Dungeon Fighter: Fire at Will
Dungeon Fighter: Fire at Will Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Rulebook
- 6 Equipment cards
- 6 Monster cards
- 1 Final Boss card
- 7 Power cards
- 1 Fire Element die
- 12 XP tokens
- 20 Burn tokens
- 1 Fireball template
- 1 Explosion template
- 1 Firewall
- 1 Ring of Fire
- 1 Hero sheet
- 1 Dungeon sheet (double-sided)
Setup Changes
Besides including new game mechanics, the Fire at Will expansion also includes new cards and sheets.
To integrate new components into the game, take each new component and shuffle it into its respective group (Equipment cards into the Equipment deck, Hero sheet with the other Hero sheets, etc.). If players own multiple expansions, they may include as many (or as few) as they wish.
Cards are marked with a fire symbol, so you can easily sort them out if you wish.
Assemble the Firewall as shown in the printed diagram. Then place it near the game board, along with the Fireball template, the Explosion template, and the Ring of Fire.
Setup is the same as the base game with a few additional components to set up during step 8 (Prepare Other Components):
- Create the XP pool by placing the XP tokens near the tower. The XP pool is not placed on the Chest token.
- Place the Fire Element die near the white Bonus dice.
- Place the Power deck near the Equipment deck.
- Place the Burn tokens in a pile, beside the Scar tokens.
Designer's tip, as printed: "Of course right away you'll want to fight new monsters with new equipment and spells. In the first game, go ahead and cheat a little by shuffling the new cards in at the top of their respective decks so they will definitely come up. Now you can have the full fire experience."
New Rules
XP (Experience Points)
This expansion includes cardboard black tokens with a little blue flame, which represent XP. XP is a new resource that players can store on the Chest token, similar to gold.
If a die lands showing the Special icon (whether or not you hit the Target) and you cannot activate a special ability, you earn 2 XP. If you can activate a special ability but choose not to, you still earn 2 XP.
To earn 2 XP, the Hero takes 2 XP tokens from the supply and places them on the Chest token.
XP tokens belong to the whole party, not to any one particular Hero.
Power Cards
Purchasing Power Cards
The Power cards of this expansion allow Heroes to cast magical spells to help them survive the perils of the dungeon.
After the Heroes finish buying equipment at the shop, they can also buy Power cards.
Powerful magic requires experience, which is exactly what the newly introduced XP are for.
The leader draws three Power cards from the deck (regardless of the number of players) and places them face-up. Now the party may buy Power cards with the XP they accumulate on the Chest token. The party can buy as many of the face-up Power cards as they wish. Each Power card costs 1 XP.
Read the Power cards carefully so that it is clear what advantage the party receives and which Hero should carry it. The party chooses which Power cards to buy, if any, and which Hero receives the Power card. If the Heroes cannot agree, the leader chooses.
A Hero who receives a Power card places it face up near his Hero sheet.
Each Hero can carry up to three Power cards. If he receives a fourth Power card, he must discard one.
Players cannot exchange Power cards with each other.
If the party chooses not to buy any of the face-up Power cards, place all three in a face-up discard pile next to the Power deck. If the Power deck is ever empty, shuffle the discard pile and place it face-down to create a new deck.
Example: The Heroes are shopping. After ringing up their equipment purchases, they survey the Power cards for sale. Marco, the leader, draws three Power cards from the deck. The party has accumulated two XP on the Chest token, and they choose to buy the Dragon's Belch for 1 XP. Since Marco has no equipment, the Heroes choose to give the Power card to Marco.
Activating Power Cards
A player may activate a Power card at the beginning of his turn. To do so, he must pay the number of XP shown on the card.
To pay, he takes the number of XP tokens from the Chest token and returns them to the XP pool.
The player who owns the Power card may choose whether or not to activate it.
Power Card List
Card flavour lines are omitted below. Only the rules text printed on each card is given.
- Searing Touch – Spend 1 XP. If you hit the monster, you deal +2 damage.
- Melting Weapon – Spend 3 XP. Throw the fire Element die.
- Ritual of Flames – Spend 3 XP. For the duration of this encounter, each Hero may use the Firewall Shot to deal +2 damage (if he hits).
- Dragon's Belch – Spend 1 XP. Throw the Fireball template.
- Light of Knowledge – Spend 1 XP: Look at the next Monster card. or Spend 3 XP: Look at the Boss card.
- Meteor Shower – Card text not reproduced (see "Card Text Not Reproduced").
- Seventh Power card – Not identified and not reproduced (see "Card Text Not Reproduced").
Templates
This expansion includes cards that require templates. If a card instructs a player to use a template, the player takes the indicated template and flips it onto the Target board.
Templates follow these rules, unless specified otherwise:
- A player must flip the indicated template like a coin (i.e., with the player's thumb), and the template must complete one full rotation in the air (at least 180°).
- If the template lands with any portion of it hanging off the Target board and touching the table, the player takes 1 damage and must flip the template again.
- During the Maintenance phase, remove all templates from the Target board.
- During a fight, if a die lands on a template, all of the template's abilities take effect. That throw counts as a normal hit against the monster, regardless of the Hero taking any damage from the template. If the die lands showing the Special icon, the Hero may also activate a special ability.
If a die lands partially on a template, the players must see what else the die touches:
a) If the die touches the Target board, the throw counts as a normal throw. The Hero deals damage to the monster and ignores the template.
b) If the die touches the table, the throw counts as a miss.
c) If the die touches only the template, it counts as a successful throw on the template and activates its ability.
Sidebar, as printed: "Several templates should be no big deal, right? What is on top is on top..."
Fireball Template
This template is usually flipped at the beginning of a player's turn. If a die lands on the Fireball template, the player deals damage to the monster based on the area of the template where the die landed.
Explosion Template
This template is usually flipped at the beginning of a fight. If a die lands on the Explosion template, all Heroes take 2 damage.
Example (left): Marco uses Dragon's Belch. He spends 1 XP from the party's Chest and throws the Fireball template. Thanks to the mighty gods, it stays on the Target board. Marco chooses a blue die for his attack. His throw puts the blue die on the template, but also touching the regular Target board. So Marco deals only 2 damage—he can't use the template's effect. Because his die shows the Special icon, he can use his special ability. This would also be the case if he had thrown it on the template, though.
Element Dice
An Element die functions slightly differently than the colored Hero dice.
A player can throw an Element die only when a monster, equipment, or special ability allows it.
Element dice follow these rules, unless specified otherwise:
- Element dice cannot be placed on the Chest token.
- Element dice follow the same rules for throwing dice (see p. 7 of the base game rules).
- If an Element die lands showing the Special icon, the corresponding ability takes effect as explained in the rules.
- Element dice do not replace any other dice. If a player throws an Element die, it counts as his turn. Unused Hero dice and Bonus dice are still available to use, and play proceeds clockwise as usual.
The Fire Element Die
The Fire Element die is an eight-sided die with four different icons. It is not a red Hero die.
- Special icon: The Special icon on the Fire Element die behaves just like a Special icon on a white Bonus die. The Hero may activate any one of his Special Abilities (or earn 2 XP instead).
- +1: The monster takes 1 extra damage, even if the die misses the Target board.
- +2: The monster takes 2 extra damage, even if the die misses the Target board.
- +3: The monster takes 3 extra damage, even if the die misses the Target board.
If the die lands with a blank face showing, treat it like a blank face from a colored Hero die or a white Bonus die (the throw is a hit, but no special effect is activated).
Burn Tokens
Some monsters (i.e., those with the "Burning" ability) and some Equipment and Power cards cause Heroes (or even monsters themselves) to receive Burn tokens. Place the number of Burn tokens on the affected Hero sheet or Monster card as indicated by the effect.
At the beginning of each player's turn (during the fight), all players or monsters with at least 1 Burn token remove 1 Burn token from their sheet and take 1 damage.
Specific Throw Requirements
Just like in the base game, sometimes the Heroes are required to throw the dice in a specific way. There are three new shots related to the element of fire:
Flip Shot
The player flips the die with his thumb, as if he was flipping a coin.
Firewall Shot
The player places the Firewall on the table between him and the Target board. When throwing, the die must hit the table between the player and the Firewall and then jump over it before hitting the Target board. If the die touches the Firewall in the process, the Hero takes 1 damage, whether or not the die hits the Target board. If the die does not pass over the Firewall, the throw counts as a miss.
Fire Ring Shot
Another player has to hold the Fire Ring into the air in front of the player who throws through it. The die must go through the Fire Ring and hit the table before hitting the Target board. If the die touches the Fire Ring, the player does not take any damage from hitting the ring.
Special Fire Rooms
Fire Altar
At the beginning of the fight, the first player throws the Fire Element die. The next player still has all three colored Hero dice to choose from.
Training Room
After the fight ends in this room, the party receives as many XP tokens as shown on the dungeon sheet.
Hero Sheet: Melissa, the Fire Sorceress
- Sworn Enemy (Demon): You deal +4 damage to a monster with the demon monster type (even if you miss).
- Agile Instincts: You do not suffer damage if you throw a miss.
- Fire Sacrifice: The leader suffers 1 damage; then place 3 Burn tokens on the monster. (The number of Burn tokens is read from a small raster icon in this PDF; see "Card Text Not Reproduced".)
Card Text Not Reproduced
The following printed text could not be read reliably from the supplied PDF, so it is not reproduced here. Nothing has been filled in from memory or other sources. Please consult the physical cards (or a complete copy of the printed card text) before relying on these cards:
- The rules text on the 6 Equipment cards. Only the names of three are legible in the PDF (Dynamite, Fire Lore Tome, BBQ Armor), and their effect text is covered or too small to read.
- The stats and ability text on the 6 Monster cards. Only the names of three are legible (Fire Tribe Goblin, Hugh: Man-Torch, Smoked Zombie).
- The ability text on the Final Boss card (Bullrog).
- The rules text of the Power card Meteor Shower, which is partly covered by Searing Touch in the printed fan.
- The Power card that is the seventh of the seven in the deck. It does not appear legibly in the PDF.
- The Melissa Burn token count is read from a low-resolution icon as 3. This is the only place where a count is inferred from an image rather than printed text.