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Dungeon Pages: Core Set

Dungeon Pages: Core Set Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Components
  • Dungeon Gameplay
  • Taking a Turn
    • Roll Dice
    • Monster Phase
    • Explore Phase
  • Dungeon Features
    • Monsters
    • Traps
    • Items (Potions, Coins, and Keys)
  • Health
  • Weapons and Relics
  • Completing a Dungeon
  • Boss Dungeon
  • End of Game
  • Additional Notes
  • Icon Reference
    • Dungeon
    • Items
    • Range
    • Weapons
    • Experience Bonuses
  • Credits

Game Overview

Dungeon Pages is a tactical roll-and-write game where you play as a character embarking upon an epic quest through various dungeons. Each quest sheet contains a character section and a dungeon section.

Each character section introduces a character and their ability, and tracks their health and progress. Each dungeon section shows four minor dungeons and one boss dungeon, and describes the monsters and traps found within.

Each dungeon represents a step along your quest. As you advance through a dungeon searching for its treasure chest, you will mark white spaces (empty spaces and trap spaces) to represent the areas you have explored. The more thoroughly you explore each dungeon, and the more monsters you defeat along the way, the more experience you will gain.

Choose a quest sheet to embark upon your journey!

Example: Quest Sheet. A quest sheet has a Character Section at the top — showing the character's portrait, name, ability, weapons, relics, health track, and experience (XP) track — and a Dungeon Section below it, showing four minor dungeons and one boss dungeon.

Did you know? You can swap your heroes with new dungeons!

Components

  • Quest Sheets
  • Rules

Provide your own:

  • Pen or pencil
  • Three white d6 Good Dice, and three black d6 Evil Dice.

Dungeon Gameplay

  1. Choose a dungeon to explore. You may choose the boss dungeon only after completing the four minor dungeons.
  2. Take the number of Evil Dice shown to the right of the chosen dungeon's name.
  3. Add a single Good Die to the Evil Dice to form your dice pool. If you've unlocked any additional Good Dice, add them to the pool.

Tip: Dungeons are not always ordered by difficulty, and some are trickier than they appear!

Example: Dungeon. A dungeon sheet shows the dungeon's name, its Wandering Monster reminder icon, and the number of Evil Dice used, at the top. The grid below contains minor dungeon spaces (empty spaces, trap spaces, walls, locked doors) starting from an Entry Door and ending at a Treasure Chest (the dungeon exit). A dungeon section on the quest sheet shows four such minor dungeons and one boss dungeon.

Taking a Turn

Roll Dice

At the beginning of each turn, roll the dice in your dice pool. Then, complete the Monster Phase and the Explore Phase in that order.

Monster Phase

Wandering Monsters: First, check whether the Evil Dice in your dice pool have any natural doubles. If they do, resolve the wandering monster attack. Natural doubles on Evil Dice result in 1 point of damage. This attack triggers at most once per turn, and can trigger even if you've defeated the dungeon's monsters. It ignores all Good Dice rolls, and never triggers in dungeons with a single Evil Die. You may not use abilities to modify dice and avoid wandering monsters.

Natural doubles on Evil Dice result in a Wandering Monster dealing 1 damage (Good Dice DO NOT count when checking for Wandering Monster attacks).

Monster Attacks: Next, find all undefeated monsters in the dungeon, and check their Attack Trigger at the bottom of the dungeon sheet (see Dungeon Features — Monsters). For each undefeated monster, if you have any Evil Dice in its attack range, it deals its attack damage to you (see Health). Each undefeated monster attacks at most once per turn; defeated monsters never attack. You may use abilities to modify dice and avoid these attacks.

Example: Since at least one of the Evil Dice resulted in a 4 or higher, the Shade (4+ DMG 1, DEF 3+, HP 2, XP 1) is triggered, dealing 1 damage for each undefeated Shade.

If an effect mentions a specific Evil Die result and ANY Evil Die has that result, the effect is considered triggered. For example, if an effect mentions a result of a '6' and you roll a '4' and '6' on Evil Dice, the effect triggers.

Don't forget! Your character has a powerful ability that is usable as often as needed unless otherwise specified.

Explore Phase

One at a time, activate a die (Good or Evil) in your dice pool and write its value in an unmarked white space within range of any of your weapons. You may not count range through walls, locked doors, undefeated monsters or uncollected items. You may use abilities to modify dice and write the modified values instead. Unmarked traps also block range.

Each weapon has its own range, defined as the maximum number of spaces counted from any previously marked space or the door. From each such starting space, each weapon can reach some number of spaces in its indicated directions.

  • Orthogonal: This weapon measures range straight and can change directions.
  • Diagonal: This weapon measures range diagonally and can change directions.
  • Straight Line: This weapon measures range only in straight lines and cannot change directions.
  • Diagonal Line: This weapon measures range only in diagonal lines and cannot change directions.

Example: Range. Zafinn is using the Lightning Bolt (a Straight Line weapon with range 2) and can target any of the marked spaces that are 1 or 2 spaces away from the door or a previously marked space AND counted in straight lines. This attack cannot target through walls, uncollected items or undefeated monsters. You may count range through the Treasure Chest. Labeled callouts on the example: a space can be targeted; a space can't be targeted with a straight-line weapon; a space can't be targeted through walls; a space cannot be targeted by counting through a Trap; a space can't be targeted through uncollected items; a space can't be targeted through undefeated monsters.

You must activate all dice in your pool, including Evil Dice. If you mark a space that completes a marked path from the door to the treasure, you immediately complete the dungeon (see Completing a Dungeon). After activating all dice, begin the next turn.

Gameplay Summary

  1. Roll your dice. Roll all of your Good Dice and Evil Dice.
  2. Check if wandering monsters attack (trigger on Evil Dice doubles) and undefeated monsters (Evil Dice only).
  3. Mark your die rolls (all dice). Defeat monsters (with numbers that meet or exceed their Defense). Collect your loot! (adjacent doubles collects the item)
  4. Escape the dungeon by creating a sequential path from the door to the treasure chest (a path of numbers that are equal or 1 higher / lower).
  5. Collect your experience... and level up your hero.

Dungeon Features

Monsters

Each dungeon is inhabited by one or more types of monsters. Until you defeat them, they may damage you and trigger other effects.

Every monster entry shows: an Attack Trigger, Damage (DMG), Defense (DEF), Health Points (HP), Experience Points Reward (XP), and a Monster Ability.

Example: Frozen Guardian. Attack Trigger 4+, Damage 1, Defense 3+, HP 2, XP 2. Monster Ability — Chilled Touch: If one or more Guardians damaged you this turn, remove 1 Good Die.

Attack a monster by marking a space orthogonally adjacent to it with a value equal to or greater than its defense. You may mark lower numbers in its adjacent spaces, but those won't contribute to defeating it. To defeat this Guardian, you must attack it once for each point of its health, by placing a 3 or higher in the adjacent space each time. When all monsters of a type (Guardian, Orc, etc.) are defeated in your current dungeon, those monsters' abilities no longer trigger in that dungeon.

To complete a boss dungeon, you must defeat all bosses before reaching the treasure chest.

Traps

A trapped space will trigger when marked, unless you disarm it by marking it with a number that meets or exceeds its Disarm value.

Example: Spike Pit. Disarm value 6. "When marked, reroll the most recently activated die (you may use abilities to modify this roll). If the result is 3 or more, take 2 damage. Discard that die."

Items (Potions, Coins, and Keys)

Gaining items: To gain a potion, coin, or key, mark two spaces orthogonally adjacent to the item with a matching pair of numbers. Circle the item to indicate that you've gained it. You may use any unused items gained in this or a previous dungeon in the same game.

Example: In the dungeon at right, Zafinn has gained a key by marking two 4s next to it, a health potion by marking two 3s next to it, and two coins by marking two 4s next to them.

Using Health Potions: Cross out a health potion, then place an X in the next unclaimed health group on your character sheet. Health groups must be unlocked in order, row by row and left to right.

Zafinn has unlocked a group of 3 health. If the wizard unlocks another group, it must be the group directly to the right.

Using Teleport Potions: During the Explore Phase, you may cross out a Teleport potion. If you do, you may mark any wall or locked door as if it was an empty space.

Using Poison Potions: During the Explore Phase, you may cross out a Poison potion. If you do, you may mark a '4' in an orthogonally adjacent empty space or Trap space.

Using Coins: Cross out a coin, then modify any die value by 1 (+1/-1). This can be used at most times, including to avoid monster attacks, but not to avoid wandering monsters. Modified die results may not exceed 6 or go below 1. The same die may be modified by multiple coins.

Using Keys: During the Explore Phase, you may cross out a key. If you do, you may use one of your dice to mark a locked door space as if it was an empty space.

Health

Your character begins with a single unlocked group of health icons. Additional groups may be unlocked by gaining them in dungeons, or by reaching certain experience thresholds.

For each 1 damage you take, cross out 1 health icon in an unlocked health group on your character sheet. If all icons in all unlocked groups are crossed out, you lose the game.

Example: Gaining Health. Zafinn uses a Health potion to increase his available Health points. He marks the top-most, left-most unmarked health group.

Example: Taking Damage. Zafinn takes 4 damage and crosses out the top-most, left-most health icons to record this.

Weapons and Relics

Weapons and relics are potentially gained after completing dungeons, if you marked a sequential path and you meet the experience requirements.

When you gain a new weapon, you keep all previous weapons. During the Explore Phase, you can use a different weapon for every die you activate.

Relics have limited uses. To use a relic, you must cross out one of its charge icons.

Completing a Dungeon

A dungeon is completed immediately when you form a path of orthogonally connected marked spaces from the door to the treasure. If each value marked on this path is within 1 of the previous value (equal, +1, -1), the path is considered "sequential." Range can be counted through collected items and defeated monsters, but a path must go around them.

Example: The Sewers. A path of 4-4-5-6-5 from door to treasure is a completed, sequential path. A second example path of 3-6-3-5-1-1-3 from door to treasure is a completed, non-sequential path — the jump from 3 to 6 is more than 1 apart.

IMPORTANT: Even if you do not complete a sequential path from door to treasure, but do create a non-sequential path, you still keep any items (potions, coins, and keys) collected in this dungeon.

A) If you created a Sequential Path: You earn extra rewards!

Experience Points:

  • For each column you completely explored, fill in 1 XP dot on your character sheet. A column is explored if all white spaces (empty spaces and trap spaces) are marked with a value.
  • For each monster defeated, fill in XP equal to the Monster's XP reward to your sheet.

Your character sheet lists a row of locked bonuses in the Experience section; each is unlocked when its XP requirement is met. If your new experience level unlocks any such bonuses, mark them to show that they can now be used.

Choose a Weapon or Relic: You may choose one weapon or relic with an XP requirement less than or equal to your new experience level, and mark it to show that it's now available to use.

B) If you did not create a Sequential Path: You do not earn extra rewards, but may keep any items gained.

Example: Collecting XP Rewards. Zafinn has completed three columns (filling in the dots below them for easy tracking) for 3 XP. He has also defeated a Crypt Guardian for an additional 1 XP, for a total of 4 XP.

Example: Unlocking XP bonuses. Zafinn has gained 14 XP in total, which unlocks the first two bonus abilities: gain an extra Good Die for the rest of the game and unlock a Health potion.

If this wasn't the boss dungeon, return to the first step of Dungeon Gameplay.

Boss Dungeon

After completing the first four dungeons, you can enter the boss dungeon. To complete a boss dungeon, you must defeat all bosses before reaching the treasure chest.

End of Game

If you complete the boss dungeon by defeating all the boss monsters and reaching the treasure, you win the game! Add any experience gained from defeated monsters and completed columns to determine your final score. You do not gain weapons, relics, or experience bonuses after completing this dungeon.

You lose the game if any of the following occur:

  • You run out of health at any time.
  • You fail to reach the treasure chest in any dungeon.
  • You reach the boss dungeon's treasure chest before defeating all boss monsters.

Additional Notes

  • A dungeon is completed immediately upon completing a path. This may happen mid-turn before you've resolved all of your dice.
  • Dice rolls may not be modified to be lower than 1 or higher than 6.
  • Adjacency is defined as orthogonal (top, bottom, left and right), not diagonal.
  • If instructed to discard or sacrifice a die, take an unactivated die and set it aside for that turn. That die cannot be used that turn (for example to mark a space in the dungeon or to pay for an ability).
  • When counting range you may not pass through a wall/uncollected item/undefeated monster. In one example, a space may not be targeted from an origin because it is blocked by walls.
  • Similarly, you may not count range diagonally through an undefeated monster and an uncollected item positioned along that diagonal.
  • However, if one space has a collected item/defeated monster, you may count range diagonally.

Icon Reference

Dungeon

  • Evil Dice: On a dungeon section, these specify the number of Evil Dice used in each dungeon.
  • Wandering Monsters: When you roll doubles on Evil Dice, you take 1 damage.
  • Wall: May not normally be marked or traversed.
  • Locked Door: May not normally be marked or traversed.
  • Combination Lock: You may only write a number on this space if you have the corresponding dice shown in your dice pool. Any die in your die pool may then be marked on this space.
  • Treasure Chest: If you create a path of marked spaces from the door to the treasure, you immediately exit the dungeon (see Completing a Dungeon). Does not block Range.
  • Ongoing Effect (asterisk): This asterisk indicates that this effect is non-standard and you should read this Monster's ability before entering a dungeon.

Items

  • Teleport Potion: Use to mark any wall or locked door as if it was an empty space.
  • Poison Potion: Use to mark an orthogonally adjacent space with a 4.
  • Health Potion: Use to unlock an additional health group (see Health).
  • Intellect Potion: Gain 2 experience points (XP) immediately (this may unlock XP bonuses but you only gain weapons and relics after completing a sequential dungeon path).
  • Strength Potion: Use to gain the Break ability (activate a 5 or 6 to mark a wall within range) for the rest of your current dungeon.
  • Speed Potion: Use to mark a 1, 2 or 3 anywhere in the current dungeon.
  • Key: Use to mark any locked door as if it was an empty space.
  • Gold Coin: Use to modify dice results (see Items section for restrictions).

Range

  • Orthogonal: This weapon measures range straight and can change directions.
  • Diagonal: This weapon measures range diagonally and can change directions.
  • Straight Line: This weapon measures range only in straight lines and cannot change directions.
  • Diagonal Line: This weapon measures range only in diagonal lines and cannot change directions.
  • Range (arrow icon): Indicates an increase or decrease in your range.

Weapons

  • Reroll an 'X': You may reroll one die that resulted in an X, then use it with this weapon (once per turn).
  • Magic: You may increase a Good Die by X then use it with this weapon (once per turn).
  • Curse: When using this Weapon reduce the die result by 1 (every use).
  • Charge: Spend one to use a relic (see Weapons and Relics).
  • Break: Activate a 5 or 6 to mark a wall within range.
  • Missile: If you have a 1 in your pool, you may mark it in any open space in your current dungeon (once per turn).
  • Area: When you mark a space, you may mark a second matching number adjacent to it (once per turn).
  • Split: Choose an even die and split it into two equal values.

Experience Bonuses

  • Good Die: Gain an additional Good Die to use for the rest of the game.
  • Tactics: Decrease the defense of all monsters by 1.
  • Reroll Good Die: You may reroll an additional Good Die (once per turn).
  • Reroll Evil Die: You may reroll an additional Evil Die (once per turn).
  • Reroll All: After the Roll Dice step, you may reroll one or more dice (once per turn).

Credits

  • Publisher: PNP Arcade
  • Design: Jason Greeno & Jason Tagmire
  • Illustrations: Vittoria Pompolani
  • Icons: Lorca and Delapouite, available on Game-Icons.net
  • Editing: Michael Lee
  • Rules Version: 1.03

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