Adventure Tactics Rulebook KS
Adventure Tactics Rulebook KS
Adventure Tactics: Domianne’s Tower is a campaign-driven, tactical board game that is played over
a series of chapters. As a brave hero, you and your party will level-up between chapters, unlocking
new classes, powers and equipment as you advance through your quest to free the kingdoms from
the tyranny of Queen Domianne.
Adventure Tactics features two manuals for you to use: this Rulebook, and the Campaign Guide. The
Rulebook outlines the universal rules of play, while the Campaign Guide includes 50+ individual
chapters that are linked together into the overall campaign. You should read the Rulebook before
play, and read the Campaign Guide only for the individual chapter you are going to play next (as it
is filled with spoilers!)
The Campaign Guide provides a series of chapters that you proceed through
in a non-linear way based upon your choices as well as the outcomes of
previous encounters. Some chapters are story-based, giving you choices
to make about how the story will proceed. Others are encounters with
enemies. These will pit you against a specific boss or group of enemies.
Such an encounter will include multiple rounds of play, continuing until
the encounter’s objective is achieved or you are defeated.
Each encounter in the Guide will describe how to set up its specific features,
including any special rules to be used when playing through it.
A campaign of Adventure Tactics is a full playthrough of the
Campaign Guide, starting from Chapter 1 and proceeding through
to the conclusion of the story. As your choices determine the path
of the campaign, different choices will lead to different stories. After
completing the campaign you can reset it back to the beginning
and start over, exploring new paths, new encounters, and new class
combinations.
What’s in the Box?..............4 Large Boss Things You Need to Know
Creating Your Hero.............6 Movement................. 14 Before Playing................. 19
Levels and Classes............. 6 Obstacles.................. 14 Equipment...................... 19
Elite Classes.......................7 Spawning Walls......... 15 Summoned Creatures....... 19
Party Size..........................7 Line of Sight.............. 15 Revive Potions................. 19
Encounter Setup.................8 Targeting and Range. 16 Perks.............................. 20
Player Setup..................... 8 Details of Action Cards...... 16 Ability Cards................... 20
Succeeding and Failing..... 9 Specific >General............. 16 Shopping at the Market.. 20
Rules of Play..................... 11 Attacks............................ 17 Random Encountes.......... 21
Round Sequence...............11 Healing and Loot Items....................... 21
Other Abilities................. 17 Class Features.................. 21
Draw Cards................11
Area of Effect................... 17 Leveling Up and
Initiative....................11
Conditions....................... 17 Changing Classes............. 22
Player/Boss Turns......11
Knocked Out................... 18 Elite Class Requirements.. 23
Cleanup.................... 13
Other Keywords............... 18 Elite Class Table............... 23
Details of Actions............ 13
Movement................. 13
3
T H E B OX ?
W H AT ’ S IN
2 books 5 heroes
5 player boards
game board
4
over 800 cards
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Creating Your Hero
The hero you play in Adventure Tactics is unique, and belongs Each class also begins with one passive ability card (see
to you. Your hero will begin with a set of basic cards, but as Ability Cards, page 20). Any passive abilities you use will
you progress through the adventure you will acquire new be placed on your player board at the start of an encounter.
skills, new equipment, and even level up into new classes. These grant ongoing abilities to your hero which, unlike
To create your hero, choose other abilities, are not discarded when used.
one of the five basic classes: Finally, you will need the player board for that class and
Fighter, Rogue, Cleric, the miniature for that hero. You will use these as you play
Wizard, or Archer. Take the each encounter.
level up card that is marked
“Starter,” and the class card
for your chosen class. The level Levels and Classes
up card specifies your starting Your hero’s level is defined by the number of level up cards
HP and the starting cards for you’ve acquired over the course of the game and have
that class, including its class feature cards. This card also stored in your tuck box. As such, your first hero begins at
tells you the requirements and rewards for leveling up in level 1. You’ll acquire a new level up card, and hence go up
that class (see Leveling Up and Changing Classes, page one level, after certain encounters (see Leveling Up and
22). The class card specifies your basic movement value, and Changing Classes, page 22).
your basic attack (including the die used, and the range).
Your hero’s class, with the exception of Elite Classes,
Next, take the 5 class-specific starting is defined by the very first class you choose. No matter
cards for that class and add to them which other level up cards you choose over the course of
3 Basic Move, and 3 Basic Attack your adventure, you will still remain as your
cards. These 11 cards form your starting class. However, when choosing to
action deck. Place these cards level up to an Elite Class, you become that
in the tuck box for that class. new class instead of your current class.
This tuck box will contain your When doing so, you will also take on the
action deck throughout the basic movement and basic attack of the
campaign. As you acquire new elite class.
new cards, they will be
added to this tuck box.
Example:
Taliyah begins the game as a Level 1 Cleric.
The next time she levels up, she chooses
another Cleric card, making her a Level
2 Cleric. At her next opportunity to
level up, she chooses an Archer card.
She is still a Level 3 Cleric, even though
she has an Archer Level Up card.
6
Elite Classes Example
In addition to the five basic classes (Fighter, Rogue, Cleric, Taliyah is a Level 3 Cleric, with two Cleric level up cards
Wizard, and Archer), you can eventually level up into one and one Archer level up card. She is interested in becoming
of seventeen elite classes. These classes have certain basic a Demon Hunter, which has as prerequisites Cleric (1),
class requirements that you must meet before you can Rogue (1), Archer (1). She does not yet meet the prerequisites
level up into an elite class. These requirements can be found for becoming a Demon Hunter. The next time she levels
on the level up card for that elite class. A comprehensive list up, she chooses a Rogue card when becoming Level 4 (her
of elite class requirements can also be found on page 23. class is still Cleric). Now she meets the prerequisites for
Demon Hunter, so when she levels up the next time, she
can choose to become a Demon Hunter. After selecting
that class, she is now a level 5 Demon Hunter.
The maximum level you can reach is 10. The maximum level
you can reach in any particular class is 5.
Party Size
A party in Adventure Tactics is a group of 3 - 5 heroes.
If you need, or want, to have more heroes than there are
players, then someone will have to control more than one
hero. The choice of party size is locked-in at the start of a
For example, the War Mage lists Fighter (1), Wizard
campaign. It determines the number of minions that you
(1), Rogue (1) as its prerequisites. In order to become
will face in each encounter. In this way, the challenge scales
a War Mage, you must first have achieved at least one
to the number of characters.
level in each of Fighter, Wizard, and Rogue.
After that, you may choose to become a The 3 - 5 heroes you choose can be divided
War Mage the next time you level up. up amongst the players as you see fit, at the
beginning of any encounter.
When you choose your first level up
card from a new elite class deck, you
are now considered to be that class instead Example
of your previous class. You gain the basic Sam and Aimie are beginning a 2 player
movement and attack of your new elite campaign. Sam elects to play Roberta and
class. You will also gain the amount of HP Olette, while Aimie brings Elwyn and Quill.
stated on the elite class level up card. If Tolben, the one hero not selected, cannot be
you later become another elite class, you used in this campaign. Since there are 4 heroes
keep the HP gain from your current elite in the campaign, Sam and Aimie will follow the
class(es) on top of your new HP gain. directions in the Campaign Guide for a 4 hero setup.
You must give up the movement of the
previous elite class, however.
7
Encounter Setup
Encounters are where all of the action takes place in As you fight enemies, you will place damage tokens onto
Adventure Tactics. In an encounter, you and your fellow the picture of that specific enemy in order to track damage
heroes will take on a boss and their minions, fighting done to it.
to complete various objectives to advance through the Gather all required enemy standees
campaign. and place them on the board as
To set up an encounter, first refer to the Campaign Guide directed (this too may vary based on
for specific board setup. These instructions will explain how many heroes are in your party).
which boards to use and how to set them up. There will also Take the boss deck for that encounter’s
be a highlighted yellow area on the map – you may place boss and set it nearby. You will also need
your hero anywhere within this yellow area. 2 initiative cards for that boss,
unless otherwise specified in the
Campaign Guide.
MG1 RG1 MG3
Player Setup
R
At the beginning of each encounter, you
may choose one of your class feature
cards and place it on your player board.
MG2 RG2 RG3 You may also choose one weapon, one
armor, and one accessory card to place
on your player board. You can then
Bosses and minions must be choose any of your remaining class
placed on the specific spots feature, weapon, armor, or accessory
marked on the map. Each cards to shuffle into your action deck;
of these enemies will have the rest are stored in your tuck box and cannot be used
an image in the Campaign in that encounter.
Guide. These images include You may also select up to 3 passive abilities and 2 dice
a unique identifier, like M3, abilities to begin with on your player board. Passive and
that tells you which enemy dice abilities are different from other abilities (including
this is and where they equipment and class features) in that they are never
begin on the map. They discarded when used. Their ability persists throughout
will also tell you that enemy’s hit points, the encounter, unless they are discarded by another game
basic movement, attack value and range. effect. All other ability cards are placed into your tuck box
and cannot be used in that encounter (see Ability Cards,
page 20).
Note: these values may vary based on how many players are
in your party, which will be noted in the Campaign Guide. At the start of an encounter, set your HP Marker to your
maximum HP value. This value is determined by adding
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up all of the hearts on your level up cards, including your Succeeding and Failing
starting class card and any HP bonuses from elite classes. As
Each encounter has a main
you take damage, heal, and experience other effects, your
objective and a bonus
HP will rise and fall, but it can never get higher than your
objective. To succeed at an
maximum HP value (some effects in game may temporarily
encounter your party needs to
raise that value, however).
complete the main objective
See an example of populated player board above. – the bonus objective
Your party will also have a collection of shared items to is optional, but
take into the encounter. Take the deck of party item cards completing it will
and place it nearby for all party members to access. When yield more rewards
you begin your campaign, this deck will start with 3 revive and could even open
potions (2 revive potions for a 3 hero game), but as you up new branches in the
progress through the campaign you may receive new cards campaign. Once the main
to add to this deck. These items can be used by anyone in objective is met, the encounter
the party. immediately ends.
Easy Mode: To make an encounter more forgiving, you There are two ways to succeed at
can choose to bring an additional revive potion at the an encounter: complete the main
beginning (4 total, or 3 in a 3 hero game). objective alone, or complete the
main objective and the bonus
Hard Mode: To make an encounter more challenging, you
objective.
can choose to bring one less revive potion at the beginning
(2 total, or 1 in a 3 hero game).
9
Some encounters will add new cards to various other decks.
S UC C ES S
For example, it may add new items from the Supply - Items
Regardless of how you are successful, look at the purple deck into your Party - Items deck, which will look like this:
Success column in the resolution section for that encounter.
It will tell you the various rewards that your party receives, SUPPLY - ITEMS
which could include new items as well as the opportunity PARTY - ITEMS
to level up.
10
Rules of Play
2. Initiative
Note: In the rules below, ‘Character’ means both
players and enemies (bosses and minions). Initiative determines the order in which all characters
will take their turns during this round. Each hero has
one initiative card, while bosses have two, unless noted
otherwise. At the beginning of this step each round,
initiative cards for all characters are shuffled face-down
Round Sequence
together, arranged in a line, and then flipped face-up.
Play within an encounter takes place over a series of
This line determines the initiative order for this turn:
Rounds, continuing until you meet the objective or are
the character represented by the first card will act first,
defeated. Each Round consists of four phases:
followed by the character represented by the second card,
1. Draw Cards and so on until the character represented by the last card
2. Determine Initiative in line takes their turn.
3. Player / Boss Turns
4. Cleanup
1. Draw Cards
Start your turn by drawing cards from your action deck until
you reach your maximum hand size. Unless it is changed
Note: Some player abilities may allow changes to the
by a game effect, your maximum hand size is 4. If you
initiative order. Your party, as a group, must decide which
ever need to draw a card and your action deck is empty,
of these abilities to use, and in which order. If you are
reshuffle your discard pile to reform your action deck.
unable to agree, the first player in initiative order may
Mulligan: Once per encounter, use their abilities first, followed by the player seated to
after you draw your initial hand of their left and proceeding clockwise around the table.
cards you may choose to reshuffle
this hand into your action deck
and draw a new hand
of cards. This 3. Player / Boss Turns
can only be
On your turn, you may take up to 2 actions (see
done one time,
Player Actions, page 12), or pass. You can choose
and only at the
the same action multiple times.
beginning of an
encounter. If you begin your turn in the knocked out
status, you may choose to use a revive potion
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(if your party has one). If you do, you then take a normal and which actions they will take. Only those characters
turn but with a revival penalty (see the Revive Potions mentioned on the specific boss card are activated on
section on page 19). If you do not use a revive potion, you this turn; characters that are not mentioned do not act
skip your turn. This is not considered passing, so you will this turn.
not discard your hand at the end of your turn. Each enemy will make a basic move, up to their maximum
movement points (specified in the Campaign Guide). They
will move to the closest player, counting movement
Player Actions
squares as usual (see Movement, page 13). If two or more
¤¤ Play an action card from your hand, or use an accessory, heroes are the same distance away from an enemy, the
armor, weapon, or class feature from your player players will decide which one the enemy will move towards.
board. After playing any of these card types this way, If you cannot agree, whoever who is earliest in the initiative
place them in your discard pile. For more information order will choose where the enemy will move.
on equipment and class features, see pages 19 and 21.
After moving, each enemy will attack the hero it moved
¤¤ Discard any action card from your hand to move a toward, using their basic attack value (also denoted in
number of spaces equal to half of your basic movement the Campaign Guide) unless otherwise directed by a card
value, rounded down. or effect.
¤¤ Equip an accessory, armor, Some enemies will have specific types of targets outlined
or weapon card from on their card. If possible, they will move towards,
your hand, adding it to and attack, the closest hero that
your player board in the matches that type. If the enemy
matching slot. isn’t able to move or attack
¤¤ Prepare a class feature its specified target, it
card from your hand, will move toward and
adding it to your attack the closest
player board if the hero.
class feature slot on Sometimes, enemy
your board is empty. movement or
Remember that, when attacks are random.
played, a class feature To determine a
is placed in the discard direction, draw
pile (see Play, above). the top card of the
direction deck and
move or attack in
Boss Actions
that direction. Always
When it is the boss’ turn in reshuffle the direction
initiative order, reveal the top card of the boss deck at the end of
deck. This card will specify which enemies will any turn in which it
activate (either the boss, the minions, or both), was used.
12
Boss Abilities 4. Cleanup
Some bosses will have certain special abilities; During this phase, you
these will be stated in the corresponding page of the may choose and discard
Campaign Guide. Boss abilities can either be passive one card from your hand.
or active. If you passed, you may
Passive abilities introduce new rules for the encounter discard your entire hand
that are in effect as long as the boss is in play. Some of instead.
these abilities introduce new, ongoing rules for characters, Also, unless otherwise
while others are triggered when a certain condition is met. specified, all conditions are
These triggered abilities will say “Whenever this condition removed during this phase.
happens, do this effect.” Remove all condition tokens
from any character that has
Example one.
Wraiths have two passive abilities:
Shapeless Void: Wraiths may move through players and
Details of Actions
enemies.
Bound to Serve: Whenever a Wraith is defeated, By playing cards from your
it Heals to its maximum HP and is immediately hand, or by using your equipment
re-spawned in its starting position. and class features, you can move
around the board, attack enemies
and use special abilities from your
Active abilities introduce new attacks or abilities that class(es). Enemies will move and/or
a boss can use in that encounter. These abilities will be attack based on the card that is revealed
referenced by cards in the boss deck: whenever a card is on their turn.
drawn that mentions this ability, refer to the Campaign
Guide for its effect.
Movement
You move about the grid-based map by spending movement
Example points. Each point allows you to move one square up,
Harpoon is an active ability of the down, left or right from your current position. You cannot
Hobgoblin Chieftain. The Campaign move diagonally. Each move action specifies the number
Guide specifies how it works: of movement points that you can use to move in this way.
Active Abilities: You do not need to use all of the movement points provided
Harpoon: White by an action; you can choose to use fewer.
Die, Range: 5, Effect:
Target is moved to
closest square adjacent Note: You cannot move through other
to Hobgoblin Chieftain. characters unless an ability allows you to.
13
Bosses and minions follow the same rules for movement as
Example
you do.
A Golem (G) has used
a move action to move
up to four squares from
its original position.
Example G
Even though it’s a large
A Melee Goblin (MG) w
Character, when moving,
has used a move
MG action to move up to
treat it as if it only took
up one square on the
five squares from her
original position. w board. This allows the
g Golem to move between
two Wraiths (W).
MG
14
enter a square with an obstacle (and may be able to summon a maximum of two fire walls), tthen
the same is true for bosses). A large boss the oldest wall on the board of that type must be removed
only needs to pay two movement points before the new one is placed.
when it moves through an obstacle, and
not if it is merely placed on top of an
obstacle at the end of its movement.
Other abilities can create walls on the
board. Unless otherwise specified,
characters cannot move through walls
or end their turn on walls. A large boss
cannot be placed on top of a wall. If this
prevents a boss from being placed at the
end of its movement, it cannot end its
movement at the chosen square.
Spawning Walls
Some bosses have the ability to spawn walls. Although Line of Sight
different types of walls will have different effects, all walls
follow the same general rules for how they appear on the Some actions and abilities rely on
board. determining line of sight between
two spaces. Line of
The wall must begin on a square whose side is touching sight is determined by
the boss’s square (it cannot be placed diagonally to the counting the number of
boss). Then, place the wall tile in that direction. squares away, but unlike
Whenever a boss (B) spawns a new wall, that wall movement this counting
may overlap an existing wall of that type. It can be done diagonally.
does not need to go in the same direction as Two squares are in line
the previous wall, but it cannot go diagonally. of sight of each other if
you can draw a straight
If there is a limit to the number of walls that
line from one corner of
can be spawned (for example, a certain boss
a square to one corner
of the other square. This
√
line cannot be interrupted by
walls or enemies, but it can be
B
interrupted by other heroes. In
other words, walls and enemies
block line of sight, but other heros
do not.
15
Targeting and Range Example
Some abilities, including ranged attacks, rely on line of Dark Knight Roberta (R) has a range of 1-2.
sight to determine their targets. Each such attack will This means her basic attack can target a
specify a number – that is its range. A square is in range character at range 1 or 2. Roberta can attack a
of you if it is in your line of sight, and the distance Melee Goblin (MG) that’s standing next to her
between you and that square is not greater than this (range 1) and Ranged Goblin (RG) at range 2.
range (see the diagram below). Any square in range is a
valid target for that ability, so an ability with range 4 can
apply to characters who are up to 4 squares away from you. Example
R MG
Some abilities have a more restricted range and instead Roberta (R) can’t attack the
of being written as a single number it will be written as Wraith (W) that is at range 3.
a band, such as range 2 - 3. These abilities can only affect It is out of range for her.
characters who are within this range band. In this example, RG
the ability could only affect characters that are either at
range 2 or range 3; it could not affect characters at range 1. W
Any action with no range, or with a range of 0, applies
only to the character using the action. Example: Ring of E
Healing.
Some cards may have restrictions on what they
Example
can target. For example, they may not be able
Wizard Elwyn (E) has a range
to target adjacent squares, or squares within
of 1-4, but he can’t attack
a certain range. A character is adjacent to you
the Wraith (W) either - a
if it is within one space of you in any direction
wall blocks his line of sight.
including diagonally (so, at range 1).
range 4
range 3
range 2
range 1
range
0
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Details of Action Cards
Action cards in Adventure Tactics have a text box that Healing and Other Abilities
describe what you can do by playing that card as one of Many non-attack cards will also specify a range and an
your actions for your turn. When played, you must follow effect as part of their card text. Their range value is used
as much of the card text as possible. to determine valid targets, and the effect of the card are
applied to the chosen target(s). Many of these effects will
specify a set of dice; roll these dice and use the result when
Specific > General
processing the effect.
There are so many different cards in Adventure Tactics and
many of them do something completely unique. Whenever
a card or effect contradicts these general rules, always Example:
follow the wording of the card or effect. Healing Prayer has a range of 3, and says “Target
heals [White Die], [White Die].” When you play
this card, choose a hero within range 3 (which
Attacks can include your own hero), roll the two dice,
Any non-basic attack card will specify a certain number and heal that many HP from the target.
of dice, as well as a range (if there is no range specified,
its range is zero). To perform an attack, choose a target
within the specified range and roll the specified dice. Area of Effect
Add up the results; that is the amount of damage done to Effects that specify an area of effect apply
the chosen target. to all characters that are within a certain
If an attack card has a second set of dice and range (e.g. distance from the target of that card. This
Blue Die, Range: 5, White Die, Range: 3), then that card is the Area of Effect (AoE) of that attack, and
allows you to perform a second attack. This attack can be it is specified on the card itself (an effect with
against the same target, or a different one. Resolve the first no AoE will have no value, such as Healing
attach before making the second attack. If the target dies Prayer). The size of this area is determined by counting
due to the first attack, you must choose a second target for the specified number of spaces in any direction (including
the second attack. diagonally) from the target. The effect is applied to any
character within this area.
Some attacks may also apply certain conditions, or
other effects, to their targets. These cards will say “Effect: Note that the range of an effect, and the size of its area
_____” on them. Apply this effect after dealing the attack’s of effect do not have to be the same. For example, the
damage, as long as the target is still alive. Wizard’s fireball has a range of 4, and an area of effect of
1. The initial target must be within range 4 of the Wizard,
Some abilities allow you, or other
and then any other character within range 1 of this target
characters, to ignore an attack.
will also be affected by fireball.
When ignoring an attack, the attack’s
dice are still rolled, but you do not If there is more than one character in the area of effect, the
take the damage. player who played the card decides the order in which the
targets are affected. If the card requires rolling dice, a single
roll is made regardless of how many targets are affected.
17
Conditions ¤¤ Cannot be targeted by enemy attacks and abilities,
and cannot take damage from their attacks
Some cards can apply various conditions to characters,
which are described below. Unless otherwise specified, ¤¤ Do not count as occupying the square that you were
conditions are removed during the cleanup phase. last in.
If you are healed above 0 HP, you are returned to the
Note: If an attack would normally inflict a condition on board on the square that you were last in. If that square is
a character, but that attack’s damage is reduced to 0, now occupied, you determine which adjacent square you
that condition is not applied. For example, if a character will reappear on by drawing the top card of the direction
wearing Goblin Leathers reduces the damage dealt by deck. If that square is empty, that is where you reappear.
Divine Flames to zero, the character is not weakened. If it is not empty, repeat this process. Always reshuffle the
direction deck at the end of any turn in which it was used.
List of Conditions Note: the enemies are never knocked out. An enemy that
is reduced to 0 HP or below is instead removed from play.
¤¤ Slowed characters can only ever use
a maximum of 1 movement point
anytime they move.
Other Keywords
¤¤ Weakened characters deal half as
much damage (rounded down). Some cards have the other keywords on them that affect
when and how they are played:
¤¤ Stunned characters skip their next
turn in initiative order. Note that REMOVE: After this card has been
bosses have more than one initiative played, set it aside for the
cards, so a stunned boss would only remainder of the encounter.
skip their next turn in the round.
¤¤ Invisible characters cannot be FREE: Playing this card does
targeted by any actions, though they not count as an action.
are still affected by area of effect Note that these cards
attacks and abilities. Note that this cannot be played
also includes beneficial actions, such on a turn that you pass.
as healing. RESPONSE: This card
may be played outside
of your turn, after
Knocked Out a certain event
You are knocked out if you are reduced to 0 or fewer HP (if happens. This
you would be reduced to lower than 0 HP, you are set to 0 condition will be outlined on
HP instead). If you are knocked out, you: the card. Only one RESPONSE
can be played for each event.
¤¤ Cannot play any cards or use any abilities until you are
healed to more than 0 HP.
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Things You Need to Know
Before Playing an Encounter
Encounters in Adventure Tactics contain many different Summoned Creatures
elements of peril, adventure, and reward. There is a common Certain cards or abilities may allow you to summon
set of rules for all encounters that you should be aware of creatures to fight alongside you. These creatures have
before embarking on your adventure. their own character cards, and count as players for the
purposes of targeting and attacks, but their turns are
controlled by you.
Equipment
The summoned creature’s card will tell you how it takes its
After successfully completing an encounter,
turn. Some summoned creatures make their moves and
the party may receive equipment cards as
attacks at the same time as you, while other creatures take
loot. Equipment falls into three different
their own individual turns.
kinds: weapon, armor and accessory. At
any given time, you may only have one of
each kind of equipment on your player board. Revive Potions
Equipment cards can be used as one of your
actions on you turn. Revive potions are used to bring knocked out players back
into the game, and are a key resource in an encounter. If
When your party earns equipment cards as loot after ever a player is knocked out and your party has no more
finishing an encounter, you must decide as a group who revive potions, you lose the encounter (you also lose if all
receives which cards. If you cannot agree, each player rolls players are knocked out simultaneously).
2 red dice, and whoever gets the highest total decides who
receives which equipment. ¤¤ If you begin your turn at 0 HP, you may choose to
use a revive potion to heal half of your maximum HP
At the end of an encounter, you may (rounded down).
add or remove equipment cards
from your action deck. You may also ¤¤ When you are revived in this way, you also shuffle your
trade equipment cards with other discard pile into your action deck.
members of your party. Any ¤¤ Roll a red die and set aside that many cards from the top
equipment card of your action deck until the end of the encounter.
that is not included
¤¤ Draw up to your maximum hand size and take your
in your action deck
turn as usual.
at the beginning of
an encounter is still
owned by you, but Note: If you have fewer than 4 cards in your
cannot be used in that deck, you may not use a revive potion.
encounter. Place it in
your tuck box – you can
always use it next time. Once used, place the revive potion in
front of you as a reminder that you
have used it during this encounter.
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Perks Passive Abilities are always in effect as long
as they are on your player board (they are not
After successfully completing an encounter, you may receive
discarded when used). These can change the
perk cards as a reward. These are generally earned by
basic features of your character, or give you new
completing the bonus objective(s) of an encounter, which
abilities that you can use during your turn (see
will name a specific perk card. You decide as a group who
Player Actions, page 12).
receives which perk. If you cannot agree, each player rolls 2
red dice, and the player with the highest total decides who Dice Abilities change how you use dice for
receives which perk. certain actions. They may give you more dice to
use on attacks or other abilities, or modifiers
You may also receive perks as a result of leveling up in
and rerolls for using those abilities. Like
certain classes. The level up cards will
passive abilities, dice abilities are always in
say which perk you receive, and when
effect and are not discarded when used.
you receive it.
Certain perks may grant you new
cards for your deck. If the card Shopping at the Market
is marked with ADD, then There are certain points during the
that card is simply campaign where you will be able to spend
added to your action your hard-earned gold on new equipment,
deck. If the card is including rare items that are only available
marked with REPLACE, in certain markets. These
then you may choose to shopping opportunities
remove a card from your will be noted in the
deck as well, returning it to Campaign Guide.
the box.
The items for sale in the
market are all of the unclaimed or
Ability Cards lost equipment cards from previous
chapters of your campaign, as well
Through the course of your adventure,
as some new items made available
you will acquire class ability
from the market itself.
cards. These features improve
your character by, for example, Unless otherwise specified, each
increasing your stats, improving item costs 2 bags of gold (which
your abilities, or adding additional you can acquire as loot after an
dice to your attacks. encounter, for example). When
spending bags of gold, move
When you begin an encounter you
them from the Party - Items deck
can select up to 3 passive abilities
to the Supply - Items deck. After
and 2 dice abilities to begin with on
buying an item, add it to your
your player board. All other ability
tuck box. You can use it in the
cards are placed into your tuck box
next encounter, following the
and cannot be used in that encounter.
usual setup rules.
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All of the gold you acquire is shared amongst your Depending on the outcome, certain random encounters
entire party, no matter who acquired it. Your may also reward you with loot.
party’s gold can be used to buy equipment for any Loot can include equipment cards (weapons, armor, and
member of the party. Any equipment that you do accessories), bags of gold, new party items, and even
not want can be sold to the market for 1 bag of character perks. Some encounters may even award you
gold, which then gets added into the Party - Items with items that are essential for advancing the plot of your
deck from the Supply - Items deck. campaign.
Loot Items
After completing an encounter, your party may be rewarded
with loot. The Campaign Guide will tell you what you receive
based on how you fared in that encounter (see Succeeding
and Failing, page 9). The loot you receive may vary by
player count.
21
Leveling Up, and Changing Classes be at level 3 or higher in any basic class. No more than 1
player may be a given elite class.
After concluding certain encounters, you and your party will
be able to level up. Those encounters will say “All Players You can have level up cards from multiple classes, including
Advance 1 Level.” When leveling up, you must choose one multiple elite classes (though every elite class you select will
level up card. The chosen card can be the first card of a new prevent other players from choosing that elite class).
basic class deck, or it can come from any basic or elite class When choosing level up cards, you may also choose to add
deck for which you meet the class requirements (found on a basic move or a basic attack to your deck, or remove any
the level up cards, and in the Class Guide). In this way, you one card from your deck.
get to choose to develop your current class(es), or pursue
new classes to obtain new action cards.
Some level up cards will instruct you to Elite Class Requirements
either ADD or REPLACE new action In order to level up to an elite class, you must meet that
cards to your deck. If it says ADD, then class’ requirements. To become a Dark Knight, for example,
the specified cards are simply added to you must have at least one level up card in the Fighter class,
your action deck. If it says REPLACE, and one in the Wizard class.
then you may also choose to remove
This table shows the class requirements for all
a card from your deck for each card
seventeen elite classes.
you add.
The first time a card is chosen out of a
new class deck, that class is considered
unlocked. Elite classes can only be
unlocked for one player: if one
player has chosen a card from an elite
class deck, no other player can choose
cards from that deck.
Note: Since only one player can be a given elite class, you and
your party will need to work together when deciding
how to level up your characters. Make a plan early on for
how you will level up, so that you don’t end up taking
an elite class that someone else had their eye on!
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Elite Class Prerequisites Movement HP Gain
23
Credits
Game Designer: Mobile Dev Team: Copyright information:
Nicholas Yu Aesthetician Labs ©2020 Zucchini People
Games, LLC
Artists: Miniatures Modeller:
Adventure Tactics ™ is
Jacob Croft, Calico Maher, Heriberto Valle Martinez a trademark of Zucchini
Alisha Volkman People Games, LLC.
Rulebook Editor:
Graphic Designers: No reproductions or recreations
Sam Hillier
without the author’s permission.
Jason Kingsley, Anna Urbanek,
Adrienne Ezell, Michael Cofer,
Jeff Wallace, Dawson Cowals