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