RING OF WARNING This ring will detect one trap, which you avoid automatically. You may use the ring as soon as you draw a Room tile with a red entry arrow (to avoid taking a Trap Card) or when you take a Trap Room card (to avoid losing LP's to the trap). RING OF BLINDING This ring causes a flash of light which will blind any Monster. You may use it as soon as you draw a Room Card with a Monster, and defeat the monster automatically. The ring will not work against a Sneak Attack. RING OF HEALING This ring will restore 5 LP's at the start of any turn, but you may not do anything else that turn. You may not increase your LP's to more than their starting level. RING OF OPENING This ring will open one Door or Portcullis for you. If you use the ring you do not have to take a Door card or make a Strength test. t est.
RING OF TRANSFORMATION This ring affects the very walls and floors of Dragonfire Castle. You may use it if you draw a Room tile you do not want. Return the tile to the box and draw another, but you must accept the second Tile you draw. RING OF LUCK You may use this ring to retake any one dice roll that you are not satisfied with. You must decide to use the ring immediately after you have rolled the dice, and you must accept the result of the second roll. RING OF VISION At any time that you wish to search a room you may use this ring. Instead of drawing one search card you may draw four, and keep one of your choice. The remaining three cards are discarded. RING OF TELEPORTATION You may use this ring to teleport yourself out of the Catacombs below Dragonfire Castle. You may use it whenever you wish, including just after you have drawn a Catacomb Card you wish to avoid. Your character will teleport straight up, and will reappear on a Room Tile using the normal rules for exiting the Catacombs. UNARMED COMBAT: Some characters are occasionally forced to use unarmed combat to defeat a monster. When this happens, use the following system to resolve the combat. The player controlling the monster should roll a D6 (for Goblins or Trolls) or a D10 (for any other monster). The player who is fighting the monster should then roll a d6. Whoever has the lowest score must lose a LP. In the case of a tie, both sides lose a LP. If you are forced to fight the Giant Spider using unarmed combat, you are only allowed to pick 2 numbers before you roll the D6 (instead of the normal 3).
Farendil has an Elf Bow and four arrows, which he may use in exactly the same way as El-Adoran uses his Longbow.
SPELLS Take the 6 Spell Cards which you keep face down beside your Character Sheet. Whenever you wish to use a spell, turn the card face up. You may only use one spell at a time, so you can never have two Spell Cards face up at once.
You may not use any other forms of magic, and you do not receive a Magic Ring at the start of the game. If you are playing with the Dungeonquest Catacombs Expansion Set, you will not use any Magic Amulets that you find. If you are ever forced to fight a monster (because you cannot use a spell for some reason), you must use the rules for unarmed combat.
DARK FORCE You may use the Dark Force at the start of any turn to regain lost LP's. You may not use this spell while you are in the Tr easure Chamber. When you use the Dark Force, you have a choice: you may either increase your LPs by 3 points or you can roll a D6 and increase your LPs by the amount rolled. If you roll the D6, you must accept the result, even if you get a 1 or 2. You may never increase your LPs to more than the number you started the game with. You may only use this spell once per game. Discard the Spell Card after you have used it.
EYES OF DOOM You may use this spell whenever you encounter Goblins, Trolls, Orcs, Death Warriors or Champions of Chaos. The Eyes of Doom can cause a sense of fear and foreboding in a monster so that it will flee in terror. Each time you use the Eyes of Doom, lower your LPs by 1. To find out if the Eyes of Doom work, the player on your right draws a Monster Card and looks under 'Attack'. If the card says 'Flee', the monster runs off. If it says Combat, roll a D10. If you score more than the monster's number of LPs, it flees. Whatever the result, turn the Spell Card face down after you have rolled the D10. If you fail to make the monster flee, you may use a Fireball or invisibility spell, or fight it using Hand-To-Hand combat. Note that the Eyes of Doom may only be used against the monsters above. If you draw a Sneak Attack, you still take the D12-Luck damage, but may then use the Eyes of Doom as above.
FIREBALL You may cast Fireballs at Goblins, Trolls, Death Warriors, Champions of Chaos, The Giant Spider, Doors and Portcullises. Using Fireballs requires a great deal of magical energy, so you must miss your next turn while you recover. Leave the Spell Card face up until the end of the 'missed' turn, and then turn it face down again. In Combat, a Fireball may be cast as soon as you meet the monster, or you may choose to Wait & See and only cast the Fireball if the monster attacks you. Any monster attacked by a Fireball is killed instantly. If you use a Fireball against a Door or Portcullis, you place your piece at the opening, miss your next turn, and may then enter the next tile. If you draw a Sneak Attack, you sti ll take D12-Luck damage, but may then use a Fireball as above.
INVISIBILITY You may turn yourself invisible at any time at a cost of 2 LPs. You may leave this Spell Card face up for several consecutive turns if you wish, but at the start of each turn that the spell is left 'on' you must pay 1 further LP. If you do not pay the LP at the start of your turn, place the card face down. While invisible, you may ignore Goblins, Trolls, Orcs, Death Warriors, Champions of Chaos and Giant Spiders. You may even turn yourself invisible at the moment you meet them, or after trying to use the Eyes of Doom. Discard the monsters card. However, you may not turn invisible to avoid a Sneak Attack, and all other cards and tiles work as usual. The spell will not protect you in the Treasure Chamber, so you must draw Dragon counters as normal.
STASIS This spell must be used at the start of your turn. By stopping time, it allows you to take several turns in a row. But there is a cost to be paid, as for each extra turn that you take, you must pay 1 LP. While time is stopped, you draw Room cards for each Room tile you enter as normal, but may ignore all monsters, traps or creatures you meet. You are allowed to draw Crypt or Dead Adventurer cards, and may ignore any Traps that you draw. Room Tiles count as usual, with the exception of the Rotating Room, which will not rotate until you place the Spell Card face down again. In the Treasure Chamber you are allowed to take 2 Treasure Counters each turn the Stasis spell is in effect, and you do not have to draw any Dragon Counters. Pay the 1 LP cost at the start of each turn you take. If you do not pay this LP cost, place the Spell card face down, and then take your 'normal' turn.
WARP DOOR Once per game, you have the ability to pass through walls, as long as you have at least 6 LPs (although it does not cost any LPs to use the spell). This spell works in exactly the same way as finding a secret door, but with one important exception; if you are on a tile that is adjacent to the edge of Dragonfire Castle, you may pass through the outer wall to freedom. As noted above, you may only use this power once per game. Discard the Spell Card after you have used it.
At the start of the game, take the 'Berserk' card and place it beside your character sheet. BERSERK During the game, you may go berserk. This makes you an almost unstoppable opponent in a fight, but does slightly impair your judgement... Your berserking may be triggered when going into combat, or when you suffer damage from a Door Trap, or you may trigger it voluntarily. As soon as you go into any kind of combat (including against the Giant Spider) you must roll a D6. If you get 5 or 6 you go berserk, on any other result the combat is carried out as usual. If you suffer damage from a Door Trap, you also roll a D6, going berserk on a 5 or 6 as above. In this case, you immediately attack the door (see rules below). At any time, you may try to go berserk voluntarily. Roll the D6, you go berserk on a 3-6. You may only ever roll to go berserk once per turn, so you may not roll again if you have already rolled because of combat or a Door Trap (although you could choose to try to go berserk voluntarily before making the involuntary test).
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When you go berserk, place the 'Berserk' Card on your character sheet so that it covers up your normal characteristics, and then move your LP marker 4 spaces up your Life Point track (but not to over 16). As long as you remain berserk, the following rules apply: • When you meet a monster, you must choose attack as your combat option. Any blow you strike in combat will cause double the amount of damage to your opponent. If you fight the Giant Spider, you will defeat it on a 2-6. • You do not draw Door cards, you attack the door instead! Roll the D12, and if you score equal or less than your Strength (1-11 in other words) you smash it down and may pass through. You may not search rooms, dead adventurers or crypts, you may not keep any items you find, you must discard them (any items you had before you went berserk may be kept, however). If you enter the Treasure Chamber, you must not draw any Treasure Counters, but must draw two Dragon Counters.
At the start of each turn, roll a D6 and look up the result below: Die Roll Result *** BERSERK TABLE *** You remain berserk, and the player to your right decides which direction you will move this 1 turn, including whether you attack a door or portcullis. Once the direction has been decided by that player, you handle the rest of the move. You remain berserk. 2-5 You return to normal. 6 As soon as you return to normal, remove the 'Berserk' card from your character sheet, and move the LP marker 4 spaces down the Life Point track. If this results in your LPs dropping to 0 or less you are - sadly dead. However, if you manage to escape the castle while berserk, you are assumed to survive even if returning to normal would 'kill' you. Should you draw a Card saying your torch goes out, you immediately return to normal, and must try to light your torch using the normal rules.
RUNNING If you are carrying 8 or less Treasure cards or counters, and move on already placed tiles, you may elect to move two tiles instead of the normal one. The following special rules apply while you are running:
You cannot run through Doors or a Portcullis. Neither can you run through a Chamber of Darkness Tile or a Cave-In Tile, though you can end a running move on such a tile. You may run over a Bottomless Pit Tile (or a Narrow Bridge Tile, if you are playing with the Dungeonquest Catacombs Expansion Kit), provided you make the necessary test against your Agility. Corridor tiles still provide you with a free move. You never draw a Room Card for any tiles you run through, though you must draw one for the Tile you finish your move on, as you would have done normally. If you draw a Room card with a Sneak Attack, you take D12-4 LPs of damage (rather than D12-Luck). You may not use your Slingshot and run in the same turn. If you draw any sort of Trap, you take 2 extra LPs of damage. You may not search Dead Adventurers or Crypts. You may not keep any items you find while you are running, you must discard them. SLINGSHOT You may use your Slingshot once in each combat, just before or just after the Monster card is drawn. If you fire before the Monster card is drawn, you must choose Attack as your combat option. If you decide to fire after the card is drawn, you must choose Wait & See as your Combat option.
You may not use your Slingshot against Sneak Attacks or if you ran in the same turn. The Slingshot works against Goblins, Trolls, Death Warriors, Orcs and Champions of Chaos, not against any other creatures. To use your Slingshot, roll a D10 to see if you hit and a D6 for damage if you did hit. SLINGSHOT TABLE To Hit (D10) Damage (D6)
Goblin 8 or more D6
Troll 3 or more D6-3
Death Warrior 5 or more D6-3
Orc 6 or more D6-2
Champion of Chaos 5 or more D6-2
Your Slingshot has an unlimited supply of ammunition - if you run out, just pick up a few more rocks!
You do not get a Magic Ring at the start of the game. You will have to rely on brute strength to survive in Dragonfire Castle. If you are using the Amulet cards from Dungeonquest Catacombs Expansion Set, you may not use a Magic Amulet if you find one.
At the start of the game, place a plastic token on the '4' space of the Dagger Track on your Character Sheet. PICK LOCKS You are never without your trusty set of skeleton keys. When you take a Door card, a Door Jammed counts as a Door Opens. Door Traps, however, count as usual. SEARCHING When searching a room you may, if you wish, draw 2 Search cards instead of 1. Should you choose to draw 2 cards, both count as usual. DAGGERS You are equipped with four daggers, which you may throw or use in hand-to-hand combat. Keep track of how many daggers you still have by using the Dagger Track on your character sheet. If you lose all four daggers you must fight using unarmed combat; see the rules above.
You may throw your daggers against Goblins, Trolls, Death Warriors, Orcs or Champions of Chaos, either before or during combat. You may not use your daggers against the Giant Spider. You may not throw daggers before a sneak attack. If you decide to throw your daggers before combat, you are fast enough to throw all four daggers, if you wish. The daggers are thrown before the Monster card is drawn, and you will have to remember how much damage you inflict. Then the player on your right draws a Monster card and looks under the attack column to find out how many (if any) LPs the monster has. If you throw a dagger during combat you may only throw one dagger per round, and may not throw daggers two turns in a row. When you decide to throw a dagger, the attack is resolved in the same way. Your opponent chooses a Combat card and places it face down on the table. You then pick two Combat cards (Slash and Mighty Blow, for example). If either choice is the same as the card chosen by your opponent, the dagger hits, causing D6 LPs of damage (D6-2 LPs of damage to Death Warriors). If your choice is not the same as your opponent's, you lose 1 LP. If you use a dagger in hand-to-hand combat, the maximum amount of damage you may cause is 1 LP, no matter what the combat card says (in other words a Mighty Blow will cause only 1 LP of damage if the monster decides to Slash). Otherwise the combat is resolved as normal. When the combat is over, you must check to see if you are able to retrieve your daggers. Roll a D6 for each dagger you threw. On an even number, you recover the dagger (move the marker one space up the Dagger Track) and on an odd number the dagger is lost. Note that you may only recover daggers in the combat that has just taken place, not any that were lost earlier in the game (they are gone for good). If you find it difficult to remember how many daggers you have used, place a spare plastic token on your Life Point T rack in the 'Skull' space at the start of each combat, and move it one space up t he track each time you throw a dagger.
At the start of the game, you should also take the Character sheet for Flame Bright and the 'Healing Salve' card. SUN ORB Your Sun Orb will never go out (ignore' Torch Goes Out' cards) and will even light a Chamber of Darkness (treat such tiles as Empty, but do not draw a Room card). HEALING SALVE You carry a small jar of healing salve that you may use once per game, on either yourself or Flame Bright. Discard the Healing Salve Card after you have used it. The salve will restore your LPs to their maximum, or will restore 3LPs to Flame Bright. If you use the salve, you miss a turn. FLAME BRIGHT AND MOVEMENT When you move onto an empty square, the player on your right should draw the Room Tile, look at it, and then place it face down in the square you have chosen. That player then rolls the D10 behind his hand, so that you cannot see the result.
If the Room tile is a Trap, Bottomless Pit or Rotating Room, Flame Bright will give you a warning on a 2 - 10, or fail to warn you on a 1. If it was not any of these, Flame Bright warns you on a 1 and does not warn you on a 2 - 10 (in other words, Flame Bright is always right if the roll was 2 - 10, and always wrong on a 1 - the player tells you either "Flame Bright warns you" or "Flame Bright does not give you any warning"). If you decide to enter the Room tile after hearing what the player has to say, flip the tile over and follow the rules as normal. Should you decide not to enter the tile, you may go through a different opening on the tile you are on. Again, if the square is empty, Flame Bright may be able to warn you of any danger, just as above. However, if you decide not to enter the second til e your turn is over and you remain standing on the tile you were on. If you or any other player enters a face-down tile later in the game, it should be flipped over, and placed so that the character moves onto the tile through the entry arrow. If you wish to open a door, you may either do it yourself (in which case draw a Door card as normal) or you may set Flame Bright on the door. If you use Flame Bright, you must roll equal to or less than Flame Bright's Strength on a D10. If you fail, your turn is over. Otherwise, you may move through the door as normal (with the player on your right drawing the Room Tile and placing it on the board). Flame Bright may also be used to open a Portcullis, using the normal rules.
FLAME BRIGHT AND TRAP CARDS If you draw any Card with a Trap (apart from Door Traps and Crypt Traps), roll a D6. If you roll an even number, Flame Bright warns you in time and you take no damage. If the number is odd, you are both affected by the trap, and must roll for any damage or missed turns for you and Flame Bright. Door Traps and Crypt Traps will only affect your character.
With a Trap Door or Bottomless Pit, you must roll both for yourself and Flame Bright to see if either or both of you fall in, Flame Bright will jump in after you (to its death in the case of a Bottomless Pit). You and Flame Bright must roll to climb out of a Trap Door. If Flame Bright falls down a Bottomless Pit, you do not have to jump after it, but Flame Bright is still out of the game. If Flame Bright falls through a Trap Door, you can either wait for it to climb out, or abandon it and continue on your way (and all the other players are given permission to make rude comments at such cowardly, selfish behavior!). FLAME BRIGHT AND COMBAT If you encounter a monster, Attack or Wait & See are your only combat options – Flame Bright refuses to flee from combat. Flame Bright does all your fighting for you, as long as it remains alive. Flame Bright does not fight using Combat cards. Instead, the player to your right rolls a D6 for a Goblin or Troll, and a D10 for any other monster. The dice you roll depends on how many LPs Flame Bright has remaining. You start the game rolling a D12 - if Flame Bright's marker is on the 10 space or lower, you roll a D10; and if it is on the 6 space or lower, a D6.
Whoever rolls the lower number will lose a LP, unless there is a tie, when both lose a LP. The combat continues until one opponent dies. If Flame Bright is killed, you must fight using unarmed combat. Flame Bright will never be surprised by a Sneak Attack. Treat such cards as monster cards of the appropriate type. Combat against the Giant Spider is handled as normal, except that any damage is taken by Flame Bright. If you are attacked by Vampire Bats, however, the damage is taken by your character. FLAME BRIGHT AND YOUR AGILITY Your agility is 9 as long as Flame Bright is alive, dropping to 6 if it should be killed.
THE HELM OF TERROR You have a magic helm, bestowed by the Chaos Gods you worship. If you concentrate, this helm produces a fearful aura, that may cause monsters to flee in terror.
The helm only works against Goblins, Trolls, Orcs and Champions of Chaos, not against Death Warriors or any other creatures you may meet. If you wish to use the helm, you must say so as soon as you meet a monster. As soon as you have made this choice reduce your LPs by 1 (the Chaos Gods never do anything for free!) Then roll the D6 four times and add up the score. If the total is 13 or more, the monster flees in terror. If it is less than 13, the player to your right draws the top monster card and looks under the attack heading. If the result is flee, the monster runs off anyway! If the result is combat, the monster causes D6 LPs of damage to you while you recover from using the helm (except for goblins, who only cause D6-3 LPs damage). The combat is than resolved as normal. If you are surprised by a Sneak Attack, you must still roll D12-Luck to see how much damage you take, but may then use the helm if you wish. MEDITATION You have the ability to regain lost LPs through concentration and meditation. Instead of taking your turn, you may meditate, regaining 1 LP. You may do nothing else on a turn when you meditate, and you may not increase your LPs to higher than their starting level.
At the start of the game, you should take the 'Blowpipe' card, and place a plastic token on the '4' space of the Shuriken Track on your Character Sheet. HIDE IN SHADOWS You are able to hide in shadows so effectively that you become almost invisible. When you draw a Room card with a monster (Champion of Chaos, Troll, Death Warrior Orc or Goblin), take the D6 and choose a number by placing the dice on the table with your hand cupped over it. The player on your right may now pick 2 numbers for a Troll, Champion of Chaos or Orc, or 3 numbers for a Goblin or Death Warrior. If the player does not pick the number you have chosen, you are not discovered and the monster is discarded. If they pick the right number, the combat is resolved as normal. HEIGHTENED SENSES Your acute senses make it very difficult for anyone to sneak up on you. If you draw a Sneak Attack card, roll the D6. If you roll an even number, you notice the monster in time and the combat is resolved as normal (although you may not hide in the shadows). If you rolled an odd number, the monster gets to make a Sneak Attack. BLOWPIPE You are equipped with a Blowpipe filled with poisonous dust. This weapon is nearly infallible, but it may only be used once per game, and you should discard the Blowpipe card after you have used it. You may use the Blowpipe as soon as you meet a monster and have been discovered (it cannot be used against a Sneak Attack, as it takes a second or so of preparation, and may not be readied during combat). When using the Blowpipe, roll the D12. If you roll a 1, you miss, but any other result hits and kills the monster instantly (apart from Champions of Chaos who lose 4 LPs instead). SHURIKEN As well as your Blowpipe you carry 4 Shuriken, which may be used once each (keep track of the Shuriken you have used on the Shuriken track on your character sheet). Shuriken are used in exactly the same way as the arrows from El-Adoran's bow, except that you use the Shuriken table below to find out the results of the attack. Die Roll 1 2 3 4 5 6
Goblin Troll Missed Missed Missed Missed Missed -1 LP -1 LP -1 LP -2 LP -2 LP Killed Killed
Death Warrior Orc Missed Missed Missed Missed Missed -1 LP Missed -2 LP -1 LP -3 LP -2 LP Killed
Champion of Chaos Missed Missed -1 LP -2 LP -3 LP -4 LP
Shuriken may not be used against a Sneak Attack. They may be used against the Giant Spider, just like El-Adorans bow.
MAGIC RING CARDS
SPELL CARDS
HEALING SALVE
OTHER CARDS BLOWPIPE
BERSERK