Dungeonquest Rulings

We have tried to restrict these rulings to things that are truly not covered by the rules. Many other questions arise that require several disparate parts of the rules to be read to resolve, but are, in the end, clear. We have noted some of these on the clarifications page.

Basic set

Is the sneak attack with the green thing an orc or a goblin?
It's an orc. (It has a sword, not a mace.) There are only two such cards, and they are identical. There are no goblin sneak attacks.
What does the crypt card that does "D12-3 Luck" damage mean?
There is official errata for this. It means D12+3−Luck (i.e. D12 plus 3 minus Luck). The errata makes this a very deadly trap, and I would not blame you if you chose to treat it as D12−3−Luck instead.
What happens if you wake the Dragon up and are ejected from the Treasure Chamber, but all of the adjacent squares either have walls or other adventurers in them?
The Dragon is amused as you run in circles trying to escape. It then eats you.
When you wake the Dragon up, can you leave through an entrance with a door or portcullis?
Yes, but if you fail to open it, take an additional D12 damage from the Dragon. If you're still alive, you can try again with this same entrance, with the same consequences, or you can leave another way.
What happens, if while the Dragon is asleep, you try to leave the Treasure Chamber through a door or portcullis and you fail to open it?
You remain in the Treasure Chamber and must draw a dragon tile to see if you wake up the Dragon but do not draw any treasure chits this turn.
Is a potion treasure for the purposes of losing it when you wake the dragon up?
No, nor is rope. (There's some weak support for this in the rules. If you look at the reference sheet, under "Golden Guineas or Necklace" it says "You have found some treasure." But it does not say this for potion or rope.)
If you run away from a monster, but that takes you back into the Treasure Chamber, what happens?
Ooh, this is a tough one. Let's say that you have to draw a Dragon chit and suffer the damage if you wake up the Dragon, but you do not get any loot.
When a character dies, what happens to their loot and other cards?
For Catacomb cards and amulets, shuffle them back into their respective decks. For other cards, put them on the bottom of their respective decks. For chits from the dragon, mix them back in. (Shouldn't treasures stay with the dead body? No, it's T'Siraman's magic at work!)
What happens if you are in a Chamber of Darkness and your random exit aims you at a door in an adjacent tile? Are you obligated to draw a door card, or can you choose to not move?
You can choose to not move, thus avoiding a potential door trap and/or time wasted going the wrong way.


When you run away from a monster into a corridor, can you take a different branch than the way you entered that turn?
No. You're scared and will only go back to a place of relative safety, i.e. the tile you were most recently in.
What happens if you draw a corridor that points at a wall?
Stay where you are. The same goes if you draw a series of two or more corridors that end up at a wall. However, if you draw a branching corridor and any branch does not run into a wall, you must take one of those branches.
If I draw a corridor that goes into the Treasure Chamber, and I didn't want to go into the Treasure Chamber, do I have to go in?
What happens if I search, get a secret door, and the new tile is a corridor?
Pick a direction along it, move and reveal another tile.


Entering and exiting

What does "you must exit the tile using the normal rules" mean for reappearing in a Cave In or Spider Web tile?
It means you are stuck as normal, but unlike entering such a tile as usual, there is no previous tile to retreat to. You can't move until you make the appropriate roll.
What happens if all possible squares are blocked by bottomless pits, bridge tiles and/or other players when you are exiting the Catacombs?
You stay in the Catacombs instead as though your "Exit" or "Hole in the Roof" was an "Empty" instead. The Ring of Teleportation also does nothing in this case.
The rules say "If you reappear in a position you don't like, you can immediately reenter the Catacombs. On your next turn, you continue in the Catacombs as usual." Is this choice made before or after drawing a Room Tile when reappearing in an empty space? Or does it happen before even rolling for your position?
After drawing a Room Tile and placing it. If you reenter the Catacombs, leave the tile in place.
In this same case, if you reenter the Catacombs, do you shuffle in the Catacombs cards you have or keep them? i.e. is your starting position reset?
It is reset. Move your Direction of Travel Counter to the tile you would have come up on, and shuffle in your Catacombs cards as if you were entering for the first time from this tile.
The Catacombs rules modify how the Trapdoor Room card works, so that you fall into the Catacombs if you fail your agility roll. Does this replace the damage specified by the basic set, or add to it?
You both take the damage and fall into the Catacombs.
Is a potion treasure for the purposes of losing it when you fall off the bridge?
No, nor is rope, as above for waking up the dragon.


When the Wizard's Amulet says that you are to return the extra amulets to the deck, does that mean to shuffle them in?
Do you have to reveal the amulet you get from the Wizard's Amulet?
No, not until it takes effect.


If you find the Cave Troll and have one of the D12×100 treasure chests, what happens?
You can offer him the chest, and then roll to see how much it is worth (or if it explodes). This value is then locked in.
Clarify the timing of the Ring of Teleportation.
That's not a question. Anyway, it says "whenever you wish", which is pretty dang broad. You may use it in the middle of combat, for instance. The only question is whether when you use it "just after you have drawn a Catacomb card you wish to avoid", do you have that card for purposes of determining where you reappear? Yes.
Does entering a tower room count as "leaving Dragonfire Castle" for the purposes of the Doomshadow?
There's a card that says "Giant Ruby 350GP", but the reference sheet says there's a card called "Gigantic Diamond" worth 5,000GP. Which is it?
For sanity's sake, the Giant Ruby's value is as written. Obviously you may keep this card when you leave the Catacombs, as the reference sheet says for the non-existent Gigantic Diamond.
Can you use the Ring of Blinding on the Cave Troll?
Yes. This ring, from the basic set, says that it works when you are attacked by a monster on a room card. By a strict reading, you might say that being attacked by the Cave Troll happens on a Catacombs card, not a room card, but since Catacombs cards are the equivalent of room cards for the Catacombs, we're saying that it works. You must use it immediately upon drawing the Cave Troll, not after failing to bribe him, just like how you can't use it in the middle of combat.


For Rildo, do you really take damage from a failed daggering even before entering combat?
Yes, that seems to be what it says. See also our clarifications for a rephrasing of his rules which is easier to read.
Can Helena the Swift run into a tile with a Passage Down and then down that passage in the same turn?
Yes, since the Passage Down is already placed and acts like a tile. But she cannot run in the Catacombs.
What does "go into combat" mean for Fyhll Madaxe?
When the result of your choice on a monster card is combat, or if you draw a monster card and choose to fight, even if the result isn't combat, or immediately when you are sneak attacked.


The rules for Serellia and Bright Flame, a.k.a. Flame Bright, are particularly underdetermined.

If Serellia dies, but Flame Bright is still alive, can you keep playing as just Flame Bright?
Sure. Treat him as a normal character with all the loot that Serellia had.
What happens when Serellia and Flame Bright meet the Vampire?
The Vampire tests and potentially attaches to Serellia only, in the same way that Vampire Bats affects only Serellia and not Flame Bright.
What happens when they meet the Doomshadow?
It attaches to, and potentially kills, only Serellia.
Can Bright Flame put on Amulets instead of Serellia?
Yes. Pick who is putting it on. They can each have one.
Does Flame Bright's trap-avoiding ability work on Trap cards, i.e. is a Trap card a "card with a trap"?
Will the Ring of Teleportation transport both of them?
Will the Amulet of Teleportation or the Amulet of Dragonfire transport both of them?
No, only whoever is wearing it.
Will the Amulet of Death kill both of them?
No, only whoever is wearing it.
Will the Amulet of the Spider God or Amulet of Command work for both of them?
Yes, in each case the monster doesn't care that there's someone else present.
What happens with the Amulet of Destruction?
If it goes off on Serellia, Bright Flame automatically waits for her. If it goes off on Bright Flame, Serellia may choose to abandon Bright Flame, as with a Trap Door.
How about poisonous gas?
The waiting provisions apply as per Amulet of Destruction.
What happens with the Amulet of Escape?
It has no effect. (One of you is still visible, so the monster still attacks if it would otherwise. If Bright Flame is invisible, it will still fight to defend Serellia.)
What about the Cave-In room card?
It is not a trap, so Flame Bright can't avoid it using its ability. Resolve it independently for the two of them.
How about the Scorpion you find when you search a corpse?
Treat it as a crypt trap, i.e. it affects only Serellia.
They fight Bright Flame until it's dead, and then move on to Serellia
Giant Centipede?
D12 damage to Bright Flame, with excess damage beyond what is needed to kill him applied to Serellia.

Interactions between Heroes and Catacombs

For Hole in the Roof, do both Serellia and Bright Flame have to roll?
Yes, for consistency with trap door and bottomless pit.
Who takes damage from Snotlings when Serellia and Bright Flame encounter them?
Bright Flame, until he is dead, and then Serellia.
Can Azoth use Warp Door right after encountering Snotlings to escape from them?
No, because you couldn't ordinarily run away from Snotlings, so you can't run away through a wall either.