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Calabozo: La aventura de los anillos thumbnail

Calabozo: La aventura de los anillos

Calabozo: La aventura de los anillos Rulebook

Table of Contents

Table of Contents

  • Contents
  • Objective
    • Solo Play
  • The Game Board
    • Main Hall
    • Corridors
    • Cells
    • Towers
    • Underworld
  • Walls, Doors and Secret Doors
    • Walls
    • Doors
    • Secret Doors
  • Game Setup
  • Adventurers of the Calabozo
  • Turn Order
  • Movement
  • Sequence of Play
  • Combat
  • Cells, Towers and Monsters
  • Adventurer's Attack
  • Defense
  • Duel
  • Underworld
  • Special Monster Cards
  • Treasures
  • Special Treasures
  • Magic Weapons
  • Exchanging Treasures
  • How to Win
  • Tables
    • Defense
    • Duel
    • Exchanging Treasures
    • Rings to Collect
    • Secret Doors

Contents

  • 1 game board
  • 8 figures
  • 6 towers
  • 110 cards (6 rings, 6 dragons, 6 weapons, 48 treasures, 50 monsters)
  • 2 dice

(Note: the printed contents list gives 48 treasure cards. The setup section below uses 42 ordinary treasures plus the 12 rings and weapons, and the printed total of 110 matches 42 treasures (6 + 6 + 6 + 42 + 50 = 110). The figure of 48 is transcribed as printed; the setup numbers are the ones that reconcile with the total.)

Objective

Two teams of adventurers enter the Calabozo to collect 4 rings of power. The first team to return with all of its members and the rings to the Main Hall saves its kingdom and wins.

Solo Play

The objective is the same. When there is an odd number of players and two balanced teams cannot be formed, the first adventurer to return to the Main Hall with the required rings wins.

The Game Board

The board shows the map of the Calabozo with the areas and zones that make it up, as well as a pair of sections with frequently consulted tables.

Main Hall

The square at the centre of the board, with the Calabozo logo. The adventurers start their search here, and they must return here with the rings to save their kingdom. It is the only place where more than one adventurer may be at the same time.

Corridors

The light grey squares with a marble texture. Adventurers move through the corridors to the different zones of the Calabozo.

Cells

The dark grey squares with a mosaic texture. Combat with monsters takes place here, to obtain treasures.

Towers

The rounded purple areas. Combat with dragons takes place here, to obtain rings of power.

Underworld

The four black areas with a light in the centre. When an adventurer dies in any area of the Calabozo, that adventurer is sent to the nearest Underworld and remains there until the adventurer or one of their allies uses an elixir to revive them.

Walls, Doors and Secret Doors

Walls

The blue lines with a stone texture. They divide the different areas of the Calabozo. A wall may only be crossed on the side where a door of any kind is placed.

Doors

The green lines with a rock texture. They may be crossed freely, but only from the side of the wall where the door is placed.

Secret Doors

The red lines with a brick texture. To cross a secret door, the adventurer must first try to open it.

To open a secret door, the adventurer must move to it and roll a die. If the result is 1 to 3, the door has been opened and the adventurer may cross it and move through the remaining spaces of their movement. If the die result is 4 to 6, the door has not been opened: the adventurer cannot cross it and may not make any other movement that turn. If an adventurer reaches a secret door with exactly enough movement points, they must wait until their next turn to open it.

An adventurer may try to open a secret door on every turn they wish. When an adventurer begins a turn by trying to open a secret door, they first roll to open it; if they succeed, they then make their movement roll (tiro de avance).

Every time a secret door is encountered it must be opened, even if the adventurer has already crossed it before.

(The diagram on this page shows arrows marking how a secret door is entered and how movement passes through it.)

Game Setup

Once all of the components have been taken out of the box, identify the cards and separate them into three groups according to the image on their back:

  • Treasures (Tesoros): 54 cards (the printed label reads "rings and weapons"; this group also contains the 42 ordinary treasure cards that are placed on the board during setup, see below)
  • Dragons (Dragones): 6 cards
  • Monsters (Monstruos): 50 cards

From the treasure group, set aside the 6 rings and the 6 weapons (axe, shuriken, sword, bow, scepter and gauntlet).

Also take the 6 dragon cards. Shuffle the three groups of cards (rings, weapons and dragons). Then place, under each tower, at random, one weapon, one ring and one dragon.

Shuffle the remaining 42 treasure cards together with 42 monster cards, and place them at random on the board spaces that correspond to the cells, so that each monster card lies on top of a treasure card. (Eight monsters are always left over in each game.)

The adventurers taking part are placed in the Main Hall. The game begins.

Adventurers of the Calabozo

Teams may be made up of any type of adventurer. Some of their characteristics:

  • Dwarves (Enanos): Because of their size they are very agile, and the best at defeating smaller magical creatures. Robust, impulsive and of strong character. Experts with the axe.
  • Elves (Elfos): Beings of great empathy with nature who live in magical forests, which makes them formidable hunters of gigantic creatures. They are extremely reckless, but of a cheerful and gentle character. Archers without equal.
  • Warriors (Guerreros): Noble knights trained for every kind of combat. Thanks to their physical aptitude and martial skill they are effective against every variety of creature, except those that make great use of magic over strength. Brave and unbreakable swordsmen.
  • Mages (Magos): Mystical masters of the arcane, possessors of great knowledge of the magic arts. These sorcerers wield powerful spells and are especially effective against magical and supernatural creatures. Artisans of great determination and intellect.

Turn Order

Team play (Juego por equipos): After the teams are formed, one representative of each team rolls a die. The team that rolls the highest may choose the adventurers with which it will play, and it takes the first turn.

One player from each team is then seated alternately around the board, and the turn sequence runs clockwise.

1 vs 1 (I vs I): Each player rolls a die. Whoever rolls the highest chooses their adventurer first and takes the first turn.

Movement

The adventurer rolls a die to find out how many spaces they will advance during their turn. Corridors, cells, towers and the Main Hall each count as a single space of movement. The adventurer may also choose not to move.

Adventurers choose the direction of movement, and may change it at any time, as long as they have not yet used up their movement for that turn.

No more than one adventurer may occupy the same space at the same time, except in the Main Hall. Adventurers may jump over one another, but if their movement ends on a space occupied by another adventurer, they must stop one space short of that adventurer.

To enter a tower that has a dragon inside it, the adventurer must possess at least one treasure of any type. If an adventurer moves into a cell or tower where a monster or dragon is found, they may abandon it at the start of their next turn or try to defeat it.

Sequence of Play

During their turn, each adventurer must complete the following actions in the order given:

  1. Move the adventurer.
  2. (If the adventurer entered a cell or tower) Reveal the monster or dragon card.
  3. Adventurer's attack (roll 2 dice).
  4. Draw a treasure card (if the monster was defeated).
  5. Monster or dragon's attack (the opposing team rolls 2 dice if the adventurer fails to kill the monster or dragon).

Once the adventurer has completed these actions during their turn, the next player's turn begins.

Combat

To obtain the treasures and rings needed to win, the adventurers of the Calabozo must fight the monsters and dragons that guard them.

To do so they must reach cells or towers and reveal the monster or dragon card, taking care not to reveal the treasure underneath it. A dragon inside a tower may not be attacked unless the adventurer possesses at least one treasure to remain inside the tower.

Cells, Towers and Monsters

Each cell contains a monster and a treasure. The towers contain a dragon, a weapon and a ring, plus any treasures that were lost by adventurers during combat in either type of space (cells and towers).

There are no monsters in the Main Hall.

Once an adventurer attacks a monster or dragon, they may not make any further movement in that turn, except to retreat if that is the result of the monster or dragon's attack.

An adventurer may not change their mind. Once a monster or dragon card has been revealed, the adventurer may not withdraw from the cell or tower until they have fought the monster or dragon.

Adventurer's Attack

Once a monster or dragon card has been revealed, the adventurer must look at its contents and show it to all the others.

Each monster or dragon card has its name and image on it. Below the image there is a table showing the number of points that must be rolled with two dice to defeat it. The points that must be achieved are listed according to the type of adventurer that is attacking. (The example card shown on this page is a Zombie, whose table lists the values 4, 7, 6 and 5 against the four adventurer icons.)

If the number the adventurer rolls with the dice is greater than or equal to the number indicated on the card, the monster or dragon has been defeated.

The defeated monster or dragon card must be placed on a discard pile. If the adventurer killed the monster or dragon, they must then take the corresponding treasure, together with the other treasures that were left by the adventurers defeated by that monster or dragon.

When a monster has been defeated in any of the cells, that space is left empty and no further monsters or treasures will be placed on it for the rest of the game. In the case of towers, the space on the board will likewise be left empty, and it will be covered again with the tower.

If the monster or dragon is not exterminated, then it is its turn to attack.

Defense

If a monster or dragon was not killed by an adventurer's attack:

An adventurer of the opposing team must roll 2 dice to represent the monster or dragon and consult the Defense Table on the board to decide the outcome of the attack. Some of the possibilities are:

Retreat (Retirada)

The adventurer must move backwards, in the direction from which they came. The adventurer may only move the spaces that were indicated, unless this takes them to a space occupied by another adventurer, in which case they stop one space earlier.

The adventurer must not move to a space occupied by a monster or dragon if there is some other way to move, even when the direction they follow is not the one by which they arrived. If an adventurer cannot move to a space without a monster or dragon, they will remain there and fight it on their next turn.

Treasure Lost (Tesoro perdido)

When attacked by a monster or dragon, the adventurer may choose which treasure to lose. The adventurer must place the lost treasure card face down beneath the monster or dragon card that attacked them. If the adventurer has no treasures, they die and are sent to the nearest Underworld.

Loss of All Treasures (Pérdida de todos los tesoros)

The treasures are placed beneath the monster or dragon card so that it guards them, and the adventurer is transported to the Main Hall. If the adventurer has no treasures, they die and are sent to the nearest Underworld.

Duel

An adventurer may challenge any one of their adversaries from the opposing team to a duel in order to obtain their treasures.

To begin the duel, the adventurer must arrive at and place themselves on a space adjacent to their adversary, in the corridor areas, and declare the attack.

Both adventurers roll one die at the same time. Whoever achieves the higher score wins the duel and obtains the opponent's treasures, depending on the difference in points (see the Duel Table).

In case of a tie, the duel is considered void.

The loser must place face down all of their treasures, including rings and weapons. The winner takes at random the treasures that correspond to the duel (see the Duel Table).

If an adventurer does not have the number of treasures needed to pay, they are considered dead and are transported to the nearest Underworld.

An adventurer who is in a cell, a tower, the Underworld or the Main Hall cannot be attacked by another adventurer; duels take place only in the corridors.

Underworld

An adventurer who loses more treasures than they possess, whether to a monster, a dragon or another adventurer, is considered dead and is transported to the nearest Underworld. They place themselves adjacent to it and must wait there for as many turns as necessary until a teammate rescues them.

An adventurer who tries to rescue a dead teammate in the Underworld must access it in order to use an elixir and revive that teammate, using their whole turn.

An adventurer may enter or leave the Underworld by using the Teleportation treasure. If all the members of a team die, that team loses the game.

In a 1 vs 1 game, when an adventurer dies, whether to a monster, a dragon or another adventurer, they may keep the elixirs they possess. They transport themselves to the nearest Underworld by any means, use the elixir on their next turn to revive, and may leave the Underworld on the following turn.

If the adventurer has no elixir when they die, the player may start again with another adventurer. If there are no adventurers left with which to do so, the player is out of the game.

When a player starts again with another adventurer, their previous adventurer cannot be revived and remains permanently in the Underworld where it lies.

Special Monster Cards

Some of the monster cards are traps. If an adventurer discovers a trap, they do not have to fight any monster, but they must do what the card indicates.

  • Portal: The adventurer is transported to the Main Hall, taking the treasure and keeping their own treasures.
  • Jail (Jaula): The adventurer loses 1 to 6 turns. The adventurer rolls a die; the number that comes up is the number of turns they lose. Once all of those turns have passed, they take the treasure card.

Treasures

When an adventurer kills a monster or dragon in a cell or tower, they must take the corresponding treasure of that cell or tower, including any treasures that other adventurers had lost in that cell or tower.

If they wish, an adventurer may show their treasures to their teammates. Unless it is a special treasure or a weapon that they use during the game, they are obliged to show them to all the other adventurers.

All energy gem treasures are important, since they are the ones that can keep the adventurer alive.

Special Treasures

  • Speed (Velocidad): While the adventurer has possession of this treasure, they may double the number of points of their movement roll.
  • Magic Key (Llave mágica): This treasure allows the adventurer to open and cross secret doors as if they were normal doors. The adventurer therefore does not need to roll any dice to open them.
  • Magic Medallion (Medallón mágico): The medallion gives its owner the ability to reveal a monster or dragon card before fighting it.
  • Teleportation (Teleportación): Allows the adventurer to move to any place in the Calabozo except the Main Hall, regardless of where they are. To use it, the adventurer spends one turn, and may take no other action in that turn. Once used, the card must be discarded.
  • Elixir: Revives dead adventurers who are in the Underworld, whether the elixir is provided by a teammate or was kept by an adventurer who died in an individual game. Using it takes one turn to revive, and no other action may be taken in that turn. Once used, the card must be discarded.

Magic Weapons

Magic weapons add points to any attack made by the adventurer who possesses them, whether against a monster, a dragon or another adventurer. The points to add are listed at the bottom of the card, according to the type of adventurer that uses it.

Weapons must always be shown before the dice are rolled. An adventurer may not use more than one weapon at a time, and weapons do not add points to the movement roll.

Exchanging Treasures

Two adventurers of the same team may exchange treasures as many times as they wish, up to a maximum of 2 treasures each, in one turn.

To start an exchange, an adventurer must place themselves together with their teammate on the adjacent space, in the corridor area or within the Main Hall. They agree on which treasures they will exchange, taking care that the opposing team does not find out about it. The treasures are placed face down, in view of everyone, and they swap hands, which ends the turn.

(Note: the exchange table below says the treasures are placed face up in view of all. The rules text above says face down. Both are transcribed as printed.)

An adventurer may give treasures to a teammate without receiving any in return, if their tactics so require. Nor does the number of treasures exchanged have to be the same on each side.

An adventurer may exchange treasures as often as necessary, but only with one teammate at a time, receiving and giving a maximum of 2 treasures, and using one turn to do so.

How to Win

The main characteristic of the game is knowing how to work as a team. If the game is played with a strategy in which the treasures are managed intelligently and all the members of the same team interact with each other safely, they will emerge victorious.

If one of the 2 teams fails to obtain the 4 rings from the towers, there is still the possibility of obtaining the missing rings by attacking the opposing team before it reaches the Main Hall with them.

If both teams fail to complete their mission, neither of the 2 teams is considered the winner, and they may begin another game, setting up the board differently from the previous one.

Tables

Defense

Roll (2 dice)ResultEffect
2-3Safe (A salvo)On its next turn, the adventurer may leave the space and attack the monster/dragon again.
4-5Retreat (Retirada)Go back 1 space. Lose 1 turn.
6Safe (A salvo)On its next turn, the adventurer may leave the space and attack the monster/dragon again.
7-8Retreat (Retirada)Go back 2 spaces. Lose 1 turn.
9Retreat (Retirada)Go back 2 spaces. Lose 2 turns.
10Injury (Lesión)Go back 1 space. Lose 1 turn and 1 treasure.
11Wound (Herida)Go back 2 spaces. Lose 2 turns and 1 treasure.

(In an individual game, when all treasures are lost, an adventurer may keep 1 elixir flask, if it has one, to start again.)

Duel

  1. Move next to the adventurer to be attacked.
  2. Show special weapons (both, if they possess them).
  3. Both adventurers attack by rolling 1 die at the same time.
  4. The adventurer with more points obtains treasure(s) from the loser.

Difference in points: 1-4 = 1 treasure; 5-7 = 2 treasures.

(Adventurers inside a cell, a tower or the Main Hall cannot be attacked; duels take place only in the corridors.)

Exchanging Treasures

  1. Move next to the adventurer with whom the exchange will be made.
  2. Agree on the treasures to be exchanged.
  3. Place them face up in view of everyone (maximum 2 per adventurer).
  4. Exchange the treasures (end of turn).

(Exchanges may be made only in the corridors, the Underworld and the Main Hall.)

Rings to Collect

Adventurers per teamRings (2 teams)
24
3-53
6-82
Adventurers per teamRings (3 or 4 teams)
24
3-43

(The second table's first column is headed "Equipos" (teams) in the source, but its values (2 and 3-4) match the adventurer counts of the first table. The heading appears to be a printing error and is transcribed here as "Adventurers per team".)

Secret Doors

Die roll to open a secret door (one die):

RollResult
1-3Open
4-6Closed
12Defeat (Derrota)Lose all treasures and return to the Main Hall. (If the adventurer has no treasures, it goes to the Underworld.)