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Subject: Random Dungeon Generator! (Updated March 20 2013) rss

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Berserker in peace
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Mage Knight Dungeons is theMage Knight Dungeons is the best dungeon crawling boardgame I have ever played. Even many more recent games feel flat compared to MKD's spectacular painted figures, funny chests, sleek rule system and enormous flexibility and expandability. I am a latecomer to this old game but I am very surprised by its novelty and the big fun it brings to my gaming table.

Anyway, here is a draft version of my random dungeon generator to spice up your heroic adventures. Feel free to try it out. English is not my native language so please point out any mistakes. These rules are also posted on BGG. Have fun!

MAGE KNIGHT DUNGEONS: RANDOM DUNGEON GENERATION (for solitaire/co-op games)

INTRODUCTION
This variant enables you to generate dungeon levels on the fly in solitaire/co-op games, a la roguelike/nethackish/diablo-like, without the need to construct a complete dungeon in advance. Use these rules to add more surprise, excitement and suspense to your heroic adventures!
This variant is designed to work with the official MKD: Solitaire rules.

1. PREPARATION
1.1 Dungeon tiles
a) Tile set:
The complete set of Dungeon Builder's Kits (1-3) is recommended. Another option is those custom-made tiles on www.dungeoncrawlers.com/files/mageknight.
You can also make your own tile set using duplicate copies of the original dungeon maps. Simply cut out the tiles along the dotted white lines on the two sides and mount them separately onto cardboard. Finally add numbered stickers/labels to each tile for easy identification.
b) Initial setup:
Place one hallway tile and choose one of the openings as the entrance. Do not place any more tiles at this stage. More tiles are added as soon as a Hero enters a new tile (including the entrance hallway tile).

1.2 Tile tokens
a) Prepare a set of square tokens (or simply slips of paper, small cards cut in squares, etc.) with numbers corresponding to each side of the tiles, i.e. a 18-double-sided tile set will require 18 double-sided tile tokens.
b) The size of each dungeon levels should remain constant.
c) To generate a new dungeon level, simply mix all the tile tokens to form a new pool.

1.3 Dungeon features
Use as many treasure chests, terrain markers, artifacts and dressing sets as agreed upon by all players.

1.4 Wondering Monster Tokens Pool
a) Wandering Monster Tokens (WMTs)
Form a new pool of WMTs to set up a new dungeon level according to the total value of the Heroic team in a way similar to Ibsen the Grey's MKD Adventure (see "Setup - Place WMTs") with slight modifications:

Heroic team value = Number of WMT tokens (Y = Yellow, B = Blue, R = Red)
≤50 = 18Y OR 12Y + 6B (Add the 6 Blue tokens to the pool after 9 Yellow tokens are used and revealed. Not for the faint-hearted!)
51-100 = 9Y, 6B, 3R
101-150 = 3Y, 6B, 9R
151-200 = 6B, 12R
201-250 = 3B, 15R
251-300 = 18R
301-350 = 18R, +1 to all WMT reveals
351-400 = 18R, +2 to all WMT reveals
401-450 = 18R, +3 to all WMT reveals
451-500 = 18R, +4 to all WMT reveals
501-550 = 18R, +5 to all WMT reveals
551-600 = 18R, +6 to all WMT reveals
601-650 = 18R, +7 to all WMT reveals
651-700 = 18R, +8 to all WMT reveals
701-750 = 18R, +9 to all WMT reveals
751+ = 18R, +10 to all WMT reveals

b) The WMT tables on the tokens in the Starter Sets (Dungeons and Pyramid) are slightly different from those in the two Heroic Quest games (which are slightly more dangerous). Mixing these WMTs will give more variability.

c) Level boss (optional):
Replace one red WMT with one Master Adversary Token (MDT). The value of the MDT is equal to the starting maximum value of the Heroic team in the current game in multiples of 50 (i.e. 100, 150, 200, and so on). Do not mix the MDT in the pool. This MDT represents the most powerful monster(s) of the current level guarding the last treasure placed on the last tile (and the stairway to the next level in multi-level dungeons). It will not move or reveal until a Hero enters this tile.

1.5 Monster Pool
a) Follow the same rules as in the official MKD: Solitaire.
b) You can spice things up by adopting a stronger theme for your dungeon by using monsters of the same faction/nature, e.g. undead from any factions (plus the Necromancer/the Lich as the level boss, for instance).

1.6 Dice
Two 6-sided dice and two 10-sided dice are all you need.


2. DUNGEON GENERATION ROUTINE
2.1 Tile addition
a) Roll 1d6 for each open (non-blocking) side as soon as a Hero enters a new (unexplored) tile.
Odd = No new tile
Even = Place a new tile

b) Treat a tile’s open sides with no new tile as “closed” (with imaginary walls – but see 2.2g).

c) Do not roll a die but always add a new tile from the tile pool if there is only one open side in whole current dungeon layout.

2.2 Tile selection & placement
a) Draw a token from the tile token pool each time a new tile is to be added. Place the token upright in front of the player. Reveal the token to everyone.
b) Select the new numbered tile matching the number written on the token.
c) Place the new tile adjacent to the designated side of the current tile in the same orientation (0 degree/90 degrees/180 degrees/270 degrees relative to the player) as that of the token.
d) At least one opening of the new tile must be adjoined to an opening of the old tile so as to create a continuous passage.
e) Adjust the alignment if necessary to make the layout more sensible.
f) If placement is not possible, rotate the tile clockwise and try again. If no placement is possible for all four sides of the new tile, return the tile token to the pool and draw a new one.
g) When an open side/opening of a new tile comes into contact with a closed side of an old tile, the “closed” side of the old tile will become open as a secret passage is found and triggered to open.
h) Once the tile is placed, the token is discarded and is out of play for the rest of the current dungeon level.

Alternative method to determine tile orientations (2d6)
odd, odd = 0° odd, even = 90° even, even = 180° even, odd = 270°

2.3 Feature selection (1d6)
1 = Nothing/NPC (Chamber only) (2.5)
2, 3 = Wondering Monster Token (WMT) (2.6)
4 = Terrain (door/terrain/artifact/dressing set) (2.7-2.9)
5 = Treasure chest (2.10)
6 = Wondering Monster Token + Terrain + Treasure chest
(same as the official MKD: Solitaire rules)
[Note: The entrance hallway does not contain any features.]

2.4 Feature placement (1d10/2d10 + 1d6)
a) Roll dice to determine the target square according to its tile grid. Place the feature on that square.

Hallways (15 squares): 1d10 + 1d6; for d10, "0" = zero
Chambers (25 squares): 2d10 + 1d6; for d10, one "0" = zero, the other "0" = ten

b) Roll and try again if placement is not possible.

c) Stairway (for multi-level dungeons): The stairway to the next level will emerge in a random square on the last placed tile as soon as all monsters are killed and all treasure chests are disarmed.

Hallway tile grid (3x5 squares)
1 2 3
4 5 6
7 8 9
10 11 12
13 14 15

Chamber tile grid (5x5 squares)
1 2 3 4 5
6 7 8 9 10
11 12 13 14 15
16 17 18 19 20
21 22 23 24 25

d) Terrain markers and Artifacts can override ANY terrain symbols on the tile.

e) New rule of using teleport portals and vortex: Instead of working automatically, both devices have to be triggered voluntarily by the figure in the same square. Treat these two markers as clear terrain unless they are triggered, otherwise follow the official rules of using portals and vortex.

f) Monsters, treasure chests and Artifacts cannot be generated in the same square.
g) Monsters and treasure chests can be generated in the same square with terrain markers/symbols.


2.5 NPC Encounters (1d6)
NPC pool: Fill a pool with characters from any factions except MS, Golems (and all other inanimate beings) and Heroes. The maximum point value of each NPC should not exceed the average point value of the Heroic team at the start of the game.

Replace the result of roll of 1 in Feature Selection with NPC (Chamber tiles only).

When the Heroic team meets an NPC, roll 1d6.

No penalty is incurred if the mission fails.

1 = Rescue
- Objective: Release an imprisoned warrior from a trap.
- Reward: EXP points = NPC's point value as soon as it escapes the Dungeon.
- Special rule: To release the prisoner, draw a treasure chest randomly and revolve it. Ignore the treasure content. While imprisoned the NPC is immune to ANY attacks (from traps, monsters, heroes) or magical effects. The NPC has just one click left before death but can be healed. Starting from the turn after its release, the NPC will use its own activation only for movement towards the entrance of the level, following the Heroic team's path. The prisoner can be attacked by monsters and traps.

2 = Escort
- Objective: Protect and escort an escaping hostage (full health, Attack = 0) to the exit of the dungeon.
- Reward: Gold value = the NPC's point value x 10, to be collected at the end of the game if the Heroic team survives/exits the dungeon.
- Special rule: The panicking NPC will join your party but will not have its own Activation. Instead the player has to assign one of the Heroic team member as the NPC's bodyguard who will share the Activation with the NPC. The mission fails if the NPC is killed by whatever means during the adventure.

3 = Vengeance
- Objective: Avenge a dying notable by hunting down the murderer.
- Reward: EXP points = The point value of the murderous monster x 2
- Special rule: Place the NPC figure in the square. Rotate the dial to skulls to show that the NPC has a mortal wound and is beyond cure. Upon accepting the task, roll 1d6 and record the roll number. For any subsequently revealed monsters, roll 1d6. The monster is identified as the murderer if its roll matches the recorded number. If none is identified, the murderer cannot be found and the mission fails.

4 = Treasure hunt
- Objective: Recover and deliver a fabled treasure to a wounded treasure hunter.
- Reward: EXP points = Treasure Gold value divided by 20, as soon as the treasure is delivered to the NPC.
- Special rule:
a) The treasure: Place the NPC figure in the square with 1d6 damage clicks (from the starting position). Upon accepting the task, roll 1d6 and record the roll number. Roll 1d6 for each treasure (including the items gained from the Artifacts) already in your possession. The objective treasure is found if its roll matches the recorded number. If none is found in your team's possession, roll 1d6 for every subsequently found treasure. The mission fails if none is found at the end of the adventure.
b) Delivery: Since the NPC has entrusted you with the task, it will hide and wait at a safe spot that is free from any threats from monsters or traps. However, it will start running towards the entrance at full speed using the shortest route and then exit the dungeon if it is pursued by monsters, or is damaged by whatever means. There is no way to stop the escape of the fleeing NPC, but you can still try to catch up with it and hand over the treasure before the NPC leaves the dungeon. After receiving the find, the NPC will disappear from the dungeon as soon as you leave the tile where the NPC is in. The mission fails if the NPC is killed by whatever means before you deliver the treasure to the NPC.

5 = Venture
- Objective: A sole survivor from another adventure team offers to join your party to continue its unfinished journey.
- Reward: The NPC will join your team.
Special rule: The NPC will join your team automatically as an additional member. It operates in the same way as a regular team member. However, this NPC will stay in your team during this session only and will leave your team when the session is over, unless you decide to hire it following the rules of mercenary (to be completed).

6 = Bounty
- Objective: You come across a criminal at large. Capture the NPC and claim your bounty when you return to the outside world.
- Reward: Use the standard captive rule. Gain EXP point equal to the NPC's point value x 2 if the NPC is captured successfully, or the original point value if it is killed by whatever means before your team leaves the dungeon.
- Special rule: The NPC will run at full speed in the same manner as a demoralized monster as soon as you enter the NPC's tile or you come adjacent to it. The NPC will resist your capture by all means and attack your team in the same manner as a revealed monster. The NPC is still subject to monsters' attacks (it is no ally to the monsters), and any trap/magical effects, though.

2.6 Multiple monsters selection (1d6) (cf. Richard Ham’s MKD rules)
1-3 Divide the WMT’s total value (round down) as evenly as possible
4-6 Divide the WMT’s total value (round down) by the number of monsters. For each 20 points of total value, add 1d6 points to the 1st monster’s value (the strongest one). The 2nd monster has 1d6 points less than the 1st, and so on. The last (weakest) one will have the remaining points as its value.
For example, to convert a WMT to 3 monsters with a total value of 60, the 1st (strongest) one = 20 + 3d6 points, the 2nd one = 1st monster’s value – 1d6 points, and the last (weakest) one will have the remaining points as its value.

If no combination of the available monsters can match the resultant values (e.g. too few points left for the weakest monster), try to adjust the values by subtracting 1 from the second strongest monster and adding 1 to the weakest and see if a new combination can be made; if not successful, subtract 1 from the strongest monster and then add 1 to the weakest one. Repeat these two steps until an exact match can be found.

When placing multiple converted monsters, always place the strongest monster in the initial target square, then roll to determine randomly which adjacent squares the remaining monsters will placed in.

Once converted, the monster will continue its movement towards the closest Hero using the monster's own remaining MPs, but minus the 4MPs already used by its WMT. [Thanks Voljin for suggesting this! :-) ]

2.7 Terrain selection (1d6)
1 = door (1d6: 1-4 = wooden, 5-6 = iron)
2 = bones
3 = water
4 = shadow
5 = teleport portal (1d6: odd)/vortex (1d6: even), or teleport portal (if not using any artifacts/dressing sets)
6 = artifact/dressing set (choose randomly), or vortex (if not using any artifacts/dressing sets)

2.8 Artifact selection (1d6 & 1d6) [UPDATE 23 Feb 13]
a) Divide the 2 sets of Artifacts into 2 groups and assign a number to each Artifact [token colors: R(ed), B(lue), Y(ellow)]:
Group 1
1 = Large Pool (3R + 3Y OR 2R + 2B + 2Y)
2 = Serpent Statue (4R)
3 = Dragon Altar (3R)
4 = Matriarch Idol (2R)
5 = Death Clock (4B)
6 = Griffon Throne (3B)
---------------------------------------
Group 2
1 = Rune Obelisk (2B)
2 = Idol of Sharise (4Y)
3 = Small Pool (3Y)
4 = Bone Fountain (2Y)
5 = Pillars (any one)
6 = Table and 2 chairs.

b) Roll 1d6
odd = Group 1 Artifacts even = Group 2 Artifacts

c) Roll 1d6 again to select the Artifact.


2.9 Door positioning in a square (2d6)
Roll 2d6
odd, odd = top; odd, even = left; even, even = bottom; even, odd = right

2.10 Treasure chest orientation (1d6 + 2d6)
a) Roll 1d6
odd = N/W/S/W; even = NE/SE/SW/NW
and then roll 2d6
odd, odd = N/NE; odd, even = E/SE; even, even = S/SW; even, odd = W/NW

b) If placement is not legitimate (e.g. totally blocked arc), rotate the chest clockwise until a placement is possible.


====================================
Some notes on automated monster actions (tentative) [UPDATE 23 Feb 13]
1. Activations
Each player gets the same number of activations as the number of Heroes in the current (not starting) team formation.
Likewise, each WMT and monster always gets 1 activation per turn.

2. Movement
2.1 WMT movement
Since WMT are always generated in neighboring tiles, both the Heroes and the Monsters are aware of their prey's presence. Therefore all WMTs will attempt to move to the nearest Hero using the shortest (costing least MPs) route.

2.2 Monster movement
Once converted, a monster will continue its movement using its full speed value, minus the 4 MPs already used by the WMT movement before conversion, towards the nearest Hero using the shortest (costing least MPs) route.
3 Monster behavior (modified)
Choose the action for the monster in the following order of priority:
Note 1: When there are two or more possible targets, the monster will choose the weakest (lowest Defense value) Hero as its target. If there is a tie, it will attack the one with the most damage clicks.
Note 2: A Monster will always use whatever advantageous Special Abilities it has in its movement and combat.
Action 1 - Fire
A monster with ranged attack abilities will always stop its movement and shoot immediately any enemies within its range,
if not,
Action 2 - Move and then Fire
A monster with ranged attack abilities will always move towards the nearest Hero and stop immediately as soon as the Hero is within its attack range, and then make a range attack against this Hero using any remaining (4)MPs,
if not,
Action 3 - Wait and then Fire
A monster with ranged attack abilities but without enough MPs to attack will end its activation, and will make a range attack against the nearest Hero during its next activation,
if not,
Action 4 - Close combat
A monster with close combat abilities will always attack the Hero with the lowest Defense value,
if not,
Action 5 - Move and then close combat
A monster with close combat abilities will always move towards the nearest Hero (using whatever advantageous Special Abilities if available) and stop immediately as soon as it comes into contact (dial base contacts) with the Hero, and then make a close combat attack against the nearest Hero using its remaining (4)MPs,
if not,
Action 6 - Wait and then close combat
A monster with close combat abilities but without enough MPs to attack will end its activation, and will make a close combat attack against the nearest Hero during its next Activation,
if not,
Action 7 - Run away (Demoralized)
A Demoralized monster will always:
Step 1: attempt to break away from the front arc of any adjacent Heroes, and then
Step 2: run away from the Hero using the quickest route (costing least MPs) to reach and stop by the nearest monster or WMT, and then
Step 3: remain in the same square without taking any actions for 1 turn, though the "reinforcement" monster is not hindered by this runaway monster and will continue its own movement and attack, and then,
Step 4: heal itself for 1 click of damage for each subsequent turn if it is not under any attack or damage effect, until it recovers from the demoralized state, otherwise keep running further away until it reach another reinforcement, otherwise
Step 5: in the absence of any reinforcement, keep running away until it reaches the border of the nearest tile which is not yet visited by any Heroes, and then disappear from the dungeon and leave the game.

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Berserker in peace
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Just made a big update. Happy crawling!
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Eric Lai
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Wow, that's a whole lot of work! Very impressive! I didn't know how into it were when we were playing! I am interested in playing the full game sometime! email me!

 
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