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Spoiler


How this list works: Cards are displayed by card type (action, obstacle, etc), then by subtype. Under subtype, they are alphabetical.
You read the list as such:
(Number) (Name) (Rarity)
(Type) (Sub-Type)
(Fight) (Move) (Think) (Search) - Applies only to Raiders
(Danger Rating) (Search Rating) - Applies to Obstacles or Discoveries
(Backward) (Forward) (Left) (Right) - Applies only to Locations
(Effect)(Lore)
A card is not considered to be complete until I have all information, INCLUDING lore.
If you have any of the cards listed incomplete here (a number list can be found at the home page), please email me at lamer13@hotmail.com and I'll add them.
100 Achilles Heel C
Action 
Hah!  He's always been a sucker for that move.
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.

128 Adapt and Overcome U
Action 
The Marines aren't the only ones who can overcome, adapt and improvise!
Play before attempting to defeat an obstacle you failed to defeat previously.  Add 2 additional dice.

96 All or Nothing C
Action 
It's best to avoid one-winner-takes-all confrontations, but if it happens, make sure the fat lady sings for your enemy!
Play before you roll any test. Discard your hand. For each card discarded, add +1 to your Result.

83 Ambush C
Action 

99 Attack From Behind C
Action 

93 Attention To Detail C
Action 
I met a Zen Buddhist student once who told me there is beauty in the details, so take the time to really observe.
Play after you roll a Search test.  Add +2 to the result.

78 Backflip C
Action 

122 Bait and Switch U
Action 

21 Bounty IC
Action 
Sometimes it pays to be thorough.
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.

124 Carpe Conundrum U
Action 
Carpe Diem - Seize the day.  Good advice.  Sometimes, though, it's more important to seize the problem... and hand it to somone else.
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.

70 Chute Trap C
Action 
Hasta la vista, baby.
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.

97 Collapsing Exit C
Action 
The ceiling and walls are crumbling badly in places.  One wrong move and it's the entombed diet plan!
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.

123 Collateral Damage U
Action 
When things truly get out of hand, there's comfort in knowing you won't go down alone.
Play when you are Hit from a Fight test.  Each other Tomb Raider at the same location suffers the same damage.

75 Concentration C
Action 
Quiet!  I'm trying to think over here!
Play before making any Search test.  Reroll any die or dice that come up 1 or 2.

87 Coordinated Fire C
Action 
I like this.  You shoot at the beast and make it mad at you while I take aim safely from way over here!
Play when you Fight a target that another Tomb Raider fought this turn.  Add +5 to your Fight result.

84 Detailed Search C
Action 
There's plenty of things to find if you just take the time to look for them.
Play after you roll a Search test.  Add +5 to your result.  You become stuck for 1 turn.

81 Drive Out C
Action 

24 Ferocious Attack IC
Action 
You have to be careful around wild animals.  Every once in a while, they turn out to be more vicious than you expected.
Play when a Creature obstacle does damage to a Tomb Raider.  Increase the damage by 1 Hit.

88 Fool's Gambit C
Action 

89 Fresh Start C
Action 
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!
Discard your hand. Draw a number of cards equal to your Think ability.

52 Good Shot C
Action 
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.
Play when you cause damage.  Add +1 Hit to the damage.

98 Guarded Attack C
Action 
Tuck and roll, cover when possible.  Live to fight another day, that's the way to stay alive down in these tombs.
Play before a Fight test. Regardless of the outcome, reduce the damage inflicted by 1 Hit.

121 I Can Do That U
Action 
Never give a competing Tomb Raider the satisfaction of failing where he succeeded. You'll never live it down!
Play when you encounter an obstacle that any Tomb Raider has defeated in the past. You defeat the obstacle.

181 I'm Sorry R
Action 
I only play for sport!
Play when another player plays an action card, before resolving that card.  The action card is cancelled.

85 Improvise C
Action 

95 Insight C
Action 
That's it! I knew I'd think of it if I just gave it a moment.
Play after you roll a Think test. Add +3 to the result.

56 Just Made It C
Action 
Never underestimate yourself.  My mother told me that and I've never forgotten it.
Play after you roll any test.  Add +1 to your result.

74 Loaded For Bear C
Action 
Any good scout knows to always be prepared.  Although, I wasn't much into scouting when I was that age.
Play after you roll any test.  Add +1 to your result for each Item discovery you have.

51 Look Again C
Action 
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.
Remove an empty token from any location.

49 Lost TT
Action 
One thing I never forget to pack is my sense of direction.
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.

182 Luck of the Draw R
Action 

184 No Fallback R
Action 
Sometimes all it takes is one annoying misstep, one slammed door or collapsing ceiling... then there's no going back.
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.

91 One Slim Chance C
Action 
Anyone can do these things the easy way.  The trick is to do them with flair!
Pick a total before you roll the dice for a test.  If your result is exactly that total, double your result.

90 Over Encumbered C
Action 
Travel light, that's what I always say.
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).

183 Poor Aim R
Action 

63 Push C
Action 
Oops!  So sorry Pierre!
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.

76 Quick Assessment C
Action 

72 Run C
Action 
No sweat!  Back home, I have to run further than this just to answer the phone.
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.

129 Scent the Prey U
Action 

130 Snake Eyes U
Action 
I wouldn't try the craps tables today, pal!
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.

46 Snoop Ahead TT
Action 
I think I'll trade this for whatever is behind door number two.
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.

66 Steal Item C
Action 
Well, Larsen won't be needing this!
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.

185 Superior Tactics R
Action 

94 Sure Footing C
Action 
These boots weren't endorsed by any pro basketball players, but they grip the ground just fine!
Play before you roll a Move test.  Roll 1 extra die.

57 Take Aim C
Action 
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.
Play before you roll a Fight test.  Roll 1 extra die.

126 The Greater Threat U
Action 

77 The Second Barrel C
Action 
I like to keep a little something extra in reserve.
If your fight test succeeds, you may immediately make a second Fight test against the same target.

53 The Way Through C
Action 
There's just got to be a way to get deeper into the tomb!
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.

127 Training Exercise U
Action 
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!
Play before rolling a Fight or Move test.  Roll for the test twice, and use the higher result.

125 Unstoppable U
Action 

86 Weapon Jam C
Action 
Hirushi was a crack shot, but she never told me much about fixing a weapon when it's jammed.
Target weapon cannot be used this turn.

92 Worst Case C
Action 
It never rains, but it pours.  At least if I have anything to say about it!
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.

143 Ancient Glyph U
Discovery Item

48 Backpack TT
Discovery Item
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?
Draw 1 additional card during the draw round each turn.
 12

144 Binoculars U
Discovery Item

176 Charm of the Beast R
Discovery Item
See?  I'm not so bad once you get to know me.
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.
 21

148 Combat Knife U
Discovery Item

141 Compass U
Discovery Item

172 Cool Shades R
Discovery Item
Hey, fashion is fashion even when there's no one around to notice it!
Adds +1 to your Search ability.
 18

82 Cursed Idol C
Discovery Item

80 Flare C
Discovery Item
These are handy!  Mental note: Bring some flares on the next trip underground.
Flare.  Discard (from play) to remove any Dark obstacle (or any other obstacle with a Flare icon).
 5

177 Infrared Goggles R
Discovery Item

174 Laptop Computer R
Discovery Item

147 Large Medi Pack U
Discovery Item

23 Leather Jacket IC
Discovery Item
The cuffs and collar may be torn but there's no better feeling than a well-broken-in leather jacket.
Adds +1 to your current and maximum Life.
 14

68 Magnum Pistols C
Discovery Item
Definitely more powerful than the standard pistols, these Magnums have quite a kick!
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.
 15

55 Rope C
Discovery Item
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.
Rope, Discard (from play) to remove a Pit obstacle (or any other obstacle with a Rope icon).
 8

142 Rusty Key U
Discovery Item

180 Scope R
Discovery Item

120 Shotgun U
Discovery Item
Skeet shooting anyone?
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.)
 17

73 Shotgun Ammo C
Discovery Item
There's nothing like a loaded shotgun in your hands to tell the world "Hey, don't mess with me!".
Discard (from play) to ready a shotgun.
 10

69 Small Medi Pack C
Discovery Item
Bandages and gauze, antibiotics and pain-killers are all well and good, but I like chewing gum best.
Discard (from play) during the draw round to heal 1 Life.
 10

173 Stone Tablet R
Discovery Item

171 Uzi R
Discovery Item
Standard commando issue. I like that!
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.)
 20

119 Uzi Clip U
Discovery Item
If a shotgun says "Don't mess with me", an Uzi says "Run while you can!".
Discard (from play) to ready an Uzi.
 12

146 Atlantean Life Amulet U
Discovery Trigger
The Atlantean civilization must have been truly wondrous to create things like this!
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.
 19

71 Hidden Exit C
Discovery Trigger
Don't even try to tell me there's no exit the way I want to go!
Add an exit in any direction to your location.
 13

145 Idol of Life U
Discovery Trigger

61 Save Point C
Discovery Trigger
If there's one thing I'm sure of it is that sometimes starting over is the only option.
Add a Save Point to your current location.
 16

179 Secret Passage R
Discovery Trigger

175 Treasure Map R
Discovery Trigger

54 Triggered Door C
Discovery Trigger
I am amazed at the intricacies the ancient tomb builders used to keep their secrets well hidden Better than Fort Knox!
Add an exit in any direction to any location with 2 or fewer unblocked exits.
 11

178 Unpleasant Surprise R
Discovery Trigger

113 Atlantean Lair U
Location Atlantean
More than enough to film an Aliens movie!
No obstacles other than Atlantean Creature obstacles may be played at this location.
+5 +2
Backward  Left 

103 Atlantean Save U
Location Atlantean

118 Atlantean Treasure U
Location Atlantean

109 Chasm U
Location Atlantean

116 Crawler Range U
Location Atlantean

110 Drawbridge U
Location Atlantean

114 Fleeting Beauty U
Location Atlantean

104 Giant Steps U
Location Atlantean
Just once I'd like to come across a tomb with a nice escalator or two.
Platform Series I (Trap): 7 Move.  Stuck if failed.  Platform Series II (Trap): 8 Move.  Stuck if failed.
+1 +1
Backward  Left 

111 Hall of Revelation U
Location Atlantean

112 Jagged Cavern U
Location Atlantean

117 Lava Fall U
Location Atlantean

105 Lava Straits U
Location Atlantean

108 Lure U
Location Atlantean

107 Maze U
Location Atlantean

152 Revolving Door R
Location Atlantean

102 Sphere Room U
Location Atlantean

115 Storehouse U
Location Atlantean

106 Wellspring U
Location Atlantean

101 Zoo U
Location Atlantean
Wow!  Jacques Cousteau would have loved this place!
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.
+2 +2
Backward Forward Left Right

10 Bat Cave IC
Location Cave
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.
Bats (Creature): 5 Fight or 8 Think.  2 Life.  Hit if failed.
+1 +0
Backward  Left Right

16 Bat Roost IC
Location Cave
The vampire bat's bite is poisonous, weakening victims and blurring their vision.  Filthy little beasts, every one of them!
Vampire Bat (creature): 4 Fight or 7 Move.  1 Life.  Fight Injury if failed.
+3 +0
Backward Forward  

14 Bend Left IC
Location Cave
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!
+2 +1
Backward  Left 

1 Cave Entrance IC
Location Cave
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.
Special Location: Entrance.
+0 +0
 Forward Left Right

153 Difficult Slope R
Location Cave
Please watch your step and hold on to the handrails.
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.
+1 +2
Backward Forward Left Right

5 Dim Cavern IC
Location Cave
I can hardly see a thing.  It's darker than a French disco in here.  Mental note: pack some flares next time.
Flare, Dark (Trap): 7 Think or 9 Search.  Stuck if failed.
+0 +0
Backward Forward Left Right

13 End of Slide IC
Location Cave
It's a rough ride down the slide.  I picked up a couple of new bruises and scrapes, but nothing serious.
+4 +1
 Forward Left Right

9 Fork IC
Location Cave
Of course, I heard the Mask might be a fake, and it was Pausanias who uncovered the first Homeric graves anyway.
+2 +0
Backward  Left Right

6 Giant Cavern IC
Location Cave
I've seen that look before.  These wolves have a taste for blood.  Well, it's not going to be mine,
Wolves (Creature): 7 Fight or 10 Think.  2 Life.  Hit and Stuck if failed.
+0 +1
Backward Forward Left Right

18 Hard Right IC
Location Cave
Shadows along the rock wall look like grim, ancient faces.  Do they know something I don't?  Are they trying to tell me something?
+0 +0
Backward   Right

15 Hidden Corner IC
Location Cave
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!
+1 +2
Backward   Right

7 Open Cavern IC
Location Cave
Did Schliemann feel this way when he excavated Troy?  I'd give my eye teeth to discover something like the Mask of Agamemnon!
+3 +0
Backward Forward Left Right

8 Overlook IC
Location Cave
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?
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.
+2 +0
Backward  Left Right

17 Pond IC
Location Cave
The gentle drip, drip of water echoes softly off the cavern walls.  Better that than bat wings flapping!
Small Medi Packs can be found in this location without causing the location to become empty.
+0 +1
Backward Forward Left Right

2 Safe Cave IC
Location Cave
It seems quiet and safe here.  All those moans and echoes in the deep caverns can give me the creeps sometimes.
Save Point
+1 -2
Backward Forward  

12 Sharp T IC
Location Cave
Which way to the treasure room?  Ahead or to the left?  I knew I should have bought the tour map!
Rope, Pit Trap (Trap): 7 Move or 9 Search.  Stuck if failed.
+0 +0
Backward Forward Left 

4 Skeletal Remains IC
Location Cave
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!
Every player may find one discovery at this location.
+3 +2
Backward   

3 Treasure Cave IC
Location Cave
I faced my first bear with nothing but a knife.  Boy, was I up a creek.
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.
+0 +0
Backward   

11 Wolf Bridge IC
Location Cave
Snarling beasts with thick yellow fangs block the way.  Is this a tomb or the line at a Willie Nelson concert?
Wolves (Creature): 7 Move or 7 Fight.  2 Life.  Hit and Stuck if failed.  This location cannot be Searched until the wolves are removed.
+1 +2
Backward Forward  Right

39 Bat Shrine TT
Location Tomb
Who knows what poor sacrifices lost their hearts and lives here?  All I know is that I won't be next!
Bat (Creature): 3 Fight or 8 Move.  1 Life.  Hit if failed.
+3 +1
Backward  Left 

43 Blind Corner TT
Location Tomb
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.
+1 +0
Backward   Right

32 Boulder Pasage TT
Location Tomb
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!
Boulder (Trap): 9 Think.  Return to your last save point (or your entrance) if failed.
+0 +1
Backward  Left Right

41 Broken Passage TT
Location Tomb
Enormous upheavals of earth have piled stone slabs against each other like so many children's books.
Low Platforms (Trap): 5 Move.  Stuck if failed.
+4 +1
Backward Forward  

34 Dead End TT
Location Tomb
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.
+1 +0
Backward   

42 Dizzying Heights TT
Location Tomb
Just for grins, I nudge a small stone over the side.  It falls away into nothingness.  I don't hear it hit bottom.
When this location is placed, the Tomb Raider may lay it so that either arrow points back the way she came.
+0 +0
Backward  Left 

33 End of Line TT
Location Tomb
Clues about getting deeper into the tomb can be found in the strangest places.
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.
+0 +1
Backward   

35 Engraved Passage TT
Location Tomb
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.
+2 +0
Backward  Left Right

31 Narrow Crossing TT
Location Tomb
Sometimes these underground corridors wander for miles, tempting me one direction and then another.  What's a girl to do?
+3 +0
Backward Forward Left Right

38 No Return TT
Location Tomb
A tempting gap seals behind me, just as I slip through.  Shoot!  There's no way back now.
+4 +2
 Forward Left Right

37 Rough Staircase TT
Location Tomb
The dark granite stairway is crumbled and broken, crawling with bugs and rats.  This place stinks like a New York taxi.
Rope, Pit Trap (Trap): 7 Think or 10 Move.  Stuck if failed.
+1 +0
Backward Forward Left 

27 Safe Chamber TT
Location Tomb
There's something so familiar about this place.  Déjà vu still creeps me out.  And it happens to me all the time!
Save Point
+0 -2
Backward Forward  

40 Sharp Bend TT
Location Tomb
Moisture drips from the ceiling and down the walls, foul-smelling and sulfurous.  It's so thick I can taste it!
+2 +0
Backward   Right

30 Slice and Dice TT
Location Tomb
A little advice.  When you feel a little shift of the stone under your foot, duck!  Razor-sharp steel blades wait for no one.
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.
+1 +1
Backward Forward Left Right

29 Slide TT
Location Tomb
Aaaaiiiieeeeyyyy!
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.
+0 +2
Backward   

154 Tiger Trap R
Location Tomb

26 Tomb Entrance TT
Location Tomb
Once past the entrance, courage is a Tomb Raider's only companion.
Special Location: Entrance
+0 +0
Backward Forward Left Right

28 Treasure Vault TT
Location Tomb
Not all guardians are of flesh and blood.
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.
+0 +0
Backward   

36 Uneven Corridor TT
Location Tomb
Jagged stones poke at my ankles and feet, making it hard to keep my footing.  One more step, Wait!  What was that click?
Dart Trap (Trap): 7 Move or 9 Think.  Hit if failed.
+2 +0
Backward Forward  Right

159 Bottleneck R
Location 

160 Death Trap? R
Location 

157 Empty Room R
Location 

156 Meditation Chamber R
Location 

151 Sanctuary R
Location 

155 Secret Room R
Location 

158 Waterfall R
Location 

211 Lenticular UUR
Not Playable 

164 Atlantean Big Boss R
Obstacle Creature

135 Atlantean Horseman U
Obstacle Creature
What a strange beast!  I've never seen anything so like a centaur in all my travels.
9 Fight or 11 Move.  5 Life.  Hit and Fight Injury if failed.
8 

163 Atlantean Lara R
Obstacle Creature

165 Atlantean Natla R
Obstacle Creature

59 Bats C
Obstacle Creature
Filthy flying rodents!  Take that!  And that!
4 Fight or 8 Think.  1 Life.  Hit if failed.
3 

22 Bear IC
Obstacle Creature
That bear nearly did me in.  So, I went out and got my first pair of revolvers the very next day!
11 Fight or 12 Move.  3 Life.  2 Hits and Stuck if failed.
8 

162 Crawling Atlantean R
Obstacle Creature

161 Flying Atlantean R
Obstacle Creature

132 Gorilla U
Obstacle Creature

131 Lion U
Obstacle Creature

134 Natla U
Obstacle Creature

136 Natla's Sniper U
Obstacle Creature

79 Natla's Thug C
Obstacle Creature
There are corporate scumbags like Natla all over.  They all seem ot have my phone number, too.
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.
5 

133 Pumas U
Obstacle Creature

25 Wolf Pack IC
Obstacle Creature
Shoot!  These wolves have my scent pretty good, I never have a big slab of raw meat when I need one!
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.
7 

60 Wolves C
Obstacle Creature
Come on!  You want some of this?  What about you?  Red Ridinghood this!
8 Fight or 11 Move.  2 Life.  Hit and Stuck if failed.
6 

139 Blinding Flash Trap U
Obstacle Trap

140 Break-Away Floor U
Obstacle Trap

167 Crushing Stone Trap R
Obstacle Trap

65 Dark C
Obstacle Trap
Who would have thought it could get so dark underground?
Flare.  7 Search or 8 Think.  Stuck if failed.
2 

64 Dart Trap C
Obstacle Trap
These dart traps are ingenious!  I should get some for the entrance to the mansion.
7 Think or 10 Move.  Hit if failed.
5 

150 Deep Pit Trap U
Obstacle Trap

137 Falling Bolder U
Obstacle Trap

50 Gap TT
Obstacle Trap
There's no real trick to jumping a gap like this.  A running start is the key.
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.
6 

149 Gnashing Teeth U
Obstacle Trap
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!
11 Search or 11 Think.  Hit and Move Injury if failed.
9 

166 Lava Flow R
Obstacle Trap

62 Pit Trap C
Obstacle Trap
Man!  This is getting hard on the knees!  It could be worse, the next one could have spikes . . . Oh.
Rope, 9 Move or 10 Search.  Stuck if failed.
4 

58 Rough Ground C
Obstacle Trap
I keep my eyes peeled in places like this.  There are just too many places for things to hide.
5 Move.  Stuck if failed.
1 

138 Spike Trap U
Obstacle Trap

169 Spiked Floor R
Obstacle Trap
It's like playing hop-scotch for high stakes.
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.
8 

47 Spiked Slope TT
Obstacle Trap
That was close!  Just snagged my clothes.  Mental note: Wear a tighter shirt next time.
9 Search or 11 Move.  Death if failed.
8 

170 TNT R
Obstacle Trap
High explosives make me nervous.  Especially large quantites of old, unstable explosives.
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.
7 

168 Toxic Fumes R
Obstacle Trap

198 Cowboy R
Raider 

191 Lara Croft Acrobat R
Raider 

192 Lara Croft Duelist R
Raider 

19 Lara Croft Spelunker IC
Raider 
There's no way of telling just what I'll need exploring a cave.  Sometimes nylon rope and pitons will do the trick.
Power 1 Character
2 3 3 2

44 Lara Croft Treasure Hunter TT
Raider 
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.
Power 1 Character
2 2 3 3

197 Larsen R
Raider 

196 Pierre R
Raider 

199 Skateboard Kid R
Raider 

200 The Bald Man R
Raider 

201 Secret Move 1 UR
Secret Move 

202 Secret Move 2 UR
Secret Move 

203 Secret Move 3 UR
Secret Move 

204 Secret Move 4 UR
Secret Move 

205 Secret Move 5 UR
Secret Move 

206 Secret Move 6 UR
Secret Move 

207 Secret Move 7 UR
Secret Move 

208 Secret Move 8 UR
Secret Move 

209 Secret Move 9 UR
Secret Move 

20 Claw of the Cave Bear IC
Treasure Power 1
I've taken a lesson from the ferocity of my foes.
A Tomb Raider with the Claw of the Cave Bear causes +1 Hit when succeeding in a Fight test against any Creature obstacle.

45 Idol of Fortune TT
Treasure Power 1
Actually, I think it's my lucky socks.
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.

187 Atlantean DNA R
Treasure 

188 Atlantean Scion R
Treasure 

186 Idol of the Wolf R
Treasure 

189 Incan Spirit Cloak R
Treasure 

190 Map of Indiana R
Treasure 

195 Lara Croft Archaeologist R
Upgrade 

210 Lara Croft Explorer UUR
Upgrade 

194 Lara Croft Millionaire R
Upgrade 

193 Lara Croft Victor R
Upgrade 

67 Lara Croft, Adventurer C
Upgrade 
A life less ordinary indeed!  I wonder how many of my old schoolmates trap on pistols and spelunking gear to go to work?
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.

Special note: All information here is copyright property of Precedence Entertainment, Inc. Tomb Raider is a registered Trademark of Eidos Interactive, Inc. and Core Design Ltd. Core and Lara Croft are trademarks of CoreDesign Ltd. © 1999. Eidos Interactive is a registered trademark of Eidos Plc. © 1999 Eidos Plc. The list itself is not copyright, but is given freely in the hopes of advancing Precedence's great product.

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