02-15-2024, 02:45 PM
For now I'm calling it Crappy Abstract Solo Dungeon Crawler, until I come up with some clever pun or acronym. I considered Abstract Crappy Dungeon Crawler, but 1) it doesn't convey that it's a solo game, and 2) people might make the mistake of thinking I actually like AC/DC which, while I don't actively hate them, I do not. Let's just say that the band AC/DC was good when they sucked, then Bon Scott died and it all went downhill from there. No, I'm referring to the classic 1974 Glam Rock song written by Chapman/Chinn, who also wrote a shitload of other hits for Sweet. So I'd have to come up with an acronym for Sweet to save myself the hassle of letting people know that they have shit taste in music.
Now, I know what you're thinking, "But Oedipussy Rex, you paragon of human masculinity, what about Pools of Radiance? When are you going to finish that, you veritable sex god. It's been what? Four years?" You make some very valid points. And you're also not wrong about PoR. The problem I have with PoR is the same problem I've had from the very beginning: the Spell System. I think it's a great concept and mechanic. Higher rank in a spell means greater abilities in that spell. It works great for healing and damage spells. Rank 1: heal/damage by touch; rank 2: by range; rank 3: multiple targets; etc. Works great. But what about transmogrifying? Or transvection? Not so great, that I've been able to come up with. At least to my satisfaction. So I've been handling it in the manner at which I excel when dealing with difficulties: I'm ignoring it.
Anyway, Crappy Abstract Solo Dungeon Crawler. It's untested, incomplete, and has likely been done before. But when has that ever stopped me? The game is intended to be a quick 5-10 minute dice-chucker.
The game needs a minimum of 20 six-sided dice each of four different colors, or otherwise differentiable from each other to make the Supply. Yes, you can get away with fewer dice, if you're willing to do the bookkeeping which, if you've read the aforementioned Pools of Radiance, it should be obvious I'm not inherently against. The four types of dice are Melee dice, Ranged dice, Spell dice, and Wild dice. Use of Melee, Ranged, and Spell dice are used for melee combat, ranged combat, and casting spells, respectively. Wild dice are bonus dice provided by items and spells and are never part the Dice Pool. When a die would normally be returned to the Dice Pool, a Wild die is instead returned to the Supply.
The Dice Pool is the set of dice available to the character. The Dice Pool can never exceed twenty dice and the number of each type of die cannot exceed the number indicated for each character. Example: A Fighter has nine Melee dice in his pool and is allowed add two more Melee dice and a Spell die. Because a Fighter is limited to ten Melee dice he may only add one, and he cannot take the Spell die.
Note: One does not roll the Dice Pool. One takes dice from the Dice Pool to roll.
Characters
-Fighter - M:10 R:10 S:0 F:5. The Fighter has ten Melee dice and ten Ranged dice in his dice pool and can Focus up to five dice. In combat, Ranged dice can be exchanged for Melee dice as needed. Equipment: Sword, Bow
-Magic-user - M:5 R:5 S:10 F:10. At any time, Melee and Ranged dice can be exchanged for Spell dice, but at least one non-converted Spell die must be rolled when casting a spell unless there are no more Spell dice in the Dice Pool. Equipment: Dagger, Sling
-Rakes - M:5 R:10 S:5 F:10. (Because "Thief" is inaccurate, "Rogue" -or "Rouge" as seem to be the preference- is stupid, and I don't want any Bards) Melee and Spell dice can be exchanged for Ranged dice as needed. Equipment: Dagger, Bow
The Adventure
Enter a "room" by turning over one or more Monster Cards from the Monster Deck. Roll dice. Kill the monsters. Take their stuff. Move to the next room. *Or*, don't kill the monsters, die, lose the game. That's essentially it.
Monster Cards
Each card will have one to six monsters of the same type or same theme. Each monster will have one to three stats of Attack, Defense, and/or Special. Each stat, if present, will have a value. The Special stat may have accompanying text with special rules.
Attacking
Roll a number of dice from the character's Dice Pool as indicated by the character's weapon or spell. A die whose roll is equal to or greater than the value of a monster's stat is placed on the Monster Card to cover that stat. The player may opt to take the sum of two or more dice to cover a stat. When doing so, place all dice used on the Monster Card such that the stat beaten is covered but not any other stats. A monster that has all its stats covered by dice is dead. Any dice not used to cover a stat or Focused (see below) are returned to the Dice Pool, then repeat.
Follow-Through
Multiple stats may be covered in a single roll when using some weapons, but a single monster's stats must be covered (killing that monster) before another monster's stats on the same Monster Card can be covered. If all monsters on a Monster Card are dead, then Follow-Through can be applied to a monster on another Monster Card. This is only for a single attack. Subsequent attacks may target any monster.
Focus
Instead of using a die to cover a monster stat, the player may choose to Focus that die. To Focus, set the die on one of the Focus spaces on the Character card, retaining the die result. The player may use a Focused die and its result in a later roll in the same room. The type of die cannot be changed. Any unused focused dice are returned to the Dice Pool when leaving the room.
Failed Attack
If an attack is unsuccessful (no dice are used to cover a monster stat), the character receives Damage. Discarding one die from the character's Dice Pool for each point of Damage. The Character receives 1 Damage for every monster whose Attack stat is uncovered and for every two monsters (rounded down) whose Defense stat is uncovered. The text for the Special stat takes precedence in any contradictory situations.
Retreat
A character may retreat by going to a previous room (cannot be done in the first room). The character takes 1 Damage from each living monster when retreating. Dice on killed monsters are returned to the Dice Pool or to the Supply, as appropriate. Dice covering stats on living monsters are lost. The character may take any non-combat actions after retreating. When the character re-enters the room, all dead monsters are still dead and all living monsters are back to full health (no dice covering stats).
Defeating a Room
When all monsters have been killed, the room has been Defeated. The character has the opportunity cast any Non-Combat Spells or use any Non-Combat items. Afterwards, return all dice covering stats to the Dice Pool or the Supply, as appropriate. Draw a number of Treasure Cards as indicated on the Monster Card(s). Advance to the next room by drawing one or more Monster Cards.
Dying
If the Dice Pool is empty at the beginning of an attack, the character is dead and you lose. Reasons for an empty Dice Pool: taking damage, dice on monster stats, not using Focused dice wisely.
Weapons
Melee Weapons - Better weapons, but a greater chance of being damaged. Roll a number of dice from the Dice Pool equal to the value of the weapon. When covering a monster stat, take Damage equal to the difference between the stat value and the die result, up to the stat value. Example: A roll of 5 is used to cover a 2 Defense. Even though the difference is 3, the character takes only 2 Damage
-Fist (1*) - Available to all Characters. Roll two Melee dice, use the lesser result. The second die cannot be Focused. Fist can be used when one Melee die is left by rolling the die twice. If the character has no Melee dice left, a Ranged die may be converted, regardless of the character. When all Melee and Ranged dice are gone, a Spell dice may be converted.
-Dagger (2) - Roll two Melee dice, use one or the sum of the dice.
-Sword (3) - Roll three Melee dice, choose one or the sum of any combination of the three.
Ranged - All dice (or sum of dice) used that do not match covered Stat value are lost when the room is defeated.
-Thrown Rock (1*) - Available to all Characters. Roll two Ranged dice, use the lesser result. The second die cannot be Focused. Unlike Fist, Thrown Rock requires two dice.
-Sling (2) - Roll two Ranged dice, use one or the sum of the two. The unused die may be Focused but may not be used for Follow-Through
-Bow (2) - Roll two dice, use one or the sum of the two dice. The unused die may be Focused or used for Follow-Through but only on the same monster
Spells - Spell dice are lost when used, either immediately or when the room is resolved
-Heal (2) - Combat. Roll two Spell dice, use one or the sum of the two. Regain a number of lost dice (of the player's choice) (not Spell dice) equal to the result of the roll. Use sparingly as it leaves the character open to damage from monsters.
-Recuperate (2) - As Heal but non-combat. Can be used only once per room.
-Dart (2) - Combat. Roll two dice, use one or the sum of both to apply to all Stats on a single monster, grabbing additional Wild dice from the pool as needed. Example: The roll is 2, 4. A monster's stats are A:4 D:5 S:4. Both dice can be combined for a roll of 6, with two Wild dice taken from the Supply to cover all three stats, killing the monster, at the cost of losing both dice; or the 4 could be used with a Wild die to cover Attack and Special, losing only one die.
-Fireball (2) - Combat. Roll two dice, use one or the sum of both to apply to a single stat of every monster in the room, grabbing additional Wild dice as needed.
-Stun (2) - Combat. Roll two dice, use one or the sum of both. A number of monsters equal to the result are stunned and are prevented from damaging the character on the next failed attack. Stun counts as a successful attack.
-Prescience (1) - Non-Combat. Draw two plus half the result of the roll, rounded down, Monster Cards. Discard one, if desired, then rearrange the remaining in any order and place on top of the Monster Card deck
-Invisibility (*) - Combat. Roll any number of Spell dice. The Character becomes invisible to a number of monsters equal to the sum of the dice rolled. Place a Wild die over the name of the monster to indicate it is affected. If a monster is subsequently attack, it is no longer affected by the spell. If all monsters are affected or all the unaffected monsters are killed, the Character may advance to the next room, but won't draw any Treasure Cards. Fun Fact! The Invisibility spell goes away when the Character leaves the room, so if he returns he will still have to face all monsters at full health (no covered stats) again.
Treasure Cards (an incomplete and abbreviated list)
-Coin of various amounts
-Healing Potion: Flip over (single use) Healing Potion to regain X lost Melee and/or Ranged dice
-Quiver: Add X Ranged dice to the Dice Pool
-Great Sword (3+2): Melee
Fighter - Add two Wild dice (the "+2") to the roll each time the Great Sword is used
Other - Flip the Great Sword over to add two Wild dice to the next roll (of any type)
-Great Bow (4): Cannot use a Shield
Rake - +-1 range to qualify for a match on a stat. Example: A roll of 4 counts as a match for a stat of 3, 4, or 5
Fighter - Range is only -1, e.g. a 4 will match a 3 or 4
Magic-user - Flip Great Bow over to add two Wild dice to the next roll (of any type)
-Shield: Cannot be used with Bows
Fighter and Rake - Reduce total Damage from monsters by 1 for each roll in melee
Magic-user - Flip Shield over to retrieve up to 2 Melee and/or Ranged dice from dead monsters and return them to the Dice Pool.
-Great Shield: Cannot be used with Bows
Fighter - Reduce Damage by 1 for each instance of Damage in melee.
Rake - Reduce total Damage from monsters by 2 for each roll in melee
Magic-user - Flip Shield over to retrieve up to 3 Melee and/or Ranged dice from dead monsters
-Spell Scroll: Provides two Wild dice to cast the listed spell or to supplement the character's Spell dice. If used to supplement, the character MUST use, and lose, at least one Spell die to determine the results of the spell. Scrolls are the only way Fighters can cast spells
-Throwing Knives (1+2): Ranged
Magic-user - Each die may be applied to a different monster
Fighter - As Magic-user plus the sum of the roll may be redistributed among the dice, changing each die's result, such that the new results add to no more than the original roll. Wild dice may be dropped in redistribution. Example: a roll of R4,W2,W1 is made. This may be changed to R3,W2,W2; R5,W2; or even R7
Rake - As Fighter and Magic-user plus the dice may be used on different Manster Cards
-Rabbit's Foot:
Fighter and Rake - Flip Rabbit's Foot to re-roll any number of dice on a roll
Magic-user - Re-roll a die once per roll. Flip Rabbit's Foot to re-roll any number of dice on a roll
-Scry Bowl:
Fighter - Draw the top 3 cards off the top of either the Monster Card deck, discard one, if desired, rearrange as desired, and replace on top of the deck.
Rake - As Fighter but draw from the Treasure Deck
Magic-user - As Fighter, but choose between the Monster or Treasure Deck
-Mirror: Nullifies any Special text.
Sample Monster Cards (without the cards)
Orcs x2 - A:5 D:4 Treasure: 2
Kobolds x4 - A:3 D:3 Treasure: 1
Bandits
Leader - A:5 D:5 S:5 Special - When the Leader is killed, all remaining Bandits will flee, taking their Treasure with them. Remove the Monster Card from the room
Bandits x3 - A:4 D:4 Treasure: 4
Trap - S:X Special - Trap must be addressed first in a room. Trap delivers X Damage to the Character if an exact result of X is not rolled. Remove Trap after the roll regardless of the result. Immune to all Spells but Dart. Treasure: 0
Sample Boss Cards - Bosses are tougher monsters. Only one Boss is encountered per dungeon and always in the last room.
Dragon - A:10 D:10 S:12 Special - While either Attack or Special are uncovered, Dragon deals 10 Damage to the Character on a failed attack. Dragon does 3 Damage each attack, regardless
Medusa - A:8 D:6 S:10 Special - Character is automatically killed unless in possession of the Mirror or the Great Shield. Deals 8 Damage on failed attacks, and 4 Damage on successful attacks if the character has only the Great Shield.
Games
Beginner - Three rooms, one Monster Card each for each room.
Easy - Three rooms, one Monster Card for rooms one and two, one Boss in room three.
Normal - Three rooms, one Monster Card in room one, two Monster Cards in room two, one Boss and one Monster Card in room three.
Hard - As Normal, but add a room with two Monster Cards before the Boss room.
Monster Level - As Hard but add a second Monster Card to the Boss room.
Scoring: I don't know. Haven't thought that far. Probably come up with some point value for defeated monsters and treasure.
But there it is. Crappy Abstract Solo Dungeon Crawler. Maybe I'll figure out how to do some simple Inkscape and make some crappy pdfs of
crappy cards with dice-sized boxes with numbers inside. For now, I'm tired. Bedtime.
Now, I know what you're thinking, "But Oedipussy Rex, you paragon of human masculinity, what about Pools of Radiance? When are you going to finish that, you veritable sex god. It's been what? Four years?" You make some very valid points. And you're also not wrong about PoR. The problem I have with PoR is the same problem I've had from the very beginning: the Spell System. I think it's a great concept and mechanic. Higher rank in a spell means greater abilities in that spell. It works great for healing and damage spells. Rank 1: heal/damage by touch; rank 2: by range; rank 3: multiple targets; etc. Works great. But what about transmogrifying? Or transvection? Not so great, that I've been able to come up with. At least to my satisfaction. So I've been handling it in the manner at which I excel when dealing with difficulties: I'm ignoring it.
Anyway, Crappy Abstract Solo Dungeon Crawler. It's untested, incomplete, and has likely been done before. But when has that ever stopped me? The game is intended to be a quick 5-10 minute dice-chucker.
The game needs a minimum of 20 six-sided dice each of four different colors, or otherwise differentiable from each other to make the Supply. Yes, you can get away with fewer dice, if you're willing to do the bookkeeping which, if you've read the aforementioned Pools of Radiance, it should be obvious I'm not inherently against. The four types of dice are Melee dice, Ranged dice, Spell dice, and Wild dice. Use of Melee, Ranged, and Spell dice are used for melee combat, ranged combat, and casting spells, respectively. Wild dice are bonus dice provided by items and spells and are never part the Dice Pool. When a die would normally be returned to the Dice Pool, a Wild die is instead returned to the Supply.
The Dice Pool is the set of dice available to the character. The Dice Pool can never exceed twenty dice and the number of each type of die cannot exceed the number indicated for each character. Example: A Fighter has nine Melee dice in his pool and is allowed add two more Melee dice and a Spell die. Because a Fighter is limited to ten Melee dice he may only add one, and he cannot take the Spell die.
Note: One does not roll the Dice Pool. One takes dice from the Dice Pool to roll.
Characters
-Fighter - M:10 R:10 S:0 F:5. The Fighter has ten Melee dice and ten Ranged dice in his dice pool and can Focus up to five dice. In combat, Ranged dice can be exchanged for Melee dice as needed. Equipment: Sword, Bow
-Magic-user - M:5 R:5 S:10 F:10. At any time, Melee and Ranged dice can be exchanged for Spell dice, but at least one non-converted Spell die must be rolled when casting a spell unless there are no more Spell dice in the Dice Pool. Equipment: Dagger, Sling
-Rakes - M:5 R:10 S:5 F:10. (Because "Thief" is inaccurate, "Rogue" -or "Rouge" as seem to be the preference- is stupid, and I don't want any Bards) Melee and Spell dice can be exchanged for Ranged dice as needed. Equipment: Dagger, Bow
The Adventure
Enter a "room" by turning over one or more Monster Cards from the Monster Deck. Roll dice. Kill the monsters. Take their stuff. Move to the next room. *Or*, don't kill the monsters, die, lose the game. That's essentially it.
Monster Cards
Each card will have one to six monsters of the same type or same theme. Each monster will have one to three stats of Attack, Defense, and/or Special. Each stat, if present, will have a value. The Special stat may have accompanying text with special rules.
Attacking
Roll a number of dice from the character's Dice Pool as indicated by the character's weapon or spell. A die whose roll is equal to or greater than the value of a monster's stat is placed on the Monster Card to cover that stat. The player may opt to take the sum of two or more dice to cover a stat. When doing so, place all dice used on the Monster Card such that the stat beaten is covered but not any other stats. A monster that has all its stats covered by dice is dead. Any dice not used to cover a stat or Focused (see below) are returned to the Dice Pool, then repeat.
Follow-Through
Multiple stats may be covered in a single roll when using some weapons, but a single monster's stats must be covered (killing that monster) before another monster's stats on the same Monster Card can be covered. If all monsters on a Monster Card are dead, then Follow-Through can be applied to a monster on another Monster Card. This is only for a single attack. Subsequent attacks may target any monster.
Focus
Instead of using a die to cover a monster stat, the player may choose to Focus that die. To Focus, set the die on one of the Focus spaces on the Character card, retaining the die result. The player may use a Focused die and its result in a later roll in the same room. The type of die cannot be changed. Any unused focused dice are returned to the Dice Pool when leaving the room.
Failed Attack
If an attack is unsuccessful (no dice are used to cover a monster stat), the character receives Damage. Discarding one die from the character's Dice Pool for each point of Damage. The Character receives 1 Damage for every monster whose Attack stat is uncovered and for every two monsters (rounded down) whose Defense stat is uncovered. The text for the Special stat takes precedence in any contradictory situations.
Retreat
A character may retreat by going to a previous room (cannot be done in the first room). The character takes 1 Damage from each living monster when retreating. Dice on killed monsters are returned to the Dice Pool or to the Supply, as appropriate. Dice covering stats on living monsters are lost. The character may take any non-combat actions after retreating. When the character re-enters the room, all dead monsters are still dead and all living monsters are back to full health (no dice covering stats).
Defeating a Room
When all monsters have been killed, the room has been Defeated. The character has the opportunity cast any Non-Combat Spells or use any Non-Combat items. Afterwards, return all dice covering stats to the Dice Pool or the Supply, as appropriate. Draw a number of Treasure Cards as indicated on the Monster Card(s). Advance to the next room by drawing one or more Monster Cards.
Dying
If the Dice Pool is empty at the beginning of an attack, the character is dead and you lose. Reasons for an empty Dice Pool: taking damage, dice on monster stats, not using Focused dice wisely.
Weapons
Melee Weapons - Better weapons, but a greater chance of being damaged. Roll a number of dice from the Dice Pool equal to the value of the weapon. When covering a monster stat, take Damage equal to the difference between the stat value and the die result, up to the stat value. Example: A roll of 5 is used to cover a 2 Defense. Even though the difference is 3, the character takes only 2 Damage
-Fist (1*) - Available to all Characters. Roll two Melee dice, use the lesser result. The second die cannot be Focused. Fist can be used when one Melee die is left by rolling the die twice. If the character has no Melee dice left, a Ranged die may be converted, regardless of the character. When all Melee and Ranged dice are gone, a Spell dice may be converted.
-Dagger (2) - Roll two Melee dice, use one or the sum of the dice.
-Sword (3) - Roll three Melee dice, choose one or the sum of any combination of the three.
Ranged - All dice (or sum of dice) used that do not match covered Stat value are lost when the room is defeated.
-Thrown Rock (1*) - Available to all Characters. Roll two Ranged dice, use the lesser result. The second die cannot be Focused. Unlike Fist, Thrown Rock requires two dice.
-Sling (2) - Roll two Ranged dice, use one or the sum of the two. The unused die may be Focused but may not be used for Follow-Through
-Bow (2) - Roll two dice, use one or the sum of the two dice. The unused die may be Focused or used for Follow-Through but only on the same monster
Spells - Spell dice are lost when used, either immediately or when the room is resolved
-Heal (2) - Combat. Roll two Spell dice, use one or the sum of the two. Regain a number of lost dice (of the player's choice) (not Spell dice) equal to the result of the roll. Use sparingly as it leaves the character open to damage from monsters.
-Recuperate (2) - As Heal but non-combat. Can be used only once per room.
-Dart (2) - Combat. Roll two dice, use one or the sum of both to apply to all Stats on a single monster, grabbing additional Wild dice from the pool as needed. Example: The roll is 2, 4. A monster's stats are A:4 D:5 S:4. Both dice can be combined for a roll of 6, with two Wild dice taken from the Supply to cover all three stats, killing the monster, at the cost of losing both dice; or the 4 could be used with a Wild die to cover Attack and Special, losing only one die.
-Fireball (2) - Combat. Roll two dice, use one or the sum of both to apply to a single stat of every monster in the room, grabbing additional Wild dice as needed.
-Stun (2) - Combat. Roll two dice, use one or the sum of both. A number of monsters equal to the result are stunned and are prevented from damaging the character on the next failed attack. Stun counts as a successful attack.
-Prescience (1) - Non-Combat. Draw two plus half the result of the roll, rounded down, Monster Cards. Discard one, if desired, then rearrange the remaining in any order and place on top of the Monster Card deck
-Invisibility (*) - Combat. Roll any number of Spell dice. The Character becomes invisible to a number of monsters equal to the sum of the dice rolled. Place a Wild die over the name of the monster to indicate it is affected. If a monster is subsequently attack, it is no longer affected by the spell. If all monsters are affected or all the unaffected monsters are killed, the Character may advance to the next room, but won't draw any Treasure Cards. Fun Fact! The Invisibility spell goes away when the Character leaves the room, so if he returns he will still have to face all monsters at full health (no covered stats) again.
Treasure Cards (an incomplete and abbreviated list)
-Coin of various amounts
-Healing Potion: Flip over (single use) Healing Potion to regain X lost Melee and/or Ranged dice
-Quiver: Add X Ranged dice to the Dice Pool
-Great Sword (3+2): Melee
Fighter - Add two Wild dice (the "+2") to the roll each time the Great Sword is used
Other - Flip the Great Sword over to add two Wild dice to the next roll (of any type)
-Great Bow (4): Cannot use a Shield
Rake - +-1 range to qualify for a match on a stat. Example: A roll of 4 counts as a match for a stat of 3, 4, or 5
Fighter - Range is only -1, e.g. a 4 will match a 3 or 4
Magic-user - Flip Great Bow over to add two Wild dice to the next roll (of any type)
-Shield: Cannot be used with Bows
Fighter and Rake - Reduce total Damage from monsters by 1 for each roll in melee
Magic-user - Flip Shield over to retrieve up to 2 Melee and/or Ranged dice from dead monsters and return them to the Dice Pool.
-Great Shield: Cannot be used with Bows
Fighter - Reduce Damage by 1 for each instance of Damage in melee.
Rake - Reduce total Damage from monsters by 2 for each roll in melee
Magic-user - Flip Shield over to retrieve up to 3 Melee and/or Ranged dice from dead monsters
-Spell Scroll: Provides two Wild dice to cast the listed spell or to supplement the character's Spell dice. If used to supplement, the character MUST use, and lose, at least one Spell die to determine the results of the spell. Scrolls are the only way Fighters can cast spells
-Throwing Knives (1+2): Ranged
Magic-user - Each die may be applied to a different monster
Fighter - As Magic-user plus the sum of the roll may be redistributed among the dice, changing each die's result, such that the new results add to no more than the original roll. Wild dice may be dropped in redistribution. Example: a roll of R4,W2,W1 is made. This may be changed to R3,W2,W2; R5,W2; or even R7
Rake - As Fighter and Magic-user plus the dice may be used on different Manster Cards
-Rabbit's Foot:
Fighter and Rake - Flip Rabbit's Foot to re-roll any number of dice on a roll
Magic-user - Re-roll a die once per roll. Flip Rabbit's Foot to re-roll any number of dice on a roll
-Scry Bowl:
Fighter - Draw the top 3 cards off the top of either the Monster Card deck, discard one, if desired, rearrange as desired, and replace on top of the deck.
Rake - As Fighter but draw from the Treasure Deck
Magic-user - As Fighter, but choose between the Monster or Treasure Deck
-Mirror: Nullifies any Special text.
Sample Monster Cards (without the cards)
Orcs x2 - A:5 D:4 Treasure: 2
Kobolds x4 - A:3 D:3 Treasure: 1
Bandits
Leader - A:5 D:5 S:5 Special - When the Leader is killed, all remaining Bandits will flee, taking their Treasure with them. Remove the Monster Card from the room
Bandits x3 - A:4 D:4 Treasure: 4
Trap - S:X Special - Trap must be addressed first in a room. Trap delivers X Damage to the Character if an exact result of X is not rolled. Remove Trap after the roll regardless of the result. Immune to all Spells but Dart. Treasure: 0
Sample Boss Cards - Bosses are tougher monsters. Only one Boss is encountered per dungeon and always in the last room.
Dragon - A:10 D:10 S:12 Special - While either Attack or Special are uncovered, Dragon deals 10 Damage to the Character on a failed attack. Dragon does 3 Damage each attack, regardless
Medusa - A:8 D:6 S:10 Special - Character is automatically killed unless in possession of the Mirror or the Great Shield. Deals 8 Damage on failed attacks, and 4 Damage on successful attacks if the character has only the Great Shield.
Games
Beginner - Three rooms, one Monster Card each for each room.
Easy - Three rooms, one Monster Card for rooms one and two, one Boss in room three.
Normal - Three rooms, one Monster Card in room one, two Monster Cards in room two, one Boss and one Monster Card in room three.
Hard - As Normal, but add a room with two Monster Cards before the Boss room.
Monster Level - As Hard but add a second Monster Card to the Boss room.
Scoring: I don't know. Haven't thought that far. Probably come up with some point value for defeated monsters and treasure.
But there it is. Crappy Abstract Solo Dungeon Crawler. Maybe I'll figure out how to do some simple Inkscape and make some crappy pdfs of
crappy cards with dice-sized boxes with numbers inside. For now, I'm tired. Bedtime.
Getting me free admission into gaming conventions for a decade