Dungeons Rules

These rules are intended to allow players to play a dungeon adventure in the MageKnight game.

Design Guidelines

Setting Up
Players determine which will be the defender of the dungeon, and which will attempt to raid it. The Defender builds the dungeon with 5-6 rooms. Each room has a door, and is locked. The Dungeon map should have one entrance, where the other player will start. Players agree on the base Build Total. The defender uses this number times 1.5. The defender may use any Mage Spawn figure, and builds his dungeon defenders as the attacker encounters them. He does not deploy them on the map yet. Suggested Build Total is 100. Players will recieve 1 action per 50 Build Points (unlike a normal MK game, this is set to a smaller scale).

Playing
The Attacker goes first, moving figures into the dungeon. Anytime the attacker moves a figure around a corner or opens a door, the defender rolls 1d6. If he rolls a 5 or 6, he gets to place monsters in the newly discovered section. The defender then places upto 1d6 times 20 Build Points worth of monsters from his pool of Mage Spawn figures. If he has no monsters in his pool (because he used up all his total Build Points) he places no monsters. These monsters may be placed anywhere in the room or corridor that the attacker has just entered. The defender takes his turn as normal, even if the attacker runs away. If the attacker encounters a door, he must make a successful attack against the door with a figure. The door's defense is equal to 10+1d6. The Defender must place a token representing treasure in every room. When the attacker is B2B with the treasure token, and spends a Move action to pick it up, he rolls to see what it was.
Treasure Results
RollResultDescription
1Nothingfound rubbish
2Healing PotionHeal 1 figure 1d6 clicks
3Magic RingEvery figure gets a +1 bonus to
4
5
6GoldWhich ever player earns the most gold wins