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7/24/2019 One Deck Dungeon
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COMBAT
3
5 5
ARCANE BLAST3
GOBLIN
Any:Gain a
6.
3
6
TRAP
4
ARCANE BLAST3
ARROWWALL
4
5 6
Any:Gain a
6.
33
COMBAT
5
QUICKSTEP3
5
DISEASEDRAT
Trap:Gain a 4and 5of any type.
2 3
4
5
OBSTACLE
QUICKSTEP3
4
CAVE-IN
4 4
4
4 4
Trap:Gain a 4and 5of any type.
COMBAT
4
FIREBALL4
5
SKELETONKNIGHT
Combat:Gain a and a
2 6.
4 4
4
6
COMBAT
4
FIREBALL4
5
GLOOPINGOOZE
3 3
5
4
Combat:Gain a and a
2 6.
COMBAT
3
PIERCE
65
SHADOWFIEND
Initiate:For each two you have,
armor boxes are difficulty -1.
4 5
4
TRAP
3
SHARD SWARM6
64
SPIKEDPIT
Combat:Gain a and a
6 5.
3
21
COMBAT
1 2
4
LIFE DRAIN6
5
FIREELEMENTAL
Combat: Gain a
4.
3
Heal one damage.
6
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TRAP
4 4
ENCHANTED BLADE3
64
FLAMESTATUES
Combat: You may use
asand vice versa.
OBSTACLE
HASTE6
RUNEPUZZLE
Reroll any or all of your other dice.
6 6
4 4
OBSTACLE
3
4 5
LIGHTNING BOLT7
FORCEWALL
Combat:Gain a
4,
6, 3.and a
6
SURPRISE ATTACK
Initiate: For every
set one die you would roll to be a 6.
you have,
DISEASEDRAT COMBAT
5
5
2 3
4
5
SURPRISE ATTACK
SPIKYLOG TRAP
4
4
4
5
Initiate: For every
set one die you would roll to be a 6.
you have,
THROWING KNIVES
GOBLIN
6
Initiate: Roll your and place 6sin armor
boxes of any type. Then start the encounter.
COMBAT
3
5 5
3
6
ARROWWALL TRAP
44
4 6
22
THROWING KNIVES
Initiate: Roll your and place 6sin armor
boxes of any type. Then start the encounter.
OBSTACLE
ACCURACY
LOCKEDDOOR
5 5
6
Combat:Increase another of your
dice by the spent dies value.
BEARTRAP TRAP
5
6 6
3
ACCURACY
Combat:Increase another of your
dice by the spent dies value.
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OPPORTUNIST
Combat: You may place dice of anycolor into armor boxes.
FIREELEMENTAL COMBAT
1 2
4
5
3
6
COMBAT
FINESSE
6
PHANTOMARMOR
Any: You may place
6s in boxes of
any color.
5
5
6
4
4
DODGE
6
ROLLINGBOULDER
Combat:Ignore half (rounded down)of the damage you would take.
TRAP
43
5
21
PRECISION
Any: All yourby 2.
dice are increased
TRAPFLAMESTATUES
4 4
64
COMBAT
POISON
WRAITH
Combat: If only consequencesremain, ignore all but two of them.
66
4 4
64
COMBAT
4 4
ACROBATICS
5
OGRE
Any: You may use dice for anytype of skill.
6
6
4
SWIFT STRIKE
Combat:Gain a and a
6.3
COMBATSKELETONKNIGHT
4
5
4 4
4
6
SWIFT STRIKE
COMBATBANDIT
3
5
3 3
64
Combat:Gain a and a
6.3
MIRROR STRIKE
= =and a4
6.
GOBLIN
Combat:Gain a
COMBAT
3
5 5
3
6
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MIRROR STRIKE
= =
BEARTRAP TRAP
and a4
6.Combat:Gain a
5
6 6
3
FLURRY
and a4
2.
DISEASEDRAT
Combat:Gain a
COMBAT
5
5
2 3
4
5
FLURRY
OBSTACLETREASURECHEST
4 5
5
and a4
2.Combat:Gain a
COMBATWRAITH
66
4 4
64
CRUSHING BLOW
Initiate: For each three you have,fill one armor box.
COMBATSHADOWFIEND
3
65
4 5
4
FINISHING BLOW
4, a
6.
4, aCombat:Gain a
and a
4,
TRIPLE STRIKE
= =
=
6.6,
OBSTACLE
3
4 5
FORCEWALL
6
Combat:Gain a 6, and
TOUGHNESS
Ignore 1 point of damage.
COMBATOGRE
4 4
5
6
6
4
KNOCKBACK
Combat: Reroll any or all of your
dice.
ROLLINGBOULDER TRAP
6
43
5
21
STUN
Combat: Ignore two .
TRAP
3
64
SPIKEDPIT
3
21
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: Change all 1s to 4s.
: Change all 1s and2s to 5s.
OBSTACLELOCKEDDOOR
5 5
6
CLARITY POTION CLARITY POTION
: Change all 1s to 4s.
: Change all 1s and2s to 5s.
OBSTACLETREASURECHEST
4 5
5
COMBAT
4
5
GLOOPINGOOZE
3 3
5
4
: All mana costs are -3 (min 1).
: All mana costs are -5 (min 1).
MANA POTION
: All mana costs are -3 (min 1).
: All mana costs are -5 (min 1).
MANA POTION
CAVE-IN OBSTACLE
4
4 4
4
4 4
: Discard an encounter in play.
: Discard any number of encounters in play.
INVISIBILITY POTION
COMBATBANDIT
3
5
3 3
64
: Discard an encounter in play.
: Discard any number of encounters in play.
INVISIBILITY POTION
SPIKYLOG TRAP
4
4
4
5
:
Roll 1 extra dice of your choice.: Roll 2 extra dice of your choice.
HEROISM POTION
OBSTACLERUNEPUZZLE
6 6
4 4
COMBAT
6
PHANTOMARMOR
5
5
6
4
4
:
Roll 1 extra dice of your choice.: Roll 2 extra dice of your choice.
HEROISM POTION
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BOSS
4 6
56
DRAGON
Heal all hits from the top two rowseach round.
6
5
5
5
5
ARMOREDHATCHLINGS
Every encounter also gains:
DRAGONSLAIR
HATCHLINGSWARM
Every encounter gains:
NORMAL
Discard 8 cards from the deck when entering
level 1.
LV1
LV2
LV3
ENTRY
6
5
: Heal 2 damage (to top of deck).
: Heal all damage (to top of deck).
HEALING POTION
TURN REFERENCE
1 OR
2 EXPLORE:Draw one card
Encounter an
existing cardPassOR OR
Combat:Encounter or
spend to flee
THEN
Trap:Must be
encountered
Obstacle:May be
encountered
Spend Spend . Heal one damage
BOSS
5 5
44
LICH
Each box needs two dice (or three unmatching)to fill. Heal the top row after each round.
5
4
4
4 6
IMPOSSIBLESTRENGTH
Every encounter also gains:
LICHSTOMB
WEAKNESSFIELD
2scannot be used for skills or mana.
UNDYINGLEGIONS
Every encounter gains:
LV1
LV2
LV3
VERYHARD
3
4
6
BOSS
4 5
66
YETI
If all boxes in a row cannot be filled, none are
filled. At the end of each round, heal the right-most die in each row.
6
6
666
ICEMAZE
Spend an extra time at the start of
each turn.
YETISCAVERN
BITINGCOLD
Every encounter also gains:
Every encounter gains:
LV1
LV2
LV3
HARD
FREEZINGWINDS
4 4
5
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ARCHER
VOLLEY
Initiate: All armor boxes are difficulty -1.
Reroll all
TRUE AIM
1s (once).
1P
ARCHER2P
VOLLEY
You may give your partner one of your
dice after rolling.
SUPPORTING SHOT
Initiate: All armor boxes are difficulty -1.
MAGE
SHIMMERING BLAST
Combat:Add a 5 of any type.
You may reroll 1s when encountering a trap.
SECOND SIGHT
3
1P
MAGE
Your partners mana costs are -1 (Minimum 1).
MANA FONT
2P
SHIMMERING BLAST
Combat:Add a 5 of any type.
3
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BACKSTAB
Fleeing does not cost you time.
EVASION
ROGUE
Initiate:Add a 6.
1P
Your party may use multiple Initiate skills.
CRAFTY
ROGUE2P
BACKSTAB
Initiate:Add a 6.
WARRIOR
TRUE STRIKE
If you would take 3 or more damage, take oneless damage.
THICK SKIN
1P
Combat:Add a or a 3of any type.5
WARRIOR2P
TRUE STRIKE
You may take damage instead of your partner.
FRONT LINE
Combat:Add a or a 3of any type.5
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