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Components

  • 7 Cardboard hero figures with stands
  • 7 Hero cards
  • Inventory sheets
  • 30 Health tokens
  • 1 Bag for monster and treasure tokens
  • 43 Monster tokens
  • 10 Locked treasure chest tokens
  • 2 Dice
  • 1 Curse token
  • 80 Dungeon tiles
  • Rulebook

Object of the Game

Be the player with the most treasure at the end of the game.


Setup

  1. Place the starting dungeon tile face up in the middle of the table.

    The starting dungeon tile can be easily found by its tan background.


  2. Shuffle the remaining dungeon tiles and place them face down in several stacks within easy reach of all players.

  3. Give each player an inventory sheet and five health tokens. Players place their health tokens heart side up on their inventory sheet.

  4. Each player picks one hero card, either of their own choice or randomly (whichever the players agree on), and places it face up on their inventory sheet.

  5. Fit the corresponding hero figures into their plastic stands and place them on the starting dungeon tile. It's ok if they overlap, they won't be there long.

  6. Players roll the dice to determine who will start. The highest roll goes first.


Game Play

The game proceeds clockwise. The active player has 4 actions, which they can use to either move or enter an undiscovered zone.


Enter an Undiscovered Zone

When a player chooses to enter an undiscovered zone as one of their actions, the player selects a dungeon tile from one of the piles, flips it over, and connects it to the tile they are currently on.

Then they move their hero onto the new tile. The new tile must have a route that connects to the previous tile, but all other routes can form dead ends. A dungeon tile can be any one of the following:


Tunnel

If the new tile contains a tunnel, nothing special happens and the player can proceed with further actions (if this was not their fourth action).


Room

If the new tile contains a room, the player draws a token from the bag.

  1. If a treasure is drawn, the player places it on the new tile and can proceed with further actions (if this was not their fourth action).

  2. If a treasure is drawn and the hero has a key on their inventory sheet, they may collect the treasure. If the player chooses to collect the treasure, their turn is over, even if this isn't their fourth action. Their key token is removed from the game, and the treasure token is placed next to their hero inventory card.

  3. If a monster is drawn, the player places it on the tile and engages in combat.


Teleportation Gate

If the new tile contains a teleportation gate and only one teleportation gate has been discovered, it is inactive and cannot be used.

If more than one teleportation gate has been discovered, the player may move between them; at a cost of one action.


Healing Fountain

If the new tile contains a healing fountain, the player may choose to heal themselves. If they do, they regain all health but their turn is over, even if this isn't their fourth action.

Otherwise, the player can ignore the healing fountain and continue with further actions (if this was not their fourth action).


Undiscovered Zone Example:

Charles plays Horan the Warrior, and starts his turn with four actions. With his first action 1 he moves his figure onto the already discovered dungeon tile. It's a room, and because it has already been discovered, Charles does not draw from the bag.

With his second action, he enters an undiscovered zone. He randomly selects a dungeon tile and adds it to the game board 2. It's a tunnel, therefore he can continue with other actions.

With his third action, he moves to another undiscovered zone. This time he adds a room to the game board 3. He must immediately draw a tile from the bag, and draws a Skeleton Warrior 4 and a fight occurs! After the fight (win, lose, or draw) his turn is over.





Combat

When fighting a monster, a player rolls both dice, adding all their weapon and spell bonuses (if they have any) to the total.


Losing a Fight

If the total (with all bonuses) is lower than the monster's strength, the hero loses. They flip over one health token on their inventory sheet (so that the skull faces up) and retreat back down the path they came from to the first empty tile that does not have a monster.

The monster stays on the tile where it was discovered.


Tie in a Fight

If the total (with all bonuses) equals the monster's strength, it is a tie and nobody gets hurt.

The monster remains on the tile where it was discovered, and the hero must retreat back down the path they came from, to the first empty tile that does not have a monster.



Combat Example 1:

Sophie, playing as Horan the Warrior, has encountered a Skeleton King and must now fight it. Looking at the Skeleton King tile, Sophie sees that it has a strength of 10.

Horan has two weapons: a sword (+2) and a set of daggers (+1) along with one magic bolt spell. Sophie rolls a 5, her total power is 8 (5+2+1=8). This is not enough to defeat the Skeleton King (see fig. A).

Sophie chooses to use Horans special skill - double attack (which allows her to roll both dice again). She roll a 7 this time, for a total of 10 (7+2+1=10).

It's a tie! Seeing that she is only one away from defeating the Skeleton King, she decides to use her magic bolt spell (and puts the magic bolt tile back in the box) Her total is now 11 (7+2+1+1=11) enough to vanquish the Skeleton King (see fig. B).

Sophie then flips the monster token over, revealing an axe (see fig. C). Because Horan can only carry two pieces of equipment, she has to choose which item to leave behind.

She chooses to leave the less powerful daggers (only a +1) on the dungeon floor (see fig. D) and takes the mighty axe instead (a +3 weapon).

Sophie's turn is now over because she fought a monster.


Victory in a Fight

If the total (with all bonuses) is greater than the monster's strength, the player wins and the monster is defeated. The monster's token is flipped, showing an equipment which the hero may loot and place on their inventory sheet.

If there isn't any space on the inventory sheet, the player may chooses an equipment to leave on the tile where they are standing (leave either the new piece or discard an existing piece of equipment from their inventory sheet).

This equipment can be collected by other heroes who land on this tile.

No matter the result, after the combat is resolved, the player's turn is over, even if this isn't their fourth action.




Combat Example 2:

Disaster has struck! Sophie attacked the Skeleton King and missed, even when she rolled the dice again for Horan's double attack ability (see fig. A).

Sophie now has to flip over one of her health tokens and retreat back one space. The Skeleton King stays where it is and Sophie's turn is now over (see fig. B).


Health and Healing

When a player loses a fight with a monster, they flip over a health token (so that the skull faces up). Once a player flips over their last health token, their hero falls unconscious. If that happens, the hero misses their next turn while healing one health.

If a player moves to a healing fountain, they can end their turn and heal all damage their character has. Healing also lifts Karak's curse.

Note: If a hero fights a monster, fails, and the tile they return to has a healing fountain, their turn ends (because they fought a monster), but they also heal all damage (because they ended their turn on a healing fountain).



Move

A player can also use an action to move onto a tile that has already been placed, at a cost of one action per tile. Some important things to remember:

  • Players can move onto or through a tile occupied by another hero.

  • Players can only move up to four tiles (as this would cost four actions)

  • Players CANNOT move through monsters (unless they have a special skill). They must fight the monster once they enter the room.

  • If a the player wants to collect an equipment on a tile, unlock a chest, or heal at a healing fountain, they must end their turn on that tile. Also, a player can choose not to use all four of their actions if they want.

Note: When moving through rooms that have already been discovered, players do NOT draw a token from the bag.


Equipment

Anytime a player defeats a monster, they may loot the equipment that is shown on the other side of the monster token, and place the equipment on their inventory sheet.

The inventory sheet has two slots for weapons, three slots for spells, and one slot for a key. A player can only place the equipment into its respective slot; i.e. they cannot put a spell into the weapon slot, or vice versa.

This means a player can only have two weapons, three spells, and one key at the same time. If they want to get a different piece of equipment they will have to drop an equipment (the discarded equipment is left on the tile, available for someone else to pick up).


The Curse of Karak

If any player defeats a mummy, one player becomes cursed. The player who defeated the mummy chooses another player and places the curse token on their inventory sheet.

A hero that is cursed cannot use either of their two hero skills. The cursed hero can lift the curse by ending their turn on a healing fountain tile.

The curse may be passed to a new player every time a mummy is defeated. However, the token does not have to be moved; it can stay on the currently cursed hero.


Weapons

There are three types of weapons - daggers, swords, and axes. They can be gained by defeating a Giant Rat, Skeleton Warrior, or Skeleton King.

A weapon can also be received by landing on a tile where another player left it. The numbers depicted on the weapon token are always added to the total when rolling the dice.


Keys and Treasure

A key can be acquired by defeating a Skeleton Jailer. Each player can only store one key on their inventory sheet. A key can be used to unlock any chest.

To unlock a chest, the player has to end their turn on a tile with a chest. The player then collects the treasure and removes the key token from the game.

Note: All treasure tokens collected do NOT go on the inventory card, a hero can carry any number of treasure tokens.


Spells

There are two types of spells: a magic bolt and a healing portal spell. A player can have a total of three in any combination. Spells are only used once then removed from the game.

Magic Bolt: The magic bolt spell can be acquired by defeating a mummy. When using it, a bonus of + 1 is added to the total when rolling the dice.

However, it can be used after the roll if the player wants to, and more than one magic bolt spell can be used during a fight.

Healing Portal: The healing portal spell can be acquired by defeating a giant spider. It can be used on yourself or on any hero, at any time during your turn (it does not require an action, nor does it end your turn).

The hero is moved to any revealed healing fountain; all of their wounds are healed and any curse is removed as well.


Hero Skills

Backstab

The Thief can attack from the shadows. Thanks to that, she wins ties in any combat.

Stealth

The Thief can move in the shadows. When entering a tile with a monster, she can decide if she wants to fight it or leave it and continue moving.

Double Attack

The Warrior is skilled at combat. In any combat, he may re-roll the dice if the first roll is not to his liking. He does not lose a health for the first roll. However, he must accept the result of his second roll.

Reincarnation

If the Warrior loses his last health, he does not fall unconscious like the other heroes. Instead he teleports to any tile with a healing fountain, where all his health tokens are replenished. This ends his turn.

Combat Training

The Swordsman is an experienced fighter, and his strikes are always precise. If any dice rolled yields a 1, he can re-roll it until he doesn't roll a 1. ==Unstoppable

If at least one of the dice yields a 6 during combat, the Swordsman can continue his turn afterwards. He can even fight the same monster if he lost or tied in combat (provided this wasn't his fourth action).

Sacrifice

The Warlock can sacrifice one health to add a bonus of + 1 to a dice roll. He can decide to do this after rolling the dice but can add the bonus only once per combat

He can also sacrifice his last health token but then falls unconscious for his next turn.

Magic Swap

The Warlock can swap his position with any other hero. The Warlock moves to a tile occupied by another hero and the respective hero is moved to the tile where the Warlock previously stood.

This action costs four actions so it can only be performed at the beginning of the Warlock's turn. However, the Warlock can use the ability of the tile where he ended (unlocking a chest, or using a healing fountain for example).

Magical Affinity

The Wizard knows how to use the magic bolts more effectively. His magic bolt spells are not consumed when used. However, if he is cursed, they are discarded as normal. This skill does not apply to healing portal spells.

Astral Walking

The Wizard can move through walls, thus he does not have to respect the continuity of dungeon paths. However, this skill can be used only while moving over discovered tiles.

Example of Astral Walking

Argentus is on tile 1. Using astral walking, he can walk to tile 2 or even to tile 3, but he can't astral walk to area 4 because it has not been revealed yet.

Farseeing

The Oracle has the best knowledge of her enemies. If she moves onto a tile that has a monster for her first action, she adds a bonus of + 1 to her dice roll.

Fateweaver

The Oracle can influence her future. Anytime she draws a token from the bag of monsters, she draws two tokens instead, choosing one to place on the tile and putting the other one back in the bag.

Dual Attack

The Warrior Princess has been trained in the dual wield technique since her childhood. In every combat, she can re-roll one of her dice if the roll is not to her liking. If she does, she must accept the result of her second roll.

Aggressive Movement

The Warrior Princess can move through a tile containing a monster for a cost of one action and one health token. Afterwards, the warrior princess is moved to a tile adjacent to the tile she has charged through. This skill can be used to enter an undiscovered zone.


End of a Turn

A player's turn ends when ANY of the following situations occur:

  • All four actions are used.
  • After combat with a monster (no matter the result).
  • After unlocking and collecting a treasure.
  • After collecting a key, weapon or spell token.
  • Healing at a healing fountain.

End of the Game

The game ends immediately after one of the heroes defeats The Dragon. The hero who defeated the beast will get its treasure, but that doesn't mean they have won.

The winner is the player who has the most treasure points. Players count all their treasure tokens (1 point for each treasure token, 1.5 points for the Dragon's Treasure).


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