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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 usually lasts 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 the Characters in the story there is no set-script. The players decide how their Characters act and react in the various situations described by the Dealer. The group of Characters work together as a team (aka Party) to overcome obstacles, such as monsters and puzzles described by the Dealer as the story (Adventure) unfolds. The Dealer plays the role of all incidental (Non-Player) characters in the story and decides the actions of any Monsters encountered 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 Characters actions. The Dealer should read this overview of the rules all the way through before you play. There are several places in here where Quick Reference cards are mentioned. A set of 8 DEALER QUICK REFERENCE cards & 2 sets of 3 PLAYER QUICK REFERENCE cards are provided with this set to allow all 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 havent already. 3. Separate the various cards into piles. Most piles will be used primarily by the Dealer. The Dungeon Tiles, Adventure & Monster cards should be kept face-down/hidden from the Players who intend to be 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 youll need. [Additional information on creating your own adventures can be found at: http://www.dashindungeons.com/create-own-adventures.html] 5. The Dealer reads the Adventure, Monster and Trap cards of the selected Adventure before play starts. 6. The other Players each select the Character they are going to play (there are 5 choices but only one 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 standard for all Characters and are not consumed during the game; therefore they have no cards of their own).
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The number score listed beside each Attribute represent how experienced or powerful the character is in that particular physical or mental discipline. The higher the score the stronger or more skilled the Character is in that discipline.
These scores can be applied to the resolution of various Tasks in the game and usually determine the maximum 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 being incapacitated - 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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2. To determine the success or failure of the attempt at the Task, draw cards from the Fate deck & selects the highest value card from those drawn. NOTE: a player may stop drawing at any time up to the maximum number of cards allowed, but must stop immediately if they draw a Success or Failure card see the Special note in Step 3 below. The maximum number of cards which can be drawn equals the listed Attribute. The Attribute for a Task can be determined from the list of Movement and Action Options on Player Quick Reference card 2 or Dealer Quick Reference card 3, by the Special Skill card or (if no other guidelines are otherwise available) by the Dealer. 3. If the highest value card equals or exceeds the Difficulty, the attempt is successful; else it is a failure. Based on the situation, the Dealer should describe the results of the Action to the group. Special note: If a Success or Failure card is drawn at any time, the Task draw stops immediately and the action is either automatically successful or automatically a failure based on the card. [See Dealer Quick Reference card 5 for examples of Task Resolution.]
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