of 20
8/9/2019 PyramidRules_fancompiled
1/20
MK DUNGEONS -PYRAMID
RULEBOOK
Corrected by
Ibson the Grey
1 !"n #$$%
&O BE A 'ERO()
MAGE KNIG'& DUNGEONS* PYRAMID is a fast paced, fun game of Heroic combat. Your heroes slog through deep, dark dungeons
and battle terrifying mage spawn monsters in a race against other heroes to find hidden
treasures filled with magic items and gold. These prizes are what a hero needs to carve
himself a legend: the more gold, the greater the legend. If you are ready to turn your
warrior into a hero, read on.
Introd+ct,on
In M"e Kn,ht D+neons* Pyr".,d, you take turns moving your Hero through the dungeon to win treasure,
defeat monsters and other Heroes, and fight to make it out alive. n your opponent!s turn, you play the
monsters who are trying to eliminate his Hero. "long the way your Hero must face the traps that protect the
treasure chests, battle monsters and search for the fastest and safest way out of the dungeon.
Co./onents
This starter set contains:
# $age %night Heroes
& $age 'pawn figures
# treasure chests
& wandering monster tokens
# sets of level markers
( arrow markers
) *+ - #+ dungeon map
# dice
'pecial "bilities /ard This rulebook
&he Go"0* &re"s+re
Your Hero!s goal in M"e Kn,ht D+neons* Pyr".,d is to gather treasure and escape from the dungeon alive
0and to deny his opponent that same glory. Treasure contains gold and gold is the only measure of victory. The
player with the most gold at the end of the game wins.
#
8/9/2019 PyramidRules_fancompiled
2/20
Set U/ the Bo"rd
MK D+neons* Pyr".,d can be played using a map or tiles as the board. 1ach
starter set contains a two2sided map3 tiles are included in other D+neons products.
If you are using tiles for your board, go to p. ( for set2up rules.
Ste/ 1* Choose Yo+r 'eroes 1ach player in a game ofM"e Kn,ht D+neons* Pyr".,d
creates a Heroic Team. " standard Heroic Team consists of a
group of Heroes whose total point value does not e-ceed )++
points. 4se the point value printed on the sticker attached to each figure!s base to choose
the Heroes for your Team.
Heroes can begin the game at 5evel ) or 5evel #.
Heroes are uni6ue. " Heroic Team can include only one of any Hero.
If you are playing with only one Hero per player, use the rules for the 5one 7olf game
on p. #).
Starting Player 1ach player rolls two dice to determine who plays first. The person with the highest die result is called the
starting player and plays first. 8lay proceeds to the left.
MK D+neons* Pyr".,d contains two types of warriors: Heroes and $age 'pawn. You use your Heroes to
e-plore the dungeon and find the treasure. $age 'pawn are the monsters you must defeat to carry away the
gold. 1ach warrior is composed of three parts: the miniature figure, the base and the combat dial.
2
The Combat Dial
The combat dial is the rotating dial under each figure!s base. 1ach warrior!s combat dial shows a set of
numbers that tell you how good that warrior is at doing certain things. 7hen you turn the dial clockwise, you
reveal a new set of numbers.
Combat Values
1ach warrior has five combat values: speed, attack, defense, damage and range. The combat value symbol is
printed on the base3 the value is printed on the combat dial and shows through the slot. The combat value for
range is printed on the base.
Special Abilities
/olored s6uares and circles on a warrior!s combat
dial indicate special abilities associated with each
combat value. 9escriptions of the special abilities
appear on the M"e Kn,ht D+neons 'pecial "bility/ard.
$ost Heroes begin the game at 1-perience
5evel ) and can gain up to ( more levels of e-perience. 4se
a level counter to show your Hero!s e-perience level. The
sticker on the bottom of a Hero!s base shows that Hero!s
point value for each level.
Ste/ #* L"y O+t the D+neonUsing the Map
4nfold the map and lay it out on the table or floor, or wherever you are playing. 9ashed lines indicate the
edges of the tiles on each map. 1ach map is divided into tiles, which represent hallways or chambers. The tiles
are divided into s6uares, which determine location and define movement.
Using the Dungeon Tiles
If you are using the tiles, then creating the dungeon is part of the game. The maps and tiles use the same
terminology3 s6uares for movement and icons to distinguish types of terrain or obstacles. The maps were created
using the tiles. Hall2way tiles are * s6uares by s6uares3 the chamber tiles are s6uares by s6uares. To create
the dungeon, each player chooses five D+neons tiles, including a minimum of three chambers and one hallway.
'et aside the remaining tiles. If your Heroic Team is larger than )++ points, each player places an additional tilefor every additional + points in their team, rounding up to the nearest +. ;or e-ample, in a #++2point
D+neons game, each player would place < tiles. The starting player
places a chamber tile in the center of the playing surface. This is the
central chamber of the dungeon. =e-t, the player to the left places a
tile according to the following criteria:
You must be able to draw a continuous path of playable
s6uares from the new tile to the central chamber. The last tile each player places must be a hallway tile.
8lace this tile so that it creates an entrance to the dungeon.
This tile must connect to only a single chamber.
8/9/2019 PyramidRules_fancompiled
3/20
Tiles That Don’t Fit
If you have a tile in which neither side fits the current dungeon formation >according to the above criteria?,
set aside that tile and randomly choose another tile from the ones left over in the initial selection. If there are no
tiles left to select or no tiles fit the dungeon formation, then you are finished placing tiles. "ll players must then
place their hallway tiles.
Dead Ends
$ost tiles have multiple entryways. 1ntryways that end in walls or with @open ends to nothing are considered
dead ends. "ll these paths are considered to end in blocking terrain at the edge of the tile.
Terrain
'ome s6uares contain an illustration or color that identifies that s6uare as special terrain or a terrain feature.
" figure cannot move through a blocking terrain wall using normal movement or any special ability.
Ste/ 2* P0"ce S/ec,"0 &err",n "nd Doors The MK D+neons Pre.,er Bo3 provides four different terrain markers and four doors. 8layers should agree
on the terrain and doors to be used before beginning play, and use those pieces to create a pool from which each
player draws a single piece. 1ach player then places terrain or doors, beginning with the starting player. 'pecial
terrain and doors cannot be placed in any player!s starting hallway tile or connected chamber tile. Terrain
$arkers ne side of the terrain markers corresponds to standard hindering and water terrain. The other side
represents uni6ue terrain features: shadowed terrain, the vorte-, the teleporting chamber and staircases. The
terrain on the marker replaces the terrain on the map or tile.
&err",n M"r4ers
ne side of the terrain markers corresponds to standard hindering and water terrain. The other side
represents uni6ue terrain features: shadowed terrain, the vorte-, the teleporting chamber and staircases. Theterrain on the marker replaces the terrain on the map or tile.
Two s6uares have a )At indication, Teleport and Borte-. 4se of a teleport or vorte- movement is optional. To
teleport, it costs ) speed point to enter the s6uare. This movement ends the character!s activation. n the
%
ne-t turn, the character is placed on another open Teleport s6uare. " character cannot teleport to an occupied
teleport s6uare. Teleporting uses all the character!s speed points.
The Borte- s6uare costs ) point to enter. This movement ends the character!s activation. n the character!s
ne-t turn, the player rotates the tile C+ degrees in either direction. 'pinning the tile uses all the character!s
speed points. The staircase can be used to move between levels of a dungeon and is best suited for campaign
games.
Doors
There are two types of doors: wooden and iron. nce
opened, wooden doors remain open. Iron doors swing closed
after each use.
7hen placing
a door, the
sides of the
doorway must
connect to a
wall on either
side. 9oors
function as
obstacles and
block line of
fire when
closed. 9oors
cost # speed
points to
open.7ooden
doors can be
closed for )
speed point.
" door can be opened and can be destroyed with an attack using the standard close combat rules. "
wooden door has a defense value of )+ and an iron door has a defense value of ).
The only way to open a door with a ranged attack is to use the following special abilities: $agic Dlast,
;lameA5ightning, or 'hockwave. ;lameA 5ightning and 'hockwave affect other Heroes and $age 'pawn per
their special abilities descriptions. " door opened using an attack can never be closed.
Ste/ * P0"ce &re"s+re ChestsDefore the game, set the trap dials >the top visible dial? on the treasure chests to the blank position.
1ach player must place at least a number of treasure chests e6ual to the number of Heroes or figures in his
Heroic Team into a Treasure /hest 8ool. The starting player takes one treasure chest from the pool, spins the
treasure dial >the lower, hidden dial? and places it in a tile at least two tiles from any entrance.
"ll treasure chests have a front arc, which corresponds to the s6uare directly in front of the chest and one
adEacent s6uare on either side of that s6uare. Treasure chests must be placed in such a way that a figure can
enter the front arc.
The opponent then takes a treasure chest from the pool, spins the treasure dial and places the chest in any
other tile at least two tiles from any possible entrance. You can place only one treasure chest in each tile.
1ach player may place only two treasure chests, as long as there are spots for them. 9epending on how they
are built, some dungeons may not allow many chests. nce all the tiles that can have treasure chests are filled,
no more are allowed, regardless of how many treasure chests were placed.
5
8/9/2019 PyramidRules_fancompiled
4/20
8layers may agree to increase or decrease the
number of treasure chests placed in the
dungeon. "dding more treasure chests may
make the game take longer to play.
The Treasure Chest
1ach treasure chest consists of two parts: the trap >located in the lid? and the
treasure >located in the chest?.
The Trap
The trap dial is a tumbler containing si- positions of information. ;ive positionsare traps, and the starting position is blank. The numbers on the dial represent
various powers of the trap.
The Treasure
The treasure inside the chest also appears on a tumbler.
There are si- positions of treasure. Treasures give
individual figures new powers through magic items, gold, or both.
Ste/ %* P0"ce 6"nder,n Monster &o4ens 7andering monster tokens have three levels: 7eak >printed in yellow?, 'tandard
>printed in blue? and Tough >printed in red?. ;or each color token there are two different tables.
To create a wandering monster pool, each player contributes # 'tandard tokens and ( 7eak tokens
face down to the pool. The monsters generated by the Tough tokens can easily defeat low2level Heroes, so use
Tough tokens only if you want a more difficult challenge. If using the Tough tokens, replace one 7eak token
with the Tough token. 1ach player places a ma-imum of * wandering monster tokens.
The starting player chooses a wandering monster token at random
from the pool and places it in a tile containing a treasure chest. The
opponent then chooses a token and places it according to
the following criteria.
" wandering monster token cannot be placed in the
same s6uare as a treasure, but it may be placed in
the same tile.
nly one wandering monster token may be placed on each tile. However, if a tile contains a
treasure chest, two wandering monster tokens can be placed on that tile.
7
• 7andering monster tokens cannot be placed on an entrance
tile or any tile adEacent to an entrance tile.
Defore the game begins, players may agree to increase or
decrease the number of wandering monster tokens placed in the
dungeon. "dding more wandering monster tokens may make the
game take longer to play.
Ste/ 5* Cre"te the M"e S/"8n Poo0 "ll players contribute to the $age 'pawn 8ool, which supplies all monsters that appear when Heroes
encounter wandering monster tokens or when a trap is sprung.
1ach player must contribute a minimum number of $age 'pawn e6ual to the number of figures in their Heroic
Team. The minimum total point value of $age 'pawn contributed to the pool must be )++ points. You can
contribute as many $age 'pawn as you want3 the more monsters, the merrier.
'ome $age 'pawn appear in three versions, 7eak, 'tandard and Tough. 1ach version is indicated in two
ways:
The highlight color should match the number of stars on the base. If a $age 'pawn has no stars on its base,
then it is a uni6ue figure. 1ach version of each $age 'pawn has its own collector!s number.
Ste/ 7* Choose Entr"nce "nd E3,t The starting player chooses a hallway tile entrance for his Heroic
Team and places a colored arrow on the opening to the dungeon at
that location. The opposing player chooses the remaining arrow of
the same color and chooses the e-it for the first player!s team. "ny
s6uare that opens to the e-terior of the dungeon can serve as ane-it3 the e-it does not need to be on a hallway tile. The opposing
player then chooses the entrance for his Team, and the starting
player chooses the e-it. =o player may place their entrance in the
same tile as another player.
If you are only using one set of si- tiles, designate the other
player!s entrance as the opposing player!s e-it. This change makes
for better dungeon construction.
Ste/ 9* St"rt the G".e Heroes begin the game off the board. 8lace your Hero ne-t to his or her entrance to the dungeon.
t’s time to search !or treasure" eliminate Mage Spa#n and become a hero$
%
8/9/2019 PyramidRules_fancompiled
5/20
P0"y the G".eDuring your turn, you can move your Hero through the dungeon
to gather treasure, and you can move Mage Spawn around to
stop your opponent’s Hero from gathering treasure. The following rules
tell you how to move and fight, and how to gather treasure.
mportant &ame Concepts The following game concepts are used in $age %night 9ungeons: 8yramid.
Friendly and 'pposing Figures
;riendly figures are characters that you control. pposing figures are any characters controlled by an
opponent. $age 'pawn are considered opposing figures to both players and are considered friendly figures only
to other $age 'pawn.
Ad(acent S)uares "dEacent s6uares are s6uares on the map that are touching one center
s6uare, including s6uares on the diagonal. This means most s6uares have
eight adEacent s6uares. /haracters occupying adEacent s6uares are considered
adEacent to one another. /haracters on opposite sides of blocking terrain are
not considered adEacent.
Special Abilities
The colored s6uares on each figure!s combat dial are associated with
specific values on the stat slot and represent your character!s special abilities.
'pecial abilities come and go as warriors take clicks of damage and healing. 9escriptions of all special abilities
appear on the $% 9ungeons: 8yramid 'pecial "bility /ard. 'pecial abilities are in effect as long as they appear
in the stat slot. If a special ability is described as optional, it is assumed that the warrior is using that power
unless the player controlling that warrior states that the power is being canceled. The owning player may cancel
the effect at any time, in which case it is canceled until the end of the current turn. "t the beginning of the
ne-t turn, it is assumed to be in effect again.
8layers familiar with $age %night Febellion or $age %night 4nlimited
should review the $age %night 9ungeons: 8yramid 'pecial "bility /ard before beginning to play. 1ven though
the names of the special abilities are the same, some special abilities work in a different way.
Acti*ations1ach player receives a number of activations per turn e6ual to the number of Heroes with which they begin the
game. If you are playing with only one Hero, you receive # activations.
" Hero, $age 'pawn, or wandering monster token can only be activated once per turn. You can perform the
following activations in any order.
"ctivate " Hero: "n activated Hero may move through the dungeon, fight and open treasure
chests. The Hero!s activation ends immediately after a combat or according to the use of a special
ability. " Hero may make an attack only once per activation.
"ctivate " $age 'pawn $onster: "n activated $age 'pawn may fight and move through the
dungeon. The $age 'pawn!s activation ends immediately after a combat or according to the use of a
:
special ability+ " $age 'pawn may make an attack only once per activation. " player may not activate
a $age 'pawn on the same tile or room as a Hero they control.
$ove 7andering $onster Token: 7andering monster tokens have ( 'peed 8oints.
8assA=o "ction: " player can declare a pass action for a specific figure or the player can Eust forfeit
the remaining activations and end his turn.
The player does not lose an activation when a Hero is eliminated. ;or e-ample, if the player begins the game
with four Heroes, he has ( activations per turn. If one Hero is eliminated, the player still has ( activations per
turn.
First Turn Mo*ement
" player must move his Heroes into the dungeon on the first turn. Heroes can then encounter and fight $age
'pawn, encounter wandering monster tokens, or attempt to disarm treasure, if they have the re6uired speed
points. 8layers may not move wandering monster tokens or activate $age 'pawn until their entire Heroic Team
has entered the dungeon. The Guickness special ability cannot be used on the first turn.
Action Costs 7hen you activate a Hero or $age 'pawn, it may take a variety of actions. 1ach action costs speed points. "
warrior!s total speed points is e6ual to the speed value on the figure!s combat dial. The cost for various actions
appears in the sections describing those actions. 4nused speed points are lost at the end of activation. They do
not carry over to the ne-t turn.
Mo*ement
It costs ) speed point to move from s6uare to s6uare. "
s6uare with a number printed on it costs that many speed
points to enter.
To move diagonally, add ) to the base speed point cost
for that s6uare. You may move diagonally between walls if
they are not linked together.
" character cannot move into a s6uare marked with an
, unless allowed by a special ability. To enter the
dungeon, you must spend the speed points indicated on the
entrance s6uare.
1-iting the dungeon costs ) speed point.
Free Spin
7henever a Hero or $age 'pawn ends its movement
ne-t to or is placed ne-t to an opposing figure, the opposing
figure gets a free spin opportunity. The player controllingthe figure may immediately turn the figure within its s6uare
to face the opposing figure. " figure may have several free
spin opportunities during a single turn. You may make a free spin on your turn at any time during your figure!s
activation.
,rea-ing A#ay
"ny figure that begins the turn in or moves into the front arc of an opponent must break away before it can
move to another s6uare. Dreaking away means that character must make an effort to get away from an opposing
figure. It costs # speed points It costs # speed points to attempt to break away. " figure may attempt to break
away any number of times per activation, as long as it has enough speed points available to break away and
1$
8/9/2019 PyramidRules_fancompiled
6/20
move to another s6uare. " figure need only roll one successful breakaway to break away from multiple opposing
figures.
In order to break away, the player rolls a si-2sided die. n
a result of ), # or *, the figure does not break away and
must stay in that s6uare. It can perform other actions if it
has the speed points available.
n a roll of (, , or &, the figure breaks away and can
move normally, spending its speed points as needed.
nly one successful breakaway is needed to move past a
figure, even if the character breaking away must move past
the figure over multiple s6uares. nly one roll is necessary
to break away from all adEacent figures and move to a new
s6uare.
You do not need to break away if you are only spinning
and staying in the same s6uare, or if you declare you arepassing through that figure.
" figure can move past an opponent without breaking
away as long as it does not enter the opponent!s front arc.
If a figure makes a free spin that takes an opposing figure
out of its front arc, the opposing figure can move normally
without needing to make a breakaway roll on its ne-t turn.
Passing Through
7arriors can pass through friendly and enemy figures and
treasure chests for a cost of * speed points, plus the cost of
the destination s6uare. There is no additional cost if the figure being moved through is on a hindering or water
s6uare. " warrior can only pass through a figure if that figure is not in a s6uare adEacent to an opposing figure3
there must be an empty s6uare for the warrior to move into.
Two figures cannot end their movement in the same s6uare.
7arriors can pass through multiple friendly units if they have
sufficient speed points.
nce a figure passes through an opposing figure, the opposing
figure gets a free close combat attack at the passing figure
through that character!s rear arc. The passing figure then gets a
counterattack through the front arc.>'ee /lose /ombat
"ttacks, p. )?.
=o breakaway roll is needed to pass through, and the figure
can continue moving even after the attackAcounterattack, if it
has speed points remaining.
11
Mo*ing Mage Spa#n
" player may assign one or more of their activations to $age 'pawn. 4se the standard speed costs and rules for
activations, with the following e-ceptions.
You cannot activate $age 'pawn occupying the same tile as or a s6uare adEacent to your Hero.
You cannot move $age 'pawn into a tile with or into a s6uare adEacent to your Hero.
$age 'pawn will not attack other $age 'pawn.
$age 'pawn cannot disarm traps, open treasure chests or gather treasure.
You may activate Heroes or $age 'pawn in any order.
6"nder,n Monster &o4ens " player may assign one or more of their
activations to wandering monster tokens.
7andering monster tokens have ( speed
points.
If a wandering monster token enters a tilecontaining any player!s Hero or moves
adEacent to any Hero, the token immediatelyends its activation and is converted into one
or more $age 'pawn. If a Hero enters a tile,
all the tokens in that tile convert to $age
'pawn. If a Hero moves adEacent to a token,
that token converts to $age 'pawn. The
Hero can continue moving if he or she has
speed points left, but only after the $age
'pawn have been placed on the tile.
Con;ert,n &o4ens to M"e S/"8n
To convert wandering monster tokens to $age 'pawn, use the following procedure.
). ;lip the token over to reveal the $age 'pawn table. The table has three columns.
#. The opponent of the player whose figure caused the conversion rolls # si-2sided dice, adds the results and
compares the total to the first column on the table. Fead across the appropriate row to determine the
number and point value of $age 'pawn that will appear.
*. The opponent of the player whose figure caused the conversion places the $age 'pawn according to the
following rules.
/hoose $age 'pawn from the pool of $age 'pawn created at the beginning of the game.
1#
8/9/2019 PyramidRules_fancompiled
7/20
The player placing the $age 'pawn chooses
the direction it faces when placed.
Feplace the token with the first $age
'pawn. 8lace the second $age 'pawn in a
s6uare adEacent to the first $age 'pawn, the
third $age 'pawn adEacent to the first or
second $age 'pawn, and so on. $age 'pawn
may be placed in s6uares diagonal to each
other. If a $age 'pawn cannot be placed
according to these criteria, it cannot be played
and must be returned to the pool.
If the $age 'pawn pool does not contain a
monster of the point value indicated on the
table, the player must choose the $age 'pawnclosest to the point value without going
e-ceeding that value. ;or e-ample, if the only $age 'pawn remaining have point values of and )+,
and the table indicates one )2point $age 'pawn, the player must choose the )+2point monster. 7hen
placing multiple $age 'pawn, it is more important to place the correct number of $age 'pawn than to
match e-actly the overall point total.
Con*erting Traps to Mage Spa#n
4se the rules for /onverting Tokens to $age 'pawn to convert treasure chest traps that generate $age
'pawn >see 'pringing the Trap, p. )
8/9/2019 PyramidRules_fancompiled
8/20
If your attack roll dice result is a @)#, then you have automatically hit the target. This is called a critical hit. If
you were trying to damage the target, then the critical hit delivers ) e-tra click of damage. If your attack is
against multiple ranged2combat targets, this e-tra click of damage will affect all targets hit, for a total of # clicks
of damage to each target.
1ealing and 'ther .epairing Abilities
4sing special abilities such as Healing, $agical Healing or Bampirism, characters can heal clicks on a combat
dial. 7hen healing, click the combat dial counter2clockwise, but stop applying clicks of healing once you reach
the character!s starting position or current level.
If you roll a )# while using the Healing special ability, your attempt to heal automatically succeeds. "dd )
click of healing to the die roll result.
Close Combat Attac-s The warrior making a close combat attack is called the attacker. His target is called the defender. The
defender must be in an adEacent s6uare and in the attacker!s front arc. 7hen a Hero or $age 'pawn attacks
another figure, there is an e-change of blows.
The activated Hero >or $age 'pawn? attacks first, if it has enough speed points remaining. If the figure doesnot have enough speed points left to attack, it cannot attack in this turn.
The player with the activated warrior makes an attack roll and applies any damage that results. "dd ) to the
attack dice roll result if attacking through the target!s rear arc.
Fegardless of whether the attack hit or missed, the defender must make a counterattack ";T1F the damage
from the initial attack has been applied. However, if the defender is demoralized as a result of the attack, the
defender cannot make a counterattack. The counterattack costs no speed points and does not count toward
activation for the figure. " counterattacking figure may use any applicable special abilities during the
counterattack. The counterattack must target the attacker.
.anged Attac-s
" ranged attack is any attack made against any target not in an adEacent s6uare. " character may not make a
ranged attack if an opposing figure occupies a s6uare adEacent to it, or if the target occupies a s6uare adEacent to
a friendly figure.
The warrior making a ranged combat
attack is called the attacker. His target is
called the defender.
1very character has a range valueprinted on its base. This is the ma-imum
number of s6uares that a character!s
ranged attack can reach. If range is +, you
cannot make a ranged attack.
Defore making a ranged combat attack, you must determine if the attacker has a
clear line of fire to the target, and if the
target is within range.
To determine if there is a clear line of
fire, use any straight edge or draw an
imaginary line from the center of the
attacker!s s6uare through any adEacent
front arc s6uare of the attacker to the
center of the defender!s s6uare.
1%
5ine of fire is blocked and the attack cannot be made if the imaginary line passes through any s6uare that
contains a figure other than the attacker or defender or if the line of fire crosses blocking terrain, a closed door,
or a shadowed terrain s6uare. Treasure chests and wandering monster tokens do not block line of fire. You may
check to see if line of fire is blocked prior to declaring the attack. If the attacker has a clear line of fire, then
count the shortest route to the target in s6uares using the imaginary line as a guide. 9o not count the s6uare the
attacker is standing in for determining range. "lso, ignore the diagonal movement or any printed movement
modifier.
If the attacker has a clear line of fire and the target is within range, make an attack roll. If line of fire passes
through, or the target occupies a s6uare that contains hindering terrain >any s6uare printed with a #?, a treasure
chest or a wandering monster token, add ) to the target!s defense against ranged attacks. Fegardless of how
many s6uares of hindering terrain, treasure chests or wandering monster tokens the line of fire passes through,
add only a single J) modifier.
"dd ) to the attack dice roll result if attacking through the target!s rear arc.
If a warrior is attacking multiple targets, use the following rules:
The same figure cannot be targeted more than once in a single attack.
The attacker must have clear line of fire to each target. 4se the rules above to determine line of fire.
The targets must all be within the ma-imum range of the attacker.
$ake an attack roll and compare the result to each target!s defense value.
1ach target hit by the attack takes ) click of damage, regardless of the attacker!s damage value.
The target>s? of a ranged attack can make a counterattack. To counterattack, the target must have a ranged
attack capability, be able to draw a clear line of fire, and be within range of the attacker. The counterattack
must target the attacker. Fegardless of whether the attack hit or missed, the defender must make a
counterattack ";T1F the damage from the initial attack has been applied. However if the defender is
demoralized as a result of the attack, the defender cannot make a counterattack.
Attac-s by 'b(ects
bEects with an attack value and a damage value, such as treasure chests, can attack a warrior. 4se the rules
for close combat attacks3 the opposing player rolls the dice for the attack. "n obEect has only one attack.
9amage from obEects ignores all special abilities. The warrior cannot make a counterattack.
&re"s+re "nd &r"/s
Treasure is what you need to win the game. Treasure is
almost never free. You must deal with the traps, $age 'pawn
and opposing Heroes before you can gain the gold and win the
game. The ma-imum number of treasure chests a player can
possess at any time is e6ual to twice the number of Heroes hecurrently has in the dungeon. =o member of a player!s Heroic
Team can e-it the dungeon until the Team has gathered at
least one treasure chest.
E2posing the Trap
"ll treasures may have traps. Defore the Hero can gather the
treasure, he must face the trap. It costs + speed points to e-pose
a trap, and a Hero can be in any s6uare adEacent to the treasurechest to e-pose the trap. The player e-poses the trap by rolling
) si-2sided die and clicks the trap tumbler clockwise a number of clicks e6ual to the result.
15
8/9/2019 PyramidRules_fancompiled
9/20
The trap that appears must be encountered before the Hero can gather the treasure.
If the trap space is blank, the Hero has lucked out and found a trap2less treasureK
If the treasure chest has a trap, it must be disarmed.
Disarming the Trap
The Hero must be standing in the front arc of the chest to disarm the trap and gather the treasure. The Hero
can disarm the trap 6uickly or slowly.
To disarm the trap 6uickly, the Hero spends * speed points and rolls # si-2sided dice, adding the results. If the
total is e6ual to or greater than the disarming number, the trap has been disarmed. If the total is less than the
disarming number, the trap is sprung.
To disarm the trap slowly, the Hero spends & speed points and uses the rules for disarming the trap 6uickly,
adding # to his dice roll result.
/ertain special abilities can affect this action. If the Hero is successful, the chest may be opened without
facing the effect of the trap.
Springing the Trap
If the Hero has failed in his attempt to disarm the trap, the trap has sprung.
;irst, the player!s opponent consults the trap dial to see if numbers appear in the slots under Total $age
'pawn "ppearing and $a-imum $age 'pawn in 8oints. If numbers appear in these slots, place $age 'pawnaccording to the rules for placing $age 'pawn in /onverting Tokens to $age
'pawn, p. )#.
If these slots are blank, then no $age 'pawn appear. The ne-t four slots
indicate the damage the trap can
inflict. The letter in the slot for the
type of attack indicates one of three
types of attack.
"n H in this slot indicates that the
damage is only applied to the Hero
working with the trap. Fesolve this
attack as a close combat attack3 the
player!s opponent makes the attack
dice roll. " T in this slot indicates that
the trap has an area of effect attack
that affects all Heroes and $age 'pawn on the same tile or chamber as
the treasure chest, as if the trap had belched out a cloud of gas. This
attack ignores line of fire.
17
If the Hero is on a different tile than the treasure, this attack affects all figures on both tiles. The player!s
opponent makes the attack dice roll and adds the result to the attack value. /ompare the result to each Hero
and $age 'pawn on the tile>s?. 1ach figure hit takes the damage indicated on the trap.
"n F in this slot means the trap has a ranged attack. The range is
measured through the front arc of the treasure as if darts were
shooting from the chest. The player!s opponent makes the attack
dice roll. 4se all rules for ranged attacks against multiple targets,
e-cept that every figure hit takes the damage indicated on the trap.
Heroes and $age 'pawn can block line of fire, though the Hero
opening the treasure chest never blocks line of fire in a ranged
attack.
"n area2effect >T? or ranged >F? attack from a treasure chest trap
takes effect even if other Heroes or $age 'pawn are standing in
s6uares adEacent to the treasure.
3andering Monster To-ensIf a wandering monster token is located so as to take damage from a
sprung treasure trap, the token is converted. 8lace the $age 'pawn
using the standard rules, then compare each $age 'pawn!s defense
value to the treasure trap!s attack value. If the attack value is higher
than the defense value, the $age 'pawn take the damage indicated.
This damage can eliminate $age 'pawn as they are placed.
&athering the Treasure
nce the trap has been disarmed or sprung, the Hero can open the chest. It costs # speed points to open the
chest and gather the treasure. Treasure chests contain special abilities, gold and magic items.
If a colored circle or s6uare appears in the first three slots, the Hero can gain the corresponding special ability.
Ma2imum Treasure
8layers who have collected their ma-imum allowed number of treasure chests cannot e-pose new traps, disarm
traps, voluntarily abandon treasure, or swap treasure with another player.
19
8/9/2019 PyramidRules_fancompiled
10/20
Traps$
'ome treasure chests are nothing more than a devious trick. Instead of treasure, it!s another trap. The word
the black circle over the "ttackvalue?, 'weep replaces 7eapon $aster for that turn. " Hero
without a ranged attack cannot use a special ability that would
affect a ranged attack ability3 any other bonus >to speed, attack or defense? can still be used.
If any conflict occurs in special abilities affecting the same action, only one can be used. "ttack and damage
resolution are considered to be two separate elements of the same action, so a special ability that affects the9amage value and one that affects the "ttack value can be used in the same action. ;or e-ample, 7eapon
$aster and Derserk can be used together, but $agic Dlast and $agic ;reeze cannot.
1:
4osing Treasure
7hen a Hero is eliminated before he or she can e-it the dungeon, check to see if the player will e-ceed the
treasure chest limit when the Hero is removed from play. If the limit is e-ceeded, the e-tra treasures are placed
back in the dungeon.
The player shuts all of his treasures and mi-es them up. His opponent randomly chooses as many as needed to
restore the two2treasure2per2Hero ratio. The player whose Hero was eliminated places the first treasure on the
s6uare from which the Hero was eliminated. The second treasure >if applicable? must be placed in the same tile.
"ll treasure chests returned to the dungeon are reset to the blank trap space. 9o not reset the treasure dial.
The ne-t Hero who attempts to gather the treasure must attempt to disarm it according to the 9isarming the
Trap rules, p. )itscombat dial shows all skulls?, that Hero is considered the victor, the eliminated figure is removed from the
dungeon and the victor receives e-perience points for the eliminated figure.
The victor gains e-perience points as follows.
;or $age 'pawn, use the monster!s point value. =ote the point value on a piece of paper, and return
the $age 'pawn to the pool.
#$
8/9/2019 PyramidRules_fancompiled
11/20
;or Heroes, use the point value of the ma-imum level the Hero
achieved in the game. =ote the point value on a piece of paper, and
return the Hero to the owning player.
'uccessfully disarming a trap earns + e-perience points.
'pringing a trap earns # e-perience points.
If a treasure is trap2less, no e-perience points are gained.
If a figure is eliminated from play by a damage effect from $age 'pawn or a treasure chest or other
obEect, no one is awarded e-perience.
You can improve a Hero by one level for every + e-perience points accumulated. "s soon as you have earned
+ e-perience points, choose a Hero to improve by one level. Turn the Hero!s combat dial clockwise to the ne-tlevel number. ;or e-ample, if the Hero improving a level is a 5evel ) Hero, click the base so that the # in the
green circle shows between the damage and defense values in the stat slot. Improving a level automatically heals
any current damage.
1-perience points must be calculated immediately every time an opponent is eliminated or a trap is
encountered. You should keep a running total3 you can improve a Hero by one level at + e-perience points,
then at )++ e-perience points, then at )+, and so on. "s soon as you reach one of these thresholds, you mustimmediately improve a Hero. If you accumulate enough points to improve multiple levels at once, each level
must be assigned to a different Hero.
If a Hero is at 5evel , each threshold of e-perience points that could improve him by a level effectively heals
the figure back to 5evel .
4se the level counters to track the current level of a figure.
4e*el mpro*ement Mid5Acti*ation
If a Hero improves by a level in the middle of their activation, they may immediately begin using their new
attack, defense and damage values as well as any new special abilities their new level grants them. However,
they must finish their activation using their current speed points.
Ending the &ame$
"s soon as a player gathers treasure, he can maneuver his Hero out of the dungeon through its designated
e-it. " Hero cannot e-it the dungeon until the player has ac6uired at least one treasure chest. The game ends
when there are no longer any Heroes left in the dungeon. nce all the Heroes have left the dungeon or been
eliminated, the players add up their gold.
The player with the highest total of gold successfully carried out of the dungeon wins the game.
O/t,on"0 G".e R+0esThe following rules add new dimensions to your $% 9ungeons: 8yramid game.
4one 3ol!
" 5one 7olf game is played by two or more players, each using a single Hero. The 8oint Balue of each Hero
chosen in a 5one 7olf game must be within points of each other Hero at the beginning of the game. 7ithin
that limitation, Heroes may begin at any level. ;or e-ample, one player may take Trollkiller at )st level >*#
points? and their opponent could take /arlana at #nd level >*( points?.
#1
$ake the following rules changes when playing a 5one 7olf game.
1ach player receives # activations per turn.
You cannot attack other Heroes.
You cannot steal a treasure from an opponent.
If you accumulate enough e-perience to improve more than one level, at the beginning of your ne-t
turn you may improve that Hero again.
"ll other rules for set2up, combat and victory are the same.
M+0t,/0e P0"yers In all versions of $% 9ungeons: 8yramid, including the 5one 7olf version, more than two people can play.
$ore players means larger dungeons and more monsters, which will add e-tra time to the game.
4se the standard rules, with the following e-ceptions.
"ny time a rule states @the opposing player, this role should be taken by the player to the right.
"t the beginning of the game, the starting player receives a token that designates them as the $onster $aster.
You can use anything to represent this token. This token will be passed from player to player as the game
proceeds.
7hen a $age 'pawn or wandering monster token is activated, place a movement marker on or ne-t to it.$ark $age 'pawn with movement markers as soon as they are converted. This marker can be anything the
players agree to use3 pennies, glass or plastic beads, or anything else that doesn!t take up too much space. ncea $age 'pawn or wandering monster token has been marked with a movement marker, that figure or token
cannot be activated again until the marker is removed. $age 'pawn can counterattack as normal and
wandering monster tokens convert as normal when encountered.
7hen the player who has the $onster $aster Token gets his ne-t turn, he plays as normal. "t the end of his
turn he passes the $onster $aster Token to the player on his left. That player is the new $onster $aster. The
new $onster $aster removes all the tokens from the $age 'pawn and wandering monster tokens, and can
activate any of them on his turn according to the standard rules.
Us,n M"e Kn,ht 6"rr,ors ,n MK D+neons* Pyr".,d 4sing $age %night warriors in $% 9ungeons: 8yramid adds options to your $age %night games, including
interior battles and campaign adventures. 7hen playing $% 9ungeons: 8yramid, make sure you use the $%
9ungeons: 8yramid rules, including the $% 9ungeons: 8yramid 'pecial "bility /ard.
"ny team entering the dungeon, regardless of which figures make up that team, is still considered a Heroic
Team. $age 'pawn cannot be part of a player!s Heroic Team.
.ule Changes
The following $age %night rules do not apply in $% 9ungeons: 8yramid.
There are no ranged or close combat formations.
There are no movement formations. ;igures cannot be pushed or captured.
9ragons are the only multi2dial figures that can be used in $% 9ungeons: 8yramid. $ounted figures
cannot be used in $% 9ungeons: 8yramid.
"ny $age %night figure can be used in the $age 'pawn pool.
nly one of any figure can be used on a Heroic Team.
E2perience
$age %night figures used on your Heroic Team gain e-perience per the $% 9ungeons: 8yramid rules, but canonly use the e-perience points to heal damage. ;or every + e-perience points gained, the player can heal one
warrior to starting level.
##
8/9/2019 PyramidRules_fancompiled
12/20
Us,n MK D+neons* Pyr".,d 6"rr,ors ,n M"e Kn,ht $age %night 9ungeons: 8yramid Heroes and $age 'pawn can Eoin outdoor battles using the rules for $age
%night or $age %night /on6uest. 7hen playing $age %night, make sure you use the $age %night rules,
including the $age %night 'pecial "bility /ard.
Factions
$age %night 9ungeons: 8yramid Heroes are a uni6ue faction. The Hero faction uses the standard $age %night
rules for formations. Heroes may be elite warriors.
Starting 4e*el and Point Value
"ll $% 9ungeons Heroes should start at 5evel in $age %night, using the 5evel point value cost. You can
start your Hero at a lower level if you choose by paying the point value for the lower level and using a $%
9ungeons level counter to show your Hero!s level. " Hero cannot be healed above its starting level. Hero
figures are considered uni6ue in $age %night and $age %night /on6uest.
Credits/ombat 9ial 'ystem, $age %night 9ungeons: 8yramid High /oncept, and 4niverse: Lordan 7eisman
$age %night 9ungeons: 8yramid Fules and 9evelopment: $ichael $ulvihill
$age %night 9ungeons: 8yramid 'tats and 7arriors: 'cott Hungerford, Lim 5ong, Lon 5ietheusser, $ichael
$ulvihill, $att Fobinson
riginal $age %night Febellion Fules: %evin Darrett
1ditor: 'haron Turner $ulvihill
8laytesting 9irector: %elly Donilla" special thanks to all the playtesters who tested $% 9ungeons. Thanks to /hris 8hilbrook for diving into the
9ungeon with us your help is indispensable.
"rt 9irection: 'andra Maravito, 9awne 7eisman 'culpts: Leff Mrace, Dob =aismith, Tim 8row, Leff 7ilhelm,
'teve 'aunders, 9ave 'ummers, Lames Banschaik, Drian 9ugas, 1lizabeth 9unlap, Lames /arter
Mraphic 9esign Team: 1than 8asternack, 'hane Hartley, 'hane 'mall, 'andra Maravito
8ackaging Illustration: 9ave 9orman
$ap Illustration: 9avid $ichael Deck 7iz%ids 8rint 8roduction: Tina 7egner
8hotography: /athy Drigg
#2
8/9/2019 PyramidRules_fancompiled
13/20
The !ollo#ing are all the 6current6 rules changes and clari!ications as o! 07 8an/99:+ They
#ere gleaned !orm the latest M;/+9 FA< =0//997> and the latest M;D FA<
=9%/?9@>+ These changes ha*e already been entered into these rules as appropriate+ The
!igure corrections are !or all the normally allo#ed Dungeons !igures =non5peanut bases"
prior to /+9>
=IGURE CORREC&IONS
Dragon's ate !igures
N+&( @Dr"4on" Myr.,don. There should be a green 'tarting 8osition on his )st slot.
N+C @ B"r"n S4+00cr"c4er. The r"ne value should be O.
Minions !igures
N)+< 51 @M"rro8. The name should be followed by: >'keleton?
"yramids !igures
N+&( @ 'ooded Ass"ss,n The r"ne value should be )+.
Dungeons !igures
N+'keleton?.
N)+(51 @ Yo+n R,ch. The name should be followed by: >'keleton?
N ))& /hest. The disarm number should be )+.
"oint value costs
Nrm) @R"yden M"r>: th level2 )+(, (th level2 O&, *rd level2 O, #nd level2 ((, )st level2 *(
Nbt) @ B0"c4 &horn: th level2 ))+, (th level2 OC, *rd level2 7eak?, )* >'tandard? and )(
>Tough?.
N#, N*, N( @&echno."ncer. "n early printing of these figures in 4nlimited had incorrect point
values printed on the base. The correct point values for these figures are # >7eak?, #< >'tandard? and #C
>Tough?.
NO, NO&, NO< @".">on B0"de.,stress. "n early printing of these figures in 4nlimited had incorrect
point values printed on the base. The correct point values for these figures are #+ >7eak?, #& >'tandard?
and *+ >Tough?.
N)). @D8"r;en '"..ers4"0d. The red block appearing on the defense value in the Cth slot is an
error. The red block should be on the damage value of that slot instead. The figure has Derserk, not 8ole
"rm.
N). @Pyre S/,r,t. There should be no faction symbol. The figure is $age 'pawn, not 9raconum.
%e&ellion !igures (lpha)
N+). @6ood0"nd Sco+t >Tough?. The yellow 9emoralized block appearing in the *rd slot should
appear in the th slot instead.
RULES UPDA&ES AND CLARI=ICA&IONS
?@ro. MKD =A $9#5$2
Choose Entrance and E2it
In the 8yramid Fulebook add to page O, 'tep optional? 7hile this warrior is in
a s6uare containing water terrain, increase its defense value by # against ranged combat attacks that target or
affect it.
BOUND This warrior may make a ranged combat attack for a cost of + speed points, or this warrior may add (
to his speed value if it is given an activation when no opposing figures are adEacent to it. >optional? This bonus
lasts until the end of the current activation. This warrior only fails to break away on a die roll result of ).
C'ARGE This warrior may make a close combat attack for a cost of + speed points, or this warrior may add (
to his speed value if it is given an activation when no opposing figures are adEacent to it. >optional? This bonus
lasts until the end of the current activation. This warrior only fails to break away on a die roll result of ).
8/9/2019 PyramidRules_fancompiled
14/20
8/9/2019 PyramidRules_fancompiled
15/20
If a $age 'pawn has ;renzy and has no movement marker, then this $age 'pawn must be given one of your
activations before you give an activation to any other $age 'pawn, weather it be one of your figures or a $age
'pawn.
To assign an activation to a $age 'pawn with ;renzy, it must be a $age 'pawn that you can give a legal
activation to. ;renzy does not allow you to assign an activation to a $age 'pawn that you would normally not be
able to assign an activation to, like a $age 'pawn adEacent to one of your Heroes or a $age 'pawn in the same
tile as one of your Heroes.
If a $age 'pawn with ;renzy is in an adEacent s6uare to one of your Heroes, or a $age 'pawn with ;renzy is
in the same tile as one of your Heroes, you cannot legally assign an activation to these $age 'pawn. Decause
;renzy re6uires you to give activations to $age 'pawn with ;renzy before any other $age 'pawn, you will be
unable to assign activations to any $age 'pawn until you are in a position to give legal actions to the $age
'pawn with ;renzy.
If there are more figures with ;renzy in play than you have activations, you may choose which figures with
;renzy will be given activations. "ll figures you control and all $age 'pawn with ;renzy that can be assigned
activations must be assigned activations on your turn before you can assign any activations to figures without;renzy.
1indering Terrain Treasure Chests Treasure chests are not considered hindering terrain for any purpose. Their bonus to a figureQs defense against
a ranged attack is not a terrain2based modifier.
Mage Spa#n
" figure that is a member of the $age 'pawn faction may not be on your Heroic team. $age 'pawn brought
into play from wandering monster tokens are considered friendly figures to each other.
Mage Spa#n Pool
The $age 'pawn pool can consist of only $age 'pawn figures.
Mage Spa#n Pool Con*erting 3andering Monster To-ens and Chests
It is more important to place the correct number of $age 'pawn than to match e-actly the point total. 'o go
through these steps in order to convert $age 'pawn I need to place * $age 'pawn for &+ pts.
/an I choose * mage spawn for &+ >or under? pointsR Yes or =oR
If yes, choose the * closest to &+. If there is a tie, then itQs the opponent that is placingQs choice.
If no, then can I choose # $age 'pawn for &+ >or under? pointsR Yes or =oR
If yes, choose the # closest to &+. If there is a tie, then itQs the opponent that is placingQs choice.
If no, then can I choose ) $age 'pawn for &+ >or under? pointsR Yes or =oR
If yes, choose the closest $age 'pawn to &+. If there is a tie, then itQs the opponent that is placingQs choice.
If no, then donQt place any.
Magic ,last " $agic Dlast attack can pass through walls, and blocking terrain sections bordered by walls. If a section
bordered by walls is not broken into s6uares, you can still $agic Dlast over them. 1ach 9ungeon tile is based on
a - grid, and each hallway tile is based on a *- grid, and using this pattern determine the range needed for
the $agic Dlast. If using dungeon tiles, then use e-tra tiles to work out the correct range.
Magic Enhancement
" figure with $agic 1nhancement affects the warrior making a ranged combat attack in an adEacent s6uare
with it, not Eust the ranged attack made by that warrior.
Magic mmunity
;igures with $agic Immunity can still use their own $agic Dlast ability and $agic 1nhancement ability
normally. The figure is not being affected by a $agic "bility but instead has these abilities to use.
Magic Freee
$ultiple $agic ;reeze attacks on the same figure do not generate multiple magic freeze tokens. 1ither a figure
is frozen, or it is not, and is marked with a single $agic ;reeze token. 1ven though a figure has been targeted
with multiple successful $agic ;reeze attacks, the figure!s player only needs to remove the effects of $agic
;reeze once.
Magic Freee Charge and ,ound
;igures with /harge and Dound that have a $agic ;reeze Token on them have their 'peed Balue reduced to
# by the $agic ;reeze token after any addition of 'peed points that /harge or Dound might give. ;igures with
/harge or Dound may still make their + 'peed point attacks while under the effects of $agic ;reeze, but not if
they are spending an activation to rid themselves of the effects of $agic ;reeze.
Mo*ement Terri!y
If you move a warrior, and the move will put that warrior adEacent to a figure with Terrify, you roll a die. n a
roll of ) or # the warrior may not be moved into any adEacent s6uare of that Terrify figure this turn. If a warrioris in an adEacent s6uare to a figure with Terrify, that warrior may move from adEacent s6uare to adEacent s6uare
without having to roll for the figure!s Terrify.
If a figure leaves a s6uare adEacent to a Terrify figure to a s6uare that is non adEacent to the Terrify figure, the
warrior will have to roll for Terrify again if the warrior wants to re2enter a s6uare adEacent to the Terrify figure.
Mo*ement Mar-ers Summon
$age 'pawn retain their movement markers when eliminated. $ovement markers clear from eliminated
$age 'pawn in e-actly the same way they do from $age 'pawn in play. If an eliminated $age 'pawn is
returned to play while it still has an uncleared movement marker on it, it is returned to play with that
movement marker.
Pass Through ,rea-a#ay
" warrior never has to make a breakaway roll from an opposing figure that they are attempting to pass
through. If there are other opposing figures adEacent to the warrior before the pass through, the warrior will have
to make break away rolls for those opposing figures. Femember, no break away roll is needed to pass through,
but a break away roll is needed for moving away from the front arc>s? of other figure>s?.
Pass Through Free Spin
" figure that has Eust made a pass through on an opposing warrior is placed in an adEacent s6uare to that
warrior which gives them a free spin opportunity.
Pass Through Vacancy
You cannot pass through to the same s6uare you start the pass through in. 7hen you declare a pass through
you must designate a target s6uare where you want to move to. This s6uare must be vacant. You cann ot targetthe s6uare that you occupy as it is not vacant. You cannot pass through to the same s6uare you started in.
.otating .ooms
If a door lies on the edge of a room tile that rotates, remove that door from play.
Shoc-#a*e Friendly Figures
" warrior may make a 'hockwave attack even if the only figure or figures that would be affected are friendly.
Snea- Attac- Damage
7hen a warrior doubles their 9amage Balue due to 'neak "ttack it is to a ma-imum of clicks. "dditional
damage, such as a /ritical Hit, is added on top of this. The restriction of clicks of damage only pertains to the
9amage Balue of the 'neak "ttack warrior.
8/9/2019 PyramidRules_fancompiled
16/20
Special Abilities and TrapsBAttac-s !rom 'b(ects and Treasure Chests
bEects and "rtifacts resolve effects and attacks against figures as normal, but when applying damage fromthese effects and attacks bEects and "rtifacts ignore all 'pecial "bilities. 1-ample: " warrior could roll for
9odge when attacked by an artifact, but would not gain the benefit of Toughness against a successful hit.
Special Ability Damaging E!!ects " special ability damaging effect is damage caused by any of the following special abilities: Fam, 8ole "rm, and
$agic Fetaliation. In such cases, the figure inflicts damage without you making an attack roll, and therefore
these attacks are classified as a damaging effect. 'pecial abilities that increase the damage >such as Benom or
$agic 1nhancement, or even 7eapon $aster? are not effects because they all re6uire an attack roll before they
go into effect.
Teleport S)uares
If at the beginning of a turn when you are supposed to move a figure that is using a teleport s6uare and all the
other teleport s6uares are occupied, you cannot teleport and can move your figure normally that turn.
Venom
Benom will do ) click of damage to a missed target of a Fanged or /lose /ombat attack.
Venom Multiple Targets
Benom will do ) click of damage to each missed target of a Fanged /ombat attack targeting multiple targets.
3andering Monster To-ens Mo*ement
" player can not move a 7andering $onster Token that is in the same tile as one or more of that player!s
figures. " player can not move a 7andering $onster Token into the same tile as one or more of that player!sfigures
3andering Monster To-ens 'pening Doors 7andering $onster Tokens can open doors for the cost of # speed points.
3andering Monster To-en Con*ersion Pole Arm
"fter being converted from a 7andering $onster Token. The $age 'pawn has been placed in an
adEacent s6uare, and 8ole "rm re6uires movement to be triggered. " $age 'pawn!s 8ole "rm is not triggered
when a warrior is in the front arc of that $age 'pawn after being converted from a 7andering $onster Token.
To the $age 'pawn being placed, the warrior has not moved and is a static figure.
3andering Monster To-en Con*ersion .am
" warrior!s Fam is not triggered when a $age 'pawn is placed in the front arc of that warrior after beingconverted from a 7andering $onster Token. To the $age 'pawn being placed, the warrior has not moved and
is a static figure.
" $age 'pawn!s Fam is not triggered when a warrior is in the front arc of that $age 'pawn after being
converted from a 7andering $onster Token. The $age 'pawn has been placed, not moved, and Fam re6uires
the $age 'pawn to have moved.
M"e Kn,ht* D+neons Pyr".,d R+0es C0"r,@,c"t,ons
?@ro. MK#($ =A 1##$$
Step : Place 3andering Monster To-ens Feplace the first sentence of paragraph # with the following:
To create a wandering monster pool, each player contri&utes / Standard toens and 0 #ea toens
face down to the pool.
Feplace the second sentence of paragraph * with the following:
The starting player chooses a wandering monster toen at random from the pool and places it in a tile
containing a treasure chest.
Close Combat Attac-s
"dd the following sentence after paragraph four of /lose /ombat "ttacks on page ):
(dd + to the attac dice roll result if attacing through the target’s rear arc.
Mage ;night Dungeons Pyramid FA<
Changelings
G: S"re $age 'pawn /hangeling treasure chests tournament legal in $age %night and /on6uest
gamesRS
": =o.
Doors
G: S$y figure ends its movement adEacent to an opposing figure, but there is a closed door between
the adEacent figures. 9oes the opposing warrior get a free spinRS
": =o. " closed door is considered blocking terrain, so figures on opposite sides of a closed door are
not adEacent.
G: S$y figure is on the opposite side of a closed door from an opposing figure. 9oes the opposing
figure get a free spin when my figure opens the doorRS
": =o.
G: S$y figure is on the opposite side of a closed door from an opposing figure with 8ole "rm. 9oes
8ole "rm trigger when my figure opens the doorRS
": =o.
E2iting the Dungeon
G: S/an $age 'pawn or wandering monster tokens e-it the dungeonRS
": =o.
1eroes G: SI reanimate a Hero. "t what level does the Hero enter the gameRS
": 7hen reanimated, the Hero enters the game at the level at which it began the game.
G: S/an I use Heroes in a $age %night gameR "t what point costRS ": Yes, Heroes can be used in $age %night. In $age %night, Heroes can start the game at any level
using its associated point cost3 use a $% 9ungeons level marker to record a Hero!s level. " Hero
cannot change its level, and cannot be healed of damage past its starting level.
Springing the Trap
G: S7hen do I gain e-perience for springing a trapRS
": " Hero gains # e-perience points after it has sprung a trap, including placing any $age 'pawn and
resolving any trap attacks.
Stealing Treasure
G: S/an a Hero attempt to steal treasure multiple times during a single turnRS
": Yes. 'tealing treasure is not an attack and can be attempted as many times in one activation as its
speed points will allow.
8/9/2019 PyramidRules_fancompiled
17/20
IBSON &'E GREYS 'OUSE RULES
Having played well over ++ games of $%9 and having run over + tournaments, I have developed the
following rules modifications and suggestions designed to make the game more evenly balanced and more fun.
;eel free to try any or all of these.
(lternate Head to Head Map Set1up
'ince some of the 7izkids $aps do not offer the opportunity to properly place all the treasure chests and
$age 'pawn Tokens, we use this alternative method. It offers a much better >and fairer? set2up, especially in
tournaments.
! using dungeon maps" per!orm Step =Choose Entrance and E2it> prior to Step 7= Place TreasureChests> so all chests may be placed on all maps+ Also" in addition to not placing a chest #ithin / tiles o!
your opponent6s entrance" you may not place a chest #ithin @ tiles o! your o#n entrance unless it is the
only legal tile=s> remaining+
(lternate Multi1player Set1up
"gain, to make things fairer in a multiple player game>and I have played in dozens of multi2player games,
ranging from * to O players?, we use the following method to set2up the map>s?. I recommend using at least two
maps in any multi2player game and prefer at least ) map to every # players with an e-tra map thrown in.U
Each player rolls / si2 sided dice to determine order o! play=i+e+ 0st player>" re5rolling any ties+Placement ta-es place as normal =or as abo*e in our alternate method> e2cept that the entrance placed
by each player may not necessarily be the one heBshe uses+ A!ter set5up is completed =all chests" 3MTsand entrancesBe2its are placed>" the players again roll / si2 sided dice =re5rolling ties> to determine in
#hat order #hich entry they #ill choose their entrance+ 3e determine the actual entrances randomlyas #ell but that is up to you+G A!ter all players ha*e determined their entrances" play begins #ith the
!irst player and passes to his le!t =cloc-#ise>+
"s you can see, this levels the advantage the first player would normally have in a multi2player game, which is
usually 6uite considerable.
Mage Spawn "ools
The rules set out a minimum amount of points re6uired for each playerQs contribution to the $age 'pawn pool
and suggest Qthe more, the merrier.Q =ow, I have a huge $age 'pawn collection >well over ++ figures? and it has
become apparent that with that large a collection, almost nobody ever gets out of a dungeon alive. 7ith a large
selection of skeletons and magic blasters, we spent months killing off every hero in both head2to2head and multi2player games. 1very game was decided by found gold or e-perience points... no one got out. Hence, we
developed the follow additional rule for $age 'pawn 8ools. =ow things run as planned, heroes do live and get
out with gold >not all the time but fre6uently, probably the way that was intended?.
Each player must contribute a .,n,.+. number o! Mage Spa#n e)ual to the number o! !igures intheir 1eroic Team+ The minimum total point *alue o! Mage Spa#n contributed to the pool must be
099 points+ Hou can contribute as many Mage Spa#n as you #ant up to a ma2imum o! 7 times the number o! points o! your 1eroic Team" plus one additional Mage Spa#n o! your choice=at any cost>+
This is intended to force some choices into playerQs minds over what $age 'pawn they want to focus on while
still allowing enough choice. " standard game >)++ point teams? allows the player to bring up to (++ points of
$age 'pawn plus any single $age 'pawn of their choice >we usually see that one big uni6ue brought Eust in case
of a big chest trap?. Trust me, with up to O++ points and two uni6ues to choose from for a head to head game,
thereQs more than enough to go around. You donQt need more.
'%andom' #ondering Monster Toens
"nother problem in running tournaments is 7$Ts. 7hoQs is whoQs after a game can give rise to arguments.
'ometimes, players forget to bring them. 7e get around this by using QrandomQ 7$Ts. It was determined that
there were & different Yellow and Dlue tokens and ( different Fed tokens. I simply created a chart listing all of
them together. You can then use anything you want to represent the 7$Ts >pennies, real 7$Ts, etc... we use
custom blank 7$Ts?. 7henever a 7$T is revealed, you roll a d& to determine what color the token is,
another d& to determine which QnumberQ token is revealed and finally #d& as normal to determine how many $'
at how many points.
This also allows you to determine the difficulty of the came in several different ways. I have included the
7$T chart and QrandomQ tokens for your use at the end of this section. ur most common game is the one
where )2* is a yellow token, (2 is a blue and & is a red. 5ots of funK 7atch those bad rollsK
You may also play with QBariableQ $age 'pawn point values. This means you will have to make use of a widervariety of monsters. 9etermine the points re6uired for $age 'pawn normally, roll #d& and add the result to that
number and finally subtract < for the new number of points. This will vary the points away from the standard
multiples of and add variety to the monsters seen.
Monster Master Toen
7hen playing multi2player, we have slightly modified the use of the $onster $aster token as well. 7e
generally limit each player to # 7$TA$age 'pawn activations until the $onster $aster token has made one
complete revolution >i.e. the )st player receives the token the second time?. This is to once again limit the
advantage the first several players have over their opponents in large games.
8/9/2019 PyramidRules_fancompiled
18/20
Random Mage Spawn Token Table
Token 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 * 4 *** 5 6
2d6Roll
Yellow Yellow Yellow Yellow Yellow Yellow Blue Blue Blue Blue Blue Blue Red Red Red Red Red Red
# Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 20 0 0 0 0 1 35 1 70 2 100 0 0 0 0
3 0 0 0 0 1 10 1 10 1 10 1 10 1 15 1 20 1 20 1 15 2 25 1 25 2 55 1 40 1 80 3 120 1 30 1 30
4 1 10 1 15 1 15 1 15 1 15 1 15 2 20 1 25 1 25 2 20 1 25 2 25 3 60 2 50 2 100 2 130 1 40 1 45
5 1 15 2 25 2 20 2 20 2 20 1 15 2 25 1 30 1 30 2 25 2 30 1 30 2 65 2 60 2 120 1 80 1 45 2 55
6 1 20 3 30 1 20 2 25 2 25 2 20 1 30 1 35 1 35 1 30 1 30 2 30 3 65 3 70 3 140 2 110 1 50 2 70
7 1 20 2 30 2 25 2 30 2 30 1 20 1 35 1 40 1 40 1 35 2 35 1 35 3 70 2 70 2 140 1 110 2 60 3 85
8 1 25 1 25 1 30 2 35 2 25 2 25 1 40 2 35 2 35 1 40 1 35 2 35 2 70 3 75 3 150 2 120 2 65 3 100
9 1 25 1 20 2 35 1 20 1 20 1 25 2 30 2 30 2 30 2 30 2 40 1 40 2 75 2 75 2 150 2 150 2 85 3 115
10 2 25 2 25 3 30 1 25 1 25 2 30 2 35 2 35 2 35 2 35 1 40 2 40 3 75 2 80 2 160 3 180 2 95 3 130
11 2 30 1 30 1 30 1 30 1 30 1 30 2 40 2 40 2 40 2 40 2 45 1 45 3 80 2 85 2 170 2 180 2 110 3 150
12 2 35 2 30 2 30 3 30 3 30 2 35 2 45 2 45 2 45 2 45 3 45 2 45 2 80 1 90 1 180 3 250 2 130 3 160
* For 1st roll of t!s token" use tese $lues !f %l$&!n' w!t $ SUPER Token( )terw!se" use $lues under T)+, #2( *** For 1st roll of t!s token" use tese $lues !f %l$&!n' w!tMEGA Token( )terw!se" use $lues under T)+, #5( -f %l$&!n' VARIABLE MAGE SPAWN VALUES " deter.!ne nor.$l %o!nts $lue" su/tr$t 7 $nd ten $dd 2d6(
R$ndo. $nder!n' onster Tokens
8/9/2019 PyramidRules_fancompiled
19/20
Mage Knight Dungeons Play Sheet
Heroic Team ( _________ points)
Name Pts Level
1 2 3 4 5
Player: ________________
Event: ________________
Date: ________________
1 2 3 4 5 Mage Spawn Pool
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
Non-Hero a!tion tea" "e"#ers "ay only use level-u$s to heal%
Round 1: in ! Loss "pponent: "pp# $nitial:
%ps &ained: &old Recovered!'ound:
Round : in ! Loss "pponent: "pp# $nitial:
%ps &ained: &old Recovered!'ound:
Round : in ! Loss "pponent: "pp# $nitial:
%ps &ained: &old Recovered!'ound:
Round *: in ! Loss "pponent: "pp# $nitial:
%ps &ained: &old Recovered!'ound:
Random MS To+ens (Roll d, -or To+en .olor/ d, -or To+en 0 and d, -or MS result) ic map to use2 (d1)
Roll Standard House &ame Hard &ame Toug &ame Hardcore
1 3ellow To+en 3ellow To+en 3ellow To+en 3ellow To+en 4lue To+en
3ellow To+en 3ellow To+en 3ellow To+en 4lue To+en 4lue To+en 3ellow To+en 3ellow To+en 4lue To+en 4lue To+en 4lue To+en
* 3ellow To+en 4lue To+en 4lue To+en 4lue To+en 4lue To+en
5 4lue To+en 4lue To+en Red To+en Red To+en Red To+en
, 4lue To+en Red To+en Red To+en Red To+en Red To+en
Roll - Map1 – Dungeon Map #12 - Dungeon Map #2
3 - Dungeon Map #34 - Dungeon Map #45 - Dungeon Map #56 - Dungeon Map #6
Roll – Map7 – Citadel: Prisons8 – Citadel: Liraries
! – Mines: "nderines1$ – Mines:%trip Mines11 – P&raid: Pillars12 – P&raid: %tatues
'bson The Grey, 2004
8/9/2019 PyramidRules_fancompiled
20/20
Random Mage Spawn Token Table
Token 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 * 4 *** 5 6
2d6Roll
Yellow Yellow Yellow Yellow Yellow Yellow Blue Blue Blue Blue Blue Blue Red Red Red Red Red Red
# Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts # Pts
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 20 0 0 0 0 1 35 1 70 2 100 0 0 0 0
3 0 0 0 0 1 10 1 10 1 10 1 10 1 15 1 20 1 20 1 15 2 25 1 25 2 55 1 40 1 80 3 120 1 30 1 30
4 1 10 1 15 1 15 1 15 1 15 1 15 2 20 1 25 1 25 2 20 1 25 2 25 3 60 2 50 2 100 2 130 1 40 1 45
5 1 15 2 25 2 20 2 20 2 20 1 15 2 25 1 30 1 30 2 25 2 30 1 30 2 65 2 60 2 120 1 80 1 45 2 55
6 1 20 3 30 1 20 2 25 2 25 2 20 1 30 1 35 1 35 1 30 1 30 2 30 3 65 3 70 3 140 2 110 1 50 2 70
7 1 20 2 30 2 25 2 30 2 30 1 20 1 35 1 40 1 40 1 35 2 35 1 35 3 70 2 70 2 140 1 110 2 60 3 85
8 1 25 1 25 1 30 2 35 2 25 2 25 1 40 2 35 2 35 1 40 1 35 2 35 2 70 3 75 3 150 2 120 2 65 3 100
9 1 25 1 20 2 35 1 20 1 20 1 25 2 30 2 30 2 30 2 30 2 40 1 40 2 75 2 75 2 150 2 150 2 85 3 115
10 2 25 2 25 3 30 1 25 1 25 2 30 2 35 2 35 2 35 2 35 1 40 2 40 3 75 2 80 2 160 3 180 2 95 3 130
11 2 30 1 30 1 30 1 30 1 30 1 30 2 40 2 40 2 40 2 40 2 45 1 45 3 80 2 85 2 170 2 180 2 110 3 150
12 2 35 2 30 2 30 3 30 3 30 2 35 2 45 2 45 2 45 2 45 3 45 2 45 2 80 1 90 1 180 3 250 2 130 3 160
* For 1st roll of t!s token" use tese $lues !f %l$&!n' w!t $ SUPER Token( )terw!se" use $lues under T)+, #2( *** For 1st rollof t!s token" use tese $lues !f %l$&!n' w!t MEGA Token( )terw!se" use $lues under T)+, #5( -f %l$&!n' VARIABLE MAGE SPAWN VALUES " deter.!ne nor.$l %o!nts $lue" su/tr$t 7 $nd ten $dd 2d6(
Movement Costs Standard ero!" Team Set-#p (tta)* +,".D - ranged/ $ ust 0ae ,ound %( 1 - 1$$ pts or loer o eroes +ero a)tion or non-Mage %pan a)tion/
(tta)* +C( - 2/ $ ust 0ae C0arge %( 2 - 1$$ or ore points o Mage %pan +at least one M% per 0ero9 &ou 0ae/
(tta)* +.'M,L - eit0er/ 2 ust 0ae .ile %( 3 - 6 to*ens per side +2 lue 3 &ello and 1 red or &ello/
(tta)* +ranged or 2/ 4 .oral (tta)* 4 - 1 treasure )0est per eer o &our eroi) ;ea
(ttept ,rea* (a& 2 )an retr& 4-5-6 to rea*M$ %&ngeon 'otes
Close Door +Metal/ 2 etal door )loses < end o turn Pla&ers ust oe t0eir entire tea into dungeon eore oing andering onster to*ensor opening )0ests=
Close Door +>ood/ 1 sta&s pen unless Closed Pla&ers get 1 a)tiation per eroi) a)tion tea eer to iniu o 2 a)tions?turn=
Disar ;rap +@(%;/ 3 A$ to disar roll a)0 0ero )an )arr& a aB o 2 )0ests a turn=
Disar ;rap +%L>/ 6 A2 to disar roll Ps gained are put into pool used & all eers o t0e tea=
Bit Dungeon 1 een ro diagonal a)0 turn treasure )0ests )an e reallo)ated aongst t0e tea=
Bpose ;rap $ ro an& ada)ent sEuare oll o 2 ala&s ails and does 1 )li)* o daage to t0e a)tiated igure=
at0er ;reasure 2 ro @ront (r) .LF oll o 12 ala&s 0its and inli)ts A1 daage to t0e target +or A1 0eal/=
ealing Magi) +ranged/ 4 A2 to 0eal into )oat ends a)t iat ion Pla&ers )an use igures in t0eir eroi) tea t0at are not part o t0e 0ero a)tion ut ea)0non-ero is )onsidered uniEue ased on nae not ran*=
ealing .oral +2/ 4 A2 to 0eal into )oat ends a)tiation >andering onster to*ens 0ae a speed o 4 and )annot e a)tiated i t0e& are on t0e saetile as one o &our 0eroes=
ealing %el 4 no die roll 1 )li)* ends a)tiation @igures get a ree spin i anot0er igure ends oeent neBt to or is pla)ed neBt to t0e igure -in)luding eing pla)ed & .e)roan)& or treasure )0est=
Moeent Clear 1 @igures do not get a ree spin or a igure passing t0roug0 t0e unless it stops neBt to t0e=
Moeent Diagonal A1 add to sEuareGs noral oeent )ost a %( ends t0e igure9s a)tiation and is )opletel& negated & ;oug0ness and'nulnerailit& %(s sin)e it is spe)ial daage=
Moeent indering 2 i Line o @ire passes t0roug0 t0isterrain add A1 to targetGs Deense
Dodge %( )auses an atta)* to iss on a roll o 5-6 een a )riti)al 0it ut )annot e used toaoid daage due to Heno %(=
Moeent %0ado ? %o*e 4 lo)*s Line o @ire ( 4B4 set o 3D tiles eEuates to one tile in noral Dungeons=
Moeent >ater 3 (tta)*s & Dungeon oe)ts +)0ests or artia)ts/ ignore (LL %pe)ial (ilities=
Moeent @ire 2 ea)0 turn spent intera)ting it0 t0isterrain )auses 1 )li)* o daage
;oug0ness and 'nulnerailit& redu)e daage ro ranged or )lose )oat to a iniu o 1 ut %pe)ial (ilit& daage ee)ts to $=
.e)roan)& ends a)tiation %pe)ial (ilit& daage ee)ts are a Pole (r and Magi) etaliation=
pen Door +all/ 2 ;0e t0et target )an )ounteratta)* to reset treasure )0est unless t0e t0ie 0as L' .ile
Iui)*ness or %tealt0=Pass ;0roug0 A3 adds to destination sEuare a& not
pass t0ru ig ada)ent to opposing ig Ga!n!ng ()s
egeneration ends a)tiation Jill Mage %pan %pan9s Pt alue in Ps
;0et +%teal ;reasure/ 4 target DA2 possile )ounter Jill pponents ero ero9s )urrent alue in Ps
%!sarm!ng Traps *+rom ront r" .'/1 Disar a ;rap 5$ Ps
Disar @ast 3 speed A $ to disar roll ;rigger a ;rap 25 Ps
Disar %lo 6 speed A 2 to disar roll Disaring a ;rap ;ile as listed on tile
.ile %( -- A 2 to disar roll (rtia)t as listed on artia)t
%nea* (tta)* %( -- A 2 to disar roll @inding a ;rapless C0est . Ps
%tealt0 %( -- A 2 to disar roll Colle)ting a C0est . ps
Read!ng Top /!d o+ Treas&re Chest
;rap Disar.uer .uer oMage %pan ;otal PointCost o Mage%pan
;rap (tta)*Halue ;rapDaage ;&pe o ;rap (tta)* ange o ;rap (tta)* ;&pes o (tta)*s - ero nl& ; - ntire ;ileand - ange (tta)*= ,lan*eans no trap
'bson The Grey, 2004