Dungeon Map Maker Demo v.091 Rulebook A4
Dungeon Map Maker Demo v.091 Rulebook A4
Rulebook
CONTENTS
Preface 1 Game End and Scoring 6 1. Encounter Check 9
Introduction 2 Additional Rules and 6 2. Monster & Boss Check 10
Gameplay Overview 2 Reminders 3. Combat 11
Objective 2 Part II: Exploration Phase 4. Loot, Search, and 13
Game Components 2 Components and Set-Up 7 Upgrade
Part I: Mapping Phase Objective 7 Game End 13
Components and Set-Up 3 Character Sheet 8 Additional Rules 14
Objective 3 Preparation (Shop Phase) 9 Game Variants 14
Gameplay 4 Gameplay 9
Preface
Greetings, and thank you for downloading this demo for Dungeon Map Maker!
Please note that this is a proof-of-concept demo for a much larger game. As such, the following planned features are not part of the
demo:
• choice of modular dungeon cards (including their varied objectives, rooms, enemies, weapons, spells, effects, etc.)
• event cards
• character creation
• character progression across multiple dungeons
• campaign narrative
• enemy leveling
• isometric dungeon maps
• and more…
In addition, everything that is included in this demo is subject to change based on feedback and ongoing development.
If you enjoyed the game and want to make the full version a reality, please consider supporting us on Kickstarter!
Dungeon Map Maker is a solitaire tabletop game played in two distinct phases.
In the Mapping Phase, you will act as a scribe, mapping out the floor plan of a dungeon by choosing which rooms, tunnels, and
caverns to draw.
In the Exploration Phase, you will act as an adventurer, pursuing a main quest as you delve into the corners of the dungeon.
Set yourself up for success by carefully crafting your map, then challenge yourself against the worst of the dungeon!
GAMEPLAY OVERVIEW
For the first part of the game, the Mapping Phase, you will use the Mapping side of the Dungeon Cards together with the Mapping
Quests side of the mini Game Sheet (all of this is included in page 1 of the game contents pdf).
During this phase, you will play up to 20 turns as you map out the dungeon.
In addition to the Main Quest that you must complete, aim to earn as much Gold as possible from the 5 Side Quests (categories:
Dungeon, Loot, Encounter, Monster, & Boss).
Once you have completed your dungeon map, check that you have successfully completed your Main Quest. If not, you lose. If so,
tally up your Gold on the Mapping Quests mini game sheet. You can use this Gold at the Shop during the second part of the game:
the Exploration Phase.
In the Exploration Phase, you will flip all of the cards (and Mapping Quests mini game sheet) over to their Exploration sides.
After preparing for your adventure by purchasing any items from the Shop, you will then enter the dungeon. Starting from the
Dungeon Entrance, you will traverse the dungeon room by room, facing monsters in combat as you gain Experience (xp) and items to
be able to complete the Exploration Phase objective. In this demo, the objective is to defeat the dungeon’s Boss.
Objectives
1. Complete the Main Quest during the Mapping Phase. If successful, move on to the Exploration Phase.
2. Defeat the Boss in the Exploration Phase.
Game Components
Included in Game Contents: You will need to supply your own:
• Game Cards (p. 1 & 2: requires cutting): • Pencil and eraser (recommended) or pen
• 6 double-sided Dungeon Cards • 1 x 20-sided die (1d20) AKA the “Fate Die”
(Mapping side and Exploration side) • 2 x 6-sided dice (2d6) AKA the “Mapping Dice”
• 1 double-sided Player reference card • 10 x 10mm cubes (or equivalent tiny objects, such as buttons,
(Mapping and Exploration reference) miniature models, or stones). Ideally, these are in 4
• 1 double-sided Mapping Quests / separate colors (4 (player color), 2, 2, & 2)
Character mini sheet
• Dungeon Game Sheets (p. 3 & 4)
• Sample Dungeons (p. 5 & 6)
Objective
You must complete the Main Quest listed on Dungeon card #1.
On all turns after the first turn, the Fate Die determines the Area in which either a
Monster (M), Boss (B), or Loot (L) can be added. Add these by writing their initial
(M, B, or L) inside one of the 25 spaces of an Area.
IMPORTANT: Monsters and the Boss may be added to an Area that doesn’t yet contain any rooms.
You must also follow these rules when adding Monsters, the Boss, and Loot:
Monsters (M)
There is no limit to how many Monsters can be drawn within one Area, but no more than 3 Monsters (including the Boss) can exist
within one room.
Boss (B)
One Boss - and one boss only - must be drawn per game.
Loot (L)
If there are more Monsters (including the Boss) than Loot in a room within the designated area, Loot [L] may be written in a space
inside the room. Note: You do not have to add Loot, and may add another Monster or Boss to the room if you wish.
Note: Steps 2A and 2B (explained on next page) can be completed in either order.
For the Mapping Dice, review the two numbers rolled and examine their corresponding cards (images 1 and 2 below).
Assign one of the rolled numbers to one of the 6 Dungeon cards, and choose either one of the room options pictured on the card to
draw (image 3). The remaining Mapping Die number determines how many entrances exist in the room you draw (image 3). Draw
your chosen room in your dungeon, connecting it to an existing entrance on your map (or to the Dungeon Entrance for the first turn
of the game).
IMPORTANT: If the Mapping Dice ever have the same numbers (e.g. 1 & 1), you may re-roll them.
Drawing Entrances
• Entrances (except for the Dungeon Entrance) take up half of a space.
• The Dungeon Entrance takes up a whole space.
• An Entrance that has had a dead-end added to it takes up half a space.
• An Entrance from one room connecting to an Entrance of an adjacent room takes up a whole space.
Drawing a door in Entrance spaces can help distinguish rooms.
Scrolls
Some rooms allow you to collect scrolls. Scrolls have a one-time ability to help you map out the dungeon.
Record any scrolls collected on the game sheet by circling one of the grey scroll circles.
Each scroll can be used one time only during the mapping phase to do one of the following Scroll Actions:
• add or subtract 1 to a die (the Fate Die or one of the 2 Mapping Dice)
• re-position a Monster, Boss, or Loot to a different space within the same Area
• "dead-end" a Room Entrance
Once a scroll ability has been used, write a check mark in the circle to show it has been exhausted.
Objective
In this Demo, the objective is to defeat the Dungeon Boss: Snake King.
2 3
4 5
1. Experience (xp): Shade in each box each time you collect experience by doing things such as defeating Enemies. Amassing 5
experience points allows you to upgrade your Sorcery, Speed, Strength, Accuracy, or Maximum Health.
2. Sorcery [Starting Level 1]: This trait affects some Items’ power. For example, the Blood Drainer item from the Shop replenishes your
Health by your Sorcery Level If you complete a successful attack. Shade in a circle if you upgrade this trait.
3. Strength [Starting Level 1]: This trait affects some Skills’ and Items’ power. For example, the skill Heave/Choke inflicts damage to a
Monster equal to the player’s Strength level. Shade in a triangle if you upgrade this trait.
4. Speed [Starting Level 2]: This trait affects turn order and your character’s movement speed when using the skill Jog. For example, if
your Speed is 2, you can move up to 2 spaces using Jog. Shade in a square if you upgrade this trait.
5. Accuracy [Starting Melee/Projectile Accuracy = 8/13]: This trait represents how likely your character is to pass an Accuracy Check when
using a Melee or Projectile attack. Whenever you will do a Melee or Projectile attack, you will roll the fate die and succeed if the number
is equal to or higher than your Accuracy for the relevant attack type. Therefore, the lower the number, the better. Shade in a hexagon if
you upgrade this trait.
6. Health Track [Starting Max Level (and Current Level) 9]: This track shows your Current Health (where your character’s cube is), and your
Maximum Health (the highest number traced). If your Current Health ever reaches 0, it is the end of the game. When you upgrade your
character’s Maximum Health, trace over the next grey outline and Max. Health number with a pencil and replenish 1 Health.
7. Healing Items Track: Some Items, such as Eggs, can be stored for recovering Health later. When you collect these Items, do not record
them in the Skills & Items section. Instead, trace the heart-shaped outlines in this track to show how many Healing Items your character
has. Whenever a Healing Item is used, place a check mark inside a Healing Item heart, and move your Current Health up the Health
Track (without exceeding your Max. Health). Note: If your Current Health is below your Maximum Health and you obtain a Healing
Item, you may increase your Current Health immediately by consuming the Healing Item without storing it in the Healing Items track.
8. Skills & Items, and Ghost Spell [4 Base Skill slots (2 x Jog), 4 empty slots for Skills and Items, and 1 one-time-use Ghost Spell slot]:
Skills and Items are used during combat. Each turn, up to 2 different Skills/Items may be used, and they must be different Skills/Items
from the previous turn. Indicate which Skills or Items are being used by placing player cubes in the squares next to the Skill or Item.
Each skill shows the Action and its power. All Base Skills’ power level is affected by certain character traits. For example, the Heave Skill
allows your character to throw a Monster up to the same number of spaces as your Strength level. New Items are written in the blank
spaces. Using the Ghost Spell slot on your turn allows you to instantly leave a Combat once per game. Place a check mark in the Ghost
Spell icon if used.
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14
5
Rusty Dagger 2
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18
3
50
Gameplay
Starting from the Dungeon Entrance, move your character’s cube into any adjacent room, resolving the following steps in order:
1. Check for Encounter (!)
2. Monsters (M) & Boss (B) Check
3. Combat
4. Collect Loot (L), Search (?), & Upgrade
After each room has been explored, you may freely move to one of its adjacent rooms or go back to a previously explored room.
If a room is empty (contains none of the following: !, M, B, L, ?) or if you have already explored it, you may freely move through it.
1. ENCOUNTER CHECK
If there is an Encounter mark (!) in the room you entered (example below labelled “1”), check the corresponding room (example 2)
among the Exploration cards to confirm if the Fate Die should be rolled or not. This demo contains 2 possible Encounter rooms:
• In a Tomb, the Fate Die must be rolled, causing either a Stumbler Monster to appear if the rolled number is 1-15 (example 3), or
for your character to find a Heart Amulet if a 16-20 is rolled (nothing happens if this Item has already been collected).
• In the Armoury, the Fate die is not rolled: the Monster, Sir Gilgor will either appear or not depending on whether or not he has
appeared yet. If he does not appear, nothing happens for the Encounter.
If an Encounter has you find an Item, but there are Monsters in the room, you must defeat all of them before claiming the Item.
When an Encounter has a Monster spawn, add a Monster cube to their assigned space (example 4) and place the corresponding
Monster cube on the Monster’s Starting Health (example 5).
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1
5
2 3
2. Place 2 cubes for each Monster (including the Boss): 1 on their starting space in the room (i.e. the initial M or B) and one on their
Starting Health. Keep track of Monsters using the same colors.
3. If there are ever more than 3 monsters in a room, remove the most common monster/s (i.e. the Monsters with the lowest Fate
Die number). Therefore, in a room with the Boss, there can never be more than 2 additional Monsters.
4. Multiple of the same monster type can exist in a room: always make sure to use a different colored pair of cubes to track each
individual monster.
2 M
As there would be 4 Monsters in the room due to Sir Gilgor To track the 2 Caretakers in the room, separate color pairs are
3 appearing during the Encounter Check, the most common
4 used for each one’s location and current Health.
Monster type, the Spitting Asp, does not appear.
Combat is turn-based and continues until either all monsters are defeated or your character gets slain.
1. Turn Order: Begin Combat by determining turn order according to Monster/Character speed. If your character has the same
speed as a Monster, you go first. If multiple Monsters have the same speed, you can choose which goes first. In the example
below, the player has the same speed as all the Monsters, so will act first. The three Monsters all have a speed of 3, so the player
may choose the turn order for the Monsters.
Rusty Dagger 2
2. Player’s Turn: When it is your turn, choose up to 2 Skills or Items from your Skills & Items list. Place a player cube beside each
Skill/Item to indicate that you have chosen it, and activate them in either order. You may choose only 1 Skill/Item. Important: you
cannot use the same Skill or Item 2 turns in a row within the same Combat encounter except for the Jog skill as it has 2 slots.
Player Actions:
Move x: Move your character’s cube up to x spaces orthogonally (diagonal movement counts as 2 move power).
Move 3
(Character’s Speed is 3)
Grapple/Melee/Projectile Attack x: If you are the correct range from a Monster, reduce their Health by x. Range is
Grapple 1 calculated the same as movement. Grapple has a range of 0, so you must be in the same space as a Monster to cause this
(Character’s
Strength is 1) damage. Melee has a range of 1, so you must be adjacent to a Monster to cause this damage. Projectile has a range
of 2 or more, so you must be 2 or more spaces away (this includes being diagonal to a Monster). You must also have line of
2 sight for projectile attacks. You have line of sight if a straight line can be drawn from any part of your character’s space to
Melee 2
any part of the target Monster’s space. Melee and Projectile Attacks require an Accuracy Check. Roll the Fate Die
2 (d20) for each attack after Skill/Item selection. If the Fate Die is greater that or equal to your Accuracy for the attack type, you
Projectile 2 succeed and deal the stated damage to the Monster. If the number is lower, you miss and no damage is done.
Dodge: Add x to all Monsters’ Required Accuracy for Projectile and Melee Attacks on their next turns, thus
making it more likely they will miss.
Throw x: If you are in the same space as a Monster (Range: 0), you can use this Action to move the Monster to a
space x spaces away from your location. Throwing also causes the same amount of damage to the
Throw 1
(Character’s Monster as spaces it was thrown. If the Monster lands in a death-pit space, it instantly dies. Killing a Monster
Strength is 1) by throwing them into a death-pit allows you to collect their xp rewards, but not any Items you would otherwise
receive (In this Demo, defeating Sir Gilgor yields the Loot #20 Item: Fire Spear). You can only throw Monsters so
that they land on traversable spaces or death-pits; i.e. you cannot throw them outside of the walls of the dungeon.
Heal 2 Heal x: Recover your Current Health x spaces on your Health track, without exceeding your Maximum Health.
(Character’s Sorcery is 2)
2 M
Rusty Dagger 2
M
Soothing Healing Items you have (shown by the hearts in the Healing Items track below the player’s Health) do not
Nectar 2
count towards your 2 Actions per turn. You may even use up Healing Items any time during Monster’s turns
to recover Health.
Place a check mark inside the Healing Item and adjust your Health accordingly whenever a Healing Item is
consumed.
If your current Health is below your Maximum Health when obtaining a Healing Item, you may consume it
immediately without recording it in the Healing Items track to avoid recording the Healing Item. This can
be useful because the maximum amount of Healing Items you can record in your adventure is 10.
3. Monster/Boss’s Turn: When it is a Monster’s turn, they will perform the Action/s
corresponding to their current Health.
With these two Caretaker Monsters, the one whose Health is indicated by the yellow cube will
move up to 3 spaces towards getting in projectile range of the player and - if within range - will
try to perform a Projectile Attack of 3. Roll the Fate Die to see if they meet or exceed their
Projectile Accuracy of 10 and land the attack on your character.
When it is the Caretaker represented by the green cube’s turn, it will move up to 3 spaces
towards getting in range of the player and - if within range - will try to perform a Projectile
Attack of 2. Roll the Fate Die again to see if this monster’s attack succeeds.
3 Move x: Move the Monster’s cube up to x spaces orthogonally. When Monsters move, they always move to put
Move 3 themselves in range for their next attack and stop as soon as they are in range. If a Monster cannot get within range,
move their cubes the maximum spaces to get them as close as they can to being within range of your character.
3 Grapple/Melee/Projectile Attack x: If the Monster is within Grappling range, reduce your character’s Health by x.
If the Monster is within Melee or Projectile Range, roll the Fate Die for their Accuracy check: if they succeed, reduce
Melee 3
your character’s Health by x. The same Line of Sight rules (p.11) apply for Monsters performing Projectile Attacks.
Player Death:
If your character’s current Health ever reaches 0 and you have no Healing Items left, your character dies and your
adventure is over.
Clean-up:
After all of the Monsters have been defeated, place your character Skill/Item cubes beside your Character Sheet, and remove the
Monster cubes from the dungeon room and their Health tracks. Record any xp and Items from the defeated Monsters in your
Character Sheet.
3. Search (?): Check the room your character is searching (in the Search section of 2 of the Monster cards), then roll the Fate Die for
each ? to determine if your search yields any rewards.
Note: Any Items from Encounters, Loot, or Searches can be left
behind if you do not wish to take them. Collected Items can also
be erased from your Character sheet to make room for new Items.
4. Upgrades: Whenever you have collected 5 xp, you may upgrade 1 of the following: Sorcery Level, Strength Level, Speed Level,
Accuracy, or Maximum Health.
Game End
Your adventure ends in victory if you complete the Main Quest, or ends in defeat if your character dies.
GAME Variants
Explorer Variant
In this variant, you will only complete the Exploration Phase of the game.
• Using one of the Sample Dungeons included in pages 5 and 6 of the included components, skip the Mapping Phase of the
game and go exploring in a pre-made dungeon.
• You start with 40 Gold to spend at the shop at the start of the game, and, like the regular game, your objective is to defeat the
Dungeon Boss.