Dungeon Fighter - Rules
Dungeon Fighter - Rules
Once upon a time, there were no genuine heroes anymore. Only toothless thugs and uneducated phonies roamed
the desolate lands, recounting false tales of their heroic deeds and deceiving humble citizens into contributing
to their less-than-noble causes. When the king learned this, he became exceedingly wroth and nearly shook the
jewels from his crown! This embarrassing deheroization of the land was intolerable. And so he decided to dis-
patch his trusty scouts to seek out the most dangerous dungeons in the realm. He then ordered the arrest of every
self-proclaimed hero and cast them into dungeons in small groups. There, they would be forced to either prove
their mettle or litter the dimly lit caverns with their rotting corpses. You are none other than one of these heroes.
So, for you this means fight or... litter.
Dungeon Fighter is a game that combines dexterity, adventure, and a good dose of humor. Play-
ers take on the roles of self-proclaimed heroes, and they venture forth together as a party. Along their
way, they will explore the dungeon, search its many rooms, and face endless hordes of vicious monsters.
Forged in the fires of desperation, the hero party will need to bring the right mix of skill and courage to bear
in order to fight their way through the dungeon and ultimately defeat the Final Boss.
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Game Components BEFORE THE FIRST GAME
3 colored 6 red
hero dice health trackers
9 hero
sheets
1 four-part 9 white 1 black
target board bonus dice health tracker
1 monster hit
1 leader token point sheet
1 chest token
53 equipment
cards
30 gold coins When playing Dungeon Fighter for the very first time, players
4 dungeon
should do the following:
sheets
53 monster cards 1. Carefully punch out all cardboard components
(the tower pieces and the tokens).
pieces for the tower 12 scar tokens
with 6 levels 2. Assemble the tower based on the diagram above.
4 final boss 2 final boss 3. Assemble the Party token
cards sheets
Note: Once assembled, the tower fits inside the game box. Thus,
5 special power tokens players are not required to disassemble the tower after each play.
(toad, beer, tracking,
pieces for the charm, and song)
party token
Setup
Before playing, set up the game as follows:
1. Assemble the Board: Fit the four board pieces together to form one large Target board. Use the letters at the edge of the each piece to line up the cor-
rect pieces. Then place the board in the central play area.
2. Locate the Final Boss: Shuffle the Final Boss cards and randomly choose one. Without looking at it, place it face-down near the Target board.
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3. Mapping the Dungeon: Place the third (and final) floor of the dungeon first. Ran-
domly draw a Final Boss sheet, randomly choose one of its sides, and place it on CREATING THE DUNGEON
the Final Boss card, so that it completely covers it.
Next is the second floor of the dungeon. Randomly draw a dungeon sheet, random-
ly choose one of its sides, and place it on the Final Boss sheet so that it completely
covers it (when you do, make sure the shop rooms are on the same edge).
Last but not least, the first floor of the dungeon (the one you’ll start in). Randomly
draw another dungeon sheet, randomly choose one of its sides and place it on the
stack formed by the other two (again, make sure the shop rooms are on the same
edge).
first second third final
4. Choose Heroes: Each player chooses one Hero sheet and places it face-up in front floor floor floor boss
of himself. If players cannot decide or agree on which Heroes to use, then randomly room
assign one Hero to each player. Each player takes one red health tracker and places it This dungeon layout was conceived with two goals in mind:
on the “IX” space of his own Hero sheet.
• to occupy the least possibile space on your table, and give
5. Choose a Difficulty Level: Separate the Monster cards into piles according to card you maximum freedom of movement while dungeon
back. Choose one of the three difficulty levels (Easy, Normal, or Insane). Then, fighting like the pros
referring to the table below, draw the number of cards from each pile to prepare the • to better convey the thrill of exploration as you delve
monsters. Place each card deck in a different tier of the tower (i.e., place the green deep down towards the room of the Final Boss
cards in the top tier of the tower, the yellow cards in the next lower tier, etc.). The
points in the last column are for totaling the party’s score at the end of the game (see However, if you prefer, you may also place the dungeon
“Endgame Scoring” on page 9). sheets, the Final Boss sheet, and the Final Boss card side by
side, to always have a full view of the whole dungeon.
7. Give Party Starting Luggage: Place the Chest token in easy reach of all play-
ers. Then place two gold coins and one white Bonus die on the Chest token,
Example: The party chooses the Easy difficulty level. One which represents the party’s luggage.
player prepares the monsters by drawing four green cards,
four yellow cards, four blue cards, and two red cards. 8. Prepare Other Components: Create a supply by placing the gold coins, Scar to-
kens, Equipment cards, the Monster Hit Point sheet, the Special Ability tokens,
Note: New or inexperienced Heroes should use the Easy and the remaining Bonus dice as shown in the Setup Diagram on page 4.
difficulty level. 9. Enter the Dungeon: Place the Party token at the entrance of the dungeon,
near the first floor dungeon sheet as shown in the Setup Diagram on page 4.
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Setup Diagram
hero dice
party
token
leader token
final
boss
the dungeon
leader
(and first player
for the first turn)
monster
hit point sheet
second player
gold
monster
decks
target board
chest token
tokens for
special abilities
equipment
deck scar tokens
tower
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The Game Round Shop
Special Rooms
A game of Dungeon Fighter is played over several rounds, each consisting of three uring the Maintenance phase, the party may spend
D
phases: gold to buy equipment, healing, or Bonus dice at the
1) Movement phase shop.
2) Encounter phase • Buying Equipment: First, the leader draws cards
from the Equipment deck to display the shop’s wares.
3) Maintenance phase
He draws three cards, plus one for each Hero, and
places them face-up. The party can now buy as many
1) Movement Phase of these face-up Equipment cards as they wish. To
buy a card, pay gold coins equal to the gold value
The dungeon consists of rooms connected by corridors. During this phase, the party shown on the card.
moves to a new room in the dungeon. To move, follow these steps:
• Buying Healing: For each gold coin you spend to
1. Choose one corridor that leads from the party’s current room (indicated by the Party buy healing, heal one hit point to each player.
token). That corridor must show an arrow pointing away from the party’s current • Buying Bonus Dice: Pay two gold coins for each
room. Bonus die you wish to buy.
2. Move the Party token along that corridor and place it in the next room. This room is Healing Fountain
now the party’s current room. During the Maintenance phase, fully heal all Heroes.
(However, Scar tokens cannot be healed).
Note: At the beginning of the first round of the game, skip the Movement phase
and move the Party token onto the first room of the dungeon, instead.
Treasure Chambers
The party travels along corridors, but must
During the Maintenance phase, the party receives
end its movement in a room. When the party
the reward indicated on the room. If the reward is
leaves the last room of a dungeon sheet, it
an Equipment card, the leader draws the top card
moves to the first room of the next sheet.
from the Equipment deck and gives it to the Hero
Remove the previous dungeon sheet from the
of his choice.
table to reveal the next one. When the party
leaves the third floor’s last room, it moves to Dangerous Rooms
the Final Boss card (see page 9).
During the Encounter phase, the party must fight
the monster under the adverse conditions indicated
Note: If the party cannot agree on
by the room’s icon. For details on these icons, see
which room to move to next, the party
page 10.
leader chooses.
2) Encounter Phase
During this phase, the players face the monster and fight the monster (until it is defeated).
face the Monster: The first player draws one Monster card from the topmost tier of the tower that contains at least one card (at the start of the
game, this is a Level I monster with a green card back). Reveal the Monster card and place it near the Monster Hit Point sheet. Place the black health tracker
on the space of the Monster Hit Point sheet that matches the monster’s hit points shown on the card. If the Monster card shows gold coins, place that many
gold coins on the card.
FIGHT THE MONSTER: To fight, players throw dice at the Target board attempting to deal enough damage to the monster to defeat it. Starting with
the first player (the one with the colored Hero dice in front of him), each player takes a turn “swinging” at the monster by following these steps:
1. Choose One Die: The player chooses one of the colored dice available to throw at the Target board. If the party has no colored Hero dice left, he must
either take one Bonus die from the Chest token or retrieve the colored dice (see “Running Out of Colored Dice” on page 6).
2. Throw the Die: The player throws the die at the Target board, following the rules for throwing dice (see page 7).
3. Check If the Hero Hit or Missed: Sometimes Heroes swing at the monsters and hit, while other times they miss! Check the conditions to see if the Hero
missed (see “Swing and a Miss!” on page 7). If the Hero did not fulfill a condition that would consider his throw a “miss,” then he hit the monster.
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If the Hero hit, he deals damage to the monster equal to the number of the Target
board section the die lands in (plus bonuses from equipment, if any). Reduce the mon-
Monster Card Anatomy
ster’s hit points on the hit point sheet by the amount of damage dealt.
Monster Type
Note: If the monster’s hit points are reduced to “0”, the party has defeated the
monster. Hooray! See “Ending a fight”, below. Name
Note: When a die is on the bullseye of the Target board, the hit deals 10 damage. Health
(Even though the bullseye has no number there, it does it. Trust me. I wrote the
Damage
rules! Why would I lie?) If a die lands showing its special icon in the bullseye
section, the monster is immediately defeated. This also applies while fighting
the Final Boss! However, if you use this “instant kill power”, the special icon is Gold
considered used and you cannot activate another special ability (see “Dice
Color & Hero Sheets” sidebar to the right).
Special Ability
If the Hero missed, he suffers damage equal to the monster’s damage value. Reduce the
Hero’s hit points on its Hero sheet by the amount of damage suffered.
Note: Any time a Hero has less than 1 hit point of health, he faints to feign death,
and cannot act again during that encounter. Dice Color & hero sheets
4. Pass the Dice: The player passes the remaining colored dice to the player on his left.
That player takes a turn swinging at the monster by resolving these same four steps;
and then the next player, and so on until the monster is defeated (see “Ending a Fight”,
below).
Note: All dice thrown at the Target board remain where they land until the party
is defeated (suffers damage). Watch out for dice obstacles that might interfere
with a throw!
running out of colored dice: If the party throws all three colored dice
without defeating the monster, then the next Hero must choose one of two options: The color of each Hero die is very important. Each color
A) Take one Bonus die from the Chest token (See the “White Bonus Dice” sidebar here corresponds to one of the special abilities shown on the Hero
on the right for important details on Bonus dice) and swing at the monster following sheet (from left to right: blue, green, and red). If the die lands
the “Fight the Monster” steps, or showing its special icon, the Hero’s special ability of that color
activates (see “Hero and Equipment Special Abilities” on
B) The entire party suffers damage equal to the monster’s level shown on the card back page 11).
(instead of the monster’s damage stat like you do when a Hero swings and misses). Then
he retrieves all three Hero dice from the Target board. The party (starting with him) Players should discuss and carefully choose which player will
may now continue swinging at the monster, following the “Fight the Monster” steps. throw which die in order to benefit the most from each Hero’s
special abilities during the current encounter.
Note: When the party suffers damage to retrieve the colored dice, each Hero
must suffer that amount of damage. Special abilities cannot prevent Heroes
from suffering this damage.
White Bonus Dice
Bonus dice are thrown only once. When removing dice from
Note: Hero dice can be recovered this way multiple times during the same fight,
the Target board, players must return white Bonus dice to
unless you are facing the Final Boss (see “Final Boss Fight” on page 9).
the supply. Thus, it is important that the party buy sufficient
Ending a fight: A fight can end in one of two ways: Bonus dice to use for future encounters. If a Bonus die lands
showing its special icon, that player may activate any one of
• The Heroes defeat the monster his Hero’s available special abilities.
• All Heroes have fainted
The Heroes defeat the monster if they have collectively dealt enough damage to reduce the monster’s hit points to “0” or less.
The party proceeds to the Maintenance phase.
If all Heroes have fainted, the party loses the game. Perhaps next time the party should play at a lower difficulty level to improve their chances of survival.
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Rules for Throwing Dice fight Example
• The throwing player may stand or sit, and he may throw
from anywhere around the table—except when some room
or card icon has a specific throw requirement (see “Specific 1.
Throw Requirements” on page 10).
• The player throws the die with his dominant hand (i.e.,
the hand he writes with) unless instructed otherwise
by a specific throw requirement (see “Specific Throw
Requirements” on page 10). 2.
• Other players may stand up or move away from the table
to make room for the throwing player.
SPECIAL ABILITIES: Each Hero sheet shows three special abilities—one associated with each color. A Hero’s special ability is activated when the
thrown die lands showing its special icon. The Hero activates the special ability that corresponds to the color of the die. Some special abilities only activate
when the die lands on the Target board (see “Hero and Equipment Special Abilities” on page 11).
Note: Hero special abilities activate as normal during the Final Boss fight.
Some Monster cards and Equipment cards also show special ability icons similar to the ones on Hero sheets. These special abilities are not associated with a
certain die color. The abilities occur when certain conditions are fulfilled, such as missing the Target board or the Hero taking damage. For full explanations
of each ability, see “Monster Special Abilities” and “Hero and Equipment Special Abilities” on pages 10-11.
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SPECIFIC THROW REQUIREMENTS ON WEAPONS: All weapons, some monsters, Fighting with Weapons Example
and a few rooms show black and white icons depicting some unique physical way that the player must
throw the die. These icons are called “specific throw requirements”. For a full list of icons and what they
represent, see page 10.
Weapons (red Equipment cards) provide their owner the chance to deal more damage by performing
a specific type of throw. Heroes may choose which weapon(s) to use each time they throw a die. If
a player chooses to use multiple weapons, he must combine all of the specific throw requirements.
Weapons remain in the player’s possession and are not discarded after use.
After a Hero acquires a weapon, he is not required to use it for each throw. He may choose not to use it
in order to play conservatively and make a normal throw that should deal the monster some damage.
Note: When using a weapon, the general rule that requires the die to bounce at least once on the Example: Torm has two weapons equipped: the “Helm
table still applies. of Bravery” (blind shot) and the “Dragon’s Breath“ (spin
shot). He chooses to use both weapons during this throw.
Note: If a Hero attempts to use more than one weapon and fails to fulfill the requirements for any He closes his eyes and spins the die towards the Target
one of them, the throw counts as a miss even if the die landed on the target. Using weapons is risky! board, hoping it lands in a high-value section. If he hits,
he deals 5 additional damage to the monster.
SPECIFIC THROW REQUIREMENTS ON MONSTERS AND ROOMS:
Specific throw requirements are also found on certain types of monsters or rooms. When a Monster Combining Specific Throws
card or room shows a specific throw requirement, the Heroes must follow the icon’s requirements A B C
during each throw of that encounter.
If, during an encounter, both the monster and the room each require a specific throw, the Heroes
must combine those throws so that the attack is a hit. If a Hero does not fulfill all of the specific throw
requirements, then the throw counts as a miss.
If two specific throw icons are the same (e.g., a weapon and a room show the same icon), the
requirement is not doubled. The Hero just needs to perform the specific throw as normal.
Note: When combining damage bonuses from weapons or other effects, follow the standard
mathematical order of operations (i.e., multiply first, then add or subtract). The party is fighting a A) Cute Bear (crossbow shot) in
a B) Dangerous Room (two-bounce shot). The current
Example: Torm the Barbarian uses the red die (×2 damage if his ability activates) and the “Helm of first player wants to use his C) Helm of Bravery (blind
Bravery” (+3 with a blind shot) to fight a Goblin. The die lands in the “3” section of the Target board
with the special icon showing. Torm deals the Goblin ([3 × 2] + 3 =) 9 damage. This magnificent throw shot). For this throw, the player must combine all three
defeats the Goblin in a single blow! specific throw requirements. So the player must perform
a crossbow shot with his eyes closed and the die must
3) Maintenance Phase bounce at least twice before touching the Target board. A
very difficult throw, but not impossible!
After the party defeats a monster, they can bask in their glory for a brief moment.
Then they must clean up the mess and prepare to move to the next room by following these steps:
• If the party managed to defeat the monster with one single shot, they receive two Bonus dice from the supply. If they did it with two shots, they receive one
Bonus die from the supply. If they defeated the monster with three or more shots, they receive no Bonus dice.
• The player who threw the last die retrieves all three Hero dice from the Target board and hands them to the player on his left. That player is the new first player.
• Return all Bonus dice used during the Encounter phase to the supply.
• Take the gold coins from the defeated monster’s card and place them on the Chest token.
• Resolve Maintenance phase special abilities (such as “Seduction”).
• Place the defeated monster’s card in the discard pile (unless a special ability states otherwise).
• Each fainted Hero takes one Scar token from the supply and places it over one of his special abilities that does not already have a Scar token (See “Reviving a
Hero” on page 9). That Hero is restored to full health but has now three fewer hit points and cannot activate that covered special ability for the rest of the
game. If a Hero receives his third Scar token, he cannot be revived. Flip his Hero sheet over to show that he has “leveled up” to an “Angelic Hero” and he is
eliminated from the game.
• The Heroes may pass Equipment cards among themselves at this time.
• If the party is in a room that contains a shop, a healing fountain, or a treasure chamber, they may now resolve its effect (see “Special Rooms” on page 5).
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Reviving a Hero
Goldfinga fainted Equipment: The party can buy all sorts of shiny
during the encounter equipment from shops. There are three types of equipment
this round, so he is (see box to the right). weapons armor items
revived during the Each Hero sheet shows three equipment icons to the left of the Hero’s artwork (See “Equipment Icons”
Maintenance phase. sidebar to the left). These icons indicate how many of which type of equipment that Hero can carry.
He takes one Scar A Hero cannot carry more equipment than his equipment icons allow, which might mean a Hero
token from the cannot carry certain types of equipment at all. If a Hero already has three pieces of equipment, he must
supply and chooses to
give one piece to another Hero or discard it in order to accept a new piece of equipment.
place it over his green
ability. Goldfinga has three fewer hit points and cannot Note: The special abilities of “Discard after use”
activate his green special ability for the rest of the game. Equipment cards may be used at any time.
EQUIPMENT ICONS
Goldfinga’s equip-
ment icons allow
Final Boss Fight
him to carry up If the Heroes manage to successfully fight their way through the dungeon and defeat the monster in the
to two weapons last room of the Final Boss sheet, their next encounter is the Final Boss!
and one item at
the same time. If After resolving the Maintenance phase in the last room of the Final Boss sheet, move the Party token
Goldfinga is already to the Final Boss card. To prepare the encounter with the Final Boss, flip the Final Boss card
carrying one item face-up and place it near the Monster Hit Point sheet. Place the black health tracker on the space of the
and wants to buy Monster Hit Point sheet that matches the monster’s hit points shown on the card.
another item from The Final Boss fight follows all of the standard fighting rules with the following exceptions:
the shop, he must give his current item to another Hero
(or use a “Discard after use” item, or simply discard one) • After all Hero dice have been thrown, the next player’s only option is to throw a Bonus die. In
in order to free up his one item slot and buy the item from other words, during the Final Boss fight the party cannot retrieve colored dice by taking damage,
the shop. because they will not survive a full-on attack from the fierce Boss.. If the Heroes run out of Bonus
dice before defeating the Final Boss, they lose the game.
endgame scoring • If the party manages to reduce the Final Boss’ hit points to “0” or less, they win the game and head
If the Heroes wish to express their joy in numbers, total to the local tavern to celebrate the victory. Dramatic and ridiculous victory poses are encouraged.
their points for the following things:
•
•
+1 point per player
+1 per set of two gold coins still on the Chest token
Impossible Situations
• +2 points per Bonus die still on the Chest token Occasionally, there may be situations when the players may be faced with specific throw requirements
• +5 if the Heroes did not receive a single Scar token that make the throw virtually impossible. When these situations arise, the Heroes can choose (as a
• +X (based on the difficulty level, see page 3) group) to back down.
• −1 point per Scar token
• −5 points per eliminated Hero (flipped Hero sheet) If the party backs down, follow these steps:
1. Each Hero loses one hit point out of shame.
After calculating the points, compare the party’s score
to the rating system below: 2. Place the current Monster card at the bottom of the pile it came from.
3. Draw a new Monster card for the current room.
0 or less Lame Ducks
1–5 Inept Optimists Note: If the “impossible” Monster card was the last card in its pile, simply draw the new
Monster card from the pile in the next tier down.
6–10 Insubordinate Rascals
11–15 Rookie Adventurers Example: The Heroes are confronted with specific throw requirements to throw the die with
16–20 Wannabe Heroes their head under one leg. All player agree that no one could possibly make that throw, so they
21–25 Average Warriors choose to back down. Each Hero loses one hit point, they return the Monster card to the bottom
26–30 Skilled Champions of its pile, and they draw a new Monster card for this encounter.
31–35 Epic Sourcebook Readers
36–40 Epic Sourcebook Writers Of course, Dungeon Fighter is all about overcoming ridiculous challenges, so players should only use
Heroic Awesomeness Beyond this rule in extreme cases. The gods of Dungeon Fighting always watch upon you; they don’t like the
40+ coward but reward the creative!
Human Comprehension
9
Icon Descriptions
Specific Throw Requirements
(weapons, rooms, or monsters)
Standard rules for throwing a die apply unless specified otherwise.
Dancing Shot: The player spins Crossbow Shot: The player Blow Shot: The player places Under-the-Leg Shot: The
on his feet, turning around places the die on the back of the die on his hand and blows player throws the die under one
360º so that he ends facing the his hand. Then he uses his the die toward the Target board. of his legs.
Target board. He must quickly other hand to flick the die
throw the die while ending his spinning toward the Target board.
motion. Elbow Shot: The player places
Two-bounce Shot: The die
Blind Shot: The player throws the die on his elbow. Then he
must bounce at least twice
Backward shot: The player the die with his eyes closed. angles his elbow downward so
outside the Target board before
stands with his back to the that the die rolls towards the
touching it.
table and throws the die (he Target board.
can twist from his waist and/or
Weak-hand Shot: The player Borrowed-hand Shot: The Card-jump Shot: The player
neck to look at the Target board).
throws the die with his weak player takes one hand from takes one Monster card from
Pious Shot: The player holds hand (the hand the player does the player to his left and holds the discard pile (or another
the die between the two palms not write with). that hand by the wrist. Then he unused card) and with one
of his hands, as if praying. He places the die in the palm of that player’s hand holds it upright in a horizontal
Head Shot: The player places hand and throws the die by flinging that position, with the bottom side touching
then separates his palms and
the die on his forehead, then player’s wrist. the table. With his other hand he throws
flings the die towards the Target board.
he thrusts his head forward to the die, making it bounce once on the
Catapult shot: The player throw it toward the target. Nose Shot: The player places table between himself and the card. The
places a card on the edge of the the die on his nose. Then he die must bounce over the card before
Spin Shot: The player throws
table, letting it extend over the angles his head downward so touching the Target board.
the die, making it spin like a
edge. He places the die on the that the die rolls towards the
top before touching the Target
overhanging part of the card and flicks it Target board. Bank Shot: The player places
board.
from under the card, to fling the die at the the game box or an upright
Target board. Jump Shot: The player jumps Sitting Shot: The player sits Hero sheet on the table in the
into the air. Then he throws the down on the floor, below the position of his choice. He then
Slam Shot: The player throws die while still in the air, before table level, and throws the throws the die, which must touch the
the die into the air, then slams touching the floor again. die. Regardless of the player’s placed object before touching the Target
it towards the table with his height, he must keep his eyes below the board.
hand. Far Shot: The player stands up table level.
Note: The die must still bounce at least
and takes one step away from
Under-the-table Shot: The once outside the Target board, either
the table. Then he throws the
player throws the die with his before or after touching the object.
die normally.
hand below the table level.
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Hero and Equipment Special Abilities
This section explains each special ability in greater detail. Unless an ability specifically states that it “is only activated if the die lands on the Target board,”
the ability activates when the die lands anywhere (even if you miss).
Double Swing: If activated, Piercing Damage: If activated, Focused Damage: If activated, Divine Intervention: If
temporarily double the Hero’s the Hero manages to hit the the monster fails to block the activated, this ability turns the
attack speed. The player + x monster’s weak point. Add the = 5 Hero’s blow. Ignore the section Hero into an instrument from
deals damage to the monster printed number on the card the die lands in and deal 5 the gods. The party chooses
according to the section of the target the (“X”) to the section number the die lands damage to the monster. Other bonuses any one player; that player recovers
die landed on, then retrieves that same in. Then deal damage to the monster can then be added, if applicable. This one hit point for each point of damage
die and performs a second throw with equal to the total. This ability is only ability is only activated if the die lands on dealt to the monster. This ability is only
it. This ability is only activated if the die activated if the die lands on the Target the Target board. activated if the die lands on the Target
lands on the Target board and can only board. Five-finger Discount: board.
be activated once per turn. If activated, the Hero manages Metamorphosis: If activated,
Tracking Strike: If activated,
Berserk: If activated, this the monster glows in the dark to steal an item from the this ability transforms the
ability transforms the Hero for all Heroes to see. Place the monster in this room. For monster into a toad. Place the
into a fighting machine, Tracking token on the Monster each activation, the player draws one Toad token on the Monster
oblivious to his own safety. The card. During this encounter, all Heroes Equipment card from the deck and places card. During the rest of this encounter,
player may lose 1 hit point to double the deal +1 damage to the glowing monster. it face-down in front of himself. reduce the damage suffered for missing
damage dealt by this throw. This ability During the Maintenance phase, return During the Maintenance phase, flip all by 2.
is only activated if the die lands on the the Tracking token to the supply. stolen Equipment cards face-up and Seduction: If activated, the
Target board. distribute them among the party as the monster falls madly in love
Swing Again: If activated, the
group sees fit. with this Hero! Place the
Heal Hero: The player chooses Hero may swing again at the
monster. The player retrieves Enchanting Melody: If Charm token on the Monster
+x one Hero to recover hit points the die he just threw and activated, the Hero distracts card. After defeating the monster, return
equal to the printed number on the monster with a captivating the Charm token to the supply and place
the card (“X”). throws it again. Ignore the result from the
first throw. tune. If the party spends the Monster card face-up in front of the
Heal Party: If activated, the one gold, place the Song token on the seducing player. At any time during a
Beer: If activated, the Hero’s monster; the monster loses all special future encounter, the player may discard
Hero casts a healing spell on resilience increases exponen-
+x the entire party. All Heroes abilities during this encounter. one or more seduced monsters in his
tially. Place the Beer token on possession to add the discarded monsters’
recover hit points equal to the any Hero sheet. During the rest Sworn Enemy: If activated,
printed number on the card (“X”). this ability empowers the damage values to the damage dealt by
of this encounter, the Hero with the Beer his throw (even if it was a miss). A player
token does not suffer any damage when Hero against certain types
Pickpocket: The Hero steals may charm more than one monster.
he misses. If activated again during the of monsters (specifically, the
two gold from the monster.
same encounter, the player may move monster icon on the Hero’s sheet). Each
Take two gold coins from the
the Beer token to a different Hero sheet. time the Hero activates this ability during Note: Seduced monsters do not count as
supply and place them on the
Damage taken to retrieve Hero dice an encounter with a monster of this type, Equipment cards and, as such, equipment
Chest token. icons do not affect seduced monsters.
cannot be avoided this way. he deals additional damage as indicated
Reduced Damage: When by the printed number.
he misses, the Hero suffers Agile Instincts: If activated, Counterblow: When
-x less damage. Subtract the the Hero dodges the monster’s a Hero suffers damage
printed number on the card attack. The Hero does not from a monster’s
(“X”) from the monster’s damage value suffer damage when he misses. Damage attack, deal the same amount of damage
and reduce the Hero’s hit points by that taken to retrieve Hero dice cannot be to the monster. Damage taken to
amount. Damage taken to retrieve Hero avoided this way. retrieve Hero dice cannot be dealt back
dice cannot be reduced this way. this way.
Credits
Game Design: Lorenzo Silva, Aureliano Buonfino, and Lorenzo Tucci Sorrentino ©2014 IELLO USA LLC. IELLO and its logo are trademarks of IELLO USA LLC.
Illustrations and Graphic Design: Giulia Ghigini ©2014 HORRIBLE GAMES. HORRIBLE GAMES, DUNGEON FIGHTER, and their
Production Management: Lorenzo Silva and Alessandro Prà logos are trademarks of HORRIBLE GAMES.
Editing and Layout: Lorenzo Silva, Alessandro Prà, and Heiko Eller Warning: This product contains small parts that can be swallowed and may not be
Layout: Heiko Eller, Helena Görres, and Marina Fahrenbach suitable for use by children under 36 months.
Proofreading: Carsten-Dirk Jost THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 3
YEARS OF AGE OR YOUNGER.
English Language Editing: Steven Kimball, Jeff Quick, and Nathan Morse
Made in Italy.
With support from: Stephan Rothschuh
Jeu en anglais. Importé au Canada par IELLO USA LLC,
Special thanks to: Helena Görres, Cliquenabend, Michael Kröhnert, and the gamers
of Heidelberger Burgevent Stahleck 2010 and 2011. 5550 Painted Mirage Rd., Suite 320, Las Vegas, NV 89149, USA.
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DUNGEON FIGHTING •
“Recovering Colored Dice”).
Check if your die has landed with a special icon
• After the monster is defeated, the Heroes receive
the number of gold coins reported on the monster’s
FOR DUMMIES face-up. You may have the chance to activate a card.
special ability. • Any fainted Heroes are revived, but have to place
prepare to adventure • Whether a throw is a hit or miss, play passes to the a Scar token over one of their available special
• Randomly select a Final Boss card without looking, next Hero (in clockwise order). abilities, losing that ability for the rest of the game.
and place it face-down near the Target board. • If all colored dice are used and the monster is not They also return to full health, but they now have 3
• Randomly select a Final Boss sheet and place it on yet defeated, the next player must either: fewer hit points in total, due to the scar.
the Final Boss card. 1. Use one white Bonus die from the Chest token • If you defeated the monster with one single shot,
• Randomly select 2 dungeon sheets and place them to continue fighting the monster (return Bonus you receive two Bonus dice from the supply. If you
on the Final Boss sheet, to form a stack of dungeon dice to the supply after use). needed two shots, you receive one Bonus die from
maps. 2. Recover colored dice (see below), even if the supply. If you needed three or more, you receive
• Choose a difficulty level and randomly select the unused white Bonus dice remain on the Chest no Bonus dice. No prize for losers.
appropriate number of each level of monster cards token. • The player clockwise from the last player to throw
(see “Setting the Difficulty Level”, page 3). a die is the new first player and will begin the next
• Place the level 1 Monster cards in the top slot of the HOORAY! IT’S A Hit! fight. The party leader never changes.
tower, the level 2 cards below that, etc. • Hits do damage to the monster equal to the number • You may now redistribuite any equipment you are
• Select your Heroes and mark their health at IX. of the Target board section the die lands in, plus/ carrying among yourselves.
• Appoint a leader and give her the Leader token and minus modifiers, using normal mathematical order • If you are in a special room, its ability can be used,
the 3 Hero dice. of operations (multiply first, then add/subtract). i.e. Shops, Healing Fountains, Treasure Chambers,
• Place 2 gold coins and 1 white die on the Chest • The bullseye section of the board counts as etc.
token. 10 damage. If the special icon is face-up in the • Repeat the Encounter phase by moving your Party
• Keep the other white dice, the gold coins and the bullseye, any monster you’re fighting is immediately token onto the next room of the dungeon, etc. If
Scar tokens in a supply near the tower. killed (this includes the Final Boss). you are in the final room of the Final Boss dungeon
• If the special icon is face-up, the special ability of sheet, your next encounter is with the Final Boss.
learn how to move the corresponding color takes effect. Good luck.
• At the beginning of the first round of the game, • The special icon on white dice can be used to
move the Party token onto the first room of the activate any ability of your Hero sheet. LET’S GO ShopPING!
dungeon. • After an encounter in a Shop room, you may visit
• At the beginning of each round, choose one corridor OH, NO! IT’S A MISS! the Shop.
starting from your current room and move to the • The monster takes no damage. • Draw 3 Item cards, plus 1 for each Hero. These
next. Always follow the direction of the arrows. • Some special abilities trigger if the die shows the items are available for purchase. Pay their cost in
• When you leave the last room of a dungeon sheet, special icon even if you missed. Check the rules. gold coins.
remove the current sheet to reveal the next one and • The player that missed takes damage from the • Gold coins and equipment are communal.However,
place the Party token on its first room. monster as indicated on its card, plus/minus equipment must be carried by a Hero who has
• When you leave the last room of the Final Boss modifiers using normal mathematical order of space for that equipment type.
sheet, remove the current sheet to reveal the Final operations. • You can choose to spend gold coins to heal your
Boss card and place the Party token on it. • Heroes with less than 1 hit point faint and cannot party. For each gold coin spent on healing you heal
continue in the current fight. Play moves in 1 hit point of damage on each Hero.
CLOSE Encounters of clockwise order. • You can also purchase more white dice for 2 gold
the monster kind coins each.
• You’ll have an encounter in every room of the RECOVERING COLORED dice
dungeon. • All Heroes receive damage equal to the current meet the final Boss
• Draw the topmost card in the tower, starting with monster’s level. This damage cannot be avoided. If • After you defeat the monster in the final room on
level 1. When there are no more Monster cards of a a Hero ends up with less than 1 hit point, he faints the Final Boss sheet (and you visit the last Shop
specific level, draw the first card of the next level. and cannot continue in the current fight. room, if you so desire), you are ready to encounter
• After an encounter in the final room of the Final • You retrieve the three colored dice to continue the Final Boss.
Boss dungeon sheet, you’ll face the Final Boss (see fighting the monster. All the used white dice return • You cannot recover colored dice by taking damage
“Meet the Final Boss”). to the supply. when fighting the Final Boss; the Final Boss is too
• The player to the left of the one who threw a die fierce. Heroes use each colored die only once.
FIGHT FOR YOUR LIVES last continues the fight using one of the colored • If you run out of white dice before the Final Boss is
• Some special rooms may ask you to perform special dice. defeated, you lose the game. Sorry.
throws during the subsequent fight. Check the rules. • You can recover colored dice this way multiple
• You have to use the three colored dice first to attack times in a single fight (but never against the Final
the monster. The die must hit the table at least once Boss, see “Meet the Final Boss”).
before landing on the target. If any part of the die
is touching the table, or if it lands on the bones, it is end of fight
a miss. • Fights end when either the players defeat the
• All dice throwing modifiers on Monster cards and monster by reducing its hit points to 0, or all Heroes
room icons must be obeyed. You may choose not to have fainted.
use items you are carrying. • If all Heroes have fainted, the players lose the game.
• Leave the dice you have thrown where they landed. You are now a permanent part of the dungeon
They cannot be used again (unless you recover ecosystem.
colored dice by the whole party taking damage, see www.horrible-games.com
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