3 DUMMIES IN A FORTRESS Chapter 1 - Boring technical stuff

3 DUMMIES IN A FORTRESS. A funny exploration game, single or multiplayer. The story of an old pirate, a fake fortune teller and an apprentice bard lost in a ...
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3 DUMMIES IN A FORTRESS A funny exploration game, single or multiplayer

The story of an old pirate, a fake fortune teller and an apprentice bard lost in a fortress... And they're locked up again! The pirate again hummed his dirty tune at the tavern, the fortune teller again swindled a stranger with her false predictions, the bard again tried to bribe soldiers to visit the Princess. Our 3 dummies ended up in the dungeons of the fortress. Help them escape. And by the way, don't forget to take some expensive souvenirs. The 3 dummies have two objectives: accumulate enough treasures and escape from the fortress. From their dungeons they will have to fight hard against the competitors wandering the place, triumph over sneaky traps that swarm and even face their own temporary madness. All of this under the pressure of an implacable countdown. If it reaches 0, it is defeat. If you manage to get them all out safely on an EXIT cell, with 50 Treasure points on the scoreboard, you win! Components  A standard 54-card deck (Poker type) for you and a second deck for the fortress,  Three tokens symbolizing your characters. If you don’t have tokens, we provide you some portraits to print (how nice!),  Counters to track your characteristics and wounds (oh yes, you will suffer),  Four 6-sided dice, commonly called D6 (1D6 per character and 1D6 for the fortress).

Chapter 1 - Boring technical stuff Take your 54-card deck, remove Jokers. Put the Jacks, Queens and Kings on one side: it is your “Levels” Deck, the one that represents your characters. All other cards, value 1 to 10, go into the “Treasures” Deck. For the adversity decks, separate the figures Jacks, Queens and Kings in the same way to form the “Enemies” Deck and keep the other cards (1-10) for the “Dangers” Deck. There you go. You're ready to get started.

Let's start with the simplest. The Treasures Deck contains the riches you will draw throughout the game. The value of the card represents the amount of money obtained by selling the treasure on the black market, once free. During a game your first goal is to collect 50 total value points in your pocket. That's a colossal amount of money, agree. Treasures Deck also serves as an hourglass. Each turn a card is discarded, because of the other dummies lost in the fortress like you. If you hang around too much there will soon be no source of wealth in any corner and you will have lost the game and your evening. Admit it would be silly to get beaten by a stopwatch. Last point concerning this Deck, Aces cards (of value 1) are also keys which will be essential to cross doors. Without these precious keys you will be forced to make detours or search the premises in search of them. The Levels Deck, the one with your four Jacks, four Queens and four Kings, helps you visualize the evolution of your 3 dummies. The Jack is the apprentice Bard, the Queen is the fake Fortune teller, the King is the old Pirate. When the game starts you randomly draw one Jack card, one Queen card and one King card. This determines the characteristics points of each character, at level 1, for Life, Strength, Speed and Chance. Later, when a dummy gains experience, you will add a new card that will take it to level 2. And so on up to the maximum, the crème de la crème, the overpowering level 4 and its set of four Jacks, or four Queens, or four Kings. Hearts symbolizes a character's LIFE points (what a surprise!), Spades represents STRENGTH, Diamonds represents SPEED and Clubs represents LUCK. Each "Level" card automatically gives 1 point in each of the characteristics and its Sign (Hearts, Spades, Diamonds or Clubs) offers a +1 bonus in the associated characteristic. In addition, a character's Class (Bard, Fortune teller or Pirate) gives him an extra +1 bonus. 

Life (General health, 0 Life = knocked out). Heart card = +1 LIF.



Speed (Reaction time): +1 to Bard (Jack). Diamond card = +1 SPD.



Luck (Good fortune): +1 to Fortune teller (Queen). Club card = +1 LUC.



Strength (Attack Power): +1 to Pirate (King). Spade card = +1 STR.

What? Want to know how to use the cards? OK… 3 Dummies in a Fortress – A funny exploration game (v 1.2)

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We are at the beginning of page 2, it is time to summarize what you know. Here are examples of characteristic points according to the level reached. Level 1 Bard (Jack of Diamonds):

Life=1 (Lv. 1) Strength=1 (Lv. 1) Speed=3 (Lv. 1 + bonus Bard 1 + bonus Diamond card 1) Luck=1 (Lv. 1) Level 2 fortune teller (Queen of Hearts + 2nd level Queen of Spades):

Life=3 (Lv. 2 + bonus Heart 1) Strength=3 (Lv. 2 + bonus Spade 1) Speed=2 (Lv. 2) Luck=3 (Lv. 2 + bonus Fortune teller 1) Level 3 Pirate (King of Diamonds + 2nd level Spade + 3rd level Club):

Life=3 (Lv. 3) Strength=5 (Lv. 3 + bonus Pirate 1 + bonus Spade 1) Speed=4 (Lv. 3 + bonus Diamond 1) Luck=4 (Lv. 3 + bonus Club 1) Level 4 Bard (all 4 Jacks):

Life=5 (Lv. 4 + bonus Heart 1) Strength=5 (Lv. 4 + bonus Spade 1) Speed=6 (Lv. 4 + bonus Bard 1 + bonus Diamond 1) Luck=5 (Lv. 4 + bonus Club 1) Now let's see what you're up against, the opposing Decks of the fortress. The Dangers Deck (cards 1 to 10) is used to determine the type and power of problems your dummies encounter. If you come across an opponent, you will draw one or more Danger cards that will increase its level. If you come across an enemy, you will draw one or more "Danger" cards that will determine its Level and characteristics. If you set a trap, the value and the Danger Sign will tell you its type and how difficult it is to get out.

The Enemies Deck bears its name well. It is made up of the Jacks, Queens and Kings who are respectively the Bouncers, Spy girls and Cooks that you will face in direct combat. Enemies have the same features as your characters and enjoy the same benefits and bonuses depending on their Class and card Sign. However the functioning of Enemy Levels is different from that of the dummies. The level of an enemy is defined by the number of Danger cards accompanying it. This number from 1 to 3 depends on the difficulty of the area being explored (see Chapter 3). 

Life (0 Life = defeated). Heart card = +1 LIF.



Speed: +1 to Bouncer (Jack). Diamond card = +1 SPD.



Luck: +1 to Spy Girl (Queen). Club card = +1 LUC.



Strength: +1 to Cook (King). Spade card = +1 STR.

Examples of enemy characteristics points according to level. Bouncer Level 1 (Jack of Diamonds + 1st Level "4 of Club"):

Life=1 (Lvl. 1) Strength=1 (Lvl. 1) Speed=3 (Lvl. 1 + bonus Bouncer 1 + bonus Lvl. Diamond 1) Luck=2 (Lvl. 1 + bonus Lvl. Club 1) Spy Girl Level 2 (Queen of Heart + 1st Lvl. "2 of Heart" +2nd Lv "7 of Spade"):

Life=4 (Lvl. 2 + bonus Heart Queen 1 + bonus Lv. Heart 1) Strength=3 (Lvl. 2 + bonus Lvl. Spade 1) Speed=2 (Lvl. 2) Luck=3 (Lvl. 2 + bonus Spy Girl 1) Cook Level 3 (King of Diamond + 1st Lv. Spade +2nd Lv. Spade +3rd Lv. Spade):

Life=3 (Lvl. 3) Strength=7 (Lvl. 3 + bonus Cook 1 + bonus Lv. Spade 3) Speed=4 (Lvl. 3 + bonus Diamond 1) Luck=3 (Lvl. 3)

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Dice: Throws and Tests When you are asked to roll a 6-sided die, we write 1D6. You may also be asked to add the current value of a characteristic to the result of a die roll, which will be simplified as follows: Strength + 1D6. Characteristic Throw: Roll 1D6. If the result is equal to or less than the characteristic, it’s a success. Otherwise, suffer the consequences of failure.

Play area Enemies & Dangers Decks Fortress map

Example: Speed Throw. Character SPD: 3. Result of 1D6: 3. Throw is a success.

Combats Sheet

Test of Characteristic: Compare characteristic + 1D6 to the value of Danger card. If the total "Characteristic + 1D6" is greater than Danger value, it is a success. If total is equal to or less than Danger value, it is a failure.

Example: Test of Strength against a Danger card of value 6. Character STR: 2. Result of D6: 3. Total: 5. Test is a failure. Game setup Print the Fortress map, as well as Characters and Combats sheets. Place them on your game table. Shuffle each Deck and place your Decks Levels and Treasures next to you and the Enemies and Dangers Decks near the map. Reveal cards from the Levels Deck and select the first Jack, First Queen and First King drawn as Bard, Fortune teller and Pirate on Level 1. The other revealed cards are shuffled back in Deck. Calculate the starting characteristics of your Dummies, according to the sign of the card representing them. Place markers on the corresponding numbers. Choose their respective dungeons with 1D6 and place their tokens in prison.

Characters sheet

Levels & Treasures Decks

3 Dummies’ cards

A game turn Step 1 – TIMER Discard a card from Treasures Deck.

If you can't discard a card, you lose the game! Step 2 – MOVEMENTS You can move each dummy once, 1 cell per character’s level. To cross a door you must use a key and stop on the next cell. A dummy on an "Exit" cell can no longer make any movement. Step 3 – EXPLORATION Check the cell on which each character is located, in the order of your choice. If it is a safe cell, you can heal character (see Rest). If the cell contains a Danger (* or * * or * * *), perform a Test of Exploration. A successful Test avoids triggering Danger. If the test fails you must resolve Danger according to its type (see Combat, trap or panic!). End of turn.

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Chapter 2 – Funny rules To spice up the game, dummies and their enemies have wacky actions that they trigger at the beginning of a fight if they succeed a Luck Throw. There's nothing you can do to stop them, they're stubborn. The apprentice bard will systematically try to bribe his opponent before the hostilities. If his Corruption Speech works, you discard a Treasure of highest value and the fight does not take place. The character cannot go up in level. If you have no Treasure to discard, action fails and fight continues. The fake fortune teller will try to push her inimitable Queen Scream as a prelude to a battle. This piercing howl can immediately inflict 1 Wound on both fighters, which can cancel the battle if both opponents are knocked out before the fight even begins. As for the old pirate, he will try to start his famous Bawdy Song. If he manages to remember the lyrics, he will automatically benefit from Initiative during the first round of the confrontation, whatever his Speed. But then, focused on the melody, he loses Initiative for the rest of the fight. Actions of enemies Your enemies also have their own specialty in combat, an action they perform right after your character's, on a successful Luck Throw. Bouncer is doing a Frisking. If he is lucky, he will confiscate all your Keys (Shuffle all your Keys in Treasures Deck).

A summary is necessary before addressing the heaviest rule points. Characters and enemies receive bonuses according to the card sign that represents them.

Our 3 dummies each have a Class bonus in one of the characteristics, plus a unique Action they try to use in combat (Luck Throw roll). Base

Bard (Jack)

Strength Speed Luck

+1

Action

Corruption Speech (avoid combat)

Fortune teller (Queen) +1 Queen Scream (1 Wound to all)

Pirate (King) +1 Bawdy Song (Initiative Round 1)

Enemies also have their bonuses and actions. Base

Bouncer (Jack)

Strength Speed Luck

+1

Action

Frisking (Confiscate keys)

Spy girl will take advantage of your inattention to Pilfer a Treasure in your possession (Discard a treasure of the highest possible value). The cook tastes his Moonshine, a homemade beverage that has a chance to increase its stamina before the fight (Add +1 Max Life and +1 Max Speed to the Cook).

3 Dummies in a Fortress – A funny exploration game (v 1.2)

Spy Girl (Queen) +1 Pilfer (Steal a treasure)

Cook (King) +1 Moonshine (+1 Life, +1 Speed)

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Chapter 3 – Things get complicated Movements Each turn, during "Movements" phase, each of the dummies may move. A character can move to one of the six adjacent cells from his/her current position. The only restriction is the presence of a wall or a door. A wall prevents any passage while a door requires the use of a key to cross. During Movements phase a dummy can move as many cells as his/her current Level, i.e. one cell on Level 1 and up to four on Level 4. In each cell one can change direction. A character is not obliged to move, nor to go through all cells authorized by his/her Level. For example, a Level 3 dummy can move only one cell during a turn. It is not allowed to stop temporarily on a safe cell to do an action (rest, for example) and then resume movement during the same turn. To use a key and pass through a door, the player must have a Key in his/her "Treasures" area. The Key is shuffled in Treasures Deck and the character must stop on the next cell located just after the door. A key must be used at EVERY pass, including during a turn where it has already been passed. Rest in the Fortress ("no danger" cells) Cells on which your dummies stop contain an indication of their level of Danger. A cell without stars is an empty place, without danger but without treasure, in which one can rest or check for a key. A dummy may heal 1 wound on him/her or another character located on an adjacent cell, once per turn. Move up Life counter, it cannot exceed character's maximum Life, based on its current Level. From an empty cell one can also cure the paralysis of a colleague located on an adjacent cell. A paralyzed character cannot heal its own paralysis. In addition to Rest or Cure, an empty cell gives the possibility to search for a key. This is only possible if the character has not performed any other actions (Healing or Cure Paralysis) during the turn, and only once per turn. Unveil the first card on your Treasures Deck and the first card on the Dangers Deck. If their Signs are identical, search for a key in Treasures Deck and place it in your Treasures area. Then shuffle each of the two Decks. If Signs are different, place the two revealed cards in the discard pile.

Dangers : Fight, trap or panic! The Test of Exploration During Exploration step, each dummy must take a Test of Exploration per turn when on a cell containing one, two or three stars. To do this, roll 1D6 and refer to this table according to the result. * (low danger) * * (medium danger) * * * (high danger) 1-2 : Test successful 1 : Test successful 1-2 : Combat 3-4 : Combat 2-3 : Combat 3-5 : Trap 5-6 : Trap 4-5 : Trap 6 : Panic! 6 : Panic! Test successful: Nothing happens. Your savoir-faire (or an incredible chance) allows you to avoid danger for this turn. Combat : An enemy attacks you!

Lurking in a dark corner, or more simply caught looting the area, a quarrelsome rival faces you. Triumph and you’ll gain a level! 1. Draw a card on Enemies Deck to discover the type of your opponent then place your character’s and opponent’s cards in Danger Zone. 2. Depending on the level of danger, draw 1 (*), 2 (* *) or 3 (* * *) cards from Dangers Deck and place them in Danger Levels area. Calculate bonuses given by Enemy and Danger cards (Class and Signs) and place counters on opponent's characteristics on Combatants Sheet. 3. Actions: Roll a Luck Throw for your character. Perform Action if Throw is successful. Then roll a Luck Throw for opponent's action. 4. Initiative: Compare Speed of the two opponents. The highest has the initiative. In case of a tie, +1D6 to each Speed. 5. Rounds: Roll a Strength Throw for each combatant, starting with the one with initiative and then taking turns. On a successful Throw, inflict 1 Wound on opponent. 1 wound removes 1 Life point, move Life counter down 1 square. Chain rounds until Life of one of the combatants falls to 0. 6. End of Combat: Did you win or lose? - Knocked out dummy: Return to Prison, losing 1 level if there were 2 or more (put the last level card added under Levels Deck, face down). Roll 1D6 until you find a "Prison" available, place dummy’s Life counter to its current maximum. - Enemy defeated: The dummy gains 1 level. Draw a card from Levels Deck until you get the same Class and add it under previous level. Shuffle the other cards revealed in Levels Deck. Recalculate your characteristics!

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Trap : a pitfall goes off!

Panic! Run, you fool!

By scavenging the room in search of some precious object, you activate a formidable trap in spite of yourself. Triumph and you'll win a treasure!

You have a sudden anxiety attack, an urge to run away quickly, and you start to run at random.

1. Draw a card on Dangers Deck to discover the type of trap then place character's card and Danger card in Danger Zone. 2. Deal with the trap according to the Danger card’s Sign:  Hearts: A poisoned dart hits you, to survive take a Test of Life against Danger’s value. If you fail, dummy is paralyzed for X turns (X = character's maximum Life). Place D6 on dummy’s card, on number X. Beginning next turn, deduct 1 point from die at the end of Movement Phase. Remove D6 when it reaches 0, meaning end of paralysis. A paralyzed character does not make movement or Test of Exploration.  Spades: The ceiling suddenly drops, to resist crushing take a Test of Strength against Danger’s value. If you fail, inflict 1 Wound to dummy and to anyone in adjacent cells, even through walls and doors. A knocked out character immediately returns to the dungeon, without losing level.  Diamonds: A trapdoor opened suddenly in the ground, to avoid the fall take a Test of Speed against Danger’s value. If you fail, discard X card(s) from Treasures Deck (X=1 if *, X=2 if * *, X=3 if * * *).  Clubs: Lucky star or jinx, to find out take a Test of Chance against Danger’s value. If you fail, dummy suffer misfortune. Place dummy’s die on its card, on number 1. Until the end of next turn, its movement is limited to 1 cell and all his Throws and Tests with D6 have an automatic result of 1. Remove die from the card when the bad luck ends.

Roll 1D6 and refer to the diagram below to know the direction your dummy is taking.

Success! You got your hands on a fabulous treasure! If Trap’s Test is successful (LIF, STR, SPD or LUC), perform the following action: Draw X card(s) from Treasures Deck (X=1 if *, X=2 if * *, X=3 if * * *). Choose one and put it in your Treasures zone. Other cards are discarded.

Move dummy in a straight line in the direction obtained, until it hits a wall or a door. The character then suffers 1 Injury and you discard the first card on Treasures Deck. If dummy is knocked out (0 Life) he returns to Prison, without losing level. To select Prison, roll 1D6 until you find an available "Prison" cell. Example of a game turn

Turn begins with step 1, during which you discard the card on your Treasures Deck, a 4 of Diamonds. In the second step you choose to move your Bard and Pirate, the Fortune teller stays on its empty cell. The Level 3 Bard moves one cell and comes in front of a door, you use your key to cross it. The Bard must stop on the next cell, with Danger * * *. The Level 2 Pirate moves only one cell (Danger * *), adjacent to the one where the fortune teller is. "Movements" step is finished. During Exploration step you choose to treat Fortune teller first, which is on a safe "no danger" cell. You use its "Rest" action to heal Pirate, present on an adjacent cell, which regains 1 LIFE. Then you do the Pirate Exploration Test, located on a * * cell The result of 3 indicates a combat. You draw the enemy card, a King of Hearts, then two "Danger" cards for levels, a Heart and a Spade. The Cook has the following characteristics: LIF=4, STR=4, SPD=2, LUC=2. The fight takes place and your Pirate is the winner, he gains a Level. Your Bard on a * * * cell takes his Exploration Test and rolls a 3, which triggers a trap. You draw a Danger, a 7 of Diamonds, which you place in the Danger zone. It is therefore a Test of Speed for the Bard that has 5 SPD. The D6 gives a result of 2, for a total of 7. It's a failure, you discard three cards from your Treasures Deck!

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Chapter 4 - Definitions and Concepts Keys (Treasures) Aces cards are both Treasures of value 1 and Keys. When using a Key from your Treasures to pass through a door, shuffle Ace card back into Treasures Deck. A key in discard pile may be exchanged for any treasure owned by a player but this is only possible at the end of step 1 (Timer). In a multiplayer game, compare Luck of dummies to determine who has priority to get a Key in the discard pile (add +1D6 in case of a tie). Dungeon (Prison entry and healing) When a dummy arrives or returns to the dungeon, player rolls 1D6 to determine which "Prison" cell he will occupy on the map. If it is already in use, reroll die. The dungeon being a totally safe area, a character heals all Wounds when going there, immediately. Set its Life counter to its current maximum. Decks and discards (What to do when a Deck is empty?) Each of the four Decks has its own discard pile next to it. Discarded cards are placed face up. When empty, Levels, Enemies and Dangers Decks replenished by shuffling their respective discards. If Treasures Deck is empty when you must draw a card, game stops and you have lost! Movements and doors Each character can move as many spaces as he has a Level card, i.e. one cell on Level 1, two cells on Level 2, etc. He can choose, at each cell, to finish his move or to continue it in the direction he wishes as long as he has movement left, unless a wall or a door prevents him from doing so. It is not allowed to stop temporarily on a safe cell for Rest and then resume movement during the same turn. Rest or Test of Exploration are feasible only during the following step (Exploration). To pass through a door, player must have a Key in his/her possession. Shuffle Key into the Treasures Deck and character passes the door but must stop on the next cell located just after.

Levels and Characteristics A character represented by a single card is Level 1. Its characteristics are at 1, plus the bonus inherent to its Class and the bonus given by the Sign of its card. Place characteristic counters on the corresponding squares.

Thus a Level 1 Bard will always have a minimum of 2 in Speed. If his card is the Jack of Diamonds, the +1 Speed bonus applies, so his total Speed is 3, his maximum at this level. For a Level 4 character, the maximum in his Class characteristic is 6. Other characteristics are at 5 (four cards Level + bonus of cards Sign). The level of an enemy is represented by the number of associated "Danger" cards. Unlike dummies, the card representing the enemy is not a Level. A Level 2 enemy is therefore represented by his Jack, Queen or King card and two "Danger" cards. Throws or Tests automatic successes and failures A character with 6 points in a characteristic will never misses a Throw for it, because the die cannot exceed that limit! So it's an automatic success. For a Test with a characteristic at 6 points (where 1D6 is added), total is 7 at minimum (6 + 1 on die). If Danger’s value is 6 or less, Test is unnecessary, it is an automatic success. According to the same principle, a Test with a characteristic of 1 can only obtain a maximum of 7 (1 + 6 with die). If the Danger value is 7 or higher, the Test is automatically a failure. Safe cell: Healing wounds, cure Paralysis and check for key Useable once per turn and only if character is on a safe cell, Rest removes 1 Wound from a character, which may be him/her or another one located on an adjacent cell. Move Life counter up one square, it cannot exceed character's current maximum Life, according to its Level. Instead of healing wound, a character can heal paralysis from another dummy on an adjacent cell. A paralyzed character cannot cure its own paralysis. If player chooses to search an empty cell for a key, the character cannot use Rest actions (Heal or Cure). Moreover, this search action is only possible once per turn: if another character has already attempted it during the turn, then the search is impossible.

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Actions of characters and enemies in combat Actions are triggered on a successful Luck Throw in Combat. - Dummies: Corruption Speech (Bard): Player must discard his highest value Treasure and combat is avoided. Bard does not gain Level. If player has no Treasure, this action fails and combat takes place. Queen Scream (Fortune teller): Causes 1 wound to both combatants. If Fortune teller is knocked out, she returns to the dungeon. If enemy is defeated and Fortune teller survives, consider combat as won. Bawdy Song (Pirate): Ignore Initiative phase in combat. Pirate has initiative during the first round then his enemy for all following rounds. - Enemies: Frisking (Bouncer): Shuffle all the player’s Keys into Treasures Deck. Pilfer (Spy Girl): Player discards 1 Treasure from your zone of the highest possible value. Moonshine (Cook): The cook immediately gains +1 max Life and +1 max Speed. Combat (Example)

Your Level 2 Bard (LIF=2, STR=3, SPD=4, LUC=2) is on a * * cell. His Exploration Test triggers a fight. You pick a Queen of Hearts from Enemy Deck and place the Spy Girl and Bard in the Danger Zone. You then draw two cards from Dangers Deck, 3 of Spades and 10 of Diamonds. You therefore set Spy's characteristics markers as follows: LIF=3, STR=3, SPD=3, LUC=3. Your Bard's Luck Throw rolls a 3, it's a failure. The one for the Spy is also a 3, which is a success for her. You discard your treasure by the highest value, a 5 of Clubs. Your Bard has the Initiative (SPD=4), he takes first move. His STR Throw is a 2, this success inflicts 1 Wound to Spy (LIF=2). She misses her STR Throw (6), you miss yours (4), she succeeds (1) and your Bard takes 1 Wound (LIF=1). At the end of combat your Bard is knocked out. You remove its last added Level (Jack of Diamonds) and move all your markers accordingly: LIF=1, STR=2, SPD=2, LUC=1. You roll 1D6 to know your destination dungeon. The 5 indicates the bottom one.

Chapter 5 – Multiplayer Modes In the solo version, you control three dummies against a random fortress. It is also possible to play together, in competition or in cooperation. Duet One player controls the 3 dummies, the other takes care of the fortress. The latter manages all D6 rolls assigned to the fortress, such as those of enemies in combat. As soon as a game rule indicates that cards must be drawn on the Dangers Deck, Fortress player draws one more card than required and selects the one(s) he wishes to use. The unused card returns on Dangers Deck. For example he chooses two out of three Danger cards for a * * Danger and puts the third one back on Deck. Trio (Cooperation or Competition) A three-way game is identical to solo mode, except that each player controls a dummy. Order of play in a turn is defined by Speed of characters, the one with the highest plays first, then the next, etc. In case of a tie, add +1D6. You can decide to play in cooperation, each player chooses the dummy he wishes to play at the beginning of the game. The three Classes (Pirate, Bard and Fortune teller) must be represented. The goal of players is to collectively have 50 pts of Treasures and that each reaches the exit. Players whose characters are in adjacent cells after their move may exchange Treasures (including Keys). For competitive play, players randomly select the Class of their dummy, with a D6 roll (1-2: bard, 3-4: fortune teller, 5-6: pirate). The three Classes must be represented, if a role is already assigned, reroll die. Each player's goal is to reach the exit with the most Treasures, before Treasures Deck is empty. When a dummy, after moving, is in a cell in contact with a competitor, he can attack him immediately. The attacked character is considered the enemy, he performs his Action in combat after the attacker. Quartet Mix rules of Duet and Trio modes, 4th player takes care of the fortress.

3 Dummies in a Fortress – A funny exploration game (v 1.2)