Dungeon
Dungeon
Standard Game = The game ends at the end of the round when any hero reaches level 16.
The treasure cards are separated, shuffled, 2 are dealt to each player, and the rest form a pile.
it is within reach of the rest for the game.
Both gold coins, dice, and monster tokens are left within everyone's reach.
Each player has a color and a hero board where we can see their initial ability, their life (they
place the heart chip of its color in 6) and 6 spaces to put the dice we will use
during our turn. In addition, each hero has 2 skill cards that are placed underneath
This board, as it levels up, will learn these skills one at a time.
It also puts the base of its color on the miniature of its hero to be able to recognize it.
easily.
The experience board is placed in a visible location and all the colored tokens are set to number 0.
of the players that participate. (they are stacked)
The initial tile (shaped like a clover) is placed in the center, and the heroes are placed inside it, it is the
entrance to the dungeon. It's time to play!
Standard Game
The game says that the youngest starts (they can alter this rule to funnier things or roll a
given
The winner in this mode is the one who has the most experience at the end of the game.
The last round is decided if at least one of the players reaches 16 experience points.
A player's turn consists of two phases that occur in the following order:
2nd) Dungeon phase = where the player has 2 actions to control the monsters.
1 - Hero phase
b) Take actions
c) Gather rewards
Optional: Before rolling the dice, you can use the paw with a foot shape by spinning it, this gives us 2.
movement points that we can use to move and/or discover a new room.
The dice are rolled, then having the option to re-roll only once the amount of dice.
Whether one wants it or not, the player has to settle for the new result, whatever it may be.
Each symbol that appears on the dice has a different effect. Below is explained:
Magic = It serves to transform another die into the symbol that one desires. Sometimes it works.
to attack certain specific monsters (spell magic), in that case range is considered.
Potion = Heals 1 point of damage. Just like magic, it can be used to attack certain monsters.
(the undead).
The idea is that you use the results of the dice to perform the actions.
Before explaining the actions, it is necessary to understand the concept of DICE vs SYMBOL, which
we will do with an example.
-Sword die: It literally refers to a die that resulted in a sword. They serve
at any time during the shift.
We are now in a position to see the different actions that a hero can take, which are:
Move yourself
Explore
Use Magic
Use a skill
Disarm a trap
If there is one or more monsters in the room, only these actions can be performed beforehand.
fight against them.
Move: A hero can only move by spending foot symbols, each symbol gives us 2.
movement points. These movement points can be used to move from one
room to the other as long as they are adjacent and there is an open door between them
rooms (diagonal movement is prohibited).
If we want to leave a room with monsters, we first have to fight against all of them.
they, after the fight is resolved, whether you have won or not (assuming you haven't died), you can move
Depending on what level of the dungeon you are at, a small tile from the level where you are is taken.
you find (you cannot explore if there are no more tiles of the level), it is placed in the
previously chosen empty space next to your hero. Then, the next tile from the stack is revealed.
of tiles, in case it is a trap the trap effect is activated (explained later), it
keep discovering until you find a tile that is not a trap.
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TRAPS: When encountering a trap, the player must place it in a location adjacent to the
new tile that I just discovered, in case there is no place to put it the player decides
where to place the trap anywhere on the map.
Once the trap is set, it activates, dealing 1 point of damage (it cannot be prevented)
this damage) to all heroes that are adjacent to it. The trap remains active.
Whenever a hero enters or exits a room where there is a trap adjacent to it.
same, that hero suffers 1 point of damage.
Traps have a cost to be disabled using DOCK ACTION; any hero that
deactivate a trap, gain the experience indicated by it (2xp at level I and 3xp at level II) and the
trap tile is flipped over (to indicate that this trap has been deactivated, obviously it cannot be
walking on that tile)
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Once the new tile is placed, any effects that may be encountered are resolved.
(random appearance of monsters, coins, treasures, etc.). They usually have monsters like this.
that you are obligated to fight against them immediately.
Use magic: It is about spending a die with the magic symbol to transform any other.
given in the symbol that one wishes.
Perform an action in the room: some rooms allow you to perform actions in exchange for
DOCK ACTIONS, such as teleporting, taking a treasure, deactivating a trap, etc.
Play a Treasure card: Treasure cards have a single use and are divided into 2 parts.
The orange part and the violet one (only one effect can be chosen between the two), the difference between both
parts is the moment when they can be used.
The orange part can be used both on your turn and on the turns of other players, however,
be careful that some work at the beginning of the opponent's turn, others at any moment. They are
interrupting letters.
The purple part gives an effect that can only be used during your own turn.
Using a skill: The character sheet has an initial skill and other acquired skills.
as you level up, most have a cost that is paid by locking a die,
discarding a treasure, some have no cost. All the skills are well explained and are
intuitive.
Potions cannot be used during the fight, so you can only heal before or after.
The fight begins taking into account your skills and those of the enemy. You fight one by one.
one.
Fortunately, we attack first, we can attack with sword, bow, potion, and/or magic,
depending on what the enemy is like.
To kill a monster, it is necessary to deal as many attack points as its defense indicates.
As I explained before, attack points can be obtained from melee symbols.
(sword) as symbols of rank (bow, potion, magic), which can be combined as one wishes.
If the hero kills all the enemies but dies after the revenge, he does not receive
no reward and the death penalty is carried out.
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Death penalty: When health reaches 0, the hero instantly dies and does not win.
no rewards in that turn, your experience drops to the last level acquired (that is, if
you are in level 3, you take the token to the beginning of level 3), the figure is turned over, a card is lost from
random treasure (chosen by another player) if they have any and loses the rest of the hero's turn.
While the hero is lying down, they pretend that they are not there, so the monsters can...
move freely in the dungeon phase.
In his next turn, the hero returns to the game in that same place, with all wounds healed and
plays normally.
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After the fight, if you killed any enemies, for each defeated enemy you gain the amount of
indicated exp plus a treasure letter.
SPECIAL CASE = If you reached 7 experience points, the minor minions give 1 point of exp
less than normal.
c) Gather rewards
After fighting or meeting a condition of a tile, the reward is obtained in experience points, gold, and/or
treasure.
When a hero levels up, they acquire a new skill of their choice from the cards we placed.
At the beginning of the game, behind the hero token, each card has 2 abilities, to access the one of
Below it is necessary to have accessed the one above first.
Limits:
Purchase
Sale:
Each die not used during the player's turn can be sold for one coin.
2 - Dungeon Phase
Move monsters
Reappearance of monsters
Move monsters: The player has 2 movement points to use with any monster.
that is in a room without heroes. Its use is optional.
Reappearance of monsters: Some rooms have a blue spiral symbol that means
What is a respawn point? They also indicate what type of monster or monsters appear.
for each room that has these conditions and is not occupied by a hero, a new die is rolled
of the required type of monster. The respawn order is at the player's discretion.
3 spaces
4 spaces
hero = 0 space.
Special case 1: There are no more dice of one type of monster = When this happens, the player must
take a die of that type of monster that is not in a room with a hero, throw it and
place it at that point of reappearance.
Special case 2: The reappeared monsters exceed the limit of the number of monsters that
support the room, when this happens, the monster that is the least is removed from the game
experience. If there is a tie, the player decides which to withdraw.
Epic Game
All standard game rules apply, but the game does not end when 16 experience is reached.
until when is the boss Malaphyas defeated.
This means that there is no limit to experience, if the maximum exp of the board is reached, the
the player's card starts anew from 0, adding the new experience to the previous one.
The winner is still the one who obtains the most exp at the end of the game.
The tile stack of the second level is divided in half, in the second half the stairs are mixed in.
that lead to the third level where the final boss room will be. (then the first stack is placed)
on top of the second
The first time a hero uses the stairs to the third level, all heroes are
automatically transported to the final boss room. The player who descends first wins 3
of exp. and decides whether to meet the boss in his throne or in the sewers.
Depending on what is chosen, one event or another is activated.
This part of the dungeon is divided into 5 rooms (which follow the rules of the limit of
monsters per room)
The cultists and Manaphyas do not move, the rest of the monsters do.
Dark ritual: When there is only one cultist left, it is removed from the game and placed in the center of the
board a 'Dark Watcher'
The bottomless pit: The hero who finds himself in the bottomless pit that is up to the right,
can defeat any minor monster by spending 1 foot symbol, or 2 foot symbols to
greater monster.
Malaphias Attack: At the beginning of each turn, before the hero phase, Malaphias attacks.
You roll 2 action dice: The first die determines the type of monster that will reappear in your ...
throne.
The second die determines where it hits with its magic, each room has symbols for this.
purpose.
The map is set according to what it indicates, random enemies in the circles shaped like
Two random bosses are placed. Malaphyas is not placed yet.
Toxic Miasma: When the heroes enter this room, they flip Malaphyas' coin, if it lands...
If blue comes up, they lose all their coins; if red comes up, they lose all their treasures.
The Wizard's Henchmen: Once the two bosses protecting Malaphyas are defeated,
It appears on the red side. The good thing is that it only has to be killed once instead of twice.
The vile Curse: Before each turn, a white die is rolled, and the player will not be able to use the symbol.
what came out during the entire shift (whether dice or symbols).
The group has to defeat Malaphyas before the 21 turns. In this way, the board of
Experience is now a time board, the white piece is placed on 1.
Solo play: You can play alone with as many heroes as you want, 1 or more.
Each hero has been entrusted with a part of an artifact that serves to confront the ritual.
of the malaphyas.
Dungeon setup
Before the game begins, separate the stairs from the second and third level before mixing.
the tiles and form the stack, then take 10 small tiles from the lv I stack, put the stairs of the
second level in the remaining stack, then place the stack of 10 tiles back on top.
Finally, take 6 small tiles from the lv II pile, place the stairs on the remaining tiles and
place the 6 tiles back on top of everything again. This way the stairs of the second
The level will be the 11th tile of level I, and the stairs to the third will be the 7th of level II.
Store the treasure cards and replace them with the alliance treasure cards, the heroes.
they start without treasure maps.
You have to move all the monsters to a space closer to a hero, if there is a tie, the
hero decides. Then the turn token is advanced.
Healing Elixir
It can be healed as always, it's just that you can also heal another hero who is in the same situation.
room
If they do not defeat Manaphyes in its second form (red) before the end of turn 21, all the
team loses.
If a Hero dies, they lose part of the artifact, which prevents the ritual from being countered and
everyone loses.
Here are some tips in case you think it’s too easy to win, to make things a bit more challenging.