Bag of Dungeon Rules V3

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A fantasy adventure game

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

Safe zone. No Fighting

2. Shuffle the remaining floor tiles


and place them face down in a single stack.
3. Each player chooses a character card, an
adventurer meeple and four cubes of the same
colour. Place your meeple on the Start tile.
4. Place a cube on the highest numbered Health
space of your character card, one on the ‘3’ space
of your Lives track and one on your highest
numbered AP space. You’ll use the remaining cube
to track monster health as you play.
The last person who saw a dragon goes first.
Play proceeds clockwise.

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

them over to your next 1 turn.


2 3 4 5 15
0 14
Regaining APs. ResetDEAD!your APs to full at the
Monster Health *Take one item on kill **Take two items on kill

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

open edge joins


another Draw and place a monster
when entering a monster tile

Continuous
dungeon edge
M4

Connect
Start tiles to
create paths M3
through the
Safe zone. No Fighting
dungeon

You’re ready to play!


You are now ready to enter the dungeon and begin
your adventure. It helps if one player has read the
rules, but you can also look things up when you need
to and learn as you go. Use the Quick-play Guide on
the back page to remind you of the steps to complete
your adventure and win the game. 3
5. Encountering monsters
When you lay a monster tile,
place a monster token there
to indicate an unrevealed
M10 monster. When an adventurer lands
on the tile, draw a monster from the
Monsters bag and replace the token.
Monsters spawn only once for each
monster tile laid (do not draw another monster if
you visit that tile again).
Survival tip: Monsters can be tough! 6

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).

6. Melee (hand-to-hand) Combat


Melee (hand-to-hand) combat happens when
opponents are on the same tile. APs are not required
for melee combat, except to take an action or use an
item or ability that has an AP cost.
You cannot use ranged weapons (e.g. a bow) against
opponents on the same tile. You can escape from a
fight (see 7.1. Escape) or tag another adventurer to
fight with you (see 10. Tagging).

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

character card and add the


le.
and capable in batt
Combat: 2 dice +2
. Once per

modifier (if shown), then add


Special: Lethal Blowle your
gam e you may doub
lt.
combat roll resu

modifiers for any weapons or 1 2 3 Lives


items you are using. Ask another
Solo
Heal th
6 7 8 9 10
5
player to roll for the monster.

GOBLIN

HEALTH
3 4 5
They roll the number of dice shown 1on2the *Take one item on kill

monster token, adding any modifier.DEAD! 1 2 3 41 DIC


Monster Health
5 E6+1 7
*

7.3 Damage. The lower scoring opponent takes


damage equal to the score difference. For example,
you score 9, the monster scores 5, so the monster
takes 4 damage and loses 4 health.
Direct damage. If an attack states ‘direct damage’
deduct the damage direct from your health.
Armour and shields do not protect you.
Critical hits (melee only). If all your dice rolls are
identical (e.g. two 6s, three 4s) you have dealt a
critical hit. Double your score, then add modifiers.
Monsters cannot score critical hits.
7.4 Slug it out. Repeat the steps above until one
opponent is killed (its health reaches 0) or you
escape. Your turn ends after a fight or an escape.
5
8. Ranged attacks
You can use ranged weapons (e.g. a bow or spell) to
attack a monster from a distance. When launching
a ranged attack you must have line of sight (LoS)
- a straight line between you and the target - and
the monster must be within range of your attack.
Count the range from the tile in front of you (see
illustration below). Adventurers between you and the
monster do not affect LoS.
3 APs

3 5
2 1 Bow
Range 1-3
1 dice damage
GOBLIN

HEA LT
H

+1
1 DICE

Spend the APs required for the ranged attack and


roll the number of dice shown for damage. Deduct
the result from the monster’s health. If you fire at
an unrevealed monster (there is a monster token on
the target tile), draw a monster to replace the token,
then deduct the result from the monster’s health.
8.1. Monsters will run at you!
If a monster is still alive after you have completed
your ranged attacks against it, it will immediately
move to your tile, inflicting one dice of damage on
any adventurer in its path. You must now fight the
monster. If there are other adventurers on your tile,
one is automatically your tag partner for this fight
(see 10. Tagging).
6
9. Winning and losing fights
If you defeat a monster, claim it and put it beside
your character card, then draw items from the Items
bag. Draw one item if the monster started with 6-9
health; draw two items if the monster started with
10+ health. Place each item on an
inventory space on your character
card, face down if you want to hide Magic Bo
o
Steel Armour +1 ove. ts
them from other players (see 12. -1 damage Take nomdam
when esca age
Inventory management). If you ping*

defeat a monster by ranged attack,


claim the monster but place the items on the tile
where the monster died.
If you lose a fight, reduce your lives by one and place
all your items on the tile where you died. Return
your adventurer to the Start tile and reset your
health and APs to full. Your turn is over. If you lose
your last life, your adventure is also over. Items can
be picked up by any adventurer on the tile if it is free
of monsters. If a monster is still alive at the end of a
fight, it begins its next fight with full health.
10. Tagging
You may spend 1 AP to call an adventurer to fight
with you as long as they have enough APs to reach
your tile. If that player agrees to help (they give their
decision after you’ve spent the AP), they spend their
APs from their next turn to move to your tile. If they
reach you, they become your tag partner and add
one dice to your combat rolls for that fight. You may
only call one tag partner per fight. 7
When you take damage, your tag partner takes half
damage (rounded down). Adventurers cannot escape
during a tagged fight, and tag partners cannot use
APs, items or abilities. The active player draws items
after defeating the monster and can choose whether
to keep them or reward their tag partner.
If the active player dies, the tag partner must
finish the fight. They cannot escape or request
tags, though they may now spend APs from their
next turn to use items and abilities, as they would
in normal combat. After the fight, play resumes
clockwise from the original active player.
11. Special tiles Healing Pool

The healing pool: Place one token on the


Healing Pool for each adventurer still in
the game. Any adventurer ending their
turn on the Healing Pool may remove
a token and reset their health to full.
The Healing Pool is empty when all its
tokens are gone.
Item tiles: These are single-use tiles.
Item

The first adventurer to land on an Item


tile draws an item from the Items bag.
Old Spikey: When entering the Old Spikey
tile you may briefly jam its mechanism
by destroying an item. Otherwise, roll a
dice. On a 1 or 2, the trap springs, causing
one dice of damage to anyone on the tile.
Moving monsters will always trigger Old Spikey.
8
12. Inventory management
Each inventory space on your character card holds
one item. Items with symbols must be placed on a
space with the same symbol (see examples below).
You can carry any item in your backpack (the spaces
without symbols).

Hand weapons Boots Armour A two-handed


and magic weapon occupies
items or spells both hand spaces

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

Special: Lethal Blow. Once per


19
game you may double your 4
combat roll result.
18
1 2 3 3
Solo Lives 17
Backpack

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

Items: trading, dropping, finding and switching out.


Adventurers on the same tile can trade or give items,
even when tagging. You may also drop unwanted
items on your current tile. You can switch items,
spells or weapons freely between your inventory
spaces, even during combat. 9
13. Using items and spells
Items and spells are played on your turn by spending
the APs shown. Ranged magic attacks must have
LoS. Each spell or potion can only be used once.
14. When does the Ring appear?
Whoever lays the last dungeon tile also lays
the Exit tile adjacent to it (0 AP). Place the
Dragon on the Exit tile. Roll two dice and
place the Ring on the matching M tile (e.g. roll 9:
place on M9).
The dungeon is sealed shut and can only Exit
be opened by an adventurer on the Exit
tile with the Ring. When the ring-bearer M12

leaves the dungeon, those still inside each


have one turn to escape before the dungeon
collapses and they are lost in the ruins!

15. Defeating the Red Dragon


The Red Dragon guards the exit and never leaves
the Exit tile. She has 20 health and rolls four dice in
combat, and returns to full health after a fight if not
defeated. Arrows cannot harm her. If she defeats you,
return to the Start tile but place your dropped items
at the Healing Pool.

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

1 AP 2 APs 2 APs 1 USE 4 APs


IMP’S TEETH Vampire teeth Witch’s Claw ACME Sorcerer’s Skull
Swap places Drain and gain 5 Choose and steal Insurance Steal or give
with another health from any an item from any Keep items on a life (cannot
adventurer adventurer* adventurer* defeat* take last life)*

For 2-4 adventurers, remove these two items:

Tagging. An adventurer can spend 1 AP to try and


tag other adventurers. The tag partner must have
at least 5 health, or they are too weak to help. Roll a
dice. On a roll of 3-6, they become your tag partner.
On a 1 or 2 they refuse the call.

17. Combat between adventurers


You may want to play your first adventure as loyal
friends. For a more treacherous and unpredictable
game, players can decide to turn against one another.
The Ring must be in play and combat is the same as
when fighting monsters, with the following changes:
Escape. You may escape as far as your remaining APs
allow, but instead of taking escape damage, you must
either give one of your kills (dead monsters) to your
opponent or take 4 damage. 11
Using APs when attacked. When attacked by another
adventurer on their turn, you may use your special
abilities and spend APs from your next turn (e.g. to
escape or use an item).
Defeat. If you are defeated (see 9. Winning and
losing fights), you must also give one of your kills, if
available, to the victor.
18. Dungeonology
APs = action points; dmg = damage; rng = range; cbt =
combat; LoS = line of sight; BoD = Bag of Dungeon.
19. Winning the game
Surviving adventurers are declared winners. If you wish
to crown an overall dungeon champion, the player with
the highest number of kill points (the total health
points of their defeated monsters) takes the title. The
final ring-bearer scores an additional 30 points.
Credits
Grand Creator: Tim Sharville
Rules Wizard: Russ Law
Keeper of Words: Paul Sharville
Guardian of the Coin: Mick the Monk
Contents
40 floor tiles, 40 item tiles, 30 monster tiles, Red Dragon
meeple, Ring disc, BoD travel bag, Items bag, Monsters
bag, 3 black and 4 red dice, 4 meeples with 4 cubes each,
32 monster/black/red tokens, 10 spare (blank) tokens, 13
Dragon Scrolls, Rules booklet.

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

APs available. Cannot be carried.


3-6: take 1 item
and discard*

4 APs Use the Sorcerer’s Skull to give or take a life


Sorcerer’s Skull from another adventurer anywhere in the
Steal or give
a life (cannot dungeon. Cannot take last life. Victim does not
take last life)*
return to Start tile and does not drop items.
1 AP The magical teleport crystal lets you move up
TELEPORT CRYSTAL
Move up to to five spaces or travel through one solid wall
5 tiles or
through one to an existing space. Cannot be used to travel
adjacent wall* through the exit.

A torch lights your way, allowing you to lay


Torch two dungeon tiles for 1 AP. You must still
Lay 2 dungeon
tiles for 1 AP* spend APs to move.
1 AP
The tornado spell will allow you to move
Tornado
Move any yourself or any adventurer five tiles in any
adventurer
5 tiles (not direction (not through walls or exit). Ignore
through exit)*
special tiles while moving.
2 APs Vampire teeth allow you to steal and gain 5
Vampire teeth health from an adventurer on any tile. If they
Drain and gain 5
health from any have fewer than 5 health, they die and you can
adventurer* take the remainder from their next life.
14
2 APs
The Witch’s Claw is sleight-of-hand magic
Witch’s Claw
Choose and steal
that allows you to steal an item (including the
an item from any
adventurer* Ring) from an adventurer on any tile.

The Mirror Monster’s combat and health


MIRROR MONSTER

match your combat stats (excluding items)


Mirrors your and current health. If you win, take items
according to its health when the fight began.
base health
and combat

15 In addition to each full attack on its tile, the


Reacher

Reacher’s tentacles will strike all adventurers


HEALTH

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).

Good luck adventurers!


Scan the QR code below for a ‘how to play’ video and a
detailed guide to items and monsters, or visit:
www.gunpowderstudios.co.uk/bod

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

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