Dungeon Dice: Guilds
Dungeon Dice: Guilds Rulebook
Table of Contents
Table of Contents
New Game Rules
Mulligan - After setup, but before the first player takes a turn, players may take one mulligan on the dice they have drawn from the EQUIPMENT bag. Starting with the first player, each player may set aside one or both EQUIPMENT dice they possess, and draw an equal number of replacements. The second draw is final. Once each player has finished, the rejected dice are returned to the bag.
Class Dice
Class dice are stored in the Monster bag. One side of each class die depicts a set of equipment that must be equipped before the hero may become that class and roll the class die in combat. Each row represents a set of equipment, and if the requirements of any one row are met, the class is unlocked and the die may be added to future combat, so long as the requirements are still met. A hero may only benefit from one class per round. Only the active player may change classes.
Class dice may not be rerolled. Class dice may be traded for other dice.
Example 1 - To roll the Rogue die in combat, the hero must equip a whip or a dagger.
Example 2 - To roll the Knight die in combat, the hero must have two dice equipped: a sword and armor, or a spear and armor.
Rogue
A die with this symbol grants the ROGUE Class.
Pick Lock (passive ability) - The ROGUE does not require a key to open a locked chest.
Secret Passage - After winning combat, a POTION may be added as an additional reward, or the reward may be upgraded from a POTION to a TREASURE CHEST, or from a TREASURE CHEST into a LOCKED CHEST.
Wizard
A die with this symbol grants the WIZARD class.
Memorize (passive ability) - While taking the REST action, a WIZARD may draw a scroll from the ONE-USE bag.
Summon - Draw from the monster bag until you draw a monster. Return all other dice to the bag, and roll the monster die. The player may add the monster's level to his combat total and may activate the monster's ability. If the reward is rolled, the spell FIZZLES. After combat, the monster is returned to the monster bag. This ability counts as a spell.
Knight
A die with this symbol grants the Knight class.
Rescue (passive ability) - If another player is unable to defeat a monster while fighting alone, the Knight may choose to enter combat as an assitant. The Knight may keep any TROPHIES won from this fight.
Inspire - The player designates any number of heroes. Each hero gains the option of rerolling ALL combat dice they possess. Heroes who use this option must reroll ALL combat dice. ONE-USE dice are unaffected by this ability.
Additional Symbols
Throw - This die may be added to any combat to increase the total of either side.
A die with this symbol is considered a DAGGER. A hero equipped with a DAGGER may use the THROW ability before combat and the DAGGER no longer takes up a hand. The hero may equip a new die before combat.
If a hero uses the THROW ability in a combat where he is NOT participating, the die may not be used again until the end of that hero's next turn.
Focus - The player may reroll one spell or ONE-USE die. While the hero equipped with this die is in combat, this ability may target other players' dice.
A die with this symbol is considered a STAFF.
Charm - Heroes may use the CHARM ability to force another player to assist in combat. The player who activates this ability may choose the dice the assistant equips. However, the assistant is not required to activate abilities or add ONE-USE dice to combat.
Monsters and heroes may use the CHARM ability to force an assistant to leave combat. Another assistant may not be chosen.
The CHARM ability may only be used before combat.
Void - The player may remove an opponent's HIGHEST die from combat. This ability always occurs last, or simultaneously with other abilities that occur last.
When a MONSTER LEVEL die displaying a POTION is removed from combat, the additional reward is still earned.
Monsters
Siren - The Sirens dwell in caves by the sea, and lure solitary adventurers with the CHARM ability.
Octopus - These creatures from the deep have begun to invade dry land. The Octopus uses long tentacles to TANGLE its prey.
Minotaur - These humanoid beasts are feared for their brutal tempers. The Minotaur wields a great axe and EXECUTES low-level adventurers.
Ogre - Ogres are mundane creatures with great strength but no special abilities.
Mummy - Reanimated by a powerful curse, the Mummy devastates the living with the powerful VOID ability. Mummies are immune to VOID.