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Tomb Rulebook

Tomb Rulebook

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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.

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