Welcome to the PocketDungeonQuest WikiEdit
Pocket Dungeon Quest is a simplified, casual, rogue-like tabletop game for 1-4 or more players ages 6+.
Typically, learning how to play should only take about 10-15 minutes. Game play usually last between 10-20 minutes.
The Story Edit
How it all Began... Edit
The Heroes Edit
There are four Heroes in the Base Set of PDQ, five total including the Kickstarter Exclusive Adventurer. Each Hero has a unique ability that will aid the Party during play.
The Warrior Hero has a permanent +1 Sword that aids in Attack Rolls
The Archer is extremely fast and may re-roll an Attack Roll once per turn
The Rogue is cunning and may attempt to 'steal' an Item or Spell on the Dungeon Floor before facing a Monster in combat. 1-3 Swords succeeds.
The Wizard is very knowledgable and may use two Items or Spells per turn instead of the usual one.
Adventurer (Kickstarter Exclusive) Edit
The Adventurer is brave, if the first tile revealed on their turn is a Monster or Trap it may be disarmed and discarded. (Does not apply to the Boss)
Each player chooses from 4 basic Hero types, Warrior, Rogue, Archer, and Wizard then takes 3 heart containers.
The remaining tiles are shuffled and laid out in a 10x10 grid. This represents the dungeon floor. Heroes enter the Dungeon from any point along the outer edge.
Each Hero has a circle of sight surrounding the Hero in all 8-directions. As the Hero moves through the dungeon the tiles within their circle of sight are revealed and actions are then resolved.
Basic Rules Edit
The rules for Pocket Dungeon Quest are kept very simple on purpose. The goal is to give enough information to equip players and guide you to make proper judgement calls when faced with any circumstances in the game.
Movement in general Edit
Heroes begin each turn by moving one square. Movement is restricted to horizontal and vertical axis. There is a variant of the rules that allows for diagonal movement; however, this can place Heroes in greater danger and is only recommended for the more experienced PDQ player or those looking for an extra challenge.
Valid spaces for movement are as follows; empty space next to any unrevealed tile such as along the outer edge of the Dungeon grid, empty space within the Dungeon Floor where a tile has been removed, as well as Dungeon Floor tiles represented by a gray stone floor. Within the Base Set rules moving a Hero over top of any unrevealed tile, Dungeon Wall or any revealed tile other than the empty Dungeon Floor is forbidden.
There is one Mount in the Base Set and that is the Pegasus. While riding the Pegasus, walls are no longer a barrier to Heroes. During their turn the Hero riding the Pegasus may fly over one wall. Mounts are non-transferable.
Combat in general Edit
During each turn when tiles are revealed if a Monster is turned up typically it must be dealt with first before anything else. Here is how a typical Battle would occur; Roll the included die. The Hero needs to roll two or more swords in order to Hit a Monster. There are a few ways this can happen. The first way is to roll two or more swords on the dice. If you are playing the Warrior Hero, they have a permanent plus one to their Sword attack, so you could roll one or more swords and still Hit the monster.
There are a couple of things that can effect the outcome of a combat roll. Sword and Broken Sword effects. These are pretty clear cut, the Sword effect adds a Sword to the attack roll, and a broken Sword subtracts one. Also, the Archer Hero can (once per turn) re-roll and attack roll giving them a second chance at a poor roll.
If you are unsuccessful in rolling two or more Swords you Miss and take a point of damage. Monsters in PDQ are cowards and generally leave the dungeon after an attack roll no matter the outcome, even on a Miss a Monster will deal their damage and leave the dungeon (be discarded). The clear exceptions to this is the Boss Fight and also the Critical Miss on the Skelly Archer. If a red skull is rolled then the Critical Miss effect for the Monster you are fighting takes effect. Critical Misses are described in detail a little later.
Remember that items and spells in a Hero's inventory can be used at any time during their turn even in Battle. Also the Rogue may attempt to 'steal' an item or spell that is currently on the dungeon floor before fighting a Monster and has a 50/50 chance of success. Bombs are a direct hit on any creature including the Boss. As you can see there are a variety of rules bending circumstances that can alter the outcome of a Battle. The Wizard's skill of using two Items or Spells in a single turn could also prove invaluable during Battles.
Critical Misses are a special kind of miss. It's like a royal air ball in Basketball. Not only did the Hero miss the Monster but they also opened themselves up to a more powerful attack from the Monster. As a general rule the Hero who rolled a Critical Miss still takes one point of damage unless otherwise stated that they take more or less. Also, unless otherwise stated, Monsters leave the dungeon floor after a Critical Miss. Each Monster has a unique effect upon the Hero after a Critical Miss, these are listed below:
- The Goblin steals a gem
- The Flayer bends the mind of the Hero making them lose one full turn
- The Slime steals a random item from the Hero's inventory
- The Minotaur deals a maximum of two points of damage. (Heroes are not one shot killed by Minotaurs)
- The Skelly Archer stays on the Dungeon Floor and must be fought first thing by the next Hero
- The Boss stays on the Dungeon Floor and deals one point of damage to all Heroes
Monsters in General Edit
Monsters in Pocket Dungeon Quest are generally scaredy cats. After a battle, wether they win or lose they always run away. There is an exception to this rule, the Skelly Archer and the Boss are the only Monsters that stay on the Dungeon Floor if a Hero misses their attack. If a Monster is revealed at the same time as an Item or a Spell tile the Monster must be fought first before the Hero can take them. Gems are free game and can be claimed at any time.
Traps are unique dangers. In the Base Set of PDQ there is only one type of Trap and that is the Spikes. Traps may be expanded upon in future updates. In general this is how you deal with Traps in the Base Set. The Hero who revealed the Spikes automatically takes one point of damage before anything else happens that turn, then the Spikes are discarded. There is currently only one way to avoid a Trap and that is to use the Multitool. Remember that a Hero may only use one Item or Spell per turn and that the Multitool is a one time use Item only. After it is used the Multitool must be placed face down into the Merchant Pile.
Inventory in general Edit
Each Hero may hold two things, any combination of Items or Spells. There is a special Item known as the Big Ol' Bag which does not take up any space in a Hero's inventory, instead it increases that Hero's inventory by one.
Effects do not take up any space in a Hero's inventory but take effect immediately at the next opportunity to do so. Effects may either be placed to the side of a Hero's inventory or directly on top of the Hero tile. Effects do not cancel each other out, rather they stack and take effect in the order in which they were obtained.
Gems do not take up any space in a Hero's inventory. Gems can be handled a couple of different ways. Either each Hero can have their own stash of Gems, or the Party of Heroes can keep a pool of Gems for all Heroes to use.
Relics are not Items or Spells and do not take up any space in a Hero's inventory, rather they are placed in a pool because they belong to the entire Party. In the Base Set the only purpose Relics serve is to meet certain game winning requirements.
A Hero may only claim one Item or Spell per turn and only after dealing with any Monsters.
When a Hero loses their last Heart Container they are dead and all Items or Spells in their inventory are Lost forever even if that Hero is revived by the Feather Spell.
The Merchant Pile Edit
The Merchant Pile is added to every time a Hero uses an Item or Spell, and every time an Item or Spell is discarded for any reason. Within the Base Set of PDQ the only way an Item or Spell can be Lost forever is when a Hero loses their last Heart Container.
Items are always kept face down in the Merchant Pile. Once the Merchant is revealed he remains accessible to all Heroes from that point on to buy Items or Spells from.
To purchase something from the Merchant a Hero must spend 30 Gems. Those Gems are lost forever and that Hero may randomly draw two tiles from the Merchant Pile and choose one to keep, the other is placed face down back into the Merchant Pile.
Trading Items and Spells Edit
Heroes may Trade or use Items and Spells on other Heroes. This practice is heavily encouraged since everyone is working together to conquer the Dungeon. It is in the best interest of the entire Party to work together and keep everyone alive. Remember that a Hero may only use one Item or Spell per turn. Using an Item or Spell on another Hero still counts as the current Hero using an Item or Spell that turn. Trading or Giving Items or Spells may happen only once per turn and may only be initiated by the Hero performing the trade on their turn.
Heroes Life and Death Edit
Each Hero has three Heart Containers. Heart Containers are placed in front of each player face up to show them as full. Each time a Hero is asked to lose points of health you simply flip the Heart Container over to reveal the empty side. If a Hero loses their last Heart Container that Hero is considered Dead and loses all Items or Spells in their inventory. Remember that Relics are not Items or Spells and are therefore not Lost.
Winning The Game Edit
In the Base Set there are three different conditions for winning each with their own difficulty level. All winning conditions must be met while all members of the Hero Party are alive. Some of these conditions overlap, but as a general rule this is the difficulty breakdown:
- All My Relics (Easy) - Find all three Relics and Exit the Dungeon alive.
- You're Not The Boss of Me! (Moderate) - Kill the Boss and Exit the Dungeon alive.
- Clear The Floor! (Hardest) - Reveal every tile in the Dungeon and Exit the Dungeon alive.
When winning conditions talk about Exiting the Dungeon, that simply means to find the Exit tile. It is not required for the Heroes to take turns moving to the Exit tile because that would just be boring. (:
The Boss Fight Edit
Waking The Boss Edit
When the Boss is revealed the gameplay changes drastically. Heroes are no longer concerned with moving and revealing tiles, instead they take turns fighting the Boss and his Henchmen.
The Party Leader rolls the included die to determine how many Henchmen are surrounding the Boss.
- Critical Miss - 6 Henchmen
- Miss - 4 Henchmen
- Swords - 2 Henchmen
Once the number of Henchmen has been determined they are stacked in the order they are found face up on top of the Boss.
Henchmen are pulled randomly from the pile of discarded Monsters first. If there are not enough discarded Monsters then players take turns revealing one tile each until enough Henchmen are found. Items or Spells revealed in this way are placed directly in the Merchant Pile and may be purchased before the Boss Fight begins only if the Merchant was revealed beforehand. Traps have no effect on the Heroes during this time and are immediately discarded.
The Henchmen must be dispatched first before the Boss can be fought. During the Boss fight Henchmen are fought in the typical way with a few exceptions.
Creative use of Spells to deal with Henchmen is encouraged, but must be approved by your Party Leader. A couple of suggestions would be to use the Teleport Spell to temporarily transport a Henchmen off the stack for a full turn so a Hero can fight the Monster directly underneath. Another could be to use the Swap Spell to move the Boss one tile closer to the top of the stack of Henchmen. Remember that Bombs are direct hits and that only one Item or Spell may be used once per Hero per turn, except the Wizard who may use two.
Fighting The Boss Edit
Heroes roll the included die against the Boss. Two or more Swords scores a hit against the Boss. If a Hero rolls a Critical Miss against the Boss, each member of the Party takes one point of damage.
Once the Party of Heroes is able to score a hit on the Boss the fight is over and any Henchmen that might be left are discarded and play resumes as normal.
Items in Detail Edit
Big Ol' Bag Edit
The Big Ol' Bag is the only Item in the Base set that doesn't actually take up any space in your Hero's inventory, rather it increases the number of Items your Hero can hold by one.
The Bomb is a powerful Item that can either be used to clear Dungeon Walls or as a direct hit when attacking Monsters.
The Potion fills one empty Heart Container.
The Multitool is a one time use only Item that can disarm a Trap.
Spells in Detail Edit
Move Spell Edit
The Move Spell allows the Hero to take an additional turn.
Teleport Spell Edit
The Teleport Spell allows a Hero to jump to any valid point in the Dungeon.
Feather Spell Edit
The Feather Spell brings a fallen Hero back to life with full Heart Containers.
Swap Spell Edit
The Swap Spell is used to swap any two tiles in the Dungeon, revealed or not.
Foresight Spell Edit
The Foresight Spell is used to reveal any three tiles in the Dungeon. Items revealed while using the Spell may be picked up by the Hero. Any Monsters revealed by this Spell are discarded.
Confusion Spell Edit
The Confusion Spell is used when two monsters are revealed in the same turn to cause them to attack each other instead of the Hero. Choose one Monster to be the attacking Monster then roll the die. If the attacking Monster misses he is hit and is discarded while the other must still be fought. If the attacking Monster rolls a hit then the defending Monster is discarded. A Critical Miss wakes both Monsters from their stupor and they must be fought by the Hero as normal.