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Solo Dice-Placement Dungeon Crawl Game

One Card Dungeones is a solo dice-placement dungeon crawl game where players navigate through 12 levels to obtain the Scepter of M'Guf-yn. The game involves managing an adventurer and monsters using dice to track skills, health, and energy, with gameplay divided into phases including energy allocation, movement, and attacks. Players win by defeating all monsters in each level, ultimately facing three dragons in level 12 to claim victory.
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0% found this document useful (0 votes)
177 views7 pages

Solo Dice-Placement Dungeon Crawl Game

One Card Dungeones is a solo dice-placement dungeon crawl game where players navigate through 12 levels to obtain the Scepter of M'Guf-yn. The game involves managing an adventurer and monsters using dice to track skills, health, and energy, with gameplay divided into phases including energy allocation, movement, and attacks. Players win by defeating all monsters in each level, ultimately facing three dragons in level 12 to claim victory.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

One Card Dungeones is a solo dice-placement dungeon crawl game played in a

single letter. Fight through 12 increasingly challenging levels to reach the final prize: the Scepter of
M'Guf-yn.

➢ Components

1 dungeon card (double-sided)

12 six-sided dice:

1 to represent your adventurer

4 to represent monsters (must be a different color than the adventurer's dice)

4 to track your skills

3 to run for your energy

➢ The dungeon letter

The dungeon card can be placed in four different positions to show different
dungeon settings. The bottom of the card will always display the details of the
monsters in the current level:

A Below is a breakdown of one side of the card:


Setup/Preparation of the game:

Place the dungeon card on the table with the level indicator for the
level 1 in the bottom left.

Place four dice just below the card under Speed, Attack,
Defense and Rank Icons, with established Speed, Attack, and Defense
in 1, and Range set to 2.

These will track your adventurer skills.

Place the dice that represent your Adventurer on the Ladder tile.
closer to you, showing a value of 6, when starting the game with 6 of
health. As your health changes during the game, you will change the value that
it is shown on the dice.

Place the dice that represent the monsters in each of the


tokens that have a 1 in the top left, with a value of 2 in each
given that the Spider Monsters at level 1 have 2 health.

You are ready to begin your descent into the Dungeon!

Gameplay/Cómo se juega
A level of the dungeon is played by going through a series of phases in order.
until you kill all the monsters at the level or run out of health and
to lose.

The Phases are:

❖ Energy phase
❖ Adventurer phase
❖ Monster movement phase
❖ Monster attack phase

Energy phase

Throw the three energy dice together. Place one die under each one.
of your speed,

Attack and defense skills, showing the obtained value. The dice
of energy

assigned are added to the value of each skill to determine the total points for

each skill this turn.

For example, if you have Speed, Attack, and Defense of 1 each and assign your

rolls of 3, 5, and 2 respectively for those Skills, you will have total Speed, values of
attack and defense of 4, 6 and 3.

Energy dice are never assigned to the Range; it is always a fixed value.
Your total Speed, Attack, and Defense points will be 'spent' in the other phases: you must carry out
a tracking of how many are left mentally.

Adventurer phase

In the Adventurer Phase, you will spend your total Speed and Attack points for the turn to
move and damage monsters. You can perform multiple Movements and Attacks during the Phase,
in any order, as long as you have enough points to spend.

Movement

Moving a tile orthogonally costs 2 speed points

Moving a piece diagonally costs 3 speed points.

You cannot move to the same piece as a Monster or a Wall/column.

You don't have to spend all your speed points, but you can never spend more than the total of the
shift.

Attacks

When attacking a monster, your adventurer must be within range and line of sight.
next page) of the objective. If so, you can spend an amount of attack points equal to
the monster's defense ability to reduce its health by one. Keep track of the
health of each monster using the value of its die; if the health of a monster is reduced to 0,
take out your die.

You don't have to spend all your attack points, but you can never spend more than the total of the
shift.

Scope

The achievement of a goal is calculated in the same way as movement, therefore, a


Orthogonally adjacent monster to you is in Range 2, one Diagonally adjacent is
in the range 3 and so on. Calculate the smallest number of movement points that
You would need to spend to reach the Monster's token; that is the Reach.

Attacks cannot be made on monsters farther away than you.


Scope. The adventurer starts the game with a range of 2, so only
it can attack in an orthogonal manner.

Line of sight

If you can draw a line from any corner of your tile to


any corner of a Monster tile, without passing through a tile of
the wall or another mosaic, you have a line of sight.

→The monster is in range 5 (red line) and in line of sight (line


green)
Monster movement phase

Each Monster will try to move as close as possible to being within maximum range.
to his Adventurer.

Work through each monster one turn at a time, starting with the closest one. Find the
mosaic at the Maximum Reach of the Monster (with Line of Sight) that is
closer to the Monster. Move the monster as quickly as possible towards
that box.

The monsters move in a way very similar to your Adventurer.


Moving orthogonally costs 2 speeds, moving diagonally
3. The monsters cannot move through the Adventurer or the
Walls, but it can pass through a mosaic in which there is another monster,
but not to end their move on the same tile where there was already one
before.

If there is an option for multiple movement routes that are equally


Hello, you can choose which shot each Monster takes.

Once all the monsters have moved, the phase ends.

→The superior monster uses the 5 movement points to enter range. The monster
inferior cannot reach, but moves as quickly as possible towards the most
close that is within reach.

Monster attack phase

Sum the total attack of all monsters within their range and line of sight to the Adventurer.
Monsters out of range or line of sight do not attack this turn.
Inflicts a number of points of damage to the Adventurer equal to that of the Monsters. Total attack
divided by the total defense points of the adventurer, rounded towards
down.

For example, a total of 12 Attack vs Defense 7 would inflict 1 Damage, 12 Attack


against Defense 4 would inflict 3 damage, etc.

If the Total Attack is less than the Total Defense Points of your
Adventurer, this turn, no damage is dealt.

Reduce your adventurer's health by the damage inflicted; if the health of


the adventurer reaches zero, has died and the game is over.

Once the monsters have attacked, if your adventurer has survived,


Start a new turn with the energy phase.

→The monsters have a range of 3, so only one is within the


range, for a total attack of 4, against the total Defense of the adventurer
from 3. Therefore, the adventurer loses 1 health. If both monsters
they would have been within reach, the total attack of 8 against the defense
total 3 would have inflicted 2 points of damage. [8(total damage) ÷ 3(defense
adventurer)≈2(result of division rounding down).
End of the level

Once your adventurer has killed all the monsters in a level, it may take a
moment to improve and heal before descending to the next level of the Dungeon; You can
increase one of your Skills (Movement, Attack, Defense or Range) by 1 after
each level of Dungeon and Heal 1 Health point.

Next level of dungeon

Set up the next level by rotating the card to have the following level.
Dungeon Indicator (for example, level 2 after completing the
level 1) at the bottom left, placing your Adventurer and the Dice
of Monsters correct for that level of Dungeon as marked
in the card and starting a new turn in the Energy Phase.

How is it won?

If you successfully kill the three dragons in level 12 of the dungeon,


You won the game and found your final prize: the Scepter of M'Guf-yn that
it will give you the maximum power / the ability to save your neighborhood / to come
any order to the Canary Islands/ a cure for COVID-19/ whatever it is.

→Level 2 configuration: in this scenario, the player chose to upgrade.


the defense after completing the first level, and the Adventurer lost
dos puntos de vida durante el primer nivel, luego sanó un punto a cinco.

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