Island Of D
Island Of D Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. The Mission
- 3. The Cards (70)
- 4. Setup
- 5. Gameplay
- 6. Playing Tips
- 7. FAQ
1. Introduction
See the introduction above.
2. The Mission
To impress the Village Elder, you have to complete at least 3 Quests, then the Village Elder will show you the secret way to the Dark Castle (remember, without the Amulet of Dew you can not enter the castle).
In the Dark Castle, go through all the rooms, then defeat the Black Knight in the final room in the tower.
3. The Cards (70)
- 18 Character cards
- 5 Item cards, 4 Training cards
- 10 Quest cards and 1 Special Quest: the Dark Castle
- 18 Event cards: 6 Forest, 6 Mountain, 6 Plain
- 1 Village of Dew card
- 6 Monster cards
- 2 Gold Token cards, 1 HP Token card, 1 Day Token card, 1 Week Token card
- 1 Rule Summary card and 1 Ending card (You Lose / You Win)
(One six sided die is needed.)
3.1. About the Cards: Character Cards
The Character Cards are used:
- as a Character (represent your Character and a Character you meet in your journey).
- as Skill Cards (you will learn Skills throughout your adventure).
At any time, you can have max X Skills, X = your current INT (your original Skill counts as 1 Skill, so if your INT=2, you can have 1 more Skill). A Character who has 2 Skills in his card (like the Thief), his/her 2 Skills count as 1 Skill for this calculation.
You may discard a Skill anytime (put that discarded Character card face down at the bottom of the Character's deck), but you may not discard your Character's original Skill.
When you use a Skill with a (T) symbol, turn that card sideways (it means the Skill is used, you can not use that Skill again until you Charge that Skill).
Charge a Skill = turn that card in normal position (the Skill is ready to use again). You may not Charge a ready to use Skill.
A Skill without a (T) symbol is ready all the time, you may use that Skill anytime. Example: you may use Thief's Pickpocket Skill even if the Thief's Thievery Skill is used.
If you meet another Character during your journey, draw a card from the top of the Character deck then put it on the 'SCREEN' (see Diagram 1 at the end of these Rules).
A Character you meet in your journey always brings 0 Gold (the Starting Gold in a Character's Card is used only at the beginning of a game, when you use that Character).
After the encounter, (if you don't learn that Character's Skill) put the Character card face down on the bottom of the Character Deck.
If you learn a Character's Skill, put the card under the HP Token card, then that Skill is ready to use.
3.2. About the Cards: The Training & Items Cards
Item Cards represent your Character's Items. Training Cards represent your Character's improved status.
The Trainer in Dew can only help you with the maximum limit written on the Training cards (example: the Trainer in Dew can not train your ATT to exceed 5).
3.3. About the Cards: The Token Cards
The Token cards are used to mark your Gold/HP/Day/Week. Token cards have a text side on both sides (no picture side of the card).
In the Island Of D, 1 week is 8 days (not 7 days).
You can carry at maximum 15 Gold.
At any time, someone's HP can not exceed his/her HP max.
3.4. About the Cards: Quest & Special Quest Cards
These cards represent Quests (& Special Quest) you will take in your journey.
You will always have 2 Available Quests and 1 Special Quest to choose from.
Each Quest can only be completed once.
If a Quest is completed (and after you left the target location) put the Quest card on the far left of your Character card (see Diagram 2 at the end of these Rules).
After you leave a target location of a completed Quest, you can not move back there.
Whenever you complete a Quest, draw 1 Quest card from the Quest Deck and put it together with the other available Quest card (so you always have 2 available Quests, plus the Special Quest).
A Quest Card text side up = uncompleted Quest, picture side up = completed Quest.
3.5. About the Cards: Village Of Dew & Event Cards
The Village Of Dew and Event cards represent the Quest path for your Character and the location for your Character (a Dew / Event card text side up means you're there, picture side up means you're not there).
Example: In the Evil Magic Mirror Quest the path will be: Dew - Plain - Mountain - Target
- Day 1: you're in Dew
- Day 2: you're in a Plain
- Day 3: you're in a Mountain
- Day 4: you're in the Target location (the Quest is completed)
- Day 5: you're in a Mountain (the Quest card is put in the completed Quests place)
3.6. About the Cards: The Monster and Rule Summary Card
The Monster cards are used to represent the monster you meet in your journey. If you meet a Monster, put the Monster card on the 'screen' place (see Diagram 1 at the end of these Rules).
When you combat an enemy, use the back of the Monster Card as the HP of your enemy (your enemy can be a Monster or another Character).
The Rules Summary card is placed together with the unused Gold, Items and Training cards (see Diagram 1 at the end of these Rules). Use this card as a reminder for the rules.
When you get an item / get Gold / heal HP / Charge Skill, it is always optional. Example: in the Evil Magic Mirror Quest, you heal 2 HP & Charge 2 Skills, but you may choose to just heal 1 HP & Charge no Skill.
4. Setup
(See Diagram 1 at the end of these Rules.)
- Shuffle all Character cards, put face down. Shuffle all Quest cards, put face down. Shuffle all Event cards, put face down. The other cards are left text side up in their places, except the Monster cards, put face down.
- Draw 1 Character card, this is your main character. Adjust the Gold Token card to your 'Starting Gold' in your Character card. Take any Item cards as stated in your 'Starting Item' (if any) in your Character card. Adjust the HP Token cards, your HP is the same as your character's HP max (full health).
- At this Setup, if you want you may TRADE your starting item(s) with other item(s) with the same or lower price. Example: you may trade a Potion for 2 Daggers.
- Take the Village of Dew card, put it text side up, it means you're here.
- Draw 2 Character cards, put them text side up on the left side of the Village of Dew card, these Characters are in the Tavern.
- Draw 2 Quest cards, put them text side up on the top side of the Village of Dew card, these are the available Quests. At this Setup, if you want (you may do this only once) you may discard an available Quest (put the card on the bottom of the Quest deck, face down) then draw 1 more available Quest.
- Adjust your Day and Week Token card to Week=1 and Day=1. This is the first day in the first week, then let the adventure begin!
5. Gameplay
You play the game in days. For each day:
- Do ONE Action, then the day ends.
- Adjust the time (Day / Week Token) by one day, and begin a new day.
Repeat this process (steps 1-2) until you win the game or lose the game.
5.1. Gameplay: Do ONE Action
What Action you can do every day depends on your location at the beginning of that day. If you're:
In Village of Dew you may (choose one):
- a) Rest (gain 1 HP and Charge 1 Skill). Then the day ends.
- b) Start a Quest: Setup Event, move to the first location from the Quest's path, then Check for Event there. Then the day ends.
Note: while in Dew, if you're not in combat, at any time you may visit the Shop/Trainer/Healer/Tavern/Village Elder (see the Village of Dew card for detail). These visits will NOT end a day.
In a Location (Forest/Mountain/Plain), you may (choose one):
- a) Rest. Roll a die: if 1-5: gain 1 HP and Charge 1 Skill; if 6: something disturbed you. You can not rest peacefully. Then the day ends.
- b) Move one location to the left (closer to Dew) or right (further from Dew). If (after you move) you come to:
- Village of Dew: you may Rest: gain 1 HP or Charge 1 Skill. Then the day ends.
- Another Location (Forest/Mountain/Plain): Check for Event there. Then the day ends.
- Target Location of a Quest: follow what's written on the Quest card. Then the day ends.
In a Target Location of a Quest, you may (choose one):
- a) Rest. Roll a die: if 1-5: gain 1 HP and Charge 1 Skill; if 6: something disturbed you. You can not rest peacefully. Then the day ends.
- b) Try to complete the Quest again, follow what is written on the Quest card from the beginning (after the words "Once there…"). Then the day ends. Note: You can not do this if you have completed that Quest. Example: your Quest is Goblin Keep. After you defeat 2 Goblins, when combating the third you successfully run away. Then, after resting for 2 days (still) in that target location, the next day you want to complete that Quest again, you must try again from the beginning (you must combat 3 Goblins again).
- c) Move one location to the left (closer to Dew): Setup Event, Check for Event there. Then the day ends.
5.1.1. Gameplay: Start a Quest, Setup Event & Check for Event
To Start a Quest:
- If there's already a Quest card on the Quest path, 'clear the quest' first: put it together with the available Quests. Choose 1 of your 2 available Quests (or the Special Quest) you want to start, then put the chosen Quest card on the right edge of the path (this is the target location for this Quest).
- Setup Event: If there's a path already, 'clear the path' first: put the Event cards on the bottom of the Event Deck. Make the path for your (latest) chosen Quest with the topmost matching cards from the Event Deck.
- Then you move to the first location of the Quest's path (turn the first location card text side up, it means you're there). Put the Village of Dew card face down (picture side up, it means you're not there).
- Check for Event in the location: Roll a die to see what event you encounter in that card. After the encounter, the day ends.
5.1.2. Gameplay: Combat
If you attack or are attacked by an enemy, a combat begins. Put the corresponding enemy (a monster / a Character) in the 'screen' (see Diagram 1 at the end of these Rules), and use the back of Monster cards as a marker for your enemy's HP (see Diagram 2 at the end of these Rules).
Unless stated otherwise on the card, your enemy always starts the combat with HP = HP max (note: in the Evil Magic Mirror Quest, the Image's starting HP = your current HP).
When a combat begins:
- Decide who will attack first in this combat:
- a. If A is ambushed by B, then B will attack first.
- b. If no one is ambushed, see who has the highest INT, that side attacks first. If both sides have the same INT, roll a die, on 1-3 you attack first, on 4-6 your enemy attacks first.
- Take turns attacking. When a side is attacking, the other is considered defending. The side who is attacking in combat attacks: Roll a die, add the attacker's ATT. If the result is lower than the defender's DEF, the attack misses. If the result is the same or higher than the defender's DEF, the attack hits the target, the defender HP-1. Then the attacker becomes the defender, and the defender becomes the attacker. Repeat this (step 2) until one side wins the combat.
Winning a Combat
You win a combat if your enemy is unconscious (HP=0) or your enemy runs away.
If your enemy is unconscious (your enemy HP=0), you may take the Gold your enemy is carrying (in a normal condition, a monster enemy always brings an amount of Gold, a Character enemy always brings 0 Gold).
You lose the combat if your HP=0 (Game Over!) or you run away.
If your enemy runs away, your enemy brings their Gold too (you don't get the Gold).
Note: you don't get any Gold when winning any combats inside the Dark Castle.
Run Away
When it's your turn to attack, instead of attacking, you may choose to run away. Roll, if 1-4 you run away successfully, if 5-6 you fail to run away (then it's your enemy's turn to attack, you can try to run away again later in your turn to attack).
If you run away (successfully), the day ends.
Continuous Combat
In a continuous combat, you combat more than 1 enemy. Treat as a normal combat, but after you win a combat, another one immediately begins (check who attacks first as normal for each combat).
If you run away from a continuous combat, you lose that combat, and you can not take any Gold (you don't have time, you just run!). You may only take the Gold your enemy(s) bring if you win all combats in a continuous combat.
Example: you combat 3 Goblins in a continuous combat, after defeating 2 Goblins, you run away, you don't get Gold from any of the 2 Goblins you defeated.
Example: you win a continuous combat against 2 Black Goblins. The 1st Black Goblin runs away and the 2nd Black Goblin is unconscious (HP=0). At the end, you get 1 Gold.
Your Enemy's Skill (in a combat or in an encounter)
Your enemy always uses their Skill at any time they can.
If your enemy's Skill has a (T) symbol, your enemy always uses his/her Skill (turn the card sideways because the Skill is used) at the first chance they can use it, but your enemy only uses a Skill that will help him/her in that situation.
Example:
- You're in a combat against the Miner (a Character), there's no need for the Miner to use the Miner's Instinct Skill.
- You take a test against the Ranger in a training (Mountain Event 4:4-5), the Ranger will use his Skill to +1 his DEF (his DEF is 6+1=7 for this test).
Combat Example
Your Character: Amazon (ATT 4 DEF 7 INT 2 HP 4) Skill: Wilderness Knowledge (original Skill) and Agility (learned from the Elf Character), both Skills are ready to use.
Enemy: a Black Goblin (ATT 2 DEF 6 INT 2 HP 2)
Since both sides have INT=2, a roll will determine who will attack first. But the Amazon uses the Agility Skill (turn the Agility Skill sideways), so the Amazon will attack first.
- The Amazon attacks: roll, a '2', 4 (her ATT) + 2 (the roll) = 6, the same/higher than the Black Goblin's DEF (6), so the Black Goblin HP-1, HP=1.
- The Black Goblin attacks: since his HP=1, roll first for his Desperate Skill, it's a 5, this turn ATT+1 (ATT=2+1=3), roll, a '5'. It's a hit (3+5=8, the same/higher as the Amazon's DEF), the Amazon HP-1, HP=3.
- The Amazon attacks: roll, a 1!! It's a miss (4+1 is lower than 6).
- The Black Goblin attacks: roll for Desperate Skill first, a 2!! The Black Goblin runs away.
The Amazon wins the combat, but gets no Gold, since the Black Goblin runs away.
5.2. Gameplay: Time & Special Events
In the Island of D, 1 week is 8 days (not 7 days).
Special Events (after these combats in these Special Events, you still can do ONE Action that day as normal, it is still the beginning of a day):
- At the beginning of (Week 2 Day 1), you're ambushed by an Orc, teleported by the Black Knight.
- At the beginning of (Week 3 Day 1), you're ambushed by a Black Orc, teleported by the Black Knight.
- At the beginning of (Week 4 Day 1), you're attacked by a Goblorc, teleported by the Black Knight.
- At the end of (Week 4 Day 8) the Dark Ritual is completed. Beginning at the beginning of (Week 5 Day 1), the Black Knight teleports a Goblorc to ambush you at the beginning of a day every day (you can not run from these combats, you can not cancel these combats and you get no Gold if you win these combats).
5.3. Gameplay: Losing and Winning
You lose if your HP is 0 (when your HP is 0, you don't have time to drink a Potion!). If you lose, see the You Lose! card.
You win the game if you win the combat against the Black Knight.
5.4. Gameplay: Scoring
If you lose = 0 points.
If you win =
- 100 points for saving the Island of D from a great trouble
-
- (for each Gold you carry when entering the Dark Castle, 5 points each)
-
- (for each Item you still carry at the end of the game, X points each, X = three times the price to buy in Dew's shop)
-
- (for each day before Week 5 Day 1, 10 points each)
-
- (Bonus: if you can win the game AFTER Week 4 Day 8, +20 points for each day after Week 4 Day 8)
Note: you don't get Gold when defeating monsters inside the Dark Castle.
If you're cheating / using a 'take-back move' after you roll a die, the 'Training Mode' is activated and your final score will be 0.
If you win the game, see the Epilogue. Congratulations!
6. Playing Tips
- Before rolling a die, always make sure what that roll is for.
- If you want to leave your game to continue later, always leave at the end of a day. So when you start again, adjust the time by one day, then it's the beginning of a day. It's easier that way.
- Practice makes perfect.
- Happy adventuring!
7. FAQ
1. In the Orcz Duo Quest you combat 2 Orcs at the SAME time. How to determine which side attacks first at the beginning of combat? Both Orcs count as one side with INT=3. So: if your INT=4 (or more), you will attack first (choose which Orc you will attack); if your INT=2 both Orcs will attack first (each conscious Orc attacks you once); if your INT=3 then roll, on 1-3 you will attack first, on 4-6 both Orcs will attack first.
2. If I use a successful Bard's Song Of Joy Skill, do I win the combat? No, you don't win or lose that combat, because the combat is cancelled.
3. I combat 2 Black Goblins, the first one combats me but then the Black Goblin runs away, then I use a successful Bard's Song Of Joy on the second. How much Gold do I get at the end of this continuous combat? At the end you get no gold.
4. Can I use the Ninja's Powder ability to run away from Goblorcs teleported by the Black Knight at the beginning of a day (every day after Week 4 Day 8)? No, in those special combats, you can not choose to run away so you don't have a chance to use the Ninja's ability.