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How to play

Glass Dragon BG.jpg
Hand.png
Build.png
Snack.png
Attack.png
Armor.png
Spell.png
Pretzel Twister_Room.jpg
WizardsHatWard.jpg
TrailblazerBiscuits_Room.jpg
Slide_Shrine.jpg
Pretzel Twister_Room.jpg
Poison Whip_Trap.jpg
Acid Jelly_Monster Gate.jpg
Haymaker Hotsauce_Room.jpg

Start here.

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The Goal

The path of victory will always be different but your goal is always the same; build your path to defeat the Boss and escape the

dungeon! Work together to fight monsters, build a path across the dungeon and fight the boss. Players will loot and equip powerful equipment in order to survive the dangers that lurk down every

hallway. Fighting dangerous foes, crossing deadly traps, unearthing mystical wards, and discovering powerful shrines are some of the many things you may find along the way. The final boss holds the way out of the dungeon and must be defeated in order to escape and win the game!

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Components

  • 8 Adventurer Cards

  • 7 Boss Monsters

  • 12 Spells/Shrines

  • 15 Armors/Wards

  • 15 Weapons/Traps

  • 28 Snacks/Corridors

  • 8 Adventurer Tokens

  • 4 Player Standing Clips

  • 4 Player Dice

  • 4 Monster Dice

  • Health/Damage Tokens

  • 4 Action Reference Cards

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Setup

  1. Players take turns selecting their adventurers. The remaining adventurers are placed out of play.

  2. Select a random boss monster and place it face-down in the center of the table. The remaining boss monsters are placed out of play.

  3. Take the remaining cards and shuffle them to form the Dungeon Deck.

  4. For each player, deal the starting cards by placing 4 cards from the dungeon deck in a straight line starting from a boss monster gate. *If the 4th card in the line is a monster, reshuffle the monster into the dungeon deck and draw a non-monster and place it down.

  5. Each player then places their player token in a different room closest to them. Players may twist the room they start on.

  6. Any monsters within the starting line are flipped to active and have their loot placed underneath them. Reference the Monsters section for more information on active monsters.

  7. Players then add the remaining cards from the starting path to their hand.

  8. Roll to determine who goes first. Players then take their turns clockwise starting with the player that rolled the highest.

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Player Turn

 

Actions

A player may perform any number of

actions each turn. Once a player cannot or

chooses not to perform any more actions,

their turn ends.

Players may perform the following actions

in any order:

  • Move - Move up to your Speed value into any room including ones just built. Players may perform other actions in between their movements.

      (i.e. move one space, then draw, then move another space).

  • Draw - Draw 1 card for each open door in your room. An open door is a doorway without a room next to it. This action may only be performed once per turn at any point before your turn ends.

  • Play Cards: Players may play any number of cards from their hand. This includes adding a room to the dungeon, equipping new cards to their adventurer, or playing snacks. 

    • Build - Players may play a card from their hand onto an open doorway next to the room they are in by connecting one of the doors.

    • Equip - Players may play equipment on their character by placing it next to their character card. If a player is replacing their current equipment, the current equipment
      is burned.

    • Snack - Players may play any number of snacks. Snacks are burned after use.

  • Use Abilities - At any time during your turn, Players may use the ability on a card including equipment, an adventurer, or a room in the dungeon. Players may use any number of abilities each turn, but only each ability once. 

  • Trade - Players may trade cards from their hands if they are in the same room.

  • Attack - Attack a monster or boss monster. Attacking ends your turn. If a player ends their turn in a Monster’s attack area, they must attack.

 

Players have a maximum hand size of 3 to start, and must burn cards until they reach their maximum hand size. Then the next player takes their turn.

 

Card Areas

Certain cards have a colored area depictedon them. Some cards only affect the spaces of the map in their area. You can only attack

a monster while standing in their area.

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Adventurers

The cast of characters that players may choose to play as. They can each perform a Special Ability to assist them in the dungeon. Adventurers have different stats that determine their Speed, Attack, and Health.

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  • Speed: Determines the amount of spaces an adventurer can move each turn. Also assists players in avoiding traps.

  • Attack: Used in combat to fight monsters and bosses.

  • Health: Tracks damage on the player.

  • Hand: Each player has a starting hand size of 3.

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Equipment

Adventurers will find valuable equipment in the dungeon to help them defeat the boss. Each adventurer can equip one weapon, one armor, and one spell. This is shown by removing the card from the player’s hand and laying it next to the adventurer card.

 

If a player wants to change to a new equipped card, the old equipment is burned.

 

Dungeon Deck

The Dungeon Deck contains the monsters, traps and equipment players will encounter in the dungeon. All cards in the Dungeon

Deck are double-sided, with the top representing a room they can add to the dungeon and bottom representing an item they can use to complete their quest. When playing cards, players will need to decide which side of the card to play.

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Corridors

Normal rooms with various pathways branching from it, the ‘building blocks’ of the dungeon. Use these to make your path in the dungeon.

Snacks

Single-use items that can be used to perform actions such as healing, building additional rooms, or adding to a player’s roll. Snacks are burned after their effect is used. Snacks can be played on other players, even if it’s not your turn.

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Weapons

Weapons give players a bonus to their attack rolls and may have additional special powers. The number on a weapon card is

added to a player’s Attack roll when fighting a monster.

Traps

When a player enters (or starts inside) a trap room, they must immediately roll for the trap challenge (the number on the Trap).

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When attempting a trap challenge, players roll their die and add their Speed score to see if they meet or fail the trap challenge. If a player’s total roll is higher than the trap challenge, they perform the success action (check mark). If a player’s total roll is equal to or lower than the trap challenge, they perform the failure action (X).

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Players cannot trigger the same trap twice in the same turn.

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Armor

Armor gives a player additional health as well as certain passive effects. When you take damage you can add damage tokens to

the armor instead of your Adventurer’s health. If the armor’s health reaches zero, it breaks and must be burned.

Wards

Wards are sections in the dungeon that give special effects to aid adventurers. Wards can only be interacted with while standing in their area of effect, and you can use their effects once per turn. If a player is standing in multiple Wards’ areas, they can use each Ward’s effect once.

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Spells

Spells are a different type of equipment that aids players with various actions with either Moving, Building, or Combat. Spells can only be used once on that player’s turn.

Shrines

Shrines have unique abilities players can activate upon entering the room. Players may use the shrine ability once per turn while standing in the room.

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If a player passes through different shrines during their turn they can activate each shrine's effect once each turn.

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Equipment Upgrades

Certain equipment can be upgraded by meeting the card’s locked requirements. This is usually done by building certain

types of rooms in the dungeon.

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If a player meets the card’s locked requirements, the equipment is upgraded with a new stat value, as well as possible new abilities. If the player no longer meets the card’s locked requirements, the

equipment goes back to the original value and loses any gained abilities.

 

Monsters

Monsters are noted with a loot pile number above the chest icon. When a Monster is drawn from the Dungeon Deck or built from a

player’s hand:

  1. Draw the number of loot cards from the deck. (Another monster can be drawn as a monster’s loot pile.)

  2. Flip the monster face up and put the loot pile underneath it.

  3. Connect the bottom of the Monster card to the nearest Locked Door.

  4. The monster is now Active

 

Boss Monsters

Boss monsters are powerful enemies that the players must defeat before escaping the dungeon. Bosses are placed gate-side up into the dungeon as the centerpiece. Leave the Boss face-down so no players know what monster they'll fight at the end. Once a path connects to the Boss Gate (or the Dungeon Deck runs out of cards), the boss flips face-up to active and all players are in combat while within the boss area. The game continues until either the boss is

defeated or all players are defeated. Once the boss is defeated the game is won. If the boss slays all the Adventurers, the players

lose and it’s game over.

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Attack

Attacking a Monster

If a player ends their turn within a monster’s area, they must attack it. If the player is in multiple monsters’ areas, the player chooses which one to attack.

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Attack Assistance

Other players within the monster’s area may assist the active player by giving them their Character Die. Assisting must be determined before the combat is performed.

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Monsters can also assist each other. If a player is within multiple monster’s areas, the active monster also receives an additional die for each overlapping monster.

 

Rolling

  1. The player then rolls the Monster’s Die along with their own (and any assisting player/monster dice).

  2. The monster's roll is determined by adding the value of the following:

    • The Monster’s Attack value

    • The Monster’s die value

    • The value of any assisting Monster’s dice

  3. The player roll is determined by adding the value of the following:

    • The Adventurer’s base attack stat

    • The equipped weapon’s attack stat

    • The active player’s die value

    • The value of any assisting player dice

  4. The victor is determined by whichever team rolled higher. In the case of a tie, the monster is the victor.

  5. Players can then play snack cards to alter the results (such as Precision Juice or Fudge Dice).

 

Player Wins

If the players win, the monster is dealt one damage plus any additional damage from other card effects. If the monster's health reaches 0, the players in combat take the loot from underneath the monster and disperse it. The monster card is then flipped face down as a four-way intersection.

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The attacking player then decides how the loot pile is distributed between themselves and the assisting player(s).

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Monster Wins

If the monster wins, then one damage is dealt to the active player and each player that assisted

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Monsters also may have additional effects that occur when they are the victor in combat. The following will occur:

  1. Burn unoccupied rooms equal to the number of burn pips on the card in the monster’s area. Players choose which rooms are burnt.

  2. If there are more burn pips than unoccupied rooms in the monster area, then a player within the monster area takes an additional damage for each remaining burn pip. This damage can be spread across players.

  3. The monster’s attack ability is activated.

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Knocked Out

If a player loses all Health, they are knocked out and burn all equipped cards. Players keep the cards currently in their hands.

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Knocked Out players are immediately healed by burning 3 cards from the top of the Dungeon Deck. If there are no cards left in the Dungeon Deck, the character is knocked out for the remainder of the game and is removed from the dungeon.

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Key Terms

Build - Placing a room into the dungeon.

 

Burn - Placing a card into the Burn Pile. If a card is burned from the dungeon, any cards underneath it are also burned.

If a room with a player in it is burned, a player takes one damage instead.

 

Burn Pile - The discard pile.

 

Halt - Your turn ends

 

Heal - Can be used to remove damage tokens from your character or armor health.Healing snacks can negate incoming damage.

 

Jump - Moving a set distance across rooms without considering walls or gaps.

 

Loot - Take specific cards. Players place the card into their hands, monsters place the cards into their loot pile.

 

Loot Pile - The cards underneath an active monster.

 

Open Door - A doorway with no current connected rooms to it.

 

Shift - Moving a room in a specified direction one space. Shifting the room in question will Cover the room if it is being shifted on to one. Rooms can shift and cover a Player’s current room. Monsters cannot be shifted by normal means. Monsters and Bosses cannot be shifted on top of, in which case the room stays in its original position.

 

Shuffle - Take any targeted cards and the current dungeon deck and shuffle them together. The Burn Pile is never Shuffled.

 

Slide - Moving through rooms in a single direction.


Twist - Rotating a room either clockwise or counterclockwise. Monsters cannot be twisted by normal means.

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Shockwave WingedBascinets_Ward.jpg
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Spell.png
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Ward.png
Shrine.png
Loot.png
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Spell.png
Shrine.png
Armor.png
Ward.png
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Poison Whip_Weapon.jpg
Poison Whip_Trap.jpg
Shockwave WingedBascinets_Armor.jpg
Shockwave WingedBascinets_Ward.jpg
Slide_Spell.jpg
Necormancy_Shrine.jpg
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Acid Jelly_Monster Gate.jpg
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Burn.png
Icon_Halt.png
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Icon_Jump.jpg
Loot.png
Icon_Shift.png
Icon_Slide.png

Place Boss Gate here.

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