Dragonquest: Rules

Introduction

A thousand years have passed since the evil wizard T'Siraman fell, but men still fear to enter his dark fortress of Dragonfire Castle, which squats grim and brooding atop Wyrm's Crag. In the villages that huddle in its shadow, stories are whispered of the fabulous treasures which fill the castle's dungeons, and of the things which guard them. Old men draw closer to their fires and tell of the noises which echo across the valley at night, when the castle seems to take on a malign life of its own. Few indeed return in daylight: their eyes are troubled, and they are reluctant to tell of their adventures None has eva returned after nightfall.

The ruddy light of sunrise begins to burn off the autumn mist, and four pairs of eyes look toward the looming keep. Four minds reflect on the villagers' tales, and four hands tighten their grip on four weapons: Sir Rohan the Knight, with his shining armour and greatsword; Ulf GrimEand, the Barbarian from the far north, with his huge double-headed axe; El-Adoran the Ranger, with his deadly longbow and forester's shortsword; and Volrik the Brave, the swaggering Adventurer. Fools or Heroes? Only time will tell.

Summary of Play

Dungeonquest is a fantasy boardgame in which you play a hero braving the terrors of Dragonfire Castle. This hero is known as your character. There are four characters provided with the game, each with their own strengths and weaknesses, as shown on their Character Sheets. Dungeonquest has been carefully balanced, so that each character has roughly the same chance of succeeding and surviving. The game may be played solo or with up to four players.

Your task is to enter the dungeons beneath Dragonfire Castle. find your way to the Treasure Chamber in the middle. and escape - in a multi-player game, you must escape with more treasure than your opponents in order to win. You must escape before the sun goes down; for after dark, the inhabitants of the castle become stronga, and no mortal could possibly survive. Even in daylight. the dungeons are dangerous, with dead ends. monsters, traps, and last - but certainly not least - the Dragon which guards the treasures. After long experience and extensive playtesting, we know that your character has about a 15/io chance of survival...

The basic playing principle of Dungeonquest is a simple one: on each turn. you move your playing piece to an adjoining square on the gameboard. If this square is empty, you draw a Room Tile and put it in the square, thus building up a map of the Dungeon as you play the game. You then take a card from the top of the Room deck to see if there is a trap or monster there. If there was already a Room tile on the square to which you moved, you do not draw a Room tile, but still draw a Room card.

Of course, there are exceptions to this basic principle. Certain Rooms have special rules, and you follow these instead of taking a Room card. Also, you may choose to search the room you are in instead of moving, in the hope of finding secret doors or hidden treasures.

With skill and a bit of luck, your character will reach the Treasure Chamber, with its incalculable riches and its large. sleeping Dragon. Once there, you may try to take some of the treasure - but be very careful not to wake the Dragon!

A game of Dungeonquest lasts for 26 turns. At the end of the 26th turn, night falls, and the player whose character got out of the dungeon with the most treasure is the winner. It is better not to ask what happens to those characters who are still in the dungeon at nightfall...

Sometimes, no characters will survive. All the players have lost, and Dragonfire Castle stands victorious on Wyrm's Crag, awaiting the next group of fools and heroes.

3.1 Character Sheets
Sir Rohan the Knight's Character Sheet
Your character has 5 characteristics:
Strength
Axility
Armour
Luck
Life Points

Each of these characteristics is rated with a number on the character sheet - the higher the better.

During the game, the only characteristic that can change is Life Points (LPs). The number of LPs your character has left must always be shown on the Life Point Track of your character sheet. At the start of the game, one of the plastic tokens is placed on the highest numbered space of the track. When your characta loses LPs, the token is moved along the scale, to record his current score. So, for example, if you lose 3 LPs, move your token along 3 spaces.

If the token reaches the space with the skull, your character is dead and you have lost the game. Remove your playing piece from the board and flip your character sheet over.

The other characteristics stay the same throughout the game - we'll explain how they are used later on.

The Character Sheet for El-Adoran Sureshot is a little bit different to the others. It includes a track to show the number of arrows he has fired from his bow (see rules section 8.4 to find out how El-Adoran can use his bow in combat).

3.2 Using the Dice
For the sake of simplicity, we refer to the six-sided dice as 'D6' and the twelve-sided dice as 'D12' throughout the rules. So, whenever the rules tell you to roll D6, roll the six-sided dice, and when they tell you to roll D12, roll the twelve-sided dice.

Sometimes you must subtract a number from the dice score For example, if the rules tell you to roll D6-3, roll the six-sided dice and subtract 3 from the number rolled. Any results of less than 0 are treated as 0.

Sometimes you will be told to subtract a characteristic from a dice roll. For example, D12-Armour means roll a twelve-sided dice and subtract your character's Armour score.

3.3 The Rulebook and Reference Sheet
We've deliberately tried to make these rules as easy as possible to learn and use. You can look up important rules during play by using the index. During your first game you play, you will find yourself looking things up quite a lot. Don't worry about this - after a couple of games you'll hardly need to use the rulebook at all.

The reference sheet has instructions on how to use all the cards and tiles in the game. Whenever you draw a card or pick a tile, and you aren't sure how it works, consult the reference sheet for a complete explanation. (See the Reference Sheet inbedded on this web page. Also see other Dungeonquest explansion sections Dungeonquest Catacombs and Dungeonquest Heroes.)

4. Setting Up

Put the gameboard on the table, within easy reach of everyone. Put the black plastic token on the '0' space of the 0-8 track on the right of the board, and put the yellow plastic token beside the board for now.

Put all the Room tiles, face down, in the box bottom and mix them up.

Sort the cards into their seven decks (Room, Monster, Trap, Search, Door, Crypt, Corpse). Shuffle each deck and place it beside the board, face-down.

Put all the Treasure counters in a cup or similar opaque container.

Shuffle the Dragon counters and place them in a stack beside the board, face-down.

Sort the 15 Monster Combat counters into five sets of three and place them beside the board. Each set consists of one Mighty Blow counter, one Slash counter and one Leap Aside counter.

Next, each player rolls the D12. The player who rolls highest (re-roll in the event of a tie) is known as the First Player. This will be important throughout the game.

The First Player picks one of the four Character Sheets and takes the corresponding Character Playing Piece and set of three Combat counters. The player on his left does the same, and so on until each player has a Character Sheet, playing piece and set of Combat counters.

The last player to take a Character chooses one of the four Magic Ring counters. The player on his right then takes one, and so on until each player has a Magical Ring counter. Note that the First Player is always the last to take a Magical Ring counter. The properties of the Magical Rings are explained on the reference sheet.

Each player puts one of the blue plastic tokens in the highest-numbered box of the Life Points Track on his Character Sheet. The player whose character is El-Adoran Sureshot places the red token in the '4' square of the Arrow Track on the Character Sheet.

The First Player puts his playing piece in one of the four Tower rooms at the corners of the board. The player on his left does the same, and so on until all the playing pieces are on the board. No two pieces may start the game in the same Tower Room.

You are now reedy to Start playing Dungeonquest...

5. Playing the Game

A game of Dungeonquest lasts for a maximum of 26 rounds. Each round follows this sequence:

1. The yellow token is moved one space along the Sun Track by the First Player. In the first round of the game, it is moved onto the orange space on the Sun Track.

2. The First Player takes a turn. The player on his left takes a turn, and so on until each player has taken a turn.

5.1 The Sun Track
The Sun Track on the board is used to keep track of time - at the end of the 26th round, the sun sets and the game comes to an end. At the beginning of each round, before taking his turn, the First Player moves the yellow counter one space along the Sun Track. As soon as the token reaches the skull, night falls, and any player whose character is still inside the castle has lost the game.

5.2 The Player Turn
In a turn. a character may either move into an adjacent square or search the square he is in.

On the first turn, each character starts in one of the Tower squares, and may move through either exit. Full instructions for the Tower squares can be found on the Reference Sheet.

Movement
A character may only leave a square via one of the exits shown on the Room tile.

If the destination square is empty, draw a Room tile from the box and place it in the square Section 6 contains full details on how this works.

If the destination square already contains a Room tile there must be an entrance lining up with the exit, see example 1.

Also, you may never move into a room which is occupied by another character, unless you are moving to the Treasure Chamber.

Searching
Instead of moving to an adjacent square you may search the one you are in for Secret Doors or hidden treasure To search a Room, simply draw the top card from the Search deck and follow its instructions.

You may search a room twice on successive turns if you wish. After you have searched a room twice you must move on the next turn. If you return to the same room later, you may search it again, for up to two successive turns.

The following rooms may not be searched: Rotating Room, Chamber of Darkness, Bottomless Pit, Trap Room, Chasm. Corridor, Treasure Chamber.

Once a character has moved or searched, the player's turn ends. A character may not move and search in the same turn.

5.3 Missing a Turn
A player may be forced to miss a turn for the following reasons:
A. Due to the instructions on a card;
B. If you cannot move to an adjacent square for any reason, and have already spent two turns searching the square you are in;
C. Voluntarily.

A player may do absolutely nothing while missing a turn.

6. Room Tiles

Each Room tile has from 0-4 Exits, 1 Entry Arrow, and up to three Doors.

Room tiles are either Normal or Special. Normal tiles have a white Entry Arrow, and special tiles have a coloured Entry Arrow (red, yellow, blue green, orange white or purple). All Special Tiles are shown on the Special Tile Key on the board.

6.1 Picking Room Tiles
Whenever you move to an empty square, pick a Room tile at random from the box and place it in the destination square Once you've picked a Room tile, you must enter that square. (See example 2)

You are allowed to move on to squares that already contain a Room Tile. In this case, you do not draw a new Tile for the square, but simply follow the instructions for the Tile already there.

6.2 Entry Arrows
When a Room tile is placed on the board, you must lay it down so that the arrow is at your point of entry. In other words, you 'step over' the arrow to enter the tile.

6.3 Normal Tiles
Whenever you move onto a normal tile (one with a white Entry Arrow) you must draw a Room card and follow its instructions. Section 7 covers this topic.

6.4 Special Tiles
When you move onto a special tile (one with a coloured entry arrow), consult the Special Tile Key on the board and the Reference Sheet for full instructions.

6.5 Doors

You may leave a Tile by moving through a Door. Before moving. you must draw a Door card and follow its instructions. If the door through which you are moving lines up with a door on an adjacent tile you must draw two Door cards - you may only move to the next square if both cards say 'Door Opens: If only one card says 'Door Opens', you must follow the instructions on the other.

Dungeonquest Reference Sheet

This reference sheet contains detailed explanations of how to use the cards counters and tiles in the game. In your first few games of Dungeonquest, you should consult the reference sheet every time you find a card, counter or tile you haven't seen before. You should always return a card to the bottom of the deck it came from after you have followed its instructions, unless the instructions tell you otherwise.

Cards

Room Cards
You must take a Room card from the top of the deck whenever you eater a new tile, unless it is a Special tile and its special rules tell you otherwise.

Bracelet or Jewellery:
You have found some treasure. Place the card face-up beside your character sheet. These items count towards your treasure total at the end of the game.

Cave-In:
Pick a number from 1-6 out loud, and roll a D6. If the number you picked is rolled, your character hs been killed by the cave-in and you have lost the game. If not, roll the D6 again and lose that many LPs.

Crossfire Trap:
Arrows fire from the walls at you! Roll D12-Armour and lose that many LPs.

Crypt:
You may search the Crypt for treasure - see Crypt Cards below. If you decide not to search the Crypt, return this card to the bottom of the Room card deck.

Curse of the Wizard:
As soon as you draw this card, all the Corridor tiles in the dungeon will rotate. Roll D6:
1-2 90 degrees clockwise
3-4 180 degrees
5-6 90 degrees anti-clockwise.

Dead Adventurer:
You may search the body - see Corpse Cards below. If you decide not to search the body, return this card to the bottom of the Room deck.

Empty:
The room is empty - nothing happens.

Giant Spider:
If you draw this card, you may either fight or flee. If you try to flee, roll D6: on a 3-6, you escape and must return to the last tile you were on (just like escaping from combat); on a 1-2, you must stay and fight. To fight the spider, pick three numbers out loud and then roll a D6. If you roll one of the numbers you picked, you have killed the spider - return this card to the bottom of the Room deck. If not. then you lose 1 LP, your move is over and you must fight the spider again in your next move. You must keep on fighting the spider until you kill it.

Note: if your character is El-Adoran. you may fire up to 4 arrows per turn instead of fighting the spider. You should roll a D6 for each arrow you fire and you kill the spider on a score of 5-6. If you do not manage to kill the spider you must lose 1 LP and your turn is over.

Monster:
Goblin, Mountain Troll, Death Warrior, Orc or Champion of Chaos: See Section 8.1 of the rulebook.

Potion:
You may keep this card if you wish, faceup beside your character sheet. You may drink the potion at the start of your turn (except when you are fighting the Giant Spider), by rolling D12 and consulting the Potion Table on the board - return the card to the bottom of the relevant deck, then carry on with your turn as normal. You may only ever carry one potion at a time; if you find any more you must discard them.

Sneak Attack:
See section 8.3 of the rulebook.

Trapdoor:
Roll D12 - if the result is equal to your Agility score or less. you avoid the trap and treat this room as a normal one. If not, you fall through the Trapdoor and lose D6 LPs, placing this card face-up beside your character sheet. If you fall through the trapdoor, your turn ends. Next turn, roll D12 again - if you roll your Agility score or less you can climb out, returning this card to the bottom of the Room deck and taking your tum as normal; if not, try again next turn. If you have a Rope (see Corpse Cards below), you climb out automatically on the turn after you fall in.

Vampire Bats:
Roll the dice shown on the card and lose that many LPs.

Your Torch Goes Out:
As soon as you draw this card your tunn is over. Keep the card face-up beside your character sheet. At the start of your next move pick three numbers out loud and roll a D6. If you roll any of the numbers you picked, you have managed to re-light your torch; return this card to the bottom of the Room deck and take your turn as normal. If not, miss your turn and try again next turn.

Corpse Cards

If you draw a 'Dead Adventurer' Room card, you may search the body if you want to. To search the body, take a Corpse card and refer to the following descriptions. Don't forget to return the Room card to the bottom of the Room deck.

Golden Guineas or Necklace:
You have found some treasure. Place the card face-up beside your character sheet. These items count towards your treasure total at the end of the game.

Nothing:
You find nothing but old bones.

Potion:
See Room Cards above.

Rope:
You may keep this card if you wish, placing it face-up beside your character sheet. If you ever fall into a Trapdoor you may use the rope to climb out automatically.

Scorpion:
Roll the dice shown on the card, and lose that many LPs

Crypt Cards

If you draw a 'Crypt' Room card, you may search for hidden treasure if you wish, by taking a Crypt card. Don't forget to return the Room card to the bottom of the Room deck. Crypt cards are as follows:

Treasure:
Guineas, Jewelled Dagger, Bracelet or Brooch: You have found some treasure. Place the card face-up beside your character sheet. These items count towards your treasure total at the end of the game.

Empty:
You find nothing.

Potion:
See Room Cards above.

Skeleton:
Roll a D6:
1-3 Nothing happens - return the card to the bottom of the Crypt deck.
4-6 The Skeleton springs to life! Fight the Skeleton as if you had drawn a 'Death Wanior' Room card. Refer to Section 8 of the rulebook for combat rules. Return the card to the bottom of the Crypt deck after the combat.

Trap:
Roll the dice shown on the card, and lose that many LPs.

Door Cards

You must take a Door card when anempting to move through a Door. Follow its instructions and then return the card to the bottom of the Door deck. Door cards are as follows:

Door Jammed:
The door will not open, and your turn ends here. In your next tum, you may try the door again or leave via a different exit.

Door Opens:
You may move through the door.

Trap:
The door is trapped. Roll the dice shown on the card and lose that many LPs, after which your turn is over. In your next turn you may try the door again or leave via a different exit.

Monster Cards
These are fully explained in Section 8.1 of the rulebook.

Trap Cards
When you enter a Trap Special Room tile, you must take a Trap card instead of a Room card. Trap cards are as follows:

Search Cards
If you decide to search a tile, draw a Search card. You may not search Tower Rooms, Rotating Rooms, Chambers of Darkness, Bottomless Pits, Trap tiles, Corridors or the Treasure Chamber.

Treasure:
Golden Guineas, Jewellery or Ring: You have found some treasure. Place the card face-up beside your character sheet. These items count towards your treasure total at the end of the game.

Secret Door:
You may immediately move to any adjacent square (not diagonally) just as if you had moved through an exit. If the square is empty, draw a new Room tile as normal. If the room you enter has a Monster in it, you may not try to escape.

COUNTERS
Combat Counters

There are three Combat Counters for each character - one Mighty Blow, one Slash and one Leap Aside - which are given to players at the start of the game. There are five other sets - one each for the Goblin, Mountain Troll, Death Warrior, Orc and Champion of Chaos. Scctions 8.1 and 8.2 of the rulebook cover the use of Combat Counters.

Dragon Counters
See Section 9 of the rulebook.

Magic Ring Counters
At thc start of the game each player takes a Magic Ring counter; see Section 4 of the rulebook. Each ring may be used only once per game. Their effects are as follows:

Ring of Blinding:
This ring causes a flash of light which will blind any Monster. You may use it as soon as you draw a Room card with a Monster, and defeat the Monster automatically. The Ring of Blinding does not work against a Sneak Attack.

Ring of Healing:
This ring will restore up to 5 LPs at the start of your tune, but you may not do anything else that turn. You may not increase your Life Points to more than their starting level.

Ring of Opening:
This ring will open one Door or Portcullis for you. If you use the ring you do not have to take a Door card or make a Strength roll.

Ring of Warning:
This ring will detect one trap, which you avoid automatically. You may use the ring as soon as you draw a Room tile with a red entry arrow (to avoid taking a Trap card), or when you take a 'trap' Room card (to avoid losing LPs to the trap).

Treasure Counters
The Treasure counters are put in a cup or mug at the start of the game, and thoroughly shaken up. Whenever you are allowed to take Treasure counters (see Section 9.1 of the rulebook), take them from the cup without looking, then put them face-up beside your character sheet.

Each Treasure counter has a number followed by the letters 'GP' - this is the value of the treasure in Gold Pieces. At the end of the game. thc player who has managed to escape the dungeon with thc most GPs worth of treasure is the winner.

Tiles and Locations

See Sections 5 and 6 of the rulebook for rules on picking and placing Room tiles.

Normal Tiles
Normal tiles have white entry arrows and there are no special rules conceming them.

Special Tiles
Special tiles have coloured entry arrows, and are shown on the Special Tile Key on the board. Special tile types are as follows:

Bottomless Pit: Do not take a Room card when you enter a Bottomless Pit tile. Instead, roll D12: if you roll your Agility score or less, you manage to make it across the pit and may take your next turn as normal. If not, you have fallen into the pit - and out of the game! You may never search a Bottomless Pit tile, nor voluntarily miss a turn there.

Cave-In: Take a Room card as normal. However, on your next turn you must roll a D12 or retreat. If you decide to retreat, you must move back to the previous tile treating it as a normal move. If you decide to roll the D12 and roll your Agility score or less you may take your turn as normal; if you roll higher than your Agility score you become trapped and must miss your turn. Next turn, you may either retreat or roll again. Note that the effects of a Cave-In tile are different from those of a Cave-In card.

Chamber of Darkness:
Do not take a Room card when you enter the Chamber of Darkness. At the start of your next turn, roll D6 to see where you come out:
2 Exits
1-3 leave the way you came in
4-6 leave by the other exit
3 Exits
1-2 leave the way you came in
3-4 leave by closest exit clockwise
5-6 leave by closest exit anticlockwise

If the exit you have rolled is impassable you must miss your tum. You may not search a Chamber of Darkness.

Chasm:
A wide and very deep chasm divides this tile. Take a Room card as normal but, next turn you may only leave through an exit on the same side as the way you came in by. You may never search a Chasm tile.

Corridors:
Do not take a Room card when you enter a Corridor. Instead, you immediately move again (and if you draw another Corridor, again, and so on). You may not search a Corridor tile.

Portcullis:
A heavy iron portcullis smashes down behind your character. Take a Room card as normal but, if it is a Monster, you may not choose to escape. If you ever wish to move through a poncullis you must raise it by rolling your Strength score or less on a D12. If you succeed, you may move as normal; if not, your turn ends here, but you may try again next turn if you wish.

Rotating Room:
Do not take a Room card when you enter a Rotating Room. Instead, the tile is immediately routed through 180 degrees, and your turn is over. The tile can only ever rotate once - as soon as it is drawn, so you cannot go back by the same route. If the only exit ends up facing the edge of the board or a solid wall on another tile you are trapped in a dead end, and have lost the game. You may not search a Rotating Room.

Trap:
You have just walked into a trap! Every time you enter a tile of this type take a Trap card instead of a Room card. You may not search a Trap tile.

Tower Rooms and Treasure Chamber
These locations are printed on the gameboard, and act just like Room tiles that are 'fixed' in place.

Tower Rooms:
Your playing piece will start in one of the Tower Rooms at the start of the game and may leave through either exit. To win the game, your playing piece must mate it back to a Tower Room (any one will do) before the sun sets. You never draw a Room card when you enter a Tower Room, and you may not search the room. You are allowed to enter a Tower Room and move out through the other exit if you wish. In this ease you may enter the Tower Room for 'free' and move again immediately, as if you were in a Corridor (see above).

Treasure Chamber:
See section 9 of the rulebook.

6.6 Dead Ends
If a Tile has no exits, or the exits it does, have either run into the dungeon wall printed on the board or into solid walls on already placed tiles, you have reached a dead end. You can only leave the tile by retracing your steps or by successfully searching for a Secret Door.

If you are very unlucky, you may become trapped in a dead end. If you don't manage to find a secret door that allows you to leave the tile well, you've just lost the game...

7. Cards

Dungeonquest uses seven decks of cards:

Each deck is placed face-down beside the board at the start of the game Whenever you are instructed to draw a card from one of the decks, take the top card. After you have followed any instructions on the card, put it face-down at the bottom of the appropriate deck.

In some cases you are allowed to keep cards, rather than returning them to the bottom of the deck. A card will tell you if you are allowed to keep it.

Each deck of cards, apart from the Monster deck, has one card which says Shuffle. If you draw this card, shuffle the deck - including the Shufflc card - and then draw again from the deck to get the card you should have had in the first place!

Complete instructions for all the cards are found on the Reference Sheet. You should consult this whenever you draw a card the first time you play Dungeonquest, to make sure you don t miss anything important. After a couple of games, you'll find that you hardly ever have to use the Reference Sheet during a game.

8. Combat

8.1 Monsters
There are many different monsters in the dungeons of Dragonfire Castle, but only five of them follow the normal combat procedure: 

When you draw a Room card with one of these monsters on it, you have three options: you may attack, wait and see, or escape. You may not escape if there is a Portcullis behind you, or if you have entered the room through a Secret Door.

When you have decided what you are going to do, you must tell the other players. Then the player on your right draws the top card from the Monster deck, looks under the correct heading for what you have decided to do and the monster you have met, and tells you what happens.

Possible results are as follows:

Combat: a combat result will also give the monster's Life Points, but you aren't told this. You proceed to normal combat, which is explained below.

Escape: you move your playing piece back to the tile you came from. Do not draw a Room card, but if it is a Special tile the rules for the tile still apply. If you entered the tile through a Door, you may escape without having to draw another Door card.

Flee: the monster runs away, and nothing further happens. The cards are returned to the bottom of their respective decks, and your turn is over. If you get a flee result for the Death Warrior or the Champion of Chaos, they don't actually run away - you manage to sneak past them, and don't have to fight. The effect is the same though: the cards are replaced in their decks, and your turn ends here.

Slash/Escape: the monster tries to slash you in the back as you run off, and you take the damage stated on the card before escaping as above. If a slash result is followed by a number, your character loses that many LPs; if it is followed by a dice roll, roll the dice to see how many LPs your character lost.

Slash/Combat: this is the same as the Slash/Escape result, except that after the monster tries to slash you, you must fight it normally.

8.2 Combat
If a combat result is read from a Monster card, the player on your right takes the three Combat Counters for the monster in question. You each choose a counter, and place it face-down in the appropriate box of the Combat Display on the board. Then you both turn your counters over, and the result is read off from the display by crossreferencing the two combatants' tactics. You repeat this process, choosing new Combat counters when you want, until one combatant is dead.

When you lose Life Points, you move your blue token along the Life Point track on your Character Sheet. When the monster loses LPs, the black token is moved up the Monster Track on the board, to show how many LPs the monster has lost so far. When the token reaches the number of LPs shown on the Monster card, the monster is dead - the black token is moved back to zero, and the Room and Monster cards are returned to the bottom of their respective decks, and if the player has won, his turn has finished. A monster's Life Points total is never revealed until it is killed.

8.3 Sneak Attacks
If a Room card says Sneak Attack, a monster (the one shown on the card) has suddenly popped up and hit you! Roll D12-Luck to see how much damage it inflicted. After this, combat takes place as normal, except that you may only attack or escape.

8.4 El-Adoran's Bow
El-Adoran Sureshot carries a special weapon, his longbow. If your character is El-Adoran, you may use the longbow in combat. You only have four arrows, however, and once these are gone you may not use the longbow again in this game. When El-Adoran starts a fresh game of course he has a fresh stock of four arrows.

The bow may be used only if the player chooses to attack; El-Adoran may fire once before the Monster card is drawn, and once afterwards. He may fire at either time at both, or at neither, but he may not loose more than two arrows in any combat. Of course if you fire your first arrow before the Monster card is drawn and the monster then flees, your arrow is wasted.

Each time an arrow is fired, move the red token 1 space down the Arrow Table on El-Adoran's character sheet. Once the counter reaches zero, the longbow cannot be used again.

When you fire an arrow, roll a D6 and refer to the Longbow Table on the board. There are three possible results - Missed. Wounded and Killed.

Missed: The monster loses no LPs -your arrow is wasted.

Wounded: Roll a D6 and halve the result, rounding fractions down. This is the number of LPs that the monster loses. It is possible to kill a monster with a Wound result.

Killed: the monster is killed, and the combat is over. Unless you're fighting a Champion of Chaos that is. These characters are far too tough to be killed by a single arrow, so the first Killed result against a Champion of Chaos causes 3 LPs of damage. If you manage to get a second Kill result with a second arrow, then the Champion of Chaos is dead.

9. The Treasure Chamber

9 1 Entering the Treasure Chamber
At the centre of the board is the Treasure Chamber, which is guarded by a sleeping Dragon. You can move into the Treasure Chamber just as if it were a Room tile.

Do not take a Room card on entering the Treasure Chamber. Instead, take two Treasure counters out of the cup, and put them on the table beside your Character sheet.

Then, the player on your right must shuffle the Dragon counters and hold them fanned out, face-down. Take one and turn it over. If the counter shows a sleeping Dragon, all is well and your turn ends. Leave the counter face-up on the table - do not return it to the stack. On your next turn you can either leave the Treasure Chamber by any exit, or you can stay there drawing two more Treasure counters and another Dragon counter.

You can carry on doing this each turn until you decide to leave the Treasure Chamber or you wake the Dragon. Remember - because sleeping Dragon counters are not returned to the stack, the longer you stay in the Treasure Chamber, the greater the chance of waking the Dragon!

You may leave the Treasure Chamber whenever you wish to, treating it as a normal move. You do not draw any Treasure or Dragon counters on the turn you leave the Treasure Chamber.

If you draw the fire-breathing Dragon counter you are in BIG trouble! You lose all your treasure - return Treasure counters to the cup, and any Treasure cards to their respective decks. You also lose D12 Life Points to the Dragon's fiery breath. If you survive this, you must run away - move your playing piece out of the Treasure Chamber to an adjacent square drawing a Room tile if the square is empty, but not drawing a Room card.

9.2 Two or more players in the Treasure Chamber
The Treasure Chamber is the only place where you can have two or more characters at the same time.

If there are two or more charactets in the Treasure Chamber at thc same time each player draws 2 Treasure counters and a Dragon counter during their turn. This rapidly increases the chance of waking the Dragon!

When the Dragon wakes up, all characters in the Treasure Chamber immediately suffer the consequences as described above, starting with the player who drew the firebreathing Dragon counter and proceeding clockwise round the table. After this has been dealt with, the game carries on with the normal turn order.

9.3 Shuffling the Dragon Counters
When you leave the Treasure Chamber, the player to your left should pick up all the Dragon counters and shuffle them, placing them in a face-down stack beside the board. If there are two or more characters in the Treasure Chamber, the Dragon counters are not shuffled until the last character leaves.

10. Winning the Game

Each Treasure card or counter is marked with a value in Gold Pieces or GPs. The winner of the game is the player whose character has reached a Tower room by the end of turn 26 with the highest total value of treasure. If nobody manages to get out in time all the players have lost - Dragonfire Castle is the winner!

Sometimes a player will win simply by being the only person to get out of the dungeon alive even if they have only a few GPs worth of treasure or no treasure at all! In other games, a player will get out with thousands of GPs in treasure for a really big win. Keep track of the total amount of treasure each player has managed to get out of the dungeon in all the games they have played, to see who is the champion Dungeonquest player in your group.

11.Solo Dungeonquest

Dungeonquest makes an excellent 'solo' game where one character tries to beat the perils of Castle Dragonfire in a race against the clock.

A solo game uses all the normal rules, except for combat which is handled as follows:

Combat counters are not used in the solo game. Instead, roll the D12 and consult the following table:

D12 Roll

Result

1-3 Character loses 1 LP
4-6 Character and Monster lose 1 LP each
7-9 Monster loses 1 LP
10 Monster loses 2 LPs
11-12 Ignore this result and roll again

You might say that you 'win' at solo Dungeonquest if you manage to escape with at least one Treasure token before nightfall. If you want to set yourself a harder target, you might say that you need to beat your previous highest treasure total in order to win.

12. Players Notes

12.1 A Short History of the Game
Dungeonquest
was originally published (and, indeed, still is published) by Alga of Sweden, where it is known as Drakborgen or 'Dragon's Castle'.The game was Alga's longest-ever games project: the first version being drafted by hand in 1980 and continually revised and tested until the game was published in 1985.

Games Workshop first heard about the game in 1986, when we received an Alga catalogue. Dan Glimne, the man in charge of Alga's Game Design Department - and the game's co-inventor along with Jakob Bonds - was kind enough to send us a copy of Drakborgen along with a translation of the rules, and in no time at all everyone at the GW Design Studio was hooked on this crazy Scandinavian game. It was obviously a winner, so we got back in touch with Dan, and pretty soon a deal had been struck to allow us to publish the English language version of the game. The rest, as they say, is history...

12.2 Some Tactical Hints
The game of Dungeonquest takes more skill than you may think after browsing through the rules, or even after playing your first game. Of course luck does play a part in the game but then it does in backgammon, or bridge - or life for that matter.

The main problem for the players is the limited number of game turns, 26 from sunrise to sunset. This places great emphasis on choosing your route across the gameboard. Dare you risk an unknown but possibly shorter route where no Tiles lie as yet? Or should you take a longer but known route? Is it wise to return via a Chamber of Darkness? Should you go round the portcullis or try to lift it? The tension mounts as the Sun Track marker moves closer to the end - will you make it in time?

Another test comes when you meet a monster. The reaction of the monster in reply to your choice of attack, wait and see or escape has not been randomly determined. There is a carefully worked out behaviour pattern for each monster, so that a Goblin will not react in the same way as a Champion of Chaos for example. After a few games, you will begin to notice this, and in time you will be able to turn it to your advantage.

Combat will also test your skill, as well as the skill of your fellow players. Since the monsters are 'controlled' by another player, you are fighting an intelligent opponent, not a couple of dice with no memory. Is it worth usmg the same tactic twice in a row? Will your opponent repeat a successful tactic or try something new?

A visit to the Treasure Chamber takes fine judgement and steady nerves. The longer you stay, the more treasure you may find, but the greater the risk of the dragon waking up or the sun setting before you can get out. In general it is not a good idea to spend any longer in the Treasure Chamber than you have to - but if an opponent stays longer than you and gets away with it, you are at a disadvantage.

It's a good idea to keep an eye on the cards that are drawn from the smaller decks of cards. For example there are 3 Trap cards in the Door deck. If 2 or 3 have already been discarded, then it is much safer to risk trying to go through a Door.

One final point. The greatest test of your skill is to play a 'rubber'- a series of games - all in one session. Once you ve got the hang of the rules, you will be able to play as many as five games in an evening. Each player keeps a running total of treasure gained from each game and the player with the highest total at the end of the session is the overall winner. You might even extend this over a longer period, or keep a 'league table' - divide a player's treasure total by the number of games played, and you will have a number which reflects how good a player he or she is.

12.3 Rules Questions
If you have any questions about the Dungeonquest rules, feel free to write to us. You must include a self-addressed stamped envelope and should try to word your questions so that they can be answered with a yes or no if at all possible. We would also welcome your comments or suggestions about the game although we regret we can't guarantee that we will be able to reply to all the letters we receive. The address for all your questions and comments is:

Dungeonquest Questions, Games Workshop Design Studio, 14-16 Low Pavement, Nottingham, NG1 7DL.

c1987 Games Workshop Ltd. All Rights Reserved.

 

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