Card game. Adventuring parties compete to claim the most treasure.
After going through the deck once, the player with the most
treasure points wins the game.
Players will have to make the cards, about 140+ in all.
The card title is required but text is optional.
Players can always refer to the rules for the card text.
Illustrations are highly recommended.
Players will also need two six sided dice (2D6).
Shuffle the deck.
Each player draws 7 cards.
Roll high on 1D6 to determine turn order.
Players take turns.
The player whose turn it is, is the active player.
Each turn has 5 phases:
1 Draw phase
2 Recruit phase
3 Adventure phase
4 Recovery phase
5 Discard phase
Active Player draws 3 cards.
The player may play any Heroes in his hand to his 'Adventuring Party'.
The party may contain up to 4 Heroes.
Heroes in the party are placed face up on the table. They are in play.
Magic items may be attached to heroes that can use them.
Heroes can receive the benefit of only one weapon at a time.
Excess magic items may be carried.
Heroes may exchange magic items but not spells.
Spell cards may be attached face down to mages, priests and heroes with spell levels.
A Hero can attach a number of spell cards equal to his spell level.
Each player also has a treasure pile separate from the party.
The active player may pass or declare that he is going adventuring.
To conduct an adventure a player must have a party with at least one hero.
All Heroes in party must go.
The active player plays a Location card face up and 1 Treasure card face down under it.
The opposing player may play one guardian card, face up, on top of the location card.
If the opponent does not play a guardian, the active player gets to put the
Treasure in his treasure pile.
If a guardian is played determine the Guardian value. The guardian value is equal to:
The Guardians CBT (Combat) score + Location bonuses + 2D6.
The opponent may play appropriate event cards to increase the Guardian value.
If the Guardian is a mage or priest the opponent may play a spell card from his hand.
Compare the guardian value to the party value. The party value is equal to:
The CBT (Combat) score of all Heroes + special bonuses + 2D6.
The active player may play appropriate event cards to increase the Party value.
Spell casting heroes may each play one of their attached spells.
Events & Spells are discarded as soon as they are used unless otherwise specified.
Some spells and events cause the party to retreat.
A retreating party suffers no damage, but the treasure is discarded.
If the Guardian value is greater than the Party value, the treasure is discarded and the
party receives 1D6 hits distributed by the active player.
Any Hero reduced to 0 Hits is killed (discarded).
Heroes cannot be given more hits than will reduce them to 0 unless the hero has Martyr ability.
If the Guardian value is equal or less than the Party value, the party keeps the treasure and
The party receives only (1D6 - 3) hits.
After resolution of the adventure discard the Location and guardian cards.
Magic items may be recovered from dead heroes by surviving party members only if the
party won the adventure.
All Heroes in active players party heal one Hit point of Damage.
From the Party, the player may discard heroes, magic items, and spells.
A player must discard down to 7 cards in his hand.
TYPE HITS CBT SPELLS SPECIAL
1 Warrior 3 4 0 Fighter
2 Wizard 1 1 4 Mage
3 Wood Elf 2 2 1 Fighter, Mage & Archer; Infravision, Scout
4 Dwarf 3 2 0 Fighter; Infravision, +2 vs Giants, +1 in Underground, Martyr
5 Cleric 2 2 2 Priest; +2 vs Undead; May use armor & blunt weapons
6 Enchantress 1 1 3 Mage, +4 vs Fey
7 Ranger 3 3 0 Fighter & Archer, +1 vs Humanoids, Scout
8 Barbarian 4 5 0 Fighter; +2 vs Spellcasters, May not use Magic Items or Spells, Scout
9 Beastmaster 3 3 1 Fighter; +4 vs Animals, Scout, Cannot use armor
10 Druid 2 2 2 Priest; +3 vs Animals & Plants & Fey, Scout
11 Thief 2 2 0 Thief & Archer; +4 vs Traps
12 Bard 1 1 1 Thief; Fellow adventurers CBT +1 each
13 Paladin 3 3 1 Fighter & Priest; +2 vs Undead, Martyr
14 Knight 3 3 0 Fighter; +4 vs Dragons, +2 vs Monsters
15 Halfling 1 2 0 Thief; +4 vs Traps, +2 vs Giants, +1 vs Humanoids
16 Priestess 1 1 3 Priest; +2 vs Undead, Other heroes in party may be Martyrs
CBT = Combat Value; Spells = Spell level; Hits = Hit Points
Scouts are +1 CBT in Wilderness locations
1 Dungeon Underground; Trap Guardians +3
2 Fairy Circle Ring Fey Guardians +3
3 Giants Playground Giant Guardians +3
4 Ruins Monster Guardians +2
5 Temple Demon Guardians +4
6 Maze Singular Guardians +2
7 Caves Underground; Humanoid Guardians +2
8 Caverns Underground; Dragon Guardian +3
9 Mine Underground; Place 2 treasures
10 Graveyard Undead Guardians +2
11 Forest Wilderness; Animal & Plant Guardians +2
12 Swamp Wilderness; Swarm & Plant Guardians +2
13 Crypt Undead Guardians +2
14 Catacombs Underground; Undead Guardians +3
15 Tower Spellcasting Guardians +3
16 Desert Wilderness; Desert Guardians +3
17 Castle Weapon Guardians +1
18 Volcano Fire Guardians +2
19 Ice Formation Cold Guardians +2
20 Shipwreck Water Guardians +2
1 Darkness Retreat
2 Scry Look at opponents hand & discard one of his cards; Play in recruit phase
3 Invisibility Discard Guardian and claim treasure; Opponent draws 2 cards
4 Fireball CBT +4; +4 vs Cold & Plants, Fire guardians immune
5 Freeze CBT +3; +4 vs Fire, Cold guardians immune
6 Heal Heal 1D6 Hits in Recovery Phase
7 Cure Negates effects of Poison & disease
8 Ressurection Bring back Hero that died this turn with 1 Hit; Cast in Recovery phase
9 Lightning Bolt CBT +5; +3 vs Singular Guardian
10 Blessings All your heroes CBT+2
11 Control Animals CBT +10 vs Animals
12 Polymorph CBT +10 vs Singular Guardian
13 Haste Target Hero CBT X 2; Hero suffers 1 Hit
14 Detection CBT +8 vs Traps & Surprise Guardians
15 Sleep CBT +6 vs nonswarm Humanoids and animals
16 Deflect Missiles CBT +6 vs Archers and Ranged Attackers
17 Charm CBT +8 vs Monsters
18 Fear CBT +6 vs Humans & Humanoids
19 Illusion CBT +1D6 vs intelligent guardians
20 Divination Look at top 15 cards in deck in recovery phase, place them back in same order
MAGIC ITEM CARDS
1 Spell Book Mage: Spells +1
2 Skeletal Lockpicks Thief: +3 vs Traps
3 Boots of Speed Hero: CBT +2; Thief or Scout: CBT +1
4 Arrows of Slaying Archer: CBT +3; Three uses
5 Magic Bow Archer: CBT +2
6 Enchanted Armor Fighter: Hits +1
7 War Hammer Fighter: CBT +1; +3 vs Giants; Dwarf: CBT +4
8 Disrupting Mace Fighter: CBT+1; +2 vs Undead & Demons; Cleric: CBT+3
9 Flame Sword Fighter: CBT +1; +4 vs Cold, +2 vs Plants; Negates regeneration bonus
10 Frost Sword Fighter: CBT +1; +3 vs Fire, Negates Fire spells vs party
11 Eldritch Sword Fighter: CBT +1; Spells = 1; +2 vs Spirits
12 Snake Staff Priest: CBT +2
13 Battle Axe Fighter: CBT +1; +4 vs Humanoids
14 Gauntlets of Might Hero: CBT +1, Hero becomes a fighter
15 Mithril Armor Fighter: Hits +2
16 Spell Shield Fighter: CBT +1; Immune to guardian spells
17 Potion of Healing Heal 1D6 Hits to party in Recovery Phase; One use
18 Staff of Striking Priest: CBT +4; Five uses
19 Potion of Giant Strength Hero: CBT +7, One Use
20 Holy Water Priest: vs Undead +9; One use
21 Bearskin Scout: CBT +2
22 Assassins Dagger Hero: CBT +1, Thief: CBT +1
Bonuses are cummulative. For instance a fighter wearing boots of speed would be +2, a thief would be +3
TYPE CBT NOTES
1 Skeletons 8 Undead, Regenerate, weapons
2 Kobolds 8 Humanoid, Ambush, weapons
3 Pixies 16 Fey, If they win no damage but discard 1D6 equipment, Flying, Invisible
4 Goblins 10 Humanoid, Archers, weapons
5 Giant Rats 8 Animal, Disease, Swarm
6 Giant Scorpion 8 Poison, Monster, Singular, Desert
7 Dragon 18 Breath Weapon, Fire, Flying, Singular
8 Arrow Trap 12 Poison, Archer
9 Pit Trap 8 If party loses, they cannot adventure next turn
10 Poison Gas Trap 10 Poison
11 Party Encounter X This players party becomes the Guardian. The winning party gets the treasure.
12 Ents 14 Fey, Plant
13 Wraith 14 Undead, Spirit, Singular, Cold
14 Nymphs 6 Fey, Water, Female, vs Human Male Heroes CBT +8
15 Insect Swarm 10 Swarm, Poison, Flying, Regenerate
16 Orcs 12 Humanoid, weapons, Archers
17 Ogres 14 Giant, Humanoid, weapons
18 Drow 14 Humanoid, Mages, Archers, weapons
19 Troglodytes 10 Humanoid, Monsters, Surprise, Water, weapons
20 Green Slime 10 Monster, Acid, Regenerates
21 Zombies 10 Undead, Regenerate, Disease
22 Medusa 16 Monster, Petrification Gaze Attack, Female, Singular
23 Minotaur 12 Humanoid, Singular, +2 at Maze Location
24 Doppleganger 16 Surprise, Humanoid, Singular
25 Frost Giant 16 Giant, Cold, Singular, weapons, Throw Boulders
26 Fire Giant 16 Giant, Archer, Fire, Singular, weapons
27 Hell Hounds 12 Monsters, Animals, Demons, Fire, Breath weapon
28 Gargoyles 14 Monsters, Flying, Stone
29 Sorcerer 10 Mage, Singular
30 Chaos Knight 12 Fighter, Singular, Demon, weapons
31 Djinn 14 Flying, Spirit, Mage, Desert
Regenerating guardians must be defeated twice in a row.
POISON & DISEASE
Any hero receiving damage from a poison guardian is automatically killed.
Heroes that received damage from a disease guardian are CBT-2 until they are completely healed.
The treasure must be in the players treasure pile to have effect
1 Gold & Silver coins Worth 2 Treasures
2 Golden Goose Draw +1 card per turn
3 Dragons Hoard Worth 3 Treasures
4 Cornucopia Draw +1 card per turn
5 Philosophers Stone Hand size +1
6 Living Harp All your Heroes CBT +1
7 Pandoras Box May be opened once per game to shuffle discard pile into deck
8 Flawless Gems Worth 2 Treasures
9 Holy Icon All your priests +1 Spell
10 Kings Crown Party may have 5 Heroes
11 Ancient Tome All your mages +1 Spell
12 Unicorn Horn Hand size +1
13 Magic Tapestry Look at opponents hand during your recruit phase
14 Rescue Princess All your Heroes CBT +1
15 Enchanted Goblet One Hero in recovery phase may drink from it to be fully healed
1 Theft If your party contains a thief, steal one of opponents treasures.
Put it in your pile. Play in your recruit phase.
2 Pilfer If your party contains a thief, steal one of opponents magic items.
Play in your recruit phase.
3 Ambush Guardian +4 CBT.
4 Fight another Day Your Party retreats.
5 Happy Hunting Take an extra Adventure phase this turn. Play after first adventure phase.
6 Lost Your opponent may not adventure this turn. Play in his recruit phase.
7 Spy If your party contains a thief or scout, Look at opponents hand & discard
one of his cards; Play in recruit phase.
8 Tavern rest at Inn; All your heroes heal an extra hit. Play in recovery phase.
9 Smite Fighter +6 CBT vs singular guardian.
10 Double Trouble Play two guardians at location. They add their values together.
11 Second Guardian If the party defeats the first guardian, play a second one that must be
defeated to claim the treasure.
12 Disaster If the party has lost they receive an additional 1D6 damage.
13 Encounter Play a nontrap guardian against a party that has declared they are not adventuring.
There is no location or treasure involved.
14 Trading post Discard your hand & draw 5 new cards in recruit phase.
15 Tracker If your party contains a scout, draw 10 cards, keep one, and shuffle the
rest back into the deck, during recruit phase.
16 Martyr One of your heroes may martyr.
17 Ruined Destroy one target magic item.
18 Monty Haul Two treasures are placed at location. They are claimed together
19 Rise again Guardian regenerates.
Take event cards out of the deck.
Draw a full hand. Discard location, treasure, and guardian cards.
Play all Hero cards. Do not attach magic items.
Redraw and discard until you have 4 heroes out and a full hand.
Draw one card at a time
If it is a Location card, this becomes your new location. Discard the old one.
If it is a Hero, Spell or Magic item, you may put it in your hand.
If it is a Treasure, you may put it directly into your treasure pile.
If it is a Guardian, your party must immediately confront it.
You loose if at any time you have no heroes in play.
You win if you are able to get all the way through the deck.
Ignore any card instructions that allow you to draw more than one card per turn.
Ignore any card instructions that allow you to meddle with an opponents hand or cards.