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Delve

This document provides the rules for the solo card-based dungeon crawler game Delve. Players choose a class and level, then lay out dungeon cards in tunnels/caves. Cards are drawn and challenges faced, with success based on total card values. Players have hit points and can find loot, with the goal of surviving the dungeon and leveling up based on gold collected. The various dungeon cards present obstacles, enemies, traps and treasures for players to encounter.

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0% found this document useful (0 votes)
472 views2 pages

Delve

This document provides the rules for the solo card-based dungeon crawler game Delve. Players choose a class and level, then lay out dungeon cards in tunnels/caves. Cards are drawn and challenges faced, with success based on total card values. Players have hit points and can find loot, with the goal of surviving the dungeon and leveling up based on gold collected. The various dungeon cards present obstacles, enemies, traps and treasures for players to encounter.

Uploaded by

uwu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Delve Playing the Game

After choosing your class, begin flipping over the face


down dungeon cards you laid out. They'll have various
A SOLO CARD-BASED DUNGEON CRAWLER
challenges, for most of them, you will flip over two
Creating Dungeons cards from the draw pile - we call this "Defy Danger"!
Lay out some cards (no jokers) face down in the style Add your level card value to the combined card values.
of tunnels and caves. There is a minimum number of J, Q, K are 11, 12, 13. If 15+, you succeed! Advantage (ADV)
cards you must be away from the end of the dungeon, means flipping 3 cards and picking the 2 highest while
per your level. There is no maximum though, it can be disadvantage (DIS) means picking the 2 lowest.
as long and as complex as you want - but surviving may
be hard! At the start, do not include Aces in the layout. Hitpoints & Death
Everyone has 3 hit points (HP), and these are stored in a
unique face-up pile. If you are level 1, use the other
LVL MINIMUM
three Ace cards to count your HP. If level 2, use the
1 6 other three 2 cards to count it, etc. You may exert
2 8 yourself, and expend 1 HP to Defy Danger again. When
3 10 you lose HP, turn the card face down. When all are face
down - you die and lose your loot! Oh no!

Piles Loot & Leveling Up


The face-down draw pile is where you pull random If you escape the dungeon, flip over the cards within
cards from, reshuffle when you're out! The face-up your loot pile and add up the total value - this is the gold
discard pile is where you dispose of those cards. The you found. If you collected 35+ gold, you may level up.
face-down loot pile is where collect loot cards you find. Your level card will be the number of the highest level in
The face-up HP pile tracks how much health you have. a class you are. The max is 3, even if you multiclass.
Classes & Abilites The Dungeon Cards
Pick your class with a level card Ace of the A - 3 Treasure! Add as many cards as the card value into your loot pile.
respective suit below. The level ability 4 A Lever Puzzle! Draw 3 face down cards. Guess a value to be higher
frequency is per dungeon. Begin at level 1, or lower. If correct for all three, continue. If wrong, lose 1 loot.
you may take other class levels as you go.
5 A Tunnel Cave-in! Defy Danger to pry a path. On a failure, lose 1 HP to
the lack of air - then Defy Danger with ADV as you try again.
Mage
6 A small goblin horde! Defy Danger! On a success, gain 2 loot. If you
1 Summon a companion for ADV, twice.
fail, lose 1 HP and 1 loot. You may fight again or lose 1 loot and escape.
2 Conjure up a magic 2 HP shield, twice.
3 Swap any two dungeon cards, twice. 7 A ghastly sight - a Skeleton! Defy Danger! If you succeed, gain 1 loot.
If you fail, lose 1 HP. You may fight again or lose 1 loot and escape.
Cleric 8 A Giant Spider! Defy Danger! On a success, gain 1 loot. If you fail, lose
1 Pray to peak at any room, once. 1 HP. Fight again or lose 1 loot and escape, with DIS due to the webs!
2 Destroy skeletons immediately, always.
9 A Trap! Defy Danger! On a success, you avoid it. On a failure, you are
3 You may pray and heal 2 HP, twice.
stuck. Draw a Dungeon card for what occurs while escaping!
Rogue 10 A Potion Room! You find a health potion to heal 1 HP anytime.
1 You may escape any room, once.
J A Thief! Defy Danger! On a success, you may get away or Defy Danger
2 Assassinate any enemy, once.
to risk 1 HP and fight them gain 1 loot. On a failure, they steal 2 loot.
3 Steal 1 extra loot from every foe, always.
Q A sinister Witch! Defy Danger! On a success, you may peak at
Fighter another dungeon room, but on failure, they curse you to enter with DIS
1 Block with a 2 HP shield, once. until you obtain a health potion or expend 1 HP to remove the curse.
2 Fight Dragons with ADV, always. K A red angry Dragon approaches... Defy Danger. On a success, gain 3
3 Add +2 to combat encounters, always. loot. On a failure, lose 2 HP. Then try until you succeed or die in flames!

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