Dungeonology: The Expedition
Dungeonology: The Expedition Rulebook
Table of Contents
Table of Contents
Game Components
- Scholar Models (4)
- Laetus Boss Model
- Boss Card
- Scholar Cards (4)
- Zone Tiles (18)
- Starting Zone (1)
- Clan Cards (3)
- Trick Cards (105)
- Note Boards (4)
- Civilization Information Cubes (Green, 20)
- Militia Information Cubes (Red, 15)
- Worship Information Cubes (Blue, 13)
- Riches Information Cubes (Yellow, 10)
- Caste Information Cubes (Purple, 6)
- University (Bag)
- Jinx Cards (15)
- Intern Cards (10)
- Randomizer Deck (16)
- Alert Cards (3)
- Panic Cards (3)
- Campus Board
- Stun Tokens (14)
- Knowledge Tokens (4)
- Secret Passage Tokens X (6)
- Teleportation Tokens (3)
- Stop (Trap) Tokens (3)
- Toll (Trap) Tokens (3)
- Ambush (Trap) Tokens (3)
- Stair Tokens (9)
- Wall Tokens (18)
- Student Models (40 Gray)
- Omega Student Models (5 Red)
Game Setup
To start a game of Dungeonology, follow these steps in order. Take into consideration the points regarding the Advanced Rules (marked below) only when you are comfortable with the basic rules of the game, inserting the ones into your play that you think are best suited to your group's play style.
A. Each player takes a Note Board (9) and sets the Study Bonus (the wheel numbered at top right) to 0.
B. Each player randomly chooses or draws a Scholar Card (4) and places it on their Note Board.
C. Each player takes from the Reserve a number of Students (31) equal to the value of your Scholar's Initial Students.
D. Shuffle the Randomizer Deck (18) and draw a card to determine the first player (see the Randomizer Deck box).
E. Shuffle the deck of Trick Cards (8) and deal as many cards in turn order (for example, in a four-player game, 1 card to the first player, 2 to the second, 3 to the third and 4 to the fourth player).
F. Place the Campus board (21) on the table.
G. Advanced Rule: if you use the Boss advanced rule (see Boss), select a Boss card (3), choose one of the two profiles on it, and place it with the chosen profile facing up next to the Campus.
H. Select an Alert Card (19) from those available and place it on the Campus, choosing the difficulty of the game from Introductory, Easy, Medium and Hard. Optionally, it is also possible to choose a Player Level (see Player Level) for more challenging games.
I. Advanced rule: if you use the Maximum Alert advanced rule (see Maximum Alert), a Panic Card (20) must be selected without looking at it and placed face-down under the Alert Card.
J. Draw a Clan Card (7) from those available and place it face-down on the Campus without revealing it.
K. Shuffle the deck of Jinx Cards (16) and place the deck on the table.
L. Advanced rule: if you use the Main Effects advanced rule (see Main Effects), shuffle the Intern deck (17) and place the deck on the table.
M. Place the Starting Zone (6) in the center of the table and place the Scholar Models on it.
N. Create 3 stacks of Zones (5) dividing them according to the design on the back, shuffling each stack individually, and place them face-down on the table.
O. Put in the University (15) the number of Students (31) multiplied by the number of players, plus an Omega Student (32) as indicated on the Alert Card (19).
P. The first player takes her turn.
Randomizer Deck
When a game element must be chosen randomly, the effect or rule that requires it will indicate "Randomize".
The Randomizing player shuffles the Randomizer Deck and draws cards, one at a time, until he gets a result applicable to the situation.
A Randomizer card indicates:
- A target Scholar: the color of the triangle is matched to the triangle in the upper right corner of each of the Scholar Note Boards. The Scholar who owns the Note Board with the triangle of the same color drawn becomes the target of the effect that the Randomization has requested.
- Direction: if an effect requests to Randomize a direction, it is determined by the direction the triangle points to. In this case the color of the triangle is irrelevant.
- Passage: if an effect requests to Randomize a Passage with respect to a Zone, this is determined by the arrow in the central drawing of the map. If that step does not exist, the first available clockwise Passage is selected.
- Information: if an effect requests to Randomize a type of Information (or Information Cube), this is determined by the information indicated in the center of the drawn card.
Designer's Note: For convenience, it is recommended that the Randomizer is managed by the same player throughout the duration of the game.
Reserve
All materials not in play go to the Reserve. Some game effects may refer to it, for example by indicating: "place a component (cards, cubes, Students, etc...) from the game to the Reserve".
Basic Information
Before starting a game of Dungeonology, you need to become familiar with a few materials and elements of the game, specifically:
- Object of the game
- Starting Zone
- Note Board and Scholar Card
- Exalted Scholars
- Stun and Knowledge tokens
- Students
- Omega Students, Jinx Cards, Alert Card and University
Once you understand how these game materials work, you will be ready to start the first round of the game by following the rules indicated on the following pages.
Object of the Game
In Dungeonology, each player controls a Scholar from the University of Rocca Civetta while exploring a dungeon, in an attempt to discover the secrets of the dwellers who live there.
The Scholar will not want to disturb the dungeon dwellers, but will need to collect information about them, represented by Information Cubes, and by moving stealthily in the various zones making up their habitat. In this mission, the Scholar will be helped by the Students of the university, prepared even for the extreme sacrifice, helping their mentor Scholar collect important information. Unfortunately, hidden among the Students is a nest of advocates of the evil Omega Congregation who will try to ruin the Scholar's exploration by alerting the dungeon dwellers. And if that is not enough, other university Scholars will compete in gathering information in a not very sporting way.
The aim of a game of Dungeonology is to earn more points than the other players in the following ways:
- Earn Information Cubes by collecting them while exploring the Zones making up the Dungeon. Collecting enough Information Cubes also allows Scholars to earn Stars.
- Submit the Thesis when you have enough Information Cubes and at least two Stars.
- Avoid the jinxes that will be given to Scholars by the Omega Students.
Starting Zone
All Scholars start the game from this Zone, which can be distinguished from others by a different back and for the owl symbol on the front. The Starting Zone is part of Level I (see Dungeon Zones).
This Zone is a safe Zone, the Scholars inside it do not need to fear anything. When a Scholar is in this Zone they:
- Cannot be the subject of game effects.
- Cannot be targeted (not even by a Boss).
- Cannot be selected for Randomizations.
- Cannot be affected by Trick Cards.
- Cannot play Trick Cards.
- Can only carry out the Exploration action (see Exploration).
Note Board and Scholar Card
The Note Board and the Scholar Card are the main tools the players use to interact with the game and keep track of their accumulated points. On them are:
A. Scholar's name and title.
B. Scholar's Skills: each Skill can be activated as many times as you like during their turn; if it is preceded by the timing icon it can also be activated during the other players' turn.
C. Initial Students: the number of Students that the Scholar takes from the Reserve at the beginning of the game. When replenished, Students are always taken from the Reserve, when the Scholar performs the Rest Action.
D. Hand Value: in the End of Turn Phase, if a player has a number of Trick Cards in her hand less than this value, she draws from the deck until she has that number in hand. There is no limit to the number of Trick Cards a player may have in their hand.
E. Speed: during their turn, a Scholar has this number of Speed points available to explore the Dungeon (see Exploration).
F. Intelligence: the maximum number of Information Cubes the Scholar can attempt to gain during a single Study Action (see Study - Stealth Test).
G. Stamina: when a Scholar has a number of Stun Tokens equal to this value, at the beginning of her next turn she will be forced to execute the Rest Activity (see Rest).
H. Knowledge Combo: if at any time, even for a single moment, the Scholar has this combination of Information Cubes on his Note Board, he immediately gains one Knowledge Token and places it on the Knowledge Slot (I).
I. Knowledge Slot: a Scholar who obtains the Knowledge Token places it here.
J. Table of Information Cubes: the Information Cubes gained by the Scholar are placed in these slotted columns, always respecting the color indicated under the column (the green cubes in the first column, the red cubes in the second, etc...), and starting from the bottom. Each column indicates the points granted by Information Cubes placed in it; the first visible number starting from the bottom indicates the points scored by the column. Under each column, the individual value is shown for each Information Cube.
K. Stars: when a Scholar reaches one of the Stars shown to the left of the column with an Information Cube, she also gains that Star. A Scholar has a Star as long as there is an Information Cube next to it; if the Information Cube is lost by the Scholar, she also loses that Star. The number of Stars in the player's possession affects some aspects of the game such as the Submitting the Thesis Activity (see Submit the Thesis) or the Exalted Scholar's rule (see below).
Attention: the Stars can be silver or gold and bordered by different colors; these details are only used in the game's expansions. In the base game, all Stars are considered equal.
L. Scholar's Color: when a game effect requires you to choose a random Scholar, this triangle color identifies the chosen Scholar (see Randomizer Deck, above).
M. Study Bonus: arrows to the left of the columns are gained and lost just like the Stars. Each time a Scholar earns an Arrow, they increase their Study Bonus (indicated on the Note Board wheel) by one. Likewise, when he loses an Arrow, he reduces it by one. The Study Bonus makes the Study Action easer (see Study - Stealth Test).
Exalted Scholars
When a Scholar earns a Star, all Scholars who have fewer Stars than her become Exalted (if they are not already). Their Scholar cards are flipped over and their players use the new values and Skills shown on this side.
An Exalted Scholar remains in this state until she becomes the Scholar (or one of Scholars) who has the most Stars.
Stun and Knowledge Tokens
Stun Tokens represent the Scholar's fatigue accumulated during exploration, while the Knowledge Token indicates the fact that the Scholar has discovered the identity of the Clan that lives in the Dungeon.
These tokens are the most commonly earned by Scholars during the game.
Stun Tokens
- The moment a Scholar gets a Stun Token, he can Sacrifice one of his Students to avoid getting it.
- A Scholar can have a maximum number of Stun Tokens equal to his Stamina (you cannot go beyond this limit in any way, not even using a Skill that gives Stun Tokens, such as Vincenzo's "Divine Intervention").
- A Scholar who has Stun Tokens equal to their Stamina value continues to play normally this turn. Nonetheless, he cannot use any game effects that require him to obtain additional Stun Tokens for activation (for example, Valerio's "Headbutt" skill).
- If at the beginning of their turn a Scholar has Stun Tokens equal to their Stamina value, that Scholar must perform the Rest Action.
- If at any time a Scholar has a number of Stun Tokens higher than their Stamina value, discard any excess.
Knowledge Token
The Knowledge Token can be obtained in two ways during the game: complete the Knowledge Combo indicated on your Scholar Card, or the first time you perform the Submit the Thesis Action.
- A Scholar who has earned this token can freely examine the Clan Card for the rest of the game (being careful not to reveal it to other players).
- Once gained, the Knowledge Token can no longer be lost for the rest of the game.
- If all Scholars participating in the game obtain the Knowledge Token, the Clan Card can be publicly revealed.
Students
The arrival of Students from the University, as well as giving support to Scholars, also marks the pace of the game.
Many game effects will require Scholars to draw Students from the University (the Bag); these Effects are indicated on an icon showing a Student.
A game effect preceded by this icon indicates that the Scholar must:
- Draw the indicated number of Students from the University (or all of those in the University if there are fewer than the indicated number inside the bag).
- Place all the gray Students drawn into the free spaces of the Bonfire; if all spaces of the Bonfire are filled, the drawn Student must be placed in the Reserve.
- If an Omega Student (red colored) was drawn, follow the rules of the next paragraph.
Omega Congregation
Rocca Civetta hosts many student brotherhoods and sisterhoods; among these, the most ambitious and influential is the Omega Congregation!
The students of this congregation are led by a mysterious Grand Master who aims to control the chair of Dungeonology and the entire University.
The Omega Students who hinder Scholars on their expeditions belong to this congregation; these annoying guys will also appear in future expansions, to oppose our heroes.
Omega Students, Jinx Cards, Alert Card and the University
The evil Students of the Omega Fraternity will attempt to sabotage the Scholar's work by alerting the dungeon dwellers against them.
When an Omega Student is drawn, proceed as follows:
- Place the Omega Student in the top free space on the Alert Card. If there are no free places to place the Omega Student, the game enters its final phase (see End Game).
- Remove all the Students present at the Campus Bonfire and put them in the Reserve.
- The Scholar who has drawn the Omega Student draws a Jinx Card from its deck and places it face down in front of him (he will reveal it during the next End of Turn Phase, either his own or another player's, see Jinx Cards).
When an Omega Student is placed on the Alert Card, the following game effects are activated, which must be resolved before continuing the current turn:
A. Alert Bonus: this value is added to the Alert Value of all Dungeon Zones for the rest of the game; use only the highest number activated by the lowest Omega Student.
B. Replenish the University: these two columns indicate the number of Students to be recovered from the Reserve and added in the University. The first column indicates a number of gray Students, multiplied by the number of players participating in the game. If there are not enough Students in the Reserve to reach this number, all those available are entered in the University. The second column indicates the number of Omega Students in the University to be placed, along with the others.
Player Level
The four Alert Cards allow you to select a "Dungeon" difficulty and provides an indication of game duration in minutes per player.
The number of players is also used to multiply the number of Students who must be entered into the University at the start of the game and every time an Omega Student is placed on the Alert Card.
After the players have gained more experience, at point H of the Game Setup, they will also be able to choose a Player Level (among those listed below) to make the exploration of the Dungeon more difficult by increasing the probability of the arrival of Omega Students.
- Students: use the instructions on the Alert Card.
- Scholars: reduce the number of players by 1 for all calculations of the Alert Card.
- Professors (3+ players): reduce the number of players by 2 for all calculations of the Alert Card.
- Rectors (4+ players): reduce the number of players by 3 for all calculations of the Alert Card.
Game Turn
Choose an Activity!
On your turn, you can perform one, and only one, of these three Activities:
- Rest: the Scholar can return to the Starting Zone to recover from the fatigue of the expedition. If you have Stun Tokens equal to your Stamina, you must take this action.
- Submit the Thesis: the Scholar returns to the Starting Zone attempting to deliver the Thesis.
- Explore: the Scholar explores the dungeon trying to unravel the secrets of the inhabitants. If you start your turn in the Starting Zone you must perform this action.
Rest
You can choose to perform this Action, but, if you have Stun Tokens equal to your Stamina, you must perform this activity.
When taking a rest follow these steps:
- Move your Scholar to the Starting Zone.
- Discard all Stun Tokens in your possession.
- Discard a Jinx Card in your possession.
- If you have fewer Students than your Starting Student value, take some from the Reserve (if available) until you have a number equal to this value.
- Discard any number of Trick Cards (optional).
- Draw Trick Cards until you have a number equal to your Hand value.
- Your turn ends.
Submit the Thesis
You must have at least 2 Stars to carry out this Action. When you decide to Submit the Thesis, follow these points:
- Move your Scholar to the Starting Zone.
- Consult the Clan Card (see box) being careful not to reveal it to other players; obtain the Knowledge token if you don't already have it.
- Count the points on your Note Board, applying the Modifiers (C) indicated on the Card Clan (A); do not add or subtract bonus points (PTs) from different sources from the Note Board in this calculation, such as those indicated on the Intern Cards or Jinx Cards.
At this point two things can happen:
SUCCESS! You have a score equal to or greater than the Thesis Target Score (B) indicated in the Clan Card.
Congratulations, you have delivered your Thesis to the University of Rocca Civetta! Proceed to the following points:
- Reveal the Clan Card to everyone and place it face up on the Campus.
- Add bonus points from sources other than the Note Board to your score, such as the Intern Cards. Subtract penalties from Jinx Cards in your possession.
- Add to your score the bonus points for whoever delivered the Thesis first: 10 for the first, 7 for the second, 5 for the third and 3 for the fourth.
- Announce your final score to other players.
- Remove your Scholar from the game: she no longer participates in the game, and she no longer is taken into account for any game effects.
- Your turn and your game end.
- Refer to the paragraph "End Game" and apply what is indicated.
FAILURE! You have a score lower than the Thesis Target Score (B) indicated on the Clan Card.
You are a donkey! You annoyed the whole academic college of Rocca Civetta with your carelessness. With your cap in your hands you go back to studying. Follow these points:
- Put the Clan Card back on the Campus, face down if it was covered when you took it.
- Draw a Jinx Card and reveal it immediately.
- Place in Reserve the most valuable Information Cube on your Note Board (Caste cube first, then, Riches, Worship, Militia and finally Civilization).
- Your turn ends.
Clan Card
Scholars explore the Dungeon knowing the race of its inhabitants (The Fauns), but not the Clan they belong to. It will be vital for their research to learn as much as possible about the Clan before their opponents do.
A Clan Card contains these elements:
A. Name of the Clan.
B. Thesis Target Score: a Scholar must have reached this value (derived from the Information Cubes) on your Note Board in order to successfully Submit the Thesis.
C. Score Modifiers: each individual Information Cube on the Note Board of a Scholar may have its value modified as shown by these Modifiers. If, for example, the Scholar's Note Board has 4 Militia Cubes (red, 3 points each) and the Clan Card in the game are the Blood Worshipers (Militia +2), each Militia Cube will have a final value of 5 points (3 + 2 for each) allowing the player to score 20 points instead of 12.
Exploration
Venture into the depths of the Dungeon, reveal its Zones and reveal the secrets of the villagers by obtaining valuable Information Cubes!
If you start your turn in the Starting Zone, you must do this Activity. This activity is divided into three phases to be played in sequence:
- Movement Phase
- Action Phase
- End of Turn Phase
During this Activity, except in the End of Turn Phase, you can play your Trick Cards (see Trick Cards). Your opponents can do it too, but they can only use the Effects indicated by the Instant timing icon. There is no limit to the number of Trick Cards that you can play as long as you respect the rules of the Effects you want to activate.
1. Movement Phase
Your Scholar has a Speed value in points that you can "spend" during this phase to move around the Dungeon and reveal new Zones. You can spend a Speed point on:
- Move to an adjacent and linked Zone from the one you are in.
- Draw a Zone from the stack of the Floor level you are currently in (I, II or III). Place it Adjacent and Linked to the Zone you are in and move immediately inside it (see box Placing Zones and Stairs).
At any time during this phase, or when you have no more Speed points to spend, you can move on to the Action Phase.
You can earn additional Speed points by playing Exploration Trick Cards (see Auxiliary Effects).
After the Movement Phase is over, you can no longer move your Scholar by utilizing the Speed points of the Scholar Card, but you can use other Game Effects (such as that of the Exploration Trick Cards) to move during other Phases.
Dungeon Zones
The Zones represent the various environments of the Dungeon. The following describes what you will find in them:
A. Spaces (for Information Cubes): these slots are where you initially place the Information Cubes of the indicated color.
B. Alert Value: the value the Scholars must equal or exceed during a Stealth Test to collect cubes with a Study Action.
C. Passage: each Zone can have from 1 to 8 Passages.
D. Zone Effects: used with the Dangerous Zones advanced rule, only consider the Stairs Effect if you do not use this rule.
E. Dungeon icon: this icon indicates the clan type living in this Dungeon for these Zones (Fauns) and allows you to identify the Panic Cards (see Maximum Alert) compatible with it.
F. Floor and Number: the Roman numeral indicates the Floor level of the Dungeon (I, II or III) and therefore the pile it belongs to, also recognizable from the back of the tile. The Arabic number simply identifies the individual tile.
G. Doors: doors obstruct the entrance to a Zone (restricted Exit). Such Passages are considered Blocked for Scholars who do not have at least one Information Cube of the same color as the door. If the door has two different colors, the Scholar must have at least an Information Cube of both colors to use the Passage.
Information Cubes
| Civilization | Militia | Worship | Riches | Caste | |
|---|---|---|---|---|---|
| Count | 20 Cubes | 15 Cubes | 13 Cubes | 10 Cubes | 6 Cubes |
| Points | 2 Points | 3 Points | 4 Points | 5 Points | 6 Points |
Zone Effects: a Zone may contain Zone Effects that modify the rules within it, or are activated when a Scholar enters it. If you do not use the Boss and Danger Zones advanced rules, the only Zone Effect to take into account is the Stairs Effect (see box Placing Zones and Stairs).
Placing Zones and Stairs
Rules you encounter can refer to these terms to identify a particular portion of the Dungeon or the status of a Zone compared to the others:
- Zone: a single tile.
- Adjacent Zones: two Zones that touch on one side, but do not necessarily have Passages in common that link them.
- Linked Zones: two adjacent Zones that have one or two Passages between them that link them.
- Floor: all Adjacent and Linked Zones belonging to the same floor, I, II or III (see box Dungeon Zones, F).
- Area: a group of Adjacent Zones in its entirety, regardless of Clan type of the Zones that compose it (the Dungeon of the Fauns consists of a single Area, this changes in the game's expansions).
When you need to place a new Zone on the table:
- Draw a Zone from the top of the pile of the same Floor as the Zone you are in and place it Adjacent and Linked to your Zone. If the Zones cannot be Linked (usually due to lack of matching Passages), place the Zone you just drew to the bottom of the stack and draw another. If you can't find a Zone in the stack that can be Linked, the Scholar does not move from their Zone (the Speed point is still spent).
- Place the indicated Information Cubes in the Spaces of the Zone.
- Move into it immediately, unless you are blocked by a Door (G, the Speed point is still spent). If you entered and the Stairs Effect is present, activate it (if the Dangerous Zone advanced rule is used, activate the other Effects in sequence starting from left to right, see Dangerous Zones).
If the Stairs Effect is present, and you are the first to enter a Zone:
- Choose a stack of Zones on a Floor level above or below the Floor of the Zone containing the Stairs Effect (Floor I: pile II / Floor II: pile I or III / Floor III: pile II).
- Draw a Zone from the top of the chosen pile and place it Adjacent and Linked to your Zone.
- Place the Stairs Marker on all Passages linking this zone and the New.
- Place a Wall Token on all other Passages to previously placed Zones if those Zones are of different Floor levels that would have needed Stairs to connect them.
Example: Stairs. Rebecca is located in Zone "I-3"; spends one Speed point, draws and places the Zone "I-2" and moves inside. She checks the Zone Effects, and must activate the Stairs Effect, so Rebecca reveals a Zone from the Floor level II stack, drawing "II-2", and connects it as she prefers to the Zone she is in. She places the Stair Token to mark the available Floor Passage. She must place a Wall Token to block the Passage to the previously placed "I-3" Zone.
Example: Placing a New Zone. A new Zone must be placed Adjacent and Linked to the Zone you are in; if no Adjacent Zone allows a Linked placement, keep drawing Zones from the stack until one does.
Icon Effects
To better understand the mechanics of the Action Phase, it is good to familiarize yourself with the icons of the game Effects and with the Auxiliary Effects of Action Cards. The N indicated in the Effects Icons below represents the number associated with the effect (different according to the card in which it appears).
Good
- Gain N Students from the Campus Bonfire.
- Get N Speed points.
- Draw N Trick Cards.
Danger
- Draw N Students from the University, then place them in the Bonfire area of the Campus (see Omega Students, Jinx Cards, Alert Card and the University).
Bad
- Sacrifice N Students you own and put them in Reserve.
- Gain N Stun Tokens (see Stun and Knowledge Tokens).
- Discard or make opponent discard N Trick Cards.
Stealth
- Add N to a Stealth Value during a Stealth Test.
- Add N to an Alert Value during a Stealth Test.
- Divination, see "Spell" under Auxiliary Effects.
Timing
- The Effect preceded by the Instant icon can be played even if it is not your turn.
- The Effect preceded by the Reaction icon can be played at any time as a response to the effect of another Trick card just played by an opponent. This effect is resolved before all other played effects.
Auxiliary Effects
Exploration 1: play in your Movement Phase or Action Phase to get 1 Speed point.
Exploration 2: play in your Movement Phase or Action Phase to get 2 Speed points.
Exploration 3: play in your Movement Phase or Action Phase; draw 1 Student and place it at the Bonfire, then get 3 Speed points.
Subterfuge 1: play during a Stealth Test (yours or an opponent's) to increase the Scholar's Stealth Value or the Alert Value of a Zone by 1.
Subterfuge 2: like Subterfuge 1 but increases the Values by 2; increases the number of Students drawn by 1.
Subterfuge 3: same as Subterfuge 2 but increases the Values by 3.
Spell 1 (Divination 1): play during a Stealth Test (yours or an opponent). Reveal the first Trick Card from the deck, add its Value Bonus to the Scholar's Stealth Value or the Zone's Alert Value.
Spell 2 (Divination 2): play during a Stealth Test (yours or an opponent). Draw 1 Student and place it at the Bonfire, then reveal the first two Trick Cards from the deck, add the highest Bonus Value among them to the Scholar's Stealth Value or the Zone's Alert Value.
Spell 3 (Divination 3): same as Spell 2 but draw 2 Students and reveal 3 Trick Cards.
Notoriety 1: play during your Movement or Action Phase to get 1 Student, taking it from the Campus Bonfire, if available.
Notoriety 2: play during your Movement or Action Phase to get up to 2 Students, taking them from the Campus Bonfire, if available.
Notoriety 3: play during your Movement or Action Phase; draw 1 Student and place it at the Bonfire, then get 3 Students from the Campus Bonfire, if available.
Social 1: draw 1 Trick Card from the deck.
Social 2: sacrifice 1 Student, then draw 2 Trick Cards from the deck.
Social 3: sacrifice 1 Student, then draw 2 Trick Cards from the deck, or discard or have an opponent discard a Trick Card. You can play this Effect even during an opponent's turn.
Fate 4/5: play during a Stealth Test (yours or an opponent's) to increase the Scholar's Stealth Value by 4/5, first draw 1 Student and place it at the Campus Bonfire.
Fate 4/5: play during a Stealth Test (yours or an opponent's) to increase the Zone's Alert Value by 4/5, first draw 2 Students and place them at the Campus Bonfire.
Trick Cards
Trick Cards allow Scholars to interact in various ways with the Dungeons, Information Cubes and opponents. If the Deck of Trick Cards runs out, shuffle the discards and form the Deck again. Trick Cards contain these effects and information:
A. Type: there are 6 types of Trick Cards: Exploration, Subterfuge, Magic, Social, Fame and Fate. The Trick Card type causes its effects to apply to a certain part of the game. For example, Exploration cards allow Scholars to move more easily; also, some Scholars use a specific type of Trick Cards in their abilities, such as Rebecca with Magic cards.
B. Bonus Value: needed to declare your Stealth Value in a Stealth Test.
C. Name and Main Effect: to be taken into consideration only if you use the Main Effects advanced rule (see Main Effects).
D. Auxiliary Effect: one or two effects that allow you to manipulate the rules of the game to your advantage.
Fate Trick Cards have no Main Effect, only one very high Bonus Value in the center, and two Auxiliary Effects.
Action Phase
In this phase you can perform one (and only one) Action; choose from the following:
- Study: you try to collect a certain number of Information Cubes from your current Zone by taking a Stealth Test (see Study - Stealth Test below).
- Espionage: you try to steal an Information Cube from an opponent who is in your Zone or in an adjacent and linked Zone by taking a Stealth Test (see Espionage - Stealth Test).
- Main Effect of a Trick Card with an "Action" cost: if you use the Advanced Main Effects rule, you can use the main effect of a Trick Card that requires an Action to be activated (see Main Effects).
- Action Zone Effect: if you use the Advanced Dangerous Zones rule, you can use a Zone Effect that requires an Action (circular icons) to be used (see Dangerous Zones).
Study - Stealth Test
When you attempt a Study Action to collect Information Cubes in your Zone, you must perform a Stealth Test against the Alert Value of that Zone to avoid being discovered by its inhabitants. Careful! Your opponents might try to get you discovered.
Proceed as follows:
- Check the Alert Value of the Zone you are in and add to it the possible Alert Bonus indicated by the last Omega Student placed on the Alert Card (see Omega Students, Jinx Cards, Alert Card and the University); this is the value that you must reach or exceed with your Stealth Value, which is currently equal to 0.
- Indicate the number of Information Cubes in your Zone you wish to collect, always starting from the one furthest to the left. You can indicate from 1 to a maximum number equal to your Intelligence Value (see Note Board and Scholar Card). These are the Cubes you will attempt to collect, based on how many you indicated. The Zone Alert Value will increase: +1 if you indicated 2; +3 if you indicated 3; +6 if you indicated 4; +10 if you indicated 5.
- Play as many Trick Cards at the same time as desired from your Hand (at least one), taking into consideration only their Bonus Value. Add up all the Bonus Values of the cards played and any Study Bonus indicated on the wheel of your Note Board (see Note Board and Scholar Card). The total obtained is your Stealth Value. Once declared, this value cannot be changed any further from the Bonus Value of the Trick Cards, but only from other game effects such as the Auxiliary Effects of Subterfuge, Fate and Magic Cards (see Auxiliary Effects).
- Now, the player to your left can play as many Trick Cards as desired, provided that the Effects on the cards used are preceded by the Instant icon. She must play one card at a time, completely resolving the effect of a card before playing the next. The opponent will use these cards in an attempt to raise the Alert Value of the Zone you are in as much as possible (with the Auxiliary Effects of Subterfuge, Fate and Magic Cards). If she really loves you, she may try to help you by increasing your Stealth Value, but don't hope too much. When she declares that she has played all the cards she desires (or does not want to play any at all), it's up to the player to her left to do the same.
- Once the tour around the table is finished, it's up to you to have the last say. As your opponents did, you may play as many Trick Cards as desired using their Auxiliary Effects to increase your Stealth Value.
At this point two things can happen:
SUCCESS! Your Stealth Value is equal to or greater than the Zone Alert Value!
Congratulations, you have collected information about the dungeon dwellers without alerting them and dodging the tricks of your opponents. Collect the Information Cubes you indicated in point 2 of the Stealth Test and place them on your Note Board, each in the column of its color from bottom to top.
FAILURE! Your Stealth Value is less than the Zone Alert Value!
It went wrong, the dungeon dwellers discovered you and pummeled you with blows. Get a Stun Token (see Stun and Knowledge Tokens) and you must immediately draw a Student from the University and place it at the Campus Bonfire (hoping it is not an Omega Student, in which case, see Omega Students, Jinx Cards, Alert Card and the University).
Example: Study. Sofia wishes to Collect an Information Cube in Zone "I-3." To do so she must attempt a Study Action. She needs to reach a Stealth Rating of 4 or more, as this Zone has an Alert Value of 3, and the Alert Card has reached a Penalty to the Study of +1 (the last Omega Student was placed next to +1). Sofia could Collect two Information Cubes thanks to her Intelligence of 2, but the Alert Value would increase by 1 to 5, and she doesn't feel that brave.
- Sofia plays 3 Trick Cards, adding their Bonus Values and thus declaring a Stealth Value of 4.
- Another Scholar plays an Auxiliary Effect of a Subterfuge Card which increases the Alert Value to 6.
- The other Scholars don't play cards and now Sofia has one last chance to succeed in her Stealth Test, so she plays the Auxiliary Effect of a Spell card: Divination, which allows her to draw a Trick Card from the deck and add the Bonus Value to her Stealth Value. She draws a 2, reaching a Stealth Value of 6.
- Her Stealth Test is SUCCESSFUL, so she collects the Civilization Information Cube (the first to the left in the Zone), and places it in the first available space in the Civilization Column on her Note Board. Covering the number 0 of the column with this cube, Sofia earns the points corresponding to the last visible value of the column, i.e. 2.
Espionage - Stealth Test
When you attempt an Espionage Action to steal an Information Cube from an opponent, you must take a Stealth Test against your opponent's Alert Rating. But your target's Students will defend his studies at the cost of their lives.
Proceed as follows:
- First, you must Sacrifice a Student! This brave soul will sacrifice herself by distracting your opponent, hopefully giving you enough time to steal his research.
- Choose a single Information Cube present on the target Scholar's Note Board. You may only target an opponent in the same Zone as you or an Adjacent and Linked Zone. This is the Cube you will try to steal.
- Determine the target's Alert Value by adding the value in points of the selected Information Cube to the number of Students the target has. This is the value you must reach or exceed with your Stealth Value, which begins at 0.
- Play as many Trick Cards as you want from your Hand, playing all chosen cards at once (at least one), taking into consideration only their Bonus Value. Add all the Bonus values of the cards played. The total is your Stealth Rating; and once declared, this value can no longer be modified by the Bonus Value of Trick Cards, but only from other game effects such as Auxiliary Effects of Subterfuge, Fate and Magic Cards (see Auxiliary Effects).
- Now, the target Scholar plays as many Trick Cards as he desires, provided that the Effects used are preceded by the Instant icon. The target needs to play one card at a time, completely resolving the effect of a card before playing the next. He will play these cards in an attempt to raise his Alert Value as much as possible (with the Auxiliary Effects of Subterfuge, Fate and Magic Cards).
- When the target declares that he has played all the cards he wanted to play (or if he does not want to play any), it's up to you to do the same.
- Repeat steps 5 and 6 until both the target and you declare that you don't want to play any additional Trick Cards. During this test, only the two involved Scholars, without exception, may play Trick Cards.
At this point two things can happen:
SUCCESS! Your Stealth Value is equal to or greater than the opponent's Alert Value!
Congratulations, you stole the information from your opponent. Collect the Information Cube you indicated in step 2 of the Stealth Test and place it on your Note Board, in the lowest available space in the column matching its color.
FAILURE! Your Stealth Value is lower than the opponent's Alert Value!
It went wrong, your opponent found you and his Students pummel you with blows. Get a Stun Token (see Stun and Knowledge Tokens) and you must immediately draw a Student from the University and place it at the Campus Bonfire (hoping it is not an Omega Student, in which case, see Omega Students, Jinx Cards, Alert Card and the University).
Jinx Cards
Jinx Cards represent unfortunate situations Scholars can encounter. Usually, they are caused by being caught by an Omega Student from the University. A Jinx Card is made up of:
- Name.
- Effect: A penalty that will affect the Scholar for the remainder of the game, unless the card can be removed during the Rest Phase.
- Penalty to the score at the end of the game.
Important: Jinx Cards are always drawn face down and are revealed during the active player's next End of Turn Phase.
End of Turn Phase
Arrange your notes, take stock of your Students, and come up with new tricks to hinder your opponents!
Your turn is ending, but before moving on to the next player, you have a little paperwork to attend to. Remember that no one can play Trick Cards at this stage. Proceed by following these steps:
- If you don't use the Main Effects advanced rule (see Main Effects), draw one Student from the University and place it at the Campus Bonfire (hoping it is not an Omega Student, in which case, see Omega Students, Jinx Cards, Alert Card and the University).
- Each player who has face down cards reveals them one at a time and applies their effects.
- Draw Trick Cards until you reach your Hand limit.
- Your turn ends.
Example: Espionage. Sofia wants to steal a Militia Information Cube from Valerio. To do this, she executes an Espionage Action. She therefore needs to reach a Stealth Value of at least 3, as this is the Point Value of the Militia Information Cube. Sofia, thanks to her "Rogue" Skill, can ignore all of Valerio's Students during an Espionage Action.
- Sofia plays 2 Trick Cards, adding their Bonus Values, thus achieving a Stealth Value equal to 2.
- Thanks to her "Rogue" skill, she performs a Divination 1 twice, drawing an excellent Fate Card with a Bonus Value of 5, and a second Trick Card with a Bonus Value of 1, reaching a Stealth Value of 8.
- Valerio could respond by playing Trick Cards himself, but against such a high result he decides not to respond!
Since her Stealth Test is a Success, Sofia steals the red Information Cube which is higher up on the relative column of Valerio's Note Board. She then places it in the first available space of the Militia column on her Note Board. By covering the number 0 in the column with the Cube, Sofia earns the points corresponding to the last value visible in the column, i.e. 3. By adding these points to the 2 provided by the Civilization Information Cube already on her Note Board, this brings her to a total of 5 points.
End Game
We are running out of time! The Dungeon has been explored, its inhabitants scrutinized and studied, the clan discovered and the theses are ready (more or less). The winner will soon be discovered.
Warning: if you use the Maximum Alert advanced rule, use the End Game rules described in that section instead.
The game enters its final phase, or ends, due to one of these three events:
- The first Thesis is successfully Submitted: the game continues for all Scholars who have not yet successfully Submitted the Thesis. In each new turn of the player who first Submitted the Thesis, this player takes an Omega Student from the Reserve or, if not available, takes it from the University. The player places the Omega Student on an empty space of the Alert Card; if there are no free spaces on the Alert Card, the last turn of the game begins, then, you move on to Game Scoring.
- An Omega Student is drawn and there are no more free places to place it on the Alert Card: the game ends at the beginning of the next turn of the current player, then, we move on to Game Scoring.
- There are no more Information Cubes available in the Dungeon and no new Zones can be placed: the game ends immediately, and you move on to Game Scoring.
Clan Card Modifiers must be added or subtracted for each individual Information Cube. Then, the modifiers of other cards such as Jinx and Intern Cards are added and subtracted.
Stop! You don't need to read any further for your first Dungeonology games. Once you are familiar with the game, you can use the Advanced Rules in the next chapter.
Game Scoring
Only those Scholars who successfully Submit the Thesis participate in the end game scoring, the others have lost regardless of the points accumulated and do not compete for victory. If no one managed to successfully Submit the Thesis during the game, the university will still be satisfied; all players will be able to participate in the scoring.
Each player calculates the points obtained as follows:
- Add the points of the Information Cubes on your Note Board; the total obtained from each column is indicated by the number visible above the cubes placed inside it.
- Apply the Modifiers indicated in the Clan Card for each individual Information Cube in your possession.
- The first Scholar who has Submitted the Thesis gets 10 bonus points, the second 7, the third 5 and the fourth 3.
- Add bonuses from Intern Cards (only if using the Main Effects advanced rule) and any other sources (found in game expansions).
- Subtract the penalties from the Jinx Cards.
Draw up the ranking and declare the winner!
In the event of a tie, follow these criteria for all those tied to determine a winner (in this order):
- Whoever Submitted the Thesis first wins.
- Whoever has the most Students wins.
- The youngest player wins.
Advanced Rules
You are back in one piece from your first expeditions, and now you think it's time to raise the difficulty bar, huh?
Great, if you are familiar with the basic rules of the game, you can test your skills as a dungeon explorer by adding a few more advanced rules presented in this chapter.
Be careful, though; if you are playing your first few games don't use these rules, as the Dungeons will become extremely more hostile places!
In this chapter, four advanced rules are presented to make the game deeper and more complex; the game group is free to use one, some or all of them by agreeing to it before the start of the game. The advanced rules shown below are:
- Boss: no Dungeon is worthy of the name without a Boss to face inside. The Boss will appear early in the game and then hunt down the Scholars, trying to drive them out of his domain.
- Dangerous Zones: each Dungeon Zone will have positive and negative effects that will allow Scholars to exploit them for their own purposes, or will put the most unwary in bad trouble. Secret passages, traps, teleporters and makeshift camps are just some of the things the Scholars will face during their explorations.
- Maximum Alert: Omega Students will not simply end games. With the introduction of the very dangerous Panic Cards, when the inhabitants of the Dungeon are alerted, they will set in motion apocalyptic events that will lead to a finale with a bang!
- Main Effects: make the most of Trick Cards by introducing a multitude of new effects into the game. Each Main Effect allows Scholars incredible moves, capable of reversing any situation. These rules introduce a very technical aspect to the game, and are therefore recommended for experienced players.
Boss
Using these rules, a Boss, a terrible and dangerous enemy, will appear in the Dungeon hunting the Scholars (see Game Setup, point G). In the basic game box there is the Boss Laetus, and his card shows his "Quarrelsome" and "Drunk" profiles. In the game expansions there are many other Bosses that can be used during a game of Dungeonology.
Zone Effect: Boss
This effect is activated when a Scholar enters a Zone that contains them for the first time during a given turn. In fact, during the same turn, the Boss Effect can only be activated once. Remember that Zone Effects must always be activated starting from the leftmost one and proceeding to the right; the Boss Effect is always the one furthest to the right and is always activated last in the Zones they are in.
When the Boss Effect is activated, the game stops momentarily and one of the following options must be resolved:
- If the Boss Model is not in the Dungeon: resolve the "Sighting" Effect (C) shown on the Boss Card.
- If the Boss Model is in the Dungeon: resolve the "Activation" Effect (D) shown on the Boss Card.
The Boss
Each Boss Card contains the following information:
A. Boss Name and Profiles: the Boss Card includes two profiles; you can choose or determine at random which one to use during the game (see Game Setup).
B. Alert Modifier: the presence of a Boss increases the Alert Value of the Zone it occupies by the indicated number.
C. Sighting: this Effect allows the Boss to appear in the Dungeon (see above).
D. Activation: this Effect allows the Boss to interact with the Scholars and the Dungeon (see Boss View and Starting Zone box).
E. Encounter: when the Boss enters a Zone containing one or more Scholars, this effect is activated on each of those present (in turn order). Warning: this does not happen if, conversely, a scholar enters the zone with the Boss.
Boss View and Starting Zone
Boss View: when activated, the Boss does not "see" the Scholars in his Starting Zone, does not take them into consideration and does not generate an Encounter (see below). If during the Activation the movement of the Boss leads him to exit and then re-enter the Zone from which he started, then, he will "see" the Scholars, generating an Encounter. In the case of Randomized movements (as for the Activation of Drunk Laetus), if a Scholar is selected who is in the same Boss Zone (and therefore he does not "see"), he must be moved, if possible, in a way to leave and re-enter the Zone from which he started, so as to "see" the Scholar.
Starting Zone: a Boss can enter the Starting Zone, but, as this is a safe area for Scholars (see Starting Zone), Encounters are not generated, and, as usual, Randomizations (even if generated by the Boss Card) do not take Scholars into account.
Example Boss Card effects (Laetus): Sighting: "Laetus appears in the Zone where the Zone Effect was activated." Activation: "Move Laetus 3 Zones, without letting him retrace his steps." Encounter: "Each Scholar encountered takes a Stun Token."
Boss Movement
When a Scholar must move a Boss, he must follow these guidelines:
- If the Boss must make a choice not covered by his card or by the rules, the player activating him will choose for him.
- A Boss does not reveal new Zones by moving, unless specified on its card. It only moves among those already placed.
- Whenever possible, the Boss always moves in such a way as to generate as many interactions with the game and the Scholars as possible.
- If you use the Dangerous Zones advanced rule, the Boss can use the Secret Passage Effect to move more easily towards his targets.
- A Boss always ignores Doors.
Dangerous Zones
Using these rules each Zone will contain one or more Zone Effects that will drastically change the way Scholars explore the Dungeon. Before entering a Zone, a Scholar needs to evaluate the positive and negative effects it contains, and decide whether to continue or change path. Furthermore, every time a Scholar places a new Zone, being forced to enter it (see Exploration), he will need to take a leap of faith hoping not to run into negative effects.
Zone Effects
The icons shown at the top of the Zones are the Zone Effects. When a Scholar enters a Zone she must check the Effects it contains and see if any of them are activated, starting in order from the left to right. Based on the shape of their icon, these effects follow different activation rules:
- Passive Effects: the Effects found within a square icon without arrows on the sides are passive, and are activated in specific cases indicated in their description.
- Incoming Effects: effects showing four converging arrows must be resolved when a Scholar enters that Zone and must always be resolved in order from left to right. Also part of these effects are the Stairs Effect, used regardless of this Advanced rule (see Placing Zones and Stairs), and the Boss effect, used only with the Advanced Boss rule (see Boss).
- Outgoing Effects: these Effects with the circular icon show four diverging arrows, they affect a Scholar who leaves this Zone or allows her to take advantage of special movement while exiting it.
- Action Zone Effect: these Effects are found within circular icons without arrows. They can be activated in the Action Phase of the current Scholar as an Action (see Action Phase).
- Colored Effects: effects icons may have a background color. These icons affect and/or can only be activated by Scholars who have at least one Information Cube on their Note Board of the same color as the icon.
Example: Zone Effects Activation. Sofia enters a Zone containing 3 Zone Effects, and must activate them starting from left to right.
A. The first, with four red converging arrows, is an Entry Effect, which is activated every time a Scholar enters the Zone. The Effect is Ambush 1: Sofia puts one of her Students in the Reserve, if she doesn't have one, she gets a Stun Token.
B. After resolving the first Effect, Sofia checks the second; Danger 2, a Passive Effect that will activate only in certain conditions, in this case if a Scholar fails a Stealth Test in this Zone.
C. Sofia then moves on to the third Effect, another Entry Effect; it deals with the Boss Effect! If the Advanced Boss rule is used in the game, Sofia must activate the fearsome Boss (see Boss).
Zone Effect Types
- Good Luck N / Bad Luck N: a Scholar who performs a Stealth Test in this Zone, after generating their Stealth Value, must reveal N Trick Cards from the deck (see Trick Cards) and: if the number is Blue, adds the highest Bonus Value of any cards drawn to their Stealth Value; if the number is Red, adds the highest Bonus Value among the cards drawn to the Alert Value of this Zone.
- Danger N: a Scholar who fails the Stealth Test in this Zone (see Study - Stealth Test and Espionage - Stealth Test), must draw N Students from the University (instead of 1 as usual).
- Ambush N: when a Scholar enters this Zone, he gains N Stun Tokens.
- Stop: when a Scholar enters this Zone all remaining Speed points are lost. Can get new Speed points using the Auxiliary Effect of the Exploration Trick Cards (see Auxiliary Effects).
- Toll N: the Scholar entering this Zone must drop N Information Cubes of your choice, moving them from your Note Board to the gaps as far to the left as possible in this Zone (without consideration of colors shown in this Zone). If there are not enough empty spaces in this Zone, place them in an Adjacent and Linked Zone; if this is not possible, they are placed in Reserve.
- Stairs: see Placing Zones and Stairs.
- Boss: see Boss.
- Bivouac - ACTION: carry out these steps in order: Discard all Stun Tokens in your possession. Discard a Jinx Card in your possession. If you have fewer Students than your Initial Student value, take Students from the Reserve (if available) up to a number equal to this value. Discard any number of Trick Cards (optional). Draw Trick Cards until you have a number equal to your Hand Value. In the Faun Dungeon, this Effect appears with a yellow or green background (see Colored Effects).
- Secret Passage: a Scholar in this Zone can spend a Speed point during the Movement Phase to move into a Zone already placed that shows a Secret Passage Effect having the same letter.
Maximum Alert
Using these rules, a Panic Card will be put into play (see Game Setup, point I), which will drastically change the end game rules, making the last turns of each game always different and insanely dangerous!
Selecting the Panic Card
During step I of the Game Setup, a player must build a deck of Panic Cards following these criteria:
- All Panic Cards without Dungeon or Boss requirements can be inserted into the deck (such as "Darkness" present in the basic game box).
- Panic Cards that show the same icon as the Dungeon (B) in use in the game can be inserted into the deck (attention, some expansions require you to include only these cards in the deck).
- If you use the Advanced Boss rule, Panic Cards that show the name of the Boss (C) in use in the game as a requirement can be inserted into the deck (note, some expansions require you to only include these cards in the deck).
Once the deck has been built, draw a Panic Card without looking at it, place it under the Alert Card as indicated in Game Setup, and continue with the game setup.
Panic Card
A Panic Card contains this information:
A. Name.
B. Dungeon Requirement: indicates that the card can be included in the Panic Deck only in games where the Dungeon with the same symbol is used.
C. Boss Requirement: indicates that the card can be included in the Panic Deck only in games where the indicated Boss is used.
D. Instructions for filling the University: when the card is revealed, these instructions are used to fill the University bag.
E. Maximum Alert Effects: these additional rules will put a spoke in the wheel for Scholars who are still in the Dungeon and end the game soon.
F. Alert Modifier: this modifier is applied to the Alert Value of all Zones in the Dungeon.
Example Panic Cards: Darkness, Pandemonium, and Angered Laetus (a Boss-Requirement card usable only with the Laetus Boss).
Maximum Alert
These rules replace those of the "End Game" paragraph.
The Maximum Alert is a game state that is triggered when one of the following events occurs:
- The first Thesis is successfully submitted.
- An Omega Student is drawn and there are no more free places for it on the Alert Card.
When one of the two events occurs, proceed as follows:
- Remove the Alert Card from the game, put all Omega Students in the Reserve.
- Reveal the Panic Card.
- Completely empty the University by placing all the Students contained there in the Reserve.
- Follow the instructions to fill the University (D) described in the Panic Card.
- Follow point-by-point the new rules reported in the Panic Card (E), which will affect the game until it ends. If one of the rules on the card asks each player to do something at the beginning of her turn, the players who control Scholars who have already Submitted the Thesis must do so also.
The following additional rules come into effect during the Maximum Alert, regardless of the Panic Card revealed:
- Exploration only: it is not possible to choose the Activities "Submitting the Thesis" and "Rest" as your action. Only the "Exploration" action remains available.
- Stun: Stun Tokens can no longer be discarded for any reason. A Scholar who has Stun Tokens equal to his Stamina Value still plays the "Exploration" action during his turn.
- Omega Infinity: the infinity sign above the Omega Student on the Panic Card indicates that when the Omega Student is drawn from the University, whoever selected it draws a Jinx Card (following the normal rules, see Jinx Cards) and then puts the Omega Student back in the Bag.
- No Zone: it is not possible to place new Zones in any way.
- No Information Cubes: it is not possible to place new Information Cubes in the Zones from the Reserve in any way.
- Forced Thesis: if a Scholar ends her turn within the Starting Zone, she immediately performs the "Submit the Thesis" action. Regardless of its outcome, her game ends and the Scholar is removed from the game.
The Game Ends if...
When one of these events occurs, the game ends immediately and you move on to Game Scoring:
- There are no more Information Cubes available in the Dungeon.
- The Omega Student is drawn from the University and the bag is empty before having to put the Student back in.
- All Scholars who are still in the Dungeon are unable to play.
- All Scholars Submitted the Thesis.
Main Effects
The Main Effects of the Trick Cards allow the Scholars who use them wisely to do the unthinkable. These effects are texts shown in the center of each Trick Card, and they bring to the game a tactical and complexity level recommended for experienced players.
Using this advanced rule, it is advisable to use the Student Player Level (see Player Level).
Play a Main Effect
Using this rule, the Main Effects of the Trick Cards become available, which can be used in place of the Auxiliary Effect or Bonus Value when playing the card. When using this rule the following must be kept in mind:
- There is no limit to the Effects of cards a player can use during his turn (or that of the others if the Effects are Instant, see below), as long as he can meet the Costs (D) of the Effects and respect the Timings (B) of the same.
- Once the Main Effect of a card has been played, it is not possible to play new Trick Cards, or activate Scholar Skills, until the Effect played is completely resolved. The only exception to this rule are Effects with Reaction Timing (see below).
- A Trick Card can only be used for one of its Effects (Bonus Value, Main Effect or Auxiliary Effect), then, it is discarded.
- During a Stealth Test it is possible to use the Main Effects of your cards, respecting the rules that indicate when each player can play her cards during the test (see Study - Stealth Test).
- If two players want to play a Trick Card at the same time, the current player has Priority, and then the others in turn order starting with her. For more precise information on Priority, see the Priority box.
In order to use a Main Effect you need to follow these steps:
- Check if the Effect is an ACTION (F).
- Check the Timing of the Effect (B).
- Declare the Effect.
- Pay the Cost of the Effect (D).
- Resolve the Main Effect (E).
Main Effect
A Main Effect is made up of these elements:
A. Name of the Effect.
B. Timing: indicates whether the Effect can be played only in one's own turn, even in that of the opponents, or only in response to another Main Effect.
C. Flavor Text.
D. Cost: this cost must be paid to activate the effect, before it is activated.
E. Effect: effect produced by the card.
F. Action: this Effect requires the character's Action to be used.
G. Additional cost or other: to be paid after the resolution of the other Effects.
Check if the Effect is an Action
If the text of the effect (E) is preceded by the word ACTION (F), the effect can only be played in the player's Action Phase and will constitute his turn Action. This Effect will therefore replace any Scholar Study or Espionage Action. Only one Main Effect with the word Action can be played during your turn, except in rare cases such as the Exalted version of Sofia.
Check the Timing of the Effect
The Timing of an Effect indicates the moments in the game in which the Effect can be played, there are three:
- Standard: an Effect that doesn't show Timing icons can be played during the Movement Phase and Action Phase of your turn.
- Instant: can be played during the Movement Phase and Action Phase of your turn or your opponents' turn.
- Reaction: it can be played at any time, but only in response to an Effect just declared (point 3) by an opponent. The Reaction Effect occurs before the declared Effect, usually by cancelling it. An opponent will therefore not have to pay the costs of the effect (point 4) if this is canceled. It is possible to use a Reaction in response to another Reaction.
When a player wants to play a Main Effect, if she respects the Timing limitations, she can declare it by going to step 3.
Declare the Effect
The player who plays the Effect places the card on the table so that everyone can see it. If no opponent declares that they want to play a Reaction, the player can go to step 4.
Pay the Cost of the Effect
If the Effect requires a Cost, this must be paid before it can be resolved. The Cost is indicated by icons of various kinds (see Icon Effects). If there are more icons in the Cost, all the costs indicated must be paid. If, on the other hand, the Cost indicates different icons separated by a "/" symbol, it is possible to choose which of the Costs to pay. Once the Cost has been paid, the effect is resolved in point 5. If for any reason the cost cannot be paid, the Trick Card is discarded with no effect.
Example Main Effect card ("Bomf!"): Cost — Sacrifice your Student by placing it in Reserve or Draw a Student from the University and place it at the Campus Bonfire. Effect — Play this card before your Movement Phase. Skip your Movement Phase and move to any placed Zone in your same Area. Then, place the Teleport Token in your starting Zone.
Resolve the Effect
The text of the Main Effect gives all the information needed to solve it. These must be read and performed from right to left and from top to bottom. Some Effects may contain Additional Costs or Effects icons (G) (see Icon Effects).
Priority
When you have doubts about who has the right to first use a Trick Card or a Scholar's Skill, especially if two players simultaneously declare that they want to do so, it is good to follow the Priority rule explained below.
During a Stealth Test: use the rules described in Study - Stealth Test and Espionage - Stealth Test to check who is entitled to play Trick Cards.
Outside a Stealth Test: the current player always has Priority, and may decide to play Trick or Skill Cards first. He has the option of playing 1 Trick Card (if possible) or activating a Skill. Once the current player plays one of these (or declares that he does not want to play one), the next player in turn order (the one to his left) gets Priority and can play 1 Trick Card or activate an Ability (which have Instant Timing), followed by the next player in turn order. This cycle continues until no player wants to play any more cards.
The effect of each individual card or ability must be resolved before a new card or ability can be played.
Effects with Reaction Timing are beyond Priority, and can be played at any time, generally affecting the last Trick Card played and whose effects have not yet been resolved (see Icon Effects).
Designer's Note: Priority is a rule for experienced players. To easily decide which player is first entitled to play a Trick Card or Skill, it is sufficient for the players not currently involved to ask the current player (and those to her right) if they can do so. The current player (and in order those to her left) will decide whether to let them do it or whether to play a Trick Card or a Skill before she can do the same.
Zone Effect Tokens
Using some Trick Cards, it is possible to place in the Dungeon Zones some Tokens that indicate new Zone Effects present in them.
As for the Stairs Effect, the Zone Effects represented by these tokens are taken into account even if the Dangerous Zones advanced rule is not used. Keep in mind the general operation of Zone Effects to use these tokens (see Dangerous Zones).
- Secret Passage Marker: this marker adds the Secret Passage Zone Effect X to the Zone for the rest of the game (see Auxiliary Effects).
- Teleport Token: this token adds the Teleport Zone Effect to the Zone for the rest of the game.
- Teleport - ACTION: the Scholar moves to any placed Dungeon Zone. The Scholar must have at least one Worship Information Cube to use this Effect.
- Trap Token: adds a hidden Effect to the Zone. It is always placed covered showing the face with the trap icon, and always to the left of all other Zone Effects (it is always the first to activate). The first Scholar to enter a Zone containing this marker must flip it over, suffer the indicated effects, and then place it in Reserve. The Zone Effects hidden under this marker can be "Ambush," "Stop," and "Toll" (see Dangerous Zones).
Intern Cards
The Intern Cards represent improved versions of the Students. Some Trick Cards allow Scholars to obtain an Intern. When a Scholar plays one of these cards he will get the corresponding Intern Card. An Intern Card is made up of:
A. Name.
B. End of Game Bonus Points (PT).
C. Effect.
When a Scholar acquires an Intern Card, they keep it next to their Note Board. As long as she is the owner, the player gets the benefits indicated by the effect, as well as getting bonus points at the end of the game (not useful for discussing the Thesis, see Submit the Thesis).
Scholars must, however, pay attention to the loyalty of their Interns! In fact, there is only one copy of each Intern Card. The first Scholar to play the relevant Trick Card will get the Intern as described above. If during the game other Scholars play the same Trick Card, they will steal the Intern from the current owner.
Protected Information Cubes
The colored shields on some Intern Cards indicate that the Information Cubes of that color in the Scholar's possession are Protected. When a Protected Information Cube is the target of an effect that would cause the Scholar who owns it to Lose (see Lose), he may decide not to lose it. Protection cannot be used to reverse effects that would cause an Information Cube to be Given to another Scholar.
Crossover
Thanks to the Dungeonology: The Expedition Kickstarter campaign, special additional materials have been produced for the Sine Tempore and Black Rose Wars games. This section contains the rules for utilizing these materials in their respective games.
Sine Tempore
The Forgotten Spell "Petrifier" is added to the Forgotten Spells deck. One of its effects allows you to summon the Basilisk as an Evocation under your control; its stats are shown on its Evocation Card. Use the Basilisk miniature supplied with this box to represent him in the Lodge.
Crono's Crown: This new equipment for Sine Tempore will allow psionic members of the Genesis crew to manipulate time itself. This Equipment Card is added to those available to be built by players. The materials required to create the Crono's Crown are indicated on the back of the card.
Yocca: Yocca joins the Pets that can be used as companions by the heroes of the Genesis. The Sine Tempore Pets rules can be downloaded from the Ludusmagnusstudio.com website, or by using the QR code provided with the game.
Scholar Andromeda: The Scholar Andromeda Evocation Card allows you to summon an alternative version of the Andromeda Evocation. When a Mage summons Andromeda, she may choose to summon Scholar Andromeda instead, whose stats are listed on her Evocation Card. Only one Scholar Andromeda can be present in the Lodge at a time. Use the Andromeda miniature provided with this box to represent her in the Lodge.
Black Rose Wars
Nina the Manticore is a pet summoned by Mages as a trusted and powerful ally. The rules of the Black Rose Wars Pets can be downloaded from the Ludusmagnusstudio.com website, or using the QR code provided with the game.
To use the Manticore in a Black Rose Wars game, you need the Manticore miniature, its Pet Card and the Pet Activation token, the seven Egg miniatures, one white cube and six black cubes supplied with this box. Use the following rules to include it in the game.
Setup: once the game setup is finished, before starting the game, the player with the Crown prepares the 7 Eggs by inserting 1 white cube and 6 black cubes into the others. Once ready, mix the Eggs, then choose two colors of Rooms. Place six of the Eggs on the rooms of those colors (one per Room), and place the last one in the Room of the Black Rose.
Summon the Manticore: unlike the other Pets, the Manticore is not summoned from its Room, but through the Eggs scattered around the Lodge. When a Wizard activates a Room containing an Egg he can, instead of activating the Room, open the Egg. If he finds a black cube he gets 1 PP and discards the Egg. If he finds the White Cube, he gets the Manticore and discards the Egg; when this happens, follow the directions described in the Black Rose Wars Pet rules.
If the Manticore is defeated, the player with the Crown removes all Eggs from the Lodge, and performs the Setup again (see above).