Gather your gear and prepare to dive into the labyrinth! Teeming with untold treasure, the tunnels are said to be inhabited by unusual creatures, both adorable and terrible. Keep your wits about you as the very walls shift in the torchlight...
...it's time to drop into the dungeon!
- 4 Meeples
- 4 Player Aids
- 1 Score Tracker
- 4 Solo Tokens
- 4 Teamwork Tokens
- 87 Cubes
- 6 Custom Dice
- 15 Race Cards
- 10 Class Cards
- 10 Quest Cards
Object of the Game
Dungeon Drop is a light-hearted competitive game for 1 to 4 players. Assuming the role of a brave hero, players will take turns exploring, using their abilities, and looting rooms in an ever-changing dungeon.
The hero who returns with the most treasure will win the Queen's favor and be declared the winner!
Receive your Hero:
Deal each player a random Race and Class card, face up.
Distribute turn order markers according to each Hero's Initiative (the number in the top left corner of each Race card) - turns will be taken in Initiative order, starting with the lowest number.
Receive your Quest
Deal each player a random Quest card, face down. Players may look at their own Quest card at any time.
Your Quest determines how your collected Gems are scored, and it may include an additional scoring bonus.
Drop the Dungeon
Separate out all the smaller cubes from the larger ones. Add the red Dragon cube to the smaller cubes.
The first player in initiative order drops the smaller cubes (plus the Dragon) in the center of the table, from a height of 6 to 12 inches, so that the cubes spread evenly across the table, without more than one or two touching each other.
The larger cubes (including the dice) go back to the game box, to be "Explored" during the game.
The game takes place over three rounds. Each Hero will take one turn per round, as follows:
Draw the specified number of cubes from the box, without looking at them, and drop them into the Dungeon. (2 = 6 cubes, 3 = 4 cubes, 4 = 3 cubes)
You may activate either your Race or Class ability.
Some abilities in the game involve Flicking one or more cubes in the Dungeon. To do this, use one finger to tap or hit the cube in the desired direction.
There are no re-dos, so be careful to use the correct amount of force. Oops! If you accidentally cause any cubes to fall off the table, the next player to act will drop them into the Dungeon as part of their Explore step.
Form a room by selecting 3 gray Pillar cubes, and then collect all cubes within or touching that space. You may not form a room that would cause you to collect a Pillar or lose your last Health point.
End of Turn
Flip over your turn order marker to indicate your turn has ended, and then it is the next player's turn.
At the end of the round, each Hero counts the total number of Treasure cubes they have in their Stash (non-Monsters) to determine their Weight.
Reassign the turn order markers, in order from the lightest to heaviest Weight. Settle ties according to the tied Heroes' starting Initiative numbers (lowest Initiative goes first).
Start a new round, and play until 3 rounds have been completed.
End of the Game
After 3 rounds have been completed, it's time to count your Treasure! Players proceed as follows:
- Reveal Quest cards.
- For each Key paired with a Chest in your Stash, roll the Chest to see how much it's worth. Ignore unpaired Keys and Chests.
- Count total scores. Refer to the table on page 7 for specific cube scoring details.
The Hero with the highest total score wins! Ties: In the case of a tie, the tied Hero with the highest starting Initiative number is the winner.
S=Small, L=Large, H=Huge.