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bit Crawl Portable

Rules of Play

Setup

Each player chooses their hero and one color-coded ability to use during the game.

Each hero has 3 abilities to choose from

Offensive – This ability triggers when a special icon is rolled when a hero is attacking a monster

Defensive – This ability triggers when a special icon is rolled when a hero is defending against a
monster

Auxiliary – This ability is used as an action on the hero’s turn

Place the starting tile in the center of the play area and place 4 of the unused player ability cards around
the starting tile face down. (see fig 1)

Take the other ability card that is not being used (one for each hero), and shuffle them together. These
will be used to resolve targeting during the monsters attack phase.

All heroes put their marker in the starting tile.

Shuffle the monster deck

Shuffle the treasure deck and deal 1 treasure to each player, this is their starting equipment and can be
equipped for free at the start of the game.

Shuffle the event deck and place it in reach of all players.

Roll the room die, once per hero for each room adjacent to the starting tile. Example – 3 people playing
means the die is rolled 3 times for each of the 4 rooms

A round = 1 turn per player + dungeon turn

Turn Order

Each Turn a hero can perform 2 actions (heroes can perform the same action for both actions on their
turn)

-Move

- Pick up/Drop/Trade/Use/Equip Treasure

-Attack

-Use auxiliary ability (If chosen at the start of the game)


Move

Heroes can move from the starting tile to any of the 4 adjacent rooms, however if a hero is leaving a
room with revealed monster, they must roll 3 successes or 1 special on their defense dice.

When a hero enters one of the rooms connected to the starting tile

1. Resolve any event cards and discard them.


2. Reveal any monsters in the room.
3. Leave any treasure cards face down.

Pick up/Drop/Trade/Use/Equip Treasure

Heroes are only allowed to have 5 treasures in their hand at any given time

Heroes can pick up treasure from the room that they are in. You can choose to reveal the treasure to the
other heroes but you are not required to.

Heroes can drop any treasure from their hand into the room that they are in

Heroes can trade a treasure from their hand with another hero in the same room

Heroes can use one item from their hand

Heroes can equip one weapon, one shield, and one misc item by placing that item in front of them. Once
equipped an item cannot be stolen unless it is specifically stated on the card. Equipped Items do not
require an action to use.

Attack

A hero can attack any monster that is in the same room. This is done by rolling the hero’s attack dice
while rolling the monster defense dice at the same time.

Example: Warrior has 2 attack dice- Slime has 1 defense die.

Player 1 rolls 2 attack dice and the monster’s 1 defense die and subtracts the defense icons
rolled from the attack icons plus any bonuses from equipment. Any number that remains is the damage
done and wound tokens are applied to the monster. If any specials are rolled for hero or monster
resolve those prior to applying wounds.

When a monster is slain divide the treasures that monster yields equally amongst the heroes in that
room, if this cannot be done roll 1 attack die the person with the most success gets the treasure, the
special icon is trump, reroll any ties.

Using an Auxiliary Ability

Auxiliary abilities are the abilities that have both an attack and defense icon on them. A hero can
attempt to activate this ability on their turn by rolling 2 attack and 2 defense dice.

After each player has taken a turn it is now time for the dungeon to push back.
Dungeon’s Turn

Each face up monster will attack a hero that is occupying the same room as the monster during this
phase of the round.

If more than one hero is in the room use the targeting cards to determine who will be the target of the
monsters aggression.

Monster attacks are resolved the same as hero attacks

Complete these steps for each face up monster.

If there is a face up monster in a room, other than the starting tile, that does not contain a hero, move
the monster(s) to the starting tile and remove any wound markers on the monster(s).

If any of the adjacent rooms have no cards or only treasure cards, discard the treasure and reseed this
room then proceed back to the first player for the start of the next round.

Special Rules
Fleeing a room that is not occupied by another hero but does contain monster(s): The monster(s) will
move to the center tile, heal completely, and wait in the center tile for the next unlucky hero to attack

Dying: If you have suffered wounds greater than or equal to your total health points, you have died.
When you die you place all of your equipped items and treasures you have collected in the room in
which you perished, face down and move you marker to the starting tile. (Follow all rules of movement
if there are monsters currently residing in the starting tile

BOSS FIGHT!!: When the “Boss Fight!!” card is revealed all heroes teleport to the room where the boss
is. The other rooms in the dungeon are discarded. The boss will attack each hero when he appears in
player order, before the heroes get an action. After resolving this attack, start with player 1, each hero
gets their normal 2 actions but the boss will attack a random hero at the end of each players turn. (see
targeting). All other monsters in the room will also attack but using the normal dungeon turn sequence.
If a player dies during the boss fight they will not respawn but do not drop their treasures to the ground,
keeping these for scoring at the end of the game. This order continues until the boss is bested or all
heroes have perished.

End of Game: When either all heroes have died or the boss is defeated, Players add up the total value
of the treasures they ended the game with and the highest value is the winner. But everyone should
feel good about besting the boss. Unless of course you didn’t best the boss in which case you should
feel horrible and instantly try again.

Feedback so far:

I am worried that this might overshadow the main game, because it stands so well on its own. – Sean
Murphy

It is like playing Final Fantasy only with friends – Cliff S.


This (bCP) has just made my entire year so far. – James T.

Package Contents

4 - Double-sided Hero Cards

12 - Color coded Ability Cards w/ Room Tile backing Cards

3 each per hero type (1 offensive, 1 defensive and 1 auxiliary)

1 – Starting room Card

12 - Event Cards

24 – Monster Cards

1 – Boss Fight Card

25 – Treasure Cards

4 – Double-sided Boss Cards

7 - Custom Dice

3 – attack dice

3 – defense dice

1 – room die

4 – Player Aid Cards

4 – character pieces

10 – 5pt/10pt Wound Markers

10 – 1pt/3pt Wound Markers

4 – Status Markers

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