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Dungeon Alliance: Adventure Pack I – The Lost Alliance

Expansion for Dungeon Alliance

Dungeon Alliance: Adventure Pack I – The Lost Alliance Rulebook

Table of Contents

Table of Contents

  • Drafting Story Cards
  • Consulting Campaign Cards
  • Permanently Drafting Campaign Cards
  • Winning and Losing a Campaign Adventure
  • Bonus Cards

Drafting Story Cards

Story Cards will appear in the Upgrade Draft Area throughout the campaign. Story Cards allow you to access the campaign storyline at various points. Story Cards don't have to be drafted in any particular order, so you will experience the events of the storyline in a non-linear order.

The active player can choose to draft a Story Card instead of another card in the Upgrade Draft Area, paying the requisite XP as normal. Although you are free to read the Story Cards themselves before drafting them, you cannot examine the corresponding Campaign Cards before deciding to draft the Story Cards.

Figure caption: A player drafting the "Rivalry" Story Card draws Cards 10 & 11 from the Campaign Deck and may read both cards right away.

After you draft a Story Card, immediately draw the corresponding Campaign Cards specified at the bottom of the Story Card from the Campaign Deck. The information on drawn Campaign Cards is public information. You may read all of the Campaign Cards that were drawn from the deck, not just the first card in the set. Place the Story Card and all of its corresponding Campaign Cards in a face up stack off to the side of your play area, to be consulted as needed.

Consulting Campaign Cards

When you receive a set of Campaign Cards, you must immediately consult the first card drawn, which will tell you what you need to do to engage with the story. "Consulting" a card is not the same thing as simply reading a card; consulting a card means that your Alliance is presently experiencing the events depicted on that card. A player is never obligated to follow the instructions on a card simply because she read it. However, once a player makes the formal decision to "consult" a card, then she must follow the instructions on that card.

Figure caption: The player may read Card 11 before formally deciding to create a rivalry within her Alliance.

Below are common terms that you will encounter when you consult Campaign Cards.

  1. Discard Card: When you "discard" a Story Card, place it in the Upgrade Discard Pile. Any player may draft a Story Card from the discard pile as long as she pays the normal penalty of +1 XP. At the end of each adventure, discard all of your unresolved Story Cards.

  2. Erase Card: To "erase" a card means to permanently remove the card from the campaign. Place all erased cards back in the box, where they will remain for the rest of the campaign.

  3. Gain Campaign Token: When you gain Campaign Tokens from a Campaign Card, place them off to the side until the end of the current adventure, when you may spend them between adventures as you normally would.

  4. Place Card: If you are instructed to place a card in your hand, then you are considered to have officially drafted that card into your Alliance Deck.

  5. Place Token: If you cannot place a token on the board as instructed, keep the token on top of the corresponding Campaign Card for now. At the end of each of your hero's turns, check to see if the conditions for placing the token can be met, and then place the token if possible. When you place an Enemy Token, the enemy must face at least 1 hero in the same room.

  6. Return Card: When you "return" a Campaign Card to the deck, place it back in the deck in its normal sequential order. These cards can be drawn again later during the campaign. At the end of each adventure, return all of your unresolved Campaign Cards to the deck.

  7. Retain Card: If instructed to "retain" a card until the end of the adventure, keep it for now but return it to the Campaign Deck at the end of the current game session. If instructed to retain a card until the end of the campaign, keep the card as a permanent part of your Alliance.

Permanently Drafting Campaign Cards

If you have placed an Upgrade Card from the Campaign Deck into your hand, then you are considered to have drafted that card for the current adventure only. At the end of the adventure, you must pay Campaign Tokens to permanently draft that card into your Alliance Deck as normal. If you decide not to permanently draft a particular Campaign Card, do not return it to the Campaign Deck at the end of the game. Instead, shuffle it into its corresponding Upgrade Deck for the next adventure. Any Alliance can draft (and permanently draft) that Upgrade Card during the remainder of the campaign.

Winning and Losing a Campaign Adventure

A full campaign consists of 4 adventures. If you are playing a competitive game or if you are playing a solo or cooperative game with win-loss conditions, you must include 3 Quest Cards as described in the Rules Supplement. This gives each player a chance to earn Campaign Tokens even if they do not have the chance to draft as many Story Cards as they would like.

Competitive: Victory for winning each individual adventure is based on earned XP just as in the normal game. Remember to award bonus Campaign Tokens to the winners as described on page 9 of the Rules Supplement. If you would like to determine which Alliance won the entire campaign, then the Alliance that accumulated the most Campaign Tokens during the course of the campaign is declared the winner of the campaign.

Solo/Cooperative: To win an individual adventure when playing a solo/co-op campaign, you must accumulate a number of Campaign Tokens based on which adventure you have just completed in the campaign (1 - 4). Consult the chart below to determine if you have earned enough Campaign Tokens to claim victory for that adventure. To claim absolute victory at the end of the campaign, you must meet your goals every adventure of the campaign.

Adventure #1234
Campaign Tokens481216

Bonus Cards

  1. Rules Cards: Rules Cards reflect updates to the game rules and variants that differ from the 1st printing of Dungeon Alliance. Keep them with your Reference Cards.

  2. Replacement Card: Replace the corresponding Starting Deck Card with the updated one.

  3. Quest Cards: Add these Quest Cards to the mix of Quest Cards in the game.

  4. Reference Cards: Add these to your collection of Reference Cards from the base game.

  5. Dungeon Tiles: Shuffle these in with the Level I Dungeon Tiles from the base game.

  6. Monster Encounter Cards & Tokens: Add these to your collection from the base game.