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by Dustin Porta
Today's your lucky day. All those years shoveling the royal
latrines have finally paid off. You've been promoted to Head
Janitor of the palace dungeon. Now it's up to you to fix the mess
left behind by the last custodian. Roll up your sleeves, rally the
gnomes, and warn the goblins. You've got tunnels to dig and
traps to set. But whatever you do, keep the gates shut. If a
monster crashes the royal wedding, it's back to the nightsoil for
you.
Table of Contents:
Chill Mode page 2
Janitor Mode page 3
Warden Mode page 5
Hardcore Mode page 7
Spoils and Soil page 8
Double Dungeons page 9
How to Play: This is a solitaire game. Start with Chill
Mode. Each mode adds new rules. Double Dungeons adds
2Player.
Have you Mopped?: It's best to play on the floor, but if
you only have a small table, you can lay cards end to end along
two sides of the table to measure it. Multiply this by two and a
half and play with a deck of that many cards.
CHILL MODE Page
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It's your first day on the job and the monsters haven't
come out yet. The gnomes are digging and the goblins are in a
great mood. Let's take this dungeon for a spin!
Setup: Place one Dungeon Gate
on the table to start your dungeon.
Shuffle your deck and draw two cards.
Keep these beside your deck. These are
your Vault cards.
How to Play: Each turn, draw one card. Add it to your
dungeon or swap it with a Vault card and build the Vault card
instead. Repeat until you build every card in the deck to win. If
you're crafty enough, win early by sealing every tunnel to create
a ‧⁺˚*・༓☾Perfect Dungeon☽༓・*˚⁺‧If you run out of room or
can’t build, you lose.
Building Rules: The floor of the card
you're building must touch the floor of a
tunnel in your dungeon. You may overlap only
if necessary, but only the hash-marked
area behind walls, not any part of the
tunnel wall or floor.
Variants: If the game is too hard,
add more Vault cards. If too easy, try a
smaller table.
That's all! Go Play!
Winners may display the Spoils of Victory (page 8) in the
band of their best fedora. Losers must wear the Soil of Defeat.
JANITOR MODE Page
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Begin with Chill Mode. Add these rules.
POV: Your contact with the goblins says the monsters
are awake...and they're ornery. So much for taking it easy. But
your gnomes have got the traps tweaked, oiled the hinges on the
hatches, and fixed the boards on all the doors. You've got this!
Setup: Flip half the deck over while shuffling to ensure
randomness. Whichever face is showing on top of the draw pile
is how the card enters play.
How to Play: Each turn, begin with the Draw Phase
followed by the Build Phase, then the Monster Phase, and
finally the Flip Phase
Draw: If you draw a monster or Dungeon Gate, you must
build it. You may not swap it with a Vault card. Monsters have a
starburst pattern on the front, similar to the light from an open
Dungeon Gate.
Note: Monsters don't enter the dungeon
until turn 9. If you draw a monster before turn 9
place it under your deck and draw again. (Variant:
With 20 cards or fewer, monsters enter on turn 6.)
Build: If you draw a monster face-up, it must attach as far
as possible from your Dungeon Gate (see Counting on page 4).
If you drew a monster face-down, it must attach as close to your
Dungeon Gate as possible, then flip the monster face-up.
Monster Phase: After building, trace a path from each
live monster to the nearest Dungeon Gate. Players choose
which monster goes first. If all paths are blocked by doors,
grates, or walls, you’re safe.
JANITOR MODE continued Page
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If a monster’s path reaches your Dungeon Gate, it
stops—flip the Gate to open. If another monster reaches the
Dungeon Gate before the end of the Monster Phase, nothing
more happens—unless you have a second Dungeon Gate, then
your second monster will continue their path toward the second
Dungeon Gate. If a monster reaches a Dungeon Gate that was
already open before your Monster Phase began, then they
escape the dungeon and you lose.
Traps: If a monster's path passes over a
"set" Trap card, you may flip it to flip the
monster and stop it. Traps are easy to identify.
The "sprung" side of the Trap has pointy bits
showing. The "set" side, has them hidden.
Counting: Tunnel length is determined only by the
number of cards in a path. Monsters always take the shortest
possible path.
Flip Phase: While some cards trigger a flip during any
phase, you may only spend Gems and Vaults during the Flip
Phase. (Note: Overlapped cards can never flip.)
Gems: Flip any card with Gems on it to spend the
gems. For each Gem spent you may flip one other card.
Note: If a card with a Gem is flipped by a separate ability or
trigger, that Gem can't be spent before it goes away.
Vaults: Discard a Vault (place it on the bottom of your
deck) to flip any card. Once spent, Vaults are gone.
Caution: Spending Vaults reduces your options..
Flip Limits: Cards may only flip once per turn, except
monsters which may flip 3x and Dungeon Gates which have no
limit.
Build every card or create a Perfect Dungeon to win.
Run out of room or let a monster escape and you lose.
That's all! Go Play!
WARDEN MODE Page
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Begin with Janitor Mode. Add these rules.
POV: When you peeked up through the royal latrine to
ask for a promotion, you never imagined minding the royal
dungeon would be this complicated. What were you thinking?
The monsters are digging, they're smashing down doors, even the
goblins have turned against you.
Hatches: Hatches allow monsters to get
around obstructions. Treat every hatch as if it is
connected to every other hatch card.
If a hatch is closed it has no effect.
Open Tunnels: Monsters can pass
between two unfinished tunnels if the open
tunnels are facing each other, but only in a
straight line, not diagonally.
Sleeping Giants: Can't be flipped by Gems.
Goblins: Any time you flip a card with a Goblin
on it, you must flip every Goblin in your dungeon. Spot
them by their pointy ears, toes and fingers.
Goblin Guardians: Figures holding a
battle axe are Goblin Guardians. This includes
Dungeon Gates and some monsters. Goblins adjacent
to a Goblin Guardians are immune to Goblin triggers.
Music Symbol: Whenever a Music Symbol enters
your dungeon or is revealed by a flip, you must flip the
nearest face-down monster or Sleeping Giant.
WARDEN MODE continued Page
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Note: If flips/triggers during the Flip Phase wake
monsters or free ones that were trapped, begin a new monster
phase for just those monsters. (If they reach an open gate, even
one opened in your prior Monster Phase, you lose.)
Note: If a card has reached its flip limit, it will not
respond to any triggers.
-Monster Abilities-
Grate Passing: If a monster card
depicts the monster passing between
Grates/Bars then it has the ability to pass
through Grates/Bars (and metal Doors,
which count as both Doors and
Grates/Bars).
Door Opening: If a monster
card shows a door, it has the ability to
open doors. Flip any closed Door
cards it encounters on the way to your
Dungeon Gate.
Digging: Monster cards that depict a
demolished earthen wall and rubble have the
ability to pass through any earthen(not stone) wall
and move between tunnels any distance apart.
They must dig straight, not diagonally.
Stone Digging: If the demolished wall
on the monster card is stone. They may pass
through stone or earthen walls, but only for a
distance equal to the length of one card.
That's all! Go Play!
HARDCORE MODE Page
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Pick one or two rules to add to Warden Mode.
POV: The mice are organizing and the rats have joined them!
The gnomes unionized and are on strike! You dream of the
peaceful days of shoveling latrines. If you can release enough
cats to keep the mice at bay, and bribe some goblins to find
your stolen pickaxes, you just might make it through the day.
Gnomes: If the path that a monster traces to your
Dungeon Gate crosses a card with a Gnome, flip the
Gnome card over first.
Sewerthulu: One
monster card depicts a
water-filled sewer. One regular
card also depicts a water-filled
sewer. Treat these two as if they
were connected by a hatch.
Mice-Rat Alliance: There are two Rat
Monsters. These do not count as mice.
Mouse icons are hidden in the dungeon.
If your total mice (minus 1 for each cat or
snake visible) is 5 or more, any Rat
Monsters flip to life. This occurs any
time a new mouse is revealed. If 7 mice
are visible, search your deck for a Rat
Monster and put it on top of your deck. If 10 mice
are visible search your deck for the second.
Snakes vs. Rats: There is one Snake Monster in the game.
If this monster is alive at the same time as a Rat Monster and
crosses paths with them flip the Rat Monster over.
Union Rules: Cards showing shovels can't be flipped
unless one other card in your dungeon shows a pickaxe.
Optional Variant: Cards with shovels can’t be flipped unless you
have an equal or greater number of pickaxes in your dungeon.
That's all! Go Play!
Spoils of Victory —(Page 8 of 10)—Soil of Defeat
DOUBLE DUNGEONS(2player) Page
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Begin with solo rules.
Setup: Shuffle, then split the deck in two. Place these
piles in the center of the table with enough space for a discard
pile between them.
Each player begins with one Dungeon Gate on their side
of the table, exactly 3 card lengths from the central discard pile.
Each player draws 5 Vault cards and places them on the edge of
the table.
Bidding: Before your turn, your opponent has the option
of bidding by wagering any number of vault cards and placing
them sideways on top of one draw pile. If you choose to outbid
them, cards they wagered are returned to them and your cards
are put in their place
Draw: You may draw the top card from either pile (unless
your opponent reserved it with a winning bid) or from the
discard pile. If you had a winning bid, you must draw the card
you reserved and place the cards wagered into the discard pile.
Build: You may build your card into your dungeon or
swap it with one from your Vault and build that instead.
Note: In Double Dungeons, you may swap monsters into
your vault. You may build monsters anywhere you like and face-
down monsters don't automatically flip to life after they're built.
Live monsters attack the nearest gate. Until you connect to your
opponent's dungeon, that will usually be your own. So place
monsters carefully and use digging and hatches to attack.
Double Dungeons continued Page
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Flip Phase: You may flip cards in your dungeon by
spending a Gem or Vault card as usual. The cost to flip cards in
your opponent's dungeon varies. You may flip your opponent's
cards for 1 Gem/Vault if they are on your side of the table, 2
Gems/Vaults if they are on the center line, and 3 Gems/Vaults
on your opponent's side of the table. Note: Triggers such as
Goblins flip cards in both dungeons as usual.
If your tunnels become directly connected to your
opponent's you merge into a single dungeon and you may build
onto your opponent's tunnels and flip any card in their dungeon
for one Gem/Vault, regardless of where it lies on the table.
5.Monster: The Monster Phase occurs at the end of your
turn, instead of the beginning. This is to give you the opportunity
to close doors and flip monsters that your opponent woke during
their turn. If a monster reaches your closed Dungeon Gate during
your opponent's turn, it opens the gate as usual. But if a monster
reaches your open Dungeon Gate, during your opponent's turn,
nothing happens. You do not lose until a monster reaches your
open gate during your own turn.
Note: The draw and discard piles block digging monsters.
Optional Vault Rule: Players may keep their vault cards
on either side of the draw piles to form a temporary wall.
How to Win: Monsters will pass between the dungeons
as if they were owned by the same player. This means that a
monster who cannot reach your Dungeon Gate will use open
tunnels, digging, hatches, etc. to attack your opponent's Gate.
Note about Modes: If you play Chill Mode you may not
connect dungeons. Your goal is to surround and limit building
space. Or be the first to complete a Perfect Dungeon.
Victory: Gloating is mandatory and best done while
wearing the Crown of Victory.
That's all! Go play!