Loot and Scoot
Loot and Scoot Rulebook
Table of Contents
Table of Contents
0. Introduction
Loot and Scoot is a game for 2-4 players about dungeons, monsters, loot, and Adventurers that love loot. Players build adventuring parties, and the dungeons their opponents will plunder. The victor is the player that has the most loot when the big bad Dungeon Boss is defeated.
1. Components
Descriptions (total number of pieces):
- A room tile (40). Each room tile shows a Level/Victory Points value, a Damage value, and one or more Class Symbols.
- An Adventurer (24). Each Adventurer starts at Level 1 and can be trained to Level 2. Titles are flavor only (e.g., Squire and Knight are the same 'class'.)
- Money or gold pieces (gp). There are 1gp (16), 3gp (12) and 5gp (11) coins. Unlike other items, money is not limited by the number of counters.
- Divine Pity (4) markers add additional dice in battle after you've had a bad time in the Dungeon.
- Loot (7) is found on some room tiles. Most of the loot is worth extra victory points (VP), but beware the cursed treasure!
- Hirelings (8) join your party for a small fee. They take the hits so you don't.
- Upgrade buildings (8). This building trains Level 1 Wizards to be Level 2 Mages.
- Poison (2) and Treasure (2) are special items found in the Dungeon.
- Various Party tokens (6).
- A Dungeon/Inn card (4). The Inn keeps track of your party, and two upgradeable locations. It also has a Dungeon ripe for Lootin'.
2. Set Up
Give each player one Dungeon/Inn card, 5gp, two Hirelings, and a party token. Pile the remaining money to form a Bank. Stack the Divine Pity markers, Hirelings, Upgrade Buildings, and Adventurers near the Bank. Place the seven Loot markers in an opaque container, like a cup or treasure chest.
2-Player Game: Remove one Upgrade of each type, four Hirelings, and three Adventurers of each class.
3-Player Game: Remove two Hirelings, and one Adventurer of each class.
Secretly randomize the four Boss room tiles (the level 6 monsters), and give each player one Boss tile. Place any unused Boss tiles back in the bag without looking.
Randomize the remaining room and special tiles (face-down, so you can't tell them apart) into a common pool. Give each player three random tiles. Players can peek at their tiles.
Randomly determine the first player. The player most recently involved in a brawl 20' underground is a good starting rule. Otherwise, use dice.
The first player then picks two (different) Level 1 Adventurers. A player cannot pick the same set of (two different) Adventurers as a previous player.
Example: Adam (the first player) picks Squire/Wizard. Beth (the second player) cannot pick Squire/Wizard or Wizard/Squire. Beth picks Squire/Priest. Charles the 3rd cannot pick Squire/Wizard or Squire/Priest, but could pick Squire/Thief or another safe combination.
3. Building Your Dungeon on Three Copper Pieces a Day
Starting with the first player, each player places one room tile face-down on their own Dungeon, in one of the empty rooms. After placing a tile, that player draws one tile from the common pool while the player to the left places a tile and so on. This continues until all players complete their Dungeons. Once placed, tiles cannot be moved. At some point while building their Dungeon, each player must place their Boss tile.
Dungeons are completed when the following number of room tiles has been placed:
- 4-Player Game: 10 rooms (two empty).
- 3-Player Game: 11 rooms (one empty).
- 2-Player Game: 12 rooms (all filled).
Placing Room Tiles (An Important Note)
Rooms are marked with a room level. Placing a higher-level room tile in a lower-level room is not good for your monsters, and your opponent's Adventurers will find it easier to plunder those rooms. It's okay to place a level 1 room tile (say, Goblins) or level 2 room tile (like the Orcs) into a level 2 or higher room. But squeezing a Dragon into a level 1 room is not going to help the disposition of the Dragon at all.
4. Lights! Papryus! Action!
Starting with the first player, each player will take their turn. When a turn is complete, the player to the left will take their turn and so on until a Dungeon Boss is killed (see "This is The End", on the next page).
A player's turn is one action, followed by either another action (even the same one) or a Lootin' special action (see chapter 5). A player can only go a-Lootin' once per turn.
Recruit an Adventurer: The player can take one of the remaining Level 1 Adventurers from the common pool. The cost is 3gp for the first character of that class, and 6gp for the second character of the same class. No player can have three or more characters of the same class in their party.
Hire Hirelings: The player can hire up to two of the remaining Hirelings for 1gp each. Hirelings don't really help looting, but they don't run very fast and can be left behind to slow the monsters down. A player can have a maximum of six total characters (Adventurers and Hirelings combined).
Beg Funds: A player can take 5gp from the Bank, but this takes both Actions. Other players may mock freely at this time.
Build an Upgrade: If the player spends 10gp (for the first upgrade) or 15gp (for the second upgrade), and has an open space next to their Inn, he or she can take one of the remaining Upgrades. A player can have a maximum of two Upgrades, and they can't be the same. When an Upgrade is built, the player can train one Adventurer of the matching class for free.
Train Adventurers: If the player has the matching Upgrade, they can flip Level 1 Adventurer(s) to Level 2 for a measly 1gp, each. You can ask to use another player's building, but that fee must be negotiated (and all money is paid to the Upgrade owner).
Example: Mary wants to use Nathaniel's Temple to upgrade her Priest to a Bishop. Nathaniel agrees... if Mary will pay 5gp.
Trade Adventurers: If the player tires of staring at the same old Adventurer, the acting player can trade characters with another player. Trades are negotiated between players and can include a mixture of money and characters.
5. How to Adventure and Other Important Lootin' Rules
The Firstest, Most Importantest Rule: You cannot loot your own Dungeon. Ever.
If you are ready to go a-Lootin', then place your party token on the entrance of another player's Dungeon. If the entrance has been previously emptied, you may move any number of spaces through the dungeon (following the corridors) until you reach the first non-empty room of your choice. You cannot move through a room unless it has been emptied. Doors have no effect.
Reveal the adjacent Dungeon room tile (if not revealed).
- If the tile is Treasure, take the total of two dice (2d6) in gp from the Bank and continue exploring. You may leave peacefully or continue exploring.
- If the tile is Poison, roll one die to Save vs. Poison. If the result is equal to or higher than the room number, you successfully neutralized the Poison; discard the Poison tile (no VP penalty). If the result is lower than the room number, immediately take one wound (see "Battles"), and take the Poison tile (-1 VP). You may leave peacefully or continue exploring.
- If it is a room with a monster, and if you feel that you would be unable to emerge victoriously from the room, you may run screaming (leave) from the Dungeon. Your turn is over, but at least your dignity is intact. Otherwise, you must start a battle (see "Battles and Other Stories").
If you win the battle, loot the room tile by placing it face-up in front of you. You may continue to explore the Dungeon or you can leave without screaming.
If you lose the battle or run screaming, you are kicked out of the Dungeon. The room tile remains revealed. Take 3gp for each level of the highest level room tile you managed to successfully loot this turn. If you didn't loot a single room, take one of the Divine Pity markers.
If you leave the Dungeon between battles, peacefully, you get Bonus Loot. Take 3gp for each level of the highest level room tile you managed to loot and take a 1gp bonus for each looted room and/or special tile.
Example: Nathaniel has looted a level 1, 2 and 3 room successfully. He decides to leave between battles. He takes 12gp from the bank (3x3=9; 9+3=12). Had he run screaming from the Dungeon, he would only take 9gp.
For each room tile with a Loot icon, draw one of the random Loot bonus VP markers. Keep it hidden from the other players.
Your turn is over when you leave the Dungeon. At the end of your turn, flip all newly looted room/special tiles face-down. You can look at them anytime you wish, but keep them hidden from your opponents. Money and characters are never hidden.
If you beat the Boss of the Dungeon (the only level 6 room tile), the game ends. Loot the Boss room, and then leave the Dungeon (see "This is The End").
6. Battles and Other Stories
Room tiles have one or more class symbols. Match one Adventurer to one symbol. For each match, roll one die. Each symbol can only be matched once. Each Adventurer can only be used for one symbol. Each matching Level 2 Adventurer rolls a bonus die.
Example: Mary is attacking the Werewolf. This Werewolf has a triangle (Squire/Knight), cross (Priest/Bishop) and square (Wizard/Mage) symbol. Mary has a Level 1 Squire, Level 2 Rogue, and a Level 2 Mage. She will roll three dice (1 for the Squire and 2 for the Mage). The Rogue rolls nothing.
If you have a Divine Pity marker, roll an additional two (2) dice in your first battle. If you win the battle, discard the marker. You cannot use a Divine Pity against a Boss.
If you spot at least one 6 (a die showing six pips), then you win the battle. If all the dice results are 5 or less, you lose this round of combat and take wounds equal to the number of damage icons on the room tile. For each wound, you must:
- Discard a Hireling to the common pool.
- Or Flip a Level 2 Adventurer to Level 1.
- Or Discard a Level 1 Adventurer back to your Inn.
Your Adventurers that did not match the room tile can still be used to take damage.
If the monster level on the room tile is greater than the room level on the map, the Adventurers only have to spot a 4+ (a die showing four or higher) to win.
After applying the damage, you may decide to run screaming from the Dungeon or go another combat round and roll again. If you run out of Adventurers, you lose the battle and must leave the Dungeon.
Noble Sacrifice
Instead of discarding an Adventurer back to the Inn, an Adventurer can sacrifice him-or-herself and take all the wounds. Sacrificed Adventurers are not discarded back to the Inn, but are sent all the way back to the common pool. Obviously, it's a lot better to sacrifice a Level 1 Adventurer, but any class or level can be sacrificed in the name of companionship, and loot. As much as you would like it, Hirelings are not noble and cannot be sacrificed.
7. This is The End, My Friends
The game ends as soon as one of the Bosses is killed and the room tile is claimed.
All players reveal their looted room tiles and Loot markers, if any. A room tile is worth a number of victory points (VP) equal to the level of the monster. A Poison tile, unfortunately, subtracts one VP.
Example: A level 1 room is worth 1 VP, and the Boss room is worth 6 VP.
Unclaimed dungeon tiles remaining in your dungeon count 3 VP each. If you have an unrevealed Treasure, take 2d6gp from the Bank. Players score 1 VP for every 5gp (round down) they own. The player with the most VP is the winner!
In case of a tie, the tied player with the most money is the winner. In case of a further tie, the tied player with the highest total levels of Adventurers is the winner. In case of a further tie, the tied player with the most total looted rooms is the winner. In case of a further tie, the tied player that most looks like a dwarf is the winner.