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Dungeon Crawl Draft



Dang, it's getting drafty in here!  Once again, I welcome any and 
all questions, suggestions, and comments.

Thanks,
James

__________

DUNGEON CRAWL
a game for the piecepack
(v 1.0b, 8 May 2001)

Copyright (C) 2001 by James Kyle and Paul Shope

2 to 4 players
45 minutes


SUMMARY
	After building the dungeon, players move their characters 
(pawns) about the dungeon seeking treasure (crown coins).  
Monsterous denizens (moon coins) and deadly traps (sun coins) 
pose hazards which may cause damage (value-up coins in 
player's holdings), but defeating these challenges earns 
experience useful for later encounters (suit-up coins in player's 
holdings).  Players may also attack each other in an attempt to 
steal treasure or equipment (arms coins).  Once the final 
treasure has been found, the game ends, and the player with the 
highest total value in treasure wins.

SETUP
	Shuffle all tiles, face-down, and deal them evenly to the players.  
Shuffle all coins, value-side up, and deal them evenly to the 
players.  Give each player a die.  Roll to see who will begin 
dungeon building.
	The first player places a tile face-down in the middle of the table, 
then takes all four pawns and places them on the line segments 
between the spaces of the tiles (one per segment).  Then, 
starting with the second player, take turns placing tiles face 
down in the following manner:
1) Turn over the tile and match its color to one of the pawns on 
the first tile played, noting which edge of the tile the pawn is on.
2) Place the tile, face-down, adjacent to the last tile placed, on 
the against the edge of the last tile placed that corresponds to 
the matching colored pawn.
3) If there is already a tile in the place determined by this 
method, place the tile anywhere along the edge furthest from the 
first tile played, in the direction that corresponds to the matching 
colored pawn.
4) After placing the tile, choose one of your coins and place it, 
value-side up, on the tile in the space closest to you (each player 
should be placing coins in different corners of tiles).
	After all tiles and coins have been placed in this way, you will 
have a randomized dungeon layout with one coin on each tile.
	Starting with the player who layed the first tile, take turns placing 
the pawn of the player to your left (which matches the color of that 
player's die) at an "entrance".  An entrance is any empty space 
on an edge farthest from the first tile placed in any of the four 
cardinal directions.  In other words, if the dungeon were 
enclosed in a rectangle that expanded each time a tile was 
added, an entrance is any empty space that touches that 
rectangle.
	Once all players' pawns are placed, discard any extra pawns 
and begin play starting with the player that laid the first tile during 
dungeon building.

PLAY
	Take turns (following the turn sequence) until all six treasures 
have been found.

GAME END AND WINNING
	The game ends as soon as the sixth treasure is revealed.  All 
players then reveal their treasure values.  The player with the 
highest total treasure value wins.  In the event of a tie, the player 
among those tied that has the single most valuable treasure 
wins.

TURN SEQUENCE
	On your turn, you may move your character (if desired).  If your 
character lands on a coin, reveal the coin's suit and react 
accordingly.  If your character does not land on a coin, but lands 
in a space adjacent to another character, you may attack that 
other character.

MOVEMENT
	Characters can move as many spaces as desired in a straight 
line in any direction (like a queen in chess).  A character must 
stop if it reaches a space containing a coin.  A character may not 
pass over another character.

SPRINGING A TRAP (Suns)
	When you land on a trap, first decide how much, if any, trap 
experience you will spend.  Discard one sun coin for each 
experience you wish to spend.  Then, roll the die and add one 
point per experience spent.
	If the result is greater than the trap's value, you have 
successfully disarmed the trap; place the coin suit-up in your 
holdings (in front of you), as it is now a point of trap experience.
	If your die roll (modified by experience spent) is not greater than 
the trap's value, then you fell for the trap and are injured by it; 
collect the coin and place the coin value-up in your holdings, as it 
is now damage equal to the trap's value.

FIGHTING A MONSTER (Moons)
	When you land on a monster, first decide how much, if any, 
monster experience you will spend.  Discard one moon coin for 
each experience you wish to spend.  Then, roll the die and add 
one point per experience spent.
	If the result is greater than the monster's value, you have 
successfully defeated the monster; place the coin suit-up in your 
holdings (in front of you), as it is now a point of monster 
experience.
	If your die roll (modified by experience spent) is not greater than 
the monster's value, then the monster injured you before fleeing; 
collect the coin and place the coin value-up in your holdings, as it 
is now damage equal to the monster's value.

FINDING TREASURE (Crowns)
	When you land on a treasure, make sure all players have seen 
its value, then place the coin suit-up in your holdings.  You may 
look at the value of your own treasures whenever you wish.

FINDING EQUIPMENT (Arms)
	When you land on a piece of equipment, place the coin suit-up 
in your holdings, as it is now considered a point worth of 
equipment.  Equipment has two uses:  assistance in fighting 
other characters and diminishing of damage.

ATTACKING ANOTHER CHARACTER
	When one character attacks another, the attacker first decides 
how much equipment, if any, to spend, and discards one arms 
coin per equipment spent.  The defender then decides how 
much equipment, if any, to spend, and discards one arms coin 
per equipment spent.  Then, the players each roll their dice and 
add one point to their rolls for each point of equipment they 
spent.
	If the attacker's modified roll is not higher than the defender's, 
the attack fails and nothing results from the fight.
If the attacker's modified roll is higher than the defender's, the 
attack is successful.  A successful attacker may choose either a 
treasure (taken at random from the defender's holdings) or an 
equipment point (taken from the defender's holdings) as spoils.

DAMAGE
	Each time you suffer damage from a trap or monster, you may 
apply equipment to the damage.  For each point of equipment 
applied, you may ignore one point of damage.  To show that a 
point of equpiment has been applied toward avoiding damage, 
group the equipment with the value-up coins showing the 
damage.
	If at any point during the game you accumulate 10 or more 
points of damage (after modification for equipment), your 
character dies.

DYING	
	If you die, follow these steps:
1) Discard all of your experience.
2) Leave all of your armor and treasure stacked, value-side up, in 
the space in which you died.
3) Remove your character from the board.
	On your next turn, you may re-enter the game by placing your 
character at any entrance.  On the turn following, resume play as 
normal.
	Any player may pick the entire stack of armor and/or treasure you 
left behind by landing on it.

-end-