Dungeon Days

DUNGEON DAYS COMPREHENSIVE RULES

 

Contents of the box

1 information card about Farplace Animal Rescue.

1 rules card.

14 days of the week cards.

39 play cards.

 

Set Up

Lay out the 7 days of the week cards in front of each player from Monday to Sunday.

The 7 days in front of each player is known as their board.

If more than 2 players are playing, you will need more decks.

Shuffle the play cards thoroughly, using 1 deck for 2 players, more if you have more players.

 

Playing the Game

The player who last watched played any other dungeon-themed game goes first.

Each turn, you take one action

  1. Draw a card OR
  2. Play a card

The card is drawn from the top of the deck

 

Playing a card

The rules are shown on each card

A card is USUALLY played on your own board and on an empty day.

Only when a card says ON ANY BOARD can it also be played on another player’s board

When a card says ON TOP OF or ON is it played on top of another card, the card MUST be placed on top of another card, covering over its score.

If it does not say ON TOP OF or ON, then it must usually be placed on an eligible empty day.

The scores are on the top of each card, showing on both sides so both left-handed and right-handed players can look at their cards easily.

There is no hand limit.

 

Game End

The game ends when one player has creature, on every day of the week possible.  Usually this is seven days, unless they have days blocked by the Boulder Trap.

You then add up the scores to see who wins.

In the event of a tie, the player with the most cards on their board wins.

In the event of a further tie, either have another game or agree a draw.

 

The Cards

SPELL OF TERROR

This card removes all creatures from a day of the week of your choice.  It can be played on a full day to remove an annoying low scoring creature from your board whilst also causing creatures to be removed from other boards.  It can also be played on an empty day to remove high value creatures on the same day from opponents. Discard this card after use.

 

SPELL OF TRANSPORTATION

You swap all creatures on any day on your board with all creatures on the same day on any other board.  Discard this card after use.

 

SPELL OF TRANSFORMATION

You swap any creature on any day with a creature in your hand. Can be played on any board.  On your own board, could return a low value creature to your hand, making room for a higher value one.  On an opponent, can steal a high value creature to your hand.  You do not have to swap with the top card in a stack, choosing any you wish.  Discard this card after use.

SPELL OF INVISIBILITY

Play on top of any creature on your own board, leaving the card there.  This then enables a further creature to be played on this day on future turns.

 

LAVA TRAP

Play on top of any top creature on any board other than the dragon, removing it from the board.  Can remove a low value creature from your board, or a high value one from an opponent.  Discard this card after use.

 

BOULDER TRAP

Play on any empty day on an opponent’s board leaving it there.  This blocks this day for the whole game, meaning they need one less card than usual to complete their week because of this card blocking a day.

 

DRAGON

A seven-point creature.  Play on any day on any board.  Removes creatures from adjacent days.  On your own board, best played early or to remove low scoring creatures you may have been given.  On an opponent’s board, may stop them finishing by removing both adjacent days’ creatures to their last day, but will give them 7 points.  If you have the means to steal the dragon back with a spell, this could be a powerful combination of moves.

 

DWARF

A four-point creature.  Play on any day on your own board but not next to an Elf when first placed.

 

ELF

A four-point creature.  Play on any day on your own board but not next to a Dwarf when first placed.

 

PIXIE

A five-point creature that can be played on your own board.  Must be placed to the immediate left or right of a human or halfling.

HUMAN

A one-point creature.  Play on any day on you own board.  Need either human or halfling to play a Pixie. Can be removed by Medusa.

 

HALFLING

A zero-point creature.  Play on top of any creature on any board, cancelling their score.  Can be removed by Medusa.  Play to reduce an opponent’s score down or to give yourself the ability to play a Pixie.

 

MEDUSA

A two-point creature that can be played on any empty day on any board. Removes all humans and halflings from the board.  Can be played on your day to free up scores under halflings and remove low-scoring humans.  Can be played on an opponent’s board strategically but be careful not to give them too many points by removing halflings.

 

ORC

A three-point creature.  Play to the immediate left of any other creature on your board.

 

SPRITE

A six-point creature.  Play on top of any creature on your board to add its score to this day.

 

TROLL

A three-point creature.  Play to the immediate right of any other creature on your board.

 

GOBLIN

A two-point creature.  Play on any day to scare away any creatures on the same day on all other boards.

 

 

 

MIMIC

A creature if variable points.  Play on any day on your own board.  At scoring, you choose which creature to the immediate left or right is the mimic’s score.

 

Thank you for supporting Farplace Animal Rescue charity by buying Dungeon Days.  If you have any questions about any of our games, email gareth@farplace.org.uk

You can see all our game news, stockists and new game information at www.farplacegames.com