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CoB Complete Player Aid
CoB Complete Player Aid
Victory Conditions [17.0]: destroy the Hellgate (team); leave the Citadel alive with 100 EXP & 100 Gold (character)
I. Starting Sequence [4.0]
A. Choose Characters: 3 Heroes + 3 Initiates
B. Determine Characteristics [4.3]:
Heroes: record the information according to the Hero Characteristics Chart and choose spells
Initiates: race (elf/dwarf/human), primary & secondary weapons, magic potential, spells, experience gained
C. Choose March Order (max. 3 per row)
D. Determine the Predominant Sun: 1,2 = red (left); 3,4 = yellow (middle); 5,6 = blue (right)
E. Divide Chits: set aside the Gateway of Evil, the Hellgate, X the Unknown, mix Segment chits
F. Start Play at the Gateway of Evil (Level 1)
II. Sequence of Play of a Game Turn [5.0]
A. SEGMENT PHRASE
Step 1: Decide route Step 2: Pick a Segment chit
Bow D6
1
Arrow
Bow D6 + Poison D3
2 Poisoned Arrow
1D3
3
Poison Gas
1 (whole party)
4
Explosion
1
5
Flaming Oil
Roll twice again if 2nd D = 6
6
Roll Twice
C. MONSTER PHRASE
Step 1: Party Movement [6.0]: 1 segment per turn
Step 2: Monster Check (if no monster): roll 1D6
Old room, corridor:
1 = Wandering Monster
New room:
1,2,3 = Room Monster
Determine monsters info: Monster
Characteristics Chart, Level Chart
Note 1:
DT may never be increased
to above 5.
Note 2:
The trap automatically
springs on any Characters
w/o DT.
1-2
Evil Hero
Gargoyle
Troll
Ogre
Wight
Hydra
3-4
Evil Mage
Medusa
Vampire
Minotaur
Wargs (D3)
Skeletons (D3)
5-6
Chimera
Orcs (D3)
Harpies (D3+2)
Dire Wolves (D6)
Wraiths (D3)
Cronks (D6)
1
Evil Mage
Orcs (D3)
Dire Wolves (D6)
Gargoyles (2)
Harpies (D6+2)
Skeletons (D3)
2
Evil Hero
Troll
Wight
Chimera (2)
Ogres (2)
Wraiths (D3)
3
Cronks (D6)
Vampire
Wargs (D3)
Medusa
Minotaur
Skeletons (D6)
4
Gargoyle
Harpies (D3+2)
Evil Mage
Orcs (D6+1)
Dire Wolves (D6)
Wraiths (D3+2)
5
Chimera
Ogre
Evil Hero
Hydra
Wights (2)
Troll
6
Medusa
Minotaur
Cronks (D6+1)
Vampire
Wargs (D6)
Hydra
1-3
4
5
6-9
10
11
12
13
14
15
16
17+
0
0
1
1
1
2
2
2
3
3
4
4
TREASURE TABLE
[target number : die code]
A
B
C
D
E
F
G
H
I
J
K
L
Gold
0:0
6:D6
6:3D6
1:3D6
2:D6x10
3:D6x5
6:3D6x5
6:2D6
6:D6x5
6:D6x20
6:2D6x20
6:3D6x20
Jewels
0:0
0:0
0:0
1:D3
2:D6
3:D3
3:D6
1:D3
2:D6
2:D6
3:D6
4:D6
Magic Items
0:0
0:0
1:1
0:0
2:1
1:1
2:1
1:1
2:1
3:D3
3:D3
4:D3
2
3
4
5
6
7
8
9
10
11
12
0
0
0
1
1
1
2
2
2
3
3
4
0
0
1
1
1
2
2
2
3
3
4
4
0
1
1
1
2
2
2
3
3
4
4
5
0
1
1
1
2
2
3
3
4
4
5
5
0
1
1
1
2
2
2
3
4
4
5
5
0
0
0
1
1
1
2
2
2
3
4
5
JEWEL
TABLE
WEAPON
TABLE
Gold
1
5
10
15
20
25
35
50
75
100
150
CB bonus
1
+1
2
+2
3
+2
4
+3
5
+3
6 Roll Twice
Resistance Check
(RC) [11.0]:
1D6RV = Success
1D6 >RV = Fail
Weapon
Armor
Potion
(+CB)
(+WP)
(2 doses)
Poison (WP-D3)
Sword
+1
Strength (CB+D6 next)
Hammer
+1
Strength (CB+D6 next)
Axe
+1
Bow
+2
Charm Person
Dagger
+2
Charm Monster
Throw Dagger Roll Twice Healing (WP+D6)
Talisman
Medallion
Ring
Fountain
Statue
Trap Door
Poison
Medusa
Trap
WP-D3
RC: stone
roll trap
Potion
2 Jewels
Trap
roll potion roll 2 jewels
roll trap
Alcohol
Medallion
Room
CB-2
roll medallion monster (J)
Jewel
Demon
Room
roll jewel
roll altar
monster (J)
Water
Talisman
Pit
no effect
roll talisman
1D3 Cronks
Blood
X
Hellgate
CB-1
RC:attack party destroy to free
Furniture
Altar (RC)
Artwork
Coffin
Alloces
Tapestry
Vampire (must fight) cast C spell || CB-1 jewel+4; -1 weapon
Painting (party)
Book Case
Vassago
-1D3 (1-3) || +Rs (4-6) DT+3 || lose DT
WP-D3 (1)
Desk
Avnas
Statue
detrap for medallion +Lt@1 || Lt hits
roll statue
Bed
Malthus
Cut Glass
+1D3 WP
+WG || WG hits +tali (1-3), +med (4-6)
Clavicord
Leraje
Icon
RC:-half gold/WP-1 +3 bow || 3 bows hit
roll altar
Mirror
Asmoday
Manuscript
roll mirror
CB+3, +Lt || MP-1
+WG
MIRROR
TABLE [13.7]
Segment
Lv die away
1 1
3
2 2
4
2 3
5
3 4
6
3 5
7
3 6
8
1st roll = level
if same level, then
2nd roll = no. of
unexplored segments
Hellgate [16.0]: form match order when found: Demons 1D3+2 (1st & 2nd), X the Unknown (2nd), Hellgate (3rd)
Hellgate attack: cast Blast x3 each round, destroyed if: X dies AND D6 HG skill (-1WP if fail)
monster is attacked
Target can gain EXP
Not against X [6.9]. for the party (not itself).
CASTER
Lightning (Lt)
CASTER
CASTER
CASTER
C:2 Magic Shield (MS) C:2 Mental Attack (MA) C:4 Redemption (Rd) C:3 Sleep (Sl)
CASTER
Heal (He)
CASTER
1 character
Immune to Spells
inflicting WPs
Current combat
sequence only
1 character (except
the caster)
WP +1D3+1
Instant
1D6 times (before
entering the Citadel)
CASTER
CASTER
1 character
WP +1D3+1
Till the WP reaches 0
Protects from non-
as a result of Malthus
or Manuscript.
CASTER
CASTER
N:3 Oratory (Or)
1 monster
Intimidated AND
surrender all treasure
(RC)
Instant
CASTER
1 monster
WP -2D6+2 (RC)
Instant (in combat)
May only be learned
CASTER
CASTER
NC:1
CASTER
CASTER
1 monster
Intimidated (RC)
Instant
CASTER
Cow (Cw)
CASTER
NC:1 Magic Armor (Mr) NC:1 Neutralize Poison (NP) NC:1 Rejuvenate (Rj) NC:2
CASTER
CASTER
be killed if there is no
other awake/living one.
CASTER
1 door
Lock door
Permanent
Used after a door is
C:2
Anyone Charmed
1 monster (any row)
Break Charm (RC) Sleep (RC)
Instant
Permanent
Target returns to the All asleep monster can
Party.
CASTER
KEY
Target of Spell
Effect of Spell
Duration of Effect
Special Information
CASTER
N:1 Cajole (Cj)
Party
Party
N +4
-4 on bribery roll
Current negotiation Current bribery
In addition to all other
B:1
Party
-2 on bribery roll
Current bribery
modifiers
CASTER
CASTER
CASTER
1 killed character
Revive in full WP
Right after combat
May only be obtained
by finding a Resurrect
Ring or learned as a
result of bookcase.
CASTER
Characters with Magic Potential may cast spells. There are 3 suns, and each
character has 3 Magic Potentials, one for when each sun is ascendent. The
dominant sun is determined and this, in turn, determines the number of
different spells a character will be able to cast during the game. [4.0]
Each spell may be cast either during Combat (C), Negotiation (N), Bribery
(B), and may cast non-combat (NC) spells during any Phase except Combat,
depending on the spell. During play, he may cast spells, incurring Wound
Points equal to that spells cost for each spell cast. The Wound Point cost
varies with each spell. Some spells may be resisted (RC), and if successfully
resisted, they have no effect.
Skill
1 Hellgate
1 Hellgate
2 Hellgate
+2 Negotiation
1 Hellgate
2 Hellgate
1 Detrap
+2 Negotiation
3 Detrap
+1 Negotiation
1 Hellgate
+3 Negotiation
2 Hellgate
+3 Negotiation
2 Hellgate
1 Detrap
1 Detrap
2 Hellgate
3 Hellgate
3 Hellgate
4 Hellgate
3 Hellgate
3 Detrap
Spells
Treasure Special
I
Firebreath: Extra damage (WP-1, RC)
E/B
Stench: CB -2 (Party, RC)
D
See 16.0
A
J/C
Lightning
J/C
Cast every combat phase unless fatal
G
A
J
See 15.6
G
Flesh/Stone: if D6 = 6 for each attack
J/C
J/E
H/B
F/A
Regenerate: 3rd round after WP-1WP+1
J
Charm: 1st &2nd combat phrases; to 1st row
J
A
H
I/D
Lightning
L
See Hellgate [16.0]