© Gifted Vision Inc 2015

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© Gifted Vision inc 2015

DUNGEON CRAWLER™ LABYRINTH

Welcome to Dungeon Crawler™ Labyrinth!

Deep in the crust of Ara lies twisting tunnels that only the
denizens of the deep know, and there lie the untold treasures
of all of the would-be heroes and adventurers that could not
escape the labyrinth of the minotaurs. Be the first to conquer
the underworld of Dungeon Crawler!

This is a competitive game of strategy to get to the treasure


chest at the center and trap your opponents along the way!

THE GAME CONTAINS


• This rulebook…
• Labyrinth Play Mat x1
• Labyrinth Tiles x60
• Cards, Creature Cards x49
• Cards, Event Cards x20
• Cards, Loot x20
• Cards, Adventurer x10
• Standees, Adventurer x20
• Standees, Character x60
• Tokens, Wound x20
• Tokens, Treasure Pile x10
• Tokens, Secret Door x1
• Tokens, Treasure Chest x2
• Dice, Six-Sided (d6) x16 (x4 / player)

GAME PLAY
How do you win? The first Adventurer to reach the treasure
chest in the center of the board wins. This means your
Adventurer must be able to “land” on that space during their
Activation.

STARTING THE GAME


Who goes first? Each player rolls 2d6, the highest roll goes first
(re-roll ties for highest rolls only). Then proceed clockwise
from the winner.

The highest roller may choose their starting Adventurer and


closest Spawn point indicated on the board by the numbers 1,
2, 3 or 4. Do not start the game on “5”, it is for re-spawning
during the game and “6” is found on a feature Tile during play.

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DUNGEON CRAWLER™ LABYRINTH

VARIATIONS ON ADVENTURERS
What are the differences between the Adventurers? The Race
determines the BPs (Body Points are how many Wounds a
Monster or Adventurer can take) and the MV (Movement), while
Class determines how the Adventurer attacks.

• Dwarves are stalwart, hardy, tough, but slow on foot.


• Elves are fast, agile, but easy to knock down.
• Humans are sturdy and have a steady pace.

• Clerics are decent at melee, but their real advantage


comes from their ability to restore their health every
time they activate, which makes them very durable.
• Thieves are equally good at range or melee attacks.
• Warriors hit hard, but fight up close only.
• Wizards can blast an area, there’s almost no escaping a
Wizard’s blast, but they do small amounts of damage to
the entire area.

HARD GAME
Place the Lava Island tile in the center tile space of the
labyrinth. All lava tiles contain fiery red spaces which are lethal
to move through unless a character has flying or a special
ability that prevents instant death upon entering a lava space.

JOINING AN IN PROGRESS GAME,


or MORE THAN 4 PLAYERS
If you want to join a game in progress, 1 full round of each of
the first players must be completed, then the new player simply
rolls a Spawn point and spawns as per the rules.

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DUNGEON CRAWLER™ LABYRINTH

ACTIVATIONS
You MUST do all of the steps listed here on your turn (your
Activation) and they must be done in the order found below:

1. Move each Monster you control.


2. Each Monster you control Attacks if it is able to.

3. Draw and Place a Tile.


4. Draw and Place a Monster (see maximums), that Monster
Spawns and may then Move OR Attack (not both).

5. Your Adventurer can do any one of the following:


• Attack and Move.
• Move and Attack.
• Attack and Attack.
• Spawn and Attack.
• Spawn and Move.

*You may play Event and Loot cards at any time (even after a
roll has been made to change the results of the roll). Once
played, an Event or Loot card can not be un-played.

MOVEMENT
Each space of adjacent Movement costs 1 MV, every second
diagonal space moved counts as 2 MV.

• You can not cut corners around walls or other figures.


• You can not move diagonally through a corner unless
both spaces are open (like Lava or Water).
• You can not move in to an unrevealed tile space.
• You can not move diagonally between 2 unrevealed tile
spaces, or 2 characters or a combination of either.
• You can not move in to a space if you do not have
enough MV remaining.

PUSH PASSED
This allows Adventurers to move into the space of another
Adventurer or Monster and move that target in to any adjacent
space of their choosing IF they win a dice roll. The Adventurer
tries to move in to the targets space, each rolls a d6 and the
highest wins (defender wins ties). Have an opponent roll for a
Monster you control.

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DUNGEON CRAWLER™ LABYRINTH

If the Monster wins the Adventurer ends their move and stays
where they are (or is Pushed into Lava if it is available). The
Monster never moves if they win.

If the Adventurer wins they may move the Monster to an


adjacent unoccupied space, like where they just came from,
(or in to Lava) effectively swapping places with the target.
They may do this as many times as they have Movement until
they fail to Push Passed even one time.

The Treasure Chest is considered an occupied space and


Monsters can not stop their movement on that space, but they
can move through that space as though it were friendly.

TREASURE
Draw treasure cards from the treasure deck for slaying
Monsters (listed at the bottom of the Monster card) or by
picking up treasure piles. You will notice that the blue themed
cards are Event Cards which affect the Labyrinth while Loot
cards are green themed and affect Adventurers.

Treasure cards placed in the Secret Room are set aside and are
taken out of rotation.

Treasure Pile spaces are indicated on Tiles with an “X” on


them. Place a token there only when the tile is first placed on
the board. If an Adventurer moves over that space they can
collect a Treasure card and remove the Treasure Pile token.
Monsters do not affect Treasure Piles, these spaces are not
considered occupied.

If you run out of Treasure cards, reshuffle the cards from the
discard pile to create a new deck.

Lava is open space, but can not be moved in to without special


defenses like flight or immune fire abilities. Anyone without
those defenses moving in to lava spaces are destroyed
instantly. Monsters will not move in to these spaces as part of
their Activation if it would destroy them.

Shallow Water is open space, but requires 2 MV to move


through and 3 MV to move diagonally through.

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DUNGEON CRAWLER™ LABYRINTH

Deep Water is open space, but requires 3 MV to move through


and 4 MV to move diagonally through unless the Monster or
Adventurer has Flight or is Aquatic or Amphibious. Monsters
and Adventurers without Flight, Aquatic or Amphibious can not
stop moving on Deep Water spaces or they will be destroyed.

ATTACKING
Adventurers and Monsters can only Attack adjacent opponents
with their Melee Attack, and can not attack adjacent opponents
with a Ranged or Area Attack (although a crafty Wizard can get
around this hindrance by attacking someone further away).

When monsters or Adventurers attack they roll the number of


dice (d6) equal to their ATT score and add any bonuses to each
dice rolled. Each dice must meet or exceed the DEF of their
intended target. Example; if a monster had DEF 4, and an
Adventurer rolls 2d6 getting a 2 and a 5, that is considered 1
“hit” and the monster will take 1 wound.

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DUNGEON CRAWLER™ LABYRINTH

BONUSES TO ATTACK (+1 vs +1d6)


A +1 gives you a plus to each of your dice rolls, while a +1d6
gives you an additional six sided dice to roll against your target.
Can you attack other Adventurers? Yes.

INCORPOREAL
If the attacker has Incorporeal, they can attack a target from
inside a solid space or within a solid space.

AREA
Area Attacks hit a 3x3 space, you must be able to target the
center of the 3x3 area you wish to attack (see LoS). Roll each
attack separately for each of your targets in the area, indicate
which target you are rolling against for each roll.

LoS (Line of Sight) and TARGETING


You can target any adjacent space next to your Adventurer for
Melee attacks.

If you can draw a straight line from any part (including corners)
of your space to any part of your target’s space without going
through a wall or corner, you have LoS (line of sight) to your
target. Which also means Attackers can attack around corners,
but not between corners. You can not target something that
runs along the edge of a wall or cuts across a corner. You can
shoot at anybody within LoS, it doesn’t matter if there are
Monsters in the way, there is no penalty to hit them. You ARE
that good (same for the bad guys).

WOUNDS
When Monsters or Adventurers are wounded they will be
removed from play if their wounds meet or exceed the amount
of BPs they have.

SLAIN ADVENTURERS
If your Adventurer is slain, you lose all of your Loot and Event
cards. You will take your turn normally moving and attacking
with your Monsters, placing tiles and Monsters and then can re-
spawn on a random spawn point. You may choose an entirely
different adventurer as your previous figure as long as it is
available.

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DUNGEON CRAWLER™ LABYRINTH

NO EXITS!
It is possible that your adventurer gets trapped in an enclosed
space and is unable to move towards the center tile or combat
Monsters and Adventurers. You may then “Pick Up” your
Adventurer by first exhibiting/proving that you have No Exits
available to you instead of carrying out your Adventurer Phase.
On your next Adventurer Phase you may re-spawn normally.

Some monsters can not be Push Passed, and other characters


deal damage to those that do Push Passed them regardless of
whether or not the Push Passed is successful.

RE-SPAWNING
In the event that your Adventurer is slain, you will need to re-
spawn. When you Spawn roll a d6, if you roll a 5 go to the
Spawn point with a “5” of your choice, if you roll a “6” and the
floating spawn point “6” is not available you may choose to
Spawn on any available spawn point in play.

If you re-spawn at a spawn point that is occupied, take the


Spawn point with the next number down.

SPAWN MONSTERS
When a monster is drawn from an Encounter card, place their
corresponding figure on an unoccupied Spawn location of your
choice or in the center tile in an unoccupied space. They may
then Move OR Attack immediately as per their own tactics list.

MOVEMENT FOR MONSTERS


Monsters Activate on their controller’s turn. A monster can
move up to their MV score during each Activation, no more,
unless a special card is played which allows them to.

Monsters should move in the order that you draw them


in. The instructions for what they do are listed on each
monster card. Despite the fact that they are under the control
of a particular player, they may actually move and attack their
controller’s Adventurer if it is in their Tactics List.

Monsters will only attempt to move around each other for a


better attack position IF they can get there within 2 Activations
or less (instead of forming a line).

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DUNGEON CRAWLER™ LABYRINTH

Flying monsters will move positions to attack if it will


allow another monster without Flight to attack as well.

If a Monster’s Tactic is to get to the treasure chest, the


controller should move it between the treasure chest and the
closest adventurer(s).

Monsters can Move through each other as they are friendly, but
can not occupy the same spaces.

Monsters are not permitted to end their Move on a Spawn


point, on the Treasure Chest, on an Adventurer or another
Monster at any time. Monsters will use their move to move off
of Spawn points (which may mean losing a chance to attack).

Monsters generally have 3 different Tactics:

• LoS; if they have line of sight to an Adventurer.


• Within X; if they are within X number of spaces from an
Adventurer.
• No LoS; if they have neither LoS to an Adventurer and
are outside of X distance from an Adventurer.

ATTACKING WITH MONSTERS


The controller of the Monster only chooses if the monster
moves or attacks one adventurer over another when the
adventurers are of equal distance.

MAXIMUM MONSTERS
Each player has a maximum number of monsters that they can
draw and control at any given time. Once a player loses a
monster they may draw another on their turn. Keep in mind
that the magic number of monsters in play is “24” (25 with 5
players). The Doppelganger counts as a Monster.

2 players: 12 monsters each.


3 players: 8 monsters each.
4 players: 6 monsters each.
5 players: 5 monsters each.
6 players: 4 monsters each.

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DUNGEON CRAWLER™ LABYRINTH

ADVENTURER CARDS (x10)

Dwarf Cleric x1
Dwarf Explorer x1
Dwarf Warrior x1
Elf Thief x1
Elf Warrior x1
Elf Wizard x1
Human Cleric x1
Human Thief x1
Human Warrior x1
Human Wizard x1

*Note that the Dwarf Explorer counts


as a Thief for this game.

ENCOUNTER CARDS (x49)

Dreadlander Warlock x1
Fire Elemental x4
Gargoyle x2
Giant Spider x2
Hellhound x4
Kobold x4
Minotaur x4
Minotaur Templar x1
Mummy x1
Skeleton x8
Slime x2
Specter x2
Stone Golem x1
Vampire x1
Villager x4
Zombie x8

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DUNGEON CRAWLER™ LABYRINTH

EVENT CARDS (x20) LOOT CARDS (x20)


Cave In x1 Amulet of Protection x1
Crushing Trap x1 Combat Prowess x1
Doppelganger x1 Defensive Prowess x1
Extra Wealth x1 Magic Belt x1
False Treasure x1 Magic Boots x1
Healing Font x1 Magic Cloak x1
Lure x1 Magic Ring x1
Map x1 Magic Weapon x1
Mirror Trap x1 Potion of Firewalk x1
Pit Trap x1 Potion of Flight x1
Reinforcements x1 Potion of Healing x1
Rotating Rooms x1 Potion of Quickness x1
Secret Door x1 Power Card I x1
Shifting Rooms x1 Power Card II x1
Sliding Trap x1 Power Card III x1
Spear Trap x1 Power Card IV x1
Summoning Trap x1 Ranged Attack x1
Switch Trap x1 Rapid Strike x1
Teleport Trap x1 Scroll of Fireball x1
Warp Space x1 Scroll of Teleportation x1

11
TILES (x60)

Design by Jey Legarie


Special thanks to Ev Legarie
© Gifted Vision inc. 2015

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