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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 trapped 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 108 cards - 88 room cards Each exit card can be used either as a room on the map or to perform an ap 9Fr 4 a a action. The actions are explained on pages 4 to 6. - 6 exit cards Each exit card can be used as a room on the map. If you move your character token onto an exit card, you escape from the dungeon and the game ends. An exit card may instead be used as a special treasure. The effects of the special treasures are explained on pages 11 to 13. 8@7|\8519) - 5 trap cards F_4 ‘Trap cards are used as a room on the map. Each trap causes a negative = effect when you enter the room. These are explained on pages 14 to 15. - 9 character cards Ft Each character gives diferent special abilities, which are explained on LEAL pages 16 to 20. E RB Also required 1 pawn or mini per player to mark the position of your character in the dungeon 4 green cubes to mark the positions of monsters 4 yellow cubes to mark the positions of treasure chests 2 black, grey or white cubes to mark the positions of keys Overview The aim is to 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. The main part of the rules will describe the solo game, with changes for multiplayer listed at the end. Setup Select a character card for use during the game. Select 3 trap cards, randomly or otherwise, and add them to the main deck of room cards. Shuffle the deck and place it face down as a draw pile. the draw pile, without looking at them. Shuffle them together with the 2 exit cards, and place the resulting pile of 4 cards face down as the exit stack. =r, Select 2 exit cards, randomly or otherwise. Take 2 cards from pl). a Deal 12 cards from the draw pile in 3 rows of 4 cards each to if fo tO form a card pool. You will also need to leave room for a discard pile, a score pile, an inventory area for certain treasure cards such as potions, and the dungeon map itself. Example layout of a game in progress Treasure token Character token Exit stack Card pool a a ~~ @ see Discard pile mt —* s a rable Character Card ee ye Score pile ———~ Gi ea-——_ Inventory Card layout Most cards look like this. For variations, see pages 8 to 15. Room with if Room with two Room with F | one exit anda exits anda three exits [¥] monster icon treasure “F Ld j and a key “h ‘ Sword card with value 2 Monster card with value 3 Treasure card with value 5 Gameplay Each turn consists of the following steps: 1. Action - Play one or more available cards from the pool to take one of the following actions. Available cards are the | highest in each column. = - Add a room card to the map - Kill a monster a - Evade a monster - Take a treasure - Move your character token Bu eres] Available cards highlighted 2. Cleanup - Perform each of the following actions, in order: a. Use a key token to take an exit card, if possible b. Place a trap card on the map, if available c. Refill the card pool, if necessary Add a room card to the map Take any available card from the pool and place it as a room of the dungeon. If the room on the card contains one or more icons, place the appropriate coloured cubes on them to indicate a monster, key or treasure that has not yet been dealt with. When you place the first room card of the game, put your character token in the room. ‘After the first room has been placed, subsequent room cards must have at least ‘one exit that matches with at least one exit of a previously placed room card. _Part of a legal layout Cards may be rotated to face north, south, east or west. No part of a card may cover a part of another card. It is allowed for an exit to run into a blank wall, forming a dead-end. You may not take this action if there are insufficient cubes a place on the card. Kill a monster If you are in a room with a monster cube, take from the ¥ ri pool one or more available sword cards and one available s monster card (in any order) such that the total value of the sword cards exceeds the value of the monster card -_“ille_S) 7 Discard Score 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 can be used to kill the 7 monster, When the 3 sword card is taken, the 7 monster card becomes available, and so on. However, in the example, there is no way to kill the monsters on the bottom row because they are underneath other cards which cannot be played during this action. For information about double monster cards and enchanted monster cards, see page 8. Evade a monster If you are in a room with a monster cube, take an available monster card from the card pool and place it in the discard pile. Remove the cube from the map. i Discard Take a treasure If you are in a room with a treasure cube, take an PF al a available treasure card from the card pool and place it in the score pile. Remove the cube from the map. e This action may not be taken if you are in a room with a monster that has not yet been killed or evaded. Move your character token Take any available card from the card pool and place it in the discard pile. Move your character token from one room to an adjacent connected room. This action may not be taken if you are in a room with a monster that has not yet been killed or evaded. Discard Take any available card and place it in the discard pile. Cleanup a. Use a key token to take an exit card If you are in a room with a key cube, take the top card from the exit stack (if available) and place it on top of the draw pile. Remove the cube from the map. Exit Draw stack Pile b. Place trap cards on the map If a trap card is an available card in the card pool, it must immediately be placed in a legal position on the map. A trap card may not be placed immediately adjacent to another trap card unless no other placement is possible. If there is no legal position on the map because the whole map is enclosed by dead-ends and exit cards, discard the trap card c. Refill the card pool When the top row of the card pool is empty, slide the remaining cards up to make room, then deal the top four cards of the draw pile left to right to form a new bottom row of the pool. tel a If there are fewer than four cards remaining in the draw pile then deal as many as are available. If two or even three rows are emptied at once, refill as many rows as required in the same manner, from top to bottom TT New cards Empty row Ending the game The game ends immediately if you move your character F rs token onto an exit space. In this case you escaped from the dungeon. The game also ends if it becomes impossible for you to exit. This could happen if: - There are not enough cards remaining to reach an exit - You are unable to place an exit card on the map - You are unable to kill or evade a monster that lies between you and the exit In these cases you failed to escape from the dungeon and you lose, scoring -100. Scoring If you escaped, add up the total value of cards in [10 points or less - Faintheart your score pile. Then, due to the current high rate _|.9 to 0 points __- Villager of Dungeon Tax, deduct 80 points. Ifthe resultis }1to10 points - Adventurer greater than 0, you win. You may evaluate your 11 to 20 points - Hero score according to the table opposite: 21 points or more- Legend Other cards Double monsters These work in the same way as normal monster cards except that in order to use the "Kill a monster" action, you must discard sufficient sword cards to kill each monster. The value of the card is the total strength of the monsters. For example, the 3/3 monster card shown on the right requires you to discard two sets of sword cards, each totalling 4 or more. a 4 sword and a 3 sword would not be sufficient because the 3 sword would not kill the second monster. The 3/3 monster card is worth 6 points. ‘A double monster card can be discarded to take the "Evade a monster" action. The Assassin can use his special ability to kill one monster (if its strength is 3 or less), but the second must be killed by normal means, Likewise, the Cleric can use his special ability to reduce the strength of one of the monsters by one, and the card value is then reduced by one. The Ring special treasure can be used on a double monster card, either with the Baleful Blade spell or the Monster Mutation spell Enchanted monsters These work in the same way as normal monster cards except that in order to use the "Kill a monster" action, you must take an enchanted sword card from your inventory and place it in the score pile, in addition to discarding sword cards sufficient to exceed the monster's strength (the number on the left). The value of the card is the number in brackets on the right. ‘An enchanted monster card can be discarded to take the "Evade a monster" action, The Assassin can use his special ability to kill an enchanted monster of strength 3 or less without using sword cards, provided he also takes an enchanted sword from his inventory and puts it in the score pile. The Ring special treasure can be used on an enchanted monster card, either with the Baleful Blade spell or the Monster Mutation spell. Firestone Shards When using the "Take a treasure" action, you may place one of these in the score pile, as normal. At the end of the ee Ly game, they are worth the number of points shown below, [fe] depending on how many you collected. G3 QG7 a6t12 BS: REREIS A Potions When using the "Take a treasure" action with a potion card, place the card in your inventory instead of the score pile. You may then consume the potion at any time in the future by placing it in the score pile and resolving the card's effect. Déja vu Take the top 3 cards from the discard pile and shuffle them into the draw pile. el If there are fewer than 3 cards in the draw pile, take as many as are available. 8 When taking an action, search through the draw pile and take any one card, which you must use immediately, in combination with other available cards from the pool or your inventory if necessary. For example, you have a value 5 sword in the card pool and an enchanted sword in your inventory. You may use the Foresight potion to find the strength 4 enchanted monster in order to perform the "Kill a monster" action. Reprise Refill any rooms on the map with the appropriate cubes. If a room has two icons, they must both be filled or both left empty. You may not refill a room if the appropriate cubes are not available. Speed Move your character token up to 7 rooms. If you enter a room containing a monster cube or a previously unvisited trap room, you must stop immediately. Enchanted sword When using the "Take a treasure" action with an enchanted sword card, place the card in your inventory instead of the score pile. You may then use the enchanted sword in the future by placing the card in the score pile when using the "Kill a monster" action with an enchanted monster. Crystal ball When using the "Take a treasure" action with the crystal ball card, place the card in your inventory instead of the score pile. You may then cast one of the two following spells at any time in the future by placing it in the score pile. Either "Devious Divination": For the rest of the game, when refilling the card pool, instead of dealing a new row at the bottom, you may look at each card taken from the draw pile and place it in any empty space of the card pool. Continue to take cards from the draw pile and place them in the card pool until a fourth card is placed in the bottom row. Or "Rollback Rampage": Shuffle the discard pile and take up to 9 cards. Shuffle them back into the draw pile. 4 Deal to any empty space Draw pile Max zl Discard pile Crown When using the "Take a treasure" action with the Crown card, place it in the score pile immediately, as usual. It will be worth 5 points. In addition, you may remove up to 3 cards from the card pool. shuffle them back into the draw pile, then deal replacement cards to the card pool in the same positions you removed the cards from. Hourglass When using the "Take a treasure" action with the Hourglass card, you may place it in the score pile immediately and it will be worth 5 points. Alternatively, you may shuffle it back into the draw pile. In this case, if it is later claimed as a treasure for a second time, place it in the score pile and it will then be worth 9 points. Ring When using the "Take a treasure" action with the Ring card, place the card in your inventory instead of the score pile. You may then cast one of the two following spells at any time in the future by placing it in the score pile. Either "Baleful blade": Convert any one sword card to value 10. Or "Monster Mutation": Replace any monster card in your score pile with one in the discard pile. Map When using the “Take a treasure" action with the Map card, place the card in your inventory instead of the score pile. You may then cast one of the two following spells at any time in the future by placing it in the score pile. Either "Chamber Exchange": For the rest of the game, at any time, you may exchange a card in the map with one from the card pool (any card in the pool, not only available ones), as long as the shape of the rooms, including exits, exactly matches. It doesn't matter if the monster/key/treasure icons are different, or if the action type on the lower part of the card is different. If the card taken from the map had all of its cubes in place (and was not an empty room, without icons), place cubes on the replacement card. If the correct cubes are not available, the card may not be used as a replacement. If you ‘exchange two trap cards, the one placed back in the card pool is reactivated, if it had been previously visited. Or "Dungeon Destruction": Remove up to 6 room cards from the map, place them back in the draw pile and shuffle it. The remaining cards in the map must all be connected. You may not remove a room containing a character token. If you place a trap card in the draw pile, it will be reactivated when it is placed back on the map. In the example, if you wish to take the highlighted card, you must also take the other cards connected below it, including the trap card. The top- right card may not be taken because it contains the character token. Traps During the cleanup phase, any available trap cards in the card pool must be placed on the map (see page 6). When you move your character token into a trap room for the first time, you must immediately resolve the effects of the trap. Each trap can only be triggered once. If you re-enter the same trap room later in the game, there is no effect. However, if a trap has been removed from the map using the Map special treasure then it is reactivated. Lost key Place any available card from the card pool on top of the exit stack. Mist You may not refill the card pool until it is completely empty. When all 3 rows have been emptied, refill the whole card pool and continue refilling as normal in future. Pit trap Discard all cards in the top row of the card pool. If the top row is empty, discard all cards in the second row instead, Slide trap Move your character token to a key room which does not contain a key token, or to the room you started in, your choice. If all valid rooms have been previously removed by using the Map special treasure, you are stuck in limbo and lose the game. Wandering monster When you add the card to the map, place a monster cube on it. When the trap is activated, you must perform the “Kill a monster" action before leaving the room. However, the monster card is not placed in the score pile, but discarded, If there are insufficient monster cubes to place one on the card, discard it instead of adding it to the map. Characters Each character gives one or two special abilities, which are described below. Amazon When using the "Kill a monster" action, you may treat two monsters as if they were a single monster with the combined strength of the two monsters added together. This may be the two monsters on a double monster card or it may be two individual monster cards. When using the "Take a treasure" action, you may place two available treasure cards in the score pile, provided that they both have a coin symbol and that their total value does not exceed five points. In the example of the Amazon's first ability on the right, two monsters of strength 5 and 2 are combined to give a single monster of strength 7 and killed using two sword cards with a combined value of 8. One or both of the monsters may be enchanted, but you must use an enchanted weapon for each enchanted monster. In the example on the right, the Amazon's second ablity is used to place two treasure cards with a total value of 5 points in the score pile. Fighter Add +1 to the value of each sword card. Archer You may use the "Kill a monster" action to remove a monster cube in an adjacent, connected room. When performing the "Kill a monster" action, you may use a monster card from any position in the card pool, even one below another card. This will leave a hole in the card pool which is not filled. In the example on the right, the "4" sword card is used to defeat the "3" monster card. The Archer's second ability means that it is not necessary to discard the treasure card first. When using the “Kill a monster" action, it is not necessary to discard a sword card in order to place a monster with strength up to 3 in the score pile. It is not necessary to discard the monster. Cleric When performing the "Kill a monster" action, you may use the shield to treat one monster as if its strength/value were 1 lower. So, it can be killed with a sword value that is one less than usual, but it scores one point less. Rotate it 90 degrees when you place it in the score pile so that you remember to deduct one point from your total. For a double monster card, you may use this ability to reduce the value of one of the two monsters. An extra action, “Divine aid", is available to the cleric when in a room containing a monster cube and a treasure cube. Take 5 available cards from the pool, of which at least one must be a monster card and at least one must be a treasure card (and none may be trap cards). Discard Daca 3 of the cards and place 1 monster card and 1 treasure P49 card in the score pile. Remove the monster cube and the i treasure cube from the map. +. Score Invento If you use this ability again, you must take and discard an extra ee card. For example, the second time you perform it, take 6 cards from the pool and discard 4. This ability may be used to place double monsters and enchanted monsters (without an enchanted weapon) in the score pile. Herbalist Begin the game with all four potion cards in your inventory. Dwarf For each two treasure cards collected that have a coin ee *@l icon, gain 1 extra point. The Dwarf is able to find secret passages through a single thickness of wall. At least one of the rooms at either end of the passage must be a standard room (not an exit), and contain no monster treasure or key icons, i.e. one of the rooms must be an empty square. The other room may contain one or more icons or be an exit or trap room. Not allowed because it Not allowed because both would pass through a cards contain icons. double thickness of wall. Prophetess Place the exit stack face up. You should only be able to see the top card. An extra action, "Prophesy", is available to the Prophetess. You may move an available card from the card pool to the discard pile, then take 4 cards from the top of the draw pile. You must use one of these cards to perform a standard action. The remainder of the cards are placed on the bottom of the draw pile. If there are fewer than 4 cards in the draw pile, take as many as are available. If the standard action selected is "Kill a monster" then cards from the card pool or other cards from those drawn may be used as part of the action. In the example on the right, the player would like to place a new room on the map, but is faced with four dead-end cards in the card pool. She discards one of the dead-end cards in order to take the "Prophesy" action. She draws 4 cards, using the card on the right to perform the “Place a room card on the map" action. The other 3 cards are placed back on the bottom of the draw pile. Thief When performing the "Move your character token" action, you may choose to move either 1 or 2 rooms. If you enter a room containing a monster cube or a previously unvisited trap room, you must stop immediately. You may perform the "Evade a monster" action without discarding a card. Simply remove the monster cube from the map. ‘You must still be in the same room as the monster cube. 2 Player cooperative game In general, the 2 player game is played in exactly the same way as the solo game. However, the players take a character each and both must escape in order to win. There is a shared score pile and it will be necessary to play as a team, maximising the abilities of both characters, in order to gain a winning score. Specific rule changes and clarifications for the 2 player game are listed below. Setup Each player selects a character card. When creating the exit stack, use 4 exit cards and 1 card from the draw pile. The players each have their own inventory area. Gameplay The players are not required to play alternately. Either player may play on a particular turn, and one player may take several turns in a row. ‘A player may only use cards from their own inventory. However, if the players are in the same room they may freely swap cards from their inventories. Add a room card to the map When the first room card of the game is placed, put both character tokens in the room. Ending the game Both character tokens must be moved onto the same exit card in order to win. Crystal ball If Devious Divination is cast, it affects both players. Both players may refill any empty space of the pool on their turn for the rest of the game. Map If Chamber Exchange is cast, it affects both players. Rooms may be swapped on either player's turn for the rest of the game. Traps Traps are only triggered once. If the other player's character later enters the same trap room, nothing happens. (Traps removed using the Map treasure are still reactivated). t The mist affects both players. The pool may not be refilled on either player's turn until it has been ‘emptied. Characters ‘A character's special ability can only be used on their own turn, except as below. Dwarf Coin treasures collected by both players score an extra point at the end of the game. The second player may pass through a secret passage as long as the dwarf is present in one of the rooms at either end. Prophetess Both players can of course see the face-up exit stack. Gameplay 1. Action - perform one of the following: - Add a room card to the map - Kill a monster - Evade a monster ~ Take a treasure * ~ Move your character token * - Discard 2. Cleanup - Perform each of the following, if necessary: a. Use a key token to take an exit card b. Place a trap card on the map . Refill the card pool * If you are in a room with a monster token you must kill or evade the monster before taking these actions Potions @ Déja vu - Shuffle the top three discards into D4 the draw pile ge Foresight - Take and use any one card from the draw pile 3 e Reprise - Refill any map rooms with cubes

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