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Tomb (2008) Board Game

Tomb is a board game released in 2008, designed by Nate Barnes, Jason Engle, Carl Frank, and Jonathan Hunt. It is a game that falls under the Adventure, Exploration, Fantasy, Fighting, and Medieval categories, making it suitable for players aged 12 and above. The game features dice rolling, a modular board, and secret unit deployment as its main gameplay mechanisms.

Game Components of Tomb

  • Board: Featuring a tomb with various rooms called crypts, each with special rules and terrain features.
  • Character Cards: Eighty-four heroes, each with four stats (Attack, Skill, Magic, and Holiness), and unique abilities.
  • Tomb Deck: A massive deck containing traps, monsters, and treasure cards.
  • Dice: Three differently colored 10-sided dice (green, blue, and red) with battleaxes representing successes.
  • Strategy Cards: Used to influence gameplay and interact with other players.
  • Party Markers: For tracking player parties within the tomb.

    How To Setup Tomb

    To set up Tomb, players first choose a tomb map; the game offers two maps, with the second being more complex and recommended for experienced players. The Tomb deck is shuffled, and each player is dealt three cards (traps, monsters, and treasure). Players take turns secretly placing these cards into the crypts until all are filled. Each crypt can hold a varying number of cards, and remembering the placement is crucial. The heroes are drawn from a bag and set up at the Inn, where players can recruit them to form their party.

    Gameplay Mechanics and Game Objective

  • Party Building: Players recruit heroes from four basic class types (fighter, mage, cleric, and rogue) to form a party of up to five members.
  • Dice Rolling: Actions are resolved by rolling the colored dice, with the number of successes determining the outcome.
  • Crypt Exploration: Players enter crypts, facing traps, monsters, and treasure. The Cryptmaster, designated by the map, controls the challenges within the crypt to make it as difficult as possible for the raiding party.
  • Combat: Vicious combat where characters can die frequently; battles involve turns of attacks until one side is defeated.
  • XP Gain: Players gain XP by disarming traps, killing monsters, and banking treasure. The player with the most XP at the end of the game wins.

    Player Experience

    Playing Tomb is an intense and dynamic experience, with a focus on strategy and luck. Players must balance recruiting a diverse party with the urgency of being the first to explore the crypts. The game is known for its high mortality rate among party members, making each character somewhat disposable but also adding to the excitement and unpredictability. Interactions between players are indirect but can be significant, especially through strategy cards and pickpocketing attempts.

    Pros

  • High Replayability: Due to the large Tomb deck and varied setup, each game is unique.
  • Strategic Depth: Requires careful planning in party building and crypt exploration.
  • Exciting Combat: Fast-paced and often deadly, keeping the game thrilling.
  • Player Interaction: Opportunities for strategic sabotage and pickpocketing add a social element.

    Cons

  • High Character Mortality: Characters can die frequently, which may not appeal to players who attach sentimental value to their characters.
  • Complex Setup: Setting up the game can be time-consuming due to the large number of cards and components.
  • Wait Time: Games with six players can experience longer wait times between turns.

    Personal Thoughts on Tomb

    Tomb is ideal for players who enjoy dungeon crawl games, strategic party building, and a dash of luck. It’s perfect for those who relish the challenge of navigating dangerous crypts and the satisfaction of overcoming formidable obstacles. However, players who prefer to build long-term relationships with their characters or seek a more straightforward, less complex game might find Tomb less appealing. Overall, Tomb offers a rich and engaging gameplay experience that rewards strategy and adaptability.

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