Waterdeep Rulebook-Online
Waterdeep Rulebook-Online
Waterdeep Rulebook-Online
Inspired by the original Dungeons & Dragons® Roleplaying Game adventure, Waterdeep:
Dungeon of the Mad Mage™.
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INTRODUCTION Exception Based Game
The Dungeons & Dragons: Waterdeep: Dungeon of the Mad
Undermountain. The legendary dungeon of the Mad Mage, Mage Adventure System, like the other Adventure System
Halaster Blackcloak. Although you all had different reasons games, is exception based. That means the cards, powers,
monsters, and Special Adventure Rules may contradict the base
for coming here, you recognized the same strange pull that
rules of the game (this book). Whenever that happens, you
the mountain exerts upon you and your new companions. should follow the instructions on the exception even though it
Something deep within its depths is calling your name, and contradicts the rules.
you cannot help but answer.
Number of Players
Waterdeep: Dungeon of the The game can be played with any number of players, from 1 to 5.
Each player controls one Hero—and the game does the rest!
Mad Mage
D&D Adventure System
Strange dreams, whispers in the waking mind, our Heroes are
You can combine this game with other D&D® Adventure
compelled to journey to Mount Waterdeep, and to enter the
System board games to create new and unique experiences.
Undermountain, the ancient dwelling of Halaster Blackcloak,
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the Mad Mage.
The entrance to the Undermountain lies in the center of a
famous inn called, Yawning Portal. Our Heroes find themselves WINNING THE GAME
inside the inn, ready to face their obsession. You win by completing the objective in the adventure you are
playing. For example, you might have to round up bandits or
GAME OVERVIEW destroy a lich’s phylactery.
Unless stated otherwise in an adventure, you lose if any Hero
The Dungeons & Dragons®: Waterdeep: Dungeon of the Mad
is at 0 Hit Points at the start of that Hero’s turn and there are
Mage™ Adventure System Game is a cooperative campaign
no Healing Surge tokens left to play. You also lose if you are
game. You and your fellow Heroes form an adventuring party,
defeated by the adventure you are playing. Each adventure lists
working as a team to succeed in the adventures that unfold
its specific victory and defeat requirements.
inside the dungeons and caverns of the Undermountain.
Each player selects a Hero who has been drawn to Campaign Play &
Undermountain, to the Yawning Portal to explore its depths.
Choose from the gnome rogue Trosper, the human sorcerer The Advanced Deck
Marcon, the human paladin Nayeli Goldflower, the half-elf cleric The Waterdeep: Dungeon of the Mad Mage board game is
Cormac, or the tiefling fighter Atka. Your Heroes will venture intended to be played as a campaign, although you can always
into the Undermountain’s deepest depths, passing through play any adventure as a one-shot.
Skullport, delving through unexplored caverns, avoiding devious
To support campaign play, you should separate your cards into
traps, fighting monsters, and uncovering magical treasure.
two decks: The Starting Deck (cards with a white set icon #1-184)
Once you’ve selected your Heroes, you’re ready to enter the and The Advanced Deck (cards with a gold set icon #185-228).
Dungeon of the Mad Mage! For your first game, use only cards from the Starting Deck. After
each adventure, follow the instructions in the Aftermath section
to make changes to the decks, which introduce more complex
effects and more difficult challenges. As you continue to play,
see “Playing the Campaign” on page 14 for more info on ways
to beef up your Heroes as you get further in the adventures.
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Game Setup To Start Playing:
The Waterdeep: Dungeon of the Mad Mage game includes ✦ Shuffle the Monster cards into their own deck. Do the
everything you need to run all 13 adventures in the adventure same for the Encounter cards, Treasure cards, Trap cards,
book. Because each adventure is different, you don’t always Spell cards and Elder Rune cards. Place these decks in easy
use every component in the box. The following components reach of all the players. Randomize all of the Trap tokens
are usually used in every adventure. We recommend that you and keep them face down in easy reach of all the players.
store them separately so you can make it easy to set up each Complex Trap tokens are kept in a separate pile and only
adventure! come into play when their card is drawn.
✦ Give each player a Sequence of Play card as a reminder of
✦ Hero cards and all figures
how play proceeds.
✦ Hero Power cards
✦ Place the die and the various figures in easy reach.
✦ 23 Dungeon tiles (representing dungeon; cavern comes
✦ Pick your next adventure from the adventure book. If you’re
later)
playing your first game, play Adventure 1: Mopping Up.
✦ Entry Well Tile
✦ Check the “Adventure Setup” section of the adventure
✦ Basic Encounter cards book to see if your chosen adventure calls for any of the
✦ Basic Monster cards game pieces you set aside.
✦ Basic Treasure cards ✦ Unless the adventure says otherwise, place the Entry Well
✦ Basic Trap cards tile in the center of the table and place two Healing Surge
tokens beside it. These are the group’s surges for this
✦ Basic Spell cards
adventure.
✦ Basic Adventure cards
✦ When you choose a Hero, take that Hero’s Hero card,
✦ Elder Rune cards Power cards, and the figure that matches the Hero. The
✦ Trap tokens name of each Hero is printed on the base of the figure.
✦ Condition markers (Advantage, Disadvantage, Stunned, ✦ Unless the adventure says otherwise, place each player’s
and Weakened) Hero figure on any square of the Entry Well tile. Adventures
✦ Hit Point tokens and cards refer to the players as “Heroes.”
✦ Die ✦ Each Hero card tells you how many and which Power
cards you can choose for that Hero. In your early games,
you can use the Power cards suggested on the back of
the adventure book. (See “Choosing Power Cards” on
page 15 for details on how to choose Power cards in later
games.) Set aside any Power cards that aren’t used in this
adventure.
✦ Set up the Dungeon tile stack (the deck of tiles) using the
setup instructions in the adventure you have selected.
Advantage condition marker You are now ready to begin play. The adventure tells you
any other rules you need in the “Special Adventure Rules”
section.
Taking Turns
Play progresses around the table, starting with a player of the
group’s choice and then proceeding clockwise. You can also
each roll the die and let the player who rolled highest go first.
Trap token
Your turn consists of three phases: one for your Hero, one for
Stunned condition marker Exploration, and a Villain Phase for the Monsters under your
control.
Set aside the remaining game pieces. You use those pieces
only if the adventure you are playing requires them (see the
adventure book for details).
4
The Dungeon Tile Stack Tile Features:
✦ Triangles: Each tile features a white or black triangle that is
You draw from the collected Dungeon tiles (referred to as the
used to specify less dangerous and more dangerous tiles.
Dungeon tile stack) to build the dungeon and cavern areas.
When you place a new tile, the triangle points toward the
Each time you play, the area has a different layout. The dark
unexplored edge of the tile it is attached to. If the tile has
dungeons and dangerously populated caverns are said to be
a black triangle, you draw an Encounter card during the
deadly for the unprepared.
Villain Phase of your turn.
The Entry Well Tile: The Entry Well tile is where the Heroes
✦ Monster Symbols: Each tile may feature one or more
usually begin their dungeon adventures. It’s twice the size of the
Monster spaces with a to indicate where to place
other tiles. The Entry Well tile and the other double-length tiles
Monsters.
actually consist of two separate tiles that are already connected;
treat each as its own tile for the purposes of movement and ✦ Trap Symbols: Each tile may feature one or more Trap
counting tiles. squares with a X to indicate where to place Traps.
✦ When you start an adventure on the Entry Well tile, you ✦ Ambush Symbol: Each tile may feature a square with a
can start on either tile. to indicate where special effects happen from card effects.
Unexplored Edge: A Dungeon tile with an unexplored edge is a ✦ Treasure Symbol: Each tile may feature a square with a
tile where you could place a new tile. This means that an edge to indicate where to place a Chest token. When a Hero
of the tile is open and doesn’t have another tile adjacent to it. ends their turn on a square containing a Chest token, he
or she draws two Treasure cards and gets to keep one,
Tiles and Squares discarding the other card. Then discard the Chest token.
Game cards refer to both tiles and squares.
✦ Other Features: Dungeon tiles have darkened areas -
A tile is the basic building block of the dungeon or cavern, representing walls and impassable areas - which cannot
drawn from the Dungeon tile stack. be moved through. Some tiles have names to distinguish
A square is one of the spaces on a Dungeon tile. them for use in certain adventures.
5
Diagonal Movement: Your Hero can move diagonally when
moving by squares, unless the path is blocked. Your Hero
cannot move diagonally when moving by tiles. If you are
counting squares, your Hero can move diagonally, even
between tiles. If you are counting tiles, you never count
diagonally; your Hero has to move in straight lines, not
diagonal lines, when you count tiles.
PLAYER SETUP
Place your Hero card (1st level) and your selected Power cards
face up in front of you.
As you acquire Treasure cards, they also go face up in front of
you.
As you acquire Monster cards, place them to one side of your
Hero card, in the order in which you received them.
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MOVEMENT
✦ To place a Monster, draw a Monster card from the
Monster deck for each Monster symbol on the newly
placed tile. Place the card in front of you to show that you
When your Hero moves, use the following rules for movement.
control that Monster. Place the corresponding Monster
figure on the Monster symbol of the newly placed tile. (The
name of each Monster is printed on each figure’s base.)
When Does Your Hero Move?
If you draw a Monster card that matches a Monster you Your Hero usually moves during the Hero Phase of your turn.
already control, discard that Monster card and draw again. The effect of a Power card, Treasure card, or Encounter card can
If another player has a matching Monster card, however, make your Hero move at other times, as well.
that’s okay.
✦ To place a Trap, choose a face-down Trap token from the How Does Your Hero Move?
pile and place it face-down on a Trap symbol. Your Hero moves according to his or her Speed, which is the
✦ To place a Chest, take any Chest token and place it on a number of squares you can move your Hero.
Treasure symbol. Think of your Hero’s Speed as your movement budget. Each
When you have finished all the steps in your Exploration Phase, time your Hero moves a square, you spend 1 point from that
your Villain Phase begins. budget. When you have no more Speed left, your Hero can’t
move any more.
Villain Phase Whenever your Hero moves, you can spend up to your Speed
This is the phase in which you draw and play Encounter cards, budget to move your Hero.
as well as when you activate the Villain (if the Villain is in play)
✦ Your Hero can move in any direction, including diagonally,
and any Monster cards you have in front of you.
as long as you have the necessary Speed to spend.
1. If you didn’t place a Dungeon tile in your Exploration Phase, ✦ You can’t move your Hero into a square filled with a
or if you placed a Dungeon tile with a black triangle, draw darkened area.
and play an Encounter card.
✦ You can’t move your Hero into a square occupied by a
2. If the Villain is in play, activate the Villain. (There could be Monster.
more than one Villain in play, depending on the adventure. In
✦ You can move your Hero through a square occupied by
this case, activate each Villain, one at a time.)
another Hero, but you can’t end your Hero’s movement
3. Activate each Monster card, in turn, in the order you drew there.
them. Follow the tactics on the Monster card to determine
what each Monster does on its turn. If there are multiple
Monsters with the exact same name in play, activate each
of those Monsters on your turn. So, if you have a Grung
Monster card and another player has a Grung Monster card,
you activate both Grungs during your Villain Phase. If both
Monsters survive until the other player’s Villain Phase, that
player will activate both Grungs again!
When you are done with your Villain Phase, the player to your
left begins his or her turn.
You can move your Hero to any square, even diagonal ones,
with a few minor exceptions. You cannot enter a square with
a Monster (A). You can move around walls but cannot enter a
wall square (B). You cannot move between two adjacent walls
(C). You cannot end your move in another Hero’s square (D).
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Condition: Advantage
The presence of a champion uplifts your spirits. Patience in
battle exposes your opponent’s weaknesses. These effects and
others like them cause a Hero to gain Advantage.
✦ 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.
✦ While your Hero has Advantage, the next time he or she
makes an Attack, roll the die twice and use the higher
result. Then, discard the Advantage marker.
✦ If your Hero gains Disadvantage while having Advantage,
discard both markers.
Condition: Disadvantage
An enemy knows where to strike. A curse cast by an enemy
debilitates you. These effects and others like them cause a Hero
to gain Disadvantage.
✦ If an attack or other effect causes your Hero to gain
Disadvantage, put a Disadvantage marker on your Hero
If a creature with a base larger than one square is on more card. You can have only one Disadvantage marker on your
than one tile, it counts as being on all tiles that base is on. For
Hero card at a time.
example, Murial counts as being on all the blue tiles. All the
green tiles are one tile away from Muiral. ✦ While your Hero has Disadvantage, the next time he or
she makes an Attack, roll the die twice and use the lower
result. Then discard the Disadvantage marker.
✦ If your Hero gains Advantage while having Disadvantage,
Triggering Trap Tokens: discard both markers.
A Trap is a snare or other mechanical device placed in the Monsters can also gain Advantage and Disadvantage. This
area to thwart the Heroes. When a Hero moves into a square works exactly the same for them as it does for a Hero.
containing a Trap token, or when they unsuccessfully attempt to
disable the trap (see page 11), trigger the Trap and flip the token
face up to reveal its effect. Monsters do not trigger Traps.
✦ If the token doesn’t have a damage number, the
Hero suffers no effect (exception: Draw, see page 13).
Otherwise, the Hero takes the damage indicated. Then
remove the token from the board. If your hero was in the
middle of his or her move, you may continue moving them
normally.
8
Condition: Stunned
An Intellect Devourer attacks your mind. A spell of Fear sends
you scampering away. These effects and others like them cause
a Hero or Monster to gain the Stunned condition.
✦ If an attack or other effect causes a Hero or Monster to
become Stunned, put a Stunned marker on that Hero’s
card or that Monster’s figure.
✦ While a Hero is Stunned, he or she loses their free Move
action. Discard the Stunned marker at the end of his or her
Hero phase.
✦ While a Monster is Stunned, it skips its next activation
and does nothing. After the Monster skips its activation,
discard the Stunned marker.
Condition: Weakened
A swipe from a Shadow drains your strength. A bite from a
Stirge makes you light-headed. These effects and others cause a
Hero or Monster to gain the Weakened condition.
If an attack or other effect causes a Hero or Monster to become
Weakened, put a Weakened marker on that Hero’s card or that
Monster’s figure.
Weakened is a form of damage and therefore reduces your Hit
Points. This damage, however, cannot be healed in the normal
way of regaining Hit Points: the only way to remove Weakened
markers is through an effect that removes conditions or the
spending of a Healing Surge.
Daily Powers
Daily powers represent a significant attack or spectacular effect.
When a Hero spends a Healing Surge, ALL Weakened markers
When you use a Daily power, you flip it over and cannot use it
are removed first, then the Hero regains Hit Points equal to his
again until some other effect (usually a Treasure card) allows you
or her Surge Value.
to flip it back up.
Defeating Monsters
If a Monster’s Hit Points are reduced to 0, the Monster is Hit Point token
defeated. Remove its figure from the tile. The player controlling
that Monster discards the Monster card into the Experience
pile (see page 12). If more than one Hero controls that type of
Monster Hit Point
Monster, the player who made the attack discards the card if
token
he or she controls one of those Monsters. If not, go clockwise
Other Actions
Moving, attacking, and disabling Traps are the most common
types of actions that a Hero takes, but some adventures and
cards allow for Heroes to take special actions. These actions
might range from tracking bandits to retrieving a special
item. When your Hero takes one of these actions, follow the
instructions for the action as described in the Special Adventure
Rules section, or on the card.
11
✦ Sometimes a Monster requires you to place a new Monster.
Add that Monster card to the end of any Monster cards you
control. The new Monster acts during your Villain Phase.
Encounter Villains: Villains are not drawn from the Monster deck. Instead,
their appearance is triggered by an event in the adventure itself
card face
(typically when a certain tile is drawn from the stack). Villain
cards represent especially tough “boss” Monsters and are
considered Monsters for all purposes, EXCEPT that Villains
activate during each Hero’s Villain Phase (see page 7), rather
than just on the turn of the player who drew the card.
EXPERIENCE POINTS
Heroes earn Experience Points by defeating Monsters. When
you defeat a Monster, the Hero who controls it puts that
Monster card in the party’s collective Experience pile. Each
Monster card lists the Experience Points it provides. The
tougher the Monster, the more Experience Points it is worth.
Villains are worth Experience Points equal to their level.
Heroes can spend Experience Points to cancel an Encounter
card. They should decide together when to spend Experience
Points, but the active Hero can always choose to spend or not
to spend Experience Points.
12
adventure book, to cancel it. The Monster cards you choose
from the Heroes’ Experience pile must add up to at least that Treasure
number of Experience Points. Discard the cards after you spend card back
them. You can’t use any excess points from one cancellation in
a later turn.
When you cancel an Encounter card, discard it and ignore its
effects. You can cancel an Encounter card only when you draw
it. Once the card comes into play, you cannot cancel it on a
later turn.
Example: There are three Monsters worth 3 Experience
each and one Monster worth 2 Experience in the Heroes’
Experience pile. If you want to cancel an Encounter card for 5
Experience Points (which is the cost during Adventures 1-4),
you could spend one 3-point Monster card and the 2-point
Monster card. That would leave you with two 3-point Monster
Treasure
cards in the pile. If you then wanted to cancel another
card face
Encounter card, you would have to spend the two 3-point
Monsters. Even though you have 6 total Experience Points and
need to spend only 5, you don’t have the right mix of cards
to make exactly 5. The extra point is wasted and the card is
discarded, though you still cancel the Encounter card.
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A Hero may attempt to disable the Trap using the Disable Trap below. To buy Items, fill the Marketplace with four cards
action (see page 11) but many have an effect if you fail the drawn from the Treasure deck.
Disable roll. You may buy any Item Treasure cards drawn for the buy price
listed on the card. Any unbought Item cards and any
THE SPELL DECK non-Item cards drawn go back into the Treasure deck.
The Spell deck represents the various spells cast by Treasures, 3. Sell Items. You may sell any Item Treasure cards your Hero
Monsters and Traps. has gained as long as you are at a Marketplace or a Trading
Post. The sold Treasure card(s) goes back into the Treasure
Spells can be cast by Heroes and Monsters and the Spell cards
deck and the Hero gains the value listed on the card in gold
indicate how a Spell works depending on the caster. If a Hero is
pieces.
not casting the Spell then by default it is a Monster casting the
Spell. 4. Trade Treasure Cards and/or GP. You can barter with other
players, exchanging Item Treasure cards for other Treasure
Once a Spell is cast, place the Spell card back in the Spell deck.
cards or GP (gold pieces). Alternatively, you may give another
The Spell deck will be shuffled before another Spell card is
player an Item Treasure card or gold pieces without receiving
required to be drawn.
anything in return. You can only trade items and GP with
Special Component:
Elder Rune Cards
Waterdeep: Dungeon of the Mad Mage requires the use of
Elder Rune cards. These cards are drawn through various effects
found in the game. They have two sides to them: a Bane side
and a Boon side. The effect that caused the drawing of a Rune
will tell you which side a Hero must resolve. Each Elder Rune
NAYELI GOLDFLOWER
indicates what it does and when it is discarded.
HUMAN PALADIN - Level:
Some Elder Runes will last the entire adventure or when a
Gold Pieces: Items & Advancement Tokens:
Healing Surge is spent by that Hero. Others are discarded the
moment after they resolve.
CORMAC
HALF-ELF CLERIC - Level:
15
D&D Adventure System FAQ
We’ve scoured the many board game forums to put together this list of frequently asked questions and the appropriate
answers. Many of these have already been worked into the newest version of the rulebook, but some questions still need
answers. So here they are. Check out www.WizKids.com for the most up-to-date rules and FAQ for the D&D Adventure System
board games.
What do we do when we draw all the cards from a deck?
If you play through an entire deck of cards, shuffle that deck’s
discard pile and keep playing.
Sometimes a Monster’s card says to move it adjacent to the
closest Hero. What do I do if that Monster is already adjacent
to a Hero?
You can simply leave the Monster where it is, or you can move
it to any other unoccupied square adjacent to that Hero.
What happens when my Ally defeats a Monster?
The Monster goes to the Experience Point pile but you do
NOT draw a Treasure card for the defeated Monster.
When a card specifies that an effect happens with a certain
rolled number, does that include any modifiers?
No. That roll has to be natural - unmodified.
Where do I put a Monster that I move with one of my Powers
or Treasure cards?
You can place the Monster in any unoccupied square that
meets the effect’s requirements.
What does “within 1 tile” mean?
An object (such as another figure, a token or marker, or an
unexplored edge) is within 1 tile of a figure when that object
is on the figure’s current tile or on a tile connected to the
figure’s current tile and not separated by a wall. (Diagonally
touching tiles are not connected.)
What if I have to make a choice and there’s more than one
option?
Whenever there is more than one option for a choice, the
active Hero chooses.
A
D&D ADVENTURE SYSTEM
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