Solo Dice-Placement Dungeon Crawl Game
Solo Dice-Placement Dungeon Crawl Game
single letter. Fight through 12 increasingly challenging levels to reach the final prize: the Scepter of
M'Guf-yn.
➢ Components
12 six-sided dice:
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:
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.
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.
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.
❖ 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
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
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
Line of sight
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 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.
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.
If the Total Attack is less than the Total Defense Points of your
Adventurer, this turn, no damage is dealt.
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.
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?