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RU L EBO O K

A v en tu r i a Ad ven tu r e C ard Game:


D u el r u l es
A duel card game for two or more Aventurian Heroes of age 14 and up by Lukas Zach and Michael Palm.

Contents Goal of the Game There are presorted hero decks in the game, each
consisting of 1 hero card and 30 action cards. (You
can see which hero a card belongs to by the hero’s
It’s the goal of the game to improve your hero by abbreviation beside the card’s title. This helps to
Please note that the Duel rules only use the playing Action Cards in a tactically clever way and distinguish the decks at all times.)
following contents of the box. All other con- defeat your opponent’s hero by reducing that he- Each player picks a hero deck and puts down a
tents are part of the Adventure rules starting ro’s life points to zero. hero card with the side face-up that explains his
on page 11. To do so this basic set provides you with four iconic special ability.
heroes with very diverse backgrounds: Arbosh the The hero card shows the attributes Close Combat ( ),
Dwarven blacksmith, Mirhiban the mage from the Ranged Combat ( ), Magic ( ) and Dodge ( ). This
Southlands, Carolan the Halfelven rogue, and La- side of the hero card also shows the hero’s basic
4 Hero Decks consisting of: yariel, an Elven hunter from the wilderness. equipment, which is an attack the hero will always
1 Hero Card possess, and the hero’s special ability, which pro-
30 Action Cards ...Arbosh son of Angrax finally managed to corner that vides a unique advantage during play.
4 Hero Counters brazen rogue! Even with his astounding climbing skills
4 Life Point Counters he wouldn’t manage to get out of this dead-end-street. IMPORTANT NOTE: Card effects never take away
9 Fate Points That fancy Elf had dared to snatch his money pouch a hero’s basic equipment and special ability.
from him, so Arbosh had to chase him through half of
4 D6 (six-sided dice) the city. With every step he took on his short Dwarven
4 D20 (twenty-sided dice) legs his anger had increased, so that it reached a very Next, the players shuffle their action cards and
critical stage right now. Without giving the Halfelven put them face down as their draw pile.
time to explain himself, Arbosh brandished his throw-
ing hatchet and stormed towards him... Hero Card
Dodge
Setup
Close Combat
First, each player receives one life point count-
er and sets it to 40 life points ( ). (The life point Ranged Combat
counters have to be assembled before the start of
Hero Card Action Cards the first game.) Magic

Hero’s Name

Basic Equipment
Hero Counters
Special Ability

Card Type

Fate Points
Hero Shorthand

Life Point Counter

2
An Action Card shows the endurance cost you ...Carolan was surprised that the stumpy Dwarf was 4 Play Up to 2 Endurance
have to pay when you play the card, and the
card’s effect. Also it notes what type and catego-
so fast on his feet–and even managed to keep track of Cards
him in the heavily crowed streets. The rogue had no
ry of card it is (see Deck Construction on page 9). Endurance cards are vital to playing the game,
other choice than to face him in battle now. He didn’t
The symbol in the lower right corner indicates as you expend them in order to play action cards
really intend to hurt the Angroscho, and even consid-
that this is a card from the Aventuria basic box. during the game. In this phase, you may put up
ered just throwing the stolen money at his feet. After
Every expansion set will have its own symbol. to 2 cards face down as endurance cards. Place
all the pick-pocketing was merely meant as a welcome
greeting to Vinsalt. But Carolan was prepared for these new endurance cards upright on the table
to show that they are not yet exhausted. The new
things like this and brandished his sling. A well-aimed
Action Card shot would cool down the angry Dwarf. endurance cards may be cards from your hand or
cards that were previously played onto the table as
Endurance Cost permanent cards (permanent cards are explained
Hero Shorthand After deciding the starting hero the Hero counters below).
are put aside–they are not used for the remainder You may play any action card as an endurance
Card Name of the Duel game. card. You should pick cards that you do not need
at the moment, since a card played as an endur-
Card Effect ance card is no longer an action card and cannot
How to Play use its effect for the rest of the game. You may look
at your played endurance cards at any time.
Endurance cards tend to accumulate from turn
Each player’s turn goes through the following to turn. That means you can play more powerful
Card Type
phases. action cards. If you think you have enough endur-
ance, you may decide to play only one or no cards
Card Categorie
during this phase.
Aventuria Box 1 Start the Turn
Then the players each draw 5 cards from their Some action cards have an effect you can or must
draw pile to make their starting hand. At this resolve at the start of your turn, in which case re-
point, each player may examine the cards in their solve them now. If there are more effects than just
starting hand and then remove as many of them as one, the player decides the order in which they are
they want and replace them with new cards from resolved. If there are no cards of this type, then
their draw pile; this card replacement occurs just this phase is skipped.
once at the start of the game. Each player shuffles
the unwanted cards back into their draw piles.
Example: Arbosh’s player draws the cards “Bat-
2 Draw 2 Cards from the
tle-Axe,” “Orc-Nose,” “Warhammer,” “Ox-Herd,” and Draw Pile
“Carousing” at the start of the game. That is way too
many close combat weapons, so he decides to remove Draw 2 cards from your draw pile and place them
the Battle-Axe, Orc-Nose, and Ox-Herd and draw three in your hand. When the draw pile is used up, the
new cards in return. He draws the cards “Iron Forest discard pile is not shuffled anew. Instead, the game
Crossbow,” “Helmet,” and “Feat of Strength.” Then goes on, but you cannot draw any more cards.
he shuffles the Battle Ax, Orc-Nose, and Ox-Herd back A player has the right to look at the discard piles of
into his draw pile. all players at all times. She is not allowed to change
the order of the cards.
Each player takes one D6 (six-sided die) and one
D20 (twenty-sided die).
Next, place 2 fate points ( ) per player in the
middle of the table.
3 Ready Any Exhausted
Shuffle the Hero counters of all participating he- Cards
roes and draw one at random. His player takes the If you have any exhausted endurance cards or
first turn. In return he doesn’t receive a Fate point. played action cards (turned sideways on the
The other players each take 1 Fate point ( ) from table, as explained below), turn them up-
the middle of the table. After the first player takes right again. These cards are no longer ex-
his turn, the other players follow clockwise until hausted, and you may use them again.
the end of the game.
3
Example: Drawing cards and assigning endurance cards

Draw Pile 1. Draw Pile 2. Draw Pile 3.


Endurance Cards Endurance Cards Endurance Cards

Put up to two cards


of your choice from
your hand face down
Draw two cards as endurance cards
Card Hand Card Hand Card Hand

Endurance costs of X mean that you decide how One-off and Permanent Action Cards
...Arbosh realized that he wouldn’t be able to over- much endurance to use; X can be 0, too.
Many cards have an effect that is resolved imme-
come the thief with simple methods. He had to rely After paying the endurance cost, place the action diately after playing the card. Afterwards the card
on more drastic measures. Whilst his opponent’s sling card face up in front of you. Read the card’s effect is discarded face-up on the player’s discard pile.
stones bounced of his shield and helmet, he gathered aloud. Some cards have an effect that comes into those One-off cards are indicated by a red card
his strength. Then he drew his most powerful weapon: play as soon as they are played, while others take frame.
The “Orc-Nose,” a heavy, one-handed battle axe. Us- effect later in the game.
ing his shield as a distraction, he struck at the thief’s A black card frame means that the played action
The card’s text describes whom it may target: card is a permanent card that stays in play. Some
legs, hoping to at least make him stumble over the • If the text mentions a hero, you may play the
weapon’s long haft. permanent cards remain in effect for a long dura-
card on your hero, another hero of your team, tion, others can be activated once at a later time to
or an opposing hero. take effect.
• If the text mentions an opponent, you may use
the card only on an opposing hero.
5 Actions IMPORTANT NOTE: If there is no other time in-
• If there is no information given, you may use dicated on a permanent card, then you can use it
You may now play as many action cards from the card only for your own hero. during your turn only.
your hand as you want, and/or make attacks in Some cards have a paragraph “In an adventure.” You cannot have a duplicate card in front of
any order, as long as you can pay for them with Those rules are only used when the heroes team yourself.
endurance cards. You may switch between playing up to face an adventure (see “Aventuria Adventure
action cards and making attacks as often as you Rules” on page 11 et seq.).
want.
Some permanent cards may be played on another
Play Action Cards permanent card in play to improve it. If the im-
If you want to play an action card, you must pay …The Orc-Nose actually scored a hit on Carolan. Ar- proved card is discarded or taken back into the
the endurance cost shown at the upper left cor- bosh was even able to follow up with a mighty swing, hand, the improvement is discarded—put it into the
ner of the card. Exhaust ( ) the necessary number and even though the weapon was ripped out of his discard pile of the player who originally played it.
of endurance cards (turn them sideways) to show hands, it managed to pierce his opponent’s light leg Permanent cards that improve a Hero’s attributes
that they have been used to pay for a card (each amour, sending him to the ground screaming... are placed under the hero card to show the im-
endurance card has a value of 1). The endurance provement.
cards may only be exhausted once you play the rel-
evant action card.

4
Some action cards have an effect you can or must
6 End of turn use at the end of your turn, in which case, resolve Requirements for
them now. If there is more than one effect, resolve
Once you play all the action cards and make all the
attacks you want, your turn is over.
them in an order of your choice. Action Card Effects
Once finished, play continues clockwise from the
If you have more than 7 cards in your hand, dis-
starting hero. Many of the cards have a requirement listed with
card cards until you have only 7 left.
the effect. Some cards have multiple requirements.
You must fulfill all requirements before using the
card’s effect:

Permanent and one-off cards • Fulfill the Requirements


If the text of the action card mentions a require-
ment such as Play after an enemy plays a card,
then the requirement has to be met to play the
action card. The action card must be played im-
mediately after the requirement is met. More
than one action card with the same require-
ment may be played by one or more players, if
all other requirements of play are also met.

• Exhaust the Action Card ( )


The action card must be exhausted (turned
sideways) to show that it has been used. An ef-
fect that requires exhausting the card may only
Permanent card One-off card Attribute improving permanent card be used if it hasn’t been exhausted yet. Per-
(black frame) (red frame) placed under hero card manent cards that do not have to be exhausted
as a requirement may be used more than once.
One-off cards may never be used more than
once; they always have a one-time effect and
are discarded immediately after.

Example game • Pay Additional Endurance


after about 2 turns A number in front of the effect (“, :” or “:”)
gives the number of endurance cards you
must exhaust every time you use the effect. En-
Permanent Cards durance costs of X mean that you decide how
much endurance to use; X may be 0, too.

Hero Card
• Making a Test
If you have to make a test, roll a D20. You want
a result equal to or lower than the value of the
relevant attribute. If there is a number with a
plus sign (+), then the test is easier. A minus
sign (-) means the test is harder. If you have to
make a test+5, add +5 to your current magic
Fate Points stat and try to roll under or equal to the num-
ber. If you are successful, you can use the card’s
Draw Pile effect. Discard one-off cards after the test, even
if the test was not successful.

Discard Pile

Endurance Cards Life Point Counter

5
...the traveling mage Mirhiban had watched the fight Making an Attack Damage Roll
between the two squabblers from a nearby balcony. Next, the attacker determines the damage ( )
She had met with Carolan a couple of times and didn’t The hero’s basic equipment and many cards like of the successful attack by rolling the dice men-
want to see him getting cut to pieces by an angry weapons and spells allow players to make an at- tioned on the attack card and adding the sum of
Dwarf. Yet still, he was already lying on the ground tack. Each attack is further qualified by the type of the dice to the fixed value shown (i.e. “2D6+3 ”).
and the Dwarf seemed determined to finish him off. So attack, either Close Combat ( ), Ranged Combat If the enemy dodged the attack, halve the damage
she decided to make the fight her own. But not with- ( ) or Magic ( ). ( ) (rounding up).
out safety precautions. Her spell “Armatrutz” would Each turn, you may make no more than one of each Example: The Dwarf attacks the Mage with his Bat-
protect her from the furious hits from the Dwarven type of attack. In other words, just one close com- tle-Axe. He has a close combat attribute ( ) of 14, so he
axe. She concentrated on the magic formula and bat, one ranged combat and one magic attack per has to roll a 14 or less to hit. He rolls a 3 and is successful.
hoped that fate would be on her side and make the turn! If you have more than one card of the same The Mage dodges the attack by rolling a 5, which is equal
spell work. If she failed then she wouldn’t have enough attack type, you may only attack with one of them. to or below her dodge stat ( ). Therefore, the 1D6+4
time for a second try... of the Battle-Axe is halved. The Dwarf rolls a 5 and does
An attack is made up of the following steps:
9 , which are reduced to 5 (9 / 2 = 4.5, rounded to 5).
• Pick a target Subtract the damage ( ) done by an attack from
• Pay endurance and exhaust attack card the opponent’s life points ( ). That is, if he isn’t
wearing armor.
• Attack Roll
Armor
• Opponent tries to dodge
Armor protects a certain location of your hero’s
• Damage Roll body: head, chest, arms, or legs. You may only
have one armor card in play per body location
• Determine life point loss for your hero. If you want to change the armor on
Before each attack, pick one opponent as a body location, simply discard the armor already
the target. Then make an attack roll. in play for that location.
To use the protection of armor and its addi-
Attack Roll tional effects, you have to exhaust the armor
card ( ). Subtract the protection of the ar-
Exhaust ( ) the attack card, pay the en-
mor from the points of damage of a -, -, and
durance cost for the attack, and roll a D20,
trying for a result equal to or below the at- -attack. If this reduces the damage to 0 or less,
tribute value of the attack (for example, if it is your hero is unharmed. If not, subtract the remain-
a attack, roll against ranged combat). As with ing damage from your hero’s life points ( ).
other tests, some cards may make the attack roll
easier or more difficult. IMPORTANT NOTE: You have to decide which
If you fail the test, your attack has no effect. of your armor cards in play reduces the damage
of an attack. Only that amor’s protection and ef-
If you succeed with your attack roll, you hit your
fects may be used. You may not use more than
opponent. The opponent tries to dodge the attack.
one armor card per attack to reduce damage.

Dodging an Attack Armor only reduces the damage ( ) of attacks,


If an attack roll is successful, your opponent makes never the damage of other card effects.
a dodge test. If he rolls equal to or below his
dodge value ( ) with a D20, he dodges the at-
tack and reduces your damage roll by half. If
not, he suffers full damage.

6
Example: In the next turn, the Mage hits the Dwarf with
an Ignisphaero ( attack). The Dwarf doesn’t dodge and ...Carolan still had a couple tricks up his sleeve. While
the Mage rolls 10 . The Dwarf wears Chain Mail (pro- the Dwarf was busy beating out the flames that sur-
tection 4) and a Helmet (protection 3). He decides to use rounded him, he got back up on his feet. But even so
the Chain Mail to reduce the damage ( ) by 4. Since he the Dwarf was already lifting his axe again and came
has only 5 left, he also decides to discard the Chain charging towards him. Skillful and nimble like a cat
Mail, reducing the by another 3. He loses 3 (10 - 4 - 3 he dodged out of the way. Still, under normal circum-
= 3). He continues the game with 2 . He couldn’t also stances the axe should at least have scratched him,
have discarded the helmet to reduce the damage, be- but for now Phex the god of thieves was on his side
cause you may only use and discard one armor card per and nothing bad happened...
attack.

…Mirhiban, with both her endurance and her self con-


Free Actions
fidence strengthened by her defensive spell, stepped Usually, you may only play action cards in phase 5
out into the alley and shouted at the Dwarf to leave his of your turn. Free Action
victim be, but apparently the noise from the nearby Action cards marked as a free action are an excep-
street drowned out her voice. “Dwarves are fire resis- (red border and dark
tion. They are indicated by their endurance costs shaded endurance costs)
tant, right?” she thought. “Then this here will serve written in white on a dark background (top left).
him as a proper warning.” First in her mind and then You may play them at any time, during any phase
in her hands she conjured a glowing fireball and threw in your turn or an opponent’s turn, as long as you
it at the Dwarf. He was too distracted by his attacks on have enough endurance to pay for them.
the rogue to be able to properly react or even jump out
of the way. Not to mention the fact that the alley was If more than one player wants to play or use an ac- ...The scabby thief and his magic assistant had es-
way too narrow to allow anyone to get out of the way tion card, the first player to say so aloud may use caped from Arbosh and he was furious about it! The
of the fiery bolt. On that day Mirhiban learned that his effect first. If both players speak at the same Halfelf had dropped the stolen money pouch – maybe
Dwarves are not at all fire resistant. Arbosh’s armor time, the player whose turn it is decides the order just accidentally – but that didn’t do much to console
absorbed much of the damage, but he had to let go of in which cards are played. the Dwarf, who had lost a valuable armor and suf-
his melting chain shirt... Example: The Elf Scout attacks with her Elf Bow and fered blisters all over his body. He wouldn’t give up
costs the Rogue a whopping 10 with her attack. The the pursuit. But before he could get back to it, Layariel
rogue has saved  endurance for such a situation and the Elf appeared before him. His old friend made him
plays Hidden Dagger as his free action. He may play the sit down with a voice that tolerates no dissent, and
card if he has lost life points ( ) through an opponent’s then tended to his wounds. Seeing her use the magic
Special Features attack. The opposing hero loses 5 . The Hidden Dagger of her people to do so made him feel uncomfortable
is not an attack, so the Elf cannot dodge and cannot use once again, but he knew that she wouldn’t take no for
armor to reduce the damage ( ). an answer in this matter, so he just let her go on with
Special Ability it, until Layariel’s “Balsam” brought him back to full
Healing strength...
Each hero has a special ability that you may use
once per game. If there is no other time indicated Many cards allow a hero to regain life points ( ).
on the hero card, you may use the special ability You track this on the life point counter. You may
either on your turn or on an opponent’s turn. never have more life points ( ) than your starting
After you use your hero’s special ability, turn the amount.
hero card over so that the back of the card is face
up. This side does not list the special ability, to
show that it was used.

Hero Card Hero Card


(Front) (Back)

7
Critical Success Reroll an attack End of the Game
Discard a fate point ( ) gained from a past attack
If you roll a 1 on the D20 for an attack or test, (not from the attack just made) to reroll a failed
it is always considered successful. In addition, you attack. You may continue rerolling as long as you If your hero’s life points ( ) drop to 0 or below, you
may immediately draw a card from your draw have valid fate points ( ) to spend, but the last go unconscious and are eliminated from the game.
pile. This is not the case if the roll was a reroll due result you roll is the one that counts. You cannot use healing cards at this time, unless
to some effect or an action card effect lowered the the card gives an explicit exception.
result to a 1. If the attack fails despite rerolling, you do not re-
ceive another fate point ( ), because you used a Remove the eliminated player’s cards from play
fate point ( ) for the reroll. and continue the game. The game ends when only
IMPORTANT NOTE: In Aventuria we use D20 one hero has life points ( ) left, and that hero’s
You are allowed to use the fate point ( ) to reroll
with a a dark eye symbol ( ) instead of a “1”. player wins.
an attack roll, even if the original roll was a critical
failure. If all the heroes’ life points ( ) drop to 0 or below
at the same time, the winner is the player with the
Example: The Tulamydian Mage has no fate points ( ).
Critical Failure She exhausts her last endurance to make a magic attack.
hero whose life points ( ) are equal to or closest
to 0.
If you roll a 20 on the D20 with an attack or test, She fails her attack roll and gets 1 fate point ( ) for it.
There are no fate points ( ) in the middle of the table, so If there is a tie, then the game is a draw, so play
it is always considered a failure. In addition, the
she can take one of the 4 fate points ( ) of her opponent. again!
targeted opponent draws a random card from your
hand and immediately discards it. The Mage cannot use her new fate point ( ) to reroll the
attack, because she got it from the current attack.
Only a natural die roll result of “20” results in a crit-
ical failure. If the result becomes a 20 due to a game Later in the game, the Mage has 2 fate points ( ), but no
effect or modifier, this does not count as a critical endurance left. She puts 1 of her 2 fate points ( ) back
failure. in the middle of the table to receive 1 endurance, which
she uses to make a magic attack. The attack roll is not
If you use a game effect that allows you to make an
successful, so she spends her second fate point ( ) to
immediate reroll (for example by using a fate point,
reroll the test. The test fails again. The Mage does not get
see below) and this reroll doesn’t also result in a 20,
another fate point ( ) for the failed attack.
then you don’t have to discard a card.

Fate Points
If your attack does not succeed due to a failed
attack roll, you may take a fate point ( ) from ...Eventually Arbosh and his friend Layariel managed
the middle of the table. This is also allowed if you to find the rogue and his spell-casting companion. The
rolled a critical failure (see above)! Halfelven thief was still wounded from the battle and
Arbosh used the element of surprise. The rogue man-
If there are no fate points ( ) left there, you may
aged to get out a “But I gave the money pouch back
take a fate point from another player; that player
to y...” before a strike with the blunt edge of Arbosh’s
may no longer use this fate point.
axe sent him to the ground. He was certainly done for
If you succeed at a previously failed attack due to a the day.
reroll, you do not receive a fate point ( ).
“And now you will follow us to the city watch!” Arbosh
You may discard a fate point ( ) back to the mid- barked at the surprised mage. She stepped backwards
dle of the table to get one of the following advan- and held up her hands in a pacifying way.
tages:
“There’s no real need to let it come to that, right?
You do have your gold back, master Dwarf. And there
Draw additional cards from the draw pile might even be a way for you and your friend to earn
At any time during your own turn or that of your even more, if you hear me out...”
opponent, you may draw 1 card from your draw
pile for every discarded fate point ( ).

Receive one endurance


At any time during your own turn or that of your
opponent, gain  additional endurance until the
end of the current turn for each fate point ( ) you
discard.

8
Team Play ...After some initial hesitation Arbosh and Layariel
ES DB TM HR

(equa l n um ber o f p l ayers ) decided to join their shady counterparts. Carolan fi-
nally had the opportunity to explain the pick-pock-
eting as a misunderstanding and Arbosh felt a little Light Close
Sort the participating players into two teams of bit of remorse for his harsh reaction. The four quickly 6 6 4 6
Combat Weapon
equal size and seat them alternately around the decided that their talents were quite good at comple-
table. Play progresses clockwise from the starting menting each other. The traveling mage Mirhiban Medium Close
2 6 2 4
hero, as usual, but you may make Close Combat ( ), was even able to present some references that con- Combat Weapon
Ranged Combat ( ) and Magic ( ) attacks only vinced the Dwarven blacksmith that she didn’t belong Heavy Close
against the opposing team’s hero that has the most to the dreaded dragon worshipers. Obviously there 0 4 0 0
Combat Weapon
life points ( ) remaining. If two or more oppo- remained some degree of distrust, but the thirst for
Light Ranged
nents have the same number of life points ( ) re- adventure and sympathy for their new-found com- 6 4 4 6
Combat Weapon
maining, the attacker decides which one to attack. panions proved to be stronger than that. Their voyage
The team that manages to defeat a hero of the should lead them from Vinsalt in the south to the far Medium Ranged
4 4 2 4
opposing side first wins. If more than one hero is eastern part of the continent–a region that Arbosh Combat Weapon
eliminated at the same time, the team with more hadn’t visited before. His greatest adventure still lay Heavy Ranged
heroes remaining wins. If there’s a tie, the team ahead of him... 2 2 0 0
Combat Weapon
that has the most life points ( ) left wins.
Light Armor 4 2 0 4
During team play you may spend fate points ( )
for other players of your team, to allow them to Medium Armor 2 4 0 2
draw 1 card, receive  endurance, or reroll 1 at-
tack.
Build your Own Decks Heavy Armor 0 4 0 0
Equipment 4 2 4 6
As usual, the card’s text describes whom it may
You may create your own hero decks from all avail- Advantage 4 4 6 8
target during team play:
able cards, according to these rules:
If the text mentions a hero, you may play the card Talent 8 8 6 8
• You must always use exactly 30 action cards.
on your hero, a hero on your team, or a hero on the 6 0 12 0
• You may include up to two copies of each card Simple Spell
opposing team.
in your deck. Complex Spell 2 0 10 0
If the text mentions an opponent, you may play the
card only on a hero on the opposing team. • You may use cards that have the hero abbrevi- Simple
ation highlighted in black only in a deck with 0 0 0 0
If there is no information given, you may use the Liturgical Chant
that hero. You can find the hero abbreviation to
card only for your hero. Complex
the right of the card title. 0 0 0 0
Liturgical Chant
• Promotional cards count as normal cards of
their category and may be used in a hero’s deck Free Action 6 6 6 8
Adventures accordingly.
• Reward cards may only be used in a hero’s deck Important Note: This list is not set in stone, but
Once you have played a couple games using the after consulting with the opposing player(s). subject to change! You can find the most recent
Duel rules, you are ready to join up Please note that in tournaments it version here:
and go adventuring. In an adventure will be clearly indicated whether re- www.ulisses-us.com/aventuria
players cooperate to reach the ad- ward cards may be used or not. As in
venture’s goal and support each other adventure the maximum number of re-
in battles. ward cards in a hero’s deck is limited to 3. FAQ
You can find more on this in the Adven- • Each action card has a symbol for
ture rules starting on page 11. its category (for example, light close com- We present the Aventuria rules as comprehensive
bat weapons ( )). On the table to the and unambiguous as is possible within the confines
right you can see the maximum of how of this rulebook. If you have detailed questions or
many cards of each category a hero is may wish for extended rules explanations, please con-
have in his deck. tact us at feedback@ulisses-spiele.de. We are
looking forward to your requests and keep a reg-
ularly updated FAQ list at www.ulisses-us.com/
aventuria.

9
Summary Game Symbols
Setup Close Combat
1. Set life point counter to 40 life points ( ) Ranged Combat
2. Put down hero card (with special ability side face-up) Magic
3. Shuffle action cards and draw a starting hand of 5 cards (replace cards and Dodge
reshuffle if desired) Fate Point
4. Place 2 fate points ( ) per player in the middle of the table Life Point
5. Draw hero counter to determine starting hero (all other players receive 1 ) Damage Point
 Endurance
Exhaust Card
Game turn summary
Each player’s turn goes through the following phases.
1. Resolve “At the start of the turn” cards
2. Draw 2 cards from the draw pile
3. Ready any exhausted cards
4. Put up to 2 cards face down as endurance cards (from your hand or permanent cards in play)
5. Actions (any order)
Play action cards (pay endurance cost, discard one-off cards, keep permanent cards )
Make an attack (attack card required, only once per type of attack)
 pay attack’s endurance cost
 Roll equal or below the attack attribute ( , , )
Failure: Take fate point ( )
Success:
• Dodging: Opponent rolls equal or below his dodge attribute ( )
• Roll weapon’s damage (damage is halved and rounded up if successfully dodged)
• Reduce damage by amor value; the remaining damage is subtracted from opponent’s life points ( ).
6. Resolve “At the end of the turn” cards and reduce cards in hand to 7 if applicable

Fate points
Discard to get one of the following advantages:
• Draw a card (any time)
• Receive  endurance until the end of the turn (any time)
• Reroll an attack (you don’t receive fate points for failing again)

Additional rules
Special ability: Use once per game, at any time during your own turn or opponent’s turn
Free actions: The only action you can play at any time. All other actions can only be played during one’s own turn.
Roll a 1: Critical Success! Success and draw a card from the draw pile.
Roll a 20: Critical Failure! Failure and an opponent’s draws 1 random card from your hand an discards it.

10
A v en tu r i a Ad ven tu r e C ard Game:
A d v en tu r e r ules
Cooperative adventures for 1-4* Aventurian Heroes of age 14 and up by Lukas Zach, Michael Palm, Markus Plötz and Christian Lonsing

Contrary to the Duel rules the other players re-


Contents Goal of the Game ceive no fate points.

All contents from the Duel game (page 2) The heroes join up as a group to face an adventure. *with the contents of this box up to 4 players
4 Skill Cards This requires you to coordinate your strategies and can participate in the following adventures.
29 Adventure Cards help each other out if necessary. Only as a team Later supplements will allow for parties of 6 or
will you be able to reach your goal and gain pre- more heroes.
50 Henchman Cards cious reward cards.
14 Reward Cards
29 Special Cards
12 Event Cards Prepare your Heroes
7 Leader Action Cards
1 Demon Card “Irrhalk” The players prepare their hero decks and life
3 Demon Ability Cards point counters ( ) as described in the Duel rules.
6 Grave Cards In addition they receive their hero’s skill card.
59 Life Point / Adventure Counters Place 2 fate points ( ) per player as well as an
adequate number of dice in the middle of the table.
10 Time Counters The players decide who of them will become the
6 Doom Counters starting hero. He gains the starting hero token.
1 Starting Hero Token Event Card
1 Rule Booklet
1 pad with Hero Documents Starting Hero Token

Important note: We recommend you play at


least one Duel game before going on the first
adventure. Adventure Tokens
(5s and 1s)

Life Point Tokens


Time Counter Doom Counter (5s and 1s)
Leader Action Card

Hero Action: Guess Name


Every hero max.
1x per turn
:
Craft roll
(you sing)
or Knowledge roll (you take a guess)
or Persuade roll (you flirt with him)

Place x 3 adventure counters on


this card. For every successful roll
remove one counter. When all counters
are removed, the heroes learn the
Kobold’s name and can attack him like
a normal opponent.

Saving Silvana

Skill Card Adventure Card Grave Card Reward Card Demon Ability Card

11
The Adventure Narrative Text and Game Instructions
A normal adventure is made up of three acts, but Before you begin your journey, you visit the archives in the temples and in
there are also short adventures made up of only the Council of Perainefurten to find out more about the Wildenstein barony.
one act each. You can play each adventure multi- Maybe this information can be of help to you later on?
Narrative Text
ple times and earn reward cards that you can add
to your hero decks. Each hero has to make a Knowledge roll.
Each adventure consists of narrative texts and Critical Success: You are very well prepared. Take 2 .
game instructions, which can be found in the ad- Game Instructions
Success: You find some useful information. Take 1 .
venture section of this booklet, as well as a num-
ber of adventure cards. Failure: You don’t find anything useful. No effect.
At the bottom of each adventure card you find the Critical Failure: You collect misleading information. Remove 1
title of the adventure it belongs to, followed by the from the middle of the table until the end of this adventure.
number of the act if the adventure comprises mul-
tiple acts.
In addition to the adventure cards the adventures
use common use cards and counters–those are cards and special cards (event cards, leader ac- A hero’s hero deck is only used during combats.
not specific to one particular adventure but can be tion cards, demon ability cards and grave cards). This means that a hero’s action cards cannot be
reused in multiple adventures. The common use The counters are comprised of hero counters, life used outside of a combat. So for example a hero
cards are comprised of henchman cards, reward point counters, time counters and doom count- cannot heal lost life points with a “healing potion”
ers. Sort all the cards and counters and place them outside of combat, even if one of these was left
nearby at the beginning of an adventure. from a previous combat.
The adventure starts with the first act. Read the Now turn to the adventure section of this booklet
… The Dwarven smith Arbosh, the Elf Layariel, the narrative texts and resolve the game instruc- and jump right into your first adventure “Saving
rogue Carolan and the mage Mirhiban ventured out tions from the adventure section of this booklet in Silvana” (page 18). Return here when the first
into the world to learn more about the fantastic con- the order in which they appear. Narrative texts are combat starts.
tinent of Aventuria. Initially they had been on their written in Italics, game instructions are arranged
own. Arbosh wanted to find out more about the cul- in boxes.
ture of humans, Layariel was looking for her missing
brother, Carolan was on the run from the clutches of
If no specific player is pointed out, you may de-
cide freely which player is reading a narrative text
Combat
a vengeful bandit leader who was betrayed by him, aloud. Sometimes there is more than just one nar-
and Mirhiban did not have the money to pay for the rative text available, depending on the outcome of During each act there will be one combat. It fol-
luxuries of a regular academic study and thus found it the heroes’ actions (i.e. victory or defeat in a bat- lows the Duel rules in many respects, apart from
only natural to travel around by offering her magical tle); in this case read only the applicable text. Ev- the fact that the players are not facing each other
services. In those days the “occupation” as an adven- ery time specific cards come into play or a combat in battle and instead band together to fight against
turer was a quite common sight. Scholars and priests starts, this is pointed out by the game instructions. the opponent’s provided by the adventure.
spoke of a fateful Age of Heroes and recent historical
Many game instructions require one ore more he-
events had shown that there was indeed a demand
roes to roll on a skill. A skill roll is handled similar-
Additional Cards
for these kinds of heroes. Aventuria’s east had fallen
ly to an attribute roll in the Duel rules. Each hero’s In addition to the normal hero deck cards an ad-
into the hands of evil demon worshipers and the rest
skill values can be found on his skill card. Depend- venture combat comprises the following cards.
of the continent was riddled with small scale warfare,
ing on a hero’s grade of success in such a roll he has
border conflicts, and inheritance disputes. There were
even rumors of a reinvigoration of the cult of the evil
to follow the relevant game instructions. The difficulty
Nameless God. Everywhere village elders, priests, and Each combat comes in one of four difficulties:
nobles turned to wandering “heroes” to help them IMPORTANT NOTE: The heroes are allowed to easy, normal, difficult and legendary. At the
with their many problems. Making the world a better use fate points ( ) to reroll a die in their skill start of the combat you have to decide on one of
place might not have been the major goal of our four rolls. those difficulties. We recommend you pick the
heroes, but in their search for fame and fortune it was “easy” difficulty for your first adventure. During
a more than welcome side effect. None of them knew the combat the time scale of the chosen difficulty
what fate would hold in store for them... The adventure specifically mentions the outcome
comes into play.
of a critical successes or critical failures on skill
rolls. This replaces the basic rule that a dice roll
of “1” allows drawing a card and a dice roll of “20”
means discarding a card.

12
Leader Card Henchman Card
Leader’s Name Keywords Henchman’s Name
???, the Kobold Threatpoints
Supernatural, Leader
3 (TP)
Starting
x
Keywords Can only lose after the
heroes complete the Henchman’s
hero action “Guess Name.“
1-2 = Kobold Curse: The hero with the 8 Life Points Special Rules Starting
Leader’s most endurance cards returns one ran-
Life Points
Special Rules
dom endurance card back into her hand.
3-5 = Kobold Scolding: The hero with
0 Dodge
the most cards in her hand discards one
card randomly. Dodge
6-9 = Heat weapon: The hero with the most Armor
takes one of her weapons in play back onto
her hand or loses 2D6 . If she has no weapons, Armor
nothing happens. Action
10-12 = Healing spell: Heals all of his fellow
warriors 5 . Action
13-20 = Nothing: Evil laughter. Illustration
Julia Metzger

Saving Silvana Action Table Action Table


Adventure’s Name
Time Effects
Time Scale

Card Name Time Scale (Easy)

Time Counters at
Start with 8 .
Draw Piles Start of Combat
start of combat 5, 3, 1 : Draw a new henchman card
Many adventure combats use specific draw piles,
and place it to the right of the other
opponents. At the start of combat first place the henchman
that are put together at the beginning of a com- cards. In order to do so you first have to assemble
0 : This turn the Kobold has twice as
Game Effects many actions ( ) as usual. bat in accordance to the game instructions for that a draw pile with all henchman cards whose key-
combat. During combat cards are drawn from these words correspond to the keywords provided by
Spieleffekte bei draw piles. An example for a draw pile is an event the combat’s game instructions, listed in the sec-
deck, from which cards are drawn every time the tion “Henchmen.” After shuffling the deck, draw
Ablauf der Zeit
time scale says so, or a leader action deck, from one card after the other from that deck. At the top
Saving Silvana which cards are drawn every time the “leader ac- right of each henchman card its Threat Points
tion” result is rolled on a leader card’s action table. (TP) are listed. Keep drawing new cards until the
Adventure’s Name Cards from draw piles are not immediately shuf- sum of their threat points is equal to or higher
fled back into the draw pile–instead each draw pile than the threat points listed in the combat’s game
Time Scale has its own discard pile. instructions.
From the four time scales pick the one that corre- Some combats may use multiple draw piles at the The henchman cards are placed in a row from left
sponds to your chosen difficulty. Place a number of same time. to right in the order in which they are drawn, in
time counters () on top of the card as noted on the middle of the table so that each player can read
the card. At the end of each combat round remove them. The draw pile with the remaining hench-
one time counter () and look if the card notes a ...Despite the advancement of human civilization, most man cards is put nearby in case there are addition-
game effect that takes place at that time. Also parts of Aventuria were still covered with wilderness. al henchmen drawn from it as reserves during the
check other cards for Time Effects, where some- Marauding Orcs attacked the settlements bordering combat. Place the leader card at the left of the row
times game effects take place according to a specif- their lands. In the Svelt valley those blackfur mon- of villains (sometimes there is more than one lead-
ic number of time counters () on the time scale. sters had even seized control over some human cit- er card).
ies. Further to the east the redfur Goblins became the
Next you place life point counters on each lead-
Opponent Cards people’s major menace. But by far the worst enemy to
er and henchman card according to their start-
humankind were... humans themselves. From simple
These cards represent opponents that the heroes ing life points. Some opponents (especially lead-
highwaymen all the way to tyrant barons and horri-
have to face in combat. There are two types of op- ers) may have a variable number of life points ( )
ble demon worshipers, who tried to open the gates of
ponent cards: that usually depends on the number of heroes ( )
hell on every night of the full moon... Mirhiban could
Henchman cards provide regular enemies that only hope that their image of humanity wouldn’t suf- participating in the combat. Like heroes the oppo-
can appear in many different adventures, so they fer too harshly from the inevitable encounters with nents can usually not raise their life points ( ) over
make up their own card type. their start value. Some game effects may allow to
this kind of scum...
Leader cards are thematically connected to the do so, but this is then mentioned expressly with
relevant act of the adventure, so they are part of the relevant game effect.
the adventure cards.
13
The hero counters of all participating heroes are
placed face down and shuffled in the middle of the Example for the placement of leaders and henchmen
table.
The game instructions of the second act of “Legacy of Wildenstein” note that “Henchman cards with
The doom counters are placed nearby.
the key words “Guard” and “Servant” are used. In the basic box this is the case for the cards “Evil
At the beginning of combat the heroes draw 5 cards Maid,” “Fearful Watchman” (two cards), “Hunchback,” “Crossbowman” (three cards), “Loyal Body-
into their hands as usual, including the usual rules guard” (three cards), and “Tough Watchman” (three cards). These 13 cards are used to assemble the
for removing and replacing cards. henchmen draw pile.
The threat value is “Number of heroes ( ) x 6,” so in a game with 2 participating heroes the total
Combat Rounds threat value would be 2 x 6 = 12.
An adventure combat consists of a number of combat At the start the leader “Baron of Wildenstein” is put up on the left. Then the players draw their first
rounds. Each round comprises the following steps: henchman from the henchmen draw pile. It is a “Loyal Bodyguard.” The total threat value of cards
1) This step comprises the phases 1 to 4 of the Duel on the table is now 5 (the Loyal Bodyguard’s TP), which is below the required 12, so another card is
rules (“Start the Turn,” “Draw 2 Cards from drawn. It is another Loyal Bodyguard, so the total threat value rises to 10. Its still below 12, so another
your Draw Pile,” “Ready Any Exhausted Cards,” card is drawn. Its a Tough Watchman! His TP is 7, so the total of the threat value on the table is now
and “Play Up to 2 Endurance Cards,” page 3). 17. This is higher than the required 12, so the placement of henchmen is finished. The heroes have
The main difference is that all heroes resolve to face the following opponents:
all of theses phases simultaneously. All players
ready their exhausted cards, then draw 2 action Baron von Wildenstein

cards and decide if and which cards to put face 8


Undead, Leader
x
Attacks against the
baron are only possible

down as endurance cards. If there are exhaust- 6


via the “Jump onto the Chandelier”
hero action. As long as he is not
wounded, he has +1 .

ed cards from the adventure, then these are also 1-4 = 2attack: The hero with the most
hand cards loses 1D6+1 . The baron

readied during this step.


heals himself by the same amount.
5-12 = Leader action: Draw a leader
action card and resolve it.

2) Now each hero takes her turn, starting with the 13-20 = Nothing: Smiles menacingly.

6-4  = Blood Rage: If the baron

current starting hero (as indicated by the start- is not wounded, the Heir loses 5 .
Illustration: Nele Klumpe

ing hero token), playing action cards and mak- Wildenstein II


ing attacks. (This step comprises the phases 5
and 6 of the Duel rules (“Actions” and “End of
Turn,” pages 4 and 5.) • You can attack opponents in the same way you
3) Now the opponents (leaders and henchmen) would attack an opposing hero. Opponents with Hero Action
take their actions, from left to right in the or- dodge value of “–” are not allowed to make a
der in which their cards are arranged (see “Op- dodge roll. The opponent’s armor value is sub-
ponent’s Turn”). tracted from the damage ( ) of each and every
Close Combat ( ), Ranged Combat ( ), Magic Card Name Hero Action: Mingle with the Crowd

4) Then one time counter () is removed from the Every hero max.
time scale and the game effects from the time ( ) attack that hits him, and the remaining Who? How 1x per turn

scale card are resolved (i.e. drawing of an event damage reduces his life points ( ). If this reduc- often? :
card) in accordance to the current number of es an opponent’s life points to 0 or below, then Stealth roll:

time counters on that card. Once the last time he is defeated. In case of a henchman his card is Skill Roll
Until the end of the next turn you may
counter is removed from the card, the game ef- shuffled back into the henchmen draw pile. In reroll each once.

fects listed for 0 time counters () are resolved case of a leader his card is removed from the
game. Some henchmen are not shuffled back
Game Effects “Sometimes the best way to hide is not to

on that and on every subsequent combat round. hide at all.”


–famous saying among Blessed Ones of

5) Check if any opponent card or other card used in into the henchman draw pile, but instead are Phex

the adventure lists game effects in accordance removed from the game—this is mentioned on
to the current number of time counters () on their card. Adventure Name Wildenstein II
the time scale and resolve them if applicable. • You gain 1 fate point ( ) via the normal rules +Act Number
6) At the end of the combat round the current for each opponent that is defeated by you. You
starting hero hands her starting hero token to don’t gain any fate points for opponents who
player sitting to her left, who now becomes the leave the combat without being defeated. • Action cards in your hero deck with a text box
next starting hero. • In many combats so-called “hero actions” are starting with the words “In an adventure:” use
placed as cards. You can use those as if they the rules in that text box instead of the normal
Hero Turn were permanent action cards of your hero. Most rules of the card. If there is no such text box,
hero actions come in tandem with a skill roll then the card uses the normal rules during an
When you take a turn (Step 2 of the combat round), that you have to succeed at in order to use the adventure–all parts of them that are not appli-
you do so in accordance with the usual Duel rules, action. Additional costs, conditions and effects cable to the heroes’ opponents are ignored.
but with the following additional rules: of hero actions are noted on the relevant card.

14
Opponent’s Critical Success
A dice result of 1 on an opponent’s action die means ...After a couple of weeks on the highways of the realm
that additionally to the dice roll result he gains an- the four adventurers had become a good team that
other action in the same turn. wouldn’t feel threatened by simple highwaymen. Five
rundown guys in rags and tatters had ambushed them
from the underbrush. They were armed with jagged
Opponent’s Critical Failure swords and clubs. Mirhiban almost felt sorry for those
A dice result of 20 on an opponent’s action die guys. They were most likely former peasants who had
means that his turn ends immediately after resolv- lost their livelihood during the demon worshipers’ in-
ing the dice roll result. vasion–their dark influence had corrupted the plants
in the eastern part of the realm and ruined the soil of
the land for many years to come. After an easy vic-
Random Target tory over the bandits Mirhiban made sure that they
Many actions of the opponents are aimed against had learned their lesson and allowed them to retreat
specific targets. In case such a target cannot be into the woods, even so Layariel and Arbosh protested
clearly determined, it is determined randomly. against it...
Draw a hero counter from the middle of the ta-
Example for ble and turn it face up. The hero depicted on
“In an adventure” the counter becomes the target of the attack.
If instead of determining a random target from
When using the card “Blinding flash” in an ad- the whole group you have to determine a tar-
venture, completely ignore the card effect “An get from only some of the heroes, keep drawing
opponent’s attack roll is subsequently raised by counters until you draw a valid target.
5.” (The opponents in a adventure make action After a hero has been determined randomly, all
die rolls instead of attack rolls.) Instead the text uncovered counters are put back face down into
in the box is used: “An opponent’s action die the pile and reshuffled.
roll is subsequently raised by 3.”
The hero with the most...
Some opponents pick the hero with the most fate
• If a card effect mentions an “opponent,” then Most of the opponent’s actions are attacks. Each
points ( ), life points ( ), and so forth as the tar-
this effect may be used on an adventure’s one of them lists the type of attack ( , , or )
get of their attack. If in this case one or more he-
henchman or leader card. If it mentions a and how many damage points it causes. Oppo-
roes have the same number of fate points ( ), life
“hero” instead, then this effect can only be used nent’s attacks follow the same rules as heroes’ at-
points ( ), etcetera, chose one of them at random.
on heroes. tacks during a duel between two heroes. A hero
• A player is allowed to use his fate points ( ) may thus roll on her dodge ( ) attribute and use
to allow another player to reroll an failed at- Remove from the game action cards in order to reduce the damage or re-
tack or skill roll. He is not allowed to use the Some game effects can cause cards and fate points act in other ways to the attack.
fate point ( ) for any other effects. (Important to be removed from the game. In an adventure
note: This is an intentional deviation from the with more than one act they are gone only for ...Finally a real fight: While crossing the Black Sickle
Duel game team rules!) the current act. At the start of the next act all mountains the group stumbled upon a band of Ogres.
removed fate points are returned to the middle Those man-eaters where as big as a house and posed
Opponent’s Turn of the table. Cards that were removed from the a threat to all travelers. In their case Mirhiban’s mer-
game are returned to their original decks. cy had its limits–the massive beasts had the average
The heroes’ opponents are made up from one or
more leaders, accompanied by a group of hench- intelligence of a fencing post and had wrought havoc
men. They act from left to right, starting with on the denizens of the realm in previous times. Arbosh
the leader. Each enemy’s card notes the number of and Layariel had heard similar stories, so they cut
actions ( ) an opponent has per combat round. down the monsters one after the other. But then an
Some opponents (especially leaders) have a vari- even more hideous creature appeared before them–a
able number of actions, usually dependent on the massive ogre that towered even over his large breth-
number of heroes ( ). Roll one d20 for each ac- ren. Someone or something had made the extra effort
tion ( ) an opponent has and look up the relevant to equip one of the creature’s arms with a long and
result in his action table. rusty steel blade. With murder in its eyes the beast
shuffled towards Carolan, who had not yet noticed its
Sometimes the rules texts mention the “fellow presence...
warriors” of an opponent. This means all other op-
ponents other than that specific opponent himself.
15
combat round. At the beginning of the next round
Opponent’s Turn Example she returns into the game and normally resumes
combat.
Baron von Wildenstein

8
Undead, Leader

Reanimation Roll
x
Attacks against the
baron are only possible
via the “Jump onto the Chandelier”
hero action. As long as he is not
6
During your turn you may try to reanimate the
wounded, he has +1 .

1-4 = attack: The hero with the most 2


disabled hero of a fellow player per the follow-
hand cards loses 1D6+1 . The baron
heals himself by the same amount.
5-12 = Leader action: Draw a leader
action card and resolve it.
13-20 = Nothing: Smiles menacingly.
ing method: Exhaust ( ) X endurance cards and
6-4  = Blood Rage: If the baron
is not wounded, the Heir loses 5 .
roll one d20 for a reanimation attempt. If the die
Illustration: Nele Klumpe

result is equal to or below X, the disabled hero is


Wildenstein II
brought back into combat with X life points ( ).
If the die result is higher than X, the hero re-
During the second act of “Legacy of Wildenstein” the opponents resolve their turn. The Baron of mains disabled. The reanimation roll isn’t a skill
Wildenstein goes first. His actions ( ) entry lists the symbol “ .” It means that he is allowed to roll roll, so you cannot use a fate point to reroll it.
a number of action dice equal to the number of heroes ( ) participating in the combat. In a combat
with 2 heroes he has 2 actions. A player rolls his action die and scores a “1,” so the Result “Magic-At-
tack” is resolved and the Baron receives an additional action, so he is allowed to roll two more times. End of Combat
The next roll is a “15,” meaning that the Baron smiles balefully but other than that nothing bad hap-
pens. Afterward an “8” is rolled, so a leader action card is drawn from its draw pile and resolved. This The combat ends with either a victory or a defeat.
ends the baron’s actions. Which game effects lead to a victory and which ef-
fects lead to a defeat is handled differently with ev-
After he has acted, it is time for the first Loyal Bodyguard, then the second Loyal Bodyguard, and
ery combat, as explained in the entry of that name
finally the Tough Watchman to roll one action die each (shown by the “1” in their action ( ) entry).
in the combat’s game instructions. Here is where
After that the opponent’s turn ends.
the doom counters ( ) come into play.
In case of a defeat the heroes have failed and the
adventure ends. However, the heroes are allowed
Disabled hero to try again:
1) All reward cards the heroes gained during the
A hero’s life points ( ) cannot sink below 0. If they adventure are discarded.
are reduced to 0, then she counts as disabled.
She is ignored by all further attacks from the op- 2) The act is restarted according to the game in-
ponents, the starting hero token is handed to the structions at the start of the relevant act.
next hero, and she cannot intervene in the combat
in any way. Her permanent cards in play remain In case of a victory proceed as follows:
in play, and the cards in her hand as well as her 1) If your hero’s current life points ( ) are below
fate points, draw pile, and discard pile remain un- 30, you are allowed to raise the life points ( )
changed. If the starting hero is disabled, give the back to 30. The hero retains all fate points she
starting hero token to the next non-disabled hero had at the end of combat.
to the left.
2) Pick up all your action cards and shuffle them
Disabled heroes can brought back into combat by back into your hero deck.
raising their life points ( ) above 0, either by ac-
3) If you used your hero’s special ability during
tion cards that heal 5 or more life points ( ) (for
combat, then the hero card is now put face up
example a healing potion) or by a reanimation
again.
roll (see below). A hero that was brought back into
combat counts as disabled for the remainder of the 4) If a victorious combat includes a reward for the
heroes, then you now receive that reward. Usu-
ally you are allowed to draw a certain number
of reward cards from the reward card deck and
...Arbosh had jumped into the mighty ogre’s side with distribute them between the heroes. You can
his Orc-Nose to save Carolan. He cut deeply into his freely decide which hero gains which reward
enemy, but in his death throes the creature smashed card. If you cannot agree on who gains what
him into a nearby rock face. Layariel was immediate- card, then each of you picks one, beginning
ly at his side: “His spirits are fading! We have to act with the starting hero.
fast!”...

16
When using reward cards you have to adhere to
the same deck construction restrictions as with
the action cards (see page 9), pointing out which
…The journey into the so-called “Shadowlands”
hadn’t been pleasant so far. More than once each one Chance Encounter
cards a hero may have in her hero deck. The of them had felt the whooshing wings of Golgari over
available card categories are shown on the back their head and barely managed to escape the bird of The chance encounter is a special game mode
of a hero’s skill card. You may shuffle the reward death. Sharing those experiences had made the mot- that allows the heroes to fight against a random-
card into your hero deck or place it on top of the ley group into friends. Now they sat around a campfire ly selected group of enemies instead of going on
deck. This might raise the number of cards in a once more and tried to catch they breath and maybe an adventure. May the better one win!
hero’s deck above 30 during an adventure. even a little bit of sleep–as far as this was even possi- A chance encounter is handled like a normal
If you cannot or choose not to use a reward ble in these cursed lands. Arbosh’s thoughts were with adventure’s combat. Decide on a difficulty and
card, remove it from the game and gain one ad- his people. Was it a good idea to leave his home in the place the relevant “chance encounter” time
ditional time counter () for your personal use mines and take to the road? Hadn’t he already col- scale in the middle of the table. Then place a
during the “Brief Respite” (see below). lected enough fame and fortune to impress the Dwarf number of henchman cards, until the sum of
women at home? But on the other hand there was still their threat points is equal to or higher then the
a lot of evil left in the world that had to be vanquished. number of heroes ( ) x 7. This concludes the
Example: In a game with three heroes (Mirhiban, Ar- Dreadful demonic practices that were an insult to the
bosh, Carolan) the heroes draw the reward cards “Flit- preparations and the battle can start!
great god Angrosh, father of all Dwarves. It was to him
termouse,” “Barbed Club,” and “Strong Healing Potion.” There are no leader cards in a chance encoun-
that Arbosh turned now, as he had done many times
The heroes agree to give the healing potion to Arbosh, ter. For all game effects that refer to a leader,
before. He sat motionless in silent prayer, staring into
allowing him to heal his fellow heroes in an emergency. the henchman with the highest threat value is
the campfire’s flames, looking for his god’s counsel...
Mirhiban is unable to use any of the other two cards, so considered the leader. If there is more than one
she decides for one additional action during the respite. henchman with the highest value then the one
This leaves Carolan the choice between the two weapons, furthest to the left is considered the leader.
and he decides to take the flittermouse. The barbed club A classic chance encounter is played with all
is discarded. End of an Adventure available henchman cards, but as an alternative
you could also build a themed draw pile with
Brief Respite The heroes have succeeded at an adventure if they
your “favorite” henchmen. You can also design
your own time scales, use event cards and so
Between each act of an adventure the heroes have manage to successfully finish its last act. They re-
forth, to make the encounter more interesting.
time for a brief respite, allowing them to regain ceive another reward as pointed out under “End of
some of their vitality and prepare for the upcom- Combat” (Step 4). In addition to that they now re- A victorious chance encounter usually doesn’t
ing challenges of the next act. Each player may ceive experience points. win you any experience points, but you can of
choose one of the following actions for each time course gain some experience for them if you
For every experience point you may choose one of
counter () that was left after the previous combat. want.
the following options:
• Rest: Heal 5 . You may chose this action mul- 1) You may pick one of the reward cards you
tiple times. You cannot raise the life points ( ) gained during the adventure and note it on your
above the starting value. hero document. In the following adventures
• Preparation: You may choose this action only you may pick up to three of those cards and add
once, but you may expend any number of time them to your hero deck for the duration of the
counters () for it. Choose one permanent card adventure. However, while doing so you still
in your deck with endurance cost equal to the have to adhere to the deck construction rules.
time counters you expended and place it in 2) Permanently raise one of your skill values by
front of you where it counts as a played card +1. However, you cannot raise any skill value by
for the next combat. (In the combat after the more than 4 points over the starting value.
next combat the card is put back into your draw You may also combine the two options, so if for
pile, unless you again choose the “Preparation” example you receive 3 experience points, you may
action and expend the relevant number of time note one of your reward cards on your hero doc-
counters.) ument and raise two skill values by +1 each. You
• Pray to the Gods: Take 1 fate point ( ). You may also save experience points to use them at a
may choose this action multiple times, as long later time.
as there are fate points remaining in the middle In the next adventure the heroes automatically
of the table. start with 40 life points ( ) and 0 fate points ( ).
After resolving the brief respite, the adventure
continues.

17
Credits Combat Round Game Symbols
Aventuria Summary Adventure Mode
Card Game Duels and Adventures Close Combat
in the World of the Dark Eye Ranged Combat
Duel Rules Start of Combat
Magic
Lukas Zach and Michael Palm 1) Place henchman cards
Dodge
Adventure Rules and Adventures 2) Place leader card(s)
Fate Point
Lukas Zach, Michael Palm,
Markus Plötz and Christian Lonsing
3) Place life point counters Life Point
Additional Texts 4) Pre-position hero counters of participating heroes Adventure Mark
Nicolas Mendrek and Mháire Stritter and doom counters
Damage Point
Editing 5) Every hero draws action cards as usual  Endurance
Thomas Eichelmeyer, Frank Gerken,
Christian Lonsing, Michael Mingers, Michael Palm, Exhaust Card
Markus Plötz, Timo Roth and Lukas Zach
Combat Turn Number of Heroes

Cover 1) All heroes simultaneously perform phases 1 to 4 of the
Actions
Duel rules.
Nadine Schäkel  Time Counter
Layout & Design 2) In a clockwise order, starting with the starting hero,
each player performs phase 5 and 6 of the Duel rules. Doom
Christian Lonsing, Nadine Schäkel
3) The opponents act in the order in which they are
English Version assembled.
Director of Product Development 4) A time counter () is removed from the time scale card and
Timothy Brown the relevant time effect on the card is resolved.
Translation 5) Time effects on opponent’s cards are resolved, if applicable.
Christian Lonsing, Martin Zimmermann
6) The current starting hero hands the starting hero counter
Editing and Playtesting
to the player sitting to her left and the next round begins.
Kevin MacGregor, Shari MacGregor, Eric Simon
The authors thank the countless heroes who
tested this game, especially Andreas, Arne,
Arthur, Axel, Babs, Benne, Caro, Demian,
Florian, Jan, Janek, Katja, Lisa, Lucas, Lukas, Marco,
Mike, Nici, Philipp, Sebastian, Silas,
Stefan, Stoffel, Thilini, Thomas, Ü-Säxle,
Valerie and Werner.
A big thank you to Frauke Forster
for the quotations.

Copyright © 2017 by
Ulisses Spiele GmbH, Waldems.
THE DARK EYE is a trademark of Ulisses Spiele.
AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN,
and UTHURIA are trademarks of Significant GbR.
The title and contents of this book are protected under
the copyright laws of the United States of America. No
part of this publication may be reproduced, stored in a
retrieval system, or transmitted, in any form or by any
means, whether electronic, mechanical, photocopy,
recording, or otherwise, without prior written consent
by Ulisses Spiele GmbH, Waldems.
Item number US25504E
EAN 4260091156505

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