1. Equipment cards
    1. Potions
      1. Used only once
      2. Used/revealed at any moment
    2. Objects (weapons/armor)
      1. Face-up beside adventurer card
      2. permanent effects
      3. Equipment phase only
    3. Quests
      1. Turned face-up/resolved
      2. May do again - pay dungeon cards - unlimited times
      3. Equipment phase only
    4. May require spending dungeon card(s)
    5. Number and type needed are indicated by icons
  2. Game Preparation
    1. Adventurer Player
      1. Choose 1 to 4 adventurers
        1. Place face-up
      2. Choose equipment cards
        1. Bring card total to 5 (includes adventurer cards)
        2. Place face-down
        3. Look at any time - reveal when used
    2. Dungeon master
      1. 48 dungeon cards
        1. Shuffle / Make 3 face-down decks of 16
        2. Neither player can look at them
        3. Turn up top card on decks
      2. Place monster card face-up
      3. Distribute tokens
        1. Dungeon Master - 1 black fear token per character
        2. Adventurer Player
          1. 5 red courage tokens
          2. 1 blue mana token on each adventurer
  3. Dungeon Cards
    1. 4 Types
      1. Blue
      2. Red
      3. Green
      4. Yellow
    2. 6 families
      1. Demons
      2. Undead
      3. Dragons
      4. Greenskins
      5. Bubbleyes
      6. Traps
    3. Mana icon (blue) provides one mana token when defeated
  4. Adventurer
    1. Temporary Power
      1. Requires Mana
        1. One Token at a time
        2. Replenished by dungeon card
    2. Skill
    3. Ultimate Power
      1. During equipment phase
      2. Requires Dungeon Card(s)
        1. Number of cards depends on # in group
        2. One or more of each type
  5. Game Turn Execution
    1. 1. Construction Phase
      1. DM Chooose to switch 2 dungeon decks
    2. 2. Equipment Phase
      1. Adventurer Player reveals equipment cards
      2. Characters can use ultimate power
    3. 3. Combat Phase
      1. Adventurers choose corridor
      2. DM Flip card face-up if not already
      3. Single 1d6 roll to resolve combat (for all adventurers)
        1. DM gains fear token with roll of a "1"
      4. Use (before or after rolling)
        1. skills
        2. revealed weapons/armor
        3. temporary powers
        4. potions
      5. Defeated Dungeon Card
        1. Greater or equal roll defeats
        2. Defeated card placed next to adventurers
        3. DM places new card
          1. Ambush
          2. 1 fear token
          3. card face down
          4. Tenacity
          5. 2 fear tokens
          6. Must be monster
          7. Place yellow tenacity token on card
          8. Increase monster strength by 1
          9. May not have multiples
          10. Both Tenacity and Ambush allowed
          11. DM spends 3 fear
          12. Same monster with both
        4. Take 1 mana if card allows
      6. Undefeated Dungeon Card
        1. Adventurers lose courage token
        2. DM gains 1 fear token
        3. card remains
          1. Exception: traps
          2. Remove undeafeated trap
          3. Adventurer loses 1 courage
      7. DM Invoke Horrible Luck
        1. 3 fear tokens
        2. Adventurers to reroll combat die
        3. Must do before Adventurer applies power to roll
      8. Greenskins combat
        1. 2-player game
          1. Rock, Paper, Scissors method
          2. Adventurer wins ties
        2. Solo game
          1. Use strength on card
          2. All have strength of 4
    4. 4. End of Turn
      1. Lost if courage tokens depleted
      2. Win
        1. At leat 1 courage remains
        2. Final Monster dead
  6. Solitaire Game Modifications
    1. No DM
    2. Choose a Scenario from Rulebook
    3. No Construction Phase
    4. Defeated Dungeon Cards replaced by next in deck
    5. Dungeon starts with 0 fear
    6. Dungeon does not gain fear when "1" is rolled
    7. Greenskins have 4 strength
    8. Feirce Monsters receive tenacity token automatically
    9. Bodyguard monster defeated
      1. Place Tenacity token on in-play monster with lowest strength
      2. If lowest already has token, choose next lowest, etc
      3. If all have tenacity tokens, nothing happens
    10. Defeated Psi Monster
      1. Player chooses who loses mana token
    11. Dungeon Receives fear token
      1. Consult Fate Chart in rulebook
      2. effects in italics are cumulative/permanent