M Critical hit: M 9. Ranged weap˚ s - Gunpowder Studios€¦ · dungeon tile. Items and some...

2
1. Object of the ge You play adventurers entering a magical dungeon to find and steal the Ring of Creation. Monsters, traps, equipment 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 exit. 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 own the Ring when you leave the dungeon, and two kills for slaying the Red Dragon. 2. Set up 1. Place the Start tile in the centre of your play area. Remove the Exit tile. Shuffle and divide the rest of the dungeon tiles into two equal stacks, then 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 Acti Points The bravest player goes first. On your turn, you spend action points (APs) to move your character, explore, use items and take some combat actions. Move your cube down your APs track as you spend them. It costs 1 AP to move one space or lay a new dungeon tile. Items and some combat actions use 1 or more APs. For example, you could spend 5 APs to draw and place a dungeon tile (1), move one tile (1), draw and place another dungeon tile (1), and release a fireball (2) against a monster, 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. APs are reset at the end of your turn. Your turn always ends after a fight, even if you have APs left. 4. Building the dunge Dungeon tiles are drawn from the stack and laid adjacent to your character. They 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. M3 Start Sa ze. No Fighting 5. Spaing & fighting Msters When you draw and lay an M tile, place a red token to show that a monster has spawned there. When a character lands on the M tile, draw a monster from the Monsters bag and place it face up on the M tile (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 below) or tag (see 16. Tagging). 5.1. Retreat: Go back (spend 1 AP and take one DMG); go past to an empty revealed tile (1 AP, 1 DMG); run past and lay a new tile (2 APs, 2 DMG). 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. Dage: Compare the scores. The lower scoring opponent takes damage equal to the difference in scores. For example, you score 9, the monster scores 5, so the monster takes 4 damage. 5.4. Slug it t: Repeat steps 5.1 to 5.3 until one opponent is defeated (its health reaches 0). Critical hit: Rolling a double/treble etc inflicts a critical hit on your opponent (monster or another character). Double your score, then add modifiers. Critical hits cannot be scored by monsters or ranged weapons. 6. If y n a fight... If the monster started with health 6 to 9, 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). If the monster started with health 10+, take two items. Keep the dead monster tokens (kills) for final scoring. 7. If y 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 have 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 not yet drawn, place items to one side until the Healing Pool is in play, then place). 8. Msters regenerate health If you are defeated by a monster, it remains on the tile and its health is reset to full. 9. Ranged weaps You can use ranged weapons (e.g. a bow) to inflict damage from a distance as long as you have line of sight (LoS) - an uninterrupted line between your tile and your target’s tile - and the target is in range (as shown on the ranged item). You may fire past other characters who are in your LoS. Count the range 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 can shoot unrevealed monsters. Keep track of damage by placing red tokens beside the unrevealed monster. Remove them at the end of your turn if you did not manage to reach it (it is possible to kill an unrevealed monster, but you won’t know this until you reach and reveal it). 10. Inventy, trading & symbols You 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 same symbol 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 fighting. Mster Health 20 19 18 17 16 15 14 13 12 11 9 8 7 6 5 4 3 2 1 10 DEAD! *Take e item kill **Take t items kill 3 2 1 Solo 4 5 6 7 8 9 10 11 1 3 2 1 3 2 4 Drf Your dwarf is hardy and an expert axeman. He is known as Duric to his clan. Duric Actis: 4 Combat: 2 D6 +3 Special: +1 to combat roll when fighting with an axe APs Health ** Lives * Steel Swd +1 to CBT roll Steel Armr -1 DMG Steel Shield -1 DMG Strength Poti +1 D6 to CBT roll r 1 fight 1 AP 1 USE Abbreviatis: D6 = 6 sided dice. APs = action points. DMG = damage. RNG = range. CBT = combat. GOBLIN HEALTH 5 1 DICE +1 1 2 3 RNG 1-3. 1 D6 DMG Bow 3 APs

Transcript of M Critical hit: M 9. Ranged weap˚ s - Gunpowder Studios€¦ · dungeon tile. Items and some...

Page 1: M Critical hit: M 9. Ranged weap˚ s - Gunpowder Studios€¦ · dungeon tile. Items and some combat actions use 1 or more APs. For example, you could spend 5 APs to draw and place

1. Object of the g� eYou play adventurers entering a magical dungeon to fi nd and steal the Ring of Creation. Monsters, traps, equipment 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 exit. 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 own the Ring when you leave the dungeon, and two kills for slaying the Red Dragon.

2. Set up1. Place the Start tile in the centre of your play area. Remove the Exit tile. Shuffl e and divide the rest of the dungeon tiles into two equal stacks, then shuffl e 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 Healthspace 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 Acti� PointsThe bravest player goes fi rst. On your turn, you spend action points (APs) to move your character, explore, use items and take some combat actions. Move your cube down your APs track as you spend them. It costs 1 AP to move one space or lay a new dungeon tile. Items and some combat actions use 1 or more APs. For example, you could spend 5 APs to draw and place a dungeon tile (1), move one tile (1), draw and place another dungeon tile (1), and release a fi reball (2) against a monster, and so on until you have used all your APs or enter a fi ght. You can use APs in any combination. You don’t have to spend them all, but they cannot be carried over. APs are reset at the end of your turn. Your turn always ends after a fi ght, even if you have APs left.

4. Building the dunge� Dungeon tiles are drawn from the stack and laid adjacent to your character. They 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. Spa� ing & fi ghting M� stersWhen you draw and lay an M tile, place a red token to show that a monster has spawned there. When a character lands on the M tile, draw a monster from the Monsters bag and place it face up on the Mtile (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 specifi ed by an item. You cannot use ranged weapons (e.g. a bow) when fi ghting an opponent on the same tile. Once in combat, if you have APs left you can retreat (see 5.1 below) or tag (see 16. Tagging).

5.1. Retreat: Go back (spend 1 AP and take one DMG); go past to an empty revealed tile (1 AP, 1 DMG); run past and lay a new tile (2 APs, 2 DMG).

5.2. Fight: Roll the number of combat dice shown on your character card. Add weapons or item modifi ers. Get another player to roll for the monster (see its tile for combat stats). 5.3. D� age: Compare the scores. The lower scoring opponent takes damage equal to the difference in scores. For example, you score 9, the monster scores 5, so the monster takes 4 damage.

5.4. Slug it � t: Repeat steps 5.1 to 5.3 until one opponent is defeated (its health reaches 0).

Critical hit: Rolling a double/treble etc infl icts a critical hit on your opponent (monster or another character). Double your score, then add modifi ers. Critical hits cannot be scored by monsters or ranged weapons.

6. If y� � n a fi ght...If the monster started with health 6 to 9, take onetile 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). If the monster started with health 10+, take two items. Keep the dead monster tokens (kills) for fi nal scoring.

7. If y� lose a fi ght......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 have 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 not yet drawn, place items to one side until the Healing Pool is in play, then place).

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

9. Ranged weap� sYou can use ranged weapons (e.g. a bow) to infl ict damage from a distance as long as you have line of sight (LoS) - an uninterrupted line between your tile and your target’s tile - and the target is in range (as shown on the ranged item). You may fi re past other characters who are in your LoS. Count the range 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 can shoot unrevealed monsters. Keep track of damage by placing red tokens beside the unrevealed monster. Remove them at the end of your turn if you did not manage to reach it (it is possible to kill an unrevealed monster, but you won’t know this until you reach and reveal it).

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 roll

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

Abbreviati� s:D6 = 6 sided dice. APs = action points.

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

Abbreviati� s:

GOBL

IN

HEA

LTH

5

1 DICE +1

12

HEA

LTHH

EALTH

53RNG 1-3.

1 D6 DMG

Bow

3 APs

Page 2: M Critical hit: M 9. Ranged weap˚ s - Gunpowder Studios€¦ · dungeon tile. Items and some combat actions use 1 or more APs. For example, you could spend 5 APs to draw and place

- Rules -

A � ntasy adventure g� e � r 1 to 4 players

By Gunpowder Studios

11. Spells and poti� 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 per game, your character may rest here and recover. To use, end your turn on the Healing Pool and reset your health to full.

Item tiles: The fi rst player to landon a green Item tile draws one item. After drawing an item, place a red token here to show that the tile has been used.

15. Fighting between charactersOnce the Ring is in play, characters can fi ght each other. Ranged combat against characters is the same as when fi ghting monsters. Melee is also the same, except retreat and defeat are different:

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 4 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. De� at: 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 fi ghting, 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, and add 1 dice to your combat roll. When you take damage, your tag partner takes half the damage (rounded down). Tag partners cannot retreat. You get the item(s) if you win (though you may choose to reward your tag partner with a gift). If you lose, the monster will use its remaining health to fi ght the tag partner (who can also spend APs from their next turn to defend, if available). Being tagged does not count as a turn.

17. VariantsSolo G� e

In the solo variant you control up to four characters, but each only gets one life. You choose how many characters to send into the dungeon. For a tough challenge, try sending just one brave adventurer against the Red Dragon and her minions.

Co� erativeFor a more friendly game, ignore kills collected and work together to steal the Ring and get out alive.

Te� G� e (4 players)Split into two teams of two and compete to win the most kills for your team. Work together and watch each other’s backs.

Red Drag� Health: 20 Combat: 4 dice

Resistant to arrows

� e rules end here, � r now...Get FAQs, updates and new content online (search

Bag of Dungeon). Have a great adventure!

Thanks to all our playtesters: Andrew, Andy, Codrine, Emma, Greg, Jason, Jeremy, Julian, Kate, Mattie, Max,

Nela, Paul, Rares, Rob, Rose, Sean and Will.

18. De� ating the Red Drag� The Red Dragon waits patiently at the exit (M12). The Dragonlance can only be used against the Red Dragon, although other items may be used against her. If you are defeated by the Dragon, your items are magically transported to the Healing Pool (see 7. If you lose a fi ght...).

C� tents1 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, 1 Red Dragon token

CreditsGrand Creator: Tim Sharville

Rules Wizard: Russ LawKeeper of Words: Paul Sharville

Guardian of the Coin: Mick the Monk

© 2019 Gunpowder Studios

studiosgunp wder

Item

13. When does the Ring appear?Whoever lays the last fl oor 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 until the ring appears.

14. � e Ring spa� s a de� nder!If there is no monster on the tile where the Ring appears, draw and place a monster tile face down on the Ring token, and reveal the monster when you land on the tile.

Healing Pool