Bag of Dungeon Rules V3
Bag of Dungeon Rules V3
Bag of Dungeon Rules V3
for 1 to 4 players
By Gunpowder Studios
- Rules - v3.0
A Dungeon Adventure
It seems your evening in the notorious Wasted
Wizard tavern was worth the grim food and
dubious company after all. Despite the terrible
lute music and drunken bragging (not to
mention that argumentative gnome at the
bar), you managed to recruit a party of fellow
adventurers to join you on your quest -
to enter the nearby dungeon and steal the
legendary Ring of Creation.
The rewards are great but the risks are greater,
and no adventurer has yet returned bearing the
Ring. Are you brave and skilled enough to face
the dungeon’s monstrous inhabitants, survive
its traps and defeat the mighty Red Dragon that
guards its exit?
As the heavy entrance door slams shut behind
you, you peer into the darkness... Wait! What are
those two dim lights ahead? Did they just blink?
Step forth, brave adventurer.
Your journey awaits.
2
1. Overview
In Bag of Dungeon you play an adventurer exploring
a dark and deadly labyrinth to find and steal the
Ring of Creation. Your quest? Get in, get the Ring
and get out! Vile monsters and vicious traps await
you, and the fearsome Red Dragon guards
the only exit. The dungeon collapses when
the Ring leaves. Any adventurer still inside
has one last chance to escape or is lost
forever in the ruins.
2. Set-up
1. Place the Start tile face up on Exit
your playing area. Place the Start
Exit tile to one side. M12
1
3. Playing the game
You have a number of action points (APs) available
each turn, which you spend to perform actions such
as laying new dungeon tiles, moving your adventurer,
disarming traps, using items and casting magic.
AP costs. It costs one action point (1 AP) to move
one space or reveal and lay a new dungeon tile. Some
items also cost APs to use (shown on the item).
You can spend APs in any combination. For example,
you could draw and place a dungeon tile (1 AP),
move your adventurer one tile (1 AP), draw and place
another dungeon tile (1 AP), and cast a spell (3 APs),
and so on until you have spent all your APs or you
Sirrus the fighter
enter a fight. Sirrus is a skilled warrior and
renowned blademaster, brave
APs
and capable in battle. 20
Tracking APs. Each time
Combat: 2you
dice +2take an action, 5
19
move the cube on your AP track one space
Special: Lethal Blow. Once per
game you may double your
combat roll result.
4
18
towards 0. Your turnSolo1ends
2 3when you run out 3
of APs or engage in combat. You can end your 17
Lives
Backpack
Health 2
turn with APs remaining,
6 7 but 8 9you 10 cannot carry
1
16
1 2 3 4 5 6* 7 8 9 **
10 11 12 13
end of your turn.
Melee combat uses no APs. APs are not required for
melee combat (though you may still spend APs to
help you in the fight, e.g. use an item), so you can
always fight, even if you have no APs left and are on
a space with an opponent. Survival tip: Try to keep
enough APs to escape!
2
4. Building the dungeon
Dungeon tiles are drawn from the stack and laid face
up adjacent to your adventurer’s current tile, placed
so that an opening edge joins another, forming a
logical path. No match? You are lost! Place the tile at
the bottom of the stack and either spend more APs
to try again, or end your turn.
The M numbers on monster
Tiles must be tiles are used to place the
Ring and when using the
laid so that an Dragon Scrolls
M9
Continuous
dungeon edge
M4
Connect
Start tiles to
create paths M3
through the
Safe zone. No Fighting
dungeon
ZOMBIE
You will face some formidable creatures
HEALTH
13
AKE
in the dungeon. Be prepared to run away
GIANT SN
HEALTH
1 DICE +2
from a fight if it’s not going your way.
2 DICE +6
Take on smaller monsters to gain items
such as armour or a better weapon, then return
to face the bigger foes when you are better equipped
to win the fight (and stay alive).
4
7. Combat steps
7.1 Escape. Before each combat round, you may
choose to escape to an adjacent tile (spend 1 AP
and take 1 direct damage - see below) or draw and
escape to a new dungeon tile (spend 2 APs and
take 2 direct damage). Your turn ends.
7.2 Fight. Roll the number of Sirrus the fighter
combat dice shown on your Sirrus is a skilled
renowned blademast
warrior and
er, brave
GOBLIN
HEALTH
3 4 5
They roll the number of dice shown 1on2the *Take one item on kill
3 5
2 1 Bow
Range 1-3
1 dice damage
GOBLIN
HEA LT
H
+1
1 DICE
2 APs
Sirrus the fighter FiAP
r
Sirrus is a skilled warrior and Ra esball
renowned blademaster, brave 3 dic nge 1-5
and capable in battle. Sword to alle damage20
Steel 5on
Combat: 2 dice+1+2to cbt roll tile
Health 2
16
6 7 8 9 Mag10
ic Armour 1 AP
-2 damage 11 USE
Health 15
1 2 3 4 5 Potion
Regain 20dice
of hea 14
lth
Monster Health *Take one item on kill **Take two items on kill
DEAD! 1 2 3 4 5 6* 7 8 9 10** 11 12 13
Red Dragon
Health: 20 Combat: 4 dice
Immune to arrows
10
16. Solo game
If you wish to play a solo game, you can send up to
four adventurers into the dungeon, each with only
one life. For a really tough challenge, try sending just
one brave adventurer into the dungeon.
Items. Some or all of the following items are not in
play. If drawn, discard from the game and draw again.
For 1 adventurer, remove all five
12
Glossary of special item tiles
Some items are marked with an asterisk (*). These are
explained in more detail below.
1 USE This magic Acme Insurance scroll of item
ACME protection activates when you lose a life.
Insurance
Keep items on
Return to the Start tile with all your items.
defeat* Insurance small print: Will not work on your last life. Acme Insurance is not
responsible for the recovery of mutilated policyholders.
Bomb 1 AP
1 USE
The bomb detonates on the tile where it lands,
Range 0-4. 2D6 causing two dice of damage to anyone on the
dmg to all in
0-2 tile radius*
tile and anyone within two tiles (in LoS).
1 AP, 1 USE
The Dragonlance is your best hope of
Dragonlance defeating the Red Dragon that guards the
(vs. Dragon only)
Range 1-4 exit. Use it to perform a ranged attack, then
3 dice dmg* move in on the same turn for melee combat.
Invisibility
Cloak Use the invisibility cloak to sneak past
Roll 1 dice
to Move past monsters (including the Red Dragon). Roll a
each monster.
1-2: You are dice when you enter a tile with a monster on it.
seen! (Engage)*
On a 1 or 2, you are seen and must fight.
Large
Chest
1 AP
This large chest may be armed with a trap. Pay
Open: Roll a dice. 1 AP and roll a dice to try and open it. If you
1-4: take 5 damage
5-6: take 2 items fail and take damage, you can try again if you
and discard*
have APs available. Cannot be carried.
Loyal Bear
The loyal bear befriends you. It will fight beside
+1 dice to cbt you, giving an extra dice in combat. Place
roll. Remove on
defeat. Uses no beside your character card. When you lose a life,
inventory space* return the loyal bear to the Items bag.
These speedy magic boots allow you to escape
Magic Boots without taking damage. You can also move
+1 move.
Take no damage one extra space to an existing tile without
when escaping* paying an AP. Nifty.
13
Part deadly weapon, part sneaky peeker, the
Magic Sword magic sword gives you a +2 to your combat
+2 to cbt roll.
View adjacent roll and allows you to view any unrevealed
monster* monster on an adjacent tile.
1 AP The magic vine spell is a ranged spell that,
Magic Vine
Range 1-4.
once cast, will inflict one dice of damage on any
1 dice dmg to
any on tile. adventurer or monster that enters its tile. It
Stays in play* remains in play for the rest of the game.
Small 1 AP
Chest
This small chest may be armed with a trap. Pay
1 AP and roll a dice to try and open it. If you fail
and take damage, you can try again if you have
Open: Roll a dice.
1-2: take 2 damage
2 DICE +7
Sting range 4 tiles
up to four tiles away in all directions, causing
(Half damage to all)
half damage to each (rounded down).
15
Quick-play Guide
1. Set-up. Set aside the Start and Exit tiles, shuffle
the rest of the dungeon tiles and form a face-
down stack. Pick a character card, coloured
meeple and four matching cubes.
2. Place a cube on ‘3’ lives, max health and max
AP spaces (fourth cube is for monster health).
3. Play goes clockwise. Use 1 AP to lay a tile and
1 AP to move. Continue until you have no APs
left or you enter a fight.
4. When you enter a tile with a monster token,
replace it with a monster drawn from the bag
and fight! Defeat monsters to gain items.
5. Fight monsters by rolling your combat dice
and adding modifiers. Compare with their
attack. The highest result inflicts damage
equal to the difference in scores.
6. Once the Exit tile is laid, roll two dice and
place the Ring on the resulting M tile, Place
the Red Dragon on the Exit tile.
7. Defeat the Red Dragon to escape with the
Ring. Once the Ring leaves, all remaining
players have one turn to escape before the
dungeon collapses and they are lost forever.
16 © Gunpowder Studios