Forgotten King Classic Mode Rulebook

Forgotten King Classic Mode Rulebook
®
ClassicMode-Cover.indd 3
2015-07-03 4:56 PM
TABLE OF CONTENTS
WELCOME ADVENTURERS.............. 1
GAME OVERVIEW......................... 2
WHAT YOU NEED TO PLAY............. 2
GAME SETUP................................ 3
PLAYING THE GAME.....................11
1. SELECT GAME SIZE.............................. 3
UPKEEP..................................................15
MOVEMENT POINTS................................15
ACTION POINTS ....................................15
BASIC ACTIONS......................................18
POTIONS................................................19
2. SELECT HEROES.................................. 3
3. SELECT MONSTERS.............................. 3
4. BUILD DUNGEON................................ 5
5. BUILD TREASURE DECK....................... 5
6. BUILD LOOT DECK.............................. 6
7. BUILD EXPLORE DECK......................... 6
8. POPULATE DUNGEON......................... 7
9. HEROES ENTER DUNGEON................... 7
10.TIME TO EXPLORE.............................. 7
THE DUNGEON............................. 8
THE CARDS.................................. 8
ROLLING DICE.............................. 9
STARS..................................................... 9
HEARTS................................................... 9
POTIONS................................................. 9
ATTRIBUTE STARS...................................10
HERO TURN............................................ 11
CONSUL TURN........................................12
POWER UP..............................................13
ACTIVATION.............................. 15
EXAMPLE OF PLAY...................... 20
BOSS FIGHT................................ 22
YOU HAVE DIED......................... 24
ADVANCED RULES....................... 25
ABILITIES ..............................................25
AFFINITY................................................26
AREA EFFECTS........................................27
BOO BOOTY...........................................28
CONTROL EFFECTS..................................29
CREEPS...................................................30
PETS.......................................................30
RULE PRIORITY.......................................31
SHAPESHIFT............................................31
STATUS EFFECTS......................................31
TILE EFFECTS..........................................32
TRAPS....................................................32
Soda Pop Miniatures™ LLC, Garden City, ID 83714
®
©2015 Soda Pop Miniatures™ LLC, All Rights Reserved.
Published by Ninja Division Publishing™ LLC, Garden City, ID
83714. Super Dungeon® and Forgotten King™ are trademarks of
Soda Pop Miniatures™ LLC.
Designed in the USA
Made in China
Third Printing
WWW.NINJADIVISION.COM
WWW.SODAPOPMINIATURES.COM
ClassicMode-Cover.indd 4
2015-07-03 4:56 PM
WELCOME ADVENTURERS!
The book you hold in your hands is the rulebook
for Super Dungeon Explore: Classic Mode. In
Classic Mode, one player will assume the role of
the Dark Consul. The Dark Consul is responsible
for playing all of the monsters in the dungeon.
The remaining players will assume the roles of the
Heroes. It is their job to slay all of the monsters in
the dungeon and defeat the dungeon boss!
Classic Mode is perfect for players who enjoy
having a tougher dungeon that has all of the
cunning and intelligence of a human opponent.
Classic is also ideal if you want to have full control
over the game experience. A human Consul can
judiciously use the monsters to keep the dungeon
at a difficulty that suits the skill-level and enhances
the fun of all the players.
1
ClassicMode-Rulebook.indd 1
2015-07-03 4:59 PM
GAME OVERVIEW
The Dark Consul has created spawning points
throughout the dungeon that will create hordes
of monsters to ravage Crystalia. The Heroes must
journey through the dungeon and destroy all of the
spawning points in order to summon and defeat the
dreaded dungeon boss. The Consul must destroy all
of the Heroes before they succeed.
lightly. Each spawning point only has a finite amount
of power and every spawn will drain its energy. The
Heroes will attempt to hasten the spawning point’s
destruction with all their skill and strength.
When each spawning point is destroyed a powerful
mini-boss will spawn. One by one the Heroes
will seek to defeat these monsters to earn loot,
treasure, and valuable princess coins. Once the last
spawning point is destroyed the dungeon boss will
spawn and an epic battle for the fate of Crystalia
will commence.
Over the course of a game the Heroes and Consul
take turns activating models. As monsters are
destroyed the Consul will spawn reinforcements
from spawning points. This power is not to be used
WHAT YOU NEED TO PLAY
FK-FaeWoods-Tiles.indd 1
FK-FaeWoods-Tiles.indd 2
FK-FaeWoods-Tiles.indd 3
2014-09-24 12:56 PM
2014-09-24 12:56 PM
2014-09-24 12:56 PM
Princess Coin
Tokens
Wound
Tokens
Skull
Tokens
Potion
Tokens
3-5 Dungeon Tiles with
Tile Effect Cards
Classic Mode
Rulebook
Super Dungeon Start Game Effect Dungeon Key
Tokens
Tokens
Explore Dice Marker
Trap Templates
Models (with classic game cards):
Status Effect
Tokens
3-5 Heroes
BOOTY BITER
6 1
BOOTY
GRINDER
6 1
BOO BOOTY
BOUNCING
BOOTY
1 BOOTY
BOO
1 Dungeon
Boss
3-5 Spawning Points
2-4 MiniBosses
All monsters listed under
“Spawning Pool.”
BOO BOOTY
2
1
3
2
BACKLASH, BOO BOOTY
BOO BOOTY
3
3
2
1
BOO BOOTY
1
3
1
1
2
1
Grind It: 1 , Models wounded by Grind It must
discard one piece of equipment of their choice.
1 Bounce It: 1 , Pounce
6
1
2
3
0
1
2
2
1
© 2014, SODA POP MINIATURES LLC
© 2014, SODA POP MINIATURES LLC
© 2014, SODA POP MINIATURES LLC
3+ Boo Booty
3-5 Treasure Chests
Explore
Deck
Loot
Deck
Treasure
Deck
6+ Creeps
2
ClassicMode-Rulebook.indd 2
2015-07-03 5:00 PM
GAME SETUP
1. SELECT GAME SIZE
When selecting your Heroes
try to build a balanced party.
A good mix of offense types,
healing ability, and potion
effects will help ensure success.
Classic Mode is designed for 2 - 6 players. One
player plays the Consul and one or more players
play 3 - 5 Heroes. The Consul will control all the
monsters. The remaining players will each control
one or more Heroes.
Heroes
345
Dungeon Tiles
3
4
5
Treasure Chests 3
4
5
Spawning Points 3
4
5
Mini-Bosses*
2 2-32-4
Dungeon Boss
1
1
Shannon, Greg and Evan are playing the
Heroes. Shannon chooses the Questing Knight,
Greg chooses the Thundervale Huntress, and
Evan chooses Princess Emerald.
1
3. SELECT MONSTERS
*In larger games the Consul may select more than
two mini-bosses if they have the models available
in their collection.
The Consul player uses monsters to bash, burninate,
and destroy the Heroes. The monsters chosen are
called the spawning pool.
The Consul selects one dungeon boss. Each
dungeon boss comes with a game card, a boss fight
card, six unique treasure cards, and twelve unique
explore cards.
Shannon, Evan, Greg, and Kelli are going to
play a three Hero game. Kelli has decided to
play the Consul. Shannon, Evan, and Greg will
play the Heroes.
The Consul selects mini-bosses. A minimum of two
mini-bosses must be chosen, but additionals may be
selected (up to the maximum) if they are available in
the Consul’s collection. Each mini-boss comes with
a game card. Many mini-bosses also include unique
loot or treasure cards.
2. SELECT HEROES
The Hero players select which Heroes they want to
play. The selected Heroes are referred to as a party.
A party consists of 3 - 5 Heroes and their game
cards. Players can each control a single Hero or
multiple Heroes. Each player controls every aspect
of their own Hero: deciding attacks, movement, and
who may drink their powerful potion.
The unique cards that come with bosses can be used
in any game that the boss is selected in.
The Consul selects spawning point models. Each
spawning point’s game card lists the type and number
of monsters that are added to the spawning pool.
If duplicate Heroes are chosen, we recommend it
is done in true arcade spirit and they are painted
different colors.
The Consul may choose one spawning point model
for every Hero in the game.
3
ClassicMode-Rulebook.indd 3
2015-07-03 5:00 PM
FRIENDLY & ENEMY
Some spawning points only come in pairs of two.
These are called paired spawning points. Paired
spawning points count as two choices. When one
is selected, the matching second spawning point
listed on the card must be selected as well. The
monsters added to the spawning pool listed on the
paired spawning points’ card is for both spawning
points combined.
Some abilities and effects refer to friendly or
enemy models. When playing a Hero, any model
controlled by the Consul is an enemy, while any
model controlled by a fellow Hero is friendly. When
playing the Consul, any model controlled by a
Hero is an enemy, and any model controlled by the
Consul is friendly.
Kelli is playing the Consul. She chooses The
Forgotten King as her dungeon boss, then
Bashful Boris and Trent as her two minibosses. Since three Heroes are in the party she
may choose three spawning points.
First, she chooses the Bramble Knight, adding
one Grobbit Executioner, two Frog Knights,
and four Billmen to her spawning pool.
For her last two spawning points she chooses
the Old-Growth Hollow. The Old-Growth
Hollow is a paired spawning point and uses
both of her remaining choices. One Sprout
(including the King Sprout shapeshift), two
Wisps, two Turnipheads, and six Mooks are
added to the spawning pool.
It’s more fun to choose monsters that
will provide a tough challenge without
overwhelming the Heroes. This is especially true
if you’re playing with people new to the game.
For an easier game reduce the number of
spawning points the Consul fields. To make
it harder increase the number of spawning
points—allowing more than one spawning
point per tile. Keep the number of tiles and
treasure chests the same as for a normal game.
This is also a great way to increase or decrease
the time your game will take.
x2
PLATFORM
All monsters have a platform: Start, 8-Bit, 16-Bit, or
Super. A monster’s platform can affect when it can
be spawned or activated, as well as if it is affected by
certain game effects.
x4
x2
x2
x2
x6
4
ClassicMode-Rulebook.indd 4
2015-07-03 5:00 PM
4. BUILD DUNGEON
5. BUILD TREASURE DECK
The dungeon map is built using one dungeon tile for
every Hero in the party. The Consul always chooses
and places the first dungeon tile. The Heroes and
Consul then alternate placing dungeon tiles. When
placing a tile, at least one of its doorways must align
with another tile’s doorway.
The base treasure deck is made up of 24 treasure cards.
Some models are supplied with unique, model
treasure cards. These cards are indicated by the
model’s portrait on the card. Only treasure cards
supplied with models or wonders being used in the
game may be chosen.
SQUARES
The Consul chooses three model treasure cards and
six boo booty treasure cards. See Boo Booty, page 28.
Every dungeon tile has a grid of squares on it.
Squares are used for movement, range, and
determining area effects.
The Heroes choose three model treasure cards and
six wonder treasure cards. See Wonders, below.
A model may never move into or through a location
on a dungeon tile that does not have a square.
Likewise, no action or ability can affect a location
that does not have a square.
Add these cards to the 24 base treasure cards to
build a 42 card treasure deck.
WALLS
Walls are represented by a black line between
squares. Models cannot move or draw line of sight
through walls.
DOORWAYS
Doorways are the areas where tiles connect.
Models cannot move through doorways that are
not connected to another doorway.
WONDERS
TILE EFFECTS
Wonders are treasure cards that represent truly
unique and rare artifacts that Heroes may gain
during the game, such as becoming the master of a
Pet. See Pets, page 30.
Some squares have unique effects, called tile effects.
Squares with tile effects have a grey hatched border and
an icon that represents the effects of the square. Each
tile effect is detailed on a card. See Tile Effects, page 32.
OPEN SQUARES
Squares that do not have a tile effect are called open squares.
Since Kelli is the Consul, she chooses the first
tile. Shannon, a Hero player, chooses the next
tile and aligns one doorway with the tile Kelli
placed. Since this is a three Hero game Kelli
gets to choose and place the last tile, aligning it
with a doorway on either tile.
2014-09-24 12:56 PM
FK-FaeWoods-Tiles.indd 2
1
FK-FaeWoods-Tiles.indd 3
2014-09-24 12:56 PM
FK-FaeWoods-Tiles.indd 1
2014-09-24 12:56 PM
2
Seasoned players can customize their decks
to suit how they want to
play, by adjusting both the
deck size and what cards
are used. If you feel extra
dwarfy, add every card you
own to your decks!
3
5
ClassicMode-Rulebook.indd 5
2015-07-03 5:00 PM
6. BUILD LOOT DECK
There are eight unique treasure cards to choose
from: six from The Forgotten King and one
each from Trent and Boris. The Consul, Kelli,
chooses the Lost Love Pendant, Posh Pajamas,
and Bramble Bracers. The Hero players choose
the Shadow Crown, Deeproot Acorn, and
Boris’s Bashful Bammer.
The base loot deck is made up of 48 loot cards.
If players possess unique loot cards from organized
play events or special models, they may add these
loot cards directly to the the deck, or swap them out
on a one by one basis to customize the deck.
The players have no unique loot cards for this
game, so use the standard deck.
Kelli then chooses six boo booty cards. She
selects two Booty Grinder, two Booty Biter, and
two Bouncing Booty.
7. BUILD EXPLORE DECK
The base explore deck is made up of 24 explore cards.
Each dungeon boss is supplied with twelve
unique explore cards that are used only when
that dungeon boss is being played.
Add these cards to the 24 base explore cards to build
a 36 card explore deck.
Finally, the Hero player choose six wonders.
They select six pets: Mr. Chompers, Admiral
Fuzzybottom, Lord Gruff, Madam Hilde, Mrs.
G. Snorts, and The Colonel.
Kelli adds the 12 unique explore cards that
came with The Forgotten King dungeon boss to
the deck.
6
ClassicMode-Rulebook.indd 6
2015-07-03 5:01 PM
8. POPULATE DUNGEON
9. HEROES ENTER DUNGEON
The Consul places one spawning point and one
treasure chest on each dungeon tile. There may not be
more than one spawning point and one treasure chest
on a single dungeon tile.
Heroes place the start marker on any square that is
within four squares of a doorway that is not connected
to another dungeon tile, and that is not within two
squares of a spawning point. Place all Heroes in a
square on, or adjacent to, the start marker.
Next, every spawning point on the dungeon map
spawns. The Consul places every 8-Bit monster
listed on each spawning point’s game card within
two squares of their spawning point.
The Heroes choose one of the doorways and
place the start marker within four squares.
Shannon, Evan, and Greg each place their Hero
adjacent to the start marker.
Monsters may only be spawned from a spawning
point which lists them as part of its spawning pool.
After placing a spawning point and treasure
chest on each tile, Kelli begins by spawning all
of the 8-Bit monsters from the Bramble Knight
spawning point. She places two Frog Knights
and four Billmen each within two squares of
the Bramble Knight.
10. TIME TO EXPLORE!
SPAWNING
POINT
Place one potion token on each Hero’s game card.
Shuffle each deck, then organize the tokens.
Place them in easy reach of all players. Time to
begin the game!
Next she spawns all of the 8-Bit monsters
from the Old-Growth Hollow paired spawning
points. She can place them within two squares
of either of the paired spawning points. See
Dungeon, page 8.
7
ClassicMode-Rulebook.indd 7
2015-07-03 5:01 PM
THE DUNGEON
DOORWAY
WALL
THE CARDS
3
1
4
2
3
1
4
2
5
5
6
6
7
7
8
8
11
12
9
11
10
12
9
10
13
13
14
14
HERO CARD
1.Name
2.Type
3. Movement Points
4. Action Points
5. Strength Attribute
6. Armor Attribute
7. Willpower Attribute
8. Dexterity Attribute
9.Hearts
10. Potion Quantity
11. Crystal Affinity
12.Abilities
13. Unique Actions
14.Potions
MONSTER CARD
1. Name
2.Type
3. Movement Points
4. Action Points
5. Strength Attribute
6. Armor Attribute
7. Willpower Attribute
8. Dexterity Attribute
9.Hearts
10. Skull Points
11. Crystal Affinity
12.Abilities
13. Unique Actions
14. Monster Platform
8
ClassicMode-Rulebook.indd 8
2015-07-03 5:01 PM
ROLLING DICE
HEARTS
Models roll dice for almost everything they do.
There are three different colors of dice: blue, red,
and green. In general, green dice are better than red
dice and red dice are better than blue dice.
Blue and green dice can roll hearts.
or
If an offense roll wins and any
were rolled a heart has popped out of the target!
A model’s game card shows the number and color
of dice a model rolls for each attribute. In addition,
a model may gain bonus dice from equipment,
potions, or other effects.
A Hero may immediately remove one wound token
or one status effect token from any Hero’s game card
for each heart rolled.
The Consul may only use hearts that are rolled to
remove status effect tokens from any monsters on
the dungeon map.
POTIONS
Red and green dice can roll potions.
If an offense roll wins and any
or
were rolled the target has dropped a potion!
A Hero may immediately place one potion token on
any Hero’s game card for each potion rolled.
The Consul ignores any potions that are rolled.
I love hearts and potions, but be sure to
share them with the Hero who needs them
most. I’ll even share my favorite Super
Slurpy Grape Soda!
STARS
Whenever a dice roll is made count
the total number of stars that were
rolled. The more stars the better!
When a roll targets another model it is called an
offense roll. When this happens the target gets to
make a roll to stop the action, called a defense roll.
The offense roll wins if it has more stars than the
defense roll. The defense roll wins if it has an equal
number or more stars than the offense roll.
Any blank faces, hearts, or potions rolled do not
count as stars.
9
ClassicMode-Rulebook.indd 9
2015-07-03 5:01 PM
ATTRIBUTE
STARS
In addition to dice, some models
have stars listed in their attributes.
If a model has stars in their attribute, add the
number indicated to the final number of stars
rolled on the dice.
Attributes that have only stars have a static value.
No dice are rolled, the number of stars listed is
considered the value of the “roll.”
Greg is making a roll for an action that uses
his Thundervale Huntress’s STR 2 1 . The
Huntress is equipped with a Dwarven Axe
which gives her +1 STR .
BONUS DICE & STARS
During the game models will earn bonus dice or
stars from equipment, potions, and other effects.
Whenever a model earns bonus dice or stars they
add these to their rolls exactly as if they were
printed on the model’s card.
REROLLS
Some abilities cause a model to reroll one or more
dice. A dice may only be rerolled once. If a dice is
subject to multiple rerolls from opposing enemy
and friendly effects, the effects cancel and no
reroll is made.
Greg makes an offense roll using two blue dice
and one red dice, resulting in 3 stars plus 1
star from his Dwarven Axe, for a total of 4
stars and 1 heart.
10
ClassicMode-Rulebook.indd 10
2015-07-03 5:01 PM
PLAYING THE GAME
Beginning with the Heroes, the Heroes and Consul
alternate turns. During a turn models can be activated
or monsters spawned. At the end of every turn is
the Power-Up phase where both the Heroes and the
Consul have a chance to increase the deadliness of the
game. The Heroes and Consul continue alternating
turns until one side wins the game.
In addition, there are abilities and actions that allow
more explore cards to be drawn beyond the first for
each tile.
An explore card is not drawn for the tile the Heroes
start the game in.
BACKPACK
HERO TURN
The backpack is where the party stores
items gained during the game that can
be used by the entire party, including:
princess coins, dungeon keys, wonders,
and unequipped treasure or loot cards.
The party should keep all their backpack items on the
backpack card, where all players have easy access.
1. Activate a single Hero. See Activation,
pages 15-19.
2. Resolve Power-Up, pages 13-14.
3. Play then moves to the Consul Turn, page 12.
Every Hero in the party must be activated before a
Hero may be activated an additional time.
PRINCESS COINS
At the end of any action where a spawning point was
destroyed the Heroes place a princess coin token in
any square the destroyed spawning point
occupied. The party may use the Scavenge
basic action to add the princess coin to
their backpack. See Basic Actions, page
18 and Princess Coins, page 24.
Once all Heroes have activated, they may be activated
again in any order the party desires, and following
the rule above.
Questing Knight Turn → Power-Up → Consul
Turn → Power-Up → Princess Emerald Turn
→ Power-Up → Consul Turn → Power-Up →
Thundervale Huntress Turn → Power-Up →
Consul Turn → Power-Up →
All Heroes have activated, so may be activated
again in any order.
DUNGEON KEYS
At the end of any action where a mini-boss was
destroyed the Heroes place a dungeon key token
in any square the destroyed miniboss occupied. The party may use the
Scavenge basic action to add the dungeon
key to their backpack. Dungeon keys
may be spent to use the Unlock Treasure Chest
basic action, See Basic Actions, page 18. Some
modes of Super Dungeon use dungeon keys for
other unique actions.
During the Hero Turn many different events can
occur. The most common are detailed below.
EXPLORE CARDS
Anytime a Hero moves into a
dungeon tile that the party has never
entered before the Hero immediately
stops its movement and draws a card
from the top of the Explore Deck.
WONDERS
Each time the party gains a wonder (such as a pet)
it is placed in the backpack. Wonders may be used
during Power-Up.
After the explore card is drawn
immediately resolve the effects of the card.
The explore card only affects the tile for which
it was drawn. The Hero may then resume their
activation.
EQUIPMENT CARDS
Each time the party gains a treasure or loot card it is
placed in the backpack. Treasure and loot cards can
be equipped during Power-Up.
Some explore cards spawn creeps or trigger traps.
These are described in more detail in the Advanced
Rules. See Creeps, page 30 and Traps, page 32.
11
ClassicMode-Rulebook.indd 11
2015-07-03 5:01 PM
CONSUL TURN
SPAWN MONSTERS
1. Choose one spawning point on the dungeon map.
The spawning point’s card lists the name and total
number of monsters that it may spawn.
During the Consul Turn, the Consul may either
Activate Monsters or Spawn Monsters.
ACTIVATE MONSTERS
When using duplicate spawning points, it is not
necessary to track which monsters belong to a
specific spawning point.
1. Activate one or more monsters. See Activation,
pages 15-19.
The number of monsters that may be activated
skull points. Each monster
is determined by
is worth a number of skull points indicated on
their card. The Consul may activate a total of
four skull points worth of monsters during the
Consul Turn.
2. Place all of the monsters listed on the spawning
point’s card within two squares of the spawning
point model. If the spawning point is a paired
spawning point, the Consul may place the monsters
within two squares of either spawning point. Large
based models must occupy at least one square
within two squares of the spawning point.
In addition, the Consul may activate one Super
monster that is on the dungeon map for free. Note:
The Consul may activate one Super monster worth
four skull points and then also activate a second,
different, Super monster for free.
Only monsters that are available in the spawning
pool may spawn. If no monsters listed on the card
are available in the spawning pool, the Consul may
not perform Spawn Monsters.
Monsters may be activated in any order the Consul
wishes. Monsters must complete their entire
activation before activating another monster.
If there is not enough space to place all of the listed
monsters, the excess monsters may not be spawned
and remain in the spawning pool.
Monsters may be activated in consecutive Consul
Turns, but may not be activated multiple times in
the same turn.
3. Place one wound token on the spawning point
model. If the spawning point is a paired spawning
point, place one wound token on each model.
2. Resolve Power-Up, pages 13 - 14.
A paired spawning point may continue to spawn
every monster listed on its card, even if one of the
spawning points has been destroyed.
3. Play then moves to the Hero Turn, page 11.
4. Resolve Power-Up, pages 13 - 14.
5. Play then moves to the Hero Turn, page 11.
The Consul may not perform Spawn Monsters if it
was performed in the previous Consul Turn.
If you have difficulty
remembering
which models have
activated, place a
Game Effect token
on each model’s
card after they have
activated.
Skull
Points
12
ClassicMode-Rulebook.indd 12
2015-07-03 5:01 PM
POWER-UP
Power-Up occurs after every turn, both Hero
and Consul. There are four types of Power-Up:
Equipment, Wonder, Mighty Monsters, and Boss
Spawn. After a turn has concluded resolve each
Power-Up that is applicable in the following order:
1. EQUIPMENT
Drawn loot and treasure cards are called equipment.
The party may draw one card from the Loot Deck
for every elite or minion monster destroyed during
the turn, up to a maximum of three cards.
Any Hero may be equipped during Power-up. Only one
piece of equipment may be equipped per slot. A Hero
may only have one treasure card equipped at a time.
The party may draw one card from the Treasure
Deck for each mini-boss or boo booty destroyed.
See Boo Booty, page 28.
Equipment that is not equipped during Power-up is
discarded. For each treasure card that is discarded
one Hero may remove a wound or status effect
token, even if it was previously equipped.
The party may not draw loot cards for monsters
that were destroyed during the Consul Turn (such
as from
Fire or Backlash) or that possess the
Insignificant ability. Treasure for destroying minibosses may be drawn as normal, regardless of whose
turn it was when they were destroyed.
If a Hero replaces a piece of equipment the old card
must be discarded and may not be equipped by
another Hero.
If the Loot Deck or Treasure Deck are drawn
through, reshuffle the discarded cards to refresh
the deck.
Each Hero has four colored-crystal equipment
slots along the edge of their card: Ruby, Citrine,
Emerald, and Sapphire. Each equipment card has
a corresponding crystal color indicating the slot to
which they can be equipped.
All equipment
is shared by the
Heroes and goes
into the backpack.
It doesn’t matter
who drew the card
or where they are on
the dungeon map.
Tuck the equipment card underneath the Hero
card until the matching crystals touch and only the
name and abilities of the equipment is showing. The
Hero gains all the abilities and bonuses listed on the
equipment exactly as though they were printed on
the model’s card.
2. WONDER
Heroes may equip or use any wonders they have
acquired. Each wonder has its own unique rules for
how it functions.
13
ClassicMode-Rulebook.indd 13
2015-07-03 5:01 PM
3. MIGHTY MONSTERS
Want your dungeon to
look extra awesome?
Paint your monsters to
be themed with your
favorite status effect.
Now those are some
Mighty Monsters!
At the end of any turn in which a mini-boss was
destroyed, the Consul advances the the Mighty
Monster chart one step. The bonuses gained by the
monsters are cumulative based on the number of
mini-bosses destroyed. Once the top of the chart
has been reached—stop! The monsters are now extra
mighty and will advance no further.
Only elite and minion monsters gain the benefits
of the Mighty Monster chart shown below:
MINI-BOSSES
DESTROYED
MONSTER
BONUS
1
Defense Rolls gain +1
2
Offense Rolls gain +1
3
Defense Rolls gain +1
4
Offense Rolls gain +1
5
Consul may choose one
status effect for all monsters
to inflict when making
successful offensive actions.
4. BOSS SPAWN
The Consul may place one mini-boss for each
spawning point that was destroyed during the turn.
Place each mini-boss anywhere on the destroyed
spawning point’s dungeon tile. The mini-boss may
be activated in subsequent Consul turns.
If no mini-boss is available in the spawning pool,
immediately advance the Mighty Monster chart one
step instead.
If the spawning point destroyed was the last one
on the dungeon map, a mini-boss is not spawned.
Instead the dungeon boss is spawned, and the Boss
Fight has begun! See Boss Fight, page 22.
14
ClassicMode-Rulebook.indd 14
2015-07-03 5:02 PM
ACTIVATION
A model’s activation consists of multiple parts:
upkeep, movement, actions, and potions. Upkeep
is always resolved at the beginning of a model’s
activation. After its upkeep a model may spend
movement points, action points, and drink potions
in any order the player wishes.
Each adjacent square the model moves into counts
as one square and uses one movement point,
including diagonals. Large based models also count
this as one square even though the size of their base
makes them occupy multiple new squares.
Models may freely move through tokens, templates,
and friendly models, but may not move through
enemy models or end their movement in a square
occupied by another model.
A model may divide spending their points between
movement and actions, so long as the total number
of points spent of each type does not exceed the
number they possess.
ACTION POINTS
UPKEEP
A model spends action points to perform actions.
There are two types of action:
A model performs upkeep at the beginning of
their activation. Resolve each upkeep step in the
following order:
1. End effects from the model’s previous
activation, such as potions or auras.
Blue support actions do not inflict wounds.
Instead, they cause special effects to occur, such
as inflicting status effects on enemies or helping
friendly models.
2. Spend Princess Coins, page 24.
3. Apply healing effects, such as Tough.
4. Apply status effects, such as
Fire.
Each action has a cost listed on its icon indicating
how many action points the model must spend to
perform the action.
Poison or
5. Apply all other game effects the model is subject
to in the order of its player’s choice.
During its activation, a model may spend any
number of action points, up to the total listed on its
card, to perform any actions available to it. A model
may perform the same action multiple times.
MOVEMENT POINTS
During a model’s activation it may move a number of
squares up to its total number of movement points.
All models have access to a variety of basic actions,
which are detailed on page 18. In addition, many models
have unique actions only they can perform. Unique
actions are listed on a model’s card or are gained from
equipment, potions, and other game effects.
1
1
2
2
3
3
Red offensive actions inflict a single
wound if successful.
Both basic actions and unique actions follow the
same rules to perform, which are detailed on the
next two pages.
4
4
5
5
6
6
15
ClassicMode-Rulebook.indd 15
2015-07-03 5:02 PM
Action Type
& Cost
Action
Name
2. CHECK RANGE
Range Action Effects
2
Stinging Shot:
1
Scope:
All actions have a maximum range. Only models
that are within range of an action may be targeted
by the action.
8 , +1 DEX ,
To see if a target is within range count the number
of squares between the model performing the
action and the target model, including the square
the target occupies.
8 , DEX vs DEX ,
Action Type Action
& Cost
Name
Range
Action Effects
If the number is equal to or less than the action’s
range the model may be targeted by the action.
1. DETERMINE LINE OF SIGHT
If the target is further than the action’s range the
model may not be targeted. A different target must
be chosen.
Models (friendly or enemy), tokens, and templates
do not block line of sight.
RANGE ICONS
Models require line of sight to target another model.
A model has line of sight when it can draw at least
one straight line from any point of its square to
any point on the intended target’s square. The line
cannot contact walls or structures, including where
walls or structures meet squares on a corner.
Range icons indicate the range of an action. If the
action has an area effect it will not list a number
range with the icon, the area effect is used instead.
See Area Effects, page 26.
Models always have line of sight to themselves.
Support Range: Only support actions possess
a
. If the support action does not possess a
or an area effect it may only target the model using
the action.
1
Scope:
8 , DEX vs DEX ,
Melee Range: All actions that possess a
use the model’s STR when making an offense roll.
2
Lightning Charge:
2 , +1 STR , Push 5
Magic Range: All actions that possess a
use
the model’s WILL when making an offense roll.
AUGMENT & DANGEROUS
Offensive and support actions may only target or
affect enemy models unless the action has
Augment or
Dangerous.
1
Stranglethorn:
6 , Burst 1,
Missile Range: All actions that possess a
use the model’s DEX when making an offense roll.
Actions with
Augment are actions that may
only target or affect friendly models.
2
Stinging Shot:
8 , +1 DEX ,
Dangerous are actions that may
Actions with
target and will affect both friendly and enemy models.
16
ClassicMode-Rulebook.indd 16
2015-07-03 5:02 PM
3. MAKE OFFENSE ROLL
During Evan’s turn he activates Princess Emerald.
He decides to beat up the King Sprout a bit. He
spends one action point to use Emerald’s “Scope”
support action.
All offensive actions require an offense roll.
Support actions never require an offense roll unless
the action indicates otherwise. If no offense roll is
indicated, skip directly to 6. Resolve Effects.
1
If the support action does require an offense
and defense roll, the action will specify which
attributes are used.
8 , DEX vs DEX ,
Then he checks that Emerald has line of sight, and
counts to make sure the King Sprout is within the
action’s range 8 . Unlike some support actions
Scope requires an offense and defense roll of DEX
vs DEX .
A model’s attributes and offense roll can be
increased or decreased by equipment, potions, and
other game effects. A model must include all of
these effects when making its offense roll.
Evan makes the offense roll using Princess Emerald’s
DEX 2 1 , resulting in
for a total of
4 stars.
The Consul, Kelli, now makes the defense roll. Since
the action specifies the roll is DEX vs DEX, Kelli
must use the King Sprout’s DEX 1 instead of its
normal defense attribute ARM. She rolls
.
Since hearts don’t count as stars and have no other
effect on defense rolls her total is 0 stars. Oh no!
4. TARGET MAKES DEFENSE ROLL
Once the number of stars made for the offense roll has
been determined the target must make a defense roll.
a
Scope:
Defense: The model may use any attribute with
of their choice when making a defense roll.
Evan has won! Since this is a support action it does
not inflict a wound. The King Sprout suffers the
Bane status effect. Kelli places a
Bane token next
to the King Sprout’s model.
A model’s attributes and defense roll can be
increased or decreased by equipment, potions, and
other game effects. A model must include all of
these effects when making its defense roll.
Next, Evan uses Emerald’s Stinging Shot offensive
action against the King Sprout.
5. COMPARE RESULTS
2
Compare the number of stars rolled for the offense
roll and defense roll.
Stinging Shot:
8 , +1 DEX ,
Stinging Shot costs two action points. He spends
the points to activate the action. Emerald has not
moved since her last action, so Evan already knows
she has line of sight and is in range. He makes the
offense roll. Stinging Shot has the
range icon,
so the roll is made using Emerald’s DEX 2 1 . In
addition, Stinging Shot grants a bonus +1 DEX ,
making the total roll 2 2 .
If the offense roll wins, and it was an offensive
action, place a single wound token
on the
target model.
The defense roll wins if it has an equal number or
more stars than the offense roll. The action has
failed, no wound or other effects of the action occur.
Evan rolls
for a total of 3 stars.
Now the Consul, Kelli, gets to make a defense roll
for the King Sprout. The King Sprout’s
is on its
ARM 2 . She rolls
for a total of 2 stars.
6. RESOLVE EFFECTS
Some actions have special effects, such as inflicting
status effects. If the offense roll wins the player then
resolves the secondary effects of the action.
The King Sprout is currently suffering
Bane, so it
must discard the highest resulted rolled whenever it
makes a defense roll. Kelli must discard the
die,
making the total 0 stars! The King Sprout suffers one
wound and the status effect
Ice.
If the target model was not destroyed and has any
secondary effects that trigger as a result of being
targeted, those effects are then applied.
Finally, since Evan rolled a potion, he can give a
single potion token to any Hero.
Good Job!
17
ClassicMode-Rulebook.indd 17
2015-07-03 5:02 PM
BASIC ACTIONS
1
Pick Lock: 1
The model makes a roll using its DEX attribute. If the
model rolls three or more stars draw two cards from
the Treasure Deck and add them to the backpack.
Remove target treasure chest from the dungeon map. If
fewer than three stars are rolled the Consul may replace
the chest with one boo booty of their choice.
OFFENSIVE
1 Magic Attack: A model may only use Magic
Attack if it has
on its WILL attribute. The
model may make an offensive action using its
Willpower (WILL) attribute against any enemy
model within the range indicated.
X
1 Melee Attack: A model may only use Melee
Before spending any action points, a model may
chose to spend all of their action points to run. A
model that runs may spend a total of twice its total
number of movement points during its activation.
Attack if it has
on its STR attribute. The model
may make an offensive action using its Strength
(STR) attribute against any enemy model within the
range indicated.
1 Missile Attack: A model may only use Missile
0
Attack if it has
on its DEX attribute. The model
may make an offensive action using its Dexterity
(DEX) attribute against any enemy model within the
range indicated.
Scavenge:
1
A Hero can pick up an item that can be scavenged
such as a skull token, princess coin, or dungeon key.
Remove the token from the dungeon map and place
the recovered item in the party’s backpack.
SUPPORT
1
Heroes may use all basic support actions. Monsters
may only use the Run and Vigor basic actions.
Smash Chest:
1
Draw one card from the Treasure Deck and add it to
the backpack. Remove target treasure chest from the
dungeon map.
1
Bandage:
, 1
A model using Bandage makes a roll using its WILL
attribute. If the model rolls more stars than the
number of wound tokens on the target remove one
wound token from the target.
1
Unlock Treasure Chest:
1
Spend one dungeon key token. Draw two cards from
the Treasure Deck and add them to the backpack.
Remove target treasure chest from the dungeon map.
1
Conjure Pet: 6
Place the model’s pet in target empty square. A model
may only use Conjure Pet if it is the pet’s master.
1
Vigor:
A model using Vigor makes a roll using its ARM
attribute. If the model rolls more stars than the
number of status effect tokens on its card they may
remove one status effect token.
1
Disarm Trap: 2
The model makes a roll using its DEX attribute. If
the model rolls more stars than target trap’s defense
the trap is destroyed.
2
Run:
Don’t underestimate a basic action just
because it’s “basic.” Clever use of basic actions
can win the game!
Explore:
Draw one explore card and apply its effects
immediately. The party may only perform the
Explore action one time in each tile per game.
18
ClassicMode-Rulebook.indd 18
2015-07-03 5:02 PM
POTIONS
There are three types of potion:
The maximum number of potions a model can carry
is indicated by the
Potion Quantity on their card.
When a model gains a potion through a dice roll or
other effect, place a potion token on their card.
SUPPORT
A support potion grants the model that drank the
potion a single-use
support action.
Potions grant the model a free, single-use action.
Resolve the action exactly like a normal action that
costs no action points.
OFFENSIVE
An offensive potion grants the model that drank the
potion a single-use
offensive action.
All potions have a cost listed on its icon indicating
how many potion tokens the model must spend to
drink the potion.
EMERGENCY
An emergency potion grants the model that drank
the potion a single-use
support action that
may be used during the Consul Turn.
To drink a potion, remove the indicated number
of potion tokens from the model’s card, then
resolve the effects of the potion.
SHARING POTIONS
A Hero is not restricted to drinking only the
potion(s) listed on their card. A Hero may share
their potion with another Hero.
A model may drink one potion during its activation.
That potion can be of any type.
A model may drink a single emergency potion
during the Consul Turn.
To drink another Hero’s potion remove the potion
tokens from the sharing Hero’s card. The Hero
drinking the potion then resolves the effects of
the potion.
A model may never drink a potion to interrupt a
dice roll or affect a dice roll that has already been
made, unless the potion indicates otherwise.
A Hero may drink another Hero’s potion no matter
where they are on the dungeon map.
Don’t be stingy with your
potions! Always share your
potion with the Hero who
needs it most. Also, always
ask permission and say
“thank you.” No one likes an
impolite soda stealer.
Princess Emerald is out of action points but she
can still drink a potion. Evan is worried that the
monsters might try to take revenge during their
turn, so he asks Shannon if Emerald can drink
the Questing Knight’s Magic Armor potion.
Shannon agrees and removes the potion token
from the Questing Knight’s card. Now Princess
Emerald gains the effects of the potion granting
her +1 ARM until her next upkeep.
19
ClassicMode-Rulebook.indd 19
2015-07-03 5:02 PM
HERO TURN
HERO TURN
The dungeon has been set up, and the Heroes get the
first turn. Shannon activates the Questing Knight first
and makes three Melee Attack basic actions destroying
two Mooks and inflicting one wound on a Wisp.
Princess Emerald is the next Hero to activate. Evan
decides to attack an Old-Growth Hollow spawning
point. Princess Emerald makes two Missile Attack
basic actions against it, wounding both times. Evan
then decides to try to get some loot and shoots a
Turniphead, destroying it.
Questing Knight Activation
Princess Emerald Activation
POWER-UP
Shannon draws two loot cards
for the Mooks he destroyed,
drawing: Dwarven Axe and
Potion Bandolier. The party
equips the Thundervale
Huntress with the Dwarven
Axe and Princess Emerald with the
Potion Bandolier.
POWER-UP
During the turn, Princess
Emerald destroyed one
Turniphead. Evan draws
one loot card, drawing:
Chainmail. The party equips
the Questing Knight with the Chainmail.
No wonders were drawn, nor
were any mini-bosses or spawning
points destroyed. Play moves to the
Consul Turn.
CONSUL TURN
Spawn Monsters
Kelli decides to spawn monsters using the OldGrowth Hollow paired spawning points. Two
Mooks, one Turniphead, and one Sprout are
available in the spawning pool. She places both
Mooks within two squares of one Old-Growth
Hollow, then places the Turniphead and the Sprout
within two squares of the other.
CONSUL TURN
Activate Monsters
The Consul, Kelli, decides to activate monsters. She
may activate four skull points worth of monsters.
First, she activates a Frog Knight which costs 2 .
The Frog Knight uses its unique offensive action,
Frogger, to inflict one wound on the Thundervale
Huntress. With its second action point the Frog
Knight makes a Melee Attack basic action, but fails
to win the roll. Next, she activates two Mooks,
costing 1 each. They manage to inflict a second
wound and the status effect,
Poison on the
Thundervale Huntress.
Finally, she places one wound token next to each OldGrowth Hollow model.
POWER-UP
No additional
equipment or wonders
were earned during
the Consul Turn, nor
were any mini-bosses
or spawning points
destroyed. Play moves
to the Hero Turn.
20
ClassicMode-Rulebook.indd 20
2015-07-03 5:02 PM
POWER-UP
CONSUL TURN
Activate Monsters
No additional equipment or wonders were earned
during the Consul Turn, nor were any mini-bosses
or spawning points destroyed. Play moves to the
Hero Turn.
Kelli is looking for payback and decides to activate
monsters. First, she activates two Mooks who each
use a Melee Attack basic action on the Thundervale
Huntress, inflicting two wounds.
HERO TURN
Thundervale Huntress Activation
Fearing for the Huntress, Evan shares his Hero’s
potion. Evan spends one potion token to let Greg’s
Thundervale Huntress drink Princess Emerald’s
potion, Hunter’s Rations, healing two wounds.
Greg’s Thundervale Huntress is up next. Since she is
suffering
Poison she only has 2 this turn. She
uses the Melee Attack basic action against the OldGrowth Hollow, inflicting one wound and destroying
it. The Heroes place a Princess Coin token in an
adjacent square. The Huntress moves adjacent to
the token and uses the Scavenge basic action, which
costs 0 , to pick it up. Greg places the token in
the party’s backpack. The Huntress then moves to a
treasure chest and uses the Smash Chest basic action
to open it.
Next, Kelli activates Bashful Boris. Bashful Boris
is a
monster and does not count towards her
four skull points. Bashful Boris uses his unique
offensive action Sweeping Mace, which hits both the
Thundervale Huntress and the Questing Knight,
inflicting one wound on both. Boris then makes
two Melee Attack basic actions (spending an action
point for one and using the Berserk ability for the
other) against the Thundervale Huntress, inflicting
another wound.
POWER-UP
The Thundervale
Huntress destroyed
one model and
smashed open one
treasure chest. Greg
draws one loot
card, drawing: Steel
Sword. He then
draws one treasure
card, drawing: Lucky
Striped Pants. The
party equips the Steel
Sword on the Questing
Knight, and equips the
Thundervale Huntress
with the Lucky Striped
Pants.
Finally, Kelli activates
two more Mooks, costing 1
each. Both fail to wound the
Thundervale Huntress.
POWER-UP
No additional equipment
or wonders were earned
during the Consul Turn,
nor were any mini-bosses or
spawning points destroyed.
Play moves to the Hero Turn.
THE GAME CONTINUES
The party is up next and may choose to activate any
of their Heroes. No matter whom they activate it
will be a good idea to use their Princess Coin during
upkeep to completely heal the poor Thundervale
Huntress!
Once again no wonders
were drawn, and no mini-bosses were destroyed.
However, a spawning point was destroyed. Kelli
places Bashful Boris on the destroyed spawning
point’s dungeon tile. Play moves to the Consul Turn.
The Heroes and Consul continue alternating turns
until one side is victorious.
21
ClassicMode-Rulebook.indd 21
2015-07-03 5:03 PM
BOSS FIGHT
The dungeon boss is a terrible and powerful foe. It
can be the final decisive blow to end the game, or
the surprising pendulum swing that turns the entire
tide of the adventure in the opposite direction.
When the last spawning point on the dungeon map
is destroyed, the Consul may place the dungeon boss
anywhere on the same dungeon tile.
The dungeon boss is a Super monster and, when in
play, may be activated during each Consul Turn in
addition to the Consul’s normal four skull points of
monsters as described in Activate Monsters, page 12.
Boss Fight Card
BOSS FIGHT CARD
TIMEOUT
A dungeon boss spawning is a momentous event,
and triggers events that can change the nature of the
dungeon. Every dungeon boss includes a Boss Fight
card, listing unique rules that affect the game once
the dungeon boss has spawned.
As the Boss Fight progresses the dungeon boss will
take a timeout to regroup: it will remove status
effects, summon more monsters, and then renew its
attack from a new angle.
Immediately after the boss has a number of wound
tokens equal to or greater than half of the number of
hearts on their card, a timeout is triggered. Before
any further actions are carried out, the Consul
performs all the following steps:
BOSS SPAWN
Immediately after the boss spawns resolve any
effects listed under Boss Spawn.
1. Remove all status effect tokens from the
dungeon boss card.
2. Heal the dungeon boss back to half of its
remaining wounds (rounded up) if it went below.
3. Resolve any timeout effects listed on the Boss
Fight card.
4. Spawn up to six skull points of 8-Bit or 16-Bit
monsters from the spawning pool. Place the
models anywhere within two squares of the
dungeon boss.
5. The Consul may place the dungeon boss in any
square within ten squares of its current location.
A timeout is only triggered once, even if the boss
later heals and is subsequently reduced to half its
hearts additional times.
22
ClassicMode-Rulebook.indd 22
2015-07-03 5:03 PM
Shannon’s Questing Knight has just used his
Massive Sword ability to inflict two wounds on
The Forgotten King, giving him five wounds
total and initiating a Timeout. The Questing
Knight still has movement points remaining,
but the Timeout resolves first.
Kelli then spawns
six skull points
of monsters. She
chooses: two
Turnipheads,
one Billmen,
and one Grobbit
Executioner. She
places them within
two squares of The
Forgotten King.
The Forgotten King
is suffering the
status effect
Ice from Princess
Emerald’s, Stinging
Shot. Kelli removes
the status effect
token.
Finally, she places The Forgotten King ten
squares away from his current position, well
away from that pesky Questing Knight and
right next to Princess Emerald.
The Questing
Knight brought
The Forgotten
King to fewer than half of his Hearts (four) so
Kelli removes one wound token to Heal The
Forgotten King back to four.
The Forgotten King’s Timeout effect, Last
Stand, grants The Forgotten King, elite, and
minion models
Immune: Status Effects.
Kelli removes all status effect tokens from any
elite or minion model currently suffering from
a status effect.
Now that the Timeout has been completed
Shannon may finish the Questing Knight’s
activation and the rest of the Hero Turn.
VICTORY
If the dungeon boss and his monsters destroy all of
the Heroes the Consul wins and darkness tightens
its grip upon Crystalia.
If the Heroes destroy the dungeon boss, the Heroes
win and light has banished the darkness from this
corner of Crystalia.
23
ClassicMode-Rulebook.indd 23
2015-07-03 5:03 PM
YOU HAVE DIED
Over the course of a game, models will suffer
wounds and be healed. Some may even be destroyed
and then resurrected!
If the destroyed model is a Hero remove the model
from the dungeon map and place a skull token in
the square it last occupied.
Every model has a number of Hearts
indicated
on their card. Whenever a model suffers a wound,
place a wound token
on their card. Whenever a
model heals a wound, remove a wound token from
their card.
SKULL TOKENS
Skull tokens represent a destroyed
Hero’s equipment. Any Hero may
retrieve a skull token by using the
Scavenge basic action, page 18. After
scavenging a skull token, remove it from play
and place the destroyed Hero’s equipment in the
backpack. It may be equipped by other Heroes as
normal during Power-Up.
For Heroes and boss monsters it is easiest to
keep track of wounds and status effects on
their game card. For smaller monsters it is
often easier to place the wound tokens next to
the model on the dungeon map.
PRINCESS COINS
During any Hero’s upkeep they
may choose to spend one or more
princess coins.
Once a model has a number of wound tokens equal
to its number of Hearts the model is destroyed. A
destroyed model cannot be activated or otherwise be
used in any way, including receiving new equipment
or potion tokens.
For each princess coin spent, choose one Hero
that is either on the dungeon map or that has been
destroyed. Remove all wound and status effect tokens
from the model’s card.
If the destroyed model is a monster remove all
wound and status effect tokens from its card or
the dungeon map and return the model to the
spawning pool.
If the princess coin was used on a destroyed
model, return the model to the dungeon map
adjacent to the start marker. If the Hero’s skull
token remains on the dungeon map, the Hero’s
equipment was not scavenged and they return to
play with it still equipped. Remove
the token from play.
Once the effects of the
princess coin have been
resolved return it to the
token pile.
24
ClassicMode-Rulebook.indd 24
2015-07-03 5:03 PM
ADVANCED RULES
ABILITIES
IMMUNE X: A model with Immune X is
immune to the negative status effect shown by the
icon. If a model that is suffering a status effect gains
Immune X to that effect remove the status effect
token immediately. e.g. A model with
is immune
to
Poison.
Many models have a number of abilities listed on
their card. These abilities are always active and
require no action points to activate.
The most common abilities are listed below. If an ability
is not listed here it will be on the model’s game card.
INSIGNIFICANT: If a Hero is on the same
dungeon tile as a model with Insignificant it may
be activated in addition to any other monsters that
are activated during the Consul Turn. A model
may not draw a loot card for destroying a model
with Insignificant.
BACKLASH: If a model targeted by an offensive
action possesses Backlash and wins the defense
roll, the model making the offense roll suffers one
wound. A model may not draw a loot card for
destroying a model due to Backlash.
BLESSING: A tile effect with Blessing bestows a
positive effect, specified on the tile effect’s card, to
models within the tile. Blessings only affect Hero,
elite and minion models.
ONE USE ONLY: An action with One Use Only
may only be used a single time during the game,
once it has been used it may not be used again.
BURROW: A model with Burrow may move
through walls, and treats difficult terrain and
structure squares as open squares. All non-blessing
tile effects in those squares are ignored.
PET X: A model with Pet X is the master of the
pet listed as X. A model with Pet X may never be a
different pet’s master. The listed pet begins the game
within two squares of its master.
CURSED: Equipment with Cursed must be
equipped during Power-Up if any Hero has an
available slot, and cannot be removed or discarded
unless the model is destroyed.
SHAPESHIFT X: The model may Shapeshift into
the model listed. See Shapeshift, page 31.
SMALL: An enemy model may only target a Small
model if it is within 3 squares of the model.
FLY: A model with Fly treats difficult terrain,
chasm, and structure squares as open squares.
All non-blessing tile effects in those squares are
ignored. Structure squares do not block line of sight
to or from models with Fly.
STATUS EFFECTS: If a model has a status effect
listed as one of its abilities any successful offensive
action it performs inflicts the status effect upon its
target. See Status Effects, page 31.
HEAL X: A model affected by Heal may remove
a number of wound tokens or a number of status
effect tokens equal to the value of X.
STEALTH: Actions targeting a model with Stealth
reduce their Range by 3, to a minimum of 1.
HOOKSHOT: Actions with Hookshot do not
require line of sight to target a model. Range must
still be counted around walls and structures.
SUREFOOT: A model with Surefoot treats difficult
terrain squares as open squares. All non-blessing
tile effects in those squares are ignored.
IMMUNE: STATUS EFFECTS: A model
that is Immune: Status Effects can never suffer the
negative effects of status effects. If a model that is
suffering a status effect gains Immune: Status Effects
remove all status effect tokens immediately.
TOUGH: During its upkeep, a model with Tough
removes a single wound token.
25
ClassicMode-Rulebook.indd 25
2015-07-03 5:03 PM
AFFINITY
With the exception of Burst X, area effects replace
the range of an action.
Every model has an affinity with one or more of the
Goddess Crystals of Crystalia. A model may gain
greater benefits from equipment or game effects if
they share an affinity. Conversely, a model may suffer
penalties if they do not share an affinity. Models with
more than one affinity gain any bonuses or penalties
if either one of the affinities match.
If the area effect action requires an offense roll the
model using the action makes a single roll. Every model
within the area is allowed to make a defense roll.
Friendly models, including the user, are not affected
by area effects unless they are
Augment or
Dangerous actions.
If a model is affected by two area effects
simultaneously the effects are cumulative as long as
the actions’ names are different, even if their effects
are the same.
If a model has affinity with two colors they benefit
or suffer the effects of the affinity if either of the
colors match.
BURST X
Determine a Burst effect’s target as normal using the
action’s range. After the target has been selected, it
and every model within X squares of the target are
affected. Squares that the target cannot draw line of
sight to are not affected.
EQUIPMENT
AFFINITY
If a piece of equipment has
an affinity it will list both
a standard bonus and an
affinity bonus. Models whose
own affinity matches the
equipment’s gain the affinity
bonus instead of the standard
bonus. All other models use the standard bonus.
If a large based model is targeted by a Burst area effect
choose one square occupied by its base as the square
targeted and determine the area effect as normal.
BURST 1
AREA EFFECTS
Some actions can hit multiple models all at the same
time. These actions are called area effects.
To use an area effect, first determine which models
are in squares that will be affected. Squares that the
user cannot draw line of sight to are not affected. All
models that are within the area are considered to be
affected simultaneously.
BURST 1
LARGE BASE
Watch out little
monsters. Make sure
to stay spread out
whenever a Hero
with an area effect is
around—unless you
want to get roasted!
26
ClassicMode-Rulebook.indd 26
2015-07-03 5:03 PM
CROSS X
LANCE X
A Cross effect is centered on the user’s base and
every square within X squares of the user, but does
not affect any diagonal squares.
A Lance effect draws a straight line in any direction,
directly away from the user’s base along a distance
of X. Every model along this line is hit. Lance effects
may not be used along diagonals.
CROSS 2
LANCE 5
LANCE 5
LARGE BASE
SWEEP X
CROSS 2
LARGE BASE
A sweep effect hits every model within X squares
of any single side of the user’s base along a straight
line. Sweep effects may not be used along diagonals.
SWEEP 2
SWEEP 2
LARGE BASE
27
ClassicMode-Rulebook.indd 27
2015-07-03 5:04 PM
BOO BOOTY
WAVE X
A Wave effect is centered on the user’s base and
every square within X squares of the user.
Boo booty are a special type of monster and
treasure card.
AURA X
In addition to their game card, each boo booty has
a treasure card that is shuffled into the Treasure
Deck. At the beginning of each game the Consul
may choose up to six boo booty cards to add to the
Treasure Deck.
An Aura effect is centered on the user’s base and
every square within X squares of the user. Auras
remain in play, centered on and moving with the
user, until their next upkeep.
When Heroes draw a boo booty from the Treasure
Deck replace the treasure chest model with the
specified boo booty model and game card. Any
additional treasure cards that were drawn are
discarded.
WAVE 1 | AURA 1
During the Consul Turn a boo booty may be
activated like a normal monster. When the boo
booty is destroyed the Heroes may draw one card
from the Treasure Deck during Power-Up.
A boo booty is only spawned when treasure chests
are opened. If another action or effect causes a boo
booty card to be drawn, such as destroying a miniboss, or if there is no available boo booty model in
the spawning pool, shuffle it back into the treasure
deck and draw again.
WAVE 1 | AURA 1
LARGE BASE
28
ClassicMode-Rulebook.indd 28
2015-07-03 5:04 PM
CONTROL EFFECTS
PULL X
A model targeted by Pull may be moved a number of
squares up to the value of X towards the model using
Pull. Each square moved must decrease the distance
between the two models. Once the two models are
adjacent, the target model immediately stops.
Control Effects allow one model to move another
model. A model that is moved as a result of a
control effect does not count as having been
activated and may still activate and move as
normal during their own turn.
A model may never be moved in a manner that would
not be legal for them to move on their own. Difficult
terrain and other tile effects are treated as normal.
PULL 2
Use Control Effects to
move pesky enemies
into deadly tile effects
or friendly models
away from danger.
COMPEL X
A model targeted by Compel may be moved a number
of squares up to the value of X in any direction.
COMPEL 2
PUSH X
A model targeted by Push may be moved a number
of squares up to the value of X away from the model
using Push. Each square moved must increase the
distance between the two models. If the target
model cannot be moved further away, such as from
contact with a wall, the model immediately stops.
PUSH 3
29
ClassicMode-Rulebook.indd 29
2015-07-03 5:05 PM
CREEPS
RESCUE
When the Heroes draw a
pet card from the Treasure
Deck, place the pet’s game
card and model in the
backpack.
Many explore cards
spawn a special
type of monster
known as creeps. Creeps are not
part of the spawning pool and are
spawned only by drawing explore
cards. When an explore card is
drawn it indicates the number of
creeps that are spawned.
During Power-Up the party
may choose one Hero to be
the pet’s master. Place the pet
model within two squares of
the master, then place the pet’s game card in front of
the player for easy reference.
Creeps are spawned within two squares of the tile’s
spawning point as normal. The Consul may use
any creep models they own, and may even spawn
different types of creeps. There is no limit to the
number of creeps that may be on the dungeon
map—just the number of models you own!
PET ACTIVATION
All pets possess four attributes: movement points,
action
points, STR strength, and ARM
armor.
All creeps have the Insignificant ability, and may
be activated in addition to all other monsters that
are activated during the Consul Turn if a Hero is on
their tile.
Pets may spend movement points
and action points in the same
manner as other models. Pets
may only use the Melee Attack
and Run basic actions. The pet’s STR is used for any
offense roll the pet is required to make.
PETS
Pets are wonders. At the beginning
of each game the Heroes may
choose up to six wonder cards, any
of which may be pets, to add to the
Treasure Deck.
Pets are not required to remain within two squares
of their master. The master gains any benefits
granted by the pet as long as the pet is on the
dungeon map.
Pets must be bound to another
model called a master. A pet is
represented by a single model and game card that
explains its abilities in the game.
TARGETING PETS
Pets may be targeted and affected by actions as
normal. The pet’s ARM is used for any defense roll
the pet is required to make. If a pet suffers a wound
it is immediately destroyed.
Heroes may start the game with a pet thanks to the
Pet X ability, or they may rescue pets by drawing
them from the Treasure Deck.
During the master’s activation it may use Conjure
Pet, page 18, to return the pet to play.
A model may only ever be a single pet’s master at
one time. If a model gains a new pet, the old pet’s
model and card is placed in the backpack, and may
be given to another model during Power-Up.
If a master is destroyed their pet is immediately
placed in the backpack.
Pets are considered part of the party and any
game effect which affects the entire party affect
any pets as well.
30
ClassicMode-Rulebook.indd 30
2015-07-03 5:05 PM
RULE PRIORITY
STATUS EFFECTS
If a game card, game effect, or ability has a rule that
is contrary to the rules in this rulebook, the card or
ability always takes precedence.
Status effects are negative effects that cause a model
to suffer a disadvantage in the adventure.
When a model suffers a status effect, place the
appropriate status effect token on the model’s
card. The model suffers the effect until the token
is removed.
SHAPESHIFT
A model with the Shapeshift ability has two cards
and two models, one representing their original
form and one representing their shapeshift form.
Models always begin the game or are spawned using
their original form.
Status effects are typically caused by actions that
target a model. When this is the case, the model only
suffers the status effect if the action was successful.
A model may suffer multiple status effects, but may
only ever have one of the same type.
When the model is activated it may choose to
shapeshift into its alternate form during its upkeep.
Replace their card with the specified shapeshift
card. Replace the model on the dungeon map with
the new shapeshift model.
Remember, status
effects last until
removed by using
a heart or other
ability. Use those
hearts wisely!
The model retains all tokens and equipment it
possesses regardless of its form. The shapeshift form
retains the same model type as the original form.
If there is no room to place the new model, it will
push any models, friendly or enemy, out of the
occupied squares, by the shortest path possible to
make room for its model.
Bane: A model suffering Bane discards the
highest result rolled anytime it makes a defense roll.
Fire: A model suffering Fire suffers one wound
during its upkeep.
Monsters that shapeshift are considered in play, and
may not spawn, as long as one of their forms are on
the dungeon map.
Hex: A model suffering Hex discards the highest
result rolled anytime it makes an offense roll.
Kelli has spawned the Sprout. It is
currently suffering one wound and
the status effect Fire. During
the Consul Turn she activates the
Sprout and decides to shapeshift it
into King Sprout during upkeep.
Ice: A model suffering Ice may not use unique
actions.
Knockdown: A model suffering Knockdown
may not move or perform any other action until it
spends 1 action point or all of its movement points
to remove the Knockdown token.
Kelli replaces the Sprout’s card
with the King Sprout’s. She
moves both the wound token
and the
Fire token to the
new card. Now the King Sprout
continues its activation.
Poison: A model suffering Poison reduces its
total number of action points by 1, to a minimum of 1.
Slow: A model suffering Slow halves its
movement points, rounding up.
31
ClassicMode-Rulebook.indd 31
2015-07-03 5:05 PM
TILE EFFECTS
area is drawn place the
When a line or
appropriate template anywhere within the tile.
scatter is drawn place four single square
When a
templates anywhere within the tile.
CHASM
Models cannot move through chasms. Models can
draw line of sight through chasms.
Trap templates may not be placed across walls,
structures, or chasms. They may be placed in the
same square as a friendly or enemy models.
DIFFICULT TERRAIN
Each square of difficult terrain a model enters costs
two movement points. If a model does not have
enough movement points to move into a square with
difficult terrain, it may not do so.
TRIGGERING TRAPS
Whenever a model from the party moves onto a trap
template or a square adjacent to the template the trap
is triggered. Immediately resolve the effects of the trap.
All models, friendly or enemy, that are on or adjacent
to the trap template are affected.
If any part of a large based model enters a square of
difficult terrain, the move costs two movement points.
Do not count squares a large model already occupies.
STRUCTURE
If a trap requires an offense roll to resolve its effects it
will have an STR attribute that affected models must
make a defense roll against.
Models cannot draw line of sight across or move
through structures.
Traps may be triggered multiple times until they are
disarmed. However, a model can only trigger a trap
once during its activation.
TRAPS
When a trap explore card is drawn the Heroes have
sprung a trap!
Monsters never trigger traps. However, if a Hero
triggers a trap, any monsters on, or adjacent to, the trap
template are affected as well.
DISARMING TRAPS
All traps have a
Defense attribute. In order to
disarm a trap a model must use the Disarm Trap
basic action, page 18, and exceed the trap’s defense.
It is Greg’s turn and the Thundervale Huntress
has moved into a new tile. Greg draws an explore
card, drawing: Wall of Fire!
The Consul, Kelli, places the line trap template
so it is adjacent to the Thundervale Huntress
triggering the trap immediately.
Each trap uses a trap template. After a trap has been
sprung the Consul places the trap’s template in the
tile according to the rules below.
AREA
I’m Burning!: STR 3 ,
LINE
Greg must make a defense roll of 3 or higher. He
uses the Thundervale Huntress’s ARM 3 and
only rolls 2 stars. Since I’m Burning is an offensive
action the Thundervale Huntress suffers one wound
and the status effect
Fire if he fails the roll.
SCATTER
32
ClassicMode-Rulebook.indd 32
2015-07-03 5:05 PM
SELECT DIFFICULTY
Super Dungeon Explore is designed so that the
challenge monsters bring to the table is varied.
Some monsters are brutal engines of destruction,
while others deal little damage but provide unique
game effects to confound the Heroes’ plans. This is
also reflected in the Heroes. Some Heroes excel at
destroying monsters, while others support the party
with healing or augments.
One of the most enjoyable aspects of Super Dungeon
Explore is trying out new combinations of Heroes,
monsters, and game rules to see how players overcome
the challenge and create a fun play experience for
everyone involved. Below are a few of Soda Pop
Miniatures’ favorite ways to customize our games.
Pick and choose your favorite ones to use in your
game or create your own!
POWER-UP THE HEROES:
POWER-UP THE DARK CONSUL:
• Reduce the number of spawning points.
• Increase the number of spawning points.
• Eliminate the free Super monster activation.
• Increase the number of skull points that may activate.
• Don’t use the Mighty Monster chart.
• All monsters inflict a status effect. (We love Fire!)
• Heroes may discard loot to earn hearts.
• Only destroying Elite monsters allow Heroes to draw loot.
• Heroes may equip more than one item of treasure.
• Dungeon Boss and Mini-Bosses are Immune: Status Effects
• Loot and Treasure are never discarded from the backpack.
• Consul may perform Spawn Monsters in consecutive turns.
• Start with a Princess Coin in the backpack.
• Heroes start with one Princess Coin and can never earn more.
EXPAND YOUR GAME
Forgotten King has already introduced you to Classic
Mode and Arcade Mode, but there are more ways
to play! The PVP Arena game mode allows you to
recruit a warband consisting of a single Hero and
two spawning points of monsters, to face a single
opponent in head-to-head competition. Visit the
Soda Pop Miniatures website to download PVP
Arena rules. Coming soon, the new Super Dungeon:
Legends game mode will allow you to advance your
Heroes in epic campaigns as they battle their way
across Crystalia.
There are more brave Heroes to recruit and even
more monsters waiting to be unleashed by the Dark
Consul! Populate your dungeon with new Heroes,
Dungeon Bosses, Mini-Bosses, and hordes of
monsters with Super Dungeon Explore Level Boxes,
Warband Boxes, Dungeon Tiles Expansions, Hero
Single Boxes, and Mini-Boss Single Boxes.
ClassicMode-Cover.indd 5
2015-07-03 4:56 PM
REFERENCE
HERO TURN
POTIONS (PG. 19)
2. Resolve Power-Up, pages 13-14.
3. Play then moves to the Consul Turn, page 12.
A model may drink one potion during its activation of
any type. A model may drink a single emergency potion
during the Consul Turn.
*Every Hero in the party must be activated before a Hero
may be activated an additional time.
CONSUL TURN
OFFENSIVE POTION: Grants the model a single-
use
offensive action.
2. Resolve Power-Up, pages 13 - 14.
EMERGENCY POTION: Grants the model a single-
use
support action that may be used during the Consul Turn.
1. Activate a single Hero. See Activation, pages 15-19.
1. During the Consul Turn the Consul may either
Activate Monsters (pg. 12, 15) or Spawn Monsters (pg. 12).
3. Play then moves to the Hero Turn, page 11.
ACTIONS (PG. 15)
1. Determine Line of Sight
2. Check Range
3. Make Offense Roll
4. Target Makes Defense Roll
5. Compare Results (Tie goes to defender)
6. Resolve Effects
ACTION ICONS
OFFENSIVE ACTION: Inflict a single wound
if successful.
SUPPORT ACTION: Do not inflict wounds,
only effects.
AUGMENT: May only target or affect
friendly models.
DANGEROUS: May target and will affect
friendly and enemy models.
DEFENSE: May use attribute for defense roll.
RANGE ICONS (PG. 16)
SUPPORT RANGE: Only used with support actions.
MELEE RANGE: Only use STR attribute.
MAGIC RANGE: Only use WILL attribute.
MISSILE RANGE: Only use DEX attribute.
ClassicMode-Cover.indd 2
SUPPORT POTION: Grants the model a single-use support action.
STATUS EFFECTS (PG. 31)
BANE: A model suffering Bane discards the highest
result rolled anytime it makes a defense roll. (Arcade: A
monster suffering Bane reduces its ARM by 1 .)
FIRE: A model suffering Fire suffers one wound during its upkeep.
HEX: A model suffering Hex discards the highest
result rolled anytime it makes an offense roll. (Arcade: A
monster suffering Hex reduces its STR by 1 .)
ICE: A model suffering Ice may not use unique actions.
KNOCKDOWN: A model suffering Knockdown
may not move or perform any other action until it spends
1 action point or all of its movement points to remove
the Knockdown token. (Arcade: A monster suffering
Knockdown may not perform commands until the next
Move command. Instead of moving it must remove the
Knockdown token.)
POISON: A model suffering Poison reduces its total number of action points by 1, to a minimum of 1.
SLOW: A model suffering Slow halves its movement points, rounding up.
IMMUNE: STATUS EFFECTS: A model that is Immune: Status Effects can never suffer the negative effects of status effects. If a model that is suffering a
status effect gains Immune: Status Effects remove all
status effect tokens immediately.
IMMUNE X: A model with Immune X is immune
to the negative status effect shown by the icon. If a model
that is suffering a status effect gains Immune X to that
effect remove the status effect token immediately. e.g. A
model with
is immune to
Poison.
2015-07-03 4:56 PM
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement