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by AerynB
Last Updated: February 23, 2016
TABLE OF CONTENTS
SOURCES AND ACKNOWLEDGEMENTS 3
GAME OVERVIEW 3
WINNING THE GAME 4
Game Setup 4
To Start Playing 7
Monster Decks 7
Encounter Decks 10
Treasure Decks 12
Choosing Heroes 13
2
Choosing an Adventure 14
Dungeon/Cavern Tile Stack 14
PLAYER TURN 15
Hero Phase 15
Healing Surges 16
Movement 16
Triggering Trap Tokens 17
Attacks 17
Critical Hit and Critical Miss 18
Defeating Monsters 18
Disabling a Trap 18
Other 19
Unconsciousness 20
Exploration Phase 21
Villain Phase 22
Allies and Villagers 22
Villains 22
Defeating Heroes 23
CAMPAIGN PLAY 23
Choosing Heroes 24
Town Actions 24
All Other Rules 28
Scaling 29
Item Tokens 30
Coffins 31
Named Tiles 32
Doors 37
Treasure Chests 39
Reshuffling 39
INTRODUCTIONS 40
FOR YOUR CONSIDERATION 52
CARD SPECIFIC QUESTIONS ??
3
Rhys Corlett for the idea that certain Classes can have a chance
to avoid a specific type of Encounter card.
GAME OVERVIEW
The Dungeons and Dragons Adventure System Board Game is a
cooperative campaign game. You and your fellow Heroes must
work as a team to succeed in the adventures that unfold. You
either win together or lose together.
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Game Setup
There’s a lot of stuff in these game boxes. You don’t use it all at
once, but you do use most of it in every adventure. The
following is a list of ALL components.
To Start Playing
1. Monster Card deck
You will have to assemble themed Monster and Encounter
Decks depending on which adventure you are playing. Castle
Ravenloft adventures feature undead monsters as well as
spiders, wolves, and kobolds. The adventures in Wrath of
Ashardalon feature clan factions of kobolds, orcs, and duergar,
as well as strange aberrant monsters. Adventures from The
Legend of Drizzt feature drow and goblins, but also spiders and
trolls, while adventures from Temple of Elemental Evil feature
elemental cultists and other monstrous humanoids.
o Numbers 51-54, 56, 58, 60-62, 66, 68, 70, 72, 74-78, 81-
82, 84, 89, 91, 94, 97-98, 101-103
7 Legend of Drizzt cards
o Numbers 11-14, 113, 124, 127
13 Temple of Elemental Evil cards
o Numbers 61-64, 73-74, 77-78, 81, 155, 160, 165, 167
Ally Encounter card from Heart of Cormyr
Blessings are played immediately and last until the end of your
next turn. They provide a benefit to all Heroes while they are in
play. Discard a Blessing Treasure card at the end of your next
turn. These cards are mixed into the Fortune Treasure card
deck.
gets the Item, you can’t give it to another Hero later in the
adventure. In campaign play, Item Treasures can be kept and
used in subsequent adventures. They may be traded between
Heroes or even sold for half their value. Place the Item next to
the Hero card of the Hero who received it.
4. Choosing Heroes
Distribute the d20 dice among the players. They may choose a
Hero from the pool of 23, by choice or randomly. Find the
Heroes’ Hero cards, Power cards, and figures. (The name of
each Hero is printed on the base of the figure.) From now on,
adventures and cards refer to the players as “Heroes.”
Each Hero has a special ability described below his or her basic
statistics, and below that is listed which powers he or she starts
out with at 1st Level. Either read and choose your Hero’s
Powers, or for more of a challenge, shuffle the cards together
and choose your Hero’s Powers randomly. Either way, set aside
any Power cards that aren’t used.
Lastly, each Hero draws a Treasure card from the Item deck.
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5. Choosing an Adventure
These rules are designed for campaign play, so in general, you
will start with the first adventure from Temple of Elemental Evil
and proceed through them to The Legend of Drizzt, then Wrath
of Ashardalon, and finally Castle Ravenloft, though, you may
also choose the adventures at random. Either way, check the
“Adventure Setup” section of the adventure book to see if your
chosen adventure calls for any special game pieces.
Unless the adventure says otherwise, place the Start Tile in the
center of the table and place one Healing Surge token per Hero
beside it. The first few adventures in the campaign will be
difficult because of increased Monsters and Encounters. Until
the party has leveled up a little, the Healing Surges will be
extremely useful.
After assembling the Dungeon Tile stack, you are now ready to
begin play. The adventure tells you any other rules you need in
the “Special Adventure Rules” section, or any rules that change
the general game rules presented in this book.
Town Adventures
For town adventures, create the town by assembling the 5 town
tiles located on the back of the 5 Temple of Elemental Evil
double-sized tiles. The Town Square tile is on the back of the
Start Tile and goes in the middle. The back of the Elemental
Earth Node tile goes to the east, the back of the Elemental Fire
Node tile goes to the southeast, the back of the Elemental
Water Node tile goes to the west, and the back of the Elemental
Air Node tile goes to the northwest.
First, place the Start Tile on the table and shuffle the Cavern Tile
stack. Then place a Cavern tile next to each unexplored edge of
the Start Tile.
Blocked Edges
Some adventures call for you to add Cavern Edge tiles to the
map during play. If you cannot physically place a tile because a
Cavern Edge Tile is in the way, your Hero is blocked from
exploring in that direction.
PLAYER TURN
Each player’s turn consists of three phases. On your turn,
complete these phases in this order:
Hero Phase
Exploration Phase
Villain Phase
Hero Phase
This is the phase in which your Hero moves through the
dungeon and makes attacks against the Monsters encountered
along the way.
Healing Surges
The Heroes begin the campaign with one Healing Surge token
per Hero. These tokens are a resource that the entire group
shares. You use Healing Surge tokens to revive a Hero that has
been reduced to 0 Hit Points.
Movement
Your Hero moves according to his Speed, a number
representing squares per turn. Your Hero can move any number
of squares in any direction, including diagonally, up to his
Speed.
Exceptions:
Definition: Adjacent
Most of the time a Hero is adjacent to anything surrounding
him, even if diagonally. However, in the case of walls, doors,
treasure chests, and 1-inch trap tokens, a Hero is adjacent if the
square he is on shares an edge with the wall, door, chest, or 1-
inch trap token. If the square shares a single corner, the Hero is
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Conditions
In general, conditions are gained during the Exploration or
Villain Phase, but take effect during the Hero Phase, so their
explanation is being put here.
regain your full allotment of actions and can perform them that
turn. At the end of your Hero Phase, discard the Dazed marker.
Trap token, trigger the Trap and flip the token face up to reveal
its effect. Monsters do not trigger Traps.
Attacking
A Hero makes attacks using his Power cards or the powers on
Treasure cards. A Hero’s Power cards represent weapons,
physical training, arcane spells, or divine prayers, depending on
a Hero’s class. Whenever your Hero attacks, you pick a power
you have in front of you (either from a Power card or a Treasure
card).
Daily Powers
Daily powers represent a significant attack or spectacular effect.
When you use a Daily power, you flip it over and cannot use it
again until some other effect (usually a Treasure card or special
event) allows you to flip it back up. Daily powers are the
strongest attacks you have access to in the game.
At-Will Powers
At-Will powers are relatively simple attacks, spells, or prayers.
Using at At-Will power requires no special effort. It is weaker
than a Daily power, so when you use it you do not flip it over.
You can use it again on your next turn.
Utility Powers
Utility powers are special maneuvers that don’t actively attack
Monsters but instead provide other advantages. These
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Power Tokens
Some power cards come with corresponding tokens such as
Thorgrim’s Consecrated Ground (square), or Heskan’s Flaming
Sphere (circle), or Drizzt’s Dancing Serpent stance (oval). Keep
these tokens out of the way until you use the power on the
card, then place the tokens in the appropriate spot, either on a
tile or on a card, wherever the power says to put them.
Keep in mind that you can never trace a diagonal path between
tiles. If a power lets you attack a Monster within 1 tile of you,
that does not include Monsters on a Dungeon tile that is
diagonal to yours. Also using this example, you cannot attack a
Monster within 1 tile of your Hero if a wall completely blocks
the path between the Hero’s tile and the Monster’s tile.
Defeating Monsters
If a Monster’s Hit Points are reduced to 0, the Monster is
defeated. Remove its figure from the board. The player
controlling that Monster discards its Monster card into the
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Disabling a Trap
Traps can be disabled. While a Hero is on a tile with a Trap
(either a 1-inch square token or a 2-inch square marker), as an
action, he can attempt to disable that Trap. Roll a d20.
Note that the 2-inch square Trap markers say “Disable 10+.” The
above rules still apply. 1-10 is a fail, while 11-20 is a success.
Experience Points
Heroes earn Experience Points by defeating Monsters or by
disabling Traps. As stated above, when you defeat a Monster,
the Hero who controls it puts that Monster card in the Heroes’
Experience pile. Each Monster card lists the Experience Points it
provides. The tougher the Monster, the more Experience Points
it provides. All disabled traps are worth 3 Experience Points.
Other
Investigating coffins, opening doors and treasure chests,
unlocking doors, and picking up and setting down objects do not
count as an “Other Action.” They may be done at any time in
step 3, unless otherwise specified on cards or in the Special
Adventure rules. Treasure cards will nearly always tell you when
and under what conditions you may use them.
Destroying Objects
An adventure might specify that an object needs to be
destroyed to win a particular scenario. If the object has an
Armor Class and Hit Points, your Hero can target it just like a
Monster. If your Hero has a power that attacks all Monsters on
a specific tile, it can also attack an object on that tile. Once you
deal damage equal to its number of Hit Points, you destroy the
object and remove its marker from the tile.
Unconsciousness
A Hero knocked unconscious during his Hero Phase does not
have an Exploration Phase, but does have a Villain Phase, when
his Allies, the Villain(s), and his Monsters and Traps activate.
When you have finished all the steps in your Hero Phase, your
Exploration Phase begins.
Exploration Phase
This is the phase in which you add new Dungeon tiles, draw
Monster tokens and cards, place Monsters, and draw Encounter
cards.
Monster Cards
Monster cards are laid out similarly to Hero cards in that the
Monster’s Name, Type, AC, and HP are clearly printed near the
top. All Monsters also have Experience Points noted at the
bottom of their card, while some have a Special Ability to pay
attention to.
Once the Monster has selected and followed one set of tactics,
the Monster’s turn ends. Do not continue to check its remaining
tactics for that turn.
Encounter Cards
Encounter cards represent the Events, Attacks, Traps, Hazards,
Curses, and Environments you and your fellow Heroes will
encounter during your adventures. Whenever you draw an
Encounter card, apply its effects immediately, or cancel the
Encounter card by spending (discarding) 5 Experience Points
from the Experience pile.
After placing the Trap marker, put the Trap card in front of you
with any other Monster cards and Trap cards you have
acquired. Unlike other Encounter cards, the Trap activates
during your Villain Phase, like a Monster. Unlike Monsters,
Traps lack tactics. Instead, a Trap takes the actions listed on its
card just like an Encounter card. A Trap might attack all the
Heroes on its tile, or it might just attack the Hero closest to it.
When you have finished all the steps in your Exploration Phase,
your Villain Phase begins.
Villain Phase
This is the phase in which you activate the Villain (if a Villain is in
play) and any Monster and Trap cards you have in front of you.
Villains
Villains are not controlled by any one player as Monsters are.
They activate during each player’s Villain Phase, even if that
player has escaped the dungeon or is unconscious. To keep
things orderly, the active Hero who discovers a “goal tile” and
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Villain may take its card and read its tactics for the remainder of
the adventure.
Defeating Heroes
A Hero that starts his turn at 0 Hit Points must spend a Healing
Surge token. If there are no Healing Surge tokens remaining, the
remaining Heroes may continue the adventure. If all Heroes are
at 0 Hit Points at the start of any Hero’s Hero Phase, the Heroes
lose the adventure.
When you are done with your Villain Phase, the player to your
left begins his or her turn.
CAMPAIGN PLAY
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Choosing Heroes
Here is an example of how you can choose Heroes randomly for
an adventure. Roll 2d10.
1-4: Roll again. (Or if playing by yourself, start with one less
Hero in the group.) 5-8: Alaeros (mHF)
9-12: Allisa (fHRa) 13-16: Arjhan (mDbF)
17-20: Artemis (mHAs) 21-24: Athrogate (mDB)
25-28: Barrowin (fDC) 29-32: Bruenor (mDF)
33-36: Catti-brie (fHAr) 37-40: Drizzt (mDrRa)
41-44: Heskan (mDbW) 45-48: Immeril (mEW)
49-52: Jarlaxle (mDrS) 53-56: Kat (fHRg)
57-60: Keyleth (fEP) 61-64: Nymmestra (fEW)
65-68: Quinn (mHC) 69-72: Ratshadow (mhRg)
73-76: Regis (mhRg) 77-80: Talon (fHRa)
81-84: Tarak (mhORg) 85-88: Thorgrim (mDC)
89-92: Vistra (fDF) 93-96: Wulfgar (mHBar)
97-100: Roll again. (Or choose your own Hero.)
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Town Actions
Before and after each adventure, each player can take any
number of Town actions to prepare for the next adventure. A
player can choose from the Town actions below.
Hire Allies. Allies can be hired for 1000 gold pieces if you
look through the cards and choose the exact one you want.
They can be hired for 400 gold pieces if you shuffle the Ally
cards together and choose one at random. If an Ally
survives an adventure and a Hero wishes to retain his
services for the next adventure, he need only spend an
additional 100 gold pieces.
Sell Items. You may sell any Treasure cards your Hero has
gained. The sold Treasure cards go back into the Treasure
deck and the Hero gains the value listed on the card in gold
pieces.
This section covers all other rules that haven’t yet been covered
in this book.
Scaling
You will be drawing Monster tokens when Exploring to
determine if 0, 1, 2, 3, or 4 Monsters show up. For each gained
level among the Heroes, take a 0-Monster token out of the
draw pool. For example, if you have a party with two 1st-Level
Heroes, one 2nd Level Hero, and one 4th Level Hero, take out 4
0-Monster tokens because this set of Heroes has gained 4 levels
beyond 1st Level.
Werewolf (CR)
Young Vampire (CR)
Kobold Sorcerer (CR or WoA)
Kobold Dragonlord (WoA or CR)
Orc Shaman (WoA)
Duergar Captain (WoA or LoD)
Mind Flayer (LoD or WoA)
Artemis (LoD)
Jarlaxle (LoD)
Air Elemental (ToEE or CR)
Salamander (ToEE or WoA)
Fire Elemental (ToEE or WoA)
Strahd (CR)
Gravestorm (CR)
Ashardalon (WoA)
Gauth (WoA)
Balur (LoD)
Matron Baenre (LoD)
Velathidros (ToEE)
For example, let’s say you have a party with one 3rd-Level Hero,
two 4th-Level Heroes, and two 5th-Level Heroes and you are
playing a generic WoA adventure that doesn’t call for any
specific villain. This party has gained 16 levels past 1st Level (4
each for the 5th-Level Heroes, 3 each for the 4th-Level Heroes,
and 2 for the 3rd-Level Hero), so take out all 9 0-Monster
tokens, add the 5 WoA-themed lesser Villains, and 2 of the 4
WoA-themed greater Villains.
Item Tokens
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Coffins
Some Castle Ravenloft Dungeon tiles have a coffin symbol. Place
Coffin tokens whenever you draw a tile with a coffin symbol on
it. It does not take an action to investigate a coffin. If you are
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Named Tiles
Try variant rules for tiles with names. Only use these variant
rules for tiles that do not have special rules in the adventure
you are playing. Adventure specific rules always override any of
these variant rules.
Doors
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Place Door tokens whenever you draw a tile with an open door
symbol, or whenever you draw a Castle Ravenloft unnamed tile
with a skull on it, or whenever you draw a Temple of Elemental
Evil tile with two sets of traps. Doors fit on unnamed Castle
Ravenloft tiles near the skull graphic. Flip a coin (or circle token,
or roll a d20) to determine where the door should be placed on
Temple of Elemental Evil tiles with two sets of traps.
Treasure Chests
Place a Treasure Chest token on tiles which have spawned
Monsters worth 6 Experience Points or more. If there is not
enough space to place a Treasure Chest token on the tile, no
token is drawn.
Once all Treasure Chest tokens are used, no more are placed
until the next adventure.
Reshuffling
Players have some options when deciding how to shuffle decks
in between adventures of the campaign. On one hand, you
could separate and shuffle the decks after each game, though
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this increases the chances of seeing some cards more and more
often and not getting to see other cards much at all. On the
other hand, you could keep the decks very large and not shuffle
anything until you have exhausted a Monster, Encounter, or
Treasure deck and are forced to sort through the discard pile. In
this way, you will be able to see a variety of Monsters,
Encounters, and Treasures without any of them turning up too
often.