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Dungeon Royale

Dungeon Royale Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Gameboard
  • Your Quest
  • Reference
    • Points
    • Quests
    • Dice
    • Attack Dice
    • Death vs. Kill Tokens
    • Leveling Up
    • Dying and Respawning
  • Quick Start Rules
  • Gameplay
    • Phase 1
    • Hero Movement
      • Teleport Doors
      • Underground Tunnels
      • Exceptions to Movement
    • Hero Turns
    • Attacking
      • Defending an Attack
      • Killing a Player
      • Killing the Dragon
    • Stealing
    • Dragon Turn
  • Extras / Glossary
    • Red Mansion Board
  • Cards and Items
    • Dungeon Royale Cards
    • Special Attack Cards
    • Ransack Cards
    • Artifacts
    • Keys
    • The Stone of Life
  • Heroes
    • The Abandoned Twins
      • Daynah Danagon
      • Jinxst Danagon
    • The Fallen Knight
      • Sonico Oxblade
    • The Exile
      • Cortana Zeldra
    • The Fallen Knight
      • Flora Plumlee
    • The Raider
      • Maverick Greggernaut

Components

  • 1 Double-sided game board
  • 29 Dice (attack/movement)
  • 61 Dungeon Royale cards
  • 38 Ransack cards
  • 22 Quest cards
  • 1 Torch – first player token
  • 30 Kill tokens
  • 10 Death tokens
  • 16 Artifact tokens
  • 2 Teleport tokens
  • 1 Dragon board
  • 6 Character boards
  • 7 Characters with stands
  • 8 Life markers
  • 4 Rules cards
  • 1 High score board
  • 1 Score sticker sheet
  • 1 Dice bag
  • 1 Token bag
  • 1 Card box

Setup

1. Pick a board. Pick which board you want to explore (Dungeons of Gorgath or Red Mansion) and place that side of the board face up. Dungeons of Gorgath is recommended for your first play, and Red Mansion is recommended once you have the basics down.

2. Teleport Tokens. Take the two Teleport Door tokens and place each one between any two spaces on the board, with the door side facing inside the dungeon.

3. Dragon. Place the Dragon Figurine and the Stone of Life artifact in the Dragon's Lair. Place the Dragon Token on the Dragon Token Starting Space.

4. Key Artifact. Roll the 8 sided dice and place a Key Artifact on the numbered square that was rolled. Randomly select 7 more artifacts from the remaining 13 artifacts to place face up on the rest of the empty squares 1-8 (the last 6 artifacts will be placed at a later time in the game).

5. Shuffle Cards. Shuffle the Hero Quests Cards, Ransack Cards, and Dungeon Royale Cards face down into separate piles.

6. Players. Each player starts the game with:

  • 3 Hero Quests Cards (keep 2 and discard 1)
  • 5 Dungeon Royale Cards (your hand)
  • 3 Movement Dice
  • 1 Character Board
  • 1 Character Figurine

All players start at level 1 and set Hit Points (HP) to 3 on their Character Board.

Gameboard

The setup diagram on the board is numbered as follows:

  1. Place Heroes
  2. Place Dragon & Dragon Marker
  3. Place Artifacts
  4. Dungeon Royale Cards
  5. Ransack Cards
  6. Quest Cards
  7. Teleport Doors
  8. Movement Dice
  9. Compass
  10. Tunnels
  11. Stone of Life
  12. Treasure

The board shows 8 artifacts. Treasure pick-up spaces are marked on the board by the treasure bag, treasure chest, and gold brick icons.

Your Quest

Explore the dungeon, battle opponents, steal, and accomplish quests to get the most points before you or another hero leaves the dungeon with the Stone of Life. The hero with the most points wins! Before starting to play, we recommend you review the below gameplay reference info and get familiar with what all the pieces mean.

Reference

Points

ItemPoints
Gold/Diamond1-2 points
Kill Boss/Dragon2-6 points
Keys4 points
Kill Token3 points
Death Token-2 points
Artifacts4 points
Stone of Life10 points
Quests4-10 points

Quests

Quests vary in value from 4-10 points. If you do not accomplish a quest, you are not penalized. To complete a quest you must possess the requested items when the game ends. Some quests have overlapping goals and require the same artifact. It is okay for an artifact to count towards more than one quest.

Keep your quest cards secret.

Dice

  • 6-sided: Determines where you respawn after dying.
  • Movement: Determines movement.
  • 8-sided: Various uses throughout the game.
  • Dragon: See Dragon Rules for dice use.

Attack Dice

Each attack die is listed below. The top row gives the number of hits on a face ("# on dice"); the bottom row gives how many faces of that die show that number ("# of each").

Die01234
Black: # of each01221
Blue: # of each11310
Red: # of each13200
Green: # of each32100

Death vs. Kill Tokens

  • Kill Token: Reward for reducing another player's health to 0 (not Mini Boss).
  • Death Token: Penalty for having your health reduced to 0 by the board or yourself. If a Mini Boss or the Dragon succeeds in reducing your health to 0 then you also receive a death token, but if another player reduces your health to 0 then you do not receive one.

Leveling Up

To level up you must acquire Kill Tokens and/or Artifacts. Once leveled up your level will never decrease for the rest of the game regardless of items being stolen from you.

  • Level 2: Possess any combination of 3 Kill Tokens and/or Artifacts. Once you gain the 3rd Kill Token or Artifact you immediately move to Level 2.
  • Level 3: Possess any combination of 5 Kill Tokens and/or Artifacts. Once you gain the 5th Kill Token or Artifact you immediately move to Level 3.

When you level up:

  • Instantly healed up to full HP, but now your maximum health can go up to the level 2 marker for level 2, and the level 3 marker for level 3.
  • Instantly gain powers that will help you on your quest (see Hero Powers).
  • Instantly gain an extra attack dice to use with each attack. Some characters get an extra dice at level 2 which is upgraded at level 3. Some other characters just get an extra attack dice at level 3.

Dying and Respawning

If your Hit Points are reduced to 0 (the Skull Symbol) then you die. Roll the Respawn dice to determine where to place your Character. Whatever number you roll, place your Character Figurine on that square immediately. Move your HP up to your max HP depending on which level you are. If you have not finished or started your turn this round, you still complete your turn from your new location. When you die you do not lose any of your treasure, Mini Bosses, or artifacts.

Exception: You always drop the Stone of Life on the square where you die, no matter how you died.

Quick Start Rules

Dungeon Royale is a relatively easy game to get started. Once setup is complete, you should be able to start playing immediately with the quick start rules below. In depth Gameplay rules and Glossary will be needed once you start.

Place Heroes. To start the game, roll to see who goes first and then place your hero into the dungeon (1-5 Number Spaces). The hero that places last receives the first player token.

Move. Everyone secretly chooses their movement using their 3 movement dice. Once ready, everyone reveals their dice. Everyone moves to their new location following the direction on the dice they chose.

Turns. Starting with the player with the first player token and going clock-wise, each player performs their turn:

  • Pick up 1 Item (either Artifact or Ransack Card).
  • Choose 1 Action per turn:
    • Play Card from Hand (Attack, Steal, or Action)
    • Play or use Hero Power
    • Discard
  • Replenish Hand.

End Round.

  • Roll the Dragon Dice. Each side of the dice performs a different attack. Check the Dragon Board to see if the attack hits you. (For more, see Dragon Turn in Gameplay Section.)
  • If its Attack hits you, roll attack dice based on the Dragon tracker to determine damage given.
  • Pass the 1st Player Token clockwise and start a new round (Move, Turns, & End Round).

Gameplay

Each round is broken up into 3 parts: Hero Movement, Hero Turns, and Dragon Turn, in that order.

Phase 1

Phase 1 of gameplay begins by having all players place their characters on the board. Everyone will roll the 8 sided dice to see who goes first.

  • The person who rolls the highest number starts by placing their Character Figurine on one of the numbered squares 1-5. Players go counter clockwise placing Character Figurines on the remaining squares 1-5.
  • Players are not allowed to place their Character on a square where someone has already placed their Character.
  • After placing Characters, the person that placed their character last receives the torch (1st player marker).

5-6 Player Variant: You are allowed to place your Character on a square that already has another Character on it.

Hero Movement

Using the Movement Dice and the compass in the top right corner of the board, secretly choose the three directions you wish to go (DO NOT ROLL THE DICE, just place the directions face up on the dice).

You only have 3 total spaces you can move (unless you have an ability that allows you to do otherwise). The directions available are North, South, East, West, or Stay. Set up your movement by organizing your dice from left to right.

Once all players have chosen their movement, you will all reveal your dice at the same time and move immediately and simultaneously to your new locations.

Note: The water and the pits are purely decorative and do not impede movement.

Teleport Doors

  • Teleport Doors connect the rooms that are touching the teleport door faces.
  • You can only go through and exit the Teleport Doors through their faces.
  • You have to use one movement to go through a Teleport Door.
  • If a Teleport Door is placed in between rooms without a wall, the Teleport Door becomes a wall and you cannot travel through it normally.

Underground Tunnels

  • You may travel from tunnel to tunnel as part of your movement. The direction you travel requires one movement space in the direction indicated.
  • For Dungeons of Gorgath, you will travel to the numbered stairwell going the direction indicated.
  • Exits are not the same as tunnels (see Exit the Dungeon Rules).

Exceptions to Movement

  • You may not travel through the Dragon's Lair until opened.
  • If a Daze card is played on you, you roll the three dice and reveal the movement when every other player moves.
  • You may not travel through walls. If you hit a wall, you stay in that location.
  • If you play the Scroll of Foresight, you choose your movement after seeing everyone else's movement dice.

Hero Turns

Each player may do the following on their turn (starting with the player with the torch). Actions 1-3 can be done in any order a player chooses:

  1. Play ONE of the following from your hand*:

    • Attack
    • Steal
    • Special Attack (see Special Attack Cards)
    • Action Card (see Action Cards)
    • Discard (up to 2 cards) and draw one new Dungeon Royale card

    *If you have a card that states Extra Action on it, you may play another card from your hand or discard and draw (a-e). Card specifics explained later.

  2. Use Character Power(s) (explained later in the rulebook).

  3. Pick up Treasure or Artifact: Check the square you ended your movement on. Optionally, you may pick up 1 treasure or artifact from the square (but not both and not more than 1).

    • For a Treasure space (indicated by the treasure bag, treasure chest, and gold bricks), pick up a Ransack Card for a chance to receive a diamond/gold or a Mini Boss (Ransack Card rules explained later).
    • Stone of Life: You aren't able to pick up the Stone of Life until the Dragon's Lair is opened with the key. If you attempt to pick up the Stone of Life while the Dragon is in the same square as you, he retaliates before and attacks you with a Black attack dice. If you attempt to pick up any other treasure or artifact in the same square as the Dragon, he also retaliates using the Black Attack Dice (you may play a Dodge or a Reflect card to minimize damage).

5-6 Players - Pick-up: After the first player has had the chance to pick up an artifact or treasure, the two players that will go last this round may pick up an item from the space they are on before other players, but can't do any other turn actions until their normal turn. Play then continues with the next player taking a normal Hero Turn.

At the end of each player's turn, all players with less than 5 cards in their hand will draw up to 5 cards, starting with the player whose turn it was.

Attacking

When using a weapon (attack card) you choose one player to attack.

  • Each weapon has a grid indicating where you can and cannot attack. Your location is the X, and the areas highlighted in red are the distances/squares where you may attack a player.
  • You may attack in ANY direction as long as the distance is correct.
  • Each attack card shows the power of the attack (respective attack dice to use on the attack). You will roll the dice indicated on the card to determine how much damage you will do to the opponent you are attacking. You may only attack one opponent per attack, unless otherwise indicated.
  • After using your attack card discard it.

Defending an Attack

You may only defend an attack if you have a card or power that allows you to. You may only try to defend yourself once per attack against you.

Killing a Player

If you are able to deplete a player's Hit Points to 0 with an attack (kill), you gain a kill token. However, your opponent does not receive a death token.

Killing the Dragon

  • All players are able to attack and kill the Dragon. The player who delivers the last hit on the Dragon wins the Dragon token for 6 points at the end of the game.
  • If the Dragon is killed, it respawns in it's lair at the beginning of the next player's turn. When it respawns, it's attack power and hit points are reset.
  • Players may receive 3 points for as many times as the dragon is killed after (Keep track of kills with extra Kill Tokens).
  • You may attack through the lair walls.
  • The Dragon begins the game with 10 hit points.

Stealing

In the same way as Attacks, each Steal has a grid indicating where you can and cannot steal. Your location is the X, and the areas highlighted in red are the areas you may steal from if a player is in that area. You may only steal from one player at a time. You may steal in ANY direction as long as the distance is correct.

Example: This card shows the locations that you may steal from. In this case, Maverick is in the area that allows you to play this card and attempt a steal of 1 Artifact, Gold, or Diamond.

When you steal, the player you are stealing from has a chance to avoid the steal. That player rolls the green dice.

  • If the player rolls a 0 (blank side) then you may steal one item of your choice from that player.
  • If the player rolls a 1, you choose 2 items you would like to steal, and the player gets to choose which item you steal.
  • If the player rolls a 2, then you do not steal anything. You may steal through walls (or undergrounds or upstairs), and you may only steal Artifacts, Gold, and Diamonds.

Dragon Turn

After all players have completed their Hero Turn, the Dragon now takes his turn. One player will grab and roll the Dragon dice. Based on the color rolled, look at the Redbane Dragon Board that matches the side of the board you are playing on (Dungeons of Gorgath or Red Mansion) and complete the action as stated.

Dragon Attack

  • Roll the Dragon Dice - if the color is an attack, check to see what his line of attack is then roll the indicated attack dice (as shown on the bottom left of the board where the dragon token is located).
  • For the Dragon's very first attack, move the Dragon token on to the first space with an attack dice.
  • All players in the line of attack receive the number of damage according to the dice number rolled.
  • Every time the Dragon attacks (whether he hits a player or not), move the dragon token one space to the right, making him more powerful with each attack.

Dragon Attack Roll (Redbane, Dungeons of Gorgath):

  • RED, GREEN, BLUE: Attack along the line shown for each colour in the Dragon Attack Roll diagram on the board. (The attack lines are drawn in the diagram only; the printed rulebook does not describe them in text.)
  • BLACK: Relocates to upper left space to attack.
  • YELLOW: Steals from Heroes in last attack space (see rules).
  • BLANK: No effect.

Dragon Attack Roll (Redbane, The Red Mansion):

  • RED, GREEN, BLUE: Attack along the line shown for each colour in the Dragon Attack Roll diagram on the board. (The attack lines are drawn in the diagram only; the printed rulebook does not describe them in text.)
  • BLACK: Relocates to center space to attack.
  • YELLOW: Steals from Heroes in last attack space (see rules).
  • BLANK: No effect.

Dragon Steal

  • If a yellow is rolled, the Dragon steals from the same spaces that he attacked last round. If a yellow is rolled the first round, the Dragon steals from the same squares indicated by the red Dragon roll.
  • Each player in the line of attack must roll a green attack dice. If you roll a 0, the Dragon successfully steals from you.
  • Choose either an item or artifact to get rid of. If you choose an artifact to discard, place it on the square you are on.
  • If you choose a treasure card, shuffle it back into the treasure deck.
  • If you roll a 1 or 2 then the Dragon fails to steal from you and nothing happens.

Dragon Black Color Attack

  • If the black color is rolled, the Dragon moves to the space indicated on his board and attacks.
  • The Dragon stays at that square until a Red, Green, or Blue is rolled at which point he moves back to his lair and attacks. While outside of his lair he still retaliates when players pick up a treasure/artifact from the new square.

End of Round

After the Dragon has taken his turn, the player with the torch will pass it to the next player in clockwise order who will become the next player to start the Hero Turns action in the next round.

5-6 Player Variant: When passing the torch, skip one player every round to give the players who started the game last more opportunities to progress as the game goes on.

Phase 2

As soon as a player reaches level 3 (for Leveling Up info, see Reference) the game immediately enters Phase 2. Alternatively, if all of the starting 8 artifacts are picked up then the game also immediately enters Phase 2.

Gameplay in Phase 2 plays out the same as in Phase 1 with the following changes:

  1. Place Extra Artifacts: Immediately place the extra unplaced artifacts/keys on the board at random using the 8-sided dice. Place an artifact/key in the square of the number rolled. It is possible and okay to have more than one artifact/key in the same square.
  2. Exiting the Dungeon: During Phase 2 all players can exit the Dungeon. Exiting the Dungeon triggers the end of the game, and all players that haven't taken a turn that round may still finish their turn. Any and all players may exit the Dungeon to receive 2 points, but if you exit the dungeon with the Stone of Life you do not receive the extra 2 points. Your turn is over when you exit, and others may not steal from or attack you.

Exiting the dungeon by board:

  • Dungeons of Gorgath: Exiting the dungeon requires moving one space "South" from the tunnel square above the "Game Over" space.
  • Red Mansion: Exiting the dungeon requires moving one space "West" from the underground basement OR one space "East" from the upstairs to the Game Over spaces. Both work as an exit.

Game End and Scoring

After one player exits the dungeon, players finish their turns and the game ends. Players count up points (see Points in the Reference section). Add 2 extra points if you exited the dungeon but didn't have the Stone of Life. Players may show their final score by placing their Character figurine on their final score shown by the numbers bordering each dungeon.

Winner: The player with the most points wins! In the case of a tie, the player holding the Stone of Life wins!

High Score Board: If you achieved one of the highest scores, add your name or initials to the board!

Extras / Glossary

Red Mansion Board

  • Red Mansion Attacks: If you are on a different level of floor than another player, i.e. the basement or upstairs, you may still attack them as if you were on the same level.
  • Underground and Upstairs: The Underground and Upstairs can only be entered by way of the stairs. You may travel underneath the Upstairs (tunnel) or above the Underground (bridge) in the indicated spaces. You may only pick up treasure if you are on the floor level where the treasure is located.
  • Lava: If you enter a space with lava you receive the damage indicated on the board. The lava does not stop movement at all though.
  • Center Square: You may travel through the center square without damage if you travel north or south from the diagonal squares indicated. If you wish to go west to east - you must take -2 damage.
  • 2x Space: For the double pick-up space indicated by "2x", you may pick up 2 in one turn. You only receive the negative (-1) damage for both entering & then leaving.

Cards and Items

Dungeon Royale Cards

  • Slowed: Limit one player's movement to only one space on their next turn.
  • Daze: Choose another player. That player must roll their movement dice next round instead of choosing them.
  • Health Potion (Extra Action): Heals 3 HP. Max HP for your level still applies.
  • Treasure Hunt (Extra Action): Allows you to pick up two items this turn.
  • Scroll of Foresight (Extra Action): You must announce that you are using the Scroll before players move, not after. Cannot be used to negate the effects of a Daze.
  • Reflect (Re-action): Upon being attacked, you may play a Reflect to try to send back some of the damage to the attacker. Roll the green dice. If you roll a blank you fail and don't reflect any damage, taking the full damage. If you roll a 1 you reflect half of the damage. Note: If the number being halved is an odd number, you receive the extra damage. If you roll a 2 you reflect the full damage. If your reflected damage brings the other player's health to 0 then you gain a kill token. The other player does not receive a death token.
  • Dodge (Re-action): Upon being attacked, you may play a Dodge to try to minimize the damage taken. Roll a green dice. If you roll a blank you fail and take the full damage. If you roll a 1 you dodge half of the damage. Note: If the number being halved is odd, you take the greater amount of damage. If you roll a 2 you dodge the full damage.

Special Attack Cards

  • Ambush: This attack isn't limited to just the distance shown on the card, but attacks the whole line diagonally from one edge of the gameboard to the other, still based on where your character is located.
  • Boomerangs: Attack all players along the boomerang's path. The distance is the same as the regular boomerang but anyone in the path is hit, and you are allowed to choose two paths of attack (not limited to the directions shown on the card). The two paths have a restriction though: the path of the second boomerang must mirror and/or flip the path of the first boomerang vertically or horizontally.
  • Cherry Bomb: Attack all players in the area indicated, but you also do damage to yourself. If your own health is reduced to 0 you receive a death token. If someone uses a Reflect card and the reflected damage kills you, the player that used the Reflect would receive a kill token, however you would not receive a death token, unless you would otherwise have died from the damage from the bomb then you do receive a death token and the other player does not receive a kill token.
  • Flying Arrows: This attack isn't limited to just the distance shown on the card, but attacks the whole line North to South or East to West from one edge of the gameboard to the other, still based on where your character is located. When multiple heroes are hit, you still roll the attack dice only 1 time.

Example: Attack with Flying Arrows in a line: It hits the Dragon and Maverick.

Ransack Cards

If you end your movement on a space with the Treasure symbol on it, you draw a Ransack Card. The Ransack deck of cards contains Gold, Diamonds, and Mini Bosses. If you draw Gold or Diamonds, place them down in front of you face up. These cards are worth points at the end of the game. If you draw a Mini Boss, it attacks you immediately.

Choose one of the following 3 actions in response:

  1. Escape: Roll the Green dice. Dodge rules apply. The Mini Boss is then reshuffled back into the Ransack deck.
  2. Fight: You may use ANY attack card from your hand (even if the distance doesn't match), but you only roll the dice indicated on the card. The Mini Boss also rolls the attack dice indicated on its card.
    • If you roll higher or the same amount, you defeat it and gain the point value.
    • If you lose, take the difference of the values of the Mini Boss' attack and your attack and receive that damage. The Mini Boss is mixed back into the Ransack deck if you do not defeat it.
    • If the Mini Boss kills you, you receive a death token.
    • If you defeat the Mini Boss, you receive the points indicated on the card. Place the card face up in front of you for points at the end of the game.
  3. Reflect: You may use a Reflect card on a Mini Boss but must roll a 2 to defeat it. Regular rules apply for damage taken.

Artifacts

In addition to giving points and accomplishing quests, if you possess an artifact shown on your character board you can use that power according to how it is described. If you lose that artifact then you no longer get to use the associated power until you repossess the artifact.

  • Artifact powers are only given to specific characters. Each character has 2 artifact powers. If you possess an artifact that is not shown on your character board you do not gain any extra power, but do still receive the point value associated with it.
  • The only way to lose an artifact is by having it stolen by the Dragon or by another player.

Keys

You must collect a key to open the Dragon's lair for the first time. Once the Dragon's lair is open it stays open and any player can travel through any of the gates or pick up items in the lair. Only a player with a key may enter the lair for the first time, but does not have to discard the key. The key counts as an artifact, meaning that possessing it at the end of the game will still grant you 4 points.

The Stone of Life

Worth 10 points at the end of the game for whoever possesses it (whether they have exited the dungeon or not). The Stone of Life is treated as an artifact, except that when you have your health reduced to 0 you drop the Stone of Life where you died at which point any other player can pick it up on their turn.

Heroes

Preface: As you enter the Dungeon, you and all of the other would-be heroes see a dark, glowing essence that protects the entrance. After hesitating, you reach out to touch it. Instead of dying, you feel something warm and unexplainable change in your being. You feel a strange bond to the dungeon and you have distinct images of artifacts in your mind that seem to be calling to you… you have yet to discover why…

  • Artifacts: You must possess the artifact shown on your character board to be able to use the associated power. Upon getting the required artifact, you may immediately use your power if possible. If you ever lose possession of an artifact you can no longer use that power until you gain possession of it again.
  • Level Power: You must reach the level(s) shown on your board to unlock the associated character powers. You do not lose those powers once you gain them. More Level Up info in the Reference section.
  • Extra Level Attack Dice: When you level up you may gain an extra attack dice to use on all future attacks. The extra attack dice is granted to some characters at level 2 and to others at level 3. Level 3 upgrades the extra attack dice for those characters that received it at level 2. See each specific character board to check which powers they have.

The Abandoned Twins

Jinxst and Daynah Danagon grew up on the streets of Roka. Abandoned at birth, they became members of the local assassin's guild – The Black Hand. Jinxst has become one of the quickest and deadliest young stars and if he proves himself on the quest, he is sure to be promoted to the Council of The Hand. He brought his twin sister Daynah along for the journey, but unknown to Jinxst, Daynah has plans of her own. She is in love with Darin, a quick-witted assassin who has promised her marriage if she wins the quest.

Daynah Danagon

Powers

  • Level 2: When you move, walls and barriers do not impede your movement. You may travel through the Dragon's Lair before it is unlocked, but you may not pick up the Stone of Life unless you have the key. However, you may pick up other items that are hoarded there by the Dragon, in which case the Dragon still retaliates.
  • Level 3: Teleport to any space within the dungeon during your turn. This counts as an action and can only be used once during the game. Excludes: Outside of the Dungeon and the lair when it is locked (unless you have a key).

Artifacts

  • Hourglass of Time: Time slows down and you see an oncoming attack. You may dodge an attack. Roll a green dice, if you roll anything but a 2 you fail the dodge. If you roll a 2, you dodge the full damage of the attack. One use per round.
  • Horn of Silence: When you steal, your opponent rolls twice. You choose the better roll.

Jinxst Danagon

Powers

  • Level 2: Dash - When you move this round, you may move 5 spaces instead of three. In exchange, you cannot perform a normal action this round, but you may use an extra action. You may still pick up an item. Announce that you are using your Dash ability before anyone selects their movement.
  • Level 3: When a player plays a steal card on you, you may roll the green dice twice and pick the better of the two rolls. (If a player has a steal power that gives them two rolls as well, just roll once.)

Artifacts

  • Hat of Magelius: For your turn action, choose two adjacent squares to attack. Announce the two spaces before the movement phase. Roll a blue attack dice for each of the two squares. If a player or the Dragon enter any of these spaces, they take the damage shown from the dice roll for whichever square(s) they passed through (Jinxst can still travel through them and take no damage). Dodges and Reflects can both be used, but if a Reflect card is successful, the reflected damage does not hit Jinxst.
  • Crown of Majesty: Instead of picking up during your turn, you have the option to pick up an item from the room you are in after movement but before any other player takes their Hero turn.

The Fallen Knight

Sonico Oxblade was once one of the great known knights in the kingdom. From a young age, Sonico's love was jousting. When he was knighted, he had studied and practiced so ardently that he immediately became a champion contender. He won so many tournaments that even the king took a liking to the young knight and promoted him to his Honorary Guard to protect the treasures of the King.

Drunk on his early successes, he began to gamble, and then even secretly borrow from the treasure room, always expecting to pay off the debts. One boisterous evening, some jeering knights challenged his ability to beat their champion in the next days' tournament, and he personally staked 200 gold pieces on the victory. If he won, he could pay the King in full and leave his gambling days for good. But he lost. And lost bad. Distracted and flustered about the money he owed, he went straight to the treasure vault and started to gather the 200 Gold pieces to pay for his loss. In his haste, he did not notice his fellow guard watching him… his actions should have sent him to the executioners. But the King loved him so much that he spared his life, electing to only banish him to the far reaches of the kingdom. Many years later, Sonico has finally found a way to repay the king for his kindness. A life for a life.

Sonico Oxblade

Powers

  • Level 2: When you attack you can gamble for more power by rolling a green dice. Decide if you are going to gamble before doing your normal attack roll. If you roll a 1 or a 2, add 2 damage to your attack. If you roll a 0, you receive 1 damage but still continue with the attack as normal.
  • Level 3: As your turn action, if you are in the same square as another player, trade any of your artifacts for one of that players' artifacts. The opponent rolls a green dice; if he/she rolls a 2 then the trade is blocked. If he/she rolls anything else other than 2, you are able to take an artifact of your choice from them in exchange for one of your artifacts. Artifacts include the Stone of Life, the Keys, and all other artifacts. Does not include Treasure or Gold.

Artifacts

  • Enchanted Armor: When you are attacked with more than one dice, the dice with the lower number is negated. If someone is attacking you with just 1 die, then this power has no effect. For example, if someone rolls two dice and gets a 2 and a 1, the die showing the 1 damage does not do anything to you.
  • Staff of Might: Wielding the Staff of Might adds 1 extra damage to all attacks on foes. Includes battles with Mini Bosses and to the Dragon. Does not include re-action cards.

The Exile

Born into nobility, Cortana's father was a high-ranking official in the King's court. He was one of the most powerful diplomats in the kingdom. However, his decisions began to be unfavorable to a dark faction of the political ranks, and they conspired to overthrow him.

After successfully framing him, Cortana's father was executed, and the Zeldra family was exiled to another kingdom. Cortana's mother taught her all of the skills of a diplomat, wanting her to be successful as a courtesan in their new country, but her anger and confusion about the death of her father drove her into the woods to hunt and be alone. She got into a lot of fights; she was even feared by older boys after she fought one for insulting her father.

As she matured, she harnessed her passion to become a skilled diplomat as her mother wished, but also a stealthy marksman from her years of hunting. Now the exile has returned to the kingdom of her father, determined to restore honor to the Zeldra name.

Cortana Zeldra

Powers

  • Level 2: When you die, you may optionally choose to respawn in the square where you died.
  • Level 3: Using your quick thinking and reflexes you are able to use a Dodge effect once per round. Regular Dodge rules apply (see Dodge in Action Card Rules).

Artifacts

  • Map of Secrecy: Gain one extra movement dice to use during each movement phase.
  • Torch of Truth: When attacking from a distance (any card that is not on your same square), you gain an extra red attack dice. This is not applied to special attack cards.

The Fallen Knight

Born and named Janice Stump, her future looked about as good as her last name - Stumpy (and many other nicknames that came). Her family was large and poor. She barely received any education, and being a girl meant that she would learn to wash dishes, clean, and cook like her sisters. She was good at it, and so she became a barmaid at a rundown local tavern following the footsteps of her two older sisters. But she had dreams; dreams of doing things that no woman was expected to do. She dreamed she was a hero. She dreamed that she owned the nicest Tavern in town without the rough dirty men that constantly insulted her. But mostly she dreamed of a different name, something other than Janice Stump.

She began introducing herself as Flora Plumlee. It sounded like a beautiful purple flower to her. The Tavern owner, Duff, was mean and crude and didn't care about people, nor did he care for her new name. He called her Stumpy 3 instead. Duff was especially mean to her. One night he beat her harder than usual for dropping a pint of brandy, but her older sister Jane stepped in to stop him. He was so enraged that he pulled out his knife and stabbed her sister, killing her instantly. No one stood up to him, not even the constable did anything when Flora told the story. It was swept under the rug, and she knew that she needed to be stronger to bring justice and fight against this corrupt world.

She trained for a year with a sword in her anger; now Flora is determined to retrieve the Stone, fight the Dragon, and gain wealth and influence to bring justice to Duff. She might even buy his tavern, clean it up and call it Jane's Place in memory of her sister.

Flora Plumlee

Powers

  • Level 2: When you occupy the same square as other heroes, you are able to attack all of them (however, you need a card that allows you to attack on your own square); when you do, you add a Blue attack dice to the attack.
  • Level 3: Pick up an extra item per turn as an extra action. Can only do this once per turn.

Artifacts

  • Chalice of Spite: Any time you receive damage, you roll a green dice in retaliation. Can be used in conjunction with re-action cards.
  • Apple of Vitality: On your turn, you may heal 2 health as an extra action.

The Raider

Maverick was always destined to be in the army. His father was part of the army, his uncle was in the cavalry, his grandpa was a sword smith, and his great grandpa was a captain in the War of Dunshire. He basically didn't have a choice. When he came of age, he joined the local Army and was shipped off to the parts of the kingdom no one wanted to go.

After 5 years of fighting pointless battles, he convinced a small band of his army brothers to join him on a more exciting and lucrative path. He set up an operation of raiding enemy towns in the night, stealing gold, and killing enemy soldiers. He and his band blazed trails for the Kingdom, gained wealth, and he was nicknamed "Raider". On one particular raid, the enemy King had caught word of the coming raid and prepared. The King trapped Maverick, killed his band in front of his eyes, and threw him in prison. The King had plans for him. He knew of the quest for the Stone of Life and wanted to use Maverick to bring it back to him to stop himself from ever dying. In return, Maverick could go free.

Before sending Maverick on his way, the King brought in a sorcerer who cast a powerful binding spell on Maverick that made sure that if he didn't return to the King within a month, he would die a slow and painful death.

Maverick Greggernaut

Powers

  • Level 2: Place a booby trap on any two adjacent squares horizontally or vertically. Any opponent that enters or passes through these squares until Maverick's next Hero turn will trigger an attack (Maverick can still travel through them without taking damage). The attack strength depends on the attack card you attach to the booby trap, which can be ANY attack card from your hand. The attack card loses its natural properties and acts as a booby trap, but maintains the same Attack Dice. Using this power counts as an action. Includes attacks on the Dragon. Dodges and Reflects can both be used, but if a Reflect card is successful, the reflected damage does not hit Maverick.
  • Level 3: Using your persuasion, you can call on a monster from the depths of the Dungeon to assist you in battle. Can only be used once per round. When attacked you can use a Red Dice to reduce the damage that is given to you. Subtract the Red Dice roll from the total damage. You must decide before the attack is rolled if you want to use this power. If you use this power to attack a player, it adds an extra green dice to your roll.

Artifacts

  • Helm of Strength: Reduces damage received from an attack by one. For example, if someone attacks you for 2 and you have the Helm, then you would only receive 1 damage.
  • Bow of Hope: On any attack, add an extra green dice to your roll.
  • Dragon Attack
  • Dragon Steal
  • Dragon Black Color Attack
  • End of Round
  • Phase 2
  • Game End and Scoring