5-Minute Dungeon - Instructions
5-Minute Dungeon - Instructions
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3. USING SPECIAL ABILITIES REFILLING YOUR HAND
Each hero has a special ability that they can Anytime you play or discard cards, immediately refill your Number of Players Starting Hand Size
use to help the team. The ability for each hero hand back to its starting size (see table to right). 2 players 5 cards
is described on the bottom of their Hero Mat.
Anytime you have more cards in your hand than your 3 players 4 cards
To use your ability, discard 3 cards face-up starting hand size, do not refill your hand until you have 4 or 5 players 3 cards
to the Discard Pile space on your Hero Mat, fewer cards than your starting hand size.
announce your ability to the party, and
perform the action on your Hero Mat.
RUNNING OUT OF CARDS
If youre out of cards in your hand and draw pile, you cant do anything until
NOTE
one of the following cards brings you back into the game:
1. If you dont have 3 cards to discard, you cannot use your ability.
2. If your ability allows you to defeat a certain Door Card type (Monster, Obstacle or
Person), then you can only use your ability when facing a Door Card of that type.
All other abilities can be used anytime.
3. Using an ability does not count as playing a card. That means you can use your
ability while time is paused without restarting the clock!
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WINNING LOSING
If you defeat all the Door Cards, Challenge Cards and the Baby Barbarian, you have conquered the first There are three ways the dungeon can get the best of your party:
Dungeon! Congratulations! If time runs out before you and your party defeat the
Your adventure is not over yet, though! Youll have to fight through four more dungeons and ultimately Dungeon Boss, or
defeat The Dungeon Master to win the game. If all players run out of cards, or
If your party is unable to match the symbols of a card in
PREPARING THE NEXT DUNGEON the Dungeon and cannot use a hero ability or action card
Gather all of the cards and sort them back into their respective to defeat it.
decks and return Hero Decks to the appropriate players. If you find yourself in any of these situations, your party has
Put the Boss Mat for the next Dungeon in the center of the table. perished in the dungeon! Start over at Baby Barbarian (Boss #1)
Construct the Dungeon for the new boss as indicated in the section and try again.
Preparing the Dungeon.
Reset the timer to 5 minutes and go defeat the new Dungeon!
SORCERESS &
WIZARD
PALADIN BARBARIAN
PALADIN BARBARIAN & GLADIATOR
& GLADIATOR & VALKYRIE
& VALKYRIE
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HERO DECKS MEET THE HEROES
There are two types of cards in the Hero Decks: SORCERESS & WIZARD
Resource Cards have one or more large symbols in the These heroes specialize in arcane knowledge, so
middle. These are used to defeat cards in the Dungeon they are the best heroes to rely on when you need
by matching the symbols. Scrolls.
The Wizards Stop Time ability pauses the game
timer. It remains paused until a player plays a card. Cancel stops Events on Challenge Cards.
Discarding cards, using abilities, or turning over a It is especially useful for protecting your
RESOURCES: party from events that would force you to
SCROLL, JUMP, SWORD, SHIELD AND ARROW
new Door Card does not restart the timer.
discard, such as Sudden Illness.
Action Cards are cards unique to each Hero Deck. Some of these Magic Bombs provide one of each
allow you to defeat certain types of cards in the Dungeon, while symbol when played, so they are
others let you draw, steal, or give away cards. All Action Cards have useful for cards in the Dungeon that
a black border. require many different symbols.
You dont have to use all the symbols
when you play a Magic Bomb.
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PALADIN & VALKYRIE BARBARIAN & GLADIATOR
These heavily armored defenders are the This powerful pair prefers to use brute force
heroes with the most Shield symbols in their melee attacks to defeat challenges that they
deck. face. As a result, their deck is the best one in
which to find Swords.
Divine Shield pauses the timer
and also allows all players to draw
a card. Aside from the Wizards
ability, this is the only way players Heal allows a single player to put all of their
can pause the timer. discarded cards back into their deck. This card Double Symbol Cards count as Enrage allows you to choose two players
can save a player who has run out of cards! a sword plus one other symbol. to draw 3 cards.
These are best used on cards in the
You may choose yourself as one of the
Dungeon that have both symbols on
players if you like!
them, but in a pinch they can serve
The Holy Hand Grenade allows you
as one or the other. You dont have
to instantly overcome any challenge Health Potion allows all players to recover 3
to use both symbols when you play
you may face, including mini- cards from their discard pile back into their
them.
bosses and bosses. It is the only hand. This card is best used right after the
card in the game that can defeat party has been forced to discard useful cards
Boss card types. due to a Sudden Illness or other event.
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NINJA & THIEF HUNTRESS & RANGER
These nimble heroes are masters of stealth and These two nature-loving heroes are very skilled
evasion, which is why they have more Jump with ranged weapons, so theyre the best choice
symbols in their deck than any other heroes. when you need Arrow symbols.
The Huntress Animal Companion ability allows
Donate allows you to give your her to pick another player to draw 4 cards. She
hand to another player. This card cannot pick herself.
is helpful when you have good Steal allows you to take another players
cards in your hand that you want hand, which can be helpful if they want Healing Herbs allow you to have a player
Wild Cards can be played as any recover 4 cards from their discard pile
to keep, but also need to search to use their ability but have cards in their
one symbol of your choice. to their hand. This card is best used if
for something else. Donating your hand that they dont want to lose.
hand to another player keeps a player has just been forced to discard
your good cards in the game but also lets you something useful.
immediately draw a new hand.
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THE DUNGEON DOOR CARDS
A Dungeon consists of a Boss Mat, many Door Cards, and a few Challenge Cards. Each Door Card represents a challenge that
your party must overcome. Door Cards have
the following information on them:
BOSS MATS A. A description of the challenge your party
will face.
Boss Mats represent the final challenge your party
must face in order to conquer a dungeon. Each Boss B. A number of symbols, which can be
Mat shows: Swords, Arrows, Scrolls, Jumps, and
Shields. Your party can defeat a Door Card
A. The boss number. Youll be starting with by playing Resource Cards that match all of
Boss #1 (Baby Barbarian) and working your way these symbols.
up to Boss #5 (The Dungeon Master).
C. A type, which can be Monster, Obstacle or
B. The symbols needed to defeat this boss. Person. Some special cards and abilities
C. The number of Door Cards needed to create allow you to defeat a card without having to
this boss Dungeon. match the symbols on the card.
NOTE: Start with Baby Barbarian (Boss #1). If you defeat
it, move on to The Grime Reaper (Boss #2), and so on.
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CHALLENGE CARDS CREDITS
When creating your Dungeon, youll shuffle in two Challenge Cards for each player in the game. Game Design by Connor Reid
Challenge Cards have a horned skull on the back of the card, and come in two varieties: Artwork by Alex Diochon
NOTE: Players dont take turns. Any player can play a card at any time.
Anytime you play or discard cards, refill your hand until its back to its starting size.
Do not refill your hand if you have more cards than your starting hand size.