasure Cards Treasure Cards work much the same<br />

way as Item cards, with one important distinction.<br />

Treasure cards can be “Banked” for XP immediately,<br />

or they can be Attached to a Character. If a Treasure<br />

is Attached, it cannot be Banked until the Character<br />

returns to the Inn. Be careful, however. Rogues from<br />

other mercenary companies can Pickpocket Treasure<br />

Cards Attached to your Characters and then rush<br />

back to the Inn to Bank them.<br />

Treasure Cards can only be found in Crypts.


heAl<br />

An Adventuring Party with at least one Cleric may<br />

take a Turn to Heal injured Characters. The Player rolls<br />

a number of <strong>Tomb</strong> Dice equal to the combined Holiness<br />

of all Clerics in the Adventuring Party, which in turn<br />

Heals (removes) a number of Wounds on the Characters<br />

in the Adventuring Party up to the number of successes<br />

rolled. These Wounds are healed in whatever order the<br />

player wishes. Wounds are explained in depth under<br />

Monsters and Combat Resolution.<br />

Move<br />

If the Adventuring Party is at the Inn, they may<br />

immediately enter the <strong>Tomb</strong> and move their maximum<br />

Movement (see below). If they are already in the <strong>Tomb</strong>,<br />

they may move their maximum Movement, stopping on<br />

any Crypt Door if they wish to Raid the Crypt on the<br />

following Turn. An entire Adventuring Party moves<br />

together. The maximum Movement of an Adventuring<br />

Party is ten squares, plus any bonus movement due to<br />

Characters, Item Cards, or Treasure.<br />

Movement is horizontal and vertical, never diagonal.<br />

Multiple Parties may occupy the same space.<br />

PICkPoCkeT<br />

If an Adventuring Party has a Rogue in it, the Player may use his turn to Pickpocket any Character the Adventuring Party<br />

could reach in one Turn of Movement.<br />

The acting Player selects one Rogue from his Adventuring Party, who selects any Item or Treasure Card on a Character<br />

from an Adventuring Party in range. The acting Player rolls the Skill Dice for the Rogue. The target Party’s Player rolls<br />

the Skill Dice of any one Character in his Party (Target Player’s choice). If the acting Player rolls more successes than his<br />

opponent, the Card is stolen and Attached to the Rogue, and discarded if it cannot be Attached. If the Rogue fails,<br />

the Character making the opposing Skill roll “catches” the Rogue.<br />

The Character catching a Pickpocketing Rogue is allowed one Attack on the Rogue before he gets away, following the<br />

standard rules for attacking. The Rogue suffers Wounds from this Attack, like any other, before returning<br />

to his Party. If the Rogue is killed, any Attached Cards are given to the attacking Player.<br />

For example, Player One decides to have Dread, a Rogue in his Adventuring Party take a Pickpocket Action to acquire<br />

an Item Card from Player Two’s Adventuring Party. Player One rolls Skill Dice equal to Dread’s Skill Trait (two Green,<br />

two Blue, and two Red), and rolls three successes. Player Two selects Captain Dukat with one Green, three Blue and one<br />

Red Skill Dice. Player Two rolls only two successes. Dread rolls more successes than Captain Dukat, allowing him to<br />

successfully Pickpocket an Item Card from a Character in Player Two’s Adventuring Party.<br />

Rogues cannot steal from their own Adventuring Party.<br />

ReCRUIT<br />

If the Adventuring Party is at the Inn, a Player may<br />

Recruit one Character from the Inn Board.<br />

The Character is placed in front of the Player and added<br />

to his Adventuring Party. If the Character recruited is a<br />

Cleric, the Player draws a Prayer Card. If the Character<br />

is a Wizard, the Player draws a Spell Card. If the<br />

Character is both a Cleric and a Wizard, he draws both<br />

a Prayer Card and a Spell Card.<br />

PlAy A CARD<br />

Some Prayer, Spell, and Tactics Cards require a Turn Action to use.<br />

In this instance, the Card may be played in either the Inn or the<br />

<strong>Tomb</strong>. In such an instance, the entire Turn is spent playing the Card.<br />

Other cards can only be used as a Battle Action inside a Crypt.<br />

In this case, one Character plays the Card for his Battle<br />

Action for the Combat Turn.<br />

“React” cards do not require a Full Turn to play and can be played<br />

in addition to any Standard Turn Action.<br />

Unless stated otherwise all Inn cards are revealed and placed in<br />

front of the Character using or casting them. They are considered<br />

Attached to that Character for the rest of the game and are discarded<br />

if the Character is killed. Cards that are not discarded can be used<br />

again and again throughout the game. Each card may only be used<br />

once per Turn.


ReTURn To The Inn (Flee)<br />

During Combat, the Adventuring Party may Flee from<br />

a Crypt to the Inn. This can only be done as a Character<br />

Battle Action.<br />

Alternatively, an Adventuring Party may use its<br />

Standard Action for the Turn to return to the Inn.<br />

Once the Adventuring Party has reached the Inn, the<br />

Player may choose to Bank any Treasure Cards Attached<br />

to Characters. The Player’s turn ends.<br />

A. Title<br />

B. Disarm requirements<br />

C. Failure consequence<br />

D. XP value<br />

A<br />

Cold Iron Shackles<br />

B<br />

Trap<br />

Characters: 1<br />

Disarm: Skill 4<br />

Failure: Characters in the Raiding Party lose<br />

their Red dice until the Party moves to the Inn.<br />

C<br />

D<br />

XP 4<br />

Illus. Jeremy Jarvis © 2008 AEG<br />

RAID<br />

If an Adventuring Party is standing on a Crypt Door at the start of a<br />

Turn, they may Raid the Crypt. If the Crypt is empty, the acting<br />

Player’s Turn ends. Otherwise, the appropriate Player (determined by<br />

the symbol on the Crypt Door — L for Left, R for Right) becomes the<br />

Crypt Master (CM) and draws the face down cards from the Crypt,<br />

beginning the Encounter. It is the role of the CM to navigate the Raid<br />

and make the encounter as difficult as possible for the Acting Player.<br />

The Raid Begins<br />

Raids are resolved in the following order:<br />

• Traps<br />

• Monsters<br />

• Treasures<br />

All Trap cards must be defeated before the Adventuring Party<br />

encounters any Monsters (if any), and all Monsters must be defeated<br />

before the Treasure Cards (if any) can be Attached or Banked. If the<br />

Adventuring Party flees, dies, or otherwise fails to advance the Raid,<br />

unrevealed cards are returned face down into the Crypt and only the<br />

CM knows their true value.<br />

TRAPs<br />

The CM decides the order of the Traps, revealing each in turn. He does not need to reveal how many traps there are, only that<br />

there are traps. The CM reads the first and second lines of the trap, telling the Raiding Player how many Characters may attempt<br />

to disarm the trap and what Attribute is used. The CM does not reveal the Target Number for disarming the trap, nor the effect of<br />

failing. Each Trap Card is essentially its own set of internal rules, requiring the Adventuring Party to be vigilant for the deadliest<br />

traps in the game.<br />

The Target Number to disarm a Trap remains a secret for the purpose of the element of risk for the Raiding Player.<br />

The Raiding Adventuring Party selects which Characters will Disarm the trap. Characters assigned to Disarm a trap must roll<br />

a combined number of successes, equal to or greater than the trap’s Target Number or Numbers, rolling dice equal to the value of<br />

the appropriate Attribute.<br />

If the Trap is disarmed, the Raiding Player banks the XP from the Trap (see Banking XP below).<br />

If the Adventuring Party fails to Disarm the Trap, the CM reveals the Trap and announces the “Failure” consequences of the Trap<br />

on the Raiding Adventuring Party. The Trap is then placed into the Crypt Card Discard Pile.<br />

This process repeats until no Traps remain in the Crypt.<br />

After any Trap has been resolved, the Raiding Player may choose to leave the Crypt (whether the Trap was disarmed or not)<br />

without seeing the other cards in the Crypt. If so, move the Adventuring Party Marker back to the Crypt Door. All remaining<br />

Crypt Cards are returned face down into the Crypt.<br />

For instance, a Trap Card might indicate<br />

Characters: 1<br />

Disarm: Skill 3<br />

Failure: Each Character in the Raiding Party suffers one Wound.<br />

Only one Character may Disarm this trap. The Player rolls a number of <strong>Tomb</strong> Dice equal to the Character’s total Skill Attribute<br />

(including Items, Treasures, and other effects), and successfully Disarms the Trap if three or more successes are rolled. If he fails,<br />

each member of his party suffers one Wound each.


MonsTeRs<br />

After all the Trap Cards have been resolved (or if there are no Trap Cards), Monster Cards are encountered and the<br />

Raiding Player decides whether his Adventuring Party will continue in the Crypt. If the Adventuring Party remains,<br />

Combat occurs.<br />

Combat only occurs when an Adventuring Party encounters a Monster run by a CM, unless otherwise stated.<br />

This includes all Encounters with Monsters in Crypts as well as events triggered by Inn Cards. Combat does not<br />

occur when two Adventuring Parties occupy the same space. Adventuring Parties cannot attack other Adventuring<br />

Parties, unless a card effect allows it.<br />

Each Combat has one or more Combat Rounds, with the following steps:<br />

• Monsters Revealed. The CM reveals all of the Monsters at the same time and resolves any<br />

revealed effects immediately, as stated on the cards (first Monsters, then Characters in the<br />

Raiding Adventuring Party).<br />

• Battle Actions. Beginning with the CM, the CM and the Raiding Player take turns performing<br />

Battle Actions until all living Monsters and Adventuring Party members have acted. Each<br />

Monster and each Adventuring Party member may act once per combat Round. This step<br />

repeats until all of the Characters or all of the Monsters are dead (see Death below).<br />

Battle Actions for Monsters<br />

• Attack. The CM selects a Monster for the Combat Action, and the Raiding Player selects a<br />

Target Character. The CM rolls a number of <strong>Tomb</strong> Dice equal to the Monster’s Attack<br />

Attribute, inflicting one Wound for each success on the Target Character. If an Attack inflicts<br />

one or more Wounds, the target is “wounded”.<br />

• Battle Action. Some Monsters have special Battle Actions or Inn Cards that can be used in<br />

Combat. These may be used as the Monster’s Action for a Combat Round. When a Monster is<br />

using an ability on an Inn Card, it treats any printed reference to the word “Monster” on the<br />

card as if it said “Character,” and vice versa. This action does not count as an Attack, but does<br />

count as the Monster’s action for the Round.<br />

D<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

HP 4<br />

A<br />

Sir Guerin<br />

3 1<br />

Sir Guerin only suffers wounds<br />

from Blue or Red dice.<br />

C<br />

2 3<br />

B<br />

Monster XP 4<br />

1<br />

1<br />

E<br />

Illus. William O’Connor © 2008 AEG<br />

A. Title<br />

B. Attributes<br />

C. Special Ability<br />

D. Hit Points<br />

E. XP value<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

Komodo<br />

Reveal this Card when the first Trap<br />

in this Crypt is announced.<br />

All Traps in this Crypt gain +1 TN to disarm.<br />

HP 4<br />

1<br />

2<br />

Monster XP 6<br />

1<br />

2<br />

1<br />

2<br />

Illus. Hugh Jamieson © 2008 AEG


Battle Actions for Characters<br />

• Attack. The Raiding Player selects a Character for the Combat<br />

Action and a Target Monster. He rolls a number of <strong>Tomb</strong> Dice<br />

equal to the Character’s Attack Attribute, inflicting one Wound<br />

for each success shown. These Wounds are then applied to the<br />

Target Monster.<br />

• Battle Action. Some Characters have special Battle Actions<br />

or Inn Cards that can be used in Combat. These may be used as<br />

the Character’s Action for a Combat Round. This action does not<br />

count as an Attack, but does count as the Character’s action for<br />

the Round.<br />

• Flee. The Raiding Player may choose to immediately return<br />

the Adventuring Party to the Inn. All remaining Monster and<br />

Treasure Cards are returned face down into the Crypt.<br />

Any Inn Cards drawn for the Monsters or other special effects<br />

are discarded, and any Wounds inflicted on the Monsters are<br />

removed. This does not count as a Move Action for the<br />

purpose of other Character and card effects.<br />

A new Combat Round begins once all of the Characters and<br />

Monsters have acted. When a new Combat Round begins all<br />

Characters and Monsters “reset” allowing them to attack again in<br />

the new Round.<br />

If a Monster is somehow resurrected, it returns to the game fully<br />

healed and is treated the same as any other Character or Monster<br />

entering the game for the first time.<br />

WoUnDs<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

Elithe<br />

When revealed, make a contested<br />

Skill vs. Skill roll against a Character<br />

in the Raiding Party (Raiding Player’s choice).<br />

If successful, the Raiding Party must give<br />

one attached Treasure to another Party.<br />

HP 3<br />

1<br />

1<br />

1<br />

1<br />

1<br />

1<br />

Illus. Matthew S. Armstrong © 2008 AEG<br />

Monster XP 4<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

Darkhelm<br />

When revealed, draw one Inn Card<br />

from each deck and attach them to Darkhelm.<br />

HP 6<br />

1<br />

1<br />

1<br />

1<br />

1<br />

1<br />

1<br />

1<br />

1<br />

Monster XP 6<br />

Whenever a Character or Monster suffers a Wound (either<br />

during Combat or as the result of another Card effect), a<br />

Wound marker is placed on it. In many instances, the Player<br />

may decide which Character in his Adventuring Party suffers<br />

Wounds. Unless stated, a Character always takes the full<br />

damage of a single action and can suffer more Wounds than<br />

it has Hit Points.<br />

DeATh<br />

When a Character or Monster suffers a number of Wounds equal to or greater than its Hit Point total, it is killed.<br />

Dead Monster Cards are immediately Banked. Dead Characters are removed from play and all of their Attached Cards<br />

are discarded. Any actions to heal a Character or abate Death must be taken immediately. If a Character ever dies, the dead<br />

Character is removed from play, and a new Character is drawn from the Character Pool and placed in the Inn.<br />

If an entire Adventuring Party is killed (or the last remaining Character is somehow removed from the Adventuring Party),<br />

all cards Attached to Adventuring Party members are discarded. The Adventuring Party Marker is returned to the Inn, and<br />

the Player draws a new Character from the Character Pool to start a new Adventuring Party. The Player’s turn ends.<br />

Illus. Steve Argyle © 2008 AEG


TReAsURe CARDs<br />

Once all of the Traps and Monsters are defeated (or if<br />

none were present), the Raiding Player receives all of the<br />

Treasure Cards from that Crypt.<br />

Treasure Cards must immediately be Banked or<br />

Attached. Treasure Cards that are not Banked must be<br />

Attached to a Character in the Adventuring Party.<br />

Unless an Attached card states otherwise, it only affects<br />

the Character it is Attached to.<br />

While Treasure Cards Attach to Characters just like<br />

Item Cards, the two are not the same. Whenever a<br />

Card refers to Treasure, it only means Treasure Cards.<br />

Likewise, when a Card refers to Items, it only means<br />

Item Cards.<br />

Whenever a Character is moved to another Adventuring<br />

Party or another location within the <strong>Tomb</strong>, all Attached<br />

Cards move with the Character. If a Character is moved<br />

to the Inn (without the rest of the Adventuring Party),<br />

killed, or returned to the Character Pool, all Attached<br />

cards are discarded.<br />

BAnkInG<br />

When Traps or Monsters are defeated, the cards are<br />

immediately Banked by the Raiding Player. Banked<br />

Treasure Cards also advance the score marker and<br />

cannot ever be returned to play. Banked cards<br />

are kept separate from cards in play and are used to<br />

determine a Player’s final score at the end of the game.<br />

A<br />

Bruntor’s Shield<br />

B<br />

Treasure<br />

Shield<br />

This Character gains +1 HP<br />

for each other Character in your Party.<br />

C<br />

X P 4<br />

Illus. Adam Denton © 2008 AEG<br />

A. Title<br />

B. Mechanics<br />

C. XP value<br />

enD oF The GAMe<br />

The game ends when all Crypt Cards have been<br />

removed from the Crypts. Total the Experience<br />

Points (XP) for all cards in the Player’s bank and all<br />

Treasure Cards Attached to surviving Characters in a<br />

Player’s Adventuring Party. The Player with the most<br />

Experience Points wins.<br />

ACTIons AnD eFFeCTs<br />

Most Cards and Characters have text granting special<br />

abilities. Many have actions printed on them — optional<br />

abilities that can be used at a specific time. These take<br />

three forms:<br />

• Battle Actions: Actions that say “Battle” can be used<br />

as a Character’s or Monster’s action during a combat<br />

round.<br />

• Turn Actions: Actions that say “Turn” are used<br />

outside of combat, and require the use of the<br />

Adventuring Party’s Standard Action for the Turn<br />

Only one can be used per Turn.<br />

• Reactions: Actions that say “React” can be used any<br />

time the condition of the React applies. When more<br />

than one Player wants to play a React in response<br />

to a trigger, the Player whose turn it is gets the first<br />

opportunity to play a React, then opportunity passes<br />

to the left around the play area until all Players have<br />

no more Reacts to that trigger.<br />

Some cards can be used as a Turn Action or Battle<br />

Action — these say “Turn/Battle”.<br />

To use an Action, the Player must meet or exceed all<br />

conditions and requirements listed on the Action, such<br />

as timing, number, and type of <strong>Tomb</strong> Dice a Character<br />

can roll, and Adventuring Party makeup. Adventuring<br />

Party or Character requirements for using Cards are<br />

listed at the top of the text area of the card.<br />

Whether or not the Player uses an action is always<br />

optional. Text on cards that is not part of an action<br />

happens automatically, with no choice involved.<br />

Effects from such text are resolved before Reacts,<br />

if timing conflicts.<br />

A. Title<br />

B. Attribute Bonus<br />

C. Special Ability<br />

Throwing Daggers<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

A<br />

Item<br />

1 1 1<br />

B<br />

Weapon<br />

React: When Monsters are revealed,<br />

roll three Green dice. For each success,<br />

inflict one wound on any one Monster.<br />

C<br />

Illus. Cris Dornaus © 2008 AEG


GlossARy TeRMs<br />

Adventuring Party. An Adventuring Party consists of<br />

one to five Characters. Should an Adventuring Party<br />

ever reach zero, it immediately returns to the Inn Board<br />

and Recruits one new Character.<br />

Attribute. This is how many dice a Character rolls for a<br />

given effect. There are four Attributes in <strong>Tomb</strong> – Attack,<br />

Skill, Magic, and Holiness, and they are in three<br />

different colors (associated with the same color of dice)<br />

– Green, Blue, and Red.<br />

Cards. <strong>Tomb</strong> includes Crypt (Monster, Trap, and<br />

Treasure), Item, Prayer, Spell, and Tactics cards.<br />

Character. The terms Character and Character Card are<br />

interchangeable.<br />

Character Pool. The place characters not yet in the game<br />

are drawn from, such as a bag.<br />

Cleric. Clerics are part fighters and part healers, helping<br />

the Adventuring Party when they are close to death.<br />

Crypt. A region of the <strong>Tomb</strong> Board that holds Monsters,<br />

Treasure, and Traps.<br />

Crypt Door. The space located in front of each Crypt.<br />

This space indicates the entrance to a Crypt and how<br />

many Crypt Cards it can hold.<br />

Crypt Card. A Monster, Trap, or Treasure Card that is<br />

placed in a Crypt.<br />

Dead/Death. Any Character who suffers Wounds<br />

equal to or greater than his or her Hit Point total is<br />

destroyed.<br />

Dice. See <strong>Tomb</strong> Dice below.<br />

Fighter. Fighters are the most common Characters.<br />

They kick down doors, kill monsters, and absorb the<br />

most hits.<br />

Hallway Space. Any space on the <strong>Tomb</strong> Board that<br />

is not a Crypt or Crypt Door is considered a Hallway<br />

Space where Adventurers move about.<br />

Hit Points. This represents how hardy and strong a<br />

Character is.<br />

Inn. The terms Inn and Inn Board are used<br />

interchangeably.<br />

Rogue. Rogues are fast and skillful, capable of<br />

disarming traps and picking the pockets of their<br />

enemies.<br />

<strong>Tomb</strong>. The terms <strong>Tomb</strong> and <strong>Tomb</strong> Board are used<br />

interchangeably.<br />

<strong>Tomb</strong> Dice. 21 ten-sided dice are included, seven<br />

each of three different colors (Green, Blue, and Red).<br />

Each of these dice has the symbol on them a<br />

specific number of times, indicating the chance of<br />

a success on each die type. Green Dice have three<br />

symbols each (30% chance of success), Blue Dice<br />

have five symbols each (50% chance of success), and<br />

Red Dice have seven symbols each (70% chance of<br />

success). Whenever dice are rolled, the number of<br />

symbols that appear face up on the dice are totaled<br />

to determine the success of the die roll.<br />

Wizard. Wizards cast magic spells and support the<br />

Adventuring Party with a wide array of alternative<br />

talents.


solITAIRe PlAy<br />

To play <strong>Tomb</strong> as a single Player, shuffle all decks as if it were a multiplayer game. Deal two Crypt<br />

Cards to each Crypt without looking at them (deal only one card to any Crypt that can only hold<br />

one). Draw three Crypt Cards. Add a third card from your hand to a Crypt that can hold at least<br />

three, and then draw another Crypt Card. Repeat until all Crypts that can hold at least three<br />

cards have a third card. Deal a fourth Crypt Card from the deck to all Crypts that can hold four.<br />

Fill any Crypts that can hold more from your hand until all are full.<br />

Draw 20 Characters from the Character Pool and place them in the Inn. Recruit Characters<br />

from this group as usual. When there are no remaining Characters in the Player Adventuring<br />

Party or at the Inn, the game ends. Any time you use a Turn Action to draw any Inn Cards,<br />

you must select a Character from the Inn and destroy it. The only exceptions are cards drawn<br />

because of effects on Characters, Inn Cards, Crypts, or Crypt Cards. No Characters are added to<br />

the Inn unless dictated by a card or Crypt effect.<br />

Play through the <strong>Tomb</strong> as usual with your Adventuring Party. The maximum Adventuring<br />

Party size is four Characters. When raiding a Crypt, resolve the cards in the usual order (Traps,<br />

Monsters, Treasures). Resolve Traps in any order you see fit. Monsters act in order from highest<br />

XP to lowest XP. When a Monster has to select whether to attack or to use an ability, always<br />

select the option that involves the most <strong>Tomb</strong> Dice being rolled. Ignore abilities that refer to<br />

other Adventuring Parties.<br />

The game ends when either there are no more Characters in the Adventuring Party and Inn, or<br />

all Crypts are empty – whichever happens first. You do not gain XP for Treasures, regardless<br />

of whether they were used or banked. You gain +5 XP for each surviving Character in the<br />

Adventuring Party and the Inn if you successfully cleared all Crypts. Your adventuring rank is<br />

based on the following chart:<br />

0 XP or fewer Hireling<br />

1 XP – 10 XP Henchman<br />

11 XP – 20 XP Slime Mold<br />

21 XP – 30 XP Recruit<br />

31 XP – 40 XP Sergeant<br />

41 XP – 50 XP Mercenary<br />

51 XP – 60 XP Adventurer<br />

61 XP – 70 XP Gamer<br />

71 XP – 80 XP Slayer<br />

81 XP – 90 XP <strong>Tomb</strong> Raider<br />

91 XP – 100 XP Dungeon Master<br />

101 XP or more Power Gamer


CAMPAIGn PlAy<br />

Players may select to play a series of games, with their adventures making up a long-term campaign. If so, each Player keeps<br />

a running tally of XP from one game to the next. As the Player gains XP, the Player goes up in level – and gains benefits for<br />

each new level! The Player receives the following benefits:<br />

50 XP oR FeWeR<br />

51 XP – 100 XP<br />

101 XP – 200 XP<br />

201 XP – 400 XP<br />

401 XP – 700 XP<br />

701 XP – 1100 XP<br />

1101 XP – 1600 XP<br />

1601 XP – 2200 XP<br />

2201 XP – 3000 XP<br />

3000 XP oR MoRe<br />

level 1<br />

level 2<br />

level 3<br />

level 4<br />

level 5<br />

level 6<br />

level 7<br />

level 8<br />

level 9<br />

level 10<br />

MonsTeR FoDDeR<br />

GReenhoRn<br />

PAGe<br />

sqUIRe<br />

joURneyMAn<br />

MAn AT ARMs<br />

solDIeR<br />

heRo<br />

knIGhT<br />

loRD<br />

No benefit.<br />

Re-roll two <strong>Tomb</strong> Dice when determining who goes first.<br />

Draw six Characters instead of five during the Recruitment Phase<br />

(choosing one for the starting Adventuring Party<br />

as usual).<br />

When one of the Player’s Characters is destroyed, the Player may<br />

return it to the Character Pool instead of the discard pile.<br />

Once per game, after drawing an Inn card, the Player may<br />

immediately discard it and draw another.<br />

The Player’s hand size while filling the <strong>Tomb</strong> is four cards instead<br />

of three.<br />

After recruiting a Character, the Player may discard one or<br />

more cards from the Player XP Bank to immediately recruit that<br />

number of additional Characters.<br />

Before shuffling the Crypt Card Deck, the Player may take one<br />

card of his or her choice to put into his or her hand.<br />

Before the Player draws Characters at the start of the game, the<br />

Player may search for one Character from the Character Pool for<br />

the Adventuring Party. Draw five Characters from the Character<br />

Pool and place them at the Inn.<br />

The Player’s maximum Adventuring Party size is six Characters<br />

instead of five.<br />

All benefits are cumulative. For example, if the Player<br />

has 150 XP, the Player may re-roll two <strong>Tomb</strong> Dice to see<br />

who goes first and then draw six Characters instead<br />

of five when choosing his initial Adventuring Party.


InTo The CRyPT<br />

Your party creeps quietly to the door. As the rogue carefully<br />

checks for traps, the sounds of breathing and moaning echo<br />

from within.<br />

In your party are Mirin Faithbringer, Lady Eryne, Dunbar,<br />

Kadin with Mkono-Djarat Attached (from an earlier crypt<br />

raid), and Slayer the Unkind with Teleport Attached (because<br />

he used it earlier). In your hand are Bless and Fireball —<br />

neither of which you have used yet. This crypt holds five<br />

cards, and the player to the left is the Crypt Master.<br />

The turn begins, and you announce that your Party is going<br />

in. The CM picks up the cards and looks at them, showing no<br />

one else.<br />

Illus. Marko Djurdjevic © 2008 AEG<br />

Lady Eryne<br />

Rogue<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

AnoTheR TRAP!<br />

This one also requires Skill, so Lady Eryne steps up again.<br />

She rolls three Blue Dice again, this time gaining three<br />

successes. The CM reveals the trap is Unholy Light, requiring<br />

four successes.<br />

Unholy Light<br />

Failure!<br />

Because she failed, the member of the party<br />

with the fewest Attack dice dies. Kadin only<br />

has one printed Attack die, but gets three<br />

more from his Attached sword — so he is safe.<br />

Eryne has three, Dunbar has five (three of his<br />

own plus two red because of the two wizards<br />

in the party), Mirin has two, and Slayer only<br />

Trap<br />

Characters: 1<br />

Disarm: Skill 4<br />

Failure: Kill the Character in<br />

the Raiding Party with the fewest Attack dice.<br />

has one. Slayer dies heinously and goes to the discard pile,<br />

taking the Attached spell with him. A new Character is added<br />

to the Inn from the Character Pool. The trap is discarded (not<br />

banked), since it has done its damage. Again, your party may<br />

choose to run away before anything else is revealed — but<br />

there are only three cards left, and you feel brave.<br />

3<br />

3<br />

3<br />

3<br />

Lady Eryne<br />

React: When you move to the <strong>Tomb</strong>,<br />

draw an Inn card.<br />

HP 3<br />

Rogue<br />

A TRAP!<br />

The CM reveals that there is a trap, which only one<br />

character can face. It requires a Skill test/check. You<br />

choose Lady Eryne, your character with the best Skill<br />

— three Blue Dice. She rolls two successes and the<br />

CM reveals the trap — Wards of Peril, with a disarm<br />

TN of 2.<br />

Wards of Peril<br />

Success!<br />

The trap is banked with no ill<br />

effects, and you have two more<br />

experience points. You may now<br />

flee if you want to, but your party<br />

chooses to press on fearlessly.<br />

XP 4<br />

Illus. Mike Raabe © 2008 AEG<br />

Illus. Jonathan Hunt © 2008 AEG<br />

Slaye r the Unkind<br />

Wizard<br />

Trap<br />

Characters: 1<br />

Disarm: Skill 2<br />

Failure: Draw three <strong>Tomb</strong> Cards.<br />

Immediately add all Monsters drawn<br />

to this Crypt. Discard the others.<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

HP 2<br />

1<br />

XP 2<br />

Illus. Luis Vazquez © 2008 AEG<br />

2 5<br />

Slayer the Unkind<br />

React: Before slayer makes an Attack<br />

roll, inflict one wound on another<br />

Character in your party. Add slayer’s<br />

Magic dice to the Attack roll.<br />

Wizard


Attack<br />

Skill<br />

Magic<br />

Holiness<br />

HP 3<br />

TWo MonsTeRs<br />

The CM reveals Brine Spawn and Crusher. Due to card<br />

text, the CM draws an item card, Kama, and Attaches it<br />

to Crusher. The CM goes first and chooses for the Brine<br />

Spawn to attack. Your party lets Dunbar take the attack.<br />

Unfortunately, Brine Spawn rolls well — five hits! Dunbar<br />

suffers five wounds, which is more than enough to kill him.<br />

Dunbar is discarded and a new Character is added to the<br />

Inn from the Character Pool.<br />

Brine Spawn<br />

2<br />

1<br />

1<br />

2<br />

1<br />

1<br />

Monster XP 2<br />

2 1<br />

Illus. Jonathan Hunt © 2008 AEG<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

1<br />

Kama<br />

Weapon<br />

Re-roll one Attack die.<br />

1<br />

Item<br />

Illus. Cris Dornaus © 2008 AEG<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

HP 3<br />

Crusher<br />

1<br />

4<br />

When revealed, draw and attach<br />

one Item Card to Crusher.<br />

Monster XP 4<br />

Now your Party acts. Kadin has one blue and two red Attack<br />

dice (thanks to Mkono-Djarat), so he attacks Crusher,<br />

hoping to take it out before it can do any damage. The roll<br />

shows… two hits. Not enough! Crusher takes two wounds,<br />

and now rolls its attack. Lady Eryne steps up to take the<br />

hit, hoping to survive for her attack. On Crusher’s six dice<br />

are three successes. Crusher uses the Kama to re-roll one<br />

of the misses, but it’s still a miss. This would be enough to<br />

kill Eryne, but Mirin uses his react to save her. He rolls his<br />

six Holiness dice, and gets four successes. One wound goes<br />

away, and Eryne lives on.<br />

Illus. Drew Baker © 2008 AEG<br />

Mirin Faithbringe r<br />

Cle ric<br />

Attack<br />

Skill<br />

Magic<br />

Holiness<br />

HP 3<br />

3<br />

2<br />

2 1<br />

Mirin Faithbringer<br />

React: When one of your Characters<br />

suffers wounds, make a holiness roll<br />

(Tn 3). If successful, that Character<br />

suffers one less wound.<br />

Cleric<br />

It is the party’s turn to act again. Eryne attacks Crusher,<br />

and it is a complete bust. No successes. Crusher is not<br />

hurt at all. It would be the monsters’ turn again, but they<br />

have all acted this Combat Round. That leaves Mirin. His<br />

react did not count as his action for the Combat Round, so<br />

he acts now. He could attack, or the Party could flee, but<br />

instead he casts Bless, giving the Party one additional Red<br />

Die for the rest of its rolls this combat. The Prayer Card<br />

Attaches to Mirin, and he cannot cast it again this Turn.<br />

Illus. Kevin Wasden © 2008 AEG<br />

Time for the next round of combat.<br />

Brine Spawn attacks first again, and Eryne steps forward<br />

to take the blow. This time, Brine Spawn rolls three<br />

successes. With two wounds already on Eryne, nothing<br />

can save her. She is discarded and a new Character is<br />

added to the Inn from the Character Pool.<br />

Kadin means business now.<br />

Fireball<br />

Fireball!<br />

Kadin rolls one green die, four<br />

Blue Dice, and one red die<br />

(thanks to Bless)… three times.<br />

Spell<br />

He rolls eight successes! One<br />

Battle: Make three Magic rolls. All successes<br />

must be applied as wounds to Monsters<br />

or Characters in the current combat.<br />

is applied to Crusher, killing<br />

No Monster or Character can be given<br />

more wounds than it takes to kill it.<br />

it. The Kama is discarded, and<br />

Illus. Bryan Hayboer © 2008 AEG<br />

Crusher goes to the party’s XP<br />

bank. Three successes go to Brine Spawn. Another<br />

kill! And another Monster Card for the XP bank. But<br />

there are still four Wounds left to apply and only the<br />

Characters remain. One more success is applied to<br />

Kadin, so he survives. The last three are placed on<br />

Mirin. While that might kill him, he makes a Holiness<br />

roll for the react printed on him and succeeds,<br />

suffering only two wounds, not enough to kill him.<br />

With the monsters dead, the<br />

last card is revealed — Gloves of Gloves of Mercy<br />

Mercy, a Treasure.<br />

You now have a choice. Does your<br />

party Attach the treasure to one<br />

Treasure<br />

of your Characters, so you can<br />

Glove<br />

use it? Or do you bank it for XP,<br />

Your Party has +2 Move.<br />

Turn: Draw two Inn Cards.<br />

keeping it safe? Your answers to<br />

such questions can determine<br />

X P 5<br />

Illus. Steve Snyder © 2008 AEG<br />

victory or defeat…


Design: John Zinser<br />

Development: Brent Keith<br />

ToMB CReDITs<br />

Creative Manager: jim pinto<br />

Cover Art: Chris Seaman<br />

Box Art: Steve Ellis, Jason Engle, Carl Frank, Jonathan Hunt<br />

Graphic Design: Nate Barnes, Creative Instinct, Rodney Saenz<br />

Production: Marcelo A. Figueroa, Leticia Hayler<br />

Editing: Rob Hobart, Todd Rowland, Rob Vaux<br />

Artists: Christopher Appel, Steve Argyle, Matthew S. Armstrong,<br />

Chris Arneson, Drew Baker, Stephen Bautista, Steven Belledin,<br />

Theresa Brandon, Heather Bruton, Jeff Carlisle, Matt Cavotta,<br />

Miguel Coimbra, Mike Conrad, Storn Cook, Ed Cox, Edwin David,<br />

Thomas Denmark, Adam Denton, Marko Djurdjevic, John Donahue,<br />

Cris Dornaus, Robert Andreas Drude, Randy Elliot, Steve Ellis,<br />

Jason Engle, Mark Evans, Edward Fetterman, Anthony Francisco,<br />

Carl Frank, Joachim Gmoser, Anthony Grabski, Daerick W. Gross,<br />

Daerick Gross, Sr., Paul Herbert, Bryan Heyboer, Vincent Hie,<br />

Phillip Hilliker, Jon Hodgson, David Horne, David Hudnut,<br />

Robert Humble, Jonathan Hunt, Lisa Hunt, Llyn Hunter,<br />

Mike Jackson, Hugh Jamieson, Jeremy Jarvis, Veronica V. Jones,<br />

Michael W. M. Kaluta, Merle Keller, Constantinos Koniotis,<br />

Doug Kovacs, Heather V. Kreiter, Edward James Krings,<br />

Stephanie Law, April Lee, Eric Lofgren, Chuck Lukacs,<br />

Craig Maher, Slawomir Maniak, Thomas Manning, Britt Martin,<br />

Malcolm McClinton, Gary W. McKee II, Jeff Menges, Dan Moenster,<br />

Monte Moore, Tony Moseley, William O’Connor, Glen Osterberger,<br />

Jim Pavelec, Ben Peck, Michael Phillippi, Mark Poole, Mike Raabe,<br />

Klaus Scherwinski, Chris Seaman, Steve Snyder, Carlos Taylor,<br />

Beth Trott, Luis Vasquez, Franz Vohwinkel, Kevin Wasden,<br />

Kenneth Waters, John Wigley, Brad Williams<br />

Playtesters: Efrain Astorga, Jon Bancroft, Thomas Bang, Brian<br />

Bates, Jeremy Black, Ken Carpenter, Patrick Clark, Steve Collier,<br />

Neal Fischer, Thomas Hall, Frank Kallal, Richard Kane, Kyong Kim,<br />

Anthony Lakas, David Lepore, Jason Liang, David Miler, Tim Myers,<br />

Eric Norris, Richard Norris, Anthony Oshmago, Eric Plumb,<br />

Daniel Ray, Todd C. Rowland, John Seals, Daniel Stolp,<br />

Peter Vander Giessen, Robert Walker, Gabriel Watson, Rick Wischnef<br />

The Grey Riders: Jim Eastman, Murl Harmon, Brian Peters,<br />

Dave Seay, Jon Seay, Paul Stachel, Jerry Stachel, Ken Villars<br />

The Crew: Jay Cozzetto, Alan DeSalvio, Derek Meserve,<br />

Schey Morton, John Rotker<br />

Dedication: “To my Mom, all that wasted time playing<br />

D&D actually paid off.” Also dedicated to Gary Gygax,<br />

who opened the way to many tombs and adventures.

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