Dungeon Crawl

Dungeon Crawl Mode

This mode is not for the faint at heart. Be certain you have everything you need before entering as it will be a bumpy ride.

This mode is very similar to Monster Deck Mode, but with a few twists that make it a bit more dangerous. In this mode, start the Dungeon Crawl Deck off by bringing forth a prize within it. When you meet the prize, you have gone to the end of the Dungeon. Thus, take a card that is considered the prize, place it in the deck and then shuffle the deck. In play, when someone flips the prize, the group will have reached the item that they were looking for. However, unlike the Monster Deck, they must now get the item back out of the Dungeon before declaring victory.

The Dungeon Crawl has to consist of at least 50 cards to be considered legit and pay out any treasures that were found within.

Each card that was drawn going into the dungeon represents a distance to get back out. So if there are 25 cards that have been drawn when the prize is found, then the group will have to flip 25 cards before reaching daylight. There are shorter ways to get back, but that is using spells, items, etc. Each of these will show the exact way to get out of the Dungeon. Be aware, some of the cards in the Dungeon Crawl will actually confuse the players and get them lost, thus adding to the amount of time they have to spend in the dungeon.

Note: The Monster Deck can be used for the Dungeon Crawl as well, it simply is substituted with these rules. However, if the Dungeon Crawl deck is used, the creatures may be smaller, but they are much more terrifying, because running away doesn’t get you out of the dungeon, simply out of that part of the dungeon. Until the correct amount of cards are flipped, every one is still trapped within the dungeon and thus can not win the game. Anyone that makes it out of the dungeon alive, with the prize gets 25 Training for their character. (Can not substitute characters.)

Anyone that makes it out alive without the prize, but actually got the prize within their crawl, gets 10 Training. Those that died, but their party makes it out alive, get 2 Training.

Setup Phase:

Dungeon Crawl Mode starts with each player picking 2 main weapons, 2 secondary weapons (Which are held in the belt, a bag, whatever and can be accessed by spending two actions, one to take them out and one to equip them.), 4 items that are readily available (meaning they only cost 1 action to equip and 1 to use, rather than 1 action to take out, 1 action to equip and 1 action to use.), 4 secondary items. They must have enough weight limit left to carry the final item as well, or they will have to drop things to get the item out of the dungeon.

Armor doesn’t count as an item or weapon and thus can be worn without penalty to the user, however, it has to be worn at all times or it takes up slots for the above weapons, items, etc.

Shields will act as a weapon slot in this case and thus if someone brings a shield, which is advisable, they will carry it instead of the second weapon.

Once everyone has their weapons, items, etc. they may venture into the cave. 

Who Goes First

Picking the first player in this game is a very difficult task, because if there is a trap that is flipped by another player, the first player is the one that has set it off. This player is the person at point and the person that will have to hold the light for all other players. If this player goes down, then they may all be blind, or dead. Be very careful to which player gets to be in front for they are also the ones that will navigate the Caves.

If a navigation card is flipped with a question of which direction, the first player chooses that direction regardless of the rest of the group. (This is not the case with character that have night vision of any sort, as they can see the opposing cave and decide in a different direction where the others in the party can not. If they choose to go off by themselves, though, things could get very bad for them.)

When a creature attacks, the point character can choose to defend that creature as they have the torch and can see when the creature steps into the light. Should the torch go out, or should the creature defeat the main character, the rest of the characters will have to defend themselves blindly until one of them grabs the torch. Be careful whom you pick for your point.

Player one

Player One

Note : When in the Dungeons, you will nearly never sneak up on something. They will almost always sneak up on you. Thus they get the first attack and choice of whom to attack. 

Player one will start the match by venturing into the Dungeon. During the first three rounds of game play, get all items squared away, cast any spells of protection, use wards, etc. Keep in mind that once the first card is flipped, it will get hectic, so take the first three rounds to ready yourselves.

Note 2: If you do not have night vision, and none of you are holding a torch, you can not see the creatures that are now trying to eat you. Good Luck.

Flip Phase

Luck is the most amazing asset that anyone can have in this game. It will work with anything in one way or another. In this case, a person’s luck comes into play on this flip. So, a person with a luck of 10 or less will flip a card just as stated. Those with higher luck will divide their luck by 2.5 (rounded to the nearest whole number) and that is how many times they have to go through the flip phase. (Thus if the player has 18 on luck, they only have to flip a card every 7 rounds. If they have a 12 on luck would only have to flip a card every 5 rounds. Thus making them less likely to pull a creature card to the field.) 

This can also be a bane for the player, if they choose to use their luck, which they don’t have to, they may well be missing out on some sweet treasure.

Every 3 rounds, rather the creature that was flipped last round is defeated or not, the next card must be flipped (Save in the case of luck, see above). When a creature comes onto the battle field, its first ability will trigger toward whomever they would be attacking. If that person dies, then the next down will be attacked, and so on until the entire party is defeated.

In the Dungeon, things work differently and the creatures will usually go after whatever they choose to be the weakest of the group.  Thus the flipped card will seek out the person with the least amount of power overall (If the creature is a physical user, it will seek out the weakest physical, if it is a magic user, the weakest magical and so on.) This is not always the case, but when it is not, the card will state as such. Ensure that you read the entire card before deciding how to proceed as many of the creatures will not be working alone and many will have special abilities that cause issues for the players.3

After the first draw, running from the cave is no longer a direct option. Anyone wanting to leave the cave by running will have to use the Run Away system 1 more time than there are cards that have been drawn from the Dungeon Crawl Deck to get back to daylight. Should they encounter something while on their way out, the run away system starts over. 

Creature Declaration Phase:

A creature is flipped and then the Declaration of the Attack is made. In this case, the creature will declare to attack the person with the least of whatever they have the most of. (In the case of physical attack, if the creature has more physical attack than anything else, then they will attack the person with the least physical defense. Treat all other Stats the same. Should all of the stats on the creature be the same, then the creature will attack the point person instead.)

The creature will use triggered attacks first (which are always at the lead player) and then start down the row of their base attacks (at whichever player they have chosen to attack). Use the creatures Suspend to denote how often they will use the triggered attack. (Also, the Creature will attack once each round. This means that if Player 1 flipped the card, the end of Player 1’s Response will trigger the creature to attack. If Player 2 flipped the card, then the end of that player’s Response will trigger the attack.)

The creature has 20 Stamina to start and thus will only trigger an ability 2 times before abandoning each to simply attacks. (Note: some cards will be different but the creature card will state as such.)

Note 2: If a creature is near death but still has a great deal of Soulmere left, they will trigger their ability on their next attack using Soulmere rather than Stamina. This will only happen if the creature is within 10 pts. of their demise.)

The creature will attack the same person each time until they have defeated that person or until they can no longer fight.

Creature Attack Phase:

Once declaration phase has ended, all those declared attacks, do so. No other attack phase may be used after this one, save with an override or ability. 

All creatures, characters, etc. will have their Suspend which shows how many Actions they have each Response. If a creatures uses all their Actions, they are fatigued until the next Response. (See Fatigue.) 

Note 3: When a Dungeon Crawl Creature attacks they use Stamina for their triggered abilities. When their stamina runs to 0, they will no longer trigger any abilities. Each creature will start with 20 Stamina unless otherwise stated on their creature card.

Defend Phase:

The Player may now choose how to defend their attack. To do this, take the attackers physical attack, mental attack, etc. and subtract it from the defender’s physical defense, mental defense, etc. If the amount is higher than the attacker, then the defender takes no damage. (Note: See Reverb) If the attacker’s points are higher than the defenders then the defender will take that damage. (See Attack/Defense , Targeted and Sneak Attack.)

Each defense costs 1 Action, or more if using an ability, and once the character is out of actions they will fatigue. Fatigued, the character can not defend or use abilities, thus all damage goes against their life directly. (Certain abilities will make this a bit different, but the abilities will explain that.)

Damage Phase:

All damage dealt to life is reduced from the life total and those that have a life total reduced to 0 or below are removed to the cemetery.  (There are certain creatures, characters, etc. that this does not apply to, but their cards, or their abilities will explain as such. In these cases, once reduced to 0, if they can not gain live within 1 rd., they are considered forfeit and thus still lose the game.)

Note: Melaneys play a very different way. (See Melaney)

Counter Attack Phase:

If a player has not taken more than 1/2 life during an attack, they can counter attack. They must have Actions remaining. They must have an ability that allows them to counter attack (This can be in the form of a weapon, an ability, a spell, etc.).

Counter Attacks are 1/2 the attack of the weapon in most cases. There are abilities, weapons, etc. that overcome this rule.

Note: Shock can be used to overcome this rule. (See Shock Pts.) The defending creatures, character, etc. can now counter attack by ½ normal attack against the attacker. This is against the opponent’s armor or self. Shields cannot defend counter attacks without the abilities or training to do so.

Note: Ranged Attacks and Sneak Attacks cannot be Countered save with abilities that state as such.

Counter Attack Phase:

If a player has not taken more than 1/2 life during an attack, they can counter attack. They must have Actions remaining. They must have an ability that allows them to counter attack (This can be in the form of a weapon, an ability, a spell, etc.).

Counter Attacks are 1/2 the attack of the weapon in most cases. There are abilities, weapons, etc. that overcome this rule.

Note: Shock can be used to overcome this rule. (See Shock Pts.) The defending creatures, character, etc. can now counter attack by ½ normal attack against the attacker. This is against the opponent’s armor or self. Shields cannot defend counter attacks without the abilities or training to do so.

Note: Ranged Attacks and Sneak Attacks cannot be Countered save with abilities that state as such.

Player Two

After First Flip

Now, player 2 can attack the creature and follow the steps to defeat the creature, or can choose to do any number of things that they have for abilities. Or, they can choose to do nothing. All of these are the choices of the player. Just be aware that there are always consequences of anyone’s actions. The ultimate goal is to get the treasure and be the one getting out with it.

Declaration Phase

Once the player has decided on their coarse of action, they will declare what they are going to do and what they are going to attack on the field. 

Note: Anyone can attack anyone in the Dungeons as they are perilous. 

Attack Phase

Once declaration phase has ended, all those declared attacks, do so. No other attack phase may be used after this one, save with an override or ability. 

All creatures, characters, etc. will have their Suspend which shows how many Actions they have each Response. If a creatures uses all their Actions, they are fatigued until the next Response. (See Fatigue.) If a player attacks with a weapon and puts their own attack with the weapon, rather than just that of the weapon, they will use all their actions this round. This is considered a Full Attack and deals all the damage of the weapon, the character and the Rank at the same time. Normal attacks with weapons are only the weapon and the Rank cards attacks combined. (So if the character has a weapon with 8 attack and a Rank card of 4 attack, then their attack is 12 each time they attack. If they want to put all their power into the attack, then they will use their character card as well, which in this case is a 6. Thus their attack would be 18, but they will use up all Actions for this and the next Response. Their fatigue will wear off after the next Response, so if they are fighting 3 or more people, they will be able to defend against during the Response after the person that moves next.)