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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.
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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 elEvade 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.
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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.
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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.
DiscardRet
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.
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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 LegendSpecial 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.
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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 spaceOr "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