You are on page 1of 8

5.2.

4 Bank Attached

V1.10
Based on original Tomb Rulebook and
FAQ information
1. Introduction - Pg 2
1.1 Object of the Game
1.2 Components
1.3 Rolling Dice
1.3.1 What is a Party Roll?
2. The Card Types Pg 2
2.1 Item Cards (Blacksmith)
2.2 Prayer Cards
2.3 Tactic Cards (Bar)
2.4 Spell Cards
2.5 Treasure Cards
2.6 Trap & Monster Cards
3. Card Actions and Effects Pg 2
3.1 Battle Actions
3.2 Turn Actions
3.3 Reacts
3.3.1 Monsters Using Card
Reactions
4. Setting up the Game Pg 3
5. Playing the Game Pg 3
5.1 Meet at the Inn
5.2 Free Actions
5.2.1 Attaching/Moving
Items
a) Monsters as Party
members
5.2.2 Heal All Wounds
(Inn)
5.2.3 Use React Cards

Treasures (Inn)
5.3 Standard Actions
5.3.1 Act
5.3.2 Draw (Inn)
5.3.3 Heal (Tomb)
5.3.4 Move
5.3.5 Pickpocket (Tomb)
5.3.6 Play a Card
5.3.7 Recruit (Inn)
5.3.8 Return to the
Inn/Flee (Tomb)
5.3.9 Raid (Tomb)
6. Raiding Pg 5
6.1 Traps
6.2 Monsters
6.3 Treasure
7. Combat Pg 6
7.1 Monsters are Revealed
7.2 Perform Battle Actions
7.3 Monster Battle Actions
7.3.1 Attack
7.3.2 Special Battle Action
7.4 Character Battle Actions
7.4.1 Attack
7.4.2 Special Battle Action
7.4.3 Flee
7.5 Wounds
7.6 Death
7.7 New Combat Round
7.8 End of the Combat
8. Banking Pg 7
9. End of the Game Pg 7
10. Solitaire Play Pg 7
Page 1

11. Campaign Play Pg 7


12. Errata Pg 8
12.1 Burn the Inn
12.2 Harassment
12.3 Earthquake
13. Clarifications Pg 8
13.1 Chaff
13.2 Displacement
13.3 Inferno
13.4 Oath Bound
13.5 Summary Example of a
Combat Round
14. Glossary Pg 8

1. INTRODUCTION
For 16 Players
Ages 12 to Adult
Playing time: 60+ minutes

(1.1) Object of the Game


In Tomb, each player is a Mercenary Captain,
forming and controlling his or her own
Adventuring Party before exploring the crypts
of an ancient Tomb. Each crypt holds traps,
monsters, and treasure. As the game advances,
the Adventuring Party ebbs and flows in
strength until the last crypt is emptied and the
Tomb is completed.

Dice and Blue Tomb Dice are replaced by an


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

(2.4) Spell Cards

(1.3.1) What is an Adventuring Party Roll?


If something calls for the adventuring partys
roll (eg. "party makes a skill check"), then add
together all the dice in the party of the relevant
stat. The same is true for cases where two or
more characters are rolling a single test, such
as traps. The effect causing the roll indicates
the appropriate Attribute.

2. THE CARD TYPES


(2.1) Item Cards (Blacksmith)

Gain the most XP by fighting monsters,


disarming traps, and collecting treasure.

These are special cards that can only be cast


by a Wizard or a Character with at least 1 Die
of Magic. If you do not have a Wizard in your
Adventuring Party (or a Character with 1 or
more dice of Magic), you cannot attach or use
a Spell Card.

(2.5) Treasure Cards

(1.2) Components

Tomb Board (double-sided)


Inn Board
Character Bag
Character Poster
84 Character Pieces
6 Adventuring Party Markers
40 Character Stands
25 Spell Deck Cards
25 Prayer Deck Cards
25 Item Deck Cards
25 Tactics Deck Cards
200 Crypt Deck Cards
21 Tomb Dice (7 Green, 7 Blue, 7
Red)
48 Wound/Tomb Tokens

(1.3) Rolling Dice

Item cards must be played immediately when


drawn by attaching them to a specific
Character. Item cards provide a Character with
bonuses or new abilities. While bonuses can
stack (for example, there are two rings that
provide a bonus to Magic), no Character may
Attach more than one Item each with the
following traits Armor, Bow, Glove, Helm,
Shield, and Weapon. If there are ever more
such Traited Items in play than Characters, the
extra Item(s) are discarded.
Items on Dead Characters are also discarded.

(2.2) Prayer Cards

Whenever a die roll is required, an Attribute is


named Attack, Skill, Magic, or Holiness.
Character and Monster cards have tables
showing how many of each color Tomb Dice
are rolled for each Attribute. If no number
appears for an Attribute, then no dice of that
color are rolled.
Each dice roll with an axe showing face up
indicates a success.

Only one Character rolls Tomb Dice, unless an


effect states otherwise (i.e. Adventuring Party
rolls). Some effects state a Target Number
(TN) this is the number of successes required
on the Tomb Dice for a successful roll.

Item cards and Treasure cards are not the same


thing. Spells and abilities that specifically
target a treasure card or inn card cannot target
the other. For most other game purposes, item
cards and treasure cards can be treated alike
(e.g. both can be pick pocketed by a rogue!).
Treasure Cards can only be found in Crypts.

(2.6) Trap & Monster Cards


These are special cards that can only be cast
by a Cleric or a Character with at least 1 Die
of Holiness. If you do not have a Cleric in
your Adventuring Party (or a Character with 1
or more dice of Holiness), you cannot attach or
use a Prayer Card.

(2.3) Tactics Cards (Bar)

See 6. RAIDING for more information on how


these cards are used.

3. CARD ACTIONS AND EFFECTS


Most of the cards and Characters have text
granting special abilities. Many have actions
printed on them optional abilities that can be
used at a specific time.
Some cards can be used as a Turn Action or
Battle Action these say Turn/Battle.

Unless otherwise stated, ties go to the


defender.
Any time an effect raises the Tomb Dice type
for a Character or Monster, Green Tomb Dice
are replaced by an equal number of Blue Tomb
Dice, and Blue Tomb Dice are replaced by an
equal number of Red Tomb Dice. All Red
Tomb Dice are automatic successes.

Treasure Cards work in much the same way as


Item cards, with one important distinction.
Treasure cards can be Banked for XP
immediately, or they can be attached to a
Character. If a Treasure is attached, it cannot
be Banked until the Character returns to the
Inn. Be careful, however. Rogues from other
Mercenary Companies can Pickpocket
Treasure Cards attached to your Characters
and then rush back to the Inn to Bank them.

Tactics are special cards that can be played


from your hand by any Character in your
Adventuring Party. Some can be attached to
Characters while others are discarded after
use.

Any time an effect lowers the Tomb Dice type


for a Character or Monster, Red Tomb Dice are
replaced by an equal number of Blue Tomb

Page 2

To use an Action, the Player must meet (or


exceed) all conditions and requirements listed
on the Action, such as timing, number and type
of Tomb Dice a Character can roll, and
Adventuring Party makeup. Adventuring Party
or Character requirements for using cards will
be listed at the top of the text area of the card.
Whether or not the Player uses an action is
always optional. Text on cards that is not part
of an action happens automatically, with no
choice involved. Effects from such text are
resolved before Reacts, if timing conflicts.

Actions (turn, battle, react) printed on Inn


cards (spells, prayers, items, tactics) can only
be used once per player turn (measured from
the start of one player's turn to the start of the
next player's turn). Actions on non-Inn cards
(characters, monsters, treasure) and non-action
text on any card are exempt from the once per
turn rule (however in this case Reacts can still
only be played once per trigger).
Card Actions take three forms:

(3.1) Battle Actions


Actions that say Battle can be used as a
Characters or Monsters action during a
combat round.

(3.2) Turn Actions


Actions that say Turn are used outside of
combat, and take an Adventuring Partys entire
turn to perform. Only one can be used per turn.

(3.3) Reacts
Actions that say React can be used any time
the condition of the React applies. Reacts are
handled in the following order:
First, handle "always happens" effects namely, text on the character or monster which
does not have "React:" in front. (For example,
when monsters are revealed Maelifcorum
draws and attaches his items before any
Reacts get to trigger.) Then, handle all the
"React" triggers. In both cases, start with the
player whose turn it is, resolve that person's
effects, then go around the table to the left
until all effects are resolved.
Each React may only be used one time per
trigger. If there are many different Reacts for
the same trigger they can all be used, but each
may only go off once for that trigger. A single
character can react multiple times in the same
turn or combat, so long as they do not react
with the same card more than once as per rules
above.
If a React ability allows you to draw an Inn
card, and the drawn inn card also has a react
ability that can be played at the same time, the
drawn Inn card can be played immediately.
This is no different than reacting multiple
times with cards from your hand on the same
turn.
Other Parties Cannot affect battles going on
inside a Crypt with a React Spell or Ability,
unless a card or power allows you to do so.
This limitation is relaxed slightly for the CM,
who may have character abilities or spells that
give the crypt the ability to interact with his
own party. In other words, other parties can
react to "when a party enters the tomb", or
"before a party enters the crypt", but not react
to actions happening inside the crypt.
If a Character and a monster have reacts or
traits that occur at the same time, the monster
has priority. The order of resolution is:
- Monster traits
- Character traits
- Monster reacts

- Character reacts
Here are some of the more common react
triggers, in the order they happen during the
turn:
- When your turn begins
- When you enter the tomb
- Before you enter crypt
- When you enter a crypt
- After you enter a crypt
- Before traps are revealed
- When traps are revealed
- After traps are revealed
- Before monsters are revealed
- When monsters are revealed
- After monsters are revealed
- Before a combat round
- At the start of a combat round
- Before a monster's combat turn
- Before a character's combat turn
- When you exit a crypt
- When you exit the tomb
- When your turn ends
Additional Reacts, which may happen at
various times:
- Before a character sustains damage
- When a character sustains damage
- After a character sustains damage
- When a character is killed
- Before a character rolls dice
- After a character has rolled dice
- After a party has recruited
(3.3.1) Monsters Using Card Reactions
If a monster attaches a card when being
revealed, and the card has a when monsters
are revealed react on it, the monster can use
that react. For example, Ter-Soth can use
Magic Missiles or Wall of Fire if he happens
to draw them.
If a monster has a React ability that allows it to
draw Inn cards, it can play the Inn cards
immediately. Therefore, if the monster draws
another card with a react ability that triggers at
the same time as the first, it can play those
cards as well. For example, a monster with
"React: When monsters are revealed, draw 3
spells", can cast any spells drawn that say
"React: When monsters are revealed" as soon
as they are drawn.
If a monster draws cards when the Monster is
revealed, Reacts such as "When a party enters
the crypt" and "Before monsters are revealed"
cannot be used (as those triggers have already
passed by).
"When monsters are revealed" Reacts are part
of the reveal phase before Combat. If you have
a spell that drafts a monster into your party, the
"when monsters are revealed" phase does not
occur.

4. SETTING UP THE GAME


Select a side of the Tomb map to play
Goldenaxe Catacombs or Tomb of the
Overseers. If this is your first time playing, we
recommend the Goldenaxe Catacombs. Place
the Character Pieces in the bag for use as the
Character Pool. Place the Inn Board next to the

Page 3

Tomb Board. Shuffle the Item, Prayer, Spell,


and Tactics Decks, and place each one on their
respective locations on the Inn Board. Shuffle
the Crypt Deck and set it to the side of the
board. There are enough Crypt Cards to have a
deck on each side of the table.
Determine the order of play by having each
Player roll all seven Blue Tomb Dice. The
Player with the most successes (highest
number of Tomb Dice with the Axe symbol
showing) becomes Player One and selects an
Adventuring Party Marker and places it on the
Inn Board. Re-roll ties. Play then proceeds in
clockwise order.
Each Player draws three cards from the Crypt
Deck. Starting with Player One and continuing
in clockwise order, each player places a Crypt
Card face down in any of the open Crypts and
then draws a new Crypt Card. A crypt is
considered open until it has a number of cards
in it equal to the number on the Crypt Door, at
which point it cannot hold any further Crypt
Cards.
Once all of the Crypts are full, the Tomb is
ready for exploration and the unused Crypt
Cards are discarded.

5. PLAYING THE GAME


(5.1) Meet at the Inn
Starting with the second player, players now
begin recruiting adventurers and exploring the
tomb. On his or her first turn, each Player
draws five adventurers from the Character
Pool, selects one to be part of his or her
Adventuring Party, and places the rest in the
Inn. If the Character is a Cleric, the Player
draws a Prayer Card. If the Character is a
Wizard, the Player draws a Spell Card. If the
Character is both a Cleric and a Wizard, he or
she draws both a Prayer Card and a Spell
Card.
Optional Rules
During the Lean Years, this place grows
deathly quiet. Ive seen weeks go by without a
new face. This place grows as empty as a
tomb... no pun intended. Players draw only
three adventurers from the Character Pool.
During the Fat Years, Ive seen this place
filled with people; drink in one hand, story in
another. Ive seen people come and go, so
many Ive forgotten more faces than I
remember. And Ive seen a dozen men march
out for adventure in an afternoon, hungry for
glory. Players draw five adventurers from
the Character Pool and keep two before
returning the rest to the Inn.
Character stats and HP's are public knowledge.
Players can wander around the table and look
at other parties.
After each Player has drawn a Character, the
second phase of Tomb begins.

(5.2) Free Actions


Players may take as many free actions as they
would like before taking one (and only one)
Standard Action on a Turn. Free actions

include:

Attach items to characters


Move equipment between characters
Heal all Wounds (Inn)
Use React cards
Bank attached Treasures (Inn)

(5.2.1) Attaching/Moving Items

"When monsters are revealed" Reacts are part


of the reveal phase before Combat. If you have
a spell that drafts a monster into your party, the
"when monsters are revealed" phase does not
occur.

(5.3.3) Heal (Tomb)


If a monster attacks in a combat round, and is
thereafter recruited to the party via a spell, it
cannot again attack that round.
(5.2.2) Heal All Wounds (Inn)

See (3.3) Reacts.

An Adventuring Party with one or more


Clerics may take a Turn to Heal injured
Characters. The Player rolls a number of Tomb
Dice equal to the combined Holiness of all
Clerics in the Adventuring Party, which in turn
Heals (removes) a number of wounds on the
Characters in the Adventuring Party up to the
number of successes rolled. These wounds are
healed in whatever order the player wishes.
Wounds are explained in depth under Monsters
and Combat Resolution (see 7. COMBAT).

(5.2.4) Bank Attached Treasures (Inn)

(5.3.4) Move

See 8. BANKING.

The Maximum Movement of an Adventuring


Party is 10 squares, plus any bonus movement
due to Characters, Item Cards, or Treasure.
Movement is horizontal and vertical, never
diagonal.

At the beginning of each Players turn (before


performing any other actions), the Player may
redistribute attached cards among the
Characters in his/her Adventuring Party. A
Character can attach a bow, shield, armor,
glove, helm, and weapon, but never two items
with traits of one type. This limitation applies
to Item cards and Treasures that list traits (the
Treasure must list the trait on the card to have
it apply). This limitation does not apply to
Monsters (e.g. Monsters in a crypt can draw
two item cards due to a special ability and they
may attach both without restriction).

If an Adventuring Party begins a Turn in the


Inn, they immediately heal all Wounds as a
free action.

Spells can be shifted between characters so


long as characters that receive spells have
magic dice (for spell cards) or holiness dice
(for prayer cards).

A Player may only take one Standard action


per turn.

Players may not move cards while they are


resolving any Crypt encounters (Traps,
Monsters, etc.), and you may not discard
cards attached to characters unless you are
banking treasures, using a card effect, or
dealing with too many treasures / items of a
special type. (eg. if you draw Inn cards or
earn Treasure from a Crypt and you have too
many of a specific type (such as too many
weapons for your party) you may select which
ones to ditch, equipping the rest. Otherwise
you may not discard an item).
If an attached card is attached only because of
another attached card that gives you an ability,
shifting or otherwise removing the card giving
you the ability will cause the dependent card to
be discarded. For example, if your fighter has
a card giving him one magic, and he also
attaches a spell as a result, shifting or
removing the card giving magic points will
cause the spell card to have to be discarded. If
you are shifting, the solution is to shift the
spell card to another character with magic
dice first, then remove the magic-granting
attached card last.
a) Monsters as Party members
If a monster is somehow a part of your party
they are treated just like normal characters in
every respect - including the ability to equip
items, with the same restrictions on characters
equipping those items (only one weapon, etc.).
Monsters do count against the maximum
party size limit of 5.
When a monster with attached cards joins a
raiding party, it keeps all attached cards with it
unless a card or effect states otherwise.
If a Party Monster is killed however, you do
not draw a new character from the character
pool and place them in the Inn (this only
applies to regular characters).

When you run out of cards in an Inn deck, any


cards that have already been discarded are
reshuffled and placed in a new draw pile face
down.

(5.2.3) Use React Cards

(5.3) Standard Actions

Standard Actions include:


Act
Draw (Inn)
Heal (Tomb)
Move
Pickpocket (Tomb)
Play a Card
Recruit (Inn)
Return to the Inn/Flee (Tomb)
Raid (Tomb)
While at the Inn, Players and Characters may
not Pickpocket. Raylor oversees the place and
he makes sure everyone behaves in his
establishment.

If the Adventuring Party is in the Inn, they


may immediately enter the Tomb and move
their maximum movement. If they are already
in the Tomb, they may move their maximum
movement, stopping on any Crypt Door space
if they wish to Raid the Crypt on the following
Turn.
Multiple parties may occupy the same space.
However, parties may not attack each other.
If a Party is already inside a Crypt and wants
to move elsewhere, the doorway counts as a
normal square. If a crypt is empty, it cannot be
targeted by any effect which targets crypts - so
Hold Portal will not lock the door preventing a
Party from leaving, and Displacement will not
move cards into an empty crypt.

(5.3.1) Act
As a Players Turn, he or she can use a Turn
Action on a Character, Card, or a Space on the
Board with an associated Turn Action.

An entire Adventuring Party moves together.


The Adventuring Party marker represents the
Characters.
(5.3.5) Pickpocket (Tomb)

(5.3.2) Draw (Inn)


If the Adventuring Party is at the Inn, a Player
may Draw two cards (in any combination)
from any of the four decks in the Inn as a
Draw Action and put them in his or her hand.
Weapon and Item cards must be attached
immediately and such cards that cannot be
attached are discarded. A Character may never
possess more than one Item card with a special
trait (eg. Weapon or Armor) at one time (see
(5.2) Free Actions). There is no limit on
attaching other types of Item cards.
Spells can only be cast by Characters with at
least one Die of Magic and Prayers can only
be cast by Characters with at least one Die of
Holiness. A Player may keep them in his or her
hand until they are cast. There is no official
hand limit in Tomb, although you may play
with a hand limit of 10 cards if you prefer (see
2. THE CARD TYPES for more information on
cards).

Page 4

If an Adventuring Party has a Rogue in it, the


Player may use his turn to Pickpocket any
Character from any Adventuring Party within
Movement Range. Movement Range is
defined as anyone the Adventuring Party could
reach in one Turn of Movement. Pickpockets
can reach a party on a crypt door or inside a
crypt.
You cannot move from the Inn to the Tomb
and Pickpocket on the same turn (as moving
from the Inn is counted as taking a Move
action).
The acting Player selects one Rogue from his/
her Adventuring Party, who selects any item
or treasure card on a Character from an
Adventuring Party in movement range. The
acting Player rolls the Skill Dice for the
Rogue. The target Partys Player rolls the Skill
Dice of any one Character in his Party (Target
Players choice). Ties go to the target Party. If
the acting Player rolls more successes than his
or her opponent, the card is stolen and

attached to the Rogue, and discarded if it


cannot be attached (this item may not be
Banked unless the Rogue's Party returns to the
Inn). If the Rogue fails, the Character making
the opposing Skill roll catches the Rogue.
Example: Player Ones turn, he decides to
have a Rogue in his Adventuring Party, Dread,
take a Pickpocket Action to acquire an item
from Player Twos Adventuring Party. Player
One rolls Skill Dice equal to Dreads Skill
Trait (2 Green, 2 Blue, and 2 Red), and gets
three successes.

and then discard the card upon use.

(5.3.9) Raid (Tomb)

Actions (turn, battle, react) printed on Inn


cards (spells, prayers, items, tactics) can only
be used once per player turn (measured from
the start of one player's turn to the start of the
next player's turn).

If an Adventuring Party is standing on a Crypt


Door space at the start of a turn, they may
Raid the Crypt. See 6. RAIDING for more
information.

6. RAIDING
Actions on non-Inn cards (characters,
monsters, treasure) and non-action text on any
card are exempt from the once per turn rule
(however in this case Reacts can still only be
played once per trigger).

Player Two rolls Skill Dice equal to the


character with the highest Skill Trait, which
happens to be Captain Dukat (also a Rogue)
with 1 Green, 3 Blue and 1 Red Skill Dice.
Player Two rolls and gets only two successes.
Dread has gotten more successes than Captain
Dukat, allowing him to successfully pickpocket
an item a character in Player Twos
Adventuring Party.

Any unused Spell, Tactic, and Prayer cards in


your hand are kept face down.

Any Character catching a Pick pocketing


Rogue is allowed one Attack on the Rogue
before he/she gets away, following the
standard rules for attacking. The Rogue suffers
Wounds from this Attack, like any other,
before returning to his/her Party. If the Rogue
is killed, any attached Cards are given to the
attacking Player.

If the Character recruited is a Cleric, the


Player draws a Prayer Card. If the Character is
a Wizard, the Player draws a Spell Card. If the
Character is both a Cleric and a Wizard, he or
she draws both a Prayer and a Spell Card.
These extra cards are not attached when
drawn, but are placed faced down in your hand
until cast. If you gain a Cleric or Wizard in
any way other than recruiting (ie. Either
from the Inn or from a card that states the
term recruit), you do not get to draw cards
for them.

Rogues cannot steal from their own


Adventuring Party.

(5.3.7) Recruit (Inn)


If the Adventuring Party is in the Inn, a Player
may Recruit one Character from the Inn
Board. The Character is placed in front of the
Player and added to his/her Adventuring Party.

(5.3.6) Play a Card


Some Prayer, Spell, and Tactics cards require a
Turn action to use. In this instance, the Card
may be played in either the Inn or the Tomb. In
such an instance, the entire Turn is spent
playing the card.
Other cards can only be used as a Battle
Action inside a Crypt. In this case, one
Character plays the card for his or her Battle
Action for the Combat Turn (see 7. COMBAT).
Spell cards can be cast by any character with
at least one Magic die. Prayer cards can be
cast by any character with at least one
Holiness die. Tactics cards can be played by
any character.
React cards do not require a Full Turn to
play and can be played in addition to a normal
Standard Turn Action.
If a card says kill or wound another character
in a different party, and the card does not
specify that the character must be in the Tomb,
Characters in the Inn can be targeted. Stirges,
for example, only wound characters who are
in the Tomb, and ignore those in the Inn.
Unless stated otherwise all Inn cards being
played are revealed and placed in front of the
Character using/casting them. They are
considered attached to that Character for the
rest of the game and are discarded if the
Character is killed. Cards that are not
discarded can be used again and again
throughout the game. Even if a card states that
it is discarded after you use it, you must still
designate which character is casting the spell,

A Player may only have up to 5 characters in


their party unless they have a special effect in
play which allows otherwise.
When a card says "discard characters from the
inn", or "return characters to the pool", they
are not replaced in the inn. The inn can
become bare, and this is how it is meant to be
played. You must draw spell cards or win
treasures to be able to draft characters from the
pool. You may also find spells that allow you
to recruit monsters.
(5.3.8) Return to the Inn/Flee (Tomb)
An Adventuring Party may use their Standard
Action for the Turn to return to the Inn. When
a character returns to the inn without the rest
of the party or is killed, all items attached to
the character are discarded.
Also, during Combat, the Adventuring Party
may Flee from a Crypt back to the Inn. This
can only be done as a Character Battle Action
after a Monster has taken an action, not
before. The only exception to this rule is when
a Monster goes last in a Turn as indicated on
its Monster Card.
If the Combat was generated by a card rather
than a Raid you may still flee back to the Inn
as one of your Battle Actions.
Once the Adventuring Party has reached the
Inn, they immediately heal all damage, and
may choose to Bank any Treasure Cards
attached to Characters (see 8. BANKING). The
Players turn ends.

Page 5

If an Adventuring Party is standing on a Crypt


Door space at the start of a turn, they may
Raid the Crypt by moving their Party Marker
into the Crypt (this is not mandatory unless a
card or ability forces them to Raid the Crypt).
If the Crypt is empty, the acting Players Turn
ends. Otherwise, the appropriate Player to the
left or right (determined by the symbol - L for
Left, R for Right -- on the Crypt Door)
becomes the Crypt Master (CM) and draws the
face down cards from the Crypt, beginning the
Encounter. It is the role of the Crypt Master to
navigate the Raid and make the encounter as
difficult as possible for the Acting Player.
The Raid Begins
Raids are resolved in the following order:
Traps
Monsters
Treasure
All Trap cards must be defeated before the
Adventuring Party encounters any Monsters (if
any) and all Monsters must be defeated before
the Treasure Cards (if any) can be Attached or
Banked. If the Adventuring Party flees, dies, or
otherwise fails to advance the Raid,
unrevealed cards are placed face down back
into the Crypt and only the CM knows their
true value.

(6.1) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present. The party must
face the trap.
The CM decides the order of the Traps,
revealing each in turn. He/She does not need
to reveal how many traps there are, only that
there are traps. The CM reads the first and
second lines of the trap, telling the Raiding
Player how many Characters may attempt to
disarm the trap and what Attribute is used. The
CM does not reveal the name of the Trap or
the Target Number for disarming the Trap, nor
the effect of failing. Each Trap Card is
essentially its own set of internal rules,
requiring the Adventuring Party to be vigilant
for the deadliest traps in the game.
The Target Number to disarm a Trap remains a
secret for the purpose of the element of risk for
the Raiding Player.
Parties can choose to fail a trap roll and deal
with the consequences.
The Raiding Adventuring Party selects which
Characters will Disarm the trap. Characters
assigned to Disarm a trap must roll a combined
number of successes, equal to or greater than
the traps Target Number(s), rolling dice equal
to the value of the appropriate Attribute.

Example: A Trap Card might indicate:


Characters: 1
Disarm: Skill 3
Failure: Each Character in the Raiding Party
suffers one Wound.
Only one Character may Disarm this trap. The
Player rolls a number of Tomb Dice equal to
the Characters total Skill Attribute (including
Items, Treasures, and other effects), and
successfully Disarms the Trap if three or more
successes are rolled. If he/she fails, each
member of his/her party suffers one Wound
each.
If the Trap is disarmed, the Raiding Player
banks the XP from the Trap (see 8.
BANKING). This applies even if the Trap was
not part of a normal Crypt Raid.
If the Adventuring Party fails to Disarm the
Trap, the CM reveals the Trap and announces
the Failure consequences of the Trap on the
Raiding Party. The Trap is then placed into the
Crypt Card Discard Pile (it is not placed face
down back into the Crypt).
This process repeats until no Traps remain in
the Crypt.
After any Trap has been resolved, the Raiding
Player may choose to leave a Crypt (whether
the Trap was disarmed or not) without seeing
the other cards in the Crypt. If so, move the
Adventuring Party Marker back to the door of
the Crypt. All remaining Crypt Cards within
the Crypt are returned face down to the Crypt.

only affects the Character it is attached to.


Item cards and Treasure cards are not the same
thing. Spells and abilities that specifically
target a Treasure card cannot target an Inn card
and vice versa. For most other game purposes,
item cards and treasure cards can be treated
alike (e.g. both can be pick pocketed by a
rogue!).
Whenever a Character is moved to another
Adventuring Party or another location within
the Tomb, all Attached cards move with the
Character. If a Character is moved to the Inn
(without the rest of the Adventuring Party),
killed, or returned to the Character Pool, all
attached cards are discarded.

7. COMBAT
Each Combat has one or more Combat
Rounds, with the following steps:
1. Monsters are Revealed
2. Monster Battle Actions (if possible), place
wound tokens
3. Character Battle Actions (if possible), place
wound tokens
4. Alternate steps 3 & 4 until all living
Monsters and Characters have performed
Battle Actions.
5. New Combat Round. If all monsters or
characters are dead, Combat ends.

more Wounds, the target is wounded. (see


(7.5)Wounds).
(7.3.2) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat. These
may be used as the Monsters Action for a
Combat Round. When a Monster is using an
ability on an Inn Card, it treats any printed
reference to the word Monster on the card as
if it said Character, and vice versa (so a card
that says "target a monster" now should be
read as "target a character in the raiding
party"). This action does not count as an
Attack, but does count as the Monsters action
for the Round.
If a monster is using a special effect (i.e. a
spell, tactic, item, ability on the monster, etc.)
then the Crypt Master gets to choose the target,
not the Raiding Player.

(7.4) Character Battle Actions


A Character may perform one of the following
Battle Actions in Combat:
(7.4.1) Attack

Spells cast in combat cannot be cast again


during the same combat, subject to card one
use per turn rules.

The Raiding Player selects a Character for the


Combat Action and a Target Monster. He rolls
a number of Tomb Dice equal to the
Characters Attack Attribute, inflicting one
Wound for each success shown. These Wounds
are then applied to the Target Monster (see
(7.5) Wounds).

(6.2) Monsters

(7.1) Monsters are Revealed

(7.4.2) Special Battle Action

After all the Traps Cards have been resolved


(or if there are no Trap Cards), Monster Cards
are encountered and the Raiding Player
decides whether his/her Adventuring Party will
continue in the Crypt. The party may withdraw
before monsters are revealed, and return back
to the crypt door. If the Adventuring Party
remains Combat occurs.

The CM reveals all of the Monsters at the


same time and resolves any effects of their
being revealed immediately, as stated on the
cards (first Monsters, then Characters in the
Raiding Adventuring Party).

Some Characters have special Battle Actions


or Inn Cards that can be used in Combat.
These may be used as the Characters Action
for a Combat Round. This action does not
count as an Attack, but does count as the
Characters action for the Round.

Combat only occurs when an Adventuring


Party encounters a Monster run by a CM,
unless otherwise stated. This includes all
Encounters with Monsters in Crypts as well as
events triggered by Inn Cards. Combat does
not happen when two Adventuring Parties
occupy the same space. Adventuring Parties
cannot attack other Adventuring Parties, unless
a card effect allows it.
See 7. COMBAT for more information on
fighting monsters.

(6.3) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present), the Raiding
Player receives all of the Treasure Cards from
that Crypt.
Treasure Cards must immediately be either
Banked (see 8. BANKING) or Attached.
Treasure Cards that are not Banked must be
Attached to a Character in the Adventuring
Party.
Unless an attached card states otherwise, it

(7.2) Perform Battle Actions


Beginning with the CM, the CM and the
Raiding Player take turns performing Battle
Actions (not Turn Actions) until all living
Monsters and Adventuring Party members
have acted. Each Monster and each
Adventuring Party member may act once per
Combat Round. This step repeats until all of
the Characters or all of the Monsters are dead
(see (7.6) Death).

(7.3) Monster Battle Actions


The CM cannot cast spells and tactics from
his/her hand onto monsters they control as the
CM, unless a spell or card power allows them
to do so.
A Monster may perform one of the following
Battle Actions in Combat:
(7.3.1) Attack
The CM selects a Monster for the Combat
Action, and the Raiding Player selects a Target
Character. The CM rolls a number of Tomb
Dice equal to the Monsters Attack Attribute,
inflicting one Wound for each success on the
Target Character. If an Attack inflicts one or
Page 6

(7.4.3) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door). All
remaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt.
Any Inn Cards drawn for the Monsters or other
special effects are discarded, and any wounds
inflicted on the Monsters are removed. This
does not count as a Move Action for the
purpose of other Character and card effects.
For example, Rogues cannot make Pickpocket
attempts.
If the Combat was generated by a card rather
than a Raid you may still flee back to the Inn
as one of your Battle Actions.

(7.5) Wounds
Whenever a Character or Monster suffers a
Wound (either during Combat or as the result
of another Card effect), a Wound marker is
placed on it. In many instances, the Player may
decide which Character in his/her Adventuring
Party suffers Wounds. Unless stated, a
Character always takes the full damage of a
single action and can suffer more Wounds than

it has Hit Points.

(7.6) Death
When a Character or Monster suffers a number
of Wounds equal to or greater that its Hit Point
total, it is killed. Dead Monster Cards are
immediately Banked (see 8. BANKING). Dead
Characters are removed from play and all of
their Attached Cards are discarded. Any
actions to heal a Character or abate Death must
be taken immediately.
If a Character ever dies, the dead Character
Piece is removed from play, and a new
Character is drawn from the Character Pool
and placed in the Inn. This rule does not appy
for recruited monsters. If there are no more
characters in the character pool, collect all the
dead characters and put them back in the draw
pile, and then draw a new one.
If a character dies then all attached cards are
discarded, even if the character is then
resurrected. If an effect prevents the death
rather than bringing the character back from
the dead, then attached cards are not affected.
If an entire Adventuring Party is killed (or the
last remaining Character is somehow removed
from the Adventuring Party), all cards attached
to Adventuring Party members are discarded.
The Adventuring Party Marker is returned to
the Inn, and the Player draws a new Character
from the Character Pool (not the Inn) to start
a new Adventuring Party. The Players turn is
ended.

(7.7) New Combat Round


A new Combat Round begins once all of the
Characters and Monsters have acted. When a
new Combat Round begins all Characters and
Monsters reset allowing them to attack again
in the new Round.
If a Monster is somehow resurrected, it returns
to the game fully healed and is treated the
same as any other Character or Monster
entering the game for the first time.

(7.8) End of the Combat


If all the Characters died or fled, or all the
Monsters have been defeated, the Combat is
over. If the Characters were defeated or fled,
and there is still at least one Monster in the
Raided Crypt, any Inn cards attached to that
monster are discarded. Any Treasure cards
that were used by a Monster remain in the
Crypt. The remaining Monster(s) are turned
face down again and placed back on the Crypt.
All Wounds on monsters in the crypt are also
removed.
If all the Monsters were defeated, see 8.
BANKING.

(7.9) Empty Crypts


Once a crypt has been cleared, it becomes a
hallway and cannot be targeted by any effect
which targets crypts - so Hold Portal will not
lock that door, and Displacement will not
move cards into an empty crypt.

8. BANKING
When Traps or Monsters are defeated, the
cards are immediately Banked by the Raiding
Player (this applies even if the Trap or Monster
was not part of a normal Crypt Raid unless the
effect creating the encounter states otherwise).

or all Crypts are empty whichever happens


first. You do not gain XP for Treasures,
regardless of whether they were used or
banked. You gain +5 XP for each surviving
Character in the Adventuring Party and the Inn
if you successfully cleared all Crypts. Your
adventuring rank is based on the following
chart:

At the end of a Raid you may also


immediately Bank any Treasures you found in
the crypt (if you chose not to attach them).
Treasures recovered from Crypts spaces which
say that treasures have no effect are still
Banked after the crypt is cleared. You may also
Bank Treasures attached to members of your
party as a free action at the beginning of your
turn (if you have returned to the Inn). Banked
Treasure Cards cannot ever be returned to play.
Banked cards are kept separate from cards in
play and are used to determine a Players final
score at the end of the game.

0 XP or fewer Hireling
1 XP 10 XP Henchman
11 XP 20 XP Slime Mold
21 XP 30 XP Recruit
31 XP 40 XP Sergeant
41 XP 50 XP Mercenary
51 XP 60 XP Adventurer
61 XP 70 XP Gamer
71 XP 80 XP Slayer
81 XP 90 XP Tomb Raider
91 XP 100 XP Dungeon Master
101 XP or more Power Gamer

9. END OF THE GAME

11. CAMPAIGN PLAY

The game ends when all the Crypt Cards have


been removed from the Crypts. Total the
Experience Points (XP) for all cards in the
Players bank and all Treasure Cards attached
to surviving Characters in a Players
Adventuring Party. The Player with the most
Experience Points wins.

Players may select to play a series of games,


with their adventures making up a long-term
campaign. If so, each Player keeps a running
tally of XP from one game to the next. As the
Player gains XP, the Player goes up in level
and gains benefits for each new level! The
Player receives the following benefits:

10. SOLITAIRE PLAY

50 XP or less - Lvl 1 Monster Fodder - No


Benefit
51 XP 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first.
101 XP 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for the
starting Adventuring Party as usual).
201 XP 400 XP - Lvl 4 Squire - When one of
the Players Characters is destroyed, the Player
may return it to the Character Pool instead of
the discard pile.
401 XP 700 XP - Lvl 5 Journeyman - Once
per game, after drawing an Inn card, the Player
may immediately discard it and draw another.
701 XP 1100 XP - Lvl 6 Man at Arms - The
Players hand size while filling the Tomb is
four cards instead of three.
1101 XP 1600 XP - Lvl 7 Soldier - After
recruiting a Character, the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additional
Characters.
1601 XP 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck, the Player may
take one card of his or her choice to put into
his or her hand.
2201 XP 3000 XP - Lvl 9 Knight - Before
the Player draws Characters at the start of the
game, the Player may search for one Character
from the Character Pool for the Adventuring
Party. Draw five Characters from the Character
Pool and place them at the Inn.
3000 XP or more - Lvl 10 Lord - The Players
maximum Adventuring Party size is six
Characters instead of five.

To play Tomb as a single Player, shuffle all


decks as if it were a multiplayer game. Deal
two Crypt Cards to each Crypt without looking
at them (deal only one card to any Crypt that
can only hold one). Draw three Crypt Cards.
Add a third card from your hand to a Crypt
that can hold at least three, and then draw
another Crypt Card. Repeat until all Crypts
that can hold at least three cards have a third
card. Deal a fourth Crypt Card from the deck
to all Crypts that can hold four. Fill any Crypts
that can hold more from your hand until all are
full.
Draw 20 Characters from the Character Pool
and place them in the Inn. Recruit Characters
from this group as usual. When there are no
remaining Characters in the Player
Adventuring Party or at the Inn, the game
ends. Any time you use a Turn Action to draw
any Inn Cards, you must select a Character
from the Inn and destroy it. The only
exceptions are cards drawn because of effects
on Characters, Inn Cards, Crypts, or Crypt
Cards. No Characters are added to the Inn
unless dictated by a card or Crypt effect.
Play through the Tomb as usual with your
Adventuring Party. The maximum
Adventuring Party size is four Characters.
When raiding a Crypt, resolve the cards in the
usual order (Traps, Monsters, Treasures).
Resolve Traps in any order you see fit.
Monsters act in order from highest XP to
lowest XP. When a Monster has to select
whether to attack or to use an ability, always
select the option that involves the most Tomb
Dice being rolled. Ignore abilities that refer to
other Adventuring Parties.
The game ends when either there are no more
Characters in the Adventuring Party and Inn,
Page 7

All benefits are cumulative. For example, if


the Player has 150 XP, the Player may re-roll
two Tomb Dice to see who goes first and then
draw six Characters instead of five when
choosing their initial Adventuring Party.

12. ERRATA
(12.1) Burn the Inn
Burn the Inn must be discarded after use.

(12.2) Harassment
Harassment reacts to the beginning of your
turn.

(12.3) Earthquake
Earthquake reacts to the beginning of your
turn.

13. CLARIFICATIONS
(13.1) Chaff
When he dies, a character is added to the Inn
as usual, regardless of Chaffs effect.

(13.2) Displacement
Both crypts where cards are being swapped
must have at least one card.

(13.3) Inferno
The caster may spread the wounds around as
he sees fit.

(13.4) Oath Bound


The crypt the party is being directed to must
have at least one card at the time of casting. If
the crypt is cleared out, the party must still go
to the crypt door before raiding any other
crypt, though it will obviously not raid the
crypt.

(13.5) Summary Example of Combat


Round
Example of a single combat round involving a
5 character party vs 2 monsters:
Monster 1 attacks and raiding party
chooses a character to defend with.
Character 1 attacks Monster 1 or 2
Monster 2 attacks and raiding party
chooses a character to defend with.
Character 2 attacks Monster 1 or 2
Character 3 attacks Monster 1 or 2
Character 4 attacks Monster 1 or 2
Character 5 attacks Monster 1 or 2
New Combat Round

14. GLOSSARY
Adventuring Party
An Adventuring Party consists of one to five
Characters. Should an Adventuring Party ever
reach zero, it immediately returns to the Inn
Board and Recruits one new Character.
Attribute
This is how many dice a Character rolls for a
given effect. There are four Attributes in Tomb
Attack, Skill, Magic, and Holiness, and they
are in three different colors (associated with
the same color of dice) Green, Blue, and
Red.

Cards
Tomb includes Crypt (Monster, Trap, and
Treasure), Item, Prayer, Spell, and Tactics
cards.
Character
The terms Character and Character Card are
interchangeable.
Character Pool
The place characters not yet in the game are
drawn from, such as a bag.
Cleric
Clerics are part fighters and part healers,
helping the Adventuring Party when they are
close to death.
Crypt
A region of the Tomb Board that holds
Monsters, Treasure, and Traps.
Crypt Door
The space located in front of each Crypt. This
space indicates the entrance to a Crypt and
how many Crypt Cards it can hold.
Crypt Card
A Monster, Trap, or Treasure Card that is
placed in a Crypt.
Dead/Death
Any Character who suffers Wounds equal to or
greater than his or her Hit Point total is
destroyed.
Dice
See Tomb Dice below.
Fighter.
Fighters are the most common Characters.
They kick down doors, kill monsters, and
absorb the most hits.
Hallway Space
Any space on the Tomb Board that is not a
Crypt or Crypt Door is considered a Hallway
Space where Adventurers move about.
Hit Points
This represents how hardy and strong a
Character is.
Inn
The terms Inn and Inn Board are used
interchangeably.
Rogue
Rogues are fast and skillful, capable of
disarming traps and picking the pockets of
their enemies.
Tomb
The terms Tomb and Tomb Board are used
interchangeably.
Tomb Dice
21 ten-sided dice are included, seven each of
three different colors (Green, Blue, and Red).
Each of these dice has the Axe symbol on
them a specific number of times, indicating the
chance of a success on each die type. Green
Dice have three symbols each (30% chance of
success), Blue Dice have five symbols each
(50% chance of success), and Red Dice have
seven symbols each (70% chance of success).

Page 8

Whenever dice are rolled, the number of


symbols that appear face up on the dice are
totaled to determine the success of the die roll.
Wizard
Wizards cast magic spells and support the
Adventuring Party with a wide array of
alternative talents.
TOMB CREDITS
Design: John Zinser
Development: Brent Keith
Cover Art: Chris Seaman
Box Art: Steve Ellis, Jason Engle, Carl Frank, Jonathan Hunt
Graphic Design: Creative Instinct, Rodney Saenz
Production: Marcelo A. Figueroa, Leticia Hayler, jim pinto
Editing: Rob Hobart, jim pinto
Artists: Christopher Appel, Steve Argyle, Matthew S.
Armstrong, Chris Arneson, Drew Baker, Stephen Bautista,
Steven Belledin, Theresa Brandon, Heather Bruton, Jeff
Carlisle, Matt Cavotta, Miguel Coimbra, Mike Conrad, Storn
Cook, Ed Cox, Edwin David, Thomas Denmark, Adam
Denton, Marko Djurdjevic, John Donahue, Cris Dornaus,
Robert Andreas Drude, Randy Elliot, Steve Ellis, Jason Engle,
Mark Evans, Edward Fetterman, Anthony Francisco, Carl
Frank, Joachim Gmoser, Anthony Grabski, Daerick W. Gross,
Daerick Gross, Sr., Paul Herbert, Bryan Heyboer, Vincent Hie,
Phillip Hilliker, Jon Hodgson, David Horne, David Hudnut,
Robert Humble, Jonathan Hunt, Lisa Hunt, Llyn Hunter, Mike
Jackson, Hugh Jamieson, Jeremy Jarvis, Veronica V. Jones,
Michael W. M. Kaluta, Merle Keller, Constantinos Koniotis,
Doug Kovacs, Heather V. Kreiter, Edward James Krings,
Stephanie Law, April Lee, Eric Lofgren, Chuck Lukacs, Craig
Maher, Slawomir Maniak, Thomas Manning, Britt Martin,
Malcolm McClinton, Gary W. McKee II, Jeff Menges, Dan
Moenster, Monte Moore, Tony Moseley, William OConnor,
Glen Osterberger, Jim Pavelec, Ben Peck, Michael Phillippi,
Mark Poole, Mike Raabe, Klaus Scherwinski, Chris Seaman,
Steve Snyder, Carlos Taylor, Beth Trott, Luis Vasquez, Franz
Vohwinkel, Kevin Wasden, Kenneth Waters, John Wigley,
Brad Williams.
Playtesters: Efrain Astorga, Jon Bancroft, Thomas Bang,
Brian Bates, Jeremy Black, Ken Carpenter, Patrick Clark,
Steve Collier, Neal Fischer, Thomas Hall, Frank Kallal,
Richard Kane, Kyong Kim, Anthony Lakas, David Lepore,
Jason Liang, David Miler, Tim Myers, Eric Norris, Richard
Norris, Anthony Oshmago, Eric Plumb, Daniel Ray, Todd C.
Rowland, John Seals, Daniel Stolp, Peter Vander Giessen,
Robert Walker, Gabriel Watson, Rick Wishnef.
The Grey Riders: Jim Eastman, Murl Harmon, Brian Peters,
Dave Seay, Jon Seay, Paul Stachel, Jerry Stachel, Ken Villars.
The Crew: Jay Cozzetto, Alan DeSalvio, Derek Meserve,
Schey Morton, John Rotker.
Dedication: To my Mom, all that wasted time playing D&D
actually paid off. Also dedicated to Gary Gygax, who opened
the way to many tombs and adventures.