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Player's Guide

Player's Guide of the board game "Dungeons & Dragons: The fantasy adventure" by Parker (Hasbro)

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NalumTei
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© Attribution Non-Commercial (BY-NC)
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Download as PDF, TXT or read online on Scribd
67% found this document useful (3 votes)
3K views

Player's Guide

Player's Guide of the board game "Dungeons & Dragons: The fantasy adventure" by Parker (Hasbro)

Uploaded by

NalumTei
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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47869i02_HERO 15/5/03 8:35 am Page 1

© 2003 Hasbro. All rights reserved.


Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH.
Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862.
Distributed in Australia by Hasbro Australia Ltd., 570 Blaxland Road, Eastwood, NSW 2122, Australia.
Tel: (02) 9874-0999. Distributed in New Zealand by Hasbro Australia Ltd., PO Box 100-940, North Shore Mail Centre,
Auckland, New Zealand. Tel: (09) 915-5200.
www.hasbro.co.uk
www.danddgame.com

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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.
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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

REGDAR Jozan must carry the Greater Restoration Spell at


A mighty Human Fighter, Regdar is strong and the start of each Adventure.
powerful in battle.
SPECIAL ACTIONS:
• Turn Undead
BASIC ITEMS
• Heal (Heal any Hero you are standing next to.
LEVEL 1 LEVEL 2 LEVEL 3 Each Hit Point costs 1 Spell Point.)
• Single-handed • Double-handed • Greatsword
Broadsword Broadsword

SPECIAL ACTIONS: MIALEE


• Add 1 to attack score rolled in melée attacks An Elven Wizard, Mialee knows how to use magic to
LIDDA her advantage. She is capable of the most powerful
attacks of all the Heroes. However, she needs magic for
Lidda is a Halfling Rogue, short on physical strength, but powerful
her protection too, so use her spells wisely.
at using sneak attacks and able to disable traps. A useful ally! See
‘Special Actions’, below, to see why.
BASIC ITEMS
BASIC ITEMS LEVEL 1 LEVEL 2 LEVEL 3
LEVEL 1 LEVEL 2 LEVEL 3 • Magic Missile • Burning • Fireball Spell
• Shortbow of Hands Spell • Longbow of
• Yondalla’s Amulet • Yondalla’s Amulet • Yondalla’s Amulet the Ancients • Blessed Bow the Elven
• Balanced • Poisoned Blowpipe • Relentless Bolass of the Elves Lords
Throwing Dagger

SPECIAL ACTIONS: SPECIAL ACTIONS:


• Sneak • None
• Search for/disable traps
When Lidda disables a trap, take an unused Trap token. THE DUNGEON MASTER SHOULD NOW START READING THE DUNGEON
Gathering 3 tokens gives Lidda 2 extra Hit Points. MASTER’S GUIDE. All other players should read points 2 to 8 in this guide.
3 4

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HERO CARDS 2. BEGINNING THE QUEST

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.

ARMOUR CLASS RATING


3. OPENING THE DOOR
Both Heroes and Monsters have an Armour
Class (AC) rating, which helps protect them from LEVEL )3
Say aloud that you wish to open the door. Turn the door token over and deal out the Initiative cards, face
(MAX
damage. down. Do not look at them yet. The DM will lay out the new room.

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

Each Hero and Monster can move a set

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

Items you are carrying but


not currently using. • Changing an Item chests or closed doors. A character may not end
MOVEMENT ALLOWANCE
SPECIAL ACTIONS their turn on the same space as another Hero or
MAXIMUM ITEMS
Only certain Heroes can do some of these Monster.
SPELL POINT COUNTER Total number of Items your
Hero may possess. (see Hero card). Heroes can pass through other Heroes but not
Some Heroes are magic users. They have a Spell
Point counter. The maximum number of Spell • Casting a Spell normally through Monsters.
Points is indicated for each level. Adjust your points SPECIAL ACTIONS • Searching for Traps Monsters can move through other Monsters, but
during the game with a Marker token on the Spell Some Heroes have skills they can use that are • Disabling Traps not through Heroes.
Point counter. You can never go above your original beyond brute strength, as shown. See ‘Special • Turning Undead
number of Spell Points for each level. Actions’. • Healing
ITEMS IN USE • Sneak
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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!

Some doors are locked. If this is the case, the


Heroes need a skeleton key that opens locked
Reveal nearest trap Reveal 2 nearest traps 6. ITEMS
doors. Unlocking a door immediately opens If the die shows one or two eyes, you discover the
it. Note: keys do not count as an Item and are nearest one or two traps. The DM shows them on There are four different types of Item available to ITEM CARDS
carried by the group, not an individual. the board with a Trap token and reads the trap type Heroes – Weapons, Spells, Artifacts and Potions. Heroes can find Items in chests throughout the
When a door is opened, the DM lays out the next room. aloud. Item type e.g. Spell Dungeon. Any Items carried by a Hero can be placed
This means your search shows either to the right of their Hero card in their ‘Knapsack’
OPENING A CHEST
nothing – but there could still be Level or to the left, ‘in use’ – the type and number of Items
To open a chest you must move on to traps in the room. that you can use is shown. If you pick up an Item, you
the Chest token and have an Action left may bring it straight in to ‘use’ if you are able.
Search Spell cost for
to open it. (If you cannot open a chest Wizard Symbol
unsuccessful When an Item is found and the Hero cannot carry
on your turn, you cannot move on to it.) Item cards You can try to reveal traps as many
Spell cost for any more, discard either an existing Item or the
will be in a deck next to the gameboard. Take the times as you like in each room, Cleric Symbol new Item. The Item cannot be given to another
top card to reveal the contents, unless the DM tells unless you roll this symbol, which
Melée Symbol Hero on this turn (see ‘Changing an Item’).
you it contains a Special Item. Remove the Chest means you cannot search that room
Potions can only be used once and should then be
token from the Dungeon. anymore. Ranged Symbol discarded, while Weapons, Spells and Artifacts are
You can always pick up an Item, but you may have Stop searching
normally multiple use. Only certain characters may
to discard another Item to keep it. If you set off a DISABLING TRAPS use some Items, as indicated on the Item card.
Items you are carrying should be placed beside
booby trap, follow the instructions on the card. Discovering a trap does not make it safe, however. your Hero card. The maximum number of Items
Your turn ends immediately. To disable a trap so anyone can walk there, a Hero that can be carried is shown. Items on the left hand
SPECIAL ITEMS
with the necessary ability must stand on the trap This symbol indicates a Special Item. The
CHANGING AN ITEM and roll the ‘Disable Trap’ die.
side of your Hero card are ‘in use’. You may carry
extra Items on the right hand side of your Hero DM awards it to the Hero who discovers it.
You can change one Item that is ‘in use’ with one
card, in your ‘knapsack’. If you discover a Special Item, add it to the Items
from your Knapsack on your turn. You may also If you roll a disable trap symbol, the
Potions count as an Item, but can be drunk straight you are carrying. You may need to discard a current
change an Item with another Hero, but must be trap is disabled.
from your knapsack at any time. They are never ‘in Item to be able to carry it.
standing next to them. See point 6 ‘Items’.
use’. Drinking a potion does not count as an action. Should a Special Item be discarded or lost, it will
SPECIAL ACTIONS Rolling this symbol means you spring not reappear in that Adventure. Put it in the Item
the trap and suffer the consequences, BASIC ITEMS card discard pile, where you might find it in a later
CASTING A SPELL which the DM reads out. Each Hero has a selection of “basic Items”, which Adventure.
A Hero who can use magic can cast spells. The they begin the game with and are restored to after NOTE: if a Hero is dead at the end of an
number of Spell Points needed to cast a spell is a Hero has died. These basic Items change with the Adventure, all Items they have collected are lost.
shown on the Item card. The spell must be in use by Hero’s level. Basic Items are shown on pages 3-4. 8
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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.

RE-ROLL CALCULATING DAMAGE FROM COMBAT


Allows you to roll one of the dice again. To work out the damage of an attack:
• Add up the number of swords rolled by the dice (plus any extras),
POWER ATTACK • Minus the Armour Class for that Monster or Hero.
Roll the attack dice shown in the Power The total is the number of Hit Points that Monster or Hero loses. Once all their Hit Points are gone, that
Attack section and the special die instead Hero or Monster dies and does not continue in that Adventure, unless brought back to life.
of the normal attack. If this symbol is
rolled, the weapon is lost. Discard the card.
COMBAT EXAMPLE:
ATTACK TYPES Lidda is fighting a Goblin and attacks with her Balanced Throwing Dagger. She rolls 2 swords. The Goblin’s
Each weapon and attacking spell has power shown There are two types of attack available: Armour Class is 1, so it takes 2 - 1 = 1 Hit Point of damage.
by the attack dice on the card. These are the dice that
Melée attacks are close combat attacks that
should be rolled when attacking with it. Attack
can only be used when standing next to an DEAD HEROES
strength is shown by the total number of swords you
opponent (not diagonally).
roll. If a Hero dies during an Adventure, put their Hero token on the board where they die and remove
Ranged attacks can be used only over their figure from the board. If brought back to life by another Hero, the Hero returns to the same
Some weapons also have a Power Attack, which greater distances or diagonally. Unless
you can choose to use instead of the normal attack. space. Otherwise, they take no further part in the Adventure.
otherwise stated, ranged weapons fire
This is a more powerful attack, but is more risky. single shots in a straight line. The centre of All Heroes completely recover before the next Adventure. Dead Heroes lose all the Items they have
the opponent’s square must be in clear collected in past Adventures (unless brought back to life). They return with their basic Items for the
You can only attack Monsters. You may not make appropriate level of the next Adventure – taking them back from another player if necessary. Lost Items are
sight of the centre of the Hero firing the
an attack when there is no Monster in range. discarded to the current Item card discard pile.
weapon’s square.
To have the best chance of completing the Adventures, try to keep as many Heroes alive as possible.

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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