Dungeon War Rulebook

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8/19/2019 Dungeon War Rulebook http://slidepdf.com/reader/full/dungeon-war-rulebook 1/5 Dungeon Wars Martin Knight 2016 Dungeon Wars is a game for 2-4 players, where the player control groups of Heroes an Monsters in an e!paning ungeon" Contents 40 #mall #i! sie ice, in four colours $Damage %ecor Dice& 1' Hero() *o+lin( rc(. /roll(2 Dragon(4 Door(6 /reasure hest /oens 40 /reasure oins ) #pell ars 10 %elic ars 62 3ent ars 40 /iles(1 ntrance /ile  3ent cars #pell ar %elic ar Setting Up ollow the steps outline +elow to set up the game 5lace the ntrance tile in the mile of the playing surface" #huffle the remaining tiles into a raw ec" Determine who will go first an in orer each player raws a tile an connects it to the ntrance" #huffle the 3ent cars, #pell cars an %elic cars into their respecti3e raw ecs" ach player is gi3en a Hero /oen an 10 coloure amage ice" ach player places a Hero /oen with amage ice on the entrance tile" /he game is now reay to play, the starting player goes +y first followe +y the player to his or her left" Turn Sequence ach player must complete the steps outline +elow an then play passes to his or her left" 3en when a  player oes not ha3e any Heroes or Monster /oens acti3e in the ungeon they must still tae a turn an can hope to +e a+le to spawn a Monster or +ring a Hero into the ungeon" Draw a /ile an connect it to any 3ali part of the ungeon" Draw 6 23ent 0ar an play it immeiately"  o3e  one of your Monsters or Heroes" 6ttac1 with one of your Monsters or Heroes"

Transcript of Dungeon War Rulebook

Page 1: Dungeon War Rulebook

8/19/2019 Dungeon War Rulebook

http://slidepdf.com/reader/full/dungeon-war-rulebook 1/5

Dungeon WarsMartin Knight 2016

Dungeon Wars is a game for 2-4 players, where the player control groups of Heroes an Monsters in ane!paning ungeon"

Contents• 40 #mall #i! sie ice, in four colours $Damage %ecor Dice&• 1' Hero() *o+lin( rc(. /roll(2 Dragon(4 Door(6 /reasure hest /oens• 40 /reasure oins• ) #pell ars• 10 %elic ars• 62 3ent ars• 40 /iles(1 ntrance /ile

 

3ent cars #pell ar %elic ar

Setting Upollow the steps outline +elow to set up the game

• 5lace the ntrance tile in the mile of the playing surface"• #huffle the remaining tiles into a raw ec"• Determine who will go first an in orer each player raws a tile an connects it to the ntrance"• #huffle the 3ent cars, #pell cars an %elic cars into their respecti3e raw ecs"• ach player is gi3en a Hero /oen an 10 coloure amage ice"• ach player places a Hero /oen with amage ice on the entrance tile"

/he game is now reay to play, the starting player goes +y first followe +y the player to his or her left"

Turn Sequenceach player must complete the steps outline +elow an then play passes to his or her left" 3en when a player oes not ha3e any Heroes or Monster /oens acti3e in the ungeon they must still tae a turn ancan hope to +e a+le to spawn a Monster or +ring a Hero into the ungeon"

• Draw a /ile

 an connect it to any 3ali part of the ungeon"•

Draw 6 23ent 0ar an play it immeiately"•   o3e one of your Monsters or Heroes"• 6ttac1 with one of your Monsters or Heroes"

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Draw a Tileach turn a player must raw a tile, he or she taes the top car from the tile stac an connects it to any  3ali part of the alreay e!paning ungeon"

/he tiles all ha3e at least one e!it, the player chooses one of the tiles e!its an must connect it to one of theungeons tiles so that the e!its line up"

nly these two e!its nee to line up any others e!its on other /iles can +e +loce +y the new /ile if the player so wishes with one e!ception, a player is not permitte to intentionally +loc off the entire ungeonan must always lea3e somewhere with an unconnecte e!its for another tile to +e place" 7f at any timethe ungeon is +loce +y a Dea n /ile, it is returne to the +ottom of the stac an a new tile must +erawn"

few tiles ha3e a irectional arrow an these must +e place with the arrow pointing away from theungeons e!it" When all of the tiles ha3e +een place in the ungeon players sip this phase" 

/he 5it /ile

/he 5it /ile has a single re space an while it oes not slow mo3ement when a/oen mo3es into the /ile it must stop" ny a+ilities that gi3e a /oen e!tramo3ement cannot +e use an it must always stop in the %e #pace" n any su+se8uent turns the /oen is free to mo3e from the /ile +ut must roll a ice to 9umpo3er the pit" n a roll of 1-. the toen is safe an can mo3e normally, on a roll of 6the /oen has misse its footing an has fallen to its eath in the pit +elow $iscarthe toen&" Dragon ne3er nees to roll as it can fly +ut must still stop when itsmo3es on to the 5it /ile"

/he %u++le /ile

/he ru++le tile +locs all mo3ement through it an at no time can a /oen +e mo3e or place on it"

Draw An Event Card/he 3ent cars are +roen own into three categories, #pawn, Hero an 3ents" ach turn a player mustraw an 3ent ar an immeiately play it" /he player reas the cars te!t an follows its instructions"

#pawn 0ars : When a #pawn car is rawn the player taes the corresponing monster toen of themonster shown on the car an places it on an empty tile that has a spawn sym+ol or if the tile has spaceson any space of their choosing, they then place one of their amage ice showing the monsters starting  woun 3alue $shown on the specific /oen& face sie up on the toen an the #pawn car is iscare" 7f a 3ali space is not a3aila+le the car cannot +e playe an it is iscare"Hero 0ars : #imilar to the spawn car e!cept the player taes a Hero toen an places it on any tileshowing the ;aer sym+ol, then places one of their amage ice with the Heroes starting woun 3alue

face sie up on the toen an the Hero car is iscare" 7f a 3ali space is not a3aila+le the car cannot +e playe an it is iscare"23ent 0ars : /he player must follow the instruction on the e3ent car, they happen straight away an

7n the iagram to the left, the <lue /ile has 9ust +een place lining up the e!it with the *reen /ile" /his placement +locs mo3ement from the %e to <lue /ile"

7n a pre3ious turn the =ellow /ile was place connectingthe e!it of the *reen /ile, the player use the arrow toictate which way the /ile was place"

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 will ha3e 3arious effects" #ome cars will instruct the player to raw another car, lie the #pell an %elicars"#pell 0ars : /hese cars represent powerful spells heroes can cast, they must +e use as soon as they arerawn"%elics

 0ars

  : /hese cars are the only cars that are retaine +y the player an represent powerfulartefacts that are foun +y the heroes as they e!plore the ungeon" player can only hol an e8ual amount

of relics as they ha3e Heroes currently in the ungeon" 7f a relic is rawn an the player alreay hols theirma!imum, the new car is either iscare or can +e swappe with one they alreay hol, which is theniscare" %elics can +e use only when the car instructs it to +e use an once use they are remo3efrom play" %elics that ha3e not +een use at the en of the game ha3e a /reasure 3alue which is use forscoring"

Move player must always try an mo3e either a hero or a monster toen that is uner their control each turn, if for some reason all of their toens are +loce from mo3ing they may sip this phase" /oens mo3e fromone tile to an a9acent tile through the e!its, they cannot mo3e through walls or the ru++le tile" /he %ope<rige, %i3er, ;a3a %i3er an Molten ;a3a tiles slow mo3ement an ha3e spaces that the toen must mo3e

along, one space per /urn" toen can ne3er mo3e into a tile containing another tile unless they can entheir mo3ement in a tile that is empty $i"e" +y using the %elic ar %ing of #pee&" #ome spaces ha3e a +urnicon which eal any toen ening its mo3ement on that space 1 amage"

/ile that ha3e #paces

 When a /oen is mo3e +y another player $usually +y use of a car& the player is free to place the /oenon any space of a tile that has #paces $i"e" /he %ope <rige, %i3er, ;a3a %i3er an Molten ;a3a tiles&, e3enthose that result in the /oen taing amage for a +urn 7con, howe3er the amage is still ealt at the enof that /oens mo3ement an it may +e possi+le for the player to ha3e mo3e it +efore it will tae any amage"

2!ample> 7n the a+o3e iagram, the Hero /oen mo3es 1 space an conclues the players mo3ement  phase" /he -rc /oen on the green space can either mo3e to the re space or the +lue space" While the  player of the *o+lin /oen has 9ust place the Molten ;a3a /ile an use the irection of the arrow to ecie which way it shoul +e place, in the mo3ement phase the go+lin can either mo3e onto the re 

space of the Molten ;a3a /ile or mo3e +ac to the 2ntrance tile" 7f the go+lin player mo3es into the la3a tile on its ne!t mo3ement it coul mo3e onto the green space, +ut will suffer 1 amage for the +urn icon"

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Attack  5layers must always try an mae an attac each turn, if there are no legal targets a3aila+le then they mustsip this phase"

ll toens ha3e an attac 3alue an this is the amount of amage it eals to a toen on an a9acent space where the e!its line up, it cannot attac through walls"

toen can ne3er attac a toen of the same colour an controlle +y the same player $i"e" a +lue herocannot attac a +lue monster&"

Hero toens can only attac Monster toens an Monster toens can only attac Hero toens"

#ome of the monsters an cars grant special conitions when attacing, they are"

*o+lin has %ange : /he attac can target a toen up to 2 tiles away pro3iing all the e!its line up"-rc has 0harge : 7f the /oen has 9ust mo3e it gains ?1 to its attac 3alue"/roll has %egenerate : 7nstea of ttacing the /oen can restore 1 lost woun"

Dragon has <reath : /he /oen attacs all a9acent tiles where the e!its line up, an toens in those tilessuffer the amage, e3en those +elonging to that /oens wner"

fter a legal attac has +een mae the player of the target toen a9usts the amage ice to show how many  wouns the target has remaining"

7f the amage was enough to ill the toen the player remo3es it from the ungeon an the attacing  player is aware a num+er of treasure coins e8ual to the toens treasure 3alue"

/he attac is now o3er an the targete /oen oes not return any attac +ac, howe3er if the /oensur3i3e there is nothing to stop it attacing on the players ne!t turn

2!ample> 6 Hero attacs an -rc in an a9acent /ile, the -rc has all of its 4 wouns still remaining, the -rc@s player a9usts the -rc@s amage ice to show it has 1 remaining woun left, the attac is o3er"

Chest Tokens/he e3ent car /reasure hest instructs the player to place a /reasure hest toen on to any empty tilethat has a /reasure 7con, if one is not present the chest toen is not place an the car is iscare" 7f oneis a3aila+le the player taes a /reasure hest /oen an places it on the tile an iscars the car" nly one /reasure hest /oen can +e on a tile at any one time" ny Hero toen ening its mo3ement on sucha tile remo3es the /reasure hest /oen an is aware . /reasure oins"

Door Tokens When the 3ent ar Door is rawn, the player taes a Door /oen an places it on any tile that oes notalreay contain a Door /oen or a Hero or Monster /oen" Aow any /oen wishing to mo3ing on tothat tile must from an a9acent space where the e!its line up $not through walls& spen its mo3ement firstopening the oor, the player remo3es the Door toen from the tile" 

 Winning the Gamet any time when a there is only one player left in control of a Hero /oen or the last car of the 3entec is rawn the game ens, all of the players count up their treasures coins, any relics they own +ut ha3enot +een use an any treasure 3alues of Monsters an Hero /oens they control still left in the ungeon"

/he player with the highest treasure score wins the game"

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Tile and Token AnatomMany of the tiles ha3e icons which e!plain certain rule elements that nee to +e ahere to"

 

/he Hero an Monster /oens each ha3e ' common 3alues, ttac, Wouns an /reasure" ttac represents the amount of amage they eal uring an attac" Wouns is the toens starting woun 3alue, which is the num+er that is place face up on the amage ice when the toen is place in the ungeon"/reasure is the 3alue the /oen is worth when it is efeate or score at the en of the game"

/oen ttac Woun /reasure

B 2016 Martin Knight all rights reser3e" Ao part of this prouct may +e reprouce without specific permission" /his is a print your own game an all partsare to +e printe for your own en9oyment only an not to +e sol or use for prouction for profit or loss" /he material herein is intene solely for your personal, non-commercial use" =ou may not istri+ute copies of this rule+oo or its associate components to others for a charge or other consieration without prior written consent from the game esigner an e3eloper"

 When a #pawn car israwn the Monster canonly +e place on mpty

/iles containing the#pawn #ym+ol"

 When a the /reasurehest ar is rawn the/reasure hest /oen

can only +e place onmpty /iles containingthe /reasure #ym+ol"

 When a Hero car israwn the Hero can only+e place on mpty /ilescontaining the ;aer#ym+ol"

7f a /ile has spaces,/oens mo3e along thespaces towars e!its ratherthan than from /ile to/ile" #ome spaces ha3e ane!plosion 7con, if a /oenens its mo3ement on thisspace it suffers 1 amage"