What was your last hand? I had 6-7-8-9 so was basically just hoping to get any kind of run. Figured I ran the risk of getting paired whatever I played, and you were unlikely to have kept 2 4s.
I'll pick welcome to the dungeon, I've played Hive before and I need to win both of them anyway.
I had Queen-7-4-Ace I chucked a king and a 2. I was just trying to avoid playing into runs or any easy set of points since my hand would score first if we split or you got 2 points only.
, Players bid to see who gets to take a solitary adventurer into the dungeon with some combination of equipment. On your turn, you can either add monsters to the dungeon, remove equipment from the adventurer, or drop out of the bidding. The last player in the bidding takes the adventurer into the dungeon and confronts all the monsters that have been placed this round, with what little equipment the adventurer has left.
GOAL OF THE GAME
If you traverse two Dungeons successfully, you win the game, however, if you fail in two Dungeons, you will be eliminated. Thus, you can also win the game by being the last player left in the game.
CONTENTS
THE MONSTERS
Name
Quantity
Strength
Eliminated by
Goblin
2
1
Tor
ch
Ring of Power
*
Skeleton
2
2
Tor
ch
Holy
Grail
Ring of Power
*
Orc
2
3
Tor
ch
Vampire
2
4
Holy
Grail
Golem
2
5
War Hammer
Lich
1
6
Invisibility Cloak
Holy
Grail
Demon
1
7
Invisibility Cloak
Demonic Pact
Dragon
1
9
Invisibility Cloak
Dragon Spear
THE ADVENTURERS & THEIR EQUIPMENT
WARRIOR
: 3 Health Points
Spoiler: Equipment
Name
Effect
Plate Armour
HP +5
Knight Shield
HP +3
Torch
Eliminate Monsters with strength 3 or less.
Holy Grail
Eliminate Monsters with even-numbered strength.
Dragon Spear
Eliminate the Dragon.
Vorpal Sword
Eliminate one Monster that you choose before entering the Dungeon.
Choose a type of Monster before revealing the first Dungeon card. You eliminate all Monsters matching that choice. EG: If you choose to eliminate Skeletons, and there happen to be two of them in the Dungeon, eliminate both Skeletons
BARBARIAN
: 4 Health Points
Spoiler: Equipment
Name
Effect
Chainmail
HP +4
Leather Shield
HP +3
Torch
Eliminate Monsters with strength 3 or less.
War Hammer
Eliminate Golems.
Fire Axe
Defeat one Monster after you draw it (once per Dungeon).
You choose the Monster to eliminate as soon as you see the current card, before knowing any of the following Monsters in the Dungeon.
Healing Potion
When you die, come back to life with your Adventurer's HP (once per Dungeon).
After drawing a Monster card, if you have 0 or fewer HP, you can use the Healing Potion to set you HP as indicated on the Adventurer (4 for the Barbarian, 3 for the Rogue). This allows you to continue drawing Monsters.
MAGE
: 2 Health Points
Spoiler: Equipment
Name
Effect
Wall of Fire
HP +6
Bracelet of Protection
HP +3
Holy Grail
Eliminate Monsters with even-numbered strength.
Demonic Pact
Eliminate the Demon and the next Monster.
If the Demon is the last Monster in the Dungeon, simply eliminate it; the second part of Demonic Pact is irrelevant at that point.
Polymorph
Replace one Monster you draw with the next Monster from the deck (once per Dungeon).
If the Monster Deck is empty, you can no longer use this.
Omnipotence
If all the Monsters in the Dungeon are different, you win the round.
After drawing all the Dungeon cards, check to see if all the Monsters were different. If so, you win the round, even if you had failed.
ROGUE
: 3 Health Points
Spoiler: Equipment
Name
Effect
Mithril Armour
HP +5
Buckler
HP +3
Invisibility Cloak
Eliminate Monsters with strength 6 or more.
Ring of Power
Eliminate Monsters with strength 2 or less. Add their total strength to your HP.
Vorpal Dagger
Eliminate one Monster that you choose before entering the Dungeon.
Choose a type of Monster before revealing the first Dungeon card. You eliminate all Monsters matching that choice. EG: If you choose to eliminate Skeletons, and there happen to be two of them in the Dungeon, eliminate both Skeletons
Healing Potion
When you die, come back to life with your Adventurer's HP (once per Dungeon).
After drawing a Monster card, if you have 0 or fewer HP, you can use the Healing Potion to set you HP as indicated on the Adventurer (4 for the Barbarian, 3 for the Rogue). This allows you to continue drawing Monsters.
BEFORE THE GAME
Choose or randomly determine an Adventurer (all players share one Adventurer).
Line up the six pieces of Equipment corresponding to the Adventurer. For example, if you are using the Warrior, you would line up the Plate Armour, Knight Shield, Vorpal Sword, Dragon Spear, Holy Grail, and Torch.
Shuffle all the Monster Cards.
Randomize turn order.
HOW TO PLAY
The game plays out over several rounds, during which the players bid to determine who gets to take the Adventurer into the Dungeon. That one player will take the Adventurer into the Dungeon, drawing ever nearer to victory or defeat, depending on their success.
HOW A ROUND PLAYS OUT
Each round comprises
two phases
:
Bidding phase
Dungeon phase
BIDDING PHASE
During this phase, play goes in turn order. On your turn, you must chose one of the following:
Draw a card from the Monster Deck
.
Pass your turn, and no longer participate in this round
. You will not play again until the next round.
Note
: if the Monster Deck is empty, you must pass when your turn comes around.
DRAW A CARD
If you chose to
draw a card
, I will PM you the top card of the Monster Deck. Look at it without letting anyone else see it. You must now choose one of the following options:
Add the Monster to the Dungeon
. In this case, the Monster will be added face-down to the Dungeon pile. This pile contains all the Monsters you must confront if you enter the Dungeon. Note: the number of Monster cards in the Dungeon will always be shown, but you cannot see which cards have been added.
Set the Monster aside, face-down
. In this case, you must sacrifice one of the Adventurer's items: Choose a piece of Equipment to set aside as well. The Monster and piece of Equipment are considered discarded for the rest of the round.
Note
: If you draw a Monster card, and the Adventurer has no more Equipment, you must add the Monster to the Dungeon.
Once you have made your choice, your turn is done; the next player goes.
END OF THE BIDDING
Once all players but one have passed
, the Bidding phase ends. The remaining player must take the Adventurer into the Dungeon all by themself, with whatever Equipment the Adventurer has left. They press onward to the Dungeon phase.
DUNGEON PHASE
Only the player who did not pass participates in this phase
. Start by calculating your total Health Points (HP): Add up the HP values of the Adventurer tile and all the Equipment they still have. Next, one by one, reveal the cards from the Dungeon pile.
If you still have Equipment that can eliminate the Monster, discard the Monster without losing any HP.
Otherwise, you lose HP equal to the Monster's strength. Then, discard the Monster.
Continue like this until there are no more Monsters in the Dungeon.
If the total Health Points you lost is
fewer than the Health Points
with which you entered the Dungeon, you succeeded. You survived the Dungeon! If this is the second Dungeon you've survived, you win the game!
If the total Health Points you lost is
equal to or greater than the Health Points
with which you entered the Dungeon, you did not succeed. If this is your second failure, you are eliminated. If all players but one have been eliminated, that last remaining player wins the game.
Reveal all the Monsters that were discarded.
The round is over
. If nobody has one the game, start a new round.
NEW ROUND
Shuffle the Monsters. The player who just went into the Dungeon chooses the next Adventurer for the players to use (Warrior, Barbarian, Mage, or Rogue,
Must be different than the previous round
). Place the Adventurer and their corresponding Equipment in play. You are ready for a new round.
The start player is the one who just went into the Dungeon
. If this player has been eliminated, the next player in the turn order will start.