d op guide - mantic games play/getting... · this booklet is designed as a companion to your...
TRANSCRIPT
1. Orlaf, Human Barbarian
2. Madriga, Elf Ranger3. 2 Hero Counters4. Double Door5. Door Counter6. 4 Skeleton Warriors7. These Game Tiles
(marked with red borders)
8. Orlaf’s Hero Card
9. Madriga’s Hero Card10. 12 Overlord Cards
(marked “open these first”)*
11. Rule Book Back Page12. Necromancer Overlord
Panel13. Dice14. 8 Pile of Bones
Counters15. 8 Wound Counters
See page 4 of the main rulebook for more information on the components in the box.
*If these cards have already been mixed up, there is a list of the exact cards needed on page 8 of the Quest Book, in he Overlord section.
Feat: hail OF arrOWS
Once per gameMadriga may Shoot 3 times in the same Turn. Resolve each shot before deciding on the next target.
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Madrigaelf ranger
a
COMBAT MODIFIERS
-1 dice if the model is injured
-1 dice if the model is outnumbered
-1 dice if you are attacking the model from its rear arc
For shooting only: -1 dice if there is
furniture in line of sight that is not adjacent to the shooter
SHOOTING
CHECK RANGE – using range ruler
CHECK LINE OF SIGHT – it is blocked by models and walls
Then follow the rules for Fighting, beginning with ‘Roll Dice’
FIGHTING
ROLL DICE – after applying combat modifiers
DISCARD FEEBLE ATTACKS – dice results less than defenders armour value
DETERMINE HITS – by comparing paired dice, high to low
DETERMINE DAMAGE – consulting the damage table if necessary
ROUND SUMMARY
HERO TURN
Each Hero can:
Or:
OVERLORD TURN
Give Commands, for example:
Each adventure lists the number allowed per turn. A command consists of:
Or:
Play up to 1 Overlord Command Card
END OF ROUND
Rotate all Spell cards 90° clockwise
Check for any “end of round” abilities such as Tough and carry out the effects
The Overlord draws a Command card, if available
SET UP SUMMARY
After choosing an adventure…. DUNGEON SET-UP: Lay out the dungeon, up to the first locked door HERO SET-UP: Hero players choose Heroes, taking any necessary cards OVERLORD SET-UP: Overlord player creates his command deck SHARE VICTORY CONDITIONS: Make sure all players are familiar with how to win SET THE SCENE: Read the story text aloud, and you are ready to play!
SPELL CASTING
CHECK RANGE – listed on spell card
CHECK LINE OF SIGHT – only if required by ‘Sight’ spell type
APPLY SPELL EFFECT – as detailed on spell card
TURN SPELL CARD to show it has been used (90° for Minor, 180° for Major)
MOVEMENT
A model can move a number of squares up to its Movement value, one square at a time
A model can change its facing freely as it moves
A model cannot enter a square containing another model or a piece of furniture
A model can enter and end its Movement on a square containing a Pile of Bones counter
A model can Move diagonally as long as movement to one of the squares on either side of the diagonal would normally be allowed
A model must immediately end its Movement if it enters the front arc of an enemy model
A model can only move out of a square in an enemy’s front arc by Breaking Away (see page XXX)
A model cannot Move directly from a square in the front arc of an enemy model to another square in the front arc of the same or any other enemy model
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Move, and/or Perform Action
Use Heroic Feat
Cast Raise Dead
Move, and/or Perform Action
1 2
3
4
5
6
6
6
6
13
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7
12
10
14
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DEMO AND OP GUIDEThis booklet is designed as a companion to your Dungeon Saga demo copy.
Here you will find a guide to running a quick demo in store (see below), as well as an organised play tournament we call The Dungeon Challenge (see page 9).
Store Demo
In this section we will show you how to quickly demo the essentials of Dungeon Saga using the components shown below. Alternatively, players can use this guide themselves to learn the game in just a few minutes.
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1. DUNGEON SET-UP Using the components you’ve collected, lay out the dungeon as shown on the map, noting the positions of any doors and the facing of the miniatures
3. OVERLORD SET UP The Overlord player takes the overlord command panel, shuffles his 12 cards and draws a starting hand of 3.
4. VICTORY CONDITIONS Heroes: Open the final door marked X.
Overlord: Cripple one of the Heroes.
5. GET GOING When all players are ready, follow the steps below to begin.
2. HERO SET-UP Each Hero player chooses which of the Heroes they want to play, and takes the matching Hero card. In a two-player game, one player will command all of the Heroes!
Setting up the Demo
Over a thousand years ago, Valandor, the greatest known hero fell in battle - fighting to protect the lives of those around him.
From shore to shore, all owe
thanks to his wondrous legacy. Now, sacred sites across the land have been defiled by the disgraced Wizard, Mortibris, who along with his vile minions will stop at nothing to obtain the secrets of Valandor’s power. Only
the bravest heroes dare oppose him. Thrown together from the far corners of the realm, they step boldly into the depths, ready to face whatever foul evil awaits them…
The following pages will cover the key rules of the game. You can read them beforehand, or just as easily learn as you play.
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The First RoundEach Dungeon Saga adventure is played in a series of Rounds and you keep going until the Victory Conditions are met by the Heroes or the Overlord.
Each round consists of 3 parts:
Hero Turns To start the Turn, the
Hero players choose who will go first. We’ll start with Orlaf the Barbarian and demonstrate an opening Turn. Once you have had Orlaf’s Turn, try taking Madriga’s Turn yourself.
For the Heroes, the core of the game involves moving and performing actions. Your Heroes’ prowess in Moving and Fighting is shown on your Hero card.
Moving
As you can see, Orlaf has a Movement value of 7, which means that he can move 7 squares in his Turn. You are free to change the way your model is facing whenever you move it. Other important dos and don’ts for moving are shown in the Movement Summary on the back of the rulebook.
Orlaf knows no fear, so let’s march him right towards one of those Skeletons!
Fighting
If you end your movement adjacent to an enemy, facing it like Orlaf here, you may choose the Fight Action.
In a Fight, the model taking its Turn is called the attacker and their opponent is called the defender. Only the defender can get hurt in a Fight.
To Fight, first check the Combat Dice value shown on the Hero card, 5 in Orlaf’s case.
This is the number of dice Orlaf will roll when attacking, or defending himself. The Skeleton’s Combat Dice value of 2 is shown on the Necromancer Overlord Panel.
ABILITY: moB ruLe
When a model with this rule is
attacking, each other model with
this rule that has the defender in
its front arc gives the attacker an
extra dice. For example, a zombie
attacking a Hero who was in
the front arc of 2 other zombies
would gain 2 extra dice to attack
with, for a total of 4.
ABILITY: regenerATe
This ability has two effects.
Firstly, when the model suffers
any wounds, and before you
determine if it has been destroyed,
it rolls a single dice. On a roll of
5 or 6 it reduces the number of
wounds suffered by 1, down to a
minimum of zero. Secondly, at the
end of each Round roll a single
dice. On the roll of a 5 or 6 the
model heals one wound.
ABILITY: wALk Through
wALLs
The model can move through
solid walls. A wall counts as one
space regardless of its actual
size. A model cannot end its Turn
inside a wall. When moving, the
square immediately before and
after a wall must lie in a straight
line from each other.
ABILITY: wounds (4)
Every hit counts as a wound –
place a wound counter on the
base of the model for each wound
taken. The model is destroyed
when it has a total of 4 wounds
on it at one time. The model
never counts as Injured.
Notes1 hit 2 hits
3 hits4 hits
skeLeTon
wArrIor4 2 2
None
No Effect
Boned.
Replace
the model
with a Pile
of Bones
counter
Destroyed.
Remove the
model
skeLeTon
Archer4
1None
dwArf
revenAnT4 4 3
None
ZomBIe 4 2 1 Mob RuleNo Effect No Effect
Destroyed.
Remove the
model
Armoured
ZomBIe4 2 3
ZomBIe
TroLL4 4 4
Large Model, Mob Rule,
Regenerate, Wounds (4)
ghosT 3 3 5Walk Through Walls
Destroyed. Remove the model
Necromancer Overl
ord Panel
2 3SHOOTINg
(lONg)COmBAT
Note that the Skeleton also has an Armour value of 2 – this will come into play during the Fight.
The Heroes’ Turns, in which each of the Heroes act, one at a time.
An Overlord Turn, in which the Overlord controls his army of minions.
The End of the Round, in which we prepare for the next round.
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COMBAT MODIFIERS
-1 dice if the model is injured
-1 dice if the model is outnumbered
-1 dice if you are attacking the model from its rear arc
For shooting only:
-1 dice if there is furniture in line of sight that is not adjacent to the shooter
SHOOTING
CHECK RANGE – using range ruler
CHECK LINE OF SIGHT – it is blocked by models and walls
Then follow the rules for Fighting, beginning with ‘Roll Dice’
FIGHTING
ROLL DICE – after applying combat modifiers
DISCARD FEEBLE ATTACKS – dice results less than defenders armour value
DETERMINE HITS – by comparing paired dice, high to low
DETERMINE DAMAGE – consulting the damage table if necessary
ROUND SUMMARY
HERO TURN
Each Hero can:
Or:
OVERLORD TURN
Give Commands, for example:
Each adventure lists the number allowed per turn. A command consists of:
Or:
Play up to 1 Overlord Command Card
END OF ROUND
Rotate all Spell cards 90° clockwise
Check for any “end of round” abilities such as Tough and carry out the effects
The Overlord draws a Command card, if available
SET UP SUMMARY
After choosing an adventure…. DUNGEON SET-UP: Lay out the dungeon, up to the first locked door HERO SET-UP: Hero players choose Heroes, taking any necessary cards OVERLORD SET-UP: Overlord player creates his command deck SHARE VICTORY CONDITIONS: Make sure all players are familiar with how to win SET THE SCENE: Read the story text aloud, and you are ready to play!
SPELL CASTING
CHECK RANGE – listed on spell card
CHECK LINE OF SIGHT – only if required by ‘Sight’ spell type
APPLY SPELL EFFECT – as detailed on spell card
TURN SPELL CARD to show it has been used (90° for Minor, 180° for Major)
MOVEMENT
A model can move a number of squares up to its Movement value, one square at a time
A model can change its facing freely as it moves
A model cannot enter a square containing another model or a piece of furniture
A model can enter and end its Movement on a square containing a Pile of Bones counter
A model can Move diagonally as long as movement to one of the squares on either side of the diagonal would normally be allowed
A model must immediately end its Movement if it enters the front arc of an enemy model
A model can only move out of a square in an enemy’s front arc by Breaking Away (see page XXX)
A model cannot Move directly from a square in the front arc of an enemy model to another square in the front arc of the same or any other enemy model
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Move, and/or Perform Action
Use Heroic Feat
Cast Raise Dead
Move, and/or Perform Action
The back page of the Rulebook displays a useful Summary, along with other key rules you may need to check later in this guide. We recommend keeping it handy as you play, even once you know what you’re doing.
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Fighting is resolved in 4 easy steps:
1. FIGHT Both players will roll their dice simultaneously. Continuing the example from the previous page, Orlaf rolls 5 dice (blue) and the Skeleton Warrior rolls 2 dice (bone).
2. REMOVE FEEBLE ATTACKS The attacker discards any dice he rolled which are not higher than the defender’s Armour value. Orlaf’s dice showing 2 (i.e. the Skeleton’s armour value) or less are removed.
3. DETERMINE HITS Compare the attacker’s remaining dice with the defender’s by matching them side by side into pairs:
First, the highest attacker’s dice with the highest defender’s dice.
Then, the second highest attacker’s dice with the second highest defender’s dice, and so on.
For every pair where the attacker’s result is higher, or where the defender has no dice to compare against, a Hit is scored on the defender.
Orlaf’s 5 doesn’t beat the Skeleton’s 6. Orlaf’s 4 beats the 2 and scores a hit. Orlaf’s 3 has no dice to compare, so scores a hit.
4. DETERMINE WOUNDS Check the damage table on the Necromancer Overlord Panel to see the effect taking hits has on each model.
In this case, the 2 hits on the Skeleton reduces it to a Pile of Bones! Replace the Skeleton with a pile of bones counter.
WOUNDING HEROES If a Hero is hit, Wound counters are placed on the Wound Track of the Hero Card going from left to right.
Heroes only ever take a single Wound if they are Hit during an attack, no matter how many Hits were actually rolled. When a Hero has taken 5 Wounds, they are Crippled and cannot continue the adventure.
In larger games you will find that there are ways to get the upper hand in a fight, such as modifiers. If you want to know more, the full rules for fighting can be found on pages 14-15 of the main rulebook.
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ShootingInstead of just the Fight action, Madriga may choose the Shoot action after moving.
Heroes like Madriga that can take the Shoot Action will have an additional Shooting Dice value on their Hero card. This is the number of dice rolled when the model attacks at range.
First check for Range and Line of Sight. Simply use the long Range Ruler to demonstrate a clear line from your model to the target model. You cannot Shoot if any models or walls block that line, or if the target is further away than the length of the ruler.
If you can Shoot, roll your Shooting dice and resolve the attack in the same way as you have been doing in a Fight.
If you want to know more, the full rules for shooting can be found on
pages 16-17 of the rulebook. After both heroes have moved and acted, it is the Turn of the Overlord!
Overlord TurnThe Overlord Turn involves giving Commands to his minions, raising piles of bones back to life, and playing
Command cards.
Commands
A Command makes one of the Overlord’s minions do something. You have 2 commands per turn in this adventure.
To issue a Command, first choose the minion model you want to control. That model can now move and Fight. Each model can receive only one Command each Turn.
Raise the Dead
The Overlord may also use one or more of his Commands to cast the Raise Dead Spell. This transforms a single Pile of Bones counter of his choice into a living minion, ready to receive Commands the following turn!
To cast Raise Dead, simply tell the Hero players you have chosen to use one of your Commands for this purpose, and replace a Pile of Bones
counter with a miniature from the box. This is the Minion’s Command for the Turn – it cannot then Move or Fight.
In this adventure you can raise Skeleton Warriors only and 4 is the maximum you can have on the board at once.
Command Cards
In addition to his Commands the Overlord may also play 1 Command card from his hand during his Turn.
When the Overlord has issued his Commands and played a card if he wants to, his turn is over, bringing about the end of the first Round.
End of RoundAt the end of the Round, the Overlord draws a new Command card from his deck (if it has not run out,
in which case he does not draw) and adds it to his hand, ready for his next Turn. Then, everyone takes a deep breath, and we move immediately to the next Round! The next Round begins with the Hero Turns, then another Overlord Turn, and finally the End of Round. Then do the same for Round 3 and so on. Continue until the Victory Conditions are met by either the Heroes or the Overlord.
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The Dungeon ChallengeThis is a guide to using your Dungeon Saga demo copy to run a special event at your store – The Dungeon Challenge.
Below you will find the full set-up information for the challenge. This is displayed in the same format as the adventures in the Dungeon Saga Quest Book, so anyone who has played Dungeon Saga should be familiar with how it works and can easily set up the challenge for themselves. Also make sure the full rulebook is handy to help settle any disputes that may arise as the competition hots up!
You can choose to run The Dungeon Challenge whenever you like, but we suggest running it each evening over the course of a week, or over a weekend. During the dates you choose to run it, players can register with you to make an attempt as either a team of Heroes (1-4 people) or as an Overlord (solo). Everyone wanting to play will need to know
how to play Dungeon Saga in advance, but a quick demo (see Section 1 of this booklet) will soon take care of that.
To get started just enter your event dates on the leader board poster (available to download at: http://www.manticgames.com/organised-play.html) and display it in your store. As the sign-ups come in, match together Hero teams with an Overlord at suitable intervals during your chosen dates. Your demo copy allows for one challenge to take place at a time and each should not last more than 2 hours (sometimes considerably less). But leave a little time between registration slots just in case.
At the end of each challenge both the Heroes and the Overlord will come away with a score, and report it to you. This should be entered on the leader board to stir up competition as the event goes on. Then the next Hero team/Overlord pairing can have
a go, try to beat that score, and so on. Players can attempt the challenge as many times as they like during the dates of your event.
At the end of the event, you will end up with a winning Hero team (the one with the lowest score on the leader board) and a winning Overlord (the one with the highest score). If there is a tie for the best Hero team, use the highest number of kills recorded to break the tie. If there is a tie for the best Overlord, use the highest number of wounds inflicted to break the tie. If there is still a tie in either case, have them roll for it.
Finally, as a grand finale to the event and for the ultimate prestige, pair the best Hero team with the best Overlord for a final showdown at a time of their choosing. Can the best Heroes survive the entirety of the deck against the best Overlord, or will he crush them in short order?
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Map KeySTARTING POSITIONS:
Hero Starting Position
Minion Starting Position
Note: Arrows Denote Facing
HEROES:
Orlaf, Human Barbarian
Rordin, Dwarf Fighter
Danor, Human Wizard
Madriga,Elf Ranger
MINIONS:
Skeleton Warriors
SkeletonArcher
Zombie
ArmouredZombie
DwarfRevenant
CHESTS:
Mundane Lock
COUNTERS:
Pile of Bones
No Way Out!
In this special survival mode challenge, the heroes find themselves trapped in an inescapable dungeon at the mercy of the overlord. It is a fight to the death, their death! But how long can they cling to life?
The chains of the hidden portcullis rattle as it slams into the stone recesses of the dungeon floor behind you. Not a moment later, as the shockwave of the impact reverberates through the dank and musty chamber, your only
exit collapses in a roar of impenetrable rubble. As the dust settles, you turn to hear a groaning in the darkness and soon, the unmistakable sound of bone scraping on steel…
Heroes
All four heroes are used in this adventure.
Use the non-legendary side of the hero cards.
In addition to your hero cards, take the following:
Danor, Human Wizard
Available spells: Flamebolt, Crystallise, Burn, Feet of Stone, Steelskin
Geomancy Token
Petty Magic Token
Overlord
Overlord Command Cards: (remove the ‘Delay’ card)
Commands per Turn:
Raise Dead: Skeleton Warriors (max 4), Skeleton Archers (max 2)
Necromancy Token
Victory
Heroes: The challenge is to survive as long as possible. You lose when any one hero is crippled. At that point, the number of cards remaining in the overlord draw deck is your score. The game also ends immediately when the last overlord card is drawn, in which case you score a maximum of 0. Also, keep track of the number of minions you kill during the challenge (including those reduced to piles of bones) this will be used to break ties. You will end up with a score in the following format: Cards Remaining (Kills). For example: 12 (9). Report your score to your event organiser.
Overlord: The challenge is to kill a hero as quickly as possible. You win when any one hero is crippled. At that point, the number of cards remaining in the overlord draw deck is your score. The moment you draw the last card from the overlord deck, the game ends and you score the minimum of 0. Also, keep track of the total number of wounds inflicted on all heroes combined (even if they are later healed) - this will be used to break ties. You will end up with a score in the following format: Cards Remaining (Wounds). For example: 12 (9). Report it to your event organiser.
The Dungeon Challenge:
101010
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SPECIAL RULE
The overlord draws a starting hand of 5 cards.
SPECIAL RULE
Pile of Bones counters are never removed when the raise dead spell is cast – they are permanent features of this nightmarish dungeon and will build up steadily.
SPECIAL RULE
Each chest contains a healing potion.
SPECIAL RULE
The doors cannot be destroyed. There is no way out!
ADDITIONAL COMPONENTS
In addition to the components shown above, you will need:
Piles of Bones Wound Counters Hero Turn Markers Energy Crystal Power 1 Cards Energy Crystal Power 2 Cards Energy Crystal Power 3 Cards Health Potion Cards
Aftermath
You awake breathless, uncomfortable and groggy in your bed of straw. Alone, you struggle
to gather your senses. A dream? A vision? Some sick spell? Whatever it was, you dare not close your
eyes for fear the nightmare will return…
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