Super Dungeon Explore Rulebook Lite
Super Dungeon Explore Rulebook Lite
™
TABLE OF CONTENTS
WELCOME ADVENTURERS...................3 YOU HAVE DIED.............................. 18
COMPONENTS...................................4 POTIONS........................................ 19
SHARING POTIONS........................................ 19
GAME OVERVIEW..............................5
BASIC ACTIONS............................... 19
GAME TERMS....................................5 OFFENSIVE.................................................... 19
SUPPORT....................................................... 19
GAME CARDS....................................6
POWER-UP...................................... 20
GAME SETUP.....................................8 1. REWARDS................................................ 20
1. CHOOSE CONSUL PLAYER........................... 8 2. PRINCESS COINS...................................... 21
2. SELECT HEROES.......................................... 8 3. EQUIPMENT............................................. 21
3. BUILD DUNGEON....................................... 9 4. MIGHTY MONSTERS................................. 22
4. CARDS, DICE, AND TOKENS...................... 10
5. SPAWN MONSTERS....................................11 BOSS FIGHT..................................... 24
6. HEROES ENTER DUNGEON........................ 12
7. TIME TO EXPLORE!................................... 12 ADVANCED RULES............................ 25
ABILITIES....................................................... 25
PLAY OVERVIEW.............................. 13 AFFINITY....................................................... 26
HERO TURN................................................... 13 BOO BOOTY.................................................. 26
CONSUL TURN............................................... 13 AREA EFFECTS................................................ 26
VICTORY....................................................... 13 CONTROL EFFECTS......................................... 29
RULE PRIORITY.............................................. 30
ACTIVATION................................... 14 SHAPESHIFT................................................... 30
UPKEEP......................................................... 14
STATUS EFFECTS............................................. 30
MOVEMENT POINTS....................................... 14
ACTION POINTS............................................. 15 EXPANDING THE GAME.................... 31
1. DETERMINE LINE OF SIGHT....................... 15 ALTERNATE SPAWNING POINTS....................... 31
2. CHECK RANGE......................................... 16 ADDITIONAL CARDS....................................... 31
3. MAKE OFFENSE ROLL............................... 16 ADJUSTING DIFFICULTY.................................. 31
4. TARGET MAKES DEFENSE ROLL.................. 16 GAME SIZE..................................................... 32
5. COMPARE RESULTS................................... 16 ALTERNATE TILES........................................... 33
6. RESOLVE EFFECTS..................................... 16 ALTERNATE MIGHTY MONSTER CHARTS........... 33
OFFENSE ROLL WINS - SUPPORT........... 17 ALTERNATE GAME MODES.............................. 33
OFFENSE ROLL WINS - OFFENSE........... 17
DEFENSE ROLL WINS........................... 17 RESCUE THE PRINCE........................ 34
REROLLS........................................................ 17
CRITICAL SUCCESS......................................... 17
FIND THE ARTIFACT......................... 35
REFERENCE..................................... 36
CREDITS
Super Dungeon Created by: Chris Layout and Graphic Design: Kris Aubin Photography: Karmella Martinez
Birkenhagen, John Cadice, and Deke Stella Illustration: Elmer Damaso, and Nick Toennis
Game Design: David Freeman, Justin Dan Dussault, Heath Foley, and Ein Lee Sales Manager: Joaquin Meier
Gibbs, and Deke Stella Editing and Proofing: David Freeman, Special Thanks To: All of our fans
Fiction: Chris Bodan and Deke Stella Justin Gibbs, David Hanold, and Deke Stella whose excitement for the world of
Creative Director: John Cadice Sculpting: Ben Misenar and Super Dungeon knows no bounds! Your
Jon Stoneman enthusiasm and love have helped us create
Production Managers: Chris something special.
Birkenhagen and Otto Rehfield Painting: Elizabeth Beckley,
Project Managers: David Freeman, Drew Drescher, Mark Maxey, Minx Studio
David Hanold, and Deke Stella
2x Kobold Warrens 3x Kobold Knuckleheads 3x Kobold Gougers 1x Egg Clutch 2x Whelps 2x Wyrmling 2x Hatchlings
2x Crystal Tokens:
64x Status Effect Tokens Citrine, Amethyst,
8 each of: Bane, Fire, Hex, Emerald, Sapphire, Ruby
Ice, Immobile, Knockdown,
Poison, Slow
52x Loot 47x Treasure 4x Relic 6x Tile 6x Mighty 6x Hero 15x Explore 6x Hero
Cards Cards Cards Effect Monster Cards Monster Reference
Cards Reference Cards Cards Cards
Super Dungeon:
Explore Rulebook
GAME TERMS
There are several game terms players must be familiar MONSTER
with before beginning the game. All models, except spawning points, which are controlled
by the Consul are collectively referred to as monsters.
DISCARD
When a player is required to discard a card, place the PARTY
card face up on top of any previously discarded cards, All models controlled by any Hero player, including
next to the card’s deck. When a player is required to the Heroes, are collectively referred to as the party.
discard a token, place the token in the token pile with the
other tokens which are not currently in use.
PLACE
Some game effects will instruct players to place a model
DRAW in a specific location in the dungeon. To place the model,
When a player is required to draw a card from a deck, the pick it up and put it in the location specified by the effect.
player takes the top card from the specified deck. When This does not count as moving and all dungeon elements,
the last card of a deck is drawn, players immediately tile effects, and models are ignored, except for those
shuffle the deck’s discard pile and place it face down to which affect the square in which the model is placed.
create a new deck.
SPEND
FRIENDLY & ENEMY Some game effects require a player to spend points,
Some abilities and effects refer to friendly or enemy cards, or tokens in order to trigger the effect. When
models. When playing a Hero, any model controlled by spending points, the player must keep track of how
the Consul is an enemy, and any model controlled by a many points have been spent, and may not spend more
fellow Hero is friendly. When playing the Consul, any than the total points the model has available. When
model controlled by a Hero is an enemy, and any model spending cards or tokens, the required number and type
controlled by the Consul is friendly. specified must be discarded in order to trigger the game
effect the player wishes to perform.
An action may only target or affect enemy models,
unless it is an Augment or Dangerous action, as
explained in the Activation section.
HERO CARD
NAME: The model’s name. MOVEMENT POINTS: Spend
one point to move one square.
TYPE: The model’s type. Some
game effects only affect specific ACTION POINTS: Spend action
model types. points to perform Basic Actions
listed on the Hero Reference Card
or Unique Actions listed on the
EQUIPMENT SLOTS: Each
model’s card.
Hero has four colored-crystal
equipment slots. Heroes may
equip one equipment card of ATTACK ICONS: An attribute
the corresponding color on each with an attack icon may be used
side. (Heroes only.) to make a basic attack offensive
action. The number is the range
in squares.
AFFINITY: The color of Goddess Melee Attacks use STR
Crystals the model has affinity
Magic Attacks use WILL
with. Some game effects only
affect specific affinities. Missile Attacks use DEX
MONSTER CARD
MOVEMENT POINTS: Spend
NAME: The model’s name. one point to move one square.
TREASURE
CHESTS
DUNGEON TILE
Now that the dungeon has been built, the Consul should go through and explain the following elements to all players:
BACKPACK DASHBOARD
The backpack has lots of helpful resources for players. Have a look over it to familiarize yourself!
x+1
Place a number of Princess Coin tokens on the backpack
equal to the number of Heroes in the party plus one
(three Heroes receive four Princess Coins, four Heroes
7. TIME TO EXPLORE!
The game is all set up. Time to start slaying some
receive five, etc.).
monsters! The Heroes always take first turn.
Treasure
Chest
Tokens
Monster Game
Hero Game Cards
Cards
Backpack
Dashboard Dice &
Tokens
FREE ACTIVATIONS
The Consul may activate all 8-Bit and SUPER monsters that
TURNS EXAMPLE began the Consul Turn in play for free. These activations
Royal Paladin & Ember Mage Turn → Consul do not count towards the four skull points the Consul may
Turn → Glimmerdusk Ranger & Ember Mage activate. The free monsters may activate in any combination
Turn → Consul Turn → Royal Paladin & with the monsters activated through skull points. For
Glimmerdusk Ranger Turn → Consul Turn → example, a two skull point monster can activate, followed
Ember Mage & Royal Paladin Turn by a free monster, followed by a one skull point monster. If
an 8-Bit or SUPER monster is spawned or placed into the
dungeon during the Consul Turn, it may only be activated
by spending skull points.
CONSUL TURN
During the Consul Turn, the Consul will activate VICTORY
monsters. Monsters may be activated in any order the If at any time one of the following conditions are met the
Consul wishes. A monster must complete its entire game is over, and a side may immediately declare victory.
activation before another monster may be activated.
Monsters may be activated in consecutive Consul Turns,
but may not be activated multiple times in the same turn. CONSUL VICTORY
If one or more Heroes are destroyed, and the party does
After monsters have completed their activations, proceed not have enough remaining Princess Coins to revive all
to Power-Up, page 20. destroyed Heroes.
The Consul has prevailed and darkness tightens its grip
Play then moves to the Hero Turn.
upon Crystalia!
2 1
3 2
1 Herbalist: , 6 , Remedy
The offense roll wins if it has more stars than the defense
roll. The defense roll wins if it has an equal number or
more stars than the offense roll.
Count the total number of stars that were rolled, plus any
bonus stars the model may have for the attribute. Any
blank faces, hearts, or potions rolled do not count as stars.
1. REWARDS
The party earns rewards for its accomplishments during
x3=
the activation phase. The party places earned rewards in For every three skull points of 8-Bit monsters destroyed
the backpack. Rewards may be used by any Hero. Draw draw 1 loot card.
cards according to the Rewards Chart to the right.
=
cards the Heroes may draw in a turn. Heroes draw one
loot for every full three skull points of 8-Bit monsters
destroyed in one turn; if the Heroes only destroy one or
two skull points worth of 8-Bit monsters, they do not For each 16-Bit monster destroyed draw 2 loot cards.
carry over to subsequent turns.
The party may not draw loot cards for monsters that were
destroyed during the Consul Turn (such as from Fire
or Backlash) or that possess the Insignificant ability.
Rewards for destroying spawning points or which result
=
in treasure cards may be drawn as normal, regardless of
For each mini-boss destroyed draw 1 treasure card.
the turn it was destroyed.
#+1=
For each spawning point destroyed draw loot cards
equal to the tile number it was on plus one, (e.g.
two for the first tile, three for the second, four for
the third).
#=
or abilities that allow them
to draw additional treasure
cards. These actions and
abilities increase the number For each boo booty destroyed draw a number of treasure
of treasure cards Heroes have cards equal to the tile on which the boo booty was
to choose from when selecting spawned (one for the first tile, two for the second tile, and
a single treasure; they do not three for the third tile). The Heroes select one treasure
provide separate treasure card and discard the rest.
draws. Only a single treasure
may be chosen, as usual.
= #+1 per turn, the party may choose to discard exactly six loot
cards from the backpack to draw one treasure card and
place it into the backpack; this treasure may be equipped
Starting Princess Coins are equal to the immediately. Remember that boo booties only come into
number of Heroes, plus one. play when opening a treasure chest, so discard any boo
booties drawn in this way and redraw.
3. EQUIPMENT
Drawn loot and treasure cards are called equipment.
Any Hero may be equipped during the Heroes’ power-up
phase. Each Hero has four colored-crystal equipment
slots along the edge of its card: citrine , ruby ,
emerald , and sapphire . Each equipment card has
a corresponding crystal color indicating the slot to which
it can be equipped.
Start: Place the dungeon boss 16-Bit: The Consul may spawn Bonuses: Monsters gain Dungeon Boss: Spawn the
here at the start of the game. 16-Bit monsters this turn. the chosen bonus. dungeon boss this turn.
Skulls: The number listed Bonuses: Monsters Mini-Boss: Spawn Boss Sighting: Boss sighting
here is how many skull points gain the chosen bonus. mini-boss this turn. this turn.
the Consul spawns.
SPAWNING POINTS
AND RELICS
Once the boss fight starts, all remaining spawning
points channel their energy to the dungeon boss.
When the dungeon boss spawns, it may choose
and equip up to one relic equipment card for each BOSS FIGHT CARD
spawning point remaining in the dungeon. All A dungeon boss spawning is a
spawning points are then removed. (Heroes do not get momentous event, and triggers events
loot for spawning points removed in this way.) that can change the nature of the
dungeon. Every dungeon boss includes a
boss fight card, listing unique rules that
affect the game once the dungeon boss
has spawned.
BOSS SPAWN
Immediately after the boss spawns, resolve any effects
listed under Boss Spawn.
TIMEOUT
Immediately after the boss has a number of wound tokens
equal to, or greater than, half of the number of hearts on
its card, a timeout is triggered. Before any further actions
Tuck the relic card underneath the dungeon boss’s card are carried out, perform all of the following steps:
until only the name and abilities of the relic are showing.
1. The party may choose one Hero and discard any
(This takes up an equipment slot and works just like
number of equipment cards from the backpack. The
equipping loot or treasure to Heroes.) The dungeon boss
chosen Hero Heals 1 (pg. 25) for each equipment
gains all the abilities and bonuses listed on the relic card
card discarded in this way.
exactly as though they were printed on the model’s card.
Some relics may have a portrait of a specific dungeon boss 2. The dungeon boss becomes immune to critical success
on its card; if it does, it may only be chosen by the shown for the remainder of the game. It will not suffer
dungeon boss. additional wounds or effects due to critical success.
3. Resolve any timeout effects listed on the Boss
Fight card.
A timeout is only triggered once, even if the boss later
heals and then suffers enough wounds to trigger a
timeout additional times.
ARC: After resolving an action with Arc, choose another IMMUNE X: A model with Immune X is immune
model within two squares of the last model targeted and to the negative status effect shown by the icon. If a model
which has not already been targeted. Resolve the action that is suffering a status effect gains Immune X to that
effect remove the status effect token immediately.
again, rolling one less dice of the player’s choice against
the new target. Continue choosing new targets in this INSIGNIFICANT: Models with Insignificant are not
manner until Arc fails to inflict a wound, or no dice counted when determining loot.
remain, or there is no new target in range.
MASSIVE DAMAGE: When an offensive action
BACKLASH: If a model targeted by an offensive with Massive Damage inflicts a wound, it inflicts two
action possesses Backlash and wins the defense roll, wounds instead.
the model making the offense roll suffers one wound.
A model may not draw a loot card for destroying a MOB: When making a Melee offensive action, a model
model due to Backlash. with Mob adds +1 STR to its offense roll for every
additional model with Mob that is in range of its target,
BLESSING: A tile effect with Blessing bestows a up to +3 STR. (For example, most Kobolds have Mob. A
positive effect, specified on the tile effect’s card, to Kobold Knucklehead is targeting the Royal Paladin with
models within the tile. Blessings only affect Hero, elite a Melee action. If there are two Kobold Gougers, who also
and minion models. have Mob, that are close enough to the Royal Paladin to
take Melee actions against the Paladin, the Knucklehead
BURROW: A model with Burrow may move through will gain +2 STR to its attack from its Mob ability.)
walls, and treats difficult terrain and structure squares
as open squares. All non-blessing tile effects in those ONE USE ONLY: An action with One Use Only may
squares are ignored. only be used a single time during the game, once it has
been used it may not be used again.
CURSED: Equipment with Cursed must be equipped
during power-up if any Hero has an available slot, SHAPESHIFT X: The model may Shapeshift into the
and cannot be removed or discarded unless the model model listed. (See Shapeshift, page 30.)
is destroyed.
SMALL: An enemy model may only target a Small model
FLY: A model with Fly treats difficult terrain, chasm, and if it is within three squares of the Small model.
structure squares as open squares. All non-blessing tile
effects in those squares are ignored. Structure squares do STATUS EFFECTS: If a model has a status effect listed
not block line of sight to or from models with Fly. as one of its abilities any successful offensive action it
performs inflicts the status effect upon its target. See
HEAL X: A model affected by Heal may remove a Status Effects, page 30.
number of wound tokens or a number of status effect
tokens, in any combination, equal to the value of X. STEALTH: Actions targeting a model with Stealth
reduce their Range by 3, to a minimum of 1.
HOOKSHOT: Actions with Hookshot do not require
line of sight to target a model. Range must still be SUREFOOT: A model with Surefoot treats difficult
counted around spaces that block line of sight, such as terrain squares as open squares. All non-blessing tile
walls and structures. effects in those squares are ignored.
BOO BOOTY If the area effect action requires an offense roll, the model
using the action makes a single roll. Every model within
Boo booty are a special type of monster. In addition to
the area is allowed to make a defense roll.
its game card, each boo booty has a treasure card that is
shuffled into the Treasure Deck. Friendly models, including the user, are not affected
by area effects unless they are Augment or
When a boo booty is drawn, replace the treasure chest
Dangerous actions.
token with the boo booty token and game card. Any
additional treasure cards that were drawn are discarded. If a model is affected by two area effects simultaneously
the effects are cumulative as long as the actions’
A boo booty token is treated exactly as if it were a
names are different, even if their effects are the same.
monster model and may be activated as normal. When a
If the actions’ names are the same, the effects are not
boo booty is destroyed, the Heroes may draw a number
cumulative. For example, the Royal Paladin may use the
of cards from the Treasure Deck during power-up equal
Iron Halo action as many times as it likes, but only one
to the tile on which the boo booty was spawned (one
dice bonus from Iron Halo will ever apply (the Paladin is
for the first tile, two for the second tile, and three for
just wasting action points by taking Iron Halo again).
the third tile). The Heroes select one treasure card and
discard the rest.
BURST 1
CROSS 2
LARGE BASE
BURST 1
LARGE BASE
WAVE 1 | AURA 1
LANCE 5
LARGE BASE
SWEEP X
A sweep effect hits every model within X squares of a
single side of the user’s square along a straight line. Sweep
effects may not be used along diagonals.
SWEEP 2
WAVE 1 | AURA 1
LARGE BASE
SWEEP 2
LARGE BASE
COMPEL X
A model targeted by Compel may be moved a number
of squares up to the value of X in any direction.
COMPEL 2
PUSH X
A model targeted by Push may be moved a number of
squares up to the value of X away from the model using
Push. Each square moved must increase the distance
between the two models. If the target model cannot be
moved further away, such as from contact with a wall,
the model immediately stops.
PUSH 3
Immobile Knockdown
Poison Slow
ALTERNATE MIGHTY
MONSTER CHARTS
As Super Dungeon: Explore continues to expand, new
Mighty Monster Charts will be released. If you wish to
Forgotten King Tileset use a different Mighty Monster Chart, simply agree to it
with your group before the game and use it instead of the
chart included in this set. Some Mighty Monster Charts
may be specific to certain dungeon bosses or other game
features, if so this will be noted on the chart.
SPECIAL RULES
A Hero adjacent to the prince token may use the Interact
basic action to remove the prince token from the dungeon
and place it on the Hero’s card. A Hero carrying the
prince token may not Dash, and may not be placed using
actions or abilities (though it may be pushed, compelled,
etc.). At the end of the Hero Turn, if there is a Hero
carrying the prince token and the Hero did not activate,
it may move up to 5 squares (following the normal rules
for movement).
SPECIAL RULES
Once per activation, a Hero may use the Interact basic
action to flip over an adjacent crystal token. If the token
is a decoy, discard it and gain one loot. If the token is
the artifact do the following in order:
CONSUL TURN SUMMARY HEX: A model suffering Hex discards the highest
Perform the following: result rolled anytime it makes an offense roll.
• Activate all 8-Bit and super monsters that began the
Consul Turn in play for free. ICE: A model suffering Ice may not use unique
• Activate up to 4 skull points of 16-Bit monsters, or 8-Bit actions.
and super monsters spawned during this turn. (Monsters
KNOCKDOWN: A model suffering Knockdown
may be activated in any order. e.g. mixing free and skull
may not move or perform any other action until it
point activations.)
spends one action point or all of its movement points
• Power-Up Phase. (Remember to advance the Mighty
to remove the Knockdown token.
Monster Chart!)
POISON: A model suffering Poison reduces its total
number of action points by 1, to a minimum of 1.
ACTION ICONS (PAGE 15)
Offensive Action: Inflict a single wound if successful. SLOW: A model suffering Slow halves its movement
Support Action: Do not inflict wounds, only effects. points, rounding up.
Augment: May only target or affect friendly models. IMMOBILE: A model affected by Immobile may not
Dangerous: May target and will affect friendly and enemy models. move during its next activation.
Defense: May use attribute for defense roll. IMMUNE: STATUS EFFECTS: A model that is
Immune: Status Effects can never suffer the negative
effects of status effects. If a model that is suffering a
BASIC ACTIONS (PAGE 19) status effect gains Immune: Status Effects remove all
1 Magic Attack: Make an offensive action using WILL. status effect tokens immediately.
1 Melee Attack: Make an offensive action using STR.
IMMUNE X: A model with Immune X is immune to
1 Missile Attack: Make an offensive action using DEX. the negative status effect shown by the icon. If a model
1 Dash: Move two squares. that is suffering a status effect gains Immune X to that
effect remove the status effect token immediately. e.g.
1 Open Chest: Open an adjacent Treasure Chest.
A model with is immune to Poison.