My Clarified/Expanded Ruleset

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RogueGamer
Posts: 7
Joined: Tue Sep 13, 2011 12:59 pm

My Clarified/Expanded Ruleset

Post by RogueGamer » Sun Dec 02, 2012 1:17 am

I've been slaving away for the past few hours at writing my own ruleset to both clarify the original game's rules, perhaps tweak some of them slightly, and offer new and optional rules for changes in gameplay. They're entirely not playtested, but I should hope they are at least inspiring to some of the modders on here.

Anyway, I've compiled it all into a .rtf file for your easy viewing pleasure. I have done my best to put the Official rules in there with decided clarity and have offered my own insights into interpreting and expanding gameplay.

I will make a point to say these are not the Official rules, although I did my best to preserve their intention. If you see a discrepancy, I never claimed to be adhering to the original rules in their entirety.

The rules themselves are attached. :) I may type them out in full in a post later... when I'm less tired.
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Clarifications and Additions
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RogueGamer
Posts: 7
Joined: Tue Sep 13, 2011 12:59 pm

Re: My Clarified/Expanded Ruleset

Post by RogueGamer » Tue Dec 04, 2012 5:53 pm

===== ===== =====i. Game Terms===== ===== =====
The term "d6" refers to a six-sided die.
"2d6" refers to the sum total of 2 six-sided dice. Note that a player's turn is not a 2d6!! It is a choice between two separate d6's.
Any mention of a "bridge" refers to the diagonal paths present in the dungeons.
There are two bridges:
Kennel to Guillotine and back
Labyrinth to Altar and back


===== ===== =====ii. Monster Cards===== ===== =====
All monster cards have present on them a face of a six-sided die, a skull, and a coin. The die face represents the minimum roll to defeat this monster. The skull represents the number of victory points awarded at the end of the game for having this monster in your victory pile. The coin represents the amount of money awarded for the monster's defeat.

When a monster defeats you, you always lose one hit point unless the card provides rules that say, "Instead of taking damage..."


========== ========== ==========
Wilderness Monsters:
Anxious Bandit
V-Points: 0
Coins: 3
Roll 3+ to defeat.
Special: You may pay one silver to avoid this fight, returning the
Anxious Bandit to the wilderness deck to prey upon other players.
========== ========== ==========
Cold Golem
V-Points: 4
Coins: 2
Roll 3+ to defeat.
Special: Upon defeating the Cold Golem, roll a die. If the roll is 3 or
less, you must fight the Cold Golem again until the successive roll is 4
or greater.
========== ========== ==========
Curious Slug
V-Points: 1
Coins: 0
Roll 2+ to defeat.
Special: Losing to the Curious Slug paralyzes you, forcing you to skip
your next turn.
========== ========== ==========
Eager Guardian
V-Points: 2
Coins: 0
Roll 2+ to defeat.
========== ========== ==========
Hostile Rider
V-Points: 2
Coins: 2
Roll 3+ to defeat.
Special: You must discard a piece of equipment (your choice) if the
Hostile Rider defeats you.
========== ========== ==========
Incensed Wizard
V-Points: 1
Coins: 1
Roll 3+ to defeat.
Special: You are teleported to the Hedge Maze if the Incensed Wizard
defeats you.
========== ========== ==========
Lonely Flight
V-Points: 2
Coins: 0
Roll 3+ to defeat.
Special: You will suffer three points of damage (instead of the usual one)
if the Lonely Flight defeats you.


========== ========== ==========
Dungeon Level I Monsters:
Certain Adventurer
V-Points: 0
Coins: 4
Roll 4+ to defeat.
========== ========== ==========
Clever Slime
V-Points: 4
Coins: 2
Roll 4+ to defeat.
Special: You must discard a piece of equipment (your choice) if the
Clever Slime defeats you.
========== ========== ==========
Concerned Swordsman
V-Points: 2
Coins: 2
Roll 4+ to defeat.
Special: You will suffer two points of damage (instead of the usual one) if
the Concerned Swordsman defeats you.
========== ========== ==========
Determined Explorer
V-Points: 0
Coins: 5
Roll 5+ to defeat.
Special: You may pay two silver to avoid this battle and receive one
free roll in your next battle; the Determined Explorer is not then returned
to the deck, but is instead discarded.
========== ========== ==========
Dominated Baghead
V-Points: 2
Coins: 2
Roll 4+ to defeat.
Special: Victory and defeat conditions are flipped when facing the
Dominated Baghead; your defeat will not result in any damage, but
victory will cost you one hit point.
========== ========== ==========
Nonchalant Guard
V-Points: 1
Coins: 3
Roll 5+ to defeat.
Special: You must draw a card from the town deck upon defeating the
Nonchalant Guard. If your inventory is full, you may discard either a
piece of equipment from your inventory or you may discard the newly
drawn card.
========== ========== ==========
Satisfied Ghoul
V-Points: 3
Coins: 1
Roll 3+ to defeat.
Special: Instead of suffering damage, you must discard a monster
(opponents' choice) from your victory pile when the Satisfied Ghoul
defeats you. If you have no monsters to discard, suffer the usual point of
damage.


========== ========== ==========
Dungeon Level II Monsters:
Engrossed Priestess
V-Points: 4
Coins: 2
Roll 4+ to defeat.
Special: Defeating the Engrossed Priestess deals one point of damage
to all players, the victor included.
========== ========== ==========
Lonely Birdman
V-Points: 3
Coins: 3
Roll 5+ to defeat.
Special: Upon defeating the Lonely Birdman, roll a die. If the roll is 5 or
greater, return the Lonely Birdman to the deck and collect no coins for
his defeat.
========== ========== ==========
Lost Wanderer
V-Points: 6
Coins: 0
Special: Battle another player (your choice) to the death. The victor
places this card in his victory pile.
========== ========== ==========
Pleased Troll
V-Points: 3
Coins: 3
Roll 5+ to defeat.
Special: You must discard a piece of equipment (your choice) if the
Pleased Troll defeats you.
========== ========== ==========
Sympathetic Shadow
V-Points: 4
Coins: 2
Roll 5+ to defeat.
Special: You must move to Darkness when the Sympathetic Shadow
defeats you.


========== ========== ==========
Dungeon Level II Location Cards:
Secure Stronghold
V-Points: 0
Receive full healing and act for the rest of the turn as though you were in
town, freely purchasing and selling items.
========== ========== ==========
Spirited Shrine
V-Points: 6
Sacrifice an equipment or suffer three damage. Your choice, unless you
haven't got any equipment to spare. If you have no equipment, you must
suffer the three damage, essentially losing your coins and returning to
Town.


========== ========== ==========
Dungeon Level III Monsters:
Alarmed Knight
V-Points: 6
Coins: 0
Roll a 6 to defeat.
Special: You will suffer three points of damage (instead of the usual one)
if the Alarmed Knight defeats you.
========== ========== ==========
Deprived Succubus
V-Points: 6
Coins: 0
Roll a 6 to defeat.
Special: Instead of taking damage when defeated by the Deprived
Succubus, spend your next turn battling her.
========== ========== ==========
Serene Way
V-Points: 8
Coins: 0
Roll 5+ to defeat.
Special: Immediately after defeating the Serene Way, any player may
suffer one damage to return it to the deck. A player may not kill himself
to do so, however.
========== ========== ==========
Woeful Dryad
V-Points: 6
Coins: 0
Roll a 6 to defeat.
Special: In addition to taking the usual point of damage, you must
discard a monster (opponents' choice) from your victory pile when the
Woeful Dryad defeats you.


========== ========== ==========
Dungeon Level III Locations and Events:
Furious Runes
V-Points: 5
Roll a die for every piece of equipment in your inventory, one at a time
from left to right. If any roll is less than a 4 discard the item in question
and continue until all items are accounted for.
========== ========== ==========
Quaking Magma
V-Points: 3
All players suffer two damage. The Wary Helmet cannot protect you from
this event as it is not a battle. The same applies to the Nervous
Boots.


===== ===== =====iii. Item Cards===== ===== =====
All item cards have present on them the image of a coin. The number printed on this coin represents the item's purchase price. Items are sold for half their purchase price rounded down (Ex: An item worth 9 silver will only sell for 4 silver).


========== ========== ==========
Item Card Descriptions:
Brittle Dagger
Purchase Price: 1
Sale Price: Cannot be sold, only returned to Town Deck or discarded

You may roll again if a battle does not fare well. If this additional roll is
less than 4, the Brittle Dagger is broken and must be discarded.
========== ========== ==========
Nervous Boots
Purchase Price: 4
Sale Price: 2

You may flee from lost battles so long as you possess these boots.
Roll a die when fleeing combat; if you roll less than a 3, the Nervous
Boots are lost and must be discarded.
========== ========== ==========
Ravenous Staff
Purchase Price: 8
Sale Price: 4

Take one damage while wielding this staff to use a scroll without
discarding it.
========== ========== ==========
Reassuring Sphere
Purchase Price: 3
Sale Price: 1

When any item in your inventory is to be discarded, you may roll a
single die to preserve it. Roll less than a 3 and the item is safe at the
cost of discarding your Reassuring Sphere. Roll a 3 or greater and the
item is simply discarded, but you keep your Reassuring Sphere.
========== ========== ==========
Receptive Gem
Purchase Price: 4
Sale Price: 2

Use the Receptive Gem to use a scroll without discarding it. Roll a die
when using the gem; if you roll less than a 3, the Receptive Gem breaks
and must be discarded.
========== ========== ==========
Scroll of Teleport (SPELL CARD)
Purchase Price: 4
Sale Price: 2

Discard to move anywhere up to six spaces forwards or backwards from
your current location. This may be used at any point in your turn. You
may also use this when passing another player to teleport you both to
the destination.
========== ========== ==========
Scroll of Town Portal (SPELL CARD)
Purchase Price: 3
Sale Price: 1

Discard to return to town. You may use this when passing another player
to teleport you both to town.
========== ========== ==========
Scroll of Smithing (SPELL CARD)
Purchase Price: 3
Sale Price: 1

Discard to roll a 6 in combat, whether fighting monsters or players.
========== ========== ==========
Shy Mask
Purchase Price: 2
Sale Price: 1

You may avoid battles so long as you possess this mask. Roll a die
when evading an encounter; if you roll less than a 4, the Shy Mask is
lost and must be discarded.
========== ========== ==========
Warm Potion
Purchase Price: 2
Sale Price: 1

Discard to restore 2 hit points.
========== ========== ==========
Wary Helmet
Purchase Price: 4
Sale Price: 2

You may suffer no damage from battle (although other consequences
apply) so long as you wear this helmet. Roll a die when absorbing
damage; if you roll less than a 4, the Wary Helmet is broken and must
be discarded.


===== ===== =====I. Playing the Game===== ===== =====
Draw three cards from the Town Deck (found at the bottom right corner of the board) and place them in the three outlined spaces above the deck. These represent the items currently for sale in town.

Each player chooses a colored figurine and places it on the Town space, the bottom right-most space on the board. The color of a player's figurine corresponds to the color of his inventory area.

Each player rolls a die to determine the order of play. Tied players must roll again until the tie is resolved between them; there is no need to re-evaluate the other players' rolls in such a case.

The first player rolls two dice, then chooses either of them -- not both -- for his move. That player then moves his figurine clockwise one space for each dot that is facing up on that die. Every turn is conducted in the same manner: two dice are rolled and one is chosen by the player whose turn it is presently.

The player then follows the instructions printed on the last space he moves to. If these instructions require the player to relocate, he will then follow the instructions printed on the new destination space. If these instructions require the player to draw a card, he does so according to his depth in the dungeon:
Green space -- Wilderness deck (topmost)
Purple space -- Dungeon Level I deck
Brown space -- Dungeon Level II deck
Red space -- Dungeon Level III deck (bottom-most)


A player must choose whether to delve deeper into the dungeons or escape them when he passes a space which is connected diagonally to another by a bridge. He cannot, however, endlessly step back and forth across the bridge; the player must choose whether to cross once or not to cross at all.

When a player draws a monster card, the monster must be defeated by that player rolling a die greater than or equal to the value of the die printed on the card.

If the monster is defeated, the player collects the number of silver coins indicated by the card and places the card in his victory pile (the outline with the skull on it in the player's inventory area). If the monster card provides any special instructions or consequences, they supercede these general rules.

If the player is defeated, the player suffers one point of damage and the monster is placed at the bottom of the deck from which it came. Again, special instructions on the card supercede these general rules.

When a player loses all hit points he is returned to Town and all of his gold and silver is put into a reserved pile called "Limbo." The player's hit points are then restored in full.

This process repeats until all monsters have been defeated. When this happens, the players must tally the Victory Points in their Victory Piles. In the rare case of a tie, a comparison of silver and gold should make up the difference. If by some strange chance this does not resolve the tie, the tied players must duel to the death; the victor comes out the better.


===== ===== =====II. Additional Rules===== ===== =====
Drawing Cards
Whenever a card is drawn from any deck, it is immediately turned face up for all to see. This includes tiles which ask the player to choose from among several drawn cards; those cards not chosen are returned to the deck and the deck is shuffled.


========== ========== ==========
Player Encounters
A player may choose to stop at Town rather than pass it and take advantage of its healing and shopping opportunities before ending his turn.

When players pass each other on the board, either of them may initiate combat against the other. In combat, each player rolls one die and is permitted to use equipment as usual. Whoever rolls lower receives one damage and the battle continues. Tied rolls result in both players suffering a point of damage. When either player is killed, the victor takes the defeated player's coins. If both players die from their encounter, all of their coins are added to Limbo.

Players may also trade equipment, coins, and cards from their victory piles when they pass each other.


========== ========== ==========
Gold and Silver
Gold coins are worth 5 silver coins. Silver coins are the standard; any measure of coins, gold or silver, is in units of silver coins. The gold coins are present to make the game less messy and easier to manage.


========== ========== ==========
The Town
Players have all of their hit points restored to them when entering the Town or the Stronghold. They may purchase as many items as they can afford while they are there, as well as pay one coin to put the three items for sale at the bottom of the Town Deck and draw new ones.

Players may also sell equipment they no longer want for half the purchase price rounded down.

Whenever an item is purchased from Town (or the Stronghold) another card is immediately drawn from the Town Deck to replace it in the shop.


========== ========== ==========
Inventory Management
Anytime you are asked (by a space or card) to draw a card from the Town Deck explicitly, there is no cost involved. This is free loot!

If you have 3 equipment cards and get to draw a card from the Town Deck, you may replace any of your items with that new card (discarding the old item) or simply opt not to draw at all.

Equipment may be used at any instant of your turn, provided the equipment itself makes no restrictions. You can drink a potion after you've run out of hit points, teleport to a safe place before battling monsters, or even use a scroll of town portal to flee in the middle of battle with another player. Be cautiously inventive.

If you have many items of a kind, such as 2 Unflinching Swords, their effects do stack

Protective equipment like the Nervous Boots or Wary Helmet cannot protect you from the Quaking Magma event card.


========== ========== ==========
Monster Extinction
If all of the monsters for a given area have been defeated, that area is still not safe! Instead, it draws from the deck directly above its own -- or the deck which is one dungeon level lower. If this deck is also empty, you must draw from an even lesser deck. If even the wilderness deck is empty, you must begin drawing from more powerful decks, up to the dungeon level 3 deck if it is all that remains.


========== ========== ==========
Discarded Items
When an item or monster is discarded or otherwise removed from play, it goes into a separate "Trash" pile. This pile is reserved for cards which will not be reintroduced for the remainder of the game.


========== ========== ==========
Locations and Events
Location and Event cards are added to your Victory Pile once used, even if the card results in your death.


========== ========== ==========
Player Forfeit
If a player leaves in the middle of a game and makes no indication or attempts to re-join the game before his next turn, his cards are all added to the Trash pile and all of his money goes to Limbo. He must then start from scratch if he re-joins later.


========== ========== ==========
Opponent Conspiracy
Any space or card that leaves a choice to your "opponent" must be decided upon by the fellow players by their own means -- whether by persuasions, conspiracies, coercions, or a simple roll of the die.


========== ========== ==========
Special Board Spaces
Marionette - When a player lands on the Marionette space, he rolls for everyone else until his next turn. He chooses only where the other players go -- which die they choose for their move and whether or not they cross any bridges. The players themselves retain their ability to choose their opponents in a fight and have control over all aspects of their turns apart from their movement.

Swamp - When a player lands on the Swamp space, he draws two cards from the wilderness deck and battles his choice. He cannot leave the swamp unless, on his next turn, he rolls doubles or he voluntarily suffers one point of damage. For every turn that player does not escape the swamp, he draws two and fights one.

Trapdoor - When a player lands on the Trapdoor space, he suffers one point of damage and moves to the Stacks. He then follows the instructions printed on the Stacks as though he had naturally landed there.

Cemetery - When a player lands on the Cemetery space, he cannot choose to simply take a location or event card from his opponent's Victory Pile. He must choose a monster and battle it. If he wins, he keeps the card for himself and puts it in his Victory Pile; otherwise, it is returned to the opponent's Victory Pile.

Gauntlet - When a player lands on the Gauntlet space, he may opt not to fight a second monster if and only if he loses his battle with the first one.

Town - When a player lands on the Town space, he may take advantage of all of its various benefits. A player may also take advantage of said benefits before moving on his next turn. Basically, whenever it is a player's turn and that player is in town, he may heal up and purchase or sell equipment.

Mirror - When a player lands on the Mirror space, he may swap places with any opponent he desires. He must then follow the instructions printed on the space to which he relocates.

Tall Trees - When a player lands on the Tall Trees space, he must skip his next turn. If he also chances to be defeated by the Curious Slug when he arrives, he must skip his next two turns.

Rapids - When a player lands on the Rapids space, he may suffer one point of damage to move forward "2d6" spaces. This means that player rolls two dice and moves for a number of spaces equal to the sum of the dice. So, in this situation, rolling a 3 and a 6 would result in the player moving ahead 9 spaces.


========== ========== ==========
Special Monster Rules
Serene Way - Players cannot send Serene Way back to the deck unless they have at least 2 hit points. They cannot kill themselves in this particular case. If a player has 1 hit point left and they also possess a Warm Potion, they may then sacrifice a hit point if and only if they discard the Warm Potion to receive the 2 hit points.

Incensed Wizard - Players must skip their next turn if they are defeated by the Incensed Wizard and sent to the Hedge Maze. A player must always follow the instructions of the space on which he ends his turn.

Lost Wanderer - This is basically a duel for the Lost Wanderer card. The players fight as in any other player encounter, which is to the death. Still, either player may return the Lost Wanderer to the deck mid-battle by using the Nervous Boots, Scroll of Teleport, or Scroll of Town Portal; in such a case, the battle has been forfeited by that use of equipment.

Dominated Baghead - If a player is killed as he defeats the Dominated Baghead, he still keeps the Dominated Baghead for his Victory Pile. His money is, however, lost to the Limbo pile, including the money earned for defeating the Dominated Baghead.


========== ========== ==========
III. Optional Rules -- Non-obligatory Rules for your Amusement a.k.a. "House Rules"
Thieves' Gold - If the Anxious Bandit is paid by a player to avoid the fight, that coin is added to a new and separate Bandit pile. Whoever defeats the Anxious Bandit gets all the coins in the pile.
========== ========== ==========
Stolen Goods - When a player is defeated by the Hostile Rider or Pleased Troll, the equipment he chooses to discard is added to a new Stolen Property deck, which is then shuffled if it has more than one card in it. Whenever the Hostile Rider is defeated, the player that defeats it may draw a card from the Stolen Property deck. Do the same when the Pleased Troll is defeated. Any cards left in the Stolen Property deck when both monsters are defeated are simply discarded, ignored, or returned to the Town Deck if you are following the "Shopping Spree" rule.
========== ========== ==========
Mad Magician - Instead of teleporting to the Hedge Maze when defeated by the Incensed Wizard, roll a die. If that die is a 1 or 2, go to the Hedge Maze as usual. If it is a 3 or 4, go to the Swamp. If it is a 5 or 6, go to the Asylum.
========== ========== ==========
Shopping Spree - Anytime you are supposed to discard an item, put it at the bottom of the Town Deck to be purchased or drawn later in the game.
========== ========== ==========
Roles for Rolling - Each colored figurine represents a class of adventurer!
The Red Figurine is the warrior. Whoever plays the warrior may roll a die for
every point of damage he suffers. Anytime the roll is a 5 or greater, he suffers
no damage from the blow. However, the warrior must always choose the smaller
of his movement dice.


The Green Figurine is the ranger. Whoever plays the ranger adds one to his
attack die in every encounter -- a guaranteed victory against the Curious Slug
and Eager Guardian! However, he travels light and may have only one piece
of equipment at any time.


The Yellow Figurine is the rogue. Whoever plays the rogue has the option of
moving a number of spaces equal to the sum of his movement dice. He may
also ignore any player combat initiated on him during his turn. However,
shopkeepers distrust the rogue and charge him one coin more for all of his
transactions.


The Blue Figurine is the wizard. Whoever plays the wizard may move to any
space in his current dungeon level whenever he rolls doubles. He may also roll a
die whenever he uses a scroll to keep from discarding it. Every time a wizard uses
a scroll, he must roll a 4 or greater in order to keep the scroll. Wizards may also roll
to keep their gold on death; a 4 or greater and they lose only one coin to Limbo.
Their great downside is that they cannot exceed 2 hit points at any given time.


Disputes between any players over their choice of adventurer are settled by roll
of the die. A player may also choose to forfeit his class and play normally if he
makes it obvious to the other players that he is doing so. In such a case,
whatever color figurine this player chooses becomes the forfeited class and is
unavailable to the other players (Ex: A player chooses the blue figurine
uncontested and forfeits his class; the game will now have no wizard in it.) In this
way a player can eliminate a class rather than simply play as it.

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