Terraria: The Board Game
Terraria: The Board Game Rulebook
Table of Contents
Table of Contents
- Overview and Goal
- Components
- Setup
- Gameplay
- NPCs (Non-Player Characters)
- Consumables
- Bosses
- Winning the Game
Overview and Goal
You will use your starting card deck to generate action points, then work together to dig for resources, chop down trees, fight enemies for loot and explore the world. Improve your card decks, upgrade your equipment, build houses and spawn NPCs to prepare for challenging Boss battles.
To win, complete objective chains or defeat Wall of Flesh without running out of time or respawns:
- Easy = Complete 1 objective chain (10 out of 40 objectives) within 7 days and nights.
- Medium = Complete 2 objective chains (20 out of 40 objectives) within 7 days and nights.
- Hard = Complete 3 objective chains (30 out of 40 objectives) within 7 days and nights.
Components
- 86 biome tiles
- 1 minimap board with time tracker
- 5 minimap tokens
- 1 time token
- 9 time limit tokens
- 1 objective board + 41 objective cards
- 10 Dig objective cards, 10 Fight objective cards, 10 Explore objective cards, 10 Build objective cards, 1 trump objective card (Still Hungry)
- 1 NPC board + 6 NPC tiles
- Guide, Nurse, Merchant, Demolitionist, Dryad, Goblin Tinkerer
- 30 Guide action cards
- 10 Explore More, 10 Somersault, 10 Second Wind
- 12 Merchant action cards
- 4 character boards
- 4 character pieces
- 24 resource dice (six-sided, numbered 0 – 5)
- 4 inventory coin dials
- 4 red (health) + 4 blue (mana) cubes
- 4 player references
- 4 starting sets of 3 equipment cards
- 1 Copper Shortsword, 1 Copper Axe, 1 Copper Pickaxe
- 4 starting decks of 8 action cards
- 3 Explore, 2 Dodge, 1 Assist, 1 Rest, 1 Explore More
- 8 character cards
- 47 transparent armor set cards
- 12 transparent minion cards
- 16 character board extension pieces
- 8 health meter pieces, 8 mana meter pieces
- 1 crafting menu
- 30 chest cards:
- 5 Forest, 5 Desert, 5 Jungle, 5 Snow, 5 Corruption, 5 Crimson
- 35 chest action cards
- 7 each of level 1 - 5
- 23 opened chest tokens
- 24 debuff cards
- 8 Poisoned, 8 On Fire!, 8 Frozen
- 64 consumable cards
- 155 advanced equipment cards
- 154 resource tokens (11 of each type):
- Gel, Wood/ Acorn (alternate sides), Stone, Cobweb, Iron, Copper, Silver, Gold, Ice, Hardened Sand, Gem, Demonite/ Crimtane (alternate sides), Ebonstone/ Crimstone (alternate sides), Hellstone
- 12 wound tokens
- 8 tombstone tokens
- 12 rope tokens
- 30 platforms
- 80 tunnel tiles
- 10 house tiles
- 1 workbench house, 1 anvil/ furnace house, 1 placed bottle house, 1 loom house, 4 bed houses, 1 hellforge house, 1 cooking pot house
- 5 house bonus tokens
- 1 potion token, 4 food buff tokens
- 1 bestiary
- 162 enemy tokens
- 12 character dice (3 D4, 3 D6, 3 D8, 3 D12)
Setup
Preparing the Enemy Tray
The back of each enemy token corresponds with a biome and a layer. Load each enemy token into the matching section of the enemy tray, face-down.
Biomes: Forest, Desert, Snow, Jungle, Corruption, Crimson
Layers: Surface, Underground, Upper Cavern, Lower Cavern, Underworld
World Generation
Biome Tiles
- Place the 3 Surface Forest biome tiles face-up on the table. Leave room for 4 biome tiles below and 7 biome tiles on both sides.
- Place the starting Underground biome tile face-up below the central Surface Forest biome tile.
- Place a platform on the central Forest Surface biome tile as shown.
- Randomly draw 1 Forest Surface day enemy token for each of the 2 enemy spawn squares (spawn point); randomly place 1 of these enemy tokens face-up on each square.
Minimap / Day + Night Tracker
- Place the minimap board above the Forest Surface biome tiles.
- Place the time token on the leftmost circular space of the time tracker (with the sunrise icon).
- Take the 5 biome minimap tokens (Jungle, Desert, Snow, Crimson and Corruption) and choose either Crimson or Corruption. Remove the unused token from the game.
- The Crimson and Corruption biomes each contain unique enemies, loot, resources and Bosses.
- Flip the remaining 4 tokens face-down, mix them up and add 1 token face-down to each of the '?' minimap spaces; they will be revealed as you explore the world.
Character Generation
Per player, take a character board, matching character piece, 4 resource dice, 1 red cube, 1 blue cube, a player reference, 3 starting equipment cards (1x Copper Shortsword, 1 x Copper Axe, 1 x Copper Pickaxe) and a starting deck of 8 action cards (3 x Explore, 2 x Dodge, 1 x Assist, 1 x Rest, 1 x Explore More). To set up your character board:
- Choose any character card and place it onto your character board.
- Place a red cube on the rightmost square of your health meter and a blue cube on the rightmost square of your mana meter.
- Place a resource dice in each of the unlocked inventory slots, each with its '0' side facing upward.
- Place your starting equipment above your character board in the labelled slots, leaving the 'other' slot empty.
- Shuffle your starting deck of 8 action cards and place it face-down to the left of your character board to create a draw pile.
- Finally, place your character piece on 1 of the 4 starting squares (marked with a butterfly) on the central starting biome tile.
- Character pieces may not share the same square.
Objectives, Respawn Pool and Time Limit Tokens
Objectives
- Set aside the trump objective card (Still Hungry) and sort the remaining 40 objective cards into 4 piles of 10 based on objective type (Dig, Fight, Build or Explore).
- Place each pile face-up in numerical order onto the objective board, with objective 1 at the top of each pile and objective 10 at the bottom. Each of these piles represents an objective chain.
- Place the trump objective card (Still Hungry) next to these piles.
Completing Objectives
Completing objective chains is the key to success in Terraria: The Board Game. Keep a close eye on your progress toward individual objectives too, as completing them will grant rewards. You'll receive the rewards as soon as the objective is completed. If an objective reward has the 'ALL' keyword, every player gets the reward shown. If it has the 'SHARED' keyword, the reward is divided up between the players; you choose how. Once completed, place the objective card at the bottom of the corresponding pile to reveal the next objective in the chain.
Respawn Pool
- Place 2 tombstone tokens per player into a respawn pool (i.e. in a 3-player game, add 6 tokens). If ever a player's character dies and they cannot take a tombstone token from the respawn pool, the game ends immediately.
Time Limit Tokens
- Place 7 time limit tokens near to the minimap. A time limit token is discarded at sunrise each day. If the last time limit token is ever discarded, the game ends immediately.
NPCs (Non-Player Characters)
- Place the Guide NPC tile onto the top left space of the NPC board.
- Place the remaining NPCs (Nurse, Merchant, Demolitionist, Goblin Tinkerer and Dryad) on the other vacant spaces, with their 'unspawned' side face-up.
- The Guide NPC is always spawned so his tile doesn't have an 'unspawned' side.
- Sort the Guide Action cards into 3 piles (Explore More, Somersault, and Second Wind) and place them face-up next to the NPC board.
- Sort the Merchant Action cards into 2 piles (1 pile of 8 cost cards and 1 pile of 15 cost cards) and place them face-down next to the NPC board.
- Guide action cards are available to buy from the start of the game, but Merchant action cards are not available until the Merchant NPC has spawned. You may always look through NPC action cards, even if they are not yet available to buy.
Slimes Slain Meter
Place the Slimes Slain card next to the objective board, with a wound token nearby.
- Every time you defeat an enemy slime, you will advance the wound token on this meter by 1 space. When the token reaches the 8th space, a Boss (King Slime) will spawn. Bosses, Boss spawning and Boss battles will be discussed in detail later.
Other Components
Place the remaining components nearby.
- We suggest grouping these components together as follows, but you may arrange them in whatever way suits your play space:
- Biome tiles (in holder)
- Resource tokens (sorted by type)
- Crafting menu
- House tiles
- House bonus tokens
- Rope tokens
- Platforms
- Tunnel tiles
- Chest cards (in holder)
- Chest action cards (in holder)
- Opened chest tokens
- Enemy tokens (in tray)
- Bestiary
- Character dice + Enemy dice
- Wound tokens
- Debuff cards (divided into 3 piles based on type)
- Consumable cards (in 1 pile)
- Advanced equipment cards (in 1 pile)
- Armor set cards (in 1 pile)
- Character board extension piece
Gameplay
Rounds
Each round of the game has 4 phases:
- Preparation
- Player turn
- Enemy turn
- Cleanup
- Setup includes preparation for your first round, so you may skip ahead to Player Turn: Drawing and Playing Cards if you wish.
Preparation
- If sunrise is shown on current time tracker space, do the following:
- Discard 1 time limit token (if the last token is discarded, the game ends immediately)
- Remove all Acorn tokens from trees and cacti
- Remove all night enemies and fallen star tokens from the world
- Flip the token in the placed bottle house to the full side (if used during previous day)
- Flip tokens in the cooking pot house to the uneaten side (if used during previous day)
- Resolve NPC 'At sunrise' powers
- Replenish mana
- If the skull icon is shown on the current time tracker space, spawn enemies.
Player Turn: Drawing and Playing Cards
Terraria: The Board Game is a 'deck-building' game. This means that players start with a small deck of action cards, and can add new, better action cards to their deck to become more powerful over the course of the game.
In this game, you will be playing simultaneously. All players take their turn at the same time, allowing you to work together.
The first thing to do on your turn is to draw a number of action cards from your draw pile equal to your hand limit. The draw pile is the shuffled face-down pile of cards you placed to the left of your character board during setup. At the start of the game, a player's hand limit is 4 cards (you'll find a reminder of this on your character card).
- During your turns, you'll create a discard pile to the right of your character board. If you ever need to draw action cards but don't have any left in your deck, shuffle your discard pile and place it face-down to the left of your character board to form a new draw pile, then draw cards from it.
- If you acquire new action cards for any reason, they go into your discard pile, not into your hand or draw pile.
Action Card Icons
Most action cards have the action point icon on them. You might also see defence, health and coin icons.
- Action point: allows your character to explore, dig, fight and more,
- Defence: protects your character from enemy attacks,
- Health: heals your character,
- Coin: can be spent to buy new cards and use some NPC powers.
To use icons on your cards, you'll need to play the cards from your hand. Cards you play go to a 'play area' in front of you for easy reference. We suggest playing all of your cards to your play area so you can tally up the icons available to you on your turn.
The Ready Slot
Once per turn, you may place 1 of your cards into the 'ready slot' at the top left of your character board instead of playing it to your play area; you cannot use this card's icons or effects this turn (unless it is an effect that specifically mentions the ready slot), but it remains in the ready slot until a future turn when you may draw it as though it came from your draw pile. A card drawn from your ready slot still counts towards your hand limit.
On your turn, each card in your hand must either be played or placed into your ready slot. If your ready slot already contains a card and you wish to place a new card there, you must discard the card currently in the ready slot.
Where cards give you a choice (e.g. Dodge, which offers either an action point or 2 defence), you may decide which icon to use at any point in your turn, so long as you only use 1 of the icon choices during your turn. Icons cannot be shared with other players.
Player Turn: Exploring
Movement
For every 1 action point spent on movement, you may move your character piece 1 square. You may combine action point icons from multiple cards to move further. You must end your movement in an empty square; an empty square is one that does not contain a complete block, character piece or enemy piece (token or miniature).
- You may move into squares occupied by other types of tokens/ tiles not listed above, such as house tiles and opened chest tokens.
Movement is to adjacent squares; you may move horizontally, upwards and/or diagonally as long as you end each single movement action on a horizontal or diagonal surface. You can move along the surface of a half block as if it is a ramp. You can move between blocks (e.g. in Underground tunnels) as long as the surfaces of the blocks you're passing between aren't touching.
- You may move through other player's pieces and enemy pieces (tokens or miniatures) to get to somewhere else. You cannot move through blocks, but you'll be able to dig through them; more about that soon.
Falling, Stacking and Displacing
Falling
If ever a single movement action does not end on a horizontal or diagonal surface, you will fall vertically until you reach a horizontal or diagonal surface.
Fall Damage
If you ever fall more than 1 square, you need to roll for fall damage. Roll character dice matching the defence dice shown on your character card (or armor set card if you have one) and compare the total result to the number of squares you fell. If the result of your roll is equal to or lower than the number of squares fallen, you lose 1 health.
- If you end your fall in a square containing a cobweb you do not take fall damage.
- Enemies do not take fall damage.
Stacking
If a character piece or enemy token ever falls on top of another character piece or enemy token, it stops in the square above, forming a stack. If a character piece or enemy token lower in the stack moves away, the stacked character piece(s) or enemy token(s) above will fall vertically until they reach a horizontal or diagonal surface, unless they are a flying enemy.
Displacing (Bosses Only)
If Bosses ever move into a square occupied by a character piece or enemy token, the character piece or enemy token is displaced to a horizontally or diagonally adjacent empty square. If this displacement movement does not end on a horizontal or diagonal surface, the character piece or enemy token (unless it is a flying enemy) will fall vertically until it reaches a horizontal or diagonal surface. If no empty adjacent square is available, the character or enemy is killed instantly.
Discovering the World
The world is comprised of biome tiles arranged in biomes and layers.
Each biome is a column 3 biome tiles wide. The world contains 5 biomes capped at each end by a single ocean tile.
Each layer is 1 biome tile deep. The world contains 5 layers, each spanning the width of the world:
- Surface (top layer)
- Underground
- Upper Cavern
- Lower Cavern
- Underworld (bottom layer)
Whenever a character piece moves into a new biome tile, you'll need to check whether any new biome tiles have been discovered.
Check above, below and directly to each side of the biome tile moved into; If there are any gaps, draw biome tiles and place them into these gaps. This is called 'discovering' biome tiles.
- If a character piece is on the Surface (top) layer of biome tiles, no tiles are placed above. If it is on the Underworld (bottom) layer of tiles, no tiles are placed below. If it reaches the leftmost or rightmost tiles of the world, no tiles are placed to the left or right, respectively.
Drawing and Placing Biome Tiles
Biome tiles are drawn from the organiser based on the biome and layer of the gap they are filling.
If you are ever on the leftmost or rightmost tile of a biome, check the minimap before drawing and placing a biome tile. Flip the minimap token corresponding to the side you're discovering; draw and place a tile from the biome revealed.
New biomes unlock different enemies, resources and chest loot.
Opening Chests
To open a chest, spend 1 action point while in an adjacent square, then do the following in order:
- Draw chest cards equal to the value shown above the chest; make sure the card(s) you draw match(es) the biome your character is in.
- Take the reward matching the layer the chest is in. If you drew multiple cards, choose the matching reward from any 1 of the cards drawn.
- Chest rewards include coins, consumables, equipment, resources, armor sets, action cards and more. Generally speaking; the deeper the chest, the better the reward!
- Remove the chest card from which the reward was chosen from the game, and return any others back to the chest card deck.
- Place an opened chest token onto the chest to show it's no longer available to other players.
Player Turn: Chopping and Digging
To craft new equipment, you're going to need resources in your inventory. One way to collect those resources is to chop down trees and dig into the earth!
Trees and Cacti
Trees (and cacti) provide Wood. Wood is used to craft platforms and equipment and build houses. For simplicity, we'll just say trees from now on, but these rules apply to cacti too.
To chop down trees and collect Wood, use an Axe to convert an action point into chop. To chop down a tree, you must be adjacent to the square showing the chop cost. Each tree shows how many chop are needed to collect Wood from it; this value is also how many Wood you will receive once it is chopped.
- If the chop cost of a tree is hidden (e.g. by a house tile, enemy token or character piece), you cannot chop it.
Once chopped, add the tree's Wood to your inventory by increasing the value of a resource dice in a slot where the Wood symbol is showing.
Whenever you collect Wood from a tree, place an Acorn token over the chop value to show that it's been chopped down and isn't available to other players. Don't worry; trees (and cacti) regrow; you'll be removing these Acorn tokens at sunrise each day.
- If you don't have enough chop to completely chop a tree/ cactus, you can use the triangular pips on the opposite side of the Acorn token to track the remaining chop required; great for sharing the effort with other players who have spare action points to use!
- By upgrading your Copper Axe, you'll be able to chop trees more efficiently, making it easier to collect Wood. For example, the Iron Axe will allow you to convert 1 action point into 2 chop.
- If an axe provides multiple chop, you don't need to use all of the chop at once. For example, you could use the Iron Axe to convert 1 action point into 2 chop, use the first chop, spend additional action points to move, then spend the second chop.
Digging Blocks
To access Underground tunnels and to mine valuable resources, use a Pickaxe to convert an action point into dig.
To dig a block, you must be adjacent to it. Any full or half blocks that don't contain an icon cost 1 dig per block to dig, but don't provide resources.
Full blocks that do contain icons require multiple dig to dig, but often provide resources that can be used to craft equipment, armor sets or build houses.
To dig a block containing an icon, take the matching resource token and find the highest number of square pips along a single edge. This is how many dig are required to dig the block. Place the token on the block that you are digging. When you finish digging the block, place the token into your inventory, increasing the value of the resource dice in the associated inventory slot by 1.
E.g. Copper takes 2 dig to dig, whereas Gold takes 3 dig to dig.
- If you don't have enough dig to completely dig a block, you can use the square pips on the matching resource token to track the remaining dig required; great for sharing the effort with other players who have spare action points to use!
- Blocks and resource tokens with the structural icon are structural and can't be used for crafting; once dug, discard these resource tokens rather than placing them into your inventory.
Tunnels
Each time you dig a block, place a tunnel tile over it; you may now use this square as a tunnel. You may dig multiple blocks per turn, but remember that to dig a tunnel, you'll need to dig a block, move into the square (paying an action point for the movement) and then dig the next block, unless you're digging straight down, in which case you'll fall into the tunnel square you just created.
- Don't forget to reveal any Biome tiles that are discovered as you dig.
- By upgrading your Copper Pickaxe, you'll be able to dig more efficiently, making it easier to collect resources. For example, the Iron Pickaxe will allow you to convert 1 action point into 2 dig.
- If a pickaxe provides multiple dig, you don't need to use all of the dig at once. For example, you could use the Iron Pickaxe to convert 1 action point into 2 dig, use the first dig, spend additional action points to move, then spend the second dig.
Player Turn: Crafting and Building
Inventories and Resource Sharing
As you collect resources, you will add them to the inventory slots on your character board. At the start of the game, your inventory has 4 slots; additional slots can be purchased at any time for the coin cost shown on the slot (5th slot = 15 coins, 6th slot = 25 coins).
Each slot has room for up to 5 of the same resource (tracked using the resource dice numbered 0 – 5). If you want to carry more than 5 of the same resource, you must use multiple inventory slots to do so.
Inventory slots are pre-printed with 4 early-game resources (Wood, Gel, Stone and Copper) but you may use these slots for any resource; just cover the image with a new resource token.
If you want to pick up a resource of a new type not yet in your inventory and all of your inventory slots are full, you must choose a resource already in your inventory to replace. All resources of the replaced type are lost.
- Coins are tracked on the inventory coin dial, not in slots. You may carry a maximum of 25 coins at any time (the highest number on the dial).
You may freely trade resources and coins with other players at any time, as long as they have room in their inventory. When another player is crafting equipment, armor sets or building houses you may donate resources directly from your inventory to help them do so (i.e. they don't need room in their inventory if they are going to use the donated resources immediately).
Crafting Equipment
Upgrading your equipment (tools and weapons) is essential for success in Terraria: The Board Game. Upgraded equipment allows easier gathering of resources and more powerful attacks against enemies. Some equipment also grants additional bonuses, such as extra cards to draw on your turn.
All craftable equipment has a crafting cost, shown at the bottom of the card. You will also find a summary of equipment crafting costs in the crafting menu. Some equipment is not craftable, instead it is found in chests or obtained by defeating Bosses; these are not shown on the crafting menu.
At any point during your turn, you may spend resources matching the crafting cost from your inventory to craft the equipment and take the associated card. Some craftable equipment can be crafted without a crafting station, but most craftable equipment requires a crafting station of some form. For example, crafting the Iron Axe requires 1 Wood and 2 Iron, but also an anvil, so you'll need to have built the house containing an anvil to craft it (we'll be talking about houses and crafting stations in a short while).
- You don't need to be near a crafting station to use it, the house containing the required crafting station must simply be present somewhere in the world.
Once crafted, take the equipment card and place it into the matching equipment card slot (Sword / Axe / Pickaxe / Other) at the top of your character board. You can only have 1 equipment card of each type (Sword / Axe / Pickaxe / Other) in use at the same time; if there is already an equipment card of the same type in the card slot, place the new equipment card on top of the old one. Only the top piece of equipment in each slot can be used during your turn, but you may swap out the equipment card at the top of the pile at the start of your turn, before you draw your hand of cards.
You may donate equipment cards to other players at the start of your turn, before either player draws a hand of cards.
- You cannot swap out or donate equipment after drawing cards; you'll have to wait until your next turn!
Crafting Armor Sets
Upgrading your armor is also essential for success in Terraria: The Board Game. Upgraded armor provides improved defence against enemies, but certain armor sets may also grant additional bonuses, such as extra health, improved attacks, extra cards to draw on your turn, or immunity to debuffs.
Armor sets are represented by square, transparent cards that overlay the character card on your character board.
All craftable armor sets have a crafting cost, shown at the bottom of the card. You will also find a summary of armor set crafting costs in the crafting menu. Some armor sets are not craftable, instead they are found in chests or obtained by defeating Bosses; these are not shown on the crafting menu.
At any point during your turn, you may spend resources matching the crafting cost from your inventory to craft the armor set and take the associated card. All craftable armor sets require a crafting station of some form. For example, crafting Wood Armor requires 1 Wood, but also a workbench, so you'll need to have built the house containing a workbench to craft it (we'll be talking about houses and crafting stations in a short while).
- You don't need to be near a crafting station to use it, the house containing the required crafting station must simply be present somewhere in the world.
Once crafted, take the armor set card and place it onto the character card on your character board. You can only have 1 armor set in use at a time; if there is already an armor set card on your character card, replace the old armor set card with the new one and put the replaced armor set card to one side. You may swap out the armor set card at the start of your turn, before you draw your hand of cards.
You may donate armor set cards to other players at the start of your turn, before either player draws a hand of cards.
- You cannot swap out or donate armor sets after drawing cards; you'll have to wait until your next turn!
Crafting (and Using) Platforms and Rope
As you start exploring below ground, platforms and rope will help you create an easier route back to the Surface.
Platforms act as a horizontal surface that your character can move along; great for getting off the ground, creating a bridge, fashioning ladders, and more! Each platform costs 1 Wood to craft. At any point during your turn, you may spend 1 Wood to craft a platform. Take a wooden platform piece and place it in any of the 6 positions shown in the diagram, relative to your character. You can't place it at the upper or lower edges of a full block, or the lower edge of a half block. By placing platforms above you as you dig Underground, you can create ladders that will allow you to move back to the Surface.
Rope allows quick vertical movement; perfect for getting into and out of deep tunnels. Each rope costs 1 Cobweb to craft.
To collect Cobwebs, simply move into or through a square with the cobweb icon. You may pass through a Cobweb multiple times to collect multiple Cobwebs.
At any point during your turn, you may spend 1 Cobweb to craft a rope. Take a rope token and place it in an empty square adjacent to your character piece. An imaginary rope extends vertically downwards from this token as far as the first solid block it encounters. If you are in any square directly below the token and there's a clear route to the token, you may travel up or down the rope at a cost of 1 action point per 2 squares. You may stop part way up or down the 'rope'. At any point, you may choose to let go of the rope; falling is quicker than using rope to move downwards but you risk taking fall damage.
Houses
Houses are represented by tiles placed onto the world. Houses provide crafting stations, housing for NPCs and other house-specific bonuses.
A house's build cost and any crafting station required are shown on the back of its tile, to the left. The right side of its tile back shows what will be unlocked by building that house.
At any point during your turn, you may spend the resources shown on the tile to build a house. Take the associated house tile and place it onto the world; you must place 1 of the house's squares onto a square adjacent to you and all parts of the house tile must be placed onto empty squares (as a reminder, an empty square is one that does not contain a complete block, character piece, or enemy piece). Any platforms covered by the house tile are returned to the supply (you can walk on the house, so they won't be needed). You can cover trees and cacti, but if their chop square is covered, you won't be able to chop them for Wood. Any Acorn tokens covered by the house are returned to the supply.
- TIP: If you don't have enough space to build a house, prepare some space by digging blocks before building it. Houses can be built below the Surface (e.g. in tunnels), as long as there is space.
Once placed, a house cannot be moved.
You can walk on the horizontal parts of a house as though it is a platform. All houses have doors at both ends; this allows you to move through houses normally. You cannot attack enemies through walls or doors. Enemies cannot enter buildings and cannot attack through walls or doors.
Except for the Guide, every NPC in the game needs a house to live in, and won't spawn unless a house is available for them. Each house provides housing for 1 NPC (See 'NPCs' below).
| House | Details |
|---|---|
| Workbench House | Contains a workbench. Required for crafting some equipment and armor sets. Required to build the anvil/ furnace house. |
| Anvil/ Furnace House | Contains an anvil and a furnace. Required for crafting some equipment and armor sets. Required to build the placed bottle house, cooking pot house, loom house and Hellforge house. |
| Placed Bottle House | Contains a placed bottle. When built, add the potion token, empty side up, onto the space. Once per day, 1 player may flip the token to the full side and take a Healing, Greater Luck or Magic Power potion consumable (if available). The token resets to the empty side at sunrise each day. |
| Cooking Pot House | Contains a cooking pot. When built, place the 4 food buff tokens, uneaten side up, onto the spaces. Once per day, each player may flip 1 of the 4 tokens to its eaten side to instantly collect the bonus shown. Players cannot flip more than 1 token each per day. The tokens all reset to the uneaten side at sunrise each day. |
| Loom House | Contains a loom. Required for crafting some equipment and armor sets. Required to build the bed house. |
| Bed House | Contains a bed. Counts as a respawn location that may be used instead of the starting Surface Forest tile when a character dies, when a Recall Potion consumable is discarded or when the Magic Mirror action card is used. |
| Hellforge House | Contains a hellforge. Required for crafting top-tier equipment and armor sets. At least 1 player must have crafted the Deathbringer Pickaxe (in worlds with a Crimson biome) or Nightmare Pickaxe (in worlds with a Corruption biome) to build this house. |
Player Turn: Fighting
Weapons (a type of equipment card) convert action points into attack.
Not only does defeating enemies make the world safer; you'll also earn loot in the form of coins and some essential crafting resources. All enemy information is contained in the bestiary for quick reference.
Attacking
Every weapon card has 3 important pieces of information:
A. Attack dice B. Range C. Line of Sight (LOS)
Attack Dice: The dice shown on weapon cards represent the weapon's strength. You will roll character dice as attack dice when attacking enemies. For example, the Copper Shortsword converts 1 action point into 1 attack dice.
- Better weapons will let you roll bigger dice, more dice, or both; this improves your chances of defeating enemies that have higher defence.
Range: Every weapon has one or more ranges: short, medium or long.
-
Short range: Can only hit enemies in adjacent squares.
-
Medium range: Can't hit enemies in adjacent squares, but can hit all other enemies on the same biome tile or adjacent biome tiles.
-
Long range: Can be used to attack any enemy except an enemy in an adjacent square.
-
Some weapons have multiple ranges; for example, a weapon with both short and medium range can hit enemies in adjacent squares and all other enemies on the same biome tile or adjacent biome tiles.
Line of Sight (LOS): Most weapons have the line of sight icon. This means that your character must be able to see an enemy in order to attack it. If you are able to draw an unobstructed straight line from any corner of your character piece's square to any corner of the enemy's square, they can see it. If the line is obstructed by blocks or a house, they cannot see the enemy (but the good news is that it can't see your character either!).
If a weapon does not have the line of sight icon, it can hit an enemy that is in range even if your character can't see the enemy.
- If you're not quite sure whether your character can see an enemy, there's no need to get a ruler out (unless you want to!). You are allowed to rule that they can see it, but by doing so you are admitting that it can also see your character.
For each action point you spend on attacking, you will perform 1 attack. Each attack is resolved individually. To resolve an attack, follow these steps in order:
- Check range: Check the targeted enemy is within range of the weapon.
- Check LOS: If your weapon requires line of sight, check that your character can see the targeted enemy.
- Prepare character attack dice: Collect character dice matching the attack dice shown on the weapon's card.
- Prepare enemy defence dice: Collect enemy dice matching the targeted enemy's defence dice (shown in the defence column of the bestiary).
- Roll attack dice vs defence dice: Roll the weapon attack dice against the targeted enemy's defence dice.
- Add attack bonus icons: For every attack icon on your cards in play, increase the result of a single attack dice of your choice by 1.
- You cannot split attack icons across multiple attack dice.
- Compare results and deal wounds: Compare the dice values; for every 1 of your attack dice results equal to or greater than the enemy's highest defence dice result, inflict 1 wound.
- Track wounds: If the enemy has multiple wounds and you don't inflict enough wounds to defeat it, use wound tokens to track how many wounds have been inflicted.
If the enemy is defeated, remove the enemy token from the world and place it in the enemy tray discard area, then collect the loot shown in the Loot column of the bestiary.
- All enemies drop coins (as well as other useful items); these coins can be spent to buy new, stronger cards and to use NPC effects.
Defending
Character dice are rolled as defence dice when enemies attack you during the Enemy Attack phase (more about this in a short while). You don't have any armor yet, but thankfully you still have a base defence of 1 (shown on your character card).
- Crafting armor will let you roll bigger dice, more dice, or both; this improves your chances of defending successfully against enemies with stronger attacks. Some armor sets provide additional benefits, including extra action points, increased hand size, and more!
Defence Icons
Some action cards, armor sets and consumables will provide defence icons. Similar to attack icons on cards, for every defence icon on your cards in play, you'll be able to increase the value of a single defence dice of your choice by 1.
- You cannot split defence icons across multiple defence dice.
Losing Health
Successful enemy attacks will cause you to lose health. You start with 5 health. Every successful enemy attack lowers your health by 1; track this on your character board health meter.
- You can replenish your health by using action cards such as your Rest card, consumables including healing potions, and by paying the Nurse NPC.
Dying and Respawning
If your health meter is ever reduced to 0, your character dies (but don't worry; they will respawn!). Do all of the following:
Immediately:
- Remove your character piece from the world.
- Discard any Action cards in your hand and ready slot into your discard pile, then shuffle your discard pile.
- Lose half (rounding down) of your coins.
- Remove 1 tombstone token from the respawn pool and place it next to your character board.
- If you cannot take a tombstone token from the respawn pool, the game ends immediately.
At the start of the next turn:
- Place your character piece on either:
- Any unoccupied Forest Surface square, or
- Any house with a bed.
- Draw a new hand of cards and continue as normal.
- Building houses with beds will give you more choice of respawn locations.
Life Crystals
Some below-Surface enemy tokens are actually life crystals which increase your maximum health. As they are disguised as enemy tokens, they may appear when spawning enemies. To collect a life crystal, you must be in an adjacent square. Discard the token to the enemy tray discard area, add a health meter extension piece to your character board and immediately replenish your health to its new maximum.
Enemy Spawning and the Enemy Turn
Enemy Spawning
Enemies spawn:
- Immediately whenever a spawn point icon is revealed on a newly discovered biome tile, and
- At the start of certain rounds (those with the skull icon on the time tracker) on each visible spawn point on biome tiles occupied by, or orthogonally adjacent to, character pieces.
Whenever an enemy spawns, you will draw a token from the enemy tray and place it onto the world.
The enemy tray is divided into biomes (columns) and layers (rows). Enemy tokens will be face-down in the tray's sections. Whenever an enemy spawns, find the tray section matching the biome and layer that the spawn point square is in. Then, randomly draw a day or night token based on the time of day and place it face-up onto the spawn point square.
For example, if a spawn point is in the Forest biome, Surface layer, and it is daytime, a day token from that tray section is drawn. The token is then placed face-up onto the spawn point square.
- If at any time a section of the enemy tray does not contain the token type you need to draw, return all discarded tokens belonging in that tray section back to the section, then draw.
- Bosses spawn when specific criteria are met; see 'Bosses' below for more information.
The Enemy Turn
Once all players have completed their turns, enemies take their turn. Enemies will move (if they can), then attack all character pieces within their range + LOS once.
Enemy Movement
Enemies move based on their movement value in the Bestiary. Enemies with a movement value of 0 do not move.
Enemies with at least 1 movement that do not have LOS to a character piece but are on, or orthogonally adjacent to, biome tiles occupied by 1 or more character pieces will move 1 square towards the nearest character piece, if possible (if tied, players choose).
Enemies with at least 1 movement who do have LOS to a character piece move a number of squares equal to their movement value towards the nearest character piece, if possible (if tied, players choose).
How an enemy moves depends on what type of enemy it is (shown in the bestiary):
-
No icon: Enemies with no icon are walking enemies, they move along solid surfaces, just like character pieces (including along platforms and house roofs). They won't prevent themselves from falling; if ever one of their single movement actions does not end on a horizontal or diagonal surface, or they spawn with a tunnel below them, they will fall vertically until they reach a horizontal or diagonal surface. They do not take fall damage.
-
Flying: Flying enemies can move through the air. They do not need to end movement actions on a horizontal or diagonal surface and cannot fall.
-
Worm: Worm enemies move through blocks and are able to cross gaps of 1 square (e.g. tunnels). They may finish their movement on a horizontal or diagonal surface.
-
Enemies will always get as close as possible to a character piece, even if it means leaving movement unused.
Enemy Attacks
Enemies will attack every character piece within their range + LOS once. They do not use action points to attack.
Enemies with long range attacks will attack first, then those with medium range attacks, then those with short range attacks. If there are multiple enemies with the same range, players choose the order in which they attack.
To resolve long and medium range enemy attacks against your character, follow these steps in order:
- Prepare enemy attack dice: Collect enemy dice matching the enemy's attack dice (shown in the attack column of the bestiary).
- Prepare character defence dice: Collect character dice matching the defence dice shown on your character card (or armor set card if you have one).
- Roll attack dice vs defence dice: Roll the enemy's attack dice against your defence dice.
- Add defence bonus icons: For every defence icon on your cards in play, increase the result of a single defence dice of your choice by 1.
- You cannot split defence icons across multiple defence dice.
- Compare results and deal damage: Compare the dice values; for every 1 of the enemy's attack dice results equal to or greater than your highest defence dice result, you lose 1 health.
- Check for debuffs: Check the bestiary for Debuffs (On Fire! / Frozen / Poisoned). For every health you lost, add a copy of the matching Debuff card to the top of your draw pile.
To resolve short range attacks, make the following adjustment to the prepare enemy attack dice step, then follow the steps as normal:
Mobbing
If multiple enemies are within short range of a character piece, only the strongest of these enemies will attack (i.e. the enemy that has the largest single attack dice (or if multiple enemies have the same largest single attack dice, the enemy with the most attack dice of that type)), but it will add the smallest dice of each in-range enemy to its attack dice.
Once all enemy attacks have been resolved, it's time for the last phase of the round, cleanup.
Cleanup
Cleanup happens at the end of the round, after the enemy phase. Perform the following steps, in order:
- Check all applicable biome tiles have been added to the world.
- Check for completed objectives.
- Check for NPC spawning.
- Check for Boss spawning (see below).
- Advance the time token by 1 space (if the token is on the rightmost space, move it to the sunrise space).
Magic, Mana and Minions
Magic equipment converts mana into actions, instead of using action points. Mana is consumed when used; your mana level is tracked on your character board. It replenishes fully at sunrise each day. Some consumables, armor sets and house bonus tokens will trigger mana regeneration.
Fallen Stars
Some night enemy tokens are actually fallen stars which increase your maximum mana. As they are disguised as enemy tokens, they may appear when spawning enemies at night. To collect a fallen star, you must be in an adjacent square. Discard the token to the enemy tray discard area, add a mana meter extension piece to your character board and immediately replenish your mana to its new maximum. Fallen star tokens are removed from the world at sunrise, so collect them quickly!
Minions
Some equipment will allow you to convert mana into minions that boost your attacks. Pay the mana cost, take the matching minion card and place it on top of your character card (or armor set card if you're wearing one; it won't affect any armor set bonuses). The minion card will show a number of attack icons; you may use these to boost your attacks as described earlier. A minion card must be discarded if your character dies, or if you summon a different minion type (in which case the card will be replaced with the new minion card). Players may only have 1 minion summoned at a time.
NPCs (Non-Player Characters)
NPCs will be spawned as you progress through the game. Spawned NPCs have powers that can be used by players.
Every NPC in the game (except the Guide) has criteria that must be fulfilled in order for them to spawn, printed on their tile. One of these criteria is that they each need a house to live in; NPCs won't spawn unless a house is available for them.
| NPC | Spawn Criteria | Power |
|---|---|---|
| Guide | N/A (always spawned) | Spend coins to buy Guide action cards. |
| Nurse | Any character has died or has at least 6 maximum health + house available | Pay 15 coins to fully heal and scrap all debuff cards from your hand, discard pile and deck. |
| Merchant | Any character has 10 coins + house available | Spend coins to buy Merchant action cards. |
| Dryad | 1 of Eye of Cthulhu / Brain of Cthulhu / Eater of worlds defeated + house available | At sunrise, place a character dice here if empty. Any 1 player may use this dice for an attack or defence roll, then discard it to the character dice pool. |
| Goblin Tinkerer | All 6 Forest Cavern tiles discovered + house available | At sunrise, all players may scrap a card from their deck or discard pile. |
| Demolitionist | Merchant spawned + any character has a bomb or a red potion consumable + house available | At sunrise, pay 10 coins to take a bomb consumable or pay 15 coins to take a red potion consumable (if available). |
When all spawn criteria for an NPC are met, flip them to their spawned side. Their power is now available to you.
- Once spawned, an NPC cannot unspawn.
Consumables
Consumables are cards with effects that trigger when discarded. You may use them at any time during your turn. You can collect consumables from chests, as objective rewards, from the Demolitionist NPC, via the placed bottle house and when defeating some Bosses. Once used, return them to the consumables deck.
- If ever you need to take a consumable and no consumable of that type is available, you do not get it.
Bosses
To win Terraria: The Board Game, you're going to need to fight Bosses. Bosses are powerful enemies, each with their own spawn criteria and ways of hurting you, but defeating a Boss will lead to amazing rewards!
Spawning
Like NPCs, each Boss has specific spawn criteria. The first Boss you fight will be King Slime, who spawns when you've defeated 8 slimes (tracked on the slimes slain meter). You'll find a reminder of each Boss's spawn criteria on their Boss box.
| Boss | Spawn Criteria |
|---|---|
| King Slime | Defeat 8 slimes |
| Queen Bee | Break Bee Larva inside the Underground Jungle hive |
| Eye of Cthulhu | Spend 3 lenses at Demon Altar (Corruption worlds only) or Crimson Altar (Crimson worlds only) |
| Eater of Worlds | Break Shadow Orb in Corruption Cavern (Corruption worlds only) |
| Brain of Cthulhu | Break Crimson Heart in Crimson Cavern (Crimson worlds only) |
| Wall of Flesh | Discard Guide Voodoo Doll consumable (obtained from defeating Voodoo Demon enemy) when adjacent to lava (Underworld) |
Bosses spawn at the start of the Enemy turn in which their spawn criteria were met. When a Boss spawns, open their box and remove everything inside. You'll find a Boss miniature, Information card, 3 Behaviour cards and a Loot card. Some Bosses also come with additional tokens.
Place the Information card with the 'Form A' side face-up, and add the number of wound tokens shown onto the card. Shuffle the 3 Behaviour cards, place them face-down next to the Information card and flip the top card. Place the Boss miniature in the spawn position shown on the Information card. Place the Loot card and any additional tokens to one side until needed.
Behaviour and Forms
Bosses activate during the enemy turn. Their actions during the enemy turn depend on the top (face-up) Behaviour card. Like other enemies, Bosses can move and attack, but in addition they may use a special ability, which triggers at the very start of the enemy turn, before other enemies activate. The effect of their special ability is shown on their Information card. Depending on the top Behaviour card, Bosses may skip actions on a turn (indicated by N/A on the Behaviour card) or perform other actions during an attack phase (e.g. spawning a fellow enemy during the 'ranged attack' phase).
After all enemy attacks have been resolved, discard the top Behaviour card and flip the next Behaviour card. If you ever run out of Behaviour cards, shuffle the discarded Behaviour cards to make a new Behaviour deck.
Whenever a player successfully wounds a Boss, remove a wound token from the Information card and give it to that player. When there are no wound tokens left, flip the card to Form B and add the indicated number of wound tokens to that side. Form B will alter something about the Boss; be sure to read the new information provided. Once you remove the final wound token on the Form B side of the card, the Boss is defeated.
Bosses have modular parts to their miniatures; these can be removed to reflect the effects of your attacks. Refer to each Boss' Information card for more details.
Boss Loot
Defeating a Boss will reward players with lots of loot, as well as completing an associated Fight objective. Divide this loot amongst players however you wish, but if there's any disagreement, the player who collected the most wound tokens during the Boss battle gets the final say.
Winning the Game
To win the game, complete objective chains or defeat Wall of Flesh without running out of time (time limit tokens) or respawns (tombstone tokens):
- Easy = Complete 1 objective chain (10 out of 40 objectives) within 7 days and nights.
- Medium = Complete 2 objective chains (20 out of 40 objectives) within 7 days and nights.
- Hard = Complete 3 objective chains (30 out of 40 objectives) within 7 days and nights.
Alternatively, you can win the game instantly by defeating the Wall of Flesh Boss.
Modifying Game Length and Difficulty
Journey Mode: Do not use tombstone tokens (respawns are infinite). Increase the number of time limit tokens from 7 to 9. Each player starts with the following equipment cards: Iron Axe, Iron Pickaxe and Iron Shortsword. Each player starts with 2 rope tokens. Players ignore fall damage.
Lucky Horseshoe Mode: Players ignore fall damage.
Enchanted Sundial Mode: Decrease the number of time limit tokens from 7 to 5.