. Then, either Explore, or
Heal 3 damage from one hero at the start of a turn, or 2 damage anytime. HEALING
Start with one potion, and add one for each potion type added below. A token may be spent to use any one of the effects below.
POTIONS
PERILS: Choose an option, roll only that type of dice.
Choose a door, If it is open, encounter that card. If it is closed, open it and then either encounter that card or flee. COMBATS: Roll all dice.
ENCOUNTER
Add face-down doors to the dungeon until there are four total doors.
EXPLORE
On each turn, spend Encounter.
Turn Reference due to
Heal 3 damage from one hero at the start of a turn, or 2 damage anytime. HEALING
At the end of each round, if you survive, place one damage token on the boss for each covered . The health of each boss is printed on its card.
Each round of a boss fight is like a normal Foe encounter. “Start of Battle” skills cannot be used. Each hero rolls 1 per round instead.
Ignore all icons. If you lose a skill (ex. Dodge), no effect.
Boss Fight
Printing Instructions: One Deck Dungeon PnP v0.99B(May 10 2016)
WARNING: WEB BROWSER PDF VIEWERS WILL RENDER MANY THINGS INCORRECTLY.
This page contains the front + back of the Turn Reference card, and these instructions. Page 2 is blank so if you print the whole doc double sided, it works out.
Pages 3-6 are the rules.
Pages 7-8 are the Hero Cards
Pages 9-18 are the Dungeon Deck
Pages 19-20 are the Level, Boss, Dungeon, and Stairs cards.
The pages are laid out front/back/front/back in the Hero Cards and deck section of the PDF. For double sided printing, you should make sure the pentagon symbol: winds up in roughly the same position on the front and back.
Other Components:
You will need 30 six-sided dice. 8 each of red, blue, and yellow, and 6 black. We use 12mm dice in the game, but you can use larger if need be (and substitute colors, as long as you know what matches what).
You will also need about 15 red health tokens, and 8 black potion tokens.
.
6 3 CLIMB3OVER 4IT: 5 6 610
If you fight, take
1p
DISMANTLE FLAMES IT:
Warrior
3 3 4 5 6 6
FRENZY
here (max 2). Before a If you fight, take .
FLAMES
MANA
to level up
6
CONSISTENCY
7
when you level up.
1p
10 vs Perils
0
+1
LEVEL 1 MAGIC SHIELD:
Change any or all your dice to 4s.
2 SKILLS
2 ITEMS
Your current Level shows how many items and skills you are allowed to have tucked under your hero card. It may also provide bonus dice to use against perils.
Level
.
Once per battle, you may place use a 6 as if it were any color. STUBBORNNESS
If you take a wound, place a battle, you may roll your .
Fire Elemental
CONSISTENCY FLAMEWEAVE
Change any Addora all 6. your dice to 4s.
3
Fire Elemental Cave-in
All foes gain:
10 . Then, either Explore, or
10
Potion cube
Add
.
MANA
6
Heal 3 damage from one hero at the start of a turn, or 2 damage anytime.MAGIC SHIELD: HEALING
Start with one potion, and add one for each THROUGH: potion type added RUSH below. A token may be spent to use any one of the effects below.
Arrow Wall
POTIONS
PERILS: Choose an option, roll only that type of dice.
Choose a door, If it is open, encounter that card. If it is closed, open it and then either encounter that card or flee. COMBATS: Roll all dice.
ENCOUNTER
Add face-down doors to the dungeon until there are four total doors.
EXPLORE
ALL
6 Turn Reference
DRAGONSKIN All foes also gain:
FLAME AURA
GIANT ENTRANCE HALL Spend 6 when entering the first floor.
On each turn, spend Encounter.
3 3 3
ALL
Dragon’s Cave
Potion types are tucked under the bottom edge of the reference card. They allow you to spend your potion tokens for different effects.
Potions
Each Dungeon has different enhancements for combats and perils, and a Boss on the back. When you descend, the dungeon card slides to reveal an additional floor and effect.
Dungeon
The Dungeon and Level cards hold the rest of the game’s information. The Turn Reference card plays host to the Dungeon card and to potion types you’ve found. The Level card holds experience.
tHe dungeon
A 2P game is cooperative. Face the dungeon together!
Choose a hero and a dungeon/boss card, and set the other heroes and dungeons aside in the box. Shuffle the deck of encounters, and place the stairs card face up on the bottom of the deck. Place the turn reference on top of the dungeon card(showing the first floor) and Level 1 card. In a two player game, each player chooses one hero. Flip your heroes and the Level 1 card to match 1P or 2P. Add one potion cube to the reference card.
Setup
Add
Skills are cards tucked under the bottom edge of your hero card. They allow you to use your dice in interesting ways. Some provide a constant benefit, instead.
Skills
Items are cards tucked under the left edge of your hero card, adding more icons. Each and lets you roll a matching colored die against a foe or peril. are your health. They keep you alive!
Items
Your Hero card displays your starting attributes and abilities, and is where you will tuck item and skill cards as you acquire them. There are 1P and 2P versions of each hero. After each encounter in the dungeon, you’ll be able to take the card as an item, skill, potion type, or experience. Items and Skills tuck under your hero card.
Your Hero
GRAPHIC DESIGN: ALANNA CERVENAK
CREATED BY: CHRIS CIESLIK
ART: WILL PITZER
FLOOR 1 FLOOR 2 FLOOR 3
A Roguelike card game for 1-2 daring heroes...
Components
Deck -- 44 Encounter cards, 4 Dungeon/Boss cards, 4 Level cards, 1 Stairs card. Large Cards -- 4 Hero Cards (1P/2P), 1 Turn Reference Card. 15 damage tokens, 8 potion tokens, 30 dice.
Adventure calls! A dungeon has appeared, with a monstrous fiend deep within, and you must try to conquer it. It is the way of things. It is a difficult dungeon, though...how far will you make it?
Rules v0.99B (May 2016) - For rules questions:
[email protected], @asmadigames on twitter, or Asmadi Games on Facebook
Intro and BasIcs
Arrow Wall
RUSH THROUGH:
in them. They are armor boxes, and must be filled before any
3
Non-matching Dice: You can always spend two dice as a die of any color, even for a wide box. The two dice don’t have to match color or number. Use the lower of the two dice, and discard the other.
8
Wide Box: Use any number of dice of matching color, totalling at least the number in the box. Place one on the box to show it is filled, and discard the rest.
If you have accumulated enough experience to reach the next level, you may remove enough experience cards (to the box) to match or exceed the required number, and then replace the Level card with the next higher one. Gain a potion token each time you level up.
On each turn (in a 2P game, the heroes share a turn), do the following: 1. TIME PASSES At the start of each turn, spend two time (discard two cards off the top of the dungeon deck). Choose to either Explore or Encounter. 2a. EXPLORE Add closed doors (face-down cards) to the table (representing the dungeon) until there are four total doors, including open (face-up) doors. You cannot choose Explore if the deck is empty, or if there are already four doors in play. 2b. ENCOUNTER Choose a door (either open or closed). If it is open, encounter that combat or peril. If it is closed, open it by flipping it face-up, and then choose to either encounter it, or flee. If you flee your turn is over, but with no further consequences. 3. LOOT If you had an encounter and survived, you claim the card as loot (even if you didn’t fill every box)! You can choose to take it as an item, skill, potion, or experience points. Items and skills are tucked under your hero card, and experience points are tucked under the Level card. Potions are tucked under the Turn Reference card, and when you take one, also gain a potion token and place it on the reference card. The heroes’ current level limits the number of items and skills each hero can have. You cannot exceed the limit, but you can remove an item or skill to replace it with a new one. Cards removed in this way are placed back in the game box.
gameplaY/turn
Remember, when having a Peril encounter the boxes on the left side of the Dungeon card must be filled, and when having a Foe encounter the boxes on the right side must be.
Your hero has an ability that allows her to roll black dice, represented by . These heroic dice can be used as if they were any color for skills, spells, and filling boxes on cards.
Some boxes have an other box.
4
Single Box: Place a die of matching color that is equal or higher than value in the box.
Foes, Perils, and the Boss all have numbered boxes on their cards. When facing these opponents, you will use your dice to cover the boxes up. After rolling, placing dice is simple.
usIng Your dIce = Lose one skill or
DRAIN
.
4
Add a 4 and your dice.
Shadow
SIPHON
= Lose one XP card or .
skIlls/spells/potIons
6.
SLOW TIME:
12
DEXTERITY
.
10
Potion types do not count against your skill limit. Each time you take a potion as loot, you gain a new potion token on the Turn Reference card.
POTIONS Potion types are in the same spot on a card as a skill, but are tucked under the Turn Reference instead of your hero card. When you spend a potion token, you can use any one potion effect.
CLARITY
Reroll all your 1s and 2s. Add a
6
STATIC BURST
SPELLS DECIPHER IT: Spells show a number and the Magic symbol, representing a mana cost. To cast a spell, discard dice of total value at least as high as the mana DESTROY IT: cost, and then apply the effect.
Rune Puzzle
4. Then, add 1 to one of
.
3 3 4 5 6 6
FLAMES
If you fight, take
MANA FOUNTAIN
Add 2 to each die you spend as mana.
Fire Elemental
If you flee from foes, they stick around as open doors. You can choose to encounter them later, but if you don’t, you’ll get less new doors when you explore.
On each subsequent turn, you’ll be able to open one of them and encounter it (or flee, if it’s scary!)
After exploring for the first time, the dungeon will have four closed doors.
explore/encounter
SKILL NOTES • When activating skills, you may only spend your own dice, not your partner’s. • You cannot take the same skill twice. • You can take the same potion type twice. • Skills have icons showing whether they are usable during Combats or Perils.
MASTERIES Masteries show a star. They are constant effects that have no cost to activate. Masteries are the only skills that apply during Peril checks.
If you would take two or more damage, reduce it by one. THICK SKIN
10
BASIC SKILLS RUN PAST IT: These skills show one or more Agility or Strength dice. To use the skill, discard as many dice as are shown, and then apply the effect.
Boulder
Add an
During battles, you can use the skills you’ve accumulated to change the dice 9 5 9 3 you’ve rolled. There are three different types of skills, plus potion types you can find. 3 4 4 3 3 5
Wraith
8
PICK THE LOCK:
10
BASH IT OPEN:
Choice
Choice
Each peril card has two choices. You must choose before rolling, and only roll matching colored dice.
Increase another of your dice by this die’s value. PRECISION
Locked Door
All foes gain: DRAGONSKIN All foes also gain:
FLAME AURA
GIANT ENTRANCE HALL Spend 6 when entering the first floor.
6
ALL
10 Peril boxes must be filled before any dice can be used for the peril card.
3 3 3
ALL
Dragon’s Cave
Perils represent traps, obstacles, and other non-battle portions of the dungeon. Each peril card has a choice of two possible ways to overcome it. (1) Choose: Pick one of the two options to confront the peril. Some choices have an immediate time cost, regardless of success or failure. Spend that time before continuing. (2) Roll Dice: In a peril encounter, you only roll dice matching the color of the peril choice you made. All other icons are ignored. You can use skill and potion effects only if they have the Peril icon on them ( ). (3) Place dice on Dungeon Card: On the left edge of the Dungeon card are peril boxes. Before placing any dice on the peril card, you must fill all the visible peril boxes. (4) Place dice on Peril Card: Only the box for the choice you made needs to be filled, ignore the other box. Remember that a wide box can use any number of dice. (4) Consequences: If you could not fill the box, take all the and consequences inside it. (5) Loot: If you survived, claim the card as loot!
perIls
(6) Loot: If you survived, claim the card as loot!
(5) Consequences: Count the total and on all unfilled boxes. For each , discard the top card of the deck. For each , add a damage token to your hero. In a 2P game, split damage as evenly as possible. If any player has as many damage tokens as on their hero card, the game is over.
(4) Place dice: Each box on the foe and each box on the dungeon card will cause damage and time loss if left uncovered. (See: Placing Dice, p 2) Remember that armor boxes must be filled first, and if the dungeon card shows any boxes on the right edge, they all count as if they are on the foe card.
(3) Use Skills and Potions: After the dice are rolled, you can use any of your skills. Each can be used once per battle. You can also use any number of potions during a battle, by spending potion tokens.
(2) Roll Dice: Take one matching colored die for each attribute icon on your hero card and tucked items, and then roll all of them. In a 2P game, both players claim and roll dice simultaneously. There are only 8 dice of each color. Attribute icons in excess of 8 are wasted.
(1) “Before a Battle” Skills: Each hero with such a skill can use it now, spending time as indicated by the skill. These skills will add dice to your pool for step 2.
Foes are monsters or other nasties in the dungeon. Each combat encounter is a battle.
comBats
FLOOR 1 FLOOR 2 FLOOR 3
Stairs
.
BITING COLD All foes also gain:
FREEZING WIND All foes gain:
Yeti’s Cavern
BRUTAL STRENGTH All boxes gain
4 4 6
ALL
For every spent while the stairs card is visible, you take one damage. Each time a is spent, place a damage token on the stairs card as a reminder. If you are in the middle of spending multiple time when the stairs card is revealed, excess time becomes damage. You are allowed to count the deck at any time.
The stairs card is placed on the bottom of the deck each time it is shuffled. When it becomes visible, you can descend to the next floor of the dungeon. You can also finish clearing out the floor you’re on, but there are consequences for spending time.
.
BITING COLD All foes also gain:
FREEZING WIND All foes gain:
Yeti’s Cavern
ARMOR CRUSH
6 in an armor box.
SPLIT
for each 1 rolled.
3 3 4 4 5 6
Add a
Reminder: Cards spent as experience to level up do not re-enter the discard pile for later floors, they are sent to the game box.
At the end of any turn while the stairs are visible, you can choose to descend. Shuffle all discarded cards and doors still in the dungeon into a new encounter deck. Slide the dungeon card up one space to reveal a new floor. Remember, effects are cumulative, with the lone exception of the Dragon’s Cave first floor ability. If you’re going down to the fourth floor, it’s time to fight the boss instead!
If you start a turn with the stairs card in play, you still must pay the time cost for the turn. You can encounter any of the closed or open doors, keeping in mind that any time cost from those encounters may result in damage.
At the end of any turn, the heroes may Descend.
4 4 4
ALL
Place a
Glooping Ooze
descendIng
4 4 6
ALL
ARMOR CRUSH
6 in an armor box.
BRUTAL STRENGTH All boxes gain
SPLIT
for each 1 rolled.
3 3 4 4 5 6
Add a
While visible, place a damage token here for each spent. Each time there are three, take one as damage and remove the other two.
4 4 4
ALL
Place a
Glooping Ooze
She is able to cover most of the boxes on the Glooping Ooze, with just two boxes left unfilled. The consequences of the fight are , plus one additional for the Glooping Ooze’s special ability. Now that she’s survived, the Rogue can take this card as loot!
Foes example The Mage has encountered a Glooping Ooze! She rolls all her dice, as shown below. The dungeon is the Yeti’s Cavern, and the Freezing Winds effect adds two more boxes to be filled.
FLOOR 1 FLOOR 2 FLOOR 3
FLOOR 1 FLOOR 2 FLOOR 3
Q: What happens if I run out of damage tokens? A: Use a potion token as a 5, or some other marker.
Q: How does the Skeleton work? A: You have an entire second encounter before looting. Start of Battle abilities can be used again, and all dice are cleared between the battles.
Q: What happens if I’m fighting the Bandit, Wraith, or Shadow and don’t have any of the thing they want to steal? A: There is no consequence for the starred box in that case. Lucky you!
Q: If I fail at a peril or don’t completely ‘kill’ a foe, do I still get loot? A: Yes. The damage and time represents how much effort you expended to get past the peril or defeat the foe.
Q: Can I choose to go down the stairs in the middle of a fight? A: No, you can only choose to descend as your turn, not in the middle of it.
Q: What happens if my partner and I have 9 or more of an attribute icon? A: The excess dice are lost, but you can choose who rolls them.
FaQ
(6) Victory: If the boss has damage equal to its health, you have defeated it! Return to the surface in triumph.
(5) Consequences: Take damage equal to all on the boss’s uncovered boxes. If you survive, place one damage on the boss for each you covered up. Clear all the dice off the card, before the next round.
(4) Place dice: Fill as many boxes as possible, like a foe encounter. Remember that armor boxes must be filled first, and that the boss has a special ability. Wide boxes on bosses can take any number of dice.
(3) Use Skills and Potions: You can use any number of skills and potions. Each skill can be used once during each round of the boss fight.
(2) Roll Dice: Like a combat encounter, roll dice for all your attribute icons.
(1) “Before a Battle” Skills: Instead of using these skills, in a boss battle each hero rolls one each round.
If you make it through all three floors of the dungeon, your reward is a bigger monster! The boss fight is similar to a foe encounter, but it consists of multiple rounds. Each of these rounds counts as a battle. For each round:
Bosses
ts! igh
credIts/ks InFo
1 point per leftover XP 5 points per item, skill, or potion type gained 5 points per unused potion 20 points times your level (Lv 1 = 20, Lv 2 = 40...) 20 points per floor completed 50 points for defeating the boss
©Asmadi Games, 2016
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@AsmadiGames
Visit us online:
‘ One Deck Dungeon will be coming to Kickstarter on May 17th! We hope you enjoy the free print + play version, and will check out the project once it launches. Join our mailing list at AsmadiGames.com/news to hear about it when it does!
KickStarter
Playtesting & Development: Eric Reuss, Julia Urquhart, Kat Dutton, Rob Seater, Mike Walsh, Marc Hartstein, Jacob Davenport, Evan Derrick, Kevin O’Brien
Edited by Alys Dutton
Graphic Design by Alanna Cervenak
Art by Will Pitzer
Designed by Chris Cieslik
rio Glo
gR gin g a r us B
At the end of the game, you can calculate your score if you’d like to brag to friends about how thoroughly you are better than them at games. Especially if you tweet it to #OneDeckDungeon with the hero and dungeon you used.
scorIng
There are two ways a game of One Deck Dungeon can end: Either the boss dies, or you do! It is the way of things. In a 2P game, the game is over as soon as either of the heroes runs out of health.
game end
SECOND WIND
FRENZY
2p
here (max 2). Before a
When you descend, heal one damage.
If you take a wound, place a battle, you may roll your .
Warrior
POWER TRANSFER
or add
CAREFUL AIM
to add
2p
Once per battle, you may exchange a die with your partner. COMBINED SHOT
Before a battle, you may add to add .
Archer
DUNGEONEERING
Your partner may reroll 1s on peril checks.
2p
Once per battle, you may pay for a partner’s spell.
Rogue
Before a battle, you may roll a die. 1-2: Spend . 3-5: Add . 6+: Add . SNEAK ATTACK
2p
When you explore or flee, place a here (max 2). Before a battle, you may roll your . MANA CHARGE
Mage
Once per battle, add
Before a battle, you may add to add .
to avoid
.
KITING
or add
1p
STEALTH
CAREFUL AIM
to add
Archer
to explore.
FRENZY
here (max 2). Before a
1p
Once per battle, you may place use a 6 as if it were any color. STUBBORNNESS
If you take a wound, place a battle, you may roll your .
Warrior
SHIELD AURA
Take one less damage from Perils.
1p
It costs two less
Mage
When you explore or flee, place a here (max 2). Before a battle, you may roll your . MANA CHARGE
1p
Before a battle, you may roll a die. 1-2: Spend . 3-5: Add . 6+: Add . SNEAK ATTACK
Rogue
Goblin
Locked Door
X : 3 per open door, including this one.
X
Add a
X or
X.
Cave-in
X 3 3 4 5 FORCE BOLT
3
Add a
Add a
X or
X.
4
FLAMEWEAVE
Add a 4 and your dice.
Flame Statues
= Lose one skill or
dice.
FORCE BOLT
.
9 5 3 3 5 HASTE
3
Add a
6.
Spiked Log
6
DRAIN
Add two
X
8
= Lose one XP card or .
Wraith
3
PICK THE LOCK:
SIPHON
10
6.
SWARM
X : 3 per open door, including this one.
10
Shadow
DISMANTLE IT:
CLIMB OVER IT:
Plague Rat
BASH IT OPEN:
SWARM
9 3 3 4 4
4. Then, add 1 to one of
STATIC BURST
3
Add two
dice.
FLAMEWEAVE
CLOBBER LOGS:
DODGE LOGS:
4
Add a 4 and your dice.
8
10
4. Then, add 1 to one of
STATIC BURST
Ogre
DISENCHANT:
DODGE THEM:
X 3 3 5 5
8
10 HASTE
6
8 4 10 5 12 6
Pick a number. Change all your dice of that number to 6s. CHAOTIC AURA
Force Wall
CLIMB AROUND:
Fire Elemental
If you fight, take
10
6
Add
6
6.
CRUSHING FIST
Beetle
RUSH THROUGH:
Prevent one damage. In a boss fight, prevent two damage. DODGE
You may reroll one die in each combat or peril. LUCKY FAMILIAR
SWARM
X : 3 per open door, including this one.
X 3 3 4 5
PICK THE LOCK:
8
Increase another of your dice by this die’s value. PRECISION
Prevent one damage. In a boss fight, prevent two damage. DODGE
Wraith
Pit of Spikes
DRAIN
= Lose one skill or
MAGIC SHIELD:
6
5 5 3 5 6 6
10
10 Add an
6.
.
Goblin
BASH IT OPEN:
If any armor boxes are empty, discard this instead of looting.
Arrow Wall
If you fight, spend
MANA FOUNTAIN
Locked Door
Increase another of your dice by this die’s value. PRECISION
.
Add 2 to each die you spend as mana.
SURVIVOR
3 4 6 3 4 4
FROST
3 3 4 5 6 6
BLAST THROUGH:
12
Ice Elemental
FLAMES
.
9 5 3 3 5 DEXTERITY
JUMP OVER:
SIDLE EDGE:
Add an
6.
12 8
DEXTERITY
Bandit
Flame Statues
THIEF
= Lose one item or
Add two
dice.
.
9 4 3 4 5 BACKSTAB
Fire Elemental
If you fight, take
3 3 4 5 6 6
Change any or all your dice to 4s.
CONSISTENCY
Plague Rat
SLOW TIME:
Your
X : 3 per open door, including this one.
X 3 3 5 5 TRUE STRIKE
CRITICAL STRIKES
Prevent up to
.
12 POISON
ETHEREAL
Immediately discard all 1s and 3s rolled.
5 5 4 6 4 6
Gain an extra die for each peril check.
STEADY HANDS
Beetle
DECIPHER IT:
Add a 4 of any type.
BLAST THROUGH:
12 10
DESTROY IT:
10
Phantom
6s can be placed as any color.
Rune Puzzle
SWARM
BACKSTAB
RUN PAST IT:
.
CLIMB AROUND:
8
10
dice.
Boulder
FLAMES
Add a 4 of any type.
DODGE THEM:
Add two
Force Wall
DISENCHANT:
SURVIVOR
If any armor boxes are empty, discard this instead of looting.
6 10
TRUE STRIKE
Add a
6.
3 4 6 3 4 4 CRUSHING BLOW
Cave-in
CLIMB OVER IT:
Add a
Glooping Ooze
DISMANTLE IT:
6.
Add a
6
10
Place a
CRUSHING BLOW
Bandit
Spiked Log
THIEF
= Lose one item or
.
9 4 3 4 5
Increase up to four of your dice by 1 each.
CLEAVE
If you fight, spend
.
5 5 3 5 6 6
Add four dice. Each must be
or
.
FLURRY
3 3 4 4 5 6
6 in an armor box.
ARMOR CRUSH
CLOBBER LOGS:
DODGE LOGS:
Increase up to four of your dice by 1 each.
Place a
12 8
6 in an armor box.
ARMOR CRUSH
Phantom
ETHEREAL
Immediately discard all 1s and 3s rolled.
Add a 5, of them a 6.
5, and
5 5 4 6 4 6 5. Then, make one
TRIPLE STRIKE
Ogre
RUN PAST IT:
SLOW TIME:
SIDLE EDGE:
8
10
Boulder
JUMP OVER:
for each 1 rolled.
CLEAVE
Ice Elemental
FROST
Pit of Spikes
SPLIT
12 10
If you would take two or more damage, reduce it by one. THICK SKIN
All of your
5s become
8 4 10 5 12 6
6 s.
BRUTE FORCE
Rune Puzzle
Bear Traps
DECIPHER IT:
6
DESTROY IT:
Reroll all your 1s and 2s. Add a
.
10
CLARITY
Arrow Wall
RUSH THROUGH:
Skeleton
Add
.
MANA
Glooping Ooze
Bear Traps
3 3 3 3 5 5
End of turn: Open all doors. You may shuffle any or all doors into the deck. INVISIBILITY Shadow
Add a
SPLIT
for each 1 rolled.
3 3 4 4 5 6
Change two of your non-
dice to be 6s.
HEROISM
Add
Fight this monster twice before looting.
MAGIC SHIELD:
6
RUN THROUGH:
UNDYING
10
DISARM THEM:
6
12
.
MANA
DISARM THEM:
RUN THROUGH:
6
12
End of turn: Open all doors. You may shuffle any or all doors into the deck. INVISIBILITY Skeleton
SIPHON
= Lose one XP card or .
9 3 3 4 4
Change two of your non-
dice to be 6s.
HEROISM
UNDYING
Fight this monster twice before looting.
3 3 3 3 5 5
Reroll all your 1s and 2s. Add a
.
CLARITY
FLOOR 3
REGENERATION All foes gain:
POISON AURA All are decreased by 1 after rolling. FLOOR 1
STICKY SURROUNDING Spend one extra each turn.
5 5 FLOOR 2
ALL
FLOOR 3
1
to level up
FLOOR 1
5
when you level up.
FLOOR 2
vs Perils
2
+1
LEVEL 4
5 SKILLS
8 ITEMS
ALL
5 3 4
1p
to level up
11
when you level up.
1p
FLOOR 3
FLOOR 2
FLOOR 1
At the end of any turn, the heroes may Descend.
While visible, place a damage token here for each spent. Each time there are three, take one as damage and remove the other two.
Stairs
vs Perils
1
+1
LEVEL 3
4 SKILLS
6 ITEMS
FLOOR 2
vs Perils
0
7
FLOOR 1
to level up
when you level up.
LEVEL 1
2 SKILLS
+1 FLOOR 3
9
to level up
when you level up.
2 ITEMS
vs Perils
1
+1
LEVEL 2
3 SKILLS
4 ITEMS
1p
1p
Yeti’s Cavern
ALL
4 4 4
ALL
4 6 3
Hydra’s Reef ALL
3 3 3
ALL
FREEZING WIND All foes gain:
BITING COLD All foes also gain:
BRUTAL STRENGTH All boxes gain
UNDYING LEGIONS All foes gain:
WEAKNESS CURSE Any 2s rolled are immediately discarded.
FLAME AURA All foes gain:
DRAGONSKIN All foes also gain:
4 4 6
.
Lich’s Tomb ALL
3 4
BLADE STORM All foes also gain:
10
Dragon’s Cave ALL
GIANT ENTRANCE HALL Spend 6 when entering the first floor.
6 10
9
to level up
when you level up.
vs Perils
0
+1 7
to level up
when you level up.
LEVEL 1 2p
2p
to level up
11
when you level up.
2p
At the end of any turn, the heroes may Descend.
While visible, place a damage token here for each spent. Each time there are three, take one as damage and remove the other two.
Stairs
vs Perils
1
+1
LEVEL 3
3 SKILLS
3 ITEMS
vs Perils
1
+1
5
1 to level up
when you level up.
LEVEL 4
4 SKILLS
4 ITEMS
5
1 SKILL
1 ITEM
vs Perils
0
+1
LEVEL 2
2 SKILLS
2 ITEMS
2p
Hydra Dragon
12 6 18 6 12 6
Before placing damage, remove one damage from Hydra for each uncovered .
6
7
6
5 5 6 15 6 15 6
on and off-color dice cannot be placed boxes.
Lich
4 4 4
The first time each box with a is covered during a round, uncover it.
16 16 16
Yeti
All 1s rolled are immediately discarded.
22 5 6 5 6 6 5 6