Dungeon Alliance: Adventure Pack IV – The Titan Awakens
Dungeon Alliance: Adventure Pack IV – The Titan Awakens Rulebook
Table of Contents
Table of Contents
Contents of an Adventure Pack
The two Adventure Packs are split among three packaged stacks of cards and 6 punchboards, so carefully separate each pack based on the contents detailed in its Intro Card (see below). You can only use one Adventure Pack at a time, so place the cards and tokens you are not using back in the box. Each pack contains the following elements:
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Intro Card: The first card in the pack describes the overarching storyline and lists the contents of the Adventure Pack. Read this card and then place it off to the side for now.
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Bonus Cards: The next several cards include an assortment of bonus cards that can be added to all of your games of Dungeon Alliance, regardless of whether or not you are using the Adventure Packs. Feel free to add the bonus cards from all of your Adventure Packs to your game right away, or you can add them gradually if you prefer. See "Bonus Cards" below for a closer look at the bonus cards that are included in these two Adventure Packs.
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Story Cards: Each Adventure Pack includes 18 Story Cards that are shuffled into your Upgrade Decks when you are playing a particular campaign storyline. Separate the Story Cards by Upgrade Level (I, II, and III) and shuffle them into their respective Upgrade decks.
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Campaign Deck: The remaining cards form a Campaign Deck that is explored gradually throughout the campaign. These cards must be kept in sequential order using the numbers at the bottom center of each card (see example at right). Do not shuffle or examine these cards! It is recommended that you keep the Intro Card on top of the Campaign Deck so that you do not accidentally read the top card.
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.
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.
Example (sidebar): A player drafting the "Churning Graves" Story Card draws Cards 25 - 27 from the Campaign Deck and may read all 3 cards right away.
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.
Example (sidebar): The player may read Cards 26 - 27 before formally deciding to help or hinder the creatures.
Terms
Below are common terms that you will encounter when you consult Campaign Cards.
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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.
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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.
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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.
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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.
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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.
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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.
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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 # | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Campaign Tokens | 4 | 8 | 12 | 16 |
Bonus Cards
- Quest Cards/Final Enemy Cards: Add these cards to the mix of cards in the base game.
- Dungeon Tiles: Shuffle these in with the Level II & III Dungeon Tiles from the base game.
- Monster Encounter Cards & Tokens: Add these to your collection from the base game.
- Trait Cards: Add these to the Level III Upgrade deck only when playing a campaign. When drafted, Trait Cards are placed on the table beside your Hero, similar to Artifacts.
- Solo/Cooperative Cards: Shuffle these in with the deck from the base game.
Page 4 of the booklet also prints four icon key labels beside the bonus card list (the icons are pictograms; their printed labels are given here):
- Icon with a monster token, labelled "Lowest XP Ready Monster".
- Icon labelled "AND / OR", with the printed text "Perform both actions if possible".
- Icon labelled "+X / -X", with the printed text "X = the current Adventure #".
- Icon of cards being shuffled and discarded, labelled "Discard the cards at random".