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Adventure Land Rulebook

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0% found this document useful (0 votes)
103 views4 pages

Adventure Land Rulebook

Uploaded by

darkheart
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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Wolfgang Kramer & Michael Kiesling

TL 86860

An exciting strategy game


for 2 to 4 adventurers
from ages 10 to 99.
P r e pa r a t i o n
I n Adventure Land, King Agamis rules from his castle. Rich
cities, vast forests and rugged mountain ranges, the majestic
river and the fog areas dominate the country. The large river is
Before you start playing, decide on one of the three adven-
turescenarios. Each adventure has different game objecti-
ves and therefore conveys a different feel when playing the
Place the game board in the middle of the table.
Shuffle the following cards and place them face down, each
Each player places an adventurer in the starting area
outside the rows 1, 2, 3, 4 and the columns A, B, C, D. In a
rich with gold, the forests are known for their medicinal herbs game. We recommend starting with Adventure 1 (The Fel- on their own stack, next to the board: two-player game, each player also places an adventurer in
and there is an abundance of mines in the mountains, where lowship), the simplest of the three adventures. Adventure 2 ◆ Terrain cards the starting area outside row 5 and column E.
the best swords, far and wide, are forged. (The Magnificent) is a little more challenging and in Adven- ◆ Fog creatures

ture 3 (Escape to the Cities) there are many things to pay ◆ Sword tiles
◆ Herb tiles
But many dangers lurk there; the fog areas on both banks attention to simultaneously.
of the large river are home to the dangerous fog creatures Place the 30 companions and the water sprite next to the
game board, place the gold tiles next to them.
which attack innocent adventurers. This has been hap- These instructions contain the basic rules, which apply to all
pening more often lately and King Agamis fears that the fog of the adventures. Each adventure has its own overviewcard,
Decide which of the three adventures you would like to
creatures will soon be a threat to the cities. Therefore he which not only lists the victory conditions of the given ad- play in this game:
calls upon adventurers from all over to come to Adventure venture but also any rule changes. 1. The Fellowship
Land to protect the cities, acquire companions and fight the 2. The Magnificent
fog creatures. May the bravest win! 3. Escape to the Cities
Place the appropriate adventure overview card on the ta-
ble. At a glance, players can easily see the game objectives
while playing.
Set up for 2 players
Each player chooses a color, and places the scoring marker
Game contents of that color on the number 0 on the scoring track. The Turn over 8 terrain cards and place the respective tiles or
companions on the game board (see “1. Turn over 2 ter-
Number of Back in the box
110 terrain cards rain cards and placing items on the game board”).
players adventurers of companions and
each color swords (no. of each)
2 0 8 Important: For every fog card drawn and placed, another
3 2 5 terrain card has to be drawn after the action correspon-
4 2 2 ding to the fog card has been performed.
B5 A1 B7 B4 H4 number of adventurers per player, as well as companions Create a face up discard pile from the drawn terrain cards.
TL 86857

and swords, depends on the number of players.


30 x city 20 x forest 18 x river 28 x moun- 14 x fog Before playing, set the specified number of adventurers,
cards cards cards tain cards cards companions and swords according to this table aside and
put them back in the box.
80 tiles:

H o w t o p l ay
28 swords (additional values ​​0, 1, 2, 3) Take turns in a clockwise direction starting with the youngest player.
1 game board City: A companion
Everyone may perform two actions during their turn:
1. Turn over 2 terrain cards and place items on the game board
2. Move adventurer(s)
20 herbs (values ​​2, 3, 4) 18 gold pieces 1. Turn over 2 terrain cards and place items on the game board
The player draws two terrain cards from the deck. The coordinates on the cards B5
14 fog creatures: indicate which items from the stockpile need to placed on the corresponding
game board fields. After the appropriate tile is placed on the board, used cards
30 companions 1 water sprite go to the discard pile.

4x 4x 3x 2x 1x Forest: The top herb card from the stack, unseen Mountains: The top sword tile from the stack,
and face down. face down.

40 adventurers (10 x black, 10 x green,


10 x violet, 10 x orange)
A1 B4
3 dice
TL 86857

4 scoring markers (black, green, violet, orange) 3 adventure overview cards

2 3
Combat strength of the fog creature + herbs: The combat strength level of each herb is on
River: A gold tile Fog: The top fog creature from the stack, face up A battle takes place as soon as an adventurer the herb tile (green number). You can use as
moves to a field occupied by a fog creature. In many herb tiles in a battle as you like. Add the
order to defeat a fog creature, the adventurer sum to your combat strength level. Contributed
must have at least the same combat strength herb points exceeding the needed amount for
level as shown on the fog creature tile (red num- the fight are lost. Herb tiles used, are out of the
ber). The combat strength level of your adventu- game.
B7 H4 rer is determined as follows:
+ gold There are 2 ways, to use gold in a battle:
Adventurer: Every adventurer has a combat strength level 1. You gain a combat strength level of 1 for each
of 1. gold piece which you put back in the stockpile.
2. You may roll one die for each piece of gold
Water Sprite Rule Important: After placing the fog creature on its game you put back in the stockpile. Important: The
Whenever a gold tile appears on the game board field, you need to draw draw another terrain new roll of the die replaces the previous result
board, the water sprite is placed on top of the card from the stack for each uncovered fog creature + companion(s): For each of the adventurer’s companions of said die. If you are not happy with the new
gold. and place the appropriate tile. In other words the fog add a combat strength level of 1. roll, you may use another piece of gold and roll
If the water sprite is already on the river, pull it cards do not count as one of the two terrain cards per one die again (and so on).
along the river to where the new gold appeared. turn.
Attention: All adventurers and their companions on You do not have to give up any swords in order to win a
the river passed by the water sprite are immediately + swords: Before the fight, you decide how many swords fight. An adventurer can defeat a fog creature using only
removed from the game! Put them back in the box! you want to use in the battle (up to maximum its own combat strength level, companions, herbs and/or
of 3). For each used sword, you then get one gold.
roll of the dice. Add the total amount rolled on
the dice to your combat strength level. If your Did you win the battle? Take the fog creature from the
used swords have extra value (blue number), game board and place it face down in front of you. Your
2. Move adventurer(s) ◆ Ifan adventurer moves (with or without companions, see add these numbers as well. Do not touch the adventurer and his companion(s) remain on the field.
There are two ways to move adventurer(s): below) onto a field with a tile or a companion, do the dice, if you want to use gold.
Either move one adventurer as far in a direction of your following: Did you lose the battle? The adventurer, his companion(s),
choice as you like twice, or two adventurers once each. You ■ River: Take the piece of gold from the field and place it = combat strength level of the adventurer used sword(s), herb(s) and gold are taken out of the game
may also move only one adventurer one field, or decide not in front of you. and put back in the box. The fog creature remains on its
to move at all. ■ Forest, mountain: Check the value of the herb or sword If your combat strength level does not match the level of the field.
tile, then place it face down in front of you. fog creature yet, you can still win the fight by using herbs If you believe the fight cannot be won, you do not have to
R u l es o f m o v ement : ■ City: The companion joins your adventurer. From now and/or gold. contribute any herbs or gold.
Important: You may move adventurers as far southwards on both characters move together over the game board.
(= down) or eastwards (= right) as possible. But you must An adventurer can have any number of companions. Important: If a fog creature appears on a field occupied by an adventurer, the battle starts immediately, whether it is his turn
not move northwards (= up) or westwards (= left)! ■ Fog: You have to fight a fog creature (see below). or not. After the fight the turn of the player who has uncovered the fog creature continues.

◆ An adventurer‘s move may end on a field with tiles or


companions, or on an “empty” field. The move must not
end on a field which is already occupied by another Example: The fog creature to be fought has a combat strength level of 12 (red number). You move one adventurer
adventurer or the water sprite. If an adventurer is already
(combat strength level +1) and its 2 companions (combat strength level +2) to the field of the fog creature. You contri-
sitting on a field on which an item or companion appears,
bute two swords, one with an extra value of 2 and the other of 1. You get to roll two dice, which show 3 and 2 respecti-
he can immediately add this item to his stockpile, a
companion also immediately joins the adventurer. If an vely.
adventurer is on a field on the river, when a gold tile As you would lose this fight with your combat level
appears, he receives the gold before he is kicked out of the reaching only 11, you use a herb tile worth a
game by the water sprite. Adventurer: Combat strength combat strength level of 4.
level 1
◆A move must not end on a field with another adventurer or Thus you have reached a combat strength level of
the water sprite. 15, and are able to defeat the fog creature. Take the
2 companions: Combat strength fog creature tile and place it face down in front of
Example:
level 2 (1+1) you. You don‘t receive any herbs as “change” for the
At the beginning of his turn, Martin turns over cards J3 (place
extra combat strength level of 3 of your herb.
◆ Adventurers may leap over other adventurers, a companion on J3) and D7 (place a fog creature on D7) from
companions and tiles (except fog creatures). the stack. Because he drew a fog card, he has to draw another Swords dice Combat strength
card: I4 (place a herb tile on I4). He now moves one of his points: level 5 (3+2) Instead of using a valuable herb tile, you could
◆ You must not leap over fog creatures or the water sprite. adventurers from the start area in front of row 3 to the field J3, have reached the combat strength of 12 by giving
and places it next to the companion. Then he moves another Extra value Combat strength up a piece of gold, or using a gold tile to roll the die
one of his adventurers from field E2 to field E9 and takes the of swords: level 3 (2+1) again. If you had then rolled only a 1 or 2 again
gold lying there. and didn‘t have any more gold/herbs, then the
battle would have been lost.
Total combat strength level: 11 points

4 5
If there are no companions left on the table to put them on the game board, take one from the box. If there are no sword
tiles left in the stockpile on the table, shuffle the discarded ones in the box face down and draw one. Quick Reference Guide

Aim of the Game


E n d o f t h e ga m e
◆ Different in all three adventures.
The game ends when there are no more swords and no Adventure 2
more companions in the stockpile. The ongoing round
is finished thus ensuring that each player gets the same 2 defeated fog creatures with
number of turns. 5 and 6 points in the laurel G a m e p r e pa r a t i o n
wreaths = 5 + 6 = 11 x 2 = 22 victory points
In the rare event that none of the adventurers can move ◆ Place the game board in the middle of the table
anymore the game ends immediately, even if the swords ◆ Depending on the number of players, sort out adventurers, swords and companions
and companions have not all been used yet. If only a few Group “The Magnificent” ◆ Place the adventurers in the starting area (1, 2, 3, 4, A, B, C, D; in two-player game 5 and E as well)
consists of 3 adventurers
of the players are no longer able to move their adventu- ◆ Place the terrain cards, fog creatures, swords, herbs and gold, companions and the water sprite next to the game
and 5 companions = 8 Figures x 3 = 24 victory points
rers, they keep their victory points but the game continu- board
es without them. ◆ Turn over 8 terrain cards (plus one additional card for every drawn fog card) and equip game board accordingly

2 gold tiles =2x2 = 4 victory points (place water sprite on each newly uncovered gold)
The method for adding up victory point and establishing ◆ Decide on Adventure 1, 2 or 3
the final score is different for every adventure. You may
find the details for each adventure listed on the adventure 2 herb tiles with 3 and 4 points = 3 + 4 = 7 victory points
overview cards.
H o w t o p l ay
3 sword tiles with extra
value of 0, 1 and 3 =0+1+3 = 4 victory points ◆ Turn over 2 terrain cards (plus one additional card for every drawn fog card) and place tiles on the game board
(place water sprite on each uncovered gold, adventurers and companions in path of water sprite are out of the
Examples for adding up victory points in game)

Adventures 1 to 3 Total = 61 victory points
◆ Move adventurer(s): 1 adventurer two directions or 2 adventurers one direction each (as far as you like, never
back)
◆ Reached a field with a sword, herbs or gold: Collect tiles
Adventure 1 Adventurer 3 ◆ Reached a field with a companion: Companion moves with adventurer from now on
3 defeated fog creatures with ◆ Reached a field with a fog creature: Battle
Martin moves an adventurer on a field with a companion and
8, 7 and 7in the laurel wreaths 8+7+7 = 22 victory points If adventurer gathers the required combat strength level (red number), the battle is won (player receives fog
immediately receives 1 victory point. He moves his scoring marker
creature tile as reward).
1 space forward. Afterwards he moves this adventurer and his Defeated the most fog creatures extra = 7 victory points
companion to another companion and receives another 2 victory
2 gold tiles =2x2 = 4 victory points Adventurers = 1 combat strength level
points (move scoring marker another two spaces). If he moves a
+ Companions = 1 combat strength level per companion
different adventurer to a new companion in his next turn he will be
The second most gold of + Sword = 1 roll of 1 die per sword (count numbers on dice)
rewarded with another 1 victory point, etc. all players extra = 3 victory points + Additional value of the sword(s)
If Martin receives a piece of gold, he can move his scoring marker
The most adventurers +
+ Gold = 1 combat strength level or roll 1 die once again.
2 spaces forward. Even if he uses this piece of gold lateron in the
companions in city B5/B6/ + Herbs = combat strength level according to the number on the tiles
game, he will keep those 2 victory points.
If Martin defeats a fog creature, he moves his scoring marker C6/ C7 (4 fields), (tied with
another player) = 4 victory points If a battle is lost, the according adventurer and their companion(s) are out of the game.
forward the number of spaces according to the number in the laurel
Items used in a battle are out of the game..
wreath. The most adventurers +
companions in city E5/F4/F5 (3 fields) = 3 victory points

The second most adventurers + E n d o f t h e ga m e


companions in the big city
around K10 (12 fields) = 12 : 2 = 6 victory points ◆ Companions and swords all used up = End of the game
◆ Depending on the adventure: Final scoring
Minus points for 2 adventurers +
1 companion outside the city, and
5 fog creatures still on the board =5x3 = - 15 victory points

Total = 34 victory points

Authors: Wolfgang Kramer, Michael Kiesling


Illustrator: Franz Vohwinkel ! WARNING:
Editor: Jürgen Valentiner-Branth CHOKING HAZARD -
Small parts. Not for children
under 3 years.
Copyright HABA-Spiele Bad Rodach 2015, Art.-Nr. 300928
6 7

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