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Dungeon Drop: Dropped Too Deep

Expansion for Dungeon Drop

Dungeon Drop: Dropped Too Deep Rulebook

Table of Contents

Table of Contents

  • Components & Game Setup Changes
  • Gameplay Changes
  • Game End Changes
    • FAQ
  • Solo Spelunker Changes
  • Fearless Fellowship Overview
  • Game Setup Changes
  • Gameplay Changes (Fearless Fellowship)
    • Victory or Defeat
  • A Note on Modes and Mini-Expansions

Components & Game Setup Changes

  • 6 Races, 14 Classes, 12 Quests: Shuffle these in to the existing decks. NOTE: If 2 Races with the same Initiative are ever in play at the same time, the ones from the expansion are considered slower.
  • 6 "meeples" & 6 scoring tokens: Mix these in with the other meeples and tokens.
  • 20 Group Goals: These replace Quests in Fearless Fellowship mode.
  • 20 Damage tokens: Place these near the game play area.
  • 4 player aids: Give 1 to each player.
  • 2 Armor cubes (+2 Relic cubes from the base game): Drop these with the starting Dungeon.
  • 2 Molten Shields: Add these to the set of large cubes.
  • 5 Forbidden Pillars: Replace the 5 large Pillars from the base game.
  • 11 Huge Monster cubes: Place these near the game play area. IMPORTANT: This expansion comes with a new, printed Dragon cube to replace the one from the base game. Keep it with the other Huge Monster cubes - do NOT Drop it with the starting Dungeon.
  • 11 Huge Monster cards and 1 Molten Shield card: Shuffle the deck of Huge Monster cards and place it near the game play area. Place the Molten Shield card nearby for reference during the game.

Each Huge Monster card shows the following printed items: a Dungeon Ability (triggered as directed in the rules, and whenever directly (Re-)dropped, Flicked, Moved, or Placed); the Damage received when Collected (shown as a number in the bottom left corner); and a bonus area (indicating the bonus when Collected, while the cube is in your Stash, and/or end-game scoring rules).

NOTE: While the Molten Shield counts as a Treasure (and not a Monster), its reference card looks similar to the Huge Monster cards due to how it exists and "behaves" in the Dungeon.

  • 1 Solo Spelunker turn tracker token and 2 Shifter tokens.
  • 14 cards and 2 rulebooks (2nd printing upgrade pack): Replace the cards and rulebook that came in the 1st printing (gray colored) Dungeon Drop box. HINT: Review page 9 in the replacement rulebook to learn about some new game terms.

Gameplay Changes

Card draft: During the Receive your Hero step of Game Setup, each player draws 2 Race, Class and Quest cards and chooses 1 of each type to keep. Shuffle the unused cards back into their respective decks.

Awaken the Dungeon: At the start of each round, the last player in Initiative order performs the following steps:

  • Activate all Dungeon Abilities for cubes that are still in the Dungeon, in the order their cards were revealed (starting with Molten Shields). Do not activate Dungeon Abilities for cubes that have already been Collected.
  • Draw and reveal a card from the Huge Monster deck and then Drop its cube into the dungeon (activating its Dungeon Ability immediately).

Forbidden Pillars: Forbidden Pillars are considered standard Pillars for normal game purposes (you can use them to Form Rooms, you cannot Collect them, etc.), but they also have one special effect: If you Form a Room using any Forbidden Pillars during your Loot phase, then at the end of your turn you must activate the Dungeon Abilities for all cubes that are still in the Dungeon.

NOTE: If a game effect refers to Pillars, Forbidden Pillars qualify for that effect. If a game effect refers to Forbidden Pillars explicitly, standard Pillars do NOT qualify for that effect.

Damage tokens: This expansion comes with Damage tokens used to track Damage caused by all Monsters, so you will no longer use Monster cubes to track Damage. When you Collect Monsters, cover the appropriate number of Health points on your Race card with Damage tokens, and keep the Monster cubes (and any related cards) in a "Kill Pile" to the left of your Race card.

The icon in the bottom left corner of each Huge Monster card indicates the amount of Damage caused when you Collect the Monster (unless you use a Magic Shield or other ability).

Special cases for Damage tokens:

  • Damage tokens in the Dungeon: Some abilities will instruct you to Drop or Place Damage tokens in the dungeon. Whenever a Room is Formed that contains a Damage token, it is Collected and immediately Damages the Hero. REMINDER: You can never Loot a Room that would remove your Hero's last Health.
  • Damage tokens on Monster cards: Some abilities will instruct you to place Damage tokens on a Huge Monster card (as if the Monster has been Damaged). Each Damage token on a Huge Monster card reduces the Damage it deals by 1.

Consumable Treasure: Certain Treasure cubes are classified as Consumable Treasure (refer to the Player Aid card). These cubes are Collected from the Dungeon as normal and can then be "used" by Re-dropping them from your Stash back into the Dungeon during one of your Act phases. NOTE: Using one or more Consumable does not replace your use of a Race or Class ability.

Armor: Armor cubes count as Consumable Treasure worth 0 points. You may use an Armor cube to prevent up to 3 Damage from 1 Monster you Collect this turn. EXAMPLE: This can be used to reduce a single Goblin or Troll to 0 Damage, or to reduce a Huge Monster's Damage output to 3 less than it would have been.

Relics and Leveling Up: Relics count as Consumable Treasure worth 0 points. Once per turn, you may use a Relic cube to "Level Up" your Hero. To Level Up, draw a new Class card from the deck, optionally use its ability immediately, and then add it to your Hero. This new Class card works just like your existing Class card - it offers you one additional ability to choose from during each of your Act phases. NOTE: While you may only use 1 Relic per turn, it is possible to Level Up more than once per turn using certain Race or Class abilities. There is also no limit to how many times a Hero can Level Up in a game.

Molten Shields: Molten Shields count as Consumable Treasure worth 0 points. While in the Dungeon, Molten Shields have a special Dungeon Ability that causes the closest small or large Monster to Attach to it (see Attachment below). While a Monster is Attached to a Molten Shield, it deals double Damage when it is Collected. EXAMPLE: A Goblin would deal 2 Damage.

While in your Stash, a Molten Shield counts as a standard Magic Shield - you can use a Molten Shield to ignore Damage from 1 Monster you Collect this turn, and then a new Monster will Attach to it immediately after it is Re-dropped.

Attachment: Some abilities will instruct you to "Attach" a cube. To do so, place the specified cube on top of or flat up against the cube. If there is no room to Attach a cube (usually because there are already too many other Attached cubes), you may instead Attach it to another cube in the same "group" of Attached cubes. Groups of Attached cubes are ignored when activating Dungeon Abilities. EXAMPLE: When activating the Giant Gelatinous Cube's Dungeon Ability, if the closest Treasure is a Gold cube that's already attached to the Dragon, it is ignored and skipped over.

Here's what to do when a cube that's part of a group of Attached cubes should be...

  • ...Collected: Collect ALL cubes in the group (even if some of those Attached cubes might technically be outside a Room being Formed). REMINDER: You must still be able to receive all the Damage from any Attached Monsters without losing your last Health, unless otherwise noted.
  • ...Flicked: Your finger may hit any or all cubes in the group.
  • ...Re-dropped: Re-drop the entire group.
  • ...Moved: Move the entire group. Move the designated cube first, and then Attach the others to it as you see fit.

If any Attached cubes are indirectly bumped around, they remain wherever they land, even if this means previously Attached cubes are no longer Attached.

Game End Changes

Once players have revealed their Quest cards, resolve all "Before Scoring" effects in order according to each Hero's printed Initiative rating, starting with the lowest number.

Add any scoring bonuses displayed in the bottom right panel of each Monster card in your Kill Pile to your final score.

FAQ

Are there supposed to be 38 large cubes in the box at the start of the game now? Yes, so there will be 2 remaining at game end.

Can I use a Consumable and then re-collect it in the same turn? Yes.

If I use the Dwarf's ability to count a large Gold as a Pillar, does it now count as a Forbidden Pillar? No, it counts as a normal Pillar.

How does the Prince's Prize Quest bonus work with Huge Monster scoring bonuses for Monsters such as the Evil Eye? In the case of the Evil Eye, no bonus score is granted and therefore nothing is doubled. In the case of the Arch Lich, the points received for each clear Gem are doubled. In the case of the Dragon, the scoring bonus of 4 points is doubled to 8, but no extra bonus is given for any Collected Gold that the Dragon may have been hoarding.

Why doesn't the Bard's ability use the term Attach? The Attach term is new to this expansion, so the base game's abilities do not reference it. Owners of this expansion should consider the Bard's ability to read: "Move 2 Monsters of the same Type anywhere in the Dungeon, Attached to each other."

Solo Spelunker Changes

This expansion is fully compatible with Solo Spelunker mode, with a few clarifications.

Game Setup: Before dealing yourself a Quest card, remove the following Quests from the deck (or if you prefer you can just discard them as they come up): Illusionist's Intent and Arbiter's Alliance. These Quests are not compatible with Solo Spelunker mode.

Awaken the Dungeon: Awakening the Dungeon occurs at the start of the game (just after you Loot the initial Room you Dropped into), and after every 3 turns. Use the provided Solo Spelunker turn tracker token to keep track of your turns on the Score Tracker card, starting it at 1 and moving it up 1 space at the start of each new turn. Awaken the Dungeon again when the token reaches the 4 and 7 spaces.

Relics and Leveling Up: Relics are not considered Consumable Treasure in Solo Spelunker mode, and you may not Re-drop Relics to Level Up during the Dungeon level - you must wait until the end of each Dungeon level. At that point, you Level Up once for EACH Relic you recovered during the Dungeon level (contrary to the original Solo Spelunker rules that indicated you only Level Up once if you recovered ANY Relics). However, you no longer Level Up for Collecting the Dragon or any other Huge Monsters.

Fearless Fellowship Overview

Fearless Fellowship is a completely cooperative game mode. You will work together with other players to complete Group Goals, which replace the Quests from the base game. This group mode uses all other rules and components included in this expansion, including Huge Monsters, Forbidden Pillars, Armor, Molten Shields, and the new Relic rules.

The Heroes win the game immediately once a specified number of Group Goals have been successfully completed. The Heroes lose if they fail to complete the specified number of Group Goals by the end of the 3rd round.

The left side of most Group Goals indicates the minimum set of cubes and/or meeples that must be contained within a Room you are Forming. The right side of most Group Goals indicates the minimum set of cubes and/or meeples that must be in any 1 Hero's Stash and/or Kill Pile.

Diagram on this page (printed example Group Goal "Thieves' Throne"): the left side reads "5 different types of Treasure", the right side reads "8 different types of Treasure", separated by "-or-".

Game Setup Changes

Follow the normal game setup rules (including modified rules outlined earlier in this rulebook), with the following exceptions:

  • Quests: The Quest cards are not used in this game mode.
  • Meeples: Add the 4 standard Hero meeples to the starting Dungeon (Drop them with the set of small cubes). These represent trapped Heroes that can be rescued during the game.
  • Choose difficulty: Decide as a group what difficulty level you would like to play the game at: Novice, Epic, Heroic, or Legendary.
  • Group Goals: Shuffle all the Group Goal cards. Consult the chart below to determine the total number of Goals required to win, based on the number of players and difficulty level. Count out that many Group Goal cards, forming the Goal deck for the game. Remove the remaining cards from the game. Draw 3 cards from the Goal deck (*4 for the blue highlighted cells below) and place them face-up on the side of the table.
Number of playersNovice difficultyEpic difficultyHeroic difficultyLegendary difficulty
2 players4 Goals5 Goals6 Goals7 Goals
3 players6 Goals8 Goals*9 Goals11 Goals*
4 players8 Goals*10 Goals12 Goals*14 Goals*

*Asterisked cells are the blue highlighted cells in the printed chart: draw 4 Group Goal cards to start instead of 3.

Gameplay Changes (Fearless Fellowship)

The printed page for this section is headed "Gameplay Changes"; the parenthetical is added here to tell it apart from the earlier section of the same name.

Turn order: Heroes take their turns in order according to their Race's Initiative rating each round. There is no need to count each Hero's Weight in between rounds.

Group Goals: At any point during your turn you may complete a revealed Group Goal for which the specified criteria is met or exceeded (place it in a central completed pile to the side). Multiple Group Goals may be completed in one turn. At the end of your turn, draw new Group Goals from the deck to replace any that were completed (the deck will be depleted once the final available goals have been revealed). NOTE: You keep all components that are used to satisfy a Goal (they are not removed or Re-dropped).

Most Group Goals have 2 standard sets of criteria available to be satisfied, but only 1 set needs to be satisfied in order to complete the Goal. As depicted in the diagram on page 10, you typically need to achieve 1 of the following:

  • Form a Room containing at least the specified cubes and/or meeples.
  • Accumulate at least the specified cubes and/or meeples in any 1 Hero's Stash and/or Kill Pile. NOTE: This does not need to be the active player.

Some Group Goals have only 1 standard set of criteria, and some have neither. In the case where neither set is present, the card will explain the exact criteria required to complete the Goal.

Fellowship actions: You may perform 1 of the following Fellowship actions in place of using your normal Race or Class ability, and you may also perform one of these actions in place of Looting a Room (if you perform 2 Fellowship actions in the same turn, they can be the same or different actions):

  • Insight: Draw and reveal a new Group Goal card from those that were removed from the game during setup. Discard one of the existing revealed Group Goals and replace it with the new one.
  • Toss: Give 1 Treasure cube to another Hero. NOTE: This could immediately complete a Group Goal.
  • Rally: Flick 1 Hero meeple.

Rescuing meeples: Hero meeples that are in a Room being Looted are "rescued." Collect and place rescued meeples near your Stash. Rescued meeples may be used for satisfying some Group Goals.

Weight Limit: Heroes have a Weight limit of 10. If a Hero's Stash contains more than 10 Treasure cubes, they must immediately Re-drop enough Treasure to reduce their Stash to 10 cubes. Rescued meeples do not count towards this limit.

Victory or Defeat

You win the game immediately when the last Group Goal has been completed successfully. You lose if you fail to complete all Group Goals by the end of the 3rd round.

A Note on Modes and Mini-Expansions

As of this expansion, there are five special game modes available: Heroic "Teamwork®", Solo Spelunker, Fearless Fellowship, Sinister Spells, and Wicked Wizard. Except where explicitly stated otherwise, each of these modes are independent from and not compatible with one another.

There are also six mini-expansions available to date: Skeleton Skulls, Shiny Purple Cubes, Gelatinous Cubes, Trials & Tools, and 2 Limited Promo Packs. Except where explicitly stated otherwise, each of these mini-expansions are completely compatible with one another and with all special game modes.