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Gamehelpdungeonrummy

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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!