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Quest for the Dungeonmaster

Quest for the Dungeonmaster Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Contents
  • Look at the Playing Pieces
  • Look at the Cards
  • How to Set Up the Game
  • How to Play the Game
  • How to Take a Turn
  • How to Use the Cards
  • How to Win

Object of the Game

Our adventurers are searching for the Dungeonmaster to free him from WARDUKE Evil Fighter. Be the first player to reach the Dungeonmaster and win the game!

Contents

1 game board, 6 playing pieces, 54 cards

Look at the Playing Pieces

Carefully punch the characters out of the cardboard sheet and bend in half. Insert each character into a plastic stand.

Look at the Cards

Carefully punch out all the cards and collect them into a pile. Save the Proof of Purchase card and set it aside.

How to Set Up the Game

Each player chooses a playing piece and places it on the board in the corner marked START. Shuffle all the cards and deal three face-down to each player. Place the rest of the cards face-down in the box marked DRAW PILE in the middle of the game board. Do not show your cards to any other player.

How to Play the Game

Choose one player to go first. The next player is always the player to the left.

How to Take a Turn

  1. Take a card from the top of the DRAW PILE and add it to the cards in your hand.
  2. Put one of your cards face-up on the DISCARD PILE.
  3. Do what the card says or move your playing piece forward the number of spaces on the card.

How to Use the Cards

NUMBER CARDS: These show you how many spaces to move forward. You cannot move backward with a NUMBER CARD. For example, if you choose to play a PRESTO card, you move forward 4 spaces.

STAR * CARDS: These let you move yourself or another player forward or backward. A TIAMAT card lets you trade all your cards with another player.

FREE TURN: If you land on a space already taken by another player, you get a free turn! (See HOW TO TAKE A TURN.) You might get more than one free turn in a row. As soon as you land on an empty space, your turn is over. You do not get a free turn if another player moves you to someone else's space. Then you must move to the next empty space in front of him.

SHORTCUTS: Shortcuts are the colored arrows on the game board. To take a shortcut you must play a card that has the same color as the shortcut arrow and the same character that is near the arrow on the board.

  1. If at the start of your turn you are already on a shortcut, you may hop across the shortcut by playing the NUMBER CARD that is the same color as the shortcut arrow. Now your turn is over. You do not get to move the number of spaces on the card.

  2. If you land on a shortcut by playing the NUMBER CARD that is the color of the shortcut arrow, you get to hop across the shortcut right away. You do not have to play any more cards or wait until your next turn. Your turn is now over unless you landed on another player's space. Then you get another turn!

How to Win

The first player to reach the space marked END by Dungeonmaster wins the game! You do not need to reach the space by exact count. Now you can rescue the Dungeonmaster!