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Any: Gain a
6.
3 3
5 5
6
ARCANE BLAST
Cave-in
Combat
obstaCle
4 4
4 4
4 4
QUICKSTEP
shaDow FienD
Combat
4 5
3 4
5 6
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
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
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
THROWING KNIVES
obstaCle
ForCe wall
4 4
6 6
6
HASTE
spiky loG
trap
6 3
4 5
7
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
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
OPPORTUNIST
Flame statues
trap
phantom armor
4 4
4 6
Any: All your
by 2.
skeleton kniGht
Combat: Gain a
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
FINESSE
DODGE
Combat
oGre
4 4
4 6
6 6
Combat: Gain a
Combat
3 5
3 3
4 6
3 and a 6.
SWIFT STRIKE
Combat
POISON
banDit
trap
Goblin
==
6 4
4 4
5 6
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
you have,
CRUSHING BLOW
oGre
Combat
6 4
4 4
5 6
TOUGHNESS
obstaCle
4 5
5
MIRROR STRIKE
wraith
treasure Chest
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
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
STUN
loCkeD Door
obstaCle
treasure Chest
Cave-in
MANA POTION
obstaCle
4 4
4 4
4 4
rune puzzle
obstaCle
CLARITY POTION
banDit
INVISIBILITY POTION
Combat
3 5
3 3
4 6
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
MANA POTION
Combat
3 3
4 4
5 5
spiky loG
trap
4 4
4 5
INVISIBILITY POTION
DraGon
boss
5 5 5
4 6 6
6 5 5
entry
Discard 8 cards from the deck when entering
level 1.
lv
hatChlinG swarm
Every encounter gains:
lv
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
Encounter an
EXPLORE:
existing card OR Draw one card OR
THEN
Trap:
Must be
encountered
Combat:
Encounter or
spend
to flee
HEALING POTION
Pass
Obstacle:
May be
encountered
MAge
MANA FONT
1s (once).
2P
VOLLEY
SHIMMERING BLAST
Archer
SUPPORTING SHOT
1P
Reroll all
2P
1P
TRUE AIM
Archer
MAge
SECOND SIGHT
VOLLEY
SHIMMERING BLAST
Combat: Add a
5 or a 3 of any type.
TRUE STRIKE
rogue
CRAFTY
2P
2P
BACKSTAB
Initiate: Add a
WArrior
THICK SKIN
EVASION
Initiate: Add a
1P
1P
rogue
FRONT LINE
BACKSTAB
WArrior
5 or a 3 of any type.
TRUE STRIKE
Combat
2 3
4 4
5 5
2 3
4 4
5 5
Combat
ogue
6.
BACKSTAB
SURPRISE ATTACK
you have,
Initiate: For every
set one die you would roll to be a 6.
Initiate: Add a
EVASION
DiseaseD rat
DiseaseD rat
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
1P
1
2
CombatCombat
5 5
EXPLORE:
4 LIFE DRAIN
LIFE DRAIN
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
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
DUNGEON CARDS
DESCENDING
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.
BETA EDITION
SCORING
BOSS FIGHT
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.
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
2. DUNGEON
1. TIME PASSES
YOUR TURN
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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