By Gunpowder Studios - Rules...dungeon tiles and divide them into two equal stacks. Shuffle the Exit...

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- Rules - A ntasy adventure ge r 1 to 4 players By Gunpowder Studios Versi 1.1

Transcript of By Gunpowder Studios - Rules...dungeon tiles and divide them into two equal stacks. Shuffle the Exit...

  • - Rules -

    A fantasy adventure game for 1 to 4 players

    By Gunpowder Studios

    Version 1.1

  • 1. Object of the gameYou play adventurers entering a magical dungeon to find and steal the Ring of Creation. Monsters, traps, items and treasure await you, and the fearsome Red Dragon guards the exit. Your quest? Get in, get the Ring and get out! The dungeon collapses once the Ring leaves the dungeon. Those still inside have one turn to escape or are lost forever in the ruins. The overall winner is the surviving player who has killed the most monsters. You get four extra kills if you possess the Ring at the end of the game, and two kills for slaying the Red Dragon.

    2. Set up1. Place the Start tile in the centre of your play area. Set aside the Exit tile. Shuffle the rest of the dungeon tiles and divide them into two equal stacks. Shuffle the Exit tile into one of the stacks and place that stack under the other to form a single face-down draw stack.

    2. Each player chooses a character card, a meeple and four cubes. Place your meeple on the Start tile.

    3. Place a cube on the highest numbered Health space of your character card, one on the ‘3’ space of your Lives track and one on the highest numbered APs space. You’ll use the other cube to track Monster Health on your character card.

  • 3. Using Action PointsThe bravest player goes first. On your turn, you spend action points (APs) to move your character, explore, use items and fight. Move your cube down your APs track as you spend them. It costs one AP to move one space or lay a new dungeon tile. Using items and some combat actions use one or more APs. For example, you could spend five APs to draw and place a dungeon tile (1 AP), move your character one tile (1 AP), draw and place another dungeon tile (1 AP), and shoot a fireball at a monster (2 APs), and so on until you have used all your APs or enter a fight. You can use APs in any combination. You don’t have to spend them all, but they cannot be carried over. Your APs are reset to full at the end of your turn. Your turn always ends after a fight, even if you have APs left. Up to four characters may occupy a tile, or two characters and one monster.

    4. Building the dungeonDungeon tiles are drawn from the stack and laid adjacent to your character meeple. Tiles must be placed so that an opening edge joins another, forming a logical path.

    No match? You are lost! Return the tile face down under the stack and end your turn.

  • M3Start

    Safe zone. No Fighting

    5. Spawning & fighting MonstersWhen you draw and lay an M tile, place a red token to show that a monster has spawned there. When your character lands on an M tile with a red token, draw a monster from the Monsters bag and place it face up, replacing the red token. Monsters only spawn once for each M tile drawn (do not draw another monster tile if you land on the M tile again).

    Melee (hand-to-hand) combat happens when opponents are on the same tile. APs are not required for melee combat unless specified by an item. You cannot use ranged weapons (e.g. a bow) when fighting an opponent on the same tile. Once in combat, if you have APs left you can retreat (see 5.1. Retreat) or tag another character to assist (see 16. Tagging).

    Connect openings to create paths through the

    dungeon

  • 5.1. Retreat: Go back or go past to an existing tile (spend one AP and take one damage) or go past and lay a new tile (two APs, two damage).

    5.2. Fight: Roll the number of combat dice shown on your character card. Add weapons or item modifiers. Get another player to roll for the monster (see its tile for combat stats). 5.3. Damage: Compare scores. The lower scoring opponent takes damage equal to the score difference. Reduce the loser’s health accordingly. For example, you score nine, the monster scores five, so the monster takes four damage.

    5.4. Slug it out: Repeat steps 5.1 to 5.3 until one opponent is defeated (health 0).

    Critical hit: Rolling a double/treble etc inflicts a critical hit on your opponent (monster or character). Double your score, and add modifiers. Critical hits cannot be scored by monsters or ranged weapons.

    6. If you win a fight...If the monster started with health up to nine, take one tile from the Items bag and place it on an inventory space on your character card, face down if you want to hide it from other players (see 10. Inventory, Trading & Symbols). If the monster started with health 10+, take two items. Keep the dead monster tokens (kills) for final scoring.

  • 7. If you lose a fight......your character loses a life and your turn is over. If this is your last life, your adventure is also over. Otherwise, return your character to the Start tile and reset your health to full. All your items (including the Ring if you had it) remain on the tile where you died. These can now be picked up by any character if the tile is free of monsters. If you are defeated by the Red Dragon, your items are magically transported to the Healing Pool (if the Healing Pool is not yet drawn, place items to one side until it appears, then place them).

    8. Monsters regenerate healthIf you are defeated by a monster, it remains revealed on the tile and its health is reset to full.

    9. Ranged combatYou can use ranged weapons to inflict damage from a distance. You must have line of sight (LoS), meaning an uninterrupted line between your tile and the target’s tile, and the target must be in range, as shown on the ranged item (count the range starting from the tile in front of you). Spend the APs (per shot) shown on the item and roll the number of damage dice shown. You may fire past other characters who are in your LoS.

  • You can shoot unrevealed monsters. Track damage by placing red tokens beside the unrevealed monster. Remove them at the end of your turn if you did not manage to reach the monster’s tile (it is possible to kill an unrevealed monster, but you won’t know this until you reveal it).

    The following optional rules (9.1 to 9.3) should be played together. They add charging monsters and new tactical options to the standard game.

    9.1. Range RageWhen you perform a ranged attack on a monster, it will charge towards you. If it is unrevealed, replace the red token with a monster tile and reveal the monster. Deduct the damage result from the monster’s health, then roll a dice and move the monster that many spaces towards your tile.

    If the monster reaches you it gets an instant attack, causing one dice of damage (you may still use any modifi er benefi ts you have). You are now locked in a fi ght to the death and may not retreat.

    GOBL

    IN

    HEA

    LTH

    5

    1 DICE +1

    12

    HEA

    LTHH

    EALTH

    53

    RNG 1-3.1 D6 DMG

    Bow

    3 APs

    RNG 1-3.1 D6 DMGRNG 1-3.

    1 D6 DMGRNG 1-3.

    The goblin is three tiles away from the elf. The elf’s bow is in range and she has line of sight to the goblin.

  • If the monster fails to reach you, you may repeat the ranged attack (as long as you have suffi cient APs and ranged items remaining) until the monster dies or reaches your tile. If the monster is still alive and you stop attacking, move away or your turn ends, the monster stays where it is, revealed. Restore its health to full at the end of your turn.

    9.2. Characters in the yA charging monster will attack characters it reaches while heading towards you (using the same attack rules in 9.1), even if you have now ended your turn.

    9.3. T m e characters on a tileIf there are two characters on a tile when the monster reaches it, both characters take one dice of instant damage. Each player then rolls a dice. The lowest scoring character is engaged by the monster in a fi ght to the death, and the other character becomes the tag partner (this is not optional). Normal tagging rules apply (see 16. Tagging).

    SKEL

    ETON HEA

    LTH

    12

    2 DICE +1

    123

    HEA

    LTHH

    EALTH

    124 FireballRNG 1-5.3 D6 DMG

    to all tile

    2 APs

    RNG 1-5.3 D6 DMGRNG 1-5.3 D6 DMGRNG 1-5.

    to all tile3 D6 DMG

    to all tile3 D6 DMG

    The elf (red) shoots a fi reball at a skeleton. The skeleton charges three spaces towards the elf but will attack the

    dwarf (green), who is in its path

  • Example: The dwarf fires a bow at a skeleton four tiles away. The healer and the fighter are three tiles away, between the dwarf and the skeleton. The dwarf inflicts two damage on the skeleton, then rolls a 3 for the skeleton’s Range Rage movement. The skeleton reaches the tile with the healer and fighter and both take one dice of damage. The healer and the fighter players then each roll a dice. The fighter scores lowest and is engaged in a fight to the death with the skeleton, with the healer (tag partner) adding a combat bonus of one dice each round.

    If a monster enters a tile with more than two characters, all characters roll a dice and the lowest scoring character(s) must choose to retreat or advance one tile (if two characters must retreat or advance, each may choose separately) until only two characters (and the monster) remain on the tile (re-roll ties). This is a free move (uses no APs) and retreating/advancing characters do not take damage. If a retreating/advancing character moves to a tile containing another monster (including if the character reveals another M tile), that encounter is resolved on that player’s next turn. If two characters move to an M tile together, the player whose turn is next resolves the encounter.

  • 10. Invent y, trading & symbolsYou can hold as many items as you have inventory spaces on your character card. Characters on the same tile can trade items freely (even when tagging). You may also drop unwanted items on your current tile.

    If a space on your character card has a symbol, you can only place items here that show the samesymbol on their tile. For example, you cannot put a shield in the armour space and only boots can go in the boot space. You can store any item in an unmarked box. You can also switch items at no AP cost, even while fi ghting.

    M� ster Health

    20

    19

    18

    17

    16

    15

    14

    13121198765432110

    DEAD!

    *Take � e item � kill **Take t� items �

    kill

    321Solo

    4 5 67 8 9 10 11

    1 321

    3

    2

    4

    D rfYour dwarf is hardy and

    an

    expert axeman. He is known as

    Duric to his clan.

    Duric

    Acti� s: 4Combat: 2 D6 +3

    Special: +1 to combat roll

    when fi ghting with an axe

    APs

    Health

    **

    Lives

    *

    +1 to combat roll

    when fi ghting with an axe

    Steel Sw� d+1 to CBT ro

    ll

    11

    Steel Arm� r

    -1 DMG

    4

    AP

    Steel Shield-1 DMG

    12119 10*Take � e item � kill

    **Take t� items � kill

    1

    2

    **

    StrengthPoti�

    +1 D6 to CBT roll � r 1 fi ght

    1 AP1 USE

  • 11. Spells and potion sSpells (which must have LoS if ranged) and potions are removed from the game once used. Non-ranged spells can affect anyone, anywhere in the dungeon.

    12. Special TilesHealing Pool: Once discovered, place one red counter on the Healing Pool for each player. To use, end your turn on the Healing Pool, remove a red token from the tile and reset your health to full. The Healing Pool is empty when all red tokens have been removed. There is no limit to the number of times a player may use the Healing Pool, as long as there are red tokens remaining.

    Item tiles: If you land on a green Item tile, draw one item from the Items bag. After drawing an item, place a red token here to show that the tile has been used.

    Item

    Healing Pool

  • 13. When does the Ring appear?Whoever lays the last floor tile from the draw stack rolls two dice and places the Ring of Creation on that numbered M tile (e.g. roll 9 = Ring is on M9).

    The exit is sealed shut and can only be opened by a player holding the Ring on the Exit tile. Once

    that player has exited the dungeon with the Ring, those still inside have one turn to escape before the

    dungeon collapses.

    14. The Ring spawns a defender!If there is no monster on the tile where the Ring appears, draw and place a monster tile face down on the Ring token. Reveal the monster when a character lands on the tile.

    15. Fighting between charactersOnce the Ring is in play, characters can fight each other. Ranged combat against characters is the same as when fighting monsters. Melee is also the same, with two exceptions - retreat and defeat:

    15.1. Retreat: Before a combat round, you may retreat to an adjacent tile. To do so, you must choose to give one of your kills (dead monster tiles) to your opponent or take four damage. If you have no kills to give, you must take the damage.

  • When you are defending outside your turn, you may spend APs from your next turn (e.g. to use items), but this will reduce the number of APs you have available when you begin your next turn.

    15.2. Defeat: If your character is killed by another character, drop all your items on the tile where you died. The victor can then take any dropped items (if they have space to carry them) and may also take one of your kills. You must then lose a life and return to the Start tile (if you have lives remaining, otherwise your adventure is over).

    16. TaggingWhen fighting, you can spend one AP to call one nearby character to help you, provided they have enough APs available to reach your tile. If the character agrees (which they do not declare until after you’ve spent the AP), they spend APs from their next turn to reach you, become your tag partner and add one dice to your combat roll. When you take damage, your tag partner also takes half that amount of damage (rounded down) Example: The dwarf takes seven points of damage. Its tag partner (the elf) therefore takes three damage. Neither the character nor their tag partner can retreat during a tagged fight.

  • You get the item(s) if you win (though you may choose to reward your tag partner with a gift). If you lose the fight, the monster will attack the tag partner, now inflicting full damage. The tag partner can spend APs from their next turn to defend, if available, and may now also retreat.

    16.1. Trading with tag partnersA tag partner can give and receive any items with another player on the same tile.

    16.2. Tagging during a solo gameWhen playing solo with multiple characters, a character can try to tag another. The character being tagged must have at least five health (otherwise they are too weak to help). Roll a dice. On a roll of 3-6, the character will become your tag partner. On a roll of 1 or 2, they refuse to assist for that fight.

    17. Defeating the Red DragonThe Red Dragon waits patiently at the exit (M12) to prevent your escape. All weapons except arrows can harm the Red Dragon, and the Dragonlance can only be used against her. If she defeats you, your items are magically transported to the Healing Pool (see 7. If you lose a fight...). The Red Dragon does not move from the Exit tile.

  • 18. VariantsSolo Game

    In this solo variant you can choose to send up to four characters into the dungeon, but each only gets one life. For a tough challenge, try sending just one brave adventurer against the Red Dragon and her minions (if you choose this option, you may decide whether you begin with one, two or three lives).

    When playing a solo game, you can choose to remove the following tiles from the game before play: Vampire Teeth • Sorcerer’s Skull • Imp’s teeth • Witch’s Claw • Magic Vine • Acme Insurance Scroll. If you decide not to remove them, should you draw any of them during the game, then you have simply found an item that you cannot use.

    Red Dragon Health: 20 Combat: 4 dice

    Resistant to arrows

  • CooperativeBlood Bond. For a more friendly version of the game, characters can team up and attempt a collective victory, renouncing personal glory.

    All players must agree to this before entering the dungeon and each must then make a blood bond by reducing their starting lives to two. You are all now bound by the bond for the duration of the game. Players do not receive victory points for kills and combat between characters is not allowed.

    The difficulty of a cooperative game can be reduced (e.g. for younger or newer players) by starting each character with three lives, as for the normal game. The blood bond is still binding. Conversely, if you want to play a more challenging version of the Blood Bond rule, you can all agree to each reduce your starting lives to one.

  • Team Game (4 players)Split into two teams of two characters and compete to win the most kills for your team. Work together and watch each other’s backs.

    The rules end here, for now...Get FAQs, updates and new content online (search

    Bag of Dungeon). Have a great adventure!

    AbbreviationsD6 = 6 sided dice. APs = action points.

    DMG = damage. RNG = range. CBT = combat.

    Contents 1 game bag, 2 tile bags (monsters and items),

    40 dungeon tiles, 30 monster tiles, 40 item tiles, 4 character cards, 16 wooden cubes, 4 wooden

    meeples, 4 6-sided dice, 1 Ring of Creation, 28 red/black tokens, 11 Dragon Scroll mini-

    quest cards, 1 Red Dragon token.

    CreditsGrand Creator: Tim Sharville

    Rules Wizard: Russ Law Keeper of Words: Paul Sharville

    Guardian of the Coin: Mick the Monk

    © Gunpowder Studios

  • 19. Fred’s Lucky Dip Stall (Variant)Fred the Gnome, local postal operative and familiar patron of the Wasted Wizard tavern, has a licence to trade lost property in the dungeon in exchange for dead monster tokens (we have no idea what he does with the tokens, but we suspect he claims them as his own kills in order to impress other gnomes and get dates).

    At the start of each game, place a black token on the Start tile (Fred won’t bring his goods into the dungeon). This is now the location of Fred’s Lucky Dip stall. When you move onto this tile, you may discard three dead monster tokens or two items to draw one token from the Items bag (there is no AP cost to do this).

    Fred has no idea what’s in his Lucky Dip, and does not offer refunds or any other recompense if you get something you don’t want, like a trap (which will activate).

    If the item you draw is of no use to you, you may choose to put it back in the Items bag or keep it to trade with another character. In any event, you do not get your monster tokens back. If the dungeon collapses while Fred’s Lucky Dip stall is in play, he always manages to make it safely back to the tavern (no, we don’t know how he does it either).

  • © Gunpowder Studios