Map Masters
Map Masters Rulebook
Table of Contents
Table of Contents
- VERSUS RULES (2-5 Players)
- COOPERATIVE RULES (1-5 Players)
- MISSIONS CO-OP
- Cards Reminder
- Rules Reminder
- Mission 0 — Jean-Michel
- Mission 1 — Jean-Mi Is Back
- Mission 2 — Karen the Fairy Queen
- Mission 3 — Vlad the Necromancer
- Mission 4 — Markus the Collector
- Mission 5 — Twin Knights
- Mission 6 — Spider & River
- Mission 7 — The Foggy Knight
- Mission 8 — Kitty the Knight of Destruction
- Mission 9 — The Jailbreak
- Mission 10 — Wandering Jean-Mi
- Mission 11 — Owen the Dragon
- Mission 12 — The Baroness & the Enchantress
- Mission 13 — The Abyss
- Hall of Fame
- BONUS MISSIONS
VERSUS RULES (2-5 Players)
Game Overview
Attention: This game can be played in 2 different modes (Versus & Co-op). These are the Versus rules. If you want to play in Co-op mode, read the "Co-op" rulebook.
In Map Masters, each player builds their own Dungeon using 5 cards. Once their Dungeon is created, each player draws their Path to collect as many Discoveries as possible that match the round's Objective.
Next, players count the points of Discoveries along their Path that match the Primary and Secondary Objectives in order to earn Victory Points (VP). Along the way, players also collect Coins, which they can use to purchase new Cards or Tokens from the Market.
Goal of the Game
Earn the most victory points within 6 rounds. Victory points (VP) are mostly gained by gathering various Discoveries matching the different Objectives throughout the game.
I. Game Components
You can customize the Minis with stickers, it could be great for colorblind players.
Components used for this mode (Versus) are yellow. Unused components are blue.
- Dry-erase Score boards (x5)
- Dry-erase Markers (x5)
- Sponges (x5)
- Icon Summary (x2)
- Co-op: Mission start / Versus: End of round card (x2)
- Starter Cards (9 cards in 5 decks) (x45)
- Dungeon Cards (x72)
- Co-op and Boss Cards (x29)
- Objective Cards (x27)
- Spellbook Cards (x17)
- Artifacts Tokens (x13)
- Active Player Token (x1)
- Fairy Market Card (x1)
- Sword Fairy Tokens (x5)
- Magic Scroll Fairy Tokens (x5)
- Key Fairy Tokens (x5)
- Rope Fairy Tokens (x5)
- Group Minis (x8)
- 1 Coin Tokens (x33)
- 3 Coin Tokens (x14)
- Stickers to customize Minis
- This Rule Book (x1)
II. Set Up
Market Area
- Divide the Fairy Tokens into 4 supply piles by type. Place them below the Fairy Market card.
- Shuffle the Spellbook Cards and place them facedown to the right of the Fairy Market. Draw 2 cards from the Spellbooks deck and place them faceup below the deck.
- Divide the Dungeon Cards by their cost to make 4 decks (3, 4, 5 and 6 Cost). Shuffle each deck and place them facedown to the right of the Spellbook Cards. Draw 2 cards from each deck and turn them faceup below the deck. A total of 8 Dungeon Cards are faceup.
- Create a Bank with all the coins.
Players' Areas
Give each player:
- 1 Score board in their color.
- 1 Erasable marker and a Sponge.
- 9 Starter cards in their color. These are shuffled and placed facedown to the left of the Score board. They form the Player's Deck. Note: The starter cards are very basic. They do not include any Pits, Ropes or Magic Circles.
- 6 Coins.
Objective Cards
- Shuffle the Objective Cards and place them facedown in easy reach of the players. Each time an Objective card is drawn, it is placed faceup next to the deck.
Versus: End of Round Card & Icon Summary
- Place those cards between players to help them during the game.
III. Play
What Are the Players Going to Do During a Round?
Each round, a primary objective will be drawn from the objective deck. This objective will be the main aim for all the players this round.
Then, players will go to the market. They may or may not buy Fairy Tokens, Spellbooks or Dungeon cards.
Afterwards, players will create their hands of 5 cards (dungeon cards bought in the market + cards randomly drawn from their deck) and start building their dungeons.
Once they think their dungeon is finished, players draw their Path on the 5 cards. Along the Path, players will have to circle and/or cross out many kinds of Discoveries (Items, Obstacles, Teleporters and Optimizers) they encounter. When something is circled, it is considered discovered.
Then, players receive the Coins collected along their Path (from the Bank).
Next, they will score the circled Discoveries matching the Primary Objective, then draw at random a Secondary Objective for all the players, and score Discoveries of this second one.
If the players did exit the Dungeon they can check the "Exit box" on their Score Board.
Draw a new Objective Card and place it onto the 2 Objective Cards you just counted your points from.
Lastly, if players have circled any Optimizers, they may choose to use those.
Round Summary
Start of the game
- A. Draw the primary objective — Set up the Objective for the first round (p.7)
Start of any round
- B. Market Phase — Buying Cards and Tokens (p.8)
Making a dungeon
- C. Hand Creation Phase — Drawing Cards from the Player's Decks (p.9)
- D. Exploration Phase — Assembling and drawing a Path through the Dungeon (p.10)
End of a round
- E. Reward Phase — Scoring the Dungeon (p.18)
- F. Refresh phase — Drawing next round Primary Objective and Cleaning up (p.19)
Start of the Game
A. Draw the Primary Objective — Set Up the Objective of the Round
On the first round of the game, draw the top card from the Objective Deck and place it faceup next to it.
Objectives (See Objective Card details on p.24)
Objectives represent the Items or Obstacles players must collect or reach in order to earn Victory Points (VP). For rounds after the first, the Primary Objective will be drawn during the refresh phase (F).
Example: Each key collected during this round earns the player 2 Victory Points.
If the Objective Card shows an Hourglass icon (as in this one), it's a Time Bonus Round. The first player to clearly complete their Path — by placing down their marker and saying "Done!" — earns the Time Bonus and circles it on their Score Board. After one player claims the bonus, the remaining players continue as normal. They must cross out the Time Bonus on their Score Board.
Important: Some Objectives may be special, such as the Rooms entered or Pits passed by.
Start of Any Round
B. Market Phase — Buying Cards and Tokens
During the first round, each player receives 6 coins. Players may hold over Coins from turn to turn in order to purchase higher value items.
For the first round, the youngest player goes first. For the following rounds, the first player will be the player with the lowest Coin total. If there is a tie, it's the player with the lowest VP total from the last round.
In clockwise order, each player chooses to buy one item at a time or to pass. This continues until all players have passed. Once a player has passed, they cannot buy again during this round. A player may buy multiple items during a single Market Phase.
Items Available in the Market
- Fairy Tokens (Cost 1 Coin) — A Fairy Token is used to overcome an Obstacle that a player encounters along their Path (see p.14). They do not count toward the fulfillment of either the Primary or Secondary Objectives at round's end. Used or not, the Fairy Tokens disappear at the end of the round before scoring and are put back in the Market.
- Spellbook Cards (Cost 2 Coins) — Each Spellbook Card allows the player to make one special action (only one time) during a round. Once used, the Spellbook Card is turned facedown. It can be used again in future rounds. Players can have a maximum of 2 Spellbook Cards. They must replace a previously purchased Spellbook Card if they buy a third one. All Spellbook Cards effects are explained on p.22-23.
- Dungeon Cards (Cost 3/4/5/6 Coins) — Once bought, Dungeon cards are placed faceup in the player's Building area. They will be used during the current round.
When a card (Dungeon or Spellbook) is purchased from the Market, refill the Market with a new one immediately. Players may purchase one of the two faceup cards of a column (Dungeon or Spellbook) or pay the same cost to draw the top facedown card from that column's deck.
Example: This round I received 6 Coins. First, I buy 1 Spellbook Card for 2 Coins. Since I already have 2 Spellbook Cards, the new one replaces one of the previous ones of my choice. When it's my turn again I buy a 3-Coin Dungeon Card. During my next turn, I purchase a 1-Coin Fairy Token. My new Dungeon Card goes faceup in my Building area and my new Fairy Token and Spellbook Card go next to my Score Board.
Making a Dungeon
C. Hand Creation Phase — Drawing Cards from Player's Decks
Each player draws additional cards from their deck until they have a total of 5 dungeon cards in their Building area (this includes the Dungeon Card(s) obtained previously).
If the Player's draw deck is exhausted, their discard pile is shuffled and placed facedown to create a new draw deck.
Drawn cards are kept facedown until the beginning of the Exploration Phase.
Note: In Map Masters, the set of 5 Cards used to build your Dungeon is called your "Hand".
D. Exploration Phase — Assembling and Drawing a Path Through the Dungeon
This phase is played simultaneously.
Once all players have 5 cards in their Building Area (cards bought in the Market & cards randomly drawn from the player's deck), the phase begins with players flipping over any facedown cards. If playing a Time Bonus Round, one player should say "Start" to signal the start of the Phase, only then can players turn their facedown cards faceup.
Each player creates their own personal Dungeon with their 5 cards. The goal is to create a Dungeon in which a Path can be drawn that maximizes the Discovery on this round's Objective Card. Additionally, the Path should also maximize Coins.
Note: A player does not have to use all 5 Cards, but they may be leaving VP and/or money left uncollected.
To prevent an overly long Exploration Phase, we recommend using a 5-minute timer to keep rounds dynamic and engaging. Using a timer is optional and depends upon your group's play style.
Rules to Build a Dungeon
Cards must be played vertically only (not horizontally) but in either orientation (right side up or upside down).
Adjacent Cards must have their Hallways aligned, but can be played offset from each other. Cards cannot overlap and must be directly adjacent to each other.
Note: If time is not up, you may change or correct your path and card positions, except in a Time Bonus Round where you finished first and said "Done". If you say "Done", you cannot change or correct your path and card positions.
What Is a Dungeon Made Of?
Hallways and Rooms (see p.16) — Rooms are different from Hallways. Rooms are larger and have stone floors, while Hallways have dirt floors.
Levels (see p.17) — There are two floors in the Dungeon, the Main Floor and the Underground. The Underground is recognizable by its yellow glow and the absence of walls.
The sections marked with a share icon are identical to those in Co-op mode. If you have already read the Co-op mode, you don't need to read these sections.
How to Draw a Path?
Players start their path through the Dungeon at a free external edge of a Card.
Using the dry-erase marker, each player draws a path on their tableau of Cards, subject to the following:
- Players cannot cross their Path.
- Players cannot travel a Hallway more than once. (A 4-way intersection is a Hallway.)
- Players can enter a Room more than once.
- A player's Path can go over / under itself on different levels.
A path can end in 2 different ways: an Exit or a Dead end.
- If the path reaches a free external edge of a Dungeon Card, the player Exits. They check the Exit Box for this round on their Score board. Their path ends on the edge.
- If the path reaches a Dead end, it is considered to have stopped there and not reached the exit. The player cannot check the Exit Box for this Round. The path ends here.
A Dead End Means the End of a Path. There Are 4 Types of Dead Ends:
- Taking a hallway more than once.
- Meeting an Obstacle (Monster, Padlock or Lava Pit) without any way to pass it.
- Encountering their own Path.
- Meeting an actual dead end with no way out.
Important:
- The Path must remain uninterrupted, unless using teleportation.
- If a player's Path ends at a dead end, they still keep all previously encountered Discoveries. In the case of a dead-end Room, all Discoveries within that Room are considered collected (unless there is an undefeated Monster blocking them).
- As long as time has not run out (if playing with a timer), players may freely adjust their Path (including repositioning cards and modifying drawings). Exception: During a Time Bonus Round, the first player who finishes and announces "Done" may not alter their Path afterward.
What Will You Find in a Dungeon?
Along the path, players make many Discoveries. A Discovery can be of 4 types: an Item, an Obstacle, a Teleporter or an Optimizer.
Items
The items are Coins, Barrels, Swords, Ropes, Keys and Scrolls.
When a path reaches an item, it is collected. This is represented by circling the item.
A collected item can be used to overcome a future Obstacle, activate an effect and/or to score Objective VP. Example: 3 Coins, 1 Sword, 1 Rope and 1 Barrel are collected.
Obstacles
The Obstacles are Monsters, Pits (Pitfall/Lava pit) and Padlocks.
When a Path reaches an Obstacle, it is circled only if it can be overcome. The player may use a collected item from their path, a matching Fairy Token or an appropriate Spellbook Card to defeat the Obstacle (a Key to open a Padlock, a Sword to defeat a Monster, a Rope to cross a Pit).
- When a collected item is used, it is crossed out.
- When a Fairy Token is used, it is turned facedown.
- When a Spellbook Card is used, it is turned facedown.
Only when an Obstacle is overcome, can it be crossed out so that the player's path can continue. Example: The Monster is defeated with the Sword collected earlier in the path. Both the Monster and the Sword are crossed out.
The Lava Pit is a Dead End and prevents the player from continuing their Path beyond it (unless they cross out a previously collected Rope).
The Pitfall encountered on the Main Floor drops the player to the Underground level, unless they choose to use a Rope to cross it and continue their Path on the Main Floor. A Pitfall does not keep a player from continuing their Path, it's just a one-way trip down to the Underground level.
Note: Upon encountering a Pitfall on the Main Floor, the player may choose not to use a Rope to avoid it.
Teleporters
The teleporters are Magic Circles.
When a path reaches a Magic Circle, it must be circled, even if it's not used.
Players may use a collected Scroll from their path, a matching Fairy Token or an appropriate Spellbook Card to activate a Magic Circle and teleport to another one.
Teleportation allows the player to pause their path at a Magic Circle and resume it again at another Magic Circle that has not yet been used (not crossed out). The connected Magic Circle can be on the same card or on another one in the tableau and can be either on the Main Floor or the Underground.
Example: The Scroll is used to activate the Magic Circle and teleport to another one. Both are crossed out, and then the path continues from the second Magic Circle.
Teleportation can occur with some Spellbook Cards and can occur without using Magic Circles.
Optimizers
Optimizers will help you improve your Dungeon Card deck.
When a path reaches an Optimizer, it is circled. The optimizers will be used during the Refresh Phase (p.19).
Using Items
- Coins are the currency used to buy during the Market Phase.
- A Barrel is simply an Item to collect.
- A Sword defeats a Monster.
- A Key opens a Padlock.
- A Rope may be used to traverse a Lava Pit or a Pitfall. Note: A Rope cannot be used to climb from the Underground upward through a Pitfall to the Main Floor.
- A Scroll may activate a Magic Circle to teleport to another unused Magic Circle (not crossed out).
Rooms
Rooms are different from Hallways. Rooms are larger and have stone floors, while Hallways have dirt floors.
Once a Room is entered, the player must overcome all monsters within the Room. None of the Discoveries within a room are considered collected or usable unless all Monsters are defeated. Additionally, Monsters in a Room must be defeated to continue the path via one of the exits of the room.
A Room may be entered more than once during a Path as long as the Path is not crossed, nor the same exit or entrance is used. Items are only collected the first time that the Room is entered no matter how many times a Room is entered.
Pitfalls located inside Rooms are optional: Your Path can go around them. You only drop to the Underground floor if you choose to move directly over the Pitfall.
Levels
There are two floors in the Dungeon, the Main floor and the Underground. The Underground is recognizable by its yellow glow and the absence of walls.
- Entering a Pitfall from the Main Floor without using a Rope takes you down to the Underground where your path continues.
- Taking the stairs takes you down into the Underground or back up to the Main Floor.
- A Path can travel from the Main Floor to the Underground or vice versa using teleportation (Magic Circle and/or Spellbook Card).
- It's not considered crossing a Path if the Path crosses on two different levels.
End of a Round
E. Reward Phase — Scoring the Dungeon
- Discard all Fairy tokens.
- Players follow their paths a first time, summing the number of Coins encountered. Each Player receives that amount of Coins from the Bank.
- Players follow their Path a second time, scoring Objective point(s) for each Discovery that matches the icon on the Objective Card. Only circled Discoveries count (even if they are crossed out). If the Path ends at an unresolved Obstacle, this Obstacle does not count. Any encountered Objective counts, whether used or not. This total is placed in the First Score box (blue column) of the present Round on their score board. If the path ends in a Room, all Discoveries that match the icon on the Objective card in that room also count, but only if all monsters are defeated.
- (Conditional) If there is an Hourglass on the Objective Card, the first player to finish their Path can circle the bonus in the third column (green Column).
- The second Objective Card is drawn from the Objective Card draw deck. The path is checked again, now scoring Objective's point(s) for each Discovery that matches the icon on the second Objective Card following the same scoring rules as above. On the Scorecard, this score is placed in the Second Score box (pink column) for the current round.
- If players exited the dungeon (reach a free edge of a card), they can check the "exit box" in the last column (red).
Reminder:
- Any Obstacle that halts a player's Path is not circled and does not count toward scoring.
- If there is a Hourglass on the Objective Card, the first player to finish their path (Closes their pen, places it on the table and says "Done") circles the Time Bonus on their Score board.
F. Refresh Phase — Drawing Next Round Primary Objective and Cleaning Up
Unless it's the final round, draw the top card from the Objective Deck and place it faceup on top of the previously played Objectives. This card becomes the Primary Objective for the next round.
For each circled Optimizer icon, a player may choose to use it or not:
- A circled Recycling icon allows the player to choose 1 of the 5 cards from their current Dungeon, wipe it clean, and replace it in their Building Area. This card will be part of their next Round.
- A circled Scissors icon allows the player to choose 1 of their 5 cards from the current Dungeon, wipe it clean and remove it permanently from their cards. This speeds up the appearance of the best cards in the player's deck. Note: A card with the Scissors icon can eliminate itself.
Multiple Recycling and Scissors icons can be used to recycle or eliminate multiple cards.
Each player wipes the dry erase marks from their remaining cards and places them in their discard pile.
Players flip their used Spellbook Cards faceup to make them available for the next Round.
At the end of Round 3, discard all cards remaining in the Market (Spellbooks and Dungeon Cards) and refresh with new ones.
The Versus Card: "End of Round" helps players remember the steps to follow once their path has been mapped out (see below).
Versus — End of Round — Steps Summary
- Discard the Fairy Tokens.
- Receive from the Bank the amount of Coins encountered along your path.
- Sum the Primary objective Discoveries you encountered along your path.
- Reveal the Secondary Objective and sum the number of this Objective's Discoveries.
- Reveal the Primary Objective for the upcoming round.
- Optionally, use Optimizer icons encountered during your path.
- Wipe your cards clean.
- Discard the used Dungeon and Starter Cards.
- Flip faceup the used Spellbook Cards.
IV. End of the Game
After the sixth Reward Phase, the game ends. Each player reviews their Score Card and proceeds with final scoring.
- The primary column (blue) is summed.
- The secondary column (pink) is summed and divided by 2 (rounded down).
- Time bonus column (green) is summed.
- Each player counts their checked Exit Boxes (red column):
- 2 VPs are awarded to the player(s) with the most checked boxes.
- 1 VP is awarded to the player(s) with the second most checked boxes.
- If there's a tie, all tied players receive the corresponding bonus.
- Remaining coins total is divided by 3 (rounded down).
- Each player sums the victory points from: Primary score, Secondary score, Time Bonus score, Exit Bonus score and Coin score to get their Final score.
The Player with the highest final score wins the game. In the case of a tie, the highest Secondary Score wins. If the tie persists, players share the victory.
FAQ (Versus)
Can I change my path? As long as you haven't closed and placed your marker on the table, you can modify your Path (Drawing and card positioning). Exception: In a Time Bonus Round, if you were the first player to finish and said "Done", you can no longer change your path.
Do I need to hurry once someone finishes their Dungeon in an Hourglass round? No, all other players may continue at their own pace (unless the players have agreed to use a 5-minute timer).
What's the disadvantage of ending at a Dead End instead of an Exit? The only difference is that you cannot check the Exit box of the Round.
Do I have to use a Rope to avoid a Pitfall? No, you can intentionally drop down to the Underground.
Can I use a rope to climb up a Pitfall? No, Ropes are only used to cross a Pit on the Main Floor.
If I enter a Room with a Pitfall, must I fall underground? No — Pitfalls inside Rooms are optional. You may bypass them unless you choose to move directly over the Pitfall icon. In Hallways, however, falling is mandatory unless you use a Rope or Spellbook Card. However, you circle it when entering the Room.
With the Spellbook Card number SB-4, can I fall in a Pitfall and immediately climb back up? No, you may only climb up an unused Pitfall.
Can I fall into the same Pitfall more than once? No — that would involve crossing your own Path or revisiting the same Hallway.
How to score Rooms Objective Card? A Room is scored when you enter it and defeat all Monsters inside (if any). A Room counts only once, even if you enter it multiple times.
Do unused Magic Circles count for the Magic Circle Objective? Yes — even if not activated, a circled Magic Circle counts.
With the Pit Objective, does a Pitfall count if crossed with a Rope? Yes, it counts. Just as if it had taken you to the Underground.
Can I use a previously discovered Magic Circle in a Room? Yes, a path can enter a room, defeat any Monsters, collect any Items, leave the Room then later re-enter a Room and then use a Magic Circle or even use this Magic circle as teleportation arrival assuming there is an unused Hallway to leave the Room, or it will be a Dead end.
Is it possible to buy a Fairy Token sold out at the Market? No, there are only 5 of each type.
At a 4-way intersection, can I enter and exit it more than once? No, the 4-way intersection is a Hallway, not a Room, and can only be entered once.
V. Compendium (Versus)
Spellbook Cards: Each Spellbook Card can only be used once per Round.
- You can defeat 1 Monster without using a Sword.
- During the Exploration Phase, you can permanently remove this Card to obtain a Fairy Token of your choice, even if it's out of stock. This Spellbook can only be used once per game.
- You can teleport from anywhere to a Monster. You must defeat the Monster you teleport to as normal.
- You can open a Padlock without using a Key.
- You can cross a Pit (Pitfall or Lava) without falling.
- Your Path can cross itself, but cannot travel through the same Hallway more than once.
- You can climb up through an unused Pitfall.
- You can activate a Magic Circle teleportation without using a Scroll.
- You can teleport from one barrel to another.
- During the Market phase, you can buy 1 Dungeon Card at a 1 Coin discount.
- You can teleport from a top or bottom external edge of the Dungeon to re-enter it at the exact opposite entrance point on the other side of the tableau.
- You can teleport from a right or left external edge of the Dungeon to re-enter it at the exact opposite entrance point on the other side of the tableau.
- During the refresh phase, you can choose 1 of your 5 cards from the current Dungeon, wipe it and permanently remove it from your collection of cards.
- During the Market Phase, if you buy a Fairy Token, you can gain 1 additional Fairy Token of a different type for free.
- During the Refresh Phase, you may pay 2 Coins to select 1 of the 5 Cards from your current Dungeon, wipe it, and place it in your Building Area. This Card will be 1 of your 5 cards for the next Round.
- At the start of the Hand Creation Phase, when you draw your first card, you may choose to either keep it for this round or place it in your discard pile. Whatever you choose, continue drawing cards facedown as usual until your hand contains five cards.
- After revealing the next Primary Objective during the end of round phase, you can permanently remove one of your played Dungeon Cards and replace it with a new card from the Market of equal or lower value.
Objectives:
- 1 VP / Barrel
- 2 VP / Key
- 3 VP / Pit encountered
- 1 VP / Scroll
- 3 VP / Monster defeated
- 3 VP / Rope
- 3 VP / Padlock opened
- 1 VP / Sword
- 1 VP / Room visited
- 1 VP / Coin
- 2 VP / Magic Circle encountered
- 1 VP / Stairway encountered
COOPERATIVE RULES (1-5 Players)
Game Overview
Attention: This game can be played in 2 different modes (Versus & Co-op). These are the Co-op rules. If you want to play in Versus mode, please use the "Versus" rulebook.
Players will jointly manage groups of adventurers. In order to accomplish a mission, players should discuss strategy both before and during the game. After the setup and the market phase, players will explore the dungeon. Clockwise, each player will place a card on an empty space of the tableau and draw a new card. Once a group mini can be connected to an objective, players should trace its path. When the mission requirements have been fulfilled, the game is won!
Goal of the Game
Players will play cards to a dungeon to create paths for groups of adventurers to follow. After assembling parts of the Dungeon, the players draw paths on the cards to explore the hallways and rooms, collect items and try to fulfill the objectives of the mission.
I. Game Components
You can customize the Minis with stickers, it could be great for colorblind players.
Components used for this mode (Cooperative) are in blue. Unused components are in yellow.
- Dry erase Score cards (x5)
- Dry erase Markers (x5)
- Sponges (x5)
- Icon Summary (x2)
- Co-op Mission start/Versus End of Round (x2)
- Starter Cards (9 cards in 5 decks) (x45)
- Dungeon Cards (x72)
- Co-op and Boss Cards (x29)
- Objective Cards (x27) — (only Mission 10)
- Spellbook cards (x17)
- Artifacts tokens (x13)
- Active Player Token (x1)
- Fairy Market Card (x1)
- Sword Fairy Tokens (x5)
- Magic Scroll Fairy Tokens (x5)
- Key Fairy Tokens (x5)
- Rope Fairy Tokens (x5)
- Group Minis (x8)
- 1 Coin tokens (x33)
- 3 Coin tokens (x14)
- Stickers to customize minis
- This Rule Book (x1)
II. Set Up
-
Choose one of the 14 missions to play. Players may play the 14 missions in any order they like, but we highly recommend playing them in order, as their difficulty increases.
Note: For the following examples, we'll use mission 1, "Jean-Mi is back".
Sort Dungeon cards by cost, and Starter decks by color.
-
Follow the Setup text and the Graphic of the mission to create the Tableau.
A. Gather and shuffle the number of Starter Deck cards indicated by the mission (here 21 cards), and then place the cards faceup as shown in the mission layout. When placing those cards, randomly set their orientation. Those cards can come from different color starter decks. All starter decks are identified with their own icon; all their 9 cards are the same.
Note: The Starter cards are very basic. They do not include Pits, Ropes or Magic circles.
B. Place the Dungeon Cards and the Coop Cards as indicated in the mission layout. Use their reference numbers (here D29 and B02) to locate and position them according to the diagram. Unless anything else is mentioned in the mission setup, those are oriented faceup and right side up.
C. If required, place the Artifacts Tokens and/or Group Minis on the Tableau. (Here, just place the Artifact "Winged Boots" on the D29 Card.)
Important:
- Players should spend time discussing a global strategy. Which mini will fulfill which path? Which Mini will carry an Artifact?
- Minis may be reassigned to different objectives as the game progresses.
- To be successful, players should communicate throughout the game, discussing plans and overall strategy.
- Before play, players should discuss the placement of group minis, Fairy Tokens and Spellbooks. Once the game begins, these decisions cannot be changed.
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Following the "Groups" paragraph of the mission, place your Group Minis.
D. Place them in front of a hallway of a card (we advise that you do not place them in front of an obstacle) or in front of an empty card position that will be filled during the game. If you do so and you have a choice, choose clearly in front of which future hallway you want to put your mini when you place it.
Important: When placing minis, you should avoid dead ends such as monsters, padlocks and lava pits.
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To assemble the players deck, you should follow the Players Deck Composition for the mission you wish to play. Gather together the indicated Starter Cards as well as Dungeon Cards (both drawn randomly) of the appropriate cost. Shuffle these cards and place them in easy reach for all players.
Example: Here, the mission requires 18 Starter Cards, 4x "$3" Cards, 5x "$4" Cards, 5x "$5" Cards and 4x "$6" Cards.
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If the Mission allows you to spend money, you should create the Market and purchase Fairy Tokens and Spell Books.
The Co-op: "Mission Start" card helps players remember the following steps to start a mission:
- Place the cards in the tableau as per the diagram in the Mission Setup.
- Place the Artifacts Tokens as per the Mission Setup.
- Discuss as a group where you want to place the Group Minis to enter the Dungeon.
- Discuss as a group which Fairy Tokens & Spellbooks you would like to purchase. Decide together which Mini receives which Fairy Tokens & Spellbooks.
- Assemble the Players' Deck as per the Mission Setup, shuffle it and deal 3 cards to each player (4 if playing solo).
- After looking at your cards, discuss as a group who should go first.
III. Exploration Phase
The sections marked with a share icon are identical to those in Versus mode. If you have already read the Versus mode, you don't need to read these sections.
Player's Turn
- Play a Dungeon Card — After discussing with teammates, the active player chooses a card, where to place it and in which orientation to play it.
- Draw a path (optional) — If a path can be created from a group to an objective, this path can be drawn.
- Check win conditions (see p.21) — If the players fulfill all the Objectives listed in the Win Condition section, the mission is won. If the players reach a losing state, the mission is lost.
- Draw a card — The player draws a card from the Players' Deck (if not exhausted).
- Change active player — The active player token moves clockwise to the next player.
Play a Dungeon Card
Players will manage groups of adventurers. These groups are NOT assigned specifically to one player, but are controlled by all players.
On their turn, each player places a card vertically (either upside down or right side up per player choice) in an empty space of the Mission Tableau to connect hallways and complete the Dungeon. Cards cannot be played unaligned, outside the Tableau, or on top of already played cards.
Players should discuss where to play their cards but the player who plays the card has the final decision.
Important: Playing a card is free. The cost on a card is only used in the Versus mode.
What Is a Dungeon Made Of?
Hallways and Rooms (see p.17) — Rooms are different from Hallways. Rooms are larger and have stone floors, while Hallways have dirt floors.
Levels (see p.18) — There are two floors in the Dungeon, the Main Floor and the Underground. The Underground is recognizable by its yellow glow.
Groups, Step Cards, Boss Cards and Objectives
What is a Group?
A Group is a dungeon-exploring party and is represented by a Group Mini. Each group forms a path through the Dungeon from a start location to an Objective on a Step Card or Boss Card. A Group Mini typically starts on the edge of the tableau as per the Mission Set-up. Once an Objective is completed (by drawing the route), the Group Mini is moved to the Step Card or Boss Card as appropriate. A Group Mini on a Step Card uses the Step Card as its new start location.
What is an Objective?
An Objective is a goal that the Group is trying to fulfill in traversing their path. Most Objectives involve the collection and delivery of 1 or more Items or Artifacts. Objectives are normally found on Step or Boss Cards. The Group delivers the Objective to a specific hall(s) on the Step or Boss Card.
Important: A Group can only fulfill one Objective on a Step or Boss Card. If a Group can fulfill more than one Objective, the players choose which Objective to fulfill.
What is a Step Card?
A Step Card is a card that represents an intermediate step toward fulfilling the Objectives of a Boss Card(s). Typically, Groups deliver or pickup Artifacts or People, or complete a specific task. If a path reaches a Step Card containing an Artifact, this Artifact is placed on the Step Card in the hallway where the first group entered the card. The Group is now carrying the Artifact. If a Group mini reaches a face-down card, the players reveal it and decide together how to orient it. Some Missions do not have Step Cards.
What is a Boss Card?
A Boss Card is a card that must be fulfilled to end a mission. Boss Cards typically have multiple Objectives that involve the collection and delivery of certain quantities of Items, people, actions or Artifacts. Some Missions have more than 1 Boss Card in play. All of the Objectives on all Boss Cards must be completed to successfully complete the Mission. Not all Missions have Boss Cards but the Mission Rules and Win Condition will explain the alternative way to complete these Missions.
Important: Some Boss Cards have Objectives that can be met by ending the path at any entrances to the card. Other Boss Cards require delivery of the Objective to a specific hallway(s).
Example: In the Mission 1 "Jean-Mi is back", each Group Mini must bring, to the B02 Card, a single type of Item: Winged boot or 5 Coins or 5 Scrolls or 2 Keys.
How to Draw a Path?
Multiple paths may exist simultaneously within the dungeon, but each group follows its own route.
If a valid Path can be traced from a Group's Mini position to an Objective, then players can choose to trace it immediately or wait to do it later, whenever they prefer.
If multiple objectives can be completed by a group reaching an Objective, you have to choose which objective is completed.
Looking at Card B02, a Group Mini might have collected 5 coins and 2 keys but would have to choose EITHER the 5 coins or the 2 keys to deliver, not BOTH.
A Group Mini may only be located on a starting position, on a Step card or on a Boss Objective. It cannot stop in the middle of the path.
Note: However, drawing a partial path may help some players keep track of a Group Mini's proposed path.
Paths must follow these rules:
- There can be only one path line in a hallway.
- Path cannot cross itself or another path.
- Paths can enter or leave a room more than once but by different hallways.
- A path can go over / under itself or another path but on different levels.
A Dead End Means the End of a Path. There's 5 Types of Dead Ends:
- Meet an Obstacle (see "Obstacles" p.14) without any way to pass through it.
- Meet an actual dead end with no way out (here no magic scroll to teleport).
- Taking a hallway more than once.
- Crossing itself or another path on the same level.
- Reach the edge of the tableau (except if the mission asks you to do so).
Important: If a Group Mini cannot continue its Path and has to stop because of a dead end, the mission is lost.
Note: The path cannot be interrupted except using teleportation, unless the Mission Special Rules say otherwise.
Discoveries – What Will a Group Encounter in a Dungeon?
Along the path, Groups make many Discoveries. A Discovery can be of 4 types: an Item, an Obstacle, a Teleporter or an Optimizer.
Items
The items are Coins, Barrels, Swords, Ropes, Keys and Scrolls.
When a path reaches an item, it is collected. This is represented by circling the item.
A Group can use an Item they collected to overcome a future obstacle, activate an effect or to fulfill a Mission or Step/Boss Objective requirements. Example: 3 Coins, 1 Sword, 1 Rope and 1 Barrel are collected.
Obstacles
The Obstacles are Monsters, Pits (Pitfall/Lava pit) and Padlocks.
When a path reaches an obstacle, it must be circled. The Obstacle prevents the Group from pursuing their path, but the group may use a collected item from their path, a matching Fairy Token or an appropriate Spellbook to defeat the obstacle. Only when an Obstacle is overcome, can it be crossed out.
Example: The Monster is defeated with the Sword collected earlier along the path. Both the Monster and the Sword are crossed out.
- If a collected item has been used, it is crossed out.
- If a Fairy Token has been used, it is flipped facedown.
- If a Spellbook card has been used, it is turned facedown.
- Monster is defeated by a Sword.
- Pit is overcome by a Rope.
- Padlock is opened by a Key.
Then the path of the group can continue.
A Pitfall encountered on the Main Floor makes the group pursue its path to the Underground. It is a one-way down to the Underground level (see p.18). The group may use a Rope to cross the Pit and not drop to the Underground.
Note: A Pitfall encountered in the underground cannot be climbed up.
Teleporters
The teleporters are Magic Circles.
When a path reaches a Magic Circle, it must be circled, even if it's not used.
Groups may use a collected Scroll from their path, a matching Fairy Token or an appropriate Spellbook to activate a Magic Circle and teleport to another one. Teleportation allows you to interrupt the path at a Magic Circle and continue it from another uncrossed one. The receiving Magic Circle can be on the same card or on another card of the tableau, and can be on the Main Floor or the Underground.
Example: The Scroll is used to activate the Magic Circle and teleport to another one. Both are crossed out, and then the path continues from the second Magic Circle.
Optimizers
Optimizers are unused in the Co-op Mode, except if you play in the Novice Difficulty level (see p.8).
In Novice Mode, each Group that encounters an Optimizer may choose a Fairy Token for free. The Fairy Token is then assigned to the Group that encountered the Optimizer. Bear in mind that a Group Mini cannot have more than one Fairy Token of each type (Rope, Sword, Scroll or Key); previously used Fairy Tokens do not count toward this limit. In all other difficulty levels, Optimizers have no effect (except if mission states otherwise).
Important: A Group may only use collected Items from their path or Tokens/Spellbooks they own.
Use of the Items
- Coins can be required on some steps or objectives, sometimes they also increase your scoring depending on the mission.
- A Barrel is simply an Item to collect.
- A Sword can defeat a Monster.
- A Key can open a Padlock.
- A Rope can be used to cross over a Lava Pit or a Pitfall. Note: a Rope cannot be used to climb a Pitfall from the Underground to the Main Floor.
- A Scroll can activate a Magic Circle to reach another one.
Rooms
Rooms are different from Hallways. Rooms are larger and have stone floors, while Hallways have dirt floors. A Room may be entered more than once only by using different entrances and exits and as long as paths do not cross.
Once a Room is entered, the Group must overcome all Monsters within the Room. None of the items within a Room are considered collected or usable unless all Monsters are defeated. A path cannot be continued until all the Monsters in the Room are defeated.
Items are only collected by the first group entering that room, no matter how many times a room is entered.
Pitfalls located inside Rooms are optional: a path can go around them. You move to the Underground only if you choose to move directly over the pit.
Levels
There are two floors in the Dungeon, the Main Floor and the Underground. The Underground is recognizable by its yellow glow.
- Entering a Pitfall from the Main Floor without using a rope takes you down to the Underground.
- Taking the stairs takes you down into the Underground or back up to the Main Floor level.
- Group Minis can travel from the Main Floor to the Underground or vice versa using teleportation (Magic Circle and/or Spellbook).
- It is not considered crossing a path if it is on two different levels.
Artifacts
Artifacts are special Items unique to the chosen Mission. They are represented by specific tokens.
When a path enters a card with an Artifact Token, the Token is assigned to the Group Mini at the start of the Path. Once assigned, the Artifact Token is not reassigned to a new Group Mini even if a second path enters the same card. Some Steps and Boss Objectives require delivering Artifacts. Artifacts must always be delivered through the correct hallway on Step or Boss Cards.
Example with the "Jean-Mi Is Back" Mission with 3 Players
Gwen, Eva and François have completed the tableau and placed their Group Minis according to the Mission Set Up. They assign the Group Minis: Green Group will carry the "Winged boot", Yellow Group will bring Magic Scrolls, Blue Group will bring Keys and Red Group will bring the Coins.
Note: Players can change their mind during the mission if a Group can fulfill a different Objective better.
- Eva places her first card to help the Blue Group bring Keys to the Boss Objective. Then she draws a new card from the player's deck.
- François places a card to help the Green Group carry the Artifact from the D29 Card to the Boss Objective. He draws a new card from the player's deck.
- Gwen has a card that allows the Green Group to reach the Artifact so she places it in the tableau. Because it is now possible to make a path to the Step Card for the Green Group, she draws the path on the cards from the starting position of the Green Group to the Step card, then she places the Green Group Mini on the D29 Card, where the path enters the card. The Artifact Token is now linked to the Green Group. Also, en route, the Green Group has collected a Key, a Rope and a Barrel. Gwen completed the first Step of the Mission, collecting the "Winged Boots". She draws a new card from the players deck. The Green Group will continue its path from the D29 Card to the Boss Objective card (specifically the top entrance).
IV. Win and Lose
Victory
If the players fulfill all the objectives listed in the Win Condition section, the mission is won.
Players calculate their final score following Mission instructions and can record it in the Hall of Fame (Missions booklet p.16), along with the difficulty level and the names of the team members.
While calculating the score, values are rounded down if needed.
Defeat
Players lose the game if:
- A Group reaches a Dead End without any solution to overcome it.
- A player is unable to play a card (because there are no more available spaces in the Dungeon or they have no cards left in hand).
- A group cannot fulfill a requirement when reaching a Step or a Boss Objective.
- Some Missions may have specific loss conditions.
Advice: Remember to use Teleportation, as most of the missions cannot be won without teleporting.
Example with the "Jean-Mi Is Back" Mission with 3 Players (continued)
Note: In this example, we circle only the items used to make it more clear. But in reality, a Group collects ALL the items on its path, even if they aren't used.
- Eva places her second card to help the Green Group to reach the Boss Objective. She uses the Rope already collected to traverse the Pitfall and crosses off both on the cards to show they are used/resolved. She draws the path from D29 to B02. The first Objective is fulfilled. She moves the Green Group Mini to the top of the Boss Card. Finally, she draws a new card from the player's deck.
- François places a card to help Blue. This part of the Dungeon is done, so he draws the path on the cards. Blue collects 3 Keys on its way and uses 1 Key to open a Padlock (the used key might not count for the objective — it depends on the difficulty level). The second Objective is fulfilled. He moves the Blue Group Mini to the bottom of the Boss Card. Finally, he draws a new card from the player's deck. 6-9. Everybody keeps placing cards one by one to complete the mission requirements.
- When done, Eva places a card and draws the path of Yellow to the Boss Objective, collecting 5 Magic Scrolls during its path. The Third Objective is fulfilled. She moves the Yellow Group Mini to the right side of the Boss Card. Finally, she draws a new card from the player's deck.
- Then François plays the last card and completes the path for the Red group. He draws its path and collects 5 Coins. He moves the Red Group Mini to the left side of the Boss Card. The last Objective is fulfilled, and the Mission is won!
V. Compendium (Co-op)
Spellbooks: Each Spellbook card can only be used once per mission. In Co-op Mode, only use Spellbooks with the Co-op icon.
- During the Exploration Phase, you can defeat 1 Monster without a Sword.
- You can teleport from a Barrel to another Barrel.
- You can teleport from anywhere to a Monster. You must defeat the Monster to which you teleport as usual.
- During the Exploration Phase, you can permanently remove this Spellbook to obtain a Fairy Token of your choice, even if it's out of stock. This Spellbook can only be used once per game.
- You can climb up through an unused Pitfall.
- During the Exploration Phase, open 1 Padlock without a Key.
- Your path can cross itself. This card does not allow the path to travel a Hallway more than once.
- During the Exploration Phase, activate a Magic Circle teleportation without a Scroll.
- You can cross a Pit (Pitfall or Lava) without falling into it.
MISSIONS CO-OP
Each mission's Setup section refers to a printed tableau diagram in the physical booklet that shows the exact grid position of every named card (row/column coordinates such as "5C" or "8D"). This transcription preserves all of the mission's rule text — flavor, setup instructions, mission rules, win conditions, victory points and deck composition — as printed; the visual grid layout itself is a diagram and is referenced here as "the indicated space(s) above" per the original text.
Cards Reminder
Starter cards — These are the Starter Cards that can be identified with the colored icon; each deck contains 9 cards. When placing those Cards during Setup, randomly set their orientation.
Co-op Cards — These are used for the Co-op version, usually they are Boss or Step Cards. They are identified by their "B-Number" footnote.
Dungeon Cards — They contain Hallways and sometimes Rooms. They are identified by their "D-Number" footnote.
Rules Reminder
- Each Group can only fulfill an Objective requirement for 1 type of item.
- A Group Mini cannot have more than 1 Fairy Token of each type (Rope / Sword / Magic Scroll / Key) and 2 Spellbook Cards.
Mission 0 — Jean-Michel
Jean-Michel, the goblin, has been terrorizing the region for far too long. Hiding deep within his dungeon, he's made an entire village tremble in fear. The villagers have called upon you to put an end to his mischief. Your four adventuring groups must join forces and complete specific tasks to succeed. One group must gather gold to bribe the guards at the entrance. Another must find magical scrolls to cast a powerful sleep spell. A third group brings ropes to tie up Jean-Michel while he slumbers. Finally, the last group, armed to the teeth, finishes the job and slays him. Every step is crucial, and every decision could change everything. Can you coordinate your efforts to defeat Jean-Michel and restore peace?
Setup: Market: You have $5 to spend. 3 Starter Decks are used. Shuffle and place 22 Starter Cards to the indicated spaces above. Boss Card: Place the B01 (Jean-Michel) boss card in the indicated space above.
Players Deck Composition: Start 18, $3 x5, $4 x4, $5 x3, $6 x2 — total 32.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: Each group must bring the required amount of one icon type to ANY single entrance to Card B01. Note: Remember that each group can only fulfill a requirement for 1 type of icon.
Win Condition: Defeat the Boss: Jean-Michel is defeated when all 4 of the routes have been completed in any order.
Victory Points: 5 + 1 / empty space left + 1 / $5.
Mission 1 — Jean-Mi Is Back
Though Jean-Michel the goblin was defeated, peace didn't last long. Deep within the dungeon, his cursed skeleton stirred, animated by dark remnants of magic. How can that be? To lay him to rest forever, the four groups must unite once more. A prophecy etched in stone reveals the ritual: his bones must be gifted the very items used in his downfall. The group that once gathered gold must now place coins in his ribcage. The magic scrolls must be burned over his skull. Another group must bring a rare pair of flying boots, while the last delivers ancient keys—without them, his soul cannot be locked away. Time is short. If they fail, Jean-Michel's skeleton will rise... with wings. The village's fate hangs by a thread.
Setup: Market: You have $5 to spend. 3 Starter Decks are used. Shuffle and place 21 Starter Cards to the indicated spaces above. Dungeon Card, Boss & Artifact: Place the B02 (Jean-Michel 2) card in the indicated space above. Place the D29 card in the indicated space above. Place the Artifact "Flying boots" on the D29 card.
Players Deck Composition: Start 18, $3 x4, $4 x5, $5 x5, $6 x4 — total 36.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: When a group enters card D29, link the Artifact to that group wherever they entered the card. Each group will have to bring the matching icon to a correct entrance on the boss card.
Win Condition: Boss (B02) is defeated when all 4 of his routes have been completed.
Victory Points: 6 + 1 / empty space left + 1 / 2 Barrels.
Mission 2 — Karen the Fairy Queen
For ages, the Fairy Folk provided their fleeting magical items to aid adventurers. But now, a terrible secret has come to light: the Fairy Queen herself secretly supports the Forces of Darkness. Cunning and elusive, she pulls the strings from the shadows, tipping the world toward chaos. It's time to put an end to her betrayal. This time, you can't rely on the fairy magic that once aided you — it is forbidden. Your four groups must venture deep into her domain and locate the Queen in her hidden sanctuary. Only a well-coordinated assault can bring her down and place a new queen on the throne. Do you have the strength to defeat a former ally who has now become a sworn enemy?
Setup: Market: You have $4 to spend, but you can't buy any Fairy Tokens. 3 Starter Decks are used. Shuffle and place 22 Starter Cards to the indicated spaces above. Boss Card: Place the B03 (Karen) boss card in the indicated space above.
Players Deck Composition: Start 18, $3 x6, $4 x5, $5 x3, $6 x2 — total 34.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: Each group will have to bring the matching icon to the proper entrance of the boss card. The Fairy Queen is immune to Fairy Tokens.
Win Condition: The Fairy Queen is defeated when all 4 of her routes have been completed.
Victory Points: 7 + 1 / empty space left + 1 / $5.
Mission 3 — Vlad the Necromancer
Jean-Michel was merely a pawn: he was raised from the dead by Vlad the Necromancer. This evil creature kidnapped the village's young people to feed his insatiable appetite. It's time to eradicate this vile being who lurks in the depths of his sinister dungeon. Unfortunately, one of your groups is running late — you'll have to embark on this mission with only three groups. The necromancer himself appears weak and vulnerable, but he is protected by two powerful magical crystals that make him invincible. You must first explore the dungeon, locate the two stones, and destroy them before you can confront the Master in his crypt! Fortunately, the new Fairy Queen reopened her market for you.
Setup: Market: You have $4 to spend. 2 Starter Decks are used. Shuffle and place 15 Starter Cards to the indicated spaces above. Boss Card: Place the B05, B06 and B04 cards in the indicated spaces above.
Players Deck Composition: Start 14, $3 x5, $4 x5, $5 x0, $6 x0 — total 24.
Groups: 3 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: 1 group will have to bring 7 swords to one of the RED Crystal card entrances, 1 group will have to bring 7 scrolls to one of the BLUE Crystal card entrances, then the third Group will have to bring 1 sword to one of the entrances to the Vlad card.
Win Condition: Defeat the Boss: Vlad is defeated by a single sword brought to one of the entrances on his card. However, this can only be accomplished if both Crystals have been destroyed first.
Victory Points: 7 + 1 / empty space left + 1 / $5.
Mission 4 — Markus the Collector
The Collector, a cursed being, draws his power from four minions, each hiding in a remote part of his labyrinth. To lift his curse, you must first confront these servants one by one. Each encounter takes the form of a specific mission—complete it, and the minion will flee, allowing you to search their lair for a precious power gem. Long ago, the Collector himself received these very gems from Vlad, binding them with dark purpose. Now, bringing all four gems back to the Collector is the only way to break his hold and defeat him once and for all. Will your Groups be able to cooperate, overcome the trials, and triumph over the shadow of the Collector?
Setup: Market: You have $4 to spend. 2 Starter Decks are used. Shuffle and place 18 Starter Cards to the indicated spaces above. Dungeon Cards, Minions, Boss & Artifacts: Shuffle and place randomly facedown D11, D56, D64, D65 cards in the 4 positions 2B, 8B, 2D and 8D. Minions: Place the B08 (Darius), B09 (Mattis), B10 (Patrick) and B11 (Sam) cards on top of the facedown cards. Boss: Place B07 (Markus) in the indicated position above (5C). Create a reserve with the 4 artifacts: Pearl, Diamond, Ruby and Emerald.
Players Deck Composition: Start 18, $3 x6, $4 x5, $5 x3, $6 x2 — total 34.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: When a route is completed to 1 of the 4 minions with the matching requirement, this minion step card is removed: the dungeon card underneath is revealed and players can decide if they want to orient the card right side up or upside down. Randomly select one of the Jewel Tokens from the reserve; it is placed on the revealed Dungeon Card from where the group entered. This artifact is now linked to that group which is carrying it.
Win Condition: Defeat the Boss: Collector is defeated when all 4 of his routes have been completed.
Victory Points: 8 + 1 / empty space left + 1 / 2 Barrels.
Mission 5 — Twin Knights
Your goal is to gather crucial Items to defeat the twin Boss Knights, but the maze is split by a vast, deadly canyon. The only way across is through Magic Circles. At the center of each side await the twin Boss Knights: Dan, clever and elusive, rules the eastern half with traps and illusion. Jackson, strong and relentless, defends the west with brute force. Only by gathering the sacred items will you uncover the secret power hidden deep within the labyrinth's core.
Setup: Market: You have $4 to spend. 3 Starter Decks are used. Shuffle and place 22 Starter Cards to the indicated spaces above. Dungeon Cards, Bosses & Artifacts: Place the D10 and D11 cards in the indicated spaces above. Place the B12 (Dan) and B13 (Jackson) cards in the indicated spaces above. Place the Artifact "Flying carpet" on the D10 card. Place the Artifact "Medusa head" on the D11 card.
Players Deck Composition: Start 18, $3 x5, $4 x5, $5 x3, $6 x2 — total 33.
Groups: 8 Group Minis are used. The group miniatures are placed by player choice: 3 on the Right part of the map (1 on each edge but not on column 6), 3 on the Left part of the map (1 on each edge but not on column 6), 1 on card D10 top entrance, 1 on card D11 bottom entrance. Both Groups on cards receive the corresponding Artifact.
Mission Rules: No cards may be placed in the spaces marked with an "X" (you can use facedown Objective Cards as a reminder).
Win Condition: Defeat both Bosses; a Boss Knight is defeated when all 4 of their routes have been completed.
Victory Points: 6 + 1 / empty space left (ignore column 6) + 1 / $5.
Mission 6 — Spider & River
With Jackson defeated and his tokens secured, two groups stand at the edge of a dark river winding through the western maze. A crude raft waits. Their task: cross the waters and reach the lair of Kankra the Spider Boss. They know that they cannot face the Spider alone. Two more groups are making their way through separate paths, one Group carrying a fatal poison crafted from the Medusa Head's venom found in Dan's domain. Only united can the four groups poison the beast and destroy it.
Setup: Market: You have $4 to spend. 3 Starter Decks are used. Shuffle and place 19 Starter Cards to the indicated spaces above. Be sure that a Starter Card with number 2 is in location 6C. Dungeon Cards, Raft, Boss & Artifact: Place the D56 card in the indicated space above. Place the Artifact "Poison" on the D56 card. Place the Raft (B15) card and the Spider Kankra (B16) card in the indicated spaces above.
Players Deck Composition: Start 18, $3 x6, $4 x5, $5 x4, $6 x3 — total 36.
Groups: 4 Group Minis are used. The Group Minis are placed by player choice: 1 on an edge on the Right part of the map, 2 on different edges on the Left part of the map, 1 on top entrance of card D56 — this one receives the Poison Artifact.
Mission Rules: The Barrier: No cards may be played in the spaces marked with an "X". When a route is completed to the Raft (B15), the raft moves 1 space to the right (any Minis on the Raft move too). Once both routes are completed, the associated Group Minis are placed on the Starter Card 2 (6C) on the left top and left bottom entrances. When the Raft has moved, cards can be played on previous locations. Important: Magic Circles (and any teleporter) will not teleport the Path from left-to-right or right-to-left across the line of the barrier (column 5).
Win Condition: The Raft must be moved 2 spaces to carry 2 Groups. The Spider Boss is defeated once all 4 routes have been completed.
Victory Points: 8 + 1 / empty space left (ignore column 5).
Mission 7 — The Foggy Knight
The four Groups are now venturing deeper into the maze. A thick, unnatural fog clings to the ground as walls shift silently around them. Somewhere ahead waits the next guardian, hidden behind layers of illusion and mist. To defeat Houdini, the adventurers must locate and deliver different items. Only by communicating well and solving the shifting paths can you help the Groups reach the guardian and survive what follows.
Setup: Market: Too much fog, you cannot find the market, sorry... 3 Starter Decks are used. Shuffle and place 24 Starter Cards to Starter locations, 3 leftover cards will be used as Fog Cards (see below).
Fog Cards: Shuffle and place randomly facedown 5 Dungeon Cards (values: 1 of $3, 1 of $4, 1 of $5, 2 of $6) and 3 Starter Cards (from above) in the 8 indicated spaces above (4C-5C-6C-4D-6D-4E-5E-6E).
The Foggy Knight: Place the Boss Houdini (B29) card in the indicated space above.
Players Deck Composition: Start 18, $3 x5, $4 x4, $5 x2, $6 x1 — total 30.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: Flip the neighboring Fog card when a Card is played in the adjacent empty space (5B, 6B, 3C, 3D, 7D, 7E, 4F, 5F). The revealed card can be rotated 180 degrees or swapped with another already revealed Fog card. The previous Fog card you're swapping with cannot be rotated. Important: Cards with a Path traced on it cannot be swapped anymore.
Win Condition: Houdini, the Foggy Knight, is defeated when all 4 of their routes have been completed.
Victory Points: 3 + Number of Empty Spaces + 3 / Rope (unused).
Mission 8 — Kitty the Knight of Destruction
With the fog lifting, the maze trembles and opens a scorched passage leading to the next threat. The ground is blackened, walls shattered—nothing survives near this destructive force. At the center of the maze stands the Guardian. The four Groups step forward, knowing brute strength alone won't be enough. This boss must be defeated quickly, or the maze itself will collapse. One adventurer carries a sacred goblet filled with milk recovered from Kankra the Spider Boss. Before the final blow can be struck, Kitty needs to drink the spider milk – only then will the path ahead be revealed.
Setup: Market: Market was destroyed, sorry... 3 Starter Decks are used. Shuffle and place 21 Starter Cards to the indicated spaces above. Dungeon Card, Boss & Artifact: Place the D31 card in the indicated space above. Place the Artifact "Goblet" on the D31 card. Place the Boss Kitty (B28) card in the indicated space above.
Players Deck Composition: Start 18, $3 x4, $4 x4, $5 x3, $6 x2 — total 31.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: After the 4th card has been played to the tableau, an additional step is added to the player turn: after a card has been played to the tableau, the player who played the card chooses and removes 1 card from the tableau. Important: The Kitty card, Dungeon Card (D31) and cards on which a path has been drawn cannot be destroyed. 2 Scissors icons must have been encountered by the Group fulfilling this Objective.
Win Condition: Kitty, the Knight of Destruction, is defeated when all 4 of her routes have been completed.
Victory Points: 9 + Number of Empty Spaces + 1 / Barrel (they are full of milk!).
Mission 9 — The Jailbreak
The Groups are tasked with a new mission: rescue four prisoners. But each prisoner comes with a peculiar challenge. One despises magic. Another has spent so long in chains that even the sound of a lock sends her into panic. The third is an elderly woman with rickety knees. The last one trembles at the idea of nearby monsters. To succeed, the adventurers must split up, choose their paths carefully, and guide each prisoner through a route sensitive to their fears.
Setup: Market: The market is back! You have $4 to spend. 3 Starter Decks are used. Shuffle and place 19 Starter Cards to the indicated spaces above. Dungeon Cards (Cells) & Prisoners: Shuffle and place randomly faceup the D10, D14, D24, D56 cards in the 4 indicated spaces above; those are the cells. For this Mission, these Cards function as Step Cards. Randomly place Minis (Purple, Red, Yellow and Green) on each of those 4 cards (the cells). These Minis represent the Prisoners. Take card B17 (backside) as a reminder.
Players Deck Composition: Start 18, $3 x4, $4 x3, $5 x2, $6 x2 — total 29.
Groups: 4 Group Minis are used. The Group Minis are placed by player choice, on different positions on Top or Bottom of Columns 7/8/9, or on the Right of Column 9.
Mission Rules: Each Group will have to escort a prisoner to the exit edge on the RIGHT of the Tableau. When entering a cell, place the prisoner at the place you've entered the card. Now that group is escorting them. Each prisoner has certain restrictions in their movement: the Terrified Man cannot encounter any Monsters; the Old Woman cannot go to the Underground (Yellow) level; the Lock-fearing Elf Woman is afraid of Padlocks & cannot pass through them; the Halfling Monk is afraid of magic and cannot use any kind of Teleportation.
Win Condition: Release each prisoner from their cell and escort each of them to the exit edge of the tableau.
Victory Points: 9 + 1 / empty space left + 1 / $5.
Mission 10 — Wandering Jean-Mi
Though once defeated and laid to rest with tribute, Jean-Michel's skeleton stirs again—this time, not with rage, but with aimless motion. No longer driven by malice, Jean-Michel seems lost, as if searching for something he cannot name. Ancient texts speak of a final relic—a compass that once belonged to Jean-Michel in life, pointing not north, but home. Only by placing it in his skeletal hand can his restless soul find peace. But the moving bones are unpredictable, and time is short. If the groups fail to find him and offer the compass, his wandering may never end...
Setup: Market: You have $4 to spend. 3 Starter Decks are used. Shuffle and place 21 Starter Cards to the indicated spaces above. Dungeon Cards, Boss & Artifact: Take the Versus Objectives Cards and create a deck. Place the B14 (Jean-Michel 3) card in the indicated space above. Use the card B17 for reference. Place the D81 card in the indicated space above. Place the Artifact Compass on card D81. The first Group entering this card finds the Artifact Compass, linking it to this group.
Players Deck Composition: Start 18, $3 x4, $4 x4, $5 x4, $6 x2 — total 32.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: Each turn BEFORE the active player plays their card, they draw a card from the VERSUS Objectives Deck to determine which way the Wandering Jean-Michel moves (see chart above). Then Jean-Michel moves 1 space in the corresponding direction (may cover an already-played card). Players choose movement direction with Objective icon not on the chart above. If a move would lead to Jean-Michel leaving the tableau or covering card D81 then it moves in the exact opposite direction. Once 1 of his routes is completed, the Wandering Jean-Michel will not wander anymore. The Cross Path route requires that the path crosses itself twice in order to complete the route. Only the Group completing this objective can ignore the "no crossing" rule twice. Spellbook SB-06 cannot be used in this Mission.
Win Condition: Jean-Michel is defeated when all 4 of his routes have been completed.
Victory Points: 10 + 2 / empty space left.
Mission 11 — Owen the Dragon
At the heart of the dungeon, flames flicker and smoke coils through broken stone. A dragon has awoken—massive, ancient, and enraged. Its presence warps the very air, and its fire threatens to consume the very rock. Four adventurers step forward, each with a vital role in this battle. One must deliver eight ancient barrels filled with dragon-luring incense. Another must carry eight coins of gold, once used by kings to tame fire spirits. A third hauls eight enchanted swords, each forged to pierce draconic scales. The last must activate 4 distant Magic Circles to weaken the dragon's wings mid-flight. Their timing must be perfect, their paths precise. Only if all four complete their tasks can the Dragon be defeated and the maze finally calmed.
Setup: Sorry, the market was incinerated by Owen the Dragon! 3 Starter Decks are used. Shuffle and place 22 Starter Cards to the indicated spaces above. Boss Card: Place the B27 (Owen) card in the indicated space above.
Players Deck Composition: Start 18, $3 x5, $4 x4, $5 x3, $6 x2 — total 32.
Groups: 4 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: The Magic Circles route requires that the path encounters Magic Circles 4 times in order to complete the route. The Group completing this Objective does not have to use the Magic Circles.
Win Condition: Owen the Dragon is defeated when all 4 of his routes have been completed.
Victory Points: 1 / 1 coin (unused).
Mission 12 — The Baroness & the Enchantress
In this scenario, every move is crucial. Players must complete the 4 objectives of Olivia the Enchantress in an ever-changing labyrinth. With each completed path, a piece of the dungeon moves, redefining paths and revealing new strategies to adopt. Once all 4 objectives of Olivia the Enchantress have been completed, players can finally face Hannah the Baroness's challenges. The ultimate goal: to restore Hannah the Baroness's power by handing over her crown, but only those who can adapt and work together will triumph.
Setup: Market: You have $5 to spend. 2 Starter Decks are used. Be sure that Starter Card with number 4 is in location 4B and Starter Card with number 8 is in location 6B. Shuffle and place 10 Starter Cards to the indicated spaces above. Shuffle 3 Starter Cards with D49 and place randomly faceup in the indicated spaces in row A. Boss Cards and Artifacts: Place the B19 (Olivia), B20, B21, B22, B23 and B18 (Hannah) cards in the indicated spaces above. Place the artifact Crown on card D49; the first Group entering this card gets the Artifact Crown linked, wherever it entered the card.
Players Deck Composition: Start 18, $3 x4, $4 x4, $5 x2, $6 x1 — total 29.
Groups: 8 Group Minis are used. The Group Minis are placed by player choice, 2 on each different edge of the tableau.
Mission Rules: No cards may be played in the spaces marked with an "X". Immediately when a route is completed to Olivia the Enchantress (B19), the player chooses which sliding card (B20/B21/B22/B23) to slide up/down to its final position. Cards can now be played in the space previously occupied by the Sliding card. When both sliding cards of a pair have matched up, the entire pair and its Discoveries can now be used to complete routes to Hannah the Baroness (B18) card. A path cannot be drawn on a Sliding Card until it has been slid into position.
Win Condition: Complete all 4 paths to Olivia the Enchantress (B19) to slide all 4 Sliding Room Cards. Only then, help Hannah the Baroness (B18) by completing all 4 of her routes.
Victory Points: 12 + 2 / empty space left.
Mission 13 — The Abyss
At the center of the final maze lies the Abyss, a vast, bottomless pit. If left unsealed, it will consume the whole world. Three adventurers are chosen to complete a ritual: trace a circle around the Abyss by carrying ancient Artifacts from one Pillar to the next moving clockwise. Once a Group is carrying an Artifact, teleportation is forbidden! A single misstep, and the darkness at the center will awaken.
Setup: Market: The Market was swallowed by the abyss, sorry... 3 Starter Decks are used. Shuffle and place 27 Starter Cards to the indicated spaces above. Boss Cards (the Pillars) & Artifacts: Place the B24, B25 and B26 cards in the indicated spaces above (top of cards towards top of tableau). Place the 3 Artifacts, Duck, Flower & Compass, one on each Pillar card on the black "X".
Players Deck Composition: Start 18, $3 x4, $4 x3, $5 x2, $6 x1 — total 28.
Groups: 3 Group Minis are used. The Group miniatures are placed by player choice, each on a different edge of the tableau.
Mission Rules: No cards may be played in the spaces marked with an "X" (you can use facedown Objectives cards to avoid playing there). Important: Starting on the 3rd turn & every 3rd turn thereafter, after playing a card, the active player removes 1 card on a space with (if there is one). If such a card has a path traced on it, the mission is lost!
Win Condition: Create an unbroken path from each Pillar to the next Pillar to form a rough circle around the Abyss using no teleportation. In the process, each Artifact must be moved from its starting Pillar to the next Pillar in a clockwise direction; the pillar's route requirement must be completed too. Important: Once a Group Mini takes an Artifact, this group cannot use any type of teleportation.
Victory Points: 13 + 2 / card left in the Players Deck.
Hall of Fame
The Missions booklet includes a Hall of Fame log sheet where players can record, for each Mission played: the date, the players, the difficulty level (Easy/Normal/Hard/Novice), and the final score.
BONUS MISSIONS
Mission 5.5 — Laurent Is Lost
Laurent the Ranger is missing! He went into a completely unexplored part of the dungeon in search of a special healing mushroom so he can cure an ailing friend. He has been gone for days and everyone is starting to worry. The adventurers want to find Laurent and bring him home. If he is injured, you bring along the magic carpet to evacuate him. If he is being held hostage, you are ready to convince his captors to release him. If he is locked up, you have keys to release him. If he is thirsty, you are bringing enough beverage to sate his thirst. You must be prepared for every eventuality!
Setup: Market: You have $6 to spend. 3 Starter Decks are used. Shuffle and place 19 Starter Cards to the indicated spaces above. If S05 or S06 are placed in spaces 8D or 8F, swap them for other starter cards. Boss Card, Dungeon Card & Artifact: Place the BG03 (Laurent) boss card in the indicated space above. Place the D34 card (upside down) in the indicated space above. Place the Artifact "Magic Carpet" in the indicated space above.
Players Deck Composition: Start 18, $3 x7, $4 x3, $5 x3, $6 x5 — total 36.
Groups: 4 Group Minis are used. The Group minis are placed by player choice, each on a different edge of the tableau. The one on the right must be played to rows A-C. The one on the bottom in columns 1-4.
Mission Rules: No card that has a Magic Circle on it may be placed on the 4 spaces adjacent to the Boss (spaces 9D, 8E, 10E and 9F). A wizard cast a disenchantment spell on the area around Laurent.
Win Condition: Laurent is rescued when all 4 routes to him are completed.
Victory Points: 11 + Number of empty spaces left.
Mission 9.5 — Gwen the Queen of the Peacocks
Gwen the Queen of the Peacocks is distraught because her favorite bathtime toy, a magically animated rubber ducky called Arthur, wandered off after the royal bath. When this last happened, Arthur was found splashing happily in a barrel of water in the nearby dungeon. You want to help Gwen find Arthur & volunteer to check barrels until the Rubber Duck is found. Of course, anything from the dungeon basement is not acceptable for royalty like Gwen - not shiny enough! Restore peace to the Kingdom by never entering the basement (and proving it by jumping over pits), finding enough shiny coins & keys, and most important of all, recovering Arthur, the lost rubber ducky!
Setup: Market: You have $6 to spend. 3 Starter Decks are used. Shuffle and place 22 Starter Cards to the indicated spaces above. Boss Card & Artifacts: Place the BG02 (Gwen) boss card in the indicated space above. Set the Rubber Duck Artifact near the dungeon tableau.
Players Deck Composition: Start 18, $3 x3, $4 x4, $5 x5, $6 x6 — total 36.
Groups: 4 Group Minis are used. The Group minis are placed by player choice, each on a different edge of the tableau.
Mission Rules: All paths must not drop or descend into the unshiny basement level. Going into the basement level leads to an immediate loss for the players. Nest: To represent a nest, place an Objective Card facedown at the start of each path. Coins are added to the corresponding Meeple's nest: 1. One coin is added for each barrel encountered on the Meeple's path. 2. If a nest has 9+ coins, the Rubber Duck is found & assigned to the Meeple that found it.
Win Condition: Complete the 4 routes to Gwen.
Victory Points: 11 + Number of empty spaces left + Lowest number of Barrels in the 4 barrel nests.
Mission 10.5 — Chef Ibra's Café
Help Master Chef Ibra open his new Café in the Dungeon! In an ancient spellbook, Chef Ibra found a recipe for the Matcha Latte Ibiscus, a special drink that allows adventurers to explore all day and all night without rest. For the Grand Opening, he needs to decorate the Café, gather the ingredients for the special drink and, of course, attract customers. Bring these all together to make the Grand Opening a special occasion for all!
Setup: Market: You have $4 to spend. Spellbook: You start with either SB-03 (Monster Teleporter) or SB-09 (Barrel Teleporter). Assign it to one of the 6 Group minis. 3 Starter Decks are used. Shuffle and place 24 Starter Cards to the indicated spaces above. Boss Card, Artifacts & Customers: Place the BG05 (Chef Ibra) boss card in the indicated space above. Place the Artifacts Poison, Goblet, Flower, Duck and 2 Customers (group minis) on the indicated spaces above.
Players Deck Composition: Start 18, $3 x7, $4 x7, $5 x7, $6 x0 — total 39.
Groups: 6 Group Minis are used. The Group Minis are placed by player choice, on different positions on Top or Bottom of Columns 1/2/3 and on the Left of Column 1 too.
Win Condition: Complete the 6 routes to Chef Ibra.
Victory Points: 14 + Number of empty spaces left + Number of Barrels / 3.