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nderstand must not be disturbed. You must “Now hold on”, the Hegemon
something, all of travel there, find the source of this began, “there was never any such
you. This task is insult, and end him.” agreement amongst us. The plains
not given lightly, of Diffeth remain neutral ground
nor is it to be Even as he paused to draw breath, as you well know. We-“
taken as such. another voice cut across his,
You will be treading on sacred dripping with arrogance. The “I care nothing for your
ground, and you will do so with Hegemon of Basilea was used to neutrality. For all I know, this is
all of the respect that such a place the total obedience and adoration all some bloody ruse to get your
deserves.” of all those who addressed him, wizard and mercenary in there to
and he was having difficulty defile my ancestral inheritance!”
The old Dwarf eyed each of them dealing with the gruff Dwarf King.
in turn, daring any of them to “My Lords.”
contradict him. The Barbarian “The insult is not just to the
gave an ostentatious yawn. The Dwarfs. Our allies from Therennia The voice was calm, yet
she-Elf simply stared at him, not Aldar bring us evidence of our authoritative. It held an edge if
a single muscle moving to betray own holy warriors having been hidden steel, belying the age and
that she was even listening. His turned to the ends of this foul apparent frailty of the speaker.
damnable nephew looked bleary wizard. This will not stand. You
eyed and Golloch wondered idly will bring me the head of this “This bickering must stop.
which tavern they had dragged vile creature, that I might have it If Meital is indeed seeking
the boy from this time. Of them burned.” something in Dolgarth, then it
all, only the human wizard must be something very much
boy seemed in the slightest bit A third voice, this one mellifluous worth the effort. It is imperative
impressed or even interested in his and measured, its every syllable that he be stopped.”
words. The young man’s eyes were music to the ears.
wide in a pale face, and he was The belch was like a thunderclap
nodding with a vigorous motion “The Hold was once well known in the small chamber, echoing
for several seconds before he to my kin, in a different age. It is off the walls. Every pair of eyes
seemed to notice that the others possible that some traces of them turned to look at the barbarian,
were not reacting with quite such still remain there. I ask that you who looked back with amused
conviction, and he lapsed into allow my daughter to bring any disinterest.
stillness once more. Elven artefacts back unmolested,
that they might be properly “Are we going, or not?”
Golloch shook his head and returned home.”
continued, making a point of The Dwarf king looked about to
raising his voice and noting with Golloch tutted as he looked at speak, but Madriga got there first.
no small satisfaction the wince of each of them in turn.
Rordin as he did so. “My uncouth associate has a point.
“I care nothing for your petty If it pleases you all, we should
“The ruins at Dolgarth have been human pride, nor any more for your perhaps set out for our destination
defiled, and it would appear bloody Elf trinkets. My nephew and leave you fine gentlemen to
that those who did so practise will ensure that proper payment discuss the finer… political points
the unholy arts. The dead must is exacted against this sorcerer, of things without us.”
not walk in my ancestors’ halls. and then my people will march to
King Grund’s eternal slumber reclaim Dolgarth once again.”

222
I ntroduction
Dungeon Saga is a game of high adventure in a fantasy world of heroes and monsters.
The game can be played with as few as two players or as many as five.

You will embark on a series of adventures in which one player takes the role of the evil
Overlord while the other player(s) act as the brave Heroes who venture into the dungeon
depths to face him.

Each character is represented by a miniature figurine, and the dungeon is represented by


detailed tiles laid out on your tabletop. Players will need all of their wits to battle their
way through the challenging adventures, with a little help from the cards, counters and
dice included in the box.

Getting Started
If this is your first time playing Dungeon Saga, play through the Quick Start
Guide included in the box before reading the rest of these rules. The step-by-
step examples will begin our heroes’ story and ease you into the rules, making
this book more familiar and straightforward. For those who already know their
way around a dungeon, read on!

C ontents
Introduction...........................................3
Components...........................................4
Setting up a Game..................................6
Playing the Game...................................8
Movement............................................. 12
Fighting................................................14
Shooting............................................... 16
Damage................................................. 18
Magic.................................................... 19
Dungeon Furniture............................... 21
Larger Creatures...................................22
Reference Sheet....................................24

Credits
GAME DESIGN: GRAPHIC DESIGN: SPECIAL THANKS: Jeremy Barnhill, Jodie Rogers,
Jake Thornton Chris Webb, Karen Miksza, Kev Adam Palmer, Maria Tabor John Dowbakin, Jona Littler,
Brett Keith Vasey, Kevin Horseman,
SAGA WRITING: PLAYTESTING: Kjell Moens, Kriss Barton, Kyle
Greg D Smith SCULPTING: Adam Hyder, Adrian Robinson, Cherry, Lee Mahon, Logan
Gregor Adrian, Sylvain Quirion, Adrian Scully, Alastair Graham, Rollins, Luke Watson, Malcolm
EDITING AND ADDITIONAL Ben Skinner, Rémy Tremblay Aled Lawlor, Alex Lee, Artur Illidge, Manuel Pegamento-
CONTENT: Lewandowski, Boggwoppit, Hombre, Martyn Findley, Matt
Stewart Gibbs, Thomas Pike PAINTING: Brandon Grigg, Callum Hancock, Fletcher, Matt Gilbert, Megan
Dave Neild Charles Armitage, Charlie Gilbert, Mike Jarvis, Nicolas
COVER ART: Holden, Chris Hutchinson, Brennan, Nigel Dickens, Pat
Ralph Horsley TERRAIN: Chris Openshaw, Chris Simpson, Stainrod, Peter Green, Peter
Dave Neild, Mel Bose Christopher Carr, Dave Harrison, Peter Wright, Reece
ART: Symonds, Eleanor Woolley, Clarke, Richard Sefton, Rob
Heath Foley, Jonas Springborg, PHOTOGRAPHY:
Francois-Xavier Fouchet, Gareth Boreham, Ronnie Renton,
Luigi Terzi, Stef Kopinski Ben Sandum
Evans, Geoff Allan, Glenn Allan, Samuel Pickance, Sean James,
Harry Dickens, Jack Betts, Simon Day, Stewart Gibbs,
James Hales, Jenni Woodward, Thomas Terzza

3
Components
BOOKS

(a) Quick Start Guide a b c


(b) Rulebook (this book)
(c) Dwarf King’s Quest Book

HERO AND BOSS MINIATURES

(a) Orlaf, Human Barbarian


(b) Rordin, Dwarf Fighter
(c) Madriga, Elf Ranger
(d) Danor, Human Wizard a b c d

(e) Mortibris, Necromancer


(f) Grund, Undead Dwarf King
(g) Elshara, Banshee
(h) Hoggar, Zombie Troll Shaman

e f g h

UNDEAD MINION MINIATURES

(a) Skeleton Warriors


(b) Skeleton Archer
(c) Zombies
a b c
(d) Armoured Zombie
(e) Dwarf Revenant
(f) Ghost
(g) Zombie Troll

d e f g

DUNGEON FURNITURE

(a) Dwarf Crypt


(b) Chests
(c) Barrel
(d) Lectern a b c d e
(e) Table
(f) Weapon Rack
(g) Well
(h) Dwarf Throne f
(i) Sorcerer’s Cabinet
(j) Bookcase
(k) Book g h i j
(l) Single Doors
(m) Double Door

444
k l m
CARDS

(a) Overlord Cards


(b) Item Cards
(c) Spell Cards
(d) Ability Cards a b c d

COUNTERS

(a) Wound Counters


(b) Piles of Bones
(c) Hero Counters a b c d
(d) Experience Counters
(e) Mundane Lock Counters
(f) Magical Ward Counters
(g) Weak Spot Counters
(h) Cave-In Counter e f g h
(i) Spell Effect Counters
(j) ‘You Are In My Power’ Counter
(k) Banshee Heart Fragments
i j k

GAMING AIDS

(a) Necromancer Overlord Panel


(b) Short Range Ruler
(c) Long Range Ruler d e
(d) Blue Hero Dice
(e) Bone Overlord Dice
(f) Hero Cards
(g) Boss Cards

a b c g

DUNGEON TILES
This box also contains 33 floor tiles to
represent the dungeons of Dolgarth. These
can be fixed together with the plastic clips
provided.

Note that there is alternative art


representing caves and lava-filled
tunnels on the backs of these
tiles. You will be able to
use this alternate art with
the range of Dungeon Saga
expansions.

5
S etting up the Game
A Dungeon Saga game is called an adventure, and usually forms one chapter of
a larger story. In The Dwarf King’s Quest, the battle between Mortibris and our
Heroes, there are ten sequential adventures detailed in the Quest book.

To set up a game of Dungeon Saga, follow these steps:

1. Decide how many people are 4. The Overlord reads out any 5. The Overlord player shuffles
playing and who will play additional items, spells and all of the Overlord Command
each of the Heroes and the counters needed for this cards and deals a certain
Overlord. The Heroes can all adventure, before proceeding number face down to form
be controlled by one player, to lay out the dungeon as his deck, as specified in the
or they can be divided among shown on the adventure map. adventure. He then draws 3 of
up to four. these to form his starting hand.

2. The Overlord should take IMPORTANT! Only set


the Quest Book and discuss up the tiles from the
which adventure your group heroes’ starting position
will play, being careful not to to the first door(s).
reveal the maps or any other Anything beyond that
secrets to the Hero players. is not yet in play and 6. When everyone is familiar
remains a mystery to with their characters and
3. The Hero players then select the heroes. abilities, the Overlord reads
their Heroes, taking the out the story text for the
corresponding miniature and While the Overlord is setting adventure along with the
Hero Cards. up the tiles, the other players victory conditions for each
should sort out the cards, side and any special rules.
counters, and dice they will
need. 7. The game starts with one of
the Heroes taking their first
turn.

Painting Your Miniatures


The finely detailed miniatures
included in this game will serve
perfectly as they come. The
different colours make it easy to
tell who is on each side, and there
is no assembly required so you
can play the game straight out of
the box. However, some people
enjoy painting their miniatures
and personalising their dungeon
experience, and throughout these
rules you will see painted examples
to show you what can be done with
care and practice.

To find out more about painting


your miniatures, visit www.
manticgames.com

666
Dungeon Journal
Selecting Heroes
Each Hero has three core game values listed on their Hero card. These will be used throughout
the game, so make sure you know where they are for quick reference.

Movement: How many squares Combat Dice: How many dice Armour: The number that an
the model may move in a turn – the model may roll when in opponent must roll above in
see page 12. combat situations – see page order to harm the model – see
14. pages 14–17.

Each hero has strengths and weaknesses. The mighty barbarian can slaughter many foes at a time,
yet he is lightly armoured and vulnerable to stronger enemies. The Dwarf, while not quite as
powerful, is steadier in his fighting, his thick armour resisting most attacks. The Elf is not as skilled
a fighter as either of these, instead preferring to stay at a distance where her finely-honed archery
skills can best be used. Finally, there is the wizard. The others may laugh at his lack of fighting
skill, yet it is often his magic that carries the day.

7
P laying the Game
When the adventure has been set up as described in the Quest Book, the game
can begin. Dungeon Saga is played in rounds, ending when one side achieves the
victory conditions for that adventure.

Each round consists of 3 parts:


Hero Turns, Overlord Turn, and
only use each Feat once per game.
Choosing when to use each Feat WORKING TOGETHER
End of Round. is very important.
The Heroes will only be
The death of any Hero can result Note that you cannot Move, able to beat the Overlord if
in a victory for the Overlord - so change facing or perform a they work as a team. Each
watch each other’s backs! normal Action when using your Hero needs to support the
Heroic Feat unless the Feat others and adapt to the
itself says so – the Feat replaces situation at hand. You need
the Hero’s entire Turn. to think carefully not only

Hero Turns
During a Turn a Hero
HERO COUNTERS
about how to achieve your
objectives, but how to do
so without anyone getting
may Move (see page 12) and/or killed in the process.
perform 1 Action, in that order.
If you do not want to move before The Dwarf and Barbarian
taking an Action, the Action is all will often need to protect
The Hero counters are
you may do in that Turn. A Hero the physically weaker Elf
included to use as a
can choose to do nothing in their and Wizard, allowing them
reminder of who has taken
Turn if they wish. to skillfully deal with their
their Turn so far this Round.
foes at a distance. On the
Place them where everyone
other hand, when a magical
can see them, and flip each
Actions one face down as that Hero
ward needs to be broken
the Wizard will need to
takes their Turn.
Fight: see page 14 be front and center, so be
flexible!
Shoot: see page 16 HEROES OR PLAYERS?
If you are one of several
Cast Spell: see page 19 Dungeon Saga can be played players controlling the
with 1–4 players controlling Heroes, talk to each other!
Other: some adventures the four Heroes, and this Is someone in trouble?
allow for additional actions means that different players Should you rush forward?
– these will be listed in the may control different Will that leave another
text for the adventure numbers of miniatures. Note Hero exposed? Should
that it is the Hero who takes you fan out, or fight
The Actions available to a model the Turn, not the player. methodically in tight
depend on their abilities and So, if three players were formation? Can you afford
situation. For example, a Hero controlling the four Heroes the time to explore that
cannot shoot a bow if they don’t between them, one would side passage?
have one. Even if they have one have two and the others
they cannot use it if they are in would have one each. The One of the most important
the middle of a Fight. player that controlled two considerations is which
Heroes may move first and Hero should take the
last in the order of Heroes, initiative each round and
Feats second and third, or any act first. The first Hero to
other combination. Each act in each Round cannot
Instead of taking a normal Turn, Hero is dealt with separately be interrupted by the
a Hero may instead decide to use regardless of how many are Overlord (see page 10), but
the Heroic Feat(s) detailed on controlled by a single player. everyone else can…
their Hero Card. Each Hero may

888
Overlord Turns
As the Overlord is
Raising the Dead
Instead of Moving and Acting
WORKING FOR THE
OVERLORD

controlling a large number with a model that is already There are two types of
of followers, his Turns work on the board, a magic-using follower in the Overlord’s
differently to an individual Overlord can use his Commands army: Minions and Bosses.
Hero’s Turn. The player may give to cast spells - in the case of
Commands to his followers, one Mortibris the Necromancer he Minions are the rabble of
at a time, allowing him to Move may cast the Raise Dead spell. the army. These are the
and Act with several models Each adventure tells you which lowly warriors who will
and/or Raise several Piles of type(s) of undead are possible to struggle against the Heroes
Bones within a single Turn. Each raise, and how many of each are on their own, but can cause
adventure lists the number of available. damage when they gang up
models he can Command in a and work together.
Turn. None of the Overlord’s When the Raise Dead spell is
models may Act more than once cast, the Overlord player replaces A Boss is a Hero that works
in a Turn, but may Act more than a single Pile of Bones counter for the Overlord. Heroes are
once in a Round using Interrupts with a miniature of his choice normally thought of as good
- see below. from the adventure’s list, facing guys, but similarly powerful
any direction he chooses. If the individuals fight for the
minion is raised in one or more Overlord too. A Boss works
Actions enemy front arcs, then each exactly like a Hero and has
of those enemy models gets a a Hero card in the same
Fight: see page 14 Free Strike (see page 13) as the way. All the normal rules
creature tries to reassemble itself. for Heroes apply to a Boss
Shoot: see page 16 Resolve these in an order chosen as well, with the exception
by the player(s) making the Free of when they are allowed
Cast Spell: see page 19 Strikes. A Minion that is raised to Act in a Round. Bosses
from a Pile of Bones counts as only Act as part of the
Other: some adventures having made its Action, and cannot Overlord’s Turn (or during
allow other actions – these do anything else in that Turn. an interrupt). Other than
will be listed in the text for that, a Boss can have feats,
the adventure You cannot cast Raise Dead on use magic items and so on,
a Pile of Bones if any model is just like other Heroes.
The Actions available to a model standing on top of it. If there are
depend on their abilities and multiple Piles of Bones on top of
situation. For example, a Hero each other, only
cannot shoot a bow if they don’t the top one can
have one. Even if they have one be raised.
they cannot use it if they are in
the middle of a Fight.

The Overlord can also play a


single Overlord Command card
(see page 10).

9
The Overlord player may look RAISE DEAD CARDS
Overlord Command at his hand of cards now, and
Cards should keep them secret from These are only available to a
the Heroes. Necromancer Overlord, such
The Overlord has a deck of as Mortibris. Raise Dead cards
cards that grant him additional The Overlord may play a single allow the Necromancer to cast
Actions and special abilities Command card in each Turn. the Raise Dead spell a specified
over and above his regular This can be done at any point number of times, over and above
Commands. Before the game before or after Moving and those allowed with his regular
begins, shuffle the deck and deal Acting with a model, but not Commands. The Necromancer
out the number listed in the during. These cards are one-use player may never have more
adventure to form the draw pile only, and the different types are minions than are available for
that the Overlord will use in this explained below. the adventure – any granted by
game. a card over and above this limit
In addition, the Overlord is dealt are wasted.
one extra card at the end of
each Round, drawn from those
remaining in the draw pile. INTERRUPT CARDS
Place the remaining cards back
in the box – they will not be If the deck of cards is exhausted These are played in between two
used for now. Don’t look at any then the Overlord cannot draw Hero Turns, after one Hero has
of these cards. any more, and in most cases this completed their Turn and before
will mean that the adventure is the next begins. The Overlord
The Overlord then deals himself over. immediately gets to Move and
the top three cards from the Act with the number of models
draw pile he has made for this listed on the card, one at a time.
adventure to form his initial EXTRA COMMANDS CARDS This is not the Overlord’s Turn
hand. There is no limit to the and therefore these models may
number of cards the Overlord These allow the Overlord to Move and Act again either by
can have in his hand. Move and Act with that many using extra Interrupt cards later
additional models this Turn. in the Round, or during the
Overlord’s Turn.

DOUBLE COMMANDS CARDS You cannot play an Interrupt


card before the first Hero’s
These allow the Overlord to Turn, or after the last Hero’s
give double the base number Turn in that Round. In addition,
of Commands allowed in the you cannot play two interrupt
adventure for that Turn. Note cards in a row without a Hero
that a single model may still taking their Turn between them.
only Move and Act once during a
single Overlord Turn.

End of the Round


Once the Overlord’s Turn is
over, he draws a Command card
from the draw pile.

If the deck of cards is exhausted


then the Overlord cannot draw
any more, and in some cases
this may even mean that the
adventure is over. This will be
detailed in the Quest Book.

Furthermore, all Spell cards that


are not currently the right way
up may be rotated a quarter turn
(see page 19).

1010
10
Dying for the Cause
As an Overlord, it is important not to worry too much about the fate of your underlings. Most
of them will die and early and messy death at the hands of meddlesome Heroes. That’s their job.

The important thing is your plan to dominate the world. Every Overlord has one. When you think
of it in this light the lives of your minions and even your trusted Bosses are unimportant. As long as
they’re sacrificing themselves to your benefit, that’s fine.

So don’t be shy about throwing your minions into the fray, even if the odds are hugely stacked
against them. Even the lowliest skeleton can get a lucky hit on a heavily armoured Dwarf, and these
wounds all add up. Weaken the Heroes with your rabble so your Bosses can finish them off later.

Use your advantages of numbers to swamp lone Heroes. Surround them and pin their best warriors
in place while you slaughter their weaker allies. Remember, mercy and honour are weaknesses
indulged by the so-called good guys. You don’t need either of them.

Ruling the World


Each Overlord has a specific mix of cards in their Overlord deck. The rules described here are
the general rules that apply to all Overlords, with the specific rules for Necromancers as well. In
future expansions, different Overlords will have different abilities. Obviously, an Orc warlord won’t
be able to raise the dead, but the wily old greenskin has other tricks up his sleeve. The same goes
for Overlords such as Abyssal Dwarf Kings, corrupted Elven traitors, ancient Great Dragons and so
on. The particular mix of cards included in an Overlord’s deck is part of his character and works
together with the mix of followers he has available to make playing one Overlord quite different to
playing another.

Crushing the Weak


The Overlord should be doing his best to disrupt the Heroes and exploit their weaknesses.
Remember, the direct approach may not always be best. For example, perhaps the most cunning
way to stop the advance of the surly Dwarf is to threaten the ill-armored Wizard loitering in the
rear, thereby luring the Dwarf into an act of heroic foolishness that plays right into your hands. Be
devious, and always keep them guessing...

11
M
Adjacent
ovement
Movement is a vital cornerstone of tactical play for both the Heroes and
the Overlord. A good understanding of the movement rules can not only
get you into the ideal striking position, but also thwart your opponent’s
plans by blocking their best moves.

These arcs are important and


Throughout these rules, many rules refer to something
whenever the text refers to happening, or only being
something being adjacent it possible, when a model is in or
means in any one of the squares moves into a model’s front arc.
next to the model in question. For
a normal-sized model there are
8 adjacent squares, shown in red Piles of Bones and
and blue in the diagram below. Other Counters
Note that until raised with a
Facing Raise Dead spell (see page 10),
Piles of Bones cannot Move, do
A model must sit in a single not have any arcs, and cannot
square and clearly face one of attack or be attacked. The same The model at square A wants to
the four sides of that square. The applies to any other counter move to square B. This is possible
direction the model is pointing is placed onto the board itself. as long as the model could legally
called its facing. move to one or other of the
squares marked X. If both of the
squares marked X are blocked,
ARCS

In general, both Heroes and


Moving Models then square B is also blocked.

A model may change


minions pay more attention During its Turn, a model can its facing freely during
to things that happen in front move a number of squares up movement. You may not
of them. For this reason, the to its Movement value. change facing at any other
squares adjacent to a model are time.
divided into a front arc and a The model is moved one
rear arc, based on the direction square at a time to show If a model Moves into the
the model is facing. the intended path. A model front arc of an enemy model
cannot enter or end its it must immediately end its
movement on a square movement, choosing its final
containing another model or facing.
a piece of furniture - those
squares are considered If a model starts its Turn in
blocked. the front arc of an enemy
model it cannot Move freely.
However, a model can enter It has two options:
or end their Movement on a
square containing a Pile of It can remain in the same
Bones counter. square and change its facing.

Models may move diagonally It may Move out of the front


as long as movement into arc of that enemy, exposing
The 3 squares behind the model one of the squares either itself to an attack. This is
(shown in blue) form its rear arc. side of the diagonal would be called Breaking Away (see
The remaining 5 (shown in red) permitted, as shown in the page 13).
are its front arc. following diagram.

12
12
12
Resolve all the Free Strikes

B reaking away
Models that start their
before moving the miniature. If
the Breaking Away model is not
destroyed then it may make its
Turn in an enemy model’s front Move.
arc do not have to Fight them if
they don’t want to. If they prefer
they can try to escape from Free Strikes
the Fight by Breaking Away.
However, any enemies will get A Free Strike is a Fight (see
a chance to Attack them as they Fighting on page 14) with all
move away. This is called a Free the normal modifiers. The EXAMPLE FREE STRIKE
Strike. differences are that:
For example, if Danor is on
Breaking Away is only possible It is not resolved in your his last wound he might want
if the first square that a model own Turn. to try to Break Away from
moves into is not in the front arc a Dwarf Revenant before
of any enemy models. If there is It is not limited. You may he gets Crippled. The three
no suitable square to move to, make as many Free Strikes squares behind Danor are
the model cannot Break Away as your opponent offers you. outside of any enemy’s front
and must remain where it is. A arc (shown in blue) and so
model that Breaks Away may It does not count as your there is space for him to
still Move into an enemy’s front Turn. You may make a Free move into. During the
arc later in that Move. Strike regardless of whether Wizard’s Turn he declares
you have had a Turn that that he wants to Break Away.
If the model stays where it is Round or not. Before the model is moved,
then it may still turn on the spot the Dwarf Revenant gets to
as its Move, and then Fight or A model gains a Free Strike make a Free Strike. This is
cast a Spell (if allowed) as its when a rule specifically resolved just like a normal
Action. Changing facing will mentions it. In addition, each Fight action. If the Revenant
not trigger any Free Strikes. model can make a Free Strike wounds the Wizard he will be
against any enemy model that is Crippled. If the Wizard avoids
To Break Away a model must first placed on the board in his front any more damage he will be
survive a Free Strike from its arc. This could be a Skeleton able to Break Away and move
foes. Each enemy model that has that was resurrected from a Pile as shown.
the Breaking Away model in its of Bones, a Ghost summoned
front arc gets to make a separate by the Faithful In Death spell,
Free Strike. These are resolved a Zombie created by the Bleed
in the order chosen by the player spell, or any other model created
making the Free Strikes. by any other spell or effect.

13
F ighting
Fighting, but more importantly recognising when you are outmatched, is a core
mechanic of the game that will quickly become second nature. Use thorough
knowledge of these rules to tip the battle in your favour, by outnumbering your
enemies or striking from behind.

If a model starts its Turn with STEP 1: ROLL DICE


an enemy model in its front arc,
or Moves so that this is the case
during its Turn, it may Fight.
R esolving Fights
When models Fight, each
Both players roll a number
of dice equal to that model’s
will roll dice. However, only one Combat Dice value, modified by
model (the attacker) can cause the following:
damage. The other model (the
defender) is simply defending
itself. -1 dice if the model is
Injured (see page 18).
Other than during a Free Strike
(see page 13) or an Interrupt, a -1 dice if the model is
model is always the attacker in outnumbered (it is in the
its own Turn. front arc of more than
one enemy model).
Fights are resolved in a series
of steps. When you have played -1 for the defender if the
In the above diagram Orlaf the a few times you will be able attacker is completely
Barbarian doesn’t have an enemy to merge some of these steps within its rear arc.
in his frort arc. Rordin the Dwarf together and resolve everything
does, and can fight the Skeleton. very quickly. While you are
If Orlaf were to move to the space learning it is easiest to take the Note that it is possible for both
next to Rordin (marked X), the steps one at a time. sides to be outnumbered at the
Skeleton would also be in his front same time, where each model is in
arc and he could fight it too. the front arc of multiple enemies.

No model may ever roll fewer


than 2 dice, regardless of
modifiers. See Minimum Values
on the opposite page.

Example: Orlaf attacks


a Skeleton Warrior. Orlaf
normally rolls 5 dice, but he is
injured, and so will roll 4 for
this attack, and gets 1, 2, 4, 6.
The Skeleton Warrior is not
Injured, outnumbered or being
attacked from behind and so
does not need to modify his
roll. He rolls his regular 2 dice
and gets 2, 5.

1414
14
STEP 2: DISCARD FEEBLE STEP 3: DETERMINE STEP 4: DETERMINE
ATTACKS HITS DAMAGE

The attacker discards any dice If the attacker has any dice left, Models react differently to being
that are less than or equal to compare them to the defender’s Hit. What injures an Elf may be
the defender’s armour. These dice by matching them into completely ignored by a Troll.
attacks are too weak to cause pairs: the highest attacker’s dice See Damage on page 18 to find
any damage. with the highest defender’s dice, out the effect.
the second highest attacker’s
If this leaves the attacker with dice with the second highest
no dice, the attack has bounced defender’s dice, and so on. Example: Looking at the
off and has no further effect. damage table we can see
Each pair in which the attacker’s that 2 hits on a Skeleton
result is higher than the Warrior reduces it to a pile of
Example: The Skeleton has an defender’s result counts as bones. Remove the model and
Armour value of 2. Removing one Hit against the defender. replace it with a Pile of Bones
the weak attacks that do not If the results are equal, or the counter.
beat this value leaves Orlaf defenders’ result is higher, the
with 4 and 6. attack does not score a Hit.

If the attacker has more dice


than the defender then each
remaining dice that is unopposed
also scores a Hit.

Example : Comparing the


dice in pairs, the highest dice
for the Hero is a 6 against the
Skeleton’s 5. This is a hit. The
MAXIMUM ARMOUR second pair pits the Hero’s 4
VALUES against the Skeleton’s 2. This is
also a hit. As the Hero’s other
No armour is perfect. dice have been discarded this
Regardless of modifiers for is the maximum number of hits
spells, items or anything he can get with this attack.
else, Armour values never go
above 5. In other words, a 6
will always find a chink in
the Armour.

MINIMUM VALUES - cannot get any worse and any they can’t get much worse.
2 DICE, ARMOUR 1 extra penalties are ignored.
If Madriga, the Elf Hero,
For example, an was in the same position as
No model can ever roll fewer outnumbered Skeleton the Skeleton Warrior in the
than two dice. If a model Warrior that is also being first example then she would
starts with 2 dice, or when it is attacked from behind should be reduced from 3 dice and
reduced to 2 dice by modifiers, lose 2 dice, but starts on 2 Armour to 2 dice and 1
then any further modifiers 2 dice and so the penalty Armour.
reduce the model’s Armour comes off its Armour instead.
value instead of the number of If this happened to Rordin,
However, its Armour is only
dice thrown. the Dwarf Hero, his Armour
2 to begin with, and so it is would not change as the
The Armour value cannot be reduced to 1 Armour and the modifiers would take him
reduced to less than 1. Once extra penalty is lost. Skeleton from 4 dice down to 2, which
a model has been reduced to Warriors are such poor is still allowed.
2 dice and 1 Armour then it fighters in the first place that

15
S hooting
Models skilled in ranged combat can take advantage of the rules below to
devastating effect, picking off their enemies from a distance before they have a
chance to fight back, or softening-up larger targets while your allies close them
down and finish the job!

Shooting works in a very similar Range Line of Sight


way to Fighting, except that the
attacker and defender will not be All Shooting attacks have a A model can only Shoot things
adjacent. range, measured using the range in front of it. When measuring
ruler. The Elf Ranger and the the range, use the straight edge
Models that can make Shoot Skeleton Archer carry longbows, of the range stick to see if there
Actions will have an additional and therefore all shooting is anything blocking the line of
Shooting Dice value on their attacks in the Dwarf King’s sight between any part of the
Hero Card or Overlord Panel. Quest set are made at Long range shooter’s base and any part of
- the full length of the ruler. the target’s base. Line of sight
Note that some spells (see page is blocked by any square that
19) are cast at Short range, and contains a miniature or a wall
that there will be shorter-ranged (a blank space not taken up
attacks in future expansions. by tiles). If the line of sight is
blocked, or the target is behind
the shooter, then they cannot
shoot!
Long Range Ruler
This is the number of dice rolled
when the model attacks at range.
Note that this may be different
to the number of dice they have Short Range Ruler
for attacking in a Fight, and for
defending themselves. Range is measured from any
part of the Shooter’s square to
any part of the target’s square.
As long as the ruler can reach

Resolving a Shot
Like Fighting, Shooting
from base to base, the target is
in range. If the target is out of
range, it cannot be shot at.
is resolved in a number of
steps. However before you can Madriga only has line of sight
make your attack you need to to Skeleton Warrior to her right.
see whether you are capable of Line of sight to the Zombie is
hitting your target in the first blocked by the bookcase, and she
place by checking Range and cannot see the Skeleton Warrior
Line of Sight. behind her.

A model that is in the front


arc of an enemy model cannot
Shoot.

The zombie is within range of


Madriga’s bow.

16
16
16
Once you’ve established that you are able to Shoot, follow the four-step process below:

STEP 1: ROLL THE DICE

The attacker rolls a number of dice equal to his Shooting Dice value, and the defender rolls a number of
dice equal to his Combat Dice value. When Shooting, the following modifiers apply:

-1 dice to either model if they are injured


-1 for the defender if the shooter is completely within its rear arc
-1 for the shooter if the line of sight crosses a piece of furniture that is not adjacent to the
shooter.

No model may ever roll fewer than 2 dice, regardless of modifiers. See Minimum Values on page 15.

STEP 2: DISCARD FEEBLE ATTACKS

The attacker discards any dice that are less than or equal to the defender’s armour. These attacks are too
weak to cause any damage.

If this leaves the attacker with no dice, the attack has bounced off and has no further effect.

STEP 3: DETERMINE HITS

If the attacker has any dice left, compare them to the defender’s dice by matching them into pairs: the
highest attacker’s dice with the highest defender’s dice, the second highest attacker’s dice with the
second highest defender’s dice, and so on.

Each pair in which the attacker’s result is higher than the defender’s result counts as one Hit against the
defender. If the results are equal, or the defenders’ result is higher, the attack does not score a Hit.

If the attacker has more dice than the defender then each remaining dice that is unopposed also scores a Hit.

STEP 4: DETERMINE DAMAGE

Models react differently to being Hit. What injures an Elf may be completely ignored by a Troll. Compare
the number of Hits scored to the defender’s model type on the damage table to find out the effect.

17
D amage
Fighting through a dungeon of monsters is a true test of physical endurance. The
hardiest members of the party can fight on having suffered many wounds his
companions would have found fatal. Likewise, the dungeon dwellers take varying
amounts of violence to dispose of.

Minion Damage Hero and Boss


Damage
Models suffer damage
As explained earlier, being
Injured can modify the number
of dice you roll during certain
in different ways. Check Heroes and Bosses only suffer 1 actions. Being Wounded,
the damage table on the wound per attack, regardless of however, never modifies what
Necromancer Overlord Panel to how many times they are Hit. you roll.
see the effect of taking Hits.
Wounds on Heroes are
Skeletons for example can ignore cumulative. Heroes keep track of
the first hit that they take - it wounds they have suffered using
is assumed that the attack has the wound counters provided.
passed harmlessly through Starting from the left of the
where their flesh used to be. A Hero card, place a counter on
second hit on a skeleton will the first space on the wound
be enough to break the magic track.
holding them together, and
they will fall apart. A third hit In the above example, Rordin
represents an attack so powerful and Madriga have both taken
that the skeleton is smashed into 2 wounds. Madriga only has
dust and removed entirely. red uncovered wound spaces
remaining, so counts as Injured.
Rordin has red and white
uncovered wound spaces so in not
Injured.

CRIPPLING A HERO
A Hero or Boss can take 4
wounds and still fight on.
However, if they take a fifth
Injured wound then they are Crippled
and they cannot continue. In
Heroes taking damage eventually most adventures the Heroes lose
become Injured, reducing their if one of them is Crippled.
capabilities. The number of
wounds it takes to Injure a Hero
varies. A Hero is Injured if all
the remaining uncovered wound
spaces on their Hero card are
red.

Injured models roll one less dice


in a Fight. See page 14.

Unless otherwise specified, non-


Hero models are never Injured.

18
18
18
M
Models capable of casting
Spells are called Spellcasters,
agic
Magic is the most complex of the fighting styles, and the most flexible. Use
a sound understanding of the Spellcasting rules to add real strategic depth
to combat, and potentially turn the tide when conventional methods just
aren’t cutting it.

therefore recharge every other


turn). At the end of each Round
Range
and this will be listed on their (including the one in which Spells have a range like
Hero card or Necromancer they were used) turn them 90º Shooting, and some require line
Reference Sheet. Only models clockwise. Once you’re familiar of sight. The range can be:
listed as Spellcasters may use with this process it’s easy to
Spells. The term Spellcaster keep track of what’s recharging Long
applies to all manner of different and what’s available.
forms of magician, sorcerer, Short
shaman, priest, necromancer,
prestidigitator, paladin, and so EXAMPLE RECHARGE Adjacent – the target must
on, as well as certain creatures be adjacent to the Spellcaster
that are naturally magical. Danor casts Burn. This is a as shown in the diagram on
major spell. page 12
The Spells available to a
character will be listed in each Caster – the Spellcaster can
adventure, and that character only target himself with that
should be given the appropriate Spell
Spell card(s) before the game
begins. Each card will explain Note: The Spellcaster may also
the effects of that particular target himself with Long, Short
Spell, and some may have an The card is rotated 180° after or Adjacent ranged spells.
additional counter to show that casting.
they are in effect. Sometimes
this is an automatic effect, other Line of Sight
times it may require a dice roll
like a regular attack. See the Spells with this symbol:
Spell cards for details.

There are two types of spell:


Major and Minor.
At the end of the round it was
require line of sight, and
cast in, the card is rotated 90°.
As his Action within a Turn, will follow the same rules as
instead of Fighting or Shooting, Shooting (see page 16).
a Spellcaster can cast either 1
Major or up to 2 different Minor Those with this symbol:
Spells.

Recharging
At the end of the following do not need to fulfil this criteria,
Spells need to recharge between Round, it is rotated another and therefore can be cast at
uses, and will be unavailable 90°, and is now ready to be targets behind the Spellcaster,
to use again straight away. The cast in the following Round. through walls, round corners,
easiest way to remember is to past other models, and so on.
rotate the card anti-clockwise
when you use it. Minor spells Whether they require line of
rotate 90° when cast (and so sight or not, Spells always need
will recharge every turn), and to be in range.
major spells rotate 180º (and will

19
ONE USE ITEMS
Magical Attacks
Offensive Spells use a form of
I tems
Dungeon Saga is set in a
An item that has the One Use
keyword on its card can only be
attack called a Magical Attack. world of fantastical beasts and used once, and the card is then
strange magic. Magical energies discarded. All other items can be
Magical Attacks require can be bound into items such as used repeatedly.
the players to roll for an weapons and armour, potions
attacker and defender just and amulets. Some magical
like Shooting or Fighting. items are granted to heroes for Trading Items
The Spell itself will list the completing a certain quest, while
number of attack dice to use, others are found by searching During a game, Paraphernalia
and the defender’s Combat the dungeon’s depths. (items denoted with a
Dice and Armour values are symbol on their card) can be
used as normal. Each item is represented by its traded between Heroes. Other
own card, explaining any special types of magical item must
Magical attacks are never rules or restrictions that apply remain on the Hero they began
modified by any standard to the user. that adventure with.
modifiers. However some
game effects or magical A Hero that moves adjacent to
items may affect the roll, another Hero during his Turn
such as Energy Crystals. can give, receive or swap eligible
items with that Hero. Both Hero
Unless otherwise specified, players must agree to the trade.
if a Spell effects more than
one target at a time, roll the Note that this can be done
attack dice separately for in the middle of a Heroes
each defender. movement, and does not count
as performing an action.

EXAMPLE SPELL CARD

a
b
Using Items
c
Only Heroes and Bosses can
use items (including drinking
d potions). Most items have effects
that apply at all times. For
e example, the Spidersilk Armour
increases Madriga’s Armour
f
value by 1 while she is wearing
g
it – this is in effect for the entire
game and Madriga does not have
h to do anything to make it work.

Other items must be triggered by


a. Line of Sight icon their owner to be used, and these
b. Range, Major/Minor will have the symbol on their
School of Magic card. Some items are triggered
c. Spell name automatically in response to an Note: The Magic Item cards
attack or other game effect, in contain three symbols that are
d. School of Magic icon
which case it will be detailed on not used in this game. These
e. Spell effect the card. Otherwise, items can will come into play when
f. Line of Sight explanation be used at any point during the these cards are used with
g. Recharging explanation turn of the Hero or Boss carrying the Adventurer’s Companion
them, and this does not count as supplement (available
h. Experience Level (not
used in this game) the model’s Move or Action for separately).
the Turn.

2200
20
D ungeon Furniture
Dungeons are often littered with the remains of earlier occupants, and this includes
many items of furniture. There are also doors and treasure chests that may be still in
use. Collectively this is known as furniture.

Most furniture simply blocks the


way for Movement. Each piece
Fight it, following the Fight
rules as if it were an enemy. The
only as far as the next locked
door(s).
occupies one or more squares Overlord should consult the lock
based on its size, and no model counter for Combat Dice and When a treasure chest is
may Move into those squares. Armour values. A single hit will unlocked the Hero that unlocked
smash the lock open. it immediately takes any item(s)
Bookcases also block Shooting that were inside, as detailed
and Magical attacks that require Note: Mundane locks cannot be in the Quest Book. Place the
line of sight (see page 16). Line smashed by Shooting or Magical appropriate item card(s) next
of sight can be drawn as normal Attacks. to his Hero card as a reminder.
over any other piece of furniture. Remove the lid from the chest
However, if the Shooter is not Note: Doors, treasure chests model to remind you that it has
adjacent to the piece of furniture and other furniture do not been opened.
they will suffer a -1 modifier make Free Strikes, attack
to their attack dice on top of other models or count
any others. Magical attacks are towards outnumbering.
unmodified as normal.
They do however count as
models for the purposes of
abilities or Feats such as

Doors and Chests


Doors and Treasure Chests
Orlaf’s Whirlwind.

always start an adventure


locked. Doors occupy one or
two squares depending on their WARDS
size, and treasure chests occupy
a single square. Each will have Wards cannot be forced by
a counter placed next to it to strength alone. The more
show what kind of lock it has, as powerful the enchantment, as
detailed in the Quest Book. shown on the ward counter,
the longer it will take to break.
Doors and chests may only be Certain Spells reduce the power
opened by the Heroes unless a of a ward and this will be noted
special rule says otherwise. on the Spell card. When a ward
is reduced to zero, the door or
chest it is protecting has been
Locks successfully unlocked.

There are two types of lock in


Dungeon Saga – mundane locks Open Sesame
and magical locks (known as
Wards). When a door is unlocked it is
removed from the game.

MUNDANE LOCKS Opening a door may reveal an


area of the Dungeon which was
With no key and no time, not laid out at the beginning of
Mundane locks must be smashed the game. The Overlord should
open. To do so, a Hero must now set up the revealed area, but

21
L arger Creatures
Most models have a base that occupies a single square. However, a few of the larger
creatures such as Trolls have bases that cover four squares (2x2), and in the future
we may see creatures on even larger bases!

Models that cover four squares


(2x2) are called Large models.
To change facing while moving,
large models must sacrifice a
point of movement for each
quarter turn (90º) they wish to
make.

Arcs Large models follow the


Move the model a single square
at a time - ensuring that for
same principle as single square the entirety of the movement
models: they have a front and the whole of the model’s base
a rear arc. The difference is remains on the dungeon tiles,
that their arcs consist of more and on squares permitted by the
squares than regular figures. normal rules of movement for
Large creature moving straight single-square models (page 12).
forward, for one point of
movement.

Fighting
Large models always count
as outnumbering single square
models even if they are the only
model in contact, and even if
they are in contact with multiple
enemy models. In this case
they will also be outnumbered
themselves.
The 4 squares behind the model
(shown in red) form its rear arc.
The remaining 8 (shown in blue) Large creature moving diagonally
are its front arc. forward, for one point of
movement.
Note that this means that
a Large model can be in an
enemy’s front and rear arcs
at the same time. The Large
model will only get the bonus
for attacking from behind if it is
fully within its enemy’s rear arc.

Movement
Large creatures are less
nimble than smaller models. Large creature moving straight
They may only move straight backward, for one point of
forward, diagonally forward, or movement.
straight backward.

22
22
22
Continue the adventures in Mantica

Dwarfs Goblins Undead

Abyssal Dwarfs Orcs Basileans

Elves Ogres Forces of Nature


a
SET UP SUMMARY

After choosing an adventure….


DUNGEON SET-UP: Lay out the dungeon, up to the first locked door
HERO SET-UP: Hero players choose Heroes, taking any necessary cards
OVERLORD SET-UP: Overlord player creates his Command deck
SHARE VICTORY CONDITIONS: Make sure all players are familiar with how to win
SET THE SCENE: Read the story text aloud, and you are ready to play!

ROUND SUMMARY

HERO TURN OVERLORD TURN END OF ROUND

Each Hero can: Give Commands, as detailed x Rotate all Spell cards 90°
in the adventure: clockwise
Move, and/or
Check for any “end of round”
Perform Action Each adventure lists the number abilities such as Tough and carry
Or: allowed per Turn. A Command out the effects
Use Heroic Feat consists of: The Overlord draws a Command
card, if available
Move, and/or
Perform Action

Or:

Cast Raise Dead

Play up to 1 Overlord Command Card

MOVEMENT

A model can move a A model can enter and end A model must A model cannot Move
number of squares up to its its Movement on a square immediately end its directly from a square in the
Movement value, one square containing a Pile of Bones Movement if it enters the front arc of an enemy model
at a time counter front arc of an enemy model to another square in the
front arc of the same or any
A model can change its A model can Move A model can only move out other enemy model
facing freely as it moves diagonally as long as of a square in an enemy’s
movement to one of the front arc by Breaking Away
A model cannot enter a squares on either side of the (see page 13)
square containing another diagonal would normally be
model or a piece of furniture allowed

FIGHTING SHOOTING MODIFIERS SPELL CASTING

CHECK RANGE – -1 dice if the model is CHECK RANGE –


ROLL DICE – after using range ruler injured listed on spell card
applying modifiers
CHECK LINE OF -1 dice if the model is CHECK LINE OF
DISCARD FEEBLE SIGHT – it is blocked outnumbered SIGHT – only if
ATTACKS – dice results by models and walls -1 dice if you are required by ‘Sight’
less than defender’s attacking the model spell type
armour value Then follow the rules for from its rear arc APPLY SPELL
Fighting, beginning with EFFECT – as detailed
DETERMINE HITS – by ‘Roll Dice’ For shooting only: on spell card
comparing paired dice,
high to low -1 dice if there is TURN SPELL CARD
furniture in line to show it has been
DETERMINE DAMAGE of sight that is not used (90° for Minor,
– consulting the damage adjacent to the shooter 180° for Major)
table if necessary

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