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(this is via a secret door that connects the new room

VERSION 7 back to an earlier room).

The RPG solitaire playing card Your Turn


dungeon by Mark Ainsworth
At the start of each turn you draw a room card.

Overview Whenever you draw an Ace you add it to your


lockpicks pile and draw another room card. You need
This game is a door-kicking dungeon crawler with a lockpick to try and exit the dungeon in the Jokers
treasure, stats, and lockpicks; its roguelike-gameplay room. It cost one lockpick to try and exit by a simple
with playing cards. The game may be improved more high/low gamble: you draw a card for the boss and
yet, but it's playable now! then you draw a card for your attempt to pick the
lock; if your card is the same or higher you escape,
but if you fail you may use another lockpick and try
Setup again. If you have no lockpicks you must find more
You keep score of your treasure total (using coins or before you can come back and try again.
buttons or pen-and-paper). You start with zero
treasure. Enter the room by placing the card next to a room
card you've already played (but the room card you've
Take three decks of playing cards (you may use more already played must have a spare door opening, Js
or less decks) and seperate the Aces, Js, Qs, Ks & one have one door, Qs have 2 doors, Ks have 3 doors.
Joker and place them in the room deck (discard any Joker is the room that ends the game (after you have
other Jokers). picked the lock). You may instead move into rooms
next to the one you're in if no monster is in them.
Rooms:
● the Js represent rooms with one door When you enter any room for the first time or there is
● the Qs represent rooms with two doors already a monster in the room you draw a card from
● the Ks represent rooms with three doors two suits (not diamonds & not hearts ) decks. These
● the Joker is the main end room with the are for armor and weapons like shields and club you
dungeon exit,where you face a dragon or boss pickup entering the room, you can replace any card in
who guards the exit. your hand if the ones you draw are higher.
● the Aces are lockpick cards,
If you enter any room for the first time and there is no
Seperate all the suits and place these in 4 piles. Each monster you draw a card from each of the three suit's
suit represent stats: decks (not diamonds) for the monster and place the
● hearts = health monster's three cards on the room card. The monster
● diamonds = treasure remains in the room and has to be defeated (see
● spades = armor Combat) to pass through that room. You may leave
● clubs = attack the room by the door you entered but do not redraw
stats cards. You can connect from the room you're in
Place one King card on the table as the dungeon to a room that has no doors available to connect from
entrance. if these are in the correct location (these are secret
doors). If you enter any room with a monster you
The cards for rooms are laid out in a square grid must resolve a combat round.
pattern: north, south, east, and west. As you place a
new room it has to connect to the previous room, but
as long as it connects to the previous room the new
Combat
room, if it has more possible doors, can become You attack with your attack stat (clubs card). Your
adjacent to an earlier previously laid room on the grid attack is compared to the monsters armor stat if it has
armor (spades card), if your attack is the same or you draw 2 suit cards for armor (spades)
greater than the monsters armor then the attack gets attack (clubs) these cards are optional and
through (the monsters armor card is removed and not represent things in the room like armor and
used in future attacks). Now you can compare your weapons.
attack (clubs card) to the monster's health (hearts suit 3. If you lose a combat round, the monster takes
- known as hit points). If your attack is the same or as much treasure as he can see or take easily
greater than the monsters health stat, then you win the from your pockets or pouch, or you may throw
monster's treasure: draw a diamonds suit card for treasure to distract the monster while you get
treasure and then you put the monsters heart card face away. or the monster may demand payment to
down to show you defeated the monster in this room. let you go, the treasure in your backpack is
You can also draw a hearts card for a health potion & harder to take,
replace your health stat if its higher. 4. You may be trapped in the dungeon by
powerful monsters in every direction
If your attack fails then the monster attacks you in the (although every time you enter a room with a
same way. If the monster wins you draw a diamonds monster you get to draw new cards for armor
suit card and your treasure is reduced by that amount and attack, so it's likely you will eventually
(diamonds card) and you must go back the way you draw a good attack, but you will be losing
came! This is to show that you lose some treasure; by treasure and health will possibly go lower after
throwing it to get away, or the monster gets the each failed combat), or run out of collectable
treasure in your pockets but not your backpack, or the lock picks so escape is impossible, but this is
monster could demand payment to let you go. You the chance you take by entering the dungeon
must also draw a new health card, if its lower than
your current you must use it to replace the one in
your stats.

After a combat you must also draw new cards from


two suits (not diamonds) decks and replace your stat
cards. This is because you may have grabbed new
shields or club etc. If you won, you get to draw a
hearts card and keep the higher (of your current card
and the new one), but if you lost you draw a hearts
card and keep the lower.

You may need at times to fight a monster in order to


get new stat cards, but lose some treasure; this
happens a lot as combat isn't always decisive but you
get the chance to find new health potions or shields
and clubs.

Notes
1. Keep track of your treasure, but you can only
count your gold if you get out of the dungeon
at the Joker's room where you will find the
exit door, your treasure is your final dungeon
score. If your treasure goes below zero, it is
set to zero
2. When you enter a room for the first time,or re-
entering a room with an undefeated monster,

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