RULEBOOK - Wizards

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AGE 12 RULEBOOK

TABLE OF CONTENTSComponentsIntroduction1 “Start” Tile40 interlocking Dungeon Tiles5 Hero Figures7 Villain Figures30 Monster Figures5 Hero Cards4 Villain Cards1 die60 Encounter Cards50 Power Cards30 Monster Cards5 Sequence of Play Cards10 Adventure Treasure Cards50 Treasure Cards10 Condition Markers40 Monster TokensIn an ancient time and place, magic permeates the land andmonsters stalk the shadows that gather along the edges of civilization. In this age of dungeons and dragons, the world needsHeroes. Encased in varied types of armor and armed withswords, bows, staves, and spells, these Heroes explore ancientruins, take on daring quests, and challenge the most fearsomemonsters. One such quest takes Heroes to a dark and mysterious place called Castle Ravenloft.Introduction3Game Overview3Winning the Game4Game Setup4Taking Turns470 Hit Point Tokens10 Coffin Tokens510 Monster Damage Tokens1 Sun TokenPlayer Setup63 Freezing Cloud Tokens15 Item TokensThe Hero Card61 Kavan Token5 Healing Surge TokensPlayer Turn6Hero Phase65 Time Tokens12 Encounter MarkersExploration Phase66 Reaction Tokens1 Dragon’s Breath MarkerVillain Phase71 Mistform Marker1 RulebookThe Dungeon Tile StackMovement71 Adventure BookWhen Do You Move?7How Do You Move?7Condition: Slowed8Condition: Immobilized8Credits8Design and DevelopmentBill Slavicsek, Mike Mearls, Peter LeeDaily Powers8Additional DesignRob HeinsooAt-Will PowersUtility Powers88EditingCal MooreD&D Senior Art DirectorJon SchindehetteArt DirectorMari KolkowskyAttacksCombat9Targeting9AC and HP9Cover IllustrationJesper EjsingAttack Bonus9Graphic DesignerKeven SmithMaking an Attack9Interior IllustrationsAndrew Hou, Warren Mahy,Wayne ReynoldsDamage9Defeating Monsters10Dungeon TilesJason A. EngleDefeating Heroes10Prepress ManagerJefferson DunlapHealing Surges10Other Actions10Imaging TechnicianSven BolenThe Monster Deck11Production ManagerRaini Applin RostaThe Encounter Deck12PlaytestingThe Treasure Deck13Experience Points14Logan Bonner, Andy Collins, MikeDonais, Genevieve Gorman, NinaHess, Mons Johnson, Kenneth Nagle,Eric Pope, Stephen Radney-MacFarland,Bill Rose, Peter Schaefer, TrevorSchrock, Rob Schwalb, MatthewSernett, Chris Sims, Jennifer Tatroe,Kevin Tatroe, Rodney Thompson,Chris Tulach, James WyattCanceling Encounter Cards14Leveling Up14Rules for Later Adventures14Choosing Power Cards14Making Adventures More or Less Challenging14DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, Castle Ravenloft, all other Wizards of the Coast product names, and their respectivelogos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, and the distinctive likenesses thereof areproperty of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction orunauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC.This product is a work of fiction. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed inCHINA. 2010 Wizards of the Coast LLC.2The master of Castle Ravenloft is having guests for dinner—andyou are invited!The castle rises over the dark forests of the land of Barovia,looking down upon a sad, frightened village surrounded by anendless sea of dense fog and mist. The master of the castle,Count Strahd, is a vampire, and the night and its creaturesbelong to him. As long as Strahd exists, Barovia and the landaround it will never be safe.A group of Heroes has recently arrived in Barovia, stepping outof the mists to find themselves caught up in the evil emanatingfrom Castle Ravenloft. These Heroes have chosen to enter thecastle and discover the secrets waiting within. The dangers aregreat, the monsters are deadly, and only the bravest Heroesstand a chance of surviving or defeating Strahd and his minions.Game OverviewThe Dungeons & Dragons: Castle Ravenloft Board Game is acooperative adventure game. You and your fellow Heroes mustwork as a team to succeed in the adventures that unfold withinthe castle. You either win together or lose together.Each player selects a Hero, who has come to Barovia to discoverthe secrets of Castle Ravenloft. Choose from the DragonbornFighter, Human Rogue, Dwarf Cleric, Eladrin Wizard, HumanRanger, or a Hero from another D&D Adventure Systemboard game. Heroes explore the dungeon beneath the castle,solve mysteries, fight Monsters, and uncover magic treasure.The game runs the Traps, Events, Monsters, and Villains contained within the halls of Castle Ravenloft (with a little helpfrom you).Number of PlayersInspired by the original Dungeons & Dragons Roleplaying Game adventure by Tracy and Laura Hickman.300-20779000-001 EN 9 8 7 6 5 4 3 2 1First Printing: August 2010Visit our website at www.DungeonsandDragons.comCastle RavenloftThe game can be played with any number of players, from 1 to5. Each player controls one Hero—and the game does the rest!D&D Adventure SystemYou can combine this game with other D&D Adventure Systemboard games to create new and unique experiences. Check outwww.DungeonsandDragons.com for more information.ISBN 978-0-7869-5557-23

Winning the GameTo start playing:The Dungeon Tile Stack Shuffle the Monster Cards into their own deck. Do thesame for the Encounter Cards and Treasure Cards. Placethese three decks in easy reach of all the players.You draw Dungeon Tiles from the Dungeon Tile stack to buildthe dungeon beneath Castle Ravenloft. Each time you play, thedungeon has a different layout.You win by completing the objective in the adventure you areplaying. For example, you might have to destroy an evil dragonin one adventure, while in another you must find a magic artifact and escape from the dungeon. Give each player a Sequence of Play card as a reminderof how play proceeds.Unless stated otherwise in an adventure, you lose if any Herois at 0 Hit Points at the start of that Hero’s turn and there areno Healing Surge tokens left to play. You also lose if you aredefeated by the adventure you are playing. Each adventure listsits specific victory and defeat requirements. Pick an adventure from the Adventure Book. If you’replaying your first game alone, play through the firstadventure, “Escape the Tomb.” If you’re playing your firstgame with friends, play the second adventure, “Find theIcon of Ravenloft.”Game Setup Check the “Adventure Setup” section of the AdventureBook to see if your chosen Adventure calls for any of thegame pieces you set aside.There’s a lot of stuff in this box. You don’t use it all at once. Thefollowing components are usually used in every adventure.Hero CardsHero Power Cards40 standard Dungeon Tiles1 Start Dungeon TileEncounter CardsMonster CardsTreasure CardsCondition markers (Immobliized, Slowed)Healing Surge tokensHit Point tokensEncounter markers (3 Powers, 7 Traps)Item marker (Glyph of Warding)3 Freezing Cloud tokensDieSet aside the following game pieces. You use these pieces onlyif the adventure you are playing requires them (see the Adventure Book for details). We recommend storing these pieces in aplastic bag to keep them separate until you need them.10 Adventure Treasure Cards1 Kavan character token5 Time tokens6 Reaction tokens1 Mistform marker1 Dragon’s Breath marker40 Monster tokens10 Coffin tokens1 Sun token15 Item tokens7 Villain figures4 Villain Cards4 Place the die and the various figures in easy reach.Each Dungeon Tile features a bone pile (the square where Monsters are placed) and a white or black triangle (used to specifyless dangerous and more dangerous tiles). Many tiles havewalls, a few tiles have special features, and some have names todistinguish them for use in certain Adventures.The Start tile: The Start tile is where the Heroes usually enterthe dungeon and begin their adventure. It’s twice the size of theother tiles. The Start tile actually consists of two separate tilesthat are already connected; treat each as its own tile for thepurposes of movement and counting tiles. Unless the Adventure says otherwise, place the Start Tilein the center of the table and place two Healing Surgetokens beside it. These are the group’s surges for thisAdventure.Unexplored Edge: A Dungeon Tile with an unexplored edge isa tile where you could place a new tile. This means that an edgeof the tile is open and doesn’t have another tile adjacent to it. Each player chooses one of the five 1st-level Heroes. Whenyou choose a Hero, take that Hero’s Hero Card, PowerCards, and the blue figure that matches the Hero.Adventures and cards refer to the players as “Heroes.”Tiles and Squares Unless the Adventure says otherwise, place each Herofigure on the Start Tile, in a square adjacent to the stairs.The name of each Hero is printed on the base of the figure.2123123Game cards refer to both tiles and to squares.A tile is the basic building block of the dungeon, drawn fromthe Dungeon Tile stack.When counting tiles, you do not count diagonally and you countaround tiles. The Skeleton, for example, is 3 tiles away from thewizard. Each Hero Card tells you how many and which PowerCards you can choose for that Hero. In your early games,use the Power Cards suggested at the front of theAdventure Book. Set aside any Power Cards thataren’t used in this adventure. Each player also draws a Treasure Card. Draw and discarduntil you gain a Treasure Card with an Item on it. Set up the Dungeon Tile stack (the deck of tiles) using thesetup instructions in the adventure you have selected. Youare now ready to begin play. The adventure tells you anyother rules you need in the “Special Adventure Rules”section, or any rules that change the general game rulespresented in this book.Taking TurnsPlay progresses around the table, starting with a player of thegroup’s choice and then proceeding clockwise. You can also rollthe die and let the player who rolled highest go first.Your turn consists of three phases, one for your Hero, one forExploration, and a Villain Phase for the Monsters and Traps inyour control.A tile is a component of the game board, highlighted in yellow.A square is a part of a tile, highlighted in red. The Start Tile is aspecial tile: it is treated as two tiles.A square is one of the spaces on a Dungeon Tile.Diagonal Movement: You can move diagonally when you aremoving by squares, unless your path is blocked. You cannotmove diagonally when moving by tiles. Remember: If you arecounting squares, you can move diagonally, even between tiles.If you are counting tiles, you never count diagonally; you have tomove in straight lines, not diagonal lines when you count tiles.Triangles: Each tile features a triangle. When you place a newtile, the triangle points toward the unexplored edge of the tileit is attached to. If the tile has a black triangle, you draw anEncounter Card during the Villain Phase of your turn.An unexplored edge is an edge of a tile without a wall that is notadjacent to another tile. There are 6 unexplored edges in thisdiagram, highlighted in blue.5

Player SetUpPlace your Hero Card (1st level), your Power Cards, and yourTreasure Card face up in front of you.As you acquire more Treasure Cards, they also go face up infront of you.As you acquire Monster Cards and Trap Cards, place them toone side of your Hero Card, in the order in which you receivedthem.The Hero CardHere’s what a Hero Card looks like. The parts of a Hero Card arebriefly described here and explained in detail on thelisted page of this book.Hero’s Name, Race, Class, and Level: The top lines showyour Hero’s race and character class. The Hero’s level isshown in the bottom right corner.AC (Armor Class): The Hero’s defense score. An attack hitsthe Hero if it equals or exceeds this number (see page 9).HP (Hit Points): The Hero’s health. Damage reduces theHero’s Hit Points (see page 10). You can never regain moreHit Points that your Hit Point total.Speed: The number of squares the Hero can move by usinga single move action (see page 7).Surge Value: When a Hero is at 0 Hit Points, he or she mustuse a Healing Surge token at the start of his or her next HeroPhase. After using the Healing Surge token, the Herorecovers this number of Hit Points (see page 10).Special Ability: Each Hero has a Special Ability, asdescribed here.Powers: This tells you how many of each type of PowerCard you can select for use in an adventure, as well as anyPower Cards the Hero automatically gets to use (see page 8).Player TurnEach player’s turn consists of three phases. On your turn, complete these phases in this order: Hero Phase Exploration Phase Villain PhaseHero PhaseThis is the phase in which your Hero moves through thedungeon and makes attacks against the Monsters encounteredalong the way.1. If you have 0 Hit Points, use a Healing Surge token if one isavailable (see page 10).2. Perform one of the following actions: Move and then make an Attack.This is the phase in which you draw and play Encounter Cards,as well as when you activate the Villain (if the Villain is in play)and any Monster and Trap Cards you may have in front of you.1. If you didn’t place a Dungeon Tile in your ExplorationPhase, or if you placed a Dungeon Tile with a blacktriangle, draw and play an Encounter Card.2. If the Villain is in play, activate the Villain. (There may bemore than one Villain in play, depending on the adventure.In this case, activate each Villain, one at a time.)3. Activate each Monster and Trap Card, in turn, in the orderyou drew them. Follow the tactics on the Monster Card todetermine what each Monster does on its turn. If thereis more than one Monster with the exact same name inplay, activate each of those Monsters on your turn. So, ifyou have a Kobold Monster Card and another player hasa Kobold Monster Card, you activate both Koboldsduring your Villain Phase. If both Monsters survive untilthe other player’s Villian Phase, that player will activateboth Kobolds again!When you are done with your Villain Phase, the player to yourleft begins his or her turn. Make two Moves.Your Hero usually moves during the Hero Phase of your turn.When you finish all the steps in your Hero Phase, yourExploration Phase begins.The effect of a Power Card, Treasure Card, or Encounter Cardcan make your Hero move at other times, as well.Exploration PhaseHow Do You Move?This is the phase in which you add new Dungeon Tiles, drawMonster Cards, and place Monsters.Your Hero moves according to his or her Speed, which is thenumber of squares you can move your Hero during your turn.1. If your Hero occupies a square along an unexplored edge(see page 5), go on to Step 2.Think of your Hero’s Speed as your movement budget. Eachtime your Hero moves a square, you spend 1 point from thatbudget. When you have no more Speed left, your Hero can’tmove any more.3. Place a Monster on the new tile. To place a Monster, drawa Monster Card and place the corresponding Monsterfigure on the bone pile of the newly placed Dungeon Tile.(The name of each Monster is printed on each figure’sbase.) If you draw a Monster Card that matches a MonsterCard already in play in front of you, discard that MonsterCard and draw again. If another player has a matchingMonster Card, however, that’s okay.When you have finished all the steps in your Exploration Phase,your Villain Phase begins.3A62121B53C345DYou can move to any square, even diagonal ones, with a few minorexceptions. You cannot enter a square with a monster (A). You canmove around walls but cannot enter a wall square (B). You cannotmove between two adjacent walls (C). You cannot end your move inanother Hero’s square (D).During your turn, your Hero moves through the dungeon toattack Monsters, explore, and achieve the adventure’s objective.Use the following rules for movement.When Do You Move?2. Draw a Dungeon Tile and place it with its triangle pointingto the unexplored edge of the tile your Hero is exploringfrom.4Movement Attack and then Move.If your Hero doesn’t occupy a square along an unexplorededge, you don’t draw and place a new Dungeon Tile. In thiscase, go on to the Villain Phase.6Villain PhaseEach turn, you can spend up to your Speed budget to moveyour Hero. Your Hero can attack either before or after moving,or move twice instead of making an attack. Your Hero can move in any direction, including diagonally,as long as you have the necessary Speed to spend. You can’t move your Hero into a square filled with a wall. You can’t move your Hero into a square occupied by aMonster.If a creature with a base larger than one square is on more thanone tile, it counts as being on all the tiles that the base is on. Forexample, Gravestorm the Dracolich counts as being on all the bluetiles. All the green tiles are one tile away from Gravestorm. You can move your Hero through a square occupied byanother Hero, but you can’t end your movement there.7

AttacksA Hero makes attacks using either his or her Hero’s PowerCard powers or the powers of Treasure Cards. Most PowerCards are related to the Hero’s class, but some Heroes also havea racial power.Condition: SlowedA spider’s web wraps around a Hero, making it difficult forthe Hero to get away. A massive nets falls from the ceiling andentangles the Hero in ropes. These attacks and others like themcause a Hero to be Slowed. If an attack or other effect causes your Hero to becomeSlowed, put a Slowed marker on your Hero Card. You canhave only one Slowed marker on your Hero Card at a time.At the start of every adventure, you select Power Cards thatyou have available for that adventure. Set the remaining PowerCards aside. For your first few adventures, use the Power Cardslisted at the front of the Adventure Book. Once you becomemore familiar with the game, you can select which Power Cardsyou want to use.As you explore the dungeon below Castle Ravenloft, skeletons,zombies, and other Monsters emerge to oppose you and yourallies. You need to defeat the Monsters to complete eachadventure.TargetingDaily PowersRemember the difference between squares and tiles whenmaking attacks (see page 5).Condition: ImmobilizedAt-Will PowersA ghoul’s paralyzing claws infect a Hero with a deadly toxin thatstops him or her from moving. A magical trap blasts an areawith ice, freezing a Hero in place. These attacks and others likethem cause a Hero to be Immobilized.At-will powers are relatively simple attacks, spells, or prayers.Using an at-will power requires no special effort. It is weakerthan a daily power, so when you use it you do not flip it over.You can use it again on your next turn. If an attack or other effect causes your Hero to becomeImmobilized, put an Immobilized marker on yourHero Card. You can have only one Immobilizedmarker on your Hero Card at a time.Utility Powers At the end of your Hero Phase, discard theImmobilized marker.CombatWhen you decide to attack, first determine which Monstersyour Hero can target. A power specifies what Monsters you cantarget, ranging from only Monsters in an adjacent square to aMonster as far as 3 tiles away. At the end of your Hero Phase, discard theSlowed marker. If your Hero is Immobilized, his or her Speed is reducedto 0—that Hero can’t move!Power Card FaceWhenever you attack, you pick a power you have in front ofyou (either from a Power Card or a Treasure Card) and use it asdescribed in Combat (see page 9).Daily powers represent a significant attack or a spectaculareffect. When you use a daily power, you flip it over and cannotuse it again until some other effect (usually a Treasure Card)allows you to flip it back up. Daily powers are the strongestattacks you have access to in the game. If your Hero is Slowed, his or her Speed is reduced to 2.Power Card BackUtility powers are special maneuvers that don’t actively attackMonsters, but instead provide other advantages. These advantages include a specialized move or the ability to counter aMonster’s attack. Many of these powers don’t requi

adventure, “Escape the Tomb.” If you’re playing your first game with friends, play the second adventure, “Find the the dungeon and begin their adventure. It’s twice the size of the Icon of Ravenloft.” Check the “Adventure Setup” section of the Adventure Book to see if your chosen Adventure calls for any of the

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