Documente Academic
Documente Profesional
Documente Cultură
4 Bank Attached
V1.10
Based on original Tomb Rulebook and
FAQ information
1. Introduction - Pg 2
1.1 Object of the Game
1.2 Components
1.3 Rolling Dice
1.3.1 What is a Party Roll?
2. The Card Types Pg 2
2.1 Item Cards (Blacksmith)
2.2 Prayer Cards
2.3 Tactic Cards (Bar)
2.4 Spell Cards
2.5 Treasure Cards
2.6 Trap & Monster Cards
3. Card Actions and Effects Pg 2
3.1 Battle Actions
3.2 Turn Actions
3.3 Reacts
3.3.1 Monsters Using Card
Reactions
4. Setting up the Game Pg 3
5. Playing the Game Pg 3
5.1 Meet at the Inn
5.2 Free Actions
5.2.1 Attaching/Moving
Items
a) Monsters as Party
members
5.2.2 Heal All Wounds
(Inn)
5.2.3 Use React Cards
Treasures (Inn)
5.3 Standard Actions
5.3.1 Act
5.3.2 Draw (Inn)
5.3.3 Heal (Tomb)
5.3.4 Move
5.3.5 Pickpocket (Tomb)
5.3.6 Play a Card
5.3.7 Recruit (Inn)
5.3.8 Return to the
Inn/Flee (Tomb)
5.3.9 Raid (Tomb)
6. Raiding Pg 5
6.1 Traps
6.2 Monsters
6.3 Treasure
7. Combat Pg 6
7.1 Monsters are Revealed
7.2 Perform Battle Actions
7.3 Monster Battle Actions
7.3.1 Attack
7.3.2 Special Battle Action
7.4 Character Battle Actions
7.4.1 Attack
7.4.2 Special Battle Action
7.4.3 Flee
7.5 Wounds
7.6 Death
7.7 New Combat Round
7.8 End of the Combat
8. Banking Pg 7
9. End of the Game Pg 7
10. Solitaire Play Pg 7
Page 1
1. INTRODUCTION
For 16 Players
Ages 12 to Adult
Playing time: 60+ minutes
(1.2) Components
Page 2
(3.3) Reacts
Actions that say React can be used any time
the condition of the React applies. Reacts are
handled in the following order:
First, handle "always happens" effects namely, text on the character or monster which
does not have "React:" in front. (For example,
when monsters are revealed Maelifcorum
draws and attaches his items before any
Reacts get to trigger.) Then, handle all the
"React" triggers. In both cases, start with the
player whose turn it is, resolve that person's
effects, then go around the table to the left
until all effects are resolved.
Each React may only be used one time per
trigger. If there are many different Reacts for
the same trigger they can all be used, but each
may only go off once for that trigger. A single
character can react multiple times in the same
turn or combat, so long as they do not react
with the same card more than once as per rules
above.
If a React ability allows you to draw an Inn
card, and the drawn inn card also has a react
ability that can be played at the same time, the
drawn Inn card can be played immediately.
This is no different than reacting multiple
times with cards from your hand on the same
turn.
Other Parties Cannot affect battles going on
inside a Crypt with a React Spell or Ability,
unless a card or power allows you to do so.
This limitation is relaxed slightly for the CM,
who may have character abilities or spells that
give the crypt the ability to interact with his
own party. In other words, other parties can
react to "when a party enters the tomb", or
"before a party enters the crypt", but not react
to actions happening inside the crypt.
If a Character and a monster have reacts or
traits that occur at the same time, the monster
has priority. The order of resolution is:
- Monster traits
- Character traits
- Monster reacts
- Character reacts
Here are some of the more common react
triggers, in the order they happen during the
turn:
- When your turn begins
- When you enter the tomb
- Before you enter crypt
- When you enter a crypt
- After you enter a crypt
- Before traps are revealed
- When traps are revealed
- After traps are revealed
- Before monsters are revealed
- When monsters are revealed
- After monsters are revealed
- Before a combat round
- At the start of a combat round
- Before a monster's combat turn
- Before a character's combat turn
- When you exit a crypt
- When you exit the tomb
- When your turn ends
Additional Reacts, which may happen at
various times:
- Before a character sustains damage
- When a character sustains damage
- After a character sustains damage
- When a character is killed
- Before a character rolls dice
- After a character has rolled dice
- After a party has recruited
(3.3.1) Monsters Using Card Reactions
If a monster attaches a card when being
revealed, and the card has a when monsters
are revealed react on it, the monster can use
that react. For example, Ter-Soth can use
Magic Missiles or Wall of Fire if he happens
to draw them.
If a monster has a React ability that allows it to
draw Inn cards, it can play the Inn cards
immediately. Therefore, if the monster draws
another card with a react ability that triggers at
the same time as the first, it can play those
cards as well. For example, a monster with
"React: When monsters are revealed, draw 3
spells", can cast any spells drawn that say
"React: When monsters are revealed" as soon
as they are drawn.
If a monster draws cards when the Monster is
revealed, Reacts such as "When a party enters
the crypt" and "Before monsters are revealed"
cannot be used (as those triggers have already
passed by).
"When monsters are revealed" Reacts are part
of the reveal phase before Combat. If you have
a spell that drafts a monster into your party, the
"when monsters are revealed" phase does not
occur.
Page 3
include:
(5.3.4) Move
See 8. BANKING.
(5.3.1) Act
As a Players Turn, he or she can use a Turn
Action on a Character, Card, or a Space on the
Board with an associated Turn Action.
Page 4
6. RAIDING
Actions on non-Inn cards (characters,
monsters, treasure) and non-action text on any
card are exempt from the once per turn rule
(however in this case Reacts can still only be
played once per trigger).
Page 5
(6.1) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present. The party must
face the trap.
The CM decides the order of the Traps,
revealing each in turn. He/She does not need
to reveal how many traps there are, only that
there are traps. The CM reads the first and
second lines of the trap, telling the Raiding
Player how many Characters may attempt to
disarm the trap and what Attribute is used. The
CM does not reveal the name of the Trap or
the Target Number for disarming the Trap, nor
the effect of failing. Each Trap Card is
essentially its own set of internal rules,
requiring the Adventuring Party to be vigilant
for the deadliest traps in the game.
The Target Number to disarm a Trap remains a
secret for the purpose of the element of risk for
the Raiding Player.
Parties can choose to fail a trap roll and deal
with the consequences.
The Raiding Adventuring Party selects which
Characters will Disarm the trap. Characters
assigned to Disarm a trap must roll a combined
number of successes, equal to or greater than
the traps Target Number(s), rolling dice equal
to the value of the appropriate Attribute.
7. COMBAT
Each Combat has one or more Combat
Rounds, with the following steps:
1. Monsters are Revealed
2. Monster Battle Actions (if possible), place
wound tokens
3. Character Battle Actions (if possible), place
wound tokens
4. Alternate steps 3 & 4 until all living
Monsters and Characters have performed
Battle Actions.
5. New Combat Round. If all monsters or
characters are dead, Combat ends.
(6.2) Monsters
(6.3) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present), the Raiding
Player receives all of the Treasure Cards from
that Crypt.
Treasure Cards must immediately be either
Banked (see 8. BANKING) or Attached.
Treasure Cards that are not Banked must be
Attached to a Character in the Adventuring
Party.
Unless an attached card states otherwise, it
(7.4.3) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door). All
remaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt.
Any Inn Cards drawn for the Monsters or other
special effects are discarded, and any wounds
inflicted on the Monsters are removed. This
does not count as a Move Action for the
purpose of other Character and card effects.
For example, Rogues cannot make Pickpocket
attempts.
If the Combat was generated by a card rather
than a Raid you may still flee back to the Inn
as one of your Battle Actions.
(7.5) Wounds
Whenever a Character or Monster suffers a
Wound (either during Combat or as the result
of another Card effect), a Wound marker is
placed on it. In many instances, the Player may
decide which Character in his/her Adventuring
Party suffers Wounds. Unless stated, a
Character always takes the full damage of a
single action and can suffer more Wounds than
(7.6) Death
When a Character or Monster suffers a number
of Wounds equal to or greater that its Hit Point
total, it is killed. Dead Monster Cards are
immediately Banked (see 8. BANKING). Dead
Characters are removed from play and all of
their Attached Cards are discarded. Any
actions to heal a Character or abate Death must
be taken immediately.
If a Character ever dies, the dead Character
Piece is removed from play, and a new
Character is drawn from the Character Pool
and placed in the Inn. This rule does not appy
for recruited monsters. If there are no more
characters in the character pool, collect all the
dead characters and put them back in the draw
pile, and then draw a new one.
If a character dies then all attached cards are
discarded, even if the character is then
resurrected. If an effect prevents the death
rather than bringing the character back from
the dead, then attached cards are not affected.
If an entire Adventuring Party is killed (or the
last remaining Character is somehow removed
from the Adventuring Party), all cards attached
to Adventuring Party members are discarded.
The Adventuring Party Marker is returned to
the Inn, and the Player draws a new Character
from the Character Pool (not the Inn) to start
a new Adventuring Party. The Players turn is
ended.
8. BANKING
When Traps or Monsters are defeated, the
cards are immediately Banked by the Raiding
Player (this applies even if the Trap or Monster
was not part of a normal Crypt Raid unless the
effect creating the encounter states otherwise).
0 XP or fewer Hireling
1 XP 10 XP Henchman
11 XP 20 XP Slime Mold
21 XP 30 XP Recruit
31 XP 40 XP Sergeant
41 XP 50 XP Mercenary
51 XP 60 XP Adventurer
61 XP 70 XP Gamer
71 XP 80 XP Slayer
81 XP 90 XP Tomb Raider
91 XP 100 XP Dungeon Master
101 XP or more Power Gamer
12. ERRATA
(12.1) Burn the Inn
Burn the Inn must be discarded after use.
(12.2) Harassment
Harassment reacts to the beginning of your
turn.
(12.3) Earthquake
Earthquake reacts to the beginning of your
turn.
13. CLARIFICATIONS
(13.1) Chaff
When he dies, a character is added to the Inn
as usual, regardless of Chaffs effect.
(13.2) Displacement
Both crypts where cards are being swapped
must have at least one card.
(13.3) Inferno
The caster may spread the wounds around as
he sees fit.
14. GLOSSARY
Adventuring Party
An Adventuring Party consists of one to five
Characters. Should an Adventuring Party ever
reach zero, it immediately returns to the Inn
Board and Recruits one new Character.
Attribute
This is how many dice a Character rolls for a
given effect. There are four Attributes in Tomb
Attack, Skill, Magic, and Holiness, and they
are in three different colors (associated with
the same color of dice) Green, Blue, and
Red.
Cards
Tomb includes Crypt (Monster, Trap, and
Treasure), Item, Prayer, Spell, and Tactics
cards.
Character
The terms Character and Character Card are
interchangeable.
Character Pool
The place characters not yet in the game are
drawn from, such as a bag.
Cleric
Clerics are part fighters and part healers,
helping the Adventuring Party when they are
close to death.
Crypt
A region of the Tomb Board that holds
Monsters, Treasure, and Traps.
Crypt Door
The space located in front of each Crypt. This
space indicates the entrance to a Crypt and
how many Crypt Cards it can hold.
Crypt Card
A Monster, Trap, or Treasure Card that is
placed in a Crypt.
Dead/Death
Any Character who suffers Wounds equal to or
greater than his or her Hit Point total is
destroyed.
Dice
See Tomb Dice below.
Fighter.
Fighters are the most common Characters.
They kick down doors, kill monsters, and
absorb the most hits.
Hallway Space
Any space on the Tomb Board that is not a
Crypt or Crypt Door is considered a Hallway
Space where Adventurers move about.
Hit Points
This represents how hardy and strong a
Character is.
Inn
The terms Inn and Inn Board are used
interchangeably.
Rogue
Rogues are fast and skillful, capable of
disarming traps and picking the pockets of
their enemies.
Tomb
The terms Tomb and Tomb Board are used
interchangeably.
Tomb Dice
21 ten-sided dice are included, seven each of
three different colors (Green, Blue, and Red).
Each of these dice has the Axe symbol on
them a specific number of times, indicating the
chance of a success on each die type. Green
Dice have three symbols each (30% chance of
success), Blue Dice have five symbols each
(50% chance of success), and Red Dice have
seven symbols each (70% chance of success).
Page 8