DungeonLab
Comprehensive game rules
1. Idea of the game
The idea of the game is the following. One or several players land into a
dungeon. The dungeon consists of cells, and each cell contains
some encounter. The map of the dungeon does not change in the
course of the game. Initially the players do not know the dungeon map; they
explore it during the game.
The goal of the game consists of finding the treasure lying
in one of the dungeon cells and leaving the dungeon through the
exit - a specially marked wall on the dungeon border. If only
one player plays the game, she has a certain number of attempts -
landings - to achieve the goal. If multiple players are playing,
the game goes on until one of them wins.
If multiple players are playing, they make their moves one after another.
The sequence of moves is determined randomly before the game starts. When
playing with a live gamemaster, it is usually allowed to listen to moves of
other players and the gamemaster's responses, but not allowed to draw a map
of another player's movement. In the computer implementation, display of other
players' moves will be optional; on the other hand, it would hardly be
possible to forbid a player to map other player's movements.
During the game, a player knows only what is in the cell where she is
standing. The encounters on the adjacent cells can be visible to her in
some way, or not visible at all. If a wall separates a cell from its adjacent
cell, the player cannot see what is behind the wall.
2. Players
Each player has a certain amount of ammunition, money and equipment and
can survive a certain amount of damage. The following ammunition types exist:
- Bullets. 10 bullets cost 5 dollars.
- Grenades. One grenade costs 5 dollars.
- Dynamites. Will not be implemented in the computer version
because they are not sufficiently different from grenades.
- Blasters. One blaster also costs 5 dollars.
Players typically receive ammunition and money as a certain number of
ammunition kits. Each ammunition kit contains 30 (or sometimes
50) bullets, 5 grenades, 10 blasters and 20 dollars. For small dungeons,
players usually get 3 ammunition kits, for larger dungeons - 5 or more.
Different kinds of equipment are described further in the text. When
a player dies, all his equipment (except for ammunition, money and the treasure)
remains on the cell where she died. It can be later taken by another player
or by the same player on her next landing. A player's ammunition disappears
when the player dies.
Some gamemasters allow to pay with beast skins everywhere where money is
needed. However, according to the classic rules, beast skins can be sold only in
a store; in other places, only cash is accepted.
Players can get the following types of damage:
- Bites (5 at most).
- Pierces (30 at most).
- Burns(5 at most).
Besides that, a player dies from 5 bullets, one grenade or two blasters.
In cases of severe necessity, a player can also commit a suicide by banging
her head against a wall thoroughly enough.
After a player visits a special place called gourm, she
becomes an exote. Exotes can survive twice the normal amount
of damage (including bullet, grenade and blaster hits) and gain several
special abilites described later in the text. A player remains an exote
until she dies or comes across an antigourm.
3. The map. Cells and walls.
The map is a rectangular grid of cells surrounded by walls. The main part
(base rectangle) of the grid has rectangular or square shape
(usually 5x5, 7x7 or 10x10 cells). Besides the main part, the grid can also
have branches - fragments lying outside the base rectangle.
It is not allowed to land into branches. The branches can lie only to the
right (east) or bottom (south) of the dungeon base rectangle.
Each cell can consist of several levels (in the classic
variant - 2 levels, typical variations - 1 or 4 levels). A player can go
up or down a level at any moment, but she can interact only with objects
on the same level where she is standing.
Dungeon cells can be separated from each other by walls. A wall
between cells spans all levels. Three types of walls exist:
- A monolith is an impassable wall that cannot be destroyed.
Outside walls of the dungeon, including the exit (before a player gets
the treasure), are considered monoliths.
- A simple wall can be exploded with one grenade.
- A barbed wire can be blasted with one blaster. If a
player tries to go through a non-blasted barbed wire, she gets
one pierce.
A dungeon cannot be divided into several parts separated with a
solid wall of monoliths. In other words, it must be possible to
get from any dungeon cell to any other cell without using pits and
going only through simple walls and barbed wires.
Exploded simple walls and blasted barbed wires regrow
in two turns.
If a player is an exote, she can pass freely through simple walls
and barbed wires. (She is told that she passes through a wall, but she
needn't declare her intention to pass through a wall specifically.)
Besides that, an exote can feel. This action takes one
turn, and as a result of it, the player finds out what walls
surround the cell where she is standing.
4. Flow of the game
In the beginning of the game, the players are told the size of
the map and the count of levels. They draw an empty grid of that
size on their maps. Then the players, one after another, land - tell
the coordinates of the cell and the level where they want to land. After
that, the players make their moves in turn.
Before each turn, the player looks - finds out what he
sees on the adjacent cells and what affects him from the adjacent
cells. After that, she can do one of the following actions:
- Attempt to move to one of the adjacent cells (north, south, west or east).
The move is not possible if an impassable wall (a simple wall or a barbed wire
that wasn't destroyed, or a monolith) is in that direction.
- Go up or down a level.
- Shoot an arbitrary amount of ammunition of a single type in
one direction (north, south, west or east).
- Feel (if she is an exote).
- Climb a tree.
- Buy or sell an arbitrary amount of items of any single type
in a store.
- Skin a dead beast.
(In the computer implementation, climbing trees and skinning
beasts are done automatically and do not require a separate turn.)
If in a cell adjacent to a cell where the player stands there is an encounter
that can affect adjacent cells, it affects the player only once for the time she
stands in the cell. On the other hand, if a player destroys a wall separating
her from an adjacent cell, the encounter in the adjacent cell affects her
immediately.
After a player moves from one cell to another, she interacts
with the encounter in the cell where she arrived. This usually happens during
the same turn.
After a player dies, she has to wait for 5 turns before landing
again.
5. Encounters – lights.
The following encounters are visible from adjacent cells as
lights:
- Store. The store is a place where the player can buy and sell
various equipment (boats, walking sticks) and ammunition.
- Some gamemasters also allow players to buy maps. Maps usually have
the size of 1x1 or 3x3. A player can use a map at any time. When she does
that, she learns her exact location on the dungeon map, the contents of all
levels of all cells covered by the map, and all walls within and around the
rectangle covered by the map. (Maps are not currently
implemented in the computer version.)
- Arsenal. When a player comes to an arsenal, she
gets one extra ammunition kit for free (they don't give out dollars - they're
too greedy for that). This can be done only once per landing; further visits
to the same arsenal during the same landing have no effect. If there are
several arsenals in the dungeon, the player can get an ammunition kit in each
of them.
- Hospital. When a player comes to a hospital, she
is healed of all damage. She can use a hospital as often as she likes. When a
player is in a hospital, she is not affected by encounters that pierce or burn
her from adjacent cells.
- Prison. If multiple players play the game, the
player that gets into a prison is forced to spend 5 turns there. If a single
player is in the game, she is forced to pay a fine (typically $50). If she
doesn't have enough money, a mad tiger is released at her and causes her 3
bites. (Optional rule: a prison can be destroyed with two grenades. This rule
is not currently implemented.)
- Political prison. When a player comes to a
political prison, she is asked a question that can be answered with "yes" or
"no" (for example, "Do you support the current political regime?"). There are
two types of political prisons - plus-prisons and minus-prisons. If the player
gives a correct answer ("yes" for a plus-prison, "no" for a minus-prison), she
is released. If she gives an incorrect answer, she is put into prison for 10
turns or forced to pay a fine (just like in a normal prison). The question
doesn't have to be the same every time the player comes to a prison.
- Management center.
- When the game is played with a live gamemaster,
the player coming to the management center is shown the map of the dungeon.
The map is shown for as many seconds as there are cells in the dungeon side
(for example, for 10 seconds for a 10x10 dungeon). Before that, a player can
ask the gamemaster about the marks he used on his map.
- In the computer implementation, when a player comes to the management
center, she learns the current contents of the cell containing the exit from
the dungeon, and of one random cell adjacent to that cell. The exact
location of the exit cell on the dungeon map is not revealed, and neither
are any walls around those cells.
- The management center is the only encounter that can occupy both levels
in a cell. It can be used by a player only once per game. (Optional rule:
once per landing.)
- Gourm. This is the place where a player is made an exote. There is
no limit on the number of times a gourm can be used.
6. Encounters – beasts
The following encounters are visible from adjacent cells as
green eyes:
- Lion, tiger, panther. Each of these beasts dies from a certain
number of bullets (lion - 5 bullets, tiger - 10, panther - 15) or from one
grenade. If a player comes to a cell with the beast, she gets one bite. It is
not possible to kill a beast while standing at the same cell (it is only
possible to send it to the Mordor if you have a morgul blade). If a beast is
killed with bullets, the player coming to its cell can skin it. A lion's skin
costs 10 dollars, a tiger's skin - 20, a panther's - 30. (Optional rule: a
beast can also be killed with 2 blasters.)
- Crocodile. While the normal beasts just bite a player, the
crocodile bites her two times, then swallows her whole and spits out. As the
result, the player loses all her ammunition and money. It is possible to kill
a crocodile by spending 50 bullets or two grenades. The skin of a crocodile
killed with bullets costs 100 dollars. (Optional rule: a crocodile can also be
killed with 4 blasters.)
- Cow. This harmless creature can survive an unlimited amount of
ammunition fired at it, but is always ready for a tender embrace with the
player coming to its cell...
- Rabbit. This creature is no less harmless, and also cannot be
killed with bullets, grenades or blasters. But the player coming to its cell
can strangle it and become a happy possessor of its skin that costs 5 dollars.
- Orc, urkh. These creatures pierce the player at an adjacent cell 5
or 10 times, respectively. If you come to the cell where an orc or urkh is
standing, it shows you that you're an idiot, but doesn't do any more harm. An
orc can be killed with 5 bullets or 1 grenade, an urkh takes 10 bullets or 1
grenade. An orc or urkh can also be skinned, but if you bring its skin to a
store, you will be charged a fine of 20 dollars for bringing such a disgusting
thing... (Unfortunately, the computer implementation of this rule turned out
to be infeasible...)
- Werewolf (optional). This is one of the most insidious inhabitants of the
dungeons. If you fire 5 bullets at it, its green eyes are no longer visible...
but if you come to its cell, you'll find out that the werewolf is alive,
healthy and always happy to bite you, and its green eyes appear again. It is
not possible to kill a werewolf.
Some gamemasters use exote beasts. An exote beast (a lion, tiger or panther)
is altogether identical to its normal variant, but takes twice as many bullets
or grenades to kill.
For "green eyes" beasts, there are two categories of death - normal and
cruel. A beast dies a normal death if it is shot down with bullets. Firing more
bullets than necessary (for example, if you fire 15 bullets at a tiger) doesn't
cause any additional consequences. A beast that died a normal death can be
skinned.
A beast dies a cruel death if a grenade is thrown at it or if it trampled by
an ontifutlas. After such a death, the beast cannot be skinned. If a beast that
died a normal death suffers an effect that would cause a cruel death (for
example, if an ontifutlas tramples a dead lion), the death category of the beast
is upgraded to cruel.
A player coming to the cell with a dead beast sees its death category and
whether it was skinned.
Any damage dealt to beasts is regenerated within two turns. Thus, if a player
fires 15 bullets at a crocodile and then changes his mind, another player will
have to fire 35 bullets if she shoots in the same or in the following turn, or
50 bullets if she shoots at a later time. (In the computer implementation, only
bullet damage is accumulated and regenerated. Thus, if a player throws a grenade
at a crocodile, in the following turn she will still have to throw two grenades
to destroy the crocodile.)
7. Encounters – other monsters
- Eyescorcher. The eyescorcher deals one burn to a player standing on
its cell or on an adjacent cell. It can be killed with 4 blasters. A killed
eyescorcher becomes a heap of molten metal.
- Black rider. A black rider is visible from an adjacent cell as a
hole in the darkness.
- If a player encounters a black rider and does not have an elven blade,
the black rider strikes her with a morgul blade. This causes the player to
disembody, lose all her money and ammunition, be healed of all damage and
come whole again in the Mordor. This doesn't deprive the player of her exote
status. If there are several Mordors in the dungeon, the nearest one is
selected.
- If a player does have an elven blade, he can use it to kill the black
rider. The elven blade is then lost, but the player gets a morgul blade
instead.
- A morgul blade allows to send any beast (green eyes or an eyescorcher)
located at the same cell as the player to Mordor. The morgul blade is then
expended.
- When a black rider dies, its corpse remains.
- Optional rule: an elven blade allows only to defend from the black rider
(avoid its strike). It is also expended in the process. To kill a black
rider, an arnor blade is needed (it is identical to the elven blade as
described above).
- Ontifutlas (plural ontifutlai).
- If a player comes to the cell with an ontifutlas and does not have a
bridle, the ontifutlas carries him to the Eldar and returns to its place.
If there are several Eldars in the dungeon, the nearest one is selected.
- If the player has a bridle, she can mount the ontifutlas. A player
riding an ontifutlas moves by jumping across cells. During a jump, she
sees what is in the cell she is flying over (adjacent to the jump start
cell) and tramples what is in the cell where she finally lands.
- An ontifutlas can trample any beast, except for a cow (the beast dies
a cruel death when stomped by an ontifutlas) or a tree. If there are
several beasts in the cell where the ontifutlas lands, it tramples only
one of the beasts, but the player is not affected by any of the remaining
beasts.
- If a wall of any type is located after the cell above which the player
flies, the ontifutlas cannot fly through it and falls immediately; on the
other hand, if the player is an exote, she flies through the wall.
(Optional rule: An ontifutlas visiting a gourm also becomes an exote and
gains the ability to fly through walls.)
- If an ontifutlas lands on a cell adjacent to some water (a lake or a
river), or if a player riding an ontifutlas destroys a wall behind which
there is water, the ontifutlas immediately flees to the Eldar, taking the
bridle with it. To simplify the computer implementation, the following
clarification is made: if an ontifutlas flies by a water cell (that means,
only the middle cell of its jump is adjacent to a water cell), it does
not cause it to flee to the Eldar. Moreover, the ontifutlas flees to
the Eldar after trampling the contents of the landing cell.
- If a player riding an ontifutlas dies, the ontifutlas also escapes to
the Eldar.
- The ontifutlas falls into pits together with the player.
- If a player riding an ontifutlas comes to a cell with another
ontifutlas, nothing happens (that is, the second ontifutlas does not carry
the player to the Eldar, even if the player does not have a second
bridle).
- A player riding an ontifutlas can dismount it at any moment; this
doesn't require a separate turn. The bridled ontifutlas remains where the
player left it.
- Marmar (optional). If the marmar is on the upper level of a cell -
it throws the player down a level, if it on the lower level - it throws the
player up a level. Is not visible from adjacent cells. Can be killed with two
grenades.
- Political cop. Just like prisons, political cops can be plus-cops
and minus-cops. A cop asks the player a question that can be answered with
"yes" or "no" (the questions are different every time, but the correct answer
is the same). If the player answers correctly, the cop lets her go, if she
doesn't - sends her to the nearest prison with the same sign as the cop. The
player doesn't get any extra punishment (imprisonment or fine) in the prison.
Political cops can be killed with two grenades.
- Cop (optional). Cops are even more stern guys than political cops -
they don't waste their time asking questions, and simply teleport the player
to the nearest prison (not a political one). The player doesn't get any extra
punishment there. Cops can also be killed with two grenades.
8. Encounters – equipment
Taking equipment lying in a cell does not require a separate turn. After a
player takes the equipment, an empty cell remains in its place.
- Treasure. Finding the treasure and leaving the dungeon is the main
goal of the game. There is only one treasure in the dungeon - if a player
takes it, another player coming to the cell where it lied sees just an empty
cell there. If a player carrying the treasure dies, in one turn after his
death the treasure returns to its place. (This allows one player to kill
another player and take the treasure from her.) If a player carrying the
treasure is struck with a morgul blade (by a black
rider or another player), the treasure returns to its place immediately.
- Elven blade. Allows to kill a black rider. Can be used only once.
Several blades can be found in the same cell.
- Bridle. Allows to mount an ontifutlas. Can be used only once
(almost). Several bridles can be found in the same cell.
- Bullets, grenades, blasters, dollars. Ammunition randomly scattered
throughout the dungeon. An arbitrary amount can be found in a cell.
9. Encounters – trees
All trees are not visible in any way from adjacent cells. If a player comes
to a cell with a tree, he is told that he sees a tree. To interact with the
tree, the player has to climb it (he is not required to). Any tree can be killed
with two blasters. Every tree can be used only once per landing.
- Willow. Asks the player whether she likes orcs and undead. If the
player likes orcs and hates undead, allows her to make a boat out of it. If
the player gives a different answer, takes a fine of $20; if the player
doesn't have any money, just releases him. A boat can also be bought or sold
in a store for $50.
- Ent. Asks the same question as the willow but expects the opposite
answer. If the player hates orcs and likes undead, allows her to make a
walking stick out of it. A walking stick can also be bought or sold in a store
for $50.
- Lokh (optional). Does not ask anything, but just eats the player.
10. Encounters – other
- Antigourm. It is a place where the player is deprived of his exote
status. Antigourms are not visible and cannot be destroyed. If the player
visiting an antigourm suffered more damage than a non-exote can survive, she
dies immediately.
- Mordor. This is the place where players and beasts disembodied with
morgul blades come whole again.
- The Mordor itself is not visible from adjacent cells, but players see
green eyes if at least one beast with green eyes was sent to the Mordor.
- Beasts sent to Mordor do not fight with each other, and a player
standing on an adjacent cell is affected by all beasts that were sent to
Mordor.
- If a player shoots at the Mordor and there are several beasts in it, the
shots affect first the beast that was last sent to Mordor. For example, if a
panther and then a tiger were sent to Mordor, 15 bullets shot at the green
eyes will kill the tiger, but the eyes will still be visible. For the eyes
to disappear (and for the panther to die), 10 more bullets will be needed.
- Eldar. It is the place where ontifutlai carry players who do not
have bridles.
- Pit. When a player falls into a pit, she is teleported to a different cell
of the dungeon, also containing a pit, and she doesn't know the coordinates of
the teleport destination. If the player falls into the same pit several times,
she is always teleported to the same destination. The pits are usually
organized as several cycles. After the player is teleported, she is told on
what level of a cell she arrived.
- Optional rule: when a player falls into a pit, she can catch a glimpse
of what is visible on the cells adjacent to the pit where she is falling.
- Hanging pit. A variety of the pit. Teleports the player to the same
cell.
- River. The river takes up a sequence of adjacent cells on the same
level, not separated by walls. A river starts with a source (pipe) and ends
with a lavatory pan. Rivers do not flow northward (that is, the river can flow
only to the south, west or east from any cell in the river). A player that
comes to a cell in the river, if she does not have or does not use a walking
stick, is carried to the following cell of the river (she is not told the
direction). By using a walking stick, the player can remain in the same cell;
the walking stick is then expended. If the player is carried from the source
or to the lavatory pan, she is notified of that.
- Optional rule: waterfalls. A waterfall occupies two levels in a cell. A
river that was flowing on the upper level before the waterfall starts
flowing on the lower level after the waterfall.
- Lake. When the player falls into a lake, all her money and
ammunition becomes wet and unusable. It is possible to avoid that by using a
boat. The boat is then expended.