Vault of Dragons
Vault of Dragons Rulebook
Table of Contents
Table of Contents
- Game Components
- Game Icons
- Setup
- The Factions
- Winning the Game
- Inflicting & Suffering Casualties
- Game Round – The Basics
- 2: Take Rewards
- 3: Pursue Rumors
- 4: Refresh & Reset
- Player Actions, Detailed
- Use a Location's Action
- Location Transactions
- The Yawning Portal
- Fights
- Dungeons
- The Vault of Dragons
- Quests
- Fighting Quests & Dungeons
- Brawls: Fighting Factions
- The City Watch
- Playing Magic Items & Treasure
- Faction Special Actions
- Rolling & Re-rolling Dice
- Drawing & Discarding Cards
- Alternate Rules & Ideas
- Glossary
- Game Round Summary
Game Components
12 Double-Sided Locations
You'll send your Followers in and around the city in your search. Each Location has an Action you may use if you Control it. You Control a Location when you are the only player with Followers on the Location. Players also take rewards for Controlling a Location at the end of each round. Locations may be flipped to their other side, revealing new Locations. If an already used Location is flipped, the other side may be used.
5 Double-Sided Dungeon Tiles
Undermountain is a vast, interconnected system of caverns, ruins and dungeons built under the city of Waterdeep. The Yawning Portal Tavern is the main entry point into Undermountain.
Yawning Portal — Built around a large opening into the upper level of Undermountain, the Yawning Portal is the main entry point for anyone who wants to explore or plunder the Mad Wizard's dungeons.
21 Secrets
The first player to discover three Secrets has amassed enough information to reveal the Vault of Dragons. Secrets are usually found in Dungeons, but you may get lucky and find one in the Magic Item deck or barter for a Secret at Mirt's Mansion.
Each Secret adds +1 to your Dungeon attempts. The deeper you delve, the more dangerous it becomes: your Followers will also suffer additional Casualties for each Secret you've discovered.
30 Rumors
Rumors are the snatches of conversation, stolen letters or bloody footprints that may lead you closer to finding the next Secret. Rumor tokens are double-sided: New & Old. Old, outdated Rumors aren't worth much. Rumors must be used in the round they're acquired, or the next round.
20 Action Tokens
Each round, players have a number of Actions to take. Action tokens track how many Actions each player has taken and whether a Location's Action has been used.
50 Treasure Cards
The Treasure deck contains a variety of rewards including gold, Magic Items and other useful objects. Most Treasure cards are discarded to gain a one-time advantage, such as a scroll or potion.
50 Magic Item Cards
Magic Items are powerful artifacts your Followers may use to further your goals. Most Magic Items may be used once per round and re-used round after round. Magic Items may also be sold for gold at some Locations or spent to gain entry to a Dungeon.
Gold: Dragons & Taols
Vault of Dragons uses two denominations of Waterdeep currency: dragons and taols. Gold dragons are worth 1 gold, Square taols are worth 2 gold.
40 Followers
Each Faction has a number of Followers in their color they may hire to pursue their search. The number of Followers each player may hire is limited. Pictured from left to right are Fighters, Rogues, and Wizards.
12 Polyhedral Dice
Dice of various types are used throughout the game, often to resolve fights. They're named with their number of sides: a "d4" is a four sided die.
5 Casualty Dice
When your Followers Inflict or Suffer Casualties, you'll roll special 6 sided dice to determine how many Followers are killed.
4 City Watch Tokens
The City Watch does its best to keep the city's peace. When a City Watch token is on a Location, that Location is Contested: its Action may not be used and no rewards are taken.
You may move the City Watch by Brawling or spending Rumors.
1 Initiative Marker
The player holding the Initiative Marker "has the Initiative" and takes the first turn each round. Throughout the game, some rules are played in Initiative Order: the player with the Initiative marker plays first, then play moves clockwise around the table.
Dungeon Revisited Token
If you visit all the available Dungeons and need to revisit earlier Dungeons, place the Dungeon Revisited token to add to the Difficulty and Loot of the dungeons.
Game Icons
Throughout the rulebook and game's cards, you'll see pictures representing various cards, coins or other items. Generally, you'll take the item pictured when you play the card or take the Action picturing the icon.
Treasure — When a Treasure Icon is pictured, draw and take a Treasure card.
Magic Item — When a Magic Item is pictured, draw and take a Magic Item card.
Gold — When a gold coin is pictured with a number, take that amount of gold. If a gold coin is pictured with a die on top, roll that die, then take a number of gold equal to the die roll.
Rumor — When a Rumor is pictured, take a Rumor token. Place the New, color side face-up. At the end of each game round, all New Rumors are flipped to their Old, black and white side. Unused, Old Rumors from the previous Round are discarded at the end of each round. Rumors may be spent to add +1 to your die roll in Brawls and Dungeons.
Secret — When a Secret's door is pictured, take a Secret from the pile next to the Dungeons.
Casualty Die — When a Casualty die is pictured, you may be Suffering some losses from that item or Location.
Class Symbols — Some Items require a certain class of Follower. When a class icon is shown, you must have that type of Follower there to use the Location or item. (Fighter, Rogue, Wizard)
Setup
Place the 12 Waterdeep Locations in a 3x4 grid. Locations are adjacent to each other when they are side-by-side, not diagonal. The Yawning Portal is adjacent to all three top Locations.
For your first game or two, place all Locations with their dragon icon face-up. After a few games, you may want to try one of the alternate rules.
Stack all the Dungeons, each with their dragon symbol face up, and order them with the lowest level on top (Dungeon Level). Place a Secret on the top Dungeon, with the side picturing the rooms face-down. Shuffle the Secret tokens and place them face-down next to the Dungeons, with the side picturing a doorway showing. Place the Vault of Dragons Tile off to the side, with the side picturing the vault doors face-up.
Each player chooses a Faction. Place all the Followers off the board where they can be seen by everyone. Followers may be hired with Actions once the game begins. Everyone starts with 10 gold and 5 Actions.
Everyone then rolls a die: the highest roll takes the Initiative marker.
City Watch tokens
Starting with the player who has the Initiative marker and going clockwise around the table, players take turns placing a City Watch token on a Location (not the Yawning Portal). In a four player game, place 2 tokens total. In a three player game, place 3. In a two player game, place 4 City Watch tokens.
The Factions
Each Faction has a special rule listed on their player card and a unique Action.
Zhentarim
The Zhentarim (also known as the Black Network) is a shadow organization that trades mercenaries and goods (including weapons) for profit. Led by a clone of the evil wizard Manshoon, it has long sought to gain a political foothold in Waterdeep, but the strength of the nobility, guilds, and Masked Lords makes that difficult. A tremendous amount of gold would open many of the city's doors.
The Xanathar
The Xanathar Guild operates out of the sewers and dungeons below Waterdeep and is comprised of thieves, spies, assassins, and monsters. Lead by a powerful, jealous beholder who believes all the city's wealth is rightfully theirs! The guild is undisciplined, with many members serving out of fear rather than loyalty. Members of the guild are referred to as the Agents of the Eye.
Asmodeus Cult
Victoro and Ammalia Cassalanter are Waterdhavian nobles and secret worshipers of Asmodeus. They plan to use the immense wealth in the Vault of Dragons to buy back the souls of their children, which they traded for power and influence to Asmodeus, evil God of the Nine Hells.
Bregan D'aerthe
Bregan D'aerthe is a company of Drow mercenaries currently residing in three ships in Waterdeep's Harbor. Lead by Jarlaxle Baenre, a swashbuckling Drow who hopes to use the Vault of Dragons to buy his way into a Lordship of Waterdeep.
Winning the Game
To claim the vault, someone has to first reveal it! Once it is revealed, the first player to claim the hidden vault of gold dragons wins the game.
Revealing the Vault
Any player with three Secrets may reveal the Vault of Dragons at the start of their turn: flip the Vault of Dragons Dungeon Tile so the side showing the 20 is face-up. This is not an Action.
Once revealed, players use the Yawning Portal to enter the Vault of Dragons. You'll need to use a combination of Followers, Magic Items and luck to claim the treasure. See the Dungeons section for full rules on completing Dungeons.
Players with 3 Secrets may Attempt the Vault of Dragons without paying the normal Yawning Portal entrance costs. Once the Vault is open, players with fewer than three Secrets may Attempt the Vault by paying the normal Yawning Portal entrance costs.
Players may accumulate more than three Secrets before Revealing the Vault. The more Secrets you have the easier the Attempt will be - and the more dangerous!
Claiming the Vault of Dragons
The first player to complete the Vault of Dragons Dungeon wins the game! Careful – just like every other Dungeon, you must have at least one survivor to claim victory!
The Vault of Dragons Encounter is a 20 Difficulty Dungeon.
Inflicting & Suffering Casualties
Vault of Dragons includes unique Casualty dice, which are used to determine how many people are killed in a Fight. Casualty dice are six sided. The six sides are marked with 0, 0, 1, 1, 1, and 2 skulls. Each skull represents a Casualty.
Inflicting Casualties
Whenever the rules direct you to "Inflict a Casualty die", roll a Casualty Dice. In a Brawl against another player, this is how many rival Followers you've killed. In all Fights, the skulls rolled on the Casualty die also add to your attack die total.
There are a few different ways to Inflict Casualties:
- Critical Hits: Win or Lose, if you roll a Critical Hit (the highest number of your Attack die), you Inflict a Casualty die.
- Rogues: Win or Lose, having a Rogue in the Fight means you may Inflict a Casualty die.
- Treasure & Magic Items: Some cards allow you to Inflict additional Casualty Dice.
Suffering Casualties
When you "Suffer a Casualty die," you're rolling a Casualty die, but it's your Followers who are dying.
When you Attempt a Dungeon or Quest, you may Suffer Casualties. In Dungeons, you'll Suffer a number of Casualty die equal to the number of Secrets you've discovered, plus any Casualty dice pictured on the Dungeon.
In Quests, the Casualty dice are pictured on the Location. For each Casualty die Suffered, roll a Casualty die. Discard a number of Followers from the Location equal to the number of Casualties rolled on the dice.
In all cases, the person who is losing Followers chooses which of their Followers are killed. Return killed Followers to the supply of unhired Followers.
Game Round – The Basics
The game proceeds through a number of rounds, until a player wins the game. These two pages have all the basic rules of the game. Detailed rules for player Actions and Fighting are on the following pages.
Each game round includes four phases:
- Take Player Actions: Players take turns using their Actions one at a time, in Initiative Order.
- Take Income from Locations: Players take rewards from all Locations they Control.
- Follow Rumors: Players follow their Rumors to try to discover a new Secret of information about the Vault of Dragons.
- Refresh & Reset: Players take played Magic Items back into their hands, Rumors age, and the board is readied for the next round.
1: Take Player Actions
The player who currently has the Initiative Marker goes first. The Initiative Marker is claimed during the second phase by the player who Controls the most Locations (including the Yawning Portal). On the first turn, all players roll a d12 and the player with the highest roll takes the Initiative Marker and the first turn. There are a number of things you can do with an Action, each of which is explained in detail later:
- Take 1 Gold
- Use Faction Special Action
- Hire Followers
- Move your Followers
- Fight at a Contested Location
- Use a Location's Action
When you use an Action, flip one of your Action tokens over to show it has been used. When you use a Location's Action, place one of your Action tokens, "Used" side up, on the Location to mark it as used.
When it is a player's turn, they must take one of the above Actions, they may not pass or wait.
2: Take Rewards
After all players have finished completing their Actions, all players take the Rewards pictured on all the Locations they Control. A player Controls a Location when they are the only person with Followers on that Location. Locations occupied by multiple players' Followers are Contested.
Each Location has a Reward listed in its upper-right corner. Rewards can include gold, Rumors or Treasure.
While some Locations require a class of Follower to use, you don't need to have that type of Follower present to take the Reward from the Location.
Contested Locations
If there is more than one player at a Location, the Location is Contested and no one receives anything from that Location.
Dangerous Locations
Some Locations are hazardous, with Casualty dice pictured in addition to their rewards. When there is a Casualty die pictured with the Reward, Suffer the Casualties first, before taking the Reward. If all your Followers on the Location are killed, do not take the Reward.
Take the Initiative
After taking Rewards, the player who Controls the most Locations takes the Initiative Marker. If two players are tied, the player with more hired Followers wins the tie. If that's also a tie, both players roll a die and the higher roll takes the Initiative token.
3: Pursue Rumors
After Taking Rewards from Controlled Locations, each player Pursues the Rumors they've found so far. The player with the most information will have first pick of the possible spoils.
In a three or four player game, deal two face-up Magic Item cards, and two face-up Treasure cards. In a two player game, deal one Magic Item and two Treasures.
Players take turns choosing between the cards, going in order of how many Rumors they currently have, from most to least. Each player with at least one Rumor takes one card, even if playing with fewer than four players. After all players have chosen, discard any remaining cards.
If a player does not have any Rumors, they'll spend their efforts elsewhere: all players with no Rumors take one Rumor.
Breaking Ties
If two players have the same number of Rumors, the player who with more New Rumors wins the tie. If that is also a tie, the player with the higher Initiative wins the tie.
For example, John and Pete both have 1 New and 1 Old Rumor. Liz has 2 New Rumors. More of Liz's are New, so she has the better info and picks first and takes the better Magic Item.
John is before Pete in the Initiative order, so John picks second and takes the other Magic Item. Pete picks third and takes a Treasure.
Age Rumors
After choosing cards, discard any Old Rumors: they are not of use anymore. Flip all New Rumors to their Old side.
Note: do not age a Rumor received in this phase, by a player who didn't have any Rumors to Pursue.
4: Refresh & Reset
At the end of each round, there are a couple things to be done, then the next round begins:
- Recharge Magic Items
- Reset Actions
- Regroup City Watch
Recharge Magic Items
Take any played Magic Items back into your hand. Most Magic Items may only be used once per round.
Reset Actions
Retrieve any used Actions from Waterdeep Locations and flip all your Action tokens to their "Action" side.
Regroup City Watch
Flip any Regrouping City Watch tokens - they're ready to start keeping Waterdeep safe again! At the start of the next round, all Locations with City Watch tokens will be Contested.
Player Actions, Detailed
On a Player's turn, they may take one of the following Actions:
- Take 1 Gold
- Use Faction Special Action
- Hire Followers
- Move Followers
- Fight at a Contested Location
- Use a Location's Action
Take 1 Gold
Just like it says... you can use an Action to take 1 gold. Flip one of your Action tokens to show it has been used.
Use Faction Special Action
Each Faction card has a special Action which may be used once per turn. Place one of your Action tokens on your Faction card to show the Action has been used this round.
Hire Followers
You may use an Action to hire Followers to further your cause. The cost to hire Followers is:
- 1 Gold per Fighter
- 2 Gold per Rogue
- 3 Gold per Wizard
You may hire as many Followers as you can afford, limited by the number of unhired Followers of your Faction.
When you Hire Followers, you must place them on any one Location in Waterdeep, or on the Yawning Portal. You may not spread them between multiple Locations. Flip one of your Action tokens to show it has been used.
Liz spends four gold to hire two Fighters and a Rogue. She then places them all on Thort's Findings.
Move Followers
You may use an Action to Move Followers. Flip one of your Action tokens to show it has been used. When Moving, you may take any number of your Followers from one Waterdeep Location and place them on any one other Waterdeep Location.
For example, Liz has three Followers on Thort's Findings. She uses a Move Action to move two of them to Quill Alley.
You may not use an Action to Move Followers directly to a Dungeon; see the rules for the Yawning Portal for details on moving to and attempting Dungeons. When moving Followers, they must all be taken from one Location and moved to one Location.
Fight at a Location
You may use an Action to start a Fight at a Contested Location. Flip one of your Action tokens to show it has been used. A Location is Contested when more than one player has Followers on the same Location. The City Watch also Contest Locations. When you start a Fight at a Contested Location, everyone on the Location must participate.
When a Location is occupied by only one Faction's Followers, it is Controlled by that Faction and Uncontested. For full details on resolving Fights between players, see the Fighting section.
Winner's Opportunity
If you start the Brawl and win, you have the opportunity to use the Location's Action immediately, if the Location has not been used this round. After the loser Retreats, you may place the Action you used to start the Fight on the Location to use the Location's Action.
Use a Location's Action
Every Location has an Action on the bottom of the card. On your turn, you may use the Action of an unused Location you Control. If the Location is Contested, you'll have to Fight for it first.
When you use the Action of a Location, place the "Used" side of your Action token on the Location's Action to show that it has been used this round. Each Location may be used once per game round.
NOTE: The Yawning Portal is an exception and may be used when Contested and may be used multiple times per round.
Many Actions simply picture one or more icons. In this case, you may take all the items pictured.
Class-Specific Locations
Some Locations require discarding a specific type of Follower to use that Location. You must discard a Follower from that Location to use it.
To the right, you would discard a Wizard from that Location to take a Magic Item.
Dangerous Locations
Some Locations are hazardous, with Casualty dice pictured within their Action. When Using a dangerous Location, Suffer the Casualties first, before taking the Action. If all your Followers on the Location are killed, mark the Location as used but do not take the Action.
Location Transactions
Some Locations allow you to trade one thing for another, such as buying a Magic Item with gold. These Transactions are represented by arrows, pointing from the item you're spending to the item you're taking. In one example, you may spend 3 gold to take 1 Magic Item.
Other Locations have multiple arrows, showing that you can buy or sell something. In another example, you could buy a Magic Item for 2 gold and a Rumor OR sell a Magic Item for 2 Rumors.
Other Transactions may have double arrows, showing that you can trade the items in either direction. In another example, you may trade 2 Rumors for 1 Magic Item, or vice versa.
In all cases, you may only perform the Transaction once when Using a Location.
For example, at the Location above, you could trade a Magic Item for two Rumors, but you can't trade two Magic Items for four Rumors. You also cannot trade a Magic Item for Rumors back and forth until you get the Magic Item you want.
The Yawning Portal
In between Waterdeep and Undermountain is the Yawning Portal. The Yawning Portal is a bustling tavern that opens directly into Undermountain and is the main entry point for many groups headed into the dungeons.
The Yawning Portal is a special, Public Location. It does not count as Controlled or Contested and Followers may not Fight at the Yawning Portal. Players with Followers on the Yawning Portal may use one of the Actions on it.
You may use the top Move Action to gather your Followers at the Yawning Portal.
Or, you may use an Action to Attempt a Dungeon. Each Faction may only use each entrance once per round. When you use the Yawning Portal to Enter Undermountain:
- Pay the entrance cost of one of the three entrances.
- Move Followers to the Dungeon.
- Fight the Dungeon (see the Dungeons section for detailed rules)
- Return to the Yawning Portal.
1. Pay the Entrance Cost
The Yawning Portal has three different entrances to Undermountain. When you Attempt a Dungeon, you may use any of the three entrances:
- Pay 1 gold per Follower
- Pay 1 Magic Item
- Pay 2 Rumors
You may Enter Undermountain multiple times per round, but each player may use each Entrance once per round. When you use one of the Entrances, place one of your Actions by that Entrance, to show you've used it this round.
2. Move Followers to the Dungeon
After paying the entrance cost, move any of your Followers (that you've paid for) from the Yawning Portal to the Dungeon visible on top of Undermountain (the stack of Dungeon Tiles next to the Yawning Portal). Once the Vault of Dragons is revealed, you may choose to Attempt the Vault for free, if you have 3 Secrets, otherwise pay the normal entrance cost.
3. Fight the Dungeon
After moving your Followers to the Dungeon, flip the Secret face-up, to see what rooms you're facing. Each Dungeon has three rooms. The second and third rooms require a certain Attack Strength to reach. See the Fighting Dungeons section for details.
Dungeon Loot
No matter how successful the Attempt, you must have at least one surviving Follower to haul your Loot out of the Dungeon. If all your Followers are killed, do not take any rewards – including the Secret.
4. Return to the Yawning Portal
After resolving the Dungeon Attempt, all the survivors must return to the Yawning Portal. Place the Secret token on the bottom of the stack, if it was not claimed, Do not show any Treasure or Magic Items found to the other players (yet).
Sample Dungeon Attempt
John heads into the Dungeon with two Fighters, a Rogue, and a Wizard. With 4 Followers, he uses the Yawning Portal's Main Entrance and pays 4 gold. He rolls his dice, adds his modifiers and determines his Attack Strength is 12 - not enough to complete it, but enough to reach the second room. He Suffers a number of Casualty dice equal to how many Secrets he's discovered. If he has any surviving Followers, they return to the Yawning Portal and John takes the rewards pictured in the first and second rooms. The Secret is returned to the stack.
Fights
In Dungeons, Quests, and Brawls, Fights have a way of breaking out! Your hired Followers will need to resort to steel and spells to reach the Vault of Dragons.
In a Fight, you'll compare your Followers Attack Strength against the Difficulty of the Dungeon or the Strength of your Rivals. To determine your Attack Strength in a Fight:
- Roll a die for each Class of Follower present
- Use any available modifiers
- Choose one die to be your attack die
- Determine Total Attack Strength
1: Roll a Die for Each Class of Follower
Each class of Follower in the Fight allows you to roll a different type of die. Roll one die for each class of Follower you have present in a Fight:
- Fighters = d10
- Rogues = d4 + Casualty Die
- Wizards = d12
Regardless of how many Followers you have, you still only roll one die for their class.
For example, Pete has three Fighters, two Rogues and a Wizard. He will roll one of each type of die: a d4, d10, d12, and a Casualty die.
Rogues' Special Rule
When you have at least one Rogue in the Fight, you may Inflict one Casualty die in addition to the other dice you're rolling. Regardless of how many Rogues are present, only roll one Casualty die for having at least one Rogue in the Fight.
Add the results of the Casualty die to your Attack Strength, even if you don't choose the Rogue's d4 as your Attack die. When Fighting a Rival, they take those Casualties after the Fight. You may choose not to roll the Casualty die, but if you roll it, you must Inflict any Casualties rolled.
For example, Because Pete has Rogues in the Fight, he will also roll a Casualty die (just one). He rolls his dice and gets: 3 on the d4, 6 on the d10, 9 on the d12, and 1 skull on the Casualty die.
2: Use Any Available Modifiers
After rolling dice and before choosing which die will be your attack die, use any modifiers you have available. Wizards, Magic Items, Treasure and Rumors may all modify your dice roll.
Wizards' Special Rule
Each extra Wizard beyond the first allows you to re-roll one die, of any type.
For example, Liz has two Fighters and two Wizards in the Fight. She rolls her d10 and her d12, getting an 8 on the Fighter's die and a 3 on the Wizard's die. Because she has one additional Wizard, she may choose a die to re-roll, so re-rolls the d12.
Magic Items & Treasure
Many cards allow you to modify your die rolls in some way. Each card will detail how and when it is used. You may not use more Magic Items than you have Followers present. You may use as many Treasure cards as you'd like.
Rumors
You may spend a Rumor to add +1 to any attack die roll. Rumors may not be spent to add to Casualty dice.
3: Choose One Die as Your Attack
Next, choose one of your dice to be your Attack Die. You may choose any one of the dice rolled. Most of the time that will be the highest die, but you may choose a lower die to take advantage of a Critical Hit.
Critical Hits
If the Attack die you chose is the natural highest number on your die, roll an additional Casualty die and add the Casualties Inflicted to your Attack Strength. For example, rolling a 10 on a d10. Bonuses from cards or abilities can't turn a die into a Critical Hit - you have to actually roll the highest number.
4: Determine Total Attack Strength
Add the result of your chosen die to any bonuses you've received from cards and Rumors. Each Casualty Inflicted adds +1 to your Attack Strength. The total is your Attack Strength.
Continuing with Pete's example, he chose the 9 he rolled on his d12. He then uses a Wand of Lightning (+2), caused two Casualties (+1 each), and spent 1 Rumor, for a total of +5, giving Pete a total Attack Strength of 14 - just enough to complete the Dungeon he's attempting!
Dungeons
Dungeons are both more dangerous and more rewarding than Quests. Secrets can be found in Dungeons, along with other valuable loot. Dungeons are the various levels of Undermountain and the Vault of Dragons. See the Fighting Quests and Dungeons section for details.
Secrets are Dangerous
The farther you probe into the city's mysteries, the more Casualties you're likely to Suffer. After Fighting a Dungeon, your Followers in the Dungeon Suffer any Casualties pictured in the Dungeon, plus one per Secret you have.
For example, if you've discovered two Secrets, you'll Suffer two Casualty dice each time you Attempt a Dungeon, in addition to the Casualties pictured on the Secret token.
Note: When you complete a Dungeon, do not Suffer a Casualty die for the Secret you just discovered.
Secrets are Power
For every Secret you've discovered, add +1 to your Attack Strength in Dungeons (not Quests or Brawls).
Completing Dungeons
If you reach the third room, you've discovered the Secret of that Dungeon! If at least one of the Followers survives, take the Secret, flip the Dungeon tile to its other side and place it on the bottom of Undermountain stack, then place a new Secret room-side down on the top Dungeon of Undermountain.
Revisiting Dungeons
Once all the levels of Undermountain have been visited at least once, it's time to revisit the upper levels to search for Secrets that were missed the first time. When a previously completed Dungeon is revealed, place the Dungeon Revisited token next to the stack of Dungeon tiles. From now on, all the Dungeons will be +2 Difficulty to Complete the final room and a Treasure is added to the final room's Loot.
Note: The "Dungeon Level" should start on the top of the Dungeon Stack. If you see the Dungeon Level reappear, that's the cue to place the Dungeon Revisited token on the table.
The Vault of Dragons
The Vault of Dragons is a special Dungeon. All the normal rules for completing Dungeons apply - but there's only one, final room. You'll either complete it and win the game, or fail and return to the Yawning Portal.
To reveal the Vault of Dragons, a player needs to have three Secrets at the start of their turn. Once revealed, players with three Secrets may enter without spending anything. Players with fewer Secrets must enter through the Yawning Portal normally.
Quests
Quests are found on Waterdeep Locations. They don't have an entrance cost to enter. You may move your Followers to a Quest from any Waterdeep Location. Quests are easier than Dungeons, but there's no Secret to take.
You'll always Suffer one Casualty when attempting this Quest, plus one more if you Complete it.
When you use a Quest Location, flip one of your Actions to used. Do not place your Action token on the Quest. Each Quest may be attempted multiple times, until it is completed. Once completed, the Quest will flip to its other side. See the Fighting Quests and Dungeons section for details.
Instead of Suffering Casualties from your Secrets, Quests will have Casualty Dice pictured in some of their rooms: Suffer any Casualties pictured before taking any loot.
Uncompleted Quests
If the Quest is not completed, any surviving Followers stay on the Quest Location.
Contested Quests
If you use a Quest Location that is Contested, you must Brawl with the rival Followers first, like any Contested Waterdeep Location. It's not uncommon for rival groups to Fight over who gets to set out on a lucrative job!
Note: Secrets do not add to your Attack Strength in Quests.
Fighting Quests & Dungeons
In Vault of Dragons, you'll send your Followers into Dungeons and on Quests, in search of secrets and loot.
Each Quest and Dungeon has three rooms. Each room may have rewards or penalties pictured. The farther your Followers go, the more loot they'll retrieve for you.
Steps of Fighting Dungeons & Quests
- Determine Followers' Attack Strength
- See how far you've made it
- Suffer Casualties
- Take Loot
- Return to the Yawning Portal
1. Determine Followers' Attack Strength
Using the rules on Fights, determine your Followers total Attack Strength. As in all fights, each Casualty Inflicted adds +1 to your Attack Strength. In Dungeons, also add +1 to your Attack for each Secret you've discovered. Remember your Rumors: you may always spend Rumors to add +1 to an Attack roll!
2. See Which Room You've Reached
The second and third room each have a Difficulty listed: your Attack Strength must be at least this high to reach this room. All results are cumulative. For example, if the Difficulty of the third room is 12 and you have an Attack Strength of 12, you make it to the third room and also reached the first and second rooms.
For example, Pete is attempting the Dungeon Level. Without any additional bonuses, the above Attack Roll would be an 11: the 9 from the d12, plus 2 from the Casualty die. This would be enough to reach the second room, but not enough to complete the Dungeon. If Pete doesn't add anything to his Followers Attack, he'd take one Treasure card and 2 gold.
If Pete can add +2 to his Attack, it will be enough to reach the third room and complete the Dungeon. If Pete completes the Dungeon, he'll take a Rumor in addition to his other Loot. Even better, he'll discover the Secret!
3. Suffer Casualties
Roll a Casualty die for all pictured Casualty dice. In Dungeons, you'll add a Casualty die for each of your Secrets. For each skull rolled, discard a Follower from the Quest/Dungeon.
4. Take Loot
If you have at least one surviving Follower, take all the Loot pictured in the rooms you've reached.
5. Return to the Yawning Portal
Every adventure ends in the tavern: after Taking Loot, move all surviving Followers to the Yawning Portal. There your Followers can regale the other patrons with embellished tales of their exploits.
Brawls: Fighting Factions
Sometimes it's not a monster or dragon who stands in your way, but one of your rivals. While the criminal elements of Waterdeep are careful not to escalate their rivalry to a full-scale war, the morning light has revealed more than a few bodies in the streets.
When two Factions are fighting each other, it's a Brawl. Both players determine their Attack Strength and compare the results. The player with the higher Attack Strength wins the Brawl. In the case of a tie, the player whose turn it is wins the tie.
Using Modifiers and Cards in Brawls
After rolling their dice, players take turns using modifiers and cards, starting with the player currently losing the Brawl. Once all players are done, the Brawl is over and the Loser Retreats.
For example, Pete (the attacker) and Sally's Followers are Brawling. After rolling their dice, Pete has a 7 and Sally has a 4. Sally is currently losing.
BUT - Sally has a second Wizard, so Sally re-rolls her d12, getting a 9. Pete responds by playing the "Flametongue" sword, adding +2. Pete and Sally are now tied, Pete is the attacker, so is winning.
It's Sally's turn to respond: she plays a "Potion of Heroism", adding +3 to her Attack. Pete really needs to win this Brawl, so he spends 3 Rumors to tie the Brawl again.
At this point, Sally doesn't have any other cards that add to her roll, so she passes. Pete could play another card, but he passes too and wins the Brawl. Had Pete played another card, Sally would get a chance to respond.
Note: In a Brawl, whenever one player plays a card, the other player in the Brawl may respond by playing another card from their hand.
Loser Retreats
Whoever's Followers lose the Fight must retreat. If the loser has more Followers in the Fight, the loser chooses which adjacent Location to move them to. If the loser does not outnumber the winner, the winning player chooses. When retreating, losing Followers may not move diagonally.
Suffer Casualties
After the losing player retreats, both players Suffer any Casualties Inflicted by the other player.
For example, Liz and John are fighting at Blackstaff Tower. John loses the Brawl. They both have Rogues present at the Location, so both rolled a Casualty die and Inflicted one Casualty. Liz scored a Critical Hit, so she rolls an additional Casualty die, Inflicting one additional Casualty.
Before taking Casualties, John has more Followers present, so John decides which adjacent Location he retreats to. After retreating, Liz loses one of her Followers and John loses two of his.
Note: It's possible that all the winner's Followers will die, after the loser retreats. Sometimes you win a Fight, but are too badly injured to survive!
Brawls with 3 or More Players
In Brawls with more than two players, the winner is still the person with the highest Attack Strength. Every player causing Casualties may decide which rival will Suffer the Casualties they Inflict. Each player still decides which of their Followers to discard.
All losing players must retreat. As in a Brawl with two players, each losing player may pick which direction they retreat, if they have more Followers than the winner. Otherwise, the winner picks which direction the losers retreat. Losing players retreat in Initiative Order.
Example: John, Pete and Liz are in a three way Brawl. John wins the Fight, so Pete and Liz both Retreat. Before Suffering Casualties, Pete has more Followers on the Location than John, so gets to decide where he retreats. Liz doesn't have more Followers than John, so John gets to choose which direction Liz retreats.
The City Watch
Waterdeep's criminal elements aren't able to run rampant across the city. The City Watch patrols the streets and alleys, trying to keep trouble at a low boil. Killing the City Watch is frowned upon, but it doesn't hurt to keep them on their toes...
When the City Watch occupies a Waterdeep Location, it is Contested. The Location can't be used and Rewards may not be taken from it.
City Watch on Patrol
The City Watch tries to keep the peace and will move towards Brawls between Factions. Whenever a player Brawls with another player, the nearest City Watch token will move one Location towards the Brawl. This may cause the Watch to join the Brawl. The City Watch may never be moved on to a Location already occupied by the Watch, may not be moved on to the Yawning Portal and may not move diagonally.
There's a Brawl at the Unicorn's Horn. The City Watch on the Field of Triumph move towards the commotion.
If there is any questions about which City Watch token should move, or the direction the Watch is moving, the Faction being attacked chooses.
Whispers & Accusations
The City Watch isn't immune to Rumors. On your turn, you may spend one Rumor to move one City Watch token to an adjacent Location. This is not an Action.
Note: If the City Watch are on a Location flipped by Blackstaff Tower's Action, or other means, move the Watch as you would affected Followers.
Brawl with the Watch
The City Watch has an Attack Strength of 6 and Inflicts a Casualty die. Like all Casualty dice, the result is added to the Watch's Attack Strength. If your Attack Strength is equal to or higher than the City Watch's, you win the Brawl. Otherwise, you lose.
The City Watch is Contesting the Location: Followers may not use it, nor take the Reward at the Round's end.
Win or Lose, the Followers starting the Brawl Suffer the Casualties from the Watch's Casualty die.
If you win, flip the City Watch to its "Regrouping" side and move the City Watch to an adjacent Waterdeep Location (not the Yawning Portal). Like all Brawls, if you win on your turn, you may use the Location as part of the same Action used to start the Brawl.
Regrouping City Watch tokens do not Contest Locations and may not be moved. Regrouping City Watch tokens will Refresh and play normally the next round.
Bregan D'aerthe wins the Brawl with the City Watch, sending them to regroup in an adjacent Location. Bregan D'aerthe loses one Casualty, then may use the Location, if they'd like.
When the City Watch wins a Brawl, all losing players retreat to the adjacent Location of their choice, in Initiative Order. If two players and the City Watch are Brawling, it's possible the City Watch could beat both players, or beat one and lose to the other. If the City Watch loses to any player, they will retreat and regroup.
Playing Magic Items & Treasure
During your search for the Vault of Dragons, you'll find, buy, or trade for Treasure and Magic Items. When you find a Magic Item or Treasure, don't show it to the other players. When you're ready to play it, place it face-up on the table for everyone to see.
Generally, Treasures are used once and Magic Items may be used multiple times.
Unless they say otherwise, Treasure and Magic Items only affect your Followers and Actions. For example, you couldn't play a card to allow another player to re-roll an Attack die.
Removing Cards from Play
Some cards will say, "Remove from Play to..." followed by their effect. Place these cards back in the game box, instead of a discard pile. Cards removed from play are gone for the rest of the game and may not be retrieved by other cards which allow you to choose from discarded cards.
Ignoring Casualties
Many Treasures and Magic Items allow you to ignore a Casualty or ignore the Results of a Casualty die you've Suffered.
When you Ignore a Casualty, reduce the number of Followers discarded by 1.
When you Ignore a Casualty die, it's as if the entire die wasn't rolled at all. In a Brawl, ignoring a Rival's Casualty die prevents the Casualty die result from being added to their Attack Strength.
Treasure Cards
Many Treasure cards give you a one-time bonus or effect, such as a potion or scroll. These will say "Discard to..." followed by their effect. Place discarded cards in a discard pile next to its deck. Items that give bonuses to attack die may be used in any Fight.
Note: You can't use a card you get from a Quest or Dungeon for the Fight when you found it.
For example, Pete gets a Healing Potion for completing a Dungeon. He can't use it to ignore any of the Casualties from that Dungeon.
Magic Items
Magic Items will usually say "Play to," followed by their effect. These may be used once per game round. Place played cards face-up on the table in front of you. At the end of each game round, you'll take played cards back into your hand.
Magic Items that affect Fights may be used in any Fight your Followers are in. Magic Items which don't affect Fights may only be used on your turn, unless they say otherwise.
Played Cards
Cards played face-up on the table may not be used in any way until they are picked back up at the end of the round. Played cards may not be traded, discarded, etc.
Class Specific Items
Some Magic Items are limited to use by a certain class. These will have a class symbol pictured in the upper left corner of the card. You may not use more class-limited Magic Items in a Fight than you have Followers of that class at a Location or Dungeon.
For example, if you only have one Fighter at a Location, you may only use one Magic Item which requires a Fighter.
Some Magic Items only give bonuses to one type of die. For these to be played, you must have chosen that type of die for your attack. Otherwise, you can use the Magic Item's bonus on any attack die.
For example, the Giant Slayer Axe pictures a Fighter Icon in the upper left, so you must have a Fighter Present to use the Axe, but you may use it with any type of dice.
On the other hand, the Flametongue adds +2 to a Fighter's d10 Attack die, so may only be used if you've chosen a d10 as your attack die.
Faction Special Actions
Each Faction's card has a special Action only they can use and a special advantage they may use when they have the Initiative.
Faction's Special Actions may be used on your turn, as with all Actions: flip an Action token to "Used" and place it on your Faction Special Action to show it's been used. These Actions may only be used once per round.
The Cassalanters — If you have the Initiative at the start of a round, take three gold. ACTION: Discard two Fighters from a Location you Control to take one Treasure.
Faction Initiative
Each Faction also has a special rule that takes effect when that Faction has the Initiative. Whoever controls the city has a distinct advantage!
For example, The Xanathar take a Rumor at the start of every round when they have the Initiative. This is not an Action, but a bonus the Xanathar receive if they start the round with the Initiative.
The Xanathar — If you have the Initiative at the start of a round, take one Rumor. ACTION: spend two Rumors to take 3 gold.
Rolling & Re-rolling Dice
You'll have lots of opportunities to add bonuses to your die rolls and re-roll dice. When you re-roll a die, only the re-rolled result counts: the original result is ignored. You may re-roll a die more than once, if you have more than one ability or card which allows you to do so. When a card or ability allows you to re-roll a die, you may only re-roll one of your dice, not another player's dice.
Magic Items Bonuses & Re-rolls
Magic Items often add to a die roll. Unless otherwise stated, this is done after rolling the dice. Magic Items' effects only apply to you and your Followers, unless otherwise stated. Bonuses from cards do not cause Critical Hits.
Rumors Light the Way
Rumors, as much as gold, are the currency of Waterdeep. You may spend Rumors to add +1 to any attack roll in Dungeons, Quests and Brawls, including the Vault of Dragons.
Secrets are Powerful & Dangerous
The more of the city's Secrets you discover, the more influential and powerful you've become. For each Secret you've discovered, add +1 to all Dungeon Encounters.
After Fighting a Dungeon, your Followers in the Dungeon Suffer any Casualties pictured in the Dungeon, plus one per Secret you have.
Drawing & Discarding Cards
When drawing cards, do not show the card to your rivals. If an ability or item allows you to draw additional cards, you'll still only keep one card.
For example, Sally has the Helm of Telepathy, which allows her to draw an extra card. She just completed a Dungeon which pictures a Treasure and Magic Item. She plays the Helm, draws one Treasure and two Magic Items, then discards one of the Magic Items.
Discarded Cards
Any time a Treasure or Magic Item is drawn but not taken, discard the card, face-up. If either the Treasure or Magic Item decks runs out of cards, reshuffle the discarded cards to form a new deck.
Alternate Rules & Ideas
Like all games, the most important thing is to have fun! After you've experienced a few games of Vault of Dragons, you may want to change things up a bit with some other ways to play. Feel free to make changes to the game to suit your group.
In the course of making a game, there are a lot of ideas and rules that are tested and don't quite make it into the final game. Some will make your games longer and more strategic. Some make the game shorter and faster. You can mix and match these however you'd like. Try a few and see what you think!
Shuffle all Locations
Instead of setting up the Locations with their Dragon symbol face up, shuffle all the Locations and randomize which side starts face up.
Action Packed
Instead of taking one Action per turn, take two Actions per turn - but the second Action must be a Move or a Hire Action.
More Secrets
For a longer game, have the Vault of Dragons require 4 or 5 Secrets to Open. Keep taking Casualties based on how many Secrets you've discovered - those last few Dungeons will be extra dangerous!
Rumors Spread
Adventuresome types can't help but tell tales of their exploits. If you Attempt but do not complete a Dungeon, place a New Rumor token next to the Dungeon, if it doesn't already have one. This Rumor ages at the end of the round, like all Rumors. For each Rumor next to the Dungeon, future attempts get a +1 to their Attack Roll. When a Dungeon is completed, discard any Rumors next to it.
For example, the Dungeon to the right was attempted but not completed in the previous round, so has an Old Rumor next to it.
Sally attempts it, getting a +1 to her Attempt, but doesn't complete it. She adds a New Rumor. Any further attempts this round will now get +2. The Old Rumor will be discarded at the end of this round.
Rumor Bidding
In the Pursue Rumors phase, hold an auction for the Magic Items and Treasures. In Initiative Order, each player bids a number of Rumors. The player with the highest bid gets to pick first. Like normal, ties are won by the player with more New Rumors or Initiative, if they both bid exactly the same type of Rumors. Each player bids once and all Rumors bid are discarded.
Increase Profits
Add 1 gold to each Location whose Action was not used this turn. Taking a Reward does not count as Using the Location. On future turns, the next player to use the Location also takes all gold from the Location.
Fewer Locations
In players with 2 or 3 players, try playing with fewer Locations. With a smaller board, you'll have to Fight for every advantage. When playing with Fewer Locations, you may also use Blackstaff tower to swap an existing Location with one of the Unused Locations.
Flip Empty Locations
At the end of each round, flip all Locations with no Followers on it. If a Location has no Followers but does have a City Watch token, have the City Watch token move to the Adjacent Location with the most Followers on it (which doesn't already have a City Watch token).
Glossary
There are a lot of different game terms and ideas. Check here if you have a quick question about anything in the game.
ACTIONS: Each player has 5 Actions to use each round. When using an Action, you may Fight, Hire, Move, Take 1 gold, or use a Location.
ATTACK DIE: In a Fight, the single die chosen from all the dice rolled.
ATTACK STRENGTH: The combined total of your chosen attack die, plus bonuses from Casualties, Treasure, Magic Items, spent Rumors, and Secrets (in Dungeons).
BRAWL: A Fight between multiple players and/or the City Watch
CASUALTY, INFLICTING: Rolling a Casualty die and adding the result to your Attack Strength. In a Brawl, a rival must discard Followers equal to the Casualty die's result after the Brawl.
CASUALTY, SUFFERING: You can Suffer Casualties in a Brawl, or in a Dungeon or Quest Attempt. Suffer an additional Casualty in Dungeons for each Secret discovered.
CITY WATCH: Contests Locations. Fights and Inflicts Casualties in Brawls.
CITY WATCH, MOVING: The nearest City Watch moves towards Brawls when they occur. Players may spend one Rumor on their turn to move the City Watch to an adjacent Location.
CONTESTED: Locations are Contested when more than one player has Followers on the Location, or when the City Watch is on a Location.
CONTROLLED: Locations are Controlled when only one Faction has Followers on the Location.
CRITICAL HIT: When the highest possible number is rolled on the chosen Attack die, Inflict an additional Casualty die.
DUNGEON ENTRANCES: The Yawning Portal has 3 Entrances, each of which has a different cost and each may be used by each player once per round.
DUNGEON, DIFFICULTY: When your Attack Strength is equal to or greater than the listed Difficulty of a Dungeon room, you've completed that room and take the loot pictured in that room and all previous rooms, if you have at least one survivor.
FACTION SPECIAL ACTION: Unique Action listed on each Faction card. These may be used once per round.
FIGHT: Any time Attack dice are rolled. Dungeons, Quests and Brawls are all Fights.
GOLD, DRAGONS & TAOLS: Dragons are worth 1 gold. Taols are worth 2 gold.
INITIATIVE ORDER: The player holding the Initiative marker "has the Initiative." When something is done in Initiative Order, the player holding the Initiative marker goes first, then play continues clockwise around the table.
LOCATION: One of the 12 Waterdeep Locations or the Yawning Portal, on which Followers may be played. Your Faction card is not a Location.
LOCATION REWARD: Each Waterdeep Location has a Reward pictured in the upper right. The Faction who Controls the Location will receive that reward during the "Take Rewards" phase of the round.
PHASE: Each game round is divided into four phases: Player Actions, Take Rewards, Pursue Rumors, and Refresh & Reset.
RETREAT: The losers of a Brawl must retreat to an adjacent Location. Locations are adjacent side-to-side, not diagonally.
ROUND: The game is played in a series of rounds. Each round is divided into four phases.
RUMOR: Rumors are used for a few different things. Rumors may be spent to give a +1 bonus to Attack dice or to move the City Watch. The player with the most Rumors will choose their card first in the Pursue Rumors phase.
SECRET: Give a +1 bonus to all Dungeon attempts. Each Secret increases the Casualties dice Suffered in Dungeons.
TRANSACTIONS: Many Locations' Actions are Transactions, where one thing is traded for another. Each Transaction may be done once when the Location is used.
TURN: During the Player Action phase, players take their turns in Initiative Order. A turn is one Action, plus any special abilities or items the player may use.
USED LOCATION: A Location is used when its Action was taken already this round, marked with a "Used" token.
WINNER'S OPPORTUNITY: When a player wins a Brawl on their turn, they may immediately use the Location's Action, if the Location is Unused. This does not take an additional Action.
Game Round Summary
1. Take Player Actions
Players take turns using their Actions one at a time, in Initiative Order. Possible Actions include:
- Take 1 Gold
- Hire Followers
- Move your Followers
- Fight at a Contested Location
- Use a Location's Action
2. Take Income from Locations
Players take rewards from all Locations they Control. A Location is Controlled when only one Faction has Followers on the Location and there is no City Watch.
3. Follow Rumors
Deal out two Magic Items and two Treasure cards. Players choose from the cards, in order of how many Rumors they have. In case of a tie, the player with more New Rumors picks first. In a two player game, deal one fewer Magic Item.
4. Refresh & Reset
Get ready for the next round: take played Magic Items back into your hand, discard Old Rumors, age (flip) New Rumors to their Old side, and make sure all players have their Actions ready for the next round.