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ISLAND OF D:

1. I NT RODUCT I ON

DUNGEON OF D The Black Knights plans were set back by the Hero's success in Dawn, and it took
longer for him to organize his minions. But the time has come at last and the Great War
has begun! Backed up by a very strong Dark Magic, the Black Knight commands a huge
A SINGLE PLAYER DUNGEON-CRAWLING CARD GAME
army of Greenskins, (including the fierce Goblorcs), Unnatural Beasts, Ice Monsters and
even the Undead. The worst part is the Light Sword's new power -- the Black Knight now
can heal his minions around him, including himself, in seconds!

The massive horde approaches from the west, swiftly heading to the capital of D,
and in a very short time three castles have fallen to his hands. Once again the situation
seems hopeless and the King of D has called upon 18 legendary heroes to gather in the
Dungeon of D, deep in the Forest of D to the south, where legend says that centuries ago
the Great Wizard of D hid the Amulet of D'eugor. It is believed that only the legendary
Amulet of D'eugor can nullify the Light Swords power. Unfortunately, the Black Knight
knew about the legend also, and so he placed a very strong magical barrier on the entrance
to prevent anyone from entering.

Luckily, the King has also summoned Daryn and Derek. They can combine their magical
abilities to open the barrier for a very short time, allowing just one person to enter the
dungeon. But even with their combined power, they can only do this once every three
hours. So, one by one the 18 heroes enter the dungeon, hoping to find the Amulet of
D'eugor and survive to exit the dungeon. So far no one has returned and you are hero
number 18, the last person to enter the dungeon. Daryn looks into your eyes before you
enter the crack in the barrier. "Please, you are our last hope" You nod a little, and then
jump in.

2. TH E MI SSI ON

Get out of the dungeon alive as rich as you can. And if you are able to, bring the Amulet of
Deugor!!

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Card face down at the bottom of the Character Deck), but (of course!) you may not discard
3 . T H E C A R D S ( 9 4 C A RD S )
your original Skill.

40 Power Cards If you MEET another Character during your journey, draw a card from the Character Deck.
18 Room Cards + 1 Special Room: Pit of Darkness Card If you want to learn that Characters Skill (and you are allowed to do so) place the card
18 Character Cards under your Character Card. Otherwise, put the card at the bottom of the Character Deck.
4 Monsters Cards
3 Upgrade Cards
2 Gold Cards
1 Poisoned! Card
1 Amulet of Deugor Card
1 Fruits Card
1 Arrows Card
1 Level Card
1 Ending Card (You Lose / You Survive)
2 Rules Reminder Cards
You will also need 1 Token for your Character

PS: After you win the game you will receive a replacement Amulet Deugor card with the
You Win side on the back.

3 . 1 . A B O U T T H E C A R D S: C H A R A C T E R C A R D S When you MEET a Character in the Dungeon, the Character you meet is in a very bad
condition. That Character can teach you his/her Skill but cannot continue his/her journey at
The Character Cards are used: all.
- As Characters (to represent your Character and the Characters you meet in your
journey).
- As Skill Cards (you will learn Skills throughout your adventure). 3 . 2 . A B O U T T H E C A R D S: P O I S O N E D ! / U P G R A D E / A M U L E T

You can learn X+1 Skills (including your original Skill), where X=your INT. The Poisoned! Card is used when you are poisoned; put it above the Character Card.

Example: at the beginning of the game you have 1 Skill (your original Skill) and your INT=0, The Upgrade Cards are used when you upgrade your Character (you can do this in certain
so you cant learn any new Skill. Rooms), to a maximum of +4 for each of your STR / AGL/ INT stats. When upgrading, you
must do it consecutively. Example: your STR=1, INT=3 and AGL=4. You cannot Upgrade
If at any time you learn more Skills than allowed, immediately discard Skill(s) until the your STR straight to 3 but must Upgrade to STR=2 first, then to STR=3.
condition above is met. You may discard any Skills anytime (put that discarded Character

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When you have the Amulet of Deugor, put it on the far left of your Character Card (you If at any time (and byanymeans) your HP=0 (you have no Power Cards in your hand), you
dont store this Amulet in your Inventory). immediately lose the game.

There are 5 parts in a Power Card: Power, Monster, Item, Special Item and Potion part.

The Power (number in top left) is used as an Effort Card (in a Test / Combat) and used as
many kinds of random number throughout the game.

The Monster part is used only when you meet a Wandering Monster when you MOVE.

The Item, Special Item and Potion parts are used to represent Item, Special Item or Potion
you get during your adventure. If at any time you get Item/Special Item/Potion, draw 1
Power Card then look at the corresponding part.

Some Special Items are Unique; you may have only one each (if you have a duplicate,
immediately discard the last one).

3 . 3 . A B O U T T H E C A R D S: P O W E R C A R D S

There are 4 types of Power Cards: (STR), (INT), (AGL) and (MOV).
Each type can have a Power of 1-5.

There are 2 sets of Power Cards, so there are (4 types x 5 Power) x2 sets=40 Power Cards.

Example: meanings of symbols:


: Any MOV Power Card
: Any INT Power Card
: STR Power Card with Power=4

The main use for Power Cards is to represent your HP (Health Points): your HP equals the
number of Power Cards in your hand. Example: 4 cards in your hand means HP=4.
Your maximum HP is 9 (nine). At any time your HP cannot exceed your HP max. If you do,
immediately discard any cards from your hand until your HP=your HP max.

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KE YWORD S CON NE CTE D WIT H POWE R CA RD S: Whenever you get a Fruit or an Arrow, adjust the Fruits Card or the Arrows Card. At
maximum you may bring Fruits and Arrows according to the cards (max 4 each).
LOSE X HP = Discard X Power Cards (of your choice) from your hand to the Discard Pile.
HEAL X HP = Draw X Power Card from the Power Deck into your hand. Note: Arrows, Magic Arrows and Vampiric Arrows are all arrows but count as different
CHECK1 = Draw 1 Power Card from the Power Deck, check the Power of that card (number Items (it means you may bring, for example, 4 Arrows, 2 Magic Arrows and 3 Vampiric
on the top left), then place it on the Discard Pile. Arrows)
GUESS1= Speak (guess) a number between 1 and 5 then CHECK1. Compare the result of
the CHECK1 to your guess.

Example:
GUESS1, if your guess is wrong the monster is defeated. (Special Item Holy Water)
You speak a number between 1-5: four! Then draw 1 card put it on the Discard Pile, the
Power is 4. So your guess is right (4 = 4), the monster is unharmed.

POTION S

If at any time during your adventure you get a Potion, the Potion always comes
unidentified (use the back of Power Card so you dont know what kind of Potion it is). To
see what kind of Potion it is you must DETECT that Potion first (certain Skill / Room / Item /
Special Item allow you to do that).

DETECT 1 POTION: Flip a Potion you have so you know whats inside the Potion.

You may drink (discard) an unidentified (prepare for the result, good or bad!) or an
identified Potion only at the beginning / end of a Turn / Test / Combat / Melee.
You cannot drink a Potion as a reaction to prevent the loss of your last HP.

3 . 4 . A B O U T T H E C A R D S: I T E M S , F R U I T S A N D A R R O W S C A R D S

Items (including Fruits and Arrows), Potions and Special Items are placed in your Inventory.
Your Inventory has 8 (eight) slots and each slot can hold 1 card (so 4 Fruits fills only 1 slot).
You may discard Items/ Special Items/Potions from your Inventory anytime.

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3 . 5 . A B O U T T H E C A R D S: R E S O U R C E ( G O L D ) C A R D S 3 . 6 . A B O U T T H E C A R D S: L E V E L A N D M O N S T E R C A R D S

The Resource Cards are used to count how many (Resource Points) you have. At The Level Card represents how deep you are in the dungeon. Each Level contains 4
maximum you may have 79 Resource Points. different Monsters: set up all 4 Monster Cards according to the Level Card.

This Resource Points represent the experience and the gold you get during your adventure. If at any time you Combat a Monster, slide down the corresponding Monster Card. Then
after the Combat ends, slide the Monster Card back.

Each Level contains an amount of . This amount of is used in some Test symbols,
Resource Points symbols and in certain Monsters Curse special abilities.

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3 . 7 . A B O U T T H E C A R D S: R O O M C A R D S

Your Character will move around in revealed (picture side up) Room Cards.

The Special Room: Pit of Darkness is only used in Level 8 of the Dungeon.

In Room Cards, if there is a + in the Resource Points symbol or in the Test symbol it
means: add the number with the number of for this Level (see the Level Card).

Example: youre in the PECULIAR SHOP in Level 3. The price for 1 Potion is . Since
Level 3 has , the price of the potion is actually .

3 . 8 . A B O U T T H E C A R D S: E N D I N G A N D R U L E S R E M I N D E R C A R D S

When you lose or survive the dungeon see the Ending Card (see 6. Winning and Losing).

The Rules Reminder Cards are used as a reminder for the important rules.

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If this is Level 8:
4. SETUP
- Take 7 Room Cards (face down) then put the Mystic Portal Room and
the Special Room: Pit of Darkness in the middle then shuffle. This is the
1. Shuffle all the Character Cards: this is the Character Deck. Draw 1 Character Card: this
Room Deck used in Level 8.
is your Character.
- The other 10 Room Cards are called Unused Room Cards, put them face
2. Adjust the Resource Cards (you have ) and you have 2 Fruits in your Inventory. down horizontally below the Room Deck (see the Diagram below).
3. Shuffle all the Power Cards: this is the Power Deck. Draw 9 Power Cards, this is your 4. Draw 1 Room Card and place your Character Token on that card. You are
hand (your HP=9). teleported to that Room (if the Room has ((A)), you have to do that Automatic
4. HEROS BLESSING: You may do this only once: you may discard any number of power Action immediately, see 5.2. Game play: DO ACTION)
cards from your hand, and then redraw an equal number of cards.
5. Place the Ending, Rules Reminder, Special Room: Pit of Darkness, Arrows, Poisoned!, Note: this way, the Room Deck always contains 9 cards, and always contains the Mystic
Amulet of Deugor and Upgrade cards on the Unused Cards place. Portal Room somewhere inside.
6. Setup Dungeon Level for level 1 (see 4.1.)
Note: the Special Room: Pit of Darkness Card always put on the Unused Cards place. The
only time this card is used is in Setup Dungeon Level 8.

DISC AR D PIL E

When you discard any Power Card (including when you are discarding an Item / Special
Item / drink a Potion), put it face up on the Discard Pile.

You may not check the cards in the Discard Pile (only the top card is visible).

4. 1. SETUP DUNGEO N L E VE L

1. Prepare the Level Card and the 4 Monsters Cards according to the Level.
2. Separate the Mystic Portal Room then shuffle the other 17 Room Cards
(remember: do not include the Special Room Card)
3. If this is Level 1-7:
- Take 8 Room Cards (face down) then put the Mystic Portal Room in the
middle, and shuffle these 9 Room Cards again. This is the Room Deck
used in this Level.
- The other 9 Room Cards are called Unused Room Cards, put it face
down horizontally below the Room Deck (see the Diagram below).

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instructions in that chosen Action. Sometimes an Action contains a Combat or a Test (INT
5. GA ME P LAY
or AGL ), see 5.4. A Combat and 5.5 A Test.
This game is played in Turns. You take Turns until you win or lose the game.
Note: ((A)) is the symbol for Automatic Action. You only DO this Action when you MOVE or
There are 3 things you can do for each Turn (choose one for each Turn, then begin another
are teleported into that Room (see Teleport in 5.3. Game Play: MOVE).
Turn): REST / DO ACTION / MOVE
In some Rooms (Mystic Portal, Dark Storeroom, Guardian Monster, Steep Chasm and
Boulder Trap Rooms) theres an Action that can only be done if youre in a specific Level of
Dungeon.
5 . 1. GA M E P LA Y : R E S T - (A 3) means you can DO this Action only if youre in Dungeon level 3-8.
- (A 5) means you can DO this Action only if youre in Dungeon level 5-8.
You may not choose to REST if you have no Fruit left. - (A < 8) means you can DO this Action only if youre in Dungeon level 1-7.

TO REST: In some Rooms (Steep Chasm, Large Chest and Pit of Darkness Rooms), theres a
1. Subtract your Fruit by 1(if your Fruit=0 then put the Fruit Card to the Unused Continuous Action (theres a + symbol for each Action following the first Action). Unless
Card place) stated otherwise, you must continue taking those continuous Actions (until the last +
2. You may discard any number of Power Cards from your hand (remember: always Action).
leave at least 1 card in your hand!). Remember: whenever you DO a continuous Action, always start from the beginning Action!
3. You may draw Power Cards until your HP = (your max HP - the Rooms Danger
Level). Note: your HP max is 9. Example: In the Large Chest Room, you choose to DO the Action:
4. Shuffle the Discard Pile and the Power Deck together. Its an INT 7+ Test . You L (lose) the Test (LOSE 1 HP but you manage to
open the chest!). Inside the Chest you find (the result of CHECK1 is 1) an Item:
Example: your HP= 3 in a Room with Danger Level = 2 (if you choose to REST here, you can draw 1 card again (see the Item part); its a Lantern, put in your Inventory. End
draw until your HP=9-2=7). You choose to REST here, then choose to discard 2 cards from the Turn.
your hand (your HP=1), it means you may draw 6 more cards (so your HP=7).
Example: In Level 6, you have 1 Rope. You DO Action in the Steep Chasm Room:
Example: your HP=6 in a Room with Danger Level = 4 (if you REST here, you may draw until
Its , but you L (Lose) the Test (fail to climb), end the Turn. On the next
your HP= 9-4=5). If you choose to REST here & discard no card, you may draw no cards. (If
Turn you DO the Action again, this time you W (Win) the Test: get the Special
you want to draw card(s) you must first discard 2 or more cards, then draw until your
HP=5). Item and . Then you have to go down, . You L the Test: LOSE 1 HP
(Ouch!), end the Turn.

Example: you enter the Pit of Darkness:

5 . 2 . G A M E P L A Y : D O AC T I O N Its , and you W the Test. Then , you L the Test. You try again and
LOSE 1 HP again. The third try you (at last!) W the Test then Combat the Ice
Dragon. You decide to Run Away in the Combat, this ends your Turn.
Your Room will contain one or more Action symbols (A). You may choose to DO one of the
On the next Turn, you REST. Then on the following Turn, you try to enter the Pit
available Action(s): put the Character Token pointing to the chosen Action then follow the
of Darkness again, , and so on

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5. CHECK FOR WANDERING MONSTER: CHECK1:
5 . 3. GA M E P LA Y : M O VE
If the result > the Danger Level of your (new) Room:
- You meet no Wandering Monster.
1. Choose 1 Power Card from your hand then put that card on the Wandering Monster
- Put the Wandering Monster Card to the Discard Pile.
place (see Diagram in 4. Setup). If you meet a Wandering Monster, this will determine
If the result the Danger Level of your (new) Room:
the Wandering Monster you will Combat (see the Monster part of the Power Card).
- You meet a Wandering Monster!
2. BONUS CARD: if the card you play is (a MOV card), draw 1 card from the Power
- Put the Wandering Monster Card to the Discard Pile.
Deck then add it to your hand...
- Combat the Monster (see 5.4. A Combat).
3. Choose which direction you want to move (no diagonal move). If your chosen
6. If in the (new) Room theres an Automatic Action ((A)), you must DO that Action
direction has no Room Card (called an unrevealed Room), draw 1 Room Card (from
immediately.
the Room Deck) then put that card face up (so you can read the text) in that direction.
Example: To MOVE, you play in the Wandering Monster place (you get the Bonus Card
because you use ). The (new) Room has Danger Level=2 and the CHECK1 result is 2, it
means you meet the Wandering Monster! Since this is Level 1, you will Combat an Orc.

Hint: the dungeon has a bad magical aura - you will lose HP frequently as you travel
between Rooms, so it is important to keep looking at your HP and choose the best Room to
REST.

TE L E PORT

When you are teleported to a Room, put your Character Token to the destination Room
You may not choose to move to an unrevealed Room if theres no cards left in the and you are immediately come to that Room (do not check for wandering monster) then
Room Deck. end your Turn. But if theres an ((A)) Action in that (new) Room, you must immediately DO
4. Move your Character Token to the new Room (on your chosen direction as above). that Action first before ending your Turn.

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MELEE:
5 . 4. A CO M BAT
1. Play 1 Power Card from your hand in the Effort Card place (see Diagram
in 4. Setup), this card is called your First Effort Card.
Slide down the corresponding Monster Card you will Combat, then begin the Combat!
2. BONUS CARD: If your First Effort Card is , draw 1 card from the
Power Deck then add it to your hand.
3. Draw 1 card from the Power Deck (this is your Second Effort Card) then
put it together with your First Effort Card and add the Powers together.
4. If youre Effort Cards total Power + your STR the Monsters STR:
- You have defeated the Monster!
- You get the Monsters then slide the Monster Card
back.
- Put the Effort Cards in the Discard Pile. The Combat ends (you
win the Combat)
At the beginning of a Combat, you must choose to Run Away or to Fight: If your Effort Cards total power + your STR < the Monsters STR:
- You lose this round of Melee then LOSE 1 HP.
A. RUN AW AY:
- Put the Effort Cards in the Discard Pile.
Discard any number of Power Cards with total Power + your INT the Monsters
- After this, you must repeat the Combat from the beginning
INT. Slide the Monster Card back. The Combat ends (you lose the Combat).
(choose to Run Away or to Fight).
B. FIGH T:
You may make 1 (one) round of Ranged Attack (only if you have an Arrow or
Magic Arrow or Vampiric Arrow) and after that 1 (one) round of Melee.

RA NGE D A TT ACK:
1. Subtract 1 Arrow (if your Arrow=0 then put the Arrows Card to the Example: Your STR=0, AGL=1 and INT=1. You Combat a Skeleton.
Unused Card place) or discard 1 Magic Arrow or discard 1 Vampiric
To Run Away: since your INT=1 you have to discard any number of Power Cards with total
Arrow.
2. CHECK1: Power 2 (to defeat the Skeletons INT=3). It can be or or [ and ].
If the result + your AGL the Monsters AGL:
Suppose you choose to Fight and you have (only) 1 Arrow and want to use it. You discard
- You have defeated the Monster!
the Arrows Card (since you have zero Arrows now), and then the result of CHECK1 is 1!
- You get the Monsters , and then slide the Monster
Since 1 (your AGL) + 1 (the result of CHECK1) = 2 < 3 (the Skeletons AGL), you have missed!
Card back. The Combat ends. (You win the Combat).
Begin the Melee now:
If the result + your AGL < the Monsters AGL: its a miss! Continue to
1. You play as your First Effort Card
Melee.
2. You get the Bonus Card (since you used )
3. Your Second Effort Card is .
4. Your total power is 3+3+0=6 < 7 (the Skeletons STR), you LOSE 1 HP.

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You choose to fight again (no Ranged Attack, straight to Melee): Example: you lose a round of Melee against a Vampire in Level 7 ( ). It means
you will lose . If you only have , it means you LOSE 1 HP instead (you still have
1. You play as your First Effort Card
your ).
2. You do not get the Bonus Card (since you didnt use )
3. Your Second Effort Card is .
4. Your total power is 2+5+0=7 7 (the Skeletons STR), you have defeated the
Skeleton!
FA Q:
You get then check for the Skeletons Regenerate ability (see below).
Q) I used Holy Water to successfully defeat a Vampire. Should I check for Regenerate?
A) Yes (Regenerate Check every time the Monster is defeated)

5 . 4. 1 . CO M B AT : MO N S TER SP E CI AL ABI LI TI E S
Q) I have (only) 3 Arrows and 2 Fruits in my Inventory. An Ice Devil wins a round of Melee.
FLYING (no special Rules)
Does the Monster steal all 3 or just 1 Arrow?
SMART (no special Rules) A) Just 1 Arrow.

REGENERATE:
Right after this Monster is defeated (you get the as normal), immediately make a
Q) In Level 8 I DO Action in the Guardian Monster Room, so I Combat Monster #4 (an Ice
Regenerate Check: GUESS1, if your guess is right the Monster regenerates: the Combat
Dragon). I defeat the Monster (get ), but it regenerates. I defeat the Monster once
does not end and you have to Combat the Monster again from the beginning (choose Run
Away / Fight). A Monster can regenerate many times, so be careful! more (get again), but it regenerates again! Then I Run Away. Do I get the Special
Item?
POISON: A) No. Regenerate means: the Combat does not end / you are still in the Combat (even
If you lose a round of Melee against this Monster, you do not LOSE 1 HP but get the though you get the ). So the end result is: you lose the Combat (because you run
Poisoned! Card instead. away).

STEAL:
If you lose a round of Melee against this Monster, you do not LOSE 1 HP but you lose
(discard) 1 Potion / Item (other than Fruits) / Special Item. If you dont have any of those
things, you LOSE 1 HP instead. Note: the Monster cannot (and will not) steal your precious
Fruit!

CURSE:
If you lose a round of Melee against this Monster, you do not LOSE 1 HP but LOSE ,
where X= number of for this Level (see the Level Card). If you cant, you LOSE 1 HP.

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5. 5. A TE ST (IN T / AG L ) 5 .6 . O TH ER K EYWO RD S O N RO O M C AR D S

In a Test theres a W (win) result and an L (lose) result. REVEAL X ROOM CARD : draw X Room Card from the Room Deck then put it face up on
If theres a +on the Test symbol it means: add the Test difficulty (the number) with the any unrevealed & legal (no diagonal) space nearby an already revealed Room Card. You
number of for this Level (see the Level Card). may not REVEAL any Room card if the Room Deck is empty.
Example: youre in Level 3 and facing a Test, . Since Level 3 has , it means

A Test works similar to a Melee:


1. Put 1 Power Card from your hand in the Effort Card place
(see Diagram in 4. Setup): this is called your first Effort Card.
2. BONUS CARD: If your first Effort Card has the same type as the Test
( in , or In ), draw 1 card from the Power Deck then add it
in your hand.
3. Draw 1 card from the Power Deck (this is your second Effort Card) then put it
together with your first Effort Card, add the Powers together.
4. For :
- If the Effort Cards total Power + your AGL the Test difficulty,
You W this Test.
- If the Effort Cards total Power + your AGL < Test difficulty,
You L this Test.
For :
- If the Effort Cards total Power + your INT the Test difficulty,
You W this Test.
- If the Effort Cards total Power + your INT < Test difficulty, EXHAUST A ROOM : turn the Room Card 180 degree, then treat an Exhausted Room as a
You L this Test. normal Room but has NO Actions at all (no Action of any kinds).
5. Put the Effort Cards in the Discard pile.

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5. 7. TI MI NG 6. WINNING AND LOSING

Since there are a lot of Skills, Items, Special Items and Potions, sometimes it can be difficult You lose the game if you lose your last card in your hand by any means (so you must always
to judge the result of your action. Heres the concept for timing: FIFO (First in First Out). have at least 1 card in your hand). If you lose, see the Ending card (the You Lose side).

FA Q: If you can escape (teleport out of the Dungeon of D) alive, you win the game! There are
two kinds of winning:
Q) I defeat a Skeleton in a Combat then check for Regenerate, it regenerates! Can I use my - You escape without the Amulet of Deugor. See the Survival Ending card.
Silver Necklace now to cancel the Regenerate? - You escape with the Amulet of Deugor! See the Epilogue
A) No, its too late. You must use the Silver Necklace before the Regenerate check. The at www. jackdgames.com . Congratulations!
Skeleton already regenerates now, prepare for Combat again! (Dont worry, you can
choose to Run Away).

Q) Im in a Melee against a Giant Bat (STR=6). My STR=0 and my HP=2. I play a card,
6 .1 . SCO RIN G
so I have only 1 card left. Then I draw the Second Effort Card, ! I will lose the Melee
(as 3+2+0 < 6), but I have 1 Potion of Stamina and 1 Dagger. Can I use my Dagger so I can
Your score at the end of the game represent the wealth you gain after you exit the
win that Combat? Or drink my Potion of Stamina?
dungeon alive.
A) No and no. You can use the Dagger right after you play your first Effort Card (but before
drawing your second Effort Card). You cant drink the Potion of Stamina because you If you lose = 0 VP
cannot drink a Potion as a reaction to prevent the loss of your last HP (see 3.3. Potions).
If you win = 5000 VP if you have the Amulet of Deugor
Q) I MOVE to the Storage Room. I dont have a Lantern, can I Rest here first?
+ [for each you have at the end of the game, 10 VP each]
A) No, you have to immediately MOVE to another Room (you dont have the chance to
+ [the total VP of your inventory: add the starred numbers below the Picture of
Rest). Items/ Special Items/ Potions]
+ [Dungeon Level x 100]

(If youre cheating / using take-back move , the Training Mode is activated and your
final score will be 0)

Example: you escape the Dungeon alive from Level 8. You have the Amulet of Deugor,
, 1 Fruit and 2 unidentified Potions. So youre final score will be: 5000 + 270 + 10 +
(2x10) + (8x100) = 6100 VP.

Fruits are very valuable inside the dungeon, but outside the dungeon, they are cheap. So,
why not bring a lot of Fruits to the dungeon? The magical barrier in the entrance (set by the
Black Knight) destroyed almost your entire inventory, and absorbed most of your power.
Thats why you start the game with almost nothing, and with STR = AGL = INT = 0)

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Q5) I drink the Potion of Perfume. I move to a Room with Danger Level=0. Do I meet the
7. PLA YIN G T I PS
Wandering Monster?
A) Yes. Because of the Potion, you dont CHECK1 for the Wandering Monster, you meet
If at any time you must draw a card from the Power Deck and theres no card left in
the monster immediately (smelling good in a stinky dungeon will attract unwanted
the Power Deck, shuffle the Discard Pile first then put it in the Power Deck place.
attention!)
Dont forget to use the Skills/Items/Potions/Special Items. If you forget to use them,
what has happened cannot be re-done (cant take take-back move). Q6) I have 8 cards in my Inventory (including 1 Purple Leaf & 1 Drop of Honey). I get 1
If you want to leave your game to continue later, always leave at the end of a Turn. So Potion (unidentified). Can I drink Drop of Honey so I can put the new Potion in my
when you start your game again, its the beginning of a Turn. Its easier that way. Inventory?
In my experience, IOD games (including Dungeon of D) are not one play win game. A) Yes. You may drink Drop of Honey at the beginning /end of a Turn/Test/Combat/ Melee.
Its rare someone play the game once (even twice) and win the game (in DoD the real (You always get a Potion/Item/Special Item at the end of a Turn/Test/Combat/ Melee)
win is to escape from the Dungeon alive with the Amulet of Deugor). Play the game,
learn the strategy. Practice makes perfect. Happy dungeon-crawling! Q6+) Or, can I use my Purple Leaf to DETECT my new Potion?
A) Yes (since you can use the Purple Leaf anytime). This way, you have 1 slot to store your
8. FAQ new identified Potion (thanks to the Purple Leaf).

Q7) How does STRUGGLE (Gladiators Skill) work?


Q1) At the beginning of a Test / Combat / Melee, I drink an unidentified Potion, and it is a
A) In a Melee / Test if the Second Effort Card Power=3, before you add the Power (with
Potion of Teleport. Theres no revealed HIDDEN DOOR Room. What happens?
A) Nothing. The Potion is wasted and youre still in a Melee. First Effort Card) you may change that card with from your hand.

Q1+) If theres a revealed HIDDEN DOOR Room. What happens? Example: your HP=5. In a Test you play as the first Effort Card and the Second Effort
A) The Test / Combat / Melee immediately ends (no effect for winning/losing because you Card is . You have in your hand, and you use the Struggle Skill: you take the to
dont win and you dont lose), and you are teleported to your destination. your hand and play as the new Second Effort Card. The end result: the Effort Cards
total Power is 2+4=6.
Q2) In a Melee, can I use the GRAPPLE (Wrestlers Skill), the WEAPON MASTER (Dwarfs
Skill), and use a Dagger to make my First Effort Card Power+3? Q8) My HP=4 in a Melee against a Wright. I play (now my HP=3) then I use
A) Yes (pity for your enemy!) Determination (Hobbits Skill). How many cards should I discard?
A) You lose half your HP = 3/2 = 1, 5 = 1 (rounded down). So you discard 1 Power Card.
Q3) My HP=2. I choose to MOVE (I put on the Wandering Monster place) and (alas!) I
meet the monster. I have only 1 card left ( ). Can I use my last card as First Effort Card Q9) I make a Ranged Attack using a Vampiric Arrow and at the end of the Ranged Attack, I
in Melee (I will get a bonus card)? use RECYCLE (Rangers Skill). I will get 1 Arrow or 1 Vampiric Arrow?
A) Yes, but you lose the game immediately. You lose the game if you lose your last card in A) Nice try , but as stated in the Ranger Character Card: you (will) get 1 Arrow.
your hand by any means.
Q10) My STR=2. I want to upgrade to STR=4. How much should I pay?
Q4) I use the Elf Boots. Should I discard it?
A) You must first pay to upgrade to STR=3, then pay to upgrade to STR=4.
A) No. Discard something when it says discard (Exception: when you drink a Potion, you
(The total you must pay is .)
always discard it, explained in 3.3. Potions).

Island of D: Dungeon of D 14/15


9. CREDITS 9 .1 P ARTI AL ART IS T CR ED IT S

Everything about Jack Darwid Games: Card art was culled from a variety of internet sources, and is attributed where possible.
www.jackdgames.com

Jack Darwid (jackdarwid@yahoo.com) Original Author


ROOMS CH ARA CT E R S
Robin G (frozen_sigh@yahoo.com) Card and Manual Redesign Aleksi Nephilim Dan Scott
Anne Stokes Eric Polak
Version 1.1.3, July 2012 Daarken Eva Widermann
Dennis Jacobsson Jason Engle
Ed Cox Jeremy Jarvis
This game is FREE, but please give reviews / comments and rate DoD via Eric Deschamps Kieran Yanner
BoardGameGeek DoD page: www.boardgamegeek.com/game/34639 . Franz Vohwinkel Miguel Coimbra
I need your feedback to make my next game better. Thanks!! Jarek Gach Randy Gallegos
Kokecit Steven Belledin
LostDarknight Steve Prescott
Lucio Parrillo Wayne England
Rebecca Gleason Wayne Reynolds
Richard Sardinha William O'Connor
Sam Wood
Sven Sauer
SykoticScarecrow
Tomasz Jedruszek MO NS TE RS
Anne Stokes
Ben Templesmith
Christopher Shy
I T E M S Anne Eva Widermann
Stokes David Francis Tsai
Martin Joel Franz Vohwinkel
Thomas Steve James Zhang
Ellis Wayne Kieran Yanner
England Mark Garlick
XSyntrik Michael Phillippi
Mitch Cotie
Paul Bielaczyc
Ralph Horsley
MI SC Rom Lemen
Devinian
Miss-Anna
Squeakychewtoy

Island of D: Dungeon of D 15/15

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