HOW TO PLAY
Players battle to become king by being the first Knight to build a complete, Creature-free tunnel from their Cave Entrance card to their Dragon’s Lair card and defeat the Dragon in combat. The minimum number of tunnel cards a Knight must play between their Cave Entrance card and the Dragon’s Lair card varies by the number of Knights striving to become king.
2 Knights (players)
10 Tunnel cards
3 Knights (players)
7 Tunnel cards
4 Knights (players)
5 Tunnel cards
- Separate the Cave Entrance, Dragon’s Lair, Dragon, Sword and Knight cards from the deck. (Note: These cards have their names written on the back of the card.)
- Place the Cave Entrance, Dragon’s Lair and Knight cards in three separate face-down piles for random selection by each Knight.
- Each Knight now rolls the two dice and the Knight with the highest score goes first, with play then passing to the left.
- Each Knight in order of their turn takes the top card from each of the three piles; then place out of play any unused cards.
- The Knight card is placed face-up next to the person playing as that Knight.
- Each Knight places their Cave Entrance card face-up, in a vertical position on the playing surface in front of them. Make sure to leave enough room on the playing surface for your entire tunnel. All Knights will start building their tunnel from left to right, but depending on which Dragon’s Lair card was chosen and which Tunnel cards are played by each Knight, he or she may later be forced to build their tunnel to the left of their Cave Entrance card.
- Each Knight must then place their Dragon’s Lair card off to the side face-up since this card doesn’t come into play until the Knight has completed their tunnel. The Dragon and Sword cards are also set off to the side face-up until needed at the end of the game.
- Now shuffle the remainder of the deck and deal seven cards face-down to each Knight. The Knights may then look at their cards while making sure not to let the other Knights see them. Place the remaining cards face-down in a pile in the center of the playing surface. This stack is called the Adventure Pile and Knights draw a card from it at the start of their turn. When Knights throw away cards they are to be placed face-up next to the Adventure Pile. This discard pile is known as the Rubble Pile. If all the cards of the Adventure Pile are played before a Knight becomes king, shuffle the Rubble Pile and use those cards to recreate the Adventure Pile.
A Player's Turn
- Begin your turn by drawing the top card from the Adventure Pile and adding it to the cards in your hand. No matter how many cards you have in your hand, you may draw only one card at the start of your turn, unless you choose to Rest (see Resting section for details).
- You may play one Tunnel Delay and/or Creature card on each of the other Knights, as long as it is a legal move.
- Play as many Companion, Encounter and/or Object cards as desired, by placing them face-up in front of you.
- You must do combat with all Creature cards that are on your tunnel in the order they were played on you. The only exception is when you choose to Rest (see RESTING section for details).
- Remove a Tunnel Delay (see section FOUR WAYS TO REMOVE A TUNNEL DELAY).
- Add a Tunnel card to the end of your tunnel (see TUNNELS and ENTERING THE DRAGON’S LAIR TO WIN THE GAME sections for details).
- You may not end your turn with more than seven cards in your hand. If you have more than this, you must choose which cards you don’t want and place them on the Rubble Pile. Note: Some cards have abilities that are played during another Knight’s turn and others contradict this Instruction Sheet. In these cases follow what is written on the card.
At the start of their turn, a Knight with less than seven cards in their hand may choose to Rest. A Resting Knight gets to draw two cards instead of one from the Adventure Pile and may choose to discard up to three cards from their hand and replace those cards from the Adventure Pile. A Knight that has chosen to Rest can't do anything else that turn except to add a Red Counter on a Tunnel Delay. Knights that end up with more than seven cards in their hand must place the extra cards on Rubble Pile. (Note: The White Knight draws three cards but must discard one of them.)
The color of the card’s background is meant to help Knights determine what the card is used for.
RED = Cards that stay on another Knights tunnel
GRAY = Cards that can be played during another Knight’s turn
GREEN = All other cards
Some cards feature symbols in the upper right corner. The symbols are listed below and their meanings can be found below in the Card Types and How to Play Them section.
Card Types and How to Play Them
- All Tunnel cards must be placed vertically and with their tunnels properly joined together (see examples).
- Tunnel cards and Special Tunnel cards may be turned around end-over-end as long as they remain vertical. This is not true for the Cave Entrance or Dragon’s Lair cards, these cards must be placed with their typed heading in the upright position to the Knight playing them.
- No Tunnel card may be placed in such a way that it completely blocks a tunnel from continuing.
- Try to start your adventure on a playing surface with enough room between each of the Knights to allow everyone to construct their tunnel as desired. But if you do not, you may slide your whole tunnel in any direction as needed to make room for it on the playing surface.
- A Knight may not play a Tunnel card on another Knight’s Tunnel.
- Once placed, a Tunnel card may not be moved or removed unless a knight decides to Backtrack (see FOUR WAYS TO REMOVE A TUNNEL DELAY for details).
Special Tunnel Cards
A Tunnel Delay card prevents a Knight from adding to their tunnel for as long as the card remains. To use this card, place it on top of another Knight’s last played Tunnel card. If a Knight already has a Tunnel Delay or Creature card played on the end of their tunnel you may not play this card.
4 WAYS TO REMOVE A TUNNEL DELAY
1. Matching Tunnel
A Knight may remove a Tunnel Delay if they have a Tunnel card in their hand (regular or special) that matches the general shape (vertical, horizontal, left turn or right turn) of the Tunnel card underneath the Delay. Both the Tunnel Delay and matching Tunnel card are placed on the Rubble Pile.
2. Tunnel Repairs
A Tunnel Repair card indicates the Knight has found someone who has agreed to help them get past a Tunnel Delay. When used, both the Tunnel Delay and Tunnel Repair cards are placed on the Rubble Pile. (See each card for all its specific primary and secondary benefits.)
A Companion card indicates the Knight has found someone who has agreed to join them for the rest of their quest. Once played, the Companion card is placed face-up in front of the Knight they have agreed to follow (See each card for all its specific primary and secondary benefits.)
After a Delay blocks a tunnel for 3 turns, a Knight may choose to Backtrack. This is done by placing the Delay and their last 2 Tunnel Cards on the Rubble Pile. To track the number of turns a Delay (or any card) is in effect, place a Red Counter on top of the card during each turn. When a Knight starts their turn with 3 Red Counters on the Delay they may Backtrack. If there is a Creature on the Tunnel cards being discarded, place it face-up next to that player’s Knight card. The Knight must then treat this Creature the same as any other Creature in their tunnel. If a Knight’s tunnel is made up of less Tunnel cards than required to Backtrack they must discard as many as they can. Players without a Delay blocking their tunnel may choose to Backtrack at any time.
A Creature card, like a Tunnel Delay card, is played on top of an opponent’s Tunnel card. The difference is it can be played on any Tunnel card that has not been Blessed and does not already have a Tunnel Delay or Creature card on it. This means a Knight may have multiple Creatures in their tunnel at one time. Knights may continue to play additional Tunnel cards, but not the Dragon’s Lair card while there are Creatures in their tunnel.
To remove a Creature card, a Knight must defeat the Creature in combat. This is done by rolling the two dice. The Knight being attacked rolls the white die and adds that number to the Knight’s corresponding Power or Skill score, then add on any points gained through the use of other cards. At the same time, the Knight that played the Creature card rolls the red die and adds that number to the Creature’s Power or Skill score. If the Knight’s total points are greater than the Creature’s total, the Creature is killed and is placed on the Rubble Pile. If the Creature’s total equals the Knight’s total, the battle is a draw. This means the Creature remains on the Knight’s tunnel and nothing happens to the Knight. If the Creature’s total is greater than the Knight’s total, the Creature has won the combat and the Knight is subject to the effects indicated on the Creature’s card. When a Creature wins in combat for the 4th time, it applies the effects indicated on the card but then succumbs to its injuries and is placed on the Rubble Pile.
An Object card indicates the Knight has found an item which can be used on their quest. Some Objects may only be used one time and must then be placed on the Rubble Pile, while others may be used for the rest of the game. These Object cards (like Companion cards) are placed face-up in front of the Knight using them.
An Encounter card indicates the Knight has found someone who has agreed to help them one time on their quest. Place the Encounter card on the Rubble Pile after it is played. (See each card for all its specific primary and secondary benefits.)
A Companion card, just like an Encounter card indicates the Knight has found someone who has agreed to help them. The difference is they have agreed to join the Knight for the rest of their quest. Once played, the Companion card is placed face-up in front of the Knight they have agreed to follow. See each card for all its specific primary and secondary benefits. Once a Knight reaches the Dragon’s Lair their Companions turn their attention from building the tunnel to helping the Knight in combat. This allows the Knight to add 1 to their Power for each Companion that has joined them.
ENTERING THE DRAGON’S LAIR TO WIN THE GAME
1. When a Knight plays their Dragon’s Lair card, they continue drawing cards from the Adventure Pile and may use them against the Dragon or any another Knight.
2. Tunnel Delays cannot be played on a Knight that is in the Dragon’s Lair but all other cards can be used. To play a Creature card on a Knight that is fighting the Dragon, place it on that Knight’s Dragon’s Lair card. This Creature will assist the Dragon by adding 1 to its next combat roll against that Knight. Once that combat is completed the Creature is placed on the Rubble Pile. Note: This is the only situation where more than one Creature may be played on a Tunnel card at the same time.
3. Once a Knight reaches the Dragon’s Lair their Companions turn their attention from building the tunnel to helping the Knight in combat. This allows the Knight to add 1 to their Power for each Companion that has joined them.
4. As soon as a Knight has played his Dragon’s Lair card, he may fight the Dragon. This combat is done the same way as any other combat except:
A. The opponent to the left of the Knight rolls for the Dragon and if the Dragon rolls an 8, it breaths fire on the Knight. This causes the Knight to lose the combat and their next turn as he/she dodges the flames.
B. If the dragon rolls a 1, the Knight is able to pick up the Sword of Kings (assuming another Knight has not already picked it up) and use it for future combats against the Dragon. If the Knight rolls a 1 in combat while wielding the Sword of Kings, its benefits are lost as the Dragon knocks the Sword from their hands. The Knight must then place the Sword of Kings card face-up next to the Dragon card. The Sword can then be picked up by the next Knight that the Dragon rolls a 1 against in combat. If a Knight and the Dragon both roll a 1 in combat, the Sword of Kings will remain with whoever went in to combat with it.
C. As the Dragon prepares to roll for the 4th combat against the first Knight to enter the Dragon’s Lair it starts to succumb to its injuries. This causes the Dragon’s Power to be decreased by 1 against all Knights for the rest of the game.
D. As the Dragon prepares to roll for the 7th combat against the first Knight to enter the Dragon’s Lair it becomes even weaker from its injuries. This causes the Dragon’s Power to be decreased by 1 more point for the rest of the game. NOTE: The Dragon cannot lose more than 2 Power points this way.
E. The game ends when a knight proves they are the one worthy of becoming king by defeating the Dragon.
OPTIONAL CARD CHANGES
1. RED KNIGHT - Skill is increased to 2
2. WHITE KNIGHT - Power is increased to 2
3. DRAGON - Knights may pick up the Sword of Kings if the Dragon rolls a 1-2. This means that if a Knight rolls a 1 and the Dragon rolls a 1 or 2 in combat, the Sword of Kings will remain with whoever went in to combat with it. This also changes the BLACK KNIGHT - He can now pick up the Sword of Kings if the Dragon rolls a 1-3