4
in front of you where you keep readied cards. The Hero card also has scores for Melee, Magic, and Speed for each Level; a higher value means the hero can perform that task better. Life points represent how many wounds the hero can absorb before being defeated. Some effects, like that from playing a “Potion of Healing” card, allow a hero to recover lost Life points up to the Life point score indicated on the Hero card. Quest Cards: The game is won by completing 3 Quest cards. Each Quest card has an illustration, a name, a type, a grade (he- roic, epic, or legendary), location(s) where it can be completed, criteria to complete it, and a reward for completing it. Your hero gains Levels by completing Quests of the appropriate grade. Map Cards: These cards create the Dungeoneer realm. They are either black-bordered Dungeon spaces (passages and rooms) or white-bordered Wilderness spaces (roads and sites) depend- ing on the set you purchased. Map cards are laid out in the play area to create the fantasy realm in which the heroes adventure. Each Map card has an illustration, a name, a type, a Glory value, a Peril value, and 4 exits. Some Map cards have an effect that is activated when a hero enters it on his turn. In addition, Wilderness Map cards have Terrain icons such as desert, forest, mountains, plains, swamp, urban (buildings and cities), or water that trigger certain card effects. Adventure Cards: Players use these cards for beneficial effects on themselves or adverse effects on their opponents. Adventure cards are divided into Glory cards and Peril cards: Glory cards are beneficial Boons or Treasures that you pay Glory to play on your- self, while Peril cards are adverse Banes or Encounters that you take Peril from your op- ponent to play on him. Each Adventure card has an illustration, a name, Glory or Peril cost to play it, time when it may be played, duration that it stays in play, a specific cat- egory that it falls into, a stat banner providing a summary of the effect, and an effect. Note that a card in your hand has no effect until it is put into play by paying its cost. Adventure cards remain in play for dif- ferent lengths of time according to their duration type. Attachment: This card attaches to another card; place it behind the card to which it is being attached. An Attachment is discarded if its “host” is discarded or returned to your hand. It can not be played unattached. An Attachment does not affect the Peril cost for a monster to attack, and does not count toward a hero’s Boon, Treasure, or Pack limits. Instant: The card is immediately discarded when it is played; its effect is temporary, affecting only the turn in which it is played. Monster: Monster cards are discarded when their Life points reach 0. A monster card is in a space only when it is attacking; otherwise it is in a player’s hand or Pack. Permanent: The card remains in play in your Inventory unless you are forced to discard by a card effect. Heroes have a limit to the number of Permanent Boons and Permanent Treasures they may have in play in their Inventory at one time, as indicated by each Hero card’s carry limits. This limit does not apply to any other kind of cards. Dare to enter the grim fantasy world of Dungeoneer! In Dun- geoneer you take the role of a hero trying to complete a series of challenging quests. These quests require your hero to travel to different parts of the Dungeoneer realm to perform mighty deeds. On your turn you will also act as the Dungeonlord, and thwart the other heroes’ attempts to finish their own Quests. You win the game by being the first hero to successfully complete 3 quests, or by defeating all the other heroes as the Dungeonlord. Dungeoneer is an adventure card game designed for ages 13 and up, and takes about 20 to 30 minutes per player. Each set has either 1 or 2 decks, each of which accommodates 2 players and may be either combined with other Dungeoneer decks or played as a stand-alone game. Dungeoneer is a self-contained game with a complete set of cards; it has no randomization. These rules are designed to explain the basic game, but many of the cards in Dungeoneer are designed to alter, tweak, or even override the rules. Each rule may be read as saying “unless a card specifically states otherwise.” COMPONENTS Each deck has 55 cards, including 1 Cut-out card, 3 Tracker cards, 3 Hero cards, 7 Quest cards, 11 Map cards, and 30 Adventure cards; a double-deck set has twice as many of each card type. You will also need 2 six-sided dice per player for making rolls and keeping track of Life points, 2 tokens for each player to track Glory points, and 2 tokens per player for Peril points. Extra tokens and dice also come in handy. Pennies and nickels work well, but red and green glass gaming stones are ideal. You may use a pencil and scratch paper instead. Cut-out Card: This card is used to create hero tokens that represent the heroes on the map, and marker tokens that show where on the map certain items are located. To show linked locations, place a lettered marker on the map space and its corresponding marker on the card represented there (A:A, B: B). Keeping the tokens folded with a paper clip will allow them to fit back into the box. Tracker Cards: Place tokens on the current number of Glory and Peril points your hero has accumulated to keep track of them. You will spend these Glory points to play Glory cards for your benefit; your opponent will spend your Peril to play Peril cards against you. Use multiple tokens to track higher numbers; there is no upper limit. Each Tracker card has reference infor- mation on the reverse side to be used during play. Hero Cards: Each Hero card has an illustration, a name, the race and class of the hero, Life points, a special ability, and carry maximums that limit the number permanent Boon and per- manent Treasure cards in your Inventory — the area on the table Version 2.3c CUT-OUT TRACKER HERO QUEST MAP ADVENTURE ADVENTURE CARD

in front of you where you keep readied cards. The Hero card … · Quest Cards: The game is won by completing 3 Quest cards. Each Quest card has an illustration, a name, a type, a

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in front of you where you keep readied cards. The Hero card also has scores for Melee, Magic, and Speed for each Level; a higher value means the hero can perform that task better. Life points represent how many wounds the hero can absorb before being defeated. Some effects, like that from playing a “Potion of Healing” card, allow a hero to recover lost Life points up to the Life point score indicated on the Hero card.

Quest Cards: The game is won by completing 3 Quest cards. Each Quest card has an illustration, a name, a type, a grade (he-roic, epic, or legendary), location(s) where it can be completed, criteria to complete it, and a reward for completing it. Your hero gains Levels by completing Quests of the appropriate grade.

Map Cards: These cards create the Dungeoneer realm. They are either black-bordered Dungeon spaces (passages and rooms) or white-bordered Wilderness spaces (roads and sites) depend-ing on the set you purchased. Map cards are laid out in the play area to create the fantasy realm in which the heroes adventure. Each Map card has an illustration, a name, a type, a Glory value, a Peril value, and 4 exits. Some Map cards have an effect that is activated when a hero enters it on his turn. In addition, Wilderness Map cards have Terrain icons such as desert, forest, mountains, plains, swamp, urban (buildings and cities), or water that trigger certain card effects.

Adventure Cards: Players use these cards for benefi cial effects on themselves or adverse effects on their opponents. Adventure cards are divided into Glory cards and Peril cards: Glory cards are benefi cial Boons or Treasures that you pay Glory to play on your-self, while Peril cards are adverse Banes or Encounters that you take Peril from your op-ponent to play on him. Each Adventure card has an illustration, a name, Glory or Peril cost to play it, time when it may be played, duration that it stays in play, a specifi c cat-egory that it falls into, a stat banner providing a summary of the effect, and an effect. Note that a card in your hand has no effect until it is put into play by paying its cost.

Adventure cards remain in play for dif-ferent lengths of time according to their duration type.

Attachment: This card attaches to another card; place it behind the card to which it is being attached. An Attachment is discarded

if its “host” is discarded or returned to your hand. It can not be played unattached. An Attachment does not affect the Peril cost for a monster to attack, and does not count toward a hero’s Boon, Treasure, or Pack limits.

Instant: The card is immediately discarded when it is played; its effect is temporary, affecting only the turn in which it is played.

Monster: Monster cards are discarded when their Life points reach 0. A monster card is in a space only when it is attacking; otherwise it is in a player’s hand or Pack.

Permanent: The card remains in play in your Inventory unless you are forced to discard by a card effect. Heroes have a limit to the number of Permanent Boons and Permanent Treasures they may have in play in their Inventory at one time, as indicated by each Hero card’s carry limits. This limit does not apply to any other kind of cards.

SET-UP

Sort the cards into separate decks according to their backs. Then, look through the Map cards and pull out the card with the Entrance symbol. This starting space is set face up in the middle of the play area. Randomly select any 4 passages/roads (including “grim” passages/roads) and connect one of them to each exit of the Entrance, in a legal orientation (see map diagram). Shuffl e each deck separately.

Deal each player 1 Hero card randomly and place it face-up in front of him. This area is called the player’s Inventory. Place a die over the starting Level on your Hero card, with the number 6 face up to show your current Life points. Set the remaining Hero cards aside; they will not be used.

Give each player a Tracker card to place next to his Hero card with the Glory side turned towards him.

Cut each Cut-out card token along the dotted line and fold at the solid line. Next, each player fi nds his hero token and places it on the Entrance, then collects 1 Peril and 1 Glory for entering the Entrance.

Move a token onto the green “1” on your Tracker card to mark this Glory, and another on the red “1” for the Peril.

Deal 2 Quest cards to each player face up. These are the player’s Personal Quests, and only he may attempt to complete them on his turn. Deal 1 Quest face up next to the Quest deck. This becomes the Global Quest, which anyone may attempt to complete on their turn.

Deal 5 Adventure cards to each player face down. These cards form the player’s hand and can only be viewed by the player. Set the remaining Adventure deck aside, but within everyone’s reach. Now you may begin play starting with the winner of a die roll, who is now Player A.

TURN ORDER

A player goes through 5 phases in his turn: Reset, Dungeonlord, Build, Hero, and Dis-card/Draw. The turn then passes to the next player to his left. A round is completed when each player has had a turn.

1. Reset Phase: Exits and Traps are reset. Temporary card effects from the previous turn are no longer in effect, and card ef-fects that can only be used once per turn may be used again. Your cards in play with an upkeep cost are paid for now or return to your hand. Saved Movement points from previous turns are lost and your Movement points are reset to equal your Speed score. All spaces, except the one you are in, are treated as “new” to your hero again.

2. Dungeonlord Phase: Peril-funded Adventure cards in your hand that are marked with the Dungeonlord play time, such as Banes and Encounters, may be played on the table now. Choose an opponent with enough Peril to pay for the card and spend his Peril to play the card on him. Peril cards that do not target a specifi c opponent’s hero may use anyone’s Peril except your own. You are limited in the number of Peril cards you may play only by the amount of Peril available. You can not combine Peril from different opponents to fund a single card, and you may never spend your own Peril.

Banes can be played at any time during your Dungeonlord Phase, before or after Encounters are resolved. Encounters are played all at one time during your Dungeonlord Phase, in order of attack, to allow your opponents an opportunity to strategize their responses. If you play an Encounter that means that you are attacking (initiat-ing a combat); follow the combat sequence below. A monster (or

hero) may initiate no more than one attack per turn; this costs a hero 1 Movement, but is a free Movement for a monster. A mon-ster must have its Peril cost paid each time it attacks, however.

3. Build Phase: Draw and place 1 Map card in any legal location. Skip the Build Phase if all the Map cards have already been placed.

Each Map card must connect to another Map card (Map Placement Diagram examples A & B), and no Map card or section of map may be “stranded” so that it has no way for a hero to get back to the rest of the map (example C).

Each Map card must be placed parallel to the Entrance card as in the map diagram, never at a right angle (example D). Also, you may never create a closed map that has no connections available for more Map cards to be played.

Dare to enter the grim fantasy world of Dungeoneer! In Dun-geoneer you take the role of a hero trying to complete a series of challenging quests. These quests require your hero to travel to different parts of the Dungeoneer realm to perform mighty deeds. On your turn you will also act as the Dungeonlord, and thwart the other heroes’ attempts to fi nish their own Quests. You win the game by being the fi rst hero to successfully complete 3 quests, or by defeating all the other heroes as the Dungeonlord.

Dungeoneer is an adventure card game designed for ages 13 and up, and takes about 20 to 30 minutes per player. Each set has either 1 or 2 decks, each of which accommodates 2 players and may be either combined with other Dungeoneer decks or played as a stand-alone game. Dungeoneer is a self-contained game with a complete set of cards; it has no randomization. These rules are designed to explain the basic game, but many of the cards in Dungeoneer are designed to alter, tweak, or even override the rules. Each rule may be read as saying “unless a card specifi cally states otherwise.”

COMPONENTS

Each deck has 55 cards, including 1 Cut-out card, 3 Tracker cards, 3 Hero cards, 7 Quest cards, 11 Map cards, and 30 Adventure cards; a double-deck set has twice as many of each card type. You will also need 2 six-sided dice per player for making rolls and keeping track of Life points, 2 tokens for each player to track Glory points, and 2 tokens per player for Peril points. Extra tokens and dice also come in handy. Pennies and nickels work well, but red and green glass gaming stones are ideal. You may use a pencil and scratch paper instead.

Cut-out Card: This card is used to create hero tokens that represent the heroes on the map, and marker tokens that show where on the map certain items are located. To show linked locations, place a lettered marker on the map space and its corresponding marker on the card represented there (A:A, B:B). Keeping the tokens folded with a paper clip will allow them to fi t back into the box.

Tracker Cards: Place tokens on the current number of Glory and Peril points your hero has accumulated to keep track of them. You will spend these Glory points to play Glory cards for your benefi t; your opponent will spend your Peril to play Peril cards against you. Use multiple tokens to track higher numbers; there is no upper limit. Each Tracker card has reference infor-mation on the reverse side to be used during play.

Hero Cards: Each Hero card has an illustration, a name, the race and class of the hero, Life points, a special ability, and carry maximums that limit the number permanent Boon and per-manent Treasure cards in your Inventory — the area on the table

Version 2.3c

CUT-OUT TRACKER HERO QUEST MAP ADVENTURE

ADVENTURE CARD

ENTRANCE

COMBAT

Combat follows these steps: Attack, Response, Attack Roll, Counter-attack Roll, Com-pare Results, Challenge, Pack, and Reward.

A. Attack: The attacker chooses the target hero and form of combat (Melee, Magic, or Speed) for each of his attacking cards; he may only choose an attack form in which his card has a standard attack symbol. The attacker’s special effects, other than hit effects, may be activated now at his choice.

B. Response: The defender may play cards or special abilities marked with the Re-sponse play time.

C. Attack Roll: The attacker rolls 1 die for each attack and adds the respective score (Melee, Magic, or Speed) from each attacking card to its roll.

D. Counter-attack Roll: The defender rolls 1 die against each attack and adds his hero’s score (Melee, Magic, or Speed) to it. The defender can not choose which form to defend with, since it was already chosen by the attacker.

E. Compare Results: For each attack, the player with the highest total hits and infl icts 1 wound on his opponent’s monster or hero, unless the hit effect on the Encounter card states otherwise. A tie result does nothing. Wounds are subtracted from the Life points of a card; track these with the die on your Hero card or by adding tokens to your mon-ster card. A card is defeated and discarded when its Life points reach 0; if this is a hero, it means his player is out of the game.

F. Challenge: A hero who was attacked may now initiate a single attack on one of the cards that just attacked him or another hero in the same space at the cost of 1 Move-ment point, but only if his player saved a Movement point from the previous turn. Follow the steps above with the hero becoming the attacker, but don’t repeat this step. See Special Actions for more on challenges.

G. Pack: Each monster that is not wounded may go back into either your hand or your Pack (part of your Inventory of cards in front of you) at your option. Each monster that is wounded must go into your Pack or be discarded. Each monster that is defeated is also discarded. You are permitted up to 3 monsters in your Pack at a time, and these are played in the same way as those from your hand; excess monsters of your choice are discarded.

H. Reward: For each wound a monster infl icts on a hero, the player who controls that monster may assign 1 Peril to a player of his choice. For each wound a hero infl icts on a monster, that hero’s player gets 1 Glory. This reward step applies to all monsters except those from Quest cards; they have their own special reward described on the Quest card.

COMBAT FORMS & SYMBOLS

A monster or hero may only initiate an attack in a combat form (Melee, Magic, or Speed) in which it has a standard attack symbol.

● Standard Attack Symbol: Monster or hero may attack and counter-attack in this form.

◆ Counter-attack Symbol: Monster or hero may only counter-attack in this form; it may not initiate an attack unless it has another form with a standard attack symbol.

✹ Hit Symbol: This describes the entire effect of a successful attack.

EXAMPLE OF COMBAT

Step A Attack: Player A spends Player B’s Peril to play 1 Undead and 1 Demon on Player B’s hero. Player A declares that the Undead and Demon each attack with Melee. The Demon has a special effect when it attacks: “All heroes in its same space must overcome Magic Threat 5+ or take 1 wound.” So, Player B rolls 1 die (he rolls a 4) +

Magic (his hero’s score is 1) = 5. This matches the Threat and so he succeeds. (Note that Player A would also have to overcome the Demon’s Threat if his hero was in the same space as player B!)

Step B Response: Player B plays a Response-timed Boon card called “Repel,” which costs him 3 Glory. This card discards a target monster so he targets the Undead card, which is immediately discarded.

Step C Attack Roll: Player A’s Demon has a Melee score of 1. He rolls 1 attack die for it, getting a 4, and adds the Demon’s Melee score of 1, so its attack total equals 5.

Step D Counter-attack Roll: Player B has a Melee score of 2 and he rolls a counter-at-tack die against the Demon. He must use his Melee because the attacker chose that as the form of combat. He rolls 1 against the Demon and adds his hero’s Melee score of 2, so his defense total equals 3 against the Demon.

Step E Compare Results: Player A’s Demon’s total of 5 beats Player B’s hero’s total of 3, so the Demon scores a hit (1 wound) on Player B’s hero. Player B adjusts the die on his Hero card to take off 1 Life point.

Step F Challenge: Player B could initiate 1 attack on the Demon with his hero if he had a Movement point left. He would go through steps A to H again, skipping step F, but as the attacker this time; the monster would be the counter-attacker.

Step G Pack: Player A chooses to put his Demon in his Pack to save for use later, so he places the card on the table in front of him. It is no longer considered to be in any space on the game map. If it had been defeated it would be discarded.

Step H Reward: Player A’s Demon scored 1 wound and so he can assign 1 Peril to any player; he gives Player B the Peril.

(Note that the specifi c cards used in this example may not appear in this set, but similar cards are in all sets.)

THREATS

Threats are used to represent a risk or diffi culty a hero must overcome. Threats are not the same as combat, though they often take place during a combat. A Threat is a special die roll where the opponent rolls 1 die and adds the score that the card asks for to the roll. Usually this is his hero’s Melee, Magic, or Speed, depending on the form of Threat, but any score could be specifi ed — even your hero’s current Life points or Level. If the opponent matches or beats the Threat number, he receives the success result; otherwise he gets the fail result. Unless otherwise stated, Trap-type Threats affect all heroes in the same space, but they each roll individually.

EXAMPLE THREAT

Player A spends 2 of Player B’s Peril to play a Trap on Player B. The Trap reads: “Speed Threat 5+, fail: take 1 wound.” Player B rolls 1 die and gets a 3, he adds his Speed score of 2 to the roll. His total is 5, which equals the Threat of 5+. He overcomes the Threat, but gets no reward because there is no explicit success result. If he had rolled 4 or less he would have suffered the fail result.

MAP PLACEMENT DIAGRAM

in f

ront

of

you

whe

re y

ou k

eep

read

ied

card

s. T

he H

ero

card

al

so h

as s

core

s fo

r M

elee

, Mag

ic, a

nd S

peed

for

eac

h L

evel

; a

high

er v

alue

mea

ns th

e he

ro c

an p

erfo

rm th

at ta

sk b

ette

r. L

ife

poin

ts r

epre

sent

how

man

y w

ound

s th

e he

ro c

an a

bsor

b be

fore

be

ing

defe

ated

. Som

e ef

fect

s, li

ke th

at f

rom

pla

ying

a “

Potio

n of

H

ealin

g” c

ard,

allo

w a

her

o to

rec

over

lost

Lif

e po

ints

up

to th

e L

ife

poin

t sco

re in

dica

ted

on th

e H

ero

card

.

Que

st C

ards

: T

he g

ame

is w

on b

y co

mpl

etin

g 3

Que

st c

ards

. E

ach

Que

st c

ard

has

an il

lust

ratio

n, a

nam

e, a

type

, a g

rade

(he

-ro

ic, e

pic,

or

lege

ndar

y), l

ocat

ion(

s) w

here

it c

an b

e co

mpl

eted

, cr

iteri

a to

com

plet

e it,

and

a r

ewar

d fo

r co

mpl

etin

g it.

You

r he

ro

gain

s L

evel

s by

com

plet

ing

Que

sts

of th

e ap

prop

riat

e gr

ade.

Map

Car

ds: T

hese

car

ds c

reat

e th

e D

unge

onee

r re

alm

. The

y ar

e ei

ther

bla

ck-b

orde

red

Dun

geon

spa

ces

(pas

sage

s an

d ro

oms)

or

whi

te-b

orde

red

Wild

erne

ss s

pace

s (r

oads

and

site

s) d

epen

d-in

g on

the

set y

ou p

urch

ased

. Map

car

ds a

re la

id o

ut in

the

play

ar

ea to

cre

ate

the

fant

asy

real

m in

whi

ch th

e he

roes

adv

entu

re.

Eac

h M

ap c

ard

has

an il

lust

ratio

n, a

nam

e, a

type

, a G

lory

va

lue,

a P

eril

valu

e, a

nd 4

exi

ts. S

ome

Map

car

ds h

ave

an e

ffec

t th

at is

act

ivat

ed w

hen

a he

ro e

nter

s it

on h

is tu

rn. I

n ad

ditio

n,

Wild

erne

ss M

ap c

ards

hav

e Te

rrai

n ic

ons

such

as

dese

rt, f

ores

t, m

ount

ains

, pla

ins,

sw

amp,

urb

an (

build

ings

and

citi

es),

or

wat

er

that

trig

ger

cert

ain

card

eff

ects

.

Adv

entu

re C

ards

: Pla

yers

use

thes

e ca

rds

for b

enefi

cia

l eff

ects

on

them

selv

es o

r ad

vers

e ef

fect

s on

thei

r opp

onen

ts. A

dven

ture

ca

rds

are

divi

ded

into

Glo

ry c

ards

and

Per

il ca

rds:

Glo

ry c

ards

are

ben

efi c

ial B

oons

or

Tre

asur

es th

at y

ou p

ay G

lory

to p

lay

on y

our-

self

, whi

le P

eril

card

s ar

e ad

vers

e B

anes

or

Enc

ount

ers

that

you

take

Per

il fr

om y

our o

p-po

nent

to p

lay

on h

im. E

ach

Adv

entu

re c

ard

has

an il

lust

ratio

n, a

nam

e, G

lory

or P

eril

cost

to p

lay

it, ti

me

whe

n it

may

be

play

ed,

dura

tion

that

it s

tays

in p

lay,

a s

peci

fi c c

at-

egor

y th

at it

falls

into

, a s

tat b

anne

r pro

vidi

ng

a su

mm

ary

of th

e ef

fect

, and

an

effe

ct. N

ote

that

a c

ard

in y

our h

and

has

no e

ffec

t unt

il it

is p

ut in

to p

lay

by p

ayin

g its

cos

t.

Adv

entu

re c

ards

rem

ain

in p

lay

for

dif-

fere

nt le

ngth

s of

tim

e ac

cord

ing

to th

eir

dura

tion

type

.

Atta

chm

ent:

Thi

s ca

rd a

ttach

es to

ano

ther

ca

rd; p

lace

it b

ehin

d th

e ca

rd to

whi

ch it

is

bein

g at

tach

ed. A

n A

ttach

men

t is

disc

arde

d if

its

“hos

t” is

dis

card

ed o

r re

turn

ed to

you

r ha

nd. I

t can

not

be

pla

yed

unat

tach

ed. A

n A

ttach

men

t doe

s no

t aff

ect t

he P

eril

cost

for

a m

onst

er to

atta

ck, a

nd d

oes

not c

ount

tow

ard

a he

ro’s

B

oon,

Tre

asur

e, o

r Pa

ck li

mits

.

Inst

ant:

The

car

d is

imm

edia

tely

dis

card

ed w

hen

it is

pla

yed;

its

effe

ct is

tem

pora

ry, a

ffec

ting

only

the

turn

in w

hich

it is

pla

yed.

Mon

ster

: M

onst

er c

ards

are

dis

card

ed w

hen

thei

r L

ife

poin

ts

reac

h 0.

A m

onst

er c

ard

is in

a s

pace

onl

y w

hen

it is

atta

ckin

g;

othe

rwis

e it

is in

a p

laye

r’s

hand

or

Pack

.

Per

man

ent:

The

car

d re

mai

ns in

pla

y in

you

r In

vent

ory

unle

ss

you

are

forc

ed to

dis

card

by

a ca

rd e

ffec

t. H

eroe

s ha

ve a

lim

it to

th

e nu

mbe

r of

Per

man

ent B

oons

and

Per

man

ent T

reas

ures

they

m

ay h

ave

in p

lay

in th

eir

Inve

ntor

y at

one

tim

e, a

s in

dica

ted

by

each

Her

o ca

rd’s

car

ry li

mits

. Thi

s lim

it do

es n

ot a

pply

to a

ny

othe

r ki

nd o

f ca

rds.

SET

-UP

Sort

the

card

s in

to s

epar

ate

deck

s ac

cord

ing

to th

eir

back

s.

The

n, lo

ok th

roug

h th

e M

ap c

ards

and

pul

l out

the

card

with

the

Ent

ranc

e sy

mbo

l. T

his

star

ting

spac

e is

set

fac

e up

in th

e m

iddl

e of

the

play

are

a. R

ando

mly

sel

ect a

ny 4

pas

sage

s/ro

ads

(inc

ludi

ng “

grim

” pa

ssag

es/r

oads

) an

d co

nnec

t one

of

them

to e

ach

exit

of th

e E

ntra

nce,

in a

lega

l ori

enta

tion

(see

map

dia

gram

). S

huffl

e e

ach

deck

sep

arat

ely.

Dea

l eac

h pl

ayer

1 H

ero

card

ran

dom

ly a

nd p

lace

it

face

-up

in f

ront

of

him

. Thi

s ar

ea is

cal

led

the

play

er’s

In

vent

ory.

Pla

ce a

die

ove

r th

e st

artin

g L

evel

on

your

Her

o ca

rd,

with

the

num

ber

6 fa

ce u

p to

sho

w y

our

curr

ent L

ife

poin

ts. S

et

the

rem

aini

ng H

ero

card

s as

ide;

they

will

not

be

used

.

Giv

e ea

ch p

laye

r a

Tra

cker

car

d to

pla

ce n

ext t

o hi

s H

ero

card

w

ith th

e G

lory

sid

e tu

rned

tow

ards

him

.

Cut

eac

h C

ut-o

ut c

ard

toke

n al

ong

the

dotte

d lin

e an

d fo

ld a

t the

so

lid li

ne. N

ext,

each

pla

yer fi

nds

his

her

o to

ken

and

plac

es it

on

the

Ent

ranc

e, th

en c

olle

cts

1 Pe

ril a

nd 1

Glo

ry fo

r ent

erin

g th

e E

ntra

nce.

M

ove

a to

ken

onto

the

gree

n “1

” on

you

r Tra

cker

car

d to

m

ark

this

Glo

ry, a

nd a

noth

er o

n th

e re

d “1

” fo

r the

Per

il.

Dea

l 2 Q

uest

car

ds to

eac

h pl

ayer

fac

e up

. The

se a

re th

e pl

ayer

’s P

erso

nal Q

uest

s, a

nd o

nly

he m

ay a

ttem

pt to

co

mpl

ete

them

on

his

turn

. Dea

l 1 Q

uest

fac

e up

nex

t to

the

Que

st d

eck.

Thi

s be

com

es th

e G

loba

l Que

st, w

hich

an

yone

may

atte

mpt

to c

ompl

ete

on th

eir

turn

.

Dea

l 5 A

dven

ture

car

ds to

eac

h pl

ayer

fac

e do

wn.

The

se c

ards

fo

rm th

e pl

ayer

’s h

and

and

can

only

be

view

ed b

y th

e pl

ayer

. Se

t the

rem

aini

ng A

dven

ture

dec

k as

ide,

but

with

in e

very

one’

s re

ach.

Now

you

may

beg

in p

lay

star

ting

with

the

win

ner

of a

die

ro

ll, w

ho is

now

Pla

yer A

.

TU

RN

OR

DE

R

A p

laye

r goe

s th

roug

h 5

phas

es in

his

turn

: R

eset

, Dun

geon

lord

, Bui

ld, H

ero,

and

Dis

-ca

rd/D

raw

. The

turn

then

pas

ses

to th

e ne

xt

play

er to

his

left.

A ro

und

is c

ompl

eted

whe

n ea

ch p

laye

r has

had

a tu

rn.

1. R

eset

Pha

se:

Exi

ts a

nd T

raps

are

res

et.

Tem

pora

ry c

ard

effe

cts

from

the

prev

ious

tu

rn a

re n

o lo

nger

in e

ffec

t, an

d ca

rd e

f-fe

cts

that

can

onl

y be

use

d on

ce p

er tu

rn

may

be

used

aga

in. Y

our

card

s in

pla

y w

ith a

n up

keep

cos

t are

pai

d fo

r no

w o

r re

turn

to y

our

hand

. Sav

ed M

ovem

ent

poin

ts f

rom

pre

viou

s tu

rns

are

lost

and

you

r M

ovem

ent p

oint

s ar

e re

set t

o eq

ual y

our

Spee

d sc

ore.

All

spac

es, e

xcep

t the

one

yo

u ar

e in

, are

trea

ted

as “

new

” to

you

r he

ro a

gain

.

2. D

unge

onlo

rd P

hase

: Pe

ril-

fund

ed A

dven

ture

car

ds in

you

r ha

nd th

at a

re m

arke

d w

ith th

e D

unge

onlo

rd p

lay

time,

suc

h as

B

anes

and

Enc

ount

ers,

may

be

play

ed o

n th

e ta

ble

now

. Cho

ose

an o

ppon

ent w

ith e

noug

h Pe

ril t

o pa

y fo

r th

e ca

rd a

nd s

pend

hi

s Pe

ril t

o pl

ay th

e ca

rd o

n hi

m. P

eril

card

s th

at d

o no

t tar

get

a sp

ecifi

c op

pone

nt’s

her

o m

ay u

se a

nyon

e’s

Peri

l exc

ept y

our

own.

You

are

lim

ited

in th

e nu

mbe

r of

Per

il ca

rds

you

may

pla

y on

ly b

y th

e am

ount

of

Peri

l ava

ilabl

e. Y

ou c

an n

ot c

ombi

ne

Peri

l fro

m d

iffe

rent

opp

onen

ts to

fun

d a

sing

le c

ard,

and

you

m

ay n

ever

spe

nd y

our

own

Peri

l.

Ban

es c

an b

e pl

ayed

at a

ny ti

me

duri

ng y

our D

unge

onlo

rd P

hase

, be

fore

or a

fter

Enc

ount

ers

are

reso

lved

. Enc

ount

ers

are

play

ed a

ll at

one

tim

e du

ring

you

r Dun

geon

lord

Pha

se, i

n or

der o

f atta

ck, t

o al

low

you

r opp

onen

ts a

n op

port

unity

to s

trat

egiz

e th

eir r

espo

nses

. If

you

pla

y an

Enc

ount

er th

at m

eans

that

you

are

atta

ckin

g (i

nitia

t-in

g a

com

bat)

; fol

low

the

com

bat s

eque

nce

belo

w. A

mon

ster

(or

hero

) may

initi

ate

no m

ore

than

one

atta

ck p

er tu

rn; t

his

cost

s a

hero

1 M

ovem

ent,

but i

s a

free

Mov

emen

t for

a m

onst

er. A

mon

-st

er m

ust h

ave

its P

eril

cost

pai

d ea

ch ti

me

it at

tack

s, h

owev

er.

3. B

uild

Pha

se: D

raw

and

pla

ce 1

Map

car

d in

any

lega

l loc

atio

n.

Skip

the

Bui

ld P

hase

if a

ll th

e M

ap c

ards

hav

e al

read

y be

en p

lace

d.

Eac

h M

ap c

ard

mus

t con

nect

to a

noth

er M

ap c

ard

(Map

Pla

cem

ent

Dia

gram

exa

mpl

es A

& B

), an

d no

Map

car

d or

sec

tion

of m

ap m

ay

be “

stra

nded

” so

that

it h

as n

o w

ay fo

r a h

ero

to g

et b

ack

to th

e re

st

of th

e m

ap (e

xam

ple

C).

Eac

h M

ap c

ard

mus

t be

plac

ed p

aral

lel t

o th

e E

ntra

nce

card

as

in th

e m

ap d

iagr

am, n

ever

at a

rig

ht a

ngle

(ex

ampl

e D

). A

lso,

yo

u m

ay n

ever

cre

ate

a cl

osed

map

that

has

no

conn

ectio

ns

avai

labl

e fo

r m

ore

Map

car

ds to

be

play

ed.

Dar

e to

ent

er th

e gr

im f

anta

sy w

orld

of

Dun

geon

eer!

In

Dun

-ge

onee

r yo

u ta

ke th

e ro

le o

f a

hero

tryi

ng to

com

plet

e a

seri

es

of c

halle

ngin

g qu

ests

. The

se q

uest

s re

quir

e yo

ur h

ero

to tr

avel

to

dif

fere

nt p

arts

of

the

Dun

geon

eer

real

m to

per

form

mig

hty

deed

s. O

n yo

ur tu

rn y

ou w

ill a

lso

act a

s th

e D

unge

onlo

rd, a

nd

thw

art t

he o

ther

her

oes’

atte

mpt

s to

fi ni

sh th

eir

own

Que

sts.

You

w

in th

e ga

me

by b

eing

the

fi rst

her

o to

suc

cess

fully

com

plet

e 3

ques

ts, o

r by

def

eatin

g al

l the

oth

er h

eroe

s as

the

Dun

geon

lord

.

Dun

geon

eer

is a

n ad

vent

ure

card

gam

e de

sign

ed f

or a

ges

13 a

nd

up, a

nd ta

kes

abou

t 20

to 3

0 m

inut

es p

er p

laye

r. E

ach

set h

as

eith

er 1

or

2 de

cks,

eac

h of

whi

ch a

ccom

mod

ates

2 p

laye

rs a

nd

may

be

eith

er c

ombi

ned

with

oth

er D

unge

onee

r de

cks

or p

laye

d as

a s

tand

-alo

ne g

ame.

Dun

geon

eer

is a

sel

f-co

ntai

ned

gam

e w

ith a

com

plet

e se

t of

card

s; it

has

no

rand

omiz

atio

n. T

hese

ru

les

are

desi

gned

to e

xpla

in th

e ba

sic

gam

e, b

ut m

any

of th

e ca

rds

in D

unge

onee

r ar

e de

sign

ed to

alte

r, tw

eak,

or

even

ove

rrid

e th

e ru

les.

Eac

h ru

le m

ay b

e re

ad a

s sa

ying

“un

less

a c

ard

spec

ifi ca

lly s

tate

s ot

herw

ise.

CO

MP

ON

EN

TS

Eac

h de

ck h

as 5

5 ca

rds,

incl

udin

g 1

Cut

-out

ca

rd, 3

Tra

cker

car

ds, 3

Her

o ca

rds,

7 Q

uest

ca

rds,

11

Map

car

ds, a

nd 3

0 A

dven

ture

ca

rds;

a d

oubl

e-de

ck s

et h

as tw

ice

as m

any

of e

ach

card

type

. You

will

als

o ne

ed 2

si

x-si

ded

dice

per

pla

yer

for

mak

ing

rolls

an

d ke

epin

g tr

ack

of L

ife

poin

ts, 2

toke

ns

for

each

pla

yer

to tr

ack

Glo

ry p

oint

s, a

nd

2 to

kens

per

pla

yer

for

Peri

l poi

nts.

Ext

ra

toke

ns a

nd d

ice

also

com

e in

han

dy. P

enni

es

and

nick

els

wor

k w

ell,

but r

ed a

nd g

reen

gl

ass

gam

ing

ston

es a

re id

eal.

You

may

use

a

penc

il an

d sc

ratc

h pa

per

inst

ead.

Cut

-out

Car

d: T

his

card

is u

sed

to c

reat

e he

ro to

kens

that

rep

rese

nt th

e he

roes

on

the

map

, and

mar

ker

toke

ns th

at s

how

whe

re o

n th

e m

ap c

erta

in it

ems

are

loca

ted.

To

show

lin

ked

loca

tions

, pla

ce a

lette

red

mar

ker

on th

e m

ap s

pace

and

its

cor

resp

ondi

ng m

arke

r on

the

card

rep

rese

nted

ther

e (A

:A, B

:B

). K

eepi

ng th

e to

kens

fol

ded

with

a p

aper

clip

will

allo

w th

em

to fi

t bac

k in

to th

e bo

x.

Tra

cker

Car

ds:

Plac

e to

kens

on

the

curr

ent n

umbe

r of

Glo

ry

and

Peri

l poi

nts

your

her

o ha

s ac

cum

ulat

ed to

kee

p tr

ack

of

them

. You

will

spe

nd th

ese

Glo

ry p

oint

s to

pla

y G

lory

car

ds f

or

your

ben

efi t;

you

r op

pone

nt w

ill s

pend

you

r Pe

ril t

o pl

ay P

eril

card

s ag

ains

t you

. Use

mul

tiple

toke

ns to

trac

k hi

gher

num

bers

; th

ere

is n

o up

per

limit.

Eac

h T

rack

er c

ard

has

refe

renc

e in

for-

mat

ion

on th

e re

vers

e si

de to

be

used

dur

ing

play

.

Her

o C

ards

: E

ach

Her

o ca

rd h

as a

n ill

ustr

atio

n, a

nam

e, th

e ra

ce a

nd c

lass

of

the

hero

, Lif

e po

ints

, a s

peci

al a

bilit

y, a

nd

carr

y m

axim

ums

that

lim

it th

e nu

mbe

r pe

rman

ent B

oon

and

per-

man

ent T

reas

ure

card

s in

you

r In

vent

ory

— th

e ar

ea o

n th

e ta

ble

Ver

sion

2.3c

C

UT

-OU

T

TR

AC

KE

R

HE

RO

Q

UE

ST

MA

P A

DV

EN

TU

RE

A

DV

EN

TU

RE

CA

RD

E

NT

RA

NC

E

CO

MB

AT

Com

bat f

ollo

ws

thes

e st

eps:

Atta

ck, R

espo

nse,

Atta

ck R

oll,

Cou

nter

-atta

ck R

oll,

Com

-pa

re R

esul

ts, C

halle

nge,

Pac

k, a

nd R

ewar

d.

A. A

ttac

k: T

he a

ttack

er c

hoos

es th

e ta

rget

her

o an

d fo

rm o

f co

mba

t (M

elee

, Mag

ic, o

r Sp

eed)

for

eac

h of

his

atta

ckin

g ca

rds;

he

may

onl

y ch

oose

an

atta

ck f

orm

in w

hich

his

ca

rd h

as a

sta

ndar

d at

tack

sym

bol.

The

atta

cker

’s s

peci

al e

ffec

ts, o

ther

than

hit

effe

cts,

m

ay b

e ac

tivat

ed n

ow a

t his

cho

ice.

B. R

espo

nse:

The

def

ende

r m

ay p

lay

card

s or

spe

cial

abi

litie

s m

arke

d w

ith th

e R

e-sp

onse

pla

y tim

e.

C. A

ttac

k R

oll:

The

atta

cker

rol

ls 1

die

for

eac

h at

tack

and

add

s th

e re

spec

tive

scor

e (M

elee

, Mag

ic, o

r Sp

eed)

fro

m e

ach

atta

ckin

g ca

rd to

its

roll.

D. C

ount

er-a

ttac

k R

oll:

The

def

ende

r ro

lls 1

die

aga

inst

eac

h at

tack

and

add

s hi

s he

ro’s

sco

re (

Mel

ee, M

agic

, or

Spee

d) to

it. T

he d

efen

der

can

not c

hoos

e w

hich

for

m to

de

fend

with

, sin

ce it

was

alr

eady

cho

sen

by th

e at

tack

er.

E. C

ompa

re R

esul

ts:

For

each

atta

ck, t

he p

laye

r w

ith th

e hi

ghes

t tot

al h

its a

nd in

fl ict

s 1

wou

nd o

n hi

s op

pone

nt’s

mon

ster

or

hero

, unl

ess

the

hit e

ffec

t on

the

Enc

ount

er c

ard

stat

es o

ther

wis

e. A

tie

resu

lt do

es n

othi

ng. W

ound

s ar

e su

btra

cted

fro

m th

e L

ife

poin

ts

of a

car

d; tr

ack

thes

e w

ith th

e di

e on

you

r H

ero

card

or

by a

ddin

g to

kens

to y

our

mon

-st

er c

ard.

A c

ard

is d

efea

ted

and

disc

arde

d w

hen

its L

ife

poin

ts r

each

0; i

f th

is is

a h

ero,

it

mea

ns h

is p

laye

r is

out

of

the

gam

e.

F. C

halle

nge:

A h

ero

who

was

atta

cked

may

now

initi

ate

a si

ngle

atta

ck o

n on

e of

the

card

s th

at ju

st a

ttack

ed h

im o

r an

othe

r he

ro in

the

sam

e sp

ace

at th

e co

st o

f 1

Mov

e-m

ent p

oint

, but

onl

y if

his

pla

yer

save

d a

Mov

emen

t poi

nt f

rom

the

prev

ious

turn

. Fo

llow

the

step

s ab

ove

with

the

hero

bec

omin

g th

e at

tack

er, b

ut d

on’t

rep

eat t

his

step

. Se

e Sp

ecia

l Act

ions

for

mor

e on

cha

lleng

es.

G. P

ack:

Eac

h m

onst

er th

at is

not

wou

nded

may

go

back

into

eith

er y

our

hand

or

your

Pa

ck (

part

of

your

Inv

ento

ry o

f ca

rds

in f

ront

of

you)

at y

our

optio

n. E

ach

mon

ster

that

is

wou

nded

mus

t go

into

you

r Pa

ck o

r be

dis

card

ed. E

ach

mon

ster

that

is d

efea

ted

is

also

dis

card

ed. Y

ou a

re p

erm

itted

up

to 3

mon

ster

s in

you

r Pa

ck a

t a ti

me,

and

thes

e ar

e pl

ayed

in th

e sa

me

way

as

thos

e fr

om y

our

hand

; exc

ess

mon

ster

s of

you

r ch

oice

are

di

scar

ded.

H. R

ewar

d: F

or e

ach

wou

nd a

mon

ster

infl i

cts

on a

her

o, th

e pl

ayer

who

con

trol

s th

at

mon

ster

may

ass

ign

1 Pe

ril t

o a

play

er o

f hi

s ch

oice

. For

eac

h w

ound

a h

ero

infl i

cts

on a

m

onst

er, t

hat h

ero’

s pl

ayer

get

s 1

Glo

ry. T

his

rew

ard

step

app

lies

to a

ll m

onst

ers

exce

pt

thos

e fr

om Q

uest

car

ds; t

hey

have

thei

r ow

n sp

ecia

l rew

ard

desc

ribe

d on

the

Que

st c

ard.

CO

MB

AT

FO

RM

S &

SY

MB

OL

S

A m

onst

er o

r he

ro m

ay o

nly

initi

ate

an a

ttack

in a

com

bat f

orm

(M

elee

, Mag

ic, o

r Sp

eed)

in w

hich

it h

as a

sta

ndar

d at

tack

sym

bol.

● S

tand

ard

Att

ack

Sym

bol:

Mon

ster

or h

ero

may

atta

ck a

nd c

ount

er-a

ttack

in th

is fo

rm.

◆ C

ount

er-a

ttac

k Sy

mbo

l: M

onst

er o

r he

ro m

ay o

nly

coun

ter-

atta

ck in

this

for

m; i

t m

ay n

ot in

itiat

e an

atta

ck u

nles

s it

has

anot

her

form

with

a s

tand

ard

atta

ck s

ymbo

l.

✹ H

it S

ymbo

l: T

his

desc

ribe

s th

e en

tire

effe

ct o

f a

succ

essf

ul a

ttack

.

EX

AM

PL

E O

F C

OM

BA

T

Step

A A

ttack

: P

laye

r A

spe

nds

Pla

yer

B’s

Per

il to

pla

y 1

Und

ead

and

1 D

emon

on

Pla

yer

B’s

her

o. P

laye

r A

dec

lare

s th

at th

e U

ndea

d an

d D

emon

eac

h at

tack

with

Mel

ee.

The

Dem

on h

as a

spe

cial

effe

ct w

hen

it at

tack

s: “

All

hero

es in

its

sam

e sp

ace

mus

t ov

erco

me

Mag

ic T

hrea

t 5+

or

take

1 w

ound

.” S

o, P

laye

r B

rol

ls 1

die

(he

rol

ls a

4)

+

Mag

ic (

his

hero

’s s

core

is 1

) =

5. T

his

mat

ches

the

Thre

at a

nd s

o he

suc

ceed

s. (

Not

e th

at P

laye

r A

wou

ld a

lso

have

to o

verc

ome

the

Dem

on’s

Thr

eat i

f his

her

o w

as in

the

sam

e sp

ace

as p

laye

r B

!)

Step

B R

espo

nse:

Pla

yer

B p

lays

a R

espo

nse-

timed

Boo

n ca

rd c

alle

d “R

epel

,” w

hich

co

sts

him

3 G

lory

. Thi

s ca

rd d

isca

rds

a ta

rget

mon

ster

so

he ta

rget

s th

e U

ndea

d ca

rd,

whi

ch is

imm

edia

tely

dis

card

ed.

Step

C A

ttack

Rol

l: P

laye

r A

’s D

emon

has

a M

elee

sco

re o

f 1. H

e ro

lls 1

atta

ck d

ie fo

r it,

get

ting

a 4,

and

add

s th

e D

emon

’s M

elee

sco

re o

f 1, s

o its

atta

ck to

tal e

qual

s 5.

Step

D C

ount

er-a

ttack

Rol

l: P

laye

r B

has

a M

elee

sco

re o

f 2 a

nd h

e ro

lls a

cou

nter

-at-

tack

die

aga

inst

the

Dem

on. H

e m

ust u

se h

is M

elee

bec

ause

the

atta

cker

cho

se th

at a

s th

e fo

rm o

f com

bat.

He

rolls

1 a

gain

st th

e D

emon

and

add

s hi

s he

ro’s

Mel

ee s

core

of 2

, so

his

def

ense

tota

l equ

als

3 ag

ains

t the

Dem

on.

Step

E C

ompa

re R

esul

ts:

Pla

yer

A’s

Dem

on’s

tota

l of 5

bea

ts P

laye

r B

’s h

ero’

s to

tal o

f 3,

so

the

Dem

on s

core

s a

hit (

1 w

ound

) on

Pla

yer

B’s

her

o. P

laye

r B

adj

usts

the

die

on

his

Her

o ca

rd to

take

off

1 Li

fe p

oint

.

Step

F C

halle

nge:

Pla

yer

B c

ould

initi

ate

1 at

tack

on

the

Dem

on w

ith h

is h

ero

if he

ha

d a

Mov

emen

t poi

nt le

ft. H

e w

ould

go

thro

ugh

step

s A

to H

aga

in, s

kipp

ing

step

F,

but a

s th

e at

tack

er th

is ti

me;

the

mon

ster

wou

ld b

e th

e co

unte

r-at

tack

er.

Step

G P

ack:

Pla

yer

A c

hoos

es to

put

his

Dem

on in

his

Pac

k to

sav

e fo

r us

e la

ter,

so h

e pl

aces

the

card

on

the

tabl

e in

fron

t of h

im. I

t is

no lo

nger

con

side

red

to b

e in

any

spa

ce

on th

e ga

me

map

. If i

t had

bee

n de

feat

ed it

wou

ld b

e di

scar

ded.

Step

H R

ewar

d: P

laye

r A

’s D

emon

sco

red

1 w

ound

and

so

he c

an a

ssig

n 1

Per

il to

any

pl

ayer

; he

giv

es P

laye

r B

the

Per

il.

(Not

e th

at th

e sp

ecifi

c ca

rds

used

in th

is e

xam

ple

may

not

app

ear

in th

is s

et, b

ut s

imila

r ca

rds

are

in a

ll se

ts.)

TH

RE

AT

S

Thr

eats

are

use

d to

repr

esen

t a ri

sk o

r dif

fi cul

ty a

her

o m

ust o

verc

ome.

Thr

eats

are

not

the

sam

e as

com

bat,

thou

gh th

ey o

ften

take

pl

ace

duri

ng a

com

bat.

A T

hrea

t is

a sp

ecia

l die

roll

whe

re th

e op

pone

nt ro

lls 1

die

and

add

s th

e sc

ore

that

the

card

ask

s fo

r to

the

roll.

U

sual

ly th

is is

his

her

o’s

Mel

ee, M

agic

, or S

peed

, dep

endi

ng o

n th

e fo

rm o

f Thr

eat,

but a

ny s

core

cou

ld b

e sp

ecifi

ed —

eve

n yo

ur

hero

’s c

urre

nt L

ife

poin

ts o

r Lev

el. I

f the

opp

onen

t mat

ches

or b

eats

the

Thr

eat n

umbe

r, he

rece

ives

the

succ

ess

resu

lt; o

ther

wis

e he

ge

ts th

e fa

il re

sult.

Unl

ess

othe

rwis

e st

ated

, Tra

p-ty

pe T

hrea

ts a

ffec

t all

hero

es in

the

sam

e sp

ace,

but

they

eac

h ro

ll in

divi

dual

ly.

EX

AM

PL

E T

HR

EA

T

Pla

yer

A s

pend

s 2

of P

laye

r B

’s P

eril

to p

lay

a Tr

ap o

n P

laye

r B

. The

Tra

p re

ads:

“Sp

eed

Thre

at 5

+, f

ail:

take

1 w

ound

.” P

laye

r B

rol

ls 1

die

and

get

s a

3, h

e ad

ds h

is S

peed

sco

re o

f 2 to

the

roll.

His

tota

l is

5, w

hich

equ

als

the

Thre

at o

f 5+

. He

over

com

es th

e Th

reat

, but

get

s no

rew

ard

beca

use

ther

e is

no

expl

icit

succ

ess

resu

lt. I

f he

had

rolle

d 4

or le

ss h

e w

ould

hav

e su

ffere

d th

e fa

il re

sult.

MA

P P

LA

CE

ME

NT

DIA

GR

AM

4. H

ero

Pha

se:

Dur

ing

your

Her

o Ph

ase

you

may

per

form

any

of

the

follo

win

g ac

tions

in a

ny o

rder

, as

man

y tim

es a

s yo

u ch

oose

, and

are

lim

ited

only

by

your

Mov

emen

t poi

nts:

mov

e,

expl

ore,

pla

y G

lory

car

ds, a

nd a

ttem

pt q

uest

.

Mov

e: E

ach

Map

car

d is

als

o a

spac

e on

the

gam

e m

ap; t

he a

rea

betw

een

Map

car

ds is

nev

er c

onsi

dere

d a

spac

e. Y

ou m

ay m

ove

your

her

o th

roug

h a

viab

le e

xit t

o an

adj

oini

ng s

pace

at t

he c

ost

of 1

Mov

emen

t poi

nt; a

n ad

join

ing

spac

e is

ano

ther

Map

car

d co

nnec

ted

to y

our

Map

car

d by

any

exi

t (ev

en a

Wal

l/Im

pass

-ab

le e

xit)

, and

a v

iabl

e ex

it is

an

exit

that

is n

ot b

lock

ed b

y a

Wal

l/Im

pass

able

exi

t and

that

con

nect

s to

an

adjo

inin

g sp

ace.

Y

ou m

ust o

verc

ome

the

Thr

eat s

core

of

the

exit

on th

e sp

ace

you

are

leav

ing

if th

ere

is o

ne; i

gnor

e th

e ex

it of

the

spac

e yo

u ar

e en

teri

ng.

As

you

ente

r a

new

map

spa

ce o

n yo

ur tu

rn, y

ou c

olle

ct th

e Pe

ril a

nd G

lory

val

ue o

f th

at s

pace

if y

ou h

ave

not a

lrea

dy b

een

in th

at s

pace

this

turn

. Rec

ord

the

poin

ts o

n yo

ur T

rack

er c

ard

with

toke

ns. I

f it

is n

ot y

our

turn

whe

n yo

ur h

ero

is m

oved

, you

do

not

col

lect

the

Peri

l and

Glo

ry p

oint

s. I

f th

e sp

ace

has

an

Obs

tacl

e ef

fect

des

crib

ed in

its

cent

er a

rea,

you

act

ivat

e it

as

soon

as

you

ente

r th

e sp

ace

if it

is y

our

turn

, but

do

not t

rigg

er

it of

f tu

rn.

Exp

lore

: Y

ou m

ay d

raw

and

pla

ce a

dditi

onal

Map

car

ds a

t the

co

st o

f 1

Mov

emen

t poi

nt e

ach.

Pla

y G

lory

Car

ds:

Glo

ry-f

unde

d A

dven

ture

car

ds th

at in

dica

te

they

may

be

play

ed d

urin

g th

e H

ero

Phas

e, li

ke B

oons

and

Tre

a-su

res,

may

be

play

ed f

rom

you

r ha

nd in

to y

our

Inve

ntor

y no

w.

You

may

pla

y as

man

y as

you

hav

e G

lory

res

ourc

es to

pay

for

.

Rem

embe

r, th

ough

, tha

t you

r he

ro is

lim

ited

to th

e nu

mbe

r of

Pe

rman

ent B

oons

and

Per

man

ent T

reas

ures

he

may

hav

e in

pla

y at

one

tim

e, a

s in

dica

ted

on y

our

Her

o ca

rd. (

Inst

ants

and

At-

tach

men

ts a

re n

ot li

mite

d in

this

way

.) A

lso,

you

may

not

hav

e m

ore

than

1 T

reas

ure

of th

e sa

me

type

in p

lay

at a

tim

e, s

uch

as

2 he

lmet

Tre

asur

es. (

Boo

ns a

re n

ot li

mite

d th

is w

ay.)

A c

ard

that

is

pla

yed

into

you

r In

vent

ory

afte

r ha

ving

its

Glo

ry o

r Pe

ril c

ost

paid

is th

en a

vaila

ble

for

you

to u

se a

nd is

sai

d to

be

read

ied;

a

card

in y

our

hand

has

no

effe

ct in

the

gam

e un

til r

eadi

ed.

Atte

mpt

Que

st:

Eac

h Q

uest

car

d id

entifi

es

a ta

sk to

be

com

plet

-ed

, and

the

spec

ifi c

loca

tion

whe

re th

is ta

sk m

ust b

e pe

rfor

med

. Y

ou c

hoos

e w

hen

to a

ttem

pt a

Que

st a

s pa

rt o

f yo

ur H

ero

Phas

e;

it is

not

aut

omat

ical

ly a

ttem

pted

whe

n yo

u en

ter

the

desi

gnat

ed

loca

tion.

All

Her

oes

can

purs

ue G

loba

l Que

sts,

but

onl

y th

e fi r

st

play

er to

acc

ompl

ish

the

task

col

lect

s th

e re

war

d. O

nly

you

may

at

tem

pt y

our

Pers

onal

Que

sts.

The

fi rs

t atte

mpt

at a

Que

st e

ach

turn

is a

fre

e M

ovem

ent;

addi

tiona

l atte

mpt

s co

st 1

Mov

emen

t po

int e

ach.

If

you

succ

eed

and

com

plet

e a

Que

st, c

olle

ct th

e Q

uest

rew

ard

in th

e bo

ttom

rig

ht c

orne

r an

d tu

rn th

e ca

rd o

ver

(or

rota

te it

180

deg

rees

in th

e ca

se o

f an

Art

ifac

t-ty

pe Q

uest

).

Whe

n yo

u ha

ve 3

com

plet

ed Q

uest

s, y

ou w

in th

e ga

me!

Als

o,

whe

n yo

u co

mpl

ete

a Q

uest

it e

nds

your

Her

o Ph

ase,

and

you

go

imm

edia

tely

to y

our

Dis

card

/Dra

w P

hase

. A c

ompl

eted

Que

st

is n

o lo

nger

in p

lay,

unl

ess

it is

an

Art

ifac

t. If

a G

loba

l Que

st is

co

mpl

eted

, dra

w a

new

one

; Per

sona

l Que

sts

are

not r

enew

ed

(unl

ess

you’

re p

layi

ng a

n E

pic

or L

egen

dary

gam

e, s

ee C

ombi

n-in

g Se

ts).

Eac

h Q

uest

has

dif

fere

nt c

rite

ria

to c

ompl

ete

it, b

ut

they

fal

l int

o th

ese

gene

ral c

ateg

orie

s: A

rtifa

ct, C

hanc

e, E

ffect

, E

scor

t, Sa

crifi

ce, S

earc

h, S

lay,

and

Thr

eat.

5. D

isca

rd/D

raw

Ph

ase:

If

you

have

any

car

ds in

you

r ha

nd,

you

mus

t eit

her

disc

ard

1 of

them

, 1 T

reas

ure

card

fro

m

your

Inv

ento

ry, o

r 1

Enc

ount

er c

ard

from

you

r P

ack.

Boo

n ca

rds

may

not

be

disc

arde

d fr

om p

lay

this

way

. If

you

have

no

car

ds in

han

d, y

ou d

o no

t hav

e to

dis

card

. If

you

did

not

mov

e at

all

dur

ing

your

turn

, col

lect

the

Per

il a

nd G

lory

for

th

e sp

ace

you

stay

ed in

, but

you

don

’t tr

igge

r it

s ef

fect

or

Ob-

stac

le. I

f yo

u di

d no

t use

all

you

r M

ovem

ent p

oint

s, y

ou m

ay

save

1 to

use

for

an

off-

turn

act

ion.

Ind

icat

e th

is b

y pl

acin

g a

Glo

ry to

ken

on y

our

Her

o ca

rd a

nd r

emov

e it

whe

n us

ed; i

t’s

rem

oved

on

your

nex

t Res

et P

hase

if n

ot u

sed

off

turn

bef

ore

then

. Dra

w y

our

hand

bac

k up

to 5

car

ds f

rom

the

Adv

entu

re

deck

, shu

ffl i

ng in

the

disc

ards

if th

e de

ck is

dep

lete

d. T

his

ends

you

r tu

rn.

SPE

CIA

L A

CT

ION

S

You

may

per

form

the

follo

win

g ac

tions

eith

er o

n or

off

-tur

n.

Pla

y an

Any

tim

e C

ard:

You

may

pla

y a

card

that

say

s “A

ny-

time”

in it

s pl

ay ti

me

fi eld

if y

ou h

ave

the

reso

urce

s av

aila

ble

to f

und

it.

Pla

y a

Res

pons

e C

ard:

On

your

opp

onen

t’s R

espo

nse

step

, you

m

ay p

lay

card

s or

spe

cial

abi

litie

s m

arke

d w

ith th

e R

espo

nse

play

tim

e.

Act

ivat

e a

Rea

died

Car

d: Y

ou m

ay u

se th

e ef

fect

of

a ca

rd in

yo

ur I

nven

tory

, inc

ludi

ng y

our

hero

’s s

peci

al a

bilit

y, if

you

hav

e th

e re

sour

ces

requ

ired

to f

und

it.

Ch

alle

nge

: O

nce

per

turn

at

the

cost

of

1 M

ovem

ent

poin

t, yo

ur h

ero

may

ini

tiat

e an

att

ack.

Fol

low

the

com

bat

sequ

ence

de

scri

bed

unde

r D

unge

onlo

rd P

hase

. Thi

s at

tack

may

be

on a

mon

ster

im

med

iate

ly a

fter

it

has

atta

cked

you

r he

ro,

incl

udin

g m

onst

ers

on y

our

Que

st c

ards

, or

you

may

att

ack

anot

her

hero

dir

ectl

y w

ith

your

her

o if

he

is o

ccup

ying

the

sa

me

spac

e. I

f yo

u hi

t, y

ou m

ay e

ithe

r in

fl ic

t w

ound

s or

tak

e a

hero

’s E

scor

t-ty

pe Q

uest

if

it h

as a

tok

en o

n it

; se

e E

scor

t un

der

Att

empt

Que

st.

Unt

ip Y

our

Her

o: A

tipp

ed h

ero

is u

nabl

e to

mov

e un

til y

ou

pay

1 M

ovem

ent t

o un

tip h

im.

UN

IVE

RSA

L R

UL

ES

Rul

es P

rior

ity:

Spe

cifi c

wor

ding

on

card

s ta

ke p

rior

ity o

ver

any

rule

in th

is r

ule

shee

t.

Dic

e M

odifi

ers:

Any

eff

ect t

hat m

odifi

es d

ice

mus

t be

play

ed o

r sp

ecifi

ed b

efor

e an

y di

ce a

re r

olle

d.

Gen

eral

Res

olut

ion

Ord

er:

In c

ase

of c

onfl

ict,

this

is th

e or

der

in w

hich

car

ds a

nd th

eir

effe

cts

are

reso

lved

: Boo

n (i

n-cl

udin

g he

ro s

peci

al a

bili

ty),

Tre

asur

e, B

ane,

exi

t, M

ovem

ent

poin

t spe

nt, h

ero

ente

rs s

pace

, Per

il a

nd G

lory

col

lect

ed, m

ap

spac

e ef

fect

occ

urs,

Enc

ount

er, a

ttac

k ro

ll, c

ount

er-a

ttac

k ro

ll,

Que

st, p

laye

r w

ho’s

turn

it is

, the

nex

t pla

yer

in th

e tu

rn o

rder

, an

d so

on.

Exa

mpl

e of

Res

olu

tion

Ord

er:

If y

our

hero

had

a B

oon

card

tha

t ga

ve h

im +

1 Sp

eed,

but

not

eno

ugh

Glo

ry t

o pl

ay t

he c

ard,

he

coul

d en

ter

a sp

ace

to c

olle

ct e

noug

h G

lory

to

play

the

car

d. I

f th

e sp

ace

had

an e

ffec

t su

ch a

s “

Ove

rcom

e Sp

eed

Thr

eat

5+ o

r ta

ke 1

wou

nd,”

he

coul

d co

llec

t th

e G

lory

to

play

the

car

d be

fore

the

map

spa

ce

effe

ct o

ccur

red.

OP

TIO

NA

L R

UL

ES

(AD

VA

NC

ED

)

Dun

geon

eer

is a

n ad

vent

ure

gam

e; h

owev

er, t

here

are

sev

eral

w

ays

to e

nhan

ce th

e st

rate

gic

aspe

cts

of th

e ga

me

to m

ake

it m

ore

com

petit

ive.

Pic

k Y

our

Her

o: E

ach

play

er c

hoos

es th

e H

ero

card

he

wan

ts to

pl

ay, s

tart

ing

with

Pla

yer A

.

Unb

iase

d M

ap P

lace

men

t: I

f yo

u dr

aw a

Map

car

d sp

ecifi

cally

re

quir

ed b

y on

e of

you

r Pe

rson

al Q

uest

s, h

and

it to

the

play

er

to y

our

left

to p

lace

; if

he r

equi

res

it fo

r a

Pers

onal

Que

st, h

e m

ust p

ass

it to

the

play

er to

his

left

, and

so

on. I

f it

com

es f

ull

circ

le, t

hen

you

may

pla

ce it

. Thi

s do

es n

ot a

pply

to M

ap c

ards

re

quir

ed b

y G

loba

l Que

sts,

and

app

lies

only

to th

e fi r

st lo

catio

n lis

ted

on E

scor

t-ty

pe Q

uest

s. T

his

com

plic

ates

, but

gre

atly

bal

-an

ces,

the

gam

e.

No

Per

sona

l Que

sts:

All

Que

sts

are

Glo

bal.

Kee

p 2

Glo

bal

Que

sts

avai

labl

e at

all

times

. An

Esc

ort-

type

Que

st b

ecom

es

Pers

onal

whe

n a

toke

n is

pla

ced

on it

.

Rev

eale

d M

ap:

The

map

is la

id o

ut e

ntir

ely

befo

re p

lay

begi

ns.

Dea

l Que

sts

fi rst

. Cho

ose

an E

ntra

nce

card

to in

dica

te th

e in

itiat

ive

win

ner

and

shuf

fl e a

ll th

e M

ap c

ards

toge

ther

. Dea

l al

l the

Map

car

ds o

ut, f

ace

dow

n, o

ne a

t a ti

me

to e

ach

play

er.

The

pla

yer

who

dra

ws

the

Ent

ranc

e is

Pla

yer A

and

set

s th

at

Ent

ranc

e in

the

mid

dle

of th

e pl

ay a

rea.

Mov

ing

cloc

kwis

e fr

om

Play

er A

, eac

h pl

ayer

cho

oses

one

of

his

Map

car

ds to

pla

ce

until

the

entir

e m

ap is

bui

lt. T

he s

pace

s sp

ecifi

cally

req

uire

d by

re

veal

ed G

loba

l Que

sts

mus

t be

plac

ed la

st b

y th

e pl

ayer

s w

ho

draw

them

.

Res

tric

ted

Mov

emen

t P

oint

s: D

urin

g th

e R

eset

Pha

se y

ou

no lo

nger

gai

n M

ovem

ent p

oint

s eq

ual t

o yo

ur S

peed

sco

re.

Inst

ead,

you

get

3 M

ovem

ent p

oint

s on

you

r R

eset

Pha

se.

Incr

easi

ng y

our

Spee

d sc

ore

does

not

incr

ease

you

r M

ovem

ent

poin

ts. I

n ad

ditio

n, th

e st

anda

rd r

ules

sta

te th

at if

you

did

not

us

e al

l you

r M

ovem

ent p

oint

s on

you

r tu

rn, y

ou m

ay s

ave

1 to

us

e fo

r an

off

-tur

n ac

tion;

this

is n

o lo

nger

true

. Ins

tead

, if

you

are

out o

f M

ovem

ent p

oint

s, y

ou m

ay e

arn

1 bo

nus

Mov

emen

t po

int b

y vo

lunt

arily

tipp

ing

your

unt

ippe

d he

ro o

n or

off

you

r tu

rn. Y

ou c

an u

se th

is b

onus

Mov

emen

t poi

nt to

do

anyt

hing

ex

cept

to m

ove.

Spik

e D

odgi

ng:

Inst

ead

of r

ollin

g, y

ou m

ay c

hoos

e to

pay

1

addi

tiona

l Mov

emen

t poi

nt to

avo

id th

e Sp

ikes

.

Dis

card

is O

ptio

nal:

Dis

card

ing

1 ca

rd a

t the

end

of

your

turn

is

opt

iona

l. Y

ou m

ay n

ot d

isca

rd m

ore

than

1 c

ard.

Rei

ncar

nati

on:

A d

efea

ted

hero

is s

et a

side

, but

that

pla

yer

is

still

in th

e ga

me;

he

choo

ses

a ne

w h

ero

at L

evel

1 (

or 4

or

7,

depe

ndin

g on

gra

de).

The

opp

onen

t to

his

left

pla

ces

him

in th

e E

ntra

nce

of th

at o

ppon

ent’s

cho

ice.

The

pla

yer

lose

s al

l car

ds

in h

is h

and

and

Inve

ntor

y an

d dr

aws

a ne

w h

and

of 5

car

ds, b

ut

keep

s al

l his

Que

sts.

CO

MB

ININ

G S

ET

S

Whe

n co

mbi

ning

set

s, y

ou w

ill h

ave

a lo

t of A

dven

ture

car

ds.

Sepa

rate

them

into

a G

lory

dec

k of

Boo

ns a

nd T

reas

ures

, and

a

Peri

l dec

k of

Ban

es a

nd E

ncou

nter

s. E

ach

time

you

draw

an

Adv

entu

re c

ard,

you

may

cho

ose

whi

ch d

eck

to d

raw

fro

m.

Be

sure

to u

se s

epar

ate

disc

ard

pile

s fo

r ea

ch.

Com

bini

ng H

eroi

c, E

pic,

and

Leg

enda

ry S

ets:

Beg

in th

e ga

me

with

the

hero

ic d

eck;

epi

c an

d le

gend

ary

deck

s ar

e se

t as

ide.

As

the

last

pla

yer

achi

eves

epi

c le

vel,

repl

ace

the

Adv

en-

ture

and

Que

st d

ecks

with

the

epic

set

. Do

the

sam

e w

ith th

e le

gend

ary

deck

s up

on th

e la

st p

laye

r ac

hiev

ing

lege

ndar

y le

vel.

Whe

n co

mbi

ning

epi

c se

ts (L

evel

s 4–

6) o

r leg

enda

ry s

ets

(Lev

els

7–9)

with

her

oic

sets

(Lev

els

1–3)

, you

do

not g

ain

the

epic

spe

cial

ab

ilitie

s un

til y

ou re

ach

4th L

evel

, and

the

lege

ndar

y ab

ilitie

s st

art a

t 7th

Lev

el. S

tack

the

hero

ic H

ero

card

on

top

of th

e ep

ic H

ero

card

and

lin

e th

em u

p at

the

red

line.

Sim

ilarly

, a le

gend

ary

Her

o ca

rd w

ould

go

und

erne

ath

the

epic

car

d. A

dd th

e to

tals

to d

eter

min

e yo

ur c

urre

nt

scor

e in

eac

h st

at. U

se th

e ep

ic c

arry

tota

ls w

hen

you

reac

h 4th

Lev

el,

and

the

lege

ndar

y to

tals

at 7

th L

evel

; if t

his

resu

lts in

a re

duct

ion,

im-

med

iate

ly d

isca

rd e

xtra

Tre

asur

es o

r Boo

ns o

f you

r cho

ice.

Whe

n an

epi

c se

t is

play

ed a

lone

, all

play

ers

star

t at 4

th L

evel

. L

egen

dary

gam

es b

egin

at 7

th L

evel

. A h

ero

gain

s L

evel

s on

ly

by c

ompl

etin

g Q

uest

s of

the

appr

opri

ate

grad

e.

Unl

ike

stan

dard

gam

es, i

n co

mbi

ned

hero

ic/e

pic/

lege

ndar

y ga

mes

Q

uest

s act

as v

icto

ry p

oint

s. W

hen

you

achi

eve

epic

leve

l, th

e ep

ic

ques

ts a

re n

ot d

ealt

out u

ntil

ever

yone

has

ach

ieve

d ep

ic le

vels

. But

you

m

ay c

ontin

ue to

com

plet

e gl

obal

her

oic

ques

ts; y

ou d

o no

t gai

n le

vels

fo

r com

plet

ing

them

, tho

ugh,

onl

y vi

ctor

y po

ints

. The

mom

ent t

he la

st

play

er a

chie

ves e

pic

leve

l the

n ep

ic q

uest

s are

dea

lt: 2

per

sona

l que

sts

to e

ach

play

er a

nd 1

glo

bal q

uest

. Do

the

sam

e fo

r leg

enda

ry le

vel.

The

mom

ent a

pla

yer a

chie

ves

the

high

est l

evel

pos

sibl

e (7

th L

evel

in

an

epic

gam

e, 1

0th L

evel

in le

gend

ary)

the

gam

e is

ove

r. C

ount

up

the

com

plet

ed Q

uest

s’ v

icto

ry p

oint

s. T

he p

laye

r with

the

mos

t po

ints

win

s. In

the

case

of a

tie

the

play

er w

ith th

e hi

ghes

t lev

el w

ins.

Eac

h he

roic

que

st =

1 v

icto

ry p

oint

Eac

h ep

ic q

uest

= 2

vic

tory

poi

nts

Eac

h le

gend

ary

ques

t = 3

vic

tory

poi

nts

Com

bing

ing

hero

ic a

nd le

gend

ary

sets

with

out a

n ep

ic s

et re

quir

es

that

whe

n th

e la

st p

laye

r ach

ieve

s 4th

Lev

el a

ll he

roes

are

aut

omat

i-ca

lly p

rom

oted

to 7

th L

evel

. Con

tinue

nor

mal

ly a

s de

scri

bed

abov

e.

Com

bini

ng W

ilder

ness

and

Dun

geon

Set

s: T

ake

out a

n E

ntra

nce

from

eac

h se

t and

pla

ce th

em a

sho

rt di

stan

ce a

part

in th

e ce

nter

of

the

play

are

a. T

hen

sepa

rate

the

Map

s in

to 2

dec

ks. H

eroe

s on

a

Wild

erne

ss s

pace

dra

w fr

om th

e W

ilder

ness

dec

k, a

nd h

eroe

s on

a

Dun

geon

spa

ce d

raw

from

the

Dun

geon

dec

k. W

hen

build

ing

the

map

, all

Dun

geon

Map

car

ds (b

lack

bor

der)

are

pla

ced

so th

at th

ey

conn

ect t

o ea

ch o

ther

. Sim

ilarly

, all

Wild

erne

ss M

ap c

ards

(whi

te

bord

er) a

re p

lace

d ad

jace

nt to

eac

h ot

her.

How

ever

, the

Dun

geon

and

W

ilder

ness

map

sec

tions

are

bui

lt ap

art f

rom

eac

h ot

her a

nd n

ever

to

uch;

they

are

con

nect

ed o

nly

by P

orta

ls. A

s th

e m

ap is

bui

lt, th

e fi r

st p

laye

r to

plac

e a

Map

car

d w

ith a

Por

tal m

ay th

en p

lace

a m

arke

r to

ken

on it

and

one

on

a D

unge

on E

ntra

nce;

they

are

then

link

ed.

CR

ED

ITS

STA

ND

AR

D E

XIT

S

Ope

n: T

here

is n

o T

hrea

t to

beat

in o

rder

to m

ove

thro

ugh

an O

pen

exit.

L (

Loc

ked/

Los

t):

Ove

rcom

e th

e T

hrea

t or

lose

1 m

ore

Mov

emen

t to

go th

roug

h. I

f yo

u fa

il bu

t do

n’t h

ave

any

Mov

emen

t poi

nts

rem

aini

ng, t

he e

xit i

s op

en b

ut y

ou h

ave

not y

et m

oved

into

the

new

spa

ce. P

lace

you

r he

ro to

ken

on th

e ex

it to

indi

cate

that

it r

emai

ns O

pen

for

ever

yone

whi

le

you

are

ther

e. Y

our

hero

is tr

eate

d as

stil

l bei

ng in

the

old

spac

e.

T (

Tra

pped

/Tre

ache

rous

): O

verc

ome

the

Thr

eat o

r ta

ke 1

wou

nd a

s yo

u ex

it. I

f yo

u fa

il, y

ou

still

pas

s th

roug

h. T

rapp

ed/T

reac

hero

us e

xits

are

act

ually

Obs

tacl

es, n

ot T

raps

.

Wal

l/Im

pass

able

: You

may

not

mov

e th

roug

h a

Wal

l or a

n ot

herw

ise

Impa

ssab

le e

xit f

rom

eith

er s

ide.

AL

TE

RN

AT

E E

XIT

S

Sew

er: Y

ou m

ay p

ay 1

Mov

emen

t poi

nt to

relo

cate

you

r her

o to

a c

orre

spon

ding

Sew

er (A

:A, B

:B).

Por

tal:

You

may

pay

1 M

ovem

ent p

oint

to r

eloc

ate

your

her

o fr

om a

Por

tal t

o its

cor

resp

ondi

ng

Dun

geon

Ent

ranc

e (A

:A, B

:B),

or

to m

ove

from

that

Dun

geon

Ent

ranc

e ba

ck to

the

corr

espo

nd-

ing

Port

al s

pace

. The

lette

r is

ass

igne

d to

an

Ent

ranc

e/Po

rtal

pai

r by

the

play

er w

ho d

raw

s th

e Po

rtal

car

d; h

e ch

oose

s w

hich

Dun

geon

Ent

ranc

e th

e Po

rtal

exi

ts to

whe

n he

pla

ces

it, a

nd p

uts

corr

espo

ndin

g m

arke

r to

kens

on

both

Map

car

ds.

OB

STA

CL

ES

Haz

ard:

Thi

s pr

ovid

es a

bon

us to

all

Enc

ount

er T

raps

pla

yed

in th

is s

pace

.

Pit

: Y

our

hero

mus

t ove

rcom

e th

e T

hrea

t or

fall

in. T

ip y

our

toke

n on

its

side

to in

dica

te th

is.

Whi

le y

our

toke

n is

tipp

ed it

can

not

mov

e un

til y

ou p

ay 1

Mov

emen

t poi

nt to

unt

ip it

. Thi

s is

the

only

pen

alty

ass

ocia

ted

with

bei

ng ti

pped

.

Spik

es:

You

mus

t ove

rcom

e th

e T

hrea

t. If

you

fai

l, ta

ke 1

wou

nd.

QU

EST

CA

TE

GO

RIE

S

Art

ifac

t: I

nste

ad o

f be

ing

turn

ed o

ver

whe

n co

mpl

eted

, the

Que

st is

rot

ated

180

deg

rees

; thi

s is

why

the

rew

ard

is w

ritte

n up

side

do

wn.

An

Art

ifac

t pro

vide

s a

perm

anen

t inc

reas

e in

a h

ero’

s sc

ore

whe

n it

is c

ompl

eted

. Art

ifac

ts a

re n

ot T

reas

ures

and

do

not

coun

t tow

ards

the

play

er’s

Tre

asur

e lim

it, o

r co

nfl ic

t with

oth

er T

reas

ures

; you

cou

ld h

ave

an A

rtif

act h

elm

et a

nd a

Tre

asur

e he

lmet

at

the

sam

e tim

e, f

or e

xam

ple.

Cha

nce:

Ach

ieve

a s

eque

nce

of n

umbe

rs r

olle

d on

a n

umbe

r of

dic

e as

des

crib

ed o

n th

e Q

uest

car

d.

Eff

ect:

Thi

s Q

uest

has

an

effe

ct o

n th

e pl

ayer

whi

le it

is in

pla

y. I

f th

e Q

uest

is G

loba

l it a

ffec

ts a

ll pl

ayer

s, b

ut it

s re

war

d go

es

only

to th

e pl

ayer

who

com

plet

es it

.

Esc

ort:

Go

to th

e fi r

st lo

catio

n sp

ecifi

ed a

nd p

lace

a to

ken

on th

e Q

uest

car

d, th

en g

o to

the

othe

r lo

catio

n re

quir

ed a

nd r

emov

e th

e to

ken.

An

Esc

ort Q

uest

that

is G

loba

l bec

omes

a p

laye

r’s

Pers

onal

Que

st w

hen

he p

lace

s a

toke

n on

it; t

urn

over

a n

ew G

loba

l Q

uest

in th

is c

ase.

Pla

cing

or

rem

ovin

g th

e to

ken

is a

fre

e ac

tion

that

mus

t be

done

dur

ing

your

Her

o Ph

ase.

A to

ken

can

be v

olun

-ta

rily

rem

oved

whi

le y

our

hero

is o

n a

spac

e ot

her

than

that

spe

cifi e

d by

the

Que

st c

ard.

In

this

cas

e, th

e to

ken

stay

s in

that

spa

ce

and

may

be

pick

ed u

p (p

lace

d) b

y an

othe

r he

ro w

ho e

nter

s it;

that

her

o th

en ta

kes

the

Que

st c

ard

as h

is P

erso

nal Q

uest

eve

n if

he

alre

ady

has

2 Pe

rson

al Q

uest

s. A

n E

scor

t Que

st w

ith a

toke

n m

ay a

lso

be s

tole

n w

ith a

suc

cess

ful a

ttack

on

that

pla

yer’

s he

ro b

y an

othe

r he

ro in

the

sam

e sp

ace,

at a

cos

t of

1 m

ovem

ent;

see

Spec

ial A

ctio

ns f

or m

ore

on c

halle

nges

.

Sacr

ifi ce

: Pa

y th

e pr

ice

desc

ribe

d on

the

Que

st c

ard

to c

ompl

ete

it.

Sear

ch:

Inst

ead

of g

ivin

g a

spec

ifi c

loca

tion,

the

Que

st’s

obj

ectiv

e m

ust b

e se

arch

ed f

or. T

o m

ake

a se

arch

, fol

low

the

crite

ria

desc

ribe

d on

the

Que

st c

ard;

nor

mal

ly th

is r

equi

res

you

to p

ay 1

Mov

emen

t and

rol

l 1 d

ie w

hile

on

a pa

rtic

ular

type

of

Map

spa

ce,

addi

ng +

1 to

the

roll

for

each

spa

ce y

our

hero

is f

rom

the

near

est E

ntra

nce.

If

your

sea

rch

mat

ches

or

beat

s th

e se

arch

num

ber,

you

fi nd

the

Que

st o

bjec

tive.

Onl

y th

en c

an y

ou m

ake

an a

ttem

pt a

t com

plet

ing

the

Que

st. I

f yo

u do

n’t c

ompl

ete

the

Que

st o

n th

e sa

me

turn

you

suc

cess

fully

sea

rche

d, a

new

sea

rch

will

be

need

ed b

efor

e tr

ying

to c

ompl

ete

it ag

ain

on a

late

r tu

rn.

Slay

: D

efea

t the

mon

ster

list

ed o

n th

e Q

uest

car

d. T

he m

onst

er a

ttack

s fi r

st a

s a

free

mov

emen

t, as

per

the

norm

al c

omba

t rul

es;

the

play

er s

eate

d to

you

r le

ft c

an a

ct a

s th

e D

unge

onlo

rd. A

fter

the

mon

ster

atta

cks,

you

may

atta

ck it

with

you

r he

ro a

s a

chal

leng

e fo

r 1

mov

emen

t. Q

uest

mon

ster

s do

not

go

into

you

r ha

nd o

r Pa

ck, a

nd th

ey a

re n

ot w

orth

Glo

ry o

r Pe

ril.

Thr

eat:

Ove

rcom

e th

e T

hrea

t on

the

Que

st c

ard.

The

fi rs

t atte

mpt

is g

ener

ally

a f

ree

Mov

emen

t, th

en y

ou m

ust p

ay 1

Mov

emen

t fo

r ea

ch r

etry

. You

can

try

as m

any

times

as

you

have

Mov

emen

ts. F

aile

d at

tem

pts

affe

ct e

very

one

in th

e sp

ace.

CO

MM

ON

CA

RD

EF

FE

CT

S

#: T

his

sym

bol i

s us

ed to

indi

cate

a v

aria

ble,

the

exac

t val

ue o

f w

hich

is 0

plu

s th

e nu

mbe

r of

add

ition

al G

lory

or

Peri

l tha

t is

spen

t at

the

mom

ent t

he c

ard

effe

ct is

act

ivat

ed, a

s re

quir

ed b

y th

e ca

rd.

Ban

e: I

t is

poss

ible

to in

clud

e yo

ur h

ero

in th

e ef

fect

of

Ban

e ca

rds

you

play

so

long

as

you

neve

r sp

end

your

ow

n Pe

ril.

Boo

n: B

oons

may

not

be

volu

ntar

ily d

isca

rded

fro

m y

our

hero

’s I

nven

tory

, but

if y

ou a

re f

orce

d to

dis

card

one

by

anot

her

card

ef

fect

, the

Boo

n im

med

iate

ly lo

ses

its e

ffec

t.

Enc

ount

er:

An

Enc

ount

er c

ard

is p

laye

d in

to th

e m

ap s

pace

of

the

hero

it is

atta

ckin

g an

d, u

nles

s ot

herw

ise

note

d on

the

card

, may

on

ly a

ffec

t her

oes

in th

at s

pace

. If

the

hero

som

ehow

mov

es o

ut o

f th

e sp

ace

befo

re th

e A

ttack

Rol

l ste

p, th

e E

ncou

nter

car

d m

ay

not a

ttack

or

othe

rwis

e af

fect

that

her

o.

Lev

el D

rain

: A

her

o ca

n no

t be

drai

ned

belo

w 1

st L

evel

.

Min

ion:

A m

onst

er th

at b

ecom

es y

our

Min

ion

is tr

eate

d as

a P

erm

anen

t Tre

asur

e, a

nd ta

kes

up 1

Tre

asur

e ca

rry

slot

. A m

inio

n m

ay

mak

e 1

coun

ter-

atta

ck p

er tu

rn in

you

r he

ro’s

pla

ce, o

r m

ake

1 st

anda

rd a

ttack

at t

he e

nd o

f co

mba

t aga

inst

any

mon

ster

or

hero

th

at ju

st a

ttack

ed y

ou, a

gain

inst

ead

of y

our

own

hero

.

Mon

ster

Spe

cial

Eff

ect:

Som

e m

onst

ers

have

an

effe

ct, s

uch

as T

rans

form

, whi

ch m

ay b

e ac

tivat

ed a

t the

cos

t of a

dditi

onal

Per

il w

hen

they

at

tack

. Thi

s ef

fect

may

be

used

onc

e ea

ch ti

me

the

mon

ster

atta

cks.

If th

e ef

fect

is a

Thr

eat,

then

it ta

kes

plac

e be

fore

com

bat i

s re

solv

ed.

Shif

t: T

his

effe

ct m

oves

Map

car

ds, b

ut th

e ru

les

for

plac

ing

Map

car

ds s

till a

pply

. Whe

n yo

u sh

ift a

Map

car

d, y

ou m

ay n

ever

leav

e a

part

of

the

map

str

ande

d w

ith n

o w

ay b

ack

to th

e E

ntra

nce.

Wild

erne

ss c

onne

cts

only

to W

ilder

ness

, Dun

geon

onl

y to

Dun

geon

.

Spee

d: I

f yo

u in

crea

se y

our

Spee

d th

roug

h th

e be

nefi t

of

a ca

rd e

ffec

t, yo

u do

not

imm

edia

tely

gai

n M

ovem

ent p

oint

s un

less

the

card

spe

cifi c

ally

sta

tes

that

you

do.

If

your

Spe

ed is

stil

l inc

reas

ed w

hen

you

reac

h th

e R

eset

Pha

se o

f yo

ur tu

rn, t

hen

you

wou

ld

gain

ext

ra M

ovem

ent p

oint

s fo

r it.

Stor

age

Item

: C

ards

take

eff

ect t

he m

omen

t the

y ar

e pl

ayed

, so

a ca

rd th

at in

crea

ses

your

her

o’s

carr

y lim

it ca

n be

pla

yed

even

w

hen

his

slot

s ar

e fi l

led.

Tip

ping

: You

r her

o to

ken

is s

et o

n its

sid

e to

repr

esen

t tha

t you

r her

o is

imm

obili

zed.

If y

our h

ero

is ti

pped

, you

mus

t exp

end

1 M

ove-

men

t to

stan

d up

. Whi

le y

ou a

re ti

pped

you

may

not

exp

end

Mov

emen

ts e

xcep

t to

untip

. The

re a

re n

o ot

her p

enal

ties

asso

ciat

ed w

ith

bein

g tip

ped.

Som

e ca

rd e

ffec

ts m

ay re

quir

e yo

u to

ove

rcom

e a

Thr

eat i

n ad

ditio

n to

the

Mov

emen

t to

stan

d up

, as

indi

cate

d on

the

card

.

Tre

asur

e: A

Tre

asur

e ca

rd th

at n

o lo

nger

has

a g

ame

effe

ct s

houl

d be

dis

card

ed th

e m

omen

t it l

oses

its

effe

ct. A

Tre

asur

e th

at is

imm

e-di

atel

y di

scar

ded

once

use

d, li

ke a

Pot

ion,

doe

s no

t cou

nt a

gain

st y

our h

ero’

s T

reas

ure

carr

y lim

it if

you

use

it th

e m

omen

t you

pla

y it.

War

p: T

his

effe

ct m

oves

her

o to

kens

. A h

ero

colle

cts

Peri

l and

Glo

ry a

nd a

ctiv

ates

the

effe

ct o

f th

e sp

ace

he w

arps

into

if h

e m

oves

on

his

turn

. A h

ero

rem

ains

in th

e sa

me

stat

e he

was

in w

hen

war

ped;

for

exa

mpl

e, if

he

is ti

pped

he

rem

ains

tipp

ed. G

ener

-al

ly a

War

p ef

fect

may

not

mov

e a

hero

fro

m D

unge

on to

Wild

erne

ss o

r vi

ce v

ersa

, unl

ess

it sp

ecifi

cally

sta

tes

that

it c

an.

You

: W

hen

a ca

rd s

tate

s “y

ou”

or “

your

,” it

ref

ers

to th

e pl

ayer

who

con

trol

s th

e ca

rd.

CO

MB

ININ

G S

ET

S D

IAG

RA

M

Des

ign

& A

rt:

Tho

mas

Den

mar

k

Add

itio

nal A

rt:

Mol

ly M

endo

za

Den

mar

k, B

en V

an D

yken

, Jam

es

Kei

, Chr

is M

angu

m

Edi

tor:

Mic

helle

Nep

hew

Pub

lishe

r: J

ohn

Nep

hew

Des

igne

r’s

Tha

nks:

To

Mor

gan

Gra

y fo

r de

sign

adv

ice,

to L

uk-

man

“L

ucky

” Sh

ih f

or p

layt

estin

g w

isdo

m, t

o C

hris

Fre

eman

for

de

sign

ass

ista

nce

on R

ealm

of

the

Ice

Witc

h, a

nd to

all

the

play

test

ers

who

are

far

too

man

y to

list

her

e.

You

r ef

fort

s ar

e gr

eatly

app

reci

ated

!

Pub

lishe

r’s

Tha

nks:

To

Jeff

T

idba

ll, J

erry

Cor

rick

, and

the

gang

at t

he S

ourc

e.

Dun

geon

eer ©

200

3-20

13

Tho

mas

Den

mar

k. D

unge

onee

rth

e D

unge

onee

r log

o, T

omb

ofth

e L

ich

Lor

d, V

ault

of th

e Fi

ends

, H

aunt

ed W

oods

of M

alth

orin

, Den

of

the

Wer

erat

s, D

rago

ns o

f the

Fo

rsak

en D

eser

t, R

ealm

of t

he Ic

e

Witc

h, C

all o

f the

Lic

h L

ord,

Epi

c D

unge

onee

r, an

d L

egen

dary

Dun

-ge

onee

r are

trad

emar

ks o

f Tho

mas

D

enm

ark,

use

d un

der l

icen

se b

y Tr

iden

t, In

c. d

/b/a

Atla

s G

ames

. All

righ

ts re

serv

ed. T

his

wor

k is

pro

-te

cted

by

inte

rnat

iona

l cop

yrig

ht la

w

and

may

not

be

repr

oduc

ed in

who

le

or in

par

t with

out t

he w

ritte

n co

nsen

t of

the

publ

ishe

r.

Vis

it w

ww

.atl

as-g

ames

.com

an

d w

ww

.dun

geon

eer.

net

for

opti

onal

rul

es a

nd p

lay

aids

.

4. Hero Phase: During your Hero Phase you may perform any of the following actions in any order, as many times as you choose, and are limited only by your Movement points: move, explore, play Glory cards, and attempt quest.

Move: Each Map card is also a space on the game map; the area between Map cards is never considered a space. You may move your hero through a viable exit to an adjoining space at the cost of 1 Movement point; an adjoining space is another Map card connected to your Map card by any exit (even a Wall/Impass-able exit), and a viable exit is an exit that is not blocked by a Wall/Impassable exit and that connects to an adjoining space. You must overcome the Threat score of the exit on the space you are leaving if there is one; ignore the exit of the space you are entering.

As you enter a new map space on your turn, you collect the Peril and Glory value of that space if you have not already been in that space this turn. Record the points on your Tracker card with tokens. If it is not your turn when your hero is moved, you do not collect the Peril and Glory points. If the space has an Obstacle effect described in its center area, you activate it as soon as you enter the space if it is your turn, but do not trigger it off turn.

Explore: You may draw and place additional Map cards at the cost of 1 Movement point each.

Play Glory Cards: Glory-funded Adventure cards that indicate they may be played during the Hero Phase, like Boons and Trea-sures, may be played from your hand into your Inventory now. You may play as many as you have Glory resources to pay for.

Remember, though, that your hero is limited to the number of Permanent Boons and Permanent Treasures he may have in play at one time, as indicated on your Hero card. (Instants and At-tachments are not limited in this way.) Also, you may not have more than 1 Treasure of the same type in play at a time, such as 2 helmet Treasures. (Boons are not limited this way.) A card that is played into your Inventory after having its Glory or Peril cost paid is then available for you to use and is said to be readied; a card in your hand has no effect in the game until readied.

Attempt Quest: Each Quest card identifi es a task to be complet-ed, and the specifi c location where this task must be performed. You choose when to attempt a Quest as part of your Hero Phase; it is not automatically attempted when you enter the designated location. All Heroes can pursue Global Quests, but only the fi rst player to accomplish the task collects the reward. Only you may attempt your Personal Quests. The fi rst attempt at a Quest each turn is a free Movement; additional attempts cost 1 Movement point each. If you succeed and complete a Quest, collect the Quest reward in the bottom right corner and turn the card over (or rotate it 180 degrees in the case of an Artifact-type Quest). When you have 3 completed Quests, you win the game! Also, when you complete a Quest it ends your Hero Phase, and you go immediately to your Discard/Draw Phase. A completed Quest is no longer in play, unless it is an Artifact. If a Global Quest is completed, draw a new one; Personal Quests are not renewed (unless you’re playing an Epic or Legendary game, see Combin-ing Sets). Each Quest has different criteria to complete it, but they fall into these general categories: Artifact, Chance, Effect, Escort, Sacrifi ce, Search, Slay, and Threat.

5. Discard/Draw Phase: If you have any cards in your hand, you must either discard 1 of them, 1 Treasure card from your Inventory, or 1 Encounter card from your Pack. Boon cards may not be discarded from play this way. If you have no cards in hand, you do not have to discard. If you did not move at all during your turn, collect the Peril and Glory for the space you stayed in, but you don’t trigger its effect or Ob-stacle. If you did not use all your Movement points, you may save 1 to use for an off-turn action. Indicate this by placing a Glory token on your Hero card and remove it when used; it’s removed on your next Reset Phase if not used off turn before then. Draw your hand back up to 5 cards from the Adventure deck, shuffl ing in the discards if the deck is depleted. This ends your turn.

SPECIAL ACTIONS

You may perform the following actions either on or off-turn.

Play an Anytime Card: You may play a card that says “Any-time” in its play time fi eld if you have the resources available to fund it.

Play a Response Card: On your opponent’s Response step, you may play cards or special abilities marked with the Response play time.

Activate a Readied Card: You may use the effect of a card in your Inventory, including your hero’s special ability, if you have the resources required to fund it.

Challenge: Once per turn at the cost of 1 Movement point, your hero may initiate an attack. Follow the combat sequence described under Dungeonlord Phase. This attack may be on a monster immediately after it has attacked your hero, including monsters on your Quest cards, or you may attack another hero directly with your hero if he is occupying the same space. If you hit, you may either infl ict wounds or take a hero’s Escort-type Quest if it has a token on it; see Escort under Attempt Quest.

Untip Your Hero: A tipped hero is unable to move until you pay 1 Movement to untip him.

UNIVERSAL RULES

Rules Priority: Specifi c wording on cards take priority over any rule in this rule sheet.

Dice Modifi ers: Any effect that modifi es dice must be played or specifi ed before any dice are rolled.

General Resolution Order: In case of confl ict, this is the order in which cards and their effects are resolved: Boon (in-cluding hero special ability), Treasure, Bane, exit, Movement point spent, hero enters space, Peril and Glory collected, map space effect occurs, Encounter, attack roll, counter-attack roll, Quest, player who’s turn it is, the next player in the turn order, and so on.

Example of Resolution Order: If your hero had a Boon card that gave him +1 Speed, but not enough Glory to play the card, he could enter a space to collect enough Glory to play the card. If the space had an effect such as “Overcome Speed Threat 5+ or take 1 wound,” he could collect the Glory to play the card before the map space effect occurred.

OPTIONAL RULES (ADVANCED)

Dungeoneer is an adventure game; however, there are several ways to enhance the strategic aspects of the game to make it more competitive.

Pick Your Hero: Each player chooses the Hero card he wants to play, starting with Player A.

Unbiased Map Placement: If you draw a Map card specifi cally required by one of your Personal Quests, hand it to the player to your left to place; if he requires it for a Personal Quest, he must pass it to the player to his left, and so on. If it comes full circle, then you may place it. This does not apply to Map cards required by Global Quests, and applies only to the fi rst location listed on Escort-type Quests. This complicates, but greatly bal-ances, the game.

No Personal Quests: All Quests are Global. Keep 2 Global Quests available at all times. An Escort-type Quest becomes Personal when a token is placed on it.

Revealed Map: The map is laid out entirely before play begins. Deal Quests fi rst. Choose an Entrance card to indicate the initiative winner and shuffl e all the Map cards together. Deal all the Map cards out, face down, one at a time to each player. The player who draws the Entrance is Player A and sets that Entrance in the middle of the play area. Moving clockwise from Player A, each player chooses one of his Map cards to place until the entire map is built. The spaces specifi cally required by revealed Global Quests must be placed last by the players who draw them.

Restricted Movement Points: During the Reset Phase you no longer gain Movement points equal to your Speed score. Instead, you get 3 Movement points on your Reset Phase. Increasing your Speed score does not increase your Movement points. In addition, the standard rules state that if you did not use all your Movement points on your turn, you may save 1 to use for an off-turn action; this is no longer true. Instead, if you are out of Movement points, you may earn 1 bonus Movement point by voluntarily tipping your untipped hero on or off your turn. You can use this bonus Movement point to do anything except to move.

Spike Dodging: Instead of rolling, you may choose to pay 1 additional Movement point to avoid the Spikes.

Discard is Optional: Discarding 1 card at the end of your turn is optional. You may not discard more than 1 card.

Reincarnation: A defeated hero is set aside, but that player is still in the game; he chooses a new hero at Level 1 (or 4 or 7, depending on grade). The opponent to his left places him in the Entrance of that opponent’s choice. The player loses all cards in his hand and Inventory and draws a new hand of 5 cards, but keeps all his Quests.

COMBINING SETS

When combining sets, you will have a lot of Adventure cards. Separate them into a Glory deck of Boons and Treasures, and a Peril deck of Banes and Encounters. Each time you draw an Adventure card, you may choose which deck to draw from. Be sure to use separate discard piles for each.

Combining Heroic, Epic, and Legendary Sets: Begin the game with the heroic deck; epic and legendary decks are set aside. As the last player achieves epic level, replace the Adven-ture and Quest decks with the epic set. Do the same with the legendary decks upon the last player achieving legendary level.

When combining epic sets (Levels 4–6) or legendary sets (Levels 7–9) with heroic sets (Levels 1–3), you do not gain the epic special abilities until you reach 4th Level, and the legendary abilities start at 7th Level. Stack the heroic Hero card on top of the epic Hero card and line them up at the red line. Similarly, a legendary Hero card would go underneath the epic card. Add the totals to determine your current score in each stat. Use the epic carry totals when you reach 4th Level, and the legendary totals at 7th Level; if this results in a reduction, im-mediately discard extra Treasures or Boons of your choice.

When an epic set is played alone, all players start at 4th Level. Legendary games begin at 7th Level. A hero gains Levels only by completing Quests of the appropriate grade.

Unlike standard games, in combined heroic/epic/legendary games Quests act as victory points. When you achieve epic level, the epic quests are not dealt out until everyone has achieved epic levels. But you may continue to complete global heroic quests; you do not gain levels for completing them, though, only victory points. The moment the last player achieves epic level then epic quests are dealt: 2 personal quests to each player and 1 global quest. Do the same for legendary level.

The moment a player achieves the highest level possible (7th Level in an epic game, 10th Level in legendary) the game is over. Count up the completed Quests’ victory points. The player with the most points wins. In the case of a tie the player with the highest level wins.

Each heroic quest = 1 victory pointEach epic quest = 2 victory pointsEach legendary quest = 3 victory points

Combinging heroic and legendary sets without an epic set requires that when the last player achieves 4th Level all heroes are automati-cally promoted to 7th Level. Continue normally as described above.

Combining Wilderness and Dungeon Sets: Take out an Entrance from each set and place them a short distance apart in the center of the play area. Then separate the Maps into 2 decks. Heroes on a Wilderness space draw from the Wilderness deck, and heroes on a Dungeon space draw from the Dungeon deck. When building the map, all Dungeon Map cards (black border) are placed so that they connect to each other. Similarly, all Wilderness Map cards (white border) are placed adjacent to each other. However, the Dungeon and Wilderness map sections are built apart from each other and never touch; they are connected only by Portals. As the map is built, the fi rst player to place a Map card with a Portal may then place a marker token on it and one on a Dungeon Entrance; they are then linked.

CREDITS

STANDARD EXITS

Open: There is no Threat to beat in order to move through an Open exit.

L (Locked/Lost): Overcome the Threat or lose 1 more Movement to go through. If you fail but don’t have any Movement points remaining, the exit is open but you have not yet moved into the new space. Place your hero token on the exit to indicate that it remains Open for everyone while you are there. Your hero is treated as still being in the old space.

T (Trapped/Treacherous): Overcome the Threat or take 1 wound as you exit. If you fail, you still pass through. Trapped/Treacherous exits are actually Obstacles, not Traps.

Wall/Impassable: You may not move through a Wall or an otherwise Impassable exit from either side.

ALTERNATE EXITS

Sewer: You may pay 1 Movement point to relocate your hero to a corresponding Sewer (A:A, B:B).

Portal: You may pay 1 Movement point to relocate your hero from a Portal to its corresponding Dungeon Entrance (A:A, B:B), or to move from that Dungeon Entrance back to the correspond-ing Portal space. The letter is assigned to an Entrance/Portal pair by the player who draws the Portal card; he chooses which Dungeon Entrance the Portal exits to when he places it, and puts corresponding marker tokens on both Map cards.

OBSTACLES

Hazard: This provides a bonus to all Encounter Traps played in this space.

Pit: Your hero must overcome the Threat or fall in. Tip your token on its side to indicate this. While your token is tipped it can not move until you pay 1 Movement point to untip it. This is the only penalty associated with being tipped.

Spikes: You must overcome the Threat. If you fail, take 1 wound.

QUEST CATEGORIES

Artifact: Instead of being turned over when completed, the Quest is rotated 180 degrees; this is why the reward is written upside down. An Artifact provides a permanent increase in a hero’s score when it is completed. Artifacts are not Treasures and do not count towards the player’s Treasure limit, or confl ict with other Treasures; you could have an Artifact helmet and a Treasure helmet at the same time, for example.

Chance: Achieve a sequence of numbers rolled on a number of dice as described on the Quest card.

Effect: This Quest has an effect on the player while it is in play. If the Quest is Global it affects all players, but its reward goes only to the player who completes it.

Escort: Go to the fi rst location specifi ed and place a token on the Quest card, then go to the other location required and remove the token. An Escort Quest that is Global becomes a player’s Personal Quest when he places a token on it; turn over a new Global Quest in this case. Placing or removing the token is a free action that must be done during your Hero Phase. A token can be volun-tarily removed while your hero is on a space other than that specifi ed by the Quest card. In this case, the token stays in that space and may be picked up (placed) by another hero who enters it; that hero then takes the Quest card as his Personal Quest even if he already has 2 Personal Quests. An Escort Quest with a token may also be stolen with a successful attack on that player’s hero by another hero in the same space, at a cost of 1 movement; see Special Actions for more on challenges.

Sacrifi ce: Pay the price described on the Quest card to complete it.

Search: Instead of giving a specifi c location, the Quest’s objective must be searched for. To make a search, follow the criteria described on the Quest card; normally this requires you to pay 1 Movement and roll 1 die while on a particular type of Map space, adding +1 to the roll for each space your hero is from the nearest Entrance. If your search matches or beats the search number, you fi nd the Quest objective. Only then can you make an attempt at completing the Quest. If you don’t complete the Quest on the same turn you successfully searched, a new search will be needed before trying to complete it again on a later turn.

Slay: Defeat the monster listed on the Quest card. The monster attacks fi rst as a free movement, as per the normal combat rules; the player seated to your left can act as the Dungeonlord. After the monster attacks, you may attack it with your hero as a challenge for 1 movement. Quest monsters do not go into your hand or Pack, and they are not worth Glory or Peril.

Threat: Overcome the Threat on the Quest card. The fi rst attempt is generally a free Movement, then you must pay 1 Movement for each retry. You can try as many times as you have Movements. Failed attempts affect everyone in the space.

COMMON CARD EFFECTS

#: This symbol is used to indicate a variable, the exact value of which is 0 plus the number of additional Glory or Peril that is spent at the moment the card effect is activated, as required by the card.

Bane: It is possible to include your hero in the effect of Bane cards you play so long as you never spend your own Peril.

Boon: Boons may not be voluntarily discarded from your hero’s Inventory, but if you are forced to discard one by another card effect, the Boon immediately loses its effect.

Encounter: An Encounter card is played into the map space of the hero it is attacking and, unless otherwise noted on the card, may only affect heroes in that space. If the hero somehow moves out of the space before the Attack Roll step, the Encounter card may not attack or otherwise affect that hero.

Level Drain: A hero can not be drained below 1st Level.

Minion: A monster that becomes your Minion is treated as a Permanent Treasure, and takes up 1 Treasure carry slot. A minion may make 1 counter-attack per turn in your hero’s place, or make 1 standard attack at the end of combat against any monster or hero that just attacked you, again instead of your own hero.

Monster Special Effect: Some monsters have an effect, such as Transform, which may be activated at the cost of additional Peril when they attack. This effect may be used once each time the monster attacks. If the effect is a Threat, then it takes place before combat is resolved.

Shift: This effect moves Map cards, but the rules for placing Map cards still apply. When you shift a Map card, you may never leave a part of the map stranded with no way back to the Entrance. Wilderness connects only to Wilderness, Dungeon only to Dungeon.

Speed: If you increase your Speed through the benefi t of a card effect, you do not immediately gain Movement points unless the card specifi cally states that you do. If your Speed is still increased when you reach the Reset Phase of your turn, then you would gain extra Movement points for it.

Storage Item: Cards take effect the moment they are played, so a card that increases your hero’s carry limit can be played even when his slots are fi lled.

Tipping: Your hero token is set on its side to represent that your hero is immobilized. If your hero is tipped, you must expend 1 Move-ment to stand up. While you are tipped you may not expend Movements except to untip. There are no other penalties associated with being tipped. Some card effects may require you to overcome a Threat in addition to the Movement to stand up, as indicated on the card.

Treasure: A Treasure card that no longer has a game effect should be discarded the moment it loses its effect. A Treasure that is imme-diately discarded once used, like a Potion, does not count against your hero’s Treasure carry limit if you use it the moment you play it.

Warp: This effect moves hero tokens. A hero collects Peril and Glory and activates the effect of the space he warps into if he moves on his turn. A hero remains in the same state he was in when warped; for example, if he is tipped he remains tipped. Gener-ally a Warp effect may not move a hero from Dungeon to Wilderness or vice versa, unless it specifi cally states that it can.

You: When a card states “you” or “your,” it refers to the player who controls the card.

COMBINING SETS DIAGRAM

Design & Art: Thomas Denmark

Additional Art: Molly Mendoza Denmark, Ben Van Dyken, James Kei, Chris Mangum

Editor: Michelle Nephew

Publisher: John Nephew

Designer’s Thanks: To Morgan Gray for design advice, to Luk-man “Lucky” Shih for playtesting wisdom, to Chris Freeman for design assistance on Realm of the Ice Witch, and to all the playtesters who are far too many to list here. Your efforts are greatly appreciated!

Publisher’s Thanks: To Jeff Tidball, Jerry Corrick, and the gang at the Source.

Dungeoneer © 2003-2013 Thomas Denmark. Dungeoneerthe Dungeoneer logo, Tomb ofthe Lich Lord, Vault of the Fiends, Haunted Woods of Malthorin, Den of the Wererats, Dragons of the Forsaken Desert, Realm of the Ice

Witch, Call of the Lich Lord, Epic Dungeoneer, and Legendary Dun-geoneer are trademarks of Thomas Denmark, used under license by Trident, Inc. d/b/a Atlas Games. All rights reserved. This work is pro-tected by international copyright law and may not be reproduced in whole or in part without the written consent of the publisher.

Visit www.atlas-games.com and www.dungeoneer.net for optional rules and play aids.