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A D V E N T UR ES

Beta Test Rules for 2016 edition


Game Design by Jim Bowen
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A D V E N T UR ES

Mini Dungeon Adventures is a game of action When a hero or monster is moving, it takes 1
and adventure set in a fantasy world of speed point to move up, down, left or right.
monsters, magic and mayhem. Each player Diagonal moves are not allowed. Heroes may
takes on the role of a brave hero fighting to move through other spaces containing
save the realm or the evil dungeon boss heroes and monsters can likewise move
seeking to destroy them. The forces of good through spaces containing other monsters.
and evil clash within the dark confines of Both heroes and monsters must stop moving
underground lairs, derelict castles, lost cites when they enter a space containing an
and haunted forests. enemy figure. If the enemy figure is defeated,
the hero or monster may continue moving. If
The game is set up according to a quest book. a hero or monster started the round already
One player will be the dungeon boss and in the same square as an enemy, they may
decide which quest the heroes will be facing. move out of that square unhindered.
All other players will take a hero card and
create a character using the hero generator.
Each race and class has different abilities,
bonuses and detriments, so choose wisely to The following actions cost 1 speed point
create a group of heroes that can work well each:
together. -Opening a door or treasure chest. This
cannot be done while there is a monster in
Mini Dungeon Adventures is played on a set the space containing it.
of tiles that can be altered to represent the -Moving an item to or from inventory to
myriad locations throughout the quest. As equipment or trading/giving items to a hero
players progress through the game, new tiles in the same square.
will be set up by the dungeon boss with -Using more than 1 potion in a round. The
various monsters, traps, treasures and first potion is a free action.
secrets. Each quest is a story that can be told
in many ways depending on the actions of
the heroes and the random nature of chance.
Attacking is done by comparing the attacking
figure’s ATTACK (A) value, rolling a die,
adding the resultant values with any weapon
Each round consists of the hero players modifiers and comparing it to the defending
performing actions until they run out of figure’s TOUGHNESS (T) value. If the attack
SPEED (S) points or decide to end the turn. sum is higher than the enemy’s toughness,
After the hero players’ turn, it is the dungeon then the enemy will lose 1 health. Up to four
boss’s turn. The dungeon boss will then move attacks may be attempted per turn.
and attack with each monster until all speed
points have been expended. Afterwards, the
round ends and a new one begins.
Melee attacks are made by targeting an
enemy model in the same space as the figure
attempting the attack. Melee attacks cost 1
speed point per attempt unless otherwise
noted.
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PARRY - Granted to heroes by some melee
weapons. Cost 1 speed point to use. Ignores
Ranged attacks are made by targeting an damage from a melee attack after it has been
enemy within the figure’s range value printed made on a roll of 4+
on their weapon. Ranges are measured in an
orthoganal pattern (up and over) and not You may attempt as many defense actions as
diagonally. Ranged attacks cost 2 speed your speed points allow in a round, but once a
points per attempt unless otherwise noted. save is failed, you cannot attempt another
Ranged attacks must have line of sight to be save for that particular attack. Some abilities
able to fire. To have line of sight, there can or weapons may modify the saving rolls of the
be no figures (friendly or enemy) between previously mentioned defense actions.
the attacker and the target. Firing through a
doorway can only be done from the space
containing the door.
If a hero drops to 0 health, they become
wounded. Remove the figure from the board
and place it lying prone on the Town card.
Any Attack that rolls a natural 6 counts as a Wounded heroes may not return to the quest
critical hit. Critical hits cause damage or perform town actions. Once the remaining
regardless of the difference in attack and heroes return to town, stand the figure up on
toughness values. Damage caused by critical the town card. They may then perform town
hits cannot be prevented. A roll of natural 1 actions as normal and get back to the quest
on an attack is a critical miss. Critical misses with the rest of the heroes. If at any point all
will never cause damage. hero figures are wounded simultaneously,
they are defeated and the dungeon boss wins.

Defense actions are performed by heroes


and some monsters when an enemy figure is At any point in the quest when all monsters
attacking them. In order to perform one of have been cleared from an area, the heroes
these defense actions, a figure must have may elect to return to town either using a
enough speed points remaining to complete teleport scroll or retreating. If a teleport scroll
the action. The different types of defensive was used, there is no effect upon returning to
action are: the quest. If the heroes had to retreat, then all
further monster generator rolls are made at a
DODGE - All heroes have this ability. Cost 1 +1 penalty (this effect is cumulative).
speed point for heroes. Small monsters may
use this ability once per round at no speed
cost. Ignores damage from an attack after it
has been made on a roll of 5+. Heroes may level up and gain access to more
abilities granted by their class. Each time a
BLOCK - Granted by shields. Cost 2 speed hero slays a monster, keep track of the
points to use. Must be announced before the EXPERIENCE POINTS (XP) it is worth and add
attack roll is made. Ignore one attack. The them to your tally sheet on your class card.
attacker still loses any speed points Once you reach the required XP cost to gain a
associated with the attack. level, reset the counter to zero and increase
your character’s class level by 1.
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Abilities are either printed on a hero or Numerous -2 of these models count as 1 for
monster’s stat card, level upgrade or granted purposes of monster generator rolls.
by a weapon.
Poison -Any model hit by this model gets a
Burning Aura - Enemy models that end their poison token on its card. Models with poison
turn in the same space as this model take 1 tokens cannot be healed.
damage at the end of the turn.
Rare -This model counts as 2 models for
Cursed Bite - If a hero is wounded by this purposes of monster generator rolls.
monster, place a curse token on their sheet.
If a hero has a curse token on their sheet Reach -Models with this special rule may
when they are reduced to 0 health, then a target enemy models in adjacent squares
monster of the same type as the curse token with melee attacks. Diagonal squares are not
is put on the board in the place of that hero considered adjacent.
and the hero figure is placed behind the
dungeon boss's screen. Once the replaced Retreat -After an attack resolves against this
monster is defeated, return the wounded hero model, you may move it 1 space away from
to town and remove the curse token. the attacker.

Defend - Attacks cannot be declared on Regenerate -This model recovers 1 health at


friendly models in the same square that the the start of each round.
model with this ability is in. If two models
friendly to each other have the defend ability Smash -This model deals 2 damage each time
and are in the same square, only one may use it hits.
it.
Smell Fear -This model adds +2 to its attack
Distract - Enemy models in the same square value against heroes with fear tokens.
as this model may not move until this model
moves or is defeated. Smite -Critical hits gain the Smash ability.

Flying - This model ignores terrain and other Sticky Webs -When this monster is placed, also
models when moving. place 2 web tokens anywhere adjacent to it.
These spaces require 1 extra speed point to
Fright -If this monster hits, place a fear token move, shoot or attack from.
on the target’s hero card and deal no damage.
If the hero had a fear token already, then Stun -If this model hits an enemy model, the
ignore this ability. enemy model reduces its speed value by half
(rounded up) for the next turn.
Life Drain - When this model deals damage to
an enemy model, add 1 to its health. Swarm -This monster gets +1A for each other
model of its type on the same space.
Lure - If a model with this ability hits with an
attack, it can choose to move the enemy Unique -This monster is not used for monster
model one square in any direction instead of generator rolls and is instead placed only
dealing damage. when an event requires it.

Mana Drain - If this monster’s attack hits a Vicious -This model scores critical
mage, the mage loses mana instead of health. hits on a 5 as well as a 6.
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When gold is collected by any hero, it goes to a


gold chest shared by all heroes. Use dice to keep
track of how much gold you have. Gold can be
gained from any of the following:
Defeat a small monster: +1 gold
Defeat a Large Monster: +3 gold
Defeat a Mini-Boss: +6 gold
Open a treasure chest with a thief: +1 gold
Find gold in a treasure chest: See treasure chart

At any point in the quest when all monsters


have been cleared from an area, the heroes
may elect to return to town either using a
teleport scroll or retreating. If a teleport scroll
was used, there is no effect upon returning to
the quest. If the heroes had to retreat, then all
further monster generator rolls are made at a
+1 penalty.

While in town, the heroes may do any of


the following:
When a treasure chest is opened by a hero, roll
-Heal each hero for 1 health for free or a D6 and consult the chart.
3 health for 2 gold (per hero). 1-2 A potion and 1 gold for each hero on the
quest. Roll a D6 to see which potion.
-Spend gold to buy items from the store. 1-3= Health potion. 2-4= Speed Potion.
5= Luck Potion. 6= Mana Potion
-Sell unwanted items to the store for half of 3-4 3 gold for each hero on the quest.
their gold value 5- An armor item. Roll a D6 to see which item.
1= Leather Cap, 2= Small Shield, 3= Leather Armor
-Return each mage’s mana die to 6. 4= Mighty Helmet, 5= Iron Armor, 6= Siege Shield
6- A weapon item. Roll a D6 to see which item.
-Remove all status effects 1= Daggers, 2= Sword, 3= Crossbow, 4= Axe,
5= Warhammer, 6= Mage Staff
When the heroes are done with town actions, 7- Draw a card from the relic deck.
Return them to the last quest location.

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Whenever an area is explored, the dungeon boss consults the quest book and populates the new
tile with quest specific terrain and monsters. Some areas require random monsters to be placed.
When this happens, theDungeon Boss rolls on this chart to determine how many random
monsters the area will have.

1-2 Two small monsters per hero.


3-4 Two small monsters per hero and a large monster.
5- Two small monsters per hero and two large monsters and a treasure chest.
6- One large and one small monster per hero and a treasure chest.
7+ A mini-boss gets placed in this area. Roll on the chart again (re-roll any 7s) and apply the
second result as well.
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Races: Human Elf Orc Dwarf

4 3 4 5
4 3 5 4
8 6 8 9
6 9 5 5
Class Stat changes
Beastmaster No Changes
Cleric- +1Health -1Toughness Place a different colored D6 on this card for each
Mage +1 Attack -1 Toughness mage on the quest, starting at 6. Each time a mage
Ranger 1 Tougness, +1 Speed successfully casts a spell, reduce their mana die by
Thief -1 Attack +1 Speed the required number for that spell.
Warrior No changes
Alchemy - Costs 2 speed and 1 mana. Add your
attack strength and roll a D6. If your attack total
equals or passes 10 , roll a d6 and consult the chart
below.
1 - Gain a luck potion
2-4 - Gain a health potion
5-6 - Gain a speed potion
Aura of Defense - Costs 2 speed and 1 mana. All
dodge/shield/parry rolls made by any hero in the
mage’s square or adjacent receives a +2 bonus to
the die result for the round. You may cast this on the
dungeon boss’s turn.
Clairvoyance - Costs 2 speed points and 1 mana.
Re-roll any 1 die roll made by a hero. You may cast
this spell at any time during a round.
Curse - Costs 3 speed points and 2 mana. Range 2.
Target monster is permanently -1 Toughness. This
may be used multiple times on the same monster.
Heal - Cost 2 speed points and 1 mana. Make a
ranged attack against a friendly hero’s toughness. If
the attack total is higher, restore 1 health.
Mage Blast - Cost 2 speed points and 1 mana.
Range 3. Target any 2 enemies in the same square or
squares adjacent to each other. Both squares must
be in range.
Obey - Costs 2 speed points and 1 mana. Range 2.
May only target small monsters. If the attack is
successful, deal no damage. Instead, the target
monster is under your control for the remainder of
the round. This enemy may still be attacked by other
heroes.
Time Warp - Costs 2 speed points and 2 mana. Any
monsters or heroes in the same square as the caster
(including the caster) have their speed points
reduced to 0 until the start of the next round.
Druid- You may exchange 10XP to restore a
wounded animal companion to full health. Place
the companion in any square adjacent to the
beastmaster.

Animal Companions are models treated as heroes,


though they may not use items, open doors,
treasure chests or explore new areas. If an animal
companion is reduced to 0 health, it is wounded.
place the model lying prone on this card. Each
time the heroes return to town, you may pay 4 gold
to restore all health to the wounded animal. This
companion may not be used until the next time the
beastmaster returns to town. Any animal
companion with the beastmaster when he returns
to town that is not at full health can be healed by
town actions as if it were a normal hero. A
beastmaster may swap out or replace an animal
companion each time they return to town. When a
beastmaster is injured, all animal companions will
be removed and placed on the town card with him.
Animal Companions are unaffected by status
effects.

The Ferrets may carry items between heroes or


retrieve items from an open chest.
Potions (destroyed once used)

Health Speed Luck Invulnerability


Mana Potion
Potion Potion Potion Potion
+D3 Health +3 Speed 1 Auto Hit +3 mana Hero Loses
2 gold 2 gold When Used 4 gold 4 gold 8 gold No Health
This Round
Armor (Each time you are attacked while equipped with an item with destructible, roll a D6. On a 1 or 2, that item is destroyed after the attack)

Small Shield Siege Shield Leather Armor Iron Armor Shadow Cloak
-Block -Block +1T vs melee +1T 1 free dodge
-Destructible* attempt per
round

4 gold 8 gold 6 gold 10 gold 6 gold


Leather Cap Mighty Helmet Wizard Hat Pegasus Boots Boots of Haste
+1H when +1H when +1A When Grants Flight +1 Speed
equipped equipped Casting
4 gold -Destructible* 8 gold 6 gold Spells 8 gold 10 gold

Weapons

Daggers x2: 2 handed. Wand: 1 handed. +1A Range 3


-Parry Available to mages only
-Slice & Dice- Up to 6 attacks may be made
per round if only this weapon is used.
4 gold 6 gold
Wooden Staff: 2 handed. +1A Warhammer: 2 handed. +1A
-Destructible Smite- Critical hits gain the smash ability.
-Parry -Vicious

4 gold 8 gold
Sword: 1 handed +1A Poisoned Blade: 1 handed
-Parry -Parry
-Poison
-Vicious

6 gold 8 gold
Axe: 1 handed +1A Greatsword: 2 handed +2A
+2A if other hand is free 2 speed per attack.
Available to fighters -Smash

6 gold 8 gold
Spear: 2 handed +1A Long Bow: 2 handed +1A Range 4
-Reach Long bows may fire through squares with
enemies and other heroes.
Available to rangers only

6 gold 8 gold
Crossbow: 1 handed +1A Range 3 Mage Staff: 1 handed. Grants one additional
spell beyond your class level.
Available to mages only

6 gold 8 gold
Misc. Items (destroyed once used)

Teleport Mystic Amulet Ring of


May attempt to
Miracle Pill
Scroll Wrath May be used
Allows heroes cast any spell Grants Burning
from the spell as any potion
Aura for 1 round
8 gold to return to 5 gold book. 5 gold 10 gold in the game
town
Armor (Each time you are attacked while equipped with an item with destructible, roll a D6. On a 1 or 2, that item is destroyed after the attack)

Feathered Cap Enchanted Iron Boots Ring of


+1A on Ranged Mask +1 Toughness Regenration
Attacks Grants Regenarate
-Destructible*
-Distract -1 Speed
-Destructible*
6 gold 8 gold 6 gold 5 gold

Relics

Cogsley’s Crossbow: 2 handed.


Arrowstorm- Ranged attacks with this weapon
cost 1 speed point.

The Burning Blade: 2 handed. +2A


-Burning Aura
-Parry 3+

Golden Axe: 2 handed +2A


+3A if other hand is free

Venom: 1 handed +2A


-Poison
-Slice & Dice- Up to 6 attacks may be made
per round if only this weapon is used.
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