DUNGEONRUNNER. Equipment BY KEVIN KIEHLMEIER. Introduction. Object of the Game. 3, 54 card decks ( Hack Packs ) 1 Double Dice of Doom

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DUNGEONRUNNER Equipment BY KEVIN KIEHLMEIER 3, 54 card decks ( Hack Packs ) 1 Double Dice of Doom Introduction Inside this box, there are three separate adventure decks, or as we like to call them, Hack Packs. Each Hack Pack represents a different adventure. Dungeonrunner is a solitaire card game of fantasy dungeon delving. The game takes about 5-10 minutes to play. Like most solitaire games, learning is easy, winning is not. Object of the Game Your hero will go through a deck of cards to simulate the dungeon, crypt, or ruin that your hero is exploring. Each card will represent either a magical item, a monster that desperately needs slaying or some other random event the hero must pass in order to move forward. If the hero makes it to the quest card, the hero has successfully completed the adventure. On the bottom right of each card is an deck identifier to let you know which Hack Pack the card belongs to. That way, if you ever mix up the cards making your own adventures, (which we encourage you to do), you can easily place them back in the proper Hack Pack. Set-up Take the deck and find the hero card and place the it directly in front of you on the table. Choose a quest from the quest list at the end of these instructions. Unless otherwise noted, take the card the quest tells you to. That will be your quest for this adventure. Shuffle all the remaining cards back in with the main deck.

Now deal 15 cards. Shuffle those dealt cards along with the quest card. Place those face down and sideways to the right side of the table. These cards make up the Bottom Deck. Take the remaining cards, shuffle them, then place them on top (not sideways) of the Bottom Deck. These are called the Top Deck. Both the Top Deck and the Bottom Deck are called the Adventure Deck. Place this to the left of the hero. On the upper right of the play area there will be two discard piles. The first is called Limbo. These cards may come back into play as the adventure moves on. Although it will be rarely used, keep in mind that at the upper right of the table will be a second discard pile called Oblivion. This is where cards go that are rarely brought back into the game. Below that, there are three shapes with numbers. These three numbers represent the Hero s combat statistics. TWAC, which stands for to wound armor class, is a measure of how easily the hero can hurt a monster. Armor Class is a reflection of how well the hero can avoid getting hurt by an enemy. When discarding cards in Limbo or Oblivion, always do so face down. Hit Points is a measure of how much punishment the hero can take. When the hero loses all their hit points, the hero dies and the game is over. Above the Adventure deck and the Hero is where you can place all drawn cards until they are resolved. Attributes To the right will be enough space where you can roll dice. The numbers along the left-hand side are the hero s attributes. These numbers measure how strong, vigorous, dexterous, agile, smart and witty the hero is. Basic Game Items and Terms The Hero Card Powers and Power Points Here is a typical hero card. The name of the hero is on the top of the card. On the bottom of the card is a section for the Hero s powers. These are special rules that apply to this hero. Next, the hero s class is given. Some cards will affect, or be affected, by your hero s class. Some powers can be used for free, others powers use power points, which every Hero has three of at the beginning of the quest.

Rolling the Dice Item Cards Two 10-sided dice are used in this game. You will know which ones to roll when you see the following; Items cards represent things the hero finds along the way on their adventure. d10 This simply means to roll a die and take the result off the top. If there is a number before the d10, that means roll a d10 that many times and add all the results together. dd10 This means to roll both dice and subtract the lower number rolled from the higher number. If the result is zero, make it a 1 instead. With either of these methods, you may see a + or - next to it, simply add or subtract the number after the symbol to the result of the roll. Ability Checks In the game, you will be asked to make an Attirbute Check based on one of the attributes of the hero. One example would be that the hero need to make a Might Check to move a boulder blocking the path, or an Agility Check to jump a pit. To perfrom an attribute check, roll d10 and look at the attribute asked for on the hero. If the roll is equal or less than the hero s attribute score in that area, the hero passes the ability check. If not, the hero fails. The card will tell you what to do in either case. Automatic Successes and Failures On any ability check or combat roll, if you roll a 10, it is an automatic failure. If you roll a 1, it is an automatic success. BEGIN YOUR ADVENTURE To start your adventure, flip over a card from the adventure deck. It will either be an item, a monster, an ally, or an event. If the hero survives the card, the turn ends. Start a new turn by drawing another card. The first line on an item card tells how much gold the item will be worth. The second line gives the item s type. Sometimes, other cards will affect card you have of a certain type. Under the picture may be additional information that gives the hero special bonuses or abilities when equipped. Equipping Items To use an item during the game, the hero must have the item equipped. To equip an item, simply place it face up to the left of the hero. A hero may only equip one type of item at any time. The exceptions are potions and scrolls, to which there is no limit. The Backpack The hero may hold up to six item cards in the hero s backpack. Place any cards you wish to be in the hero s backpack underneath the hero card. Cards that are in the backpack do not give the hero any benefits or power listed on the cards. You may choose to change what you have equipped before starting a new turn. You may take one item out of your backpack during combat, but doing so will count as the hero s action for that turn.

Scroll Cards Event Cards Scroll are special item cards that are filled with powerful magic that allows heroes the ability to cause certain effects in the game. Events are random occurences that the hero must face before moving on. Casting Checks To be able to use a scroll s power, a hero must perform a casting check. This can be done at any time. If a hero does this during combat, it takes the hero an action to do so. A casting check is simply an Intellect ability check. If the check is passed, follow the instructions given on the spell card. If it fails, nothing happens. In combat situations, you may try again next turn. Otherwise, you may not try to cast the spell again that turn. Keeping Checks Once a spell has been cast successfully, the hero must make a keep check to see if they can keep the scroll, or if it fizzles away into Oblivion. A keep check is simply a Wit ability check. If the check is passed, the scroll is safe. If failed, send the scroll to Oblivion as it vanishes into dust. Most events are straight forward. You will have to make an ability check of some sort and get rewarded or penalized depending on if you pass or fail the ability check. The event type is much like the type line on an item card. Some hero abilities, items, allies, and spells will affect certain event types. Afterwards are the instructions of the card that the hero needs to complete in order to pass the event. Once the hero passes an event, send the event card to Limbo.

Curse Cards Ally cards Curse cards are special event cards because they stick with the hero until removed with a remove curse spell. When an ally card in front gain bonuses to offer until To avoid a curse, the a certain ability check If the hero passes the to Limbo and proceed card. hero needs to make to avoid the effects. check, send the curse to the next adventure If you fail, place the card below (not underneath) the hero card. If you ever do get rid of a curse that is on your hero, place the curse in Oblivion. Blessing Cards Blessings work much like curses do. Place these on the below (not underneath) side of the hero card just as you would a curse card. card is drawn, place the ally of the hero card. The hero will and abilities that the travel has the ally is killed by a monster. Guard Checks Whenever a hero gets hit who also has an ally, you must make a guard check for that ally. If the hero has more than one ally in play, randomly choose one. To perform a guard check, roll a d10. If the roll is equal or less than the armor class of the ally, the hero takes the hit as normal. Otherwise, the ally takes the hit instead. Any special conditions the monster would apply to a normal hit, are discarded. Once an ally s health goes down to zero, the ally is dead and is placed in Oblivion. Heroes may heal allies with items and abilities as they would heal themselves. The main difference between blessing and curses is that blessings will go away a lot faster than a curse. Blessings will go away once the hero exits the adventure or by special conditions on the card are met.

Monster Cards Combat Once a hero flips over a monster card, battle will begin immediately. There are a few things to understand about monster card before we begin. When combat starts, the hero and monster will alternate attacking each other. The hero always gets the first attack. If a monster is killed, the monster does not get its attack that turn. To perform an attack, roll both dice. Add the attacker s TWAC to the attackers die. Then add the defenders Armor Class to the result of the defender s die roll. A hero hits if the hero s attack total is equal or greater than the monster s defense total. A monster hits in the same way, but does not hit on ties. Combat Statistics Monster cards have a combat statistic block just as the hero does. They work in the same way as well. Levels Underneath the monster s name, is the monsters level. This is a special identity that states how powerful the creature is. Certain items, events, and abilities may affect, or be effected, by a monster s level. Class Next is the monster s class. Certain cards affect or are effected by a monster s class. Abilities Some monsters have some common abilities, which are listed next. These abilities are listed at the end of these instructions. Special Instructions Below the picture of the monster is the main area of instructions for dealing with the monster. When you first draw the monster card, read this area and follow the instructions, if any. Afterward, the hero must fight the monster. If the monster is hit, subtract one hit point from the monster. Otherwise, it is a miss and nothing happens If the monster reaches zero hit points, it is defeated. Send the monster to Limbo. If the monster hits, subtract one hit point from the hero. If the monster does not kill you, that combat round ends and a new round begins until there is one left standing.

FINISHING THE ADVENTURE Finding the Quest Card If the hero ever reaches and resolves the quest card that was chosen, the adventure is over and the hero is victorious. Reaching the End of the Deck If for any reason, your hero reaches the end of the deck, you have two options. The first is to take all the cards from Limbo, re-shuffle them into one deck (which will now be considered a bottom deck) and go through those cards. Otherwise, you may choose for the hero to exit the adventure. The quest will not have been completed, but the hero will have lived. Create your own adventures! Remember, you can always make you own hack pack from the cards you gather for Dungeonrunner. Feel free to experiment and have some fun making your friends go through your adventures. Make them tough, but not impossible. People should win 20% of the time. Monster Abilities As mentioned there are a number of common monster abilities that we have listed here. Combat Edge If a monster has a Combat Edge, the Hero no longer hits if he ties the monster s Armor Class when attacking, but the monster does. Diseased Exit the Quest If the hero gets beaten down or finds an item that you would really like to keep or sell, you can exit the quest. When hit by a monster with disease, the hero must make a Vigor Check or be infected. To exit a quest, shuffle all the cards in Limbo back in the Top Deck of the Adventure Deck. After ten more cards have been drawn from the quest deck, the hero will have found the way out. Once infected, the hero gains a threat mark. Also, the hero must make a Vigor Check at the end of each future turn. If failed, the hero takes one hit. If the check is passed by three, the disease passes and no longer effects the hero. However, the threat marker stays. If the hero has reached the bottom deck, the only way to retreat is to go through all the cards in the bottom deck. Doomed After the Adventure Monsters that are Doomed are sent to Oblivion instead of Limbo once defeated. After a hero completes an adventure, they will heal to full strength. Any curses wither away and blessings will have run their course. The hero places any gold in their stash. Any items the hero does not want may be sold for the gold value listed on the card. Drain A new adventure awaits! If Hero s Vigor ever drops to zero or below, Hero s spirit vanishes to nothingness and dies. Allies never guard against drain attacks. After some much needed rest, the hero may leave for a new adventure. However, once a hero completes a quest, they may never repeat it. When a monster with drain hits, the Hero is permanently loses 1 Vigor and gains a threat mark. If monster hits by three or more, Hero loses 2 Vigor instead. The Hero can only gain one threat mark in a combat.

Fire Breath Vampire Bite Before combat, make and Agility Check. If failed by three, Hero takes a hit and must make a succesful Vigor Check or die. When monster hits, the hero must make a Vigor Check. If failed, the hero gains a threat marker. If this is the Hero s third threat marker, the hero turns into a Vampiric Thrall and the game is over. Hordes This monster card represents more than one of the same monster. Treat combat with a horde just as you would any other monster. As hordes take damage, they become less effective. Whenever a horde takes damage, both its TWAC and Armor Class go down by one for each point of health removed. Card Terms There are certain terms you will hear when reading the adventure cards. Passing Cards When you pass a card, it means you may place the card in Limbo without encountering it. Haste Restock Creatures or heroes with haste get two actions on their turn. Monsters that are listed with Initiative always attack first instead of the Hero. When you are told to restock cards, take the amount of cards told from Limbo and shuffle them back onto the top deck of the quest deck. If the top deck is finished and only the bottom deck remains, restock the cards in the bottom deck. Last Licks Skipping Cards Monsters noted with last licks always get a last attack before they die. When told to skip cards, take the number of cards you are told to skip and, without looking at them, place them in Limbo. Initiative Poison Arcane Knowledge When monster with poison hits, the hero gains a threat mark. Hero must also make a Vigor Check for each threat marker on the hero. Each failed check results in the Hero taking a hit. Raise the Alarm At the end of the third combat turn, if the Monster has not been defeated, it raises the alram. Once the alarm is raised, no guards may be bribed and no false papers may be used for the rest of the adventure. But most important, all monsters gain Initiative. Certain items are easier to use, or can only be used, by someone who posseses this skill. Holy Power When a hero has holy power, the hero may substitute his normal attack to attempt to outright banish an undead or demon monster once per combat. Multiply the monster level by three and subtract that from 15. This is the monster s turning number. Roll d10. If the number rolled is equal or less than the monster s turning number, send the monster to Limbo. If you make the roll by five, send the card to Oblivion instead.

QUESTS Castle of Emporer Zinn 1) Steal the Crown Jewels A crowning acheivement for any thief. This simple heist will not pay off because anyone will buy them, but because of the reputation you will recieve from being the one bold, cunning, and fearless enough, to pull off such a feat. 2) Find Svenegir s Forge The finest smith in the known lands, Svenegir will certainly improve your items for the right price, but you aren t exactly allowed on castle grounds. 3) Find The Way Out You have been captured by the guards and thrown into the dungeon awaiting a death sentence. You need not await any further. If you are going to die, you will do it on your terms. Find the way out, or die trying. 4) Defeat the Minotaur The Maze will be no more than an annoyance if the Minotaur is eliminated. 5) Sit on Throne of Emporer Zinn Rumors abound that the Emporer gets special powers of command by channeling dark forces through his throne. You are going to find out to either squash the rumor, or become mighty. 6) Possess the Demon Hilt An elderly collector will pay you stunningly well for this mysterious object. Who knows? If it worth that much you may just keep it for yourself. 7) Get through The Maze To impress the local thieves guild, you boast to make it through the Minotaur s Maze. 8) Defeat the Captain of the Guard You have been hired to weaken the defenses of the castle by eliminating it s number one military advisor. 9) Scout the Castle. Once you have 2d10+15 cards in Limbo and Oblivion combined, you have won. If someone Raises the Alarm, you must make it to the Bottom Deck to escape. 10) Assassin s Get Paid Your job here is to defeat 15 levels worth of humans within the Castle.

Muckelf Swamp 1) Defeat the Troll A Troll has been harassing couriers and caravans. Eliminate the problem. 2) Recruit the Paladin of Kk je It is known that the noteworthy Paladin will be making thier way through the forest back home. Find him, and recruit him. 3) Find the Lucky Coin of Jibb The Jester Assassin lost this relic as she was chased by the Darkhawk. Find it for a reward or keep it for yourself! 4) Assassinate the Goblin War Chief Goblin s are numerous, but they are rarely smart. Without the War Chief, the goblins ranks will fall into choas 5) Hunt the Darkhawk You have been hired by the Jester Assassin to take out that annoying Darkhawk. When asked if it is embarasssing to not be able to defeat the Darkhawk herself, the Jester Assassin replied with blank stare; No, not really. 6) Vanquish the Lizardman No one knows how the Lizardman got there. No one cares, either. Defeat the Lizardman. 7) Purge the Forest Sometimes, the only solution is a clean slate. Eliminate 25 levels of Muckelves and goblins. 8) Debts Can t be Paid by Bartering Finding yourself broke, you must scrounge for enough gold along the swamp before you come to town to pay a debt. Collect 250 worth of gold. Item value does not count toward this goal. 9) The Muckelves Must Pay! The nihilistic Muckelves have gone too far causing a sick and twisted pain to certain communities. Defeat 15 levels worth of Elves. 10) The Goblins are a Menace! Every so often, the surroding kingdoms have to cull the herd of goblins that live in the swamp. Defeat 15 levels worth of goblins.

Lair of Lawnadynn 1) Defeat the Rojoshan Vampire Chop off the head of the snake and the rest will fall. Hunt down the Rojoshan Vampire. 2) Reach the Lair of Lawnadynn No one has stepped foot into Lawnadynn s lair. You dare to be the first! 10) Gain Kru s Blessing It is the Hero s spiritual quest to have the Demigod, Kru, notice your devotion to eliminating these demonic horrors. Gain the Blessing of Kru. 4) Find the Amulet of Sartaneous Lawnadynn has stashed away the Amulet of Sartaneous, a powerful artifact that would thwart her every move. 5) Hunt Down the Succubus 8) Midnight Hour It is said when the stars are right, a Holy Man can bring the undead back to normal exsistence. Anyone with Holy Power that turns an undead monster, instead, brings that person back to normal life. Do this four times to complete the Quest. If your Hero does not have Holy Power, they may have to find the Amulet of Sartaneous first. 9) Journey Past the Darkness In this adventure, place the Darkness card, face up, on top of the Bottom Deck, instead of shulling the card in. The quest is completed when the Hero resolves the Darkness card. The Darkness event may not be passed by any means. One of Lawnadynn s succubi has been seducing the young local men and turning them into Vampiric Thralls. 10) Retrieve the Lockpick Kitty 6) Pass the Tests of Virtue As smart as Lockpick Kitty is, it isn t smart enough not to go where it is not supposed to. Find Lockpick Kitty. The Hero is compelled to undertake a spiritual quest in the heart of Lawnadynn s temptations. In this adventure, take both the Envy and Greed cards as Quest Cards. The Hero must complete them both to complete the quest. 7) Slay the Undead The undead are rising! Defeat 20 levels worth of undead monsters.