Dungeons,Dice & Danger is a Roll&Write game for 2 - 4 players.
The game runs over several rounds. Each round selects two cube pairs and enters the sum of each pair into your adventure sheet.
Whoever has the most winning points after playing.
The complete rules can be found here download.
There are four different adventures:
Annoyed Animals (level of entry)
Clumsy Cultists (simple level)
Puzzled Pyramid (medium level)
Defiant Dinosaurs (Profilevel)
The adventures all show a similar structure: Centrally you find the area with numerous numbered fields (small) and some large spaces with monsters.
The fields are either underlaid green (= starting fields), white (= normal fields), grey (= activation fields) or show a symbol (= special fields).
Depending on the monster, the rooms again have a different number of small boxes. You'll mark them when you land a hit at the monster.
The monsters will lock you up. If the last hit was marked on a monster, it's killed. Only after that you can cross the room - so approach the fields behind it.
Who starts dice with 1 purple and 4 white cubes. All of them form 2 pairs and add their eyes. Only the active player can also use the purple cube.
You must then enter the selected sums on your adventure sheet by selecting corresponding fields with equal numbers.
You can still pass through all unmarked starting fields (green) or fields that have a direct connection to at least one already marked field.
Starting fields may be punctured as desired, i.e. even if they are not connected to each other or if there is no crossed field next to each other.
To pass a Pasch field, you must use any Pasch (= two equal numbers).
In order to be able to mark a small box in a room (e.g. in a monster), you have to reach the room only by means of fields covered.
Only when you have successfully killed a monster, you can get to the fields that have not yet been reached behind this room.
If you want to use the purple cube as a passive player, click on it - then one of the 3 corresponding symbols ("3 black cubes") is smashed.
You must always make two crosses per litter (in fields and/or rooms)
If you can't mark a sum, a lifeline box must pass. If you take the skull, you have lost the adventure and leave the game.
Marked fields with treasures each bring 2 or Three win points.
You can only fight the monsters with the numbers shown there: you can always use the black numbers. On the other hand, you have to unlock the white numbers to use them.
If you pass through the gray field adjacent to the monster with the same number (or the trace fields during the adventure "Defiant Dinosaurs"), this white number is immediately marked black and thus also usable.
Those who first crossed all boxes of a monster will receive the higher number of gems (left number). If the several of you are in the same litter, they all receive the higher number.
(All those who didn't kill a monster first can still only get a gem once they kill the monster.)
All others may also make a cross with this monster defeated by you, whether they already have access to this room or not.
If they also kill the monster, they only get a gem.
If you kill a monster with one or two carded heart symbols first, you have to pass through many points of life on your bar. If there are several of you at the same time, you must pass them all.
If you strike a field with a treasure chest, you can immediately unlock one of the three treasures (special skills).
You see them when you pull down the field with the 3 black cubes.
Life points: You will gain three more lives, i.e. you will first pass through these three green boxes in case of need, before you pass on again on your lifeline.
In addition, you will receive 1 gem (= 3 win points) when you cross this treasure.
Torch: Take one of the 2 red boxes through to sweep through any field bordering a field on your adventure sheet.
You can also use both torches in a throw. This action is made in addition to the registration of your two cubes in any order.
You can also, if desired, land hits on monsters.
To use the torch, click on the torch symbol on your cubes.
Cube: With this treasure another 3x in passive role can use the purple cube.
The game ends right after the throw where the last monster that has not been defeated by you all so far is killed.
Everyone who didn't defeat the boss first gets a gem for 3 crosses each.
Now all the winning points collected are added and possibly. minus points deducted by lost points of life.
Who was able to earn most winning points won. At the same time, who has made more crosses on the lifeline.
Once again, the victory is divided.
Fields with a fist can only be passed through with the corresponding bash (i.e., for example, the 4er field only with a 2er pad).
In addition, as soon as you do, you can immediately add a hit to each monster (even those you have not yet reached), so mark a cross on each monster.
You will get 3 gems if you have crossed the 5th of the 6 fist fields on your schedule.
If you do this first, you will get 3 gems, all the others will get only 1 gem.
Note: This rule applies equally to all other bonus ratings – for all adventures!
You get precious stones if you have connected both starting areas (green field groups left and right) in any way with a continuous chain of perforated fields and spaces.
In a barkfield, you must've smashed both boxes before you get on.
You get gems if you killed both the Pastry Mancer and the Necro Mancer.
You will get gems if you have completely crossed the 6th of the 7 Geröllfelder on your schedule.
At the beginning of this adventure, the numbers 3, 4, 5, 6, 8, 9, 10, 11 are entered in the cloud fields. If you later pass through such a cloud field, you also pass through a cloud field in the evaluation area.
You get gems in the moment you get the 8th The cloud field passes through.
If you kill one of the 3 worm parts, you can immediately mark 3 hits with the boss "Sandy".
You get gems when you killed all 3 worm parts.
When you pass through this field (with the 11), you also cross the corresponding field (right) and you can now also spread out from there.
If you cross a trace field, the number that has just been crossed is immediately unlocked in the corresponding monster, i.e. the white number is marked black (even if you have not yet reached it!).
If you want to land at an armored dinosaur hit, you must always use both pairs of a throw, i.e. you mark only 2 crosses or none in a throw!
(Attention: In this case, the bonus does not matter that you receive a cross if someone else kills such an armored dinosaur for the first time!)
You get gems when you killed the 3rd armored dinosaur.
You will receive gems if you have crossed the 6th of the 7 trace fields on your schedule.