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Life is hard when you’re the janitor of the palace dungeon,

but minding the queen’s mushroom patch was supposed to be


the easy part.
Turns out mushroom farming is shady business. Now
you’ve got to bust this mob of mycological monsters. Don’t let
any escape or you’ll be sleeping with the truffles.
CHILL MODE Page
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Chill mode is a relaxing tile placement game. It isn’t much
of a challenge with only 18 cards. Learn these rules, then try the
next mode for a real challenge.

Setup: Place one Dungeon Gate on the table to start your


dungeon. Shuffle your deck and draw two cards. Keep these
beside your deck. These are your Vault cards.

How to Play: Each turn, draw one card.


Add it to your dungeon or swap it with a Vault
card and build the Vault card instead. Repeat until
you build every card in the deck to win. If you're
crafty enough, win early by sealing every tunnel
to create a ‧⁺˚*・༓☾Perfect Dungeon☽༓・*˚⁺‧If you
run out of room or can’t build, you lose.

Building Rules: The floor of the card you're building does


not need to line up perfectly, but it must touch the floor of the
card you’re attaching it to. You may not overlap
any part of the wall or floor but you
may overlap the hash-marked area
behind walls.
Variants: For added difficulty
restrict your playing area to 10 inches
by 10 inches. If the game is too hard,
add more Vault cards.

That's all! Go Play!


JANITOR MODE Page
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Begin with Chill Mode. Add these rules.

Setup: Flip half the deck over while shuffling to ensure


randomness. Whichever face is showing on top of the
draw pile is how the card enters play.

How to Play: Each turn, begin with the Draw


Phase followed by the Build Phase, then the
Monster Phase, and finally the Flip Phase

Draw: If you draw a monster or Dungeon Gate, you must


build it. You may not swap it with a Vault card. Monsters have a
starburst pattern on the front, similar to the light from an open
Dungeon Gate.
Note: Monsters don't enter the dungeon until turn 9. If
you draw a monster before turn 9 place it under your deck and
draw again. (Variant: With 20 cards or fewer, monsters enter on
turn 6.)
Build: If you draw a monster face-up, it must attach as far
as possible from your Dungeon Gate (see Counting on page 4).
If you drew a monster face-down, it must attach as close to your
Dungeon Gate as possible, then flip the monster face-up.

Monster Phase: After building, trace a path from each live


monster to the nearest Dungeon Gate. Players choose which
monster goes first. If all paths are blocked by doors, grates, or
walls, you’re safe.
JANITOR MODE continued Page
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If a monster’s path reaches your Dungeon Gate, it
stops—flip the Gate to open. If another monster reaches the
Dungeon Gate before the end of the Monster Phase, nothing
more happens—unless you have a second Dungeon Gate, then
your second monster will continue their path toward the second
Dungeon Gate. If a monster reaches a Dungeon Gate that was
already open before this Monster Phase began, then they
escape the dungeon and you lose.
Traps: If a monster's path passes over a
"set" Trap card, you may flip it to flip the
monster and stop it. Traps are easy to identify.
The "sprung" side of the Trap has pointy bits
showing. The "set" side, has them hidden.
Counting: Tunnel length is determined only by the
number of cards in a path. Monsters always take the shortest
possible path.
Flip Phase: While some cards trigger a flip during any
phase, you may only spend Gems and Vaults during the Flip
Phase. Note: Cards that have been overlapped lose their
ability to flip.
Gems: Flip any card with Gems on it to spend the
gems. For each Gem spent you may flip one other card.
Note: If a card with a Gem is flipped by a separate ability or
trigger, that Gem can't be spent before it goes away.
Vaults: Discard a Vault (place it on the bottom of your
deck) to flip any card. Once spent, Vaults are gone.
Caution: Spending Vaults reduces your options..
Flip Limits: Cards may only flip once per turn, except
monsters which may flip 3x and Dungeon Gates which have no
limit.
Build every card or create a Perfect Dungeon to win.
Run out of room or let a monster escape and you lose.
That's all! Go Play!

WARDEN MODE Page


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Begin with Janitor Mode. Add these rules.

Hatches: Hatches allow monsters to get


around obstructions. Treat every hatch as if it is
connected to every other hatch card.
If a hatch is closed it has no effect.

Open Tunnels: Monsters can pass


between two unfinished tunnels if the open
tunnels are facing each other, but only in a
straight line, not diagonally.

Goblins: Any time you flip a card


with a Goblin on it, you must flip every Goblin in your
dungeon. Spot them by their pointy ears, toes and
fingers.

Note: If monsters are awakened or released from


captivity, then pause the Flip Phase as soon as all triggers have
resolved and begin a new monster phase for just those monsters.

Mushrooms: When a card with a mushrooms flips, any


mushroom cards touching it also flip.
This will often trigger goblins and monsters. Always finish one
action before beginning another and the new monster phase only
begins after all triggers have resolved. So if a mushroom flip
would trigger a goblin and bring a monster back to life, you would
first finish flipping all adjacent mushroom cards and any
mushroom cards touching those. Then flip all goblins. Then
resolve any other triggers activated by the mushroom cards.
Then resolve any triggers activated by the newly flipped goblins.
And so on. Once all flights have been resolved you would begin
a new monster Phase for the newly awakened a monster.
Note: If this expansion is combined with the original
game or with another expansion add this rule: When building a
mushroom card, you must connect to another mushroom card if
possible. In other game modes, this also applies to monsters.

A mushroom card is any card that has mushrooms


growing on the side that is face-up. (The mushroom shaped set
icon in the corner of each card does not count.)

This also applies to monsters. If a live monster has


mushrooms it will attach to the longest tunnel that ends in a
mushroom card.
The inverse is true of a dead monster. A dead monster
with mushrooms will attach to the shortest tunnel that ends in a
mushroom card.
If there is no mushroom card available to attach to then
monsters attach as normal.

Goblin Guardians: Figures holding a battle axe


are Goblin Guardians. This includes Dungeon Gates
and some monsters. Goblins adjacent to a Goblin
Guardians are immune to Goblin triggers.
WARDEN MODE continued Page 5 of 5

Note: If a card has reached its flip limit, it will not


respond to any triggers.
-Monster Abilities-
Grate Passing: If a monster card
depicts the monster passing between
Grates/Bars then it has the ability to pass
through Grates/Bars (and metal Doors,
which count as both Doors and
Grates/Bars).

Door Opening: If a monster


card shows a door, it has the ability to
open doors. Flip any closed Door
cards it encounters on the way to your
Dungeon Gate.

Digging: Monster cards that depict a


demolished earthen wall and rubble have the
ability to pass through any earthen(not stone) wall
and move between tunnels any distance apart.
They must dig straight, not diagonally.

Stone Digging: If the demolished wall


on the monster card is stone. They may pass
through stone or earthen walls, but only for a
distance equal to the length of one card.

That's all! Go Play!

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