Deep Rock Galactic: The Board Game – Shockwyrm Mini Expansion
Deep Rock Galactic: The Board Game – Shockwyrm Mini Expansion Rulebook
Table of Contents
Table of Contents
Components
The expansion contains one Shockwyrm creature card and eight event cards:
- Shockwyrm (creature card)
- Ground Vibration (event)
- Self Shock (event)
- Curveball (event)
- Shockwyrm (event)
- Shock Attack ×2 (event)
- Shock Tremors (event)
- Shock Sphere (event)
Shockwyrm Creature Card
Shockwyrm — card value 25 (printed in the top-right corner tag).
Stats, as printed:
- Armour-type icon (diamond in a square): 7
- R: [illegible] (the value is not legible at this resolution)
- M: 4
Combat icons: a row of four resistance or damage-type icons (a green bar, a yellow flame, a red hazard symbol and a blue arrows symbol), followed by three empty slots. The exact meaning of each icon is not legible at this resolution.
A die icon is printed in the centre of the card.
Immune to: a snowflake icon and a boot icon.
Supercharged scales: when the Shockwyrm is damaged, roll [dice icon, illegible]. Ignore damage results, but a 1-result stuns all adjacent creatures and Dwarves.
A yellow token icon is printed to the right of this text. Its meaning is not legible at this resolution.
Event Cards
Ground Vibration
The Shockwyrm sends vibrating signals into the ground, summoning 1 Grunt per Dwarf. Place the Grunts as close as possible to the Shockwyrm, on empty spaces closest to the nearest Dwarf. Then activate all Grunts.
Self Shock
The Shockwyrm heals 2 damage. Then activate all other creatures.
Curveball
The Shockwyrm curls up in a ball, doubling its resistance values until the next Shockwyrm event card is drawn. Then activate all other creatures.
Shockwyrm
Place the Shockwyrm at exit 2. All creatures and Dwarves within 2 spaces become stunned. Draw Shockwyrm cards instead of event cards until the Shockwyrm is defeated. Reshuffle the Shockwyrm event cards when they run out.
Shock Attack
The Shockwyrm attacks the nearest target with a ranged electro-shock attack (R = 5). Roll [dice icon, illegible] and apply any damage results. On a [!] result: [icon, illegible; appears to be a boot]. If the Shockwyrm is out of range, it moves instead.
Two copies of this card are in the expansion. Both have identical text.
Shock Tremors
The Shockwyrm digs into the ground: remove it from play, then activate all other creatures. Place a [yellow token icon] under the Dwarf about to take his turn. Before drawing the next Shockwyrm event card, place the Shockwyrm back where the token is. All Dwarves on or adjacent to this space are pushed to the nearest empty space and knocked over.
Shock Sphere
The Shockwyrm performs a mineral-shattering shock attack against all adjacent targets. If no target is adjacent, the Shockwyrm FIRST moves and THEN attacks. Roll [dice icon, illegible] and apply any damage results to all adjacent targets. On a [!] result, discard 1 gold or Nitra.