Dorasure
Dorasure Rulebook
Table of Contents
Table of Contents
- Setup
- Game Phases
- Adventure Phase
- Hero Resource
- During a Hero's Turn in Adventure Phase
- Roaming Dragon Chart (During a Rampage)
- Quest Replenishing (Expansion Only, 6-11 players)
- Movement of Hero
- Go Adventuring
- Gather Information On A Quest
- Do A Quest
- Climactic Battle Phase
- Dragon Retaliation
- Final Breath
- Other Notes
- Dorasure Fang Expansion
Setup
Place one green Reward tile face down on each of the five Mountain locations on the game board. Then shuffle the red Quest tiles and place 5 randomly on top of these same hexagons so that each Mountain will have a Quest tile on top with a Reward tile underneath it.
All players begin the game in the city at the bottom left corner of the game board. Place all player miniatures there. It does not matter which of the 3 city tiles are used as they are considered to be the same tile. Lastly, place the Dragon token at the start of the Dragon Rampaging Meter on the right side of the game board.
Turn Order is done with the first player being the one who uses the topmost character in the following list, after which turn order goes in clockwise direction:
- Ninja
- Gladiator
- Samurai
- Hunter
- Werewolf
- Shaman
- Minstrel
- Magician
- Prince
- Paladin
- Vampire
*If you do not have any of the characters in the expansions, simply skip them and move along the line in the same order.
Game Phases
The game has 2 phases - Adventure Phase and Climactic Battle.
Adventure Phase
During this phase, players are supposed to go on quests and adventures to boost their skill levels in preparation for going up against the Dragon in the second phase. If any single Hero dies, all players in the game including the dying Hero must roll 1 die. If there is no '6', the game ends immediately in defeat for the players. Note that if multiple Heroes die to a single attack in this phase, this rolling process is done just once for all affected Heroes. If there is at least 1 result of a '6', then all dying Heroes are saved and placed back in the City with full Health. Reduce all Heroes' resources to 0. If the Shaman was revived, he is placed back in the Western Lake instead of the City.
The Adventure phase ends when all 5 Mountain Quests are completed by the players, or when the Dragon Rampaging Meter is filled completely.
Hero Resource
Each Hero has its own style of resource and method of replenishing. However, they all work the same way. A Hero can use any amount of resource before rolling any dice during Adventuring, Questing and fighting the final battle, with every 1 resource allowing him to roll an additional die. He will also be able to reduce resources in place of losing Health, at a 1:1 ratio.
During a Hero's Turn in Adventure Phase
The player always rolls the amount of dice stated in his Movement value. Even if the player has no intention to move, he must still roll the dice. Every '6' result on this roll will move the Dragon token one space up the Dragon Rampaging Meter. As soon as the Dragon token hits a space in the meter with a Rampage icon (Fire), it will immediately attack with 1 die using the Roaming Dragon Chart (Refer to it below).
Special Chance (6-11 Player Expansion)
For 6-11 players if a '6' is rolled during movement, instead of immediately moving the Dragon token up, roll a die again. On a 1-3 move the Dragon token up 1 space. On a 4-6 do not move the Dragon token up. Instead, the current Hero takes 1 Health damage.
Roaming Dragon Chart (During a Rampage)
When a Rampage is triggered, roll 1 die for the Dragon and refer to this chart:
- "The village of Belk in flames" Destroy the village Belk by placing the Razed tile over it. This village is in the top left area of the game board. Note that this space can still be entered, but it is now just a 'Road' type location. Any Hero on it when this happens will take 2 Health damage.
- All Heroes roll 1 die. Those who roll the highest result are forced back in the City. If it is the Shaman, he goes back to the starting Western Lake.
- All Heroes take 1 Health damage.
- All Heroes roll 1 die. Those who roll the lowest result take 2 Health damage.
- All Heroes roll 1 die. Those who roll the highest result take 2 Health damage.
- All Heroes roll 1 die. Those who roll the lowest result lose all Resources. Note that the Prince's Treasure (Gold) is immune to this, but not his servants.
Quest Replenishing (Expansion Only, 6-11 players)
When the 3rd Dragon Rampage (Fire icon) occurs, any Quest that was already completed with a Reward is replenished with a new Quest. Solving it again will remove 1 scale from the Dragon. Note that the scale's effect does not trigger.
Movement of Hero
Back to the Hero's movement, the Hero can move one space on the game board for each die rolled. He does not have to use all dice rolled. However, specific terrain types have a minimum value for the dice to be used to move into their spaces:
- City/ Villages/ Roads: Any number result on a die.
- Plains: A result of '3' or more on a die.
- Forests: A result of '5' or more on a die. This includes dice that rolled '6' which moved the Dragon's token up.
*Any die roll with a result of '1' voids that die of being used for moving for that turn. Also, a Hero can move through other Heroes but can never stop in the same space. The exception to this is Villages and the City itself. Mountain spaces can never be entered.
After moving, the player may perform one of the following actions in his location:
- Go adventuring
- Rest in Village or Town (Regain 2 Health)
- Gather information on a Quest (Must be adjacent to one of the 5 Mountains)
- Do a Quest (Must be adjacent to a revealed Quest)
Go Adventuring
Roll the number of dice based on the Hero's "Danger" value and compare it against the following Adventuring Chart. (The white value is used for Plains locations; the green value is used for Forest locations.) Note that a Hero cannot go Adventuring in Villages, Roads and the City.
| Result | Effect |
|---|---|
| 1 | Fumbled. Total score for current Adventure is -1. |
| 2-3 | No change to Adventure score. |
| 4-5 | Success. Total score for current Adventure is +1. |
| 6 | Great success. Total score for current Adventure is +1. Roll again. Any result besides '1' is +1 again. If it is a '6', roll yet again. There is no limit to this. Note that a '1' gives -1. |
Each Adventure begins with 0 score. After all "Danger" dice are rolled by the Hero, count the final score for that Adventure and compare it to this dice result chart:
| Total Adventure Score | Result of Adventure |
|---|---|
| -1 or lower | Failure. Take 1 Health damage. |
| 0 | Failure. Nothing happens. |
| 1 | Success, gain 1 EXP. Take 1 Health damage. |
| 2 or higher | Success, gain 1 EXP. |
Gather Information On A Quest
Flip over the Quest tile of the Mountain adjacent to the Hero. Any player can now read the Quest details. The current Hero is not allowed to do the quest in this turn and must end his turn now.
Do A Quest
The Hero now rolls dice based on one of his attributes according to the Quest details of the revealed Quest tile. The Hero must be adjacent to the tile. Use the same dice result chart as the Adventuring Chart at the top of page 4 to calculate total score for the Quest. As long as the total score is not met as given by the Quest, it ends in failure and the failure effect triggers as stated on the Quest tile. Put 1 Flag token on that Quest for each point above 0. At a later time, this Quest can be challenged again, with the Flags each counting as 1 success already rolled. Upon success, the Hero gains 2 EXP and he may now flip over the Reward tile underneath it and claim it.
*Note: Any other Heroes adjacent to this Quest can assist if the current Hero requests for it. This must be agreed before the current Hero attempts the Quest. If so, upon success all participating Heroes gain 1 EXP each, including the current Hero himself.
Climactic Battle Phase
In this phase, the players only lose if all of their Heroes die. The first player to fight the Dragon is the same player who triggered this phase.
Remember that if the Dragon Meter was filled, that final Rampage actually executes two times instead of once. The only method to avoid this is to complete all 5 Quests so that it does not awaken into the final battle via this way.
Using the same dice result chart as the Adventuring Chart at the top of page 4, the current Hero rolls dice based on his "Combat" value and compares the total score to the following chart:
| Total Battle Score | Result of Battle |
|---|---|
| -1 or lower | Instant death. Dragon chomps down. |
| 0 | Dragon strikes with a barrage of claws. Current Hero takes 4 Health damage. |
| 1 | Dragon blasts Current Hero and 2 other living Heroes to his left and his right. (Total of 5 targets) 1 Health damage each. |
| 2 | Team Combo! Current Hero and 2 other living Heroes to his left and his right. (Total of 5 participants) roll 1 die each and add the score modifier to the total of 2. If the total is STILL a 2, all participating Heroes take 1 damage each. |
| 3 | Head-on Strike! Current Hero takes 1 Health damage. Dragon takes 1 damage. |
| 4 | Attack from behind! Dragon takes 1 damage. |
| 5+ | Flanking overkill! Dragon takes 2 damage. |
For each damage dealt to the dragon, add 1 Sword token onto the Dragon's health meter at the top of the Dragon Rampaging Meter.
Dragon Retaliation
When a Sword token is placed onto a Dragon health box with 3 claw marks, this triggers a Dragon rampage. The current Hero rolls a die and compares it to the following Retaliation Chart:
| Result | Effect |
|---|---|
| 1 | Missed claw strike. No one is hurt. |
| 2-3 | Dragon blasts Current Hero and 2 other living Heroes to his left and his right. (Total of 5 targets) 1 Health damage each. |
| 4-6 | Critical slash! All Heroes roll a die. The ones with the lowest result take 2 Health damage. |
*Note: The retaliations always occur, even if multiple Sword tokens exceed any claw marks.
Final Breath
At the point where the Dragon is at 2 health left, even if an attack causes it to take 2 damage, it will still only take 1 damage and be left with its final health.
Final Note: If the Dragon dies at the same time with the last standing Hero, the players still win the game!
Other Notes
*All Treasure abilities can only be used in phase two except for Shaman and Minstrel.
The Characters
The Ninja
- Treasure: (Oboro-Gasumi) May reroll all his dice once per turn in the battle against the Dragon.
- Resource: (Ninjutsu) Regains 1 every time he enters a Forest space.
The Hunter
- Treasure: (Poisoned Bullets) Once per game. Change 1 die result on a Combat roll by the Hunter to '6'.
- Resource: (Magical Ammo) Regains all whenever she rests in a village or the City.
The Gladiator
- Treasure: (Mammoth Meat) Regain back to full Health at the start of phase two.
- Resource: (Battle Hardened) No resource. Regains 1 Health every time she goes Adventuring in the plains, regardless of outcome.
The Prince
- Treasure: (True Wealth) Adds 3 Gold that can be used as extra Resources. Cannot be replenished. Without Treasure he already begins with 1 Gold.
- Resource: (Servants) Always set to the same amount as his current level at the start of his turn, except during the final battle where it does not replenish anymore.
The Paladin
- Treasure: (Platinum Shield) Once per game. Can completely protect entire party from one Dragon Retaliation in phase two.
- Resource: (Faith) After rolling dice for movement, may choose to remove the highest value die and regain 1 resource. If it was a '6', it will still move the Dragon token up.
The Samurai
- (Never Targets the Weak) If total Adventure score is 1, does not take damage or EXP. Nothing happens.
- (Godspeed) Immune to 'Start of Quest' damage effects.
- Treasure: (Final Move: Gust) Use 1 resource. Add 2 dice to Samurai's Combat roll.
- Resource: (Training) Regain 1 when Samurai attempts a Quest or assists one.
The Shaman
- (Guardian of Nature) Starts in the Western Lake.
- (Hatred for Humans) Can never rest in the City.
- Treasure: (Body-Swapping Doll) Can take damage for any ally Hero using Shaman's own health and resources at any time.
- Resource: (Voodoo) Regain 1 at the start of every turn that Shaman is not full in Health.
The Minstrel
- (Heroic Tune) Able to spend resource to add 1 die to an ally Hero's Adventure or Quest roll at any time, including phase 2.
- Treasure: (Lullaby) Once per game. The Dragon token stays where it is after the Minstrel rolls for movement.
- Resource: (Hero's Song) Regain 1 when ending a turn beside at least 1 Hero ally.
The Magician
- (Magic Mastery) In Quests with 'Magical' affinity, Magician gains +2 to her Search and Knowledge.
- Treasure: (Big Bang) Use 5 resources. Instead of rolling Combat dice on her turn, deal 2 damage to Dragon immediately.
- Resource: (Magic) Regain 1 at the start of every turn. (Regain more at higher Levels)
The Vampire
- (Blood Magic) When rolling dice for Questing, Adventuring or in the final battle, a result of '1' reduces her current Blood resource by 1. If she has no blood to reduce, she loses 1 Health instead.
- (Thirst for Blood) At '0' Blood resource, her 'Combat', 'Search' and 'Knowledge' attributes are reduced by 2.
- Treasure: (Kiss of Death) Revive 1 dead hero back with 2 Health. Once per game.
- Resource: (Blood) Regain 2 whenever she rests in the City, or 1 when resting in a village.
The Werewolf
- (Lycanthropy) Whenever his EXP is at a Werewolf icon, he gains +3 'Combat' but reduces his 'Search' and 'Knowledge' by 2.
- Treasure: (Werewolf Lord's Gauntlets) May take 2 turns in a row.
- Resource: (Strength of the Wild) No resource. Regain 1 Health at the start of every Werewolf's turn during Adventuring phase if his EXP is at a Werewolf icon.
- Lycan Form
The Grand Master
- If this Hero is used, no other Heroes are allowed in the game. Adventuring does not give any EXP at all. Questing always only gives 1 EXP upon completion. When doing quests with 'Magical' affinity, add 1 die to Grand Master's roll. Once per game, Grand Master may reroll all his dice. At Level 6, Grand Master always deals 2 damage on a total score of 4 or more.
- Treasure: (Elixir) Once per game. Before rolling Combat dice, Grand Master may regain back all Health lost.
- Resource: (Mana) Regain 1 at the start of every turn.
The Reward Tiles
Dragon's Lair (x 2 of this in the game)
You found the Dragon's lair and injured it in its sleep! It takes 1 damage but the Dragon token goes up 1 space too. The Dragon token does not go up the second time its lair is found again.
Book of Dragons
You found the legendary book that describes weaknesses of Dragons! All Heroes gain 1 EXP immediately.
Anti-Dragon Weapons
All Heroes add 1 to their "Combat" value when fighting the Dragon during phase two.
Treasure
All Heroes have found their special items and can now perform their special Treasure abilities.
Special Abilities and Skills
Special Abilities:
Skills: Speed / Danger / Combat / Search / Knowledge
Quest Tiles
Mysterious inscriptions ("Mysterious inscriptions found...")
- Knowledge: 2
- Failure: No effect
Golem Guardian
- Combat: 3
- Extra: All participating Heroes take 1 damage as soon as Quest begins.
- Failure: Take 1 Health damage
Teleportation Trap
- Search: 2
- Failure: Teleport back to City. (or Western Lake for Shaman)
Underground labyrinth
- Search: 3
- Failure: Hero stays put and must continue next turn until successful.
Riddle of the Sphinx
- Knowledge: 1
- Extra: Can only do this Quest alone without ally Heroes assisting.
- Failure: 2 Health damage
Horde of goblins
- Combat: 3
- Failure: Take 1 Health damage
Evil Chimera
- Combat: 2
- Extra: All participating Heroes take 1 damage as soon as Quest begins.
- Failure: Take 1 Health damage
Dorasure Fang Expansion
Shuffle the 8 black land tiles facedown and place 5 of them randomly in the 5 allocated spaces as shown in the manual. Put the 3 unused tiles aside, they will not be used this game. Then turn the 5 land tiles face up. They now replace the original spaces on the game board.
The 8 different land tiles:
- Quick Sand (Die movement 4 or higher to enter). Cannot move for the rest of the turn after entering.
- Mirage City (Die movement 1 or higher to enter). A fake city. Cannot heal here. Grandmaster is exempted from having to go adventuring in this space.
- Herbal Meadow (Die movement 3 or higher to enter). If '6' was used to enter this space, regain 1 Health.
- 1000-Year Winter (Die movement 5 or higher to enter).
- Poisonous Swamp (Die movement 4 or higher to enter). Lose 1 Health upon entering.
- Caravan (Die movement 3 or higher to enter). Can rest in this space to regain 1 Health.
- Sea of Trees (Die movement 6 or higher to enter). If Hero 'Search' attribute is at least 2, only '5' on die is required to enter.
- Tree of Truth (Die movement 5 or higher to enter). If Hero 'Knowledge' attribute is at least 2, regain 1 resource upon entering.