This document provides summaries of room cards that can be encountered while dungeon crawling in a board game. It outlines the basic mechanics and effects of encountering monsters, traps, treasures, shrines, items, merchants, bonfires, and secret passages. Success or failure on skill checks against the dungeon die result in rewards or penalties as indicated for each card type.
This document provides summaries of room cards that can be encountered while dungeon crawling in a board game. It outlines the basic mechanics and effects of encountering monsters, traps, treasures, shrines, items, merchants, bonfires, and secret passages. Success or failure on skill checks against the dungeon die result in rewards or penalties as indicated for each card type.
This document provides summaries of room cards that can be encountered while dungeon crawling in a board game. It outlines the basic mechanics and effects of encountering monsters, traps, treasures, shrines, items, merchants, bonfires, and secret passages. Success or failure on skill checks against the dungeon die result in rewards or penalties as indicated for each card type.
Dungeon Die Failure: Suffer penalty TRAP Floor-dependant trap: Don't roll Dungeon Die. Trap effect depends on current Floor.
Success: +1/-1 to Dungeon Die
Roll: Skill Check + (optional) TOMB Dungeon Die Failure: Take the result of the Dungeon Die
Have you encoun- Yes: Gain highest Gold reward
tered any Monster or Trap in this Area? No: Gain normal Gold reward TREASURE Roll: Skill Check + Success: Gain table reward Dungeon Die Failure: Nothing happens
You may pay 1 Gold (before rolling) to get +1 to
Dungeon Die SHRINE Take the result of the Dungeon Roll: Dungeon Die Die
If you meet the requirement indicated on card's banner,
you may take the Item ITEM Crow: If you don't take it, Cursed Relic: You must you lose 1 Gold take the Item