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(Updated text to your character, added different effects that occur during the game that could use better explanation. Described combat in more detail, informed about multiple stage of Og's Blood.)
(Alphabetization of statuses some additional clarity and adjusting language to what the instructions use.)
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===Overview===
===Overview===


Reach the final Room on the forth floor and defeat Og's Blood; the last boss (Solo or Co-op)
Either by yourself or with an ally (co-op), reach the final Room on the forth floor and defeat Og's Remains; the last boss and retrieve Og's Blood.
===Dungeon===
===Dungeon===


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Each Area contains eight Rooms which need to be passed starting from top left  following an orthogonal direction that moves you closer to bottom right
Each Area contains eight Rooms which need to be passed starting from top left  following an orthogonal direction that moves you closer to bottom right
===Character Stats===
===Character Stats===
HP is your life, if you (or your partner in co-op) reach 0, you lose


Gold allows you to purchase items at Merchants and use at Shrines
Gold allows you to purchase items at Merchants and use at Shrines
HP is your life, if you (or your partner in co-op) reach 0, you lose


Food is required at the start of a new area, otherwise your character will lose 3HP
Food is required at the start of a new area, otherwise your character will lose 3HP
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Armour decreases damage taken in combat, usually
Armour decreases damage taken in combat, usually


XP increases your character's level, this provides more dice against challenges
XP increases your character's level, this provides more dice against challenges, if you are at the maximum XP any additional XP you gain heals a point of damage.


Potions have varying effects, but you can only ever be carrying two DIFFERENT potions at the same time
Level, each class has three levels, your character's level tell you how many white dice you roll per encounter
 
Potions have varying effects (see below), but you can only ever be carrying two DIFFERENT potions at the same time


Items are cards found in the dungeon, of which your character may only have one at a time.
Items are cards found in the dungeon, of which your character may only have one at a time.
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Black Dungeon dice are rolled for various dungeon effects
Black Dungeon dice are rolled for various dungeon effects


If a Green Poison die shows the symbol, you lose 1HP
If the Green Poison die shows the symbol, you lose 1HP


If a Purple Curse die shows the symbol, all your White dice are effectively one less
If the Purple Curse die shows the symbol, all your White dice are effectively one less
===Turn===
===Turn===


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===== Merchants =====
===== Merchants =====
The Merchant and the Hunter allow you to buy (and sell) things, if you do not have enough money and nothing to sell you just encounter the space and get no additional reward.
The Merchant and Hunter allow you to buy (and sell) things, if you do not have enough money and nothing to sell you just encounter the space and get no additional reward.


==== Checks ====
==== Checks ====
Some rooms require skill checks, roll dice equal to your character's level and if you get at least one star icon (5 or 6) yourself then you succeed.  The Black dungeon dice will determine the penalty or reward from failure or success however you may get multiple choices.
Some rooms require skill checks, roll dice equal to your character's level and if you get at least one star icon (5 or 6) yourself then you succeed.  The Black dungeon dice will determine the penalty or reward from failure or success however you may get multiple choices, choose which is best for your character when this happens


==== Monsters ====
==== Monsters ====
Monsters require that you fight them until one of you is defeated, the amount of HP the monster has depends on how many character are in the room as it.  Once the monster is defeated you get the reward to the right.
Monsters require that you fight them until one of you is defeated, the amount of HP the monster has depends on how many character are in the room as it.  Once the monster is defeated you get the reward on the right side


Each time you roll a 6 in Combat you have the option of rerolling it "exploding sixes".
Each time you roll a 6 in Combat you have the option of rerolling it "exploding sixes".
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Additionally a Feat can be performed to reroll each of your white dice - but only once.  If you happen to roll a six the same rules apply regarding exploding sixes.   
Additionally a Feat can be performed to reroll each of your white dice - but only once.  If you happen to roll a six the same rules apply regarding exploding sixes.   


To perform a Feat select the die you want to reroll and pay the cost of performing the feat usually XP, or HP (or Armory)
To perform a Feat select the die you want to reroll and pay the cost of performing the feat usually 1XP, or 2HP (or an Armory usage)


===== "Boss" Monsters =====
===== "Boss" Monsters =====
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Either eat 1 food or lose 3HP
Either eat 1 food or lose 3HP


If you performed your character's special ability restore that ability
If you performed your character's special skill restore that skill


Progress the Dungeon Mat
Progress the Dungeon Mat
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Setup the new area
Setup the new area


=== Og's Blood ===
=== Og's Remains ===
This is the last monster of the game it has two stages that must be defeated in order to win the game.  If you choose to use the Poison potion it will only affect the current stage you're in.
This is the last monster of the game it has two stages that must be defeated in order to win the game and claim Og's blood.  If you choose to use the Poison potion it will only affect the current stage of Og's Remains.


===Items & Mods===
===Items & Modifiers===
Poisoned: The green die will be added to your pool of dice when your Character becomes poisoned.
Blindness: You do not get to see the next rooms available (if playing co-op and you are both in the same Area you will get to see)


Cursed: The purple die will be added to your pool of dice when your Character becomes cursed.
Cursed: The purple die will be added to your pool of dice when your Character becomes cursed.  If this shows the skull symbol all of your dice will be effectively one less.


Blindness: Only reveal a Room card once you have entered it.
Poisoned: The green die will be added to your pool of dice when your Character becomes poisoned.  If this shows the poison symbol your character will lose 1HP.


Fire Potion: Inflict 7 damage on the Monster.  
Healing Potion: Gain 6 HP up to your max.


Frost Potion: The Monster does not attack this turn. Do not resolve the Dungeon die (D).  
Holy Potion: Cure your Character from all Poison (P), Curse (C) and Blindness (l) Effects.


Poison Potion: Inflict 4 damage on the Monster during each of your Combat turns, including the present one.  
Perception Potion: Automatically succeed a Skill Check (just roll the Dungeon die and consult the Success result), and/or cure Blindness (l).


Healing Potion: Gain 6 HP.  
Fire Potion: Inflict 7 damage on the Monster.  


Holy Potion: Cure your Character from all Poison (P), Curse (C) and Blindness (l) Effects.
Frost Potion: The Monster does not attack this turn. Do not resolve the Dungeon die (D).  


Perception Potion: Automatically succeed a Skill Check (just roll the Dungeon die and consult the Success result), and/or cure Blindness (l).
Poison Potion: Inflict 4 damage on the Monster during each of your Combat turns, including the present one.

Revision as of 09:53, 25 February 2025

Overview

Either by yourself or with an ally (co-op), reach the final Room on the forth floor and defeat Og's Remains; the last boss and retrieve Og's Blood.

Dungeon

The Dungeon is divided up into 4 Floors of increasing difficulty

Every Floor contains a certain number of Areas/Zones; Floors 1 and 2: two, Floors 3 and 4: three

Each Area contains eight Rooms which need to be passed starting from top left following an orthogonal direction that moves you closer to bottom right

Character Stats

HP is your life, if you (or your partner in co-op) reach 0, you lose

Gold allows you to purchase items at Merchants and use at Shrines

Food is required at the start of a new area, otherwise your character will lose 3HP

Armour decreases damage taken in combat, usually

XP increases your character's level, this provides more dice against challenges, if you are at the maximum XP any additional XP you gain heals a point of damage.

Level, each class has three levels, your character's level tell you how many white dice you roll per encounter

Potions have varying effects (see below), but you can only ever be carrying two DIFFERENT potions at the same time

Items are cards found in the dungeon, of which your character may only have one at a time.


Dice

There are four dice types

White Character dice are your standard dice to roll, you get one for each level you are ~ every 6 XP

Black Dungeon dice are rolled for various dungeon effects

If the Green Poison die shows the symbol, you lose 1HP

If the Purple Curse die shows the symbol, all your White dice are effectively one less

Turn

On your turn, flip over a room and resolve it

After which, reveal the room to the right and the room below your current position (unless your character is blinded), you can then choose which of these two to move to (Up/Left/Diagonal moves are not allowed, even if you can see a faceup card there)

This means that when you reach either the rightmost column or the lowest row, you will no longer have a choice

Resolve the card you enter, there are three "basic" encounters, freebies, checks, or monsters.

Freebies

Choices allow you to choose between a set of options and get the appropriate reward / penalty, if you are unable to take the penalty you lose 1HP.

Merchants

The Merchant and Hunter allow you to buy (and sell) things, if you do not have enough money and nothing to sell you just encounter the space and get no additional reward.

Checks

Some rooms require skill checks, roll dice equal to your character's level and if you get at least one star icon (5 or 6) yourself then you succeed. The Black dungeon dice will determine the penalty or reward from failure or success however you may get multiple choices, choose which is best for your character when this happens

Monsters

Monsters require that you fight them until one of you is defeated, the amount of HP the monster has depends on how many character are in the room as it. Once the monster is defeated you get the reward on the right side

Each time you roll a 6 in Combat you have the option of rerolling it "exploding sixes".

Additionally a Feat can be performed to reroll each of your white dice - but only once. If you happen to roll a six the same rules apply regarding exploding sixes.

To perform a Feat select the die you want to reroll and pay the cost of performing the feat usually 1XP, or 2HP (or an Armory usage)

"Boss" Monsters

Boss monsters appear on the lowest bottom right area of a particular floor - with exception of the forth floor which is always Og's Blood. They generally have some sort of additional power, and defeating them usually results in both XP and a random treasure roll.

Area Complete

Once an area is completed, reached and successfully resolved lowest right room, perform the following

Either eat 1 food or lose 3HP

If you performed your character's special skill restore that skill

Progress the Dungeon Mat

Setup the new area

Og's Remains

This is the last monster of the game it has two stages that must be defeated in order to win the game and claim Og's blood. If you choose to use the Poison potion it will only affect the current stage of Og's Remains.

Items & Modifiers

Blindness: You do not get to see the next rooms available (if playing co-op and you are both in the same Area you will get to see)

Cursed: The purple die will be added to your pool of dice when your Character becomes cursed. If this shows the skull symbol all of your dice will be effectively one less.

Poisoned: The green die will be added to your pool of dice when your Character becomes poisoned. If this shows the poison symbol your character will lose 1HP.

Healing Potion: Gain 6 HP up to your max.

Holy Potion: Cure your Character from all Poison (P), Curse (C) and Blindness (l) Effects.

Perception Potion: Automatically succeed a Skill Check (just roll the Dungeon die and consult the Success result), and/or cure Blindness (l).

Fire Potion: Inflict 7 damage on the Monster.

Frost Potion: The Monster does not attack this turn. Do not resolve the Dungeon die (D).

Poison Potion: Inflict 4 damage on the Monster during each of your Combat turns, including the present one.