Call To Adventure Preview Rulebook
Call To Adventure Preview Rulebook
Call To Adventure Preview Rulebook
In Call to Adventure, 2-4 players compete to create fantasy heroes. On the journey from your
humble Origin to your epic Destiny, you will gain Traits, face Challenges, and grow in your Abilities.
Every player will build a character and tell a story, but only one will become the greatest hero!
Contents
Overview
In Call to Adventure, players face Challenges and acquire Traits over the course of three Acts.
Along the way, each player’s hero will gain Triumph points for victories, Tragedy points for
following a darker path, and Experience tokens when they fail.
At the end of the third Act, the player with the highest Destiny score is the winner!
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Setting Up the Game
Before the game begins, sort through all game components, shuffle the decks, and prepare
the play space. During setup, each player begins creating a Character.
Deal every player one Hero card to form their starting hand. These should
remain hidden. Finally, give each player three Experience tokens.
Play Example:
Character Tableau
When Suzanne is dealt her
six Character cards, she
chooses to keep Hunter as
her Origin, Bound by Honor
as her Motivation, and One
With Nature as her Destiny.
She sets her Corruption
tracker to the starting level
and gets ready to play!
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3. Set Up the Table
In the center of the table, set up the three Story decks, the Hero Deck, and the Antihero Deck.
Beside each deck, lay out a row of face-down cards.
• For a 2-3 player game, lay out four cards (as shown below).
• For a 4-player game, lay out five cards per Act.
Once play is ready to begin, turn the Act I cards face-up.
Discard
Pile
Within easy reach of all the players, lay out the Core Traits and Challenges
Runes, the Ability Runes, and the Dark Runes. The When you lay out the Act I cards as shown
rune stones are shared by all players during the above, you’ll see two card types. Traits,
game. (For more on runes, see page 5.) like Secret Royalty and Adventurous, have
just one “path” to follow. A Trait can be
gained if you meet its prerequisites (see
page 4).
Challenges, like The Academy and Lost in
the Woods, have two paths. A Challenge
must be faced and overcome (see page 4).
Once play is ready to begin, turn the Act I cards face-up and the first turn begins! The player
who most recently finished reading a novel goes first.
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Each Turn
On your turn, you may gain a Trait or face a Challenge. You may also take other actions (see
page 6), such as spending experience tokens and playing Hero or Antihero cards.
Face a Challenge
Challenges are the daring deeds your hero undertakes on the path to notoriety. When you
face a Challenge, you cast runes and hope for a good result. Challenges can bring great
rewards, but every Challenge carries the risk of failure! To face a challenge:
1. Assess the difficulty, indicated by the number on the left-hand side of the card.
2. Declare which path you’re taking, indicated by the top or bottom of the card.
If a path has a +1 icon, the difficulty is increased by 1.
3. Gather your runes.
• You can always cast the three core runes.
• Add any relevant Ability runes. Ability runes are only relevant to a challenge
if they are listed on the card under its difficulty.
• If you spend Experience tokens ( ), you may add Dark runes (see page 5).
4. Apply any card effects, such as Hero or Antihero cards (see page 6).
5. Once you’re ready, cast the runes!
• If the result equals or exceeds the difficulty, you overcome the challenge.
Gain the card, placing it under your Storyline card with the top or bottom of
the new card showing (depending on which path you took).
• If you fail a challenge, discard it from the table and gain an Experience token ( ).
Whenever you gain or discard a card from the table, replace it with another card
from that Act deck. In the rare event that you have no valid options (e.g. four Traits
with prerequisites you do not meet), you may discard and replace one visible card.
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Reading the Runes
The runes give Call to Adventure the element of chance, but you can improve the odds by
building your hero’s Abilities. When you “cast the runes” you throw them on the table to see
which sides land face-up. In the rare event that a rune lands on its thin edge, you may choose
which side you want to be face-up!
Add 0 and draw a Hero or Dark runes are an easy path to power, but
Antihero card beware! As you gain Corruption, you lose the
ability to play Hero cards. At maximum
Corruption, you lose 4 Triumph points.
Ability Runes
Whenever you face a Challenge, check your Character to see if you have any Rune icons relevant to that
challenge. For each icon you have, you may cast one rune of that type (up to a maximum of three). When
you gain your third icon in an Ability, you gain use of the Special rune marked with three dots.
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Other Actions
In addition to gaining a Trait or facing a Challenge, you may also take the following actions:
• Spend 1 to discard a card on the table and replace it with another card from that deck.
• Play a Hero or Antihero card (see below).
• Use another card effect (as indicated on that card).
You may take as many of these actions as you have available.
6
Other Card Effects
In addition to Hero and Antihero cards, other cards have effects that you may activate during
your turn:
Ending An Act
• When you have gained at least three Trait or Challenge cards, you must end your current
Act. You may no longer gain Traits or face Challenges from that Act.
• At the start of your turn, if you are the first player to have three cards from one Act,
reveal the next row of cards.
• Players may gain or face Story cards from any revealed Act, but you must place three
cards under your current Character card before proceeding to fill the next Character card.
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Ending the Game
When one player has gained three Act III Trait or Challenge cards, their final Act is closed.
Each other player may take one final turn. Then, it’s time for the “End of Game.”
After applying all modifiers, the player with the highest Destiny score is the winner.
To conclude the game, each player tells their story! Describe how your hero’s Character
and Story cards fit together… how they emerged from humble Origins, followed their
Motivation, and achieved their Destiny. Whether or not you won the game, you’ve
hopefully created a memorable character!
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Finally, her Destiny rewards her for some of the Abilities she
has collected. Three Wisdom runes grant her 6 Triumph, and
her Strength and Charisma give a total of 2 Triumph.
Suzanne’s final Destiny score is 43 …a strong result!
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Story Icons
As you build your hero’s story, choosing certain paths can give you bonus points at the end of
the game. The six Story Icons are Divinity, Justice, Nature, Arcana, Royalty, and Villainy:
Gaining more than one copy of a Story Icon will give you extra Destiny points at end of game.
For each set you collect, add a bonus depending on the number of matching icons. All sets of
Story Icons are scored in the same way, adding directly to your Destiny score at end of game:
=2 =4 = 8
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FAQs
If I gain an Ability rune, do I keep another player from gaining it?
No. Your character’s available Ability runes are defined by the visible icons in your character
tableau. On your turn, when facing a Challenge, you have access to any of the rune stones
that correspond to your Ability icons. Players share the rune stones, taking turns using them.
If I’m playing a Hero or Antihero card to help with a Challenge, can I play it after the runes
have been cast?
If a Hero or Antihero card has timing restrictions, they are specified on the card. For example,
Dazzling Wit states “Play this before you face a Challenge,” so you must commit to playing it
before the runes are cast. A few cards give you more flexibility: Bend the Rules specifies that
you play it after runes have been cast.
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