Dungeondice Monsters - The Rules

Object 

    Use the dice to summon monsters, build a path to your opponent's Monster Lord and destroy it before they do the same to you.

What You Use

 
Dice - The dice have special symbols called crests. You use these to perform actions in the game.

 

 

Crest Counter - Use this abacus to keep track of your crests.

 

 

    


Dungeon Pieces - This is what you use to build your path to the opponent's Monster Lord.

 

 

 

  
Monster Figures - These represent your monsters and are used to determine the monster's position.

 

 

    

Monster Lord - Despite having no resemblance to you, this figure represents you. If he dies, you lose.

    

 


Monster Cards - This has all of the information needed to play with this monster:

 

 

 

Level

Number of crests required to perform effect

Explanation of effect

Ability (no crests needed)

Name of Monster/Item

 

 

 

 

Tribe

HP (Hit Points)

Attack Power

Defense Power


Damage Markers - These can be anything that fits on the card. Each one represents 10 damage to the monster.


The Field - A 20 X 13 field of squares on which all game play occurs. The inside track is for a basic game. The rest of the board is for an advanced game.

 

 

A Basic Game

1. Set-up:
Both players place either a Monster Lord figure or Monster Lord token on each white space, each take three monster figures and their appropriate cards, a crest counter, and three Dungeon Pieces. Place the cards face up (if they are an item, place them face down) to the left of the field and place the monster figure on top of its card.

When you play the monster figure, you will move the card to the right hand side of the field. When the monster is destroyed, the card will be turned face down.

Finally, flip a coin to see who goes first.

2. Turn Sequence:
The four steps of each turn are-

Roll three dice and collect crests
Summon Monster Figures
Build you Dungeon
Advance and Battle Monsters

    Rolling -
        At the start of your turn, select and roll any THREE dice. It is best to select three dice of the same level to increase your chances of gaining a summon. Dice of the same level are the same colour.

(For reference, the odds of getting a: Level 1 Summon are approximately 75%;
                        the odds of getting a: Level 2 Summon are approximately 50%;
                        the odds of getting a: Level 3 Summon are approximately 25%;
                        the odds of getting a: Level 4 Summon are approximately 8%;
          the odds of getting the crest you want on a die at least once (if you roll three of a kind) are approximately 56%.)

        Except for Summon Crests, you gain one of whatever crest symbols are rolled on each die. If there is a "X2" symbol beside the crest, gain two of that crest. To gain a crest, simply add one to that crest in your crest pool (move one bead from the row marked with the same symbol to the left-hand side of the abacus). YOU MAY HAVE NO MORE THAN 10 OF A SINGLE CREST AT ONE TIME.
        To spend a crest, do the exact opposite of gaining a crest.

The crests are:

When and only when you roll two Summon Crests of the same level (the number in the middle) you may summon one monster of that level to the field.
Spend an Attack Crest to perform a Regular Attack or use a special ability/effect. Each monster can perform ONE Regular Attack action per turn, so long as you have enough crests to spend at that time.
Spend an Attack Crest to perform a Regular Attack or use a special ability/effect. Each monster can perform ONE Regular Attack action per turn, so long as you have enough crests to spend at that time.
Spend one Progress Crest to move one of your monsters one space. So long as you have enough crests, ALL of your monsters may move AS MANY spaces as you please. Special Abilities/effects also use Progress Crests.
Spend Magic Crests to perform Special Abilities/Effects that require Magic Crests as a cost. You cannot spend Magic Crests during your opponent's turn, and the effects of Magic Crests remain active until the monster is destroyed.
Spend Trap Crests to perform Special Abilities/Effects that require Trap Crests as a cost. You can spend Trap Crests during your opponent's turn, but the effects of Magic Crests cease at the end of the turn activated.

    Summoning-
        If you roll two or more summoning crests of the same level (same number), you MUST summon a monster of that level, except in special circumstances (there is no room for your dungeon path).

    Building-
        After you summon a monster, you must place down a Dungeon Piece for it to stand on. Choose any of your remaining Dungeon Pieces and position it on the field so that it evenly fits on all squares, does not overlap any other Dungeon Pieces already in play, and touches (not diagonally) one part of one of your Dungeon Pieces already in play or your Monster Lord's Domain (the square he's sitting on).
        If you have no more room for any of your Dungeon Pieces on the board, you may not summon a monster.
        Also, if you have no monsters of the level of the dice that you rolled, you may not summon a monster.

    Advancing and Battling-
        To do anything, you must first pay for it.

        To make a Regular Move, spend one Progress Crest for each square that you want your monster to move (you may move forward, backward, left, or right, but not diagonally. Any monster may move along any Dungeon Pieces.

        To make a Regular Attack your monster must be standing adjacent (not diagonally) to an opponent's monster/Monster Lord. Then pay one Attack Crest.

        During each turn each monster may make one Regular Move and one Regular Attack, but not necessarily in that order. However, if a monster uses a Special Ability that involves progressing or attacking, it may not conduct a Regular Move and/or (depending on the nature of the effect) Attack on the same turn.

            Advancing:- You may pass through your own monster, but not your opponent's, unless your monster possesses the Tunneling ability. There may be no more than one monster on one square at one time. When you have finished all of your moving and attacking, your turn ends.

            Battling:- 1.Every monster can make one Regular Attack per turn (including your Monster Lord). However, multiple monsters may attack the same opposing monster during the same turn, but the calculation is not simultaneously.
                          2. Every monster may perform a Regular Defense (not the Monster Lord) once for every attack made against it. To do this spend one Defense Crest from your Crest Pool. Then subtract your monster's defense power from the attacking monster's attack power. You may only perform ONE defense against each individual attack.
                         3. If using a Special Attack, follow the instructions on the card. However, you may not perform a regular Attack on the same turn with a monster that performs a Special Attack.
                          

            Damage:- Use the following formula to calculate the final damage done by an attack:

Attack Power of Attacking Monster - Defense Power of Your Monster 
= Damage Done to Your Monster

                            If you do not perform a Regular Defense against an attack, the damage done is equal to the attacking monster's attack strength.

                            4. When a monster takes damage without being destroyed, place one damage marker on the monster's card for every 10 damage taken. Once there is sufficient damage on the card, the monster is destroyed. Damage markers do not leave a monster unless the monster is healed by some method.

            The Monster Lord:- The Monster Lord represents you on the field. He has:

3 Life Points, 10 Attack, 0 Defense 

                                           Unlike monsters, the Monster Lord has Life Points. These do not decrease relative to the attacking monster's attack. The Monster Lord loses one Life Point every time that he is attacked. Once all three are gone, that player loses the game.
                                            Monster Lords do have an Attack of 10 and may perform one Regular Attack per turn, but only to monsters standing adjacent to him. Also, Monster Lords may attack ANY monster, regardless of special abilities.

            Victory:- You win the game when you reduce your opponent's Monster Lord's Life Points to 0. The same is true for them as well. However, if both Monster Lords reach 0 at the same time, the game is a tie.
                            In a duel where both you and your opponent have no monsters in play and are unable to place any more Dungeon Pieces into play (there is no more room), the following steps determine the winner.

1. The Monster Lord with the most remaining Life Points is the winner, or then;
2. The player who summoned the most monsters into play is the winner, or then;
3.The player who summoned more higher level monsters is the winner, or then;
4. The game is a tie.

 

Special Abilities 

    Special Abilities are listed on the bottom of the monster card, either in the main body of the card (above the Attack/Defense powers) if there is a cost for the effect or to the left of the Attack/Defense powers of the card, whereupon there is no cost to use the effect.
    Special abilities may be used as often as you like, providing you have sufficient crests to pay for each use of the ability (unless of course the ability say that you may only use it once per turn or only at a certain time).
    If instead of a crest symbol there is a number in a circle next to the ability, you may any combination of crests to pay for the ability, so long as you use the number of crests required. If this number is a 0, the ability is performed automatically.

Examples of Special Abilities: (From Knight of Twin Swords, Magician Dragon, and Crawling Dragon #1)

    1. Progress Crest: Move 2 Squares-
            This Special Ability allows the monster to move two squares for every one movement crest spent. Please note that you may not use this ability and then perform a normal movement.

    2. Attack Crest X2: Perform Multiple Attacks-
            For every 2 Attack Crests Knight of Twin Swords spends, this Special Ability allows him to attack 2 times (separately). This also means that you may spend multiples of 2 Attack Crests to attack that many times (4 crests = 4 attacks). However, you MUST always spend an even number of crests (you can't spend three for three attacks).

    3. "Within Three Squares": This affects all monsters within three squares of the monster-
            This includes the square that the monster is standing on and all squares that are (even diagonally) three squares away.

    4. Shelled Ground: Destroy the Field-
            Using this ability places a Shelled Ground Counter on an empty space of the field. Dungeon Pieces may not be placed on a Shelled Ground Counter. However, Shelled Ground Counters may not be placed on a square adjacent to a Monster Lord.

When to Play Special Abilities:

    Progress and Magic Crest Abilities can only be used during your turn.
    Attack and Defense Crest Abilities can only be used during battles.
    Trap Crest Abilities can be used at any time.

    Normally, the affect of all Special Abilities disappears at the end of the turn, unless it is a Magic Crest Ability.

The Chain Reaction:

    These occur when multiple effects are used against each other.
    Treat these as you would in the Yu-Gi-Oh trading card game, start from the last action played and work your way forward, determining what was negated and what was not.

Special Abilities Without Crests:

    Some monsters have special abilities that do not require crests to activate and can be used at any time. They are listed at the bottom left of the card. They are:

    Flying - These monsters may only be attacked by other monsters with flying, the Monster Lord, and those with a special ability getting around flying. However, this monster must pay two Progress Crests to move one square.

    Tunnel - This monster can pass through all monsters. This monster can also not trigger an item when passing through it. However, this does not mean that the monster may share a space with another monster.

 

The Advanced Game

    There are certain changes to make the game more challenging.

Monsters - Each player MUST have 10 Monster/Item figures and their cards. NEVER MORE OR LESS. Also, no duplicates of any monster figure are allowed.

The Field - Use the full field for advanced games, not just the small square in the middle.

Dice - 1. The Double Dice Rule: At the beginning of your turn, choose three dice and roll them twice. Collect all crests that you roll, but you may only summon a monster ONCE during the two rolls. A second summon is ignored.
           2. Triple Summoning: If you roll three of the same summoning crest you have performed a triple summon. With a triple summon you may choose to instead summon one monster of one level higher than the level on the dice.

Items - An Item's card is placed face-down at the start of the game. Otherwise, treat an item the same way as you would a monster (summoning and building), but you may not move an item. When a monster passes through an item, its card is flipped and it takes effect.

 

The Dice

The individual crests on a single die will all be the same colour and "X2" will be written on the crest.

Level 1 - RED:

X2


Level 2 - BLUE:

X2 X2


Level 3 - YELLOW:

X2


Level 4 - GREEN:

X2 X2
 

  Yu-Gi-Oh | Pokemon | Harry Potter | Trading Cards

Home | Links | References | E-Mail Us