Paper Dungeons: Side Quest Expansion
Paper Dungeons: Side Quest Expansion Rulebook
Table of Contents
Table of Contents
- Content
- Setup
- New Player Sheet Details
- Component Notes
- New Dungeon Elements
- Less Frequent Clovers and Boots
- Gameplay
- Changes to Actions
- Finding a Treasure Chest
- Blade Traps
- Disarming Traps
- 5. Fulfill Sidequest Tasks
- Checking a Sidequest
- New Phase: The Dungeon Gets Looted
- Fighting Villains
- End of the Game
- Reference
- Game Variations
- Story Mode
- Hall of Fame
Content
- 16 Artifact Cards (including the 4 Jewel Cards)
- 8 Lieutenant Cards
- 12 new Dungeon Cards
- 4 new Villain Cards
- 16 Side Quest Cards
- 100 new Player Sheets
- 3 Villain Strength Modifier Tokens
Setup
Setup is very similar to that of the base game; however, use the new Player Sheets and Dungeon Cards instead of those that come with the base game (do not shuffle them together). These Dungeon Cards have new elements to be drawn, which are explained in more detail in the "New Dungeon Elements" section.
Before step 5, of the base game, carry out the following new steps:
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Shuffle all the Lieutenant Cards and place them face-down in a single pile in the center of the table.
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Separate the 4 Jewel Cards from the rest of the Artifact Cards. Shuffle the other 12 Artifact cards and randomly draw a number of cards according to the table below:
- 1 player: 4 cards
- 2 players: 5 cards
- 3 players: 6 cards
- 4 players: 7 cards
- 5+ players: 8 cards
Next, shuffle these cards with the 4 Jewel Cards previously removed to form the treasure draw pile and place it, facedown, in the center of the table.
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For each player, deal 2 Side Quest Cards and place them to the right of each Player Sheet, one next to the space marked I and the other next to the space marked II.
Then, continue game setup as normal for the base game.
New Player Sheet Details
The Round Track now has a loot marker in addition to the Villain Combat marker.
The Player Sheet has the following new areas (figure callouts):
- This is the loot marker.
- New space for base game cards.
- Space for Side Quest Cards.
- Side Quest Progress Markers: to track a player's side quest progress during the game.
The components from the SIDEQUEST Expansion are all marked with the following icon (the Side Quest icon, a red diamond).
Component Notes
Artifact Cards
The following elements can be found on each card: name of the card, its effect, and its score at the end of the game. The treasure pile will always start with 4 jewels at the beginning of a game, with other items giving special powers to the player who holds them. Artifact cards are always held by a stronger type of Minion that those which are printed on the Player Sheet. Keep in mind that the treasure chest will become emptier and emptier as the game goes on, so the sooner a player reaches it, the better their chances at getting a valuable item.
A more detailed description of each of the artifact cards can be found on page 10 of this rulebook.
Lieutenant Cards
Lieutenants guard the Chest. Each Lieutenant Card has the following elements: card name, lieutenant strength, and creature type. Just like in the base game, there are four types of lieutenants: ghosts, goblins, orcs, and zombies. Each one requires a hero of a certain class to face it, as shown on the card.
For all intents and purposes, Lieutenants are considered minions for Power, Objective, or Mission Cards. Likewise, defeating one is counted on the Minion Track.
Side Quest Cards
Each player will have 2 Side Quest Cards. These cards have 3 tasks of an extra mission at a location specified on the Player Sheet. There is no specific order to fulfill these tasks. Some examples of tasks are:
- Task A: Use a certain color.
- Task B: Use a certain die roll.
- Task C: Use a certain roll of a die of a specific color.
The complete description of the sidequest action can be found on page 8 of this rulebook.
New Dungeon Elements
Water
This new Dungeon Card has water lines that are not preprinted on the Player Sheet. To mark them, draw a zigzag or wave pattern on the player's sheet where necessary. The color does not make a difference. These new bodies of water act in the same way as those that are already printed on the Player Sheet.
Treasure Chest
Dungeons now hold chests, which are guarded by lieutenants. When a player enters a space with a chest, they must face a special type of enemy, but will have the chance to receive a powerful artifact. More details can be found on page 6.
Impassable Space
Dungeons now have 1 to 2 impassable spaces. These rooms cannot be passed through by any means, essentially creating an obstacle that must be moved around. When preparing the game, players must completely scratch out the impassable rooms on their player sheet.
- Not even the Intangibility Cloak can be used to move through this space.
- The mission cards that require a player to explore all of the rooms in a column or row cannot be fulfilled by a column or row with an impassable space. All 7 rooms in that row/column must be explored to receive the glory points for that mission.
Sidequests Locations
Mark the locations at which each player's group can end their side quests. More details can be found on page 8.
Less Frequent Clovers and Boots
The dice used in this expansion are the same as those in the base game; however, The Long Night have imposed additional difficulties on the heroes.
Just like in the base game, if there are 3 or more skulls and/or 3 or more clovers at the beginning of a round, a player must reroll all of the dice.
However, in addition, there can no longer be more than one clover or boots. If a reroll would still result in a pair of clovers or boots, keep rolling until there is no repetition of either roll.
As such, any time there are 2 or more clovers, or 2 or more boots, the player must reroll these repeated dice.
For example, suppose the dice rolled were: 1 sword and shield, 1 cross, 2 skulls, and 2 clovers. One of the players must reroll EXACTLY ONE of the repeated clovers.
In the previous example, if the player had rolled a third skull, this would still count as a roll with 3 skulls, forcing a reroll of all of the dice.
The faces of the dice work in the same way as in the base game.
Gameplay
Paper Dungeons: Sidequests is played using the same structure as the base game: eight rounds, each divided into three seasons. Players will face villains at the end of each season; however, at the end of the second, fifth, and seventh rounds, players will also loot the treasure chests. The game has the same two main phases, but the first phase "1. Dice Roll" has the new "Less Frequent Clovers and Boots" mechanic, as explained to the left.
Changes to Actions
The actions are the same as those in the base game, with a few differences. Sidequests also has a new action: "SideQuest", through which the heroes will fulfill requirements for extra missions that will grant additional glory points.
1. Leveling Up
This action still uses the matching symbols and colors of each hero, as shown by the Objective Card, just like in the base game. In this expansion, however, the extra powers obtained when the heroes reach level four have changed, as explained below.
- Warrior: The player receives a +1 bonus to their power level when fighting against minions.
- Wizard: The player immediately marks one sidequest task as fulfilled, as if they had met the requirements, without using a die. (More details on page 7.)
- Cleric: The player receives a clover, must used immediately.
- Rogue: The player now considers every external wall as having a passageway, not just the walls on row 3. This movement must still be linear, however. For example, a player exiting A5 may only enter F5. If an impassable space exists on an external wall, it is not considered to have a passageway, and this power cannot be used.
The glory points that are obtained at the end of the game are calculated in the same way as in the base game.
2. Craft Magical Items
This action works in the same way as in the base game, and the first 4 magic items (Flaming Sword, Death Scepter, Khar Medallion, Intangibility Cloak) function in the same way. The other 4 items are different, as described below.
- Precious Stone: The player immediately receives one gem.
- Teleportation Ring: The player may immediately move to any space within the dungeon at the time of their choosing. To mark that it has been used, fill in the white circle; it cannot be used again. The number of glory points that the player receives at the end of the game is independent of having used this item or not.
- Magic Lockpick: The player may disarm a trap at any moment up to three times, filling in a white circle for each disarmed trap. For more information about disarming traps, see page 7. Also, that player will receive 3 glory points at the end of the game.
- Scroll of Knowledge: The player may immediately level up 2 different heroes; however, that player will lose 4 glory points at the end of the game.
3. Prepare Potions
This action is exactly the same as the base game. The new bonus is to fulfill one sidequest task, as if they had met the requirements, without using a die. (see page 7.)
4. Movement
This action works in the same way as in the base game, remembering that the new dungeon has new spaces.
Finding a Treasure Chest
When setting up the game, one room in the dungeon will be selected to contain a chest that holds powerful items that can help an adventuring party, or even valuable gems. But beware! Such a valuable treasure is never left unprotected, and the villains will send their most powerful lieutenants to guard this room.
When a player enters the treasure room, they must draw a map marker on the chest and draw the top Lieutenant card from the lieutenant deck and resolve combat in the same way as if it were a normal minion (comparing the required hero's power against the minion's, losing hearts as normal). The only difference is that the power level of these minions are 6 or 7. Just as in the base game, the minion is still defeated regardless of the hero's power.
The lieutenant must be faced before receiving any benefits from items, leveling up, or collecting gems.
Cards that increase hero power levels against minions can be used normally.
NOTE: The Death Scepter cannot be used to defeat a lieutenant since the effect of the scepter is resolved immediately and a lieutenant only enters into play while the player is taking the movement action.
Once combat is resolved, place the lieutenant card in front of the player who defeated the creature guarding the chest.
The player also earns glory points, the number depending on the round during which the player faced the lieutenant, as shown to the right of the round track. If defeated during the first or second round, the player receives 5 points; by the end of the fifth round, 3 points; and by the end of the seventh round, 1 point. If the player faces a lieutenant during the eighth round, they receive no points.
At the end of each round, if only one player holds a lieutenant card, that card is discarded and returned to the game box. It will not be used again during this game. That player then may take the whole treasure pile and choose one card. They must then reveal it and place the rest of the cards in a pile, face down. If more than one player reached the chest during a round, players choose cards in this way in an order determined by their party's highest level of hero. If this results in a tie, the player whose party has defeated the most minions so far goes first. If this still results in a tie, choose a player at random to go first.
Blade Traps
These traps work in the same way as the spike traps found in the base game; with the exception that a player takes two damage every time they enter a room with blade traps (even if they have already entered it before).
NOTE: The Scout power card, when used in this expansion, reduces trap damage by 1. Therefore, blade traps still cause one damage to a player.
Disarming Traps
This is a new option that can be selected when a player takes the move action. A player may spend one movement point to disarm either a spike trap or a blade trap in an orthogonally adjacent room. By doing so, draw a map marker on the trap icon. From that point on, the player no longer suffers damage when entering this room. A player may disarm a trap and move using a single die.
5. Fulfill Sidequest Tasks
This new action represents the heroes collecting clues, harvesting ingredients, or performing tasks for a sidequest. Each player has two sidequest cards, dealt at the beginning of the game. As these are sidequests, they are not critical to completing the game, and may therefore be fully or partially fulfilled, or left unstarted with no penalties.
Just like the actions from the base game, a player uses a die to fulfill a sidequest task from their card. Each task has a requirement for completion: task A specifies a certain color to use, task B specifies a certain roll, and task C specifies a certain color and roll pairing.
When a task is fulfilled, write down which die was used towards the top of the player sheet, just like any other action, and fill in the corresponding Sidequest Progress Marker. Keep in mind that the tasks can be fulfilled in any order.
Example (printed on page 8): to the right, a player has already fulfilled the A and C tasks of their first side quest and the B task of their second side quest. They use the die roll necessary to fulfill the C task of the second side quest and then use any die roll to fulfill the A task. They then fill in the associated Side Quest Progress Markers, thereby totally fulfilling the second side quest.
Checking a Sidequest
When a player enters a room indicated by their sidequest card (I or II), after fighting minions and/or lieutenants and triggering traps, the player immediately looks at how many tasks of the corresponding sidequest have been fulfilled.
The player then receives 2 glory points for one fulfilled task, 7 glory points for two fulfilled tasks, or 15 glory points for three fulfilled tasks.
The player writes down this amount on their player sheet and must then draw a map marker over that sidequest. From that point on, the player can no longer fulfill tasks for that sidequest and does not obtain more glory points from entering the room again.
Example (printed on page 8): in the example to the left, the player has entered room E6, which was marked with S1 during game preparation. At this moment, the player sees that their first side quest has two fulfilled tasks. They mark down 7 glory points and draw a map marker on the first side quest map marker.
New Phase: The Dungeon Gets Looted
The parties of heroes aren't the only ones to wander through the dungeon in search of treasure. In SIDEQUESTS, if the players aren't fast enough, they might find that the treasure has been looted by others!
At the end of the second round, one of the players must randomly remove three cards from the treasure pile, placing them back into the game box. Three more cards are randomly removed at the end of the fifth round in the same way. At the end of the seventh round, discard any card(s) left in the treasure pile. If a player enters the treasure room in the dungeon after this point, they must still face the lieutenant guarding the chest; however, they do not receive any artifact card. The number of cards to be removed from the deck is also written on the player sheet.
Fighting Villains
This phase is resolved in the same was as is done in the base game.
End of the Game
The game ends after combat with the Villain 3 villain is resolved during the eighth round. Points are totaled up using the following criteria.
Final Scoring
Total all of the glory points earned by each player throughout the game. The player with the most glory points wins the game. If there is a tie, the player who traveled through the most rooms throughout the dungeon wins. If this still results in a tie, these players share the victory.
On each player sheet, there is a space to mark down all of the glory points received. With the exception of A, B, C, K, M, N (which are received during the game in the respective combat phase), all of the other categories are totaled up only at the end of the game. These categories are:
- A. Glory points received from facing the Villain 1 villain.
- B. Glory points received from facing the Villain 2 villain.
- C. Glory points received from facing the Villain 3 villain.
- D. Glory points received from leveling up.
- E. Glory points received (or lost) from magical items.
- F. Collecting gems.
- G. Defeating minions, including lieutenants.
- H. Glory points lost from taking damage.
- I. Glory points lost from resurrection.
- J. Objective cards and power cards.
- K. Completed missions.
- L. Artifact cards: Each artifact card is worth a certain number of glory points, as shown on that card. More details on them can be found on page 10 of this rulebook. Besides that, a player scores bonus glory points based on the round during which they opened the treasure chest.
- M/N. Fulfilled sidequests: A player earns points for progress made on each of their sidequests, depending on how many tasks were fulfilled for each, conferring 2, 7, or 15 glory points.
Reference
Artifact Cards
- Jewels: Receive 2 glory points at the end of the game. Include all 4 Jewels cards in the treasure pile at the beginning of each game.
- Liquor of Haste: Single use: Receive 3 movement points for immediate use. At the end of the game, receive 1 glory point for every 7 rooms explored, rounded down.
- Signet Ring of the Five Families: Single use: Level up the rogue once. At the end of the game, receive 3 additional glory points if your rogue reached level 6.
- Sofia's Balm: Single use: Prepare two potions. At the end of the game, receive an additional glory point for every 4 potions that you prepared, rounded down.
- Banc's Staff: Receive a +2 bonus to your power level when fighting against ghosts. At the end of the game, receive an additional glory point for each ghost that you defeated.
- Áquila's Prayer Beads: Single use: Level up the cleric once. At the end of the game, receive 3 additional glory points if your cleric reached level 6.
- Golden Goblin's Finger: Single use: Receive one clover for use this round. No glory points are received or lost.
- Leonia's Shield: Single use: Level up the warrior once. At the end of the game, receive 3 additional glory points if your warrior reached level 6.
- Moonlight Mirror: Single use: Move to any room in the dungeon. At the end of the game, receive 2 glory points.
- Acolyte's Mace: Receive a +2 bonus to your power level when fighting against zombies. At the end of the game, receive an additional glory point for each zombie that you defeated.
NOTES:
1 – The powers below are cumulative with any other powers that a player may have access to.
2 – Single use cards should be flipped face down after their power has been used. If an artifact card scores points at the end of the game, this will occur regardless of the card having been used or not.
Game Variations
These variations can be added to the game, with or without using the SIDEQUESTS expansion. They can be used alone or together.
Powerful Minions
At the beginning of the game, check which hero has no bonus against a villain. The level of all the minions whose counterpart is that hero increases by 1 during combat. Write this +1 next to the relevant minions in the dungeon. (Example: The Cleric did not receive any bonus against any villain during this game. In this case, all of the zombies, sworn enemies of clerics, receive a +1 bonus to their level.)
NOTE: This bonus is only applied during combat. For objectives and missions, the minion is considered to keep its original level.
Difficult and Nightmare Modes
Players can decide to face stronger villains during the game. To do so, use the tokens included in this expansion to modify the combat stats of these enemies, strengthening them. Each token has two sides. For Difficult Mode, use the side with a skull. For Nightmare Mode, use the side with two skulls.
If choosing to play with one of these modes, all three of the villains must use the tokens, using the same side for each. Note that each token has a Villain 1, Villain 2, or Villain 3 identifier, identifying which villain it should be placed upon.
Random Villains
Choose any Dungeon card; do not use the printed villains. Instead, shuffle each of the villain decks separately (Villain 1, Villain 2, and Villain 3). Flip a Villain 1 card face up first, then a Villain 2 card. If the hero that has a bonus against Villain 2 is the same as Villain 1, keep drawing new Villain 2 cards until the hero is different. Then, flip a Villain 3 card face up. If the hero with a bonus is the same as Villain 1 or Villain 2, keep drawing new Villain 3 cards until the hero is different from that of the previous villains. Proceed normally with the game.
Story Mode
Continue the story of the Kingdom of Leonia.
Choose one Chapter to play through and separate the missions that it includes. Missions must be played in the order shown below:
- The Long Night: missions a, b, c
- Trail of Pain: missions d, e, f
- Reveled Secrets: missions g, h, i
- Shadow's Heart: missions j, k, l
The game is played out normally, but at the end of each mission, players register their points. After the last mission is finished, players total the points from each of the three missions. The player with the highest overall score wins.
Story Mode (solo play)
Play all of the Missions of the chapter "The Long Night" in order, starting with a. Add up the points from the three missions. To move on to the second chapter, the player must sum up at least 210 points during the first chapter. To unlock the third chapter, the player must sum up at least 255 points in the second chapter. The fourth chapter is only unlocked after summing up 300 points during the third chapter. Story mode is won if the player receives at least 345 points during the fourth chapter.
Are you ready for the challenge?
Hall of Fame
Check how well your party of heroes did during their adventures at the end of a solo game. Was you a great champion or just a foot soldier? Check the scores below to find out!
- Below 50 – Villager: You're not an adventurer, you're just an ordinary citizen who decided to break into a dungeon. It's likely that some of your companions didn't come back.
- 51 to 60 – Foot Soldier: You were not adequately prepared for the threats that you had to face, but you and your partners escaped with your lives… that's something at least, right? Prepare better for your next adventure and try again.
- 61 to 70 – Town Defender: Those from your village admire your feats and tell your stories in the local tavern; however, your name is far from making it into the great sagas.
- 71 to 80 – Adventurer: No doubt you are an above-average individual. There is still a long road ahead of you to reach the group of the elite, but with every passing adventure, your strength and wisdom grow.
- 81 to 90 – Hero: You have performed great feats, worthy of recognition. Merchants and travelers respect your experience and valor, taking your stories to the far reaches of the world.
- 91 to 100 – Champion of the Kingdom: Adventurers of this level are celebrated wherever they go. You have likely even been invited to be a part of elitist groups such as the Royal Lions.
- 101 to 110 – Veteran: You have lost track of how many missions you have completed, which have significantly increased your efficiency and power. Adventurers of this caliber are called upon to face impossible problems and destroy the most fearsome threats.
- 111 to 120 – Legendary: You are among some of the best adventurers of all time. Your conquests are legendary and inspire new generations of heroes to follow in your footsteps, defending good and promoting justice.
- Above 120 – Epic: Your power has exceeded the scale of mortals and can only be described as divine. Even the worst villains shiver at the mere mention of your name. Indeed, dragons, liches, and every monster known to man fear your abilities, tenacity, and superior resourcefulness.