Dungeon of Darkness
Dungeon of Darkness Rulebook
Table of Contents
Table of Contents
Number of Players
1
Game Components
- 1 Brightness card (used to measure the brightness of the dungeon)
- 1 Ladder card (use to get to the next level or to leave dungeon)
- 1 Gold card (used to count gold)
- 3 Class cards
- 5 Darkness cards (represents all the bad things happening in the dungeon when it gets dark)
- 11 Item cards
- 13 Monster cards
- 19 Event cards
- 1d20 (a 20 sided die for attack rolls and checks)
- 8d6 (eight 6 sided dice used for hp counter, gold counter and to throw)
Game Setup
- Select a class card and place it in front of you. The area on the right of the class card is the inventory and the area on the left is where you store the gold collected.
- Place 1d20 and 8d6 beside the class card. The 8d6 are used for your class HP counters, gold marker and to throw.
- Place the brightness card in front of you.
- Shuffle all the darkness cards together and place them beside the brightness card face down. This is the darkness deck.
- Shuffle monster, event and item cards together to form the dungeon deck. Cards drawn from this deck are called the dungeon cards. The area beside the dungeon deck is the discard pile.
- Place the red dragon card on the side, this is the dungeon boss.
- Set up the first level of the dungeon (see set up a dungeon level).
- The game is now ready to start.
Game Phases
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Dungeon Phase:
At the start of a dungeon level: Throw 1d6 to determine the brightness then reveal darkness cards accordingly. For example, player throws 1d6 and gets a 5, 2 random darkness cards are revealed as the result. Darkness card's effect lasts until you move to a new level. Skip this step for the first level.
Brightness table (roll 1d6):
1d6 result Brightness Effect 1-2 0 Bright No darkness cards 3-4 1 Dim Put 1 darkness card into play 5 2 Dark Put 2 darkness cards into play 6 3 Very Dark Put 3 darkness cards into play Explore phase: At the start of this phase player can upgrade items (see upgrading items) before revealing any dungeon card to resolve it.
When you revealed a dungeon card:
Dungeon Boss
The red dragon is the dungeon boss and is not shuffled into the dungeon deck but is placed separately.
Performing Checks
- To "pass a STR/DEX/INT X check" player will have to throw 1d20 and succeeds when the result is equal to or greater than X. Class bonus applies (see check bonus).
- To "perform a STR/DEX/INT check" player will have to throw 1d20 and compare the result to the event table on the event card. Class bonus applies (see check bonus).
Check Bonus
Class STR/DEX/INT attributes are added to a check as bonus. For example when performing an INT check as a priest player will throw 1d20 and add 4 to the final result.
Gaining Gold
When player gains gold the player can increment the number on the gold card.
Set Up a Dungeon Level
Discard the remaining dungeon cards of the previous level then shuffle 11 random cards from the top of the dungeon deck and the ladder then place them in front of you face down in a 4 x 3 grid fashion, this forms the current level of the dungeon. If there are no dungeon cards left shuffle the discard pile to form a new deck.
Receiving a Wound
When player receives a wound reduce the class HP by 1. Use dice as HP counters.
Use Symbol
When player wishes to use a class or an item card that has a "use symbol" it is turned 90 degree sideways and the ability takes effect until the end of the turn. It cannot be used again until it is "ready" (the card is standing). Class and item cards can be used anytime unless specified.
Upgrading Items
Player can upgrade an item by paying 3 gold and put a counter on it to indicate it is upgraded. Any amount of items can be upgraded at a time as long as you have enough gold. Upgraded items have kinds of abilities. An active ability which requires player to use the card (only one ability on a card can be used at a time) and a passive ability which triggers all the time.
When the Player Dies
When you died in the dungeon all the items and gold found are lost. The final score becomes 0.
Scoring
If you made it out of the dungeon alive add up all the gold you have and this will be your final score.