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Dungeon Dice Instructions

"Dungeon Dice," published by Parker Brothers in 1997, is a board game in which players try to escape from a deep, dark dungeon by collecting Tunnel Cards. However, each turn puts a player at risk of losing these cards or being challenged by an opponent. To win, you must tunnel out of the dungeon and best the other players.

Instructions

    • 1

      Assemble the game by placing a gray Dungeon Pit into the Playing Board. Select a Prisoner Card and place it on the space labeled "Start," in front of where the player will sit. Put the rest of the Tunnel cards in a pile to the side.

    • 2

      Choose a player to go first. Play proceeds clockwise. Begin a turn by rolling the six dice into the pit. Each dice has six symbols -- shovel, keys, lantern, dagger and ladder, which are "Escape Tools," and a helmeted guard. If dice do not land within the pit, the player must throw them again.

    • 3

      Place any dice that match upon any corner of the Dungeon Pit.

    • 4

      Take a Tunnel card according to the number of dice that match. If you have two matching dice, you get no Tunnel cards. If you have three matching dice, you receive one Tunnel card. For four matching dice, you get two Tunnel cards. For five matches, you get three Tunnel cards, and if all the dice match, you get four Tunnel cards.

    • 5

      Look for special matches that also yield Tunnel cards. If you have three pairs of symbols, including guards, you receive one card. If you roll six different symbols, you get three cards.

    • 6

      Take any Tunnel cards you receive and consider your options. You can end your turn by placing your Tunnel cards on your Escape Path, beginning at the "Start" space, and moving your Prisoner card along the Tunnel cards as many spaces as possible.

    • 7

      Choose to continue if you do not want to end your turn. You can roll the dice that were not moved to the Dungeon Pit wall or move all matching dice to the Pit wall. These matches may be new or additional matches of dice put on the wall from a previous roll.

    • 8

      Take any more Tunnel cards you win if you continue your turn. After each roll, a player must move one die onto the Pit wall. If he does this, he can continue or stop after each roll. However, if he is unable to place a die on the wall, he loses his turn and all of his Tunnel cards.

    • 9

      Beware of guards. If your dice roll turns up guards, move them to the wall just as you do the matching tools. Keep rolling the dice until the turn ends because: 1) no dice can be added to the wall, 2) all six dice are on the wall or 3) a third guard appears. When three or more guards go on the wall, the player's turn is over and all Tunnel cards received on that turn are lost.

    • 10

      Challenge an opponent during your turn. You must roll a combination of three guards in three rolls. If successful, the challenger takes three Tunnel cards from the opponent. The challenger can choose to stop or continue and challenge the same opponent again. If the challenger fails at any time, the turn is over, and the challenger must return all Tunnel cards to the opponent.

    • 11

      Win the game by placing eight Tunnel cards on your Escape Path, moving the prisoner out of the dungeon and off the playing board.


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