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Ravage: Dungeons of Plunder

Ravage: Dungeons of Plunder Rulebook

Table of Contents

Table of Contents

  • Component List
  • Introduction
  • Setup
  • Sequence of Play
    • Phase 1 - Delve
    • Phase 2 - Seek Glory
    • Phase 3 - Ravage
      • Movement
      • Attack
      • Search for Plunder
      • Pick up an Item
      • Trade an Item
      • Blood Tribute
    • Energy and Experience
    • Aggro
    • Phase 4 - Bloodshed
      • Monster Movement
      • Monster Attacks
      • Hero Death - Bloodshed Phase
    • Phase 5 - Gather Strength
  • Hero Death
    • Resurrection
    • Defeat
  • Quests
    • Quest 1 - Bulga's Relic
    • Quest 2 - The Serpent's Pit
    • Quest 3 - The Head of Zurbag
    • Quest 4 - The Vines of Galmera
    • Quest 5 - Let it Burn
    • Quest 6 - Spider Lair
    • Quest 7 - Bloodgast Beer Belcher's Famous Brew
    • Quest 8 - Nesting Owlbear
    • Quest 9 - Hell Awakens
    • Quest 10 - Limited Supplies
    • Quest 11 - Warlock Returns
  • Alternate Game Modes
    • Evil Overlord Mode
    • Treachery Mode
    • Solo Mode
  • Appendix

Component List

  • 35 Delve Cards
  • 33 Sneaky Goblin Cards
  • 14 Room Cards
  • 6 Boss Cards
  • 40 Standees
  • 42 Seek Glory Cards
  • 4 Room Layout Cards
  • 9 Sequence Cards
  • 1 Sneaky Goblin Character Card
  • 4 Hero Boards
  • 4 Summon Undead Cards
  • 42 Boss Power Cards
  • 28 Skill Cards
  • 12 Treachery Skill Cards
  • 12 Adventurer Power Cards
  • 4 Teef Tracker Tokens
  • 4 Energy Tracker Tokens
  • 4 XP Tracker Tokens
  • 4 Health Tracker Tokens
  • 4 Treachery Tracker Tokens
  • 3 Trap Tokens
  • 11 Fire / Acid Tokens
  • 3 Energy Shrine Tokens
  • 2 Healing Fountain Tokens
  • 20 Plunder Tokens
  • 8 Modifier Tokens
  • 3 Resurrection Tokens
  • 15 Wound Tokens
  • 4 Hero Loot Tokens

Introduction

Ravage - Dungeons of Plunder is a game for 1-5 players, with multiple ways to play.

  • Adventure: Play through quests in co-op mode, with or without an Evil Overlord. See page 15.
  • Solo: One player against the dungeon, trying to survive... See page 16.
  • Treachery: Every player for themselves. Play as an Orc and an Evil Overlord. See page 15.

Setup

The following setup rules cover the Adventure mode of play without an Evil Overlord. For Solo or Treachery, or Adventure mode with an Evil Overlord please see pages 15 and 16.

  1. Choose a Quest: If this is your first game, we recommend you start with quest one. Note any special setup rules in the quest which may affect the following instructions.

  2. Separate out the Sneaky Goblin cards, shuffle them and place them face down as the Sneaky Goblin deck on the table.

  3. Separate out the Seek Glory cards, shuffle them and place them face down as the Seek Glory deck on the table. Note: When you are first learning the game, we recommend removing the Adventurers from the Seek Glory deck before shuffling it.

  4. Separate out the Delve cards and remove the Start card, Boss Delve card and any room layout cards. Shuffle the remaining Delve cards and place them face down.

  5. Place the Start Delve card in the centre of the table. The room layout cards are needed for certain quests.

  6. Take the Plunder tokens and turn them all face down, mix them up, and create 2 piles to draw from during the game.

  7. Organise all the other tokens into piles, within reach of all players.

  8. Take a number of Resurrection tokens equal to the number of players minus 1 and place them on the table. Return any extra Resurrection tokens back to the box.

  9. Each player chooses a Hero board corresponding to the caste they want to play (Cultist, Shaman, Berserker, Head Hunter) and places it dark side up in front of them.

  10. Each player takes a set of tokens including: Experience, Energy, Teef, Health, and the Loot token corresponding to their caste. These tokens are placed on their board as shown in the image, to indicate that the Hero starts with:

    • 0 XP (Experience Points) - See page 8
    • 2 Energy

Sequence of Play

Players take turns in clockwise order. On your turn you perform the following 5 phases and then play passes to the next player:

  1. Delve
  2. Seek Glory
  3. Ravage
  4. Bloodshed
  5. Gather Strength

Phase 1 - Delve

First, check to see if your Hero can Delve. Check to see if there is at least 1 white arrow on an existing Delve card which meets all of the following criteria:

  • The arrow is either the card you are currently on, or an adjacent card.
  • The arrow must not lead to an existing Delve card.
  • There must be space for a new Delve card to be placed there.

For example, at the start of the game, when the Heroes are on the Start card, there are 6 legal arrows. Later in the game, there may be, for example, 3 legal arrows.

If there is no legal arrow that can be chosen, skip the rest of this phase and phase 2. Proceed directly to Phase 3 - Ravage.

If there is at least 1 legal arrow, draw the top card of the Delve deck and place it in whatever position and orientation you choose as long as one of the arrows on the new Delve card lines up with one of the legal arrows from earlier.

Other arrows on the new Delve card do not have to match other arrows already in the game. For example: A Delve card can be placed next to the Start Delve card, even though it now blocks one of the other arrows.

Delve cards may not overlap each other. Black edges are walls and are impassable sections of the dungeon.

Some Delve cards contain special tiles (Resurrection Circle, Healing Fountain, Energy Shrine, Spider Nest, Boss Delve Card). If one of these is revealed, refer to the Appendix for more details.

Impossible Delve: Very rarely you might encounter a bad Delve. If you pull a Delve card but cannot place it on the table, put that card back on the top of the Delve deck and skip the Seek Glory phase.

Room Cards: Some quests have room cards. When you draw a room card, it will have a name on it. Separate all room cards with that name from the room deck and arrange them as shown on the Delve card, connecting them to a legal white arrow.

Phase 2 - Seek Glory

Draw 1 card from the Seek Glory deck. This may be a Trap or a Monster.

Monsters: If you draw a Monster card, place its corresponding standee on any of the empty tiles on the Delve card you just placed. Use the standee that matches the illustration and level of the Monster.

Put the Monster card in your Monsters Track (above your Hero board). If there are any Monster cards already in your Monster Track, place new ones to the left of existing ones.

Traps: Follow the instructions on the Trap card. Traps are often triggered by rolling a Trap on the Trap Die. If a trap is drawn that requires the placement of a Trap token and there is already a token on the Hero's tile replace the old token with the new one and apply the new effects.

Phase 3 - Ravage

On your turn perform up to two of the following actions. Unless otherwise noted, the same action can be performed more than once.

  • Move
  • Attack
  • Pick up an item
  • Trade an item
  • Blood Tribute
  • Search for Plunder (Only once per turn)

For example, you can move and then attack, or attack and then move, or move twice, or attack and then pick up an item, etc.

Movement

Each movement action allows a Hero to move up to 4 tiles. Orthogonal and diagonal movement is allowed. You can move through tiles occupied by Monsters or Heroes, but you cannot end your action on such a tile. If you are moving through a Monster's tile, then before you move onto its tile, the Monster gets to perform an Attack of Opportunity (see Appendix). If that Attack of Opportunity succeeds, your action immediately ends. Otherwise, you can carry on moving.

Attack

During the game, Heroes will attack Monsters in order to earn Teef. There are two types of attack.

Melee Attack

A Hero may make a melee attack against an adjacent Monster.

Characters are adjacent if they are located on tiles that are connected orthogonally or diagonally, not separated by a wall.

Damage is shown on character, weapon and skill cards under the sword icon in the banner, detailed as a set of coloured dice.

Your Hero has a base attack, which is detailed on the top left of your Hero's board. For example: the cultist's base attack is 2 blue dice.

A Hero can increase their attack dice by using their Hero skill cards as described in the Appendix.

The Hero then rolls all their attack dice and looks up the results as follows.

  • For each Energy icon rolled, the Hero immediately gains 1 Energy (up to a maximum of 6 on your Tracker).
  • Count the number of swords you rolled. This is the amount of damage you have dealt (dice faces show 1 Damage, 2 Damage, 3 Damage or Energy). However, the Monster gets to defend itself!

The Monster then rolls its defence dice according to its defence value in the banner on its card. Each sword rolled cancels one damage from your attack. Energy results are ignored unless they apply to Critical Defence (see Appendix).

For each damage that was dealt and not cancelled, record that number of wounds (using wound tokens) on the Monster card. Once a Monster has wounds equal to or greater than its Health (depicted in the bottom left on the Monster card) it is slain.

Example: You attack and roll 3 blue dice. You roll 3 swords and 1 Energy. You gain 1 Energy and deal 3 damage to the Monster unless it defends itself. The Monster rolls 1 blue and 1 purple die and rolls 2 swords. This cancels 2 of the damage dealt resulting in the Monster gaining 1 wound.

When a Monster is slain, perform the following steps:

  1. Remove the Monster standee from the board.
  2. Collect the number of Teef listed on the Monster card.
  3. Return the Monster card to the bottom of the Seek Glory deck.

If a monster is slain in a trap no Teef are awarded.

Ranged Attack

A Hero can make a ranged attack if they have a Hero skill that depicts the ranged icon. The number shown in the icon indicates the maximum distance in tiles of the attack. Ranged attacks cannot be used on adjacent targets.

To make a ranged attack, you must have line of sight to your target. This is determined by drawing an imaginary line from the centre of your tile to the centre of the target's tile. If that line passes through any walls, line of sight is blocked. Monsters and Heroes do not block line of sight.

Apart from the changes described above, a ranged attack is performed and defended against in the same way as a melee attack.

If a ranged creature is cornered and cannot attack, he will move through the Hero's tile to an available tile if he has enough movement where he can make an attack, ignoring the Attack of Opportunity rule.

Search for Plunder

You can only carry out this action once per turn.

To search for Plunder, roll the trap die. If you roll a trap, take a random Plunder token and reveal it to see what you found. For details of the Plunder tokens, see the Appendix.

Pick up an Item

You can use an action to take a token from your current tile or an adjacent one, such as quest items, Energy from an Energy Shrine, or Health from a Healing Fountain. See the Appendix for details of these items.

Trade an Item

You can use an action to pass an item (a Sneaky Goblin card from your hand or a quest or Plunder item, for example) to an adjacent player. Teef may not be traded.

Blood Tribute

Use an action to take 1 damage and gain 2 Energy. Reduce your Health marker by 1 (but not to zero) and gain 2 Energy to a maximum of 6.

Energy and Experience

Some cards require Energy Points to use, such as Improved Aim or Charge. The amount of Energy needed for these is detailed on the top right of the card. Energy is collected by rolling Energy symbols on your Attack and Defence rolls. You may also collect Energy from Energy Shrines and other cards. Record your Energy points using the Energy Tracker on your Hero board. You may only collect up to 7 Energy.

Once Energy is expended, remove the points from your Energy Tracker and add them to your XP Tracker. Any expended Energy that cannot fit onto your XP Tracker that turn is lost.

Aggro

You can attack any Monster, even one on another hero's Monster Track. If you cause a Monster to take 1 or more wounds, you have aggroed the Monster. Take the Monster card from the other player's Monster Track and place it in your Monster Track to the left of your current Monsters. The Monster now sees you as more of a threat and will come after you!

Phase 4 - Bloodshed

During this phase, all the Monsters on your Monster Track are activated, starting with the one on the left and proceeding to the right. When a Monster activates, it performs a move action, followed by an attack action. Monsters cannot move twice or attack twice.

Monster Movement

If the Monster has a melee attack, it will move towards you in an attempt to become adjacent to you so that it can attack. If it is already adjacent to you when it activates, it does not move. If it cannot reach you with its movement, it moves as far as possible towards you. Monsters move 4 tiles and use the same rules as Hero movement.

Ranged Monsters will move as close as is necessary to make a ranged attack.

Monsters must use the most direct route, crossing the fewest number of tiles to reach their target. If there are multiple shortest routes the Monster can take, you choose which one.

If the Monster is about to move through a Hero's tile, it performs an Attack of Opportunity against that Hero (see Appendix). If that Attack is successful, the Monster ends its movement on that tile and its activation is over. If the Attack of Opportunity fails, the Monster continues to its original target but does not attack this activation (the Attack of Opportunity used up the Monsters attack this turn).

If a Monster makes an Attack of Opportunity against another Hero, whether successful or not, the Monster card stays on the original Hero's Monster Track. If the Monster has a ranged attack, he will move so that he is 2 tiles away from you (leaving a tile in-between). If it is adjacent to you when it activates, it will move away as far as it needs to in order to perform an attack.

If a Monster is within distance of 2 heroes for an Attack of Opportunity it will always attack the hero with the least health.

Monster Attacks

When a Monster attacks you, first roll dice as depicted on the banner of the Monster card.

Count the number of swords rolled by the Monster, this is the amount of damage it will deal to you unless you defend yourself. Ignore any Energy results rolled by the Monster.

Apply the effects of any Critical hits (see Appendix).

Then, you roll your defence dice as shown on your Hero board, which may be increased by using Hero skills.

For each Energy you roll, gain 1 Energy (up to a maximum of 6 on your Tracker). Each sword you roll cancels 1 damage the Monster would deal to you. Any damage not cancelled is inflicted on you as wounds; reduce your Health Tracker by 1 for each wound taken. If you are reduced to 0 Health, you are killed.

Hero Death - Bloodshed Phase

If you died that round any monsters on your Monster track that are adjacent to any hero will take an Attack of Opportunity, any ranged monsters will also make an Attack of Opportunity if within range. They will not move until the hero spawns on the following round.

Phase 5 - Gather Strength

This phase consists of two steps.

First, if your XP Tracker is full (you have 4 XP), you may level up a skill card. Flip any one of your Level 1 Hero skill cards over to Level 2 and reduce your XP to 0.

Note: If you levelled a skill up you can not use its level 1 ability again. See Energy and Experience in the Appendix.

Second, the Sneaky Goblin has trinkets and traps to sell. Draw 3 cards from the top of the Sneaky Goblin deck and place them face up on the table. You can purchase any or all of these cards if you pay the purchase cost depicted in Teef in the bottom right of the card.

Any items purchased are placed in your hand; reduce your Teef accordingly. Any items not purchased are placed on the bottom of the Sneaky Goblin deck in any order.

Hero Death

If your Hero is reduced to zero Health, you are killed. Skip all remaining phases of your turn except the Bloodshed phase. If you were killed by a Monster, place your Loot token on the Monster card that killed you. If you were killed by a trap, place your Loot token on the tile where you were killed.

Randomly choose 3 Sneaky Goblin cards from your hand and place them face down on the table somewhere near your Loot token. Keep any remaining cards in your hand.

A Hero can pick up a Loot token from an adjacent tile using the 'Pick up an Item' action. When they do, they gain 2 Teef and also take the 3 cards that you placed as your Loot.

If your Loot token is on a Monster, it is carried by that Monster until the Monster is slain. The Hero who killed the Monster immediately claims the Loot token and gets the 2 Teef and the 3 cards.

Resurrection

If you are killed, you can be resurrected if a Resurrection token is available. You resurrect at the start of your turn by placing your Hero on any resurrection circle shown on the Delve cards, restore yourself to full Health and remove any Poison token you have on your Hero board. You also retain all XP, energy and Teef you had previously. Then return a Resurrection token to the box.

Defeat

If a Hero is killed and there are no Resurrection tokens remaining, the quest has failed, and all players immediately lose the game.

Quests

Quest 1 - Bulga's Relic

Tales of Bulga, the Crone in the Mountains have been passed down through campfire stories for generations. The current Chieftain believes that the Crone's Relic is lying in a cave just south of Raven's Brook waiting to be found. Of course, no one knows what the mystical Relic looks like so any plunder will do but what if you were to actually bring back Bulga's Relic?

Remove all the Adventurers from the Seek Glory deck, and shuffle them into the top 12 cards. Count 3 cards per player from the Delve deck and insert the Unearthed room card below them. When the unearthed room is found take 4 Plunder tokens and shuffle them together then place them on the chest on the unearthed room.

Once your hero has escaped the dungeon skip all phases except the Bloodshed phase, your Monsters will continue to chase you to the exit, making Attacks of Opportunity along the way.

Objective: Collect all the treasure and all heroes must escape the dungeon (end your turn on the start tile).

Quest 2 - The Serpent's Pit

The Chieftain has been listening to his Master Shaman. In order to bring the tribe extra ferocity in the coming raids, he requires the heart of a Cave Serpent for his ritual. The Shaman knows of one hidden deep within a cavern under Claw Spire. Your mission is to find and summon the Cave Serpent and bring its heart back for the Shaman.

Count 3 cards per player from the Delve deck and insert the Serpent's Pit room card below them.

You must find the serpent's pit and make an offering of 2 Teef per player to summon the Cave Serpent. Once a player has made their offering they will no longer draw any Delve or Seek Glory cards during their turn.

Once all players have made their offering, the Cave Serpent is summoned. Place the Cave Serpent in the pit. The last player to make their offering encounters the boss first.

Objective: Summon and defeat the Cave Serpent.

Quest 3 - The Head of Zurbag

Zurbag was a brave warrior until caught in the Chieftain's harem. Unfortunately, during the chase, it was the tribe's Headhunters who caught him. Despite all the trouble, the Chieftain would like Zurbag's prominence on the field of battle honoured, so his head is to be taken to Skull's Rest, deep within the cave, and placed on the ritual circle. Honour his memory by slaying all the monsters that are summoned during the rite.

Count 3 cards per player from the Delve deck and insert the Ritual card below them, and designate a Hero to carry the head token. That Hero cannot attack or pass the Head to another player. If the Hero carrying the head dies, the head is considered part of his Loot and may be picked up by another player.

You must get the head to the ritual card. Once it is revealed, draw 2 Monsters per Hero from the Seek Glory deck. Place each Monster on the edge of their assigned Hero's tile.

Once the Hero with the head has dropped it in the circle no more Delve or Seek Glory cards will be played and they may now fight.

Objective: Drop the head in the ritual circle.

Quest 4 - The Vines of Galmera

Your Chieftain requires you and other tribesmen of the Black Root clan to collect a barrel of roots from the Vines of Galmera. They will be crushed and boiled to make our clan's traditional war-paint for the next raiding season.

Count 3 cards per player from the Delve deck and insert the Vines of Galmera room card below them.

Once the Vines are revealed you may only attack the Heart of the Vines of Galmera to deal damage.

Objective: Defeat the Vines of Galmera and exit the dungeon.

Quest 5 - Let it Burn

Monsters have been attacking the tribe's camps. The audacity of their actions must be due to the corrupted energy Shrines in the glowing cavern over in Black Tusk Pass. The Chieftain has had enough! Set off to the glowing cavern and destroy the energy Shrines that you find there!

Place one Energy Shrine Delve card every 3 cards down per player in the Delve deck up to a maximum of 3. The Shrines do not yield any Energy for this quest.

You will need to set fire to the Shrines and flee the dungeon. Set the Shrines on fire by rolling a trap on the trap die, as an action. On success, place a fire token.

Objective: All Shrines must be destroyed. Then the first Hero to exit is the winner.

Quest 6 - Spider Lair

The venomous Blackroot Spiders are becoming a nuisance. We can't eat them and their webs get everywhere. They have even started taking our cubs for food! Get yourselves down to the caverns below Skuttle Valley where the Spider Queen dwells. You'll probably have to smash a few nests in the process to lure the Queen out.

Place one spider nest Delve card per player every 5 cards from the top of the Delve deck.

When a nest is revealed, place 2 egg tokens on the nest. On each player's turn, in phase 4, one of the eggs will hatch. Turn it over and if it's a Spiderling see Spiderling Rules. Stand adjacent to a nest and use 1 action to set it on fire, then place the fire token on the nest. The nest cannot be attacked if occupied by a Spiderling.

Once all nests have been destroyed, the Spider Queen appears. Place her next to the last nest destroyed.

Once the Spider Queen appears, do not draw any more Delve or Seek Glory cards for the rest of the quest.

Objective: Defeat the spider queen.

Quest 7 - Bloodgast Beer Belcher's Famous Brew

Bloodgast's beer is known throughout the tribe as the strongest, and he needs ingredients to make a batch. He has entrusted you with some of his secret ingredients. Snake Warriors for Zing, Spider bile for that stickiness, Skeleton head for stock, Blackened Imp hearts add an earthy tone and the flight feathers of a Harpy.

  • 2 player - Bold Feather Ale: 1 Spider, 1 Skeleton level 2 or above, 1 Imp, 1 Harpy.
  • 3 player - SpittleDung Stout: 2 Spiders, 2 Skeletons, 1 Imp, 1 Harpy level 2 or above.
  • 4 player - Voodoo Brew: 2 Spiders, 2 Skeletons, 2 Snake Warrior level 2 or above, 1 Imp, 1 Harpy.

Objective: Enter the dungeon and don't return till you have all the ingredients.

Quest 8 - Nesting Owlbear

"Our honoured Beast-master has told me of a creature that is part owl and part bear! She has entertained me with stories of great warriors riding into battle atop these fearsome beasts. As your Chieftain I can no longer sit still thinking how much glory a mount of this stature will bring our clan. The Beast-master has tracked down a lair nearby, she believes the Owl... Bear is nesting in the caverns to the south of Gilvag. Go grab me that egg so I may raise the mighty beast personally!"

Remove the Energy Shrines from the Delve deck and place them back into the Delve deck every 3 cards down per player. Shuffle the Owlbear Nest tokens all face down. Once an Energy Shrine is revealed place 2 Owlbear Nest tokens face down on the Shrine. You may use an action to check for eggs on your turn.

Once you find the egg the Owlbear appears on the nearest unexplored arrow. You immediately pick up the egg on discovery. The egg must be kept warm and cannot be put down. You may only use 1 move action per turn when carrying the egg and cannot fight. You may pass the egg to an adjacent player using an action.

If the player that is carrying the egg is killed, the egg is dropped and the quest has failed.

Objective: Find the Owlbear egg, defeat the boss and escape.

Quest 9 - Hell Awakens

The Sneaky Goblin overheard rumours of demons in the lost caverns of Blood Grove. They have been corrupting the more powerful Orc tribes in the neighboring villages that have been sent to deal with the threat. The chieftain now believes you are ready.

Place the Summoning Pit room in play and place your heroes as indicated. Then place a Delve card on each of the exits where shown.

During this quest skip the Delve and Seek Glory phases.

The Next wave of Monsters will not appear until you have killed all Monsters on the board. If no Resurrection Circle available on the map you may not resurrect.

Players may choose to Delve. If they do they must draw a Seek Glory card too.

You will be attacked by 3 waves of Monsters.

  • Wave 1: 1 Monster per player plus 1 Monster.
  • Wave 2: 2 Monsters per player plus 1 Monster.
  • Wave 3: 2 Monsters per player plus 2 Monsters.

After the 3rd wave, the Hell Demon appears. Place him on a tile next to a white arrow near an unexplored edge.

Objective: Survive.

Quest 10 - Limited Supplies

While on an expedition, you meet up with the Sneaky Goblin. He's been running for a while and when you catch up with him you find out that he's exhausted, after being chased down by the inhabitants of this dungeon. He's still up for a trade though and while negotiating the best Teef price for his wares, the denizens are forgotten about. That is until they catch up with him and you. Protect him!

Place the Delve cards and Goblin token as shown in the quest diagram. Place Heroes anywhere on these four cards.

Place an additional Delve card per player on each exit, as numbered in the diagram. Draw cards from the Seek Glory deck until you have 2 Monsters on each of these new Delve cards, and place the monster cards next to the Goblin, as his Monster Track. Discard any cards drawn that are not Monsters. These monsters are all Aggro'd towards the Goblin. You need to turn their attention to you.

In the Seek Glory phase of your turn, draw a Seek Glory card regardless of whether you are near a playable edge. Draw cards from the Seek Glory deck until you draw a Monster. Discard any other card.

After the 6th round, skip phases 1 and 2 and kill all remaining Monsters. Use the Tracker to track how many rounds have elapsed. The Goblin's turn is at the end of each round. He cannot attack but may move up to 4 tiles. His monsters activate on his turn. He skips the Delve or Seek Glory phases.

Objective: Kill all Monsters. The Sneaky Goblin and you must Survive for 6 rounds.

Quest 11 - Warlock Returns

The dreaded Warlock of Blackroot Mountain has returned! He's no good for the area. We drove him out once before but he thinks his power is great enough to stay this time. We can't have him blighting the crops that we need to steal from the lowlanders! If he is not killed, the Humies will be drawn here in great numbers and may discover our camp.

Start by placing the Delve cards as shown in the quest diagram. Then place the Warlock on the Boss Delve card, and the fire tokens as marked.

Each turn a Delve card will be placed and a Seek Glory card drawn, regardless of whether you are within 2 cards of a playable edge. The Boss activates after the first round.

Objective: Defeat the Warlock and escape.

Alternate Game Modes

Evil Overlord Mode

You can play the Co-Op version of the game with an Evil Overlord. The following rules are changes to the standard rule set:

During phase 1 of a player's turn the Evil Overlord will place a Delve card as near to active player as possible.

During phase 2 of a player's turn the Evil Overlord will draw a Seek Glory card. If it's a Monster he will place it on the last Delve card placed. If it's a trap it activates on the current player, and if it's a potion or item place these as Loot on any Monster on the Evil Overlord's Track.

During phase 4 of a player's turn the Evil Overlord can activate up to 3 Monsters per turn to move and attack any players on the board.

If a Monster kills a player they will level up. Roll the trap die. If a trap is rolled the Monster gains an attack bonus; add a +1 attack token to the Monster. If no trap is rolled a defence bonus is granted; add a +1 defence token to the Monster.

Bosses - the Evil Overlord holds the AI cards in his hand and can use them in any order discarding them when used. Only when he has used them all can he shuffle and replenish all his AI cards.

Treachery Mode

Back stab your way to leadership. You play a Hero and an Evil Overlord in this mode.

Use the reverse side of the Hero board and the Treachery Sequence of Play cards. Also use the Treachery skill cards instead of the standard skill cards.

Use the Treachery Tracker token to keep score starting at peon.

Attacking: You cannot engage the other players in direct combat. You must use the dungeon traps and Monsters to slaughter each other.

Delve: Delve cards can be placed on ANY playable edge on the map. Use them on your opponents to pull as many Monsters to them as possible.

Monsters: Any Monsters that you draw, you control and are placed on your Monster Track. Use them to kill your opponents or other Monsters. You may choose to kill your own Monsters if you wish. Monsters you own will not use Attack of Opportunity against you, but they may use it against other Monsters or opponents. Disregard the rules for Aggro in this mode.

Traps: Any Traps that are drawn from the Seek Glory deck are immediately played on an opponent.

Promotions: If you kill a player with a trap or a Monster, gain one promotion. Use the Treachery Tracker to keep track of your kills.

Sneaky Goblin: On the Gather Strength phase of your turn, take 1 Sneaky Goblin card for free. You may also buy more cards if you can afford it by choosing from the top three cards.

Death: Resurrections are infinite. If you die place your Loot token.

Objective: Kill the other Heroes. Each kill earns you a treachery point. Gain 5 kills (promotions) to become the War Chief.

Solo Mode

This is a one player mode. Play the dungeon and try to survive 10 rounds and defeat the boss.

The Hero does not get to resurrect in this mode. Remove the Adventurers from the Seek Glory deck.

Place the Boss Delve card in the Delve deck 10 cards down. When the Boss Delve card is revealed, select a card at random from the Boss deck. Place the Standee on the Boss Icon on the Boss Delve card.

Objective: Defeat the Boss and exit the dungeon to win.

Difficulty: If you like a challenge, add the Adventurers back into the Seek Glory deck.

Solo Quest Mode: You may play the Quests solo-able, but you would need to play as 2 heroes.

Appendix

Adventurers: Wandering Heroes venture into dark places too. These adventurers will move once and attack once per turn. However when they roll Energy on attack or defence you track this on their card. When an Adventurer has 2 Energy they will use a power attack card instead of a standard attack on their next turn. When an Adventurer enters the dungeon, they will use a power card on their first attack.

Attack of Opportunity: If a Monster passes through a Hero's tile, they will make an attack of opportunity. If the Monster has movement left after the attack it will continue on its path. A Monster will only make 1 attack of opportunity per turn and is counted as an action.

Bosses: Bosses will move and attack every player turn, and attack before any other Monster. Shuffle the bosses unique power cards and play 1 each turn as its attack. When all the cards have been used, shuffle the deck and repeat until it is dead. If a Boss is Poisoned the effects only take place once per round of heroes.

Creature: A Creature is a Hero, Monster, Boss or Adventurer.

Critical Attack / Defence: If the dice depicted at the base of the Monster cards are rolled, a critical hit is triggered. Follow the actions on the card as well as inflicting wounds for that roll.

Cure Poison: Drink this at any time. If adjacent to another creature you may cure them instead.

Dropping Items: It does not cost an action to drop an item.

Durability Token: Use this to keep track of the number of times you have used your modifier cards.

Egg Token: If a Spider nest Delve Card is revealed place an Egg token on it. During your next Bloodshed Phase flip the token over. If it's a web remove the token, if it's a Spiderling see Spiderling rules.

Elite Monsters: Elite Monsters have special attacks detailed on their cards.

Enervate Token: See Description on Cultist's Enervate Skill Card.

Energy and Experience: See page 8.

Energy Shrines: Place 1 Energy token on the Shrine. If you stop adjacent to or on this tile, you can use an action to take the token and gain 3 Energy.

Fire / Poison Tokens: If a creature moves onto a tile with fire, or any creature is standing on fire at the end of their turn, immediately take 1 damage.

If a creature moves onto a Poison Tile, or if any creature is standing on Poison at the end of their turn, they must roll the trap die. If a trap is rolled, they become Poisoned and take 1 damage.

Flying: Creatures with flying ability can avoid certain traps.

Healing Fountains: When revealed, place 1 health token on the tile. If you stop adjacent to or on this tile, you can use an action to pick up the token and gain 2 Health. You cannot heal beyond your starting Health. You cannot take the Health to use at a later point.

Health Potion: Cure 1 health point on yourself or on an adjacent creature. Play this token anytime in or out of your turn. This is not counted as an action. Discard after use.

Hero Skill Cards: If you spend Energy to use your weapons or spells, add the dice listed on the card to your Hero's base melee dice.

You may only use one weapon or spell at a time unless otherwise stated on the card. Designate which weapon or skill you will use before each round of combat - See Combat section.

Hex Token: See Description on Cultist's Hex Skill Card.

Instantaneous: You may play these cards in or out of your turn, providing you pay any associated cost with it. This does not count as one of your 2 actions in your turn.

Knocked down: If a character is knocked down, place their standee on its side. They must use an action to stand back up on their next turn.

Modifier Token: These add +1 to your attack roll or add +1 to your defence roll.

Poison: Some traps and Monsters deal Poison damage. If you or a Monster are Poisoned, take a Poison token and place it on your Hero Board / Monster card. At the beginning of your turn, if you are still poisoned - lose one Health.

Whilst under the effects of Poison you cannot be Poisoned again. The only way to cure Poison is with a cure poison potion or the Shaman's ability, or if you die and are resurrected.

Plunder: Take the top card from the Sneaky Goblin deck immediately.

Pressure Plate - Unstable Pit Traps: You can decide if Monsters run over Pressure Plates, Unstable Pit Traps or avoid them. These activate immediately. Unstable Pit traps do not trigger when revealed.

Pushed back: If a character is pushed back, move their standee the required number of tiles.

Rank Token: Use this to keep track of your promotions in Treachery mode.

Resurrection Circle: If you die you can choose to start on any resurrection circle.

Scuttle: Creatures with scuttle ability can avoid certain traps.

Spiderlings: When a Spiderling is revealed it only activates if it is within 4 tiles of a Hero on any Bloodshed phase. It will move up to 4 tiles and attack. When Spiderlings are adjacent to a Hero they deal 1 damage which cannot be defended. A Hero may use 1 action to step on an adjacent Spiderling to kill it. Spiderlings cannot be targeted with ranged attacks.

Spider Nests: Place an egg token on the nest and reveal it in your next Bloodshed phase.

Summoned Undead: The Cultist's Summoned Undead characters each have their own Monster Track, which activate during your Bloodshed phase.

Trapped Chest: Take one damage.

Teef: Teef are the currency you earn by defeating Monsters, or by Looting other players. They can be used to buy cards from the Sneaky Goblin!

Totem Token: See Description on Shaman's Totem Skill Card.

Webbed Token: Place a web token on the Hero. They can only use their actions to attempt to break free by rolling a trap on the trap die. Another Hero may cut you free by using an action while adjacent to you.

Wound Token: Used to keep track of wounds inflicted on Monsters.

+1: Add an additional point to your roll.

  • Head Token
  • 6 Poison Tokens
  • 1 Enervate Token
  • 2 Durability Tokens
  • 1 Hex Token
  • 1 Totem Token
  • 6 Egg Tokens
  • 4 Spiderling / Webbed Tokens
  • Fear Token
  • 10 Custom Dice
  • 8 Owlbear Nest Tokens
  • Sneaky Goblin Token
  • 0 Teef
  • 5 Health
  • The Loot token is placed face down on the caste icon on the Hero board.

  • Each player takes the Hero skill cards according to their chosen caste and selects five of those cards, placing them on their Hero board with the level 1 side face up. Return any unused Hero skill cards to the box. Each caste has their own unique ability listed on their Hero board.

    For your first game we recommend using the following skill cards:

    • Berserker: Hand Axe, Charge, Frenzy, War Cry, Berserker Axe
    • Shaman: Crude Carving, Shape Shift - Raven, Spiritual Shield, Spirit Wolf, Blood Wield
    • Cultist: Bone Mace, Enervate, Inflict Fear, Life Drain, Summon Undead
    • Head Hunter: Hunter's Bow, Improved Aim, Poison, Flaming Arrow, Head Shot
  • Each player places their Hero standee on an empty tile on or as close as possible to the stairs of the Start card.

  • Each player draws 1 card from the Sneaky Goblin deck and adds it to their hand. If its value is greater than 2 Teef, return it to the bottom of the deck and draw a new one. Repeat if necessary.

  • The last person to have been underground takes the first turn.