Lara
Craft - Tomb Raider – the Angel of Darkness
CONTENT
OF THE GAME
4
playing figures
4 character cards
25 playing tiles
1 starting tile
1 info tile
55 action cards
9 pieces of evidence / paintings (point counters)
4 action bars
5 discovery counters (point counters)
1 time bomb
THE
CRIME
In the first part of the computer game 'The Angel of Darkness', Lara Croft is
accused of murdering her mentor 'Werner von Croy'. While chased by the police,
she tries to find the five pieces of evidence that can prove her innocence. At
the same time, the sinister alchemist 'Pieter van Eckhardt' is trying to obtain
possession of five 14th century paintings from the museum. He uses 'Joachim
Karel' as an accomplice to do the dirty work. As soon as he has the paintings in
his possession, he will use his criminal organisation to unleash evil powers
upon the world. Lara Croft must attempt to stop these 'bad guys'. Fortunately,
she is not entirely alone in this endeavour. A certain 'Kurtis Trent' wants to
avenge his father's murder and comes to Lara Croft's help. Will good or evil
triumph?
THE
MISSION
The battle for points takes place in the museum at night. The players manage to
sneak in, exposing the system of corridors by opening the playing tiles.
Underneath are five secret rooms where the points are waiting to be collected.
The players move their playing figures through the corridors of the museum and
try to be the first to locate these secret rooms, find their way in and smuggle
the paintings or evidence out. However, your opponents will do everything in
their power to stop you and can cause a great deal of trouble by shooting at
you, blocking corridors and stealing points. The police guarding the museum are
also after you. And watch out, the fifth and last painting/piece of evidence is
booby‑trapped, as soon as somebody tries to steal it, the museum will
collapse. Make sure that you get away in time and run for your life!
THE
GAME
In this game, the 'good guys' play against the 'bad guys'. The person or team
with the most points at the end of the game is the winner. But take care,
because anyone remaining behind when the museum collapses loses a point. The
'good guys' in the game are Lara Croft and Kurtis Trent. The 'bad guys' are
Pieter van Eckhardt and Joachim Karel. Depending on the number of players,
different characters are used in the game. If there are four players, they split
up into two teams of two and the points won by each of the players in the same
team are added together at the end of the game. If there are two players, each
player plays for themselves (1 Player plays as Lara Croft and the other as
Pieter van Eckhardt.) If there are three players, each player will also play for
themselves (1 Player will play with Lara Croft and the other players will each
play with a bad guy).
No. of Players 'good
guys'
'bad guys'
2
Lara Croft
Pieter van Eckhardt
3
Lara Croft
Pieter van Eckhardt,
Joachim
Karel
4
Lara Croft,
Pieter van Eckhardt,
Kurtis Trent
Joachim Karel
• Shuffle the playing tiles and place them face down in a 5 by 5
square.
• Place the starting tile next to any
tile along one of the sides of the total playing field. The starting tile now
forms the entrance to the museum.
• Each player chooses a playing figure and places this on the starting tile.
• Shuffle the discovery counters, stack them on top of each other face up
(torch side showing) and place them next to the playing field.
• Place the largest painting on the time bomb, shuffle the evidence/paintings
and stack them face down on the largest painting. Place this whole pile next to
the playing field.
• Each player takes 1 action bar and places this in front of him/her.
• Each player takes his/her own character
card and places this on the far side of his/her action bar.
• Sort the action cards into their relevant categories (energy, ammo and
lives), shuffle them and place the three piles face down next to the playing
field.
• Each player now takes one of each sort of card; 1 energy card, 1 ammo card
and 1 life card.
• Place the info tile next to the playing
field. This tile has a visual representation of the most important rules on it
as a memory aid.
START
OF THE GAME
Lara Croft begins. The next player to go is the person to her left. The 'good'
and the 'bad guys' take turns alternately. Make sure that you sit around the
table in this formation. If there are three players, each player will play for
themselves. In which case, it doesn't matter how the players are seated around
the table.
ON
YOUR TURN
When it is your turn, you can make a total of three actions, or you can pass.
A single action consists of either
A Taking 1 action card
(reloading). or
B Playing 1 or more action
cards of the same sort.
The action
bar is a useful aid to remember which action a player is currently occupied
with. Slide the character card along the action bar.
A
Taking an action card (reloading)
If you choose to take a playing card as your action, you are allowed to take one
card from one of the three types of action cards. If you are on a tile with a
reload symbol on it and choose to reload you can take two of this type of card
as 1 action. As soon as you are holding more than 7 cards by reloading you must
immediately place the extra unused cards of your choice on the discard pile
(ditching). When all the action cards in the draw pile have been used, shuffle
the pile of discarded cards and use this pile as the new draw pile. Other
players can ask how many cards you are holding at any time. When asked, you are
obliged to show the other players the back of your cards. However, you are not
obliged to show them the symbols on your cards i.e. you can keep how
many/what type of card, etc., you are holding to yourself.
B
Playing 1 or more action cards of the same type
The players can guide their playing figures by means of three different types of
action cards. These are called 'controls' and can be ammo, lives or energy. Each
player can play 1 or more action cards of the same sort as an action. This is
achieved by placing these cards on the discard pile. Each card has a number on
it and this number indicates how many points the card is worth. If you play more
than 1 card of the same sort in 1 action, you then add the numbers up together
If, during your action, you fail to use the total number of units on the
cards you have played, they will go to waste. For example, if you play 7
energy, move five fields and wish to remain there, in order to shoot another
player as your next action, you will waste 2 energy. Another example: somebody
shoots at you with a card worth 1 point. The only life card you have is worth 3
points. You stop the bullet, but will waste 2 life points doing so.
THE
DIFFERENT SORTS OF ACTION CARDS [CONTROLS]
Ammo cards (illustr. 4)
If you play 1 or more ammo cards, you can shoot at another playing figure. The
ammo card will tell you how many hits this is worth. You must always shoot in a
straight line in either a horizontal or vertical direction. The distance of the
shot is unlimited (0‑5 tiles) as long as your range of vision is
unobstructed. If there is a wall or an unopened playing tile blocking your range
of vision, you cannot shoot at the other player If you are on the same tile, you
can shoot at each other. If there are other playing figures in the range of the
shot, you must choose who you wish to shoot at. The starting tile (outside the
museum) is a 'safety zone. If you are on the starting tile, you are not allowed
to shoot, and nobody is allowed to shoot at you.
Life
cards (illustr. 6)
If you are being shot at, you must accept hits. This is done by playing lives.
Play as many lives as the number of hits you receive. If you do not have enough
lives, you are 'knocked out' and subsequently will have to miss your next turn.
Hand in all your cards and lay your playing figure flat on the playing tile that
you are on (illustr. 7) When you re‑enter the game, you get a 'restart'.
Place your playing figure upright again, and take one of each type of card again
and take your turn. You will subsequently have 1 life card, 1 ammo card and 1
energy card. For example: A player uses three ammo cards to fire a total of 6
bullets at you. You have a total of 5 life points, which is not enough. You are
therefore out of the game for the following turn.
Energy
cards
If you play 1 or more energy cards, you can change something about a playing
tile or move your playing figure. The following moves can be made:
Moves
Energy costs
Open 1 playing tile
1
Rotate 1 playing tile
1
Move 1 playing tile
1
If you play 8 energy points, you can,
for example, move a total of 5 tiles, open 2 tiles and rotate 1 tile. You are
therefore able to distribute your energy among the possible moves r according to
your own judgment. This all counts as 1 action.
Opening
a playing tile (illustr. 9)
You can open a playing tile if your playing figure is on an adjacent tile (in
horizontal or vertical direction). It doesn't matter whether the corridor
continues or whether there is a wall in‑between. Once you have opened the
tile, you can choose how you wish to place it (the corridor does not have to
carry on). If there is a reload symbol on the tile, you immediately take 1
action card of this symbol as a bonus. If there is a torch on the tile, you have
discovered a secret room and may now take the top discovery counter off the
pile. See 'discovery counters' for what happens next.
Rotating a playing tile (illustr. 10)
You may rotate a playing tile as soon as your playing figure is on this playing
tile or on an adjacent tile (in horizontal or vertical direction). It doesn't
matter whether the corridor continues or not or whether there is a wall
in‑between. You can rotate the tile as many times as you wish (this will
cost a total of 1 energy).
Moving
over the tiles (illustr. 11)
You can only move your playing figure (in horizontal or vertical direction) over
tiles that have been opened. You cannot move through walls.
THE
PLAYING TILES
There are three sorts of tiles. Each is explained below:
Normal tiles (illustr. 12)
A normal tile has a corridor and 1 or more walls. You are not allowed to walk
through a wall to an adjacent tile. The wall protects you from bullets and you
can use it to block other players.
Tiles with reload symbols (illustr. 13)
If you discover a tile with a card symbol (by opening it), you immediately take
1 action card of this symbol as a bonus. All players who thereafter find
themselves on this tile and wish to reload will take 2 action cards of this
symbol instead of 1. If you find yourself holding more than 7 cards, you must
ditch the extra cards immediately without using them.
Secret
rooms (illustr. 14)
If you discover a tile with a torch on it, you have found a secret morn. Take
the top discovery counter (torch) from the pile immediately. Turn the counter
over and follow the instructions. Place the discovery counter face up in front
of you. This is worth 1 point
THE
DISCOVERY COUNTERS (illustr. 15)
A player discovering a secret room takes the top discovery counter off the pile.
The discovery counter is always worth 1 point (A). The discovery counter will
also show you whether the secret room is being watched by the police (B) and how
many objects there are in the secret room (C). Take this number of objects off
the top of the pile of pieces of evidence/paintings and place them opened in the
secret room.
You can now see how many pieces of evidence or paintings there are and
what they are worth. The pieces of evidence/paintings are stacked on top of the
time bomb and the 5th large painting This means that the 5th and
largest painting/piece of evidence is always the last to be taken. However, this
counter does not have to be the last to be removed from the museum.
Police surveillance (illustr. 16)
If there are police officers on a discovery counter, this means they are
watching the secret room. The discovery counter will tell you who they are
after. This can be the good guys or the bad guys or possibly both. The
characters they are chasing must flee from the museum immediately so place them
back on the starting tile. If this happens to one of the players whose turn it
is (and they are only half way through their go) bad luck. Their turn will be
ended immediately. A playing figure that has been laid down flat (because he/she
is out of the game for one turn) must be placed on the starting tile lying flat.
SCORING
POINTS
Smuggling points out of the museum
Enter with your playing figure a secret room where there is evidence and/or
paintings and claim any counter you choose by placing your playing figure on it.
Then try to move the counter to the starting tile. If you succeed, the counter
is yours.
You claim a counter by placing
your playing figure on it when it is your turn. Once a counter has been claimed,
another player can only take it from you if he/she manages to shoot you down and
claim the counter themselves. When it is your turn, you may hand the claimed
counter over to your partner. This does not cost any action or energy. You can
take over a counter from your partner if your playing figure lands on a tile
that their playing figure is on. You can also leave a claimed counter behind on
a tile by moving away from it. Claiming or releasing a counter does not cost any
energy (as long as you are already on the tile that this counter is on) and you
can only transport 1 counter at a time. Take a counter with you by lifting your
playing figure and the counter up at the same time.
If you succeed in reaching the starting tile with a piece of evidence or
painting, the counter is yours. But watch out! Not all counters give your
character or team points.
THE
POINT COUNTERS
There are three sorts of counters that can score you points: discovery counters,
paintings, and pieces of evidence. The good and the bad guys can score points
with the discovery counters and the large 5th painting/piece of evidence.
However, where the remaining paintings and the pieces of evidence are concerned,
it depends on who smuggles them out of the museum.
The large painting/piece of evidence is a very special point counter
because it is the most important piece of evidence for Lara, while it is also
the most important painting for the alchemist 'Pieter van Eckhardt'. This point
counter also receives extra protection, because as soon as it is stolen from the
secret room, a time bomb will explode and the museum will begin to collapse.
A
Discovery counter (5 in total)
A discovery counter is acquired by discovering a secret room on opening a tile.
Place the discovery counter, that is worth 1 point, face up in front of you.
The
Evidence (4 normal pieces and 'the large 5th piece of evidence') (illustr.18)
Lara and Kurtis (the good guys) score points if they manage to get the pieces of
evidence that can prove Lara's innocence out of the museum. Place these points
face up and visible for the other players in front of you.
The
Paintings (4 normal and 'the large 5th painting') (illustr. 19)
Pieter and Joachim (the bad guys) score points if they succeed in removing the
paintings from the museum. Place these points in front of you for the other
players to see.
Destroying
your opponent's points
If Lara and Kurtis succeed in removing paintings from the museum, they will
destroy the 'bad guys' points. On the other hand, Pieter and Joachim can destroy
the pieces of evidence by removing them from the museum. Destroyed points are
placed face down so that they cannot be seen.
Scoring
with three players
If the game is played with three players, each player plays for themselves. Lara
can only score points with the pieces of evidence and discovery counters, while
the 'bad guys' can only score points with paintings and discovery counters. The
'bad guys' can now shoot at each other and are no longer allowed to hand over
counters to one another. The other rules remain the same.
Scoring
with two players
1 Player plays with Lara Croft and the other player with the bad guy 'Pieter van
Eckhardt'. Lara can only score points with the pieces of evidence and the
discovery counters, while the 'bad guys' can only score points with paintings
and discovery counters.
The last and most important point counter of the game is the fifth
painting. However, the painting is booby‑trapped and as soon as it is
removed from the secret room, the museum will start to collapse.
THE
COLLAPSING OF THE MUSEUM
By removing the large 5th painting/piece of evidence, the time bomb is exposed
and activated. The player who removes the last large painting/piece of evidence
takes the time bomb counter and places it in front of themselves (the time bomb
counter now stays with that player for the rest of the game). Once the player
with the large painting/piece of evidence has moved off of the tile that the
time bomb was on the time bomb 'explodes' and that tile and everything on it is
removed from the game immediately.
That player can now finish his/her turn (illustr. 20).
Play then continues with each of the other players taking their turns.
However, every time the player holding the time bomb completes their turn more
of the museum collapses i.e. the tiles immediately surrounding the first tile to
be removed from the game (and everything on them) are removed, regardless of
whether they have passed/missed a turn or not. Play continues in this way until
the whole museum has disappeared.
Each player must now make sure that they leave the museum in time
(illustr 21).
Players who lose their playing figure because they remain in the
collapsing museum will receive 1 minus point.
THE
WINNER OF THE GAME
The team or the player with the most points after the museum has completely
collapsed is the winner of the game. If the score is equal, the winner is the
player or the team that scored the points to equal the score last. For
example: Team A scored 9 points first. Team 8's score adds up to 9 points later
in the game. Team 8 is the winner.
ENJOY
THE GAME!
Lara Croft, the board game copyright 2003 Identity Games International
BV Rotterdam the Netherlands
This site is created and maintained by: Carl-Gustaf Samuelsson