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Game Rules (Prototype)
1 - Introduction and win-loss conditions (p.3) 1.1 Introduction
1.2 Objectives 1.3 Victory conditions 1.4 Defeat conditions
2 - Components (p.4) 2.1 Component list
3 - Gameplay (pp.5-8) 3.1 game setup 3.2 turn development 3.3
Exploration 3.4 combat and resolution 3.5 end of game 3.6 last
boss
4 - Game modes (p.9) 4.1 Difficulty modes
5 - deck descriptions (pp.10-13) 5.1 Luck deck 5.2 Dungeon
deck
6 - equipment tokens and upgrade cubes (pp.14-17) 6.1 equipment
tokens, character tokens and upgrade cubes 6.2 character dice 6.3
Power tokens 6.2 tokens and character dice
7 - Lectern, tracks and magic (pp.18-21) 7.1 Tokens and die
management in battle 7.2 Victory track 7.3 Defeat track 7.4 Monster
and player victory tracks 7.5 upgrade cubes
8 - solo mode (pp.22-25) WIP 7.1 Tokens and die management in
battle 7.2 Victory track 7.3 Defeat track 7.4 Monster and player
victory tracks 7.5 upgrade cubes
9 - Magic and Monster cards full description (pp.xx) (WIP) 9.1
Magic cards, visual guide 9.2 Monster cards, visual guide
10 - FAQ
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1.1 Introduction
“A group of brave warriors enters the shadowy dungeon, with the
intent to defeat the cruel evil forces inhabiting there. Dungeon
darkness, battle stress and gloomy fluids emanating from its walls
will push our courageous heroes to their limits. The battle is not
only against the evil forces, but also against each other , to
obtain the greatest glory and the biggest loot.”
1.2 Objectives
The adventurers will rise victorious if they manage to surpass
all the challenges presented by the dungeon deck and manage to
defeat the final Boss, awaiting for them in a life-or-death final
epic encounter. If the monsters manage to defeat the heroes a
certain number of times (depending on the chosen difficulty; p.9),
the heroes lose the game.
1.3 Victory requirements:
1- When the deck is depleted (revealing one card per player
turn) the heroes must defeat “the final monster”. They join forces
for the final encounter, and if they manage to kill the monster,
they will share the gained glory. However, the player with the best
result, after subtracting defeats from victories, is the Most
Valuable Player, and his name will become inspiration for the
bards’ ballads. That player will also have the best choice to
improve their equipment.
2- If a hero manages to gather 10 victories before the dungeon
deck is depleted, he instantly wins the game. Loot will be awarded
and split as if the final encounter has been won, just in case you
want to face second dungeon.
1.4 Defeat conditions:
Whenever a monster defeats the heroes, players gain “defeat
tokens” and place them in a visible place. The tokens affect
everyone in the game and depending on the difficulty level a
certain number of tokens is required for the dungeon run to fail.
(p.19 Games modes). If the heroes successfully defeat the evil
forces, the remaining unused defeat tokens count as attempts to
kill the final boss.
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2.1 Components
1- Luck deck - 75 cards - (87x56) 2- Dungeon deck - 38 cards -
(120x70) 3- Gear tokens - 72 units 4- Power tokens- 62 units 5-
Character tokens - 8 units 6- Monster defeat tokens - 6 units 7-
Monster tokens - 9 units 8- Final monster tokens - 3 units
9- Player tableau - 4 units 10- Player equipment tableau (left)
- 4 units 11- Player equipment tableau (right) - 4 units 12-
Character dice - 12 unid. 13- Monster dice - 4 unid. 14- Color
cubes - 72 unid. 15- Rulebook 16- Linen bag
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3.1 Game setup
Each player gets: - A Player Lectern (9). Picks a hero randomly
or by choice. You can roll a die to determine who choses first and
follow up clockwise. - One Player equipment tableau (left) (10) and
one right (11). - Their character tokens (LVL 1 y LVL 2) (5). -
Gear tokens LVL 1 (+1), LVL 2 (+2) y LVL 3 (+4) (3) for each of the
six gears available. - Two four-sided dice and one six-sided dice
(12) of your character color. - A green cube, a red cube and two
black cubes (14).
- Over each gear, player will put a LVL 1 token at the
corresponding slot (16) as well as a LVL 1 character token at the
assigned place to this effect (17). Gear tokens LVL 2 and 3 and
character token LVL 2 will be used after upgrading (pp.14-15). -
Every player places a green cube at the victory track (18) and a
red one at the defeat track (19) and two black tokens at the
monster/player defeated tracks (20)(pp.20-21). - Initially, each
player will use two four-sided (12) dice in their battles. The
six-sided die will be used after upgrading a four-sided die (p.15).
- Separate the Dungeon Boss card and Assist cards (p.13) from the
dungeon deck (2). Shuffle the deck and place it in the middle of
the table, placing the Dungeon boss card at the bottom of the deck,
the last one. - Shuffle the Luck deck (1) and deal 2 cards to each
player (facing down, don’t show your cards to the other players),
place the rest in the middle of the table. Gear Upgrade cards
(p.11) must be instantly changed by upgrade cubes (yellow), even if
you are not the initial turn owner. - Deal two power tokens (4) to
each player (don’t show between players). - Deal two upgrade cubes
(yellow) (13) to each player. One to be used in one of the left
player tableau equipments (Helmet, armor or bots) and the other one
to be used in one of the right player tableau equipments (Sword,
shield or book) (p.14). - Leave upgrade cubes (yellow), magic cubes
(purple) (13) where all players can easily reach it. Roll a die to
determinate who is the initial turn owner.
3.2 Turn Each player turn is divided in three phases:
- Exploration - Combat - Resolution
3.3 Exploration - Turn owner reveals a new Dungeon Deck card.
This card can be one of different types (p.6-7).
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3.4 Combat and resolution
Further information about combat at “7.1 Tokens and die
management in battle (pp.18-19)”, showing battle examples.
Against Monsters: The player who has to fight the monster choose
as many tokens (gear (3) and character (5), at least one token in
battle) as they want amongst the active ones (weren’t used in the
last battle) and add power tokens (4) if they want (facing down).
If anyone is helping, they must do the same. The monster attacks
first with its corresponding base damage (monster tokens (7)), its
dice roll (13) based on its level, as the Assist card indicates
(p.13). Starting the dungeon with monsters LVL 1. The monster will
also add a power token (4) from the bag to its roll, two power
tokens in case the monster is facing a player who is being helped.
Once the result of the monster is determined, no one can add or
subtract tokens from their roll, even if the monster rolls 0.
Players involved at the battle roll their dice and turn around
their power tokens. To solve the battle, compare the monster result
(base damage in tokens, effects of power tokens in monsters (p.17)
and dice roll) to the players’ (base damage in tokens, effects of
power tokens and dice roll, applying the magic of the character die
if the results allows it and the player wants (optional)). At this
time, players can use magic cubes (purple, once per player and
battle) (14) , luck cards (1) with a “red triangle” symbol on it to
try to win the battle.
Players involved in a battle (by helping one side) can use Magic
cubes (purple) or the Magic die, if their die result includes the
circle symbol, never magic cards.
The highest score wins. In case of a draw, the attacked (player)
decides who will re-roll the dice, either the player himself or the
monster. If the player decide to roll again their dice, in case of
being helped the helper must do the same. There is the possibility
of helping a monster with the aim of defeat another player to avoid
the obtaining of rewards or the advance at the victory track by the
other player (p.20). In this case the helper will add equipment and
character tokens at least one token in battle, power tokens and the
dice roll to the monster’s roll.
Resolution: If the player wins the battle, he gains as many luck
cards and extra rewards as indicated by the dungeon level at the
assist card (p.13). He also advances on the victory track and the
monster defeated track, gaining any rewards on the new position
they reached (p.20-21). If the monster wins the battle, a defeat
token (6) is added to the table and the player advances on the
defeat track (p.20). Six defeats and the player has to restart all
their equipments and character to the beginning stats.
Those who are helping in a battle don’t avance in their victory
or defeat track.
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Against Players: Turn owner, who reveals a duel card, has to
choose against who is going to fight. The player choose as many
tokens (gear (3) and character (5), at least one token in battle)
as they want amongst the active ones (weren’t used in the last
battle) and add power tokens (4) if they want (facing down). If
anyone is helping, they must do the same. The opponent will do the
same immediately after. They will be able to increase, following
the mentioned order, the number of tokens (gear, character and
power), but never decrease this amount or forfeit the duel, until
both players agree on the chosen amounts of tokens (gear, character
and power) they are going to use. The two players roll their dice,
reveal power tokens and compare their results. The player with the
highest total wins the duel. At this time, the player who is losing
the fight can use magic cubes (purple, once per player and battle)
(14) , luck cards (1) with a “red triangle” symbol on it to try to
win the battle until getting better score than the opponent. After
using this magic action it will be opponent turn, the opponent will
decide to use or not some of the magic options until gets better
score than the opponent. And so until any player has not available
magic options or decide not to keep using magic actions. The only
magic that can be used to interfere with an opposing magic outside
of our magic action turn is the “Without magic” card, which when
played, would nullify the effect of the magic that was just
used.
Players involved in a battle (by helping one side) can use Magic
cubes (purple) or the Magic die, if their die result includes the
circle symbol, never magic cards.
In case of a tie, the attacked player decides who will re-roll
their dice (the one who didn’t reveal the duel card). In case of
“Set up a duel” card the player who revealed the card has to choose
which other two players have to fight against each other, and who
is the attacked and who is the attacker (he will start the tokens´
bet).
Resolution: The winner of the duel chooses an upgrade cube
(yellow) to steal from the defeated opponent (not the ones who are
helping). If the opponent has no upgrade cube (yellow), the winner
takes one Luck card from the opponent’s inventory, at random. If
the opponent has no cards… choose a stronger opponent next time!
The winner gets no loot. The winner advances on both the victory
track and player defeated track, and the loser advances on the
defeat track. Apply any effects on the new position the players
have reached (pp.20-21).
Those who are helping in a battle don’t avance in their victory
or defeat track.
Regardless of the outcome the turn owner ends his turn, by
drawing 2 cards from the luck deck and two power tokens from the
linen bag.
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3.5 End of the game
Once the last dungeon card is resolved, the players must face
the final challenge… The Dungeon Boss!!! Before facing the Final
Boss 1- All players check their score by subtracting their global
defeats from their global victories. The best (MVP) and the worst
player will be allowed to relocate 2 of their upgrade cubes
(yellow), in order to upgrade their gears, if possible. All the
other players can relocate a single upgrade cube. 2- All players
will be able to discard all of their inventory cards. Remember,
every 2 cards, can be traded for an upgrade cube. 3- All players
will be able to discard all of their power tokens, two power tokens
can be traded for a lucky card. By combining the above two options,
you can increase your strength before the final battle.
Inventory cards, power tokens and upgrade and magic cubes are
discarded before entering the second dungeon! Use them now! All
upgraded gear stays at their current
level for the next dungeon!
3.6 final Boss
All players will join their forces to face the final boss.
Depending on the game mode (p.9), they will either use all of their
tokens (gear and character), or just their active ones, apart from
all the dice and power tokens available. Depending on the
difficulty mode, the remaining defeat tokens (5) will determine how
many chances the players have to try to defeat the Final Boss. EJ:
If players could lost three times against the dungeon but they were
defeated just once, they will have two opportunities to fight the
final monster. The Boss will attack first, with the force depicted
on the assist card (Final boss). Once the Boss’s result is
determined, the players roll their dice trying to get a better
result, and defeat it.
Magic cards, Magic cubes (purple) or spell of magic die are not
allowed in the final battle.
GOOD LUCK! If the players manage to defeat the Final Boss, they
share the spoils of their quest!
Reward:
3 cubes each player to chose between upgrade cubes (yellow) or
magic cubes (purple).
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4.1 difficulty game modes Apart from the “Difficulty game mode”,
there are two different types of Assist cards (for each number of
players, 2, 3 or 4) tough and savage… This two cards adds two
different strength level for monsters in dungeon. Choose your game
mode and the monster toughness!
Enjoy the journey to the deep of the dungeon…
A walk in the park -
- 5 Monster defeat tokens. - 1 Magic token (purple), on the
“Magic stash”, at game setup. - Monsters bases damage and dice
according to the assist card. - Players use all their dice (active
and/or exhausted) for the final
battle.
Adventure - - 5 Monster defeat tokens. - Monsters bases damage
and dice according to the assist card. - Players use all their dice
(active and/or exhausted) for the final
battle.
Epic - - 3 Monster defeat tokens. - Monsters bases damage and
dice according to the assist card. - Players use all their dice
(active and/or exhausted) for the final
battle
Legendary - - 3 Monster defeat tokens. - Monsters bases damage
and dice according to the assist card. - Players use only their
active dice for the final battle.
“balance” Clause
If you want a more progressive gaming experience but you are
still not an Ambush expert, you can slowly increase the dungeon
difficulty. Set apart the three “+1 monster” cards from the
dungeon deck. Split the rest of the cards into 3 equal stacks, and
add a “+1
monster” card in each stack. Shuffle each stack separately and
place them on top of each other. This way, the tougher
challenges
will be spread in the Dungeon deck.
This is applicable to all difficulty modes.
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Deck descriptions
5.1 Luck deck:
We get two luck cards at the beginning of the game and we draw
two every time we finish our turn. We also get luck cards through
victory rewards.
We can have at most 4 lucky cards in our hand, at any time. Only
“gear upgrade cards” can be exchanged between players (p.11). You
can always discard two luck cards to gain an upgrade cube (yellow
one), even out of your turn.
Giving luck cards for free is not allowed.
Magic cards Can be used according to instructions (text and
symbol on the cards), as long as you are fighting your own battle,
not helping!. Magic cards can’t be swapped or traded to other
players. (You can find a full description of all magic cards
p.WIP).
Luck deck symbology: There are four different symbols for luck
cards, which indicate when they can be used.
Immediately At any time
Before combat after dice roll
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Cartas de Mejora de equipo
These are automatically replaced for an upgrade cube (yellow) on
the corresponding gear part (p.14). By spending 3 upgrade cubes,
you can upgrade any part to its better version, twice (max LVL 3 in
dungeon 1). You can simultaneously upgrade 4 parts at most. Once
upgraded (with the new LVL gear token (p.8) and without upgrade
cube on it) it does no longer count towards that limit. This rule
only applies for gear parts with upgrade cubes on them. If at any
time you have 4 parts with upgrade cubes on them, any extra gear
upgrade cards may be stored in your inventory or be traded with
another player for other “gear upgrade card” or “upgrade cube”.
Some gear upgrade cards examples:
Help cards
Help - Can be used in any battle (1 per battle) you are not
involved into, by picking a side (before the combat phase) and
adding your gear and character token (as much as you want), your
dice roll and hero magic (if able and willing to do so). You may
even assist the monster! Any player can refuse the offered help.
The helping player can’t use “magic cards”. Players can freely
negotiate how they want to share the victory reward.
Forced help - It allows you to compel another player to join you
in a battle. The helping player may add as many gear, character and
power tokens as they want, but they must add at least two gear
tokens. The helping player adds their own dice roll too. You keep
all the rewards of a successful encounter!
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5.2 Dungeon deck
Each turn owner reveals a card from the dungeon deck.
Monster cards - Can be of one of the following types. Symbols on
the cards indicate who has to fight the monster:
“Monster cards” also indicate possible modifications, like extra
levels, special skills (scorched land), rewards, etc. Pay attention
to what is written at the card. You can find a detailed description
of all the symbols on p.(WIP) . Some monster cards examples:
Send Keep Choose
Jump left Jump right Left player Right player
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Duel - Combat against a player. Turn owner chooses the rival.
The winner steals an upgrade cube (yellow) of his choice from the
defeated player.
Dungeon boss - It always has to be placed at the end of the
dungeon deck. It indicates you have to face the last enemy!
Set up a duel - Turn owner chooses any other two players to duel
one with each other (sit back and relax!). If only 2 players
remain, treat the card as a duel card. The winner steals an upgrade
cube (yellow) of his choice from the defeated player.
Assist cards - These cards specify the different dungeon levels,
monsters base damage, battle dice for monsters and their rewards.
These cards also specify the final monster damage.
The forge - The player revealing this card in their own turn can
relocate as many upgrade cubes (yellow) as they want from the ones
available in their gear (p.8). After this action is completed, they
must reveal another card in the dungeon deck and continue their
turn. This is the only case in which a player reveals more than one
card from the dungeon deck.
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6.1 Gear tokens, character tokens and upgrade cubes
At the beginning of the game, LVL 1 gear tokens must be placed
over its corresponding gear. As game progresses and we gather
upgrade cubes from a specific gear, we must locate them at the
space reserved beside.
Below the gear tokens we can see the number of upgrade cubes
(yellow) (1) needed to reach next LVL which increases the base
damage. By obtaining the next level, we swap the old gear token for
the new one. This new gear token will come into play activated or
deactivated, according to the one it replaced (p.18-19). Discard
the used upgrade cubes (yellow). Gear token LVL 3 is the maximum
LVL for the first dungeon and requires 4 upgrade cubes to be
upgraded to LVL 4 (2). However, LVL 4 is not available for the
first dungeon, so any further upgrade cubes acquired and stored on
this gear may only be used to trade with another player (on a 1:1
ratio) or as discarded cards. LVL 4 and 5 are available at dungeon
2 (2). Remember that for every 2 cards you discard, you get an
upgrade cube (yellow)! Upgrade cubes can be acquired through the
upgrade cards of the luck deck. Remember that they can be traded
with any other player (on a 1:1 ratio), anytime in your turn or
another player’s turn.
Lvl 1 Lvl2 Lvl 3
Giving for free upgrade cubes (yellow), magic cards or magic
cubes (purple) for free is not allowed.
There are two higher levels (LVL 2 and LVL 3) for each gear
available for dungeon 1, which increase the base damage in each
level (+1, +2 and +4).
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There is a higher level (LVL 2) for each character which
increases character base damage. We will get the character token
LVL 2 the first time we reach our character colour in one of the
two tracks (Monster/player defeated tracks) (1). See further
track’s explanation p.21.
6.2 character dice
At the beginning of the game each player will have 2 four-sided
dice for their battles. Dice will always remain activated during
the play. One of these four-sided dice has a circled result (2). If
the result of your dice depicts a number (damage dealt) and a
circle on its side, you can use the magic (optional) described in
the bottom part of your character lectern (3).
A four-sided die without circle on it can be upgraded to a
six-sided die (4) reaching one of the following goals: A/ Upgrading
to LVL 2 three equipments from the same side; left lectern or right
lectern: Helmet, Armor and Boots or Sword, Shield and Book. B/
Upgrading to LVL 2 four equipments from any lectern indistinctly.
Therefore two equipments from each lectern side.
Lvl 1 Lvl 2
At the beginning of the game, LVL 1 character token must be
placed in its corresponding place at right side lectern.
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6.3 Power tokens
All power tokens must be placed at the linen bag provided for
that purpose at the beginning of the game. We get two power tokens
during the setup and two extra each time we finish our turn. We
also get power tokens through luck cards and rewards on victories.
Power tokens allow us to act on gear tokens in battle, over our
gear tokens or the rival’s ones. Power tokens must not be shown to
the other players and may be added to our roll face down (p.18).
Each player can have at most 10 power tokens in their hand, at any
time. Power tokens can’t be traded or giving for free. For every 2
power tokens you discard, you get a luck card! You can use as many
power tokens as you want in a battle. You can even use power tokens
without effect on the gear token just as a bluff.
Once the battle is over, power tokens will be discarded and
placed back in the linen bag.
There are some different power tokens:
+2: They add two damage hits to the gear or character token
which they correspond.
Null: They cancel the rival gear token which they
correspond.
locked: They protect the gear token which they correspond.
“Null” tokens don’t have effect over the protected equipments.
The rock: Use them to bluff or simply discard them. Remember,
for every 2 power tokens you discard, you get a lucky card! Use
them wisely!
+1: They add one damage hit to the gear token or character (1)
which they correspond. Those ones with a question mark on them can
be use to add one damage hit to any gear or character token.
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6.4 Monster tokens and dice
Through the assistant card (p.7) we can see the base damage
(tokens), quantity of dice and quantity of power tokens that we
will be attacked with each monster level. This card also shows us
base damage and quantity of dice used by the final dungeon
monster.
Tokens de fuerza en monstruos Remember, all monster we face at
dungeon 1 will reveal a power token from the linen bag too, two in
case the monster is fighting a player helped. In case of being a +1
or +2 token (of any kind), monsters will add the corresponding
damage of the power token to its roll. In case of being a “null”
token, it will cancel the base damage of every gear token which
correspond from each player in battle. In case of being a “locked”
or “The Rock” token, we are lucky, it won’t have any effect at the
roll.
Final monster tokens
We also have the following “monster dice”:
We have the following “monster tokens”:
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7.1 Tokens and dice management in battle
At the beginning of the game, every player will have one LVL 1
token for each gear and one character token activated (green
shadow). At the first time of being involved in a battle, the
player has to decide which tokens they want to use for this battle,
adding a base damage with tokens to their dice roll. Whatever the
battle results is, tokens used will remain deactivated (red shadow)
for the next battle. They will be reactivated after finishing the
next battle. There is a card named “Reactivated” at the luck deck,
it can be discarded to reactivate any deactivated token.
The 2 dice will always keep activated, they are used at every
battle.
As you can see above, all LVL 1 gear tokens and LVL 1 character
token are activated. For our first battle we chose three gear
tokens and the character token too, as we can see below. To the
base damage provided by the gear and character tokens, we will add
the dice roll and as many power tokens as we want. Power tokens
have to be kept facing down until dice have been rolled
(p.16-17).
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For our next battle we have available the tokens we didn’t use
at the first one. We are able to use “Armor”, “Boots” and “Book”.
We decide to use the following ones:
For the next battle, the tokens we used at the first battle
reactivate and those that we used at the second one remain
deactivated.
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7.2 Victory track
Each of your hero’s victories against monsters or other players
is recorded on a general victories track. If any player achieves 3
victories (v.3) or 3 defeats (d.3) , increase the dungeon level to
LVL 2 (only happens once). If any player achieves 6 victories
(v.6), increase the dungeon level to LVL 3. If any player achieves
10 victories (v.10), the game ends, with that player declared the
winner (p.18). At the game setup, the green token is placed on the
first position of the track (v.0). The first player to reach 3
victories (v.3) also gains a free yellow upgrade cube, and the
first player to reach 6 victories (v.6) , gains a free magic cube
(purple). This bonus is gained once per game.
7.3 Defeat track
Each of your hero’s defeats against monsters or other players is
recorded on a general defeats track. If any player suffers 3
defeats (d.3) or 3 victories (v.3), increase the dungeon level to
LVL 2 (only happens once). If any player suffers 6 defeats (d.6),
player will have to downgrade all of his/her gears to LVL 1,
including also the die upgrade, magic cubes and tracks. At the game
setup, the red token is placed on the first position of the track
(d.0). The first player to suffer 3 defeats (d.3) gains a free
upgrade cube (yellow). This bonus is gained once per game.
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7.4 Monster/player defeated track
At the game setup, the black cubes are placed on the first
position of each track (1).
Every victory against a monster advances the token on the top
track, and each victory against another player advances the token
on the bottom track, one position
to the right.
When you reach your character colour (2) for the first time in
one of the two tracks, you improve your hero’s token (only once,
p.9). Whenever you reach the purple symbol (3) in each of the two
tracks you gain a magic cube (every time), which you can use in any
battle. The same happens when you reach the yellow symbol (4), you
gain an upgrade cube. Once you get to the end of the track, and if
you get another victory, the token resets back to its starting
position (1) and you can move up the track once again, allowing you
that way to gain more magic (purple) and upgrade cubes
(yellow).
7.5 Character magics
You can have as most as many magic cubes as the slots you have
in your Magic stash (1). Discarding a magic cube during a battle
you are participating (either as the active player or simply
helping another player) allows you to use the magic described below
the “Magic stash” (2). The Magic can be used before or after any
dice roll from the combatants. Remember, if the result of your dice
depicts a number (damage dealt) and a circle on its side, you can
use the magic described in the bottom part of your character
lectern (p.9).
Both the die magic and the magic cube can be used in any battle
you are participating (either as the active player or simply
helping another player).
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solo mode WIP
5.2 Solo mode
Game setup Choose your Hero and then take a Player Lectern, two
equipment boards (helmet, armor and boots on the left and sword,
shield and book on the right of the character board). Get the dice
matching the chosen character. You will have 3 dice with white
symbols (helmet, armor and boots), 3 dice with black (sword, shield
and book) and the character die with golden symbols. The upgraded
gear cards and dice will be set aside, ready to be used when you
upgrade your equipment to a higher level. Use a green token for the
victory track and a red one for the defeat track. Take an
Assistance card out of the dungeon deck. Use your two transparent
tokens on their proper position on your character board (see 3.4).
Keep all remaining upgrade (yellow) and magic (tokens) nearby.
Separate the Dungeon Boss card (1), the dragon quest cards (6), the
dragon cards (4) and the Assistance card (3) from the dungeon
deck.
You will be able to use Dragon card level 1 when you reach at 4
victories. After gaining this card, you will be able to upgrade it
by obtaining a certain number of upgrade tokens (yellow), as shown
on the card. By defeating a monster in a battle, you gain an
upgrade token (yellow) on your Dragon card.
Turn
Exploration - Each turn reveal a card, beginning from the one
closest to your player’s lectern (see 3.1). Combat and
resolution
Against monsters: Battles are fought exactly the same way as in
the multiplayer game (see 5.2). Against Player (duel): Decide which
of your active dice you will use for the battle and roll them
(minimum two dice). Then, you will be attacked back, with the same
dice. You are allowed to use Magic cards, Magic tokens (purple) or
the spell from your Character die. If you win the battle, you get
an upgrade token (yellow). In case of a draw, it is resolved
exactly the same way as in the multiplayer game (see 5.2).
Main victory and defeat tracks, and victory against players will
be resolve exactly the same way as in the multiplayer game (see
3.2-3.5).
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Dungeon display
Separate the monster cards +1 lvl (3), duel cards (5), set up a
duel (1), dragon quest cards (6), dragon cards (3), player
assistant cards (3) and final boss from the dungeon deck. Shuffle
the remaining cards and group them as described below:
First group: 7 cards. Second group: 4 cards. Add a duel card, a
set up a duel card and a monster card +1 lvl to this group , and
shuffle again. Third group: 6 cards. Add a duel card, and a monster
card +1 lvl to this group, and shuffle again. Fourth group: 4
cards. Add a duel card and a monster card +1 lvl to this group, and
shuffle again. Place the Final Boss at the end of the line.
Set up the first group, with all the cards closed, following the
structure shown below. After completing the first group, set up the
second group, and so on, until you have reached the final boss!
Group 1 Group 2 Group 3 Group 4
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Solo mode specifications
- Keep the defeated monsters cards. Once you defeat four
monsters, get the Dragon card lvl 1. From this point on, you have
an extra die to help you face the dungeon challenges. Each time you
defeat a monster, get an upgrade token to place over your dragon
card, apart from the monster level reward given. Once you get the
upgrade tokens described at the dragon card, upgrade the
dragon!
- Your character die (golden symbols) will be upgraded once to a
6 sided die, with maximum hit 3 and a magic symbol on it.
- Each time you complete a group of cards, the dungeon level
rises. When moving from the third group to the fourth, there is no
extra upgrade and you keep facing lvl 3 monsters.
- Dice management remains for the whole game, and dice don’t
reactivate when you move on to a new group. Used them wisely!
- When you face the final boss, you can use all of your dice,
either active or exhausted.
- During setup you get four cards out of the Luck deck and at
the end of each turn you draw two new cards. In solo mode, some of
the cards won’t have any valuable effect (images below). Remember
that by discarding two cards you gain an upgrade token (yellow).
You can only have four hands in your hand at any time.
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Set upa duel Resolve the card as a duel, but you will get
attacked
with the same dice you roll for your own attack.
Send the monster to the deck’s bottom
Send the monster to the end of the 4th group line of
cards. It is always positioned before the final
boss.
Do not disturb Allows you to send a
monster to the end of the group’s line of cards. It is always
positioned before the final boss, if you are
currently in group 4.
- The main victory track and the victories against
monsters/players track work the same way as in the multiplayer game
(see 3.2-3.4). However, if you reach your tenth victory, your next
victory resets your green token to the first position of the track,
and you can gain the rewards for a second time.
- The main defeat track and the defeats against monsters/players
track work the same way as in the multiplayer game (see 3.2-3.4).
However, if you reach your sixth defeat, you lose the game.
difficulty game modes
EPic - - 3 Monster defeat tokens. - You can use all of your dice
(active and/or deactivated) for
the final battle.LEGENDARy - - 3 Monster defeat tokens. - You
can use only your active dice for the final battle.
- Some Luck cards function differently in solo mode.
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Game Rules (Prototype)
1 - Components (p.3) 1.1 Component list
2 - dungeon deck and fire breath 2.1 Dungeon deck (p.4-5) 2.2
fire breath (p.6-7)
3 - tokens and cubes (p.8) 3.1 Gear tokens, character tokens and
upgrade cubes
4 - Gameplay (p.9) 4.1 game setup
5 - quick start (p.9) 5.1 four players 5.1 three players 5.1 two
players
6 - Game modes (p.10) (WIP) 6.1 Difficulty modes
7 - Magic & Monsters cards full description (pp.11-13) (WIP)
7.1 Magic cards, visual guide 7.2 Monsters cards, visual guide
8 - FAQ
https://darkdoorsentertainment.com/
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1.1 Components
Gear tokens - 48 units - 40 mm Character tokens - 7 units - 40
mm Dungeon deck - 42 cards - Sized 120x70 cm Dragon cards - 9 cards
- Sized 120x70 cm Player tableau - 1 unit Dice - 1 unit Color cubes
- 20 units Monster tokens - 5 units - 40 mm Rulebook
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2.3 Dungeon deck
Each turn, the main player reveals a card from the dungeon
deck.
Monster cards - Can be of one of the following types. Symbols on
the cards indicate who must fight the monster:
“Monster cards” also indicate possible modifications, like extra
levels, special skills (scorched land), rewards, etc. Pay extra
attention to the text at the bottom of the card. You can find a
detailed description of all the symbols on p.(WIP) . Some monster
cards examples:
Send Keep Choose
Jump left Jump right Left player Right player
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Duel - Combat against a player. Turn owner chooses the rival.
The winner steals an upgrade cube (yellow) of his choice from the
defeated player.
Dungeon boss - It always has to be placed at the end of the
dungeon deck. It indicates you have to face the last enemy!
Set up a duel - Turn owner chooses any other two players to duel
one with each other (sit back and relax!). If only 2 players
remain, treat the card as a duel card. The winner steals an upgrade
cube (yellow) of his choice from the defeated player.
Assist cards - These cards specify the different dungeon levels,
monsters base damage, battle dice for monsters and their rewards.
These cards also specify the final monster damage.
The forge - The player revealing this card in their own turn can
relocate as many upgrade cubes (yellow) as they want from the ones
available in their gear (p.8). After this action is completed, they
must reveal another card in the dungeon deck and continue their
turn. This is the only case in which a player reveals more than one
card from the dungeon deck.
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The dragon card provides one more gear token to the player who
has it in his possession, the”dragon token” (pág.7). Once unlocked,
the dragon card has to be placed where all players can easily reach
it. Dragon card can be upgraded by using the depicted amount of
upgrade cubes (yellow). Each time any player defeats a monster, an
upgrade cube will be added to the dragon card, no matter who owns
it. This level upgrade affects directly to the “dragon token” (p.7)
directly, increasing its level.
Dragon cards - Unlock the fire breath!
Dragon quest cards - Describe the goals required to unlock the
dragon.
The first player to fulfill the objectives of his dragon quest
card gains the LVL 1 dragon card (1). If more than one player
completes the card requirements at the same time, they must fight
in a duel to determine who wins the dragon and adds the LVL 1
dragon token to their left lectern (p.7). This duel won’t have
effect in any track.
2.2 fire breath
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- If a player defeats the dragon owner of the dragon in a duel
(by using or not using help), the dragon is transferred to the new
owner, along with any upgrade cubes already obtained and
maintaining the current dragon level.
- There is a magic card that allows the player to use the dragon
in a battle, after discarding it. The dragon must have been already
unlocked to use this card.
- If you use it, facing the owner of the dragon, the dragon will
fight on your side for this battle.
The dragon owner, the one who unlocked it, will add the “dragon
token” to their left lectern. Dragon token works in battle at the
same way as the other gear and character tokens
(activate/deactivate).
Dragon can upgrade its level twice by gathering the upgrade
cubes amount depicted on the dragon card (p.6). First upgrade to
LVL 2 brings a new dragon token with a new base damage (+2), which
replaces the LVL 1 token. Next upgrade introduces a new die which
works at the same way as the dragon token and will replace the
dragon token LVL 2.
Dragon token -
Lvl 1 Lvl2 Lvl 3
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3.1 Gear tokens, character tokens and upgrade cubes
At the beginning of dungeon 2, all gear and character levels
reached at dungeon 1 will will be kept. Players will need to obtain
more upgrade cubes (yellow) to keep upgrading. There are two extra
levels (LVL 4 and LVL 5) for each new gear available for dungeon 2,
which increase the base damage in each upgrade (+6, and +8).
Gear token LVL 5, is the maximum LVL for the second dungeon.
Therefore, once we got LVL 5 in any gear item, any further upgrade
cubes acquired and stored on this gear may only be used to trade
with another player (on a 1:1 ratio) or as discarded cards.
Remember that for every 2 cards you discard, you get an upgrade
cube (yellow)!
Upgrade cubes can be acquired through the upgrade cards of the
luck deck. Remember that they can be traded with any other player
(on a 1:1 ratio), anytime during your turn or another player’s
turn.
Lvl 4 Lvl 5
There is a new higher level (LVL 3) for each character in
dungeon 2, which increases character base damage (+4). We will get
the character token LVL 3 the first time we reach our character
colour in one of the two tracks (Monster/player defeated tracks) in
dungeon 2.
Lvl 3
Remember, four-sided die with circle on it can be upgraded to a
six sides die as it is described at core box rulebook page 9. If
you haven’t upgraded it yet in dungeon
1, be aware to upgrade it at dungeon 2.
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4.1 Game setup
Dungeon 2 set up has some differences from the beginning of
dungeon 1. Shuffle the “dragon quest” cards and deal 1 card to each
player (upside down, don’t show your cards to the other players).
The first player who fulfills the objectives of his dragon quest
card wins the LVL 1 dragon card (p.7). If any player has already
fulfilled the requirements to unlock the dragon at the moment of
getting the dragon quest card, the dragon token lvl 1 will go
instantly to that player. Further explanation about conflicts and
resolutions on p.6.
Shuffle the Luck deck and deal 4 cards to each player (facing
down, don’t show your cards to the other players), place the rest
in the middle of the table, where all players can easily reach it.
Remember, Gear Upgrade cards (p.9) must be instantly changed by
upgrade cubes (yellow), even if you are not the initial turn owner.
Give two power tokens (p.10) facedown to each player (keep those
hidden). One to be used in one of the left player tableau
equipments (Helmet, armor or bots) and the other one to be used in
one of the right player tableau equipments (Sword, shield or book)
Place the remaining upgrade cubes (yellow), magic cubes (purple)
where all players can easily reach them. Roll a die to determine
who is the initial turn owner.
5.1 quick start
There is the possibility of playing dungeon 2 without having
played dungeon 1. If you want to start playing at dungeon 2
straight away, set up the gear and characters for every player
following the same tables:
5.2 four players
- Character token at LVL 2 (+2) - Three gear tokens at LVL 2
(+2) - One 4 sided die with circle on it
- One gear token at LVL 3 (+4) - Two gear tokens at LVL 1 (+1) -
One 6 sided die
5.3 three players
- Character token at LVL 2 (+2) - Four gear tokens at LVL 2 (+2)
- One 4 sided die with circle on it
- One gear token at LVL 3 (+4) - One gear token at LVL 1 (+1) -
One 6 sided die
5.4 two players
- Character token at LVL 2 (+2) - Four gear tokens at LVL 2 (+2)
- One 4 sided die with circle on it
- Two gear tokens at LVL 3 (+4) - One 6 sided die
All gear and character tokens start activated at the start of
dungeon 2.