Player's Guide
Player's Guide
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INDEX
SECTION PAGE
The Conquest 2
The Conquest
Using the Guides 2
at the evil
1. Choosing Your Role 3
ve ba nd ed together to defe
Four Heroes ha lie ahead
Hero Cards 5 e D un ge on . M any challenges
th ur
forces at work in ous. But the fo
2. Beginning The Quest 6 th er e ar e vile and danger
and the creatu re s to succ d.
ee
3. Opening the Door 6 ho ha ve th e sk ill and bravery
few w
are among the e Dungeon
4. Initiative Cards 6 M as te r aw ai ts, laying out th
The Dungeon s and traps. The
5. Actions 6 fille d w it h tr easure, Monster
gameboard s in eleven
Movement 6 lin g to co m pl et e the Objective
Heroes are batt y may find Item
s
Opening a Door 7 ly -d iff ic ul t A dventures. The
increasing way.
chests along the
Opening a Chest 7 to help them in together to defeat
work
s to win, they must . The
eroe g to destroy them
Changing an Item 7 For the H
r, w ho is try in ped.
aste Heroes are stop
Special Actions 7 the Dungeon M e ga m e if th e
r wins th
Casting a Spell 7 Dungeon Maste rough or is it to
be the
win th
Searching for Traps 7 Will the Heroes
r’s victory?
Disabling Traps 7 Dungeon Maste
‘Turning’ Undead 8
Healing 8
‘Sneak’ 8
6. Items 8
Basic Items 8
Item Cards 8
Special Items 8
7. Combat 9
CONTENTS USING THE GUIDES
Attacking 10 5 double-sided gameboards, 4 Hero figures, The guide booklets detail all you need to know to
Calculating Damage From Combat 10 36 Monster figures, 95 Item cards, 39 Monster cards, play the Dungeons & Dragons board game. All
5 Initiative cards, 5 Reminder cards, 10 dice, 4 Hero players, including the Dungeon Master,
Dead Heroes 10 boards, 104 counters, 2 card sheets of tokens, Players’ should read section 1 in this guide carefully.
8. Continuing Play 10 Guide, Dungeon Master Guide.
2
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JOZAN
1. CHOOSING YOUR ROLE Using his skills as a Cleric, Jozan has the power to ‘turn’
undead Monsters, which are indicated by a skull on the
left-hand side of the Monster card. See ‘Special Actions’,
The game requires between two and five players. One of you must play
below. He is also a magic user, specialising in healing.
the Dungeon Master, who controls the Adventure boards and the Monsters
in the Dungeon. Everyone else represents a Hero.
BASIC ITEMS
If you do not have enough players for each Hero, one person should
play more than one Hero. There must always be a Dungeon LEVEL 1 LEVEL 2 LEVEL 3
Master and four Heroes being played. • Greater • Greater • Greater
Restoration Restoration Restoration
Refer to your Hero’s Reminder card during the game to see Spell Spell Spell
what they can do. • Crossbow • Mace of Faith • Sacred
of Faith Crossbow
of Pelor
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LEVEL The Dungeon Master (DM) will now place the Dungeon gameboards on the table and put the first door
HIT POINT COUNTER
Each Adventure has a level (1, 2 or 3). Set your Hit in the starting room. The DM will then read out the Adventure, level and Objective for the Heroes.
Your Hero has a certain amount of stamina, shown
Point and Spell Point counters to the appropriate by Hit Points. They can be lost in combat and may Take the Hero board of your chosen Hero. If this is your first Adventure, take the Level 1 Basic Items for
level at the start of each Adventure. be regained through Items or Spells. Adjust your your Hero from the Item cards, as shown on pages 3-4 . Set your Hit Point and Spell Point counters to the
points during the game with a Marker token on the correct level. Place all the Hero figures in the starting room. Choose a Hero to open the door and stand
CHARACTER NAME AND SYMBOL Hit Point counter. You can never go above your Hero’s them in front of it. Other Heroes must be on a space in the room.
Look out for matching symbols on Item cards. original number of Hit Points for each level.
4. INITIATIVE CARDS
LEVEL )3 LEVEL )2
(MAX (MAX
R IC The order of play is decided by the Initiative cards. They show a number from 1 to 5, with 1 being the first
N CLE
HUM A of Pelor
, a person to play and 5 being the last. Every time a Hero opens a new door, the order changes. The Heroes’
follower
ACK
of should shuffle and deal the Initiative cards, face down, one to each character, including the DM. Turn
LEVEL )2 is a loyal to th e cause
Joza n evot ed LEVEL )1
1 x WE
(MAX to
n god d ts Jozan (MAX
them over only when the DM has finished laying out the room. Continue play in order of the Initiative
KNAPS
h ty su ex pec
mig Pelor sters
an d justice. ting evil mon
go od figh role on cards until you open a new door.
APON
im by . Jozan’s
serve h ds them his
er he fin protect
w h en ev
LEVEL )1 an adventu
ring team
h sp ells
is
an
to
d help k
ill the 5. actions
1 x ART
(MAX
ates wit
team-m
s.
Monster
IFACT
Each Hero may take 2 Actions on each turn. You can choose to take 1 or no Actions if you wish.
HIT po
The following Actions are all possible within the MOVEMENT
game and use 1 Action each:
1 x SPE
ints
N S : • Movement number of spaces, shown on their Hero or
l aCTIO
Spell
LL
Specia ndead • Opening a Door Monster card e.g. Regdar = 4. You can move them
• Turn U ext to.
ounds* anding n • Combat with Weapon or Spell up to that number of spaces on your turn, either
• Heal W y Hero you are stpell Point.
point
* Heal anit Point costs 1 S (see Combat on page 9) horizontally or vertically, but not diagonally.
Each H KNAPSACK • Opening a Chest Characters cannot pass though walls, pillars, trees,
s
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OPENING A DOOR your Hero and they must have enough Spell Points ‘TURNING’ UNDEAD HEALING
available. This may be different for each magic user.
Heroes can open doors to new rooms by moving Undead are once-living Monsters Some Heroes have the natural ability to heal other
Adjust the Spell Point counter after use. You can
next to it and saying “Open” out loud and turning animated by supernatural forces. Heroes. This is shown on their Hero card.
keep spells until you choose to discard them.
the token over. The Initiative changes immediately. Some Heroes, if they have the ability,
It is possible that the player who has just had their can attempt to ‘turn’ Undead SNEAK
SEARCHING FOR TRAPS
turn will now have the first Initiative card and be Monsters anywhere in the same room During their movement, a Hero capable of Sneak
Some Heroes, if they have the ability, can check a
required to play again, so be ready to keep going! by rolling the ‘Turn Undead’ die. can move through a Monster. This does not count
room for Traps, by rolling the ‘Search’ die. The
Undead Monsters are shown by a skull symbol on as another action. If they attack the same Monster
results only apply to the room you are in.
the left-hand side of their Monster card. When a afterwards on the same turn, add 1 to the attack.
Hero rolls the same or greater than the number
next to the skull on the Monster’s card, that
Door Token (closed) Door Token (open) Monster is ‘turned’ and misses its next turn!
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7. Combat ATTACKING
To attack:
1. Say aloud who you are attacking and with which weapon or spell.
Combat involves attacking a Monster with a Some cards feature a special die. Roll it
2. Roll the dice, as shown on the matching card.
weapon or a spell. at the same time as the attack dice. If
3. Calculate the damage of the attack (see below).
the shows, the consequence takes
place. 4. Adjust Hit Points and Spell Points on Character and Monster cards.
8. CONTINUING PLAY
LINE OF SIGHT EXAMPLE
Pillars, trees and walls block ranged Keep playing until the Adventure ends in one of part in this Adventure. Items still in the Heroes’
weapons. A Hero does not block another two ways: possession can be distributed amongst themselves
Hero’s shot and a Monster does not block 1. The Heroes win when at least one Hero before starting the next Adventure. Skeleton keys
another Monster’s shot. completes the Objective as described by the must be discarded.
Dungeon Master, or Now play the next Adventure (or repeat this one if
WALL 2. The Dungeon Master wins when the the DM wins). The series of Adventures is a
BLOCKING Adventure Objective can no longer be campaign which you should battle through to win.
MONSTERS completed. If you complete an Adventure but will not
BLOCKING As soon as the Heroes complete the Objective, that continue the game until later, make a note of the
Adventure ends and no further chests can be Items each Hero has, to carry on when you play the
IN SIGHT opened. Any remaining Monsters cease to play any next Adventure.
9 10
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