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Tomb Rulebook

Tomb Rulebook

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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.

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