PVE Guide
The Rathe Adventures is a dynamic and immersive expansion for the Flesh and Blood TCG, designed to transform your gameplay into a thrilling dungeon-crawler experience. This fan-made module invites players to embark on epic quests, navigating through treacherous dungeons teeming with formidable foes, ancient relics, and unpredictable challenges.In this module, one player assumes the role of the game master, orchestrating the unfolding narrative and controlling the dungeon's various encounters and villains. The adventurers, equipped with blitz decks, must use their wits and skills to overcome these challenges, relying on strategic thinking, teamwork, and a bit of luck. Each session begins with the reveal of the first dungeon card, setting the stage for an unpredictable journey through a labyrinth of peril and wonder.As the adventurers progress, they will face a series of encounters that test their abilities in combat, puzzle-solving, and decision-making. Mini-bosses and traps await in the shadows, each designed to push the adventurers to their limits. The ultimate goal is to reach and defeat the final boss, a formidable adversary whose defeat is essential to the keep the peace in Rathe.The Rathe Adventures PvE Module is rich in unofficial lore and storytelling, with each encounter and relic steeped in the world’s history. Players will discover powerful artifacts, uncover hidden secrets, and forge their own legends as they navigate the ever-changing dungeons. This guide provides detailed rules, encounter mechanics, and tips for creating memorable gameplay sessions, ensuring that each adventure is a unique and exhilarating experience.Prepare to immerse yourself in our version of Rathe, where every decision shapes the story and every encounter is a step towards destiny. Your feedback and participation are crucial in refining this unofficial expansion, helping it grow and evolve with the community. Together, let’s create unforgettable stories and thrilling adventures in the ever-evolving world of Rathe.
Setting Up a Rathe Adventures Session
To set up a Rathe Adventures session, you'll need to prepare several components and follow a series of steps to ensure a smooth and immersive gameplay experience. Here’s a detailed guide to help you get started:
Components Needed
1. Blitz Decks: Each adventurer will need a blitz deck for their character.
2. Dungeon Deck: A set of dungeon cards that detail the various encounters and paths within the dungeon.
3. Villain Deck: Cards representing the villains and their actions during the encounters.
4. Relic Cards: Special cards representing powerful artifacts that adventurers can find.
5. Game Master Materials: Notes and tools for the game master to control the narrative and encounters.
6. Tokens and Counters: For tracking health, status effects, resources, and other in-game elements.
7. Play Mats: Optional but helpful for organizing the play area and providing reminders of game rules.
8. Dice: For resolving certain actions and challenges within the game. Keep count of number of Dungeon Allies.
Choose Roles
Select one player to be the Game Master (GM). The GM will control the dungeon and villains, guiding the overall narrative.
The remaining players will be adventurers, each choosing a hero and their corresponding blitz deck.Prepare the Dungeon Deck
Shuffle the dungeon cards and place them in a stack. These cards will be drawn to reveal the encounters and paths the adventurers will face.
The GM should review the dungeon cards beforehand to familiarize themselves with the encounters and possible outcomes.Set Up the Villain Deck
Shuffle the villain cards and keep them ready. The GM will only draw from this deck during the villain encounter. A hand may be drawn to determine a card to be put in arsenal if the adventurers take a long rest, but the remaining cards should be shuffled back into the villain deck.
Ensure that mini-bosses and villain cards are separated appropriately from the rest of the Dungeon Allies tokens for climactic encounters.Organize Relic Cards
Shuffle and set aside the relic cards. These powerful items and/or equipment can be discovered throughout the adventure, providing crucial advantages to the adventurers.
The GM can decide when and where these relics can be found, adding custom equipment/items to specific encounters. A few relics are included in each chapter and they have their own encounter in the dungeon deck.Distribute Tokens and Counters
Place tokens and counters within easy reach of all players. These will be used to track effects, and other important gameplay elements. Make sure there are enough tokens to cover all possible scenarios in the game.
The GM might want to punish or reward adventurers with additional tokens at some critical moments, such as giving a Warrior Adventurer an Agility token because they used their Steelblade Shunt to protect the party's wizard from an attack.Set Up Play Mats
If using play mats, place them in front of each player and the GM. These mats can help organize cards.
Ensure the play area is spacious enough for all cards, tokens, and players to comfortably participate.Prepare Dice
Have dice ready for resolving actions and challenges. The type and number of dice required will depend on the specific rules and mechanics outlined in each encounter.
Each player should have access to their own set of dice to streamline gameplay. This game mode will use a six-sided dice (d6) for all rolls.Review Game Rules
Before starting, quickly review the core rules and any special mechanics introduced in the Rathe Adventures module.
The GM should explain any unique rules or changes to ensure all players are on the same page.Begin the Adventure
The GM reveals the first dungeon card, setting the scene and presenting the initial encounter or choice.
Players take turns according to the rules, making decisions as a group, facing challenges, and progressing through the dungeon under the guidance of the GM.By following these steps, you’ll ensure that your Rathe Adventures session is well-organized and immersive, allowing players to fully engage with the story and challenges that await them. Prepare your components, gather your adventurers, and embark on an epic journey through the world of Rathe!
Rules
In a Rathe Adventures session, most of the gameplay mechanics and rules adhere closely to the official Flesh and Blood TCG rules. Players will use their hero abilities, attack and defense actions, and equipment as outlined in the core game. The familiar turn structure, card interactions, and combat mechanics provide a solid foundation, ensuring that both seasoned Flesh and Blood players and newcomers can quickly adapt to the adventure. While there are additional rules specific to dungeon exploration, cooperative play, and special encounters, the core principles of Flesh and Blood remain unchanged, providing a seamless integration between traditional gameplay and the new PvE elements.
Turn Order and ActionsIn The Rathe Adventures, the turn order is more fluid compared to a standard Flesh and Blood game. Rather than following a strict sequence, adventurers can take their actions in any order they choose within each round. This flexibility allows for greater strategic cooperation, enabling players to respond dynamically to the evolving challenges of the dungeon. The only limitation is that the dungeon/villain always has initiative and adventurers do not redraw their hands after this first turn.Dungeon ActionsDuring the exploration phase of The Rathe Adventures, the GM plays a unique role in managing the dungeon and its inhabitants. Unlike the adventurers, the GM does not have a hand of cards to pitch for resources. Instead, they control each enemy and environmental effect individually, treating each one as a separate hero for the purposes of on-hit effects and other interactions.When resolving Dungeon Actions, it's important to note that disruptions such as Frostbite and Bloodrot Pox tokens are handled at the GM's discretion. The GM determines how these effects impact the enemies, maintaining the balance and flow of the game. This flexible approach ensures that the game remains challenging and immersive, allowing the GM to adapt to the evolving dynamics of the adventure.Remember, the goal of Dungeon Actions is to create an engaging and fluid gameplay experience, not to overwhelm a single player and take them out of the game. The GM’s ability to control enemies individually and make discretionary decisions about disruptions enhances the cooperative and strategic aspects of the game, ensuring that each session of The Rathe Adventures is unique and enjoyable.Challenge Encounters and Challenge TokensChallenge encounters are obstacles or tasks that adventurers must overcome to advance through the dungeon. These can involve physical feats, intellectual puzzles, or combat scenarios. Each Challenge specifies the required actions or skills needed for success, and failure can result in setbacks or additional dangers. A challenge described as Challenge X: (Intellect + 1d6) means that the challenged adventurer must roll a 1d6 and add their Intellect value, if they score less than X they fail this challenge. Other encounters might be described as: "Challenge (Discard 2 cards)" in this case a number X is not required to be met, as the condition to win the challenge does not include a dice roll.Challenge Tokens are used to increase the module difficulty. When a Challenge token is presented, the GM applies all the modifiers that they present, these are considered permanents and should be used with wisdom. These can be placed or removed at any moment that the GM thinks they are necessary to help the party have a better experience through the dungeon.
The challenge token system allows for a visual representation of the adventurers' efforts and provides a tangible sense of achievement as they work together to overcome harder obstacles.Reactions and Cooperative PlayReactions in The Rathe Adventures are designed to enhance cooperative play. Unlike standard Flesh and Blood games, any adventurer can play a defense reaction to assist another player who is being targeted by an enemy attack. This cooperative approach allows players to support each other strategically and provides a more interactive gameplay experience.
Similarly, adventurers can play attack reactions to boost another adventurer’s attack. Reactions are triggered by specific events, such as an ally being attacked or an attack being declared, and their timing and effects are resolved according to the card descriptions. This collaborative use of reactions fosters a sense of camaraderie and teamwork, crucial for overcoming the dungeon's challenges.Combat EncountersCombat in The Rathe Adventures retains the core mechanics of Flesh and Blood but introduces modifications for cooperative play and enemy actions. Enemies are controlled by the GM and have predefined attack, life, and abilities. The GM draws from the villain deck to determine enemy actions and resolves their effects according to the encounter setup.Relics and Power-UpsThroughout the adventure, heroes can discover powerful relics and artifacts that provide unique abilities or enhancements. Each relic may have specific rules for acquisition and usage, and they can be found in designated locations or obtained by defeating powerful enemies.Relics play a crucial role in enhancing a character’s capabilities and can offer significant strategic advantages during combat and exploration. The discovery and use of these powerful items add depth and excitement to the adventure, encouraging players to explore and engage with the dungeon environment fully.Environmental HazardsThe dungeon may feature various environmental hazards such as traps, magical effects, or terrain obstacles. These hazards present additional challenges that adventurers must navigate. Hazards can be prepared by taking inspiration from the descriptions on dungeon cards, with specific rules for how they affect the adventurers and the environment. These should behave as Challenge tokens but are open to the GM. Successfully implementing these hazards requires careful planning from the GM and coordination among the adventurers. They are not originally included as a material on each chapter (so far) but GMs are encouraged to make their own.On-hit Effects and disruptive tokensThis aspect of Flesh and Blood is hard to integrate into the Rathe Adventures and will require creativity from the GM. As mentioned earlier, for On-hit and targeting purposes, each dungeon ally is considered a "Hero". The consequence of this is that a Frostbites should disable a single ally if there are no resources available. This also means that the total life of each ally does not reset by the end of the turn, making Bloodrot tokens an additional 2 damage to their target.
This section would require a whole article to breakdown each suggestion, so the best advice here is for the GM to exercise their judgment and keep the game engaging for everyone at the table.Special EventsSpecial events can occur during the adventure, altering the course of the quest and introducing new challenges or opportunities. These events can bring in new enemies, allies, or objectives, adding variety and unpredictability to the game. The GM can create additional events using any cards that are included in a given chapter, ensuring that these can integrate seamlessly into the ongoing narrative.By adhering to these detailed rules, players can immerse themselves in the rich and dynamic world of The Rathe Adventures, creating memorable experiences and epic stories. The cooperative gameplay, fluid turn order, and unique dungeon mechanics provide a challenging and engaging adventure for all players. Prepare your decks, gather your allies, and let the adventure begin!
How to Start
The Rathe Adventures begins with the reveal of the first dungeon card, referred to as the Ace. This card sets the scene, providing a brief description of the initial location within the dungeon. It also presents three possible paths for the adventurers to choose from, each leading to different challenges and encounters.Once the adventurers select a path, the GM draws a new card randomly from the dungeon deck. This card represents the next segment of the dungeon and generates a specific encounter that the adventurers must overcome. Encounters can range from battling enemies to solving puzzles or navigating traps. The GM narrates the details of each encounter, immersing the adventurers in the evolving narrative and environment.After resolving the encounter, the adventurers are again presented with choices, often deciding between multiple paths or actions. This exploration phase continues, with each decision and new card draw revealing more of the dungeon's layout and challenges. The dynamic nature of the dungeon deck ensures that each session is unique, filled with unexpected twists and turns.As the adventurers progress, they will eventually draw the Q and J cards, representing the mini-boss encounters. These formidable foes require the adventurers to employ all their skills and teamwork to defeat. The GM sets the stage for these critical battles, describing the mini-boss's lair and abilities. Successfully overcoming these mini-bosses grants the adventurers valuable rewards and progresses them further into the dungeon.Upon defeating the second mini-boss, the boss dungeon encounter is revealed. This card signifies the adventurers have reached the deepest and most dangerous part of the dungeon, where the final battle awaits. The adventurers can choose to confront the boss immediately or continue exploring the remaining parts of the dungeon. Further exploration might uncover additional relics, loot, or challenges that could aid in the final confrontation.If the adventurers decide to engage in the final battle, the GM reveals the boss's full capabilities and sets up the climactic encounter. This battle is the culmination of the adventurers' journey, requiring strategic planning, cooperation, and the use of all resources and abilities at their disposal.Throughout this process, the fluid turn order allows adventurers to take actions in any sequence that benefits their strategy, emphasizing teamwork and flexibility. By managing encounters, navigating the dungeon, and making critical decisions, the adventurers shape their own epic story within the rich world of Rathe.
Enemy Encounters
In The Rathe Adventures, enemy encounters form the backbone of the game's thrilling experience. These encounters are meticulously orchestrated by the GM, who uses a combination of dungeon and villain decks to dictate enemy actions and behaviors. Each enemy behave according to the GM judgement to ensure a challenging and dynamic combat scenario. Enemies might prioritize attacking the weakest hero, focus on disrupting key abilities, or employ special combos to keep the adventurers on their toes. Defeating enemies not only clears the path forward but may reward adventurers with valuable loot or other benefits, enhancing their capabilities for future challenges (at the GM's discretion).Dungeon Deck and Exploration Phase
The Dungeon Deck is the heart of the adventure, driving the narrative and presenting the adventurers with new challenges and opportunities. At the start of the exploration phase, the GM draws a card from the dungeon deck, which sets the scene for the next part of the journey. Each card provides detailed descriptions of the environment, enemies, and specific tasks that need to be completed. The GM narrates the unfolding events, bringing the dungeon to life and immersing the players in its mysteries. As adventurers explore, they will need to engage in Challenge Encounters to interact with their surroundings. This might involve opening a door, disarming a trap, or solving a puzzle. Each action requires specific skill checks or the expenditure of resources, and the outcomes can significantly affect the course of the adventure, revealing hidden paths or triggering unexpected events.Exploration in The Rathe Adventures involves more than just moving from one room to another; it requires strategic decisions and teamwork. As the GM reveals dungeon cards, adventurers must decide how to approach each new encounter. They can opt for stealth, trying to avoid conflict, or choose a direct approach, engaging enemies head-on. Each decision carries risks and rewards, making exploration a key aspect of the game that demands careful planning and coordination.Stealth
In The Rathe Adventures, Assassins can make use of their unique keyword mechanic: Stealth, which allows them to manipulate encounters and avoid direct conflict. When an Assassin player reveals a Stealth card from their hand, they can act before the dungeon takes its turn and redraw their hand. This gives them a significant tactical advantage by allowing them to strike down main threats, or take other preemptive actions for the party. Furthermore, revealing additional Stealth cards enables other adventurers to perform similar preemptive actions, with each Stealth card allowing one more adventurer to act and redraw their hand. If an Assassin reveals four Stealth cards simultaneously, they can discard these cards to avoid a combat encounter entirely, bypassing the immediate threat and preserving the party resources for future challenges. This mechanic emphasizes the strategic depth and versatility of the Assassin class, providing them with unique ways to control the flow of the adventure.Mini Bosses
Mini bosses in The Rathe Adventures serve as significant hurdles that adventurers must overcome. Typically, two mini bosses are encountered in each dungeon, each with unique abilities and strategies. When a mini boss encounter is triggered, the GM sets the stage, describing the fearsome opponent and its lair. These powerful adversaries require more than brute force to defeat; adventurers must employ their full range of abilities and work together to devise effective strategies.Rest Mechanics
Resting is an essential mechanic in The Rathe Adventures, allowing adventurers to recover and prepare for future encounters. There are two types of rests: Short Rest and Long Rest. A short rest is a brief pause that lets adventurers reshuffle their hands and graveyards into their decks, heal up to 5 life points, and adjust their inventory. This quick recovery is typically used between encounters to keep the adventurers in fighting shape without significantly delaying the adventure. On the other hand, a long rest is a more extended break that fully resets the board, including banished zones and items/auras, while healing up to 15 life points. This comprehensive recovery ensures adventurers are fully prepared for major challenges, such as mini bosses or the final boss. However, it comes with a cost: the villain gains an additional card in their arsenal, increasing the difficulty of future encounters. Choosing when to take a long rest is a strategic decision that can greatly influence the outcome of the adventure.
Have Fun!
Please remember that every rule described here is just a suggestion. The Rathe Adventures is designed to be a flexible and enjoyable experience for all players, and we encourage you to tailor the game to suit your group's preferences. If you believe combat should work like in Ultimate Pit Fight or any other variation that enhances your gameplay, feel free to implement those changes. Similarly, if you think the text of a card should be modified to better fit your narrative or make the game more exciting, you have the freedom to do so.The essence of The Rathe Adventures lies in its adaptability and the collaborative spirit of its players. This mode is crafted to foster a fun and engaging social experience, where friends can come together to overcome challenges, explore the rich lore of Rathe, and create memorable stories. By embracing what works best for your playgroup, you contribute to a dynamic and evolving game that can be enjoyed by many.Remember, the ultimate goal is to have fun and enjoy the adventure. The community thrives on the creativity and input of its players, and together, we can achieve much more by sharing our experiences and suggestions. So, gather your friends, embark on your journey, and make The Rathe Adventures truly your own.
The Rathe Adventures is in no way affiliated with Legend Story Studios®. Flesh and Blood™ is a registered trademark of Legend Story Studios. Flesh and Blood™ and all associated images are copyright © Legend Story Studios. All rights reserved.