Sorcerer's Cave Rules(For more details see the actual Board Game Rules) Return to Home page
General Rules
Players form exploring Parties, and explore the 'Cave' area by area. Play ends when all parties, which are able to do so, have left the 'Cave'. The winner is the player whose Party has left the 'Cave' with the most points in creature (dead or alive) or treasure cards. Points may also be acquired by slaying the Sorcerer (30).

Each player makes up his Party by choosing one or more creatures with a total selection value of 6 - see Character Classes

Exploring the Cave
Decide which direction move. Providing that the area to be entered is not blocked, then it is displayed. (If it is blocked from that direction, it is not displayed until a Party enters it from a valid direction).
If the area entered is a Tunnel then the Party moves in and no further action is taken on that turn.
If the area entered is a Chamber (or Cave), then one Encounter Card per Level is placed in that area (maximum of 4) and then dealt with as follows:-
1. Hazard Cards are immediately dealt with.
2. Unguarded Treasure Cards are distributed amongst the members of the exploring Party, subject to weight restrictions.
3. Creatures (= Strangers initially): Party may either Withdraw, Attack (see Fights below), or Approach (see Testing Strangers below).
(Note: If it is not possible to Withdraw (i.e. blocked by Earthquake or one-way traffic etc) then the Party must Attack or Approach).
More often than not a stairway will lead to an area which has no corresponding stairway. In this case the stairway is considered to be concealed by a Secret Door. Only the Party that discovered its exit knows that it exists and can use it. Other Parties may also discover it for themselves.
It is possible to pass through previously explored areas at the rate of one area per turn, dealing with Encounter Cards as relevant.

Testing Strangers
The Leader of the Strangers is the first in the priority list: Spectre, Dragon, Wizard, Hero, Woman-Hero, Priest, Man, Woman, Giant, Ogre, Troll, Dwarf. The rest of the Strangers (if any) react in the same way as the leader.
If the Strangers are Hostile they immediately attack.
If they are Indifferent then the Party may withdraw, attack or approach on the next turn.
If they are Friendly then they join the Party as Allies.

Fighting
A fight occurs when an exploring party attacks or is attacked by Strangers or another exploring party. (All treasure is dropped)
The Strangers and Exploring Party are paired off (normally 1:1, but up to 2:1, or 1:2 at most) strongest versus strongest.
Priests and Wizards can either fight hand to hand (total strength) or in the background (magical strength). (This is not limited by the 1:2 ratio)
The fight will continue until all of the Strangers or all of the Exploring Party have been killed or put to sleep, or the Party chooses to retreat successfully.
Surprise: (+1 to all die rolls in first turn of the fight) A Party gains surprise when attacking immediately (in a new Area). Strangers get the advantage if they attack when being approached.
Retreat: Can be by any exit (all treasure is left), but if blocked must then immediately continue the fight.