Dungeon Rummy
En Dungeon Rummy, cuatro héroes temerarios (y no tan buenos) han decidido enfrentarse a enemigos (no tan) temibles en busca de la mayor recompensa que existe: el derecho a alardear en el pub local.
Cada jugador tiene su propia baraja de 26 cartas, que sigue el modelo de una baraja tradicional, con algunas modificaciones: en lugar de Tréboles, Corazones, Diamantes y Picas, los cuatro palos serán tanque, atacante, apoyo y sanador. Además, algunas cartas presentan símbolos de maná, que permitirán a los personajes jugables ejecutar sus acciones especiales.
Durante la fase de monstruos -que ocurre primero, porque los héroes no son tan grandes- infligirán daño a los héroes. Crea combinaciones de cartas para contraatacar, haciendo daño y generando Maná. Pero recuerda, ¡las cartas del mismo palo nunca pueden estar juntas!
Si un héroe es eliminado, el juego termina con una derrota. Si derrota al jefe, ¡gana!
Número de jugadores: 1 - 4
Duración de la partida: 28 mn
Complejidad: 2 / 5
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Juega Dungeon Rummy y 959 otros juegos en línea.
No es necesaria ninguna descarga - juega directamente desde tu navegador.
Con tus amigos y con miles de jugadores del mundo entero.
Gratis.
Sumario de reglas
Overview
This is a Co-operative melding game where the Runs and Sets you create defeat monsters in a dungeon and activate special character abilities. Can your party of misfits defeat the final boss?
Turn
1. TAKE DAMAGE from the current monster for the amount of damage or effect shown on its top left.
- ~ If this kills you, then the game immediately ends in defeat!
2. DRAW A CARD either blind from your deck or one from the graveyard.
3. REFRESH BOOTS exhausted during your previous turn
4. PLAY/MOVE CARDS
- ~ Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order
5. DISCARD 1 card from your hand to the Graveyard.
- ~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.
6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.
Play a Card
RUNS/SEQUENCES
You can play a run/sequence of cards where Aces can either be high or low, but the same suit cannot be next to itself in the run however can occur multiple times e.g. red-green-red is ok, but red-red-green is not
SETS
You can play a set/match where each card is of the same number but different suit, as such the highest set length is 4
BOOTS
You can exhaust a Boot to use a card from the top of another player's deck.
WILDS
2's can be used as a 2 or Wild Number but retains its color. Sets and Runs can only contain a single wild ~ i.e. 1-2-3-2 is valid. If a 2 is already in a set/run, you can convert it to a Wild and move it within the same set/run without paying a boot.
Activate Boots
Exhaust 1 Boot to use the top card of another player's deck
Exhaust 1 Boot to move 1 card from one set/run to another
Exhaust 2 Boots to swap 2 cards in different sets/runs
Activate Treasure
Discard a Treasure card to use its effect
Attack
If a set/run has at least 3 cards in it, it can be used to attack: Remove the set/run cards from the game and deal damage to the monster equal to the number of cards removed.
- ~ Be aware that some monsters can only be damaged if certain conditions are met!
If a set/run has at least 7 cards in it (a canasta), deal an extra 3 damage to the monster and gain 3 extra Mana.
SPECIAL ABILITIES: Total the diamond-shaped Mana symbols in the completed set/run plus any Canasta bonus entitled to. Gain that many Class tokens for the character whose play area the set/run was completed in. You may spend the tokens to activate the character's special ability. The tokens are stored on the character card until played. A character can never have more than 7 Class tokens.
If the monster has enough damage on it to defeat it, it is defeated, however some monsters have multiple phases with different health and/or conditions which must be defeated in order.
Monster cards show a number of treasure chests on the top right corner, which is how much Treasure is looted from them once finally defeated.
Note: Even if the set/run does no damage, you can still attack ~ to clear your play area and gain more Mana and thus Class Tokens.
Also note that as this is just one action. It is possible to start more sets/runs after the Attack.
Class Tokens
BARBARIAN (red) can use a Shield Token to either prevent 1 incoming damage to itself OR transfer 2 damage meant for another character to itself instead. The barbarian has twice as much health as the other characters.
CLERIC (green) can use its Healing Tokens to remove damage from any character.
MAGE (yellow) can use its Draw Token to allow any character to draw a card from their deck or the Graveyard.
BARD (blue) can use its Wild Token to any card in hand, in play, or on top of a companion's deck. You can't use the mana on a card with a wild token on it, and a meld may not have two or more wilds.
Game End
If a character dies, the players lose!
If the boss is defeated, the players win!