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"He's no good to me dead."
Dungeon Dice is a game for 2 to 4 players, ages 8 to adult.

First of all, one must consider that this is a childrens' game from 1977. That being said, this game is really not that bad at all.

Here's how it works: The game is played on a standard folding game board, but this one has a big hole in the center of the board. In that hole is placed a plastic pit, where the dice are rolled. On each side of the board is a start place (one for up to 4 players) and seven blank spaces to the right of it. Each player takes one of the four possible player cards (used as a place marker) and places it on his or her start space. On his turn, a player rolls all six dice into the pit area. Now the dice are all the same, with one each of the following pictures per die: lantern, shovel, ladder, knife, key, and guard. On his turn, a player is trying to roll as many as he can of any given escape aid (anything but the guard). After his first roll, he pulls out any matching dice and puts them on the "wall" of the pit. For example, let's say he rolls two shovels, two lanterns, a guard, and a knife. He would pull out the pair of lanterns and the pair of shovels and set them aside. A matching pair does nothing for you, so he would have to roll the two remaining dice in hopes of getting a third lantern or shovel. Three of a kind would allow the player to draw one dungeon card. At that point the player could stop or could continue rolling. When he stops, any dungeon cards acquired this turn are played to the board in front of him. If he continues and rolls unsuccessfully, all cards obtained this turn (not placed in his play area, since that happens when his turn ends) are lost. In the example above, if the player had two pair, he would have to roll the two remaining dice, because at this point he has nothing that will win him a dungeon card. If he rolls for example a guard and a knife, his turn ends because he cannot remove at least one of the dice from the pit. The object is to collect eight dungeon cards and play them to the path in front of his start space. When this is accomplished he has tunneled out and won the game.

Rolling and Cards: Rolling the dice on your turn is how you acquire the dungeon cards needed to win. All of the dungeon cards, though not identical in their artwork, are all identical in their purpose. In other words, the cards are just pictoral extensions of the tunnel, nothing more. As far as the dice go, I'll try to give a more in depth explanation of how the rolling works: As stated above, each of the six dice contain six different pictures, so each picture occurs with equal probability. any matching dice must be removed from the pit when rolled, and on subsequent rolls that turn, any dice rolled which match two or more dice already removed from the pit must also be removed and added to their counterparts. Two of kind gets you nothing, three of a kind gets you 1 card, four of a kind gets you 2 cards, five gets you 3, and six gets you 4. The tricky part is, if you ever roll and can't remove at least one die from the rolling pit, your turn ends and any dungeon cards you've collected this turn are lost. If you manage to remove all six dice from the play area, you can continue rolling by starting again with all six dice. There are also some special results rolls: Even though a pair gets you nothing, three pair will get you one card. If you roll all six dice and get one of each picture, that gets you three cards. If you ever roll two guards, they must be removed from the pit area like anything else, but now you MUST keep rolling. At this point you keep rolling until your turn ends when you either 1) lose your turn (and all cards acquired this turn) because no dice can be removed from the pit, 2) all six dice are on the wall (you're in the clear and can stop or continue at this point by starting over with the dice), or 3) a third guard appears. If ever you have 3 or more guards present, your turn ends and you not only lose dungeon cards acquired this turn, but you lose one already on your board. As another option, on a player's turn he may, instead of rolling regular, challenge any player. This means he rolls all six dice and removes any guards from the pit, even if there is only one on his first roll. If after three rolls he has at least three guards, he takes one dungeon card from the challenged player and immediately puts it in his own play area. He can then end his turn or again challenge the SAME player he just challenged. This continues until he chooses to stop or fails to roll three guards. If he continues and fails, ALL cards taken this turn are returned to the player they were stolen from.

This game is quick and simple, but again, it is a childrens' game. And even though it's a dice rolling game, it is designed so that there are still decisions to make, in terms of when to end your turn or when to press your luck. Though by no means a "gamer's" game, it is still fun for adults to play with the kids, however, and if you are a parent of children in the right age group, that makes it nice in its own right.
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