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Dungeon Map Maker Demo v.091 Rulebook A4

Dungeon Map Maker is a solitaire tabletop game that consists of two phases: Mapping and Exploration. Players create a dungeon map in the Mapping Phase and then navigate it, facing challenges and defeating a Boss in the Exploration Phase. The demo version includes basic gameplay mechanics and components, with additional features planned for the full version.

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0% found this document useful (0 votes)
25 views14 pages

Dungeon Map Maker Demo v.091 Rulebook A4

Dungeon Map Maker is a solitaire tabletop game that consists of two phases: Mapping and Exploration. Players create a dungeon map in the Mapping Phase and then navigate it, facing challenges and defeating a Boss in the Exploration Phase. The demo version includes basic gameplay mechanics and components, with additional features planned for the full version.

Uploaded by

marcb00
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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1

A Solitaire Map-Making Adventure Game by Harry Metcalf


Demo Version 0.91

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!

- Harry Metcalf, Doopy Games

Dungeon Map Maker Demo v.0.91 | Doopy Games 2024


2
Introduction

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)

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Part I: Mapping Phase


Components and Set-up
1. Place a blank Dungeon Sheet in the centre of your play area.
2. Take all 6 Dungeon Cards and Reference card and flip them to their Mapping Side. Place these beside the Dungeon Sheet.
3. Place the 1 20-sided die and 2 6-sided dice, and a pen or pencil within reach.
4. Flip the mini sheet to the Mapping Quests side, but set it aside for now: it won’t be used until the end of the Mapping Phase.

Objective
You must complete the Main Quest listed on Dungeon card #1.

Main Quest objective

Main Quest Example

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Gameplay

STEP 1: Roll Dice


Each turn, roll the Fate Die (d20) and 2 Mapping Dice (2d6) at the same time.
Record the results in the table at the bottom of the Dungeon Sheet.

STEP 2A: Fate Die


On your first turn, the number of the Fate Die determines which one of the 20
Areas of the Dungeon Entrance must be drawn in. You may choose any of the 25
spaces in this area to draw the Dungeon Entrance including the spaces touching Dungeon Entrance
the edge of the Dungeon Map. drawn in Area 10.

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, the Boss, and Loot cannot be added to the L


following spaces: Check marks
• spaces already containing any existing M, B, L, ?, Or ! show legal
• spaces immediately outside a room’s walls
M spaces to add
• entrances a Monster to
• “untraversable spaces” (spaces that cannot be moved through) this 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.

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STEP 2B: Mapping Dice

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.

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Game END and SCORING
Mapping Phase End
You may choose to end the Mapping Phase after the completion of any round.
Otherwise, the Mapping Phase ends at the end of the 20th round.
12
Main Quest Check
Check to see if you have successfully completed the Main Quest listed on 14
Dungeon card 1. If not, you have failed the Mapping Phase.

Side Quests & Earning Gold


5
If you have passed the Main Quest, check the 5 Side Quests numbered 2-6 to
see how much Gold you earned. You can earn a maximum of 20 Gold per 4
Side Quest. Taking the Mapping Quests sheet set aside earlier, use it to record
the Gold your earned from Quest, as well as any deductions.
18
Deduct 1 Gold for...
• Each unfinished Entrance, and close off the Entrance with a dead-end. 3
• Each X in the dice results table on the Dungeon Map sheet.
Deduct 3 Gold for...
50
• Each “Lost Monster” that is not placed inside a room, and reposition it in
any room in your map.
Finally, record your total Gold earned in the space provided. After that, you may begin the Exploration Phase.

Additional Rules and Reminders


• Entrances can only be added to the horizontal or vertical lines of room walls. They cannot be added to diagonal or curved lines.
• Parallel Entrances cannot be in adjacent spaces: there must be a gap of at least one space between parallel Entrances.
• The Catacombs option in Dungeon Card #1 is a free-form room that takes the shape of a tunnel or series of connected tunnels. It
is not considered a room, so you cannot add Monsters, the Boss, or Loot to it.
• Walls of rooms cannot touch each other or overlap.
• Walls of rooms can touch the edge of the Dungeon map, but cannot go beyond it.
• Rotating and flipping: Rooms may be rotated (at 90 degree intervals) or flipped.
• Encounters and Searches: Write any question marks, exclamation points in the correct spaces in the rooms as they are shown.
• Death-Pits and Untraversable Sections: Draw these in the correct spaces as shown.
• Only 1 letter or mark can be written within a space. If a Monster, Boss, or Loot is blocking any part of a room (including any ?, !, or
death-pits), you must exhaust a scroll to reposition the M, B, or L. If not, you may not draw that room.
• If you cannot draw a room, or choose not to, you may skip adding a room for that phase by writing an X over both Mapping Dice
numbers in the dice results table. You may choose to skip adding a Monster, Boss, or Loot from the Fate Die by writing an X
over the Fate Dice number in the dice results table. Deduct 1 Gold during Scoring for every X in the table.
• Reminder: Once per game, you must add a Boss (B) instead of a Monster or Loot.
• Reminder: Any room can contain a maximum of 3 enemies (Monsters and the Boss).
• Reminder: If the Mapping Dice ever have the same numbers (e.g. 6 & 6), you may re-roll them.

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Part II: Exploration Phase


Components and Set-up
1. Place a completed Dungeon Sheet in the centre of your play area.
2. Take all 6 Dungeon Cards and Reference card and flip them to their Exploration Side. Place these beside the Dungeon Sheet.
3. Place the 1 20-sided die and a pencil and eraser within reach. (Note: the 2 six-sided Mapping Dice are not used during
Exploration.)
4. Flip the mini sheet to the Character side.
5. Place the 10 cubes (1 x 4 Player/Character cubes & 3 x 2 Monster cubes) within reach. Place one of the 4 player cubes on your
Character’s starting Health (9). Place another one of your 4 player cubes in the space in front of the dungeon entrance. This cube
represents your character’s position in the dungeon.

Objective
In this Demo, the objective is to defeat the Dungeon Boss: Snake King.

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Character Sheet
8
1

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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Preparation: Shop Phase
Before setting foot in the dungeon, you may purchase any Items listed on the Shop card, using the Gold you attained during the
Mapping Phase. You may not spend more Gold than you earned, and each Item can only be purchased once.
Record these Items in your Character sheet.

12

14

5
Rusty Dagger 2
4

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).
4
1

5
2 3

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2. Monster and boss Check
1. If there are any Monsters (M) in the room, starting from the closest one to your character, roll the Fate Die for each Monster to
determine what type of monster it is (check the number in the upper left of the card for the Monster results). If the Boss is in the
room, the Fate Die is not rolled as the Boss is always predetermined.

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.

There are 3 Monsters in this room.


1 M Note: the red cube is also for a Monster
10 2 13
that spawned from an Encounter. The
blue cube represents the player.
The Fate Die is rolled 3 times.
M

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.

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3. combat
If there are Monsters in the room your character has entered, a fight to the death ensues!

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)

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1 M The player goes first in this


combat, choosing to use a Jog
Skill and the Rusty Dagger
Item with their 2 actions.
You can never use the same
M Skill or Item on consecutive Rusty Dagger 2
turns, so on the player’s next
turn they cannot use the Rusty
Character and Monster Dagger, but may use the other
starting locations. Jog skill.

2 M

Rusty Dagger 2
M

With the Jog action, the


player moves 1 space to
get in range for their
second action.
For the Rusty Dagger action, the player rolls the Fate die, needing an 8 or greater due
to their Melee Accuracy. They roll a 10, so pass the Accuracy Check, and deal 2
damage to the Caretaker represented by the green cube.

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.

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Monster/Boss Actions:

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.

2 Heal x: Recover the Monster’s own Health by x.


Heal 2

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.

4. Loot, search, and Upgrade


1. Encounter Items: Collect any Items from Encounters, recording them in your Character Sheet.
2. Loot (L) Check: Roll the Fate Die for each L to determine what kind of Loot you collect. The Loot section at the base of the 4
Monster cards shows which Loot you collect. For example, a roll of 10 would allow the player to find a Lost Diary, instantly
gaining 2xp in their Experience track.

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.

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ADDITIONAL RULES
• Combat only takes place within the traversable spaces of a room. Once you have entered into a Combat, you cannot leave the
room until either all of the Monsters are defeated or your character is defeated. The only exception to this is the optional Ghost
Spell action, which allows you to escape a room once per dungeon.
• Monsters and your character can “move through” one another, and even stop on the same space as one another.
• When entering a room with a Monster or Encounter, always place your character’s cube in the first space inside the room in front
of the room entrance (character cubes and monster cubes may be placed on top of each other). If a room does not contain any
Monsters or Encounters, you do not need to worry about placing your character cube in front of the entrance; you may move
through it freely.
• For Monster and Loot Checks: if the Fate Die has a One-Time-Only monster or Item appear when it has already appeared, then
the Monster or Item does not appear again, but instead the next Monster or Item of a lower number appears. For example, if
you were to perform a Monster check and rolled 20 but the Monster, Sir Gilgor (Fate Die 19 or 20) had already appeared, the
next Monster down, a Stumbler (15-18) would appear.
• For Encounter Checks: if the Fate Die has a One-Time-Only monster or Item appear when it has already appeared, then nothing
happens.
• Red Bow and Blood Drainer items: These Heal your character by your Sorcery level but only if their Attack action is successful.
• After defeating all of the Monsters and collecting everything from a room, draw a small mark inside it to remind yourself that
there is nothing remaining in the room. If you use the Ghost Spell, note the Monster/s that were in the room in case you want
to return to the room to fight them (if so, all of their Health resets to their starting Health).
Tip: Avoid rooms with multiple monsters in them until your character is stronger or has better items!

GAME Variants

Map Maker Variant


In this variant, you will only complete the Mapping Phase of the game, aiming to earn as much Gold as possible.
• As with the standard game, you must also complete the Main Quest.
• Unlike the standard game, the maximum amount of Gold for each Side Quest is 20.
• This variant can also be played with more than one player. If playing with more than one player, all players have their own
Dungeon Game Sheet to draw on, and share the same common dice rolls. The player with the highest score wins.
• If playing solo, aim for the following achievements:
▷ 65+ (Gold): Explorer
▷ 75+: Artist
▷ 85+: Expert
▷ 95+: Hero

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.

Dungeon Map Maker Demo v.0.91 | Doopy Games 2024

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