EXODUS is a computer assisted dungeon crawling game framework. It generates random dungeon layouts and challenges players to explore them, battling monsters and finding items on their way.
You can download the EXODUS app from the Slashware Interactive website
An EXODUS game is meant to be played on an open field at least 10x10 meters long, by a group of at least two players. Each player takes a side either as the adventuring party or the dungeon dwellers, which have the task of preventing the success of the adventurers.
A full game is played by at least 8 people, having 4 of them be the adventuring party and the rest being the dungeon dwellers. More people can play, joining the dungeon dwellers side.
A person, either from the dungeon dwellers group or a game master not participating in any of the groups, handles the EXODUS core in a smartphone or tablet, and uses the program to control the events happenning on the game.
A player from the adventurers group is designated as the leader and is on charge on interacting with the game master to execute the actions in behalf of the party. It is also encouraged that another player from the same group takes the role as the "mapper", who physically makes a map of the dungeon to prevent the party from becoming lost.
Combat happens when the party finds a room with monster or is ambushed while camping; EXODUS will designate a monster race for each one of the dungeon dwellers, based on the loaded scenario and the location of the party within the dungeon. Combat rules are simple: each player has a set of hit points, which are reduced when they get a hit on combat or by a magic spell. When a limp is hit, it cannot be used in combat and must be healed. It's on the players side to keep track their hitpoints and fall dead when they reach zero.
The game is set up by the game master, picking the scenario to be played, registering all the players on both the adventuring and the dungeon dwellers group in the EXODUS app and setting the dungeon generation parameters based on the available area and other external factors.
The adventuring party then proceeds to the middle of the field, and the game master lets the party leader know the description and contents of the room, as well as what exits the party can move to and any obstacles they can find on the way.
The party leader consults with they party and then lets the game master know what direction to move, the game master registers the movement, and in turns lets the party know of all the events unfolded from their move, which may be falling into traps, meeting with monsters and more.
The game should be played by at least 2 players. Each player assumed one of the following roles
The game is better played if there are at least 5 players, it can potentially be played by any number of players, but things may get out of hand.
All action happens in a big open space, with a recommended size of about 25x25 meters. Before starting the game, the Game Master prepares the field by placing markers on the boundaries
When the game starts, the adventurers party is located in the middle of the playing field. As they move in the dungeon, their movements must be replicated inside the field
Combat also takes place in the playing field, although the party is not restricted to their current location on it for the battle (they can move anywhere as long as they are inside the field)
The game can also be played in a smaller field, in which case the party movement is restricted.
The basic equipment for the game consists of:
Players may bring additional equipment into the game, such as armor and shields.
There are 3 base stats which are determined by the player choice of Job/Class. The available choices depend on the scenario being played. These 3 base stats are used by the game to calculate the following secondary stats.
Combat or traps may cause a player to become injured or otherwise have his movement and combat capabilities diminished; as always, it's up to each player to do fair play and assume the correct behavior based on his status ailments.
Following is a list of status ailments and their required behavior.
When a party member cannot move (Paralyzed or Unconscious for example), other party members should carry him around when moving between rooms.
Blind party members should also be guided around to new rooms in order to complete a movement phase successfully.
Party members might also help players with leg injuries or any other limiting ailment, but it is not required.
All status ailments are temporary, the game will keep track of the time and let players know when the status has expired.
Traps found in the dungeon can cause any of the status ailments to one or more members of the party.
Some traps can be avoided with quick reaction by the player, in those cases, it's up to the dungeon guide to determine what players for the party evaded the trap.
Players also have a chance to evade traps based on their Dexterity stat.
Several spells can be cast outside of combat; during the exploration phase, the party leader may inform the game master than one of the members of the party will cast an Spell. This may result on one of the party members recovering from illness or injury, or the party moving around or obtaining additional information, based on the spells defined on the scenario.
The goal of the combat is to make soft contact with the enemy, reducing his hitpoints and taking him down. Each successful hit reduces one hit point, regardless of the hit area.
Excessive agression is NOT allowed, neither are head hits. If a player feels another player is being overly agressive he will notify the Game Master about it, and the player may be given a warning or removed from the game.
When hit by an enemy on a leg or arm, that part becomes injured and cannot be used (as described in the status ailments section). This applies to both players and monsters.
Monsters have a number of hitpoints when they are assigned, staff players should keep their hitpoint count in mind, and drop to the floor when the player has defeated them.
Players also have a number of hitpoints; players should keep track of the hits they receive and drop dead in the middle of combat if his hitpoints are depleted. When all monsters are defeated, the Game Master will record the hits received by each player.
Combat in the game can happen in two different situations:
Whenever combat starts, the game will pick players from the dungeon dwellers in order from them to play as monsters, assigning a monster race to each one of them, as well as their special skills and instrinsic abilities
Combat starts at command of the Game Master.
All weapons inside the game are covered with foam. There may be different shapes and lengths to simulate different types of weapons such as:
Players may decide to wear a shield in exchange for a two handed weapon
Broadly speaking, there are three different kinds of attacks which can be used by players inside the game; but it's up to the player to use the most effective fighting style based on the weapon type he is wielding (it will not be strongly enforced).
When a magic spell is cast on combat, the player (either from the heroes or the dungeon party) will yell "SPELL!". All players should immediately freeze, while the caster performs the spell following the indications of the game master. Once the spell is cast, the player will have to wait 20 seconds before he can cast another spell.
Targetted spells will require the spell caster to throw a magic token to the target; if the token misses, the spell won't have any effect. Else it will cause the amount of damage or the status ailment as told by the game master.
Non-targetted spells will cause an immediate effect on the players as defined by the game master.
After the spell has been cast, the game master will yell "RESUME!" and the combat will continue.
EXODUS was developed by Santiago Zapata, from Slashware Interactive
Music on the Standard Dungeon Build by Matthew Pablo
Pictures for this manual courtesy of Noni Valentine, taken on the Hearth of Britannia Lifeblood of the Hearth 3 event.