You are on page 1of 7
(sonstruction) Copel You were extremely excited when the Dungeon Construction Kit you had ordered finally landed on your doormat. That excitement lasted until the moment you opened the box. Unfortunately it seems that some evil blackguard had put a curse on it and you immediately found yourself inside your own kit. Now there's only one thing for it: construct your way out. And while you're at it, kill as many monsters and take as much treasure back to the real world as possible... Components 54 cards (52 map/action cards & 2 character cards) 1 pawn, mini or counter - to mark the position of your character in the dungeon 5 green cubes to mark the positions of monsters 5 yellow cubes to mark the positions of treasure chests 3 black, grey or white cubes to mark the positions of keys Overview The aim is lay out the dungeon map and move your character through it, scoring as many points as possible by killing monsters and finding treasures. You will also need to find keys, because the exit cards are locked, and unless you can move your character to an exit before the cards run out, you lose the game. Setup Remove the 2 character cards and choose one for use in the game. Each character gives different special abilities, which are explained at the end of the rules. Remove the 2 exit cards. Shuffle the remaining cards. Add 2 of them to the exit cards and shuffle these 4 cards. Place them face down to form the exit stack. From the remaining deck, deal out 3 rows of 4 cards each to form the card pool. Place the remaining cards as a draw pile. You will need to leave space to lay out the map of the dungeon and for a discard pile and a scoring pile. The Cards The cards generally show a room with 1 to 3 exits on the top part and a sword, monster or treasure icon with a corresponding number on the bottom part. For other cards, see "Special Cards". Cards will be laid out to form the map of the dungeon, and the icons in the room depict the contents - a monster and/or a treasure, or a key. Cards will also be used to perform particular actions, and in this case the icons at the bottom are used instead of the map. A treasure is worth a number of points corresponding to the number next to the gold coin. A monster is worth the number of points shown, which is also the monster's strength, so monsters with higher numbers are tougher to kill. A sword with a higher number corresponds to a stronger attack, so swords with higher numbers are required to kill tougher monsters. BES OEE O03 EES ELA (LICL oes Ia r= Gameplay Play consists of two steps: 1. Play a card or cards 2. (If necessary) refill the card pool Repeat these steps until you escape from the dungeon or you run out of cards or are otherwise trapped. Playing a card Choose an action and take the appropriate available card or cards from the card pool. The available cards are the highest cards in each column. Actions Play a room card to the map Take any available card and place it as a room of the dungeon. Cards may be rotated to face north, south, east or west. When you place the first room, put your character token in the room. Subsequent rooms must have at least ‘one exit that matches with at least one exit of another room. No part of a card may cover a part of another card. It is allowed for an exit to run into a blank wall. Part of a legal layout Place the appropriate coloured cube on the map to indicate a monster, key or treasure that has not yet been dealt with. Kill a monster If you are in a room with a monster, take one or more available sword cards and one available monster card (in any order) such that the total value of the sword cards exceeds the value of the monster card. Place the sword card(s) in the discard pile and the monster card in the score pile. Remove the cube from the map. When playing multiple cards, take the cards one at a time in any order. For example, it is allowed to take a sword card and a monster card immediately below it, or vice = versa. In the example to the right, the 5 and 3 sword cards a sl 5 are used to kill the 7 monster. When the 3 sword card is =] taken, the 7 monster card becomes available, and so on. Cj el Evade a monster If you are in a room with a monster cube, place an available monster in card the discard pile. Remove the cube from the map. iy Discard Take a treasure This action may not be taken if you are in a room with a monster that has not yet been killed or evaded. If you are in a room with a treasure cube, take an available treasure card and place it in the score pile. Remove the cube from the map. Use a key to take an exit card If you are in a room with a key cube, take a card from the exit pile and place it on top of the draw pile. At the end of the game, if the draw deck is empty and there are fewer than 3 rows remaining in the card pool, you may immediately use the card to refill the card pool (see “Refilling the card pool"). Remove the cube from the map. Move your character token This action may not be taken if you are in a room with a ae monster that has not yet been killed or evaded. se || Take any available card and place it in the discard pile. Discard Move your character token from one room to an adjacent room which is joined by an exit on each card. Discard Take any available card and place it in the discard pile. Discard Ret ing the card pool When the top row of the card pool is empty, deal the top ao four cards of the draw pile below the bottom row of the pool, left to right. If necessary, slide all of the cards up to - make room. If two or even three rows are emptied at once, _™ o refill as many rows as required in the same manner, from highest to lowest. fe ef 2 cf New cards Ending the game The game ends immediately if you move your character token onto an exit space. In this case your character escaped from the dungeon and you win. The game also ends if you do not have enough cards remaining to reach an exit; if you are unable to place an exit card on the map; or if you are unable to pass a monster that lies between you and the exit because you do not have any monster cards left with which to evade it (this does not apply to the thief - see the thief's abilities at the end of the rules). In these cases your character failed to escape from the dungeon and you lose. Scoring If you won, your score is the total value of cards in your score pile. If you wish to rate your score, consult the following table: 0-29 points —_Faintheart 30-39 points Villager 40-49 points Adventurer 50-59 points Hero 60+ points Legend Special cards Trap As soon as the trap card becomes available it must FF e | immediately be played to the map. Exception: if the trap card is dealt to the first row of the card pool at the beginning of the game, then any other cards from the first B a row only may be played first. If the trap card cannot be played because there are no exits available on the map, discard it instead. gE ral If your character token enters the trap room, you must Discard discard any cards in the top row of the card pool. This must always result in discarding from 1 to 4 cards. If you entered the trap room by playing the last card in the top row, refill the card pool first. This happens once only - if I, “@ you re-enter the trap room later in the same game, there is no effect. bai an IF 2 o Crystal ball If you have placed the crystal ball card in your scoring pile Bry then you may choose to cast one of two spells. One gives a special ability when refilling the card pool for the rest of the game; the other gives a one-time bonus of extra cards. The crystal ball is not in itself worth any points at the end of the game. Either "Devious Divination": When refilling, instead of dealing a new row at the bottom, you may choose to place each card in any empty space of the card pool (excluding 5, the row or rows that were emptied this turn). Continue to deal new cards until a fourth card is placed in the new bottom row. Deal to any empty space Or "Rollback Rampage": Shuffle the discard pile and Max 9 take up to 9 cards. Shuffle them back into the draw pile. Draw pile Discard pile Character cards Fighter Special ability: Add 1 to the value of each sword card. Thief Special abilities: When discarding a card in order to move your character token, you may choose to move either 1 or 2 rooms. You may not bypass a room containing a monster, may not bypass the trap room if it has not yet been triggered, and may not take a treasure or key from a bypassed room. When in a room with a monster token, you may evade it without discarding a card. Simply remove the cube from the map. Summary of available actions Action Score Discard Other ‘Add to map - - ‘Add relevant cubes Kill monster Monster card Swords greater than T” Remove monster cube Evade monster - Monster card Remove monster cube Take treasure* Treasure card - Remove treasure cube Take key E = voreacaan Move character* - Any - Discard - Any = * Not available while in a room with a monster

You might also like