* Playing the Game *DungeonQuest is played over a series of turns, beginning with the First Player and then continuing to the next. The order usually is relative with the order people subscribed for the event, except if the event organiser says otherwise. Each player completes his Hero’s entire turn before the next Hero takes a turn. When a Hero takes his turn, he must choose one of the following actions and resolve its consequences:
Move into an adjacent space
OR
Search the chamber he is in* Moving *If a Hero chooses to move, he informs the Forum Game Ograniser by posting or my PMing that he wishes to 'Move UP', 'Move DOWN', Move RIGHT' or 'Move LEFT' (diagonal movement is never allowed) and his figure is moved through a passage to an adjacent space; if there is a Wall blocking the way, the move is invalid. Heroes cannot move into a Dungeon chamber occupied by another Hero figure, except for the Treasure Chamber in the center of the dungeon (see “Looting the Treasure Chamber” below). After a Hero moves, he must encounter the space he entered (see “Encountering Dungeon Chambers” below).
Moving into a Dungeon ChamberWhen a Hero moves into a space that already contains a Dungeon chamber, he simply encounters that chamber (see “Encountering Dungeon Chambers” below). If a Hero enters a Dungeon chamber that contains a monster token, the Hero encounters the Monster first. If the Hero kills the Monster, he must then encounter the chamber.
Moving into an Unexplored SpaceEvery space on the board that does not contain a Dungeon chamber (except Tower Rooms and the Treasure Chamber), in other words every black square made of nine 3x3 :underground icons, is considered unexplored. When a Hero moves into an unexplored space, an RNG simulator must be used to determine the 'shape' of the chamber (number and position of Walls & Passages, any Doors or Portcullises etc.) as well as its type (Dungeon, Trap, Chasm, Botomless Pit etc.). After calculating the chamber, the Game Organiser creates the room on the game's Dungeon Board by using elemental forum icons and place the Hero figure at the center of the room (exception: In some special rooms, the Hero is placed at an edge of the room instead of its center). For further info, see 'Rules for Generating Dungeon Chambers' and 'Dungeon Chamber Breakdown' above.
Moving Through a DoorSome passages have doors that must be opened before Heroes can move through them. Many doors can be opened right away, but others are jammed or trapped. Each time a Hero attempts to move through a door, he must first draw a Door card. If the Hero draws a “Door Opens” card, he continues his movement as normal. If the Hero draws a “Door Jammed”, he must remain in the chamber. Finally, if he draws “Hidden Trap”, he must remain in the chamber and draw a trap card. However, the Hero may try the door again next turn or may leave by a different passage. If a Hero attempts to move through a door that is adjacent to another door, he only draws one Door card to determine his success.
Moving Through a PortcullisIf a Hero attempts to move through a portcullis, he must first make a successful Strength test (see “Attribute Tests” below). If the Hero succeeds, he continues his movement as normal. If the Hero fails, his turn ends but he may try again next turn if he wishes. If a Hero attempts to move through a portcullis that is adjacent to another portcullis, he only makes one Strength test to determine his success.
Moving Through a Door and PortcullisIf a Hero attempts to move through a door and a portcullis, he must resolve each one in order, starting with the chamber he currently occupies.
Dead EndsIf all of a chamber’s passages except the one the Hero entered from run into walls (either the wall surrounding the dungeon or walls on Dungeon chambers), the Hero has reached a dead end. If a Hero reaches a dead end, he can only leave the chamber by moving to the chamber he entered from (if possible) or by successfully searching for a secret door or a passage to the catacombs (see “Searching” below). Particularly unfortunate Heroes may become trapped in a dead end, usually as the result of a Rotating Room (see “Chamber Descriptions” below). If a Hero does not succeed in finding a secret door or passage to the catacombs that allows him to leave the chamber after searching
twice, he is killed (see “Hero Deaths” below).
SearchingInstead of moving to an adjacent space, a Hero may search the Dungeon chamber he is in for secret doors, passages to the catacombs, or even hidden treasures. To search a chamber, the Hero simply draws a Search card from the Search deck and follows its instructions (see “Encountering Cards” below). A Hero may search a chamber twice on successive turns if he wishes. After a Hero has searched two successive turns, he must move on the next turn. He cannot search again until he has moved. If the Hero returns to the same chamber later, he may search it again, for up to two successive turns. Heroes may only search chambers that feature a search icon and only if there are no monster tokens in the chamber. Once a Hero has moved or searched, the Hero’s turn ends. Heroes cannot move and search in the same turn. Heroes that search do not encounter the chamber.
EncountersRegardless of whether a Hero moves or searches during his turn, he is bound to encounter items or creatures of interest in the dungeon. Dungeon chambers, cards, and monsters can all be encountered. After a Hero completes any instructions on the card or chamber, the encounter is considered resolved. Once all the Hero’s encounters have been resolved for his turn, his turn ends.
Encountering Dungeon ChambersDungeon chambers represent the explored areas of Dragonfire Dungeon. Most chambers have special instructions that are triggered whenever Heroes move into them (see “Chamber Descriptions” below). Some Dungeon chambers (and some card instructions, see “Encountering Cards” below) have lasting effects that require Heroes to remain in the same chamber instead of moving. These effects always supersede any normal rules for movement. If a Hero enters a Dungeon chamber with a monster token in it, he must encounter the Monster before of encountering the Dungeon chamber (see “Encountering Monsters” below).
Encountering CardsSome Dungeon chambers require Heroes to draw cards from certain decks. These card encounters could then instruct a Hero to draw a card from a different deck.
Example: A Hero enters a Dungeon Room, which instructs him to draw a card from the Dungeon deck. The Dungeon card is a “Dead Adventurer”, which gives the Hero the opportunity to draw a card from the Corpse deck.Whenever Heroes are instructed to draw cards, after resolving all instructions on the card, the card is destroyed. However, some cards instruct Heroes to keep the card (eg. every Loot card) and possibly encounter it again next turn (eg. some Threat cards).
* Card Types *Most cards have a card type listed below the card’s title. Card types are not tied to particular decks. For example, a Hero may encounter a Trap from the Search or Dungeon decks as well as from the Trap deck. The different cards types are listed below. (
Important: When a non-loot card mentions "Keep this card" on its text, it is good to write it down to the 'other' section of your Hero Board until you get rid of this card. That way, you won't forget you have a threat to deal with.)
EventCards with the Event card type represent locations or hazards that Heroes may encounter. The Event card type does not have any special rules associated with it and is only important when certain special abilities and effects refer to it.
LootCards with the Loot card type represent valuables that Heroes acquire as they explore the dungeon. Whenever a Hero encounters a card with the Loot card type, he keeps the card and places it in his inventory, so that other players know the amount and value of the Hero’s Loot.
MonsterDragonfire Dungeon is filled with powerful denizens that skulk in the darkness, waiting to ambush careless adventurers. Cards with the Monster card type represent creatures in the dungeon that lead to combat (see “Encountering Monsters” below). Any effect that refers to the Monster card type also applies to monster tokens.
ThreatCards with the Threat card type represent creatures that can harm or inconvenience Heroes. Most Threats require Heroes to make a test or simply wound Heroes and then are destroyed. However, some Threats may turn into Monsters and lead to combat. The Threat card type does not have any special rules associated with it and is only important when certain special abilities and effects refer to it.
TrapCards with the Trap card type represent traps that the Hero sets off or runs into. The Trap card type does not have any special rules associated with it and is only important when certain special abilities and effects refer to it.
* Encountering Monsters & Monster Descriptions*Encounters with a Skeleton (sybmolised by 'S' or by forum emoticon
), Fallen Druid (symbolised by 'F' or by forum emoticon
), Abomination (symbolised by 'A' or by forum emoticon
), Golem (symbolised by 'G' or by forum emoticon
), or Demon (symbolised by 'D' or by forum icon
) may lead to combat unless the Hero manages to escape. Some Threat cards such as “Old Bones” and “Fallen Elf” may turn into Monsters and lead to combat. Encounters with Monsters are resolved by choosing between the following options:
Escape or Attack1. Determine Monster PlayerWhenever a player’s Hero encounters a Monster, the player whose turn is next takes on the role of the Monster for that encounter (if that player doesn't want or isn't active neough to take the role, then the monster is played by the forum game organizer or an other willing player). That monster player then reads the rules & stats that feature the repsective Monster.
2. Escape or AttackThe Hero must then decide if he wants to escape or attack. A Hero may not escape if the chamber he entered has a portcullis or if he entered the chamber by special movement such as a “Secret Passage” from the Search deck. (Whether or not the chamber he exited has a portcullis is irrelevant.)
3. Place Monster TokenIf the Hero escapes, place a respective monster token to represent the Monster in that chamber. That token is an 'S' (or
) for Skeleton, 'F' (or
) for Fallen Druid, 'A' (or
) for Abomination, 'G' (or
) for Golem, 'D' (or
) for Deamon.
EscapeIf the Hero chooses to try to escape, there is a percentage escaping chance according to the type of the Monster:
If the Hero fails his escape (percentage number > Escaping Chance), he must face the Monster in combat (see “Combat” below). In addition, the Hero suffers a number of wounds (see “Hero Deaths” below) equal to the Monster’s escape damage value.
If the Hero succeeds in escaping (percentage number <= Escaping Chance), the monster token is placed in the Dungeon chamber where the Monster was encountered. The Monster remains there until killed. When a Hero successfully escapes, he must leave the Dungeon chamber where he encountered the Monster and return to the Dungeon chamber he entered from. The Hero does not encounter the Dungeon chamber he returns to and his turn immediately ends. However, on the Hero’s next turn, he must then encounter the chamber he escaped to as if he just entered it. If the Hero entered the Dungeon chamber through a door, he does NOT have to draw another Door card to escape. Play then passes to the next Hero.
AttackIf the Hero chooses to attack or if he attempts to escape and fails, combat begins (see “Combat” below).
* Looting the Treasure Chamber *At the center of the dungeon is Dragonlord Kalladra’s Treasure Chamber, which is guarded by Kalladra himself. Fortunately, Kalladra sleeps during the day, unless awoken by a clumsy, unlucky Hero. Heroes can move into the Treasure Chamber as if it were a Dungeon chamber.
When a Hero enters the Treasure Chamber, he randomly draws one Dragon card from the Dragon deck. There is a 90% chance this Dragon card is “Sleeping” and, therefore, a 10% chance the card drawn is “Dragon Rage”.
If the Dragon card drawn is “Sleeping”, all is well. The Hero follows the instruction on the Dragon card to draw two Treasure cards, which may include some of the most valuable artifacts in Dragonfire Dungeon, and the Hero’s turn ends. The Hero has not disturbed the sleeping Kalladra with his pilfering. The “Sleeping” card is then destroyed, but the percentage of drawing a “Sleeping” card again drops by 10% and therefore the chance of drawing a “Dragon Rage” increases by 10%. On the Hero’s next turn, he must either move out of the Treasure Chamber by any passage or stay there and draw another Dragon card (with a 80% chance to draw a “Sleeping” dragon or 20% to draw a “Dragon Rage” one). If he draws “Sleeping” again, everything is ok and draws 2 Treasure cards, but the percentage to draw another “Sleeping” card drops by 10% and becomes 70% etc.
If the Dragon card drawn is “Dragon Rage”, the Hero is in big trouble! His mishandling of the dragon’s hoard has woken Kalladra, who promptly unleashes his fiery breath upon the Hero. The Hero must discard all of his Treasure cards and then roll two dice and suffer that many wounds from the dragon’s scorching breath. If this does not kill the Hero, he must retreat: the Hero moves his figure out of the Treasure Chamber through the passage of his choice to an adjacent space, drawing a Dungeon chamber if the space is unexplored, and then his turn immediately ends. Retreating Heroes may not move through a door or portcullis. A Hero retreating in this manner does not encounter that Dungeon chamber, regardless of whether the chamber was previously explored or not. However, on the Hero’s next turn, he must encounter the chamber as if he just entered it. After the “Dragon Rage” is released (and desrtoyed), the percentage to draw another “Dragon Rage” resets to 10%.
Heroes may remain in Kalladra’s Treasure Chamber until they decide to leave the Treasure Chamber or they wake the Dragonlord. Due to the changes at drawing percentage, the longer Heroes stay in the Treasure Chamber the greater the chance of waking the Dragonlord!
Once they have looted as much as they dare, Heroes may leave the Treasure Chamber during their turn, treating it as a normal move. Heroes do not draw any Dragon cards on the turn they leave the Treasure Chamber.
Two or More Heroes in the Treasure ChamberThe Treasure Chamber is the only space in the dungeon that a Hero can move into if it is already occupied by another Hero. The more Heroes there drawing cards from the Dragon deck, the more likely the dragon will wake up, since the “Sleeping” percentage is going to drop and “Dragon Rage” percentage to rise even faster than normal!
When Kalladra wakes up, all Heroes in the Treasure Chamber immediately suffer the consequences of “Dragon Rage” as described before, starting with the player who drew the “Dragon Rage” card and proceeding with playing priority to the other players with Heroes in the Treasure Chamber. After this event has been dealt with, the game carries on with the normal turn order. Fortunately, drawing percentage resets to 90% for “Sleeping” and 10% for “Dragon Rage” cards.
If there are no Heroes in the Treasure Chamber, the drawning percetnage resets to 90% and 10% for “Sleeping” and “Dragon Rage” cards respectively. However, if there are two or more Heroes in the Treasure Chamber, the drawing percentage is not reset until the last Hero leaves the Treasure Chamber and it is empty or a “Dragon Rage” is drawn. On a later turn, if they feel they have time to spare, Heroes can return to the Treasure Chamber to press their luck anew with the replenished Dragon deck.
* Running out of Time *While the Tower Rooms of Dragonfire Dungeon provide exits from the dungeon during the day, they magically close and seal when night falls. Any Hero who lingers too long in his explorations is locked in the dungeon overnight, and night is when Kalladra fully awakes and stalks about his dungeon for visitors. No mere momentary flash of fire awaits Heroes trapped with Kalladra in the night; at night, he makes sure to finish his meal.
The passing of time in DungeonQuest is measured by adding +1 to the Sun Counter. The Sun Counter's value indicates the amount of time Heroes have remaining before the game ends. At the start of the game, the Sun Counter has a value of 0, and it rises as the game progresses. When the Sun Counter becomes 25, night has fallen and the Tower Rooms’ heavy stone doors are about to close, spelling doom to any Heroes still in the dungeon. When the First Player takes his turn (the very one who got the First Player Counter), before he performs any actions, he adds +1 to the Sun Counter (if he/she doesn't want to take this responsibility, the organizer of this forum game must do it).
Important: The Sun Counter does not gain +1 on the very first turn of the game.
Once the Sun Counter becomes 25, the First Player must roll one die to see if the game ends instead of adding +1 to the Sun Counter at the beginning of his/her turn (in other words, the Sun Counter never goes above 25). If the number rolled is higher than 2, the Tower Rooms’ doors remain open and it is still possible for Heroes to exit the dungeon. If the number rolled is equal to 1, the giant stone doors of every Tower Room close and the game immediately ends. At that moment, any Heroes still inside the dungeon are killed (see “Winning the Game” below). At that point, the First Player no longer adds +1 to the Sun Counter, but he/she still rolls a die before each of his/her turns to see if the game ends. As long as the First Player continues to roll higher than 2, the game does not end. Even if the First Player is eliminated or is forced to lose a turn, he/she still adds to the Sun Counter and may need to roll for game end as normal.
Exiting the Dungeon Eventually, treasures in hand, Heroes will want to exit Dragonfire Dungeon. The only exits from the dungeon are in the Tower Rooms. A Hero entering a Tower Room may immediately choose to move out of the dungeon from it if he wishes. If he chooses not to do so, he immediately moves out of the Tower Room through one of its passages and encounters the Dungeon chamber he enters. A Hero does not have to exit the dungeon through the same Tower Room that he started the game in; any Tower Room can be used to exit the dungeon. Heroes are never obligated to exit the dungeon if they enter a Tower Room. They are welcome to stay as long as they like…
When Heroes exit the dungeon, their figure is removed from the board and can no longer explore the dungeon. Once a Hero has exited, he cannot enter the dungeon again. The Hero must now wait until the game ends before the victor is determined (see “Winning the Game” below). It is important to note that a Hero may not exit the dungeon unless he possesses at least one Loot card (no Hero would leave the dungeon empty-handed; otherwise, what was the point?). However, any Loot card will do; it does not even need to have an electrum (
) value to fulfill this requirement.
If the First Player exits the dungeon, he must still add +1 to the Sun Counter or roll a die for the closing gates at the start of his turns.
* Winning the Game *The game ends when every Hero has either successfully left the dungeon or has been killed.
Once the game has ended, each Hero who exited the dungeon tallies up the total value of his Loot cards. Most Loot cards are marked with a certain value in electrum. Loot cards without an
value are worth zero electrum (unless otherwise indicated by the Loot card). The player whose Hero has exited the dungeon with the highest total value in electrum is the winner of the game.
Any effects that are resolved at the end of the game, such as the instructions on the “Treasure Chest” card for example, must be resolved before electrum values are tallied. The First Player resolves all of his end-of-game effects, and then the next-in-order player resolves his effects, and so on.
If two or more surviving Heroes are tied for the highest electrum total, the tied player with the single Loot card worth the highest electrum value wins the game. If it is still a tie, the tied player with the most Loot cards wins the game. If it is still a tie, then all tied players win the game.
If nobody manages to escape the dungeon, all Heroes lose and Dragonlord Kalladra is the winner! He loves it when a plan comes together.
Sometimes a Hero will win the game simply by being the only Hero to escape the dungeon alive, even if he has only a few paltry trinkets to show for it. In other games, a Hero will escape the dungeon with an armful of fabulous treasures for a really big win. The ogranizer of this game (or even players themselves) can keep track of the total gold value of Loot each player has managed to collect and exit the dungeon with in all the games they have played to see who is the champion at Dungeon Quest Forum Game!
* Combat *When Heroes explore the dungeon, they may discover Monsters lurking in the darkness. While some Monsters can be escaped from, all encounters with Monsters have the potential to result in combat. If a Hero runs into a Monster and does not escape from it, the encounter must be resolved through combat. Each combat always
involves a single Hero against a single Monster.
Combat encounters are resolved over a number of Combat Rounds until either the Monster or the Hero is killed (see “End of Combat” below). A round consists of each player (Hero player and Monster player)
PMing the Forum Game Organizer about the Strike Type of their
Standard Attack,
Brutal Attack and
Counterattack (the strike type in each of these Attacks can be either
Melee,
Ranged or
Spell) and then the forum game organizer compares them and finds the amount of Wounds each combatant suffers. In order to speed up the Combat proccess, it would be good if the two combatants (the Hero player and the Monster player) to enter the
Chat Room along with the Organizer and sending chat PMs to the organizer about their Attack types, calculating them and procceeding to the next Combat Round directly. That way, Combats take minutes to end instead of days of forum PMing...
-
Important note: If the Forum Game Ornganizer takes the role of the Monster for any reason, an other 'neutral' person must be found to recieve the PMs and help in concluding the combat sequence.
* The PM must have the following format:Strike TypesA. Melee: An attack performed by a close-combat weapon, such as a sword. Melee strike type defeats Ranged strike type.
B. Ranged: An attack performed by a ranged-combat weapon, such as a bow. Ranged strike type defeats Spell strike type.
C. Spell: And attack performed by a magic weapon or object, such as a wand. Spell strike type defeats Melee strike type.
Attacks & Damage1. Standard Attack: This represents a typical way to attack. If your PMed Strike Type of your Standard Attack beats your opponent's PMed Strike Type of his Standard Attack, you will deal 1 Wound to him this Combat Round.
2. Brutal Attack: This represents a slow but powerful attack. If your PMed Strike Type of your Brutal Attack beats your opponent's PMed Strike Type of his Brutal Attack, you will double any Wounds you are going to deal him this Combat Round.
3. Counterattack: This represents an attack you performed after being attacked first. If your PMed Strike Type of your Counterattack beats your opponent's PMed Strike Type of his Counterattack, you will deal 1 Wound to him, but on the
next Combat Round.
Using any cards or abilitiesAt the beginning of the Combat Rounds, you may use any special abilities, Runes or Loot cards in order to help you (especially Weapons & Shields). If you're going to use and item, you must include it in your PM towards the Game Organizer.
Combat StepsEach combat round is divided into four steps, which must be performed in order every round. These steps are repeated until either the Hero or the Monster is killed. The steps of combat are as follows:
1. PMing Attack Types and any cards or special abilities that you plan to use.
2. Compare Attack Types.
3. Add Counterattack from previous rounds, used special abilities or cards from this round and any special effects (eg. poison tokens for monsters).
4. Assign Damage.
5. Repeat from step 1 until either the Hero or Monster is killed.Spoiler for Combat Example:
Glenn fights against a Skeleton.
At the first Combat Round, Glenn decides to use Spell for his Standard Attack, Ranged for his Brutal Attack and Melee for his counterattack, so he sends the following PM:
Standard Attack= Spell
Brutal Attack= Ranged
Counterattack = Melee
Cards/Abilities used = none
The Monster player who controlls the Skeleton sends the following PM:
Standard Attack= Melee
Brutal Attack= Spell
Counterattack = Ranged
Cards/Abilities used = none
As it seems, the Skeleton loses in all three, meaning he takes 1 Wounds from Glenn's Standard Attack and is going to take another 1 Wound next turn due to Glenn's counterattack. Furthermore, he takes a total of 1 Wounds this turn, which is doubled due to Glenn's success at Brutal Strike. In the end of this Combat Round, Skeleton takes 2 wounds.
Next round, Glenn decides to send this PM...
Standard Attack= Melee
Brutal Attack= Melee
Counterattack = Melee
Cards/Abilities used = none
...while Skeleton sends this PM:
Standard Attack= Melee
Brutal Attack= Spell
Counterattack = Spell
Cards/Abilities used = none
Glenn's and Skeleton's Standard attacks are both melee (we have a draw here, so nothing happens) while Skeleton's Brutal Attack and Counterattack beats Gelnn's ones.
Despite Skeleton beats the Brutal Strike, he still deals 0 wounds this turn which is still zero when doubled. However, Glenn will recieve +1 wounds at next round due to Skeleton's successful counterattack, but he takes no damage this round. Surprisingly, Skeleton still takes 1 damage this round because he was successfuly Counterattacked by Glenn at previous round.
...at the 3rd combat round, Glenn decides to use the ability of his 'Spark' Loot card, which he discards in order to deal +1 Wounds this round. His PM is this:
Standard Attack= Melee
Brutal Attack= Melee
Counterattack = Ranged
Cards/Abilities used = Spark
Skeleton PMs this:
Standard Attack= Melee
Brutal Attack= Spell
Counterattack = Ranged
Cards/Abilities used = none
Standard and Counterattack are a draw and Brutal Strike is won by Skeleton. Skeleton is going to deal 1 Wounds at Glenn due to previous round's Counterattack, which is doubled to 2 Wounds by the successful Brutal Strike of this round. However, Glenn still deals 1 Wound to Skeleton due to Spark's ability.
And so the combat keeps going until one combatant remains...
End of CombatCombat ends when either the Monster is killed or the Hero is killed. The Hero (and the Monster) can't take any non-combat actions until the end of combat.
Hero VictoryIf the Monster has sufferend an amount of Wounds greater than his Life Value, he is killed. No Monster token is placed and the Hero's figure remains in place. Heroe's Wounds or Poison Counters that suffered during combat remain after the combat too.
Monster VictoryIf the Hero has sufferend an amount of Wounds greater than his Life Value, he is killed. Then a Monster token must be placed at the chamber where the battle occured and the Hero's figure is removed. The victorious Monster is then fully healed and discards any Poison Token he may took during combat.