We're studying monsters and submitting our thesis.
That's right, it's Dungeonology from Ludus Magnus Studio!
(fanfare)
In this scholastic strategy game,
players take on the role of aspiring students
investigating the denizens of a nearby dungeon,
hoping to gather knowledge about the beasts within,
and submit the best thesis to win the game.
Setup begins with each player taking
a note board and choosing a scholar card,
which they place standard side up.
The attributes align with the scholar's
skills to determine their value.
Student's value, hand limit, speed, study limit,
stealth combo, and knowledge combo.
More on these shortly.
Each play also takes a number of students
equaled to their student value and adds them to their board.
Next place the campus board near by.
This is the main progress tracker of the game.
Randomly select a panic card
and with out looking at it place it face down.
Select or randomly choose an alert card
and place it face up on top of the panic card.
Then with out look randomly pick a clan card
and place it face down on the right side of campus.
Shuffle and place the randomizer deck,
end-turn deck, jinx deck, and trick deck.
After determining player order, randomly.
The first player takes one trick card,
the second player takes two trick cards, etc.
Sit the boss card near by along with the
separately shuffled zone tiles divided by floor.
First, second and third.
Take the started tile and place it
in the center of the table.
Finally, take the university bag
and place a number students and infamous students in it
according to the alert card.
After that you are ready to play.
Game play occurs in turns.
During which a player proceeds through five phrases.
Thesis submission, rest phase, movement phase,
action phase, end of turn phase.
First off into thesis submission phase.
If a player has obtained enough information cubes
from the dungeon to have two star on their board
they my try and submit their thesis
about the local inhabitancy.
After moving their scholar to the encampment.
They may then secretly look at the clan card from the campus
and calculate their score hoping to obtain the value
of the points on the top left of that card to
successfully complete their submission.
The points on their note board
indicated by the lowest reviled space in each column
are now modified by the clan card to calculate the total.
If the player enough points they announce they have
submitted their thesis successfully
and the end of game begins.
If not they have to put the card back in shame.
Then they lose their highest value information cube
and draw a jinx card.
Taking any penalties along with it and their turn ends.
Gotta make sure you got that
knowledge before submitting, ya know.
Next in the rest phase.
The active player my rest or must rest if
they have three exhaustion tokens.
When resting the player moves to the starting tile.
Discards a jinx card
optionally discards in trick cards in their hand.
And then replenishes to their hand limit.
Replenishes their students from the bond fire
if available up to their starting limit
then ends their turn.
Next stop in the movement phase.
The active player explores the dungeon.
Based on their speed attribute they may move through
that number of zones in a turn.
If they wish to explore a new zone.
They revile a tile from the pile and place it
so at least one entrance a lines.
If this is impossible because architecture of the tile
place that tile on the bottom of the stack
and draw another.
When a player enters a zone, if the zone is new
place the indicated information cubes on spaces.
Then check and apply any zone effects listed.
Zone effects can be numerous.
Scholars can my ambush, receive good or bad luck,
or even find stairs and secret passages that lead
to new levels of the dungeon.
Now its time for the action phase.
During which the active player may take one action.
Study, espionage, or a trick card action.
When studying the active player attempts to collect
information cubes from their current zone
by preforming a stealth test.
Finally these steps, first they determine the
alert value of the zone.
Which is printed with an eye symbol on the tile.
This value can by modified by various game effects.
Next they determine how many information cubes
they wish to attempt to gain in their turn.
This value is limited by the scholar's
study value on their scholar card.
The zone alert value will be raised a few points
for each successive information cube be on the first.
The active player may then use trick cards
by discarding them and added their bonus value
to their stealth test.
And adding their study modifier from their note board.
At the point opposing players processing clockwise
may choose to play trick cards to alter
the alert value of the zone.
After each other player has had a chance to do so
the active player may then additional trick cards
to react to the new value.
At the end of this test if the player stealth
value is equal to or higher than the study value
they gain the cubes.
If not they failed to study those monsters
gain an exhaustion token
and drawing a student from the university bag.
When performing the espionage action
the active player attempts to steal an information
cube from another player.
The alert value is set based on the level of
information cube they are attempting to steal.
Starting with the active player each scholar
interaction may discard trick cards
to change the stealth and alert values.
They alternate playing cards until both players pass.
Without including the study modifier from
the note board they determine if the
espionage was successful.
If so the active player takes the information cube
if not they fail gaining an exhaustion token
and draw student from the university.
Very lacks laws on plagiarism
in this university, just so you know.
Additionally trick cards and some zone effects
have action options that can be used in this phase.
But that takes up their one action for the turn.
After they take their action the player
processed to the end of turn phase.
Were they revile any jinx cards they've acquired
and suffer their effects.
Discording any number of trick cards
and drawing back up to their hand value.
And then passing the turn.
Players continue exploring the dungeon
and studying the inhabitance and trick each other
till the end game, known as maximum alert
is triggers by one of three effects.
If the first thesis is delivered
that player is out of the game.
And we all go to the beginning of
the maximum alert phase.
If the infamous student reaches the panic card
we also go to the beginning of the maximum alert phase.
If there are no more information cubes to disturbe
on a new zone tile players than just straight to
the end of game scoring.
Maximum alert follows a few steps,
first revile that panic card and apply its effect.
Scholars now have to move to the encampment
to submit any more thesis's.
Additionally the rest phase is going on,
no new zones my be reviled
and if any more infamous students are drawn
the game immediately ends.
Play continues during maximum alert.
Until either all players submit their thesis's
or the games ends by an infamous scholar.
Players now score their points
adding information cube points modified by the clan card.
Bonus points for the order in which
you completed your thesis.
10 points for first place.
Seven for second.
Five for third.
Three for fourth.
And 500 for Gryffindor.
Any bonuses from enter cards or penalties from jinx cards.
And the player with the highest score wins.
And that's Dungeonology.
I'm Becca Scott and my thesis about
Orc migration patterns and how they relate to
Dwarven agricultural development is coming along nicely.
You can watch me and my friends play this game
and other games on game the game.
Right here on geek and sundry.
We'll see ya there.
(upbeat music)