Adventure of D (Second Edition)
Adventure of D (Second Edition) Rulebook
Table of Contents
Table of Contents
2. Components
1 rule book, 3 hero tokens, and 102 cards (16 hero cards, 12 upgrade cards, 60 power cards, 11+2 location cards, 1 rules summary card).
2.1 Hero Cards and Upgrade Cards
Each player takes on the role of a hero with a unique starting skill. They may learn additional skills during the game.
A hero card shows the hero's strength, intelligence, and agility stats, its starting skill, and any additional skill it has learned. An upgrade card tracks a hero's strength, intelligence, or agility, or magic (upgrade cards are used when a hero upgrades strength / intelligence / agility / magic — minimum is 0, maximum is 8 each).
Example: The Dwarf has strength = 1, intelligence = 1, agility = 0, magic = 4, and has 2 items: a Fairy Dust and a Topaz.
If a hero gets a Fairy Dust item, take the top card from the hero deck (if any). Keep it face down and use the back of the hero card as the Fairy Dust. When the Fairy Dust is discarded, put it on the top of the hero deck.
2.2 Power Cards
There are 4 types of power card: strength, intelligence, agility, and neutral.
There are 15 each of the strength, intelligence, and agility power cards and they have a power of 1-5. There are also 15 neutral power cards and they have a power of 0-6.
Symbols example: a neutral power card icon means any one neutral power card; a strength icon with power =5 means a strength power card with power =5; two intelligence icons with total power ≤4 means two intelligence power cards with 1&1, 1&2, 1&3, or 2&2 powers.
The main use for power cards is to represent HP (Health Points). Your HP equals the number of power cards in your hand. Example: 4 cards in your hand means you have 4 HP.
Your maximum HP is 6. If your HP ever exceeds maximum HP, then discard cards until you have maximum HP.
Example card: Village of Dawn, danger level 1, power: a strength power card with power =4. Event: this event type is strength; this is the event location. An effect (with red text): "All intelligence and agility have difficulty +1." An action (hand icon): Orc Magician — L = LOSE 1. W = strength +1, then trash.
A power card consists of 2 parts: power and event.
When you hold power cards as HP in your hand, only the power part is important. The power portion of a card has many uses in the game: as a test card, as a move card, etc.
The event portion of a card represents an event that occurs at the location stated on the card. The type of event matches the type of the power card. Some events may include an item and may state an effect. Effects continue to apply in all locations as long as the event is in play.
Discard Pile
When a player discards a power card (including discarding an item/event, etc), put it face up on the discard pile. Players cannot examine the contents of the discard pile during the game. If the power deck is empty, shuffle the discard pile to become the power deck.
2.3 Location Cards
Each location has 2 versions, one on each side of the card, except for the Tower of Death that has 4 versions on 2 cards. The map for each game consists of 12 location cards. You will use only one Tower of Death card for each game.
If an event occurs at a location, cover the location with the event. No player may take any action written on the location card until the event is discarded.
Note: an event with a red danger level number means the location below it has one less danger level, a black number means the number below it is the same.
Example: a location card shows its danger level, its name, and the action available at this location. The Tower of Death location card carries a randomizer (use after your first few games) for which version to use.
A Necromancer appears!
3. Keywords
CHECK X = put X power cards from the power deck face up on the discard pile. The required result can be the power/type/location/item, depends on the context.
CYCLE X = discard up to X power cards of your choice from your hand then draw X power cards from the power deck, where X = the same number. Note: if your HP =1 you cannot choose to CYCLE 1, see 6. If your HP =0.
EXHAUST = turn the location card 180 degrees. No player may take the action written on an exhausted location card. Events on an exhausted location function normally.
GET ITEM = place the event card under the upgrade card, with the item revealed (see picture on page 1). A player may have any number of items at any time.
HEAL X = draw X power cards from the power deck and put them in your hand. Remember: your maximum HP is 6.
LEARN SKILL = draw a card from the hero deck (if any) and put it face up behind your hero card, with the skill revealed (see picture on page 1).
LOSE X = discard X power cards of your choice from your hand.
SHOCK X = discard X power cards at random from your hand.
SHOW [card(s)] = show the required card(s) to all other players. Note: a player with HP =1 may still SHOW a card because the card stays in their hand.
TELEPORT = announce that you are going to teleport, then put your token on the target location. Any other hero at your current location may follow to your new location. Note: a teleport is not a move.
TRASH (trash icon) = discard this card.
4. Setup
- Determine if you will play this game SOLO, CO-OP, or COMPETITIVE.
- Shuffle all hero cards to form the hero deck. Deal each player a random hero. All heroes start with strength = intelligence = agility = 0.
- Shuffle all power cards to form the power deck. Each player CHECK 1: if the result is a strength card then strength +1, if intelligence then intelligence +1, if agility then agility +1, if neutral then choose strength / intelligence / agility +1.
- Use the 12 locations with underlined names for your first game. You may use random locations after your first few games. Shuffle all 12 location cards, then place them at random in a 4x3 grid. Put all hero tokens representing the players on the Castle of Light.
- Determine the starting player at random. The starting player takes control of the power deck by placing it in front of them.
- SOLO: The player gets magic 4 and draws 6 power cards (HP =6). COMPETITIVE: The starting player gets no magic, the next clockwise player gets magic 2, and the third player (if any) gets magic 4. Each player draws 6 power cards (HP =6). CO-OP: Each player gets no magic. In a 2 player game, each player draws 6 power cards (HP =6), in a 3 player game each player draws 5 power cards (HP =5, maximum HP is still 6). Note: Players may not show cards in their hand to other players, but may discuss strategy/tactics with each other during a co-op game.
- SOLO / CO-OP: The last player in the turn order takes X face down hero cards as timer cards and puts them nearby, where X = 5 (expert level), 6 (medium), or 8 (beginner level).
Setup Diagram: a 3 player competitive game
Each player's playing area has: a hero card, an upgrade card, a space for magic and items, a space for the move card / test card, and a discard pile. The active player will always have the power deck in front of them. Unused hero cards from setup form a hero deck nearby.
5. Gameplay
The game is played in turns. Beginning with the starting player, each player takes their turn in clockwise order until Elzoof is defeated, thus ending the game.
In each player's turn, follow these phases in order:
- Reveal a new event (5.1)
- Reveal a new event (5.1)
- Main phase (5.2)
- Rest (5.3)
- End turn: put the discard pile at the bottom of the power deck, pass it to the next clockwise player, then that player begins their turn.
SOLO / CO-OP: After the last player in the turn order ends the turn: Put a timer card on the top of hero deck then continue the game. If you can't do that because there is no timer card left, Elzoof has conquered the island, game over!
5.1 Reveal a New Event
-
Announce that you are revealing a new event, then turn over the top card of the power deck as the new event. Show it to the next (clockwise) player. Note: in a SOLO game, the next player is yourself.
-
The next player may choose to discard the new event by discarding a power card from their hand or by spending magic 2. If they discard the new event, place it on the discard pile, draw another new event, and show it to that player again. Continue doing this until that player accepts the new event.
-
When the next player accepts a new event, place the new event on its location:
- If there is already an event on that location, discard the existing event.
- If there is an event of the same type as the new event on another location, discard that existing event.
In this way, there can only ever be a maximum of 4 events on the map, one of each type.
Revealing a new event example: Amy shows a new event to Bob. Bob discards it by spending magic 2. Amy reveals another new event, Bob discards it again by discarding a power card, strength. Amy turns over a new event for a third time, which Bob accepts. The new event is placed.
Placing a new event examples: There are two events already on the map, a strength event on the Castle of Light and a neutral event on the Lake of Hope. A new event is accepted.
- If the new event is a strength event on the Mountain of Mage, then the existing strength event on the Castle of Light should be discarded.
- If the new event is a neutral event on the Castle of Light then both the existing neutral event on the Lake of Hope and the existing strength event on the Castle of Light should be discarded.
- If the new event is an intelligence event on the Old Village of Dew then it is placed there, and now there are 3 events on the map.
5.2 Main Phase
The player can move their hero or take an action as many times as they like and in any order until the hero chooses to rest. Example: move, action, action, move, move, rest. Note: if ever a player has no power cards in their hand, see 6. If your HP =0.
CO-OP: A player may take this action in the main phase on any location:
Trade Item — Take or give an item from or to another player on the same location.
5.2.1 Move
-
Announce that you are going to move, then play a power card as the move card.
-
Move your hero token to an adjacent location. Adjacent means orthogonal only - diagonal movement is not allowed. The map wraps around: if you move off the edge of the map, you will appear on the other side of the map.
The map wraps around. If you move from a corner location A of a 4x3 grid, you may move to B, D, E, or I (the map's wrap-around neighbors).
-
Any other hero at your current location may follow to your hero's new location.
-
You (and only you) make a Shadow Check. CHECK 1, if the result is > the danger level at the new location: it's a safe journey. If the result is ≤ the danger level at the new location: you have met a shadow with power equal to the move card. You must defeat the shadow by discarding power card(s) of any type with total power ≥ shadow's power (then you get magic equal to the shadow's power) or by spending magic ≥ shadow's power (you get nothing). If you do not defeat the shadow, then your HP becomes 0. Note: A shadow with power =0 means you meet no shadow.
-
Discard the move card.
Tips: as you move around the map, it is important to plan where you will rest!
Move example: You play a neutral card with power =4 as the move card (if you meet a shadow, then the shadow's power will be 4). The new location's danger level is 2. The CHECK 1 result is 2, which means you have met a shadow and now you need to defeat the shadow! If you defeat the shadow by discarding a strength card with power =5, you get magic 4. If you defeat the shadow by spending magic 4, you get nothing.
5.2.2 Action
Announce that your hero is going to perform an action, then choose one action to take on your location or on one of your hero's items or skills.
If there is no event on the map at the end of an action, reveal a new event (see section 5.1). This means usually there will be at least one event on the map.
5.2.2.1 A Test: Strength / Intelligence / Agility
An action may contain a test. The number in the test symbol is the test difficulty.
- Announce that your hero is going to challenge the test, then play a power card from your hand as the test card.
- Bonus: if your test card has the same type as the test (strength in strength, intelligence in intelligence, or agility in agility) then HEAL 1.
- Add your corresponding stat and CHECK 1 result to your test card.
- If your test card total is ≥ test difficulty, gain the W (win) result. If not, gain the L (lose) result.
- Discard the test card.
Test example: You have strength =2, agility =0, intelligence =1, and you challenge intelligence 6.
- You play a strength card with power =3 as the test card.
- You get no bonus because your test card type does not match the test type.
- CHECK 1 result is 2. Your test card = 3 + 1 (your intelligence) + 2 (CHECK 1 result) =6.
- Your test card total is 6, which is ≥ the test difficulty (6). You W (win) this test.
- Discard the test card.
FAQ: My HP =1 (an intelligence card with power =5). I want to challenge intelligence 5. May I play intelligence so I get a bonus card and win the test? No. Once you play your last card, your HP =0, see 6. If your HP =0.
5.3 Rest
- Announce that your hero is going to rest. You may discard any number of power cards from your hand (be sure to always have one card in your hand at all times!)
- Draw power cards until your HP = 6 minus your location's danger level.
- You get magic equal to your location's danger level.
Rest example: you have HP =2 in a location with danger level =2. You rest, then discard one power card, HP =1. You will draw until HP = 6-2 =4 and you get magic 2.
6. If Your HP =0
If your HP =0 during another player's turn then just continue the game (you can follow, reject an event, etc) until it's your turn, see below.
If your HP =0 during your turn, you get magic 1, HEAL 1, then immediately end your turn.
7. Tower of Death
When you take the special action to enter the Tower of Death, start in room 1 then proceed to the next room sequentially until you reach the final room. You cannot stop, turn back, or escape from any of these rooms.
FAQ: May I use Tasty Tomato after room 2 but before entering room 3? No. You may not take an action in the middle of another action.
CO-OP: Right before a player takes the special action to enter the Tower of Death, that player must cast Heroes Assemble spell first: each other player not in the Tower of Death must discard a power card (don't discard if their HP ≤1) and put their hero token on the Tower of Death location.
After that all players must enter the Tower of Death and will progress through each room together, but each player must tackle each room individually.
FAQ: Amy casts Heroes Assemble spell then Amy and Bob enter the tower. Can Bob drink Potion of Agility first? No. It's still in Amy's action in Amy's turn.
8. Winning the Game
COMPETITIVE: The player who successfully defeats Elzoof wins the game.
SOLO / CO-OP:
If a player's HP becomes 0 inside the Tower of Death or they are teleported outside the tower, that player is eliminated from the game. If all players are eliminated, Elzoof wins!
If fewer than half the players can defeat Elzoof, he is injured but becomes very angry. He unleashes a devastating spell to destroy all heroes inside the tower. Elzoof wins!
If half or more (but not all) the players can defeat Elzoof, Elzoof is wounded badly. He teleports himself far away, but he will return. It's a temporary minor win for the heroes.
If all players can defeat Elzoof, Elzoof is destroyed once and for all, it's an epic win. The whole island holds a big celebration for you that lasts for days. Congratulations!
9. Heroic Mode
Need more challenge in SOLO or CO-OP? Use 5 timer cards and change step 3 in 5.3 Rest to:
- You get magic equal to your location's danger level minus 1 (treat a negative result as 0). If you rest in a location with danger level =0, you must spend magic 1 or you draw until HP =5 instead of 6.