Wrath Of Ashardalon_instrukcja_ENG.pdf

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RULEBOOK
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GAME COMPONENTS
1 “Start” Dungeon Tile
40 interlocking Dungeon Tiles
5 Hero Figures (Blue)
7 Villain Figures
TABLE OF CONTENTS
INTRODUCTION
30 Monster Figures
5 Hero Cards
4 Villain Cards
1 die
3
200 Cards:
· 5 Sequence of Play Cards
GAME OVERVIEW
3
· 33 Treasure Cards
WINNING THE GAME
3
· 50 Power Cards
· 5 Adventure Cards
Game Setup
3
· 53 Encounter Cards
· 14 Chamber Cards
To Start Playing
4
· 4 Adventure Encounter Cards
· 6 Boon Cards
Taking Turns
5
· 30 Monster Cards
10 Condition Tokens
The Dungeon Tile Stack
5
PLAYER SETUP
6
7 Monster Tokens
THE HERO CARD
6
33 Treasure Tokens
1 Wizard Eye Token
PLAYER TURN
6
3 Mirror Image Tokens
3 Flaming Sphere Tokens
Hero Phase
6
1 Cleric’s Shield Token
5 Blade Barrier Tokens
Exploration Phase
7
3 Caltrop Tokens
5 Villager Tokens
Villain Phase
7
1 Gear Token
5 Healing Surge Tokens
MOVEMENT
7
5 Time Tokens
9 Encounter Markers
CONDITIONS
8
8 Closed Door Tokens
10 Shield Markers
ATTACKS
8
Daily Powers
8
1 Adventure Marker
1 Item Marker
At-Will Powers
8
1 Vast Gate Marker
1 Rulebook
Utility Powers
8
1 Adventure Book
COMBAT
9
Targeting
9
CREDITS
Design Peter Lee
Development, Additional Design Bill Slavicsek
Editing Jennifer Clarke Wilkes
Adventure System Design Bill Slavicsek, Mike Mearls, Peter Lee
D&D Senior Creative Art Director Jon Schindehette
Art Director
AC and HP
9
Attack Bonus
9
Making an Attack
9
Damage
9
Defeating Monsters
10
Defeating Heroes
10
Healing Surges
10
Other Actions
10
Mari Kolkowsky
THE MONSTER DECK
11
Cover Illustration
Jesper Ejsing
THE ENCOUNTER DECK
12
Graphic Designer
Keven Smith
THE TREASURE DECK
13
Additional Graphic Design
Emi Tanji
EXPERIENCE POINTS
14
Dungeon Tiles
Jason A. Engle
Canceling Encounter Cards
14
Leveling Up
14
Prepress Manager
Je erson Dunlap
RULES FOR LATER ADVENTURES
14
Imaging Technician
Sven Bolen
Choosing Power Cards
14
Production Manager
Raini Applin Rosta
Making Adventures More or Less Challenging
14
DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, Wrath of Ashardalon , all
other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast LLC in the U.S.A. and other countries. All Wizards characters, and
the distinctive likenesses thereof are property of Wizards of the Coast LLC. This mate-
rial is protected under the copyright laws of the United States of America. Any repro-
duction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the Coast LLC. This product is a
work of fi ction. Any similarity to actual people, organizations, places, or events included
herein is purely coincidental. PRINTED IN CHINA ©2011 Wizards of the Coast LLC.
300-21442000-001 EN
ISBN: 978-0-7869-5570-1
Visit our website at www.DungeonsandDragons.com
OPTIONAL RULES
14
Boon Cards
14
Chambers
14
Doors
15
Monster and Treasure Tokens
15
FREQUENTLY ASKED QUESTIONS
16
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INTRODUCTION
In another world where magic is real, the forces
of evil gather to destroy the few remaining
settlements of humans, dwarves, and elves. To
fi ght back the raiders, brave Heroes arm them-
selves with swords and spells and attack the evil
hiding in the dark corners of the world. In the
lands around Firestorm Peak, the Heroes fi ght
on despite incurring the wrath of the red dragon
Ashardalon.
Wrath of Ashardalon
The lands around Firestorm Peak have grown restless. The few
villages near the volcano have been besieged by marauding
bands of orcs and kobolds, and more dangerous horrors lurk
in the shadows. Worst of all, a new villain calls the mountain
home—the terrifying red dragon Ashardalon has turned the
volcano into its lair.
WINNING THE GAME
You win by completing the Objective in the Adventure you are
playing. For example, you might have to destroy an evil dragon in
one Adventure, while in another you must free the prisoners and
escape from the dungeon.
Unless stated otherwise in an Adventure, you lose if any Hero
is at 0 Hit Points at the start of that Hero’s turn and there are
no Healing Surge tokens left to play. You also lose if you are
defeated by the Adventure you are playing. Each Adventure lists
its specifi c victory and defeat requirements.
Game Setup
There’s a lot of stu in this box. You don’t use it all at once. The
following components are usually used in every Adventure.
Hero Cards
Hero Power Cards
22 standard Dungeon Tiles
1 Start Dungeon Tile
Encounter Cards
Monster Cards
Treasure Cards
Condition markers (Dazed, Poisoned)
Healing Surge tokens
Hit Point tokens
Encounter markers
Item marker (Flying Carpet)
Blade Barrier, Caltrops , and Mirror Image markers
Die
Hope appears in the form of a band of Adventurers that arrive
in the village of Longbridge, hidden away in the foothills of
Firestorm Peak. They are welcomed, but the village elders have
little hope that their plight will change. Brave heroes regularly
attempt to destroy the evil within Firestorm Peak, but none
have ever returned from the dungeon beneath the volcano. Per-
haps these new Heroes will be the ones to stop the red dragon
Ashardalon and save the village of Longbridge . . .
GAME OVERVIEW
The D UNGEONS & D RAGONS ® : Wrath of Ashardalon Board Game
is a cooperative Adventure game. You and your fellow Heroes
must work as a team to succeed in the Adventures that unfold
within the dungeon beneath the volcano. You either win to-
gether or lose together.
Item Marker
Caltrop
Each player selects a Hero, who has come to Firestorm Peak
to seek fame and fortune or to fi ght the evil hiding below the
mountain. Choose from the Dragonborn Wizard, Human Cleric,
Elf Paladin, Half-Orc Rogue, and Dwarf Fighter in this box, or a
Hero from another D&D ® Adventure System board game. The
Heroes explore the dungeons below the mountain, fi nd trea-
sure, fi ght Monsters, and uncover mysterious chambers.
Blade Barrier
With a little help from you, the game chooses the monsters you
battle, the encounters you meet, and the halls you explore.
Number of Players
The game can be played with any number of players, from 1 to
5. Each player controls one Hero—and the game does the rest!
Mirror Image
D&D Adventure System
You can combine this game with other D&D Adventure System
board games to create new and unique experiences. Check out
www.DungeonsandDragons.com for more information.
Encounter Marker
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To start playing:
Shu e the Monster Cards into their own deck. Do the
same for the Encounter Cards and Treasure Cards. Place
these three decks in easy reach of all the players.
Give each player a Sequence of Play card as a reminder
of how play proceeds.
Place the die and the various fi gures in easy reach.
Set aside the following game pieces. You use these pieces only
if the Adventure you are playing requires them (see the
Adventure Book for details). We recommend that you store
these pieces in a plastic bag to keep them separate until you
need them.
Pick an Adventure from the Adventure Book. If you’re
playing your fi rst game alone, play through the fi rst
Adventure, “A Day in the Life of a Hero.”
If you’re playing your fi rst game with friends, play the
second Adventure, “Monster Hunt.”
Check the “Adventure Setup” section of the Adventure
Book to see if your chosen Adventure calls for any of the
game pieces you set aside.
18 Adventure-specifi c tiles:
Dire Chamber Entrance tile and 5 Dire Chamber Dungeon
Tiles (4 standard and 1 Large Dire Chamber tile)
Horrid Chamber Entrance tile and 5 Horrid Chamber
Dungeon Tiles (4 standard and 1 Large Horrid Chamber
tile)
Ancient Battlefi eld Start Tile, Horrid Chamber Start Tile,
Dire Chamber Start Tile, Tunnel Exit tile, Secure Exit tile,
and Vault tile
Unless the Adventure says otherwise, place the Start Tile in
the center of the table and place two Healing Surge tokens
beside it. These are the group’s surges for this Adventure.
Each player chooses one of the fi ve 1st-level Heroes.
When you choose a Hero, take that Hero’s Hero Card,
Power Cards, and the blue fi gure that matches the Hero.
Adventures and cards refer to the players as “Heroes.”
4 Adventure cards from the Encounter Deck:
Ashardalon Arrives!
Ashardalon Breathes!
Ceremony Progresses!
Vast Gate marker
Shield marker
The Vast Gate Flares!
14 Chamber cards
6 Boon cards
5 Adventure cards
33 Treasure tokens
5 Time tokens
8 Closed Door tokens
7 Monster tokens
5 Villager tokens
1 Gear token
10 Shield markers
1 Vast Gate marker
1 Adventure marker (Altar)
Gear token
Villager token
Monster token
Villain fi gures and Villain cards:
Ashardalon, Red Dragon
Adventure
marker
Closed Door token
Bellax, Gauth
Kraash, Orc Storm Shaman
Margrath, Duergar Captain
Meerak, Kobold Dragonlord
Otyugh
Rage Drake
Time token
Treasure token
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Unless the Adventure says otherwise, place each Hero
fi gure on the Start Tile, in a square adjacent to the stairs.
The name of each Hero is printed on the base of the fi gure.
Each Hero Card tells you how many and which Power
Cards you can choose for that Hero. In your early games,
use the Power Cards suggested at the front of the
Adventure Book. Set aside any Power Cards that aren’t
used in this Adventure.
Each Hero also draws a Treasure Card. Draw and discard
until you gain a Treasure Card with an item on it.
Set up the Dungeon Tile stack (the deck of tiles) using the
setup instructions in the Adventure you have selected.
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.
Taking Turns
Play progresses around the table, starting with a player of the
group’s choice and then proceeding clockwise. You can also
each roll the die and let the player who rolled highest go fi rst.
A tile is a component of the game board, highlighted in yellow.
A square is a part of a tile, highlighted in red. The start tile is a
special tile: it is treated as two tiles.
Your turn consists of three phases, one for your Hero, one for
Exploration, and a Villain Phase for the Monsters and Traps
under your control.
The Start Tile: The Start Tile is where the Heroes usually enter
the dungeon and begin their Adventure. It’s twice the size of
the other tiles. The Start Tile actually consists of two separate
tiles that are already connected; treat each as its own tile for
the purposes of movement and counting tiles.
3
2
An unexplored edge is an edge of a tile without a wall that is not
adjacent to another tile. There are 6 unexplored edges in this
diagram, highlighted in blue.
2
1
2
The Dungeon Tile Stack
You draw Dungeon Tiles from the Dungeon Tile stack to build
the dungeon beneath Firestorm Peak. Each time you play, the
dungeon has a di erent layout.
3
1
When counting tiles, you do not count diagonally and you count
around tiles. The Skeleton, for example, is 3 tiles away from the
wizard.
Each Dungeon Tile features a scorch mark (the square where
Monsters are placed) and a white or black triangle (used to
specify less dangerous and more dangerous tiles). Many tiles
have walls, a few tiles have special features, and some have
names to distinguish them for use in certain Adventures.
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