Dungeon Alliance: Champions
Dungeon Alliance: Champions Rulebook
Table of Contents
Table of Contents
- Components
- New Heroes (4) & Upgrades (8)
- Deck of Many Treasures (12 Cards) & Mimic Tokens (2)
- Deep Dungeon Final Enemy Room (1) + Staircase Token (1)
- Hero Selection Tokens (24)
- Final Enemy Room Cards (6) & Monster Tokens (7)
- Titan Room Tile (1) with Quest Card (1), Final Enemy Cards (6), Titan Room Cards (4), & Monster Tokens (6)
- The Deck of Many Treasures
- Deep Dungeon Final Enemy Room
- Reference Tables
Components
The Dungeon Alliance: Champions expansion includes the following components.
New Heroes (4) & Upgrades (8)
The expansion includes 4 new heroes, including each character's Hero card, Hero figure, and 3 starting Deck cards.
The expansion also includes 8 new upgrade cards that should be shuffled into their respective Upgrade Decks.
Deck of Many Treasures (12 Cards) & Mimic Tokens (2)
The Deck of Many Treasures is a separate deck of cards that provides potential rewards for players willing to "dig deeper" into Treasure Chests and Locked Chests that they have opened.
Players may find that the chest is trapped or springs to life as a deadly Mimic, but it could contain a powerful magic item. Unlike drafted cards, these treasures are placed face up on the table when acquired, and are only usable once per game.
Deep Dungeon Final Enemy Room (1) + Staircase Token (1)
The Deep Dungeon Final Enemy Room allows players to confront Final Enemies in a more climactic fashion. Heroes who find a quest entrance now open the way to the Final Enemy's deadly lair filled with additional minions and traps.
When a hero opens a quest entrance, she now places a staircase token on the Dungeon Map, and the Final Enemy Token is placed in the Final Enemy Room on its spawn point (see page 10 of the supplement). The Final Enemy Room represents the deepest level of the dungeon and is placed separately on the table outside of the confines of the Dungeon Frame.
Hero Selection Tokens (24)
Hero selection tokens provide an easier way to select random heroes targeted by Final Enemies and their minions. Each hero who enters the Final Enemy Room is assigned a number from 1 - 12, and places the corresponding Hero Selection Token on his or her Hero Card. The expansion includes two sets for each number, so when it is time to target a hero, shuffle the eligible tokens in the second set and draw one at random.
These tokens can also be used when not playing with the Final Enemy Room. In this case, assign a number to each hero within two connected rooms of the Final Enemy.
Final Enemy Room Cards (6) & Monster Tokens (7)
Deep Dungeon Final Enemy Room cards provide additional challenges for players who venture into the enemy's lair, including vicious minions and debilitating traps.
The expansion also includes extra monster tokens to help prevent players from running out of Enemy Tokens during the game, as well as a double-sized version of "Gorthos the Dragon" for use in the Final Enemy Room.
Titan Room Tile (1) with Quest Card (1), Final Enemy Cards (6), Titan Room Cards (4), & Monster Tokens (6)
The Realm of the Titan provides a godlike Final Enemy for players who play in Campaign Mode. Alliances who have already explored 2 or more full dungeons may choose to search for the Titan Room (located on the reverse side of the Deep Dungeon Final Enemy Room) to fight the ultimate nemesis.
The Titan is represented by a Quest card and his own set of 6 Final Enemy cards. The Titan Realm also includes 4 more Final Enemy Room cards and 6 monster tokens, including a double-sized Titan token and 5 Titan Guardian tokens.
The Deck of Many Treasures
Setup
During Set Up, shuffle the Deck of Many Treasures and place it beside the Dungeon Frame.
Opening Chests
Whenever a hero opens a Treasure Chest or Locked Chest, the hero immediately receives the normal amount of face down XP as described on the relevant Encounter Cards. In addition to receiving these XP, the hero has the option to "dig deeper" into the chest to look for special items. If the hero decides not to dig deeper, then she continues her turn as normal. In either case, the Chest Token is removed from play afterwards.
If the hero does decide to dig deeper, then she reveals the top card of the Deck of Many Treasures. This card may either be a treasure, a trap, or a deadly Mimic (see below).
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Treasure: If the card represents a treasure, then place the card face up on the table beside your Hero Cards. Do not place the card in your hand or discard pile. From this point forward, any of your active heroes may make use of the treasure one time, after which the treasure is removed from the game. There is no limit to the number of these treasures that a player can possess or use during the same activation.
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Trap: If the card represents a trap, then follow the instructions on the card to attempt to disarm the trap immediately. You may spend Speed points before rolling the Dungeon Die to increase your chances or even to guarantee success. If you fail to disarm the trap, then you must suffer the consequences listed on the card. In either case, remove the card from the game afterwards.
Note: The "Master Thief" upgrade is currently the only card in the game that helps you to disarm a trap from the Deck of Many Treasures.
- Mimic: If the card represents a Mimic, then you must immediately remove the Chest Token and replace it with a Mimic Token. As per its card text, the Mimic immediately attacks every hero within two spaces in all directions, even if the heroes are not in the same room as the Mimic or within the Mimic's line of sight. The Mimic's abilities and XP value are increased by the Level of the Chest that it replaced. After the Mimic finishes its attacks, flip it over to its exhausted side. If the Mimic is ever flipped back over to its ready side, then it can be activated during Monster Activation like any other monster. When the Mimic is activated, it never moves but always attacks every hero within 2 spaces.
Deep Dungeon Final Enemy Room
Normal Set Up
During Set Up, place the Final Enemy Room tile outside of the Dungeon Frame. Shuffle the 6 Deep Dungeon Final Enemy Room cards (those labeled "Encounter" on the front but not those labeled "Titan Encounter") and place them near the Final Enemy Room. Place the Hero Selection Tokens and Staircase Token off to the side for now.
Titan Room Set Up
If you are planning to face the Titan during this adventure, then use the Titan Quest card instead of another Final Enemy Quest, and shuffle the Titan's unique deck of Final Enemy cards and place it beside the Dungeon Frame. Flip the Final Enemy Room tile over to its blue Realm of the Titan side, and shuffle the 4 Deep Dungeon Final Enemy Room cards labeled "Titan Encounter" in with the rest of the deck (for a total of 10 cards).
6 Round Maximum
Games including the Final Enemy Room have a maximum length of 6 rounds. The Final Enemy Room must be cleared out for the game to finish before the end of round 6.
Opening the Way to the Deep Dungeon
A hero adjacent to the quest entrance side of a Quest Token can spend 1 Speed point to replace the Quest Token with the Staircase Token. The Quest Token itself should be placed in the Deep Dungeon on the Final Enemy Spawn Point (see diagram on page 10). The Quest Token should be placed with the monster side face up, pointing toward the Hero Entrance. The monster is not considered active until the first hero enters the Final Enemy Room, so do not draw the top card of the Final Enemy Deck yet.
If you are facing Gorthos the Dragon or the Titan, then instead use the corresponding double-sized monster token. Place the monster token so that one of its back edges covers the Spawn Point; the initiative player may decide the exact placement.
Note: The Quest Trigger for the Titan specifies that the Staircase Token is placed immediately on the Dungeon Map. Because of this, it does not cost 1 Speed point to place the Staircase Token when facing the Titan.
Entering the Deep Dungeon
Moving onto the Staircase Token costs 1 Speed point just like any other empty space. Heroes can spend 1 Speed point to move from the Staircase Token to the Final Enemy Room. Place your Hero Figure on the Hero Entrance (see diagram on page 10). If this space is occupied, you may place your hero figure on any empty space on the row to the right or left of the Hero Entrance. There is a maximum of 12 heroes permitted in the Final Enemy Room at the same time. While there are 12 heroes on this tile, no other heroes can enter.
When the very first hero steps into the Final Enemy Room, he must stop temporarily at the entrance. Before continuing his movement, he must first draw the top card of the Final Enemy Deck; the Final Enemy's "Defense" text activates immediately. Afterwards, the hero must draw the top card of the Deep Dungeon Final Enemy Room Deck and obey its instructions. If the card describes a monster attack, it must be resolved immediately. Any unclear positioning decisions are made by the initiative player. If the card describes a trap, the hero can attempt to disarm it immediately, or else he must face the consequences. After resolving the card, the hero may continue his movement and attacks as normal.
Battles in the Deep Dungeon
The Final Enemy and any monsters in the room attack as instructed on their respective cards. Every hero who enters the room receives a Hero Selection Token which will be useful when determining targets for the Final Enemy and his minions. Whenever a Final Enemy finds it impossible to reach a targeted hero because there are too many monsters in the room, the Final Enemy will banish those monsters from the dungeon; no one receives XP for these banished monsters. No hero power can affect more than 4 targets in the Final Enemy Room; the hero must choose the targets if there are more than 4 available. During Monster Activation, normal monsters in the Final Enemy Room can be controlled by players just like other monsters.
After the Final Enemy has attacked, follow these steps in order:
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Final Enemy Deck: Draw the top card. The Final Enemy's "Defense" text activates immediately.
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Deep Dungeon Final Enemy Room Deck: Draw the top card and follow its instructions immediately; the previous Deep Dungeon card is discarded.
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Solo/Cooperative Deck: If playing Solo or Co-op Mode, draw the top card so players can prepare for the next round.
If the heroes succeed in defeating the Final Enemy before the end of the 6th round, the Final Enemy is immediately scored. Afterwards, remove the Final Enemy Deck and the Deep Dungeon Final Enemy Room Deck from play. They no longer have any effect on the game.
Reference Tables
| # of Players | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Level I Dungeon Tiles | 6 | 6 | 8 | 10 |
| Level II Dungeon Tiles | 4 | 5 | 6 | 7 |
| Level III Dungeon Tiles | 2 | 2 | 3 | 4 |
| # of Players | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Level I XP Pool | 8 | 12 | 15 | 20 |
| Level II XP Pool | 12 | 16 | 25 | 35 |