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OneDeckDungeon Rules PDF

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0% found this document useful (0 votes)
403 views21 pages

OneDeckDungeon Rules PDF

Uploaded by

Nicolas Nuñez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OBJECTIVE

Clear all three floors of the dungeon, and then defeat the boss! If any hero
One Deck Dungeon Rules v1.5 in your party runs out of health, the game is over. In Campaign Mode, each
game will earn you checkmarks on your campaign sheet, making your hero
stronger for your next adventure.
Adventure Calls! Dungeons have appeared, with monstrous fiends CONTENTS
deep within. As heroes, your duty is clear: conquer every dungeon,
• 5 Hero Cards
defeat every foe, and overcome every peril. As is tradition, you’ll enter • 30 Dice (8 Magenta/Agility, 8 Yellow/Strength, 8 Blue/Magic,
each dungeon with only the simplest equipment and set of skills. 6 Black/Heroic)
• 1 Turn Reference Card
A deck of encounter cards contains all the dangerous foes and • 56 Card Deck (44 Encounter Cards, 4 Level Cards,
perilous obstacles you’ll come across. Each card also shows the loot 5 Dungeon/Boss Cards, 2 Basic Skill Cards, 1 Stairs Card)
and experience you can gain by surviving your encounter. You’ll need • 15 Red Damage Tokens
every advantage, because every time the deck is reshuffled you’ll • 6 White Potion Tokens
descend one floor deeper. Each time you do, all the monsters and traps • 1 Campaign Sheet Pad
will get stronger and more perilous. If any hero runs out of health, the
game will end. If you make it through three floors, the dungeon’s boss
RULES INDEX
awaits you at the bottom. Defeat it to claim victory! Page 4-5: Setup
Page 6-7: Your Turn: Time Passes, Explore / Enter a Room
This rulebook is divided into two sections: The Illustrated Guide Page 8-11: Combat Encounters
(pages 4-23), and the Reference Guide (pages 24-37). The Illustrated Page 12-13: Peril Encounters
Guide explains the rules of the game with examples and diagrams. The Page 14-15: Feats, Skills and Potions
Page 16-17: Loot
Reference Guide is a text-only explanation of every part of the game.
Page 18-19: Leveling Up, Descending
We find that most players learn best from the Illustrated Guide, and Page 20-21: Boss Fight
use the Reference Guide to answer rules questions, but use it however Page 22-23: Campaign Mode, Challenge Tiers, Four Player Rules
works best for you! Page 24-3: Reference Guide
Page 38-39: FAQ and Credits
2 3
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AN ILLUSTRATED GUIDE ASSEMBLE THE PLAY AREA
How to Raid a Dungeon 1 ITEM
Dragon’s Cave

5 ITEMS
ALL ALL

5 ITEMS 2
HALL OF STATUES

FLOOR 1
Spend an extra before

2 SKILLS*
your first turn on each floor.

4 SKILLS* 6 Turn Reference5

FLOOR 2
FLAME AURA

4 SKILLS* *Starting and basic skills do not

CHOOSE A HERO AND A DUNGEON


count toward this limit
*Starting and basic skills do not

LEVEL
3 1 1p
count toward this limit

5 10
DRAGONSKIN
1p

FLOOR 3
*Starting and basic skills do not

LEVEL
count toward this limit

LEVEL 3 At the start of each turn, spend . Then, either:


1
1p

HERO DUNGEON/BOSS ++101


during setup.
for reaching level 3. EXPLORE OR ENTER A ROOM
6
11 1010
for reaching level 3.
Draw and add face-down Choose a door:
Encounter Bonus to level up doors to the dungeon until Open - Encounter it.
Encounter Bonus to level up

Mage
there are four total doors Closed - Open it, and either
Encounter Bonus to level up
<<< ITEMS 1p Dragon’s Cave in play. have an encounter or flee.

ENCOUNTERS
ALL ALL
1) Make a Choice ( ) 4) Use Skills / Potions /

2 3
HALL OF STATUES

FLOOR 1
Spend an extra before 2) Use Heroic Feat Place Dice
your first turn on each floor. 3) Gather and Roll Dice 5) Suffer Consequences
: All : Matching 6) Claim Loot

6 5
FLOOR 2 FLAME AURA
POTIONS
Start with one potion, and add one for each

5 10
DRAGONSKIN
FLOOR 3

potion type identified. A token may be spent


to use any one of the effects below.

Heal 3 damage from one hero at the start of a turn,


or 2 damage anytime. HEALING

Dots next to a dungeon’s


name represent its difficulty. Setup steps:
Heroic Feat: Roll any or all of your dice stored here.
Store a here when you explore or flee. You may store up
to two dice at a time. MANA CHARGE
One dot is easiest, three dots 1. Stack the experience level cards (level 1 on top, level 4 on the bottom).
is hardest. The boss is on the 2. Shuffle all the encounter cards together into a deck. Place the stairs
Prevent .
SHIELD AURA back of the card. card underneath the deck.
3. Slide the dungeon card under the Turn Reference, so that only the first
Each player chooses a hero card, and together your party chooses a floor of the dungeon is showing.
dungeon to face. Multiplayer games are fully cooperative. Use the 1P 4. Return the unused heroes and dungeons to the box.
sides of hero and level cards if playing solo, use the 2P sides if playing 5. Place one potion token on the Turn Reference.
with two or four players. 6. Assemble all the rest of the dice and tokens in a common supply.
After your first game, you may wish to play a campaign. The rules for playing
Your hero has stat icons for strength ( ), agility ( ), in Campaign Mode are on pages 22-23. Starting skill cards are only used when
magic ( ), and also icons representing health ( ). playing the campaign.

4 5
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Below is a walkthrough of your party’s first turns. If you’re in the Dragon’s
Enter the Dungeon! Cave, spend the time for its first floor effect before the first turn.
TURN 1: EXPLORE
On each game turn, your party will advance further into the dungeon.
Your entire party shares each turn. Every turn has two steps.
STEP 1: TIME PASSES
You must spend two time at the start of each turn.
The icon represents time spent in the dungeon. For each time that you are
required to spend, discard the top card of the deck into a face-up discard pile. After spending on your first turn, explore by placing four
Goblin
cards from the deck face-down as closed doors.
TURN 2: ENTER A ROOM
SWARM
Shadow X = 4 per open door,
including this one.
FADE
Spend for each

X 3
skill you use.

410 4 5 5
After spending on your second
Force Wall
CLIMB AROUND:

11

3 4 5 turn, enter a room. Open one of the


BLAST THROUGH:

3 Roll .
SHIMMERBLAST 6
14

doors by flipping it face-up. You must


6 6.

4
Gain
CRUSHING FIST
Gain 4 4. Then, increase one of your
dice by 1. STATIC BURST

either have the encounter on the card or


flee. Next to each card’s title is an icon
STEP 2: EXPLORE OR ENTER A ROOM representing a combat or peril.
Explore: Add face-down encounter cards from the deck to the play area as Combat Encounters are
closed doors, until there are four total doors in play. Shadow explained on page 8.
FADE
Enter a Room: Open a closed door (face-down). You may choose to either Cave-in
Spend for each
skill you use.
Peril
Encounters are
encounter it or flee, ending the party’s turn. If you flee, leave the card in play DISMANTLE IT: explained on page 12.
as an open door, taking up one of the four available door spaces. Instead of TURN 3 AND BEYOND:
10 6 5
opening a closed door, you may choose to enter an open door (face-up) and
3 4 5
have an encounter. You cannot flee in this case. On future turns, you’ll spendCLIMB OVER
andIT:then have to choose whether to
explore or enter a room based on the current situation.

6 4 Gain 4
dice by 1.
4. Then, increase one of your 11
STATIC BURST 7
2
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Gain a 5.
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FLAMEWEAVE
STEP 1: HEROIC FEAT
Combat Encounters Each hero may choose to use their heroic feat. Heroic feats allow you to roll
black heroic dice ( ), which can be used as any color during the encounter.

Combat Encounters pit you against foes in the dungeon. A combat card has STEP 2: ROLL YOUR DICE! <<< ITEMS
many challenge boxes that you must try to fill. After the encounter, symbols
Each of the icons on your hero card grants you a
in unfilled boxes represent the consequences of combat. If you survive them,
die of its color during a combat encounter. Each
you’ll get to claim loot! The dungeon card also has challenge boxes, and both
player assembles and rolls dice for their own hero.
it and the foe may have a special ability that makes things more difficult. A
These dice, along with any you rolled in Step 1,
Combat Encounter has five steps, shown on the following pages.
form your hero’s available dice pool.
Set Icon* Special
Glooping Ooze
Ability Note: If you are experience level 2 or higher, the
SPLIT
Spend for each 1 rolled. level card will give the party bonus heroic dice.
Loot (Item)
2 3 4 STEP 3: USE SKILLS AND PLACE DICE
4 5 6 Challenge In a combat encounter, you must try and cover every challenge box on your foe’s
Loot (Skill) Gain a 6. You can only use it to cover
a box with .
Boxes card, plus all challenge boxes on the right side of the dungeon card. To do so, you
ARMOR CRUSH
may take any number of the following actions in any order:
• Cover a challenge box with dice from your pool. See the chart on the next page
Heroic Feat: Roll any
Dragon’s Cave for details on what dice can cover what boxes. Until you have coveredStorealla thehere when
Dungeon boxes with armor ( ), you cannot place a die in any non-armor box. to two dice at a time.
Dungeon ALL ALL
Challenge
Special Boxes
2 3
HALL OF STATUES
• Use one of your skills (p14), first spending dice to fulfill its cost, if it has
FLOOR 1

Spend an extra before


Prevent .
Ability
your first turn on each floor.

(Combat) one. Spent dice are discarded, and then the skill’s effect occurs. This will often
6 Turn Reference5
FLOOR 2

FLAME AURA

grant you additional dice. Each skill can only be used once per encounter.
5 10
DRAGONSKIN
FLOOR 3

At the start of each turn, spend . Then, either: • Spend a potion token to use the effects of any one potion type you’ve identified.
Special abilities (such as Split) come into effect as soon as the encounter
EXPLORE OR ENTER A ROOM
begins, before Step 1. If you flee the encounter, they are ignored. • Discard two dice to gain a heroic die to your pool, with value equal to the lower
Draw and add face-down Choose a door:
doors to the dungeon until Open - Encounter it. of the two.
*the set icon is on half of the cards. It will be used by a future expansion.
there are four total doors Closed - Open it, and either
in play. have an encounter or flee.

8 ENCOUNTERS 9
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1) Make a Choice ( ) 4) Use Skills / Potions /
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2) Use Heroic Feat Place Dice
3) Gather and Roll Dice 5) Suffer Consequences
: All : Matching 6) Claim Loot
STEP 4: SUFFER CONSEQUENCES STEP 5: CLAIM LOOT
If you are unable to cover every challenge box, the remaining boxes represent After suffering consequences and surviving an encounter, one hero claims
the consequences of completing the encounter: the card as loot: as XP, an item, a skill, or a potion. XP is tucked under
the experience level card. items and skills are tucked under your hero card.
For each visible , place one damage token on your hero card. In a 2P Identified potions are tucked under the Turn Reference, and also give the
encounter, damage must be split as evenly as possible. For example, 3 damage party a potion token. (see Loot, page 16)
would be split as 1 to one hero, and 2 to the other.
COMBAT EXAMPLE
For each visible , spend one time by discarding the top card of the deck.
The Mage rolls her dice in combat: Glooping Ooze
If any hero has at least as many damage tokens as health, then the game is over SPLIT
Spend for each 1 rolled.
unless they drink a healing potion to immediately heal two damage.

PLACING AND USING DICE 2 3 4


A single die can fill a box matching its color 4 5 6
2 if it is equal to or higher than the number in Gain a 6. You can only use it to cover
a box with . ARMOR CRUSH
the box.
Glooping Ooze

You may use any number of dice to SPLIT


The armor boxes are filled first. Spend for each 1 rolled.

8 fill a wide box matching their color,


as long as their total value is at least
Then, two dice are spent to add
a heroic die, since the agility 2 3 4
as high as the number in the box. Two heroes can place
dice were otherwise useless.
dice in a wide box together. Finally, other dice are placed 4 5 6
in challenge boxes, including Gain a 6. You can only use it to cover
Any two dice (even from two heroes) can be a box with . ARMOR CRUSH
the dungeon card’s box. No
discarded to gain a black heroic die of value Dragon’s Cave
1s were rolled, so Split has no
equal to the lower of the two dice.
effect. ALL ALL

2 3
HALL OF STATUES

FLOOR 1
Heroic dice can be used as if they were any The consequences of the Spend an extra before

5
your first turn on each floor.
color, including to contribute to a wide box combat are .

6 5 11
FLOOR 2
FLAME AURA
or activate a skill.
10
5 10
DRAGONSKIN
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STEP 1: CHOOSE
Peril Encounters The party must choose which of the two options on the peril card to pursue,
before rolling dice. If that choice has a time cost, spend it now. Once the
choice is made, the other option on the card is completely ignored for the rest
Perils represent obstacles in the dungeon you must overcome. There are always of the encounter.
two ways to tackle a peril. You must choose which way to proceed, weighing STEP 2: HEROIC FEAT
the choices’ difficulty and how dangerous each is. As with Combat Encounters,
the dungeon card will make each encounter more difficult. A Peril Encounter Each hero may now choose to use their heroic feat.
has six steps, shown to the right. They are the same as the matching Combat STEP 3: ROLL YOUR DICE!
Encounter steps, except where noted.
In a peril check, only gather dice matching the color of the
Set Icon* challenge box for the chosen option. In this example, the
Locked Door
PICK THE LOCK: Time Cost party has chosen the “Pick the Lock” option on Locked
Door. Only agility dice (and heroic dice from your feat
Loot (Item)
8 First and level bonus) would be used in the encounter.
BASH IT OPEN: Option
STEP 4: USE SKILLS AND PLACE DICE
11 Second The party must try and fill both the challenge box for the chosen option and
Loot (Skill) Gain a 6.
ACCURACY Option those on the left side of the dungeon card. Dungeon challenge boxes are
grey, and are considered to match the color of the chosen option. Any skill
or potion with the peril icon ( ) can be used. Remember that boxes with
Dragon’s Cave
armor ( ) must be filled first.
Dungeon
Challenge ALL ALL STEP 5: SUFFER CONSEQUENCES Before any encounter, y
Dungeon if either die rolls a 1.
2 3
HALL OF STATUES
Boxes
FLOOR 1

Spend an extra before


Suffer consequences from any uncovered boxes. The box beneath the
(Peril)
your first turn on each floor.
Special
unchosen option is ignored.
6 Turn Reference5
FLOOR 2

FLAME AURA
Ability
STEP 6: CLAIM LOOT Instead of fle
card on top o
5 10
DRAGONSKIN
FLOOR 3

At the start of each turn, spend . Then, either:


If the heroes survived the encounter, claim the encounter card as loot.
*the set icon is on half of the cards. It will be used by a future expansion.
EXPLORE OR ENTER A ROOM
12 Draw and add face-down Choose a door: 13
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doors to the dungeon until Open - Encounter it. @AsmadiGames facebook.com/AsmadiGames
there are four total doors Closed - Open it, and either
in play. have an encounter or flee.
X = 4 per open door,
including this one.

4 5 6 11
X 3
Boulder
SLOW TIME:/ Agility Skills: Discard from your
Strength
Feats, Skills and Potions
Gain a 6. You can a use6.it to cover
Gainonly
a box with . pool a number
ARMOR of strength or agility dice that
CRUSHACCURACY
Glooping Ooze 4 411of5the skill.
matches the cost
Magic SkillsRUN(Spells): Discard from your pool one or more
SPLIT
3
PAST IT:
Roll .
HEROIC FEATS magic dice. Their
Spendvalues must1 rolled.
for each
SHIMMERBLAST
add up to at least the mana cost
14
indicated on the spell. Ex: A 1 and 2 would pay for this skill.
Heroic Feat: Roll any or all of your dice stored here.
Store a here when you explore or flee. You may store up 2 3 4
Free Skills: There is no cost to use a free skill. It may still only
Roll .
to two dice at a time. MANA CHARGE
4 5 6
VALOR
be used once per encounter.
Each hero Prevent
has a special
. ability called a heroic feat that grants them access to
Potions: Discard one potion token from the Turn Reference.
black heroic dice. During the “Heroic Feat” step of an encounter, each hero
SHIELD AURA Change two of your non- dice to be 6s.
A potion token can be used by a hero to gain the effects of any
HEROISM
can choose to use their feat. A heroic feat does not count as a skill.
one potion ability the party has identified.
Feats for the Warrior, Mage, and Paladin can only be used after you store
heroic dice based on various conditions. These dice are placed on the hero After paying the cost for the skill or potion, perform its effects. Effects use
card until spent. the following keywords:
Note that heroic feats cannot be used during the boss battle, as there is no Gain: Take a die of the given color from the supply and add it to your pool,
“Heroic Feat” step. Any stored heroic dice are lost when the battle begins. showing the number indicated.
SKILLS AND POTIONS Roll: Take a die of the specified color, roll it, and add it to your pool.

Every skill or potion has icons next to its title indicating whether it can be used Increase: Change the value of one of the dice in your pool by the indicated
in combat encounters or peril encounters. Each skill can only be used once amount. A die’s value cannot go above 6 or below 1.
during each encounter or boss round. Potions can be used multiple times in Reroll/Change: Alter dice already in your pool.
an encounter or boss round, as long as the party has enough cubes. Prevent: Ignore symbols in challenge boxes during Suffer Consequences.
The left side of a skill is its cost. Each skill will cost one or more of the dice Discard: Place the die in the general supply.
that you’ve rolled for an encounter. You can only spend dice from your pool, Healing and Invisibility potions can be used during times other than
not your partner’s. Spent dice are discarded to the general supply. The right encounters. In a 2P game, both heroes skip the encounter if an Invisibility
side of a skill is its effect, which will help you overcome the encounter. potion is used. Only one hero heals when a Healing potion used.
14 15
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Loot! Locked Door
<<<Locked
ITEMS Door
PICK THE
Mage
LOCK:
PICK THE LOCK:
1p

8 8
When you claim a card as loot after an encounter, you choose how to use it to
best benefit a hero. There are four ways to take a card as loot:
1 BASH ITBASH
OPEN:
IT OPEN:

11 11
1) Items represent new equipment your hero picks up in the dungeon, 3 Roll . Gain a 6.
ACCURACY
SHIMMERBLAST
raising stats so you can roll more dice in each encounter. To take a card
as an item, tuck it under the left edge of your hero card.
2) Skills give your hero various ways to use dice for greater effect. To Ice Elemental

take a card as a skill, tuck it under the bottom edge of your hero card. Turn Reference Heroic Feat: Roll any or all of your dice storedFROST
here.
Before the encounter,
Store a here when you explore or flee. spend
You may store up
.
to two dice at a time. MANA CHARGE
3) Identified Potions give you more options on how to spend your At the start of each turn, spend . Then, either:

11 3
potion tokens. Each token the party has can be used as any one of
your known potion types. To identify a potion, tuck the card under
the bottom edge of the Turn Reference. When you identify a potion,
EXPLORE
Draw and add face-down
doors to the dungeon until
there are four total doors
OR

2
ENTER A ROOM
Choose a door:
Open - Encounter it.
Closed - Open it, and either
Prevent .

4 5 6
SHIELD AURA

3
in play. have an encounter or flee.
Reroll one of your dice OR increase one of your
dice by 1.
add a potion token to the Turn Reference. ENCOUNTERS LUCKY FAMILIAR

1) Make a Choice ( ) 4) Use Skills / Potions /


4) XP (Experience) helps the party level up. To take a card as XP, tuck 2) Use Heroic Feat
3) Gather and Roll Dice
Place Dice
5) Suffer Consequences

it under the level card, with the experience lanterns showing. : All : Matching 6) Claim Loot

4
Glooping Ooze POTIONS

Your current level card restricts the number of items and skills you can have.
SPLIT
55 ITEMS
5 ITEMS
Start with one potion, and add one for each
ITEMS
Spend for each 1 rolled.
potion type identified. A token may be spent

Glooping Ooze
to use any one of the effects below.
It also provides you with bonus heroic dice for all encounters once you reach
2 3 4 44 SKILLS **
4 SKILLS

Change two of your non-


level 2. Heal 3 damage from one hero at the start of a turn,
SKILLS*
*Starting and basic skills do not

4 5 6
or 2 damage anytime. HEALING countbasic
*Starting and toward this
skills dolimit
not

3
count toward this limit

LEVEL
*Starting and basic skills do not
1p
LEVEL 3
count toward this limit
1p
When taking an item or skill as loot, you can replace an existing item or skill LEVEL 3

Spend
1p
++ 11

4 5 6
2 3 4
dice to be 6s.

HEROISM
Change two of your non-
for reaching level 3.
with your new loot. The replaced card becomes XP, and is immediately
1+1
HEROISM

dice to be 6s.
for reaching level 3.

SPLIT
for each 1 rolled.
11 10
for reaching level 3.
10
tucked under the level card. A hero cannot have duplicate skills, and the party Encounter Bonus
Encounter Bonus
Encounter Bonus
10
to level up
to level up
to level up
cannot identify the same potion type twice.

16 17
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Leveling Up Descending

At the end of an encounter, if the party has enough experience tucked under the The stairs card is placed at the bottom of the dungeon deck at the start
level card, the heroes all level up together! of each floor of the dungeon. When it’s revealed, the path deeper into the
dungeon opens. If you dawdle too long, though, the various fiends of the
Remove the level card and cards with enough XP to achieve the new experience
dungeon will catch up to you.
level. Place them in the game box. Unused XP cards remain.
While the stairs card is visible, place a damage token on it for each time
Each level-up will grant one free potion token. Also, your heroes’ capacity for
spent for any reason. Each time three tokens are on the card, a hero takes one
holding items and learning skills will increase. Finally, the level card indicates
damage and three tokens are removed from the stairs card. This can happen
how many free heroic dice the party gains in every encounter and Boss Fight
multiple times.
round. The party chooses which hero rolls the bonus heroic dice each time.
The party can descend at the end of any turn where the stairs card is visible, or
Level 4 is the maximum level. The party may spend 5 XP to gain a potion after
immediately if the stairs are revealed while spending time to start a turn. To
reaching Level 4.
descend, discard all doors currently in play and shuffle the discard pile to form
a new deck. Place the stairs card on the bottom, again. Slide the dungeon card
up, to reveal the new floor’s effects and challenge boxes. All visible effects
1 ITEM 35 ITEMS
55 ITEMS 5 ITEMS
Level up! and challenge boxes, including ones from previous floors, are now in effect.
ITEMS ITEMS
Locked Door
4
3

Spiked Log

Skeleton

24 SKILLS
SKILLS** 34 SKILLS
SKILLS
**
dice by 1.
Gain 4

Roll

Reroll all your 1s and 2s. Roll

4 SKILLS* *Starting and basic skills do not


4 SKILLS*
*Starting and basic skills do not Minotaur’s Maze
.

count toward countbasic


toward this
dolimit
*Starting and basic skills this limit
do not *Starting and skills not

+
count toward this limit

LEVEL
LEVEL 2
count toward this limit

LEVEL31
*Starting and basic skills do not
1p
3
*Starting and basic skills do not ALL ALL
4. Then, increase one of your

1p Minotaur’s Maze
LEVEL
count toward this limit count toward this limit
1p 1p
LEVEL 3 LEVEL 3
CLOBBER LOGS: 3

PICK THE LOCK:


DODGE LOGS:

BASH IT OPEN:

5 2 2
DEADLY MAZE

FLOOR 1
SHIMMERBLAST

1p 1p
++11
If any boxes are empty,
STATIC BURST

++ 111
5
2

Explore limit: 3 doors.


ALL ALL
CLARITY

for reaching level 2.


UNDYING
spend

during setup.

11+1
for reaching level 3.
5 2 2
for reaching level 3. FLOOR 1 DEADLY MAZE

8 3 3 3

FLOOR 2
CRUMBLING WALLS

011 6 +
for reaching level 3. Explore limit: 3 doors.

10
for reaching level 3.
10
5
4

When you explore, spend an


.

extra .

1 10
14
11

10 Encounter Bonus to level up


.
86
8

3 Turn Reference3 3
FLOOR 2

CRUMBLING WALLS

6 Turn Reference 12
Encounter Bonus POISON DART TRAPS
totolevel
levelupup

FLOOR 3
Encounter Bonus Encounter Bonus to level up When you explore, spend an
Encounter Bonus to level up Encounter Bonus to level up extra .

6 12
POISON DART TRAPS
FLOOR 3

At the start of each turn, spend . Then, either: At the start of each turn, spend . Then, either:

Have 7XP EXPLORE OR ENTER A ROOM EXPLORE OR ENTER A ROOM


Draw and add face-down Choose a door: Draw and add face-down Choose a door:
doors to the dungeon until Open - Encounter it. doors to the dungeon until Open - Encounter it.

18 19
there are four total doors Closed - Open it, and either there are four total doors Closed - Open it, and either
in play. have an encounter or flee. in play. have an encounter or flee.

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ENCOUNTERS facebook.com/AsmadiGames
ENCOUNTERS
1) Make a Choice ( ) 4) Use Skills / Potions / 1) Make a Choice ( ) 4) Use Skills / Potions /
2) Use Heroic Feat Place Dice 2) Use Heroic Feat Place Dice
3) Gather and Roll Dice 5) Suffer Consequences 3) Gather and Roll Dice 5) Suffer Consequences
BOSS EXAMPLE
Boss Fight Yeti

24 4
When you descend from the third floor of the dungeon, flip over the dungeon
card. It’s time to fight the boss! The Boss Fight consists of multiple rounds. 5 5 6
Each round works like a separate Combat Encounter. The boss has a health
value and a special ability along the bottom of its card, where a skill or potion 6 5 6
would normally be. After each round, the party will deal damage to the boss. 6 All 1s rolled are immediately discarded.

Heroic feats are marked with and cannot be used in the Boss Fight. If
you have any heroic dice stored on your hero card, discard them before the After rolling dice and using skills (and removing all 1s due to the Yeti’s
fight begins. The following steps occur each round: special ability), the Warrior is lucky enough to fill most of the boxes on the
Yeti, starting with the Armor box.
1) Roll Dice: Each hero rolls all the dice granted by the icons on their
hero card and items. The party also rolls any heroic dice from the current
Yeti
experience level card.
2) Place Dice / Use Skills: Note that any effects or boxes from the 24 4
dungeon card do not apply during the Boss Fight.
5 5 6
3) Consequences: For each left uncovered, take damage. If this
damage causes the game to end, stop before moving on to step 4. 6 5 6
4) Strike the Boss: For each covered, place one damage token on the 6 All 1s rolled are immediately discarded.

boss. If the boss has at least as many damage as health, you defeat it and
the heroes win the game!
The Warrior takes three damage, but the Yeti also takes three damage,
5) New Round: Return all dice in pools and on the boss to the general thanks to the three covered boxes. All dice are cleared, and a new
supply, and begin a new round. Each skill can be used once per round, and round begins. If the warrior can survive, she might overcome the Yeti
the bonus heroic dice from the level card are added each round. on the next round!

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CHALLENGE TIERS
Campaign Mode When playing in campaign mode, choose from four difficulty levels. Playing on
more difficult challenge tiers will give you more checkmarks for the campaign
sheet at the end of the game.
Campaign mode allows you to build up a hero’s power over multiple plays. Novice: Before the game begins, advance to experience level 2. This includes
Each campaign sheet represents one player’s adventures with one of the five gaining a second potion.
heroes. At the end of each game you’ll earn checkmarks that you can apply
toward earning talents. They will help you in future games. Standard: Before the game begins, draw one card and claim it as
experience. Gain one extra checkmark at the end of each game.
You earn one checkmark for each time you descended or leveled up, and an
additional three if you defeated the boss. After an easy (one dot) dungeon, Veteran: No rules changes. Gain two extra checkmarks at the end of each
you can only check off green circles, after a medium (two dot) dungeon, game.
green circles or yellow squares, after a hard (three dot) dungeon, any colored Fearless: Start without a potion. Gain three extra checkmarks at the end of
spaces. Once all spaces next to a talent have been checked off, you have each game.
earned the use of that talent for all future games.
There are four groups of talents, called focuses. You can always learn talents
from any focus. Basic talents can be used in every game. At the start of each Four Player Rules
game, though, each hero must pick one other focus. You may not use talents
from the other two focuses during that game.
Talents that have a , , or icon are treated like ordinary skills With two sets of One Deck Dungeon (or with the base set and an expansion),
that you can use once per appropriate encounter. Other talents are in effect all you can play as a four hero party. With four heroes, two encounter decks are
the time. Your basic skill from the Veteran talent does not count against the shuffled together, and most things in the game are doubled. Closed doors
skill limit on the level card. Using a talent does not cost any dice. have two face-down cards, and when the party chooses to Enter a Room, they
split up into two groups of two to face the two encounters. Each is resolved
Use the boxes at the bottom of the campaign sheet to track how many games
separately, as it would be in a 2P game. For a complete list of changes, see
you’ve played, and which bosses you’ve defeated. Try to defeat all five in as
page 36-37.
few plays as possible!

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OBJECTIVE
Rules Reference Section Clear all three floors of the dungeon, and defeat the boss! If any
hero runs out of health, the game is over.

This part of the rulebook is a distilled text-only description of CONTENTS


gameplay. If you want a straight-up text explanation of any part • 5 Hero Cards
of the game, this section is for you! • 30 Dice
- 8 Magenta/Agility
Page 26: Setup - 8 Yellow/Strength,
Page 27: Turn Structure - 8 Blue/Magic
Page 27: Explore - 6 Black/Heroic
Page 27: Enter a Room • 1 Turn Reference Card
Page 28-30: Encounters • 56 Card Deck
Page 30-31: Placing Dice - 44 Encounter Cards
Page 31: Using Potions - 4 Level Cards
Page 32: Using Skills - 5 Dungeon/Boss Cards
Page 33: Claim Loot - 2 Basic Skill Cards
Page 34: Level Up - 1 Stairs Card
Page 34: Stairs • 15 Red Damage Tokens
Page 35: Descend • 6 White Potion Tokens
Page 35: Boss Battle • 1 Campaign Sheet Pad
Page 36: Campaign mode
Page 36-37: Four Player Rules

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SETUP TURNS
Perform each of the following steps to set up for a game of One Deck The party takes one shared turn. There are two steps in each turn:
Dungeon: 1. Time Passes: Spend (Place the top two cards of the encounter
1. Each player chooses a hero. Place unused hero cards in the box. deck into a face-up discard pile)
2. Choose a dungeon. Place the unused dungeon cards in the box. 2. Choose to either Explore or Enter a Room.
Dungeons have dots next to their name to represent difficulty: one,
two, or three dots for easy, medium, and hard.
EXPLORE
3. Tuck the dungeon card under the Turn Reference, then slide it to Place face-down cards from the encounter deck in the center of the play
reveal only the first floor. area as closed doors until there are four total doors in play.
4. Place one potion token on the potion area of the Turn Reference. • You cannot explore if the encounter deck is empty.
5. Stack the four level cards, with level 1 on top and 4 on the bottom. • You cannot explore if there are already four doors (open or closed)
6. Use the 1P side of the hero and level cards for a solo game, and the in play.
2P side for a two or four player game. Multiplayer games are purely • You can explore if there is at least one card in the encounter deck,
cooperative. but not enough to make four doors. Place as many as you can, in
7. Shuffle all the encounter cards, and place them face-down on top of this case.
the stairs card as the encounter deck. • Existing doors (both closed and open) count against the limit of four.
8. If playing with two sets combined for four players, Four Player • The Minotaur’s Maze has a door limit of three, instead of four.
Rules (page 36) has more details.
ENTER A ROOM
If you are playing Campaign Mode (page 36), also do the following: 1. Choose an open door or closed door in play. If there are no doors in
1. Take out (or create) your hero’s character sheet. play, the party cannot choose to Enter a Room.
2. Take a basic skill card if your hero is entitled to it, otherwise place 2. If it is a closed door, open it by flipping it face-up. You may choose to
the basic skill cards in the box. flee immediately, ending the turn and ignoring the encounter entirely.
3. Choose a Challenge Tier (Novice, Standard, Veteran, Fearless) and The card remains in play face-up as an open door. You cannot flee if
gain its benefits or penalties. you chose an open door.
3. Have either a Combat Encounter or Peril Encounter, depending on
the or icon on the encounter card.

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ENCOUNTERS ENCOUNTERS (PART II)
For either a Combat or Peril Encounter, do all of the following steps. 5. Active Boxes: Determine which challenge boxes are active for the
Ignore the skill/potion, item, and experience on the card until after the encounter.
encounter is resolved. • In a Combat Encounter ( ) , all boxes on the encounter
1. Before the Encounter: Certain dungeon and combat foe special card are active, along with all visible boxes on the right side of the
abilities come into effect now. dungeon card.
2. Make a Choice ( Peril only): Select one of the two options on the • In a Peril Encounter ( ), the large box underneath your choice
card representing how to tackle the obstacle. If there is a time cost next to from step 1 is active, along with all visible boxes on the left side of
the named choice, spend that time now. the dungeon card. The box underneath the other choice is ignored
3. Heroic Feat: Each hero may use their heroic feat. entirely. The boxes on the left side of the dungeon card are grey, but
• In a 2P game, either hero can use their feat first. are considered to be the same color as the box of your chosen option.
• Heroic feats cannot be used during the boss battle. 6. Use Skills and Place Dice: Do any of the following, in any order, any
• Dice gained or rolled from your heroic feat are added to the rest of the number of times.
hero’s dice in the next step, to form their dice pool. • Cover a Challenge Box: See Placing Dice, p30.
4. Roll Dice: Each hero rolls dice to form their dice pool. • Use a Skill: See p33. Each skill can only be used once per encounter.
• In a Combat Encounter ( ), each hero takes one die matching • Use a Potion: See p31. Potions can be used any number of times
each of the stat icons (of each of the three types) on their hero card, during an encounter.
including any items they have acquired. • Create a Heroic Dic: Discard any two dice, and gain one black
• In a Peril Encounter ( ), each hero takes one die for each of the heroic die with value equal to the lower of the two. If two heroes
stat icons (only of the color matching the chosen option’s challenge each discard a die, choose who gains the heroic die.
box) on their hero card, and on any items they have. • Discard a Die: A hero can always discard a die from their pool to
• Roll the heroic dice for your party’s encounter bonus on the current the supply. This can be beneficial if all dice are in use.
experience level card (one die at level 2/3, two at level 4). In a 2P • Invalid Dice: During a Peril Encounter, you can only have heroic
game, the party chooses which hero rolls these dice. The bonus is dice and dice matching the chosen option. If any effect would let
gained in both types of encounter, and also in each Boss Fight round. you gain or roll dice of the other colors, ignore that part of the effect.
• If there are not enough dice of a color available in the game, excess Immediate effects from Split, Ethereal, Poison Aura, and Weakness
dice are lost. In a 2P game, the players can choose which hero takes Curse happen as soon as a die is rolled or rerolled, before the die can be
dice first. used. They do not affect gained or increased dice.

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ENCOUNTERS (PART III) PLACING DICE (CONTINUED)
7. Suffer Consequences: Count every symbol in a challenge box that • Armor Boxes: Boxes with must be filled before any others.
was not covered by dice during the encounter. If any visible challenge box has a , then no die can be placed
• For each , place a damage token on a hero. Damage must be in a box without a .
split as evenly as possible in a 2P game. • Heroic Dice: Black ( ) dice can be placed as any color.
• For each , spend one time by discarding the top card of the deck • Grey Boxes: Peril challenge boxes on the left side of a dungeon
into a face-up discard pile. card are grey. During a Peril Encounter, they are considered to be
• have no consequence effect. Remember that if an is visible, the same color as the chosen option.
challenge boxes without could not have been covered. All dice covering boxes are not part of the pool or supply, and cannot
• If any hero has at least as many damage tokens as health, the game be rolled, changed, or affected.
is over. A healing potion can be used immediately to prevent this.
8. Claim Loot: If the party survived the encounter, claim the card as USING POTIONS AND SKILLS: COSTS
loot. See p33. Each skill and potion has a cost on its left side, and an effect on its
right side. When using a potion or skill, pay the cost and then execute
PLACING DICE the effect. There are four types of costs:
Challenge boxes come in two sizes, normal and wide. • Strength / Agility Skill: Discard one, two, or three yellow or
• Normal Challenge Box: To cover a normal box, you need a die of magenta dice from your pool, as depicted on the skill.
its color with value at least as high as the number in the box. Place • Magic Skill (Spell): Discard one or more blue dice from your
the die on the box, covering it up. pool, with total value at least as high as the mana cost for the
• Wide Challenge Box: To cover a wide box, you need one or more spell.
dice of its color, with total value at least as high as the number in • Free Skill: No cost is required.
the box. Place all the dice on the box, covering it up. Two heroes • Potion: Discard one potion token from the Turn Reference.
can contribute dice together to fill a wide box. Heroic dice can be discarded to pay for a skill as if they were any
color. Discarded dice are returned to the general supply.

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USING POTIONS AND SKILLS: TIMING CLAIM LOOT
The icons next to a skill or potion’s name determine when it can be An encounter card can be claimed as one of four different types of Loot:
used: • An item provides one stat icon and possibly one health icon. It is
• ( ) potions or skills can be used in a Combat Encounter and tucked under the left edge of your hero card, to line up with existing
also during the Boss Fight. icons.
• ( ) potions or skills can be used in a Peril Encounter. • A skill gives you a new way to use dice in an encounter. It is tucked
• Healing and Invisibility Potions can also be used outside of an under the bottom edge of your hero card.
encounter, as explained by their effects. • XP helps the party level up. It is depicted by lanterns ( ) in the top
• Each skill can only be used once per encounter or round of the right of an encounter card. To claim a card for XP, tuck it under the
Boss Fight. Potions can be used any number of times. current level card.
Dice used to pay for a skill’s cost are discarded to the general supply • Identifying potions gives the party a new way to use potion tokens,
before the effect takes place. and also one potion token which is gained immediately. An identified
potion is tucked under the bottom edge of the Turn Reference.
USING POTIONS AND SKILLS: EFFECTS Loot is claimed as the final step of an encounter. The following rules apply
After paying the cost, a skill or potion will have an effect: to claiming loot:
• Gain: Take a die of the given color from the supply and add it to • In a 2P game, the players must decide which hero gets the card as loot
your pool, showing the number indicated. if taken as an item or skill.
• Roll: Take a die of the specified color, roll it, and add it to your • A hero cannot claim the same skill twice, and the party cannot identify
pool. the same potion twice.
• Increase: Change the value of one of the dice in your pool by the • When you take an item or skill, you may replace an existing item or
indicated amount. A die’s value cannot go above 6 or below 1. skill, respectively. The replaced card is immediately claimed as XP.
• Reroll/Change: Alter dice already in your pool. In a 2P game, • A hero cannot have more items or skills than the limit shown on the
you only affect dice in your own pool unless stated otherwise. current level card. Basic skills and the skills on your hero card do not
count against the limit.
• Prevent: Ignore symbols in challenge boxes during Suffer
• After the Claim Loot step, the party may choose to gain a level if they
Consequences.
have enough XP.

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LEVELING UP DESCEND
The party can level up at the end of an encounter if they have cards tucked To descend to a new floor of the dungeon:
under the level card showing at least enough XP ( ) to satisfy its level up 1. Remove any remaining tokens on the stairs card.
requirement. To level up: 2. Use any skills or talents that are triggered by descending.
1. Remove (send to the game box) the current level card, and cards underneath it 3. Slide the dungeon card to reveal an additional floor, or proceed to the
showing enough XP to level up. Excess XP on discarded cards is lost. Any Boss Fight by flipping the dungeon card if descending from floor 3.
cards not used at all are tucked under the new level card. Example: 6XP are 4. Shuffle together the discard pile and any doors in play (but not cards
needed to level up. The party has XP cards with 2, 2, and 4 lanterns. A 4 removed to the game box) and place it on top of the stairs card to
and 2 are removed, and the other 2 remains. create a new encounter deck.
2. Gain one potion token. 5. Begin a new turn on the new floor.
If the party is already level 4, instead of removing the level card, gain a potion
token and remove 5XP worth of cards. BOSS FIGHT
The dungeon’s boss awaits you beyond the third floor of the dungeon.
STAIRS The Boss Fight consists of multiple rounds, each of which operates like a
The stairs card is at the bottom of the encounter deck. When all the cards are Combat Encounter. Before the Boss Fight, discard any heroic dice stored
gone, and it becomes visible, the party can descend at the end of any turn. on heroes. Heroic feats cannot be used during the Boss Fight. During
• If the stairs are revealed while spending time to begin a turn, the party each round:
may descend immediately. 1. Roll Dice: Each hero rolls all the dice granted by the icons on their hero
• If the stairs are revealed while exploring, the turn is over and the party card and items. The party also rolls heroic dice from the level card.
may either descend or take another turn to enter a room. 2. Place Dice / Use Skills: Works like a normal Combat Encounter.
• If any time is spent while the stairs are visible (including time spent to 3. Suffer Consequences: The heroes take damage for all visible .
begin a turn), place one damage token on the stairs for each card that 4. Strike the Boss: Place one damage token on the boss for each that
cannot be discarded because the deck is empty. When there are three is covered. If the boss has damage equal to its health, the heroes win!
damage tokens on the stairs, immediately remove them and place one 5. New Round: Clear all dice off the boss card, and start a new round.
damage token on any hero. Since Suffer Consequences happens before damage is dealt to the boss, the
• If the stairs are revealed during an encounter or while spending time for game can end before the heroes win, even if they covered enough . Each
its consequences, damage caused by the stairs is not considered to be part skill can be used once per round. Since the dungeon card is no longer visible,
of the consequences of the encounter. its effects do not apply to the Boss Fight.

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CAMPAIGN MODE FOUR PLAYER RULES (CONTINUED)
When playing Campaign Mode, choose a challenge tier before starting: • Encounters: The party must split up into two pairs to have the two
• Novice: Start at experience level 2 (with 2 potions total) encounters. They may be resolved in either order. Damage from
• Standard: Start with one random card as XP. +1 checkmark at game end. consequences and effects from an encounter must be assigned to a
• Veteran: No special rules. +2 checkmarks at game end. hero in that encounter. Each encounter requires all dungeon boxes
• Fearless: Start without a potion. +3 checkmarks at game end. to be filled, and all dice are cleared before the second encounter.
At the end of the game, check off boxes on your hero’s campaign sheet: one • Loot: After both encounters are complete, the party chooses how to
checkmark per level-up or descent, and three for killing the boss. After an easy assign the two cards as loot. One hero can claim both cards, if desired.
dungeon, you can only check off green circles; after a medium dungeon, green • Level Up: XP required to level up is doubled. The entire party levels up
circles or yellow squares; after a hard dungeon, any spaces. together, and gains two potions instead of one when doing so.
• Stairs: The 4P stairs card is used. Every time six tokens are placed on
Talents on the campaign sheet, once fully checked off, can be used as if they
the stairs, two heroes each take one damage token.
were free skills during an encounter, as long as they have an icon matching the
• Boss: The boss has double health. During each boss round, the party
encounter type. Combat talents can be used both in Combat Encounters and
splits up into two pairs. Each pair, in turn, has a normal 2P round against
the Boss Fight. Before the start of a game, each hero must choose one focus
the boss (roll dice, use skills, suffer consequences, deal damage, clear
group to use talents from. Heroes can also always use basic talents.
dice). If the first pair kills the boss, the game ends before the second pair
FOUR PLAYER RULES has to fight. The party can split up differently in each round.
A four player game requires two sets of One Deck Dungeon, and the following Some other minor differences:
changes to rules: • Minotaur: X = 2 times damage, instead of 4 times damage.
• Setup: Each of the four players chooses a hero. Flip hero and experience • Stairs: Damage caused by stairs can go to any two of the four heroes,
level cards to the 2P side, and the stairs card to the 4P side. Place two regardless of who is in the current encounter.
potions on the Turn Reference, or four if on the novice challenge tier. • Explore: If you would create a door with only one card, discard it
Shuffle both decks together to form one encounter deck. instead.
• Time Passes: Spend four time instead of two, each turn. • Time Passes: The dungeon effects Sticky Surrounding, Hall of Statues,
• Explore: Each closed door is two face-down cards in a stack. and Crumbling Walls all have their time costs doubled.
• Enter a Room: Flip both cards in the stack face-up to become one open • Invisibility Potion: An invisibility potion skips an encounter for one
door. The party must choose to flee or have two encounters. pair of heroes. The other encounter is unaffected.

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FAQ Credits

Q: How do Healing Potions work? Created by Chris Cieslik


A: At the start of a turn, any hero can drink a healing potion to remove Graphic Design by Alanna Cervenak
three damage tokens. Right after taking damage (to avoid losing), any Art by Will Pitzer
hero can drink a healing potion to remove two damage tokens. Editing by Alys Dutton
Q: Are dice/potions/damage tokens limited? Playtesting & Development: Eric Reuss, Julia Urquhart, Kat
A: Dice are limited. There are only 8 each of Agility, Strength, and Dutton, Rob Seater, Mike Walsh, Marc Hartstein, Jacob Davenport,
Magic dice, and 6 Heroic dice. Remember that discarded or spent Evan Derrick, Kevin O’Brien, the many people who downloaded
dice are returned to the supply and available for use immediately. and tried our Print and Play, and everyone who visited our
Potion tokens and Damage tokens are unlimited -- if you run out, Department of Fun room at GenCon 2015 and 2016!
use substitutes. Thank you to all our Kickstarter backers!
Q: How do Armor Boxes work?
A: Imagine all the challenge boxes are divided into two groups. One
VISIT US ONLINE
group is all the boxes with the armor symbol. The other group is the @AsmadiGames
rest of the boxes. Until all boxes in the armor group are full, no dice
can be placed in the other group. asmadigames.com + OneDeckDungeon.com

Q: Can I use Heroic Dice to pay for skills? facebook.com/AsmadiGames


A: Yes. They can be used as if they were any of the three other colors. twitch.tv/AsmadiGames
Q: If the boss dies in the same round as the game ends, do we win? Get the One Deck Dungeon Soundtrack and other
A: To win the Boss Fight, you must survive damage in the final round. bonus content from OneDeckDungeon.com!
The boss takes damage in a step after the heroes do.
© 2017 Asmadi Games
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