This is a documentation for Board Game Arena: play board games online !

Gamehelpdungeonrummy: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
No edit summary
 
Line 1: Line 1:
==Overview==
==Overview==


This is a Co-operative melding game where the Runs and Sets you create defeat monsters in a dungeon and activate special character abilities. Can your party of misfits defeat the final boss?
''Dungeon Rummy'' is like co-op canasta. A party of four heroes will venture into the forest to defeat dangerous monsters. They do this by creating sets and runs of cards, playing on each other's melds to make them stronger, then using the melds to defeat the bad guys. Can your party of misfits defeat the final boss?


==Mana==


==Turn==
Some cards have little diamonds on them. When these cards are used in a meld to attack a monster, mana is generated. How much depends on the character controlling the meld.


1. TAKE DAMAGE from the current monster for the amount of damage or effect shown on its top left.
==Heroes==


::~ If this kills you, then the game immediately ends in defeat!
There are always four heroes in the game, whether or not there are four players:


2. DRAW A CARD either blind from your deck or one from the graveyard.
{| class="wikitable" style="width:auto;" border="2"
|+ Heroes
|-
!| Name || Class || HP || Ability || Mana Cost
|-
| Lily || Barbarian || 30 || Shield - either prevent 1 damage to herself or absorb 2 damage targeted at another hero || 1 mana = 1 shield token
|-
| Bob || Mage || 15 || Draw - Choose a player to draw a card (from deck or graveyard) || 2 mana = 1 draw token
|-
| Oakie || Druid || 15 || Heal - Heal a hero 1 HP per token || 1 mana = 1 heal token
|-
| Milton || Bard || 15 || Wild - Changes any card to a wild. Note that the card cannot change suit/color and loses its mana || 3 mana = 1 wild token
|}


3. REFRESH BOOTS exhausted during your previous turn
If there are fewer than four players, the unused heroes become Companions. Companions are NPCs that have a meld space and a single card revealed from their deck. A player can use a boot token to play that card on a meld.  


4. PLAY/MOVE CARDS
==Overview==


::~ Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order
Each turn has the following phases:  


5. DISCARD 1 card from your hand to the Graveyard.
1. Monster attacks. Heroes and Companions take damage. Note that each monster has a different type of attack.  


::~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.
2. Draw a card from your deck or the graveyard.  


6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.
3. Take actions. The majority of the game takes place here, where you play cards on each other's melds, trying to create large melds to attack the monster. Also, the player can activate treasures or ability tokens.  


4. Discard a card from your hand to the graveyard, if able. If the graveyard contains 7 cards, 7 damage is distributed to the heroes, then all cards in the graveyard are moved to the trash.


==Play a Card==
If you have no cards in your hand at the end of your turn, draw 7 new ones from your deck.


RUNS/SEQUENCES
==Melds==


You can play a run/sequence of cards where Aces can either be high or low, but the same suit cannot be next to itself in the run however can occur multiple times e.g. red-green-red is ok, but red-red-green is not
You can either put cards down in a run/sequence or a set (cards of the same rank, but different suits/colors). Aces are either high or low. Two cards of the same suit/color can never be next to each other. e.g. red-green-red is ok, but red-red-green is not.


SETS
Sets cannot be more than 4 cards.
 
You can play a set/match where each card is of the same number but different suit, as such the highest set length is 4
 
BOOTS
 
You can exhaust a Boot to use a card from the top of another companion's deck (companions are NPCs that fill player slots when playing with fewer than 4 players)
 
WILDS
 
2's can be used as a 2 or Wild Number but retains its color. Sets and Runs can only contain a single wild ~ i.e. 1-2-3-2 is valid. If a 2 is already in a set/run, you can convert it to a Wild and move it within the same set/run without paying a boot.
 
 
===Activate Boots===
 
Exhaust 1 Boot to use the top card of another companion's deck (companions are NPCs that fill player slots when playing with fewer than 4 players)
 
Exhaust 1 Boot to move 1 card from one set/run to another
 
Exhaust 2 Boots to swap 2 cards in different sets/runs
 
 
==Activate Treasure==
 
Discard a Treasure card to use its effect


A meld can only contain 1 wild card (i.e., a card acting as a wild. If a {{card|'''2?'''|color=red}} is acting as a {{card|'''2'''|color=red}}, it doesn't count as a wild.)


==Attack==
==Attack==


If a set/run has at least 3 cards in it, it can be used to attack: Remove the set/run cards from the game and deal damage to the monster equal to the number of cards removed.  
Any meld with at least 3 cards in it can be used to attack. But some monsters can only be damaged under certain conditions.
 
::~ Be aware that some monsters can only be damaged if certain conditions are met!
 
If a run has at least 7 cards in it (a canasta), deal an extra 3 damage to the monster and gain 3 extra Mana.
 
SPECIAL ABILITIES: Total the diamond-shaped Mana symbols in the completed set/run plus any Canasta bonus entitled to. Gain that many Class tokens for the character whose play area the set/run was completed in. You may spend the tokens to activate the character's special ability. The tokens are stored on the character card until played. A character can never have more than 7 Class tokens.
 
If the monster has enough damage on it to defeat it, it is defeated, however some monsters have multiple phases with different health and/or conditions which must be defeated in order.
 
Monster cards show a number of treasure chests on the top right corner, which is how much Treasure is looted from them once finally defeated.
 
Note: Even if the  set/run does no damage, you can still attack ~ to clear your play area and gain more Mana and thus Class Tokens.
 
Also note that as this is just one action. It is possible to start more sets/runs after the Attack.
 
==Class Tokens==
 
BARBARIAN (red) can use a Shield Token to either prevent 1 incoming damage to itself OR transfer 2 damage meant for another character to itself instead. The barbarian has twice as much health as the other characters.
 
CLERIC (green) can use its Healing Tokens to remove damage from any character.
 
MAGE (yellow) can use its Draw Token to allow any character to draw a card from their deck or the Graveyard.
 
BARD (blue) can use its Wild Token to any card in hand, in play, or on top of a companion's deck. You can't use the mana on a card with a wild token on it, and a meld may not have two or more wilds.


Attacking with a meld of 7+ cards adds +3 bonus damage and +3 bonus mana


==Game End==
==Game End==


If a character dies, the players lose!
If any hero dies, the game is over the players lose. If the boss is defeated, the players win!
 
If the boss is defeated, the players win!

Latest revision as of 18:00, 4 February 2026

Overview

Dungeon Rummy is like co-op canasta. A party of four heroes will venture into the forest to defeat dangerous monsters. They do this by creating sets and runs of cards, playing on each other's melds to make them stronger, then using the melds to defeat the bad guys. Can your party of misfits defeat the final boss?

Mana

Some cards have little diamonds on them. When these cards are used in a meld to attack a monster, mana is generated. How much depends on the character controlling the meld.

Heroes

There are always four heroes in the game, whether or not there are four players:

Heroes
Name Class HP Ability Mana Cost
Lily Barbarian 30 Shield - either prevent 1 damage to herself or absorb 2 damage targeted at another hero 1 mana = 1 shield token
Bob Mage 15 Draw - Choose a player to draw a card (from deck or graveyard) 2 mana = 1 draw token
Oakie Druid 15 Heal - Heal a hero 1 HP per token 1 mana = 1 heal token
Milton Bard 15 Wild - Changes any card to a wild. Note that the card cannot change suit/color and loses its mana 3 mana = 1 wild token

If there are fewer than four players, the unused heroes become Companions. Companions are NPCs that have a meld space and a single card revealed from their deck. A player can use a boot token to play that card on a meld.

Overview

Each turn has the following phases:

1. Monster attacks. Heroes and Companions take damage. Note that each monster has a different type of attack.

2. Draw a card from your deck or the graveyard.

3. Take actions. The majority of the game takes place here, where you play cards on each other's melds, trying to create large melds to attack the monster. Also, the player can activate treasures or ability tokens.

4. Discard a card from your hand to the graveyard, if able. If the graveyard contains 7 cards, 7 damage is distributed to the heroes, then all cards in the graveyard are moved to the trash.

If you have no cards in your hand at the end of your turn, draw 7 new ones from your deck.

Melds

You can either put cards down in a run/sequence or a set (cards of the same rank, but different suits/colors). Aces are either high or low. Two cards of the same suit/color can never be next to each other. e.g. red-green-red is ok, but red-red-green is not.

Sets cannot be more than 4 cards.

A meld can only contain 1 wild card (i.e., a card acting as a wild. If a 2? is acting as a 2, it doesn't count as a wild.)

Attack

Any meld with at least 3 cards in it can be used to attack. But some monsters can only be damaged under certain conditions.

Attacking with a meld of 7+ cards adds +3 bonus damage and +3 bonus mana

Game End

If any hero dies, the game is over the players lose. If the boss is defeated, the players win!