Sunteți pe pagina 1din 33

PROLOGUE

My dear geek, if you are reading this, I already like you.


There are lot of people who are going crazy over Adventure Time, but not many of them
have as extensive and profound a knowledge of its secrets as I do. And that is
because not only have I not missed one single episode, but also because I have shared
some of those adventures myself. My name is Cuber, and as you might have guessed, I
am a well versed storyteller.
I was born many years after the Mushroom War (which is still some time from now, so
dont worry), and Im an expert in the history and secrets of the Land of Ooo. After
many years of hard work, I finally had the chance to make my dream come true, and have
been able to rebuild one of the lost treasures of my land: the legendary board game Adventures in the Land of Ooo.
So yes, what seemed like a myth for many is actually a reality!
This is the board game to which Finn and Jake dedicated so many evenings in their time.
Now the legend is in your hands!
Try to overcome your excitement and keep reading this prologue, as we are almost done.
The game was invented not only as a way to spend a Sunday afternoon, but also as a
fun way to learn and remember the history of the Land of Ooo, where everyone played
it, from the northern Unknown Lands, to the Chicken Blood Cove in the south.
Unfortunately, it slowly fell into oblivion, but now its back!, as exciting as the first
day and ready for you, and the other million wackos like you, to enjoy! so, enjoy!
Cuber.
WHATS THE GAME ABOUT?
Adventures in the Land of Ooo is a board game, where you will have fun living adventures very similar to the ones youve seen your heroes live.
The Characters will move on the board, discovering locations, casting spells, facing
enemies, and enjoying a mathematical time until someone successfully finishes the Missions objective.
But we are going too fast, first of all, let me introduce you to the main characters.
CHARACTERS
The characters that youll find in the Basic Set of Adventure Time, and that will be
expanded upon in the future, are:
-

Finn, the Human.


Jake, the Dog.
Marceline, the Vampire Queen.
Princess Bubblegum, from Candy Kingdom.
Ice King, wizard of the Ice Kingdom.

Each player will choose one of the characters to play the adventures, keeping in mind
that each one has his own unique abilities, skills and personality, which will affect the
gameplay.

Every character has a specific Character card for each Mission, where youll find:

-Capacity
Someone straight forward will say that it is the damage that you inflict upon your
enemies. But those who are a little more subtle, might tell you that its a generic characterstic that, depending on the situation or the Mission, may represent different things.
For example, if you rush into a fight with an Ogre and you are wielding a Mace, it would
represent your skill with that weapon, and its combat value will be added to your capacity, resulting in your final attack capacity.
But, in the case of a magical battle where you face a Wizard when you use an amulet
or a potion, it would represent your skill at casting spells and enchantments and your
ability to affect others with magic.

CUBERS PAUSE:
Although a character may be
your absolute favorite on the
show, you may play better with
someone else. I recommend that
you try all of them in different
games until you find the one
that works for you best.

-Resistance
Commonly known as defense, is also generic, and it
represents the capability of each character to resist whatever challenges you have to face, from
the chop of a giant axe to the effect of a sirupy
teenage love potion.
-Movement
The characters move around the board. This attribute represents the speed at which they can do
so; therefore, each character will move as many
spaces as indicated by this attribute. There are
some Objects that can increase this speed, while
other factors may make movement impossible.
-Lifes
Your Character card wll change in every Mission,
so sometimes, you may have a certain number of
Decorpsinator Serum cards that will allow you to get back into the game after being
defeated.
You will recieve as many Serum cards as indicated in your Character card, and you will
have to discard one
each time you die. Whenever you are defeated and are out of Decorpsinator Serum
cards left, you will be eliminated you will only be able to watch the other players play,
or be incharge of making sure that everyone has drinks and popcorn?
Globally, all characters have similar strength, although some may have fewer Serum
cards,because their other attributes and special skills will compensate that.
MISSIONS
Once you have chosen your character, its time to face the Mission. These Missions are
recreations of some of the adventures that the heroes have faced, the only difference
being that now you are in charge! So the final results of the adventure will undoubtedly
be very different from those on the show.
Basically, the winner will be whoever manages to finish the Mission first. Given
the dynamic of the game, it is possible that you will make a few enemies along the
way but if there is something more fun than winning, it would definetely be helping
your opponents to lose!
In future expansions you will find new Missions, with their specific Mission cards, and new
Mission guides with all the information you will need: a description of the situation, the
place, the circumstances and the goals. The Quick Reference Guide will show you how to
set the Mission up.

The Setup may seem complicated, and makes you feel super smart, almost like a scientist, but its just an explanation of the proper way to place the game components, such
as the cards, on the game board in order to get the
game ready for action!
If you are going crazy looking for the Quick Reference Guide, and are already thinking
of taking the game back to the shop to switch it for something else dont be in such
a hurry, relax man! In this Basic Set of the game you will find all the information you
need for the main Mission (and for the second Mission as well), further on in this rulebook.
Lets take a look at the components of the game.

CUBERS PAUSE:

Everytime you play the same Mission, the action


and final results will be different depending on
thecharacters you use, the enemies that appear
and your strategy.

GAME BOARD
This awesome looking game board will be our battle field, although a Battle doesnt
always mean that two thugs are hitting each other with huge blunt objects, it can also
be a battle of wits, or a magical battle, depending on the Mission you are playing.
Notice that there are 13 numbered spaces on the board (yes, if you take a closer look
you will see that those cute drawings are actually numbers), where the playing cards will
fit perfectly.
Coincidence? I dont think so Ive worked hard to make sure that the size of the cards
and these spaces on the board match, using an ancient and sophisticated artifact called
a ruler.
Also, youll see that there are a lot of paths formed by small red stones, along which
your characters will move. Each red stone counts as one step. So, when you say that a
Character has a movement value of 3, that means that he can move up to 3 of those
red stone spaces.
At this point, there is no doubt someone as smart as you will be wondering about the
yellow spaces on the board. Well, as you might have guessed, those are the starting
spaces for the characters at the beginning of the game.

CARDS
There are a huge number of cards with different types and functions. They are easy
to identify (and separate), because the backs of
the cards and the color of their borders are
different.
Enemy Cards
During the adventure you will face many different enemies: monsters, knights, wizards, animals,
ghosts, etc
The information on the different cards is very similar. You will see:

Enemy class.

A picture and a brief description of the


enemy.

A list with all his combat values, as explained on page 3.

Information about rewards (Objects) youll


receive if you defeat him.

In some cases the card will tell you if a certain enemy has any special skill or conditions.
Youll find this information in red in the text that describes the enemy, so if you dont
want to read all my nonsense, you could only read the red text.
There are Common Enemies and Mission Enemies. The Mission Enemies cards will have distinctive elements on their faces, such as the name of the Mission, so that they are easy
to locate, and you can easily add them or remove them from the game.
Weapon Cards
In certain Missions, your hero will face enemies
against who putting on your meanest face wont
be enough to defeat the enemy, so you will need
something more convincing, like a good sword or a
giant size mallet.
You will find an image of the Weapon on these
cards, and the name, the kind of Weapon, and these three values:

Attack Capacity:
You may add this value to the users Capacity.

Resistance:
Its unusual to find Weapons that improve the
users Resistance, but there are a few. Add this
value to your characters Resistance value.

Level:
Not everyone can use every Weapon - it usually depends on his experience and skill. This
number indicates what hero level your character must be to use that specific Weapon,
and it goes from 1 to 6. The heros level will be determined by the number of enemies he
has defeated: 0 if you defeated anyone, 1 if youve already kicked someones butt,
2 if youve won 2 Battles, etc.
At the beginning, when your level is 0, your only option will be to confront the challenge
without Weapons. Place all defeated cards next to your Character card, to keep track
of your current level.

Object Cards
You will find many different kinds of objetcts as
you travel through the Land of Ooo. Well tell
you more about how to get the later on in this
rulebook.
Its really fun to find all sorts of things:
you might find something to eat, or a person who
might lend you a hand (who you could also eat
but that wouldnt be nice). You may find weird Gadgets, Musical Instruments or Magical Objects,
who knows?
Usually, you will use them during fights, by playing
them on another card to modify the cards values.
A specific Object could increase your Capacity, or
if you use it against your enemy, it could weaken
his Resistance.
The card includes a short text, a lovely illustration depicting the Object, and informs you
of its effects and values, as usual.
Location Cards
These cards represent differente places. Some of them will affect you in
different ways, while on others you
can perform a specific action. Object
Cards During your travels on the Land
of Ooo, its quite likely that youll
find all sorts of Objects. Well
go into further detail about how to
get them later on in this rulebook.
For example, if you reach a Shop
card that action would be to acquire
Extra Supplies, such as new Objects
or Weapons, depending on the current
Mission.
Also, in some Missions you will find
special places that you will have to
cross, facing grave dangers like getting your hair messed up (at the very
least). These places are called Locations, and in most cases you will deal with them like any other enemy, that is, to get
past them you will have to fight with the hostile environment using your Capacity and
protecting yourself with your Resistance.
Just like with the other cards, they may have specific conditions that will be graciously
explained in a red text, along with specific image and values for that location.
Now that you are familiar with the components, Ill try to explain how to play. Cool
people call it General Dynamics and Structure of the Game, but personally I like calling
it: How to play.

HOW TO PLAY
A little order, every now and then, is not a bad thing, so when playing this game be polite
and considerate by taking turns.
During you opponents turn, because you are a polite and considerate player and all that,
you should not bother or interrupt him under any circumstances unless unless you
really feel like it, of course. And you will feel like it.
Even so, be careful that your turns dont become chaotic by following this order for the
next 3 phrases:
Supply.
Movement.
Battle/Extra Supply (also known as buying).
1. Supply Phase
You will ll be able to carry with you many objects that will be useful if you
use them wisely during your adventures. As a rule, the player may not carry
too many objects, but there is no fixed number, it depends on the Mission you are playing
(this is logical thing if you think about it who can run around with a backpack of the
size of an elephant?!).
At the beginning of the turn, during the Supply Phase draw as many cards from the
Object deck as indicated on the Mission. Add them to your hand and take a quick look at
all of them, to decide which ones you want to keep in your hand (if you have more cards
than allowed for that Mission).
Aside from this first Supply Phase, most Missions will offer you the chance to earn
additional
Objects in the Shops that may be found on the game board, as we will explain further on.
At times, once youve finished playing your turn you a few more cards
than you are allowed to have. Dont worry about this, you can still draw your Supply
cards as usual but then you will discard the extra cards to return to the Missions hand
limit (as shown on the Mission description).
Really, its very easy. You will understand it perfectly with the following example:
All discarded Objects go into the same Object discard pile. Once the Object deck is over, you reshuffle the discard pile, to form a new Object deck.
It is possible to run out of Objects while drawing
cards from a reward, or during the Supply Phase.
For example, if you have to draw 3 cards and there is only 1 left this is not a problem, draw the
remaining card, reshuffle the discard pile, and draw
the other two cards.
Weapons may also be part of the equipment the
hero carries. Again it depends on the Mission, but in
general youll have the choice to draw a Weapons
cards instead of an Objects card. Ill tell you all
about that in the specific rules for each Mission
meanwhile you can calm your anxiety by biting your
toe nails (it helps me a lot!).

2. Movement
Once your luggage is ready, its time to look for adventure by moving around the board.

CUBERS PAUSE:

It may seem that accumulating cards doesnt make sense if you


have to discard them all at the beggining of your turn, but remember
you can still use them to help or hinder your opponents... that sounds
better, doesnt it?

As explained before, your characters basic Movement capability is indicated on his


card, and you may modify it using certain Objects during the Movement Phase. All the
cards that have been played to modify that movement go to the Object discard pile,
unless its an object with permanent effects.
In that case place it face up next
to your character
card (unless somebody steals it from
you, of course), and
youll benefit from
the extra movement
in all of your Movement phases. These
cards are easy to recognize, as they have the word
PERMANENT written on them.
The Movement phase is optional, you may move
if you want to or comfortably, stay where you
are. You may move as many spaces as your movement capabilty allows, or stop where you want,
and whats more important: if you stopped you
may use your remaining movements
further on, after
your Battle phase
(if you are still alive, obviously usually dead heroes are quiet in nature and
dont move too much).
You may move in any direction, you can go back and forth,
change directions if you want to, do a hand stand, or summersault your way to the next square. Its up to you.
Depending on your decisions and strategy, this way you can
move to a square to do whatever you want, to fight something, or someone, or to a shop to get some extra supplies.
The possible actions are Battle and Extra Supplies, but remember that you may only choose one of them.

3A. Battle.
This is probably the most important phase of all. Everything you have done until now,
from getting supplies, to moving around the world, was done to get you closer to
your target for a battle.
The term Battle sounds awesome, and its quite generic, it is used for any situation in
which your hero faces something, be it a fierce fight with a horrible monster, a Wizard
Battle against another Wizard, trying to cross a specially threatening forest, or dealing with a heavy indgestion after eating too much chive cake.
Every Battle has a prefixed sequence of 7 steps, regardless of the kind of Battle or
situation you are in. And that sequence is always the same, unless a specific Mission or
special circumstance indicates otherwise.

1. Face To Face.
Follow these steps:
Place your Character card
and the Enemys card in the
indicated area of the Battle
Zonem, Zone A. If you are
going to use a Weapon, place
it in Zone B.
Play as many beneficial cards as you
want to help you during the battle in
Zone C. Place the cards you want to use
to harm your opponent in Zone D.
Remember that some Objects improve
your values, while other decrease them.
The logical thing to do would be to play
beneficial cards on your hero, and harmful cards on your opponent, to reduce
his Capacity and Resistance. Of course
this is optional, if you think you can win
without using any cards you may decide to do so. You
may also play cards only to yourself, or only to
your enemy. Its up to you.

10

2. Unwanted Help.
The other players, starting with the one sitting to the left of the active attacking
player, and going clockwise, may kindly contribute to the Battle, by playing cards face
down to any of the battling parties (Zones C and D). Look at their sweet loving faces,
and try to figure out if they are trying to help (it has happened once or twice) or if they
want to help sink you into the deepest abyss.

3. Fleeing?
Its time to think a little bit and decide if you still have a chance to win the fight,
or if it would be better to flee the battle and leave the fight for a warmer day.
If you decide to go, you must leave all the Objects used in the Battle behind. All of
them will go into the discard pile and you will move to the closest empty space. But hey,
its always better to travel light when you are in a hurry, right?

11

4. Its Better To Prevent.


If you are feeling brave youll stay and fight. Of course, something tells you that your
so called friends arent to be trusted, and may be trying to help you lose the game. So
you have one last chance to play cards, if you have any left and if you want to, both
ontoyour character or your opponent in the Battle Zone (Zones C and D).
IMPORTANT: You may only play cards during this phase IF another player placed cards
during the Unwanted Help phase.

CUBERS PAUSE:
If during a calculation you have to divide and
the result is a fraction, you will always round up.
Example: 5 2= 2,5.

12

2,5 = 3

5. Calculating.
After
thoroughly
shuffling each pile
of cards (the ones
on your character
and the ones on your
enemy), youll have
to reveal them one
by one, placing them
one next to the
other in order, and
calculate the resulting Capacity and
Resistance.

6. Deciding the Battle.


The rule is that, if
a card is face down
and the player turns
it over, the card attacks first. But if
the card is already
face up then the
player will attack
first.
The way to solve
a Battle is simple:
if the attackers
Capacity is higher
than the Resistance, the attack
was
successful.
Otherwise, it just
wasnt enough. In
the case of a draw,
the defender has
succesfully resisted the attack, barely, but there he is still on his feet.
Youll have to solve the attack first, and if the attacker didnt destroy his rival, immediately solve the defenders attack, meaning that the attacker will now have to defend
himself. Add the Capacity of the new attacker and compare it to the Resistance of the
new defender.

13

7. And now what?


Once youve gone through the previous 6 steps of the Battle (sometimes even sooner)
youll find yourself in one of the next 3 possible situations: youve defeated the enemy,
youve been defeated by the enemy, or neither has won.
Youve defeated the enemy!:
When you defeat an enemy, draw as many cards from the Objects deck as indicated in
the enemys card (you will plunder your enemy, as if losing wasnt bad enough), and
you will take the enemys card, placing it next to your Characters card. The more enemies you defeat, the higher level you will reach and the better Weapons you will be able
to use. All cards used during the Battle are discarded, unless there is a Permanent card
(which goes back to its owners hand).
Youve been defeated by the enemy!:
Well, its not the end of the world or maybe it is, it depends on the Mission you are
playing. Each Mission has its own special rules about what to do if youve been defeated.
Nobody wins the Battle!:
If the enemy hasnt fallen, hell be dazzed but not completely defeated, so you wont
get the rewards for defeating him. All the cards used in the Battle will go straight
to the discard pile. By the time someone faces this enemy again, we can assume that
he will have recovered and will have his Resistance and Capacity values reset to the
values indicated on his card.
3B. Extra Supply.
Its easy.
If you think you may not have enough resources for a Battle, you may use your
turn to move to one of the spaces with a Shop card on it, and pick up as many Objects as
the Mission allows.
Once the Battle or Extra Supply phases are over, it is the next players turn. The players will take turns, until somebody manages to reach the final goal, and wins the game
(as well as humilliatin the rest of the players).
This, my friends, is the general mechanics of the game, but it will most likely be modified
in many aspects by the details of each specific Mission. Keep in mind that each Mission
doesnt just imply a change of situation or scenery the goals and the ways of achieving them also changes, so the feeling will be completely different when playing one
Mission or another.
And just in case you had doubts, I can see the grin on your face, Ill proceed to
explain the first Mission.

14

THE DUNGEON
The Crystal Eye Dungeon gets its name from the splendid and mysterious object that lies in the depths of its
chambers.
Nobody knows what its used for, if its an object of
unparalleled beauty or if it just smells like rice pudding,
but the fact remains that everyone wants to have it.
No one would hesitate to rush into this dangerous dungeon, cross its chambers and face
whatever threats that may arise. And thats exactly what you must do: explore dangerous locations and defeat the frightening beings that inhabit them, before you reach
the final goal, obtain the Crystal Eye.
But first, lets set up the game for the adventure...
SETUP
The Mission comes with a group of unique cards to be used with the common cards. This
must be placed on the board in a very specific manner. They are easy to recognize, as all
of them have a small sign on the bottom of the card that says The Dungeon.
The specific cards for this Mission are on this list, where you will find the detail of the
different locations and the monsters youll find there (next to the name of the card
youll find a number that corresponds to the numbers of the cards on the list to make
them easier to locate):

Card Name (Characters and Objects)

Card Name (Enemies)

Card name (Locations)

Finn

350

Laser Pointer Goblin

358

Ancient Ruins

368

Jake

351

Reaper

359

Skeleton Door

369

Princess Bubblegum

352

Demon Cat

360

Demon Cat Lair

370

Marceline

353

Guardian Angel

361

Boiling Pot Cage

371

Ice King

354

Mimic Monster

362

Monster Mouth Door

372

Death

355

Jelly Cube

363

Chamber of Evil Beings

373

Swan

356

Goblin King

364

Dungeon Entrance

374

Giant Key

357

Bucket Knight
1&2

365
366

Treasure Chamber

Crystal Eye

367

Crystal Eye Chamber

376

Giant Key Door

377

375

15

These 10 Locations are the different places in the dungeon that you
will explore, and that you will rid of
all sorts of monsters, before you
reach the Crystal Eye to win the
game. But, once the required conditions have been met, you may face
the Crystal Eye to win the game
even though not all of the enemies
have been discovered and defeated.
In most locations you will find local
monsters, that are just hanging out
there, as well as a specific villain
that lives in that location, as shown
in the previous chart where the specific enemies are listed next to their
locations.
To begin playing you will have to prepare a few small piles of cards, organized as follows:
the location card goes on top, right below it place 3 randomly picked local enemies, and
finally the specific location monster goes under all the other cards. Of course, all cards
must be face down.
There are three exceptions to this rule:

The Crystal Eye Chamber (376), will only have


the location card and beneath it the Crystal
Eye itself, both of them face up.

The Giant Key Door (377) has no specific enemy, and so it will have 4 local enemies.

In the Chamber of Evil Beings (370) both the local enemies and the specific enemy, the
Jelly Cube (363), are shuffled together before placing them all face down under the
location card.

16

One of the players will be in charge of setting up the 10 groups of cards, as secretly
and mysteriously as he can.
Place the Crystal Eye pile in the center of the board (square 7). While this player
goes to the bathroom for a well-earned break, another player will take the different
piles of cards and place them randomly on squares: 2, 4, 5, 6, 8, 9, 10, 11, 12 and 13,
making sure that nobody knows where is each pack of cards is placed.
Finally, the Swan card (189) must be placed on square 12 face down (this indicates
that the Swan is still sleeping), this space will be the Swans Nest. Place
the Shop cards in the remaining free squares: 1 and 3.
In the Battle Zone you will have room to place the Weapons deck, the Musical
Instruments deck and the two special cards from the Mission that you may have to use
later: the Giant Key and the Bucket Knight 2.

Now, that really nice, doesnt it? Its almost a shame to start playing and mess
everything up. The terrain is set, but to begin the adventure properly, you will still need
some equipment. Each player will draw 5 Objects from the Object deck at random, and will
then look at them and study themthoroughly. Some objects are marked as Permanent,
such as the Red Boots, and should be placed face up next to your Character card. This
cards wont count for the maximum number of cards in your hand, but you can only have
one Permanent card of each type.

17

In this Mission you will start without Weapons, but you will have the chance of getting
some further on in the game. As previously explained, the game is played in turns. Each
player chooses a character. To place them on the board, we will use a concept that we
call Absurd Priority Order, also known as APO. Using the APO is easy, you just have
to remember the priority ofthe characters. The priority assigned to the charactersr is:
Princess Bubblegum goes first, then Finn, then Marceline, Jake, and finally the Ice King.

CUBERS PAUSE:
When the game is set, you may want to start the
game close to a Shop, the Swan, or wherever really it depends on your strategy.

On the other hand, we will use we will use an inverted APO orderto decide who plays first.
That means that the Ice King will play first, if he is not in play the first player would be
Jake, etc. Once you determined the first player, the other players will take their turns
in clockwise order.
Finally, everything is ready to go! So its time to tell you how a typical turn develops in
this Mission, right? Ok, lets get on with it.
TURN
Supply
Normally you would be supplied on this Mission with 2 cards. So, at the beginning of the
game, you will have 5 Objects that you drew earlier, and by drawing two more objects
you will complete your maximum hand of 7 cards.
In subsequent turns, you will have to follow the usual method as explained on page 8:
draw 2 cards at the beginning of your turn, and decide which cards you want to keep and
which will be discarded.
In this Mission you also have the opportunityto take an Extra Supplies action during
your turn, as we will explain shortly.
Of course, another source of wealth and riches is defeating enemies and pillaging their
belongings, which is probably the most fun way to get rich. In any case, you now have all
that you need to start the game, so
grab your knickers (whatever that is) and get moving!

18

Movement
During this phase you will use your characters Movement valueto decide where you want
to go next, either to a confront a Shop (squares 1 & 3, at first), or to face a Location,
or the enemies in it. & 3, at first).
Moving is not mandatory, of course, its completely optional (although quite recommendable, a little exercise is always healthy), and you can move as many squares as you can
or want.
As I have already told you on page 4, the Movement value can be modified using certain
Objects. You can also split your Movement, using part of it before the Battle, and the
rest of it after you finish fighting (if you are still alive, that is). The Objects used
to modify your Movement, will be discarded at the end of the phases of this turn after
using them, unless they are Permanent.
If you towards a shop, your next phase will be an Extra Supplies phase; if not, it will
most likely be a Battle phase, unless of course you dont reach any of your destinations.
You will have to choose between these two actions each turn:so you cant go to a Shop,
get Extra Supplies, and continue moving until you reach a location and fight. Also, you
cant make any of these actions more than once during a turn.
You will only have 1 Extra Supply phase, or 1 Battle phase.
Extra Supply
If you are short on objects, you may decide not to fight anyone this turn and move to
squares 1 or 3 to fill your backpack with unrivaled wonders and goods.
When in one of these locations you will be able to draw 4 cards from the deck, regardless
of the number of cards in your hand.
Shops are a growing business in the Land of Ooo, so every time a square is emptied of
Location and Enemy cards, place a Shop card in it, and there you go you have a new
place to resupply your Hero!
You may also choose to draw 2 Object cards, and 1 Weapon card from the Weapons deck.
If you get a new weapon, and you already have 2 in your possession, you must immediately discard one of them. Having more than 2 Weapons is something a bully would do, not
a Hero like yourself.
Battle
The Battle, a fight to the death in this Mission, is played as any other Battle, following
the steps explained in pages 10 to 13, where you will even find an example of a Battle
from this Mission.
Remember that you will have a few chances to flee the fight, but I am sure thats
not your main concern. You may decide to flee the moment the enemy is shown, after
admiring his strength, making poo-poo in your pants, and you realize you cant win the
fight. You may also flee after your friendly fellow players have played their cards during the Unwanted Help stage of the Battle. You know how it goes, its that magical
moment when you realize that the wheel has turned and your chances to win the Battle
have gone from low to impossible.

19

In any case, your movement remains the same, except for the fact that having your
underpants dirty will make you walk in a quite a ridiculous fashion.
The logical thing to do, would be to enter a Location very carefully, in silence and ever
vigilant, because if that card is a Location card, you will attack first, despite the
general rule.

CUBERS PAUSE:
Read the cards carefully, you will notice that some of their
characteristics may be very useful.As an example, with the Axe
Bass you automatically defeat any location.
Once a location has been defeated, all sorts of enemies will crawl out of their hiding
spots in the darkest corners of the room. So, when a character enters a location that
has already been defeated, he has to turn an enemy card and the enemy will attack first.
If the enemy wins at the first attempt, as he has already been discovered, he wont
surprise anyone; so in further Battles against it, the players will attack first!.
You win!: When the Battle is over collect the rewards as usual. If the Enemy card has a
sword on it, you may draw a Weapon instead of 2 Objects cards.
The enemy has defeated you!
If things have gotten nasty and you have been defeated, Im sorry to inform you that
you are dead, completely dead (Im sure you know the difference between mostly dead
and completely dead).
But dont worry, it is not as bad as it sounds. When you die in this Mission, you will go
straight to the Underworld, Deaths domains, which really isnt that
terribleunless if you are a tasty looking morsel and the skeletons
want to feast on you. You will have to place you character marker on
Deaths card to indicate that you have entered his realm.
Remember, that while you are dead you cant play cards in other
players Battles in the Land of Ooo.
When you reach the Land of the Dead,take all your Objects
with you, except the weaponsthat you used in the Battle.
This will be lost (and go straight into the discard pile), but you
will keep any Weapons that you didnt use.
During your next turns,there are 2 ways of escaping
the Underworld:

20

Express Method: Before dying, it is my pleasure to inform


you that the Peppermint Butler sends his regards., If you
have the card of the enigmatic Peppermint Butler, you may
hear this words, which Death will respond something like:
What was that you know the Peppermint Butler? And,
with a charming smile, he will let you leave, and probably even

give you a kiss goodbye. When this happens, discard the Peppermint butler card, and you
will revive in the same square you were defeated in.Immediately start a new turn by
drawing two cards.
The Duel: You challenge Death to a Musical Duel, and if you win you will escape the
Underworld. You spend your entire turn dueling with Death, so you will have to wait for
your next turn to play again.
Musical Duel
A Musical Duel is a very common way of fighting in Ooo. To begin, Death will draw two
cards from the Musical Instruments deck and will use the higher one; you will draw one
card and may add Objects to increase its Capacity to overcome Deaths musical skills.
If you win, you revive immediately as explained before, if not try again next turn.
Living characters cant participate in Musical Duels in the Underworld, just as dead
characters cant affect Battles in the land of the living. But players that are in the
Underworld during your duel can play cards to affect the final results.
IMPORTANT: After winning a Musical Duel, when you revive remember to draw two
cards.
Battles amongst players
Although we are all good friends, we all want to win the game, and this will sometimes
make players fight between themselves.
Of course, you are not trying to hurt each other, thats not the point, but to show
that you are the coolest guy around, and that you are able to surpass anyone with
your musical talents.
To challenge another player, you must reach the square where he is on and say something
like: Hey, pal! Care for a dance? This is an offer nobody can refuse
This duel has slightly different rules from those used in the Underworld. Each opponent
will draw a Musical Instrument card, and will add as many objects cards as they want
to their own character. Calculate the final Capacity and Resistance for each of the
players. The player with the highest total value will be the winner. The player who has
been challenged will play his cards first. The winner steals a card from his opponent either one of the cards he has face up, or a random card
from his hand.
Characters
In this Mission, each character has a special skill, and its attributes have their own
values.
Marceline.
She is a vampire and she is already dead. She cant
die more so if she loses a Battle she doesnt go to
the Underworld, she just loses the Weapon and Objects she used in the Battle, as usual. Finally, she
is sent to the square where she started the game.

21

Finn.
Finn is an unequaled master of the sword, so if he uses a Sword
during a Battle, add 1 to his Capacity.
Jake.
He stretches, shrinks and shifts his shape at will, which is a
great way to travel, but its quite tiring. If he
decides not to move, he increases his Capacity by 2.
Princess Bubblegum.
When she starts talking it seems like it she will never
stop she knows so much, that she distracts Goblins, Mutants and Demons alike, reducing their Capacity by 1.
Ice King.
This grumpy old man is cold and calculating, but he loves music. He has so much rhythm in
him that he gets +2 added to his Capacity when he fights in a Musical Duel.
Attacking the Crystal Eye Chamber.
You may only attack this location if you are riding on the powerful Swan, so lets see
how to do that.
The Swan sleeps quietly in his nest (leave it face down to show its still sleeping), until
he hears the news that a formidable warrior has reached the Dungeon.
The first time a player reaches level 3 (the first to win 3 Battles, both with enemies
and/or locations), the Swan will leave its nest to join this powerful warrior. When the
warrior has the Swans card next to his, he may go to the Crystal Eye Chamber and
face it.
Unfortunately, envy is an bad counselour and it is quite possible that someone will trie
to steal the Swan from him. If he usesthe Penny, the Thief card, the Swan goes next to
his new owner. But there is another way of taking it from him: if you go to the square
where the Swans current owner is, and challenge him to a Musical Duel.
If they want to steal the Swan from you, but fail to do so, the majestic bird will stay
with you as if nothing happened, in any other case, the Swan gets scared and flies back
to his nest (face up). From then on, the first player to reach the Swans Nest will recieve
the Swans card.
When a player defeats the Crystal Eye Chamber card, a Battle against the Crystal eye
will begin immediately, without waiting for the players next turn. The Eye is so powerful
that the player facing it will be awarded a Special Supply: he will receive as many Objects
as there are players in the game. All the other players will also draw an extra Object
card.
If the attack fails, the Swan flies back to his nest. When another player gets the
Swan, and faces the Crystal Eye, he will also get the Special Supplies, as described above.

22

The Giant Key Door


This Location is optional and behaves differently from the other locations.
To go through the Giant Key Door, you need the Giant Key. The Jelly Cube, who lives in
the Chamber of Evil Beings, has the key. What a mess, right?
Well, it isnt that complicated: following this steps will really help you obtain the Crystal
Eye, your final goal.
Go straight to the Chamber of Evil Beings, defeat the Jelly Cube inside, and you will
receive the Giant Key,in order to open the Giant Key Door. The moment you defeat the
Jelly Cube:
- You will receive 10 objects.
- You can transport your character to wherever you want (just this once).
- The maximum number of cards in your hand will increase from 7 to 10 cards for the rest
of the game.
Of course this isnt easy, the Jelly Cube is really resilient, and if you dont defeat him
in your first 3 tries you will lose all of your Objects (and dont forget that after each
try, the Jelly Cube Resistance will reset to its original value of 20).
If you do get the Giant Key, everyone will think you are a fearless warrior and their
respect for you will increase dramatically (but only for a short while). Nobody will dare to
try to steal it from you during the turn you won it, and the next turn as well but from
that point on, your reputation fades, respect is lost, and youd better run.

23

WIZARD BATTLE
As Finn used to sing: the Battle for supremacy amongst masters of magic Wizard
Battle! is finally here!
The enormous Grand Master Wizard, master
of ceremonies and lover of cats, will judge
this long awaited contest, where the most
powerful wizards of Ooo must face each
other to reach the goal: defeating all the
other wizards, and winning a kiss (on the lips)
from Princess Bubblegum.

CUBERS PAUSE:
Ok, if you are playing as Princess Bubblegum it wouldnt make much
sense to kiss yourself,
besides that it would be
hard to kiss your own lips
but Im sure someone will
be happy to give you your
reward

But this isnt as easy as it seems, as the Grand Master Wizard said, in his low-toned emphatic voice: These are the rules: participants can only use spells from the 8 schools of
magic.Science and weapons are forbidden. In the Wizard Battle we only want wizards!.
So, unless you are a cheater, no Weapons are allowed.
Remember, there can only be one winner shake your wands and charge on!
SETUP
Wizard Battle is played, as usual, using the Basic Sets common cards and some unique
Mission cards, which are easy to recognize because they say Wizard Battle on their
face.The Mission cards are:

24

Card Name.

Card Name.

Card Name.

Finn

378

Gentleman Wizard

395

Rings of Power (x4)

463

Jake

379

Brain Wiz

396

Spectral Bag (x5)

467

Princess Bubblegum

380

Ancient Sleeping Magi of


Life Giving

397

Fire Cape

472

Marceline

381

Dimension Wizard

398

The Lamb

473

Ice King

382

Ancient Wizard

399

Jewels of Protection
(x9)

474

Grand Master Wizard

383

Crystal Apple Gem

400

Double-Negative Magic
Potion (x5)

483

Abracadaniel

384

Demonic Eye (x2)

401

Cold Wave (x4)

488

Bufo

385

Freezing Potion A (x4)

403

Science Rat (x3)

492

Lady Wizard

386

Unfreezing Potion A (x4)

407

Ronnie the Mouse (x3)

495

Huntress Wizard

387

Stone Potion (x8)

411

Schwable Dog (x4)

498

Grassy Wizard

388

Paralyzing Potion (x8)

419

Cat (x10)

502

Rock

389

Magic Dust (x5)

427

Kitten, Gunters son (x2)

512

Forest Wizard

390

432

Decorpsinator Serum
(x15)

514

Naked Wizard

391

Flower Shaped Magic


Wand (x2)

437

Wizard Thief

392

Lively Magic Wand (x10)

439

Laser Wizard

393

Lethal Magic Wand (x10)

449

Dark Wizard

394

Magic Carpet (x4)

459

Magical Beans (x5)

Your Character card for this Mission has a picture in it of your Rival Wizard, who is
your first opponent.
As everyone knows, Rival Wizards always attack each other first. Depending on the
number of players in the game, you will have to distribute more or less wizards around
the game board, to ensure a fun and fast game flow. The following chart will help you
determine how many:
2
3
4
5

Players
Players
Players
Players

Their
Their
Their
Their

2
3
4
5

Rival
Rival
Rival
Rival

Wizards
Wizards
Wizards
Wizards

+
+
+
+

4
5
6
5

Random
Random
Random
Random

Wizards
Wizards
Wizards
Wizards.

First, place the Grand Master Wizard in square 7, then place the Character markers in
order using the APO system, as explained in page 18. Next, place the Rival Wizards at
a distance of no more than 4 squares away from the characters.
Finally, you will have to place the rest of the participating Wizards evenly spread on the
game board, leaving the corners as your last choice.
Place a Shop card in every empty space left.

25

The board is ready, so now all we have to do is prepare the Objects deck. Take the deck
and discard the Magic Nails (cards 89-92) and Margarets Music Box (79-81) as they will
not be used during the Wizard Battle Mission.
Then, shuffle the Objects deck and the Magical Objects deck together for the Wizard
Battle. After thoroughly shuffling both decks (be really thorough), the Objects deck will
be ready for the game.
We will now place both this deck and the Weapons deck, in the Battle Zone on the board.
Each character will receive as many Decorpsinator Serum potions, as indicated on their
card. Place them next to your Character card.
The setup is almost finished.As soon as player draws 2 cards from the deck, we will be
ready to begin playing.So, lets take a look to the peculiarities of the Mission.
TURN
Supply
Supply in this Mission is 2 cards, which will be drawn at the beginning of your Turn as
usual.
The maximum number of cards you may have in your hand at the end of the Supply phase
is 5. Remember that Permanent Objects and other face up cards dont count for this
maximum number.
So, before starting your Movement phase, make sure you dont have more than 5 cards,
and if you do discard as many as necessary.
Movement
As you know, your first Battle will be against your Rival Wizard, so you wont be able
to face any other Wizards until you defeat him. Other players cant attack your Rival
Wizard, unless he is the last Wizard card on the board.
If at any time you enter a space with another Wizard, while going to face your Rival
Wizard, there wont be a Battle.You will just spend some time visiting, chatting about
wizardy things, like the price of wands, or the best way to polish your crystal orb.
Once you have defeated your Rival Wizard, you are free to move wherever you want,
looking for another Battle, or some Extra Supplies.
Aside from this, the rules for Movement rules and the use of Objects remain unchanged,
and follow the general rules as usual.
Extra Supply
You can use your Movement phase to go to a Shop.There, you will draw 3 Objects from
the deck.
It doesnt matter how many cards you already have in your hand, you will always draw 3.
Remember, that until the end of your next Supply phase you can keep all the
cards over your hand limit of 5.
In this Mission you can choose between drawing 3 Objects, or drawing 1 Object and 1
Weapon.
A good show always attracts large crowds, and it doesnt get much better than a Wizard Battle.So the sellers and entrepreneurs of the Land of Ooo will open Shops in any
new free squares available on the board, Shops will magically appear
the minute a square is free.

26

Battle with the Wizards on the game board.


As already explained, your first Battle has to be against your Rival Wizard. Once you
defeat him and receive your reward, you will be free to fight with any other wizard still
on the board, but the players wont be able to fight each other until all Wizard cards
have been removed.
In Wizard Battle you cant flee from a fight.As the Grand Master Wizard said: Nobody quits the Wizard Battle, the doors are closed, and the energy field is deployed!
Also, you must always use a Magical Object or a Wizard card during a magic Battle.
The Battle sequence is the same as always, except that now you are casting
spells and throwing enchantments at each other, instead of throwing punches and swinging heavy axes.
If you want to, you may add, Object cards to your character as well as the opponent,
always placing them face down. If they want to, the other players may do the same right after you have played your cards, and as usual you may play more cards after them.
The calculating and solving phases of the game are played following the common rules:
first, solve the attackers attack, and if the defender survives, do the same with him.
If nobody wins, stay on your square (unless you have movement left and want to use
it) and during your next turn you can decide if you want to attack again or try your
luck somewhere else.
Draws are rare, so usually one of these two situations will arise:
The other Wizard was so powerful that you are totally wasted.
Dont worry, all isnot lost.
Each character has a fixed number of Decorpsinator Serum Potions in this mission.
When you discard one of them, you can get back into the game on any of the starting
spaces, and you should rethink your strategy because you only have a limited number
of potions.
When you run out of potions, youll be completely and definitevly defeated, so sit back
andwatch, cheer your favorite Wizard on to ensure his victory.
You fought a great Battle, and you have won big time.
Congratulations! You are on your way to becoming the best wizard in the Land of Ooo.
Draw as many Objects from the deck as indicated on the defeated Wizard card. If the
card has a sword icon, you can trade one Object for a Weapon. If
you decide to do this, draw a Weapon card and place it face up next to your Character
card.
When you finished drawing cards, you will also take the Wizards card and place it face
up next to your Character card. In future Battles, you may add the combat values of
one of these Wizards to your own.
Each player may only use one of these cards per Battle, and it wont give you any extra
reward at the end of the Battle.
Once youve used the power of one of these cards, turn it face down next to your
Character card. You wont be able to use its powers again, but it still counts to measure
your Characters level (remember, every enemy you defeat increases your level by 1,
enabling you to use stronger Weapons).
I can almost hear you saying: Why are you talking about powerful Weapons?
Didnt you just say that we cant use Weapons here? Dont get upset, Ill explain
everything in a minute.

27

Cheating
We all know that the Grand Master Wizard said: No Weapons, but do you always
do what you are told?
We could take advantage of the Grand Master Wizards obsession and distract him
in order to use a Weapon. Cats are the Grand Master Wizards passion, and if he is
scratching a kittens tummy he wont noticeif we use our sword to cut an enemy in half
quickly.
Of course, the rest of the players may realize whats happening and try to do something
about it
If we decide to cheat and use a Weapon, the sequence of the magical Battle will change
slightly:
1. We will place Objects over our character and the opponents in the Battle, as well as
an Animal card face down on the Grand Master Wizard (everyone will think that it is a
Cat to distract him).

28

2. The other players can play cards, if they want to, over our character, over our opponent or even on the Grand Master Wizard (such as a dog or a mouse).
If the Cat abandons the Grand Master Wizards lap (either escaping from a dog or chasing a mouse) the distraction didnt work, and you will get caught.

3.. If anybody played a card onto the Grand Master Wizard,think twice about using
Weapons in this Battle it could go fine, or completely wrong!
In any case, its our turn to play cards again, so we can even play a Weapon card onto
the pile, if we want.

29

If you decide not to use a Weapon, the fight will develop as usual no cheating.
If there are Weapons involved,start solving the magical Battl by by revealing the cards
on the Grand Master Wizard.
If he only has Cats on him, youve been lucky! You may use your Weapon guiltlessly to
achieve an easier victory over your opponent.
If he has Kitten (Gunters son) with him, it doesnt matter how many Dogs or Mice have
been played, because he is so cute and adorable,he will keep floating around the Grand
Master Wizard, freeing you to do as you like.
If the number of Cats is higher than the total number of Dogs and Mice, the trick was
successful. If the number of Cats is equal to or lower than the number of Dogs and
Mice, you are doomed! The Grand Master Wizard has caught you in the act and will strike
you down with his magic.
Even so, there are two options.
One option would be to try to confuse the Grand Master Wizard. If you have another
Cat amongst your Objects, now is the time to use it. The Grand Master Wizard will
think that he has already turned you into a cat and leave you alone (discard the Cat
card after using it this way).
Or as a last resort, you could use one of your Decorpsinator Serum Potions, if you have
any left otherwise the tournament is over for you.
You may only play Animal cards on the Grand Master Wizard. As you know, once there
are no Wizards left on the board its time for the players to face each other.

30

Final Battles
This are the most powerful wizards in the Land of Ooo.They have survived everything
and reached the end of the tournament, full of power and confidence in their skills.
The process is almost identical to a regular Battle:
The attacker will place his Objects first, then the defender, and then, finally the
other players may play cards in clockwise order.
Solve the attack first.
The defender might survive (in which case it would be his turn to attack), or may
be defeated in the fight.
If the defender was defeated, but still has Decorpsinator Serum potions, he will
use one and head back into the fight. It will then be his turn to attack. If he
doesnt have Serums left thats as far as he goes.
If the defender gets to attack, the same rules apply.
When you defeat another player, you will get all of his defeated Wizards cards and
may use those that are still face up. You will also receive cards until you reach the usual
limit of 5.
If there is a draw, nobody wins, and an explosion of mystical power will separate the
fighters
two spaces (each of them goes one space away from where the Battle took place), and
during their next turn they wont be able to fight each other, unless they are the only
ones left.
If no other players are left, they will have to go at it one last time, until one of them
arises victorious, earnes the title of Best Wizard of Ooo, and receives a marvelous kiss
on the lips from Princess Bubblegum.

31

To learn more about this game, frequently asked questions or new expansions, visit:

http://www.abbagames.com/horadeaventuras.html
Or scan this code:

Created and designed by Abba Games


Special thanks:
Buster Lehn

WARNING!: THIS GAME MAY CONTAIN SMALL PIECES


SUSCEPTIBLE OF BEING SWALLOWED OR INHALED.
WE RECOMMEND THAT YOU KEEP THIS INFORMATION
COLORS, AND FINAL DESIGN MAY VARY FROM THOSE
SHOWN IN THE BOX.

32

33

S-ar putea să vă placă și