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Dead Parents Dungeon DB #21 – The Turn

Posted by VanVelding on 10Oct18
Posted in: Uncategorized. Tagged: Dead Parents Dungeon, DPD, DPDDB.

(Most) Every Wednesday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Progress: Second Rules Draft

The Turn
Each turn has two phases: the Village Phase–where families search for rumors, raise their children, and plan for retirement–and the Dungeon Phase—where adventurers look for rumored dungeons and fight the monsters inside.

Babies.
The first part of every turn is creating babies. Adventurers with a free space in a lower generation of their family draw one baby card from the baby deck and put it into a free space below them. Free spaces that are in a higher generation are filled before free spaces in a lower generation.
Then, players take actions, starting with the first player. During each player’s turn, they may take one of four actions. Some cards may create additional actions late.

Actions.
Train – A player may play an Adventurer card from their hand onto a baby in their family. That adventurer keeps the baby card—and its die—underneath the Adventurer card.
You cannot train a baby if there is an untrained baby in a higher generation in your family.

Retire – The player plays a retirement card and chooses an Adventurer from their oldest generation. They then remove the retirement card’s cost from their family’s hoard and place them into the monster discard pile.
The chosen Adventurer transfers all of their baby cards to Adventurers of the next-younger generation in any way they see fit.
This retiring Adventurer is placed on the retirement card, and the family tree shifts, just as if that character had died.
Then, check for victory. If a player’s total points from all Retirement cards is greater than or equal to 10, they win the game.

Rumors – The player plays a Rumor card. Then all players bid monsters for the right to send their adventurers into the dungeon. Then, for each winning bid, each player marks one of their adventure as going into the dungeon. Those Adventurers cannot interact with any other Village Actions this turn and are not affected by any Village Actions.
If a player has played a Rumor card, after the Village Phase there will be a Dungeon Phase. Only one Rumor card can be played per turn. If there are 6 or more players, a second Rumor card can be played, but an Adventurer can only enter one Dungeon per turn.

Go into The Village – Take a card from the Village and replace it with the top card of the Village Deck or draw 2 cards from the village.

Last Card Type: NPCs. NPCs give abilities while in the Village and can be removed with an action, often times, to be replaced with a card from a player’s hand.

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