Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring
(1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice 40 Health Tokens 21 Treasure Tokens (2) Setup 1. Separate all the decks. Place the Dungeon Deck to the side for now (Dungeon cards have either monsters or treasures on their faces). Separate the hero and henchmen decks by characters (each character has their own distinct artwork. Hero decks consist of eight cards, while Henchmen decks only four. Place each of these decks face up for all players to see. You should have four Heroes and four Henchmen decks. 2. Draft your starting party. Each player will start the game with a deck of 12 cards (One Hero and one Henchman). Choose a player at random to select a Hero deck first. Each player, in turn, moving clockwise, will select a Hero deck until each player has one Hero. Then start selecting henchmen,
beginning with the player that picked their Hero last. Drafting Henchman moves counter-clockwise until each player has their own Henchman. Players should now shuffle their Hero and Henchman decks together and place them to their left to form their draw pile. 3. Now to form the Dungeon Deck. Shuffle the Dungeon Deck and draw 21 cards off the top. Place those cards face down somewhere to the side. This deck constitutes the dungeon. Extra Dungeon Cards should be placed in the box, as they will not be used. 4. Place the 21 treasure tokens near the Dungeon Deck. 5. Each player should now receive 10 health tokens. These equate to the players health. Each player should also take any dice that match the color dice indicated on their Roll For It! cards. (Each hero gets one die, while the vagabond gets three).
(3) Goal Chose a Hero and hire a Henchman, and then delve deep into the nasty depths of the dungeon! Work with, and against, the other players as you battle the cursed creatures below. Only one player can gain the most fame, but you cannot survive without the help of others. You must use your cunning and bluff your way to victory! (4) Game Play 1. Draw six cards from your draw pile. These are the cards you will use to deal with the enemies on this level of the dungeon. (If a player has a banked card, they only draw five cards). 2. (optional) Before playing any cards, a player may bank one card from their hand to be used in the next round. If a player banks a card they most draw one more card to form a hand of six again. 3. Simultaneously, each player plays one card face down next to each Dungeon Card. Once a player plays their three cards, they cannot change their mind. Once all players have played their cards face down, the cards are then revealed. 4. At this point players should look at how much accumulative damage has been dealt to the enemies in order to gage how much more is needed to defeat each enemy. The damage that your card deals is indicated by the number of skulls along the top of the card. White skulls always deal damage, while colored
skulls reflect special damage like fire or Poison, and these only affect enemies that are weak to them. Some cards also trigger additional abilities like drawing another card or rolling a dice for damage. These actions should be taken immediately. 5. Next players must play the remaining three cards in their hand; face down, one to each of the dungeon cards. Again, once all players have played their cards down, they shall all be revealed. 6. Players must add up all the cards played to each dungeon card. If the sum of the attacks exceeds the monster s HP the enemy is destroyed. If the Monster is not destroyed, than damage will be dealt to certain players. Refer to the The Dungeon section for how to handle winning and losing in battle. 7. Once all dungeon cards have been resolved, players gather all their own cards and place them face down, to their right, to form a discard pile. If at any point a player needs to draw new cards, and they do not have enough in their draw pile, they shall shuffle their discard and form a new draw pile. 8. If at any point a player loses all of their health tokens, they are considered knocked out. The player has two options. They may discard a treasure token to gain 1d6 health tokens back or they must sit out the next round of the dungeon to rest. Resting restores five health tokens. Players may never have more than 10 health tokens.
(5) The Dungeon Off Dungeons Deep! is played in seven rounds. Each round is considered one level of the dungeon. There is no progression of difficulty in regards to the dungeon levels. The first level could pose to be the hardest level of the game. Forming the dungeon level. Each round of the game begins with three cards being drawn from the Dungeon Deck and placed face up in a row, with plenty of space in between them. Players should investigate these cards and take note of the enemies Hit Points (HP), the damage they deal if not defeated, their weaknesses (fire, ice, poison, or holy), and the treasure and fame the player will gain if the enemy is defeated. Monster s Hit Points. You will notice four separate numbers, in four separate hearts, along the left column of the dungeon card. These numbers increase in value moving downward. These correspond with the number of players in the game. The upmost number is for solo play, while the bottommost is to be used when playing with four players. The damage Monsters deal. If an enemy is not destroyed by the end of the round, the player that dealt the most damage is dealt damage equal to the number indicated on the monster s card (the mace symbol below the monster s HP). It is assumed that that player was most involved with that particular enemy, so it makes thematic sense that they would
get hit the hardest. The player that dealt the second most damage is dealt one point of damage. When damaged, the player simply removes health tokens from their pile and places them next to the pile of treasure tokens. (If there is a tie for most damage the players both lose two health markers and nobody else is injured. If the there is a tie for second most damage, neither player is hurt.) Monster Weaknesses. Every monster has a weakness and this in indicated below their damage icon in the eight pointed shape. Monsters can be weak to fire, ice, poison, or holy damage. When a player plays a card that deals a type of damage that the monster is weak to, the damage is dealt. If the monster is not weak to the type played, then no damage is dealt. Most cards of this type do both standard melee damage and special damage, so the standard damage will still be in effect, but the special damage will be ignored. Receiving Fame and Treasure. The final icon on the dungeon card (star-shaped) indicates the fame the player will receive at the end of the game if they defeat the monster. The bottom portion of the card is upside down and this shows what treasure the enemy has in their possession. If an enemy is defeated, the player that dealt the most damage gains the dungeon card. It is flipped 180 degrees and is added to their discard pile. That player gains both the fame and the treasure. Treasures are items that act as new cards in the players deck and they are often better then starting cards or at least offer the player unique and diverse ability.
Treasure cards that are earned will eventually be shuffled, with other used cards in the player s discard, to form a new draw pile. This is an organic way to show the player gaining experience and power throughout the course of the game. The player that dealt the second most damage to a defeated enemy does not gain the card, but does get a treasure token. Each treasure token is worth two fame points at the end of the game. (If there is a tie for most damage dealt, then the player that played the highest valued card wins. If the tie persists, then the player that used more hero cards wins. Lastly, if there is still a tie, nobody gets the card, but both players gain a treasure token instead. If there is a tie for second most damage, no player gets a treasure token.) Treasure Chest Cards. There are four treasure chest cards in the dungeon deck. They are dealt with in the same manner as monster cards, except if you win the card it is set aside for you to score later, and not placed in your discard pile. Treasure chests increase in value with the more of them you have. This is indicated in the lower portion of the card.
(6) Ending & Scoring Once players complete the seventh level of the dungeon the game ends and players begin the scoring phase of the game. For players to figure their scores they simple add up all the fame indicated on the dungeon cards they have gained during play. They also gain two fame points for each treasure token they have, and one fame point for each health token they have. The player with the most fame is declared the winner! Of Dungeons Deep! is Copyright 2014 Grey Gnome Games Inc. All Rights Reserved Designed by Jason Glover & Illustrated by Derek Bacon