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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