DUNGEON THE ADVENTURE OF THE RINGS
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1 DUNGEON THE ADVENTURE OF THE RINGS CONTENTS 1 Game board, 1 Sticker Pad, 8 Character Standees, 6 Plastic Towers, 110 Cards (6 rings, 6 special weapons, 6 dragons, 48 treasures, 50 monsters) 2 Dice. OBJECTIVE OF THE GAME Two teams of adventurers delve into the dungeon to retrieve 4 rings, the first team to return to the main hall with all its members and the required rings (see table below) wins. INDIVIDUAL GAME The game can be played individually if an odd number of players are unable to form teams. In this case the objective of the game is the same. The first adventurer to return to the main hall with the required rings (see table below) wins. GAME BOARD The game board shows the map of the dungeon with the areas and parts that form it. As well as a section of quick reference tables. Main Hall: Is the blue square at the center of the game board with the calabozo logo on it. This is the place from where all the adventurers start their search and where they have to return with the rings to save the kingdom. It s the only place where more than one adventurer is allowed to be at the same time. Hallways: are the light gray squares with marble texture. The adventures move through these areas to the different zones of the dungeon. Cells: are the 42 dark grey rectangles with mosaic texture. Combats with the monsters take place in these areas in order to obtain treasures. Towers: are the 6 rounded areas of purple color. Combats with the dragons take place in these areas in order to obtain rings and special weapons. Underworlds: are the 4 black areas with a light in the middle. When an adventurer dies in any area of the dungeon he is transported to the nearest underworld and stays there until an elixir is used to revive. Walls: are the blue lines with stone texture. They delimit the different areas of the dungeon. They can only be crossed by the side where a door of any type is located. Doors: are the green colored lines with rock texture. They can be crossed freely, but only by the side of the wall on which they re located. Secret Doors: are the red colored lines with brick texture. In order to go through a secret door the adventurer must try to open it first. To open a secret door, the adventurer moves next to it and rolls a dice. If the result is 1-3 then the secret door has been opened, and the adventurer can go through it and move the remaining spaces from his roll. Secret doors can only be crossed by the side of the wall on which they re located. If the secret door is not opened, the adventurer can t go through it nor make any other movement in that turn.
2 If an adventurer reaches the space adjacent to a secret door having used all of his movement point, he must wait for his next turn to try to open it. An adventurer can try to open a secret door indefinitely, all the turns he wants, until it s opened. When an adventurer starts his turn trying to go through a secret door, he will first roll a dice to open it; if he succeeds then he will roll his movement dice. Each time a secret door is found it s necessary to open it according to the above rules, even if the same secret door has been crossed before. GAME SETUP Take the 6 magical weapons and the 6 rings from the treasure cards, also take the 6 dragons and mix them in 3 groups facing down. Then randomly place 1 ring, 1 magic weapon and 1 dragon under each tower. The dragon card goes on top. The 42 remaining treasure cards along with the 42 monster cards are placed randomly on the spaces corresponding to the Cells, placing one monster cards over each treasure card. 8 treasure cards will always remain unused every game. The playing adventurers are then placed in the main hall, the game then starts. ORDER OF TURNS By team: After forming the teams one representative from each rolls a dice, the team with the highest roll can choose the type of characters they re going to use and move first. Placing alternately one adventurer from each team around the game board and continuing to the left. Individual: Each adventurer rolls a dice and the one with the highest roll chooses his character and starts the game, and so on. MOVEMENT Movement is determined by 1D6 roll. The adventurer will roll a dice to determine the spaces allowed to move during his turn. The hallway squares, cells, towers and the main hall count each one as a space of advance. Movement is optional, the adventurer is free to move or not if he so desires. Adventurers choose the direction of movement, which can be changed at any moment. It s not allowed placing more than one adventurer at the same time on the same space, except the main hall. The Adventurers may pass through each other freely, but if they end their movement in a space occupied by another adventurer, then the moving one must stay in the space behind. In order to move inside a tower with a dragon the adventurer must possess at least one treasure of any kind. If an adventurer moves inside a cell or tower with a monster/dragon he must end his turn and fight them. However, an adventurer that starts his turn in a space occupied also by a monster or dragon can abandon it or fight them. BASIC SEQUENCE OF THE GAME Each adventurer during his turn must complete the following actions in the given order: 1. Move. 2. Reveal the monster/dragon card and read it loudly. 3. Adventurer s attack (roll 2D6) 4. Draw treasure card if the creature was killed. 5. Attack from the monster or dragon, opposing team rolls 2D6 if the adventurer misses his attack and check the table below for results.
3 Once the adventurer completes these actions during his turn, the adventurer to his left takes his turn. COMBAT In order to obtain the treasures and rings necessary to win, the adventurers need to fight the monsters and dragons that protect them. The adventurers must reach any of the cells or towers and reveal the monster or dragon card trying not to show the treasure underneath. In order to enter and remain inside a tower and fight a dragon the adventurer must possess at least one treasure of any kind. Each cell has one monster and one treasure. The towers hold one dragon, one special weapon (see below) and one ring, plus those treasures lost by other adventurers during combats on both types of spaces, cells and towers. There are no monsters in the main hall. Once an adventurer attacks a monster or dragon he can no longer move that turn, except to retreat if such is the result of an attack from the creature. An adventurer can t change his mind once the monster or dragon card has been revealed, until next turn. ATTACK FROM AN ADVENTURER Once a monster or dragon card has been flipped, the adventurer must look at it and show it to the other players. Each monster/dragon card has its name and image printed on it, below is a table showing the required points to kill it rolling two dice. The points required to kill the creature are listed depending on the attacking adventurer. If the number rolled by the adventurer is higher or same as the one indicated in the card, then the monster/dragon is killed. The monster/dragon card must then be discarded. If the attacking adventurer kills the monster/dragon he must then take the corresponding treasure and the other treasures lost by other adventurers and guarded by the creature. When a monster has been killed in any of the cells the space remains empty and no new monsters or treasures shall be found in there for the rest of the game, in case of towers the space must remain empty and be covered again with the plastic tower. If the monster or dragon is not killed then it takes its turn to attack the adventurer. ATTACK FROM A MONSTER OR DRAGON If a monster or dragon isn t killed by the attack of an adventurer: An adventurer from the opposing team rolls the two dice on behalf of the monster or dragon and compares the result with the ATTACK FROM MONSTER/DRAGON TABLE printed on the game board to see what happens (see below). Some of the possible outcomes are the following: RETREAT The adventurer must move backwards in the direction he came from. The adventurer can only move the spaces indicated by the result, unless it will take him to a space occupied by another adventurer, in which case he must stop on the adjacent space. The adventurer neither can move to a space occupied by a monster or dragon if another movement path is available, even when the path followed by the adventurer is not the same he first used. If an adventurer can t move to a space without a monster or dragon on it, he must place himself on the
4 space occupied by the monster or dragon and fight. LOST TREASURE When attacked by a monster or dragon, the adventurer is allowed to choose which of his treasures he will lose. The adventurer must place the lost treasure card face down under the monster or dragon card that attacked him. If the adventurer doesn t possess any treasure to pay he will die and go to the nearest underworld. LOST OF ALL TREASURES The lost treasure cards are placed face down under the monster or dragon card that launched the attack and the adventurer is transported to the main hall. ATTACK BETWEEN ADVENTURERS One adventurer can attack any opposing adventurer to obtain treasures from him. To perform the attack the adventurer must place himself in a space adjacent to the target adventurer on the hallway squares and declare his attack. Both adventurer roll one dice at the same time, the one with the highest roll wins the combat and obtains treasures from the losing one according to the point difference and the ATTACK BETWEEN ADVENTURERS TABLE (see below). In case of a draw, the attack is considered void. The losing adventurer must place all his treasure cards face down (including rings and special weapons) and the winner will take the number of treasures according to the result. If an adventurer doesn t have enough treasures to pay, he will be considered as dead and will be transported to the nearest underworld. An adventurer located inside a cell, tower, underworld or main hall can t be attacked by another adventurer, only on hallways. UNDERWORLD An adventurers who loses a number of treasures superior to the treasures he possesses (against either a monster, dragon or adventurer) will be considered dead and transported to the nearest underworld, placing himself laid down and waiting this way the necessary turns until being rescued by a teammate. The adventurer who tries to rescue a dead teammate in the underworld will have to access inside it and use an elixir to revive him, using one turn. To get out of the underworld the adventurers will have to wait for their respective turn. Treasures can be exchanged inside the underworld, using one turn. The underworld can be accessed and exited using the Teleportation special treasure. If a team is unable to rescue one of its dead members loses the game. In an individual game, when an adventurer is killed because he lost a number of treasures superior to the treasures he possesses (against either a monster, dragon or adventurer) he can keep one elixir if he has one, transporting himself in any case to the nearest underworld, and using his next turn to revive and another subsequent turn to get out. SPECIAL MONSTER CARDS Few of the monster cards are traps. If an adventurer finds a trap, he will not face any monster, but he will do what the card orders.
5 Cage: Lose 1-6 turns: The adventurer must roll a dice, the result will be the number of turns he losses in the cage. Once the indicated turns have passed he takes the treasure card. Trap: The adventurer falls down into the main hall taking the treasure and keeping his. TREASURES When and adventurer kills a monster or dragon inside a cell or tower he must then take the treasure plus any other treasure left by other adventurers. If the adventurer so chooses, he can show his treasures to his teammates, unless it s special treasure or weapon and he uses during the game, in which case he must show them to all the playing adventurers. All the energy gem treasures are important because they can keep an adventurer alive. SPECIAL TREASURES Speed: While the adventurer is in possession of this treasure he can duplicate his movement roll. Magic Key: This treasure allows the adventurer who possesses it to open and cross secret doors as if they were regular doors, therefore no dice roll is necessary. Magic Medallion: This special treasure provides his owner the ability to see a monster or dragon card before having to face it. When the adventurer who possesses the medallion places himself next to a door holding a monster or dragon, he then can see the monster or dragon card without showing it to anyone else. The adventurer can then choose to attack or not. If he doesn t attack his turn ends. Teleportation: Allows the adventurer to move to any part of the dungeon except the main hall, no matter where he s located at. To do so he uses one turn and can t do any other action during the same turn. Teleportation isn t allowed to a tower with a dragon inside if the adventurer doesn t possess at least one treasure of any kind other than the teleportation. Once the teleportation has been used, it must be discarded. Elixir: Revives dead adventurers placed in the underworld, either given by a teammate or kept in an individual game. The adventurer uses one turn to drink the elixir and can t perform any other action during the same turn. Once used it must be discarded. MAGICAL WEAPONS: They add points to any attack from the adventurer who possesses any of them, either against a monster, dragon or any other opposing adventurer. In the lower part of the card are listed the points added depending on the type of adventurer using it. If the number is 0 then that weapon is not suited for the adventurer. Magical weapons must always be shown to other players before rolling the dice. Only one weapon can be used by an adventurer at once. Magical weapons do not add points to movement rolls. EXCHANGING TREASURES BETWEEN ADVENTURERS Two adventurers from the same team can exchange up to 2 treasures between them, as many times as needed, using one turn for every exchange.
6 One of the adventurers must place himself next to his teammate in an adjacent space (in hallways or main hall), they will agree on which treasures are to be exchanged, hiding this information from the opposing adventurers. The cards will be placed face down to conceal their content and the exchange will take place in the presence of all the adventurers. An adventurer can give treasures to a teammate and not receive any in return if that suits their tactics. It s not necessary to exchange the same number of treasures. An adventurer can exchange treasures as many times as needed, but only with one teammate each time, giving or receiving a maximum of 2 treasures each time, using one turn for every exchange. HOW TO WIN The main feature of the game is the necessity of proper teamwork in order to succeed. A winning strategy should implement smart managing of the resources available, and make all the members interact between them. If one team fails to reach main hall complete, because they couldn t rescue a fallen member from the underworld, the remaining members must keep playing. If both teams failed to complete their mission, because either they obtained the 4 rings but couldn t rescue a fallen teammate or, on the contrary, all members could return to main hall but without the required rings, then neither will be considered as winner and the game is over, they can start a new game. TABLES BASIC SEQUENCE OF THE GAME 1. Move. 2. Reveal the monster/dragon card and read it loudly. 3. Adventurer s attack (roll 2D6) 4. Draw treasure card if the creature was killed. 5. Attack from the monster or dragon, opposing team rolls 2D6 if the adventurer misses his attack and check the table below for results. In order to enter and remain inside a tower and fight a dragon the adventurer must possess at least one treasure of any kind. ATTACK FROM MONSTER/DRAGON 2-3 Safe: Next turn can abandon space or attack again. 4-5 Retreat: Retreat 1 space lose 1 turn. 6 Safe: Next turn can abandon space or attack again. 7-8 Retreat: Retreat 2 spaces lose 1 turn Retreat: Retreat 2 spaces lose 2 turns. 11 Wounded: Retreat 2 spaces lose 2 turns and 1 treasure. 12 Defeated: Lose all treasures and go back to the main hall, if no treasure is possessed then go to the nearest underworld. In an individual game when all treasures are lost the adventurer can keep one elixir if he has one. ATTACK BETWEEN ADVENTURERS 1. Move next to the target adventurer. 2. Show special weapons (both in case they have any) 3. Both adventurers roll 1 dice at the same time. 4. Adventurer with highest roll (including special weapons) wins and steals treasure from the attacked according to the following table:
7 Point Difference: 1-4 get 1 treasure. 5-7 get 2 treasures. Adventurers can only be attacked in hallway spaces. EXCHANGE OF TREASURES BETWEEN ADVENTURERS 1. Move next to the exchanging teammate. 2. Agree on the treasures to exchange. 3. Place them face down in sight of the opposing players (maximum 2 per adventurer) 4. Exchange (end of turn) Exchanges can only take place in hallways, underworld and main hall. SECRET DOORS 1-3 Open 4-6 Closed RINGS TO COLLECT Individual Game Adventurers Rings Variant of 2 or more Teams Teams Rings
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