This document provides optional rules for players of the 3rd Edition of DungeonQuest to utilize some of the changes made in the Revised Edition without needing to purchase the new version. It includes a Torchlight Variant that allows players to see a few chambers ahead, and conversions of important rule changes such as searching, combat, and escaping to work with the 3rd Edition rules.
This document provides optional rules for players of the 3rd Edition of DungeonQuest to utilize some of the changes made in the Revised Edition without needing to purchase the new version. It includes a Torchlight Variant that allows players to see a few chambers ahead, and conversions of important rule changes such as searching, combat, and escaping to work with the 3rd Edition rules.
This document provides optional rules for players of the 3rd Edition of DungeonQuest to utilize some of the changes made in the Revised Edition without needing to purchase the new version. It includes a Torchlight Variant that allows players to see a few chambers ahead, and conversions of important rule changes such as searching, combat, and escaping to work with the 3rd Edition rules.
This document provides optional rules for players of the 3rd Edition of DungeonQuest to utilize some of the changes made in the Revised Edition without needing to purchase the new version. It includes a Torchlight Variant that allows players to see a few chambers ahead, and conversions of important rule changes such as searching, combat, and escaping to work with the 3rd Edition rules.
This document provides optional rules to integrate some changes from the revised DungeonQuest edition into the 3rd edition.
The Torchlight Variant rule allows a player to place chamber tiles adjacent to unexplored passages after entering a chamber to see a few chambers ahead.
Combat uses the Classic Combat Variant from page 28 and the new Combat Results chart on page 3 of this document. Heroes can now attempt to escape combat by passing an Agility test.
Tis Conversion Guide is intended to allow players who already
own a copy of FFGs DUNGEONQUEST 3RD EDITION printing to
utilize some of the changes made to the latest DUNGEONQUEST REVISED EDITION printing without having to purchase the Revised Edition. Players who own the Revised Edition do not need this document. Optional Rules Tese optional rules may simply be added to the list of optional rules presented on page 24 of the 3rd Edition rulebook. Torchlight Variant Tis optional rule allows players to see a few chambers ahead after entering a chamber. Immediately after a player enters a chamber, be it on an explored space or after placing a chamber tile when moving into an unexplored space, he chooses a passage on the chamber he entered that leads to an unexplored space and is not blocked by a door. Ten, he draws one tile and places it so that its entry arrow is adjacent to the passage he chose. He does this for each passage in the chamber he occupies that is not blocked by a door. Ten, he resolves the efects of the chamber he occupies. When using this rule, at the end of setup each player places tiles adjacent to the tower chamber his hero fgure occupies. Te frst hero to enter the treasure chamber places a chamber tile at each of the treasure chambers passages that do not yet have an adjacent chamber tile. Torchlight Example Krutzbeck has entered a corridor chamber with two exit passages (A). He chooses a passage (B), draws a tile, and places it so the entry arrow is adjacent to the passage he chose. Ten, he does the same for the other passage (C). Finally, Krutzbeck must resolve the efects of the corridor chamber he entered. A B C 1 Important Rule Changes Te following entries note important changes in the Revised Edition made to the 3rd Edition rules. Where necessary, additional rules are added here to help the new rules translate to the 3rd Edition game. To read detailed descriptions of the new rules, download the Rules Reference and Learn to Play Guide pdfs from the support page. Tese rules are either used as a whole or not used at all. If the players wish to use any of these conversion rules, they must use all of the conversion rules. Searching Each chamber tile may now only be searched once per game. Tis is marked by placing a determination token from the available pool on the tile. Any tile with a determination token on it may not be searched again. If the players ever run out of determination tokens, feel free to use any suitable substitute trinket, such as beads, coins, etc. Combat Combat is resolved using the Classic Combat Variant found on page 28 of the 3rd Edition rulebook, while also using the Combat Results chart listed on page 3 of this Conversion Guide instead of the Combat Results chart listed in the rulebook. Escaping Players now escape by making an Agility test at the end of a round of combat. Te escape values listed on their Power cards are ignored. At the end of each round of combat, the hero player can attempt to escape. If the hero player chooses to escape, he tests Agility. If he succeeds, the encounter ends, and the monster player reveals monster token. Ten, consulting the Monster Escape Penalties diagram on this page, the hero player sufers a number of wounds equal to escape penalty of the matching monster. To determine the escape penalty for the monster, simply compare the monsters type (the image on the front of the monster token) versus the monsters health (the value listed on the back of the token), and reference the escape penalty value listed in the right hand column. Ten, the hero player moves to an adjacent explored chamber ignoring any doors or portcullises. If he fails, he must fght another round of combat with the monster. If there are no adjacent explored chambers, the hero player cannot attempt to escape combat. Monster Escape Penalties Te following diagram is used to determine the escape penalty for each monster encountered in the game. Compare the health value listed on the monster token with type of monster to determine that monsters escape penalty. Health Escape Penalty Skeleton 2 0 Skeleton 3 2 Health Escape Penalty Sorcerer 2 1 Sorcerer 3 2 Sorcerer 4 3 Health Escape Penalty Troll 3 4 Troll 4 2 Troll 5 0 Health Escape Penalty Golem 4 2 Golem 5 3 Golem 6 4 Health Escape Penalty Demon 5 2 Demon 6 4 Demon 8 6 22 Combat Results Diagram Te number in white boxes indicates how many wounds are sufered by the hero player. Te number in gray boxes indicates how many wounds are sufered by the monster player. Boxes that are split in half with a white side and a gray side indicate the number of wounds sufered by both the hero player and the monster player. Tis diagram explains which player sufers damage in combat, the hero player or the monster player, and how much damage he sufers. 3