Runebound: Advanced Game

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Setup

  1. Place adventure counters (green, yellow, blue and red) on board in marked spaces.
  2. Place the 6 undefeated adventure counters on the Undefeated Adventure Track.
  3. The Markets
  4. 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.
  5. Shuffle each (green, yellow, blue and red) adventure deck and place on the board.
  6. Place all the wound, exhaustion, gold and experience counters into a central pile.
  7. Randomly assign Hero cards to each player: give them the card and figure, and 3 gold
  8. Randomly choose starting player. All players will, in turn, begin movement from Tamalir.

Turn Sequence

  1. Refresh: turn activated cards face-up

  2. Movement
    1. Note: May activate only one card per Movement step (turn all activated cards upside down)
    2. Move 1 space without rolling (no rest allowed) OR Roll dice:
    3. Does the space you end your movement in have a town, adventure counter (regular or undefeated) or another Hero?
  3. 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
    1. Challenge: Before Combat - Combat - Outcome
        • 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
    2. Events
    3. Encounters: Resolve as above. Used card is discarded. Draw new card.
    4. Attacking another Hero
  4. Market
    1. Only if in a town
    2. Draw a card; add to town's market stack
    3. Buy items  /  Hire allies (choose from any in that town's market stack)
      1. maximum 2 weapons in inventory
      2. maximum 1 armor in inventory
      3. maximum 2 allies
    4. Sell item at ½ gold rounded up
    5. 1 gold per hero or ally = discard all exhaustion
    6. 1 gold per wound healing (hero or ally)
    7. <>
  5. Experience / Turn End
    1. May spend adventure counters to buy pairs of experience counters.
    2. Cost for 2 experience counters (cannot buy only 1):
    3. Hero Level = sum of all experience counters

  6. Turn passes to player on left

Travel Hazards


Discarding Cards/Doom Track


The Endgame


Winning the Game

Scenario: Rise of the Dragon Lords

Card Rulings