Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain
Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain Rulebook
Table of Contents
Table of Contents
Components
- 20 double-sided Dungeon Sheets (4 each of 10 different Dungeons)
- 1 Rule book
- 4 Markers
- 5 Character Tiles
- 8 Orb Tokens (4 of each color)
- 12 Key Tokens (3 of each color)
- 1 score pad
- 1 solo rulebook
Game Setup
Give each player one marker and one character, either randomly or by choice.
Choose three of the dungeons you want to play and give the corresponding sheets to each player.
When you play the game for the first time, or you teach it to new players, we suggest you first play Dungeon 1 on its own to get a feel of the game. Then, you can start a full game and play Dungeons 2-4. Then continue your next game with Dungeons 5-7, and finally, with Dungeons 8-10. After that, you can choose any three dungeons whenever you play.
Note you can always choose to play any amount of dungeons in a single game.
How to Play
Put the Dungeon sheet that contains the dungeon you will delve into in front of you. Each Dungeon sheet shows what special components are needed, reminders of various elements, special scoring values, and Scrawl End triggers. Read them aloud so that everyone is aware of them. It also gives you a place to put your name and your total score. If the Dungeon sheet shows the timer icon, you will need a phone or other timing device.
As soon as everyone is ready, the Dungeon Scrawl starts with all players playing at the same time: begin drawing from any entrance (marked by "Start") and make your way inside the Dungeon. Whenever you encounter an element (a Monster, a Treasure, etc.) you interact with it in a certain way (see the Dungeon Elements section below). The following rules must always apply when drawing:
- You always draw in a continuous line. If you lift your hand, you must continue from where you were. You are allowed to go backwards the way you came, but you must keep drawing while you do it; you don't lift the marker and there's no penalty if you cross your own line again.
- You must always keep the line you draw within the corridors and the rooms. If your marker touches the wall, there is no penalty. However, if your marker goes through the wall but comes back to or remains in the same corridor/room, you get -1 VP. If your marker goes through a wall into another area, and continues, you ignore everything from that point on.
- Whenever you enter a room, you have to interact with all the elements inside of it. Each of those elements will award you with a number of points at the end of the round. If you leave a room without having interacted with an element, you get negative VP as a penalty, equal to the VP that element would normally award you. Keep in mind that if you try to interact with an element, but fail to do so successfully (for example you partially covered a Monster), you don't get any VP from it, but you don't get a penalty either.
The rulebook illustrates these three rules with example strips: a corridor where the line only touches a wall corner (marked X, no penalty); a corridor where the line crosses fully through walls at several points (each circled in red, -1VP each); and a room where a Monster and a Treasure that were fully interacted with are circled in green (+1VP each) while a Monster that wasn't fully covered and a Portal that wasn't used are circled in red (0VP and -1VP respectively, matching the "no VP, no penalty" and "negative VP" rules above).
As soon as the Dungeon Scrawl end is triggered, all players immediately drop their marker. Players who were inside a room when the end was triggered, do not lose VP from the room's elements they didn't interact with.
Give your Dungeon sheet to the player on your right. Then, calculate the score on the Dungeon sheet in front of you, writing the score on the sheet.
After everyone's score has been written, set it aside, ready a new Dungeon sheet, and play that level. When you have completed all three dungeons, add each player's scores to calculate their final score. The player with the highest score is the winner! In case of a tie, the winner is the player among them who got the highest individual score in one of the dungeons. If there is still a tie, the players share the victory.
Dungeon Elements
Basic Elements
The dungeons are full of elements that you need to interact with. The basic elements that you will find in every dungeon are these: Monsters, Spells, Treasures, Artifact Fragments, and Exotic Plants. Each of these elements must be dealt with in a different way:
- Monsters — To defeat a Monster, you need to draw over it and fully cover the Monster. Each defeated Monster awards you with 1VP.
- Spells — There are three types of Spells. To cast a Spell, you need to trace it with your marker. Each Spell cast awards you with 1VP.
- Treasures — There are three types of Treasure that are all outlined in yellow. To collect a Treasure, you need to trace its outline with your marker. Each Treasure you collect awards you with 1VP.
- Artifact Fragments — To gather the Artifact Fragments, you need to connect the stones in order. For every 3 stones you connect correctly, you are awarded with 1VP.
- Exotic Plant — To collect an Exotic Plant, you need to go through it with your marker. Each Exotic Plant you collect awards you with 1VP.
- Bosses — To defeat the mighty Bosses, you need to cover them with your marker, similarly to how you would interact with a Monster. Covering a Boss ends the Dungeon scrawl unless noted otherwise on the Dungeon sheet. The amount of points you get after defeating a Boss is different in each dungeon and is listed on its sheet.
Advanced Elements
Not all of these elements are in every dungeon. See each Dungeon sheet to see which ones are present.
Orbs — There are 2 types of Orbs (blue and pink) and for each one there are 4 cardboard tokens listing different positions (1st, 2nd, 3rd, and 4th). When playing with a dungeon containing Orbs, place the Orb tokens in two separate piles where every player can reach them. Stack them in order, with "1st" on top and "4th" on bottom. To interact with an Orb, you cover the interior of the sphere. As soon as you do, you grab the top Orb token matching the color of the orb you interacted with. Based on the order they are taken, these tokens award you with additional points printed on the orbs themselves. Note you are allowed to have multiple orbs of the same color.
Portals — Each Portal consists of two elements that have the same color/letter: the Entry point and the Exit point. Whenever you touch an Entry Point with your marker, pick up the marker and start drawing again at an Exit point of the same color/letter. If there are multiple Exit points of the same color/letter, you choose the Exit. Note that all Portals are one-way. If you happen to touch an Exit point first, nothing happens; you do not continue from the Portal's Entry point.
Entering the Escape Portal ends the Dungeon scrawl.
Keys — Keys come in 4 colors/shapes with each color having 3 corresponding cardboard tokens. When playing with a dungeon containing Keys, place 2 Keys (2-3 player game) or 3 Keys (4 player game) of each color where every player can reach them. To interact with a Key, you only need to touch the Key with your marker: when you do, grab the corresponding Key token and place it in front of you for the rest of the Dungeon scrawl. You can only have one of each type of Key. If such a token is no longer available, nothing happens – you are not considered to have that Key.
In some dungeons you may encounter Skeleton Keys. These are wild Keys – when you touch them, you can take any available Key token.
Keys are used to open locked Doors. The color of each locked Door indicates the Key it requires. If you have the corresponding Key, you move through that door as if it was not there. If you don't have the corresponding Key, then you cannot pass through it: if you do, you ignore any line after that door, just like crossing a wall into another area.
In some dungeons you may encounter Skeleton Key Doors. These doors can be opened with a Key of any color/shape. If you don't have any Key at all, you may not pass through them. If a door has more than one lock, each lock requires a different key.
Prisoners — You interact with Prisoners just by touching them with your marker. Each prisoner awards you with 1VP.
Scoring Example
Jane has just played the first dungeon and Mike is checking her sheet to calculate her score. Let's break her route into sections and go over each one:
In the first 4 rooms no mistake has been made, and Jane has interacted correctly with each element, so she gets 2VP from each room, for a total of 8VP for this section.
In the next room, Jane covered two Monsters for 2VP. However, she forgot to interact with an element, costing her -1VP. So her total for this room is 1VP.
In the corridor, Jane gets 2VP for the 2 Exotic Plants she collected. However, while she gets no penalty for touching the wall at the corridor entrance, she gets -1VP for crossing the wall section further on, but staying within the same corridor area. The total score from this section is 2VP.
She then goes through 2 rooms without a mistake, getting 4VP from them. In the corridor, she interacted with 1 Exotic Plant which gives her 1VP, but she also crosses a wall section, losing 1VP, as she was able to stay in the same corridor area. In total, this section gives her 4VP.
In the next room, while she tried to defeat a Monster, this wasn't completed successfully. The Monster wasn't fully covered. Thus no VP are gained or lost from this room.
In the next room, she connected the stones from the first 3 Artifacts for 1VP, but loses 1VP from the other 3 that were left unconnected. All in all, Jane gets 0VP from this section.
In the final room before the Boss, Jane casts all 3 Spells successfully, gaining 3VP. The Boss is also dealt with successfully, however, before entering its room, Jane crossed the wall with her marker into the room, which is not allowed, and when it happens, players lose the points that section would have awarded. Thus, Jane scores only 3VP from this section.
Mike adds everything together and tells Jane that her total score is 17VP as he writes it on her Dungeon sheet!
Character Abilities
At the beginning of the game, each character gets a special ability that allows them to deal with some of the elements in a more efficient way:
- Rogue — You only need to touch a Treasure to collect it.
- Ranger — Exotic Plants you collect are worth 2VP instead of 1VP.
- Cleric — When collecting Artifact Fragments, you may connect the stones in any order.
- Wizard — Instead of tracing a Spell to cast it, you may draw a small circle inside it.
- Barbarian — When fighting Monsters, you only need to cover their head to defeat them. This ability does not work against Bosses.