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    Rulebook*This rulebook is not final. It is still in its editing stages, it still is in need of more diagrams, picture

    examples and layout design and everything is subject to change.

    The Cinematic Pulp Action Adventure Board Game

    A Fully Cooperative Gamewith Competitive Game Modes for 16 Players

    Copyright Everything Epic Games 2013

    All Rights Reserved

    Game Design and Story: Christopher Batarlis

    Co-Designer and Writer: Thomas P. Tiernan

    Component Artistic Design and Co-Game Design: Jim Samartino

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    Introduction

    Welcome to Secrets of the Lost Tomb!

    The Tomb has had many names: El Dorado, Shangri-La, Atlantis, Avalon, Mt.

    Olympus, Valhalla... Older than civilization itself, it's a place of ancient artifacts,

    mystical treasures, and forbidden secrets, hidden awayout of the hands of Mankind.

    Secret societies, religious leaders, and influential figures have anticipated the

    Gorgons Head Comet for over 5 millennia. Every 113 years, when the comet appears in

    the sky, an ancient and magical Tomb materializes on an uncharted island somewhere in

    the center of the Bermuda Triangle.

    The Eternal Order of Perseus has protected the world against the powers of Evil

    since the time of the Ancient Greeks. They are the custodians and ultimate guardians of

    the worlds oldest secrets and unknown mysteries, so powerful that in the wrong hands

    they could devastate all Humanity and alter the course of Fate itself.

    You and your fellow members of the Order bring your high expertise and unique

    talents to explore the lost Tomb and the unknown forces that have held back the

    primordial powers surging withinuntil now. Time is critical, for the ancient archives

    state that, when the Gorgons Head Comet leaves the heavens above our world, the Tombshall depart with it, returning to another dimension.

    The Tomb holds inconceivable evils and long-forgotten knowledge that

    civilizations from across the worldand beyondhave hidden throughout recorded

    time. To protect the world as we know it, these secrets must be investigated and balance

    must be restored. It is in your hands now, to discover... the Secrets of the Lost Tomb.

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    Table of Contents

    1. Components List

    2. Playing and Winning Secrets of the Lost Tomba. Modes of Playb. Scenario Sheetsc. Objective Cards

    d. Script Effects and Rewards

    e. The Tombf. Charactersg. Symbols

    3. Setting Up

    a. Choose a Scenario, Mode of Play, and Difficultyb. Prepare Starting Game Tiles

    c. Prepare Decks, Tokens, and Other Components

    d. Choose Characterse. Reveal Objective Cards

    f. Get Ready for Action

    4. Structure of Play

    a. Adventurers Phaseb. Tomb Phase

    5. Player Actions

    a. Moveb. Search Room

    c. Initiate Combatd. Use Item or Artifacte. Pick up Item or Artifact

    f. Use Room Effect

    g. Trade

    h. Use Special Abilityi. Bind Woundsj. Calm Down

    k. Steal6. Exploring New Rooms

    a. Place New Tile

    b. Resolve Room Events7. Monsters

    a. Monster Card Anatomy

    8. Combat

    a. Attempt to Evade (Adventurers Phase)b. Attempt to Evade (Tomb Phase)c. Equip Weapons and Armor

    d. Lose Couragee. Attack Monster

    f. Monster Attacks (Tomb Phase)

    g. Killing the Monster

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    Component List

    This Rulebook

    Scenario Sheets

    50 Tomb Tiles (Entrance and Room Tiles) 12 Character Sheets

    8 Custom Dice

    Cards

    o 75 Story (Adventure/Misadventure) Cardso 30 Tomb Cardso 45 Normal Monster Cardso 25 Elite Monster Cardso 8 Boss Monster Cardso 50 Item Cardso 17 Artifact Cardso 32 Search Cards

    Tokens

    o 25 Monster Damage Tokenso 40 Audacity Tokenso 32 Attribute Bonus Tokens

    ! Strength +1/+2

    ! Dexterity +1

    ! Knowledge +1

    ! Faith +1o 4 Rope Tokens

    o Objective Marker Tokens (110)o 35 Search Tokens

    o 4 Item Tokenso 24 Action Tokenso Plastic Dial Connectors (For HP and Courage on Character Sheets)

    Character Standeeso 8 Character Stands

    o 15 Monster Stands

    Player Reference Cards

    Comet Track/First Player Marker Spinner

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    Playing and Winning Secrets of the Lost Tomb

    Modes of Play

    The victory conditions of Secrets of the Lost Tomb depend on the mode of play

    the players choose. For your first game,we highly recommend playingin cooperative

    mode. The remainder of this rulebook assumes you are playing cooperatively.

    For descriptions of all modes of play, check the Adventurers Almanac: A

    Reference Guide.

    (Sidebar: Symbols Secrets of the Lost Tombuses a wide variety of symbols. For a

    complete legend, see the Player Reference Sheet.)

    Scenario SheetsIn cooperative mode, the players work together to complete a Scenario. Secrets

    of the Lost Tombhas a variety of Scenarios available to play, each providing a unique

    and replayable experience. The Scenario Sheet lists a set of numbered Win Conditions

    that the players must complete in sequence to win the Scenario.

    Each Scenario Sheet has two sides corresponding to normal and hard difficulty.

    The Comet Track denotes the time limit o the Scenario. If the Comet Track ever reaches

    0, a disastrous Plot Twist occurs, listed below the Win Conditions on the Scenario Sheet.

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    Normal Hard

    Objective Cards

    Each Scenario, in its Win Conditions, at some point will require the players toaccomplish an Objective for every Objective Box on the Scenario Sheet. During setup, a

    player will draw Objective cards to fill these Objective Boxes. Like the Scenario Sheet,

    Objective cards also have two sides corresponding to normal and hard difficulty. As you

    complete parts of an Objective card, use Objective markers to track progress. You must

    complete Objectives in the order the Scenario denotes, if any.

    (Figure showing empty Objective Boxes and filling of Objective Boxes with Objective

    cards, as well as the normal/hard sides of Objective cards)

    Script Effects and Rewards

    When you complete an Objective card, remove it from the Scenario Sheet and

    discard it. Then, read the revealed Story Script in the Objective Box. Many Objective

    Boxes also have a Script Effect (such as spawning a monster that you must defeat) with

    an associated Script Reward. When spawning a monster that gives a Script Reward

    when defeated, place the Reward under the card of the corresponding monster.

    Items and Artifacts given as Script Rewards are often required to complete the

    Scenario. If a character gains such an Item or Artifact prior to completing the Script

    Effect that yields the gained Item or Artifact, the Objective card on the corresponding

    Script Box is immediately passed and removed, and the Script Effect still triggers.

    (Figure showing completion of generic Objective card, resolution of Script Effect, andlocation of Script Reward.)

    The Tomb

    The Lost Tomb players move through in Secrets of the Lost Tombis made from

    a set of Entrance tiles and a variety of Room tiles randomly drawn as they continue to

    move through the Tomb. The backs of the Starting Entrance tiles are marked by a

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    Mayan calendar door, while the backs of Room tiles are marked by a Tomb graphic

    intersection.

    (See the Setting Up chapter for more details.)

    (Show figure of backs of Entrance and Room tiles)

    Players and monsters can only move through the tomb through Rooms linked by

    doors, which we call adjacent Rooms through the remainder of the rulebook. Each

    Room tile has between one and four doors. Some rooms are more or less dangerous

    than others; Green Rooms are the least dangerous, Yellow Rooms are fairly dangerous,

    and Red Rooms the most dangerous. The danger level of a Room is important when

    searching it for Item and when spawning new monsters, as they will only spawn in Red

    Rooms.

    Each Room tile in the core game is also marked with either a compass

    (Adventure) or a skull-and-bones (Misadventure) symbol, which represents the potential

    dangers of exploring these Rooms. Finally, many Room tiles have Room Effects,

    persistent effects that change the way players interact with them.

    Examples of Red, Yellow, and Green rooms.

    The Tomb is separated into three distinct Tomb Levels. Level 1 and Level 2 are linked

    by stairs, while Level 2 and Level 3 are not. Characters moving from Level 2 to Level 3

    must jump, taking (X) damage, or use a rope Item. Likewise, moving from Level 3 to

    Level 2 requires a rope. If you ever run out of Room tiles of a particular Tomb Level,

    shuffle the discarded tiles of that Level and create a new draw pile.

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    Characters

    An example character sheet, without the compass and gun cylinder dial covers. This

    characters starting Courage is 2 and starting HP is 13.

    Each character in Secrets of the Lost Tomb is represented by a character sheet.

    Characters have four primary attributes: Strength, Dexterity, Knowledge, and Faith.

    These determine the dice a player rolls when prompted to make a check using the

    associated attribute.

    Characters also have two secondary attributes: Movement and Audacity.

    Movement determines how far a character can move with each Action. The Audacity

    rating determines the number of Audacity tokens the player begins with and how easily acharacter can loot equipment from defeated monsters. Audacity can also be used to re-

    roll an entire dice roll for any Character, such as a Combat or Skill roll. You may spend

    Audacity to make rolls of 4, 5, and 6 count as successes, rather than just 5 and 6.

    The dials on the bottom-left and bottom-right denote a characters Courage and

    Hit Points (HP), respectively. (If this is your first time playing, attach the compass spinner

    dial to the Courage track and the gun cylinder dial to the HP track.) Courage represents

    determination, while HP represents physical well-being. Starting Courage is marked by

    the pyramid symbol, while starting HP is marked by the red value. As you lose and gain

    HP and Courage, adjust the corresponding dial. You cannot increase your HP above

    your starting value, except when specified, and you cannot increase your Courage

    above 10. Each character also starts with one or more Items, taken from the Item deck.Each character starts with 2 Action tokens, which are spent throughout the game

    to move, explore, fight, and perform other tasks. Each character has a set of special

    abilities. These can either be persistent abilities or abilities that must be used as Actions

    on your turn. Note that the B special ability can often only be used once per game.

    On the back of each character sheet, you will find a Personal Mission. As you

    complete parts of this mission, track your progress by placing tokens to the side of your

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    character sheet. Upon finishing your Personal Mission, return any tokens and take the

    reward listed. A Personal Mission may only be completed once per game.

    (Sidebar: Courage and Fleeing A characters Courage adds or removes dice from all

    rolls made by that character. Sufficiently positive Courage will add dice, while sufficiently

    negative Courage will remove dice. Additionally, at +10 Courage you gain an extraAction token, which you lose if you drop below 10 Courage. At 10 Courage, your

    character will flee the Tomb. While fleeing, a character will spend every Action to move

    at their Movement +1 toward the front door of the Tomb. If the fleeing characters

    Courage is ever raised to 9 or Less, the character ceases fleeing immediately. If the

    fleeing character reaches the entrance to the Tomb, they have fled the Tomb are

    removed from the game. In this case, choose a new character that has not died or fled

    the Tomb, placing the standee at the Entrance tile, and gaining any starting Items or

    Audacity tokens as if it were the beginning of the game. When a character flees,

    advance the Comet Track by +1.)

    (Sidebar: HP and Dying If a character reaches 0 HP, he or she dies. Lay the standee

    on its side on its current Room tile, and place any Item tokens next to the standee. Set

    aside all of your characters Item and Artifact cards in a pile, recoverable by picking up

    the Item token. Choose a new character that has not died or fled the Tomb, placing the

    standee at the Entrance tile, and gaining any starting Items or Audacity tokens as if it

    were the beginning of the game. When a character dies, advance the Comet Track by

    +1.)

    Rolling Dice

    Characters trekking through the Tomb must overcome adversities to move

    forward. These often come in the form of dice rolls known as checks. When rollingchecks, roll dice rolled equal to the statistic prompted. To succeed on a check, the player

    performing the check must roll at least one success (5 or 6). Otherwise, the check fails.

    Example: Christopher St. George must perform a Strength check. He has a Strength of 4,

    so his player gathers 4 dice and rolls them. The dice results are 2, 4, 5, and 6; this

    generates two successes. Because he generated at least one success, he succeeds the

    check!

    (Sidebar: Audacity Prior to a roll, you may spend Audacity to make rolls of 4, 5, and 6

    count as successes, rather than just 5 and 6. Also, after making a roll, you may spend

    one Audacity token to re-roll the entire dice pool. You may apply either or both effects to

    anyroll. Each time you repeat either effect, spend an additional Audacity token.

    Setting Up

    1. Choose a Scenario, Mode of Play, and Difficulty

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    Choose a Scenario Sheet and place face-up the side corresponding to the

    desired difficulty. Draw Objective cards to fill all the empty Objective Boxes on the

    Scenario Sheet. For your first game, we highly recommend playing "The Pharaoh with

    the Blue Eyes" at normal difficulty.

    Once youve chosen a Scenario, read the background story of the Scenario and

    the Scenario briefing. If you wish, read them aloudthis will get everyone in the mood togo exploring!

    2. Prepare Starting Game Tiles

    Remove the 5 Entrance tiles and place them in the center of the play area.

    Take the tiles with backs showing a Mayan calendar door marked Level 1-1,

    Level 1-2, and Level 1-3, and place them face-up in the center of the table as shown in

    the diagram Starting Tile Setup diagram. (These tiles are The Hall of Quetzalcoatl Level

    1-1,1-2,1-3, The Hall of the Pharaohs Level 2, and The Hall of the First Dynasty Level

    3.

    *** Note 1: Leave at least 1 tile length of space between each Level of the tomb for tile

    placement room*** Note 2: (Level 2 and Level 3 Starting Tiles have 4 Doorways that

    you can explore through***

    3. Prepare Decks, Tokens, and Other ComponentsShuffle the Story, Tomb, Normal Monster, Elite Monster, Search, Artifact, and

    Item decks, and place them nearby. The Objective deck will be used later in setup.

    Set the Comet Track/First Player marker to 0. Keep all dice nearby, as well as Hit

    Point tokens, Audacity tokens, Attribute Bonus tokens, Search tokens, Item tokens,

    Rope tokens, and Objective markers.

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    **

    4. Choose Characters

    Each player will take the role of one or more characters, selected randomly or by

    choice. With fewer than 4 players, we recommend that each player take more than one

    characterthe Lost Tomb is a dangerous place.

    1 player: 46 characters oruse A Solo Play Character 2 players: 23 characters each

    34 players 12 characters each

    56 players: 1 character each

    Give each player Audacity tokens equal to their characters Audacity rating, as well as

    any starting Items listed. (When playing multiple characters, a player may not exchange

    Audacity tokens between characters.) Turn each characters HP and Courage dials to

    their starting values. Give each player 2 Action tokens. Place the standee associated

    with each chosen character on the Entrance tile on Level 1.

    5. Reveal Objective Cards

    After shuffling the Objective deck, draw cards from the bottom of the deck,

    placing one on each available Objective Box on your Scenario Sheet. Players may

    choose any combination of normal or hard Objective cards.

    6. Get Ready for Action

    Follow any special instructions listed on the Scenario. To determine turn order,

    each player rolls and compares a six-sided die, re-rolling on a tie. Give the Comet

    Track/First Player marker to the first player, and begin play!

    Structure of PlaySecrets of the Lost Tombis played over a number of rounds, based on the

    chosen Scenario and tracked on the Comet Track/First Player marker. Each round has

    two phases: the Adventurers Phase and the Tomb Phase. In the Adventurers Phase,

    players each perform one Action at a time in turn order. When players have used all their

    Actions, the Adventurers Phase ends and the Tomb Phase begins. In the Tomb Phase,

    monsters spawn and attack, the Tomb will present new hardships, and weapons may

    break or run out of ammunition.

    Adventurers Phase

    During the Adventurers Phase, the current player must perform one Action,

    flipping one Action token facedown after completing the Action (see the Player Actions

    chapter for more). At this point, the next clockwise player will perform an Action. When

    no players have any remaining face-up Action tokens, the Adventurers Phase ends.

    Tomb Phase

    The first player draws a card from the Tomb Deck and follows these instructions in

    order:

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    1. Activate Monsters.Move any monsters in the Tomb, up to Movement on its

    Monster card, on the shortest route toward the nearest character. (See the

    Monsters and Combatchapter for more detail.) If two characters are equally

    close, the players decide which character the monster moves toward. If a

    monster begins the Tomb Phase sharing a Room with a character, it does not

    move. Monsters are not affected by Room Effects, and they can use shortcuts

    such as ropes and stairs to move around the map. After all monster movement is

    resolved, then monster combat begins (see the Combatchapter for more details).

    2. Spawn New Monsters. Spawn the specified number of normal or elite monsters

    in Red Rooms on the Tomb Level specified. The players choose the location of

    the spawned monsters, but they must be spread evenly. (For example, if two

    monsters occupy every Room except for a single Room that contains one

    monster, the new monster must spawn in the Room containing the singlemonster.) If the specified Level does not contain any Red Rooms, no monster

    spawns that round. If spawning monsters would increase the number of monsters

    in the Tomb above 10, advance the Comet Track by +1 instead of spawning

    monsters.

    3. Engage The Tomb Effect.This effect takes place immediately and lasts until the

    next Tomb card is drawn, unless the Tomb card states that it is permanent.

    4. Move the Comet Track.The Comet Track can move up, down, or remain

    stationary. Resolve any events on the Scenario Sheet that depend on the

    position of the Comet Track.

    5. Perform Upkeep.Fulfill any Upkeep conditions listed on Item cards your

    character holds. Turn any exhausted Item cards upright.

    Finally, pass the Comet Track/First Player marker clockwise to the next player and begin

    a new round.

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    Player Actions

    Move

    Move your character between adjacent Rooms up to the characters Movement

    rating. If your character enters a Room with a monster, your Move Action endsimmediately. To move out of a Room containing a monster, the moving character must

    Evade the monster (see the Combat chapter for more details).

    If you move through a door not already connected to another Room, you will

    explore a new Room. (See the Exploring New Roomschapter for more details.)

    Search Room

    Draw a Search card and resolve the colored row corresponding to the color of

    the searched Room; if a Search token is on the Room, the color of the room is

    considered the color of the token. After searching, regardless of result, place a Search

    token on the Room of a color one degree higher (Green to Yellow, Yellow to Red, Red to

    Empty) than the current Room color, removing any previous Search token. You may not

    search Entrance tiles or Rooms with an Empty Search token.

    Initiate Combat

    Begin combat with a monster in the same Room as you. If you hold a rangedweapon that is not exhausted, you may attack a monster in an adjacent Room. (See the

    Combatchapter for more detail.)

    Use Item or Artifact

    Activate an Action: term on oneItem or Artifact card you possess. If the Action

    term on the Item or Artifact prompts you to exhaust the card, turn the card sideways.

    When exhausted, Items and Artifact cannot be used.

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    Pick up Item or Artifact

    Pick up a single Item or Artifact token in the current Room. This Item token is

    associated with all Item or Artifact cards present in that room. Dropping an Item or

    Artifact does not require using this Action; a player may drop an Item or Artifact at any

    time by placing an Item token on your current Room and placing its associated card tothe side. Characters may carry any number of Items and Artifacts.

    Use Room Effect

    Use an Action listed on your current Room. (For example, Action: Teleport to

    any Explored Room in the Tomb.)

    Trade

    When in the same Room as another character willing to trade, give ortake one

    Item or Artifact from the other character.

    Use Special Ability

    Choose and resolve one special ability on your character sheet. If you have

    already used a one-time B ability, you may not use it again.

    Bind Wounds

    Roll a Knowledge check and gain 1 Hit Point for each success you roll, up to 6

    points. You may not gain HP above your starting HP value. If another character is in the

    same Room as you, you may instead perform Bind Wounds on them. You may never

    Bind Wounds in a Room containing a monster.

    Calm DownIf your Courage is negative, roll a Faith check. Gain 1 Courage for each success

    you roll, to a maximum Courage of 0. If another character is in the same Room as you,

    you may instead perform Calm Down on them. You may never Calm Down in a Room

    containing a monster.

    Note: If a character uses Move to travel to a Room with a fleeing character, that

    character may immediately use Calm Downon the fleeing character without using an

    Action; however, a fleeing character can only gain a maximum of 1 Courage from a

    single Calm Down Action.

    Exploring New Rooms

    Place New Tile

    When you explore a new Room, draw a Room tile from the stack corresponding

    to the Tomb Level you are exploring. If the tile you draw doesnt match your Level,

    discard the tile and continue to draw until you find a tile matching your Level. Orient the

    new tile so that one of its doors matches the door from which you are exploring.

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    Resolve Room Events

    Once you enter the Room, resolve any Exploration Events denoted on the Room

    tile by a binoculars symbol. Then, draw a Story card and resolve it.

    Read aloud the story in the top scroll section (1) and roll the prompted check (2).

    Based on your result, finish the story by reading the pass or fail section on the Adventure

    (3) or Misadventure (3A) portion of the Story card corresponding to the symbol on the tile

    you are exploring (a compass denotes an Adventure, while a skull-and-bones denotes a

    Misadventure). Apply any effects listed on that side (4 or 4A), and then check the

    Misadventure side for a Secret Quest. If the Story card contains a Secret Quest, keep

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    the card, regardless of whether you passed or failed the check. If it does not, discard the

    Story card.

    (Sidebar: Secret Quests While possessing a Secret Quest, you may complete its

    Objectives to gain a reward. As you pass its Objectives, place Objective tokens on the

    card to track your progress. You may only have Objective tokens placed on a singleSecret Quest at a time. When you complete a Secret Quest, discard its associated Story

    card, return any tokens placed, and gain the reward.)

    Monsters

    All sorts of dangerous monsters protect the Tomb from intruders, challenging the

    characters physical and mental powers alike. During the Tomb Phase, monsters will

    spawn in Red Rooms and lurk toward nearby characters. Three types of monsters dwell

    in the Tomb: normal [IMAGE OF YELLOW EYES], elite [IMAGE OF RED EYES], and

    boss [IMAGE OF GREEN EYES] monsters.

    Monster Card Anatomy

    Courage Attack: Reduce the Courage of the character currently doing combat

    with the monster.

    Combat Rating: The maximum possible damage a monster can deal with oneattack.

    Armor: The number of successes (but not critical successes) the monster can

    absorb when hit before taking damage.

    Hit Points: Total life of the monster before dying.

    Evasion rating: Difficulty a player must roll against to evade a monster.

    Movement: Maximum number of adjacent Rooms the monster can move through

    during the Tomb Phase.

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    Monster Special Abilities: If a player rolls the denoted number of critical failures

    during combat, the ability triggers if the monster deals damage.

    Combat

    There are two types of combat in Secrets of the Lost Tomb: Melee Combat and

    Ranged Combat. Melee combat can only occur when a character and monster occupythe same Room. Ranged combat can occur when a character and monster occupy the

    same Room or occupy adjacent Rooms. A player can attack a monster during the

    Adventurers Phase by taking the Initiate Combat Action. Combat also always occurs in

    Rooms containing at least one player and at least one monster during the Activate

    Monsters step of the Tomb Phase.

    Attempt to Evade (Adventurers Phase)

    If you attempt to move out same Room as a monster, you must roll Dexterity

    against the monsters Evasion rating. If you succeed, move to an adjacent Room. If you

    fail, take damage equal to half the monsters Combat rating rounded down before

    moving to an adjacent Room. When more than one monster occupies the room, roll

    Dexterity separately against each monsters Evasion rating.

    Attempt to Evade (Tomb Phase)

    If you are in the same Room as a monster about to attack you, you may attempt

    to evade the monster. If you choose to, roll Dexterity against the monsters Evasion

    rating. If you succeed, move your character to an adjacent Room. If you fail, you remain

    in the same Room and continue with combat.

    Equip Weapons and Armor

    Choose your weapons and armor for the remainder of this combat.You maychoose to use melee weapons orranged weapons, but not both types simultaneously.

    You may wield one two-handed weapon or two one-handed weapons. You may only

    wear one piece of chest armor and one piece of head armor at a time.

    Lose Courage

    If you are doing combat with a monster in the same Room as your character,

    immediately lose Courage equal to the monsters Courage attack. After a monster

    causes a character to lose Courage, that monster cannot cause that player to lose

    Courage again.

    Attack the Monster

    In melee combat (for example, when using a machete), gather dice equal to your

    Strength; in ranged combat (for example, when using a pistol), gather dice equal to your

    Dexterity. Add dice from any Items you choose to activate. If doing melee combat during

    the Adventurers Phase, add 1 die for every other allied character in the same Room

    above the number of monsters in that Room, to a maximum of 3 bonus dice. Roll all

    these dice, and keep every roll of 5 (success), 6 (critical success), or 1 (critical failure).

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    Subtract the monsters Armor rating from the number of 5s (successes) you

    rolled, to a minimum of 0, and then add the number of your 6s (critical successes); this

    is the total damage you deal to the monster. Track damage by placing HIT POINT

    tokens under the monster standee. You can only attack once per Initiate Combat Action

    or Tomb Phase, unless otherwise specified.

    (Sidebar Attacking Monsters in Adjacent Rooms: When attacking a monster in an

    adjacent Room, remove 1 die from your combat roll. If you hit the monster, it will

    immediately move into your Room. You do not lose or gain Courage by doing combat

    with monsters in adjacent Rooms.)

    Monster Attacks (Tomb Phase)

    At the end of the Activate Monsters step of the Tomb phase, any monsters in the

    same Room as a character will attack. If the attacking player rolled a total of successes

    and critical successes (5s and 6s) equal to or greater than the monsters Combat rating

    in the Attack the Monster step, the monster deals no damage. Otherwise, the monster

    deals damage equal to its Combat rating minus the total of successes and critical

    successes the attacking player rolled. The monsters Armor rating does not affectthis

    calculation. A monster only attacks once during combat in the Tomb Phase, unless

    otherwise specified.

    If the attacking character rolled any critical misses (1s) during the Attack the

    Monster step, the monsters special attack will also trigger if it deals any damage.

    Killing the Monster

    When a monsters Hit Points reaches 0 or less, it is destroyed. The player that

    dealt the killing blow takes the associated monster standee as a trophy (often used for

    Scenario objectives) as well as any rewards for killing the monster denoted on theScenario Sheet. Then, the player who killed the monster can attempt to loot it by rolling

    dice equal to his or her Audacity rating; if any die is a 6, draw 1 Item card. Any

    characters present in the same Room as a dying monster regains Courage equal to half

    of the monsters Courage attack (rounded up).

    The Adventurers Almanac: A Reference Guide

    Refer to the Adventurers Almanac for all combat and gameplay examples as

    well as the in depth glossary and index.

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    *)

    Phases of the ame

    The Adventurers Phase:

    During this Phase, adventurers may perform

    any or all of their actions.

    Actions:

    Move

    Explore a Room Combat an Enemy

    Search

    Bind Wounds

    Calm Down

    Trade an Item Use an Item or Artifact (That

    requires an Action)

    Use a Character Special Ability

    Pick up an Item (Dropping an Item

    is a Free Action)

    The Tomb Phase:

    During this Phase, the first player draws a Tomb

    Card and performs the Tomb actions in

    order from top to bottom.

    Combat Sequence:

    Lose Courage Roll Combat (Check Dice Modifiers)

    !

    Weapons, Items, Artifacts! Allies in the Room (+1d6 for each Ally over

    number of Enemies max +3d6)

    ! Courage Modifier! Check Enemy Combat Score

    ! Number of Successes = Damage to Monster

    ! If Less than Monsters Combat, Character

    takes difference in damage.

    ! Did you get damaged and roll a 1 ? ! Yes: Monster does Special Ability included in

    regular damage.

    ! When Enemy has no HP, its defeated. All

    players in the room gain "Courage Score on

    monster Rounded up. (Even if they didntlose any)

    ! Player who did final blow to monster, Roll

    Audacity. If a 6, draw an item.

    !"#$%&"'

    Player Reference Sheet

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    34$#,"'-%& 3+-5

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