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The Dungeon of D

The Dungeon of D Rulebook

Table of Contents

Table of Contents

  • 2. The Mission
  • 3. The Cards (94 Cards)
    • 3.1. About the Cards: Character Cards
    • 3.2. About the Cards: Poisoned! / Upgrade / Amulet
    • 3.3. About the Cards: Power Cards
    • 3.4. About the Cards: Items, Fruits and Arrows Cards
    • 3.5. About the Cards: Resource (Gold) Cards
    • 3.6. About the Cards: Level and Monster Cards
    • 3.7. About the Cards: Room Cards
    • 3.8. About the Cards: Ending and Rules Reminder Cards
  • 4. Setup
    • 4.1. Setup Dungeon Level
  • 5. Game Play
    • 5.1. Game Play: Rest
    • 5.2. Game Play: Do Action
    • 5.3. Game Play: Move
    • 5.4. A Combat
    • 5.4.1. Combat: Monster Special Abilities
    • 5.5. A Test (INT / AGL)
    • 5.6. Other Keywords on Room Cards
    • 5.7. Timing
  • 6. Winning and Losing
    • 6.1. Scoring
  • 7. Playing Tips
  • 8. FAQ

2. The Mission

Get out of the dungeon alive as rich as you can. And if you are able to, bring the Amulet of D'eugor!!

3. The Cards (94 Cards)

  • 40 Power Cards
  • 18 Room Cards + 1 Special Room: Pit of Darkness Card
  • 18 Character Cards
  • 4 Monsters Cards
  • 3 Upgrade Cards
  • 2 Gold Cards
  • 1 Poisoned! Card
  • 1 Amulet of D'eugor Card
  • 1 Fruits Card
  • 1 Arrows Card
  • 1 Level Card
  • 1 Ending Card (You Lose / You Survive)
  • 2 Rules Reminder Cards
  • You will also need 1 Token for your Character

PS: After you win the game you will receive a replacement Amulet D'eugor card with the You Win side on the back.

3.1. About the Cards: Character Cards

The Character Cards are used:

  • As Characters (to represent your Character and the Characters you meet in your journey).
  • As Skill Cards (you will learn Skills throughout your adventure).

You can learn X+1 Skills (including your original Skill), where X=your INT.

Example: at the beginning of the game you have 1 Skill (your original Skill) and your INT=0, so you can't learn any new Skill.

If at any time you learn more Skills than allowed, immediately discard Skill(s) until the condition above is met. You may discard any Skills anytime (put that discarded Character Card face down at the bottom of the Character Deck), but (of course!) you may not discard your original Skill.

If you MEET another Character during your journey, draw a card from the Character Deck. If you want to learn that Character's Skill (and you are allowed to do so) place the card under your Character Card. Otherwise, put the card at the bottom of the Character Deck.

When you MEET a Character in the Dungeon, the Character you meet is in a very bad condition. That Character can teach you his/her Skill but cannot continue his/her journey at all.

3.2. About the Cards: Poisoned! / Upgrade / Amulet

The Poisoned! Card is used when you are poisoned; put it above the Character Card.

The Upgrade Cards are used when you upgrade your Character (you can do this in certain Rooms), to a maximum of +4 for each of your STR / AGL/ INT stats. When upgrading, you must do it consecutively. Example: your STR=1, INT=3 and AGL=4. You cannot Upgrade your STR straight to 3 but must Upgrade to STR=2 first, then to STR=3.

When you have the Amulet of D'eugor, put it on the far left of your Character Card (you don't store this Amulet in your Inventory).

If at any time (and by any means) your HP=0 (you have no Power Cards in your hand), you immediately lose the game.

There are 5 parts in a Power Card: Power, Monster, Item, Special Item and Potion part.

The Power (number in top left) is used as an Effort Card (in a Test / Combat) and used as many kinds of random number throughout the game.

The Monster part is used only when you meet a Wandering Monster when you MOVE.

The Item, Special Item and Potion parts are used to represent Item, Special Item or Potion you get during your adventure. If at any time you get Item/Special Item/Potion, draw 1 Power Card then look at the corresponding part.

Some Special Items are Unique; you may have only one each (if you have a duplicate, immediately discard the last one).

3.3. About the Cards: Power Cards

There are 4 types of Power Cards: STR, INT, AGL and MOV. Each type can have a Power of 1-5.

There are 2 sets of Power Cards, so there are (4 types x 5 Power) x2 sets=40 Power Cards.

Example: meanings of symbols:

  • Any MOV Power Card
  • Any INT Power Card
  • STR Power Card with Power=4

The main use for Power Cards is to represent your HP (Health Points): your HP equals the number of Power Cards in your hand. Example: 4 cards in your hand means HP=4. Your maximum HP is 9 (nine). At any time your HP cannot exceed your HP max. If you do, immediately discard any cards from your hand until your HP=your HP max.

Keywords connected with Power Cards:

LOSE X HP = Discard X Power Cards (of your choice) from your hand to the Discard Pile.

HEAL X HP = Draw X Power Card from the Power Deck into your hand.

CHECK1 = Draw 1 Power Card from the Power Deck, check the Power of that card (number on the top left), then place it on the Discard Pile.

GUESS1 = Speak (guess) a number between 1 and 5 then CHECK1. Compare the result of the CHECK1 to your guess.

Example: "GUESS1, if your guess is wrong the monster is defeated." (Special Item Holy Water) You speak a number between 1-5: "four!" Then draw 1 card put it on the Discard Pile, the Power is 4. So your guess is right (4 = 4), the monster is unharmed.

Potions

If at any time during your adventure you get a Potion, the Potion always comes unidentified (use the back of Power Card so you don't know what kind of Potion it is). To see what kind of Potion it is you must DETECT that Potion first (certain Skill / Room / Item / Special Item allow you to do that).

DETECT 1 POTION: Flip a Potion you have so you know what's inside the Potion.

You may drink (discard) an unidentified (prepare for the result, good or bad!) or an identified Potion only at the beginning / end of a Turn / Test / Combat / Melee. You cannot drink a Potion as a reaction to prevent the loss of your last HP.

3.4. About the Cards: Items, Fruits and Arrows Cards

Items (including Fruits and Arrows), Potions and Special Items are placed in your Inventory. Your Inventory has 8 (eight) slots and each slot can hold 1 card (so 4 Fruits fills only 1 slot). You may discard Items/ Special Items/Potions from your Inventory anytime.

Whenever you get a Fruit or an Arrow, adjust the Fruits Card or the Arrows Card. At maximum you may bring Fruits and Arrows according to the cards (max 4 each).

Note: Arrows, Magic Arrows and Vampiric Arrows are all arrows but count as different Items (it means you may bring, for example, 4 Arrows, 2 Magic Arrows and 3 Vampiric Arrows)

3.5. About the Cards: Resource (Gold) Cards

The Resource Cards are used to count how many gold (Resource Points) you have. At maximum you may have 79 Resource Points.

This Resource Points represent the experience and the gold you get during your adventure.

3.6. About the Cards: Level and Monster Cards

The Level Card represents how deep you are in the dungeon. Each Level contains 4 different Monsters: set up all 4 Monster Cards according to the Level Card.

If at any time you Combat a Monster, slide down the corresponding Monster Card. Then after the Combat ends, slide the Monster Card back.

Each Level contains an amount of skulls. This amount of skulls is used in some Test symbols, Resource Points symbols and in certain Monster's Curse special abilities.

3.7. About the Cards: Room Cards

Your Character will move around in revealed (picture side up) Room Cards.

The Special Room: Pit of Darkness is only used in Level 8 of the Dungeon.

Each Room Card shows a Room Name, its Danger Level, and the Action(s) available in that Room.

In Room Cards, if there is a "+" in the Resource Points symbol or in the Test symbol it means: add the number with the number of skulls for this Level (see the Level Card).

Example: you're in the PECULIAR SHOP in Level 3. The price for 1 Potion is 1+. Since Level 3 has 2 skulls, the price of the potion is actually 3.

3.8. About the Cards: Ending and Rules Reminder Cards

When you lose or survive the dungeon see the Ending Card (see 6. Winning and Losing).

The Rules Reminder Cards are used as a reminder for the important rules.

4. Setup

  1. Shuffle all the Character Cards: this is the Character Deck. Draw 1 Character Card: this is your Character.
  2. Adjust the Resource Cards (you have 0 gold) and you have 2 Fruits in your Inventory.
  3. Shuffle all the Power Cards: this is the Power Deck. Draw 9 Power Cards, this is your hand (your HP=9).
  4. HERO'S BLESSING: You may do this only once: you may discard any number of power cards from your hand, and then redraw an equal number of cards.
  5. Place the Ending, Rules Reminder, Special Room: Pit of Darkness, Arrows, Poisoned!, Amulet of D'eugor and Upgrade cards on the Unused Cards place.
  6. Setup Dungeon Level for level 1 (see 4.1.)

Discard Pile

When you discard any Power Card (including when you are discarding an Item / Special Item / drink a Potion), put it face up on the Discard Pile.

You may not check the cards in the Discard Pile (only the top card is visible).

4.1. Setup Dungeon Level

  1. Prepare the Level Card and the 4 Monsters Cards according to the Level.

  2. Separate the Mystic Portal Room then shuffle the other 17 Room Cards (remember: do not include the Special Room Card)

  3. If this is Level 1-7:

    • Take 8 Room Cards (face down) then put the Mystic Portal Room in the middle, and shuffle these 9 Room Cards again. This is the Room Deck used in this Level.
    • The other 9 Room Cards are called Unused Room Cards, put it face down horizontally below the Room Deck (see the Diagram below).

    If this is Level 8:

    • Take 7 Room Cards (face down) then put the Mystic Portal Room and the Special Room: Pit of Darkness in the middle then shuffle. This is the Room Deck used in Level 8.
    • The other 10 Room Cards are called Unused Room Cards, put them face down horizontally below the Room Deck (see the Diagram below).
  4. Draw 1 Room Card and place your Character Token on that card. You are teleported to that Room (if the Room has ((A)), you have to do that Automatic Action immediately, see 5.2. Game play: DO ACTION)

Note: this way, the Room Deck always contains 9 cards, and always contains the Mystic Portal Room somewhere inside.

Note: the Special Room: Pit of Darkness Card always put on the Unused Cards place. The only time this card is used is in Setup Dungeon Level 8.

The play area also includes: the Level Card and its 4 Monster Cards, the Room Deck, the Unused Room cards, the Character Deck, your Character Card, the Wandering Monster Place and Effort Card Place, the Power Deck, the Gold total, your Inventory, and the Discard Pile (for Power Cards).

5. Game Play

This game is played in Turns. You take Turns until you win or lose the game.

There are 3 things you can do for each Turn (choose one for each Turn, then begin another Turn): REST / DO ACTION / MOVE

5.1. Game Play: Rest

You may not choose to REST if you have no Fruit left.

TO REST:

  1. Subtract your Fruit by 1 (if your Fruit=0 then put the Fruit Card to the Unused Card place)
  2. You may discard any number of Power Cards from your hand (remember: always leave at least 1 card in your hand!).
  3. You may draw Power Cards until your HP = (your max HP - the Room's Danger Level). Note: your HP max is 9.
  4. Shuffle the Discard Pile and the Power Deck together.

Example: your HP= 3 in a Room with Danger Level = 2 (if you choose to REST here, you can draw until your HP=9-2=7). You choose to REST here, then choose to discard 2 cards from your hand (your HP=1), it means you may draw 6 more cards (so your HP=7).

Example: your HP=6 in a Room with Danger Level = 4 (if you REST here, you may draw until your HP= 9-4=5). If you choose to REST here & discard no card, you may draw no cards. (If you want to draw card(s) you must first discard 2 or more cards, then draw until your HP=5).

5.2. Game Play: Do Action

Your Room will contain one or more Action symbols (A). You may choose to DO one of the available Action(s): put the Character Token pointing to the chosen Action then follow the instructions in that chosen Action. Sometimes an Action contains a Combat or a Test (INT or AGL), see 5.4. A Combat and 5.5 A Test.

Note: ((A)) is the symbol for Automatic Action. You only DO this Action when you MOVE or are teleported into that Room (see Teleport in 5.3. Game Play: MOVE).

In some Rooms (Mystic Portal, Dark Storeroom, Guardian Monster, Steep Chasm and Boulder Trap Rooms) there's an Action that can only be done if you're in a specific Level of Dungeon.

  • (A ≥ 3) means you can DO this Action only if you're in Dungeon level 3-8.
  • (A ≥ 5) means you can DO this Action only if you're in Dungeon level 5-8.
  • (A < 8) means you can DO this Action only if you're in Dungeon level 1-7.

In some Rooms (Steep Chasm, Large Chest and Pit of Darkness Rooms), there's a Continuous Action (there's a '+' symbol for each Action following the first Action). Unless stated otherwise, you must continue taking those continuous Actions (until the last '+' Action).

Remember: whenever you DO a continuous Action, always start from the beginning Action!

Example: In the Large Chest Room, you choose to DO the Action: It's an INT 7+ Test. You L (lose) the Test (LOSE 1 HP but you manage to open the chest!). Inside the Chest you find (the result of CHECK1 is 1) an Item: draw 1 card again (see the Item part); it's a Lantern, put in your Inventory. End the Turn.

Example: In Level 6, you have 1 Rope. You DO Action in the Steep Chasm Room: It's a 6+ AGL Test, but you L (Lose) the Test (fail to climb), end the Turn. On the next Turn you DO the Action again, this time you W (Win) the Test: get the Special Item and 2+ gold. Then you have to go down, a 4+ AGL Test. You L the Test: LOSE 1 HP (Ouch!), end the Turn.

Example: you enter the Pit of Darkness: It's a 12 INT Test, and you W the Test. Then a 12 AGL Test, you L the Test. You try again and LOSE 1 HP again. The third try you (at last!) W the Test then Combat the Ice Dragon. You decide to Run Away in the Combat, this ends your Turn. On the next Turn, you REST. Then on the following Turn, you try to enter the Pit of Darkness again, the 12 INT Test, and so on.

5.3. Game Play: Move

  1. Choose 1 Power Card from your hand then put that card on the Wandering Monster place (see Diagram in 4. Setup). If you meet a Wandering Monster, this will determine the Wandering Monster you will Combat (see the Monster part of the Power Card).
  2. BONUS CARD: if the card you play is a MOV card, draw 1 card from the Power Deck then add it to your hand...
  3. Choose which direction you want to move (no diagonal move). If your chosen direction has no Room Card (called an unrevealed Room), draw 1 Room Card (from the Room Deck) then put that card face up (so you can read the text) in that direction. You may not choose to move to an unrevealed Room if there's no cards left in the Room Deck.
  4. Move your Character Token to the new Room (on your chosen direction as above).
  5. CHECK FOR WANDERING MONSTER: CHECK1:
    • If the result > the Danger Level of your (new) Room:
      • You meet no Wandering Monster.
      • Put the Wandering Monster Card to the Discard Pile.
    • If the result ≤ the Danger Level of your (new) Room:
      • You meet a Wandering Monster!
      • Put the Wandering Monster Card to the Discard Pile.
      • Combat the Monster (see 5.4. A Combat).
  6. If in the (new) Room there's an Automatic Action ((A)), you must DO that Action immediately.

Example: To MOVE, you play a 2 MOV card in the Wandering Monster place (you get the Bonus Card because you use a MOV card). The (new) Room has Danger Level=2 and the CHECK1 result is 2, it means you meet the Wandering Monster! Since this is Level 1, you will Combat an Orc.

Hint: the dungeon has a bad magical aura - you will lose HP frequently as you travel between Rooms, so it is important to keep looking at your HP and choose the best Room to REST.

Teleport

When you are teleported to a Room, put your Character Token to the destination Room and you are immediately 'come' to that Room (do not check for wandering monster) then end your Turn. But if there's an ((A)) Action in that (new) Room, you must immediately DO that Action first before ending your Turn.

5.4. A Combat

Slide down the corresponding Monster Card you will Combat, then begin the Combat! Each Monster Card shows its STR, INT and AGL, its Special Ability, and the gold you are awarded if you defeat it.

At the beginning of a Combat, you must choose to Run Away or to Fight:

A. Run Away:

Discard any number of Power Cards with total Power + your INT ≥ the Monster's INT. Slide the Monster Card back. The Combat ends (you lose the Combat).

B. Fight:

You may make 1 (one) round of Ranged Attack (only if you have an Arrow or Magic Arrow or Vampiric Arrow) and after that 1 (one) round of Melee.

Ranged Attack:

  1. Subtract 1 Arrow (if your Arrow=0 then put the Arrows Card to the Unused Card place) or discard 1 Magic Arrow or discard 1 Vampiric Arrow.
  2. CHECK1:
    • If the result + your AGL ≥ the Monster's AGL:
      • You have defeated the Monster!
      • You get the Monster's gold, and then slide the Monster Card back. The Combat ends. (You win the Combat).
    • If the result + your AGL < the Monster's AGL: it's a miss! Continue to Melee.

Melee:

  1. Play 1 Power Card from your hand in the Effort Card place (see Diagram in 4. Setup), this card is called your First Effort Card.

  2. BONUS CARD: If your First Effort Card is a STR card, draw 1 card from the Power Deck then add it to your hand.

  3. Draw 1 card from the Power Deck (this is your Second Effort Card) then put it together with your First Effort Card and add the Powers together.

  4. If your Effort Cards total Power + your STR ≥ the Monster's STR:

    • You have defeated the Monster!
    • You get the Monster's gold then slide the Monster Card back.
    • Put the Effort Cards in the Discard Pile. The Combat ends (you win the Combat)

    If your Effort Cards total power + your STR < the Monster's STR:

    • You lose this round of Melee then LOSE 1 HP.
    • Put the Effort Cards in the Discard Pile.
    • After this, you must repeat the Combat from the beginning (choose to Run Away or to Fight).

Example: Your STR=0, AGL=1 and INT=1. You Combat a Skeleton (STR=7, INT=3, AGL=3).

To Run Away: since your INT=1 you have to discard any number of Power Cards with total Power ≥ 2 (to defeat the Skeleton's INT=3). It can be a 2 AGL card, or a 5 STR card, or [a 1 AGL card and a 1 MOV card].

Suppose you choose to Fight and you have (only) 1 Arrow and want to use it. You discard the Arrows Card (since you have zero Arrows now), and then the result of CHECK1 is 1! Since 1 (your AGL) + 1 (the result of CHECK1) = 2 < 3 (the Skeleton's AGL), you have missed! Begin the Melee now:

  1. You play a 3 STR card as your First Effort Card
  2. You get the Bonus Card (since you used a STR card)
  3. Your Second Effort Card is a 3 MOV card.
  4. Your total power is 3+3+0=6 < 7 (the Skeleton's STR), you LOSE 1 HP.

You choose to fight again (no Ranged Attack, straight to Melee):

  1. You play a 2 AGL card as your First Effort Card
  2. You do not get the Bonus Card (since you didn't use a STR card)
  3. Your Second Effort Card is a 5 INT card.
  4. Your total power is 2+5+0=7 ≥ 7 (the Skeleton's STR), you have defeated the Skeleton!

You get gold then check for the Skeleton's Regenerate ability (see below).

5.4.1. Combat: Monster Special Abilities

Flying (no special Rules)

Smart (no special Rules)

Regenerate:

Right after this Monster is defeated (you get the gold as normal), immediately make a Regenerate Check: GUESS1, if your guess is right the Monster regenerates: the Combat does not end and you have to Combat the Monster again from the beginning (choose Run Away / Fight). A Monster can regenerate many times, so be careful!

Poison:

If you lose a round of Melee against this Monster, you do not LOSE 1 HP but get the Poisoned! Card instead.

Steal:

If you lose a round of Melee against this Monster, you do not LOSE 1 HP but you lose (discard) 1 Potion / Item (other than Fruits) / Special Item. If you don't have any of those things, you LOSE 1 HP instead. Note: the Monster cannot (and will not) steal your precious Fruit!

Curse:

If you lose a round of Melee against this Monster, you do not LOSE 1 HP but LOSE X gold, where X= number of skulls for this Level (see the Level Card). If you can't, you LOSE 1 HP.

Example: you lose a round of Melee against a Vampire in Level 7 (4 skulls). It means you will lose 4 gold. If you only have 3 gold, it means you LOSE 1 HP instead (you still have your 3 gold).

FAQ:

Q) I used Holy Water to successfully defeat a Vampire. Should I check for Regenerate? A) Yes (Regenerate Check every time the Monster is defeated)

Q) I have (only) 3 Arrows and 2 Fruits in my Inventory. An Ice Devil wins a round of Melee. Does the Monster steal all 3 or just 1 Arrow? A) Just 1 Arrow.

Q) In Level 8 I DO Action in the Guardian Monster Room, so I Combat Monster #4 (an Ice Dragon). I defeat the Monster (get 9 gold), but it regenerates. I defeat the Monster once more (get 9 gold again), but it regenerates again! Then I Run Away. Do I get the Special Item? A) No. Regenerate means: the Combat does not end / you are still in the Combat (even though you get the gold). So the end result is: you lose the Combat (because you run away).

5.5. A Test (INT / AGL)

In a Test there's a W (win) result and an L (lose) result.

If there's a "+" on the Test symbol it means: add the Test difficulty (the number) with the number of skulls for this Level (see the Level Card).

Example: you're in Level 3 and facing a Test, 4+ AGL. Since Level 3 has 2 skulls, it means 6 AGL.

A Test works similar to a Melee:

  1. Put 1 Power Card from your hand in the Effort Card place (see Diagram in 4. Setup): this is called your first Effort Card.

  2. BONUS CARD: If your first Effort Card has the same type as the Test (AGL in AGL, or INT in INT), draw 1 card from the Power Deck then add it in your hand.

  3. Draw 1 card from the Power Deck (this is your second Effort Card) then put it together with your first Effort Card, add the Powers together.

  4. For AGL Tests:

    • If the Effort Cards total Power + your AGL ≥ the Test difficulty, You W this Test.
    • If the Effort Cards total Power + your AGL < the Test difficulty, You L this Test.

    For INT Tests:

    • If the Effort Cards total Power + your INT ≥ the Test difficulty, You W this Test.
    • If the Effort Cards total Power + your INT < the Test difficulty, You L this Test.
  5. Put the Effort Cards in the Discard pile.

5.6. Other Keywords on Room Cards

REVEAL X ROOM CARD: draw X Room Card from the Room Deck then put it face up on any unrevealed & legal (no diagonal) space nearby an already revealed Room Card. You may not REVEAL any Room card if the Room Deck is empty.

Example: You are in the Large Chest Room, then use the Spelunker's Glasses to REVEAL 1 Room: draw 1 Room card from the Room Deck then place it face up on a legal place of your choice.

EXHAUST A ROOM: turn the Room Card 180 degree, then treat an Exhausted Room as a normal Room but has NO Actions at all (no Action of any kinds). Treat an EXHAUSTED Room as if the action area has no text at all.

5.7. Timing

Since there are a lot of Skills, Items, Special Items and Potions, sometimes it can be difficult to judge the result of your action. Here's the concept for timing: FIFO (First in First Out).

FAQ:

Q) I defeat a Skeleton in a Combat then check for Regenerate, it regenerates! Can I use my Silver Necklace now to cancel the Regenerate? A) No, it's too late. You must use the Silver Necklace before the Regenerate check. The Skeleton already regenerates now, prepare for Combat again! (Don't worry, you can choose to Run Away).

Q) I'm in a Melee against a Giant Bat (STR=6). My STR=0 and my HP=2. I play a card, 3 INT, so I have only 1 card left. Then I draw the Second Effort Card, 2 INT! I will lose the Melee (as 3+2+0 < 6), but I have 1 Potion of Stamina and 1 Dagger. Can I use my Dagger so I can win that Combat? Or drink my Potion of Stamina? A) No and no. You can use the Dagger right after you play your first Effort Card (but before drawing your second Effort Card). You can't drink the Potion of Stamina because you cannot drink a Potion as a reaction to prevent the loss of your last HP (see 3.3. Potions).

Q) I MOVE to the Storage Room. I don't have a Lantern, can I Rest here first? A) No, you have to immediately MOVE to another Room (you don't have the chance to Rest).

6. Winning and Losing

You lose the game if you lose your last card in your hand by any means (so you must always have at least 1 card in your hand). If you lose, see the Ending card (the You Lose side).

If you can escape (teleport out of the Dungeon of D) alive, you win the game! There are two kinds of winning:

  • You escape without the Amulet of D'eugor. See the Survival Ending card.
  • You escape with the Amulet of D'eugor! See the Epilogue and download the You Win card. Congratulations!

6.1. Scoring

Your score at the end of the game represent the wealth you gain after you exit the dungeon alive.

If you lose = 0 VP

If you win = 5000 VP if you have the Amulet of D'eugor

    • [for each gold you have at the end of the game, 10 VP each]
    • [the total VP of your inventory: add the starred numbers below the Picture of Items/ Special Items/ Potions]
    • [Dungeon Level x 100]

(If you're cheating / using 'take-back move', the 'Training Mode' is activated and your final score will be 0)

Example: you escape the Dungeon alive from Level 8. You have the Amulet of D'eugor, 27 gold, 1 Fruit and 2 unidentified Potions. So you're final score will be: 5000 + 270 + 10 + (2x10) + (8x100) = 6100 VP.

Fruits are very valuable inside the dungeon, but outside the dungeon, they are cheap. So, why not bring a lot of Fruits to the dungeon? The magical barrier in the entrance (set by the Black Knight) destroyed almost your entire inventory, and absorbed most of your power. That's why you start the game with almost nothing, and with STR = AGL = INT = 0)

7. Playing Tips

  • If at any time you must draw a card from the Power Deck and there's no card left in the Power Deck, shuffle the Discard Pile first then put it in the Power Deck place.
  • Don't forget to use the Skills/Items/Potions/Special Items. If you forget to use them, what has happened cannot be re-done (can't take 'take-back' move).
  • If you want to leave your game to continue later, always leave at the end of a Turn. So when you start your game again, it's the beginning of a Turn. It's easier that way.
  • In my experience, IOD games (including Dungeon of D) are not 'one play win' game. It's rare someone play the game once (even twice) and win the game (in DoD the 'real win' is to escape from the Dungeon alive with the Amulet of D'eugor). Play the game, learn the strategy. Practice makes perfect. Happy dungeon-crawling!

8. FAQ

Q1) At the beginning of a Test / Combat / Melee, I drink an unidentified Potion, and it is a Potion of Teleport. There's no revealed HIDDEN DOOR Room. What happens? A) Nothing. The Potion is wasted and you're still in a Melee.

Q1+) If there's a revealed HIDDEN DOOR Room. What happens? A) The Test / Combat / Melee immediately ends (no effect for winning/losing because you don't win and you don't lose), and you are teleported to your destination.

Q2) In a Melee, can I use the GRAPPLE (Wrestler's Skill), the WEAPON MASTER (Dwarf's Skill), and use a Dagger to make my First Effort Card Power+3? A) Yes (pity for your enemy!)

Q3) My HP=2. I choose to MOVE (I put a 5 AGL card on the Wandering Monster place) and (alas!) I meet the monster. I have only 1 card left (a 5 STR card). Can I use my last card as First Effort Card in Melee (I will get a bonus card)? A) Yes, but you lose the game immediately. You lose the game if you lose your last card in your hand by any means.

Q4) I use the Elf Boots. Should I discard it? A) No. Discard something when it says "discard" (Exception: when you drink a Potion, you always discard it, explained in 3.3. Potions).

Q5) I drink the Potion of Perfume. I move to a Room with Danger Level=0. Do I meet the Wandering Monster? A) Yes. Because of the Potion, you don't CHECK1 for the Wandering Monster, you meet the monster immediately (smelling good in a stinky dungeon will attract unwanted attention!)

Q6) I have 8 cards in my Inventory (including 1 Purple Leaf & 1 Drop of Honey). I get 1 Potion (unidentified). Can I drink Drop of Honey so I can put the new Potion in my Inventory? A) Yes. You may drink Drop of Honey at the beginning /end of a Turn/Test/Combat/ Melee. (You always get a Potion/Item/Special Item at the end of a Turn/Test/Combat/ Melee)

Q6+) Or, can I use my Purple Leaf to DETECT my new Potion? A) Yes (since you can use the Purple Leaf anytime). This way, you have 1 slot to store your new identified Potion (thanks to the Purple Leaf).

Q7) How does STRUGGLE (Gladiator's Skill) work? A) In a Melee / Test if the Second Effort Card Power=3, before you add the Power (with First Effort Card) you may change that card with an AGL card from your hand.

Example: your HP=5. In a Test you play a 2 INT card as the first Effort Card and the Second Effort Card is a 3 (AGL). You have a 4 AGL card in your hand, and you use the Struggle Skill: you take the 3 AGL card to your hand and play a 4 AGL card as the new Second Effort Card. The end result: the Effort Cards total Power is 2+4=6.

Q8) My HP=4 in a Melee against a Wright. I play a 4 AGL card (now my HP=3) then I use Determination (Hobbit's Skill). How many cards should I discard? A) You lose half your HP = 3/2 = 1, 5 = 1 (rounded down). So you discard 1 Power Card.

Q9) I make a Ranged Attack using a Vampiric Arrow and at the end of the Ranged Attack, I use RECYCLE (Ranger's Skill). I will get 1 Arrow or 1 Vampiric Arrow? A) Nice try, but as stated in the Ranger Character Card: you (will) get 1 Arrow.

Q10) My STR=2. I want to upgrade to STR=4. How much gold should I pay? A) You must first pay 18 gold to upgrade to STR=3, then pay 27 gold to upgrade to STR=4. (The total you must pay is 45 gold.)