If you have played almost any RPG before, the Quick Start Kit should let you start play in a matter of minutes:
Find two or more six-sided dice (D6), a few pencils and some paper. You may also want some table mats, coasters, books or card with a selection of curved and straight corners to map out 'dungeons' or complexes really quickly.

Set aside or print copies of the Quick Start Order of Play Table, the Alarms Table, the Actions Table, the Reveal Table and the Modifiers Table. These tables are all part of the Quick Start Kit download. They allow players to run the game without having to consult the rest of the rules too frequently.

Treasure's basic Order of Play is very straightforward. The Quick Start Order of Play Table breaks down each step used in Quick Start games, while the full Order of Play Options Table sets out all of the choices available to players.
Choose between playing solo, playing as a team that shares responsibility for the 'rules' or playing with a GM/ referee.

Look at the Markings Table and decide between using some marks on adventurers’ designs and adventure logs or simply using text and numbers to record changes during play.

Quickly make a few adventurers or try out some of the Ready-To-Run adventurers that come with the Quick Start Kit. Use text or a combination of text and quick sketches to represent units to begin with. The text only adventurer shown below is an Elven Archer.

Decide whether you are going to use figures or counters to keep track of play. Some basic counters are very helpful for keeping track of players' moves. Though it's well worth getting figures for each player, as this seems to help everyone see where they are and what part they're playing in the game.

Consider 'switching on' alarms within the rules at the earliest opportunity, as they're an important part of play. Treasure is a game rather than a simulation but the use of alarms, frequent bonuses, 2D6 rolls, clusters of monsters and similar devices create a sense of threat or immediate danger.
Agree the order in which players take their turns or note adventurers' total combination of speed, experience and honours, as this usually decides which unit, (i.e. an adventurer, a monster or a member of a tribe), can choose to move and act first within each side’s turn.

Use
a copy of the Designing Complexes Table, a Ready-To-Run Layout and
the Encounter Manifests/ Tables to play through a basic complex with
the help of the
Feature Rooms Table and the Caverns Table. These are included in the
Quick Start Kit Download.

Add-in more options and customise play as you become more familiar with the game.
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