8102019 Tomb Rules 1980 v 110
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V110
Based on original Tomb Rulebook and
FAQ information
1 Introduction - Pg 2
11 Object of the Game
12 Components
13 Rolling Dice
131 What is a Party Roll
2 The Card Types ndash Pg 2
21 Item Cards (Blacksmith)
22 Prayer Cards
23 Tactic Cards (Bar)
24 Spell Cards
25 Treasure Cards
26 Trap amp Monster Cards
3 Card Actions and Effects ndash Pg 231 Battle Actions
32 Turn Actions
33 Reacts
331 Monsters Using Card
Reactions
4 Setting up the Game ndash Pg 3
5 Playing the Game ndash Pg 3
51 Meet at the Inn
52 Free Actions
521 AttachingMoving
Items
a) Monsters as Party
members
522 Heal All Wounds
(Inn)523 Use React Cards
524 Bank Attached
Treasures (Inn)
53 Standard Actions
531 Act532 Draw (Inn)
533 Heal (Tomb)
534 Move
535 Pickpocket (Tomb)
536 Play a Card
537 Recruit (Inn)
538 Return to the
InnFlee (Tomb)
539 Raid (Tomb)
6 Raiding ndash Pg 561 Traps
62 Monsters
63 Treasure
7 Combat ndash Pg 671 Monsters are Revealed
72 Perform Battle Actions
73 Monster Battle Actions
731 Attack
732 Special Battle Action
74 Character Battle Actions
741 Attack
742 Special Battle Action
743 Flee
75 Wounds
76 Death
77 New Combat Round
78 End of the Combat
8 Banking ndash Pg 7
9 End of the Game ndash Pg 710 Solitaire Play ndash Pg 7
11 Campaign Play ndash Pg 7
12 Errata ndash Pg 8
121 Burn the Inn
122 Harassment123 Earthquake
13 Clarifications ndash Pg 8
131 Chaff
132 Displacement
133 Inferno
134 Oath Bound
135 Summary Example of a
Combat Round
14 Glossary ndash Pg 8
Page 1
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1 INTRODUCTION
For 1ndash6 Players
Ages 12 to Adult
Playing time 60+ minutes
(11) Object of the Game
In Tomb each player is a Mercenary Captain
forming and controlling his or her ownAdventuring Party before exploring the crypts
of an ancient Tomb Each crypt holds trapsmonsters and treasure As the game advances
the Adventuring Party ebbs and flows in
strength until the last crypt is emptied and theTomb is completed
Gain the most XP by fighting monstersdisarming traps and collecting treasure
(12) Components
991266 Tomb Board (double-sided)
991266 Inn Board
991266 Character Bag
991266 Character Poster991266 84 Character Pieces
991266 6 Adventuring Party Markers
991266 40 Character Stands
991266 25 Spell Deck Cards
991266 25 Prayer Deck Cards
991266 25 Item Deck Cards
991266 25 Tactics Deck Cards
991266 200 Crypt Deck Cards
991266 21 Tomb Dice (7 Green 7 Blue 7Red)
991266 48 WoundTomb Tokens
(13) Rolling Dice
Whenever a die roll is required an Attribute isnamed ndash Attack Skill Magic or Holiness
Character and Monster cards have tables
showing how many of each color Tomb Diceare 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 (ie Adventuring Partyrolls) Some effects state a Target Number
(TN) ndash this is the number of successes required
on the Tomb Dice for a successful roll
Unless otherwise stated ties go to the
defender
Any time an effect raises the Tomb Dice type
for a Character or Monster Green Tomb Diceare 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
Any time an effect lowers the Tomb Dice type
for a Character or Monster Red Tomb Dice arereplaced by an equal number of Blue Tomb
Dice and Blue Tomb Dice are replaced by an
equal number of Green Tomb Dice All GreenTomb Dice are automatic failures
(131) What is an Adventuring Party Roll
If something calls for the adventuring partyrsquos
roll (eg party makes a skill check ) then addtogether all the dice in the party of the relevant
stat The same is true for cases where two ormore characters are rolling a single test suchas traps The effect causing the roll indicates
the appropriate Attribute
2 THE CARD TYPES
(21) Item Cards (Blacksmith)
Item cards must be played immediately whendrawn by attaching them to a specific
Character Item cards provide a Character with
bonuses or new abilities While bonuses canstack (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 ndash Armor Bow Glove Helm
Shield and Weapon If there are ever more
such Traited Items in play than Characters theextra Item(s) are discarded
Items on Dead Characters are also discarded
(22) Prayer 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 inyour Adventuring Party (or a Character with 1
or more dice of Holiness) you cannot attach or
use a Prayer Card
(23) Tactics Cards (Bar)
Tactics are special cards that can be played
from your hand by any Character in yourAdventuring Party Some can be attached to
Characters while others are discarded after
use
(24) Spell Cards
These are special cards that can only be castby a Wizard or a Character with at least 1 Die
of Magic If you do not have a Wizard in yourAdventuring Party (or a Character with 1 or
more dice of Magic) you cannot attach or use
a Spell Card
(25) Treasure Cards
Treasure Cards work in much the same way asItem cards with one important distinction
Treasure cards can be ldquoBankedrdquo for XP
immediately or they can be attached to aCharacter If a Treasure is attached it cannot
be Banked until the Character returns to the
Inn Be careful however Rogues from otherMercenary Companies can Pickpocket
Treasure Cards attached to your Characters
and then rush back to the Inn to Bank them
Item cards and Treasure cards are not the same
thing Spells and abilities that specificallytarget a treasure card or inn card cannot target
the other For most other game purposes item
cards and treasure cards can be treated alike(eg both can be pick pocketed by a rogue)
Treasure Cards can only be found in Crypts
(26) Trap amp Monster Cards
See 6 RAIDING for more information on how
these cards are used
3 CARD ACTIONS AND EFFECTS
Most of the cards and Characters have textgranting special abilities Many have actions
printed on them ndash optional abilities that can be
used at a specific time
Some cards can be used as a Turn Action or
Battle Action ndash these say ldquoTurnBattlerdquo
To use an Action the Player must meet (or
exceed) all conditions and requirements listedon the Action such as timing number and type
of Tomb Dice a Character can roll and
Adventuring Party makeup Adventuring Partyor 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 nochoice involved Effects from such text are
resolved before Reacts if timing conflicts
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Actions (turn battle react) printed on Inn
cards (spells prayers items tactics) can onlybe used once per player turn (measured from
the start of one players turn to the start of the
next players 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 stillonly be played once per trigger)
Card Actions take three forms
(31) Battle Actions
Actions that say ldquoBattlerdquo can be used as a
Characterrsquos or Monsterrsquos action during acombat round
(32) Turn Actions
Actions that say ldquoTurnrdquo are used outside of combat and take an Adventuring Partyrsquos entire
turn to perform Only one can be used per turn
(33) Reacts
Actions that say ldquoReactrdquo 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 theplayer whose turn it is resolve that persons
effects then go around the table to the left
until all effects are resolved
Each React may only be used one time pertrigger 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 sameturn 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 reactability that can be played at the same time the
drawn Inn card can be played immediately
This is no different than reacting multipletimes 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 soThis limitation is relaxed slightly for the CM
who may have character abilities or spells that
give the crypt the ability to interact with hisown party In other words other parties can
react to when a party enters the tomb or
before a party enters the crypt but not reactto actions happening inside the crypt
If a Character and a monster have reacts ortraits 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 monsters combat turn
- Before a characters combat turn
- When you exit a crypt
- When you exit the tomb- When your turn ends
Additional Reacts which may happen atvarious 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
(331) Monsters Using Card Reactions
If a monster attaches a card when being
revealed and the card has a ldquowhen monsters
are revealedrdquo react on it the monster can usethat react For example Ter-Soth can use
Magic Missiles or Wall of Fire if he happensto draw them
If a monster has a React ability that allows it to
draw Inn cards it can play the Inn cardsimmediately 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 revealedcannot 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 mdash
Goldenaxe Catacombs or Tomb of the
Overseers If this is your first time playing werecommend the Goldenaxe Catacombs Place
the Character Pieces in the bag for use as theCharacter Pool Place the Inn Board next to the
Tomb Board Shuffle the Item Prayer Spell
and Tactics Decks and place each one on theirrespective 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 eachPlayer roll all seven Blue Tomb Dice The
Player with the most successes (highestnumber of Tomb Dice with the Axe symbolshowing) becomes Player One and selects an
Adventuring Party Marker and places it on the
Inn Board Re-roll ties Play then proceeds inclockwise order
Each Player draws three cards from the CryptDeck 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 atwhich 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
(51) Meet at the Inn
Starting with the second player players now
begin recruiting adventurers and exploring thetomb On his or her first turn each Player
draws five adventurers from the Character
Pool selects one to be part of his or herAdventuring Party and places the rest in the
Inn If the Character is a Cleric the Player
draws a Prayer Card If the Character is aWizard 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 Irsquove 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 Irsquove seen this place
filled with people drink in one hand story in
another Irsquove seen people come and go so
many Irsquove forgotten more faces than I
remember And Irsquove 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 HPs are public knowledge
Players can wander around the table and look at other parties
After each Player has drawn a Character thesecond phase of Tomb begins
(52) 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
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include
991266 Attach items to characters
991266 Move equipment between characters
991266 Heal all Wounds (Inn)
991266 Use React cards
991266 Bank attached Treasures (Inn)
(521) AttachingMoving Items
At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may
redistribute attached cards among the
Characters in hisher Adventuring Party ACharacter 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 (eg Monsters in a crypt can draw
two item cards due to a special ability and they
may attach both without restriction)
Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice
(for prayer cards)
Players may not move cards while they are
resolving any Crypt encounters (Traps
Monsters etc) and you may not discard
cards attached to characters ndash unless you are
banking treasures using a card effect or
dealing with too many treasures items of aspecial 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 abilityshifting 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 partythey are treated just like normal characters in
every respect - including the ability to equip
items with the same restrictions on charactersequipping 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 itunless 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 monsters are revealed Reacts are part
of the reveal phase before Combat If you havea spell that drafts a monster into your party the
when monsters are revealed phase does not
occur
If a monster attacks in a combat round and is
thereafter recruited to the party via a spell itcannot again attack that round
(522) Heal All Wounds (Inn)
If an Adventuring Party begins a Turn in the
Inn they immediately heal all Wounds as a
free action
(523) Use React Cards
See (33) Reacts
(524) Bank Attached Treasures (Inn)
See 8 BANKING
(53) Standard Actions
A Player may only take one Standard action
per turn
Standard Actions include
991266 Act
991266 Draw (Inn)
991266 Heal (Tomb)
991266 Move
991266 Pickpocket (Tomb)
991266 Play a Card
991266 Recruit (Inn)
991266 Return to the InnFlee (Tomb)
991266 Raid (Tomb)
While at the Inn Players and Characters may
not Pickpocket Raylor oversees the place and
he makes sure everyone behaves in hisestablishment
(531) Act
As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the
Board with an associated Turn Action
(532) Draw (Inn)
If the Adventuring Party is at the Inn a Playermay 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 attachedimmediately and such cards that cannot beattached are discarded A Character may never
possess more than one Item card with a special
trait (eg Weapon or Armor) at one time (see
(52) 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 playwith a hand limit of 10 cards if you prefer (see
2 THE CARD TYPES for more information on
cards)
When you run out of cards in an Inn deck any
cards that have already been discarded arereshuffled and placed in a new draw pile face
down
(533) Heal (Tomb)
An Adventuring Party with one or moreClerics may take a Turn to Heal injured
Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn
Heals (removes) a number of wounds on the
Characters in the Adventuring Party up to thenumber of successes rolled These wounds are
healed in whatever order the player wishes
Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )
(534) Move
The Maximum Movement of an Adventuring
Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure
Movement is horizontal and vertical never
diagonal
If the Adventuring Party is in the Inn they
may immediately enter the Tomb and movetheir maximum movement If they are already
in the Tomb they may move their maximum
movement stopping on any Crypt Door spaceif 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 betargeted by any effect which targets crypts - so
Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt
An entire Adventuring Party moves togetherThe Adventuring Party marker represents the
Characters
(535) Pickpocket (Tomb)
If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any
Character from any Adventuring Party within
ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could
reach in one Turn of Movement Pickpockets
can reach a party on a crypt door or inside acrypt
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 theRogue The target Partyrsquos Player rolls the Skill
Dice of any one Character in his Party (Target
Playerrsquos choice) Ties go to the target Party If
the acting Player rolls more successes than hisor her opponent the card is stolen and
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attached to the Rogue and discarded if it
cannot be attached (this item may not beBanked unless the Rogues Party returns to the
Inn) If the Rogue fails the Character making
the opposing Skill roll ldquocatchesrdquo the Rogue
Example Player Onersquos turn he decides to
have a Rogue in his Adventuring Party Dread
take a Pickpocket Action to acquire an item
from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill
Trait (2 Green 2 Blue and 2 Red) and gets
three successes
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 Tworsquos
Adventuring Party
Any Character catching a Pick pocketing
Rogue is allowed one Attack on the Roguebefore heshe gets away following the
standard rules for attacking The Rogue suffers
Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue
is killed any attached Cards are given to the
attacking Player
Rogues cannot steal from their own
Adventuring Party
(536) 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 Insuch 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 BattleAction 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
ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal
Standard Turn Action
If a card says lsquokill or wound another character
in a different partyrsquo and the card does not
specify that the character must be in the TombCharacters 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 theCharacter usingcasting them They are
considered attached to that Character for the
rest of the game and are discarded if theCharacter 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
and then discard the card upon use
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 players turn to the start of the
next players turn)
Actions on non-Inn cards (characters
monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be
played once per trigger)
Any unused Spell Tactic and Prayer cards in
your hand are kept face down
(537) 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 hisher Adventuring Party
If the Character recruited is a Cleric the
Player draws a Prayer Card If the Character isa 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 CardThese 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 ldquorecruitrdquo) you do not get to draw cards
for them
A Player may only have up to 5 characters intheir 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 theyare not replaced in the inn The inn canbecome 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 thepool You may also find spells that allow you
to recruit monsters
(538) Return to the InnFlee (Tomb)
An Adventuring Party may use their StandardAction 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 tothe character are discarded
Also during Combat the Adventuring Partymay 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 notbefore 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 Innas one of your Battle Actions
Once the Adventuring Party has reached theInn they immediately heal all damage and
may choose to Bank any Treasure Cards
attached to Characters (see 8 BANKING) The
Playerrsquos turn ends
(539) Raid (Tomb)
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
If an Adventuring Party is standing on a CryptDoor 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 acard or ability forces them to Raid the Crypt)
If the Crypt is empty the acting Playerrsquos Turn
ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for
Left R for Right -- on the Crypt Door)
becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the
Encounter It is the role of the Crypt Master to
navigate the Raid and make the encounter asdifficult as possible for the Acting Player
The Raid Begins
Raids are resolved in the following order
bull Traps
bull Monstersbull Treasure
All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if
any) and all Monsters must be defeated before
the Treasure Cards (if any) can be Attached orBanked 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
(61) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present The party mustface the trap
The CM decides the order of the Traps
revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to
disarm the trap and what Attribute is used The
CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor
the effect of failing Each Trap Card is
essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined
number of successes equal to or greater than
the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute
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8102019 Tomb Rules 1980 v 110
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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 Characterrsquos total Skill Attribute (including
Items Treasures and other effects) and successfully Disarms the Trap if three or more
successes are rolled If heshe fails each
member of hisher 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 ldquoFailurerdquo consequences of the Trap on theRaiding 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 (whetherthe 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
(62) Monsters
After all the Traps Cards have been resolved
(or if there are no Trap Cards) Monster Cards
are encountered and the Raiding Playerdecides whether hisher 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
Combat only occurs when an Adventuring
Party encounters a Monster run by a CM
unless otherwise stated This includes allEncounters with Monsters in Crypts as well as
events triggered by Inn Cards Combat does
not happen when two Adventuring Partiesoccupy 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
(63) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring
Party
Unless an attached card states otherwise it
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 (eg both can be pick pocketed by a
rogue)
Whenever a Character is moved to anotherAdventuring 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) placewound tokens
3 Character Battle Actions (if possible) place
wound tokens4 Alternate steps 3 amp 4 until all living
Monsters and Characters have performed
Battle Actions5 New Combat Round If all monsters or
characters are dead Combat ends
Spells cast in combat cannot be cast again
during the same combat subject to card one
use per turn rules
(71) Monsters are Revealed
The CM reveals all of the Monsters at the
same time and resolves any effects of theirbeing revealed immediately as stated on the
cards (first Monsters then Characters in the
Raiding Adventuring Party)
(72) Perform Battle Actions
Beginning with the CM the CM and theRaiding Player take turns performing Battle
Actions ( not Turn Actions) until all living
Monsters and Adventuring Party membershave 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 (76) Death)
(73) Monster Battle Actions
The CM cannot cast spells and tactics from
hisher hand onto monsters they control as the
CM unless a spell or card power allows themto do so
A Monster may perform one of the followingBattle Actions in Combat
(731) Attack
The CM selects a Monster for the Combat
Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb
Dice equal to the Monsterrsquos Attack Attribute
inflicting one Wound for each success on theTarget Character If an Attack inflicts one or
more Wounds the target is ldquowoundedrdquo (see
(75)Wounds)
(732) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat These
may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an
ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card
that says target a monster now should be
read as target a character in the raidingparty) This action does not count as an
Attack but does count as the Monsterrsquos action
for the Round
If a monster is using a special effect (ie a
spell tactic item ability on the monster etc)
then the Crypt Master gets to choose the target
not the Raiding Player
(74) Character Battle Actions
A Character may perform one of the following
Battle Actions in Combat
(741) Attack
The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls
a number of Tomb Dice equal to the
Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds
are then applied to the Target Monster (see
(75) Wounds)
(742) Special Battle Action
Some Characters have special Battle Actions
or Inn Cards that can be used in Combat
These may be used as the Characterrsquos Actionfor a Combat Round This action does not
count as an Attack but does count as the
Characterrsquos action for the Round
(743) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt
Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions
(75) Wounds
Whenever a Character or Monster suffers aWound (either during Combat or as the result
of another Card effect) a Wound marker is
placed on it In many instances the Player maydecide which Character in hisher Adventuring
Party suffers Wounds Unless stated a
Character always takes the full damage of asingle action and can suffer more Wounds than
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8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 78
it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
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8102019 Tomb Rules 1980 v 110
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12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
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1 INTRODUCTION
For 1ndash6 Players
Ages 12 to Adult
Playing time 60+ minutes
(11) Object of the Game
In Tomb each player is a Mercenary Captain
forming and controlling his or her ownAdventuring Party before exploring the crypts
of an ancient Tomb Each crypt holds trapsmonsters and treasure As the game advances
the Adventuring Party ebbs and flows in
strength until the last crypt is emptied and theTomb is completed
Gain the most XP by fighting monstersdisarming traps and collecting treasure
(12) Components
991266 Tomb Board (double-sided)
991266 Inn Board
991266 Character Bag
991266 Character Poster991266 84 Character Pieces
991266 6 Adventuring Party Markers
991266 40 Character Stands
991266 25 Spell Deck Cards
991266 25 Prayer Deck Cards
991266 25 Item Deck Cards
991266 25 Tactics Deck Cards
991266 200 Crypt Deck Cards
991266 21 Tomb Dice (7 Green 7 Blue 7Red)
991266 48 WoundTomb Tokens
(13) Rolling Dice
Whenever a die roll is required an Attribute isnamed ndash Attack Skill Magic or Holiness
Character and Monster cards have tables
showing how many of each color Tomb Diceare 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 (ie Adventuring Partyrolls) Some effects state a Target Number
(TN) ndash this is the number of successes required
on the Tomb Dice for a successful roll
Unless otherwise stated ties go to the
defender
Any time an effect raises the Tomb Dice type
for a Character or Monster Green Tomb Diceare 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
Any time an effect lowers the Tomb Dice type
for a Character or Monster Red Tomb Dice arereplaced by an equal number of Blue Tomb
Dice and Blue Tomb Dice are replaced by an
equal number of Green Tomb Dice All GreenTomb Dice are automatic failures
(131) What is an Adventuring Party Roll
If something calls for the adventuring partyrsquos
roll (eg party makes a skill check ) then addtogether all the dice in the party of the relevant
stat The same is true for cases where two ormore characters are rolling a single test suchas traps The effect causing the roll indicates
the appropriate Attribute
2 THE CARD TYPES
(21) Item Cards (Blacksmith)
Item cards must be played immediately whendrawn by attaching them to a specific
Character Item cards provide a Character with
bonuses or new abilities While bonuses canstack (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 ndash Armor Bow Glove Helm
Shield and Weapon If there are ever more
such Traited Items in play than Characters theextra Item(s) are discarded
Items on Dead Characters are also discarded
(22) Prayer 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 inyour Adventuring Party (or a Character with 1
or more dice of Holiness) you cannot attach or
use a Prayer Card
(23) Tactics Cards (Bar)
Tactics are special cards that can be played
from your hand by any Character in yourAdventuring Party Some can be attached to
Characters while others are discarded after
use
(24) Spell Cards
These are special cards that can only be castby a Wizard or a Character with at least 1 Die
of Magic If you do not have a Wizard in yourAdventuring Party (or a Character with 1 or
more dice of Magic) you cannot attach or use
a Spell Card
(25) Treasure Cards
Treasure Cards work in much the same way asItem cards with one important distinction
Treasure cards can be ldquoBankedrdquo for XP
immediately or they can be attached to aCharacter If a Treasure is attached it cannot
be Banked until the Character returns to the
Inn Be careful however Rogues from otherMercenary Companies can Pickpocket
Treasure Cards attached to your Characters
and then rush back to the Inn to Bank them
Item cards and Treasure cards are not the same
thing Spells and abilities that specificallytarget a treasure card or inn card cannot target
the other For most other game purposes item
cards and treasure cards can be treated alike(eg both can be pick pocketed by a rogue)
Treasure Cards can only be found in Crypts
(26) Trap amp Monster Cards
See 6 RAIDING for more information on how
these cards are used
3 CARD ACTIONS AND EFFECTS
Most of the cards and Characters have textgranting special abilities Many have actions
printed on them ndash optional abilities that can be
used at a specific time
Some cards can be used as a Turn Action or
Battle Action ndash these say ldquoTurnBattlerdquo
To use an Action the Player must meet (or
exceed) all conditions and requirements listedon the Action such as timing number and type
of Tomb Dice a Character can roll and
Adventuring Party makeup Adventuring Partyor 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 nochoice involved Effects from such text are
resolved before Reacts if timing conflicts
Page 2
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 38
Actions (turn battle react) printed on Inn
cards (spells prayers items tactics) can onlybe used once per player turn (measured from
the start of one players turn to the start of the
next players 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 stillonly be played once per trigger)
Card Actions take three forms
(31) Battle Actions
Actions that say ldquoBattlerdquo can be used as a
Characterrsquos or Monsterrsquos action during acombat round
(32) Turn Actions
Actions that say ldquoTurnrdquo are used outside of combat and take an Adventuring Partyrsquos entire
turn to perform Only one can be used per turn
(33) Reacts
Actions that say ldquoReactrdquo 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 theplayer whose turn it is resolve that persons
effects then go around the table to the left
until all effects are resolved
Each React may only be used one time pertrigger 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 sameturn 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 reactability that can be played at the same time the
drawn Inn card can be played immediately
This is no different than reacting multipletimes 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 soThis limitation is relaxed slightly for the CM
who may have character abilities or spells that
give the crypt the ability to interact with hisown party In other words other parties can
react to when a party enters the tomb or
before a party enters the crypt but not reactto actions happening inside the crypt
If a Character and a monster have reacts ortraits 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 monsters combat turn
- Before a characters combat turn
- When you exit a crypt
- When you exit the tomb- When your turn ends
Additional Reacts which may happen atvarious 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
(331) Monsters Using Card Reactions
If a monster attaches a card when being
revealed and the card has a ldquowhen monsters
are revealedrdquo react on it the monster can usethat react For example Ter-Soth can use
Magic Missiles or Wall of Fire if he happensto draw them
If a monster has a React ability that allows it to
draw Inn cards it can play the Inn cardsimmediately 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 revealedcannot 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 mdash
Goldenaxe Catacombs or Tomb of the
Overseers If this is your first time playing werecommend the Goldenaxe Catacombs Place
the Character Pieces in the bag for use as theCharacter Pool Place the Inn Board next to the
Tomb Board Shuffle the Item Prayer Spell
and Tactics Decks and place each one on theirrespective 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 eachPlayer roll all seven Blue Tomb Dice The
Player with the most successes (highestnumber of Tomb Dice with the Axe symbolshowing) becomes Player One and selects an
Adventuring Party Marker and places it on the
Inn Board Re-roll ties Play then proceeds inclockwise order
Each Player draws three cards from the CryptDeck 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 atwhich 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
(51) Meet at the Inn
Starting with the second player players now
begin recruiting adventurers and exploring thetomb On his or her first turn each Player
draws five adventurers from the Character
Pool selects one to be part of his or herAdventuring Party and places the rest in the
Inn If the Character is a Cleric the Player
draws a Prayer Card If the Character is aWizard 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 Irsquove 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 Irsquove seen this place
filled with people drink in one hand story in
another Irsquove seen people come and go so
many Irsquove forgotten more faces than I
remember And Irsquove 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 HPs are public knowledge
Players can wander around the table and look at other parties
After each Player has drawn a Character thesecond phase of Tomb begins
(52) 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
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include
991266 Attach items to characters
991266 Move equipment between characters
991266 Heal all Wounds (Inn)
991266 Use React cards
991266 Bank attached Treasures (Inn)
(521) AttachingMoving Items
At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may
redistribute attached cards among the
Characters in hisher Adventuring Party ACharacter 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 (eg Monsters in a crypt can draw
two item cards due to a special ability and they
may attach both without restriction)
Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice
(for prayer cards)
Players may not move cards while they are
resolving any Crypt encounters (Traps
Monsters etc) and you may not discard
cards attached to characters ndash unless you are
banking treasures using a card effect or
dealing with too many treasures items of aspecial 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 abilityshifting 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 partythey are treated just like normal characters in
every respect - including the ability to equip
items with the same restrictions on charactersequipping 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 itunless 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 monsters are revealed Reacts are part
of the reveal phase before Combat If you havea spell that drafts a monster into your party the
when monsters are revealed phase does not
occur
If a monster attacks in a combat round and is
thereafter recruited to the party via a spell itcannot again attack that round
(522) Heal All Wounds (Inn)
If an Adventuring Party begins a Turn in the
Inn they immediately heal all Wounds as a
free action
(523) Use React Cards
See (33) Reacts
(524) Bank Attached Treasures (Inn)
See 8 BANKING
(53) Standard Actions
A Player may only take one Standard action
per turn
Standard Actions include
991266 Act
991266 Draw (Inn)
991266 Heal (Tomb)
991266 Move
991266 Pickpocket (Tomb)
991266 Play a Card
991266 Recruit (Inn)
991266 Return to the InnFlee (Tomb)
991266 Raid (Tomb)
While at the Inn Players and Characters may
not Pickpocket Raylor oversees the place and
he makes sure everyone behaves in hisestablishment
(531) Act
As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the
Board with an associated Turn Action
(532) Draw (Inn)
If the Adventuring Party is at the Inn a Playermay 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 attachedimmediately and such cards that cannot beattached are discarded A Character may never
possess more than one Item card with a special
trait (eg Weapon or Armor) at one time (see
(52) 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 playwith a hand limit of 10 cards if you prefer (see
2 THE CARD TYPES for more information on
cards)
When you run out of cards in an Inn deck any
cards that have already been discarded arereshuffled and placed in a new draw pile face
down
(533) Heal (Tomb)
An Adventuring Party with one or moreClerics may take a Turn to Heal injured
Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn
Heals (removes) a number of wounds on the
Characters in the Adventuring Party up to thenumber of successes rolled These wounds are
healed in whatever order the player wishes
Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )
(534) Move
The Maximum Movement of an Adventuring
Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure
Movement is horizontal and vertical never
diagonal
If the Adventuring Party is in the Inn they
may immediately enter the Tomb and movetheir maximum movement If they are already
in the Tomb they may move their maximum
movement stopping on any Crypt Door spaceif 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 betargeted by any effect which targets crypts - so
Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt
An entire Adventuring Party moves togetherThe Adventuring Party marker represents the
Characters
(535) Pickpocket (Tomb)
If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any
Character from any Adventuring Party within
ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could
reach in one Turn of Movement Pickpockets
can reach a party on a crypt door or inside acrypt
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 theRogue The target Partyrsquos Player rolls the Skill
Dice of any one Character in his Party (Target
Playerrsquos choice) Ties go to the target Party If
the acting Player rolls more successes than hisor her opponent the card is stolen and
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attached to the Rogue and discarded if it
cannot be attached (this item may not beBanked unless the Rogues Party returns to the
Inn) If the Rogue fails the Character making
the opposing Skill roll ldquocatchesrdquo the Rogue
Example Player Onersquos turn he decides to
have a Rogue in his Adventuring Party Dread
take a Pickpocket Action to acquire an item
from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill
Trait (2 Green 2 Blue and 2 Red) and gets
three successes
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 Tworsquos
Adventuring Party
Any Character catching a Pick pocketing
Rogue is allowed one Attack on the Roguebefore heshe gets away following the
standard rules for attacking The Rogue suffers
Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue
is killed any attached Cards are given to the
attacking Player
Rogues cannot steal from their own
Adventuring Party
(536) 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 Insuch 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 BattleAction 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
ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal
Standard Turn Action
If a card says lsquokill or wound another character
in a different partyrsquo and the card does not
specify that the character must be in the TombCharacters 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 theCharacter usingcasting them They are
considered attached to that Character for the
rest of the game and are discarded if theCharacter 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
and then discard the card upon use
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 players turn to the start of the
next players turn)
Actions on non-Inn cards (characters
monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be
played once per trigger)
Any unused Spell Tactic and Prayer cards in
your hand are kept face down
(537) 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 hisher Adventuring Party
If the Character recruited is a Cleric the
Player draws a Prayer Card If the Character isa 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 CardThese 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 ldquorecruitrdquo) you do not get to draw cards
for them
A Player may only have up to 5 characters intheir 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 theyare not replaced in the inn The inn canbecome 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 thepool You may also find spells that allow you
to recruit monsters
(538) Return to the InnFlee (Tomb)
An Adventuring Party may use their StandardAction 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 tothe character are discarded
Also during Combat the Adventuring Partymay 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 notbefore 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 Innas one of your Battle Actions
Once the Adventuring Party has reached theInn they immediately heal all damage and
may choose to Bank any Treasure Cards
attached to Characters (see 8 BANKING) The
Playerrsquos turn ends
(539) Raid (Tomb)
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
If an Adventuring Party is standing on a CryptDoor 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 acard or ability forces them to Raid the Crypt)
If the Crypt is empty the acting Playerrsquos Turn
ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for
Left R for Right -- on the Crypt Door)
becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the
Encounter It is the role of the Crypt Master to
navigate the Raid and make the encounter asdifficult as possible for the Acting Player
The Raid Begins
Raids are resolved in the following order
bull Traps
bull Monstersbull Treasure
All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if
any) and all Monsters must be defeated before
the Treasure Cards (if any) can be Attached orBanked 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
(61) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present The party mustface the trap
The CM decides the order of the Traps
revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to
disarm the trap and what Attribute is used The
CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor
the effect of failing Each Trap Card is
essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined
number of successes equal to or greater than
the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute
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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 Characterrsquos total Skill Attribute (including
Items Treasures and other effects) and successfully Disarms the Trap if three or more
successes are rolled If heshe fails each
member of hisher 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 ldquoFailurerdquo consequences of the Trap on theRaiding 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 (whetherthe 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
(62) Monsters
After all the Traps Cards have been resolved
(or if there are no Trap Cards) Monster Cards
are encountered and the Raiding Playerdecides whether hisher 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
Combat only occurs when an Adventuring
Party encounters a Monster run by a CM
unless otherwise stated This includes allEncounters with Monsters in Crypts as well as
events triggered by Inn Cards Combat does
not happen when two Adventuring Partiesoccupy 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
(63) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring
Party
Unless an attached card states otherwise it
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 (eg both can be pick pocketed by a
rogue)
Whenever a Character is moved to anotherAdventuring 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) placewound tokens
3 Character Battle Actions (if possible) place
wound tokens4 Alternate steps 3 amp 4 until all living
Monsters and Characters have performed
Battle Actions5 New Combat Round If all monsters or
characters are dead Combat ends
Spells cast in combat cannot be cast again
during the same combat subject to card one
use per turn rules
(71) Monsters are Revealed
The CM reveals all of the Monsters at the
same time and resolves any effects of theirbeing revealed immediately as stated on the
cards (first Monsters then Characters in the
Raiding Adventuring Party)
(72) Perform Battle Actions
Beginning with the CM the CM and theRaiding Player take turns performing Battle
Actions ( not Turn Actions) until all living
Monsters and Adventuring Party membershave 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 (76) Death)
(73) Monster Battle Actions
The CM cannot cast spells and tactics from
hisher hand onto monsters they control as the
CM unless a spell or card power allows themto do so
A Monster may perform one of the followingBattle Actions in Combat
(731) Attack
The CM selects a Monster for the Combat
Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb
Dice equal to the Monsterrsquos Attack Attribute
inflicting one Wound for each success on theTarget Character If an Attack inflicts one or
more Wounds the target is ldquowoundedrdquo (see
(75)Wounds)
(732) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat These
may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an
ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card
that says target a monster now should be
read as target a character in the raidingparty) This action does not count as an
Attack but does count as the Monsterrsquos action
for the Round
If a monster is using a special effect (ie a
spell tactic item ability on the monster etc)
then the Crypt Master gets to choose the target
not the Raiding Player
(74) Character Battle Actions
A Character may perform one of the following
Battle Actions in Combat
(741) Attack
The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls
a number of Tomb Dice equal to the
Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds
are then applied to the Target Monster (see
(75) Wounds)
(742) Special Battle Action
Some Characters have special Battle Actions
or Inn Cards that can be used in Combat
These may be used as the Characterrsquos Actionfor a Combat Round This action does not
count as an Attack but does count as the
Characterrsquos action for the Round
(743) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt
Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions
(75) Wounds
Whenever a Character or Monster suffers aWound (either during Combat or as the result
of another Card effect) a Wound marker is
placed on it In many instances the Player maydecide which Character in hisher Adventuring
Party suffers Wounds Unless stated a
Character always takes the full damage of asingle action and can suffer more Wounds than
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it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
Page 7
8102019 Tomb Rules 1980 v 110
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12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
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Actions (turn battle react) printed on Inn
cards (spells prayers items tactics) can onlybe used once per player turn (measured from
the start of one players turn to the start of the
next players 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 stillonly be played once per trigger)
Card Actions take three forms
(31) Battle Actions
Actions that say ldquoBattlerdquo can be used as a
Characterrsquos or Monsterrsquos action during acombat round
(32) Turn Actions
Actions that say ldquoTurnrdquo are used outside of combat and take an Adventuring Partyrsquos entire
turn to perform Only one can be used per turn
(33) Reacts
Actions that say ldquoReactrdquo 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 theplayer whose turn it is resolve that persons
effects then go around the table to the left
until all effects are resolved
Each React may only be used one time pertrigger 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 sameturn 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 reactability that can be played at the same time the
drawn Inn card can be played immediately
This is no different than reacting multipletimes 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 soThis limitation is relaxed slightly for the CM
who may have character abilities or spells that
give the crypt the ability to interact with hisown party In other words other parties can
react to when a party enters the tomb or
before a party enters the crypt but not reactto actions happening inside the crypt
If a Character and a monster have reacts ortraits 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 monsters combat turn
- Before a characters combat turn
- When you exit a crypt
- When you exit the tomb- When your turn ends
Additional Reacts which may happen atvarious 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
(331) Monsters Using Card Reactions
If a monster attaches a card when being
revealed and the card has a ldquowhen monsters
are revealedrdquo react on it the monster can usethat react For example Ter-Soth can use
Magic Missiles or Wall of Fire if he happensto draw them
If a monster has a React ability that allows it to
draw Inn cards it can play the Inn cardsimmediately 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 revealedcannot 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 mdash
Goldenaxe Catacombs or Tomb of the
Overseers If this is your first time playing werecommend the Goldenaxe Catacombs Place
the Character Pieces in the bag for use as theCharacter Pool Place the Inn Board next to the
Tomb Board Shuffle the Item Prayer Spell
and Tactics Decks and place each one on theirrespective 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 eachPlayer roll all seven Blue Tomb Dice The
Player with the most successes (highestnumber of Tomb Dice with the Axe symbolshowing) becomes Player One and selects an
Adventuring Party Marker and places it on the
Inn Board Re-roll ties Play then proceeds inclockwise order
Each Player draws three cards from the CryptDeck 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 atwhich 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
(51) Meet at the Inn
Starting with the second player players now
begin recruiting adventurers and exploring thetomb On his or her first turn each Player
draws five adventurers from the Character
Pool selects one to be part of his or herAdventuring Party and places the rest in the
Inn If the Character is a Cleric the Player
draws a Prayer Card If the Character is aWizard 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 Irsquove 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 Irsquove seen this place
filled with people drink in one hand story in
another Irsquove seen people come and go so
many Irsquove forgotten more faces than I
remember And Irsquove 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 HPs are public knowledge
Players can wander around the table and look at other parties
After each Player has drawn a Character thesecond phase of Tomb begins
(52) 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
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8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 48
include
991266 Attach items to characters
991266 Move equipment between characters
991266 Heal all Wounds (Inn)
991266 Use React cards
991266 Bank attached Treasures (Inn)
(521) AttachingMoving Items
At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may
redistribute attached cards among the
Characters in hisher Adventuring Party ACharacter 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 (eg Monsters in a crypt can draw
two item cards due to a special ability and they
may attach both without restriction)
Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice
(for prayer cards)
Players may not move cards while they are
resolving any Crypt encounters (Traps
Monsters etc) and you may not discard
cards attached to characters ndash unless you are
banking treasures using a card effect or
dealing with too many treasures items of aspecial 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 abilityshifting 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 partythey are treated just like normal characters in
every respect - including the ability to equip
items with the same restrictions on charactersequipping 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 itunless 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 monsters are revealed Reacts are part
of the reveal phase before Combat If you havea spell that drafts a monster into your party the
when monsters are revealed phase does not
occur
If a monster attacks in a combat round and is
thereafter recruited to the party via a spell itcannot again attack that round
(522) Heal All Wounds (Inn)
If an Adventuring Party begins a Turn in the
Inn they immediately heal all Wounds as a
free action
(523) Use React Cards
See (33) Reacts
(524) Bank Attached Treasures (Inn)
See 8 BANKING
(53) Standard Actions
A Player may only take one Standard action
per turn
Standard Actions include
991266 Act
991266 Draw (Inn)
991266 Heal (Tomb)
991266 Move
991266 Pickpocket (Tomb)
991266 Play a Card
991266 Recruit (Inn)
991266 Return to the InnFlee (Tomb)
991266 Raid (Tomb)
While at the Inn Players and Characters may
not Pickpocket Raylor oversees the place and
he makes sure everyone behaves in hisestablishment
(531) Act
As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the
Board with an associated Turn Action
(532) Draw (Inn)
If the Adventuring Party is at the Inn a Playermay 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 attachedimmediately and such cards that cannot beattached are discarded A Character may never
possess more than one Item card with a special
trait (eg Weapon or Armor) at one time (see
(52) 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 playwith a hand limit of 10 cards if you prefer (see
2 THE CARD TYPES for more information on
cards)
When you run out of cards in an Inn deck any
cards that have already been discarded arereshuffled and placed in a new draw pile face
down
(533) Heal (Tomb)
An Adventuring Party with one or moreClerics may take a Turn to Heal injured
Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn
Heals (removes) a number of wounds on the
Characters in the Adventuring Party up to thenumber of successes rolled These wounds are
healed in whatever order the player wishes
Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )
(534) Move
The Maximum Movement of an Adventuring
Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure
Movement is horizontal and vertical never
diagonal
If the Adventuring Party is in the Inn they
may immediately enter the Tomb and movetheir maximum movement If they are already
in the Tomb they may move their maximum
movement stopping on any Crypt Door spaceif 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 betargeted by any effect which targets crypts - so
Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt
An entire Adventuring Party moves togetherThe Adventuring Party marker represents the
Characters
(535) Pickpocket (Tomb)
If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any
Character from any Adventuring Party within
ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could
reach in one Turn of Movement Pickpockets
can reach a party on a crypt door or inside acrypt
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 theRogue The target Partyrsquos Player rolls the Skill
Dice of any one Character in his Party (Target
Playerrsquos choice) Ties go to the target Party If
the acting Player rolls more successes than hisor her opponent the card is stolen and
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attached to the Rogue and discarded if it
cannot be attached (this item may not beBanked unless the Rogues Party returns to the
Inn) If the Rogue fails the Character making
the opposing Skill roll ldquocatchesrdquo the Rogue
Example Player Onersquos turn he decides to
have a Rogue in his Adventuring Party Dread
take a Pickpocket Action to acquire an item
from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill
Trait (2 Green 2 Blue and 2 Red) and gets
three successes
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 Tworsquos
Adventuring Party
Any Character catching a Pick pocketing
Rogue is allowed one Attack on the Roguebefore heshe gets away following the
standard rules for attacking The Rogue suffers
Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue
is killed any attached Cards are given to the
attacking Player
Rogues cannot steal from their own
Adventuring Party
(536) 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 Insuch 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 BattleAction 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
ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal
Standard Turn Action
If a card says lsquokill or wound another character
in a different partyrsquo and the card does not
specify that the character must be in the TombCharacters 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 theCharacter usingcasting them They are
considered attached to that Character for the
rest of the game and are discarded if theCharacter 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
and then discard the card upon use
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 players turn to the start of the
next players turn)
Actions on non-Inn cards (characters
monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be
played once per trigger)
Any unused Spell Tactic and Prayer cards in
your hand are kept face down
(537) 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 hisher Adventuring Party
If the Character recruited is a Cleric the
Player draws a Prayer Card If the Character isa 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 CardThese 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 ldquorecruitrdquo) you do not get to draw cards
for them
A Player may only have up to 5 characters intheir 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 theyare not replaced in the inn The inn canbecome 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 thepool You may also find spells that allow you
to recruit monsters
(538) Return to the InnFlee (Tomb)
An Adventuring Party may use their StandardAction 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 tothe character are discarded
Also during Combat the Adventuring Partymay 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 notbefore 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 Innas one of your Battle Actions
Once the Adventuring Party has reached theInn they immediately heal all damage and
may choose to Bank any Treasure Cards
attached to Characters (see 8 BANKING) The
Playerrsquos turn ends
(539) Raid (Tomb)
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
If an Adventuring Party is standing on a CryptDoor 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 acard or ability forces them to Raid the Crypt)
If the Crypt is empty the acting Playerrsquos Turn
ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for
Left R for Right -- on the Crypt Door)
becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the
Encounter It is the role of the Crypt Master to
navigate the Raid and make the encounter asdifficult as possible for the Acting Player
The Raid Begins
Raids are resolved in the following order
bull Traps
bull Monstersbull Treasure
All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if
any) and all Monsters must be defeated before
the Treasure Cards (if any) can be Attached orBanked 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
(61) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present The party mustface the trap
The CM decides the order of the Traps
revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to
disarm the trap and what Attribute is used The
CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor
the effect of failing Each Trap Card is
essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined
number of successes equal to or greater than
the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute
Page 5
8102019 Tomb Rules 1980 v 110
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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 Characterrsquos total Skill Attribute (including
Items Treasures and other effects) and successfully Disarms the Trap if three or more
successes are rolled If heshe fails each
member of hisher 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 ldquoFailurerdquo consequences of the Trap on theRaiding 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 (whetherthe 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
(62) Monsters
After all the Traps Cards have been resolved
(or if there are no Trap Cards) Monster Cards
are encountered and the Raiding Playerdecides whether hisher 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
Combat only occurs when an Adventuring
Party encounters a Monster run by a CM
unless otherwise stated This includes allEncounters with Monsters in Crypts as well as
events triggered by Inn Cards Combat does
not happen when two Adventuring Partiesoccupy 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
(63) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring
Party
Unless an attached card states otherwise it
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 (eg both can be pick pocketed by a
rogue)
Whenever a Character is moved to anotherAdventuring 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) placewound tokens
3 Character Battle Actions (if possible) place
wound tokens4 Alternate steps 3 amp 4 until all living
Monsters and Characters have performed
Battle Actions5 New Combat Round If all monsters or
characters are dead Combat ends
Spells cast in combat cannot be cast again
during the same combat subject to card one
use per turn rules
(71) Monsters are Revealed
The CM reveals all of the Monsters at the
same time and resolves any effects of theirbeing revealed immediately as stated on the
cards (first Monsters then Characters in the
Raiding Adventuring Party)
(72) Perform Battle Actions
Beginning with the CM the CM and theRaiding Player take turns performing Battle
Actions ( not Turn Actions) until all living
Monsters and Adventuring Party membershave 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 (76) Death)
(73) Monster Battle Actions
The CM cannot cast spells and tactics from
hisher hand onto monsters they control as the
CM unless a spell or card power allows themto do so
A Monster may perform one of the followingBattle Actions in Combat
(731) Attack
The CM selects a Monster for the Combat
Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb
Dice equal to the Monsterrsquos Attack Attribute
inflicting one Wound for each success on theTarget Character If an Attack inflicts one or
more Wounds the target is ldquowoundedrdquo (see
(75)Wounds)
(732) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat These
may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an
ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card
that says target a monster now should be
read as target a character in the raidingparty) This action does not count as an
Attack but does count as the Monsterrsquos action
for the Round
If a monster is using a special effect (ie a
spell tactic item ability on the monster etc)
then the Crypt Master gets to choose the target
not the Raiding Player
(74) Character Battle Actions
A Character may perform one of the following
Battle Actions in Combat
(741) Attack
The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls
a number of Tomb Dice equal to the
Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds
are then applied to the Target Monster (see
(75) Wounds)
(742) Special Battle Action
Some Characters have special Battle Actions
or Inn Cards that can be used in Combat
These may be used as the Characterrsquos Actionfor a Combat Round This action does not
count as an Attack but does count as the
Characterrsquos action for the Round
(743) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt
Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions
(75) Wounds
Whenever a Character or Monster suffers aWound (either during Combat or as the result
of another Card effect) a Wound marker is
placed on it In many instances the Player maydecide which Character in hisher Adventuring
Party suffers Wounds Unless stated a
Character always takes the full damage of asingle action and can suffer more Wounds than
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8102019 Tomb Rules 1980 v 110
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it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
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8102019 Tomb Rules 1980 v 110
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12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
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include
991266 Attach items to characters
991266 Move equipment between characters
991266 Heal all Wounds (Inn)
991266 Use React cards
991266 Bank attached Treasures (Inn)
(521) AttachingMoving Items
At the beginning of each Playerrsquos turn (beforeperforming any other actions) the Player may
redistribute attached cards among the
Characters in hisher Adventuring Party ACharacter 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 (eg Monsters in a crypt can draw
two item cards due to a special ability and they
may attach both without restriction)
Spells can be shifted between characters solong as characters that receive spells havemagic dice (for spell cards) or holiness dice
(for prayer cards)
Players may not move cards while they are
resolving any Crypt encounters (Traps
Monsters etc) and you may not discard
cards attached to characters ndash unless you are
banking treasures using a card effect or
dealing with too many treasures items of aspecial 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 abilityshifting 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 partythey are treated just like normal characters in
every respect - including the ability to equip
items with the same restrictions on charactersequipping 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 itunless 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 monsters are revealed Reacts are part
of the reveal phase before Combat If you havea spell that drafts a monster into your party the
when monsters are revealed phase does not
occur
If a monster attacks in a combat round and is
thereafter recruited to the party via a spell itcannot again attack that round
(522) Heal All Wounds (Inn)
If an Adventuring Party begins a Turn in the
Inn they immediately heal all Wounds as a
free action
(523) Use React Cards
See (33) Reacts
(524) Bank Attached Treasures (Inn)
See 8 BANKING
(53) Standard Actions
A Player may only take one Standard action
per turn
Standard Actions include
991266 Act
991266 Draw (Inn)
991266 Heal (Tomb)
991266 Move
991266 Pickpocket (Tomb)
991266 Play a Card
991266 Recruit (Inn)
991266 Return to the InnFlee (Tomb)
991266 Raid (Tomb)
While at the Inn Players and Characters may
not Pickpocket Raylor oversees the place and
he makes sure everyone behaves in hisestablishment
(531) Act
As a Playerrsquos Turn he or she can use a TurnAction on a Character Card or a Space on the
Board with an associated Turn Action
(532) Draw (Inn)
If the Adventuring Party is at the Inn a Playermay 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 attachedimmediately and such cards that cannot beattached are discarded A Character may never
possess more than one Item card with a special
trait (eg Weapon or Armor) at one time (see
(52) 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 playwith a hand limit of 10 cards if you prefer (see
2 THE CARD TYPES for more information on
cards)
When you run out of cards in an Inn deck any
cards that have already been discarded arereshuffled and placed in a new draw pile face
down
(533) Heal (Tomb)
An Adventuring Party with one or moreClerics may take a Turn to Heal injured
Characters The Player rolls a number of TombDice equal to the combined Holiness of allClerics in the Adventuring Party which in turn
Heals (removes) a number of wounds on the
Characters in the Adventuring Party up to thenumber of successes rolled These wounds are
healed in whatever order the player wishes
Wounds are explained in depth under Monstersand Combat Resolution (see 7 COMBAT )
(534) Move
The Maximum Movement of an Adventuring
Party is 10 squares plus any bonus movementdue to Characters Item Cards or Treasure
Movement is horizontal and vertical never
diagonal
If the Adventuring Party is in the Inn they
may immediately enter the Tomb and movetheir maximum movement If they are already
in the Tomb they may move their maximum
movement stopping on any Crypt Door spaceif 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 betargeted by any effect which targets crypts - so
Hold Portal will not lock the door preventing aParty from leaving and Displacement will notmove cards into an empty crypt
An entire Adventuring Party moves togetherThe Adventuring Party marker represents the
Characters
(535) Pickpocket (Tomb)
If an Adventuring Party has a Rogue in it thePlayer may use his turn to Pickpocket any
Character from any Adventuring Party within
ldquoMovement Rangerdquo Movement Range isdefined as anyone the Adventuring Party could
reach in one Turn of Movement Pickpockets
can reach a party on a crypt door or inside acrypt
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 theRogue The target Partyrsquos Player rolls the Skill
Dice of any one Character in his Party (Target
Playerrsquos choice) Ties go to the target Party If
the acting Player rolls more successes than hisor her opponent the card is stolen and
Page 4
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 58
attached to the Rogue and discarded if it
cannot be attached (this item may not beBanked unless the Rogues Party returns to the
Inn) If the Rogue fails the Character making
the opposing Skill roll ldquocatchesrdquo the Rogue
Example Player Onersquos turn he decides to
have a Rogue in his Adventuring Party Dread
take a Pickpocket Action to acquire an item
from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill
Trait (2 Green 2 Blue and 2 Red) and gets
three successes
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 Tworsquos
Adventuring Party
Any Character catching a Pick pocketing
Rogue is allowed one Attack on the Roguebefore heshe gets away following the
standard rules for attacking The Rogue suffers
Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue
is killed any attached Cards are given to the
attacking Player
Rogues cannot steal from their own
Adventuring Party
(536) 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 Insuch 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 BattleAction 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
ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal
Standard Turn Action
If a card says lsquokill or wound another character
in a different partyrsquo and the card does not
specify that the character must be in the TombCharacters 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 theCharacter usingcasting them They are
considered attached to that Character for the
rest of the game and are discarded if theCharacter 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
and then discard the card upon use
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 players turn to the start of the
next players turn)
Actions on non-Inn cards (characters
monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be
played once per trigger)
Any unused Spell Tactic and Prayer cards in
your hand are kept face down
(537) 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 hisher Adventuring Party
If the Character recruited is a Cleric the
Player draws a Prayer Card If the Character isa 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 CardThese 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 ldquorecruitrdquo) you do not get to draw cards
for them
A Player may only have up to 5 characters intheir 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 theyare not replaced in the inn The inn canbecome 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 thepool You may also find spells that allow you
to recruit monsters
(538) Return to the InnFlee (Tomb)
An Adventuring Party may use their StandardAction 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 tothe character are discarded
Also during Combat the Adventuring Partymay 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 notbefore 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 Innas one of your Battle Actions
Once the Adventuring Party has reached theInn they immediately heal all damage and
may choose to Bank any Treasure Cards
attached to Characters (see 8 BANKING) The
Playerrsquos turn ends
(539) Raid (Tomb)
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
If an Adventuring Party is standing on a CryptDoor 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 acard or ability forces them to Raid the Crypt)
If the Crypt is empty the acting Playerrsquos Turn
ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for
Left R for Right -- on the Crypt Door)
becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the
Encounter It is the role of the Crypt Master to
navigate the Raid and make the encounter asdifficult as possible for the Acting Player
The Raid Begins
Raids are resolved in the following order
bull Traps
bull Monstersbull Treasure
All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if
any) and all Monsters must be defeated before
the Treasure Cards (if any) can be Attached orBanked 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
(61) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present The party mustface the trap
The CM decides the order of the Traps
revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to
disarm the trap and what Attribute is used The
CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor
the effect of failing Each Trap Card is
essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined
number of successes equal to or greater than
the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute
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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 Characterrsquos total Skill Attribute (including
Items Treasures and other effects) and successfully Disarms the Trap if three or more
successes are rolled If heshe fails each
member of hisher 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 ldquoFailurerdquo consequences of the Trap on theRaiding 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 (whetherthe 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
(62) Monsters
After all the Traps Cards have been resolved
(or if there are no Trap Cards) Monster Cards
are encountered and the Raiding Playerdecides whether hisher 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
Combat only occurs when an Adventuring
Party encounters a Monster run by a CM
unless otherwise stated This includes allEncounters with Monsters in Crypts as well as
events triggered by Inn Cards Combat does
not happen when two Adventuring Partiesoccupy 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
(63) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring
Party
Unless an attached card states otherwise it
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 (eg both can be pick pocketed by a
rogue)
Whenever a Character is moved to anotherAdventuring 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) placewound tokens
3 Character Battle Actions (if possible) place
wound tokens4 Alternate steps 3 amp 4 until all living
Monsters and Characters have performed
Battle Actions5 New Combat Round If all monsters or
characters are dead Combat ends
Spells cast in combat cannot be cast again
during the same combat subject to card one
use per turn rules
(71) Monsters are Revealed
The CM reveals all of the Monsters at the
same time and resolves any effects of theirbeing revealed immediately as stated on the
cards (first Monsters then Characters in the
Raiding Adventuring Party)
(72) Perform Battle Actions
Beginning with the CM the CM and theRaiding Player take turns performing Battle
Actions ( not Turn Actions) until all living
Monsters and Adventuring Party membershave 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 (76) Death)
(73) Monster Battle Actions
The CM cannot cast spells and tactics from
hisher hand onto monsters they control as the
CM unless a spell or card power allows themto do so
A Monster may perform one of the followingBattle Actions in Combat
(731) Attack
The CM selects a Monster for the Combat
Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb
Dice equal to the Monsterrsquos Attack Attribute
inflicting one Wound for each success on theTarget Character If an Attack inflicts one or
more Wounds the target is ldquowoundedrdquo (see
(75)Wounds)
(732) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat These
may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an
ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card
that says target a monster now should be
read as target a character in the raidingparty) This action does not count as an
Attack but does count as the Monsterrsquos action
for the Round
If a monster is using a special effect (ie a
spell tactic item ability on the monster etc)
then the Crypt Master gets to choose the target
not the Raiding Player
(74) Character Battle Actions
A Character may perform one of the following
Battle Actions in Combat
(741) Attack
The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls
a number of Tomb Dice equal to the
Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds
are then applied to the Target Monster (see
(75) Wounds)
(742) Special Battle Action
Some Characters have special Battle Actions
or Inn Cards that can be used in Combat
These may be used as the Characterrsquos Actionfor a Combat Round This action does not
count as an Attack but does count as the
Characterrsquos action for the Round
(743) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt
Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions
(75) Wounds
Whenever a Character or Monster suffers aWound (either during Combat or as the result
of another Card effect) a Wound marker is
placed on it In many instances the Player maydecide which Character in hisher Adventuring
Party suffers Wounds Unless stated a
Character always takes the full damage of asingle action and can suffer more Wounds than
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8102019 Tomb Rules 1980 v 110
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it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
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12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
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attached to the Rogue and discarded if it
cannot be attached (this item may not beBanked unless the Rogues Party returns to the
Inn) If the Rogue fails the Character making
the opposing Skill roll ldquocatchesrdquo the Rogue
Example Player Onersquos turn he decides to
have a Rogue in his Adventuring Party Dread
take a Pickpocket Action to acquire an item
from Player Tworsquos Adventuring Party Player One rolls Skill Dice equal to Dreadrsquos Skill
Trait (2 Green 2 Blue and 2 Red) and gets
three successes
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 Tworsquos
Adventuring Party
Any Character catching a Pick pocketing
Rogue is allowed one Attack on the Roguebefore heshe gets away following the
standard rules for attacking The Rogue suffers
Wounds from this Attack like any otherbefore returning to hisher Party If the Rogue
is killed any attached Cards are given to the
attacking Player
Rogues cannot steal from their own
Adventuring Party
(536) 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 Insuch 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 BattleAction 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
ldquoReactrdquo cards do not require a Full Turn toplay and can be played in addition to a normal
Standard Turn Action
If a card says lsquokill or wound another character
in a different partyrsquo and the card does not
specify that the character must be in the TombCharacters 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 theCharacter usingcasting them They are
considered attached to that Character for the
rest of the game and are discarded if theCharacter 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
and then discard the card upon use
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 players turn to the start of the
next players turn)
Actions on non-Inn cards (characters
monsters treasure) and non-action text on anycard are exempt from the once per turn rule(however in this case Reacts can still only be
played once per trigger)
Any unused Spell Tactic and Prayer cards in
your hand are kept face down
(537) 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 hisher Adventuring Party
If the Character recruited is a Cleric the
Player draws a Prayer Card If the Character isa 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 CardThese 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 ldquorecruitrdquo) you do not get to draw cards
for them
A Player may only have up to 5 characters intheir 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 theyare not replaced in the inn The inn canbecome 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 thepool You may also find spells that allow you
to recruit monsters
(538) Return to the InnFlee (Tomb)
An Adventuring Party may use their StandardAction 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 tothe character are discarded
Also during Combat the Adventuring Partymay 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 notbefore 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 Innas one of your Battle Actions
Once the Adventuring Party has reached theInn they immediately heal all damage and
may choose to Bank any Treasure Cards
attached to Characters (see 8 BANKING) The
Playerrsquos turn ends
(539) Raid (Tomb)
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
If an Adventuring Party is standing on a CryptDoor 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 acard or ability forces them to Raid the Crypt)
If the Crypt is empty the acting Playerrsquos Turn
ends Otherwise the appropriate Player to theleft or right (determined by the symbol ndash- L for
Left R for Right -- on the Crypt Door)
becomes the Crypt Master (CM) and draws theface down cards from the Crypt beginning the
Encounter It is the role of the Crypt Master to
navigate the Raid and make the encounter asdifficult as possible for the Acting Player
The Raid Begins
Raids are resolved in the following order
bull Traps
bull Monstersbull Treasure
All Trap cards must be defeated before theAdventuring Party encounters any Monsters (if
any) and all Monsters must be defeated before
the Treasure Cards (if any) can be Attached orBanked 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
(61) Traps
Parties cannot back out of a crypt after it is
revealed that traps are present The party mustface the trap
The CM decides the order of the Traps
revealing each in turn HeShe 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 RaidingPlayer how many Characters may attempt to
disarm the trap and what Attribute is used The
CM does not reveal the name of the Trap orthe Target Number for disarming the Trap nor
the effect of failing Each Trap Card is
essentially its own set of internal rulesrequiring 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 Charactersassigned to Disarm a trap must roll a combined
number of successes equal to or greater than
the traprsquos Target Number(s) rolling dice equalto the value of the appropriate Attribute
Page 5
8102019 Tomb Rules 1980 v 110
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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 Characterrsquos total Skill Attribute (including
Items Treasures and other effects) and successfully Disarms the Trap if three or more
successes are rolled If heshe fails each
member of hisher 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 ldquoFailurerdquo consequences of the Trap on theRaiding 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 (whetherthe 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
(62) Monsters
After all the Traps Cards have been resolved
(or if there are no Trap Cards) Monster Cards
are encountered and the Raiding Playerdecides whether hisher 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
Combat only occurs when an Adventuring
Party encounters a Monster run by a CM
unless otherwise stated This includes allEncounters with Monsters in Crypts as well as
events triggered by Inn Cards Combat does
not happen when two Adventuring Partiesoccupy 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
(63) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring
Party
Unless an attached card states otherwise it
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 (eg both can be pick pocketed by a
rogue)
Whenever a Character is moved to anotherAdventuring 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) placewound tokens
3 Character Battle Actions (if possible) place
wound tokens4 Alternate steps 3 amp 4 until all living
Monsters and Characters have performed
Battle Actions5 New Combat Round If all monsters or
characters are dead Combat ends
Spells cast in combat cannot be cast again
during the same combat subject to card one
use per turn rules
(71) Monsters are Revealed
The CM reveals all of the Monsters at the
same time and resolves any effects of theirbeing revealed immediately as stated on the
cards (first Monsters then Characters in the
Raiding Adventuring Party)
(72) Perform Battle Actions
Beginning with the CM the CM and theRaiding Player take turns performing Battle
Actions ( not Turn Actions) until all living
Monsters and Adventuring Party membershave 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 (76) Death)
(73) Monster Battle Actions
The CM cannot cast spells and tactics from
hisher hand onto monsters they control as the
CM unless a spell or card power allows themto do so
A Monster may perform one of the followingBattle Actions in Combat
(731) Attack
The CM selects a Monster for the Combat
Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb
Dice equal to the Monsterrsquos Attack Attribute
inflicting one Wound for each success on theTarget Character If an Attack inflicts one or
more Wounds the target is ldquowoundedrdquo (see
(75)Wounds)
(732) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat These
may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an
ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card
that says target a monster now should be
read as target a character in the raidingparty) This action does not count as an
Attack but does count as the Monsterrsquos action
for the Round
If a monster is using a special effect (ie a
spell tactic item ability on the monster etc)
then the Crypt Master gets to choose the target
not the Raiding Player
(74) Character Battle Actions
A Character may perform one of the following
Battle Actions in Combat
(741) Attack
The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls
a number of Tomb Dice equal to the
Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds
are then applied to the Target Monster (see
(75) Wounds)
(742) Special Battle Action
Some Characters have special Battle Actions
or Inn Cards that can be used in Combat
These may be used as the Characterrsquos Actionfor a Combat Round This action does not
count as an Attack but does count as the
Characterrsquos action for the Round
(743) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt
Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions
(75) Wounds
Whenever a Character or Monster suffers aWound (either during Combat or as the result
of another Card effect) a Wound marker is
placed on it In many instances the Player maydecide which Character in hisher Adventuring
Party suffers Wounds Unless stated a
Character always takes the full damage of asingle action and can suffer more Wounds than
Page 6
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 78
it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
Page 7
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 88
12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 68
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 Characterrsquos total Skill Attribute (including
Items Treasures and other effects) and successfully Disarms the Trap if three or more
successes are rolled If heshe fails each
member of hisher 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 ldquoFailurerdquo consequences of the Trap on theRaiding 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 (whetherthe 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
(62) Monsters
After all the Traps Cards have been resolved
(or if there are no Trap Cards) Monster Cards
are encountered and the Raiding Playerdecides whether hisher 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
Combat only occurs when an Adventuring
Party encounters a Monster run by a CM
unless otherwise stated This includes allEncounters with Monsters in Crypts as well as
events triggered by Inn Cards Combat does
not happen when two Adventuring Partiesoccupy 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
(63) Treasure
Once all of the Traps and Monsters are
defeated (or if none were present) the RaidingPlayer 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 beAttached to a Character in the Adventuring
Party
Unless an attached card states otherwise it
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 (eg both can be pick pocketed by a
rogue)
Whenever a Character is moved to anotherAdventuring 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) placewound tokens
3 Character Battle Actions (if possible) place
wound tokens4 Alternate steps 3 amp 4 until all living
Monsters and Characters have performed
Battle Actions5 New Combat Round If all monsters or
characters are dead Combat ends
Spells cast in combat cannot be cast again
during the same combat subject to card one
use per turn rules
(71) Monsters are Revealed
The CM reveals all of the Monsters at the
same time and resolves any effects of theirbeing revealed immediately as stated on the
cards (first Monsters then Characters in the
Raiding Adventuring Party)
(72) Perform Battle Actions
Beginning with the CM the CM and theRaiding Player take turns performing Battle
Actions ( not Turn Actions) until all living
Monsters and Adventuring Party membershave 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 (76) Death)
(73) Monster Battle Actions
The CM cannot cast spells and tactics from
hisher hand onto monsters they control as the
CM unless a spell or card power allows themto do so
A Monster may perform one of the followingBattle Actions in Combat
(731) Attack
The CM selects a Monster for the Combat
Action and the Raiding Player selects a TargetCharacter The CM rolls a number of Tomb
Dice equal to the Monsterrsquos Attack Attribute
inflicting one Wound for each success on theTarget Character If an Attack inflicts one or
more Wounds the target is ldquowoundedrdquo (see
(75)Wounds)
(732) Special Battle Action
Some Monsters have special Battle Actions or
Inn Cards that can be used in Combat These
may be used as the Monsterrsquos Action for aCombat Round When a Monster is using an
ability on an Inn Card it treats any printedreference to the word ldquoMonsterrdquo on the card asif it said ldquoCharacterrdquo and vice versa (so a card
that says target a monster now should be
read as target a character in the raidingparty) This action does not count as an
Attack but does count as the Monsterrsquos action
for the Round
If a monster is using a special effect (ie a
spell tactic item ability on the monster etc)
then the Crypt Master gets to choose the target
not the Raiding Player
(74) Character Battle Actions
A Character may perform one of the following
Battle Actions in Combat
(741) Attack
The Raiding Player selects a Character for theCombat Action and a Target Monster He rolls
a number of Tomb Dice equal to the
Characterrsquos Attack Attribute inflicting oneWound for each success shown These Wounds
are then applied to the Target Monster (see
(75) Wounds)
(742) Special Battle Action
Some Characters have special Battle Actions
or Inn Cards that can be used in Combat
These may be used as the Characterrsquos Actionfor a Combat Round This action does not
count as an Attack but does count as the
Characterrsquos action for the Round
(743) Flee
The Raiding Player may choose to
immediately return the Adventuring Party to
the Inn (not back to the Crypt door) Allremaining Monster and Treasure Cards in the
Crypt are returned face down to the Crypt
Any Inn Cards drawn for the Monsters or otherspecial 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 effectsFor 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 Innas one of your Battle Actions
(75) Wounds
Whenever a Character or Monster suffers aWound (either during Combat or as the result
of another Card effect) a Wound marker is
placed on it In many instances the Player maydecide which Character in hisher Adventuring
Party suffers Wounds Unless stated a
Character always takes the full damage of asingle action and can suffer more Wounds than
Page 6
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 78
it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
Page 7
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 88
12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 78
it has Hit Points
(76) Death
When a Character or Monster suffers a numberof 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 mustbe 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 appyfor recruited monsters If there are no more
characters in the character pool collect all the
dead characters and put them back in the drawpile and then draw a new one
If a character dies then all attached cards arediscarded even if the character is then
resurrected If an effect prevents the deathrather than bringing the character back fromthe 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 discardedThe Adventuring Party Marker is returned to
the Inn and the Player draws a new Character
from the Character Pool (not the Inn) to starta new Adventuring Party The Playerrsquos turn is
ended
(77) New Combat Round
A new Combat Round begins once all of theCharacters and Monsters have acted When a
new Combat Round begins all Characters and
Monsters ldquoresetrdquo allowing them to attack again
in the new Round
If a Monster is somehow resurrected it returns
to the game fully healed and is t reated thesame as any other Character or Monster
entering the game for the first time
(78) 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 theRaided Crypt any Inn cards attached to that
monster are discarded Any Treasure cardsthat were used by a Monster remain in the
Crypt The remaining Monster(s) are turned
face down again and placed back on the CryptAll Wounds on monsters in the crypt are also
removed
If all the Monsters were defeated see 8
BANKING
(79) 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 notlock 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)
At the end of a Raid you may also
immediately Bank any Treasures you found inthe crypt (if you chose not to attach them)
Treasures recovered from Crypts spaces which
say that ldquotreasures have no effectrdquo are stillBanked after the crypt is cleared You may also
Bank Treasures attached to members of your
party as a free action at the beginning of yourturn (if you have returned to the Inn) Banked
Treasure Cards cannot ever be returned to play
Banked cards are kept separate from cards inplay and are used to determine a Playerrsquos final
score at the end of the game
9 END OF THE GAME
The game ends when all the Crypt Cards have
been removed from the Crypts Total theExperience Points (XP) for all cards in thePlayerrsquos bank and all Treasure Cards attached
to surviving Characters in a Playerrsquos
Adventuring Party The Player with the most
Experience Points wins
10 SOLITAIRE PLAY
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 lookingat 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 Cryptthat can hold at least three and then draw
another Crypt Card Repeat until all Cryptsthat 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 arefull
Draw 20 Characters from the Character Pooland place them in the Inn Recruit Characters
from this group as usual When there are no
remaining Characters in the PlayerAdventuring Party or at the Inn the game
ends Any time you use a Turn Action to draw
any Inn Cards you must select a Characterfrom 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 CharactersWhen raiding a Crypt resolve the cards in the
usual order (Traps Monsters Treasures)
Resolve Traps in any order you see fitMonsters act in order from highest XP to
lowest XP When a Monster has to select
whether to attack or to use an ability alwaysselect 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
or all Crypts are empty ndash whichever happens
first You do not gain XP for Treasuresregardless 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
0 XP or fewer Hireling1 XP ndash 10 XP Henchman
11 XP ndash 20 XP Slime Mold
21 XP ndash 30 XP Recruit
31 XP ndash 40 XP Sergeant41 XP ndash 50 XP Mercenary
51 XP ndash 60 XP Adventurer
61 XP ndash 70 XP Gamer71 XP ndash 80 XP Slayer
81 XP ndash 90 XP Tomb Raider
91 XP ndash 100 XP Dungeon Master101 XP or more Power Gamer
11 CAMPAIGN PLAY
Players may select to play a series of gameswith 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 thePlayer gains XP the Player goes up in level ndash
and gains benefits for each new level The
Player receives the following benefits
50 XP or less - Lvl 1 Monster Fodder - No
Benefit51 XP ndash 100 XP - Lvl 2 Greenhorn - Re-roll
two Tomb Dice when determining who goes
first101 XP ndash 200 XP - Lvl 3 Page - Draw six
Characters instead of five during the
Recruitment Phase (choosing one for thestarting Adventuring Party as usual)
201 XP ndash 400 XP - Lvl 4 Squire - When one of
the Playerrsquos Characters is destroyed the Playermay return it to the Character Pool instead of
the discard pile
401 XP ndash 700 XP - Lvl 5 Journeyman - Onceper game after drawing an Inn card the Player
may immediately discard it and draw another701 XP ndash 1100 XP - Lvl 6 Man at Arms - ThePlayerrsquos hand size while filling the Tomb is
four cards instead of three1101 XP ndash 1600 XP - Lvl 7 Soldier - Afterrecruiting a Character the Player may discard
one or more cards from the Player XP Bank to
immediately recruit that number of additionalCharacters
1601 XP ndash 2200 XP - Lvl 8 Hero - Before
shuffling the Crypt Card Deck the Player may
take one card of his or her choice to put intohis or her hand
2201 XP ndash 3000 XP - Lvl 9 Knight - Beforethe Player draws Characters at the start of the
game the Player may search for one Character
from the Character Pool for the AdventuringParty Draw five Characters from the Character
Pool and place them at the Inn3000 XP or more - Lvl 10 Lord - The Playerrsquosmaximum Adventuring Party size is six
Characters instead of five
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 thendraw six Characters instead of five when
choosing their initial Adventuring Party
Page 7
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 88
12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8
8102019 Tomb Rules 1980 v 110
httpslidepdfcomreaderfulltomb-rules-1980-v-110 88
12 ERRATA
(121) Burn the Inn
Burn the Inn must be discarded after use
(122) Harassment
Harassment reacts to the beginning of your
turn
(123) Earthquake
Earthquake reacts to the beginning of your
turn
13 CLARIFICATIONS
(131) Chaff
When he dies a character is added to the Inn
as usual regardless of Chaffrsquos effect
(132) Displacement
Both crypts where cards are being swappedmust have at least one card
(133) Inferno
The caster may spread the wounds around ashe sees fit
(134) Oath Bound
The crypt the party is being directed to musthave 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 othercrypt though it will obviously not raid the
crypt
(135) Summary Example of Combat
Round
Example of a single combat round involving a
5 character party vs 2 monsters
991266 Monster 1 attacks and raiding party
chooses a character to defend with
991266Character 1 attacks Monster 1 or 2
991266 Monster 2 attacks and raiding party
chooses a character to defend with
991266Character 2 attacks Monster 1 or 2
991266Character 3 attacks Monster 1 or 2
991266Character 4 attacks Monster 1 or 2
991266Character 5 attacks Monster 1 or 2
991266 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 agiven effect There are four Attributes in Tomb
ndash Attack Skill Magic and Holiness and they
are in three different colors (associated withthe same color of dice) ndash Green Blue and
Red
Cards
Tomb includes Crypt (Monster Trap andTreasure) 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 aredrawn 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 isplaced in a Crypt
DeadDeath
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 CharactersThey 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 HallwaySpace 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 thechance 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 haveseven symbols each (70 chance of success)
Whenever dice are rolled the number of
symbols that appear face up on the dice aretotaled 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 KeithCover Art Chris Seaman
Box Art Steve Ellis Jason Engle Carl Frank Jonathan HuntGraphic Design Creative Instinct Rodney SaenzProduction Marcelo A Figueroa Leticia Hayler jim pintoEditing Rob Hobart jim pinto
Artists Christopher Appel Steve Argyle Matthew SArmstrong 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 AdamDenton Marko Djurdjevic John Donahue Cris Dornaus
Robert Andreas Drude Randy Elliot Steve Ellis Jason EngleMark Evans Edward Fetterman Anthony Francisco CarlFrank Joachim Gmoser Anthony Grabski Daerick W GrossDaerick Gross Sr Paul Herbert Bryan Heyboer Vincent Hie
Phillip Hilliker Jon Hodgson David Horne David HudnutRobert Humble Jonathan Hunt Lisa Hunt Llyn Hunter Mike
Jackson Hugh Jamieson Jeremy Jarvis Veronica V Jones
Michael W M Kaluta Merle Keller Constantinos KoniotisDoug Kovacs Heather V Kreiter Edward James KringsStephanie Law April Lee Eric Lofgren Chuck Lukacs Craig
Maher Slawomir Maniak Thomas Manning Britt MartinMalcolm McClinton Gary W McKee II Jeff Menges DanMoenster Monte Moore Tony Moseley William OrsquoConnorGlen Osterberger Jim Pavelec Ben Peck Michael Phillippi
Mark Poole Mike Raabe Klaus Scherwinski Chris SeamanSteve Snyder Carlos Taylor Beth Trott Luis Vasquez Franz
Vohwinkel Kevin Wasden Kenneth Waters John WigleyBrad WilliamsPlaytesters Efrain Astorga Jon Bancroft Thomas BangBrian Bates Jeremy Black Ken Carpenter Patrick Clark
Steve Collier Neal Fischer Thomas Hall Frank KallalRichard Kane Kyong Kim Anthony Lakas David LeporeJason Liang David Miler Tim Myers Eric No rris RichardNorris Anthony Oshmago Eric Plumb Daniel Ray Todd C
Rowland John Seals Daniel Stolp Peter Vander GiessenRobert Walker Gabriel Watson Rick WishnefThe Grey Riders Jim Eastman Murl Harmon Brian PetersDave Seay Jon Seay Paul Stachel Jerry Stachel Ken VillarsThe Crew Jay Cozzetto Alan DeSalvio Derek Meserve
Schey Morton John RotkerDedication ldquoTo my Mom all that wasted time playing DampDactually paid offrdquo Also dedicated to Gary Gygax who openedthe way to many tombs and adventures
Page 8