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components

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

The adventurer’s sheet is made up of 8 sections

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

1- The Dragon Dungeon used for the dragon's progress.


2- treasure room
This is the area through which This is where the treasures
players move, trying to escape = = acquired are marked off.
from the dragon.
The dungeon contains six rooms They are always marked off from
When the dragon has caught the
marked with green hexagons. The top to bottom and one by one.
adventurer they will fight (See
circles joined by the dotted line
Combat Resolution).
represent the escape route of the
adventurer.
Every time the adventurer
encounters a monster's tile, he
The dragon and the adventurer
must stop his movement action
start from different tiles, as
and face the monster determined
shown by their respective
by the dice.
symbols.

There is no need to fill a whole


column before marking another
column's treasure off.

The treasure room is made up of


The adventurer's progress is 4 columns, each with its own
marked off using circles inside characteristics, which will help
the tiles, while crosses will be the adventurer on his journey.

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.

Depending on the action that the There are 6 possibilities of action,


adventurer takes, he will face one according to the number indicat-
or the other. ed by the dice.
11 12
2/12 Every time an action die is
6- cemetery chosen, all its actions are carried
out, fulfilling them in order, from
Every time the adventurer faces a This is where gravestones are left to right.
monster, he will have to total up marked off every time the dragon
the two dice on the global board catches the adventurer.
and look for their equivalence in

6 1
— only on the sheet of the adven-
turer who chose that die, not in
that of the other players.

The adventurer must move 3 tiles


forward and then face a boss.

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.

The dragon moves that


many tiles.

Mark off a key in any of


Two treasures of two different the treasure columns.
The adventurer must move 2 tiles columns may be marked off at
forward and then face a minion. the Treasure Room.

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

the global board is made up of 3 sections.

1- dragon’s movement
This is where the active player
places the dragon's movement die.

1 = 2- common action dice /


monster encounter
13 The active player places here the
dice that the other players can
choose for their actions. Also, the
sum of these two dice determines

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

1- let s start has been performed, he will


cover it to show that it won't be
available in the next turn.
Each player receives an adven-
turer's sheet and three coin ? + ? =
tokens. Then roll a die to decide
who goes first. The turn continues
clockwise.
3- resolution
Actions are performed in the The only way to uncover an
2- roll the dice following order: action so as to make it available
again is to perform an adjacent
The active player rolls 4 dice. He 1° - acvtive player action. In such a case, the action
chooses one for his adventurer performed will be covered while
and another one for the dragon. The active player chooses the die the adjacent actions will be
he will use for himself and unlocked.
performs its respective Adventur-
er's Action. Each action has two
or more icons that are executed
in order, from left to right.

The remaining two dice are In this case, when action 5 is


placed on the global board Once the corresponding action covered, actions 4 and 6 are
unlocked.
They will also determine which
monsters will have to be faced

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:

Players do not mark gravestones


off for not defeating a monster.
They only do so when the dragon Only if the player moves into a different tile — because of a combat
catches them and cannot defeat — and encounters another enemy will there be an exception. In such
it, as detailed in the next section a case, the adventurer will have to face that enemy, be it a minion, a
boss, or the dragon itself, even if he has been engaged in another
combat during his turn.

11
Game end

The game is over when any of the


following conditions occur:
If any of these conditions occur,
all players finish their turns and
important
immediately count their final
During the same turn, more than
1. The dragon is defeated score. The one with the highest
one player may meet one of the
score will be the winner.
end-of-game conditions.
2. The adventurer reaches the exit
In the event of a tie, the player
with most keys will be the winner.
3. A player marks off the fifth If the tie still remains, the player
gravestone of his Cemetery. with most swords will be the
winner.

=
= =

+ + + + - RIP

point counting 10 points if the adventurer has


made it out of the dungeon alive.
Below the total score, the adven-
turer can write his name and
share his result.
The total number of points
25 points if the dragon was
received in the Treasure Room is
defeated.
recorded.
-3 points for each tombstone
1 point for each sword marked on
marked in the Cemetery.
the level banner.
The total score will be the sum of
2 points for each monster defeat-
these 6 boxes.
ed.

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.

If engaged in a combat, once the


discarded die has been removed,
the player will roll another die
aknowledgments
and total it with the previous one Dragon Dungeon is the first game published by Germán Moltó, something that would not
to determine which monster he have been possible had it not been for the help of incredible people who were there
will have to face. throughout the process:
Mainly to God, who has given me the opportunity to do what I love and to my wife Gabriela
Lorca whose insistence and perseverance made it possible; My dear friends Fernando Coria
(wrote the rules and polished mechanics); Mili Obredor; Facundo Frasca; Noelia Tirapu; And
many people who accompanied me in this process: My parents and sisters, My grandmother
“Lela”; Guido Escot; Sandra Guzmán (Second revision of the rules); Eunice Lorca; Priscila
Lorca; Monica Ferrero who helped me along her family to playtest the game oversea; and
Melisa Trinajstič our translator, who did a great job. Aquí Hay Dragones (Editorial); The
Sobremesa and La Mano clubs; facebook communities: Juegos de Roll & Write, Pequeño
rincon de los juegos de mesa.
Without all of them, this would have been impossible. Thank you!

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

= =

=
= =

+ + + + - RIP
=
13

? + ? =

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