0, Wanted: Rules and Reference sheet. by D HELLCustom Wed Apr 6, am. 0. Wed Apr 6, am. by D HELLCustom. 0, Reference sheet. Dungeonquest Catacombs (Based on a BRIA AB expansion) allows players to explore the tunnels and catacombs below the dungeon within Dragonfire. The catacombs are only accessible from the lowest floor. or adjacent rooms, depending on your game rules), they can choose to trade items.

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A thousand years have passed since the evil rulfs T’Siraman fell, but men still fear to enter his dark fortress of Dragonfire Castle, which squats grim and brooding atop Wyrm’s Crag.

In the villages that huddle in its shadow, stories are whispered of the fabulous treasures which fill the castle’s dungeons, and of the things which guard them. Old men draw closer to their fires and tell of the noises which echo across the valley at night, when the castle seems to take on a malign life of its own. Few indeed return in daylight: The ruddy light of sunrise begins to burn off the autumn mist, and four pairs of eyes look toward the looming keep.

Four minds reflect on the villagers’ tales, and four hands tighten their grip on four weapons: Sir Rohan the Knight, with his shining armour and greatsword; Ulf GrimEand, the Barbarian from the far dungeinquest, with his huge double-headed axe; El-Adoran the Ranger, with his deadly longbow and forester’s shortsword; and Volrik the Brave, the swaggering Adventurer.

Only time will tell. Dungeonquest is a fantasy boardgame in which you play a hero braving the terrors of Dragonfire Castle. This hero is known as your character. There are four characters provided with the game, each with their own strengths and weaknesses, as shown on their Character Sheets.

Dungeonquest has been carefully balanced, so that each character has roughly the same chance of succeeding and surviving. The game may be played solo or with up to four players. Your task is to enter the dungeons beneath Dragonfire Castle. You must escape before the sun goes down; for after dark, the inhabitants of the castle become stronga, and no mortal could possibly survive. The basic playing principle of Dungeonquest is a simple one: If this square is empty, you draw a Room Tile and put it in the square, thus building up a map of the Dungeon as you play the game.

You then take a card from the top of the Room deck to see if there is a trap or monster there. If there was already a Room tile on the square to which you moved, you do not draw a Room tile, but still draw a Room card.

Of course, there are exceptions to this basic principle. Certain Rooms have special rules, and you follow these instead of taking a Room card.

Also, you may choose to search the room you are in instead of moving, in the hope of finding secret doors or hidden treasures. With skill and a bit of luck, your character will reach the Treasure Chamber, with its incalculable riches and its large.

Once there, you may try to take some of the treasure – but be very careful not to wake the Dragon! A game of Dungeonquest lasts for 26 turns. At the end of the 26th turn, night falls, and the player whose character got out of the dungeon with the most treasure is the winner.

It is better not to ask what happens to those characters who are still in the dungeon at nightfall Sometimes, no characters will survive.



All the players have lost, and Dragonfire Castle stands victorious on Wyrm’s Crag, awaiting the next group of fools and heroes. Each of these characteristics is rated with a number on the character sheet – the higher the better. During the game, the only characteristic that can change is Life Points LPs. The number of LPs your character has left must always be shown on the Life Point Track of your character sheet. At the start of the game, one of the plastic tokens is placed on the highest numbered space of the track.

When your characta loses LPs, the token is moved along the scale, to record his current score. So, for example, if you lose 3 LPs, move your token along 3 spaces. If the token reaches the space with the skull, your character is dead and you have lost the game. Remove your playing piece from the board and flip your character sheet over.

The other characteristics stay the same throughout the game – we’ll explain how they are used later on. It includes a track to show the number of arrows he has fired from his bow see rules section 8. So, whenever the rules tell you to roll D6, roll the six-sided dice, and when they tell you to roll D12, roll the twelve-sided dice.

Sometimes you must subtract a number from the dice score For example, if the rules tell you to roll D, roll the six-sided dice and subtract 3 from the number rolled.

Any results of less than 0 are treated as 0. Sometimes you will be told dungeknquest subtract a characteristic from a dice roll. For example, DArmour means roll a twelve-sided dice and subtract your character’s Armour score. You can look up important rules during play by using the index. During your first game you play, you will find yourself looking things up quite a lot.

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Don’t worry about this – after a couple of games you’ll hardly need to use the rulebook at all. The reference sheet has dugeonquest on how to use all the cards and tiles in the game. Whenever you draw a card or pick a tile, and you aren’t sure how it works, consult the reference sheet for a complete explanation.

See the Reference Sheet inbedded on this web page. Put the gameboard on the table, within easy reach of everyone. Put the black plastic token on the ‘0’ space of the track on dunveonquest right of the board, and put the yellow plastic token beside the board for now.

Shuffle each deck and place it beside catscombs board, face-down. Sort the 15 Monster Combat counters into five sets of three and place them beside the board. Next, each player rolls the D The player who rolls highest re-roll in the event of a tie is known as the First Player.

This will be important throughout the game. The player on his left does the same, and so on until each player has a Character Sheet, playing dubgeonquest and set of Combat counters. The last player to take a Character chooses one of the four Magic Ring counters.

The player on his right then takes one, and so on until each player has a Magical Ring counter. Note that the First Player is always the last to take a Magical Ring counter. The properties of the Magical Rings are explained on the reference sheet.

Each player puts one of the blue plastic tokens in the highest-numbered box of the Life Points Track on his Character Sheet. The First Player puts his playing piece in one of the four Tower rooms at the corners of the board. The player on his left does the same, and so on until all the playing pieces are on the board. No two pieces may start the game in the same Tower Room. A game of Dungeonquest lasts for a maximum of 26 rounds.


Each round follows this sequence:. The yellow token is moved one space along the Sun Track by the First Player. In the first round of the game, it is moved onto the orange space on the Sun Track.

The First Player takes a turn. The player on his left takes a turn, and so on until each player has taken a turn. At the beginning of each round, before taking his turn, the First Player moves the yellow counter one space along the Sun Track. As soon as the token reaches the skull, night falls, and any player whose character is still inside the castle has lost the game. On the first turn, each character starts in one of the Tower squares, and may move through either exit.

Full instructions for the Tower squares can be found on the Reference Sheet. Movement A character may only leave a square via one of the exits shown on the Room tile. If the destination square is empty, draw a Room tile from the box and place it in the square Section 6 contains full details on how this works. If the destination square already contains a Room tile there must be an entrance lining up with the exit, see example 1.

Also, you may never move into a room which is occupied by another character, unless you are moving to the Treasure Chamber.

Project 4: Dungeon Quest – Department of Information Technology – Uppsala University

Searching Instead of moving to an adjacent square you may search the one you are in for Secret Doors or hidden treasure To search a Room, simply draw the top card from the Search deck and follow its instructions. You may search a room twice on successive turns if you wish.

After you have searched a room twice you must move on the next turn. If you return to the same room later, you may search it again, for cqtacombs to two successive turns. The following rooms may not be searched: Once a character has moved or searched, the player’s turn ends. A character may not move and search in the same turn. Due to the instructions on a card; B. If you cannot move to an adjacent square for any reason, and have already spent dungeonqusst turns searching the square you are in; C.

Room tiles are either Normal or Special. Normal tiles have a white Entry Arrow, and special tiles have a coloured Entry Arrow red, yellow, blue green, orange white or purple. Dungeonuqest are allowed to move on to squares that already contain a Room Tile. In this case, you do not draw a new Tile for the square, but simply follow the instructions for the Tile already there.

In other words, you ‘step over’ the arrow to enter the tile. Section 7 covers this topic. You may leave a Tile by moving through a Door. If the door through which you are moving lines up with a door on an adjacent tile you must draw two Door cards – you may only move to the next square if both cards say ‘Door Opens: If only one card says ‘Door Opens’, you must follow the instructions on the other.

This reference sheet contains detailed explanations of how to use the cards counters and tiles in the game.