RulesPal
Chat
Rulebook
Runebound: The Cataclysm thumbnail

Runebound: The Cataclysm

Expansion for Runebound: Second Edition

Runebound: The Cataclysm Rulebook

Table of Contents

Table of Contents

  • Setup
  • Gameplay
  • Curse Cards
  • Knockouts
  • Winning the Game

Setup

Setup begins as normal, with the following exceptions:

  1. The five Curse decks are separated, but not randomized. They should be placed in order based on the Roman numerals on their backs: first the three Is, then the two IIs, then the III.
  2. The cataclysm counters are removed from the punchboard and placed with the cataclysm symbol (the comet) facing up. They are then randomized, and distributed among the towns.
  3. Rather than beginning in Tamalir, the Heroes all begin in different towns. In order from last player to first, players take turns placing their figures inside one of the towns. No figure may be placed inside a town that already has a figure in it.
  4. The cataclysm counters are flipped, revealing which towns are destroyed (the ones that had a comet on both sides) and the ones that are cursed (the ones that now have a curse symbol matching one of the decks). No items are laid out on the towns' market stacks. Instead, the Market stack of each town with a curse symbol on it becomes the place that the appropriate Curse deck is placed.
  5. Each player chooses one undefeated encounter token. This becomes his quest counter and also denotes which undefeated encounter space, hereafter referred to as his quest space, will be used for that player's other counters (see "Curse Cards," below).
  6. The red cards are returned to the box.

Gameplay

Gameplay proceeds as normal, with the following changes:

  • Step 2 – Movement: Destroyed towns cannot be entered. Cursed towns are considered to be the type of terrain marked on the tile, and have their own rules (see "Curse Cards," below). As there are no available towns at the beginning of the game, the heroes must search out refugee camps and traveling caravans in order to heal or to buy or sell goods.

    During his movement phase, a Hero splits his movement dice into a travel pool and a trading pool. Dice in the travel pool are rolled and used as normal. Dice in the trading pool are rolled, all at once, at any point during the Hero's movement. For every trading die result that matches the Hero's current terrain, the Hero may do one of the following:

    a. Draw and look at a number of cards from the market deck equal to the number of dice in his trading pool. He may purchase any cards he likes, then discards the rest. If he draws Market cards during this phase, he may also sell items for half price.

    b. Pay for healing, up to a maximum number of gold equal to the number of dice in his trading pool. If he pays for healing during this phase, he may also sell items for half price.

    Note that dice in the trading pool are still considered to be movement dice for the purposes of card effects, character abilities like that of "Ronan of the Wild," and so on. Trade can even be accomplished in cursed towns, assuming that the Hero can roll the correct terrain symbol.

  • Step 3 – Adventure: Red adventure jewels do not represent adventures, but may be quest goals (see below). Heroes who end their movement on one of the cursed towns may attempt to claim one of the Curse cards (see below).

  • Step 4 – Market: Market steps may only be entered in a town if it is freed of the cataclysm's curse. Heroes receive a discount on total money spent there equal to the number of Curse cards for that town that they have claimed. So, if a character with two Curse cards from a town purchased 3 gold in healing and bought 7 gold worth of market cards, for a total of 10 gold, he would have to pay only 8 gold.

Curse Cards

The focal points of this adventure are the cursed towns. Each curse is associated with six Curse cards, three of which are Level I, two of which are Level II, and one of which is Level III. Curse cards are worth a number of victory points equal to their levels, and grant additional abilities as described on the back of the card. When a Curse card is claimed, it also grants experience points and gold equal to its level.

Level I: If a Hero begins his Adventure step in a cursed town and does not already have a Level I Curse card from that town, he may draw a random Level I card from that town's deck. If he fails the Challenge or tests presented by the Curse card, his Adventure step is over. If he succeeds, he claims the card (i.e., adds it to his victory pile, face down) and receives one experience point and 1 gold. A Hero may only ever claim a single Level I card from each curse deck.

Level II: After a Hero claims a Level I card from a Curse deck, he randomly draws a Level II card (a quest). That quest is placed, face up, next to the town's market stack. Any Hero may attempt a revealed quest, marking success towards that quest by placing various counters above his quest space or by placing his quest counter on the quest card itself. If he fulfills the quest requirements, he may then claim that card. As with Level I cards, Level II cards grant experience points, gold, and also grant additional abilities as described on the back of the card. A Hero may only ever claim a single Level II card from each curse deck.

Level III: If a Hero has claimed a Level I or Level II Curse card for a town, he may attempt to defeat the source of the town's curse, facing the Level III Curse card. These cards are very dangerous, each more powerful than a Dragon Lord. If a Level III card is defeated, the town is freed and now may be used for Market steps (including an immediate Market step by the character who freed the town, complete with gold discount as described above). Once a town is freed, any unclaimed Curse cards are returned to the box.

As shown by the text on the back of the card, a Level III curse card gives you a special ability that may be activated to be used, similar to a Dragon Rune.

Knockouts

If a Hero is knocked out, he may either remain in his current space or move to the nearest free town, if there are any.

Winning the Game

Each claimed Curse card is worth a number of victory points equal to its level. The first Hero to have freed at least one town and claimed a number of victory points (equal to 15 minus the number of players) wins the game.

In this game of The Cataclysm, Vynelvale has been completely destroyed and Riverwatch is the location of the Curse of the Savage Brood. The Curse of the Savage Brood cards are placed in the appropriate market stack, with the lowest-level cards (Level I) at the top. One quest has been revealed; the other quest is still on the Market stack, beneath the Level I cards (quests are Level II cards). Beneath that Level II card is the Level III card: The Dragon Destroyer. Only a player with a claimed Level I or Level II Curse of the Savage Brood card can attempt the Level III card.