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D6 Dungeon

D6 Dungeon Rulebook

Table of Contents

Table of Contents

  • Contents (what is in the box?)
  • Course of Play
  • End of the Game
  • Dungeon Map Dice Faces
  • Item and Spell Dice Faces

Contents (what is in the box?)

The Dungeon Waffle (plus half a triple and quadruple waffle); 36 Dungeon dice (six each of six colours); a cloth bag; three booklets (a scoring example, instructions for assembling the waffles, and these rules).

Course of Play

The player who likes dragons best is the starting player. Draw a die from the bag, roll it, and carry out the following actions:

Dungeon map (A in the overview): Look at the rolled map piece and the map piece on the opposite side of the die, and choose one of them. Insert the die, with the chosen side facing you, in any orientation, into any empty hole in the Dungeon Waffle. Note: the dungeon corridors do not have to line up with each other.

Item or spell (B in the overview): Items that were rolled (e.g. keys, swords) are set aside; you need these to get through the dungeon at the end of the game. Spells can be used immediately or set aside for later use. The special item can be traded immediately for one of your opponent's spells or items, or kept to increase your score.

Wishing Ring: Immediately choose a different side of the die and continue as if you had just rolled it.

Now your opponent draws a die from the bag, rolls it, and repeats the process. Play continues in this way, alternating: draw a die from the bag, roll, and carry out the action.

You may also, at any time during your turn, cast any number of spells you have already collected.

Extra turn: If you have collected more than six items and/or spells, you may "pay" one of them (put it back into the bag) to roll another item again, as if you had just drawn it. You may do this only once per turn.

End of the Game

The game ends when you can no longer draw a die from the bag, or when one of you claims to have completed a route from one side of the Dungeon Waffle to the other and to own the items required to get through.

You have some control over whether dice remain in the bag. Even if the bag is empty at the start of your turn, you can cast one of your spells that is thrown into the bag. That means the bag is no longer empty and you can take your turn!

When the game ends because one of you has completed a route, the other player may take one last turn. During this last turn the player may do nothing to disrupt their opponent's route (e.g. use a spell to disturb the path, or a special item to steal a needed key). If you claim you are finished but it turns out you made a mistake, you simply keep playing as if nothing had happened. Mistakes happen.

At the end of the game each of you chooses a way into the dungeon, if you can. This must be a corridor running from the left or right vertical edge of your side of the Dungeon Waffle. You must then trace a route from this entrance through the dungeon using the swords and keys you need, making detours into side passages where necessary to collect the most experience points. Note that once you overcome an obstacle such as a monster or a door, that part of the dungeon is clear for you for the rest of the game. Likewise, a curse affects you only once. Points are counted as follows:

AchievementPoints
First player to complete a route through the dungeon5 points
Second player to complete a route (last die attempt)3 points
Treasure won (dragons, goblins, etc.)1 point
Owning a special item1 point
Suffering a curse (a cursed crossing on the route)-1 point

Dungeon Map Dice Faces

Wishing Ring: immediately choose any side of the die.

Orc: a straight corridor that helps you get to the other side, but an orc blocks your way. You need one sword to defeat the orc.

Giant Rat: a T-junction with a giant rat lurking. You need two swords to get past the unusually large rodent.

Spider Web: a crossing with a large web. For each arm of the crossing you wish to pass, one sword is required (i.e. at least two).

Curse: a crossing, but a terrible curse means that anyone who goes through it feels rather uncomfortable.

Corner: just a bend in the corridor, one entrance and one exit.

Door: this door is at a crossing. You must unlock it to get past. A key must be spent to unlock a door.

Treasure Chamber: this is a dead end, but it holds the treasure of a forgotten enemy.

Dragon: a crossing with a large dragon guarding it. You need five swords to defeat the monster and capture its treasure.

Treasure Chest: at this bend someone has dropped a sturdy treasure chest. The corridor is like a normal corner, but to open the chest and get at its loot you must use a key.

Goblins: a T-junction with a band of goblins living there. A single goblin would be easy to overcome, but such a large group takes four swords to defeat. They carry a sack of gold.

Item and Spell Dice Faces

Swords (item): collect swords to defeat monsters. Swords come singly or in sets of several. When trying to get through a dungeon you may divide the swords on one die between monsters (e.g. if you have two triple swords, they can be used to defeat an orc [1 sword] and a dragon [5 swords]).

Vorpal Sword (item): the Vorpal Sword can defeat a single enemy, be it a mighty dragon, a horde of goblins, or the spider web of a crossing.

Key (item): a key can be used to open a single door or treasure chest.

Decay (spell): remove any die from the Dungeon Waffle. Put the die back into the bag before your turn ends.

Turn (spell): turn a die that has already been placed. You may turn it as far as you like, but the same side must still face toward you.

Look (spell): choose either a die of your choice from the bag, or look closely at your opponent's side of the Dungeon Waffle.

Pivot (spell): remove a die from the Dungeon Waffle and re-insert it the other way around (so that you now see the other side). Take care to keep the same side of the die on top and bottom.

Dreamcatcher (spell): you can use the Dreamcatcher to catch a wish and keep it for later use. When you roll a Dreamcatcher, add it to your spells and items. If in a later turn you roll a Wishing Ring, you can catch it with the Dreamcatcher instead of using it directly. In a later turn you can use this Dreamcatcher-Wishing Ring pair to decide which side of the die you want to use (as if you had just rolled a Wishing Ring with that die). You must then discard the Wishing Ring and the Dreamcatcher. If you have two Dreamcatchers, you can combine them at any time to use them like a Dreamcatcher and Wishing Ring combination.

Special Item (item/spell): when you roll the special item, you can either add it to your items or trade it for one of your opponent's spells or items. You choose the spell or item you want (your opponent has no say), add the special item to your opponent's items, take the spell or item you chose and add it to your own. You may make this trade only in the turn in which you roll the special item, and your opponent cannot then use this special item against you. Each special item among a player's items is worth one experience point at the end of the game.