Legendary Dungeoneer: Wrath of the Serpent Goddess
Legendary Dungeoneer: Wrath of the Serpent Goddess Rulebook
Table of Contents
Table of Contents
Object of the Game
Brace yourself: a journey into the grim world of Dungeoneer awaits you. You are a hero who must complete several risky quests in the darkest and most sinister corners of the underworld. Challenge fate, make sacrifices for the right cause, seek valuable artifacts, slay vile monsters, uncover secret rooms. If you are the first to defeat Nakari or to complete 3 other quests, you win the game! On your turn you must also take on the role of Dungeon Lord and hinder the other heroes from completing their quests. And if you play this role so well that you crush the last rival hero, you also win!
Components
- 22 location cards
- 60 adventure cards
- 1 "Wrath of the Serpent Goddess" card
- 14 quest cards
- 4 counter cards
- 4 double-sided reference cards
- 6 hero cards
- 2 six-sided dice
- 4 level overlays
- 6 hero standees with stands
- 8 Risk tokens
- 8 Glory tokens
- 64 health tokens (12 tokens of value "5", 8 tokens of value "3", 32 tokens of value "1")
- 20 tracking tokens (10 pairs)
- Rules
Overview of Components
Hero Cards
Each hero card shows: hero name, race and class, levels, level overlay, melee values at different levels, magic values at different levels, speed values at different levels, the hero's special abilities, starting health, the limit of Boons in inventory, the limit of Treasures in inventory, the set symbol, and a reverse side.
Each hero card shows the hero's portrait, name, race and class, and the main characteristics: starting health, special ability, and the inventory limits that determine how many Boon and Treasure cards the hero may have in the inventory. The hero card also lists the melee, magic and speed values for each level. When a hero gains a level, mark it with a level overlay.
To take actions, a hero spends action points; by default their number equals the speed value. Health points show how many wounds must be dealt to the hero for the hero to die. Track current health with health tokens. The hero card stays with the player. On the map made of location cards, the hero is represented by a standee.
Counter Cards
With a counter card, a player tracks how much Glory and Risk the hero currently has. Mark points using two Glory tokens and two Risk tokens. Glory is spent by the player to play Glory cards; Risk is spent by that player's opponents to play Risk cards. There are no limits to the points.
Risk points are spent on Curses and Encounters (Risk cards). Glory points are spent on Treasures and Boons (Glory cards).
Quest Cards
Each quest card shows: quest category, quest tier, quest name, the stats of the monster to be killed (if any), the location where the quest can be completed, completion conditions, reward for completing the quest, the set symbol, flavor text, and a reverse side.
To win Dungeoneer, a hero must complete three quests. In this set there is an alternative way to win: complete the quest "Defeat Nakari". For the detailed special rules of the set concerning the quest "Defeat Nakari", see the "Nakari" section below. Each quest card has an illustration, name, category, tier (Heroic, Epic, Legendary; only "Legendary" quests appear in this set), the locations where the quest can be completed, the conditions, and the reward. For completing a quest, the hero gains a new level. When gaining a new level, slide the level overlay to the corresponding mark on your hero card.
Location Cards
Each location card shows: the amount of Risk and Glory a hero gains on entering this location, type and features of the location, name, exits (blocked exit; frame color: light for surface or dark for dungeon), location effect, set symbol, and reverse side.
These cards are used to build the play area where the heroes' adventures await. Location cards come with a dark frame (dungeon) or a light frame (surface). In this set only dungeon cards are present. Dungeon cards are divided into tunnels and rooms. Each location card has an illustration, name, type, the amount of Glory and Risk, and four exits. Some location cards have special effects that affect the hero entering that location.
Adventure Cards
Each adventure card shows: card name, timing, duration, cost, type, kind, description of effects, stats (melee form: strike effect; magic form: strike effect), set symbol and flavor text, and a reverse side.
Adventure cards are the main cards of the game. Players use them to strengthen their heroes or to act against opponents' heroes. Adventure cards are divided into Glory cards and Risk cards. Glory cards are in turn divided into Boons and Treasures. A player spends their own Glory to play a Glory card on their hero. Risk cards are divided into Curses and Encounters. A player spends an opponent's Risk to play a Risk card against that opponent. You never spend your own Risk.
Each adventure card has an illustration, name, play cost (in Glory or Risk), timing (the phase in which the card may be played), duration (how long it lasts), type, kind, and a text block describing the card's features.
Remember that while an adventure card is in your hand it has no effect on the game: you must lay it on the table, spending the required amount of Glory or Risk. After that the card is considered prepared.
By duration, adventure cards are:
- Instant: the card is discarded immediately after being played. Its effects last only for the current turn.
- Permanent: the card stays in play until another card's effect forces the player to discard it. Each hero may have a limited number of permanent Boons and Treasures in the inventory. These limits are shown on the hero card. This limit does not apply to other cards.
- Attachment: this card is "attached" to another card (tuck the attachment under it). An attachment is discarded if the main card is discarded or returned to the owner's hand. In addition, an attachment does not count toward a player's Boon, Treasure or Lair limits.
- Monster: a monster card is discarded when the monster's health reaches zero. A monster is in a location only while attacking; at other times it is in a player's hand or in the Lair.
Setup
- Separate the cards into decks by their backs. Set the location cards aside and shuffle each of the other decks separately.
- Among the location cards, find the card with the entrance symbol. This is the starting location: place it face up in the center of the play area. Take 4 random tunnel cards (including Gloomy ones) and attach one on each side of the starting location. Shuffle the remaining location cards and place them face down within the players' reach. Note that there are some restrictions on connecting cards (see "Turn Sequence - Locations Phase" on page 8). Cards may not be placed vertically; exits may not be joined to walls.
- Randomly deal each player one hero card and one level overlay. The player places the card in front of them and sets the overlay aside; it will be needed when gaining levels. Take 3 health tokens of value "5" and 3 health tokens of value "1" and place them next to the hero card; they represent the hero's health. The area around the hero card is called the inventory. Return the remaining hero cards to the box.
- Each player takes a counter card, 2 Glory tokens and 2 Risk tokens. Place the counter card so that the Glory counter (green) is closer to you.
- Players take their hero standees (first putting them on stands) and place them on the entrance card, for which each immediately gains 1 Glory and 2 Risk. Mark the points gained on the counter card with Glory and Risk tokens.
- Deal each player 2 quest cards face up: these are the players' personal quests, which only they can complete. Place 1 quest card face up next to the quest deck within reach of all players: this is the common quest, which any player may attempt to complete on their turn.
- Deal each player 5 adventure cards; these form the player's hand. A player must not show their hand to opponents. Place the adventure deck nearby, within reach of all players. Leave room next to the adventure deck for the discard pile.
Table layout: the location deck, from which the play area is built in the center of the table; the quest deck; the common quest; the discard pile; the entrance; the hero card; the Lair (limit 3); the counter; Treasures; Boons; personal quests; the adventure deck.
- Determine the first player by rolling a die.
- Place the legendary event card "Wrath of the Serpent Goddess", the adventure card "Nakari" and the quest card "Defeat Nakari" face up in the middle of the table. For the special rules of the set see page 21.
Turn Sequence
Players take turns. Each player's turn consists of 5 phases: the Recovery phase, the Villainy phase, the Locations phase, the Feats phase, and the Discard/Draw phase. When these phases are finished, the turn passes to the player on the left. When every player has taken a turn, a game round is considered complete.
I. Recovery Phase
Everything that lasts for the turn returns to its initial state. Traps are reset, exits become blocked again, temporary effects stop acting, and the effects of cards that can be used once per turn can be used again. The hero pays for the cards in their inventory that have an upkeep cost or, if unable to do so, returns them to hand. Action points left over from the previous turn are lost, and your hero receives new action points equal to the hero's speed value. All locations other than the one where your hero is located become "new" for the hero again.
II. Villainy Phase
In this phase the player acts as the Dungeon Lord. Now is the time to play Risk cards, that is, those whose timing is listed as the Villainy phase, such as Curses and Encounters. Choose an opponent who has enough Risk, and spend the required amount of that opponent's Risk to play a card against their hero. Risk cards that are not aimed at one specific hero can be paid for with the Risk of any player other than yourself, but you cannot use the Risk of different opponents to pay for a single card. Remember, you can never spend your own Risk.
Curses may be played at any moment of the Villainy phase, before or after Encounters. Encounters are all played at once, so that opponents can prepare a response. If you play an Encounter, you attack (start a battle); follow the procedure described in the "Battle" section on page 12. A monster may start only 1 attack per turn. A monster's attack spends only the attacked hero's Risk, not action points.
III. Locations Phase
Draw 1 location card and place it in any position allowed by the rules. If all location cards are already on the table, skip the Locations phase.
Each location card must connect to another location card (see examples A and B in the diagram), and no card may be "cut off" from the others so that a hero cannot pass from it to another part of the dungeon (example C). Each location card is placed parallel to the entrance card, that is, it may not be turned sideways (example D). Also, you may not create an enclosed space to which new location cards can no longer be attached.
IV. Feats Phase
In this phase you may perform any of the following actions in any order: movement, exploration, playing a Glory card, and attempting a quest. Certain special actions may also be performed in the Feats phase (see page 11). Each action may be performed as many times as your action points and Glory supply allow.
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Movement. Spend 1 action point to move your hero to an adjacent location through a working exit. An adjacent location is a location card joined to the hero's current location by any exit (even if that exit is a wall). A working exit is any exit other than a wall that connects two adjacent locations. An exit may hold a threat (such as a trap) that must be overcome to take the hero out of the location. Ignore the exit conditions of the location the hero is entering (more on page 18).
Example: a player spends 1 action point so that their hero passes from the observation room to the sanctum. The direction of movement is shown by an arrow. Because the hero is entering the sanctum, the trap set on its exit does not affect the hero. If the hero were moving in the opposite direction, the hero would have to overcome the trap on that exit.
When your hero enters a new location (that is, a location the hero has not yet been in this turn), you gain the Glory and Risk of that location (shown on the location card). If the hero passes through several locations, the hero gains points for each. If your hero moves for any reason on another player's turn, you do not gain the Glory and Risk of the location. If a location has a barrier effect described in the central part of the card, it applies when you enter the location on your turn, but does not trigger if your hero moves on another player's turn.
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Exploration. You may draw additional location cards from the deck and lay them out, spending 1 action point on each.
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Playing a Glory card. With this action you may play Glory cards (Boons and Treasures) from your hand into your inventory. You may play Glory cards as long as you have enough Glory. This does not cost action points.
Remember that a hero may have a limited number of permanent Boons and permanent Treasures (the limits are shown on the hero card). Instant cards and attachments are not subject to these limits. Also, you may have only one Treasure of each type in play (for example, you cannot have two helmets). This restriction does not apply to Boons. A card played from hand into the inventory is considered prepared after its Glory cost is paid; a card in your hand has no influence on the game until it is prepared.
V. Discard/Draw Phase
If you have cards in hand, you must discard either 1 card from your hand, or 1 Treasure card from your inventory, or 1 Encounter card from your Lair. Boon cards cannot be discarded this way. If you have no cards in hand, you are not required to discard any cards.
If you did not move on your turn, gain the Risk and Glory of the location where you stayed. Special effects and barriers of the location need not be applied in this case. If you have not spent all your action points, you may save 1 point for actions outside your turn. Mark this by placing a health token from the supply next to your hero's standee, and return the token to the supply when you spend the point. If you do not manage to spend the point before your next turn, return the token during the Recovery phase of that turn. Now draw cards from the adventure deck into your hand up to 5. If the deck has run out, shuffle the discard pile. This ends your turn.
Special Actions
The following actions can be performed both on your own turn and on other players' turns.
- Playing an Any Moment card. You may play a card whose timing is "Any Moment" if you have enough Risk or Glory.
- Playing a Response card. In a battle, at the Response step, you may play a card or use an effect whose timing is "Response".
- Using a prepared card. You may use the effects of cards in your inventory, as well as the hero's special ability, if you have enough Risk or Glory.
- Raising a hero. For 1 action point you may raise a fallen hero (return the standee lying on its side to its original position). A hero whose standee is lying down cannot move.
- Battle. Details are described next.
Battle
Starting a Battle
Once per turn, for 1 action point, a hero may start a battle. The hero may attack either one of the monsters right after their attack at the Challenge step (including monsters that must be destroyed for a quest), or another hero who is in the same location. If you make a successful strike, you may either wound the opposing hero or take an Escort quest token from them (see "Quest Categories" on page 16). In the Villainy phase you can start a battle by playing monster cards against an opponent's hero. When playing a monster card, put on it as many health tokens from the supply as are shown on the monster card. If the monster has only 1 health, no token needs to be placed. Each monster attacks only once per turn. The Risk of the hero being attacked is used as payment.
Battle Form
When attacking, a monster or hero chooses the form in which the battle will take place (melee, magic or speed). But they may choose only from those forms whose symbols on their card are round.
Examples:
- Regular attack symbol: the monster or hero may attack and counterattack in this form (here, melee).
- Counterattack symbol: the monster or hero may only counterattack in this form (here, magic). They cannot attack first in this form.
- Strike symbol: strike effects are the description of all consequences of a successful attack in the corresponding form.
The Snakeman can attack only in melee form, because only melee on the monster card has the regular attack symbol (1). In magic and speed forms the Snakeman can only counterattack, because those forms are shown on its card with counterattack symbols (2). The strike symbol (3) on its card says that on a successful melee attack the Snakeman inflicts 2 wounds.
Battle Steps
A battle consists of the following steps: Attack, Response, Attack Check, Counterattack Check, Comparison, Challenge, Lair, Reward.
I. Attack. The attacker chooses the target and the battle form (melee, magic or speed) for each attacking card. You cannot choose a battle form for which the card has no regular attack symbol (round symbol). At this step the special effects of the attacking card (other than strike effects) and the hero's special abilities are also applied.
II. Response. The defender may play cards and use effects whose timing is "Response".
III. Attack Check. The attacker rolls 1 die and adds to the result the value of the chosen battle form (melee, magic, speed) shown on their card. If there are several attacking monsters, repeat the procedure for each card. (Roll value + 3.)
IV. Counterattack Check. The defender rolls 1 die against each attack and adds to the result the corresponding characteristic (melee, magic, speed) of their card. Choose the value that corresponds to your hero's level. The defender cannot choose which characteristic to use, since the attacker has already chosen the battle form. (Roll value + 3.)
V. Comparison. The results of the previous two steps are compared for each attack. If the results are equal, nothing happens.
The player with the higher result makes a successful strike and inflicts 1 wound on the monster or the opposing hero. Besides inflicting the wound, a successful attack may have other consequences.
Example: on a successful magic strike the Wicked Knight inflicts 2 wounds on the hero.
Wounds reduce health; mark this by removing a health token from the monster card or the hero card. If health falls to zero, the monster or hero is defeated. A player whose hero is defeated is eliminated from the game.
VI. Challenge. A hero who has been attacked may now make one attack against one of the cards that attacked them, or against a hero in the same location. To do so they must spend 1 action point (if, of course, they saved it from the previous turn). Repeat the previous battle steps, except the Challenge step, which is skipped.
VII. Lair. Each monster that was not wounded may, at its owner's choice, return to its owner's hand or to its Lair. Wounded monsters may be sent to the Lair or to the discard pile, but not to the hand. A defeated monster goes to the discard pile. In each player's Lair there may be at the same time no more than three monsters. Monsters in the Lair may be played just like monsters from the hand. You must discard excess cards from the Lair (your choice) if it comes to hold more than three monsters.
VIII. Reward. For each wound a monster inflicts on a hero, the player who owns the monster may add 1 Risk to any player of their choice. Each wound a hero inflicts on a monster earns the hero's owner 1 Glory. A reward is given for all monsters except monsters tied to quests: for them a special reward is provided, shown on the quest card.
Battle Example
Cards: Monstrous Constrictor (Villainy - Monster - Fiend): "In each battle the Monstrous Constrictor may make 1 additional attack for each tracking token placed on its card. When you must inflict 1 wound on the Constrictor, you may instead remove 1 tracking token from it." Wicked Knight (Villainy - Monster - Fiend): "+1 to all attacks for each Wicked Knight (including this one) attacking this turn."
I. Attack. Player A spends Player B's Risk to play the Monstrous Constrictor and the Wicked Knight against B's hero. Player A declares that both monsters attack in melee form. The Wicked Knight has a special ability: "+1 to all attacks for each Wicked Knight (including this one) attacking this turn."
II. Response. Player B spends 3 Glory to play the Boon card "Scare Away" (Отпугивание). This Boon, which can be played only at the Response step, lets B discard one attacking monster. Player B removes the Constrictor from the fight. Since "Scare Away" is an Instant card, it is discarded immediately after use.
III. Attack Check. The Knight's melee value is 6. Player A rolls 1 die for it and gets 4, adds 6 (the melee value) and 1 for the special ability, so the final attack strength is 11.
IV. Counterattack Check. The melee value of Player B's hero is 1. Player B rolls a die against the Wicked Knight's attack. The die shows 1, and Player B adds the hero's melee value, getting 2. B cannot use the values of other characteristics, since the battle form has already been chosen by the attacking monster.
V. Comparison. The Knight with an attack of 11 beats the hero with a counterattack of 2, so the monster inflicts 1 wound on the hero. Player B removes 1 health token from the hero card.
VI. Challenge. If Player B's hero has 1 action point left, B can attack the Knight with the hero. To do so B conducts the battle in the same sequence, skipping only step VI (Challenge), but as the attacker (that is, B now chooses the battle form). The monster will be the defender.
VII. Lair. Player A sends the Knight to the Lair to use it again later. The Knight card stays on the table in the player's inventory, but is not considered to be in a location. Had the Knight been killed, it would have to be discarded.
VIII. Reward. The Wicked Knight inflicted 1 wound on the hero, so Player A, who played it, may give 1 Risk to any opponent. A chooses Player B.
Threats
A threat is some trial that a hero must overcome. Threats are not the same as battle, although threats often occur during a battle. To overcome a threat, a hero must pass a check of some characteristic. Most often these are the melee, magic or speed values, but some threats may test other characteristics, such as level or current health.
For the check, the player must roll a die and add the result to the value of the characteristic being tested. If the player gets a sum equal to or higher than the threat value, the threat is successfully overcome; if lower, the check is failed. Unless stated otherwise, trap threats affect all heroes in one location, but each of them rolls a die and passes the check separately.
Threat Example
Card "Acid Flood" (Villainy - Permanent - Legendary Trap): "Traps affect all heroes in one location. After playing this card, place 1 tracking token in any unoccupied location and a second one (with the same letter) on this card: this trap is now in that location. The first hero to enter this location activates this trap. Discard it after activation. Fail: inflicts 3 wounds. Success: the opponent gains 2 Risk." Threat 10+.
Player A spends Player B's Risk to play the trap "Acid Flood" against B's hero. Player A places 1 tracking token in an unoccupied location of their choice, and the second one with the same letter on the "Acid Flood" trap card, to show that this trap is now in the chosen location. Traps affect all heroes in one location, but Player B is the first to enter this location and activates the trap; now B must struggle with it. The threat value is 10+. Player B passes a speed check: rolls a die (a 5 is rolled) and adds the hero's speed value corresponding to the current level (5). The total is 10, so the player has overcome the threat and receives the reward shown on the card.
Quest Categories
Quests are divided into several categories, each with its own features for completion. The quest category is shown at the top of the card under its name.
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Artifact. After completing an Artifact quest, do not turn it face down; rotate it 180 degrees. The reward for this quest is now available to you and works permanently until the end of the game. Artifacts are not Treasures, do not count toward Treasure limits, and do not conflict with Treasures: a hero may have, for example, an Artifact helmet and an ordinary Treasure helmet at the same time.
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Influence. While the quest is not completed, it exerts an influence on the player. A common Influence quest affects all players at once, but only the player who completes it gets the reward.
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Sacrifice. To complete this quest you must sacrifice something (health or Boon cards, for example).
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Hunt. Defeat the monster named on the quest card. The monster attacks first under the normal battle rules. Action points are not spent for this. The player to your left chooses the attack form and also rolls the die for the monster. After the monster's attack and your counterattack, you may attack it once more at the Challenge step if you still have 1 action point. Monsters spawned by quest cards do not return to the Lair or to players' hands and bring neither Glory nor Risk.
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Search. The location where this quest can be completed is not known in advance: the hero must find it. Usually, to complete the quest the player must spend 1 action point and roll a die while in a particular location. Add to the roll the number of locations separating the hero from the nearest entrance. If the result is equal to or higher than the value set by the quest card, the hero discovers the quest's goal and only then may attempt to complete it. If the quest is not completed on that same turn, on the next turn the player will have to repeat the search before attempting the quest.
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Escort. The hero must first reach the first location named in the quest and place a tracking token on the quest card (the player places the second tracking token with the same letter on their hero's card). Then the hero reaches the second location named in the quest and removes the tokens from the cards. A common Escort quest becomes a personal quest for the first player who attempts it by placing the tracking tokens on the cards. In that case, immediately draw a new quest card, which becomes the new common quest.
Movement Rules
In the Feats phase a hero can move between locations. Moving to an adjacent location costs 1 action point. But often additional conditions must be met to move to another location. You must follow the exit conditions of the location card on which the hero is at the start of the turn, that is, the one the hero is leaving (starting movement from). Ignore the exit conditions of the location the hero is entering (ending movement in).
Standard Exits
Transitions between locations are marked with the following symbols: Open, Wall, Blocked, Trap.
- Open exit: you can move through an open exit without any additional conditions.
- B (Blocked exit): overcome the threat shown on the exit icon (for example B 5+), or lose 1 action point. If you failed the check and have no action points left, the exit is considered open, but your hero remains in the previous location. Place the hero's standee on the exit so you do not forget that it is open. To move to another location, the hero will have to spend 1 action point on the next turn. While the exit is open, other heroes can use it. The exit stays open until the hero who opened it has left the location.
- T (Trap): (for example T 5+) to leave the location you need to disarm the trap or avoid it. Overcome the threat shown on the exit icon, or take 1 wound. In either case the hero leaves the location, regardless of success in overcoming the threat. Note that trap exits have nothing to do with Trap cards from the adventure deck, so the various card effects do not apply to them.
- Wall: an exit like this cannot be used from either side.
Barriers
Barriers affect heroes who entered the location by moving on their own turn. If a hero moved on another player's turn, the barrier does not affect that hero.
- Danger increases the difficulty of overcoming trap Encounters played in this location.
- Spikes. The hero must overcome the threat or take 1 wound.
- Pit. The hero must overcome the threat to avoid falling into the pit. On a failed check, lay the hero's standee on its side. While the standee is lying down, the hero cannot move; this is the only penalty of this state. To get out of the pit and return the standee to its original position, you must spend 1 action point.
General Rules
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You. When a card says "you" or "your," it refers to the player who controls the card.
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Roll modifiers. Any effect that affects roll results must be declared and applied before the roll.
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Action points and speed. The number of action points equals the hero's speed value. However, the hero's speed and action points are not the same thing; changing speed does not mean an instant change in the number of action points (more on page 21).
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Order of actions. In case of disputes, follow this order of applying cards and their effects: Boons (including heroes' special abilities), then Treasures, Curses, exit, spending action points, hero entering a location, gaining Risk and Glory, location effect, Encounter, attack roll, counterattack roll, quest, passing the turn.
Example: if your hero has a Boon that gives +1 to speed, but you lack the Glory to use the Boon, the hero may enter a location and gain the Glory there to use it. If the location has the effect "Overcome a speed 5+ threat or take 1 wound," the hero can gain the Glory to play the card before the location effect triggers.
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Card priority. If the text on a card contradicts the rules text, follow the card text.
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Spending points. A player spends their own Glory to use Treasure and Boon cards. A player spends other players' Risk to use Curse and Encounter cards. A player can never spend their own Risk.
Common Card Effects
- X cost. If the cost of using an effect is X Glory or Risk, the player chooses how much to pay.
- Monster special effect. Some monsters have effects that can be used when attacking by spending additional Risk. This effect can be used every time the monster attacks. If the special effect is a threat, it is applied before the battle begins.
- Falling. The hero's standee is laid on its side, showing that the hero cannot move. If your hero has fallen, you must spend 1 action point to get up. The fallen hero's action points cannot be spent on anything other than getting up. This state imposes no other penalties. Sometimes, besides 1 action point, a hero may need to overcome a threat to get up; some cards have such an effect.
- Transfer. This effect moves hero standees. The hero gains Risk and Glory and triggers the effects of the location moved to only if moving on their own turn. The hero keeps the state they were in before the transfer; for example, if the hero was fallen, the hero remains fallen in the new location. As a rule, a transfer cannot move a hero from the dungeon to the surface or vice versa, unless the effect description directly states such a possibility.
- Level loss. A hero's level cannot be lowered below 1.
- Inventory limit. Card effects take effect from the moment of play, so a card that increases the hero's inventory limits (for example, "Belt Pouch") can be played even when the limit has been reached.
- Boon. Boons cannot be voluntarily discarded from the inventory, but if another card forces you to discard a Boon, it immediately ceases to have effect.
- Minion. A monster that becomes your minion is considered a permanent Treasure and occupies 1 slot in the inventory. Once per turn, a minion may make 1 counterattack in place of your hero, or make 1 regular attack in place of your hero at the end of a battle against the monster or hero that just attacked you.
Special Rules of the Set "Wrath of the Serpent Goddess"
After setup, place the legendary event card "Wrath of the Serpent Goddess", the adventure card "Nakari" and the quest card "Defeat Nakari" face up in the middle of the table (see page 7). This is an additional common quest. The player who completes it wins immediately, without needing to complete 2 other quests. Defeating Nakari is quite hard, but possible, if you combine sets (see below).
Wrath of the Serpent Goddess
After setup for a legendary game, the legendary event card "Wrath of the Serpent Goddess" is placed in the middle of the table face up. If it has fewer than 5 health tokens, each player at the start of their turn rolls 1 die and on a result of 4+ places 1 health token on this card.
- The cost of playing Fiends is reduced by 1 for each health token on this card (example: playing 2 Fiends, each costing 2, will cost you a total of 4 minus the number of tokens on this card).
- Nakari's Priestesses get +1 to all attacks for each token on this card.
- If Nakari is defeated, this card is discarded.
The Serpent Goddess
As soon as one of the players lays the location card "Nakari's Lair", consider that Nakari herself is also in that location. She attacks any hero who enters this location and remains there until she is defeated.
Legendary Cards
Cards of this type can be played only by players of level 7 and above, or can be played against a player of level 7 and above.
Minions
This set has a new effect: as a result of playing certain cards and using abilities, monsters may become heroes' minions. A minion monster is considered a Treasure and once per turn can attack in place of the hero. For details see page 20, "Common Card Effects."
Combining Multiple Sets
Besides "Wrath of the Serpent Goddess", there are other sets for Dungeoneer ("Tomb of the Lich Lord", "Realm of the Ice Witch", "Den of the Wererats" and "Dragons of the Forsaken Desert") that can be combined in one game. When combining sets you may end up with a thick adventure deck, so we recommend dividing it into a Glory deck (Boons and Treasures) and a Risk deck (Curses and Encounters). When you need to draw a card from the adventure deck, choose which deck to draw from. Each deck has its own discard pile.
If you combine the sets "Den of the Wererats" or "Tomb of the Lich Lord", there are no other additional mixing rules. If you add the set "Realm of the Ice Witch" or "Dragons of the Forsaken Desert" to the game, take into account the rules for combining dungeon and surface locations (they are described in the rulebooks of those sets).
Combining Heroic and Legendary Sets
"Wrath of the Serpent Goddess" is a fully standalone set that can be used separately from the other Dungeoneer games, and a game can be played at the legendary level. Games using only the legendary set start immediately at level 7.
You may also combine the legendary set with any heroic set ("Dragons of the Forsaken Desert", "Tomb of the Lich Lord", "Realm of the Ice Witch" or "Den of the Wererats"). To do so, choose heroes who appear in both the legendary and the heroic set (for example, Roderick Talus and Tainin Lightstep are in the set "Tomb of the Lich Lord", and Nord Fimble is in the set "Den of the Wererats").
In a game combining legendary sets (levels 7-9) with heroic sets (levels 1-3), you gain access to the heroes' legendary abilities only at level 7. If you combine heroic and legendary sets, then as soon as the last of the players reaches level 4, all heroes automatically advance to level 7.
The game is played by the normal rules with the following changes.
Begin the game with the heroic deck and set the legendary deck aside. As soon as the last of the players reaches level 4, replace the adventure and quest decks with their counterparts from the legendary set.
On reaching the legendary level, place your hero card from the legendary set below your hero card from the heroic set. Determine the new current value of each of your characteristics corresponding to your level, marking it with the level overlay.
To determine inventory limits, use the values shown on the legendary hero's card. If this reduces your inventory limits, immediately discard excess Treasures or Boons of your choice.
Unlike the game under the normal rules, in games combining heroic and legendary sets, completed quests serve as a source of victory points. Do not deal out legendary-tier quests until all players have reached the legendary level. After reaching the legendary level, a player can still complete common heroic quests, but does not gain new levels for completing them, earning only victory points. As soon as the last of the players reaches the legendary level, deal everyone 2 personal quests from the legendary set and reveal 1 common quest (do not forget to follow the special rules of the set "Wrath of the Serpent Goddess", see page 21).
The game ends at the moment one of the players reaches the maximum possible level (level 10 in a legendary game).
You may also combine the heroic and legendary sets with an epic set (levels 4-6) and play by the rules above, with the difference that at level 4 you gain access to the heroes' epic abilities and at level 7 to the legendary ones.
Count victory points based on the number and tier of the quests you completed. The player with the most points wins. In case of a tie, the player with the highest level wins.
- 1 completed heroic quest = 1 victory point.
- 1 completed epic quest = 2 victory points.
- 1 completed legendary quest = 3 victory points.
Rule Variants
Dungeoneer is an adventure game, but if you want to make it harder and add more strategy, use the following variants:
- No Blank Spots. All location cards are laid on the table before the game begins. The order of actions is as follows: first deal out the quests, then shuffle all the location cards. Deal them all out face down. The player who receives the card with the entrance sign becomes the first player. They lay the entrance card face up in the middle of the table. Passing the turn clockwise from the first player, everyone in turn places one location card on the table until the whole map has been created. The quest locations of common quests are laid last by the players who received those cards.
- Resurrection. A defeated hero is eliminated from the game, but their owner continues to play. They choose a new starting-level hero. The opponent to their left places the hero standee on an entrance of that opponent's choice (if there is more than one entrance). The player loses all cards in hand and inventory and draws 5 new adventure cards. The player keeps all quests.
- Choice of Heroes. Starting with the first player, each player chooses their own hero.
- Optional Discard. Discarding a card at the end of the turn becomes optional. You still cannot discard more than one card.
- Impartial Placement. If you draw a location card in which one of your personal quests can be completed, pass this card to your neighbor on the left so that they place it; if this location turns out to be connected to their personal quest as well, they pass the card on. Only if the card makes a full circle can you place it yourself. The rule does not apply to the location of a common quest and applies only to the first location of an Escort quest. This makes the game harder but improves the balance.
- Nothing Personal. All quests become common. At any moment of the game there must be two common quests open. Only Escort quests become personal, when a hero begins to complete them.
- Movement Limit. In the Recovery phase you no longer receive action points equal to the speed value. Each hero receives exactly 3 action points. Increasing the speed value does not increase action points. In addition, you can no longer save 1 action point for actions outside your turn. However, on your own or another player's turn you may lay your hero's standee on its side and gain 1 additional action point, which can be spent on any action except movement.
Solo Game
"Wrath of the Serpent Goddess" can also be played alone. To do so, follow the normal rules with the following changes.
Object of the Game
To win, complete 3 quests and return to the entrance.
Setup
- Remove from the adventure deck all Transfer and Shift cards, as well as cards that require multiple heroes.
- Divide the adventure deck into a Glory deck and a Risk deck. Each deck will also have its own discard pile.
- Deal yourself 3 quest cards and set the remaining quest cards aside; they will not be needed.
Turn Sequence
The turn order is the same as in the normal game. The exception is the Villainy phase. Random Encounters are used instead.
Each time your hero enters a location, gain Glory under the normal rules. Instead of gaining Risk, roll a die as many times as the number of Risk points the location brings in the normal game. Each time the die shows a number less than or equal to the number of Risk points brought by that location, draw and play a card from the Risk deck.
Example: a player arrives at the location "Crossroads". In a normal game the Crossroads brings 4 Risk. In the solo game the player must roll the die 4 times. Whenever it shows a number from 1 to 4, a Risk card is played.
Curse cards are applied first. Curses that affect particular monsters or traps stay in play until the corresponding monster or trap cards are played. Monsters attack under the normal rules and are discarded at the end of the battle.
If you want to make the game harder, use the Lair: at the Lair step the most expensive monster (by Risk cost) goes there. Each time a monster is revealed from the Risk deck, the monsters from the Lair also attack. The Lair limit, as in the normal game, is 3 monsters.
For each defeated monster you may immediately draw 1 card from the Glory deck. At the end of the turn (card draw phase) you may also draw 1 Glory card. You do not need to discard cards. Permanent Treasures can be played only at the Reward step of a battle. Permanent Boons can be played only while in the dungeon entrance location. Instant cards and Response cards have no such restrictions.