A downloadable Mini Boardgame.

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INFO:

This Game Was Made For The 2017 Paperjam. It's A Simplistic, Pixelated, Mini Dungeon Crawler Game. That's Pretty Much It.

HOW TO PLAY:

Getting Every Thing Ready:

This Game Is Meant For Two Players. (Can Have More If You Want.) But, You Can Have A Ref To Make Sure DM Being Fair. The Dungeon Master (DM) And, The Dungeon Explorer (DE). You Need A Pencil, A Penny, And Scissors. With The Scissors, Cut The Extra Paper Off. (Around The Black Lines) The Goal To This Game Is To Get To The Exit.

Actually Playing The Game:

The Two Door Looking Things Are The Doors. The One Above The Bar On The Bottom Is The Entrance. The Door On The Top Is The Exit. The DE Has To Start On The Entrance. The DM Has To Shade The Squares That The DE Can't Go On. Or, You Can Draw A Thick Bar On The Side That The DE Can't Cross Over. Corners And Dead Ends Are Allowed. There Also Has To Be A Clear Path To The Exit.  The DE Is Represented By A Square. Filled In Means, Was Here And, Not Filled In Means That The DE Is Here.  And No Square Means The DE Was Never Here. (The DE Draws The Squares). The DE Also Gets To Choose Where He Goes. When The DE Lands On A New Space, The DE Draws The Not Filled Square Then, Turns The Paper Over And Flips A Coin On The Paper. Four And Three Means Enemy, Six Means Chest, One Means Trap And, Everything Else Means Nothing. If Nothing, Move Another Space.  If Enemy, The DE Goes Into Battle With The Enemy. First, The DE Attacks Then, He/She Defends. The  It Doesn't Matter What Side It's On, It Matters Where It Lands. If It Lands On A Three, It's A Miss. If It Lands On A Six, It's A Critical Strike. (Double Damage) Any Thing Else Is A Regular Attack. The Damage That You Start Out With Is, One. Now On To Defending. A Four And A Three Is A Block. You Start Out With Ten Health. A Six Is, The Enemy Gets A Critical Strike. (Double Damage) Every Thing Else Is A Hit. The Enemies Are Made And Chosen By The DM. It Could Be Anything, A Wolf,  Goblin, Zombie, etc. The DM Also Gets To Choose The Attack And Heath It Has. So, BE FAIR. So, No One Billion Health And Damage. Then The Loot From The Enemy The DE Killed Is A Upgrade To The Health Or Damage For The DE. The DM Also Gets To Choose That. This Is The Same If The DE Lands On A Chest. (The DM Gets To Choose An Upgrade) Also, At The End, The DM Gets To Make A Boss. But, The DM Doesn't Have To.  And, That's It. You Can Go For As Long As Possible, Or Just Stop At One Dungeon. Now For The Newest Edition, Traps! If The DE Gets A 1, That Means The DE Encountered A Trap. There's Six Types, (For The All Numbers) Pitfall (One), Poison Dart (Two),  Room Closing In Trap (Three), Bomb Trap(Four), Flame Thrower Trap (Five), And Upgrade Trap (Six). All Traps Are Insta-Kill, Except For Poison Dart And Upgrade Trap. You Can Avoid These By Getting A Even Number. Odd Gets You Hurt. Poison Dart Does Damage (Three Damage Over Time) And, The DE Can Choose If The DE Wants To Get The Upgrade. Even Means Upgrade And Odd Means Insta-Death. In I Hope You Guys Have Fun! :) Also, If You Have Any Questions, I'll Be Happy To Answer Them! And Please Help With Constructive Criticism Too.

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Click download now to get access to the following files:

Mini Dungeons.zip 35 kB

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