TEXT: The ultra-fast solitaire dungeon crawler  
  QUICK-START RULES 
   
   
  by Lunar Gin at LunchBox RPG 
   https://lbrpg.blogspot.fr 
  Introduction 
  If you love dungeons but can't find the time to play, Rocket 
  Dungeons is made for you. Rocket Dungeon is a solo RPG designed 
  to be played fast. The philosophy of the game is to keep only the 
  important and neglect the unnecessary.  
  Forget the endless dungeons with rooms that all look the same. 
  You must create dungeons from 3 to 5 pieces. So you can focus 
  your creativity on each scene to make it unique. The sequences 
  must follow one another quickly (and the deaths must be brutal!) 
   
  Rocket dungeon, is not a rpg like the others: you are not a player, 
  you are not a master game: you have to place yourself from the 
  narrator's point of view.  
   
  Your goal is to tell a fabulous story 
   
  In Rocket Dungeons, dungeons remain at the center of the plot. 
  The progress of history depends on their resolution. The rules 
  below describe how to survive in these ultra-fast dungeons 
  Rolls 
  To succeed an action, roll a D6. Add your bonus and deduct the 
  difficulty level or the opponent's bonus. The result must be less 
  than or equal to 3. 
  1 is always a success, 6 is always a fail. 
  Characters 
  Each character has only 2 stats and can have some abilities. 
   Fight (F): Ability to fight 
   Save (S): Everything else (dodging, jumping, mind resist...) 
  Each character has only 1 hit point(HP). When the HP of a 
  character reaches zero, the character can no longer act (he is 
  neutralized or dead, at your choice) 
   
  Basic classes 
  Warrior: F+2 S+0 
  Thief: F+1 S+1 
  Wizard: F+0 S+0 + Magic (pool 3) 
  Cleric: F+1 S+0 + Heal + Turn Undead 
   
  Advanced Classes 
  At your choice, you can decide to make a character evolve in an 
  advanced class 
  Archery Captain: Warrior + Archery 
  Knight: Warrior + Protection  
  Tomb Raider: Thief + Trap Mastery 
  Burglar: Thief + Secrets Mastery  
  Priest Guardian: Cleric + magic(pool:0) 
  Sacred Healer: Cleric with 2*heal + Cure 
  Advanced Wizard: Wizard with Magic pool 5 
   
  Prestige Class 
  There are higher levels of evolution that we will not detail in this 
  Quick-Start guide. Be imaginative, but be consistent. The 
  adventurers presented here are already powerful characters. On 
  level three, they're heroes. On level four, legends.  
  Abilities 
  Magic: Magic is a powerful but unstable power. In each room or 
  scene, determine the number of magic points available by rolling 
  1D6. Unused points will be lost in the following room. The 
  magician also has an innate pool that he can use whenever he 
  wants. Using a point from the innate reserve is final until the end 
  of the adventure.  
  The magician may cast one spell per turn. 
   Magic missile: (3MP) the target must save or lose 1hp 
   Fireball (5MP): many targets must save or lose 2hp 
   Weakness: (2MP) the target must save or lose 1 fight bonus 
  point.  
   Charm: (3MP): target must save or come under the control of 
  the magic-user 
   Cloud of smoke: (2MP): you can flee without saving 
   
  Archery: Once per scene, the target must save or lose 1hp 
  Healing: Once per scene, regenerates 1HP 
  Turning Undead: Undead must save or lose 1 HP 
  Protection: +1 heal point 
  Trap Mastery: S+1 against trap 
  Detection: Automatically detects secret passages 
   
  Fighting Spirit  
  A dungeon should only have a few rooms to explore. 
  Consequently, there is no easy battle. Don't throw the dice like a 
  robot. Each scene must be unique. Think about what can spice up 
  each scene. For example, you can give one character the 
  opportunity to set a trap that affects everyone. I advise you to 
  use storydices(1). Think big, be fun! 
  Fighting Rules 
  Fighting scene is organized around 2 phases:  
   
  Ability phase 
  Each character can choose to use one of his abilities (see abilities 
  section). If he does, he can't fight in the melee phase. 
   
  Melee phase 
  Every turn, choose only one character for the melee phase. Roll 
  D6 + your Fight bonus - enemy’s Fight bonus. If you roll under or 
  equal 3, your character won this turn. Reduce enemy life by 1. At 
  0 enemy is dead 
  If you roll higher, your character loses 1 heal point. 
  If a character cannot fight (for example because he used an 
  ability), use the same rule. If he wins, this character will not inflict 
  damage. 
   
  Pits and Perils 
  When you encounter a trap, choose only one character. This 
  character must roll equal or under his save ability (+ difficulty 
  level). If this character succeeds, the group can move on. If the 
  character fails, choose another character to attempt the roll. 
  Regular trap: difficulty 0 - Death trap: difficulty 1 
   
  Injuries or death? 
  It's up to you, narrator, to decide. No one likes to part with a 
  character to whom they are attached. But you must keep in mind 
  that the death of a hero sometimes brings greatness and emotion 
  to the story. Don't forget, you have to paint a grand fresco! 
  Monsters 
  The list below serves to give an indication of the power of 
  monsters  
   Weak: F+0 S+0 Goblins, Skeletons, Giant Rats, Stirges, 
  Gelatinous Cube 
   Normal: F+1 S+0 Orcs, Gnolls, Zombies, Giants animals 
   Strong: F+2 S+0 1-2HP Lions, warriors, medium elemental, 
  giant spider 
   Very Strong F+3 S+0 2HP Ogres, Trolls, Owl Bears, Gargoyles, 
  Werewolfs 
   Heroics, basics boss: F+4 S+0 3HP Minotaurs, Manticores, 
  Mummies, Heroes 
   Extreme boss F+5 S+0 4-5HP Giants, Vampires, Large 
  Elementals 
   Legendary: F+6 S+0 HP:6+ Dragons, Balrogs 
   
  When fighting multiple identical monsters, treat them as a single 
  monster with multiple life points. 
   
  Objects 
  Rocket Dungeon is not an equipment management game. Forget 
  the superfluous. You should only allow one item per character. 
  Common items grant a temporary bonus:  
   Sword “Tongue of Fire”: F+1 once per adventure 
   Healing Potion: Regenerates 1HP 
  Rare items grant a permanent bonus or have other special abilities 
   Magic Sword: F+1 
   Talisman of Antimagic: the character cannot be targeted by 
  spells 
   
  Dungeons 
  In an ultra-fast dungeon, each scene brings a risk of death and an 
  added value to the adventure. Take for example the golden idol 
  temple of Indiana Jones and the Raiders of the Lost Ark. I also 
  invite you to consult JohnnFour's article on the concept of the 5 
  dungeon rooms (2). 
   
  1 - Determine the maximum number of rooms desired. 
  2 - Draw a first square on a sheet of paper: the entrance.  
  3 - Throw a D6 and refer to the table below to create connections 
   
  Unexplored open room ? 
  Max room ? 
  YES 
  NO 
  YES 
  1-3: You are in the Boss 
  room! 
  4-5: Dead End 
  6:    Loop to another 
  unexplored room 
   
  You are in the 
  Boss room! 
  NO 
  1-2: +1 room 
  3-4: +2 rooms 
  5:    Dead End 
  6: Loop to another 
  unexplored room 
  1-2: +1 room 
  3-5: +2 rooms 
  6:    +3 rooms 
  Max rooms: has the maximum number of rooms been drawn? 
  Open room unexplored: are there rooms drawn but not yet 
  explored? 
   
   
  Play a campaign 
  Start by inventing a basic story. Why are your characters going in 
  that dungeon? 
  Plan several alternative conclusions for each dungeon. Maybe the 
  adventurers won't succeed in the quest (without dying)? Dungeon 
  events will forge the continuity of your history. 
  Between two dungeons, enrich your world. Think of the main city, 
  its surroundings. But, remember: in Rocket Dungeons, each 
  contribution must bring an additional added value. 
   
  To manage indeterminate twists, you can also use other light 
  systems like Bivius RPG (3) or Miso RPG (4). 
  Credits 
  Covers’ image from http://pngimg.com under license Creative Commons 4.0 BY-NC 
   
  (1) Storydices : http://storydices.000webhostapp.com/ 
  (2) 5rooms  dungeons: https://1d4chan.org/wiki/Five_Room_Dungeon 
  (3) Bivius RPG: https://lostpangolin.wordpress.com/tag/bivius-rpg/ 
  (4) Miso RPG: https://dieheart.net/miso-v1/ 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Rocket Dungeons.pdf