0% found this document useful (0 votes)
290 views1 page

Advenced Delve The Dice Game - Rules

The document provides rules for a board game involving a party of four heroes delving into a dungeon to defeat encounters. The heroes will face opponents and find treasures and traps. The goal is to defeat all encounters and exit the dungeon with at least one surviving hero. Players set up by selecting heroes with different health levels. As they proceed, players can find treasures that provide bonuses and traps that must be resolved. Experience points can be spent on treasures but do not contribute to the goal of surviving all encounters.

Uploaded by

luix100
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
0% found this document useful (0 votes)
290 views1 page

Advenced Delve The Dice Game - Rules

The document provides rules for a board game involving a party of four heroes delving into a dungeon to defeat encounters. The heroes will face opponents and find treasures and traps. The goal is to defeat all encounters and exit the dungeon with at least one surviving hero. Players set up by selecting heroes with different health levels. As they proceed, players can find treasures that provide bonuses and traps that must be resolved. Experience points can be spent on treasures but do not contribute to the goal of surviving all encounters.

Uploaded by

luix100
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
You are on page 1/ 1

~~~ RULES with your accumulated experience.

Any experience
points used to buy treasures does not count towards
damage to a single opponent. You can only use the
dice once, so if you rolled five [6]'s and use those
www.delvegames.com You have a party of four heroes, each with unique this experience total. If all of your heroes die, you for the Wizard's "Fireball", they cannot be applied to
abilities. They will face several encounters in order. lose all of your experience for the game, so choose the Fighter'S "Charge" as well. Mark off any damage
Each encounter will reveal unique opponents to be wisely when deciding how deep to delve. you do to your opponents using the appropriate
defeated. There will be treasures and traps along
-.*
TREASURES checkboxes. Note that damage inflicted or healed
the way. The goal of the game is to defeat the
encounters and exit the dungeon with at least one
surviving hero.
There are several different types of treasures. Once
obtained, some are active for the rest of the game,
can be spread across multiple heroes or opponents
unless speciflcally stated by the card text.
Advanced Rule # 1: After rolling for your heroes
-.
-.
SETUP some must be used immediately and discarded and and deciding which abilities to use, you can save ~
some can be saved to be used later. Additionally,
each hero has an epic item shown on their hero card.
They normally do not start the adventure with this
up to three unused dice for the next round. When it
comes time to roll for your heroes again, you may
choose to either keep these saved dice, or re-roll
-
Z
I-
*CtA
...
~:::::::"~~":::'~';'
Start by selecting your four heroes - a hero with

item, but gain them through the "Epic Item" treasure


card.
Some "treasure" cards are really traps. If you pay 4
them on any of the three rolls, just like the other
dice. It is up to you whether or not to save any dice
between rounds and which ones to save, as long as -
Z
CIC
--.=..
six health, a hero with four health, a hero with one experience to draw a treasure card when playing the no more than three are saved. ~
.-o health and a hero with three health.
You can play in one of two ways, either by choosing
game as random encounters but instead draw a trap,
you do not lose the 4 experience. After resolving the
trap, you can then choose to pay the 4 experience
For your opponents, roll one die for every point of
health your opponents have left. For each successful Z
\101
v one of the preset adventures, or by randomly
drawing encounter cards.
1) To playa preset adventure, create a draw pile
and draw another treasure card, or simply continue
on.
hit (usually a 5 or a 6), mark off a checkbox on your
party. When taking this damage, you can inflict it
on any hero. This means, for example, that you
=
B
BATTLES can take all of heroes down to one health before
tA
C
of encounter cards ordered as described in the
adventure, with the treasure cards available for
when they are needed.
You fight battles one round at a time. Each round
consists of rolling the dice first for your heroes and
then for your opponents.

having to decide which one to kill with the next hit.


Because some monsters have more than six health,
if you are playing with six dice you may need to roll
....-
\101
2) To play the encounters randomly, separate out the dice multiple times in a single round, keeping fA
E the treasure and encounter cards and place them For your heroes, roll 6 dice up to three times, setting
aside any you want to keep after each roll. You
track of damage as you go. \101
o in shuffled draw piles. You then begin by drawing
encounters, one at a time, and resolving them. can stop at anytime. You can roll any of the dice Advanced Rule #2: Any opponent can become CIC
V desperate if given enough time. If you do not inflict
each time, even those previously set aside. After
"'a
• Whatyou need to play: Each encounter has experience points that you the rolls, determine which attack or ability you will or take any damage for two consecutive rounds, roll
I-
o
-
The Delve Encounter, Hero and Treasure cards, card gain if you conquer it. Between encounters you one dice and inflict the amount of damage rolled on
o sleeves, a dry erase marker and at least 6 six-sided may pay four experience points from previously make, based on your surviving heroes abilities. For
example, if you have a Fighter and a Rogue and end your party. Note that this counts as taking damage, Z
::E dice. Instead of sleeving the cards and using a dry
erase marker, counters set next to the card can be
resolved encounters to draw one card from the
treasure stack. After resolving each encounter, you up with three [5]'s, a [6] and two [1 ]'s, you could so once this is done, there needs to be two more o
can either continue deeper into the dungeon or exit use the Fighter's "Charge" to do one point of damage rounds with no damage inflicted by either side for Q
Clt used to track the same information. and the Rogue's "Sneak attack" to do two points of this rule to apply again.
..:II:
V
o
'!4:laleV\l Aq WO:l'awe5alllap'MMM (g£ pm::» 101"\! - 9 .JalUnOJug
*
-
a~!sqaM a4~ UO ua~l!JM se salnJ a4~ WOJl (9Z: Plll::» ]"lUdWdl::l lJ1111::l - g .JalUnOJug CO
~
...
Clt

w!~eqJall AlaJ!~Ua pal!dWO:l ~al>tooq alnJ S!4.l (8Z: pm::» s1\01,1 v - fr .JalUnOJug
(£, P"ll::» SdAlll"'Q Am!) 9 - £' .JalUnOJug
(8v Plll::» wall Jfdg - WOO¥ auo.JIf.l
.-C
=- SA""''lI"M llu!1qwnl::> - e .JalUnOJug
(8£ pm::> .-.C..
-....."'ao - ldlS11SlQ)
(, , P"ll::» SldlJJ1Y u!1qO!) g - I .JalUnOJug ~
"'a
(S1.Jld3Q U3AJ1!MQ) Ii' 3JIllUaAPV
(v£ P"ll::» P"0'113llJl - 9 .JalUnOJug :1
--==
(Z:v pm::» dll1,1 dll:l - dll1,1 - g .JalunOJug
C
ta (6, Plll::» UISS"SSY"'OP"lJS z: - fr .JalUnOJug
(9£ pm::» llo:l PPY - dll1,1 - £' .JalUnOJug
""=
c:
(n P"ll::» sllnlJl v - e .JalUnOJug
...
III
-
(rv pm::» SUllQ uoslOd - dll1,1 - I .JalUnOJug
o (, g pm::» lUdW1UIO dA\111101Sd1! '(8v pm::» Wd1! Jld::l Clt
(6Z: '(Lv pm::» lOWlY JO ld]nwy '(gv pm::» SIOOl SdAdllJl
- (auo MlJ.JP pUlJ al/!i1IfS) WD S, UflJldlJ;] IfJllJM
pm::» PldllJs dllllW lJll'" P"llZIM pd1! - 9 .J;nuno:JUg
.....
Clt
~
*
(gz: Plll::» SJIUOISd £ - g .JalUnOJug
(z:z: pm::» lSdJld PdSSdSSOd - fr .JalUnOJug
(U3Q S3A311.JJ.) £ 3JIllU3ApV
(z:£ P"ll::» UOlllllQ dlllJM '(,£ ...
(vg pm::»
S>jJOl)polJS £ '(8v pm::» Wd1! Jld::l '(z:g pm::» SUOllOd
pm::» SlllJddW dJI 9 pUll llAdQ dJI , '(0£ pm::» F"(
lUll!9 lS01:l - (duo "'"lp pUll d!JJnlJS) g .JalUnOJug .....o
-
==-
llU!1"dH z: '(6v pm::» SWd!) lJSll]:I £ '(vv pm::» dl0'1 (, z: Plll::» SdAloM ldlUIM v - fr .JalUnOJug
"'OplllJS '(6£ P"ll::» lId Pd'lldS 'U,£ pm::» lJdAI!) (£g pm::» U!1dAll(ld'iddSUlldH
lS11]\! - (auo M[UP pUlJ al/!i1IfS) woo¥ .JlJUlJldlJ.J.)xg '(z:g pm::» SU0\10d llU!111dH z: '(8v pm::» Wdl1 Jld::l
(£z: Plll::» '(Lv pm::» lOWlY JO ldlnwy '(rv pm::» SUllQ uOSIOd
SdOldH Ud1\ll:l v pUll ldJUllWODdN , - £' .JalUnOJug '(ov pm::» AllUllSUI JO 10qwAS '(9£ pm::» llo:l PPY Clt
(9, pm::» S'lJ0[111M z: - e .JalUnOJug - (a'{,// nOASlJ AUlJW SlJ MlJ.JP pUlJ al/!i1IfS) P.JlJOH fA
(0, pm::» SldlS11J1\ddS dlAlJdodN 9 - I .JalUnOJug (8, Plll::» sdlllO v-£' .JalUnOJug
'lllf auo sa'{lJl N.JlJd (v, Plll::» SlUlll!)lS01:l z: - e .JalUnOJug
alfl 'apllJq IfJlJa .Jayv 'luapuas S',zJiaslJ .JaMal a1jJ. (8£ pm::> - ldlS11SIQ) dlJJU"I"AY - l.JalUnOJug
(J3MOJ. 3U1!:)JV) g 3JnlU3APV (3A1!;) 3:1') Z 3JIllU3APV S'H3:~NnO;)N3:

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy