Dungeon Fighter: Rock and Roll
Dungeon Fighter: Rock and Roll Rulebook
Table of Contents
Table of Contents
Game Components
- 1 rulebook
- 6 Equipment cards
- 6 Monster cards
- 1 Hero sheet
- 1 Dungeon sheet (double-sided)
- 2 Final Boss cards
- 6 Power cards
- 1 Earth Element die
- 12 XP tokens
- 4 Slow tokens
- 1 Armor template
- 1 Philosopher's Stone template
- 1 Weak Point template
- 1 Gate (with 3 pieces)
- 1 Stone Wall (with 4 pieces)
The Equipment, Monster and Final Boss cards carry their text on the card itself and are not reproduced in this rulebook. The Hero sheet text is reproduced under "New Hero" below.
Setup Changes
Besides including new game mechanics, the Rock and Roll Expansion also includes new cards and sheets.
To integrate the new components into the game, take each new component and shuffle it into its respective group (Equipment cards into the Equipment deck, the Hero sheet with the other Hero sheets, etc.). If players own multiple expansions, they may include as many of them (or as few) as they wish.
The cards are marked with an earth symbol, so you can easily sort them out if you wish.
Setup is the same as the base game with only a few additional components to set up during step 8 (Prepare Other Components):
- Create the XP pool by placing the XP tokens near the tower.
- Place the Earth Element die near the white Bonus dice.
- Place the Power deck near the Equipment deck.
- Assemble the Gate and the Stone Wall as shown to the right. Then place the Slow tokens, the Philosopher's Stone template, the Weak Point template, the Armor template, the Gate, and the Stone Wall near the game board.
Printed aside in the rulebook: "Of course right away you'll want to fight the new monsters with the new equipment and spells. In the first game, you may cheat a little by shuffling the new cards in at the top of their respective decks, so that they will definitely come up. Now you can have a fully grounded experience!"
New Rules
XP (Experience Points)
This expansion includes cardboard black tokens with a little blue flame, which represent XP. XP is a new resource that players can store on the Chest token, similar to gold.
If a die lands showing the Special icon (whether you hit the Target or not) and you cannot activate a Special Ability, you earn 2 XP. If you can activate a Special Ability but choose not to, you still earn 2 XP.
To earn 2 XP, the Hero takes 2 XP tokens from the supply and places them on the Chest token.
XP tokens belong to the whole party, not to any one particular Hero.
Purchasing Power Cards
The Power cards of this expansion allow Heroes to cast magical spells to help them survive the perils of the dungeon.
Powerful magic requires experience, which is exactly what the newly introduced XP are for.
After the Heroes finish buying equipment at the shop, they can also buy Power cards.
The leader draws three Power cards from the deck (regardless of the number of players) and places them face-up. Now the party may buy Power cards with the XP they have accumulated on the Chest token. The party can buy as many of the face-up Power cards as they wish. Each Power card costs 1 XP.
Be sure to read the Power cards carefully so that it is clear what advantage the party receives and which Hero should carry it. The party chooses which Power cards to buy, if any, and which Hero receives the Power card. If the Heroes cannot agree, the leader chooses.
A Hero who receives a Power card places it face up near his Hero sheet.
Each Hero can carry up to three Power cards. If he receives a fourth Power card, he must discard one.
Players cannot exchange Power cards with each other.
If the party chooses not to buy any of the face-up Power cards, they are placed in a face-up discard pile next to the Power deck. If the Power deck becomes depleted, shuffle the discard pile and place it face down to create a new Power deck.
Example: The Heroes are shopping. After ringing up their equipment purchases, they proceed to survey the Power cards for sale. Marco, the leader, draws three Power cards from the deck. The party has accumulated 2 XP on the Chest token, and they choose to buy the Golden Fist for 1 XP. Since Marco has no equipment, the Heroes choose to give the Power card to Marco.
Activating Power Cards
A player may activate a Power card at the beginning of his turn. To do so, he must pay the number of XP shown on the card.
To pay, he takes the number of XP tokens from the Chest token and returns them to the XP pool.
The player who owns the power may choose whether or not to activate it.
Power Card List
Each card shows its activation cost ("Spend", in XP) and its effect. The card's own flavour line is given in italics.
- Golden Fist — Spend 3 XP. Throw the Earth Element die. Discipline your fury, monetize your rage.
- Ritual of Earth — Spend 3 XP. For this fight, each Hero may use the Smash Shot to deal +2 damage (if he hits). Everybody, let's rock!
- Alchemist's Wisdom — Spend 1 XP. Throw the Philosopher's Stone template. Something to make this job profitable... about time!
- Petrification — Spend 1 XP. The Monster gains 4 hit points; throw the Weak Point template. Sturdier, but easier to crack.
- Stone Skin — Transcriber's gap: the name is legible, but the cost and effect text are covered by the overlapping Petrification card in the Power card illustration on page 4 and cannot be read from the source. Its text is not transcribed here.
- Sixth Power card — Transcriber's gap: the deck has six Power cards, but the source does not show the sixth card legibly anywhere in the rulebook, so it is not transcribed here.
Transcriber's note: the Power cards in this list are reproduced from the card illustrations on pages 2, 4 and 5 of the rulebook, since the rulebook prints no prose for them. Check the physical cards for the two gaps above.
Templates
This expansion includes cards that require the use of templates. If a card instructs a player to use a certain template, the player takes the indicated template and flips it onto the Target board.
Templates follow these rules, unless specified otherwise:
- A player must flip the indicated template like a coin (i.e., with the player's thumb), and the template must complete one full rotation in the air (at least 180°).
- If the template lands with any portion of it hanging off the Target board and touching the table, the player takes 1 damage and must flip the template again.
- During the Maintenance phase, remove all templates from the Target board.
- During a fight, if a die lands on a template, all of the template's abilities take effect. That throw counts as a normal hit against the monster, regardless of the Hero taking any damage from the template. If the die lands showing the Special icon, the Hero may also activate his Special Ability.
- If a die lands partially on a template, the players must see what else the die is touching:
- a) If the die is touching the Target board, the throw counts as a normal throw. The Hero deals damage to the monster and completely ignores the template.
- b) If the die is touching the table, the throw counts as a miss.
- c) If the die is not touching anything but the template, it counts as a successful throw on the template and activates its ability.
Philosopher's Stone Template
This template is usually flipped during the fight. If a die lands on the Philosopher's Stone template, the Hero deals 2 damage to the monster, and also places 3 gold coins from the supply on the Chest token.
Weak Point Template
This template is usually flipped at the beginning of a fight. If a die lands on the Weak Point template, the player deals 7 damage to the monster. If the die lands on the Weak Point template showing its Special icon, the monster is immediately defeated (as when this happens on the bullseye section, see page 6 of the base game rules).
Armor Template
This template is usually flipped at the beginning of a fight. While the Armor template is on the Target board, all Heroes deal -1 damage when hitting the Target. However, if a Hero hits the Armor template, he deals 1 damage to the monster, then removes the Armor template from the Target board. After that, Heroes deal regular damage, as usual.
Example: The Party is fighting the Something, which has the "Defensive" ability, so the Armor template was thrown at the beginning of the fight. Marco fights first. His die lands on a 2, but because of the effect of the Armor template, he only deals 1 damage to the Something. It's now Caterina's turn. She throws and the die lands on the Armor template. The monster takes just 1 damage, but Caterina can now remove the Armor template from the Target. The next player is Luigi, who throws and hits a 3. Without the Armor template, the Something takes all 3 damage this time, but it still has 6 hit points left.
Slow Tokens
Some monsters (i.e., those with the "Slow" ability) and some Equipment and Power cards cause Heroes to use the Slow tokens.
When you are asked to use Slow tokens, place each one of them into one of the holes of the Target board. When a die lands into a hole filled by a Slow token, the Hero deals 2 damage to the monster instead of missing.
Element Dice
An Element die functions slightly differently than the colored Hero dice.
A player can throw an Element die only when a monster, equipment, or Special Ability specifies to throw it.
Element dice follow these rules, unless specified otherwise:
- Element dice cannot be placed on the Chest token.
- Element dice follow the same rules for throwing dice (see p. 7 of the base game rules).
- If an Element die lands showing an icon, the corresponding ability takes effect as explained here in the rules.
- Element dice do not replace any other dice. If a player throws an Element die, it counts as his turn. Any unused Hero dice and Bonus dice are still available to use, and play proceeds clockwise as usual.
The Earth Element Die
The Earth Element die is a big, wooden, six-sided die with two different icons. It is not a green Hero die.
The Special icon on the Earth Element die behaves just like a Special icon on a white Bonus die. The Hero may activate any one of his Special Abilities (or earn 2 XP instead).
If this icon shows up after a throw, you can take 3 gold coins from the supply and place them on the Chest token (similar to the Pickpocket Special Ability, see p. 11 of the base game rules).
The Shopkeeper
This expansion, the last one of the elemental cycle, contains a second Boss in addition to the classic, element-themed one. And guess who... drumroll... he is none other than your friendly dungeonhood Shopkeeper!
The Shopkeeper is a special boss. He is capable of using all 4 Elemental arts. Therefore, you can only fight him if you own all the elemental expansions of Dungeon Fighter.
He has 5 different Special Abilities:
- Elemental Mastery: This is an all-new Special Ability. At the beginning of the fight, the first 4 players must use one of the Element dice (one Element die per player, each player can choose which die to throw and passes the rest to the next player). After all Element dice have been used, the party still has the 3 regular Hero dice available.
- Explosive: From the first expansion, Fire at Will. Throw the Explosion template at the start of the fight. For more details, check the Fire at Will rulebook.
- Slimy: From the second expansion, The Big Wave. Throw the Slime template at the start of the fight. For more details, check The Big Wave rulebook.
- Flying: From the third expansion, Stormy Winds. Put the Flying stand under the Target board at the start of the fight. For more details, check the Stormy Winds rulebook.
- Defensive: From this very expansion, Rock and Roll. Throw the Armor template at the start of the fight. For more details, check p. 6 of this rulebook.
New Hero
The Hero sheet included in this expansion is for Tucker Blackfoot:
- Agile Instincts: You don't suffer any damage if throwing a miss.
- Seismic Swing: Reroll the die. The player to your left can move the Target to influence its landing position.
- Earthquake: You can quickly slide the Target board once, after the die has landed, to change its position.
Specific Throw Requirements
Just like in the base game, sometimes the Heroes are required to throw the dice in a specific way. There are two new shots related to the element of earth:
Gate Shot: The player places the Gate in front of him, and throws the die through it.
Smash Shot: The player places the two pieces of the Stone Wall in front of him, side by side, with the feet on the sides, touching in the middle. Then he throws the die between them.
Special Air Rooms
Transcriber's note: the box heading is printed as "Special Air Rooms" in the source. The rooms listed below are earth rooms, which the expansion's own text and the Earth Element die confirm; the heading is reproduced as printed.
Earth Temple: At the beginning of the fight, the first player throws the Earth Element die. The next player still has all three colored hero dice to choose from.
Training Room: After the fight ends in this room, the party receives as many XP tokens as shown on the dungeon sheet.