Dungeon! House Rules and Ten Ton of Fun!
Dungeon! House Rules and Ten Ton of Fun!
Dungeon! House Rules and Ten Ton of Fun!
a) Wizards starts (base set) with three spells (lightening/firebolt and teleportation). To Get
these spells back he can do the following:
1) Spend 1 turn getting 1 spell back (in any space).
2) Spend 2 turns getting up to three spells back (in any space).
Ignore the rule about spells being outside the room – get in there and don’t be a pussy!
When playing a fire bolt or lightening bolt. One card is played to activate the spell – this is the
roll that has to be more/same than the icon on the monster card. A second card (of the same
spell type) can be played (unless you have the magic cloak) if it is, the number on the card
goes down by 1/card played.
Max spells a wizard can have is 6 (three of any type). Max spell a cleric can have is 4 (three
of any type). If they have more they have to discard down – they can choose which to drop
in their current location.
b) Sliding door trap. Roll and D12 and see where you end up.
d) Ignore rules about the chambers and three monsters. Monsters are only found in the
rooms. Characters are free to move through them with no monsters attacks.
Rogue
Sneak attack: +2 to all attack rolls in the cells area, level 4 pink rooms.
Sneak Away: If the monster attacks you, on a 5/6 (D6) you sneak away before getting
attacked.
Good Eye: You start the game with the ability to move through all secret doors. If you draw a
secret door card, trade it in for a bag of 500 gold.
Warrior
At Home: The armoury area you can move up to 6 spaces on your turn because you know the
way around.
Battle fury: For this turn only you can roll 3D6, but you loose the card until you can roll a 5/6 at
the start of your next turn. If you fight a boss monster, this card can only be played once.
Battle Rage: If you roll an 11/12 (2D6) in combat, have another go.
The cleric
Holly help: +2 to all your attack rolls in the Chapel area, Level 4 pink rooms.
Guardian: On a monsters attack roll, if you roll a 5/6 (D6) you can reduce the damage by 1
level.
Prayer time: If you spend one turn in the chapel you gain 2 spells.
The Wizard
Special Potion: You drink this potion and it allows you +2 on your attack rolls (red icon), in the
Laboratory area, Level 5 blue rooms.
Split personality: For this turn only you can take on the stats of a fighter (green icon), but you
loose the card until you can roll a 5/6 at the start of your next turn.
Good crafter: Spend two turns in the Lab and you gain the magic cloak. The cloak allows you
to combine (for one attack only) both fire and lightning bolt spells (Any number of each). This
is used on either the monsters fire or lightening icon, but if the icon as a ‘–‘then either the fire
or lightening will not work against it. Whilst the magic cloak is usable once. You gain it back if
you revisit the Lab area and spend 2 turns in there doing nothing.
f) Boss monsters
All boss monsters can be summoned via the pentagram on the Main Hall. A player must end
his go in the Main Hall, that finishes their go, It takes 1 turn to summon ‘Da Boss’. Each attack
on the monster is one turn.
The fight consists of three turns (apart from Hydra(4)). The player must defeat it twice to win the
treasure (15,000 Gold). They can retreat out of the contest at any point but must loose an
item/spell/weapon of their choice, if they do hall (apart from rogue). The item is placed out of
the game (its been consumed by The Boss! If they retreat, they move to any square outside of
the hall. The monster disappears if someone flees. If the player looses, then the monsters attack
is regarded as a 12 – “Crushed”. However normal rules apply if this can be negated.
g) Have fun!!!!!!!!!!!!!!