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“Before you looms the dimly lit entrance of the most feared dungeon in the land.

It is called the
GAMOT. Within the Gamot lie dangers untold, for no hero has yet returned from its deep
depths. The journey here has not been an easy one. You dismount from your trusty steed and
ready your sword and shield. If you conquer the Gamot, you will earn the greatest glory in the
land and with it a place among the King’s personal guard. A worthy position for a hero such as
yourself! As you approach the entrance to the Gamot, you can smell the foul stench of death and
are overcome with an unexplained dread. While you steel your nerves against this dark air, you
hear the sound of hoof beats behind you. Your horse has fled in fear… You are truly alone now.
You step into the entrance of the Gamot, filled with determination. As you do so, however, the
floor gives way and you find yourself suddenly tumbling down an incline. You hit the ground
below with a hard thud. After taking a moment to regain your bearings, you search in the
darkness for your sword and shield. They are nowhere to be found! Rising to your feet, you see
that you have fallen into a long corridor lined with doors. A haunting laugh echoes in the
dungeon. The only thing that stands between you and whatever horrors await you in the
dungeon is your will to live and your desire to prove yourself the greatest hero in the land…

Will you survive the Gamot?”

OVERVIEW:
Gamot is a solitaire dungeon crawling card game, designed to be quick and playable
on-the-go. You play the role of an adventuring hero as you attempt to navigate the
perils of the dungeon in order to escape and earn the favor of the King and some day to
pass into legend. But you can’t do that if you’re dead! You will search the Gamot for
weapons and items in which to defend yourself, while fighting frightful monsters and
drinking potions to keep your health up.
SET UP:
Shuffle the deck. Place the deck face down to your left. This is the Dungeon.

Place your health tokens in front of you so that they total up to 21. This is your starting
health. Green health tokens are worth 5 health and red tokens are worth 1 health.

Draw 4 cards from the Dungeon deck and lay them out side-by-side. This is the current
room you occupy in the Dungeon.

RULES:
In order to move on in the Dungeon, you must play at least 3 of the cards in the current
room. If you choose not to play the 4th card in the room, it remains on the table and is
carried over to the next room. You may play the cards in the room in any order.

Weapon cards display the given weapon’s initial strength in the top left-hand corner of
the card. When a weapon is drawn, it must be equipped, and cannot be discarded from
the room. To equip a weapon, simply move it from the room and place it in front of
you. You may only discard a weapon after equipping it. When you equip a new
weapon, you must discard your previous weapon, along with any monster cards
attached to it.

Potion cards can restore your health up to the value of its strength. However, you
cannot restore your health beyond your starting value of 21. You may only use one
potion in a room. The effects of any other potions found in the same room are nullified
and are discarded.

Place your discard pile to the left of the Dungeon. All cards placed in the discard pile
are placed face up.

Shields can be equipped alongside a weapon. However, only one shield may be
equipped at a time. If more than one shield is found in a room, you must discard the
others. Shields add extra defense for the next time you must fight a monster, helping to
reduce any damage taken. The amount of damage reduced by the shield is displayed
both in the upper left-hand corner of the card and in a special text area near the bottom
of the card. Once a shield has been used to defend against a monster, it is broken and
must be discarded.
GAMEPLAY:
All rooms in the Dungeon consist of 4 cards. Only the final room in the Dungeon is
allowed to have less than 4 cards.

You may flee Dungeon rooms as many times during the game as you'd like. However,
you cannot flee rooms twice in a row. When a room is fled, scoop all 4 cards in the
room up and place them at the bottom of the Dungeon deck.

When you draw a monster card, you must fight that monster. During a fight with a
monster, you will measure the strength of your weapon against the strength of the
monster. If the monster's strength is higher than your weapon's strength, subtract the
weapon's strength from the monster's strength. You then suffer the result as damage. If
the monster’s strength is less than or equal to your weapon’s strength, you suffer no
damage. Place the defeated monster card on top of your weapon card, sliding it down
just enough to still display the weapon’s initial strength.

As you fight monsters, your weapon's strength will weaken. Your weapon's new
strength becomes equal to the strength of the last monster you've defeated. However,
your weapon's strength cannot go any higher than its initial strength. Any run-off
higher than its initial strength is still suffered as damage. Once your weapon has been
used to fight a monster, that weapon can only be used to fight a monster with a lesser
strength than the last monster you’ve defeated. If you attempt to fight a monster with
an equal or greater strength than the last, your weapon will break and it is (and the all
the other cards attached to it are) discarded.

If you attempt to fight a monster without a weapon, you will suffer the full damage
amount equal to that of the monster's strength. That monster is then moved directly to
the discard pile.

ENDING THE GAME:


The game ends in victory once you have successfully cleared all cards from the
Dungeon. The game is lost when your health points are reduced to or below 0.

© 2016 Mike London, “London Falling”


Card design and weapon/item art by Mike London
Monster art and card-back art by Marissa Kirby AKA Boshedagh
http://boshedagh.deviantart.com/ | http://boshedagh.tumblr.com/
With respect and acknowledgement to Zack Gage, Kurt Bieg and John Eternal
EXAMPLE PLAY:
-For her first room, Marissa draws a Potion (with a strength of 7), an Ogre (with a strength of
10), a Shortsword (with a strength of 4) and a Slime (with a strength of 2).
-First, Marissa equips the Shortsword.
-Next, Marissa fights the Ogre. Marissa suffers 6 damage (10 – 4 = 6). Her health is reduced to
15 (21 – 6 = 15). Marissa places the Ogre card on top of her Shortsword card.
-Marissa then decides to fight the Slime. She suffers no damage (2 - 4 < 0). However, her
weapon’s strength is now reduced to 2 (Slime strength = 2). She cannot fight another monster
with her Shortsword, or it will break. Marissa places the Slime card on top of the Ogre card.
-At this point, Marissa can either move on to the next room or play the room’s fourth card. She
decides to continue on, and uses the Potion to restore her health back to 21 (15 + 7 > 21). She
then discards the Potion card.
-Now, having completed the room, Marissa moves on to the next room by drawing 4 more cards.
-For her second room, Marissa draws a Spear (strength of 6), a Werewolf (strength of 7), a
Shield, and a second Werewolf.
-Marissa discards her Shortsword (and the attached Ogre and Slime cards) so that she can equip
the Spear.
-Next, Marissa chooses to equip the Shield.
-Feeling confident, Marissa fights the first Werewolf. She suffers no damage (7 – [6 + 3] < 0).
The Werewolf is defeated, and she places the Werewolf card on top of her Spear card. She then
discards the Shield card.
-Uh oh. While Marissa’s Spear still retains its strength of 6, by fighting the Werewolf she has
weakened her weapon’s integrity. She cannot match the strength of the second Werewolf or her
Spear will break and she will suffer the full brunt of the Werewolf’s strength as damage,
reducing her health from 21 to 14.
-Having played 3 of the 4 cards in the room, Marissa decides to move on the next room, rather
than fight the second Werewolf right now. The Werewolf follows her into the next room, so she
only draws 3 more cards to make up the next room in the Dungeon.
-This time, Marissa draws a Potion (with a strength of 2), a Lizardman (strength of 6) and the
dreaded Dragon (with a strength of 21!)
-Marissa could fight the Lizardman without suffering damage. She doesn’t need the Potion.
But she cannot fight the Werewolf or the Dragon with her Spear or it will break. And fighting
the Dragon would mean certain doom!
-Knowing that she will eventually have to face the Lizardman, Werewolf and Dragon again at a
later point, and knowing that the low-strength Potion probably won’t help her when she reaches
the end of the Dungeon, Marissa decides that the safest bet is to flee from the room. She scoops
up the 4 cards in the room and places them at the bottom of the Dungeon deck. Perhaps the
Magic Ring will help her alleviate her problem by re-shuffling the Dungeon deck and moving
such a big threat away from the end of the Dungeon… Or maybe she just made things worse?

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