Rules for Wakening Lair

Rules for Wakening Lair

2-6 PLAYERS • AGES 14 AND UP • 30-40 MINUTES In Wakening Lair, 2-6 players take on the roles of heroic adventurers who band together to defeat the monsters inhabiting a nearby dungeon lair. Use your brains, muscle, magic, andthe weapons and treasure you find along the way to keep evil from sweeping over theland! Work together as a team to explore the Wakening Lair and defeat the monsters inside before they get out! When Soulbane awakens, move all Skeleton and Wraith Monster cards both in play and in the Monster discard pile to Room 12. Successful AttackSuccessful dice AttackSuccessful dice Attack dice Do not collect Treasure cards for rolls may be usedrolls on mayany be usedrolls on mayany be used on any defeating wraiths and skeletons. Damage Box on Damageany Box on Damageany Box on any Heroes must defeat a Damage MonsterACTION: in your All MonsterRoom.heroesACTION: in in the your All MonsterRoom.heroesACTION: in in the your All Room.heroes in the Zone before attacking a new one. same RoomACTION with: Movesame you anyRoomACTION with: Movesame you anyRoomACTION with: Move you any Roll 1D6 before Soulbane’s Apply(including successful yourself)Apply Attacks(including successful or in yourself)Apply Attacks(including successful or in yourself) Attacks or in Attack to heal Damage on against a 1Monstrous Monsteragainst to any a 1Monstrous RoomMonsteragainst to any a 1Monstrous RoomMonster to any Room roomsexcept adjacent Room torooms you12except where adjacent Room torooms you12except where adjacent Room to you12 where monsters in its Room. If there are Terror to the DamageTerror to the DamageTerror to the Damage no monsters to heal, Soulbane may healthe 1 Monstrous Damagemay ORheal Terrorthe 1 Monstrous Damage may ORheal Terrorthe 1 Monstrous Damage OR Terror Zone gainof your 1 Effect choice.Zone marker. gainof your 1 Effect choice.Zone marker. gainof your 1 Effect choice. marker. heals itself. Roll to heal even if sleeps. sleeps. sleeps. Soulbane cannot Attack. If the Room has Ifnot the Room has Ifnot the Room has not Rolls 3D6 Attack dice. awakened, flip itawakened, over and flip itawakened, over and flip it over and add the appropriateadd the appropriateadd the appropriate number of monsters.number of monsters.number of monsters. 9 Hero cards (18 heroes) 6 Monstrous Terror boards 3 dice 24 Monster cards 1 Monstrous Terror Awakens! card 30 Effect markers 40 Damage 24 Treasure cards 12 Room cards 9 Hero markers tokens 2 mo—> NSTROUS TerROR BOARD 1. Shuffle the 12 Room cards and 4. Shuffle the Treasure cards and set lay them in a row face down. Turn them to one side within easy over the Room 1 card—this is reach of all players. the Wakening Lair’s entrance. Leave some space on both sides 5. Shuffle the Monster cards. Count of the Room cards for Monster out 8 Monster cards (don’t look at R —> cards and the Monstrous Terror. oo them!) and add the Monstrous M 12 Terror Awakens! card to them. 2. Shuffle the 6 Monstrous Terror Shuffle these cards and place the boards and randomly pick 1. other 16 Monster cards on top to Place it face down on Room 12. create the Monster deck. Return the other Monstrous Terrors to the box, unseen. 6. Place Damage and Effect markers and dice within easy reach of 3. Select a Hero card and place the everyone then decide who goes matching Hero token on the Lair first. Take turns clockwise around entrance. the table. PLA rolls may be used on any rolls Apply successful Attacks Monster in your Room. Successful Attack dice Terror to the Damage Terror Place Effect markers on the Zone of your choice. against a Monstrous against a Monstrous Damage Box on any numbered spaces. At the beginning of your turn, roll 1D6. ee Remove the marker on that number to reveal a number you must roll to Damage Cindershroud. ye Ignore Room Advantage when you Attack Cindershroud. Rolls 3D6 Attack dice. Every turn, replace Effect markers over R TWO numbered spaces that correspond to Cindershroud’s Attack rolls. R THR ye of your turn. for every 1 Damage turn, receive 1 Effect turn, 1 Effect receive marker (maximum of 4) At the beginning of your marker you have on your Effect markers at the end Effect Hero card. Discard unused Discard card. Hero moNSTerS PLA moNSTROUS TerROR (duRING play) (duRING play) TReaSURE CARDS moNSTer CARDS PLA ACTION: (including yourself) or in may heal 1 Damage rooms adjacent to you rooms same Room with you gain 1 Effect marker. gain 1 Effect All heroes in the All heroes ye OR R O R FOUR ye : Move any ne sleeps. ACTION If the Room has not add the appropriate add the appropriate number of monsters. the Monstrous Terror Terror the Monstrous except Room 12 where except Room 12 where 1 Monster to any Room awakened, flip it over and PLA LAIR—> ENTraNCE (room 1) RooM CARD—> A six-sided die is referred to as a D6. Use Effect markers (white) to track If you are required to roll one die, bonuses used to increase or decrease you roll 1D6; two dice, 2D6; three your die rolls (Page 6). Keep track of dice, 3D6. Damage with Damage markers (red). 3 At the beginning of your turn, roll 2D6. Starting with the Lair entrance, count the Room cards laid out on the table up to the number rolled and flip over that card. Draw 1 or 2 cards from the Monster deck as indicated on the Room card. Place the Monster cards to the right of the Room card—the Room has awakened. If the die roll indicates a Room card that has already been flipped over, add 1 additional Monster to the Room (up to a maximum of 3 Monster cards in any given Room). If you roll a Number of Monsters Appearing Room with 3 Monster cards, do not draw a Monster card; the Room Advantage Room is full. If you roll a 12, do not awaken a Room or draw a Monster card. (See The Monstrous Terror Awakens!, Page 9). On your turn you may perform up to 3 actions from the following list. You may perform the same Action more than once, and may At the beginning of your perform them in any order. turn, receive 1 Effect marker (maximum of 4) for every 1 Damage marker you have on your Hero card. Discard unused MOVE Action Effect markers at the end of your turn. With 1 Move Action you may move your Hero (represented by your Hero token) through any number of adjacent Room cards that have been awakened (flipped face up), as long as they have no Monster or Trap cards. Moving into a Room with a Monster Hero Archetype or Trap card ends that Move Action. You may use another Attack Types Move Action to keep going. Hero Ability You can use a Move Action to enter a Room that has not Damage Boxes awakened; that Move Action ends. Flip the Room card face up and populate it (see Awaken a Room). You may use another Move Action to keep going. Use heRO ABILITY Or MAGIC ITEM POWer Some Hero abilities or Magic Item powers (such as Wizard’s Portal or Dragon’s Breath Elixir) require you to spend an Action to activate them. Refer to the specific Hero or Treasure card for more details. Hero ArchetypeS ATTACK TYPES - FIGHTERS - - ARCANISTS - - WANDERERS - fiRE HOLY baRbaRIAN WIZARD baRD FROST poISON moNK neCROMANCer raNGer GRIEVOUS PRECISION PALADIN WITCH Rogue 4 ATTACK Action All heroes start the game with the 2 Attack Types shown on their Hero card. With an Attack Action, you can Attack any Monster that is in the same Room as your Hero. Declare the Monster you are attacking. Choose 1 of the 2 Attack Types on your Hero card and roll 1D6 Attack dice. If the Attack Type you choose matches the monster’s Weakness, you can Press the Attack (Page 6). Heroes do not start the game with a Weapon. However, you can acquire weapons by defeating monsters. Damage Boxes If you have a Weapon (see Treasure Cards, Page 6), you can Weakness use the Weapon Attack Type, with the following restrictions: Monster Name BOOK OF DRAGON’S BREATH ORC CHANNELING MIRACLES ELIXIR SCORCHER AMULET You may Attack monsters You may Attack monsters and/or the Monstrous and/or the Monstrous Terror from an adjacent Terror from an adjacent Room. At the end of your Room. At the end of your turn, any Monster (not turn, any Monster (not Monstrous Terror) you Monstrous Terror) you Attack, but did not Attack, but did not defeat, moves to your defeat, moves to your Room and attacks. If the Room you areRoom in matches and attacks. 1 of Sacrifice 1 Action this turn to gain the Attack Types on your Hero card, 5 Effect markers on your next turn. you may Press the Attack against any Discard unused markers from this item opponent in the Room regardless of at the end of your next turn. its Weakness. EXAMPLE 1:If the Weapon Hero Preference A EXAMPLE 2:If the Weapon Hero Preference A does not match your Hero Archetype B and the does not match your Hero Archetype B, but the Weapon Attack Type C does not match either of Weapon Attack Type C matches 1 of your Hero your Hero Attack Types D, roll 1D6 Attack dice. Attack Types D, roll 2D6 Attack dice. SHADOWFANG VOODOO DOLL QUICKSILVER THIEVES’ DICE You may Attack monsters You may Attack monsters and/or the Monstrous and/or the Monstrous Terror from an adjacent Terror from an adjacent Room.

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