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Advanced Delve Dice

Advanced Delve Dice is a tabletop game where players control a party of four heroes facing various encounters in a dungeon. Players can choose preset adventures or draw encounter cards randomly, aiming to defeat opponents and collect treasures while ensuring at least one hero survives. The game involves rolling dice for battles, managing health, and utilizing unique hero abilities and treasures strategically.

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0% found this document useful (0 votes)
144 views5 pages

Advanced Delve Dice

Advanced Delve Dice is a tabletop game where players control a party of four heroes facing various encounters in a dungeon. Players can choose preset adventures or draw encounter cards randomly, aiming to defeat opponents and collect treasures while ensuring at least one hero survives. The game involves rolling dice for battles, managing health, and utilizing unique hero abilities and treasures strategically.

Uploaded by

cloudwu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Advanced Delve Dice

www.delvegames.com

What you need to play:

The Delve Encounter, Hero and Treasure cards, card sleeves, a dry erase marker and at least 6 six-sided dice.
Instead of sleeving the cards and using a dry erase marker, counters set next to the card can be used to track the
same information.

Rules:

You have a party of four heroes, each with unique abilities. They will face several encounters in order. Each
encounter will reveal unique opponents to be defeated. There will be treasures and traps along the way. The
goal of the game is to defeat the encounters and exit the dungeon with at least one surviving hero.

Setup

Print the cards and place them in the card sleeves. Use a dry erase marker to mark the checkboxes on the cards
to indicate damage.

Gameplay

Start by selecting your four heroes – a hero with six health, a hero with four health, a hero with one health and a
hero with three health.

You can play in one of two ways, either by choosing one of the preset adventures, or by randomly drawing
encounter cards.

1) To play a preset adventure, create a draw pile of encounter cards ordered as described in the adventure, with
the treasure cards available for when they are needed.

2) To play the encounters randomly, separate out the treasure and encounter cards and place them in shuffled
draw piles. You then begin by drawing encounters, one at a time, and resolving them. Each encounter has
experience points that you gain if you conquer it. Between encounters you may pay four experience points from
previously resolved encounters to draw one card from the treasure stack. After resolving each encounter, you
can either continue deeper into the dungeon or exit with your accumulated experience. Any experience points
used to buy treasures does not count towards this experience total. If all of your heroes die, you lose all of your
experience for the game, so choose wisely when deciding how deep to delve.

Treasures

There are several different types of treasures. Once obtained, some are active for the rest of the game, some
must be used immediately and discarded and some can be saved to be used later. Additionally, each hero has an
epic item shown on their hero card. They normally do not start the adventure with this item, but gain them
through the “Epic Item” treasure card.

Some “treasure” cards are really traps. If you pay 4 experience to draw a treasure card when playing the game
as random encounters but instead draw a trap, you do not lose the 4 experience. After resolving the trap, you
can then choose to pay the 4 experience and draw another treasure card, or simply continue on.

Battles

You fight battles one round at a time. Each round consists of rolling the dice first for your heroes and then for
your opponents.

For your heroes, roll 6 dice up to three times, setting aside any you want to keep after each roll. You can stop at
anytime. You can roll any of the dice each time, even those previously set aside. After the rolls, determine
which attack or ability you will make, based on your surviving heroes abilities. For example, if you have a
Fighter and a Rogue and end up with three [5]’s, a [6] and two [1]’s, you could use the Fighter’s “Charge” to do
one point of damage and the Rogue’s “Sneak attack” to do two points of damage to a single opponent. You can
only use the dice once, so if you rolled five [6]’s and use those for the Wizard’s “Fireball”, they cannot be
applied to the Fighter’s “Charge” as well. Mark off any damage you do to your opponents using the appropriate
checkboxes. Note that damage inflicted or healed can be spread across multiple heroes or opponents unless
specifically stated by the card text.

Advanced Rule #1: After rolling for your heroes and deciding which abilities to use, you can save up to three
unused dice for the next round. When it comes time to roll for your heroes again, you may choose to either keep
these saved dice, or re-roll them on any of the three rolls, just like the other dice. It is up to you whether or not
to save any dice between rounds and which ones to save, as long as no more than three are saved.

For your opponents, roll one die for every point of health your opponents have left. For each successful hit
(usually a 5 or a 6), mark off a checkbox on your party. When taking this damage, you can inflict it on any
hero. This means, for example, that you can take all of heroes down to one health before having to decide
which one to kill with the next hit. Because some monsters have more than six health, if you are playing with
six dice you may need to roll the dice multiple times in a single round, keeping track of damage as you go.

Advanced Rule #2: Any opponent can become desperate if given enough time. If you do not inflict or take any
damage for two consecutive rounds, roll one dice and inflict the amount of damage rolled on your party. Note
that this counts as taking damage, so once this is done, there needs to be two more rounds with no damage
inflicted by either side for this rule to apply again.

Encounters

Once you have resolved an encounter, move on to the next one until you have either finished them all (in a
preset adventure) or have decided to leave the dungeon (when drawing encounters randomly). If your heroes
are all killed, you lose the game.

Dice notes:

3 of a kind: Three dice that all have the same values, for example [2][2][2].

Straight of 4: Four dice that increase in value, for example [1][2][3][4] or [3][4][5][6].

Pair: Two dice with the same value, for example, [3][3].

Full house: A pair and 3 of a kind, for example, [4][4][1][1][1].

Note that you can break down combinations any way you want. Meaning, for example, that if you rolled
[4][4][4][4][4][4], you could count it as “six of a kind” or three “pairs”, etc.

Adventures

Adventure 1 (Fey Forest)

Encounter 1 – 5 Goblin Archers (Card 11)


Encounter 2 – Blackroot Treant (Card 17)
Encounter 3 – Assassin Vine (Card 24)
Sylvan Feast (Shuffle and draw one) – Symbol of Insanity (Card 40), Epic Item (Card 48), Soul Gem (Card 50),
Healing Pool (Card 43), 3 Shockrocks (Card 54)
Encounter 4 – 6 Pixies (Card 20)
Encounter 5 – Dark Elf Queen (Card 33)

Adventure 2 (Ice Cave)

Encounter 1 – Avalanche (Disaster - Card 38)


Encounter 2 – 2 Frost Giants (Card 14)
Encounter 3 – 4 Ogres (Card 18)
Hoard (Shuffle and draw as many as you like) – Acid Fog (Card 36), Symbol of Insanity (Card 40), Poison
Darts (Card 41), Amulet of Armor (Card 47), Epic Item (Card 48), 2 Healing Potions (Card 52), Heartseeker
Javelin (Card 53)
Encounter 4 – 4 Winter Wolves (Card 21)
Encounter 5 (Shuffle and draw one) – Frost Giant Jarl (Card 30), 1 Ice Devil and 6 Ice Mephits (Card 31), White
Dragon (Card 32)

Adventure 3 (Thieves Den)

Watch Captain’s Gift (Shuffle and draw one) – Thieves Tools (Card 45), Amulet of Armor (Card 47), Epic Item
(Card 48), Restorative Ointment (Card 51)
Encounter 1 – Trap - Poison Darts (Card 41)
Encounter 2 – 4 Thugs (Card 12)
Encounter 3 – Trap - Acid Fog (Card 36)
Encounter 4 – 2 Shadow Assassin (Card 19)
Encounter 5 – Trap - Fire Trap (Card 42)
Encounter 6 – Thief Lord (Card 34)

Adventure 4 (Dwarven Depths)

Encounter 1 – 5 Goblin Archers (Card 11)


Encounter 2 – Crumbling Walkways (Disaster - Card 38)
Throne Room – Epic Item (Card 48)
Encounter 3 – 6 Gray Dwarves (Card 13)
Encounter 4 – 4 Trolls (Card 28)
Encounter 5 – Earth Elemental (Card 26)
Encounter 6 – Balor (Card 35)

Adventure 5 (Arcane Tower)

The tower itself is sentient. After each battle, the party takes one hit.
Encounter 1 – 6 Neophyte Spellcasters (Card 10)
Encounter 2 – 2 Warlocks (Card 16)
Encounter 3 – 1 Necromancer and 4 Fallen Heroes (Card 23)
Extraplanar Room (Shuffle and draw one) – Blast Glyph (Card 37), Spiked Pit (Card 39), Shadow Lore (Card
44), 3 Flash Gems (Card 49), 2 Healing Potions (Card 52), Epic Item (Card 48), 3 Shockrocks (Card 54)
Encounter 4 – Possessed Priest (Card 22)
Encounter 5 – 3 Psionics (Card 25)
Encounter 6 – Red Wizard with mage shield (Card 29)

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