dqimp - rule booklet

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  • 8/9/2019 DQimP - Rule Booklet

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    INTRODUCTION

    Welcome adventurer, to the Dragon's Castle. Your quest

    is simple enough but dangerous; get inside the castle,

    take whatever treasure you find along the way, and then

    get out before time passes midnight! Along the way youllencounter fierce monsters and treacherous traps, and

    must find your way through locked doors and heavy

    portcullises. And if you have any plans on getting into the

    Treasure Chamber - youll even risk facing its guardian;

    the dragon itself!

    COMPONENTS

    15 Labyrinth tiles

    2 Catacomb tiles

    1 Treasure Chamber tile1 Entrance/Exit tile

    6 Development Cards

    5 Dragon Cards

    2 Ring Cards

    2 Amulet Cards

    2 Character Cards

    2 Character counters

    1 Playaid

    1 Quick Reference Card

    1 Highscore booklet

    1 Rule booklet

    the photo on the back of the Character cards, made by

    Paul Mutton, and the front of this booklet - created by

    astrokevin.

    Thank you Jeremiah for giving us such a wonderful gameand tool to play around with.

    Special thanks goes to matildadad for your excellent

    ZimP playaid, to BoardGameGeek.com for hosting the

    files of this game, to all of BGGs members who

    supported me and this game during development, and of

    course the makers ofDrakborgen and Legenden: Dan

    Glimne, Jakob Bonds and Gustav Bonds.

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    Should you have a torch, you only need discard a

    Development card and may pick any one Stair tile to

    emerge from.

    If there are no Stair tiles on the table when you fall intothe Catacombs, then you wander around endlessly until

    you eventually die of starvation - regardless of whether

    you have a torch or not.

    WINNING THE GAME

    The game is won whenever you decide to permanently

    leave the castle and time hasn't passed beyond midnight.

    You may then record the total worth of all your treasure

    on the Highscore booklet.

    LOSING THE GAMEYou lose the game whenever your character die or as

    soon as time passes beyond midnight and you're still

    inside the castle. All your treasures are discarded and you

    may not record anything on the Highscore booklet.

    CREDITS

    Dungeonquest in my Pocketis a game variant ofZombie

    in my Pocketdesigned by Jeremiah Lee, and based on the

    Swedish board game Drakborgen and its sequel

    Drakborgen Legenden. Rules and card designs for this

    variant belongs to Tomas Engstrm. Most artwork either

    comes from Drakborgen Legenden, including characters

    and tiles, or random Internet sources such as

    SETUP

    Begin by sorting out the Treasure Chamber tile and

    Entrance/Exit (thats the big one). Now, set aside five

    randomly chosen Labyrinth tiles and add the Treasure

    Chamber. Shuffle these and place them in a pile, thenshuffle the remaining tiles (leave the Entrance/Exit on the

    table) and stack them on top of the other six. This is done

    in order to prevent the Treasure Chamber from coming

    into the game too quickly (who would build a castle

    where all the treasure is right next to the entrance?).

    Now shuffle all of the Development cards and Dragon

    Cards, and place them somewhere in front of you within

    reach. Also lay out the Playaid, Amulet Cards, and Ring

    Cards somewhere on the table. Next is to pick a character

    and place him in front of you (put the other one away).

    Get a pencil and a piece of paper for keeping track on

    your health and the value of any treasure you'll find. You

    should find yourself some small tokens as well, such as

    drawing pins (placing them upside-down).

    Now you're ready to head out into the Dragon's Castle!

    MOVEMENT

    Every turn begins with movement. This is done by either

    moving your character to an adjacent Labyrinth tile

    already on the table, or by drawing a new one and

    placing it as you see fit.

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    Note: You can only enter another room as long as it is

    connected on both sides/tiles. E.g. if one tile shows a

    door but the tile that it is connected to has a wall on that

    side, then you may not pass through from eitherside.

    Note: When placing a tile, you may not put two doors or

    portcullises against one another unless forced to.

    DRAWING

    Once your character has moved onto another tile (except

    the Entrance/Exit), you must draw a Development card to

    find out what encounter you have - by reading the text

    that corresponds to what time it currently is.

    Note: Whenever you are required to "discard a card" due

    to some event or encounter, these are the cards todiscard - not the Dragon Cards or any of the other ones.

    TIME PROGRESSING

    Whenever the last Development card is drawn and

    resolved, regardless of what reason there is to this

    (discards counts as well) - time may progress within the

    game. Look at the icon depicted in the top left corner of

    the last card to be drawn to see whether time on the

    Playaid progresses one step (a sun), two steps (two suns),

    or not at all (a cloud). Then reshuffle the deck and

    continue as normal.

    Rope; grants safe passage through the Footbridge tile.

    Cannot be lost.

    Potion; drink to regain 3 Health Points. One use only.

    Key; unlocks any one door and/or portcullis. One use

    only.Torch; emerge from the Catacombs through any Stair tile

    you choose. Cannot be lost.

    Plate gloves; grants the wearer +1 Strength. Cannot be

    lost.

    Elven boots; grants the wearer +1 Agility. Cannot be lost.

    Amulets and Rings are the most powerful items available

    in the game and therefore not very easily obtained.

    Whenever you manage to find one of these ornaments -

    shuffle the two cards available and randomly draw one of

    them.

    CATACOMBS

    Whenever you find yourself in the catacombs and do not

    have a torch, discard a Development card for each turn

    that passes rather than resolving it - but first look at the

    number in the lower left corner of that card. If there is a

    Stair tile which corresponds to the number shown, then

    you find a way out and emerge here (but do not draw

    another Development card, you have no encounter). If

    not, then you lose 1 Health Point as you stumble around

    helplessly.

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    injuring you for 1 Health Point. You may make as many

    attempts getting through the rubble as you want.

    Footbridge; passing through this tile requires a great

    sense of balance not to fall into the abyss beneath. Afterresolving the Development card, pass an Agility test to

    make your way to the other side of the room. Failure

    means that your weight suddenly tips over and you crash

    down into the darkness - taking 2 Health Points as you

    land.

    Furthermore, you are now lost in the Catacombs.

    Stairs; two tiles contains stairs which leads in and out

    from the Catacombs. The number is used for when trying

    to find your way around in the darkness (unless you have

    a torch).

    Treasure Chamber; for as long as you remain in this

    room, discard a Development card for each turn rather

    than resolving it, and then pick one of the five Dragon

    Cards to see whether you manage to steal some treasure

    unnoticed or if the dragon wakes up.

    You may not re-enter this tile once the dragon has

    awakened (if you are still alive at this point).

    ITEMS

    Here's a complete list of usable items within the game

    and their purpose:

    Each time this happens, your character recovers 1 Health

    Point from resting up.

    MONSTERS

    Although most of the castle's foul residents are sleepingduring this time of the day, some can still be found

    wandering the halls. Not everyone will attack you on

    sight though; whenever you have the opportunity to

    "turn back", you may discard a Development card instead

    of attacking and move back to where you came from.

    Note: If there's a portcullis or door between your current

    position and the tile that you arrived from, then you

    cannot escape - even if you have a key.

    COMBATWhenever you are forced or choose to fight a monster, a

    game of rock-paper-scissor begins. Pick an attack out of

    these three: Sweep, Slash, Stab. Then use the Random

    Attack Table at the back of this rule book to see what

    your opponent does.

    Sweep beats Slash

    Slash beats Stab

    Stab beats Sweep

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    Every successful attack inflicts one wound on you or your

    opponent. If you both pick the same attack, that round is

    a draw.

    Combat will continue like this until either one of youdrops dead, or you may choose to discard a card to flee

    after three rounds of combat. You may only escape back

    to where you came from. If that route is blocked by a

    door or portcullis, you cannot flee from combat.

    Consult the Monster Chart below to see how many

    Health Points each monster has:

    Drow 1HP

    Giant Spider 1HP

    Skeleton 2HPOrc 2HP

    Wraith 3HP

    Werewolf 3HP

    Vampire 3HP

    Minotaur 4HP

    TESTS

    Whenever you are asked to make a test against a certain

    attribute (Strength or Agility), draw the next

    Development card and look at the number in the lower

    left corner of the card. As long as it's lower than the

    attribute that you're testing against, you succeed at

    whatever it is that you're doing.

    DOORS AND PORTCULLISES

    Whenever you enter a tile that has a door or portcullis

    depicted on it, you may either spend a key to open it or,

    if you lack this piece of equipment, pick the door lock or

    lift the portcullis and walk through it.

    To picklock a door, make a test against your Agility.

    To lift a portcullis, make a test against your Strength.

    Two doors or portcullises that are back to back counts as

    only one obstacle, thus they only require one key to open

    or one test against the corresponding attribute.

    Note: Every door and portcullis passed through is locked

    once you've moved through it.

    SPECIAL TILES

    Apart from the usual rooms and corridors where nothing

    but the event on the current Developer Cards occur,

    some tiles work a little differently and have their own

    rules.

    Pile of rubble; passing through this tile requires some

    brute force to get through all the junk inside the room.

    After resolving the Development card, pass a Strength

    test to make your way out of the room (pick any exit).

    Failure means that something heavy knocks you over -