You are on page 1of 10

Tomb & Tomb Cryptmaster

Rules Summary and FAQ


Turn Summary

1. Take any number of Free actions


2. Take one Turn action
3. Upkeep return mercenaries, refill slain parties, dismiss extra characters, etc.

Free Actions

Equip cards to party members only characters with at least Holiness dice can equip prayers,
and only characters with at least one Magic dice can equip spells.
Move cards around between party members
Dispel Curses Each turn, once per curse card, you can roll your parties Holiness against
each card's Target Number (TN). If successful, bank the Curse. If unsuccessful, card stays.
Perform any Free actions printed on any of the party's cards some affect combat later on.
Rest - Inn Only - Remove all wounds and discard (do NOT bank) curses.
Bank any attached non-cursed Treasures - Inn Only

Turn Actions

Draw 2 Inn cards (Inn only): The hand limit while in the Inn is 10 cards cards in hand and
on the table (there is no hand limit in the Tomb), but this is increased by +1 item for each
fighter in your party. i.e. For each Fighter in your party you can ignore one played Item card
the card does not have to be played on the fighter. When Item cards are drawn from the inn,
they must be attached immediately. If an item cannot be attached, due to trait restrictions, it
must be discarded. Note: If an Inn pile runs out, shuffle the discards and create a new deck.
Recruit one character - plus you have to take a Pariah if theres one there (Inn only)
o A party can contain a maximum of 5 characters. [If a Pariah takes you to the max of 5
characters then you will be unable to recruit a regular character as well.]
o If recruiting a Wizard, draw one Spell card
o If recruiting a Cleric, draw one Prayer card
o For each Fighter, the hand limit is increased by +1 item
Enter the Tomb and move up to the Partys movement rate you can enter through any
entrance, not just the one attached to the Inn.
o Movement range is 10 spaces, plus any bonuses/penalties
Perform a Turn action printed on a character card or one of you Party's cards
Flee to the Inn
Heal your party - If you have a Cleric, roll party Holiness and remove a wound for each success.
Pickpocket - Use a Rogue to make an opposed or contested Skill roll vs. a defending character
chosen by the target party. Player who rolls the most skill wins. Ties go to the target party.
o Target party must be within movement range.
o If successful, take one Item/Treasure from the target party and attach it to the Rogue.
o If you fail, the target party's defending character gets a free attack on the Rogue.
Raid one Crypt - If your party is on a Crypt door space, you may raid the Crypt (see Raiding
Crypts below)

React Actions

Reacts can be used at any time, but only after their trigger conditions are met.
Reacts must be used immediately after they are triggered, or held until theyre triggered again.
Any number of Reacts may be used in a turn, as long as their trigger conditions are met.
Like all Actions, Reacts are optional and can be used only once per turn.

Raiding Crypts

Hire Mercenaries
The raiding party may request assistance from other players who have a Party in the Tomb but not
from the CM.
Each invited player may send one character to assist.
Characters with the "Mercenary" trait may join a Raid uninvited (again, not the CMs).
The raiding player decides when the mercenary acts and takes damage. The owner controls
what Action the mercenary takes.
Players who send a mercenary receive 1 XP for each Crypt card resolved during the raid plus
5XP if an Overlord is killed.
Dead mercenaries do not discard their attached cards, and are returned to their owner with 1
HP remaining. Dead mercenaries still receive 1 XP for each card resolved during the raid.
Curses
The CM reveals all of the Curse cards and attaches them to characters in the raiding party. The party
may make an immediate Holiness check vs. the TN* for each card. If successful, the card is banked.
Once all the curses are resolved, before any other cards are announced, the party may choose to move
to the crypt door and end their turn. *Note: Some cards say DC (Difficulty Check) instead of TN but
they should all be TN.
Traps
The CM resolves the Trap cards one at a time.
When playing as CM in a crypt that has one or more traps, the CM should say "There are
traps." The CM should not say how many traps there are or make any indication that a trap is
the only trap in the crypt. Likewise, CM's should never reveal a trap's name, or give any nonessential information about the trap. Traps are meant to be blind encounters, and parties
should not know what trap it is facing.
The CM tells the raider how many characters must try to disarm the trap, and what attribute(s)
they must role. Do not reveal the TN.
The raiding player attempts to disarm the trap. If successful, the card is banked; if not, apply
the failure effect.
After each Trap card, the raiding player may chose to retreat to the crypt door before the next
card is announce by the CM.
Monsters
If there are monsters, the CM announces there are monsters, but before revealing them, the
party may decide to not continue in the crypt and move to the crypt door. If the party stays,
combat begins (see Combat below).
Treasures
After defeating all monsters, the player must immediately decide to either attach Treasure cards to
characters or Bank them.

Combat
Combat is divided into Rounds.
The CM goes first, selecting a monster to act, and then performs a Battle Action (see below).
The raiding player selects a character to act, and then performs a Battle Action (see below).
Play alternates between the CM and raider.
Each monster/ character can only act once per Combat Round. If a player uses all of their
monsters/ characters, they cannot act again until the next Round. [If the monsters have all
taken a battle action and there are characters who still have not, the monsters may not
attack again until all characters have performed a battle action.]

A new Combat Round begins when all monsters/ characters have acted.
Combat ends when all monsters/characters on one side are dead, or the raiding party flees.

Battle Actions

Attack an enemy - Roll the monsters/character's attack dice. Each success inflicts a wound on
the target. The raiding player selects the targets for both sides.
Flee to the Inn - The raiding player may choose to end the raid and move their party to the Inn.
Perform a printed battle action - Use a "Battle" or "CM effect" action on a character, Inn, or
Cryptmaster card (the raiding player may not use CM effects or Cryptmaster cards).
There is no limit to the number of Cryptmaster cards the CM can play from his hand.
All players not involved in the raid may play 1 CM Effect card per raid.

TOMB FAQ
Equipping Characters
A character can attach a bow, shield, armor, glove, helm, and weapon, but NEVER two items
with traits of one type. [This limitation also applies to Item cards and Treasures that list traits the Treasure must list the trait on the card to have this apply.]
When Item cards are drawn from the inn, they must be attached immediately. If an item
cannot be attached, due to trait restrictions, it must be discarded.
You can draw spell and prayer cards from the inn even if you cannot use or attach them at that
time.
Character stats and HP's are public knowledge. Players can look at characters in other parties
any time they like.
When monsters are added to a player's party, they act as normal characters (e.g. they can have
items and attached spells, and they are subject to item restrictions).
When a monster with attached cards joins a raiding party, it keeps all attached cards with it
unless a card or effect states otherwise.
Maximum party size is 5. Monsters count against this party size limit. The limit can only be
exceeded if a card or ability allows you to do so. The limit is only enforced during upkeep.
Equipping Monsters
The rules for equipping characters do not apply to monsters (e.g. Monsters in a crypt can
draw two item cards due to a special ability and they may attach both without restriction).
Note: If a Monster moves to a player's party, it is considered a Character, and the restriction
will apply, forcing it to immediately discard a card if it violates the restriction. If a character
joins the monsters party it is considered a monster until it leaves the monsters party.
When monsters draw cards, references on the cards that refer to monsters now refer to
characters or party and vice versa. All effects and abilities on the card should be interpreted
to benefit the monster against the player. So a card that says "target a monster" now should be
read as "target a character in the raiding party". If the monster ever becomes part of the party,
then the card can be read as normal because the monster is now a character.
If a monster attaches a card when it is revealed, and the attaching card has a when monsters
are revealed react on it, the monster CAN use that react ability.
Free Actions
Free actions (healing in the inn, shifting cards, banking treasures) happen at the BEGINNING
of a party's turn, not during or at the end of it. Note: banking treasures can also occur when
characters return to the inn as well, before the end of the player's turn. But if the players have
not banked their treasures before ending their turn in the inn, the cards stay there until the

next time the player's turn comes around, and are subject to being lost if the character is killed
in the inn.
Using and Casting Cards
An Enemy = any character or monster on the opposite side of a fight.
A Friend = any character or monster fighting on your side during a fight. Monsters revealed
from a crypt are all considered friends with each other.
Card effects that target a friend may target the character or monster using it.
Spells, prayers, and tactics can only be used once per turn (and once per triggered event),
whether or not they are triggered at the Turn, Battle, or React stage. [This limitation does not
apply to: monsters, character abilities, items, or treasures.]
When you recruit a wizard, you draw a spell card. When you recruit a cleric, you draw a prayer
card. If you recruit a character that is of both classes, you draw BOTH a spell and prayer card.
These extra cards are not attached when drawn, but are placed faced down in your hand until
cast. Note that this ability is in place ONLY when you are in the inn.
If a wizard or a cleric joins a party in some manner other than normal recruitment you do NOT
draw bonus spell or prayer cards.
A particular character can cast as many spells, prayers, or tactics as they want in the same turn,
provided no single spell, prayer, or tactic is used more than once in the turn.
There is no limit to the number of attached spell, prayer, or tactics a character can use, nor how
many of these can be played from your hand on a turn.
When monsters draw cards in a crypt, they cannot use cards with TURN actions. They can
only use battle actions and react triggers as appropriate. Remember that your characters have
TURN action cards too...
When a card says "discard characters from the inn", or "return characters to the pool", they are
NOT replaced in the inn. The inn can become bare, and this is how it is meant to be played. You
must draw spell cards or win treasures to be able to draft characters from the pool. You may
also find spells that allow you to recruit monsters.
Spells and tactics that have not been cast remain face down (in your hand).
Casting a spell or tactic card simply means playing it from your hand face up onto the table.
Spell cards can be cast by any character with at least one Magic die. Prayer cards can be cast by
any character with at least one Holiness die. Tactics cards can be played by ANY character.
Once a spell or tactic is cast, it MUST be attached to the casting character immediately - unless
the card says "Discard This Card", in which case you must STILL designate which character is
casting the spell, and then it is discarded upon use. Attached spells and tactics are always face
up, and cannot be discarded once attached (unless a card effect says otherwise, or the character
returns to the inn, or is killed).
Attached cards can never be "dropped". If a party wins a treasure, or draws an inn card with a
duplicate trait (shield, weapon, bow, glove, helm, or armor), an attached card can be discarded,
and replaced with the new card. However, other than replacing an item with a duplicate trait,
attached cards are permanent and can never be discarded unless a card, spell, or ability says
otherwise.
Attached cards can be re-equipped to other members of your part at the beginning of the turn
as one of the free actions. Spells and Prayers can be shifted between characters so long as
characters that receive spells have magic dice and characters that receive Prayers have holiness
dice.
If an attached card is attached ONLY because of another attached card that gives you an ability,
shifting the card giving you that ability will cause the dependent card to be discarded. For
example, if your fighter has a card giving him one magic, and he also attaches a spell as a
result, shifting or removing the card giving magic points will cause the spell card to have to be

discarded. If you are shifting, the solution is to shift the spell card to another character with
magic dice FIRST, then remove the magic-granting attached card afterwards.
Item cards and treasure cards are not the same thing. Spells and abilities that specifically target
a treasure card or inn card cannot target the other. For most other game purposes, item cards
and treasure cards can be treated alike (e.g. both can be pick pocketed by a rogue!).
If the special effect uses the term recruit, then you get the bonus cards if recruiting a wizard or
a cleric. If it does not say recruit (such as resurrect for example), you do not get bonus cards.
If a card requires a party roll such as "party makes a skill check" but does not specify how many
characters may roll, then the entire party can roll, and all skill dice from all characters are
included.
You cannot cast spells and tactics from your hand onto monsters you control as the CM, unless
a spell or card power allows you to do so.
If a card says kill or wound another character in a different party, they can target a character
in the Tomb or the Inn unless the card says otherwise.
If a card moves someone to a crypt it cannot be an empty crypt, as that is now a hallway space.
Doorway spaces are not considered hallway spaces for any card effects that target hallways.

Regarding Actions
The act of moving from the inn and entering the tomb is considered a Turn action (the Move
action). You cannot simply shift your character from the inn to the stairs, and say "I'm not
going to move this turn; I think I'll pick-pocket instead." The inn and the steps are not
interchangeable.
Multiple parties may occupy the same space. However, parties may NOT attack each other
unless you are playing with the Player vs. Player variant rules.
React Abilities
When two react abilities conflict, monsters have priority. In other words, if both the player
and monster have "when monsters are revealed" triggers, the monsters trigger first, then the
raiding party. React abilities thereafter trigger clockwise around the table so that everybody has
a chance to react to the event.
OTHER PARTIES CANNOT AFFECT BATTLES GOING ON INSIDE A CRYPT WITH A REACT
SPELL OR ABILITY - unless a card or power allows you to do so. This limitation is relaxed
slightly for the CM, who may have character abilities or spells that give the crypt the ability to
interact with his own party. In other words, other parties can react to "when a party enters the
tomb", or "before a party enters the crypt", but not react to actions happening inside the crypt.
If a react ability allows you to draw an inn card, and the drawn inn card ALSO has a react
ability that can be played at the same time, the drawn inn card can be played immediately. This
is no different than reacting multiple times with cards from your hand on the same turn.
If a monster has a react ability that allows it to draw inn cards, it can play the inn cards
immediately. Therefore, if the monster draws another card with a react ability that triggers at
the same time as the first, it can play those cards as well. For example, a monster with "React:
When monsters are revealed, draw 3 spells", can cast any spells drawn that say "React: When
monsters are revealed" as soon as they are drawn.
If a monster draws cards when revealed, reacts such as "When a party enters the crypt" and
"Before monsters are revealed" cannot be used. Read the reacts literally.
"When monsters are revealed" reacts are part of the reveal phase before COMBAT. If you have
a spell that drafts a monster into your party, the "when monsters are revealed" phase does not
occur.
A single character can react multiple times in the same turn or combat, so long as they do not
react with the same spell card more than once per turn, as per the rules.
Reacts are handled in the following order:

o First, deal with "always happens" effects - namely, text on the character or monster
which does not have "React:" in front. (For example, when monsters are revealed
Maelifcorum draws and attaches his items before any Reacts get to trigger.)
o Then, handle all the "React" triggers. In both cases, start with the player whose turn it is,
resolve that person's effects, then go around the table clockwise until all effects are
resolved.
If a Character and a monster have reacts or traits that occur at the same time, the
monster has priority. The order of resolution is:
o Monster traits
o Character traits
o Monster reacts
o Character reacts
Here are some of the more common react triggers, in the order they happen during the turn:
o When your turn begins
o When you enter the tomb
o Before you enter a crypt
o When you enter a crypt
o After you enter a crypt
o Before traps are revealed
o When traps are revealed
o After traps are revealed
o Before monsters are revealed
o When monsters are revealed
o After monsters are revealed
o Before a combat round
o At the start of a combat round
o Before a monster's combat turn
o Before a character's combat turn
o When you exit a crypt
o When you exit the tomb
o When your turn ends
Additional reacts, which may happen at various times:
o Before a character sustains damage
o When a character sustains damage
o After a character sustains damage
o When a character is killed
o Before a character rolls dice
o After a character has rolled dice
o After a party has recruited

Rogues and Pick-pocketing


When attempting to pickpocket, the rouge's party selects an Item or Treasure from a target
party that is within his movement range. The rogue rolls his skill dice. The target party chooses
ANY character from its party (before the rogue's skill dice are rolled), and rolls that character's
skill dice.
The rogue's roll must EXCEED the target party's roll in order to steal the item or treasure. Ties
go to the targeted party. Stolen cards are attached to the Rogue (or discarded if they cannot be
attached).
If the rogue fails, the character that rolled the skill check "catches" the rogue, and gets to make
a free attack against the rogue. If the rogue is killed, all his attached items are given to

the target party. Treasures and curses are immediately attached to characters in the
victorious party, while all Inn cards to into the players hand. You cannot bank treasure
recovered from the rogue until returning to the inn.
Pickpockets can reach a party on a crypt door OR in an empty crypt, the crypt is now a hallway.

Concerning Crypts and Traps


When raiding a Crypt the party marker is moved into the crypt space. When the crypt is cleared
the doorway counts as the first space for movement purposes.
Crypts are no longer crypts when they are empty. They are HALLWAY spaces. Cards and
abilities that target crypts cannot target empty crypts. This distinction prevents some cards
from creating infinite loops.
A party does not have to raid a crypt even if they are on the crypt door (unless a card or ability
FORCES them to raid the crypt).
Parties cannot back out of a crypt once it is revealed that traps are present. The party MUST
face the first trap.
After a party has faced a trap, they can decide whether to go on and see what is next, or
withdraw and return to the crypt door. The Party does not get to see the next card before
making this decision.
Parties can choose to fail a trap roll and deal with the consequences.
Failed traps are discarded, not placed face down back in the crypt.
The CM does not announce when all traps have been cleared. The raiding player must choose
to return to the crypt door before finding out what the next card is.
After a party has cleared all traps, and it is announced that there are monsters present, before
they are revealed the party may withdraw and return to the crypt door. If the party stays in the
crypt, all monsters are revealed simultaneously and combat begins.
Any time a monster or trap is encountered, and defeated, it can be banked. The exceptions are
those times when the effect creating the encounter states otherwise, such as certain tactics.
Combat
Once combat has begun, characters using a battle action to flee must flee to the Inn, not back to
the crypt door.
If a player is involved in a combat generated by a card he can still flee back to the Inn as one of
his battle actions.
Combat is considered the ENTIRE party's turn ie. No member of the party can perform some
other action. The party's turn is not over until the combat is complete (e.g. the crypt is cleared
or the party flees). Combat rounds, battle actions, or a character's turn in combat are all part of
the combat, and may repeat as many times as necessary to complete the combat. Spells and
Prayers cast in combat cannot be cast again during the same combat subject to the one use per
turn rules.
When a combat turn is over, all cards left in the crypt are turned face down again and any cards
attached to monsters in the crypt are discarded. All damage tokens on monsters in the crypt
are also removed.
Unless otherwise stated, in opposition/contested rolls ties always go to the defender.
When a character returns to the inn without the rest of the party or is killed, all items attached
to the character are discarded.
If a monster attacks in a combat round, and is thereafter recruited to the party via a spell, it
cannot again attack that round.
Character Deaths

Whenever a character dies (it doesnt matter how) it is placed in the discard pile, and a new
character is drawn from the pool and placed in the inn. All cards equipped to the dead
character are discarded.
When recruited Monsters are killed, you DO NOT draw new characters from the pool and place
them in the inn.
If a party loses all characters, the decimated player immediately draws one new character from
the pool (not the Inn) and places his party marker back in the Inn.
Characters that are killed and resurrected still lose all their attached items but if a card
prevents a character from dying then the attached cards are not affected.
Characters that are moved to the Inn without the rest of the Party, all attached cards are
discarded.

Rules for Specific Cards


Tomb Cards

Curses
No Specific Card Rules
Traps
Waking Horror: The disarming character immediately faces the first monster drawn from
the Tomb deck. The disarming character immediately faces that monster alone. There is a
full combat round and the character may flee to the Inn on his own as a battle action.
Treacherous Labyrinth: Failure: Each other player, starting with the CM, may choose
and take one member of your party and all attached cards. Players can only take a member
of the raiding party if they have less than five characters?
Monsters
Succubus: CM draws two cards from each Inn deck when revealed. The Succubus may use
cards from the CMs hand, returning them to his hand at the end of the turn. The cards drawn
from the Inn decks are NOT returned to the CMs hand at the end of the turn. Succubus allows
the CM to also play cards from his hand, and its these cards that are returned to the players
hand at the end of the turn.
Frost Savage: React; Before taking an action, target an opponent. If the opponents party
flees, that opponent (and all attached cards) is discarded. The targeted character is only
discarded if the party chooses to flee from the battle.
Treasure
Ring of Fate: CM React: Before a raiding character makes a roll: use this characters dice
in that attribute for the roll. This characters dice refers to the character who is equipping the
Ring of Fate, even if that character has already taken a battle action for the turn!
Cursed Treasure Rules: Nimbic Scepter, Life Bane Amulet, and Cursed Cloak are all cursed
treasures. When they are revealed , they cannot be banked and you do not get a holiness roll to
remove them. It says in the rules (p.9) Free: If you are in the Inn, you may Bank any
attached non-Cursed treasure." Which indicates you cannot discard cursed treasure even in
the Inn. They can only be removed if the character dies or if there is a card effect that allows
you to give a card to another player. They appear to be designed as something to haunt the
raiding parties for the entire game.

Spell Cards

Black Talons: For each success, wound an enemy. The wounds can be applied to one or
more enemies.
Inferno: Battle: Make a magic roll. Each success inflicts one wound. The caster may spread
the wounds around as he sees fit.

Earthquake: Each Party in the Tomb has their Move reduced by a value equal to the
casters Magic Dice until the beginning of your next turn. This react takes place at the
beginning of the casters turn. The caster rolls roll his magic dice and movement is reduced by
the number of hits rolled.
Haste: React: At the start of your turn, your Party gains a bonus to its Move for this turn
equal to the Magic Dice of this spells caster. The caster rolls roll his magic dice and movement
is increased by the number of hits rolled.
Hold Portal: Turn: While at a Held Crypt door, make a contested roll (your Partys dice in
one TRAIT card says Dice vs. The casters Magic dice). If successful, remove the Hold.

Prayer Cards

Summon Aid: If played by a character, the monster will fight as a character in the party for
the duration of the battle, then be discarded.
Cleanse: or discard one face down card from a crypt. The card to be shuffled into the
prayer deck is the Cleanse card, not the discarded Tomb card.
Oath Bound: Turn: Target another Player and a reachable Crypt. That players party
must enter that crypt before any other crypt. The crypt the party is directed to must have at
least one card at the time of casting. If the crypt is cleared out by another party before they get
there, the party must still go to the crypt door before they can go and raid any other crypt.

Tactic/Bar Cards

Precision: If all dice rolled are successes, the roll is successful. Which means that if used as
an attack the opponent is destroyed.
Burglary: Battle: Reveal one face down treasure in this crypt. Roll skill (TN = the treasures
XP value). If you succeed, bank the treasure. If there is more than one treasure in the crypt,
the CM chooses which face down treasure to reveal.
Enrage: Turn: Move two parties to an empty crypt. Choose one party to attack the other.
The party being attacked takes the first battle action, which could be a flee action.
Desertion: Turn: Each player must choose one character in their party and move it to the
end. It should say Inn.
Press Gang: React: When a combat round begins: Select a character to join this party as a
mercenary. Select a character from from another party.
Burn the Inn: Must be discarded after use.
Harassment: Reacts at the beginning of your turn.

Item/Blacksmith Cards

No Specific Card Rules

Cryptmaster Cards

Double Agent: CM Battle: Choose one character in the party who has not acted this round.
Make an attack roll with it as if it were a monster. It cannot attack itself.

Overlord Cards

Supremus: CM Battle: If this Crypt is size 3 or larger, move Supremus into this raid.
According to the Overlord rules the Overlord cannot be damaged, discarded, or otherwise
destroyed while there are any unresolved crypt cards (other than treasures) in the crypt.
Which I take to mean that any other monsters must be battled first and then the Overlord has
his own combat round. But for Supremus the CM can use a battle action to move Supremus
into the regular combat alongside any other monsters in the crypt.

You might also like