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Tomb Rulebook

Tomb Rulebook

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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.

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