Professional Documents
Culture Documents
x 12 x4
Coin tokens pencils
x4 x1
6 sided 6 sided
dice dice
x 100
adventurer's sheets
=
13
? + ? =
x4 x1
mini board (b) mini board (A)
1
Introduction
The adventurer, with his few tools and utensils, goes unnoticed across
each room until he reaches the dragon room. Masterfully and quietly
takes out his loot: a dragon egg.
When he walks towards the door triumphantly, he realizes that with
all the weight he carries, escaping will be harder than expected.
goal
Dragon Dungeon is a roll & write game that you can play over and over again,
alone or against your most adventurous friends!
Players will roll dice trying to escape from the dungeon, home of the fiercest foes
and the terrible dragon lord.
Their goal is to reach the exit from the cave before the other players or to slay the
dragon lord while looting and killing as many enemies as they can.
Do you have what it takes to survive this exciting adventure? Or will you perish in
the dark dungeon to serve as food for its fiends?
Let's find out.
2 1
adventurer’s sheet anatomy
7
5 1- The Dragon Dungeon
2- treasure room
2
3- level banner
4
3 4- trophies
5- monsters gallery
6- cemetery
1 7- adventurer’s actions
6 8- scoring marker
3 1
adventurer’s sheet
4 1
loot the coward's way
4- trophies
Every time a treasure is marked This column does not give any This is where the
off, the same amount of victory victory points. Yet, every time a victories against
points are earned. You can earn treasure is marked off, the player monsters are
up to 9 points. may move two tiles forward on displayed. Every
the board. time a monster is
defeated, a skull
risk from the trophies
3- level banner column is marked
off. If a minion is
This is where the defeated, two skulls
adventurer's level is should be marked
displayed. This will off. The order is
The first three times a treasure is be useful to fight always from top to
marked off, a victory point is lost; against the dungeon bottom.
the fourth time, 2 points are lost, monsters and the
but the fifth time, 20 points are dragon — if it Each marked-off skull will alter-
earned. Thus, you can earn a catches the player. nately grant a treasure and a
maximum of 15 points in this level. A maximum of 4 treasures
column. Every time a player and 4 levels may be granted.
marks off a sword, he Once all the trophies have been
levels up, reaching a
weapons maximum of 7 levels
marked off, defeated monsters
will no longer grant anything,
if he marks them all unless the dragon is defeated.
off.
Each adventurer's
level counts as a hit
Levels and victory points can be
earned alternately. You can earn
bonus that can be used to face 5- monsters gallery
monsters.
as much as 3 levels and 2 points. In these dungeons lie all the
(See Combat Resolution)
monsters against whom the
adventurer may fight.
5 1
the monster gallery.
RIP
? + ?
7
3 5
7 = Vampire - Bat form
6/8 = Slime
5/9 = Warrior skeleton
4/10 = Vampire (Assassin form) When a player marks off the last
6/8
4 6
3/11 = Beholder gravestone, the game is over for
2/12 = Mimic all the players.
There are two kinf of monsters: At the end of the game, each
5/9
5 7 marked-off gravestone will mean
Minions: Indicated by a normal 3 points less for the player.
skull. They have a low defense
value. They grant one trophy
when defeated.
6
4/10
8 7- adventurer’s actions
Bosses: Indicated by a fanged skull.
They have a high defense value. Players will take actions based on
They grant two trophies when the result of the dice roll each
9 10 turn.
3/11
defeated.
6 1
— only on the sheet of the adven-
turer who chose that die, not in
that of the other players.
icons meaning
The adventurer must move 5 tiles The adventurer moves
forward; then the dragon will that many tiles.
move 3 tiles forward — only on
The adventurer must move 1 tile the sheet of the adventurer who Fight against a minion
forward, then face a minion, and chose that die, not in that of the monster.
finally, mark off a treasure of his other players. Fight against a boss
choice. monster.
8. scoring marker
Here, the points earned along the
adventure are written down so
The adventurer must move 2 tiles that they can be counted up at
forward; then he shall mark off a the end of the game.
treasure of his choice. Finally, the
dragon will move 2 tiles forward
7 1
global board
1- dragon’s movement
This is where the active player
places the dragon's movement die.
3
the monster to face this turn.
? + ? = 3- take a breath
2 If the active player cannot choose
a die to perform his action, he will
place one of the dice in this
sector. When the turn is over, he
will unlock all of the actions on
his adventurer's sheet.
8 1
how to play
9
2° - Other players' turn 3° - dragon’s turn 4- combat resolution
The rest of the players will The die assigned to the dragon by When the adventurer encounters
choose, whenever possible, one the active player will determine a monster or is caught by the
of the dice the active player whether the dragon will move dragon, he will proceed as
placed in the common action forward in that turn or not. follows:
dice pool located in the global
board and perform the corre- The number of steps the dragon
sponding Adventurer's Action on will or won't take depends on the Face a monster
their sheets. The same die can be room where each player is and on
chosen by more than one player, the dragon's die. For example, in Monster to face:
as they are not exhausted. the first room, the dragon will Total up the dice at the monsters
move one tile forward if the die area on the global board to
shows 1, 2, or 3. If the player is in determine the level of the mon-
no actions available the third room and the die shows ster who will be faced by the
1, 2, or 3, the dragon will move 3 adventurers during their turns
Sometimes, a player may be whenever they have to engage in
tiles forward. And if he is in the
unable to perform any action a combat, as explained in the
last room, any roll between 1 and
during his turn, as they are all Monsters Gallery.
up to 5 will cause the dragon to
blocked.
move 3 tiles forward.
Active player:
He will select one of the dice
If a player was unable to perform + =
and place it in the hero's rest
actions during his turn, the
area on the global board. This
dragon will move on his adven-
die cannot be used by any Fight the monster:
turer's sheet regardless of his
player. Then, it will unlock all Roll the red die, add the result to
movement die.
actions on your adventurer's that of your level (the amount of
sheet. swords marked-off), and compare
Note: The dragon also moves
whenever the player can’t beat a the result to the monster's
Other players: defense.
monster. (See Combat Resolu-
They will not take action this
tion)
turn.
? + 4
10
Combat result: getting caught by the dragon: 3 tiles forward, which means that
If the roll equals or exceeds the it will catch Steven, whose level is
monster's defense, the monster If you are caught by the dragon, not high enough for him to face
will be defeated it and may mark you may only launch an attack if it. Therefore, the dragon stops
it off in the Trophies section. you have reached level 7, as the one space before Steven's locker
dragon's defense is 13: to reach (That is, it does not make its
+ 4
that number you need to roll a 6
in your attack and total that with
entire movement, since it can’t
outdistance the player.). Steven
a level 7. has no choice but to mark off a
3+1 = 4 tombstone in the cemetery,
If the dragon cannot be defeated, which will mean negative points
it will stop its movement one at the end of the game.
space behind the adventurer and
the player must mark off a grave-
If the roll is less than the stone at the Cemetery.
monster's defense, the dragon
advances as many squares as For example, Steven is two tiles
appropriate depending on where away from the dragon. And
the player who started the fight because he has just lost a
is. combat, the dragon has to move
+ 4
several combats on the same turn
2+1 = 3 If for any reason the player has to face more than one enemy as a
result of a certain action, he will only fight the strongest one, observ-
ing the following order of priority:
11
Game end
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= =
+ + + + - RIP
12 1
solitaire mode
the goal
adventurer’s scale
The player's goal is to become a
legend and have all the poets Less than 15: Adventure is not your thing... Have you tried playing
write and sing about his feats. the mandolin?
15-25: At least you can tell the story of the time you escaped from a
dragon... without looting anything.
rules
26-35: A potential hero. Go for more adventures!
The game is played in the same
way as in the multiplayer version, 36-55: A recognized adventurer. Can I buy you a beer and listen to
but with one exception: during your stories?
the dice-rolling phase, the player
rolls 3 dice instead of 4, and 56+: Legendary! Your stories are told by poets and bards.
discards one die only. Your achievements are known to all the people in the kingdom.
13 1
7
3 5
6/8
4 6
5/9
5 7
6 8
4/10
13 c d 9 10
3/11
11 12
a b e
2/12
RIP
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=
= =
+ + + + - RIP
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13
? + ? =