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Drakborgen II

Expansion for DungeonQuest

Drakborgen II Rulebook

Table of Contents

Table of Contents

  • Game Overview
    • How to Separate Expansions from the Basic Game
  • Components
    • Hero figures
    • Hero badges
    • Abilities and equipment
  • Cards
    • RUMSKORT (chamber cards)
    • Other cards
    • MAGISK RING (magic ring)
    • AMULETTKORT (amulet cards)
    • UNDERJORDSKORT (catacomb cards)
    • Room tiles
    • Floor tiles
    • Direction arrows
    • Ten-sided die
  • Follow instructions in Drakborgen II
    • Effects of a floor tile
    • Överrumpling! (caught off guard)
  • New classifications of effects
    • Teleportation
    • Effects of new cards
  • The new heroes
    • Yūshugom Bogd-Uul
    • Durim Dolkspänne (no combat cards)
    • Yūbara Tori-Jima
    • Thargrim the Dark
    • Iril Fëaneline, Princess of Nardhuinar
    • Chārāk-Hai, wolf-killer
    • Dzála Náryn of Zimendell (no combat cards)
    • Oracaz
    • Mrishnahk the Magician (no combat cards)
  • The Catacombs
    • Descend into the catacombs
    • Keeping track of directions
    • Movement in the catacombs
    • Ascend from the catacombs
    • Calculate your position (Ascension Track)
    • Ascend onto a faceup room tile
    • Ascend onto an empty space
  • Additional rules
    • Monsters without STRIDSKORT
    • The magic amulets
    • The Spellbook Table
    • Obeväpnad strid (unarmed combat)

Game Overview

Drakborgen II is the first expansion to the basic game of Drakborgen. This expansion adds eight new heroes, but it also adds a new dimension: it is now possible to descend into the catacombs beneath Drakborgen to find new treasures – or even a faster way to the Treasure chamber.

Drakborgen II requires that you master the basics of the rules of Drakborgen. All new cards have ruling text that explain most of what is needed, but UNDERJORDSKORT (catacomb cards) and the new heroes demand some experience from the player.

For clarity's sake, there are short summaries of special effects and ruling on each hero badge, but each hero also has a set of detailed rulings in this booklet (see "The new heroes" on page 23).

The rules of the basic game are found earlier in this booklet. This section only covers the rules from Drakborgen II and its new content.

All original heroes from the basic game can be played with Drakborgen II.

How to Separate Expansions from the Basic Game

Once cards and room tiles from Drakborgen II have been mixed with the basic game, it can be difficult to separate them, should you wish. Therefore, all cards and room tiles that belong to Drakborgen II are clearly marked with an expansion symbol that distinguishes them from those that belong to the basic game and other Drakborgen expansions.

Components

Drakborgen II contains the following:

  • 8 Hero figures (6 male and 2 female)
  • 8 Hero badges
  • 98 Cards, consisting of:
    • 12 rumskort (chamber cards)
    • 8 skattkort (treasure cards)
    • 2 fällkort (trap cards)
    • 2 kistkort (chest cards)
    • 32 underjordskort (catacomb cards)
    • 12 rumsletningskort (search cards)
    • 15 stridskort (combat cards)
    • 11 amulettkort (amulet cards)
    • 4 magisk ring (magic ring cards)
  • 20 Room tiles
  • 5 Floor tiles
  • 4 Direction arrows
  • 1 Ten-sided die (called T10)

Hero figures

Drakborgen II includes six male and two female heroes. These are represented on the game board by hero figures (see "The new heroes" on page 23). Put each hero figure in a plastic stand.

Hero badges

Each hero has a hero badge with the information needed to play with them. The new heroes have special abilities and equipment (see "Abilities and equipment" below) and are as such more advanced compared to the original heroes of the basic game.

Our recommendation is to try out one hero at a time to get used to all special situations that may occur.

Abilities and equipment

In the basic game of Drakborgen there are a few heroes with special equipment: Bardhor and Béla each have a crossbow, a ranged weapon. In this expansion, most of the heroes have such special equipment and one or several abilities (see "The new heroes" on page 23).

  1. Some equipment require finite resources that are continuously consumed after each use. Shuriken are for example managed on the resource meter (see "The hero badge" on page 7) with a green marker. There are several heroes in this expansion using the resource meter on the hero badge in a similar way.
  2. In this expansion, there are heroes with abilities and equipment that are expended as soon as they are used: these are managed on expendable slots on the hero badge (see "The hero badge" on page 7) with one or several blue markers.

Read the ruling of each hero and keep track of what meter is used for each ability or piece of equipment.

Cards

The new cards of Drakborgen II are shuffled into their respective decks (but see "RUMSKORT" on next page for some tweaking).

This expansion introduces two new card types, UNDERJORDSKORT (catacomb cards) and AMULETTKORT (amulet cards), which are explained on next page. In total, you should have 12 different decks within easy reach for all players.

RUMSKORT (chamber cards)

Drakborgen II introduces 12 new RUMSKORT that are shuffled into the deck. You should also remove a few RUMSKORT from the basic game to balance dangers and opportunities. For a tougher game, keep all cards as they are.

Sort out these cards from the basic game:

  • 1 "Jättespindel" (giant spider)
  • 1 "Vampyrfladdermöss" (vampire bats)
  • 1 "Orch" (orc)
  • 1 "Skelett" (skeleton)
  • 1 "Svartalv" (goblin)
  • 1 "Bergstroll" (mountain troll)
  • 1 "Facklan slocknar" (torch goes out)

Other cards

This expansion also contains: 8 SKATTKORT, 2 FÄLLKORT, 2 KISTKORT, and 12 RUMSLETNINGSKORT. These are shuffled into their respective deck from the basic game. No other cards need to be sorted out for sake of balance.

MAGISK RING (magic ring)

Drakborgen II contains four new cards with a magic ring that the players may choose from before game starts (see "Preparations" on page 6). The ruling of each ring is stated on the card.

AMULETTKORT (amulet cards)

Amulets are magic föremål (items) that heroes may find during their adventures in Drakborgen. Amulets differ from MAGISK RING (magic rings) in that they: 1) typically have permanent effects (the card is not taken out of play after use), and 2) the effects are normally not known until they trigger (see "Magic amulets" on page 30).

UNDERJORDSKORT (catacomb cards)

The catacombs make up the atrium to the hidden depths beneath the world, into which T'siraman allegedly descended a long time ago. Some say that the power of the evil wizard is still hidden below; whereas others claim that there is nothing down there but the ominous gates to hell.

Catacombs in Drakborgen II are represented by UNDERJORDSKORT (catacomb cards) that a player must draw (instead of RUMSKORT) when moving around in the dark (see "Catacombs" on page 28).

Room tiles

In this expansion, 20 new room tiles are introduced and are put in the bag together with the room tiles from the basic game (see "Room tiles" on the back of this booklet). The total amount of room tiles (excluding the Treasure chamber) in the bag should now be 135.

Floor tiles

A floor tile reminds of a room tile, but it represents only the floor of the room, not its walls or passages. A floor tile is normally not drawn randomly but is placed on top of a room tile and will replace the contents of the room (see "Effects of a floor tile" on page 21). The names of floor tiles are generally written with capital initial letter.

Direction arrows

A direction arrow is used to keep track of in which direction (North, South, East, or West) a hero sets out after descending into the catacombs (see "Catacombs" on page 28). As soon as the hero ascends again from the catacombs, the direction arrow is removed from the game board.

Ten-sided die

This expansion includes a ten-sided die (called T10). It does not replace the six-sided or twelve-sided die but is a compliment to finetune the outcome of certain rolls.

Follow instructions in Drakborgen II

Drakborgen II utilizes the same instructions and effects as the basic game. In addition, a few new ones have been added, of which we explain the most important here.

Effects of a floor tile

In Drakborgen II, the floor tile is introduced. A floor tile is similar to a room tile but works a bit differently. The floor tile, like the room tile, typically remains for the rest of the game, unless the instructions say otherwise.

The two main differences are:

  1. A floor tile only represents the contents of a room, not its walls or passages. The floor tile is placed on top of a room tile on which the hero figure stands and will cover all the contents of that room tile.
  2. A floor tile is normally not drawn randomly but is placed when instructions tell you to.

When a floor tile is placed on top of a room tile, not only the contents of the room are replaced, but even the direction symbol is covered. This means that a direction symbol is no longer valid as long as the floor tile remains.

Example: Rut moves to an empty space and draws a random room tile with a black direction symbol on it. She draws a RUMSKORT (chamber card) that says "Väg ned" (way down) and places it on top of the room tile, thereby covering the black direction symbol. As long as this floor tile remains on top of that room tile no more RUMSKORT will be drawn here. Also, no hero may search this chamber anymore.

Cards that instruct a player to place a floor tile on the game board often has the classification särskild plats (special location). This is a classification that future expansions will use (see "What is a special location" on page 35) but it has less significance in Drakborgen II. In future expansions there are more floor tiles and special locations.

Överrumpling! (caught off guard)

If a hero triggers an överrumpling (caught off guard), they have been careless enough to be ambushed by a skelett (skeleton) and will have to wrestle it unarmed.

A hero will not be able to use any föremål (items), utrustning (equipment), or abilities before or during an överrumpling, unless instructions specifically allow it (see "The new heroes" on page 23).

Before combat begins, the player whose hero is caught off guard rolls a T6 to se how many KP (health) the skeleton has.

Combat is divided into combat rounds that are repeated, in the same turn, until either the hero or the skeleton is defeated.

In the beginning of each combat round, the player rolls T10 against SF. If it succeeded, the skeleton loses 1 KP due to injury. If it failed, the hero loses 1 KP due to injury.

New classifications of effects

Drakborgen II introduces some new classifications, for example:

  • Amulett (amulet): See "Magic amulets" on page 30.
  • Likätare (ghoul): The number of ghouls crawling up through the floor is managed by the monster badge.
  • Nedgång (way down): A way down allows the hero to descend into the catacombs on their next turn (see "Catacombs" on page 28). A way down is marked, either with a room tile (see "Room tiles" at the back of this booklet) or a floor tile (see "Effects of a floor tile" on previous page). A way down remains for the rest of the game unless the instructions state otherwise.
  • Teleportera (teleport): See "Teleportation" below.
  • Underjord (catacombs): Cards with the catacombs classification represent all things taking place in the catacombs (see "Catacombs" on page 28).
  • Uppgång (way up): A way up allows the hero to ascend from the catacombs on their next turn (see "Catacombs" on page 28).
  • Överrumpling (caught off guard): If a hero is careless enough to be caught off guard, a skelett (skeleton) attacks from behind and the hero needs to combat it unarmed (see "Överrumpling!" on previous page).

Teleportation

Being teleported is to magically transport a hero figure from one place to another. If there is already a room tile at the target space of a teleportation, that room tile remains as it is. If the target space is empty, the player draws a new room tile at random from the bag as normal – but may place it in any direction.

After teleportation, the player does not draw a RUMSKORT (chamber card) if a RUMSKORT has already been drawn this turn. Also, the player does not draw a RUMSKORT if the teleportation occurs in another player's turn.

However, the effects or a room tile trigger as usual (see "Room tiles" at the back of this booklet), with the following exceptions:

  • If the hero teleports to a Korridor (corridor) the turn is over. In this case, the hero gets no "free turn".
  • If the hero teleports to a Bottenlös brunn (bottomless well), (s)he falls and is dead.
  • If the hero teleports to a Bro (bridge), (s)he falls and lose KP due to injury according to the instructions.
  • If the hero teleports to a Rum med bråte (debris) or Spindelnät (spider web) they are stuck and must begin their turn with attempting to cut themselves loose.
  • If the hero teleports to the Treasure chamber, the player does not draw any SKATTKORT (treasure cards) this turn but must immediately draw a DRAKKORT (dragon card).
  • If the hero teleports to the outer walls of Drakborgen, they are crushed by the weight of the boulders and suffer a horrible death.
  • If the hero teleports to a Tower room, the same effects apply as if the hero had just entered the space from an adjacent space (see "Escaping Drakborgen" on page 13).
  • If there is already a hero figure on the space a hero teleports to (except the Treasure chamber or Tower room), the die that caused the teleportation must be re-rolled. If it was not a die roll causing the teleportation, choose an adjacent space.

Effects of new cards

The new card types that are introduced with Drakborgen II are UNDERJORDSKORT (catacomb cards) and AMULETTKORT (amulet cards). The effects of these cards trigger as normal.

Some effects linger into the coming turn (the instructions typically say "i varje drag" (on every turn). In these cases, the player keeps the card in front of them as a reminder that the effects are still valid.

Some effects depend on whether something is "i spel" (in play) or not. If a hero figure or a tile is placed on the game board, or if a card is placed faceup next to any hero base, they are in play.

A card that is facedown is not in play.

The new heroes

Drakborgen II includes eight new heroes. Most of them have more advanced abilities and equipment (see "Abilities and equipment" on page 19) compared to the original heroes of the basic game.

This section is a detailed presentation of the ruling of each new hero:

Yūshugom Bogd-Uul

Abilities: Principfast (principled) Equipment: Three longswords

  • Styrka (SF): 6
  • Vighet (VF): 6
  • Rustning (RF): 6
  • Tur (TF): 5
  • Kroppspoäng (KP): 19

Principled (ability)

Your religion and your ascetic living have made you a cunning and endurable warrior without any weaknesses. You put faith in your training and your longswords since your beliefs forbid you to deal with supernatural things.

Limitations: Your conviction and your principles come with a cost: you are not allowed to carry or use magiska föremål (magic items). Therefore, you may not pick a MAGISK RING (magic ring) at the beginning of the game. Also, you may not pick up any magic items you find during your adventure: ignore these cards.

Durim Dolkspänne (no combat cards)

Abilities: Dyrka dörrar (lockpicking) and Finna dolda ting (spot hidden things) Utrustning: Four daggers

  • Styrka (SF): 3
  • Vighet (VF): 9
  • Rustning (RF): 4
  • Tur (TF): 7
  • Kroppspoäng (KP): 10

Lockpicking (ability)

When you draw the DÖRRKORT "Förblir stängd" (remains shut) you may treat it as "Öppnar sig" (opens) and continue your turn.

Spot hidden things (ability)

When you search a chamber, you may draw one or two RUMSLETNINGSKORT in the same turn, but both apply in order. You may still only search two turns in a row.

Daggers (equipment) Resource meter

A dagger can be used both for close combat and as a ranged weapon.

  • Close combat: If you have at least one dagger left, you may use it in normal combat with a monster: instead of using STRIDSKORT (combat cards) you openly declare A, B, or C after the monster player has picked their card (but before revealing it). The monster player uses STRIDSKORT as normal. After each combat round, you may choose to throw a dagger (see below).
  • Throw dagger: When you encounter a monster you may immaediately choose to throw up to four daggers. This counts as an attack. After an överfall (surprise attack) you may only throw one dagger, which also counts as an attack. You may also throw a dagger after each completed combat round during close combat (see above). Move the resource meter 1 step down on your hero base for each dagger thrown.
  • Loss of KP: When you throw a dagger, the monster player picks a combat card, without revealing it. You openly declare two letters (choose from A, B, or C). If any of the letters match the letter on the combat card, you hit and the monster loses T6 KP due to injury. Exceptions: skelett (skeleton): T6-2 KP, spindel (spider) dies instantly. If none of your chosen letters match the letter on the combat card, you miss – and lose 1 KP.
  • Ammunition: Once combat is over, you may search for your daggers: roll T6 for every thrown dagger. If the result is even, you retrieve the dagger. If the roll is odd, you have lost it. You always lose daggers thrown in the catacombs. If you lose all your daggers, you will have to fight unarmed (see "Obeväpnad strid" on page 30).

Yūbara Tori-Jima

Abilities: Undvika överfall (avoid surprise attacks) and Förbli dold (remain hidden) Equipment: Curved sword, shuriken, and blowpipe with poison

  • Styrka (SF): 4
  • Vighet (VF): 10
  • Rustning (RF): 4
  • Tur (TF): 5
  • Kroppspoäng (KP): 10

Avoid surprise attacks (ability)

You have awesome reflexes and may thereby avoid some överfall (surprise attacks).

Use: When you trigger a surprise attack, roll T6. If the result is even, you react in time and may ignore its effects: encounter the monster as normal. If the result is odd, you deal with the surprise attack as normal.

Remain hidden (ability)

You may hide in the shadows, becoming almost invisible.

Use: You may hide and try to avoid some monsters (but not all). When you encounter a bergstroll, orch(er), svartalv, or skelett, choose a number on a T6 in secret and hide it. The player sitting to your right declares two numbers (bergstroll/orch) or three numbers (svartalv/skelett). If any number match your die, you must encounter the monster as normal. If not, you may ignore the monster.

Shuriken (equipment) Resource meter

Shuriken is a ranged weapon used against monsters, both before and during combat. When you encounter a monster, you may choose to throw all your shuriken, one after another. This counts as an attack. You may also wait and throw your shuriken in case of combat. You may always throw up to four shuriken in a row. shuriken.

Attack: Roll T6 and read from the table below. Move the green marker on your hero base 1 step down for each shuriken thrown.

T6SvartalvBergstrollOrchSkelettJättespindel
1MissMissMissMissMiss
2Miss0MissMissMiss
3Miss−1−10Miss
4−1−1−20Miss
5

* Counts as −3 KP against "två orcher" (two orcs).

Limitations: You may not throw any shuriken in case of an överfall (surprise attack) unless you successfully avoided it (see above).

Ammunition: Thrown shuriken are gone, they may not be retrieved.

Blowpipe with poison (magic equipment) Expendable

Your blowpipe is an almost infallible weapon with a magically enhanced poisonous powder. Your blowpipe can be used against any monster except odöd (undead) and those who are immun mot magi (immune to magic). When you encounter a monster, you may choose to use your blowpipe before combat. This counts as an attack. You may not use the blowpipe once combat has begun.

Attack: Remove the blue marker from your hero base and roll T12: if the result is 1 you missed, otherwise you hit. A hit defeats the monster instantly (treat two orcs as one monster).

Limitations: The blowpipe can only be used once per game. If you have already removed the blue marker, this weapon cannot be used.

You may not use your blowpipe in case of an överfall (surprise attack) unless you successfully avoided it (see above).

Thargrim the Dark

Abilities: Läka (heal) and Injaga skräck (invoke fear) Equipment: Longsword and shield

  • Styrka (SF): 7
  • Vighet (VF): 4
  • Rustning (RF): 8
  • Tur (TF): 5
  • Kroppspoäng (KP): 13

Heal (special ability)

You have the power to heal KP through meditation.

Use: Heal 1 KP for every turn you forfeit while meditating. You may not do anything else on a turn you are meditating.

Invoke fear (ability)

You have the power to invoke fear in monsters, except djur (animals) and odöd (undead). If successful, the monster will flee. This ability may be used after an överfall (surprise attack). Please note that this is an ability, and not a magic spell.

Use: As soon as you attempt to invoke fear, you lose 1 KP due to strain. Roll four times with T6 and add all numbers rolled. If the total sum is 12 or higher, you are successful, and the monster flees. If the total sum is lower than 12, you fail and lose T6 KP (T6-3 for svartalv) in a counterattack. Continue the encounter as normal.

Invoking fear counts as an attack: if the monster did not flee from this ability, it may very well still flee due to what the monster player reads on the MONSTERKORT (monster card).

Limitations: If fleeing is not possible, you fail automatically.

Iril Fëaneline, Princess of Nardhuinar

Abilities: Leap Equipment: Longsword, shield, and slingshot

  • Styrka (SF): 4
  • Vighet (VF): 8
  • Rustning (RF): 5
  • Tur (TF): 6
  • Kroppspoäng (KP): 12

Leap (ability)

You may make two moves in one turn across revealed room tiles, but only if you carry no more than eight föremål (items). You only draw a RUMSKORT (chamber card) in the first room (providing the ruling of the room tile allows it).

Use: Declare in the beginning of your turn that you will leap. You may not leap through a door, portcullis, or any hinder (obstacles). You may leap past a Bottenlös brunn (bottomless well) or a Bro (bridge), providing you succeed the roll against VF (but with T12 in both cases). A Korridor (corridor) still gives you a "free turn".

Limitations: You must stop when you encounter a monster: you may not use your slingshot. If you trigger an överfall (surprise attack), you must roll T12-4 for loss of KP. In a trap you lose 2 KP extra. You ignore all föremål (items), kvarlevor (corpses), and förvaring (containers). Treat händelse (event) and besvärjelse (spell) as normal.

Slingshot (equipment)

Your slingshot is a ranged weapon used against certain monsters. You may only fire one shot, before combat begins. When you encounter a monster, you may fire immediately. This counts as an attack. You may also wait and fire in case of combat, and later use close combat with STRIDSKORT (combat cards) as normal.

Attack: Roll T10 and check table below. Roll T6 for eventual loss of KP.

SvartalvBergstrollOrchSkelettTvå orcher
Hit (T10)at least 8at least 3at least 6at least 5at least 5
Loss of KPT6T6−3T6−2T6−3T6−2

Limitations: You may not use your slingshot before or after överfall (surprise attack).

Ammunition: Your slingshot has unlimited ammunition, there are small stones scatteread around everywhere.

Chārāk-Hai, wolf-killer

Abilities: Berserk Equipment: Axe and war hammer

  • Styrka (SF): 8
  • Vighet (VF): 5
  • Rustning (RF): 6
  • Tur (TF): 4
  • Kroppspoäng (KP): 16

Berserk (ability)

You may become a berserk – albeit not always on purpose – and become a formidable adversary, but with poor judgement.

Use: When you begin combat with a monster, or lose KP due to a door trap, you must roll T6. If the result is 5-6, you will become a berserk. When this happens, turn you hero badge around. Being a berserk brings a number of new effects.

Effects during berserk

  • Increase your KP* 4 steps (not beyond maximum, decrease again when berserk ends).
  • You deal double loss of KP when hitting a monster with STRIDSKORT (combat cards).
  • You kill a spindel (spider) by rolling 2-6 with T6 (but lose 1 KP if you rolled 1).
  • You strike down two ghouls extra every combat round.
  • You open a door or lift a portcullis by rolling 2-12 with T12.
  • You draw RUMSKORT and UNDERJORDSKORT as normal, but always attack monsters.
  • You may not draw any SKATTKORT, but you must draw two DRAKKORT.
  • You ignore all föremål (items) you find, but you keep the ones you already carry.
  • You do not draw any KISTKORT, SÖKNINGSKORT, or RUMSLETNINGSKORT.
  • You will not voluntarily descend to the catacombs but will try to ascend if the opportunity occurs.
  • Berserk automatically ends if you encounter "Facklan slocknar". If so happens, turn your hero badge. Berserk does not end in Mörkerrum.

Special: During berserk, you must roll T6 at the beginning of each turn. If the result is 6, berserk ends: turn your hero badge. If the result is 1, you lose control: the player sitting to your right will decide your next movement.

You may voluntarily (once per turn) incite yourself to berserk by rolling T6. If the result is 3-6, you become a berserk.

* Please note that if berserk ends, your KP meter will decrease 4 steps. Should this mean that the red marker reaches the skull, you immediately die of exhaustion.

Dzála Náryn of Zimendell (no combat cards)

Abilities: Besvärjare (spellcaster) och Oracazmästare (oracaz master) Spells: Ljusklot (light orb) Equipment: Helande salva (healing salve)

  • Styrka (SF): 2
  • Vighet (VF): 6
  • Rustning (RF): 3
  • Tur (TF): 8
  • Kroppspoäng (KP): 6

Spellcaster (ability)

You are a spellcaster. You master a magic spell.

Limitations: You have no weapons, and no STRIDSKORT (combat cards). If you end up in combat without your oracaz, you will have to fight unarmed (see "Obeväpnad strid" on page 30).

Oracaz master (ability)

You have a very rare and dangerous animal in a chain: an oracaz.

Use: This rare beast will be loyal to the death. It will fight for you and warn about traps in your way. As long as you have your oracaz by your side, it will also increase your VF (dexterity) by 3. Since you and your oracaz are two separate creatures, you have separate KP. The KP of your oracaz are handled in the KP meter on your right, whereas your own KP are handled by the resource meter on your left.

Special: Please note that you normally roll two times for events, traps, Bottenlös brunn (Bottomless well), and Bro (bridge). Once for you, and once for your oracaz. You are both exposed to the same effects – apart from dörrfälla (door trap), trampfälla (floor trap), and kistfälla (chest trap): these only affect you. Modifications of attributes only apply to you. Effects that require a Turfaktor, TF (luck) also only apply to you.

If you fall into the catacombs, the oracaz will voluntarily climb down to you (without any loss of KP), and you may also do so if the oracaz falls. If you are teleported, your oracaz will also teleport.

Light orb (magic spell)

You may conjure a magic light orb that protects you from the dark.

Use: Thanks to the orb, you may ignore all events about "Facklan slockar" (torch goes out). You may also ignore the effects of a Mörkerrum (dark chamber).

Healing salve (equipment) Expendable

You carry a healing salve made of herbs from the remote lands of Jarsama.

Use: The healing salve will either replenish your KP completely or heal 3 KP to your oracaz (you choose which). Remove the blue marker and forfeit one full turn while using the salve. You may not do anything else on the turn you are using the salve.

Limitations: The healing salve can only be used once per game. If you have already removed the blue marker, the healing salve cannot be used.

Oracaz

Abilities: Styrka (strength), Varna (warn), and Strid (combat)

  • Styrka (SF): 5
  • Vighet (VF): 9
  • Rustning (RF): 8
  • Tur (TF): —
  • Kroppspoäng (KP): 14

Strength (ability)

An oracaz is very aggressive and may remove most hinder (obstacles) in your way.

Use: To destroy a door or a portcullis: roll T10 against the SF of the oracaz to pass. In all situations requiring a roll against SF, it is the SF of the oracaz that applies, not yours (unless your SF happen to be higher than that of the oracaz).

Warn (ability)

An oracaz is very perceptive and may warn you of dangers by hissing fiercely.

Use: When you move to an empty space, you place your hero figure on the passage leading to the space. The player sitting to your right draws a random room tile for you, looks at it and places it facedown on the empty space. If the room tile is a Rumsfälla (trap room), Bottelös brunn (Bottomless well), or a Vridrum (turning room) the player hisses like an oracaz, but otherwise keep silent. But sometimes the oracaz is wrong: the player to your right first rolls a T10. If the result is 1, your oracaz will hiss when it is safe and be quiet near danger. If you decide to move onto the space, you reveal it and move your hero figure as normal. If you decide not to move onto the empty space, you may place your hero figure on another passage and repeat the procedure. If you do not want to make that move either, your turn is over. Let all room tiles remain.

Special: If you (despite your oracaz) trigger a trap, roll T12. If the result is even, your oracaz reacts, and you may ignore the trap.

Limitations: If you just entered this space through a secret door, your oracaz will have no time to warn you: a trap then triggers as normal.

Combat (ability)

As long as it lives, your oracaz will do combat in your place, according to the instructions for the monster you are facing.

Attack and loss of KP: When you are about to combat a monster with combat cards, and you have the oracaz by your side, you may only choose attack or wait: an oracaz will not flee. The oracaz has no combat cards, instead you and the monster player roll dice in each combat round. Your oracaz rolls the die indicated by its KP: 7–14 KP (T12), 4–6 KP (T10), 1–3 KP (T6). The monster player rolls T6 for svartalv/bergstroll, T10 for skelett/orch and T12 for other monsters. Whoever rolls lower loses 1 KP due to injury (plus eventual bonus effects) and if there is a tie, both lose 1 KP. Repeat combat rounds until someone is defeated..

Special: Överrumpling (caught off guard) is resolved as normal, but your oracaz uses his SF instead of yours. Your oracaz will warn you of överfall (surprise attack): this card counts as a normal encounter with a monster (but see "Limitations" above).

Mrishnahk the Magician (no combat cards)

Abilities: Besvärjare (spellcaster) and Principfast (principled) Spells: Osynlighet (invisibility), Gå genom väggar (walk through walls), Stanna tiden (stop time), Eldklot (fireball), and Fördriva monster (scare monster) Equipment: Helande örter (healing herbs)

  • Styrka (SF): 1
  • Vighet (VF): 4
  • Rustning (RF): 3
  • Tur (TF): 6
  • Kroppspoäng (KP): 14

Spellcaster (ability)

You are a spellcaster. You master five magic spells, of which you can only use one at a time. However, there is no limit to how many spells you may use per turn. Place the green marker on the spell you use at the moment.

Limitations: You have no weapons, and no STRIDSKORT (combat cards). If you end up in combat, you will have to fight unarmed (see "Obeväpnad strid" on page 30). If you trigger an överrumpling (caught off guard), you must immediately roll T6 for loss of KP due to injury, because of your lack of combat training.

Principled (ability)

Since you only rely on your own magic, you will not choose a MAGISK RING (magic ring) in the beginning of the game, and you may not pick up any magic items you find during your adventure: ignore these cards.

Invisibility (magic spell)

You have the power to become invisible to ignore a monster, even those who are immune to magic. While you are invisible, you may ignore all överfall (surprise attacks) and överrumpling (caught off guard).

Use: As soon as you use invisibility, you lose 2 KP. You may continue to be invisible several turns in a row: lose an additional 1 KP at the beginning of each turn. Remember to declare this openly to all.

Limitations: All events and traps will affect you as normal. If you trigger a surprise attack while you are visible, you may not become invisible to avoid it: but you may become invisible after the surprise attack (or use other spells) to avoid combat. If you use another spell while being invisible, you will immediately become visible again.

Walk through walls (magic spell) Expendable

You have the power to walk right through a wall as if it does not exist.

Use: This spell must be used in the beginning of your turn: remove the blue marker from the hero badge. This turn, you may move to an adjacent space regardless of walls or hinder (obstacles). This spell can also be used to move through the outer wall and escape from Drakborgen (but not the other way around).

Limitations: This spell can only be used once per game. If you have already removed the blue marker, this spell cannot be used. You need at least 6 KP to be able to use this spell.

Stop time (magic spell)

You have the power to stop time. This allows you to take several turns in a row, without having to move the yellow marker on the sundial.

Use: This spell must be used at the beginning of your turn: for each turn time is stopped, you lose 1 KP due to strain. When time is stopped, Vridrum (rotating chambers) do not move until you quit using this spell. Also, a Korridor (corridor) does not offer you a "free turn". Mörkerrum (dark chambers) work as normal. You draw RUMSKORT as normal, but ignore all monsters, events, spells, and traps.

Limitations: If you use another spell while time is stopped, time will immediately start running again. You must always end this spell with a normal turn, where time is running normally.

Fireball (magic spell)

You have the power to throw a fireball (at any time) that disintegrates (ignore) a hinder (obstacle) or a monster. This spell can also be used after an överfall (surprise attack) or during överrumpling (caught off guard). You must still roll T6 for loss of KP during överrumpling (see above).

Use: You may throw a fireball at all monsters to immediately defeat them before combat. A fireball also removes all hinder (obstacles) for free passage.

Limitations: As soon as you have used a fireball, your turn is over. After you have used a fireball, you must forfeit your next turn while resting. Fireball has no effect on the dragon or creatures that are immune to magic.

Scare monster (magic spell)

You have the power to force a monster to flee. This spell does not affect animals or monsters that are immune to magic. This spell can also be used after a surprise attack or when caught off guard. You must still roll T6 for loss of KP.

Use: As soon as you use this spell, you lose 1 KP due to strain. This spell counts as an attack: have the monster player read the MONSTERKORT (monster card). If the monster does not flee, roll T10. If you rolled higher than the KP of that monster, it flees anyway. If not, it stays for combat.

Limitations: If fleeing is not possible, you fail automatically.

Healing herbs (equipment) Expendable

You are carrying a pouch full of healing herbs.

Use: Healing herbs can be used anywhere, except in the Treasure chamber: remove the blue marker on the hero badge and forfeit your next turn. The healing herbs will either heal 3 KP or you may test your luck and heal T6 KP (you choose which).

Limitations: Healing herbs can only be used once per game. If you have already removed the blue marker, healing herbs cannot be used.

The Catacombs

The catacombs make up the atrium to the Depths beneath the World. Allegedly, T'siraman the Wizard once descended far below to unveil them. A hero may voluntarily descend into the catacombs to look for treasures or find a faster way to the Treasure chamber. A hero may also end up in the catacombs involuntary, via a fälla (trap), teleportation, or fall.

Descend into the catacombs

When a hero encounters a nedgång (way down), they may continue their move in the catacombs on their next turn. Even if the hero chooses not to descend, the way down remains (unless the instructions say otherwise).

A hero may also end up in the catacombs involuntarily, via a trap or by falling (for example from a Bridge).

After rolling for loss of KP and other eventual effects, the hero continues to move in the catacombs on their next turn (se "Movement in the catacombs" below), unless they attempt to climb back up again. A hero may voluntarily descend into the catacombs from a Bro (bridge) without losing KP.

Keeping track of directions

As soon as a hero ends up in the catacombs, the player must place a direction arrow on the room tile from which the hero descended (unless they decide to climb up again). Remove the hero figure from the game board: a player's direction arrow and hero figure may not be in play at once.

The player must point the direction arrow in the direction the hero will move next turn: North, South, East, or West. After that, the direction arrow cannot be turned, unless the instructions explicitly say so.

A direction arrow has no effect on other heroes entering the same space. There can be several direction arrows on the same room tile.

Movement in the catacombs

In the catacombs, a hero may neither move nor search in the same way as inside Drakborgen.

In the catacombs, a player does not draw room tiles from the bag for movement. As long as a hero is in the catacombs, the player draws UNDERJORDSKORT (catacomb cards) for movement. There cards are similar to RUMSKORT and have similar instructions and effects. The main difference is that UNDERJORDSKORT are not thrown away after their effects are resolved: instead, the player keeps them in a pile next to the hero base – until the hero has ascended again.

Ascend from the catacombs

When a hero encounters an uppgång (way up), they may attempt to ascend from the catacombs on their next turn. Some ways up are simple, whereas some require rolls against attributes or even certain föremål (items). If a hero chooses not to ascend from the catacombs, the player continues to draw UNDERJORDSKORT on their next turn. A hero may not return to a way up, once passed. Even inside Drakborgen, a way up is always temporary and does not remain in play. A hero may therefore never ascend through the same way up twice.

When a hero successfully ascends, the player must first "bestämma läge" (calculate position) to find out on what space the hero will ascend (see "Calculate your position" on next page).

Once the player knows what space the hero will ascend onto, the direction arrow is removed from the game board. The hero figure is returned to the game board on that space. Then, the player throws all UNDERJORDSKORT (apart from eventual items) and reshuffles the deck.

If there is already an existing way down on an adjacent space (even diagonally), the hero must be placed there instead. If there are several ways down on adjacent spaces, the player may choose from those spaces.

If a hero ascends onto a space already occupied by another hero figure (apart from the Treasure chamber and the Tower rooms), the player must roll again to calculate a new position.

If a hero ascends into a hopeless situation (for example a Vridrum against a wall), the hero may descend again (without rolling). The player yet again removes the hero figure and marks the direction with a direction arrow, but still throw away the UNDERJORDSKORT, as explained above.

A hero may not move outside of the outer walls, even in the catacombs. If the player reaches beyond the outer wall when calculating the position (due to too many UNDERJORDSKORT), only count the number of spaces until you reach the outer wall. A hero may never ascend outside of the outer wall. However, a hero may ascend in one of the Tower rooms and may technically escape Drakborgen in the same turn.

Calculate your position (Ascension Track)

The Ascension Track is used to calculate a new position of a hero: exactly on which space the hero will emerge from the catacombs. The number of UNDERJORDSKORT (catacomb cards) drawn shows how many spaces the hero has moved in the direction of the arrow. Roll T10 to see if the hero has deviated from the direction. Place the hero figure on the corresponding space on the game board.

The track is printed as a grid. Each row is one number of UNDERJORDSKORT drawn (shown in the centre column; the bottom cell shows the direction arrow icon, printed with the number 1). The figures to the left and right of the centre column are the T10 results that deviate the hero from the direction, and the range in the centre column is the T10 result that keeps the hero on the direction. (The page prints the grid without labels; this reading of it is inferred from the layout and from the printed example below.)

UNDERJORDSKORT drawnLeft of the trackCentre (straight on)Right of the track
121 2 3 45–67 8 9 10
111 2 3 45–67 8 9 10
101 2 34–78 9 10
91 2 34–78 9 10
81 2 34–78 9 10
71 23–89 10
6

Example: Durim encountered a way up and wants to climb out of the catacombs. He has drawn six UNDERJORDSKORT (including the way up) and rolls 2 on T10. Durim will emerge six spaces from the direction arrow, and he has deviated one space to the left. He draws a random room tile and gets a Mörkerrum. On his next turn he will roll for the dark. He throws all UNDERJORDSKORT, apart from a treasure he has found, which he keeps.

Ascend onto a faceup room tile

If there already is a faceup room tile on the space where a hero emerges, the effects of that room tile resolve as normal (see "Room tiles" on the back of this booklet". Please note that:

  • If the hero encounters a monster, the hero may attempt to flee – but the only way is back down into the catacombs.
  • If the hero emerges in a Bottenlös brunn (bottomless well) or a Bro (bridge), the player needs to roll again to calculate their position.
  • If the hero emerges in the Treasure chamber, the player draws no SKATTKORT this turn but must immediately draw a DRAKKORT.
  • If the hero emerges in a Rum med bråte (debris) or Spindelnät (spider web), that hero is stuck and must begin next turn with rolling against an attribute, according to the tile ruling.
  • If the hero emerges on a special location, the same rules apply as with teleportation (see "What is a special location?" on page 35).

Ascend onto an empty space

If there is no room tile on the space where a hero emerges, the player must draw a random room tile from the bag and place it in any direction (see "Room tiles" on the back of this booklet).

The effects of this room tile trigger as normal, but please note that:

  • If the hero emerges in a Bottenlös brunn (bottomless well) or a Bro (bridge), the player must draw a new one.
  • If the hero emerges in a Rumsfälla (trap room), the effects are triggered as normal.

Additional rules

The following section deals with rulings in Drakborgen II that have not been previously mentioned.

Monsters without STRIDSKORT

Some monsters do not have STRIDSKORT (combat cards) of their own, and do not have rows/columns of their own in certain tables. In some cases, the instructions state that a monster "slåss som" (fights as) something else, for example "slåss som skelett" (fights as skeleton).

In these cases, the monster player uses the STRIDKORT of that monster, and reads tables accordingly.

The fact that a monster "fights as" another monster, does not mean the two monsters are the same or share the same classifications: it just states which STRIDSKORT to be used and what rows/columns to read from. To "fight as" a specific monster does not mean you should use the die of that monster in an unarmed fight. Instead, use the die for other monsters (T12).

Example: Thargrim encounters Rash-Kharg in the catacombs and is forced to fight. Rash-Kharg has no STRIDSKORT, but the instructions state that this monster "slåss som skelett" (fights as skeleton). The monster player takes the STRIDSKORT of the skeleton and prepares for combat.

Thargrim wants to use his ability to invoke fear, which is fine: invoke fear does not work on odöd (undead), but Rash-Kharg is not undead. Thus, Thargrim may use his ability.

The magic amulets

In Drakborgen, a hero may find various magic amulets (magisk amulett) that are very powerful. These legendary items are allegedly collected by T'siraman the Wizard himself from remote kingdoms and ancient magic orders during the Dark Ages.

If a hero finds an amulet, the player sitting to the right must draw the top AMULETTKORT (amulet card) and read it – but may not reveal it. The player whose hero found the amulet must now choose whether the hero shall wear the amulet (use it) or not (throw it away). An amulet may only be kept if it is used. If the amulet is used, both players keep their cards.

The player sitting to the right now has a task of remembering when the effects of the amulet trigger, which is stated in the instructions on the AMULETTKORT. Once the requirements are met, that player will read out loud the text in italic. All effects of that amulet are stated on the AMULETTKORT. These effects are often permanent, as long as the amulet is kept.

Once the effects of an amulet are revealed, they are no longer secret. The player who owns the amulet therefore takes the AMULETTKORT too. The card that gave the amulet, and the AMULETTKORT itself, now count as the same föremål (item). Sometimes, a player will never know what the amulet does, in case the effects never trigger during the game.

A hero may always throw away an amulet that is being used, unless the instructions state otherwise. A hero may only wear one amulet at a time.

If a hero finds two amulet halves, these may be repaired to form a whole amulet. The player must then draw three AMULETTKORT and keep on of them. The effects of a repaired amulet are never secret.

The Spellbook Table

One of the new treasures in this expansion is the Spellbook of Ishanti, a föremål (item) with no value in gold coins (gm). If a hero finds the spellbook, it can be read from at the beginning of that player's turn turn: then throw the card. Please note that the spellbok as such is not magic.

A hero may not bring the spellbook: throw the card when you make a move.

If a hero reads from the spellbook, roll T12 and read the table below:

T12Result
1–2The dragon awakens and snaps at you. If you are in the Treasure chamber, you are dead. Other heroes follow the instructions for the awakened dragon as normal.
3–4When you utter the spell, you get a chock: lose T6 KP (injury).
5–9All the spells are illegible.
10You are suddenly very perceptive: draw four SKATTKORT in the Treasure chamber and keep two (permanent effect).
11You are miraculously healed. Replenish all your KP.
12You are immediately teleported out of Drakborgen, but you drop all but two treasures. Keep any two treasures and throw the rest.

Obeväpnad strid (unarmed combat)

A hero that is forced into combat without STRIDSKORT is considered "obeväpnad" (unarmed). Fighting unarmed is a great disadvantage, but there are still ways to win.

A hero forced to fight unarmed rolls T6 in each combat round.

The monster player also rolls a die: which die depends on the monster. The monster player rolls T6 for svartalv/bergstroll, T10 for skelett/orch, and T12 for other monsters (but not spindel, see below).

Whoever rolls lowest is hit and loses 1 KP due to injury (plus bonus effects). If there is a tie, both lose 1 KP due to injury (without bonus effects). Repeat each combat round until someone is defeated.

An unarmed fight against a spindel (spider) is not recommended due to the dangerous web. The hero must attempt to flee by rolling T6: 1-2: success. 3-6: lose 1 KP due to injury. Repeat until the hero succeeds in fleeing or dies. A hero may normally not defeat a spider when unarmed.

Överrumpling (caught off guard) resolves as normal, no matter if the hero is unarmed or not (see "Överrumpling" on page 21).

−2
−2
−3
−1
Dead
6DeadDeadDead*−2Dead
1 2
3–8
9 10
51 23–89 10
41 23–89 10
312–910
212–910
112–910