TREASURE HUNTER DUNGEON RULES
by Gottardo Zancani
zak965@libero.it
MAPPING
Add 8 "Road cards" to the Location card deck.
The group starts on a central location and they draw new location cards to be put
adjacent to the current location.
If the first card is a Road you can draw another card; similarly if you the
first area you enter is a Road you can move to a second location.
There is only a layout special rule: you cannot position 4 cards so that they
create a 2x2 rectangle.
When you are on a Location (not Road) you can decide to explore it
(usual guardian/treasure procedure).
An Explored Location is turned face down and cannot be Explored again
TH Expansion I: Dungeon
To add more "depth" to the game i've also imagined that on certains
Locations (Dungeons of course) you can start a side Exploration using a
separate mini-deck, the Dungeon Deck. The basic premise of the
Dungeon is the following: Guardians are tougher but for each one you
get 2 treasures.
A Dungeon mini-deck is composed of the following cards:
CONNECTIONS
Corridor(7x) Empty
Exit(2x) Empty
ROOMS (every room has a basic CBT modifier for ALL guardians)
Torture Room All guardians CBT+2; Underground
Treasure Room All guardians CBT+2; 5 Treasures; draw 2 Guardians
Library All guardians CBT+2
Empty Room (3x) All guardians CBT+1
Dormitory All guardians CBT+2
Cell(3x) All guardians CBT+2; Humanoid CBT +3
Cavern (2x) Underground; All guardians CBT+4
Trap Room (3x) 1d6-1 Hits - avoid on 8+ on 2D6 (+2 if a Thief is on the party)
Crypt All guardians CBT+2 ; Undead CBT +3
Weapon Room All guardians CBT+2; Weapon CBT +3
Temple All guardians CBT+2; Spirits and Demon CBT+3
EVENTS
Dead party (2x) Collect 1 Treasure
Ceiling Collapse(2x) 1d6-3 hits
You can leave the Dungeon if you're on a Exit card (not mandatory) or
if the mini-deck is exausted (mandatory).
When a party leave the Dungeon the mini-deck is reshuffled.
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