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Dungeon Lords: Dungeon-Setup Tiles

Expansion for Dungeon Lords

Dungeon Lords: Dungeon-Setup Tiles Rulebook

Table of Contents

Table of Contents

  • Dungeon Setup Expansion
  • Setup
  • Example Dungeon Setup Card
  • Player Board Setup
  • Hard Rock
  • Isolated Tunnels
  • Treasures
  • Dungeon Setup Cards
    • Traditional Dungeon
    • Investment
    • Shallow Dungeon
    • Cursed Dungeon
    • Breached Dungeon
    • Underground Mansion
    • Oracular Cavern
    • Scattered Dungeon
    • Diamond Mine
    • Discounted Dungeon
  • New Pets

Dungeon Setup Expansion

This expansion can be used with the basic game or with other expansions. It allows each player to have a different dungeon right from the beginning of the game.

Setup

Set up everything as usual except for the Player Boards. Choose the starting player. Don't reveal the rooms, monsters, etc. for the first round yet.

Players choose dungeons simultaneously with Choosing Initial Inaccessible Orders. As usual (in the Full Game) shuffle your Orders Cards and draw 3 at random. The starting player should shuffle the Dungeon Setup Deck and deal 2 to each player.

  • Choose 2 of the three Orders Cards and place them face down on your inaccessible orders spaces.
  • Choose 1 of the two Dungeon Setup Cards and place it face down in front of you.
  • Return your other Dungeon Setup Card to the top of the deck.

Once all players have chosen, all players reveal their inaccessible orders and dungeons. Unused Dungeon Setup Cards can be returned to the box. You won't need them anymore this game.

Now it's time to set up your dungeon.

Example Dungeon Setup Card

The example card shows the following parts, as labelled in the rulebook:

  • Name of the dungeon.
  • Initial number of imps, food, and gold.
  • Treasures you can find while digging.
  • Initial setup of Tunnel Tiles.
  • Hard rock.
  • Other special rules unique to this dungeon.

Player Board Setup

Place Tunnel Tiles as shown on the card, and take the indicated number of imps, food, and gold.

Other symbols on your Dungeon Setup Card indicate other pieces that you put on the corresponding squares of your Player Board: tokens, figures, Tunnel Tiles, even cards.

The cards don't quite fit on the square, but they are always on corners, so it's easy to put the card mostly on the square without covering up other squares. Cards are chosen randomly and placed face down. You don't know what they are until you dig them up.

Most of these pieces are treasures you get when you dig a tunnel on that square. But not everything is advantageous:

Hard Rock

These diagonally oriented Tunnel Tiles represent hard rock. Your imps can dig through it, but it takes twice as much work. The first imp assigned to dig a tunnel there just removes the hard rock tile. This makes it a normal square and the next imp that digs there adds a Tunnel Tile, as usual.

The two imps can be assigned to the square as part of the same Dig Tunnels action, or you can remove the hard rock with one imp and then dig the tunnel later. (Or you can remove the hard rock and forget to dig the tunnel later, but that's not very efficient.)

Example:

Green is on the space of the Dig Tunnels action, which allows her to dig with up to 3 imps. She can ignore the hard rock and add 3 Tunnel Tiles. She can add 2 Tunnel Tiles and use the third imp to remove a tile representing hard rock. She can use one imp to remove hard rock and a second to dig a tunnel there, and then the third can either remove more hard rock or dig a tunnel somewhere else.

As you would expect, your imps can't start working on the hard rock tile unless it is adjacent to a Tunnel or Room Tile. Anything that lets you dig a tunnel (the Tool Shed, for example) can be used to remove hard rock instead.

The tiles representing hard rock are not conquered dungeon tiles. If you want, you can remove them during Scoring to prevent confusion.

Isolated Tunnels

Some dungeons have Tunnel Tiles with no path to the entrance. These are isolated tunnels. They do not count as part of your dungeon until you dig a tunnel to them.

Once they have a path to the entrance, they are just like any other tunnels. For example, you can dig to one, then dig a new tunnel from one as part of the same Dig Tunnels action. It's sort of the opposite of hard rock – once you dig there, you have a new tunnel for free.

While the isolated tunnel is isolated, you cannot mine gold there, you cannot have combat there, it cannot be conquered, you do not pay taxes on it, Earthquake cannot affect it, it cannot be replaced with an Improved Tunnel Tile. It is as though the Tunnel Tile were not part of your dungeon.

Except you can build a room there. For details, see Scattered Dungeon on the back page.

Treasures

When you dig a tunnel on a square marked with a treasure, you gain that thing.

  • Gold Token, Food Token: Put the token in the usual place on your Player Board. It's yours now!
  • Imp Figure: Oh, you've rescued a lost little imp! He'll be happy work for you right away. For example, if you have a permit for 3 tunnels and only two imps, you could dig out this imp and have him dig the third tunnel. (But he can't be used to dig the tunnel that rescues him, of course.)
  • Troll: You get a Troll Figure. This is a pacifist troll. It can't be sent into Combat and it doesn't count as one of your monsters. But it can be sent to work in your production rooms, like a regular Troll Figure.
  • Trap Card: Pick up the Trap Card and see what it is. Whatever it is, it's yours now! (The rule about Buying Traps in the Second Year does not apply to traps you dig up as treasure.)
  • Pet Card: You found a cute cuddly pet! It becomes one of your Pet Cards. You can exploit it as soon as you wish.

Dungeon Setup Cards

Traditional Dungeon

This is just like playing Dungeon Lords without this expansion, except you get an extra 4 points during Scoring because the other dungeons have advantages.

Investment

At the beginning of the Second Year, double each treasure that you have not yet claimed.

Shallow Dungeon

You can ignore the zone restrictions on the placement of First Year rooms. The restrictions do not apply to you. (Other building rules still apply. For example, you can't have two rooms adjacent to each other.)

Cursed Dungeon

The dungeon has squares where you can dig one tunnel to gain two gold! Thanks to the corrupting influence of an ancient curse, you also gain 1 Evil each time, but that's good, too, right?

Breached Dungeon

It looks like some adventurer couldn't wait until the start of the game. Yes, that is a conquered Tunnel Tile. Yes, it will count against you at the end of the game. But at least you start out one space lower on the Evilometer.

Underground Mansion

You start out wealthier than everyone else. And you start out two spaces higher on the Evilometer. They're just jealous.

Oracular Cavern

Of course, you don't want to stand around listening to walls, but during Production you can give the job to 2 available imps. Put the imps on one of the dungeon tiles to show they have been used, and look at one of the Combat Cards (like you do during the Improve Reputation action). This ability is not associated with any room. It can be used only once per round, even during the Second Year.

Scattered Dungeon

This dungeon has several isolated tunnels, which are explained on the previous page. Isolated tunnels do not count as part of your dungeon until you dig your way to them. The only exception is that it is possible to turn an isolated tunnel into an isolated room:

When you get a new room, you can build it in an isolated tunnel. This requires one available imp. Remove the isolated Tunnel Tile, replace it with the Room Tile, and put the imp in the room. The imp scouts out the location of the room, but he can't find his way back. Or maybe he just likes it there. Regardless, he doesn't go back to the Imp Den with the other imps.

The isolated room does not count as part of your dungeon. It cannot be used as a room and neither it nor the imp will count if it is still isolated during Scoring.

If you dig tunnels that join the room to the rest of the dungeon, then it becomes part of your dungeon and the imp is available for work immediately.

Diamond Mine

This dungeon's Gold Tokens are found in hard rock. Removing the hard rock is not enough to get the Gold Token; you also have to dig the tunnel there.

Discounted Dungeon

No one wanted this dungeon, so the Ministry of Dungeons has given it a tax break. During the Taxes event, you pay 1 Gold for every 3 dungeon tiles. (The usual rate is 1 Gold for every 2 dungeon tiles.) You still round up. So you would pay 2 Gold for 6 dungeon tiles, but 3 Gold for 7.

New Pets

This anniversary edition includes 10 new pets which were not in the original Festival Season expansion. (These pets are based on pets from the Dungeon Petz: Dark Alleys expansion and on special promotional pets.)

The 10 extra pets are marked for players who want to know which ones are new, but this has no effect on the game. Just mix all the Pet Cards together and treat them all the same. This will give you enough pets for the Festival Season expansion and for those Dungeon Setup Cards which use Pet Cards.