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1 Player - 60 Minutes
You can't say what draws you, maybe some force of nature beyond imagining, perhaps simply greed. Somewhere in
the depths, in the gloom beneath, there is something of great value, something you feel certain will change your
fortunes. Death lies before you, but there is no fate you want more. The stairs wind down into the dungeon below,
lit only by torchlight.
By Torchlight is a solitaire 9 card dice-placement dungeon crawl, featuring a choice of 4 characters to play, 4
increasingly difficult levels each with thousands of possible dungeon layouts, 12 different types of monster and 8
different items of equipment. Can you claim the treasure, or will your skull adorn the walls for a future fool to find?
On each Dungeon Level, your Adventurer must find a Key, before escaping down a staircase behind a locked gate.
As well as Monsters to be killed or avoided, each Dungeon Level has a Chest, from which you can gain Equipment to
help you in your quest.
Don't spend too long on each Level, as Monsters will reappear, and your Adventurer will tire. After each Level your
Adventurer takes a moment to rest and improve her skills, ready for the challenges below.
If you can reach the final staircase out of the lowest level, you can claim the mysterious treasure and escape with
your life; if your Health is ever reduced to zero, your Adventurer has been slain, and the quest is over. Still, no great
loss, there are plenty more Adventurers out there.
4 Dungeon Cards
Other Components
l 3 Green Monster Dice
l 2 Blue Monster Dice
l 1 Red Monster Dice
l 1 Adventurer Dice of a different colour
l 10 Energy Dice of any colour
l 1 8mm Timer Cube
Page 1
Character Cards
Equipment Cards
Each side of an Equipment Card features 2 pieces of
Equipment. You do not begin the game with any Action Box Dice Value(s) Selection Numbers
Equipment, but may acquire some during the game by
opening Chests. Once per Dungeon Level, when you move
your Adventurer onto a Chest Tile, you roll a dice, and may
select one of the pieces of Equipment with a matching
Selection Number, e.g. if you rolled a 1 you could select
either the Axe or the Potion. When you acquire a piece of
Equipment you slide the card under the left or right of your
Character Card to show the piece of Equipment you now
own. You may only have a maximum of 2 pieces of
Equipment at one time, one from each card.
Each item of Equipment has Action Boxes, which add more Dice Values to the Action Boxes on your Character Card.
For all intents, your Character Card counts as having those extra Dice Values on the matching Action Boxes.
Equipment therefore increases the flexibility of your Character, allowing you more choice over Energy Dice
placement, and in some cases can mean gaining double effects for Action Boxes which already have the same Dice
Values.
Each side of a Dungeon Card consists of an offset grid of Tiles, depicting part of the Dungeon Level to be
explored. Various types of Tiles exist, with diffect game effects:
Floor Both the Adventurer and Monsters may Move or trace Lines of Sight or Perception freely
over Floor Tiles, from one to an adjacent Floor Tile.
Wall Monsters and the Adventurer may not Move on or trace Lines of Sight or Perception through
Walls.
Stairs From Above The Adventurer starts each Dungeon Level on the Stairs From Above. It otherwise counts as a
Floor tile.
Stairs To Below If the Adventurer Moves onto the Stairs To Below while carrying the Dungeon Level's Key,
you have completed the level. Otherwise counts as a Wall Tile, as the stairway is behind a
locked gate.
Key When the Adventurer Moves onto the Key Tile, she is considered to have picked up the Key
for this Dungeon Level. It otherwise counts as a Floor tile.
Runes Runes mark where Monsters of each of the three colours begin and Reappear, and where
they will Move towards if they cannot Perceive the Adventurer. They otherwise count as Floor
Tiles.
Chest Once per Dungeon Level, when the Adventurer Moves onto the Chest Tile you may roll for a
new piece of Equipment as described in the Equipment Cards section. It otherwise counts as
a Floor tile.
Any other decoration on Tiles, such as bodies, desks, lamps etc, are purely decorative.
IMPORTANT NOTE - Where Dungeon Cards meet, you will have Floor Tiles that are not offset. Movement, Range or
Perception may never take place diagonally where a diagonal exists between Floor Tiles on different cards.
Page 3
Adventure Card
Dungeon Level Dungeon Level Name AI Track (Green)
Green Monster
Blue Monster
Time Track
Starting Health (Red) Perception (Red) Range (Red) Shield (Red) Green Reappear Rune
The Adventure Card defines what you will face on each of the four levels of the Dungeon.
Each side of the Adventure Card contains two Dungeon Level sections, on the left and right halves of the card. At
any one time you will only refer to the section for the Dungeon Level you are currently playing.
Each Dungeon Level section details the Monsters you will face on this Dungeon Level. Each Dungeon Level has
Green, Blue and Red Monsters, shown by the Rune next to each picture. These Monsters are represented in the
Dungeon by Dice of the appropriate colour, with the value on top of the dice showing the Monster's current Health.
Energy Dice The number of dice the Monster will roll in the Monster Phase to determine its Actions.
Starting Health The starting, and maximum, Health for this Monster.
Perception The number of Tiles away the Monster can Perceive the Adventurer. This is modified by
the Adventurer's Stealth Action.
Range Unlike the Adventurer, the Range at which each Monster can Attack is fixed.
Shield Each point of Shield allows the Monster to block one Hit per Round. Not all Monsters have a
Shield Stat, in which case they cannot block Hits.
Each Monster also has an AI Track, which defines how they will behave in the Monster Phase, and is described in
detail in that section.
At the bottom of the Adventure Card is the Time Track. A cube is placed on the leftmost box of this Track at the
start of the Dungeon Level, and moved one space along at the end of each Round, described the Timer Phase
section.
Designer's Note - The Adventure Card is absolutely rammed with important information, to the point of sometimes
being difficult to use. Ideally this would be spread over two or more cards, but this is unfortunately a limitation of
the 9 card format; in order to make the Dungeon Level details clearer I'd need to lose a card elsewhere, which would
mean either losing one of the Equipment or Character cards, which is a sacrifice I'd rather not make, as I'm trying to
cram as much play variation as possible into the game.
The Adventure Card is included in a larger format on the Reference Sheet for those want to refer to a larger version.
Page 4
Important Concepts
This page describes several important concepts that will be referred to elsewhere in the rules, mostly around how
Monsters and the Adventurer are able to be aware of and target each other.
The Range between the Adventurer and a Monster is the number of Floor Tiles away they are by the shortest route,
with adjacent as Range 1. All Attacks have a Range, and if the Monster and Adventurer are within that Range, the
Attack may take place, as long as it also has Line of Sight.
Perception
All Monsters have a Perception Stat, which shows how many Floor Tiles away they can Perceive the Adventurer, i.e.
whether they are aware of the Adventurer's presence and location. Whether a Monster can Perceive the Adventurer
or not determines how they will act in the Monster Phase; Monsters that are able to Perceive the Adventurer may be
able to Move towards and potentially Attack the Adventurer. Monster behaviour is explained in detail in the Monster
Phase section.
The Perception Stat of each Monster is reduced by 1 for
each Stealth Action taken by the Adventurer this Round,
though a Monster's Perception may never drop to lower
than its Range.
Hits
Attacks inflict Hits. Each Hit reduces the Health of the Monster or Adventurer by one, but a hit may be Blocked by
a Shield. Blocked Hits do not reduce Health.
Each Shield Action allows the Adventurer to Block one Hit from a Monster that Round.
Some Monsters have a Shield Stat; this is the number of Hits they will Block every Round, e.g. if the Adventurer
inflicts 3 Hits on a Monster with a Shield stat of 2, its Health will be reduced by 1.
If a Monster's Health is reduced to or below 0, it is Killed; remove its Dice from the Dungeon. Put the Dice aside, as
it may Reappear in the Dungeon later on (See the Timer Phase Section).
If the Adventurer's Health is ever reduced to or below zero, your Adventurer has died, probably slowly and painfully,
and the game is over. No extra lives in this game!
Page 5
Setup
Page 6
Rounds
A Dungeon Level of By Torchlight is played in a series of Rounds, repeated until you either escape the Dungeon
Level or lose all your Health and die. Each Round contains three phases:
l Adventurer Phase
l Monster Phase
l Timer Phase
Adventurer Phase
In the Adventurer Phase, you roll your Energy Dice and assign them to Action Boxes, then resolve the Actions. At
the beginning of the first Level you will have 6 Energy dice, but this will change as the game goes on.
Roll all your Energy dice. Place each rolled dice on one of the 6 Action Boxes on your Character Card, making sure
you only assign to Action Boxes with matching Dice Values (or where an Equipment Card gives them a matching
Dice Value).
You may now, in any order, take the Actions granted by the Dice on
each Action Box. Remember - if an Action Box has more than one of the
same Dice Value, an Energy Dice of that value will give multiple of that
Action.
Move For each Move Action, you may Move your Adventurer
to an adjacent Floor Tile. You may never move onto or
through a Wall or Monster.
Stealth For each Stealth Action, you will reduce the Perception
of all Monsters by 1 for the Monster Phase.
Shield For each Shield Action you can block one Hit in the
Monster Phase.
In this example, the Adventurer will take
2 Move Actions, 1 Shield, 1 Increase Heal For each Heal Action, increase your Health by 1, to a
Range and 3 Attack Actions, due to the maximum of 6.
doubled effect of the 2 on this Stealth and Shield are passive Actions that affect the Monster Phase.
Adventurer's Attack Action.
Monster Phase
In the Monster Phase, each Monster in the Dungeon has a chance to act, rolling Energy Dice to decide what they
will do.
Starting with the Monster closest to the Adventurer and working away, resolve each Monster once. If 2 Monsters are
equidistant, you may choose which order to resolve them.
The AI Track for the Monster shows what each Dice rolled will cause the Monster to do; each dice result causes a
particular Monster Action. There are three Monster Actions - Move, Attack and Heal.
Monsters resolve their Monster Actions in fixed orders depending on whether they can Perceive the Adventurer or
not at the point when you roll (see the Perception section).
If the Monster can Perceive the Adventurer, it will resolve Monster Actions in the following order:
l For each Heal Action rolled, increase Health by 1 up to a maximum of its Starting Health.
l Use Move Actions to Move towards being a number of Tiles equal to its Range from the Adventurer and in
Line of Sight, taking as short a path as possible, stopping if it reaches its Range, would step out of Line of
Sight, or runs out of Moves.
l If in Range and Line of Sight, each Attack Action inflicts 1 Hit on the Adventurer.
l Use any remaining Move Actions to Move to being as many Tiles away from the Adventurer as possible,
preferring to get out of Line of Sight if there are multiple possible routes.
If the Monster cannot Perceive the Adventurer, it will instead resolve Monster Actions in the following order:
l For each Heal Action rolled, increase Health by 1 up to a maximum of its Starting Health.
l For each Move Action rolled, move one Tile in the shortest path towards the closest unoccupied Monster
Rune of its own colour, stopping if it reaches one.
l Any Attack Actions do nothing.
(You will note that if the Monster cannot Perceive the Adventurer, is standing on a Rune of its own colour and is at
its Starting Health, it will do nothing, so you may skip rolling and resolving it)
When resolving a Move Action, the Monster Moves to an adjacent Floor Tile. Monsters may not move through Walls,
other Monsters or the Adventurer.. You will sometimes find these rules leave multiple possible shortest Movement
paths for a Monster to take - in these cases you may decide which route the Monster travels.
Once all Monsters have acted (or been skipped), the Monster Phase ends.
Page 8
Monster Phase Example (continued)
Heal > Move to Max Range > Attack > Move Away
The Player rolls 2 Moves and an Attack for this Monster, but only a single Move is used,
stepping onto the adjacent Green Rune. The other Move and the Attack Action are
wasted.
Last to be Resolved is the Blue Monster, which also has 3 Energy Dice, but Range 3 and
a different AI Track.
All Monsters having now been Resolved or Skipped, the Monster Phase is now complete.
Timer Phase
In the Timer Phase, time ticks on, and new Monsters may appear or your Adventurer may tire.
If the Timer Cube moves onto a space with a Rune, a Monster of that colour will Reappear in the Dungeon; place a
Dice of that colour on an empty Rune of a matching colour in the Dungeon, with its Starting Health showing. If all
Dice for Monsters of that colour are still in the Dungeon (i.e. none have been Killed), or there are no empty Runes of
that colour, nothing happens.
If the Timer Cube moves past the end of the Track, place it back on the first space of the Track, and remove one of
your Adventurer's Energy Dice for the rest of this Dungeon Level, to represent fatigue. You can only recover any
dice lost this way by completing the level.
Once the Timer Phase is over, remove any Energy Dice from the Character Card and begin a new Round.
Page 9
Completing a Dungeon Level
If you successfully complete a Dungeon Level by collecting the Key and reaching the Stairs To Below, your Adventurer
locks the gate behind them, and takes a moment to rest and reflect, recovering any lost Energy Dice and gaining an
additional Energy Dice for the rest of the game.
If you have successfully completed the fourth level, congratulations, you are victorious! You have found the mysterious
Treasure, the Sceptre of M-Guf'Yn, a powerful device, yet one which seems oddly unimportant once you finally get your
hands on it.
Otherwise, remove all Monster Dice from the Dungeon, and form a new Dungeon Level as described in the Setup
section, moving on the next level of the Adventure Card, resetting the Timer to the first space.
Difficulty Levels
The rules above comprise Normal difficulty, but if you wish to make the game easier or harder, these are some
recomended changes:
Nightmare Mode Your Adventurer has a Maximum Health of 5 and begins with 5 Energy Dice
Designer's Notes
This game is a spiritual sequel to 9-Bit Dungeon, another 9 Card Dungeon Crawler I released which has a similar random
Dungeon Level design mechanism, but where that game was an 8-bit style random dice-chucking homage to old
Dungeon crawlers like Warhammer Quest, this game aims for a more "realistic" style with more interesting and modern
play mechanics. Hopefully the core "roll then decide" mechanic should give interesting decisions to make, and options
like Stealth mean it's not just about hitting monsters in the face as quickly as possible.
On later Dungeon Levels you'll find you don't have enough Energy Dice to keep some for you and some for the Monsters,
so will need to keep track in your head of how many Dice you have. Sorry, contest limitations!
The AI system went through a lot of versions in development, including a rondel system. I'm pleased with the final result,
which can lead to unexpected behaviours like Monsters fleeing, while hopefully giving each type of Monster its own feel.
Balance is likely way off in this first release - I've not been able to playtest as much as I'd hoped, and will likely be making
changes to Monster Stats and Character and Equipment Dice Values as the contest goes on and I get feedback.
Page 10
Reference Sheet
Adventurer Phase > Monster Phase > Timer Phase
Adventurer Phase
Roll Energy Dice
Assign to Action Boxes with matching Dice Values. Multiple Dice Values give
multiple Actions.
Actions:
Move Move to adjacent Floor Tile
Stealth Reduce Perception by 1
Attack Hit Monster in Range
Increase Range Add 1 to Range (starting Range 1)
Shield Block a Hit in Monster Phase
Heal Recover 1 Health (Max 6)
Monster Phase
Resolve Monsters Closest to Furthest
Roll Energy Dice
Compare to AI Track
Can Perceive Adventurer: Heal > Move to Max Range > Attack > Move Away
Can't Perceive Adventurer: Heal > Move to Own Colour Rune
Timer Phase
Advance Timer Cube
Moved onto a Rune? Monster of that colour Reappears
Moved past end of track? Move to start of track, lose Energy Dice
End of Dungeon Level
Move onto Key then onto Stairs To Below to complete Dungeon Level
If completed Level 4, Victory!
Recover lost Energy Dice
Gain 1 Energy Dice
Create Next Level