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Super Dungeon Arcade Rulebook

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TABLE OF CONTENTS
WELCOME ADVENTURERS ........ 3 WRATH ..................................19 EPIC FIGHT ........................... 28
EQUAL WRATH ...................................... 19
COMPONENTS ......................... 4 SPAWN ..................................29
YOU HAVE DIED .................... 20
GAME OVERVIEW .................... 5 DESTROYING HEROES .............................20 REINFORCE ............................29
DESTROYING SPAWNING POINTS ............20
GAME TERMS .......................... 5 PLOT .....................................29
DESTROYING MONSTERS ........................20
GAME CARDS .......................... 6 CHALLENGE .......................... 30
MONSTER GANGS ...................21 TRAP.....................................................30
GAME SETUP ........................... 7 ELITE.....................................................21 BOSS FIGHT CHALLENGE DECK ................30
1. SELECT MONSTERS ..............................7 MINION ................................................21
2. SELECT HEROES ...................................7 ELITE GANGS .........................................21 SPAWN MINI-BOSS ................. 30
3. BUILD DUNGEON ................................8 EXPENDABLE .........................................21
4. CARDS, DICE, AND TOKENS .................9 SPAWN DUNGEON BOSS ..........31
5. SELECT DIFFICULTY ...........................10 MONSTER CARDS .................. 22 BOSS FIGHT COMMANDS ........................ 31
6. HEROES ENTER DUNGEON .................10 MONSTER CARD.....................................22
GANG CARD ..........................................23 POWER-UP .............................32
7. POPULATE THE DUNGEON ................. 11 1. REWARDS .........................................32
8. TIME TO EXPLORE! ........................... 12
CONSUL ACTIVATION .............24 2. EQUIPMENT ......................................32
ORDER OF ACTIVATION .........................24 BACKPACK .......................................33
PLAY OVERVIEW .....................13
HERO TURN ........................................... 13 1. PERFORM UPKEEP .............................25 3. SPAWN BOSSES .................................33
CONSUL TURN ....................................... 13 2. ADVANCE THE MIGHTY 4. CLEAN-UP ........................................33
MONSTER CHART ..............................25 CHECK FOR STRAGGLERS ...................33
VICTORY ............................................... 13
STAR BONUSES .................................25 DISCARD CHALLENGE ........................33
HERO ACTIVATION .................14 3. COMMAND PHASE ............................25 5. PRINCESS COINS ...............................33
UPKEEP ................................................. 14 SPENDING PRINCESS COINS ...............33
MOVEMENT POINTS ............................... 14 MOVE ................................... 26
ACTION POINTS..................................... 15
DETERMINE MONSTER’S TARGET .............26 EXAMPLE CONSUL TURN ....... 34
MOVE MONSTER ....................................26
1. DETERMINE LINE OF SIGHT ................ 15
STOP MOVEMENT ..................................26 ADVANCED RULES ................. 36
2. CHECK RANGE .................................. 16
1. ABILITIES .........................................36
3. MAKE OFFENSE ROLL ........................ 16 REGROUP ............................. 26 2. AFFINITY ..........................................37
4. COMPARE RESULTS............................ 16
3. BOO BOOTY .....................................37
5. RESOLVE EFFECTS.............................. 16 UNIQUE.................................27 4. AREA EFFECTS ..................................37
6. OFFENSE ROLL WINS - SUPPORT ......... 17 OFFESNIVE UNIQUE ACTIONS .................27
5. CONTROL EFFECTS ............................40
7. OFFENSE ROLL WINS - OFFENSE ......... 17 SUPPORT UNIQUE ACTIONS ...................27
6. RULE PRIORITY ................................. 41
8. OFFENSE ROLL LOSES ........................ 17 AUGMENT .............................................27
7. SHAPESHIFT ...................................... 41
9. REROLLS ........................................... 17 OVERCHARGE ........................................27
8. STATUS EFFECTS ................................ 41
10. CRITICAL SUCCESS ............................ 17 SIGNATURE ACTION...............................27

BASIC ACTIONS ......................18 EXPANDING THE GAME...........42


FIGHT ................................... 28
OFFENSIVE ............................................ 18 1. ORDER OF OPERATION .....................28 REFERENCE ........................... 44
SUPPORT ............................................... 18 2. DETERMINE MONSTER’S TARGET ........28
3. CHECK FOR GANGS ...........................28
POTIONS ...............................18 4. PERFORM BASIC ATTACK ...................28
SHARING POTIONS ................................ 18

CREDITS
Super Dungeon Created by: Chris Layout and Graphic Design: Kris Aubin Photography: Sara Jones,
Birkenhagen, John Cadice, and Deke Stella Art Director: Dan Dussault Karmella Martinez, and Nick Toennis
Game Design: David Freeman, Illustration: Javier Bahamonde, Marketing Manager: Lawrence “Lojo” Jones
Justin Gibbs, and Deke Stella Elmer Damaso, Dan Dussault, Heath Foley, Sales Manager: Anthony Boyd
Fiction: Chris Bodan, Justin Gibbs, David Lanza, and Ein Lee Special Thanks To: All of our fans
and Deke Stella Editing and Proofing: David Freeman, whose excitement for the world of Super
Creative Director: John Cadice Justin Gibbs, David Hanold, and Deke Stella Dungeon knows no bounds! Your
Production Managers: Chris Birkenhagen Sculpting: Ben Misenar and Jon Stoneman enthusiasm and love have helped us create
and Otto Rehfield something special.
Painting: Elizabeth Beckley,
Project Managers: David Freeman, Drew Drescher, Mark Maxey, Minx Studio
David Hanold, and Deke Stella

©2017 Soda Pop Miniatures™ LLC, All Rights Reserved. Published


by Ninja Division Publishing™ LLC, Garden City, ID 83714. Super
Dungeon®, Super Dungeon®: Explore™, Super Dungeon®: Arcade™, Super
Dungeon®: Legends™, Super Dungeon®: Arena™, and Super Dungeon®: Pet
Parade™ are trademarks of Soda Pop Miniatures™ LLC.
WWW.NINJADIVISION.COM Made in China
WWW.SODAPOPMINIATURES.COM First Printing

2
WELCOME ADVENTURERS!
The book you hold in your hands is the rulebook for Super Dungeon: Arcade. In Arcade, all players assume control of a
Hero. The Consul is automated through the use of challenge cards and commands on the Mighty Monster Chart.
Arcade is a fully cooperative dungeon experience, and is perfect for players who love to work together to overcome
challenges. Arcade can also create fun and unexpected moments as the Challenge Deck causes monsters to behave in
new and unpredictable ways

3
COMPONENTS
TS

Tincan Hexcast Cat


Sorceress Burglar
Riftling Sanctioned Moonspire
Warrior Witch Guar
Guardian
1x Daemonus 1x Knight of
the Tower

2x Shadow Tower 2x Tower Stalkers 4x Tower Blackblades 6x Tower Arbalists 1x Midnight


Queen

34x Wound 8x Potion 2x Start


Tokens Tokens Tokens
1x Spider Nest 3x Crawlers 3x Shadow Spinners 1x Spider Speaker 16x Super Dungeon Dice

6x Activated 8x Princess Coin


Tokens Tokens

14x Wrath 6x Treasure Chest /


Tokens Boo-Booty Tokens
Double-Sided Mighty Monster Chart Hero Backpack

56x Status Effect Tokens, 2x Crystal Tokens:


7 each of: Bane, Fire, Hex, Citrine, Amethyst,
Ice, Immobile, Knockdown, Emerald, Sapphire, Ruby
Poison, Slow

Super Dungeon:
Arcade Rulebook
52x Loot 47x Treasure 6x Hero 13x Arcade 6x Hero
Cards Cards Cards Monster Reference
Cards Cards

4x Double-Sided
Dungeon Tiles 3x Tile 2x Mighty 56x Challenge 10x Boss Fight 10x Plot 6x Easy 6x Hard
Effect Monster Cards Challenge Cards Difficulty Difficulty
Cards Reference Cards Cards Cards Cards

4
GAME OVERVIEW
Super Dungeon: Arcade is a tactical, cooperative game As monsters are destroyed, the Consul will spawn
set in the dungeons of Crystalia. reinforcements from spawning points. The Heroes
seek to defeat the growing horde of monsters, and the
The Dark Consul has created spawning points spawning points which create them, to earn loot and
throughout the dungeon that will spawn hordes of treasure. The Heroes cannot delay, the Consul’s power
monsters to ravage Crystalia. The Heroes must race will grow as the game continues, bringing new threats
through the dungeon and destroy all of the spawning to stop the Heroes from achieving their goal.
points in order to summon and defeat the dreaded
dungeon boss. Players must work together as a group to defeat the
automated Consul before it is too late!

GAME TERMS
There are several game terms players must be familiar MONSTER
with before beginning the game. All models, except spawning points, which are controlled
by the Consul are collectively referred to as monsters.
DISCARD
When a player is required to discard a card, place the PARTY
card face up on top of any previously discarded cards, All models controlled by any Hero player, including
next to the card’s deck. When a player is required to the Heroes, are collectively referred to as the party.
discard a token, place the token in the token pile with the
other tokens which are not currently in use.
PLACE
Some game effects will instruct players to place a model
DRAW in a specific location in the dungeon. To place the model,
When a player is required to draw a card from a deck, the pick it up and put it in the location specified by the effect.
player takes the top card from the specified deck. When This does not count as moving and all dungeon elements,
the last card of a deck is drawn, players immediately tile effects, and models are ignored, except for those
shuffle the deck’s discard pile and place it face down to which affect the square in which the model is placed.
create a new deck.

SOLO
FRIENDLY & ENEMY Solo monsters are unique or powerful monsters that
Some abilities and effects refer to friendly or enemy function alone. A solo monster has a single card that lists
models. When playing a Hero, any model controlled all of its abilities and unique commands.
by the Consul is an enemy, while any model controlled
by a fellow Hero is friendly. For the monsters, any
model controlled by a Hero is an enemy, and any model
SPEND
Some game effects require a player to spend points,
controlled by the Consul is friendly.
cards, or tokens in order to trigger the effect. When
An action may only target or affect enemy models, spending points, the player must keep track of how
unless it is an Augment or Dangerous action, as many points have been spent, and may not spend more
explained in the Activation section. than the total points the model has available. When
spending cards or tokens, the required number and type
GANGS specified must be discarded in order to trigger the game
effect the player wishes to perform.
Gangs represent a group of monsters that rally together to
increase their combat potential. All monsters in a gang are
represented by a single card. Gangs are detailed on page 21.

5
GAME CARDS
There are several types of game cards used in Super Dungeon: MONSTER CARDS
Arcade. Make sure every player clearly understands how to Like Heroes, monsters are represented by game cards.
read their cards before beginning the game. The diagrams
Solo monsters, such as bosses, have a single card. Weaker
provide an overview of each card. When necessary, further
monsters form groups of monsters called gangs, all
details on the use of these cards and other cards are provided
in relevant sections later in the rules. monsters in a gang are represented by a combined profile
on a single card. Monster cards are detailed further in
Every model is represented by a game card. The model’s Monster Gangs, page 21.
card details all of the information necessary to play
the model, including its movement, actions, abilities,
attributes, and hearts.

HERO CARD
NAME: The model’s name. MOVEMENT POINTS: Spend
one point to move one square.
TYPE: The model’s type. Some
game effects only affect specific ACTION POINTS: Spend action
model types. points to perform Basic Actions
listed on the Hero Reference Card
or Unique Actions listed on the
EQUIPMENT SLOTS: Each
model’s card.
Hero has four colored-crystal
equipment slots. Heroes may
equip one equipment card of ATTACK ICONS: An attribute
the corresponding color on each with an attack icon may be used
side. (Heroes only.) to make a basic attack offensive
action. The number is the range
q
in squares.
AFFINITY: The color of Goddess Melee Attacks use STR
Crystals the model has affinity
Magic Attacks use WILL
with. Some game effects only
affect specific affinities. Missile Attacks use DEX

ABILITIES: Special Abilities the DEFENSE ICON: An


model possesses. Abilities’ rules are aattribute with a defense icon
on the back of the model’s card. mmay be used when making a
ddefense roll.
POTION: Drinking a ATTRIBUTE DICE:
potion grants the model Roll the color and POTION QUANTITY: The
UNIQUE ACTIONS: Actions a free unique action number of dice shown maximum number of potion
only the model may use. Spend of the same color as when making combat tokens a Hero may have.
the number of action points the potion. Spend the or action rolls. If th
the
shown to use the action. number of potion tokens attribute has a star, HEARTS: When a model
shown to drink a potion. add the number in the suffers a wound put a wound
Red actions are offensive Green potions grant star to any roll made token on its card. Once the
actions and cause a wound. blue support actions, using that attribute. If number of wound tokens equal
but may only be used the attribute only has the model’s hearts, the model is
Blue actions are support during the Consul’s a star, the number is
actions and do not cause a destroyed.
Turn! (Heroes only.) always considered the
wound. result of the model’s roll
for that attribute.

6
GAME SETUP
1. SELECT MONSTERS
Monsters bash, burninate, and attempt to destroy
the Heroes. The monsters chosen are placed in the
spawning pool.
All the players should decide together on which
monsters they would like to play against. Every
combination of monsters provides its own unique
challenge, and players are encouraged to try different
combinations from game to game.
Select one dungeon boss. Each dungeon boss comes
with a game card.
Select one mini-boss. Each mini-boss comes with a
game card.
Select a number of spawning points equal to the
number of game tiles used (generally three). Each
spawning point’s game card lists the type and number of
monsters that are added to the spawning pool.
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.
If you are playing with only the contents of this box, use
the monsters shown to the right.

2. SELECT HEROES RECOMMENDED PARTIES


The players play a party of Heroes. Choose three or
four Hero models and their cards. Super Dungeon: BALANCED: Riftling Warrior, Moonspire
Arcade plays equally well with a party of either three Guardian, Sanctioned Witch
or four Heroes, so feel free to use whichever will work SKILLED: Tincan, Cat Burglar,
better for your group. Hexcast Sorceress
Each Hero player must control at least one Hero. Any If this is your first game we recommend
additional Hero models beyond the number of Hero using the Balanced Party! You can also
players can be controlled by a single player, or by all the mix and match the Heroes to find your
players cooperatively. own ideal party!

Balanced Party Skilled Party

7
3. BUILD DUNGEON
The dungeon map is built using three dungeon tiles. Stack When placing each tile beyond the first, at least
the tiles, shuffle them, and then place the top tile on the one of its doorways must align with another tile’s
table; this will be the first tile. doorway. Place the tile then roll a single green dice.
Rotate the tile 90° clockwise for each rolled. If
is rolled, f lip the tile to the opposite side.

SPAWNING
POINT

SPAWNING SPAWNING
POINT POINT

DUNGEON TILE
SQUARES: Every dungeon
tile has a grid of squares WALLS: Wall are represented
on it. Squares are used by a black line between squares.
for movement, range, and Models cannot move or draw
determining area effects. line of sight through walls.

A model may never move into TILE EFFECTS: Some squares


or through a location on a have unique effects, called tile
dungeon tile that does not have effects. Squares with tile effects
a square. Likewise, no action have a grey hatched border
or ability can affect a location and an icon that represents the
that does not have a square. effects of the square. Each tile
effect is detailed on a card.
FIRST, SECOND, AND
THIRD TILE: The rules will OPEN SQUARES: Squares
sometimes reference the first, that do not have a tile effect are
second, and third tiles. The called open squares.
first tile is the tile containing
the Start Token. The second DOORWAYS: Doorways are
tile is the tile connected to the the area where tiles connect.
first tile, and the third tile is Models cannot move through
the last remaining tile. doorways that are not
connected to another doorway.
SPAWNING POINT: Spawning Doorways that are not
points are placed on the square connected to another doorway
with the icon. are called dungeon exits.

8
4. CARDS, DICE,
AND TOKENS
BANE HEX SLOW FIRE POISON
Place the backpack dashboard within easy reach of the
Hero players. Shuffle all of the decks. Place the challenge
deck on its location on the backpack. Place the loot,
treasure, and plot decks adjacent to the backpack. Put
the boss challenge deck to the side, it will be used later KNOCKDOWN ICE IMMOBILE POTION WOUND

in the game when the dungeon boss arrives.

Place all tokens and dice within easy reach of every


player. Give each Hero player a Hero reference card. Place
START PRINCESS ACTIVATED WRATH TREASURE
the arcade Mighty Monster Chart where all players can COIN CHEST
easily read it. Place the dungeon boss on the start space
on the Mighty Monster Chart.

Place one potion token on each Hero’s game card. Place


CRYSTALS CRYSTAL BOO
a number of Princess Coin tokens on the backpack CHEST BOOTY

dashboard equal to the number of Heroes in the party


plus one (three Heroes receive four Princess Coins, four
Heroes receive five, etc.).
BLUE DIE RED DIE GREEN DIE
Finally, collect the wrath tokens the party will need for
the game. The number of wrath tokens available to the
party is double the number of Heroes in the party (so
a three Hero party would have six wrath tokens, a four
Hero party would have eight wrath tokens, etc).

DOUBLE-SIDED MIGHTY
MONSTER CHART
LOOT DECK TREASURE DECK

BACKPACK DASHBOARD
CHALLENGE BOSS CHALLENGE
DECK DECK
If you play Arcade’s companion game,
Super Dungeon: Explore, it is important
to note that Princess Coins work slightly
differently between the two games.
In Explore, Princess Coins are added
to a Hero’s card when they are used.
In Arcade, Princess Coins are simply
HERO REFERENCE PLOT DECK discard when they are used.
CARD
9
BACKPACK DASHBOARD
The backpack has lots of helpful resources for players. Have a look over it to familiarize yourself!

Loot Tracker:
During the Hero
Princess Coins: turn, as monsters
Place all Princess are destroyed,
Coins available place them on the
to the party here. loot tracker. This
As they are used, provides an easy way
to determine how
discard them.
much loot to draw
during power-up.
Once loot is drawn,
return the monsters
Backpack: Excess to the spawning pool.
loot and treasure that
the party has, but is Challenge Deck:
not currently using, Place the Challenge
is stored here. Deck here so all
players can reach it.
Quick Reference:
A handy-dandy Challenge Discard:
reference for the The top card in
Heroes to look at for the discard pile is
reminders on how to generally the current
turn’s challenge card.
use the backpack!

5. SELECT DIFFICULTY 6. HEROES ENTER


This set comes with Hard Mode cards and Easy Mode
cards. These cards are used to adjust the difficulty of
DUNGEON
the game to better suit your group. If you wish the The players place the Start Token on a square that is
game to be harder, randomly flip one, two, or three adjacent to a dungeon exit on the first tile (a doorway
Hard Mode cards to use in your game. These cards list that is not connected to another dungeon tile), and as far
what they do and will have a permanent effect for the as possible from that tile’s square marked . Place all
entire game. The more Hard Mode cards you choose to Heroes in a square on or adjacent to the Start Token.
flip, the more difficult the game will be. Similarly, if you
want the game to be easier, randomly flip one, two, or
three Easy Mode cards. Just like Hard Mode cards, Easy
Mode cards have a permanent effect on the game; the
only difference is that they make the game easier. If you
wish to add variety to your game while maintaining the
standard difficulty level, you may even choose to flip
one Hard Mode and one Easy Mode card.

If this is your first game,


you should try playing
the normal setting,
without using either
Hard or Easy Mode
cards. Depending on
how you do, you can
adjust the difficulty for Easy Hard
your next game. Mode Mode

10
7. POPULATE THE
DUNGEON
The players place 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.

Each tile has a square marked where the spawning


point is to be placed. Players then place a treasure chest
anywhere within four squares of each spawning point.

Next, the spawning point on the first tile spawns. The


players gather all elite monsters (see page 23) listed on
the spawning point’s card and place them within three
squares and line of sight of the spawning point. Elites
must be placed as close to a Hero as possible. However,
elites may not be placed adjacent to other monsters.
Then place all minions listed on the spawning point’s Remember, only the spawning point on the
card such that they are within two squares of an elite first tile spawns at the start of the game!
in their gang (this may result in them being placed Spawning points only spawn the monsters
farther from the spawning point than three squares). listed on their card, in the numbers listed.
Monsters may not be placed adjacent to another For example, the Shadow Tower lists three
monster, unless it cannot be placed otherwise. Tower Arbalists on its card, so it only
ever spawns three Tower Arbalists, even if
Monsters may only be spawned from a spawning point there are six total Tower Arbalists in the
which lists them as part of its spawning pool. spawning pool due to having two Shadow
Towers as spawning points.

11
FULL GAME SETUP
Mighty Monster
Three Dungeon Tiles
Treasure
Chart
Chest
Start Token & Hero Setup Tokens

Consul
Hero Game Spawn
Cards Point
Treasure
Chest
Treasure
Tokens
Chest
Tokens
Consul
Spawn
Consul Point
Spawn
Point Dungeon Boss

Backpack
Dashboard

Princess
Coin Monster Game
Tokens Cards
Challenge
Loot Deck
Treasure Deck
Dice &
Plot Deck
Tokens
Deck

8. TIME TO EXPLORE!
The game is all set up. Time to start slaying some
monsters! The Heroes always take first turn.

Rules for playing games with more than


four Heroes and different numbers
of tiles are detailed in Expanding the
Game, page 40.

12
PLAY OVERVIEW
Beginning with the Heroes, the Heroes and Consul
alternate taking turns. Each turn consists of two
phases: activation and power-up. After a side completes
its turn, play then moves to the opposing side. The
Heroes and Consul continue alternating turns until
one side wins the game.

HERO TURN
During the Hero Turn, two Heroes are activated. A
Hero must complete its entire activation before the next
Hero activates. The same Hero may not be activated a
second time during a single Hero Turn. Every Hero in
the party must be activated before a Hero may be selected
an additional time. When a Hero activates, place an
activation token on its card. A Hero with an activation
token on its card may not activate again. Once all Heroes
in the party have an activation token on their cards,
remove all activation tokens from all Heroes. (See Hero
Activation, page 14.)

After two Heroes have activated, proceed to


Power-Up. (See Consul Activation, page 24.)

Play then moves to the Consul Turn.

TURNS EXAMPLE
CONSUL TURN
The players collaboratively perform all steps of the
Moonspire Guardian & Riftling Warrior Turn → Consul Turn.
Consul Turn → The Mighty Monster Chart specifies what occurs during
Sanctioned Witch & Riftling Warrior Turn → the Consul Activation. Players first advance the dungeon
boss on the Mighty Monster Chart forward one space.
Consul Turn → Then, they perform all commands listed on the space, in
Moonspire Guardian & Sanctioned Witch Turn → order. See Consul Activation, page 24.
Consul Turn → Once all commands listed on the current Mighty
Riftling Warrior & Cat Burglar Turn Monster Chart space have been completed, proceed to
Power-Up, page 32.

Play moves to the Hero Turn.

VICTORY
If one or more Heroes are destroyed and there are not
enough Princess Coins remaining to revive them, the
Consul immediately wins.

If the Heroes destroy the dungeon boss, the Heroes


win and light has banished the darkness from this
corner of Crystalia.

13
HERO ACTIVATION
MOVEMENT POINTS
A Hero’s activation consists of five parts: upkeep,
movement, actions, remove status effects, and end
activation. Upkeep is always resolved at the beginning A Hero may spend one movement point to move into one
of a Hero’s activation. After its upkeep, a Hero may adjacent square, including diagonals. A model may freely
spend movement points, action points, and drink move through tokens, templates, and friendly models. A
potions in any order the player wishes. Once the Hero model may not move through enemy models (either by
has completed all of its chosen actions and movement, moving over the square the enemy model is occupying,
remove all status effect tokens from the Hero. After or moving diagonally between two squares occupied by
this is done, end the Hero’s activation (if any effects enemy models), move into a square which it does not have
are triggered by the Hero ending its activation, they line of sight to, or end its movement in a square occupied
happen now). by another model. (See Line of Sight, page 15.)

A Hero may alternate between spending movement


The Tincan may not move through
and action points however its player wishes, so long as the two Crawlers diagonally and
the total number of points spent of each type does not must go around.
exceed the Hero’s maximum.

1
UPKEEP
Resolve each upkeep step in the following order:
2 1
1. Add an activation token to the Hero’s card.
2. End effects from the Hero’s previous activation, such 3 2
as potions or auras.
Daemonus can 4 3
3. Apply healing effects, such as Tough.
g move between the
Heroess,
4. Apply damaging effects, such ass Fire. by “squeezing.”
5 4
5. Apply all other game effects the model is subject to in
the order of its player’s choice.

When moving a large model with a base that occupies


more than one square, count movement exactly as though
it were a small model. At the end of its move place the
model so that at least part of its base occupies the last
square counted. This may be used to “squeeze” through
narrow single square areas. However, no part of its base
may be placed in a square farther than the last square
counted, so as to gain additional movement.

Heroes may use their action points and


movement in any combination. A Hero
may use movement points, take an action,
and then use their remaining movement
points if they wish.

14
1. DETERMINE LINE OF SIGHT
ACTION POINTS Models require line of sight to target another model.
During a Hero’s activation it may spend its action points
A model has line of sight when it can draw at least one
to perform basic actions listed on the player’s reference
straight line from any point of its square to any point
card or unique actions listed on the model’s card or
on the intended target’s square. The line cannot contact
equipment. The number on the action’s icon is how
walls, structures, or enemy models, including where these
many action points the model must spend to perform
elements meet on a corner.
the action. A model may never spend more action points
than it possesses. A model may perform the same action A large-based model’s line of sight is only blocked by an
multiple times. enemy model if the enemy model is also a large-based
There are two types of action: model. Likewise, small-based models may draw line of sight
to a large-based model over enemy small-based models.
Red offensive actions inflict a single wound if successful.
A model with the Fly ability ignores all models and
Blue support actions do not inflict wounds.
structures when determining line of sight, regardless of
Instead they cause special effects to occur, such
the model’s base size. Likewise, any models attempting to
as inf licting status effects on enemies or helping
draw line of sight to a model with the Fly ability ignore
friendly models.
intervening models and structures for the purposes of
Augment actions may only target or affect friendly determining line of sight.
models. Augment actions that do not list a range affect
the model using the action. Tokens and templates do not block line of sight. A model
always has line of sight to itself.
Dangerous actions may target, and will affect, both
friendly and enemy models.
Regardless of the action being used, they all follow the
same rules to perform:

Action Type Action Range Action


& Cost Name Effects

2 Arcane Burst: 8 , Burst 1

1 Curative: , 6 , Heal 1

Action Type Action Targeting Range Action


& Cost Name Restrictions Effects

Remember, only enemy models block line


of sight! You can draw line of sight through
friendly models.

15
2. CHECK RANGE 3. MAKE OFFENSE ROLL
All actions have a maximum
max
a range
ran
ange
g indicated
ge d by
by a number All offensive actions require an offense roll.
on its attack icon: x Melee, x Magic, or x Missile.Missil
Instead of an attack icon, support actions possess a x The attribute used to make the roll iis indicated by the
o ma
Support Range. Only models that are within range of an action’s
actio attack icon: STR , WILL ,
action may be targeted by the action. DEX . The number and color of the dice a model
rolls are based on this attribute, in addition to any
To see if a target is within range, count the number of bonus dice it has from equipment, potions, or other
squares between the model performing the action and the effects. A model must include all of these effects when
target model, including the square the target occupies. making its offense roll.
If the number is equal to or less than the action’s range,
the model may be targeted by the action. If the target is Support actions never require an offense roll,
further than the action’s range, the model may not be unless the action indicates otherwise. If no offense roll is
targeted. A different target must be chosen. indicated, skip directly to 5.RESOLVE EFFECTS. If the
support action does require an offense roll, the action will
If the action has an area effect, it will not list a number specify which attributes are used.
range with the icon, the area effect is used instead. (See
Area Effects, page 37.) Count the total number of stars that were rolled, plus any
bonus stars the model may have for the attribute. Any
blank faces, hearts, or potions rolled do not count as stars.

Some actions may require models to defend


with attributes other than ARM, such as
DEX or WILL. All arcade monsters always
use their ARM to defend, since they do not
have the same attributes as Heroes.

4. COMPARE RESULTS
Compare the number er of stars rolled for the offense
ffense roll to
the target monster’s attribute. A monster’s can be
increased or decreased by status effects and other game
effects. Include all of these effects when determining the
result of the roll.

The offense
se roll
ro wins if it rolled more stars than the
monster’s attribute.

If it was
w an offensive action, place a single wound token
on the target model. Then place one wrath token on
the Hero that inflicted the wound. (See Wrath, page 19.)

If the offense roll did not win, the action has failed, no
wound or other effects of the action occur.

5. RESOLVE EFFECTS
After the winner of the roll has been determined
resolve all of the effects of the action according to the
result of the roll.

16
OFFENSE ROLL WINS -
BLUE SUPPORT ACTION
1. Resolve game effects caused by the action.
2. Resolve game effects caused by the target when
making defense rolls or suffering specific effects
caused by the action.

OFFENSE ROLL WINS - The Sanctioned Witch activates. First, she


RED OFFENSIVE
OFFE ACTION decides to use three movement points to move
1. Place a singlee wound token on the target model. three squares. Then, she decides to use the
2. Resolve any game effects caused by the action. Curative action targeting the Cat Burglar who
is suffering a wound.
3. If any Hearts, Potions, or Heart/Potions
were rolled, these items have popped out of the target! 1 Curative: , 6, Heal 1
4. Remove one wound token or one status effect token Curative has augment, so it only affects
from any Hero’s game card for each or rolled. friendly models, such as the Cat Burglar. It
has a range of six, so the Cat Burglar must
5. Place one potion token on any Hero’s game card for be within six squares and line of sight, which
each or rolled. she is. No roll is needed, since Curative is a
6. Place a number of wrath tokens equal to the number support action and it does not state it needs
of wounds inflicted on the card of the Hero who took a roll. The effects of Curative are applied
the action. automatically. Curative causes Heal 1,
7. If the target model was not destroyed and causes any allowing the Cat Burglar to remove either
game effects when suffering wounds apply those effects. one wound or one status effect token; she
removes a wound.
OFFENSE ROLL LOSES Next, the Sanctioned Witch chooses to make
1. The action has failed. No wounds or other effects of ic m
a basic magic attack against a Crawler. She
the action occur. has a 8 symbol next to her WILL, meaning
2. If the target model causes any game effects when she can use her WILL to attack with a range of
targeted, those effects are applied. eight. She checks that the Crawler is in range
and line of sight, which it is.
REROLLS She rolls her WILL and gets , , , for a
Some abilities cause a model to reroll one or more dice. total of two stars.
A dice may only be rerolled once. If a dice is subject
The Crawler only has ARM 1 .
to multiple rerolls from opposing enemy and friendly
effects, the effects cancel and no reroll is made The Sanctioned Witch rolled more stars, so
the attack is a success and the Crawler suffers
one wound; since it only has one heart it is
CRITICAL SUCCESS destroyed and removed from the board. The
During a red offensive action, if the offense roll is five or
Sanctioned Witch also rolled a heart, so she
more stars and more than double the monster’s ARM,
may remove one wound or status effect token
the Hero has achieved a critical success. The action
from any member of her party. In addition,
inflicts one extra wound in addition to any it would
she rolled a potion, so she may add one potion
normally cause. Spawning points do not suffer additional
token to any member of the party. Finally, the
wounds due to critical success.
Sanctioned Witch must add one wrath token
to her card because she inflicted one wound.
The Sanctioned Witch still has one more action
and three more movement points, which she
may use in any order.

17
BASIC ACTIONS POTIONS
OFFENSIVE The maximum number of potions a model can carry is
1 Magic
gic A
gi Attack: A model may only use Magic Attack indicated by the Potion Quantity on their card. When
if it has x on its WILL attribute. The model may make a model gains a potion through a dice roll or other effect,
an offensive action using its Willpower (WILL) attribute place a potion token on its card.
against any enemy model within the range indicated.
A model may drink one red or blue potion during its
1 Me
M
Melee
leee Attack: A model may only use Melee Attack if activation. A model may drink a single green potion
it has x on its STR attribute. The model may make an during the Consul Turn. Green potions may only be
offensive action using its Strength (STR) attribute against used during the Consul Turn.
any enemy model within the range indicated.
Drinking a potion grants the model a free unique
1 Missile
ssile A
Attack: A model may only use Missile Attack action, that does not cost any action points, of the
if it has x on its DEX attribute. The model may make following type: support action, offensive action,
an offensive action using its Dexterity (DEX) attribute support action.
against any enemy model within the range indicated.
Spend the number of potion tokens shown on its icon to
drink a potion, then resolve the effects of the potion as a
SUPPORT normal action of the corresponding type.
1 Dash: . A model that uses Dash may immediately
move two squares using its normal movement rules. Dash A model may never drink a potion to interrupt a dice roll
is affected by Slow and difficult terrain as normal. or affect a dice roll that has already been made, unless the
potion indicates otherwise.
1 Open Chest: 1 . Only Heroes may take this action.
Target a treasure chest. Draw a number of cards from the
SHARING POTIONS
Treasure Deck equal to the tile which the treasure chest
A Hero is not restricted to drinking only the potions
is on (one for the first tile, two for the second tile, and
listed on its card. During a Hero’s activation another
three for the third tile). Choose one of the drawn cards
Hero may share its potion with the activated Hero, no
and add it to the backpack, discard the rest. Remove the
matter where it is in the dungeon.
target treasure chest from the dungeon map. If one or
more of the cards drawn is a boo booty, a boo booty must To drink another Hero’s potion, the activated Hero selects
be chosen. another Hero and removes the potion token(s) from the
selected Hero’s card. The activated Hero then resolves the
1 Interact: . The model interacts with an element of
effects of the selected Hero’s potion as normal.
the scenario as described in the scenario.

1 Loud Slurping: . The Hero gains two wrath tokens. The Sanctioned Witch activates and decides
she wants a bonus to her offense rolls, and
The Loud Slurping action is a green potion, so setting things on fire is always nice as well.
it may only be used during the Consul’s turn. She politely asks the Riftling Warrior if the
Use it to distract the monsters from your Witch could drink the Warrior’s potion and
friends if they are in trouble! the Warrior agrees. The Sanctioned Witch
removes the potion token from the Warrior’s
card, and declares she is using the Warrior’s
Firevine potion. The Sanctioned Witch tch gains
g
the benefits of the potion, giving herr +1 to
offense rolls and . This bonus will end at the
start of the Witch’s next activation.

18
WRATH
The total number of wrath tokens used in a game of
Arcade is equal to twice the number of Heroes. So a
As the Heroes defy the Consul, they incur his wrath. party of three would have six tokens, and a party of four
The more the Hero does, the greater the Consul’s wrath would have eight tokens.
towards the Hero. Wrath is represented by placing wrath
tokens on the Hero’s card. The amount of wrath a Hero Once all available wrath tokens have been accumulated
has incurred increases the chance the Hero will be the by the party, Heroes that earn more wrath must remove
target of the dungeon’s monsters. tokens from any other Hero of their choice to add to their
card. If a Hero is destroyed, any wrath tokens it had are
Each time a Hero does one of the following things, add removed and become available again.
the number of wrath tokens specified.
EQUAL WRATH
How The Hero Occasionally two or more Heroes will have an equal
Wrath
Incurred Wrath amount of wrath. When this is the case, always treat the
Hero who activated most recently as the Hero with the
For each wound the
Hero inflicts. +1 higher amount of wrath.

The Hexcast Sorceress attacks and deals one


The Hero takes the Loud
Slurping potion action. +2 wound to a Tower Blackblade, destroying
it. There is one wrath token available (not
on another Hero), so she must use that
token, and places it on her card. She attacks
the Tower Stalker next and gets a critical
success! Criticals deal two wounds, so she
must place two wrath tokens on her card.
Since there are no available tokens, she must
remove the necessary tokens from any other
Heroes’ cards.

The balanced party has three Heroes, so six Hero (or Heroes) of its choice. Right now the
wrath tokens are available. Right now, every Riftling Warrior has the most wrath, so he will
wrath token is on a Hero so, when a Hero gains generally be targeted by the monsters.
wrath, it must take the tokens from another

19
YOU HAVE DIED DESTROYING MONSTERS
Over the course of a game, models will suffer wounds Destroyed monsters determine what rewards the party
and be healed. Some may even be destroyed and then earns during the power-up phase. When a monster is
resurrected! destroyed, place its model on the backpack’s loot tracker,
so that it is easy to remember and tally the rewards for the
Every model has a number of hearts indicated on turn during the power-up phase. After the turn’s rewards
its card. Whenever a model suffers a wound place a have been determined, monster models are returned to
wound token on its card. Whenever a model heals a the spawning pool.
wound, remove a wound token from its card.

When a model has a number of wound tokens equal to its Place destroyed monsters and spawning
hearts, the model is destroyed. Immediately remove all points on the handy-dandy loot tracker on
wound, wrath, and status effect tokens from the model’s the party’s backpack dashboard to more
card and remove the model from the dungeon. easily remember the Heroes’ rewards during
the power-up phase!
DESTROYING HEROES
Hero models are returned to the Hero player. A destroyed
Hero may not receive new equipment or potion tokens
until it is returned to play, however it retains all tokens
(other than wounds, wrath and status effects) and
equipment that it had when it was destroyed. Wrath
tokens on the destroyed Hero are simply removed, they
are not allocated to another Hero until another Hero
earns wrath in some way.

If a Hero is destroyed, and the party does not have


enough remaining Princess Coins to revive the Hero, the
Consul wins the game.

DESTROYING SPAWNING POINTS


When a spawning point is destroyed, place its model on
the backpack’s loot tracker, so that it is easy to remember
and tally the rewards for the turn during the power-up
phase. After the turn’s rewards have been determined, the
spawning point is returned to the game box. Destroying
spawning points limits where in the dungeon the Consul
may spawn monsters.

Destroying spawning points will also anger the Consul


and potentially trigger some adverse effects for the
Heroes! After the first time a spawning point is destroyed,
the Heroes must draw a Plot card if they have not already
drawn one due to the Mighty Monster Chart. After a
second spawning point is destroyed, the mini-boss is
spawned during that turn’s power-up phase, if one was
not already spawned due to the Mighty Monster Chart.
After all spawning points are destroyed, the dungeon
boss will spawn during that turn’s power-up phase.

20
MONSTER GANGS
Monsters may either fight alone as a solo monster or EXPENDABLE
in a group of monsters that rally together to increase When an elite monster suffers one or more wounds, place
their combat potential called a gang. All monsters the wound tokens on the closest bonded minions from
on a gang card are bonded. This is represented by a the elite’s gang that are within two squares instead. A
combined profile on a single card. minion may not be given more wound tokens than the
number of hearts it has remaining. The bonded minion
ELITE suffers both the wound and all effects caused by the
The core of a gang is the elite. All actions or abilities action or game effect.
used by the gang are performed by elites. The
strength of the elite’s combat profile, as well as the Only when no bonded minions are within two squares
abilities available to it, are increased by the bonded will the elite suffer wounds itself.
monsters in its gang. Expendable is not used when an elite is affected by an
area effect. Nor is it used when the elite suffers a game
MINION effect that does not cause a wound.
Minions are weaker monsters that are always bonded
to an elite listed on their gang card. Minions cannot Note that Expendable is never used to transfer wounds to
take actions or activate. Instead they lend support to bonded elites.
their elite, increasing its combat profile and granting it
new abilities.
The Crawlers are within 2 squares
FORMING A GANG of the elite Spider Speaker, meaning
they are bonded.
A gang is not a static group. Whenever an elite performs
When bonded, use the gang
a command (see page 25), is targeted by another model, attributes (red) for the Crawler
or is otherwise affected by any game effect, players check Cluster gang.
to see if any bonded monsters from its gang are within
two squares of it.

If there are bonded monsters within two squares of the


elite, it uses its gang attributes. In addition, the elite
gains all of the bonded monster’s abilities and unique
actions just as though it possessed them itself.

If there are no bonded monsters within two squares of


the elite, it uses its solo attributes, and only benefits from
its own abilities and unique actions. The Crawlers are farther than
2 squares from the elite Spider
When using multiple spawning points of the same type Speaker, meaning they are not
it is not required to keep track of which monsters came bonded.
from each spawning point. They may form a gang with When not bonded, use the solo
attributes (gold) for the Crawler
any elite listed on their gang card regardless of which Cluster gang.
spawning point it came from. In addition, an elite may
benefit from the bonuses granted by a bonded monster
even if another elite is as well.

ELITE GANGS
In some gangs, the same monster is both the elite and
the bonded monster. These gangs work just like a normal
gang, and every elite in the gang may perform actions.

21
MONSTER CARDS
Regardless of if a monster fights solo or as part of a gang, following page is the Crawler Cluster, a gang. Solo monsters’
their game cards all share the same features. Below is the game cards work in the exact same manner as gangs, but do
Midnight Queen, an example of a solo monster. On the not gain the benefits afforded by bonded monsters.

SOLO MONSTER CARD


MOVEMENT POINTS: How far
NAME: The model’s name. the solo moves when directed to
do so.

TYPE: The model’s type. Some ACTION POINTS: The number


game effects only affect specific of attacks the solo may take when
model types. it is directed to do so.

ABILITIES: Special Abilities the S


STRENGTH ATTRIBUTE:
model possesses. Abilities’ rules are W
When the solo attacks a Hero, the
on the back of the model’s card. H
Hero must roll equal to or greater
than the solo’s STR in order to
tth
aav
avoid suffering a wound.

AFFINITY: The color of Goddess ARMOUR ATTRIBUTE:


Crystals the model has affinity When a Hero attacks a
with. Some game effects only Monster, the Hero must roll
affect specific affinities. higher than the monster’s
ARM in order to succeed.
UNIQUE ACTIONS: Any
RANGE ATTRIBUTE: This is
unique actions the solo takes when
the range of the solo’s attacks,
directed to do so are listed here.
in squares.
Red actions are offensive
actions and cause a wound. HEARTS: When a model
suffers a wound put a wound
Blue actions are support token on its card. Once the
actions and do not cause a ARCADE ICON: This is a reminder number of wound tokens equal
wound. that this card is only used in the model’s hearts, the model is
Arcade, rather than Explore. destroyed.

Daemonus

Knight of
the Tower The Midnight
Queen

22
GANG CARD
GANG ATTRIBUTES: Monsters are stronger
SOLO ATTRIBUTES: If there is only when they work together! If there is more than
NAME: The name of the gang. on
one model remaining in the gang, use one model in the gang, use the gang’s gang
th
the solo attributes. attributes instead of its solo attributes.
TYPE: The model’s type. Some
game effects only affect specific ACTION POINTS: The number
model types. of attacks the gang may take
when it is directed to do so.
AFFINITY: The color of
Goddess Crystals the model has STRENGTH ATTRIBUTE:
affinity with. Some game effects When the gang attacks a Hero,
only affect specific affinities. the Hero must roll equal to or
greater than the gang’s STR in
ELITE NAME AND TYPE: order to avoid suffering a wound.
This model is the gang’s elite.
All range is always drawn from RANGE ATTRIBUTE: This is
the gang’s Elite. the range of the gang’s attacks,
in squares.
ELITE ABILITIES: Any ELITE ARMOR ATTRIBUTE:
abilities the elite grants the gang When a Hero attacks an Elite, the
are listed here. Hero must roll higher than the
eelite’s ARM in order to succeed.
ELITE UNIQUE ACTIONS: Any
unique actions the elite takes when HEARTS: When a model suffers
directed to do so are listed here. a wound put a wound token on
its card. Once the number of
Red actions are offensive wound tokens equal the model’s
actions and cause a wound. hearts, the model is destroyed.
Blue actions are support
actions and do not cause a MOVEMENT POINTS: How
wound. far the elite moves when directed
to do so.
BONDED MONSTER STATS: Bonded monsters
BONDED MONSTER NAME have unique actions, abilities, hearts, movement,
AND TYPE: Monsters bonded and armor just like Elites. A gang’s elite benefits
to the Elite are listed here. from a bonded monster’s abilities and unique
actions so long as the bonded monster is within two
squares of the elite.

Shadow Tower
Crawler
Guard Marksmen
Cluster

23
CONSUL ACTIVATION
During the Consul Turn, the players perform all aspects
of the Consul’s activation. The Consul’s activation
ORDER OF ACTIVATION
Monsters activate every step of Consul Activation
consists of three parts: upkeep, advance Mighty Monster
in a set order (this same order is used for upkeep,
Chart, and commands. Most elements of what occurs
movement, fight, etc):
during the Consul’s activation are determined by
advancing the Mighty Monster Chart. Complete each 1. Solo Monsters
command on the current turn’s Mighty Monster Chart
2. Elite Monsters
space in the order they are listed (from left to right and
top to bottom). Once all commands have been performed, Begin with the monster of the given type that is closest
end the Consul’s activation and move on to the Consul’s to the Hero with the most wrath. Then activate the next
power-up phase. closest monster and continue outwards until all monsters
of the given type have performed the step. Players
There may be game effects that monsters are subject to complete the step for all monsters of the given type before
that are not controlled by the Mighty Monster Chart, moving to the monsters of the next type.
such as auras or a Hero’s abilities. When monsters are
subject to these effects players resolve them according to If monsters are equal distance away, the players choose
the rules of the effect. which ones to activate first.

Players perform all steps of Consul Activation in


the order to the right, and according to the order of
activation. They may have one player perform the steps
or, to speed things up, have every player contribute.

MIGHTY MONSTER CHART


Start: Place the dungeon boss Mini-Boss: Spawn mini-boss this Dungeon Boss: Spawn the dungeon boss
here at the start of the game. turn if it wasn’t spawned already. this turn if it wasn’t spawned already.

Commands: Commands the Plot:


Pl
lot: Draw the plot card for this Bonus: A permanent bonus to all monsters’
monsters will follow that turn. game if it wasn’t drawn already. attributes (except the dungeon boss).

24
1. PERFORM UPKEEP 3. COMMAND PHASE
The players perform upkeep. Resolve each upkeep step for Each space on the Mighty Monster Chart lists one or
all monsters: more commands that the Consul will follow. Some
of these commands, such as challenge, reinforce, or
1. End effects from the previous Consul Turn, such as spawn, have an effect on the game as a whole. Other
unique actions or auras. commands, such as move and fight, are carried out by all
2. Apply healing effects, such as Tough. solo and elite monsters. Minion monsters never perform
commands, they simply aid the elite that they are bonded
3. Apply status effects, such ass Poison orr Fire.
to. Using the order of activation, monsters perform each
4. Apply all other game effects the monster is subject to command listed on the Mighty Monster Chart space
in the order of the players’ choice. in the order they are listed. All solo and elite monsters
complete each command completely, before moving to
2. ADVANCE THE MIGHTY the next command.
MONSTER CHART
One player advances the dungeon boss on the Mighty If a command possesses a multiplier, such as Move x2,
Monster Chart one space to determine what the monsters the monster performs the command the number of
will do this turn. Each Mighty Monster Chart space lists times indicated by the multiplier before moving to the
what the Consul does that turn. Follow all steps in the next monster.
order they are listed, from left to right and top to bottom. Monsters performing commands determine line of sight
and range in the same manner as Heroes. (See Hero
Activation, page 14.)

The commands on the Mighty Monster Chart are: Move,


Regroup, Unique, Fight, Epic Fight, Spawn, Reinforce,
Plot, Challenge, Spawn Mini-Boss, and Spawn Dungeon
Boss. Each is explained below.

STAR BONUSES
Some spaces on the Mighty Monster Chart have star
bonuses. These bonuses are applied immediately,
and affect monsters on the same turn in which they
appear. Star bonuses are bonuses to the monster’s
attributes and they apply to all monsters except the
dungeon boss. These bonuses are cumulative and
permanent. These bonuses also apply to monsters
spawned after the star bonus space is reached. When a
space is reached that provides a bonus to the monsters
in the dungeon, take the appropriate mighty monster
reference card and place it next to the monsters’ cards
as a reminder to use the bonus. The party can also
place a spare token on the space as a further reminder.

25
MOVE The Tincan may not move through
All solo and elite monsters in the dungeon move up the two Crawlers diagonally and
to their full number of movement points, using the must go around.

rules described for Hero movement (see page 14), and


according to the rules below:
1
DETERMINE MONSTER’S
2 1
TARGET
Solo and elite monsters always move towards the Hero
with the most wrath on their tile. If there are no Heroes 3 2
on their tile, they target the Hero with the most wrath in
the dungeon. Daemonus can 4 3
move between the
Heroess,

MOVE MONSTER
by “squeezing.”
5 4
Move each solo and elite monster one at a time.

Each monster will take the shortest path towards its


target as possible, moving around structures, walls,
and Hero-occupied squares where necessary. Monsters
move through other monsters and spawning points. All There are lots of possible paths you can take
monsters have Surefoot (see page 36), and they ignore all when moving monsters, so don’t get bogged
negative tile effects such as difficult terrain or lava. down trying to determine the “correct” one.
Just choose the quickest path that is logical to
Monsters that are already adjacent to or within range of you to get the monster where it needs to go.
a Hero that is not their target will disengage from that
Hero, and move past other Heroes, to reach their target.

An elite that is part of an elite gang takes a path


REGROUP
The Regroup command is very similar to the Move
towards its target that will also bring it within two
command, except the monsters target a dungeon exit.
squares of the nearest elite in its gang that has already
When the monsters receive a Regroup command, move
moved. If such a path is not possible the elite will move
them exactly as if they had received a Move command,
to be in range of the Hero.
with the following exceptions:
After an elite monster has finished moving, all minion
• Each monster’s target is the closest square that is
monsters that were bonded to it before the move (and are
adjacent to a dungeon exit.
not bonded to it after the move) are placed within two
squares of the elite. Minions that are still bonded to their • Instead of stopping when the monster is in attack
elite after the elite has moved are not placed. Monsters range of the target square, it will stop movement when
may not be placed adjacent to another monster, unless it it is as close to occupying the target square as it is able.
cannot be placed otherwise. If a Regroup
oup command is given, all monsters in play
ggroup
receivee +1 ARM until the end of the next Hero Turn
STOP MOVEMENT (regardless of whether the monsters were able to move
Once a solo or elite is within attack range or adjacent to due to the Regroup command).
their target, and in line of sight (see page 15), the monster
stops moving. Abilities that reduce the monster’s range, Remember that doorways are breaks in the wall that
such as Stealth, must be accounted for when determining surround a tile, and dungeon exits are doorways that do
if the monster stops moving. This means monsters may not connect to another tile. This means that, during a
end up closer to a Hero if the Hero has Stealth. Regroup command, monsters will be moving towards a
doorway that does not connect to another tile.

26
UNIQUE SUPPORT UNIQUE ACTIONS
Monsters activate all unique actions on their cards, in the
Support unique actions do not inflict wounds. Instead
order they are listed. Unique actions are free and do not
they cause special effects to occur such as inflicting status
cost the monster any action points.
effects on enemies or helping friendly models. No defense
Only solo monsters and elites perform unique actions. roll is made, simply resolve the effect of the action.

Unique actions always target the Hero with the most If the target model within range is already under the
wrath that is both in range and in line of sight of the effects caused by the monster’s support action it will
monster. The monster’s range attribute is always used instead target the next eligible model.
unless the unique action lists a different range or an area
effect. (See Area Effects, page 37.)
AUGMENT
Just like Hero actions, monster unique actions can be If a support unique action is an Augment, the monster will
either offensive or support. target the closest eligible friendly model within range and
line of sight that will benefit from the action. Note that this
most often is the model using the unique action itself.
OFFENSIVE UNIQUE ACTIONS
Offensive unique actions use the monster’s STR attribute.
Some unique actions or game effects may modify the OVERCHARGE
monster’s STR. These bonuses or penalties are added to If a gang has a unique action that is an overcharge action
the total STR. it is used instead of, not in addition to, the original
version. Overcharge actions are frequently on minions,
Any affected Heroes
eroe must make a defense roll using an
allowing the gang’s unique actions to become more
attribute with a against the monster’s total STR. If the
powerful when its minions are present.
defense roll is less than the total STR the Hero suffers one
wound and the effects of the unique action.
Below are two unique actions:
Scuttling Swarm: Spawn one crawler
within 2 squares of this elite
Scuttling Swarm is a blue support action, so it
requires no roll. Simply follow the instructions
and spawn one Crawler near the elite.
Weaken the Prey: +2 STR ,
Weaken the Prey is a red offensive action. It
must target a Hero and use ses tthe elite’s STR,
se
uses
with the added bonus off +2 . If the Hero fails
its defense roll, it suffers Bane in addition to
the wound.

SIGNATURE ACTION
Signature actions are actions that a monster always
performs during the Command Phase. Signature
Actions do not cost any action points. If the monster
receives the Move command, it will perform its
Signature Action immediately after completing its
movement. If the monster did not receive the Move
command, its Signature Action will be the first
command it performs that Command Phase.

27
FIGHT 4. PERFORM BASIC ATTACK
The monster makes one Basic Attack offensive action per
During the Fight command solo monsters and elites
action point on its card.
spend action points to perform Basic Attack offensive
actions against the Heroes. Basic Attack: A Basic Attack targets the Hero with
the most wrath within the monster’s range and line of
1. ORDER OF OPERATION sight. Basic Attacks use the monster’s STR attribute.
Monsters will perform the Fight command using the
Some unique actions or game effects may modify the
standard order of operation. Minions do not perform the
monster’s STR when making a Basic Attack. These
Fight command.
bonuses or penalties are added to the monster’s total STR.

2. DETERMINE MONSTER’S 5. PERFORM DEFENSE ROLL


TARGET When a Hero is targeted by a Basic Attack
ack it must make
Monsters will target the Hero with the most wrath that a defense roll using any attribute with a against the
is in their range and LoS. Even if the Hero with the most monster’s total STR. If the defense roll is less than the
total Wrath is out of range, monsters will attack the Hero total offense, the Hero suffers one wound and any effects
with the most wrath which they are able to reach. If no caused by the monster, such as status effects.
Heroes are in range, the monsters do not attack.
Hearts and potions are ignored during a defense roll,
even when winning.
3. CHECK FOR GANGS
Check and see if any bonded monsters are within two
squares of the elite monster performing the Fight command. Remember, minions never perform the Fight
command, but every elite does! For example,
If any bonded monsters are within two squares, a gang
the Shadow Guard gang only has one elite,
is formed and the elite will use its gang attributes. It
will also gain any abilities the bonded monsters in its the Tower Stalker, so only the Tower Stalker
gang possess. will attack during a Fight command. The
minions, the Tower Blackblades, will not
If there are no bonded monsters within two squares, no attack. However, every Tower Arbalist model
gang is formed and the elite will use its solo attributes in the Tower Marksman gang is an elite, so
and abilities. each Tower Arbalist model will attack during
a Fight command.

EPIC FIGHT
Some Fight commands will be designated as “Epic
Fights.” When an Epic Fight command is given, any Hero
that suffers any wounds due to an offensive action taken
by a monster suffers one additional wound.

The Spider Speaker has just received the Fight


=
command. It will attack the Riftling Warrior
using all of its actions because the Riftling
Warrior is the Hero in range with the most wrath Arcade monsters
(two wrath, compared to the Sanctioned Witch’s never deal additional
one wrath). The Spider Speaker has Crawlers damage to Heroes for
within range to be bonded, so it uses its gang critical hits.
stats instead of its solo stats when attacking.

28
SPAWN REINFORCE
One spawning point, that is closest to the Hero with the Starting with the elite monster closest to the Hero with
most wrath, immediately spawns all monsters listed on the most wrath, spawn all monsters listed in the elite’s
its spawning card and that are available in the spawning gang, that are available in the spawning pool, within
pool. However, if none of a gang’s elites are available to two squares of the elite. A single gang may not spawn
spawn, no monsters in the gang may spawn. A spawning more monsters in this way than are listed on the gang’s
point may not spawn more of a monster than it lists on spawning point. Monsters may not be placed adjacent to
its card. For example, the Shadow Tower lists one Tower another monster, unless it cannot be placed otherwise.
Stalker on its card, so it may not spawn more than one Continue reinforcing each elite until all elites have been
Tower Stalker, even if there is more than one in the Reinforced or until there are no monsters available in the
spawning pool. spawning pool to Reinforce the remaining elites.

The players gather all elite monsters that will be spawning If there are no spawning points in play that list an elite’s
and place them within three squares and line of sight ggang,
g that ggangg mayy still Reinforce as normal.
of the spawning point. Elites must be placed as close to
the Hero with the most wrath as possible. Then place all Remember that monsters ignore negative
minions that are spawning such that they are within two terrain effects!
squares of an elite in their gang which spawned this turn
(this may end up placing them farther from the spawning
point than three spaces). Monsters, both minions and
elites, may not be placed adjacent to another monster,
unless it cannot be placed otherwise.
PLOT
Draw a plot card. Plot cards represent devious plots
Monsters may only be spawned from a spawning point hatched by the Consul which the Heroes must work
which lists them as part of its spawning pool. together to put an end to. When a plot card is drawn,
flip the top card of the Plot Deck face up. It will remain
Any monsters listed on the spawning point that are in play and have a lasting effect on the game until the
already on the dungeon map may remove all wound and Heroes are able to meet any criteria it lists in order to
status effect tokens, regardless of the specific spawning discard it from play.
point from which theyy were spawned.
p p
All plot cards list a way to discard them; once they are
discarded, they have no more effect on the game. When
Usually monsters spawn after Move and Fight
the plot card is discarded, each Hero rolls a green die. The
commands have already happened, so they don’t
do much the turn they come into play. But, on party draws one treasure for each rolled.
some turns, monsters spawn before the Move
After the first time a spawning point is destroyed
and Fight commands! When this happens, they
during a game, the Heroes must immediately draw a
follow the commands the same as the monsters
that began the turn on the board. plot card if they have not already drawn one due to
the Mighty Monster Chart. If the Heroes draw a plot
Remember that a spawning point may not spawn
card in this manner, they will not draw one due to the
more monsters than are listed on its card! So a
Mighty Monster Chart. In other words, the Heroes will
Shadow Tower may never spawn more than three
Arbalists, even if there are more available. either draw a plot card when the first spawning point
is destroyed or when the space on the Mighty Monster
Finally, remember that during a Reinforce Chart is reached, whichever comes first.tile.
command, a single gang may not spawn more
monsters than are listed on the gang’s spawning
point. For example, a single Shadow Guard
gang may not spawn more than two Tower
Many Plot cards refer to the “last” tile. The
Blackblades during a Reinforce command, last tile in a 3-4 Hero game is the third tile.
because only two Tower Blackblades are listed
on the Shadow Tower spawning point. However,
additional Shadow Guard gangs could result in
more Tower Blackblades spawning!

29
CHALLENGE SPAWN MINI-BOSS
Draw a challenge card. Challenge cards represent When spawning the mini-boss, place the mini-boss
different dangers the Heroes will face in the dungeon. adjacent to the dungeon exit which is closest to the
When a challenge card is drawn, flip the top card of the Hero with the most wrath. If the mini-boss does not
Challenge Deck face up. All challenge cards have an effect fit adjacent to that exit, it is placed adjacent to the next
on the game as soon as they are drawn, and for as long as closest exit, and so on.
they remain in play.
After a second spawning point is destroyed during the
A challenge card drawn at the end of the Consul Turn game, spawn the mini-boss during that turn’s power-
will generally affect the subsequent Hero Turn and then up phase. The mini-boss will not spawn in this way if
be discarded at the end of the following Consul Turn. it already spawned due to the Mighty Monster Chart.
Challenge cards are discarded after a new challenge If a mini-boss is spawned in this manner, a mini-boss
card is drawn, or at the end of the next Consul Turn, will not be spawned due to the Mighty Monster Chart.
whichever comes first. In other words, a mini-boss will either spawn the
second time a spawning point is destroyed, or when
TRAP the space on the Mighty Monster Chart is reached,
Some challenge cards have Trap effects listed. When a whichever comes first.
challenge card is drawn, immediately resolve its Trap Occasionally, the mini-boss may be spawned due to a
effect if it has one. plot or challenge card. If this happens, it spawns using
the above rules and may spawn even if it was already
destroyed that game. If a mini-boss would spawn while
there is already a mini-boss in play, remove all wounds
and status effects from the mini-boss rather than
spawning another one.

BOSS FIGHT
CHALLENGE DECK
The dungeon boss presents a unique threat to the Heroes.
To represent this, when the dungeon boss spawns, replace
the regular Challenge Deck with the Boss Fight Challenge
Deck. Challenge cards are drawn in the same manner as
before from the new deck.

30
SPAWN DUNGEON BOSS At the start of the Consul Turn, if the dungeon boss is in
play, do not advance the Mighty Monster Chart. Instead,
When the spawn dungeon boss space is reached, the
follow the Boss Fight Commands (see below). If the
dungeon boss spawns. Remove the dungeon boss from
the Mighty Monster Chart and place it adjacent to the dungeon boss spawns during the Consul Turn, complete
dungeon exit which is closest to the Hero with the most that turn as normal and then follow the Boss Fight
wrath. If the dungeon boss does not fit in that doorway, it Commands on the following turn.
is placed in the next closest doorway, and so on.

During the Heroes’ power-up phase, if the last spawning


BOSS FIGHT COMMANDS
point was destroyed that turn, spawn the dungeon boss During a boss fight, players no longer advance the Mighty
following the above rules. The dungeon boss will not Monster Chart. Instead, all monsters (including the
spawn in this way if it already spawned due to the Mighty dungeon boss) use the following commands during the
Monster Chart. Consul Turn:

When the dungeon boss spawns, replace the regular 1. Move


Challenge Deck with the Boss Fight Challenge Deck. 2. Fight
(The regular Challenge Deck may be returned to the
game box.) This has no effect on challenge cards that 3. The dungeon boss removes three wound tokens for
are currently in play, they will affect the game and be each spawning point in play.
discarded at the end of the turn as normal. From this 4. Draw Challenge Card
point on, challenge cards are drawn following all of the
normal rules, except that they are drawn from the Boss
Fight Challenge Deck instead of the regular Challenge
Deck. If you run out of Boss Fight challenge cards, shuffle
the discarded cards to form a new deck.

31
POWER-UP
During the power-up phase the Heroes have an
opportunity to gain powerful loot and treasure, and
1. REWARDS
The party earns rewards for its accomplishments during
resurrect their fallen comrades. Resolve each step of
the activation phase. The party places earned rewards in
power-up in the order indicated. Remember that there
the backpack. Rewards may be used by any Hero. Draw
is a power-up phase at the end of the Hero Turn and a
cards according to the Rewards Chart to the left.
power-up phase at the end of the Consul Turn.
There is no maximum on the amount of loot or treasure
cards the Heroes may draw in a turn. Heroes draw one
REWARDS
R EWARDS C
CHART
H A RT loot for every full three minion monsters destroyed in
one turn; if the Heroes only destroy one or two minion

x3=
monsters, they do not carry over to subsequent turns.

The party may not draw loot cards for monsters that
For every th
three minion monsters destroyed,
d t were destroyed during the Consul Turn (such as from
draw 1 loot card. Fire or Backlash) or that possess the Insignificant
ability. Rewards for destroying spawning points or
which result in treasure cards may be drawn as normal,
= regardless of the turn.

Forr ev
eevery
verry el
elit
elite
iitte monster
m stteer destroyed,
deest
d stro
roy
draw 1 loot card. Some Heroes may have actions or abilities
that allow them to draw additional treasure
cards. These actions and abilities increase
the number of treasure cards Heroes have to
#+1= choose from when selecting a single treasure;
they do not provide separate treasure draws.
Only a single treasure may be chosen, as usual.
For each spawning point destroyed draw loot cards
equal to the tile number it was on plus one, (e.g. two for
the first tile, three for the second, four for the third).
2. EQUIPMENT
Drawn loot and treasure cards are called equipment.
Any Hero may be equipped during the Heroes’ power-up
= phase. Each Hero has four colored-crystal
slots alongg the edge of its card: citrine
y equipment
, ruby ,
For each mini-boss
b destroyed
d draw 1 treasure card. emerald , and sapphire . Each equipment card has
a corresponding crystal color indicating the slot to which
it can be equipped.

#=
Tuck the equipment card underneath the Hero’s card
until the matching crystals touch and only the name and
abilities of the equipment is showing. The Hero gains all
For each boo booty destroyed draw a number of the abilities and bonuses listed on the equipment exactly
treasure cards equal to the tile on which the boo as though they were printed on the model’s card.
booty was spawned (one for the first tile, two for the
second tile, and three for the third tile). The Heroes Only one piece of equipment may be equipped per slot. If
select one treasure card and discard the rest. a Hero replaces a piece of equipment, the old card must
be discarded and may not be equipped by another Hero.

32
3. SPAWN BOSSES
If the second spawning point to be destroyed was
destroyed during the turn, and a mini-boss has not already
spawned due to the Mighty Monster Chart, then spawn the
mini-boss (see page 30). If the last spawning point on the
dungeon was destroyed during the turn, and the dungeon
boss has not already spawned due to the Mighty Monster
Chart, then spawn the dungeon boss (see page 31).

4. CLEAN-UP
(CONSUL TURN ONLY)
During this step, the Consul checks for stragglers,
moving up any minions that were left behind, then
discards challenge cards from previous turns.

CHECK FOR STRAGGLERS


Check to see if there are any minions that are not bonded
to an elite. If there are, place them within two squares of
an elite listed on their gang card. Monsters may not be
placed adjacent to another monster, unless it cannot be
If you are using treasure from multiple Super placed otherwise. If there are multiple elites the minions
Dungeon products you will find some cards, could be placed near, place them within two squares of
such as the Testy Tome, state that they are the elite that is closest to the Hero with the most wrath. If
drawn (or given) to the Consul. These cards there are no elites belonging to the minion’s gang in play,
only function in Explore. If they are drawn, remove the minions from play and place them back into
discard them and draw a new treasure. the spawning pool.

DISCARD CHALLENGE CARDS


BACKPACK FROM PREVIOUS TURNS
At the end of the Heroes’ power-up phase, after all Discard any challenge cards that were not drawn during
equipment has been drawn, Heroes may equip cards from this Consul Turn.
the backpack. They may equip cards drawn on previous
turns that had been stored in the backpack. This is also
when Heroes may equip treasure cards drawn by opening 5. PRINCESS COINS
treasure chests during the Hero Turn. At this time, once Princess Coins are powerful artifacts which may be offered
per turn, the party may choose to discard exactly six loot to the Goddess to resurrect Heroes. The party begins the
cards from the backpack to draw one treasure card and game with a number of Princess Coins in its backpack
place it into the backpack; this treasure may be equipped equal to the number of Heroes in the party plus one.
immediately. Remember that boo booties only come into
play when opening a treasure chest, so discard any boo SPENDING PRINCESS COINS
booties drawn in this way and redraw. If a Hero was destroyed during the turn, the party must
spend one Princess Coin to bring a new Hero into play. This
If equipment is discarded from a Hero, including if it is always the final action taken during the power-up phase.
was discarded because the Hero replaced it with a new
Place one Hero model of the party’s choice adjacent to the
equipment card, the equipment is placed in the discard
Start Token or adjacent to any other Hero. The selected
pile, not the backpack.
Hero may be any Hero in the players’ collection, it is
not required to be the same model. If a different Hero is
All equipment is shared by the Heroes and goes chosen to enter the game, the previous Hero’s equipment
into the backpack. It doesn’t matter who drew and tokens are discarded.
the card or where they are on the dungeon map. Discard the spent Princess Coin, it may not be used again
and has no further effect on the game.

33
EXAMPLE CONSUL TURN
The players have been playing for several turns now, and
the Consul is about to take its sixth turn. The players
have chosen the balanced party, so they are using the
Sanctioned Witch, Riftling Warrior, and Moonspire
Guardian. The amount of wrath available for a three
Hero game is six and it is all distributed to the Heroes
already: two on the Sanctioned Witch, one on the
Moonspire Guardian, and three on the Riftling Warrior.
The Sanctioned Witch has suffered two wounds.

The Consul has a Crawler Cluster gang and a Shadow


Guard gang (with only the elite remaining) in play.

Upkeep
First, the players perform upkeep for the Consul, ending
any effects from the previous turn. In this example, there
are no such effects to end, so the players move on.
Unique
Advance The Mighty When the unique command is given, all solos and elites
Monster Chart perform any unique actions available to them. The Spider
Next, the players advance the dungeon boss one space on Speaker performs its unique command first, since there
the Mighty Monster Chart, moving it from the fifth space are no solos, and it is the closest elite monster to the Hero
too tthe
h sixth space. The sixth space grants the monsters with the most wrath:
+1 STR, so from now on n alll monsters
m (except the
dungeon boss itself) have +1 STR . Scuttling Swarm: Spawn one Crawler
within two squares of this elite.
Command Phase There is a Crawler available in the spawning pool, so it is
Next, the commands on the Mighty Monster Chart
spawned within two squares of the Spider Speaker. Next
are carried out. The sixth turn space lists the following
the Tower Stalker performs its unique action:
commands: move, unique, fight, challenge, reinforce. The
players will perform these commands, in order, from left to
right and top to bottom. Weaken the Prey: +2 STR ,
It targets the Hero with the most wrath that is within
Move range and LoS. Although the Riftling Warrior has the
The solos and elites move towards the Hero with the most most wrath of any Hero, it is not within the Stalker’s range
wrath on their tile. In this example, the Riftling Warrior and LoS. Therefore, the Stalker must attack the Hero with
is the Hero with the most wrath, so he will be the target of the highest wrath that is within its range and LoS, so the
the move command. The monsters stop moving when they
Stalker uses the action on the Sanctioned Witch instead.
are within attack range and LoS of the Riftling Warrior, or
get as close to the Warrior as they can, if they cannot get in The Tower Stalker has no bonded models, so it must use
LoS and range to attack.
its solo attributes
ibu
bu t s instead of its gang attributes, giving it
ute
First, any solos move. There are no solos in play, so the a STR
base
a ba R 2 . However, turn six grants all monsters a
players skip to moving elites. +1 STR bonus us and
an the Weaken the Prey action
act
ctio
ioon grants
an additionall +2 STR, for a total of STR R 5 . The
The Spider Speaker (white base in the example) is the Sanctioned Witch rolls her ARM and d only
onl
nlyy achieves
a four
closest elite to the Riftling Warrior so it moves first, stars, so she suffers one wound and thee status effect.
stopping when it is in range. Then, the Crawlers that
were bonded to the Spider Speaker before it moved
are placed so that they remain bonded to (within two
squares of) the Spider Speaker after being placed.
Next, the Tower Stalker (yellow base in the example)
moves. It gets as close as possible to the Riftling
Warrior, but still can’t get in range and LoS to attack. It
has no bonded minions to place after the move.

34
Fight Challenge Card
When the fight command is given, all solos and elites The top card of the Challenge Deck is drawn. The challenge
make one Basic Attack offensive action for each action that was drawn is Terrible Burden.
point available to them. The Spider Speaker attacks first,
because there are no solos in play, and it is the elite closest
to the Hero with the most wrath. The Spider Speaker has
bonded minions, so it uses its gang attributes.

This challenge card has a Trap effect that happens


immediately.
ediiatte All Heroes with two or more equipped cards
sufferr . Only the Riftling
ftli
ft lliingg W
Warrior has two or more
The Spider Speaker has three action points, so it attacks equipment, so he sufferss .
iorr three
io
the Riftling Warrior t
th times. The STR listedd on
n its
i
The challenge portion of the card forces all Heroes to make
gang attributes is 2 and it receives a bonus off +1 STR
defense rolls using their STR attribute. This effect will last
due to the star bo
bbonus
nuu on the Mighty Monster Chart, for
until the challenge card is discarded at the end of the next
a total of STRR 3 . The Riftlingg Warrior makes three
Consul Turn.
defense rolls using its ARM 3 . On its first defense
roll, the Warrior rolls three stars, it has successfully Reinforce
defended and does not suffer a wound. On its second roll, Starting with the elite closest to the Hero with the most
the Warrior only rolls two stars, failing and suffering a wrath, elites are reinforced. There are no models in the
wound, and the Poison status effect due to the Spider Spider Speaker’s gang available in the spawning pool, so it
Speaker’s Poison ability. On its third roll, the Warrior rolls does not reinforce. (They’re all already in play!) However,
four stars, successfully defending once again. the Tower Stalker needs to be reinforced. Any Tower
Next, the Tower Stalker attacks. Once again, it must target Blackblades (the minion listed on the Tower Stalker’s gang
the Sanctioned Witch. Because it has no bonded minions, card) available in the spawning pool are spawned within
it uses its solo aattributes.
ttri
rb
ri The Stalker has twoo action
acti
t points two squares of the Tower Stalker (up to a maximum of
and base STR R 2 , which is boosted to STR R 3 due two Blackblades, as only two Blackblades are listed on the
to the star bonus from the Mighty Monster Chart. The gang’s spawning point.)
Sanctioned
ned Witch must make two defense rolls using her
on
ARM 3 and roll at least three stars on each roll to avoid
Power-Up
Since Heroes rarely kill monsters during the Consul
suffering a wound. Unfortunately, due to her Bane status
Turn it is uncommon for them to collect rewards during
effect, which forces her to ignore the result of her highest
the Consul’s power-up. In this example, there are no
die roll while defending, she fails both rolls and suffers
equipment cards to equip and no bosses to spawn during
two wounds. Because she already had three wounds (she
this turn, so we can skip to steps 4 and 5.
had two at the start of the turn and suffered another from
Weaken the Prey), she is destroyed and removed from play.
Clean-Up
The two wrath tokens on the Sanctioned Witch are The players check for stragglers. All minions are bonded
discarded; they will be available the next time a Hero to an elite, so none need to be placed such that they are
gains wrath. The Witch also discards all of her wound bonded. The current challenge card was drawn this Consul
tokens and the Bane status effect token. Turn, so it will not be discarded until the next Consul Turn.

Princess Coins
Next, the party must spend a Princess Coin in order to
bring the Sanctioned Witch back into play. A Princess
Coin is discarded, and the Sanctioned Witch may be
placed adjacent to any Hero, or the Start Token.

Consul Turn six is complete! Next it is the Hero Turn, and


two Heroes will activate.

35
ADVANCED RULES
ABILITIES HEAL X: A model affected by Heal may remove a
number of wound tokens or a number of status effect
Abilities listed on a model’s card are always active and
tokens, in any combination, equal to the value of X.
require no action points to activate. The most common
abilities are listed below. If an ability is not listed here it HOOKSHOT: Actions with Hookshot do not require
will be on the model’s game card. line of sight to target a model. Range must still be
counted around spaces that block line of sight, such as
In Arcade, some abilities function differently if they
walls and structures.
target, or are used by, a Hero or a Monster. When
these differences occur they are listed as (Arcade:) in IMMUNE: STATUS EFFECTS: A model that is
the definition. Immune: Status Effects can never suffer the negative
effects of status effects. If a model that is suffering a status
ARC: After resolving an action with Arc, choose another effect gains Immune: Status Effects, remove all status
model within 2 squares of the last model targeted and effect tokens immediately.
which has not already been targeted. Resolve the action
again, rolling 1 less dice of the player’s choice against IMMUNE X: A model with Immune X is immune
the new target. Continue choosing new targets in this to the negative status effect shown by the icon. If a model
that is suffering a status effect gains Immune X to that
manner until Arc fails to inflict a wound, or no dice
effect remove the status effect token immediately.
remain, or there is no new target in range. (Arcade:
monsters with Arc must choose the Hero with the most INSIGNIFICANT: Models with Insignificant are not
ailabl as the next target. Reduce the STR of the
wrath available counted when determining loot.
attack byy 1 with each new attack.)
MASSIVE DAMAGE: When an offensive action
BACKLASH: If a model targeted by an offensive with Massive Damage inflicts a wound, it inflicts two
action possesses Backlash and wins the defense roll, wounds instead.
the model making the offense roll suffers one wound.
A model may not draw a loot card for destroying a ONE USE ONLY: An action with One Use Only may
model due to Backlash. (Arcade: A Hero may not only be used a single time during the game, once it has
inflict more than one wound to monsters in this way been used it may not be used again.
per Consul Turn.)
SHAPESHIFT X: The model may Shapeshift into the
BLESSING: A tile effect with Blessing bestows a model listed. (See Shapeshift, page 41.)
positive effect, specified on the tile effect’s card, to
models within the tile. Blessings only affect Hero, elite SMALL: An enemy model may only target a Small model
if it is within three squares of the Small model.
and minion models.

BURROW: A model with Burrow may move through STATUS EFFECTS: If a model has a status effect listed
as one of its abilities any successful offensive action it
walls, and treats difficult terrain and structure squares
performs inflicts the status effect upon its target. (See
as open squares. All non-blessing tile effects in those
Status Effects, page 41.)
squares are ignored.
STEALTH: Actions targeting a model with Stealth
CURSED: Equipment with Cursed must be equipped
reduce their Range by 3, to a minimum of 1.
during power-up if any Hero has an available slot,
and cannot be removed or discarded unless the model SUREFOOT: A model with Surefoot treats difficult
is destroyed. terrain squares as open squares. All non-blessing tile
effects in those squares are ignored.
FLY: A model with Fly treats difficult terrain, chasm, and
structure squares as open squares. All non-blessing tile TOUGH: During its upkeep, a model with Tough may
effects in those squares are ignored. Structure squares do remove a single wound token.
not block line of sight to or from models with Fly.

36
AFFINITY AREA EFFECTS
Every model has an affinity with one or more of the Some actions can hit multiple models all at the same
Goddess Crystals of Crystalia. A model may gain benefits time. These actions are called area effects.
or suffer penalties based on its affinity. If a model has two
affinities, it is affected by affinity based game effects if To use an area effect, first determine which models are
either affinity matches. If this results in a model gaining in squares that will be affected. Squares that the user
both a benefit and a penalty, only the penalty is applied. cannot draw line of sight to are not affected. When
determining the squares which will be affected by an area
effect, models (friendly and enemy) are not considered to
block line of sight. All models that are within the area are
considered to be affected simultaneously.

With the exception of Burst X, area effects replace the


range of an action.

BOO BOOTY
If the area effect action requires an offense roll, the model
using the action makes a single roll. Every model within
Boo booty are a special type of monster. In addition to the area is allowed to make a defense roll.
its game card, each boo booty has a treasure card that is
shuffled into the Treasure Deck. Friendly models, including thehe user, are not affected
ffected
d
by area effects unless they aree Augment orr
When a boo booty is drawn, replace the treasure chest Dangerous actions.
token with the boo booty token and game card. Any
additional treasure cards that were drawn are discarded. If a model is affected by two actions simultaneously
the effects are cumulative as long as the actions’
A boo booty token is treated exactly as if it were a names are different, even if their effects are the same.
monster model and follows monster commands as If the actions’ names are the same, the effects are not
normal. When a boo booty is destroyed, the Heroes may cumulative. For example, the Tincan may use the
draw a number of cards from the Treasure Deck during Indignant Defense action as many times as it likes,
power-up equal to the tile on which the boo booty was but only one dice bonus from Indignant Defense will
spawned (one for the first tile, two for the second tile, and ever apply. (The Tincan is just wasting action points by
three for the third tile). The Heroes select one treasure using Indignant Defense again.)
card and discard the rest.

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 mini-boss (or even
defeating another boo booty), discard the boo booty card
and draw again.

Remember, area effects ignore the


Expendable rule and will affect elites with
bonded minions.

37
BURST X CROSS X
A Cross effect is centered on the user’s square and affects
Determine a Burst effect’s target as normal using the every square within X squares of the user, including the
action’s range. After the target has been selected, it and user’s square, but does not affect any diagonal squares.
every model within X squares of the target are affected.
Squares that the target cannot draw line of sight to are
CROSS 2
not affected (models do not block line of sight when
determining which squares are affected, as usual for
area effects).

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

CROSS 2
LARGE-BASED

BURST 1
LARGE-BASED

If you have movement


effects like push or
compel, you can try
to use them to bunch
the monsters together
before using a mighty
burst attack!

38
LANCE X WAVE X
A Lance effect draws a straight line directly away from A Wave effect is centered on the user’s square and
the user’s square along a distance of X. Every model affects every square within X squares of the user,
along this line is affected. Lance effects may not be including the user’s square.
used along diagonals.
AURA X
LANCE 5 An Aura effect is centered on the user’s square and affects
every square within X squares of the user, including the
user’s square. Auras remain in play, centered on and
moving with the user, until their next upkeep.

WAVE 1 | AURA 1
LANCE 5
LARGE-BASED

SWEEP X
A sweep effect hits every model within X squares of a
single side of the user’s square along a straight line. Sweep
effects may not be used along diagonals.

SWEEP 2

WAVE 1 | AURA 1
LARGE-BASED

SWEEP 2
LARGE-BASED

39
CONTROL EFFECTS PULL X
Control Effects allow one model to move another model. A model targeted by Pull may be moved a number of
A model that is moved as a result of a control effect does squares up to the value of X towards the model using
not count as having been activated and may still activate Pull. Each square moved must decrease the distance
and move as normal during their own turn. between the two models. Once the two models are
adjacent, the target model immediately stops.
A model may never be moved in a manner that would not
be legal for it to move on its own. Difficult terrain and
PULL 2
other tile effects are treated as normal.

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

Use Control Effects to


move pesky enemies
out of attack range or
friendly models away
from danger.

40
RULE PRIORITY STATUS EFFECTS
If a game card, game effect, or ability has a rule that is Status effects are negative effects that cause a model
contrary to the rules in this rulebook, the card or ability to suffer a disadvantage. Status effects are typically
always takes precedence. caused by actions. When this is the case, the model
only suffers the status effect if the action was

SHAPESHIFT
successful. When a model suffers a status effect, place
the appropriate status effect token on the model’s card.
A model with the Shapeshift ability has two cards and The model suffers the effect until the token is removed,
two models, one representing its original form and one at which point the effects immediately end. At the end
representing its shapeshift form. A model always begins of a model’s activation remove all status effect tokens
the game or is spawned using its original form. from it. A model may suffer multiple status effects but
may only ever have one of the same type. Status effects
When a model shapeshifts, replace its card with the
are listed on the back cover for easy reference.
specified shapeshift card. Replace the model on the
dungeon map with the new shapeshift model. The new Note that a model with a status effect listed in its
model must occupy at least one square that the previous abilities causes the effect when completing a successful
model occupied. offensive action, it does not suffer the effect. (Unless
caused by another game effect!)
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.

HERO SHAPESHIFT
When the Hero is activated it may choose to shapeshift
into its alternate form during its upkeep. If there is no Bane Fire
room to place the new model it may not shapeshift.

MONSTER SHAPESHIFT
If a monster has the ability to shapeshift, it will be
included on two arcade cards, one for each form. Use
the appropriate arcade card for the form the monster is Hex Ice
currently in.

A monster will shapeshift into its alternate form


whenever a Unique command is issued. 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. Immobile Knockdown
Monsters that shapeshift are considered in play, and may not
spawn, as long as one of its forms is on the dungeon map.

Poison Slow

Remember, you may use hearts


you roll to remove status effects
as well as remove wounds. Use
those hearts wisely!

41
EXPANDING THE GAME
Super Dungeon is more than a single board game. It is
a vast world ready for players to discover, complete with
ADDITIONAL CARDS
Players may acquire new cards by purchasing
new Heroes, monsters, realms, challenges, and even
expansions, participating in events, or other
different game modes tailored to the playstyle of your
promotions. Model cards are used whenever their
gaming group. This section explores the many ways you
models are used in the game. Other cards, such as
can expand your games of Super Dungeon using the
treasure or loot, may be added to their decks for all
contents of this box or exciting expansion products from
games, increasing the options for every game.
Soda Pop Miniatures!
Alternatively, these treasure and loot cards may be
ALTERNATE SPAWNING added to the decks only when the models the cards came
with are used in the game. This keeps the decks lightly
POINTS themed to the monsters faced in the game. Cards that
Players can add variety to the monsters they face by come with a specific model have that model’s portrait
using different spawning points. Any spawning point on the card for easy identification when customizing
may be swapped out for an alternate spawning point on the deck. Some players may not enjoy sifting through
a one by one basis. their treasure deck to take out all of the treasure that
is linked to a specific monster or boss. If so, that’s fine!
Simply choose the new spawning point card and all Simply agree to either play with the basic treasure deck
associated monster models (and their cards) listed under included in this box, or just keep adding treasure to
the spawning point’s spawning pool. If a paired spawning your deck until you have a massive treasure collection.
point is chosen, both spawning points must be taken.

Some spawning point cards provide alternate profiles


for the same model as another spawning point card. For
instance, the Shadow Tower and Sand Spire spawning
points included in this box both spawn nether elf
models, but the elves have different abilities depending
on which point they spawn from. Any combination of
spawning points may be used if the players have enough
models to fill the spawning pool listed on all of the
chosen spawning points’ cards.

If you are still building your Super Dungeon


collection, choose only one of the spawning
points that spawns a particular model.

The Crown Guard Warband is a great addition


to your games of Super Dungeon: Arcade
42
GAME SIZE Fae Woods 4, 5, and 6 present a much greater challenge
for the Heroes and can extend the length of the game.
Super Dungeon Arcade easily scales to larger games
Von Drakk Manor 11 makes things a bit easier on the
involving more players. When playing a 5 or 6 Hero
game, use four game tiles instead of the usual three. The Heroes. If these are options your group is looking for,
fourth tile is added during setup. It must be connected to these tiles are perfect for you. In general, tiles which are
the third tile, and may not be connected to the first tile. more cluttered or maze-like will increase the difficulty for
Draw one additional treasure card for treasure chests and the Heroes; take this and the skill level of your group into
boo booty encountered on the fourth tile than was drawn account when building a dungeon.
in the third tile. The Heroes draw five loot for destroying
the spawning point on the fourth tile. When monsters
are spawned before the start of the game, the spawning
points on the first two tiles spawn their monsters (instead
of just the spawning point on the first tile).

A 5 to 6 Hero game also uses one additional mini-boss,


so choose a second mini-boss while setting up the game.
The second mini-boss will either spawn when the third
spawning point is destroyed, or when the second spawn
Forgotten King Tileset
mini-boss space on the Mighty Monster Chart is reached,
whichever comes first. The second mini-boss will never
spawn due to the first spawn mini-boss space on the
Mighty Monster Chart being reached (even if the first
mini-boss is already in play). Before the game, make sure
you designate which mini-boss will spawn first and which
mini-boss will spawn second.

During the Hero Turn, three Heroes activate instead of


two before proceeding to power-up. This reduces wait
time for players and helps to balance the Heroes against Von Drakk Ghost House Tileset
the difficulty of the 5-6 Hero Mighty Monster Chart.

Finally, simply use the Mighty Monster Chart for 5-6 ALTERNATE BOSS FIGHT
Heroes and you’re ready to go!
CHALLENGE DECKS
It is worth noting that this set only comes with three As Super Dungeon: Arcade continues to expand, new
spawning points, so expanding to a game this large will boss fight Challenge Decks will be released. If you wish to
require at least one expansion. A game of this size will use a different boss fight Challenge Deck, simply agree to
take significantly more time, so be prepared for an it with your group before the game and use it instead of
entire evening of Super Dungeon: Arcade! the deck included in this set. Some decks may be specific
to certain dungeon bosses or other game features, if so
ALTERNATE TILES this will be noted in the deck.
Super Dungeon has a vast amount of customization
available to players. Some of this customization comes
in the form of alternate tile packs. If you own one
ALTERNATE MIGHTY
or more tile packs, you can mix and match the tiles MONSTER CHARTS
however you wish. However, not all tiles are created As Super Dungeon: Arcade continues to expand, new
equal, and some may affect game play more than Mighty Monster Charts will be released. If you wish to
others. Some may increase the difficulty or length use a different Mighty Monster Chart, simply agree to it
of the game and generally should only be used if all with your group before the game and use it instead of the
players agree. We have identified four such tiles from chart included in this set. Some Mighty Monster Charts
existing tile packs: Fae Woods 4, Fae Woods 5, Fae may be specific to certain dungeon bosses or other game
Woods 6, and Von Drakk Manor 11. features, if so this will be noted on the chart.

43
REFERENCE
HERO TURN SUMMARY STATUS EFFECTS (PAGE 41)
Perform the following: BANE: A monster suffering Bane reduces its
• Complete one Hero activation.
ARM by 1 .
• Complete a second Hero activation.
• Power-Up Phase. FIRE: A model suffering Fire suffers one wound
during its upkeep.
CONSUL TURN SUMMARY HEX: A monster suffering Hex reduces its
Move The dungeon boss one space on the Mighty Monster
STR by 1 .
Chart and follow the commands listed there.
• Move: Move monsters towards the Hero with the most ICE: A model suffering Ice may not use
wrath on their tile. (See pg. 26) unique actions.
• Regroup: Move monsters towards the closest dungeon exit;
monsters gainn +1 ARM on the following Hero Turn. (See pg. 26) IMMOBILE: A model affected by Immobile may not
• Unique: Monsters perform any unique actions they have. move during its next activation.
(See pg. 27) KNOCKDOWN: A monster suffering Knockdown
• Fight: Monsters attack the Hero with the most wrath that is may not perform commands until the next Move
within their range and LoS. (See pg. 28) command. Instead of moving it must remove the
• Epic Fight: A fight command in which attacks deal an Knockdown token.
additional wound. (See pg. 28)
• Spawn: The spawning point closest to the Hero with the POISON: A model suffering Poison reduces its total
most wrath spawns available monsters. (See pg. 29) number of action points by 1, to a minimum of 1.
• Reinforce: Spawn bonded monsters around their elites. (See pg. 29)
SLOW: A model suffering Slow halves its movement
• Plot: Draw a plot card. (See pg. 29)
points, rounding up.
• Challenge: Draw a challenge card. (See pg. 30)
• Spawn Mini-Boss: Spawn the Mini-Boss. (See pg. 30) IMMUNE: STATUS EFFECTS: A model that is
Immune: Status Effects can never suffer the negative
BASIC ACTIONS (PAGE 18) effects of status effects. If a model that is suffering a
1 Magic Attack:: Make an offensive action using WILL. status effect gains Immune: Status Effects remove all
1 Melee Attack:: Make an offensive action using STR. status effect tokens immediately.

1 Missile Attack:: Make an offensive action using DEX. IMMUNE X: A model with Immune X is immune to
1 Dash: Move two squares. the negative status effect shown by the icon. If a model

1 Open Chest: Open an adjacent Treasure Chest. that is suffering a status effect gains Immune X to that
effect remove the status effect token immediately. e.g.
1 Loud Slurping: , The Hero gains two wrath tokens.
A model with is immune to Poison.

POTIONS (PAGE 18) ARCADE MONSTER ACTIONS


AR
Once per turn a Hero may spend a potion token to make a Signature: Signature actions are actions the monster
potion action without spending action points. always takes when it activates (See Pg. 27).
Overcharge: Overcharge actions are taken instead
Support Potion: Make the listed support action.
of the regular version of the action so long as the monster
Offensive Potion: Make the listed offensive action. granting the overcharge action is bonded (See Pg. 27).

Emergency Potion: Make the listed support action.


Green potions may only be used during the Consul’s turn.

44

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