Dungeon Builder: the Card Game
Not for sale
Was previously available at the Game Crafter website. Now removed until more playtesting is done
Goal
To have the most treasure by the end of the game.
Turn sequence
5 Rounds of dungeon building in which each round a player may play any amount of cards from their hand.
1 Rounds of adventuring where players may help adventurers in other people's dungeon.
This is repeated a number of times equal to the number of players in the game with the adventurers gaining a level each time.
Components
Printable Components
The Setup
Place all Major Improvement (Red) cards face up - put multiples on top of each other.
Shuffle all other cards and place in a single deck.
Deal 7 cards to each player, there is no hand limit in the game.
Place 6 cards from the deck face up as Available cards - if three of these cards are black cards, redeal these 6 cards until there are less than 3 black cards.
Each player places their starting hoard card from which their dungeon will be built.
Place a gold counter on the hoard for each player in the game.
Starting player is determined by the first card in the Available cards:
Grey: The dealer
Green: One player left of the dealer
Blue: two players left of the dealer
Purple: three players left of the dealer
Yellow: four players left of the dealer
Black: five players left of the dealer
The Rounds
Dungeon Building
For each player starting with the first player-
New cards phase — Do one of the following
Take three cards from the facedown deck
Take three non-black cards from the faceup Available cards that aren't black cards and replace them from the deck.
Take one black card from the faceup Available cards and replace it from the deck.
Upgrade dungeon phase — Only applicable to things already played on the table from a previous round.
Build dungeon phase — Play any room cards to extend the dungeon out from your starting hoard card or from an existing dungeon card
You cannot leave spaces
You may have a maximum of 5 room cards for your dungeon unless you have something that increases your dungeon size.
Cards are placed face down and only revealed when an adventuring party encounters them.
Add dungeon contents phase — Play any monster or trap cards from your hand above or below a dungeon room card that is part of your dungeon.
Monster cards are played above, trap cards are played below.
Cards are placed face down and only revealed when an adventuring party encounters them.
Improvement or Interference phase— You may do one of the two following actions.
Adventuring
Setup
The first player draws 1 party type. This is the party that will be adventuring in everyone's dungeon this round.
Take the appropriate character cards for each member of the party and lay them out face up.
The first player is invaded first. Play proceeds clockwise. The player being invaded is called the Victim
The player to the right of the Victim (called The Invader) places the adventurer entrance card.
Round sequence
Movement Phase — Move the party counter one dungeon room towards the Victim's hoard
If they can't move, resolve doors or other problems. A door will keep the party in the same room for as many movement phases as it has charges.
Turn faceup the room card(s) they have moved to.
Room Encounter phase — Encounter monsters or traps in that room and resolve them
Trap reveal — Turn faceup any trap cards for the room
Thief may disarm if able.
Fighter may bash if able.
If there are any remaining charges left, one is used on each party member doing the appropriate damage.
If there are no charges left, the trap cards are discarded.
Party members are damaged according to their party order (shown on their party composition card).
Monster reveal — Turn faceup any monster cards for the room
Ranger, Mage or Barbarian may autokill if able.
If the monster is still alive combat ensues: —Repeat until the monster is dead:
The monster attacks the first party member in party order (shown on their party composition card).
If there is more than one monster, each monster attacks a different party member in party order.
If there are more monsters than party members start over in party order for the excess.
The Invader chooses which party members attack and which monster they attack if there are more than 1.
Recovery phase — Morale checks and magic items are used as necessary by the Invader on the party.
Help and Hinder
During the room encounter or recovery phases players may play any card from their hand that will help or hinder adventurers.
Starting with the player to the left of the Victim, each player may play one or more cards from their hand to help or hinder the adventurers.
The Victim plays cards last and therefore has the opportunity to respond to all previous players' cards.
After all cards have been played, and all cards that were cancelled are discarded - the card effects are applied.
Death
If a party member dies, they drop what they are carrying and another party member picks it up if possible. However each member may only carry 1 gold. Dropped gold is returned to the hoard
The Victim earns 1 gold for each party member that flees, and 2 gold for each that is killed.
Raiding the hoard
If the party reaches the hoard, they will take 1 gold per surviving party member. They will then proceed (unless otherwise noted) to leave the dungeon by the same way they arrived.
If there is not enough gold in the hoard for adventurers to loot, they will destroy the dungeon instead.