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Torch Carriers

An Unintentional Adventure Game

A party of heroic adventurers arrive at the entrance of the dungeon armor shining, weapons bristling, and trusty Torch Carriers in tow. The great doors open reluctantly then slam shut with a boom once the group is inside. A lock clicks into place locking the group in the darkness. The Torch Carriers light up their torches and shoulder their packs. The heroes quickly scan the entry and seeing nothing threatening sheath their weapons and stride toward the single arched doorway on the opposite side of the room. At the midpoint of the room the floor begins to glow as inscribed runes and markings fade into view. With a soundless flash the heroes are vaporized leaving behind a small cloud of cinders drifting through the air like dying fireflies.

Once the Torch Carriers get past the stunned silence of their hero's’ demise, they decide to complete the task set before the heroes, find the dungeon exit and return home!

You play the part of the Torch Carriers. Unlike most dungeon crawlers, your character is not an epic hero trained in unique skills, covered in protective armor and armed to the teeth with custom weapons. The Torch Carriers have a pack of basic supplies and a torch. In order to survive the dungeon, complete the task, and escape you will have to use what you can find as you go.

Typical Turn Summary

  • Player draws a card from the Search Deck
  • Player draws a Dungeon Tile and places it adjacent to existing Dungeon Tile, and moves their avatar to that Dungeon Tile
  • Player draws Hazard Cards equal to the “Hazard Rating” listed on the Dungeon Tile. Monsters are placed in stands and added to the Dungeon Tile, Trap Card damage is calculated.
  • Player engages Monster in combat. (3) cards are drawn for the Player’s “Combat Hand,” (3) cards are drawn for the monster’s “Combat Hand”
  • Monster “Combat Hand” Attack Power is totaled and compared to Player’s “Combat Hand” Defense Power. Player chooses to play additional “Armor” cards from their hand. Player takes damage if Monster’s Attack Power number is higher than Player’s Defense Power number. Damage is subtracted from Player’s Hit Points.
  • Player’s “Combat Hand” Attack Power is totaled. Player chooses whether or not to play additional “Weapon” cards from their hand. Monster’s Level and “Combat Hand” Defense Power is totaled. If Player’s Attack Power is higher than or equal to the monster’s TOTAL Defense Power the monster is killed and placed in the Hazard Card Discard Pile.
  • Player “Loots” monster by taking any remaining “Combat Hand” cards (Player’s and monster’s) and drawing cards from the Search Deck equal to the monster’s Level.
  • Player chooses which cards to discard to return their hand to the defined maximum based on how many players are in the game. Player adds any quest loot to the Loot Pile.
  • Next Player's turn!

Components

Component Quantity Photo
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Why buy this?

  • all card based, no dice!
  • quick setup, easy ruleset, fast gameplay
  • party based dungeon crawler

Requirements

30-60
1-6
12+

Vitals

Average Rating 1 reviews
Publish Date August 06, 2017
Edition First
Department Board Games
Genre Fantasy
Theme Dungeons
Audience Casual Gamer
Primary Mechanic Hand Management
If You Like Descent
More Info Torch Carriers web site

Notes

  • This game contains a premium upgrade called UV Coating that makes the printed components more durable.

Accolades

See It In Action

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Ratings and Reviews

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Posted {{review.properties.date_created|timeago}}
Own It Played It Fun Priced Well High Replay Value Well Written Rules Nice Artwork

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