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Gamehelpdungeonrummy

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Overview

This is a Co-operative game where you play Runs and Sets to defeat enemies in a dungeon, whilst using asymmetric powers to try not to die and instead reach and defeat the final boss!


Turn

First, the active enemy attacks the active player for the amount of damage or effect shown on its top left, if this kills the active player then the game ends in defeat

If you survive, draw a card either blind from the deck or one from the graveyard then refresh all your Exhausted Boots

You can then Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order

Finally, discard a card to the Graveyard

If the Graveyard now contains 7+ cards, distribute 7 damage to all players as desired, then move all graveyard cards to trash

If you end your turn with an empty hand, draw 7 new cards, otherwise you do NOT draw


Play a Card

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 play a set/match where each card is of the same number but different suit, as such the highest set length is 4

You can exhaust a Boot to use a card from the top of another player's deck

2s can be used as 2s or Wilds, each play can only contain a single wild, however if a 2 is played as a 2 this is NOT a wild i.e. 1-2-3-2 is valid


Activate Boots

As shown, Boots can be used as part of the Play a Card action, but they have two other functions separate to this

Exhaust 1 Boot to move a card from one play to another

Exhaust 2 Boots to swap 2 cards in different plays


Activate Treasure

Discard a Treasure card gained in order to use its effect


Attack

If a play has at least 3 cards in it, it can be used to attack

If a play has at least 7 cards in it, it is a Canasta with wilds or a Royal Canasta without wilds, each providing a bonus

Canastas, regardless of type, give a bonus of 3 damage and 3 Mana

Count up the number of Mana symbols in the play as well as Canasta bonus, if any, then convert these into tokens as per your Class (Barbarians and Clerics convert every token, Mages converts only pairs, Bards converts only triplets, any excess are lost) a player cannot hold more than 7 Class tokens, so if you would gain more than this the extra is lost too

The number of cards in the Play plus Canasta bonus, if any, determines the amount of damage dealt, but be aware that some monsters can only be damaged at all if certain conditions are met

Note: Even if the Play does no damage, you can still attack to clear your play area and gain Mana and thus Class Tokens

If the monster now has enough damage on it to defeat it, it is defeated and sent to the Graveyard, however some monsters have multiple phases with different health &/or conditions which must be defeated in order

Monsters show a number of chests which is how much Treasure is looted from them once finally defeated

All cards in the Play used are moved to Trash

Note that as this is just one action, it is possible for you to start a new Play after the Attack


Class Tokens

The Barbarian can use its Shield Token to either prevent 1 incoming damage to the Barbarian OR transfer 2 damage meant for another character to the Barbarian

The Cleric can use its Healing Token to remove a damage from any character

The Mage can use its Draw Token to allow any character to draw a card from their deck or the Graveyard

The Bard can use its Wild Token at the point a card is placed, but NOT on cards already in play, to make it a Wild however the card's Mana value is reduced to 0


Game End

If a character dies, the players lose!

If the boss is defeated, the players win!


Summarised by https://boardgamearena.com/player?id=90078516