Name Set ImageFile Type Subtype Danger Directions Fight Move Search Think Rarity Collector Text Lore Cave Entrance Premiere 1_-001_S1 Location Cave 0 L U R 0 Starter-1 1_-001 Special Location: Entrance. The way ahead is dark and dangerous. It reminds me of the way into that Mycenaean citadel half a world away and so long ago. Safe Cave Premiere 1_-002_S1 Location Cave 1 D U -2 Starter-1 1_-002 [Save] Save Point It seems quiet and safe here. All those moans and echoes in the deep caverns can give me the creeps sometimes. Treasure Cave Premiere 1_-003_S1 Location Cave 0 D 0 Starter-1 1_-003 Special Location: Treasure Room. | Power 1. Minimum depth. (See level rules.) | Bear (Creature): 10 Fight. | 4 Life. 2 Hits and Stuck if failed. | Finding the Treasure requires a 10 Search. I faced my first bear with nothing but a knife. Boy, was I up a creek. Skeletal Remains Premiere 1_-004_S1 Location Cave 3 D 2 Starter-1 1_-004 Every player may find one discovery at this location. There's a lot of lost gear among the bones here. I'd better watch my step or I'll end up here for the next raider to find! Dim Cavern Premiere 1_-005_S1 Location Cave 0 L D U R 0 Starter-1 1_-005 [Flare] Dark (Trap): 7 Think or 9 Search. Stuck if failed. I can hardly see a thing. | It's darker than a French disco in here. | Mental note: pack some flares next time. Giant Cavern Premiere 1_-006_S1 Location Cave 0 L D U R 1 Starter-1 1_-006 Wolves (Creature): 7 Fight or 10 Think. 2 Life. Hit and Stuck if failed. I've seen that look before. | These wolves have a taste for blood. | Well, it's not going to be mine, Open Cavern Premiere 1_-007_S1 Location Cave 3 L D U R 0 Starter-1 1_-007 Did Schliemann feel this way when he excavated Troy? I'd give my eye teeth to discover something like the Mask of Agamemnon! Overlook Premiere 1_-008_S1 Location Cave 2 L D R 0 Starter-1 1_-008 You may make a Fight test at -1 against any obstacle or Tomb Raider next to this location. You cannot be hit if you fail unless you Fight another Tomb Raider. I put my back against the stone and peer over the side. Woah! This might be a safe spot for a while, but who knows for how long? Fork Premiere 1_-009_S1 Location Cave 2 L D R 0 Starter-1 1_-009 Of course, I heard the Mask might be a fake, and it was Pausanias who uncovered the first Homeric graves anyway. Bat Cave Premiere 1_-010_S1 Location Cave 1 L D R 0 Starter-1 1_-010 Bats (Creature): 5 Fight or 8 Think. | 2 Life. Hit if failed. I thought bats were kind of cute when I was a kid. Then I saw how they feast themselves on the lame or wounded. | Now I just shoot on sight. Wolf Bridge Premiere 1_-011_S1 Location Cave 1 D U R 2 Starter-1 1_-011 Wolves (Creature): 7 Move or 7 Fight. | 2 Life. Hit and Stuck if failed. | This location cannot be Searched until the wolves are removed. Snarling beasts with thick yellow fangs block the way. Is this a tomb or the line at a Willie Nelson concert? Sharp T Premiere 1_-012_S1 Location Cave 0 L D U 0 Starter-1 1_-012 [Rope] Pit Trap (Trap): 7 Move or 9 Search. | Stuck if failed. Which way to the treasure room? | Ahead or to the left? | I knew I should have bought the tour map! End of Slide Premiere 1_-013_S1 Location Cave 4 L U R 1 Starter-1 1_-013 It's a rough ride down the slide. | I picked up a couple of new bruises and scrapes, but nothing serious. Bend Left Premiere 1_-014_S1 Location Cave 2 D L 1 Starter-1 1_-014 Some of these caverns are beautiful. | Colorful minerals in the stone are dotted with sparkling crystals. Too bad these aren't the treasures I'm looking for! Hidden Corner Premiere 1_-015_S1 Location Cave 1 D R 2 Starter-1 1_-015 I had always wanted to visit that Clovis site in New Mexico, but I shouldn't have let that bear get a good jump on me like that. What a greenhorn I was! Bat Roost Premiere 1_-016_S1 Location Cave 3 D U 0 Starter-1 1_-016 Vampire Bat (creature): 4 Fight or 7 Move. | 1 Life. Fight Injury if failed. The vampire bat's bite is poisonous, weakening victims and blurring their vision. | Filthy little beasts, every one of them! Pond Premiere 1_-017_S1 Location Cave 0 L D U R 1 Starter-1 1_-017 Small Medi Packs can be found in this location without causing the location to become empty. The gentle drip, drip of water echoes softly off the cavern walls. | Better that than bat wings flapping! Hard Right Premiere 1_-018_S1 Location Cave 0 D R 0 Starter-1 1_-018 Shadows along the rock wall look like grim, ancient faces. Do they know something I don't? Are they trying to tell me something? Lara Croft, Spelunker Premiere 1_-019_S1 Raider Power 1 Character 2 3 3 2 Starter-1 1_-019 Power 1 Character There's no way of telling just what I'll need exploring a cave. Sometimes nylon rope and pitons will do the trick. Claw of the Cave Bear Premiere 1_-020_S1 Treasure Power 1 Starter-1 1_-020 A Tomb Raider with the Claw of the Cave Bear causes +1 Hit when succeeding in a Fight test against any Creature obstacle. I've taken a lesson from the ferocity of my foes. Bounty Premiere 1_-021_S1 Action Starter-1 1_-021 Play when you remove a Creature obstacle. | You may immediately Search the location (even if it is empty). Add the Creature's starting Life to the Search result. This action does not cause a location to become empty. Sometimes it pays to be thorough. Bear Premiere 1_-022_S1 Obstacle Creature 8 Starter-1 1_-022 11 Fight or 12 Move. | 3 Life. 2 Hits and Stuck if failed. That bear nearly did me in. | So, I went out and got my first pair of revolvers the very next day! Leather Jacket Premiere 1_-023_S1 Discovery Item 14 Starter-1 1_-023 Adds +1 to your current and maximum Life. The cuffs and collar may be torn but there's no better feeling than a well-broken-in leather jacket. Ferocious Attack Premiere 1_-024_S1 Action Starter-1 1_-024 Play when a Creature obstacle does damage to a Tomb Raider. Increase the damage by 1 Hit. You have to be careful around wild animals. Every once in a while, they turn out to be more vicious than you expected. Wolf Pack Premiere 1_-025_S1 Obstacle Creature 7 Starter-1 1_-025 8 Fight or 11 Move. | 3 Life. Hit and Stuck if failed. | If any Tomb Raider leaves this location, move the Wolf Pack with the Tomb Raider. Shoot! These wolves have my scent pretty good, I never have a big slab of raw meat when I need one! Tomb Entrance Premiere 1_-026_S2 Location Tomb 0 L U R 0 Starter-2 1_-026 Special Location: Entrance. Once past the entrance, courage is a Tomb Raider's only companion. Safe Chamber Premiere 1_-027_S2 Location Tomb 0 D U -2 Starter-2 1_-027 [Save] Save Point There's something so familiar about this place. Déjà vu still creeps me out. | And it happens to me all the time! Treasure Vault Premiere 1_-028_S2 Location Tomb 0 D 0 Starter-2 1_-028 Special Location: Treasure Room. | Power 1. Minimum depth. (See level rules.) | [Rope] Spiked Pit (Trap): | 11 Think or 12 Move. Death if failed. | Finding the Treasure requires a 10 Search. Not all guardians are of flesh and blood. Slide Premiere 1_-029_S2 Location Tomb 0 D 2 Starter-2 1_-029 Chute (Trap): 8 Move or 9 Think. | You may choose to fail this test. If failed, move the Tomb Raider 1 location deeper. | Any exit from that location to this one becomes blocked. Aaaaiiiieeeeyyyy! Slice and Dice Premiere 1_-030_S2 Location Tomb 1 L D U R 1 Starter-2 1_-030 Swinging Axe (Trap): 8 Think or 10 Search. | 2 Hits if failed. You may choose not to encounter the axe. If you choose to avoid the test, you cannot Search and may only exit backwards. A little advice. When you feel a little shift of the stone under your foot, duck! Razor-sharp steel blades wait for no one. Narrow Crossing Premiere 1_-031_S2 Location Tomb 3 L D U R 0 Starter-2 1_-031 Sometimes these underground corridors wander for miles, tempting me one direction and then another. What's a girl to do? Boulder Pasage Premiere 1_-032_S2 Location Tomb 0 L D R 1 Starter-2 1_-032 Boulder (Trap): 9 Think. | Return to your last save point (or your entrance) if failed. Dirt and pebbles generally begin a slide, followed by rocks and boulders that pin my legs to the wall. More rocks are falling and I can't break free! End of Line Premiere 1_-033_S2 Location Tomb 0 D 1 Starter-2 1_-033 Switch: One Tomb Raider may skip her search round to add an exit to any other location, heading deeper into the level. | This switch may only be triggered once. Clues about getting deeper into the tomb can be found in the strangest places. Dead End Premiere 1_-034_S2 Location Tomb 1 D 0 Starter-2 1_-034 Does the tunnel simply end here, or is it just a collapse? There's no way of knowing for sure, but there's definitely no way to get through. Engraved Passage Premiere 1_-035_S2 Location Tomb 2 L D R 0 Starter-2 1_-035 Weird runes and pictures are carved into the walls, colored here and there. There are strange words and hideous faces twisted in agony. | Better them than me, I figure. Uneven Corridor Premiere 1_-036_S2 Location Tomb 2 D U R 0 Starter-2 1_-036 Dart Trap (Trap): 7 Move or 9 Think. | Hit if failed. Jagged stones poke at my ankles and feet, making it hard to keep my footing. | One more step, Wait! What was that click? Rough Staircase Premiere 1_-037_S2 Location Tomb 1 D U 0 Starter-2 1_-037 [Rope] Pit Trap (Trap): 7 Think or 10 Move. | Stuck if failed. The dark granite stairway is crumbled and broken, crawling with bugs and rats. This place stinks like a New York taxi. No Return Premiere 1_-038_S2 Location Tomb 4 L U R 2 Starter-2 1_-038 A tempting gap seals behind me, just as I slip through. Shoot! There's no way back now. Bat Shrine Premiere 1_-039_S2 Location Tomb 3 L D 1 Starter-2 1_-039 Bat (Creature): 3 Fight or 8 Move. | 1 Life. Hit if failed. Who knows what poor sacrifices lost their hearts and lives here? | All I know is that I won't be next! Sharp Bend Premiere 1_-040_S2 Location Tomb 2 D R 0 Starter-2 1_-040 Moisture drips from the ceiling and down the walls, foul-smelling and sulfurous. | It's so thick I can taste it! Broken Passage Premiere 1_-041_S2 Location Tomb 4 D U 1 Starter-2 1_-041 Low Platforms (Trap): 5 Move. | Stuck if failed. Enormous upheavals of earth have piled stone slabs against each other like so many children's books. Dizzying Heights Premiere 1_-042_S2 Location Tomb 0 L D 0 Starter-2 1_-042 When this location is placed, the Tomb Raider may lay it so that either arrow points back the way she came. Just for grins, I nudge a small stone over the side. It falls away into nothingness. I don't hear it hit bottom. Blind Corner Premiere 1_-043_S2 Location Tomb 1 D R 0 Starter-2 1_-043 Personal training? Boris was an Olympic gymnast I used to know. He showed me a thing or two about jumping and tumbling, but I'm sure he learned some things from me too. Lara Croft, Treasure Hunter Premiere 1_-044_S2 Raider Power 1 Character 2 2 3 3 Starter-2 1_-044 Power 1 Character What Did they say in that movie? "Bury this thing in the sand for a few thousand years and it becomes priceless." How right they were. Idol of Fortune Premiere 1_-045_S2 Treasure Power 1 Starter-2 1_-045 A Tomb Raider with an Idol of Fotune may, once per level, change each die roll of a 1 on a single test into a 6. Actually, I think it's my lucky socks. Snoop Ahead Premiere 1_-046_S2 Action Starter-2 1_-046 Play when you explore a new location (before your opponents play obstacles). | Draw the next location instead, then put the original location on top of the level deck. I think I'll trade this for whatever is behind door number two. Spiked Slope Premiere 1_-047_S2 Obstacle Trap 8 Starter-2 1_-047 9 Search or 11 Move. | Death if failed. That was close! Just snagged my clothes. | Mental note: Wear a tighter shirt next time. Backpack Premiere 1_-048_S2 Discovery Item 12 Starter-2 1_-048 Draw 1 additional card during the draw round each turn. Some women carry a purse. How many purses have you seen that can carry a dozen medi packs and enough ammo for a small army? Lost Premiere 1_-049_S2 Action Starter-2 1_-049 Play at the beginning of a Tomb Raider's action round. | The Raider must make a 9 Think test each time she changes locations. If she fails, you decide which way the Tomb Raider moves. One thing I never forget to pack is my sense of direction. Gap Premiere 1_-050_S2 Obstacle Trap 6 Starter-2 1_-050 [Flare] 9 Think or 13 Move. | Hit and Stuck if failed. | You may choose not to encounter the Gap. If you choose to avoid the test, you cannot Search and may only exit backwards. There's no real trick to jumping a gap like this. | A running start is the key. Look Again [Pr] Premiere 1_-051_CS Action Common/Starter 1_-051 Remove an empty token from any location. You just never know what you might find if you look hard enough. Even when I've checked out an area, I like to take a second look from a new angle whenever possible. Good Shot Premiere 1_-052_CS Action Common/Starter 1_-052 Play when you cause damage. | Add +1 Hit to the damage. Hirushi was a good friend, too, a sharshooting medalist. She never held back and was glad to show me everything she knew about handling a weapon. The Way Through [Pr] Premiere 1_-053_CS Action Common/Starter 1_-053 Play instead of a normal Search. Your location must be unable to link to the treasure room. Roll a die. On a 4, 5 or 6 add an exit to this location in any direction. On a 1, 2 or 3 put this card back in your hand. There's just got to be a way to get deeper into the tomb! Triggered Door [Pr] Premiere 1_-054_CS Discovery Trigger 11 Common/Starter 1_-054 Add an exit in any direction to any location with 2 or fewer unblocked exits. I am amazed at the intricacies the ancient tomb builders used to keep their secrets well hidden. Better than Fort Knox! Rope Premiere 1_-055_CS Discovery Item 8 Common/Starter 1_-055 [Rope] Discard (from play) to remove a Pit obstacle (or any other obstacle with a Rope icon). Grygor was a mountain climber. He had been to the Andes, Alps and Himalayas. He got me started with rope work, but it wasn't long before he couldn't keep up. Just Made It Premiere 1_-056_CS Action Common/Starter 1_-056 Play after you roll any test. | Add +1 to your result. Never underestimate yourself. My mother told me that and I've never forgotten it. Take Aim Premiere 1_-057_CS Action Common/Starter 1_-057 Play before you roll a Fight test. | Roll 1 extra die. I remember Hirushi would crouch, still as stone for what seemed like hours before squeezing off a shot. In target shooting, patience is a virtue. Rough Ground Premiere 1_-058_CS Obstacle Trap 1 Common/Starter 1_-058 5 Move. | Stuck if failed. I keep my eyes peeled in places like this. | There are just too many places for things to hide. Bats Premiere 1_-059_CS Obstacle Creature 3 Common/Starter 1_-059 4 Fight or 8 Think. | 1 Life. Hit if failed. Filthy flying rodents! Take that! And that! Wolves Premiere 1_-060_CS Obstacle Creature 6 Common/Starter 1_-060 8 Fight or 11 Move. | 2 Life. Hit and Stuck if failed. Come on! You want some of this? | What about you? Red Ridinghood this! Save Point [Pr] Premiere 1_-061_CS Discovery Trigger 16 Common/Starter 1_-061 [Save] Add a Save Point to your current location. If there's one thing I'm sure of, it is that sometimes starting over is the only option. Pit Trap [Pr] Premiere 1_-062_CS Obstacle Trap 4 Common/Starter 1_-062 [Rope] 9 Move or 10 Search. | Stuck if failed. Man! This is getting hard on the knees! It could be worse, the next one could have spikes... | Oh. Push Premiere 1_-063_CS Action Common/Starter 1_-063 Play instead of moving to another location. Make a Move test against another Tomb Raider at the same location. | If you succeed, and there is an obstacle at your location, the opposing Raider suffers the effects of failing the obstacle. Oops! So sorry Pierre! Dart Trap Premiere 1_-064_CS Obstacle Trap 5 Common/Starter 1_-064 7 Think or 10 Move. | Hit if failed. These dart traps are ingenious! I should get some for the entrance to the mansion. Dark [Pr] Premiere 1_-065_CS Obstacle Trap 2 Common/Starter 1_-065 [Flare] 7 Search or 8 Think. | Stuck if failed. Who would have thought it could get so dark underground? Steal Item Premiere 1_-066_CS Action Common/Starter 1_-066 Play instead of attacking a Tomb Raider. Make a Think or Fight test against another Tomb Raider at the same location. | If you succeed, take one Item Discovery from that Tomb Raider. | If you Fight, the loser is hit as normal. Well, Larsen won't be needing this! Lara Croft, Adventurer Premiere 1_-067_CS Upgrade Power 2 Character Common/Starter 1_-067 Play when you save your character. | Upgrade any adventurer. Add +1 to each ability that started the game at less than 3. | | Power 2 Character Upgrade. A life less ordinary indeed! I wonder how many of my old schoolmates trap on pistols and spelunking gear to go to work? Magnum Pistols [Pr] Premiere 1_-068_CS Discovery Item 15 Common/Starter 1_-068 Weapon. (You can only use 1 Weapon at a time, though you can carry more.) | Add +1 to your Fight results. | Add +1 Hit when you cause damage. Definitely more powerful than the standard pistols, these Magnums have quite a kick! Small Medi Pack [Pr] Premiere 1_-069_CS Discovery Item 10 Common/Starter 1_-069 Discard (from play) during the draw round to heal 1 Life. Bandages and gauze, antibiotics and pain-killers are all well and good, but I like chewing gum best. Chute Trap Premiere 1_-070_CS Action Common/Starter 1_-070 Play when another Tomb Raider enters a location of depth 3 or more and encounters no obstacles. | The Tomb Raider must make a 9 Think test. If failed, the Tomb Raider immediately moves to the location 2 spaces less deep. Hasta la vista, baby. Hidden Exit [Pr] Premiere 1_-071_CS Discovery Trigger 13 Common/Starter 1_-071 Add an exit in any direction to your location. Don't even try to tell me there's no exit the way I want to go! Run Premiere 1_-072_CS Action Common/Starter 1_-072 Play at the end of your action round. | If you encountered no obstacle at your location, move one more location. | You cannot Search this turn. No sweat! Back home, I have to run further than this just to answer the phone. Shotgun Ammo Premiere 1_-073_C Discovery Item 10 Common/ 1_-073 Ammo. Discard (from play) to ready a shotgun. There's nothing like a loaded shotgun in your hands to tell the world "Hey, don't mess with me!". Loaded For Bear Premiere 1_-074_C Action Common/ 1_-074 Play after you roll any test. | Add +1 to your result for each Item discovery you have. Any good scout knows to always be prepared. Although, I wasn't much into scouting when I was that age. Concentration Premiere 1_-075_C Action Common/ 1_-075 Play before making any Search test. | Reroll any die or dice that come up 1 or 2. Quiet! I'm trying to think over here! Quick Assessment Premiere 1_-076_C Action Common/ 1_-076 Play when at the same location as another Tomb Raider. You may look at that player's hand of cards. Sherlock Homes has nothing on me when it comes to the powers of observation! The Second Barrel Premiere 1_-077_C Action Common/ 1_-077 If your Fight test succeeds, you may immediately make a second Fight test against the same target. I like to keep a little something extra in reserve. Backflip Premiere 1_-078_C Action Common/ 1_-078 Play when you take damage from any source. | Roll a die. | If the die roll is even, you take 1 less Hit. Boris was especially good at this one, and he gladly taught me well. Natla's Thug Premiere 1_-079_C Obstacle Creature 5 Common/ 1_-079 7 Fight or 9 Move. | 2 Life. Hit if failed. | A Raider Hit by the Thug must give one of her item discoveries to the Thug. The Raider who removes the Thug gains all the Items. There are corporate scumbags like Natla all over. They all seem ot have my phone number, too. Flare Premiere 1_-080_C Discovery Item 5 Common/ 1_-080 [Flare] Discard (from play) to remove any Dark obstacle (or any other obstacle with a Flare icon). These are handy! Mental note: Bring some flares on the next trip underground. Drive Out Premiere 1_-081_C Action Common/ 1_-081 When you damage a Creature from an obstacle card, instead of inflicting damage, move the obsracle to on an adjacent location card. Run you cowardy beast! Run! Cursed Idol Premiere 1_-082_C Discovery Item 1 Common/ 1_-082 The holder must substract 1 from all test results. | If another player at your location searches for a discovery and does not play one, you may play this card for her to discover, or pass it to discover, or pass it to her if you have it in play. Hey, Pierre! I've got a present for you! Ambush Premiere 1_-083_C Action Common/ 1_-083 Play when another Tomb Raider moves into your location. | Attack the other raider, and you roll 1 extra Fight die. There's a corporation out of Hong Kong that wants me to search anciant Kampuchean temples. All for the good of the locals, no doubt! Detailed Search Premiere 1_-084_C Action Common/ 1_-084 Play after you roll a Search test. | Add +5 to your result. | You become stuck for 1 turn. There's plenty of things to find if you just take the time to look for them. Improvise Premiere 1_-085_C Action Common/ 1_-085 Discard (from play) an item discovery before roling a Search test. Add half its difficulty (rounded up) to your Search result. Give me some rope, a bit of cloth some boot strings and duct tape, and I can jurying just about anything. Weapon Jam Premiere 1_-086_C Action Common/ 1_-086 Target weapon cannot be used this turn. Hirushi was a crack shot, but she never told me much about fixing a weapon when it's jammed. Coordinated Fire Premiere 1_-087_C Action Common/ 1_-087 Play when you Fight a target that another Tomb Raider fought this turn. Add +5 to your Fight result. I like this. You shoot at the beast and make it mad at you while I take aim safely from way over here! Fool's Gambit Premiere 1_-088_C Action Common/ 1_-088 May be played after rolling for any test. | Roll an additional die. | You suffer 1 Hit of damage. Hold still, this is going to hurt! Fresh Start Premiere 1_-089_C Action Common/ 1_-089 Discard your hand. Draw a number of cards equal to your Think ability. And then there's an oil magnate who wants me to tramp through the Everglades looking for the Fountain of Youth. If I found it, I'm not sure I'd share! Over Encumbered Premiere 1_-090_C Action Common/ 1_-090 Play when another player begins moving. The player must make a Move test with a difficulty of three times the number of Item discoveries she has. | If she fails, she becomes stuck and must discard one Item (from play). Travel light, that's what I always say. One Slim Chance Premiere 1_-091_C Action Common/ 1_-091 Pick a total before you roll the dice for a test. If your result is exactly that total, double your result. Anyone can do these things the easy way. The trick is to do them with flair! Worst Case Premiere 1_-092_C Action Common/ 1_-092 You may play 2 obstacles on your opponent's newly explored location (instead of just of 1) if the total of the danger numbers does not exceed the allowed danger. It never rains, but it pours. At least if I have anything to say about it! Attention To Detail Premiere 1_-093_C Action Common/ 1_-093 Play after you roll a Search test. | Add +2 to the result. I met a Zen Buddhist student once who told me there is beauty in the details, so take the time to really observe. Sure Footing Premiere 1_-094_C Action Common/ 1_-094 Play before you roll a Move test. | Roll 1 extra die. These boots weren't endorsed by any pro basketball players, but they grip the ground just fine! Insight Premiere 1_-095_C Action Common/ 1_-095 Play after you roll a Think test. | Add +3 to the result. That's it! I knew I'd think of it if I just gave it a moment. All or Nothing Premiere 1_-096_C Action Common/ 1_-096 Play before you roll any test. | Discard your hand. For each card discarded, add +1 to your Result. It's best to avoid one-winner-takes-all confrontations, but if it happens, make sure the fat lady sings for your enemy! Collapsing Exit Premiere 1_-097_C Action Common/ 1_-097 Play when another Tomb Raider is exiting a location. The Raider must make an 8 Move test to successfully leave her current location. | Either way, the exit is blocked afterwards. The ceiling and walls are crumbling badly in places. One wrong move and it's the entombed diet plan! Guarded Attack Premiere 1_-098_C Action Common/ 1_-098 Play before a Fight test. | Regardless of the outcome, reduce the damage inflicted by 1 Hit. Tuck and roll, cover when possible. Live to fight another day, that's the way to stay alive down in these tombs. Attack From Behind Premiere 1_-099_C Action Common/ 1_-099 Play before making a Fight test. | Make a Move test against a Creature obstacle's Fight difficulty, or a competitive Move test against another Tomb Raider. | If you succeed, add +4 to your upcoming Fight result. It used to bother me, striking from behind like this, but we do what we must to survive. Achilles Heel Premiere 1_-100_C Action Common/ 1_-100 Play when an opponent is making a test. | Your opponent must use her lowest ability score (instead of the required ability) on the current test. Hah! He's always been a sucker for that move. Zoo Premiere 1_-101_U Location Atlantean 2 L D U R 2 Uncommon 1_-101 Atlantean Flyer (Creature): 7 Fight. 2 Life. Hit if failed. | While there are any Creature obstacles at this location, all exits from this location are blocked. Wow! Jacques Cousteau would have loved this place! Sphere Room Premiere 1_-102_U Location Atlantean 4 L D R 2 Uncommon 1_-102 Whenever a Tomb Raider enters this location, Atlantean Creature obstacles may be played as if it were newly explored. | Any time a Creature is played here, remove any empty token from this location. Didn't I see these in the X-games? Atlantean Save Premiere 1_-103_U Location Atlantean 1 U 0 Uncommon 1_-103 [Save] Save Point. | Slide System (Trap): 10 Move or 10 Think. | Death if failed. Dega vu all over again indeed! Giant Steps Premiere 1_-104_U Location Atlantean 1 L D 1 Uncommon 1_-104 Platform Series I (Trap): 7 Move. | Stuck if failed. Platform Series II (Trap): 8 Move. | Stuck if failed. Just once I'd like to come across a tomb with a nice escalator or two. Lava Straits Premiere 1_-105_U Location Atlantean 5 D R 2 Uncommon 1_-105 Whenever a Tomb Raider enters this location, she may shuffle any deck of her choice. I'd love to stay and chat, but I've got some burning issues to attend to! Wellspring Premiere 1_-106_U Location Atlantean 1 L R 0 Uncommon 1_-106 The first Tomb Raider to enter this location is fully healed. Cool water and no bikini. What's a girl to do? Maze Premiere 1_-107_U Location Atlantean 3 L D U R 2 Uncommon 1_-107 Make a 9 Move or 9 Think test when leaving this location. If you fail, you lose 1 movement point and fail to leave the room. (You may try again if you have any movement reamining.) If they think they're going to get me lost, they've got another thing coming! Lure Premiere 1_-108_U Location Atlantean 4 D U 1 Uncommon 1_-108 Any Creature obstacle cards at adjacent locations are moved to this location when it is explored. Tempting. Maybe a little too tempting. Chasm [Pr] Premiere 1_-109_U Location Atlantean 3 D R 0 Uncommon 1_-109 If you wish, you may roll 3 additional dice when Searching this location. If you do so, you become Stuck. Carefull! Those Atlantean flyers might be roosting around here somewhere. Drawbridge Premiere 1_-110_U Location Atlantean 5 D 1 Uncommon 1_-110 Instead of normal Search, you may make a 12 Search test. If successful, add an exit to this location. Only one new exit can be found, and this does not cause the location to become empty. I don't loke talking these things across the Thames in broad daylight. Oh well, here goes. Hall of Revelation Premiere 1_-111_U Location Atlantean 3 L D U 0 Uncommon 1_-111 When entering this location, you may draw a random card from an opponent's hand. If the card is a discovery, make a Search test with difficulty of that card. If successful, you find that card; otherwise return the card to your opponent's hand. This could be the archaelogical find of the century. If I live to tell about it, that is. Jagged Cavern Premiere 1_-112_U Location Atlantean 4 D U R 3 Uncommon 1_-112 When this location is explored, search the explorer's deck for the first obstacle that meets the danger requirement, and play it on this location (in addition to normal obstacle play). If I break another nail I swear I'm going to start wearing gloves. Atlantean Lair Premiere 1_-113_U Location Atlantean 5 L D 2 Uncommon 1_-113 No obstacles other than Atlantean Creature obstacles may be played at this location. More than enough to film an Aliens movie! Fleeting Beauty Premiere 1_-114_U Location Atlantean 2 U R 0 Uncommon 1_-114 The first time each Tomb Raider enters this location, she gains +1 to her next test result. The right setting, the right lighting... It could be in a tomb or a cave, a city street or a quiet meadow. Sometimes everything just looks right! Storehouse Premiere 1_-115_U Location Atlantean 4 D 3 Uncommon 1_-115 Finding Ammo here does not cause this location to become empty. Rather dark for a department store, wouldn't you say? Crawler Range Premiere 1_-116_U Location Atlantean 1 L D R 3 Uncommon 1_-116 Atlantean Crawler (Creature): | 9 Fight or 10 Search. | 3 Life. Hit and Stuck if failed. How many other Nobel Prize candidates carry pistols, do you suppose? Lava Fall Premiere 1_-117_U Location Atlantean 2 L D 1 Uncommon 1_-117 Hidden Ledge (Trap): | 8 Think or 12 Search. | Stuck if failed. Sometimes I find it hard to get my mind around the concept of an actual river of rock. Atlantean Treasure Premiere 1_-118_U Location Atlantean 2 D 0 Uncommon 1_-118 Special Location: Treasure Room. | Power 2, Minimum depth. (See level rules.) | Pressure Plate Puzzle (Trap): 13 Think or 15 Move. Hit and Stuck if failed. | Finding the Treasure reduires a 14 Search. This about cinches it! | BBC News, here I come! Uzi Clip Premiere 1_-119_U Discovery Item 12 Uncommon 1_-119 Ammo. Discard (from play) to ready an Uzi. If a shotgun says "Don't mess with me", an Uzi says "Run while you can!". Shotgun Premiere 1_-120_U Discovery Item 17 Uncommon 1_-120 Weapon. (You can only use 1 Weapon at a time, though you can carry more.) Add +2 to your Fight results. Add +2 Hits when you cause damage. Rotate when used. Turn face down when used while rotated. Cannot be used when face down. (Use ammo to ready this weapon.) Skeet shooting anyone? I Can Do That Premiere 1_-121_U Action Uncommon 1_-121 Play when you encounter an obstacle that any Tomb Raider has defeated in the past. You defeat the obstacle. Never give a competing Tomb Raider the satisfaction of failing where he succeeded. You'll never live it down! Bait and Switch Premiere 1_-122_U Action Uncommon 1_-122 Play instead of making a noormal Search. | Make a competitive Think test against another Tomb Raider at the same location. If you succeed, swap one of your target's item discoveries for one of yours. Both items become unsaved. Why keep that nice shiny new one when you can have mine? It's nicely broken in! Collateral Damage Premiere 1_-123_U Action Uncommon 1_-123 Play when you are Hit from a Fight test. Each other Tomb Raider at the same location suffers the same damage. Whenthingstrulygetoutofhand,there'scomfortinknowingyouwon'tgodownalone. Carpe Conundrum Premiere 1_-124_U Action Uncommon 1_-124 Play when another Tomb Raider explores a new location. Go through your deck and pull out any Trap obstacle that may be played on the new location, then shuffle your deck. Carpe Diem - Seize the day. Good advice. Sometimes, though, it's more important to seize the problem... and hand it to somone else. Unstoppable Premiere 1_-125_U Action Uncommon 1_-125 Your Raider is no longer Stuck. No! I can't be stopped, not now when I'm so close to my goal! The Greater Threat Premiere 1_-126_U Action Uncommon 1_-126 Play when you encounter an obstacle card. | You may replace the obstacle with any obstacle card from your hand with a higher danger score. I never did mind about the little things. Training Exercise Premiere 1_-127_U Action Uncommon 1_-127 Play before rolling a Fight or Move test. Roll for the test twice, and use the higher result. Of course inviting Leather Eddie and his rock band the Chain Gang to the mansion was a huge mistake. Training wasn't the only thing on his mind! Adapt and Overcome Premiere 1_-128_U Action Uncommon 1_-128 Play before attempting to defeat an obstacle you failed to defeat previously. Add 2 additional dice. The Marines aren't the only ones who can overcome, adapt and improvise! Scent the Prey Premiere 1_-129_U Action Uncommon 1_-129 Play when any Tomb Raider enters a location that is adjacent to a Creature obstacle card's location. | Move the obstacle to the Raider's location. Good boy! Go bother the other Raiders! Snake Eyes Premiere 1_-130_U Action Uncommon 1_-130 Play when your opponent rolls any pair of dice with the same number (even if there is more dice than just a pair). Turn each of the two dice into a 1. I wouldn't try the craps tables today, pal! Lion Premiere 1_-131_U Obstacle Creature 6 Uncommon 1_-131 7 Fight or 9 Think. | 3 Life. 2 Hits if failed. I went an safari in Kenya with a rich industrialist. The prides of lions we saw displayed no fear as we approached, something that impressed me. Gorilla Premiere 1_-132_U Obstacle Creature 6 Uncommon 1_-132 10 Fight or 10 Search. | 2 Life. Hit if failed. Futher into Africa's interior we came across gorillas being studied by a group of italian students. Left to themselves, they can be quite gentle. Pumas Premiere 1_-133_U Obstacle Creature 7 Uncommon 1_-133 8 Move or 9 Fight. | 3 Life. Hit and Stuck if failed. | Cannot suffer more than 1 Hit per Fight test. The Clovis site in New Mexico was crawling with pumas. Their cries in the night scared the guides, but I thought they were beautful. Natla Premiere 1_-134_U Obstacle Creature 10 Uncommon 1_-134 13 Search or 13 Fight. | 2 Life. Each Stuck result from Natla extends any Stuck result for a additional turn. | Stuck twice if failed. But of all the corporate types, Natla is the scariest. There's something inherently evil in her manner. A foul temptress indeed! Atlantean Horseman Premiere 1_-135_U Obstacle Creature 8 Uncommon 1_-135 9 Fight or 11 Move. 5 Life. Hit and Fight Injury if failed. What a strange beast! I've never seen anything so like a centaur in all my travels. Natla's Sniper Premiere 1_-136_U Obstacle Creature 8 Uncommon 1_-136 9 Think or 14 Fight. | 1 Life. 2 Hits if failed. | If removed, you may Seach for discoveries this turn, and can add +5 to your Search result to discover a weapon or ammo. Natla's not above having people assassinated to futher her own plans. Falling Bolder Premiere 1_-137_U Obstacle Trap 9 Uncommon 1_-137 10 Move or 11 Think. | 3 Hits if failed. Sounds like the Chain Gang the night they started bowling in the mansion at midnight! Spike Trap Premiere 1_-138_U Obstacle Trap 5 Uncommon 1_-138 8 Search or 11 Move. | Move Injury if failed. Blast! Right through my boots. Medi pack or not, it's going to hurt to walk for a while. Blinding Flash Trap Premiere 1_-139_U Obstacle Trap 6 Uncommon 1_-139 8 Search or 10 Think. | Search Injury and Stuck if failed.. Oh, man! Instant migraine! I haven't been this blinded since I showed up at the Grammy's with Eddie! Break-Away Floor Premiere 1_-140_U Obstacle Trap 8 Uncommon 1_-140 Cannot be played on a Special location. | 12 Think or 13 Move. | Hit if failed. Also, if failed, discard this obstacle and location. Replace with a new location (which must be immediately explored.) Ack! I have got to go on a diet. Compass Premiere 1_-141_U Discovery Item 16 Uncommon 1_-141 Discard (from play) to rotate a location you just entered so that the exit arrows point in any direction you like. At least in Africa we could navigate by the sun and stars. | A compass is an invaluable tool in a tomb! Rusty Key Premiere 1_-142_U Discovery Item 15 Uncommon 1_-142 Discard (from play) to add an exit to your current location that points in to an unexplored area. This key is ancient, covered with rust and grime. It must fit into something around here! Ancient Glyph Premiere 1_-143_U Discovery Item 11 Uncommon 1_-143 Destroy 2 Ancient Glyphs to double your Search result. | (Set these items aside, out of play.) | Must be done before you roll. I thought Eddie was just a harmless rock'n roller. But his tattoo matched the glyph... I wonder who he's working for? Binoculars Premiere 1_-144_U Discovery Item 10 Uncommon 1_-144 During round, instead of Searching you may make a Think test against a Tomb Raider in the same or in an adjacent location. If you suceed, that Tomb Raider must show you her hand. It's good advice. I keep my friends close and my enemies closer. Idol of Life Premiere 1_-145_U Discovery Trigger 9 Uncommon 1_-145 When found, roll a die. | On a 1 or 2, take 1 Hit. On a 3, there is no effect.On a 4, gain 1 Life. On a 5, gain 2 Life. On a 6, gain 3 Life. | (This can put a Raider above max Life.) Ancient mysticism is scary enough in stone tablets. It's another thing altogether to touch it first hand. Atlantean Life Amulet Premiere 1_-146_U Discovery Trigger 19 Uncommon 1_-146 When found, you may immediately play any level 2 upgrade on your character. This card satisfies all upgrade requirements, including having a specific starting character. The Atlantean civilization must have been truly wondrous to create things like this! Large Medi Pack Premiere 1_-147_U Discovery Item 13 Uncommon 1_-147 Discard (from play) to fully heal your Tomb Raider. The miracles of modern medicine, all here for the taking. Combat Knife Premiere 1_-148_U Discovery Item 13 Uncommon 1_-148 Discard (from play) after rolling a Fight test to roll a die and add it to your Fight result. Presto! Nothing up my sleeve, but what's this here in my boot? Gnashing Teeth Premiere 1_-149_U Obstacle Trap 9 Uncommon 1_-149 11 Search or 11 Think. Hit and Move Injury if failed. Okay, somebody blow a whistle! It's bad enough fighting all the creatures down here, but now the tomb itself is trying to chew me up! Deep Pit Trap Premiere 1_-150_U Obstacle Trap 7 Uncommon 1_-150 [Rope] 11 Move or 11 Search. | Hit if failed. All exits from this location are blocked for each Tomb Raider until she defeats this obstacle. Well, my vertical leap is good, but not that good! Sanctuary Premiere 1_-151_R Location 2 D 0 Rare 1_-151 Special Location: Treasure Room. | Power 3, Minimum depth. (See level rules.) | When explored, each player must go through her deck and choose an obstacle with a danger at least equal to the danger of this location (or highest if none) to play on it, then shuffle. | Finding the Treasure reduires a 18 Search. Ar last! Let's see how this thing works. Revolving Door Premiere 1_-152_R Location Atlantean 1 L D U R 3 Rare 1_-152 When a Tomb Raider enters this location, any other Tomb Raider at this location may immediately move to an adjacent location | Door Trap (Trap): 15 Move. Stuck if failed. This place really needs a doorman. Difficult Slope Premiere 1_-153_R Location Cave 1 L D U R 2 Rare 1_-153 Slope (Trap): 8 Think or 10 Search. If failed, make a 10 Move test. If you fail the Move test, you die. If you succeed at the Move test, you are Stuck. Please watch your step and hold onto the handrails. Tiger Trap Premiere 1_-154_R Location Tomb 0 L D U R 2 Rare 1_-154 You must encounter the Pit Trap first. The rope has no effect on the Tiger. | [Rope] Pit Trap (Trap): 9 Move. | Stuck if failed, and if failed do not encounter the Tiger. | Tiger (Creature): 8 Fight. | 2 Life. Hit if failed. You should try revolvers next time. | They're great! Secret Room Premiere 1_-155_R Location -3 D 3 Rare 1_-155 When explored, make a 15 Search test. If failed, shuffle his location back in to the location deck and explore again. The ancients hid their most valuable treasures in rooms like this. Let's see what's inside... Meditation Chamber Premiere 1_-156_R Location 0 D 0 Rare 1_-156 Instead of normal Search, you may draw a card. If ir is an item discovery with a difficulty of less than 5 times your Think, you immediately find it. | (Otherwise, keep the card in your hand.) Careful searching is okay, but ever underestimate the power of concentration. Empty Room Premiere 1_-157_R Location 0 D U 0 Rare 1_-157 No obstacles may be played at this location. | This location may not be Searched. Places like this provide a nice chance to pause and catch my breath. Waterfall Premiere 1_-158_R Location 2 D 0 Rare 1_-158 Instead of a normal Search, you may maker a 12 Search test to add an exit to this location in a random new direction. | No normal Search can be made at this location. Drat! It's going to take forever for this shirt to any out. Bottleneck Premiere 1_-159_R Location 4 L D U R 1 Rare 1_-159 All exits from other locations at this deph that lead deeper in to the level are bloked. Well, it's through here or go back. I prefer having options, but... Death Trap? Premiere 1_-160_R Location 0 1 Rare 1_-160 This isn't good. Neither staring nor suffocationg sound too appeling to me. Flying Atlantean Premiere 1_-161_R Obstacle Creature 10 Rare 1_-161 12 Fight or 14 Think. | 4 Life. Hit if failed, and the Raider is moved 1 location less deep. What a monstrous creature. Surely myths of demons and gargoyles originated with these winged terrors! Crawling Atlantean Premiere 1_-162_R Obstacle Creature 9 Rare 1_-162 Must be the first obstacle encounter at this location. | 10 Fight or 12 Search. | 4 Life. Hit if failed. In addition, of failed the Raider rolls only one die for any futher tests for the rest of the turn. These appear more primitive than the other Atlanteans. Without weapons, they only want to stomp me to death! Atlantean Lara Premiere 1_-163_R Obstacle Creature 12 Rare 1_-163 16 Think or 17 Search. | Remove if defeated. | No Tomb Raider may leave this location while Atlantean Lara is in play. Curiouser and curiouser. | Still, I'm definitely better dressed! Atlantean Big Boss Premiere 1_-164_R Obstacle Creature 13 Rare 1_-164 13 Fight. | 10 Life. Death if failed. | Tomb Raiders may only exit backwards until removed. I don't know if there's enough ammo down here to kill this thing! Atlantean Natla Premiere 1_-165_R Obstacle Creature 11 Rare 1_-165 12 Fight. | 3 Life. 2 Hits and Stuck if failed. | No Tomb Raider can Search for the Treasure while Alantean Natla is in play. I knew she was bent, but not this bent! Lava Flow Premiere 1_-166_R Obstacle Trap 4 Rare 1_-166 6 Move or 7 Think. | Death if failed. The searing heat forces me to turn away, all but scorching my skin and clothes. Crushing Stone Trap Premiere 1_-167_R Obstacle Trap 11 Rare 1_-167 12 Move or 13 Search. | Death if failed. | Any Raider who dies in this trap must block one exit of her choice (if any remain). Where does a rock the size of a refrigerator sit? Anywhere it wants, but not on me if I can avoid it! Toxic Fumes Premiere 1_-168_R Obstacle Trap 10 Rare 1_-168 11 Search. | 2 Think Injury if failed. What a stink! Was it chili night around here, or what? Spiked Floor Premiere 1_-169_R Obstacle Trap 8 Rare 1_-169 Can be played in addition to any other obstacle. 7 Move. Any failed Move test at this location causes the Raider to suffer 2 Hits. It's like playing hop-scotch for high stakes. TNT Premiere 1_-170_R Obstacle Trap 7 Rare 1_-170 9 Think. Stuck if failed. Any Tomb Raider deeper than this obstacle who Searches with a result of of 12 or highter may choose instead to detonate all TNT. Any failed Fight test at this location also detonates the TNT. If detonated, discard this location. All Raiders at this location are killed. High explosives make me nervous. Especially large quantites of old, unstable explosives. Uzi Premiere 1_-171_R Discovery Item 20 Rare 1_-171 Weapon. (You can only use 1 Weapon at a time, though you can carry more.) Adds +1 to your Fight ability. Add +1 Hit when you cause damage for each 3 you rolled higher than the number you needed. Rotate when used. Turn face down when used while rotated. Cannot be used when face down. (Use ammo to ready this weapon.) Standard commando issue. I like that! Cool Shades Premiere 1_-172_R Discovery Item 18 Rare 1_-172 Adds +1 to your Search ability. Hey, fashion is fashion even when there's no one around to notice it! Stone Tablet Premiere 1_-173_R Discovery Item 14 Rare 1_-173 During the seaarch round, instead of a normal Search, destroy any number of Stone Tablets and roll a die. (Det these items aside, out of play.) If you roll no higher than vouble the number of tablets, you may take any discovery from your deck and find it. Mark the location empty, then shuffle your deck. The clues to just about anything in the tomb can be discovered on these tablets. Laptop Computer Premiere 1_-174_R Discovery Item 16 Rare 1_-174 The Laptop computer in automatically saved. | Any time you die or reset, you may choose not to discard your hand. Things will be good as long as the batteries hold up. Treasure Map Premiere 1_-175_R Discovery Trigger 25 Rare 1_-175 You have 30 secounds to look through the Level deck. (Do not change the order of any of the cards.) Here we go! Now, where's that treasure room? Charm of the Beast Premiere 1_-176_R Discovery Item 21 Rare 1_-176 When you enter a previously explored location that has a Creature obstacle, you may automatically defeat the obstacle (though no Hits are applied). Does not work at Special locations. See? I'm not so bad once you get to know me. Infrared Goggles Premiere 1_-177_R Discovery Item 19 Rare 1_-177 You may automatically defeat any Trap obstacle that any Tomb Raider has previously defeated. | Does not work at a Special locations. Ah, I see. That's where he stepped to avoid the dart trap. Unpleasant Surprise Premiere 1_-178_R Discovery Trigger 14 Rare 1_-178 Play any obstacle card from your hand with a danger rating no higher than the location's danger total (even if there is already an obstacle card present) on this location, then immediately move out. A little surprise for Pierre! Sure wish I could sign it, cause I want him to him to know its from me! Secret Passage Premiere 1_-179_R Discovery Trigger 14 Rare 1_-179 This discovery does not cause a location to become empty. | Immediatly move to any location already in play. Ah! A secret passage behind'ze bookcase! Scope Premiere 1_-180_R Discovery Item 22 Rare 1_-180 You make Fight tests from adjacent locations. You can only take damage from such tests of you are Fighting another Tomb Raider. Best to keep danger at arm's length, I always say. I'm Sorry Premiere 1_-181_R Action Rare 1_-181 Play when another player plays an action card, before resolving that card. The action card is cancelled. ...I only play for sport! Luck of the Draw Premiere 1_-182_R Action Rare 1_-182 Draw 2 cards. I just love it when a plan comes together! Poor Aim Premiere 1_-183_R Action Rare 1_-183 Force another player to reroll any successful Fight test. Hey, Pierre, don't miss! Did you hear me! The pressure's on! Don't miss! No Fallback Premiere 1_-184_R Action Rare 1_-184 Play when an opponent fails a Think test by 5 or more. The opponent's most recent save point is removed, her previous save point (or the entrance) is now her current save point. Sometimes all it takes is one annoying misstep, one slammed door or collapsing ceiling... then there's no going back. Superior Tactics Premiere 1_-185_R Action Rare 1_-185 Play before rolliong any test. | Use your highest ability score for this test. Know thyself. Then, konw thy enemy. Idol of the Wolf Premiere 1_-186_R Treasure Power 2 Rare 1_-186 If you have no tame Creature, you may make a Think test at the same difficulty as the Creature's Fight difficulty when encountering a Creature obstacle card. If successfyl, you tame the Creature. | It will not attack you and will move with you. | During your chance to attack, any Tomb Raider at the same location must first Fight the Creature. I find it eerie, it's almost as if they recongnize this statue. That can't be right, | can it? Atlantean DNA Premiere 1_-187_R Treasure Power 3 Rare 1_-187 If you die while you hold this treasure, lose this treasure and you come back as an Atlantean. | You gain +1 Move, +1 Fight, and ignore all Pit traps. This is going to be tough to explain back at the mansion. Atlantean Scion Premiere 1_-188_R Treasure Power 1 Rare 1_-188 Once per game, replace any Creature obstacle on the level with any Atlantean Creature obstacle from your hand with a danger rating no greater than the location's danger total plus 5. So this is what all the fuss was about? Incan Spirit Cloak Premiere 1_-189_R Treasure Power 3 Rare 1_-189 You may make a 12 Move test to pass through any wall as if it had an exit. If you fail this test, you become Stuck. Incredible! For an instant, I'm part woman and part stone cold yet warm at the same time! What a rush! Map of Indiana Premiere 1_-190_R Treasure Power 2 Rare 1_-190 Isntead of Searching for a discovery in your hand, you may search your deck for the first discovery, then Search. If you meet the difficulty, you find the card. (Otherwise, discard the card). Then, shuffle your deck. One of the more interesting "tombs" I explored was a decommissioned governament warehouse in indiana. You wouldn't belive what they kept in those crates. Lara Croft, Acrobat Premiere 1_-191_R Raider Power 1 Character 2 4 2 2 Rare 1_-191 Your starting hand size is 4 cards. | Power 1 Character I've never given much thought to working with a partner. They'd have to be pretty versatile, 'cause I hate to be slowed down. Lara Croft, Duelist Premiere 1_-192_R Raider Power 1 Character 3 2 2 3 Rare 1_-192 Power 1 Character Remember, the greatest weapon you can have in a fight is your brain. Lara Croft, Victor Premiere 1_-193_R Upgrade Power 2 Character 1 Rare 1_-193 Play when you remove a Creature obstacle that had 3 or more Life. Upgrade any Raider. | Current and Maximum Life +1. Fight ability +1. | Fighting a Creature obstacle does not prevent you from Searching that turn. | Power 2 Character Upgrade Once again, it's just me against the tomb. One day it may get the better of me, | but not today! Lara Croft, Millionaire Premiere 1_-194_R Upgrade Power 3 Character 1 Rare 1_-194 Play if you have at least 3 saved items. | You starting Raider must be Lara Croft. | Think ability +1. If you see and discard a saved item, make a Search test with that item's difficulty. If you succeed, you keep the item, but is no longer saved. | Power 3 Character Upgrade Oh yeah! New and improved! | I know, I know, it's tough to improve on the original, but check this out... Lara Croft, Archaeologist Premiere 1_-195_R Upgrade Power 3 Character 1 Rare 1_-195 Play when all your dice come up the same on any test. Upgrade any adventurer. | Search ability +1. | You may roll one less die when Searching dor a discovery. If you do so, your Search does not make the location empty. | Power 3 Character Upgrade The mystery, the danger, the ancient rules... | Tombs just draw me like a moth to a flame. Pierre Premiere 1_-196_R Raider Power 1 Character 2 3 3 3 Rare 1_-196 You suffer a -2 penalty to Fight tests agains Creature obstacles. | Power 1 Character. "Bon jour! It's nice of you to join this expedition, but all the treasures here are already mine, I assure you!" Larsen Premiere 1_-197_R Raider Power 1 Character 2 3 2 3 Rare 1_-197 If you Hit another Tomb Raider, you may do no damage and instead steal one item. | Power 1 Character. "May my reputation precedes me. Well, don't belive everything you hear about me shooting guys in the back and taking their gear. | "Nasty rumors, that's all." Cowboy Premiere 1_-198_R Raider Power 1 Character 2 2 2 4 Rare 1_-198 You gain +1 Fight ability when using the Magnum Pistols. | Power 1 Character "Howdy, ma'am! I ain't exactly sure what's goin' on here, but I'm pert'near sure the treasure room is that away." Skateboard Kid Premiere 1_-199_R Raider Power 1 Character 3 3 2 2 Rare 1_-199 You difficulty of finding the Uzi is 15. | Power 1 Character "Are you firing at me? Are you firing at me? I don't see anyone else here, so you must be firring at me!" The Bald Man Premiere 1_-200_R Raider Power 1 Character 3 2 2 2 Rare 1_-200 You begin the game with a saved Shotgun. | Power 1 Character "Say cheese!" Secret Move 1: Smoking Guns Premiere 1_-201_UR Secret Move Ultra-Rare 1_-201 Smoking Guns | | If you have the Magnum Pistols, the Shotgun and the Uzi, add +1 to each of your Fight test results. Clue: The answer is two words. I _ _ _ Secret Move 2: Rope Maneuver Premiere 1_-202_UR Secret Move Ultra-Rare 1_-202 Rope Maneuver | | Once per turn if you have a saved Rope, discard a Trap obstacle from your hand to add 1 in your Move ability for the rest of the turn. Clue: The first word was a action as ?^?urify! And ?^??^? as Lara Croft! T E A P Secret Move 3: Clean Sweep Premiere 1_-203_UR Secret Move Ultra-Rare 1_-203 Clean Sweep | | If you reset at a non-Special location with no other Tomb Raider, you may discard the location. Reshuffle the location deck and discard any obstacles at that location. Clue: The first word has eleven letters and an apostrophe. _ O _ Y Secret Move 4: Divert and Escape Premiere 1_-204_UR Secret Move Ultra-Rare 1_-204 Divert and Scape | | If you have a Flare and no weapon you can reduce the damage you take from any Creature the damage you take from any Creature obstacle by 1 Hit. Clue: The first word is the name of a ruler. C U M R Secret Move 5: Silver Bullet Premiere 1_-205_UR Secret Move Ultra-Rare 1_-205 Silver Bullet | | If you encounter an obstacle card, discard from your hand a copy of that card and any action card to defeat the obstacle. The first word is someone who lived in the 14th century BC. A N O A Secret Move 6: Endurance Training Premiere 1_-206_UR Secret Move Ultra-Rare 1_-206 Endurance Training | | Discard your Medi Pack from play and play Training Exercise to regain 1 Hit, even if this takes you above your maximum Life. Clue: The first word begins with the letter "N". N D D M Secret Move 7: Reflection of Fate Premiere 1_-207_UR Secret Move Ultra-Rare 1_-207 Refletion of Fate | | While you have the Laptop Computer and one Cursed Idol, that idol's ability changes to: Gain +1 to your Think ability. Clue: The second word is another name for "tavern". __ E I Secret Move 8: Lock and Load Premiere 1_-208_UR Secret Move Ultra-Rare 1_-208 Lock and Load | | Discard any 2 identical cards from your hand to ready any weapon that requires ammo. Clue: The second word has six letters. B I R D Secret Move 9: Three of a Kind Premiere 1_-209_UR Secret Move Ultra-Rare 1_-209 Three of a Kind | | If you has a Ammo, you can discard 3 cards of the same type from your hand. Take the first card of the same type from your deck then shuffle. Clue: The second word begins with the letter "L". E N N Beach Slippery_When_Wet 2S-001_S1 Location Pacific 0 L U R 0 Starter-1 2S-001 Special Location: Entrance. | While at this location the dificulty for discovering the: Oxygen Tank, Diving Flippers, or Snorkeling Goggles is reduced by 2. This is a lot more provate than Cancun. I'll have ro remember this for my next vacation. The Shallows Slippery_When_Wet 2S-002_S1 Location Pacific 0 D U -2 Starter-1 2S-002 [Save] Save Point. Hello, is anyone home? It never hurts to ask. Whirlpool Slippery_When_Wet 2S-003_S1 Location [W] (Wet) Pacific 0 D 0 Starter-1 2S-003 Special Location: Treasure Room. | Power 1: Minimum deth (See level rules.) | Whirlpool (Trap): | 11 Move or 12 Think. -5 Air Supply if failed. | Finding the Treasure requires a 10 Search. You don't see these at the water park. Quiet Chamber Slippery_When_Wet 2S-004_S1 Location Pacific -1 D 0 Starter-1 2S-004 Tomb Raiders cannot attack other Tomp Raiders at this location. This is more like it. Looks like a good spot to catch my breath, quite literally. Underground Lake Slippery_When_Wet 2S-005_S1 Location [W] (Wet) Pacific 1 L D U R 1 Starter-1 2S-005 A Tomb Raider loses 2 additional Air Supply if she makes a Fight test at this location. If I see a little green guy padding my way, I'm cut of here! Boulder Field Slippery_When_Wet 2S-006_S1 Location Pacific 1 D U 0 Starter-1 2S-006 Boulders (Trap): 6 Move or 8 Search. | Stuck if failed. I would have thought all this water would have sworn these boulders flat ages ago. But no, that would be too easy... Intersection Slippery_When_Wet 2S-007_S1 Location Pacific 1 L D U R 0 Starter-1 2S-007 Polynesian influence, definitily. These were an sophisticated people, and who knows that magic of theirs might still remain. Underwater Trench Slippery_When_Wet 2S-008_S1 Location [W] (Wet) Pacific 3 L D R 0 Starter-1 2S-008 A Tomb Raider at this location may skip her Search round to fill her Air Supply. Was this always underwater? Probably not, I should think, since this trench is worn smooth and the walls are not. Underwater Tunnels Slippery_When_Wet 2S-009_S1 Location [W] (Wet) Pacific 0 L D U 1 Starter-1 2S-009 Barracuda (Creature): 7 Fight or 9 Move. | 1 Life. Hit if failed. More Polysian carving, but these have a disctint Mauri influence. How wide ranging were these people? Sea Caves Slippery_When_Wet 2S-010_S1 Location [W] (Wet) Pacific 1 L D R 1 Starter-1 2S-010 Coral Reef (Trap): 8 Move or 9 Think. | -1 Air Supply and Stuck if failed. A marine biologist's dream come true. It's a pity I'm only interested in treasures of another kind. Hidden Lair Slippery_When_Wet 2S-011_S1 Location Pacific 1 L U R 2 Starter-1 2S-011 Crocodile (Creature): 8 Fight or 10 Move. | 2 Life. Hit if failed. Oh, dear. This bed is definitely too hard. Time to go! Underwater Cavern Slippery_When_Wet 2S-012_S1 Location [W] (Wet) Pacific 2 L D R 1 Starter-1 2S-012 Tonb Raiders gain +2 to the results of each Search test at this location if there is a 4 [W] (wet) location adjacent to it. The limited light can play tricks on your eyes, but I don't even want to know what's lurking around those dark shadows. Storage Area Slippery_When_Wet 2S-013_S1 Location Pacific 1 D U R 3 Starter-1 2S-013 If a Tomb Raider searches at this location, she becomes Stuck. Now who would have stacked these here? They're all in pretty good shape, so they haven't been here too long. Underground River Slippery_When_Wet 2S-014_S1 Location [W] (Wet) Pacific 2 L U R 0 Starter-1 2S-014 People pay top dollar for this sort of thing at amusement parks. To think I get to fo it gor gree! Cavern Corridor Slippery_When_Wet 2S-015_S1 Location Pacific 3 L D 1 Starter-1 2S-015 I would have expected more rats and insects, but there's nothing down here. Then again, perhaps I've spoken too soon. Sunken Hallway Slippery_When_Wet 2S-016_S1 Location [W] (Wet) Pacific 2 L D 0 Starter-1 2S-016 I'd be better off with my floppers down here. Not to mention what all this is doing to my clothes. They might shrink! Corner Room Slippery_When_Wet 2S-017_S1 Location Pacific 4 D R 1 Starter-1 2S-017 At the beginning of her Search round, a Tomb Raider at this location may discard a random card from her hand. If she does so, she gains +3 to her Search test result this turn. I don't like the looks of this at all. Canal Slippery_When_Wet 2S-018_S1 Location [W] (Wet) Pacific 1 D U 0 Starter-1 2S-018 A Tomb Raider loses an additional 2 Air Supply if she makes a Search test at this location. Despite all speculation to the contrary, my 'build' does not help me float. Lara Croft, Scuba Diver Slippery_When_Wet 2S-019_S1 Raider Power 1 Character 2 2 3 2 Starter-1 2S-019 You cannot lose Air Supply while making a Move, Search, or Think test at a [W] (wet) location. | Power 1 Character The treasures of the Titanic are nothing compared to what I've discovered on the ocean floor. Pearl of the Pacific Slippery_When_Wet 2S-020_S1 Treasure Power 1 Starter-1 2S-020 Whenever you play any discovery, you may draw a card. Wow! I've found some valubles stuff before, but this takes the cake. Can you image the size of the cyster that made this? Dodge Slippery_When_Wet 2S-021_S1 Action Starter-1 2S-021 Negate all Hits from a single source. | You become Stuck. Think again, my good chap! Now you see me, now you don't. Shark Slippery_When_Wet 2S-022_S1 Obstacle [W] (Wet) Creature 7 Starter-1 2S-022 8 Think or 10 Fight. | 3 Life. 2 Hits and -2 Air Supply if failed. You would think after seeing all thise movies, I'd be used to the idea of razor sharp teeth. Well, I'm not! Snorkeling Goggles Slippery_When_Wet 2S-023_S1 Discovery Item 9 Starter-1 2S-023 Add +2 to the result of each Search test while at a [W] (wet) location. They're bulky and they leave rings on my face, but it's better than being blind down here. Swept Away Slippery_When_Wet 2S-024_S1 Action Starter-1 2S-024 Play when another Tomb Raider fails a Move test at a [W] (wet) location. (after all effects of failing the test are applied). This had better take me toward same air soon, or it's the great saltwater nap for me! Riptide Slippery_When_Wet 2S-025_S1 Obstacle [W] (Wet) Trap 5 Starter-1 2S-025 7 Think or 9 Move. | +3 Air Supply if failed. Riptide! For goodness sake, could this place be any more dangerous? Diving Platform Slippery_When_Wet 2S-026_S2 Location Roman 0 L U R 0 Starter-2 2S-026 Special Location: Entrance. | While at this location the dificulty for discovering the: Oxygen Tank, Diving Flippers, or Snorkeling Goggles is reduced by 2. No need to be fancy here. Just a simple dive into the water will suffice. It's not like judges are going are going to be holding no numbers. Fountain Room Slippery_When_Wet 2S-027_S2 Location Roman 0 D U -2 Starter-2 2S-027 [Save] Save Point. A should toss a coin for luck, it could for luck, it couldn't hurt. Neptune's Sanctum Slippery_When_Wet 2S-028_S2 Location [W] (Wet) Roman 0 D 0 Starter-2 2S-028 Special Location: Treasure Room. | Power 1: Minimum deth (See level rules.) | Giant Crocodile (Creature): 10 Fight. | 3 Life. 2 Hits and Stuck if failed. | Finding the Treasure requires a 10 Search. I think I know what Jason felt like when he was searching for the Golden Fleece. Blocked Passage Slippery_When_Wet 2S-029_S2 Location Roman 1 D 1 Starter-2 2S-029 Switch: One Tomb Raider may skip her Search round to add an exit to any other location, heading deeper into the level. This switch may only be triggered once. Wonderful. Well it could have been worse. It could have been underwater. The Dark Deep Slippery_When_Wet 2S-030_S2 Location [W] (Wet) Roman 2 L D U R -1 Starter-2 2S-030 [Flare] Dark (Trap): 7 Think or 9 Search. | -2 Air Supply if failed. It's no wonder those deep-sea creatures grow glowing eyes and such. I can hardly see a thing down here. Abandoned Chamber Slippery_When_Wet 2S-031_S2 Location Roman -1 D 1 Starter-2 2S-031 A Tomb Raider at this location may skip her Search round to shuffle her discard pile into ger deck. What's this? Is there a great sale going on that I don't know about? Underwater Arena Slippery_When_Wet 2S-032_S2 Location [W] (Wet) Roman 2 D R 2 Starter-2 2S-032 Hannerhead Shark (Creature): | 6 Fight or 9 Move. | 2 Life. Hit and -1 Air Supply if failed. Let the games begin! Hidden Back Room Slippery_When_Wet 2S-033_S2 Location Roman 4 L U R 2 Starter-2 2S-033 The first discovery found at this location does not cause it to become empty. Okay! I hope they kept this place a secret for a reason. Forgotten Corridor Slippery_When_Wet 2S-034_S2 Location Roman -1 D U -1 Starter-2 2S-034 Rats (Creature): 4 Fight or Search. | 1 Life. Hit if failed. Do you ever get the feeling you're being watched? Happens to me all the time. Crate Room Slippery_When_Wet 2S-035_S2 Location Roman 3 D 2 Starter-2 2S-035 At the end of each turn, remove all empty tokens from this location. St. Nicholas has been busy. Are all these presents for me? Submerged Ramp Slippery_When_Wet 2S-036_S2 Location [W] (Wet) Roman 1 L D R 1 Starter-2 2S-036 Rapid Currents (Trap): 6 Move or 8 Think. | Move to a random adjacent location if failed. Well, if I had a speed beat, at least I could put it in the water here. Sunken Platform Slippery_When_Wet 2S-037_S2 Location [W] (Wet) Roman 2 D U R 2 Starter-2 2S-037 Spikes (Trap): 9 Move or 10 Search. | Hit if failed. No bones lying around is good sing. Big spikes in wall is definitely a bad sign. It's a toss up. Crawl Space Slippery_When_Wet 2S-038_S2 Location Roman 0 D -1 Starter-2 2S-038 Obstacles cannot be played at this location. Well, this should keep the heavier Tomb Raiders away from the treasure room! Underwater Passage Slippery_When_Wet 2S-039_S2 Location [W] (Wet) Roman 2 D U R 0 Starter-2 2S-039 Undertow (Trap): 7 Move or 7 Search. | -3 Air Supply if failed. All things being equal, I'd prefer this water to be a little warmer. Side Passageway Slippery_When_Wet 2S-040_S2 Location Roman 2 L D 1 Starter-2 2S-040 I wonder if any one would mind if I sat down and wrung out my socks? Channel Slippery_When_Wet 2S-041_S2 Location [W] (Wet) Roman 3 U 1 Starter-2 2S-041 I've explored the catacombs beneath Venice, and at least they have places where you can breath most of the time! Murky Depths Slippery_When_Wet 2S-042_S2 Location [W] (Wet) Roman 3 L D R -1 Starter-2 2S-042 Manta Ray (Creature): 4 Fight or 6 Think. | 1 Life. Hit and Stuck if failed. That's the thing about flares. If you light one ip, you might see who you're looking for, buy they will most definitely see you. Pool Slippery_When_Wet 2S-043_S2 Location [W] (Wet) Roman 1 L D U R 1 Starter-2 2S-043 The Tomb Raider who explores this location may draw a card. I can't remember right off just how long I can hold my breath. No problem, though since I didn't bring a watch. Lara Croft, Mariner Slippery_When_Wet 2S-044_S2 Raider Power 1 Character 2 2 2 3 Starter-2 2S-044 Roll a additional die while making any test at a [W] (wet) location. | Power 1 Character As a mistakes of both land and sea, I know that a good Tomb Raider must be prepared to face almost any enviroment. Neptune's Trident Slippery_When_Wet 2S-045_S2 Treasure Power 1 Starter-2 2S-045 All of your Weapons are considered [W/D] (wet/dry) Weapons. The weapon of a Roman god! This artifact alone would turn the archaeological community on it's ear if I could just get it out of here. Choke Slippery_When_Wet 2S-046_S2 Action Starter-2 2S-046 During your Action round, make a Fight test against another Tomb Raider at your location. If you win, she loses 2 Air Supply. Breath in, breathe out, breathe in, breathe out. I have to stay focused. Gigantic Eel Slippery_When_Wet 2S-047_S2 Obstacle [W] (Wet) Creature 6 Starter-2 2S-047 9 Search or 9 Fight. | 2 Life. Hit and Stuck if failed. Are these things poisonous, or are they constrictor? Sometimes I wish I had paid more attention to those nature documentaries. Diving Flippers Slippery_When_Wet 2S-048_S2 Discovery Item 8 Starter-2 2S-048 Add +2 to the result of each Move test while at a [W] (wet) location. There, that's much better! A bit of reverse evlotion, I suppose, but whatever works... Defensive Tactics Slippery_When_Wet 2S-049_S2 Action Starter-2 2S-049 Play when another Tomb Raider inflities a Fight test against you. Add +5 to your result. Ah, but you see I too can fight left handed... Geyser Eruption Slippery_When_Wet 2S-050_S2 Obstacle Trap 6 Starter-2 2S-050 10 Seach or 11 Move. | Hit if failed. | This location becomes a [W] (wet) location. It's a shame I don't have time for a quick shower. The Way Through Slippery_When_Wet 2S-051_CS Action Common/Starter 2S-051 Play instead of a normal Search. Your location must be unable to link to the treasure room. Roll a die. On a 4, 5 or 6 add an exit to this location in any direction. On a 1, 2 or 3 put this card back in your hand. There's just got to be a way to get deeper into the tomb! Small Medi Pack Slippery_When_Wet 2S-052_CS Discovery Item 10 Common/Starter 2S-052 Discard (from play) during the draw round to heal 1 Life. Bandages and gauze, antibiotics and pain-killers are all well and good, but I like chewing gum best. Magnum Pistols Slippery_When_Wet 2S-053_CS Discovery Item 15 Common/Starter 2S-053 Weapon. (You can only use 1 Weapon at a time, though you can carry more.) | Add +1 to your Fight results. | Add +1 Hit when you cause damage. Definitely more powerful than the standard pistols, these Magnums have quite a kick! Look Again Slippery_When_Wet 2S-054_CS Action Common/Starter 2S-054 Remove an empty token from any location. You just never know what you might find if you look hard enough. Even when I've checked out an area, I like to take a second look from a new angle whenever possible. Pit Trap Slippery_When_Wet 2S-055_CS Obstacle Trap 4 Common/Starter 2S-055 [Rope] 9 Move or 10 Search. | Stuck if failed. Man! This is getting hard on the knees! It could be worse, the next one could have spikes... | Oh. Hidden Exit Slippery_When_Wet 2S-056_CS Discovery Trigger 13 Common/Starter 2S-056 Add an exit in any direction to your location. Don't even try to tell me there's no exit the way I want to go! Triggered Door Slippery_When_Wet 2S-057_CS Discovery Trigger 11 Common/Starter 2S-057 Add an exit in any direction to any location with 2 or fewer unblocked exits. I am amazed at the intricacies the ancient tomb builders used to keep their secrets well hidden. Better than Fort Knox! Save Point Slippery_When_Wet 2S-058_CS Discovery Trigger 16 Common/Starter 2S-058 [Save] Add a Save Point to your current location. If there's one thing I'm sure of, it is that sometimes starting over is the only option. Air Pocket Slippery_When_Wet 2S-059_CS Discovery Trigger 17 Common/Starter 2S-059 [Save] This can only be discovered at a non Special [W] (wet) location. Add a Save Point to that location. It becomes a [D] (dry) location. Well, that's fortunate. Mental note: next time, bring plastic bags so I can haul around some extra air supply. Drain Trigger Slippery_When_Wet 2S-060_CS Discovery Trigger 6 Common/Starter 2S-060 Fill your Air Supply. They could have made this simpler. Frogman Slippery_When_Wet 2S-061_CS Obstacle [W] (Wet) Creature 3 Common/Starter 2S-061 4 Fight or 5 Move. | Or 5 Fight or 6 Move at a [W] (wet) location. | 1 Life. Hit and -1 Air Supply if failed. I don't suppose you fellows would like to sit and chat about this? No? Well, here goes, then! Rats Slippery_When_Wet 2S-062_CS Obstacle [W] (Wet) Creature 3 Common/Starter 2S-062 7 Search or 7 Fight . | 1 Life. Hit if failed. | When this obstacle is removed (from play), it is returned to its ower's hand. Rats! Good thing my mother isn't here. She hates rats! Crocodile Slippery_When_Wet 2S-063_CS Obstacle [W] (Wet) Creature 6 Common/Starter 2S-063 8 Think or 8 Fight. | 2 Life. 2 Hits if failed. If you win, I'm lunch. If I wen you're a new pair of boots. Strong Currents Slippery_When_Wet 2S-064_CS Obstacle [W] (Wet) Trap 5 Common/Starter 2S-064 8 Move or 9 Think. | -2 Air Supply and Stuck if failed. Just my luck! No time to panic, I just have to make strong strokes across the current. It's my only chance. Dark Slippery_When_Wet 2S-065_CS Obstacle [W] (Wet) Trap 2 Common/Starter 2S-065 [Flare] 7 Search or 8 Think. | Stuck if failed. Who would have thought it could get so dark underground? Shark Knife Slippery_When_Wet 2S-066_CS Discovery Item 14 Common/Starter 2S-066 [W/D] (Wet/Dry) Weapon. (You can only use 1 Weapon at a time, though you can carry more.) The magnum pistols are out of the question down here, but it's nice to have another piece of blue steel in my hand. Slick Surface Slippery_When_Wet 2S-067_CS Obstacle Trap 1 Common/Starter 2S-067 5 Search or 6 Think. | Stuck if failed. Oh, and I suppose a couple of hand holds would have been too much to ask for? Air Tank Slippery_When_Wet 2S-068_CS Discovery Item 12 Common/Starter 2S-068 Return this card to your hand to fill your Air Supply. Sure beats holding my breath al the time. Lara Croft, Oceanographer Slippery_When_Wet 2S-069_CS Upgrade Power 2 Character Common/Starter 2S-069 Play when you have explored 2 [W] (wet) locations this level. Upgrade any Tomb Raider. | Add +1 to an ability of your choice. Your maximum Air Supply is increased by +2. | Power 2 Character Upgrade You can learn a lot from the ocean. Finding the treasure and keeping my head above water are the two highest on my list. Steady Aim Slippery_When_Wet 2S-070_CS Action Common/Starter 2S-070 Play before rolling a Fight test. Choose 1 of the following: | Add +2 to the result, or | Add +1 Hit if you cause damage. Good stance, careful bracing, and gently squeeze the trigger... Over Achiever Slippery_When_Wet 2S-071_CS Action Common/Starter 2S-071 Play before you roll any test. Add +2 to the result. Just how I like to win a soccer match - with a couple of goals to spare! Panic Attack Slippery_When_Wet 2S-072_CS Action Common/Starter 2S-072 target a Tomb Raider at a [W] (wet) location. She must make an 11 Think test. | If she fails, she loses 1 Air Supply. Okay! Clam down! I'm in my happy place! Meditate, concentrate! Oh bugger, how an I going to get out of this? Flotsam and Jetsam Slippery_When_Wet 2S-073_CS Action Common/Starter 2S-073 Play after you roll a Search test at a [W] (wet) location. Add +4 to your result. It's kind of hard to tell which is which. Swim Slippery_When_Wet 2S-074_CS Action Common/Starter 2S-074 Play at a [W] (wet) location. For the rest of the turn, you do not lose Air Supply when you succeed at a test. This is where all those laps in the back at the mansion really pay off! Ready, Set, Go Slippery_When_Wet 2S-075_C Action Common/ 2S-075 Add +5 to the result of all tests, while at an Entrance location (this turn). It's not like I get to have a cup of coffe to start my day. Blood in the Water Slippery_When_Wet 2S-076_C Action Common/ 2S-076 I've read that a shark can defect a single drop of blood on the water a hundred yards off. That's it then - no more bleeding for me! I've read that a shark can detect a single drop of blood in the water a hundred yards off. That's it then - no more bleeding for me! First off the Line Slippery_When_Wet 2S-077_C Action Common/ 2S-077 Play before determining turn order. Roll 3 additional dice. Oh, I'm sorry. Did you want to go first? Harpoons Slippery_When_Wet 2S-078_C Discovery Item 9 Common/ 2S-078 Ammo. Discard (from play) to ready a Harpoon Gun. Smashing! Kebobs for everyone! Reevaluate Slippery_When_Wet 2S-079_C Action Common/ 2S-079 Play after roll a Search or Think test. | Add +3 to the result and become Stuck. This is just like that map of lost temple! Sometimes it just takes me a minute or two to puzzle these things out. Go in Shooting Slippery_When_Wet 2S-080_C Action Common/ 2S-080 Gain +1 Fight ability (until the end of the turn). (For the rest of the turn) take an additional Hit each time you take a Hit. Sometimes you just have to throw caution to the wind. Okay, bloke, it's eitheir you or me! No Pain, No Gain Slippery_When_Wet 2S-081_C Action Common/ 2S-081 Play before you roll any test. Roll additional dice equal to the amount if damage on your Tomb Raider. What ever doesn't kill you... Angry Native Slippery_When_Wet 2S-082_C Obstacle Creature 4 Common/ 2S-082 6 Fight or 8 Think. | 1 Life. Hit if failed. | Any Tomb Raider at this location may discard a discovery she controls to discard this obstacle (from play). There you go way my good fellow. It's nice and shiny. Now, go show it to your friends and leave me alone. Ride the Wave Slippery_When_Wet 2S-083_C Action Common/ 2S-083 Play after rolling a Move test at a [W] (wet) location. Add +3 to the result. Mark Spitz has nothing on me! Monkey Swing Slippery_When_Wet 2S-084_C Action Common/ 2S-084 Play before attempting to overcome a Pit obstacle. Roll 2 additional dice. No, no. ME tarzan, YOU ane! Overwhelmed Slippery_When_Wet 2S-085_C Action Common/ 2S-085 Play after a Tomb Raider has failed 2 tests at the same location this turn. She takes a Hit, and becomes Stuck. Sometimes it all gets a little too much. Then I think about the treasure, and I'm ready to go again. Sleight of Hand Slippery_When_Wet 2S-086_C Action Common/ 2S-086 Switch one of your saved discoveries with one of your unsaved discoveries. So Silas, which of my hands has the treasure and which has the loaded magnum? Last Gasp Slippery_When_Wet 2S-087_C Action Common/ 2S-087 Play at a [W] (wet) location, when your Air Supply is 2 or less. Roll 2 additional dice while making any tests (this turn). Think I'm finished, do you? Well, I'm not going without a fight! Native Guide Slippery_When_Wet 2S-088_C Discovery Companion 12 Common/ 2S-088 Whenever your Tomb Raider attempsa Move test during the Action tound, this Companion must first roll the same test using 2 dice. If he succeds, gain +1 to your result. If he fails, discard this discovery and roll an additional die. No, no Ms. Croft, I'm sure the trail leads this way. Just follow my trac... Aaaaeeeeee... | Hnm... Maybe I'll go this way instead. Water Grave Slippery_When_Wet 2S-089_C Action Common/ 2S-089 Play before rolling any test at a [W] (wet) location. Add +4 to your result. If you fail, lose 2 Air Supply and become Stuck. Someone really should call a plumber for this place. You Lose Slippery_When_Wet 2S-090_C Action Common/ 2S-090 Play when a Tomb Raider fails a test. She must discard 3 cards at a random from her hand. Mental note: don't do that again! Sudden Drop Slippery_When_Wet 2S-091_C Action Common/ 2S-091 Play when a Tomb Raider fails to overcome a Pit obstacle. She takes a Hit. That cartoon coyte lives through this sort of thing all the time. Roll With It Slippery_When_Wet 2S-092_C Action Common/ 2S-092 Play when you take more than 1 Hit from a sinfle source. Take only 1 Hit (instead). Thought you'd finish me off there, did you? I don't think so! Scouting Mission Slippery_When_Wet 2S-093_C Action Common/ 2S-093 Skip your Search round this turn to look at the top 3 cards in the Level deck. You may place one of these cards face down in any adjacent, undcovered location. | Put the remaning cards back in any order you choose. Snooping? I prefer to think of it as tatical inverstigation. Recycle Resources Slippery_When_Wet 2S-094_C Action Common/ 2S-094 Shuffle your discard pile into your deck. The ole' reliabes never go out of style. Mud Slippery_When_Wet 2S-095_C Obstacle Trap 1 Common/ 2S-095 5 Search. | Discard a randon cared from your hand if failed. Well, it's better than jelly, I suppose. Underwater Grate Slippery_When_Wet 2S-096_C Obstacle [W] (Wet) Trap 2 Common/ 2S-096 6 Think or 7 Search. | -1 Air Supply and Stuck if failed. Oh, pardon the pun, but this is just great! Hidden Trap Slippery_When_Wet 2S-097_C Action Common/ 2S-097 Discard any number of cards from your hand. For each card you discard increase a single location's danger rating by +1 (for the rest of the turn). They just don't make traps like this anymore. Diabolical, deadly, and oh so difficult to avoid. A masterpiece, really. Monkey Slippery_When_Wet 2S-098_C Obstacle Creature 2 Common/ 2S-098 5 Think or 6 Fight. | 1 Life. Discard (from play) a random discovery that you control if failed. Now, where did I put that thing? I'd swear I had it here just a minute ago. I must be losing what's left of my mind. Snake Slippery_When_Wet 2S-099_C Obstacle Creature 3 Common/ 2S-099 6 Search or 8 Fight. | 1 Life. Move Injury of failed. A certain colleague of mine id terrified of snakes... Chalk Slippery_When_Wet 2S-100_C Discovery Item 8 Common/ 2S-100 Discard (from play) to place your Tomb Raider at any Entrace location. I learned this trick from a chap named Charles in Indonesia. It comes in handy from time to time. Captain's Cabin Slippery_When_Wet 2S-101_U Location Shipwreck 1 D 0 Uncommon 2S-101 [Save] Save Point. | Rotting Floorboards (Trap): | 9 Search or 11 Think. | Hit and Stuck if failed. So, the captain lived no better than this? I would have sprunced the place up a bit, but that's just me. Treasure Hold Slippery_When_Wet 2S-102_U Location [W] (Wet) Shipwreck 2 D 0 Uncommon 2S-102 Special Location: Treasure Room. | Power 2, Minimum depth. (See level rules.) | Octopus (Creature): 14 Fight. | 5 Life. Hit, Stuck, and -2 Air Supply if failed. | Finding the Treasure requires a 14 Search. So many limbs grabbing and groping. Is this a treasure room or a new American rock video? The Hull Slippery_When_Wet 2S-103_U Location [W] (Wet) Shipwreck 3 L D U R 3 Uncommon 2S-103 Randomly block 2 exits at this location when it is explored. I hope I don't have to spend the night here. The Ballroom Slippery_When_Wet 2S-104_U Location Shipwreck 4 D U R 1 Uncommon 2S-104 Triggered discoveries cannot be played at this location. And I forgot my dress. Pity. Boiler Room Slippery_When_Wet 2S-105_U Location Shipwreck 2 L D R 1 Uncommon 2S-105 Goon (Creature): 9 Move or 11 Fight. | 2 Life. 2 Hits of failed. To think I passed on watching a re-run of the Poseidon Adventure just last week. That will teach me! Engine Room Slippery_When_Wet 2S-106_U Location Shipwreck 3 D R 3 Uncommon 2S-106 Thug (Creature): 10 Fight or 10 Think. | 2 Life. Hit and Fight Injury if failed. 'I'm givin' it all she's got captain!' I've always wanted to say that. Below Decks Slippery_When_Wet 2S-107_U Location [W] (Wet) Shipwreck 4 L D U 2 Uncommon 2S-107 Tomb Raiders gain +3 to the result of each test which at this location. These cabon's aren't so small as I've led to believe. Mental note: take a nice cruise when this is all over. Sunken Wreckage Slippery_When_Wet 2S-108_U Location [W] (Wet) Shipwreck 5 L D U R 3 Uncommon 2S-108 The Tomb Raider who explores this location may go through her deck and place a discovery card in her hand. If she does so, she shuffles her deck. I wonder who has salvage rights here? Well, no matter. I'll settle things with the maritime courts if they ever track me down. Lower Chamber Slippery_When_Wet 2S-109_U Location [W] (Wet) Shipwreck 4 L D 2 Uncommon 2S-109 Creature obtacles cannot be played at this location. Okay, I'll admit it's getting a bit creepy way down here. I am definitely in the deep end of the pool. Staircase Slippery_When_Wet 2S-110_U Location Shipwreck 3 D U 0 Uncommon 2S-110 No Tomb Raider can take more than 1 Hit from any single source while at this location. What a magnificent ship this must have been! They just don't make them like this anymore. Keel Slippery_When_Wet 2S-111_U Location [W] (Wet) Shipwreck 2 L D U R 0 Uncommon 2S-111 Exits cannot be blocked at this location. Well, that's one good thing, anyway. With her sitting on the bottom like this no one is going to get keel-hauled! Starboard Slippery_When_Wet 2S-112_U Location [W] (Wet) Shipwreck 1 L D R 2 Uncommon 2S-112 When a Tomb Raider loses Air Supply at this location, she loses an additional Air Supply. Starboard is right and part is left right? Oh, dear, I really should spend more time on ships. Port Side Slippery_When_Wet 2S-113_U Location [W] (Wet) Shipwreck 1 L D R 2 Uncommon 2S-113 A Tomb Raider cannot gain Air Supply while at this location. I wonder what sank her. Moreover, I wonder how she ended up here. Upper Deck Slippery_When_Wet 2S-114_U Location Shipwreck 3 L D U R 2 Uncommon 2S-114 Pirate (Creature): 8 Fight or 11 Search. | 2 Life. Hit and Move Injury if failed. Yuck! With a face like that, mate it's a wonder they didn't keep you on the lower decks somewhere! Cargo Hold Slippery_When_Wet 2S-115_U Location Shipwreck 2 L D R 3 Uncommon 2S-115 All players may play an obstacle at this location when it is forst explored.This location cannot be searched, unless it has an obstacle. Toppled cargo containers and smashed boxes everywhere. There are a thousand places someone could hide down here! Dark Hallway Slippery_When_Wet 2S-116_U Location Shipwreck 3 D U -1 Uncommon 2S-116 [Flare] Dark (Trap): 7 Search or 8 Think. | Stuck if failed. Poking around in the dark can be fun, but this is neither the time nor the place! Gangplank Slippery_When_Wet 2S-117_U Location Shipwreck 6 D U 0 Uncommon 2S-117 If there are no Creature obstacles at this location, a Creature obstacle may be played here whenever a Tomb Raider enters this location. Discard (from play) all Creature obstacles at this location at the end of each turn. Arg, matey! So long, sucker... Navigation Room Slippery_When_Wet 2S-118_U Location Shipwreck 3 L D U R 1 Uncommon 2S-118 A Tomb Raider cannot heal while at this location. Broken glass and twisted metal sticking out everywhere. A girl could tear than her pants in here! Killer Whales Slippery_When_Wet 2S-119_U Obstacle [W] (Wet) Creature 6 Uncommon 2S-119 9 Move or 11 Fight. | 4 Life. -3 Air Supply if failed. I thought these creatures were supposed to be harmless to humans. Harpoon Gun Slippery_When_Wet 2S-120_U Discovery Item 16 Uncommon 2S-120 [W] (wet) Weapon. (You can only use 1 Weapon at a time, though you can carry more.) Add +3 to your Fight results. Add +1 Hit when you cause damage. Rotate when used. Turn face down when used while rotated. Cannot be used ehrn face down. (Ammo will ready this weapon.) Don't go underwater without one! Passport Slippery_When_Wet 2S-121_U Action Uncommon 2S-121 Go through your deck and place a Character Upgrade of choice in your hand. Shuffle your deck. Bussiness or pleasure? Well, a little of both, I suppose. False Trail Slippery_When_Wet 2S-122_U Action Uncommon 2S-122 [Save] Save Point. | Move a Save Point to any adjacent location. Okay, I've misplaced my keys before, but this is ridiculous. No Retreat Slippery_When_Wet 2S-123_U Action Uncommon 2S-123 Play when there is a Creature obstacle at a target Tomb Raider's location. She cannot move from her current location until the obstacle is overcome. She gains +3 to all test results this turn. What is this thing? I didn't come down here just to tango with you, dear! Mother Lode Slippery_When_Wet 2S-124_U Action Uncommon 2S-124 Play making a Search test. You may play 2 discoveries (instead of 1), if the total difficulty of both discoveries is not more than your result. Ammo, medi placks, flares... I've hit the mother load! Reverse Play Slippery_When_Wet 2S-125_U Action Uncommon 2S-125 Target another Tomb Raider at your location. Switch treasure itens with the target if the power level of your treasure is greather than or equal to hers. I'll show you mine if you show me yours... tresures that is. Trip Slippery_When_Wet 2S-126_U Action Uncommon 2S-126 Play when damage another Tomb Raider in a Fight test. Negate the damage. She becomes Stuck. Just remember this: I could have killed you, but I decided not to. I might not be so generous next time. Disorientation Slippery_When_Wet 2S-127_U Action Uncommon 2S-127 Play when a Tomb Raider fails to overcome an obstacle at a [W] (wet) location. She loses 2 Air Supply. Okay, if there's a worse time to get lost, I can't think of it! Gun Belt Slippery_When_Wet 2S-128_U Discovery Item 9 Uncommon 2S-128 Your difficulty for discovering Ammo cards is reduced by 4. I've tried bandollers, but for some reason they just never fit right. Mechanical Cog Slippery_When_Wet 2S-129_U Discovery Item 15 Uncommon 2S-129 Remove this card from the game to add 2 exit arrows to your location. I've never been mechanically inclined. When my car breaks down, I just call Vinnie to fix it for me. He never seems to mind. Propulsion Unit Slippery_When_Wet 2S-130_U Discovery Item 10 Uncommon 2S-130 While at a [W] (wet) location roll an additional die when making a Move or Seach test. If you are not at a [W] (wet) location, return this card to its owner's hand. Okay, bad guys. Eat my bubbles! Parrot Slippery_When_Wet 2S-131_U Discovery Companion 14 Uncommon 2S-131 Add +2 to the result of all Think tests. I've been told the Norwegian Blue make the best kind. Flood Gate Slippery_When_Wet 2S-132_U Discovery Trigger 13 Uncommon 2S-132 This can only be discovered at a non-Special [D] (dry) location. All Tomb Raiders at this location lose 1 Air Suply. How literal! Time to take a deep breath. Drain Pipe Slippery_When_Wet 2S-133_U Discovery Trigger 11 Uncommon 2S-133 This can only be discovered at a non-Special [W] (wet) location. This location becomes a [D] (dry) location. That's better! I'm not sure how much longer I could have held my breath. Depth Gauge Slippery_When_Wet 2S-134_U Discovery Item 10 Uncommon 2S-134 Your Tomb Raider not lose Air Suply while making a Search test at a [W] (wet) location. Fathoms? Hosnestly, who uses fathoms anymore? Ornate Key Slippery_When_Wet 2S-135_U Discovery Item 10 Uncommon 2S-135 Discard (from play) to remove a Blocked token from your location. Excellent, a perfect fit! Try getting this thing copied down at the local hardware store. Quick Sand Slippery_When_Wet 2S-136_U Obstacle Trap 8 Uncommon 2S-136 9 Search or 10 Move. | Death if failed. If this were one of those Hollywood jungle movie sets there would be all kinds of vines hanging down to help me pull myself out. Mud Slide Slippery_When_Wet 2S-137_U Obstacle Trap 6 Uncommon 2S-137 9 Move. | Hit and Stuck if failed. | Remove this obstacle (from play) at the end of the turn. To think women spend a fortune at spas to get packed in mud like this. I get it for free. Lucky me... Collapsing Pillars Slippery_When_Wet 2S-138_U Obstacle Trap 7 Uncommon 2S-138 11 Think or 12 Move. | Hit if failed. | Remove this obstacle (from play) at the end of turn. When this obstacle leaves play, randomly block one exit at its location. When you consider tthe primitive archtecture and its age, it's wonder this entire place doesn't collapse. Moment of Triumph Slippery_When_Wet 2S-139_U Action Uncommon 2S-139 Add +2 to the result of all tests while at a Treasure Room location (this turn). I was expecting a grand finale, but I must admit, I'm impressed. King of the Hill Slippery_When_Wet 2S-140_U Action Uncommon 2S-140 Play after exploring a location. No other Tomb Raider can enter and you cannot leave that location (this turn). Look me, I'm king of the hill! Puzzle Trap Slippery_When_Wet 2S-141_U Obstacle [W] (Wet) Trap 6 Uncommon 2S-141 9 Think. | Stuck if failed. Makes me wish I'd spent move more time with that Rubik's Cube. Sliding Plates Slippery_When_Wet 2S-142_U Obstacle [W] (Wet) Trap 7 Uncommon 2S-142 8 Move or 10 Think. | Hit and Move Injury if failed. This sort of like how the stage opens me when a magician makes a volunteer from the audience disappear. Spinning Platform Slippery_When_Wet 2S-143_U Obstacle Trap 5 Uncommon 2S-143 7 Move or 8 Search. | Think Injury and Stuck if failed. Around and around she does. Where she stops, only Lara knows! Beat Feet Slippery_When_Wet 2S-144_U Action Uncommon 2S-144 Play when there is a Creature obstacle at your location and you are not Stuck. Immediately move to an adjacent location. Yikes! I'm out of here! Underwater Grapple Slippery_When_Wet 2S-145_U Action Uncommon 2S-145 Play when another Tomb Raider is at your [W] (wet) location. You both lose 2 Air Supply. Really! This is neither the time nor the place! Zombie Slippery_When_Wet 2S-146_U Obstacle Creature 9 Uncommon 2S-146 11 Move or 13 Fight. 4 Life. Hit if failed. | Any time a Tomb Raider dies at this location, add a token to this obstacle. If a Tomb Raider fails to overcome this obstacle she takes a number of tokens on this obstacle. I just don't understand this whole undead concept. It mean, either something's dead and laying still or it's alive and moving around. Torn Loose Slippery_When_Wet 2S-147_U Action Uncommon 2S-147 Play when a Tomb Raider takes a Hit. She must make a 9 Move test. If she fails, she must choose and discard (from play) a discovery she controls. There's something to be said about wearing tight outfits. Piranhas Slippery_When_Wet 2S-148_U Obstacle [W] (Wet) Creature 8 Uncommon 2S-148 11 Move or 12 Think. | 1 Life. Hit if failed. | Any previously damage Tomb Raider who fails overcome this obstacle suffers an additional Hit. I don't think so! I didn't come all this way to become fish food. Shiva Statue Slippery_When_Wet 2S-149_U Obstacle Creature 10 Uncommon 2S-149 11 Fight or 13 Move. | 4 Life. Hit if failed. | Any Tomb Raider who damages this Creature takes a Hit. Magic or no magic, living stone is never to be underestimated. Rig Worker Slippery_When_Wet 2S-150_U Obstacle Creature 10 Uncommon 2S-150 11 Fight or 13 Search. | 5 Life. Hit and Stuck if failed. I'm no mermaid, mate. When did you ever see legs like these on a mermaid? Watery Crypt Slippery_When_Wet 2S-151_R Location [W] (Wet) Roman 2 L D R 2 Rare 2S-151 Switch: One Tomb Raider may skip her Search round to turn this location into a [D] (dry) location. | This switch may only be triggered once. A dried out sacophagus os bad enough. I can't imagine what a mess I'd find inside one that's been seeped full of water for centuries. Echo Cavern Slippery_When_Wet 2S-152_R Location Pacific 3 L D U R 1 Rare 2S-152 Whenever any Creature obstacle card is removed from this location is returned to its owner's hand. HELLO, Hello, hello... ECHO, Echo, echo... | I just love that! Secret Depths Slippery_When_Wet 2S-153_R Location [W] (Wet) Atlantis 4 L D U R 3 Rare 2S-153 Kraken (Creature): | 9 Think or 11 Fight. | 3 Life. Hit and -2 Air Supply if failed. My goodness! I've never seen this fellow at Sea World! Twisting Tunnel Slippery_When_Wet 2S-154_R Location [W] (Wet) Cave 2 L D U R 1 Rare 2S-154 No Tomb Raider can leave this location the same turn she enters it. If I didn't know any better, I'd say this was a good place to take a quick nap. Flooded Fork Slippery_When_Wet 2S-155_R Location [W] (Wet) Tomb 1 D U R 0 Rare 2S-155 No Tomb Raider can exit this location in the same direction from which she entered. I, Lara Croft, being of sound mind... Testing Chamber Slippery_When_Wet 2S-156_R Location 2 D 0 Rare 2S-156 Special Location: Treasure Room. | Power 3, Minimum depth. (See level rules.) | Test 1 (Trap): 12 Move. Hit and Stuck if failed. | Test 2 (Trap): 12 Search. Hit and Stuck if failed. | Test 3 (Trap): 12 Think. Hit and Stuck if failed. | Finding the Treasure requires a 18 Search. I always hated tests in school! Maybe I should have studied more... Water Spout Slippery_When_Wet 2S-157_R Location -2 D U R 0 Rare 2S-157 Water Spout (Trap): 7 Move or 9 Think. | If failed, the Tomb Raider is moved back to her previous location. What's all this? Did we hit an iceberg os something? Floating Chamber Slippery_When_Wet 2S-158_R Location 0 L D U R -1 Rare 2S-158 At the start of each turn, block all exits at this location and roll a die. | On a result of 4, 5 or 6 remove all blocked tokens from this location. And I thought all the escalators at Harrods were confusing! Puna Slippery_When_Wet 2S-159_R Obstacle Creature 12 Rare 2S-159 13 Fight. | 9 Life. 2 Hit if failed. | No Tomb Raider may leave this location unless Puna took at least 3 damage last turn. You're just not going to let me we walk out of here, are you? Right, then, do your worst! Rig Boss Slippery_When_Wet 2S-160_R Obstacle Creature 11 Rare 2S-160 10 Fight. | 6 Life. 2 Hit and discard (from play) a random discovery you control if failed. Exceptional rig have here, really. Thanks for the tour, but I really must be going. Shiva Slippery_When_Wet 2S-161_R Obstacle Creature 12 Rare 2S-161 13 Fight or 13 Think. | 8 Life. 2 Hit if failed. | The Tomb Raider who removes this obstacle takes 2 Hits. Forgive me for saying so, but that stone complexion of yours is right awful. Ever thought of using a sand blaster? Open Pit Slippery_When_Wet 2S-162_R Obstacle Trap 4 Rare 2S-162 7 Move or 8 Search. | Hit if failed. | Can be played in addition to any other Pit obstacle. You could barbecue a mastodon in this thing. Whirling Blades Slippery_When_Wet 2S-163_R Obstacle [W] (Wet) Trap 9 Rare 2S-163 10 Think or 10 Search. | Death if failed. It slices! It dices! It jusliennes fries! I just need to make sure it doesn't julienne Lara! Cage Trap Slippery_When_Wet 2S-164_R Obstacle [W] (Wet) Trap 7 Rare 2S-164 12 Search or 12 Move. | All exits at this location become blocked if failed. | If any Tomb Raider overcome this obstacle unblock all exits at this location, and remove it (from play). It's been a long time since I danced in one of these. Blow Gun Slippery_When_Wet 2S-165_R Discovery Item 14 Rare 2S-165 Weapon (You may only use 1 Weapon at a time, though you can carry more). | Add +1 Hit when you cause damage. Using this isn't as easy as it looks. Friendly Soldier Slippery_When_Wet 2S-166_R Discovery Companion 18 Rare 2S-166 Add +1 Hit when you cause damage. | The next time you take damage, you must discard this card (from play) to negate that damage. My name? Why Lara, Lara Croft, of course. Never heard of me? You have been here a long time haven't you! Shark Tooth Slippery_When_Wet 2S-167_R Discovery Item 22 Rare 2S-167 While your Tomb Raider is at a non-Special [W] (wet) location, no [W] (wet) Creature obstacles can be played there. This thing seems to be warm and pulsing in my hand, and when I hold it out the fish swin away from me. This could be handy! Roman Idol Slippery_When_Wet 2S-168_R Discovery Item 20 Rare 2S-168 Remove this card from the game to discard any 1 Obstacle card (from play). Remans were masters of water management in ancient times. I'm at all suprised to find something of their culture down here. Leather Gloves Slippery_When_Wet 2S-169_R Discovery Item 16 Rare 2S-169 Adds +1 to your Move ability. Stylish and functional. My favorite combination! Grenade Slippery_When_Wet 2S-170_R Discovery Item 15 Rare 2S-170 Discard (from play) during the action round to inflict 1 Hit on all Tomb Raiders and Creatures obstacles at your location or at an adjacent location. I hate to destroy any of the delicate ruins or artifacts, but if you had to fight some of these creatures, you'd use a grenade too! Rest and Recover Slippery_When_Wet 2S-171_R Action Rare 2S-171 Heal 1 Life and draw a card. You become Stuck. Now, if I just had someone to bring me some tea and crumpets, this wouldn't be half bad. Secrets Revealed Slippery_When_Wet 2S-172_R Action Rare 2S-172 Go through your deck and find a Secret Move of your choice. Show ot all players and put it in your hand. Shuffle your deck. When you're this good, it's hard to keep a secret. Limiting Options Slippery_When_Wet 2S-173_R Action Rare 2S-173 Remove the top 3 cards from any discard pile and this card from the game. Sometimes, nomatter how hard you look, there's only one way to get the treasure room. Winston Slippery_When_Wet 2S-174_R Action Rare 2S-174 Go through your deck and a place discovery of your choice in your hand. Shuffle your deck. Really, Winston. You do spoil me so. It Belongs in a Museum Slippery_When_Wet 2S-175_R Action Rare 2S-175 Play when a Tomb Raider finds a treasure. She must reroll and use the new result. You should be ashamed of yourself, stealing a precious historical artifact! Maximize Resources Slippery_When_Wet 2S-176_R Action Rare 2S-176 Draw 4 cards (even if it takes you abouve your maximum hand size). Discard your entire hand at the end of the turn. You can only take so many supplies along on an adventure. You have to make each one count. Mapped Terrain Slippery_When_Wet 2S-177_R Action Rare 2S-177 Play when all Treasure Rooms on this level have been explored. Remove all Obstacle cards in your hand, deck, and discard pile from the game. Been there, Done that. Hand of Midas Slippery_When_Wet 2S-178_R Treasure Power 1 Rare 2S-178 Your maximum hand size is increased by 2. Who would have guessed the legends were going to be this literal? Dread Robert's Eye Slippery_When_Wet 2S-179_R Treasure Power 2 Rare 2S-179 Once per turn you may look at the top card of any deck. You may place that card at the bottom of the deck. That's a good little Tomb Raider. Now show me what you've found and get some sleep. I'll most likely kill you in the morning... Pieces of Eight Slippery_When_Wet 2S-180_R Treasure Power 2 Rare 2S-180 Add +4 to the result os all tests during the Search round. Golden coins that snap into little pieces are an interesting idea, but just try sticking one of these things in a parking meter sometime. Davy Jones' Locker Slippery_When_Wet 2S-181_R Treasure Power 3 Rare 2S-181 You may skip your Search round to attempt a 18 Search test. If succed, choose any card from your deck and put in your hand. Shuffle your deck. Humm, let's a just take peek inside of here, shall we? Horn of the Sea Slippery_When_Wet 2S-182_R Treasure Power 3 Rare 2S-182 Roll 2 additional dice while testing to overcome all [W] (wet) obstacles. Incredible! This thing is right out of a Disney movie. What strange magics the ancients must have had. Lara Croft, Code Breaker Slippery_When_Wet 2S-183_R Raider Power 1 Character 2 2 4 2 Rare 2S-183 Your starting hand size is 3 cards. | Power 1 Character We cracked the Nazi's Enigma machines in the war became we had to. Necessity drives we Britsh to great heights. Lara Croft, Crusader Slippery_When_Wet 2S-184_R Raider Power 1 Character 4 2 2 2 Rare 2S-184 You cannot attack another Tomb Raider. | Power 1 Character I prefer using my intelligence to find the treasures but some of the things I run into don't seem to admire my I.Q. Lara Croft, Athlete Slippery_When_Wet 2S-185_R Raider Power 1 Character 2 3 2 2 Rare 2S-185 You have +2 maximum life | Power 1 Character There's no way of telling just what I'll need exploring a cave. Sometimes nylon rope and pitons will do the trick Lara Croft, Olympian Slippery_When_Wet 2S-186_R Upgrade Power 3 Character Rare 2S-186 Play when you have found a Treasure. | Upgrade any Tomb Raider. | Gain +1 to an ability of your choice. | Your Life is increased by +1. Your maximum hand size is increased by +1. | Power 3 Character Upgrade. I'd like to think that any medals I win will become treasures for some future Tomb Raider to find. Lara Croft, Strategist Slippery_When_Wet 2S-187_R Upgrade Power 2 Character Rare 2S-187 Play when your result is 15 or more on a Think test. Upgrade any Tomb Raider. | Roll an additional die during the Ready Round when determining who moves first. You may discard this Upgrade (from play) to choose 2 cards in your deck and place them in your hand. Shuffle your deck afterwards. | Power 2 Character Upgrade. Poor planning will most definitely lead to disaster, but good planning is no guarantee disaster won't find you anyway! Lara Croft, Tactician Slippery_When_Wet 2S-188_R Upgrade Power 2 Character Rare 2S-188 Play when your result is 16 or more on a Fight test. Upgrade any Tomb Raider. | Roll an additional die when fighting another Tomb Raider. You may discard this card (from play) to choose 2 cards in any deck and remove them from the game. Shuffle the deck afterwards. | Power 2 Character Upgrade. Surprise! Oh, and you didn't het anything for me? Well, that's okay. I have something for you. Lara Croft, Navigator Slippery_When_Wet 2S-189_R Upgrade Power 3 Character Rare 2S-189 Play when you have found at least 2 Save Points in the current level. Your starting Tomb Raider must be Lara Croft. | At the beginning of your Search round you may look at the top card of the Level deck. You may return it in the top or the bottom of that deck. | Power 3 Character Upgrade. It helps when you know where you are going. Lara Croft, Tomb Raider Slippery_When_Wet 2S-190_R Upgrade Power 4 Character Rare 2S-190 Play when all Treasure Rooms have been explored this level. Upgrade any Tomb Raider. | Raise all abilities to 4. | Power 4 Character Upgrade. Oh, I'm a bit shy, you know. But, I'll do what I must for my adoring public! Skateboard Kid, Mad Thrasher Slippery_When_Wet 2S-191_R Upgrade Power 3 Character 1 Rare 2S-191 Play when you have a saved Uzi. Upgrade Skateboard Kid. | Search ability +1. When you discard the Uzi Clip, you may instead return it to your hand. | Power 3 Character Upgrade. Kawabunga dude! This place is great, and there ain't nobody to hassle you down here, neither! The Bald Man, Man Hunter Slippery_When_Wet 2S-192_R Upgrade Power 3 Character 1 Rare 2S-192 Play when your result is 16 or more on a Fight test. Upgrade the Bald Man. | Think ability +1. | When you discard the Shotgun Ammo, you may instead return it to your hand. | Power 3 Character Upgrade. The treasure goes to the one most prepared to eliminate any threats that would get in the way. And that would be me. Larsen, Master Thief Slippery_When_Wet 2S-193_R Upgrade Power 3 Character 1 Rare 2S-193 Play when you steal a discovery. Upgrade the Larsen. | Search ability +1. | You may discard a discovery you control from play to force another Tomb Raider to discard the same discovery from play. | Power 3 Character Upgrade. The way i see it, it doesn't much matter who finds the treasure. It's who leaves with it that counts. Pierre, Renaissance Man Slippery_When_Wet 2S-194_R Upgrade Power 3 Character 1 Rare 2S-194 Play after succeding in a Fight, Move, a Search, and a Think test. Upgrade Pierre. | Fight ability +1. Add +3 to the result of all Fight tests against Creature obstacles. | Power 3 Character Upgrade. I think therefore I am! Oui! There is more to be gained by a Tomb Raider who can think as well as fight, no? Cowboy, Sharp Shooter Slippery_When_Wet 2S-195_R Upgrade Power 3 Character 1 Rare 2S-195 Play when you have saved the Magnum Pistols. Upgrade Cowboy. | Move ability +1. You roll an additional die when testing against another Tomb Raider. | Power 3 Character Upgrade. Draw! Sergeant Steel Slippery_When_Wet 2S-196_R Raider Power 1 Character 2 2 2 3 Rare 2S-196 If you do not use a Weapon when you Fight another Tomb Raider, you may inflict 3 Hits (instead of 1) if successful. | Power 1 Character. Old soldiers never die, they just become Tomb Raiders. Black Beard Slippery_When_Wet 2S-197_R Raider Power 1 Character 2 2 3 2 Rare 2S-197 Add +1 to the result of all tests. | Power 1 Character. Very funny lads. The next who dare say 'Aye Aye Captain's coin' will walk thought the board. Gemini Slippery_When_Wet 2S-198_R Raider Power 1 Character 2 2 2 1 Rare 2S-198 You may control two copies of this card as your starting character. They start at the same location. They perform Action and Search Rounds independently one immediately after the other (you choose the order each turn). | You draw starting, and maximum hand size is based on their combined Think ability. | You win the level if either completes the objective. | Power 1 Character. Castor and Pallax, who failed to gain an audience with their rock video and major motion picture, have turned to Tomb Raiding. Pisces Slippery_When_Wet 2S-199_R Raider Power 1 Character 2 2 2 2 Rare 2S-199 You cannot lose Air Supply. | Power 1 Character. My problem is that while everyone was looking for Hangar 13, who cared what they were doing to me in Aquarium 19. Marianis Slippery_When_Wet 2S-200_R Raider Power 1 Character 2 3 2 2 Rare 2S-200 You choose wich Tomb Raider go first each turn (do not roll). You take 1 less Hit from all obstacles while at a [W] (wet) location. | Power 1 Character. Lara Croft is a fool! Why take all the risks yourself when others will do it for you? Rewards are the same. Secret Move 1: Damage Control Slippery_When_Wet 2S-201_UR Secret Move Ultra-Rare 2S-201 When you cause damage to another Tomb Raider or Creature obstacle with a Weapon discovery, you may draw a card. Secret Move 2: Costume Change Slippery_When_Wet 2S-202_UR Secret Move Ultra-Rare 2S-202 Remove this card from the game to raise one of your starting abilities by 1 and lower another by 1. Abilities altered this way cannot go above 4 or below 1. Secret Move 3: High and Dry Slippery_When_Wet 2S-203_UR Secret Move Ultra-Rare 2S-203 Remove this card from the game when your Air Supply is 0 to turn all non-Special [W] (wet) shipwreck locations in play into [D] (dry) Shipwreck Locations. Secret Move 4: Age of Aquarius Slippery_When_Wet 2S-204_UR Secret Move Ultra-Rare 2S-204 Remove this card from the game when you take 2 or more Hits from a single source to turn all Atlantis Locations eith a Search modifier of +2 or more into [W] (wet) Atlantis Locations. Secret Move 5: Tools of the Trade Slippery_When_Wet 2S-205_UR Secret Move Ultra-Rare 2S-205 If you have the Cool Shades, the Leather Gloves, and the Gun Belt, add +1 to each of your Think test results. Secret Move 6: Aquatic Specialist Slippery_When_Wet 2S-206_UR Secret Move Ultra-Rare 2S-206 While you have the Tank, the Diving Flippers, and the Snorkeling Goggles, your maximum Air Suply is increased by +2. Secret Move 7: Team Leader Slippery_When_Wet 2S-207_UR Secret Move Ultra-Rare 2S-207 Remove a Companion discovery you control from the game to add +4 to the result of any test. Secret Move 8: Hidden Maneuvers Slippery_When_Wet 2S-208_UR Secret Move Ultra-Rare 2S-208 If you have the Scope, the Infrared Goggles, and the Binoculars, you may skip your Search round to look at any players hand. Secret Move 9: Charmed Life Slippery_When_Wet 2S-209_UR Secret Move Ultra-Rare 2S-209 If you have any Idol and any Key discovery, you may take a Hit to reroll any test if your Tomb Raider has no damage. Campsite Big_Guns 3B-001_C Location Lost Valley 0 L U R 0 Common/ 3B-001 Special Location: Entrance. | While at this location the difficulty for discovering any weapon or ammo discovery is reduced by 2. Ah, I love the smell of kerosene in the morning. Tribal Village Big_Guns 3B-002_C Location Lost Valley 0 L U R 0 Common/ 3B-002 Special Location: Entrance. | While at this location the difficulty for discovering the: Small Medi Pack, Large Medi Pack, or Tent is reduced by 4. Just my luck these natives have a fair skinnea goddess in their mythology. Alcove Big_Guns 3B-003_C Location Lost Valley 2 L D R -2 Common/ 3B-003 [Save] Save Point I should be able to make my way back here if I run into trouble. T-Rex Lair Big_Guns 3B-004_C Location Lost Valley 2 D 0 Common/ 3B-004 Special Location: Treasure Room. | Power 2: Minimum deth (See level rules.) | T-Rex (Creature): 14 Fight. | 8 Life. 4 Hits if failed. | Finding the Treasure requires a 14 Search. | This Location may not be Searched until the T-Rex is removed. Easy, big guy! All I want is the treasure. Rocket Big_Guns 3B-005_C Discovery Item 16 Common/ 3B-005 Ammo. Discard (from play) to ready a Rocket Launcher you control. I hope this thing doesn't explode while I'm carrying it. Machete Big_Guns 3B-006_C Discovery Item 9 Common/ 3B-006 [W/D] (Wet/Dry) Weapon. (You can only use 1 Weapon at time, though you can carry more.) | -1 to your Fight test results. Add +1 Hot whrn you cause damage. Guns are okay, but there's nothing like a sharp piece of steel to cut your way across the jungle. Cat Idol Big_Guns 3B-007_C Discovery Item 8 Common/ 3B-007 You may discard this card (from play) to search your deck and place a Lion, a Tiger, a Leopard, and/or a Puma obstacle card in you hand. Shuffle your deck afterwards. Here kitty, kitty, kitty... Armored Vest Big_Guns 3B-008_C Discovery Item 10 Common/ 3B-008 Take 1 less Hit when another Tomb Raider damages you. In this line of work, it pays to protect one's vital assets. Hidden Switch Big_Guns 3B-009_C Discovery Trigger 14 Common/ 3B-009 Target an explored adjacent location. Place a blocked token on an exit of your choice. Now, now. You won't be going through there, Pierre! Stopwatch Big_Guns 3B-010_C Discovery Item 9 Common/ 3B-010 If you encountered no obstacles during your action round you may draw an additional card during your draw round. Guess my father was right. Timing is everything. Compsognathus Big_Guns 3B-011_C Obstacle Creature 4 Common/ 3B-011 7 Fight or 9 Move. | Discard all action cards in your hand if failed. I've heard they're called 'Compeis' for short. Thick Fog Big_Guns 3B-012_C Obstacle Trap 1 Common/ 3B-012 Can be played in addition to any other obstacle. | 6 Think. | Discard a random card from your hand of failed. I'm not sure if this is worse for my sense of direction or my hair. Witchdoctor Big_Guns 3B-013_C Obstacle [W/D] (Wet/Dry) Creature 3 Common/ 3B-013 6 Fight or 10 Think. | 1 Life -3 to the result of your next test against an obstacle if failed. Don't you go shaking that rattle at me! What are you going to do? Curse me? Tribal Warrior Big_Guns 3B-014_C Obstacle [W/D] (Wet/Dry) Creature 4 Common/ 3B-014 Any number of Tribal Warrior obstacles may be played at the same location when it is explored. | 7 Fight or 9 Think. | 1 Life. Hit if failed. One, two, three. How many of there are you down here anyway? Wasps Big_Guns 3B-015_C Obstacle Creature 5 Common/ 3B-015 8 Fight or 7 Search. | 1 Life. Hit if failed. | Any Tomb Raider who fails to overcome this obstacle takesa Hot at the start of her next action round. I never seem to have my can of Raid handy. Tar Pits Big_Guns 3B-016_C Obstacle Trap 7 Common/ 3B-016 10 Seach. | Stuck if failed. So much for these boots! Switch Puzzle Big_Guns 3B-017_C Obstacle [W/D] (Wet/Dry) Trap 3 Common/ 3B-017 6 Search or 7 Think. | Stuck if failed. A random unblocked exit at the Tomb Raider's location becomes blocked if failed. Was that up, down, down, up, left, or down, up, up, down, right? Pressure Plate Big_Guns 3B-018_C Obstacle Trap 4 Common/ 3B-018 9 Search or 9 Move. | 2 Hits or Stuck (failing player chooses which) if failed. Sure Larsen, you can go first. Be my guest. Whitewater Rapids Big_Guns 3B-019_C Obstacle [W] (Wet) Trap 5 Common/ 3B-019 10 Move or 10 Think. | Hit and -1 Air Supply if failed. What? No raft? Guess we'll have to do this the hard way. Guardian Big_Guns 3B-020_C Obstacle Creature 7 Common/ 3B-020 10 Fight or 10 Think. | 5 Life. 2 Hits if failed. | Any Romb raider may choose not to encounter the Guardian. If she chooses to avoid the test, she cannot Search and may pay only exit backwards. If you don't mind, I'll just go back the way I came. Aftershock Big_Guns 3B-021_C Obstacle Trap 3 Common/ 3B-021 9 Move or 10 Think. | Discard an Upgrade of your choice from your hand (if possible) if failed. | If no Tomb Raider is at this location, turn the location face down and discard all obstacle cards at the location. Shake, rattle, and roll with it Spiders Big_Guns 3B-022_C Obstacle Creature 2 Common/ 3B-022 4 Fight or 7 Search. | 1 Life. Hit if failed. | If any Tomb Raider fails to overcome this obstacle, remove it from play. How can something so small cause so much trouble? Snake Pit Big_Guns 3B-023_C Obstacle Creature 4 Common/ 3B-023 7 Fight or 9 Search. | 2 Life. Think injury if failed. | Remove 1 Hit from this obstacle at the start of the ready round. Very dangerous, Lara. You go first. Crows Big_Guns 3B-024_C Obstacle Creature 3 Common/ 3B-024 8 Fight or 9 Move. | 1 Life. Discard all item discoveries from your hand of failed. Hey! Being that back! And you! That's mine! I haven't been picked over since tax day. Razor Grass Big_Guns 3B-025_C Obstacle Trap 1 Common/ 3B-025 8 Search or 9 Move. | Skip the Search round if failed. Thank you, but I'll find another way to shave my legs. Competitive Drive Big_Guns 3B-026_C Action Common/ 3B-026 Play before you roll any test. Add +X to the result. X equals the number of the other Tomb Raiders in the game. Sometimes having opponents can be a hassle, but just think of them as my audience. Bestial Rage Big_Guns 3B-027_C Action Common/ 3B-027 Target a Creature obstacle. Remove all hit tokens from the target. If Tomb Raider fails to overcome the target (this turn), she takes a Hit. I've found that somethings a wounded animal isn't quite as wounded as it leads you to belive. Inspiration Big_Guns 3B-028_C Action Common/ 3B-028 Your difficulty for playing Triggered discoveries is reduced by 4 (for the rest of turn). I hope I have the timming right on this one. Staying Ahead Big_Guns 3B-029_C Action Common/ 3B-029 The turn order for next turn does not change. Do not roll. I plan on staying ahead. Delaying Tactics Big_Guns 3B-030_C Action Common/ 3B-030 Target another Tomb Raider. Each time she changes location she must make an 11 Think test. Each time she fails (this turn), she must discard 2 cards from her hand. I could have sworn this was the way out. Or was it that way? We'll, no going back now. Search and Destroy Big_Guns 3B-031_C Action Common/ 3B-031 If you used the Fight ability to overcome an obstacle (this turn), you may Search during the Search round. Or rather, destroy then search... Trigger Trap Big_Guns 3B-032_C Action Common/ 3B-032 Target a location and block one exit at that location. Unblock that exit at the end of the turn. Find own way to the Treasure Room. Easy Find Big_Guns 3B-033_C Action Common/ 3B-033 Play before rolling during your Search round. If you control no discoveries add +5 to the result. That was almost too easy. Perfect Shot Big_Guns 3B-034_C Action Common/ 3B-034 Play before making a Fight test. Add +X to the result. X equals your Fight ability. Pratice makes perferct. Forward Momentum Big_Guns 3B-035_C Action Common/ 3B-035 (For the rest of the turn) draw a card whenever you overcome an obstacle. Step aside darling, I'm on a roll. Surrounded Big_Guns 3B-036_C Action Common/ 3B-036 Target a Tomb Raider who has taken damage from more than 1 card this turn. She takes a Hit. This is not looking good. Stymied Big_Guns 3B-037_C Action Common/ 3B-037 Play when a Tomb Raider enters a location. | She cannot Search and may only exit backwards while at that location this turn). What am supposed to do now, polish my nails? Disarm Trap Big_Guns 3B-038_C Action Common/ 3B-038 Target another player's hand. Look at 3 random cards. Discard any Trap obstacles, and return the remaining cards to her hand. This better be worth all the effort. Nine Lives Big_Guns 3B-039_C Action Common/ 3B-039 Discard (from play) an upgrade you control. Add +X to the result of all tests you roll (this turn). X equals the power level of the Upgrade. I keep forgetting how many I have left. Forced Draw Big_Guns 3B-040_C Action Common/ 3B-040 Target two players. They reveal the top card of their decks and compare Card number. The card with the lower number is placed in its owner's hand and ther other is discarded. If they tie, the cards are placed in their onwer's hand, and both players draw 2 more cards into their hands. Draw partner! Direct Assault Big_Guns 3B-041_C Action Common/ 3B-041 Play before making a Fight test. Roll additional dice equal to your Move ability, and add +1 Hit if you cause damage. You take a Move injury and become Stuck. This sort of thing always seems to work for jackie Chan. Reload Big_Guns 3B-042_C Action Common/ 3B-042 Choose up to 2 ammo cards from your deck and place them in your cards from your deck and place them in your hand. Shuffle your deck. At times, I never seem to run out of ammo. O guess I'm just lucky that way. Malfunction Big_Guns 3B-043_C Action Common/ 3B-043 Target a weapon discovery. If its is rolated, turn it face down. If it is face down, discard it. I really hate it when these things jam. Hidden Attack Big_Guns 3B-044_C Action Common/ 3B-044 Play before a Tomb Raider attempts to overcome a Creature obstacle. She subtracts 3 from her result. I should have seen that coming. Slow Progress Big_Guns 3B-045_C Action Common/ 3B-045 Play during the ready round. All Tomb Raiders move a maximum of 1 location (this turn). So long as everyone has to go at this place, I won't complain. Old Tricks Big_Guns 3B-046_C Action Common/ 3B-046 Target Secret Move is shuffled back into its owner's deck. Draw a card. Everyone and her mother has seen that one before. Refresh Big_Guns 3B-047_C Action Common/ 3B-047 Play when you are at a Save Point. Heal 1 Life It's not like there's a ladies room around here. Air Bubble Big_Guns 3B-048_C Action Common/ 3B-048 Fill your Air Supply. You become Stuck. *Gasp* This could not have been in better place. Aquatic Assault Big_Guns 3B-049_C Action Common/ 3B-049 While at a [W] (wet) location (this turn), your base damage is 3 (even if you are not using a wet or wer/dry weapon). If you can get a drop on someone underwater, you can do a lot of damage. Just don't let them get the drop on you. All Out Attack Big_Guns 3B-050_C Action Common/ 3B-050 Target a Creature obstacle with 5 or more current Life. If you make Fight test against the target add +3 to your test results and inflict +3 damage. If the target is not removed by the end of the turn you die. I can't afford to hold anything back this time. Ravine Big_Guns 3B-051_U Location Lost Valley 5 L D U 2 Uncommon 3B-051 Ankylosaur (Creature): 9 Fight or 9 Move. 3 Life. Hit and Fight injury if failed. My, my, you're an odd looking fellow. Lagoon Big_Guns 3B-052_U Location Lost Valley 1 L D 2 Uncommon 3B-052 Quicksand (Trap): 8 Move or 10 Think. | Stuck if Failed. I don't rhink the Professir or Gilligan ever had to put up with this. Upper Ridge Big_Guns 3B-053_U Location Lost Valley 4 D R 1 Uncommon 3B-053 Triceratops (Creature): 6 Move or 9 Fight. 5 Life. Hit and Stuck if failed. I wonder what would have happened if Darwin came to this island. Gorge Big_Guns 3B-054_U Location Lost Valley 5 D 1 Uncommon 3B-054 Rock Fall (Trap): 7 Move or 10 Search. Death of failed. This area looked so beautiful from the helivopter. I think I'd ratther be back in the helicopter right about now. Cliff Face Big_Guns 3B-055_U Location Lost Valley 3 D 2 Uncommon 3B-055 Instead of Searching, any Tomb Raider at this location may attempt a 10 Move test. If she succeds, she may move to any Entrance Location. If she fails, she takes a Hit. If I can manage to climb this cliff face, I can work my way back to the valley entrance. River Rapids Big_Guns 3B-056_U Location [W] (Wet) Lost Valley 2 D U 0 Uncommon 3B-056 Undertow (Trap): 8 Move or 10 Think. | -2 Air Supply and Stuck if failed. Whas that a family on a raft I just saw float past? Firing Platform Big_Guns 3B-057_U Location Lost Valley 5 L D U R 0 Uncommon 3B-057 If a Tomb Raider doesnt use a weapon while at this location she gains +3 to her Fight test results, and inflicts an additional Hit when she causes damage. This is much better than a political plataform. Hidden Niche Big_Guns 3B-058_U Location Lost Valley 1 D 3 Uncommon 3B-058 If a Tomb Raider plays a discovery at this location, she may draw a card. Well, look here. Someone's been down here before. I wonder what they left for me. Dark Corridor Big_Guns 3B-059_U Location Lost Valley 5 D U 2 Uncommon 3B-059 [Flare] Dark (Trap): 7 Think or 9 Search. Stuck if failed. I hope dinosaurs can't see very well in the dark. Crash Site Big_Guns 3B-060_U Location Lost Valley 4 L D U R 3 Uncommon 3B-060 While at this location you may skip your Search tound to take a Flare from your deck or hand and place it in play as a saved discovery. If you do so, shuffle your deck. What a mess. Raptor Nest Big_Guns 3B-061_U Location Lost Valley 3 D U R 3 Uncommon 3B-061 Raptors (Creature): 8 Fight or 10 Search. 3 Life. 2 Hits if failed. Woah there mamma, I'm not after your eggs. Tropical Stream Big_Guns 3B-062_U Location Lost Valley 4 L D R 0 Uncommon 3B-062 Any Tomb Raider may discard her hand before she rolls to automatically overcome the first obstacle she encounters at this location. (Do not roll.) Jungle Path Big_Guns 3B-063_U Location Lost Valley 3 D U 1 Uncommon 3B-063 Gorilla Pack (Creature): | 6 Search or 8 Fight. | 3 Life. Hit and Move Injury if failed. Just keep throwing those bones in the air and looking at that monolith and I'll sneak on by. Garden Big_Guns 3B-064_U Location Lost Valley 1 L D U 1 Uncommon 3B-064 A Tomb Raider at this location may skip her Search round to roll a die. | On a result of 1 to 4 she gains 1 Life (up to her maximum Life). On a 5 or 6 she takes a Hit. I don't recognize all of there plants, but if I remember correctly, they should be medicinal. Obscured Tunnel Big_Guns 3B-065_U Location Lost Valley 4 L D 2 Uncommon 3B-065 Raptor (Creature): 7 Fight or 10 Think. | 2 Life. Hit if Failed. Thought you'd sneak up on me, fif you? Well, take that! Chasm [BG] Big_Guns 3B-066_U Location Lost Valley 4 D U 3 Uncommon 3B-066 Sulfur Vents (Trap): 7 Think or 9 Move. | Search Injury if failed. Well, that certainly clears up the sinuses. Valley Floor Big_Guns 3B-067_U Location Lost Valley 2 L D U R 1 Uncommon 3B-067 Elephant (Creature): 7 Think or 10 Fight. | 4 Life. Move Injury of failed. | If an obstacle card is played at this location, the Elephant is removed. Hey there, Dumbo. How's about some peanuts? Tree Canopy Big_Guns 3B-068_U Location Lost Valley 3 D R 0 Uncommon 3B-068 Pteridactyl (Creature): | 8 Fight or 10 Think. | 2 Life. Hit if failed. | No tomb Raider may leave this location until the Pterodactyl is removed. Uh oh. Air Raid. Swamp Big_Guns 3B-069_U Location Lost Valley 4 D U R 0 Uncommon 3B-069 Brontosaurus (Creature): | 9 Move or 12 Think. | 10 Life. Hit and Stuck if failed. How about we make a deal? I don't get in your way, and you don't step on me. Narrow Ledge Big_Guns 3B-070_U Location Lost Valley 3 D U 0 Uncommon 3B-070 Sabertooth Tiger (Creature): | 9 Fight or 11 Move. | 2 Life. 2 Hits if failed. | This location cannot be Searched until the Tiger is removed. Aren't you that big kitty that always sets Fred Flintstone out on the porch? Tree House Big_Guns 3B-071_U Location Lost Valley 1 D R 2 Uncommon 3B-071 Tribal Shaman (Creature): | 9 Think or 10 Fight. | Search Injury of failed. | Before rolling to overcome the Tribal Shaman, a Tomb Raider may discard a medi-pack she controls to remove him. What? Ho girls allowed? Heartstone Big_Guns 3B-072_U Location Lost Valley 2 L D U R 0 Uncommon 3B-072 If you heal damage at this location, remove all Hits and Injuries from your Tomb Raider. Suddenly, I have the urge to break out my medi-pack. Broken Bridge Big_Guns 3B-073_U Location Lost Valley 1 D U 0 Uncommon 3B-073 Gap (Trap): 9 Move. | 2 Hits if failed You may choose not to encounter the Gap. If you choose to avoid the test, you cannot Search and may only exit backwards. I don't think I want to know who or what broke this. Ancient Ruins Big_Guns 3B-074_U Location Lost Valley 2 L D U R 3 Uncommon 3B-074 While at this location the dificulty for discovering any idol is reduced by 4. Did these savages' ancestors build these ruins, or did they just come along and eat whomever did? Dry River Bed Big_Guns 3B-075_U Location Lost Valley 2 L D 2 Uncommon 3B-075 Switch: A Tomb raider may skip her Search round to turn this location into a [W] (wet) location. | This swicth may only be triggered once. I think I figured out what this lever does. Antechamber Big_Guns 3B-076_U Location Lost Valley 2 L D 1 Uncommon 3B-076 [Save] Save Point. Sigh and me without me camera. M16 Clip Big_Guns 3B-077_U Discovery Item 16 Uncommon 3B-077 Ammo. Discard (from play) to ready a M16 Assault Rifle you control. I hope these are teglon coated shells. I can use all the firepower I can get. Fuel Tank Big_Guns 3B-078_U Discovery Item 13 Uncommon 3B-078 Ammo. Discard (from play) to ready a Flame Trower you control. If you don't mind, could you keep your lot flare away from this thing? Diving Suit Big_Guns 3B-079_U Discovery Item 10 Uncommon 3B-079 Your Tomb Raider does not lose Air Supply while making a Move test at a [W] (wet) location. Could you lend me a hand zipping up the back? Grappling Hook Big_Guns 3B-080_U Discovery Item 13 Uncommon 3B-080 If you control a saved Rope discivery, you ignore all Pit obstacles (do not roll). One of these would have been handy for sneaking back into my dorm room. Razor Disks Big_Guns 3B-081_U Obstacle [W/D] (Wet/Dry) Trap 8 Uncommon 3B-081 12 Move or 13 Search. | Hit if failed. Why is it that I can't keep my knife sharp for a week but these things are still deadly after centuries? Quagmire Big_Guns 3B-082_U Obstacle Trap 7 Uncommon 3B-082 11 Search or 11 Think. | Discard all unsaved discoveries you control if failed. So it's either all my equipament or my life. No contest. I can always get more equipament. Lightning Trap Big_Guns 3B-083_U Obstacle Trap 6 Uncommon 3B-083 9 Move or 9 Think. | Hit if failed. | Any Tomb Raider who controls a weapon discovery (except the Blow Gun), takes an additional Hit if failed. Ouch! Time to invest in plastic guns. Green Dragonette Big_Guns 3B-084_U Obstacle Creature 9 Uncommon 3B-084 12 Fight or 10 Search. | 3 Life. Hit and Search Injury if failed. I wonder if this one breathes fire or poison gas. Killer Bees Big_Guns 3B-085_U Obstacle Creature 6 Uncommon 3B-085 8 Fight or 8 Think. | 2 Life. Hit and Think Injury if failed. I really hope the royal jelly is worth ir! Tiger Big_Guns 3B-086_U Obstacle Creature 6 Uncommon 3B-086 7 Fight or 9 Move. | 2 Life. Hit and Move Injury if failed. Tony always looked harmless on TV. Leopard Big_Guns 3B-087_U Obstacle Creature 6 Uncommon 3B-087 9 Fight or 7 Move. | 3 Life. Hit if failed. | Any Tomb Raider who overcomes this obstacle with a Fight test and dos not kill the Leopard, must immediately test against it again. Down Simba! Rolling Blades Big_Guns 3B-088_U Obstacle Trap 9 Uncommon 3B-088 11 Move or 12 Search. | 2 Hits if failed. | Any Tomb Raider at this location may automatically take 3 hits during her action round to remove this obstacle. This thing is like some giant Salad Shooter! Giant Spider Big_Guns 3B-089_U Obstacle Creature 5 Uncommon 3B-089 10 Fight or 8 Search. | 4 Life. Stuck if failed. I don't think it will much matter if this one is poisonous or not. Raptor Big_Guns 3B-090_U Obstacle Creature 8 Uncommon 3B-090 9 Fight or 11 Think. | 3 Life. 2 Hits if failed. Let me remember. What did those two kids do in that American dino movie in this situation? Cooperation Big_Guns 3B-091_U Action Uncommon 3B-091 Target another Tomb Raider at your location. With permission, you may exchange any number of controlled discoveries with the target. These items become unsaved and are returned to their owner when discarded, removed from play, or the game ends. If you watch my back, I'll match yours. Future Investment Big_Guns 3B-092_U Action Uncommon 3B-092 Play after making any roll. Remove a Treasure you control from the game. Add +X to the test result. X equals three times the power rating of the Tresure. I hope this relic pays good dividends. Secrets Betrayed Big_Guns 3B-093_U Action Uncommon 3B-093 Target player's Tomb Raider takes a Hit for each Secret Move she controls. | Each player may only play Secrets Betrayed once per game. I paid Silas good money to learn your secrets. It was worth every penny. Race to the Finish Big_Guns 3B-094_U Action Uncommon 3B-094 You may move through a number of explored locations equal to twice your Move ability (this turn). At the end of the turn you become Stuck. See you at the finish line. Setbacks Big_Guns 3B-095_U Action Uncommon 3B-095 Target a Tomb Raider. During her draw round she may not discard cards, or update her Save Point (this turn). Sigh, back to the drawing board. Use the Angles Big_Guns 3B-096_U Action Uncommon 3B-096 Play when you take damage from a Creature obstacle. Discard 2 random cards from your hand to negate 1 Hit or Injurty. I keep forgetting. It is dodge, parry, Harust, or parry, Harust, then dodge? Drop Down Big_Guns 3B-097_U Action Uncommon 3B-097 Play when you take damage from a Trap onstacle. Discard a card at random from your hand to negate 1 Hit or Injury. It's much preferable to dropping dead. Dangerous Terrain Big_Guns 3B-098_U Action Uncommon 3B-098 Remove 1 Hit token from each Creature obstacle in play. I'm starting to get a real bad feeling about this... The Greater Prize Big_Guns 3B-099_U Action Uncommon 3B-099 You may remove from the game 1 or more Treasures you control. You may play a Treasure card from outside the game whose highest power level is less than or equal to the total power level of the discarded Treasures. This thing is probably worth thousands, but I'm sure the other treasure is worth millions. Unfair Advantage Big_Guns 3B-100_U Action Uncommon 3B-100 Target a player when she finds a Treasure. | She must discard all saved discorveries she controls. All is fair in love and Tomb Raiding, darling. Rocket Launcher Big_Guns 3B-101_R Discovery Item 24 Rare 3B-101 Weapon. (you can only use 1 Weapon at a time, though you can carry more.) | -1 to your Fight test results. Add +6 Hits when you cause damage. Turn face down when used. Cannot be used face down. | (Use ammo to ready this weapon.) Smile and say 'cheese'! M16 Assault Rifle Big_Guns 3B-102_R Discovery Item 24 Rare 3B-102 Weapon. (You can only use 1 Weapon at a time, though you can carry more.) Add +X to your Fight results. Add +X Hits when cause damage. W equals your Fight ability. Rorate when used. Turn face down when used while rortated. | Cannot be used when face down. (Use ammo to ready this weapon.) Your standard issue big gun. Quad Bike Big_Guns 3B-103_R Discovery Item 17 Rare 3B-103 While at a [D] (dry) location add +2 to the result of all Fight and Move tests. If you are not at a [D] (dry) location, return this card to its owner's hand. This makes things so much easier. I wish, more of tombs I explored were quad bike accessible. Flame Thrower Big_Guns 3B-104_R Discovery Item 22 Rare 3B-104 Weapon. (You can only use 1 Weapon at a time, though you can carry more.) Add +5 to your Fight results. Rorate when used. Turn face down when used while rortated. Cannot be used when face down. (Use ammo to ready this weapon.) Funny, burt dinosaur does smell like roast chicken maybe that dino - bird theory has something to it after all.. Poison Dart Big_Guns 3B-105_R Discovery Item 18 Rare 3B-105 If you damage another Tomb Raider witj the Blowgun, she becomes Stuck. Slow down, and take a load off. I'm sure the priceless relic will still be there when you get to the treasure room. Yeah, right... Tranquilizer Dart Big_Guns 3B-106_R Discovery Item 16 Rare 3B-106 If you damage a Creature obstacle card using the Blowgun you may roll a die. If the result is greater than or equal to the creature's current Life total, return the obstacle to is owner's hand. Happy time for you. Dream State Big_Guns 3B-107_R Discovery Trigger 16 Rare 3B-107 This discovery does not cause a location to become empty. | You have 30 seconds to look through your deck. (Do not change the order of any of the cards.) And you were in my dream, and Uncle Pierre, and Aunt Larsen, and my little dog Cowboy... Secret Location Big_Guns 3B-108_R Discovery Trigger 14 Rare 3B-108 If an exit arrow at your location leads to an adjacent location which is outside the level boundaries, you may play the top card in the Level deck face down at that location is considered to be part of the level. Only arrows poiting back to this location can ever be unblocked. Hey? What's this? Tent Big_Guns 3B-109_R Discovery Item 18 Rare 3B-109 Discard (from play) durong the draw round to fully your Tomb Raider. She is no longer satuck. Draw 2 additional cards. This is as good a place as any to make camp. Golden Key Big_Guns 3B-110_R Discovery Item 23 Rare 3B-110 You may discard this card (from play) to move your Tomb Raider to the location of any other Tomb Raider in the game. Well, fancy meeting you here! Dragon Idol Big_Guns 3B-111_R Discovery Item 25 Rare 3B-111 Whenever another Tomb Taider gains Life you gain a equal amount of Life (up to your maximum Life). All of sudden, I'm feeling much better. Faithful Butler Big_Guns 3B-112_R Discovery Companion 13 Rare 3B-112 Add +1 to your Search test results. | You maximum hand size in increased by +1. You always seen to know what I need. Shutoff Switch Big_Guns 3B-113_R Discovery Trigger 13 Rare 3B-113 Remove a Trap obstacle from your location. Finally, for once someone had the forethought to put one of these things before you had to face the deadly mechanism trap of terror. Earthquake Big_Guns 3B-114_R Obstacle Trap 9 Rare 3B-114 12 Move or 13 Think. | Move Injury and Search Injury if failed. | If no Tomb raider is at this location, turn the location face down and disccard all obstacle cards at the location. You'd think I was in L.A. Flaming Pillars Big_Guns 3B-115_R Obstacle Trap 11 Rare 3B-115 10 Move. Hit if failed. | 11 Move. Hit if failed. | 12 Move. Hit if failed. I really hate this one. Dragon Big_Guns 3B-116_R Obstacle Creature 13 Rare 3B-116 13 Fight or 15 Search. | 2 Hits and discard an Upgrade you control (of your choice) from play if failed. Every single time I think something is just a myth, it rears its ugly head and tries to kill me. What's with that? T Rex Big_Guns 3B-117_R Obstacle Creature 12 Rare 3B-117 11 Fight. | 1 Hit if failed. | Remove 1 Hit from this obstacle at the start of the ready round. Extinct, my behind! When I get out of here I'm going to have words with the people at The Nature Channel! Raptor Pack Big_Guns 3B-118_R Obstacle Creature 10 Rare 3B-118 12 Fight or 11 Move. | 4 Life. 3 Hits if failed. | If a Tomb Raider overcomes this obstacle with a Move test, she takes a Hit. Okay guys, let's talk this over, shall we? I could probably get you a movie deal or would you rather be rap stars? Get it? Rap-stars! Detailed Study Big_Guns 3B-119_R Action Rare 3B-119 No obstacle cards may be played at non-special locations you explore (this turn). At the end of your location round you become Stuck. Each player may only play Detailed Study once per game. In the past I've blundered into things I'd rather not have met, thank you very much. This time, I plan on taking is slow. First Aid Big_Guns 3B-120_R Action Rare 3B-120 Play during the Seach tound if you encoutered no obstacles this turn. Heal 1 Injury. I'll take whatever aid I can get. Secret Identity Big_Guns 3B-121_R Action Rare 3B-121 Play while at an Entrance location and your Tomb Raider has no damage. Remove all discoveries, upgrades, and treasures you control from the game. Exchange your Tomb Raider(s) with another character of the same power level as your starting Tomb Raider from outside the game. Presto! Change Separate Paths Big_Guns 3B-122_R Action Rare 3B-122 Play during the ready round. You may not attack or be attacked by other Tomb Raider (this turn). you take the high road, and I'll take the right road. Infighting Big_Guns 3B-123_R Action Rare 3B-123 Target 2 or more Creature obstacles at the same location. They each take a Hit. You take no damage from the targets (this turn). If you damage from the targets (this turn) add +1 Hit. Please, pay no mind to me. Go back to your fighting, don't let me step you. Just Reward Big_Guns 3B-124_R Action Rare 3B-124 Target a non-Special location with at least 1 obstacle (that has not been removed). | Increase the target's Search Rating by 1 (for the rest of the turn). Sure, it's dark and I'm wearing sun glasses, but there's just got to be more stuff to find around here. Increase Threat Big_Guns 3B-125_R Action Rare 3B-125 Increase a location's Danger Rating by 2 (for the rest of the turn). Just when you thought it was safe to go back into the tomb! Lara Croft, Mercenary Big_Guns 3B-126_R Raider Power 1 Character 3 3 3 2 Rare 3B-126 You may not save until the Treasure Room is explored on this level. | Power 1 Character If you have the funding. I'm your Tomb Raider. Lara Croft, Scholar Big_Guns 3B-127_R Raider Power 1 Character 2 3 3 3 Rare 3B-127 If you play an item discovery you become Stuck. | Power 1 Character Things in the field aren't mearly so bad if you take the time to research them first. Lara Croft, Commando Big_Guns 3B-128_R Raider Power 1 Character 2 2 2 2 Rare 3B-128 You begin the game with 1 saved weapon discovery of your choice. | Power 1 Character Where there's a big gun there's a way! Lara Croft, Gymnast Big_Guns 3B-129_R Raider Power 2 Character 3 4 3 2 Rare 3B-129 Your maximum hand size is increased by +4. | Power 2 Character Well if Tomb Raiding ever goes south, there's always joining the circus. Lara Croft, Anthropologist Big_Guns 3B-130_R Raider Power 2 Character 3 3 4 2 Rare 3B-130 Your starting hand size is 5 cards | Power 2 Character There is no knowledge that is not power. Lara Croft, Martial Artist Big_Guns 3B-131_R Raider Power 3 Character 4 3 4 3 Rare 3B-131 Your starting life is increased by +3. | Power 3 Character Which forms am I skilled in? Why don't you came over here, and I'll show you. Lara Croft, Survivor Big_Guns 3B-132_R Upgrade Power 2 Character Rare 3B-132 Play when you Reset (before you discard you hand). | Upgrade any Tomb Raider. | You may discard this card (from play) to negate all Hits received from a single attack. | Power 2 Character Upgrade. You can't get rid of me that easily. Lara Croft, Trail Blazer Big_Guns 3B-133_R Upgrade Power 3 Character Rare 3B-133 Play when you have explored at least 5 locations this level. | Upgrade any Tomb Raider. | You may discard this card (from play) to search the level deck for the Treasure Room and place it face down at any legal location. Then shuffle the deck. | Power 3 Character Upgrade. I just have a knack for picking the right path. Lara Croft, Daredevil Big_Guns 3B-134_R Upgrade Power 4 Character Rare 3B-134 Play when you have overcome an obstacle with the effect: Death if failed. | If you fail to overcome an obstacle with the effect: Death if failed, you take 2 Hits instead of dying. | Power 4 Character Upgrade No, I'm not immortal. Yet... Lara Croft, Champion Big_Guns 3B-135_R Upgrade Power 5 Character Rare 3B-135 Play when you control 4 or more Power 2 Character Upgrades, and 2 or more Power 4 Character Upgrades. | Upgrade any Tomb Raider. | You win the level. Discard this Character Upgrade (from play), and you may not play it again this game. | Power 4 Character Upgrade I win! Sergeant Steel, Veteran Big_Guns 3B-136_R Upgrade Power 3 Character 1 Rare 3B-136 Play when you have removed 3 or more obstacles. | Upgrade Sargent Steel only. | Search ability +1. After exploring a location you may immediately predict (aloud) the aname of an obstacle card that could be played at that location. if that obstacle is played it is immediately discarded. | Power 3 Character Upgrade I'll bet you dollars to doughnuts there's a 'raptor around that corner. Gemini, Thrill Seeker Big_Guns 3B-137_R Upgrade Power 3 Character 1 Rare 3B-137 Play when each Gemini you control has placed an empty token on at least 2 different locations. | Upgrade one Gemini character only. | Think ability +1. This character may Search at location with an empty token. | Power 3 Character Upgrade We are the best Tomb Raiders in the world! You can take our picture now. Pisces, Test Subject Big_Guns 3B-138_R Upgrade Power 3 Character 1 Rare 3B-138 Play when at least 2 of your abilities are 3 or higher. | Upgrade Pisces only. | Fight ability +1. While ar a [W] (wet) location your base damage is 2. | Power 3 Character Upgrade I'll make them pay for what they're done to me! I'm the last mistake they'll ever make. Black Beard, Buccaneer Big_Guns 3B-139_R Upgrade Power 3 Character 1 Rare 3B-139 Play when you are at a Tresure Room. | Upgrade Black Beard only. | Think ability +1. If you find the Treasure, you may choose a Tresure with power rating of 1 higher than the level. | Power 3 Character Upgrade Ang, matey! If you want the best treasure you need to know where to look. Marianis, Puppet Master Big_Guns 3B-140_R Upgrade Power 3 Character 1 Rare 3B-140 Play when you control at least 2 Companion discoveries. | Upgrade Marianis only. | When a Companion discovery you control is discarded from play, you may return it to your hand instead. | Power 3 Character Upgrade What I want, I take. What I can't have, I get others to take for me. Dr. Virgo Big_Guns 3B-141_R Raider Power 1 Character 2 2 3 3 Rare 3B-141 Discard any weapon you control unless it is a [W/D] (wet/dry) weapon. | When attempting to overcome Trap obstacles, you may use your Think ability instead of the required ability. | Power 1 Character The Zodiac Corporation is paying top dollar for Dr. Virgo's services. All her enemies soon find out, she's well worth the price. Mr. Suit Big_Guns 3B-142_R Raider Power 1 Character 3 2 3 3 Rare 3B-142 If you discard a card from your hand, you must discard your entire hand. | Power 1 Character A skilled 'janitor' by trade, Mr. Suit 'cleans up' any messes left behind by Government X. Lord Drake Big_Guns 3B-143_R Raider Power 1 Character 3 2 3 2 Rare 3B-143 Add +1 to the result of all Fight tests when using a weapon. | If you control more than 1 weapon discard (from play) all weapons you control. | Power 1 Character The bigger the game, the better the hunt. Amazon Big_Guns 3B-144_R Raider Power 1 Character 3 3 2 2 Rare 3B-144 You cannot be attacked by other Tomb Raiders. | Power 1 Character You canoot hope to defeat me. I accept your honorable surrender. Panthar Big_Guns 3B-145_R Raider Power 1 Character 3 3 3 3 Rare 3B-145 You cannot play item discoveries. | You may begin hte game with a saved Shark Knife. | Power 1 Character You do not want to be my enemy. Jade Mask Big_Guns 3B-146_R Treasure Power 1 Rare 3B-146 This Treasure cannot be stolen. | You ignore all Dark traps and Search Injuris. This thing fits better than my infra-red goggles! And It even goes with my outfit. Amber Fossil Big_Guns 3B-147_R Treasure Power 1 Rare 3B-147 Once per turn you may shuffle any deck. | You may remove this card from the game to draw 5 cards. Soon, dinosaurs won't be as extinct as they used to be. Ancient Relic Big_Guns 3B-148_R Treasure Power 2 Rare 3B-148 If you play a discovery, you decide if an empty token is placed at your Tomb Raider's location. It seems to be pointing the way. Serpent Stone Big_Guns 3B-149_R Treasure Power 2 Rare 3B-149 While at a location with a Creature obstacle which has 5 or more current Life add +2 ro the result of all tests, and inflict an additional Hit when you cause damage. Now I know why dragons were so feared in ancient mythology. Dagger of Xian Big_Guns 3B-150_R Treasure Power 3 Rare 3B-150 You can use 2 weapons you control at a time (instead of 1). I just hope I have enough ammo. Secret Move 1: Armed and Dangerous Big_Guns 3B-151_UR Secret Move Ultra-Rare 3B-151 Armed and Dangerous | | If you have 3 or more saved weapons you may discard any ammo discovery you control to ready a weapon you control. Secret Move 2: Trick Shot Big_Guns 3B-152_UR Secret Move Ultra-Rare 3B-152 Trick Shot | | If you remove a Creature obstacle with 3 or more Life in a single attack, do not rotate your weapon. Secret Move 3: Peaceful Solutions Big_Guns 3B-153_UR Secret Move Ultra-Rare 3B-153 Peaceful Solutions | | You cannot attack other Tomb Raiders. If an attack from another Tomb Raider would kill you, you become Stuck instead of taking any damage from that attack. Secret Move 4: The Right Moves Big_Guns 3B-154_UR Secret Move Ultra-Rare 3B-154 The Right Moves | | You may discard a Run, Swim, or Backflip from your hand to heal all Move Injuries, or 1 of each to heal 1 damage. Secret Move 5: Hazard Pay Big_Guns 3B-155_UR Secret Move Ultra-Rare 3B-155 Hazard Pay | | You may remove this card from the game when you remove an obstacle with a difficulty rating of 10 or more to increase an ability of your choice by 1. Secret Move 6: Miracle Maneuver Big_Guns 3B-156_UR Secret Move Ultra-Rare 3B-156 Miracle Maneuver | | You may remove this card from the game when you are at 1 Life and explore a location. The Danger and Search ratings of that location are permanently switched. Secret Move 7: Acquired Learning Big_Guns 3B-157_UR Secret Move Ultra-Rare 3B-157 Acquired Learning | | If you control 3 or more Upgrades you may remove an Upgrade you control from the game to negate all damage from 1 attack to your Tomb Raider. Secret Move 8: Solo Endeavor Big_Guns 3B-158_UR Secret Move Ultra-Rare 3B-158 Solo Endeavor | | You may only play this card if you are playing a solitare game. You may remove this catd from the game when you reveal a playable ibstacle to discard the obstacle and draw a new one. Secret Move 9: Backup Plan Big_Guns 3B-159_UR Secret Move Ultra-Rare 3B-159 Backup Plan | | You must have 3 daved discoveries to play this card. When an opponent or card in play forces you to discard 1 or more cards from your hand you may remove this card from the game instead. Lara Croft, Explorer Promo_Cards 1P-210_BT Upgrade Power 2 Character 1 Promo-Box-Topper 1P-210 Play when your result is 18 or more on any non-Search test. You starting Raider must be Lara Croft. | Move ability +1. | You may make all Fight tests using your Move ability. If you do so, you cannot use any weapons, and inflict no Hits. | Power 2 Character Upg There's no way of telling just what I'll need exploring a cave. Sometimes nylon rope and pitons will do the trick. Lenticular A (Lara close) Promo_Cards 1P-211a_Lt Not Playable Lenticular 1P-211a "You can use this card to mark the positioning of your Tomb Raider in the map!" Lenticular B (Lara kiss) Promo_Cards 1P-211b_Lt Not Playable Lenticular 1P-211b "You can use this card to mark the positioning of your Tomb Raider in the map!" Lenticular C (Lara sexy) Promo_Cards 1P-211c_Lt Not Playable Lenticular 1P-211c "You can use this card to mark the positioning of your Tomb Raider in the map!" Karmic Balance Promo_Cards 1P-212_P Action Promo 1P-212 Play when an opponent is about to make a die roll. | You roll the die instead. I may not be able to prove that it makes a difference, but I know that I believe. Lil ol me Promo_Cards 1P-213_P Action Promo 1P-213 You starting Taider nust be Lara Croft to play this card. Play when you are attacked by a non-Lara Tomb Raider to prevent the attack. You don't really want to hurt me, do you? Keep Your Cool Promo_Cards 2P-214_P Action Promo 2P-214 Play after any test. | Roll 2 dice and use the new total as your final result. If you can manage to stay calm, you just might stay alive. A Small Favor Promo_Cards 2P-215_P Action Promo 2P-215 Play after an opponent plays an obstacle card. Your opponent may choose to return the obstacle to her hand and draw up to two cards. Could I trouble you for a small favor? Lara Croft, Siren Promo_Cards 2P-216_BT Upgrade Power 4 Character Promo-Box-Topper 2P-216 Play when you have overcome a | (wet) or a | ¢(wet/dry) obstacle with a difficulty of 6 or more. Your starting Tomb Raider must be Lara Croft. | Your maximum Life and Air Supply are increased by +3. | Power 4 Character Upgrade. Don't be shy. Come over here. I wouldn't hurt a fly... Heavy Firepower Promo_Cards 3P-217_P Action Promo 3P-217 Target a Creature obstacle which has taken 1 or more Hits. If you damage the target (this turn) inflict an additional +2 Hits. Sometimes you just have to break out the Big Guns. Cheat Codes Promo_Cards 3P-218_P Action Promo 3P-218 Each Tomb Raider may exchange a card from her hand with a card from her discard pile. It isn't cheating if everybory does it. Lara Croft, Renegade Promo_Cards 3P-219_BT Upgrade Power 4 Character Promo-Box-Topper 3P-219 Play when you control at least 3 saved weapon discoveries. | Upgrade Lara Croft only. | Inflict +2 Hits when you damage a Creature obstacle. | Power 4 Character Upgrade You can never have too many weapons. [unconfirmed 220] Promo_Cards CardMissing Promo 3P-220 Secret Surveillance Promo_Cards 3P-221_P Action Promo 3P-221 All players must play with their hands face up (this turn) I wonder what the competition's up to? Dressed To Kill Promo_Cards 3P-222_P Action Promo 3P-222 Play during the ready round. Any time a Creature obstacle or Tomb Raider damages your Tomb raider (this turn), they take a Hit. Skill and style. Now that's what I call a deadly combination. [unconfirmed 223] Promo_Cards CardMissing Promo 3P-223 [unconfirmed 224] Promo_Cards CardMissing Promo 3P-224 Sandstorm Promo_Cards 3P-225_P Action Promo 3P-225 Target a Tomb Raider during the ready round. She must make an 10 Think test. If failed she draws no cards during the draw round. I can barely see a thing in this. I hope my opponents are having the same problem. Murphy's Law Promo_Cards 3P-226_P Action Promo 3P-226 Play before anither Tomb raider attempts to overcome an obstacle. If she fails to overcome an obstaclem she discards her hand. If she succeds, you discard your hand. When tomb raiding, if something can go wrong it will. Goddess Promo_Cards CardMissing Promo-Test 3P-000