Кодекс Масморры: Подземелья Аркадии

Eric Kelley, “Rulebook Masmorra: Dungeons of Arcadia”, public translation into English from English More about this translation.

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Масморра: Подземелья Аркадии

Глубоко под землёй, под улицами великого города Аркадия, вдали от любопытных взоров его жителей, раскинулась Масморра: магическое подземелье, созданное для тренировок храбрых Героев, жаждущих влиться в ряды защитников Аркадии. Но во время последнего нападения на город, ужасный колдун Малафиас захватил подземелье, превратя его в своё логово тьмы. Теперь Герои должны спуститься в это опасное, полное монстров подземелье, для того, чтобы защитить город от этой страшной угрозы!

Описание игры

В Masmorra: Dungeons of Arcadia, игроки контролируют отважных героев, которые будут исследовать опасные подземелья под городом Аркадия, сражаться с монстрами и собирать сокровища. Существует три варианта игры:

• В Стандартной игре Герои соревнуются, чтобы накопить наибольший опыт и стать бесспорным чемпионом Масморры, делая все возможное, чтобы нарушить тщательно продуманные планы своих оппонентов!

• В Эпической игре Герои должны пробиться в логово самого Малафайи, чтобы противостоять злобному волшебнику, но все же конкурировать с другими Гильдиями за популяярность и славу!

• В игре «Альянс» герои сталкиваются с величайшей угрозой, которую когда-либо видела Аркадия - настолько ужасающей, что Гильдии должны забыть свои разногласия и (вздыхать!) Работать вместе! Смогут ли они дойти до логова Малафайи и прервать его темный и нечестивый ритуал?

Большинство стандартных правил игры применяются для всех трех стилей игры. Более подробную информацию о Epic Game см. На стр. 22. Для игры Alliance см. Стр. 24.

THE GOAL OF THE GAME

Герои будут исследовать Масморру, сражаться с монстрами и собирать сокровища, но, самое главное, зарабатывать! Игра заканчивается в конце раунда, когда любой игрок достигает 16 или более очков опыта (сокращенно «XP»). Игрок с наибольшим количеством XP в конце выигрывает игру!

Вы можете заработать XP четырьмя способами:

Уничтожая монстров

Открывая сундуки с сокровищами

Обезвреживая ловушки

Обыскивая средние комнаты

Если после игры, количество XP игроков равное, выигрывает тот у кого больше золота. Если все равно ничья, побеждает игрок с большинством показателем жизни. Если и после этого результат равный, игроки разделяют победу!

Подготовка к игре

1. Подготовьте тайлы

Разложите тайлы подземелья по размеру. Большие тайлы подземелья и тайл перехода на Третий уровень (с отметкой "два меча" на обратной стороне) можно отложить - они используются только в вариантах игры «Эпик» и «Альянс». В зависимости от количества игроков, потребуются только некоторые из тайлов, о чем свидетельствуют цифры на обратной стороне:

В партии на 2 игрока, уберите все “3+”, “4+” и “5+” тайлы;

В партии на 2 игрока, уберите все “4+” и “5+” тайлы;

В партии на 4 игрока, уберите “5+” тайлы;

В партии на 5 игроков, используются все тайлы.

Возьмите стартовую комнату и тайлы перехода на второй уровень и отложите их на время (они двусторонние, чтобы их было легче найти). Полный список плиток можно найти на стр. 16-17.

Затем разложите тайлы по размерам (на две стопки каждый размер) : уровень 1 и уровень 2. Перемешайте каждую стопку тайлов отдельно и положите их лицевой стороной вниз в пределах легкой досягаемости. Переверните верхнюю плитку маленькой стопки уровня 1 и поместите ее лицевой стороной вверх поверх стопки. Если вы обнаружите ловушку, замешайте ее обратно в колоду и снова откройте верхнюю плитку. И так пока не откроете плитку, которая не является ловушкой.

Тайл перехода на второй уровень, должен быть размещен сверху маленькой стопки уровня 2.

Не переворачивайте ни отдного из тайлов в стопках среднего размера.

2. Поставьте стартовую комнату

Установите стартовую комнату в центре стола. Не забудьте оставить много места вокруг нее.

3. Подготовка игровых компонентов

Перемешайте Treasure Cards и положите колоду рубашкой вверх возле подземелий. Золото, кубы и маркеры положите рядом.

4. Раздача Treasure Cards

Раздайте по 2 Treasure Cards каждому игроку. Держите свои карты сокровищ в тайне от других игроков.

5. Выберите героев

Каждый игрок выбирает Героя и берет миниатюру, планшет Героя и две карты Героя для этого Героя. Поместите свой планшет Героя перед собой и положите свои карты Героев под панель вашего Героя, чтобы видны были только верхние части карт. Выберите базу Героя и прикрепите ее к миниатюре героя. Возьмите Free Move маркер того же цвета и положите рядом с планшетом.

Возьмите жетон ран того же цвета и поместите его на отметку «6» в Wound Track вашего героя.

6. Set Experience Markers

Take the Experience markers for all the Heroes in play and place them on the “0” space of the Experience Track.

7. Enter the Dungeon

All players place their Hero miniatures in the Starting Room.

8. You’re Ready to Begin!

The youngest player will be the First Player. Give them the 6 action dice and the First Player token. They will take the first turn.

Not Working Together?

If you are not playing the Alliance Game, return the 25 Evil Cards and the 25 Alliance Treasure Cards (you can tell them apart by the card backs and the green background) to the box.

PLAYING THE GAME

Masmorra: Dungeons of Arcadia is played in rounds.

During each round, every player takes one turn, starting with the First Player and proceeding to the left.

On your turn, you can move your Hero and use the action dice and action symbols to take actions such as attacking monsters and opening treasure chests. When you have taken all your actions, your turn ends: pass the dice to the player on your left who will take the next turn.

TAKING YOUR TURN

Your turn is split into two phases, which you must play in order:

• Hero Phase—where your Hero can move and take actions.

• Dungeon Master Phase—where you move and spawn monsters to thwart your opponents’ plans.

Hero Phase

During your Hero Phase, follow these three steps in order:

1. Roll the Action Dice

2. Take Actions

3. Collect Bounties

Step 1: Roll the Action Dice

At the beginning of your turn, you must roll all 6 action dice. After you roll the dice, you may choose to re-roll any number of the dice, once. You must accept the result of any re-rolled dice.

Playing Hint: The results of your dice roll will define your actions and strategies for the turn, so consider your re-rolls carefully!

Example: Valerie is hoping to fight a monster this turn. She rolls the dice and gets [Меч][Лук][Ножки][Ножки][Эликсир][Щит].

She can see that she won’t have enough attacks to defeat the monster, so she re-rolls the [Ножки][Ножки][Эликсир]. This time

she gets [Лук][Лук][Ножки]. She would love to reroll the [Ножки] in hopes of getting something better, but she only gets to reroll once.

The Free Step Token

Each turn, you can use your Free Step token once to get a Step symbol.

At any point during your turn - even before you roll the action dice - you may flip your Free Step token to receive a free Step symbol to spend immediately. You can even spend it at the very start of your turn to move and explore! Your Free Step Token is flipped back to its active side at the start of your next turn.

Playing Hint: If you use your Free Step before you roll the dice, you might be able to explore a new room and see what monster lurks within before you commit to your re-roll.

Action Dice Results

The action dice show six possible results. Each result can be docked on a card or dungeon tile, or it can be used to pay for an action or effect:

[Ножки] STEP results are used to explore and move around the dungeon. Each STEP symbol gives you 2 Move Points (see “Take a Step” on page 8).

[Лук] RANGED results are used to fight a monster in the same room as your Hero and kill it from a safe distance, so it can’t damage your Hero back (see “Fight a Monster” on page 10).

[Меч] MELEE results are used to fight a monster in the same room as your Hero up close, which means that your Hero may take damage from the monster (see “Fight a Monster” on page 10).

[Щит] DEFENSE results are used when fighting a monster to reduce the amount of damage the Hero suffers (see “Fight a Monster” on page 10).

[Эликсир] ELIXIR results are used to heal Wounds and purge undead monsters (see “Fight a Monster” on page 10 and “Drink Elixir” on page 11).

[Магия] MAGIC results can be used to change another die’s result or as an attack spell against some monsters (see “Fight a Monster” on page 10 and “Use Magic” on page 11).

• If you turn over a room tile, place it face up on top of the dungeon tile stack.

• If you turn over a trap tile, you must place it in an empty space next to the new room, if possible. It doesn’t matter if there is a door connected to that space or not. If there are no empty spaces, place the trap tile in any empty space next to a room on this level of the dungeon. The trap will immediately take effect (see “Traps” on page 16).

• You must continue turning over tiles until you reveal a room tile.

• If you explore a room with monster spaces and/or spawn icons, you must immediately place those monsters in the room (see “Spawn Monsters” on page 13).

Adjacent Rooms Rooms in the dungeon are “adjacent” if they share a common edge and there is an open door between them. Diagonal rooms are never

adjacent, nor are rooms separated by a wall (exception: Traps have no doors, and are always adjacent to all rooms that share a common edge with the trap tile).

Exploring Medium Rooms

After you explore a medium room (and move your Hero into it), your Hero gains 1 XP.

Move

For one Move Point, you can move your Hero into an adjacent, previously explored room. Your Hero can only move through doors: you cannot move through walls unless an ability or effect says you can. You can never move diagonally.

Important: You cannot leave a room with a monster (either by exploring or moving) until after you have fought a combat against them (see “Fight a Monster” on page 10). After the combat is over (whether your Hero defeated the monster or not), you can move.

Must fight before leaving a room with a monster.

You can never move diagonally.

Example: Algus spends 1 [Ножки] to get 2 Move Points. He uses the first Move Point to move into the empty room to the north. Then, he spends his second Move Point to explore, taking the face up tile from the Level 1 stack and placing it next to his room. After placing the tile, he moves into the new room for free, rolls and places a Minor monster, and turns over the next tile. Fortunately for him, it’s not a trap!

• Fight a Monster

If your Hero is in a room with one or more monsters at any point during your turn, you must fight all of those monsters—even if you cannot defeat them (by not having any more dice to use, for example). You can use abilities or play Treasure Cards to generate the symbols you will need in combat, of course, but you can

only move, Drink Elixir, or perform Room Actions after combat has been resolved. This applies whether you begin your turn in a room with a monster, or if you later move into or explore a room with monsters in it (see “Monsters” on page 18).

Playing Hint: “Fighting” the monsters simply means that you have resolved your and the monsters’ attacks. You don’t even have to try to defeat the monsters: you could simply have your Hero suffer the monster’s Payback without spending any dice or symbols. Then you’re free to take other actions, assuming you survive...

MELEE vs. RANGED COMBAT

A Hero can only fight a Monster if they are both in the same room. There are two ways to fight: Melee or Ranged. Melee Combat: If you use at least one [Меч] during a fight, it is melee combat, and your Hero is subject to the monster’s Payback. Ranged Combat: If you use only [Лук] during a fight, it is ranged combat, and your Hero is not subject to the monster’s Payback. Against some monsters, [Эликсир] or [Магия] can also be used in ranged combat.

In order to defeat a monster, your Hero has to deal damage equal to or greater than the monster’s Defense Value. Combat is all or nothing: either the Hero defeats the monster, or the monster remains in the room, unharmed. Damage dealt to a monster that is not enough to defeat it does not remain on the monster.

Damaging a Monster

You can use any combination of [Лук] and [Меч] to inflict damage to a monster. Each symbol inflicts 1 point of damage. In order to defeat the monster, you need to do at least as much damage as the monster’s Defense Value.

Purge Undead: If you are fighting an undead monster, you may also use [Эликсир]. This is called “Purging Undead”. Elixir symbols used against an undead monster count as ranged attacks. Attack Spells: Some monsters are also vulnerable to magic, such as the Gelatinous Cube. Against these monsters, you may also use [Магия] as a ranged attack. This is called an “Attack Spell”.

Example: Jay is fighting against an Orc, which has a Defense Value of 2. If Jay can get at least two [Меч] or [Лук], he can defeat the Orc.

Ranged Attacks

If all of the symbols you use are ranged attack symbols ([Лук], [Эликсир] against undead, and / or [Магия] against vulnerable monsters), then youare making a ranged attack. If your ranged attack does enough damage to defeat the monster (equal to or great than its Defense Value), then the monster is defeated and your Hero does not suffer Payback. But, if your ranged attack does not defeat the monster, your Hero does suffer Payback.

Example: If Jay has 2 [Лук], he can defeat the Orc from across the room and he won’t suffer any Payback!

Melee Attacks

If even one of the symbols you use is a [Меч], then you are making a melee attack. After your attack, your Hero suffers Payback from the monster—even if you do enough damage to defeat it!

Example: Jay only has 1 [Лук] and 1 [Меч]. It’s still enough to defeat the Orc, but he has to make a melee attack, which means he’s going to suffer Payback.

Sword-and-Shield Fighting

A Hero making a melee attack can gain an advantage by combining attack and defense. If you spend a [Меч] die and a [Щит] die (not symbols) at the same time, your Hero gains three symbols: [Меч] [Меч] [Щит] (basically, you get a free [Меч] ). You may even benefit from this combo more than once on the same turn. So,

if you spend 2 [Меч] and 2 [Щит] dice, you would get 4 [Меч] [Меч] [Меч] [Меч] and 2 [Щит] [Щит] symbols.

Example: Jay rolled a [Меч] and 1 [Щит] , by spending them together he is able to defeat the Orc with his melee attack, and also has a [Щит] to help protect him from the Orc’s Payback.

Payback Time!

If your Hero makes a melee attack against a monster, or if your ranged attack does not do enough damage to defeat it, the monster gets Payback.

Each monster has a Payback Value, which is the number of Wounds your Hero suffers when the monster gets Payback. Move your Wound token down on the Wound Track of your Hero board to reflect your new Life Point total.

Step 2: Take Actions

After you roll (and possibly re-roll) the action dice, your Hero can perform actions. You can take any of the following actions, in any order and as many times as you wish, as long as you have the action dice or action symbols to pay for them.

When you use action dice to take an action, you must place them in the “Used Dice” box of your Hero board. Those dice won’t be available for the rest of your turn.

DICE vs. SYMBOLS

“Dice” and “symbols” are the two ways that you can pay for actions that you want your Hero to take.

When the rules mention “dice” by specific dice results, such as “Melee dice” or “Ranged dice”, it refers to a die showing that result.

When the rules mention a “symbol”, such as “Melee symbol” (or sometimes simply “Melee”), it refers to that symbol itself, which could be on a die or generated

by some other effect or ability. Basically, a symbol is a temporary “virtual” resource that you can use, but it does not count as a die.

For example, a Melee die could be docked in a room to trigger an effect, but a Melee symbol cannot be docked, so it can’t be used to trigger that effect.

You can use your action dice at any time during the Hero Phase of your turn. Symbols can only be used in the same room where they were generated. If your Hero leaves that room, any unspent symbols are immediately lost.

Example: Jay plays a “Swift Strike” Treasure Card to generate 2 Ranged symbols so he can fight a monster, but he only uses 1 of them. Then, Jay moves on to the next room, looking for another monster to fight. But since he moved, he loses the unused Ranged symbol.

Spending and Docking Dice

There are two kinds of actions that you can take: Spending Actions and Docking Actions.

Spending Actions require that you “spend” specific dice and / or symbols in order to pay the action’s cost. Spending a die means placing that die on one of the Used Dice spaces of your Hero board. Dice on your Used Dice spaces cannot be used again that turn.

You can use both dice and symbols generated by other game effects in any combination to pay for Spending Actions.

You can repeat the same Spending Action as many times each turn as you want, as long as you can pay the cost.

Example: Mika is badly hurt and wants to cure her Wounds. She plays a “Quick Healing” Treasure Card to generate 2 Elixir symbols and adds them to the Elixir die she rolled earlier in the turn to heal 3 Wounds.

Docking Actions require that you “dock” specific dice (not symbols) on a space, either on a dungeon tile or a Hero card. A die that has been docked is used, and cannot be used again that turn.

Only action dice can be used to pay for a Docking Action. You can use each Docking Action only once per turn (after that, the space is blocked by your die).

Example: Greybark is in a room with a treasure chest that has a [Меч] next to it. In order to open the chest, he must place a Melee die on that tile.

Hero Actions

Your Hero can perform any of these actions during your Hero Phase, in any order and as many times as you wish:

• Use an Ability

All Heroes have abilities that they can use to help them in the dungeon. Every player begins the game with one starting ability, which is shown on your Hero board. During the game, your Hero can learn new abilities, represented by your Hero cards.

Using Your Hero’s Starting Ability

Usually, you must dock a die on your Hero board to use your Hero’s starting ability. After placing the die, resolve the ability.

Example: Algus can dock any Action die to generate 1 Magic Symbol.

Note: Greybark’s ability is not a normal Docking Ability: instead of docking a die on his Hero board, you must flip your Free Move token to get the symbol. Then, Greybark can replace that [Ножки] with your choice of [Меч], [Щит], or [Эликсир].

Using an Ability on Hero Cards

Once your Hero has earned the use of an ability on your Hero cards, you can use that ability. Most abilities require you to dock one or more dice on the Hero card.

Example: Jay can dock a Melee die on his Preemptive Strike ability to generate 2 [Лук].

Some abilities, however, require you to spend gold in order to receive the benefits of your ability.

Example: Greybark must spend 2 gold to use his Animal Form ability.

See “Hero Abilities” on page 13 for more details on how these abilities are used in the game.

• Take a Room Action

Some rooms have actions that you can take by docking the right kind of action dice on the dungeon tile, such as opening locked treasure chests, disarming traps, or activating a portal.

Example: Algus can dock a Magic die on this dungeon tile to activate the portal.

Engaging Monsters

If your Hero is in a room with one or more monsters, the actions you can take are restricted. You may only choose these actions:

• Use an Ability

• Fight a Monster

• Use Magic

• Play a Treasure Card

After you fight all the monsters in the room, you can then choose any of the Hero actions.

Important: Since you cannot Drink Elixir until after you fight the monsters, any you get from an Ability or Treasure Card can only be used after combat is resolved.

• Take a Step

You can spend a to explore and move your Hero. Each [Ножки] gives you 2 Move Points to spend. But, you must spend both Move Points before taking any other actions. If you want to do something else after spending your first Move Point (such as fighting a monster), your second Move Point is lost.

Each Move Point can be used to Explore or Move:

Explore

If there is at least one empty space adjacent to the room your Hero is in, you can explore. Take the top small dungeon tile for the level of the Dungeon your Hero is in and place it next to the room your Hero occupies.

When you place a dungeon tile, you must place it so one of the doorways on that tile lines up with a doorway on the tile you’re on:

Important: You cannot explore if there are no more small dungeon tiles left for the level your Hero is on or if there are no empty spaces adjacent to the room your Hero is in.

After placing the new room tile, you must immediately move your Hero onto the new tile (for free). Then, turn over the top dungeon tile on the stack:

Using Defense: Each [Щит] can be used to prevent 1 point of damage from the monster’s Payback.

Example: The Orc has a Payback Value of 3, which means Jay is going to take 3 Wounds, since he had to fight the Orc in melee.

Important: You cannot take a heal action until after all combat is resolved. So, if your Hero suffers enough Wounds to reduce their Life Points to zero, your Hero is defeated - even if you have [Эликсир] available to heal with!

Ganging Up

Monsters are not so noble as Heroes, and they are quite happy to team up on a Hero to inflict more damage. If there is more than one monster in the same room as your Hero, you must fight all of them, one after the other, in any order you choose. But, all of the monsters’ abilities (see ‘Monsters’ on page 18) are active until they are defeated!

You only receive the rewards for fighting—such as Treasure Cards or XP - after your Hero has fought all of the monsters in the room and only if you have defeated at least one of the monsters and your Hero survives the fight!

Using Treasure and Abilities in Combat

Treasure Cards and abilities can only be used before or after combat, unless the card generates a symbol that can be used during the fight, such as [Меч], [Лук] or [Щит].

Example: When the Orc got its Payback on Jay, he could use his starting ability to dock 1 action die and generate 1 [Щит]. This way, he

would only suffer 2 Wounds instead of 3.

Round Two—Fight!

If you want, you may continue fighting in a room where you have already fought that turn, by taking another Fight Monster action.

The Sweet Smell of Victory If your Hero defeats a monster, you gain the XP indicated on the monster die. You also draw 1 Treasure Card from the deck.

But, after you have passed the 7 XP mark, any minor monsters your Hero defeats give you one XP less than normal.

The Agony of Defeat

If your Hero is reduced to zero Life Points (or less), they are defeated.

Place the defeated Hero’s miniature on its side. Your XP marker is moved down the Experience Track to the last Level Up arrow you reached. You must discard one Treasure Card from your hand (chosen randomly by another player), if you have any, and you will not receive the rewards for killing monsters.

As long as the defeated Hero is on their side, that Hero is treated as if they aren’t even there: monsters can move out of that room, newly placed traps don’t affect them, they cannot be affected by Treasure Cards, etc.

Your defeated Hero loses the rest of their turn. You cannot take any more actions and any unused symbols or dice are lost. At the beginning of your next turn, stand your Hero miniature back up. Your Hero is fully healed to their full Life Points, and you take your turn as normal.

• Drink Elixir

You can use 1 [Эликсир] to heal 1 Wound on your Hero. Move your Wound marker up on the Wound Track of your Hero board to reflect your new Life Point total.

Важно: у вашего героя никогда не может быть больше шести единиц здоровья!

Важное замечание: вы не можете совершать исцеляющие действия до тех пор, пока не будет разрешен весь бой. Итак, если ваш герой достаточно ранит, чтобы снизить свои жизненные очки до нуля, ваш герой побежден - даже если у вас есть [Эликсир], который можно излечить!

• Использовать Magic

Вы можете использовать [Магия], чтобы «изменить свою судьбу». Каждая [Магия], которую вы используете таким образом, позволяет вам выбрать один кубик, который вы еще не использовали в этом ходу, и измените его, чтобы показать лицо по вашему выбору.

Шаг 3: Получение Бонусов

Если после вашего хода, у вас есть незадействованные кубы действий, можно обменять их на один золотой за каждый куб.

После получения бонусов (если это возможно), фаза героя завершена. Теперь пришло время для фазы мастера подземелья.

Ограничение по золоту

У вас никогда не может быть больше 6 золотых за раз. Не берите золото выше этого предела. Обратите внимание, что вы можете потратить 5 золотых в любое время в течении вашего хода, чтобы купить карту сокровищ.

Покупка

В любое время на вашем ходу вы можете обменять 5 золотых на одну карту сокровищ.

Фаза Мастера Подземелья

Во время фазы подземелья вашего хода, вы можете взять под контроль подземелье на мгновение, двигаясь и порождая монстров.

Перемещение Монстров

Вы получаете две точки перемещения для монстров за ход. Каждая точка перемещения может быть потрачена, чтобы переместить любого одного монстра на одну комнату. Таким образом, вы можете переместить одного монстра в две комнаты или переместить двух монстров по одной комнате каждый, выбор за вами.

Не обязатель тратить обе точки перемещения (или вообще любые). Вы можете оставить монстров там, где они есть.

Монстр не может покинуть комнату, в которой находится Герой. Вы должны остановить монстра, если он входит в комнату с Героем.

Подобно героям, монстры могут двигаться только через двери, а не стены, и никогда не могут двигаться по диагонали.

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Spawn Monsters

After you are done moving monsters, you must spawn new monsters in all rooms that have a monster spawn symbol, and which have no Heroes or monsters in them.

For each room where monsters spawn, take a monster die that matches the spawn symbol in that room—either minor monsters or major monsters—roll them, and place them on the dungeon tile (see “Random Monsters” on page 15).

If there are no monster dice left of the type needed to be spawned, take a monster die of that type from anywhere on the board you choose and roll to spawn it. The die you take cannot come from a room containing a Hero.

Monster Limits in the Rooms

Monsters don’t really get along very well, so there is a limit to the number that can be in a room at a time: There cannot be more than three minor monsters in a room at a time, or four minor monster in a medium-sized room. A major monster counts as two minor monsters.

This limit only applies to the monsters in a room. Any number of Heroes can share the same room.

A Monster cannot move into a room that is already at its limit. If a game effect forces a monster to spawn

in a room that exceeds the monster limit, remove the monster from that room that awards the least XP. Repeat if necessary, until the limit has been satisfied. If

there is a tie for the monsters worth the least XP, the player whose turn it is decides which one to remove.

Defeated Heroes

If your Hero was defeated during your turn, you still take a Dungeon Master Phase.

The End of Your Turn

Once you are done spawning monsters, your turn is over. Pass the 6 action dice to the player on your left—that player now takes a turn.

Hero Abilities

Heroes have abilities to aid them in the dungeons of Masmorra. All Heroes begin the game with one starting ability. Each time you Level Up, your Hero learns one additional ability. Hero abilities come in two types:

• Ongoing Effects: These abilities grant a passive benefit to your Hero. It becomes active as soon as you gain the ability.

• Activated Effects: These abilities only take effect when you take a Use an Ability action.

In order to use an Activated Effect, you must “pay” some kind of cost. These abilities can be Dice Activated, Gold

Activated, or both:

Ongoing Effects -- Wolf Companion -- [Щит] (Roll the extra Action die during your Dice Rolling phase).

Activated Effects -- Regenerate -- [Эликсир]=[Эликсир]+2[Золотых]

Dice Activated Abilities

In order to use one of these abilities, you must dock the required dice on the card that grants the ability. Any symbols generated by the ability must be used in the room your Hero currently occupies. If you leave that room, these symbols are lost. This kind of ability can only be used once per turn.

Example: Algus can use his “Fireball” ability by docking two Magic dice onto his Ability Transmutation card. If he does, he gains 3 [Лук].

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Companions and Pets

Some Heroes have companions, such as an apprentice or a pet. A companion gives the Hero an additional action die: the pet die. This special die functions just

like a normal action die, and can be used in all of the same ways. But if your ability is cancelled by an effect somehow, you lose the use of this extra die for the turn.

If you have already rolled the action dice for your turn, and then gain a companion later, you get to roll the pet die right away, but you do not get to reroll it if you don’t like the result!

Example: Greybark’s “Wolf Companion” ability allows him to roll the pet die during the Roll Action Dice step of his Hero Phase every turn. Algus must pay 1 gold to use his “Wizard’s Apprentice”, but he can use his ability at any point during his turn.

Gold Activated Abilities

In order to use one of these abilities, you must pay the indicated number of gold (by returning them to the reserve). Then you get the listed effect.

Example: Algus can spend 1 gold to activate his “Wizard’s Apprentice”, which generates 1 Action Die.

Wizard’s Apprentice -- [Gold] = [Shild] Gain the extra Action Die for this turn. You can trigger this ability at any time during your turn.

Gold Activated Abilities can only be used once per turn, unless it has a REFRESH icon on the card. If it does, then you may use that ability as many times as you wish each turn, but you must pay the full gold cost each time you use the ability.

Example: Jay’s “Critical Swing” ability allows him to spend 3 gold to generate [Sword][Sword][Sword][Shild]. Since it has the REFRESH icon, he can use this ability twice on the same turn, if he has 6 gold to spend.

Dice and Gold Activated Abilities

These Abilities work just like Dice Activated Abilities, except you must also pay the Gold amount listed. This kind of Ability can only be used once per turn.

Leveling Up

When you reach a (Стрелка вверх) space on the Experience Track (at 3, 7, 12, and 17 XP), you Level Up! Each time you Level Up, your Hero gains a new ability. Choose one of your Hero cards (tucked below your Hero board at the beginning of the game) and slide it up so that your newly acquired ability can be seen.

You can even use your new ability this turn!

Each Hero card shows two abilities that your Hero can learn. When you Level Up, you can only uncover one ability at a time. The first time you choose a Hero card, you can only get the top ability on the card. If you want the lower ability on a card, you’ll have to Level Up again!

End of the Game

Once a player reaches 16 XP, play proceeds until the last player has taken their turn, and then the game ends. Then, players compare their final XP total to etermine the winner. It’s possible that other Heroes may surpass the one that first reached 16 XP, either by gaining XP during their subsequent turns, or by revealing Treasure cards with bonus XP.

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THE DUNGEON MASTER GUIDE – YOUR GUIDE TO THE MASMORRA!

Dungeon Rooms

The dungeon tiles represent the many and varied rooms that make up the Masmorra. Each room has one or more doors that connect it to other rooms.

The monsters that call Masmorra home spend their time hanging out in rooms, waiting for some Heroes to show up so they can try to kill them. If your Hero is in a room with one or more monsters, you must fight the monsters before you can take any other actions (except for using abilities or playing cards that will help you fight). After the combat has been resolved, you may perform other actions, such as healing Wounds, disarming traps, and so on—even if some of the monsters in the room survived the combat.

Spawning Monsters

Monsters come into play in two ways:

Exploration

If you explore a room with monster spaces and/or spawn icons, you must immediately place those monsters in the room.

[?] - Minor Monster Spawn Icon

[Изображение монстра на тайле подземелья] - Specific Monster Space

Specific Monsters

Some rooms show a specific type of monster. When one of these rooms is played, take a die of the matching type (minor or major), find the face that shows that specific monster, and place it in the room.

Random Monsters

Spawn icons generate random monsters. When one of these rooms is played, take a die of the matching type (minor or major), roll it, and place it in the room.

These icons cause random monsters to spawn in the dungeon:

[Черепок] - Minor Monster Spawn Icon

[Дракон] - Major Monster Spawn Icon

Bosses

Some rooms are the home to particularly powerful monsters called “bosses”. They are represented on the dungeon tiles by round spaces. When one of these rooms is played, find the matching boss token and place it in the room , with the blue side facing up (see “Bosses” on page 19).

Dungeon Master Spawning

During the Dungeon Master Phase of your turn, you must spawn new random monsters in every room that has a spawn icon if there are no Heroes or monsters in that room (see “Spawn Monsters” on page 13).

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Small-Sized Dungeon Rooms

The Starting Room

At the beginning of the game, this is the only room in the dungeon, and all Heroes start here. This room is double-sided so it’s easier to find.

Rune Room

When a rune room enters play, immediately replace it with a medium-sized dungeon tile (discard the small rune room tile), taken from the stack for the matching dungeon level. Beware! Larger rooms offer greater challenges - and rewards!

Trap

A trap tile is treated a little differently than a room tile. As soon as a trap tile is revealed at the top of a dungeon tile stack, it is immediately placed adjacent to the room that the active Hero is in (after they move into the newly-explored room). Then the trap activates!

After the trap is resolved, turn over the next tile. If that is also a trap, this new trap also comes into play and activates right away.

If there is no empty space next to the active Hero’s current room, place the trap tile next to any other room on that level of the dungeon, of your choice.

Trap Activation

Traps activate immediately when they are placed and every time a Hero enters or leaves any room adjacent to the trap by using a Step symbol.

Whenever a Trap activates, all Heroes in all adjacent rooms each suffer one Wound. This Wound cannot be blocked or prevented by any means (though it can be healed normally).

Exception: Heroes that use a teleport effect to leave a room do not take damage from the trap.

Monsters are never affected by traps.

Disarming Traps

A Hero can disarm a trap adjacent to the room they are in by docking the two dice indicated on the trap tile (after fighting any monsters in the room, of course). If you disarm a trap on the first level of the dungeon, you earn 2 XP. A trap disarmed on the second level awards 3 XP. After you disarm a trap, flip the trap tile face down. That trap no longer activates, but it still blocks that space of the dungeon.

Note that trap tiles have walls on all four sides: no Hero or monster can enter a trap tile, whether it is disarmed or not.

Disarming a Level 1 Trap grants 2 XP.

Disarming a Level 2 Trap grants 3 XP.

Treasure Room

When a Treasure Room is added to the dungeon, place the number of gold indicated on the tile. A Hero may dock the required dice on the Treasure Room to open

the treasure chest, which grants the Hero 1 XP, 1 Treasure Card from the deck, and any gold from that treasure chest.

Opening a treasure chest gives the Hero 1 XP, 1 Treasure Card, and the gold on the treasure chest.

Portal

Portals allow Heroes to move quickly around the dungeon. A Hero in a Portal Room may dock the indicated die to teleport to any previously explored room on any level of the dungeon.

Minor Monster Room

When this room is added to the dungeon, you must roll a minor monster die and place it on the tile. If there are no more minor monster dice available, take one from

anywhere in the dungeon that is not in a room with a Hero, roll it, and place it on the new room tile. Your Hero will have to fight that monster before taking any

other actions.

If a Minor Monster Room is empty (no Heroes or monsters) during your Dungeon Master Phase, a new minor monster will spawn here.

Stairs to the Second Level

Heroes and monsters can move directly to/from this room to the Second Level Entrance room for free.

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Second Level Entrance

This room begins the game on top of the stack of small second level rooms. It is placed on the table separate from the Level 1 rooms the first time a Hero or monster moves here from the Stairs to the Second Level room. The second level of the dungeon can then be built around this room in the same way that the first

level was built around the Starting Room.

A Hero or monster can move directly from this room to the Stairs to the Second Level room for free.

Major Monster Room

When this room is added to the dungeon, you must roll a major monster die and place it on the tile. If there are no more major monster dice available, take

one from anywhere in the dungeon that is not in a room with a Hero, roll it, and place it on the new room tile. Your Hero will have to fight the monster before taking any other actions.

If a Major Monster Room is empty (no Heroes or monsters) during your Dungeon Master Phase, a new major monster will spawn here.

Mixed Monster Room

When this room is added to the dungeon, you must roll a minor monster die and a major monster die and place them both on the tile. If there are no more monster dice of either type available, take one from anywhere in the dungeon that is not in a room with a Hero, roll it, and place it on the new room tile. Your Hero will have to fight the monsters before taking any other actions.

If a Mixed Monster Room is empty (no Heroes or monsters) during your Dungeon Master Phase, a new minor monster and a new major monster will spawn here.

Web Room

When your Hero enters this room, you immediately lose 1 [Ножки] (die or symbol). Your Hero must stop moving when they enter this room. Monsters in this room must spend 2 Move Points to leave.

Spiders and Ghosts are immune to the effects of the Web Room.

Gold Room

When this room is added to the dungeon, place 2 gold on the tile. On your turn, your Hero can take this gold (after fighting any monsters and resolving any traps, of course).

Note that this room gives no XP.

Healing Fountain Room

A Hero in this room can dock the dice indicated to generate [Эликсир][Эликсир]. You may only dock dice here after fighting any monsters and resolving any traps.

Pit Room

A Hero that enters this room must either spend 1 [Ножки] (die or symbol) or take 1 Wound.

Medium-Sized Dungeon Rooms

As mentioned on the previous page, when a Rune Room enters play it is replaced by the top medium-sized dungeon tile from the stack for that dungeon level. Place the medium room into the dungeon with at least one doorway connected to the room your Hero is exploring from, then move into the room as normal. The Hero gains 1 XP for exploring the medium room.

If there is not enough space to place the medium room adjacent to your tile, you cannot explore the Rune room. You’ll need to move elsewhere to do it.Traps can connect to a medium room as usual, but there is a limit of three traps that can be connected to a new room when it is explored. If you reveal additional traps, place

them next to any other room on this level of the dungeon where there is an empty space.

A Hero in a medium room can explore through any of the open doorways.

When you place a medium room, place monster dice and boss tokens as indicated in the room. Remember that random monster dice do not spawn on spaces that show specific monsters.

The Monster Limit in Larger Rooms

In medium and large rooms, the Monster Limit is increased to 4 minor monster dice. Major monsters still count as 2 minor monsters.

Dark Ritual Room

When this room is added to the dungeon, place 3 Cultists (minor monster dice) in the indicated spaces. At the end of your turn, if there is at least 1 Cultist left,

replace 1 Cultist with a Dark Watcher (major monster dice). This ritual only happens one time.

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Original (English): Rulebook Masmorra: Dungeons of Arcadia

Translation: © Japon4ik, anneta2910 .

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