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Dungeoneer Turn Summary

1. Reset Phase Reset Exits and card effects Temporary card effects from the previous turn cease Card effects usable only once per turn may be used again Your Cards with an Upkeep cost are paid for or return to your hand Your Movement points are reset to equal your Speed score All spaces your hero does not occupy are considered new again 2. Dungeonlord Phase Play any number of Peril-funded cards, limited only by your opponents Peril available to play them If a card does not target a specific opponent, spend any single opponents Peril to play the card (never your own Peril) Choose an opponent with enough Peril to pay for a card and spend their Peril to play the card on them Banes can be played at any time during the Dungeonlord phase Encounters are played all at once and in order of attack (to give the opponent an opportunity to strategize a response) A single monster (or hero) may only attack once per turn If a player has saved a movement point from a previous turn, they may use that point to attack against one of the encounters played against them 3. Build Phase If all Map cards have already been placed, skip this phase Draw and place 1 Map card in any legal location No Map card or section of the map may ever become stranded or cut off from the rest of the map You may never place a card which causes the map to become closed off, preventing any more Map cards from being played unless it is the final Map card 4. Hero Phase Perform any of the following actions in any order limited only by your Movement point and Glory point allowances: Move Untipping a character costs 1 Movement point Moving into a legally adjoining area costs 1 Movement point and requires your hero to overcome any Threat on the chosen exit of your current space Collect Peril and Glory as displayed on each space that you enter that is new (new means you have not already visited this turn, previous turns dont count)

Explore Draw and place any additional Map cards at the cost of 1 Movement point per card Play Glory-funded Cards Remember what your heros Boon and Treasure limits are Remember you can only equip 1 Treasure of the same type (1 helmet, 1 weapon, etc.). Attachments, Instants, Artifacts, and Treasures such as potions that are used immediately do not count against your limits. Play any number of Glory cards from your hand limited only by how many Glory points you have to spend this turn Any card played into your inventory is now considered readied Attempt Quest First attempt costs no Movement points, each subsequent attempt costs 1 Movement (some Quests specify that each attempt costs a Movement point) Follow instructions on Quest card to try and complete the Quest If you fail to complete a search Quest, then you will have to search again when attempting this Quest on a subsequent turn If you succeed, you must collect the Quest reward and proceed immediately to Discard/Draw phase If the Global Quest was completed or was picked up as a personal Quest (such as an Escort type Quest), turn over a new Global Quest immediately If you just completed your 3rd Quest, you win the game A completed Quest is out of play unless it is an Artifact (these are rotated 180 degrees) 5. Discard/Draw Phase If you have cards in your hand you must discard 1 card from your hand, OR 1 Treasure card from your inventory, OR 1 Encounter card from your Pack. Readied Boon cards cannot be discarded in this way. If you have no cards in your hand, you do not have to discard If you did not move this turn, collect the Peril and Glory values of your current space, but dont trigger the effect If you have any Movement points left, you may save 1 for an off-turn action (for retaliating against encounters, etc.) Draw enough cards to fill your hand to 5 cards. Reshuffle discards if deck runs out End of your turn, it is now the next players turn

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