Dungeon Xpress

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Dungeon Xpress

Rule Book
General Rules
How to Get Started:
Take the room tile and place them in the middle of the group upside down and in a grid-like
fashion within the solid board frame. The boss room and the starting room should be on the opposite ends
of each other. Next, pick out your classes and look over them to gain familiarity and then, from 1 through
4, decide which number each person is and that’s how the order of turns starts out.

Movement Rules:
Players start off together on the same tile and move independently from each other through the rooms.

Your movement is limited to 1 tile per turn.

Moving to a tile opens the room and reveals whether there is a Monster, Trap, or an empty room.

Special cases:
There are special cases where movement changes.

Entering a Frozen Tomb (Trap), or opening the Shop disables your movement for the turn.

Teleport Tablets (Shop consumable) allow a player to move up to 2 tiles in any direction. Players cannot
move the turn they teleport. Teleporting to a new room via this item opens the room.

Finding a Teleporter (Trap) allows the player to teleport to a tile adjacent to any ally. The room is opened
after Teleporting.

Shop Rules:

Opening the shop disables your movement for the turn. When opening the shop, the player reveals the
top 3 cards of the Shop deck and can choose 1 or none of the items revealed.

The player then takes any items purchased from the shop deck and can put them under their character.
Characters are enhanced in different ways depending on the items purchased.

Consumable Items are purchasable when the player opens the shop. After the 3 items are revealed, the
player shopping can choose one of the items, or an item from the consumables deck. The consumable
items are one-time use and are returned to the consumable deck after use.

Combat rules:
Once you step into a room, you draw the number of monster cards from the pile as stated in the
room tile then, you must wait for your next turn. The order of operations during combat goes like this;
1. Player(s) in combat turn
2. Monster(s) in combat turn
3. Player(s) not in a combat turn.
4. repeat.
During combat, you can choose between a base attack on one targeted monster as described in
your character card or choose one of your skills based off what you have rolled with a six-sided die. Each
skill will be assigned to a number of 1 through 6. Each skill is detailed on the character card for more
specifics. You get one action per turn, which includes using your base attack, your skills, or a consumable
item. If there are multiple monsters in the room, you can choose which one to target.
When it’s the monster(s) turn to attack, one player must roll a six-sided die for a monster to
determine what they do (Read the monster card for more details or the “Bestiary” section of the rule
book) and a four-sided die to determine who they do it upon. If there are only 2 players in a combat
situation then they both occupy 2 numbers, for example, one player would be evens while the other would
be odds. If there are 3 players in a combat situation, then the fourth number that isn't occupied by a player
counts as a reroll.
If in combat you decide you want to retreat, you can however, you must wait for your turn and if
all players leave the room, the monster(s)’s health regenerates back to full but remain the same. If one
player dies, then they must wait to be revived after the room is cleared by a fellow teammate. If the whole
party dies, then they go back to the previous room the players have cleared with full health but lose 1 gold
each.
You can keep track of your health and the monster(s)’s health with a 20-sided die.
Characters:

Rolls Noble Knight


Health: 20
Base Attack: 5

Passive Has 5 extra-base health. (20 total)

1-3 Arc Swing: Deal 3 damage to all enemies in a room.

4 Lightbringer - Deal 8 damage to a target.

5-6 Armor of Thorns - Reflect half of the damage back to the monster

Rolls Rogue
Health: 15
Base Attack: 3

Passive Grants +1 extra gold per battle.

1 Dodge - Take no damage from this turn. Your next base attack does +2 damage.

2-3 Dagger toss - Deal 4 damage.

4-5 Poison Edge- Deal 3 damage initially and is poisoned for 1 damage for 2 turns

6 Surprise Attack - Deal 12 damage to a target.

Rolls Wind Archer


Health: 15
Base Attack: 6

Passive Reveal an adjacent room before moving.

1-3 Ranger’s Focus - Charges your next base attack, adding 3 damage.

4-5 Arrow Rain - Deal 3 damage to all monsters in the room.

6 Piercing Arrow - Deal 10 damage to a target.


Rolls Wizard
Health: 15
Base Attack: 4

Passive When rolling, the Wizard can choose between 2 actions.

1-2 Chain Lightning - Deal 3 damage to all enemies in a room.


OR
Restore 5 health to target ally.

3-4 Ice Blast - Deal 2 damage and freeze target monster. They are unable to perform actions for 1
turn.
OR
Remove negative status effects from a target player.

5-6 Fire Surge - Deal 8 damage to a target.


OR
Cast a magical shield on the target player. Reduce the next damage by half, rounding down.

Bestiary
Monsters:
• Powder Goblin: 6 hp

o 1-5: Claw Attack = 4 damage.

o 6: Explode = 8 damage to all players in the room but also dies instantly.

• Death Knight 15 hp

o 1-2: Curse = 2 damage.

o 3-5: Block = 3 damage.

o 6: Sword Slash = 6 damage.

• Wraith: 7 hp

o 1-3: Slash = 2 damage.

o 3-5: Scratch = 4 damage.

o 6: Haunt = Damages the player for 2 turns (deal 1 damage to the player at the start of

each turn.)
• Dire wolf: 7 hp

o 1-3: Slash = 4 damage,

o 4-5: Bite = 6 damage,

o 6: Howl = summon another wolf (adds another dire wolf into combat, doesn’t do

anything until next turn and cannot summon another dire wolf).

• Spear Gnoll: 9 HP

o 1-3: Spear Stab = 6 damage.

o 4-5: Bite = 4 damage

o 6: Block = 1 damage.

• Club Goblin: 7 hp,

o 1-3: Bite = 4 damage,

o 4-6: Club = 6 damage

• Minotaur: 15 hp

o 1-3: Axe Slash = 4 damage.

o 4: Impaling Charge = 7 damage and knocks player(s) out for 1 turn.

o 5-6: kick = 2 damage.

• Harpy: 10 hp.

o 1-3: & 5-6: Claw Slash = 3 damage.

o 4: Evade = The harpy flies away, avoiding any attack.

• Lower Vampire: 8 hp.

o 1-3: & 6: Claw Slash = 3 damage.

o 5: Bite = 5 damage towards the player, gains 2 health.

• Ice Elemental: 14 hp

o 1-4: Punch = 4 damage.

o 5-6: Ice Breath = If successful, the player is frozen and cannot move for 2 turns but while

being invulnerable to any form of damage.


• Rock Troll: 9 hp

o 1-5: Punch =4 damage

o 6: Ball form = The rock troll curls into a ball, only showing his rocky hide and is

invulnerable to damage for 1 turn and heals for 1 health.

Bosses:
• DRAGON: HP 50,

o 1-2: Fire Breath = 8 damage (Hits all in the room).

o 3 Bite = 6 damage.

o 4 Claw = 6 damage.

o 5-6: Wing Attack = 6 damage (Hits all players in room).

• Warg Pack: 5 wargs each having 10 hp, 50 hp in total. (1-10hp = 1 warg, 11-20hp= 2 wargs,

etc.)

o 1-3: Bite = 2 damage per warg remaining. (maximum of 10)

o 4-5: Stealth = The wargs hide within the shadows for 2 turns. If the player rolls a 1, 3 or 6

when trying to hit their attack, the player misses.

o 6: Howl = The Alpha howls for the revival of one of his pack members. Adding 10 hp

back to overall pack. If there are no wargs dead, then nothing happens. (can only happen

twice.)

• Beholder: 50 hp

o 1-3: Lasers = 4 damage to everyone in the room.

o 4 & 5: Venomous Bite = 3 damage plus 2 damage per player turn for 2 turns.

o 6: Hypnosis = Controls the mind of one player to do their base attack on another player

within the room (the player being attacked by the controlled player is determined by the

four-sided die).
Miscellaneous
Items:

Gear (passives):
Cost Item Total Effect
items

2 Adventurer’s 3 +1 Base Attack Damage. (Multiple swords can stack, up to 3)


Longsword

2 Spear of Justice 3 +1 Skill Damage. (Multiple spears can stack, up to 3)

2 Novice Shield 3 Take 1 less damage in each battle. (Multiple shields can stack,
up to 5)

6 Traveler’s Caravan 1 Grants the ability to trade items with any teammates regardless
of their position. This effect uses your movement for the turn.

4 Noble’s Shield 1 Take 3 less damage during a battle

4 Scepter of Blood 1 Restore 2 health after dealing damage to an enemy.

10 Coin of fate 1 On death, if you roll an odd, you can revive yourself or a
fellow team member back to 10 health. Used once per battle.

3 Nightwalker’s boots 2 Damaging traps deal half damage.

12 (Legendary) Tome 1 Double damage dealt and taken.


of Fire

12 (Legendary) Tome 1 When battling non-boss monsters, roll twice at the start of
of Ice battle instead of once. If your second roll is an attack, deals
half damage.

10 (Legendary) 1 Increase first base attack damage or skill damage by 5.


Excalibur

12 (Legendary) Divine 1 Take 3 less damage and immunity to negative status effects.
Bulwark

10 Shadow key 1 Grants the owner the ability to open the boss room.
Consumable (One-time use):

Cost Item Total Items Effect

1 Health Potion 5 Restore 3 health.

2 Snake eyes dice 3 Replace your roll with a 2.

2 Oil bomb 3 Deal 2 damage per monster in the room.

5 Protection Scroll 2 Prevent damage for one turn.

4 Teleport Tablet 3 Teleport up to 2 tiles away.

6 Elixir 2 Restore health to full.

7 Loaded Dice 3 The owner chooses their rolls for 1 turn.

8 Blessing of the Gods 1 Restore 5 health to all allies, regardless of their position.

Traps:

Trap Effect

Spike Trap Take 3 damage upon entering.

Poison Trap The room is filled with poisonous gas forever. Take 2 damage upon entering the room
and for each turn you stay in the room.

Wall Darts Take 4 damage upon entering. You’re now bleeding, taking 1 damage per turn for 2
turns.

Frozen Freeze upon entering this room. Lose a turn.


Tomb

Teleporter You can teleport to any undiscovered room (besides the boss room). One-time use.

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