Deck Dungeons Rules v2
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Transcript of Deck Dungeons Rules v2
7/24/2019 Deck Dungeons Rules v2
http://slidepdf.com/reader/full/deck-dungeons-rules-v2 1/6
DECK
DUNGEONS
We created Deck Dungeons to recreate the
adventures of all of the hundreds of Dungeon
games produced over time. Deck Dungeonsrecreates the feeling of running a part of
adventurers into various dungeons to kill
monsters and gain precious treasures.
Each character receives !ve gold coins at the
"eginning of the game. Use Gold to purchase
#eapons and spells in to#n.
$ocations%
&o#ns
Dungeons
&iles%
Straight Corridor &iles
$eft hand &urn
'ight (and &urn
'oom Cards
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Weapon Cards% represent the man di)erent
#eapons that certain *dventurers can use in
dungeons. Weapons are%
Dagger +,
Short S#ord +-$ong S#ord+
*/e +-
0attle */e +
Short 0o# +,
$ong 0o# +-
Cross 0o# +
Small 1ace +,$arge 1ace +-
Sta) +,
Wi2ard Spells% NEED 34 three o)ensive and
defensive
1agic 1issile%
5ire"all%
Charm 1onster%
Sleep% attack - times then determine using the
normal method
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1agic *rmor%
6nvisi"ilit%
Cleric Spells% NEED 34 three o)ensive and
defensive
(eal Wounds% Cast on one *dventurer. &he*dventurer regains three hits.
5aith Shield% &he Cleric casts a "lessed shield
on the part. *ll adventurers add one to their
defense for the rest of this encounter.
Cure 7oison% &he Cleric casts the spell on one
adventurer that is poisoned. &his cures the
*dventurer from the poison.
Charm 1onster% 1onster #ill respond to
Cleric8s commands and #ill accompan part to
to#n. 6n to#n4 the adventurer sells the
1onster for gold. 9ou have to sell 1onsters in
to#n. 1onsters cannot accompan a part on
future trips.
0olt of $ight% in:icts damage on one 1onster
0anish% &he Cleric chooses one 1onster.
'emove that 1onster from the game.
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*rmor Cards% represents various tpes of armor
that adventurers #ear to protect themselves
against damage.
&here are four tpes of armor.'o"es +,
$eather+-
Chain +
7late +;
Shield Cards% represents the defensive #eaponr
that a character uses to protect part of his "od.
Small Shield +,
$arge Shield +-
&reasure Cards% represents various items that a
character can pick up. 6t is permissi"le to trade&reasure cards "et#een in adventurers and to
spend them "ack in to#n for gold. Each treasure
card has a value of one to three gold.
Gold Cards% used as currenc. *dventurers can
carr an unlimited amount of gold.
Character Cards%
Warrior < &he classic !ghting hero in all
adventures. &he Warrior uses his superior strength
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and agilit to !ght o) all 1onsters. While Warriors
cannot cast spells4 the can use all #eapons4 all
armor and all shields.
Wi2ard < &he primar role of the #i2ard is to cast
spells that cause damage to monsters.uses spells
to defeat dungeon creatures. Each #i2ard al#as
has a #and. Wi2ards can onl "e e=uipped #ith
Sta)s. Wi2ards can onl #ear 'o"es. Wi2ards can
cast 1agic Spells.
Cleric < uses #eapons to defeat enemies and uses
spells to heal fello# adventures. Clerics can onl
"e e=uipped #ith Sta)s or Clu"s. Clerics can #ear
'o"es or $eather *rmor.
&hief < uses stealth and #eapons to defeatdungeon creatures and skills to open lock doors>
chests and to disarm traps. * thief can onl use a
Dagger4 Short S#ord or a 0o#. &hief8s can onl
#ear ro"es.
Stats%
Strength
Constitution
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6ntelligence
Speed
7iet
7iet represents devotion to a God or man
Gods. * Cleric must have a high 7iet
rating to cast spells. * high piet provides
the Cleric a greater num"er of spells.
Wisdom
Wisdom represents an *dventurer8s
pursuit of the arcane kno#ledge of magicarts. * high #isdom provides the 1agician
a greater num"er of spells.