Dorn

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Dorn is a cooperative-vs-one dungeon crawl board game for 2-6 players. One player controls Zorkal the Dornkeeper (a dark necromancer) and his monsters, while 1-5 other players control a group of five heroes. The heroes must navigate the underground labyrinth of Dorn, collect three of six ancient Artifacts to open the Gate of Doom, and kill Zorkal. The Dornkeeper wins by filling the Ritual Chamber with monsters for three consecutive turns to destroy the hamlet of Argos, or by eliminating all the heroes. The game features a day/night cycle affecting monster summoning, leveling up through combat, and asymmetric card systems (Ritual cards for the Dornkeeper, Blessing cards for heroes).

Components

Setup

Hero Setup

  1. Choose which 5 of 9 heroes will be used. Players may control multiple heroes.
  2. Place hero figures in the hamlet of Argos.
  3. Set white level marker on 1 for each hero.
  4. Place red Blood Drop stones equal to starting hit points on each hero sheet.
  5. Place 6 blue Artifact tokens on the A spaces on the board.
  6. Place 24 yellow Treasure tokens on the P spaces.
  7. Each hero player draws 1 Blessing card (kept secret).

Dornkeeper Setup

  1. Place Zorkal on his throne behind the Gate of Doom.
  2. Place 4 green hit point stones on Zorkal’s sheet; set level marker to 1.
  3. Put all red strong monster tokens in the drawing bag.
  4. Place 6 starting monsters on the N spaces: 2 zombies, 1 giant rat, 1 bog beast, 1 skeleton, 1 random strong monster (from bag).
  5. Set Day/Night token to Day (sun face up).
  6. Draw 6 Ritual cards (kept secret).

Turn Structure

The Dornkeeper and heroes alternate turns. The Dornkeeper goes first. Each turn has fixed phases that must be completed in order.

Dornkeeper’s Turn

  1. Play a Ritual Card (optional) — costs Blood Drops as specified on the card.
  2. Summon Monsters — Day: 1 weak monster. Night: 2 weak OR 1 strong monster.
  3. Move All Monsters — each monster moves up to its movement value.
  4. Attack with All Monsters — monsters adjacent to heroes attack.
  5. Flip Day/Night Token — signals end of Dornkeeper’s turn.

After the Gate of Doom opens, Zorkal moves and attacks during the monster phases.

Heroes’ Turn

  1. Play Blessing Cards (optional) — any heroes may play their one-time Blessing.
  2. Move All Heroes — includes collecting Treasures/Artifacts, dropping items, using items, passing items to adjacent heroes.
  3. Attack/Cast Spells — all heroes perform combat actions.
  4. Heal — heroes on Healing Fountains, in Argos, or at the Herbalist recover hit points.

Heroes choose the order within each phase. If players disagree, resolve alphabetically by character name.

Actions

Movement

Melee Attack

Shooting

Pike Combat

Magic

Monster Attack

Summoning

Scoring / Victory Conditions

Heroes Win: Kill Zorkal (reduce his hit points to 0). First, the heroes must bring at least 3 Artifacts to the Ritual Chamber to open the Gate of Doom.

Dornkeeper Wins: Either (a) fill the Ritual Chamber completely with monsters (or heroes) at the end of 3 consecutive Dornkeeper turns, or (b) eliminate all heroes.

Either side may surrender if the situation is hopeless.

Special Rules & Edge Cases

Variants

Player Reference

Dornkeeper Turn: Ritual Card -> Summon -> Move Monsters -> Monster Attack -> Flip Day/Night

Heroes’ Turn: Blessings -> Move (collect items) -> Attack/Magic -> Heal

Summoning: Day = 1 weak Night = 2 weak OR 1 strong
Combat: Hero deals 1 damage per attack Hero parries 1 monster attack per turn Unparried attacks = 1 damage each
Leveling: Level 2 = 5 XP Level 3 = 7 more XP Weak monster = 1 XP Strong = 2 XP

Victory (Heroes): Collect 3 Artifacts -> Open Gate of Doom -> Kill Zorkal

Victory (Dornkeeper): Fill Ritual Chamber 3 turns in a row OR kill all heroes