DuBuL
(Dungeon Building Laws)
Preamble
(1) Only ofcial Dungeon sheets and ofcial Score sheets are permitted when building a dungeon.
(2) The names for “Dungeon” and “Dungeon Master” must be entered correctly.
§3 Distance Regulations
(1) Two spaces in a dungeon are considered adjacent if they
border one another horizontally or vertically (i.e., orthogonally
adjacent). Diagonally adjacent spaces are not considered adjacent.
(2) Monsters and Traps may never be installed next to other
Monsters and / or Traps.
(3) Walls may be built adjacent to Monsters, Traps, and Walls.
§4 Walls
(1) When installing Walls, every space in the dungeon that
doesn’t have a Wall installed in it must be accessible from both the
Entrance and the Exit via neighboring spaces without Walls. This
also means that there must always be a continuous path from the
Entrance to the Exit.
(2) Any arrangement of several Walls on a Card counts as a
single element and is called a Wall Formation. The entire Wall
Formation must always be drawn exactly as it is depicted on the
card. The Wall Formation can be rotated and mirrored.
(3) If a Wall Formation cannot be completely installed, none of
it can be installed.
§5 Monsters
(1) There are 3 different types of Monsters permitted in ofcial
dungeons: Goblins, Orcs, and Dragons.
(2) The Dungeon Construction Ofce may issue special per mits
for other types of Monsters upon request.
§6 Treasures
(1) Each Treasure must be hidden. To hide a Treasure, the
Dungeon Master makes a note of the coordinates of the dungeon
space where the Treasure will be hidden in the left column of the
ofcial Score sheet. A maximum of 1 Treasure may be hidden on a
space.
(2) Any Treasure on a space without a Monster on that space
after the dungeon is completed will be automatically lost before
nal scoring when the game ends.
§7 Improvements
(1) Installation Improvements consist of checking off boxes in
the upper area of the ofcial Dungeon sheet. There are 6 different
categories available for Improvements: Goblin, Orc, Dragon, Trap,
Treasure, and Cards in Hand.
(2) For each Improvement gained, the Dungeon Master checks
off 1 empty box on the ofcial Dungeon sheet in the category of
their choice.
(3) Within a category, boxes must rst be checked off from left
to right, and then, if necessary, from top to bottom.
(4) Each fully checked off group of boxes (arranged side by
side) unlocks a new level in the respective category and thereby
improves the quality of the dungeon.
Chapter 2: Drawing Rules
§1 Installation Obligation
(1) Each Dungeon Master must incorporate all elements on the
selected Card, if possible. It is not permissible to voluntarily forego
installing an element.
(2) Elements on a single Card must be installed from left
to right. If an element cannot be installed, it is lost without
replacement. Other elements on the same Card remain unaffected.
(3) As long as the Card for the current round is still faceup,
any elements that have been installed for this Card may be erased
and re-installed. As soon as the Card has been turned over, all
installations are nal and may no longer be changed.
§2 Installation Method
(1) Walls, Traps, and Monsters are drawn on empty spaces in
the dungeon. Each element lls exactly 1 space.
(2) Each drawing must be clearly recognizable. As long as
elements are clear, they can be drawn however you chose.
(3) The use of the ofcial Dungeon Template is recommended.
Chapter 1: General Laws