These rules are intended to allow players to play a dungeon adventure in the MageKnight game.
Design Guidelines
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 | ||
|---|---|---|
| Roll | Result | Description |
| 1 | Nothing | found rubbish |
| 2 | Healing Potion | Heal 1 figure 1d6 clicks |
| 3 | Magic Ring | Every figure gets a +1 bonus to |
| 4 | ||
| 5 | ||
| 6 | Gold | Which ever player earns the most gold wins |