Tomb Rulebook
Tomb Rulebook
Tomb Rulebook
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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