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    Dungeon Universalis Wiki

    The Dark Player is the name of the opponent of the heroes in Dungeon Universalis. In other games, this personification of evil is also called the overlord, dungeon master or game master.

    In pen & paper role-playing games, the game master is usually also responsible for controlling the opponents, but mainly ensures an accompanying game experience is and is by nature only subject to rules to a limited extent. In contrast, Dungeon Universalis plays in standard mode as a strictly competitive one vs many game, in which the Dark Player is also subject to clear rules and cannot influence the heroes at will.

    Dungeon Universalis allows you to play against a human Dark Player Dark Player and an Artificial Dark Player (ADP) Artificial Dark Player.

    Important: This article is about the human Dark Player Dark Player. If you want to play against an Artificial Dark Player (ADP) Artificial Dark Player, please skip this article and follow the instructions provided in the ADP's article.

    Setup[edit | edit source]

    Quick Setup[edit | edit source]

    1. Read the Quest Sheet, check the special rules for the Quest.
    2. Consult the faction to be used during the quest in the Bestiary
    3. Choose a custom Leader if there is none defined in the Quest. You're free to keep the Leader private.
    4. Place as many Reserve Points as the Value Points of the heroes' group on your RP Counter.
    5. Pay the cost for your Leader according to his VP excluding any optional upgrades.
    6. You may equip the Leader with a Magic Object or Relic. Inform the players about equipping an item without revealing the details. Pay the amount of RP according to its VP.
    7. Build the two Dark Player's card decks according to the specific Quest or the general rules (see table below).
    8. Take 1 Special Creature to starting hand and draw one card from the combined Obstacles Obstacles Deck/Power Power Deck Deck

    Build the Card Decks[edit | edit source]

    Dark Player's Decks
    Card Type No. of Cards Additional information
    Obstacles Deck + Power Deck Heroes * 5 Shuffle together Obstacles Deck + Power Deck to one deck
    Encounter Deck Heroes * 2 Remove 1 Special Creature from deck before shuffling


    Dark Player's Starting Hand
    Card Type No. of Cards Additional information
    Obstacles Deck + Power Deck 1 Draw card from the deck
    Encounter Deck 1 Don't draw from the deck but take the Special Creature to your hand

    Turn[edit | edit source]

    At first, prepare your turn by the following steps.

    1. Increase your Achievement Points by 1 (only in Quests using the Achievement Counter)
    2. Draw one Card from one of your decks (see Card Drawing)

    Now you are ready to Activate Cards and Activate your Characters.

    Card Activation[edit | edit source]

    Card Drawing[edit | edit source]

    At the beginning of his turn, the Dark Player draws a card from one of his decks to his hand.

    He is not allowed to draw cards

    • if the heroes are in combat with enemies spawned at the scenario's Main Room
    • once the heroes have accomplished their mission (in contrast to the ADP Artificial Dark Player)

    If one of his decks ever runs out of cards, the Dark Player will not be able to draw any more cards from it.

    Activating Cards[edit | edit source]

    The Dark Player can play none, one ore more cars from his hand as long he can pay the Reserve Points indicated in the upper left corner of the card.

    DUN RP Example.png

    Once activated, each Dark Player’s card is removed from play and placed next to its deck, face up.

    Discarding Cards[edit | edit source]

    In addition, the Dark Player may discard any cards he wishes at any time in order to increase his Reserve Points (points earned by discarding are shown in the lower right corner of the card).

    DUN Discard RP Example.png

    Whenever a card is discarded, he will show it face up and place it on the pile of cards that were activated, so that its contents can be seen.

    NOTE: The Dark Player does not get any Reserve Points for cards that are discarded after they have been used and their effects resolved.

    Card Limit[edit | edit source]

    Card Limit Cheat Sheet
    Value
    Calculation No. Heroes (not Knocked Out) * 2
    Minimum 4
    Maximum 10

    As soon as the Dark Player draws a card that exceeds this limit, he must discard one from his hand at his choice. This includes those cases in which he gets new cards by other means or when the limit drops because a hero has just been Knocked Out.

    Activating Characters[edit | edit source]

    The Dark Player can activate all the characters during his turn, in the same way as heroes are activated, but won’t be able to perform Exploratory Actions Exploratory Action with them.

    Cards[edit | edit source]

    Dark Player’s cards are classified into three large groups (Power Power Deck, Obstacles Obstacles Deck, and Encounter Encounter Deck), although the first two groups usually form a single deck.

    Power Cards[edit | edit source]

    They allow the Dark Player to activate special abilities for his characters such as fleeing in order to reappear somewhere else, using Fortune points, etc.


    Marker Description
    A Card's name
    B Card type
    C Activation cost
    D Card effects
    E Number of reserve points it grants when discarded

    Obstacle Cards[edit | edit source]

    They allow the Dark Player to block the way or cause direct damage to the characters. When obstacles are not traps, they must be placed as soon as the heroes discover a new section, in a position chosen by the Dark Player according to the indications on the card.

    If the obstacle is a trap (F), the card will include the result required in order to detect it (G) by means of a Perception Perception test, as well as the result required for deactivating Dexterity it (H) (if possible) after detection. The icons below indicate the places where the Dark Player can place each obstacle (as the heroes move through a room (I) or corridor (J) or when trying to open a door (K) or a chest (L)).

    DUN Obstacle Card Example.png
    Marker Description
    F Trap Symbol
    G Required Perception Perception Value for Detection
    H Required Dexterity Dexterity Value for Deactivation
    I Room
    J Corridor
    K Door
    L Chest

    Situations to Activate an Obstacle Card[edit | edit source]

    The Dark Player may only place traps in the following cases:

    • When a character declares that he wants to open a Door (or Trapdoor, Gate, etc.) or Chest.
    • When a character intends to step on a square occupied by an Exploration Arrow.
    • When a character intends to step on a square with the exact location of a trap, according to the Quest Sheet.
    • When a character intends to step on a square outside of any Safe Zone.
    • When a hero gets a critical failure result while searching a piece of furniture, if the possibility of activating a trap is indicated.

    Exceptions

    • No room or corridor trap cards may be activated while there are creatures belonging to the Dark Player in the same section.
    • No more than one Obstacle card may be activated on the same Door or Chest.
    • No two different Obstacle cards may be activated in the same square.

    Recurrent Obstacles[edit | edit source]

    If, due to the requirements of the Quest Sheet, a certain type of obstacle must appear on several occasions (e.g. the use of several Pit traps in some corridors, or riddles that protect several doors previously indicated), the Dark Player will keep such a card face down on his side of the table during the set-up phase (even if this leaves the deck without any further such cards). Whenever its activation is required, as indicated on the Quest Sheet, the Dark Player will pay the usual cost and, after activating it, will place it face down again.

    This type of card will not count against the limit the Dark Player can hold in his hand.

    This card cannot be activated if the Dark Player lacks the number of Reserve Points required to do so.

    Encounter Cards[edit | edit source]

    DUN Encounter Card Example.png

    (A) Activating an Encounter card requires a number of Reserve Points equal to the sum of the Value Points (VPs) of all the characters spawned. If the cost is X, the Dark Player will be able to spawn a character of any VP, without limit, paying for its cost.

    (B) Number of Reserve Points it grants when discarded. This type of card allows you to spawn characters in the scenario, after paying for their cost and observing these general rules:

    • Characters of both sides must be placed in squares free of other characters or obstacles.
    • If the Dark Player cannot find a valid space on the board for one or more of his spawned characters, he will not be able to place them.
    • Each time an Encounter card is used, only up to a half of the characters may have ranged weapons (excluding throwing ones) or long range weapons.
    • Example: If 6 characters are placed, there can be a maximum of 3 of them with ranged weapons or long range weapons. The other 3 must carry some other type of weapon.
    • Encounter cards cannot be activated in the section where the heroes start the quest.
    • The Dark Player cannot spawn any characters within a distance of 2 or less squares from any character in the group of heroes (see Placement of Enemies).

    Placement of Characters[edit | edit source]

    When the heroes reveal a section with enemies, either because they are located in a predefined place (indicated on the Quest Sheet), because it is so determined by a Special Element card, or because the Dark Player has used one of the Encounter cards from his deck, the Dark Player will place them in squares of his choice within that section. However, he cannot place any characters 2 or less squares away from the character who revealed the section.

    When enemies are spawned in any other situation by the activation of Encounter cards, no characters may be placed 2 or less squares away from any character in the group of heroes.

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