An amazing (heroic) drawing game by Ulrich Blum for 2 to 4 Dungeon Masters for ages 10+ our own dungeon! You’ve dreamed about it for years. Until now, you could only spread fear and terror as a dungeon tenant. Until now,Y your fortune wasn’t depleted due to adventurous heroes (who overestimated themselves and will probably rot as corpses in their pathetic armor anyway). No, it was the constant rent increases from the dungeon rental companies that drove you to ruin! They claimed the increases were justified due to all the repairs necessitated by hero infestations. But that’s all over now. Your own dungeon! Chance brought it your way. During a shopping excursion in the Fallen Outlet Center while looking for new traps, you discovered a posted ad: “Dungeon for sale, direct from the owner!” This was your opportunity to finally stop throwing your coins away to your landlord demons and to turn the tables on the heroes. The price was amazingly cheap. You didn’t even have to pay a broker troll’s commission! Your own dungeon! Today you’re going to see it for the first time. There, that has to be it, the entrance to your new realm. You strut in and find a gigantic cave. Hmm, wait a second, why a cave? And it’s completely empty! Where’s the dungeon? There aren’t any walls to create maze-like corridors. There aren’t any traps to cause malicious injuries to adventurers. And worst of all: there aren’t any monsters to defeat heroes for you! Now it dawns on you ... that’s why it was so cheap. How are you supposed to hide your treasures from marauding adventurers here? After all, hero season is about to begin! There’s only one thing left to do. It’s time to go shopping at the nearby dungeon discount outlet and then off to the nearest monster tavern to hire staff so everything will be ready in time for the heroes headed for your own dungeon! Dungeon Material Official Dungeon Sheet Dungeon: Wall Trap Dungeon Master: Points: Points: Damage: Healing Potion Goblin Orc Dragon Points: Points: Points: Talisman Damage: Damage: Damage: Strength: +0 Strength: +2 +4 +2 Strength: +4 +6 Treasure Curse +4 +6 +8 Points: +6 +8 +10 +8 +10 +12 +10 Goblin Dagger +12 +12 Quantity At the start additional of dice Cards in Hand Roll 2 Limit: the nextin aturn, fight the and remove Hero regainsthe 2 lowest dice. Then determineIn strength. the next fight, the Monster has +3 Strength -3 strength. for a Goblin. If victorious, +1 damage. 60 Cards 1 Pad with 100 Official Dungeon Sheets 1 Pad with 100 Official Score Sheets 7 1 2 10 4 Dice, 10-sided (with the values 1-10) Index Introduction 1 Dungeon Material 2-3 Card Layout 3 Game Overview 4 Game Setup 4 General Game Play 4 Phase A: Build Dungeon 5-8 Phase B: Draw Hero’s Path 8-9 Phase C: Defend Dungeon 10-12 Game End and Final Score 12-13 Tactical Advice 14 Drawing School 15 Summary 16 Credits 16 2 – Dungeon Material / Index (DungeonDuBuL Building Laws) Preamble (1) Only official Dungeon sheets and official Score sheets are permitted when building a dungeon. (2) The names for “Dungeon” and “Dungeon Master” must be entered correctly. Chapter 1: General Laws §1 Installation Obligation §2 Installation Method (1) Each Dungeon Master must incorporate all elements on the (1) Walls, Traps, and Monsters are drawn on empty spaces in selected Card, if possible. It is not permissible to voluntarily forego the dungeon. Each element fills exactly 1 space. installing an element. (2) Each drawing must be clearly recognizable. As long as (2) Elements on a single Card must be installed from left elements are clear, they can be drawn however you chose. to right. If an element cannot be installed, it is lost without (3) The use of the official Dungeon Template is recommended. replacement. Other elements on the same Card remain unaffected. (3) As long as the Card for the current round is still faceup, any elements that have been installed for this Card may be erased and re-installed. As soon as the Card has been turned over, all installations are final and may no longer be changed. 4 Official Dungeon Templates Chapter 2: Drawing Rules §3 Distance Regulations §6 Treasures (1) Two spaces in a dungeon are considered adjacent if they (1) Each Treasure must be hidden. To hide a Treasure, the border one another horizontally or vertically (i.e., orthogonally Dungeon Master makes a note of the coordinates of the dungeon adjacent). Diagonally adjacent spaces are not considered adjacent. space where the Treasure will be hidden in the left column of the official Score sheet. A maximum of 1 Treasure may be hidden on a (2) Monsters and Traps may never be installed next to other space. Monsters and / or Traps. (2) Any Treasure on a space without a Monster on that space (3) Walls may be built adjacent to Monsters, Traps, and Walls. after the dungeon is completed will be automatically lost before final scoring when the game ends. §4 Walls (1) When installing Walls, every space in the dungeon that §7 Improvements doesn’t have a Wall installed in it must be accessible from both the (1) Installation Improvements consist of checking off boxes in Entrance and the Exit via neighboring spaces without Walls. This the upper area of the official Dungeon sheet. There are 6 different also means that there must always be a continuous path from the categories available for Improvements: Goblin, Orc, Dragon, Trap, Entrance to the Exit. Treasure, and Cards in Hand. (2) Any arrangement of several Walls on a Card counts as a (2) For each Improvement gained, the Dungeon Master checks single element and is called a Wall Formation. The entire Wall off 1 empty box on the official Dungeon sheet in the category of Formation must always be drawn exactly as it is depicted on the their choice. card. The Wall Formation can be rotated and mirrored. (3) Within a category, boxes must first be checked off from left (3) If a Wall Formation cannot be completely installed, none of to right, and then, if necessary, from top to bottom. it can be installed. (4) Each fully checked off group of boxes (arranged side by §5 Monsters side) unlocks a new level in the respective category and thereby improves the quality of the dungeon. (1) There are 3 different types of Monsters permitted in official dungeons: Goblins, Orcs, and Dragons. 1 Pencil Sharpener (doubles (2) The Dungeon Construction Office may issue special permits 4 Hero Figures for other types of Monsters upon request. as start player marker) Chapter 3: Administrative Fines 1 Player Aid Sheet, 2-sided (with dungeon build rules and action summary) 1 Eraser 4 Pencils Card Layout Type of Action (Phase C) Name Healing Potion Dungeon Action Hero Action At the start of Action (Phase C) the next turn, the Hero regains Building Elements (Phase A) Card Layout – 3 Game Overview In brief: build dungeons – defeat heroes – count points You win if your dungeon has the most valuable Treasures and phase of the game you complete it by installing Walls, Traps, most remaining Monsters at the end of the game Monsters,In detail: andYou Treasuresbegin with This an isempty done bydungeon. collecting In Cards the first and drawing those features onto your Dungeon sheet If you’re wondering why you begin with These Cards will also provide weapons, potions, and other an empty dungeon, didn’t you read the introduction? How are we supposed to to plunder your dungeon in a later phase You can also use explain this to the poor rules imp who put their themuseful to actions support that other you canheroes use toplundering fight any yourhero whoopponents’ wants heart and soul into writing it? dungeons Game Setup Perform the following steps in order: 1 Take 1 Dungeon sheet and place it in front of you Write 4 Place the 4 Dungeon Templates, the 4 dice, and the your name next to “Dungeon Master” and create a name eraser in the middle of the playing area for your dungeon next to “Dungeon ” 2 Take 1 Score sheet, 1 pencil, and 1 Hero figure and place It doesn’t really matter where you put it all next to your Dungeon sheet these things, but the rules imp wanted to make sure they mentioned all of the all 60 Cards and place them facedown as a Build materials for setup. deck Then, depending on the number of Dungeon Masters 3. playing,Shuffle remove the following number of Cards from the Build deck and return them to the box without looking at 5 Decide which of you is the most malicious and give them them: the start player pencil sharpener 2 Dungeon Masters 18 Cards Of course, real Dungeon Masters don’t 3 Dungeon Masters 4 Cards easily come to agreement. They have to 4 Dungeon Masters 1 Card tell each other old war stories from when they were just a few decades old in order to determine who was the most malicious in mistreating miserable hero parasites back in the day. (But sometimes, they just roll a die.) General Game Play The course of the game is divided into 3 different phases that take place one after the other. Each phase must be completely finished before moving on to the next phase. Phase A: Build Dungeon Phase B: Draw Hero's Path Phase C: Defend Dungeon 4 – Game Overview / Game Setup / General Game Play Phase A: Build Dungeon This phase consists of 14 identical rounds Build deck as described above until you have completed At the beginning of each round, reveal a number of Cards 14 rounds of building (see table) from the Build deck and place them faceup in the You don’t have to remember the Cards you have selected To middle of the playing area make planning easier during this phase, you can look at and 2 Dungeon Masters 3 Cards rearrange the Cards in your personal Action deck whenever you want 3 Dungeon Masters 4 Cards 4 Dungeon Masters 5 Cards Your choice of Card is a double-edged Now, beginning with the player with the pencil sharpener longsword, and you have to cleverly weigh and continuing in clockwise order, each player chooses what is most useful for your dungeon.
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