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ADVENT URES MINI Beta Test Rules for 2016 edition Game Design by Jim Bowen

MINI - Daum

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Page 1: MINI - Daum

A D V E N T UR ES

MINI

Beta Test Rules for 2016 editionGame Design by Jim Bowen

Page 2: MINI - Daum

A D V E N T UR ES

MINI

Mini Dungeon Adventures is a game of actionand adventure set in a fantasy world ofmonsters, magic and mayhem. Each playertakes on the role of a brave hero fighting tosave the realm or the evil dungeon bossseeking to destroy them. The forces of goodand evil clash within the dark confines ofunderground lairs, derelict castles, lost citesand haunted forests.

The game is set up according to a quest book.One player will be the dungeon boss anddecide which quest the heroes will be facing.All other players will take a hero card andcreate a character using the hero generator.Each race and class has different abilities,bonuses and detriments, so choose wisely tocreate a group of heroes that can work welltogether.

Mini Dungeon Adventures is played on a setof tiles that can be altered to represent themyriad locations throughout the quest. Asplayers progress through the game, new tileswill be set up by the dungeon boss withvarious monsters, traps, treasures andsecrets. Each quest is a story that can be toldin many ways depending on the actions ofthe heroes and the random nature of chance.

Each round consists of the hero playersperforming actions until they run out of

(S) points or decide to end the turn.After the hero players’ turn, it is the dungeonboss’s turn. The dungeon boss will then moveand attack with each monster until all speedpoints have been expended. Afterwards, theround ends and a new one begins.

SPEED

When a hero or monster is moving, it takes 1speed point to move up, down, left or right.Diagonal moves are not allowed. Heroes maymove through other spaces containingheroes and monsters can likewise movethrough spaces containing other monsters.Both heroes and monsters must stop movingwhen they enter a space containing anenemy figure. If the enemy figure is defeated,the hero or monster may continue moving. Ifa hero or monster started the round alreadyin the same square as an enemy, they maymove out of that square unhindered.

The following actions cost 1 speed pointeach:-Opening a door or treasure chest. This cannot be done while there is a monster in the space containing it.-Moving an item to or from inventory to equipment or trading/giving items to a hero in the same square.-Using more than 1 potion in a round. The first potion is a free action.

Attacking is done by comparing the attackingfigure’s (A) value, rolling a die,adding the resultant values with any weaponmodifiers and comparing it to the defendingfigure’s (T) value. If the attacksum is higher than the enemy’s toughness,then the enemy will lose 1 health. Up to fourattacks may be attempted per turn.

Melee attacks are made by targeting anenemy model in the same space as the figureattempting the attack. Melee attacks cost 1speed point per attempt unless otherwisenoted.

ATTACK

TOUGHNESS

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A D V E N T UR ES

MINI

Ranged attacks are made by targeting anenemy within the figure’s range value printedon their weapon. Ranges are measured in anorthoganal pattern (up and over) and notdiagonally. Ranged attacks cost 2 speedpoints per attempt unless otherwise noted.Ranged attacks must have line of sight to beable to fire. To have line of sight, there canbe no figures (friendly or enemy) betweenthe attacker and the target. Firing through adoorway can only be done from the spacecontaining the door.

Any Attack that rolls a natural 6 counts as acritical hit. Critical hits cause damageregardless of the difference in attack andtoughness values. Damage caused by criticalhits cannot be prevented. A roll of natural 1on an attack is a critical miss. Critical misseswill never cause damage.

Defense actions are performed by heroesand some monsters when an enemy figure isattacking them. In order to perform one ofthese defense actions, a figure must haveenough speed points remaining to completethe action. The different types of defensiveaction are:

- All heroes have this ability. Cost 1speed point for heroes. Small monsters mayuse this ability once per round at no speedcost. Ignores damage from an attack after ithas been made on a roll of 5+.

- Granted by shields. Cost 2 speedpoints to use. Must be announced before theattack roll is made. Ignore one attack. Theattacker still loses any speed pointsassociated with the attack.

DODGE

BLOCK

PARRY

EXPERIENCE POINTS

- Granted to heroes by some meleeweapons. Cost 1 speed point to use. Ignoresdamage from a melee attack after it has beenmade on a roll of 4+

You may attempt as many defense actions asyour speed points allow in a round, but once asave is failed, you cannot attempt anothersave for that particular attack. Some abilitiesor weapons may modify the saving rolls of thepreviously mentioned defense actions.

If a hero drops to 0 health, they becomewounded. Remove the figure from the boardand place it lying prone on the Town card.Wounded heroes may not return to the questor perform town actions. Once the remainingheroes return to town, stand the figure up onthe town card. They may then perform townactions as normal and get back to the questwith the rest of the heroes. If at any point allhero figures are wounded simultaneously,they are defeated and the dungeon boss wins.

At any point in the quest when all monstershave been cleared from an area, the heroesmay elect to return to town either using ateleport scroll or retreating. If a teleport scrollwas used, there is no effect upon returning tothe quest. If the heroes had to retreat, then allfurther monster generator rolls are made at a+1 penalty (this effect is cumulative).

Heroes may level up and gain access to moreabilities granted by their class. Each time ahero slays a monster, keep track of the

(XP) it is worth and addthem to your tally sheet on your class card.Once you reach the required XP cost to gain alevel, reset the counter to zero and increaseyour character’s class level by 1.

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A D V E N T UR ES

MINI

Abilities are either printed on a hero ormonster’s stat card, level upgrade or grantedby a weapon.

- Enemy models that end theirturn in the same space as this model take 1damage at the end of the turn.

- If a hero is wounded by thismonster, place a curse token on their sheet.If a hero has a curse token on their sheetwhen they are reduced to 0 health, then amonster of the same type as the curse tokenis put on the board in the place of that heroand the hero figure is placed behind thedungeon boss's screen. Once the replacedmonster is defeated, return the wounded heroto town and remove the curse token.

- Attacks cannot be declared onfriendly models in the same square that themodel with this ability is in. If two modelsfriendly to each other have the defend abilityand are in the same square, only one may useit.

- Enemy models in the same squareas this model may not move until this modelmoves or is defeated.

- This model ignores terrain and othermodels when moving.

-If this monster hits, place a fear tokenon the target’s hero card and deal no damage.If the hero had a fear token already, thenignore this ability.

- When this model deals damage toan enemy model, add 1 to its health.

- If a model with this ability hits with anattack, it can choose to move the enemymodel one square in any direction instead ofdealing damage.

- If this monster’s attack hits amage, the mage loses mana instead of health.

Burning Aura

Cursed Bite

Flying

Fright

Life Drain

Mana Drain

Defend

Distract

Lure

Numerous

Rare

Regenerate

Smash

Smell Fear

Stun

Vicious

-2 of these models count as 1 forpurposes of monster generator rolls.

-Any model hit by this model gets apoison token on its card. Models with poisontokens cannot be healed.

-This model counts as 2 models forpurposes of monster generator rolls.

-Models with this special rule maytarget enemy models in adjacent squareswith melee attacks. Diagonal squares are notconsidered adjacent.

-After an attack resolves against thismodel, you may move it 1 space away fromthe attacker.

-This model recovers 1 health atthe start of each round.

-This model deals 2 damage each timeit hits.

-This model adds +2 to its attackvalue against heroes with fear tokens.

-Critical hits gain the ability.

-When this monster is placed, alsoplace 2 web tokens anywhere adjacent to it.These spaces require 1 extra speed point tomove, shoot or attack from.

-If this model hits an enemy model, theenemy model reduces its speed value by half(rounded up) for the next turn.

-This monster gets +1A for each othermodel of its type on the same space.

-This monster is not used for monstergenerator rolls and is instead placed onlywhen an event requires it.

-This model scores criticalhits on a 5 as well as a 6.

Poison

Reach

Retreat

Sticky Webs

Swarm

Smite Smash

Unique

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At any point in the quest when all monstershave been cleared from an area, the heroesmay elect to return to town either using ateleport scroll or retreating. If a teleport scrollwas used, there is no effect upon returning tothe quest. If the heroes had to retreat, then allfurther monster generator rolls are made at a+1 penalty.

While in town, the heroes may do any ofthe following:

-Heal each hero for 1 health for free or 3 health for 2 gold (per hero).

-Spend gold to buy items from the store.

-Sell unwanted items to the store for half oftheir gold value

-Return each mage’s mana die to 6.

-Remove all status effects

When the heroes are done with town actions,Return them to the last quest location.

A D V E N T UR ES

MINI

A D V E N T UR ES

MINI

When gold is collected by any hero, it goes to agold chest shared by all heroes. Use dice to keeptrack of how much gold you have. Gold can begained from any of the following:Defeat a small monster: +1 goldDefeat a Large Monster: +3 goldDefeat a Mini-Boss: +6 goldOpen a treasure chest with a thief: +1 goldFind gold in a treasure chest: See treasure chart

When a treasure chest is opened by a hero, rolla D6 and consult the chart.

- A potion and 1 gold for each hero on the quest. Roll a D6 to see which potion. = Health potion. = Speed Potion. = Luck Potion. = Mana Potion

- 3 gold for each hero on the quest.- An armor item. Roll a D6 to see which item.

= Leather Cap, 2= Small Shield, = Leather Armor = Mighty Helmet, = Iron Armor, = Siege Shield

- A weapon item. Roll a D6 to see which item. = Daggers, = Sword, = Crossbow, = Axe, = Warhammer, = Mage Staff

- Draw a card from the relic deck.

1

35

6

7

2

4

1-3 2-45 6

1 34 5 6

1 2 3 45 6

A D V E N T UR ES

MINI

Whenever an area is explored, the dungeon boss consults the quest book and populates the newtile with quest specific terrain and monsters. Some areas require random monsters to be placed.When this happens, theDungeon Boss rolls on this chart to determine how many randommonsters the area will have.

- Two small monsters per hero. - Two small monsters per hero and a large monster.- Two small monsters per hero and two large monsters and a treasure chest. - One large and one small monster per hero and a treasure chest.+ A mini-boss gets placed in this area. Roll on the chart again (re-roll any 7s) and apply the

second result as well.

1 23 4567

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A D V E N T UR ES

MINI

Races: Human Elf Orc Dwarf

4486

3369

5495

4585

Class Stat changesBeastmaster No Changes

- +1Health -1Toughness +1 Attack -1 Toughness

1 Tougness, +1 Speed -1 Attack +1 Speed

No changes

ClericMageRangerThiefWarrior

Place a different colored D6 on this card for eachmage on the quest, starting at 6. Each time a magesuccessfully casts a spell, reduce their mana die bythe required number for that spell.

- Costs 2 speed and 1 mana. Add yourattack strength and roll a D6. If your attack totalequals or passes 10 , roll a d6 and consult the chartbelow. - Gain a luck potion

- - Gain a health potion- - Gain a speed potion

- Costs 2 speed and 1 mana. Alldodge/shield/parry rolls made by any hero in themage’s square or adjacent receives a +2 bonus tothe die result for the round. You may cast this on thedungeon boss’s turn.

- Costs 2 speed points and 1 mana.Re-roll any 1 die roll made by a hero. You may castthis spell at any time during a round.

- Costs 3 speed points and 2 mana. Range 2.Target monster is permanently -1 Toughness. Thismay be used multiple times on the same monster.

- Cost 2 speed points and 1 mana. Make aranged attack against a friendly hero’s toughness. Ifthe attack total is higher, restore 1 health.

- Cost 2 speed points and 1 mana.Range 3. Target any 2 enemies in the same square orsquares adjacent to each other. Both squares mustbe in range.

- Costs 2 speed points and 1 mana. Range 2.May only target small monsters. If the attack issuccessful, deal no damage. Instead, the targetmonster is under your control for the remainder ofthe round. This enemy may still be attacked by otherheroes.

- Costs 2 speed points and 2 mana. Anymonsters or heroes in the same square as the caster(including the caster) have their speed pointsreduced to 0 until the start of the next round.

Alchemy

Aura of Defense

Clairvoyance

Curse

Mage Blast

Obey

Time Warp

12 45 6

Heal

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Animal Companions are models treated as heroes,though they may not use items, open doors,treasure chests or explore new areas. If an animalcompanion is reduced to 0 health, it is wounded.place the model lying prone on this card. Eachtime the heroes return to town, you may pay 4 goldto restore all health to the wounded animal. Thiscompanion may not be used until the next time thebeastmaster returns to town. Any animalcompanion with the beastmaster when he returnsto town that is not at full health can be healed bytown actions as if it were a normal hero. Abeastmaster may swap out or replace an animalcompanion each time they return to town. When abeastmaster is injured, all animal companions willbe removed and placed on the town card with him.Animal Companions are unaffected by statuseffects.

The Ferrets may carry items between heroes orretrieve items from an open chest.

Druid- You may exchange 10XP to restore awounded animal companion to full health. Place

the companion in any square adjacent to thebeastmaster.

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Potions

Armor

HealthPotion

+D3 Health

2 gold

SpeedPotion

+3 SpeedWhen Used2 gold

InvulnerabilityPotion

Hero LosesNo Health

This Round8 gold

LuckPotion

1 Auto Hit

4 gold

Mana Potion

+3 mana

4 gold

Small Shield-Block

-Destructible*

4 gold

Siege Shield-Block

8 gold

Leather Armor+1T vs melee

6 gold

Iron Armor+1T

10 gold

Mighty Helmet+1H whenequipped

8 gold

Weapons

4 gold

Daggers x2: 2 handed.-Parry-Slice & Dice- Up to 6 attacks may be madeper round if only this weapon is used.

6 gold

Axe: 1 handed +1A+2A if other hand is freeAvailable to fighters

Sword: 1 handed +1A-Parry

6 gold

Spear: 2 handed +1A-Reach

6 gold

Crossbow: 1 handed +1A Range 3

6 gold

Wand: 1 handed. +1A Range 3Available to mages only

Poisoned Blade: 1 handed-Parry-Poison-Vicious

Greatsword: 2 handed +2A2 speed per attack.-Smash

Long Bow: 2 handed +1A Range 4Long bows may fire through squares withenemies and other heroes.Available to rangers only

Mage Staff: 1 handed. Grants one additionalspell beyond your class level.Available to mages only

6 gold

8 gold

8 gold

8 gold

8 gold

4 gold

Leather Cap+1H whenequipped

-Destructible* 6 gold

Wizard Hat+1A When

CastingSpells

Pegasus BootsGrants Flight

Boots of Haste+1 Speed

4 gold

Wooden Staff: 2 handed. +1A-Destructible-Parry

8 gold

Warhammer: 2 handed. +1ASmite- Critical hits gain the smash ability.-Vicious

Shadow Cloak1 free dodgeattempt per

round

6 gold

10 gold8 gold

(destroyed once used)

(Each time you are attacked while equipped with an item with destructible, roll a D6. On a 1 or 2, that item is destroyed after the attack)

Page 10: MINI - Daum

Misc. Items

Armor

TeleportScroll

Allows heroesto return to

town8 gold

Mystic AmuletMay attempt tocast any spellfrom the spell

book.5 gold

Ring ofWrath

Grants BurningAura for 1 round

5 gold

Miracle PillMay be usedas any potionin the game10 gold

EnchantedMask

-Distract

8 gold

Relics

Cogsley’s Crossbow: 2 handed.- Ranged attacks with this weapon

cost 1 speed point.Arrowstorm

Golden Axe: 2 handed +2A+3A if other hand is free

Venom: 1 handed +2A-Poison-Slice & Dice- Up to 6 attacks may be madeper round if only this weapon is used.

6 gold

Feathered Cap+1A on Ranged

Attacks-Destructible*

Iron Boots+1 Toughness

-1 Speed

The Burning Blade: 2 handed. +2A-Burning Aura-Parry 3+

6 gold

(destroyed once used)

(Each time you are attacked while equipped with an item with destructible, roll a D6. On a 1 or 2, that item is destroyed after the attack)

Ring ofRegenration

Grants Regenarate-Destructible*

5 gold

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CURSED

BITE

(WEREWOLF)

CURSED

BITE

(WEREWOLF)

CURSED

BITE

(WEREWOLF)

CURSED

BITE

(WEREWOLF)

CURSED

BITE

(VAMPIRE)

CURSED

BITE

(VAMPIRE)

CURSED

BITE

(VAMPIRE)

CURSED

BITE

(VAMPIRE)

FEAR

FEAR

FEAR

FEAR

POISON

POISON

POISON

POISON