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Dice Dungeon Attack:

The goal of Dice Dungeon Attack is to explore this evil dungeon of fate and try to
get out alive. To play, you will need some paper to keep score and a 1 six-sided
die.

Your character has three stats: Life, Energy and Level.

Life measures your character's remaining health; if it ever reaches 0, you lose the
game.
Energy measures your character's energy to use their skills.
Level measures your character's strength and combat ability.

You start with 5 Life, 5 Energy and 1 Level. None of these stats may exceed 6.

The dungeon is divided into 6 floors of 6 rooms each. You start the game entering
Floor 1, Room 1.

Gameplay takes place over a series of turns. On each turn, progress through the
following steps in order:

Trap Step: Roll the die. If the roll is a 1, that room is trapped. You may spend 1
Energy to disarm the trap; if you don't, it goes off and you lose 1 Life.

Monster Step: Roll the die. If you roll less or equal to half the current Floor
(rounded up), there is a monster in the room. If not, skip the Combat Step. If you
are in Room 6, don't roll; there is always a monster in Room 6.

Combat Step: Roll the die and add your Level; you may spend any amount of Energy to
add the same amount to the total. If the total is greater than or equal to the
monster's Strength, you kill the monster. If the total is less than or equal their
Strength, the monster damages you and you lose 1 Life. If the total is exactly
their Strength, both effects happen. The monster's Strength is always 3 plus the
current Floor. If you didn't kill the monster, repeat this step until you do.

Treasure Step: Roll the die; you may spend any amount of Energy to subtract the
same amount from the total. If you roll less or equal to half the current Floor
(rounded up), there is treasure in the room. If not, skip the Loot Step. If you are
in Room 6, don't roll; there is always treasure in Room 6.

Loot Step: Roll the die. You gain a potion based on the roll, as follows:
-- 1-3: Blue Potion: When used, gain 3 Energy.
-- 4-5: Red Potion: When used, gain 2 Life.
-- 6: Green Potion: When used, gain 1 Level.
You can carry up to 2 Potions at once, using them at any time except the Combat
Step. By paying 1 energy, you can turn a Blue Potion into a Red Potion or vice
versa; by mixing (throwing away) a Red Potion and a Blue Potion, you can create a
Green Potion.

Stairs Step: Roll the die. If you roll a 1, there is a staircase in the room. If
you are in Room 6, don't roll; there is always a staircase in Room 6. If you are on
Floor 6, don't roll; there is never a staircase on Floor 6.

Choice Step: You must choose one of three options:


-- Advance: Move to the next Room on the current Floor. You can not do this in Room
6.
-- Decend: Move to Room 1 of the next Floor. You can only do this if the current
room has stairs.
-- Retreat: Start your attempt to Escape the Dungeon.
After completing the Choice Step, start the next turn from the Trap Step and
continue until either your Life reaches 0 or you successfully Escape.

Escaping:
To escape the dungeon, you must leave the way you came. Complete extra turns equal
to the Floor on which you chose to Retreat; skip the Choice Step on each of those
turns. Each of these turns is played as if you were on the Floor your Retreated
from. If you complete all of these extra turns without your Life reaching 0, you
successfully Escape.

Final Scoring:
If you Escaped successfully, your score is as follows:
-- 7 points times the Floor you Retreated from.
-- 1 point for every Room you completed on the Floor you Retreated from.
-- 2 points for every Level you obtained.

If your Life reached 0, you died. Someone raised you from the dead, but their
services cut your score. Your score is as follows:
-- 4 points times the Floor you Retreated from.
-- 1 point for every Level you obtained.

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