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Goblin

Any: Gain a

6.

3 3
5 5
6

ARCANE BLAST

Cave-in

Combat

obstaCle

4 4
4 4
4 4

Trap: Gain a 4 and 5 of any type.

QUICKSTEP

shaDow FienD

Combat

4 5
3 4
5 6

Initiate: For each two you have,


armor boxes are difficulty -1.

PIERCE

arrow wall

Any: Gain a

trap

6.

ARCANE BLAST

skeleton kniGht

Combat: Gain a

Combat

4 4
4 4
5 6

2 and a 6.

FIREBALL

spikeD pit

3 3
4 4
5 6

Combat: Gain a

trap

1 2
3 3
4 6

6 and a 5.

SHARD SWARM

DiseaseD rat

Combat

2 3
4 5
5 5

Trap: Gain a 4 and 5 of any type.

QUICKSTEP

GloopinG ooze

Combat: Gain a

Combat

3 3
4 4
5 5

2 and a 6.

FIREBALL

Fire elemental

Combat

Combat: Gain a 4.
Heal one damage.

1 2
3 4
5 6

LIFE DRAIN

Flame statues

trap

rune puzzle

4 4
4 6
3

Combat: You may use


and vice versa.

as

ENCHANTED BLADE

DiseaseD rat

Combat

2 3
4 5
5 5

you have,
Initiate: For every
set one die you would roll to be a 6.

SURPRISE ATTACK

arrow wall

trap

2 2
4 4
4 6

Initiate: Roll your and place 6s in armor


boxes of any type. Then start the encounter.

THROWING KNIVES

obstaCle

ForCe wall

4 4
6 6
6

Reroll any or all of your other dice.

HASTE

spiky loG

trap

6 3
4 5
7

Combat: Gain a 4, 6, and a 3.

LIGHTNING BOLT

Goblin

4 4
4 5
you have,
Initiate: For every
set one die you would roll to be a 6.

SURPRISE ATTACK

loCkeD Door

obstaCle

5 5
6
Combat: Increase another of your
dice by the spent dies value.

ACCURACY

obstaCle

Combat

3 3
5 5
6

Initiate: Roll your and place 6s in armor


boxes of any type. Then start the encounter.

THROWING KNIVES

bear trap

trap

3 5
6 6
Combat: Increase another of your
dice by the spent dies value.

ACCURACY

Fire elemental

Combat

1 2
3 4
5 6

Combat: You may place dice of any


color into armor boxes.

OPPORTUNIST

Flame statues

trap

phantom armor

Any: You may place


any color.
wraith

4 4
4 6
Any: All your
by 2.
skeleton kniGht

Combat: Gain a

dice are increased

PRECISION
Combat

4 4
4 4
5 6

3 and a 6.

SWIFT STRIKE

Combat

rollinG boulDer

6 4
4 5
5 6

1 2
3 4
5 6

6s in boxes of

Combat: Ignore half (rounded down)


of the damage you would take.

FINESSE

DODGE

Combat

oGre

4 4
4 6
6 6

Combat: If only consequences


remain, ignore all but two of them.

Combat: Gain a

Combat

3 5
3 3
4 6

3 and a 6.

SWIFT STRIKE

Combat

Any: You may use


type of skill.

POISON

banDit

trap

Goblin

==

6 4
4 4
5 6

dice for any

ACROBATICS
Combat

Combat: Gain a

3 3
5 5
6

4 and a 6.

MIRROR STRIKE

bear trap

trap

DiseaseD rat

Combat

3 5
6 6
==

Combat: Gain a

4 and a 6.

2 3
4 5
5 5

Combat

4 4
4 6
6 6

Initiate: For each three


fill one armor box.

you have,

CRUSHING BLOW

oGre

Combat

6 4
4 4
5 6

Ignore 1 point of damage.

TOUGHNESS

obstaCle

4 5
5

Combat: Gain a 4 and a 2.

MIRROR STRIKE

wraith

treasure Chest

Combat: Gain a 4 and a 2.

FLURRY
shaDow FienD

Combat

Combat: Gain a
and a 6.

4 5
3 4
5 6

4, a 4, a 4,

FINISHING BLOW

rollinG boulDer

trap

1 2
3 4
5 6

Combat: Reroll any or all of your


dice.

KNOCKBACK

FLURRY
ForCe wall

obstaCle

6 3
4 5
==
=

Combat: Gain a 6,

6, and

6.

TRIPLE STRIKE

spikeD pit

trap

1 2
3 3
4 6

Combat: Ignore two .

STUN

loCkeD Door

obstaCle

treasure Chest

: Change all 1s to 4s.


: Change all 1s and 2s to 5s.

Cave-in

MANA POTION

obstaCle

4 4
4 4
4 4

: All mana costs are -3 (min 1).


: All mana costs are -5 (min 1).

rune puzzle

obstaCle

CLARITY POTION

: Change all 1s to 4s.


: Change all 1s and 2s to 5s.

banDit

INVISIBILITY POTION

: Roll 1 extra dice of your choice.


: Roll 2 extra dice of your choice.

Combat

3 5
3 3
4 6

: Discard an encounter in play.


: Discard any number of encounters in play.

phantom armor

4 4
6 6
HEROISM POTION

GloopinG ooze

4 5
5

5 5
6
CLARITY POTION

obstaCle

HEROISM POTION

Combat

6 4
4 5
5 6

: Roll 1 extra dice of your choice.


: Roll 2 extra dice of your choice.

MANA POTION

Combat

3 3
4 4
5 5

: All mana costs are -3 (min 1).


: All mana costs are -5 (min 1).

spiky loG

trap

4 4
4 5
INVISIBILITY POTION

: Discard an encounter in play.


: Discard any number of encounters in play.

DraGon

boss

5 5 5
4 6 6
6 5 5

Heal all hits from the top two rows


each round.
liCh

Each box needs two dice (or three unmatching)


to fill. Heal the top row after each round.

entry
Discard 8 cards from the deck when entering
level 1.

lv

hatChlinG swarm
Every encounter gains:

lv

If all boxes in a row cannot be filled, none are


filled. At the end of each round, heal the rightmost die in each row.

armoreD hatChlinGs
Every encounter also gains:

liChs tomb

very harD

lv

unDyinG leGions
Every encounter gains:

lv

weakness FielD
2s cannot be used for skills or mana.

lv

boss

6 6 6
4 5 6
6 6 6

normal

lv

boss

4 4 6
5 5 5
4 4 4

yeti

DraGons lair

3 4
6

impossible strenGth
Every encounter also gains:

yetis Cavern
lv

FreezinG winDs
Every encounter gains:

lv

bitinG ColD
Every encounter also gains:

lv

harD

4 4

iCe maze
Spend an extra time at the start of
each turn.

1
2

turn reFerenCe

Spend

OR Spend

. Heal one damage

Encounter an
EXPLORE:
existing card OR Draw one card OR
THEN
Trap:
Must be
encountered

Combat:
Encounter or
spend
to flee

HEALING POTION

: Heal 2 damage (to top of deck).


: Heal all damage (to top of deck).

Pass

Obstacle:
May be
encountered

MAge

MANA FONT

1s (once).

Your partners mana costs are -1 (Minimum 1).

Initiate: All armor boxes are difficulty -1.

2P

VOLLEY

Combat: Add a 5 of any type.

SHIMMERING BLAST

Archer

SUPPORTING SHOT

1P

Reroll all

2P

1P
TRUE AIM

Archer

MAge

SECOND SIGHT

You may give your partner one of your


dice after rolling.

You may reroll 1s when encountering a trap.

Initiate: All armor boxes are difficulty -1.

VOLLEY

Combat: Add a 5 of any type.

SHIMMERING BLAST

If you would take 3 or more damage, take one


less damage.

Fleeing does not cost you time.


6.

Combat: Add a

5 or a 3 of any type.

TRUE STRIKE

rogue

CRAFTY

Your party may use multiple Initiate skills.


6.

2P

2P

BACKSTAB

Initiate: Add a

WArrior

THICK SKIN

EVASION

Initiate: Add a

1P

1P

rogue

FRONT LINE

You may take damage instead of your partner.


Combat: Add a

BACKSTAB

WArrior

5 or a 3 of any type.

TRUE STRIKE

GRAPHIC DESIGN: ALANNA CERVENAK

Trap: Gain a 4 and 5 of any type.

Combat

2 3
4 4
5 5
2 3
4 4
5 5

Combat
ogue

6.

BACKSTAB

interesting ways. Each increases the XP


cost of future skills.

SKILLS allow you to use your dice in

SURPRISE ATTACK

you have,
Initiate: For every
set one die you would roll to be a 6.

Initiate: Add a

Fleeing does not cost you time. QUICKSTEP

EVASION

DiseaseD rat

DiseaseD rat

GEAR cards increase your stats, allowing you to


roll more dice. But each adds a coin to the cost of the
next one you acquire.

Your Hero card displays your stats and starting abilities, and is also where you will
tuck new gear and skill cards. Each hero card has a 1p and 2p version.

YOUR HERO

ART: WILL PITZER

CREATED BY: CHRIS CIESLIK

A Roguelike card game for 1-2 daring heroes...

1P

1
2

CombatCombat

5 5

EXPLORE:

4 LIFE DRAIN
LIFE DRAIN

. Heal one damage

THEN

Combat:
Encounter or
spend
to flee
: Heal 2 damage (to top of deck).
: Heal all damage (to top of deck).

HEALING POTION

Trap:
Must be
encountered

Obstacle:
May be
encountered

Pass
OR
hDraw
atChlinGs
one card
Combat:
Combat:
Gain a Gain
6. a 6.
Every encounter
Healalso
onegains
Heal
damage.
one damage.

OR
lv
3
armoreD
existing
card

Encounter an

OR Spend

turn reFerenCe
hatChlinG
swarm
Every encounter gains
2
lv

Spend

entrY
Discard 8 cards from the deck when entering
level 1.

1 12 2
3 34 4
5 56 6

normal

lv

Fire elemental
Fire elemental

DraGons lair

The Dungeon card sets the rules


for the game, and the boss is on
the back. The turn reference
card reveals the dungeon rules
as you descend.

When you complete an encounter you


choose one of these three things to acquire.

Each card in the dungeon has four parts.


The center is an encounter you face. On
the left edge is a piece of gear, on the right
edge is treasure, and on the bottom edge
is a skill you can gain.

Any: Gain a

ARCANE BLAST

6.

3 3
4 5
6
TREASURE gained
is stacked under the
dungeon card. Treasure
is how you pay for new
gear and new skills.

Goblin

Combat

Each time the deck runs out, you will descend


one level deeper into the dungeon, with more

DUNGEON CARDS

difficult challenges! Time is important.

DESCENDING

TIME & HEALTH

Sometimes you wont completely overcome


an encounter. Each box on an encounter that
you dont hit will depict some number of H and T. Each timeresults in a card from the
deck being discarded. Each H results in a card from the top of the deck being placed
face down next to your hero, representing damage. If you have as much damage as
health, the game is over!

ATTRIBUTES & DICE

Your hero has three attributes Strength,


(A)Agility, and ( Magic. She also has
some number of (H)Health. During each encounter, you will roll one die of the appropriate
color for each attribute icon on your heros card, including any gear shes acquired! These
dice will help you overcome the combat, trap, and obstacle encounters you face, and
eventually the dungeon boss. You will need 8 dice for each of the three attributes, ideally
matching the three colors as close as possible.

Two player games are co-operative. Work together to conquer the boss!

SETUP

Adventure calls! A dungeon has appeared, with a monstrous fiend deep within, and you
must try to conquer it. It is the way of things. It is a difficult dungeon, though...how far
will you make it?
Choose a hero and a dungeon, and set the rest aside
in the box. Shuffle the deck of encounters. Place the
turn reference on top of the dungeon card, revealing Level 1. In a two player game, each
player chooses one hero. Be sure to take the appropriate 1P or 2P version of your hero.

Rules v0.92 - For questions contact us at: asmadigames@gmail.com,


@asmadigames on twitter, or Asmadi Games on Facebook

BETA EDITION

This is the beta edition of One Deck Dungeon. It


is likely to evolve a little bit before the finished
print run, but its pretty close! We hope you enjoy playing it, and welcome feedback at
AsmadiGames@gmail.com. We do know about the darkness level of the cards -- that
is an artifact of the short run print process.

SCORING

The game is over when your damage equals your


health, or when you defeat the boss. Your score is
the total number of cards claimed as loot, skills, ans treasure (including spent treasure
in the box), multiplied by the level of the dungeon you reached (4 for the boss, 5 for
defeating the boss).

BOSS FIGHT

After level 3, the dungeon card is flipped over to


reveal the boss! A boss encounter is like a normal
one, but potentially with multiple rounds. Potions may be used before each round, and
an Initiate skill may be used (for free) before the first round. After the consequences
step of the round, if all boxes are filled, the boss is defeated! Otherwise, the boss might
heal, based on its skill. Healed dice are removed, other dice remain as hits. During
each round, you roll as many dice as you are entitled to by your attributes.

there are not enough in the deck, each hero takes one damage. When the deck is empty
and damage needs to be taken, take it from the discard pile instead.

SPENDING EXTRA TIME for consequences or a skill and

If you are required to spend time

If the deck is empty when step 1 of your turn begins, you descend to the next level of
the dungeon. Shuffle all cards currently in the dungeon into the deck, and slide down the
reference card to reveal new characteristics of the dungeon. Dungeon level consequences
are cumulative.

DESCENDING

When you spend treasure, place it in the box, not the discard pile. Those cards count
toward your score at the end of the game!

TREASURE: Tuck the card under the right edge of the dungeon card. Each treasure
card can be used as either gold, XP, or a potion.
GEAR: Pay gold equal to the number of coins on your hero card and existing gear.
Then, add the new piece of gear to it.
SKILL: Pay XP equal to the number of XP icons on your hero card and skills. Then,
add the new skill to it.
POTION TYPE: Tuck the new type of potion under the reference card. Now you can
use potions for a new type of effect!

4. LOOT

If you survived an encounter, you now take the


card as loot. You can take it as treasure, gear, or a
skill, tucking it in the appropriate place.

If you chose to encounter an existing card, or draw a


3. ENCOUNTER new card and decided (or were forced to) encounter
it, you must fight to overcome it! See the next page for details.

2. DUNGEON

You have three choices: (1) Encounter a card already


in the dungeon: Choose one of the face-up cards
in play, and encounter it. (2) Explore: Draw a card and place it face-up next to the
dungeon card. If it is a trap, encounter it immediately. If it is a combat, encounter it,
or spend two time to flee, ending the turn and leaving it in the dungeon. If it is an
obstacle, you may either encounter it or end the turn. You cannot explore if there are
already three cards face-up in the dungeon. (3) Pass: End the turn.

1. TIME PASSES

Spend 1 time. Or, spend 4 time and heal one damage


(to the top of the deck). In a two player game, only
one of the two heroes heals a wound. The other stands guard.

On your turn, do each of the following steps.

YOUR TURN

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asmadigames.com

@AsmadiGames

Visit us online:

Playtesting + Development by Eric Reuss, Julia Urquhart,


Kat Dutton, Rob Seater

Graphic Design by Alanna Cervenak

Art by Will Pitzer

Designed by Chris Cieslik

CREDITS

*2P Combat: With two players, each rolls their dice, kept separate. You cannot
share or mix dice with your partner for skills or placing off-color hits.

(6) Consequences: For each box not filled, lose (Hor (T. Each (Hplaces the top card
of the deck face-down next to your character as damage. Each (T)discards the top
card of the deck. If you have as much damage as health, the game is over. In a two
player game, split damage evenly (choose where the last damage goes if uneven).
After consequences, claim the card as Loot.

(5) Place dice: Each box on the encounter (and on the dungeon once youre deep
enough) must be covered up. To hit a box, you place a matching colored die of equal
or higher value (or two other dice of equal or higher value -- discarding one of them).
Armor (A)boxes must be filled before any other boxes. If you cannot fill all the armor
boxes, no other boxes can be filled.

Magic skills are spells, and they require mana. Set aside dice with total value equal to or
higher than the mana cost, and then perform whatever the effect is.

Strength and Agility skills consume one or more of the dice that you rolled. Set the
used dice aside, then perform the effect. Some Strength skills require multiple equal dice,
represented by an = sign.

(4) Use Skills: After you roll your dice, you can use any of your skills. Each can be used
once per encounter. Note that some skills are only usable during certain types of encounter
(Trap, Obstacle, Combat).

(3) Roll Dice: Each of your attribute icons entitle you to one die of their color.

(2) Initiate Skills: Your party may use one initiate skill, spending time as appropriate.
(If using the Rogues Crafty skill, each initiate skill used must be paid for.)

(1) Potions: You may drink any number of potions before an encounter. This is the only
time you can drink potions!

When encountering a card, ignore the skill, treasure, and gear portions of it. Those
represent the loot that you can gain from the card if you defeat it! Every encounter
consists of the following steps:

ENCOUNTERS

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