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===Overview===
==Overview==


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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?




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


If you survive, draw a card either blind from the deck or one from the graveyard then refresh all your Exhausted Boots
::~ If this kills you, then the game immediately ends in defeat!


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
2. DRAW A CARD either blind from your deck or one from the graveyard.


Finally, discard a card to the Graveyard
3. REFRESH BOOTS exhausted during your previous turn


If the Graveyard now contains 7+ cards, distribute 7 damage to all players as desired, then move all graveyard cards to trash
4. PLAY/MOVE CARDS


If you end your turn with an empty hand, draw 7 new cards, otherwise you do NOT draw
::~ Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order


5. DISCARD 1 card from your hand to the Graveyard.


===Play a Card===
::~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.
 
6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.
 
 
==Play a Card==
 
RUNS/SEQUENCES


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 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 paly a set/match where each card is of the same number but different suit, as such the highest set length is 4
SETS
 
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 player's deck.


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


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
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===
===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 use the top card of another player's deck
 
Exhaust 1 Boot to move 1 card from one set/run to another


Exhaust 1 Boot to move a card from one play to another
Exhaust 2 Boots to swap 2 cards in different sets/runs


Exhaust 2 Boots to swap 2 cards in different plays


==Activate Treasure==


===Activate Treasure===
Discard a Treasure card to use its effect


Discard a Treasure card gained in order to use its effect


==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.


If a play has at least 3 cards in it, it can be used to attack
::~ Be aware that some monsters can only be damaged if certain conditions are met!


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
If a set/run has at least 7 cards in it (a canasta), deal an extra 3 damage to the monster and gain 3 extra Mana.


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


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
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.


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
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 Play does no damage, you can still attack to clear your play area and gain Mana and thus Class Tokens
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.


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
Also note that as this is just one action. It is possible to start more sets/runs after the Attack.


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


All cards in the Play used are moved to Trash
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.


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


===Class Tokens===
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.


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
==Game End==


The Mage can use its Draw Token to allow any character to draw a card from their deck or the Graveyard
If a character dies, the players lose!


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
If the boss is defeated, the players win!

Latest revision as of 18:49, 6 November 2024

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?


Turn

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

~ If this kills you, then the game immediately ends in defeat!

2. DRAW A CARD either blind from your deck or one from the graveyard.

3. REFRESH BOOTS exhausted during your previous turn

4. PLAY/MOVE CARDS

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

5. DISCARD 1 card from your hand to the Graveyard.

~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.

6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.


Play a Card

RUNS/SEQUENCES

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

SETS

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 player's deck.

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 player's deck

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


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.

~ Be aware that some monsters can only be damaged if certain conditions are met!

If a set/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.


Game End

If a character dies, the players lose!

If the boss is defeated, the players win!