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Welcome to the Dungeon

Welcome to the Dungeon Rulebook

Table of Contents

Table of Contents

  • Components & Their Function
  • Game Setup
  • Winning & Losing Conditions
  • Game Flow
    • 1. Draw one monster card
    • 2. Pass
  • Challenging the Dungeon
  • End of the Game
  • Other Rules
  • Card Reference

Components & Their Function

Hero Tile (1x): The hero tile shows the lone hero who wishes to enter the dungeon. The hero starts with 3 HP, as indicated on the tile.

Item Tiles (6x): The item tiles show items the hero has equipped. If an item is equipped, it adds to the hero's HP or gives the hero special abilities.

Monster Cards (13x): Monster cards show the various monsters the Hero fights in the dungeon. The number displayed on a monster card indicates its attack power. If an icon is shown below a monster's attack power, it indicates an item that can block a monster's attack. For example, the Skeleton has both the Torch and Holy Grail icons displayed, which means it cannot deal damage to a hero with either item equipped.

Player Cards (4x): The player card shows the current status for each player. At the beginning of the game, the hero card is placed white side up. For reference during a game, the player card shows the list of monsters in the dungeon.

Game Setup

  1. Place the hero card face up in the center of the table.
  2. Line up the item tiles near the hero card.
  3. Shuffle the monster cards and place them face down in a stack on the table where all players can reach it.
  4. Each player receives one player card, and places it in front of them on the table white side up.
  5. The player who most recently challenged the dungeon goes first, or play Rock-Paper-Scissors to determine who goes first.

Winning & Losing Conditions

The player to successfully challenge the dungeon twice is the winner. If a player fails to challenge the dungeon twice, they drop out of the game. If all other players drop out of the game, the remaining player is declared the winner.

Game Flow

A round lasts until a challenger is decided. Rounds continue until someone meets the winning conditions, or until all but one player drop out.

Turns progress clockwise from the starting player. A player's turn starts by choosing to draw a monster card, or to pass.

1. Draw one monster card

After drawing a monster card, without showing anyone, choose A or B from below.

1-A. Place the monster

Place the monster card face down in the shared dungeon space. If there is already a monster here, place this card on top of it. When placing a monster card on top of another, do so in a way that makes it easy to eyeball the number of cards in the pile.

1-B. Remove an item

Select an item to unequip from the hero, and place the tile on top of the face down monster card in front of you.

At the beginning of a round, the hero has all items equipped. Removing items reduce the hero's HP and/or abilities.

Equipped items are shared between all players.

Cards that are withheld by this action remain face down in front of you until the end of the round. Only you may check the cards in front of you during each round.

2. Pass

If you don't feel up to the challenge, you can pass. Passing forfeits the ability to challenge the dungeon in the current round, and your turn is skipped for the rest of the round.

After completing your move, the turn moves to the player on the left.

If all other players pass, the remaining player must challenge the dungeon (and if the Vorpal Sword is equipped, the player may call out one monster from which to not receive damage).

Challenging the Dungeon

Challenge the dungeon by flipping over each monster card one-by-one so everyone can see, starting from the top.

  • If a monster's attack cannot be blocked by an equipped item, the challenger receives damage equal to the monster's attack power.
  • If a monster's attack can be blocked by an equipped item, the monster deals no damage to the challenger.

The challenge continues until there are no more monster cards in the dungeon.

  • If the total damage received is less than the hero's HP, the challenge is a success, and that player turns their player card sideways. If their player card is already sideways, they win the game.
  • If the total damage received is greater than the hero's HP, the challenge is a failure, and that player flips their player card over red side up. If their player card was already red side up, they drop out of the game.

Once the challenge is finished, players reveal the cards they withheld when removing item tiles. Shuffle the monster cards into a new deck, and reequip all of the item tiles. Damage received during a challenge does not carry over to the next round.

The previous challenger begins the next round. If that player dropped out of the game, the next player to the left begins the round.

End of the Game

The game is over when one player successfully challenges the dungeon twice, and is declared the winner.

Also, if all other players drop out, the remaining player is declared the winner.

Other Rules

Bluff

Players are not obligated to share information about the cards they draw, and lying is perfectly acceptable.

Moves You Cannot Make

You may not choose to draw a monster card when no monster cards remain in the deck -- you must pass. When no item tiles remain equipped, you cannot choose to remove an item -- you must place the monster in the dungeon.

Card Reference

Card TypeCard TitleCard Text
Hero TileYouHP: 3
Item TileChainmailHP +5
Item TileKnight ShieldHP +3
Item TileDragon LanceReceive no damage from dragons.
Item TileHoly GrailReceive no damage from undead (even number) monsters.
Item TileTorchReceive no damage from monsters with power lower than 3.
Item TileVorpal SwordBefore entering the dungeon, name one monster. You will not receive damage from that monster.
Player CardMonster List1 Goblin, 1 Goblin, 2 Skeleton, 2 Skeleton, 3 Ork, 3 Ork, 4 Vampire, 4 Vampire, 5 Golem, 5 Golem, 6 Lich, 7 Demon, 9 Dragon