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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.


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.
== 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 Skills===


==== Rogue ====
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.
Backstab (Combat): Double the damage of a single die from your attack. <br>
Evasion (Exploration): Skip the next room (character moves into the room but does not resolve it).


==== Priestess ====
'''''How to Resolve a Room'''''
Divine Tribute (Combat): Lose any amount of HP. Apply twice this amount as damage. <br>
Blessing (Exploration): Remove curse from any one character. Heal them for 2 HP.


==== Crusader ====
Each card has a type, name, how to resolve the room, possible roll results, and consequences
Stun (Combat): Apply twice the value of your HP as damage. <br>
Shield (Exploration): Raise the HP of all characters by 1 for the next room only.


==== Mage ====
* -1 meat = Remove 1 Food
Conjugation (Combat): Apply the effect of Fire, Frost, or Poison. You do not need to carry it. <br>
* Square-star = Perform a Skill Check
Foresight (Exploration): Reveal up to 3 rooms.
* 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.


==== Thief ====
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.
Robbing Blind (Combat): Only during a Boss fight: resolve the rewards card. <br>
Keen Eye (Exploration): Gain 2 gold.


==== Cleric ====
'''''Combat'''''
Miracle (Combat): Heal a character for 4 HP. <br>
Prayer (Exploration): Heal all characters for 3 HP.


==== Witch ====
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.
Confusion (Combat): Apply the monster’s attack to itself. <br>
Unholy Ritual (Exploration): Become cursed and poisoned. Gain 2 XP.


'''Human Attacks'''


===Character Stats===
# 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.


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


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


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


Armour decreases damage taken in combat, usually
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.


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.
* 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.  


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


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


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


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


There are four dice types
'''Regeneration''': Monster heals itself for as many HP as in the icon.


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


Black Dungeon dice are rolled for various dungeon effects
== Potions ==


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


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


On your turn, flip over a room and resolve it
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.


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


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


Resolve the card you enter, there are three "basic" encounters, freebies, checks, or monsters.
'''<u>Characters</u>'''


==== Freebies ====
'''Priestess''' (13 HP, 2 Gold, 3 Food, 1 Holy Potion)
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 ====
* ''Divine Tribute'' (combat): Lose an amount of HP to apply double X damage
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.
* ''Blessing'' (exploration): Heal 2 HP and remove Curse from any player.


==== Checks ====
'''Crusader''' (10 HP, 1 Armor point, 4 Food)
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 ====
* ''Stun'' (combat): Apply double your Armor points as damage
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
* ''Shield'' (exploration): Add 1 temporary Armor point to all players for the next Room only


Each time you roll a 6 in Combat you have the option of rerolling it "exploding sixes".
'''Rogue''' (10 HP, 5 Gold, 3 Food)


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


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


===== "Boss" Monsters =====
* ''Conjuration'' (combat): Apply the effect of a Fire Potion, Frost Potion, or Poison Potion.
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.
* ''Foresight'' (exploration): Reveal up to 3 Rooms.


===Area Complete===
'''Thief''' (10 HP, 10 Gold, 1 Food, 1 Perception Potion)


Once an area is completed, reached and successfully resolved lowest right room, perform the following
* ''Robbing Blind'' (combat): Resolve rewards card (Boss fight only)
* ''Keen Eye'' (exploration): Gain 2 Gold pieces


Either eat 1 food or lose 3HP
'''Cleric''' (9 HP, 1 Armor point, 2 Food, 1 Healing Potion)


If you performed your character's special skill restore that skill
* ''Miracle'' (combat): Heal 4 HP to any player
* ''Prayer'' (exploration): Heal all players for 3 HP


Progress the Dungeon Mat
'''Witch''' (10 HP, 3 Gold, 3 Food, 1 Poison Potion)


Setup the new area
* ''Confusion'' (combat): Monster takes as much damage as it rolled
 
* ''Unholy Ritual'' (exploration): Gain Curse and Poison to gain 1 XP.
=== 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.

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.