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1 TM RULEBOOK 300_ _001_WrathRuls_REV.indd 1

2 TABLE OF CONTENTS INTRODUCTION 3 GAME OVERVIEW 3 WINNING THE GAME 3 Gam Stup 3 To Start Playing 4 Taking Turns 5 Th Dungon Til Stack 5 PLAYER SETUP 6 THE HERO CARD 6 PLAYER TURN 6 Hro Phas 6 Exploration Phas 7 Villain Phas 7 MOVEMENT 7 CONDITIONS 8 ATTACKS 8 Daily Powrs 8 At-Will Powrs 8 Utility Powrs 8 COMBAT 9 Targting 9 AC and HP 9 Attack Bonus 9 Making an Attack 9 Damag 9 Dfating Monstrs 10 Dfating Hros 10 Haling Surgs 10 Othr Actions 10 THE MONSTER DECK 11 THE ENCOUNTER DECK 12 THE TREASURE DECK 13 EXPERIENCE POINTS 14 Cancling Encountr Cards 14 Lvling Up 14 RULES FOR LATER ADVENTURES 14 Choosing Powr Cards 14 Making Advnturs Mor or Lss Challnging 14 OPTIONAL RULES 14 Boon Cards 14 Chambrs 14 Doors 15 Monstr and Trasur Tokns 15 FREQUENTLY ASKED QUESTIONS 16 GAME COMPONENTS 1 Start Dungon Til 40 intrlocking Dungon Tils 5 Hro Figurs (Blu) 7 Villain Figurs 30 Monstr Figurs 5 Hro Cards 4 Villain Cards 1 di 200 Cards: 5 Squnc of Play Cards 33 Trasur Cards 50 Powr Cards 5 Advntur Cards 53 Encountr Cards 14 Chambr Cards 4 Advntur Encountr Cards 6 Boon Cards 30 Monstr Cards 10 Condition Tokns 7 Monstr Tokns 33 Trasur Tokns 1 Wizard Ey Tokn 3 Mirror Imag Tokns 3 Flaming Sphr Tokns 1 Clric s Shild Tokn 5 Blad Barrir Tokns 3 Caltrop Tokns 5 Villagr Tokns 1 Gar Tokn 5 Haling Surg Tokns 5 Tim Tokns 9 Encountr Markrs 8 Closd Door Tokns 10 Shild Markrs 1 Advntur Markr 1 Itm Markr 1 Vast Gat Markr 1 Rulbook 1 Advntur Book CREDITS Dsign Ptr L Dvlopmnt, Additional Dsign Bill Slavicsk Editing Jnnifr Clark Wilks Advntur Systm Dsign Bill Slavicsk, Mik Marls, Ptr L D&D Snior Crativ Art Dirctor Jon Schindhtt Art Dirctor Mari Kolkowsky Covr Illustration Jspr Ejsing Graphic Dsignr Kvn Smith Additional Graphic Dsign Emi Tanji Dungon Tils Jason A. Engl Prprss Managr Jffrson Dunlap Imaging Tchnician Svn Boln Production Managr Raini Applin Rosta DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, Wrath of Ashardalon, all othr Wizards of th Coast product nams, and thir rspctiv logos ar tradmarks of Wizards of th Coast LLC in th U.S.A. and othr countris. All Wizards charactrs, and th distinctiv liknsss throf ar proprty of Wizards of th Coast LLC. This matrial is protctd undr th copyright laws of th Unitd Stats of Amrica. Any rproduction or unauthorizd us of th matrial or artwork containd hrin is prohibitd without th xprss writtn prmission of Wizards of th Coast LLC. This product is a work of fiction. Any similarity to actual popl, organizations, placs, or vnts includd hrin is purly coincidntal. PRINTED IN CHINA 2011 Wizards of th Coast LLC EN ISBN: Visit our wbsit at _ _001_WrathRuls_REV.indd 2

3 INTRODUCTION In anothr world whr magic is ral, th forcs of vil gathr to dstroy th fw rmaining sttlmnts of humans, dwarvs, and lvs. To fight back th raidrs, brav Hros arm thmslvs with swords and splls and attack th vil hiding in th dark cornrs of th world. In th lands around Firstorm Pak, th Hros fight on dspit incurring th wrath of th rd dragon Ashardalon. Wrath of Ashardalon Th lands around Firstorm Pak hav grown rstlss. Th fw villags nar th volcano hav bn bsigd by marauding bands of orcs and kobolds, and mor dangrous horrors lurk in th shadows. Worst of all, a nw villain calls th mountain hom th trrifying rd dragon Ashardalon has turnd th volcano into its lair. Hop appars in th form of a band of Advnturrs that arriv in th villag of Longbridg, hiddn away in th foothills of Firstorm Pak. Thy ar wlcomd, but th villag ldrs hav littl hop that thir plight will chang. Brav hros rgularly attmpt to dstroy th vil within Firstorm Pak, but non hav vr rturnd from th dungon bnath th volcano. Prhaps ths nw Hros will b th ons to stop th rd dragon Ashardalon and sav th villag of Longbridg... GAME OVERVIEW Th DUNGEONS & DRAGONS : Wrath of Ashardalon Board Gam is a cooprativ Advntur gam. You and your fllow Hros must work as a tam to succd in th Advnturs that unfold within th dungon bnath th volcano. You ithr win togthr or los togthr. Each playr slcts a Hro, who has com to Firstorm Pak to sk fam and fortun or to fight th vil hiding blow th mountain. Choos from th Dragonborn Wizard, Human Clric, Elf Paladin, Half-Orc Rogu, and Dwarf Fightr in this box, or a Hro from anothr D&D Advntur Systm board gam. Th Hros xplor th dungons blow th mountain, find trasur, fight Monstrs, and uncovr mystrious chambrs. WINNING THE GAME You win by complting th Objctiv in th Advntur you ar playing. For xampl, you might hav to dstroy an vil dragon in on Advntur, whil in anothr you must fr th prisonrs and scap from th dungon. Unlss statd othrwis in an Advntur, you los if any Hro is at 0 Hit Points at th start of that Hro s turn and thr ar no Haling Surg tokns lft to play. You also los if you ar dfatd by th Advntur you ar playing. Each Advntur lists its spcific victory and dfat rquirmnts. Gam Stup Thr s a lot of stuff in this box. You don t us it all at onc. Th following componnts ar usually usd in vry Advntur. Hro Cards Hro Powr Cards 22 standard Dungon Tils 1 Start Dungon Til Encountr Cards Monstr Cards Trasur Cards Condition markrs (Dazd, Poisond) Haling Surg tokns Hit Point tokns Encountr markrs Itm markr (Flying Carpt) Blad Barrir, Caltrops, and Mirror Imag markrs Di Itm Markr Caltrop Blad Barrir With a littl hlp from you, th gam chooss th monstrs you battl, th ncountrs you mt, and th halls you xplor. Numbr of Playrs Th gam can b playd with any numbr of playrs, from 1 to 5. Each playr controls on Hro and th gam dos th rst! D&D Advntur Systm You can combin this gam with othr D&D Advntur Systm board gams to crat nw and uniqu xprincs. Chck out for mor information. Mirror Imag Encountr Markr 3 300_ _001_WrathRuls_REV.indd 3

4 To start playing: St asid th following gam pics. You us ths pics only if th Advntur you ar playing rquirs thm (s th Advntur Book for dtails). W rcommnd that you stor ths pics in a plastic bag to kp thm sparat until you nd thm. 18 Advntur-spcific tils: Dir Chambr Entranc til and 5 Dir Chambr Dungon Tils (4 standard and 1 Larg Dir Chambr til) Horrid Chambr Entranc til and 5 Horrid Chambr Dungon Tils (4 standard and 1 Larg Horrid Chambr til) Ancint Battlfild Start Til, Horrid Chambr Start Til, Dir Chambr Start Til, Tunnl Exit til, Scur Exit til, and Vault til 4 Advntur cards from th Encountr Dck: Giv ach playr a Squnc of Play card as a rmindr of how play procds. Plac th di and th various figurs in asy rach. Pick an Advntur from th Advntur Book. If you r playing your first gam alon, play through th first Advntur, A Day in th Lif of a Hro. If you r playing your first gam with frinds, play th scond Advntur, Monstr Hunt. Chck th Advntur Stup sction of th Advntur Book to s if your chosn Advntur calls for any of th gam pics you st asid. Unlss th Advntur says othrwis, plac th Start Til in th cntr of th tabl and plac two Haling Surg tokns bsid it. Ths ar th group s surgs for this Advntur. Each playr chooss on of th fiv 1st-lvl Hros. Whn you choos a Hro, tak that Hro s Hro Card, Powr Cards, and th blu figur that matchs th Hro. Advnturs and cards rfr to th playrs as Hros. Ashardalon Arrivs! Ashardalon Braths! Crmony Progrsss! Shuffl th Monstr Cards into thir own dck. Do th sam for th Encountr Cards and Trasur Cards. Plac ths thr dcks in asy rach of all th playrs. Vast Gat markr Shild markr Th Vast Gat Flars! Gar tokn 14 Chambr cards 6 Boon cards 5 Advntur cards 33 Trasur tokns 5 Tim tokns 8 Closd Door tokns 7 Monstr tokns 5 Villagr tokns 1 Gar tokn 10 Shild markrs 1 Vast Gat markr 1 Advntur markr (Altar) Villain figurs and Villain cards: Ashardalon, Rd Dragon Villagr tokn Monstr tokn Advntur markr Closd Door tokn Bllax, Gauth Kraash, Orc Storm Shaman Margrath, Durgar Captain Mrak, Kobold Dragonlord Otyugh Rag Drak Tim tokn Trasur tokn 4 300_ _001_WrathRuls_REV.indd 4

5 Unlss th Advntur says othrwis, plac ach Hro figur on th Start Til, in a squar adjacnt to th stairs. Th nam of ach Hro is printd on th bas of th figur. Each Hro Card tlls you how many and which Powr Cards you can choos for that Hro. In your arly gams, us th Powr Cards suggstd at th front of th Advntur Book. St asid any Powr Cards that arn t usd in this Advntur. Each Hro also draws a Trasur Card. Draw and discard until you gain a Trasur Card with an itm on it. St up th Dungon Til stack (th dck of tils) using th stup instructions in th Advntur you hav slctd. You ar now rady to bgin play. Th Advntur tlls you any othr ruls you nd in th Spcial Advntur Ruls sction, or any ruls that chang th gnral gam ruls prsntd in this book. Taking Turns Play progrsss around th tabl, starting with a playr of th group s choic and thn procding clockwis. You can also ach roll th di and lt th playr who rolld highst go first. Your turn consists of thr phass, on for your Hro, on for Exploration, and a Villain Phas for th Monstrs and Traps undr your control. A til is a componnt of th gam board, highlightd in yllow. A squar is a part of a til, highlightd in rd. Th start til is a spcial til: it is tratd as two tils. Th Start Til: Th Start Til is whr th Hros usually ntr th dungon and bgin thir Advntur. It s twic th siz of th othr tils. Th Start Til actually consists of two sparat tils that ar alrady connctd; trat ach as its own til for th purposs of movmnt and counting tils. n An unxplord dg is an dg of a til without a wall that is not adjacnt to anothr til. Thr ar 6 unxplord dgs in this diagram, highlightd in blu. Th Dungon Til Stack You draw Dungon Tils from th Dungon Til stack to build th dungon bnath Firstorm Pak. Each tim you play, th dungon has a diffrnt layout. Each Dungon Til faturs a scorch mark (th squar whr Monstrs ar placd) and a whit or black triangl (usd to spcify lss dangrous and mor dangrous tils). Many tils hav walls, a fw tils hav spcial faturs, and som hav nams to distinguish thm for us in crtain Advnturs. Whn counting tils, you do not count diagonally and you count around tils. Th Sklton, for xampl, is 3 tils away from th wizard _ _001_WrathRuls_REV.indd 5

6 Unxplord Edg: A Dungon Til with an unxplord dg is a til whr you could plac a nw til. This mans that an dg of th til is opn and dosn t hav anothr til adjacnt to it. Tils and Squars Gam cards rfr to both tils and to squars. A til is th basic building block of th dungon, drawn from th Dungon Til stack. A squar is on of th spacs on a Dungon Til. Diagonal Movmnt: You can mov diagonally whn you ar moving by squars, unlss your path is blockd. You cannot mov diagonally whn moving by tils. Rmmbr: if you ar counting squars, you can mov diagonally, vn btwn tils. If you ar counting tils, you nvr count diagonally; you hav to mov in straight lins, not diagonal lins, whn you count tils. Triangls: Each til faturs a triangl. Whn you plac a nw til, th triangl points toward th unxplord dg of th til it is attachd to. If th til has a black triangl, you draw an Encountr Card during th Villain Phas of your turn. Long Hallway Til Whnvr you draw a Long Hallway til from th Dungon Til stack, draw an xtra til and plac it on th Long Hallway s unxplord dg (if possibl). If th xtra til faturs a black triangl, draw an Encountr Card during your Villain Phas. PLAYER SETUP Plac your Hro Card (1st lvl) and your slctd Powr Cards fac up in front of you. As you acquir Trasur Cards, thy also go fac up in front of you. As you acquir Monstr Cards and Trap Cards, plac thm to on sid of your Hro Card, in th ordr in which you rcivd thm. THE HERO CARD Hr s what a Hro Card looks lik. Th parts of a Hro Card ar brifly dscribd hr and xplaind in dtail on th listd pag of this book. Hro s Nam, Rac, Class, and Lvl: Th top lins show your Hro s rac and charactr class. Th Hro s lvl is shown in th bottom right cornr. AC (Armor Class): Th Hro s dfns scor. An attack hits th Hro if it quals or xcds this numbr (s pag 9). HP (Hit Points): Th Hro s halth. Damag rducs th Hro s Hit Points (s pag 9). You can nvr rgain mor Hit Points than your Hit Point total. Spd: Th numbr of squars th Hro can mov by using a singl mov action (s pag 7). Surg Valu: Whn a Hro is at 0 Hit Points, h or sh must us a Haling Surg tokn at th start of his or hr nxt Hro Phas. Aftr using th Haling Surg tokn, th Hro rcovrs this numbr of Hit Points (s pag 10). Spcial Ability: Each Hro has a Spcial Ability, as dscribd hr. Powrs: This tlls you how many of ach typ of Powr Card you can slct for us in an Advntur, as wll as any Powr Cards th Hro automatically gts to us (s pag 8). PLAYER TURN Each playr s turn consists of thr phass. On your turn, complt ths phass in this ordr: Hro Phas Exploration Phas Villain Phas Hro Phas This is th phas in which your Hro movs through th dungon and maks attacks against th Monstrs ncountrd along th way _ _001_WrathRuls_REV.indd 6

7 1. If your Hro has 0 Hit Points, us a Haling Surg tokn if on is availabl (s pag 10). 2. Prform on of th following actions: Mov and thn mak an Attack. Attack and thn Mov. Mak two Movs. Whn you hav finishd all th stps in your Hro Phas, your Exploration Phas bgins. Exploration Phas This is th phas in which you add nw Dungon Tils, draw Monstr Cards, and plac Monstrs. 1. If your Hro occupis a squar along an unxplord dg (s pag 5), go on to Stp 2. If your Hro dosn t occupy a squar along an unxplord dg, you don t draw and plac a nw Dungon Til. In this cas, go on to th Villain Phas. 2. Draw a Dungon Til and plac it with its triangl pointing to th unxplord dg of th til your Hro is xploring from. 3. Plac a Monstr on th nw til. To plac a Monstr, draw a Monstr Card and plac th corrsponding Monstr figur on th scorch mark of th nwly placd Dungon Til. (Th nam of ach Monstr is printd on ach figur s bas.) If you draw a Monstr Card that matchs a Monstr Card alrady in play in front of you, discard that Monstr Card and draw again. If anothr playr has a matching Monstr Card, howvr, that s okay. Whn you hav finishd all th stps in your Exploration Phas, your Villain Phas bgins. Villain Phas This is th phas in which you draw and play Encountr Cards, as wll as whn you activat th Villain (if th Villain is in play) and any Monstr and Trap Cards you may hav in front of you. 1. If you didn t plac a Dungon Til in your Exploration Phas, or if you placd a Dungon Til with a black triangl, draw and play an Encountr Card. MOVEMENT During your turn, your Hro movs through th dungon to attack Monstrs, xplor, and achiv th Advntur s Objctiv. Us th following ruls for movmnt. Whn Do You Mov? Your Hro usually movs during th Hro Phas of your turn. Th ffct of a Powr Card, Trasur Card, or Encountr Card can mak your Hro mov at othr tims, as wll. How Do You Mov? Your Hro movs according to his or hr Spd, which is th numbr of squars you can mov your Hro during your turn. Think of your Hro s Spd as your movmnt budgt. Each tim your Hro movs a squar, you spnd 1 point from that budgt. Whn you hav no mor Spd lft, your Hro can t mov any mor. Each turn, you can spnd up to your Spd budgt to mov your Hro. Your Hro can attack ithr bfor or aftr moving, or mov twic instad of making an attack. Your Hro can mov in any dirction, including diagonally, as long as you hav th ncssary Spd to spnd. You can t mov your Hro into a squar filld with a wall. You can t mov your Hro into a squar occupid by a Monstr. You can mov your Hro through a squar occupid by anothr Hro, but you can t nd your movmnt thr. 2. If th Villain is in play, activat th Villain. (Thr may b mor than on Villain in play, dpnding on th Advntur. In this cas, activat ach Villain, on at a tim.) 3. Activat ach Monstr and Trap Card, in turn, in th ordr you drw thm. Follow th tactics on th Monstr Card to dtrmin what ach Monstr dos on its turn. If thr is mor than on Monstr with th xact sam nam in play, activat ach of thos Monstrs on your turn. So, if you hav a Grll Monstr Card and anothr playr has a Grll Monstr Card, you activat both Grlls during your Villain Phas. If both Monstrs surviv until th othr playr s Villain Phas, that playr will activat both Grlls again! You can mov your Hro to any squar, vn diagonal ons, with a fw minor xcptions. You cannot ntr a squar with a monstr (A). You can mov around walls but cannot ntr a wall squar (B). You cannot mov btwn two adjacnt walls (C). You cannot nd your mov in anothr Hro s squar (D). Whn you ar don with your Villain Phas, th playr to your lft bgins his or hr turn _ _001_WrathRuls_REV.indd 7

8 Condition: Poisond A snak s bit injcts foul vnom into a wound. Toxic gas sps from th magma laks blow th dungon floor. Ths attacks and othrs lik thm caus a Hro to b Poisond. If your Hro bcoms Poisond, put a Poisond markr on your Hro Card. You can hav only on Poisond markr on your Hro Card at a tim. If your Hro is Poisond, h or sh taks 1 damag at th bginning of your Hro Phas. Tak this damag bfor using any Trasur Cards and bfor chcking to s if you must spnd a Haling Surg. At th nd of your Hro Phas, roll th di. If your rsult is 10 or highr, discard th Poisond markr. ATTACKS If a cratur with a bas largr than on squar is on mor than on til, it counts as bing on all th tils that th bas is on. For xampl, Ashardalon counts as bing on all th blu tils. All th grn tils ar on til away from Ashardalon. Condition: Dazd Th babbl of a gibbring mouthr maks it impossibl to concntrat. Th spors of an undrdark fungus cloud th mind. Ths attacks and othrs lik thm caus a Hro to b Dazd. If an attack or othr ffct causs your Hro to bcom Dazd, put a Dazd markr on your Hro Card. You can hav only on Dazd markr on your Hro Card at a tim. If your Hro is Dazd, instad of your normal Hro Phas, you may prform only on of th following actions: Mov or Attack. At th nd of your Hro Phas, discard th Dazd markr. If a powr or othr ffct allows you to rmov th condition during your Hro Phas, you immdiatly rgain your full allotmnt of actions and can prform thm that turn. A Hro maks attacks using ithr his or hr Hro Card powrs or th powrs of Trasur Cards. Most Hro Card powrs ar rlatd to th Hro s class, but som Hros also hav a racial powr (such as th dragonborn s Dragon Brath). At th start of vry Advntur, you slct Powr Cards that you hav availabl for that Advntur. St th rmaining Powr Cards asid. For your first fw Advnturs, us th Powr Cards listd at th front of th Advntur Book. Onc you bcom familiar with th gam, you can slct which Powr Cards you want to us. Whnvr you attack, you pick a powr you hav in front of you (ithr from a Powr Card or a Trasur Card) and us it as dscribd in Combat (s pag 9). Daily Powrs Daily powrs rprsnt a significant attack or a spctacular ffct. Whn you us a daily powr, you flip it ovr and cannot us it again until som othr ffct (usually a Trasur Card) allows you to flip it back up. Daily powrs ar th strongst attacks you hav accss to in th gam. At-Will Powrs At-will powrs ar rlativly simpl attacks, splls, or prayrs. Using an at-will powr rquirs no spcial ffort. It is wakr than a daily powr, so whn you us it you do not flip it ovr. You can us it again on your nxt turn. Utility Powrs Utility powrs ar spcial manuvrs that don t activly attack Monstrs but instad provid othr advantags. Ths advantags includ a spcializd mov or th ability to countr a Monstr s attack. Many of ths powrs don t rquir an Attack action to us, instad spcifying whn to us th ability. Whn you us a Utility powr, you flip it ovr and cannot us it again until som othr ffct (usually a Trasur Card) allows you to flip it back up _ _001_WrathRuls_REV.indd 8

9 Hro Card Back COMBAT As you xplor th dungon blow Firstorm Pak, grlls, orcs, and othr Monstrs appar to attack you and your allis. You nd to dfat th Monstrs to complt ach Advntur. Targting Whn you dcid to attack, first dtrmin which Monstrs your Hro can targt. A powr spcifis what Monstrs you can targt, ranging from only Monstrs in an adjacnt squar to a Monstr as far as 3 tils away. Hro Card Fac Rmmbr th diffrnc btwn squars and tils whn making attacks (s pag 6). CLERIC DA ILY PO WE R DA ILY PO WE R RRIER BLADE BA l of whirling blads You conjur a wal. to cut apart advancing fos 2 tils of you. Choos a til within r tokns on rri Ba d Bla v fi Plac att til. tha on s ar squ nt fiv diffr ccd on a squar Whn a Monstr is pla n, rm CtoLov EthRIC with a Blad Barrir tok ag dam d 1 l da and n A T W IL L that tok P OW E R Monstr. CLERIC S AC and HP SHIELD You uttr a m as you strik inor dfnsiv prayr your fo. ttate OVERAAF ckron ad FLIP THIS CARD O jacnt Mo R WE nstr. PO E Hit or Mis YOU USE TH s: C TM & 2010 Wizards h That H5/200oos 1 Hro on yo until you u ro gains a +2 bonu ur s to AC s this pow r again. l. LLC th Coastti of th AT TA C K CLERIYCP O W E R +6 U T IL IT 1 10 Wizard s of th r Hro Coast LLC u uring yo powr d Us this Phas. n your til r Hro o th o n o You and Hit Points. rgains 2 R ER AFTE ARD OV C IS H T ER FLIP THE POW YOU USE LLC ds of th 10 Wizar Th AC (Armor Class) of a Hro or a Monstr dtrmins how difficult it is to hit. It rprsnts a combination of physical armor, agility, and natural toughnss. HP (Hit Points) show how much damag a Hro or Monstr can tak bfor bing dfatd. Attack Bonus Most attack powrs and Monstr attacks hav an Attack Bonus. A powr with a highr Attack Bonus is mor likly to hit than on with a lowr bonus. Making an Attack DA M AG E For ach nmy a Hro s powr or a Monstr s attack targts, roll th di and add th powr s Attack Bonus. nds of G sohngythatmsn als th wou LIN HEsiA ng TM & 20 ng a soothi You ur allis. you and yo Most important, kp in mind that you can nvr trac a diagonal path btwn tils. If a powr lts you attack a Monstr within 1 til of you, that dos not includ Monstrs on a Dungon Til that is diagonal to yours. You also cannot attack a Monstr within 1 til of you if a wall compltly blocks paths btwn your til and th Monstr s til. 2/200 If th rsult of th di roll plus th bonus is qual to or gratr than th targt s Armor Class, th attack hits. Damag 1/200 If an attack hits, it dals th listd damag to th Monstr or Hro. Damag that rducs a Monstr s Hit Points to 0 dfats that Monstr. Damag that dos not rduc a Monstr or Hro to 0 Hit Points stays on that Monstr or Hro (us th Hit Point tokns to track damag). Som Monstrs hav powrs that lt thm hal damag. Many Hro powrs allow you to hal varying amounts of damag that on or mor Hros hav suffrd. Coast TM & _ _001_WrathRuls_REV.indd 9

10 Dfating Monstrs If a Monstr s Hit Points ar rducd to 0, th Monstr is dfatd. Rmov its figur from th til. Th playr controlling that Monstr discards th Monstr Card into th Exprinc Pil (s pag 14). If mor than on Hro controls that typ of Monstr, th playr who mad th attack discards th card if h or sh controls on of thos Monstrs. If not, go clockwis around th tabl. Th first playr you rach who controls on of thos Monstrs discards that Monstr Card. Whn your Hro dfats a Monstr, draw a Trasur Card (s pag 13). You can draw only on Trasur Card pr turn, no mattr how many Monstrs you dfat during that turn. Hit Point Tokn Haling Surg Tokn Dfating Hros Whn a Hro is rducd to 0 Hit Points, kp th Hro s figur on th til. Knock th figur on its sid to show that th Hro is at 0 Hit Points. Monstrs ignor th downd Hro, and th Hro cannot tak any additional damag or us any powrs or itms. Conditions, such as Dazd or Poisond, still apply to th Hro. If th Hro is hald bfor th start of his or hr turn, stand th figur up th Hro is back in th fight and can us powrs and itms normally. A Hro that starts his or hr turn at 0 Hit Points must spnd a Haling Surg tokn. If thr ar no Haling Surg tokns rmaining, th Hros los th Advntur. Haling Surgs A Haling Surg rprsnts a Hro s ability to fight on against ovrwhlming odds. Dspit pain and injuris, a Hro can push forward to continu th battl. Th Hros bgin th gam with two Haling Surg tokns. Ths tokns ar a rsourc that th ntir group shars. You us Haling Surg tokns to rviv a Hro that has bn rducd to 0 Hit Points. If your Hro is at 0 Hit Points at th start of your turn, you must us a Haling Surg tokn. Discard on Haling Surg tokn and rgain Hit Points qual to your Hro s Surg Valu. You thn tak your turn as normal. If thr ar no Haling Surg tokns rmaining whn you start your turn at 0 Hit Points, th Hros los th Advntur and th gam nds. Othr Actions Whil moving and attacking ar th most common typs of actions that a Hro taks, thr ar othr things a Hro can do. Picking Up Objcts Som Encountr Cards and Advnturs can rsult in an objct markr bing placd on th tils. To pick up an objct, your Hro nds to b in any squar adjacnt to th objct during your Hro Phas. It dos not tak any action to pick up an objct. Your Hro can pick up any numbr of itms, or vn pick up itms as h or sh movs past thm. Dstroying Objcts An Advntur might spcify that an objct nds to b dstroyd to win a particular scnario. If th objct has an Armor Class and Hit Points, your Hro can targt it just lik a Monstr. If your Hro has a powr that attacks all Monstrs on a spcific til, it can also attack an objct on that til. Onc you dal damag qual to its numbr of Hit Points, you dstroy th objct and rmov its markr from th til. Disabling Traps A Trap from an Encountr Card can b disabld. Whil a Hro is on a til with a Trap, h or sh can attmpt to disabl that Trap instad of attacking. If you roll th numbr listd on th Trap card or highr, discard th Trap card and its markr. Escaping th Dungon Som Advnturs rquir Hros to scap from th dungon. To scap from th dungon, your Hro nds to b on th spcifid location (such as th laddr squar on th Scur Exit til, th stairs on th Tunnl Exit til, or th stairs on th Start Til) at th nd of your Hro Phas. Onc you hav scapd from th dungon, you no longr tak your Hro Phas or Exploration Phas, or draw Encountr Cards, but you do continu to tak your Villain Phas and activat any Monstr Cards or Trap Cards that you control _ _001_WrathRuls_REV.indd 10

11 Each Monstr Card shows a Monstr s dfnss and attacks. Monstr Nam and Typ: This shows th nam of th cratur and what kind of cratur it is. THE MONSTER DECK AC: This is th Monstr s Armor Class, its dfns scor (s pag 9). Th Monstr Dck randomly dtrmins th Monstrs that cross th Hros path as thy xplor th dungon. HP: This is th Monstr s Hit Points, its halth scor (s Damag pag 9). Th Monstr s tactics ar prsntd as a list. Each possibl tactic for th Monstr starts with a statmnt. If that statmnt is tru, th Monstr uss th rsulting tactic. Spcial Ability: If th Monstr has a spcial ability, it is shown hr. If th statmnt is not tru, go on to th nxt statmnt. Th final ntry in th tactics list is a dfault action that th Monstr follows if no othr statmnts ar tru. Exprinc: This is how many Exprinc Points th Monstr is worth whn you dfat it (s pag 14). If th tactic rquirs th Monstr to mov to a nw til, plac th Monstr on th nw til s scorch mark if that squar is mpty. Whnvr possibl, Monstrs mov from til to til by following th scorch marks. If th scorch mark squar is occupid, plac th Monstr anywhr on th til. Tactics: Each Monstr card provids a Monstr s tactics. Th tactics ar a script that shows you what th Monstr dos whn you activat it during your Villain Phas. Card Fac Onc a Monstr has slctd and followd on st of tactics, th Monstr s turn nds. Do not continu to chck its rmaining tactics that turn. GRELL ABERRA NT TA C T IC S AC Somtims a Monstr rquirs you to plac a nw Monstr. Add that Monstr Card to th nd of any Monstr Cards you control. Th nw Monstr acts during your Villain Phas. HP 15 2 If th Grll is adjacnt to attacks that a Hro, it vnomous Hro with a bit. If th Grll is w ith Hro, it m ovs adjac in 1 til of a Hro and attacks wit nt to th closst h its tnta Othrw cls. is, th G rll movs toward th 1 til closst H ro. AT TA C K B IT E DA M AG E 1and Poison d Miss: 1 Dam ag TENTACLES 1and Dazd 2 EXPER IE TM & Wizard Monstr Hit Point Tokn s of th Co NCE ast LLC HUMAN C 114/200 HUMAN TA C T IC S ULTIST AC HP 14 1 DAGGER If th Cu is within ltist 1 Hro, it m til of a ov to th clos s adjacnt attacks wit st Hro and h a poison d daggr. Othrw is, th C ultist mov toward th s 1 til closst Hr o. AT TA C K Card Back +6 DA M AG E 1 and Poiso nd 1 EXPER IE TM & 20 Card Fac 10 Wizard s of th Co NCE ast LLC 116/ _ _001_WrathRuls_REV.indd 11

12 THE ENCOUNTER DECK Th Encountr Dck rprsnts th Evnts, dadly Environmnts, Traps, and othr thrats that fill th dungon bnath Firstorm Pak. Thr ar svral typs of Encountr Cards, ach with its own spcial ruls. Whnvr you draw an Encountr Card, apply its ffcts immdiatly. EV EN T AT TA CK BLINDING BOMB Th cramic sphr xplods narby wall. as it shattrs against th Card Fac n 1 til of th hin Attack ach Hro witthi activ Hro. nstr ck, ach Sntry Mo h attack ENV Aftr th IRt O N M E ss ard th clo tow til 1 NT vs mo y pla in H ID. dg d D or xpl E un un N SNIP an h til witth ERS Arrows and darts fly from th shadow s. DA MA GE TAC K AT TA If thr is Dazd an play, discar Environmnt Card d it. This En alrady in play until a nw Envi vironmnt rmains ronmn nt t Card is dr in this card. awn. Discar Wd hn + +8 vr or hr H th activ83h ro nds ro Phas o /200 n a til that hiis an d os othr T ro E V E NH taks 1 damhro on it, th actti v P ag. A E L ED Coast LLC nooft th hav TM & 2010 Wizards FRENZI rnatura u with sup laps at yo til as th th sam 2 damag. n o is r st s & ro 20ta 10kWizard If a Mon o, thatm th s of th d ro activ H r Card ancohasttllrca P st 60/2 n o M a it w, dra st tillwa V Othrwis gur on th clos A F L O W fi s. plac it lord dg an unxp R d hot lava flows from a pip in th wall. Plac th La til. If that va Flow markr on th ti card and dr l alrady has a m activ Hro s arkr, disc aw a nw ard this Encountr Card.. Triggristh th card T DiscaPrd has: Plac rap during your Vil 0 lain on Lav68 any til ad a /2F00 low markr LLCcn Coast ja on t th to of a ds F til w 10 Wizar low markr, if possibl. E ith a Lava TM & 20 on a til w ac hh it taks 1 damh a Lava Flow mark ro r thn ag. Instad of attacking, a Hro on attmpt to a til disabl it. Rmov al with a Trap can l Lava Flow whn succ markrs ssfully di sabld. DISABLE: R TM & 20 o ll Wizard s of th Co ast LLC 100/200 Card Back Activ Hro: Som Encountr Cards us th phras activ Hro. Th Hro playd by th playr who drw th card is always th activ Hro that th card rfrs to. Curss: Som Encountr Cards rprsnt a curs that affcts a singl Hro. Plac a Curs Card on top of your Hro Card to rmmbr its ffct. Curss last a short tim, such as until you dfat a Monstr or whn you roll a 16 or highr at th nd of your turn. Environmnt: An Environmnt Card rprsnts a major chang in th dungon. Bats might swarm through th corridors, or a cloud of thick mist might drift from chambr to chambr. Th ffcts of an Environmnt Card apply to all Hros. Plac th Environmnt Card whr vryon can s it. If you draw an Environmnt Card and thr is alrady on in play, discard th old Environmnt Card and rplac it with th nw on. l spd! A monstr You can cancl an Encountr Card bfor applying its ffcts by using Exprinc Points (s pag 14). You can cancl an Environmnt Card with Exprinc Points, just lik any othr Encountr Card (s pag 14). If you cancl a nw Environmnt Card whn thr is alrady on in play, you do not discard th card that was alrady in play. Evnts: An Evnt Card is a strang occurrnc, a dradful sight or sound, or som othr incidnt that bfalls your Hro. An Evnt taks plac whn you draw th card unlss you cancl it with Exprinc Points. Onc you hav rsolvd th Evnt, discard it. Most Evnts ar yllow cards. A fw Evnts includ an attack roll against on or mor Hros. Ths vnts appar on rd cards and ar calld Evnt Attacks to distinguish thm from th Evnts that don t includ an attack roll. Hazards: A Hazard is an obstacl that slows your passag through th dungon. A rock fall blocks part of th corridor, or rd-hot lava pouring from a fissur slowly fills th dungon. Whn you draw a Hazard Card, plac th Hazard s markr on th activ Hro s til. If thr is alrady a markr on th til, discard th Hazard Card and draw a nw Encountr Card. Aftr placing th Hazard markr, put th Hazard Card in front of you with any othr Monstr Cards you control. Whn you tak your Villain Phas, th Hazard activats lik a Monstr. Unlik a Monstr, Hazards lack tactics. Instad, a Hazard taks th actions listd on its card. A Hazard might attack all th Hros on its til, or it might attack th Hro closst to it. A Hazard attacks just lik a Monstr. Traps: Traps ar lik Hazards, xcpt that Hros hav th option to disabl a Trap. S pag 10 for mor information _ _001_WrathRuls_REV.indd 12

13 THE TREASURE DECK Th Trasur Dck rprsnts th magic itms and othr valuabls carrid by th Monstrs or hiddn in th dungon. Each Hro starts an Advntur with a Trasur Card. Card Fac HAZARD CAVE IN Whn your Hro dfats a Monstr, draw a Trasur Card. You can only gain on Trasur Card pr turn, no mattr how many Monstrs you dfat during that turn. Th ciling ab with rubbl ov you collapss, chok. ing th pass ag Plac th C til. If that av In markr on th ti this card an l alrady has a m activ Hro s ark d draw a n w Encoun r, discard tr Card. Each Trasur Card rprsnts an itm. Itms provid a lasting bnfit. Whn you draw an Itm, dcid if you want to kp it for your Hro or if you want to giv it to anothr Hro. Onc you v dcidd who gts th Itm, you can t giv it to anothr Hro latr. Plac th itm nxt to th Hro Card of th Hro that rcivd it. Attack ach Hro on th til. activ H ro s AT TA C K Whn you us a Trasur Card, follow th ruls listd on it. Th Trasur Card also xplains whn you can us it. You can bnfit from multipl Trasur Cards in play that apply to your Hro. Th only xcption to this rul applis to Itms that provid attack or dfns bonuss. A Hro can only gain on attack bonus and on dfns bonus from itms at a tim. ADVENTU ON ASHARDAL roar fi A horrifying ars! dragon app RE ARRIVES! t rd n as th gra lls th dungo ld. nnot b canc This card ca closst til dalon on th unxplord ar sh A c la P Hro with an to th activ dg. DA M AG E +9 2 Miss: 1 Dam ag CHAMBER Discard th ORDE ENDLETMS&S 20H10 Wizard is card. s ofch th Coast Hro, a LLC h th activ Starting wit a Monstr Card and s. l aw mbr ti playr dr str on a Cha placs a Mon s on tils that hav no r Plac Monst t. rs a Monstrs fi s and placs playr draw Thn, ach r. st scond Mon r Cards wr hich Monst ld w i y if Sh c a t sp pu To is Chambr, placd by th Monstr Card as a th on markr rmindr. onstrs in th troy all th M s D : L A O G chambr. 9 97/200 Card Fac cld. nnot b can IT This card ca EM TM & /200 THROWIN G SHIE Coast LLC Wizards of th LD You throw your shi ld at a narby n my, aftr which th shild rtu rns in a gracful arc. untr Card. nothr Enco Draw an t LLC Coas Wizards of th TM & /200 Play this itm im mdiatly. You gain a +2 bonu s to AC whil this is in play. itm Attack 1 Monstr wi action dos not co thin 2 tils of you. This unt as an attack ac tion AT TA CK DA MA GE +6 1 Pric: 2,000 gold Card Back TM & 2010 Wi zards of th Coast LLC 162/200 Card Fac _ _001_WrathRuls_REV.indd 13

14 EXPERIENCE POINTS Hros arn Exprinc Points by dfating Monstrs. Whn you dfat a Monstr, th Hro who controls it puts that Monstr Card in th Hros Exprinc Pil. Each Monstr Card lists th Exprinc Points it provids. Th toughr th Monstr, th mor Exprinc Points it provids. Th Hros can spnd Exprinc Points in two ways: To cancl an Encountr Card To Lvl Up Cancling Encountr Cards Cancling an Encountr Card rprsnts using th hard-fought xprinc your Hro has gaind to avoid dangr. For xampl, your Hro spots a Trap and disabls it bfor it activats, or avoids an Evnt bfor it inflicts any injuris. Whnvr you draw an Encountr Card, you can spnd a total of 5 Exprinc Points to cancl it. Th Monstr Cards you choos from your Exprinc Point pil must add up to at last 5 Exprinc Points. Discard th cards aftr you spnd thm. You can t us any xcss points from on cancllation in a latr turn. Whn you cancl an Encountr Card, discard it and ignor its ffcts. You can only cancl an Encountr Card whn you draw it. Onc th card coms into play, you cannot cancl it on a latr turn. Exampl: Thr ar thr Monstrs worth 3 Exprinc ach and on Monstr worth 2 Exprinc in th Hros Exprinc Pil. If you want to cancl an Encountr Card, you could spnd on 3-point Monstr Card and th 2-point Monstr Card. That would lav you with two 3-point Monstr Cards in th pil. If you thn wantd to cancl anothr Encountr Card, you would hav to spnd th two 3-point Monstrs. Evn though you hav 6 total Exprinc Points and nd to spnd only 5, you don t hav th right mix of cards to mak xactly 5. Th xtra point is wastd and both cards ar discardd, though you still cancl th Encountr Card. Lvling Up A Hro starts play at 1st lvl. Whnvr a Hro rolls a natural 20 whn making an attack roll or a disabl trap roll, that Hro can choos to spnd 5 Exprinc Points to bcom 2nd lvl! Discard th Monstr cards aftr you spnd thm. Flip your 1st-lvl Hro Card ovr to th 2nd-lvl sid. Lvling up to 2nd lvl incrass your Hit Points, your Armor Class, and your Surg Valu. It also allows you to choos a nw Daily powr, and you gain th spcial ability to mak critical attacks (shown on th Hro Card). In addition to th natural roll of 20, th Tom of Exprinc Trasur Card also provids an opportunity to lvl up your Hro. RULES FOR LATER ADVENTURES Onc you hav playd th first two Advnturs and ar comfortabl with th ruls, try th rst of th Advnturs in th Advntur Book. Hr ar ruls for your latr gams. Choosing Powr Cards Onc you hav a bttr undrstanding of th gam, you don t hav to stick to th suggstd Powr Cards for your Hro listd in th front of th Advntur Book. Each 1st-Lvl Hro Card tlls you how many powrs of ach typ you gt you can choos which At-Will, Utility, and Daily Powr Cards you want to us for any particular Advntur. For a slightly asir gam, choos th Powr Cards you want. This way you can st up th prfct balanc of powrs and you ll know xactly what to xpct from your Hro. For a slightly mor challnging gam, choos your Powr Card in ach catgory randomly. You ll hav th fun of figuring out how to gt th most out of surprising combinations of powrs using this mthod of slction. Making Advnturs Mor or Lss Challnging To mak an Advntur mor challnging, rduc th numbr of Haling Surg tokns availabl to on. To mak an Advntur asir, incras th numbr of Haling Surg tokns to thr. OPTIONAL RULES Som Advnturs mak us of optional ruls and includ som or all of th pics w suggstd you st asid during stup (s pag 4). Hr s a brif rundown on som of ths ruls. Boon Cards Som Advnturs us th Boon Cards. A Boon Card provids th Hros with an advantag aftr thy ovrcom a challng _ _001_WrathRuls_REV.indd 14

15 Chambrs Whn an Advntur uss th Chambr ruls, add th appropriat Chambr Entranc til to th Dungon Til Stack and plac th appropriat Chambr Tils Stack fac down narby. You will also nd ithr a spcific Chambr Card or th ntir Chambr Card dck, dpnding on th ruls of th Advntur. Shild Markr A Chambr rprsnts th location of th climactic scn of an Advntur and is filld with dangrous Monstrs and trribl Villains. Whn you draw ithr th Dir Chambr Entranc or th Horrid Chambr Entranc from th Dungon Til Stack, plac that til according to th til placmnt ruls. Thn draw from th associatd stack of Chambr Tils, labld ithr Dir Chambr or Horrid Chambr as appropriat. Draw and plac an additional Chambr til nxt to ach unxplord dg of th Chambr Entranc til. If on of th Chambr Tils drawn is th Larg Chambr, you plac additional Chambr Tils nxt to ach unxplord dg of that til as wll. Aftr you v placd th Chambr Tils, you draw th top Chambr Card or a spcific Chambr Card, dpnding on th nds of th Advntur. Each Chambr Card sts up a major ncountr that challngs th Hros. You might discovr a Villain to fight, villagrs to rscu, or altars to dstroy. Filling th Chambr Most Chambr Cards tll you to fill th Chambr in th following way: Plac th spcific Monstr or Villain calld for on th Chambr Card on any Chambr til. Thn, starting with th activ Hro, ach Hro draws a Monstr Card and placs th corrsponding figur. Ths Monstrs should b placd on mpty Chambr Tils first. Onc all tils hav bn filld, you can plac any rmaining Monstrs on any Chambr Til. To spcify which Monstr Cards wr placd by a Chambr, put a Shild markr on th Monstr Card as a rmindr. Chambr Goal Each Chambr Card has a goal. This goal tlls th Hros how to dfat th Chambr. (Most Advntur goals ar also th goals of th Chambr.) Goals typically includ dfating a spcifid Villain or group of Monstrs, but somtims thy includ rscuing villagrs, scaping th dungon, or prforming othr tasks. Doors Unlockd: Whn you rval an Unlockd Door, discard th Closd Door tokn. Trappd: Whn you rval a Trappd Door, ach Hro adjacnt to th Closd Door tokn immdiatly taks 1 damag. Thn discard th Closd Door tokn. Lockd: Whn you rval a Lockd Door, plac th fac-up tokn back on th Dungon Til. Whil a Hro is adjacnt to a Lockd Door, h or sh can attmpt to unlock th door instad of attacking. If you roll a 10 or highr, you unlock th door. Discard th Closd Door tokn. Monstr and Trasur Tokns Som Advnturs us Monstr or Trasur tokns to add an lmnt of surpris or risk to a particular scnario. Th Advntur xplains how to us th tokns and whn thy ar ndd. For mor Advnturs and othr optional ruls, chck out www. DungonsandDragons.com. Som Dungon Tils hav an opn door symbol. Whn an Advntur uss th door ruls and you draw a til with an opn door, plac th top Closd Door tokn on th symbol. A Hro that is in a squar adjacnt to a Closd Door tokn can try to opn th door. Rval what typ of door it is by turning ovr th tokn. Thr ar 3 typs of doors: _ _001_WrathRuls_REV.indd 15

16 What dos a Monstr do whn a Hro is at 0 Hit Points? Monstrs ignor Hros that ar at 0 Hit Points. Follow th tactics on a Monstr s card as though any Hro at 0 Hit Points is not thr. If all of th Hros ar at 0 Hit Points during a playr s Villain Phas, th Monstrs do nothing and th phas nds immdiatly. What is a Markr? Markrs ar 2-inch squars usd to show whr somthing is on a Dungon Til. Markrs rprsnt hazards, traps, som itms, and som trrain faturs (such as th Vast Gat). What do w do whn w draw all th cards from a dck? If you play through an ntir dck of cards, shuffl that dck s discard pil and kp playing. Dos ach Hro maintain an Exprinc pil? Exprinc is a party rsourc. Thr is only on Exprinc pil that all of th Hros shar. Any Hro can choos to spnd Exprinc to cancl an Encountr Card or to lvl up. Playrs should dcid togthr whn to spnd Exprinc, but th activ playr can always choos to spnd or not to spnd Exprinc. I just dfatd a Monstr by rolling 20. Can I us th Exprinc from that Monstr to lvl up? Ys. What s th diffrnc btwn a Monstr and a Villain? A Villain is a spcial kind of Monstr. Anything that affcts a Monstr affcts a Villain. Whn you dfat a Villain, add th Villain s card to th Exprinc pil. That Exprinc can b spnt just lik othr Monstr cards. My Hro is currntly not on a til du to a Powr or Encountr Card. What happns whn anothr card is drawn that affcts ach Hro? A Hro might b trappd in th Pit or suckd into King Tomscu s Portal for a turn. A Hro that isn t on a til du to th affcts of a card is not affctd by othr cards drawn whil h or sh is not on a til. Wrath of Ashardalon Spcific Cards Blad Barrir (5), Box of Caltrops (139): Ths only affct a Monstr that nds its movmnt in a squar containing a Blad Barrir or Caltrop tokn. A Monstr that taks up mor than 1 squar taks 1 damag for ach squar that contains a tokn. Astral Rfug (8): Whn a Hro that is not on a til draws an Encountr Card that rfrs to that Hro s til, that part of th card has no ffct. This could rsult in an Encountr Card that has no ffct. Discard th card. D&D Advntur Systm FAQ W v scourd th mssag boards and our prsonal mailbags to put togthr this list of frquntly askd qustions and th appropriat answrs. Many of ths hav alrady bn workd into th nwst vrsion of th Rulbook, but som vry spcific qustions still nd answrs. So hr thy ar. And b sur to chck out for th most up-to-dat ruls and FAQ for th D&D Advntur Systm gams. Inspiring Advic (18): A Hro may us this powr only onc pr attack. If th attack still misss, you cannot xpnd this powr again this turn. Positioning Shot (34): Plac th Monstr on any squar within 1 til of your Hro s currnt position, not th original position of th Monstr. Dragon s Tribut (59): If you arn t using th Trasur Tokns in this advntur, draw 2 Trasur Cards and slct th on with th lowr gold pic (gp) valu. If th valus ar th sam, pick th on that you want. Wall of Magma (64): A Hro is adjacnt to a wall if th squar h or sh is in shars an dg with that wall. If th squar shars a singl cornr with th wall, th Hro is not adjacnt to th wall. Hiddn Trasur (70): If you arn t using th Trasur Tokns in this advntur and you draw this card, draw and plac a Trasur Card on th til. A Hro that nds his or hr Hro Phas on th til can claim th Trasur Card. Pit (98): If a Hro falls into th Pit, plac th Hro s figur on th Pit card. Whn a Hro that is not on a til draws an Encountr Card that rfrs to that Hro s til, that part of th card has no ffct. This could rsult in an Encountr Card that has no ffct. Discard th card. Whn th Hro scaps from th pit, plac th Hro s figur in any squar adjacnt to th Pit markr on th til. Lava Flow (100): Whn th lava flow is disabld, rmov all lava flow markrs from th tils. Lgion Dvil ( ): If you draw a Lgion Dvil card and thr ar alrady Lgion Dvils activ, add Lgion Dvils until thr ar 3 in th dungon. This may man that you plac no nw Lgion Dvils. Whn all of th activ Lgion Dvils ar dfatd, add all of th Lgion Dvil Monstr Cards in play to th Exprinc pil. Flying Carpt (145): You may plac th Flying Carpt undr your Hro, but it must b placd on a singl til. A Hro can mov on to and off th Flying Carpt as though it wr any othr squar. Tom of Exprinc (163): Don t spnd Exprinc to lvl up by using th Tom of Exprinc. Wand of Polymorph (166): Th wand s powr dos not work on Villains. Villain Clarification Rag Drak: Onc th Rag Drak taks 6 damag, flip ovr th Villain Card to th Enragd Rag Drak sid. It taks 10 total damag to dfat th Enragd Rag Drak. D&D D A A DVENTURE SYSTEM G COOPERATIVE GAME 300_ _001_WrathRuls_REV.indd 16

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