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Rapid Dungeon

Rapid Dungeon Rulebook

Table of Contents

Table of Contents

  • Game Setup
  • Game Start
  • Game End
  • Dungeon Cards
  • Q&A
  • Manner
  • Game Flow

Game Setup

  1. Dungeon Cards: Place cards with "life 4" faced up in the center of the table. This means the maximum life of each player becomes 4.
  2. Sponge Pawns and Life Cards: Take 1 sponge pawn and 1 life card. Indicate your remaining life by the direction or the face of the life card. Set your life to 4.
  3. Exploration Cards: Remove traps, thieves, potions and unicorns. Return the removed cards to the box. Shuffle all other cards. Deal 7 cards to each player. Place dealt cards face down in front of you as your deck.
  4. Determination of the Start Player: The player who dealt the cards becomes the start player. Discard pile will be created next to the start player. Once set up, proceed to "Game Start".

Game Start

  1. Time to Explore!
    1. Each player places a top card of their deck face down near the dungeon card.
    2. Simultaneously flip them face up with the chant "123!". If there are no cards left in the deck, proceed to "End of Game."
  2. Throw the Adventurer (Sponge Pawn)! Quickly throw your adventurer onto the revealed exploration card you want to get. Your adventurer cannot be placed onto the card you just revealed.
  3. Get the Exploration Cards!
    1. Successful Exploration: If your adventurer lands on an exploration card and its color matches the exploration card's color (light/dark), your adventurer succeeded in the exploration! If it succeeds, you acquire that exploration card. If several adventurers are placed onto the same exploration card, proceed to "(3) Judgment."
    2. Failed Exploration:
      • A: The adventurer doesn't land on the card.
      • B: The color of the adventurer doesn't match the exploration card's color.
      • C: Judged as the failed exploration. Lose 1 life.
      • If your life reaches to 0: If possible, discard one acquired exploration card and heal to your maximum life.
    3. Judgment:
      • A: Overlapping adventurers. All adventurers except the bottom one fail the exploration.
      • B: The adventurer who has occupied the largest area of the exploration card succeeds, while others fail.
      • C: If several adventurers occupied the almost equal area of the card. Those adventurers fail the exploration.

Game End

  1. Scoring!
    1. Count the points indicated on acquired exploration cards.
    2. Count bonus points based on combinations of exploration cards (refer to Dungeon Cards).
    3. Sum up (1) and (2).
  2. The player with the highest score wins!
    1. In case of a tie, the player who got more exploration cards wins.
    2. If the number of the acquired cards is also tied, both players win.

Scoring example (figure 13 of the rulebook): the printed points on the acquired cards are 1 + 1 + 1 + 2 = 5 (group 1), and the bonus points from combinations are 2 + 2 + 6 + 7 + 12 = 29 (group 2), for a total of 34.

Dungeon Cards

The Dungeon Cards are the variant dungeons.

  1. Various Additional Dungeons
    1. You can create various dungeons by combining the exploration cards (variant rules).
    2. The game rounds can change from 7 to 11 depending on the rules you apply.
  2. Types of Additional Dungeons
    1. "Dungeon Entrance": Beginner (figure 14) / Advanced (figure 15).
    2. "Dungeon Depths": Beginner: Unicorn (figure 16) / Potion (figure 17) / Thief (figure 18). Advanced: Unicorn x Potion (figure 19) / Unicorn x Thief (figure 20) / Potion x Thief (figure 21). Boss Battle: Goblin King (figure 22) / Elder Dragon (figure 23).
    3. Presence of "Traps"
  3. Contents of Additional Dungeons
    1. "Dungeon Entrance"
      1. This dungeon can be played independently with 7 rounds.
      2. Additional Rules for Game Setup: Place the chosen "Dungeon Entrance" in the center of the table.
      3. Additional Rules: For Beginners' game, maximum life is 4. For Advanced players' game, maximum life becomes 2 and bonus points are applied. Follow this rule to set the initial life of each player during Game Setup.
      4. Bonus scoring table printed on the "Dungeon Entrance" cards (figures 14 and 15, and figure 13 for the scoring example). Beginner (figure 14): diamond = 2 (A); chest + key = 12 (B); red + yellow + blue = 6 (C); goblins (D): 1 goblin = 2, 2 = 4, 3 = 7, 4 = 11, 5 = 16, 6 or more = 22. Advanced (figure 15): diamond = 3 (A); chest + key = 18 (B); red + yellow + blue = 9 (C); goblins (D): 1 goblin = 3, 2 = 6, 3 = 11, 4 = 17, 5 = 24, 6 or more = 33.

Q&A

  • Q1. I accidentally placed my adventurer on an exploration card I just revealed. What happens?
    • A1. Your adventurer fails the exploration.
  • Q2. What happens if several players acquire Thief cards?
    • A2. Take action from the player who has acquired fewer exploration cards.
  • Q3. What if the number of acquired exploration cards is the same?
    • A3. Take action clockwise from the start player.

Manner

Let's enjoy the game and have good manners!

  • You must throw the adventurer. (figure 30)
    • OK: Throw your adventurer at opponents' adventurers to push them out from the exploration card!
    • NG: Push an opponent's adventurer out while holding your own in your hand. Do not throw the adventurer with all your might.
  • Let's discuss together when making judgment!

Game Flow

The game flow chart in the rulebook reads as follows.

  1. Game setup
  2. Are there additional dungeons?
    • No: go to Game start.
    • Yes: Setup with additional dungeons, then go to Game start.
  3. Game start
  4. Play the exploration card.
    • If there is no deck: go to Game End.
    • If there is a deck: Throw adventurers, then Search card acquisition.
  5. Search card acquisition
    • Exploration succeeded: Get the exploration card!, then return to Game start.
    • Exploration failed: Lose 1 life.
      • If your life is not 0: return to Game start.
      • If your life becomes 0: Discard 1 acquired exploration card. Heal to full life, then return to Game start.
  • End of the Round
    1. Each player places acquired exploration cards face up in front of them.
    2. Repeat from "Game Start".
  • "Dungeon Depths" and "Traps"
    1. This dungeon is played with "Dungeon Entrance". The game with this variant consists of 8 to 11 rounds.
    2. Additional Rules for Game Setup: Place the chosen "Dungeon Depths" below the "Dungeon Entrance." Deal additional exploration cards and trap cards listed on the chosen "Dungeon Depths."
    3. Additional Rules: Each additional exploration card has their own effects as follows.
      • A: Unicorn (figure 24). During scoring at Game End, gem points become tripled.
      • B: Potion (figure 25). During scoring at Game End, monster points become doubled.
      • C: Thief (figure 26). When you acquire a Thief card, before other player acquire an exploration card, you may steal one exploration card that has been already acquired by an opponent.
      • D: Boss battle (figure 27). If there are players who could not acquire points equal to or more than the benchmark at Game End, everyone will lose. Benchmark: Goblin King 30 points or more. Elder Dragon 50 points or more. Let's work together to slay the boss!
      • E: Traps (figure 28). Additional rules are applied to "3. Get the Exploration Cards!" in Game Start. If there is at least one trap card in play, exploration is successful if the colors (light/dark) of the exploration card and the adventurer are different! Trap cards can be acquired by placing your adventurer regardless of its color (light/dark).
  • "Additional Deal"
    1. Prepare the additional cards (two cards for each types) by adding other exploration cards so that the total number of cards becomes equal to the players.
    2. Deal one card to each player.
    3. Repeat this process for each additional card.
    4. After finishing dealing, shuffle your deck. Example: figure 17 as an additional rule. The number of players is 5. Match the number of players with 2 potion cards and 3 random search cards, for a total of 5 cards. Shuffle and deal one card to each person (figure 29).
  • Game End: Scoring. The winner is the one with the most points!