Escape the Dark Castle: Adventure Pack 2 – Scourge of the Undead Queen
Escape the Dark Castle: Adventure Pack 2 – Scourge of the Undead Queen Rulebook
Table of Contents
Table of Contents
How To Use This Pack
Scourge of the Undead Queen is an expansion pack for Escape the Dark Castle, introducing new content to expand and deepen your adventures. You will need a copy of Escape the Dark Castle to use this pack.
The chapter cards contained in this pack can be played as an adventure in their own right. Alternatively, you can mix together everything in your Escape the Dark Castle collection for maximum variety - the choice is yours!
Components
The Components list in the source is an image and is not reproduced as text here.
Setting Up the Game
The first time you play using this pack, and if you choose to play it as a standalone adventure, we recommend playing with the chapter cards in number order – right out of the box. Once you have played it a few times you might want to shuffle the chapter cards so you will never know what is coming next. Whichever method you choose, simply set up the game as described in the Escape the Dark Castle rule book, replacing Step 1 with the following:
1) Create the Castle
- Take the 15 chapter cards contained in this pack and place them face-down to form the castle deck (either in number order or shuffled, as explained above)
- Place The Undead Queen boss card face-down underneath the castle deck
- Place the Start Card on top of the castle deck, with the image of the castle face-up
- Shuffle the item card deck, including the 3 companion event cards and the two new items cards contained in this pack, and place it face-down to the right of the castle deck
- Place the chapter dice in a pool above the castle deck
- Place the companion cards, companion dice, and spell book dice to one side until called for.
And remember, alternatively, all cards and rules in the Escape the Dark Castle range can be mixed together for maximum variety.
Event Cards
This Adventure Pack introduces a new mechanic to the game - Companions. These characters can appear during a quest to assist in your escape.
Companions enter play when their corresponding event cards are drawn from the item deck. When an event card is drawn, read it aloud and then put the corresponding companion card into play along with their unique character die.
Companions
When a companion enters play via the corresponding event card, they can be controlled by any player. They are powerful allies but their presence is often fleeting, so you must choose carefully as a group how to make the most of them.
With a few exceptions outlined below, companions operate just like any other member of the group.
Companions each have a starting HP shown on their card, which should be noted and tracked just like player characters. Unlike with player characters, when a companion's HP reaches zero the game does not end - they simply leave your party and their card should be set aside.
It is not possible for more than one companion to be in play at a time. If a companion is already in play and you draw a new companion event card, discard it and draw another item card to replace it. When drawing multiple item cards, if you draw two or more companion cards apply only the first and discard the others, drawing replacements for them.
Using Companions
When a companion is in play, keep in mind the following rules:
- Companions can lead into chapters, becoming the subject of you effects and Combat Specials. (Source text as printed; "you effects" is how the source reads.)
- Companions can fight rounds of combat and attempt challenges. Simply roll their character die and apply the result.
- Companions take damage in combat as normal, with the exception of The Spirit of the First Prisoner, who may fight and be attacked but who is immune to damage.
- Companions can rest in combat to restore 1HP as normal (with the exception of The Spirit of the First Prisoner who can REST but does not benefit from doing so). A companion cannot exceed their starting HP.
- Companions cannot carry items for you (with the exception of The Witch Hunter – see companion card).
- Companions can be nominated to draw item cards (according to the supplemental rules of Adventure Packs 1 and 3). Companions can therefore be cursed, made to roll for PLAGUE etc - even if doing so will not affect them.
Companion Characteristics & Special Abilities
Characteristics
Each companion has a unique characteristic which is explained on their companion card. Keep these rules in mind during play.
Special Abilities
Each companion has a unique special ability which only triggers during combat. When the character rolls the special symbol side of their die during combat, read the special ability aloud and apply the effect.
Important note:
- If a companion rolls a special during combat with a Boss, it counts only as a BLOCK. The special ability does not trigger.
- If a companion rolls a special outside of combat, it counts as a DOUBLE of your choice. The special ability does not trigger.
Companions as 'Players'
Unless otherwise stated, companions should be considered 'players' for the resolution for all game effects.
For example, if the text of a chapter card reads, 'each player must roll might in one attempt', or 'each player gains 1HP', or 'draw an item card per player' – this would include companions.
Exception:
Where this symbol is used (shown as an image in the source), when rolling a chapter die 'per player' to set up combat you must exclude companions from the player count.
Ritual Chalice
The ritual chalice is a relic of unknown origin with the power to tip the very scales of life and death.
While in possession of this relic, at the end of any chapter and before turning the next chapter card, any number of players can choose to perform the blood ritual. Doing so can increase the HP of one player (the recipient), at the expense of their fellow prisoners (the donors).
Each donor must declare the amount of HP they are willing to sacrifice and should then deduct that amount from their total.
When all donors have contributed, the recipient drinks the blood to complete the ritual, restoring HP equal to the total amount donated.
Discard the chalice after use.
Spell Book
This crumbling spell book is an ancient and powerful relic, ready to fall apart at any moment. Many parts of its rotting pages are barely legible.
You are not skilled in spellcasting but, while in possession of this relic, whenever you would roll your character die you may attempt to cast a spell instead.
But we warned - if you cast the spell incorrectly you could injure yourself or a fellow prisoner, or cause the destruction of the spell book itself...
Casting A Spell
First choose the spell you wish to cast from the list on the back page of this book, making sure you meet the requirements, then roll the spell die once and apply the effect.
Gap: the list of spells on the back page of the Spell Book is not reproduced. It is not present in the source's text, and the source's page carries it only as an image (not transcribed here). The spell list and its requirements must be sourced separately before this section can be used in play.