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A game made for Fastaval 2016 by Stefan Eriksen, Sarah Iversen Damm, Christian Kajsing & Jonas Boel Rulebook

A Dishonest Adventure - Rulebook

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Rules for "A Dishonest Adventure", a game made for Fastaval 2016

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Page 1: A Dishonest Adventure - Rulebook

A game made for Fastaval 2016

by Stefan Eriksen, Sarah Iversen Damm, Christian Kajsing & Jonas Boel

Rulebook

Page 2: A Dishonest Adventure - Rulebook

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It took some time to find the right “teammates”, but now we’re here - A full party of adventurers, ready to tackle the dungeon that I’ve been planning to raid for so long. And nobody, NOBODY is going to stop me from getting all the glory! Not even the party…

...Or so thought you all.

In A Dishonest Adventure, you take on the role of an opportunistic adventurer, plotting to gain as much glory and fortune as possible during a run through a local dungeon, no matter the cost!

Unfortunately, everyone else in you newly assembled party had roughly the same idea as you. While your motives and methods vary, one thing is certain…

You’re all going to get in trouble!

PAGE INDEX ▮ Overview 3

▮ Quick flow 4

▮ Components 5

▮ Setup 6

▮ The Dungeon Mistress 7

▮ Classes 8

▮ Traits and Skill-checks 9

▮ Handling Items and equipment 10

▮ Construction 11

▮ Tiles 11

▮ Placement 12

▮ Preparation 14

▮ Backstabs 15

▮ Example of completed setup 16

▮ Adventure 18

▮ Monsters 20

▮ Traps 22

▮ Completing a Floor 23

▮ Death 23

▮ Victory 24

▮ Glossary 25

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OVERVIEW The players each choose a Class, and form a party of adventurers together, attempting to raid a dungeon, all while trying to one-up each other. Each Class has strengths, weaknesses and unique Abilities.

The dungeon has 6 Floors, each with its own surprises, treasures and challenges, and are inhabited by increasingly more powerful Monsters, with a Boss dwelling at the 6th Floor.

During each Floor, the game cycles between 3 phases; the Construction-phase, Preparation-phase and Adventure-phase.

In Construction, everyone has a part in shaping the next Floor of the dungeon, using Tile-dice to generate the Tiles you can place. Once a Floor consists of at least 2 Doors and 20 Tiles, the Preparation begins. Here you heal up, prepare magic, get the first glance of the Monsters you are about to face, perhaps trade a few items… And plot ways to Backstab the others!

Once you all feel ready, the Adventure begins. Players take turns being the Leader of the group, deciding where to go, what to do, keeps all the loot you can get, but also get to deal with all the problems. You spend Actions to do things. But whenever you take action, the Monsters do so as well. The next player becomes the Leader once the current one runs out of Actions… Or dies in an “accident”.

The dungeon itself is controlled by the Dungeon Mistress. Dead players take turns being the Dungeon Mistress. However, if no one is dead (yet!), the previous Leader takes that role.

A Floor is completed once the party has exited it through another Door than the one they came from.

Between Floors, players get to rest and Level Up before taking on the next Floor. On completing the final, 6th Floor, unused Backstabs, XP, Gold and Items gained on the Floors are counted together into Points. The player who survives through all 6 Floors with the most collective Points wins! Of course, if for some reason you are the only living player left, you win by default!

...But then again, if everyone dies, the dungeon wins!

A quick note about Cards and Rules Some cards have additional rules written on them, like magical side-effects on an artifact, special Monster behavior, Traps that can hit more than one player, or Backstabs that change the flow of play.

The rules on the cards always take priority over the normal rules, so make sure you read the description of the cards thoroughly!

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QUICK FLOW

SETUP

Shuffle decks, set up piles of tokens, pick Classes, set Stats, draw starting Items

CONSTRUCTION

Take turns placing Tiles to build a Floor

Set the level of the Floor

PREPERATION

Level up

Refresh your Health and Magic

Take a peek at the upcoming Monsters

Gear up

Plot against each other, and draw a Backstab

ADVENTURE

The Leader takes an Action, then the Monsters take an Action

When the current Leader runs out of Actions, the next player

becomes Leader

Continue until the Floor is completed

Past 6th Floor? Or is everyone

dead?

Neither! On to the

next Floor!

The player with the most points wins! The dungeon wins!

Everyone is dead!

Past the last Floor!

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COMPONENTS 6 × Character Sheets 2 × Magic Tables 1 × Floor Tracker 1 × Pawn 1 × Chance-coin

Dice: 3 × Tile-dice 6 × Regular 5 × Monster

Tiles: 10 × Blank 10 × Corner 5 × Door 5 × Nest 10 × Trap 10 × Treasure

Cards: 20 × Common Items 20 × Uncommon Items 15 × Rare items 22 × Level 1-3 Monsters 16 × Level 4-5 Monsters 8 × Boss Monsters 20 × Backstabs 20 × Traps

Tokens: 50 × Gold 50 × XP 15 × Magic 25 × Marker

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SETUP Shuffle all the separate decks of cards;

, and , , and , and .

Give each player 4 Markers, and set up a pile of Coins, XP and Tiles. Make sure you make space in the center of the table for building the Floors later on.

Everyone picks a Character Sheet, which comes with a predefined Class, Abilities, Stat-progression and Traits. Place it in front of you. If your Class has a Magic Table, place it to the left of your Character Sheet.

Assign your Stats - Strength, Dexterity and Intellect, by placing a Marker on the desired values on each of the trackers. Assign them so that the total value of all your Stats is zero.

When that is done, place the fourth Marker on your Health-tracker, so that you are at your maximum Health . You can see your current Max Health by looking just below your current Strength-stat.

If you have a Class that uses magic, you also get Magic tokens according to your current Ability Power, which is based on Intellect. Check your Magic Table on how to use Magic tokens.

Once all players are comfortable with the starting build of their character, each player gets a starting item. Draw 3 , choose 1 to keep, and shuffle the remaining Items back into the Deck.

You may now start your first Construction-phase!

Cards and discarding When a card has been used, and/or is to be discarded, it is removed from the game—Simply put it back in the box.

The only exception to this are Backstabs, as they are shuffled back into the deck.

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THE DUNGEON MISTRESS

During the game, one or more players assume the role of Dungeon Mistress, acting on behalf of the dungeon itself, always trying to kill the party. This is mostly relevant during the Adventure-phase, where the Dungeon Mistress gets to move the Monsters, roll for Traps ect.

In the early stages of the game, the player counter-clockwise to the current Leader acts as the Dungeon Mistress. But once someone dies, the dead players become Dungeon Mistress, and take turns in a separate rotation (or act as one, if they see fit).

Time for some payback! Dead or alive, being the Dungeon Mistress gives you another chance at sabotaging the other players.

But in case that you are dead, remember this: you STILL get to participate in constructing Floors. So go ahead, and be a little evil with your Tiles! Give the other players a few extra Monsters and Traps to “play” with.

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CLASSES

Warrior Sturdy and stout. Plenty of health, takes reduced damage, and has some control over the flow of combat. Fairly slow, and not good with finer mechanisms.

Rogue Connoisseur of dark places. Quick and sneaky, handles traps and locks effectively, and can eliminate targets quickly in a pinch. But she tends to get in trouble quickly, and can’t take too many hits.

Mage A master of magic. Has powerful spells, and handles magical artifacts masterfully. Invaluable knowledge, but exhaustible power, and somewhat vulnerable.

Berserker Absolutely devastating fighter. The pure force she can put into an attack is unparalleled, and she becomes even more dangerous when hurt. High risk, high reward is her motto. Cleverness isn't.

Ranger Prepared for just about anything. Flexible all-rounder, who can use just about any item effectively, and attack both in close quarters and at range by default. Patience is rewarding, as she can spend extra time to improve her results. Overall a bit weaker though.

Cleric The light of the party. Can call upon divine favors to heal and buff, or repel the wicked with great vengeance. Evil creatures fear her. There is a limit to how many favors she can call, though, and she is reliant on others.

Stats? Abilities? Traits? Each Class has 2 Abilities, 3 Stats and 6 Traits.

Abilities are unique to each Class, though some can be imitated with certain Items. Each Class has both a passive and an Active Ability. Passive Abilities are more or less always in effect, while Active Abilities are special Actions that are improved with the Ability Power Trait. The Abilities of a Class are described on their Character Sheets.

Stats are your characters main measure of experience, and are first assigned at the start of the game. They range from -2 to 6. The higher the Stat, the better you are at its corresponding two Traits. You can increase your Stats by levelling up. The Stats are Strength, Dexterity, and Intellect.

Traits are the actual powers and skills that you use in the game. Each Trait is bound to a Stat. The first Trait below a Stat is a modifier to a specific type of skill-check, while the second Trait gives you a static value. The Traits are Combat , Max Health, Avoid , Action Points, Dungeoneering and Ability Power. See the next page for further explanation.

TIP: If this is your first time playing, we recommend that you assign all your Stats as “0” for a balanced character!

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TRAITS AND SKILL-CHECKS

During the game, the skills of your character will be put to the test with Skill-checks; dice-rolls, adding the value of a Trait, against a Difficulty. Some Difficulties are set values, but most are “opposed rolls”, where the Dungeon Mistress rolls against you.

The following Traits are used in Skill-checks:

Combat: Used when you Attack or Counter-Attack an enemy, and if you need to break down a door. Some Abilities also use Combat.

Avoid: How acute your reflexes are. Avoid is used to dodge activated Traps, and dodge enemy Attacks when not Counter-Attacking.

Dungeoneering: Used to open Chests, defuse Traps and lockpick doors.

These Traits, however, gives you specific bonuses:

Max Health: The maximum amount of Health you can have. Needless to say, this increases your chances of surviving at all!

Action Points: The more Action Points you have, the more Actions you can take. Remember, though, that Monsters act when you do, so having a lot of Action Points might not be a good idea...

Ability Power: Increases the effectiveness of your Active Ability. Mages can cast more Spells, Rangers have better Focus, a Berserkers Reckless Assault becomes even more messy, and so on. What aspect of the Ability is improved is described on the Character Sheet.

Quick Skill-checks (These are further explained in the Adventure-section)

Attacking a Monster -OR- a Monster Attacks you, and you Counter-Attack: Combat against the Monsters Combat . Highest result wins and deals Damage , ties does nothing.

A Monster Attacks you, and you do not Counter-attack: Avoid against the Monsters Combat . If your result is highest or tied, nothing happens. If the Monsters roll is highest, it deals Damage

.

Looting a Chest: Roll Dungeoneering , and check the result:

Lower than 2: A is activated.

2: The Chest isn’t opened.

3: The Chest is opened, but empty.

Greater than 3: Loot! Roll for rarity. 1-3 gives a , 4-5 an

, and 6 a .

Defusing a Trap: Dungeoneering against the Traps Defuse. If your roll is highest, it is defused. On a tie, the Trap activates, but you Avoid it automatically. If the Traps roll is higher, it activates, and you must attempt to Avoid it.

Avoiding an activated Trap: Avoid against the Traps Avoid. If your roll is highest or tied, you avoid it. If the Traps roll is higher, its effect hits you.

Escaping a Floor while there’s still Monsters alive: EITHER Combat or Dungeoneering against a roll+2. If you roll the highest, the party escapes.

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HANDLING ITEMS AND EQUIPMENT

Your gear will become very important during the game, not only as equipment and potions, but also towards your total score, since all Items have a gold-value.

Items are kept face-up below your character sheet, so that everyone can see them. Equipped Items, and items being used, are indicated by having the card placed vertically, while Items not currently in use or equipped are indicated by turning the card sideways.

All items have descriptions of their uses and functions. Once Items can be used one time, and are then discarded into the game box. Restricted Once have additional rules stated on the card on when it can be used, but cost no Action to use. Equip Items are active as long as they are equipped. Some of these are held in your hands, and cannot be equipped if it would use more than 2 hands. Automatic Items work at the exact moment their criteria are met. Instant Items activate when you draw them.

Also, some Items work better when used by specific classes, or worse when NOT used by a specific class. And if an Item is stated as being Magical, it is usually very powerful, but comes with the risk of Backfiring on you when used. Backfires are described on the specific item.

To indicate that an Item isn’t in use, turn the card sideways.

Value Name

Description

of the Item

This Item has

an alternative

use when used

by a Berserker

or Warrior

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CONSTRUCTION To construct a new Floor, start off by setting the level of the Floor Tracker with a Marker. If this is the first Floor of the game, set it to 1. Else, increase it by 1.

Place a Door-tile at the center of the table. This will be where the Party enters the Floor.

Taking turns, clockwise, each player (including the dead!) rolls the three Tile-dice, choses one of the results, and places a Tile of that type at a valid position.

You continue this way, until the Floor consists of a minimum of 20 Tiles, where 2 of those are Doors. When that happens, Construction ends, and you start your final Preparation before venturing forth.

TILES There are 6 types of Tiles that you can build a Floor with, each with their own use.

Wait, who starts when? If it’s the first Floor, roll dice to decide who starts Construction. Highest roll starts.

If you just completed a Floor, the player who exited the Floor will start Construction.

In both cases, the player after the one that starts Construction (clockwise) will then start as the Leader during the upcoming Adventure.

BLANK

These are open areas. Use these to flesh out

some space.

CORNER

Blocks further

construction along the dark edge of this tile.

DOOR

Entries and exits.

Also blocks construction beside and behind it.

TREASURE

Has a Chest, which may

contain a valuable item (or the occasional trap)!

TRAP

Danger! Stepping on this

will activate a trap. Can be defused for XP.

NEST

Each nest spawns a

Monster! They also contain a Chest.

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PLACEMENT

For a Tiles placing to be valid it must:

Be next to another Tile, horizontally and/or vertically.

Not be on a blocked position

Not block an area, which already has a Tile

Not prevent the next player from being able to place a Tile at all

A few examples… The most important thing to keep in mind, are which areas a blocked, and what areas you would block with a Corner or Door. The areas that they block correspond with the darkened area of the Tile.

Here, a Corner has been placed so it would block an area where another tile has already been placed.

Rotating it counter-clockwise would fix the problem, as shown here. This Corner is placed correctly.

With this Door, however, rotating the Tile won’t be enough. It would still end up blocking an area with a Tile already on it; the one beneath the Door.

The best course of action here, is to find another spot.

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Whether or not an area is blocked by more than one Tile makes no difference, and placing Tiles so that it would happen is completely valid placement. Here, a Corner and a Door are blocking the same area.

Here, several areas has become blocked, limiting the next players options. With more Corners and Doors, you can force the direction of construction (and the Adventure). The layout of the Floor WILL make a difference!

Note the placement of the Nest here. Each Nest spawns a single Monster, but when entering the Floor, Monsters start off as sleeping, unaware of the party… And defenseless!

Attacking a still-sleeping Monster will assassinate it, killing it instantly, so placing a Nest next to a Door allows the next Leader to score some free XP! Keep this in mind when deciding whether or not you want to give your “teammate” (or yourself!) an early advantage.

Keep an eye out that you don’t block off all possibilities for construction though. Here, there’s only ONE open space left, and it can hold neither a Corner or a Door; they would block all further construction!

If you at some point roll only Tiles that are impossible to place, you may instead use ANY other placeable Tile at your discretion! That’ll teach the others to stop blocking up everything!

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PREPARATION Before going deeper into the dungeon, you have a chance to rest, and make a few final preparations. The following things must be done in order:

Level Up: You can spend some of your hard earned XP on becoming stronger. Each Level Up costs 5 XP, and increases one of your stats by 1. Be aware, though, that XP counts towards winning, but once spent, they’re gone, and no longer count towards your final score!

Refresh: You spend some time resting between Floors, regaining your power. Mages get to prepare new Spells, Clerics regain their divine Favors, and everyone restores their Health to their maximum amount.

Take a peek: The Party carefully opens the door, and looks inside. Place the Pawn, indicating the Party, at the entrance (the first placed Door).

The Dungeon Mistress now starts setting up the Monsters. Reveal the type of Monsters inhabiting this Floor from one of the decks of Monsters:

If it’s the first, second or third Floor, reveal a .

If it’s the fourth or fifth Floor, reveal a .

If it’s the final Floor, brace yourself! For you are about to face the …

Once the type of Monster has been revealed, the Dungeon Mistress rolls as many Monster Dice as there are Nests. The result of each dice is the starting Health of one Monster. Place each dice as a pawn on an unoccupied Nest of your choice.

Just starting? When entering the first Floor, you neither have any XP, or sustained injuries… Yet. Therefor, skip the part about Levelling Up. You will need that later...

Bossfight! On the final Floor, the good news is that there’s only one Monster to fight. The bad news, however, is that it’s an especially nasty !

These can have twice as much Health as normal, can only loose half of its Health when attacked while its sleeping, and they often has some really annoying powers. Running away might actually be a good idea if you didn’t come prepared…

Boss Monster do reward more XP however, and with some luck, you can exploit them to “remove a few obstacles” at the end of the game.

For the Dungeon Mistress: When you generate the Boss Monster, roll only two Monster Dice. The combined result is the starting Health of the Monster. Then place the dice together as a single Monster on a Nest of your choice, and start giggling like a madman!

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Gear up: You can now trade Items with the other players, and set up what Items you have Equipped before entering the fray. Someone might have some gear that you can use better, so try giving each other some offers or make deals.

Plot against each other: As the final step, draw a face down so the others don’t see what you get.

When all of that is done, it’s time for the Adventure-phase!

Backstabs

are sneaky moves and maneuvers against other players that you can do during the Adventure-phase. When used, they interrupt the normal flow of the game. Backstabs cost no Actions to perform.

Each Backstab has specific uses. Some can be used at literally any time (like “Take Lead”), while others require a bit of timing to pull off (like “Oops…”).

The Rogue can also use Backstabs in another way with her Hidden Ace Ability. By discarding a Backstab, she can actually stab someone from behind, dealing her Ability Power as Damage. She can do this on both players and Monsters, and while someone else is the Leader. While she is the Leader, however, she also has to spend an action to use this ability.

Unlike other cards, when a Backstab is discarded, it isn’t removed from the game, but shuffled back into the deck of Backstabs.

There is no limit to how many Backstabs you can hold, but you only get to draw a Backstab just before starting the Adventure-phase; a total of 6 Backstabs.

At the end of the game, Unused Backstabs count towards winning! Each Backstab is worth 2 Points, so if you “play nice” and save up all your Backstabs, that’s 12 extra points!

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EXAMPLE OF COMPLETED SETUP

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ADVENTURE Taking turns, you get to be the Leader of the party. While you are the Leader, you are at the front, deciding where to go, what to do, but also take all the hits.

You can take as many Actions during your turn as you have Action Points. The default Actions you can take are Move, Attack, Loot, Defuse and Use Item. All Actions, except Counter-Attack, causes Monsters to Act afterwards.

Move: You can move the Party 1 Tile in any direction - horizontally, vertically and diagonally. Each Tile can only be occupied by one pawn, so you can’t move to a tile which already has a Monster standing on it. If you land on a Trap-Tile, a is activated, and must be Avoided! Moving causes Monsters to Act.

Attack: You can attack a Monster, as long as you are within range of it. The Action of the attacked Monster will always be to Counter-Attack, or failing that, to Avoid. It uses its own Combat in both cases.

Melee : All classes can attack in melee. To perform a melee attack, the Party must be right next to the Monster, either horizontally, vertically or diagonally. A Combat is then started.

Ranged : If you have a ranged attack , any distance other than melee range is valid! But you must have line of sight to the Monster you wish to target. Monsters cannot Counter-Attack at range, and must Avoid in the following Combat.

Counter-Attack and Avoid: When YOU are attacked by a Monster, you get to choose whether or not to Counter-Attack or Avoid. Counter-Attacking counts as an Action, while Avoiding can be done freely. When you Counter-Attack, you use your Combat as normally. When you Avoid, you use your Avoid instead.

Combat: In a Combat, the player rolls her Combat against the Monsters Combat . If the player wins, and isn’t Avoiding, she deals Damage to the Monster. If the Monster wins, and isn’t Avoiding, it deals its Damage to the player. On any other result (a tie, or the winner is Avoiding), nothing happens.

Damage : All attacks deal 1 Damage by default, unless otherwise stated, or modified by Items or Abilities.

When do I have line of sight? If you can draw a beeline that only passes through tiles that are unoccupied, you have line of sight.

If the line would pass through an area which does not have a Tile, or through a Tile that holds another Monster, you do NOT have line of sight.

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Assassination: If you attack a Monster while it’s still sleeping, it counts as an assassination! The Monster dies instantly, without Combat! The remaining Monsters still get to Act afterwards. Boss-Monsters are an exception to this, however. You only remove half of its potential Health ; the Monster-dice with the lowest value.

Loot: If you are standing on a Treasure Tile, you can try to loot it. Roll your Dungeoneering , and check the result.

Lower than 2: A is activated, and must be Avoided! Then flip over the Tile to indicate that the Treasure-Tile is spent.

2: The Chest isn’t opened. Nothing happens.

3: The Chest is opened, but empty. Then flip over the Tile to indicate that the Treasure-Tile is spent.

Greater than 3: Loot! Roll a dice to decide rarity. 1-3 gives a , 4-5 an , and 6 a . If the deck you are supposed to draw from is empty, you draw from a better deck! Then flip over the Tile to indicate that the Treasure-Tile is spent.

Defuse: If you are next to a Trap-Tile, you can attempt to Defuse the Trap. Once you have stated that you want to Defuse, the Dungeon Mistress reveals a

from the top of the deck. You then roll Dungeoneering against the Traps Defuse. If your roll is highest, the Trap is defused, and you gain its reward. On a tie, the Trap activates, but you Avoid it automatically. If the Trap’s roll is higher, it activates, and you must attempt to Avoid it. In all cases, flip over the Tile afterwards to indicate that the Trap-Tile is spent.

Avoiding Traps: To Avoid an activated Trap, you must roll Avoid against the Traps Avoid. If your roll is highest or tied, you avoid it, and nothing happens. If the Traps roll is higher, its effect hits you. Remember to flip over the Tile afterwards to indicate that the Trap-Tile is spent.

Use Item: You can trade, Equip, Unequip, or use an Item as an Action, but only one of these at a time.

Once you have spent all your Actions, and the Monsters have had a chance to react, the next player becomes the Leader.

Last woman standing! If everyone else but you is dead, you no longer have to keep track of how many Actions you have left. You just say what you want to do, and do it!

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MONSTERS

The denizens of the dungeon, under the control of the Dungeon Mistress, will be your primary obstacle during your raid. Each Floor has a specific type of Monster, and the deeper you go, the worse they are.

The current Monster-card define what type you are up against, and the face-up value of the Monster Dice is that specific Monsters remaining Health . When a Monster takes Damage , adjust the value on the dice to represent it. If its Health reaches zero, it dies, is removed from the game, and the player who did the fatal Damage gets its reward (usually an amount of XP).

Excluding Counter-Attacks, Whenever the Leader of the Party takes an Action, every Monster on the current Floor gets to react to it.

While they’re asleep, the only Action they can take, is Detect Party.

To Detect the Party, the Dungeon Mistress first finds the shortest path from a Monster to the Party by counting the distance in Tiles, including the Tile that the Party is standing on. Then, the Dungeon Mistress rolls a dice. If the result is higher than the distance, the Monster immediately wakes up and alerts the rest. They then follow their normal behavior, and take one Action, following these priorities:

1. A Monster being attacked must use its Action to Counter-Attack, if possible. Failing that, it must attempt to Avoid the attack.

2. Monsters that can attack the Party from where they stand, do so.

3. Monsters unable to attack must move 1 Tile towards the Party, attempting to get within attack range. Monsters do NOT trigger Traps.

4. Monsters unable to get closer to the Party stands still.

Here, the distance from

the Monster closest by

to the Party is 2!

This Monster has

5 Health

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When Monsters Attack or Move, it follows the same rules as for the players. They cannot Move to an occupied Tile, and if they have a ranged attack, they must have line of sight in order to do it.

It is up to the Dungeon Mistress to be tactical about how the Monsters are moved, as long as they follow the priorities first.

Some Monsters have additional behavior written on the Monster-Card, and their abilities may allow them to perform more complex moves.

Name

How much

XP it gives

when killed

This one can

harm the

Leader when

approached!

Description of

its abilities

The combat stats of the Monster.

is melee only, is ranged

only, and means it can do both.

Some Monsters have separate stats

for melee and ranged attacks.

The Damage that the

Monster can deal. If it has

separate Damage for melee

and ranged attacks, they

will be split melee / ranged.

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TRAPS

Hidden around the dungeon are small surprises in the form of Traps. Most of them are placed on the ground, waiting for someone to trip over them, while others are hidden inside Chests.

Traps on the Floor can be Defused, giving you XP if you succeed. To Defuse a Trap, the Party must first stand next to a Trap-Tile, and state your Action. The Dungeon Mistress then reveals the Trap there, and you roll Dungeoneering against its Defuse difficulty. If you succeed, you gain its XP. On a tie, the trap is activated, but automatically Avoided.

If you fail at Defusing a Trap, land on a Trap-Tile, or trigger a Trap in a Chest, you’ll have to Avoid it. To Avoid a Trap, you roll Avoid against the Traps Avoid difficulty. If you succeed, you are safe. You win ties. If you can’t dodge it, you are hit by its effect.

Monsters ignore Trap-Tiles. They live here, so they know how not to step on them.

Name

How much

XP it rewards

if you

successfully

Defuse it

Defuse

difficulty

Avoid

difficulty

The Traps effect

if it hits you.

This one doesn’t

just hurt you,

but gives the

Monsters an

extra Action as

well!

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COMPLETING A FLOOR

To complete the current Floor and go deeper, you must reach another Door than the one you came from.

If there are no Monsters left of the current Floor, you escape as soon as the Party is standing on a different Door-Tile. If there’s still Monsters left, you’re a bit more pressed for time! As soon as you’re standing on a Door, you must decide whether to try and break it down with you Combat , or to pick it open with your Dungeoneering .

In both cases, you roll that Trait against the Dungeon Mistress, who has +2 to that roll. If you roll the highest, you escape to safety. On a lower or tied result, you’re getting nowhere, and may try again on your next Action… If you’re still alive!

When the Floor is completed, every player still alive receives bonus XP for each dead player. If the Floor wasn’t the 6th, move on to a new Construction-phase.

DEATH

Sooner or later, someone is going to get seriously hurt. If all Health is lost, you die, and become one with the dungeon as a Dungeon Mistress. Those still alive, however, get to loot your corpse before leaving it behind. After all, you’re not going to need your stuff anymore, right?

At the moment someone dies, the still-living players, starting with the next-to-be Leader, take turns quickly grabbing one of her possessions. You can take either one Item, or grab her pouch (which means all of her Gold!). Then the next player takes one thing, and so on, until nothing is left. Items that you can Equip are not Equipped right away - that still requires an Action to do so.

You cannot take either XP or Backstabs from the dead player. They are gone. Return those to where they came from.

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VICTORY Once you have completed (or escaped?) the final, 6th Floor, it’s time to see who came out with the most to brag about!

Each player counts together the total value of her gains. Gold, unused XP, and the value of your Items counts directly as Points, and each unused Backstab counts as 2. The player with the most collected Points at the end, wins the game. Highest Stat total breaks ties. If you are still tied by then, the tied players all win.

However, if you’re the only one alive, there’s no need to count; you win by default!

… But everybody is dead! If that’s the case, congratulations! You have just caused a total party wipe! The dungeon has won over you, and the Monsters shall feast upon you tonight!

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GLOSSARY Ability - Special powers, unique to the different Classes and Monsters. Each Class has a Passive Ability,

which is always in effect, and an Active Ability, which can be used as an Action.

All Monster Abilities can be counted as being Passive.

Action - Something that a player can do. Moving, Attacking and using Items are examples of Actions. You

can take as many Actions as you have Action Points. Once you have taken that many Actions, the next

player becomes the Leader.

Adventure - The phase where you move around the Floor, fight Monsters, score loot, and cause trouble.

Avoid - The Trait used to dodge trouble. Used either in Combat, or to avoid being hit by Traps.

Backfire - Magical Items have a tendency to not work as intended. This is called a Backfire, and is always

a bad thing. Mages, and Rangers to an extend, can ignore Backfires.

Backstab - Sneaky maneuvers that usually causes trouble for someone else to your benefit. They are one-

shot, and can be used during Adventure-Phases to interrupt. They don’t cost Actions to use.

The Rogue has an alternative way to use Backstabs.

Boss - A particularly nasty Monster. are bigger, stronger and more powerful than regular

Monsters. They are represented with 2 Monster Dice instead of 1.

Chance-Coin - Some abilities and effects are triggered by flipping a coin. Use the Chance-Coin for these.

Class - Your role as an adventurer. Each Classes powers grow differently, and they have unique Abilities.

Combat - Both the name of the Trait used for fighting, and the fight itself. Combats are

between a player and a Monster, either in melee or at range . They are performed by Skill-check,

using the Combat Trait. Combat is also used to break down Doors.

Construction - The phase where you build the Floor with Tiles.

Counter-Attack - When a player is attacked at melee , she can choose to Counter-Attack. Doing this

allows the player to deal Damage if her roll is highest. Monsters will always attempt to Counter-Attack

when attacked. Ranged attacks cannot be Counter-Attacked.

Damage - Actual harm. Monsters, Traps and certain effects cause Damage to players, and players can

cause Damage to Monsters. Whenever any character receives Damage, it is subtracted from their

current Health .

Door - Passageways between Floors. You enter Floors through a Door, and escape Floors through the

remaining Doors. If you land on a Door-Tile, and all Monsters are dead, escape is automatic. Otherwise,

you have to either break down (Combat ) or lockpick (Dungeoneering ) the Door to escape.

Dungeon Mistress - The one who acts on behalf of the dungeon. Every roll that Monsters and Traps

perform are done by the Dungeon Mistress.

As long as no one is dead, the Dungeon Mistress is the player counter-clockwise to the Leader. When the

Leader changes, so does the Dungeon Mistress.

When at least one player is dead, the role permanently befalls the dead player(s).

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Dungeoneering - Your knowledge of Traps and locks. Used to open Chests, Defuse Traps, and

lockpick the occasional Door.

Favor - A Cleric Ability. Favors are special actions with a limited number of uses. Clerics recharge all their

Favors between Floors. You use Magic tokens to indicate Favors.

Floor - A "level" in the dungeon. Each Floor must be composed of a minimum of 20 Tiles, where at least 2

of those are Door-Tiles. To escape a Floor, the party must exit through another Door than the one they

came from.

Gold - Tokens of gleaming goodness. Gold counts directly to your score. If someone dies, the

remaining players can loot it!

Health - A measure of your vitality. You lose Health by taking Damage . If a player looses all

her Health , she dies! The same goes for Monsters.

Item - An object represented by an Item-card. Most Items are useful in one way or another, and increase

your chance of survival. Others are just worth a lot. They come in 3 rarities: , and

. All Item-cards in possession must be placed on the table, face up. Items currently not in use are

indicated by turning the card sideways.

Leader - The player currently standing at the front. The Leader decides where to go, what to do, but also

deals with all the trouble.

Level Up - By spending 5 XP during Preparation, you can Level Up, increasing one of your Stats by one.

Monster - An adversary. Monsters spawn on Nests, and will try to kill the players. Their powers are set by

the active Monster-Card, which come in three stages: , , and . The Health and

position of the individual Monsters are indicated by the red Monster-Dice. A normal Monster can have

up to 6 Health (1 dice), while a Boss can have up to 12 (2 dice).

Party - The collected group of players. The position of the Party is indicated by the pawn.

Preparation - The phase where you can Level Up, rearrange your gear, and draw a Backstab before

entering the Floor, starting the Adventure-phase.

Roll - When a Roll is mentioned, it refers to rolling a dice.

Skill-Check - Tests of skill. Skill-Checks are made by rolling a dice against either a difficulty, or the result of

another roll, adding a Trait as a bonus to the result.

Spell - A Mage Ability. Spells are special actions with a limited number of uses. Each Spell must be

prepared individually before entering a Floor. The maximum number of Spells you can prepare is based

on Ability Power. You use Magic tokens to indicate Spells.

Stats - Each Class has three Stats; Strength, Dexterity and Intellect. The higher a Stat is, the better you are

at its underlying Traits.

GLOSSARY—CONTINUED

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Tile - Square pieces that define an area in the Floor of the dungeon. Players build Floors with these

during the Construction-Phase, and characters move on them during the Adventure-Phase. Only one

character can stand on a Tile at a time.

Tile-Dice - The 3 black dice used to randomly generate Tiles for the players during the Construction-

Phase.

Trait - Your actual powers and skills. There are two Traits bound to each Stat.

Trap - A nasty little "gift" left for someone to stumble across. Traps are triggered by landing on a Trap-

Tile, or mishandling a Chest. Their functions are described on Trap-Cards. If you Defuse a Trap, you

receive XP.

XP - Tokens that symbolizes

experience. Unspent XP counts

directly to your score. You gain XP

by defeating Monsters, disarming

Traps and supporting your team. XP

are personal, cannot be taken away,

and can be used to improve your

stats, but after that, they are gone.

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