Tomb Raider: Rules

Lara Craft - Tomb Raider – the Angel of Darkness

  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

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 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!

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.

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.

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 (illustr. 1A)

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.

                      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.

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.  

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

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.

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.

Claiming a painting/piece of evidence counter (illustr. 17)

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.

Reaching the starting tile

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.

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 large 5th painting/piece of evidence

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.

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 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.


Lara Croft, the board game copyright 2003 Identity Games International BV Rotterdam the Netherlands


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