2 hour dungeon crawl pdf download
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Publisher Website. Follow Your Favorites! Which weapon can be used for shooting and for melee? How do Shields work? The character with the highest Rep in the group is the Leader.
At various times, the Leader could be a Star or Grunt. In 2 Hour Dungeon Crawl, the game revolves around you, and the other characters that make up your Band or personal group. These can be other players or Grunts, run by the game mechanics. Let's define your Band. When your Band is split into two or more groups, the highest Rep Grunt will be the Leader of that group. All have non-Leader members called Grunts.
If you choose to adventure with other players Stars the Band can still only have one Leader. He decides to move off by himself to scout ahead. This effectively splits the group into two. The other group consists of three Soldiers, one Rep 4, and two Rep 3s. The Rep 4 is now the Leader of that group. If your Rep goes up you can add Grunts, if it goes down, you must subtract Grunts.
If you are any of the other Races go to the Minions Table Go down the left-hand column to your appropriate row. Roll 1d6 and go across to the appropriate column to see who you can recruit. Do this until you have recruited your Band. You cannot recruit a Grunt with a Rep equal or higher than yours. When a Grunt increases its Rep to equal yours, he automatically leaves your Band! The Leader takes the Charge into Melee Test You recruit Grunts by using the Minions Table The number of characters in your Band can never be more than your Rep, including yourself.
The highest Rep in each group is always the Leader of that group. How does a fit Leader affect taking the Crisis Test? Once you know the Race of each recruit go to the Race Lists 7. Although games can last an unlimited number of turns, each turn follows a strict sequence.
A group is any number of characters that will operate together over the course of a turn. The smallest group is 1 character. There is not a maximum. Characters that start the turn in the same group will activate at the same time. At the start of his turn, the exploring player rolls 2d6.
If the die scores are the same doubles he has generated a PEF If the die scores are not doubles, ignore the results, and the exploring side can now move. If he has more than one group, the group with the highest Rep Leader Continue on by Rep until all the groups have moved. After the first group has finished its turn; moving, resolved combat, and searching for Secret Rooms, the next group can move.
After all groups have completed their turn, it is the other sides turn. They do not roll 2d6 for PEFs but otherwise follow the same turn sequence. But when they come into contact with opposing characters the action is taken to the Battle Board. Characters in a Room are placed up to 4 wide, with additional characters in ranks of up to 4 behind the first. Keep in mind that only characters with a clear LOS Move none, some, or all of its groups.
Have combat by entering the Battle Board Search for Secret Rooms and loot bodies. Only characters on the same Dungeon Tile are in the same group. You may combine groups during the turn to form a single group. These groups can now move, shoot, etc. He moves 1 Dungeon Tile and joins another group of three Soldiers. He decides to Fast Move and leads the group into the next Dungeon Tile.
But groups are not permanent. You can form up or break apart your groups at any time during the turn when you are active or when forced to by a Crisis Test Stars and Grunts will take a Fast Move Test This can result in the group ending up on separate Dungeon Tiles as they must move the maximum!
In this section we explain the rules for moving your characters. Note that when on the Dungeon Tiles we use a Marker 2. If the exit is blocked by enemy they will Duck Back instead, away from all threats.
They will attempt to Flee whenever active. If they enter a Dungeon Tile occupied by the enemy, the character must immediately take the Charge into Melee Test This can be one, any or all. Roll one set of 2d6 and apply the results to each character separately. Compare each die score individually to the Rep of those characters wishing to Fast Move. If both d6 are passed, the character can move one additional Dungeon Tile. Characters can choose not to Fast Move to remain with the group.
Here's how the group will move. Characters on the Battle Board can move up to 6 squares in any direction, even diagonally. They must stop their movement when they move adjacent to an opponent contact.
However, they can move into or through a square occupied by a wounded friend. I roll 2d6 for the whole group and score a 3 and a 5. The Rep 5 Leader passes 2d6 and may move up to two Dungeon Tiles. The Rep 4 Grunt passes 1d6 and may move up to one Dungeon Tile. The Rep 3 Grunt passes 0d6 and may move up to one Dungeon Tile. Corridors are 2 characters wide while rooms are 4 characters wide. Sometimes a character may be forced into Involuntary Movement or actions by the results of a Crisis Test.
Let's cover each one in detail. Characters must start on the same Dungeon Tile to be in the same group. Normal movement is 1 Dungeon Tile. Take a Fast Move Test. If you are a Rep 4 character and rolled a 3 and a 6, how many Dungeon Tiles can you move?
A Crisis Test Remember that Stars can choose how many d6 to pass when taking the Crisis Test. Regardless of how many group members cause the test, only one test is taken.
This is called testing for Man Down. When a character is fired at and missed. This is called Received Fire. The Crisis Test is taken by the whole group at the same time, after all melees are completed. If not in melee and no square is available to move into, the character Flees instead. Roll one set of 2d6 for the testing group, and read each result individually. Apply the results to the Rep of each character in the group, individually.
Determine how many d6 are passed for each character. Consult the Crisis Test Go across to the appropriate column for the Profession of the character. Go across to the appropriate column for the number of d6 passed. If forced to take the Received Fire and the Man Down Tests, apply both tests and take the worse result.
Immediately carry out the results. He cannot move on his own and must be retrieved by others. If contacted by an enemy he is considered to be captured or dispatched as desired. But he could he Healed The Crisis Tests can change the status of a character and force it to act in a certain way. Here we will explain the terms found on the Crisis Tests.
Take out two opposing characters, one Warrior and one Soldier, and place them at opposite ends of the Battle Board. Both are Rep 4. You need to choose their Race as well. If you rolled a 3 and 5 what happened? Do one for both characters and see how they differ. The character is in good order and can act and react as desired. A character is considered to be carrying on if it is not doing any of the following. Remember that if you do these simple exercises you will learn the rules faster and spend less time consulting the book.
Duck Back. Obviously Dead. Out of the Fight. When one side Activates and enters into a Dungeon Tile occupied by opponents. This can be a corridor 2 characters wide or a room 4 characters wide. Consult the Charge into Melee Test Start with 1d6 per each point of Leader Rep. Modify the number of d6 rolled or number of successes scored by the Leader by any applicable modifier.
Each Leader rolls the modified number of d6 looking for successes score of 1, 2, or 3. Determine how many successes are scored, being sure to add any auto-successes. The Leader that scores more successes wins. Characters in a corridor are placed up to 2 wide with additional characters in ranks of 2 behind the first.
The front rank of characters is always placed on the second row of squares from their short edge of the Battle Board. Characters can be placed behind them in the back row. If you need more ranks, they are considered to be outside and can enter when active. The Leader and highest Rep characters are always in the front row.
The side entering the tile places their characters on the Battle Board, in the same manner as previously outlined. As mentioned previously, the Charge into Melee Test is only taken once. What happens after the test? As previously mentioned, the Charge into Melee Test is only taken that one time. If there are two or more targets to choose from they will target the one with the least Armor.
All combat between opponents occur on the Battle Board. This may represent a 4 by 6 character room or a 2 by 6 character corridor. Combat is always on the Battle Board. This is reflected by the different game mechanics used in 2 Hour Dungeon Crawl. If you do not see your weapon listed simply use the one that is closest to it.
The characters cannot be in contact. Magic combat can influence melee or act as shooting. Combat, whether melee, casting, or shooting, begins by using the Charge into Melee Test Axe, throwing — An axe that can be thrown or used in melee. If thrown, it must be retrieved. This is done after the fight has ended and the axe thrower is on the winning side. The axe has an Impact of 3, and is thrown with one hand. Characters are placed on the Battle Board across from each other as previously stated Bow — May be fired every turn.
The bow has an Impact of 2, and is fired with two hands. Crossbow — May be fired every turn. The crossbow has an Impact of 3, and is fired with two hands. For a character to be targeted three times all of the characters in its group must have been targeted at least twice. And so on, and so on… Firearm — Can be fired only once per fight. The firearm has an Impact of 4, and is fired with two hands.
Sling — Shooters armed with a sling will always have a shield, even if not present on their list. Slings have an Impact of 3 and are fired with one hand. To attack something you must first be able to see it. The Soldier has AC 4 armor so the Impact is not modified. You must have a clear LOS to fire, cast spells, or enter melee. Intervening figures block a LOS.
Characters can only see things to the front and side 5 squares. They cannot see things in the 3 squares behind them. They can be caused from shooting, melee, or magic. They are, in order of severity from least to most: Rep reduction is cumulative until the melee is finished.
Once the melee is completed, any -1 Rep losses are removed. Firing a missile weapon in 2 Hour Dungeon Crawl is relatively easy. The shooter rolls 2d6 versus its Rep.
Determine how many d6 are passed. Go down the left-hand column of the Shooting Table Go across to the next column and immediately carry out the result. A hit or miss will occur based on the circumstance, if any. The Elf, Rep 5, rolls 2d6 versus his Rep and scores a 5 and 3. Passing 2d6 on the Shooting Table means he has scored a hit. Out of the Fight characters can be Healed Non-Shooters can use Missile Weapons.
Consult the Shooting Damage Table Start with the Impact of the weapon. Modify the Impact by the AC of the target. Roll 1d6, read the result as rolled. Go down the left-hand column to the row that best matches the modified score. Sir Billy rolls 2d6 and scores a hit. He now rolls for damage. The crossbow has an Impact of 3. Billy rolls 1d6 and scores a 1, the Goblin is Obviously Dead. If captured, the character must be guarded by at least one armed character or be immobilized.
Each armed character can guard up to one character per point of his Rep. When characters come into contact they enter into melee hand-to-hand combat. Before going any further, take two sides of two characters each and do the following.
Make all of the characters Rep 4, with 1 on each side a Non-Shooter. Give them a variety of Missile Weapons. Place one side on the Battle Board in the front row of one of the short edges. Do you remember what the front row is? The other side is Active. Place them on their front row. Roll a Charge into Melee Test. There are six classes of melee weapons. They are: Resolve all hits. If thrown, it must be retrieved to be used again.
Yes you can. You cannot use a Shield. Here's how the melee takes place: Consult the Melee Combat Table Each character starts with 1d6 for each point of Rep. Add or subtract d6 based on any applicable Weapon, Attribute, or Circumstance. Each character rolls its modified total of d6 counting all successes scores of 1, 2, or 3. If one character has scored more successes than the other, it has scored a hit.
The difference in successes is called the Impact. If both characters score the same number of successes, immediately re-roll the melee. He rolls 3d6 and scores a 1, 2, and 3, for three successes. He rolls 3d6 and scores a 1, 4, and 6. He has scored two successes, as he is using a shield.
PEFs The Soldier scored one more success so has scored a hit. He will now roll for damage. Here's how we do it: When one side has scored more successes than the other, it has scored a hit.
Now we must see if any damage was done to the loser. Note that the difference in the number of successes between opponents is called the Impact. Stars may choose when they will take their turn to melee. The charger decides in which order the characters will attack when the Reps are the same.
The attacking and defending characters conduct a round of melee. If the defender loses the melee, the attacker rolls for damage, and the melee is over. If an attacker loses a melee, the defender rolls for damage, and the melee continues against another character. Melees continue until all characters have fought, with the defender rolling new dice every round.
Modify the Impact by any Circumstance or Attributes. Roll 1d6 versus the modified total and determine if any damage was scored.
The Impact is 1, equal to the number of successes scored more than the loser. This makes 4 the modified Impact. The Soldier rolls 1d6 and scores a 3. He can choose to pick up the character or immediately switch places with him. After picking up the wounded character he can move with him when next active. Characters charged while retrieving wounded will drop the wounded character in the square behind them.
He declares his desire to Flee from combat and drops half of any treasure he has. Each character will take a Fast Move Test This can result in the group ending up on separate Dungeon Tiles! If entering a Dungeon Tile occupied by the enemy, the character must immediately take the Charge into Melee Test The now unoccupied enemies will now Fast Move after the players, with each character moving its maximum tiles.
Roll 2d6 vs. Determine the number of d6 passed. Before going any further, take an Elf 7. Place them on the Battle Board. Have one start in its front row and the other, Active, entering the Battle Board. After the first round of combat the party activates.
Billy decides that they should Flee. Each takes a Fast Move Test. Billy and Sooze pass 2d6, while Char passes only 1d6. Take the Charge into Melee Test. Resolve a melee including damage.
Now add a second Goblin. Do this a second time with the two Goblins charging the Elf. Sooze and Billy can make it to two tiles away; Char cannot. Billy motions Sooze to continue on and stops on the tile with Char. Resolve a multi-character melee. Review how to Flee the Fight. How do you retrieve wounded? Take an After the Fight Recovery Test.
The character is immediately removed from the table and drops all his treasure. After the game, he must roll on the After the Fight Recovery Table Each type represents the effect of the spell, but not the theatrics. For example, a player may decide that a Damage Spell is a ball of fire, while a Dazzle Spell represents magical lights that temporarily hypnotize the target.
That is up to the player to decide and does not affect the game in any way. If you feel like calling the Damage Spell a Fireball, go for it! They are known as wizard, necromancer, sorcerer, shaman, etc. We call them Casters.
They can be Stars or Grunts, but they do have some special rules applied to them that make them unique. They can cast spells when Active. A Caster may attempt any of the three spell types, Damage, Defend, or Dazzle. Casters can target up to one character for each point of its current Rep, but needs LOS to the targets. But what happens if they target four characters, but can only affect three? Example — Fisher, a Rep 4 Caster, targets four Orcs.
Three are Rep 4 and one is Rep 5. Fisher passes 1d6 on the Spell Casting Table and can affect only three of the targets. The Rep 5 Orc is unaffected. The Caster must have a LOS to the targets. The Caster must have its hands empty except if using a Casting Tool. The Caster starts with 2d6. So I've always been a fan of dungeon crawls ever since my first foray into crawling with Warhammer Quest. A great game in itself with a lot of good memories of getting stomped in the dungeons with my cousin, Will.
Then came Mage Knight Dungeons , which was quite different from the former as you played head-to-head or at least that's how we played it. You could also play solo or cooperatively. In both cases, the players controlled the monsters and while acceptable, it's always fun to have no control over your opponent either when playing alone or with a buddy. The crawl to end them all!
A game of high adventure down in the depths of the earth plundering dungeons, slaying orcs and goblins and all manner of monsters while amassing wealth and glory or leaving an unmarked grave deep in the caverns.
This is not a review of the game which I plan to do once I have sufficient experience under my belt! Scroll down for battle report! Overview: In classic dungeon crawl fashion you lead a band of adventurers grunts into the dark depths of a dungeon looking for treasure and fame in 2HDC.
At the head of the party is your character the star. As a star you have almost total control over your character's actions and you also get "star power," which is a unique ability to stars that allows them to shrug off damage but it's not fail safe!
You can die still but you, as the star, are not as fragile as a grunt. If you are in danger of taking damage, you can try to reduce it by rolling up to your reputation rep in dice to try and reduce the damage. Every 1, 2, or 3 reduces the level of damage by one. If you roll a 6 though, you lose that star power dice for the rest of the adventure. For example, I roll 5 star power dice and get a 1, 2, 2, 5, and 6.
I reduced my damage by 3, failed 2 dice, and lost 1 star power, so will only roll 4 star power dice next time. The other unique ability as a star is that you can choose your crisis test result.
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