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Dungeon Crawl Draft
- To: piecepack@yahoogroups.com
- Subject: Dungeon Crawl Draft
- From: jdroscha@...
- Date: Wed, 09 May 2001 02:23:26 -0000
- User-agent: eGroups-EW/0.82
Dang, it's getting drafty in here! Once again, I welcome any and
all questions, suggestions, and comments.
Thanks,
James
__________
DUNGEON CRAWL
a game for the piecepack
(v 1.0b, 8 May 2001)
Copyright (C) 2001 by James Kyle and Paul Shope
2 to 4 players
45 minutes
SUMMARY
After building the dungeon, players move their characters
(pawns) about the dungeon seeking treasure (crown coins).
Monsterous denizens (moon coins) and deadly traps (sun coins)
pose hazards which may cause damage (value-up coins in
player's holdings), but defeating these challenges earns
experience useful for later encounters (suit-up coins in player's
holdings). Players may also attack each other in an attempt to
steal treasure or equipment (arms coins). Once the final
treasure has been found, the game ends, and the player with the
highest total value in treasure wins.
SETUP
Shuffle all tiles, face-down, and deal them evenly to the players.
Shuffle all coins, value-side up, and deal them evenly to the
players. Give each player a die. Roll to see who will begin
dungeon building.
The first player places a tile face-down in the middle of the table,
then takes all four pawns and places them on the line segments
between the spaces of the tiles (one per segment). Then,
starting with the second player, take turns placing tiles face
down in the following manner:
1) Turn over the tile and match its color to one of the pawns on
the first tile played, noting which edge of the tile the pawn is on.
2) Place the tile, face-down, adjacent to the last tile placed, on
the against the edge of the last tile placed that corresponds to
the matching colored pawn.
3) If there is already a tile in the place determined by this
method, place the tile anywhere along the edge furthest from the
first tile played, in the direction that corresponds to the matching
colored pawn.
4) After placing the tile, choose one of your coins and place it,
value-side up, on the tile in the space closest to you (each player
should be placing coins in different corners of tiles).
After all tiles and coins have been placed in this way, you will
have a randomized dungeon layout with one coin on each tile.
Starting with the player who layed the first tile, take turns placing
the pawn of the player to your left (which matches the color of that
player's die) at an "entrance". An entrance is any empty space
on an edge farthest from the first tile placed in any of the four
cardinal directions. In other words, if the dungeon were
enclosed in a rectangle that expanded each time a tile was
added, an entrance is any empty space that touches that
rectangle.
Once all players' pawns are placed, discard any extra pawns
and begin play starting with the player that laid the first tile during
dungeon building.
PLAY
Take turns (following the turn sequence) until all six treasures
have been found.
GAME END AND WINNING
The game ends as soon as the sixth treasure is revealed. All
players then reveal their treasure values. The player with the
highest total treasure value wins. In the event of a tie, the player
among those tied that has the single most valuable treasure
wins.
TURN SEQUENCE
On your turn, you may move your character (if desired). If your
character lands on a coin, reveal the coin's suit and react
accordingly. If your character does not land on a coin, but lands
in a space adjacent to another character, you may attack that
other character.
MOVEMENT
Characters can move as many spaces as desired in a straight
line in any direction (like a queen in chess). A character must
stop if it reaches a space containing a coin. A character may not
pass over another character.
SPRINGING A TRAP (Suns)
When you land on a trap, first decide how much, if any, trap
experience you will spend. Discard one sun coin for each
experience you wish to spend. Then, roll the die and add one
point per experience spent.
If the result is greater than the trap's value, you have
successfully disarmed the trap; place the coin suit-up in your
holdings (in front of you), as it is now a point of trap experience.
If your die roll (modified by experience spent) is not greater than
the trap's value, then you fell for the trap and are injured by it;
collect the coin and place the coin value-up in your holdings, as it
is now damage equal to the trap's value.
FIGHTING A MONSTER (Moons)
When you land on a monster, first decide how much, if any,
monster experience you will spend. Discard one moon coin for
each experience you wish to spend. Then, roll the die and add
one point per experience spent.
If the result is greater than the monster's value, you have
successfully defeated the monster; place the coin suit-up in your
holdings (in front of you), as it is now a point of monster
experience.
If your die roll (modified by experience spent) is not greater than
the monster's value, then the monster injured you before fleeing;
collect the coin and place the coin value-up in your holdings, as it
is now damage equal to the monster's value.
FINDING TREASURE (Crowns)
When you land on a treasure, make sure all players have seen
its value, then place the coin suit-up in your holdings. You may
look at the value of your own treasures whenever you wish.
FINDING EQUIPMENT (Arms)
When you land on a piece of equipment, place the coin suit-up
in your holdings, as it is now considered a point worth of
equipment. Equipment has two uses: assistance in fighting
other characters and diminishing of damage.
ATTACKING ANOTHER CHARACTER
When one character attacks another, the attacker first decides
how much equipment, if any, to spend, and discards one arms
coin per equipment spent. The defender then decides how
much equipment, if any, to spend, and discards one arms coin
per equipment spent. Then, the players each roll their dice and
add one point to their rolls for each point of equipment they
spent.
If the attacker's modified roll is not higher than the defender's,
the attack fails and nothing results from the fight.
If the attacker's modified roll is higher than the defender's, the
attack is successful. A successful attacker may choose either a
treasure (taken at random from the defender's holdings) or an
equipment point (taken from the defender's holdings) as spoils.
DAMAGE
Each time you suffer damage from a trap or monster, you may
apply equipment to the damage. For each point of equipment
applied, you may ignore one point of damage. To show that a
point of equpiment has been applied toward avoiding damage,
group the equipment with the value-up coins showing the
damage.
If at any point during the game you accumulate 10 or more
points of damage (after modification for equipment), your
character dies.
DYING
If you die, follow these steps:
1) Discard all of your experience.
2) Leave all of your armor and treasure stacked, value-side up, in
the space in which you died.
3) Remove your character from the board.
On your next turn, you may re-enter the game by placing your
character at any entrance. On the turn following, resume play as
normal.
Any player may pick the entire stack of armor and/or treasure you
left behind by landing on it.
-end-