If you have any questions, please contact us! Thanks for trying The Battle for Greyport! How to Assemble the Print and Play

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1 How to Assemble the Print and Play ) Cut out the locations and bosses (the page with the Mages Collegium and the Goblin King), as well as the 9 scenario cards (the page that says Hey, stop escaping! in the upper left). Leave these cards aside. They will not be shuffled into any deck. ) Cut out the coins from their page. The squares at the bottom of this page should be cut out and taped together backto-back, so that they create a double-sided turn marker. 3) Cut out the oversize character hero cards. 4) Cut out each of the 9-card starting decks. You can tell these cards by the fact that they have a character s face in the bottom right instead of a coin. 5) Cut out and assemble the 50-card hero deck and the 46-card item deck (the cards whose art looks down at objects on a table are the item cards). 6) Cut out the skull-and-bones curse cards and set them aside. 7) Cut out the 6 monster cards and separate them by the symbol in the bottom right. There are 0 goblin cards, 0 humanoid cards, 0 dragon cards, and tokens with no symbol. The token cards should be set aside, and should never be shuffled into any deck. 8) You will need to either make yourself some custom d6s or use other dice. We recommend at least two of each: :,,, 3, 3, 4 : 4, 5, 6, 6, 7, 8 The white cubes on the cards represent regular d6s with sides,, 3, 4, 5, 6. NOTE: if you don t want to make custom dice, then you can replace yellow dice with d4s and green dice with d8s. The game will be a little harder for you, but the overall play experience will be very similar. 9) You will also need a way to track damage on monsters and players. Small beads or dice work great for this. A means of keeping track of Shield effects is also useful. If you have any questions, please contact us! slugfestgames@gmail.com Thanks for trying The Battle for Greyport!

2 Rules Another day, another dungeon. You and your adventuring companions are heading to the Red Dragon Inn for a well-deserved pint when you are rudely interrupted by monsters attacking the city! The tavern will have to wait... A game of Battle for Greyport consists of a single scenario made up of several encounters. In each encounter, you will be fighting bad guys at some location in the city. Will you be victorious, or will the city burn? Components oversize character cards 3 location cards (Mages Collegium, The Garrison and The Red Dragon Inn) 9 encounter cards 4 9-card starting decks 50-card hero deck 46-card item deck Coin tokens - copper, silver and gold Turn marker 60 monster cards (0 goblins, 0 humanoids, 0 dragons ) Dragonspawn monster tokens Goblin King boss token Drog, Troll General boss token 7 curse cards

3 Heroes Damage (number or die to roll) Townsfolk Fire Mage : Draw a card : +Hero Recruitment Cost (Copper, Silver or Gold) : Splash 3 Physical Hero Magic Hero Items Damage (number or die to roll) 5 +4 Scepter of Majesty Mace Recruitment Cost (Copper, Silver or Gold) Physical Item Magic Item

4 Monsters Damage Ogre 4 Hit Points Armor Threat 3 She s a man eater. Literally. Monster Type Locations The Mages Collegium 4 Hit Points Ability Magic heroes have Dual Wield. Reward Reveal the top 5 cards of the item reinforcement deck. A player of the party s choice may recruit a magic item for free from among them and the magic reinforcement row. Shuffle the revealed cards back into the magic deck.

5 Setup Each player chooses a character and takes the corresponding 9-card starting deck and 3 character heroes. Each player shuffles their starting deck, draws a 5-card hand from it, then puts their Level character hero into their hand, for a total of 6 cards. Leave your Level and Level 3 character heroes to the side - you will use them later. Choose a scenario. For the print-and-play version, there is only one scenario - The Goblin King s Escape: ) Hey, stop escaping! ) Where did he go? 3) Save the Collegium! Take the encounter cards that correspond to the number of players in the game (as indicated by the meeple in the upper left) and place them in a pile in the above order. Create the hero reinforcement deck by shuffling the hero cards together (both physical and magic), then reveal the top four cards of that deck. Then, create an item reinforcement deck by shuffling the item cards together (again, both physical and magic). Then reveal the top four cards of that deck. The 8 revealed cards (4 heroes and 4 items) are called the reinforcement rows. Items and heroes should never be shuffled into the same reinforcement deck. Put the curse cards and the reinforcement tokens nearby. Pick a player to go first and give that player the turn marker. They should keep the marker in front of them with the color side up (the side that says Taunt ). Proceed to Encounter Setup for your first encounter! Encounter Setup Take the location card indicated on the encounter card and place it and the encounter card in the center of the play area. If the encounter card indicates one or more bosses, add those cards to the center of the play area, as well. Create or add to the monster deck by shuffling together the indicated monster subdecks. So, for example, in the Hey, stop escaping! encounter, you create your starting monster deck by shuffling together the 0 goblin monster cards, and in the Where did he go? encounter, you shuffle the 0 humanoid monster cards into the remainder of your existing monster deck. (For an extra challenge in the Where did he go? encounter, try the dragon cards instead of the humanoid cards!) Deal out monster cards to the location until their total threat level meets or exceeds the threat number next to location monsters on the encounter card. Then deal out monster cards to each player until the total threat level of that player s monsters meets or exceeds the threat number next to player monsters. Each of these groups of monsters will be referred to later in the rules as a Monster Group. If you run out of monster cards during this process, reshuffle the discarded monsters and use them as a new monster deck. Give each player the recruitment tokens indicated on the encounter card under recruitment. If there are other instructions on the encounter card, such as dealing damage to the location, follow them. If any of the revealed monsters have an Ambush ability, resolve them now in the order of the party s choice. At the bottom of each encounter card is the penalty if the current location burns down. Be sure that each player reads it, as well as the ability and reward on the location card. They are all very important!

6 After setting up the encounter, you re ready to fight some monsters! Turns On the active player s turn, each player may fight monsters in the active player s Monster Group (these are called the Active Monsters). If there are no Active Monsters, players may instead fight Location Monsters as though they were active. In any order, players may take any of the following actions: - Play a hero (limit one hero per player per turn) - Play one item on one of their heroes of matching type (red = physical, blue = magic - limit one item per hero) - A played hero may fight an Active Monster (or a Location Monster if there are no Active Monsters) - Taunt a monster with the turn marker (may be used once per turn by the active player) Card abilities are described below, but one should be explained here: Taunt. Taunt means you may take any monster not in your Monster Group and move it to your Monster Group. Playing Cards When you play a card with an ability that is marked with the actions. icon, resolve that effect before taking any other game Some abilities are marked with the icon. This icon indicates an ability that you can use anytime this turn. If you play a card with a Shield ability, you may wish to use shield tokens to help remind you that you can still use the ability. Combat abilities marked with the icon resolve when the hero those abilities are on fights a monster. You may not play an item on a hero after that hero has fought. You may not play an item on another player s hero. Fighting Monsters When a hero fights a monster, turn it sideways, but leave it in front of you. This is to remind you that you have already acted this turn, and that the hero has already fought. It s also useful for remembering Shield effects during the Damage step (see below). When a hero fights, you first declare the monster you are fighting (or monsters, in the case of Cleave). You then roll the appropriate dice. Your attack does the indicated damage to each targeted monster, in the order of your choice. Use damage markers to mark the damage dealt to the monster(s). If the total damage dealt to a monster is greater than or equal to its hit points, the monster is defeated - discard it. If all monsters are defeated, proceed to Ending an Encounter below. Action Order Players may intersperse their actions however they like. Example: on Gerki s turn, he plays a Rogue and immediately Taunts one of the Location Monsters to himself. Deirdre

7 then plays a Clergyman to make Fiona draw a card. Fiona then plays her character hero card (which counts as her hero for the turn), then plays a Mace on it and uses it to fight two of Gerki s monsters. Then Gerki plays a Buckler on his Rogue, places a shield token in front of him to help remember the effect, then fights a monster. Gerki then uses the turn marker to Taunt a monster away from Deirdre by flipping over the turn marker and moving the monster. Finally, Deirdre gives her Clergyman a Freezing Staff and uses him to fight one of Gerki s monsters. Since each character has now taken all of the actions they are allowed, Gerki ends his turn. End of Turn Monster Damage Rogue : Taunt First, the active player takes damage from each Active Monster equal to the damage number in the upper left of the monster card. You may use Shield effects to prevent some or all of this damage. If you are using Shield tokens, discard them when used. If any player has 0 or more damage, the players lose immediately (unless the scenario or encounter says otherwise). Next, the location takes damage from each Location Monster. Shield effects may not prevent this damage. If the location s total damage meets or exceeds the location s hit points, the location is destroyed. Players suffer the encounter card s penalty immediately, then, starting with the active player and proceeding clockwise, each player chooses a Location Monster and puts it in front of them. Players continue this process until there are no remaining Location Monsters. Cleanup If any played card has the icon, resolve that ability now. Then, each player discards any cards they used during the turn. If you discard your character hero card in this way, set it aside near your discard pile. You will get it back during the Reset Hand phase of your own turn. If there are any unused shield tokens still in play, discard them. Recruiting The active player must discard one recruitment token and recruit one hero or item from the reinforcement rows. A recruitment card s cost is indicated in its bottom right. Tokens may be used to buy down, so a silver token can be used to recruit a copper or silver card, and a gold token can be used to recruit anything. Tokens may not be combined to get more powerful cards, nor can they be exchanged between players. In the unlikely event that you cannot afford anything in any of the reinforcement rows, you may temporarily treat your copper tokens as though they were silver. If you still cannot afford anything, you may temporarily treat all of your recruitment tokens as though they were gold. When you recruit a card, it goes straight to your hand. When a card is recruited, immediately replace it in the reinforcement rows from the appropriate deck. Reset Hand The active player discards down to 5 cards or fewer, then refills her hand to 5, then takes her character hero card back into

8 her hand. She then passes the turn marker to the player on her left. If you need to draw a card but have no cards left in your deck, shuffle your discard pile to create your new deck. Players continue taking turns until either no monsters remain, or until a win or lose condition is met. Winning and Losing Unless otherwise specified, the players win if they defeat all bosses, even if other monsters remain. The players lose if any player has 0 or more damage. Scenarios and encounters may have additional or alternate win or lose conditions. If you d like an extra challenge, try lowering player hit points to 9 or 8! Rewards and Penalties icon. In addi- If a location burns down, each player suffers the encounter penalty immediately, as indicated by the tion, players may no longer use the location s ability. If the players remove all monsters from the location, by either taunting them or defeating them, the players immediately get the location reward. Ending an Encounter If you defeat all monsters in the current encounter, the encounter ends. Regardless of whether you defended the location or not, all players now have an opportunity to spend their remaining recruitment tokens to recruit cards from the reinforcement rows. Players may recruit in any order, one card at a time. When a card is recruited, immediately replace it in the reinforcement rows from the appropriate deck. Each player then sets aside their current character hero card and gets the card one level higher, placing it into their hand. After all players are finished recruiting, each player resets her hand. Proceed to the next encounter! Character Heroes and Leveling Fiona the Volatile Level 3 As mentioned above, you may level up between encounters, gaining new abilities to help you prepare for the final battle. Some card effects cause you to retire a hero. If you would retire your character hero, instead you level down. Set aside your current character hero card and replace it with the one corresponding to the next level down. The new character hero card ends up in the same place as your previous character hero card would have ended up (in most cases, this will be your discard pile). If your character hero is Level, just discard it instead. You do not need to level down if you are already at Level. The four playable heroes (Fiona, Gerki, Deirdre and Zot) also appear in the reinforcement deck, so that they can be recruited if no player is playing that character. : Taunt : Cleave. If Fiona has an item, she gains +.

9 If a card appears in the reinforcement rows that corresponds to one of the players in the game, retire that reinforcement card and replace it from the appropriate deck. Bosses Most scenarios include one or more bosses. Bosses are special monsters with nasty abilities and more hit points than normal monsters. Unless otherwise specified in a scenario or encounter, a boss will start out as a Location Monster. If a boss becomes active for any reason (such as Taunt), it remains active on each player s turn, so it will travel around from player to player each turn! Drog, Troll General 0x In addition, if any player deals damage to any Location Monster (including a boss), the boss immediately becomes active. Note that a monster that is taunted away from the location no longer counts as a Location Monster, so taunting away a monster and then fighting it doesn t cause the boss to become active. If an ability would cause a boss to move to any Monster Group other than the Active Monster Group, it instead moves to the Active Monster Group. Tank. When Drog damages the active player, he also damages each other player. If Goblin King is in play, Drog and Goblin King stay together at all times. (Moving one automatically moves the other.) Abilities Ambush: after dealing out monsters to the location and to players, resolve all revealed Ambush effects in the order of your choice. Armor: some monsters have a shield icon on the right edge of their card. Armor X means each time damage would be dealt to this monster, reduce that damage by X. Note that fights from multiple heroes count as multiple instances of damage. In addition, non-fight damage such as Splash and Snipe are each individual instances of damage, so armor will apply to them all individually. Cleave: this hero may fight two monsters (it deals full damage to both). Note that a hero may never fight two monsters in different Monster Groups. If a hero somehow gets multiple instances of Cleave, they still fight only two monsters, not three or more. You must declare both fight targets before rolling your fight dice. After rolling the dice, you may choose the order in which monsters take damage. Example: The Active Monsters are Drog, Troll General, who has 5 HP left, and the Goblin King, which has 5 armor while Drog is in play. Fiona has Cleave and decides to fight both of them. She rolls 6 damage. She may choose to deal 6 damage to Drog first, defeating him. This causes the Goblin King to no longer have armor, so Fiona then deals a full 6 damage to the Goblin King. Cursed: when this monster deals damage to a player, that player gains a curse card, putting it in their discard pile. If the monster deals more than one damage to a player, the player only gains one curse. Dual Wield: this hero may use two items. If a hero somehow gets multiple instances of Dual Wield, they still may only use two items, not three or more. +Hero: you may play another hero this turn. Immune to Splash: this monster takes no damage from Splash effects. Immune to Taunt: this monster can t be moved with Taunt effects.

10 Ranged: a hero may not fight a Ranged monster in a Monster Group unless that hero is also fighting all non-ranged monsters in that Monster Group. Example: Fiona has Cleave. The Active Monster Group consists of a Goblin Archer (Ranged) and a Frenzy Goblin. She may fight both monsters. If there were a second Frenzy Goblin, Fiona would not be allowed to fight the Goblin Archer, since she would then not be fighting all non-ranged monsters in the group. Retire: to retire a card, remove it from the game. If a game effect would cause your character hero card to be retired, level it down instead. Shield X: prevent up to X damage that would be dealt to players this turn. If multiple players would be damaged, the players choose how to divide their Shield effects. Shields do not carry over to later turns. Shields do not protect the location from taking damage. Snipe X: deal X damage to any monster in play. Note that the hero with Snipe may also fight as normal! Splash X: when this hero fights, it deals X damage to each creature that it isn t fighting in that same Monster Group. Example: Fiona has Cleave, and there are four Active Monsters. She uses Throwing Stars as her item, so she gains Splash 3. She fights two of the Active Monsters, rolling a total of 6 damage. She deals 6 damage to each of the Active Monsters she is fighting, then she deals 3 damage to each of the two Active Monsters that she isn t fighting. She does NOT deal any Splash damage to either of the monsters she fought, nor does she cause Splash damage to happen twice. Tank: a hero may not fight a non-tank monster in a Monster Group unless that hero is also fighting all Tanks in that Monster Group. Taunt: you may take any monster not in your Monster Group and move it to your Monster Group. The Red Dragon Inn: Battle for Greyport Playtest version Designed by Nate Heiss, Jeff Morrow and Sam Waller Art by Erin Wong All contents copyright 06 SlugFest Games West, LLC. All rights reserved.

11 Deirdre the Priestess Level : A player of your choice draws a card. Zot the Wizard Level : Splash Deirdre the Priestess Level : A player of your choice draws a card. : Shield Zot the Wizard Level : Choose one: : Each player may retire a card from their hand or discard pile. - OR - : Splash 3 Deirdre the Priestess Level 3 : A player of your choice draws a card. : Shield, Dual Wield Zot the Wizard Level 3 : Each player may retire a card from their hand or discard pile. : Splash 3

12 Deirdre Fiona the Volatile Priestess Level : A player of your choice draws a card. : Cleave Gerki Zot the Wizard Sneak Level : Snipe Splash Deirdre Fiona the Volatile Priestess Level : A player of your choice draws a card. : Taunt : Shield : Cleave Gerki Zot the Wizard Sneak Level : Choose one: : Each player may retire a : Snipe card from their hand or discard pile. - OR - : Gerki may fight any monster. : Splash 3 Deirdre Fiona the Volatile Priestess Level 3 : : A Taunt player of your choice draws : Cleave. a card. If Fiona has an item, : Shield she, gains Dual Wield +. Gerki Zot the Wizard Sneak Level 3 : Snipe 3 : Each player may retire a card : Gerki may fight any from their hand or discard pile. monster. If Gerki has an : item, Splash he 3 gains +.

13 The Mages Collegium 4 Goblin King 5x Magic heroes have Dual Wield. Reveal the top 5 cards of the item reinforcement deck. A player of the party s choice may recruit a magic item for free from among them and the magic reinforcement row. Shuffle the revealed cards back into the magic deck. Ranged. If Drog, Troll General is in play, Goblin King has 5. The Red Dragon Inn Drog, Troll General 0x The active player gets +Hero. A player of the party s choice may recruit a card from the reinforcement rows for free. Tank. When Drog damages the active player, he also damages each other player. If Goblin King is in play, Drog and Goblin King stay together at all times. (Moving one automatically moves the other.) The Garrison 6 Whenever a player recruits a physical card, that player may Snipe. Each player may retire a card from their hand or discard pile.

14 Hey, stop escaping! Location: The Garrison Setup: Monster deck: Deal damage to the location Location monsters: Player monsters: Recruitment: 3 Where did he go? Location: The Red Dragon Inn Setup: Monster deck: add Deal 3 damage to the location Location monsters: Player monsters: Recruitment: 6 3 Save the Collegium! Location: The Mages Collegium Setup: Deal damage to the location Location monsters: Player monsters: Recruitment: 8 5 Bosses: Goblin King and Drog, Troll General No effect Each player takes damage. The players lose! Hey, stop escaping! 3 Location: The Garrison Setup: Monster deck: Deal damage to the location Location monsters: Player monsters: Recruitment: 3 3 Where did he go? Location: The Red 3 Dragon Inn Setup: Monster deck: add Location monsters: Player monsters: Recruitment: 6 4 Save the Collegium! Location: The Mages Collegium Setup: Deal damage to the location Location monsters: Player monsters: Recruitment: Bosses: Goblin King and Drog, Troll General No effect Each player takes damage. The players lose! Hey, stop escaping! 4 Location: The Garrison Setup: Monster deck: Location monsters: Player monsters: Recruitment: 4 3 Where did he go? Location: The Red 4 Dragon Inn Setup: Monster deck: add Location monsters: Player monsters: Recruitment: 6 5 Save the Collegium! Location: The Mages Collegium 4 Bosses: Goblin King and Drog, Troll General Setup: Location monsters: Player monsters: Recruitment: 8 5 No effect Each player takes damage. The players lose!

15 Acolyte Acolyte Acolyte Acolyte Soldier Soldier Soldier 0 Holy Symbol Sword : Shield

16 Soldier Soldier Soldier Soldier Acolyte Acolyte Acolyte Wand of Magic Missile Sword and Board : Taunt

17 Soldier Soldier Soldier Soldier Acolyte Acolyte Acolyte Wand of Magic Missile Cloak and Dagger : + if you are not the active player.

18 Acolyte Acolyte Acolyte Acolyte Soldier Soldier Soldier Sword 0 Amulet of Inspiration : Draw a card : +Hero

19 Brother Bastian Chronos the Time Mage Collegium Elder : Each player may retire a card from their hand or discard pile. : You may declare Chronos s fight target(s) after rolling his dice. (The fight targets must still be legal.) : Taunt Cormac the Mighty Deirdre the Priestess Eve the Illusionist : If you have 7 or more damage tokens, Cormac gets +6. : Shield : Each player draws a card : +Hero Fiona the Volatile Fleck the Bard Gerki the Sneak : Taunt : Cleave : Each player draws cards, then discards a card. : Snipe : Gerki may fight any monster.

20 +4 Gog the Half-Ogre Kaylin the Renegade Ohava, Grand Cleric : Choose one: : Cleave - OR - : Play a hero from your : Dual Wield discard pile. Brewmaster Phrenk Pooky Sera the Fleetfooted : Each player draws a card, then may retire a card from their hand or discard pile. Pooky can t use items. : Cleave : +Hero + Serena the Pious Wulfric Zot the Wizard : Choose one: Serena may use magic items. Wulfric can t use items. : A player of your choice gets +Hero. : Each player may retire a card from their hand or discard pile. - OR - : Splash 3

21 Apprentice Apprentice Apprentice : Draw a card : Draw a card : Draw a card : +Hero : +Hero : +Hero Townsfolk Townsfolk Townsfolk : Draw a card : Draw a card : Draw a card : +Hero : +Hero : +Hero + Assassin + Assassin + Barbarian : Ignores Tank, Ranged and monster armor. : Ignores Tank, Ranged and monster armor. : Cleave

22 + Barbarian Berserker Berserker : + for each damage : + for each damage : Cleave tokens you have, rounded up. tokens you have, rounded up. Clergyman Clergyman Covert Operative : A player of your choice draws a card. : A player of your choice draws a card. : You may retire a card from your hand or discard pile. : Shield Covert Operative 0 Eagle Eye Sniper 0 Eagle Eye Sniper : You may retire a card from your hand or discard pile. : Shield : You may discard cards from your hand. If you do, Snipe 8. : You may discard cards from your hand. If you do, Snipe 8.

23 Fire Mage Fire Mage Holy Templar : Splash 3 : Splash 3 Holy Templar Juggernaut Juggernaut : Shield : Shield Rogue Rogue Sorcerer : Taunt : Taunt : Splash

24 Sorcerer Temple Archivist Temple Archivist : Splash : Draw a card, then you may retire a card from your hand. : Dual Wield : Draw a card, then you may retire a card from your hand. : Dual Wield Water Mage Water Mage : +Hero : +Hero

25 Amulet of Protection Amulet of Protection Attenuating Ring : Shield, Dual Wield : Shield, Dual Wield : +Hero Attenuating Ring Buckler Buckler : +Hero : Shield : Shield Circlet of Focus Circlet of Focus Dagger : You may retire a card from your hand or discard pile. : You may retire a card from your hand or discard pile. : Dual Wield : Cleave

26 Dagger 0 Elven Bow 0 Elven Bow : Dual Wield : Cleave : Snipe 6 : Snipe 6 Freezing Staff Freezing Staff 4 Greataxe : Taunt 4 Greataxe Heavy Shield Heavy Shield : Taunt : Shield : Shield

27 Holy Relic Holy Relic Kunai : Shield : Shield : Taunt : +Hero Kunai 5 Mace 5 Mace : Taunt : +Hero Projecting Ring Projecting Ring +4 Scepter of Majesty : Taunt : Taunt : Cleave : Cleave

28 +4 Scepter of Majesty 0 Scroll of Preservation 0 Scroll of Preservation The active player takes no damage this turn. : Retire this card. The active player takes no damage this turn. : Retire this card. Scythe Scythe Shortsword : Draw a card : Draw a card : + per active monster : + per active monster Shortsword Tainted Blade Tainted Blade : Retire this hero. : Retire this hero.

29 Tainted Wand Tainted Wand Talisman of Lightning : Retire this hero. : Retire this hero. : Splash : +Hero Talisman of Lightning Throwing Stars Throwing Stars : Splash : +Hero : Splash 3 : Splash 3 + Wand of Flame + Wand of Flame War Horn : Splash 3 : Splash 3 : +Hero

30 War Horn : +Hero

31 : Taunt

32 Arcane Wyvern 6 Arcane Wyvern 6 Broodmother 4 Cursed Stare too long and you ll go mad. Cursed Stare too long and you ll go mad. Ambush: Add a Dragonspawn token to this monster group. Like mother, like daughter. Broodmother 4 Diamondscale Drake 0 4 Diamondscale Drake 0 4 Ambush: Add a Dragonspawn token to this monster group. Like mother, like daughter. Dragonspawn 5 Magic heroes ignore this monster s armor. Nothing a good lightning bolt can t solve! -Zot Dragonspawn 5 Magic heroes ignore this monster s armor. Nothing a good lightning bolt can t solve! -Zot Feckless Fighter 7 The apple didn t fall far from the tree. The apple didn t fall far from the tree. When Feckless Fighter damages a player, roll. On an even roll, Feckless Fighter deals damage to himself. Ouch! What happened?

33 Feckless Fighter 7 Firespitter 5 Firespitter 5 When Feckless Fighter damages a player, roll. On an even roll, Feckless Fighter deals damage to himself. Ouch! What happened? Ranged His favorite weapon is booze. Ranged His favorite weapon is booze. Frenzy Goblin 6 Frenzy Goblin 6 Gargoyle 0 By the time you see his spinning blades, it s too late. By the time you see his spinning blades, it s too late. 3 Tank, Cursed Gargoyle 0 Gnoll Gnoll 3 Tank, Cursed Who s afraid of the big bad wolf? -Deirdre Who s afraid of the big bad wolf? -Deirdre

34 Goblin Archer 7 Goblin Archer 7 Goblin Bomber 5 Ranged Ranged His accuracy is uncanny... for a goblin. Ranged His accuracy is uncanny... for a goblin. Ambush: damage to the location. Boom!! Ah ha ha ha ha! Goblin Bomber 5 Goblin Witchdoctor 6 Goblin Witchdoctor 6 Ranged Ambush: damage to the location. Boom!! Ah ha ha ha ha! Gorgon Cursed Has no idea how to read entrails. Sacrifices small animals anyway. Gorgon Cursed Has no idea how to read entrails. Sacrifices small animals anyway. Grunt 7 Ranged Ranged Whatcha want me to hit?

35 Grunt 7 Harpy Harpy Ambush: Each player discards a card. Ambush: Each player discards a card. Whatcha want me to hit? Who wants a faceful of talons? Who wants a faceful of talons? Hulking Monstrosity 4 Hulking Monstrosity 4 Hydra 4 You wouldn t like him when he s angry. You wouldn t like him when he s angry. When Hydra damages the active player, it also damages each other player. C mon, now that s just unfair! -Gerki Hydra 4 Ice Wyvern 8 Ice Wyvern 8 When Hydra damages the active player, it also damages each other player. C mon, now that s just unfair! -Gerki If a hero deals 0 or more damage to Ice Wyvern in a single fight, Ice Wyvern is defeated. Experienced adventurers know its weakness. If a hero deals 0 or more damage to Ice Wyvern in a single fight, Ice Wyvern is defeated. Experienced adventurers know its weakness.

36 Iridescent Wyvern 5 4 Iridescent Wyvern 5 4 Ironscale Drake 9 Physical heroes ignore this monster s armor. While you watch its shifting colors, it disembowels you. Ironscale Drake 9 Physical heroes ignore this monster s armor. While you watch its shifting colors, it disembowels you. Magma Drake 3 Ranged. Retire any physical item used to fight this monster. Hey, that was my favorite sword! -Fiona Magma Drake 3 Ranged. Retire any physical item used to fight this monster. Hey, that was my favorite sword! -Fiona When a hero defeats this monster, retire that hero and any items it used. I got this. -Soldier s last words When a hero defeats this monster, retire that hero and any items it used. I got this. -Soldier s last words Naga 5 Naga 5 Ogre 4 Ambush: Each player draws a card and gains a curse. 3 Ambush: Each player draws a card and gains a curse. 3 3 She s a man eater. Literally.

37 Ogre 4 Orc Warlord 0 Orc Warlord 0 3 She s a man eater. Literally. The player this is in front of can t draw cards. The player this is in front of can t draw cards. Peon 6 Peon 6 Siege Engine 6 First to fight, first to die. First to fight, first to die. Ranged Immune to Splash Noisy? Check. Poorly built? Check. Destructive? Check and mate. Siege Engine 6 Spiked Drake 4 Spiked Drake 4 Ranged Immune to Splash Noisy? Check. Poorly built? Check. Destructive? Check and mate. Ranged. When a player s hero defeats this monster, that player takes damage. The bigger they are, the harder they impale. Ranged. When a player s hero defeats this monster, that player takes damage. The bigger they are, the harder they impale.

38 Trickster Mage 6 Trickster Mage 6 Troll Immune to Splash His magic isn t very useful... It s just annoying. Immune to Splash His magic isn t very useful... It s just annoying. The smell alone requires a saving throw. Troll Two-Headed Giant 3 Two-Headed Giant 3 The smell alone requires a saving throw. Cursed Double your pain. Cursed Double your pain. 3 Wandering Wyvern 3 Wandering Wyvern This monster is active on each player s turn. This monster is active on each player s turn.

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Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

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