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Sands of Al-Kalim

The document outlines the rules and story elements for the 'Sands of Al-Kalim' expansion in the game 'Runebound', detailing various cities, their unique features, and challenges players may encounter. Key locations include the 'Prison of the Efreet', where players can interact with the trapped efreet princess, and 'Traders Fort', known for its bustling market and thieves guilds. Each city offers distinct benefits and risks, enhancing the adventure and difficulty of the game.

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0% found this document useful (0 votes)
12 views9 pages

Sands of Al-Kalim

The document outlines the rules and story elements for the 'Sands of Al-Kalim' expansion in the game 'Runebound', detailing various cities, their unique features, and challenges players may encounter. Key locations include the 'Prison of the Efreet', where players can interact with the trapped efreet princess, and 'Traders Fort', known for its bustling market and thieves guilds. Each city offers distinct benefits and risks, enhancing the adventure and difficulty of the game.

Uploaded by

8aqua8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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R U N E B O U N D

Cities of Adventure
Sands of Al-Kalim
These rules are intended to increase the story elements of the Sands expansion by fleshing out a lot of details about the
abominations and evil sorcerers who roam the deserts. It also includes a full "story chart" for one of the special
locations; the "Prison of the Efreet" which allows the heroes to visit this vile creature and make bargains with it... at the
risk to their lives. As such, it does increase the overall difficulty of the expansion. To balance that, each city is also given
a unique flavor with special benefits it can bestow upon the heroes during their quests.
Prison of the Efreet

Three thousand years ago the evil, but power to seriously injure anyone centered on the "Prison of the
beautiful efreet princess, Ash'el the who gets to close to her prison, Efreet". If the sandstorm has
but she can be bartered with if you already been placed, turn it
Witch Queen, tore a hole in the fabric
are willing to sacrifice something in clockwise until the first arrow
of reality. The once green fertile fields her name. Your hero must discard points at the Prison of the Efreet
were burned to sand and its one item or take two wounds and then move the storm two
inhabitants were transformed into immediately. If you do discard an spaces back towards the prison.
horrible abominations. To the Witch item you may exchange one
Queen's dismay, those humans who uncompleted Legendary Quest Mountain: Broken Free: Thanks to
did survive became blessed with card for any other Legendary your hero's sacrifice, Ash'el has
Quest card that has not been temporarily gained enough power
powerful new magic which they soon
taken. to step outside her prison. Place a
used to seal the rift in reality and red adventure gem on this space
build a magical prison to trap Ash'el Plains: Dangerous Beauty: Your and then draw red adventure
forever. While trapped in a giant hero must pass a Spirit Test (18) cards until your draw the "Efreet"
crystal prison buried in the or become enraptured with card. You may choose to flee for
wastelands, the evil efreet can still Ash'el's seductive beauty. If you free from this encounter or fight it
interact with those who come to ask fail this test your hero takes 3 as normal. If she is not defeated
fatigue. place the "Efreet" card on the
questions. Most of these are vile
undefeated track as normal. Either
sorcerors seeking to learn the powerful
Hills: Black Magic Woman: The way, no one can roll on the "Prison
magic that their ancestors once Witch Queen whispers the words of the Efreet" story chart for the
wielded in the days of legend. Others
to a powerful spell which can be remainder of the game.
wish to learn the location of the used against your enemies. Pass
a Spirit Test (16). If you pass, draw
legendary treasures hidden amidst the Swamp: Wheels of Time: As your
sands. Treasure cards until you draw a hero nears the prison he begins to
"Rune" item, then take that card feel himself aging more rapidly.
River: Sands of Time: The Witch for free. Do not reshuffle the Your hero and each ally must
Queen's prison is near the location Treasure deck after this draw. make a Spirit Test (21) or suffer 3
to where she tore a hole in the wounds.
fabric of reality. Time does not Forest: A Dangerous Game:
function normally here. Your hero Ash'el uses her magic to pull the
may take an extra turn sandstorm back in your direction,
immediately following this one. hoping to trap you near her prison
so she can seduce you further. If
Road: Sacrifice: The trapped the sandstorm is not on the board,
efreet princess still has enough put the sandstorm on the board

Cities of Adventure - Sands of Al-Kalim! 1


T R A D E R S F O R T

road or just move back and forth immediately and you may not shop
between the town and the road. in the market or heal this turn. If
your hero has no items, nothing
Plains: Special Price: Randomly happens.
choose one of the items in the
market stack. A merchant has Mountain: Bound Item: If you buy
offered to sell you this item for half any item (not ally) from the market
its normal price, rounded up. If you stack this turn then you may draw
purchase this item make a Mind and take one ally for free. This
Test (15). If you pass the item is item and ally become a bound set.
what you thought. If you fail it turns If you lose the item or ally for any
out to be a bad copy of the item reason, you lose the other as well.
and you must discard this card If someone steals the item or ally,
immediately. they steal the other as well. Your
hero may only ever have one
It is said anything can be purchased at bound item at a time.
the Traders Fort for a price, be it
abomination slaves or ancient
treasures. The only problem is there
are as many buyers as there are sellers
so nothing stays on the market for
long. The city also hosts three
competing thieves guilds who do their
best to make sure no one leaves the
city with as much gold as they
arrived.

River: Bustling Market: Discard all


the item cards (not allies) in the
market stack, then draw 10 new
item cards and add them to the Hills: City of Thieves: At the end of
Swamp: Knives in the Dark: One
market stack. Do not reshuffle the the market phase your hero mustof the merchants has determined
Treasure Deck after this discard. discard all the remaining gold they
that you have cheated him and
have. has hired one of the Thieves
Road: Caravan Guards: If you Guilds to have your murdered.
wish, your hero can hire on with a Forest: Desperate Noble: You are Immediately draw and resolve an
caravan for next turn, benefitting approached by a young noble who adventure card of the same color
from their numbers and the speed demands that you sell him one of as the gem on your quest tile. Take
of their camels. You may move five your items. Randomly choose one experience and treasure for this
road spaces next turn instead of of the items your hero carries. The encounter as normal. If you are
rolling any movement dice. If you noble offers to pay you twice its defeated by this encounter or
move all five spaces along the listed gold value. If you sell the choose to flee, discard this
road your hero earns 1 gold. Note: item discard it and take the gold. If adventure card and your turn ends
This movement must all be done you refuse to sell it, the noble gets immediately. If your hero has no
in one direction to earn the gold, angry and has the guards escort gem on his Quest Tile, then draw a
you can't double back on the same you from town. Your turn ends green adventure card.

2! Cities of Adventure - Sands of Al-Kalim


S I R Y A S A

Siryasa: Liea-faye and Koron were dry. Today a great city has been built Your hero and allies each suffer 2
not only lovers, but two powerful upon the oasis, with large herds of fatigue.
magic users who helped seal the efreet elephants and hippos swimming
Forest: Sacred Pact: To this day
princess within her crystal prison. within its pools. the genie protects the city from
Sadly Liea-faye was slain during the treachery, ensuring no evil enters
battle and Koron wandered the barren River: Sweet water: Your hero and its walls. If your hero has rolled a
allies heal all fatigue for free.
wastes for years after the battle story dice at the Prison of the
pretending to be little more than a Efreet, your hero may not heal or
Road: Water of Plenty: Your hero use the cities market this turn.
poor, blind shepherd. While herding may take 1 water skin token for
his flock near the present day location free. Mountain: Hard Sell: Most who
of Siryasa he discovered a rams horn come to the great oasis have no
bound to a Genie who offered Koron Plains: Safe Travels: Your hero desire to leave. Allies (but not
the traditional three wishes. Instead of and allies will not suffer any fatigue items) cost twice as much to
from rolling movement dice next
money or power, Koron wished for a purchase this turn.
turn.
great oasis to spring forth from the
sands. Second, he wished that the Swamp: Blessed Waters: Your
Hills: Church of the Flame: hero and his allies heal all wounds
waters of the oasis would always be Fanatics of the northern Fire Cult for free.
sweet and safe to drink. For his third often travel to this city and preach
and final wish he set the genie free. In that its waters are the product of
honor of this sacrifice the genie vile sorcery. Needless to say they
harass and often attack any who
promised the oasis would never run
attempt to drink from the waters.

Cities of Adventure - Sands of Al-Kalim! 3


I R R A M

Many-columned Irram was Plains: No Rest: The endless


considered the greatest city in the howling of the ghosts within the
city make sleep impossible. Your
world before Ash'el the Witch Queen
hero and allies may not heal
tore a fabric in reality. The vile fatigue this turn.
corruption pouring from the tear
killed most of the city's inhabitants Hills: Buried Treasure: Your hero
and left the city with a terrible curse. finds an item amongst the ruins.
For those who are willing to brave its Draw a treasure card and take it
haunted streets there are still great for free.
secrets and treasures to be found
Forest: Maze of Pillars: Your hero
amongst the ruins. must make a Mind Test (18) or
become lost amidst the endless
River: Cursed: Place a fatigue pillars of the city. If you fail, you
symbol on the market stack. The lose your next turn.
next item (but not ally) purchased
from the city's market is cursed. Mountain: The Black Pyramid:
Take the fatigue symbol off of the Your hero has found the great
market stack and place it on the black pyramid which legend claims
purchased item. Every time a hero holds the secrets of the ancient
uses the cursed item they suffer world. If your hero wishes to
one point of fatigue. explore the pyramid draw a red
encounter and resolve it. If you
Road: Haven for Monsters: Place succeed you may flip one of your
a yellow adventure gem on this uncompleted Legendary Quest
city. No hero may use the market cards to its completed side or, if all
or heal within this city until the your quests are completed, you
gem has been cleared. The hero may immediately draw a new
who rolled this may attempt to quest and flip it to its completed
encounter this gem immediately or side (even if you could not
end their turn. If they defeat the normally draw another quest).
gem, they may heal and have a
market step as normal. If they fail, Swamp: Foul Waters: Your hero
place the monster on the may not purchase any water skins
undefeated monster track. or pack camels this turn.

4! Cities of Adventure - Sands of Al-Kalim


C O U R T O F W I S D O M

Plains: Knowledge is Power: Your


hero may draw legendary quests
cards up to their allowed amount.

Hills: Visit the Library: Pay 5 gold


to enter the library. If you choose
to pay your hero may take one
experience token just as if they
had leveled up. You hero may only
use the library once per game.

Forest: Break into the library: The Swamp: Words of Power: Make a
building is almost empty at night, Spirit Test (21). If you hero
but the scholars do not leave it succeeds, your hero learns how to
unguarded. If you choose to break destroy one of the lost cities. If
into the library, draw and resolve a they wish they can remove one of
blue adventure. If you defeat it the lost cities from the game.
your hero gains the treasure and Remove the token from the board
experience as normal. In addition, and place a heart symbol on its
your hero may take one market place. It can no longer be
experience token for free just as if discovered or summoned for the
they had leveled up. Your hero remainder of the game.
may only use the library once per
game.

Mountain: Lost Knowledge: Make


a Spirit Test (18). If you succeeds,
your hero discovers how to
Not so much a city as a sprawling summon a lost city. Your hero may
university, this bastion of knowledge place a lost city token anywhere
is home to the Library of the Ancients. on the map that does not already
contain a city or hero. If a hero
Many tombs of worldly wisdom are wishes they may even move a lost
housed within its walls and for a price city that has already been placed.
you may be given time to read them. Any heroes within that city are
moved along with the city itself.
River: Street Scholar: A young
scholar offers to assist you on your
quest by deciphering one of your
maps. Take an adventuring kit for
free.

Road: No Camels Allowed: The


university has no need of camels
and does not want them stinking
up the place. Your hero must
discard any Pack Camel tokens
they possess and may not buy
pack camel tokens this turn.

Cities of Adventure - Sands of Al-Kalim! 5


H A R U U M

resolve this adventure card without


River: The weak may not enter: If the aid of any allies. If you are
your hero has any wounds they victorious, you gain the treasure
may not enter the city. If their allies and experience as normal. In
have any wounds they must be addition, you are now a citizen of
discarded or the hero is not the city and can enter its walls
allowed into the city. even if you or your allies are
wounded. Place a 10 gold coin on
Road: Hired Swords: Many your Quest Tile to record this
warriors look to hire on with honor. If you have no gem on your
adventures to earn gold and find quest tile, then draw a green
challenges worthy of their adventure challenge.
prowess. Allies in the city cost two
less gold than normal (minimum of Swamp: City of Assassins: The
1 gold). leaders of the city are all trained
assassins who enjoy their work
Plains: Warrior's Wisdom: You are almost as much as they enjoy their
able to practice with one of the power. Your heroics in recent days
city's sword masters and learn has made one of them feel
much wisdom about life and the threatened. Unlike a young warrior
desert. Take an adventuring kit who would fight your face to face,
token for free. the old assassins believe in
slipping deadly poison into their
Hills: Pit Fighters: Unlike most victim's drink. Your hero, but not
places, the gladiators of the city allies, must pass a Body Test (20).
are its young warriors, eager to Those who fail suffer 3 wounds.
prove their worth in the ring. You
may challenge one of them if you
In the far south, nestled in the shadow wish. If you choose to, take a Body
of the mountain lies Haruum the Test (16). If you pass you gain five
"City of Assassins". Long ago the city gold. If you fail you take two
wounds and 2 fatigue.
was founded on a great warriors
tradition that preaches the virtue of Forest: Respect for the Strong:
the blade in the night. Every male The merchants have great respect
child is taken from their parents at five for the warrior tradition. All items in
years of age and trained to be a soldier. the market (but not allies) cost one
By the time they are 12 they are sent less gold for each Legendary
out into the desert and may not return Quest you have completed
(minimum of one gold).
until they bring back the hide of a
hybrid or abomination. Many are Mountain: Rite of Passage: The
slain during this rite of passage, but warriors of the city ask if you are
those who return are great fighters willing to undergo the traditional
and possess a wisdom beyond their rite of passage to become a citizen
years. Such warriors are hired out for of the city. If you choose to attempt
the rite, then draw a challenge
"knife work" by the nobility all
card of the same color as the gem
around the world. on your quest tile. You must

6! Cities of Adventure - Sands of Al-Kalim


C I T Y O F F A I T H

This legendary city is pulled across play, move the city two spaces Forest: Fallen Companions:
the desert by a team of a thousand closer to the storm, although it Within the city of faith it is not
may not end its move on top of uncommon to encounter an old
golden camels. Its extremely spiritual
another city. If the sandstorm is not friend you thought long dead. Take
inhabitants harken from many in play, you may move the city two all of the discarded allies and add
religions and are said to be the spaces in any direction. Heroes them to the market stack.
greatest healers in the world. For who are within the city are moved Mountain: Once in a Generation:
those lucky few who are able to along with it. Most of the Lost Cities are only
wander its streets, it is a city of peace encountered once every 100
and enlightenment. Plains: Sacred Camels: Your hero years. Place a heart token on this
is followed out of town by one of cities market stack. Once this city
River: Soaring Spirits: To even the golden camels. Your hero vanishes from the board it may not
glimpse one of the lost cities is gains a pack camel token for free. appear again for the remainder of
enough to make anyone feel the game.
young and full of hope. Your hero Hills: Shrines: The city is filled
and allies heal all fatigue for free. with many holy places. For every Swamp: Only a glimpse: At the
gold coin that you leave at a end of your turn the Lost City
Road: Roaming City: The team of shrine, your hero may add one disappears again. Remove its
a thousand camels rarely stops additional hero or item to the token from the board.
long to rest and is always chasing market stack.
after the sandstorm for reasons
unknown. If the sandstorm is in

Cities of Adventure - Sands of Al-Kalim! 7


C I T Y O F D R E A M S
River: Soaring Spirits: To even Forest: Mad Wizard: You are
glimpse one of the lost cities is approached by an old man raving
enough to make anyone feel about magic and needing
young and full of hope. Your hero knowledge to stave off the end of
and allies heal all fatigue for free. the world. Your hero can choose to
discard any adventure card they
Road: Lost Treasures: When have claimed that is a "sorcerer".
shopping at the market this turn, For each such card they discard,
your hero may look at all the they receive five gold.
discarded market items in addition
to those cards found within the Mountain: Once in a Generation:
normal market.. Most of the Lost Cities are only
encountered once every 100
This legendary city is said to exist in a
Plains: Exotic Treasures: Add five years. Place a heart token on this
great ravine hidden in the mountains additional items to this cities cities market stack. Once this city
and guarded by a golden dragon. Long market stack. vanishes from the board it may not
ago it was a normal city, but it was appear again for the remainder of
broken from the time stream by a mad Hills: Golden Dragon: The city is the game.
wizard who desired immortality. guarded by a golden dragon who
Scholars say the wizard still survives does not let just anyone enter. Swamp: Only a glimpse: At the
Pass a Spirit Test (15) or your hero end of your turn the Lost City
to this day aging only on those days
may not shop at the market or heal disappears again. Remove its
the city appears again in Al-Kalim. his wounds this turn. token from the board.

8! Cities of Adventure - Sands of Al-Kalim


C I T Y O F C L O U D S

This flying city is said to have been accompany you for free. Discard
created by a long dead race whose the other two.
technology and magic were greater
Mountain: Once in a Generation:
than anything existing today. Sadly Most of the Lost Cities are only
those who have been to the flying city encountered once every 100
say it is all but empty, guarded by years. Place a heart token on this
only a few forgotten Genies who tell cities market stack. Once this city
stories of their lost masters. vanishes from the board it may not
appear again for the remainder of
River: Soaring Spirits: To even the game.
glimpse one of the lost cities is
enough to make anyone feel Swamp: Only a glimpse: At the
young and full of hope. Your hero end of your turn the Lost City
and allies heal all fatigue for free. disappears again. Remove its
token from the board.
Road: Wondrous Technology:
Your hero learns much wisdom
wandering amongst this empty,
flying city. Take 3 adventure kits for
free.

Plains: Flying city: Your hero may


move the city three spaces in any
direction. It may not end its
movement on top of another city.
Any hero within the city is moved
along with the city.

Hills: Lonely Genie: You meet a


lonely genie who is glad for your
company. If you agree to stay a
while and tell him a story, he
promises to give you one of the
lost artifacts of the city. If you hero
skips his next turn, he may draw
two Treasure cards and take one
of them for free.

Forest: The Last Survivor: While


wandering within the interior of the
city you find a hidden chamber
with what first looks like a glass
coffin. Make a Mind Test (20). If
you pass the test, you meet the
last of the cities citizens who
agrees to accompany you on your
quest. Draw 3 allies from the deck
and choose one of them to

Cities of Adventure - Sands of Al-Kalim! 9

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