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Le Donjon de Naheulbeuk: La marche Barbare thumbnail

Le Donjon de Naheulbeuk: La marche Barbare

Expansion for Le Donjon de Naheulbeuk

Le Donjon de Naheulbeuk: La marche Barbare Rulebook

Table of Contents

Table of Contents

  • Components
  • Hero Cards
  • The New Characters
    • Notes on the New Barbarian Heroes and Search Cards
    • Each character card has:
    • Yor the Brute
    • Throd the Massive
    • Gourga the Tall
    • Zrag the Berserk
    • Kyrn the Swift
    • Lili the Warrior
    • Ourdo the Wise
  • New Tests
    • Willpower Test
    • Acrobatics Test
  • Curse Cards
  • New Search Cards
  • The Dungeon of Which You Are the Heroes!
  • New Scenarios
    • Curses & Undead...
    • Goblin Party
    • Running Garde 2
    • Big Beasties
    • The Ultimate Ordeal!
    • The Dungeon Butcher's Shop
    • The Forgotten Rooms

Components

The expansion contains the following, lettered as on the components page:

  • A - 7 new characters (the Barbarian Heroes)
  • B - 28 new Dungeon rooms
  • C - 29 new Search cards (see the note in the section "New Search Cards")
  • D - 15 Hero cards
  • E - 10 Curse cards

Hero Cards

Between the 8 jolly fellows of the base game and the 7 Barbarians of this expansion, the Dungeon is starting to get crowded. The Hero cards are used to draw the Heroes at the start of the game and during the "Fate Point" step (when a Hero gets slaughtered, as you well know).

At the start of the game, you must take 8 characters from the 15 in the set: these will be the 8 characters in play during this game. For balanced games, arrange things so that there is one character of each colour in the pile. But since we are not there to check, you may also choose your favourite characters... or, quite simply, draw 8 characters at random if you are a true madman!

When the game starts, each player takes the character of their choice from the 8 cards. If nobody wants to play the Elf or Ourdo the Wise, you may also decide to draw at random. Each player keeps their card beside their booklet; it gives them roleplaying tips for their character. The remaining cards are kept within easy reach.

When a Hero dies, their player returns their Hero card to the remaining ones, shuffles, and draws one at random. If they draw their own Hero again, it means they still had a Fate Point left. Otherwise, the Hero is truly dead and the player must continue the game with the newly drawn Hero. At that point, the old Hero's card is removed from the game.

The New Characters

They are tall, they are handsome, they smell of rancid sweat and Troll cheese: here comes the troupe of Barbarians! Seven new Heroes to bring a little poetry to your games of the Donjon de Naheulbeuk!

Notes on the New Barbarian Heroes and Search Cards

All Search cards forbidden to the Barbarian (the crossed-out Barbarian illustration) are also forbidden to the Barbarians of this expansion, EXCEPT Ourdo the Wise, who, thanks to his special ability "Scholar", can read: ...the shame, for a barbarian!

Oh girls, oh girls. When a female character is referred to, this includes the Elf, the Sorceress and, now, Lili the Warrior.

Each character card has:

  • a Special Attack, a keyword made of letter cards that the player must spell in a Fight (see the base rulebook, "Fights");
  • a Special Ability, which applies during the game;
  • a Talent, which depends on the character's Level, and a tip for playing the character.

Yor the Brute

Special Attack: TAPER ("HIT") Yor hits really hard! This attack is truly powerful, and its strength grows with Yor's level. The player who places this attack must shout "TAPER!!!" while looking as unintelligent as possible!

Special Ability: When Yor uses a weapon in a Fight, the player may replace the letter of their choice, not only the letter printed on the card.

Talent: When Yor places at least 2 attacks in a Fight, they automatically inflict extra blows at the end of the Fight. The number of extra blows depends on Yor's Level.

Tip for playing Yor: put yourself at the intelligence level of the average Barbarian... and then lower it by half!

Throd the Massive

Special Attack: AWARE Throd is cool, he is a role model for the other Barbarians! They even say he can think while punching! When he places his Special Attack, he shouts "AWARE" while winking at the crowd, and the other players immediately draw new Fight cards.

Special Ability: Throd has seen plenty of others, and is not easily moved by yet another defeat. When a Fight is a failure, he does not take the extra Wound.

Talent: At the start of a Fight, Throd may discard any Equipment card to throw the object at his enemies (even, and above all, the useless cards). He then turns over 3 Fight cards, and each card bearing the Wound icon wounds the opponent. The blows dealt by this attack depend on Throd's Level.

Tip for playing Throd: try to speak in full sentences.

Gourga the Tall

Special Attack: SMASH ("BRISE") Gourga tends to walk over his enemies without seeing them. When he places this attack, the player shouts "BREAK!" ("CASSER"), like the sound of bones being trampled. Thanks to this attack, Gourga gains even more height over the scene of the carnage and finds treasures more easily at the end of Fights. This allows him to draw 1 Search card at the end of the Fight.

Special Ability: Gourga's height gives him an impressive reach. If he can play an attack with his starting hand, the player may place it immediately and redraw a full hand before the timer starts!

Talent: Gourga's extraordinary constitution lets him ignore a certain number of Wounds at the end of each Fight (the Wound icon). This number varies with his Level.

Tip for playing Gourga: look down on the others!

Zrag the Berserk

Special Attack: ROAR Zrag has a powerful and simple attack to place. Unfortunately, with each ROAR attack, the Prems immediately takes 1 Wound! If Zrag is himself the Prems, he wounds himself!

Special Ability: Zrag is so dim that he rarely notices he ought to be dead. When Zrag takes his last Wound, he keeps playing normally until the next Dungeon room. So if the Company rests or heals Zrag, he may continue the game normally. But if Zrag cannot recover in the meantime, he dies at the start of the next Dungeon room.

Talent: Zrag begins each Fight with a variable number of cards. This depends on the number of Wounds Zrag carries: the more wounded he is, the angrier he gets, and the more cards he draws at the start of the Fight. The number of cards depends on Zrag's Level.

Tip for playing Zrag: express yourself mainly by grunting while hitting the table (if possible with drool on your lips)!

Kyrn the Swift

Special Attack: WISSSS Kyrn is an expert in lightning strikes, and uses a very particular combat technique. The number of blows dealt by his attack depends only on the number of S it is composed of. When he places it, the player lets out a resounding "WISSSS!" (preferably while spinning on the spot)!

Special Ability: Very quick, Kyrn is always better prepared for a Fight. At the start of each Fight, he is dealt 10 cards and selects 6 of them (7 at Level 3), which often lets him launch an attack from the very start of the Fight!

Talent: Kyrn is the king of dodging: at the end of a Fight, Kyrn turns over 1 Fight card. If it does not bear the Wound icon, Kyrn cancels 1 or several Wounds taken during the Fight, depending on his Level.

Tip for playing Kyrn: talk fast, and annoy everybody!

Lili the Warrior

Special Attack: TARTE ("PIE") Lili is not very powerful, but her pies often comfort her adventuring companions. When she places her attack and shouts "Pie distribution!", at the end of the Fight she may double the power of one of her companions' attacks.

Special Ability: As a Girl, Lili is protected by her companions. When she must take a test, or when a Dungeon card imposes a trial on her, she may force another Hero to take it in her place. If the test is a failure, it is the unlucky Hero who suffers the consequences. But if it is a success, it is Lili who gets all the benefit! Likewise, when she suffers the effects of a Trap, she may pass the effect on to the companion of her choice, who takes it in her place.

Talent: Thanks to her talent for cooking, Lili increases the power of Search cards of the FOOD type. This talent grows with her Level.

Tip for playing Lili: play your girl!

Ourdo the Wise

Special Attack: SPELL ("SORT") As a Shaman, Ourdo uses magic both to attack AND to heal his companions. When he launches his Special Attack, he shouts an incomprehensible incantation and heals one of his companions, in addition to dealing blows to his opponent.

Special Ability: Thanks to his erudition, Ourdo may use the Search cards reserved for the Sorceress. Likewise, when a Trap does not affect the Sorceress, it does not affect Ourdo either (example "Magic Alarm"). However, Ourdo remains a man, a real one, and all the cards forbidden to the Sorceress (crossed-out Sorceress) are NOT forbidden to him!

Talent: Ourdo is a clever one: he has seen others. When he searches a room, his special talent lets him avoid picking up useless objects. This talent grows with his Level.

Tip for playing Ourdo: take a learned air to explain everything to your companions... and get ready to take some slaps!

New Tests

Two new tests appear in this expansion: the Acrobatics test and the Willpower test (which is carried out by two players).

Willpower Test

Two people, that means...

The Willpower test is always carried out by 2 Heroes seated side by side at the table. When the timer starts, both players must wedge the whole pile of Fate tiles between their foreheads. They must then stand up and walk around the table without dropping the tiles. If they manage to return to their place without dropping any tiles, the test is a success. Otherwise, it is a failure.

Sometimes the test must be carried out by several pairs at the same time. In that case, the Fate tiles are shared equally between the pairs.

The Dwarf's good advice: nobody wants to do it with me, that one!

Acrobatics Test

Place the box in the centre of the table. The Hero takes 1 Fate tile and places it in front of them, as for a Speed test (balancing on the edge of the table, then). Here the goal is not to catch the tile, but to throw it into the box with a nice somersault! If the tile lands in the box, the test is a success. Otherwise, it is a failure.

The Elf's good advice: the trick is to make your body take all sorts of funny positions...

Curse Cards

A new type of card appears in this expansion (you won't be disappointed by the journey...): the Curse cards.

In some of the new Dungeon rooms, Heroes can be cursed: they must then draw 1 Curse card and read it while keeping it SECRET. This last point is important (that is why it is underlined): the other players must not know about your Curse until you have applied its effects.

Clarification: a Hero who dies discards the Curse cards in their possession (even if they return to play thanks to a Fate Point).

Warning: if a Hero holding a Curse card must receive a second one, they choose a Hero who has no Curse card and give it to them, without looking at it. If all the Heroes already have a Curse, the card is not taken (good luck!).

Note: if you play the base game room "The Lich's Laboratory" and a Hero is cursed by the Lich, they must now draw 1 Curse card.

Clarification: Lili's special ability does not allow her to pass Curse cards on to another Hero.

New Search Cards

30 new Search cards are included. Shuffle them in with those from your Le Donjon de Naheulbeuk box to enjoy them in your next games.

Transcriber's note: the components list on the first page of the printed rules gives "29 new tricks and other things to fiddle with (Search cards)", while this section gives 30. Both figures are transcribed as printed; the count of the cards in the box is not verified here.

The Dungeon of Which You Are the Heroes!

As a bonus (since you seem like a thoroughly likeable adventurer), we offer you an experimental scenario for Heroes who want to hold their destiny in their mail-gloved hands!

Take the following rooms: A57, B5, C62, C11, D63, D64, D13, the 6 E rooms, F21, F23, F67, G26, G70, G27, G69, H71, H31, the 6 I rooms, J37, J75, J40, J38, K41, K42, K77, L48, L79, L80, M81, M82, M50, the 6 N rooms.

Begin the adventure with Chapter 1.

Chapter 1: Play room A57.

  • If you have dug: go to chapter 2.
  • If you have passed through the cemetery: go to chapter 3.

Chapter 2: Play room C62.

  • If the Fight is a success: go to chapter 4.
  • If the Fight is a failure: go to chapter 5.

Chapter 3: Play room C11.

  • If the Fight is a success: go to chapter 6.
  • If the Fight is a failure: go to chapter 8.

Chapter 4: Play room D63. Go to chapter 9.

Chapter 5: Play room B5. Go to chapter 4.

Chapter 6: The group may go left (go to chapter 7) or go right (go to chapter 8).

Chapter 7: Play room D64. Go to chapter 9.

Chapter 8: Play room D13. Go to chapter 9.

Chapter 9: Draw a random E room and play it.

  • If you fought the Guard in this room: go to chapter 10.
  • If you did not fight the Guard, but its vigilance has increased: go to chapter 11.
  • Otherwise: go to chapter 12.

Chapter 10: Play room F21.

  • If you have had several failures: go to chapter 13.
  • Otherwise: go to chapter 14.

Chapter 11: Play room F23.

  • If you have recovered at least one instrument: go to chapter 14.
  • Otherwise: go to chapter 13.

Chapter 12: Play room F67.

  • If all the Heroes have failed: go to chapter 15.
  • Otherwise: go to chapter 13.

Chapter 13: The group may go left (go to chapter 16), go right (go to chapter 17), or go straight ahead (go to chapter 18).

Chapter 14: The group must immediately take an Intelligence test with an orange timer to find the way out of this labyrinth.

  • Success: go to chapter 13.
  • Failure: go to chapter 15.

Chapter 15: Play room G26. Go to chapter 19.

Chapter 16: Play room G70. Go to chapter 19.

Chapter 17: Play room G27. Go to chapter 19.

Chapter 18: Play room G69. Go to chapter 19.

Chapter 19:

  • If at least one member of the Company is cursed: go to chapter 21.
  • Otherwise: go to chapter 20.

Chapter 20: Play room H71. Go to chapter 22.

Chapter 21: Play room H31. Go to chapter 22.

Chapter 22: Draw a random I room and play it. Go to chapter 23.

Chapter 23:

  • If the Company has no cursed Hero and the vigilance of the Guard is below 5: go to chapter 24.
  • If the Company has no cursed Hero and the vigilance of the Guard is above 5: go to chapter 25.
  • If the Company has a cursed Hero and some wounded: go to chapter 26.
  • If the Company has a cursed Hero and no wounded: go to chapter 27.

Chapter 24: Play room J37. Go to chapter 28.

Chapter 25: Play room J75. Go to chapter 28.

Chapter 26: Play room J40. Go to chapter 28.

Chapter 27: Play room J38. Go to chapter 28.

Chapter 28: The group may go left (go to chapter 29) or go right (go to chapter 30).

Chapter 29: Play room K42.

  • If there is a dead Hero: go to chapter 31.
  • Otherwise: go to chapter 32.

Chapter 30: Play room K41.

  • If there is a dead Hero: go to chapter 31.
  • Otherwise: go to chapter 32.

Chapter 31: Play room K77. Go to chapter 33.

Chapter 32:

  • If the vigilance of the Guard is above 10: go to chapter 34.
  • Otherwise: go to chapter 35.

Chapter 33: Play room L48. Go to chapter 36.

Chapter 34: Play room L79. Go to chapter 36.

Chapter 35: Play room L80. Go to chapter 36.

Chapter 36:

  • If you have not discovered Zangdar's secret: go to chapter 37.
  • If you have the secret and several Heroes are still at level 1: go to chapter 38.
  • Otherwise: go to chapter 39.

Chapter 37: Play room M81. Go to chapter 40.

Chapter 38: Play room M82. Go to chapter 40.

Chapter 39: Play room M50. Go to chapter 40.

Chapter 40: You are face to face with Zangdar! Draw a random N room... and good luck!

New Scenarios

Each scenario is a list of Dungeon room numbers, followed by "+ N (at random)": one more random card N, as in the base game. The three groups below are printed in the colours green, orange and red.

Curses & Undead...

Face the worst representatives of the forces of evil... undead, liches and demons! Confront Fate and brave the Curses it will put in your path...

Green: 57 - 60 - 11 - 15 - 65 Orange: 24 - 69 - 71 - 35 Red: 37 - 77 - 80 - 51 plus one card N (at random)

Goblin Party

You arrive with your group of stupid adventurers. What could be more normal than offering you our most stupid creatures to welcome you!

Green: 58 - 07 - 61 - 64 - 66 Orange: 22 - 70 - 72 - 74 Red: 38 - 76 - 46 - 81 plus one card N (at random)

Running Garde 2

You liked "Running Garde"? You are going to love the sequel! Our faithful civil servants have polished their weapons and armour to offer you a scathing rematch!

Green: 58 - 08 - 12 - 14 - 65 Orange: 67 - 69 - 30 - 36 Red: 75 - 77 - 79 - 82 plus one card N (at random)

Big Beasties

Do you like them hairy? Do you like them stocky? Do you like them affectionate? Do you like them with a little herb sauce? The big beasts are waiting for you, ready for a fight!

Green: 02 - 59 - 62 - 63 - 18 Orange: 68 - 25 - 32 - 73 Red: 39 - 78 - 79 - 49 plus one card N (at random)

The Ultimate Ordeal!

Fights are messy, they are noisy and they stink! It is in the face of ordeals that true Heroes are recognised. Here is a scenario that pays them tribute...

Green: 57 - 59 - 11 - 64 - 19 Orange: 67 - 70 - 71 - 73 Red: 76 - 44 - 80 - 51 plus one card N (at random)

The Dungeon Butcher's Shop

There's a bit more... Shall I leave you with it? With this? I have a special offer on cursed warriors, two for the price of one! I have one slice of giant spider and some ordeal gratin left. I cook it myself, of course!

Green: 04 - 60 - 62 - 14 - 66 Orange: 68 - 28 - 31 - 74 Red: 40 - 78 - 47 - 82 plus one card N (at random)

The Forgotten Rooms

Some rooms of the Dungeon are sometimes a little neglected: badly lit, badly frequented, or relegated to the back of dusty corridors, the Heroes tend to walk past them. That is a real shame: but never mind that!

Green: 01 - 05 - 61 - 63 - 66 Orange: 23 - 27 - 72 - 33 Red: 75 - 41 - 48 - 81 plus one card N (at random)