in front of you where you keep readied cards. The Hero card also has scores for Melee, Magic, and Speed for each Level; a higher value means the hero can perform that task better. Life points represent how many wounds the hero can absorb before being defeated. Some effects, like that from playing a “Potion of Healing” card, allow a hero to recover lost Life points up to the Life point score indicated on the Hero card.
Quest Cards: The game is won by completing 3 Quest cards. Each Quest card has an illustration, a name, a type, a grade (he-roic, epic, or legendary), location(s) where it can be completed, criteria to complete it, and a reward for completing it. Your hero gains Levels by completing Quests of the appropriate grade.
Map Cards: These cards create the Dungeoneer realm. They are either black-bordered Dungeon spaces (passages and rooms) or white-bordered Wilderness spaces (roads and sites) depend-ing on the set you purchased. Map cards are laid out in the play area to create the fantasy realm in which the heroes adventure. Each Map card has an illustration, a name, a type, a Glory value, a Peril value, and 4 exits. Some Map cards have an effect that is activated when a hero enters it on his turn. In addition, Wilderness Map cards have Terrain icons such as desert, forest, mountains, plains, swamp, urban (buildings and cities), or water that trigger certain card effects.
Adventure Cards: Players use these cards for benefi cial effects on themselves or adverse effects on their opponents. Adventure cards are divided into Glory cards and Peril cards: Glory cards are benefi cial Boons or Treasures that you pay Glory to play on your-self, while Peril cards are adverse Banes or Encounters that you take Peril from your op-ponent to play on him. Each Adventure card has an illustration, a name, Glory or Peril cost to play it, time when it may be played, duration that it stays in play, a specifi c cat-egory that it falls into, a stat banner providing a summary of the effect, and an effect. Note that a card in your hand has no effect until it is put into play by paying its cost.
Adventure cards remain in play for dif-ferent lengths of time according to their duration type.
Attachment: This card attaches to another card; place it behind the card to which it is being attached. An Attachment is discarded
if its “host” is discarded or returned to your hand. It can not be played unattached. An Attachment does not affect the Peril cost for a monster to attack, and does not count toward a hero’s Boon, Treasure, or Pack limits.
Instant: The card is immediately discarded when it is played; its effect is temporary, affecting only the turn in which it is played.
Monster: Monster cards are discarded when their Life points reach 0. A monster card is in a space only when it is attacking; otherwise it is in a player’s hand or Pack.
Permanent: The card remains in play in your Inventory unless you are forced to discard by a card effect. Heroes have a limit to the number of Permanent Boons and Permanent Treasures they may have in play in their Inventory at one time, as indicated by each Hero card’s carry limits. This limit does not apply to any other kind of cards.
SET-UP
Sort the cards into separate decks according to their backs. Then, look through the Map cards and pull out the card with the Entrance symbol. This starting space is set face up in the middle of the play area. Randomly select any 4 passages/roads (including “grim” passages/roads) and connect one of them to each exit of the Entrance, in a legal orientation (see map diagram). Shuffl e each deck separately.
Deal each player 1 Hero card randomly and place it face-up in front of him. This area is called the player’s Inventory. Place a die over the starting Level on your Hero card, with the number 6 face up to show your current Life points. Set the remaining Hero cards aside; they will not be used.
Give each player a Tracker card to place next to his Hero card with the Glory side turned towards him.
Cut each Cut-out card token along the dotted line and fold at the solid line. Next, each player fi nds his hero token and places it on the Entrance, then collects 1 Peril and 1 Glory for entering the Entrance.
Move a token onto the green “1” on your Tracker card to mark this Glory, and another on the red “1” for the Peril.
Deal 2 Quest cards to each player face up. These are the player’s Personal Quests, and only he may attempt to complete them on his turn. Deal 1 Quest face up next to the Quest deck. This becomes the Global Quest, which anyone may attempt to complete on their turn.
Deal 5 Adventure cards to each player face down. These cards form the player’s hand and can only be viewed by the player. Set the remaining Adventure deck aside, but within everyone’s reach. Now you may begin play starting with the winner of a die roll, who is now Player A.
TURN ORDER
A player goes through 5 phases in his turn: Reset, Dungeonlord, Build, Hero, and Dis-card/Draw. The turn then passes to the next player to his left. A round is completed when each player has had a turn.
1. Reset Phase: Exits and Traps are reset. Temporary card effects from the previous turn are no longer in effect, and card ef-fects that can only be used once per turn may be used again. Your cards in play with an upkeep cost are paid for now or return to your hand. Saved Movement points from previous turns are lost and your Movement points are reset to equal your Speed score. All spaces, except the one you are in, are treated as “new” to your hero again.
2. Dungeonlord Phase: Peril-funded Adventure cards in your hand that are marked with the Dungeonlord play time, such as Banes and Encounters, may be played on the table now. Choose an opponent with enough Peril to pay for the card and spend his Peril to play the card on him. Peril cards that do not target a specifi c opponent’s hero may use anyone’s Peril except your own. You are limited in the number of Peril cards you may play only by the amount of Peril available. You can not combine Peril from different opponents to fund a single card, and you may never spend your own Peril.
Banes can be played at any time during your Dungeonlord Phase, before or after Encounters are resolved. Encounters are played all at one time during your Dungeonlord Phase, in order of attack, to allow your opponents an opportunity to strategize their responses. If you play an Encounter that means that you are attacking (initiat-ing a combat); follow the combat sequence below. A monster (or
hero) may initiate no more than one attack per turn; this costs a hero 1 Movement, but is a free Movement for a monster. A mon-ster must have its Peril cost paid each time it attacks, however.
3. Build Phase: Draw and place 1 Map card in any legal location. Skip the Build Phase if all the Map cards have already been placed.
Each Map card must connect to another Map card (Map Placement Diagram examples A & B), and no Map card or section of map may be “stranded” so that it has no way for a hero to get back to the rest of the map (example C).
Each Map card must be placed parallel to the Entrance card as in the map diagram, never at a right angle (example D). Also, you may never create a closed map that has no connections available for more Map cards to be played.
Dare to enter the grim fantasy world of Dungeoneer! In Dun-geoneer you take the role of a hero trying to complete a series of challenging quests. These quests require your hero to travel to different parts of the Dungeoneer realm to perform mighty deeds. On your turn you will also act as the Dungeonlord, and thwart the other heroes’ attempts to fi nish their own Quests. You win the game by being the fi rst hero to successfully complete 3 quests, or by defeating all the other heroes as the Dungeonlord.
Dungeoneer is an adventure card game designed for ages 13 and up, and takes about 20 to 30 minutes per player. Each set has either 1 or 2 decks, each of which accommodates 2 players and may be either combined with other Dungeoneer decks or played as a stand-alone game. Dungeoneer is a self-contained game with a complete set of cards; it has no randomization. These rules are designed to explain the basic game, but many of the cards in Dungeoneer are designed to alter, tweak, or even override the rules. Each rule may be read as saying “unless a card specifi cally states otherwise.”
COMPONENTS
Each deck has 55 cards, including 1 Cut-out card, 3 Tracker cards, 3 Hero cards, 7 Quest cards, 11 Map cards, and 30 Adventure cards; a double-deck set has twice as many of each card type. You will also need 2 six-sided dice per player for making rolls and keeping track of Life points, 2 tokens for each player to track Glory points, and 2 tokens per player for Peril points. Extra tokens and dice also come in handy. Pennies and nickels work well, but red and green glass gaming stones are ideal. You may use a pencil and scratch paper instead.
Cut-out Card: This card is used to create hero tokens that represent the heroes on the map, and marker tokens that show where on the map certain items are located. To show linked locations, place a lettered marker on the map space and its corresponding marker on the card represented there (A:A, B:B). Keeping the tokens folded with a paper clip will allow them to fi t back into the box.
Tracker Cards: Place tokens on the current number of Glory and Peril points your hero has accumulated to keep track of them. You will spend these Glory points to play Glory cards for your benefi t; your opponent will spend your Peril to play Peril cards against you. Use multiple tokens to track higher numbers; there is no upper limit. Each Tracker card has reference infor-mation on the reverse side to be used during play.
Hero Cards: Each Hero card has an illustration, a name, the race and class of the hero, Life points, a special ability, and carry maximums that limit the number permanent Boon and per-manent Treasure cards in your Inventory — the area on the table
Version 2.3c
CUT-OUT TRACKER HERO QUEST MAP ADVENTURE
ADVENTURE CARD
ENTRANCE
COMBAT
Combat follows these steps: Attack, Response, Attack Roll, Counter-attack Roll, Com-pare Results, Challenge, Pack, and Reward.
A. Attack: The attacker chooses the target hero and form of combat (Melee, Magic, or Speed) for each of his attacking cards; he may only choose an attack form in which his card has a standard attack symbol. The attacker’s special effects, other than hit effects, may be activated now at his choice.
B. Response: The defender may play cards or special abilities marked with the Re-sponse play time.
C. Attack Roll: The attacker rolls 1 die for each attack and adds the respective score (Melee, Magic, or Speed) from each attacking card to its roll.
D. Counter-attack Roll: The defender rolls 1 die against each attack and adds his hero’s score (Melee, Magic, or Speed) to it. The defender can not choose which form to defend with, since it was already chosen by the attacker.
E. Compare Results: For each attack, the player with the highest total hits and infl icts 1 wound on his opponent’s monster or hero, unless the hit effect on the Encounter card states otherwise. A tie result does nothing. Wounds are subtracted from the Life points of a card; track these with the die on your Hero card or by adding tokens to your mon-ster card. A card is defeated and discarded when its Life points reach 0; if this is a hero, it means his player is out of the game.
F. Challenge: A hero who was attacked may now initiate a single attack on one of the cards that just attacked him or another hero in the same space at the cost of 1 Move-ment point, but only if his player saved a Movement point from the previous turn. Follow the steps above with the hero becoming the attacker, but don’t repeat this step. See Special Actions for more on challenges.
G. Pack: Each monster that is not wounded may go back into either your hand or your Pack (part of your Inventory of cards in front of you) at your option. Each monster that is wounded must go into your Pack or be discarded. Each monster that is defeated is also discarded. You are permitted up to 3 monsters in your Pack at a time, and these are played in the same way as those from your hand; excess monsters of your choice are discarded.
H. Reward: For each wound a monster infl icts on a hero, the player who controls that monster may assign 1 Peril to a player of his choice. For each wound a hero infl icts on a monster, that hero’s player gets 1 Glory. This reward step applies to all monsters except those from Quest cards; they have their own special reward described on the Quest card.
COMBAT FORMS & SYMBOLS
A monster or hero may only initiate an attack in a combat form (Melee, Magic, or Speed) in which it has a standard attack symbol.
● Standard Attack Symbol: Monster or hero may attack and counter-attack in this form.
◆ Counter-attack Symbol: Monster or hero may only counter-attack in this form; it may not initiate an attack unless it has another form with a standard attack symbol.
✹ Hit Symbol: This describes the entire effect of a successful attack.
EXAMPLE OF COMBAT
Step A Attack: Player A spends Player B’s Peril to play 1 Undead and 1 Demon on Player B’s hero. Player A declares that the Undead and Demon each attack with Melee. The Demon has a special effect when it attacks: “All heroes in its same space must overcome Magic Threat 5+ or take 1 wound.” So, Player B rolls 1 die (he rolls a 4) +
Magic (his hero’s score is 1) = 5. This matches the Threat and so he succeeds. (Note that Player A would also have to overcome the Demon’s Threat if his hero was in the same space as player B!)
Step B Response: Player B plays a Response-timed Boon card called “Repel,” which costs him 3 Glory. This card discards a target monster so he targets the Undead card, which is immediately discarded.
Step C Attack Roll: Player A’s Demon has a Melee score of 1. He rolls 1 attack die for it, getting a 4, and adds the Demon’s Melee score of 1, so its attack total equals 5.
Step D Counter-attack Roll: Player B has a Melee score of 2 and he rolls a counter-at-tack die against the Demon. He must use his Melee because the attacker chose that as the form of combat. He rolls 1 against the Demon and adds his hero’s Melee score of 2, so his defense total equals 3 against the Demon.
Step E Compare Results: Player A’s Demon’s total of 5 beats Player B’s hero’s total of 3, so the Demon scores a hit (1 wound) on Player B’s hero. Player B adjusts the die on his Hero card to take off 1 Life point.
Step F Challenge: Player B could initiate 1 attack on the Demon with his hero if he had a Movement point left. He would go through steps A to H again, skipping step F, but as the attacker this time; the monster would be the counter-attacker.
Step G Pack: Player A chooses to put his Demon in his Pack to save for use later, so he places the card on the table in front of him. It is no longer considered to be in any space on the game map. If it had been defeated it would be discarded.
Step H Reward: Player A’s Demon scored 1 wound and so he can assign 1 Peril to any player; he gives Player B the Peril.
(Note that the specifi c cards used in this example may not appear in this set, but similar cards are in all sets.)
THREATS
Threats are used to represent a risk or diffi culty a hero must overcome. Threats are not the same as combat, though they often take place during a combat. A Threat is a special die roll where the opponent rolls 1 die and adds the score that the card asks for to the roll. Usually this is his hero’s Melee, Magic, or Speed, depending on the form of Threat, but any score could be specifi ed — even your hero’s current Life points or Level. If the opponent matches or beats the Threat number, he receives the success result; otherwise he gets the fail result. Unless otherwise stated, Trap-type Threats affect all heroes in the same space, but they each roll individually.
EXAMPLE THREAT
Player A spends 2 of Player B’s Peril to play a Trap on Player B. The Trap reads: “Speed Threat 5+, fail: take 1 wound.” Player B rolls 1 die and gets a 3, he adds his Speed score of 2 to the roll. His total is 5, which equals the Threat of 5+. He overcomes the Threat, but gets no reward because there is no explicit success result. If he had rolled 4 or less he would have suffered the fail result.
MAP PLACEMENT DIAGRAM
in f
ront
of
you
whe
re y
ou k
eep
read
ied
card
s. T
he H
ero
card
al
so h
as s
core
s fo
r M
elee
, Mag
ic, a
nd S
peed
for
eac
h L
evel
; a
high
er v
alue
mea
ns th
e he
ro c
an p
erfo
rm th
at ta
sk b
ette
r. L
ife
poin
ts r
epre
sent
how
man
y w
ound
s th
e he
ro c
an a
bsor
b be
fore
be
ing
defe
ated
. Som
e ef
fect
s, li
ke th
at f
rom
pla
ying
a “
Potio
n of
H
ealin
g” c
ard,
allo
w a
her
o to
rec
over
lost
Lif
e po
ints
up
to th
e L
ife
poin
t sco
re in
dica
ted
on th
e H
ero
card
.
Que
st C
ards
: T
he g
ame
is w
on b
y co
mpl
etin
g 3
Que
st c
ards
. E
ach
Que
st c
ard
has
an il
lust
ratio
n, a
nam
e, a
type
, a g
rade
(he
-ro
ic, e
pic,
or
lege
ndar
y), l
ocat
ion(
s) w
here
it c
an b
e co
mpl
eted
, cr
iteri
a to
com
plet
e it,
and
a r
ewar
d fo
r co
mpl
etin
g it.
You
r he
ro
gain
s L
evel
s by
com
plet
ing
Que
sts
of th
e ap
prop
riat
e gr
ade.
Map
Car
ds: T
hese
car
ds c
reat
e th
e D
unge
onee
r re
alm
. The
y ar
e ei
ther
bla
ck-b
orde
red
Dun
geon
spa
ces
(pas
sage
s an
d ro
oms)
or
whi
te-b
orde
red
Wild
erne
ss s
pace
s (r
oads
and
site
s) d
epen
d-in
g on
the
set y
ou p
urch
ased
. Map
car
ds a
re la
id o
ut in
the
play
ar
ea to
cre
ate
the
fant
asy
real
m in
whi
ch th
e he
roes
adv
entu
re.
Eac
h M
ap c
ard
has
an il
lust
ratio
n, a
nam
e, a
type
, a G
lory
va
lue,
a P
eril
valu
e, a
nd 4
exi
ts. S
ome
Map
car
ds h
ave
an e
ffec
t th
at is
act
ivat
ed w
hen
a he
ro e
nter
s it
on h
is tu
rn. I
n ad
ditio
n,
Wild
erne
ss M
ap c
ards
hav
e Te
rrai
n ic
ons
such
as
dese
rt, f
ores
t, m
ount
ains
, pla
ins,
sw
amp,
urb
an (
build
ings
and
citi
es),
or
wat
er
that
trig
ger
cert
ain
card
eff
ects
.
Adv
entu
re C
ards
: Pla
yers
use
thes
e ca
rds
for b
enefi
cia
l eff
ects
on
them
selv
es o
r ad
vers
e ef
fect
s on
thei
r opp
onen
ts. A
dven
ture
ca
rds
are
divi
ded
into
Glo
ry c
ards
and
Per
il ca
rds:
Glo
ry c
ards
are
ben
efi c
ial B
oons
or
Tre
asur
es th
at y
ou p
ay G
lory
to p
lay
on y
our-
self
, whi
le P
eril
card
s ar
e ad
vers
e B
anes
or
Enc
ount
ers
that
you
take
Per
il fr
om y
our o
p-po
nent
to p
lay
on h
im. E
ach
Adv
entu
re c
ard
has
an il
lust
ratio
n, a
nam
e, G
lory
or P
eril
cost
to p
lay
it, ti
me
whe
n it
may
be
play
ed,
dura
tion
that
it s
tays
in p
lay,
a s
peci
fi c c
at-
egor
y th
at it
falls
into
, a s
tat b
anne
r pro
vidi
ng
a su
mm
ary
of th
e ef
fect
, and
an
effe
ct. N
ote
that
a c
ard
in y
our h
and
has
no e
ffec
t unt
il it
is p
ut in
to p
lay
by p
ayin
g its
cos
t.
Adv
entu
re c
ards
rem
ain
in p
lay
for
dif-
fere
nt le
ngth
s of
tim
e ac
cord
ing
to th
eir
dura
tion
type
.
Atta
chm
ent:
Thi
s ca
rd a
ttach
es to
ano
ther
ca
rd; p
lace
it b
ehin
d th
e ca
rd to
whi
ch it
is
bein
g at
tach
ed. A
n A
ttach
men
t is
disc
arde
d if
its
“hos
t” is
dis
card
ed o
r re
turn
ed to
you
r ha
nd. I
t can
not
be
pla
yed
unat
tach
ed. A
n A
ttach
men
t doe
s no
t aff
ect t
he P
eril
cost
for
a m
onst
er to
atta
ck, a
nd d
oes
not c
ount
tow
ard
a he
ro’s
B
oon,
Tre
asur
e, o
r Pa
ck li
mits
.
Inst
ant:
The
car
d is
imm
edia
tely
dis
card
ed w
hen
it is
pla
yed;
its
effe
ct is
tem
pora
ry, a
ffec
ting
only
the
turn
in w
hich
it is
pla
yed.
Mon
ster
: M
onst
er c
ards
are
dis
card
ed w
hen
thei
r L
ife
poin
ts
reac
h 0.
A m
onst
er c
ard
is in
a s
pace
onl
y w
hen
it is
atta
ckin
g;
othe
rwis
e it
is in
a p
laye
r’s
hand
or
Pack
.
Per
man
ent:
The
car
d re
mai
ns in
pla
y in
you
r In
vent
ory
unle
ss
you
are
forc
ed to
dis
card
by
a ca
rd e
ffec
t. H
eroe
s ha
ve a
lim
it to
th
e nu
mbe
r of
Per
man
ent B
oons
and
Per
man
ent T
reas
ures
they
m
ay h
ave
in p
lay
in th
eir
Inve
ntor
y at
one
tim
e, a
s in
dica
ted
by
each
Her
o ca
rd’s
car
ry li
mits
. Thi
s lim
it do
es n
ot a
pply
to a
ny
othe
r ki
nd o
f ca
rds.
SET
-UP
Sort
the
card
s in
to s
epar
ate
deck
s ac
cord
ing
to th
eir
back
s.
The
n, lo
ok th
roug
h th
e M
ap c
ards
and
pul
l out
the
card
with
the
Ent
ranc
e sy
mbo
l. T
his
star
ting
spac
e is
set
fac
e up
in th
e m
iddl
e of
the
play
are
a. R
ando
mly
sel
ect a
ny 4
pas
sage
s/ro
ads
(inc
ludi
ng “
grim
” pa
ssag
es/r
oads
) an
d co
nnec
t one
of
them
to e
ach
exit
of th
e E
ntra
nce,
in a
lega
l ori
enta
tion
(see
map
dia
gram
). S
huffl
e e
ach
deck
sep
arat
ely.
Dea
l eac
h pl
ayer
1 H
ero
card
ran
dom
ly a
nd p
lace
it
face
-up
in f
ront
of
him
. Thi
s ar
ea is
cal
led
the
play
er’s
In
vent
ory.
Pla
ce a
die
ove
r th
e st
artin
g L
evel
on
your
Her
o ca
rd,
with
the
num
ber
6 fa
ce u
p to
sho
w y
our
curr
ent L
ife
poin
ts. S
et
the
rem
aini
ng H
ero
card
s as
ide;
they
will
not
be
used
.
Giv
e ea
ch p
laye
r a
Tra
cker
car
d to
pla
ce n
ext t
o hi
s H
ero
card
w
ith th
e G
lory
sid
e tu
rned
tow
ards
him
.
Cut
eac
h C
ut-o
ut c
ard
toke
n al
ong
the
dotte
d lin
e an
d fo
ld a
t the
so
lid li
ne. N
ext,
each
pla
yer fi
nds
his
her
o to
ken
and
plac
es it
on
the
Ent
ranc
e, th
en c
olle
cts
1 Pe
ril a
nd 1
Glo
ry fo
r ent
erin
g th
e E
ntra
nce.
M
ove
a to
ken
onto
the
gree
n “1
” on
you
r Tra
cker
car
d to
m
ark
this
Glo
ry, a
nd a
noth
er o
n th
e re
d “1
” fo
r the
Per
il.
Dea
l 2 Q
uest
car
ds to
eac
h pl
ayer
fac
e up
. The
se a
re th
e pl
ayer
’s P
erso
nal Q
uest
s, a
nd o
nly
he m
ay a
ttem
pt to
co
mpl
ete
them
on
his
turn
. Dea
l 1 Q
uest
fac
e up
nex
t to
the
Que
st d
eck.
Thi
s be
com
es th
e G
loba
l Que
st, w
hich
an
yone
may
atte
mpt
to c
ompl
ete
on th
eir
turn
.
Dea
l 5 A
dven
ture
car
ds to
eac
h pl
ayer
fac
e do
wn.
The
se c
ards
fo
rm th
e pl
ayer
’s h
and
and
can
only
be
view
ed b
y th
e pl
ayer
. Se
t the
rem
aini
ng A
dven
ture
dec
k as
ide,
but
with
in e
very
one’
s re
ach.
Now
you
may
beg
in p
lay
star
ting
with
the
win
ner
of a
die
ro
ll, w
ho is
now
Pla
yer A
.
TU
RN
OR
DE
R
A p
laye
r goe
s th
roug
h 5
phas
es in
his
turn
: R
eset
, Dun
geon
lord
, Bui
ld, H
ero,
and
Dis
-ca
rd/D
raw
. The
turn
then
pas
ses
to th
e ne
xt
play
er to
his
left.
A ro
und
is c
ompl
eted
whe
n ea
ch p
laye
r has
had
a tu
rn.
1. R
eset
Pha
se:
Exi
ts a
nd T
raps
are
res
et.
Tem
pora
ry c
ard
effe
cts
from
the
prev
ious
tu
rn a
re n
o lo
nger
in e
ffec
t, an
d ca
rd e
f-fe
cts
that
can
onl
y be
use
d on
ce p
er tu
rn
may
be
used
aga
in. Y
our
card
s in
pla
y w
ith a
n up
keep
cos
t are
pai
d fo
r no
w o
r re
turn
to y
our
hand
. Sav
ed M
ovem
ent
poin
ts f
rom
pre
viou
s tu
rns
are
lost
and
you
r M
ovem
ent p
oint
s ar
e re
set t
o eq
ual y
our
Spee
d sc
ore.
All
spac
es, e
xcep
t the
one
yo
u ar
e in
, are
trea
ted
as “
new
” to
you
r he
ro a
gain
.
2. D
unge
onlo
rd P
hase
: Pe
ril-
fund
ed A
dven
ture
car
ds in
you
r ha
nd th
at a
re m
arke
d w
ith th
e D
unge
onlo
rd p
lay
time,
suc
h as
B
anes
and
Enc
ount
ers,
may
be
play
ed o
n th
e ta
ble
now
. Cho
ose
an o
ppon
ent w
ith e
noug
h Pe
ril t
o pa
y fo
r th
e ca
rd a
nd s
pend
hi
s Pe
ril t
o pl
ay th
e ca
rd o
n hi
m. P
eril
card
s th
at d
o no
t tar
get
a sp
ecifi
c op
pone
nt’s
her
o m
ay u
se a
nyon
e’s
Peri
l exc
ept y
our
own.
You
are
lim
ited
in th
e nu
mbe
r of
Per
il ca
rds
you
may
pla
y on
ly b
y th
e am
ount
of
Peri
l ava
ilabl
e. Y
ou c
an n
ot c
ombi
ne
Peri
l fro
m d
iffe
rent
opp
onen
ts to
fun
d a
sing
le c
ard,
and
you
m
ay n
ever
spe
nd y
our
own
Peri
l.
Ban
es c
an b
e pl
ayed
at a
ny ti
me
duri
ng y
our D
unge
onlo
rd P
hase
, be
fore
or a
fter
Enc
ount
ers
are
reso
lved
. Enc
ount
ers
are
play
ed a
ll at
one
tim
e du
ring
you
r Dun
geon
lord
Pha
se, i
n or
der o
f atta
ck, t
o al
low
you
r opp
onen
ts a
n op
port
unity
to s
trat
egiz
e th
eir r
espo
nses
. If
you
pla
y an
Enc
ount
er th
at m
eans
that
you
are
atta
ckin
g (i
nitia
t-in
g a
com
bat)
; fol
low
the
com
bat s
eque
nce
belo
w. A
mon
ster
(or
hero
) may
initi
ate
no m
ore
than
one
atta
ck p
er tu
rn; t
his
cost
s a
hero
1 M
ovem
ent,
but i
s a
free
Mov
emen
t for
a m
onst
er. A
mon
-st
er m
ust h
ave
its P
eril
cost
pai
d ea
ch ti
me
it at
tack
s, h
owev
er.
3. B
uild
Pha
se: D
raw
and
pla
ce 1
Map
car
d in
any
lega
l loc
atio
n.
Skip
the
Bui
ld P
hase
if a
ll th
e M
ap c
ards
hav
e al
read
y be
en p
lace
d.
Eac
h M
ap c
ard
mus
t con
nect
to a
noth
er M
ap c
ard
(Map
Pla
cem
ent
Dia
gram
exa
mpl
es A
& B
), an
d no
Map
car
d or
sec
tion
of m
ap m
ay
be “
stra
nded
” so
that
it h
as n
o w
ay fo
r a h
ero
to g
et b
ack
to th
e re
st
of th
e m
ap (e
xam
ple
C).
Eac
h M
ap c
ard
mus
t be
plac
ed p
aral
lel t
o th
e E
ntra
nce
card
as
in th
e m
ap d
iagr
am, n
ever
at a
rig
ht a
ngle
(ex
ampl
e D
). A
lso,
yo
u m
ay n
ever
cre
ate
a cl
osed
map
that
has
no
conn
ectio
ns
avai
labl
e fo
r m
ore
Map
car
ds to
be
play
ed.
Dar
e to
ent
er th
e gr
im f
anta
sy w
orld
of
Dun
geon
eer!
In
Dun
-ge
onee
r yo
u ta
ke th
e ro
le o
f a
hero
tryi
ng to
com
plet
e a
seri
es
of c
halle
ngin
g qu
ests
. The
se q
uest
s re
quir
e yo
ur h
ero
to tr
avel
to
dif
fere
nt p
arts
of
the
Dun
geon
eer
real
m to
per
form
mig
hty
deed
s. O
n yo
ur tu
rn y
ou w
ill a
lso
act a
s th
e D
unge
onlo
rd, a
nd
thw
art t
he o
ther
her
oes’
atte
mpt
s to
fi ni
sh th
eir
own
Que
sts.
You
w
in th
e ga
me
by b
eing
the
fi rst
her
o to
suc
cess
fully
com
plet
e 3
ques
ts, o
r by
def
eatin
g al
l the
oth
er h
eroe
s as
the
Dun
geon
lord
.
Dun
geon
eer
is a
n ad
vent
ure
card
gam
e de
sign
ed f
or a
ges
13 a
nd
up, a
nd ta
kes
abou
t 20
to 3
0 m
inut
es p
er p
laye
r. E
ach
set h
as
eith
er 1
or
2 de
cks,
eac
h of
whi
ch a
ccom
mod
ates
2 p
laye
rs a
nd
may
be
eith
er c
ombi
ned
with
oth
er D
unge
onee
r de
cks
or p
laye
d as
a s
tand
-alo
ne g
ame.
Dun
geon
eer
is a
sel
f-co
ntai
ned
gam
e w
ith a
com
plet
e se
t of
card
s; it
has
no
rand
omiz
atio
n. T
hese
ru
les
are
desi
gned
to e
xpla
in th
e ba
sic
gam
e, b
ut m
any
of th
e ca
rds
in D
unge
onee
r ar
e de
sign
ed to
alte
r, tw
eak,
or
even
ove
rrid
e th
e ru
les.
Eac
h ru
le m
ay b
e re
ad a
s sa
ying
“un
less
a c
ard
spec
ifi ca
lly s
tate
s ot
herw
ise.
”
CO
MP
ON
EN
TS
Eac
h de
ck h
as 5
5 ca
rds,
incl
udin
g 1
Cut
-out
ca
rd, 3
Tra
cker
car
ds, 3
Her
o ca
rds,
7 Q
uest
ca
rds,
11
Map
car
ds, a
nd 3
0 A
dven
ture
ca
rds;
a d
oubl
e-de
ck s
et h
as tw
ice
as m
any
of e
ach
card
type
. You
will
als
o ne
ed 2
si
x-si
ded
dice
per
pla
yer
for
mak
ing
rolls
an
d ke
epin
g tr
ack
of L
ife
poin
ts, 2
toke
ns
for
each
pla
yer
to tr
ack
Glo
ry p
oint
s, a
nd
2 to
kens
per
pla
yer
for
Peri
l poi
nts.
Ext
ra
toke
ns a
nd d
ice
also
com
e in
han
dy. P
enni
es
and
nick
els
wor
k w
ell,
but r
ed a
nd g
reen
gl
ass
gam
ing
ston
es a
re id
eal.
You
may
use
a
penc
il an
d sc
ratc
h pa
per
inst
ead.
Cut
-out
Car
d: T
his
card
is u
sed
to c
reat
e he
ro to
kens
that
rep
rese
nt th
e he
roes
on
the
map
, and
mar
ker
toke
ns th
at s
how
whe
re o
n th
e m
ap c
erta
in it
ems
are
loca
ted.
To
show
lin
ked
loca
tions
, pla
ce a
lette
red
mar
ker
on th
e m
ap s
pace
and
its
cor
resp
ondi
ng m
arke
r on
the
card
rep
rese
nted
ther
e (A
:A, B
:B
). K
eepi
ng th
e to
kens
fol
ded
with
a p
aper
clip
will
allo
w th
em
to fi
t bac
k in
to th
e bo
x.
Tra
cker
Car
ds:
Plac
e to
kens
on
the
curr
ent n
umbe
r of
Glo
ry
and
Peri
l poi
nts
your
her
o ha
s ac
cum
ulat
ed to
kee
p tr
ack
of
them
. You
will
spe
nd th
ese
Glo
ry p
oint
s to
pla
y G
lory
car
ds f
or
your
ben
efi t;
you
r op
pone
nt w
ill s
pend
you
r Pe
ril t
o pl
ay P
eril
card
s ag
ains
t you
. Use
mul
tiple
toke
ns to
trac
k hi
gher
num
bers
; th
ere
is n
o up
per
limit.
Eac
h T
rack
er c
ard
has
refe
renc
e in
for-
mat
ion
on th
e re
vers
e si
de to
be
used
dur
ing
play
.
Her
o C
ards
: E
ach
Her
o ca
rd h
as a
n ill
ustr
atio
n, a
nam
e, th
e ra
ce a
nd c
lass
of
the
hero
, Lif
e po
ints
, a s
peci
al a
bilit
y, a
nd
carr
y m
axim
ums
that
lim
it th
e nu
mbe
r pe
rman
ent B
oon
and
per-
man
ent T
reas
ure
card
s in
you
r In
vent
ory
— th
e ar
ea o
n th
e ta
ble
Ver
sion
2.3c
C
UT
-OU
T
TR
AC
KE
R
HE
RO
Q
UE
ST
MA
P A
DV
EN
TU
RE
A
DV
EN
TU
RE
CA
RD
E
NT
RA
NC
E
CO
MB
AT
Com
bat f
ollo
ws
thes
e st
eps:
Atta
ck, R
espo
nse,
Atta
ck R
oll,
Cou
nter
-atta
ck R
oll,
Com
-pa
re R
esul
ts, C
halle
nge,
Pac
k, a
nd R
ewar
d.
A. A
ttac
k: T
he a
ttack
er c
hoos
es th
e ta
rget
her
o an
d fo
rm o
f co
mba
t (M
elee
, Mag
ic, o
r Sp
eed)
for
eac
h of
his
atta
ckin
g ca
rds;
he
may
onl
y ch
oose
an
atta
ck f
orm
in w
hich
his
ca
rd h
as a
sta
ndar
d at
tack
sym
bol.
The
atta
cker
’s s
peci
al e
ffec
ts, o
ther
than
hit
effe
cts,
m
ay b
e ac
tivat
ed n
ow a
t his
cho
ice.
B. R
espo
nse:
The
def
ende
r m
ay p
lay
card
s or
spe
cial
abi
litie
s m
arke
d w
ith th
e R
e-sp
onse
pla
y tim
e.
C. A
ttac
k R
oll:
The
atta
cker
rol
ls 1
die
for
eac
h at
tack
and
add
s th
e re
spec
tive
scor
e (M
elee
, Mag
ic, o
r Sp
eed)
fro
m e
ach
atta
ckin
g ca
rd to
its
roll.
D. C
ount
er-a
ttac
k R
oll:
The
def
ende
r ro
lls 1
die
aga
inst
eac
h at
tack
and
add
s hi
s he
ro’s
sco
re (
Mel
ee, M
agic
, or
Spee
d) to
it. T
he d
efen
der
can
not c
hoos
e w
hich
for
m to
de
fend
with
, sin
ce it
was
alr
eady
cho
sen
by th
e at
tack
er.
E. C
ompa
re R
esul
ts:
For
each
atta
ck, t
he p
laye
r w
ith th
e hi
ghes
t tot
al h
its a
nd in
fl ict
s 1
wou
nd o
n hi
s op
pone
nt’s
mon
ster
or
hero
, unl
ess
the
hit e
ffec
t on
the
Enc
ount
er c
ard
stat
es o
ther
wis
e. A
tie
resu
lt do
es n
othi
ng. W
ound
s ar
e su
btra
cted
fro
m th
e L
ife
poin
ts
of a
car
d; tr
ack
thes
e w
ith th
e di
e on
you
r H
ero
card
or
by a
ddin
g to
kens
to y
our
mon
-st
er c
ard.
A c
ard
is d
efea
ted
and
disc
arde
d w
hen
its L
ife
poin
ts r
each
0; i
f th
is is
a h
ero,
it
mea
ns h
is p
laye
r is
out
of
the
gam
e.
F. C
halle
nge:
A h
ero
who
was
atta
cked
may
now
initi
ate
a si
ngle
atta
ck o
n on
e of
the
card
s th
at ju
st a
ttack
ed h
im o
r an
othe
r he
ro in
the
sam
e sp
ace
at th
e co
st o
f 1
Mov
e-m
ent p
oint
, but
onl
y if
his
pla
yer
save
d a
Mov
emen
t poi
nt f
rom
the
prev
ious
turn
. Fo
llow
the
step
s ab
ove
with
the
hero
bec
omin
g th
e at
tack
er, b
ut d
on’t
rep
eat t
his
step
. Se
e Sp
ecia
l Act
ions
for
mor
e on
cha
lleng
es.
G. P
ack:
Eac
h m
onst
er th
at is
not
wou
nded
may
go
back
into
eith
er y
our
hand
or
your
Pa
ck (
part
of
your
Inv
ento
ry o
f ca
rds
in f
ront
of
you)
at y
our
optio
n. E
ach
mon
ster
that
is
wou
nded
mus
t go
into
you
r Pa
ck o
r be
dis
card
ed. E
ach
mon
ster
that
is d
efea
ted
is
also
dis
card
ed. Y
ou a
re p
erm
itted
up
to 3
mon
ster
s in
you
r Pa
ck a
t a ti
me,
and
thes
e ar
e pl
ayed
in th
e sa
me
way
as
thos
e fr
om y
our
hand
; exc
ess
mon
ster
s of
you
r ch
oice
are
di
scar
ded.
H. R
ewar
d: F
or e
ach
wou
nd a
mon
ster
infl i
cts
on a
her
o, th
e pl
ayer
who
con
trol
s th
at
mon
ster
may
ass
ign
1 Pe
ril t
o a
play
er o
f hi
s ch
oice
. For
eac
h w
ound
a h
ero
infl i
cts
on a
m
onst
er, t
hat h
ero’
s pl
ayer
get
s 1
Glo
ry. T
his
rew
ard
step
app
lies
to a
ll m
onst
ers
exce
pt
thos
e fr
om Q
uest
car
ds; t
hey
have
thei
r ow
n sp
ecia
l rew
ard
desc
ribe
d on
the
Que
st c
ard.
CO
MB
AT
FO
RM
S &
SY
MB
OL
S
A m
onst
er o
r he
ro m
ay o
nly
initi
ate
an a
ttack
in a
com
bat f
orm
(M
elee
, Mag
ic, o
r Sp
eed)
in w
hich
it h
as a
sta
ndar
d at
tack
sym
bol.
● S
tand
ard
Att
ack
Sym
bol:
Mon
ster
or h
ero
may
atta
ck a
nd c
ount
er-a
ttack
in th
is fo
rm.
◆ C
ount
er-a
ttac
k Sy
mbo
l: M
onst
er o
r he
ro m
ay o
nly
coun
ter-
atta
ck in
this
for
m; i
t m
ay n
ot in
itiat
e an
atta
ck u
nles
s it
has
anot
her
form
with
a s
tand
ard
atta
ck s
ymbo
l.
✹ H
it S
ymbo
l: T
his
desc
ribe
s th
e en
tire
effe
ct o
f a
succ
essf
ul a
ttack
.
EX
AM
PL
E O
F C
OM
BA
T
Step
A A
ttack
: P
laye
r A
spe
nds
Pla
yer
B’s
Per
il to
pla
y 1
Und
ead
and
1 D
emon
on
Pla
yer
B’s
her
o. P
laye
r A
dec
lare
s th
at th
e U
ndea
d an
d D
emon
eac
h at
tack
with
Mel
ee.
The
Dem
on h
as a
spe
cial
effe
ct w
hen
it at
tack
s: “
All
hero
es in
its
sam
e sp
ace
mus
t ov
erco
me
Mag
ic T
hrea
t 5+
or
take
1 w
ound
.” S
o, P
laye
r B
rol
ls 1
die
(he
rol
ls a
4)
+
Mag
ic (
his
hero
’s s
core
is 1
) =
5. T
his
mat
ches
the
Thre
at a
nd s
o he
suc
ceed
s. (
Not
e th
at P
laye
r A
wou
ld a
lso
have
to o
verc
ome
the
Dem
on’s
Thr
eat i
f his
her
o w
as in
the
sam
e sp
ace
as p
laye
r B
!)
Step
B R
espo
nse:
Pla
yer
B p
lays
a R
espo
nse-
timed
Boo
n ca
rd c
alle
d “R
epel
,” w
hich
co
sts
him
3 G
lory
. Thi
s ca
rd d
isca
rds
a ta
rget
mon
ster
so
he ta
rget
s th
e U
ndea
d ca
rd,
whi
ch is
imm
edia
tely
dis
card
ed.
Step
C A
ttack
Rol
l: P
laye
r A
’s D
emon
has
a M
elee
sco
re o
f 1. H
e ro
lls 1
atta
ck d
ie fo
r it,
get
ting
a 4,
and
add
s th
e D
emon
’s M
elee
sco
re o
f 1, s
o its
atta
ck to
tal e
qual
s 5.
Step
D C
ount
er-a
ttack
Rol
l: P
laye
r B
has
a M
elee
sco
re o
f 2 a
nd h
e ro
lls a
cou
nter
-at-
tack
die
aga
inst
the
Dem
on. H
e m
ust u
se h
is M
elee
bec
ause
the
atta
cker
cho
se th
at a
s th
e fo
rm o
f com
bat.
He
rolls
1 a
gain
st th
e D
emon
and
add
s hi
s he
ro’s
Mel
ee s
core
of 2
, so
his
def
ense
tota
l equ
als
3 ag
ains
t the
Dem
on.
Step
E C
ompa
re R
esul
ts:
Pla
yer
A’s
Dem
on’s
tota
l of 5
bea
ts P
laye
r B
’s h
ero’
s to
tal o
f 3,
so
the
Dem
on s
core
s a
hit (
1 w
ound
) on
Pla
yer
B’s
her
o. P
laye
r B
adj
usts
the
die
on
his
Her
o ca
rd to
take
off
1 Li
fe p
oint
.
Step
F C
halle
nge:
Pla
yer
B c
ould
initi
ate
1 at
tack
on
the
Dem
on w
ith h
is h
ero
if he
ha
d a
Mov
emen
t poi
nt le
ft. H
e w
ould
go
thro
ugh
step
s A
to H
aga
in, s
kipp
ing
step
F,
but a
s th
e at
tack
er th
is ti
me;
the
mon
ster
wou
ld b
e th
e co
unte
r-at
tack
er.
Step
G P
ack:
Pla
yer
A c
hoos
es to
put
his
Dem
on in
his
Pac
k to
sav
e fo
r us
e la
ter,
so h
e pl
aces
the
card
on
the
tabl
e in
fron
t of h
im. I
t is
no lo
nger
con
side
red
to b
e in
any
spa
ce
on th
e ga
me
map
. If i
t had
bee
n de
feat
ed it
wou
ld b
e di
scar
ded.
Step
H R
ewar
d: P
laye
r A
’s D
emon
sco
red
1 w
ound
and
so
he c
an a
ssig
n 1
Per
il to
any
pl
ayer
; he
giv
es P
laye
r B
the
Per
il.
(Not
e th
at th
e sp
ecifi
c ca
rds
used
in th
is e
xam
ple
may
not
app
ear
in th
is s
et, b
ut s
imila
r ca
rds
are
in a
ll se
ts.)
TH
RE
AT
S
Thr
eats
are
use
d to
repr
esen
t a ri
sk o
r dif
fi cul
ty a
her
o m
ust o
verc
ome.
Thr
eats
are
not
the
sam
e as
com
bat,
thou
gh th
ey o
ften
take
pl
ace
duri
ng a
com
bat.
A T
hrea
t is
a sp
ecia
l die
roll
whe
re th
e op
pone
nt ro
lls 1
die
and
add
s th
e sc
ore
that
the
card
ask
s fo
r to
the
roll.
U
sual
ly th
is is
his
her
o’s
Mel
ee, M
agic
, or S
peed
, dep
endi
ng o
n th
e fo
rm o
f Thr
eat,
but a
ny s
core
cou
ld b
e sp
ecifi
ed —
eve
n yo
ur
hero
’s c
urre
nt L
ife
poin
ts o
r Lev
el. I
f the
opp
onen
t mat
ches
or b
eats
the
Thr
eat n
umbe
r, he
rece
ives
the
succ
ess
resu
lt; o
ther
wis
e he
ge
ts th
e fa
il re
sult.
Unl
ess
othe
rwis
e st
ated
, Tra
p-ty
pe T
hrea
ts a
ffec
t all
hero
es in
the
sam
e sp
ace,
but
they
eac
h ro
ll in
divi
dual
ly.
EX
AM
PL
E T
HR
EA
T
Pla
yer
A s
pend
s 2
of P
laye
r B
’s P
eril
to p
lay
a Tr
ap o
n P
laye
r B
. The
Tra
p re
ads:
“Sp
eed
Thre
at 5
+, f
ail:
take
1 w
ound
.” P
laye
r B
rol
ls 1
die
and
get
s a
3, h
e ad
ds h
is S
peed
sco
re o
f 2 to
the
roll.
His
tota
l is
5, w
hich
equ
als
the
Thre
at o
f 5+
. He
over
com
es th
e Th
reat
, but
get
s no
rew
ard
beca
use
ther
e is
no
expl
icit
succ
ess
resu
lt. I
f he
had
rolle
d 4
or le
ss h
e w
ould
hav
e su
ffere
d th
e fa
il re
sult.
MA
P P
LA
CE
ME
NT
DIA
GR
AM
4. H
ero
Pha
se:
Dur
ing
your
Her
o Ph
ase
you
may
per
form
any
of
the
follo
win
g ac
tions
in a
ny o
rder
, as
man
y tim
es a
s yo
u ch
oose
, and
are
lim
ited
only
by
your
Mov
emen
t poi
nts:
mov
e,
expl
ore,
pla
y G
lory
car
ds, a
nd a
ttem
pt q
uest
.
Mov
e: E
ach
Map
car
d is
als
o a
spac
e on
the
gam
e m
ap; t
he a
rea
betw
een
Map
car
ds is
nev
er c
onsi
dere
d a
spac
e. Y
ou m
ay m
ove
your
her
o th
roug
h a
viab
le e
xit t
o an
adj
oini
ng s
pace
at t
he c
ost
of 1
Mov
emen
t poi
nt; a
n ad
join
ing
spac
e is
ano
ther
Map
car
d co
nnec
ted
to y
our
Map
car
d by
any
exi
t (ev
en a
Wal
l/Im
pass
-ab
le e
xit)
, and
a v
iabl
e ex
it is
an
exit
that
is n
ot b
lock
ed b
y a
Wal
l/Im
pass
able
exi
t and
that
con
nect
s to
an
adjo
inin
g sp
ace.
Y
ou m
ust o
verc
ome
the
Thr
eat s
core
of
the
exit
on th
e sp
ace
you
are
leav
ing
if th
ere
is o
ne; i
gnor
e th
e ex
it of
the
spac
e yo
u ar
e en
teri
ng.
As
you
ente
r a
new
map
spa
ce o
n yo
ur tu
rn, y
ou c
olle
ct th
e Pe
ril a
nd G
lory
val
ue o
f th
at s
pace
if y
ou h
ave
not a
lrea
dy b
een
in th
at s
pace
this
turn
. Rec
ord
the
poin
ts o
n yo
ur T
rack
er c
ard
with
toke
ns. I
f it
is n
ot y
our
turn
whe
n yo
ur h
ero
is m
oved
, you
do
not
col
lect
the
Peri
l and
Glo
ry p
oint
s. I
f th
e sp
ace
has
an
Obs
tacl
e ef
fect
des
crib
ed in
its
cent
er a
rea,
you
act
ivat
e it
as
soon
as
you
ente
r th
e sp
ace
if it
is y
our
turn
, but
do
not t
rigg
er
it of
f tu
rn.
Exp
lore
: Y
ou m
ay d
raw
and
pla
ce a
dditi
onal
Map
car
ds a
t the
co
st o
f 1
Mov
emen
t poi
nt e
ach.
Pla
y G
lory
Car
ds:
Glo
ry-f
unde
d A
dven
ture
car
ds th
at in
dica
te
they
may
be
play
ed d
urin
g th
e H
ero
Phas
e, li
ke B
oons
and
Tre
a-su
res,
may
be
play
ed f
rom
you
r ha
nd in
to y
our
Inve
ntor
y no
w.
You
may
pla
y as
man
y as
you
hav
e G
lory
res
ourc
es to
pay
for
.
Rem
embe
r, th
ough
, tha
t you
r he
ro is
lim
ited
to th
e nu
mbe
r of
Pe
rman
ent B
oons
and
Per
man
ent T
reas
ures
he
may
hav
e in
pla
y at
one
tim
e, a
s in
dica
ted
on y
our
Her
o ca
rd. (
Inst
ants
and
At-
tach
men
ts a
re n
ot li
mite
d in
this
way
.) A
lso,
you
may
not
hav
e m
ore
than
1 T
reas
ure
of th
e sa
me
type
in p
lay
at a
tim
e, s
uch
as
2 he
lmet
Tre
asur
es. (
Boo
ns a
re n
ot li
mite
d th
is w
ay.)
A c
ard
that
is
pla
yed
into
you
r In
vent
ory
afte
r ha
ving
its
Glo
ry o
r Pe
ril c
ost
paid
is th
en a
vaila
ble
for
you
to u
se a
nd is
sai
d to
be
read
ied;
a
card
in y
our
hand
has
no
effe
ct in
the
gam
e un
til r
eadi
ed.
Atte
mpt
Que
st:
Eac
h Q
uest
car
d id
entifi
es
a ta
sk to
be
com
plet
-ed
, and
the
spec
ifi c
loca
tion
whe
re th
is ta
sk m
ust b
e pe
rfor
med
. Y
ou c
hoos
e w
hen
to a
ttem
pt a
Que
st a
s pa
rt o
f yo
ur H
ero
Phas
e;
it is
not
aut
omat
ical
ly a
ttem
pted
whe
n yo
u en
ter
the
desi
gnat
ed
loca
tion.
All
Her
oes
can
purs
ue G
loba
l Que
sts,
but
onl
y th
e fi r
st
play
er to
acc
ompl
ish
the
task
col
lect
s th
e re
war
d. O
nly
you
may
at
tem
pt y
our
Pers
onal
Que
sts.
The
fi rs
t atte
mpt
at a
Que
st e
ach
turn
is a
fre
e M
ovem
ent;
addi
tiona
l atte
mpt
s co
st 1
Mov
emen
t po
int e
ach.
If
you
succ
eed
and
com
plet
e a
Que
st, c
olle
ct th
e Q
uest
rew
ard
in th
e bo
ttom
rig
ht c
orne
r an
d tu
rn th
e ca
rd o
ver
(or
rota
te it
180
deg
rees
in th
e ca
se o
f an
Art
ifac
t-ty
pe Q
uest
).
Whe
n yo
u ha
ve 3
com
plet
ed Q
uest
s, y
ou w
in th
e ga
me!
Als
o,
whe
n yo
u co
mpl
ete
a Q
uest
it e
nds
your
Her
o Ph
ase,
and
you
go
imm
edia
tely
to y
our
Dis
card
/Dra
w P
hase
. A c
ompl
eted
Que
st
is n
o lo
nger
in p
lay,
unl
ess
it is
an
Art
ifac
t. If
a G
loba
l Que
st is
co
mpl
eted
, dra
w a
new
one
; Per
sona
l Que
sts
are
not r
enew
ed
(unl
ess
you’
re p
layi
ng a
n E
pic
or L
egen
dary
gam
e, s
ee C
ombi
n-in
g Se
ts).
Eac
h Q
uest
has
dif
fere
nt c
rite
ria
to c
ompl
ete
it, b
ut
they
fal
l int
o th
ese
gene
ral c
ateg
orie
s: A
rtifa
ct, C
hanc
e, E
ffect
, E
scor
t, Sa
crifi
ce, S
earc
h, S
lay,
and
Thr
eat.
5. D
isca
rd/D
raw
Ph
ase:
If
you
have
any
car
ds in
you
r ha
nd,
you
mus
t eit
her
disc
ard
1 of
them
, 1 T
reas
ure
card
fro
m
your
Inv
ento
ry, o
r 1
Enc
ount
er c
ard
from
you
r P
ack.
Boo
n ca
rds
may
not
be
disc
arde
d fr
om p
lay
this
way
. If
you
have
no
car
ds in
han
d, y
ou d
o no
t hav
e to
dis
card
. If
you
did
not
mov
e at
all
dur
ing
your
turn
, col
lect
the
Per
il a
nd G
lory
for
th
e sp
ace
you
stay
ed in
, but
you
don
’t tr
igge
r it
s ef
fect
or
Ob-
stac
le. I
f yo
u di
d no
t use
all
you
r M
ovem
ent p
oint
s, y
ou m
ay
save
1 to
use
for
an
off-
turn
act
ion.
Ind
icat
e th
is b
y pl
acin
g a
Glo
ry to
ken
on y
our
Her
o ca
rd a
nd r
emov
e it
whe
n us
ed; i
t’s
rem
oved
on
your
nex
t Res
et P
hase
if n
ot u
sed
off
turn
bef
ore
then
. Dra
w y
our
hand
bac
k up
to 5
car
ds f
rom
the
Adv
entu
re
deck
, shu
ffl i
ng in
the
disc
ards
if th
e de
ck is
dep
lete
d. T
his
ends
you
r tu
rn.
SPE
CIA
L A
CT
ION
S
You
may
per
form
the
follo
win
g ac
tions
eith
er o
n or
off
-tur
n.
Pla
y an
Any
tim
e C
ard:
You
may
pla
y a
card
that
say
s “A
ny-
time”
in it
s pl
ay ti
me
fi eld
if y
ou h
ave
the
reso
urce
s av
aila
ble
to f
und
it.
Pla
y a
Res
pons
e C
ard:
On
your
opp
onen
t’s R
espo
nse
step
, you
m
ay p
lay
card
s or
spe
cial
abi
litie
s m
arke
d w
ith th
e R
espo
nse
play
tim
e.
Act
ivat
e a
Rea
died
Car
d: Y
ou m
ay u
se th
e ef
fect
of
a ca
rd in
yo
ur I
nven
tory
, inc
ludi
ng y
our
hero
’s s
peci
al a
bilit
y, if
you
hav
e th
e re
sour
ces
requ
ired
to f
und
it.
Ch
alle
nge
: O
nce
per
turn
at
the
cost
of
1 M
ovem
ent
poin
t, yo
ur h
ero
may
ini
tiat
e an
att
ack.
Fol
low
the
com
bat
sequ
ence
de
scri
bed
unde
r D
unge
onlo
rd P
hase
. Thi
s at
tack
may
be
on a
mon
ster
im
med
iate
ly a
fter
it
has
atta
cked
you
r he
ro,
incl
udin
g m
onst
ers
on y
our
Que
st c
ards
, or
you
may
att
ack
anot
her
hero
dir
ectl
y w
ith
your
her
o if
he
is o
ccup
ying
the
sa
me
spac
e. I
f yo
u hi
t, y
ou m
ay e
ithe
r in
fl ic
t w
ound
s or
tak
e a
hero
’s E
scor
t-ty
pe Q
uest
if
it h
as a
tok
en o
n it
; se
e E
scor
t un
der
Att
empt
Que
st.
Unt
ip Y
our
Her
o: A
tipp
ed h
ero
is u
nabl
e to
mov
e un
til y
ou
pay
1 M
ovem
ent t
o un
tip h
im.
UN
IVE
RSA
L R
UL
ES
Rul
es P
rior
ity:
Spe
cifi c
wor
ding
on
card
s ta
ke p
rior
ity o
ver
any
rule
in th
is r
ule
shee
t.
Dic
e M
odifi
ers:
Any
eff
ect t
hat m
odifi
es d
ice
mus
t be
play
ed o
r sp
ecifi
ed b
efor
e an
y di
ce a
re r
olle
d.
Gen
eral
Res
olut
ion
Ord
er:
In c
ase
of c
onfl
ict,
this
is th
e or
der
in w
hich
car
ds a
nd th
eir
effe
cts
are
reso
lved
: Boo
n (i
n-cl
udin
g he
ro s
peci
al a
bili
ty),
Tre
asur
e, B
ane,
exi
t, M
ovem
ent
poin
t spe
nt, h
ero
ente
rs s
pace
, Per
il a
nd G
lory
col
lect
ed, m
ap
spac
e ef
fect
occ
urs,
Enc
ount
er, a
ttac
k ro
ll, c
ount
er-a
ttac
k ro
ll,
Que
st, p
laye
r w
ho’s
turn
it is
, the
nex
t pla
yer
in th
e tu
rn o
rder
, an
d so
on.
Exa
mpl
e of
Res
olu
tion
Ord
er:
If y
our
hero
had
a B
oon
card
tha
t ga
ve h
im +
1 Sp
eed,
but
not
eno
ugh
Glo
ry t
o pl
ay t
he c
ard,
he
coul
d en
ter
a sp
ace
to c
olle
ct e
noug
h G
lory
to
play
the
car
d. I
f th
e sp
ace
had
an e
ffec
t su
ch a
s “
Ove
rcom
e Sp
eed
Thr
eat
5+ o
r ta
ke 1
wou
nd,”
he
coul
d co
llec
t th
e G
lory
to
play
the
car
d be
fore
the
map
spa
ce
effe
ct o
ccur
red.
OP
TIO
NA
L R
UL
ES
(AD
VA
NC
ED
)
Dun
geon
eer
is a
n ad
vent
ure
gam
e; h
owev
er, t
here
are
sev
eral
w
ays
to e
nhan
ce th
e st
rate
gic
aspe
cts
of th
e ga
me
to m
ake
it m
ore
com
petit
ive.
Pic
k Y
our
Her
o: E
ach
play
er c
hoos
es th
e H
ero
card
he
wan
ts to
pl
ay, s
tart
ing
with
Pla
yer A
.
Unb
iase
d M
ap P
lace
men
t: I
f yo
u dr
aw a
Map
car
d sp
ecifi
cally
re
quir
ed b
y on
e of
you
r Pe
rson
al Q
uest
s, h
and
it to
the
play
er
to y
our
left
to p
lace
; if
he r
equi
res
it fo
r a
Pers
onal
Que
st, h
e m
ust p
ass
it to
the
play
er to
his
left
, and
so
on. I
f it
com
es f
ull
circ
le, t
hen
you
may
pla
ce it
. Thi
s do
es n
ot a
pply
to M
ap c
ards
re
quir
ed b
y G
loba
l Que
sts,
and
app
lies
only
to th
e fi r
st lo
catio
n lis
ted
on E
scor
t-ty
pe Q
uest
s. T
his
com
plic
ates
, but
gre
atly
bal
-an
ces,
the
gam
e.
No
Per
sona
l Que
sts:
All
Que
sts
are
Glo
bal.
Kee
p 2
Glo
bal
Que
sts
avai
labl
e at
all
times
. An
Esc
ort-
type
Que
st b
ecom
es
Pers
onal
whe
n a
toke
n is
pla
ced
on it
.
Rev
eale
d M
ap:
The
map
is la
id o
ut e
ntir
ely
befo
re p
lay
begi
ns.
Dea
l Que
sts
fi rst
. Cho
ose
an E
ntra
nce
card
to in
dica
te th
e in
itiat
ive
win
ner
and
shuf
fl e a
ll th
e M
ap c
ards
toge
ther
. Dea
l al
l the
Map
car
ds o
ut, f
ace
dow
n, o
ne a
t a ti
me
to e
ach
play
er.
The
pla
yer
who
dra
ws
the
Ent
ranc
e is
Pla
yer A
and
set
s th
at
Ent
ranc
e in
the
mid
dle
of th
e pl
ay a
rea.
Mov
ing
cloc
kwis
e fr
om
Play
er A
, eac
h pl
ayer
cho
oses
one
of
his
Map
car
ds to
pla
ce
until
the
entir
e m
ap is
bui
lt. T
he s
pace
s sp
ecifi
cally
req
uire
d by
re
veal
ed G
loba
l Que
sts
mus
t be
plac
ed la
st b
y th
e pl
ayer
s w
ho
draw
them
.
Res
tric
ted
Mov
emen
t P
oint
s: D
urin
g th
e R
eset
Pha
se y
ou
no lo
nger
gai
n M
ovem
ent p
oint
s eq
ual t
o yo
ur S
peed
sco
re.
Inst
ead,
you
get
3 M
ovem
ent p
oint
s on
you
r R
eset
Pha
se.
Incr
easi
ng y
our
Spee
d sc
ore
does
not
incr
ease
you
r M
ovem
ent
poin
ts. I
n ad
ditio
n, th
e st
anda
rd r
ules
sta
te th
at if
you
did
not
us
e al
l you
r M
ovem
ent p
oint
s on
you
r tu
rn, y
ou m
ay s
ave
1 to
us
e fo
r an
off
-tur
n ac
tion;
this
is n
o lo
nger
true
. Ins
tead
, if
you
are
out o
f M
ovem
ent p
oint
s, y
ou m
ay e
arn
1 bo
nus
Mov
emen
t po
int b
y vo
lunt
arily
tipp
ing
your
unt
ippe
d he
ro o
n or
off
you
r tu
rn. Y
ou c
an u
se th
is b
onus
Mov
emen
t poi
nt to
do
anyt
hing
ex
cept
to m
ove.
Spik
e D
odgi
ng:
Inst
ead
of r
ollin
g, y
ou m
ay c
hoos
e to
pay
1
addi
tiona
l Mov
emen
t poi
nt to
avo
id th
e Sp
ikes
.
Dis
card
is O
ptio
nal:
Dis
card
ing
1 ca
rd a
t the
end
of
your
turn
is
opt
iona
l. Y
ou m
ay n
ot d
isca
rd m
ore
than
1 c
ard.
Rei
ncar
nati
on:
A d
efea
ted
hero
is s
et a
side
, but
that
pla
yer
is
still
in th
e ga
me;
he
choo
ses
a ne
w h
ero
at L
evel
1 (
or 4
or
7,
depe
ndin
g on
gra
de).
The
opp
onen
t to
his
left
pla
ces
him
in th
e E
ntra
nce
of th
at o
ppon
ent’s
cho
ice.
The
pla
yer
lose
s al
l car
ds
in h
is h
and
and
Inve
ntor
y an
d dr
aws
a ne
w h
and
of 5
car
ds, b
ut
keep
s al
l his
Que
sts.
CO
MB
ININ
G S
ET
S
Whe
n co
mbi
ning
set
s, y
ou w
ill h
ave
a lo
t of A
dven
ture
car
ds.
Sepa
rate
them
into
a G
lory
dec
k of
Boo
ns a
nd T
reas
ures
, and
a
Peri
l dec
k of
Ban
es a
nd E
ncou
nter
s. E
ach
time
you
draw
an
Adv
entu
re c
ard,
you
may
cho
ose
whi
ch d
eck
to d
raw
fro
m.
Be
sure
to u
se s
epar
ate
disc
ard
pile
s fo
r ea
ch.
Com
bini
ng H
eroi
c, E
pic,
and
Leg
enda
ry S
ets:
Beg
in th
e ga
me
with
the
hero
ic d
eck;
epi
c an
d le
gend
ary
deck
s ar
e se
t as
ide.
As
the
last
pla
yer
achi
eves
epi
c le
vel,
repl
ace
the
Adv
en-
ture
and
Que
st d
ecks
with
the
epic
set
. Do
the
sam
e w
ith th
e le
gend
ary
deck
s up
on th
e la
st p
laye
r ac
hiev
ing
lege
ndar
y le
vel.
Whe
n co
mbi
ning
epi
c se
ts (L
evel
s 4–
6) o
r leg
enda
ry s
ets
(Lev
els
7–9)
with
her
oic
sets
(Lev
els
1–3)
, you
do
not g
ain
the
epic
spe
cial
ab
ilitie
s un
til y
ou re
ach
4th L
evel
, and
the
lege
ndar
y ab
ilitie
s st
art a
t 7th
Lev
el. S
tack
the
hero
ic H
ero
card
on
top
of th
e ep
ic H
ero
card
and
lin
e th
em u
p at
the
red
line.
Sim
ilarly
, a le
gend
ary
Her
o ca
rd w
ould
go
und
erne
ath
the
epic
car
d. A
dd th
e to
tals
to d
eter
min
e yo
ur c
urre
nt
scor
e in
eac
h st
at. U
se th
e ep
ic c
arry
tota
ls w
hen
you
reac
h 4th
Lev
el,
and
the
lege
ndar
y to
tals
at 7
th L
evel
; if t
his
resu
lts in
a re
duct
ion,
im-
med
iate
ly d
isca
rd e
xtra
Tre
asur
es o
r Boo
ns o
f you
r cho
ice.
Whe
n an
epi
c se
t is
play
ed a
lone
, all
play
ers
star
t at 4
th L
evel
. L
egen
dary
gam
es b
egin
at 7
th L
evel
. A h
ero
gain
s L
evel
s on
ly
by c
ompl
etin
g Q
uest
s of
the
appr
opri
ate
grad
e.
Unl
ike
stan
dard
gam
es, i
n co
mbi
ned
hero
ic/e
pic/
lege
ndar
y ga
mes
Q
uest
s act
as v
icto
ry p
oint
s. W
hen
you
achi
eve
epic
leve
l, th
e ep
ic
ques
ts a
re n
ot d
ealt
out u
ntil
ever
yone
has
ach
ieve
d ep
ic le
vels
. But
you
m
ay c
ontin
ue to
com
plet
e gl
obal
her
oic
ques
ts; y
ou d
o no
t gai
n le
vels
fo
r com
plet
ing
them
, tho
ugh,
onl
y vi
ctor
y po
ints
. The
mom
ent t
he la
st
play
er a
chie
ves e
pic
leve
l the
n ep
ic q
uest
s are
dea
lt: 2
per
sona
l que
sts
to e
ach
play
er a
nd 1
glo
bal q
uest
. Do
the
sam
e fo
r leg
enda
ry le
vel.
The
mom
ent a
pla
yer a
chie
ves
the
high
est l
evel
pos
sibl
e (7
th L
evel
in
an
epic
gam
e, 1
0th L
evel
in le
gend
ary)
the
gam
e is
ove
r. C
ount
up
the
com
plet
ed Q
uest
s’ v
icto
ry p
oint
s. T
he p
laye
r with
the
mos
t po
ints
win
s. In
the
case
of a
tie
the
play
er w
ith th
e hi
ghes
t lev
el w
ins.
Eac
h he
roic
que
st =
1 v
icto
ry p
oint
Eac
h ep
ic q
uest
= 2
vic
tory
poi
nts
Eac
h le
gend
ary
ques
t = 3
vic
tory
poi
nts
Com
bing
ing
hero
ic a
nd le
gend
ary
sets
with
out a
n ep
ic s
et re
quir
es
that
whe
n th
e la
st p
laye
r ach
ieve
s 4th
Lev
el a
ll he
roes
are
aut
omat
i-ca
lly p
rom
oted
to 7
th L
evel
. Con
tinue
nor
mal
ly a
s de
scri
bed
abov
e.
Com
bini
ng W
ilder
ness
and
Dun
geon
Set
s: T
ake
out a
n E
ntra
nce
from
eac
h se
t and
pla
ce th
em a
sho
rt di
stan
ce a
part
in th
e ce
nter
of
the
play
are
a. T
hen
sepa
rate
the
Map
s in
to 2
dec
ks. H
eroe
s on
a
Wild
erne
ss s
pace
dra
w fr
om th
e W
ilder
ness
dec
k, a
nd h
eroe
s on
a
Dun
geon
spa
ce d
raw
from
the
Dun
geon
dec
k. W
hen
build
ing
the
map
, all
Dun
geon
Map
car
ds (b
lack
bor
der)
are
pla
ced
so th
at th
ey
conn
ect t
o ea
ch o
ther
. Sim
ilarly
, all
Wild
erne
ss M
ap c
ards
(whi
te
bord
er) a
re p
lace
d ad
jace
nt to
eac
h ot
her.
How
ever
, the
Dun
geon
and
W
ilder
ness
map
sec
tions
are
bui
lt ap
art f
rom
eac
h ot
her a
nd n
ever
to
uch;
they
are
con
nect
ed o
nly
by P
orta
ls. A
s th
e m
ap is
bui
lt, th
e fi r
st p
laye
r to
plac
e a
Map
car
d w
ith a
Por
tal m
ay th
en p
lace
a m
arke
r to
ken
on it
and
one
on
a D
unge
on E
ntra
nce;
they
are
then
link
ed.
CR
ED
ITS
STA
ND
AR
D E
XIT
S
Ope
n: T
here
is n
o T
hrea
t to
beat
in o
rder
to m
ove
thro
ugh
an O
pen
exit.
L (
Loc
ked/
Los
t):
Ove
rcom
e th
e T
hrea
t or
lose
1 m
ore
Mov
emen
t to
go th
roug
h. I
f yo
u fa
il bu
t do
n’t h
ave
any
Mov
emen
t poi
nts
rem
aini
ng, t
he e
xit i
s op
en b
ut y
ou h
ave
not y
et m
oved
into
the
new
spa
ce. P
lace
you
r he
ro to
ken
on th
e ex
it to
indi
cate
that
it r
emai
ns O
pen
for
ever
yone
whi
le
you
are
ther
e. Y
our
hero
is tr
eate
d as
stil
l bei
ng in
the
old
spac
e.
T (
Tra
pped
/Tre
ache
rous
): O
verc
ome
the
Thr
eat o
r ta
ke 1
wou
nd a
s yo
u ex
it. I
f yo
u fa
il, y
ou
still
pas
s th
roug
h. T
rapp
ed/T
reac
hero
us e
xits
are
act
ually
Obs
tacl
es, n
ot T
raps
.
Wal
l/Im
pass
able
: You
may
not
mov
e th
roug
h a
Wal
l or a
n ot
herw
ise
Impa
ssab
le e
xit f
rom
eith
er s
ide.
AL
TE
RN
AT
E E
XIT
S
Sew
er: Y
ou m
ay p
ay 1
Mov
emen
t poi
nt to
relo
cate
you
r her
o to
a c
orre
spon
ding
Sew
er (A
:A, B
:B).
Por
tal:
You
may
pay
1 M
ovem
ent p
oint
to r
eloc
ate
your
her
o fr
om a
Por
tal t
o its
cor
resp
ondi
ng
Dun
geon
Ent
ranc
e (A
:A, B
:B),
or
to m
ove
from
that
Dun
geon
Ent
ranc
e ba
ck to
the
corr
espo
nd-
ing
Port
al s
pace
. The
lette
r is
ass
igne
d to
an
Ent
ranc
e/Po
rtal
pai
r by
the
play
er w
ho d
raw
s th
e Po
rtal
car
d; h
e ch
oose
s w
hich
Dun
geon
Ent
ranc
e th
e Po
rtal
exi
ts to
whe
n he
pla
ces
it, a
nd p
uts
corr
espo
ndin
g m
arke
r to
kens
on
both
Map
car
ds.
OB
STA
CL
ES
Haz
ard:
Thi
s pr
ovid
es a
bon
us to
all
Enc
ount
er T
raps
pla
yed
in th
is s
pace
.
Pit
: Y
our
hero
mus
t ove
rcom
e th
e T
hrea
t or
fall
in. T
ip y
our
toke
n on
its
side
to in
dica
te th
is.
Whi
le y
our
toke
n is
tipp
ed it
can
not
mov
e un
til y
ou p
ay 1
Mov
emen
t poi
nt to
unt
ip it
. Thi
s is
the
only
pen
alty
ass
ocia
ted
with
bei
ng ti
pped
.
Spik
es:
You
mus
t ove
rcom
e th
e T
hrea
t. If
you
fai
l, ta
ke 1
wou
nd.
QU
EST
CA
TE
GO
RIE
S
Art
ifac
t: I
nste
ad o
f be
ing
turn
ed o
ver
whe
n co
mpl
eted
, the
Que
st is
rot
ated
180
deg
rees
; thi
s is
why
the
rew
ard
is w
ritte
n up
side
do
wn.
An
Art
ifac
t pro
vide
s a
perm
anen
t inc
reas
e in
a h
ero’
s sc
ore
whe
n it
is c
ompl
eted
. Art
ifac
ts a
re n
ot T
reas
ures
and
do
not
coun
t tow
ards
the
play
er’s
Tre
asur
e lim
it, o
r co
nfl ic
t with
oth
er T
reas
ures
; you
cou
ld h
ave
an A
rtif
act h
elm
et a
nd a
Tre
asur
e he
lmet
at
the
sam
e tim
e, f
or e
xam
ple.
Cha
nce:
Ach
ieve
a s
eque
nce
of n
umbe
rs r
olle
d on
a n
umbe
r of
dic
e as
des
crib
ed o
n th
e Q
uest
car
d.
Eff
ect:
Thi
s Q
uest
has
an
effe
ct o
n th
e pl
ayer
whi
le it
is in
pla
y. I
f th
e Q
uest
is G
loba
l it a
ffec
ts a
ll pl
ayer
s, b
ut it
s re
war
d go
es
only
to th
e pl
ayer
who
com
plet
es it
.
Esc
ort:
Go
to th
e fi r
st lo
catio
n sp
ecifi
ed a
nd p
lace
a to
ken
on th
e Q
uest
car
d, th
en g
o to
the
othe
r lo
catio
n re
quir
ed a
nd r
emov
e th
e to
ken.
An
Esc
ort Q
uest
that
is G
loba
l bec
omes
a p
laye
r’s
Pers
onal
Que
st w
hen
he p
lace
s a
toke
n on
it; t
urn
over
a n
ew G
loba
l Q
uest
in th
is c
ase.
Pla
cing
or
rem
ovin
g th
e to
ken
is a
fre
e ac
tion
that
mus
t be
done
dur
ing
your
Her
o Ph
ase.
A to
ken
can
be v
olun
-ta
rily
rem
oved
whi
le y
our
hero
is o
n a
spac
e ot
her
than
that
spe
cifi e
d by
the
Que
st c
ard.
In
this
cas
e, th
e to
ken
stay
s in
that
spa
ce
and
may
be
pick
ed u
p (p
lace
d) b
y an
othe
r he
ro w
ho e
nter
s it;
that
her
o th
en ta
kes
the
Que
st c
ard
as h
is P
erso
nal Q
uest
eve
n if
he
alre
ady
has
2 Pe
rson
al Q
uest
s. A
n E
scor
t Que
st w
ith a
toke
n m
ay a
lso
be s
tole
n w
ith a
suc
cess
ful a
ttack
on
that
pla
yer’
s he
ro b
y an
othe
r he
ro in
the
sam
e sp
ace,
at a
cos
t of
1 m
ovem
ent;
see
Spec
ial A
ctio
ns f
or m
ore
on c
halle
nges
.
Sacr
ifi ce
: Pa
y th
e pr
ice
desc
ribe
d on
the
Que
st c
ard
to c
ompl
ete
it.
Sear
ch:
Inst
ead
of g
ivin
g a
spec
ifi c
loca
tion,
the
Que
st’s
obj
ectiv
e m
ust b
e se
arch
ed f
or. T
o m
ake
a se
arch
, fol
low
the
crite
ria
desc
ribe
d on
the
Que
st c
ard;
nor
mal
ly th
is r
equi
res
you
to p
ay 1
Mov
emen
t and
rol
l 1 d
ie w
hile
on
a pa
rtic
ular
type
of
Map
spa
ce,
addi
ng +
1 to
the
roll
for
each
spa
ce y
our
hero
is f
rom
the
near
est E
ntra
nce.
If
your
sea
rch
mat
ches
or
beat
s th
e se
arch
num
ber,
you
fi nd
the
Que
st o
bjec
tive.
Onl
y th
en c
an y
ou m
ake
an a
ttem
pt a
t com
plet
ing
the
Que
st. I
f yo
u do
n’t c
ompl
ete
the
Que
st o
n th
e sa
me
turn
you
suc
cess
fully
sea
rche
d, a
new
sea
rch
will
be
need
ed b
efor
e tr
ying
to c
ompl
ete
it ag
ain
on a
late
r tu
rn.
Slay
: D
efea
t the
mon
ster
list
ed o
n th
e Q
uest
car
d. T
he m
onst
er a
ttack
s fi r
st a
s a
free
mov
emen
t, as
per
the
norm
al c
omba
t rul
es;
the
play
er s
eate
d to
you
r le
ft c
an a
ct a
s th
e D
unge
onlo
rd. A
fter
the
mon
ster
atta
cks,
you
may
atta
ck it
with
you
r he
ro a
s a
chal
leng
e fo
r 1
mov
emen
t. Q
uest
mon
ster
s do
not
go
into
you
r ha
nd o
r Pa
ck, a
nd th
ey a
re n
ot w
orth
Glo
ry o
r Pe
ril.
Thr
eat:
Ove
rcom
e th
e T
hrea
t on
the
Que
st c
ard.
The
fi rs
t atte
mpt
is g
ener
ally
a f
ree
Mov
emen
t, th
en y
ou m
ust p
ay 1
Mov
emen
t fo
r ea
ch r
etry
. You
can
try
as m
any
times
as
you
have
Mov
emen
ts. F
aile
d at
tem
pts
affe
ct e
very
one
in th
e sp
ace.
CO
MM
ON
CA
RD
EF
FE
CT
S
#: T
his
sym
bol i
s us
ed to
indi
cate
a v
aria
ble,
the
exac
t val
ue o
f w
hich
is 0
plu
s th
e nu
mbe
r of
add
ition
al G
lory
or
Peri
l tha
t is
spen
t at
the
mom
ent t
he c
ard
effe
ct is
act
ivat
ed, a
s re
quir
ed b
y th
e ca
rd.
Ban
e: I
t is
poss
ible
to in
clud
e yo
ur h
ero
in th
e ef
fect
of
Ban
e ca
rds
you
play
so
long
as
you
neve
r sp
end
your
ow
n Pe
ril.
Boo
n: B
oons
may
not
be
volu
ntar
ily d
isca
rded
fro
m y
our
hero
’s I
nven
tory
, but
if y
ou a
re f
orce
d to
dis
card
one
by
anot
her
card
ef
fect
, the
Boo
n im
med
iate
ly lo
ses
its e
ffec
t.
Enc
ount
er:
An
Enc
ount
er c
ard
is p
laye
d in
to th
e m
ap s
pace
of
the
hero
it is
atta
ckin
g an
d, u
nles
s ot
herw
ise
note
d on
the
card
, may
on
ly a
ffec
t her
oes
in th
at s
pace
. If
the
hero
som
ehow
mov
es o
ut o
f th
e sp
ace
befo
re th
e A
ttack
Rol
l ste
p, th
e E
ncou
nter
car
d m
ay
not a
ttack
or
othe
rwis
e af
fect
that
her
o.
Lev
el D
rain
: A
her
o ca
n no
t be
drai
ned
belo
w 1
st L
evel
.
Min
ion:
A m
onst
er th
at b
ecom
es y
our
Min
ion
is tr
eate
d as
a P
erm
anen
t Tre
asur
e, a
nd ta
kes
up 1
Tre
asur
e ca
rry
slot
. A m
inio
n m
ay
mak
e 1
coun
ter-
atta
ck p
er tu
rn in
you
r he
ro’s
pla
ce, o
r m
ake
1 st
anda
rd a
ttack
at t
he e
nd o
f co
mba
t aga
inst
any
mon
ster
or
hero
th
at ju
st a
ttack
ed y
ou, a
gain
inst
ead
of y
our
own
hero
.
Mon
ster
Spe
cial
Eff
ect:
Som
e m
onst
ers
have
an
effe
ct, s
uch
as T
rans
form
, whi
ch m
ay b
e ac
tivat
ed a
t the
cos
t of a
dditi
onal
Per
il w
hen
they
at
tack
. Thi
s ef
fect
may
be
used
onc
e ea
ch ti
me
the
mon
ster
atta
cks.
If th
e ef
fect
is a
Thr
eat,
then
it ta
kes
plac
e be
fore
com
bat i
s re
solv
ed.
Shif
t: T
his
effe
ct m
oves
Map
car
ds, b
ut th
e ru
les
for
plac
ing
Map
car
ds s
till a
pply
. Whe
n yo
u sh
ift a
Map
car
d, y
ou m
ay n
ever
leav
e a
part
of
the
map
str
ande
d w
ith n
o w
ay b
ack
to th
e E
ntra
nce.
Wild
erne
ss c
onne
cts
only
to W
ilder
ness
, Dun
geon
onl
y to
Dun
geon
.
Spee
d: I
f yo
u in
crea
se y
our
Spee
d th
roug
h th
e be
nefi t
of
a ca
rd e
ffec
t, yo
u do
not
imm
edia
tely
gai
n M
ovem
ent p
oint
s un
less
the
card
spe
cifi c
ally
sta
tes
that
you
do.
If
your
Spe
ed is
stil
l inc
reas
ed w
hen
you
reac
h th
e R
eset
Pha
se o
f yo
ur tu
rn, t
hen
you
wou
ld
gain
ext
ra M
ovem
ent p
oint
s fo
r it.
Stor
age
Item
: C
ards
take
eff
ect t
he m
omen
t the
y ar
e pl
ayed
, so
a ca
rd th
at in
crea
ses
your
her
o’s
carr
y lim
it ca
n be
pla
yed
even
w
hen
his
slot
s ar
e fi l
led.
Tip
ping
: You
r her
o to
ken
is s
et o
n its
sid
e to
repr
esen
t tha
t you
r her
o is
imm
obili
zed.
If y
our h
ero
is ti
pped
, you
mus
t exp
end
1 M
ove-
men
t to
stan
d up
. Whi
le y
ou a
re ti
pped
you
may
not
exp
end
Mov
emen
ts e
xcep
t to
untip
. The
re a
re n
o ot
her p
enal
ties
asso
ciat
ed w
ith
bein
g tip
ped.
Som
e ca
rd e
ffec
ts m
ay re
quir
e yo
u to
ove
rcom
e a
Thr
eat i
n ad
ditio
n to
the
Mov
emen
t to
stan
d up
, as
indi
cate
d on
the
card
.
Tre
asur
e: A
Tre
asur
e ca
rd th
at n
o lo
nger
has
a g
ame
effe
ct s
houl
d be
dis
card
ed th
e m
omen
t it l
oses
its
effe
ct. A
Tre
asur
e th
at is
imm
e-di
atel
y di
scar
ded
once
use
d, li
ke a
Pot
ion,
doe
s no
t cou
nt a
gain
st y
our h
ero’
s T
reas
ure
carr
y lim
it if
you
use
it th
e m
omen
t you
pla
y it.
War
p: T
his
effe
ct m
oves
her
o to
kens
. A h
ero
colle
cts
Peri
l and
Glo
ry a
nd a
ctiv
ates
the
effe
ct o
f th
e sp
ace
he w
arps
into
if h
e m
oves
on
his
turn
. A h
ero
rem
ains
in th
e sa
me
stat
e he
was
in w
hen
war
ped;
for
exa
mpl
e, if
he
is ti
pped
he
rem
ains
tipp
ed. G
ener
-al
ly a
War
p ef
fect
may
not
mov
e a
hero
fro
m D
unge
on to
Wild
erne
ss o
r vi
ce v
ersa
, unl
ess
it sp
ecifi
cally
sta
tes
that
it c
an.
You
: W
hen
a ca
rd s
tate
s “y
ou”
or “
your
,” it
ref
ers
to th
e pl
ayer
who
con
trol
s th
e ca
rd.
CO
MB
ININ
G S
ET
S D
IAG
RA
M
Des
ign
& A
rt:
Tho
mas
Den
mar
k
Add
itio
nal A
rt:
Mol
ly M
endo
za
Den
mar
k, B
en V
an D
yken
, Jam
es
Kei
, Chr
is M
angu
m
Edi
tor:
Mic
helle
Nep
hew
Pub
lishe
r: J
ohn
Nep
hew
Des
igne
r’s
Tha
nks:
To
Mor
gan
Gra
y fo
r de
sign
adv
ice,
to L
uk-
man
“L
ucky
” Sh
ih f
or p
layt
estin
g w
isdo
m, t
o C
hris
Fre
eman
for
de
sign
ass
ista
nce
on R
ealm
of
the
Ice
Witc
h, a
nd to
all
the
play
test
ers
who
are
far
too
man
y to
list
her
e.
You
r ef
fort
s ar
e gr
eatly
app
reci
ated
!
Pub
lishe
r’s
Tha
nks:
To
Jeff
T
idba
ll, J
erry
Cor
rick
, and
the
gang
at t
he S
ourc
e.
Dun
geon
eer ©
200
3-20
13
Tho
mas
Den
mar
k. D
unge
onee
rth
e D
unge
onee
r log
o, T
omb
ofth
e L
ich
Lor
d, V
ault
of th
e Fi
ends
, H
aunt
ed W
oods
of M
alth
orin
, Den
of
the
Wer
erat
s, D
rago
ns o
f the
Fo
rsak
en D
eser
t, R
ealm
of t
he Ic
e
Witc
h, C
all o
f the
Lic
h L
ord,
Epi
c D
unge
onee
r, an
d L
egen
dary
Dun
-ge
onee
r are
trad
emar
ks o
f Tho
mas
D
enm
ark,
use
d un
der l
icen
se b
y Tr
iden
t, In
c. d
/b/a
Atla
s G
ames
. All
righ
ts re
serv
ed. T
his
wor
k is
pro
-te
cted
by
inte
rnat
iona
l cop
yrig
ht la
w
and
may
not
be
repr
oduc
ed in
who
le
or in
par
t with
out t
he w
ritte
n co
nsen
t of
the
publ
ishe
r.
Vis
it w
ww
.atl
as-g
ames
.com
an
d w
ww
.dun
geon
eer.
net
for
opti
onal
rul
es a
nd p
lay
aids
.
4. Hero Phase: During your Hero Phase you may perform any of the following actions in any order, as many times as you choose, and are limited only by your Movement points: move, explore, play Glory cards, and attempt quest.
Move: Each Map card is also a space on the game map; the area between Map cards is never considered a space. You may move your hero through a viable exit to an adjoining space at the cost of 1 Movement point; an adjoining space is another Map card connected to your Map card by any exit (even a Wall/Impass-able exit), and a viable exit is an exit that is not blocked by a Wall/Impassable exit and that connects to an adjoining space. You must overcome the Threat score of the exit on the space you are leaving if there is one; ignore the exit of the space you are entering.
As you enter a new map space on your turn, you collect the Peril and Glory value of that space if you have not already been in that space this turn. Record the points on your Tracker card with tokens. If it is not your turn when your hero is moved, you do not collect the Peril and Glory points. If the space has an Obstacle effect described in its center area, you activate it as soon as you enter the space if it is your turn, but do not trigger it off turn.
Explore: You may draw and place additional Map cards at the cost of 1 Movement point each.
Play Glory Cards: Glory-funded Adventure cards that indicate they may be played during the Hero Phase, like Boons and Trea-sures, may be played from your hand into your Inventory now. You may play as many as you have Glory resources to pay for.
Remember, though, that your hero is limited to the number of Permanent Boons and Permanent Treasures he may have in play at one time, as indicated on your Hero card. (Instants and At-tachments are not limited in this way.) Also, you may not have more than 1 Treasure of the same type in play at a time, such as 2 helmet Treasures. (Boons are not limited this way.) A card that is played into your Inventory after having its Glory or Peril cost paid is then available for you to use and is said to be readied; a card in your hand has no effect in the game until readied.
Attempt Quest: Each Quest card identifi es a task to be complet-ed, and the specifi c location where this task must be performed. You choose when to attempt a Quest as part of your Hero Phase; it is not automatically attempted when you enter the designated location. All Heroes can pursue Global Quests, but only the fi rst player to accomplish the task collects the reward. Only you may attempt your Personal Quests. The fi rst attempt at a Quest each turn is a free Movement; additional attempts cost 1 Movement point each. If you succeed and complete a Quest, collect the Quest reward in the bottom right corner and turn the card over (or rotate it 180 degrees in the case of an Artifact-type Quest). When you have 3 completed Quests, you win the game! Also, when you complete a Quest it ends your Hero Phase, and you go immediately to your Discard/Draw Phase. A completed Quest is no longer in play, unless it is an Artifact. If a Global Quest is completed, draw a new one; Personal Quests are not renewed (unless you’re playing an Epic or Legendary game, see Combin-ing Sets). Each Quest has different criteria to complete it, but they fall into these general categories: Artifact, Chance, Effect, Escort, Sacrifi ce, Search, Slay, and Threat.
5. Discard/Draw Phase: If you have any cards in your hand, you must either discard 1 of them, 1 Treasure card from your Inventory, or 1 Encounter card from your Pack. Boon cards may not be discarded from play this way. If you have no cards in hand, you do not have to discard. If you did not move at all during your turn, collect the Peril and Glory for the space you stayed in, but you don’t trigger its effect or Ob-stacle. If you did not use all your Movement points, you may save 1 to use for an off-turn action. Indicate this by placing a Glory token on your Hero card and remove it when used; it’s removed on your next Reset Phase if not used off turn before then. Draw your hand back up to 5 cards from the Adventure deck, shuffl ing in the discards if the deck is depleted. This ends your turn.
SPECIAL ACTIONS
You may perform the following actions either on or off-turn.
Play an Anytime Card: You may play a card that says “Any-time” in its play time fi eld if you have the resources available to fund it.
Play a Response Card: On your opponent’s Response step, you may play cards or special abilities marked with the Response play time.
Activate a Readied Card: You may use the effect of a card in your Inventory, including your hero’s special ability, if you have the resources required to fund it.
Challenge: Once per turn at the cost of 1 Movement point, your hero may initiate an attack. Follow the combat sequence described under Dungeonlord Phase. This attack may be on a monster immediately after it has attacked your hero, including monsters on your Quest cards, or you may attack another hero directly with your hero if he is occupying the same space. If you hit, you may either infl ict wounds or take a hero’s Escort-type Quest if it has a token on it; see Escort under Attempt Quest.
Untip Your Hero: A tipped hero is unable to move until you pay 1 Movement to untip him.
UNIVERSAL RULES
Rules Priority: Specifi c wording on cards take priority over any rule in this rule sheet.
Dice Modifi ers: Any effect that modifi es dice must be played or specifi ed before any dice are rolled.
General Resolution Order: In case of confl ict, this is the order in which cards and their effects are resolved: Boon (in-cluding hero special ability), Treasure, Bane, exit, Movement point spent, hero enters space, Peril and Glory collected, map space effect occurs, Encounter, attack roll, counter-attack roll, Quest, player who’s turn it is, the next player in the turn order, and so on.
Example of Resolution Order: If your hero had a Boon card that gave him +1 Speed, but not enough Glory to play the card, he could enter a space to collect enough Glory to play the card. If the space had an effect such as “Overcome Speed Threat 5+ or take 1 wound,” he could collect the Glory to play the card before the map space effect occurred.
OPTIONAL RULES (ADVANCED)
Dungeoneer is an adventure game; however, there are several ways to enhance the strategic aspects of the game to make it more competitive.
Pick Your Hero: Each player chooses the Hero card he wants to play, starting with Player A.
Unbiased Map Placement: If you draw a Map card specifi cally required by one of your Personal Quests, hand it to the player to your left to place; if he requires it for a Personal Quest, he must pass it to the player to his left, and so on. If it comes full circle, then you may place it. This does not apply to Map cards required by Global Quests, and applies only to the fi rst location listed on Escort-type Quests. This complicates, but greatly bal-ances, the game.
No Personal Quests: All Quests are Global. Keep 2 Global Quests available at all times. An Escort-type Quest becomes Personal when a token is placed on it.
Revealed Map: The map is laid out entirely before play begins. Deal Quests fi rst. Choose an Entrance card to indicate the initiative winner and shuffl e all the Map cards together. Deal all the Map cards out, face down, one at a time to each player. The player who draws the Entrance is Player A and sets that Entrance in the middle of the play area. Moving clockwise from Player A, each player chooses one of his Map cards to place until the entire map is built. The spaces specifi cally required by revealed Global Quests must be placed last by the players who draw them.
Restricted Movement Points: During the Reset Phase you no longer gain Movement points equal to your Speed score. Instead, you get 3 Movement points on your Reset Phase. Increasing your Speed score does not increase your Movement points. In addition, the standard rules state that if you did not use all your Movement points on your turn, you may save 1 to use for an off-turn action; this is no longer true. Instead, if you are out of Movement points, you may earn 1 bonus Movement point by voluntarily tipping your untipped hero on or off your turn. You can use this bonus Movement point to do anything except to move.
Spike Dodging: Instead of rolling, you may choose to pay 1 additional Movement point to avoid the Spikes.
Discard is Optional: Discarding 1 card at the end of your turn is optional. You may not discard more than 1 card.
Reincarnation: A defeated hero is set aside, but that player is still in the game; he chooses a new hero at Level 1 (or 4 or 7, depending on grade). The opponent to his left places him in the Entrance of that opponent’s choice. The player loses all cards in his hand and Inventory and draws a new hand of 5 cards, but keeps all his Quests.
COMBINING SETS
When combining sets, you will have a lot of Adventure cards. Separate them into a Glory deck of Boons and Treasures, and a Peril deck of Banes and Encounters. Each time you draw an Adventure card, you may choose which deck to draw from. Be sure to use separate discard piles for each.
Combining Heroic, Epic, and Legendary Sets: Begin the game with the heroic deck; epic and legendary decks are set aside. As the last player achieves epic level, replace the Adven-ture and Quest decks with the epic set. Do the same with the legendary decks upon the last player achieving legendary level.
When combining epic sets (Levels 4–6) or legendary sets (Levels 7–9) with heroic sets (Levels 1–3), you do not gain the epic special abilities until you reach 4th Level, and the legendary abilities start at 7th Level. Stack the heroic Hero card on top of the epic Hero card and line them up at the red line. Similarly, a legendary Hero card would go underneath the epic card. Add the totals to determine your current score in each stat. Use the epic carry totals when you reach 4th Level, and the legendary totals at 7th Level; if this results in a reduction, im-mediately discard extra Treasures or Boons of your choice.
When an epic set is played alone, all players start at 4th Level. Legendary games begin at 7th Level. A hero gains Levels only by completing Quests of the appropriate grade.
Unlike standard games, in combined heroic/epic/legendary games Quests act as victory points. When you achieve epic level, the epic quests are not dealt out until everyone has achieved epic levels. But you may continue to complete global heroic quests; you do not gain levels for completing them, though, only victory points. The moment the last player achieves epic level then epic quests are dealt: 2 personal quests to each player and 1 global quest. Do the same for legendary level.
The moment a player achieves the highest level possible (7th Level in an epic game, 10th Level in legendary) the game is over. Count up the completed Quests’ victory points. The player with the most points wins. In the case of a tie the player with the highest level wins.
Each heroic quest = 1 victory pointEach epic quest = 2 victory pointsEach legendary quest = 3 victory points
Combinging heroic and legendary sets without an epic set requires that when the last player achieves 4th Level all heroes are automati-cally promoted to 7th Level. Continue normally as described above.
Combining Wilderness and Dungeon Sets: Take out an Entrance from each set and place them a short distance apart in the center of the play area. Then separate the Maps into 2 decks. Heroes on a Wilderness space draw from the Wilderness deck, and heroes on a Dungeon space draw from the Dungeon deck. When building the map, all Dungeon Map cards (black border) are placed so that they connect to each other. Similarly, all Wilderness Map cards (white border) are placed adjacent to each other. However, the Dungeon and Wilderness map sections are built apart from each other and never touch; they are connected only by Portals. As the map is built, the fi rst player to place a Map card with a Portal may then place a marker token on it and one on a Dungeon Entrance; they are then linked.
CREDITS
STANDARD EXITS
Open: There is no Threat to beat in order to move through an Open exit.
L (Locked/Lost): Overcome the Threat or lose 1 more Movement to go through. If you fail but don’t have any Movement points remaining, the exit is open but you have not yet moved into the new space. Place your hero token on the exit to indicate that it remains Open for everyone while you are there. Your hero is treated as still being in the old space.
T (Trapped/Treacherous): Overcome the Threat or take 1 wound as you exit. If you fail, you still pass through. Trapped/Treacherous exits are actually Obstacles, not Traps.
Wall/Impassable: You may not move through a Wall or an otherwise Impassable exit from either side.
ALTERNATE EXITS
Sewer: You may pay 1 Movement point to relocate your hero to a corresponding Sewer (A:A, B:B).
Portal: You may pay 1 Movement point to relocate your hero from a Portal to its corresponding Dungeon Entrance (A:A, B:B), or to move from that Dungeon Entrance back to the correspond-ing Portal space. The letter is assigned to an Entrance/Portal pair by the player who draws the Portal card; he chooses which Dungeon Entrance the Portal exits to when he places it, and puts corresponding marker tokens on both Map cards.
OBSTACLES
Hazard: This provides a bonus to all Encounter Traps played in this space.
Pit: Your hero must overcome the Threat or fall in. Tip your token on its side to indicate this. While your token is tipped it can not move until you pay 1 Movement point to untip it. This is the only penalty associated with being tipped.
Spikes: You must overcome the Threat. If you fail, take 1 wound.
QUEST CATEGORIES
Artifact: Instead of being turned over when completed, the Quest is rotated 180 degrees; this is why the reward is written upside down. An Artifact provides a permanent increase in a hero’s score when it is completed. Artifacts are not Treasures and do not count towards the player’s Treasure limit, or confl ict with other Treasures; you could have an Artifact helmet and a Treasure helmet at the same time, for example.
Chance: Achieve a sequence of numbers rolled on a number of dice as described on the Quest card.
Effect: This Quest has an effect on the player while it is in play. If the Quest is Global it affects all players, but its reward goes only to the player who completes it.
Escort: Go to the fi rst location specifi ed and place a token on the Quest card, then go to the other location required and remove the token. An Escort Quest that is Global becomes a player’s Personal Quest when he places a token on it; turn over a new Global Quest in this case. Placing or removing the token is a free action that must be done during your Hero Phase. A token can be volun-tarily removed while your hero is on a space other than that specifi ed by the Quest card. In this case, the token stays in that space and may be picked up (placed) by another hero who enters it; that hero then takes the Quest card as his Personal Quest even if he already has 2 Personal Quests. An Escort Quest with a token may also be stolen with a successful attack on that player’s hero by another hero in the same space, at a cost of 1 movement; see Special Actions for more on challenges.
Sacrifi ce: Pay the price described on the Quest card to complete it.
Search: Instead of giving a specifi c location, the Quest’s objective must be searched for. To make a search, follow the criteria described on the Quest card; normally this requires you to pay 1 Movement and roll 1 die while on a particular type of Map space, adding +1 to the roll for each space your hero is from the nearest Entrance. If your search matches or beats the search number, you fi nd the Quest objective. Only then can you make an attempt at completing the Quest. If you don’t complete the Quest on the same turn you successfully searched, a new search will be needed before trying to complete it again on a later turn.
Slay: Defeat the monster listed on the Quest card. The monster attacks fi rst as a free movement, as per the normal combat rules; the player seated to your left can act as the Dungeonlord. After the monster attacks, you may attack it with your hero as a challenge for 1 movement. Quest monsters do not go into your hand or Pack, and they are not worth Glory or Peril.
Threat: Overcome the Threat on the Quest card. The fi rst attempt is generally a free Movement, then you must pay 1 Movement for each retry. You can try as many times as you have Movements. Failed attempts affect everyone in the space.
COMMON CARD EFFECTS
#: This symbol is used to indicate a variable, the exact value of which is 0 plus the number of additional Glory or Peril that is spent at the moment the card effect is activated, as required by the card.
Bane: It is possible to include your hero in the effect of Bane cards you play so long as you never spend your own Peril.
Boon: Boons may not be voluntarily discarded from your hero’s Inventory, but if you are forced to discard one by another card effect, the Boon immediately loses its effect.
Encounter: An Encounter card is played into the map space of the hero it is attacking and, unless otherwise noted on the card, may only affect heroes in that space. If the hero somehow moves out of the space before the Attack Roll step, the Encounter card may not attack or otherwise affect that hero.
Level Drain: A hero can not be drained below 1st Level.
Minion: A monster that becomes your Minion is treated as a Permanent Treasure, and takes up 1 Treasure carry slot. A minion may make 1 counter-attack per turn in your hero’s place, or make 1 standard attack at the end of combat against any monster or hero that just attacked you, again instead of your own hero.
Monster Special Effect: Some monsters have an effect, such as Transform, which may be activated at the cost of additional Peril when they attack. This effect may be used once each time the monster attacks. If the effect is a Threat, then it takes place before combat is resolved.
Shift: This effect moves Map cards, but the rules for placing Map cards still apply. When you shift a Map card, you may never leave a part of the map stranded with no way back to the Entrance. Wilderness connects only to Wilderness, Dungeon only to Dungeon.
Speed: If you increase your Speed through the benefi t of a card effect, you do not immediately gain Movement points unless the card specifi cally states that you do. If your Speed is still increased when you reach the Reset Phase of your turn, then you would gain extra Movement points for it.
Storage Item: Cards take effect the moment they are played, so a card that increases your hero’s carry limit can be played even when his slots are fi lled.
Tipping: Your hero token is set on its side to represent that your hero is immobilized. If your hero is tipped, you must expend 1 Move-ment to stand up. While you are tipped you may not expend Movements except to untip. There are no other penalties associated with being tipped. Some card effects may require you to overcome a Threat in addition to the Movement to stand up, as indicated on the card.
Treasure: A Treasure card that no longer has a game effect should be discarded the moment it loses its effect. A Treasure that is imme-diately discarded once used, like a Potion, does not count against your hero’s Treasure carry limit if you use it the moment you play it.
Warp: This effect moves hero tokens. A hero collects Peril and Glory and activates the effect of the space he warps into if he moves on his turn. A hero remains in the same state he was in when warped; for example, if he is tipped he remains tipped. Gener-ally a Warp effect may not move a hero from Dungeon to Wilderness or vice versa, unless it specifi cally states that it can.
You: When a card states “you” or “your,” it refers to the player who controls the card.
COMBINING SETS DIAGRAM
Design & Art: Thomas Denmark
Additional Art: Molly Mendoza Denmark, Ben Van Dyken, James Kei, Chris Mangum
Editor: Michelle Nephew
Publisher: John Nephew
Designer’s Thanks: To Morgan Gray for design advice, to Luk-man “Lucky” Shih for playtesting wisdom, to Chris Freeman for design assistance on Realm of the Ice Witch, and to all the playtesters who are far too many to list here. Your efforts are greatly appreciated!
Publisher’s Thanks: To Jeff Tidball, Jerry Corrick, and the gang at the Source.
Dungeoneer © 2003-2013 Thomas Denmark. Dungeoneerthe Dungeoneer logo, Tomb ofthe Lich Lord, Vault of the Fiends, Haunted Woods of Malthorin, Den of the Wererats, Dragons of the Forsaken Desert, Realm of the Ice
Witch, Call of the Lich Lord, Epic Dungeoneer, and Legendary Dun-geoneer are trademarks of Thomas Denmark, used under license by Trident, Inc. d/b/a Atlas Games. All rights reserved. This work is pro-tected by international copyright law and may not be reproduced in whole or in part without the written consent of the publisher.
Visit www.atlas-games.com and www.dungeoneer.net for optional rules and play aids.