Variants for Dungeon Drop

By: Dennis B. B. Taylor

Dungeon Drop Variant Rules

Hey there, adventurers! Are you tired of the same old game of Dungeon Drop? Well, I’ve got some exciting new rules that will take your dungeon-crawling experience to the next level!

Now, let’s dive into the details. The rules I’m about to share with you will add a whole new twist to the game. Get ready for a brand-new challenge that will put your strategic thinking to the test.

First up, we have the Limited Light variant. In this version, you’ll need to rely on your wits and memory to navigate the dark depths of the dungeon. The twist? You can only see the tiles that are adjacent to the one you are currently on. Will you be able to find your way out or will you get lost in the darkness?

Next, we have the Timed Dungeon variant. In this version, time is of the essence. You’ll need to race against the clock to complete your quest before the timer runs out. The pressure is on, so think fast and act even faster. Can you beat the dungeon before time runs out?

If you’re up for a real challenge, try the Monster Mayhem variant. In this version, the dungeon is swarming with monsters. Every tile you pick up comes with a chance of encountering a beast. You’ll need to battle and defeat these monsters to claim the tile. But be careful, they won’t go down without a fight. Survive the mayhem and conquer the dungeon!

Finally, we have the Cooperative Adventure variant. In this version, you’ll team up with your fellow adventurers to explore the dungeon together. Work together to overcome obstacles, defeat monsters, and complete quests. Communication and teamwork are key in this variant. Can you collaborate effectively and emerge victorious?

So, there you have it, adventurers! These variant rules will take your Dungeon Drop experience to new heights. Whether you choose to explore the depths alone or team up with friends, there’s a variant that will suit your playstyle.

Now, grab your dice, gather your party, and get ready for an unforgettable adventure! The dungeon awaits, and it’s time for you to take on the challenge. Are you ready to drop into the unknown and emerge as the ultimate dungeon conqueror? Let’s find out!

Alright, let’s get this game going! I’ll hand out a mystery Quest card to every player. You can take a peek at your own Quest, but keep it a secret from the others!

Now, let me walk you through the steps to determine each player’s Race and Class:

  1. I’ll deal a number of Race cards, one for each player. These cards represent your Race in the game.
  2. The player sitting to the right of the one with the Race cards will receive an equal number of Class cards. These cards represent your Class.
  3. Here’s where it gets interesting! The player with the Race cards gets to choose one of their cards. Then, they pass the rest of them to the player on their left.
  4. At the same time, the player with the Class cards does the same thing – choose one card and pass the rest to the player on their right.

Remember, keep your Race and Class a secret for now. It’s all part of the fun!

As you play the game of Dungeon Drop, you’ll have the opportunity to choose the perfect combination of Race and Class cards. Here’s how it works:

Each player starts with a hand of Race and Class cards. You’ll take turns picking one card from your hand and passing the rest to the next player. This continues until every player has one Race and one Class card.

In games with an odd number of players, the player in the middle ends up with both sets of cards at once. This gives them a chance to review all their options before making their decision.

Check out the Hero Cards below to get an idea of what you’ll be working with:

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Hero Cards

Before the game begins, there are a few setup changes for Hero Construction:

– Each player is dealt 2 Races and 2 Classes.

– From these cards, you’ll choose one Race and one Class to keep, discarding the others.

– Each player is then dealt 2 Quests. Again, choose one and discard the other.

Now that you have your Race, Class, and Quest, it’s time to dive into Dungeon Construction. Keep reading to learn more about the setup changes for this phase.

When you start the game, you need to drop all the cubes except for the pillar cubes. Keep those.

Next, it’s time to place your starting Pillars. You can place them anywhere in the dungeon, but make sure to follow these rules:

  • If you’re playing with 2 players, each player gets to place 3 starting Pillars. Do this twice.
  • If you’re playing with 3 players, each player gets to place 2 starting Pillars. Do this twice.
  • If you’re playing with 4 players, each player gets to place 3 starting Pillars. Do this once.

Now that we’ve got that settled, let’s talk about some changes you’ll experience during gameplay:

On your first turn as the first player, you’ll drop the last remaining starting Pillar during the Explore phase.

Hero Rescue (Deluxe Only)

Oh, and before we start, let’s not forget about the heroes who are trapped. They tried to explore the dungeon before, but now it’s your chance to rescue them. Good luck!

Last but not least, here are some setup changes you should be aware of:

When I’m playing the game, the first thing I do is determine the Race and Class of each player. Then, I randomly select a number of unused hero meeples equal to the number of players in the game and add them to the initial cubes that will be dropped into the Dungeon.

Changes in Gameplay

Now, here’s an interesting twist. When I collect a hero meeple, I also get to take that meeple’s associated Race card from the Race deck and place it beside my own hero’s Race card.

And here’s where it gets even more exciting. On future turns, I have a choice. I can use the ability of the new Race card that I just acquired, instead of using my own Race or Class ability. It adds a whole new level of strategy to the game!

Changes in Scoring

Now, let’s talk about scoring. The player who manages to collect the most hero meeples scores 4 points. But hey, if there’s a tie, no worries! Each tied player still scores a solid 2 points. It’s a fair game!

Welcome to Controlled Chaos!

This game mode is perfect for those who prefer to remove all dexterity elements from the game. It adds an extra layer of strategy and unpredictability.

Changes in Setup

Hey there! Today, let’s talk about a cool game mode called Heroic “Teamwork”. But before we get into the details, I want to mention a few important things you need to keep in mind. You’ll have to remove some cards from the decks before each player gets their Heroes. It’s a good idea to take out the Gnome, Dark Elf, Half Orc, and Stonekin races, as well as the Archer, Cleric, and Beastmaster classes.

Now, let’s dive into the Heroic “Teamwork” game mode. It’s pretty exciting! In this game mode, you work together with your friends and play as a team to defeat the challenges that come your way. It’s all about cooperation and collaboration. Trust me, it’s a lot of fun!

When someone on your team faces a tough situation, you have their back. You help them out and offer support, just like a true hero would. It’s all about working together towards a common goal, and the feeling of accomplishment when you succeed is simply amazing.

If you’re looking for a game mode that brings people closer, then Heroic “Teamwork” is the way to go. It’s perfect for building friendships and creating memorable gaming moments. By following the rules and working as a team, you’ll have a blast!

Intro & Setup

Once you’ve played a couple of games, we suggest using this game mode for all your future games.

At the start of the game, each player will receive a Hero meeple. Place the corresponding scoring tokens next to the score tracker card.

Game Play

During the game, when it’s not my turn, I have the freedom to position my Hero meeple anywhere in the Dungeon. I just need to make sure I do it before the active player forms their room. If they form their room before I place my meeple, my Hero won’t get to participate that turn.

Whenever the active player decides to Loot a room, all the meeples that are inside the room or touching it will be collected and returned to their respective owners.

For all the players, except the active player, they will move their scoring token one space forward on the score tracker card each time a Loot action is performed by the active player.

At the end of each player’s turn, any meeples that were not collected during the Loot action will be removed and given back to their owners. These meeples can then be placed again when the next turn starts.

Scoring

Every Teamwork point I have will be worth 1 point at the end of the game.

2v2

Setup Changes

When playing with 2 Teams of 2 players, the players will split into their respective teams.

When my team has a lower combined initiative, we get the 1st player token. If our combined initiative is higher, we get the 2nd player token. And if we’re tied, the team with the lowest individual initiative gets the 1st player token.

Everything else in the setup remains the same. We each still get a Race, Class, and Quest card. And you can always look at your teammate’s Quest card.

Now, let’s talk about the gameplay changes.

First, when it’s our turn to Explore, we go first if we have the 1st player token. We draw 6 cubes from the box and drop them in the dungeon. Each of us can drop 3 cubes in any order.

Next, it’s time to Act. The active team, that’s us, can now use our Race/Class abilities in any order. Once we’re ready, we need to place our meeples in a room to show that we’re done Acting and we’ve made our decision about which room to Loot.

So, assuming you’re playing with the Heroic Teamwork mode, things get a bit tricky for the opposing team. They can place their meeples in the dungeon while it’s the active team’s turn, but they have to stop as soon as the active team’s FIRST meeple has been placed. Gotta play fair!

Now, let’s talk about loot. The active team gets to Loot their chosen rooms in initiative order. And here’s the interesting part – any opposing team’s meeples in those rooms score Teamwork bonuses for their players, just like in a normal game.

Now that Team 2 is up, they become the active team and go through the same steps.

Let’s talk about weight. Each team adds up the total Treasure in their Stashes to figure out their team Weight. The team with the lowest Weight gets the 1st Player token.

If there’s a tie, things get a bit more complicated. The team with the lowest individual initiative takes the 1st player token, and the team with the highest Weight gets the 2nd player token. So, it pays off to have a good balance of Treasure and individual initiative!

Now, Let’s Score Some Points!

Okay, let’s wrap things up! After round 3, everyone adds up their own scores, including their individual Quests. Then, we add up the team scores. The team with the highest combined score is the winner! And if there’s a tie, the team with the highest individual initiative takes the victory!

But here’s the thing: when it comes to the Hero’s Help Quest, it’s like a game for two players. So keep that in mind.

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