Professional Documents
Culture Documents
COS - RulesBookV03
COS - RulesBookV03
COS - RulesBookV03
RULEBOOK
Version 0.3
SOME NOTES MANDATORY DISCLAIMER
This page is reserved for the index. In the mean- Due to professional courtesy, as well as not to
time, we want to explain some design choices and even allow the potential for any current or
rules. future confusion about officiality or anything of
the like: This is a fan-developed work and we are
1. Most of the rules in this book are taken from the latest not charging or receiving any money for it.
game, so players who own the latest D&D adventure
system boxes, such as Dungeon of the Mad Mage, will be
familiar with what's written under the sections: The
This is a passion project for the Castle Ravenloft
Spell Deck, Conditions, Town Actions, and the Level Up Board Game and an appreciation to the
system. developers of the game that put a big effort into
delivering the D&D Adventure System and
2. There is a section on Page 4 of the Adventure Book Wizards of the Coast LLC.
explaining how to set the encounter deck for Exterior
and Dungeon locations.
© 1993-2022 Wizards of the Coast LLC
3. In the next release, we will focus on creating more
Giovanni Martínez @Castagnopolis
content than components, like the map of Barovia with
Ricardo Pacheco @NocturnalPulse
the traveling options system, the party campaign log,
towns with markets, more adventures, and missing André Grégio @AbedGregio
explanations based on your comments, among other
ideas.
CURSE OF STRAHD
To play this module you need only the Castle Ravenloft
Board Game and the custom content created for it.
3
tions, and if no permanent death is stated, be defeated.
All these possible outcomes and their penalties are
described below.
CAMPAING SETTING
Escaping
In Curse of Strahd, Heroes can pursue a non-linear
adventure by visiting areas at their own risk, allowing If Heroes escape from an adventure or do not satisfy the
them to choose new quests, perform Town Actions, and victory conditions, they have failed. The party is forced
help the locals to increase their reputation, and unlock to return to their nearest Safe Location (if possible), they
new adventures and secrets. will lose half of the experience gained from the Experi-
ence Pile, and each hero must discard 1 Treasure Card if
The term Safe Location is used in the campaign to possible. But you're still alive to fight another day!
indicate an area, town, or settlement where Heroes can
rest between adventures and perform Town Actions. Death
To support campaign play, you should separate your If no permanent death is indicated in the adventure (see
decks into two types: The Starting Deck (cards with a page 3 of the adventure book), and the whole Party is
white set icon at the bottom) and The Advanced Deck defeated do the following:
(cards with a yellow set icon at the bottom).
All Heroes return to the nearest Safe Location and are
Follow the instructions in the Victory and Defeat section immediately resurrected.
of the adventure. After reading the corresponding entry,
make changes to the decks, which introduce more The Party loses all the experience points gained in the
complex effects and more difficult challenges. last adventure.
Unlike the base game, Heroes will not heal, nor The Party gains 1 Healing Surge token.
recover Healing Surges after finishing an adventure.
If possible, they can return to the nearest Safe Location If, on the other hand, one or more Heroes died, but the
to heal and prepare for their next adventure, or keep surviving Heroes finished the adventure, they can
pushing their luck if the adventure allows it. resurrect the fallen Heroes in a Safe Location later.
Experience Points: After each adventure, all remain- Each resurrected Hero must discard all its Treasure
ing experience points are converted to GP (gold pieces) cards but 1 to the Treasure deck.
at the rate of 100GP for each experience point in the
Experience Pile, which are then distributed among the If the party is unable to resurrect a fallen Hero, either
Heroes as they see fit. Write it in your campaign log. because they lack gold pieces or have no other means,
that player may select a new Hero to join the campaign,
starting from level 1.
Defeat
4
Reputation ALLY LEVEL
Adventuring and helping the locals will increase your There are three types of Allies in the game.
reputation.
Allies that do not show a level on their card. These
Each time you earn a Reputation Point, write it down on Allies cannot be leveled up and usually represent minor
your Campaign Log under the reputation field. characters in the campaign.
Earning the trust of the distrustful Barovian and Vistani Level 1 Allies, with a double-sided card showing the
will allow you to access more town services and unlock level 2 version of the Ally on the other side. Such as
new quests. Ismark and Ireena, Barovians willing to help the Heroes
against Count Strahd's forces. These allies can level up as
When you find a town service or an adventure, with a a Town Action by paying 1000GP.
reputation value next to its name, you can only access
that service or adventure if you meet the listed require- Level 4 Allies. These powerful allies are already at the
ment value. maximum level, have their own set of Power Cards, and
cannot level up as a Town action.
< Image with an example here will be provided in the
next release. >
ALLIES
Allies will help the Heroes on their journey. Some of
them will appear in adventures, hired in towns or other
specific areas.
5
Playing a single shoot adventure
DAY AND NIGHT CYCLE When playing a single adventure, place the Time
Tracker next to the board so it's easy to reach. Then, roll
As Heroes venture out into the wild, they will be affected a die and place the Sun Token on the corresponding
by the day and night cycles of the day. space.
The day and night Cycle only affects Adventures in This will dictate at what time of the day the Heroes
Exterior Locations and depends on whether it is day or arrived at their location.
night. Each time you draw a card from the Exterior
Encounter card, you will have to resolve the effect
described on the cards you draw, which can vary if its Campaign mode
daytime or nightime
When playing in campaign mode, the first adventure
A full day is divided into six stages between day and "Welcome to my domain", will tell you to place the Sun
night. Token in a specific position of the Time Tracker at the
beginning of the game.
Daytime: After that, do not move the Sun Token or roll on the
Time Track unless instructed to do so. This can happen
Dawn
by traveling, revealing an Encounter Card, or a specific
Noon Afternoon
adventure rule.
Nighttime: When you stop playing, write down the current time in
the campaign log for the next time you resume play.
Dusk Night Midnight
6
THE SPELL DECK
The Spell deck represents the various
spells cast by Treasures, Monsters, and Traps.
SPELLCASTING ABILITY
Shuffle the Spell deck, and draw cards until you find one
of the Spells named in the Monster caster card. Then,
the Monster caster casts this spell.
7
CONDITIONS
This section updates conditions to the leatest release of
the D&D Adventure System Board Games.
CONDITION: SLOWED
Castle Ravenloft rulebook, page 8.
CONDITION: IMMOBILIZED
Castle Ravenloft rulebook, page 8.
CONDITION: DAZED
Wrath of Ashardalon rulebook, page 8.
8 7
If an attack or other effect causes your Hero to If your Hero gains Disadvantage
become Dazed, put a Dazed marker on your Hero Card. while having Advantage, discard both markers.
You can have only one Dazed marker on your Hero
Card at a time.
CONDITION: DISADVANTAGE
If your Hero is Dazed, instead of your normal Hero Dungeon of the Mad Mage rulebook, page 8.
Phase, you may perform only one of the following
actions: Move or Attack. An enemy knows where to strike. A curse cast by an
enemy debilitates you. These effects and others like
At the end of your Hero Phase, discard the Dazed them cause a Hero to gain Disadvantage.
marker.
If an attack or other effect causes your Hero to gain
If a power or another effect allows you to remove the Disadvantage, put a Disadvantage marker on your Hero
condition during your Hero Phase, you immediately card. You can have only one Disadvantage marker on
regain your full allotment of actions and your Hero card at a time.
can perform them that turn.
While your Hero has Disadvantage, the next time he
or she makes an Attack, roll the die twice and use the
CONDITION: POISONED lower result. Then discard the Disadvantage marker.
Wrath of Ashardalon rulebook, page 8.
If your Hero gains Advantage while having Disadvan-
A snake’s bite injects foul venom into a wound. Toxic tage, discard both markers.
gas seeps from the magma lakes below the dungeon
floor. These attacks and other like them cause a Hero Monsters can also gain Advantage and Disadvantage.
to be Poisoned. This works exactly the same for them as it does for a
Hero.
If your Hero becomes Poisoned, put a Poisoned
marker on your Hero Card. You can have only one
Poisoned marker on your Hero Card at a time. CONDITION: STUNNED
The Temple of Elemental Evil rulebook, pages 8 and 9 (Adapted for Heroes).
If your Hero is Poisoned, he or she takes 1 damage at
the beginning of your Hero Phase. Take this damage A mighty blow from Alaeros’s axe knocks a cultist prone.
before using any Treasure Cards and before checking to Magic vines erupt from Talon’s arrow and wrap around a
see if you must spend a Healing Surge. hobgoblin’s feet. These attacks and others like them
cause a Monster to gain the Stunned condition.
At the end of your Hero Phase, roll the die. If your
result is 10 or higher, discard the Poisoned marker. If an attack or other effect causes a Hero or a
Monster to become Stunned, put a Stunned marker on
that Hero’s card or that Monster’s figure.
CONDITION: ADVANTAGE
Dungeon of the Mad Mage rulebook, page 8. While a Hero is Stunned, he or she loses their next
Hero Phase. Discard the Stunned marker at the end of
The presence of a champion uplifts your spirits. Patience his or her Hero phase.
in battle exposes your opponent’s weaknesses. These
effects and others like them cause a Hero to gain While a Monster is Stunned, it skips its next
Advantage. activation and does nothing. After the Monster skips its
activation, discard the Stunned marker.
If an attack or other effect causes your Hero to gain
Advantage, put an Advantage marker on your Hero card.
You can have only one Advantage marker on your Hero
card at a time.
9
CONDITION: WEAKENED
Dungeon of the Mad Mage rulebook, page 9.
TOWN ACTIONS
Safe Locations allow Heroes to perform Town Actions
and Services. Each player can take any number of Town
Actions to prepare for the next adventure.
10
2. BUY ITEMS AND TOWN SERVICES When you level up to the 3rd level,
take the 3rd-level card and add it to your Hero’s card.
Locations with a Marketplace allow Heroes to buy and Your Hero’s Hit Points and Surge Value increases, and
sell Items. To sell items, use the information below. To you gain a new Utility power. In addition, you get to
buy Items, fill the Marketplace with four cards drawn choose an Expert power, your Critical Hit improves
from the Treasure deck. (letting you flip up a used Utility Power), and you gain 1
Legendary Action point.
You may buy any Item Treasure cards drawn for the buy
price listed on the card (or the price table for Castle When you level up to the 4th level, flip over the
Ravenloft Items). Any unbought Item cards and any 3rd-level card to the 4th-level side. Your Hero’s Hit
non-Item cards drawn go back into the Treasure deck. Points, Armor Class, and Surge Value increase. It also
allows you to choose a new Daily and Expert power, your
Some locations in the adventure book allow Heroes to Critical Hit improves (now dealing a +2 damage and
pay for healing, buy Healing Surge tokens, resurrect a letting you flip up a used Utility or Daily Power), and you
dead hero, and recruit Allies, among others services gain a second Legendary Action point.
described on that location page.
3. SELL ITEMS
You may sell any Item Treasure cards your Hero has
gained as long as you are at a Marketplace or a Trading
Post. Sold Treasure cards go back into the Treasure deck
and the Hero gains the value listed on the card (or the
price table for Castle Ravenloft Items) in gold pieces.
5. LEVEL UP
LEVEL COST
2 2000 gp
3 3000 gp
4 4000 gp
11
Any Hero may spend Legendary Action Points to have
access to a specific action benefit.
A Legendary Action is considered a free action that your Reroll: This action can be used to reroll any die rolled
Hero can take using its Legendary Action points. during your Hero Phase.
At levels 3 and 4, your Hero will get a Legendary Action +2 Attack: This action can be used after you roll a die
Point (LAP), which can be used to perform a Legendary in an Attack to modify the roll upward by 2.
Action by paying its cost in LAP, as stated in the Legend-
ary Actions table below. Move at your speed: This action can be used to move
at your speed at any moment of your Hero’s Phase.
Legendary Action Points can only be used once per
adventure and can only be recovered by resting once Use a Treasure Card Item: This action can be used
you are in a Safe Location or between adventures, if you to use a Treasure Card item at any moment of your
are not playing the campaign mode. Hero’s Phase.
Example: It’s the beginning of the Villain Phase and Runaway: This action can be used to move at your
Thorgrim, the 3rd level Cleric, is on the same tile as a speed at the beginning of the Villain’s Phase.
Banshee and about to get hit by her horrifying wail.
Attack with an At-Will Power: This action can be
He has only 2 HP remaining and there are no more used to attack only with an At-will Power at any moment
Healing Surges left. So, Thorgrim decides to use his LAP of your Hero’s Phase.
and pay for the "Runaway" Legendary Action, allowing
him to move at his speed before any dice have been Regain 2 HP: This action can be used to regain 2 Hit
rolled, even if it is not his Hero Phase. This Legendary Points at any moment of your Hero’s Phase.
Action allows him to place himself two tiles away from
the Banshee, forcing her to change her target. +1 Damage: This action can be used after you hit with
an attack to deal +1 damage.
Now Thorgrim has no more Legendary Action Points left
to spend until the party returns to a Safe Location where Recharge: This action can be used to flip up any
he can rest. face-down Power or Treasure card, enabling another use
of that card.
12
OPTIONAL RULES Each Hero can only make
one attack of opportunity and
Use one or more of these rules if the game is too easy for only using an At-Will Power. After a Hero
you or you want a more interesting game experience. made an attack of opportunity, place a used attack of
opportunity marker on its Hero card. As long as there is
an used attack of opportunity marker on its card, that
CARRYING CAPACITY Hero can not perform another attack of opportunity.
Remove the marker at the end of that Hero’s next Phase.
Heroes are limited by their carrying capacity, which
means that a Hero can carry as many Item Treasure A Monster can also make one attack of opportunity,
cards as 1 plus the Hero’s current level. but they can not decide when to use it. As a rule, if a
Hero provokes an attack of opportunity, the Monster
In this way, a 2nd level Hero can carry 3 items (1 plus 2 creature will immediately make an attack of opportunity
items because of its current level, which is 2). with its adjacent or within 1 tile attack, depending on
the Monster's instructions. Then, place a used attack of
This rule offers a more strategic approach to opportunity marker on its Monster card.
decision-making when it comes to what to keep and
what to discard for your Hero. As long as there is an attack of opportunity marker on its
card, that Monster cannot perform another attack of
If a Hero already has the maximum amount of permitted opportunity. Remove the marker after its next activation.
items and draws or gains a new item, he or she may give
it to another Hero on the same tile, or discard an existing Example: Alisa, who is in the threatened area (adjacent
item to add the new one to their equipment. to) of a Kobold Skirmisher, decides to move to the
adjacent tile to help Arjhan, who is about the get killed.
Her action triggers an attack of opportunity.
HARDER DEATH
The Kobold Skirmisher immediatly attacks Alisa with its
Aside from the penalties described on page 4, If a Hero spear, but fails. Now, the player who controls the Kobold
or the entire Party is defeated and no permanent death Skirmisher places a used attack of opportunity token on
is stated on the adventure, each resurrected Hero loses its card. Thus, the Kobold Skirmisher can't make another
1 level if possible (a hero can never drop below level 1). attacks of opportunity until the token is removed at the
end of its next activation.
ATTACK OF OPPORTUNITY
Threatened Squares
13