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DQimP Rule Booklet
DQimP Rule Booklet
SETUP
Begin by sorting out the Treasure Chamber tile and
Entrance/Exit (thats the big one). Now, set aside five
randomly chosen Labyrinth tiles and add the Treasure
Chamber. Shuffle these and place them in a pile, then
shuffle the remaining tiles (leave the Entrance/Exit on the
table) and stack them on top of the other six. This is done
in order to prevent the Treasure Chamber from coming
into the game too quickly (who would build a castle
where all the treasure is right next to the entrance?).
Now shuffle all of the Development cards and Dragon
Cards, and place them somewhere in front of you within
reach. Also lay out the Playaid, Amulet Cards, and Ring
Cards somewhere on the table. Next is to pick a character
and place him in front of you (put the other one away).
Get a pencil and a piece of paper for keeping track on
your health and the value of any treasure you'll find. You
should find yourself some small tokens as well, such as
drawing pins (placing them upside-down).
Now you're ready to head out into the Dragon's Castle!
MOVEMENT
Every turn begins with movement. This is done by either
moving your character to an adjacent Labyrinth tile
already on the table, or by drawing a new one and
placing it as you see fit.
MONSTERS
Although most of the castle's foul residents are sleeping
during this time of the day, some can still be found
wandering the halls. Not everyone will attack you on
sight though; whenever you have the opportunity to
"turn back", you may discard a Development card instead
of attacking and move back to where you came from.
1HP
1HP
2HP
2HP
3HP
3HP
3HP
4HP
TESTS
Whenever you are asked to make a test against a certain
attribute (Strength or Agility), draw the next
Development card and look at the number in the lower
left corner of the card. As long as it's lower than the
attribute that you're testing against, you succeed at
whatever it is that you're doing.