Dice Rolling Freaks!
FREE-TO-PLAY ADVENTURE GAME
At the start of the game, the Danger level is 0.
Whenever a new Tunnel Die is added to the Dungeon as the Party Explores, the Danger Level increases + 1.
If a Monster appears (from the Monster Tunnel Die: one pip), the current Danger Level = the Number of the Monster that appears!
(I recommend one Player is responsible for tracking Danger)
When the Party travels through previously played Tunnel Dice (due to encountering a Dead-End or any other reason), the Danger increases + 1 per die traveled.
If a Key is Rolled but fails to open the Door, the Danger increases + 1 / current Dungeon Level.
Unused Spirit Points increase Danger by 1 point each.
If the Group Runs Away from a Battle, Danger Increases + 1 / current Dungeon Level
If the Group Fails to Open a Treasure Orb, the sum of the rolled dice = Danger Increase
During Exploration, Rolling Stealth can decrease Danger by the number rolled.
Completing a Fast Tunnel will decreases Danger by half!
If the Key Roll (Opening) is unsuccessful, the Door remains closed AND DANGER INCREASES + 1