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D&DBoardGame v1 PDF

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100% found this document useful (1 vote)
215 views

D&DBoardGame v1 PDF

Uploaded by

John Dean
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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These sheets are intended only for the personal use of existing owners of the game for
additional reference. Universal Head makes no claim whatsoever to the rights of the publisher
and copyright holder, and does not benefit financially from these player aids. Artwork from the
original game is copyrighted by the publisher and used without permission. This PDF may not
be re-posted online, sold or used in any way except for personal use.

Game: DUNGEONS & DRAGONS




THE FANTASY ADVENTURE
BOARD GAME
Pub: Parker Brothers (2003)
v1
Apr 2011
Page 1: Rules summary
Page 2: Rules summary Forbidden Forest
Page 3: Rules summary Eternal Winter

Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Setup A re-roll symbol allows you to re-roll one of the dice.

One player is the Dungeon Master (DM) and controls the If a card features the black Special die, roll it at the same
Dungeon boards setup and the monsters. time. A star triggers the listed consequence.

The other players control the 4 Heroes: Regdar (human Power Attacks
fighter), Lidda (halfling rogue), Jozan (human cleric), and If a weapon has a Power Attack, you may choose to use it
Mialee (elven wizard). instead of the normal attack. On a star, the weapon is lost;
discard the card.
There must always be 4 heroes, so if you have less than 5
players, one player will have to play more than one hero. Movement Turning Undead Damage
Each hero may move a number of spaces up to his Some heroes can turn undead in the same room by rolling Add up the number of swords rolled by the dice (plus any
Separate the cards into 3 piles: Item cards, Special Item
maximum movement allowance, horizontally or vertically, the black Turn Undead die. If the hero rolls the same or extras), then subtract the Armour Class (AC) for the target
cards and Monster cards.
but not diagonally. Heroes may move through other heroes, greater than the number next to the skull on the monster’s monster or hero. The total is the number of Hit Points
The DM announces the Adventure level (1, 2, or 3). but not through monsters, pillars, trees, chests, walls or card, the monster misses its next turn. the monster or hero loses. A monster or hero with no
Remove from play any Item cards for any higher level, and closed doors. A hero may not end its turn on the same remaining Hit Points dies.
shuffle the remaining cards to form the Item card deck. space as another monster or hero. Healing
Each hero player takes his Hero card and sets his Hit Point Some heroes can heal other heroes. Dead Heroes
(HP) and Spell Point (SP) counters to the appropriate level
Opening a Door
Sneak If a hero dies, put their hero token on the board where
using marker tokens. You may never go above your original Heroes open a door to a new room by moving next to it and
they died and remove their figure They return to the same
number of Hit Points or Spell Points. turning the token over. The Initiative changes immediately. Some heroes can sneak through a monster during their space if brought back to life, but otherwise play no further
movement; this does not count as an action. If they attack part in the Adventure.
Each hero also takes his Basic Items (depending on the The DM tells a hero when he tries to open a locked door
the same monster on the same turn, add 1 to the attack.
Adventure level) from the Item cards. that it is locked. The heroes need a skeleton key to unlock
All heroes completely recover before the next Adventure.
a locked door; unlocking a door immediately opens it. Keys
The DM places the Dungeon boards on the table and puts DM Actions Dead heroes lose all the items they have collected in
do not count as an item and are carried by the group.
a closed door token in the starting room. He then reads past Adventures (unless brought back to life) and return
On the DM’s turn, he may take up to 2 actions with every with their Basic Items for the appropriate level of the
out the Adventure and Objective. Opening a Chest monster on the board, in any order: next Adventure (taking them back from another player if
The heroes place their figures in the room, choosing a hero Heroes may open a chest by moving onto the chest token necessary). Lost items are discarded to the current Item
and having an Action left to open it (a hero cannot move Movement A monster may be moved a number of spaces
to open the door by standing in front of it. card discard pile.
onto a chest if he does not have the Action to open it). up to its maximum movement allowance, horizontally or
Draw an Item card. Chests cannot be opened by monsters. vertically, but not diagonally. Monsters may move through
Setting Up a Room other monsters, but not through heroes, pillars, trees, Items
The dungeon is revealed room by room. When a hero opens a special chest, the DM gives them chests, walls or closed doors. A monster may not end its Items are either Weapons, Spells, Artifacts or Potions.
the Special Item described. If a hero sets off a booby trap, turn on the same space as another monster or hero.
Check the layout in the DM’s Guide; then position closed follow the instructions; the hero’s turn ends immediately. Items carried are placed beside a hero’s Hero card; the
door tokens (if any), place any chests, trees and pillars, Attack A monster may attack a hero. maximum number that can be carried is shown. Items on
place any monster figures, lay out the matching Monster Changing an Item You must finish one monster’s actions before you begin the left hand side are ‘in use’; those on the right hand side
cards with the correct number of Hit Point tokens beside A hero may change one item that is ‘in use’ with one from another’s. You can decide not to move or attack with a are in the hero’s knapsack.
each, and secretly look to see where any traps are in the his knapsack on his turn. He may also exchange an item monster, or not to attack and take a double move.
room. Potions count as an item, but can be drunk straight from
with another hero he is standing next to.
Once a monster has been used (or is forced to miss its the knapsack at any time (they are never ‘in use’). This
You may place most monsters anywhere in a room, except next turn), the DM turns its card 90º to indicate this, then does not count as an action. They are used once and then
for a space in front of a door. Some monsters have specific Searching for Traps
at the end of his turn, turns them all back to the vertical discarded.
spaces where they have to be placed. When a hero stands on a trap space, the DM shouts
position. If a monster is defeated, remove its figure and When an item is found and a hero cannot carry any more,
“Trap!” and the hero must stop on the space. Read out the
card from play for the rest of the Adventure. discard the new item or an existing item; the item cannot
Initiative Cards trap description and its effects. The hero’s turn ends.
If the DM has no monsters to move, play passes to the be given to another hero on this turn.
The order of play is decided by Initiative cards. Every Some heroes can search for traps by rolling the black
next hero. Only certain characters can use some items, as indicated
time a hero opens a new door, shuffle and deal the cards, Search die; the results only apply to the room the hero is
in. On a result of 1 or 2 eyes, the DM places that number on the card.
facedown: one to each character and one to the DM. Turn Combat
them over only when the DM has finished laying out the of trap tokens on the trap space(s) nearest to the hero, A Special Item that is discarded or lost will not reappear in
room. then reads the trap type aloud. If there are no traps in the A hero may only attack monsters and may not make an that Adventure; put it in the Item card discard pile, where
room, the DM must tell the hero. attack if there is no monster within range. it may appear in a later Adventure.
Continue play in the order of the cards (with 1 going first)
until a new door is opened. On a blank result, the search is unsuccessful; the hero is Attacks are either melee attacks that can only be used
given no information. when standing next to an opponent (not diagonally), Running the Game
Hero Actions On a hand, the hero must stop searching and cannot or ranged attacks that can only be used over greater Play the Adventures through in order as a campaign.
search that room anymore. distances or diagonally.
On a hero’s turn, he may take up to 2 Actions. As soon as the Objective in an Adventure can no longer be
A hero can attempt to make a discovered trap safe by Unless otherwise stated, ranged attacks fire single shots completed, the DM wins.
Each of the following takes 1 Action each: in a straight line, and the centre of the opponent’s square
rolling the black Disable Trap die. On a gear result, the
Movement Opening a Door must be in clear sight of the firing hero’s square. If at least one Hero completes the Objective, the heroes
trap is disabled. On an explosion result, the hero has
Opening a Chest Changing an Item win. The Adventure ends and no further chests can be
sprung the trap; the DM reads out the consequences. Pillars, trees and walls block ranged weapons. A hero opened, and remaining monsters play no further part in
Combat with Weapon or Spell does not block another hero’s shot and a monster does not
In any case, turn the token over; the space becomes a this Adventure. The DM reads out the conclusion to the
Certain heroes can do some of these Special Actions: normal space. block another monster’s shot. Adventure, which leads on to the next one.
Casting a Spell Searching for Traps Monsters can pass through trap spaces without Attacking Items still in the heroes’ possession can be distributed
Turning Undead Disabling Traps setting them off. However, they can be affected by the When attacking with a weapon or spell, roll the dice shown. amongst themselves before the next Adventure, but
Healing Sneak consequences of a hero springing a trap. The total number of swords you roll is the Attack Strength. skeleton keys must be discarded.
ST
ORE
F
RBIDDEN
FO

Setup Grasp and Hold Add up the swords and subtract the
target’s AC as normal. Fighters get their
A player who wishes to play as a Druid This attack is available to the Owlbear
normal +1 attack bonus.
plays Elwick in Adventures 1 and 2 and and Shambling Mound monsters and
Orwick in Adventures 3-6. The DM controls Elwick when he wears the Twisted Cape The number of skulls rolled is the number
Elwick in Adventures 4-6. of Fingers. of HPs the charger loses (not affected by
AC). If you roll a star on the Special die,
Note changed Starting Items for some When attacking, roll the black Special die:
the target loses his next turn.
heroes. on a star, the hero is grabbed and may not
attack or move until he breaks free. Each
The DM separates and shuffles the turn he may attempt to do so by rolling the Items
specified Roaming Monster cards and black Special die: on a star, the hero may Rings and bracers, when worn, do not
places them facedown as the Roaming take 2 actions as normal, otherwise, he count against the maximum number of
Monster deck. may take no actions that turn. items a hero may possess.
A grasping monster may only grasp one Only one ring type and one bracer type may
Roaming Monsters hero at a time. If it moves or attacks it lets be worn at any one time.
The roaming monsters for each Adventure go of the hero.
are specified on the Adventure layout.
Charge Terrain
At the start of each turn, the DM can
attempt to bring in a roaming monster as This combination of move and attack is Brook
long as at least one hero is outside (not available to all heroes and Razor Boars. Moving onto a water space counts as
in a room). Declare the action by shouting “Charge!” moving 2 spaces for both heroes and
and picking a target; the path to it must monsters.
Roll the black Special die: on a star,
turn over the top card from the Roaming be clear (nothing on the spaces) and in a Using the bridge is a normal move.
Monster deck and bring it into play as straight line. A figure may charge through
normal. Place the matching monster figure an open door from one room into another. Bushes and Thickets
on, or as close as possible to, an entry Roll the green Charge die: move the Bushes are placed along the lines to cover
space (animal print symbol) indicated charging figure the number of spaces 4 spaces. Only Druids and Shambling
on the layout (DM’s choice if there shown, placing a yellow attack die on the Mounds may move through spaces with
are several). The monster can be used figure’s starting space. Roll the die and bushes.
immediately. move the figure again, placing another No one may land on or attack through a
Some Adventures start with a number of yellow die on the space the figure was on. bush.
roaming monsters already on the loose: Continue rolling the die and placing Trapdoors
turn over the indicated number of cards an attack die on the charge path in the
Moving from the trapdoor at one end of a
and place the monsters as above. following order: yellow die, yellow die, red
passageway to the trapdoor at the other
Once placed, a roaming monster acts like a die, orange die, orange die, purple die.
end (in either direction) counts as one
normal monster on all subsequent turns. Keep rolling until the move places the space.
When a roaming monster is defeated, place figure onto the target space, all 6 dice
Neither a hero or a monster may block
its card faceup next to the board to form a have been placed on the charge path, or a
access to a passageway or end their turn
discard pile. If you run out of cards, shuffle blank is rolled on the Charge die. If a blank
on a trapdoor space.
this discard pile to form a new deck. If all is rolled the charge has failed, the move
action is over, and the figure must reduce If a passageway leads to an unexplored
roaming monsters are in play, no more can
his HPs by 1. area, the DM suspends play and lays
be brought in until one is defeated.
out the new area when the hero appears
Keep roaming monster cards separate from Successful Charge through the passageway; the hero may then
normal monster cards. If the charger reaches the target space or complete the rest of his turn.
all 6 dice have been placed, the charge
The Initiative remains unchanged.
Special Attacks is a success. Move the charger onto the
target space, and move the target figure All monsters except Dragons can use a
Yuan-Ti onto any adjacent space, even diagonally. trapdoor as long as it leads to an area
Yuan-ti may spend both of their actions already explored.
If the charger or target steps onto a trap
attacking. space at any point during the charge, the Starting Spaces
trap goes off. Heroes may begin outside in some
When attacking, Yuan-ti may hit with a
poison strike. Roll the black Special die: Roll all the attack dice on the charge path, Adventures; place them on the starting
on a star, the attack ignores the AC of the plus the black Special die and black Turn spaces in any order and deal Initiative
target hero. Undead die. cards as normal.
R
W INTE
R NAL
ETE
Setup Breath Attack Flying
Dragons have a breath attack with an
Morkahn replaces one of the heroes from the unlimited range and a width of 2 spaces, Flying figures may move from ground level
original game. All Adventures in the Eternal directed straight forward in one of the 4 onto the towertop and back. Flight is only
Winter are set at Level 3. Note changed directions, but never diagonally. possible outdoors.
Starting Items for some heroes.
The attack ignores a hero’s AC and injures Use a movement Action to roll the light blue
The DM separates and shuffles the specified every hero standing in its path; however it is Flight die:
Roaming Monster cards and places them blocked by solid objects such as walls, towers Ascend: fly from anywhere on ground
facedown as the Roaming Monster deck. or trees. The attack passes through monsters level to any free square on the towertop.
but does not affect them. Any defensive item You may not attack while flying. If you
Roaming Monsters or spell that protects from ranged attacks also are already on the tower you cannot move.
The roaming monsters for each Adventure are protects from breath attacks.
Descend: fly down to ground level from
specified on the Adventure layout. The DM anywhere on the towertop. You may not
separates and shuffles the specified Monster Special Attacks attack while flying. If you are already on
cards and places them facedown as the the ground you cannot move.
Roaming Monster deck. Winter Wolf
Winter Wolves have a breath attack with a Fly: fly and land anywhere on the same
At the start of each turn, the DM can attempt level. You may not attack while flying.
range of 3 spaces and a width of a single
to bring in a roaming monster as long as at
space, directed straight forward in one of the Figures move as normal if they do not wish
least one hero is outside (not in a room).
4 directions, but never diagonally. to fly.
Roll the black Special die: on a star, turn
The attack ignores a hero’s AC but can only
over the top card from the Roaming Monster
deck and bring it into play as normal. Place
injure the nearest hero it hits. Terrain
the matching monster figure on, or as close Any defensive item or spell that protects Movement on Snow
as possible to, an entry space (animal print from ranged attacks also protects from breath All heroes except the Barbarian have their
symbol) indicated on the layout (DM’s choice attacks. movement reduced by 1 for each turn they
if there are several). The monster can be begin on snow. Only space fully covered in
used immediately. Frost Salamander snow or ice are snow spaces.
Frost Salamanders have a cold aura attack
Some Adventures start with a number of Passageways
which affects 2 spaces all around them.
roaming monsters already on the loose: turn
Moving from one end of a passageway to the
over the indicated number of cards and place The attack ignores a hero’s AC.
other end (in either direction) counts as one
the monsters as above.
Any defensive item or spell that protects space. Neither a hero or a monster may block
Once placed, a roaming monster acts like a from ranged attacks also protects from cold access to a passageway or end their turn on a
normal monster on all subsequent turns. aura attacks. passageway space.
When a roaming monster is defeated, place Cold aura is effective through walls and other If a passageway leads to an unexplored area,
its card faceup next to the board to form a solid objects. the DM suspends play and lays out the new
discard pile. If you run out of cards, shuffle area when the hero appears through the
this discard pile to form a new deck. If all Towers passageway; the hero may then complete
roaming monsters are in play, no more can the rest of his turn. The Initiative remains
be brought in until one is defeated. Figures may move up onto the towertop unchanged.
(considered an outdoor space) or down to
Keep roaming monster cards separate from ground level. The tower is an obstacle at All monsters except Dragons can use
normal monster cards. ground level and line of sight rules apply. passageways as long as they lead to an area
already explored.
When a tower is revealed, the DM reveals
Winter Monsters all of the chests and monsters on top of it Double Doors
Winter Monsters have an asterix symbol on (the top is not a room in its own right). A hero needs to stand by only one of the door
their icons. For Ogre, Goblin and Gnoll winter The area of board covered by the tower spaces to open the whole door.
monsters, use figures from the base game. cannot be accessed.
Snow Chutes
You must be outside to fire a ranged weapon A hero that lands on a snow chute trap
Dragons at a target on the towertop. An radius of a disappears and lands on a special space as
Movement square space around the tower cannot be shown; their turn ends. If the area has not
fired at from above, nor can a figure fire at yet been explored, the DM lays out the room
A Dragon may only enter rooms and pass
the top from these spaces. before the next player’s turn. The Initiative
through doors which are at least 2 spaces
wide. It may not pass through pillars, trees or To climb up onto or down from a tower, you remains unchanged.
chests (but may move over traps as normal). must be standing on one of squares next Starting Spaces
to it, or one of the edge spaces on the top,
A Dragon does not move a double count of Heroes may begin outside in some
respectively.
spaces and must have sufficient room to Adventures; place them on the starting
move through each movement space with its A figure attacked from below while standing spaces in any order and deal Initiative cards
2x2 area. on a tower adds 1 point to their AC. as normal.

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