Adventure Time: Adventures in the Land of Ooo
Adventure Time: Adventures in the Land of Ooo Rulebook
Table of Contents
Table of Contents
Prologue
My dear geek, if you are reading this, I already like you.
There are lot of people who are going crazy over Adventure Time, but not many of them have as extensive and profound a knowledge of its secrets as I do. And that is because not only have I not missed one single episode, but also because I have shared some of those adventures myself. My name is Cuber, and as you might have guessed, I am a well versed storyteller.
I was born many years after the Mushroom War (which is still some time from now, so don't worry), and I'm an expert in the history and secrets of the Land of Ooo. After many years of hard work, I finally had the chance to make my dream come true, and have been able to rebuild one of the lost treasures of my land: the legendary board game "Adventures in the Land of Ooo".
So yes, what seemed like a myth for many is actually a reality!
This is the board game to which Finn and Jake dedicated so many evenings in their time. Now the legend is in your hands!
Try to overcome your excitement and keep reading this prologue, as we are almost done.
The game was invented not only as a way to spend a Sunday afternoon, but also as a fun way to learn and remember the history of the Land of Ooo, where everyone played it, from the northern Unknown Lands, to the Chicken Blood Cove in the south. Unfortunately, it slowly fell into oblivion, but now it's back!, as exciting as the first day and ready for you, and the other million wackos like you, to enjoy!... so, enjoy!
Cuber.
What's the Game About?
Adventures in the Land of Ooo is a board game, where you will have fun living adventures very similar to the ones you've seen your heroes live.
The Characters will move on the board, discovering locations, casting spells, facing enemies, and enjoying a mathematical time until someone successfully finishes the Mission's objective.
But we are going too fast, first of all, let me introduce you to the main characters.
Characters
The characters that you'll find in the Basic Set of Adventure Time, and that will be expanded upon in the future, are:
- Finn, the Human.
- Jake, the Dog.
- Marceline, the Vampire Queen.
- Princess Bubblegum, from Candy Kingdom.
- Ice King, wizard of the Ice Kingdom.
Each player will choose one of the characters to play the adventures, keeping in mind that each one has his own unique abilities, skills and personality, which will affect the gameplay.
Every character has a specific Character card for each Mission, where you'll find:
Capacity
Someone straight forward will say that it is the damage that you inflict upon your enemies. But those who are a little more subtle, might tell you that it's a generic characteristic that, depending on the situation or the Mission, may represent different things.
For example, if you rush into a fight with an Ogre and you are wielding a Mace, it would represent your skill with that weapon, and its combat value will be added to your capacity, resulting in your final attack capacity.
But, in the case of a magical battle where you face a Wizard when you use an amulet or a potion, it would represent your skill at casting spells and enchantments and your ability to affect others with magic.
Cuber's Pause: Although a character may be your absolute favorite on the show, you may play better with someone else. I recommend that you try all of them in different games until you find the one that works for you best.
Resistance
Commonly known as defense, is also generic, and it represents the capability of each character to resist whatever challenges you have to face, from the chop of a giant axe to the effect of a sirupy teenage love potion.
Movement
The characters move around the board. This attribute represents the speed at which they can do so; therefore, each character will move as many spaces as indicated by this attribute. There are some Objects that can increase this speed, while other factors may make movement impossible.
Lifes
Your Character card will change in every Mission, so sometimes, you may have a certain number of Decorpsinator Serum cards that will allow you to get back into the game after being defeated.
You will receive as many Serum cards as indicated in your Character card, and you will have to discard one each time you "die". Whenever you are defeated and are out of Decorpsinator Serum cards left, you will be eliminated... you will only be able to watch the other players play, or be in charge of making sure that everyone has drinks and popcorn?
Globally, all characters have similar strength, although some may have fewer Serum cards, because their other attributes and special skills will compensate that.
Missions
Once you have chosen your character, it's time to face the Mission. These Missions are recreations of some of the adventures that the heroes have faced, the only difference being that now you are in charge! So the final results of the adventure will undoubtedly be very different from those on the show.
Basically, the winner will be whoever manages to finish the Mission first. Given the dynamic of the game, it is possible that you will make a few enemies along the way... but if there is something more fun than winning, it would definitely be helping your opponents to lose!
In future expansions you will find new Missions, with their specific Mission cards, and new Mission guides with all the information you will need: a description of the situation, the place, the circumstances and the goals. The Quick Reference Guide will show you how to set the Mission up.
The "Setup" may seem complicated, and makes you feel super smart, almost like a scientist, but it's just an explanation of the proper way to place the game components, such as the cards, on the game board in order to get the game ready for action!
If you are going crazy looking for the Quick Reference Guide, and are already thinking of taking the game back to the shop to switch it for something else... don't be in such a hurry, relax man! In this Basic Set of the game you will find all the information you need for the main Mission (and for the second Mission as well), further on in this rulebook.
Let's take a look at the components of the game.
Cuber's Pause: Every time you play the same Mission, the action and final results will be different depending on the characters you use, the enemies that appear and your strategy.
Game Board
This awesome looking game board will be our "battle field", although a Battle doesn't always mean that two thugs are hitting each other with huge blunt objects, it can also be a battle of wits, or a magical battle, depending on the Mission you are playing.
Notice that there are 13 numbered spaces on the board (yes, if you take a closer look you will see that those cute drawings are actually numbers), where the playing cards will fit perfectly.
Coincidence? I don't think so... I've worked hard to make sure that the size of the cards and these spaces on the board match, using an ancient and sophisticated artifact called a "ruler".
Also, you'll see that there are a lot of paths formed by small red stones, along which your characters will move. Each red stone counts as one step. So, when you say that a Character has a movement value of 3, that means that he can move up to 3 of those red stone spaces.
At this point, there is no doubt someone as smart as you will be wondering about the yellow spaces on the board. Well, as you might have guessed, those are the starting spaces for the characters at the beginning of the game.
Cards
There are a huge number of cards with different types and functions. They are easy to identify (and separate), because the backs of the cards and the color of their borders are different.
Enemy Cards
During the adventure you will face many different enemies: monsters, knights, wizards, animals, ghosts, etc...
The information on the different cards is very similar. You will see:
- Enemy class.
- A picture and a brief description of the enemy.
- A list with all his combat values, as explained on page 3.
- Information about rewards (Objects) you'll receive if you defeat him.
In some cases the card will tell you if a certain enemy has any special skill or conditions. You'll find this information in red in the text that describes the enemy, so if you don't want to read all my nonsense, you could only read the red text.
There are Common Enemies and Mission Enemies. The Mission Enemies cards will have distinctive elements on their faces, such as the name of the Mission, so that they are easy to locate, and you can easily add them or remove them from the game.
Weapon Cards
In certain Missions, your hero will face enemies against whom putting on your meanest face won't be enough to defeat the enemy, so you will need something more convincing, like a good sword or a giant size mallet.
You will find an image of the Weapon on these cards, and the name, the kind of Weapon, and these three values:
- Attack Capacity: You may add this value to the user's Capacity.
- Resistance: It's unusual to find Weapons that improve the user's Resistance, but there are a few. Add this value to your character's Resistance value.
- Level: Not everyone can use every Weapon - it usually depends on his experience and skill. This number indicates what hero level your character must be to use that specific Weapon, and it goes from 1 to 6. The hero's level will be determined by the number of enemies he has defeated: 0 if you defeated anyone, 1 if you've already kicked someone's butt, 2 if you've won 2 Battles, etc.
At the beginning, when your level is 0, your only option will be to confront the challenge without Weapons. Place all defeated cards next to your Character card, to keep track of your current level.
Object Cards
You will find many different kinds of objects as you travel through the Land of Ooo. We'll tell you more about how to get them later on in this rulebook.
It's really fun to find all sorts of things: you might find something to eat, or a person who might lend you a hand (who you could also eat... but that wouldn't be nice). You may find weird Gadgets, Musical Instruments or Magical Objects, who knows?
Usually, you will use them during fights, by playing them on another card to modify the card's values. A specific Object could increase your Capacity, or if you use it against your enemy, it could weaken his Resistance.
The card includes a short text, a lovely illustration depicting the Object, and informs you of its effects and values, as usual.
Location Cards
These cards represent different places. Some of them will affect you in different ways, while on others you can perform a specific action.
For example, if you reach a Shop card that action would be to acquire Extra Supplies, such as new Objects or Weapons, depending on the current Mission.
Also, in some Missions you will find special places that you will have to cross, facing grave dangers like getting your hair messed up (at the very least). These places are called Locations, and in most cases you will deal with them like any other enemy, that is, to get past them you will have to fight with the hostile environment using your Capacity and protecting yourself with your Resistance.
Just like with the other cards, they may have specific conditions that will be graciously explained in a red text, along with specific image and values for that location.
Now that you are familiar with the components, I'll try to explain how to play. Cool people call it "General Dynamics and Structure of the Game", but personally I like calling it: "How to play".
How to Play
A little order, every now and then, is not a bad thing, so when playing this game be polite and considerate by taking turns.
During your opponent's turn, because you are a polite and considerate player and all that, you should not bother or interrupt him under any circumstances... unless... unless you really feel like it, of course. And you will feel like it.
Even so, be careful that your turns don't become chaotic by following this order for the next 3 phases:
- Supply.
- Movement.
- Battle/Extra Supply (also known as... buying).
1. Supply Phase
You will be able to carry with you many objects that will be useful if you use them wisely during your adventures. As a rule, the player may not carry too many objects, but there is no fixed number, it depends on the Mission you are playing (this is a logical thing if you think about it... who can run around with a backpack the size of an elephant?!).
At the beginning of the turn, during the Supply Phase draw as many cards from the Object deck as indicated on the Mission. Add them to your hand and take a quick look at all of them, to decide which ones you want to keep in your hand (if you have more cards than allowed for that Mission).
Aside from this first Supply Phase, most Missions will offer you the chance to earn additional Objects in the Shops that may be found on the game board, as we will explain further on.
At times, once you've finished playing your turn you will have a few more cards than you are allowed to have. Don't worry about this, you can still draw your Supply cards as usual but then you will discard the extra cards to return to the Mission's hand limit (as shown on the Mission description).
Really, it's very easy. You will understand it perfectly with the following example:
All discarded Objects go into the same Object discard pile. Once the Object deck is over, you reshuffle the discard pile, to form a new Object deck.
It is possible to run out of Objects while drawing cards from a reward, or during the Supply Phase. For example, if you have to draw 3 cards and there is only 1 left... this is not a problem, draw the remaining card, reshuffle the discard pile, and draw the other two cards.
Weapons may also be part of the equipment the hero carries. Again it depends on the Mission, but in general you'll have the choice to draw a Weapons card instead of an Objects card. I'll tell you all about that in the specific rules for each Mission... meanwhile you can calm your anxiety by biting your toenails (it helps me a lot!).
Cuber's Pause: It may seem that accumulating cards doesn't make sense if you have to discard them all at the beginning of your turn, but remember you can still use them to help or hinder your opponents... that sounds better, doesn't it?
2. Movement Phase
Once your luggage is ready, it's time to look for adventure by moving around the board.
As explained before, your character's basic Movement capability is indicated on his card, and you may modify it using certain Objects during the Movement Phase. All the cards that have been played to modify that movement go to the Object discard pile, unless it's an object with permanent effects.
In that case place it face up next to your character card (unless somebody steals it from you, of course), and you'll benefit from the extra movement in all of your Movement phases. These cards are easy to recognize, as they have the word PERMANENT written on them.
The Movement phase is optional, you may move if you want to or comfortably, stay where you are. You may move as many spaces as your movement capability allows, or stop where you want, and what's more important: if you stopped you may use your remaining movements further on, after your Battle phase (if you are still alive, obviously... usually dead heroes are quiet in nature and don't move too much).
You may move in any direction, you can go back and forth, change directions if you want to, do a hand stand, or somersault your way to the next square. It's up to you.
Depending on your decisions and strategy, this way you can move to a square to do whatever you want, to fight something, or someone, or to a shop to get some extra supplies. The possible actions are Battle and Extra Supplies, but remember that you may only choose one of them.
3A. Battle
This is probably the most important phase of all. Everything you have done until now, from getting supplies, to moving around the world, was done to get you closer to your target for a battle.
The term "Battle" sounds awesome, and it's quite generic, it is used for any situation in which your hero faces something, be it a fierce fight with a horrible monster, a Wizard Battle against another Wizard, trying to cross a specially threatening forest, or dealing with a heavy indigestion after eating too much chive cake.
Every Battle has a prefixed sequence of 7 steps, regardless of the kind of Battle or situation you are in. And that sequence is always the same, unless a specific Mission or special circumstance indicates otherwise.
Step 1. Face To Face
Follow these steps:
Place your Character card and the Enemy's card in the indicated area of the Battle Zone, Zone A. If you are going to use a Weapon, place it in Zone B.
Play as many beneficial cards as you want to help you during the battle in Zone C. Place the cards you want to use to harm your opponent in Zone D.
Remember that some Objects improve your values, while other decrease them. The logical thing to do would be to play beneficial cards on your hero, and harmful cards on your opponent, to reduce his Capacity and Resistance. Of course this is optional, if you think you can win without using any cards you may decide to do so. You may also play cards only to yourself, or only to your enemy. It's up to you.
Step 2. Unwanted Help
The other players, starting with the one sitting to the left of the active attacking player, and going clockwise, may kindly contribute to the Battle, by playing cards face down to any of the battling parties (Zones C and D). Look at their sweet loving faces, and try to figure out if they are trying to help (it has happened once or twice) or if they want to help sink you into the deepest abyss.
Step 3. Fleeing?
It's time to think a little bit and decide if you still have a chance to win the fight, or if it would be better to flee the battle and leave the fight for a warmer day.
If you decide to go, you must leave all the Objects used in the Battle behind. All of them will go into the discard pile and you will move to the closest empty space. But hey, it's always better to travel light when you are in a hurry, right?
Step 4. It's Better To Prevent
If you are feeling brave you'll stay and fight. Of course, something tells you that your so called "friends" aren't to be trusted, and may be trying to help you lose the game. So you have one last chance to play cards, if you have any left and if you want to, both on your character or your opponent in the Battle Zone (Zones C and D).
IMPORTANT: You may only play cards during this phase IF another player placed cards during the "Unwanted Help" phase.
Cuber's Pause: If during a calculation you have to divide and the result is a fraction, you will always round up. Example: 5 ÷ 2 = 2,5 = 3
Step 5. Calculating
After thoroughly shuffling each pile of cards (the ones on your character and the ones on your enemy), you'll have to reveal them one by one, placing them one next to the other in order, and calculate the resulting Capacity and Resistance.
Step 6. Deciding the Battle
The rule is that, if a card is face down and the player turns it over, the card attacks first. But if the card is already face up then the player will attack first.
The way to solve a Battle is simple: if the attacker's Capacity is higher than the Resistance, the attack was successful. Otherwise, it just wasn't enough. In the case of a draw, the defender has successfully resisted the attack, barely, but there he is... still on his feet.
You'll have to solve the attack first, and if the attacker didn't destroy his rival, immediately solve the defender's attack, meaning that the attacker will now have to defend himself. Add the Capacity of the new attacker and compare it to the Resistance of the new defender.
Step 7. And Now What?
Once you've gone through the previous 6 steps of the Battle (sometimes even sooner) you'll find yourself in one of the next 3 possible situations: you've defeated the enemy, you've been defeated by the enemy, or neither has won.
- You've defeated the enemy! When you defeat an enemy, draw as many cards from the Objects deck as indicated in the enemy's card (you will plunder your enemy, as if losing wasn't bad enough), and you will take the enemy's card, placing it next to your Character's card. The more enemies you defeat, the higher level you will reach and the better Weapons you will be able to use. All cards used during the Battle are discarded, unless there is a Permanent card (which goes back to its owner's hand).
- You've been defeated by the enemy! Well, it's not the end of the world... or maybe it is, it depends on the Mission you are playing. Each Mission has its own special rules about what to do if you've been defeated.
- Nobody wins the Battle! If the enemy hasn't fallen, he'll be dazed but not completely defeated, so you won't get the rewards for defeating him. All the cards used in the Battle will go straight to the discard pile. By the time someone faces this enemy again, we can assume that he will have recovered and will have his Resistance and Capacity values reset to the values indicated on his card.
3B. Extra Supply
It's easy.
If you think you may not have enough resources for a Battle, you may use your turn to move to one of the spaces with a Shop card on it, and pick up as many Objects as the Mission allows.
Once the Battle or Extra Supply phases are over, it is the next player's turn. The players will take turns, until somebody manages to reach the final goal, and wins the game (as well as humiliating the rest of the players).
This, my friends, is the general mechanics of the game, but it will most likely be modified in many aspects by the details of each specific Mission. Keep in mind that each Mission doesn't just imply a change of situation or scenery... the goals and the ways of achieving them also change, so the feeling will be completely different when playing one Mission or another.
And just in case you had doubts, I can see the grin on your face, I'll proceed to explain the first Mission.
The Dungeon
The Crystal Eye Dungeon gets its name from the splendid and mysterious object that lies in the depths of its chambers.
Nobody knows what it's used for, if it's an object of unparalleled beauty or if it just smells like rice pudding, but the fact remains that everyone wants to have it. No one would hesitate to rush into this dangerous dungeon, cross its chambers and face whatever threats may arise. And that's exactly what you must do: explore dangerous locations and defeat the frightening beings that inhabit them, before you reach the final goal, obtain the Crystal Eye.
But first, let's set up the game for the adventure...
Setup
The Mission comes with a group of unique cards to be used with the common cards. This must be placed on the board in a very specific manner. They are easy to recognize, as all of them have a small sign on the bottom of the card that says "The Dungeon".
The specific cards for this Mission are on this list, where you will find the detail of the different locations and the monsters you'll find there (next to the name of the card you'll find a number that corresponds to the numbers of the cards on the list to make them easier to locate):
| Card Name (Characters and Objects) | Nº | Card Name (Enemies) | Nº | Card Name (Locations) | Nº |
|---|---|---|---|---|---|
| Finn | 350 | Laser Pointer Goblin | 358 | Ancient Ruins | 368 |
| Jake | 351 | Reaper | 359 | Skeleton Door | 369 |
| Princess Bubblegum | 352 | Demon Cat | 360 | Demon Cat Lair | 370 |
| Marceline | 353 | Guardian Angel | 361 | Boiling Pot Cage | 371 |
Source note: the table numbers are transcribed as printed. The printed setup text for the Chamber of Evil Beings says "(370)", but the table lists that location as 373 and 370 as Demon Cat Lair; the text's "(370)" is kept as printed in the exceptions below.
These 10 Locations are the different places in the dungeon that you will explore, and that you will rid of all sorts of monsters, before you reach the Crystal Eye to win the game. But, once the required conditions have been met, you may face the Crystal Eye to win the game even though not all of the enemies have been discovered and defeated.
In most locations you will find local monsters, that are just hanging out there, as well as a specific villain that lives in that location, as shown in the previous chart where the specific enemies are listed next to their locations.
To begin playing you will have to prepare a few small piles of cards, organized as follows: the location card goes on top, right below it place 3 randomly picked local enemies, and finally the specific location monster goes under all the other cards. Of course, all cards must be face down.
There are three exceptions to this rule:
- The Crystal Eye Chamber (376) will only have the location card and beneath it the Crystal Eye itself, both of them face up.
- The Giant Key Door (377) has no specific enemy, and so it will have 4 local enemies.
- In the Chamber of Evil Beings (370) both the local enemies and the specific enemy, the Jelly Cube (363), are shuffled together before placing them all face down under the location card.
One of the players will be in charge of setting up the 10 groups of cards, as secretly and mysteriously as he can.
Place the Crystal Eye pile in the center of the board (square 7). While this player goes to the bathroom for a well-earned break, another player will take the different piles of cards and place them randomly on squares: 2, 4, 5, 6, 8, 9, 10, 11, 12 and 13, making sure that nobody knows where each pack of cards is placed.
Finally, the Swan card (189) must be placed on square 12 face down (this indicates that the Swan is still sleeping), this space will be the "Swan's Nest". Place the Shop cards in the remaining free squares: 1 and 3.
In the Battle Zone you will have room to place the Weapons deck, the Musical Instruments deck and the two special cards from the Mission that you may have to use later: the Giant Key and the Bucket Knight 2.
Now, that's really nice, doesn't it? It's almost a shame to start playing and mess everything up. The terrain is set, but to begin the adventure properly, you will still need some equipment. Each player will draw 5 Objects from the Object deck at random, and will then look at them and study them thoroughly. Some objects are marked as Permanent, such as the Red Boots, and should be placed face up next to your Character card. These cards won't count for the maximum number of cards in your hand, but you can only have one Permanent card of each type.
In this Mission you will start without Weapons, but you will have the chance of getting some further on in the game. As previously explained, the game is played in turns. Each player chooses a character. To place them on the board, we will use a concept that we call "Absurd Priority Order", also known as APO. Using the APO is easy, you just have to remember the priority of the characters. The priority assigned to the characters is: Princess Bubblegum goes first, then Finn, then Marceline, Jake, and finally the Ice King.
Cuber's Pause: When the game is set, you may want to start the game close to a Shop, the Swan, or wherever really... it depends on your strategy.
On the other hand, we will use an inverted APO order to decide who plays first. That means that the Ice King will play first, if he is not in play the first player would be Jake, etc. Once you determined the first player, the other players will take their turns in clockwise order.
Finally, everything is ready to go! So it's time to tell you how a typical turn develops in this Mission, right? Ok, let's get on with it.
Turn
Supply
Normally you would be supplied on this Mission with 2 cards. So, at the beginning of the game, you will have 5 Objects that you drew earlier, and by drawing two more objects you will complete your maximum hand of 7 cards.
In subsequent turns, you will have to follow the usual method as explained on page 8: draw 2 cards at the beginning of your turn, and decide which cards you want to keep and which will be discarded. In this Mission you also have the opportunity to take an Extra Supplies action during your turn, as we will explain shortly.
Of course, another source of wealth and riches is defeating enemies and pillaging their belongings, which is probably the most fun way to get rich. In any case, you now have all that you need to start the game, so grab your knickers (whatever that is) and get moving!
Movement
During this phase you will use your character's Movement value to decide where you want to go next, either to confront a Shop (squares 1 & 3, at first), or to face a Location, or the enemies in it.
Moving is not mandatory, of course, it's completely optional (although quite recommendable, a little exercise is always healthy), and you can move as many squares as you can or want.
As I have already told you on page 4, the Movement value can be modified using certain Objects. You can also split your Movement, using part of it before the Battle, and the rest of it after you finish fighting (if you are still alive, that is). The Objects used to modify your Movement will be discarded at the end of the phases of this turn after using them, unless they are Permanent.
If you move towards a shop, your next phase will be an Extra Supplies phase; if not, it will most likely be a Battle phase, unless of course you don't reach any of your destinations. You will have to choose between these two actions each turn: so you can't go to a Shop, get Extra Supplies, and continue moving until you reach a location and fight. Also, you can't make any of these actions more than once during a turn.
You will only have 1 Extra Supply phase, or 1 Battle phase.
Extra Supply
If you are short on objects, you may decide not to fight anyone this turn and move to squares 1 or 3 to fill your backpack with unrivaled wonders and goods. When in one of these locations you will be able to draw 4 cards from the deck, regardless of the number of cards in your hand.
Shops are a growing business in the Land of Ooo, so every time a square is emptied of Location and Enemy cards, place a Shop card in it, and there you go — you have a new place to resupply your Hero!
You may also choose to draw 2 Object cards, and 1 Weapon card from the Weapons deck. If you get a new weapon, and you already have 2 in your possession, you must immediately discard one of them. Having more than 2 Weapons is something a bully would do, not a Hero like yourself.
Battle
The Battle, a fight to the death in this Mission, is played as any other Battle, following the steps explained in pages 10 to 13, where you will even find an example of a Battle from this Mission.
Remember that you will have a few chances to flee the fight, but I am sure that's not your main concern. You may decide to flee the moment the enemy is shown, after admiring his strength, making poo-poo in your pants, and you realize you can't win the fight. You may also flee after your friendly fellow players have played their cards during the "Unwanted Help" stage of the Battle. You know how it goes, it's that magical moment when you realize that the wheel has turned and your chances to win the Battle have gone from low to impossible.
In any case, your movement remains the same, except for the fact that having your underpants dirty will make you walk in quite a ridiculous fashion.
The logical thing to do would be to enter a Location very carefully, in silence and ever vigilant, because if that card is a Location card, you will attack first, despite the general rule.
Cuber's Pause: Read the cards carefully, you will notice that some of their characteristics may be very useful. As an example, with the Axe Bass you automatically defeat any location.
Once a location has been defeated, all sorts of enemies will crawl out of their hiding spots in the darkest corners of the room. So, when a character enters a location that has already been defeated, he has to turn an enemy card and the enemy will attack first.
If the enemy wins at the first attempt, as he has already been discovered, he won't surprise anyone; so in further Battles against it, the players will attack first!
You win! When the Battle is over collect the rewards as usual. If the Enemy card has a sword on it, you may draw a Weapon instead of 2 Objects cards.
The enemy has defeated you! If things have gotten nasty and you have been defeated, I'm sorry to inform you that you are dead, completely dead (I'm sure you know the difference between "mostly dead" and "completely dead").
But don't worry, it is not as bad as it sounds. When you die in this Mission, you will go straight to the Underworld, Death's domains, which really isn't that terrible, unless you are a tasty looking morsel and the skeletons want to feast on you. You will have to place your character marker on Death's card to indicate that you have entered his realm. Remember, that while you are dead you can't play cards in other players' Battles in the Land of Ooo.
When you reach the Land of the Dead, take all your Objects with you, except the weapons that you used in the Battle. These will be lost (and go straight into the discard pile), but you will keep any Weapons that you didn't use.
During your next turns, there are 2 ways of escaping the Underworld:
- Express Method: "Before dying, it is my pleasure to inform you that the Peppermint Butler sends his regards." If you have the card of the enigmatic Peppermint Butler, you may say these words, to which Death will respond something like: "What was that... you know the Peppermint Butler?" And, with a charming smile, he will let you leave, and probably even give you a kiss goodbye. When this happens, discard the Peppermint Butler card, and you will revive in the same square you were defeated in. Immediately start a new turn by drawing two cards.
- The Duel: You challenge Death to a Musical Duel, and if you win you will escape the Underworld. You spend your entire turn dueling with Death, so you will have to wait for your next turn to play again.
Musical Duel
A Musical Duel is a very common way of fighting in Ooo. To begin, Death will draw two cards from the Musical Instruments deck and will use the higher one; you will draw one card and may add Objects to increase its Capacity to overcome Death's musical skills. If you win, you revive immediately as explained before, if not... try again next turn.
Living characters can't participate in Musical Duels in the Underworld, just as dead characters can't affect Battles in the land of the living. But players that are in the Underworld during your duel can play cards to affect the final results.
IMPORTANT: After winning a Musical Duel, when you revive remember to draw two cards.
Battles Amongst Players
Although we are all good friends, we all want to win the game, and this will sometimes make players fight between themselves. Of course, you are not trying to hurt each other, that's not the point, but to show that you are the coolest guy around, and that you are able to surpass anyone with your musical talents.
To challenge another player, you must reach the square where he is and say something like: "Hey, pal! Care for a dance?" This is an offer nobody can refuse...
This duel has slightly different rules from those used in the Underworld. Each opponent will draw a Musical Instrument card, and will add as many Object cards as they want to their own character. Calculate the final Capacity and Resistance for each of the players. The player with the highest total value will be the winner. The player who has been challenged will play his cards first. The winner steals a card from his opponent... either one of the cards he has face up, or a random card from his hand.
Characters
In this Mission, each character has a special skill, and its attributes have their own values.
- Marceline: She is a vampire and she is already dead. She can't die more so if she loses a Battle she doesn't go to the Underworld, she just loses the Weapon and Objects she used in the Battle, as usual. Finally, she is sent to the square where she started the game.
- Finn: Finn is an unequaled master of the sword, so if he uses a Sword during a Battle, add 1 to his Capacity.
- Jake: He stretches, shrinks and shifts his shape at will, which is a great way to travel, but it's quite tiring. If he decides not to move, he increases his Capacity by 2.
- Princess Bubblegum: When she starts talking it seems like it she will never stop... she knows so much, that she distracts Goblins, Mutants and Demons alike, reducing their Capacity by 1.
- Ice King: This grumpy old man is cold and calculating, but he loves music. He has so much rhythm in him that he gets +2 added to his Capacity when he fights in a Musical Duel.
Attacking the Crystal Eye Chamber
You may only attack this location if you are riding on the powerful Swan, so let's see how to do that.
The Swan sleeps quietly in his nest (leave it face down to show it's still sleeping), until he hears the news that a formidable warrior has reached the Dungeon.
The first time a player reaches level 3 (the first to win 3 Battles, both with enemies and/or locations), the Swan will leave its nest to join this powerful warrior. When the warrior has the Swan's card next to his, he may go to the Crystal Eye Chamber and face it.
Unfortunately, envy is a bad counselor and it is quite possible that someone will try to steal the Swan from him. If they use the Penny, the Thief card, the Swan goes next to their new owner. But there is another way of taking it from him: if you go to the square where the Swan's current owner is, and challenge him to a Musical Duel.
If they want to steal the Swan from you, but fail to do so, the majestic bird will stay with you as if nothing happened. In any other case, the Swan gets scared and flies back to his nest (face up). From then on, the first player to reach the Swan's Nest will receive the Swan's card.
When a player defeats the Crystal Eye Chamber card, a Battle against the Crystal Eye will begin immediately, without waiting for the player's next turn. The Eye is so powerful that the player facing it will be awarded a Special Supply: he will receive as many Objects as there are players in the game. All the other players will also draw an extra Object card.
If the attack fails, the Swan flies back to his nest. When another player gets the Swan, and faces the Crystal Eye, he will also get the Special Supplies, as described above.
The Giant Key Door
This Location is optional and behaves differently from the other locations.
To go through the Giant Key Door, you need the Giant Key. The Jelly Cube, who lives in the Chamber of Evil Beings, has the key. What a mess, right?
Well, it isn't that complicated: following these steps will really help you obtain the Crystal Eye, your final goal. Go straight to the Chamber of Evil Beings, defeat the Jelly Cube inside, and you will receive the Giant Key, in order to open the Giant Key Door. The moment you defeat the Jelly Cube:
- You will receive 10 objects.
- You can transport your character to wherever you want (just this once).
- The maximum number of cards in your hand will increase from 7 to 10 cards for the rest of the game.
Of course this isn't easy, the Jelly Cube is really resilient, and if you don't defeat him in your first 3 tries you will lose all of your Objects (and don't forget that after each try, the Jelly Cube Resistance will reset to its original value of 20).
If you do get the Giant Key, everyone will think you are a fearless warrior and their respect for you will increase dramatically (but only for a short while). Nobody will dare to try to steal it from you during the turn you won it, and the next turn as well... but from that point on, your reputation fades, respect is lost, and you'd better run.
Wizard Battle
As Finn used to sing: "the Battle for supremacy amongst masters of magic... Wizard Battle!" is finally here!
The enormous Grand Master Wizard, master of ceremonies and lover of cats, will judge this long awaited contest, where the most powerful wizards of Ooo must face each other to reach the goal: defeating all the other wizards, and winning a kiss (on the lips) from Princess Bubblegum.
But this isn't as easy as it seems, as the Grand Master Wizard said, in his low-toned emphatic voice: "These are the rules: participants can only use spells from the 8 schools of magic. Science and weapons are forbidden. In the Wizard Battle we only want wizards!". So, unless you are a cheater, no Weapons are allowed. Remember, there can only be one winner... shake your wands and charge on!
Cuber's Pause: Ok, if you are playing as Princess Bubblegum it wouldn't make much sense to kiss yourself, besides that it would be hard to kiss your own lips... but I'm sure someone will be happy to give you your reward.
Setup
Wizard Battle is played, as usual, using the Basic Set's common cards and some unique Mission cards, which are easy to recognize because they say "Wizard Battle" on their face. The Mission cards are:
| Card Name | Nº | Card Name | Nº | Card Name | Nº |
|---|---|---|---|---|---|
| Finn | 378 | Gentleman Wizard | 395 | Rings of Power (x4) | 463 |
| Jake | 379 | Brain Wiz | 396 | Spectral Bag (x5) | 467 |
| Princess Bubblegum | 380 | Ancient Sleeping Magi of Life Giving | 397 | Fire Cape | 472 |
| Marceline | 381 | Dimension Wizard | 398 | The Lamb | 473 |
Source note: in the printed list the numbers for Magical Beans (x5) and Decorpsinator Serum (x15) sit on wrapped lines; they are assigned here by their position in the sequence (432 and 514).
Your Character card for this Mission has a picture in it of your Rival Wizard, who is your first opponent.
As everyone knows, Rival Wizards always attack each other first. Depending on the number of players in the game, you will have to distribute more or less wizards around the game board, to ensure a fun and fast game flow. The following chart will help you determine how many:
| Players | Wizards to place |
|---|---|
| 2 Players | Their 2 Rival Wizards + 4 Random Wizards |
| 3 Players | Their 3 Rival Wizards + 5 Random Wizards |
| 4 Players | Their 4 Rival Wizards + 6 Random Wizards |
| 5 Players | Their 5 Rival Wizards + 5 Random Wizards |
First, place the Grand Master Wizard in square 7, then place the Character markers in order using the APO system, as explained in page 18. Next, place the Rival Wizards at a distance of no more than 4 squares away from the characters. Finally, you will have to place the rest of the participating Wizards evenly spread on the game board, leaving the corners as your last choice. Place a Shop card in every empty space left.
The board is ready, so now all we have to do is prepare the Objects deck. Take the deck and discard the Magic Nails (cards 89-92) and Margaret's Music Box (79-81) as they will not be used during the Wizard Battle Mission.
Then, shuffle the Objects deck and the Magical Objects deck together for the Wizard Battle. After thoroughly shuffling both decks (be really thorough), the Objects deck will be ready for the game.
We will now place both this deck and the Weapons deck, in the Battle Zone on the board. Each character will receive as many Decorpsinator Serum potions, as indicated on their card. Place them next to your Character card.
The setup is almost finished. As soon as a player draws 2 cards from the deck, we will be ready to begin playing. So, let's take a look at the peculiarities of the Mission.
Turn
Supply
Supply in this Mission is 2 cards, which will be drawn at the beginning of your Turn as usual.
The maximum number of cards you may have in your hand at the end of the Supply phase is 5. Remember that Permanent Objects and other face up cards don't count for this maximum number. So, before starting your Movement phase, make sure you don't have more than 5 cards, and if you do discard as many as necessary.
Movement
As you know, your first Battle will be against your Rival Wizard, so you won't be able to face any other Wizards until you defeat him. Other players can't attack your Rival Wizard, unless he is the last Wizard card on the board.
If at any time you enter a space with another Wizard, while going to face your Rival Wizard, there won't be a Battle. You will just spend some time visiting, chatting about wizardy things, like the price of wands, or the best way to polish your crystal orb. Once you have defeated your Rival Wizard, you are free to move wherever you want, looking for another Battle, or some Extra Supplies.
Aside from this, the rules for Movement and the use of Objects remain unchanged, and follow the general rules as usual.
Extra Supply
You can use your Movement phase to go to a Shop. There, you will draw 3 Objects from the deck.
It doesn't matter how many cards you already have in your hand, you will always draw 3. Remember, that until the end of your next Supply phase you can keep all the cards over your hand limit of 5.
In this Mission you can choose between drawing 3 Objects, or drawing 1 Object and 1 Weapon.
A good show always attracts large crowds, and it doesn't get much better than a Wizard Battle. So the sellers and entrepreneurs of the Land of Ooo will open Shops in any new free squares available on the board. Shops will magically appear the minute a square is free.
Battle with the Wizards on the Game Board
As already explained, your first Battle has to be against your Rival Wizard. Once you defeat him and receive your reward, you will be free to fight with any other wizard still on the board, but the players won't be able to fight each other until all Wizard cards have been removed.
In Wizard Battle you can't flee from a fight. As the Grand Master Wizard said: "Nobody quits the Wizard Battle, the doors are closed, and the energy field is deployed!"
Also, you must always use a Magical Object or a Wizard card during a magic Battle.
The Battle sequence is the same as always, except that now you are casting spells and throwing enchantments at each other, instead of throwing punches and swinging heavy axes.
If you want to, you may add Object cards to your character as well as the opponent, always placing them face down. If they want to, the other players may do the same right after you have played your cards, and as usual you may play more cards after them.
The calculating and solving phases of the game are played following the common rules: first, solve the attacker's attack, and if the defender survives, do the same with him. If nobody wins, stay on your square (unless you have movement left and want to use it) and during your next turn you can decide if you want to attack again or try your luck somewhere else.
Draws are rare, so usually one of these two situations will arise:
- The other Wizard was so powerful that you are totally wasted. Don't worry, all is not lost. Each character has a fixed number of Decorpsinator Serum Potions in this mission. When you discard one of them, you can get back into the game on any of the starting spaces, and you should rethink your strategy because you only have a limited number of potions. When you run out of potions, you'll be completely and definitively defeated, so sit back and watch, cheer your favorite Wizard on to ensure his victory.
- You fought a great Battle, and you have won big time. Congratulations! You are on your way to becoming the best wizard in the Land of Ooo.
Draw as many Objects from the deck as indicated on the defeated Wizard card. If the card has a sword icon, you can trade one Object for a Weapon. If you decide to do this, draw a Weapon card and place it face up next to your Character card.
When you finished drawing cards, you will also take the Wizard's card and place it face up next to your Character card. In future Battles, you may add the combat values of one of these Wizards to your own. Each player may only use one of these cards per Battle, and it won't give you any extra reward at the end of the Battle.
Once you've used the power of one of these cards, turn it face down next to your Character card. You won't be able to use its powers again, but it still counts to measure your Character's level (remember, every enemy you defeat increases your level by 1, enabling you to use stronger Weapons).
I can almost hear you saying: "Why are you talking about powerful Weapons? Didn't you just say that we can't use Weapons here?" Don't get upset, I'll explain everything in a minute.
Cheating
We all know that the Grand Master Wizard said: "No Weapons", but... do you always do what you are told?
We could take advantage of the Grand Master Wizard's obsession and distract him in order to use a Weapon. Cats are the Grand Master Wizard's passion, and if he is scratching a kitten's tummy he won't notice if we use our sword to cut an enemy in half quickly.
Of course, the rest of the players may realize what's happening and try to do something about it...
If we decide to cheat and use a Weapon, the sequence of the magical Battle will change slightly:
- We will place Objects over our character and the opponent's in the Battle, as well as an Animal card face down on the Grand Master Wizard (everyone will think that it is a Cat to distract him).
- The other players can play cards, if they want to, over our character, over our opponent or even on the Grand Master Wizard (such as a dog or a mouse). If the Cat abandons the Grand Master Wizard's lap (either escaping from a dog or chasing a mouse) the distraction didn't work, and you will get caught.
- If anybody played a card onto the Grand Master Wizard, think twice about using Weapons in this Battle... it could go fine, or completely wrong! In any case, it's our turn to play cards again, so we can even play a Weapon card onto the pile, if we want.
If you decide not to use a Weapon, the fight will develop as usual... no cheating. If there are Weapons involved, start solving the magical Battle by revealing the cards on the Grand Master Wizard.
If he only has Cats on him, you've been lucky! You may use your Weapon guiltlessly to achieve an easier victory over your opponent. If he has Kitten (Gunter's son) with him, it doesn't matter how many Dogs or Mice have been played, because he is so cute and adorable, he will keep floating around the Grand Master Wizard, freeing you to do as you like.
If the number of Cats is higher than the total number of Dogs and Mice, the trick was successful. If the number of Cats is equal to or lower than the number of Dogs and Mice, you are doomed! The Grand Master Wizard has caught you in the act and will strike you down with his magic.
Even so, there are two options.
One option would be to try to confuse the Grand Master Wizard. If you have another Cat amongst your Objects, now is the time to use it. The Grand Master Wizard will think that he has already turned you into a cat and leave you alone (discard the Cat card after using it this way). Or as a last resort, you could use one of your Decorpsinator Serum Potions, if you have any left... otherwise the tournament is over for you.
You may only play Animal cards on the Grand Master Wizard. As you know, once there are no Wizards left on the board it's time for the players to face each other.
Final Battles
These are the most powerful wizards in the Land of Ooo. They have survived everything and reached the end of the tournament, full of power and confidence in their skills.
The process is almost identical to a regular Battle:
- The attacker will place his Objects first, then the defender, and then, finally the other players may play cards in clockwise order.
- Solve the attack first.
- The defender might survive (in which case it would be his turn to attack), or may be defeated in the fight.
- If the defender was defeated, but still has Decorpsinator Serum potions, he will use one and head back into the fight. It will then be his turn to attack. If he doesn't have Serums left... that's as far as he goes.
- If the defender gets to attack, the same rules apply.
When you defeat another player, you will get all of his defeated Wizards cards and may use those that are still face up. You will also receive cards until you reach the usual limit of 5.
If there is a draw, nobody wins, and an explosion of mystical power will separate the fighters two spaces (each of them goes one space away from where the Battle took place), and during their next turn they won't be able to fight each other, unless they are the only ones left.
If no other players are left, they will have to go at it one last time, until one of them arises victorious, earns the title of Best Wizard of Ooo, and receives a marvelous kiss on the lips from Princess Bubblegum.