Players share a common Event Deck.
The deck has 2 types of cards: Aid cards & Foe cards
There are 2 types of Foe cards: Traps & Creatures
There are 2 types of Creatures: Monsters & Intelligent
Aid cards include: Prestige Classes, Weapons, Armor, Items, One use Items, & Spells.
Every Aid card is specific for either Mage, Rogue, or Fighter Characters.
VICTORY
Return your party to the Start space with the Underdark Maps.
SETUP
Roll on the Terrain table for each space on the board.
Each player gets 6 characters.
Roll on the Random Adventurer table to generate your party.
Each player is dealt a hand of 7 cards.
Players roll high on 1D20 to see who goes first.
Players pawns start in the start space.
A Token representing the Underdark Maps is placed in the End Space.
Note: the Start Space is a 'safe' area: No battles, no traps, no Navigation rolls.
COURSE OF THE GAME
Phase I
Players take turns moving their Parties towards the End space.
Phase II
The party that reaches the End space first gains possession of the Underdark Maps.
To win, that party must turn around & move back to the Start space.
This party becomes known as the Map party.
Opposing Parties can now move in either direction.
If an opposing party defeats the Map party in battle, they gain possession of the
Underdark Maps and become the new Map party.
TERRAIN TABLE
Each space of the track will be one of several types:
1D20 Type: Type Extra Notes:
1 City C O Intelligent Foes get +3
2 Dungeon C F Intelligent Foes get +3
3 Shaft N O Navigable
4 Lava Tubes N F Navigable
5 Mine C F Navigable
6 Cave N F Navigable
7 Cavern N O Monster Foes get +3
8 Abyss N O Barrier
9 Bone Cave N F Monster Foes get +3
10 Labyrinth C F Barrier
11 Web Cave N F Barrier
12 Rift N O Barrier
13 Vault N O Navigable
14 Portal C F Roll on Portal Table
15 Earth Node C F Mages get +3
16 Sickstone N F Danger
17 Magma N F Danger
18 Sea Cave N W Barrier
19 River Canyon N W Barrier
20 Quickstone N F Danger
C = Civilized; N = Natural; O = Open; W = Water, F = Confined
PORTAL TABLE
1D6 Notes:
1-2 Go Back 1D6 Spaces
3-4 Fight a Planar Foe of Level = 1D20
5-6+ Go Forward 1D6 Spaces
Get +1 to the roll per Mage in your party.
This is called the Portal roll.
RANDOM ADVENTURER TABLE
1D20 Card Name Class Notes:
1 Chitine Renegade R Spiderlike Humanoids
2 Imaskari Wizard M Ancient Isolated Humans
3 Male Drow Wizard M Dark Elves
4 Duergar Fighter F Grey Dwarves
5 Gloaming Sorcerer M Winged Glowing Humanoids
6 Grimlock Barbarian F Blind Brutish Humanoids
7 Kuo-Toa Exile R Amphibious Humanoids
8 Slyth Druid M Amorphous Humanoids
9 Svirfneblin Guide R Deep Gnomes
10 Derro Scout R Insane Dwarves
11 Illithid Wizard M Mind Flayers
12 Minotaur Marauder F Bull Headed Humanoids
13 Orog Mercenary F Deep Orcs
14 Quaggoth Warrior F Savage Humanoids
15 Tanarukk Bodyguard F Demon Orcs
16 Troglodyte Raider R Reptilian Humanoids
17 Kuo-Toa Monk F -
18 Slyth Ranger R -
19 Female Drow Cleric M Priestess of Lolth
20 Reroll for Race X Pick Class
TURN SEQUENCE
Players take turns.
Each turn has 7 Phases:
Event Phase
Difficulties Phase
Recruit Phase
Attachments Phase
Move Phase
Encounter Phase
Battle Phase
EVENT PHASE
Draw 2 cards from the Event Deck
If the deck runs out, shuffle the discard & draw from it.
Max hand size = 7 cards. Discard excess cards.
DIFFICULTIES PHASE
If your party is in a Barrier space roll 1D20.
This is the Barrier Roll.
Add 1 for every Rogue in your party.
On a roll of 10 or less your party cannot find its
way and you may not move in Move Phase.
If your party is in a Danger space roll 1D20.
This is the Danger Roll.
Add 1 for every Rogue in your party.
On a roll of 10 or less you must discard 1 random party member.
Barrier & Danger Roll are collectively called Navigation Rolls.
If your party has the Underdark Maps they get +5 to Navigation Rolls.
RECRUIT PHASE
If you have less then 6 Characters roll 1D20.
This is the Recruit Roll.
On a roll of 18+ gain 1 new party member.
Add 3 to the roll if you are in a City or Mine Space.
ATTACHMENTS PHASE
You may attach “Attachment” cards from your hand to
Appropriate party members. These include:
Prestige Classes, Weapons, Armor, and Items.
MOVE PHASE
Move your party 1D6 spaces.
This is known as the Move Roll.
(Forward in Phase I or either way in Phase II.)
ENCOUNTER PHASE
If you are in a space not occupied by an opposing party, any
Opponent may play a Foe card on you.
If your opponent plays a Trap card on you roll 1D20.
This is the Trap Roll.
Add 1 for every Rogue in your party.
On a roll of 10 or less you must discard 1 random party member.
BATTLE PHASE
If in Move phase you landed on an opposing party, or an opponent played a
Creature Foe on you in Encounter Phase, you must fight.
Determine the Force Total of your Party…
Force Total = 1D20 + (# of Party Members + # of Attachments) +
(2 X # of Spells & One use Items you play from your hand)
You may only play one Spell per Mage in your Party.
Note: the 1D20 is referred to as the Battle Roll.
Determine the Force Total of the opposing party the same way.
Reroll ties. The side with the higher total wins.
The loser must discard one random Character.
The winning party gets the Attachments of the discarded character.
The Force Total of a Creature Foe = 1D20 + Foe Level.
If you defeat a Creature draw a card.
If you lose vs a creature, discard a random character.
At the end of the turn, discard any Foe card and
All played Spells & one use Items.
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