Instruction Manual

INTRODUCTION

Welcome to Dungeon Dice, an all-dice game of monster-killing, treasure-finding and back-stabbing! In Dungeon Dice, the dice are used to represent levels, treasures, monsters, potions and more. Players haggle and trade as they race to collect the most impressive dice in an attempt to win the throne. This game includes 87 dice, and 5 dice bags.

THE STORY

The king of Elorim is dead - devoured entirely by a monster. It’s no surprise, really. The kingdom is overrun by monsters. The previous king was eaten alive as well, and the king before him was burnt to a crisp. It is unanimously decided that the next king must be an accomplished warrior. You are not an accomplished warrior, but you will not likely have another shot at the throne. Unfortunately, every half-wit, braggart, and two-bit warrior in the kingdom has the same idea. If you’re going to prove yourself in battle, you’re going to have to do it before anyone else or *cough, cough* die trying.

WINNING CONDITION

In dungeon dice, each player races to gain 4 FAME. FAME is awarded for gaining experience, defeating powerful monsters, and obtaining magical artifacts.

THE DICE Monster Dice -

Monster dice begin play in the black bag. The monster dice are used to represent monsters that the heroes encounter across the land of Elorim. Each monster displays a number indicating its level. The monster’s abilities are depicted in the lower right corner. Rewards-

When a hero rolls a reward symbol, he may draw one random die from the corresponding bag. The potion lets the hero draw from the red ONE-USE bag. The treasure chest lets the hero draw from the blue EQUIPMENT bag. The lock represents a locked chest. If the hero has a key, he may draw from the yellow ARTIFACT bag. Otherwise, he may draw from the EQUIPMENT bag instead. Additionally, one face of each monster die depicts a treasure symbol. If that monster is defeated, the active hero may draw from the corresponding bag. EXAMPLE 1 - One side of the Goblin die depicts a treasure chest. If the monster is defeated, the active hero may draw one random die from the blue EQUIPMENT bag.

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Monster Level Dice -

During combat, one MONSTER LEVEL die is rolled for each level of the monster. MONSTER LEVEL dice are numbered 1 through 6. On a roll of 6, the die displays a potion, and a ONE-USE die is added as an additional reward for defeating the monster. EXAMPLE 1 - A hero is fighting a level 1 Goblin. One MONSTER LEVEL die is rolled and displays a 6. This represents the monster’s total strength that the hero must overcome. The die also displays a potion. If the hero defeats the monster, he receives one piece of EQUIPMENT, as indicated on the Goblin die, and an additional ONE-USE item. Hero Level Dice -

During combat, one HERO LEVEL die is rolled for each level of the hero. HERO LEVEL dice are numbered 1 through 4. If a hero ties or loses a combat, he receives a WOUND and the hero must set aside one of his LEVEL dice. This die may not be rolled again until the hero receives HEALING. (See WOUNDS, or refer to the SYMBOLS section for more information on HEALING) Equipment Dice -

EQUIPMENT dice begin play in the blue bag. When these dice are equipped by a hero, they may be rolled in combat along with any LEVEL dice the hero possesses. A hero may equip TWO one-handed weapons or ONE two-handed weapon. In addition, a hero may equip one armor die. All weapons are one-handed unless otherwise stated. A hero may change EQUIPMENT at any point except during combat. However, only one set of equipment may be used per player turn. On standard EQUIPMENT the symbols are BLACK. If the symbols are GREY, this means the item is rusty or worn. The die will deal slightly less damage and is less likely to produce an additional effect, called an ABILITY. If the symbols are PURPLE, the item is of exceptional quality. The die will deal slightly more damage, and possesses additional ABILITIES. (See ABILITIES on page 7) Artifact Dice -

ARTIFACT dice begin play in the yellow bag. ARTIFACT dice follow the rules of EQUIPMENT; however, they offer much more powerful ABILITIES. Heroes are awarded 1 FAME for each ARTIFACT in their possession. Five EQUIPMENT dice may be traded at any time for one ARTIFACT die; the EQUIPMENT dice are returned to the blue bag, and an ARTIFACT is drawn randomly.

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One-Use Dice -

1 ONE-USE dice begin play in the red bag. Each die has an effect that may be used once, and then the die is returned to the red bag. Experience Trackers -

Experience Trackers are used to track a hero’s experience and level. When a monster is defeated, each hero who took part in the combat receives 1 experience. The number on the top of the experience tracker indicates the hero’s total experience. Below, the hero’s level is expressed as a number of dice. At 3 experience, heroes reach their second level and may grab a second HERO LEVEL die. At 6 experience, heroes reach their maximum level and may grab a third HERO LEVEL die. When a hero has earned 6 experience, the die turns red and the hero is awarded 1 FAME. Spell Dice -

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Spells are dice that may be added to combat to produce various effects. Each spell may only be added to combat once. When a monster die depicts any spell icons, the monster is immune to that spell. (For more information on Spells, see ABILITIES and SYMBOLS)

SETUP 1. Place the red dice in the red ONE-USE bag, the blue dice in the blue EQUIPMENT bag, the yellow dice in the yellow ARTIFACT bag, and the monster dice in the black bag. The remaining dice are “basic” dice. This includes SPELLS, EXPERIENCE TRACKERS, HERO LEVEL dice and MONSTER LEVEL dice. They do not require a bag during gameplay. Leave all basic dice in the center of the play area for all players to draw from. During clean-up, these basic dice are stored in the green bag. 2. Each Player begins with one HERO LEVEL die. 3. Each player randomly draws two EQUIPMENT dice from the blue bag, and two ONE-USE dice from the red bag. 4. Each player rolls one of the black MONSTER LEVEL DICE and the player with the highest roll plays first.

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GAMEPLAY PLAYER TURN

1. SEARCH FOR MONSTERS - Begin your turn by reaching into the black monster bag and grabbing a random die. Roll the die into the play area for all players to see. The current face represents what monster the player has “found.” The number indicated on the die represents the monster’s level. The monster’s abilities are listed in the bottom right corner. The player may decide whether to confront the monster or flee with no penalty. In addition, the active player may petition the other players for ASSISTANCE. If the face shows a potion, treasure chest, or locked chest, the player has found an unguarded treasure. The player draws a random treasure from the corresponding bag and his turn ends. 2. ASSISTANCE - Only one player may assist in each combat; however, the active player may ask whomever he pleases. Assistants may add their own LEVEL dice and equipped dice to combat. Players may offer to split rewards or trade dice as part of their offers for assistance. Ultimately, the active player makes the decision on whose offer to accept, and all agreements are binding. (See ROLL-OFFS and TRADING) EXAMPLE 1 - Player One encounters a level 3 Slime. She believes she is in over her head. She asks Player Two to assist in the fight. Player Two agrees to help with equal chances for the reward. Player One agrees. Together they defeat the monster. The heroes earn a ONE-USE die. To decide who gets to keep it, the players roll a MONSTER LEVEL die and agree that on a roll of 1-3 Player One receives the treasure and on a roll of 4-6 Player Two receives the treasure. The die rolls a 5 and the treasure goes to Player Two. EXAMPLE 2 - In the above example, Player Two is much stronger and only agrees to help if he can have the treasure on a roll of 1-4. Player One declines the offer and asks another player for help. The other players fear that Player One is about to win and they all refuse. Player One must decide to fight alone or reluctantly accept Player Two’s unbalanced offer. 3. COMBAT - Once a player decides to confront a monster, they no longer have the option to ask for assistance or flee. Roll a number of MONSTER LEVEL dice equal to the monster’s level. This represents the monster’s combat strength. All heroes in the combat roll their LEVEL dice and all equipped dice then compare their total to the monster’s total. EXAMPLE 1 - A level 1 hero faces a level 2 Goblin alone. Two MONSTER LEVEL dice are rolled for the Goblin, a 3 and a 4. The Goblin’s combat strength is 7. The hero rolls one HERO LEVEL die for a 3. The only EQUIPMENT she has is a sword. She rolls that as well, for another 3. The hero’s total is 6. She is losing the combat against the Goblin. If she has no ABILITIES or ONE-USE dice, the combat will end and she will suffer one WOUND. (See ABILITIES below) After all dice have been rolled, ABILITIES are played. ABILITIES are symbols on the dice that offer a variety of combat effects, such as rerolls, dice removal, and healing. (See SYMBOLS for a comprehensive list of each effect.)

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PLAYER TURN (continued): Heroes in combat have the option to activate abilities first, and then the first player to the active player’s left WHO IS NOT IN COMBAT has the option to activate the monster’s abilities. Either player may pass and reserve their abilities for later. The ability phase ends once each player has activated all of the abilities they wish to use. In a two-player game, it is possible for all players to be involved in combat. In this case, the monster automatically uses abilities in a manner that will most likely win the combat. EXAMPLE 2 - The active player rolls a SLASH symbol which grants her one reroll. The Goblin receives one reroll automatically as indicated on the monster die. The hero is losing by 1 point. She cannot force the monster to make a reroll on a fight it is already winning. She decides to use her reroll and increases her total by 1, tying with the monster. The player to her left may reroll one of the Goblin’s dice. However, this could result in a lower total. The player decides not to risk it, knowing the Hero will be wounded as it stands. (See WOUNDS below) All players are allowed to add ONE-USE dice to the combat at any time. EXAMPLE 3 - Player One is tied with a level 2 Asp. Player Two has a ONE-USE Bomb die he can add to any fight. The Bomb may decrease any hero’s combat value by 1-3. Player Two rolls the die and Player One loses the fight. Player One offers to give Player Two an EQUIPMENT die if he lets her win, but it is too late. The die has already been rolled. Once all dice and abilities have been resolved, combat is over. If the monster’s total is higher, then the hero has lost the combat and suffers one WOUND. He must roll one fewer level dice each combat until he recovers. This may be accomplished by HEALING or RESTING. If the active player had an assistant in the fight, the assistant also suffers one WOUND. (See WOUNDS and RESTING below) If the hero’s total is higher, then the hero has won the combat and receives the treasure pictured on one side of the monster die. All players who participated in the combat receive 1 experience and rotate their EXPERIENCE TRACKERS to reflect their current total experience. In the event of a tie, the hero and any assistants win the combat, obtaining rewards and experience, but ALSO suffer one WOUND each. Finally, ABILITIES that activate after combat take place now. Only the active player is affected by these icons. EXAMPLE 4 - Player Two helps Player One to fight a Slime. If the slime is defeated, Player One will HEAL one WOUND. Only Player One receives HEALING, and the effect occurs automatically after combat. Player Two still receives the normal award of 1 experience for ASSISTING. 4. TROPHIES - If a RED, BLACK, or GOLD monster was defeated, the active player keeps the die as a TROPHY. Otherwise, return the Monster die to the Monster bag. If the participants agreed to any roll-offs or to exchange items, this takes place now.

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5. REWARDS - One side of each monster die depicts a reward. The red potion indicates that the hero has found a ONE-USE die and may randomly draw from the red bag. The treasure chest indicates that the hero has found an EQUIPMENT die and may randomly draw from the blue bag. If the player finds a locked chest and possesses a key, he may use the key to open the chest and draw one random die from the ARTIFACT bag. Otherwise, he misses his chance, and draws an EQUIPMENT die from the blue bag. If the monster rolled any 6’s during combat, an additional ONE-USE die is added as a treasure to the fight, as indicated on the die. 6. END OF TURN - Once treasures have been drawn, the active player’s turn ends, and the player to his left begins a turn.

WOUNDS

When a hero loses or ties in combat, he suffers one WOUND. The hero removes one HERO LEVEL die from play and may not roll the die again until he receives HEALING. A hero cannot have a negative number of LEVEL dice. Heroes with no level dice may still participate in combat. (For more information on HEALING, see the SYMBOLS section)

RESTING

A player may forfeit a turn in order to REST. The hero may roll the Healing Spell to remove WOUNDS, but may not draw from the monster bag.

OFF-TURN

Inactive players may perform a number of actions during the active player’s turn. This includes adding ONE-USE dice to combat, assisting in combat, negotiating, helping to open chests, and trading with the active player or amongst themselves. However, remember that traded dice may not be equipped in the middle of combat.

TRADING

Players may trade dice at any time. EQUIPMENT, ARTIFACTS, ONE-USE dice, and TROPHIES may all be traded among players for any reason. All agreements are binding. EXAMPLE 1 - Player One desperately needs a healing potion. Player Two offers to trade one in exchange for the next two ONE-USE dice Player One receives. Player One agrees. Sadly, the next die she draws is a key. She does not want to give it away, but she must keep her earlier agreement. EXAMPLE 2 - Player One is losing to a Fire Elemental by 2 points. Player Two owns a Scroll. Player One offers to give him the Fire Elemental’s treasure in exchange for the Scroll. They agree and trade dice during combat. Player One may use the scroll immediately. EXAMPLE 3 - Player One only has one sword and is losing a fight against a Zombie. Player Two offers to give him another sword in exchange for two potions. Player One may make the trade if he desires. However, he may not change equipment during combat, so the sword will not help him this fight. He passes on the offer.

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ROLL-OFFS

Combat in Dungeon Dice usually only offers one reward. This forces players to haggle over claims. Rather than conveniently splitting the loot evenly, players may decide to roll for the loot. Players agree to odds then roll a MONSTER LEVEL die to determine the result. Roll-offs play a key roll in gameplay. EXAMPLE 1 - Player One has a key. Player Two finds a locked chest. Player One offers to share his key for equal chances at the treasure. The players call odds and evens then roll a die. The winner takes the ARTIFACT from the unlocked chest. EXAMPLE 2 - In the same scenario, player Two refuses the offer. He will only agree if he gains the reward on a roll of 1-4. Player One desperately needs the FAME from the ARTIFACT and agrees, even though he will only come out ahead on a roll of 5 or 6.

TIES

At the end of combat, it is possible for multiple players to reach 4 Fame simultaneously. However, there is only one throne. If two players have equal claim on the throne, the two players must duel. Each player rolls his combat dice and may use ONE-USE dice normally. Player’s roll off to decide who may activate abilities first. The victor obtains the throne and wins the game.

TROPHIES

When a RED, BLACK, or GOLD monster is defeated, the hero may keep the Monster die as a trophy of his victory. RED trophies are worth 1 FAME. BLACK trophies are worth 2 FAME. A GOLD trophy is worth 3 FAME. Like any other die, trophies may be traded among players at any time, for any reason.

ABILITIES

MONSTER dice, EQUIPMENT dice, ARTIFACT dice, ONE-USE dice, and SPELL dice all depict symbols, which represent abilities that may be used by heroes and monsters alike. After a hero rolls a die, he is entitled to use any abilities displayed by the die. A monster’s abilities are set. They are displayed in the lower right corner of the monster die. The monster’s abilities are controlled by the first player to the active player’s left who is NOT in combat. In combat, the hero has priority over the monster in activating abilities, unless the ability states otherwise. For example, a monster may activate ARMOR before the hero has a chance to activate EXECUTE. In a two-player game, it is possible that no player qualifies to control the monster. In this case, the monster automatically uses abilities in a way that is most likely to result in victory. In case of dispute, the inactive player makes any final decisions.

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During combat, each die may only activate each ability once. If the die is rerolled and displays a new ability, that ability may be added to combat. The exception is GUST, which resets all abilities except for itself. EXAMPLE 1 - A hero rolls a sword and the die displays the SLASH symbol, which grants one reroll. The hero rerolls the sword die and it displays another SLASH symbol. However, the die has already produced the SLASH ability for this combat and the hero does not gain another reroll. EXAMPLE 2 - A hero with two swords rolls both and one displays the SLASH symbol. The hero uses this ability to reroll his other sword. After the reroll the sword displays the SLASH symbol. Since the second sword die has not activated this ability yet, it may be activated now, and the hero may reroll another die. Either sword may be rolled again; however, neither may grant another reroll. EXAMPLE 3 - A hero possesses an ARTIFACT, a magical sword with FIRE and SLASH symbols. The ARTIFACT is rolled and displays the SLASH symbol. The hero decides to reroll the ARTIFACT and the die displays the FIRE symbol. The die has already activated the SLASH ability but it has not activated the FIRE ability yet. The hero may add the FIRE SPELL to combat.

ADDITIONAL COMBAT EXAMPLES

EXAMPLE 1 - A level 1 hero is fighting a Level 2 Wolf. The hero possesses a 2-handed hammer and a whip. She cannot equip both so she decides to use the hammer only. Two MONSTER LEVEL dice are rolled for the monster, a 3 and a 4. The monster’s total strength is 7. The hero rolls one HERO LEVEL die for 2 points, and the hammer for 3 points. The hero’s total combat strength for the round is 5. The hero loses the combat and takes a WOUND. She cannot roll her HERO LEVEL die in combat again until she receives HEALING. Until then, she may still participate in combat, but she may only roll her hammer or her whip. EXAMPLE 2 - A level 2 hero is fighting a level 3 Golem. The hero has two swords and an armor die. He may equip all three EQUIPMENT dice. Three MONSTER LEVEL dice are rolled for the Golem, for a total of 8. The hero rolls two HERO LEVEL dice for a total of 5. He rolls three EQUIPMENT dice as well. One sword rolls a 2, one sword rolls a 3, and his armor rolls a 0, it does not help him for the round. Still, with the help of his equipment, the hero’s total is 10, which is enough to defeat the Golem. However, abilities have not yet been played. The hero has one SLASH symbol, and the Golem has two ARMOR symbols. Armor has priority. The Golem rerolls the sword with the SLASH symbol. The new result is one lower with no SLASH symbol. SLASH may no longer be played. The Golem rerolls the hero’s highest level die, but the result ends up higher! The hero has won the combat. The reward depicted on the monster die is a TREASURE. The hero may draw one random die from the blue bag. In addition, The level 3 Golem is red, which means the die may be kept as a trophy, awarding 1 FAME.

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SYMBOLS *The following dice-specific rules supercede previous rules.

POTION - The active hero may draw one random die from the red ONE-USE bag.

TREASURE CHEST - The active hero may draw one random die from the blue EQUIPMENT bag.

LOCKED CHEST - If the active hero possesses a key, he may draw one random die from the yellow ARTIFACT bag. Otherwise, he may draw one random die from the blue EQUIPMENT bag.

TWO-HANDED - A hero is required to use two hands to equip a die with this symbol.

SLASH - The player may reroll one of his own combat dice. This is limited to EQUIPMENT dice, ARTIFACT dice, HERO LEVEL dice, and MONSTER LEVEL dice. SLASH may be used to reroll the die displaying the SLASH symbol. The same die may be rerolled multiple times as a result of multiple SLASH abilities. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered a SWORD. REACH - Each hero with REACH may roll EQUIPMENT and HERO LEVEL dice before deciding whether to confront a monster. This ability occurs before combat. Abilities that occur during combat, SPELLS and ONE-USE dice may not be used until REACH is resolved and the hero has decided to flee or confront the monster. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered a SPEAR. A hero equipped with a SPEAR may use the REACH ability with no need to roll first.

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EXECUTE - The EXECUTE symbol is always paired with a number. The hero automatically defeats a monster of the indicated level or lower. In addition, the value is added to the hero’s combat total. The EXECUTE ability occurs last in combat, or simultaneously with other abilities that occur last. When used against a hero of the indicated level or lower, the target loses combat and suffers one WOUND. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered an AXE. SHATTER - The SHATTER ability breaks open locked chests. If the defeated monster was guarding a locked chest, the hero does not require a key to obtain an ARTIFACT. Inactive players equipped with a hammer may make one roll to help the active player SHATTER a lock. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered a HAMMER. Players equipped with a HAMMER may negate an opponent’s ARMOR. For the duration of combat, the opponent may not force rerolls by using the ARMOR ability.

HUNT - The hero may draw two monsters from the monster bag on each turn, instead of one, and may choose to roll either one. Only one die may be rolled, and the other is returned to the bag. The hero may not benefit from both dice. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered a BOW. A hero equipped with a BOW may use the HUNT ability with no need to roll first. TANGLE - The player may remove an opponent’s LOWEST die from combat. Dice that display no value are ignored. Multiple dice may be removed as a result of multiple TANGLE abilities. A combatant with NO combat dice remaining is considered to have a combat strength of 0. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered a WHIP. ARMOR - The player may force an opponent to reroll any one die. The ARMOR ability occurs first in combat, or simultaneously with other abilities that occur first. Symbols that are lost due to a forced reroll may not be played by the opponent. When this symbol is present on an EQUIPMENT or ARTIFACT die, that die is considered ARMOR.

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SCOUT - The hero may see a monster’s roll before deciding whether to confront the monster. This ability occurs before combat. Abilities that occur during combat, SPELLS and ONE-USE dice may not be used until SCOUT is resolved and the hero has decided to flee or confront the monster. Any die with this symbol may be rolled before combat.

FEAR - The monster prevents the player from performing to his fullest ability. Before combat, the player controlling the monster selects any one of the hero’s dice, and this die may not be used during combat.

KEY - The hero may open one locked chest.

SKELETON KEY - The skeleton key is an EQUIPMENT die. However, it does not need to be equipped. It may be rolled once for each locked chest a hero encounters. If the Skeleton key symbol is displayed, the chest may be opened. Inactive players may roll once to help the active player open a locked chest.

BOMB - A die with this symbol may be added to any combat to boost the combat total of either side by the indicated amount.

SCROLL - The scroll symbol allows the user to add any one SPELL to combat. Each spell may only be added to combat once. Monsters who display a SPELL symbol are immune to that SPELL. Monsters who display a SCROLL symbol are immune to their chosen SPELL once they have activated the ability.

HEALING - The hero may recover one HERO LEVEL die lost as a result of taking a WOUND. A lost LEVEL die may not be restored during combat. When this symbol is present on a monster die, it affects only the active player and occurs automatically if the monster is defeated in combat. On a SPELL die, this symbol is used to designate the HEALING SPELL. The HEALING SPELL may target any hero.

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PAIN - The hero suffers one WOUND. When this symbol is present on a monster die, it affects only the active player, and occurs automatically if the monster is defeated in combat.

FIRE - This symbol allows the user to add the FIRE SPELL to combat. The FIRE spell adds the indicated value to the target’s combat total. On a SPELL die, this symbol is used to designate the FIRE SPELL. The FIRE SPELL may target monsters or heroes.

DRAIN - This symbol allows the user to remove their opponent’s lowest die and ADD its value to their own total. Dice that display no value are ignored. Only the die’s value is drained, its abilities may no longer be activated. Multiple dice may be removed as a result of multiple DRAIN abilities. A combatant with NO combat dice remaining is considered to have a combat strength of 0. On a SPELL die, this symbol is used to designate the DRAIN SPELL. The DRAIN SPELL may target monsters or heroes.

GUST - This symbol allows the user to RESET combat. ONE-USE dice are returned to the red bag, all spells are removed from combat, and all remaining dice are rolled again. Monster abilities, and any abilities displayed on the reroll may be used again, with the exception of GUST. Only one GUST may be used per combat. On a SPELL die, this symbol is used to designate the GUST SPELL.

TOAD - This symbol turns the opponent into a toad with a combat strength of 1. Toads may not use EQUIPMENT or ARTIFACTS, but may still benefit from ONE-USE dice. When a monster is turned into a toad, it may award no more than 1 FAME. On a SPELL die, this symbol is used to designate the TOAD SPELL. The TOAD SPELL may target monsters or heroes.

FIZZLE - This symbol is used in conjunction with SPELL dice. It denotes failure in attempting to cast the spell and does not trigger an ability. A failed spell has not been added to combat, and may be cast again by the use of another ability.

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MONSTERS Slime - Slimes are among the weakest creatures in Elorim. They are also delicious. Eating a Slime after combat heals one WOUND.

Bat - The giant Bats of Elorim lurk deep in caves and terrorize the countryside by night. As a flying creature, Bats use the GUST ability, forcing a reroll when they are losing combat. Bats are immune to GUST.

Zombie - Zombies are the result of a failed experiment to grant eternal life. Their presence causes FEAR in the living.

Wolf - Having devoured every moving thing in the forest, each year the hungry Wolves of the north roam further and further across the kingdom’s borders. Wolves are powerful but mundane creatures with no special abilities. Asp - In Elorim, dangerous serpents are nearly as common as insects. The giant Asp is known to TANGLE its prey, removing their lowest die from combat.

Giant Spider - Ever hungry, the spiders of Elorim leap upon unsuspecting victims and DRAIN the life from their bodies. Giant Spiders are immune to DRAIN.

Goblin - Goblins are the wimpiest and stupidest creatures in possession of treasure. Consider it a freebie. Goblins prefer pointy weapons. The SLASH ability grants them one reroll.

Skeleton - Once noble warriors, Skeletons are raised as slaves to evil wizards and witches alike. These ragtag warriors cause FEAR in the living.

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Ghost - Sending a cursed spirit to its grave is likely to spread your fame. However, the ordeal is indescribably maddening. A hero who defeats a Ghost automatically suffers one wound.

Fire Elemental - Fire Elementals are magical beings formed entirely of flickering flame. Fire Elementals add the FIRE SPELL to combat and are immune to FIRE.

Golem - Formed from solid stone, these rock-hard constructs are always formidable foes. The Golem’s ARMOR forces heroes to reroll their best dice.

Witch - One of the most feared denizens of the land, Witches have access to a variety of SPELLS, which makes them unpredictable foes. Witches often draw power from the magical ARTIFACTS in their possession.

Demon - Demons are mighty beings from another plane whose presence DRAINS the life force from mortals. When a Demon is summoned, it brings a powerful ARTIFACT that ties it to its home realm. Demons are immune to DRAIN. Dragon - The most fearsome creatures in the land, Dragons hoard magical ARTIFACTS to lure in heroes like you for food. Dragons breathe FIRE and use the GUST ability by beating their enormous wings. Dragons are immune to GUST and FIRE.

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QUICK PLAY RULES 1. Place the red dice in the red bag, the blue dice in the blue bag, the yellow dice in the yellow bag, and the monster dice in the black bag. Leave the remaining dice in the center of the play area. 2. Each Player begins with one green HERO LEVEL die. 3. Each player randomly draws two EQUIPMENT dice from the blue bag, and two ONE-USE dice from the red bag. 4. Players take turns drawing one random die from the monster bag. The die is rolled and the active player may choose to confront the monster or flee. The active player may invite one other player to ASSIST in the fight. 5. Each monster displays a number indicating its level. When a monster is confronted, the monster rolls one MONSTER LEVEL die for each level. Heroes in combat roll their HERO LEVEL dice and EQUIPMENT dice and compare their total to the monster’s total. 6. Heroes and monsters may play the ABILITIES displayed on their dice. Once all ABILITIES have been played, whoever has the highest total wins combat. If the heroes win, each hero receives one experience and the active player receives the REWARD indicated on one side of the monster die. If the heroes lose, each hero suffers one WOUND and the turn ends. On a tie, the heroes win the combat but also suffer a WOUND. When a hero receives a WOUND, one HERO LEVEL die is set aside, and may not be used again until the hero receives HEALING. 7. Once combat has ended, play passes to the next player. Players may pass a turn to REST and roll the Healing Spell to remove WOUNDS. 8. Heroes earn a second HERO LEVEL die when they have earned 3 experience, and a third HERO LEVEL die at 6 experience. 9. The game is won by obtaining 4 FAME. FAME may be earned in the following ways: Obtain 6 EXPERIENCE - 1 FAME Possess a MAGICAL ARTIFACT - 1 FAME Defeat a RED MONSTER - 1 FAME Defeat a BLACK MONSTER - 2 FAME Defeat the GOLD DRAGON - 3 FAME

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For Online Examination, we have divided Candidates into three batches as per the maximum sitting capacity available for conducting ... The online test is divided into 3 sections equally distributed in 1 hour – each section is timed for 20 minutes.

Exercise instructions
Jul 30, 2016 - Send me an email at the latest on August 13th, 2016 with your attached CPN file and CC yourself and your partner too so that I know who is in ...

INSTRUCTIONS FOR EXAM ADMINISTRATORS INSTRUCTIONS 1 ...
INSTRUCTIONS. 1. For Online Examination, we have divided Candidates into three batches as per the maximum ... The online test is divided into 3 sections equally distributed in 1 hour – each section is timed for 20 minutes. 4. .... of the test candi

pdf-1415\instructions-for-armourers-martini-henry-instructions-for ...
... the apps below to open or edit this item. pdf-1415\instructions-for-armourers-martini-henry-instru ... care-and-repair-of-martini-enfield-by-frederic-faust.pdf.

sahaj instructions 2013_19_4_13 - irtsa
(ii) byfurnishing the returneledronically underdigitalsignature;. (iii) by transmitting the data in the return electronically and thereafter submitting the ... Chapter VI-A of the Income-tax Ad, exceeds the mukimum amount which is. Instructions for .

sahaj instructions 2013_19_4_13 - irtsa
A19. = N. Shade the appropriate circle. Tax Payable Status. Shade Circle. Total Tax Payable (D9) < Total Prepaid Taxes (D13). Total Tax Payable (D9) > Total ...

Special Breed Specific Instructions
Nov 12, 2008 - German Boxer, Bullmastiff, Great Dane, Norwich. Terrier, Skye Terrier, Staffordshire Bull Terrier,. West Highland White Terrier, German Spitz/. Pomeranian, Artesian-Norman Basset, Italian. Pointing Dog, Italian Wire-haired Pointing Dog

MACHINE INSTRUCTIONS AND PROGRAMS
Jun 28, 2001 - The usual approach is to deal with them in groups of fixed size. For this purpose, the memory is organized so that a group of n bits can be stored or retrieved in a single, basic operation. Each group of n bits is referred to as a word

Mendel90 Kit Instructions - GitHub
Jul 27, 2012 - 01/10/13 Updated remaining assembly views for black screws and red ...... Start by printing a paper template from the pdf drawing y_heatshield.pdf. ...... thick then you might want to re-slice the Android STL with the PLA 0.2mm.

Expansion card instructions - Angelfire
Owners Manual (Ver5). Thanks for buying this expansion card and sound rom chip set, please read the following instructions to get the best out of using this card ...

Online ordering instructions.
Online ordering instructions. 1. Go to our web site ... With the proof card provided to you please input the “Unique Code” and “Last Name” as it is shown on the ...

paper instructions -
the boundary of the Australian-Indian and the. Eurasian ... time later, at the 2000 World Geothermal Congress, the Government of .... Thus, all activities (geo-scientific surveys and .... Geothermal Association) News No.8 – October 2012, p.5.

sahaj instructions 2013_19_4_13 - irtsa
located outside India or signing quthority in any account located outside. India. 4. ... All such documents endosed with this Return Form will be defathed.

Instructions - STUD NOTES
As the Maintenance Engineer of a software company, give a set of eight instructions that are to be followed by the lab assistants while handling sophisticated ...

MACHINE INSTRUCTIONS AND PROGRAMS
Jun 28, 2001 - Java, or Fortran. The main purpose of using assembly language programming in this book is to describe how computers operate. To execute a high-level language program on a processor, the program ...... inspect and update the state of th

Expansion card instructions - Angelfire
Thanks for buying this expansion card and sound rom chip set, please read the following ... The expansion card can only have 1 rom chip fitted at a time.

Online ordering instructions.
(Please be aware of the order deadline highlighted in red so as not to incur any late charges, it's to ensure that the production time will be on schedule and every ...

Overview Instructions - GitHub
The build produces a kernel image, a root file system, and kernel header ... git1+973494766d7ca2401e3138f28b6257a5b899cf1d-r0/linux-lsisim-standard-build.