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WE
ACCEPT




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DUNGEON DICE RULES! |
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NOTE: Thanks to Paolo Ciccaglione
for this Dungeon Dice Info!
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Items Needed
Each player needs to have the following items in order to play
- Dungeon Master: 1
- Dice: 15
- Monster/Item Figure (+ corresponding Cards): 10
- Crest Chips or Crest Counter (optional)
- Damage Counters |
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CHAPTER 1: Creating your 'Deck'
- There is no limit to how many of the same Monster/Item you can use.
- You can only use a maximum of 3 Level Four Dice.
Victory Condition
- Reduce the opposing Dungeon Master's Life Points to Zero.
In the event that both players's Monsters are unable to attack one another
(due to
irregular formation of the Dungeon), the winner is determined based on the
following
conditions:
1. The Dungeon Master with more LP remaining is the Winner.
(If it is a tie, go to point 2.)
2. The player who has summoned more Monsters during the game is the Winner.
(If it is a tie, go to point 3.)
3. The player who has summoned more high-level Monsters is the Winner.
(If it is a tie, go to point 4.)
4. The game is declared a DRAW.
*Note:
- If both players cannot reach the opposing Dungeon Monster, but there are
still Monsters
to battle with, the game will still carry on.
- For 2 and 3, the "summoned" Monsters refer to those that are currently in
play + those
that have been destroyed. |
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Dungeon Master
- Both players are represented by a "Dungeon Master" figure.
- The Dungeon Master is placed in its starting slot marked out on the Field
before the game
begins.
(*Note: The Dungeon Master's position is fixed; you cannot move it during
the game.)
- The "Dungeon Master" has the following stats:
Life Point : 3
Attack : 10
Defense : 0
- Every time the Dungeon Master is attacked by your opponent's Monster, it
loses 1 LP,
irregardless of attacker's strength.
- The Dungeon Master is able to attack any opposing Monster which is
occupying a space
adjacent to it.
(*Note: You need to pay 1 ATTACK Crest for the Dungeon Master to attack.)
Preparations
- Determine the order of the Players.
- Set the Dungeon Master figure in its slot.
- Place all your Monster/Item cards to the LEFT of the Field, with their
corresponding
figures on top of them.
*Note: Monster cards are placed face-up, whereas Item cards are placed
face-down.
- When you summon a Monster/Item into play, move the cards to the RIGHT of
the Field.
*Note: Item cards still remain faced-down. |
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GAMEPLAY
Turn Flow
After the preparations have been made, the game begins.
The order of each Player's Turn is as follows:
DDM TURN FLOW CHART
Player's Turn Starts
||
\/
+-----------+
| DICE ROLL |
+-----------+
Success : "Dimension Dice" -> Monster's Actions Failure : Monster's Actions
||
\/
+----------+
| TURN END |
+----------+
||
\/
+ Next Player's Turn
DICE ROLL
*Compulsory at the beginning of every of your Turn.*
- Select 3 Dice from your set.
- Any Crests (other than SUMMON) that you obtain during the roll will be
added to your
Crest Pool.
- You can only store a maximum of 10 of EACH TYPE of Crest in your Crest
Pool.
2. MONSTER/ITEM SUMMON
- If you managed to obtain AT LEAST 2 SUMMON Crests of the SAME LEVEL during
your
Dice roll, you may choose to summon 1 Monster/Item.
- Choose 1 of the Dice you rolled which depicts a SUMMON Crest.
- Select 1 Monster/Item which is of the SAME LEVEL & COLOR as the Dice you
chose.
- The selected Die and Monster/Item will be put into play.
This is known as "Dimension Dice".
*Note:
- In order to achieve a successful Summon, you must use at least 2 Dice of
the SAME
LEVEL. (Dice COLOR doesn't matter.)
3. DIMENSION DICE
- When you summon a Monster, take its Dice and unfold it on the Field to
forum the
"Dungeon".
- The Monster is placed on its starting point on the Dungeon piece, shown by
the white
marking (where you can write your name).
- Your first 'Dungeon' must be placed with one of its edges touching your
Dungeon
Master's slot.
- Any subsequent 'Dungeons' built can be placed adjacent to your own
'Dungeons'.
(Ie. Edges touching your Dungeon Master or any of your own Dungeon.)
*Note:
- The Die which has been 'Dimensioned' cannot be recalled back for use.
- Sometimes, you may not be able to summon a Monster when there is not
enough space
for the Die to unfold.
4. MONSTER ACTIONS
- During your Turn, your Monster may perform several actions.
- CRESTS must be paid in order for a Monster to perform actions.
[MOVE]
- You need to pay 1 MOVE Crest for a Monster to move 1 SPACE.
- Your Monsters cannot move through spaces currently occupied by your
opponent's
Monster.
- Monsters CANNOT be moved diagonally.
*RULE*
- Each Monster only has 1 chance to MOVE & ATTACK per Turn.
Ie. Your Monster can MOVE then ATTACK, but after it has attacked, it can no
longer move.
CHAPTER 3 - BATTLE
NORMAL ATTACK
- Each Monster can only attack an opposing target ONCE per Turn.
- You must pay 1 ATTACK Crest in order for a Monster to attack.
- A Monster may only attack an opposing Monster which is adjacent to it.
(ie. Up, Down, Left, Right).
NORMAL DEFEND
- When your Monster is attacked by an opposing Monster, you may elect for it
to Defend.
- You must pay 1 DEFEND Crest in order for a Monster to defend.
SPECIAL ABILITIES
- If you use any Special Abilities during battle, you must pay their
activation costs
in addition to the ATTACK Crest paid for the Normal Attack.
Resolving Damage
- When resolving damage, the Attacker's Attack rating and Defender's Defense
rating are
taken into consideration.
When a Monster attacks, its target may choose whether or not to Defend (ie.
Normal Defend)
If the Defender elects to Defend...
Damage dealt to the Defending Monster
= (Attacker's ATTACK rating) - (Defender's DEFENSE rating)
*Note:
- There is NO damage inflicted to the attacker even if the defender's rating
is higher.
If Defender DOES NOT elect to Defend...
Damage dealt to the Defending Monster
= Attacker's ATTACK rating |
Damage Counters
- Whenever a Monster is damaged, place Damage Counters on its stat Card
which is equal to
the damage it has taken. (1 Damage Counter = 10 points of damage)
- A Monster is destroyed if it has taken damage exceeding its HP.
- The destroyed Monster is removed from play and its Card is turned
face-down. |
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CHAPTER 4 - MONSTER
ABILITIES & ITEMS
Special Abilities
- Monsters can activate their Special Abilities by paying the required cost
stated on
their stat Cards.
- All Special Abilities can be used as often as you wish, unless otherwise
stated.
(Ie. If it is stated on the card as "once per Turn", "When XXX happens",
etc.)
You can only use the following abilties during the specificied timings:
1. MOVE / MAGIC abilities -> During your Turn.
2. ATTACK / DEFEND abiltiies -> During Battle.
3. TRAP abilities -> During any player's Turn.
*Note:
- ATTACK/DEFEND abilities last until the end of the current BATTLE Step.
General Abilities
- Some Monsters may have the following General Abilities written on their
cards.
- These are normally active all the time and do not require any costs.
FLYING
- Monsters with FLYING cannot be attacked (ie. Normal Attack) by Non-FLYING
Monsters.
- Only Monsters with FLYING can attack one another.
- Monsters with FLYING need to pay 2 MOVE Crests to move 1 SPACE.
- FLYING Monsters cannot move through opposing Monsters.
- FLYING Monsters are affected by Items when they pass over them.
TUNNEL
- Monsters with the TUNNEL ability can move through opposing Monsters.
- TUNNEL Monsters are NOT affected by Items when they PASS over them.
(They are still affected when they stop on an Item.)
Item Cards
- An Item is brought into play in the same way a Monster is summoned.
- Once an Item is in play, it cannot be moved from its position (unless in
special
circumstances).
- Whenever a Monster (either yours or your opponent's) passes over/stops on
the Item,
its effect is activated.
- The Item card is flipped over and its effects are resolved.
- The Item will continue to remain in play, unless it is stated on the card
to discard
it after use. |
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CHAPTER 5 - OTHER
INFORMATION
I. DICE
- The COLOR of the Die represents its Monster class.
There are 5 main Colors...
White: Demon
Blue: Warrior
Yellow: Undead
Green: Beast
Red: Dragons
- Black represent Items.
- A Die's Level is shown by the number written on its SUMMON Crest.
- It is also the Level of the Monster that it can be used with.
- The following shows the number of SUMMON Crests available on each Dice.
DICE LV : SUMMON CRESTS
Level 1 : 4 / 6
Level 2 : 3 / 6
Level 3 : 2 / 6
Level 4 : 1 / 6
- As you can see, Low-Level Monsters have a higher chance of success.
- High-Level Monsters may be harder to summon, but their Dice make up for it
by
having many other utility Crests on their faces.
II. CHAIN RULE
- When an action is performed/effect is activated, it may be chained with
another
ability (either by yourself or your opponent).
- When everything is done, the Chain resolves backwards.
(Ie. The last played ability is resolved first, followed by the next in the
order.)
- There is no limit to how long a Chain can be.
*Note:
- Take note of the timings for which specific abilities can be activated.
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