Dash‐in Dungeons rules
Dash‐in‐Dungeons is a Role‐Playing Game (a game of free‐form story‐telling) for two to five players. One player acts as the Dealer (Story Narrator or Games Master) for the entire game, which usually lasts about an hour or so. The other players take the roles of a team of fictional heroes (Characters) in a fantasy story which is brought to life by the imagination of all the players involved. For the Characters in the story there is no set‐script. The players decide how their Characters act and react in the various situations described by the Dealer. The group of Characters work together as a team (aka Party) to overcome obstacles, such as monsters and puzzles described by the Dealer as the story (Adventure) unfolds. The Dealer plays the role of all incidental (Non‐Player) characters in the story and decides the actions of any Monsters encountered by the Party during the Adventure. The Dealer also acts as an impartial rules arbiter in a game; determining what happens in the story based on the Character’s actions. The Dealer should read this overview of the rules all the way through before you play. There are several places in here where ‘Quick Reference’ cards are mentioned. A set of 8 DEALER QUICK REFERENCE cards & 2 sets of 3 PLAYER QUICK REFERENCE cards are provided with this set to allow all players access to the main game rules during play. Once you are familiar with the rules you will find you will be able to play the game using the Quick Reference cards alone. Before you start a game of Dash‐in Dungeons you should: 1. Select a flat playing surface (a small table is ideal). 2. Select one player to be the Dealer. The other players (up to 4) will play the Characters in the story. Cut and fold the stand‐up miniatures (See the Fold‐Up Miniatures cards), if you haven’t already. 3. Separate the various cards into piles. Most piles will be used primarily by the Dealer. The Dungeon Tiles, Adventure & Monster cards should be kept face‐down/hidden from the Players who intend to be the Characters in the story. 4. The Dealer selects an Adventure from the ones included in this set*. [*More Adventures can be found at: http://www.dashindungeons.com/free‐downloads.html] After you have played Dash‐in Dungeons a few times, the Dealer may choose create their own Adventure to use. This must be prepared before play starts. You may use the “Adventure Template” cards provided with this set as a guide on how to record the information you’ll need. [Additional information on creating your own adventures can be found at: http://www.dashindungeons.com/create‐own‐adventures.html] 5. The Dealer reads the Adventure, Monster and Trap cards of the selected Adventure before play starts. 6. The other Players each select the Character they are going to play (there are 5 choices but only one of each type), and find the Special Skills and Equipment* cards noted on their Character cards. (*only the equipment items noted in bold text have their own cards. The others items are standard for all Characters and are not consumed during the game; therefore they have no cards of their own).
(See the Introduction or Background information on the first of the Adventure cards). Players place their miniatures on the Entry tile. there are numeric values listed beside the following Attributes “Fighting”. 8. The Health Attribute also indicates the number of Injury points a Character can take before being incapacitated ‐ See Combat. These scores can be applied to the resolution of various Tasks in the game and usually determine the maximum number of Fate cards drawn to resolve a Task (See Task Resolution – below). the Characters are assumed to have arrived at the Entry to the dungeon. Place the Entry Dungeon Tile face‐up as the start of the Map. problem‐solving power and strength of mental fortitude The number score listed beside each Attribute represent how experienced or powerful the character is in that particular physical or mental discipline. 12. [Note: If you cannot find or do not know the answer to a question about the rules. Character Attributes: On each Character card. Each discipline can be defined as follows: Fighting A Character’s skill in combat and ability to apply physical strength Health A Character’s stamina and resistance to damage Magic A Character’s magical aptitude. Playing a game: The Dealer starts by describing the objective or goal of the Adventure. they should discuss them with the Dealer before play begins. 11. skill in magic and their inherent resistance to magic Psyche A Character’s mental capacity. Make sure there is a clear central space on the playing surface (the middle of the table is best) where the Dealer can lay‐down the Dungeon Tile cards as the Adventure progresses. The higher the score the stronger or more skilled the Character is in that discipline. Players should take a moment to study their Characters. Face‐down beside it place the next Dungeon Tile (as detailed on the Adventure Map card). “Health”. feel free to invent your own ‘house rules’ for use in your game]. Each Dungeon Tile represents a different Area of the Map (See ‘Playing a game’ ‐ below). so the Dealer should
. they should at least be within reach of the Dealer). Shuffle the Battle Sequence cards & place them near the Dealer. personal magical power. 9. and if they have any questions about them. Each of these Attributes represents a Character’s raw personal ability in a physical or mental discipline. “Psyche”. wisdom. Place the Dealer Quick Reference cards in front of the Dealer and the Player Quick Reference cards near the Players. & “Search”. For most games of Dash‐in Dungeons.Dash‐in Dungeons rules
7. “Magic”. 10. Shuffle the Fate cards and place them face‐down within reach of all players (if not possible.
although. the Dealer also role‐plays the part of the monsters in the dungeon. As the Characters explore the Adventure Map. the Dealer refers to the Adventure Map card for the layout of the dungeon and selects Dungeon Tiles are detailed (See Dealer Quick Reference cards 7 & 8 for a description of what the different map icons mean). When placing new face‐down Dungeon Tiles. the Dealer turns‐over each face‐down dungeon tile and describes what the Character’s see. there is no strict sequence of turns for each player in the game except when combat happens between the Characters and Monsters ‐ see Combat below. The Players act of playing the ‘role’ of each of the Characters is the ‘role‐playing’ part of the game. the Dealer not only turns‐over the new Area’s Dungeon Tile card (which was originally placed face‐down). along with the results of those actions described by the Dealer. or as they enter the dungeon. When the Characters move into a new Area (by moving their miniatures from one dungeon tile to an adjacent dungeon tile). or all the Characters are incapacitated. assuming that they survived. all Areas of the Map are explored. The combination of the Dealer’s Area descriptions. Once the objective or goal of the Adventure is met. but the Dealer should feel free to add extra details to enhance the atmosphere of the game. Actions: Actions made by Characters are limited only by a Player’s ingenuity. searching or exploring their current Area. the Dealer decides whether any Task Resolution is needed (see ‘Actions’ and ‘Task Resolution’ ‐ below) and then describes the results out loud to the Players. you may refer to ‘Movement and Action Options’ on Player Quick Reference card 2 for some of the more typical non‐ combat actions. Player reactions and Actions. and provides the story ‘narration’ by describing the action of the Adventure. and ‘Combat Action Options’ on Player Quick Reference card 1 for some of the more typical combat actions. provides the ‘story’ that all Players of a Dash‐in Dungeons game experience. the game ends.Dash‐in Dungeons rules
describe the Entry itself based on what the Characters can see of the first numbered‐Area (as detailed on the Adventure Key cards) before. however. The Dealer should conclude each Adventure with a summary of outcomes providing a description of the rewards for the Characters. The story‐telling between Dealer and Players goes back and forth as each new situation (and Area) presents itself. or dealing with Monsters or traps that guard an Area. Although the Dealer and the Players usually take turns describing the action in the story. hear or smell in that Area. Actions can include moving from one Area to another adjacent one. Play proceeds with the Players reacting to what the Dealer tells them by declaring their Character’s Actions. Based on the Actions stated. Brief descriptions of each numbered Area on the Adventure Map are provided on the Adventure Key cards.
. but they should also lay other face‐down Dungeon Tiles beside the newly revealed Area representing further adjacent Areas (this shows the party any visible exits from the Area they have just entered). [Note that secret or hidden exists do not have to be revealed until or unless they are discovered through a search]. Characters who survive an Adventure may wish to spend gold or sell items at the Market ‐ see Player Quick Reference card 3 before their next Adventure begins.
Each Action listed in the ‘Movement and Action Options’ on Player Quick Reference card 2 or Dealer Quick Reference card 3 lists a Difficulty. Dealer determines the Task Difficulty value. The Attribute for a Task can be determined from the list of ‘Movement and Action Options’ on Player Quick Reference card 2 or Dealer Quick Reference card 3. the Task draw stops immediately and the action is either automatically successful or automatically a failure based on the card. sneaking along very quietly). 3. Special Skills and some Magical Devices also list the Difficulty for their use on the card for that Skill or Device. Normal (2). The difficulty types are: Easy (1). If the highest value card equals or exceeds the Difficulty.]
. attempting to unlock a locked‐treasure chest).Dash‐in Dungeons rules
During an Adventure. Difficult (3). Whenever a Character attempts an action that. such as deadly Traps and menacing Monsters (as detailed by the Adventure Key cards and described by the Dealer). 2. Extreme (5) or Crazy (6). or where there might be opposition to the action (e. is more than just routine (e. To determine the success or failure of the attempt at the Task. Special note: If a ‘Success’ or ‘Failure’ card is drawn at any time. Based on the situation. in the Dealer’s opinion. NOTE: a player may stop drawing at any time up to the maximum number of cards allowed. else it is a failure. the Dealer will call for Task Resolution. the Dealer should describe the results of the Action to the group. the Characters must overcome obstacles. draw cards from the Fate deck & selects the highest value card from those drawn. Task Resolution: Actions (including Attack Actions) are resolved in 3 steps: 1. but must stop immediately if they draw a ‘Success’ or ‘Failure’ card – see the Special note in Step 3 – below.g.g. by the Special Skill card or (if no other guidelines are otherwise available) by the Dealer. [See Dealer Quick Reference card 5 for examples of Task Resolution. the attempt is successful. NOTE: Attack Action Difficulties are determined differently to other actions – see Combat – below. The Difficulty value maybe modified (+/‐) by Equipment used or by Magical Devices or Spells which enhance a Character’s abilities or by the Dealer if certain they feel that the current environment or situation affects the difficulty of the task. Very Difficult (4). The maximum number of cards which can be drawn equals the listed Attribute.
however if a ‘Success’ or ‘Failure’ card is drawn.
. 2. however. As with normal Tasks. Next. Note: If a creature is unaware of a Attack or other Combat Action made against them. the draw stops immediately. the Attacker may stop drawing at any time. 3. In ascending Battle Sequence number order. except that the Difficulty of an Attack Task = (highest card of Defender’s Fate draw + the value of the Defender’s Armour + any Magical Devices that affect their defence). they are successful in their attack. other Actions can be performed instead – see ‘Combat Action Options’ on Player Quick Reference card 1 for some of the typical combat actions. The Attacker adds the value of their Weapon + the value from any Magical Devices that affect their attack. the Dealer should note the rules under ‘Surprise Attacks’ on Dealer Quick Reference card 3. [Note: On both Reference cards a note beside the action “Attack another creature” says to ‘see Attack action ‐ Combat 2’. The Dealer resolves any Combat Actions or Attack Tasks as required during each phase in the Battle Sequence. To resolve the Task. Each creature gets one Action per combat round ‐ see ‘Combat Action Options’ ‐ Dealer Quick Reference card 2 and Player Quick Reference card 1. Attack Tasks: Attacking another creature requires an Attack Task resolution. If any ‘Success’ or ‘Failure’ cards are drawn by either Attacker or Defender. A Combat Round: 1. unless otherwise specified. for the effects surprise may have on Task Resolution in combat. the Dealer should refer to ‘Success or Failure results in combat’ on Dealer Quick Reference card 4. A Character who becomes incapacitated cannot make any Action during their turn in the Battle Sequence. the draw stops immediately. If the Attacker’s result equals or exceeds the Difficulty. the Defender may stop drawing at any time. This is a reference to Rules card 27 from the Dash‐in Dungeons Rules Deck which goes into detail about Attack Actions]. As with normal Tasks. each creature makes their Action. to the highest card value drawn. Most creatures in combat will choose to Attack. the Attacker draws from the Fate deck using their Fighting Attribute to determine the maximum number of cards drawn. however if a ‘Success’ or ‘Failure’ card is drawn. the Defender draws first from Fate deck using their Fighting Attribute to determine the maximum number of cards drawn.Dash‐in Dungeons rules
Combat: Combat between creatures (characters or monsters) happens in orderly segments of time called ‘combat rounds’. Success in an Attack Task means the Defender is dealt one Injury card. Each creature involved in a combat is dealt a Battle Sequence card from the 9‐card Battle Sequence deck.
they are destroyed. Incapacitated characters can be slain by a subsequent attack. If a Monster’s Injuries equals or exceeds their Health. [See Dealer Quick Reference card 6 for examples of Attack Resolution. they are incapacitated until their wounds are bound by an ally or they are healed by elixirs or spells.]
.Dash‐in Dungeons rules
If a Character’s Injuries equals or exceeds their Health.