Number of Players: 1-4
How the Heroes Win: Work as a team to adventure through different Dungeon tiles until you defeat Sarahos or another Boss Monster and destroy the Crystal. Along the way, you will battle corrupted creatures (Monsters), collect treasure, and learn new spells or abilities.
How the Monsters Win: If all the Heroes become corrupted (their health falls to 0) the Monsters win.
Number of Players
It is recommended that all 4 Heroes are used, regardless of the number of players. If there are less than 4 players, the 4 Heroes can be split between the players. If you choose to use less Heroes, make the following changes:
· 3 Heroes: Every hero gets 1 added to their armor bonus. They also get 3 more health.
· 2 Heroes: Both Heroes take 2 turns every round. They get 1 added to their armor bonus and 3 more health.
· 1 Hero: The Hero takes 4 turns every round. They get 1 added to their armor bonus and 5 more health.
This game can also be for 5 players if one player controls the Monsters while the rest control the Heroes.
Different Game Modes
There are 3 different game formats that can be played: Dungeon Mode, Dungeon Adventure Mode, and Deep Dungeon Mode.Dungeon Mode is the easiest, and only the easier Dungeon Tiles are used. In Dungeon Adventure Mode, the Dungeon Tiles and Deep Dungeon Tiles are used, making the game medium difficulty. Lastly, in Deep Dungeon Mode, only the more difficult Deep Dungeon Tiles are used.
- Dungeon Mode - It is recommended that the first game you play is Dungeon Mode. This is the easiest mode because only the easier Dungeon Tiles are used. The Heroes start the game at the Entrance Tile and win once they reach the descending stairs.
- Dungeon Adventure Mode - This is the recommended way to play, and can be played in one session or two. Also, this mode is medium difficulty because both the Dungeon Tiles and Deep Dungeon Tiles are used. Once the Heroes reach the descending stairs, the Dungeon Tiles are removed from the game, and the Ascending Stairs Tile is placed in the play area. Then, the Heroes continue exploring until they reach the Crystal Tile. This tile will have a Boss Monster and the Crystal. The Heroes win if they defeat the Boss Monster and destroy the Crystal (by interacting with it).
- Deep Dungeon Mode - This mode is the most difficult because only the Deep Dungeon Tiles are used. The Heroes start the game at the Ascending Stairs Tile and win once they defeat the Boss Monster and destroy the Crystal.
Regardless of the chosen game format, each game will be different because different tiles will be used each time, and the Heroes will encounter different cards with weapons, armor, spells, and abilities.
Dungeon Tiles VS Deep Dungeon Tiles
Dungeon Tiles have Normal Monsters, Treasure Chests, Pit Traps, and Spike Traps. In contrast, Deep Dungeon Tiles have Normal, Fire, and Ice Monsters, Fire and Ice Places of Power, Spike Traps, and Lava Traps. Also, one of the Deep Dungeon Tiles (the Crystal Tile) has a Boss Monster. Basically, the Monsters and traps are more dangerous in the Deep Dungeon Tiles, and the treasure is more powerful.
How to Play
The game is played in rounds, with each Hero taking a turn followed by the Monsters (if any Monsters are revealed). A Hero picks 2 actions to use each turn and can choose to use the same action twice. The actions are:
- Interact - A Hero can open a door, interact with a Fire or Ice Place of Power, open a treasure chest, use the stairs, or interact with the Crystal.
- Move - A d6 is used for movement. Heroes can't move diagonally or through Monsters or Space Blocking Objects.
- Attack - A Hero must be adjacent to a Monster to attack, unless they are using a ranged attack or spell. If a ranged attack is being used, the Hero must be on the same tile as the Monster and have line of sight. When attacking, a d6, d8, d10, or d12 will be rolled (depending on the weapon being used) and damage will be applied to the Monster. If the Monster has any armor, the damage will be reduced. If a Monster reaches 0 health, they become uncorrupted (defeated) and are removed from the board.
- Cast a Spell - Only the Wizard can cast spells. To cast a spell on a Hero or Monster, the Wizard must have line of sight to the target and be on the same tile. When a spell is used, a Charge Counter is removed from the spell. Spells usually have 3 Charges.
- Use an Ability - Most abilities have 3 Charges. The Shifter has a special ability where they transform into a Monster. At the beginning of the game, the Shifter can only transform into a Giant Spider. When the Shifter is transformed, he/she gains temporary health and uses the attack and abilities (if any) that the Monster has.
- Give - A Hero can give a card (such as a weapon or armor card) to an adjacent Hero.
There are 3 different traps that are activated if a Hero moves onto its space. Armor and other affects can't reduce any damage from traps.
- Spike Trap - If a Hero steps on a Spike Trap, a d6 is rolled. If 1-3 is rolled, the Hero is damaged and rolls a d6 to determine the amount of damage. Also, the Hero's turn ends. If a 4-6 is rolled, the Hero is unharmed and may continue his/her turn.
- Pit Trap - If a Hero steps on a Pit Trap, the Hero is not damaged, but must end his/her turn immediately.
- Lava Trap - If a Hero steps on a Lava Trap, the Hero takes d10 damage and his/her turn ends immediately.
When a Hero steps on a Treasure Chest, Ice Place of Power, or Fire Place of Power, the corresponding card is drawn. Some cards have negative effects (such as Monster Attacks), and some cards do nothing. However, some cards contain armor, weapons, spells, or abilities. Many of these cards can only be used by certain Heroes, as specified on the card.
Opening a Door
When a Hero uses an action to open a door, the top tile of the tile stack is drawn and placed adjacent to the current tile with the doors lining up. In some cases, the tile will have to be placed in a way that some of the doors do not match up with another door. If this happens, the door is a dead-end. (When the Hero opens the door, there is simply a wall behind it.) After a new tile is revealed, a Monster Card is drawn and the Monster is placed if a Monster symbol is on the tile.
The Monsters' Turn
Unless the players chose to play the alternate rules where one player controls the Monsters, the Monsters follow a set sequence on their turn. First, a Monster decides its focus for the turn. A Monster will focus on the closest Hero, or the Hero with the most health if 2 or more Heroes are an equal distance away. If there is still a tie, the Heroes choose what the Monster's focus is. Next, the Monster always uses its first action to move towards the Hero. If the Monster is already adjacent to the Hero, it does nothing for its first action. Then, the Monster will attack or use a spell or ability on the Hero. If the Monster has both an attack and a spell or ability, a d6 is rolled to decide what the Monster will do. If a 1-3 is rolled, the Monster will use its Attack action. If a 4-6 is rolled, the Monster will use its Spell or Ability action. The Monsters also discard Charge Counters when using a Spell or Ability.
Falling to 0 Health
If a Hero reaches 0 health, they become corrupted (defeated) and are removed from the game. There is an Uncorrupt Spell that the Wizard has a chance of acquiring during the game which can uncorrupt one Hero and return them to the game with full health.
As stated previously, the Heroes win if they reach the last tile, defeat a Boss Monster, and destroy the crystal. If Dungeon Mode is being played, the Heroes win if they reach the descending stairs.