Overview
You are an adventurer descending into a deadly dungeon. Work solo or with an ally to reach the final room on the fourth floor and defeat Og's Remains to retrieve Og's Blood.
How to Play
Room cards will be shuffled and laid out in a 3 x 3 grid. Choose a character card (see Characters for details), then start in the upper left Room. Move left to right, top to bottom, to reach the bottom right card and move to the next Area. Each Room you enter must be resolved before moving onto the next one.
Rooms are resolved by rolling Character dice (white dice) to succeed skill checks or fight monsters. Your character gains more dice on leveling up.
Exploration
Resolve the Room card that your character is in. Once it is resolved, the two nearest rooms are revealed. Choose a room to enter. You cannot move up, diagonally, or left. Repeat until reaching the bottom right card.
If you are on the last Area of a floor, you will then fight a boss monster. Otherwise, you move to the next Area. Each time you move to a new Area, you must consume one Food. If you do not have Food to consume, you lose 3 HP.
How to Resolve a Room
Each card has a type, name, how to resolve the room, possible roll results, and consequences
- -1 meat = Remove 1 Food
- Square-star = Perform a Skill Check
- Square-star ± 1 = Perform a Skill Check. If successful, you may add/subtract 1 to the Dungeon die result
- Black burst = Roll Dungeon die
- Black coin = If you pay 1 Gold piece, add 1 to the Dungeon die result
- Black coin ↔ Sack = Buy/Sell items
- Skull shield = Refresh Skills
- Hand and card = Item that may be picked up if conditions are met (e.g. paying Gold, Food, Skill Check, etc.)
- / = Choose one of the options
- ( ) = Optional.
If resolving a Room requires a Skill Check, all Character dice (white) are rolled. If a 5 or a 6 is rolled, the skill check succeeds. The dungeon die (black) is rolled at the same time as the Character dice. The result indicates the outcome of the Skill Check, depending on success or failure.
Combat
Many rooms require you to fight an enemy. The player always attacks first, then the enemy. Combat continues until one opponent loses all HP. In co-op, players take turns fighting the enemy.
Human Attacks
- Roll Dice: Roll all character dice, the dungeon die, and the Poison and/or Curse dice (if applicable).
- Poison/Curse: The Poison and/or Curse effects are carried out (if applicable). (See Status Effects)
- Misses: Set aside any Character dice that resulted in an X (a miss).
- Critical Hits: You may reroll any dice that resulted in a Critical Hit (a 6). For each die rerolled, add its result to the total attack. But if the reroll is an X (a miss), no damage is dealt from that die.
- Feats: You may perform Feats (indicated by lightning bolt), which allow you to reroll a Character die result by paying 2 HP or 1 XP. You may only do this once per die.
- Potion: You may use one potion in your inventory.
- Apply damage to the Monster. If the Monster's HP have not gone to 0, the Monster attacks.
Monster Attacks
- The Dungeon die's result indicates the Monster's attack--its success/failure and its strength.
- 1 = miss
- 2-5 = Successful attack. The monster inflicts damage as indicated on its card
- 6 = Successful attack. The monster inflicts damage as indicated on its card and is not reduced by Armor points.
- If the player receives damage, apply any status effects as indicated on its card.
Stances
A variant includes the ability to change stances during combat. Stances are on a scale, so you can only move from Aggressive back to Balanced or from Defensive to Balanced. You cannot move from Aggressive to Defensive or vice versa.
- Aggressive: Both X and 2 is a miss. Both 5 and 6 is a Critical Hit.
- Balanced: Same as normal combat. X is a miss. 6 is a Critical Hit.
- Defensive: Cannot miss or crit, but adds Armor points to damage. X is treated as 1.
Status Effects
Curse: Purple die must be rolled with Character dice on any skill check or combat. On a skull, the result of each Character dice is reduced by 1. Cured by Blessing or Holy Potion. Curses cannot stack.
Poison: Green die must be rolled with Character dice on any skill check or combat. On a drop, lose 1 HP. Cured by Blessing or Holy Potion. Poison does not stack.
Blindness: Room cards are not revealed until entered. Resolving a Room does not cause adjacent cards to flip over. Cured by Perception Potion, Holy Potion, or Blessing.
Ignore Armor: Damage dealt to you is not reduced by your character's Armor points.
Weaken: Lose 1 XP. Decrease pool of Character dice if necessary.
Regeneration: Monster heals itself for as many HP as in the icon.
Fall: You character moves to the Area immediately below (as indicated by the Dungeon map). For example, a fall from Area 2 results in landing in Area 4. This can be a way to avoid the Floor's Boss. This icon is ignore in the last Floor.
Potions
- Fire: Inflict 7 damage
- Frost: Monster does not attack this turn.
- Poison: Monster takes 4 damage each turn, including the current one.
- Healing: Gain 6 HP
- Holy: Cures Poison, Curse, and Blindness
- Perception: Automatically succeeds a skill check or cures Blindness
Characters
Each Character starts with different HP, Gold pieces, Skills, and Items. If HP is reduced to 0 by any cause, you lose and the game is over.
Each character starts with 0 XP. XP is gained from defeating monsters, resting, avoiding traps, and resolving other rooms. If the total XP crosses a certain threshold, you gain a Level and can add an additional Character die to your rolls. If you reach the maximum XP (level 3), XP is converted into HP.
In Inventory, you can carry up to 2 potions and 1 item. You cannot carry identical potions.
Skills have 4 types: Combat, Exploration (used after resolving a Room but before movement), Preparation (used before moving to a new Area), Passive (not used, but applies at all times). Skills can only be used once, but can be refreshed by Bonfire cards or defeating Bosses.
Characters
Priestess (13 HP, 2 Gold, 3 Food, 1 Holy Potion)
- Divine Tribute (combat): Lose an amount of HP to apply double X damage
- Blessing (exploration): Heal 2 HP and remove Curse from any player.
Crusader (10 HP, 1 Armor point, 4 Food)
- Stun (combat): Apply double your Armor points as damage
- Shield (exploration): Add 1 temporary Armor point to all players for the next Room only
Rogue (10 HP, 5 Gold, 3 Food)
- Backstab (combat): Double the damage from a single Character die
- Evasion (exploration): Skip the next Room.
Mage (11 HP, 3 Gold, 3 Food, 1 Perception Potion)
- Conjuration (combat): Apply the effect of a Fire Potion, Frost Potion, or Poison Potion.
- Foresight (exploration): Reveal up to 3 Rooms.
Thief (10 HP, 10 Gold, 1 Food, 1 Perception Potion)
- Robbing Blind (combat): Resolve rewards card (Boss fight only)
- Keen Eye (exploration): Gain 2 Gold pieces
Cleric (9 HP, 1 Armor point, 2 Food, 1 Healing Potion)
- Miracle (combat): Heal 4 HP to any player
- Prayer (exploration): Heal all players for 3 HP
Witch (10 HP, 3 Gold, 3 Food, 1 Poison Potion)
- Confusion (combat): Monster takes as much damage as it rolled
- Unholy Ritual (exploration): Gain Curse and Poison to gain 1 XP.
