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Playtest v0.3 — the whole rulebook and the reference sheets, one page.

Quickstart

The short version. Full rules: MENU

The one thing people miss: you check whether the dungeon is cleared after the monster attacks, not before. The gear you just lost does not count.

Now show me a full round

Start the rulebook properly

The reference sheets

1. WHAT IS THIS

Start with a plain deck of cards. Then deface it.

Inscribe Qi Words: a name you make up, and one of twelve symbols that says what it does. Ink your own art. Every word you write is permanent.

   ┌────────┐  ┌────────┐  ┌────────┐
   │Q      ♠│  │7      ♥│  │4      ♦│
   │        │  │        │  │        │
   │  ████  │  │  ▓▓▓▓  │  │  ▚▚▚▚  │
   │        │  │        │  │        │
   │♠      Q│  │♥      7│  │♦      4│
   └────────┘  └────────┘  └────────┘
   ADVENTURER   EQUIPMENT    MONSTER

What you are left with is a dungeon that remembers every game you have played.

THREE DECKS OUT OF ONE

Your deck becomes three: the Adventurers you send in, the Equipment you hang on them, and the Monsters you have already lost to.

That last one is the important one. Monsters are not printed - they are earned. Every dungeon that beats you leaves a Monster behind, inscribed in your own handwriting, and every dungeon after that has to get past it.

2. WHAT YOU NEED

ON THE TABLE

THE REFERENCE SHEETS

One for Heroes, one for Equipment, one for Monsters. Each lists the same twelve symbols and what that symbol does on that kind of card. They are here - SHEETS - and they print. See 12.

Nobody writes rules on a card any more. You name it, you draw a symbol, and the sheet does the arguing.

WHAT YOU BUILD

One deck splits three ways, and it splits the same way for everybody:

   MONSTERS     aces and jokers    6
   ADVENTURERS  face cards        12
   EQUIPMENT    number cards      36

That is the whole deck. Nothing is left over and nothing is added.

Two or more players. Everyone brings their own deck, and every deck is different, because every deck has lost different fights.

The marker is not optional. This is a game you write on.

3. THE OBJECTIVE

Survive the dungeon's monsters and out-gear it.

Clear the dungeon when your equipped card values outmuscle its Strength - and you check that after a monster attacks, never before.

  ┌──────────────────────────────────┐
  │  DUNGEON STRENGTH                │
  │                                  │
  │      25 × PLAYERS                │
  │       + EVERY MONSTER'S NUMBER   │
  │         (SLAIN ONES DROP OUT)    │
  └──────────────────────────────────┘

A Monster's number is every +1 it has collected, plus its modifier. Jokers count too: they never hit, but they make the dungeon bigger. Slay a Monster and the Strength comes down.

THE CLOCK

The clock is the Monster pile itself.

If the last monster attacks and the dungeon still stands, your band has run out of time - and failed.

So the pile is both the threat and the timer. A big shared pile is a long game you are more likely to lose.

4. SETUP

0. WHAT EVERYBODY BRINGS

Before anything is shuffled: every player brings their own deck.

One standard deck each - brand new or already defaced. The marker and the three sheets can be shared. See 2.

Nobody plays out of somebody else's deck. The scars on yours are yours, and the dungeon is built out of whatever everyone drags to the table.

1. SPLIT YOUR DECK

Three piles, the same three for everyone at the table:

   MONSTERS     aces and jokers    6
   ADVENTURERS  face cards        12
   EQUIPMENT    number cards      36

A new deck's Monsters are blank cards. What gets written on them is what you lost to - see FALL.

2. ADVENTURERS

3. MONSTERS

A corner initial does it. It is your deck - you are allowed to write on it.

4. EQUIPMENT

NAME YOUR DECK

Once your deck clears its first dungeon, you will give it a name. It is yours now, scars and all.

5. THE ROUND

        ┌───────────────┐
        │     READY     │
        └───────┬───────┘
                │
        ┌───────▼───────┐
        │  PLAYER TURN  │
        └───────┬───────┘
                │
        ┌───────▼───────┐
        │ MONSTER ATTACK│
        └───────┬───────┘
                │
        └───────◀───────┘

Then check the dungeon - see 8 - and go round again.

6. YOUR THREE ACTIONS

Three per turn. Every player acts at the same time, in any order.

THE TRADE

Every card is one or the other, never both. Equip it, or cast its symbol.

Equip is permanent value that counts toward clearing the dungeon. Cast is a one-round effect that burns the card.

7. THE MONSTER ATTACK

Draw 1 card from the Monster pile, plus one more for every escalation the dungeon has had. Each strikes the whole band at once - not one player, all of them.

RETALIATION

If the combined equipped value of the Adventurers that were hit is greater than the Monster's number, the Monster is slain - discarded from the dungeon, adding nothing to Dungeon Strength.

So the cards you just lost can still take the monster down with them.

JOKERS AND ESCALATION

The dungeon is laid out in rows. A row holds at most two jokers.

Draw a joker and place it in the first row with room. Placed, it does what jokers do:

   ┌── a placed joker ──────────────┐
   │ Every equipped piece of        │
   │ Equipment, on EVERY player's   │
   │ Adventurers, is discarded.     │
   └────────────────────────────────┘

If every row is already full, the joker has nowhere to go. It escalates instead:

   ROW 1  [J][J]   full
   ROW 2  [J][ ]   room for one more
   ROW 3   ....    the next escalation
                   opens this one

So the 3rd joker escalates. The 4th and 5th wipe equipment in the new row. The 6th escalates again. And on it goes.

An escalating joker is the dungeon getting wider, not meaner: you keep your gear, and pay for it every round after.

INSCRIBED JOKERS

A joker never hits, but it is inscribed like any Monster: a name, a symbol and a number.

8. CLEARING THE DUNGEON

After a monster attacks, total the face values of all equipped cards in play. Beat the Dungeon Strength and the dungeon is cleared.

WHAT THE BAND TAKES

   ┌── the dungeon grows ───────────┐
   │ Clear TWO dungeons in a row    │
   │ and the dungeon grows: write   │
   │ +1 on EVERY Monster card in    │
   │ your deck. Aces and jokers,    │
   │ inscribed or still blank.      │
   └────────────────────────────────┘

KEEPING COUNT

Tick the deck's box when you clear. A fall rubs the tick out. On the second tick, write the +1s and rub both out.

There is no Level to remember - it is all written on the Monsters. Winning makes your own monsters hit harder, forever. A blank Monster keeps its +1s for the day it is finally inscribed.

9. WHEN YOU FALL

Failure is the rule, not the exception. Clearing a dungeon is hard and takes experience - most runs end in scars, and that is how a deck earns its story.

When your band falls, you leave the dungeon stronger. In order:

Drew a joker in step 1? It is inscribed the same way, from a shorter list of symbols - see 7.

You lost, so the dungeon got a new monster with your handwriting on it - and you got a better weapon. Both are permanent. Both come back next game.

10. ELIMINATION

One player running dry ends it for everyone. Keeping the weakest band alive is not charity, it is the win condition.

11. XP AND LEGEND

Game after game, drive your deck toward legendary status - the rank it earns the moment it banks 1000+ XP.

   ████   ███   ███   ███
     ██  █  █  █  █  █  █    XP
     ██  █  █  █  █  █  █     TO
     ██  █  █  █  █  █  █  LEGEND
   ████   ███   ███   ███

WHERE XP COMES FROM

 CLEARED A DUNGEON ......... +150
 FELL / DRIVEN OUT ......... +10

GLORY symbols pay extra - see the sheets.

XP is the only score a deck keeps. How hard its Monsters hit is written on the Monsters themselves - see 8.

12. QI WORDS

A Qi Word is what you inscribe on a card: a name you make up, and one symbol out of twelve. The name is yours. The symbol is the rule.

FLAMESHIELDCOVERBOLTNULLBUFFMUDDLEGAZERALLYDARKENGLORYSUMMON

Tap a symbol to see what it does on each kind of card.

WRITING ONE

   ┌──────────────┐
   │A            ♦│
   │              │
   │ EMBERCLAW  │
   │      +2      │
   │              │
   │♦            A│
   └──────────────┘

A Monster called Emberclaw, with Flame and a +2 modifier. The Monster sheet says what Flame does when it attacks.

ONE CARD, ONE SYMBOL

WHEN A SYMBOL WORKS

   MONSTERS   when it attacks
   JOKERS     when placed or escalating
   HEROES     while in play
   EQUIPMENT  when you Cast it

The Monster sheet

The Hero sheet

The Equipment sheet

CARD TERMS

QI WORD

What is inscribed on a card: a name and one symbol. Permanent.

EQUIPPED

Equipment attached onto an Adventurer.

DISCARDED

Gone for good - removed from this game.

13. FLARE

There is a force in DecknForge that does not come from DecknForge.

Nobody at the table knows where it comes from. Nobody in the dungeon knows what it is. Monsters will not say its name, and Heroes who say it too often are not invited back. It is called Flare, and it touches things in ways nobody has managed to write down.

THE RULE

Flare has never once asked whose card it was touching.

READING FLARE

Flare is read aloud the moment it is written, and from then on it is true. If the table cannot agree on what it means, it means the least it could.

Flare that would break the game simply does not happen. The words stay on the card anyway. Nobody knows why.

EXAMPLES

There are none. Every example anyone has tried to write down was different by morning.

14. GLOSSARY

Try DEFINE SCAR for one at a time.

SYMBOL

One of the twelve drawings in a Qi Word. What it does depends on the kind of card - see the sheets.

REFERENCE SHEET

One per kind of card - Heroes, Equipment, Monsters - saying what each of the twelve symbols does there.

QI WORD

What is inscribed on a card: a name and one symbol. Permanent.

EQUIPPED

Equipment attached onto an Adventurer.

DISCARDED

Gone for good - removed from this game.

ADVENTURER

A card from your Adventurer deck. You start a dungeon with 3 face up.

EQUIPMENT

A card you hang on an Adventurer. Its face value counts toward clearing the dungeon.

MONSTER

An ace or joker in the shared pile. Its number is every +1 it has collected, plus its modifier.

JOKER

A Monster that never hits. Placed, it wipes equipment; with no room, it escalates. Inscribed, its symbol works when placed or escalating.

ROW

One escalation of the dungeon. A row holds at most two jokers.

ESCALATION

What a joker does when every row is full: it adds a new row instead of wiping equipment, and every Monster Attack from then on draws one extra Monster per escalation.

MONSTER PILE

Every player's Monsters, shuffled together. It is the dungeon, and it is the clock.

DUNGEON STRENGTH

25 × players + the number on every Monster not yet slain. Beat it with equipped value to clear.

MODIFIER

The number drawn for a Monster when it was inscribed, added to the +1s it already carries.

GROWING

Two clears in a row: +1 on every Monster card in your deck, aces and jokers, inscribed or blank. Decks have no Level of their own.

FLARE

Four words or fewer, written once a game on any card, by something from somewhere else. It bends the game. It never breaks it.

SCAR

What a lost dungeon leaves behind: a new inscribed Monster and an upgraded piece of Equipment.

XP

Banked on the box. +150 for a clear, +10 for a fall. 1000+ is legendary.

That is the whole rulebook.

The Reference Sheets

Twelve symbols, three sheets. Each symbol has one idea - Flame is fighting back, Darken is the clock - and each sheet says exactly what it does on that kind of card.

FLAMESHIELDCOVERBOLTNULLBUFFMUDDLEGAZERALLYDARKENGLORYSUMMON

MONSTERS - when it attacks

HEROES - while in play

EQUIPMENT - when you Cast it

Every sheet is in rules.html too, laid out to print.


How Qi Words work

MONSTERS — when it attacks

A Monster's symbol works when it is drawn and attacks, on top of its suit and its attack. A joker's works when it is placed in a row or escalates.

FLAMEfight backEvery Monster this round has +3 attack against retaliation.On a joker: when placed or escalating.
SHIELDone stands firmCannot be slain by retaliation.Jokers cannot take this.
COVERshelter for everyoneOther Monsters drawn this round cannot be slain.On a joker: when placed or escalating.
BOLTspeedDraw another Monster straight away. It attacks too.On a joker: when placed or escalating.
NULLcancelEvery player discards one equipped card of their choice.On a joker: when placed or escalating.
BUFFboost+2 attack for each Hero it hits.Jokers cannot take this.
MUDDLEweakenEvery player's hand limit is 5 next round.On a joker: when placed or escalating.
GAZEsee it comingAlso hits Heroes of the other suit in its colour.Jokers cannot take this.
RALLYthe push to clear+5 Dungeon Strength while it stands. Slain, it adds nothing.On a joker: when placed or escalating.
DARKENthe clockAfter it attacks, shuffle it back into the Monster pile.Jokers cannot take this.
GLORYXP and Legend+50 XP if it is slain and the dungeon is then cleared.Jokers cannot take this.
SUMMONcall it inPut one slain Monster back on top of the Monster pile. It attacks next round.On a joker: when placed or escalating.

HEROES — while in play

A Hero's symbol works the whole time it is in play, and is gone when it is discarded.

FLAMEfight back+2 when this Hero retaliates.
SHIELDone stands firmSurvives its first hit each dungeon. Turn it sideways to show the hit is used.
COVERshelter for everyoneJokers do not wipe the Equipment on any of your Heroes.
BOLTspeedOnce a round, Equip onto this Hero without spending an action.
NULLcancelWhen this Hero is hit, the Monster that hit it is slain too.
BUFFboostEach piece of Equipment on this Hero counts +1.
MUDDLEweakenMonsters that hit this Hero have -2 attack.
GAZEsee it comingAt Ready, look at the top card of the Monster pile.
RALLYthe push to clear+5 toward the clear check.
DARKENthe clockWhen the Monster pile runs out, the band gets one more round.
GLORYXP and Legend+25 XP if this Hero is in play when the dungeon is cleared.
SUMMONcall it inOnce a round, Hire without spending an action.

EQUIPMENT — when you Cast it

An Equipment symbol works only when you Cast the card, until the end of the round. Equipped, it does nothing.

FLAMEfight back+3 to every retaliation this round.
SHIELDone stands firmOne Hero of your choice ignores this round's hits.
COVERshelter for everyoneThe next joker placed this round wipes nothing.
BOLTspeed+1 action this turn.
NULLcancelThe first Monster drawn this round loses its modifier: it attacks with its +1s alone.
BUFFboost+5 to this round's clear check.
MUDDLEweakenEvery Monster this round has -3 attack.
GAZEsee it comingLook at the top 3 Monsters and put them back in any order.
RALLYthe push to clearThis card's face value counts at this round's clear check, as if it were equipped.
DARKENthe clockFreeze this round's Monster Attack. It is not skipped: next round, draw one extra Monster.
GLORYXP and LegendWild: use any other symbol on the Equipment sheet.
SUMMONcall it inHire the top Hero of your Adventurer deck into an empty slot, free.

All twelve, side by side

SymbolMONSTERSwhen it attacksHEROESwhile in playEQUIPMENTwhen you Cast it
FLAMEfight backEvery Monster this round has +3 attack against retaliation.+2 when this Hero retaliates.+3 to every retaliation this round.
SHIELDone stands firmCannot be slain by retaliation.Survives its first hit each dungeon. Turn it sideways to show the hit is used.One Hero of your choice ignores this round's hits.
COVERshelter for everyoneOther Monsters drawn this round cannot be slain.Jokers do not wipe the Equipment on any of your Heroes.The next joker placed this round wipes nothing.
BOLTspeedDraw another Monster straight away. It attacks too.Once a round, Equip onto this Hero without spending an action.+1 action this turn.
NULLcancelEvery player discards one equipped card of their choice.When this Hero is hit, the Monster that hit it is slain too.The first Monster drawn this round loses its modifier: it attacks with its +1s alone.
BUFFboost+2 attack for each Hero it hits.Each piece of Equipment on this Hero counts +1.+5 to this round's clear check.
MUDDLEweakenEvery player's hand limit is 5 next round.Monsters that hit this Hero have -2 attack.Every Monster this round has -3 attack.
GAZEsee it comingAlso hits Heroes of the other suit in its colour.At Ready, look at the top card of the Monster pile.Look at the top 3 Monsters and put them back in any order.
RALLYthe push to clear+5 Dungeon Strength while it stands. Slain, it adds nothing.+5 toward the clear check.This card's face value counts at this round's clear check, as if it were equipped.
DARKENthe clockAfter it attacks, shuffle it back into the Monster pile.When the Monster pile runs out, the band gets one more round.Freeze this round's Monster Attack. It is not skipped: next round, draw one extra Monster.
GLORYXP and Legend+50 XP if it is slain and the dungeon is then cleared.+25 XP if this Hero is in play when the dungeon is cleared.Wild: use any other symbol on the Equipment sheet.
SUMMONcall it inPut one slain Monster back on top of the Monster pile. It attacks next round.Once a round, Hire without spending an action.Hire the top Hero of your Adventurer deck into an empty slot, free.

Credits

DecknForge is in active playtest. These rules are v0.3 and they will change.

THE SHAPE OF IT

A legacy game with no box to buy. The components are a deck of cards you already own and a marker. Everything that makes your copy yours, you wrote on it yourself - and most of it you wrote because you lost.

THE PARTS

ionic.io/ionicons

"Now go deface a deck."

How do I play?

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