Make your own free website on Tripod.com

Mad Matt's Game Design Page

Dungeons Dark and Dangerous

Game Design Page
Garden Gnome Wars
Meta-Rules for games
Little Fantasy Wars
Dungeons Dark and Dangerous
Image Search Game
Caveman Dating Game

DUNGEONS DARK & DANGEROUS
By Matt Byers
Version 1.2
Copyright 2003

INTRODUCTION
Dungeons Dark & Dangerous is a fantasy wargame where war-parties search for adventure and treasure. The game is played with fantasy miniatures and wargame terrain. I hope you enjoy this game. Comments can be sent to me via e-mail: mad.mattbyers@gmail.com

WHAT YOU NEED TO PLAY
Paper & pencil
10 fantasy miniatures per player
A standard set of polyhedral dice including 4, 6, 8, 10, & 12 sided dice
A deck of playing cards
A 3 foot game board marked off in 1 inch squares such as Dwarven Forge's maze master sets.
Counters to mark wounds, traps, etc.

GAME TERMS
Power die: This die is used for both strength and cunning tests.
Defense die: This die is used for armor tests and for determining movement.
Statistic: A measure of how good a model is at something. The stats in this game are power & defense.
Strength test: Roll the power die and try to roll lower than your opponent or the target number.
Cunning test: Roll the power die and try to roll higher than your opponent or the target number.
Armor test: Roll the defense die and try to roll lower than your opponent's power die.
Abilities & equipment: These allow the model to use special rules.
Model: A particular miniature in your War-Party.
War-Party: All 10 of your models comprises a War-Party.
Line of Sight: Empty spaces in a strait line between an attacker using a ranged attack and a target.
Round: Once every model has had its turn that is one round.
Re-roll: Some Abilities allow you to roll a failed test again. The second roll stands regardless of the result.

CREATING YOUR WAR-PARTY
On the roster form or on some blank paper write down the statistics and abilities of each model. Give each model a number from 1-10. Choose a power & defense die for each model based on the guidelines in the statistics section of this rulebook. Then distribute abilities and/or equipment to members of the War-Party. Models may have more than 1 ability but the War-Party as a whole may not have more than 10 total. A War-Party must have 10 models.

STATISTICS
There are two stats in this game: Power and Defense. Each stat is measured in one of the polyhedral dice: d4, d6, d8, d10, or d12.

The Power die represents a model's strength and cunning. The more sides the power die has the more cunning a model is and the weaker the model is. A low numbered power die will make the model good in close combat where as a high numbered power die will make the model good at ranged combat and most non-combat actions. Examples: d4 - typical big monster, d6 - barbarian, d8 - typical soldier, d10 - average thief, d12 - most wizards.

The Defense die represents a model's armor or toughness and movement speed. The more sides the power die has the faster the model will move and the easier it will be to wound the model. A low numbered defense die will make the model good at defending against taking wounds where as a high numbered defense die will make the model hard to catch. Examples: d4 - knight in full plate, d6 - well armored man, d8 - lightly armored soldier, d10 - no armor, d12 - weak creatures such as pixies.

ABILITIES AND EQUIPMENT
Abilities and equipment make models more powerful or allow the model to use special powers. A model may have more than one ability but the same ability may not be taken more than once unless it is marked with an *. Some abilities have prerequisites which are listed in the abilities' description. Below is a list of the available abilities and special equipment:

Ranged Attack: This model may use the ranged combat rules. Only a model with this ability may make a ranged attack. This could be a ranger's bow, a wizard's lightning bolt, or whatever.

Huge: This model takes up more than one space on the game board. Huge models can easily block areas of the board and are immune to critical hits but may not hide.

Extra Wound*: The model may take more damage before being killed.

Phase: The model may pass through obstacles and difficult ground without penalty.

Mage: Once per round a mage may re-roll any one die roll the model makes. The second roll must be taken whatever it is.

Flight: The model may move over difficult ground without penalty and adds 1 to the movement roll for determining the distance the model moves.

Magic Weapon: Once per turn the model may roll 2 power dice for an attack and take the best result. When this ability is taken it must be noted on the roster if this applies to close combat or ranged attacks. The magic weapon ability only applies to the damage roll.

Extra Attack*: The model may make an extra close combat attack each turn. These attacks may be used against different targets.

Magic Armor: The model may roll 2 defense dice for avoiding damage and take the best result.

Thief: This allows a model to attempt to unlock doors and to set and remove traps. Only thieves may attempt to unlock doors or set and remove traps

Fear: All models attempting to move into an adjacent space of a fear causing model must first make a strength test of 3 or less. Models failing this test may not move into close combat range. Models with this ability never have to make fear tests.

Healer: A model may attempt to heal a wound or prevent a model from dieing if it is within 2 spaces and the healer passes the healing roll (see non-combat actions for details).

Ace shot: (Prerequisite; Ranged Attack) The model may roll 2 power dice for ranged attacks and take the best result. This only applies to the to-hit roll.

Sure of Foot: The model may roll 2 defense dice for movement and take the best result.

Master Thief: (Prerequisite; Thief) The model may roll 2 power dice when using the thief ability and take the best result.

Sneaky: The model always passes leaving combat and hide tests.

Enthrall: Models with this ability may attempt to distract opponents, keeping them from moving or performing other actions. To use this ability choose a target in line of sight and within 4 spaces and make an opposed cunning test with the target. If the target losses the roll it gets a stun marker. The target may not move or perform actions during its next turn. The counter is removed if the model is attacked. The counter is also removed at the end of the target's missed turn.

Undead: Undead models cause fear and are immune to enthrallment. The undead never earn experience using the character advancement rules.

Holy Aura: Undead models may not move within 1 space of models with holy aura. Models with this ability may however choose to move into contact with undead models. Once in close combat the undead model doesn't have to leave.

Strong Will: The model is immune to fear and enthrallment.

TURN SEQUENCE
The following is the order of events in this game:
Draw an initiative card.
Roll for movement using the defense die.
Take 1 action (close combat, ranged combat, non-combat action) unless the model has an ability that allows it to take more than one action.
Repeat until the game objectives are met.

INITIATIVE
Playing cards are used to determine in which order the models act. Before the game starts each player places playing cards in the deck, one for each model in the War-Party. Each player should use a different suit. On the War-Party roster mark which model is represented by each playing card. All unused cards should be removed . At the beginning of each turn draw a card. The card drawn is the model that gets to act next. Place drawn cards face up in a discard pile. After all the models have gone and all the cards have been drawn, reshuffle the deck and place them face down to continue play.

MOVEMENT RULES
The player rolls the defense die at the start of a model's turn. The resulting number is the maximum number of spaces a model may move during the turn. Diagonal moves are allowed. Spaces marked as difficult ground count as 2 spaces. At the end of movement a model may not occupy the same space as another model or obstacle. A Model may move through spaces containing friendly models as long as they are not in close combat or are huge models. If a model moves within 1 space of a opposing model it must stop. If a model starts the turn in close combat it may not move away unless it can pass a cunning test at 5+. If the roll to break away from close combat is failed the model may not move or perform actions of any kind for the turn.

CLOSE COMBAT
Enemy models in adjacent spaces are in close combat. The attacker is the model who's turn it is. If a model is in close combat with more than one enemy model, the attacker decides who is the target of the attack. Only the attacker makes a close combat attack during its turn. The attacker rolls its power die and the defender rolls its power die. If the attacker rolls lower, the defender may be wounded (see the doing damage section). Models may make only 1 close combat attack per turn unless they have extra attacks.

RANGED COMBAT
Models in close combat may not make ranged attacks. Only models with the ranged attack ability may make ranged attacks against targets 2 or more spaces away. The attacker must have line of sight to the target. Enemy models in close combat may not be targeted. Models that moved more than 4 spaces may not make a ranged attack. To make an attack the attacker rolls the power die. If the result is greater or equal to the number of spaces to the target then the target may be wounded (see the doing damage section).

DOING DAMAGE
When a model is hit as a result of close or ranged combat the model may be wounded. The attacker rolls the power die and the defender roll the defense die. If the attacker rolls lower than the defender the defender takes a wound. If the attacker rolled a 1 and rolled lower than the defender the result is a critical hit and defender is killed regardless of how many wounds the defender had unless the model hit was huge. Huge models are immune to critical hits. Models that have taken a number of wounds equal to or greater than the number the model had are killed. Models that are killed are removed from play. Models that have taken wounds but are still alive should be marked with wound counters. All models have 1 wound unless they were given the extra wounds ability.

NON-COMBAT ACTIONS
These actions require the use of strength or cunning (using the power die). Each action is listed with a target number. Target numbers listed with a plus sign are cunning tests that you must roll that number or higher to succeed. Target numbers listed with a minus sign are strength tests that you must roll that number or less to succeed. Some actions require certain abilities to perform that action. Only 1 action may be attempted per turn.

Open/Close Door (5-): Dungeon doors are often heavy and warped with age. Thus requiring strength to open and close. An adjacent door may be opened on a successful strength test.

Smash Door (3-): A locked (or unlocked) door may be removed from the game by passing the strength test. This action may not be used on secret doors.

Pick Lock (6+): Thieves may unlock an adjacent door with a successful cunning test.

Set/Remove Trap (6+): Thieves are expert at setting and removing traps. See the section on traps for details.

Heal Wound (7+): Healers may attempt to heal a target model within 2 spaces. There are two ways a healer may do this. In the first way, on the healer's turn the target has 1 wound marker removed on a successful cunning test (this only helps models with more than 1 wound). The second way will prevent a model from losing its last wound (and dieing) on a successful cunning test. The second method takes place outside the normal turn sequence on the attacker's turn. This action may only be used once per round.

Hide (3+): The model attempting this action must be in a space containing rubble, water, or other cover. On a successful test place a hidden marker on the model. While hidden the model may not be targeted by ranged attacks and is out of line of sight. The marker is removed if the model moves, makes attacks of any kind, or is in close combat.

Pick up Object (2+): A model may pick up an object in an adjacent space on a successful test.

Open Secret Door (6+): Dungeons often have secret doors leading to hidden passages and treasure rooms. To attempt to open a secret door the model must be adjacent to it and pass the cunning test.

Free Bound Prisoner (4+): A Prisoner in an adjacent space to the model can be freed on a successful cunning test. Freed prisoners may move and use actions on their turn.

Read Message (7+): Some scenarios may require models to read messages to complete the mission. To read a message the model next to the message must pass a cunning test.

TRAPS
There are a number of rules concerning traps. First, on a successful cunning roll a thief may place a trap counter on a door, chest, unoccupied space, or object the thief is next to. There is no penalty for failing to set a trap. An unsuccessful attempt to remove a trap results in 1 wound to the thief! Any model using trapped doors, chests, objects, or moving through trapped spaces springs the trap. Sprung traps do 1 wound to the model unless the model wins a cunning test with the thief that set it. Traps are cunningly designed to bypass or defeat armor. Armor tests may not be used to prevent wounds from traps. Once a trap is sprung it is removed from play.

SCENARIOS
Each scenario has its own board set up rules, deployment rules, and objective rules. The first War-Party to achieve the mission objective wins. In some scenarios it is possible for both sides to lose. To determine what scenario to play each player rolls the highest power die (a cunning test) the War-Party possesses. The side that rolls the highest chooses the scenario and is the attacker if that scenario has attacker and defender roles. If the dice-off was a draw then randomly choose the scenario using a d6.

1. Battle: The dungeon is to be set up in any mutually acceptable manner. The player who chose this mission chooses the board edge to set up on first. Then the other player sets up on the opposite board edge. The player who first kills 50% of the opposing war-party wins.

2. Ambush: The attacker sets up the dungeon. There must be at least 2 exits on each board edge. The defender sets up his War-Party in the center of the board. The attacker then sets up his War-Party anywhere on the board but at least 4 spaces away from the defenders. The attackers must be out of line of sight of the defenders but the attackers may start the game hidden if they wish. The defender must get 50% of the War-Party off the board to win otherwise the attacker wins.

3. Treasure Hunt: The dungeon is to be set up in any mutually acceptable manner. There must be at least 2 exits on each board edge. Each player places 3 treasure counters on the board at least 8 spaces away from the board edge and 4 spaces away from other treasure counters. Dice-off to choose board edges to deploy on. The winner places first and then loser may choose another board edge to deploy upon. The side that can carry the most treasure off the board wins. A model can only carry 1 treasure counter at a time. Killed models drop their treasure in the square they last occupied. Huge models that are killed choose which square to drop the treasure in. Models leaving the board may not return.

4. Object of Power: The dungeon is to be set up in any mutually acceptable manner. There must be at least 2 exits on each board edge. In the center of the board place a magical object counter. Dice-off to choose board edges to deploy on. The winner places first and then the other player sets up on the opposite board edge. The player who carries the object of power off the board edge opposite of deployment wins. The model with the object of power has the magic weapon ability for free. If the model carrying the object dies, the object is dropped in the square it last occupied.

5. Free Prisoner: The dungeon is to be set up by the defender. There must be at least 2 exits on each board edge. The attacker chooses 1 model of its War-Party to be the prisoner. The prisoner is placed in the center of the board. Then the defender places its War-Party anywhere on the board 6 spaces away from a board edge and the prisoner. The attacker may then place models on any board edge. The prisoner may not move until freed. The defenders may not attack the prisoner with ranged attacks. Close combat attacks against the prisoner won't cause wounds but will bind the prisoner again preventing it from moving or performing actions. The attackers win if the prisoner gets off the board. The defenders win if they can prevent the prisoner from escaping.

6. Secrets of the Ancients: The dungeon is to be set up in any mutually acceptable manner. There must be at least 2 exits on each board edge. Dice-off to choose board edges to deploy on. The winner places first and then loser may choose another board edge to deploy upon. In the middle of the board place a message counter. This counter represents an ancient inscription describing the location of a great treasure. This counter may not be moved during the game. The objective is to get a model to the inscription, read it and then get off the opposite board edge from deployment. To win a player must achieve the objective while preventing the opponent from doing so. It is a draw if both players achieve the goal. A player loses if he can't achieve the objective.

DEPLOYMENT
Whenever a scenario asks you to deploy on a board edge you may place models from your war-party within 6 spaces of that board edge. If you are to set up in the center of the board then place your models within 6 spaces of the center of the board.

ADVANCED RULES
The rules in this section are optional and should only used if all players agree to do so.

Character Advancement:
Models can earn experience points for doing well in a scenario. After the game is over models can trade in 5 experience points for an additional ability from the abilities and equipment list which can then be used in future games. Models earn 1 experience point for each of the following:

Causing a wound to an opponent.
Carrying a treasure counter or object of power off the board.
Being on the winning side.

Reinforcements:
In the advanced game when models are killed they are marked off the war-party roster. After the game is over new models can be added to the roster to replace the ones lost in play. A new model can be added for each old one that was killed off. A number of abilities can be added to these new models equal to the number of new models. These abilities can be given to any of the new models but not to any of the old ones. For example: if 3 models were killed off then 3 new models can be added to the war-party with 3 abilities divided up between the new models.

Surrendering:
In order to prevent a war-party from getting totally slaughtered, a player may surrender the game. This is a good way to prevent the loss of your most experienced models. A player can declare a surrender at the start of any friendly model's turn. A player may not surrender until at least 3 models have been lost from the war-party. The player who surrendered loses the game and the opponent is the winner.


Roster for:_________________________

#1 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#2 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#3 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#4 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#5 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#6 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#7 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#8 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#9 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
#10 Name:
__________________
Power Die:
__________________
Defense Die:
__________________
Abilities:
__________________

__________________

__________________
TURN SEQUENCE:

Draw Card
Roll for move
Take an action
Repeat

COMMON TESTS:

Fear: 3-
Leaving combat: 5+
NON-COMBAT ACTIONS

Open/close door: 5-
Smash door: 3-
Pick lock: 6+
Set/remove trap: 6+
Heal Wound: 7+
Hide: 3+
Pick up object: 2+
Open secret door:6+
Free prisoner: 4+
Read message: 7+

You are free to distribute this game as long as no changes are made to the text and you do so without charge.

Discuss this game here