Dungeon Crawler Card Game

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Dungeon Crawler Card Game Design by: Nadun J Players will choose a class at the start of the game. Hearts = Healer Spades = Warrior Diamond = Wizard Clubs = Trickster Once the classes have been chosen, the players will shuffle their decks and draw two cards. Read below for classes and what the first two cards mean -> The two cards will be placed the first one horizontally and the second vertically on top on each other. The rest of the deck will be the dungeon monsters. The top dungeon monster is drawn, the value on the face of the card is the amount of health it has. It will be multiplied by the number of players playing. The players will then attempt to defeat each monster in the dungeon until it is complete. At the start of a players turn they will draw a card. They will then be able to use abilities ( - ace)/ draw cards (2-10) before entering a battle phase to attack the monster. Turns will alternate player1, monster, player2, monster, etc. The monster s attacks will be determined by a random number generator from 1 10 and boss monsters (jack to ace) 5 20. The player targeted for the attack will also be determined by the generator. How to die A player will be out of the game if: They lose health points to 0. If a player run out of draw card 2 turns in a row. NOTES: How many monsters in a dungeon is to be determined by the players. Be creative. This game can also be played with 2 card decks (should be if 4 players are playing).

Healer First card is health, second card is attack (NOTE: healers attack is halved). Healer states: Normal, Awoke. Healers normal draw cards (2 10) are played during the monster s battle phase, they reduce the attack by the number on the card played by the healer. IF the healer s card is greater than the attack, the remainder is dealt as damage toward the monster. Once any card like this has been played it is then discarded. Healers special cards ( Ace): Ace (Awaken) is played also during the monster s battle attack amount is then added to either your health or a teammates health. allows any one player to draw two cards. This card is played at the beginning of the turn. allows any players discard pile to be shuffled back into the draw pile. This card is played at the beginning of the turn. Ace is a shield spell. This card can be place on the field next to your character and adds additional health to existing health by the amount rolled on the dice. IF the ace is awoken by the wizard s king the healer will be granted the ability to revive a fallen team mate with new stats ONE TIME.

Warrior First card is health, second card is attack (NOTE: healers attack is plus half of the original attack, the health is also minus half the original health). Warrior states: Normal, Awoke. Warriors normal draw cards (2 10) are played during players battle phase. Half of the card value is added to the attack of the warrior. Warriors special cards: is played also during the monster s battle attack amount is redirected toward the monster. is played at the beginning of the turn and can double any players attack for their next battle phase. is played at the beginning of the players turn. The dice will be rolled twice, and both amounts will be multiplied. The multiplied amount will be deducted from the monster s health. Ace (Awaken) Ace increases attack Warriors attack by 0.5% for as long as the card remains. If a wizard has placed a king on this ace: When the warrior is subject to an attack a percentage of the incoming attack (determined by the dice) will be added on the warriors next attack (these stacks and recalculates with any other abilities place on the warrior regarding attack).

Wizard First card is health, second card is attack. Wizard states: Normal, Invisible. The wizards draw cards (2 10) are dependent on whether they are odd or even. If odd the wizard the wizard can add a percentage of that cards value (determined by the dice) to any other players attack on their next turn. If even the wizard can add a percentage of that cards value (determined by the dice) to any other players health on their next turn (Except healer). Wizards special cards: Ace (Awaken) is played also during the monster s battle attack amount is redirected towards a player of choice. is played during the battle phase of the monster. The dice is rolled and if the outcome is even the player will dodge the monsters attack and become invisible. Invisibility will last until the monster decides to attack the wizard again. That attack will be nullified, and the wizard will return to a normal state. The wizard will also become normal if they make a move on their next turn (attack, use any card aside from drawing). While invisible the wizard cannot be targeted by players or monsters. is played at the beginning of the players turn. The king is played on the ace card of any player. This will awaken a players power. Ace is played anytime. Equipping the ace allows the wizard to shuffle and take the top card of the discard pile at the beginning of the turn. At the end of the turn the wizard will have to choose between discarding 1 card or 1 health point at the end of a turn (unless king is used).

Trickster First card is health, second card is attack. Trickster states: normal. The trickster is unable to take damage from attack. The trickster will only die if the attack of the monster is equal to the health of the trickster OR the trickster runs out of draw cards for 2 turns. The tricksters draw cards (2-10) are determined by the dice. If the number is even the trickster will be able to add the card value to the attack during battle phase for that turn. The card is then discarded. OR if the dice rolls odd, the card will be place back into the draw pile. Trickster special cards: Ace Joker is played also during the monster s battle attack amount is redirected towards a player of choice. allows any one player to draw two cards. This card is played at the beginning of the turn. is played at the beginning of the players turn. The dice will be rolled twice, and both amounts will be multiplied. The multiplied amount will be deducted from the monster s health. Ace is played anytime. This allows the trickster to draw from someone else s pile at the beginning of the turn. (this can be used to avoid running out of draw cards). The joker is the ultimate trick! At the roll of the dice, if even it will destroy the monster. If odd, it will restore every player with be stats.