AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Runebound (Third Edition) is an adventure strategy board game set in the fantasy realm of Terrinoth, published by Fantasy Flight Games. Players take on the roles of heroes striving to prevent an impending doom by exploring the land, completing quests, gaining skills and assets, and ultimately confronting a powerful villain. Each scenario presents a unique story with its own victory conditions. The game is played over two Acts of 12 rounds each, with players spending hero actions each turn to move, adventure, train, shop, or rest.
Lay out the game board and separate all tokens and cards by type. Each player selects a hero and takes the corresponding hero card, figure, and playmat. Shuffle adventure, asset, and skill decks separately. Place adventure gems randomly on designated map locations. Select a scenario and set up story cards and tokens as described by that scenario. Place hero figures on their starting locations.
Each hero has 3 actions to spend per turn. Actions may be repeated. After all players have taken their turns, the round ends, and any end-of-round effects (such as scenario-specific events) are resolved.
Heroes roll terrain dice equal to their speed value. Each die shows terrain symbols. To enter a hex, spend one die matching that hex’s terrain type. Unmatched dice are wasted. Alternatively, simply move to one adjacent hex without rolling.
When encountering a combat adventure, the player to the hero’s right controls the enemy. Combat uses a token-flipping system: each side has a pool of combat tokens showing attack, defense, and special symbols. Players simultaneously flip tokens and resolve damage. Heroes can play skill cards to modify results. Combat continues until one side is defeated or the hero flees.
Quest adventures advance the story and may reward gold, items, or story progress. Exploration encounters test hero abilities and may provide rewards or inflict penalties.
Victory conditions vary by scenario. Typically, players win by:
The game is competitive by default – the first player to fulfill the scenario’s victory condition wins.
| Action | Cost | Effect |
|---|---|---|
| Move | 1 action | Move 1 adjacent hex or roll terrain dice for multi-hex movement |
| Adventure | 1 action | Resolve adventure gem on current hex |
| Rest | 1 action | Heal damage (all damage in settlements) |
| Shop | 1 action | Buy asset cards in settlements |
| Train | 1 action | Draw and manage skill cards |
Combat Token Symbols: Surge (lightning bolt) = special abilities; Shield = block damage; Sword = deal damage; Blank = miss.