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Doodle Dungeon

Doodle Dungeon Rulebook

Table of Contents

Table of Contents

  • Components
    • Dungeon Sheet
    • Card layout
  • DuBauG (DungeonBauGesetz - Dungeon Construction Law)
  • Game Idea
  • Setup
  • General Course of Play
  • Phase A: Build the Dungeon
    • Building Rules
  • Phase B: Determine the Hero's Path
  • Phase C: Defend the Dungeon
    • General Turn Sequence
    • 1. Move Hero Figure
    • 2. Carry Out Encounter and Play Dungeon Actions
    • 3. Play Hero Actions
    • 4. Refill Card Hand
    • Damage / Death / Escape
  • End of the Game and Final Scoring
  • Tactical Hints
  • Small Drawing School
  • Summary (Übersicht)

Components

  • 1 pad of 100 official Dungeon Sheets (Dungeonblätter)
  • 1 pad of 100 official Scoring Sheets (Wertungsblätter)
  • 60 cards
  • 4 ten-sided dice (values 1-10)
  • 4 official dungeon templates
  • 4 hero figures
  • 1 start pencil sharpener (Startspitzer)
  • 1 eraser
  • 4 pencils
  • 1 insert sheet, double-sided (with the DungeonBauGesetz and action overview)

Dungeon Sheet

Each Dungeon Sheet has fields for "Objekt" (dungeon name) and "Dungeonmeister" (your name), the dungeon grid with an entrance and an exit, the hero's heart symbols, and the upgrade categories: Goblin, Ork (Orc), Drache (Dragon), Falle (Trap), Schatz (Treasure) and Handkarten (hand card limit).

Card layout

A card shows its name, the building elements (Phase A) at the bottom, the type of action (Dungeon action or Hero action) and the action text (Phase C).

DuBauG (DungeonBauGesetz - Dungeon Construction Law)

Preamble

(1) Only official Dungeon Sheets and official Scoring Sheets are permitted for building a dungeon. (2) The names for "Objekt" and "Dungeonmeister" must be properly entered.

Chapter 1: General Part

§1 Mandatory construction (1) Every Dungeon Master must build as many elements of a taken card as possible. It is not permitted to voluntarily forgo building an element. (2) Constructions from the same card are made from left to right. If an element cannot be built, it lapses without replacement. Remaining elements of the same card are unaffected. (3) As long as the card of the current round is still face up, built elements of this card may be erased and rebuilt. As soon as the card has been turned over, all constructions are final and may no longer be changed.

§2 Manner of construction (1) Walls, traps and monsters are drawn on empty squares of the dungeon. Each drawing fills exactly 1 square. (2) Every drawing must be clearly recognizable. As long as this is ensured, elements may also be drawn in a greatly simplified way. (3) Use of the official dungeon template is recommended.

Chapter 2: Drawing Rules

§3 Distance rule (1) Two squares of a dungeon are adjacent if they border each other horizontally or vertically. Squares bordering diagonally are not adjacent. (2) Monsters and traps may never be built adjacent to other monsters and/or traps. (3) Walls may be built adjacent to monsters, traps and walls.

§4 Walls (1) When building each wall, note: every square of a dungeon on which no wall has been built must at all times be reachable from both the entrance and the exit via adjacent squares that are all free of walls. It follows that there must always be a continuous path from the entrance to the exit. (2) Any arrangement of several walls on one card counts as only 1 element, called a wall formation. The entire wall formation must always be drawn completely exactly as shown on the card. The formation may be rotated as well as mirrored. (3) If a wall formation cannot be built completely, no parts of it may be built either.

§5 Monsters (1) In official dungeons 3 different kinds of monsters are permitted: Goblins, Orcs and Dragons. (2) The Dungeon Construction Office may grant special permits for other kinds of monsters on request.

§6 Treasures (1) Building a treasure consists of hiding it. To do so, a Dungeon Master notes, in the left column of the official Scoring Sheet, the coordinate of a dungeon square on which the treasure is to be hidden. At most 1 treasure may be hidden on each square. (2) Every treasure whose square contains no monster after dungeon construction is automatically lost later.

§7 Upgrades (1) Building an upgrade consists of checking a box in the upper area of the official Dungeon Sheet. 6 different categories are available: Goblin, Orc, Dragon, Trap, Treasure and Hand cards. (2) For each upgrade received, a Dungeon Master may check 1 empty box in a category of his or her choice on the official Dungeon Sheet. (3) Within a category, boxes must be checked first from left to right, then if applicable from top to bottom. (4) Each completely checked group of boxes arranged next to each other unlocks a new level in the respective category and thus improves the quality of the dungeon.

Chapter 3: Fines (empty in the source)

Game Idea

In short: build a dungeon - beat up heroes - count points.

In detail: You begin with a completely empty dungeon, which you design in the first phase of the game. To do so you collect cards that give you walls, traps, monsters and treasures for your dungeon. You draw these into your dungeon immediately.

The same cards also show weapons, magic potions and other useful actions. With these you fight, in a later phase, a hero who wants to plunder your dungeon. Or you use them to support heroes plundering opposing dungeons.

If at the end you own the most valuable treasures and the most surviving, non-fled monsters, you win the game.

Setup

Carry out the following steps in order:

  1. Each player takes 1 Dungeon Sheet and lays it out in front of them. Write your name next to "Dungeonmeister" and a name for your dungeon next to "Objekt".
  2. Each player takes 1 Scoring Sheet, 1 pencil and 1 hero figure and puts everything next to their Dungeon Sheet.
  3. Shuffle all 60 cards and place them as a face-down draw pile. Then, depending on the number of Dungeon Masters, remove the following number of cards from the draw pile and return them unseen to the box:
    • 2 Dungeon Masters: 18 cards
    • 3 Dungeon Masters: 4 cards
    • 4 Dungeon Masters: 1 card
  4. Place the 4 dungeon templates, the 4 dice and the eraser in the middle of your play area.
  5. Agree on who is the most evil, and therefore receives the Start Pencil Sharpener (Startspitzer). (Or simply roll a die.)

General Course of Play

The game is divided into 3 different phases, which take place one after another. Finish each phase completely before continuing with the next.

  • Phase A: Build the dungeon
  • Phase B: Determine the hero's path
  • Phase C: Defend the dungeon

Phase A: Build the Dungeon

This phase consists of 14 rounds that proceed identically. At the start of each round, reveal a certain number of cards from the draw pile (see table) and lay them face up in the middle of your play area.

  • 2 Dungeon Masters: 3 cards
  • 3 Dungeon Masters: 4 cards
  • 4 Dungeon Masters: 5 cards

Now, going clockwise, each choose 1 card and first lay it face up in front of you. The player who has the Start Pencil Sharpener begins. After you have each taken 1 card, 1 card remains; put it on a common discard pile.

In the lower area of the card now in front of you, several building elements are shown. These can be: walls, traps, monsters, treasures and upgrades. You must now build these elements into your own dungeon. (This is mostly done by drawing.) Be sure to observe the building rules (see below). In your first turns it is best to do this one after another, so that together you can watch that all building rules are followed. As soon as you are familiar with the building rules, you can make the constructions simultaneously.

When you have all finished building, turn your card over and use it to form, face down next to your Dungeon Sheet, your personal action pile. (You need it later in Phase C.) The player who has the Start Pencil Sharpener now passes it clockwise, i.e. to the left. Begin a new round by again revealing cards from the draw pile as described above.

You do not need to remember which cards you have already chosen. For easier planning, you may look at the cards of your personal action pile again at any time during this phase and also re-sort them as you like.

Special case with 4 Dungeon Masters: At the start of round 12 the draw pile contains only 4 instead of the required 5 cards. Reveal these 4 cards as usual. Then shuffle all cards of the discard pile once and form a new draw pile from them, from which you reveal the missing card (and in the next 2 rounds the further cards). With the card that no Dungeon Master chose at the end of round 12, form a new discard pile.

At the end of round 14 the draw pile is empty and Phase A ends. Leave the common discard pile in the middle; you will need it later. Keep your personal action pile with you. It contains exactly 14 cards, 1 from each round.

You have now all built your own dungeon by placing walls, traps and monsters, hiding treasures and making upgrades.

Now, on your Scoring Sheet, count the number of treasures in your dungeon and note this number in the area of the Dungeon Sheet provided for it. Then begin Phase B.

Building Rules

The following building rules are based on the DuBauG. You will find the DuBauG as a reference on the insert sheet.

General rules

You can receive the following building elements for construction in your dungeon:

  • Walls, traps and monsters you draw on empty squares of your dungeon. 1 picture always fills exactly 1 square.
  • Treasures you hide by secretly noting them on your Scoring Sheet.
  • Upgrades you note by checking boxes in the upper area of your Dungeon Sheet.

Each single picture at the bottom of your card counts as 1 building element. Exception: if 2 or more walls are shown, all walls together count as only 1 element, called a wall formation.

You must build as many of the shown elements as possible. You must first build the element shown furthest left, then the element to the right of it, etc.

If you cannot build 1 element within these rules, it lapses. You may not voluntarily forgo building an element.

As long as your card of the current round is still face up, you may erase and change built elements of this card. As soon as you have turned the card over, all constructions are final and you may no longer change them.

Example: Anna has taken the card shown, which shows 4 elements: 1 wall formation, 2 goblins, 1 dragon. Anna must first draw the wall formation with all 3 walls, if possible. Only then does she draw the first goblin, then the second goblin and finally the dragon. This means that if the space in her dungeon no longer suffices for all elements, she may not voluntarily forgo building the wall formation in order to draw all 3 monsters. She also may not forgo drawing a goblin merely so that the dragon still fits.

Walls

All walls shown on a card together form one wall formation. You must always draw the entire formation as shown, if possible. You may therefore not draw only parts of it. You may both rotate and mirror the formation.

Every single dungeon square on which you have not drawn a wall must at all times be reachable by the hero from both the entrance and the exit. This also means there must always be a continuous path (for the hero) from the entrance to the exit.

Note: a hero may move in the dungeon both horizontally and vertically, but not diagonally (see p. 8, "Phase B"). This means that diagonally adjacent walls block the way. (You surely did not think a hero in tons of armor could squeeze between two diagonally adjacent walls?)

Example (3-part wall formation): It can be drawn, for instance, at positions 1 or 2 (mirrored) or 3 (rotated and mirrored). Not allowed is building at position 4, because some squares at the top right would no longer be reachable. Position 5 is also forbidden, because there would no longer be a continuous path from entrance to exit. Position 6 is not allowed because a dragon already stands on square E1 and Anna may only draw on empty squares. And position 7 is not allowed because she must draw all parts of the wall formation completely inside the dungeon.

Traps and monsters

You may not draw a trap or a monster horizontally or vertically directly next to a trap or directly next to a monster. In short: traps and monsters never next to traps and monsters! Diagonal adjacency is allowed. (Walls are not affected by this rule, so they may be directly next to traps and monsters.)

There are 3 different kinds of monsters: goblins, orcs and dragons. Drawing fearsome monsters is not so easy. What matters, however, is not how well you can draw, but that the elements of your dungeon are clearly recognizable. For this you can use the official dungeon template, or draw the monsters in a greatly simplified way. At the end of the rules you will also find a small drawing school (see p. 15) with tips for drawing monsters.

Example: Anna receives 1 goblin. On the red-marked squares she may not draw the goblin, since these squares are all horizontally or vertically next to other traps or monsters. On the green-marked squares she may draw the goblin.

Treasures

You do not draw a treasure in your dungeon but hide it. To do so, on your Scoring Sheet, in the left column, note for each treasure received the coordinate of exactly 1 square of your dungeon on which you want to hide the treasure. It does not matter whether the square is empty or built on. You may hide at most 1 treasure on each square. Make sure the other Dungeon Masters cannot see your treasure coordinates. It is best to turn your Scoring Sheet to its back side afterwards. (You may look at the front of your Scoring Sheet at any time during the rest of the game.)

Important: only treasures guarded by monsters can be protected from heroes. Each of your treasures on whose square you do not draw a monster is automatically lost at the end of the game. You should therefore also draw a monster on every square with a hidden treasure before Phase A ends!

(Hiding a treasure in a wall may stop a hero, but not the thieving kobolds with a sensitive nose for the smell of gold. Without monster guarding nothing works; but monsters do not live in walls, so there too: no monster, treasure gone!)

Example: Anna receives 1 treasure. She could hide it on square 1, because a dragon is already there, which would later protect the treasure. Or she could hide the treasure on one of the squares 2; in that case she should definitely later place a monster on the same square to protect her treasure. On squares 3 Anna should not hide the treasure, because she can no longer draw a monster there. On square 4 Anna had already hidden a treasure in an earlier turn; she may not hide another treasure here.

Upgrades

Upgrades consist of checking empty boxes in the upper area of your Dungeon Sheet. There are 6 different categories for upgrades: Goblin, Orc, Dragon, Trap, Treasure and Hand cards.

For each upgrade you must check 1 box. For each single upgrade you may freely choose the category. Within a category you always check boxes from left to right and, if applicable, from top to bottom.

The boxes are arranged next to each other in groups. With each completely checked group of boxes you unlock a better level in the respective category, which is stated to the right of it. This improves the quality of your dungeon for Phase C.

A short overview of what better levels mean in the different categories:

  • For "Goblin", "Orc" and "Dragon", each better level increases the strength of the monster and thus also the chance of winning a fight against the hero.
  • For "Trap", each better level increases the damage the hero suffers from your traps.
  • For "Treasure", each better level makes your treasures more valuable.
  • For "Hand cards", each better level allows you to hold more cards in your hand during the defence of the dungeon.

Example: Anna has so far checked nothing in the category "Orc". For "Dragon" she has so far checked 4 boxes and thereby already unlocked level "+8". And under "Trap" Anna has so far checked 2 boxes, but thereby not yet unlocked a better level. After Anna has drawn 1 goblin and 2 orcs into her dungeon, she must make 2 upgrades. She could, for example, use both under "Dragon" and unlock level "+10" there. But she decides first to make 1 cross at "Trap" to unlock level "2" there. She places the second cross at "Orc" to work toward level "+4", which she could then unlock in a later turn with the next upgrade.

Phase B: Determine the Hero's Path

First, all pass your Dungeon Sheet clockwise, i.e. to the left.

Now, with your pencil, draw on the Dungeon Sheet you have just received a path that the hero is to take through this dungeon. Observe the following rules:

  • Draw the path as a single, continuous line from the entrance to the exit. The path may not split or branch anywhere.
  • From square to square the hero may walk only horizontally or vertically, never diagonally. He may also leave a square in the same direction from which he came. (For "mathematicians": after entering a square, the hero may leave it only at an angle of 90°, 180°, 270° or 360°.)
  • The path may never lead through a square with a wall.
  • The path may both cross itself and run parallel to itself. However, the path may lead through each square at most 2 times. (In plain words: if a path runs from left to right through a square, the path may later lead through the same square exactly one more time, regardless of whether from top to bottom, right to left, again left to right, or from top to left or whatever else is possible.)
  • The path may lead over the same monster 2 times only if in between it leads over at least 1 other monster or 1 trap. (So the hero does not hit the same monster twice in a row, so your monsters are not so quickly out of breath.)

Make sure that it is always easy to see how the path runs. In case of doubt, add a few arrows showing the direction.

You may look at the cards of your personal action pile at any time during this phase, since an overview of your possible hero actions could influence the drawing of the path.

(Isn't it perfidious? You not only build your own dungeon, you also decide what mischief a hero inflicts on the would-be Dungeon Master to your right.)

When you have all finished drawing the hero's path, pass the Dungeon Sheets back to the right, so that you again have the sheet with your own dungeon in front of you. Then begin Phase C.

Example of a valid path: It begins at the entrance and runs without a branch to the exit. The path leads through some squares 2 times, but nowhere more often. In some places it runs parallel to itself (e.g. C6/C7/C8), in one place it crosses itself (G6). Changes of direction as at E5 or E6 are also allowed. H2 and A4 show examples of a 180-degree turn. In some places arrows help clarify the hero's direction of walking.

Example of an invalid path: this path is not possible since some rules were disregarded:

  1. The path may not branch (F2, G6).
  2. The path may not run diagonally (E2 to D3).
  3. The path may not lead through a wall (G2).
  4. The path may not lead through a square more than 2 times (C8).
  5. The path may not lead over the same monster 2 times in a row (C3) without leading over another monster or a trap in between.

Phase C: Defend the Dungeon

To prepare for this phase, first each place the hero figure on the entrance of your dungeon.

Then shuffle your personal action pile and place it face down next to your Dungeon Sheet. Now draw cards from the pile onto your hand, as many as the number of your highest unlocked level under "Handkarten" on your Dungeon Sheet.

Example: Anna has unlocked level "3" under "Handkarten". Therefore she draws 3 cards from her action pile into her hand. Chris has not unlocked a level through upgrades; he lacks 1 cross for level "2". He therefore draws 1 card into his hand.

Now you take turns clockwise. The player who has the Start Pencil Sharpener begins.

General Turn Sequence

A turn consists of 4 steps, which you carry out in this order:

  1. Move hero figure
  2. Carry out encounter and play Dungeon actions
  3. Play Hero actions
  4. Refill card hand

Special case: In your first turn each of you carries out only the 3rd and 4th steps; the first two steps are omitted. (In the first turn you may support the heroes in the opposing dungeons by playing cards, before they then start walking in their second turn. After all, your wickedness is directed not only against the hero in your own dungeon but also against the opposing Dungeon Masters! Afterwards you may also refill your card hand.)

1. Move Hero Figure

Move the hero figure in your dungeon along the drawn hero's path. This movement is mandatory; the figure may not stay in place. (As noted, heroes normally are not allowed to hit the same monster twice in a row, so the hero must always keep moving.)

As soon as you move the figure onto a square with a trap or a monster, you end the movement for this turn.

2. Carry Out Encounter and Play Dungeon Actions

The hero now encounters the trap or monster of the square on which he ended his movement. This encounter is mandatory.

Trap

If the hero has stopped on a square with a trap, he suffers as much damage (see p. 12) as the value of your highest unlocked level under "Falle" (Trap).

Then cross out the trap, since each trap can be triggered only once. This square counts from now on as an empty square. That is, should the hero later walk through this square again, he does not stop here but simply keeps walking.

Example: The hero in Anna's dungeon has stopped on a square with a trap. Anna has unlocked level "2" under "Falle". The hero therefore suffers 2 damage.

Monster

If the hero has stopped on a square with a monster, a fight occurs. Roll 2 dice and add the rolled numbers. Add the value of the highest unlocked level of the corresponding monster type. The result is the strength of your monster in this fight.

If the strength is 20 or higher, the monster wins this fight. The hero suffers as much damage (see p. 12) as stated for this monster type.

If the strength is lower than 20, the monster loses this fight. It leaves the dungeon immediately. Cross out the monster. This square counts from now on as an empty square. That is, should the hero later walk through this square again, he does not stop here but simply keeps walking. (Apparently you did not get the bravest specimens when hiring at the monster tavern. When a monster loses a fight against a hero, it flees immediately from the dungeon and looks for a less dangerous workplace!)

Even in the middle of the fight you may still play Dungeon actions, for example to increase the strength of your monster after you know your dice result! Only when all possible actions have been resolved is the final strength determined and the fight evaluated.

Golden rule: if a card action contradicts the rules of this rulebook, the action takes precedence.

A precise explanation of all Dungeon actions can be found on the insert sheet.

Example: In the previous example Chris had reached a strength of 17 for the orc. Instead of immediately crossing out the orc, Chris plays an Orc Club (Orkkeule: "+4 Stärke für einen Ork"). Thereby the orc gains +4 to its strength. Its new strength is thus 21 (7+2+8+4). That suffices to win the fight. The hero suffers 2 damage. The orc stays on the square. Should the hero later walk over this square again, he must fight the orc again.

Dice limit

All dice you use for a fight are in the fight. Some Dungeon actions (Axe, Talisman, Cursed Blade) allow you to roll additional dice. However, never more than 4 dice may be in the fight at the same time. If an action would result in more than 4 dice being in the fight, you may not play that action.

  • Axt (Axe): Roll 1 additional die in the fight.
  • Talisman: Roll 2 additional dice in the fight; then remove the 2 lowest dice from the fight and determine the strength anew.

Example: The hero has stopped on a square with an orc. A fight occurs. Chris has unlocked level "+8" under "Ork". He rolls 2 dice: 7 and 2. The orc's strength is thus 17 (7+2+8). That does not suffice to win the fight. Chris crosses out the orc.

Example: Anna has the following hand cards: 1 Axe and 1 Talisman. The hero in her dungeon has stopped at one of her goblins. She rolls 2 dice and determines the goblin's strength. Thus 2 dice are in the fight. If she were to play the Axe first, 3 dice would then be in the fight and she would have only 1 die left available. She could then no longer play the Talisman, since it requires 2 further dice. If Anna instead plays the Talisman first, she first rolls 2 further dice and then removes the two dice with the lowest values from the fight again. Thus again only 2 dice are in the fight and she may additionally play the Axe.

Playing Dungeon actions

While you carry out an encounter, you may play any number of your hand cards with Dungeon actions. Dungeon actions always apply to your own dungeon. Resolve each action immediately after playing it, before you play another Dungeon action. Put all resolved cards on the common discard pile in the middle.

3. Play Hero Actions

In this step you may play any number of your hand cards with Hero actions. A Hero action always applies to an opposing dungeon of your choice and supports the hero there. Place the card above the chosen dungeon, but note:

  • You may not choose a dungeon above which 2 cards already lie.
  • You may not choose a dungeon in which the hero is already dead or has escaped (see below).

The respective Dungeon Master, above whose dungeon the card now lies, resolves the Hero action in a later turn as soon as a certain event occurs. When exactly this is follows from the text of the respective action. Put all resolved cards on the common discard pile in the middle.

Golden rule: if a card action contradicts the rules of this rulebook, the action takes precedence.

A precise explanation of all Hero actions can be found on the insert sheet.

4. Refill Card Hand

You may now place as many of your remaining hand cards as you wish (also 0) face down under your action pile. Then draw cards from your action pile into your hand until you have as many hand cards as the number of your highest unlocked level under "Handkarten". This ends your turn.

Damage / Death / Escape

Whenever the hero in your dungeon suffers damage, cross out 1 heart symbol per point of damage received. When all heart symbols are crossed out, the hero dies. (Only a dead hero is a good hero!)

Should the hero leave your dungeon alive by reaching the exit while still having at least 1 heart symbol, he has escaped. (Letting a hero escape is rather embarrassing for a serious Dungeon Master.)

As soon as the hero in your dungeon is either dead or has escaped, steps 1 and 2 are omitted in your further turns. You then carry out only steps 3 and 4 each turn. The phase ends when all heroes are either dead or escaped.

End of the Game and Final Scoring

After the end of Phase C the game ends. Now scores are tallied. The less the hero has destroyed in your dungeon, the better for you! Use the Scoring Sheet to enter your points.

Treasures

First check for each of your treasures whether it is guarded by a monster, i.e. whether there is on the same square a monster that you have not crossed out. Mark the guarded treasures with a check mark in the corresponding column. For each guarded treasure you receive as many points as the value of your highest unlocked level under "Schatz" (Treasure). This also means that treasures on unguarded squares are worthless and bring no points.

(Yes, even if the hero in your dungeon died, all unguarded treasures are still worthless. Of course the hero first took your treasure after defeating the monster; later the kobolds who disposed of his corpse probably had their long fingers in it again. In any case, even if the hero died and did not escape from the dungeon: your treasure is gone!)

Monsters

For each of your monsters that you have not crossed out you receive points: 1 point per goblin, 2 points per orc, 3 points per dragon.

Hero's death

If the hero in your dungeon has died, you receive 5 points for it.

Heart symbols

If the hero has escaped from your dungeon, you receive minus points equal to the number of heart symbols that are not crossed out.

Now add up your points. Whoever has the most points wins and may be celebrated as the most evil Dungeon Master.

In case of a tie, those involved in the tie count the number of monsters crossed out in their dungeon; whoever has fewer is ahead. If this is also equal, all those involved in the tie share the victory or placement.

Example: Chris's Dungeon Sheet and Scoring Sheet at the end of the game (dungeon "Höhle des Grauens"). He calculates his points as follows:

Chris had hidden 5 treasures; 2 of them (A4, D10) were lost, the other 3 (B5, A7, B10) are still guarded by a monster. Since Chris has unlocked level "2" under "Schätze", he receives 3 x 2 = 6 points for his treasures.

6 of Chris's monsters survived the hero's visit: 1 goblin (A7), which earns 1 point, 3 orcs (B5, D6, A9), which earn 2 points each, and 2 dragons (B10, H2), which earn 3 points each.

The hero escaped alive from Chris's dungeon. Therefore Chris receives no points for the hero's death, but he receives 9 minus points, since 9 heart symbols were not crossed out.

Chris thus ends the game with 10 points.

Tactical Hints

Determining the hero's path (Phase B)

  • Think about which squares treasures could be hidden on. The hero should visit such squares, unless too many traps or monsters make the way there difficult.
  • You do not have to visit every monster in the dungeon. It seems lucrative to leave as few monsters as possible in the dungeon, so that the Dungeon Master gets few points for monsters and so the treasures can be found. But the damage the hero can suffer in fights against monsters also brings the Dungeon Master points - especially if the hero dies! So weigh carefully, monster by monster, whether the hero should meet it.
  • Pay particular attention to which monster type has often been upgraded. Try to keep the hero away from monsters of this type.
  • Also consider which Hero actions are in your action pile. If you own, for example, a Bomb, you could route the path around a strong monster but lead it so close to the monster that you can throw the Bomb at that monster.

Building the dungeon (Phase A)

  • Place traps best on squares at narrow points over which the hero's path must lead in any case. (Example: no path leads past squares A1, C1 and E1 in the illustration; the hero must go over these traps.)
  • The same goes for monsters of kinds for which you have unlocked a high level and which can thus defeat the hero more easily in a fight. (Example: no path leads past square G3, so the hero must fight this orc in any case. The hero need not necessarily go over square D6, but to beat up as many monsters as possible and steal treasures, he wants to get past this orc.)
  • Try to make possible hero paths fork at narrow points and form dead ends behind these forks. Since the hero's path may lead over each square at most 2 times, at such forks it must decide for one way and cannot enter all dead ends. Such dead ends are well suited to hide treasures there (and of course protect them with monsters). However, this needs many walls and accordingly yields fewer other elements, so it should be well considered. (Example: square C6 is such a fork. Here the hero must decide either to go up or to the right. Both is not possible, since the path would otherwise lead over C6 more than 2 times. Squares C8 and B6 are such forks too.)

Defending the dungeon (Phase C)

  • Before the start of Phase C, look at all cards in your action pile again calmly and try to remember the most important actions.
  • Sometimes it makes sense not to play an action immediately when you can, in order, for example, to save later a certain monster guarding a treasure.
  • On the other hand, stay flexible and keep in mind whether you can perhaps bring about the hero's death early, because then all remaining monsters are automatically kept.
  • Do not hesitate to put cards under your action pile at the end of your turn if you are not sure whether you will need them in the next turn. In this way you can reach certain cards of your pile faster. It can also help to remember the order of the cards you put under your action pile.

Small Drawing School

If your dragons look like garden gnomes and your orcs inspire pity instead of fear, we have a remedy: off to the drawing-school bench!

  • Goblin: For the goblin you need a horizontal oval and two triangles. The triangles stand upright, their tips pointing into the oval, which lies between them. The goblin is done.
  • Orc: An orc is a real blockhead. For this you need a square and a small ramp that leads to the left. You attach the ramp to the left of the square, and you have an orc.
  • Dragon: Even a complicated dragon can be drawn in a few steps. You need a heart and two half-moons. Put the half-moons on top of the heart, and your dragon is done. If you already fail at the heart, a triangle will also do.
  • Embellishing: To make your monsters look truly fearsome, a few important features are still missing. Draw eyes, mouth and nose or snout. Perhaps also a small detail like a wart or an earring, as you like. You will find that with these simple basic shapes you can draw quick and unmistakable monsters and embellish them as you wish.
  • Trap and wall: Do you really believe we explain drawing traps and walls to you? This is the drawing school, not the drawing kindergarten!

Summary (Übersicht)

Setup: take Dungeon Sheet, Scoring Sheet, pencil, figure. Shuffle cards, then remove: 2 Dungeon Masters: 18 cards; 3 Dungeon Masters: 4 cards; 4 Dungeon Masters: 1 card. Assign Start Pencil Sharpener, lay out remaining material.

Phase A: Build the dungeon

  • 14 rounds; per round reveal: 2 Dungeon Masters 3 cards, 3 Dungeon Masters 4 cards, 4 Dungeon Masters 5 cards
  • Each in turn chooses 1 card
  • Build elements, observe building rules
  • Form personal action pile from own cards
  • Form common discard pile from remaining cards
  • Pass the Start Pencil Sharpener after each round
  • At the end: count treasures and enter the number

Phase B: Determine the hero's path

  • Pass sheet to the left
  • Draw a continuous path, observe rules
  • Pass sheet back to the right

Phase C: Defend the dungeon

  • Place figure on entrance
  • Draw hand cards according to level
  • Take turns: 1. Move hero figure; 2. Carry out encounter, play Dungeon actions; 3. Play Hero actions; 4. Refill card hand
  • Phase ends when all heroes are dead or escaped

Final scoring

  • Treasures: points according to level, only if guarded by a monster
  • Monsters: points according to type, if not crossed out (Goblin 1, Orc 2, Dragon 3)
  • Hero's death: 5 points
  • Heart symbols: 1 minus point per remaining heart symbol (if the hero escaped)