ADVENTUREofD(secondedition) FairyDustjackdgames.com/yahoo_site_admin/assets/docs/AoD2... · 1...

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1 ADVENTURE of D (second edition) A fantasy adventure game for 1-3 Players BETA ver 08 1. INTRODUCTION You gather in the main hall inside the Castle of Light. You can clearly see a deep sadness in the Great Elder’s eyes. ” As you already know, Elzoof has put a curse on this island so no one can leave," he begins. "When you travel south, somehow you will emerge at the north! Meanwhile, he sends his Shadows to terrorize our land.” The old man takes a deep breath. “He stays in the Tower of Death and will claim the throne soon. With the loss of our great King, no one dares to challenge him save you heroes." “I will bless you using the legendary amulet of D’Eugor so that you will be protected from lethal wounds and can interfere with events throughout the island.” The Great Elder pauses before continuing, “You have to find a way to bypass the Magic Barrier to defeat Elzoof in the Tower of Death before Elzoof can conquer this island. May God be with you." 2. THE COMPONENTS 1 rule book (2 sheets), 100 cards (16 hero cards, 12 upgrade cards, 60 power cards, 12 location cards), and 3 hero tokens. 2.1. The Components: Hero Cards Each player takes on the role of a hero with a unique starting skill. During the game, they may learn additional skills. If you LEARN A SKILL, draw a card from the hero deck and put it under your hero card. If the hero deck is empty, you may not learn a new skill. If a hero gets a Fairy Dust item, take the top card from the hero deck (if any). Keeping it face down, use the back of the hero card as the Fairy Dust. When the Fairy Dust is used or discarded, put it at the top of the hero deck. 2.2. The Components: Upgrade Cards Upgrade cards are used when a hero upgrades / / / (min is 0, max is 8 each). 2.3. The Components: Power Cards There are 4 types of power card: (strength), (intelligence), (agility), and (neutral). Strength, intelligence, and agility power cards each have 15 cards and can have a power of 1-5. There are also 15 neutral power cards and they can have a power of 0-6. Symbols example: : any one neutral power card; with power=5 : a strength power card with power =5; with total power 4 : two with 1&1,1&2,1&3,or 2&2 powers. The main use for power cards is to represent HP (Health Points). Your HP equals the number of power cards in your hand. Example: 4 cards in your hand means you have 4 HP. Your maximum HP is 6. Your HP cannot exceed your maximum HP at any time. If your HP ever exceeds maximum HP, then discard cards until you have maximum HP. A power card consists of 2 parts: power and event (which may include an item). The power part has many uses in the game: as a test card in a TEST, as a move card in a MOVE, as a CHECK X result (random number), etc. Note: when you hold power cards as HP in your hand, only the power part is important. The event part represents an event that occurs at the location stated on the card. The type of event is the same as the power card. Some events state an Effect. Effects continue to apply for as long as the event is in play. If the event resolves as an item (GET ITEM), you may keep the item by placing the event card under upgrade card, with the item revealed. There is no limit to number of items that a player may have at any time.

Transcript of ADVENTUREofD(secondedition) FairyDustjackdgames.com/yahoo_site_admin/assets/docs/AoD2... · 1...

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ADVENTURE of D (second edition)A fantasy adventure game for 1-3 Players

BETA ver 081. INTRODUCTIONYou gather in the main hall inside the Castle of Light. You can clearly see a deep

sadness in the Great Elder’s eyes. ” As you already know, Elzoof has put a curse on thisisland so no one can leave," he begins. "When you travel south, somehow you will emergeat the north! Meanwhile, he sends his Shadows to terrorize our land.” The old man takes adeep breath. “He stays in the Tower of Death and will claim the throne soon. With the lossof our great King, no one dares to challenge him save you heroes."“I will bless you using the legendary amulet of D’Eugor so that you will be protected from

lethal wounds and can interfere with events throughout the island.” The Great Elder pausesbefore continuing, “You have to find a way to bypass the Magic Barrier to defeat Elzoof inthe Tower of Death before Elzoof can conquer this island. May God be with you."

2. THE COMPONENTS1 rule book (2 sheets), 100 cards (16 hero cards, 12 upgrade cards, 60 power cards, 12location cards), and 3 hero tokens.

2.1. The Components: Hero CardsEach player takes on the role of a hero with a unique starting skill. During the game, theymay learn additional skills. If you LEARN A SKILL, draw a card from the hero deck and putit under your hero card. If the hero deck is empty, you may not learn a new skill.

If a hero gets a Fairy Dust item, take the top card from the hero deck (if any). Keeping itface down, use the back of the hero card as the Fairy Dust. When the Fairy Dust is usedor discarded, put it at the top of the hero deck.

2.2. The Components: Upgrade CardsUpgrade cards are used when a hero upgrades / / / (min is 0, max is 8 each).

2.3. The Components: Power CardsThere are 4 types of power card: (strength), (intelligence), (agility), and (neutral).Strength, intelligence, and agility power cards each have 15 cards and can have a powerof 1-5. There are also 15 neutral power cards and they can have a power of 0-6.Symbols example: : any one neutral power card;

with power=5 : a strength power card with power =5;with total power ≤4 : two with 1&1,1&2,1&3,or 2&2 powers.

The main use for power cards is to represent HP (Health Points). Your HP equals thenumber of power cards in your hand. Example: 4 cards in your hand means you have 4 HP.

Your maximum HP is 6. Your HP cannot exceed your maximum HP at any time. If your HPever exceeds maximum HP, then discard cards until you have maximum HP.

A power card consists of 2 parts: power and event (which may include an item).

The power part has many uses in the game: as a test card in a TEST, as a move card in aMOVE, as a CHECK X result (random number), etc.Note: when you hold power cards as HP in your hand, only the power part is important.

The event part represents an event that occurs at the location stated on the card. The typeof event is the same as the power card.

Some events state an Effect. Effects continue to apply for as long as the event is in play.

If the event resolves as an item (GET ITEM), you may keep the item by placing the eventcard under upgrade card, with the item revealed. There is no limit to number of itemsthat a player may have at any time.

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Discard PileWhen a player discards a power card (including discarding an item/event, etc), put it faceup on the discard pile. A player cannot check the content of the discard pile at any time.

Keywords connected with power cards:CHECK X = put X power card(s) from the power deck face up on the discard pile. The

required result is usually power, but it can be type/location/item.CYCLE X = discard up to X power cards of your choice from your hand then draw X power

cards from the power deck, where X= the same number.Note: if your HP=1 you cannot choose to CYCLE 1, see 4.4 If your HP=0.

HEAL X = draw X power cards from the power deck and put them in your hand.LOSE X = discard X power cards of your choice from your hand.SHOCK X = discard X power cards at random from your hand.SHOW [card] = show the required card to all other players. Note: a player with HP=1 may

still SHOW a card because the card stays in their hand.(TRASH) = discard this card.

2.4. The Component: Location CardsThe map consists of 12 location cards. All heroes move between the locations using theirhero tokens.

There can only ever be one event on a location at any time. If an event occurs at a location,cover the location with the event. No player may take any action at the location beforethe event is resolved/discarded somehow.Example: a Tasty Tomato! event occurs at the Lake of Hope, until the event is resolved/discarded, the action Tranquilty is not available there.

3. SETUP1. Determine if you will play this game [SOLO], [CO-OP], or [COMPETITIVE]. Whenplaying the game [CO-OP], make sure all players have played the game before.

2. Shuffle all hero cards to form the hero deck. Deal each player 1 random hero. Allheroes start with = = =0.

3. Shuffle all power cards to form the power deck. Each player should then CHECK 1to improve one attribute: if the result is then +1, if then +1, if then +1,if then the player chooses / / +1.

3. Shuffle all location cards, then place them at random in a 4x3 grid. Put all herotokens representing the players in this game on the Castle of Light.

4. Determine the starting player at random. The starting player takes control of the powerdeck by placing it in front of them.

5. [SOLO] Draw 6 power cards (HP=6) and gets .

[COMPETITIVE] The starting player gets no , the next clockwise player gets , andthe third player (if any) gets . Each player draws 6 power cards (HP=6).

[CO-OP] Each player gets no . In a 2 players game, each player draws 6 power cards,in a 3 players game each player draws 5 power cards (HP=5, max HP is still 6).Note: Players may not show cards in their hand to other players, but may discuss

strategy and tactics with each other during a co-op game.6. [SOLO / CO-OP] The last player takes X face down hero cards as time cards and puts

them nearby, where X=4 (hell level), 5 (expert), 6 (medium), 7 (easy), or 8 (beginner).

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4. GAMEPLAYThe game is played in turns. Beginning with the starting player, each player takes their turnin clockwise order, until Elzoof is defeated, so ending the game.

In each player’s turn, follow these phases in order:1. NEW EVENT2. NEW EVENT (yes, there are two NEW EVENT phases each turn)3. MAIN PHASE4. REST5. END TURN: put the discard pile at the bottom of the power deck, pass it to the nextclockwise player, then the next (clockwise) player begins their turn.

[SOLO / CO-OP] After the last player ends the turn:Put 1 timer card on the top of hero deck then continue the game. If you can't do thatbecause there is no timer card left, Elzoof has conquered the island, game over!

4.1. NEW EVENT1. Announce that you are revealing a new event, then turn over the top card of the powerdeck as the new event. Show it to the next (clockwise) player.

2. The next player may choose to discard the new event by discarding a power card

from their hand or by spending . If they discard the new event, place it on thediscard pile, draw another new event, and show it to that player again. Continuedoing this until that player accepts the new event.

[SOLO] When you reveal a NEW EVENT, the next player is yourself.

3. When the next player accepts a new event, place the new event on its location:- If there is already an event on that location, discard the existing event.- If there is an event of the same type as the new event on another location, discard thatexisting Event.

In this way, there can only ever be a maximum of 4 events on the map, one of each type.

NEW EVENT example: Amy shows a new event to Bob. Bob discards it by spending .Amy reveals another new event, Bob discards it again by discarding . Amy turns over anew event for a third time, which Bob accepts. The new event is placed.

Placing a new event examples: There are two events already on the map, a event atthe Castle of Light and a event at Lake of Hope. Then a new event is accepted.- If the new event is a event at Mountain of Proph, then the existing event at Castleof Light should be discarded.- If the new event is a event at the Castle of Light then both the existing event atLake of Hope and the existing event at the Castle of Light should be discarded. - Ifthe new event is an event at the Old Village of Dew then it is placed there, and nowthere are 3 events on the map.

4.2. MAIN PHASEThe player can MOVE their hero or take an action as many times as they like and in anyorder until the hero choose to REST. Example: MOVE, action , action , MOVE, MOVE,REST. Note: if ever a player has no power cards in their hand, see 4.4 If your HP=0.

[CO-OP] A player may take this action in the MAIN PHASE in any location:Take or give an item from or to another player in the same location.

4.2.1. MOVE1.Announce that you are going to move, then play a power card from your hand as themove card.

2. Move your hero token to an orthogonally adjacent location. You may not movediagonally. If you move off the edge of the map, you will appear on the other side.

3. Any other hero at your current location may FOLLOW to your hero’s new location.4. You (and only you) make a Shadow Check. CHECK 1,

if the result is > the danger level at the new location, it’s a safe journey.if the result is ≤ the danger level at the new location you have met a shadow with powerequal to the move card. You must defeat the shadow by discarding power card(s) orspending ≥ the shadow’s power. If you do not defeat the shadow, then your hero’sHP becomes 0.If you use power card(s) to defeat the shadow, you earn equal to the shadow’spower. If you use to defeat the shadow, you do not earn .

Note: A shadow with power=0 means you meet no shadow.5. Discard the move card.

Tips: as you move around the map, it is important to plan where you will REST this turn!

MOVE example: You play with power=4 as the move card. The new location’s dangerlevel is 2. The CHECK 1 result is 2, this means you meet a shadow with power=4.If you defeat the shadow by discarding with power=5, you get .

4.2.1.1. TELEPORT1. Announce that your hero is going to teleport, then put your hero token on the targetlocation of this teleport.

2. Any other hero at your current location may FOLLOW to your new location.

Note: A TELEPORT is different to a MOVE and there is no need to make a Shadow Check.

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4.2.2. ACTIONAnnounce that your hero is going to perform an action , then choose one action to takeat your current location or at one of your hero’s item/skill.

Keywords:(ONCE PER TURN): You may take this action only once a turn.(ONCE PER GAME): Once a player takes this action , the action is no longer availablein this game. Turn the location card 180 degrees as a reminder. Note: the locationcontinues to function normally in all other respects.

If there is no event on the map at the end of an action , reveal a NEW EVENT (see 4.1.NEW EVENT). This means there will always be at least one event on the map.

4.2.2.1. A Test (Strength Test / Intelligence Test / Agility Test )Sometimes an action contains a test. The number in the test symbol is the test difficulty.1. Announce that your hero is going to challange the test, then play a power card from yourhand as the test card.

2. Bonus: If your test card has the same type as the test ( in , in , orin ) then HEAL 1.

3. Add your corresponding stat and CHECK 1 result to your test card.4. If your test card is ≥ test difficulty, gain theW (win) result. If not, gain the L (lose) result.5. Discard the test card to the discard pile.

TEST example: Your =2, =0, =1, and you challenge .1. You play with power=3 as the test card.2. You get no bonus because your test card’s type does not match the test type.3. CHECK 1 result is 2. Your test card = 3 + 1(your ) + 2(CHECK 1 result) = 6.4. Your test card total is 6, which is ≥ 6(the test difficulty). You W (win) this test. Yay!

4.3. REST1. Announce that your hero is going to rest. You may discard any number of power cardsfrom your hand (be sure to always have one card in your hand at all times!)

2. Draw power cards up to your hand limit (HP = 6 minus your location’s danger level).3. You get equal to your location’s danger level.

REST example: your HP=2 in a location with danger level=2. You REST, then choose todiscard 1 card from your hand, HP=1. You will draw until HP=6-2=4 and you get . .

4.4 If your HP=0If your HP=0 during your turn, go straight to the END TURN phase.As long as your HP=0 you cannot take any action .

4.5. Tower of DeathWhen you take the action to enter Tower of Death, start in room 1 then proceed toeach room sequentially until you reach the final room. You cannot stop, turn back, orescape from any of these rooms.FAQ: May I use Tasty Tomato after room 2 but before entering room 3? Passage throughthe tower is an action . You may not take an action in the middle of another action .

[CO-OP] When a player takes the action to enter the Tower of Death, that player mustcast The Gathering Spell first:- Each other player not in Tower of Death must discard a power card (don’t discard ifHP=1) and put their hero token in the Tower of Death.

After that all players must enter the Tower of Death and will progress through the towertogether room by room, but each player must tackle the room individually.FAQ: Amy has a Potion of Agility. On Bob’s turn, he casts The Gathering Spell then they

enter the tower. Can Amy drink the potion? No. It’s still in Bob’s action in Bob’s turn.

4.6. Winning the Game[COMPETITIVE]

The player who successfully defeats Elzoof in the Tower of Death wins the game.To win the game, that player must have HP remaining after Elzoof is defeated.

[SOLO / CO-OP]If a player’s HP becomes 0 inside the Tower of Death, that player is eliminated from thegame. If all players are eliminated, Elzoof wins!If fewer than half the players can defeat Elzoof, he is injured but becomes very angry.He unleashes a devastating spell to destroy all heroes inside the tower. Elzoof wins!If half the players can defeat Elzoof, Elzoof is wounded badly. He teleports himself faraway, but he will return. It’s a temporary minor win for the heroes.If all players can defeat Elzoof, Elzoof is destroyed once and for all, it’s an EPIC WIN!The whole island holds a big celebration for you that last for days. Congratulations!

4.7. FAQ1. My HP=1 ( with power=5). I want to challenge . May I play so I get a bonuscard and hopefully win the Test? No. Once you play your last card, your HP=0.

2. Can I use Knight’s skill to defeat a shadow? No, it’s not LOSE X / SHOCK X.

Adventure of D (second edition) by Jack Darwid.Illustrator: Greendart. Technical things: T’Say.Beta testers: Affendi Idial, Audi Tri Harsono, Isa R.Akbar, Kevin Hendranata, Nata Chen.Proofreaders: Lee G.Broderick, David Hladky, Gary Brooks, Suzy Vitale.Thanks to: Isaias Vallejo, Dustin Culbertson.