

Lance of Faith (use the Lightning Bolt Spell card).If you miss, the Monster cannot counterattack you this turn. Move into the room and make an attack, adding an additional +2 to your result. When cast, the Monster is paralyzed for 1 turn.If the Monster is not already revealed, you must decide to cast the Spell before drawing a Monster card. First, stop at the door of the room or in the space next to the chamber. If you have enough movement left to enter a room or chamber, you may use this spell on a Monster inside.Hold Monster (use the Teleport Spell card).Clerics can know two spells: Hold Monster and Lance of Faith. You can regain Spells following the same steps as the Wizard. If there are multiple spell casters, take turns selecting 1 Spell card at a time. This is the number of Spells you have prepared. You prepare spells before the game begins. Spellcasting – Your devotion grants you divine magical power.The results of a Monster’s attack are one step less severe than they would normally be. Protection – Your proficiency in defense and the graces of your god protect you in battle.
Sakura dungeon tips full#
Pass Through – If you have not moved your full 5 spaces, you can complete your movement by passing through the room without engaging.Roll 2 dice twice and take the higher result. Sneak Attack – Attack the Monster with Advantage.Steal – You can swap the room’s Treasure card or one of the dropped Treasures in the room (if there are any) with one of the Treasure cards from your stash.While you are Sneaking, you gain three additional options in the encounter.If you fail your Sneak roll, the Monster sees you and attacks as normal.Put the matching Number token in the room or chamber. Put the card(s) in the first open number slot, but keep them face down. Do not show the Monster or Treasure card to other players. Draw a Monster card (and a Treasure card if you are in a room).If you roll a 3 to 6, you are Sneaking and the Monster does not see you. When entering a room or chamber, roll 1 die.You regain one spent Action Point whenever you roll doubles, but you can never have more than the three Action Points you started with.Make this attack before the Monster fights back. You can use one action point per turn to make one additional attack against a monster.(represented by three stones, chits, jewels, or whatever.) Alternatively, you can mutually agree upon a lower total for a shorter game. The DM Pastor’s DUNGEON! House RulesĪll classes require the same amount of treasure to win the game: 30,000 gp. Now you can play a Rogue, Cleric, or Fighter and still have just as much of a chance of surviving those beastly sixth level baddies as the Wizard. So I homebrewed some simple rules to equalize the classes. I mean, who wants to only face off against kobolds, dire rats, and giant bats when there are dragons and liches in the dungeon? It works, but it’s inelegant, and not as fun as the alternative. Rogues and Clerics need to gather 10,000 gp, Fighters need 20,000 gp, and Wizards 30,000 gp. The four classes are imbalanced, or rather they’re balanced by moving the goal post. Take the stuff.īut it has some rough edges. The rules are simple and straightforward. My wife and I played together and it was pretty fun. Not long ago I picked up the most recent iteration of the DUNGEON! board game. And now for something completely different…
