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To The Ruins: Dungeon Entrance

This document provides the rules and spaces for a dungeon board game. It describes 18 different spaces on the board that players can land on during gameplay. Each space has a different game mechanic, such as drawing cards, fighting enemies, gaining items or losing followers. For example, the Treasure Chamber space involves fighting the Lord of Darkness, where the player can gain treasure if they win but lose attack strength depending on how well they do. The overall summary is a dungeon crawl board game where players navigate spaces to draw cards, engage enemies, and acquire items and followers.

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James Stroup
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0% found this document useful (0 votes)
121 views1 page

To The Ruins: Dungeon Entrance

This document provides the rules and spaces for a dungeon board game. It describes 18 different spaces on the board that players can land on during gameplay. Each space has a different game mechanic, such as drawing cards, fighting enemies, gaining items or losing followers. For example, the Treasure Chamber space involves fighting the Lord of Darkness, where the player can gain treasure if they win but lose attack strength depending on how well they do. The overall summary is a dungeon crawl board game where players navigate spaces to draw cards, engage enemies, and acquire items and followers.

Uploaded by

James Stroup
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tunnel Cavern Treasure Chamber

Draw one Card Draw two Cards Fight the Lord of Darkness
The Lord of Darkness has strength 12 and
Do not draw a card If there are already any cards craft 12, if you win, gain 1 treasure card,
if there is already in this space, draw only enough wherever you win or lose, subtract the lord
one in this space. to take the total to two. of darkness attack score from your attack
score to see where you emerge:
0) Crags
1) Forest
Guard Room Corridor 2) Chasm
3) Cursed Glade
Bribe the guard Draw one Card 4) Warlock’s Cave
5) Temple
Either pay 2 gold or you are Do not draw a card if 6) Portal of power
attacked by a guard with there is already 7) Plain of peril
Strength 5. one in this space. 8+) Crown of command

Vault
Corridor Cell Draw three Cards
Draw one Card Lose 1 Follower
If there are already any cards
Do not draw a card if You must leave one of your Followers in this space, draw only enough
there is already in the Cell. If there are any Followers to take the total to three.
one in this space. already here, you may take one of
them with you.
Summoning Circle
Summon Enemy
Cavern Tunnel
Draw two Cards Draw one Card Move the closest Enemy in the dungeon
to this space. If two or more enemies are
If there are already any cards Do not draw a card an equal distance away, you choose which
in this space, draw only enough if there is already Enemy is moved here. If there are no Enemies
to take the total to two. one in this space. in the dungeon, draw 1 card Instead.

To the
Ruins Library Vault Cavern
Open a tome Draw three Cards Draw two Cards
Roll 1 die to see what knowledge
the ancient book contains: If there are already any cards If there are already any cards
in this space, draw only enough in this space, draw only enough
Dungeon Entrance Corridor Tunnel 1-2) Have a good read
3-4) Discover a secret passage,
to take the total to three. to take the total to two.
Draw one Card Draw one Card Draw one Card
immediately take an extra turn!
5-6) Gain 1 Spell.
Do not draw a card if there is already Do not draw a card if there is already Do not draw a card if there is already
one in this space. one in this space. one in this space.
Hall of Darkness Tunnel
Enter the Darkness Draw one Card
On your next turn, instead of
moving normally, roll 1 die. Do not draw a card
Cavern Kitchen Corridor Tunnel 1) Move back 3 spaces
if there is already
Draw two Cards You may roll 1 die to eat Draw one Card Draw one Card one in this space.
2) Move back 2 spaces
1) poison; lose 1 life 3) Move back 1 space
Do not draw a card
If there are already any cards
in this space, draw only enough
2-3) tastes great!
4-5) heal one life
Do not draw a card if
there is already if there is already
4) Move forward 1 space
5) Move forward 2 spaces
Monster Pit
one in this space. Draw cards
to take the total to two. 6) heal 2 life one in this space. 6) Move forward 3 spaces Roll 1 die to determine how many
cards to draw:
Corridor Tunnel Torture Chamber Vault Corridor 1) Draw 1 card 4-5) Draw 3 cards
Draw one Card Draw one Card Pay the torturer Draw three Cards Draw one Card 2-3) Draw 2 cards 6) Draw, 1,2, or 3 cards
you choose how many
Do not draw a card if there is already Do not draw a card if there is already Either pay 1 gold or lose 1 point of If there are already any cards Do not draw a card if If there are already any cards in this space,
one in this space. one in this space. Strength or Craft. in this space, draw only enough there is already draw only enough cards to take the total to the
to take the total to three. one in this space. number of cards instructed by your dice roll.

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