Tiny Epic Dungeons Adventures
Tiny Epic Dungeons Adventures Rulebook
Table of Contents
Table of Contents
Components
- 1 Mob Mat
- 8 Hero Miniatures
- 8 Hero Mats
- 1 Dungeon Torch Mat
- 24 Dungeon Cards
- 1 Entrance Card & 1 Exit Card
- 2 Blockage Cards
- 26 Loot Cards
- 14 Spell Cards
- 1 Card Appendix
- 8 Minion Cards & Tokens
- 4 Explorer's Pack Cards
- 3 Hero Dice & 1 Enemy Die
- 1 Chest of Continuation
- 8 Mob Tokens
- 4 Brute Markers
- 1 Boss Token
- 7 Disarm Markers
- 4 Ritual Tokens
- 12 Fire Tokens
- 4 Health, 4 Enemy Health, and 4 Focus Markers
- 1 Spawn Marker
- 1 Torch Marker
- 12 Relic Tokens
- 10 Passageway Tokens
Adventure Components
- 1 Adventure Booklet (within this booklet is a series of chapters that comprises the entire campaign. For your first playthrough, do not read ahead. When you are ready to start the adventure, read only one chapter at a time, and read aloud the Prologue.)
- 1 Map Booklet
- 5 Secret Packages with 10 Secret Cards
- 8 Chapter Envelopes with 7 Secret Cards
Dungeons Adventures Overview
Tiny Epic Dungeons Adventures introduces a campaign-style experience where players progress through an evolving story, unlocking new challenges and content by opening Chapter Envelopes and Secret Packages.
Chapters and Other Changes
Dungeons Adventures is different from the original Dungeons in a number of ways:
- It doesn't use the 7x7 Dungeon Card grid. Instead each chapter has a unique setup dictated by a Chapter Envelope. This includes flipping the Map Booklet to the chapter, placing facedown Dungeon Cards in unique patterns around the booklet.
- A new Relic Token mechanic has been added, and it can also be added to the original Dungeons games! You now encounter locked doors or dead ends, where Relics like Keys and Bombs help forge new paths in the dungeon.
- If you can't finish the game in one sitting, then no problem! Place all of your Hero Mats, Loot, and Spells into the Chest of Continuation to save your game until you are ready to play again.
- Goblins have been replaced with Mobs. There are 8 of them, instead of the 4 Goblins in the original game, and you may use the Mob Tokens, Mob Mat, and the Dungeon Torch Mat when playing the original Dungeons! Replace the Torch Mat and Goblin Tokens with these new components, and choose a single Mob Card to face for the entire dungeon.
- Mobs now are added to the dungeon via a Spawn Marker. When playing the original Dungeons, place the Spawn Marker on the Stairs Card.
Progressing Through the Story
A single chapter is divided into multiple story sections (marked with story icons). When reading the Adventure Booklet, note where there are STOPs:
After reading this text, progress and read the text below.
A STOP lists the requirements or an objective needing to be completed in order to continue. You CANNOT read ahead in the Adventure Booklet — you must stop!
When an objective is reached, for example moving onto a Story Icon, the booklet instructs you to continue and read a story passage, and may have additional setup instructions, rule changes, and/or a new victory objective.
After a chapter's victory objective has been achieved, you are instructed to read the final story passage in the chapter and then continue reading Chapter Cleanup instructions until you are told to STOP. Decide if you are ready or not to start the next chapter.
The Map Booklet
Each page depicts a unique setting for the chapter. The separate spaces in the booklet are similar to Dungeon Cards, with some notable differences:
- Space Walls: There are 2 kinds of lines that separate spaces on the Map Booklet. White lines are between adjacent spaces where both Heroes and enemies can freely move across, or for line-of-sight attacks see a target. Thicker, striped-orange lines are impassable walls, and cannot be seen through. There is no way to move through an orange line, except through openings that create a passageway to a Dungeon Card.
- Hero Limit: There can never be more than 2 heroes that occupy one space. This limit is enforced after movement is complete, so you may freely move through a space already occupied with 2 heroes (as long as you don't end movement there). There is no limit for the number of enemies on a space. Heroes must stop movement if there is an enemy, or check for danger if there's a trap, in a space.
- Spiral Rings: There are spiral rings in the center of the booklet. Unless marked with an orange wall, Heroes and enemies can freely move across the rings.
- Teleport Abilities: You can only move onto booklet spaces connected by a pathway of revealed Dungeon Cards. Pages that are unconnected to the dungeon cannot be Teleported onto.
Game Setup
Each chapter has a unique setup dictated by the Chapter Envelope. However, the following steps are taken at the beginning of most chapters (unless instructed otherwise):
- From the Adventure Booklet (for your first game start with Chapter 1), read aloud the story for the chapter and any setup instructions below. Make sure to read until you come to the STOP at the page's bottom.
- Shuffle the Minion Cards, Loot Cards, and Spell Cards to form facedown decks. You may mix cards from previous Tiny Epic Dungeons games in, however for Loot Cards where you can have as much variety as you want, we recommend only having at max 4 full Legendary Sets in the Loot Deck (see pg 17).
- Separate the Dungeon Cards into 2 piles: Rooms and Encounters. While you can add Rooms from previous games, you MUST use the 4 Encounter Cards from this game.
- Each player is dealt a Hero Mat and Miniature (they may choose which), a Health Marker and Focus Marker (placing each on the highest space on each track), and an Explorer's Pack Card. Also a second unused Hero Mat can be flipped and used as a quick reference guide.
- Shuffle the 12 Relic Tokens facedown and place them nearby.
- Place the Passageway Tokens, Disarm Markers, Enemy Health Markers, 3 Hero Dice, and Enemy Die nearby.
- Any other components may be used in the chapter if the Chapter Envelope's setup instructs so. But if not, leave them in the box.
After you have finished setting up and have read aloud the chapter's success and failure condition, you are now ready to start. The player who last went on an adventure goes first!
Solo Play: Players & Heroes
While a single hero in the dungeon seems exciting, you can only play with two, three or four heroes, tracking each one's stats, loot/spells, and location in the dungeon separately. Regardless of how many players are participating, the number of heroes in play determines the player count. For the purpose of this manual, we'll assume each player controls one hero.
On Your Turn
On your turn, your Hero may perform any or all of the following actions in any order (however, none are mandatory):
- Move (see next section)
- Perform One Heroic Action (pg 9)
- Perform Any Number of Free Actions (pg 14)
At the end of your turn (even if you do nothing), the torch must move down one space on its track, resolving any effect on the space on which the torch lands (pg 16). Then it is the next clockwise player's turn.
Hero Attributes
- Health tracks the damage a Hero suffers in the dungeon. If you go below 1, your Health Marker is placed on the zero space on the track and your Hero falls unconscious (pg 13).
- Focus is used to perform actions. If you go below 1, your Focus Marker is placed on the zero space on the track, but there is no negative effect — other than being out of Focus.
- Speed is the maximum number of rooms/spaces you may move into on your turn.
- Defense is the amount of damage you can negate from an enemy's Counter-Attack (pg 12).
- Strength, Agility, and Intellect are Skills used for Skill Checks (pg 9). The number of cubes shown represents how many dice you roll for a check. You may never have more than 3 dice for any Skill, or less than 1.
- Any Skill represents any one of the 3 Skills.
Move
Your Speed determines how far you may move on your turn. You spend 1 Speed each time you move into a room. Pathways are formed when two corridors on Dungeon Cards connect, or when a card connects to a space on the Map Booklet. Performing a Heroic Action will end your movement, but Free Actions (pg 14) may be performed at any time during movement.
Additional Movement Rules:
- Move into a Room with an Enemy: You cannot move any farther this turn. Heroes cannot 'pass through' enemies unless they have the Stealth ability.
- Move into a Room with another Hero: There is no effect on movement, except that when ending movement, where there is no limit for Heroes on Dungeon Cards, there is a limit of 2 Heroes per space in the Map Booklet.
- Trap: If a trap has not been disarmed, the Hero must Check for Danger (see below). If it has been disarmed, Heroes ignore its negative effect and do not need to perform a Skill Check.
- Teleport: Heroes with this ability may move to any revealed Dungeon Card or space that is connected to the dungeon. This may come during your movement (since it is a Free Action), and you may continue moving from your destination, so long as you have the available Speed remaining.
- Impassible: Heroes cannot enter or see through spaces or rooms marked with a stop sign icon (like a Blockage Card). In addition, Orange Lines on the Map Booklet are impassible.
- Locked Doors: This icon marks a door that is locked, meaning the pathway is Impassible. The icon can be either in the room/space with your Hero, or on the room/space on the other side of the pathway. If there are two icons in the passage, it is only considered one Locked Door. You must use a Key to place a Passageway Token over the passage in order to unblock the pathway. Heroes cannot walk through (or see through) a locked door (see pg 15).
- Bombed Tunnels: Heroes may use a Bomb to blast a passageway through a wall into an adjacent room. This room may be unrevealed (see below). Place a Passageway Token over the newly created passage (see pg 15). You cannot blast through Locked Doors.
Revealing New Dungeon Rooms
Move onto a facedown Dungeon Card, flipping to reveal it. You may then rotate the card to whichever orientation you like, as long as a pathway is created between this new room and your previous room.
If the new room has a Locked Door, that passage cannot be the pathway you used to enter the room. However, if you wish, Locked Doors can connect to unreachable areas (like outside the bounds of the dungeon).
Afterward, if you have not been stopped by a Mob or Minion Encounter (see below), and if you have any Speed remaining you may continue to move and possibly explore additional dungeon rooms.
Check For Danger
Certain rooms have icons that represent an event that must be resolved immediately when a Hero first enters:
- Mob Encounter: Immediately take 1 damage (only if you are in the room) and your movement ends. Place the lowest number Mob Token from its mat into that room.
- Minion Encounter: Immediately take 3 damage (only if you are in the room) and your movement ends. Draw a card from the top of the Minion Deck, placing it faceup to the right of the Torch Mat and any other Minion Cards currently active. Place an Enemy Health Marker at full Health on the card's track. Place the Minion's token on the newly revealed Encounter Card.
- Trap (each time a Hero enters this room): The moving Hero must attempt to evade by immediately performing the trap's Skill Check listed on the left side of the card (see next section). After resolving the Skill Check (regardless of the outcome) you may continue your movement or attempt a Disarm a Trap action (pg 10).
Perform One Heroic Action
On your turn, you may perform one Heroic Action, noted by an icon in a blue plaque. Most require performing a Skill Check (see below).
Skill Checks
A box with a Skill icon that is pointing to a number denotes a Skill Check, where you are attempting to succeed, rolling the number of Hero Dice you have listed for that Skill. The result you roll must meet or exceed that number. For example, to successfully Search this room, you must succeed in an Agility Check of 5. This Hero with an Agility of 3 can roll 3 dice.
Note: You can't roll more than 3 dice (even if abilities grant more) and must roll at least 1 die (even if negative effects cause less than zero dice).
The "green check" shows what the outcome is if you are successful, while the "red X" shows the outcome for failing. There is no fail outcome if there is no red X listed. After succeeding, if the check's outcome box has a cost (such as paying Focus), you must be able to pay it to gain the outcome's reward, and if you cannot, then there is no effect.
Hero dice are numbered "1-6." After rolling, choose a single die to use as the result die. A "1" or a "2" can be a result die, but those two die faces also have a "+" on them. Any die with a "+" can be used to boost the result die by that amount.
Faces "1-4" also have Focus icons. After rolling a successful Skill Check, any dice unused in the check may increase your Focus; each Focus symbol on unused dice is added to your Focus Track. You however cannot gain Focus after a failed Skill Check.
In this example, you roll a "4," a "3," and a "+2." You use the "4" as your result die, and the "+2" raises your result to a "6," making the Agility Check successful. The outcome is you may now gain a Relic Token. And in addition to the success, you may also gain 1 Focus from the unused "3" die.
Face "6" has a Health icon rather than a Focus icon. After a successful check, gain 1 Health for each unused 6 die.
Modifying a Skill Check
Skills may be boosted or reduced by modifiers. Add or subtract these modifiers when totaling a check's result. In the first example (Research), for a Melee Attack you get +1 on your Strength Checks. The second example shows a -1 on your Strength Checks.
Types of Heroic Actions
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Rest: Immediately gain 3 Focus and 5 Health (this is listed on your Hero Mat). If your Hero is unconscious at the start of your turn, you must perform a Rest (see pg 13).
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Search a Room: Opening a chest, pulling a lever, or tasting a witch's brew; while in a room/space you can perform a Search. However, you cannot Search if there are enemies in your room/space unless there is at least one other conscious Hero present. If there are two Skill icons, you must resolve both to be successful.
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Disarm a Trap: After Checking for Danger (pg 8), you may attempt to Disarm a Trap, performing the Skill Check on the right side. You cannot perform a Disarm if there are enemies in the room/space unless there is at least one other conscious Hero present.
- If successful: Place a Disarm Marker on this room/space. Now Heroes that enter this room ignore the danger for the rest of the chapter. As a reward, you discover 1 Loot or Spell (pg 17), and once disarmed, a trap becomes inactive and you may freely move.
- If failed: No effect.
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Cast a Spell: Spells can deal damage, heal, and grant special abilities to Heroes. To Cast a Spell, you must perform a Skill Check, and the target(s) of the spell must be within its listed range (there are additional rules for this below).
In the example (Fireball), you must succeed with an Intellect Check of 7, and the target must be in a pathway no more than 2 rooms away. If successful you must spend 6 Focus to deal 4 damage to the target.
Special Note About Spell Checks: Focus (not Health) from unused dice may be gained immediately and can be used to enable the spell's outcome (this is different from normal Skill Checks).
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Attack: There are three types:
Range
For any attack or spell, the attacker must be within range of the target:
- Same Room: Target must be in the same room.
- Line-of-Sight: Target must be in a straight line through pathways and must be within the listed number of rooms away. Target cannot be in the same room.
- Any Path: Target must be within the listed number of rooms, following a pathway, or can be in the same room as you.
- All Heroes/Enemies: Targets all Heroes or enemies within the listed range of rooms, following pathways from the attacker (or in the same room).
Note: Heroes and enemies do not block or obstruct any form of attack.
Enemy Counter-Attack
If an enemy is still alive after an attack and is in the same room or in line-of-sight of you, then that enemy Counter-Attacks. Use the result on the Enemy Die:
- Faces "2-5": The enemy attacks with this number plus the enemy modifier listed on the enemy's card (see below). For instance, the Minotaur rolls a "5" and gets +3 because you performed a Melee Attack.
- Shield Match: The die face equals your total Defense exactly, including all of your Defense modifiers. In short, it deals damage equal to the enemy modifier. For the Minotaur against a Melee Attack, it deals 3 damage.
- Torch: You don't take damage, but the torch moves 1 space down on the Torch Mat (pg 16), and you resolve any icon the torch lands on immediately.
Enemy Modifiers
Listed on each enemy's card are modifiers that add to the Enemy Die based on the type of attack the Hero uses:
- For most Mobs against any attack, the modifier is the number a specific object currently in the dungeon. For instance, if this Mob is +2 and there are 2 Mobs in the dungeon, the total modifier is +4.
- Minions each have different modifiers for Melee Attacks and Missile/Spell Attacks.
- Bosses have a modifier for each type, as well as other special effects (pg 18).
Hero Taking Damage
After a Counter-Attack is totaled, check if you take damage. If the enemy's total is higher than your Defense, subtract your Hero's Defense from the total and deal that much damage. For example, your Defense is 4 and you also spend 2 Focus to use the ability "Stone Stance," granting +2 Defense for Melee Counter-Attacks, totaling 6 Defense. The Minotaur's total attack is 8 (5 die + 3 modifier): 8 minus 6 equals 2 damage to you.
Note about Spell Attacks: If the Hero is not in line-of-sight with the enemy, the enemy does not Counter-Attack. In addition, if multiple enemies are targeted with a single attack and can then Counter-Attack, only one of those enemies Counter-Attacks — you choose which.
Damaging and Killing Enemies
If an enemy is reduced to zero Health, it is killed and cannot Counter-Attack (so ignore the Enemy Die result):
- Each Mob has its Health listed on its card, and you must deal that much damage (beyond its Defense) to kill it. Return its token to the lowest number spot on the Mob Mat. You may gain the reward listed on its card (rewards are always optional). For instance, this Mob's reward is to gain a loot or gain 3 Health.
- Minions track Health on their cards. Dealing damage moves its Health Marker down; taking it to zero or below kills it. Remove its token and Minion Card, returning both to the game box. As a reward (often listed on the Torch Mat), you may take 1 loot or 1 spell twice (see pg 17), and you also move the torch up on the Torch Mat the listed amount of spaces (see pg 16).
- Brutes track Health on a Mat using Ritual Tokens, and there can be up to 4 possible Brutes active at one time. Note the number on its token as it matches one of 4 tracks on its mat. Follow the rules for a chapter when handling, killing, and gaining rewards from Brutes.
- A Boss has special rules for how it takes damage. You must gain Ritual Tokens to place on its Health Track, and multiple Enemy Health Markers occupy the track at the same time (see pg 18). The reward for killing one usually progresses the story.
Unconscious Hero
If your Health is reduced to zero, then you have fallen unconscious and your turn ends. Immediately place your marker on the zero space on your Health Track and lay your miniature on its side to show this.
On your next turn you must first perform a Rest Action (pg 15) to become conscious and stand your miniature upright. You may then move but cannot perform Free Actions if you started your turn unconscious.
Other Heroes may perform healing spells or abilities to heal an unconscious Hero; this immediately makes you conscious!
Perform Free Actions
You may perform any Free Actions at any time on your turn. These actions are indicated by orange plaques. They can be performed in between movement, before or after your Heroic Action, or before or after dice are rolled. Some notable Free Actions that you will encounter are:
- Modify a Hero Die by 1: This is listed on each Hero Mat. During any Skill Check, spend 2 Focus to change a Hero Die face (not the Enemy Die) by 1. You can do this as many times as you have Focus to spend. For example, you can change a 3 to a +2. You cannot however change a die face from 1-to-6, 6-to-1, 6-to-7, or 1-to-0.
- Reveal Adjacent Unexplored Rooms: This is listed on most Torch Mats. Move the torch down one space (see below) to reveal all unexplored rooms immediately adjacent to your current room. If this reveals any Mob/Minion Encounters, those tokens and cards are added to their respective rooms, but you don't lose Health.
- Research: Listed in the Hand slot for most spellcasting Heroes, spend Focus to either gain a new spell, drawing it from the Spell Deck, or take a faceup spell from the Spell Discard (pg 17).
- Increasing Modifiers and Stats/Gain Actions: Additional modifiers to Skill Checks or increases to a stat like Speed or Defense (such as "+1's"), or the ability to perform an additional Heroic Action. Usually, these cost Focus but can sometimes cost Health.
- 1x (One-Time Per Turn): When the plaque has a "1x," you can only perform that Free Action once per turn. One notable 1x Free Action is Explore (see below).
- Triggered Abilities: Though these are not marked with orange plaques, these passive abilities trigger when you are performing a specific Heroic Action. These are shown with the action's blue plaque following a colon. For example, for "Battle Rage," spend 3 Focus to add +2 when you're performing either a Melee or Missile Attack.
Free Action: Explore
Within the dungeon, artifacts can be found to help you solve the labyrinthian puzzle and delve even deeper into the darkness.
A 1x-per-turn Free Action located on the Map Booklet and on Encounter Cards allows you to gain powerful one-time-use items. Once per turn while at an Explore spot, you can pay 4 Focus to perform a Free Explore Action to reveal 1 facedown Relic Token.
Immediately place this token faceup onto a slot on your Explorer's Pack Card. At any time on your turn, you may resolve a Relic Token's ability, and then discard it. The card can hold a maximum of 2 tokens, and if you gain a third, choose one of the three to discard (you can immediately use one if applicable before deciding to discard).
When you use a Relic Token, discard it faceup so that it cannot be accidentally revealed by another player. Once all Relic Tokens have been revealed, shuffle them facedown to create a new pile.
There are 4 types of Relic Tokens (with different numbers of each), and a reminder of each is listed on the back of the Explorer's Pack Card.
- A Key (4 total) has 2 different uses.
- Open a Locked Door in your space/room. Place a Passage Token flipped to the Open Door side on the pathway between the door and an adjacent room/space. You may now move into that room.
- Automatically Disarm a Trap in your room/space without using a Disarm Action.
- A Bomb (3 total) has 2 different uses.
- Blast a pathway through a wall where one didn't exist. Place a Passage Token flipped to the Bombed Tunnel side between your room's wall and an adjacent room/space to now move past it. Note: you cannot bomb through a Locked Door on either side, and cannot Bomb through walls in the Map Booklet.
- Deal 2 damage to all enemies in your room/space, for which they cannot Counter-Attack.
- A Nightlamp (3 total) gives you 3 Focus when you perform a Rest Action, in addition to the normal 3 Focus and 5 Health.
- A Fairy-in-a-Bottle (2 total) eliminates the penalty of a Rest Action, letting you perform Free Actions and another Heroic Action (and move), as though you hadn't taken the Rest Action.
The Torch Mat
The torch represents your fight against the dread of the dungeon. If the torch ever reaches the final skull space at the bottom of the track, resolve the fail condition for that chapter. When the torch lands on certain icons (when moving down, but not moving back up), immediately resolve its effect:
- Add a Mob: Place the lowest-numbered Mob Token from its mat to the location of the Spawn Marker. Or, if you are fighting a Boss, it is added to the Boss's room/space instead.
- Trigger Enemy Actions: All enemies in the dungeon perform Enemy Actions, in order, attacking ALL conscious Heroes within range (see below).
Enemy Actions
Enemies resolve actions listed on the bottom of their card/mat in this order: 1. All Mobs (players choose the order), 2. All Brutes (lowest to highest), 3. Minions (going from cards left to right), 4. The Boss.
Listed in each Enemy Action box are instructions that each enemy follows:
- Move OR Attack: Check if a conscious Hero is within attack range. If so, the enemy immediately attacks and doesn't move. If not, the enemy immediately moves (see below), but does not attack.
- Move AND Attack: Check if a conscious hero is within attack range. If so, the enemy immediately attacks, but doesn't move. If not, the enemy moves its Speed until a conscious Hero is within range (see below), and then it attacks (all Brutes, Minions, and Bosses do this).
Note: Heroes' Defense or abilities do not block for damage or focus loss. However, you can block damage with the Guard ability (see below).
Enemies move their Speed as many rooms as they can till they reach the closest conscious Hero. They must follow the shortest pathway, and if multiple Heroes can be targeted, you choose which Hero they target. If there are no conscious Heroes, enemies do not move. For example, the Minotaur moves up to 5 rooms to attack.
Enemies are unaffected by Traps and other enemies, but they cannot walk through walls, through Locked Doors, or through facedown Dungeon Cards. Enemies on a page of the Map Booklet that is not yet connected to the dungeon do not activate.
Hero Ability: Guard
Before the Enemy Action triggers, you may use the Guard ability to block the listed number of damage for all Heroes in your room/space (including yourself). For example, the Halberd lets you spend 2 Health to block 1 damage for all Heroes in your room. Only 1 point of damage per use is blocked, not 1 per enemy attacking.
Discover Loot and Spells
To defeat strong enemies, you will need more powerful loot and spells. Loot is found in three types: Hand, Garb, and Trinket. There is only one type of Spell.
- Discover a Loot/Spell Card: Resolving the 'full-color' icon of Loot or Spells means that you may draw a card from the top of the respective deck. Alternatively, you may instead pick up a discarded loot or spell (see below).
- Pick Up a Discard: Resolving a grayed-out Loot/Spell icon with a green arrow means that you can pick up a card only from the discard row. Loot and Spell Cards are placed into these rows when discarded (see below). Discarded cards are returned to the Loot/Spell deck after each chapter.
Equip Loot and Spell Cards
Using the icons above is the ONLY way to equip a Loot or Spell Card to your Hero Mat. On the other hand, on your turn you can always discard a card from your mat as a Free Action, placing it into its appropriate discard row. You cannot give a card directly to another Hero. Equipping a loot will cover one of the 2 starting items or abilities listed on the bottom of the Hero Mat; discarding that loot allows that item/ability underneath to be available for use again. Note that there are limits to how many Loot and Spell Cards you can have on your Hero Mat at one time:
- 1 Garb limit
- 2 Hand limit, which covers up the hand slots on the mat
- 2 Spell and 2 Trinket limit
Legendary Loot Sets
Some loot are part of a Legendary Set, and reuniting them unlocks their full power. An icon on the bottom of each card denotes which set, along with the bonus effect they grant when multiple are equipped together. There is no set bonus for having only one loot of a set, but having even two unlocks its first level, and each extra piece increases the effect. For example, having 2 loot in the Lion Set heals yourself +1 each time you make a Melee Attack. Equipping all four unlocks the highest bonus: with the complete Lion Set, heal +3 instead.
Fighting a Boss
The time has come to meet your destiny and face a Boss. Your goal is to reduce all of the Boss's Health Markers to zero. However, damaging the Boss with weapons and spells will not be enough — you must perform various rituals in order to dispel the wards that protect it. But work quickly and be on your guard because these Bosses hit hard!
Boss's Health Track
The Boss's Health Track operates differently than Minions' tracks do. It has multiple markers, each of which moves independently, and the goal is to get ALL of the markers to zero. The number of markers is dependent on how many Heroes there are in the party. When dealing damage, one marker can be moved the full amount of damage, or you may spread the damage across multiple markers. For example, dealing 3 damage could be applied to one marker, split up between two, or even split between three!
Ritual Spaces
On most Boss Health Tracks there are spaces with a ritual icon. These spaces stop Health Tokens from moving onto or past unless a Ritual Marker is placed there. For example, to move a Health Marker onto the 5 space on this track, you must first place a Ritual Token there. You obtain tokens based on the chapter, but for all Bosses, any damage dealt without a Ritual Token in place does not harm the Boss.
Taunt the Boss
Players can move the Boss Token by Taunting (listed on Side B of the Mob Mat). On any Hero's turn, you may perform a Free Action by spending 2 Focus to force the Boss to take a Move Action toward you.
Icon Reference
Attributes
- Health
- Focus
- Defense
- Speed
Equipment
- Hand (2 max)
- Garb (1 max)
- Trinket (2 max)
- Spell (2 max)
Skills and Dice
- Strength, Agility, Intellect, Any Skill
- Skill Check: Hero Dice are rolled to meet or beat the number shown. The Skill used for this check is shown; Success and Failure outcomes follow.
Heroic Actions
- Any Action: Perform the Heroic Action of your choice.
- Rest: Gain 5 Health and 3 Focus (must perform if unconscious).
- Search a Room: Perform a room's ability if there are no Enemies in it or if at least one other conscious Hero is in it.
- Disarm a Trap: Perform a Skill Check to place a Disarm Marker on the Trap and gain 1 Loot or 1 Spell.
- Cast a Spell: Perform a Skill Check to Cast a Spell, making sure to pay the required Focus cost first.
- Melee Attack: Perform a Melee Attack on an Enemy in your room.
- Missile Attack: Perform a Missile Attack on an Enemy within range of you.
- Perform a 1x-per-turn Action: Perform one additional Heroic Action (cannot be used multiple times in a single turn).
Free Actions
- Free Action: Can be performed anytime on your turn.
- 1x-per-turn Free Action: Can be performed anytime on your turn, but only once.
- Explore (1x-per-turn): Spend Focus to gain a Relic Token.
Abilities & Modifiers
- Gain/Lose Defense/Speed (+X / -X).
- Gain/Lose Health/Focus (+X / -X).
- Roll 1 more / 1 fewer Hero Die (cannot exceed 3 or go below 1).
- Change a Hero Die Face by 1 (cannot go higher than 6 or lower than 1).
- During a Skill Check: +X / -X adds/subtracts from result.
- Guard against 1 Health being lost during an Enemy Action.
- Reroll 1 Hero Die / Enemy Die and take new result.
- Portal: Teleport to any revealed Dungeon Card/connected Map Booklet Space.
- Move a target enemy X number of rooms away.
- Move with Stealth: may move unaffected through rooms with enemies without stopping.
- Move with Ethereal Step: may move through walls between Dungeon Cards, but not Impassibles.
- A Hero is Unconscious.
- A Mob/Minion/Brute is killed.
Movement & Range
- Move a number of rooms up to your Speed value following pathways.
- Range: number of rooms away a target can be.
- Same Room: Target must be in the same room.
- Line-of-Sight: Target must be in a straight pathway (not same room).
- Any Path: Target is connected with a pathway within listed range (can be same room).
- All Heroes/Enemies: Target all within the listed range.
- Effects apply to: One Hero, All Heroes, A Single Enemy, Mob, Minion, Brute, The Boss.
Enemy/Trap Effects
- Shield Match (Enemy Die): The value of this die face matches the Hero's total Defense.
- Torch: Move the Torch down 1 space (the enemy deals no damage).
- During a Counter-Attack: +X adds to Enemy Die result.
- Lose Health/Focus (-X).
- Trigger all Enemy Actions on enemy cards in play.
- Enemy Gains Health (+X).
- A Loot/Spell that the Hero has equipped must be discarded to its appropriate row.
- A Relic Token that the Hero has must be discarded.
Dungeon & Torch Mat
- Room, Entrance, Minion Encounter, Exit.
- Move the Torch up or down on the Torch Track.
- Reveal a facedown Dungeon Card.
- Story Icon: read the passage in the Adventure Booklet.
- Impassible: cannot enter this room/space.
- Locked Door that is Impassible until unlocked with a Key.
- New Mobs spawn into this space.
- Trap: trigger an immediate Skill Check when entering the room.
- Add a Mob/Minion to the active Hero's room.
- Discover a new Loot/Spell Card (draw from deck or from the Discard Row).
- Pick up a Loot/Spell Card (from the Discard Row).
- Gain Relic Token (max of 2).