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Condensed Ruleset With Cover Art

Condensed Ruleset With Cover Art

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Published by mogwai66
RPG DID dungeon-crawler
RPG DID dungeon-crawler

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Published by: mogwai66 on Dec 04, 2012
Copyright:Attribution Non-commercial

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12/04/2012

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Dash-in Dungeons rules
Page 2
 
Dash-in-Dungeons
is a Role-Playing Game (a game of free-form story-telling) for two to five players.One player acts as the
Dealer
(
Story Narrator or Games Master 
) for the entire game, which usuallylasts about an hour or so. The other players take the roles of a team of fictional heroes (
Characters
)in a fantasy story which is brought to life by the imagination of all the players involved. For theCharacters in the story there is no set-script. The players decide how their Characters act and reactin the various situations described by the Dealer.The group of Characters work together as a team (aka Party) to overcome obstacles, such asmonsters and puzzles described by the Dealer as the story (
Adventure
) unfolds. The Dealer plays therole of all incidental (Non-Player) characters in the story and decides the actions of any Monstersencountered by the Party during the Adventure. The Dealer also acts as an
impartial
rules arbiter in
a game; determining what happens in the story based on the Character’s a
ctions.
The Dealer should read this overview of the rules all the way through before you play. There areseveral places in here
where ‘ 
Quick Reference
’ cards are mentioned.
A set of 
8
 
DEALER QUICKREFERENCE
cards & 2 sets of 
3 PLAYER QUICK REFERENCE
cards are provided with this set to allowall players access to the main game rules during play.
Once you are familiar with the rules you will  find you will be able to play the game using the
Quick Reference
cards alone.
Before you start a game of Dash-in Dungeons you should:
1. Select a flat playing surface (a small table is ideal).2. Select one player to be the
Dealer
. The other players (up to 4) will play the Characters in the story.Cut and fold the stand-up
miniatures
(See the Fold-Up Miniatures cards
), if you haven’t already.
 3. Separate the various cards into piles. Most piles will be used primarily by the Dealer. The
DungeonTiles, Adventure & Monster cards
should be kept face-down/hidden from the Players who intend tobe the Characters in the story.4. The Dealer selects an Adventure from the ones included in this set*.[*More Adventures can be found at: http://www.dashindungeons.com/free-downloads.html] 
 After you have played Dash-in Dungeons a few times, the Dealer may choose create their 
own
 
 Adventure
to use. This must be prepared before play starts. You may use the
“Adventure Template” 
cards provided with this set as a guide on how to record the information
you’ll need 
. [Additional information on
creating your own adventures
 
 ] 
5. The
Dealer
reads the Adventure, Monster and Trap cards of the selected Adventure
before
playstarts.6. The other Players each select the
Character
they are going to play (there are 5 choices but onlyone of each type), and find the
Special Skills
and
Equipment*
cards noted on their Character cards.(*only the equipment items noted in
bold text
have their own
cards
. The others items are standardfor all Characters and are not consumed during the game; therefore they have no cards of theirown).
 
Dash-in Dungeons rules
Page 3
 
7. Shuffle the
Fate
cards and place them face-down within reach of all players (if not possible, theyshould at least be within reach of the Dealer). Place the
Dealer Quick Reference cards
in front of theDealer and the
Player Quick Reference cards
near the Players.8. Shuffle the
Battle Sequence
 cards & place them near the Dealer.9. Make sure there is a clear central space on the playing surface (the middle of the table is best)where the Dealer can lay-down the Dungeon Tile cards as the Adventure progresses. Each DungeonTile represents a different
Area
of the
Map
 
(See ‘Playing a game’
- below).10. Place the
Entry
Dungeon Tile
face-up
as the start of the
Map
.
Face-down
beside it place the nextDungeon Tile (as detailed on the
Adventure Map
card).11. Players place their
miniatures
on the
Entry
tile.12. Players should take a moment to study their Characters, and if they have any questions aboutthem, they should discuss them with the Dealer before play begins. [
Note:
If you cannot find or donot know the answer to a question about the rules, feel free t
o invent your own ‘house rules’
for usein your game].
Character Attributes:
On each Character card, there are numeric values listed beside the following
 Attributes
 
Fighting
”,
Health
”, “
Magic
”, “
Psyche
”, & “
Search
”.
Each of these Attributes represents
a Character’s
rawpersonal ability in a physical or mental discipline. Each discipline can be defined as follows:
Fighting
A
Character’s s
kill in combat and ability to apply physical strength
Health
A
Character’s s
tamina and resistance to damage
Magic
 
A Character’s m
agical aptitude, personal magical power; skill in magic and theirinherent resistance to magic
Psyche
 
A Character’s
mental capacity, wisdom, problem-solving power and strength of mental fortitudeThe number score listed beside each Attribute represent how experienced or powerful the characteris in that particular physical or mental discipline. The higher the score the stronger or more skilledthe Character is in that discipline.These scores can be applied to the resolution of various Tasks in the game and usually determine themaximum number of 
Fate cards
drawn to resolve a Task (See
Task Resolution
 
 –
below).The
Health
Attribute also indicates the number of 
Injury points
a Character can take before beingincapacitated - See
Combat
.
Playing a game:
The Dealer starts by describing the
objective
or
goal
of the Adventure. (See the
Introduction
or
Background
information on the first of the
 Adventure cards
). For most games of Dash-in Dungeons,the Characters are assumed to have arrived at the
Entry
to the
dungeon
, so the Dealer should

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