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The Tower of Druaga (Fantasy Board Game) Advanced Guide Book

Overview[]

This page is directly focused on The Tower of Druaga official Fantasy Board Game developed by Namco® in 1985, exclusively in Japan, which was the very first board game using its characters based on the video game of the same name. All of the instructions listed below from the Advanced Guide Book are translated from Japanese to English as followed.

Advanced Guide Book[]

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Fantasy Board Game "The Tower of Druaga" Game Manual (ファンタジーボードゲーム「ドルアーガの塔」ゲームマニュアル) 1985 NAMCO, ALL RIGHTS RESERVED.

Board Description

There are 6 boards on 12 sides.

1. Passage, 2. Sandy Area, 3. Puddle, 4. Dark Room, 5. Wall, 6. Seven pillars of space for entrance / exit chip (cannot pass)

Description of the monster cards

13 cards. From the 1st floor to the 6th floor, in total. There are 78 cards. All printed in full color. 5 card sheets included.

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Description of the treasure cards

There is also 12 pieces from the 1st floor to the 6th floor, 72 pieces in total. Card is printed in full color.

Weapons, armor, etc. are important to strengthen yourself.

Description of the figures

Contains 4 metal figure Gils. The attraction and mood of a heavy role-playing game.

Chip description

28 keys (8 spares) and exit pieces. Contains the entrance chip, tracker board. The game development changes depending on how you put it on top.

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Gil Card Description

Record the player's body strength, combat power, and movement speed. Write it on paper. Distribute one for each player. There are 50 Gil cards with 50 sheets in the set.


Description of the Ki card

Who will survive until the end? The secret that enables a big reveal. It is a Ki card. 1 must have 7 sheets.


Before the game[]

This game is based on the famous video game. It is a board game version of the "Tower of Druaga", and it is a classic. Action games and RPGs (role-playing games) even people who have never experienced can enjoy. It can be played 2 to 4 players. Each play has a set of the strength and movement for each Gil, points are gathered on every repeated movement and confrontation to Ki's room on the 6th floor. The player who arrives wins. However, monsters get stronger and stronger as the game progresses. So if you don't make your kill, the other player may attempt to win and it cannot be undone.

Filling out the Gil card

  • Distribute one Gil card to each player.
  • Roll 2 dice and add 2 + 6 to the total of the dice. (Write the calculated number in the column via Gil card)

Example Field: 7 ÷ 2 + 6 = 10

  • Next, enter the number obtained by subtracting the original attack power from 16 in the movement power column.

Example: 16 - 10 = 6

  • Write 14 for all in the physical fitness column.
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Board Settings

Arrange 6 boards. If the table is wide, 6 sheets are lined up at a time, but when it is narrowed down. Example: Remove 1F and insert 5F

Line up only on the 1st to 4th floors, and go up separately after the game progresses. You can line up floors, depending on how the boards are arranged. As the course changes, consider carefully until later development. In addition, with GOAL with a picture of Ki, be sure to arrange the written boards so that they are on the 6th floor. Which of the other 5 boards (10 sides) is on which floor, it doesn't matter.

Example:

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Chip pieces and Cards

  • Connect the entrance and exit chips so that each board is connected to place. Also, use the key chips on the 1st to 5th floors. Prior to the number of players (on one floor if four players do it) install. The placement is arbitrary.
  • In addition, the card is separated from the mount, and each floor cuts them into pieces and is placed next to the board.


Game Start[]

First decide the order. Rock-Paper-Scissors is fine. However, it is fair to start from a person with a weak attack power, probably. Once the order is decided, start with the first person to move and confront the pieces. After the person moves and confronts (so on and so forth) their turn is over. Assuming you've finished each turn, the following principals for movement should be noted; if required to move on space in a frame of the 0 passage (gray), that piece is affected. As well as movement power 1 sand (yellow), puddle (blue), and a required move is forced to move one frame to the other frame in the dark (brown) passage is a movement power of 2. As a general rule, you cannot go through the wall, however diagonal movement is also possible. You cannot go beyond your own mobility.

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Showdown (Confrontation)

  • Monster card are drawn immediately after moving, and at the position of your piece, the opponent's monster. Look at the strength. Then roll two dice and read your own stats. The total of attacking power + dice rolls is tied with the monster or if it exceeds, you win, and if it is less that, you lose.

Example: 10 (attack power) + 5 (roll dice) = 15

"My piece is in his puddle, so monster is 18." If 15 < 18 therefore losing, check top if it is sandy or either dark area. If there is, this person will win.

Correction of Gil physical strength point

If you lose in a showdown, destroy one of the Gil cards' strength points. If you lose to Druaga, you'll lose two physical fitness Gil cards. When becomes 0, it is "death" which means game over. "It's a bar. I'm dead" The person who dies must get out of the game. If they won a showdown, people need to fix their physical fitness points.

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About monsters

There are 30 types of monsters in all. 78 creatures. There will be 13 of them on each floor. Every time you go to a new floor, the monsters that came out are stronger. Please note that. In addition, there are 30 types of models. Due to its nature, the creatures are divided into five lines and groups. It can be divided.

Treasure Box Card

Each monster card has a written condition for the treasure to appear, there is, if that condition is met, a treasure card you can pull. However, to own the treasure a player must do the following principles:

  1. You cannot have two of the same treasure!
  2. You can't own similar cards (armor and stronger armor).
  3. You can only have 7 treasure cards.

Therefore, when you conflict these principles, please return the cards. Should you even keep the card, the treasure must be discarded or thrown away. Either can be discarded.

  • The treasures cards have affect on the Gil card and should be filled in below. These cards correspond to the number of the treasure card, when you draw you will write a positive or a negative to a letter, on the Gil card.

White Sword can increase attack power by +1 so if the attack power is 11, it will be exclusive 12. Also if you take the Dragon Slayer, it is the same sword, but you would have to throw away the White Sword and calculate. It becomes 12 - 1 + 2 = 13 from the Dragon Slayer.

  • How to use Mattock

Stop in front of where you want to break a wall at the time of the next move. You can move through the wall. Therefore only one move, you cannot go through two walls with.

  • How to handle treasure

If you draw a treasure, you must have it. "I don't like it" It cannot be returned on the spot. However, use it once you can return it by (or holding). But if you have pulled a poisonous treasure, correct your physical fitness points. Please return it afterwards. Also, all the treasures are lost. Gil's points will return to its original status, or increases. So when you lose your wing boots or sword, the points are lost. However, the potions do not apply to the principles, instead receives body power +2 or vice versa.

Even if you pull the energy and then return it. You cannot return your physical strength to the original number. Once you drink it, you cannot spit. In addition, the treasure that has led to the treasure and efficacy of used:

  1. Return to the mountain
  2. I have it back

It doesn't matter which one. 1) If so, draw to another person I have a chance to give it back to the mountain and it's an important strategy. Also, weapons, mattock, etc. having the usage period and 2) If so, the treasure including that card will be lost. The treasure is likely to exceed 7 please return it. You cannot carry 7 or more treasures for Gil, it doesn't work like that.

Pick up the key chip

  • Move the frame and put it on top of the key chip, then you can pick it up.
  • Those who do not have the key cannot proceed to the next floor. One person can take more than one key.
  • In the confrontation after discarding the key the key is placed down. You will fight where you were.

Moving Floors

  • Gil holding the key moves to the exit chip. If possible, place it on the entrance slot on the upper floor, can do. Even if you have extra mobility, stay there. On the next move, from the entrance chip on the upper floor you will start. Gil who reached the exit the confrontation at that time may proceed.

Ki Card

  • The player who reaches the entrance on the 5th floor draws can be done. This card is never revealed to another player. Don't show it to them. Written on this card meet a certain condition and then go to Ki's room. Even if you get there, it doesn't matter if you land on the Ki tile. The basic rule is; you beat the game depending on the value and effort, not based on strength but matters what's on the cards in front of you. If you understand this rule, then start the game. If you didn't understand it after reading it, please read it again while playing this game.