Professional Documents
Culture Documents
DM Less Rules
DM Less Rules
html
DM-less rules
Here you can read my new rules to play Dungeons & Dragons: The fantasy adventure board
game by Parker without a Dungeon Master.
I have only used original components from the basic box for the development of these rules.
Choose the adventure's target and the story behind the new mission
Players must decide if they are going to play a campaign or stand alone adventures. Moreover,
they should propose a mission like rescuing someone, killing all the monsters in the dungeon,
recover and special object...
Monsters to be played will be divided in levels in order to choose to fight weak, normal or strong
monsters.
This number decides how many monsters there are in the new room or zone. Moreover,
throw the red die for each monster to be placed in the room or zone. The number of
spades shown in the die will indicate the level of the monster. If the die shows the empty
face, it counts as 1 spade. If one or more monster decks are finished, shuffle the discard
pile of that level again.
4.
5. Set up the chests. There will be as many chests as the number of squares of the new room
or zone divided by 10 and rounded down. Place them at random.
Example: Chests = 26/10 = 2,6 2.
6. Deal the initiative cards. If there are 4 or less players, all 5 initiative cards will be dealt.
The last one will show the turn order for the monsters. If there are more than 5 players
(using the expansions' heroes for example), monsters will play at the end of all heroes'
turns (for a medium difficulty adventure) or at the beginning of all players' turns (for a
difficult adventure)
Empty face: Evil resurrection trap. Last monster killed reappears anywhere in its starting
room.
One eye: Pit trap. Hero losses 1 Hit Point.
Two eyes: Fire trap. The hero that sprung the trap has to decide between losing 2 Hit
Points or all heroes in the room or zone lose 1 Hit Point.
Hand: Snarling roots trap. Hero misses next turn.
There will never be more traps than chests in a room or zone. If a hero with the ability of
Searching for Traps manages to search out as many traps as chests or as many traps as chests
have been sprung, heroes doesn't have to keep throwing the "Disable Trap" die in this room or
zone.
Monsters of level 1 will prefer to attack in groups if possible. They will always try to
attack an already in close combat hero (a hero with another monster adjacent to him/her).
Their second priority will be to run away if they seem to be outnumbered in order to form
new groups to attack again.
Monsters of level 2 will attack the nearest hero they can reach.
Monsters of level 3 will always attack the hero with less Hit Points.