MiniRogue Mintified Rules

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MINI ROGUE RULES

SETUP THE DUNGEON EXPERIENCE POINTS & RANKS


STORY 1. Place the Character Stats card face up in front of you; far The Dungeon that you will explore will be unique in every Experience Points are gained in a variety of ways like
Mini Rogue is a micro game profoundly inspired by rogue enough so that you have space for cards between you and game, but its core structure remains as follows: defeating Monsters and Bosses, reinforcing your weapon,
likes and rpgs. Monsters, hazards, treasures, bosses, the Character card. All the stats and equipment of your 1. The Dungeon contains 5 Levels. The deeper the Level, or finding special equipment. By acquiringXP, you will reach
dungeons,random rooms and encounters are all featured adventurer are tracked on the Character card. the harder the game will be from 1 down to 5. higher character Ranks and unlock additional combat dice.
in Mini Rogue. 2. Set your Character’s starting stats according to the level 2. Each of the Levels contains two to four Areas, starting in The more dice you roll in combat, the more damage you’ll
of difficulty you wish. You will keep track of each stat by Area 1 down to 14. For example, the 3rd Level, called the deal. XP TABLE
OBJECT OF THE GAME moving the tokens accordingly. Undead Catacombs, contains Areas 5, 6 and 7 that you will Rank 1 2 3 4
In this solo game, you play as an adventurer that delves explore. Number of unlocked die 1 2 3 4
into a dungeon, room after room, area after area, level after Difficulty Armor HP Gold Food 3. Every turn, you’ll explore an Area that is comprised of six XP req to reach next rank 6 12 18 n/a
level, to loot the Og's Blood: a fabled ruby gemstone. Casual 1 5 5 6 Room cards then delve deeper tothe next Area. To keep track of the XP you earn, you will use a die set
Each area of the dungeon is laid out as a branching of Normal 0 5 3 6 aside that is not unlocked yet. When you gain your first XP,
rooms. Each time you face two rooms, you’ll have to Hard 0 4 2 5 CHARACTER STATS take one of the dice set aside and put iton your Character
choose one. You will resolve each encounter by rolling Impossible 0 3 1 3 Experience Points (XP): Gaining XP leads to reaching a card’s XP track on the Rank 2 slot with the die’s face
dice, and decide on how to pursue the adventure. higher character Rank, which unlocks additional combat showing 1.
In each room, you may encounter a monster and a 3. Place the Dungeon card face up, next to the Character dice. Your adventurer begins the game at Rank 1, with one Every time you earn additional XP, update the die’s face
treasure, discover a resting area, meet a merchant, dodge card. Place one token on the first Dungeon Area space. available die and 0 XP earned. value accordingly. Once you’ve gained the amount of XP
traps, or face other surprising events. Each level ends with This token represents your adventurer. Set aside a token for Armor: every point of Armor reduces the damage from a required to reach the next Rank , the die on the XP track
a powerful boss monster that you’ll have to defeat to the monster’s HP on the Dungeon card. Whenever you are Monster by 1. unlocks & is added as a useable combat dice, and the XP
continue onto to the next level. facing a Monster, track its hp on this card. HP: Represent your character’s life - Game over when 0. resets to zero. Any remainder ofthe XP earned for the Rank
4. Set aside the two remaining tokens. They are used to reached carries over to another locked die. Place this die on
You win the game if you can reach the last room of the keep track of acquired Spells later in the game. In addition to those stats, you will also keep track of Gold the lowest slot of the XP track (the Rank 2 slot).
Dungeon and defeat the final Boss Monster. 5. Take one die and keep it nearby; this is your first pieces, Food rations, and Spells acquired. After reaching Rank 4 any number of gained XP gives you
unlocked die used to resolve encounters. The other three At all times, your character stats may never be greater than 1 HP instead. You can also lose XP if you stumble into a
are still locked, set them aside for now. the values printed on the card. Trap and then forced to return a die if you lose rank.

SKILL CHECKS
the Boss Monster card face up in a fifth column. no Food left at the beginning of the Delving Phase, your Boss Monster card
Some encounters in Mini Rogue require you to perform a
adventurer immediately loses 2 HP. 1. Set the Boss Monster’s health on
character Skill Check after resolving them. To perform a
8. Advance your Character token to the next Dungeon Area the Dungeon card with the token. The
Skill Check; roll one die and check if
on the Dungeon card. amount of HP of the Boss Monster
the value is less than or equal to your Character’s Rank. If
If you have not reached the 14 th and last Dungeon Area , a depends on the current Level as
so, you ignore the potential trap you were facing or may in
new turn begins. Otherwise, see END OF THE GAME. indicated on its card. Perform the Combat sequence like on
uence your fate. Remember, each
the Monster card.
ROOM CARDS 2. Outcome: a. Death - Game Over. If you managed to
new game begins with your Character at Rank 1.
Each Room card that you’ll explore has a unique way of defeat the Boss, rejoice! You can now reap the rewards.
3. The entrance is the first card from the first column. being resolved. Let’s take a detailed look at them. The amount of Gold and XP you win depends on the
TURN SEQUENCE
Hack & Slash Phase current Level indicated on the Boss Monster card.
Each turn you will guide your Character through a single
4. Reveal then resolve the Room card in the 1st column. Update your XP dice + Gold. Win Treasure!
Dungeon Area, starting from the entrance to the exit. Each
5. Once resolved, reveal both Room cards of the next Monster card Treasure card
Area contains Rooms that need to be
column. Now choose which of the two cards you’ll resolve. Whenever you face a Monster, you’ll Ressolving a Treasure card will gain you
resolved one at a time before going forward . Here is a
6. Once resolved, go to the next column, and repeat the have to fight it. Each party takes a turn at some Gold pieces and a chance for a special
game turn in detail:
pattern: for each column, you will resolve only one attacking the other until one is dead. item. If you’ve defeated any Monster earlier in
Prepare Phase
card.resets to zero. Any remainder ofthe XP earned for the 1. Set the Monster’s health on the Dungeon card with the this Area, +2 Gold pieces otherwise 1. Move
1. Take the Room cards, set aside the Boss Monster card.
Rank reached carries over to another locked die. Place this token. The amount of HP of the Monster is the sum of Gold token accordingly. Then roll a die and if the result is a 5
2. Shuffle the Room cards and place them face down, in
die on the lowest slot of the XP track (the Rank 2 slot). the current Dungeon Area plus 1d6. or more, you’ve found a special item. Roll again to
the following manner:
After reaching Rank 4 any number of gained XP gives you 2. Perform the Combat sequence (see COMBAT ). determine which item you have found. You must store
a. Create four columns of 1 card each, side by side,
1 HP instead. You can also lose XP if you stumble into a 3. Outcome: Death = Game Over. If you managed to defeat certain items on your Character card.
face down.
Trap and then forced to return a die if you lose rank. the Monster, rejoice! You can now reap the rewards. The ● Store a limit of 2 Spells max using tokens to track.
b. On the 2nd and 4th columns, add one more card,
Delving Phase amount of XP you win depends on the current Level as ● You may have the same Spell twice.
under the previous card.
7. Once all columns have been resolved, consume 1 Food speciifed on the Monster card. Update your XP dice ● You may always discard any Spell already owned to
c. If you are in the last Dungeon Area of a Level, add
ration and update the Food track accordingly. If you have accordingly. make place for a new Spell.

Merchant Card COMBAT of damage you will inflict to the Monster, and phase. Once a die has been rerolled through a Feat,
When you encounter the Merchant card, Whenever you face a Monster or Boss, you’ll enter apply it to its HP. you must accept its result (unless the new result is a
you may spend any number of Gold Combat. Each party takes a turn at attacking the 6. You may now use any one Spell you have in 6, as per normal combat rules).
pieces to purchase items that will other. Your Character always attacks first and once your possession. Once a spell is used, it is ● You don’t have to execute multiple Feats reroll all
improve your Armor, Food, HP as well your attack is done, your adventurer will defend consumed and discarded. Set its token aside. at once; you may always look at the result of a
as Spells. You may buy or sell any number of items against the monster’s counterattack. It is a fight to single rerolled die before choosing to perform
on your turn, as long as you have the money. It is the death. Here’s the Combatin greater details: Defense Phase another Feat.
never mandatory; you may skip the After Attacking, if you did not kill the Monster (or
Merchant card if needed. Attack Phase Boss Monster), it will counterattack. You suer END OF THE GAME
1. Roll all your Unlocked dice. the damage points indicated on the Monster card. If you have reached the last room of the Dungeon
Resting card 2. If you rolled a 1, your die is a Miss and no dmg However, if you have Armor, you protect yourself and defeated the final Boss Monster, the Og’s Blood
When resting, you may choose only is dealt with this die. You must discard it from so me of the damage received. For each is now yours! You have won the game!
one of the available options on the Resting card. temporarily until the next Attack Phase (after the Armor point you possess, a damage point is
Update your stats accordingly. Monster counterattacks). negated. Congratulations!
3. If you rolled a 6, it is a Critical hit and you may Repeat the Combat sequence of Attack and
Trap card reroll and add the new die result to the previous Defense until either you or the Monster is dead.
First roll the die and see what lethal value, unless your new roll is a 1. Your result is Credits:
trap you face. You may then perform a now a Miss and no damage is dealt with this die. Feats Game Design: Paolo Di Stefano and Gabriel
Skill Check. If successful, you’ve evaded and can Rerolling is risky! It is possible for your adventurer to change the Gendron.
move on to the next Room unscathed. 4. Repeat step 2&3, rerolling any Crits until you are outcome of an attack, with the energy of despair. Artwork and Graphic Design: Gabriel Gendron.
Unsuccessful, a trap was activated and you must satisfied with your results or no more rerolls can Doing so, though, has a cost.
update your Character stats accordingly. If you happen, and discarding any Missed ● Whenever you Attack, you may reroll any die
cannot suffer the penalty, you must lose 2 HP rolls. If you are not satisfied, you may now perform rolled, even a miss, by reducing HP by 2 points or
instead. one or more Feats. your XP by 1 point.
5. Add all values together to determine the amount ● You may only reroll a die once per Attack

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