Taumant's Lair
Taumant's Lair
AUMANT’S LAIR
In the past, the continent of Morkhand was ruled by CUTOUT ACCESSORIES
a
the deadliest beings that have ever existed: the dra-
gons. However, after the Long Winter, those cold-
blooded monsters found themselves forced to hide
in deep caverns and fell into a lethargy, hoping the
weather to warm up so that they could return to the
surface. The humans used the opportunity to exter-
minate one after another, taking advantage of their
weakness caused by hibernation. By the end of the
Long Winter, the men ruled the whole Morkhand, and the dragons were just a
distant memory.
Notwithstanding, legend has it that some of them CHALLENGES
remain hidden under the mountains, inside caves
that were blocked over time, keeping them in. One If you beat the game, try to do it again by fulfilling one of the following premises:
of them is Taumant, a colossal dragon who, say the No warriors in the party.
bards, survives because squads of orcs and undeads No magicians in the party.
protect his lair against raiders. That is why not a few No thieves in the party.
believe that Taumant jealously guards a great treas-
Four warriors in the party.
ure. You have been tracking this creature for years
Four bards in the party.
and eventually have traced his cave. Doubtlessly,
this is a huge achievement, but you must Three paladins in the party.
accomplish a greater one. Will you be able to overcome all the dangers ahead Three magicians in the party.
and defeat a dragon that has woken up from his long sleep? Reach Part III without any wounded.
Do not use any treasure.
Taumant's Lair is a dice game for a single player with a duration of approxi-
mately 20 minutes. To play you need six six-sided dice, each not exceeding 0.5 Play only four turns during Part I.
inches, about eight pawns, and a dozen counters or tokens. If you do not have
any pawns nor counters, you can cut out and use the ones you will find on this CREDITS
page; we recommend printing them on cardboard or any other thick paper. The Taumant's Lair is a game created in 2018 by J. P. Fernández
game is divided into three different parts, each corresponding to the following del Río. If you like it, you will find more games on our web
three pages, which you will use as game boards. Print each one on a different Mundo Ilúdico.
sheet of cardboard and follow their instructions. If you prefer, print the printer-
All pictures included in this work are copyright free.
friendly version instead, which corresponds to the last four pages of this docu-
ment. If you have any question or suggestion, please contact us at
Now go and slay the dragon! mundoiludico.wordpress.com
Part I:I: Recruiting Adventurers
The first step to penetrate Taumant's lair is to form a party capable of surviving its
CITY OF KALAZAR
KALAZ AR
many hazards. Luckily, you are near to the city-state of Kalazar, located between two
kingdoms at war. It makes Kalazar the perfect place to look for adventurers. You must d 9 9 9 d F
explore the city and try to recruit people prepared to risk their lives.
D F F i F
a3F0f
Phase 3: Attack. Remove one or two counters of the same
S
monster for every ready adventurer you pass to tired. Roll one
die for every counter you remove. If one of the results is under
the Strength (S) of the monster, pass the adventurer to wounded.
You can use two adventurers to remove one monster counter;
if you do, roll two dice and pass both adventurers to wounded if
Trap Ogre S 4 Zombie S 3 Orc S 3 Harpy S 3 Chest
both results are under the monster's Strength.
Phase 4: Counterattack. Pass one ready or tired adventurer to TREASURES
wounded for every monster counter left in the encounters section.
If all your adventurers are wounded, you have failed (return to ! @ # $ % ^
Part I and recruit another party).
C / i I K 6
Phase 5: Treasure. If there are chest counters, you can open
one for every ready adventurer you put on tired. Roll one die for
every opened chest and put a counter on the appropriate square
Deduct 1 S from every Pass 0ne adventurer Pass two adventurers Remove all ogres, orcs,
of the treasures section. You can use your treasures at any time: Remove one enemy Remove all traps enemy during one turn from wounded to tired from tired to ready zombies, or harpies
remove the counter from the square of the chosen item and put
Arrow Orb Toxic Cloud Potion Elixir Fireball
one ready adventurer on tired. Remove all the chest counters.
Phase 6: Advance. Put your tired adventurers on the ready
squares and advance the pawn to the next level of the dun-
geon. If it was on the sixth level, go to Part III.
Part III: Taumant!
You have arrived at Taumant's chamber. This
will be a tough fight! As soon as he meets the
adventurers, he prepares himself to reduce his
enemies to ashes with his deadly fire breath.
You have only three turns before he buries your
party in a hell of flames. Every unwounded ad-
venturer has a roll for every turn. Put this sheet
12 inches from you and roll a die towards the
dragon; if it stops on him, you will cause damage
points depending on its location. If you cause
50 or more damage points, you win! Otherwise,
you can return to Part I and try again. Come on!
DAMAGE BY LOCATION
Wings (grey zones): Result x1
Body (green zones): Result x2
Head (red and orange zones): Result x4
ADVENTURERS’ POWERS
Apply the following effects depending on which
adventurer throw the die:
Magician: Roll two dice and count only the bet-
ter of them.
Paladin: You recover one wounded adventurer
before beginning this combat.
Bard: Make an extra roll after the third turn.
Warrior: Add 1 to the result before multiplying.
Thief: Repeat one of his three throws.
TREASURES
If you keep these treasures, apply their effects:
Arrow: You can make one extra roll without
applying any powers.
Toxic Cloud: Add 1 to the die results during one
turn.
Potion: Recover one adventurer (see Paladin).
Elixir: An adventurer has one extra attack.
Fireball: Like Arrow, but roll three dice.
TAUMANT’
AUMANT’S LAIR
In the past, the continent of Morkhand was ruled by CUTOUT ACCESSORIES
a
the deadliest beings that have ever existed: the dra-
gons. However, after the Long Winter, those cold-
blooded monsters found themselves forced to hide
in deep caverns and fell into a lethargy, hoping the
weather to warm up so that they could return to the
surface. The humans used the opportunity to exter-
minate one after another, taking advantage of their
weakness caused by hibernation. By the end of the
Long Winter, the men ruled the whole Morkhand, and the dragons were just a
distant memory.
Notwithstanding, legend has it that some of them CHALLENGES
remain hidden under the mountains, inside caves
that were blocked over time, keeping them in. One If you beat the game, try to do it again by fulfilling one of the following premises:
of them is Taumant, a colossal dragon who, say the No warriors in the party.
bards, survives because squads of orcs and undeads No magicians in the party.
protect his lair against raiders. That is why not a few No thieves in the party.
believe that Taumant jealously guards a great treas-
Four warriors in the party.
ure. You have been tracking this creature for years
Four bards in the party.
and eventually have traced his cave. Doubtlessly,
this is a huge achievement, but you must accomplish a greater one. Will you be Three paladins in the party.
able to overcome all the dangers ahead and defeat a dragon that has woken up Three magicians in the party.
from his long sleep? Reach Part III without any wounded.
Do not use any treasure.
Taumant's Lair is a dice game for a single player with a duration of approxi-
mately 20 minutes. To play you need six six-sided dice, each not exceeding 0.5 Play only four turns during Part I.
inches, about eight pawns, and a dozen counters or tokens. If you do not have
any pawns nor counters, you can cut out and use the ones you will find on this CREDITS
page; we recommend printing them on cardboard or any other thick paper. The Taumant's Lair is a game created in 2018 by J. P. Fernández
game is divided into three different parts, each corresponding to the following del Río. If you like it, you will find more games on our web
three pages, which you will use as game boards. Print each one on a different Mundo Ilúdico.
sheet of cardboard and follow their instructions. If you prefer, print the printer-
All pictures included in this work are copyright free.
friendly version instead, which corresponds to the last four pages of this docu-
ment. If you have any question or suggestion, please contact us at
Now go and slay the dragon! mundoiludico.wordpress.com
Part I:I: Recruiting Adventurers
The first step to penetrate Taumant's lair is to form a party capable of surviving its
CITY OF KALAZAR
KALAZ AR
many hazards. Luckily, you are near to the city-state of Kalazar, located between two
kingdoms at war. It makes Kalazar the perfect place to look for adventurers. You must d 9 9 9 d F
explore the city and try to recruit people prepared to risk their lives.
D F F i F
a3F0f
Phase 3: Attack. Remove one or two counters of the same
S
monster for every ready adventurer you pass to tired. Roll one
die for every counter you remove. If one of the results is under
the Strength (S) of the monster, pass the adventurer to wounded.
You can use two adventurers to remove one monster counter;
if you do, roll two dice and pass both adventurers to wounded if
Trap Ogre S 4 Zombie S 3 Orc S 3 Harpy S 3 Chest
both results are under the monster's Strength.
Phase 4: Counterattack. Pass one ready or tired adventurer to TREASURES
wounded for every monster counter left in the encounters section.
If all your adventurers are wounded, you have failed (return to ! @ # $ % ^
Part I and recruit another party).
C / i I K 6
Phase 5: Treasure. If there are chest counters, you can open
one for every ready adventurer you put on tired. Roll one die for
every opened chest and put a counter on the appropriate square
Deduct 1 S from every Pass one adventurer Pass two adventurers Remove all ogres, orcs,
of the treasures section. You can use your treasures at any time: Remove one enemy Remove all traps enemy during one turn from wounded to tired from tired to ready zombies, or harpies
remove the counter from the square of the chosen item and put
Arrow Orb Toxic Cloud Potion Elixir Fireball
one ready adventurer on tired. Remove all the chest counters.
Phase 6: Advance. Put your tired adventurers on the ready
squares and advance the pawn to the next level of the dun-
geon. If it was on the sixth level, go to Part III.
Part III: Taumant!
You have arrived at Taumant's chamber. This
will be a tough fight! As soon as he meets the
adventurers, he prepares himself to reduce his
enemies to ashes with his deadly fire breath.
You have only three turns before he buries your
party in a hell of flames. Every unwounded ad-
venturer has a roll for every turn. Put this sheet
12 inches from you and roll a die towards the
dragon; if it stops on him, you will cause damage
points depending on its location. If you cause
50 or more damage points, you win! Otherwise,
you can return to Part I and try again. Come on!
DAMAGE BY LOCATION
Wings (grey zones): Result x1
Body (green zones): Result x2
Head (red and orange zones): Result x4
ADVENTURERS’ POWERS
Apply the following effects depending on which
adventurer throw the die:
Magician: Roll two dice and count only the bet-
ter of them.
Paladin: You recover one wounded adventurer
before beginning this combat.
Bard: Make an extra roll after the third turn.
Warrior: Add 1 to the result before multiplying.
Thief: Repeat one of his three throws.
TREASURES
If you keep these treasures, apply their effects:
Arrow: You can make one extra roll without
applying any powers.
Toxic Cloud: Add 1 to the die results during one
turn.
Potion: Recover one adventurer (see Paladin).
Elixir: An adventurer has one extra attack.
Fireball: Like Arrow, but roll three dice.