How to Play Dungeon Dice Monsters

Each player needs to have the following items in order to play

– Dungeon Master: 1

– Dice: 15

– Monster/Item Figure (+ corresponding Cards): 10

– Crest Chips or Crest Counter (optional)

– Damage Counters

CHAPTER 1: Creating your Dice Pool

– There is no limit to how many of the same Monster/Item you can use.

– You can only use a maximum of 3 Level Four Dice.

Victory Condition

– Reduce the opposing Dungeon Master’s Heart Points to Zero.

In the event that both player’s Monsters are unable to attack one another (due to

irregular formation of the Dungeon), the winner is determined based on the following

conditions:

1. The Dungeon Master with more HP remaining is the Winner.

(If it is a tie, go to point 2.)

2. The player who has summoned more Monsters during the game is the Winner.

(If it is a tie, go to point 3.)

3. The player who has summoned more high-level Monsters is the Winner.

(If it is a tie, go to point 4.)

4. The game is declared a DRAW.

*Extra Note:

– If both players cannot reach the opposing Dungeon Monster, but there are still Monsters

to battle with, the game will still carry on.

– For 2 and 3, the “summoned” Monsters refer to those that are currently in play + those

that have been destroyed.

Dungeon Master

– Both players are represented by a “Dungeon Master” figure.

– The Dungeon Master is placed in its starting slot marked out on the Field before the game

begins.

(*Note: The Dungeon Master’s position is fixed; you cannot move it during the game.)

– The “Dungeon Master” has the following stats:

Life Point : 3

Attack : 10

Defense : 0

– Every time the Dungeon Master is attacked by your opponent’s Monster, it loses 1 HP,

regardless of attacker’s strength.

– The Dungeon Master is able to attack any opposing Monster which is occupying a space

adjacent to it.

(*Note: You need to pay 1 ATTACK Crest for the Dungeon Master to attack.)

Preparations

– Determine the order of the Players.

– Set the Dungeon Master figure in its slot.

– Place all your Monster/Item cards to the LEFT of the Field, with their corresponding

figures on top of them.

*Note: Monster cards are placed face-up, whereas Item cards are placed face-down.

– When you summon a Monster/Item into play, move the cards to the RIGHT of the Field.

*Note: Item cards still remain faced-down.

CHAPTER 2 : GAMEPLAY

Turn Flow

After the preparations have been made, the game begins.

The order of each Player’s Turn is as follows:

DDM TURN FLOW CHART

Player’s Turn Starts

[ DICE ROLL ]

_______________________________________________________________________

Success : “Dimension Dice” (Summon a Monster)- Monster’s Actions Failure : Monster’s Actions

_______________________________________________________________________

[TURN END ]

Next Player’s Turn

DICE ROLL

*Compulsory at the beginning of every of your Turn.*

– Select 3 Dice from your set.

– Any Crests (other than SUMMON) that you obtain during the roll will be added to your

Crest Pool.

– You can only store a maximum of 10 of EACH TYPE of Crest in your Crest Pool.

2. MONSTER/ITEM SUMMON

– If you managed to obtain AT LEAST 2 SUMMON Crests of the SAME LEVEL during your

Dice roll, you may choose to summon 1 Monster/Item.

– Choose 1 of the Dice you rolled which depicts a Summon Crest.

– Select 1 Monster/Item which is of the SAME LEVEL & COLOR as the Dice you chose.

– The selected Die and Monster/Item will be put into play.

This is known as “Dimension Dice”/ Summon a Monster.

Another Note:

– In order to achieve a successful Summon, you must use at least 2 Dice of the SAME

LEVEL. (Dice COLOR doesn’t matter.)

3. DIMENSION DICE (SUMMONING)

– When you summon a Monster, take its Dice and unfold it on the Field to forum the

“Dungeon”. * You use one of the cardboard field pieces in the American version.

– The Monster is placed on its starting point on the Dungeon piece, shown by the white

marking (where you can write your name).

– Your first ‘Dungeon’ must be placed with one of its edges touching your Dungeon

Master’s slot.

– Any subsequent ‘Dungeons’ built can be placed adjacent to your own ‘Dungeons’.

(Ie. Edges touching your Dungeon Master or any of your own Dungeon.)

*Another Note:

– The Die which has been ‘Dimensioned’ cannot be recalled back for use.

– Sometimes, you may not be able to summon a Monster when there is not enough space

for the Die to unfold.

4. MONSTER ACTIONS

– During your Turn, your Monster may perform several actions.

– CRESTS must be paid in order for a Monster to perform actions.

MOVE

– You need to pay 1 MOVE Crest for a Monster to move 1 SPACE.

– Your Monsters cannot move through spaces currently occupied by your opponent’s

Monster.

– Monsters CANNOT be moved diagonally.

RULE

– Each Monster only has 1 chance to MOVE & ATTACK per Turn.

Ie. Your Monster can MOVE then ATTACK, but after it has attacked, it can no longer move.

CHAPTER 3 – BATTLE

NORMAL ATTACK

– Each Monster can only attack an opposing target ONCE per Turn.

– You must pay 1 ATTACK Crest in order for a Monster to attack.

– A Monster may only attack an opposing Monster which is adjacent to it.

NORMAL DEFEND

– When your Monster is attacked by an opposing Monster, you may elect for it to Defend.

– You must pay 1 DEFEND Crest in order for a Monster to defend.

SPECIAL ABILITIES

– If you use any Special Abilities during battle, you must pay their activation costs

in addition to the ATTACK Crest paid for the Normal Attack.

Resolving Damage

– When resolving damage, the Attacker’s Attack rating and Defender’s Defense rating are

taken into consideration.

When a Monster attacks, its target may choose whether or not to Defend (ie. Normal Defend)

If the Defender elects to Defend…

Damage dealt to the Defending Monster

Attacker’s ATTACK rating – Defender’s DEFENSE rating

Another Note:

– There is NO damage inflicted to the attacker even if the defender’s rating is higher.

If Defender DOES NOT elect to Defend Damage dealt to the Defending Monster

Damage Counters

– Whenever a Monster is damaged, place Damage Counters on its stat Card which is equal to

the damage it has taken. (1 Damage Counter = 10 points of damage)

– A Monster is destroyed if it has taken damage exceeding its HP.

– The destroyed Monster is removed from play and its Card is turned face-down.

CHAPTER 4 – MONSTER ABILITIES & ITEMS

Special Abilities

– Monsters can activate their Special Abilities by paying the required cost stated on

their stat Cards.

– All Special Abilities can be used as often as you wish, unless otherwise stated.

You can only use the following abilties during the specificied timings:

1. MOVE / MAGIC abilities – During your Turn.

2. ATTACK / DEFEND abiltiies – During Battle.

3. TRAP abilities – During any player’s Turn.

Another Note:

– ATTACK/DEFEND abilities last until the end of the current BATTLE Step.

General Abilities

– Some Monsters may have the following General Abilities written on their cards.

– These are normally active all the time and do not require any costs.

FLYING

– Monsters with FLYING cannot be attacked (ie. Normal Attack) by Non-FLYING Monsters.

– Only Monsters with FLYING can attack one another.

– Monsters with FLYING need to pay 2 MOVE Crests to move 1 SPACE.

– FLYING Monsters cannot move through opposing Monsters.

– FLYING Monsters are affected by Items when they pass over them.

TUNNEL

– Monsters with the TUNNEL ability can move through opposing Monsters.

– TUNNEL Monsters are NOT affected by Items when they PASS over them.

(They are still affected when they stop on an Item.)

Item Cards

– An Item is brought into play in the same way a Monster is summoned.

– Once an Item is in play, it cannot be moved from its position (unless in special

circumstances).

– Whenever a Monster (either yours or your opponent’s) passes over/stops on the Item,

its effect is activated.

– The Item card is flipped over and its effects are resolved.

– The Item will continue to remain in play, unless it is stated on the card to discard

it after use.

CHAPTER 5 – OTHER INFORMATION

I. DICE

– The COLOR of the Die represents its Monster class.

There are 5 main Colors…

White: Demon

Blue: Warrior

Yellow: Undead

Green: Beast

Red: Dragons

– Black represents Items.

– A Die’s Level is shown by the number written on its SUMMON Crest.

– It is also the Level of the Monster that it can be used with.

– The following shows the number of SUMMON Crests available on each Dice.

DICE LV : SUMMON CRESTS

Level 1 : 4 / 6

Level 2 : 3 / 6

Level 3 : 2 / 6

Level 4 : 1 / 6

– As you can see, Low-Level Monsters have a higher chance of success.

– High-Level Monsters may be harder to summon, but their Dice make up for it by

having many other utility Crests on their faces.

II. CHAIN RULE

– When an action is performed/effect is activated, it may be chained with another

ability (either by yourself or your opponent).

– When everything is done, the Chain resolves backwards.

– There is no limit to how long a Chain can be.

That is how you play Dungeon Dice Monsters. Another way you can learn to play is to buy the Gameboy Dungeon Dice Game. It is probally the fastest way to learn.

Each player needs to have the following items in order to play- Dungeon Master: 1- Dice: 15- Monster/Item Figure (+ corresponding Cards): 10- Crest Chips or Crest Counter (optional)- Damage Counters

CHAPTER 1: Creating your Dice Pool- There is no limit to how many of the same Monster/Item you can use.- You can only use a maximum of 3 Level Four Dice.

Victory Condition- Reduce the opposing Dungeon Master’s Heart Points to Zero.
In the event that both player’s Monsters are unable to attack one another (due toirregular formation of the Dungeon), the winner is determined based on the followingconditions:1. The Dungeon Master with more HP remaining is the Winner.(If it is a tie, go to point 2.)2. The player who has summoned more Monsters during the game is the Winner.(If it is a tie, go to point 3.)3. The player who has summoned more high-level Monsters is the Winner.(If it is a tie, go to point 4.)4. The game is declared a DRAW.
*Extra Note:- If both players cannot reach the opposing Dungeon Monster, but there are still Monstersto battle with, the game will still carry on.- For 2 and 3, the “summoned” Monsters refer to those that are currently in play + thosethat have been destroyed.
Dungeon Master- Both players are represented by a “Dungeon Master” figure.- The Dungeon Master is placed in its starting slot marked out on the Field before the gamebegins.(*Note: The Dungeon Master’s position is fixed; you cannot move it during the game.)- The “Dungeon Master” has the following stats:Life Point : 3Attack : 10Defense : 0- Every time the Dungeon Master is attacked by your opponent’s Monster, it loses 1 HP,regardless of attacker’s strength.- The Dungeon Master is able to attack any opposing Monster which is occupying a spaceadjacent to it.(*Note: You need to pay 1 ATTACK Crest for the Dungeon Master to attack.)

Preparations- Determine the order of the Players.- Set the Dungeon Master figure in its slot.- Place all your Monster/Item cards to the LEFT of the Field, with their correspondingfigures on top of them.*Note: Monster cards are placed face-up, whereas Item cards are placed face-down.- When you summon a Monster/Item into play, move the cards to the RIGHT of the Field.*Note: Item cards still remain faced-down.

CHAPTER 2: GAMEPLAY
Turn Flow
After the preparations have been made, the game begins.The order of each Player’s Turn is as follows:
DDM TURN FLOW CHART
Player’s Turn Starts [ DICE ROLL ]
_______________________________________________________________________Success : “Dimension Dice” (Summon a Monster)- Monster’s Actions Failure : Monster’s Actions
_______________________________________________________________________[TURN END ]
Next Player’s Turn
DICE ROLL*Compulsory at the beginning of every of your Turn.*
– Select 3 Dice from your set.- Any Crests (other than SUMMON) that you obtain during the roll will be added to yourCrest Pool.- You can only store a maximum of 10 of EACH TYPE of Crest in your Crest Pool.
2. MONSTER/ITEM SUMMON
– If you managed to obtain AT LEAST 2 SUMMON Crests of the SAME LEVEL during yourDice roll, you may choose to summon 1 Monster/Item.- Choose 1 of the Dice you rolled which depicts a Summon Crest.- Select 1 Monster/Item which is of the SAME LEVEL & COLOR as the Dice you chose.- The selected Die and Monster/Item will be put into play.This is known as “Dimension Dice”/ Summon a Monster.
Another Note:- In order to achieve a successful Summon, you must use at least 2 Dice of the SAMELEVEL. (Dice COLOR doesn’t matter.)
3. DIMENSION DICE (SUMMONING)
– When you summon a Monster, take its Dice and unfold it on the Field to forum the”Dungeon”. * You use one of the cardboard field pieces in the American version.- The Monster is placed on its starting point on the Dungeon piece, shown by the whitemarking (where you can write your name).- Your first ‘Dungeon’ must be placed with one of its edges touching your DungeonMaster’s slot.- Any subsequent ‘Dungeons’ built can be placed adjacent to your own ‘Dungeons’.(Ie. Edges touching your Dungeon Master or any of your own Dungeon.)
*Another Note:- The Die which has been ‘Dimensioned’ cannot be recalled back for use.- Sometimes, you may not be able to summon a Monster when there is not enough spacefor the Die to unfold.
4. MONSTER ACTIONS
– During your Turn, your Monster may perform several actions.- CRESTS must be paid in order for a Monster to perform actions.
MOVE- You need to pay 1 MOVE Crest for a Monster to move 1 SPACE.- Your Monsters cannot move through spaces currently occupied by your opponent’sMonster.- Monsters CANNOT be moved diagonally.
RULE- Each Monster only has 1 chance to MOVE & ATTACK per Turn.Ie. Your Monster can MOVE then ATTACK, but after it has attacked, it can no longer move.

CHAPTER 3 – BATTLE
NORMAL ATTACK- Each Monster can only attack an opposing target ONCE per Turn.- You must pay 1 ATTACK Crest in order for a Monster to attack.- A Monster may only attack an opposing Monster which is adjacent to it.
NORMAL DEFEND- When your Monster is attacked by an opposing Monster, you may elect for it to Defend.- You must pay 1 DEFEND Crest in order for a Monster to defend.
SPECIAL ABILITIES- If you use any Special Abilities during battle, you must pay their activation costsin addition to the ATTACK Crest paid for the Normal Attack.
Resolving Damage- When resolving damage, the Attacker’s Attack rating and Defender’s Defense rating aretaken into consideration.When a Monster attacks, its target may choose whether or not to Defend (ie. Normal Defend)If the Defender elects to Defend…Damage dealt to the Defending MonsterAttacker’s ATTACK rating – Defender’s DEFENSE rating
Another Note:- There is NO damage inflicted to the attacker even if the defender’s rating is higher.If Defender DOES NOT elect to Defend Damage dealt to the Defending Monster
Damage Counters- Whenever a Monster is damaged, place Damage Counters on its stat Card which is equal tothe damage it has taken. (1 Damage Counter = 10 points of damage)- A Monster is destroyed if it has taken damage exceeding its HP.- The destroyed Monster is removed from play and its Card is turned face-down. CHAPTER 4 – MONSTER ABILITIES & ITEMS
Special Abilities- Monsters can activate their Special Abilities by paying the required cost stated ontheir stat Cards.- All Special Abilities can be used as often as you wish, unless otherwise stated.
You can only use the following abilties during the specificied timings:
1. MOVE / MAGIC abilities – During your Turn.2. ATTACK / DEFEND abiltiies – During Battle.3. TRAP abilities – During any player’s Turn.
Another Note:- ATTACK/DEFEND abilities last until the end of the current BATTLE Step.
General Abilities- Some Monsters may have the following General Abilities written on their cards.- These are normally active all the time and do not require any costs.
FLYING- Monsters with FLYING cannot be attacked (ie. Normal Attack) by Non-FLYING Monsters.- Only Monsters with FLYING can attack one another.- Monsters with FLYING need to pay 2 MOVE Crests to move 1 SPACE.- FLYING Monsters cannot move through opposing Monsters.- FLYING Monsters are affected by Items when they pass over them.
TUNNEL- Monsters with the TUNNEL ability can move through opposing Monsters.- TUNNEL Monsters are NOT affected by Items when they PASS over them.(They are still affected when they stop on an Item.)
Item Cards
– An Item is brought into play in the same way a Monster is summoned.- Once an Item is in play, it cannot be moved from its position (unless in specialcircumstances).- Whenever a Monster (either yours or your opponent’s) passes over/stops on the Item,its effect is activated.- The Item card is flipped over and its effects are resolved.- The Item will continue to remain in play, unless it is stated on the card to discardit after use.

CHAPTER 4 – OTHER INFORMATION
I. DICE
– The COLOR of the Die represents its Monster class.There are 5 main Colors…White: DemonBlue: WarriorYellow: UndeadGreen: BeastRed: Dragons- Black represents Items.
– A Die’s Level is shown by the number written on its SUMMON Crest.- It is also the Level of the Monster that it can be used with.- The following shows the number of SUMMON Crests available on each Dice.
DICE LV : SUMMON CRESTSLevel 1 : 4 / 6Level 2 : 3 / 6Level 3 : 2 / 6Level 4 : 1 / 6
– As you can see, Low-Level Monsters have a higher chance of success.- High-Level Monsters may be harder to summon, but their Dice make up for it byhaving many other utility Crests on their faces.
II. CHAIN RULE
– When an action is performed/effect is activated, it may be chained with anotherability (either by yourself or your opponent).- When everything is done, the Chain resolves backwards.- There is no limit to how long a Chain can be.

That is how you play Dungeon Dice Monsters. Another way you can learn to play is to buy the Gameboy Dungeon Dice Game. It is probally the fastest way to learn.


Author: cyberknight8610

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