delve: the card game

10
Delve the Card Game Goal: Make it through the entire dungeon with a surviving hero. Rules: Pick one of the four heroes that you will use for the game. Your starting vitality is shown on the card. This is used for both your health and your attack value. Damage will drop your vitality and if it ever reaches zero the game is over. Items will modify your attack value when determining the outcomes of battles, but they do not add to your health. For example, if your base vitality is 5, and you have taken 4 damage, 1 more damage will end the game even if you have a weapon that adds 2 to your attack. Pick one non-epic item to start the game with. Unless otherwise specified, your hero can only carry two items. Shuffle the remaining non-hero cards. This is the draw deck. Start turning over the cards in the draw deck, one at a time and resolving them until you either reach the end of the deck and have won, or your hero is dead. Cards are resolved as follows. Note that any text on the card takes precedence to these rules - Item: If your hero cannot use the item, simply discard it. If it is in an item that your hero can use, you must decide if you want to use up one of your item slots to hold it. You can discard an item you currently hold if needed. If it can be used immediately, such as a potion, you do not have to have a free item slot to do so. Items like this can also be stored in one of your item slots and used at a later time as well. Monster: Fight monsters by determining your attack and comparing it to the number on the monster card. To determine your attack, use your base vitality minus any damage you have previously taken and then add any modifiers from items. If your number is higher, you win – discard the monster card. If your number is the same or lower, you lose – place the monster card upside down next to your hero as damage. Place the cards representing damage in any way that makes it easy to readily determine how much vitality your hero currently has. Trap: Follow the instructions on the card unless you have a hero or item that allows you to ignore traps. Campaign mode: Play the next game with the items that you have at the end your last game. If you are a rogue and you win with 3 items, you must pick one of your items to shuffle back in since you lost it at dice. Good luck and happy delving.

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Delve the Card Game

Goal:

Make it through the entire dungeon with a surviving hero.

Rules:

Pick one of the four heroes that you will use for the game. Your starting vitality is shown on the card. This is

used for both your health and your attack value. Damage will drop your vitality and if it ever reaches zero the

game is over. Items will modify your attack value when determining the outcomes of battles, but they do not

add to your health. For example, if your base vitality is 5, and you have taken 4 damage, 1 more damage will

end the game even if you have a weapon that adds 2 to your attack.

Pick one non-epic item to start the game with. Unless otherwise specified, your hero can only carry two

items. Shuffle the remaining non-hero cards. This is the draw deck.

Start turning over the cards in the draw deck, one at a time and resolving them until you either reach the end

of the deck and have won, or your hero is dead.

Cards are resolved as follows. Note that any text on the card takes precedence to these rules -

Item: If your hero cannot use the item, simply discard it. If it is in an item that your hero can use, you must

decide if you want to use up one of your item slots to hold it. You can discard an item you currently hold if

needed. If it can be used immediately, such as a potion, you do not have to have a free item slot to do so.

Items like this can also be stored in one of your item slots and used at a later time as well.

Monster: Fight monsters by determining your attack and comparing it to the number on the monster card. To

determine your attack, use your base vitality minus any damage you have previously taken and then add any

modifiers from items. If your number is higher, you win – discard the monster card. If your number is the

same or lower, you lose – place the monster card upside down next to your hero as damage. Place the cards

representing damage in any way that makes it easy to readily determine how much vitality your hero currently

has.

Trap: Follow the instructions on the card unless you have a hero or item that allows you to ignore traps.

Campaign mode:

Play the next game with the items that you have at the end your last game. If you are a rogue and you win

with 3 items, you must pick one of your items to shuffle back in since you lost it at dice.

Good luck and happy delving.

Hero

FIGHTER

5

Wins attacks in the event of a

tie.

Hero

CLERIC

5

Anytime you win against a

monster, heal one damage.

Hero

ROGUE

5

Ignore traps.

Hero

WIZARD

5

Can have up to four items at a

time instead of just 2.

Item - Epic

SHIELD OF REFLECTION

(Fighter)

Automatically win against

Spellcasters. Does not take up

an item slot.

Item - Epic

HOLY SYMBOL

(Cleric)

Automatically win against

Undead. Does not take up an

item slot.

Item - Epic

BARD’S BOW

(Rogue)

Automatically win against

Dragons. Does not take up an

item slot.

Item - Epic

GANDR

(Wizard)

Automatically win against

Demons. Does not take up an

item slot.

Item - Potion

HEALING POTION

(Any can use)

Heal 2 damage.

Item - Potion

HEALING POTION

(Any can use)

Heal 2 damage.

Item - Magic

SCROLL OF FROST

(Wizard)

Destroy one monster. Discard

after using.

Item - Magic

SCROLL OF ACID

(Wizard)

Destroy one monster. Discard

after using.

Item - Magic

SCROLL OF LIGHTNING

(Wizard)

Destroy one monster. Discard

after using.

Item - Magic

WIZARD’S SPELL BOOK

(Wizard)

Discard this card and find up to

three scrolls in the discard or

draw piles and equip them.

Shuffle the draw pile if used.

Item - Magic

GEM OF SEEING

(Fighter, Wizard, Cleric)

Avoid all traps.

Item - Magic

RING OF FIRE

(Any can use)

Destroy one monster. Discard

after using.

Item - Magic

CURSED AMULET

(Fighter, Wizard, Cleric)

Must be equipped and cannot

be discarded except when a

trap or monster card specifies

to discard an item.

Item - Weapon

CLUB

(Any can use)

+1

It may not be a club really, or

even a weapon at all, but it will

do in a pinch.

Item - Weapon

HAND CROSSBOW

(Rogue)

+3

It appears to be a Drow

weapon, but despite that it

seems to be safe to use.

Item - Weapon

JAVELIN OF LIGHTNING

(Any can use)

+2

Discard to destroy one

monster.

Item - Weapon

QUARTERSTAFF

(Any can use)

+2

A long, hardwood pole with

signs of former use staining

parts of the shaft a deep red.

Item - Weapon

BERSERKING SWORD

(Fighter)

+5

Whenever this sword is used in

battle, its wielder goes berserk.

Although many see it as a

cursed object, others see it as a

boon.

Item - Weapon

SHORT SWORD

(Fighter, Rogue, Cleric)

+2

A double-edged, single-handed

sword that is too short to be

considered a long sword, but

too long to be a dagger.

Item - Weapon

THE SAINT’S MACE

(Cleric)

+4

Heal two damage when

equipped.

Item - Weapon

LONG SWORD

(Fighter)

+3

A finely crafted weapon forged

by master swordmakers.

Item - Weapon

GLAMDRING

(Wizard)

+4

A white sword with runes

across the blade. When

enemies are near it glows with

a pale light.

Item - Weapon

SWORD OF SUBTLETY

(Rogue)

+3

A short sword with a thin, dull

gray blade that enemies will

feel more often than see.

Item - Weapon

DAGGER

(Fighter, Rogue, Wizard)

+1

A short, rusted weapon with a

wicked blade.

Trap

ACID ARROW TRAP

Either discard one item or turn

this card into one damage.

Trap

SPIKED PIT

Turn this card into one

damage.

Trap

CRUSHING ROOM

If you have weapons, discard

them and turn this card into

one damage, otherwise, ignore

this card.

Trap

EARTHQUAKE

Discard one item or turn this

card into one damage.

Trap

CORROSIVE MIST

Discard one item.

Monster

HEZROU

(Demon)

5

Immune to magic attacks.

Monster

DROW WIZARD

(Spellcaster)

8

If you don’t attack with magic,

take 1 damage only if you

would have won.

Monster

CEREBRILITH

(Psionic)

3

Cerebrilith wins automatically

against Clerics.

Monster

GOBLIN

(Goblinoid)

1

If you have any items, you may

discard them all instead of

taking damage if you lose.

Monster

ASSASSIN VINE

(Plant)

2

Assassin Vine wins

automatically against Fighters.

Monster

BANISHED PIXIE

(Fairy)

4

If you lose you can discard 1

item instead of taking damage.

Monster

QUASIT

(Demon)

2

Immune to magic attacks.

Monster

OGRE BARBARIAN

(Giant)

7

Ogre Barbarian wins

automatically against Rogues.

Monster

YOUNG BLACK DRAGON

(Dragon)

9

If you lose you must also

discard 1 item if you have one.

Monster

MUMMY

(Undead)

3

Damage from undead cannot

be healed.

Monster

STONE GOLEM

(Construct)

7

Stone Golem wins

automatically against Wizards.

Monster

GELATINOUS CUBE

(Ooze)

6

If you lose you can discard 1

item instead of taking damage.

Monster

LICH

(Undead)

8

Damage from undead cannot

be healed.

Monster

WRAITH

(Undead)

6

Damage from undead cannot

be healed.

Monster

RENEGADE WARLOCK

(Spellcaster)

6

If you don’t attack with magic,

take 1 damage only if you

would have won.

Monster

RED DRAGON

(Dragon)

12

If you lose you must also

discard 1 item if you have one.

Monster

OGRE MAGE

(Spellcaster)

7

If you don’t attack with magic,

take 1 damage only if you

would have won.

Monster

SKELETON

(Undead)

4

Damage from undead cannot

be healed.

Monster

BALOR

(Demon)

10

Immune to magic attacks.

Monster

GOBLIN

(Goblinoid)

1

If you have any items, you may

discard them all instead of

taking damage if you lose.

Monster

DECREPIT GREEN DRAGON

(Dragon)

6

If you lose you must also

discard 1 item if you have one.