Game Overview - Fantasy Flight Games

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Game OverviewTMIn DungeonQuest, players explore Dragonfire Dungeon, collectloot, and battle fearsome monsters. Any player fortunate enoughto enter the treasure chamber may attempt to plunder its riches.However, he must be careful not to wake Kalladra, the dragonlordwho sleeps upon the treasure hoard. When players have looted theirfill, they must exit before the sun sets or be forever entombed inDragonfire Dungeon.Welcome to Dragonfire Dungeon!The object of DungeonQuest is to collect loot and exit DragonfireDungeon before the sun sets. The surviving player who exits withthe most loot wins the game.Vast wealth awaits the adventurer who is strong enough to face thecreatures that dwell within and clever enough to avoid the many pitfallsthat await. But one must be quick, for when the sun sets, the doors closeand there is no escaping the dragon’s terrible wrath.ComponentsGame Board6 Hero Sheets withMatching Travel MarkersBrotherGherinn117 ChamberTiles6 Hero Figures13Each time you are about tomake an attribute test, youmay suffer 1 wound to gain3 determination tokens.You may do this onlyonce per turn.After rolling dice for the“Dragon Rage” card’s effectin the treasure chamber, youmay choose to reroll one orboth of the dice once; youmust accept the second result.3550 Dungeon 40 CatacombCardsCards415 CorpseCards9“I shall never be free from thetransgressions of my past if I donot face this fearsome place.”15 TrapCards10 CatacombEntrance Markers39 Wound Tokens15 CryptCards15 DoorCards30 SearchCards10 MonsterTokens65 Determination/Search Tokens1 First Player Marker1 Sun Token4 Six-Sided Dice32 TreasureCardsUsing this Booklet6 CombatCards12 RuneCards20 MonsterCards8 DragonCardsThis Learn To Play booklet is written with thesole purpose of teaching new players how to playDungeonQuest. For this reason, this booklet omits a fewrules exceptions and component interactions.In addition to this booklet, this game also comes with aRules Reference book. The Rules Reference book addressesrules questions and special exceptions that are not answeredin this booklet. The Rules Reference book also includesoptional rules for adjusting the game to your liking.3 Hero3 Monster2

Setup6. Prepare Token Supply: Place the wound tokens, catacombentrance tokens, monster tokens, and determination/searchtokens in separate piles within reach of all players.Before playing DungeonQuest for the first time, carefully punch thecardboard pieces out of their frames. Then, follow the steps below.7. Determine First Player: Each player rolls one die. Reroll ties.The high roller is the first player for the remainder of the gameand takes the first player marker.1. Place Game Board: Unfold the game board and place it in thecenter of the play area.2. Prepare Chamber Stacks: Place all the chamber tiles in thegame box lid and mix them together. Then, place them in anynumber of facedown stacks near the game board.8. Choose Heroes: Starting with the first player and proceedingclockwise, each player chooses one hero sheet and places it inhis play area. Then, each player takes the plastic hero figure andtravel marker that correspond to his hero. Return unused herosheets and hero figures to the game box.3. Prepare Combat Cards: Place the monster combat cards andthe hero combat cards near the board within reach of all players.9. Draw Rune Cards: Starting with the first player and proceedingclockwise, each player draws one rune card and places it faceupnext to his hero sheet.4. Prepare Decks: Separate the remaining cards into their decks.Shuffle each deck and place it facedown on its designated placeon the board. Place the rune deck and the monster deck nearthe board within reach of all players.10. Place Heroes: Starting with the first player and proceedingclockwise, each player places his hero figure in a tower chamber.A player cannot place his hero figure in a tower chamber that isalready occupied by another hero figure.Setup Diagram7595Rune of Healing58Discard at the start of yourturn to heal up to 6 wounds.5. Prepare Sun Track: Place the sun token on the first space of thesun track.“Too many have suffered forthese cursed treasures.”15lindelChallara andBriGhtBlaze564Rune of BlindingDiscard after you draw asearch, crypt, or corpse card.Suffer 1 wound and discardthe card without resolving it.98612When you draw a dungeoncard, you may discard it anddraw another dungeoncard as a replacement. Youmust then resolve thisnew dungeon card.If you have 8 or morewounds, your combatcards never deal morethan 1 wound to themonster per attack.“The wrath of my ancestorsshall strike down those whowould deny me my birthright.”1012Each time you gain 1 or moredetermination tokens,gain 1 additionaldetermination token.7710634661095Discard after you draw a“Ambush” card. Discardthe “Ambush“ cardwithout resolving it.104Rune of deaTH38Each time you defeat amonster in combat, gain1 determination token.“You are too weak. Go andfind someone stronger to defendthese treasures from me!”Each time you deal at least1 wound to a monster,deal 1 additional woundto the n RuneDiscard at the start of yourturn to move to any adjacentspace and resolve its effects.If you encounter a monster,you cannot escape.5413Each time you are about tomake an attribute test, youmay suffer 1 wound to gain3 determination tokens.You may do this onlyonce per turn.After rolling dice for the“Dragon Rage” card’s effectin the treasure chamber, youmay choose to reroll one orboth of the dice once; youmust accept the second result.“I shall never be free from thetransgressions of my past if I donot face this fearsome place.”You cannot choose to escapewhile in combat.99

Playing the GameDungeonQuest is played over a series of turns beginning with thefirst player and proceeding clockwise. Each player completes hisentire turn before the next player takes his turn.Movement ExampleA turn consists of two phases, which the player follows in this order:1. Status Phase: The player resolves abilities on cards in his playarea that occur at the start of his turn. If it is the first player’sturn, he advances the sun token one space on the sun track.B2. Action Phase: The player chooses one of the following actions:»» Move: He moves his hero figure into an adjacent space.A»» Search: He searches the chamber his hero figure currentlyoccupies (if eligible).EC»» Enter the catacombs: He follows the instructions forentering the catacombs (if eligible). See page 6.After a player has completed both of these phases, his turn ends andthe next player takes his turn. DMovingThe game board representing Dragonfire Dungeon is divided intoa grid, and each space on that grid is either an explored space (alsoreferred to as a chamber) or an unexplored space. At the start ofthe game, most of the dungeon is unexplored. The space a herofigure occupies is always an explored space.From the center chamber where he starts his turn (A),Lindel may only move into spaces D or E. He cannotmove into spaces B or C because walls block his path.Unexplored Space: If he chooses to move through the hallto space E, he draws a new chamber tile, places it faceupin the space, places his figure on the chamber, and resolvesthe new chamber’s effects.Each chamber has one or more openings, called halls, that showwhich directions a hero can move. When a player performs a moveaction, he can move his hero figure to any adjacent space that isconnected to his current chamber by a hall.Explored Space: If he chooses to move through the hall tothe explored chamber (D), he would then draw and resolvea dungeon card.Dungeon IconEntry ArrowTorch IconChamber TileSearchingMoving into a ChamberEach time a player enters a chamber, he resolves the effects of thatchamber. A chamber’s effects are determined by the image of its tile.For a complete description of all chamber effects, see “ChamberEffects” on page 8.By searching a chamber, players can discover loot,secret doors, monsters, and other elements ofDragonfire Dungeon.Torch IconIn order for a chamber to be searched, it must fulfillall three of the following criteria:A player cannot choose to enter a chamber that is already occupiedby another hero figure. It must have a torch icon.Moving into an Unexplored SpaceA space on the game board that does not already contain a chamberis an unexplored space. It cannot have monster tokens on it. It cannot have a search token on it.MonsterTokenIf a player chooses to search, he draws the top cardfrom the search deck and places one search token onhis current chamber. If a chamber has a search tokenon it, that chamber has already been searched andSearch Tokencannot be searched again by any player.Each time a player moves into an unexplored space, he draws onechamber tile from any stack and places it faceup on the board sothat the entry arrow on the tile he drew is adjacent to the chamberfrom which he moved. That space is now explored. Then, he placeshis hero figure in that chamber and resolves the chamber’s effects.4

Attribute TestsWoundsSome card and chamber effects require players to test an attribute.There are four different attributes that a player can test: strength,agility, armor, and luck. The hero sheets contain information abouteach hero’s attributes and special abilities.DeterminationToken SpaceMany rules and card effects instruct players tosuffer wounds. Place wound tokens on a hero’ssheet to track the wounds he suffers. If thetotal value of all wound tokens on a player’shero sheet equals or exceeds his health at anySpecial Abilities Healthtime, he dies (see below).WoundTokensSome card effects and abilities allow players to heal, which is theonly way to remove wound tokens from a hero sheet. Each time aplayer heals, he removes a specified value of wound tokens from hishero sheet and returns them to the supply.DeathStrength AttributeA player can die in several different ways. If a player has woundtokens with a total value that is equal to or greater than his health,if the instructions on a card cause him to die, or if the sun sets whilehe his still in the dungeon, he immediately dies.Agility AttributeArmor AttributeLuck AttributeFlavor Text Each time a player dies, his turn immediately ends; he removeshis hero figure from the game board, places all of his cards in theirrespective discard piles, and returns all his tokens to their respectiveWhen a card, a rule, or a chamber effect instructs a player to testsupply. Then, he returns his hero sheet to the game box. He no longeran attribute, he rolls two dice and adds their results. If the sum istakes his turn, and he cannot win the game. However, he continuesequal to or less than the attribute being tested, he succeeds. If thetaking the role of the monster player as normal during anothersum is greater than the attribute being tested, he fails. Each time aplayer’s combat (see “Encountering Monsters” on page 6).player fails an attribute test, he places one determination tokenon his hero sheet.Winning the GameDetermination TokensPlayers acquire determination tokens by failingattribute tests. After a player rolls his dice duringan attribute test, he may spend any number of hisdetermination tokens by removing them from hishero sheet and returning them to the supply. Eachdetermination token he spends subtracts one pointfrom the total value of his dice roll.The game ends when the sun sets or when each player has eitherexited the dungeon or died.When the game ends, each surviving player checks his loot cards(see below) for end-of-game instructions. If any of his loot cardshave end-of-game instructions, he follows them now. The playerwith the highest total gold value on all his loot cards wins the game.DeterminationTokenIf two or more players tie for the highest total gold value, the tiedplayer who has the single loot card with the highest gold valuewins the game. If there is still a tie, the tied player with the greatestnumber of loot cards wins the game. If there is still a tie, all tiedplayers win the game.TimeThe sun token and the sun track measure the passageof time during a game of DungeonQuest. Duringeach of the first player’s status phases, he advances thesun token one space on the sun track.Loot CardsSun TokenCards with the “Loot” keyword are found in many different decks.Each time a player draws a Loot card he places it faceup on the tablein his play area. Loot cards often have a gold value. When the gameends, the surviving player with the highest total gold value wins.Sun TrackEach time the sun token advances to one of the numbered spacesnear the end of the sun track, the first player immediately rolls onedie. If the number he rolls is higher than the number on the space,the game continues. If the number he rolls is equal to or less thanthe number on the space, the sun sets, the doors to the dungeon aresealed, and the game immediately ends.TitleLootKeywordInstructionsEach player who has not exited the dungeon when the sun setsimmediately dies.GoldValue5Loot Cards

Encountering MonstersThere are two ways players can encounter monsters: by drawingvarious cards that instruct them to “encounter a monster” or byentering a chamber that contains a monster token. When a playerenters a chamber with a monster token, he does not resolve thechamber’s effect.Combat ExampleBrother Gherin has encountered a Golem.Each time a player encounters a monster, the player taking his turn isthe hero player, and the player to his left is the monster player. Themonster player draws one card from the monster deck, announces onlythe name of the monster, and places a monster token in the heroplayer’s chamber (if one does not already exist there). Then, the heroplayer takes the three hero combat cards and the monster player takesthe three monster combat cards. Both players now enter into a combat.Hero ndsSuffered101HeroCardAWounds Dealt101WoundsSuffered011BEach player selects and reveals one combat car

8 Dragon Cards 32 Treasure Cards 15 Trap Cards 15 Door Cards 15 Crypt 20 Monster Cards 40 Catacomb Cards 30 Search 12 Rune Cards 15 Corpse Cards 117 Chamber Tiles 10 Catacomb Entrance Markers 1 First Player Marker 4 Six-Sided Dice 1 Sun Token 39 Wound Tokens Game Board 6 Hero Sheets with Matching Travel Markers Brother Gherinn Each time you are about to make an attribute