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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.)
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===Overview===
== Overview ==
You are an adventurer descending into a deadly dungeon. Work solo or with an ally to reach the final room on the fourth floor and defeat Og's Remains to retrieve Og's Blood.


Reach the final Room on the forth floor and defeat Og's Blood; the last boss (Solo or Co-op)
== How to Play ==
===Dungeon===
Room cards will be shuffled and laid out in a 3 x 3 grid. Choose a character card (see '''''Characters''''' for details), then start in the upper left Room. Move left to right, top to bottom, to reach the bottom right card and move to the next Area. Each Room you enter must be resolved before moving onto the next one.


The Dungeon is divided up into 4 Floors of increasing difficulty
Rooms are resolved by rolling Character dice (white dice) to succeed skill checks or fight monsters. Your character gains more dice on leveling up.


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


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
Resolve the Room card that your character is in. Once it is resolved, the two nearest rooms are revealed. Choose a room to enter. You cannot move up, diagonally, or left. Repeat until reaching the bottom right card.
===Character Stats===


Gold allows you to purchase items at Merchants and use at Shrines
If you are on the last Area of a floor, you will then fight a boss monster. Otherwise, you move to the next Area. Each time you move to a new Area, you must consume one Food. If you do not have Food to consume, you lose 3 HP.


HP is your life, if you (or your partner in co-op) reach 0, you lose
'''''How to Resolve a Room'''''


Food is required at the start of a new area, otherwise your character will lose 3HP
Each card has a type, name, how to resolve the room, possible roll results, and consequences


Armour decreases damage taken in combat, usually
* -1 meat = Remove 1 Food
* Square-star = Perform a Skill Check
* Square-star ± 1 = Perform a Skill Check. If successful, you may add/subtract 1 to the Dungeon die result
* Black burst = Roll Dungeon die
* Black coin = If you pay 1 Gold piece, add 1 to the Dungeon die result
* Black coin ↔ Sack = Buy/Sell items
* Skull shield = Refresh Skills
* Hand and card = Item that may be picked up if conditions are met (e.g. paying Gold, Food, Skill Check, etc.)
* / = Choose one of the options
* ( ) = Optional.


XP increases your character's level, this provides more dice against challenges
If resolving a Room requires a Skill Check, all Character dice (white) are rolled. If a 5 or a 6 is rolled, the skill check succeeds. The dungeon die (black) is rolled at the same time as the Character dice. The result indicates the outcome of the Skill Check, depending on success or failure.


Potions have varying effects, but you can only ever be carrying two DIFFERENT potions at the same time
'''''Combat'''''


Items are cards found in the dungeon, of which your character may only have one at a time.
Many rooms require you to fight an enemy. The player always attacks first, then the enemy. Combat continues until one opponent loses all HP. In co-op, players take turns fighting the enemy.


'''Human Attacks'''


# Roll Dice: Roll all character dice, the dungeon die, and the Poison and/or Curse dice (if applicable).
# Poison/Curse: The Poison and/or Curse effects are carried out (if applicable). (See '''''Status Effects''''')
# Misses: Set aside any Character dice that resulted in an X (a miss).
# Critical Hits: You may reroll any dice that resulted in a Critical Hit (a 6). For each die rerolled, add its result to the total attack. But if the reroll is an X (a miss), no damage is dealt from that die.
# Feats: You may perform Feats (indicated by lightning bolt), which allow you to reroll a Character die result by paying 2 HP or 1 XP. You may only do this once per die.
# Potion: You may use one potion in your inventory.
# Apply damage to the Monster. If the Monster's HP have not gone to 0, the Monster attacks.


===Dice===
'''Monster Attacks'''


There are four dice types
# The Dungeon die's result indicates the Monster's attack--its success/failure and its strength.
#* 1 = miss
#* 2-5 = Successful attack. The monster inflicts damage as indicated on its card
#* 6 = Successful attack. The monster inflicts damage as indicated on its card and is not reduced by Armor points.
# If the player receives damage, apply any status effects as indicated on its card.


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


Black Dungeon dice are rolled for various dungeon effects
A variant includes the ability to change stances during combat. Stances are on a scale, so you can only move from Aggressive back to Balanced or from Defensive to Balanced. You cannot move from Aggressive to Defensive or vice versa.


If a Green Poison die shows the symbol, you lose 1HP
* Aggressive: Both X and 2 is a miss. Both 5 and 6 is a Critical Hit.
* Balanced: Same as normal combat. X is a miss. 6 is a Critical Hit.
* Defensive: Cannot miss or crit, but adds Armor points to damage. X is treated as 1.


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


On your turn, flip over a room and resolve it
'''Curse''': Purple die must be rolled with Character dice on any skill check or combat. On a skull, the result of each Character dice is reduced by 1. Cured by Blessing or Holy Potion. Curses cannot stack.


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)
'''Poison''': Green die must be rolled with Character dice on any skill check or combat. On a drop, lose 1 HP. Cured by Blessing or Holy Potion. Poison does not stack.


This means that when you reach either the rightmost column or the lowest row, you will no longer have a choice
'''Blindness''': Room cards are not revealed until entered. Resolving a Room does not cause adjacent cards to flip over. Cured by Perception Potion, Holy Potion, or Blessing.


Resolve the card you enter, there are three "basic" encounters, freebies, checks, or monsters.
'''Ignore Armor''': Damage dealt to you is not reduced by your character's Armor points.


==== Freebies ====
'''Weaken''': Lose 1 XP. Decrease pool of Character dice if necessary.
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 =====
'''Regeneration''': Monster heals itself for as many HP as in the icon.
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.


==== Checks ====
'''Fall''': You character moves to the Area immediately below (as indicated by the Dungeon map). For example, a fall from Area 2 results in landing in Area 4. This can be a way to avoid the Floor's Boss. This icon is ignore in the last Floor.
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.


==== Monsters ====
== Potions ==
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.


Each time you roll a 6 in Combat you have the option of rerolling it "exploding sixes".
* '''Fire''': Inflict 7 damage
* '''Frost''': Monster does not attack this turn.
* '''Poison''': Monster takes 4 damage each turn, including the current one.
* '''Healing''': Gain 6 HP
* '''Holy''': Cures Poison, Curse, and Blindness
* '''Perception''': Automatically succeeds a skill check or cures Blindness


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.
== Characters ==
Each Character starts with different HP, Gold pieces, Skills, and Items. If HP is reduced to 0 by any cause, you lose and the game is over.


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)
Each character starts with 0 XP. XP is gained from defeating monsters, resting, avoiding traps, and resolving other rooms. If the total XP crosses a certain threshold, you gain a Level and can add an additional Character die to your rolls. If you reach the maximum XP (level 3), XP is converted into HP.


===== "Boss" Monsters =====
In Inventory, you can carry up to 2 potions and 1 item. You cannot carry identical potions.  
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===
Skills have 4 types: Combat, Exploration (used after resolving a Room but before movement), Preparation (used before moving to a new Area), Passive (not used, but applies at all times). Skills can only be used once, but can be refreshed by Bonfire cards or defeating Bosses.


Once an area is completed, reached and successfully resolved lowest right room, perform the following
'''<u>Characters</u>'''


Either eat 1 food or lose 3HP
'''Priestess''' (13 HP, 2 Gold, 3 Food, 1 Holy Potion)


If you performed your character's special ability restore that ability
* ''Divine Tribute'' (combat): Lose an amount of HP to apply double X damage
* ''Blessing'' (exploration): Heal 2 HP and remove Curse from any player.


Progress the Dungeon Mat
'''Crusader''' (10 HP, 1 Armor point, 4 Food)


Setup the new area
* ''Stun'' (combat): Apply double your Armor points as damage
* ''Shield'' (exploration): Add 1 temporary Armor point to all players for the next Room only


=== Og's Blood ===
'''Rogue''' (10 HP, 5 Gold, 3 Food)
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.


===Items & Mods===
* ''Backstab'' (combat): Double the damage from a single Character die
Poisoned: The green die will be added to your pool of dice when your Character becomes poisoned.  
* ''Evasion'' (exploration): Skip the next Room.


Cursed: The purple die will be added to your pool of dice when your Character becomes cursed.
'''Mage''' (11 HP, 3 Gold, 3 Food, 1 Perception Potion)


Blindness: Only reveal a Room card once you have entered it.
* ''Conjuration'' (combat): Apply the effect of a Fire Potion, Frost Potion, or Poison Potion.
* ''Foresight'' (exploration): Reveal up to 3 Rooms.


Fire Potion: Inflict 7 damage on the Monster.
'''Thief''' (10 HP, 10 Gold, 1 Food, 1 Perception Potion)


Frost Potion: The Monster does not attack this turn. Do not resolve the Dungeon die (D).
* ''Robbing Blind'' (combat): Resolve rewards card (Boss fight only)
* ''Keen Eye'' (exploration): Gain 2 Gold pieces


Poison Potion: Inflict 4 damage on the Monster during each of your Combat turns, including the present one.
'''Cleric''' (9 HP, 1 Armor point, 2 Food, 1 Healing Potion)


Healing Potion: Gain 6 HP.
* ''Miracle'' (combat): Heal 4 HP to any player
* ''Prayer'' (exploration): Heal all players for 3 HP


Holy Potion: Cure your Character from all Poison (P), Curse (C) and Blindness (l) Effects.
'''Witch''' (10 HP, 3 Gold, 3 Food, 1 Poison Potion)


Perception Potion: Automatically succeed a Skill Check (just roll the Dungeon die and consult the Success result), and/or cure Blindness (l).
* ''Confusion'' (combat): Monster takes as much damage as it rolled
* ''Unholy Ritual'' (exploration): Gain Curse and Poison to gain 1 XP.

Latest revision as of 16:35, 13 October 2025

Overview

You are an adventurer descending into a deadly dungeon. Work solo or with an ally to reach the final room on the fourth floor and defeat Og's Remains to retrieve Og's Blood.

How to Play

Room cards will be shuffled and laid out in a 3 x 3 grid. Choose a character card (see Characters for details), then start in the upper left Room. Move left to right, top to bottom, to reach the bottom right card and move to the next Area. Each Room you enter must be resolved before moving onto the next one.

Rooms are resolved by rolling Character dice (white dice) to succeed skill checks or fight monsters. Your character gains more dice on leveling up.

Exploration

Resolve the Room card that your character is in. Once it is resolved, the two nearest rooms are revealed. Choose a room to enter. You cannot move up, diagonally, or left. Repeat until reaching the bottom right card.

If you are on the last Area of a floor, you will then fight a boss monster. Otherwise, you move to the next Area. Each time you move to a new Area, you must consume one Food. If you do not have Food to consume, you lose 3 HP.

How to Resolve a Room

Each card has a type, name, how to resolve the room, possible roll results, and consequences

  • -1 meat = Remove 1 Food
  • Square-star = Perform a Skill Check
  • Square-star ± 1 = Perform a Skill Check. If successful, you may add/subtract 1 to the Dungeon die result
  • Black burst = Roll Dungeon die
  • Black coin = If you pay 1 Gold piece, add 1 to the Dungeon die result
  • Black coin ↔ Sack = Buy/Sell items
  • Skull shield = Refresh Skills
  • Hand and card = Item that may be picked up if conditions are met (e.g. paying Gold, Food, Skill Check, etc.)
  • / = Choose one of the options
  • ( ) = Optional.

If resolving a Room requires a Skill Check, all Character dice (white) are rolled. If a 5 or a 6 is rolled, the skill check succeeds. The dungeon die (black) is rolled at the same time as the Character dice. The result indicates the outcome of the Skill Check, depending on success or failure.

Combat

Many rooms require you to fight an enemy. The player always attacks first, then the enemy. Combat continues until one opponent loses all HP. In co-op, players take turns fighting the enemy.

Human Attacks

  1. Roll Dice: Roll all character dice, the dungeon die, and the Poison and/or Curse dice (if applicable).
  2. Poison/Curse: The Poison and/or Curse effects are carried out (if applicable). (See Status Effects)
  3. Misses: Set aside any Character dice that resulted in an X (a miss).
  4. Critical Hits: You may reroll any dice that resulted in a Critical Hit (a 6). For each die rerolled, add its result to the total attack. But if the reroll is an X (a miss), no damage is dealt from that die.
  5. Feats: You may perform Feats (indicated by lightning bolt), which allow you to reroll a Character die result by paying 2 HP or 1 XP. You may only do this once per die.
  6. Potion: You may use one potion in your inventory.
  7. Apply damage to the Monster. If the Monster's HP have not gone to 0, the Monster attacks.

Monster Attacks

  1. The Dungeon die's result indicates the Monster's attack--its success/failure and its strength.
    • 1 = miss
    • 2-5 = Successful attack. The monster inflicts damage as indicated on its card
    • 6 = Successful attack. The monster inflicts damage as indicated on its card and is not reduced by Armor points.
  2. If the player receives damage, apply any status effects as indicated on its card.

Stances

A variant includes the ability to change stances during combat. Stances are on a scale, so you can only move from Aggressive back to Balanced or from Defensive to Balanced. You cannot move from Aggressive to Defensive or vice versa.

  • Aggressive: Both X and 2 is a miss. Both 5 and 6 is a Critical Hit.
  • Balanced: Same as normal combat. X is a miss. 6 is a Critical Hit.
  • Defensive: Cannot miss or crit, but adds Armor points to damage. X is treated as 1.

Status Effects

Curse: Purple die must be rolled with Character dice on any skill check or combat. On a skull, the result of each Character dice is reduced by 1. Cured by Blessing or Holy Potion. Curses cannot stack.

Poison: Green die must be rolled with Character dice on any skill check or combat. On a drop, lose 1 HP. Cured by Blessing or Holy Potion. Poison does not stack.

Blindness: Room cards are not revealed until entered. Resolving a Room does not cause adjacent cards to flip over. Cured by Perception Potion, Holy Potion, or Blessing.

Ignore Armor: Damage dealt to you is not reduced by your character's Armor points.

Weaken: Lose 1 XP. Decrease pool of Character dice if necessary.

Regeneration: Monster heals itself for as many HP as in the icon.

Fall: You character moves to the Area immediately below (as indicated by the Dungeon map). For example, a fall from Area 2 results in landing in Area 4. This can be a way to avoid the Floor's Boss. This icon is ignore in the last Floor.

Potions

  • Fire: Inflict 7 damage
  • Frost: Monster does not attack this turn.
  • Poison: Monster takes 4 damage each turn, including the current one.
  • Healing: Gain 6 HP
  • Holy: Cures Poison, Curse, and Blindness
  • Perception: Automatically succeeds a skill check or cures Blindness

Characters

Each Character starts with different HP, Gold pieces, Skills, and Items. If HP is reduced to 0 by any cause, you lose and the game is over.

Each character starts with 0 XP. XP is gained from defeating monsters, resting, avoiding traps, and resolving other rooms. If the total XP crosses a certain threshold, you gain a Level and can add an additional Character die to your rolls. If you reach the maximum XP (level 3), XP is converted into HP.

In Inventory, you can carry up to 2 potions and 1 item. You cannot carry identical potions.

Skills have 4 types: Combat, Exploration (used after resolving a Room but before movement), Preparation (used before moving to a new Area), Passive (not used, but applies at all times). Skills can only be used once, but can be refreshed by Bonfire cards or defeating Bosses.

Characters

Priestess (13 HP, 2 Gold, 3 Food, 1 Holy Potion)

  • Divine Tribute (combat): Lose an amount of HP to apply double X damage
  • Blessing (exploration): Heal 2 HP and remove Curse from any player.

Crusader (10 HP, 1 Armor point, 4 Food)

  • Stun (combat): Apply double your Armor points as damage
  • Shield (exploration): Add 1 temporary Armor point to all players for the next Room only

Rogue (10 HP, 5 Gold, 3 Food)

  • Backstab (combat): Double the damage from a single Character die
  • Evasion (exploration): Skip the next Room.

Mage (11 HP, 3 Gold, 3 Food, 1 Perception Potion)

  • Conjuration (combat): Apply the effect of a Fire Potion, Frost Potion, or Poison Potion.
  • Foresight (exploration): Reveal up to 3 Rooms.

Thief (10 HP, 10 Gold, 1 Food, 1 Perception Potion)

  • Robbing Blind (combat): Resolve rewards card (Boss fight only)
  • Keen Eye (exploration): Gain 2 Gold pieces

Cleric (9 HP, 1 Armor point, 2 Food, 1 Healing Potion)

  • Miracle (combat): Heal 4 HP to any player
  • Prayer (exploration): Heal all players for 3 HP

Witch (10 HP, 3 Gold, 3 Food, 1 Poison Potion)

  • Confusion (combat): Monster takes as much damage as it rolled
  • Unholy Ritual (exploration): Gain Curse and Poison to gain 1 XP.