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Dungeonquest: Catacombs

Expansion for DungeonQuest

Dungeonquest: Catacombs Rulebook

Table of Contents

Table of Contents

  • Components
    • Direction arrows
    • Ten-sided die
  • Cards
    • UNDERJORDSKORT (catacomb cards)
  • Classifications
  • The Catacombs
    • Descend into the catacombs
    • Keeping track of directions
    • Movement in the catacombs
    • Ascend from the catacombs
    • Calculate your position (Ascension Track)
    • Ascend onto a faceup room tile
    • Ascend onto an empty space

Components

Dungeonquest: Catacombs contains the following catacomb components:

  • 32 underjordskort (catacomb cards)
  • 4 Direction arrows
  • 1 Ten-sided die (called T10)

Direction arrows

A direction arrow is used to keep track of in which direction (North, South, East, or West) a hero sets out after descending into the catacombs (see "Catacombs" below). As soon as the hero ascends again from the catacombs, the direction arrow is removed from the game board.

Ten-sided die

This expansion includes a ten-sided die (called T10). It does not replace the six-sided or twelve-sided die but is a compliment to finetune the outcome of certain rolls.

Cards

UNDERJORDSKORT (catacomb cards)

The catacombs make up the atrium to the hidden depths beneath the world, into which T'siraman allegedly descended a long time ago. Some say that the power of the evil wizard is still hidden below; whereas others claim that there is nothing down there but the ominous gates to hell.

Catacombs are represented by UNDERJORDSKORT (catacomb cards) that a player must draw (instead of RUMSKORT) when moving around in the dark (see "Catacombs" below).

Classifications

The following classifications are used for effects in the catacombs:

  • Nedgång (way down): A way down allows the hero to descend into the catacombs on their next turn (see "Catacombs" below). A way down is marked, either with a room tile (see "Room tiles" at the back of this booklet) or a floor tile (see "Effects of a floor tile" on previous page). A way down remains for the rest of the game unless the instructions state otherwise.
  • Underjord (catacombs): Cards with the catacombs classification represent all things taking place in the catacombs (see "Catacombs" below).
  • Uppgång (way up): A way up allows the hero to ascend from the catacombs on their next turn (see "Catacombs" below).

The Catacombs

The catacombs make up the atrium to the Depths beneath the World. Allegedly, T'siraman the Wizard once descended far below to unveil them. A hero may voluntarily descend into the catacombs to look for treasures or find a faster way to the Treasure chamber. A hero may also end up in the catacombs involuntary, via a fälla (trap), teleportation, or fall.

Descend into the catacombs

When a hero encounters a nedgång (way down), they may continue their move in the catacombs on their next turn. Even if the hero chooses not to descend, the way down remains (unless the instructions say otherwise).

A hero may also end up in the catacombs involuntarily, via a trap or by falling (for example from a Bridge).

After rolling for loss of KP and other eventual effects, the hero continues to move in the catacombs on their next turn (se "Movement in the catacombs" below), unless they attempt to climb back up again. A hero may voluntarily descend into the catacombs from a Bro (bridge) without losing KP.

Keeping track of directions

As soon as a hero ends up in the catacombs, the player must place a direction arrow on the room tile from which the hero descended (unless they decide to climb up again). Remove the hero figure from the game board: a player's direction arrow and hero figure may not be in play at once.

The player must point the direction arrow in the direction the hero will move next turn: North, South, East, or West. After that, the direction arrow cannot be turned, unless the instructions explicitly say so.

A direction arrow has no effect on other heroes entering the same space. There can be several direction arrows on the same room tile.

Movement in the catacombs

In the catacombs, a hero may neither move nor search in the same way as inside Drakborgen.

In the catacombs, a player does not draw room tiles from the bag for movement. As long as a hero is in the catacombs, the player draws UNDERJORDSKORT (catacomb cards) for movement. There cards are similar to RUMSKORT and have similar instructions and effects. The main difference is that UNDERJORDSKORT are not thrown away after their effects are resolved: instead, the player keeps them in a pile next to the hero base – until the hero has ascended again.

Ascend from the catacombs

When a hero encounters an uppgång (way up), they may attempt to ascend from the catacombs on their next turn. Some ways up are simple, whereas some require rolls against attributes or even certain föremål (items). If a hero chooses not to ascend from the catacombs, the player continues to draw UNDERJORDSKORT on their next turn. A hero may not return to a way up, once passed. Even inside Drakborgen, a way up is always temporary and does not remain in play. A hero may therefore never ascend through the same way up twice.

When a hero successfully ascends, the player must first "bestämma läge" (calculate position) to find out on what space the hero will ascend (see "Calculate your position" below).

Once the player knows what space the hero will ascend onto, the direction arrow is removed from the game board. The hero figure is returned to the game board on that space. Then, the player throws all UNDERJORDSKORT (apart from eventual items) and reshuffles the deck.

If there is already an existing way down on an adjacent space (even diagonally), the hero must be placed there instead. If there are several ways down on adjacent spaces, the player may choose from those spaces.

If a hero ascends onto a space already occupied by another hero figure (apart from the Treasure chamber and the Tower rooms), the player must roll again to calculate a new position.

If a hero ascends into a hopeless situation (for example a Vridrum against a wall), the hero may descend again (without rolling). The player yet again removes the hero figure and marks the direction with a direction arrow, but still throw away the UNDERJORDSKORT, as explained above.

A hero may not move outside of the outer walls, even in the catacombs. If the player reaches beyond the outer wall when calculating the position (due to too many UNDERJORDSKORT), only count the number of spaces until you reach the outer wall. A hero may never ascend outside of the outer wall. However, a hero may ascend in one of the Tower rooms and may technically escape Drakborgen in the same turn.

Calculate your position (Ascension Track)

The Ascension Track is used to calculate a new position of a hero: exactly on which space the hero will emerge from the catacombs. The number of UNDERJORDSKORT (catacomb cards) drawn shows how many spaces the hero has moved in the direction of the arrow. Roll T10 to see if the hero has deviated from the direction. Place the hero figure on the corresponding space on the game board.

The track is printed as a grid. Each row is one number of UNDERJORDSKORT drawn (shown in the centre column; the bottom cell shows the direction arrow icon, printed with the number 1). The figures to the left and right of the centre column are the T10 results that deviate the hero from the direction, and the range in the centre column is the T10 result that keeps the hero on the direction. (The page prints the grid without labels; this reading of it is inferred from the layout and from the printed example below.)

UNDERJORDSKORT drawnLeft of the trackCentre (straight on)Right of the track
121 2 3 45–67 8 9 10
111 2 3 45–67 8 9 10
101 2 34–78 9 10
91 2 34–78 9 10
81 2 34–78 9 10
71 23–89 10
6

Example: Durim encountered a way up and wants to climb out of the catacombs. He has drawn six UNDERJORDSKORT (including the way up) and rolls 2 on T10. Durim will emerge six spaces from the direction arrow, and he has deviated one space to the left. He draws a random room tile and gets a Mörkerrum. On his next turn he will roll for the dark. He throws all UNDERJORDSKORT, apart from a treasure he has found, which he keeps.

Ascend onto a faceup room tile

If there already is a faceup room tile on the space where a hero emerges, the effects of that room tile resolve as normal (see "Room tiles" on the back of this booklet". Please note that:

  • If the hero encounters a monster, the hero may attempt to flee – but the only way is back down into the catacombs.
  • If the hero emerges in a Bottenlös brunn (bottomless well) or a Bro (bridge), the player needs to roll again to calculate their position.
  • If the hero emerges in the Treasure chamber, the player draws no SKATTKORT this turn but must immediately draw a DRAKKORT.
  • If the hero emerges in a Rum med bråte (debris) or Spindelnät (spider web), that hero is stuck and must begin next turn with rolling against an attribute, according to the tile ruling.
  • If the hero emerges on a special location, the same rules apply as with teleportation (see "What is a special location?" on page 35).

Ascend onto an empty space

If there is no room tile on the space where a hero emerges, the player must draw a random room tile from the bag and place it in any direction (see "Room tiles" on the back of this booklet).

The effects of this room tile trigger as normal, but please note that:

  • If the hero emerges in a Bottenlös brunn (bottomless well) or a Bro (bridge), the player must draw a new one.
  • If the hero emerges in a Rumsfälla (trap room), the effects are triggered as normal.
1 2
3–8
9 10
51 23–89 10
41 23–89 10
312–910
212–910
112–910