Tomb Rulebook
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.