Instruction Manual

Game Contents X 30 Treasure: Gold Ore Worth 100 coin

X 20 Treasure: Rare Minerals Worth 500 coin

X 10 Treasure: Precious Gem Worth 1000 coin

X 10 X 10 Items: Dynamite Items: Shield Remove one Reduce damage wall from play taken by 1 (One-time use) (One-time use)

X 10 Items: Potion Recover health by 1 (One-time use)

X 10 X 10 Items: Knife Items: Enraged Increase attack Increase AP by 1 total by 1 (One-time use) (One-time use)

X1 Mining Die: Mining event resolution die

X1 Ambush Die: Ambush event resolution die

X1 Items Die: Items event resolution die

X1 Attack Die: Attacking player die

X1 Defense Die: Defending player die

X9 Maze Board Tile

X 81 Wall Peg

X 90 Wall Card

X4 Player Screen

X4 Clip-on Light

X1 Treasure Chest

X4 Wallet and Bank Tray

X4 Health Dial

X4 Attack and Power Dial

X1 Night Vision Goggles

X3 Explorer Light

X1 Explorer: Knight

X4 Explorer: Demolitionist

X4 Explorer: Scout

X4 Monster: Thresher

X1 Monster: Excavator

X3 Monster: Sentient Fungus

X1 Excavator Wall

X3 Fungus Tar Pit

X3 Fungus Toxic Gas

X3 Fungus Trap Door

1

Introduction Since their foundation, New Vondassa, the Zho Empire, and Ulrich’s Kingdom have been at war. As a result, the once-rich lands of the continent Tabula Rasa now lie in ruin. Disease and starvation run rampant. The coming of the second great plague has led to a very fragile ceasefire as all nations severely lack the manpower to continue fighting. Merchants and traders avoid Tabula Rasa in fear of the plague, and anything of value has long since been destroyed. Desperate for solutions, each nation sends their best to Durangrar™, the legendary cave at the very outer reach of Tabula Rasa rumored to contain vast riches. Durangrar™ was discovered by a traveling merchant named Mythdaiel. He named the cave after the fearsome sounds that came from within. Mythdaiel quickly found great wealth inside. However, before he was able to collect any treasure, he found himself hunted by a most grisly and gruesome creature. Mythdaiel dropped all he was carrying for fear of his life and fled the cave. Since then, everyone has heard of Durangrar™ but few have ever returned alive and none have ever returned with the riches that lie within. You are an Explorer sent forth to retrieve the treasure of Durangrar™ in hopes of restoring your nation to its former glory. You hope the treasure will attract merchants back to trade medicine, crops, and materials, all which can be used to rebuild your nation as well as your armies. As you arrive at the cave, you find you are not the only one there. The other nations have also sent their best in hopes of finding great wealth, rebuilding their armies, and ending this war once and for all.

Game Overview The Depths of Durangrar™ is played by two to four players in the dark. One to three players take the roles of the Explorers. Explorer pieces will light up to illuminate what is in front of them. There is always one player who takes the role of the Monster. The Monster piece does not light up. Instead, the Monster player wears night vision goggles to see the entire maze. During each game, Explorers venture into the labyrinth in search of treasure while the Monster hunts them down.

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Game Setup 1. Decide who will be the Monster; everybody else will play as an Explorer. The Monster is responsible for most of the game setup and should follow the remaining steps and reveal the maze when the lights are off after the game is setup. Monster Piece Monster Entrance

Game Board Explorer Piece

Treasure Chest

Clip-on Light

Box Lid

Wallet and Bank Tray Dice

Attack and Power Dial Health Dial

Player Screen

Explorer’s Entrance

2. Lay out and connect all the individual maze board tiles in whatever configuration you’d like. Example: 3 x 3, 1 x 9, etc. 3. Insert all of the pegs into the matching slots on the maze board tiles. 4. Choose a maze to build. All maze designs include two openings on opposite sides.

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Game Setup (continued) Here are some example maze layouts:

5. Insert all of the walls into their corresponding wall pegs according to the chosen maze. 6. Place the items and the treasure tokens into the treasure chest. 7. Place all the Explorers aside as Explorers will pick out individual Explorers after turn order is decided. The Monster now collects and places all the Monsters and their power items (Excavator wall and Fungi Tiles) behind his player screen. 8. Attach the clip-on light to the box lid and place the dice in the lid as well. 9. Pass out the player screens and clip-on lights to all the players. 10. Pass out a two-section tray to each player. The left section is a player’s wallet, which contains all the treasure and items they are carrying on them. The right section is a player’s bank, which contains all the treasure they have brought out of the maze. 11. Turn on the Explorer lights, the clip-on lights, treasure chest light, and box cover light. 12. Turn on the night vision goggles and turn off the room lights.

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Explorers’ Setup 1. After rolling the mining die to see who goes first (see page 8 “Turn Order”), choose your Explorer and the corresponding health and attack/ power dials for that Explorer. The dials list the special power for each Explorer. Each Explorer gets 16 Skill Points (SP) to distribute among their health, attack, and special power stats. However, each type of stat requires spending different amounts of SP: 1 Health Point (HP) = 1 SP 1 Attack Point (AP) = 2 SP 1 Special Power Point = 3 SP Use the dials to set your stats. Suggested stat settings are highlighted in green on the dials. As you play, these stats may change - adjust your dials accordingly. Keep your dials hidden behind your player screen. 2. Place your Explorer at one of the maze openings, which will be known as the Explorers’ camp. All Explorers must start from this opening. This is also where Explorers must return to immediately when they are killed, where they must return with their treasure in order to win, and where they can trade treasure for additional SP, and rest up.

The Explorers The Knight Special Ability: Reduce the amount of damage he takes from each attack. However, the Knight will always take a minimum of 1 point of damage upon being successfully hit. The Scout Special Ability: Increase the number of AP he starts with each turn. The Demolitionist Special Ability: Permanently remove a wall from the game at the cost of 1 dynamite and 1 AP. This ability cannot be used to attack other players but it can be used to destroy the Excavator’s wall and the fungus’ environmental tiles, although not permanently.

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Monster’s Setup 1. Choose your Monster and the corresponding health and attack/power dials for that Monster. The dials list the special power for each Explorer. Each Monster gets 32 Skill Points (SP) to distribute among his health, attack, and special power stats. However, each type of stat requires spending different amounts of SP: 1 Health Point (HP) = 1 SP 1 Attack Point (AP) = 2 SP 1 Action Point = 3 SP Use the dials to set your stats. Suggested stat settings are highlighted in green on the dials. As you play, these stats may change - adjust your dials accordingly. Keep your dials hidden behind your player screen. 2. Once the lights are off, the Explorer lights are on, and you have your night vision goggles on, distribute the winning amount of coin throughout the maze wherever you would like. For example, if the winning amount of coin is 3000, lay out a total of 3000 coin anywhere throughout the maze. 3. Place your Monster piece at the maze entrance opposite from the Explorers. This will be known as the Monster’s den. This is where the Monster must return to when he is killed, and where he can rest up, redistribute his SP, and change Monsters.

The Monsters The Thresher Special Ability: Jump over any wall in the maze at the cost of 2 AP. The Excavator Special Ability: Create a temporary wall anywhere in the maze at the cost of 1 AP. The Excavator can also remove the same wall for 1 AP. The wall normally starts with 6 HP. It costs 1 SP to upgrade the wall 3 HP. The wall looks like this:

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Monster’s Setup (Continued) The Sentient Fungus Special Ability: Lay down environmental tiles that can slow down, weaken, or hurt Explorers. The Fungus can lay down the tiles on the space it is on or on any adjacent spaces, regardless of walls, at the cost of 1 AP each. Tiles can be placed through walls. Tiles can also be removed for 1 AP each as long as the Sentient Fungus at least 1 space away. Environmental tiles neutralize end-of-turn events. Environmental Tiles: Tar Pit: Slows down Explorers. Costs 2 AP to move off of this tile.

Toxic Gas: Explorers lose 1 HP when they end their turn on this tile.

Trap Door: One Explorer of the Monster’s choosing gets tossed to the other side of the wall that the arrow is pointing to. The trap door disappears once one Explorer has been tossed over a wall. It activates at the Monster’s choosing.

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Playing The Game Turn Order: Explorers decide the turn order by rolling the mining die that is labeled 1 through 6 on its corners. The player who rolls the highest number goes first. However, that player is the last to choose their Explorer. The player who rolls the lowest number is the last to take a turn among the Explorer players, but is the first to choose their Explorer. The Monster is always the last to take his turn out of all the players. All Explorers start with 6 Action Points (AP) to use during their turns. Players do not have to use all of their AP in a given turn, but AP DO NOT roll over to a player’s next turn. Explorers have 1 less AP to use for every 500 coin that Explorer is carrying. The Monster will start with AP based on how many SP he spends on AP. The game starts once the lights are turned off and the Monster has distributed the treasure throughout the maze.

Explorers Turn Summary Explorers can perform the following actions during their turn. Each action costs 1 AP unless stated otherwise: Move: Move your Explorer one space in any direction that is not blocked by a wall. A single space is any square that can be created by connecting four orthogonally adjacent wall pegs. Do not automatically rotate your Explorer piece to face the direction in which you move. For instance, if your light is facing north, and you move one space to the west, your light should still face north. If you wish to rotate, you must spend an additional 1 AP. When moving, do not lift the Explorer piece above the height of the walls. Rotate: Turn your Explorer within your current space to illuminate a different direction. You can rotate as much as you’d like during this action as long as you stay on the same space. Attack: Attack anything that is on the same space as you are. Combat mechanics are explained on page 16.

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Playing The Game (Continued) Collect: Pick up anything on the space you are on such as items or treasure. You can collect treasure worth up to 500 coin and one items for each AP spent. Place any treasure or items you collect in the wallet section of each player’s tray. Drop: You can drop as much treasure as you want on the space you are on if the treasure is costing you extra AP to carry. You can always come back for it later, but other players can too. Use Items: Using an item you have is instantaneous and does not cost any AP, except for the dynamite which costs 1 AP. You can use multiple items simultaneously, but you are only allowed a maximum of five in your possession at all times. Items can be given or traded with other players for coin without spending AP. The amount of coin to be traded for each item is negotiable between players. Use Special Power: Use your Explorer’s special power. AP cost differs for each Explorer. Refer to your special power dial for AP cost. Team Up: Form a team with any player who is on the same space as you are. Teams can consist of any number of Explorers. Teams function as if they are one player and all team members attack normally but for the cost of 1 AP. Treasure and items acquired while playing as a team are split between team members however they’d like to. The team’s number of AP is determined by the player who has the most amount of treasure. Turn order follows whoever in the team would go first amongst the team players. Teaming up does not cost any AP. Players do not have to face the same direction when on a team. Only one player on the team will receive gold ore and items from end-of-turn events but goblin ambushes will take gold ore or health from each player. Example: The Scout and the Knight have teamed up. The Scout is carrying 1000 coin and the Knight is carrying 300. The team’s available AP is calculat-

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Playing The Game (Continued) ed based on the Scout since he is carrying more. The Scout would start with 4 AP, but with their special ability upgraded by 1, they start with 5 as a team for this turn. However, if, for example, the Knight were carrying 1000 coin and the Scout only 300, the Scout’s special ability would not apply to the team and the team would only have 4 AP for this turn. Split Up: At any time during a team’s turn, a player can declare they are leaving the team, at which point they will first move their Explorer to complete their turn and then normal turn order will resume. Splitting up does not cost any AP. Each player will have the same number of remaining AP since the split. For example, if the team starts with 6 AP and uses 3 AP before the split was declared, then each player will have 3 AP to complete the rest of their turn. Steal: At any time during a team’s turn, a player can declare they are betraying the team and steal half, rounding up, of another player’s treasure for 1 AP. You can only steal from a player once, but if you are teamed up with more Explorers, you can spend 1 AP for each player you steal from. Immediately after stealing from the team, you split from the team. *A list of these actions is also available on the Explorer reference cards for quick reference. You can perform all of these actions in any order you’d like during your turn as long as the number of actions performed does not exceed the number of AP you have available. Unused AP DO NOT roll over to the next turn.

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Playing The Game (Continued) At the end of your turn, check the space you are on to see what the icon is. Roll the appropriate die and follow the event rolled. Once the roll is resolved, the next player will take their turn. The events are described below: Mining Event: (This event is optional.) Upon choosing to mine, roll the mining die. A

means that you successfully collect one gold ore

which can be taken from the treasure chest and placed in your wallet. A

means you are injured in the attempt to collect gold.

A blank face means you neither collect gold nor get injured. Looting Event: (This event is optional.) Upon choosing to loot the body of a fallen Explorer, roll the items die. A one shield, a

gains one dynamite, a gains one potion, a

gains one enraged. A

knife, and a

gains

gains one

means that you’ve been

injured in the attempt to loot the body. Ambush Event: (This event is NOT optional.) When you land on this space, roll the ambush die. A

means you must choose between losing one gold

ore (place it back in the treasure chest) or losing 1 HP. A

means you escape, and a

means you have successfully

killed the goblins to gain one gold ore from the treasure chest.

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Playing The Game (Continued) Explorer Turn Example:

In this example, the turn order is the Demolitionist (yellow) first, the Knight (green) second, the Scout (white) third, and the Monster (grey) last. The Demolitionist starts with 6 AP. He moves up 1 space at a cost of 1 AP, destroys the wall in front of him at 1 AP, and now illuminates the rare mineral that was hidden there. He spends another 2 AP to move two spaces forward and 1 AP to collect the rare mineral worth 500 coin. With his last AP, he rotates his Explorer to face the way he came from. He ends his turn on a on health.

icon and chooses not to mine since he is low

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Playing The Game (Continued)

Next is the Knight’s turn. The Knight already has 500 coin so he only starts with 5 AP. He moves to the left for 1 AP. Both the Knight and Scout agree to team up because they believe the Monster is close. This teaming up costs 0 AP. The team moves north 2 spaces for 2 AP and then to the right for 1 AP. They spend their last AP collecting the rare mineral and agree to split it with 200 coin to the Knight and 300 coin to the Scout. They have ended their turn on a

icon and roll a

. The

Knight and Scout agree the Knight will take it.

13

Playing The Game (Continued) Monster Turn Summary The Monster starts his turn after all the Explorers have finished their turns. The Monster can perform the following actions during his turn while using the night vision goggles to aid in his planning. Each action costs 1 AP unless otherwise stated: Move: Move one space in any direction that is not blocked by a wall. Attack: Attack anything on the same space you are on. Carry: Pick up all the gold on the space you are on to move elsewhere. You can hold at most 1500 coin at any time however; you cannot bring that treasure and store it outside of the maze. Drop: Drop treasure onto the space you are on. Use Special Power: Use your Monster’s special power. AP cost differs for each Monster. Deceit: While it is hard for others to see your Monster piece, there is enough light to see your hand. You can trick the other players by appearing to move your Monster piece with your hand while actually not moving anything at all. This costs 0 AP. If you have planned your move already, you can move your piece directly to that location to avoid detection with sleight of hand so long as it is a legal move by the rules of this game. *A list of these actions is also available on the Monster reference cards for quick reference.

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Playing The Game (Continued) Monster Turn Example:

After the Explorers have gone, it is the Monster’s turn. In this specific example, the Monster is the Thresher (grey piece circled in red), whose special ability is jumping over walls. The Knight and Scout cannot see the Thresher through the wall, but the Thresher can see everything using the night vision goggles. In this specific example, the Thresher has assigned enough SP to his AP so that he will have 7 AP to use each turn. He uses his special ability to leap over the wall between him and the Knight and Scout for 2 AP. He uses 3 AP to attack the Explorers three times and then leaps back over the same wall for 2 AP so that the Knight and Scout cannot attack him when it is their turn again.

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Combat When you attack a player, you both roll a die. The attacker rolls the black attack die and the defender rolls the blue defense die. • If the attacker rolls a

, they successfully attack the defender.

• The defender must then roll a

to reduce the damage to 1, or roll a

to take no damage. • If the defender rolls a tack.

, the defender takes the full force of the at-

• If the attacker rolls a

, the attacker and defender switch die as the

defender now has a chance to counter. • If the defender then misses, the attack is over with neither side taking damage. *All this information is also available on the Explorer and Monster reference cards for quick reference. The attacker may attack as many times as they like, but must roll an additional attack die for each subsequent attack, and each roll must be a hit to successfully hit the defender. For example, if the attacker attacks someone for the third time, they must roll a hit three times in a row. If they roll a single miss, the defender can counter and only has to roll the attack die once, as if they are attacking for the first time. Combat Example: Continuing from the Monster’s turn example, the Monster is the attacker and the defenders are the Knight and the Scout. The Monster has 5 HP, 3 attack, and 7 AP. The Knight has 7 HP, an attack of 3, and a power of 1. The Scout has 8 HP, an attack of 1, and a power of 2.

16

Combat (Continued) The Monster decides to attack the Knight. • He rolls a

for his first attack and the Knight rolls a

.

• The Knight would normally lose 3 HP now but his special power reduces it to just 2. • He uses his

that he found his last turn to further reduce it to only 1.

• Players will always lose at least 1 HP when they are hurt so even if the Knight could reduce the damage further, he would still lose 1 HP. • The Monster uses another AP to attack again. Since it is his second time attacking the Knight, he must roll the attack die twice. • The Monster rolls

/

.

• Because the Monster missed on the second roll, the Knight can counter attack. • The Knight rolls a

and the Monster defends itself and rolls a

,

taking no damage.

Special Events Encounters: While playing the game, you may end up sharing spaces with other players. Players are free to move onto spaces occupied by other players, but when moving off a space, the other players on that space have a few options. Players on the space you are occupying can 1) allow you to leave freely, 2) force you to use an additional AP to leave the space, or 3) attack you without using an AP. If your opponent chooses to attack, they must score 3 successful direct hits or the entire attack counts as a miss and you can leave freely.

17

Special Events (Continued) Encounter Example: Continuing from the combat example, the Monster wants to leave the space the Knight and Scout is on. The Knight and Scout do not allow the Monster to leave freely. The Scout decides to force the Monster to use an additional AP to leave, so it will cost the Monster 3 AP total to leap over the wall. The Knight chooses to attack the Monster but rolls a: /

/

Unfortunately, because the Knight missed, the Thresher does not take any damage and leaves the battle. Explorer Death: If an Explorer dies in the game, all the treasure and items he is carrying in the wallet section of the tray drops on the space they are on. The Explorer then starts with a new life at the entrance of the maze with zero gold. He may change his stats at this time if he wishes to. The Explorer may re-enter the maze only after all the other players have had at least one complete turn since that Explorer’s death. Monster Death: If the Monster dies in the game, all the treasure he is carrying drops on the space he is on along with an additional 1000 coin as a bonus. Furthermore, the Monster distributes an additional 1000 coin anywhere in the maze he wishes. If a single Explorer kills the Monster, that Explorer can immediately roll the items die twice as a reward. If a team kills the Monster, each team member can roll the items die once as a reward. The Monster then starts with a new life at his entrance to the maze with an additional 3 SP. The Monster player can now change his stats and also choose a new Monster to play with if he so wishes. Camps and Dens: Monsters cannot move into the Explorers’ camp nor can Explorers move into the Monster’s den. Explorers cannot attack each other in the camp but they can attack the Excavator wall if it is at the entrance. Treasure brought to the Explorers’ camp is transferred from the player’s wallet section of their tray to the bank section of their tray. Transferring trea-

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Special Events (Continued) sure costs no AP. Gold that a player transfers from their wallet to their bank is not lost when that Explorer dies. Reequipping, Upgrading, and Recovering: If a player ends their turn at their camp or den, that player can choose to forfeit their next turn to redistribute their SP again and recover to full health. The Monster can switch to another Monster and Explorers can choose to exchange treasure for additional SP (300 coin for every 2 SP).

Winning The Game The first Explorer to collect enough treasure in their bank and leave the maze alive wins the game. If multiple Explorers leave the maze at the same time, the winner is the one with the most treasure. If they have equal amounts of treasure, the player with more HP is the winner. If all else, they either all/both win or can fight to the death to be the winner. The Monster wins the game if enough Explorers die before collecting enough treasure and the Monster makes the last kill himself. Explorers that kill other Explorers will be helping the Monster get closer to his goal. We recommend a 3000 coin game. In a game for 3000 coin, players need to adapt their strategies as the game progresses, form alliances, break alliances, and conceal their own intentions. The Winning Amount For A: Short Game (approx. 1 hour) = 1000 coin for the Explorers or 3 deaths for the Monster. Medium Game (approx. 2 hours) = 2000 coin for the Explorers or 4 deaths for the Monster. Long Game (approx. 3 hours) = 3000 coin for the Explorers or 6 deaths for the Monster. Marathon game (3 to 5 hours) = 5000 coin for the Explorers or 8 deaths for the Monster.

19

The Depths of Durangrar Instruction Booklet.pdf

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