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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

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