ruler.pdf

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1
1
1
1
1
16
WARRIOR
ROGUE
WIZARD
ARCHER
MERCHANT
HEART
5
4
1
1
3
3
POTION
BOMB
BIG BAG
MULTITOOL
SWORD
BROKEN SWORD
2
3
2
2
1
2
SWAP TILES
EXTRA MOVE
FORESIGHT
TELEPORT
PHOENIX FEATHER CONFUSION
4
7
6
4
3
1
BLOB
GOBLIN
FLAYER
MINOTAUR
SKELLY ARCHER
THE BOSS
1
1
1
7
4
3
RELIC
RELIC
RELIC
5 GEMS
10 GEMS
20 GEMS
1
15
1
1
4
DUNGEON FLOOR
WALL
EXIT
PEGASUS
SPIKE TRAP
Pocket Dungeon Quest - Remastered Rules
Description
Pocket Dungeon Quest is a Cooperative, Casual, Rogue-Like Dungeon
Crawler for all ages.
Setup only takes roughly 2 minutes.
Each play Session lasts between 10-15 minutes.
Goal
All Heroes are cooperating to find the 3 Relic tiles and the Exit tile
without dying.
When a Hero dies the remaining Heroes get one last turn to attempt
to revive their fallen friend.
If the fallen Hero cannot be revived the game is over, the Dungeon
Floor is shuffled and the game starts over.
Setup
Find and separate all of the Hero tiles and Heart tiles.
Turn remaining Dungeon tiles upside down in a pile and shuffle them.
Deal the Dungeon tiles into a 10 x 10 grid, this is the Dungeon Floor.
Each Player chooses their Hero and takes 3 Heart tiles and places them
in front of them. This is their Health Points.
Throughout play you will need to create 4 Piles in the corners.
The Discard Pile
The Monster Pile
The Gem Pile
The Merchant Pile (Upside Down)
As play goes on the Dungeon will slowly disintegrate into these Piles.
The empty spaces left behind become valid movement spaces for the
Heroes.
Each Hero takes their place around the board, anywhere along the
outside edge.
Turns
At the beginning of the first turn, Heroes reveal all tiles within their
Circle of Sight.
Each turn afterward Heroes will move one space and then reveal tiles.
Once tiles are revealed, resolve all actions in this order:
• Deal with Dangers; Resolve Traps, and pick up any Effects in the
order in which they were revealed.
• Attack Monsters. (Described in detail later)
• After Attacking, pick up all revealed Gems.
• At the very last, you may pick up only 1 Item or Spell.
Movement
Heroes begin each turn by moving 1 space to any valid movement
space on the Dungeon Floor.
You may move in any of the four cardinal directions and diagonally.
Note that moving diagonally may increase the chances of fighting
multiple Monsters is one turn and is very dangerous.
Plan your movement pattern carefully.
If you reach an impasse make use of Teleportation or Swap tile Spells.
If a Hero is surrounded by walls within their first 2 turns they may begin
again and enter the Dungeon from another point on their next turn.
Dungeon Floor tiles are valid for movement.
Dungeon Wall tiles block a Hero’s path.
Exploration
Each Hero has a Circle of Sight, that is the 8 tiles directly adjacent to
their Hero tile. This is what they can ‘see’ each turn.
Sight and Combat are not blocked by walls.
Each turn reveal all tiles within a Hero’s Circle of Sight.
Next resolve any Combat and discard Traps.
After Combat a Hero may pick up 1 Item per turn, all others must be
placed in the Merchant Pile.
Traps
When revealed, Traps immediately deal 1 point of Damage.
Traps can be Disarmed with a Multitool, or the Adventurer Hero.
Disarmed Traps do no harm.
Attacking
When 1 or more Monsters are revealed within a Hero’s Circle of Sight
an Attack must be made.
If more than 1 Monster is revealed in a single turn then the Hero faces
each Monster individually. (Player’s choice)
Roll the Attack Die included in the Base Set.
• A Hero must roll 2 or more Swords to Hit the Monster.
All Monsters have only 1 Health Point.
When a Monster is Hit it is placed in the Monster Pile.
• Rolling less than 2 Swords or a yellow flash is a Miss.
When a Hero Misses they take 1 point of damage and the Monster
runs away to the Monster Pile.
• The red skull is a Critical Miss.
Critical Misses do different terrible things depending on the
Monster being fought at the time and are explained below.
Damage is done and Monsters are discarded after a Critical Miss.
Monsters
In addition to dealing the normal amount of damage, the Critical Miss
consequences for each Monster are;
Goblins - Steals, (Discards) 1 Gem randomly from the Gem Pile.
Flayers - Hero loses their next turn.
Slimes - Steals (Discards) 1 Item from the Hero’s Inventory.
Minotaurs - Deals an additional +1 point of damage to the Hero.
Skelly Archers - Stays on the Dungeon Floor and must be Attacked on
the next turn before the Hero takes any other actions.
The Boss - Deals 1 point of damage to all Heroes.
Boss Fight
When the Boss tile is revealed the Boss Fight begins.
The Boss has a number of Henchmen to protect themselves from the
Party of Heroes.
The number of Henchmen protecting the Boss is determined by a roll
of the Die.
Swords
- 2 Henchmen
Miss
- 4 Henchmen
Critical Miss
- 6 Henchmen
The Henchmen are pulled first from the Monster Pile, then the Discard
Pile. Hardcore players may select Monsters randomly.
If there are not enough Henchmen in the Piles then each Hero takes a
turn revealing 1 tile anywhere on the Dungeon Floor.
Any Items revealed during this time are placed in the Merchant Pile,
Gems into the Gems Pile and Traps are discarded.
When enough Monsters are found, place the stack of Henchmen on
top of the Boss.
Beginning with the Hero who revealed the Boss, the Party now takes
turns in Combat.
The Boss Fight continues until the Boss and their Henchmen are
defeated or the Party dies.
When the Boss is defeated the Party continues.
Inventory
Each Hero has an Inventory limit of 2 Items.
Keep Items near your Health Points for easy access.
If a Hero has a full Inventory they may choose to place one of their
Items into the Merchant Pile in order to pick up a new Item.
Relics
Relics are not Items and do not take up space in a Hero’s Inventory.
Relics are collected by the Party and can never be lost or discarded
when an Individual Hero Dies.
The Merchant
When the Merchant is revealed the Heroes may Purchase Items from
the Merchant Pile once per turn.
To make a Purchase discard 30 Gems.
Randomly reveal 2 tiles from the Merchant Pile.
The Hero may only keep one Item the other must go back into the
Merchant Pile.
A Hero does not need to stand next to the Merchant in order to make
a Purchase.
Effects
Effects can be thought of as a Spell or a Curse upon the Hero.
An Effect is Bound to the Hero the moment it is revealed.
Effects do not stack nor do they cancel each other out.
Effects are one time use and take place at the next opportunity to do
so, then are discarded.
The Effects included in the Base Set are the Sword and Broken Sword.
The Sword Effect gives the Hero +1 to their next Attack Roll.
The Broken Sword gives the Hero -1 to their next Attack Roll.
Mounts
Mounts are acquired the moment they are revealed.
Mounts do not take up space in a Hero’s Inventory.
In the Base Set there is only 1 Mount, the Unicorn Pegasus.
The Unicorn Pegasus allows the Hero to use Wall tiles as valid
movement spaces.
Death
When a Hero loses all of their Health Points they Die.
Upon Death, a Hero loses all Items in their Inventory. Place them into
the Merchant Pile.
The Hero tile stays on the Dungeon Floor.
Any Monsters or Items within their Circle of Sight at the point of Death
are lost to their respective Piles.
The remaining Heroes in the Party take one last turn to attempt to
revive the Fallen Hero.
When a Hero is revived they regain all of their Health Points and play
continues as normal.
Heroes
Each Hero has a unique ability that will help the entire Party.
Warrior
- Permanent +1 to their Attack Roll
Archer
- May re-roll an unfavorable Attack Roll once per turn
Wizard
- May use 2 Items per turn
Rogue
- May Steal, (Take) an Item from the Dungeon Floor before
Attacking
Adventurer
- If the first tile revealed each turn is a Trap or Monster it is
‘Disarmed’ (Discarded and does no damage)
Items & Spells
Unless otherwise stated a Hero may only use 1 Item per turn.
A Hero may choose to give or to use their Item on another member of
the Party, both options count as using an Item that turn.
Big Bag
Does not count towards Inventory limit, instead increases limit by 1.
Bomb
May be used to clear a Dungeon Wall or as a direct Hit in Combat.
Potion
Heals a Hero 1 Health Point.
Multitool
Disarms a Trap.
Move Spell
Allows the Hero to take an additional turn.
Teleport Spell
May Teleport a Hero or Monster to any valid movement space in the
Dungeon.
Feather Spell
Revives a Dead Hero.
Swap Spell
May swap any 2 tiles in the Dungeon, revealed or not.
Foresight Spell
May reveal any 3 tiles in the Dungeon.
Confusion Spell
Causes 2 Monsters to fight each other.
Choose one Monster as the Attacker and roll the die.
If the Attacking Monster Hits then both Monsters are discarded.
If the Attacking Monster Misses then he hits himself and is placed in
the Monster Pile, the remaining Monster must still be fought.
If the Attacking Monster rolls a Critical Miss both Monsters wake
from their stupor and both must be fought by the Hero.
Copyright 2015 Jeff Dehut, All rights reserved.
Follow Jeff online:
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