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ISLAND OF D: DUNGEON OF D A SINGLE PLAYER DUNGEON-CRAWLING CARD GAME 1 . I N T R O D U C T I O N The Black Knight’s plans were set back by the Hero's success in Dawn, and it took longer for him to organize his minions. But the time has come at last and the Great War has begun! Backed up by a very strong Dark Magic, the Black Knight commands a huge army of Greenskins, (including the fierce Goblorcs), Unnatural Beasts, Ice Monsters and even the Undead. The worst part is the Light Sword's new power -- the Black Knight now can heal his minions around him, including himself, in seconds! The massive horde approaches from the west, swiftly heading to the capital of D, and in a very short time three castles have fallen to his hands. Once again the situation seems hopeless and the King of D has called upon 18 legendary heroes to gather in the Dungeon of D, deep in the Forest of D to the south, where legend says that centuries ago the Great Wizard of D hid the Amulet of D'eugor. It is believed that only the legendary Amulet of D'eugor can nullify the Light Sword’s power. Unfortunately, the Black Knight knew about the legend also, and so he placed a very strong magical barrier on the entrance to prevent anyone from entering. Luckily, the King has also summoned Daryn and Derek. They can combine their magical abilities to open the barrier for a very short time, allowing just one person to enter the dungeon. But even with their combined power, they can only do this once every three hours. So, one by one the 18 heroes enter the dungeon, hoping to find the Amulet of D'eugor and survive to exit the dungeon. So far no one has returned… and you are hero number 18, the last person to enter the dungeon. Daryn looks into your eyes before you enter the crack in the barrier. "Please, you are our last hope…" You nod a little, and then jump in…. 2 . T H E M I S S I O N Get out of the dungeon alive as rich as you can. And if you are able to, bring the Amulet of D’eugor!! Island of D: Dungeon of D 1/15

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ISLAND OF D:

DUNGEON OF D A SINGLE PLAYER DUNGEON-CRAWLING CARD GAME

1 . I N T R O D U C T I O N

The Black Knight’s plans were set back by the Hero's success in Dawn, and it took

longer for him to organize his minions. But the time has come at last and the Great War

has begun! Backed up by a very strong Dark Magic, the Black Knight commands a huge

army of Greenskins, (including the fierce Goblorcs), Unnatural Beasts, Ice Monsters and

even the Undead. The worst part is the Light Sword's new power -- the Black Knight now

can heal his minions around him, including himself, in seconds!

The massive horde approaches from the west, swiftly heading to the capital of D,

and in a very short time three castles have fallen to his hands. Once again the situation

seems hopeless and the King of D has called upon 18 legendary heroes to gather in the

Dungeon of D, deep in the Forest of D to the south, where legend says that centuries ago

the Great Wizard of D hid the Amulet of D'eugor. It is believed that only the legendary

Amulet of D'eugor can nullify the Light Sword’s power. Unfortunately, the Black Knight

knew about the legend also, and so he placed a very strong magical barrier on the entrance

to prevent anyone from entering.

Luckily, the King has also summoned Daryn and Derek. They can combine their magical

abilities to open the barrier for a very short time, allowing just one person to enter the

dungeon. But even with their combined power, they can only do this once every three

hours. So, one by one the 18 heroes enter the dungeon, hoping to find the Amulet of

D'eugor and survive to exit the dungeon. So far no one has returned… and you are hero

number 18, the last person to enter the dungeon. Daryn looks into your eyes before you

enter the crack in the barrier. "Please, you are our last hope…" You nod a little, and then

jump in….

2 . T H E M I S S I O N

Get out of the dungeon alive as rich as you can. And if you are able to, bring the Amulet of

D’eugor!!

Island of D: Dungeon of D 1/15

3 . T H E C A R D S ( 9 4 C A RD S )

• 40 Power Cards

• 18 Room Cards + 1 Special Room: Pit of Darkness Card

• 18 Character Cards

• 4 Monsters Cards

• 3 Upgrade Cards

• 2 Gold Cards

• 1 Poisoned! Card

• 1 Amulet of D’eugor Card

• 1 Fruits Card

• 1 Arrows Card

• 1 Level Card

• 1 Ending Card (You Lose / You Survive)

• 2 Rules Reminder Cards

• You will also need 1 Token for your Character

PS: After you win the game you will receive a replacement Amulet D’eugor card with the

You Win side on the back.

3 . 1 . A B O U T T H E C A R D S: C H A R A C T E R C A R D S

The Character Cards are used:

- As Characters (to represent your Character and the Characters you meet in your

journey).

- As Skill Cards (you will learn Skills throughout your adventure).

You can learn X+1 Skills (including your original Skill), where X=your INT.

Example: at the beginning of the game you have 1 Skill (your original Skill) and your INT=0,

so you can’t learn any new Skill.

If at any time you learn more Skills than allowed, immediately discard Skill(s) until the

condition above is met. You may discard any Skills anytime (put that discarded Character

Card face down at the bottom of the Character Deck), but (of course!) you may not discard

your original Skill.

If you MEET another Character during your journey, draw a card from the Character Deck.

If you want to learn that Character’s Skill (and you are allowed to do so) place the card

under your Character Card. Otherwise, put the card at the bottom of the Character Deck.

When you MEET a Character in the Dungeon, the Character you meet is in a very bad

condition. That Character can teach you his/her Skill but cannot continue his/her journey at

all.

3 . 2 . A B O U T T H E C A R D S: P O I S O N E D ! / U P G R A D E / A M U L E T

The Poisoned! Card is used when you are poisoned; put it above the Character Card.

The Upgrade Cards are used when you upgrade your Character (you can do this in certain

Rooms), to a maximum of +4 for each of your STR / AGL/ INT stats. When upgrading, you

must do it consecutively. Example: your STR=1, INT=3 and AGL=4. You cannot Upgrade

your STR straight to 3 but must Upgrade to STR=2 first, then to STR=3.

Island of D: Dungeon of D 2/15

When you have the Amulet of D’eugor, put it on the far left of your Character Card (you

don’t store this Amulet in your Inventory).

3 . 3 . A B O U T T H E C A R D S: P O W E R C A R D S

There are 4 types of Power Cards: (STR), (INT), (AGL) and (MOV).

Each type can have a Power of 1-5.

There are 2 sets of Power Cards, so there are (4 types x 5 Power) x2 sets=40 Power Cards.

Example: meanings of symbols:

: Any MOV Power Card

: Any INT Power Card

: STR Power Card with Power=4

The main use for Power Cards is to represent your HP (Health Points): your HP equals the

number of Power Cards in your hand. Example: 4 cards in your hand means HP=4.

Your maximum HP is 9 (nine). At any time your HP cannot exceed your HP max. If you do,

immediately discard any cards from your hand until your HP=your HP max.

If at any time (and by any means) your HP=0 (you have no Power Cards in your hand), you

immediately lose the game.

There are 5 parts in a Power Card: Power, Monster, Item, Special Item and Potion part.

The Power (number in top left) is used as an Effort Card (in a Test / Combat) and used as

many kinds of random number throughout the game.

The Monster part is used only when you meet a Wandering Monster when you MOVE.

The Item, Special Item and Potion parts are used to represent Item, Special Item or Potion

you get during your adventure. If at any time you get Item/Special Item/Potion, draw 1

Power Card then look at the corresponding part.

Some Special Items are Unique; you may have only one each (if you have a duplicate,

immediately discard the last one).

Island of D: Dungeon of D 3/15

KE YWORD S CON NE CTE D WIT H POWE R CA RD S:

LOSE X HP = Discard X Power Cards (of your choice) from your hand to the Discard Pile.

HEAL X HP = Draw X Power Card from the Power Deck into your hand.

CHECK1 = Draw 1 Power Card from the Power Deck, check the Power of that card (number

on the top left), then place it on the Discard Pile.

GUESS1= Speak (guess) a number between 1 and 5 then CHECK1. Compare the result of

the CHECK1 to your guess.

Example:

“GUESS1, if your guess is wrong the monster is defeated.” (Special Item Holy Water)

You speak a number between 1-5: “four!” Then draw 1 card put it on the Discard Pile, the

Power is 4. So your guess is right (4 = 4), the monster is unharmed.

POTION S

If at any time during your adventure you get a Potion, the Potion always comes

unidentified (use the back of Power Card so you don’t know what kind of Potion it is). To

see what kind of Potion it is you must DETECT that Potion first (certain Skill / Room / Item /

Special Item allow you to do that).

DETECT 1 POTION: Flip a Potion you have so you know what’s inside the Potion.

You may drink (discard) an unidentified (prepare for the result, good or bad!) or an

identified Potion only at the beginning / end of a Turn / Test / Combat / Melee.

You cannot drink a Potion as a reaction to prevent the loss of your last HP.

3 . 4 . A B O U T T H E C A R D S: I T E M S , F R U I T S A N D A R R O W S C A R D S

Items (including Fruits and Arrows), Potions and Special Items are placed in your Inventory.

Your Inventory has 8 (eight) slots and each slot can hold 1 card (so 4 Fruits fills only 1 slot).

You may discard Items/ Special Items/Potions from your Inventory anytime.

Whenever you get a Fruit or an Arrow, adjust the Fruits Card or the Arrows Card. At

maximum you may bring Fruits and Arrows according to the cards (max 4 each).

Note: Arrows, Magic Arrows and Vampiric Arrows are all arrows but count as different

Items (it means you may bring, for example, 4 Arrows, 2 Magic Arrows and 3 Vampiric

Arrows)

Island of D: Dungeon of D 4/15

3 . 5 . A B O U T T H E C A R D S: R E S O U R C E ( G O L D ) C A R D S

The Resource Cards are used to count how many (Resource Points) you have. At

maximum you may have 79 Resource Points.

This Resource Points represent the experience and the gold you get during your adventure.

3 . 6 . A B O U T T H E C A R D S: L E V E L A N D M O N S T E R C A R D S

The Level Card represents how deep you are in the dungeon. Each Level contains 4

different Monsters: set up all 4 Monster Cards according to the Level Card.

If at any time you Combat a Monster, slide down the corresponding Monster Card. Then

after the Combat ends, slide the Monster Card back.

Each Level contains an amount of . This amount of is used in some Test symbols,

Resource Points symbols and in certain Monster’s Curse special abilities.

Island of D: Dungeon of D 5/15

3 . 7 . A B O U T T H E C A R D S: R O O M C A R D S

Your Character will move around in revealed (picture side up) Room Cards.

The Special Room: Pit of Darkness is only used in Level 8 of the Dungeon.

In Room Cards, if there is a “+” in the Resource Points symbol or in the Test symbol it

means: add the number with the number of for this Level (see the Level Card).

Example: you’re in the PECULIAR SHOP in Level 3. The price for 1 Potion is . Since

Level 3 has , the price of the potion is actually .

3 . 8 . A B O U T T H E C A R D S: E N D I N G A N D R U L E S R E M I N D E R C A R D S

When you lose or survive the dungeon see the Ending Card (see 6. Winning and Losing).

The Rules Reminder Cards are used as a reminder for the important rules.

Island of D: Dungeon of D 6/15

4 . S E T U P

1. Shuffle all the Character Cards: this is the Character Deck. Draw 1 Character Card: this

is your Character.

2. Adjust the Resource Cards (you have ) and you have 2 Fruits in your Inventory.

3. Shuffle all the Power Cards: this is the Power Deck. Draw 9 Power Cards, this is your

hand (your HP=9).

4. HERO’S BLESSING: You may do this only once: you may discard any number of power

cards from your hand, and then redraw an equal number of cards.

5. Place the Ending, Rules Reminder, Special Room: Pit of Darkness, Arrows, Poisoned!,

Amulet of D’eugor and Upgrade cards on the Unused Cards place.

6. Setup Dungeon Level for level 1 (see 4.1.)

DISC AR D PIL E

When you discard any Power Card (including when you are discarding an Item / Special

Item / drink a Potion), put it face up on the Discard Pile.

You may not check the cards in the Discard Pile (only the top card is visible).

4 . 1 . S E T U P D U N G E O N L E V E L

1. Prepare the Level Card and the 4 Monsters Cards according to the Level.

2. Separate the Mystic Portal Room then shuffle the other 17 Room Cards

(remember: do not include the Special Room Card)

3. If this is Level 1-7:

- Take 8 Room Cards (face down) then put the Mystic Portal Room in the

middle, and shuffle these 9 Room Cards again. This is the Room Deck

used in this Level.

- The other 9 Room Cards are called Unused Room Cards, put it face

down horizontally below the Room Deck (see the Diagram below).

If this is Level 8:

- Take 7 Room Cards (face down) then put the Mystic Portal Room and

the Special Room: Pit of Darkness in the middle then shuffle. This is the

Room Deck used in Level 8.

- The other 10 Room Cards are called Unused Room Cards, put them face

down horizontally below the Room Deck (see the Diagram below).

4. Draw 1 Room Card and place your Character Token on that card. You are

teleported to that Room (if the Room has ((A)), you have to do that Automatic

Action immediately, see 5.2. Game play: DO ACTION)

Note: this way, the Room Deck always contains 9 cards, and always contains the Mystic

Portal Room somewhere inside.

Note: the Special Room: Pit of Darkness Card always put on the Unused Cards place. The

only time this card is used is in Setup Dungeon Level 8.

Island of D: Dungeon of D 7/15

5 . G A M E P L A Y

This game is played in Turns. You take Turns until you win or lose the game.

There are 3 things you can do for each Turn (choose one for each Turn, then begin another

Turn): REST / DO ACTION / MOVE

5 . 1 . G A M E P L A Y : R E S T

You may not choose to REST if you have no Fruit left.

TO REST:

1. Subtract your Fruit by 1(if your Fruit=0 then put the Fruit Card to the Unused

Card place)

2. You may discard any number of Power Cards from your hand (remember: always

leave at least 1 card in your hand!).

3. You may draw Power Cards until your HP = (your max HP - the Room’s Danger

Level). Note: your HP max is 9.

4. Shuffle the Discard Pile and the Power Deck together.

Example: your HP= 3 in a Room with Danger Level = 2 (if you choose to REST here, you can

draw until your HP=9-2=7). You choose to REST here, then choose to discard 2 cards from

your hand (your HP=1), it means you may draw 6 more cards (so your HP=7).

Example: your HP=6 in a Room with Danger Level = 4 (if you REST here, you may draw until

your HP= 9-4=5). If you choose to REST here & discard no card, you may draw no cards. (If

you want to draw card(s) you must first discard 2 or more cards, then draw until your

HP=5).

5 . 2 . G A M E P L A Y : D O AC T I O N

Your Room will contain one or more Action symbols (A). You may choose to DO one of the

available Action(s): put the Character Token pointing to the chosen Action then follow the

instructions in that chosen Action. Sometimes an Action contains a Combat or a Test (INT

or AGL ), see 5.4. A Combat and 5.5 A Test.

Note: ((A)) is the symbol for Automatic Action. You only DO this Action when you MOVE or

are teleported into that Room (see Teleport in 5.3. Game Play: MOVE).

In some Rooms (Mystic Portal, Dark Storeroom, Guardian Monster, Steep Chasm and

Boulder Trap Rooms) there’s an Action that can only be done if you’re in a specific Level of

Dungeon.

- (A ≥ 3) means you can DO this Action only if you’re in Dungeon level 3-8.

- (A ≥ 5) means you can DO this Action only if you’re in Dungeon level 5-8.

- (A < 8) means you can DO this Action only if you’re in Dungeon level 1-7.

In some Rooms (Steep Chasm, Large Chest and Pit of Darkness Rooms), there’s a

Continuous Action (there’s a ‘+’ symbol for each Action following the first Action). Unless

stated otherwise, you must continue taking those continuous Actions (until the last ‘+’

Action).

Remember: whenever you DO a continuous Action, always start from the beginning Action!

Example: In the Large Chest Room, you choose to DO the Action:

It’s an INT 7+ Test . You L (lose) the Test (LOSE 1 HP but you manage to

open the chest!). Inside the Chest you find (the result of CHECK1 is 1) an Item:

draw 1 card again (see the Item part); it’s a Lantern, put in your Inventory. End

the Turn.

Example: In Level 6, you have 1 Rope. You DO Action in the Steep Chasm Room:

It’s , but you L (Lose) the Test (fail to climb), end the Turn. On the next

Turn you DO the Action again, this time you W (Win) the Test: get the Special

Item and . Then you have to go down, . You L the Test: LOSE 1 HP

(Ouch!), end the Turn.

Example: you enter the Pit of Darkness:

It’s , and you W the Test. Then , you L the Test. You try again and

LOSE 1 HP again. The third try you (at last!) W the Test then Combat the Ice

Dragon. You decide to Run Away in the Combat, this ends your Turn.

On the next Turn, you REST. Then on the following Turn, you try to enter the Pit

of Darkness again, , and so on

Island of D: Dungeon of D 8/15

5 . 3 . G A M E P L A Y : M O V E

1. Choose 1 Power Card from your hand then put that card on the Wandering Monster

place (see Diagram in 4. Setup). If you meet a Wandering Monster, this will determine

the Wandering Monster you will Combat (see the Monster part of the Power Card).

2. BONUS CARD: if the card you play is (a MOV card), draw 1 card from the Power

Deck then add it to your hand...

3. Choose which direction you want to move (no diagonal move). If your chosen

direction has no Room Card (called an unrevealed Room), draw 1 Room Card (from

the Room Deck) then put that card face up (so you can read the text) in that direction.

You may not choose to move to an unrevealed Room if there’s no cards left in the

Room Deck.

4. Move your Character Token to the new Room (on your chosen direction as above).

5. CHECK FOR WANDERING MONSTER: CHECK1:

If the result > the Danger Level of your (new) Room:

- You meet no Wandering Monster.

- Put the Wandering Monster Card to the Discard Pile.

If the result ≤ the Danger Level of your (new) Room:

- You meet a Wandering Monster!

- Put the Wandering Monster Card to the Discard Pile.

- Combat the Monster (see 5.4. A Combat).

6. If in the (new) Room there’s an Automatic Action ((A)), you must DO that Action

immediately.

Example: To MOVE, you play in the Wandering Monster place (you get the Bonus Card

because you use ). The (new) Room has Danger Level=2 and the CHECK1 result is 2, it

means you meet the Wandering Monster! Since this is Level 1, you will Combat an Orc.

Hint: the dungeon has a bad magical aura - you will lose HP frequently as you travel

between Rooms, so it is important to keep looking at your HP and choose the best Room to

REST.

TE L E PORT

When you are teleported to a Room, put your Character Token to the destination Room

and you are immediately ‘come’ to that Room (do not check for wandering monster) then

end your Turn. But if there’s an ((A)) Action in that (new) Room, you must immediately DO

that Action first before ending your Turn.

Island of D: Dungeon of D 9/15

5 . 4 . A C O M B A T

Slide down the corresponding Monster Card you will Combat, then begin the Combat!

At the beginning of a Combat, you must choose to Run Away or to Fight:

A. RUN AW AY:

Discard any number of Power Cards with total Power + your INT ≥ the Monster’s

INT. Slide the Monster Card back. The Combat ends (you lose the Combat).

B. FIGH T:

You may make 1 (one) round of Ranged Attack (only if you have an Arrow or

Magic Arrow or Vampiric Arrow) and after that 1 (one) round of Melee.

RA NGE D A TT ACK:

1. Subtract 1 Arrow (if your Arrow=0 then put the Arrows Card to the

Unused Card place) or discard 1 Magic Arrow or discard 1 Vampiric

Arrow.

2. CHECK1:

If the result + your AGL ≥ the Monster’s AGL:

- You have defeated the Monster!

- You get the Monster’s , and then slide the Monster

Card back. The Combat ends. (You win the Combat).

If the result + your AGL < the Monster’s AGL: it’s a miss! Continue to

Melee.

M E L E E :

1. Play 1 Power Card from your hand in the Effort Card place (see Diagram

in 4. Setup), this card is called your First Effort Card.

2. BONUS CARD: If your First Effort Card is , draw 1 card from the

Power Deck then add it to your hand.

3. Draw 1 card from the Power Deck (this is your Second Effort Card) then

put it together with your First Effort Card and add the Powers together.

4. If you’re Effort Cards total Power + your STR ≥ the Monster’s STR:

- You have defeated the Monster!

- You get the Monster’s then slide the Monster Card

back.

- Put the Effort Cards in the Discard Pile. The Combat ends (you

win the Combat)

If your Effort Cards total power + your STR < the Monster’s STR:

- You lose this round of Melee then LOSE 1 HP.

- Put the Effort Cards in the Discard Pile.

- After this, you must repeat the Combat from the beginning

(choose to Run Away or to Fight).

Example: Your STR=0, AGL=1 and INT=1. You Combat a Skeleton.

To Run Away: since your INT=1 you have to discard any number of Power Cards with total

Power ≥ 2 (to defeat the Skeleton’s INT=3). It can be or or [ and ].

Suppose you choose to Fight and you have (only) 1 Arrow and want to use it. You discard

the Arrows Card (since you have zero Arrows now), and then the result of CHECK1 is 1!

Since 1 (your AGL) + 1 (the result of CHECK1) = 2 < 3 (the Skeleton’s AGL), you have missed!

Begin the Melee now:

1. You play as your First Effort Card

2. You get the Bonus Card (since you used )

3. Your Second Effort Card is .

4. Your total power is 3+3+0=6 < 7 (the Skeleton’s STR), you LOSE 1 HP.

Island of D: Dungeon of D 10/15

You choose to fight again (no Ranged Attack, straight to Melee):

1. You play as your First Effort Card

2. You do not get the Bonus Card (since you didn’t use )

3. Your Second Effort Card is .

4. Your total power is 2+5+0=7 ≥ 7 (the Skeleton’s STR), you have defeated the

Skeleton!

You get then check for the Skeleton’s Regenerate ability (see below).

5 . 4 . 1 . C O M B A T : M O N S T E R S P E C I A L A B I L I T I E S

FLYING (no special Rules)

SMART (no special Rules)

REGENERATE:

Right after this Monster is defeated (you get the as normal), immediately make a

Regenerate Check: GUESS1, if your guess is right the Monster regenerates: the Combat

does not end and you have to Combat the Monster again from the beginning (choose Run

Away / Fight). A Monster can regenerate many times, so be careful!

POISON:

If you lose a round of Melee against this Monster, you do not LOSE 1 HP but get the

Poisoned! Card instead.

STEAL:

If you lose a round of Melee against this Monster, you do not LOSE 1 HP but you lose

(discard) 1 Potion / Item (other than Fruits) / Special Item. If you don’t have any of those

things, you LOSE 1 HP instead. Note: the Monster cannot (and will not) steal your precious

Fruit!

CURSE:

If you lose a round of Melee against this Monster, you do not LOSE 1 HP but LOSE ,

where X= number of for this Level (see the Level Card). If you can’t, you LOSE 1 HP.

Example: you lose a round of Melee against a Vampire in Level 7 ( ). It means

you will lose . If you only have , it means you LOSE 1 HP instead (you still have

your ).

FA Q:

Q) I used Holy Water to successfully defeat a Vampire. Should I check for Regenerate?

A) Yes (Regenerate Check every time the Monster is defeated)

Q) I have (only) 3 Arrows and 2 Fruits in my Inventory. An Ice Devil wins a round of Melee.

Does the Monster steal all 3 or just 1 Arrow?

A) Just 1 Arrow.

Q) In Level 8 I DO Action in the Guardian Monster Room, so I Combat Monster #4 (an Ice

Dragon). I defeat the Monster (get ), but it regenerates. I defeat the Monster once

more (get again), but it regenerates again! Then I Run Away. Do I get the Special

Item?

A) No. Regenerate means: the Combat does not end / you are still in the Combat (even

though you get the ). So the end result is: you lose the Combat (because you run

away).

Island of D: Dungeon of D 11/15

5 . 5 . A T E S T ( I N T / A G L ) 5 . 6 . O T H E R K E Y W O R D S O N R O O M C A R D S

In a Test there’s a W (win) result and an L (lose) result.

If there’s a “+”on the Test symbol it means: add the Test difficulty (the number) with the

number of for this Level (see the Level Card).

Example: you’re in Level 3 and facing a Test, . Since Level 3 has , it means

A Test works similar to a Melee:

1. Put 1 Power Card from your hand in the Effort Card place

(see Diagram in 4. Setup): this is called your first Effort Card.

2. BONUS CARD: If your first Effort Card has the same type as the Test

( in , or In ), draw 1 card from the Power Deck then add it

in your hand.

3. Draw 1 card from the Power Deck (this is your second Effort Card) then put it

together with your first Effort Card, add the Powers together.

4. For :

- If the Effort Cards total Power + your AGL ≥ the Test difficulty,

You W this Test.

- If the Effort Cards total Power + your AGL < Test difficulty,

You L this Test.

For :

- If the Effort Cards total Power + your INT ≥ the Test difficulty,

You W this Test.

- If the Effort Cards total Power + your INT < Test difficulty,

You L this Test.

5. Put the Effort Cards in the Discard pile.

REVEAL X ROOM CARD : draw X Room Card from the Room Deck then put it face up on

any unrevealed & legal (no diagonal) space nearby an already revealed Room Card. You

may not REVEAL any Room card if the Room Deck is empty.

EXHAUST A ROOM : turn the Room Card 180 degree, then treat an Exhausted Room as a

normal Room but has NO Actions at all (no Action of any kinds).

Island of D: Dungeon of D 12/15

5 . 7 . T I M I N G 6 . W I N N I N G A N D L O S I N G

Since there are a lot of Skills, Items, Special Items and Potions, sometimes it can be difficult

to judge the result of your action. Here’s the concept for timing: FIFO (First in First Out).

FA Q:

Q) I defeat a Skeleton in a Combat then check for Regenerate, it regenerates! Can I use my

Silver Necklace now to cancel the Regenerate?

A) No, it’s too late. You must use the Silver Necklace before the Regenerate check. The

Skeleton already regenerates now, prepare for Combat again! (Don’t worry, you can

choose to Run Away).

Q) I’m in a Melee against a Giant Bat (STR=6). My STR=0 and my HP=2. I play a card,

so I have only 1 card left. Then I draw the Second Effort Card, ! I will lose the Melee

(as 3+2+0 < 6), but I have 1 Potion of Stamina and 1 Dagger. Can I use my Dagger so I can

win that Combat? Or drink my Potion of Stamina?

A) No and no. You can use the Dagger right after you play your first Effort Card (but before

drawing your second Effort Card). You can’t drink the Potion of Stamina because you

cannot drink a Potion as a reaction to prevent the loss of your last HP (see 3.3. Potions).

Q) I MOVE to the Storage Room. I don’t have a Lantern, can I Rest here first?

A) No, you have to immediately MOVE to another Room (you don’t have the chance to

Rest).

You lose the game if you lose your last card in your hand by any means (so you must always

have at least 1 card in your hand). If you lose, see the Ending card (the You Lose side).

If you can escape (teleport out of the Dungeon of D) alive, you win the game! There are

two kinds of winning:

- You escape without the Amulet of D’eugor. See the Survival Ending card.

- You escape with the Amulet of D’eugor! See the Epilogue

at www. jackdgames.com . Congratulations!

6 . 1 . S C O R I N G

Your score at the end of the game represent the wealth you gain after you exit the

dungeon alive.

If you lose = 0 VP

If you win = 5000 VP if you have the Amulet of D’eugor

+ [for each you have at the end of the game, 10 VP each]

+ [the total VP of your inventory: add the starred numbers below the Picture of

Items/ Special Items/ Potions]

+ [Dungeon Level x 100]

(If you’re cheating / using ‘take-back move’ ☺, the ‘Training Mode’ is activated and your

final score will be 0)

Example: you escape the Dungeon alive from Level 8. You have the Amulet of D’eugor,

, 1 Fruit and 2 unidentified Potions. So you’re final score will be: 5000 + 270 + 10 +

(2x10) + (8x100) = 6100 VP.

Fruits are very valuable inside the dungeon, but outside the dungeon, they are cheap. So,

why not bring a lot of Fruits to the dungeon? The magical barrier in the entrance (set by the

Black Knight) destroyed almost your entire inventory, and absorbed most of your power.

That’s why you start the game with almost nothing, and with STR = AGL = INT = 0)

Island of D: Dungeon of D 13/15

7 . P L A Y I N G T I P S

• If at any time you must draw a card from the Power Deck and there’s no card left in

the Power Deck, shuffle the Discard Pile first then put it in the Power Deck place.

• Don’t forget to use the Skills/Items/Potions/Special Items. If you forget to use them,

what has happened cannot be re-done (can’t take ‘take-back’ move).

• If you want to leave your game to continue later, always leave at the end of a Turn. So

when you start your game again, it’s the beginning of a Turn. It’s easier that way.

• In my experience, IOD games (including Dungeon of D) are not ‘one play win’ game.

It’s rare someone play the game once (even twice) and win the game (in DoD the ‘real

win’ is to escape from the Dungeon alive with the Amulet of D’eugor). Play the game,

learn the strategy. Practice makes perfect. Happy dungeon-crawling!

8 . F A Q

Q1) At the beginning of a Test / Combat / Melee, I drink an unidentified Potion, and it is a

Potion of Teleport. There’s no revealed HIDDEN DOOR Room. What happens?

A) Nothing. The Potion is wasted and you’re still in a Melee.

Q1+) If there’s a revealed HIDDEN DOOR Room. What happens?

A) The Test / Combat / Melee immediately ends (no effect for winning/losing because you

don’t win and you don’t lose), and you are teleported to your destination.

Q2) In a Melee, can I use the GRAPPLE (Wrestler’s Skill), the WEAPON MASTER (Dwarf’s

Skill), and use a Dagger to make my First Effort Card Power+3?

A) Yes (pity for your enemy!)

Q3) My HP=2. I choose to MOVE (I put on the Wandering Monster place) and (alas!) I

meet the monster. I have only 1 card left ( ). Can I use my last card as First Effort Card

in Melee (I will get a bonus card)?

A) Yes, but you lose the game immediately. You lose the game if you lose your last card in

your hand by any means.

Q4) I use the Elf Boots. Should I discard it?

A) No. Discard something when it says “discard” (Exception: when you drink a Potion, you

always discard it, explained in 3.3. Potions).

Q5) I drink the Potion of Perfume. I move to a Room with Danger Level=0. Do I meet the

Wandering Monster?

A) Yes. Because of the Potion, you don’t CHECK1 for the Wandering Monster, you meet

the monster immediately (smelling good in a stinky dungeon will attract unwanted

attention!)

Q6) I have 8 cards in my Inventory (including 1 Purple Leaf & 1 Drop of Honey). I get 1

Potion (unidentified). Can I drink Drop of Honey so I can put the new Potion in my

Inventory?

A) Yes. You may drink Drop of Honey at the beginning /end of a Turn/Test/Combat/ Melee.

(You always get a Potion/Item/Special Item at the end of a Turn/Test/Combat/ Melee)

Q6+) Or, can I use my Purple Leaf to DETECT my new Potion?

A) Yes (since you can use the Purple Leaf anytime). This way, you have 1 slot to store your

new identified Potion (thanks to the Purple Leaf).

Q7) How does STRUGGLE (Gladiator’s Skill) work?

A) In a Melee / Test if the Second Effort Card Power=3, before you add the Power (with

First Effort Card) you may change that card with from your hand.

Example: your HP=5. In a Test you play as the first Effort Card and the Second Effort

Card is . You have in your hand, and you use the Struggle Skill: you take the to

your hand and play as the new Second Effort Card. The end result: the Effort Cards

total Power is 2+4=6.

Q8) My HP=4 in a Melee against a Wright. I play (now my HP=3) then I use

Determination (Hobbit’s Skill). How many cards should I discard?

A) You lose half your HP = 3/2 = 1, 5 = 1 (rounded down). So you discard 1 Power Card.

Q9) I make a Ranged Attack using a Vampiric Arrow and at the end of the Ranged Attack, I

use RECYCLE (Ranger’s Skill). I will get 1 Arrow or 1 Vampiric Arrow?

A) Nice try ☺, but as stated in the Ranger Character Card: you (will) get 1 Arrow.

Q10) My STR=2. I want to upgrade to STR=4. How much should I pay?

A) You must first pay to upgrade to STR=3, then pay to upgrade to STR=4.

(The total you must pay is .)

Island of D: Dungeon of D 14/15

9 . C R E D I T S 9 . 1 P A R T I A L A R T I S T C R E D I T S

Everything about Jack Darwid Games:

www.jackdgames.com

Card art was culled from a variety of internet sources, and is attributed where possible.

Jack Darwid ([email protected]) – Original Author

Robin G ([email protected]) – Card and Manual Redesign

Version 1.1.3, July 2012

This game is FREE, but please give reviews / comments and rate DoD via BoardGameGeek DoD page: www.boardgamegeek.com/game/34639 . I need your feedback to make my next game better. Thanks!!

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Island of D: Dungeon of D 15/15