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9-Bit Dungeon Rules
9-Bit Dungeon Rules
9-BIT
Floor Wall Dungeon Entrance
DUNGEON
and Monsters may movement and Sight Entrance marks the
move and attack for both the point the Adventurer
freely over floor tiles, Adventurer and starts in the
though they may Monsters. Dungeon. It
never move otherwise counts as
diagonally. a Floor tile.
Exit Key Monster Hatch
By Barny Skinner
A 9 Card Solo Roguelike Card Game - 60 Minutes
9-Bit Dungeon is a 9 Card Roguelike, with a randomly generated The Exit is where The Adventurer Hatches mark the
dungeon with over 1500 possible layouts, four increasingly you complete each must perform the points where
difficult levels, random enemies and events, and shops full of Level of the Inventory Action on Monsters begin in a
upgrades. Dungeon, though the Key tile to pick Dungeon, and where
you may not leave up the Key, which they will Respawn
Aim of the Game until you have will allow her to from Events. They
collected the Key. It leave the level at the otherwise count as
The game takes place over four descending levels of a dungeon, otherwise counts as Exit. It otherwise Floor tiles.
each increasing in difficulty. The player plays an Adventurer a Floor tile. counts as a Floor
questing into the dungeon, defeating enemies, collecting gold and tile.
buying upgrades in the shop. The Adventurer must collect a Key
before they are able to exit the dungeon to the next level. Each Chest Water/Lava Shop
level has randomly generated enemies and events, and a
separate set of items available in the shop.
Death is final - lose your health and you'll need to start again from
level 1, but if you can complete all four levels you succeed in
stealing the greatest treasure of all time - The Sceptre of
M'Guf-Yn. Once per level the Water and Lava tiles Each dungeon level
Adventurer may block movement, but contains a Shop,
Components perform an Inventory do not block Sight, where the player can
Action on a Chest; as described in perform an Inventory
The game primarily consists of 9 cards: she gets to roll for Range and Sight. action to spend gold
4 Dungeon Cards - These cards are two sided, and are used to free on the Shop Monsters with the to buy upgrades for
randomly form the dungeon on which each level plays out. Card for the level, Fly Behaviour treat the Adventurer, to
and either take the Water and Lava as improve her abilities.
1 Adventurer Card - Dice and Cubes are used on the Player item rolled or half its Floor tiles.
Card to track the Adventurer's various Stats, which evolve over value in gold. They
time. otherwise count as
2 Monster Cards - Double sided, each side shows the randomly Floor tiles.
generated monsters for each level of the dungeon.
Adventurer Card
2 Shop/Event Cards - Double sided, with unique events and
shop items for each level of the dungeon.
Also required are:
1 Meeple/Pawn - to represent the Adventurer as she journeys
through the dungeon.
3 small Cubes - to track Gold, Player and Monster Healths.
14 Dice (10-12mm are best)
7 to represent Monsters in the Dungeon
6 to track the Adventurer's Stats on the Adventurer Card
1 for rolling!
Dungeon Cards
Damage again works the same Range shows how far away
Gold represents the treasure for Monsters as for the from the Aventurer the Monster
Mana shows the magical accumulated by the Adventurer Adventurer; if they successfully is able to be while Attacking
abilities of the Adventurer. The throughout her quest, primarily hit the Adventurer, it shows her. Monsters with a Range of
more Mana she has, the more gained through defeating how much her health is 1 can only attack from adjacent
likely her spells are to succeed, Monsters, but also from Events reduced by, though this can be Tiles, much like the
and the more powerful they will and Chests. It can be spent in reduced by Armour. Adventurer's Attack Action, but
be. the Shop on each level for those with a longer Range may
A Dice is used to track the various items which improve Attack from a distance, similar
Adventurer's current Mana, the Adventurer's stats. It is to the Adventurer's Fireball
with the value on top showing tracked with a Cube, and has a Spell. See Range and Sight
the current Mana value. There maximum of 20 - Gold is for more information.
are four separate Mana boxes heavy!
on the Adventurer Card; which Health Gold
one the dice is currently one is
used to track the Maximum
Mana the Adventurer can
currently have.