Dungeon Bazar
Dungeon Bazar Rulebook
Table of Contents
Table of Contents
Components
- Heroes: 30 cards
- Equipments: 77 cards
- Spells: 5 cards
- Merchants: 5 tiles
- Favour tokens: 30 tokens
- Coins: sizes 1, 3, 5, 10 and 20
- Merchant pawns: 5 colours
- Goblins: 21 cubes in 5 colours
- Exit tokens: 5 tokens in 5 colours
- Babydragon: 1 token
- Ogre: 1 token
- Accountant: 1 token
- Dungeon rooms: 9 tiles
- Entrance: 1 tile
- First player: 1 token
Component Descriptions
The Dungeon. The dungeon is formed by 9 Rooms, plus one Entrance. Each Room is characterized by:
- 2 Doors that may be open or closed.
- A space for a deck of cards (except the Lair of the Dragon).
- Some rooms contain an item (a Favour token, the Ogre or the Accountant).
The Entrance is where Merchant Pawns enter the dungeon. On this tile there is the Exit Order space, which influences the Rewards Assignment (phase 4).
Lair of the Dragon. The room where the first reward is assigned (phase 4). It has no deck space (see Setup, step C).
Dragon Treasure. It is the space on the table where Coins and Favour tokens are placed.
Favour Tokens. They represent the favour that merchants receive from the dragon during the game. They can be collected in the dungeon and they can be spent to make extra actions. One of the Favour tokens shows on one face Cloudy, the Babydragon. The player who finds it can make a special action.
Equipment Cards. Standard and Junk. Every card shows:
- A typology.
- A price.
There are 7 typologies: Clash Weapons, Long Range Weapons, Light Armors, Heavy Armors, Potions, Magic Objects, Familiars. There are 11 cards in each typology, with a price that varies from 1 to 11 coins. Equipment Cards are divided, according to their back, in 6 decks (Clash and Long Range Weapons together, Light and Heavy Armors together). In each typology, cards of price 1 and 2 form a separate Junk deck.
Spell Cards. There are 5 different Spell cards.
- One is Annual, meaning it is present in the dungeon during all the game.
- Three are Seasonal, they form a deck and only one of them is present in the dungeon every season.
Hero Cards. Every Hero card shows:
- Level (1, 2 or 3), meaning the round when the hero will arrive at the marketplace.
- Coins owned by the hero.
- List of the equipments hero wants to buy.
Ogre and Accountant. These two tokens are present in two rooms. Each one has a special power.
Merchants and Goblins.
- The Merchant pawn moves inside the dungeon.
- The Goblin cubes are left inside the dungeon to ask for rewards.
Merchant Tiles. Each Merchant tile has two faces with a different power: at the beginning of the game every player has to decide the power he wants to use the whole game. Each tile has also a value which breaks some ties.
Setup
A. Randomly place the 9 Dungeon Rooms in a 3x3 grid. Rooms must have the same orientation.
B. Separate and shuffle Equipment cards and form 6 decks based on their backs. All cards with the same back goes into the same deck.
C. Take a card from each deck, take one Seasonal Spell card and the Annual Spell card, shuffle them and randomly place one of them face down in each room (except the Lair of the Dragon). Other cards must be placed over these in the related room.
D. Turn the Annual Spell card face up.
E. Take the Babydragon token and mix it with 3 Favour tokens. Place one Favour token face down in each room that shows the related symbol.
F. Place the Ogre and the Accountant tokens in the rooms that show the related symbols.
G. Separate and shuffle Hero cards in 3 decks according to their back, and place them face down next to the Dungeon.
H. Give to each player (you can use Bim Bum Bam or any other method to decide) a Merchant Tile, the Merchant Pawn, the Goblins and the Exit token of the related colour, 20 Coins, 1 Favour token.
I. Each player places in front of himself his Merchant tile with the chosen face up.
L. Place remaining Coins and Favour tokens on the table in the Dragon Treasure.
Rules
Dungeon Bazar is played in 3 rounds called Seasons. Each Season is divided in 6 Phases.
Phase 1 - Heroes Arrive
Draw Hero Cards from the deck corresponding to the Season and place them face up next to the Dungeon. The number of cards depends on the number of players.
- 2 players = 2 cards
- 3 players = 2 cards
- 4 players = 3 cards
- 5 players = 3 cards
Now draw another Hero card to determine the Entrance position. Look at the first equipment on the card. Place the Entrance next to the room that contains that equipment. Place the Entrance with the face related to the number of players up. If you have to choose where to put the Entrance next to a corner room, place it next to an open door.
Remember that you have to move the Entrance each Season.
EXAMPLE: You have drawn the first level Hero with 14 Coins; his first request is a Potion. The Potions deck is at the center of the Dungeon so you have to look at his second request: it's a Heavy Armor. The Heavy Armor room is in the left bottom corner and in this room the door on the right is closed. So you must place the Entrance under this room. (Entrance must be placed with the same orientation of other rooms)
Place Coins on each Hero Card from the Treasure. Each card shows the amount of coins.
Turn the first Seasonal Spell Card face up.
Phase 2 - Offering to the Dragon
Each player chooses a number of coins to offer, takes it in his hand and reveals it together with other players, contemporaneously. The player who made the highest offering pays the coins he offered to the Treasure, receives a Favour token and the First Player token; other players don't pay anything.
If two or more players offered the same amount of coins, the player with the Merchant tile with the lowest number wins the offering.
EXAMPLE: Anna, Pauline and Falko are doing a 3 players game. Anna offered 2 Coins, Falko and Pauline offered 4 Coins. Falko has the Merchant tile with value 1, Pauline the Merchant with value 4. So Falko will pay 4 Coins to the Treasure and he will receive 1 Favour token and the First Player token. Pauline and Anna place their Coins back in front of them.
Phase 3 - the Dungeon
Starting from the First Player and following clockwise, players do their action round. Rounds continue until all players exit the Dungeon.
During his round, each player has two possibilities:
- A) Make actions.
- B) Leave the Dungeon.
Make actions
Each round a player can make up to 3 actions. There are 7 kinds of action. A player can combine actions how he wants, even repeating the same action, if possible.
- Move the Merchant: The player moves his Merchant from a room to another through an Open Door.
- Place a Goblin: The player places one of his Goblin cubes in the room where his Merchant stands. If he has no more Goblins, he cannot do this action. It's not mandatory to place all the Goblins.
- Open a closed door: The player places his Merchant on the door, preparing to move to adjacent room with the next action.
ATTENTION: If a player does this action as a final action in his round, his Merchant remains on the door. He has to move his Merchant as the first action of the next round (he can decide to move into one of the two adjacent rooms). A Merchant opens a door for himself only; other Merchants who want to open the same door must move next to him.
- Collect a Favour token: The player takes a Favour token from the room where his Merchant stands and places it in front of himself.
ATTENTION: If he finds the Babydragon token he grabbed Cloudy: if he brings it to the Lair of the Dragon during this Season, he will have an immediate reward. If he doesn't bring it, the player will lose it at the end of the Season. Babydragon token can't be used as a normal Favour token.
Special Actions
Ask for Dragon's Help is an action that doesn't count in the 3 actions each player has in their round. The player spends one of his Favour tokens and puts it back in the Treasure. He can do 2 additional actions immediately. It can be done only once in a round (you can't spend 2 Favour tokens to do 4 extra actions).
ATTENTION: You can't do this action in a round where you have collected a Favour token, and you can't collect Favour token with one additional action. During the same round you can collect a Favour token OR spend it.
Bring Babydragon Back - This action can be made only by one player in a Season. If the player who found Cloudy is in the Lair of the Dragon room, he can leave here the Babydragon token face up to receive 3 Coins and a Favour token as reward.
Bribe the Accountant - This action can be made only by one player in a Season. If a Merchant is in the room where the Accountant stands, he can take the token and place it in front of himself to receive a number of Coins equal to the number of Favour tokens he owns in that moment.
Recruit the Ogre - This action can be made only by one player in a Season. If a Merchant is in the room where the Ogre stands, he can spend 1 Favour token to take the Ogre token and place it in a room of his choice (even the same room where it is now), then he places one of his Goblins over the Ogre token. The Ogre counts as 2 Goblins during rewards assignment (phase 4).
EXAMPLE: Pauline moves her Merchant from the Entrance into the adjacent room (first action), collects a Favour token (second action), places a Goblin on the Potions deck in that room. She can't spend Favour tokens in this round. Next round Pauline opens a closed room by placing her Merchant over it (first action), moves her Merchant into adjacent room (second action), bribes the Accountant and receives 2 Coins because she owns 2 Favour tokens (third action). Now she decides to ask for Dragon's help: she spends 1 Favour token, moves her Merchant through an open door (first extra action), then places one Goblin in that room (second extra action). In that room there is a Favour token, but she can't collect it (instead of placing a Goblin) because she has spent a Favour token during this round.
Leave the Dungeon
Leave the Dungeon is always free. The first player who does it receives 1 Coin from the Treasure. The player places his Exit token in the first Exit Order free space.
The next player has to decide to leave the Dungeon or pay to the Treasure the number of Coins visible on the first Exit Order free space and do another action round.
EXAMPLE: Anna leaves the Dungeon, receives 1 Coin and places her Exit token in the first place of Exit Order. Pauline decides to spend 1 Coin to make another round of actions. Falko decides to leave the Dungeon and places his Exit token on the second space of Exit Order. Now Pauline has to decide to leave the Dungeon or spend 2 Coins for each round of actions she will do.
Phase 4 - Rewards Assignment
During this phase players receive rewards for their Merchants and Goblins in the Dungeon.
For each room you have to determine the Choice Order between players, then the reward related to that room is assigned.
Choice Order is determined by the amount of Goblins each player has in a room. The Merchant counts as 2 Goblins. The Ogre counts as 2 Goblins (plus the one over it). In case of a tie, you have to follow the Exit Order: who left first is first.
The first reward is assigned in the Lair of the Dragon. The player who is first in the Choice Order of this room receives a number of Coins equal to the number of Favour tokens he owns plus 2. Every other player in the room receives a number of Coins equal to the number of Favour tokens he owns.
Then rewards are assigned in the rooms with Equipment cards. For each of the 6 rooms all participating players receive a card as follows.
The player who is first in the Choice Order in that room draws a number of cards equal to the number of participating players plus 1, he keeps 1 card of his choice, then passes the others to the next player in the Choice Order. That player keeps 1 card of his choice and passes the others and so on. Last player keeps 1 card then puts the remaining card face down in a Discard pile on the table. (If a player is alone in a room, he draws 2 cards, keeps 1 and discards the other.)
EXAMPLE: In the Potions room there are Pauline with 1 Goblin and the Ogre, Falko with 1 Goblin and the Merchant, Anna with 1 Goblin. Exit Order is: Falko, Anna, Pauline. So Choice Order in this room is Falko first, Pauline second, Anna last. Falko draws 4 cards, chooses 1 and passes the 3 remaining to Pauline; she chooses 1 and passes the 2 remaining to Anna; she chooses 1 and places the remaining card face down in the discard pile.
Then rewards are assigned in the Spell card rooms, first the Annual card, then the Seasonal. Only the first player in the Choice Order in each room receives the Spell card. Other participating players (if there are) receive 2 Coins from the Treasure.
Phase 5 - Sell
All players place all the Equipment cards they have in front of them.
Players who have a Spell card play it now following the rules of each card. Annual card must be played first.
Starting from the Hero on the left, heroes buy equipments following their List. They buy the cheapest equipment displayed by the Merchants.
For each Hero accomplish following steps in order:
- Check first Equipment required on card top. If there is no equipment of that typology displayed by Merchants go to step 4.
- The player who owns the cheapest card of that typology takes a number of Coins equal to the card value from the Hero, then places the card in the discard pile.
- If the sold card is a Junk, he receives a Favour token from the Treasure as well.
- Check next Equipment required.
Repeat these steps until there are no more Coins left on the Hero or there are no more displayed cards of the typologies he requires.
EXAMPLE: Second level Hero with 14 Coins wants a Clash Weapon, a Magic Object and then a Potion. Both Pauline and Anna exhibit a Clash Weapon; Hero buys the cheapest from Anna for 5 Coins. All players exhibit a Magic Object; Hero buys the cheapest from Falko for 4 Coins. Only Pauline has a Potion and she sells it at its price.
ATTENTION: If a Hero has not enough Coins to buy a displayed card, the player who owns that card can decide to sell it with a discount, taking all Coins left, or not to sell it. If he doesn't sell it, the player who owns the cheapest card after the player who gave up can sell it with a discount, and so on until the Hero buys an equipment or all players give up.
EXAMPLE: Second level Hero with 14 Coins has already bought two Equipments and now he wants a Potion, but he has only 3 Coins left. Anna has the 5 Coins Potion and Pauline the 8 Coins one. Anna decides not to sell her Potion with a discount so the selling right passes to Pauline: she decides to sell her Potion for 3 Coins.
After all Heroes have completed their purchases, players who still have unsold Equipment cards in front of them, place the cards in the discard pile and receive 2 Coins from the Treasure for each discarded card.
Phase 6 - End of the Season
Remove from the game the Hero cards and the Seasonal Spell card played in the current Season. Replace (if used) the Annual Spell card back in its room. Replace the Ogre and Accountant tokens back in their rooms. Replace 3 Favour tokens and the Babydragon token back in the Dungeon, following the setup rules. Each player takes back his Goblins in front of himself and places his Merchant back in the Entrance.
End of the Game
Game ends at the end of third Season.
The player with more Favour tokens receives 5 Coins from the Treasure. If a tie occurs, all players receive 5 Coins. The player with less Favour tokens loses 3 Coins.
The player with more Coins wins the game and is hired as a merchant employed in Dungeon Bazar.
If a tie occurs, draw a card from Bim Bum Bam to determine the winner, or play another game.
Merchant Tiles Powers
Viking
- 1/A: Receive 1 extra Coin (from the Hero) for each sold equipment card. (phase 5)
- 1/B: You can Leave the Dungeon whenever you want during your action round. (phase 2)
Arab
- 2/A: Receive 2 extra Coins for each unsold equipment card. (phase 5)
- 2/B: For you there is no distinction between Clash and Long Range Weapons and between Light and Heavy Armors (you can sell a Light Armor to a Hero who wants a Heavy Armor). In case of equipments of the same value displayed by another merchant, you have the sell priority. (phase 5)
English
- 3/A: You have an extra Goblin. (setup)
- 3/B: You start with 7 extra Coins. (setup)
Indian
- 4/A: When another player places a Goblin in a room where you have a Goblin or your Merchant, that player gives you 1 Coin. (phase 3)
- 4/B: You start with 1 extra Favour token. (setup)
Chinese
- 5/A: You can pay 1 Coin instead of an action to Open a Closed Door. (phase 3)
- 5/B: After rewards are assigned, you choose and take 1 Equipment card from the discard pile. (phase 4)
Spell Cards Effects
A: Charme. The player who received this card places it over an Equipment card deck (except the Junks) in a room. During phase 5 every time a Hero wants to buy that Equipment typology, he will buy the more expensive displayed card. If this card is placed over one of the two mixed deck Weapons and Armors, its effects will apply to both Equipments.
B: Invisibility. The player who received this card places it over an Equipment card deck (except the Junks) in a room. During phase 5 every time a Hero wants to buy that Equipment typology, he will not be able to buy it and will pass directly to the next Equipment on his List. If this card is placed over one of the two mixed deck Weapons and Armors, its effects will apply to both Equipments.
C: Confusion. The player who received this card places it over one of the present Hero cards. During phase 5 that Hero will buy Equipments in a reverse order, meaning that you have to read his List from bottom to top.
D: Persuasion. The player who received this card places it in front of his Merchant Sheet. During phase 5 he will receive 3 extra Coins (from the Hero) for each sold Equipment card.
E: Disappearance. The player who received this card places it in front of his Merchant Sheet. During phase 5 he will receive all Coins left on Hero cards after they have completed their purchases.
Games with 5 Players
Give 3 Goblins to each player instead of 4.
Games with 2 or 3 Players
During the setup remove from the game Hero cards signed with the 2-3 player symbol (a red round emblem with a plus sign).