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Dungeon Crawla game for the piecepack(v 0.2b, 23 May 2001)Copyright (C) 2001
by James Kyle and Paul Shope2 to 4 players - 45 minutes
Summary
After building the dungeon, players move their characters (pawns) around 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 place them in a stack off to the side.
Shuffle all coins, value-side up, and
place them in a pile off to the side. 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).
Starting with the second player, take
turns placing tiles face down in the following manner:
1. Turn over a tile and match its color to one of the pawns on the first tile
played, noting which
edge of that tile the pawn is on.
2. Place the tile, face-down, adjacent to the last tile placed, against the
edge of the last tile
placed that correlates 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
correlates to the
matching colored pawn.
4. After placing the tile, choose a coin 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, the player who laid
the first tile must remove the
pawns and place the final coin. You will then have a randomized dungeon layout
with one coin on each tile.
Starting with the player who laid 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 Ending 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.
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Turn Sequence
On your turn, you must move your character. 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.When your turn is finished, pass play to
the left.
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 charac-
ter. 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 rom 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.

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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 equipment 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 up the entire stack of equipment and/or treasure you left
behind by landing on it.