Dragon's Hoard

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Dragon's Hoard
Ken Leyhe
Be the hero who escapes the dungeon with the most treasure before sunset.
:Players Players: 1 - 4
:Time Length: unknown
:Complexity Complexity: Medium
Trios per color: 5
Number of colors: 4-9
Pyramid trios:
Monochr. stashes:
Five-color sets:
- - - - - - Other equipment - - - - - -
Piecepack, Opaque bag
Setup time: 2 minutes
Playing time:
Strategy depth: unknown
Random chance: Medium
Game mechanics: RPG
Theme: Dungeon Crawl
BGG Link: Dragon's Hoard
Status: Complete (v3.0), Year released: 2002

Dragon's Hoard[edit | edit source]

By Ken Leyhe

Created in 2002, this is a simple fantasy rpg, where you try to escape a dungeon before the time runs out--bringing with you the most gold.

This is for one to four players.

Objective[edit | edit source]

To be the hero who escapes the dungeon with the most treasure before sunset.

Equipment[edit | edit source]

  1. Icehouse stashes - At least four colors.
  2. pieceack or Piecepack Expanded.
  3. Two bags, cups, or combination of, for random drawing of pieces.

Setup[edit | edit source]

  1. Create the dungeon using the tiles. Set up the tiles, face down, in a 5X5 board with the center being empty, the center square is the Dragon’s Lair.
  2. Set the large pyramids to the side of the dungeon in stacks, these represent time.
  3. Each hero gets a die and five small pyramids (color is not important) to represent Life Points (LP).
  4. Place all medium pyramids in a bag.
  5. Place all of the coins in a bag these represent treasure.
  6. Each hero chooses a corner they will enter the dungeon through.
  7. Choose a hero to go first.

Play[edit | edit source]

  1. The game lasts a set number of rounds determined before the game (20 - 45, I suggest 30) these rounds follow this sequence:
    1. One large pyramid is removed from the stacks.
    2. The first hero takes a turn. The hero on his left takes a turn, and so on until each hero has had a turn.
  2. The large pyramids are used to keep track of time, at the end of the last round, the sun sets and the game ends. As soon as the last pyramid is gone, night falls, and anyone left inside falls prey to the evil denizens of the dungeon.
  3. Hero’s Turn
    1. If at any time a hero loses all of his LP he has died (see section 7).
    2. The hero draws a medium pyramid from the bag and places it on the board next to his last played pyramid to form a passage. (On a hero’s first turn the pyramid is played to the corner starting square)
    3. If this pyramid is the third in the passage the oldest pyramid is placed back in the bag.
    4. The pyramid is acted on as per the color chart (see below).
    5. Play passes to the next hero.
Pyramid Color Room Type Result
Yellow Hallway Draw another pyramid and place it straight ahead (if thats not possible ignore this result).
Green Chasm You cannot travel straight through this room, on your next turn you must go another direction.
Blue Treasure Chamber You've found treasure, draw a treasure coin.
Red Goblin Lair You have stumbled across a Goblin. Enter combat!
Clear Empty Room There is nothing here but stone and dirt.
Black Cave In You lose your next turn trying to dig your way through. You cannot return the way you came.
Orange Trap You've sprung a trap. Roll the die.
Null - Ace = Lose 1 LP
2 – 5 = You avoid the trap.
Purple Chamber of Darkness This room seems to swallow the light, you cannot tell which way you are going. Roll the die.
Null - Ace = Go Left.
2 – 3 = Go Straight.
4 – 5 = Go Right.
White Spider's Web You stumble into a Spiders Web. Roll the die to get free.
Null - Ace = You are still stuck, you must try again on your next turn.
2 – 5 = You break free.

Combat[edit | edit source]

  1. When you draw a red pyramid combat ensues and continues until either the Goblin or the hero is dead.
  2. Another hero is chosen to act as the Goblin for combat.
  3. Both the hero and the Goblin roll their dies with the high roll winning. An Ace is considered the high roll beating even a 5.
  4. The combat results follow this chart:
Roll Outcome Result
Hero Wins Hero Slays Goblin
Combat Ends
Goblin Wins Goblin Claws Hero
Hero loses 1 LP and combat continues.
Tie No one scores a hit.
Combat continues.

The Dragon’s Lair[edit | edit source]

  1. When a hero places a pyramid in the center (empty) square he has entered the dragon’s lair and ignores the effects of the pyramids color.
  2. On the turn you enter the lair you must roll your die and follow the chart (see below):
  3. On your next turn you may leave the dragon’s lair through a different exit or you may stay and try to steal more treasure. If you decide to stay you Subtract one from your die roll (except the Ace) and follow the chart above.
  4. If there is more then one hero in the dragon’s lair when awakes, then all heroes in the lair suffer the consequences.
Die Roll Effect
Null /
0 or less
The Dragon Sleeps, but you fail to steal any treasures.
2 - 5 The Dragon sleeps, you steal the number of treasure coins rolled.
Ace The dragon awakes and breathes his breath at you. Roll the die again losing that many LP (Ace = 1). If you survive you lose all of your treasure and back out of the lair to your last played pyramid.

Death[edit | edit source]

  1. If a hero loses all of his LP in any way then he has died.
    1. He loses all treasure.
    2. He starts over in his starting corner with 5 LP.
  2. If the sun sets while a hero is still in the dungeon then he has died horribly at the claws of the dungeon's Goblins.

Winning[edit | edit source]

  1. Any heroes who escape the dungeon before the sun sets can claim a small victory but only the hero who has the most treasure wins.
    1. When a hero is ready to escape the dungeon he must leave through a corner square, simply playing a piece on the corner square signifies an exit from the dungeon.
    2. Once a hero has left the dungeon he is not aloud to re-enter, unless he wishes to discard all of his earned treasure.
  2. Gold Pieces (GP) are awarded according to the chart (see below):
  3. The hero with the most Gold Pieces wins the game.
Coin Treasure Value
Null Worthless trash with no value.
2 - 5 GP equal to the coins value.
Ace This coin double the value of all coins from the same suit as the Ace.

Variations[edit | edit source]

  1. Time: The amount of time you allow for the sun to set helps determine the difficulty of the game; a lower amount of time pyramids makes for a harder game and vise-versa.
  2. Dungeon Size: If you have a Piecepack Expanded you can make the dungeon larger, 6 x 6, thereby making it harder to get to the dragon’s lair and out in a short amount of time.
  3. Treasure Coins: If you have a Piecepack Expanded, adding the new coins will decrease the chance of someone getting an Ace that will double the treasure they have.
  4. Icehouse Colors: If you don’t have all of the colors listed in the chart feel free to only use what you have and substitute colors as necessary. I recommend using the types in the order they are listed, so if you have 5 colors use down to the Empty Room listing.

External Links[edit | edit source]

  • An archive of the rules can be found here.

LICENCE: Copyright 2002 by Kenneth Leyhe Sr. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover and/or Back-Cover Texts. A copy of the license can be found at http://www.gnu.org/copyleft/fdl.html .