_AsKa_ escribió:Dungeon in a tin tiene pinta de ser el mejor, aunque el de los magos tiene tb muy buena pinta pero sencillo.
Aqui tienes las reglas del juego:
Dungeon in a Tin de "Jake Staines"
Introduction
You arrived in the village of Harthenholm late at night, in the pouring rain, a weary knight on his way back home from a poor showing at the tournament, looking for a place to stay the night... but even then, it was obvious something was wrong. Sooner rather than later you learned that the local lord's daughter – by all accounts a very attractive and eligible young lady – has been taken captive by the orcs and goblins that plague this part of the country.
This is your chance to regain the honour you lost at the tournament, to win the hearts of the people and the gratitude of a wealthy and powerful man who entirely coincidentally has a daughter around your age, and above all to do heroic and chivalrous deeds!
Tomorrow morning you shall descend the steps the foul beasts have cut into the nearby hillside, to rescue the fair maiden and bring yourself glory (and possibly a hand in marriage and a fair bit of treasure)!
Construction
You Will Need
• A printout of the label sheet.
• Almost a whole sheet of cardboard.
• 7 (preferrably blank) 6-sided dice for stickers.
• 1 regular 6-sided die.
• A red token ('Heart Marker'), three black tokens ('Locked Door Markers'), ten yellow tokens ('Experience Tokens') and four blue tokens ('Level Tokens'). Little wooden cubes of glass beads are ideal for these, and obviously colours are only suggestions.
• Optionally, an Altoids tin or similar to keep everything in.
Cutting and Pasting
The label sheet is divided into a number of different components:
• The dungeon tiles – these are the twelve squares with room pictures and skull icons.
• The fight cards – these are the twelve parchment-graphic rectangles with words like 'Thrust' and 'Swipe'.
• The treasure tokens – these are the smaller rectangles with pictures of coins, potions etc.
• The player status card – the large rectangle with five hearts.
• The dice labels – the 3x10 grid of squares with faces (yellow and red in the colour version), the six squares with fight symbols, and the white square with a knight helmet.
The dice labels are sized to fit the sides of a 19mm indented dice, the biggest dice generally available for such purposes; if your dice are smaller, you may have to trim the labels a little – if you do so, be sure that the presence or lack of treasure chests or horns is still obvious. Cut the dice labels and apply to the dice as follows:
• 1 die with the single square knight helmet on one face; all others blank. This is your player pawn.
• 2 dice with the yellow orc and goblin faces on. Each 2x3 block holds the sides for a single dice; each yellow die should have one side with a horned face and a treasure chest, and five sides with non-horned faces and no treasure chests. These are your yellow monster dice.
• 3 dice with the red orc and goblin faces on. Each dice should have three regular non-horned, no-treasure sides, one horned side with no treasure, one horned side with treasure, and one non-horned side with treasure. These are your red monster dice.
• 1 dice with the six fight icons; three sets of two identical icons. This is your monster attack dice.
Stick all the remaining stickers to the cardboard sheet; if you generally use thicker cardboard, it would be wise to use thinner card for the fight cards, as these will need to be shuffled. Cut all of the other components apart.
Game Setup
Separate out the dungeon tile with stairs on, the treasure token for the Maiden, and one Potion treasure token; keep these to one side.
Place the final dungeon tile with the Maiden outline, five skulls and five treasure chests face down at the bottom of the stack. Shuffle all the dungeon tiles with a 'B' marking together and then place them face down on the stack. Then shuffle all the tiles with an 'A' marking and place them face-down on top of the stack to finish it.
Place the Heart Marker on the right- most (5th) heart on the player status card. Place the potion you set aside earlier on one of the item slots.
The player starts at level one, so place one Level Token under their player status card.
Shuffle the battle cards and deal two to the player; place the remainder face down in a stack for future draws.
Place the treasure chits in a container for random drawing; if you use a tin to keep the game in, this is ideal – this is your treasure pool.
Set aside some space to discard used items and spent treasure – this will be your treasure discard pile.
Place the remaining dungeon tile with the steps on the table – this is the starting tile. Place the player's knight pawn on the starting tile.
Ending the Game
The player's objective is to rescue the Maiden from the end of the dungeon and return with her; if the player can find the Maiden and bring her back to the starting tile, they win. The amount of treasure carried back is the player's 'score', and can serve as how successful the expedition was compared to previous games.
Conversely, if the player dies before they rescue the Maiden, the game ends and they lose. If the player leaves the dungeon before rescuing the Maiden, it is considered a draw: the player has survived, and possibly retrieved some treasure, but doesn't win the favour of the local lord and cannot show their face in Harthenholm ever again.
Playing the Game
The game is comprised of a continuous series of turns, until the player either dies or succeeds in rescuing the maiden.
A Game Turn
A turn follows these steps:
• † The player refreshes their hand of fight cards.
• † The player optionally picks up or drops treasure in their current room, or purchases items if possible.
• † The player optionally drinks a potion.
• The player optionally moves to a different room.
• The player fights any monsters in the current room.
Steps marked with a dagger ( † ) can only be performed if there are no monsters in the same room as the player.
Refreshing your Fight Cards
At the beginning of the turn, if no monsters are in the same room as a player, that player may refresh their fight cards. To do this, draw new fight cards from the deck until the player has a number of cards in their hand equal to their level (the number of level tokens they have), plus one. For example, if the player is at level two – has two level tokens – they should have a hand of three cards.
Do not discard cards, and do not draw more cards than the maximum. If you already have the maximum number of cards, do not draw any. If the fight card stack runs out of cards, shuffle the discard pile and place it face-down to become the new fight card deck.
Taking Treasure
If no monsters are in the same room as a player, that player may take any treasure from the room the player is in, and/or drop any items they are carrying, placing them in the room. The player may pick up any amount of treasure at once, but may only carry a maximum of three special items, which are placed on the item spots on the player's status card. Special items are:
• Potions – these can be consumed to bring the player back to full health.
• Bombs – these can be used in combat to add +3 to the player's combat roll.
• Rope – this can be used to bridge the chasm.
• Keys – these can be used to open locked door.
• The Maiden – not strictly an item, but while the player is escorting the Maiden all combat rolls suffer a -1 penalty, and she does still occupy an item slot.
The player can carry any number of coins – simply place these to one side of the player's status card.
The player will find treasure in rooms for various reasons – sometimes there is treasure to be found just lying around, and sometimes monsters drop treasure when they are killed – these situations will be covered later in the rules.
Buying Items
If a player returns to the dungeon stairs, they may exchange treasure they have gathered to buy items that could be useful in the dungeon. The player may buy as many items at once as they wish, so long as they have free slots to hold them and gold to pay for them. When buying items, discard the relevant number of gold tokens from the player's collection, placing them directly back into the treasure pool – not into the treasure discard pile! If the player has more than the required amount but cannot produce it exactly, they must over-pay or do without.
If the player wants to buy an item, first examine all items in the treasure discard pile to see if an appropriate token can be found there, and if one has not yet been discarded, search through the treasure pool until you find an appropriate token. If you cannot find such a token in either place, then the item is not available to purchase. (There are 4 potions, 3 bombs, 3 keys and 1 rope token in the game – if these are already in play, no more may be bought.)
• A potion, key or rope item will cost the player 10 gold.
• A bomb item will cost the player 5 gold.
Drinking Potions
If no monsters are in the same room as a player, and the player has a potion in one of their item slots, that player may consume the potion to restore their health. Discard the potion token to the treasure discard pile, and move the Heart Marker back to the right-most heart on the player's status card.
Moving
If no monsters are in the same room as a player, then the player may move through any exit from the current room (these are marked on the dungeon tiles as a gap in the border). If there are monsters in the room, the player may only exit through the exit from which they entered the room. The player does not have to move, so – for example – if there are monsters in the room and the player is in combat, they may choose to stay and finish the combat or flee.
Unless the room moved towards is locked, the player token is then placed in the room the other side of the exit.