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===Overview===
==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!
''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.


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
==Heroes==


If you survive, draw a card either blind from the deck or one from the graveyard then refresh all your Exhausted Boots
There are always four heroes in the game, whether or not there are four players:


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
{| 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
|}


Finally, discard a card to the Graveyard
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.


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


If you end your turn with an empty hand, draw 7 new cards, otherwise you do NOT draw
Each turn has the following phases:


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


===Play a Card===
2. Draw a card from your deck or the graveyard.


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
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.  


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
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.


You can exhaust a Boot to use a card from the top of another player's deck
If you have no cards in your hand at the end of your turn, draw 7 new ones from your 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
==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.


===Activate Boots===
Sets cannot be more than 4 cards.


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


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


Exhaust 2 Boots to swap 2 cards in different plays
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


===Activate Treasure===
==Game End==


Discard a Treasure card gained in order to use its effect
If any hero dies, the game is over the players lose. If the boss is defeated, the players win!
 
 
===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

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!