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LLK Rules Page 1 Final

The document provides setup instructions and rules for playing the Lair of the Lich King adventure path for the Dubious Alliance fantasy bluffing card game. Players take on the role of either a Dark Party or Band of Orcs and race to collect prestige cards through trading while ensuring all players survive encounters with traps, enemies, and the Lich King himself. The first player to collect enough prestige wins, but if any player loses all their survival points, everyone loses. Players must ally with and betray each other through trading and card plays to both win the game and keep all players alive.

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0% found this document useful (0 votes)
137 views

LLK Rules Page 1 Final

The document provides setup instructions and rules for playing the Lair of the Lich King adventure path for the Dubious Alliance fantasy bluffing card game. Players take on the role of either a Dark Party or Band of Orcs and race to collect prestige cards through trading while ensuring all players survive encounters with traps, enemies, and the Lich King himself. The first player to collect enough prestige wins, but if any player loses all their survival points, everyone loses. Players must ally with and betray each other through trading and card plays to both win the game and keep all players alive.

Uploaded by

api-237616954
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Lair of the Lich King

SET UP

Separate the Player Cards, the dragon backed Game Summary card, Level Drain cards, Trade Tracker cards and the
Dubious Alliance backed Game Cards. (See last page)
Players may choose to remove the Colossal Dragon adventure cards (cards with the D numbers in the bottom
right corner) from the Game Card deck to focus on the
Lich King adventure path . Remove the Lich King cards (L
numbered cards) instead to play the original adventure
path against Snarl the Colossal Dragon. Or play with all
the Game Cards for an exciting nightmare story.

Featuring
An adventure path for the

Dubious Alliance
Fantasy Bluffing Card Game

Long ago a powerful kingdom was ruled by a noble wizard.


Driven by mortal desires long forgotten, he fell into despotism
and dark magic in a mad quest for immortality. Eventually his
corruption was achieved by entombing his very soul in the
royal crown, the phylactery that possesses the remains of his
living might and magic. After cursing his kingdom and converting his subjects to undead horrors, the wizard-king was
no more. Retreating to his trap filled tomb, the Lich King jealously guards his vast treasures and practices vile necromancy
on all who enter his accursed domain.
Now A Band of Orcs and the Dark Party race to do what other
Humans, Elves and Dwarves could not. They steal aboard the
Plague Ship to invade the blighted kingdom and raid the Lair
of the Lich King.
In Dubious Alliance featuring A Band of Orcs, Players trade cards to
collect magic, weapons, and more in a race to achieve the most Prestigious adventure. The first player to collect enough Prestige cards
takes command of the party of players and wins. Simultaneously,
Players must work together to ensure they survive traps, enemies,
monsters and the Lich King. Should any Player lose all their Survival
points the game ends... and everyone loses! So to win Players must
ally, cheat and betray each other just enough to win, while working
together to keep every Player alive. Truly a Dubious Alliance.

Have each Player select (or randomly deal) a Dark Party or


A Band of Orcs Player Card. Place the Player Card face up
on the table. Place a Trade Tracker next to the Player Card
with the word Traded facing center table. Shuffle the Dubious Alliance Game Cards and place them at center table
as the Draw deck. Determine the Dealer by drawing cards
from the Draw deck. The Player with the lowest Prestige
card is the Dealer. The Dealer places their Trade Tracker
with the Dealer side face up. Discard all Game Cards
used to determine the Dealer to start the Discard pile.
You are ready to play.

HOW TO PLAY

Players take turns as the Dealer. Each Dealers turn follows


these
steps;

1. The Dealer distributes four (4) Game Cards to each
Player to create a Players Hand.
Or see Option Rules for card drafting instructions.
2. All Players select one card from their Players Hand and
place it FACE DOWN. This is their Unrevealed card.
3. Players lie, make promises and trade Unrevealed cards
by swapping them during Trading.
4. Once Trading is complete, Players update their Trade
Tracker and Reveal their card.
5. Special instructions on Revealed cards are Resolved
in clockwise order starting with the Player left of the
Dealer.
6. After all cards are Resolved, cards with Survival and
Prestige values are moved below the Player Card to
become Active Cards.
7. Players take turns scoring the (Red) Survival and (Blue)

Prestige values of their Active


Cards to see if there is a death
or a winner.
8. If there is no winner or death,
repeat steps 2 through 7 until
all four cards in the Players Hand have been used.
9. Once all cards from the Players Hand have been used,
the Player on the Dealers left becomes the next Dealer
and starts a new turn. Each Dealer repeats these steps
until there is a winner or death that ends the game.

THE DEALER

Indicate the current Dealer with the Dealer side of the


Trade Tracker. Orcs despise serving others, so being
the Dealer is a poor position. The Dealer is last to Resolve their Revealed card, risking other Player actions
interfere. The Dealer is last to score, meaning others
could win (or die) before the Dealer can score their Active Hand. Finally, in any round of Trading where Players do not make a Trade, the Dealer must Discard their
Revealed card. Once all Players Hand cards have been
Resolved (step 9 above), the Dealer passes to the left.

UNREVEALED CARD

The face down card (Step 2) is the Unrevealed card


used during Trading. All Players must place their
Unrevealed card towards the center table. Once an
Unrevealed card is placed on the table it cannot be
changed. Once all Players place their Unrevealed card
on the table, a round of Trading begins.

TRADING

The goal of Trading is to either keep your card, exchange it for a better card or help another Player stay
in the game. The Trade is where alliances, treachery,
plotting and deceit is rewarded. Acting as your Player
Card during Trading is not necessary, but it is a highly encouraged way to create a role playing game like
experience.
Players may make any claim they like to negotiate a
Trade, within these rules;
Players cannot read the name, text or details of the
Card.
Players cannot identify any numbers or values (such
as a negative or positive value) from the card.
Players can describe a card in indirect terms. For example, you may describe the Empty Chamber card

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