Raiders of the Lost Tomb
Raiders of the Lost Tomb Rulebook
Table of Contents
Table of Contents
Components
This Rulebook 6 Double-Sided Rectangular Game Tiles 1 Boss Monster Track 1 Zip Lock Storage Bag
Coins Provided By the Player (at least 12-15 different coins of 4 different sizes needed; US coin examples below):
- 6 Pennies (for rolling) (12 recommended, 6 for each player)
- 2 Nickels (Raider Characters)
- 1 Dime (The Holy Grail)
- 1 Quarter (The Boss Monster)
- 6 Nickels (Audacity Points)
Tomb Set Up
- First, set aside the tiles that read "Start" and "Escape".
- Shuffle the remaining 4 tiles, then replace the "Start" and "Escape" tiles, Start on top, Escape on bottom of the stack.
- Then flip a coin: the player who wins the toss places the Start tile first! a. Choose which side, front or back, and in whichever orientation you'd prefer, and place it on the table.
- The other player takes the next tile from the stack and chooses to place it on whichever side they want (front or back, right or left side). a. To place all tiles after the Starting Tile, you must overlap one Room Space on the previous tile with One Room Space on each new tile. *Advanced Options Available b. You must place the tile on the opposite side from the Start side. c. This is done by placing each new tile on TOP of the previous tile, which extends the Tomb in an outward direction from the "START". You may place the tile on any of the opposite sides of the previous tile's connection. Place all tiles in the same manner. (Diagram below.)
- Once all tiles are set, place the first "Nickel" (Characters) in the start space. The player who lost the coin toss goes first. The first player immediately gains "The Holy Grail". i. Anytime a player gains "The Holy Grail" they immediately reduce the pennies they have by 1 and they also gain 1 Audacity. b. The first player should be on "Heads" on the Nickel and the other player is "Tails".
- Each player starts with 2 Nickels to represent Audacity Tokens. (Grail Player 3) a. Each player starts the game with 6 Pennies to roll for movement. (Grail Player 5)
- Set the Quarter aside on the Boss Monster Track on the number 8. Every round (after each player has had a turn) move the Boss Monster Quarter down 1 number. When the Boss Monster moves off of the number "1", move it to the "Start" space. It now begins to chase down the players and moves on each player's turn after they have finished their Action and have completed a roll.
Source note: the printed labels "Grail Player 3" and "Grail Player 5" sit beside steps 6 and 6a as they appear in the original; the rulebook does not explain them, so they are kept as printed.
Optional Set-Ups
- Small Tomb: Place tiles overlapping two squares each for a shorter game.
- Large / Extra Large Tomb: Place tiles adjacent, but not overlapping any room squares, for a longer game. (You can place tiles adjacent and touching by one or two tiles depending on your preference.)
- For even longer games or multi-player, combine more than 1 copy of the game together.
- Use only one Start and one Escape.
Advanced Rules
"Special Tiles" (add each Advanced Rule as needed to increase difficulty):
- Yellow/Red colored tiles: You must use Heads only to move into this room!
- Black Tile: Any face can be used! (But no Audacity may be used!)
- Audacity Advanced: Instead of altering your roll, you add 1 Penny (temporarily) to your roll per Audacity spent. You must spend Audacity before rolling.
Encounter Movements
Diagrams in the original show "Monster & Trap 'Forced Move'" (the player is pulled into an adjacent encounter room on a failed roll), "Portal Movement" (Fail and Success paths), and the tile placement variations (Small, Standard, Large and Extra Large Tomb). They are described in the text of the relevant sections below.
The Object of the Game
To win the game, the player with The Holy Grail must escape the tomb before being Killed (Pennies Reduced to "0") or before the Boss Monster reaches the Escape space and Seals the Tomb Forever. As soon as one player escapes the tomb with The Holy Grail, the game immediately ends and that player wins.
Raider Actions/Abilities
- Move: "Roll" your pennies (put the pennies between both of your cupped hands and rattle them around to randomize, then drop them on the table); count the Heads and the Tails. If one of the numbers matches the next tile space, the Raider may move there. (You may move forward, backwards, sideways, and diagonally.) Most spaces have one large number printed on them representing what you must roll to advance there. Other spaces (Monster/Trap/Portal) are Encounter Rooms and may either be moved into freely OR they pull you in if you fail your Move roll and are adjacent and "Behind" the room space. (See Diagram pg 4.)
- Bonus: On a Move roll, if you roll a "Natural 6" on the pennies (all 6 pennies are Heads or Tails) you gain 1 Audacity AND move to ANY 1 adjacent space.
- Audacity: Discard an Audacity: for each Audacity discarded, you may alter your roll (of either the Heads number or the Tails number) by 1.
- I.E. James T. Temple rolls 6 pennies. He gets 2 Heads and 4 Tails. He needs a 5 to move to the next space. He spends 1 Audacity Token to alter the Tails part of the roll, changing it to a 5, and then he moves to that room.
- Prepare: Skip your turn, gain 1 Audacity Token. (If Boss Monster is Spawned, you must still roll for his movement.)
- Rest: Skip your turn, re-gain 1 lost Penny (you cannot regain the penny lost from gaining the Holy Grail). (If Boss Monster is Spawned, you must still roll for his movement.)
- Losing Pennies: If at any time you lose all of your pennies, you are Killed and out of the game.
Attack Player (to Gain the Holy Grail): In order for a player to gain the Holy Grail from the other player, they must move onto the same space as that player, which initiates an Attack. (The Player with The Holy Grail never initiates an Attack.)
- The Attacker
- An Attack occurs automatically when:
- The player without Grail moves onto the space with the player who has the Grail. (*If Spawned, move Boss Monster before Attack roll.)
- OR
- The player without the Grail begins their turn on the same space with the Player with the Grail. (If Spawned, roll for Boss Monster movement before Attack roll.)
- When attacking, both players roll their pennies. The Attacker wins if they roll more Heads than the Defender. (Ties go to the defender.)
- If the attacker wins the roll they gain the Grail. (When you win the Grail you immediately lose 1 penny and gain 1 Audacity.) You will then take your next turn immediately, because the defender has lost their turn "To Rest and Regain the Grail Penny they Lost".
- If the Attack fails, your turn ends.
- An Attack occurs automatically when:
- The Defender
- If you have the Grail (Defender) and your roll is Equal To or Greater Than the Attacker's roll (with or without Audacity spent), you keep the Grail and then take your next turn.
- If you fail the roll, you immediately lose the Grail and lose your next turn.
- You immediately gain the penny back you lost for having the Grail.
- If you fail the roll, you immediately lose the Grail and lose your next turn.
- If you have the Grail (Defender) and your roll is Equal To or Greater Than the Attacker's roll (with or without Audacity spent), you keep the Grail and then take your next turn.
- Note: After both players have rolled for the Attack, the Defender must spend their Audacity FIRST (as many as they choose), Attacker second. Audacity may only be spent once per Attack roll.
Encounters
The Boss Monster
- After the Boss Monster has been Spawned (when the quarter has moved past the number 1 on the Track and he has moved to the start space), the Boss Monster moves every turn after each player rolls to move. When a Player rolls their Pennies for Movement and they choose a Number, the Boss Monster moves on the Opposite Number.
- I.E. James T. Temple rolls 6 Pennies and gets 4 Heads and 2 Tails. James chooses to move onto a 4. The Boss Monster gets to move onto a room with a 2 if it is adjacent. If not, the Boss Monster does not move this turn!
- Player Did Not Move: If a player does not move on their turn, and the Boss Monster is Spawned, the Boss Monster can move to either number on the Pennies rolled.
- The Boss Monster must ALWAYS move ahead and, if possible, towards the closest Raider Character. (If the Boss Monster passes a Raider Character, it will not move backwards... only ahead.)
- The Boss Monster uses "Encounter" (Monster, Trap, Portal) rooms as free movement. If the Boss Monster ends movement adjacent to an Encounter room space, it immediately moves into that tile (and any other adjacent Encounter rooms) and its movement ends.
- If the Boss Monster should move on to the same room space as a Raider Character, the character becomes "Trapped".
- On your next turn you must Escape by rolling a 5 or a 6.
- Pass (Rolled 5 or 6): Move ahead (any space) and gain 1 Audacity and gain 1 Penny.
- Fail to roll a 5 or 6: Move back one tile, lose 1 Audacity (if you have any) and lose 1 Penny. (If you have the Holy Grail, you do not lose it.)
- On your next turn you must Escape by rolling a 5 or a 6.
- If the Boss Monster ever moves adjacent to the Escape Tile, he moves onto it immediately on his next move. If this happens, both players immediately LOSE the game!
Encounter with Monster or Trap Room
- If you begin your turn behind a Monster or Trap Encounter space (Behind means that the Room Space is closer to the Escape Space than the Raider Character) and fail your move roll, you are immediately forced to move your Raider into that Encounter Space. (See Diagram pg 4.)
- Note: If you do not fail your Move roll, you may choose to move into an Encounter Space instead of a specific numbered room if you desire.
- To Pass the Encounter, you must roll your pennies and get a 5 or 6.
Monster Room Risks and Rewards:
- If you Pass: gain 1 Audacity and move ahead to any adjacent Room Space.
- If you Fail: move back to the original space you came from and lose 1 Audacity.
Trap Room Risks and Rewards:
- If you Pass: gain 1 Penny and move ahead to any adjacent Room Space.
- If you Fail: lose 1 Penny and move ahead to any adjacent Room Space.
Encounter a Portal Room
(This may only be used or attempted once per game per player.)
- You may move into the room marked "Portal" with ANY number rolled on the pennies!
- To "Use the Portal Room" you must roll a 5 or 6.
- If successful, you may automatically move your character to any other room space marked "Portal".
- If you Fail, the Portal "Malfunctioned" and you move back one FULL Card Tile.
- I.E. James T. Temple attempts to use the Portal and he rolls a 3. He does not have enough Audacity to make it a 5 or 6. He must move his character back one card tile. Choose one of the spaces on the next tile and place your character on an adjacent space to the current tile.