tomb rules 1980 v 110

8
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 5.2.4 Bank Attached 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 (T omb) 5.3.6 Play a Card 5.3.7 Recruit (Inn) 5.3.8 Return to the Inn/Flee (T omb) 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 11. Campaign Play – Pg 7 12. Errata – Pg 8 12.1 Burn the Inn 12.2 Harassment 12.3 Earthquake 13. Clarifications – Pg 8 13.1 Chaff 13.2 Displacement 13.3 Inferno 13.4 Oath Bound 13.5 Summary Example of a Combat Round 14. Glossary – Pg 8 Page 1

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8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 18

V110

Based on original Tomb Rulebook and

FAQ information

1 Introduction - Pg 2

11 Object of the Game

12 Components

13 Rolling Dice

131 What is a Party Roll

2 The Card Types ndash Pg 2

21 Item Cards (Blacksmith)

22 Prayer Cards

23 Tactic Cards (Bar)

24 Spell Cards

25 Treasure Cards

26 Trap amp Monster Cards

3 Card Actions and Effects ndash Pg 231 Battle Actions

32 Turn Actions

33 Reacts

331 Monsters Using Card

Reactions

4 Setting up the Game ndash Pg 3

5 Playing the Game ndash Pg 3

51 Meet at the Inn

52 Free Actions

521 AttachingMoving

Items

a) Monsters as Party

members

522 Heal All Wounds

(Inn)523 Use React Cards

524 Bank Attached

Treasures (Inn)

53 Standard Actions

531 Act532 Draw (Inn)

533 Heal (Tomb)

534 Move

535 Pickpocket (Tomb)

536 Play a Card

537 Recruit (Inn)

538 Return to the

InnFlee (Tomb)

539 Raid (Tomb)

6 Raiding ndash Pg 561 Traps

62 Monsters

63 Treasure

7 Combat ndash Pg 671 Monsters are Revealed

72 Perform Battle Actions

73 Monster Battle Actions

731 Attack

732 Special Battle Action

74 Character Battle Actions

741 Attack

742 Special Battle Action

743 Flee

75 Wounds

76 Death

77 New Combat Round

78 End of the Combat

8 Banking ndash Pg 7

9 End of the Game ndash Pg 710 Solitaire Play ndash Pg 7

11 Campaign Play ndash Pg 7

12 Errata ndash Pg 8

121 Burn the Inn

122 Harassment123 Earthquake

13 Clarifications ndash Pg 8

131 Chaff

132 Displacement

133 Inferno

134 Oath Bound

135 Summary Example of a

Combat Round

14 Glossary ndash Pg 8

Page 1

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 28

1 INTRODUCTION

For 1ndash6 Players

Ages 12 to Adult

Playing time 60+ minutes

(11) Object of the Game

In Tomb each player is a Mercenary Captain

forming and controlling his or her ownAdventuring Party before exploring the crypts

of an ancient Tomb Each crypt holds trapsmonsters and treasure As the game advances

the Adventuring Party ebbs and flows in

strength until the last crypt is emptied and theTomb is completed

Gain the most XP by fighting monstersdisarming traps and collecting treasure

(12) Components

991266 Tomb Board (double-sided)

991266 Inn Board

991266 Character Bag

991266 Character Poster991266 84 Character Pieces

991266 6 Adventuring Party Markers

991266 40 Character Stands

991266 25 Spell Deck Cards

991266 25 Prayer Deck Cards

991266 25 Item Deck Cards

991266 25 Tactics Deck Cards

991266 200 Crypt Deck Cards

991266 21 Tomb Dice (7 Green 7 Blue 7Red)

991266 48 WoundTomb Tokens

(13) Rolling Dice

Whenever a die roll is required an Attribute isnamed ndash Attack Skill Magic or Holiness

Character and Monster cards have tables

showing how many of each color Tomb Diceare rolled for each Attribute If no number

appears for an Attribute then no dice of that

color are rolled

Each dice roll with an axe showing face up

indicates a success

Only one Character rolls Tomb Dice unless an

effect states otherwise (ie Adventuring Partyrolls) Some effects state a Target Number

(TN) ndash this is the number of successes required

on the Tomb Dice for a successful roll

Unless otherwise stated ties go to the

defender

Any time an effect raises the Tomb Dice type

for a Character or Monster Green Tomb Diceare replaced by an equal number of Blue Tomb

Dice and Blue Tomb Dice are replaced by an

equal number of Red Tomb Dice All Red

Tomb Dice are automatic successes

Any time an effect lowers the Tomb Dice type

for a Character or Monster Red Tomb Dice arereplaced by an equal number of Blue Tomb

Dice and Blue Tomb Dice are replaced by an

equal number of Green Tomb Dice All GreenTomb Dice are automatic failures

(131) What is an Adventuring Party Roll

If something calls for the adventuring partyrsquos

roll (eg party makes a skill check ) then addtogether all the dice in the party of the relevant

stat The same is true for cases where two ormore characters are rolling a single test suchas traps The effect causing the roll indicates

the appropriate Attribute

2 THE CARD TYPES

(21) Item Cards (Blacksmith)

Item cards must be played immediately whendrawn by attaching them to a specific

Character Item cards provide a Character with

bonuses or new abilities While bonuses canstack (for example there are two rings that

provide a bonus to Magic) no Character may

Attach more than one Item each with the

following traits ndash Armor Bow Glove Helm

Shield and Weapon If there are ever more

such Traited Items in play than Characters theextra Item(s) are discarded

Items on Dead Characters are also discarded

(22) Prayer Cards

These are special cards that can only be cast

by a Cleric or a Character with at least 1 Die

of Holiness If you do not have a Cleric inyour Adventuring Party (or a Character with 1

or more dice of Holiness) you cannot attach or

use a Prayer Card

(23) Tactics Cards (Bar)

Tactics are special cards that can be played

from your hand by any Character in yourAdventuring Party Some can be attached to

Characters while others are discarded after

use

(24) Spell Cards

These are special cards that can only be castby a Wizard or a Character with at least 1 Die

of Magic If you do not have a Wizard in yourAdventuring Party (or a Character with 1 or

more dice of Magic) you cannot attach or use

a Spell Card

(25) Treasure Cards

Treasure Cards work in much the same way asItem cards with one important distinction

Treasure cards can be ldquoBankedrdquo for XP

immediately or they can be attached to aCharacter If a Treasure is attached it cannot

be Banked until the Character returns to the

Inn Be careful however Rogues from otherMercenary Companies can Pickpocket

Treasure Cards attached to your Characters

and then rush back to the Inn to Bank them

Item cards and Treasure cards are not the same

thing Spells and abilities that specificallytarget a treasure card or inn card cannot target

the other For most other game purposes item

cards and treasure cards can be treated alike(eg both can be pick pocketed by a rogue)

Treasure Cards can only be found in Crypts

(26) Trap amp Monster Cards

See 6 RAIDING for more information on how

these cards are used

3 CARD ACTIONS AND EFFECTS

Most of the cards and Characters have textgranting special abilities Many have actions

printed on them ndash optional abilities that can be

used at a specific time

Some cards can be used as a Turn Action or

Battle Action ndash these say ldquoTurnBattlerdquo

To use an Action the Player must meet (or

exceed) all conditions and requirements listedon the Action such as timing number and type

of Tomb Dice a Character can roll and

Adventuring Party makeup Adventuring Partyor Character requirements for using cards will

be listed at the top of the text area of the card

Whether or not the Player uses an action is

always optional Text on cards that is not part

of an action happens automatically with nochoice involved Effects from such text are

resolved before Reacts if timing conflicts

Page 2

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 38

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can onlybe used once per player turn (measured from

the start of one players turn to the start of the

next players turn) 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 stillonly be played once per trigger)

Card Actions take three forms

(31) Battle Actions

Actions that say ldquoBattlerdquo can be used as a

Characterrsquos or Monsterrsquos action during acombat round

(32) Turn Actions

Actions that say ldquoTurnrdquo are used outside of combat and take an Adventuring Partyrsquos entire

turn to perform Only one can be used per turn

(33) Reacts

Actions that say ldquoReactrdquo 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 theplayer whose turn it is resolve that persons

effects then go around the table to the left

until all effects are resolved

Each React may only be used one time pertrigger 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 sameturn 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 reactability that can be played at the same time the

drawn Inn card can be played immediately

This is no different than reacting multipletimes 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 soThis limitation is relaxed slightly for the CM

who may have character abilities or spells that

give the crypt the ability to interact with hisown party In other words other parties can

react to when a party enters the tomb or

before a party enters the crypt but not reactto actions happening inside the crypt

If a Character and a monster have reacts ortraits 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 monsters combat turn

- Before a characters combat turn

- When you exit a crypt

- When you exit the tomb- When your turn ends

Additional Reacts which may happen atvarious 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

(331) Monsters Using Card Reactions

If a monster attaches a card when being

revealed and the card has a ldquowhen monsters

are revealedrdquo react on it the monster can usethat react For example Ter-Soth can use

Magic Missiles or Wall of Fire if he happensto draw them

If a monster has a React ability that allows it to

draw Inn cards it can play the Inn cardsimmediately 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 revealedcannot 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

4 SETTING UP THE GAME

Select a side of the Tomb map to play mdash

Goldenaxe Catacombs or Tomb of the

Overseers If this is your first time playing werecommend the Goldenaxe Catacombs Place

the Character Pieces in the bag for use as theCharacter Pool Place the Inn Board next to the

Tomb Board Shuffle the Item Prayer Spell

and Tactics Decks and place each one on theirrespective locations on the Inn Board Shuffle

the Crypt Deck and set it to the side of the

board There are enough Crypt Cards to have a

deck on each side of the table

Determine the order of play by having eachPlayer roll all seven Blue Tomb Dice The

Player with the most successes (highestnumber of Tomb Dice with the Axe symbolshowing) becomes Player One and selects an

Adventuring Party Marker and places it on the

Inn Board Re-roll ties Play then proceeds inclockwise order

Each Player draws three cards from the CryptDeck Starting with Player One and continuing

in clockwise order each player places a Crypt

Card face down in any of the open Crypts and

then draws a new Crypt Card A crypt is

considered open until it has a number of cards

in it equal to the number on the Crypt Door atwhich point it cannot hold any further Crypt

Cards

Once all of the Crypts are full the Tomb is

ready for exploration and the unused Crypt

Cards are discarded

5 PLAYING THE GAME

(51) Meet at the Inn

Starting with the second player players now

begin recruiting adventurers and exploring thetomb On his or her first turn each Player

draws five adventurers from the Character

Pool selects one to be part of his or herAdventuring Party and places the rest in the

Inn If the Character is a Cleric the Player

draws a Prayer Card If the Character is aWizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer Card and a Spell

Card

Optional Rules

During the Lean Years this place grows

deathly quiet Irsquove seen weeks go by without a

new face This place grows as empty as a

tomb no pun intended Players draw only

three adventurers from the Character Pool

During the Fat Years Irsquove seen this place

filled with people drink in one hand story in

another Irsquove seen people come and go so

many Irsquove forgotten more faces than I

remember And Irsquove seen a dozen men march

out for adventure in an afternoon hungry for

glory Players draw five adventurers from

the Character Pool and keep two before

returning the rest to the Inn

Character stats and HPs are public knowledge

Players can wander around the table and look at other parties

After each Player has drawn a Character thesecond phase of Tomb begins

(52) Free Actions

Players may take as many free actions as they

would like before taking one (and only one)

Standard Action on a Turn Free actions

Page 3

8102019 Tomb Rules 1980 v 110

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include

991266 Attach items to characters

991266 Move equipment between characters

991266 Heal all Wounds (Inn)

991266 Use React cards

991266 Bank attached Treasures (Inn)

(521) AttachingMoving Items

At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may

redistribute attached cards among the

Characters in hisher Adventuring Party ACharacter can attach a bow shield armor

glove helm and weapon but never two items

with traits of one type This limitation applies

to Item cards and Treasures that list traits (the

Treasure must list the trait on the card to have

it apply) This limitation does not apply to Monsters (eg Monsters in a crypt can draw

two item cards due to a special ability and they

may attach both without restriction)

Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice

(for prayer cards)

Players may not move cards while they are

resolving any Crypt encounters (Traps

Monsters etc) and you may not discard

cards attached to characters ndash unless you are

banking treasures using a card effect or

dealing with too many treasures items of aspecial type (eg if you draw Inn cards or

earn Treasure from a Crypt and you have too

many of a specific type (such as too many

weapons for your party) you may select which

ones to ditch equipping the rest Otherwise

you may not discard an item)

If an attached card is attached only because of

another attached card that gives you an abilityshifting or otherwise removing the card giving

you the ability will cause the dependent card to

be discarded For example if your fighter has

a card giving him one magic and he also

attaches a spell as a result shifting or

removing the card giving magic points will

cause the spell card to have to be discarded If

you are shifting the solution is to shift the

spell card to another character with magic

dice first then remove the magic-granting

attached card last

a) Monsters as Party members

If a monster is somehow a part of your partythey are treated just like normal characters in

every respect - including the ability to equip

items with the same restrictions on charactersequipping those items (only one weapon etc)

Monsters do count against the maximum

party size limit of 5

When a monster with attached cards joins a

raiding party it keeps all attached cards with itunless a card or effect states otherwise

If a Party Monster is killed however you do

not draw a new character from the character

pool and place them in the Inn (this only

applies to regular characters)

When monsters are revealed Reacts are part

of the reveal phase before Combat If you havea spell that drafts a monster into your party the

when monsters are revealed phase does not

occur

If a monster attacks in a combat round and is

thereafter recruited to the party via a spell itcannot again attack that round

(522) Heal All Wounds (Inn)

If an Adventuring Party begins a Turn in the

Inn they immediately heal all Wounds as a

free action

(523) Use React Cards

See (33) Reacts

(524) Bank Attached Treasures (Inn)

See 8 BANKING

(53) Standard Actions

A Player may only take one Standard action

per turn

Standard Actions include

991266 Act

991266 Draw (Inn)

991266 Heal (Tomb)

991266 Move

991266 Pickpocket (Tomb)

991266 Play a Card

991266 Recruit (Inn)

991266 Return to the InnFlee (Tomb)

991266 Raid (Tomb)

While at the Inn Players and Characters may

not Pickpocket Raylor oversees the place and

he makes sure everyone behaves in hisestablishment

(531) Act

As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the

Board with an associated Turn Action

(532) Draw (Inn)

If the Adventuring Party is at the Inn a Playermay Draw two cards (in any combination)

from any of the four decks in the Inn as a

Draw Action and put them in his or her hand

Weapon and Item cards must be attachedimmediately and such cards that cannot beattached are discarded A Character may never

possess more than one Item card with a special

trait (eg Weapon or Armor) at one time (see

(52) Free Actions) There is no limit on

attaching other types of Item cards

Spells can only be cast by Characters with at

least one Die of Magic and Prayers can only

be cast by Characters with at least one Die of Holiness A Player may keep them in his or her

hand until they are cast There is no official

hand limit in Tomb although you may playwith a hand limit of 10 cards if you prefer (see

2 THE CARD TYPES for more information on

cards)

When you run out of cards in an Inn deck any

cards that have already been discarded arereshuffled and placed in a new draw pile face

down

(533) Heal (Tomb)

An Adventuring Party with one or moreClerics may take a Turn to Heal injured

Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn

Heals (removes) a number of wounds on the

Characters in the Adventuring Party up to thenumber of successes rolled These wounds are

healed in whatever order the player wishes

Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )

(534) Move

The Maximum Movement of an Adventuring

Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure

Movement is horizontal and vertical never

diagonal

If the Adventuring Party is in the Inn they

may immediately enter the Tomb and movetheir maximum movement If they are already

in the Tomb they may move their maximum

movement stopping on any Crypt Door spaceif they wish to Raid the Crypt on the following

Turn

Multiple parties may occupy the same space

However parties may not attack each other

If a Party is already inside a Crypt and wants

to move elsewhere the doorway counts as a

normal square If a crypt is empty it cannot betargeted by any effect which targets crypts - so

Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt

An entire Adventuring Party moves togetherThe Adventuring Party marker represents the

Characters

(535) Pickpocket (Tomb)

If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any

Character from any Adventuring Party within

ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could

reach in one Turn of Movement Pickpockets

can reach a party on a crypt door or inside acrypt

You cannot move from the Inn to the Tomb

and Pickpocket on the same turn (as moving

from the Inn is counted as taking a Move

action)

The acting Player selects one Rogue from his

her Adventuring Party who selects any item or treasure card on a Character from an

Adventuring Party in movement range The

acting Player rolls the Skill Dice for theRogue The target Partyrsquos Player rolls the Skill

Dice of any one Character in his Party (Target

Playerrsquos choice) Ties go to the target Party If

the acting Player rolls more successes than hisor her opponent the card is stolen and

Page 4

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 58

attached to the Rogue and discarded if it

cannot be attached (this item may not beBanked unless the Rogues Party returns to the

Inn) If the Rogue fails the Character making

the opposing Skill roll ldquocatchesrdquo the Rogue

Example Player Onersquos turn he decides to

have a Rogue in his Adventuring Party Dread

take a Pickpocket Action to acquire an item

from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill

Trait (2 Green 2 Blue and 2 Red) and gets

three successes

Player Two rolls Skill Dice equal to the

character with the highest Skill Trait which

happens to be Captain Dukat (also a Rogue)

with 1 Green 3 Blue and 1 Red Skill Dice

Player Two rolls and gets only two successes

Dread has gotten more successes than Captain

Dukat allowing him to successfully pickpocket

an item a character in Player Tworsquos

Adventuring Party

Any Character catching a Pick pocketing

Rogue is allowed one Attack on the Roguebefore heshe gets away following the

standard rules for attacking The Rogue suffers

Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue

is killed any attached Cards are given to the

attacking Player

Rogues cannot steal from their own

Adventuring Party

(536) Play a Card

Some Prayer Spell and Tactics cards require a

Turn action to use In this instance the Card

may be played in either the Inn or the Tomb Insuch an instance the entire Turn is spent

playing the card

Other cards can only be used as a Battle

Action inside a Crypt In this case one

Character plays the card for his or her BattleAction for the Combat Turn (see 7 COMBAT )

Spell cards can be cast by any character with

at least one Magic die Prayer cards can be

cast by any character with at least one

Holiness die Tactics cards can be played by any character

ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal

Standard Turn Action

If a card says lsquokill or wound another character

in a different partyrsquo and the card does not

specify that the character must be in the TombCharacters in the Inn can be targeted Stirges

for example only wound characters who are

in the Tomb and ignore those in the Inn

Unless stated otherwise all Inn cards being

played are revealed and placed in front of theCharacter usingcasting them They are

considered attached to that Character for the

rest of the game and are discarded if theCharacter is killed Cards that are not

discarded can be used again and again

throughout the game Even if a card states that

it is discarded after you use it you must still designate which character is casting the spell

and then discard the card upon use

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can only

be used once per player turn (measured from

the start of one players turn to the start of the

next players turn)

Actions on non-Inn cards (characters

monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be

played once per trigger)

Any unused Spell Tactic and Prayer cards in

your hand are kept face down

(537) Recruit (Inn)

If the Adventuring Party is in the Inn a Player

may Recruit one Character from the Inn

Board The Character is placed in front of the

Player and added to hisher Adventuring Party

If the Character recruited is a Cleric the

Player draws a Prayer Card If the Character isa Wizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer and a Spell CardThese extra cards are not attached when

drawn but are placed faced down in your hand

until cast If you gain a Cleric or Wizard in any way other than recruiting (ie Either

from the Inn or from a card that states the

term ldquorecruitrdquo) you do not get to draw cards

for them

A Player may only have up to 5 characters intheir party unless they have a special effect in

play which allows otherwise

When a card says discard characters from the

inn or return characters to the pool theyare not replaced in the inn The inn canbecome bare and this is how it is meant to be

played You must draw spell cards or win

treasures to be able to draft characters from thepool You may also find spells that allow you

to recruit monsters

(538) Return to the InnFlee (Tomb)

An Adventuring Party may use their StandardAction for the Turn to return to the Inn When

a character returns to the inn without the rest

of the party or is killed all items attached tothe character are discarded

Also during Combat the Adventuring Partymay Flee from a Crypt back to the Inn This

can only be done as a Character Battle Action

after a Monster has taken an action notbefore The only exception to this rule is when

a Monster goes last in a Turn as indicated on

its Monster Card

If the Combat was generated by a card rather

than a Raid you may still flee back to the Innas one of your Battle Actions

Once the Adventuring Party has reached theInn they immediately heal all damage and

may choose to Bank any Treasure Cards

attached to Characters (see 8 BANKING) The

Playerrsquos turn ends

(539) Raid (Tomb)

If an Adventuring Party is standing on a Crypt

Door space at the start of a turn they may

Raid the Crypt See 6 RAIDING for more

information

6 RAIDING

If an Adventuring Party is standing on a CryptDoor space at the start of a turn they may

Raid the Crypt by moving their Party Marker

into the Crypt (this is not mandatory unless acard or ability forces them to Raid the Crypt)

If the Crypt is empty the acting Playerrsquos Turn

ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for

Left R for Right -- on the Crypt Door)

becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the

Encounter It is the role of the Crypt Master to

navigate the Raid and make the encounter asdifficult as possible for the Acting Player

The Raid Begins

Raids are resolved in the following order

bull Traps

bull Monstersbull Treasure

All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if

any) and all Monsters must be defeated before

the Treasure Cards (if any) can be Attached orBanked If the Adventuring Party flees dies or

otherwise fails to advance the Raid

unrevealed cards are placed face down back into the Crypt and only the CM knows their

true value

(61) Traps

Parties cannot back out of a crypt after it is

revealed that traps are present The party mustface the trap

The CM decides the order of the Traps

revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to

disarm the trap and what Attribute is used The

CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor

the effect of failing Each Trap Card is

essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined

number of successes equal to or greater than

the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute

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Example A Trap Card might indicate

Characters 1

Disarm Skill 3

Failure Each Character in the Raiding Party

suffers one Wound

Only one Character may Disarm this trap The

Player rolls a number of Tomb Dice equal to

the Characterrsquos total Skill Attribute (including

Items Treasures and other effects) and successfully Disarms the Trap if three or more

successes are rolled If heshe fails each

member of hisher party suffers one Wound

each

If the Trap is disarmed the Raiding Player

banks the XP from the Trap (see 8

BANKING) This applies even if the Trap was

not part of a normal Crypt Raid

If the Adventuring Party fails to Disarm the

Trap the CM reveals the Trap and announces

the ldquoFailurerdquo consequences of the Trap on theRaiding Party The Trap is then placed into the

Crypt Card Discard Pile (it is not placed face

down back into the Crypt)

This process repeats until no Traps remain in

the Crypt

After any Trap has been resolved the Raiding

Player may choose to leave a Crypt (whetherthe Trap was disarmed or not) without seeing

the other cards in the Crypt If so move the

Adventuring Party Marker back to the door of

the Crypt All remaining Crypt Cards within

the Crypt are returned face down to the Crypt

(62) Monsters

After all the Traps Cards have been resolved

(or if there are no Trap Cards) Monster Cards

are encountered and the Raiding Playerdecides whether hisher Adventuring Party will

continue in the Crypt The party may withdraw

before monsters are revealed and return back to the crypt door If the Adventuring Party

remains Combat occurs

Combat only occurs when an Adventuring

Party encounters a Monster run by a CM

unless otherwise stated This includes allEncounters with Monsters in Crypts as well as

events triggered by Inn Cards Combat does

not happen when two Adventuring Partiesoccupy the same space Adventuring Parties

cannot attack other Adventuring Parties unless

a card effect allows it

See 7 COMBAT for more information on

fighting monsters

(63) Treasure

Once all of the Traps and Monsters are

defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring

Party

Unless an attached card states otherwise it

only affects the Character it is attached to

Item cards and Treasure cards are not the same

thing Spells and abilities that specifically

target a Treasure card cannot target an Inn card

and vice versa For most other game purposes

item cards and treasure cards can be treated

alike (eg both can be pick pocketed by a

rogue)

Whenever a Character is moved to anotherAdventuring Party or another location within

the Tomb all Attached cards move with the

Character If a Character is moved to the Inn(without the rest of the Adventuring Party)

killed or returned to the Character Pool all

attached cards are discarded

7 COMBAT

Each Combat has one or more Combat

Rounds with the following steps

1 Monsters are Revealed

2 Monster Battle Actions (if possible) placewound tokens

3 Character Battle Actions (if possible) place

wound tokens4 Alternate steps 3 amp 4 until all living

Monsters and Characters have performed

Battle Actions5 New Combat Round If all monsters or

characters are dead Combat ends

Spells cast in combat cannot be cast again

during the same combat subject to card one

use per turn rules

(71) Monsters are Revealed

The CM reveals all of the Monsters at the

same time and resolves any effects of theirbeing revealed immediately as stated on the

cards (first Monsters then Characters in the

Raiding Adventuring Party)

(72) Perform Battle Actions

Beginning with the CM the CM and theRaiding Player take turns performing Battle

Actions ( not Turn Actions) until all living

Monsters and Adventuring Party membershave acted Each Monster and each

Adventuring Party member may act once per

Combat Round This step repeats until all of the Characters or all of the Monsters are dead

(see (76) Death)

(73) Monster Battle Actions

The CM cannot cast spells and tactics from

hisher hand onto monsters they control as the

CM unless a spell or card power allows themto do so

A Monster may perform one of the followingBattle Actions in Combat

(731) Attack

The CM selects a Monster for the Combat

Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb

Dice equal to the Monsterrsquos Attack Attribute

inflicting one Wound for each success on theTarget Character If an Attack inflicts one or

more Wounds the target is ldquowoundedrdquo (see

(75)Wounds)

(732) Special Battle Action

Some Monsters have special Battle Actions or

Inn Cards that can be used in Combat These

may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an

ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card

that says target a monster now should be

read as target a character in the raidingparty) This action does not count as an

Attack but does count as the Monsterrsquos action

for the Round

If a monster is using a special effect (ie a

spell tactic item ability on the monster etc)

then the Crypt Master gets to choose the target

not the Raiding Player

(74) Character Battle Actions

A Character may perform one of the following

Battle Actions in Combat

(741) Attack

The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls

a number of Tomb Dice equal to the

Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds

are then applied to the Target Monster (see

(75) Wounds)

(742) Special Battle Action

Some Characters have special Battle Actions

or Inn Cards that can be used in Combat

These may be used as the Characterrsquos Actionfor a Combat Round This action does not

count as an Attack but does count as the

Characterrsquos action for the Round

(743) Flee

The Raiding Player may choose to

immediately return the Adventuring Party to

the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the

Crypt are returned face down to the Crypt

Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions

(75) Wounds

Whenever a Character or Monster suffers aWound (either during Combat or as the result

of another Card effect) a Wound marker is

placed on it In many instances the Player maydecide which Character in hisher Adventuring

Party suffers Wounds Unless stated a

Character always takes the full damage of asingle action and can suffer more Wounds than

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8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 78

it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

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12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

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1 INTRODUCTION

For 1ndash6 Players

Ages 12 to Adult

Playing time 60+ minutes

(11) Object of the Game

In Tomb each player is a Mercenary Captain

forming and controlling his or her ownAdventuring Party before exploring the crypts

of an ancient Tomb Each crypt holds trapsmonsters and treasure As the game advances

the Adventuring Party ebbs and flows in

strength until the last crypt is emptied and theTomb is completed

Gain the most XP by fighting monstersdisarming traps and collecting treasure

(12) Components

991266 Tomb Board (double-sided)

991266 Inn Board

991266 Character Bag

991266 Character Poster991266 84 Character Pieces

991266 6 Adventuring Party Markers

991266 40 Character Stands

991266 25 Spell Deck Cards

991266 25 Prayer Deck Cards

991266 25 Item Deck Cards

991266 25 Tactics Deck Cards

991266 200 Crypt Deck Cards

991266 21 Tomb Dice (7 Green 7 Blue 7Red)

991266 48 WoundTomb Tokens

(13) Rolling Dice

Whenever a die roll is required an Attribute isnamed ndash Attack Skill Magic or Holiness

Character and Monster cards have tables

showing how many of each color Tomb Diceare rolled for each Attribute If no number

appears for an Attribute then no dice of that

color are rolled

Each dice roll with an axe showing face up

indicates a success

Only one Character rolls Tomb Dice unless an

effect states otherwise (ie Adventuring Partyrolls) Some effects state a Target Number

(TN) ndash this is the number of successes required

on the Tomb Dice for a successful roll

Unless otherwise stated ties go to the

defender

Any time an effect raises the Tomb Dice type

for a Character or Monster Green Tomb Diceare replaced by an equal number of Blue Tomb

Dice and Blue Tomb Dice are replaced by an

equal number of Red Tomb Dice All Red

Tomb Dice are automatic successes

Any time an effect lowers the Tomb Dice type

for a Character or Monster Red Tomb Dice arereplaced by an equal number of Blue Tomb

Dice and Blue Tomb Dice are replaced by an

equal number of Green Tomb Dice All GreenTomb Dice are automatic failures

(131) What is an Adventuring Party Roll

If something calls for the adventuring partyrsquos

roll (eg party makes a skill check ) then addtogether all the dice in the party of the relevant

stat The same is true for cases where two ormore characters are rolling a single test suchas traps The effect causing the roll indicates

the appropriate Attribute

2 THE CARD TYPES

(21) Item Cards (Blacksmith)

Item cards must be played immediately whendrawn by attaching them to a specific

Character Item cards provide a Character with

bonuses or new abilities While bonuses canstack (for example there are two rings that

provide a bonus to Magic) no Character may

Attach more than one Item each with the

following traits ndash Armor Bow Glove Helm

Shield and Weapon If there are ever more

such Traited Items in play than Characters theextra Item(s) are discarded

Items on Dead Characters are also discarded

(22) Prayer Cards

These are special cards that can only be cast

by a Cleric or a Character with at least 1 Die

of Holiness If you do not have a Cleric inyour Adventuring Party (or a Character with 1

or more dice of Holiness) you cannot attach or

use a Prayer Card

(23) Tactics Cards (Bar)

Tactics are special cards that can be played

from your hand by any Character in yourAdventuring Party Some can be attached to

Characters while others are discarded after

use

(24) Spell Cards

These are special cards that can only be castby a Wizard or a Character with at least 1 Die

of Magic If you do not have a Wizard in yourAdventuring Party (or a Character with 1 or

more dice of Magic) you cannot attach or use

a Spell Card

(25) Treasure Cards

Treasure Cards work in much the same way asItem cards with one important distinction

Treasure cards can be ldquoBankedrdquo for XP

immediately or they can be attached to aCharacter If a Treasure is attached it cannot

be Banked until the Character returns to the

Inn Be careful however Rogues from otherMercenary Companies can Pickpocket

Treasure Cards attached to your Characters

and then rush back to the Inn to Bank them

Item cards and Treasure cards are not the same

thing Spells and abilities that specificallytarget a treasure card or inn card cannot target

the other For most other game purposes item

cards and treasure cards can be treated alike(eg both can be pick pocketed by a rogue)

Treasure Cards can only be found in Crypts

(26) Trap amp Monster Cards

See 6 RAIDING for more information on how

these cards are used

3 CARD ACTIONS AND EFFECTS

Most of the cards and Characters have textgranting special abilities Many have actions

printed on them ndash optional abilities that can be

used at a specific time

Some cards can be used as a Turn Action or

Battle Action ndash these say ldquoTurnBattlerdquo

To use an Action the Player must meet (or

exceed) all conditions and requirements listedon the Action such as timing number and type

of Tomb Dice a Character can roll and

Adventuring Party makeup Adventuring Partyor Character requirements for using cards will

be listed at the top of the text area of the card

Whether or not the Player uses an action is

always optional Text on cards that is not part

of an action happens automatically with nochoice involved Effects from such text are

resolved before Reacts if timing conflicts

Page 2

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 38

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can onlybe used once per player turn (measured from

the start of one players turn to the start of the

next players turn) 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 stillonly be played once per trigger)

Card Actions take three forms

(31) Battle Actions

Actions that say ldquoBattlerdquo can be used as a

Characterrsquos or Monsterrsquos action during acombat round

(32) Turn Actions

Actions that say ldquoTurnrdquo are used outside of combat and take an Adventuring Partyrsquos entire

turn to perform Only one can be used per turn

(33) Reacts

Actions that say ldquoReactrdquo 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 theplayer whose turn it is resolve that persons

effects then go around the table to the left

until all effects are resolved

Each React may only be used one time pertrigger 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 sameturn 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 reactability that can be played at the same time the

drawn Inn card can be played immediately

This is no different than reacting multipletimes 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 soThis limitation is relaxed slightly for the CM

who may have character abilities or spells that

give the crypt the ability to interact with hisown party In other words other parties can

react to when a party enters the tomb or

before a party enters the crypt but not reactto actions happening inside the crypt

If a Character and a monster have reacts ortraits 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 monsters combat turn

- Before a characters combat turn

- When you exit a crypt

- When you exit the tomb- When your turn ends

Additional Reacts which may happen atvarious 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

(331) Monsters Using Card Reactions

If a monster attaches a card when being

revealed and the card has a ldquowhen monsters

are revealedrdquo react on it the monster can usethat react For example Ter-Soth can use

Magic Missiles or Wall of Fire if he happensto draw them

If a monster has a React ability that allows it to

draw Inn cards it can play the Inn cardsimmediately 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 revealedcannot 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

4 SETTING UP THE GAME

Select a side of the Tomb map to play mdash

Goldenaxe Catacombs or Tomb of the

Overseers If this is your first time playing werecommend the Goldenaxe Catacombs Place

the Character Pieces in the bag for use as theCharacter Pool Place the Inn Board next to the

Tomb Board Shuffle the Item Prayer Spell

and Tactics Decks and place each one on theirrespective locations on the Inn Board Shuffle

the Crypt Deck and set it to the side of the

board There are enough Crypt Cards to have a

deck on each side of the table

Determine the order of play by having eachPlayer roll all seven Blue Tomb Dice The

Player with the most successes (highestnumber of Tomb Dice with the Axe symbolshowing) becomes Player One and selects an

Adventuring Party Marker and places it on the

Inn Board Re-roll ties Play then proceeds inclockwise order

Each Player draws three cards from the CryptDeck Starting with Player One and continuing

in clockwise order each player places a Crypt

Card face down in any of the open Crypts and

then draws a new Crypt Card A crypt is

considered open until it has a number of cards

in it equal to the number on the Crypt Door atwhich point it cannot hold any further Crypt

Cards

Once all of the Crypts are full the Tomb is

ready for exploration and the unused Crypt

Cards are discarded

5 PLAYING THE GAME

(51) Meet at the Inn

Starting with the second player players now

begin recruiting adventurers and exploring thetomb On his or her first turn each Player

draws five adventurers from the Character

Pool selects one to be part of his or herAdventuring Party and places the rest in the

Inn If the Character is a Cleric the Player

draws a Prayer Card If the Character is aWizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer Card and a Spell

Card

Optional Rules

During the Lean Years this place grows

deathly quiet Irsquove seen weeks go by without a

new face This place grows as empty as a

tomb no pun intended Players draw only

three adventurers from the Character Pool

During the Fat Years Irsquove seen this place

filled with people drink in one hand story in

another Irsquove seen people come and go so

many Irsquove forgotten more faces than I

remember And Irsquove seen a dozen men march

out for adventure in an afternoon hungry for

glory Players draw five adventurers from

the Character Pool and keep two before

returning the rest to the Inn

Character stats and HPs are public knowledge

Players can wander around the table and look at other parties

After each Player has drawn a Character thesecond phase of Tomb begins

(52) Free Actions

Players may take as many free actions as they

would like before taking one (and only one)

Standard Action on a Turn Free actions

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include

991266 Attach items to characters

991266 Move equipment between characters

991266 Heal all Wounds (Inn)

991266 Use React cards

991266 Bank attached Treasures (Inn)

(521) AttachingMoving Items

At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may

redistribute attached cards among the

Characters in hisher Adventuring Party ACharacter can attach a bow shield armor

glove helm and weapon but never two items

with traits of one type This limitation applies

to Item cards and Treasures that list traits (the

Treasure must list the trait on the card to have

it apply) This limitation does not apply to Monsters (eg Monsters in a crypt can draw

two item cards due to a special ability and they

may attach both without restriction)

Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice

(for prayer cards)

Players may not move cards while they are

resolving any Crypt encounters (Traps

Monsters etc) and you may not discard

cards attached to characters ndash unless you are

banking treasures using a card effect or

dealing with too many treasures items of aspecial type (eg if you draw Inn cards or

earn Treasure from a Crypt and you have too

many of a specific type (such as too many

weapons for your party) you may select which

ones to ditch equipping the rest Otherwise

you may not discard an item)

If an attached card is attached only because of

another attached card that gives you an abilityshifting or otherwise removing the card giving

you the ability will cause the dependent card to

be discarded For example if your fighter has

a card giving him one magic and he also

attaches a spell as a result shifting or

removing the card giving magic points will

cause the spell card to have to be discarded If

you are shifting the solution is to shift the

spell card to another character with magic

dice first then remove the magic-granting

attached card last

a) Monsters as Party members

If a monster is somehow a part of your partythey are treated just like normal characters in

every respect - including the ability to equip

items with the same restrictions on charactersequipping those items (only one weapon etc)

Monsters do count against the maximum

party size limit of 5

When a monster with attached cards joins a

raiding party it keeps all attached cards with itunless a card or effect states otherwise

If a Party Monster is killed however you do

not draw a new character from the character

pool and place them in the Inn (this only

applies to regular characters)

When monsters are revealed Reacts are part

of the reveal phase before Combat If you havea spell that drafts a monster into your party the

when monsters are revealed phase does not

occur

If a monster attacks in a combat round and is

thereafter recruited to the party via a spell itcannot again attack that round

(522) Heal All Wounds (Inn)

If an Adventuring Party begins a Turn in the

Inn they immediately heal all Wounds as a

free action

(523) Use React Cards

See (33) Reacts

(524) Bank Attached Treasures (Inn)

See 8 BANKING

(53) Standard Actions

A Player may only take one Standard action

per turn

Standard Actions include

991266 Act

991266 Draw (Inn)

991266 Heal (Tomb)

991266 Move

991266 Pickpocket (Tomb)

991266 Play a Card

991266 Recruit (Inn)

991266 Return to the InnFlee (Tomb)

991266 Raid (Tomb)

While at the Inn Players and Characters may

not Pickpocket Raylor oversees the place and

he makes sure everyone behaves in hisestablishment

(531) Act

As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the

Board with an associated Turn Action

(532) Draw (Inn)

If the Adventuring Party is at the Inn a Playermay Draw two cards (in any combination)

from any of the four decks in the Inn as a

Draw Action and put them in his or her hand

Weapon and Item cards must be attachedimmediately and such cards that cannot beattached are discarded A Character may never

possess more than one Item card with a special

trait (eg Weapon or Armor) at one time (see

(52) Free Actions) There is no limit on

attaching other types of Item cards

Spells can only be cast by Characters with at

least one Die of Magic and Prayers can only

be cast by Characters with at least one Die of Holiness A Player may keep them in his or her

hand until they are cast There is no official

hand limit in Tomb although you may playwith a hand limit of 10 cards if you prefer (see

2 THE CARD TYPES for more information on

cards)

When you run out of cards in an Inn deck any

cards that have already been discarded arereshuffled and placed in a new draw pile face

down

(533) Heal (Tomb)

An Adventuring Party with one or moreClerics may take a Turn to Heal injured

Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn

Heals (removes) a number of wounds on the

Characters in the Adventuring Party up to thenumber of successes rolled These wounds are

healed in whatever order the player wishes

Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )

(534) Move

The Maximum Movement of an Adventuring

Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure

Movement is horizontal and vertical never

diagonal

If the Adventuring Party is in the Inn they

may immediately enter the Tomb and movetheir maximum movement If they are already

in the Tomb they may move their maximum

movement stopping on any Crypt Door spaceif they wish to Raid the Crypt on the following

Turn

Multiple parties may occupy the same space

However parties may not attack each other

If a Party is already inside a Crypt and wants

to move elsewhere the doorway counts as a

normal square If a crypt is empty it cannot betargeted by any effect which targets crypts - so

Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt

An entire Adventuring Party moves togetherThe Adventuring Party marker represents the

Characters

(535) Pickpocket (Tomb)

If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any

Character from any Adventuring Party within

ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could

reach in one Turn of Movement Pickpockets

can reach a party on a crypt door or inside acrypt

You cannot move from the Inn to the Tomb

and Pickpocket on the same turn (as moving

from the Inn is counted as taking a Move

action)

The acting Player selects one Rogue from his

her Adventuring Party who selects any item or treasure card on a Character from an

Adventuring Party in movement range The

acting Player rolls the Skill Dice for theRogue The target Partyrsquos Player rolls the Skill

Dice of any one Character in his Party (Target

Playerrsquos choice) Ties go to the target Party If

the acting Player rolls more successes than hisor her opponent the card is stolen and

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attached to the Rogue and discarded if it

cannot be attached (this item may not beBanked unless the Rogues Party returns to the

Inn) If the Rogue fails the Character making

the opposing Skill roll ldquocatchesrdquo the Rogue

Example Player Onersquos turn he decides to

have a Rogue in his Adventuring Party Dread

take a Pickpocket Action to acquire an item

from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill

Trait (2 Green 2 Blue and 2 Red) and gets

three successes

Player Two rolls Skill Dice equal to the

character with the highest Skill Trait which

happens to be Captain Dukat (also a Rogue)

with 1 Green 3 Blue and 1 Red Skill Dice

Player Two rolls and gets only two successes

Dread has gotten more successes than Captain

Dukat allowing him to successfully pickpocket

an item a character in Player Tworsquos

Adventuring Party

Any Character catching a Pick pocketing

Rogue is allowed one Attack on the Roguebefore heshe gets away following the

standard rules for attacking The Rogue suffers

Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue

is killed any attached Cards are given to the

attacking Player

Rogues cannot steal from their own

Adventuring Party

(536) Play a Card

Some Prayer Spell and Tactics cards require a

Turn action to use In this instance the Card

may be played in either the Inn or the Tomb Insuch an instance the entire Turn is spent

playing the card

Other cards can only be used as a Battle

Action inside a Crypt In this case one

Character plays the card for his or her BattleAction for the Combat Turn (see 7 COMBAT )

Spell cards can be cast by any character with

at least one Magic die Prayer cards can be

cast by any character with at least one

Holiness die Tactics cards can be played by any character

ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal

Standard Turn Action

If a card says lsquokill or wound another character

in a different partyrsquo and the card does not

specify that the character must be in the TombCharacters in the Inn can be targeted Stirges

for example only wound characters who are

in the Tomb and ignore those in the Inn

Unless stated otherwise all Inn cards being

played are revealed and placed in front of theCharacter usingcasting them They are

considered attached to that Character for the

rest of the game and are discarded if theCharacter is killed Cards that are not

discarded can be used again and again

throughout the game Even if a card states that

it is discarded after you use it you must still designate which character is casting the spell

and then discard the card upon use

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can only

be used once per player turn (measured from

the start of one players turn to the start of the

next players turn)

Actions on non-Inn cards (characters

monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be

played once per trigger)

Any unused Spell Tactic and Prayer cards in

your hand are kept face down

(537) Recruit (Inn)

If the Adventuring Party is in the Inn a Player

may Recruit one Character from the Inn

Board The Character is placed in front of the

Player and added to hisher Adventuring Party

If the Character recruited is a Cleric the

Player draws a Prayer Card If the Character isa Wizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer and a Spell CardThese extra cards are not attached when

drawn but are placed faced down in your hand

until cast If you gain a Cleric or Wizard in any way other than recruiting (ie Either

from the Inn or from a card that states the

term ldquorecruitrdquo) you do not get to draw cards

for them

A Player may only have up to 5 characters intheir party unless they have a special effect in

play which allows otherwise

When a card says discard characters from the

inn or return characters to the pool theyare not replaced in the inn The inn canbecome bare and this is how it is meant to be

played You must draw spell cards or win

treasures to be able to draft characters from thepool You may also find spells that allow you

to recruit monsters

(538) Return to the InnFlee (Tomb)

An Adventuring Party may use their StandardAction for the Turn to return to the Inn When

a character returns to the inn without the rest

of the party or is killed all items attached tothe character are discarded

Also during Combat the Adventuring Partymay Flee from a Crypt back to the Inn This

can only be done as a Character Battle Action

after a Monster has taken an action notbefore The only exception to this rule is when

a Monster goes last in a Turn as indicated on

its Monster Card

If the Combat was generated by a card rather

than a Raid you may still flee back to the Innas one of your Battle Actions

Once the Adventuring Party has reached theInn they immediately heal all damage and

may choose to Bank any Treasure Cards

attached to Characters (see 8 BANKING) The

Playerrsquos turn ends

(539) Raid (Tomb)

If an Adventuring Party is standing on a Crypt

Door space at the start of a turn they may

Raid the Crypt See 6 RAIDING for more

information

6 RAIDING

If an Adventuring Party is standing on a CryptDoor space at the start of a turn they may

Raid the Crypt by moving their Party Marker

into the Crypt (this is not mandatory unless acard or ability forces them to Raid the Crypt)

If the Crypt is empty the acting Playerrsquos Turn

ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for

Left R for Right -- on the Crypt Door)

becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the

Encounter It is the role of the Crypt Master to

navigate the Raid and make the encounter asdifficult as possible for the Acting Player

The Raid Begins

Raids are resolved in the following order

bull Traps

bull Monstersbull Treasure

All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if

any) and all Monsters must be defeated before

the Treasure Cards (if any) can be Attached orBanked If the Adventuring Party flees dies or

otherwise fails to advance the Raid

unrevealed cards are placed face down back into the Crypt and only the CM knows their

true value

(61) Traps

Parties cannot back out of a crypt after it is

revealed that traps are present The party mustface the trap

The CM decides the order of the Traps

revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to

disarm the trap and what Attribute is used The

CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor

the effect of failing Each Trap Card is

essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined

number of successes equal to or greater than

the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute

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Example A Trap Card might indicate

Characters 1

Disarm Skill 3

Failure Each Character in the Raiding Party

suffers one Wound

Only one Character may Disarm this trap The

Player rolls a number of Tomb Dice equal to

the Characterrsquos total Skill Attribute (including

Items Treasures and other effects) and successfully Disarms the Trap if three or more

successes are rolled If heshe fails each

member of hisher party suffers one Wound

each

If the Trap is disarmed the Raiding Player

banks the XP from the Trap (see 8

BANKING) This applies even if the Trap was

not part of a normal Crypt Raid

If the Adventuring Party fails to Disarm the

Trap the CM reveals the Trap and announces

the ldquoFailurerdquo consequences of the Trap on theRaiding Party The Trap is then placed into the

Crypt Card Discard Pile (it is not placed face

down back into the Crypt)

This process repeats until no Traps remain in

the Crypt

After any Trap has been resolved the Raiding

Player may choose to leave a Crypt (whetherthe Trap was disarmed or not) without seeing

the other cards in the Crypt If so move the

Adventuring Party Marker back to the door of

the Crypt All remaining Crypt Cards within

the Crypt are returned face down to the Crypt

(62) Monsters

After all the Traps Cards have been resolved

(or if there are no Trap Cards) Monster Cards

are encountered and the Raiding Playerdecides whether hisher Adventuring Party will

continue in the Crypt The party may withdraw

before monsters are revealed and return back to the crypt door If the Adventuring Party

remains Combat occurs

Combat only occurs when an Adventuring

Party encounters a Monster run by a CM

unless otherwise stated This includes allEncounters with Monsters in Crypts as well as

events triggered by Inn Cards Combat does

not happen when two Adventuring Partiesoccupy the same space Adventuring Parties

cannot attack other Adventuring Parties unless

a card effect allows it

See 7 COMBAT for more information on

fighting monsters

(63) Treasure

Once all of the Traps and Monsters are

defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring

Party

Unless an attached card states otherwise it

only affects the Character it is attached to

Item cards and Treasure cards are not the same

thing Spells and abilities that specifically

target a Treasure card cannot target an Inn card

and vice versa For most other game purposes

item cards and treasure cards can be treated

alike (eg both can be pick pocketed by a

rogue)

Whenever a Character is moved to anotherAdventuring Party or another location within

the Tomb all Attached cards move with the

Character If a Character is moved to the Inn(without the rest of the Adventuring Party)

killed or returned to the Character Pool all

attached cards are discarded

7 COMBAT

Each Combat has one or more Combat

Rounds with the following steps

1 Monsters are Revealed

2 Monster Battle Actions (if possible) placewound tokens

3 Character Battle Actions (if possible) place

wound tokens4 Alternate steps 3 amp 4 until all living

Monsters and Characters have performed

Battle Actions5 New Combat Round If all monsters or

characters are dead Combat ends

Spells cast in combat cannot be cast again

during the same combat subject to card one

use per turn rules

(71) Monsters are Revealed

The CM reveals all of the Monsters at the

same time and resolves any effects of theirbeing revealed immediately as stated on the

cards (first Monsters then Characters in the

Raiding Adventuring Party)

(72) Perform Battle Actions

Beginning with the CM the CM and theRaiding Player take turns performing Battle

Actions ( not Turn Actions) until all living

Monsters and Adventuring Party membershave acted Each Monster and each

Adventuring Party member may act once per

Combat Round This step repeats until all of the Characters or all of the Monsters are dead

(see (76) Death)

(73) Monster Battle Actions

The CM cannot cast spells and tactics from

hisher hand onto monsters they control as the

CM unless a spell or card power allows themto do so

A Monster may perform one of the followingBattle Actions in Combat

(731) Attack

The CM selects a Monster for the Combat

Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb

Dice equal to the Monsterrsquos Attack Attribute

inflicting one Wound for each success on theTarget Character If an Attack inflicts one or

more Wounds the target is ldquowoundedrdquo (see

(75)Wounds)

(732) Special Battle Action

Some Monsters have special Battle Actions or

Inn Cards that can be used in Combat These

may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an

ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card

that says target a monster now should be

read as target a character in the raidingparty) This action does not count as an

Attack but does count as the Monsterrsquos action

for the Round

If a monster is using a special effect (ie a

spell tactic item ability on the monster etc)

then the Crypt Master gets to choose the target

not the Raiding Player

(74) Character Battle Actions

A Character may perform one of the following

Battle Actions in Combat

(741) Attack

The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls

a number of Tomb Dice equal to the

Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds

are then applied to the Target Monster (see

(75) Wounds)

(742) Special Battle Action

Some Characters have special Battle Actions

or Inn Cards that can be used in Combat

These may be used as the Characterrsquos Actionfor a Combat Round This action does not

count as an Attack but does count as the

Characterrsquos action for the Round

(743) Flee

The Raiding Player may choose to

immediately return the Adventuring Party to

the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the

Crypt are returned face down to the Crypt

Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions

(75) Wounds

Whenever a Character or Monster suffers aWound (either during Combat or as the result

of another Card effect) a Wound marker is

placed on it In many instances the Player maydecide which Character in hisher Adventuring

Party suffers Wounds Unless stated a

Character always takes the full damage of asingle action and can suffer more Wounds than

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8102019 Tomb Rules 1980 v 110

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it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

Page 7

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12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

8102019 Tomb Rules 1980 v 110

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Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can onlybe used once per player turn (measured from

the start of one players turn to the start of the

next players turn) 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 stillonly be played once per trigger)

Card Actions take three forms

(31) Battle Actions

Actions that say ldquoBattlerdquo can be used as a

Characterrsquos or Monsterrsquos action during acombat round

(32) Turn Actions

Actions that say ldquoTurnrdquo are used outside of combat and take an Adventuring Partyrsquos entire

turn to perform Only one can be used per turn

(33) Reacts

Actions that say ldquoReactrdquo 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 theplayer whose turn it is resolve that persons

effects then go around the table to the left

until all effects are resolved

Each React may only be used one time pertrigger 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 sameturn 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 reactability that can be played at the same time the

drawn Inn card can be played immediately

This is no different than reacting multipletimes 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 soThis limitation is relaxed slightly for the CM

who may have character abilities or spells that

give the crypt the ability to interact with hisown party In other words other parties can

react to when a party enters the tomb or

before a party enters the crypt but not reactto actions happening inside the crypt

If a Character and a monster have reacts ortraits 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 monsters combat turn

- Before a characters combat turn

- When you exit a crypt

- When you exit the tomb- When your turn ends

Additional Reacts which may happen atvarious 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

(331) Monsters Using Card Reactions

If a monster attaches a card when being

revealed and the card has a ldquowhen monsters

are revealedrdquo react on it the monster can usethat react For example Ter-Soth can use

Magic Missiles or Wall of Fire if he happensto draw them

If a monster has a React ability that allows it to

draw Inn cards it can play the Inn cardsimmediately 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 revealedcannot 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

4 SETTING UP THE GAME

Select a side of the Tomb map to play mdash

Goldenaxe Catacombs or Tomb of the

Overseers If this is your first time playing werecommend the Goldenaxe Catacombs Place

the Character Pieces in the bag for use as theCharacter Pool Place the Inn Board next to the

Tomb Board Shuffle the Item Prayer Spell

and Tactics Decks and place each one on theirrespective locations on the Inn Board Shuffle

the Crypt Deck and set it to the side of the

board There are enough Crypt Cards to have a

deck on each side of the table

Determine the order of play by having eachPlayer roll all seven Blue Tomb Dice The

Player with the most successes (highestnumber of Tomb Dice with the Axe symbolshowing) becomes Player One and selects an

Adventuring Party Marker and places it on the

Inn Board Re-roll ties Play then proceeds inclockwise order

Each Player draws three cards from the CryptDeck Starting with Player One and continuing

in clockwise order each player places a Crypt

Card face down in any of the open Crypts and

then draws a new Crypt Card A crypt is

considered open until it has a number of cards

in it equal to the number on the Crypt Door atwhich point it cannot hold any further Crypt

Cards

Once all of the Crypts are full the Tomb is

ready for exploration and the unused Crypt

Cards are discarded

5 PLAYING THE GAME

(51) Meet at the Inn

Starting with the second player players now

begin recruiting adventurers and exploring thetomb On his or her first turn each Player

draws five adventurers from the Character

Pool selects one to be part of his or herAdventuring Party and places the rest in the

Inn If the Character is a Cleric the Player

draws a Prayer Card If the Character is aWizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer Card and a Spell

Card

Optional Rules

During the Lean Years this place grows

deathly quiet Irsquove seen weeks go by without a

new face This place grows as empty as a

tomb no pun intended Players draw only

three adventurers from the Character Pool

During the Fat Years Irsquove seen this place

filled with people drink in one hand story in

another Irsquove seen people come and go so

many Irsquove forgotten more faces than I

remember And Irsquove seen a dozen men march

out for adventure in an afternoon hungry for

glory Players draw five adventurers from

the Character Pool and keep two before

returning the rest to the Inn

Character stats and HPs are public knowledge

Players can wander around the table and look at other parties

After each Player has drawn a Character thesecond phase of Tomb begins

(52) Free Actions

Players may take as many free actions as they

would like before taking one (and only one)

Standard Action on a Turn Free actions

Page 3

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include

991266 Attach items to characters

991266 Move equipment between characters

991266 Heal all Wounds (Inn)

991266 Use React cards

991266 Bank attached Treasures (Inn)

(521) AttachingMoving Items

At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may

redistribute attached cards among the

Characters in hisher Adventuring Party ACharacter can attach a bow shield armor

glove helm and weapon but never two items

with traits of one type This limitation applies

to Item cards and Treasures that list traits (the

Treasure must list the trait on the card to have

it apply) This limitation does not apply to Monsters (eg Monsters in a crypt can draw

two item cards due to a special ability and they

may attach both without restriction)

Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice

(for prayer cards)

Players may not move cards while they are

resolving any Crypt encounters (Traps

Monsters etc) and you may not discard

cards attached to characters ndash unless you are

banking treasures using a card effect or

dealing with too many treasures items of aspecial type (eg if you draw Inn cards or

earn Treasure from a Crypt and you have too

many of a specific type (such as too many

weapons for your party) you may select which

ones to ditch equipping the rest Otherwise

you may not discard an item)

If an attached card is attached only because of

another attached card that gives you an abilityshifting or otherwise removing the card giving

you the ability will cause the dependent card to

be discarded For example if your fighter has

a card giving him one magic and he also

attaches a spell as a result shifting or

removing the card giving magic points will

cause the spell card to have to be discarded If

you are shifting the solution is to shift the

spell card to another character with magic

dice first then remove the magic-granting

attached card last

a) Monsters as Party members

If a monster is somehow a part of your partythey are treated just like normal characters in

every respect - including the ability to equip

items with the same restrictions on charactersequipping those items (only one weapon etc)

Monsters do count against the maximum

party size limit of 5

When a monster with attached cards joins a

raiding party it keeps all attached cards with itunless a card or effect states otherwise

If a Party Monster is killed however you do

not draw a new character from the character

pool and place them in the Inn (this only

applies to regular characters)

When monsters are revealed Reacts are part

of the reveal phase before Combat If you havea spell that drafts a monster into your party the

when monsters are revealed phase does not

occur

If a monster attacks in a combat round and is

thereafter recruited to the party via a spell itcannot again attack that round

(522) Heal All Wounds (Inn)

If an Adventuring Party begins a Turn in the

Inn they immediately heal all Wounds as a

free action

(523) Use React Cards

See (33) Reacts

(524) Bank Attached Treasures (Inn)

See 8 BANKING

(53) Standard Actions

A Player may only take one Standard action

per turn

Standard Actions include

991266 Act

991266 Draw (Inn)

991266 Heal (Tomb)

991266 Move

991266 Pickpocket (Tomb)

991266 Play a Card

991266 Recruit (Inn)

991266 Return to the InnFlee (Tomb)

991266 Raid (Tomb)

While at the Inn Players and Characters may

not Pickpocket Raylor oversees the place and

he makes sure everyone behaves in hisestablishment

(531) Act

As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the

Board with an associated Turn Action

(532) Draw (Inn)

If the Adventuring Party is at the Inn a Playermay Draw two cards (in any combination)

from any of the four decks in the Inn as a

Draw Action and put them in his or her hand

Weapon and Item cards must be attachedimmediately and such cards that cannot beattached are discarded A Character may never

possess more than one Item card with a special

trait (eg Weapon or Armor) at one time (see

(52) Free Actions) There is no limit on

attaching other types of Item cards

Spells can only be cast by Characters with at

least one Die of Magic and Prayers can only

be cast by Characters with at least one Die of Holiness A Player may keep them in his or her

hand until they are cast There is no official

hand limit in Tomb although you may playwith a hand limit of 10 cards if you prefer (see

2 THE CARD TYPES for more information on

cards)

When you run out of cards in an Inn deck any

cards that have already been discarded arereshuffled and placed in a new draw pile face

down

(533) Heal (Tomb)

An Adventuring Party with one or moreClerics may take a Turn to Heal injured

Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn

Heals (removes) a number of wounds on the

Characters in the Adventuring Party up to thenumber of successes rolled These wounds are

healed in whatever order the player wishes

Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )

(534) Move

The Maximum Movement of an Adventuring

Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure

Movement is horizontal and vertical never

diagonal

If the Adventuring Party is in the Inn they

may immediately enter the Tomb and movetheir maximum movement If they are already

in the Tomb they may move their maximum

movement stopping on any Crypt Door spaceif they wish to Raid the Crypt on the following

Turn

Multiple parties may occupy the same space

However parties may not attack each other

If a Party is already inside a Crypt and wants

to move elsewhere the doorway counts as a

normal square If a crypt is empty it cannot betargeted by any effect which targets crypts - so

Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt

An entire Adventuring Party moves togetherThe Adventuring Party marker represents the

Characters

(535) Pickpocket (Tomb)

If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any

Character from any Adventuring Party within

ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could

reach in one Turn of Movement Pickpockets

can reach a party on a crypt door or inside acrypt

You cannot move from the Inn to the Tomb

and Pickpocket on the same turn (as moving

from the Inn is counted as taking a Move

action)

The acting Player selects one Rogue from his

her Adventuring Party who selects any item or treasure card on a Character from an

Adventuring Party in movement range The

acting Player rolls the Skill Dice for theRogue The target Partyrsquos Player rolls the Skill

Dice of any one Character in his Party (Target

Playerrsquos choice) Ties go to the target Party If

the acting Player rolls more successes than hisor her opponent the card is stolen and

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attached to the Rogue and discarded if it

cannot be attached (this item may not beBanked unless the Rogues Party returns to the

Inn) If the Rogue fails the Character making

the opposing Skill roll ldquocatchesrdquo the Rogue

Example Player Onersquos turn he decides to

have a Rogue in his Adventuring Party Dread

take a Pickpocket Action to acquire an item

from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill

Trait (2 Green 2 Blue and 2 Red) and gets

three successes

Player Two rolls Skill Dice equal to the

character with the highest Skill Trait which

happens to be Captain Dukat (also a Rogue)

with 1 Green 3 Blue and 1 Red Skill Dice

Player Two rolls and gets only two successes

Dread has gotten more successes than Captain

Dukat allowing him to successfully pickpocket

an item a character in Player Tworsquos

Adventuring Party

Any Character catching a Pick pocketing

Rogue is allowed one Attack on the Roguebefore heshe gets away following the

standard rules for attacking The Rogue suffers

Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue

is killed any attached Cards are given to the

attacking Player

Rogues cannot steal from their own

Adventuring Party

(536) Play a Card

Some Prayer Spell and Tactics cards require a

Turn action to use In this instance the Card

may be played in either the Inn or the Tomb Insuch an instance the entire Turn is spent

playing the card

Other cards can only be used as a Battle

Action inside a Crypt In this case one

Character plays the card for his or her BattleAction for the Combat Turn (see 7 COMBAT )

Spell cards can be cast by any character with

at least one Magic die Prayer cards can be

cast by any character with at least one

Holiness die Tactics cards can be played by any character

ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal

Standard Turn Action

If a card says lsquokill or wound another character

in a different partyrsquo and the card does not

specify that the character must be in the TombCharacters in the Inn can be targeted Stirges

for example only wound characters who are

in the Tomb and ignore those in the Inn

Unless stated otherwise all Inn cards being

played are revealed and placed in front of theCharacter usingcasting them They are

considered attached to that Character for the

rest of the game and are discarded if theCharacter is killed Cards that are not

discarded can be used again and again

throughout the game Even if a card states that

it is discarded after you use it you must still designate which character is casting the spell

and then discard the card upon use

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can only

be used once per player turn (measured from

the start of one players turn to the start of the

next players turn)

Actions on non-Inn cards (characters

monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be

played once per trigger)

Any unused Spell Tactic and Prayer cards in

your hand are kept face down

(537) Recruit (Inn)

If the Adventuring Party is in the Inn a Player

may Recruit one Character from the Inn

Board The Character is placed in front of the

Player and added to hisher Adventuring Party

If the Character recruited is a Cleric the

Player draws a Prayer Card If the Character isa Wizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer and a Spell CardThese extra cards are not attached when

drawn but are placed faced down in your hand

until cast If you gain a Cleric or Wizard in any way other than recruiting (ie Either

from the Inn or from a card that states the

term ldquorecruitrdquo) you do not get to draw cards

for them

A Player may only have up to 5 characters intheir party unless they have a special effect in

play which allows otherwise

When a card says discard characters from the

inn or return characters to the pool theyare not replaced in the inn The inn canbecome bare and this is how it is meant to be

played You must draw spell cards or win

treasures to be able to draft characters from thepool You may also find spells that allow you

to recruit monsters

(538) Return to the InnFlee (Tomb)

An Adventuring Party may use their StandardAction for the Turn to return to the Inn When

a character returns to the inn without the rest

of the party or is killed all items attached tothe character are discarded

Also during Combat the Adventuring Partymay Flee from a Crypt back to the Inn This

can only be done as a Character Battle Action

after a Monster has taken an action notbefore The only exception to this rule is when

a Monster goes last in a Turn as indicated on

its Monster Card

If the Combat was generated by a card rather

than a Raid you may still flee back to the Innas one of your Battle Actions

Once the Adventuring Party has reached theInn they immediately heal all damage and

may choose to Bank any Treasure Cards

attached to Characters (see 8 BANKING) The

Playerrsquos turn ends

(539) Raid (Tomb)

If an Adventuring Party is standing on a Crypt

Door space at the start of a turn they may

Raid the Crypt See 6 RAIDING for more

information

6 RAIDING

If an Adventuring Party is standing on a CryptDoor space at the start of a turn they may

Raid the Crypt by moving their Party Marker

into the Crypt (this is not mandatory unless acard or ability forces them to Raid the Crypt)

If the Crypt is empty the acting Playerrsquos Turn

ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for

Left R for Right -- on the Crypt Door)

becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the

Encounter It is the role of the Crypt Master to

navigate the Raid and make the encounter asdifficult as possible for the Acting Player

The Raid Begins

Raids are resolved in the following order

bull Traps

bull Monstersbull Treasure

All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if

any) and all Monsters must be defeated before

the Treasure Cards (if any) can be Attached orBanked If the Adventuring Party flees dies or

otherwise fails to advance the Raid

unrevealed cards are placed face down back into the Crypt and only the CM knows their

true value

(61) Traps

Parties cannot back out of a crypt after it is

revealed that traps are present The party mustface the trap

The CM decides the order of the Traps

revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to

disarm the trap and what Attribute is used The

CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor

the effect of failing Each Trap Card is

essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined

number of successes equal to or greater than

the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute

Page 5

8102019 Tomb Rules 1980 v 110

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Example A Trap Card might indicate

Characters 1

Disarm Skill 3

Failure Each Character in the Raiding Party

suffers one Wound

Only one Character may Disarm this trap The

Player rolls a number of Tomb Dice equal to

the Characterrsquos total Skill Attribute (including

Items Treasures and other effects) and successfully Disarms the Trap if three or more

successes are rolled If heshe fails each

member of hisher party suffers one Wound

each

If the Trap is disarmed the Raiding Player

banks the XP from the Trap (see 8

BANKING) This applies even if the Trap was

not part of a normal Crypt Raid

If the Adventuring Party fails to Disarm the

Trap the CM reveals the Trap and announces

the ldquoFailurerdquo consequences of the Trap on theRaiding Party The Trap is then placed into the

Crypt Card Discard Pile (it is not placed face

down back into the Crypt)

This process repeats until no Traps remain in

the Crypt

After any Trap has been resolved the Raiding

Player may choose to leave a Crypt (whetherthe Trap was disarmed or not) without seeing

the other cards in the Crypt If so move the

Adventuring Party Marker back to the door of

the Crypt All remaining Crypt Cards within

the Crypt are returned face down to the Crypt

(62) Monsters

After all the Traps Cards have been resolved

(or if there are no Trap Cards) Monster Cards

are encountered and the Raiding Playerdecides whether hisher Adventuring Party will

continue in the Crypt The party may withdraw

before monsters are revealed and return back to the crypt door If the Adventuring Party

remains Combat occurs

Combat only occurs when an Adventuring

Party encounters a Monster run by a CM

unless otherwise stated This includes allEncounters with Monsters in Crypts as well as

events triggered by Inn Cards Combat does

not happen when two Adventuring Partiesoccupy the same space Adventuring Parties

cannot attack other Adventuring Parties unless

a card effect allows it

See 7 COMBAT for more information on

fighting monsters

(63) Treasure

Once all of the Traps and Monsters are

defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring

Party

Unless an attached card states otherwise it

only affects the Character it is attached to

Item cards and Treasure cards are not the same

thing Spells and abilities that specifically

target a Treasure card cannot target an Inn card

and vice versa For most other game purposes

item cards and treasure cards can be treated

alike (eg both can be pick pocketed by a

rogue)

Whenever a Character is moved to anotherAdventuring Party or another location within

the Tomb all Attached cards move with the

Character If a Character is moved to the Inn(without the rest of the Adventuring Party)

killed or returned to the Character Pool all

attached cards are discarded

7 COMBAT

Each Combat has one or more Combat

Rounds with the following steps

1 Monsters are Revealed

2 Monster Battle Actions (if possible) placewound tokens

3 Character Battle Actions (if possible) place

wound tokens4 Alternate steps 3 amp 4 until all living

Monsters and Characters have performed

Battle Actions5 New Combat Round If all monsters or

characters are dead Combat ends

Spells cast in combat cannot be cast again

during the same combat subject to card one

use per turn rules

(71) Monsters are Revealed

The CM reveals all of the Monsters at the

same time and resolves any effects of theirbeing revealed immediately as stated on the

cards (first Monsters then Characters in the

Raiding Adventuring Party)

(72) Perform Battle Actions

Beginning with the CM the CM and theRaiding Player take turns performing Battle

Actions ( not Turn Actions) until all living

Monsters and Adventuring Party membershave acted Each Monster and each

Adventuring Party member may act once per

Combat Round This step repeats until all of the Characters or all of the Monsters are dead

(see (76) Death)

(73) Monster Battle Actions

The CM cannot cast spells and tactics from

hisher hand onto monsters they control as the

CM unless a spell or card power allows themto do so

A Monster may perform one of the followingBattle Actions in Combat

(731) Attack

The CM selects a Monster for the Combat

Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb

Dice equal to the Monsterrsquos Attack Attribute

inflicting one Wound for each success on theTarget Character If an Attack inflicts one or

more Wounds the target is ldquowoundedrdquo (see

(75)Wounds)

(732) Special Battle Action

Some Monsters have special Battle Actions or

Inn Cards that can be used in Combat These

may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an

ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card

that says target a monster now should be

read as target a character in the raidingparty) This action does not count as an

Attack but does count as the Monsterrsquos action

for the Round

If a monster is using a special effect (ie a

spell tactic item ability on the monster etc)

then the Crypt Master gets to choose the target

not the Raiding Player

(74) Character Battle Actions

A Character may perform one of the following

Battle Actions in Combat

(741) Attack

The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls

a number of Tomb Dice equal to the

Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds

are then applied to the Target Monster (see

(75) Wounds)

(742) Special Battle Action

Some Characters have special Battle Actions

or Inn Cards that can be used in Combat

These may be used as the Characterrsquos Actionfor a Combat Round This action does not

count as an Attack but does count as the

Characterrsquos action for the Round

(743) Flee

The Raiding Player may choose to

immediately return the Adventuring Party to

the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the

Crypt are returned face down to the Crypt

Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions

(75) Wounds

Whenever a Character or Monster suffers aWound (either during Combat or as the result

of another Card effect) a Wound marker is

placed on it In many instances the Player maydecide which Character in hisher Adventuring

Party suffers Wounds Unless stated a

Character always takes the full damage of asingle action and can suffer more Wounds than

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it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

Page 7

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12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

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include

991266 Attach items to characters

991266 Move equipment between characters

991266 Heal all Wounds (Inn)

991266 Use React cards

991266 Bank attached Treasures (Inn)

(521) AttachingMoving Items

At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may

redistribute attached cards among the

Characters in hisher Adventuring Party ACharacter can attach a bow shield armor

glove helm and weapon but never two items

with traits of one type This limitation applies

to Item cards and Treasures that list traits (the

Treasure must list the trait on the card to have

it apply) This limitation does not apply to Monsters (eg Monsters in a crypt can draw

two item cards due to a special ability and they

may attach both without restriction)

Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice

(for prayer cards)

Players may not move cards while they are

resolving any Crypt encounters (Traps

Monsters etc) and you may not discard

cards attached to characters ndash unless you are

banking treasures using a card effect or

dealing with too many treasures items of aspecial type (eg if you draw Inn cards or

earn Treasure from a Crypt and you have too

many of a specific type (such as too many

weapons for your party) you may select which

ones to ditch equipping the rest Otherwise

you may not discard an item)

If an attached card is attached only because of

another attached card that gives you an abilityshifting or otherwise removing the card giving

you the ability will cause the dependent card to

be discarded For example if your fighter has

a card giving him one magic and he also

attaches a spell as a result shifting or

removing the card giving magic points will

cause the spell card to have to be discarded If

you are shifting the solution is to shift the

spell card to another character with magic

dice first then remove the magic-granting

attached card last

a) Monsters as Party members

If a monster is somehow a part of your partythey are treated just like normal characters in

every respect - including the ability to equip

items with the same restrictions on charactersequipping those items (only one weapon etc)

Monsters do count against the maximum

party size limit of 5

When a monster with attached cards joins a

raiding party it keeps all attached cards with itunless a card or effect states otherwise

If a Party Monster is killed however you do

not draw a new character from the character

pool and place them in the Inn (this only

applies to regular characters)

When monsters are revealed Reacts are part

of the reveal phase before Combat If you havea spell that drafts a monster into your party the

when monsters are revealed phase does not

occur

If a monster attacks in a combat round and is

thereafter recruited to the party via a spell itcannot again attack that round

(522) Heal All Wounds (Inn)

If an Adventuring Party begins a Turn in the

Inn they immediately heal all Wounds as a

free action

(523) Use React Cards

See (33) Reacts

(524) Bank Attached Treasures (Inn)

See 8 BANKING

(53) Standard Actions

A Player may only take one Standard action

per turn

Standard Actions include

991266 Act

991266 Draw (Inn)

991266 Heal (Tomb)

991266 Move

991266 Pickpocket (Tomb)

991266 Play a Card

991266 Recruit (Inn)

991266 Return to the InnFlee (Tomb)

991266 Raid (Tomb)

While at the Inn Players and Characters may

not Pickpocket Raylor oversees the place and

he makes sure everyone behaves in hisestablishment

(531) Act

As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the

Board with an associated Turn Action

(532) Draw (Inn)

If the Adventuring Party is at the Inn a Playermay Draw two cards (in any combination)

from any of the four decks in the Inn as a

Draw Action and put them in his or her hand

Weapon and Item cards must be attachedimmediately and such cards that cannot beattached are discarded A Character may never

possess more than one Item card with a special

trait (eg Weapon or Armor) at one time (see

(52) Free Actions) There is no limit on

attaching other types of Item cards

Spells can only be cast by Characters with at

least one Die of Magic and Prayers can only

be cast by Characters with at least one Die of Holiness A Player may keep them in his or her

hand until they are cast There is no official

hand limit in Tomb although you may playwith a hand limit of 10 cards if you prefer (see

2 THE CARD TYPES for more information on

cards)

When you run out of cards in an Inn deck any

cards that have already been discarded arereshuffled and placed in a new draw pile face

down

(533) Heal (Tomb)

An Adventuring Party with one or moreClerics may take a Turn to Heal injured

Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn

Heals (removes) a number of wounds on the

Characters in the Adventuring Party up to thenumber of successes rolled These wounds are

healed in whatever order the player wishes

Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )

(534) Move

The Maximum Movement of an Adventuring

Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure

Movement is horizontal and vertical never

diagonal

If the Adventuring Party is in the Inn they

may immediately enter the Tomb and movetheir maximum movement If they are already

in the Tomb they may move their maximum

movement stopping on any Crypt Door spaceif they wish to Raid the Crypt on the following

Turn

Multiple parties may occupy the same space

However parties may not attack each other

If a Party is already inside a Crypt and wants

to move elsewhere the doorway counts as a

normal square If a crypt is empty it cannot betargeted by any effect which targets crypts - so

Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt

An entire Adventuring Party moves togetherThe Adventuring Party marker represents the

Characters

(535) Pickpocket (Tomb)

If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any

Character from any Adventuring Party within

ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could

reach in one Turn of Movement Pickpockets

can reach a party on a crypt door or inside acrypt

You cannot move from the Inn to the Tomb

and Pickpocket on the same turn (as moving

from the Inn is counted as taking a Move

action)

The acting Player selects one Rogue from his

her Adventuring Party who selects any item or treasure card on a Character from an

Adventuring Party in movement range The

acting Player rolls the Skill Dice for theRogue The target Partyrsquos Player rolls the Skill

Dice of any one Character in his Party (Target

Playerrsquos choice) Ties go to the target Party If

the acting Player rolls more successes than hisor her opponent the card is stolen and

Page 4

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 58

attached to the Rogue and discarded if it

cannot be attached (this item may not beBanked unless the Rogues Party returns to the

Inn) If the Rogue fails the Character making

the opposing Skill roll ldquocatchesrdquo the Rogue

Example Player Onersquos turn he decides to

have a Rogue in his Adventuring Party Dread

take a Pickpocket Action to acquire an item

from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill

Trait (2 Green 2 Blue and 2 Red) and gets

three successes

Player Two rolls Skill Dice equal to the

character with the highest Skill Trait which

happens to be Captain Dukat (also a Rogue)

with 1 Green 3 Blue and 1 Red Skill Dice

Player Two rolls and gets only two successes

Dread has gotten more successes than Captain

Dukat allowing him to successfully pickpocket

an item a character in Player Tworsquos

Adventuring Party

Any Character catching a Pick pocketing

Rogue is allowed one Attack on the Roguebefore heshe gets away following the

standard rules for attacking The Rogue suffers

Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue

is killed any attached Cards are given to the

attacking Player

Rogues cannot steal from their own

Adventuring Party

(536) Play a Card

Some Prayer Spell and Tactics cards require a

Turn action to use In this instance the Card

may be played in either the Inn or the Tomb Insuch an instance the entire Turn is spent

playing the card

Other cards can only be used as a Battle

Action inside a Crypt In this case one

Character plays the card for his or her BattleAction for the Combat Turn (see 7 COMBAT )

Spell cards can be cast by any character with

at least one Magic die Prayer cards can be

cast by any character with at least one

Holiness die Tactics cards can be played by any character

ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal

Standard Turn Action

If a card says lsquokill or wound another character

in a different partyrsquo and the card does not

specify that the character must be in the TombCharacters in the Inn can be targeted Stirges

for example only wound characters who are

in the Tomb and ignore those in the Inn

Unless stated otherwise all Inn cards being

played are revealed and placed in front of theCharacter usingcasting them They are

considered attached to that Character for the

rest of the game and are discarded if theCharacter is killed Cards that are not

discarded can be used again and again

throughout the game Even if a card states that

it is discarded after you use it you must still designate which character is casting the spell

and then discard the card upon use

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can only

be used once per player turn (measured from

the start of one players turn to the start of the

next players turn)

Actions on non-Inn cards (characters

monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be

played once per trigger)

Any unused Spell Tactic and Prayer cards in

your hand are kept face down

(537) Recruit (Inn)

If the Adventuring Party is in the Inn a Player

may Recruit one Character from the Inn

Board The Character is placed in front of the

Player and added to hisher Adventuring Party

If the Character recruited is a Cleric the

Player draws a Prayer Card If the Character isa Wizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer and a Spell CardThese extra cards are not attached when

drawn but are placed faced down in your hand

until cast If you gain a Cleric or Wizard in any way other than recruiting (ie Either

from the Inn or from a card that states the

term ldquorecruitrdquo) you do not get to draw cards

for them

A Player may only have up to 5 characters intheir party unless they have a special effect in

play which allows otherwise

When a card says discard characters from the

inn or return characters to the pool theyare not replaced in the inn The inn canbecome bare and this is how it is meant to be

played You must draw spell cards or win

treasures to be able to draft characters from thepool You may also find spells that allow you

to recruit monsters

(538) Return to the InnFlee (Tomb)

An Adventuring Party may use their StandardAction for the Turn to return to the Inn When

a character returns to the inn without the rest

of the party or is killed all items attached tothe character are discarded

Also during Combat the Adventuring Partymay Flee from a Crypt back to the Inn This

can only be done as a Character Battle Action

after a Monster has taken an action notbefore The only exception to this rule is when

a Monster goes last in a Turn as indicated on

its Monster Card

If the Combat was generated by a card rather

than a Raid you may still flee back to the Innas one of your Battle Actions

Once the Adventuring Party has reached theInn they immediately heal all damage and

may choose to Bank any Treasure Cards

attached to Characters (see 8 BANKING) The

Playerrsquos turn ends

(539) Raid (Tomb)

If an Adventuring Party is standing on a Crypt

Door space at the start of a turn they may

Raid the Crypt See 6 RAIDING for more

information

6 RAIDING

If an Adventuring Party is standing on a CryptDoor space at the start of a turn they may

Raid the Crypt by moving their Party Marker

into the Crypt (this is not mandatory unless acard or ability forces them to Raid the Crypt)

If the Crypt is empty the acting Playerrsquos Turn

ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for

Left R for Right -- on the Crypt Door)

becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the

Encounter It is the role of the Crypt Master to

navigate the Raid and make the encounter asdifficult as possible for the Acting Player

The Raid Begins

Raids are resolved in the following order

bull Traps

bull Monstersbull Treasure

All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if

any) and all Monsters must be defeated before

the Treasure Cards (if any) can be Attached orBanked If the Adventuring Party flees dies or

otherwise fails to advance the Raid

unrevealed cards are placed face down back into the Crypt and only the CM knows their

true value

(61) Traps

Parties cannot back out of a crypt after it is

revealed that traps are present The party mustface the trap

The CM decides the order of the Traps

revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to

disarm the trap and what Attribute is used The

CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor

the effect of failing Each Trap Card is

essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined

number of successes equal to or greater than

the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute

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Example A Trap Card might indicate

Characters 1

Disarm Skill 3

Failure Each Character in the Raiding Party

suffers one Wound

Only one Character may Disarm this trap The

Player rolls a number of Tomb Dice equal to

the Characterrsquos total Skill Attribute (including

Items Treasures and other effects) and successfully Disarms the Trap if three or more

successes are rolled If heshe fails each

member of hisher party suffers one Wound

each

If the Trap is disarmed the Raiding Player

banks the XP from the Trap (see 8

BANKING) This applies even if the Trap was

not part of a normal Crypt Raid

If the Adventuring Party fails to Disarm the

Trap the CM reveals the Trap and announces

the ldquoFailurerdquo consequences of the Trap on theRaiding Party The Trap is then placed into the

Crypt Card Discard Pile (it is not placed face

down back into the Crypt)

This process repeats until no Traps remain in

the Crypt

After any Trap has been resolved the Raiding

Player may choose to leave a Crypt (whetherthe Trap was disarmed or not) without seeing

the other cards in the Crypt If so move the

Adventuring Party Marker back to the door of

the Crypt All remaining Crypt Cards within

the Crypt are returned face down to the Crypt

(62) Monsters

After all the Traps Cards have been resolved

(or if there are no Trap Cards) Monster Cards

are encountered and the Raiding Playerdecides whether hisher Adventuring Party will

continue in the Crypt The party may withdraw

before monsters are revealed and return back to the crypt door If the Adventuring Party

remains Combat occurs

Combat only occurs when an Adventuring

Party encounters a Monster run by a CM

unless otherwise stated This includes allEncounters with Monsters in Crypts as well as

events triggered by Inn Cards Combat does

not happen when two Adventuring Partiesoccupy the same space Adventuring Parties

cannot attack other Adventuring Parties unless

a card effect allows it

See 7 COMBAT for more information on

fighting monsters

(63) Treasure

Once all of the Traps and Monsters are

defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring

Party

Unless an attached card states otherwise it

only affects the Character it is attached to

Item cards and Treasure cards are not the same

thing Spells and abilities that specifically

target a Treasure card cannot target an Inn card

and vice versa For most other game purposes

item cards and treasure cards can be treated

alike (eg both can be pick pocketed by a

rogue)

Whenever a Character is moved to anotherAdventuring Party or another location within

the Tomb all Attached cards move with the

Character If a Character is moved to the Inn(without the rest of the Adventuring Party)

killed or returned to the Character Pool all

attached cards are discarded

7 COMBAT

Each Combat has one or more Combat

Rounds with the following steps

1 Monsters are Revealed

2 Monster Battle Actions (if possible) placewound tokens

3 Character Battle Actions (if possible) place

wound tokens4 Alternate steps 3 amp 4 until all living

Monsters and Characters have performed

Battle Actions5 New Combat Round If all monsters or

characters are dead Combat ends

Spells cast in combat cannot be cast again

during the same combat subject to card one

use per turn rules

(71) Monsters are Revealed

The CM reveals all of the Monsters at the

same time and resolves any effects of theirbeing revealed immediately as stated on the

cards (first Monsters then Characters in the

Raiding Adventuring Party)

(72) Perform Battle Actions

Beginning with the CM the CM and theRaiding Player take turns performing Battle

Actions ( not Turn Actions) until all living

Monsters and Adventuring Party membershave acted Each Monster and each

Adventuring Party member may act once per

Combat Round This step repeats until all of the Characters or all of the Monsters are dead

(see (76) Death)

(73) Monster Battle Actions

The CM cannot cast spells and tactics from

hisher hand onto monsters they control as the

CM unless a spell or card power allows themto do so

A Monster may perform one of the followingBattle Actions in Combat

(731) Attack

The CM selects a Monster for the Combat

Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb

Dice equal to the Monsterrsquos Attack Attribute

inflicting one Wound for each success on theTarget Character If an Attack inflicts one or

more Wounds the target is ldquowoundedrdquo (see

(75)Wounds)

(732) Special Battle Action

Some Monsters have special Battle Actions or

Inn Cards that can be used in Combat These

may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an

ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card

that says target a monster now should be

read as target a character in the raidingparty) This action does not count as an

Attack but does count as the Monsterrsquos action

for the Round

If a monster is using a special effect (ie a

spell tactic item ability on the monster etc)

then the Crypt Master gets to choose the target

not the Raiding Player

(74) Character Battle Actions

A Character may perform one of the following

Battle Actions in Combat

(741) Attack

The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls

a number of Tomb Dice equal to the

Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds

are then applied to the Target Monster (see

(75) Wounds)

(742) Special Battle Action

Some Characters have special Battle Actions

or Inn Cards that can be used in Combat

These may be used as the Characterrsquos Actionfor a Combat Round This action does not

count as an Attack but does count as the

Characterrsquos action for the Round

(743) Flee

The Raiding Player may choose to

immediately return the Adventuring Party to

the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the

Crypt are returned face down to the Crypt

Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions

(75) Wounds

Whenever a Character or Monster suffers aWound (either during Combat or as the result

of another Card effect) a Wound marker is

placed on it In many instances the Player maydecide which Character in hisher Adventuring

Party suffers Wounds Unless stated a

Character always takes the full damage of asingle action and can suffer more Wounds than

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8102019 Tomb Rules 1980 v 110

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it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

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12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

8102019 Tomb Rules 1980 v 110

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attached to the Rogue and discarded if it

cannot be attached (this item may not beBanked unless the Rogues Party returns to the

Inn) If the Rogue fails the Character making

the opposing Skill roll ldquocatchesrdquo the Rogue

Example Player Onersquos turn he decides to

have a Rogue in his Adventuring Party Dread

take a Pickpocket Action to acquire an item

from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill

Trait (2 Green 2 Blue and 2 Red) and gets

three successes

Player Two rolls Skill Dice equal to the

character with the highest Skill Trait which

happens to be Captain Dukat (also a Rogue)

with 1 Green 3 Blue and 1 Red Skill Dice

Player Two rolls and gets only two successes

Dread has gotten more successes than Captain

Dukat allowing him to successfully pickpocket

an item a character in Player Tworsquos

Adventuring Party

Any Character catching a Pick pocketing

Rogue is allowed one Attack on the Roguebefore heshe gets away following the

standard rules for attacking The Rogue suffers

Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue

is killed any attached Cards are given to the

attacking Player

Rogues cannot steal from their own

Adventuring Party

(536) Play a Card

Some Prayer Spell and Tactics cards require a

Turn action to use In this instance the Card

may be played in either the Inn or the Tomb Insuch an instance the entire Turn is spent

playing the card

Other cards can only be used as a Battle

Action inside a Crypt In this case one

Character plays the card for his or her BattleAction for the Combat Turn (see 7 COMBAT )

Spell cards can be cast by any character with

at least one Magic die Prayer cards can be

cast by any character with at least one

Holiness die Tactics cards can be played by any character

ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal

Standard Turn Action

If a card says lsquokill or wound another character

in a different partyrsquo and the card does not

specify that the character must be in the TombCharacters in the Inn can be targeted Stirges

for example only wound characters who are

in the Tomb and ignore those in the Inn

Unless stated otherwise all Inn cards being

played are revealed and placed in front of theCharacter usingcasting them They are

considered attached to that Character for the

rest of the game and are discarded if theCharacter is killed Cards that are not

discarded can be used again and again

throughout the game Even if a card states that

it is discarded after you use it you must still designate which character is casting the spell

and then discard the card upon use

Actions (turn battle react) printed on Inn

cards (spells prayers items tactics) can only

be used once per player turn (measured from

the start of one players turn to the start of the

next players turn)

Actions on non-Inn cards (characters

monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be

played once per trigger)

Any unused Spell Tactic and Prayer cards in

your hand are kept face down

(537) Recruit (Inn)

If the Adventuring Party is in the Inn a Player

may Recruit one Character from the Inn

Board The Character is placed in front of the

Player and added to hisher Adventuring Party

If the Character recruited is a Cleric the

Player draws a Prayer Card If the Character isa Wizard the Player draws a Spell Card If the

Character is both a Cleric and a Wizard he or

she draws both a Prayer and a Spell CardThese extra cards are not attached when

drawn but are placed faced down in your hand

until cast If you gain a Cleric or Wizard in any way other than recruiting (ie Either

from the Inn or from a card that states the

term ldquorecruitrdquo) you do not get to draw cards

for them

A Player may only have up to 5 characters intheir party unless they have a special effect in

play which allows otherwise

When a card says discard characters from the

inn or return characters to the pool theyare not replaced in the inn The inn canbecome bare and this is how it is meant to be

played You must draw spell cards or win

treasures to be able to draft characters from thepool You may also find spells that allow you

to recruit monsters

(538) Return to the InnFlee (Tomb)

An Adventuring Party may use their StandardAction for the Turn to return to the Inn When

a character returns to the inn without the rest

of the party or is killed all items attached tothe character are discarded

Also during Combat the Adventuring Partymay Flee from a Crypt back to the Inn This

can only be done as a Character Battle Action

after a Monster has taken an action notbefore The only exception to this rule is when

a Monster goes last in a Turn as indicated on

its Monster Card

If the Combat was generated by a card rather

than a Raid you may still flee back to the Innas one of your Battle Actions

Once the Adventuring Party has reached theInn they immediately heal all damage and

may choose to Bank any Treasure Cards

attached to Characters (see 8 BANKING) The

Playerrsquos turn ends

(539) Raid (Tomb)

If an Adventuring Party is standing on a Crypt

Door space at the start of a turn they may

Raid the Crypt See 6 RAIDING for more

information

6 RAIDING

If an Adventuring Party is standing on a CryptDoor space at the start of a turn they may

Raid the Crypt by moving their Party Marker

into the Crypt (this is not mandatory unless acard or ability forces them to Raid the Crypt)

If the Crypt is empty the acting Playerrsquos Turn

ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for

Left R for Right -- on the Crypt Door)

becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the

Encounter It is the role of the Crypt Master to

navigate the Raid and make the encounter asdifficult as possible for the Acting Player

The Raid Begins

Raids are resolved in the following order

bull Traps

bull Monstersbull Treasure

All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if

any) and all Monsters must be defeated before

the Treasure Cards (if any) can be Attached orBanked If the Adventuring Party flees dies or

otherwise fails to advance the Raid

unrevealed cards are placed face down back into the Crypt and only the CM knows their

true value

(61) Traps

Parties cannot back out of a crypt after it is

revealed that traps are present The party mustface the trap

The CM decides the order of the Traps

revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to

disarm the trap and what Attribute is used The

CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor

the effect of failing Each Trap Card is

essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined

number of successes equal to or greater than

the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute

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Example A Trap Card might indicate

Characters 1

Disarm Skill 3

Failure Each Character in the Raiding Party

suffers one Wound

Only one Character may Disarm this trap The

Player rolls a number of Tomb Dice equal to

the Characterrsquos total Skill Attribute (including

Items Treasures and other effects) and successfully Disarms the Trap if three or more

successes are rolled If heshe fails each

member of hisher party suffers one Wound

each

If the Trap is disarmed the Raiding Player

banks the XP from the Trap (see 8

BANKING) This applies even if the Trap was

not part of a normal Crypt Raid

If the Adventuring Party fails to Disarm the

Trap the CM reveals the Trap and announces

the ldquoFailurerdquo consequences of the Trap on theRaiding Party The Trap is then placed into the

Crypt Card Discard Pile (it is not placed face

down back into the Crypt)

This process repeats until no Traps remain in

the Crypt

After any Trap has been resolved the Raiding

Player may choose to leave a Crypt (whetherthe Trap was disarmed or not) without seeing

the other cards in the Crypt If so move the

Adventuring Party Marker back to the door of

the Crypt All remaining Crypt Cards within

the Crypt are returned face down to the Crypt

(62) Monsters

After all the Traps Cards have been resolved

(or if there are no Trap Cards) Monster Cards

are encountered and the Raiding Playerdecides whether hisher Adventuring Party will

continue in the Crypt The party may withdraw

before monsters are revealed and return back to the crypt door If the Adventuring Party

remains Combat occurs

Combat only occurs when an Adventuring

Party encounters a Monster run by a CM

unless otherwise stated This includes allEncounters with Monsters in Crypts as well as

events triggered by Inn Cards Combat does

not happen when two Adventuring Partiesoccupy the same space Adventuring Parties

cannot attack other Adventuring Parties unless

a card effect allows it

See 7 COMBAT for more information on

fighting monsters

(63) Treasure

Once all of the Traps and Monsters are

defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring

Party

Unless an attached card states otherwise it

only affects the Character it is attached to

Item cards and Treasure cards are not the same

thing Spells and abilities that specifically

target a Treasure card cannot target an Inn card

and vice versa For most other game purposes

item cards and treasure cards can be treated

alike (eg both can be pick pocketed by a

rogue)

Whenever a Character is moved to anotherAdventuring Party or another location within

the Tomb all Attached cards move with the

Character If a Character is moved to the Inn(without the rest of the Adventuring Party)

killed or returned to the Character Pool all

attached cards are discarded

7 COMBAT

Each Combat has one or more Combat

Rounds with the following steps

1 Monsters are Revealed

2 Monster Battle Actions (if possible) placewound tokens

3 Character Battle Actions (if possible) place

wound tokens4 Alternate steps 3 amp 4 until all living

Monsters and Characters have performed

Battle Actions5 New Combat Round If all monsters or

characters are dead Combat ends

Spells cast in combat cannot be cast again

during the same combat subject to card one

use per turn rules

(71) Monsters are Revealed

The CM reveals all of the Monsters at the

same time and resolves any effects of theirbeing revealed immediately as stated on the

cards (first Monsters then Characters in the

Raiding Adventuring Party)

(72) Perform Battle Actions

Beginning with the CM the CM and theRaiding Player take turns performing Battle

Actions ( not Turn Actions) until all living

Monsters and Adventuring Party membershave acted Each Monster and each

Adventuring Party member may act once per

Combat Round This step repeats until all of the Characters or all of the Monsters are dead

(see (76) Death)

(73) Monster Battle Actions

The CM cannot cast spells and tactics from

hisher hand onto monsters they control as the

CM unless a spell or card power allows themto do so

A Monster may perform one of the followingBattle Actions in Combat

(731) Attack

The CM selects a Monster for the Combat

Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb

Dice equal to the Monsterrsquos Attack Attribute

inflicting one Wound for each success on theTarget Character If an Attack inflicts one or

more Wounds the target is ldquowoundedrdquo (see

(75)Wounds)

(732) Special Battle Action

Some Monsters have special Battle Actions or

Inn Cards that can be used in Combat These

may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an

ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card

that says target a monster now should be

read as target a character in the raidingparty) This action does not count as an

Attack but does count as the Monsterrsquos action

for the Round

If a monster is using a special effect (ie a

spell tactic item ability on the monster etc)

then the Crypt Master gets to choose the target

not the Raiding Player

(74) Character Battle Actions

A Character may perform one of the following

Battle Actions in Combat

(741) Attack

The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls

a number of Tomb Dice equal to the

Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds

are then applied to the Target Monster (see

(75) Wounds)

(742) Special Battle Action

Some Characters have special Battle Actions

or Inn Cards that can be used in Combat

These may be used as the Characterrsquos Actionfor a Combat Round This action does not

count as an Attack but does count as the

Characterrsquos action for the Round

(743) Flee

The Raiding Player may choose to

immediately return the Adventuring Party to

the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the

Crypt are returned face down to the Crypt

Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions

(75) Wounds

Whenever a Character or Monster suffers aWound (either during Combat or as the result

of another Card effect) a Wound marker is

placed on it In many instances the Player maydecide which Character in hisher Adventuring

Party suffers Wounds Unless stated a

Character always takes the full damage of asingle action and can suffer more Wounds than

Page 6

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it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

Page 7

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12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

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Example A Trap Card might indicate

Characters 1

Disarm Skill 3

Failure Each Character in the Raiding Party

suffers one Wound

Only one Character may Disarm this trap The

Player rolls a number of Tomb Dice equal to

the Characterrsquos total Skill Attribute (including

Items Treasures and other effects) and successfully Disarms the Trap if three or more

successes are rolled If heshe fails each

member of hisher party suffers one Wound

each

If the Trap is disarmed the Raiding Player

banks the XP from the Trap (see 8

BANKING) This applies even if the Trap was

not part of a normal Crypt Raid

If the Adventuring Party fails to Disarm the

Trap the CM reveals the Trap and announces

the ldquoFailurerdquo consequences of the Trap on theRaiding Party The Trap is then placed into the

Crypt Card Discard Pile (it is not placed face

down back into the Crypt)

This process repeats until no Traps remain in

the Crypt

After any Trap has been resolved the Raiding

Player may choose to leave a Crypt (whetherthe Trap was disarmed or not) without seeing

the other cards in the Crypt If so move the

Adventuring Party Marker back to the door of

the Crypt All remaining Crypt Cards within

the Crypt are returned face down to the Crypt

(62) Monsters

After all the Traps Cards have been resolved

(or if there are no Trap Cards) Monster Cards

are encountered and the Raiding Playerdecides whether hisher Adventuring Party will

continue in the Crypt The party may withdraw

before monsters are revealed and return back to the crypt door If the Adventuring Party

remains Combat occurs

Combat only occurs when an Adventuring

Party encounters a Monster run by a CM

unless otherwise stated This includes allEncounters with Monsters in Crypts as well as

events triggered by Inn Cards Combat does

not happen when two Adventuring Partiesoccupy the same space Adventuring Parties

cannot attack other Adventuring Parties unless

a card effect allows it

See 7 COMBAT for more information on

fighting monsters

(63) Treasure

Once all of the Traps and Monsters are

defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring

Party

Unless an attached card states otherwise it

only affects the Character it is attached to

Item cards and Treasure cards are not the same

thing Spells and abilities that specifically

target a Treasure card cannot target an Inn card

and vice versa For most other game purposes

item cards and treasure cards can be treated

alike (eg both can be pick pocketed by a

rogue)

Whenever a Character is moved to anotherAdventuring Party or another location within

the Tomb all Attached cards move with the

Character If a Character is moved to the Inn(without the rest of the Adventuring Party)

killed or returned to the Character Pool all

attached cards are discarded

7 COMBAT

Each Combat has one or more Combat

Rounds with the following steps

1 Monsters are Revealed

2 Monster Battle Actions (if possible) placewound tokens

3 Character Battle Actions (if possible) place

wound tokens4 Alternate steps 3 amp 4 until all living

Monsters and Characters have performed

Battle Actions5 New Combat Round If all monsters or

characters are dead Combat ends

Spells cast in combat cannot be cast again

during the same combat subject to card one

use per turn rules

(71) Monsters are Revealed

The CM reveals all of the Monsters at the

same time and resolves any effects of theirbeing revealed immediately as stated on the

cards (first Monsters then Characters in the

Raiding Adventuring Party)

(72) Perform Battle Actions

Beginning with the CM the CM and theRaiding Player take turns performing Battle

Actions ( not Turn Actions) until all living

Monsters and Adventuring Party membershave acted Each Monster and each

Adventuring Party member may act once per

Combat Round This step repeats until all of the Characters or all of the Monsters are dead

(see (76) Death)

(73) Monster Battle Actions

The CM cannot cast spells and tactics from

hisher hand onto monsters they control as the

CM unless a spell or card power allows themto do so

A Monster may perform one of the followingBattle Actions in Combat

(731) Attack

The CM selects a Monster for the Combat

Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb

Dice equal to the Monsterrsquos Attack Attribute

inflicting one Wound for each success on theTarget Character If an Attack inflicts one or

more Wounds the target is ldquowoundedrdquo (see

(75)Wounds)

(732) Special Battle Action

Some Monsters have special Battle Actions or

Inn Cards that can be used in Combat These

may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an

ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card

that says target a monster now should be

read as target a character in the raidingparty) This action does not count as an

Attack but does count as the Monsterrsquos action

for the Round

If a monster is using a special effect (ie a

spell tactic item ability on the monster etc)

then the Crypt Master gets to choose the target

not the Raiding Player

(74) Character Battle Actions

A Character may perform one of the following

Battle Actions in Combat

(741) Attack

The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls

a number of Tomb Dice equal to the

Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds

are then applied to the Target Monster (see

(75) Wounds)

(742) Special Battle Action

Some Characters have special Battle Actions

or Inn Cards that can be used in Combat

These may be used as the Characterrsquos Actionfor a Combat Round This action does not

count as an Attack but does count as the

Characterrsquos action for the Round

(743) Flee

The Raiding Player may choose to

immediately return the Adventuring Party to

the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the

Crypt are returned face down to the Crypt

Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions

(75) Wounds

Whenever a Character or Monster suffers aWound (either during Combat or as the result

of another Card effect) a Wound marker is

placed on it In many instances the Player maydecide which Character in hisher Adventuring

Party suffers Wounds Unless stated a

Character always takes the full damage of asingle action and can suffer more Wounds than

Page 6

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 78

it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

Page 7

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 88

12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 78

it has Hit Points

(76) Death

When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more

characters in the character pool collect all the

dead characters and put them back in the drawpile and then draw a new one

If a character dies then all attached cards arediscarded even if the character is then

resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to

the Inn and the Player draws a new Character

from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is

ended

(77) New Combat Round

A new Combat Round begins once all of theCharacters and Monsters have acted When a

new Combat Round begins all Characters and

Monsters ldquoresetrdquo allowing them to attack again

in the new Round

If a Monster is somehow resurrected it returns

to the game fully healed and is t reated thesame as any other Character or Monster

entering the game for the first time

(78) End of the Combat

If all the Characters died or fled or all the

Monsters have been defeated the Combat is

over If the Characters were defeated or fled

and there is still at least one Monster in theRaided Crypt any Inn cards attached to that

monster are discarded Any Treasure cardsthat were used by a Monster remain in the

Crypt The remaining Monster(s) are turned

face down again and placed back on the CryptAll Wounds on monsters in the crypt are also

removed

If all the Monsters were defeated see 8

BANKING

(79) Empty Crypts

Once a crypt has been cleared it becomes a

hallway and cannot be targeted by any effect

which targets crypts - so Hold Portal will notlock that door and Displacement will not

move cards into an empty crypt

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)

At the end of a Raid you may also

immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)

Treasures recovered from Crypts spaces which

say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also

Bank Treasures attached to members of your

party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked

Treasure Cards cannot ever be returned to play

Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final

score at the end of the game

9 END OF THE GAME

The game ends when all the Crypt Cards have

been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached

to surviving Characters in a Playerrsquos

Adventuring Party The Player with the most

Experience Points wins

10 SOLITAIRE PLAY

To play Tomb as a single Player shuffle all

decks as if it were a multiplayer game Deal

two Crypt Cards to each Crypt without lookingat them (deal only one card to any Crypt that

can only hold one) Draw three Crypt Cards

Add a third card from your hand to a Cryptthat can hold at least three and then draw

another Crypt Card Repeat until all Cryptsthat can hold at least three cards have a third

card Deal a fourth Crypt Card from the deck

to all Crypts that can hold four Fill any Crypts

that can hold more from your hand until all arefull

Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters

from this group as usual When there are no

remaining Characters in the PlayerAdventuring Party or at the Inn the game

ends Any time you use a Turn Action to draw

any Inn Cards you must select a Characterfrom the Inn and destroy it The only

exceptions are cards drawn because of effects

on Characters Inn Cards Crypts or Crypt

Cards No Characters are added to the Inn

unless dictated by a card or Crypt effect

Play through the Tomb as usual with your

Adventuring Party The maximum

Adventuring Party size is four CharactersWhen raiding a Crypt resolve the cards in the

usual order (Traps Monsters Treasures)

Resolve Traps in any order you see fitMonsters act in order from highest XP to

lowest XP When a Monster has to select

whether to attack or to use an ability alwaysselect the option that involves the most Tomb

Dice being rolled Ignore abilities that refer to

other Adventuring Parties

The game ends when either there are no more

Characters in the Adventuring Party and Inn

or all Crypts are empty ndash whichever happens

first You do not gain XP for Treasuresregardless of whether they were used or

banked You gain +5 XP for each surviving

Character in the Adventuring Party and the Inn

if you successfully cleared all Crypts Your

adventuring rank is based on the following

chart

0 XP or fewer Hireling1 XP ndash 10 XP Henchman

11 XP ndash 20 XP Slime Mold

21 XP ndash 30 XP Recruit

31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary

51 XP ndash 60 XP Adventurer

61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer

81 XP ndash 90 XP Tomb Raider

91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer

11 CAMPAIGN PLAY

Players may select to play a series of gameswith their adventures making up a long-term

campaign If so each Player keeps a running

tally of XP from one game to the next As thePlayer gains XP the Player goes up in level ndash

and gains benefits for each new level The

Player receives the following benefits

50 XP or less - Lvl 1 Monster Fodder - No

Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll

two Tomb Dice when determining who goes

first101 XP ndash 200 XP - Lvl 3 Page - Draw six

Characters instead of five during the

Recruitment Phase (choosing one for thestarting Adventuring Party as usual)

201 XP ndash 400 XP - Lvl 4 Squire - When one of

the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of

the discard pile

401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player

may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is

four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard

one or more cards from the Player XP Bank to

immediately recruit that number of additionalCharacters

1601 XP ndash 2200 XP - Lvl 8 Hero - Before

shuffling the Crypt Card Deck the Player may

take one card of his or her choice to put intohis or her hand

2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the

game the Player may search for one Character

from the Character Pool for the AdventuringParty Draw five Characters from the Character

Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six

Characters instead of five

All benefits are cumulative For example if

the Player has 150 XP the Player may re-roll

two Tomb Dice to see who goes first and thendraw six Characters instead of five when

choosing their initial Adventuring Party

Page 7

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 88

12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

Page 8

8102019 Tomb Rules 1980 v 110

httpslidepdfcomreaderfulltomb-rules-1980-v-110 88

12 ERRATA

(121) Burn the Inn

Burn the Inn must be discarded after use

(122) Harassment

Harassment reacts to the beginning of your

turn

(123) Earthquake

Earthquake reacts to the beginning of your

turn

13 CLARIFICATIONS

(131) Chaff

When he dies a character is added to the Inn

as usual regardless of Chaffrsquos effect

(132) Displacement

Both crypts where cards are being swappedmust have at least one card

(133) Inferno

The caster may spread the wounds around ashe sees fit

(134) Oath Bound

The crypt the party is being directed to musthave at least one card at the time of casting If

the crypt is cleared out the party must still go

to the crypt door before raiding any othercrypt though it will obviously not raid the

crypt

(135) Summary Example of Combat

Round

Example of a single combat round involving a

5 character party vs 2 monsters

991266 Monster 1 attacks and raiding party

chooses a character to defend with

991266Character 1 attacks Monster 1 or 2

991266 Monster 2 attacks and raiding party

chooses a character to defend with

991266Character 2 attacks Monster 1 or 2

991266Character 3 attacks Monster 1 or 2

991266Character 4 attacks Monster 1 or 2

991266Character 5 attacks Monster 1 or 2

991266 New Combat Round

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 agiven effect There are four Attributes in Tomb

ndash Attack Skill Magic and Holiness and they

are in three different colors (associated withthe same color of dice) ndash Green Blue and

Red

Cards

Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt

DeadDeath

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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)

Whenever dice are rolled the number of

symbols that appear face up on the dice aretotaled to determine the success of the die roll

Wizard

Wizards cast magic spells and support the

Adventuring Party with a wide array of

alternative talents

TOMB CREDITS

Design John Zinser

Development Brent KeithCover Art Chris Seaman

Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto

Artists Christopher Appel Steve Argyle Matthew SArmstrong Chris Arneson Drew Baker Stephen Bautista

Steven Belledin Theresa Brandon Heather Bruton Jeff Carlisle Matt Cavotta Miguel Coimbra Mike Conrad Storn

Cook Ed Cox Edwin David Thomas Denmark AdamDenton Marko Djurdjevic John Donahue Cris Dornaus

Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie

Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike

Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones

Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig

Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi

Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz

Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark

Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C

Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve

Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures

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