0. Introduction 1. Components 2. Set Up 3. Building Your Dungeon

1
Loot and Scoot Rulebook v1.1 2. Set Up
0. Introduction
Loot and Scoot is a game for 2-4 players
about dungeons, monsters, loot, and
Adventurers that love loot. Players build
adventuring parties, and the dungeons their
opponents will plunder. The victor is the
player that has the most loot when the big
bad Dungeon Boss is defeated.
1. Components
Descriptions (total number of pieces):
A room tile (40).
Loot
Level
Title
Class
Symbol
Level/Victory Points
Damage
Class Symbols
An Adventurer (24). Each
adventurer starts at Level 1
and can be trained to Level
2. Titles are flavor only
(e.g., Squire and Knight
are the same ‘class’.)
Money or gold pieces
(gp). There are 1gp (16),
3gp (12) and 5gp (11)
coins. Unlike other items,
money is not limited by
the number of counters.
Divine Pity (4) markers
add additional dice in
battle after you've had a
bad time in the Dungeon.
Loot (7) is found on some
room tiles. Most of the loot
is worth extra victory
points (VP), but beware
the cursed treasure!
Hirelings (8) join your
party for a small fee. They
take the hits so you don't.
Upgrade buildings (8).
This building trains Level
1 Wizards to be Level 2
Mages.
Poison (2) and
Treasure (2) are
special items found
in the Dungeon.
Various Party
tokens (6).
A Dungeon/Inn
card (4). The Inn
keeps track of your
party, and two
upgradeable
locations. It also has
a Dungeon ripe for
Lootin'.
2-Player Game: Remove one Upgrade of
each type, four Hirelings, and three
Adventurers of each class.
Placing Room Tiles
(An Important Note)
Rooms are marked with a room level.
Placing a higher-level room tile in a lowerlevel room is not good for your monsters,
and your opponent's Adventurers will find it
easier to plunder those rooms. It's okay to
place a level 1 room tile (say, Goblins) or
level 2 room tile (like the Orcs) into a level 2
or higher room. But squeezing a Dragon into
a level 1 room is not going to help the
disposition of the Dragon at all.
3-Player Game: Remove two Hirelings, and
one Adventurer of each class.
4. Lights! Papryus! Action!
Secretly randomize the four Boss room tiles
(the level 6 monsters), and give each player
one Boss tile. Place any unused Boss tiles
back in the bag without looking.
Starting with the first player, each player will
take their turn. When a turn is complete, the
player to the left will take their turn and so
on until a Dungeon Boss is killed (see "This
is The End", on the next page).
Randomize the remaining room and special
tiles (face-down, so you can't tell them apart)
into a common pool. Give each player three
random tiles. Players can peek at their tiles.
A player's turn is one action, followed by
either another action (even the same one) or
a Lootin' special action (see chapter 5). A
player can only go a-Lootin' once per turn.
Randomly determine the first player. The
player most recently involved in a brawl 20'
underground is a good starting rule.
Otherwise, use dice.
Recruit an Adventurer: The player can take
one of the remaining Level 1 Adventurers
from the common pool. The cost is 3gp for
the first character of that class, and 6gp for
the second character of the same class. No
player can have three or more characters of
the same class in their party.
Give each player one Dungeon/Inn card, 5gp,
two Hirelings, and a party token. Pile the
remaining money to form a Bank. Stack the
Divine Pity markers, Hirelings, Upgrade
Buildings, and Adventurers near the Bank.
Place the seven Loot markers in an opaque
container, like a cup or treasure chest.
The first player then picks two (different)
Level 1 Adventurers. A player cannot pick
the same set of (two different) Adventurers
as a previous player.
Example: Adam (the first player) picks Squire/Wizard. Beth (the second player) cannot pick Squire/Wizard or Wizard/Squire. Beth picks Squire/Priest. Charles the 3rd cannot pick Squire/Wizard or Squire/Priest, but could pick Squire/Thief or another safe combination. 3. Building Your Dungeon on Three
copper pieces a Day
Starting with the first player,
each player places one room
tile face-down on their own
Dungeon, in one of the empty
rooms. After placing a tile, that
player draws one tile from the common pool
while the player to the left places a tile and
so on. This continues until all players
complete their Dungeons. Once placed, tiles
cannot be moved. At some point while
building their Dungeon, each player must
place their Boss tile.
Dungeons are completed when the following
number of room tiles has been placed:
4-Player Game: 10 rooms (two empty).
3-Player Game: 11 rooms (one empty).
2-Player Game: 12 rooms (all filled).
© 2010 Chris Taylor and Victory Point Games Hire Hirelings: The player can hire up to
two of the remaining Hirelings for 1gp each.
Hirelings don't really help looting, but they
don't run very fast and can be left behind to
slow the monsters down. A player can have a
maximum of six total characters
(Adventurers and Hirelings combined).
Beg Funds: A player can take 5gp from the
Bank, but this takes both Actions. Other
players may mock freely at this time.
Build an Upgrade: If the player spends
10gp (for the first upgrade) or 15gp (for the
second upgrade), and has an open space next
to their Inn, he or she can take one of the
remaining Upgrades. A player can have a
maximum of two Upgrades, and they can't be
the same. When an Upgrade is built, the
player can train one Adventurer of the
matching class for free.
Train Adventurers: If the player has the
matching Upgrade, they can flip Level 1
Adventurer(s) to Level 2 for a measly 1gp,
each. You can ask to use another player's
building, but that fee must be negotiated (and
all money is paid to the Upgrade owner).
Example: Mary wants to use Nathaniel's Temple to upgrade her Priest to a Bishop. Nathaniel agrees... if Mary will pay 5gp. 2
Loot and Scoot Rulebook v1.1 Trade Adventurers: If the player tires of
staring at the same old Adventurer, the acting
player can trade characters with another
player. Trades are negotiated between
players and can include a mixture of money
and characters.
5. How to Adventure and other
Important Lootin' Rules
The Firstest, Most Importantest Rule: You
cannot loot your own Dungeon. Ever.
If you are ready to go aLootin', then place your
party token on the entrance
of another player's
Dungeon. If the entrance
has been previously emptied, you may move
any number of spaces through the dungeon
(following the corridors) until you reach the
first non-empty room of your choice. You
cannot move through a room unless it has
been emptied. Doors have no effect.
Reveal the adjacent Dungeon room tile (if
not revealed).
 If the tile is Treasure, take the total of
two dice (2d6) in gp from the Bank and
continue exploring. You may leave
peacefully or continue exploring.
 If the tile is Poison, roll one die to Save
vs. Poison. If the result is equal to or
higher than the room number, you
successfully neutralized the Poison;
discard the Poison tile (no VP penalty).
If the result is lower than the room
number, immediately take one wound
(see “Battles”), and take the Poison tile
(-1 VP). You may leave peacefully or
continue exploring.
 If it is a room with a monster, and if you
feel that you would be unable to emerge
victoriously from the room, you may
run screaming (leave) from the
Dungeon. Your turn is over, but at least
your dignity is intact. Otherwise, you
must start a battle (see "Battles and
Other Stories").
If you win the battle, loot the room tile by
placing it face-up in front of you. You may
continue to explore the Dungeon or you can
leave without screaming.
If you lose the battle or run screaming, you
are kicked out of the Dungeon. The room tile
remains revealed. Take 3gp for each level of
the highest level room tile you managed to
successfully loot this turn. If you
didn't loot a single room, take one
of the Divine Pity markers.
If you leave the Dungeon between battles,
peacefully, you get Bonus Loot. Take 3gp
for each level of the highest level room tile
you managed to loot and take a 1gp bonus
for each looted room and/or special tile.
Example: Nathaniel has looted a level 1, 2 and 3 room successfully. He decides to leave between battles. He takes 12gp from the bank (3x3=9; 9+3=12). Had he run screaming from the Dungeon, he would only take 9gp. For each room tile with a Loot icon, draw
one of the random Loot bonus VP markers.
Keep it hidden from the other players.
Your turn is over when you leave the
Dungeon. At the end of your turn, flip all
newly looted room/special tiles face-down.
You can look at them anytime you wish, but
keep them hidden from your opponents.
Money and characters are never hidden.
If you beat the Boss of the Dungeon (the
only level 6 room tile), the game ends. Loot
the Boss room, and then leave the Dungeon
(see "This is The End").
6. Battles and other Stories
Room tiles have one or more class symbols.
Match one Adventurer to one symbol. For
each match, roll one die. Each symbol can
only be matched once. Each Adventurer can
only be used for one symbol. Each matching
Level 2 Adventurer rolls a bonus die.
Example: Mary is attacking the Werewolf. This Werewolf has a triangle (Squire/Knight), cross (Priest/Bishop) and square (Wizard/Mage) symbol. Mary has a Level 1 Squire, Level 2 Rogue, and a Level 2 Mage. She will roll three dice (1 for the Squire and 2 for the Mage). The Rogue rolls nothing. If you have a Divine Pity marker, roll an
additional two (2) dice in your first battle. If
you win the battle, discard the marker. You
cannot use a Divine Pity against a Boss.
If you spot at least one ^, then you win the
battle. If all the dice results are % or less,
you lose this round of combat and take
wounds equal to the number of damage icons
on the room tile. For each wound, you must:
 Discard a Hireling to the common pool.
 Or Flip a Level 2 Adventurer to Level 1.
 Or Discard a Level 1 Adventurer back to
your Inn.
Your Adventurers that did not match the
room tile can still be used to take damage.
© 2010 Chris Taylor and Victory Point Games If the monster level on the room tile is
greater than the room level on the map, the
Adventurers only have to spot a $+ to win.
After applying the damage, you may decide
to run screaming from the Dungeon or go
another combat round and roll again. If you
run out of Adventurers, you lose the battle
and must leave the Dungeon.
Noble Sacrifice
Instead of discarding an Adventurer back to
the Inn, an Adventurer can sacrifice him-orherself and take all the wounds. Sacrificed
Adventurers are not discarded back to the
Inn, but are sent all the way back to the
common pool. Obviously, it's a lot better to
sacrifice a Level 1 Adventurer, but any class
or level can be sacrificed in the name of
companionship, and loot. As much as you
would like it, Hirelings are not noble and
cannot be sacrificed.
7. This is The End, My Friends
The game ends as soon as one
of the Bosses is killed and the
room tile is claimed.
All players reveal their looted
room tiles and Loot markers, if any. A room
tile is worth a number of victory points (VP)
equal to the level of the monster. A Poison
tile, unfortunately, subtracts one VP.
Example: A level 1 room is worth 1 VP, and the Boss room is worth 6 VP. Unclaimed dungeon tiles remaining in your
dungeon count 3 VP each. If you have an
unrevealed Treasure, take 2d6gp from the
Bank. Players score 1 VP for every 5gp
(round down) they own. The player with the
most VP is the winner!
In case of a tie, the tied player with the most
money is the winner. In case of a further tie,
the tied player with the highest total levels of
Adventurers is the winner. In case of a
further tie, the tied player with the most total
looted rooms is the winner. In case of a
further tie, the tied player that most looks
like a dwarf is the winner.
CREDITS
Game Design: Chris Taylor
Development: Alan Emrich
Game Maps: Tim Allen, Scott Everts
Graphics and Rules Layout: Chris Taylor
Playtesting: Marco Arellano, Michel Boucher, Tom
Decker, Vince DeNardo, Mark Desjardins, Scott Everts,
Daniel Gray, Taylor Hoffman, Evan Kramer, Damian
Mastrangelo, Stephanie Newland, Mark O'Green, Jason
Webster, Kim Wood
Proofreading: Rob Struble, Andrew Tullsen
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