Adventurers Rules

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    My, my, my look at all the treasures.

    My treasures. Markus Bassler

    A gameboard representing the insideo the temple, divided into corridors androoms, which in turn are made up o smallerspaces.

    12 Adventurer gures

    12 Adventurer cards(with a Gaming Aid on the back)

    18 Wall cards

    1 cardwith 2 arrows

    2 cards with1 orange

    arrow

    2 cards with1 grey arrow

    13 empty cards Back o thewall cards

    40 Walls Room treasure cards

    10 Zone 1treasure cards

    10 Zone 2treasure cards

    10 Zone 3treasure cards

    10 Zone 4treasure cards

    10 Lava Roomtreasure cards

    10 Underground Rivertreasure cards

    5 Alcove treasure cards

    4 with a redalcove onthe back

    1 with a greyalcove onthe back

    14 Lava Room Glyph tiles

    Glyph on one side and yellowMayan Number on the other

    14 Glyph Clue tiles

    2 Sun tiles

    mayannumbers

    Mayan Numbers aremade up o dots (worth1) and bars (worth 5); orinstance, the let MayanNumber is 7 and the rightone is 14.

    1 large dark masking card

    Contents

    Glyph on one side and brownMayan Number on the other

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    Each Adventurers special ability isexplained in Appendix 1.

    La Ric: A slender anddauntless young woman,

    whose long legs will carry herswitly away rom danger.Special ability: Sprint

    Bill Bar: Eminent proessoro Mesoamerican archaeol-ogy, he is also a rugged and

    untiring adventurer.Special ability: Stamina

    Prr Trvr Grift:Ancient and esoteric lan-guages expert, he can quicklyidentiy strange glyphs.Special ability: Linguistics

    Pcci Crt: Italian sailorturned treasure hunter,his particular relationshipto water gives him anundeniable advantage inthis element.Special ability: Swimming

    Mar Balr: A true gen-ius o crime, this inamous

    character only cares aboutthe cash he will make whenhe sells his plunder.Special ability: Lock Picking

    Nicl Laggr:A daring young

    woman in topphysical condition, shequenches her thirst or treas-

    ure hopping rom one expedi-tion to the next.Special ability: Leap

    Martin Fltcr: This charis-matic adventurer is an unri-

    valled runner, which has al-ways pulled him out o manytricky situations until now.Special ability: Sprint

    Mtaa Ibrain: Son o a Saharacaravaneer, he is used to travelingthe great desert and has remark-able physical resources.Special ability: Stamina

    Arly Tamay: This young Guatemalan o nobleMayan descent has a deniteadvantage over her competi-tors: an intimate knowledgeo Mayan culture.Special ability: Linguistics

    Tatiana Brgvic: They sayshe is cold as ice, and herrivals are always amazed

    when they see how astshe can move in reezing

    water.Special ability: Swimming

    Ln T Ya: This young Chinese

    explorer is a bril-liant handyman.His exceptionaldexterity has otensaved his lie.Special ability: Lock Picking

    Vincnt Grna: Thebouncing Frenchman is the

    youngest in the group. Despite

    his young age, he has alreadyshown the qualities requiredto become a great explorer.Special ability: Leap

    The AdVeNTuReRs

    5 plastic planksand a supportorming awooden bridge

    2 plastic walls

    1 plastic boulder

    5 dice This rulebook

    credits

    Dust Games

    Gam ignr: Guillaume Blossierand Frdric Henry

    ectiv Prcr: David PretiPrctin Managr: Sebastien Clerin

    Artitic dirctr: Goulven Quentel

    Illtratr: douard Guiton

    Clr: Miguel Coimbra

    Gambar & Glyp: Nicolas Fructus

    sclptr:Juan Navarro Perez

    Tranlatin: Colin Kelly

    Alderac Entertainment Group

    AeG Print:John Zinser

    Fr AeG: Todd Rowland

    engli Rl eiting: Roger S. G. Sorolla

    Crativ dvlpmnt: Lucas Twyman

    Many thanks to Paolo Parente, William Yau, Ketto Pelanand Matthieu ChanTsin.

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    One can only make things look naturalater much preparation. Puccio Cortese

    Place the game board in the center o the ta-ble, and arrange the ollowing elements on it.

    1) Place the blr on its start space.2) Place the tw wall in their initial

    positions.3) Place the 5 brig plan on their support

    across the stone overhangs.

    4)Place the 2 sn til on the two cornerspaces in the lava room to cover the sun-light spots visible in these two locations.

    5) Players collectively place the 14 LavaRm Glyp til, Glyph ace up, ran-domly on the 14 remaining spaces in thelava room.

    6) Place the larg maing car over the tiles,thus covering the whole lava room until anAdventurer discovers it (see below).

    7)Shufe the 14 Glyp Cl til (brwn Mayannmbr), Glyp ac wn. Randomly pick4 and place them next to the 4 zones o the

    walls room (without looking at the Glyph ace). Then place the tn tr Glyp Cl til,Glyph ace down, next to the lava room.

    8) Shufe each o the 6 Trar c (10cards each).

    9) Place the 4 Wall Rm trar cnext to their respective zones (1, 2, 3 and 4);

    10)Place the Lava Rm trar cnext

    to the lava room (in ront o the red arrow).

    Set up

    PICTuRe 1: oVeRVIeW oF The GAMeBoARd WIThouT The MAskING CARd

    Moving walls

    Adventurers on thetemple entrance space

    Value 6

    Lock Pickingtreasure

    Boulders start space

    Boulder corridor

    4 value4 Alcovetreasures

    14 Glyph tiles

    River treasures deck

    2 Sun tiles

    Walls Roomtreasures decks

    4 trapped Glyph Clue tiles

    Walls cards withroom or 3 cardsLava Room treasures deck

    10 sae tiles

    River and the direction it fows

    Bouldersnish space

    Temple exit

    WaterallWooden

    bridge

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    11)Place the unrgrn Rivr trarcnext to the river (in ront o the bluearrow).

    12)Shufe the

    Wall car cand placeit next to the walls room, with enough

    space to display 3 cards nearby (use the4 arrows on the map edge as a guide toplacement).

    13) Place the r val 4 Alcv trarcar, Trar ac p, next to the al-cove spaces along the lava room.

    14) Place the val 6 Alcv trar car, Treasure ace up, next to the alcovespace that is lined up with the waterall.

    Once all o these game elements are in place,shufe the 12 Adventurer cards and randomlydeal 2 to each player. The remaining cardsare put aside.

    Each player chooses which o his twoAdventurers will be the rst to enter thetemple, takes the corresponding gure, andplaces it on the Temple Entrance space.

    Each player keeps his other Adventurer cardand places it, with the Gaming Aid ace up,under the Adventurer card in play (see page 6).

    The player takes the corresponding gure.Should the rst Adventurer meet an untimelyend, the second would come into play and

    replace him, using the rst Adventurers cardas the Gaming Aid.

    The most experienced player (meaning theoldest) takes the 5 dice and becomes theDicekeeper symbolically holding on tothe dice (even though other players may rollthem during the turn) to show that he or shegoes rst this turn. The exploration o thetemple can nally begin!

    PICTuRe 2: oVeRVIeW oF The GAMeBoARd WITh The MAskING CARd

    temple of chac

    This temple is dedicated to Chac, the an-cient Mayan god o rain and thunder. Thepriceless circular carving representinghim, placed right in ront o the rumbling

    waterall, must certainly have impressed

    his devoted worshippers!

    Maskingcard

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    You wont fnd true history by sitting in alibrary all day.

    Proessor Trevor Grith

    A game turn is composed o 6 successive phases:

    1. Adjust Load Level2. Roll dice and count number o actions3. Perorm actions (each player in turn)4. Move the walls and the boulder5. Bring in possible replacements6. Pass the dice to the let (new rst player)

    1.adjust load levelThe more treasure an Adventurer is carrying,the harder it will be to perorm actions. YourLoad Level (LL) represents this burden.

    Each player determines his LL by counting thenumber o Treasure cards he has (see below).

    Beore doing this, each player, starting withthe Dicekeeper and proceeding clockwise,may choose to get rid o any number o his

    Treasure cards, discarding them into a com-mon discard pile. This ability allows everyoneto manage his or her own Load Level.

    Imprtant: The rst three treasure cards carried by an Adventurer do not burden him; his LL

    remains at 2, as i he was not carrying anything.

    Each player then positions his Adventurercard over the Gaming Aid on the back o hissecond Adventurer card to show his currentLoad Level (see Positions 1 and 2).

    2. Roll dice and

    count numberof actionsEach turn, the number o actions a player canperorm depends on his current Load Level.So, in order to determine everyones num-ber o actions, the Dicekeeper rolls the 5 diceand each player compares his Load Level tothe results on the dice.

    The number o actions each player is allowed or

    the turn is equal to the number o dice whoseresult is qal t r igr tan his Load Level.

    Each player then slides his Adventurer cardupwards over the Gaming Aid on the back ohis second Adventurer card to count the num-ber o actions he is allowed (see illustration).

    LoAd AdjusTMeNT

    eampl: Ater a ew gameturns, Lea Rice has 5 Treasurecards (LL=3), Martin Fletcher

    has 7 (LL=4) and Arely Tamayonly 3 (LL=2). So the Adventurercards are in the ollowing

    position.

    PosITIoN oF The CARds (1)

    The game

    Gaming Aidside o the

    secondAdventurer

    card

    Illustratedside o thecard repre-senting the

    currentAdventurer

    in play

    Current LL

    PosITIoN oF The CARds (2)

    Illustratedside repre-senting theAdventurer

    in play

    GamingAid side

    o thesecond

    Adventurercard

    Numbero actions

    AdVeNTuReRs CARd BACk

    Numbero treasure

    cardsLoad Level

    Number oactions

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    3. Perform Actions(each player

    in turn)

    The Dicekeeper will now perorm all his

    actions, then the player to his let, and so onuntil all the players have perormed actions.Actions can usually be perormed in anyorder and as many times per turn as the play-ers want, within the limits o the Adventurersaction points. Players should track theirActions by sliding down their top Adventurercard as the Actions are used, showing at anytime how many are let. It is not required touse all your Action Points in each turn but itis almost always a good idea!

    Mv: It is always possible to spendone action to move rom one space to anadjacent space by passing over a dotted line.Solid lines may not be crossed. Also, diag-onal movements are not allowed unless aspecial ability says otherwise. Moving may

    be controlled by special rules in some areaso the board. Players may occupy and movethrough spaces which already contain otherAdventurers.

    The other actions depend on where theAdventurer is in the temple. Here is a listo each part o the temple with the actionsthat can be perormed in them and how theassociated trap works.

    NuMBeR oF ACTIoNs

    eampl:The results on the 5 dice are,,, and. Using the previous example, Lea Rice(LL=3) is allowed 3 actions (thanks to the , and), Martin Fletcher (LL=4) is only allowed 2(thanks to the and) and Arely Tamay (LL=2) is allowed 4 (thanks to the,, and). Sothe Adventurer cards are in the ollowing position.

    It should be noted that in this example a player with an LL o 5 would be unable to do anything at

    all this turn (no action because the load is too heavy).

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    walls roomEveryone is orced to go through here, asit is the rst room into which the TempleEntrance space opens. As the huge en-trance doors close behind the Adventurers,they now need to rush through the mazeto get out. The Walls room is the Templesmain room. It is ull o archaeological trea-sures: jewelry, statues, ceremonial masks,etc. It is divided into our zones (4 rows ospaces, each with a dierent moti carvedinto the foor) that can be searched either ortreasures or or symbols carved into the rock(glyphs). The latter are hints to which tiles aretrapped in the lava room.

    spcial mvmnt rl: Players may onlymove to spaces in the Walls room that arebetween the two walls you may not explorebehind the walls as they close in.

    There are two types o actions possible in thisroom, in addition to Move. Each one countsas one action. They can be done in any orderand as many times as the player wants.

    sarc: The player takes the top card romthe deck corresponding to the zone wherehis gure stands (the back o the card shouldshow the same moti as the one carved onthe foor o the zone). The player looks at itsarchaeological value and keeps it withoutshowing it to the other players. A player maysearch the same zone more than once.

    dcipr a glyp: The player looks atthe Glyph ace o the Glyph Clue tile corre-sponding to the zone his gure is on, withoutshowing it to the others, or approximately 5seconds, then replaces it Glyph ace down.

    This glyph designates a tile that is trapped inthe lava room (see below).

    eampl: Lea Rice, who is already on the ourth

    zone o the Walls room, can perorm 3 actions

    this turn. She decides to search (1 action) so she

    gets 1 Treasure card rom the deck corresponding

    to the moti carved on the foor o her zone. She

    then chooses to decipher a glyph (1 action) so she

    takes the Glyph Clue tile next to her zone. She

    fips it over secretly to have a look at the Glyph

    side or approximately 5 seconds beore putting

    it back in place. She will need to remember the

    glyph in the lava room. She has only one action

    let and she decides to get out o the walls room

    by moving into the corridor space adjacent to her

    zone.

    Unortunately or the Adventurers, the timethey can spend in the walls room is limited.In act, as soon as they enter the temple, thelet and right walls slowly and inexorablystart moving in, pushed by an ingenious andpowerul mechanism!

    Adventurers who get caught between thetwo walls when they brutally make contactare eliminated! The movement o the wallsis resolved during phase 4 o the game turn

    (see p 14).

    boulder corridor

    This is the part where we run. Martin Fletcher

    This long corridor ollows a tube-shapeddownward slope riddled with alcoves. It isused to get rom one room to the next, to dive

    into the river, or to reach the wooden bridge. Itis also the track ollowed by a gigantic boulderthat the Adventurers set in motion when theyenter the temple. The boulder will progres-sively pick up speed and grind anything lyingin its way. At the end o its mad race it willblock the only way out o the temple!

    An Adventurer on the nal space o the boul-der corridor, next to the exit, may leave the

    Temple by taking a normal move. Once the

    Adventurer has let, he cannot go back in orsend in a replacement; his player sits back andwatches the others try to outdo his treasurecollection.

    There is one type o action possible in thisroom, in addition to moving.

    opn an alcv: There are ve alcovesalong the boulder corridor; our in a row withone value 4 treasure card each, and one ur-

    ther with a value 6 treasure. In order to pickthe lock o the grillwork gate protecting thetreasure, the Adventurer needs to be in thespace horizontally adjacent to the alcove. Theplayer then rolls the 5 dice and needs to end

    PICTuRe 3: WALLs RooM

    The dotted lines mark out the 4 zones in the Walls room on to which the gures canmove. The white marks represent the progress o the two mobile walls.

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    up with a specic set o dice, depending onthe treasures value.For a value 4 Treasure, the player needs tohave at least one each o,, and amongthe dice.

    For the value 6 Treasure, the player needs tohave one each o, , , and amongthe dice.

    I the dice roll does not succeed, and a playerhas one or more actions let this turn, he orshe may choose to spend an action to rerollany o the dice. Ater this reroll, the playermay continue to spend actions and roll, aslong as he or she has not run out o actions.

    I the required combination is obtained, theplayer then takes the Treasure card rom thealcove without spending any action. Diceresults do not carry over rom turn to turn orrom player to player.

    eampl: Lea Rice has made some good progressand is now in ront o an alcove where she may

    attempt to get hold o the value 4 treasure inside.

    She has 3 actions or the turn so she decides

    to pick the lock o the grillwork protecting this

    treasure. To do so, she rolls the 5 dice (1 action)

    and obtains,,, and. She is missinga so she decides to spend 1 action to reroll the

    two and the, coming up with , and.Her lock picking attempt is a success as she nowhas the , and required to open the gateand grab the highly coveted value 4 treasure. She

    has one action let and decides to move to the

    next space, where she will be able to pick another

    lock on her next turn, since it is also an alcove.

    PICTuRe 4: The WALLs ARe GeTTING CLoseR, The BouLdeR Too!

    Lea Rice is out in ront o the boulder while the others stay inside.

    PICTuRe 5: The WALLs ARe ABouT To CLose!

    Martin Fletcher and Trevor Grith are quite literally in a tight spot between those walls!

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    lava roomIs it hot in here, or is it just me?

    Nicole Lagger

    The room next to the walls room is almostentirely covered in molten lava. Only aew slabs stick out o the lava, allowing theAdventurer to hop rom one to the next. Oneach slab there is a glyph carved indicating iit is trapped or not. But only those who willhave checked the glyphs in the walls room

    will know their true meaning! In addition,there is a treasure on each o the slabs.

    The rst Adventurer to approach theroom (by moving to a space adja-cent to it) discovers the congu-ration o the glyphs by simplyremoving the masking cardrom the gameboard.

    Once the conguration has been revealed, eachAdventurer is ree to ollow the path he wishesor else ollow the boulder corridor, a surely saer

    way through except or that boulder

    There are two types o actions possible in thisroom, in addition to a special rule or moving.

    spcial mvmnt rl: Adventurers inthe lava room can only move onto a space

    with a slab on it. Beore moving, the desti-nation tile is fipped over to check i it corre-sponds or not to a trapped slab. I the yellowMayan Number revealed corresponds to oneo the our brown Mayan Numbers placednext to the walls room, the slabs collapsesunder the Adventurer, who ends up in themolten lava. Tragically, he is eliminated! I it

    was not trapped, the tile stays turned over andthe gure o the Adventurer is placed on it.

    sarc: I a slab is not trapped, its yellowMayan Number side means there is a treasureto be ound on it. A player on a yellow MayanNumber may thereore pick its treasure up(1 action). He draws the rst card rom theLava Room treasures deck and proceeds toswap the yellow Mayan Number tile or itsbrown Mayan Number equivalent (takenrom the 10 sae Glyph Clue tiles placednext to the game board) to signiy that there

    is nothing let here.

    PICTuRe 6: LAVA RooM WITh ALL The GLYPhs

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    Bring in t cn Avntrr: This spe-cial action, explained below in the appropriategame phase, does not require an Adventurerin the room to play.

    Imprtant: There are only 14 slabs with glyphs

    and treasure in the lava room (the 2 Sun tiles

    contain no treasure and never collapse into the

    lava) but 4 o them are trapped so there are only

    10 treasures in the end.

    eampl:Bill Baker has decided to cross the lava

    room but has only 2 actions this turn. He chooses

    to jump onto an adjacent slab (1 action). He

    checks i it collapses under him or not. It is solid;

    the yellow Mayan Number does not correspond

    to any o the 4 brown Mayan Numbers that can

    be seen next to the Walls room. Bill then decides to

    pick up the Treasure (1 action) and draws the rst

    card rom the corresponding Treasure deck (lava

    back). He swaps the yellow Mayan Number tile

    with the corresponding brown Mayan Number

    one to show that the treasure has been taken. He

    has no more actions let to perorm so now play

    passes to the let.

    PICTuRe 7: CRossING The LAVA RooM

    Lea Rice is the rst to cross, closely ollowed by only three other survivors -- it seemsMartin Fletcher and Trevor Grith got stuck between the walls on the right!

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    UndergroundRiverandWaterfall

    Is like a hot tub compared to waters oSiberia.

    Tatiana Bregovic

    There are two special actions possible in thisarea, and special rules or movement.

    spcial mvmnt rl: A player may en-ter the river rom a number o dierent spaces(through the dotted lines on the game board)but can only exit on the very last river spacebeore the waterall. Moreover, because othe strong current o the river, a player who

    jumps in is orced to move along the fow in-dicated by arrows in each river space, unlesshe is exiting the river. No upstream move-ment is allowed.

    eit t rivr: Exiting is the only action pos-sible in the river space located just beore the

    waterall (it may not be searched) and it mustbe taken i the Adventurer has any remain-ing actions. To resolve this special action,the player rolls a number o dice equal to hisAdventurers current Load Level (so takinginto account the Treasure cards collectedduring this turn). I at least one o the dicerolls a , the adventurer will ail to exit andbe dragged into the waterall, but he mayprevent this by discarding treasures. At thispoint, a player can discard 3 Treasure cardsor every he has rolled, in order to rerollthose dice and avoid the drop. How-ever there is only one possible reroll per obtained and i it is another , the Adven-turer ails! O course, i the player does nothave enough Treasure cards to sacrice, healso ails to save himsel. An Adventurer whoails in exiting the river is dragged into the

    waterall and eliminated!

    eampl: Martin Fletcher tries to get out o theriver carrying 9 Treasure cards, meaning LL o 4.

    Thereore he rolls 4 dice and unortunately rolls twice. He is about to be dragged down the

    waterall! He quickly lets go o 6 Treasure cards

    (3 or each obtained) in order to reroll these

    ateul results. But once again he rolls a on one

    o the two dice rerolled and takes the great dip!

    I the Adventurer succeeds, he manages to pullhimsel rom the underground river sae andsound. His gure is moved onto the corridorspace adjacent to the underground rivers lastspace (meaning the one beore the waterall). Hemay then take any remaining actions to movenormally up or down the boulder corridor. sarc:To search the river bed, simply drawthe rst card rom the River treasures deck(1 action). The current prevents the Adventurersrom searching the same space twice. Theplayer must move at least once in between twosearches. Players should keep track o thisby laying their Adventurer gure horizontallyon the space ater searching; the gure standsupright again ater moving to a new river space.

    e: During his previous turn, Puccio

    Cortese chose to dive into the r iver. This turn he is

    allowed 3 actions. He decides to search the river

    bed (1 action) and draws the rst card rom the

    River treasure deck, laying his gure horizontally.

    He then stands up, moves to the next space

    downriver (1 action) and perorms another search

    (1 action), laying down again. He then takes a

    new card rom the River treasure deck (river

    back). His turn ends as he has perormed all 3

    actions. However his rst action o the next turn

    will need to be a movement as he has already

    searched the space he is in.

    PICTuRe 8: uNdeRGRouNd RIVeR

    Puccio Cortese decides to go or a swim, Bill Baker ollows the boulder and Lea Riceis about to cross the bridge, while in the oreground a Glyph tile is missing was itNicole Lagger who orgot her Mayan lessons and ell into the lava?

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    the wooden bridge

    It could only be 1100 years old? Lets go! Vincent Gerondeau

    The wooden bridge has special rules ormovement and one special action.

    A wooden bridge composed o 5 rottenplanks reaches over the gul into which the

    waterall goes crashing down. It oers a wel-come shortcut beore being squashed bythe boulder. However it is not all that sae,so while crossing (one movement action, asthe bridge is considered a space), the playermust check i it is solid.

    He rolls a number o dice equal to the num-ber o planks remaining when he steps ontothe bridge.

    Fr ac i tat rll lwr tan i La

    Lvl, one o the planks snaps and alls intothe precipice. The broken planks are removedrom the game board. I at least one o theplanks remains, the Adventurer can carry onmoving. I all the planks snap, he alls intothe bottomless abyss (sharing the ate othe unortunate people sacriced to Chac inancient times) and is eliminated!

    eampl :Bill Baker chooses to cross the stillundamaged bridge with a LL o 4. He rolls 5 dice

    since there are still 5 planks. He rolls ,,,

    and. He snaps 3 planks as he crosses (because

    o the , and ). However the 2 remaining

    planks mean he can carry on moving.

    s : A particularly evil

    Adventurer who is on the bridge space may, as

    an action, sabotage the bridge or those who

    would ollow him, by hopping up and down

    on it. Each hop (1 action) creates a new test

    or the bridge, rolling dice and removing planks

    as i the Adventurer had just moved onto it. O

    course, the hopping may also destroy the bridge

    and eliminate the scoundrel himsel!

    several peopleon the bridge!

    I several Adventurers nd themselves onthe bridge at the same time, the soliditytest should be rolled against the total LoadLevel o all the Adventurers on it. Thebridge is hardly going to resist such a load,

    but who would dare all cross at once?

    PICTuRe 10: The exIT Is NeAR!

    Despite being a gited swimmer, Puccio Cortese has been washed away. Bill Baker

    had a narrow escape on the bridge, leaving just two planks intact. With only Lea

    Rice and Bill Baker let, who will claim the victory? Will they manage to get out? And

    with how much treasure? A nail-biting nale!

    PICTuRe 9: TheRe WAsoNCe A LITTLe BRIdGe...

    Here, intact beore the beginning o the game

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    4. move the wallsand the boulder

    Why cant these traps ever NOT workater 1000 years?

    Montana Bill Baker

    In this game phase, the current Dicekeep-er is in charge o moving the walls and theboulder.

    T Wall: The Dicekeeper simply fipsover the three rst cards rom the Walls deckand applies their eects immediately: noth-ing happens, move the let wall (orange ar-row) one space towards the center othe room, move the right wall one spacetowards the center o the room (grey arrow)or move both walls one space each towardsthe center o the room (orange and grey ar-rows). The let wall is the one nearest the lavaroom. I there are any Adventurers let in theroom when the walls meet, they are goners!

    eampl: I the 3 Walls cards revealed are the

    ollowing, the let wall moves twice and the right

    one moves once.

    T Blr:The Dicekeeper rolls a numbero dice that depends on the game turn, as theboulder picks up speed. At the end o the rstturn, he will roll one die. I it is the second turn,he will roll two. And so on until the th turn

    when the boulder reaches its cruising speed(5 dice) until the end o the game. No matter thenumber o dice rolled, the boulder advancesone space or each result equal or higher than, making its advance vary rom 0 spacesto the number o dice rolled. I the boulderenters a space occupied by an Adventurer, heis crushed and eliminated rom the game!

    eampl: It is already the th turn o the game.

    The rst player rolls 5 dice to make the boulder

    advance. The results on the dice are,,,

    and so the boulder advances 3 spaces down

    the corridor because o the, and.

    As the boulder rolls down the corridor, it canopen up one o the two openings that allowreplacement Adventurers to enter (see nextsection). They are located on the two cornerspaces (slabs with the Sun moti) o the lava

    room. These entrances open when the boulderis on the corridor corner spaces diagonally ad- jacent to the two lava-less Sun spaces (seepicture 11). Simply remove rom the gameboard the Sun tiles aected by the boul-

    ders passage in order to reveal the sun beamsprinted on the game board), signaling that theentrance is now open.

    I the boulder reaches the nal space o theboulder corridor (the exit), it seals the exit,trapping orever all Adventurers who are stillinside the Temple, and ending the game.

    5. bring in possiblereplacements

    Where have you guys been? Len Tso Yau

    I a players rst Adventurer is eliminated, theAdventurers gure is removed rom the gameand his Treasure cards are discarded. Neverthe-less the player can send in his or her secondAdventurer, the replacement, during thisgame phase. In order to do so, at least one o theSun spaces in the lava room has to have beenopened by the passage o the boulder down

    the corridor running along the lava room.

    PICTuRe 11: TWo oPeNINGs IN The CeILING

    The two possible entrance spaces (A or B) or a replacement.1: Space causing the ceiling to open above space A when the boulder rolls on it.2: Space causing the ceiling to open above space B when the boulder rolls on it.

    2

    1

    b

    a

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    During this game phase, a player can place hisor her second Adventurer on space A i onlyA is open, or on space A or B when both areopen. The player then uses the back o the rstAdventurer card as the Gaming Aid behindthe second Adventurer, and goes on playing

    as usual with this replacement rom the nextturn onward. O course, the player has to startcollecting Treasures again rom scratch.

    6. pass the diceto the left

    The Dicekeeper passes the dice to the playeron his let, this player becoming the newDicekeeper and rst player or the new turnto come.

    Victory The game ends when there are no moreAdventurers let alive in the temple, or whenthe boulder has permanently shut the only

    way out, imprisoning orever anyone letinside the temples walls. At game end, eachplayer who managed to get an Adventurer outalive adds the values o the Treasure cards heholds. It is possible (i unlikely) or all playersto lose collectively by ailing to exit anAdventurer rom the Temple.

    Imprtant: Caskets (treasure cards with no

    number) require a die roll to determine the value

    o their contents. This roll only takes place once

    the game is over (see Appendix 3).

    The player whose Adventurer escaped alivewith the highest total value o Treasure winsthe game. He can now go around braggingabout his connection to the best Adventurerin the world until the next expedition ocourse! In case o a tie, the tied players con-gratulate each other, and share the victory.

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    appendix 1:adventurers special abilities

    You callthis archaeology? Lea Rice

    To use an Adventurers special ability, a player must announce it at the right time and rotatehis active Adventurer card upside down to signiy that it has been used. Each Adventurersspecial ability may only be used once per game.

    Lap: Spend 1 action to move diagonally one space. This leap may be perormed any-where (getting out o the walls room, getting on or o the bridge, diving into the river),except to exit the river.

    Lingitic: I the Adventurer is adjacent (not diagonally) to a Glyph tile in the lava room,use this ability to peek at this Glyph tile by secretly comparing the yellow Mayan Numberon its back with the 4 trapped brown Mayan Numbers that can be seen nearby the wallsroom.

    Lc Picing: Ater you have rolled the dice or a lockpicking attempt (Boulder Corri-dor), and you are missing only one number to succeed, use this ability to succeed at thelockpicking.

    sprint: Move immediately one space without spending an action point (but ollowingall other rules o movement). This ability is based on running, so it cannot be used in theriver.

    stamina: Ater Load Level is adjusted (phase 1), reduce the Adventurers Load Level by 1or the rest o the turn when using this ability.

    swimming:Ater rolling the dice when trying to exit the r iver, use this ability to ignore oneresult o (without discarding 3 Treasure cards).

    appendix 2:actions possible in each room

    What may be a relic to you is my heritage, you will not claim it. Arely Tamay

    Wall Rm: Move, Search or a treasure or Check a glyph.

    Lava Rm: Move, Search or a treasure or Bring in a second Adventurer.

    Blr Crrir: Move or Pick a lock (, and or,,, and combination).

    unrgrn Rivr: Move, Search or a treasure (must move at least once beore grab-bing a second treasure) or get out beore the waterall. Number o dice = LL, ails i a 1 isrolled, discard 3 Treasure cards to reroll each 1 obtained but only once.

    Wn Brig: Move or Sabotage. Number o dice = Number o planks. 1 plank snapsor each Die Result lower than current LL.

    appendix 3: treasurecards distribution

    This belongs in well you know. Montana Bill Baker

    Wall an Lava Rm trar: 4 decksor the walls room (4 dierent motis onthe back) and 1 deck or the lava room(lava on the back) o 10 cards each. Eachdeck includes 1 surprise casket card, 1

    value 1 treasure card, 2 value 2 treasurecards, 3 value 3 treasure cards, 2 value 4treasure cards and 1 value 5 treasure card.A surprise casket contains an item whose

    value may vary rom 1 to 6 depending onthe roll o a die made once the Adven-turer is saely out o the temple. So is it amere trinket or a genuine sacred relic?

    Lc Picing trar: 4 value 4 trea-sure cards obtained with a , and combination and 1 value 6 treasure card(the round carved stone o Chac) obtained

    with a,,, and combination.

    unrgrn Rivr trar: 1 deck (riveron the back) o 10 cards including 3 value2 treasure cards, 3 value 3 treasure cards,3 value 4 treasure cards and 1 surprisecasket.

    Lap Lingitic Lc picing sprint stamina swimming

    appendix 4:moving traps

    Wall: Draw 3 cards per turn and move thewalls according to the arrows (orange=letand grey=right).

    Blr: From each turn starting with therst, 1 then 2 then 3 then 4 then 5 diceare rolled. Boulder moves one space or-

    ward or each die showing a result higheror equal to.