Dungeon Cards
3 x Decks
1. Room/Chamber
2. Encounter
3. Treasure
4. Wizard Cards
1 x Character Card (per Player)
Player setup,
Player selects card that represents their avatar.
Card is set into two sections, Active Spell cards and Active item cards
Player draws 4x encounter cards and 4x treasure cards each
Play begins with first player turning over of room card.
If a room then;
1. The player on your left offers an encounter card. If they have no encounter
cards then one is taken from the draw pile.
2. The Player on the right offers a treasure card. If a player does not have a
treasure card, then one may be selected from thier loot.
3. The player that initiated the turn rolls a dice to see if the win beat the
encounter and collect the loot. In the even that they fail then the turn passes to
the next player who will play for the active hand. Play continues till either the
hand has been won or all players have been eliminated.
If the encounter is a Chamber then no loot is drawn. Three encounter cards are
placed with the chamber from the draw pile. Play cannot continue till the chamber
has been cleared. Attempts to clear the chamber continues from player to player.
The player that clears the chamber starts the turn.
Loot. If loot is an item then it can be put in the active item space on the
character card. Otherwise it goes in the loot pack. Only two active items are
available at anytime. A wizard can only have one item active as spells are classed
as active items.
Wizard Cards
If the player is a Wizard he will draw 3x spell cards. These cards can be
replenished at the begining of the turn to a limit of 3. Spell cards can be
discarded at the begining of the turn and replenished with new if desired. The
wizard class cannot use magic weapons, such as swords or bows, or magic armour,
such as shields or breast plates.
Spell cards take an active loot slot to be able to be used, this means that the
Wizard can only have one magic item equipped if spells are to be used. Spells do
not get replenished til end of turn. If spell cards are exhausted before combat
turn is completed them wizard must use standard melee combat value.
First Player to reach 10,000 GP in their loot bag will win the game. Games can be
extended by increasing the target value.
Special Players:
The Elf can use a secret door card. The secret door card allows the elf to escape
from a chamber without having to clear it. Once this card is used the chamber is
considered cleared. If loot was available in the chamber the Elf can select upto
one the other loot is added to the discard pile.
All used cards are sent to the discard piles. When the draw piles are emptied the
appropriate discard pile will be shuffled and reset as the draw pile.