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5

4 Choose
Ch
h one:
2 6 6 Monsters gain +1 on offense rolls
6
Boss Sighting First Tile Monsters gain +1 on defense rolls

2 SPAWN
START Choose one: 4 6
3 Monsters gain +1 on offense rolls
4 DUNGEON
3-4 HEROES Monsters cause Spawn Mini-Boss. Boss Sighting First and Second Tiles. BOSS

ACTIVATION SPAWNING BOSS FIGHT TIMEOUT


Monsters may be activated in any order. • Spawn Monsters within three squares of a spawning point. 1. Spawn dungeon boss adjacent to a dungeon exit on the second or third tile. As soon as the Dungeon Boss reaches half wounds (or lower) do the following:
• All SUPER and 8-Bit monsters that began the turn in play may be activated for free. • Monsters may be spawned from any spawning point. 2. Remove all spawning points. 1. The party may discard a number of equipment cards from the backpack to heal
• Up to four skull points of 16-Bit monsters may be activated. 3. The dungeon boss equips one Relic Item for each spawning point removed. a single Hero a number equal to the number of cards discarded.
SPAWN MINI-BOSS 4. Resolve all effects listed under Boss Spawn on the Boss Fight card. 2. The Dungeon Boss becomes immune to critical success for the remainder of the game.
CONSUL POWER UP Spawn the mini-boss adjacent to a dungeon exit on the second or third tile. 3. Resolve any timeout effects listed on the Boss Fight card.
1. If any Heroes were destroyed, Heroes spend Princess Coins.
2. Advance Mighty Monster Chart one space and resolve any listed effects. BOSS SIGHTING
If any Heroes are in the listed tile, immediately resolve the Timeout effect on the Boss
Fight card. Only models in the listed tile are affected.
SPAWN
START 4 4 4 4 8 4 8 DUNGEON
5-6 HEROES Monsters gain +1 on offense rolls. Spawn Mini-Boss. Boss Sighting First and Second Tiles Spawn Mini-Boss. BOSS

4
8 8 Choose
Ch
h one: 4 8
4 8 Monsters gain Massive Damage
8
Monsters gain +1 on defense rolls. Monsters gain +1 on offense rolls. Boss Sighting
h First, Second,
d
Boss Sighting First Tile. Monsters gain Backlash
and Third Tiles.

EXTENDED MODE ACTIVATION SPAWNING BOSS FIGHT TIMEOUT


• Build the dungeon using four tiles, four treasure chests, and Monsters may be activated in any order. • Spawn Monsters within three squares of a spawning point. 1. Spawn dungeon boss adjacent to a dungeon exit on the second or As soon as the Dungeon Boss reaches half wounds (or lower) do the following:
four spawning points. • All SUPER and 8-Bit monsters that began the turn in play may • Monsters may be spawned from any spawning point. third tile. 1. The party may discard a number of equipment cards from the
• Select two mini bosses. be activated for free. 2. Remove all spawning points. backpack to heal a single Hero a number equal to the number of
• At the start of the game, spawn 8 skull points of 8-Bit monsters • Up to four skull points of 16-Bit monsters may be activated. SPAWN MINI-BOSS 3. The dungeon boss equips one Relic Item for each spawning cards discarded.
from the first two spawning points (16 skull points total). Spawn the mini-boss adjacent to a dungeon exit on the second or third tile. point removed. 2. The Dungeon Boss becomes immune to critical success for the
• During the Hero Turn, 3 Heroes activate. CONSUL POWER UP 4. Resolve all effects listed under Boss Spawn on the Boss Fight card. remainder of the game.
• This mode will increase play time. 1. If any Heroes were destroyed, Heroes spend Princess Coins. BOSS SIGHTING 3. Resolve any timeout effects listed on the Boss Fight card.
2. Advance Mighty Monster Chart one space and resolve any If any Heroes are in the listed tile, immediately resolve the Timeout
listed effects. effect on the Boss Fight card. Only models in the listed tile are affected.

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