The Dungeon Game Booklet.pdf
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Adventurers
•
Knight:
8 Defense, Broad Sword (+1 to melee attacks), Shield,
+1 to strength actions.
•
Fighter:
6 Defense, Dual Swords (roll twice and keep highest),
+1 to dodging actions.
•
Ranger:
5 Defense, Bow (+1 to ranged attacks), 3 poison arrows
(2 damage each), Short Sword, +1 to tracking actions.
•
Thief
: 4 Defense, Two Daggers (+1 when thrown), Backstab (2
damage to surprised targets), Lockpicks, +1 to thieving actions.
•
Magic-User:
3 Defense, Staff, Spellbook (5 spells), +1 to magi-
cal actions.
All adventurers start with a rope, a torch, a bedroll, etc.
Monsters
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Assassin:
4 Defense, Poison Bow (+1 to ranged attacks), dagger.
Bandit Leader:
3 Defense, Sword, Leadership (+1 to Initiative)
Goblin:
1 Defense, Sword (+1 to attacks in groups of 3 or more).
Lizardkin:
2 Defense, Sword & Shield, Roar (calls for aid).
Ogre:
5 Defense, Club (hits 2 targets).
Shadow Monster:
Mimics any creature’s Defense/abilities.
Sorcerer:
3 Defense, Staff, Spellbook (2 spells).
Treasure
•
Circlet of Seeing:
Reveals invisible objects and creatures.
•
Crystal Eyes:
Goggles that allow for 360 degree view allowing
the wearer to always go first.
•
Globe of Water Walking:
Allows you to walk on water until
you take damage.
•
Guiding Charm:
+1 to ranged attacks, glows when danger is
near.
•
Magic Rope:
A fifty-foot rope that follows your command.
•
Pocket Dimension:
Sucks objects and creatures into another
plane.
•
Pocket-Wall:
A small tube of clay that spreads to cover any
opening.
•
Poison Dagger:
2 Damage to target on a roll of 6.
•
Ring of the Beholder:
The wearer’s appearance matches
whomever last wore the ring.
The Dungeon Game
by Yochai Gal | CC-BY-SA 4.0 | Cover Art: W. Heath Robinson
Combat
•
Initiative:
At the start of combat both sides roll a d6, the higher
goes first.
• Each side takes turns. Adventurers and monsters go in whatever
order they wish.
• Attackers roll a d6; on a 5-6 they are successful. Some weapons
or abilities provide a +1 bonus to the attack.
• Normal attacks do 1 damage unless otherwise indicated.
•
Healing:
Adventurers can return to a place of safety and wait
a turn to make a healing roll. On a 5-6 they regain 1 Defense.
Monsters may catch up during this time!
Setup
• You will need at least one d6 to play, as well as wooden or plastic
blocks of any kind.
• Together, build a dungeon, forest, town, canyon, etc. Improvise!
• Populate your play setting with monster, traps and treasure.
Miniatures are obviously a great choice, but pieces from other
board games work well too.
•
Most importantly,
get some real
treasure.
Licorice, fruit, choco-
late coins, whatever. Put it to one side, with instructions that it
not be touched until the adventure is concluded.
• Finally, come up with a reason for the Adventurers to explore
the dungeon. Some examples:
–
To find treasure (gold, items & scrolls)
–
To rescue a kidnapped friend or important person
–
To explore a new place
–
To rid a locale of some dangerous foe
Magic
• Spells can be found in spellbooks and can be cast once per
adventure.
• Casting a spell takes an action and does not require a roll to
succeed.
• Using a spell
beyond
its basic use (e.g.
Levitate
multiple targets)
may require a roll.
• Scrolls are single-use spells not typically found in spellbooks.
Common Spells
•
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Beast Form:
Turn into any wild creature until you take damage.
Cure Wounds:
Target recovers 1d6 Defense.
Elemental Mastery:
Control water, fire, earth, air.
Fireball:
Ball of flame that targets multiple creatures.
Fog Cloud:
A white vapor obscures your movements.
Fortify:
A target gets 2 extra Defense.
Freeze:
Turns a target to ice. Very effective on liquid surfaces.
Illusion:
An illusion of the caster’s choice appears within eye-
sight.
Levitate:
Fly over any surface and as high as a tree.
Lightning:
3 damage against metal armor.
Magic Tongue:
Speak any language.
Message:
Send a psychic message to an ally.
Sleep:
1d6 creatures fall asleep.
Basic Rules
• Creatures have a
Defense
(a combination of health and armor),
as well as an ability or weapon bonus, but no other stats.
• On their turn, an Adventurer can move
and
take an action or
attack.
• When a creature takes a risky action, roll a d6. A roll of a 5-6 is
a success.
• Add a
maximum
of +1 to the roll if the creature has an item or
skill that can help them succeed.
• Any action is possible at any time. The fancier the action, the
greater the consequences of failure. Make a determination as a
group whether a +1 should be added to a roll.
Optional Rule:
If you want the game to be
easier
or
faster
change the
result to a 4-6. This applies to both combat and risky actions.
Plik z chomika:
Trwa_Restrukturyzacja
Inne pliki z tego folderu:
The Dungeon Game Deutsch.pdf
(365 KB)
The Dungeon Game Deutsch booklet.pdf
(366 KB)
O_Jogo_da_Masmorra-booklet (Portugese).pdf
(568 KB)
Il gioco del dungeon (Italian).pdf
(258 KB)
O_Jogo_da_Masmorra (Portugese).pdf
(386 KB)
Inne foldery tego chomika:
Tales from the Loop (Tajemnice Pętli)
Tales of the Valiant
Ten Candles
The End of the World
The Happiest Apocalypse on Earth
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