Runebound: Advanced Game
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Setup
- Place adventure counters (green, yellow, blue and red) on board
in marked spaces.
- Place the 6 undefeated adventure counters on the Undefeated
Adventure Track.
- The Markets
- Shuffle the Ally and Item cards into a single market deck and
place on the board.
- Draw one card for each town except Tamalir; place it (faceup)
in the appropriate market stack for each town.
- The Doom Track: take the top
card from the green adventure deck and place it face-down (without
looking at it) next to the board, adjacent to the Tamalir market stack.
- Shuffle each (green, yellow, blue and red) adventure deck and
place on the board.
- Place all the wound, exhaustion, gold and experience counters
into a central pile.
- Randomly assign Hero cards to each player: give them the card and
figure, and 3 gold
- Randomly choose starting player. All players will, in turn, begin
movement from Tamalir.
Turn Sequence
- Refresh: turn activated cards face-up
- Movement
- Note: May activate only one card
per Movement step (turn all activated cards upside down)
- Move 1 space without rolling (no rest allowed) OR Roll dice:
- Usually 5 dice; 4 dice if starting out of town and have any exhaustion. Note:
- First turn: # dice depends on
# players and turn order
2 players: #1- 4 dice, #2- 5
3 players: #1- 3, #2- 4, #3- 5
4+ players: #1- 2, #2- 3, #3- 4, others- 5
- Choosing to Rest: roll fewer dice. For each die not rolled,
remove 1 exhaustion marker from Hero and/or Ally
- May use one symbol on each die to move onto appropriate
terrain (any symbol for towns)

- Does the space you end
your movement in have a town, adventure counter (regular or undefeated)
or another Hero?
- No
- Roll 2 dice
- If the dice do not
show any terrain symbols that match the space you are in, you
immediately encounter a travel hazard.
- Yes
- May choose to encounter the adventure OR another Hero (step
3)
- If you choose not to do either, go to step
4
- Adventure: 3 types: Challenge
- Event - Encounter.
May attack a Hero if not drawing
an adventure card. Note: if draw pile
exhausted, reshuffle Challenge cards only from discard pile to form new
deck
- Challenge: Before
Combat - Combat - Outcome
- Usually combat and/or skill test required
- Combat Rolls
- Roll d20, add your appropriate attribute (depends on
phase of combat)
- Compare your total to the target number: if total >=
target number, you succeed
- Skill Tests
- Heroes only
- Format: Test [attribute] [skill name] (target number)
Head = Mind Score
Hand = Body Score
Circle = Spirit Score
- If you have the skill, may take exhaustion to gain bonus
- Before Combat
- Resolve the Challenge's "Before Combat" text first
- Resolve yours (abilities, items, allies)
- may activate only one card
- you may never choose
to take an exhaustion that would result in a wound
- May only use each ability once/turn unless
otherwise noted
- Hero or Allies may each attack in one phase only
- Only Hero may defend
- You may activate only one
card per round
- Round = 4 phases; repeat till resolved:
- Escape: Test [Mind] (Challenge's Mind).
- succeed: move back 1 space + mark with undefeated
adventure counter
- fail: 1 wound; can try again, or proceed to next phase
- Ranged: make one ranged attack or defend (Mind)
- Melee: make one melee attack or defend (Body)
- Magic: make one magic attack or defend (Spirit)
- Challenge defeated (takes wounds > Life score)
- Ally takes wounds > Life score: killed - discard to
bottom of market deck
- Hero takes wounds > Life score: knocked out
- discard wound, exhaustion, adventure counters and gold
- discard highest cost item or ally (choose if equal)
- move to closest town (choose if equal distance)
- may choose a new hero if you want, keeping all current
experience counters
- Fail challenge w/o escaping, or being knocked out =>
adventure
card to Undefeated Adventure Track
- Events
- if event number is lower than current event, discard to Doom
Track
- if event number >= active event number, resolve; remains
in effect till replaced
- draw a new adventure card
- Encounters: Resolve as above. Used
card is discarded. Draw new
card.
- Attacking another Hero
- Combat as above, except:
- defender uses abilities first
- defender may not escape
- for combat phases, defender rolls number first = target
number
- After each round of combat, players trade roles (Attacker vs.
Defender)
- Winning hero gets one item or ally.
- Market
- Only if in a town
- Draw a card; add to town's market stack
- Buy items / Hire allies (choose from any in that
town's market stack)
- maximum 2 weapons in inventory
- maximum 1 armor in inventory
- maximum 2 allies
- Sell item at ½ gold rounded up
- 1 gold per hero or ally = discard all exhaustion
- 1 gold per wound healing (hero or ally)
<>
>
- Experience / Turn End
- May spend adventure counters to buy pairs of experience
counters.
- may not buy only 1
- may not buy 2 of the same
- Hero healed completely (wound/exhaustion)
- Cost for 2 experience counters (cannot buy only 1):
- 2 players: 6
- 3-4 players: 5
- 5 players: 4
- 6 players: 3
- Hero Level = sum of all experience counters
- Turn passes to player on left
Travel Hazards
- Occur after movement; roll 2 dice
- Roll 2 dice. If you do not roll your terrain, you find a hazard
(more likely in a mountain, forest,
or swamp)
- Determine Hazard Color
- Roll 2 movement dice again. hazard number, hn = the number of
(any) symbols showing
- Look at the hn'th space on the Doom Track (if too few cards
there, loop around back to start) - that card's color = Hazard Color
- Resolve Hazard
- Draw from appropriate adventure stack
- One card only: resolve it normally, then end turn
- If card is a Challenge
- No Before Combat step
- No Escape phases each round
- No reward for succeeding
- Success: Gain experience as usual, except you take an
adventure counter
from the central supply (make change if needed). If there
are not enough available, you do not get any experience points!.
Discarding Cards/Doom Track
- For example, when defeating a challenge, resolving encounters,
drawing events that cannot be played, or when players use a card they
have been holding
- Place card, face down, in the next available spot on the Doom
Track
- Add a Doom Counter?
- Check to see if enough cards have been added to the Doom Track:
- 2 players: 4 cards
- 3 players: 6 cards
- 4-6 players: 8 cards
- If so:
- Move just-discarded card to first spot on Doom Track,
discarding the rest of the cards
- Place a Doom Counter (just use a wound counter) on the next
available Town Heraldry in the market stacks
- When you place a Doom Counter on the last symbol (Frostgate),
the normal game ends -- go to the Endgame
The Endgame
- <>Occurs when a Doom Counter is placed on Frostgate: Margath and
the Dragon Lords have risen and are going after
the Heroes!>
- Shuffle all red Challenge cards from draw deck and Undefeated
Adventure Track (discard Event and Encounter cards, if any)
- Heroes, starting with highest level and going down take the
Endgame Confrontation. Hero’s level = total bonuses from experience
counters (tiebreaker: gold, then die-roll)
- Endgame Confrontation
- Draw a random Challenge card from the red deck. Note: There is
no Refresh or Movement Step in the Endgame! Any abilities that happen
“before” or “after” moving cannot be used, because you are not moving.
- Resolve as normal, except you cannot escape. Normal winning
conditions still apply.
- If the Hero is defeated, it is eliminated from Endgame (do not
lose gold
or experience counters); proceed to next-highest level Hero until
someone wins
- If all players eliminated from the Endgame, winner = player
with most red Challenge cards in inventory. Tie-breaker = highest-level
hero. Tie-breaker = most gold.
Winning the Game
Scenario: Rise of the Dragon Lords
- Defeat High Lord Margath or have 3 Dragon Runes in inventory
- May happen during the regular game or during the Endgame
(triggered by the Doom
Track)
- Endgame alternate winning conditions:
- if all players eliminated from Endgame, winner = player with
most red Challenge cards in inventory
- Tie-breaker = highest-level hero.
- Tie-breaker = most gold.
Card Rulings
- Mirror of Shael
- Card ability
should now read: "Before Combat: Activate and take 1 exhaustion. Until
the
end of this combat, your enemy takes 1 wound every time your Hero takes
1 or
more wounds as the result of a magic combat roll."
- That is:
Every time your hero takes damage as the result of a magic combat roll
(including if he fails a defend roll during the magic phase, or if he's
hit by
a magic attack during "Before Combat"), then your enemy takes 1 wound.
- Rune Plate
- Card ability
should now read: "Any Phase: Once during 'Before Combat' and once per
combat round, you may cancel 1 wound being inflicted on your Hero."
- Shield of Light
- Card ability
should now read: "Activate to cancel 1 or 2 wounds being inflicted on
your
Hero and inflict 1 wound on your enemy."
- Staff of Light
- Card ability
should now read: "Before moving, activate to discard all wounds and
exhaustion from your Hero or one of your Allies."
- Touch of Death
- Card ability
should now read: "Before Combat: Activate and take X exhaustion to make
a
magic attack. If you succeed, inflict X wounds on your enemy."
- Wings of Regiroth
- Card
ability should now read: "Before moving, activate to move up to 4
spaces
in any direction instead of rolling movement dice."
- Clarification on Card Timing
- To see when
a card can be used, look for the bolded text at the start of the card's
text, e.g., "Magic:"
- Ranged:
This ability can only be
used during the Ranged Phase of combat. It cannot be used during
"Before
Combat," not even to modify a ranged attack.
- Melee:
This ability can only
be used during the Melee Phase of combat. It cannot be used during
"Before
Combat," not even to modify a melee attack.
- Magic:
This ability can only
be used during the Magic Phase of combat. It cannot be used during
"Before
Combat," not even to modify a magic attack.
- Any
Phase/All Phases: This
ability can occur during any Phase, including "Before Combat."
- No
Timing Tag: It is either always on (e.g.,
the Belt of Strength with its "You receive +3 Body.") or it describes
specifically when it can be used in its card text (e.g., Padded Leather
Armor has the ability "Activate to cancel 1 wound being inflicted on
your
Hero," so it can only be used when 1 or more wounds is being inflicted
on
your Hero.).
- Some
cards provide "discounts" to
buying items. When the blue event "No More Business as Usual" is
active, apply any discounts after doubling the cost of the item to be
bought