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Objective

The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.

Player's Turn

The adventurer roll all 7 party dices to determine his companions.

Monster Phase

  • Roll a number of dungeon dices equals to the level (up to 10) as the monsters.
  • Set aside all dragons: they cannot be rerolled.
  • The adventurer can use a scroll to reroll any number of party dices and dungeon dices.
  • The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.
  • The adventurer can use his hero's ability (specialty or ultimate ability).
  • If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.

Loot Phase

  • A thief or a champion can be used to open any number of chests. Other companions can only open a chest.
  • The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.
  • Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.

Dragon Phase

  • If there are 3 or more dragons in the lair, the dragon arrives.
  • A dragon needs 3 different types of companions to be defeated.
  • If the dragon is not defeated, the adventurer flees and gain no experience.
  • If the dragon is defeated, the adventurer gains a treasure and 1 experience.

Regroup Phase

  • The adventurer can choose between retire and seek glory.
  • If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.
  • If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.
  • If the level dice is at 10, the adventurer has cleared the dungeon and must retire.

Companions

  • A cleric can defeat a goblin, an ooze or any number of skeletons.
  • A fighter can defeat a skeleton, an ooze or any number of goblins.
  • A mage can defeat a goblin, a skeleton or any number of oozes.
  • A thief can defeat a monster or used to open any number of chests.
  • A champion can defeat any number of a type of monsters or open any number of chests.

Treasures

They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.

  • Vorpal Sword: Use as a fighter.
  • Talisman: Use as a cleric.
  • Scepter of Power: Use as a mage.
  • Thieves' Tools: Use as a thief.
  • Scroll: Use as a scroll.
  • Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.
  • Dragon Scales: Each pair is worth 2 additional experiences.
  • Elixir: Use as a potion.
  • Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon's lair.
  • Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.

Hero Powers

Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).

Basic Heros

  • Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)
  • Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)
  • Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)
  • Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)
  • Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)
  • Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)
  • Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)
  • Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon's lair (master ultimate)

Hero Pack 1

  • Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)
  • Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)
  • Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)
  • Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)
  • Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)
  • Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)
  • Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monster of any type (novice ultimate), discard 1 monster of each type (master ultimate)
  • Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)

Promo

  • Guild Leader/Guild Master: Start with 8 dices (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)
  • Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)

End of Game

The game ends after each player has had 3 delves. The player with the highest total experience is the winner! In the case of a tie, the tied player with the fewest treasure tokens is the winner. If still tied, the tied players rejoice in a shared victory.

When playing with solo mode. Play three rounds with the normal rules and go for the best score. Ranking of scores is as follows:

Points Title
0-15 Dragon fodder
16-23 Village Hero
24-29 Seasoned Explorer
30-34 Champion
35+ Hero of Ages