Joe Catudal
United States Savannah Georgia
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Did you know that sentient Dungeons are highly competitive? It's true! For all of you who wanted a bit more multiplayer in your I, Dungeon, this variant is for you.
GAME SETUP -Set up the Dungeon Tiles to form a Dungeon with 10 Floors, 5 Rooms across. One player sits on one side of the Dungeon, and the other sits across from his opponent. The game plays over three rounds, with each player acting as the Dungeon (as oriented towards him, thus making the furthest room away the top Floor of the Dungeon), and the other player will assume command of the Heroes. The more experienced Dungeon player should be the Dungeon first, followed by his junior. -Each player sets aside 24 Treasure Coins in his Hold. These will be used when they are the Dungeon. -Calculating Hero Strength: The Hero strength for the round is always a set portion of the Treasure held by the current Dungeon player: First Round: 1 Hero Strength per 6 Coins. Second Round: 1 Hero Strength per 5 Coins (round up). Third Round: 1 Hero Strength per 4 Coins (round up). -The Hero Player draws 2 Cards from the Draw Deck per Hero Strength.
Growth Chits operate a bit differently than in the main game: THE THREE LAWS OF DUNGEON GROWTH UNDER COMPETITIVE CIRCUMSTANCES: -The Law of Separation: There may not be more than one Growth Chit per Room. -The Law of Dependence: Growth Chits must always be placed in Rooms with Treasure. Any additional Growth chits that cannot be placed are abandoned by the Dungeon player and may not be used in future rounds. -The Law of Exception: Growth Chits allow Treasure in Dark Rooms without a Dark Room chit (But they count as normal rooms. That is to say, they only receive a bonus from the Growth Chit, and cannot coexist with a Dark Room Marker.)
DUNGEON CONSTRUCTION PHASE/ HERO PREPARATION PHASE -Both players attempt to complete this phase as quickly as possible. The loser is subject to penalties in the next phase! -AS THE HERO PLAYER: You must choose which half of your cards will be discarded to become Strength Coins for your Heroes. Discard half of your cards, one at a time. Once you have discarded them, you may not pick them up again. This is quite a simple task, but it may be worth your effort to delay the assembling of your party, as you can anticipate which Rooms the Dungeon will rely on. However, you should never let the Dungeon finish before you! -If the Dungeon player finishes before the Hero player: The Hero player must discard 3 of his cards in hand at random to the discard pile, and you must also place the remainder of the Hero Strength at random! -AS THE DUNGEON PLAYER: You must place all of your Treasure and as much of your Growth Chits as possible. Ensure you place them correctly! Because your job is a bit more difficult, your penalty for finishing last is postponed for a short amount of time. But do not dally about! The Heroes will only get stronger! -If the Hero player finishes before the Dungeon player: The Dungeon player has just one minute to complete the construction of the Dungeon. If this suspense is not met, the Hero player may draw an additional two cards to be used for the next phase, and the minute countdown is restarted. AFTER BOTH PLAYERS HAVE FINISHED: The Hero player checks the Dungeon for any flaws according to the Laws of Dungeon Architecture and the Laws of Dungeon Growth Under Competitive Circumstances. If the Hero finds a single flaw, he announces it and may draw two additional cards to be used for the next phase. The Dungeon player has one minute to fix this flaw before an additional +2 Hero card penalty is applied! If there is more than one flaw, it behooves the Hero player to not mention it until reinspection, as it earns him yet another two cards!
THE INVASION PHASE The Invasion phase is played normally, except for these rules: -The Hero may play his cards as follows: -For ONE Movement card per turn, or -as Hero Defense. If both players wish to play a card, the first player to show his card and announce it counts as using the card. -The Hero Player is responsible for the upkeep of the board in this phase, to include moving the Hero Party, removing looted Treasure, adjusting the Hero Health, and drawing cards from the Draw Pile if no player decides to use a card. -Hero Cards are never replenished! -The Heroes will not Flee unless the conditions from the actual game are met AND the Hero player has played all of his cards.
HARVEST PHASE -If there is at least one Survivor, the Heroes loot 2 coins per Loot pile, regardless of the number of Survivors. These looted coins are sent to the stock and not to the opposing player! -All Treasure and Growth Chits earned by the Dungeon player are moved to the respective player's Hold for the next round. The Hero player then assumes charge of the Dungeon!
GAME END After three rounds, the player with the most Treasure is most certainly the better, and may gloat frivolously about his victory! In the unlikely event of a tie, use Growth Chits as a tie breaker.
DESIGNER NOTES If something is unclear, or does not make sense during play, please let me know, and I will modify the rules as is fitting. Unfortunately, I no longer have the time that I used to for gaming purposes, so this is far less polished than I would like. Aside from that, I hope this is an enjoyable diversion, and thanks as always for giving a hoot about small-time designers like myself!
Thanks for Playing!
Joe C.
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