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Heal 3 damage from one hero at the start of a turn, Heal 3 damage from one hero at the start of a turn,
or 2 damage anytime. HEALING or 2 damage anytime. HEALING
tokens.
matches what).
Other Components:
v0.99C (May 27 2016)
Pages 19-20 are the Level, Boss, Dungeon, and Stairs cards.
and deck section of the PDF. For double sided printing, you
and 6 black. We use 12mm dice in the game, but you can use
You will need 30 six-sided dice. 8 each of red, blue, and yellow,
The pages are laid out front/back/front/back in the Hero Cards
This page contains the front + back of the Turn Reference card,
and these instructions. Page 2 is blank so if you print the whole
winds up in rough-
You will also need about 15 red health tokens, and 8 black potion
Intro and BasIcs
Your Hero card displays your starting attributes and abilities, and is where you The Dungeon and Level cards hold the rest of the games information. The
will tuck item and skill cards as you acquire them. There are 1P and 2P versions Turn Reference card plays host to the Dungeon card and to potion types youve
of each hero. After each encounter in the dungeon, youll be able to take the found. The Level card holds experience.
card as an item, skill, potion type, or experience. Items and Skills tuck under
your hero card.
Fire Elemental
Cave-in
Level Dragons Cave
Dungeon
Warrior 1p
Items DISMANTLE
FLAMES IT: Your current Level shows ALL ALL
Each Dungeon has different
GIANT ENTRANCE HALL
Spend 6 when entering the
Before you fight, lose .
FLOOR 1
Turn Reference
more icons. Each and
3 CLIMB3OVER 4IT: tucked under your hero card. 3 10 When you descend, the dungeon
lets you roll a matching colored It may also provide bonus dice On each turn, spend . Then, either Explore, or card slides to reveal an additional
Encounter.
5 6 610
die against a foe or peril. are Change any
Addora all 6.
your dice to 4s.
to use in encounters. EXPLORE floor and effect.
Add face-down doors to the dungeon until there are
your health. They keep you alive! 3 CONSISTENCY
FLAMEWEAVE four total doors.
ENCOUNTER
Choose a door, If it is open, encounter that card. If it
is closed, open it and then either encounter that card
or flee.
COMBATS: Roll all dice.
1 ITEM
PERILS: Choose an option, roll only that type of
dice.
Add
Place a here for each damage you take (max 2). You potion type added MAGIC
below. ASHIELD:
token may be
may add them in any encounter. Before you fight, lose .
FRENZY spent to use any one of the effects below. Potion types are tucked under
Skills LEVEL 1 1p
Heal 3 damage from one hero at the start of a turn,
6
or 2 damage anytime.RUSH THROUGH:
HEALING the bottom edge of the reference
When you descend, heal two damage. when you level up.
MAGIC SHIELD:
RUSH THROUGH:
10
SECOND WIND 10
Add .
bottom edge of your hero card. 5 6 6 Encounter Bonus
0 to level up
7 MANA your potion tokens for different
They allow you to use your dice in Change any or all your dice to 4s.
effects.
interesting ways. Some provide a CONSISTENCY
Foes, Perils, and the Boss all have numbered boxes on their cards. When facing During battles, you can use the skills youve accumulated to change the dice
these opponents, you will use your dice to cover the boxes up. After rolling,
9 5 9 3
youve rolled. There are three different types of skills, plus potion types you can
placing dice is simple. find. Your Hero card also
3 has3a Heroic5 skill that you can use in3each encounter.
4 4
Single Box: Add an 6. Add a 4 and 4. Then, add 1 to one of
DEXTERITY your dice. STATIC BURST
Place a die of matching color that is equal or higher than 4
Boulder Rune Puzzle
value in the box. BASIC SKILLS
SLOW TIME:
SPELLSDECIPHER IT:
4
These skills show one or more Agility or Spells show a number and the Magic symbol,
Wide Box: Strength dice. To use the skill, discard as many representing a mana cost. To cast a spell, discard
Use any number of dice of matching color, dice as are shown, and then apply the effect. blue dice of total value at least as high as the
10 6
RUN PAST IT: DESTROY IT:
totalling at least the number in the box. Place mana cost, and then apply the effect.
one on the box to show it is filled, and discard
8 12 10
the rest.
If you would take two or more damage, Reroll all your 1s and 2s. Add a .
reduce it by one. THICK SKIN CLARITY
Non-matching Dice:
You can always spend two dice as a die of any color, MASTERIES POTIONS
even for a wide box. The two dice dont have to match Masteries show a star. They are constant effects Potion types are in the same spot on a card as a
3 color or number. Use the lower of the two dice, and that have no cost to activate. Masteries are the skill, but are tucked under the Turn Reference
discard the other. You and your partner can combine only skills that apply during Peril checks. instead of your hero card. When you spend a
dice in this way. potion token, you can use any one potion effect.
Some boxes have an in them. They are armor boxes, and must be filled before any Potion types do not count against your skill limit.
other box. Each time you take a potion as loot, you gain a
new potion token on the Turn Reference card.
Your hero has an ability that allows her to roll black dice, represented by . These
heroic dice can be used as if they were any color for skills, spells, and filling boxes on SKILL NOTES
cards. When activating skills, you may only spend your own dice, not your partners.
You cannot take the same skill twice, but you can take the same potion type twice.
Remember, when having a Peril encounter the boxes on the left side of the Dungeon Skills have icons showing whether they are usable during Combats or Perils.
card must be filled, and when having a Foe encounter the boxes on the right side must Heroic dice can be used as any color to activate a skill or spell.
be.
gameplaY/turn explore/encounter
On each turn (in a 2P game, the heroes share a turn), do the following: After exploring for the first time,
1. TIME PASSES the dungeon will have four closed
At the start of each turn, spend two time (discard two cards off the top of the dungeon doors.
deck). Choose to either Explore or Encounter.
2a. EXPLORE On each subsequent turn, youll
Add closed doors (face-down cards) to the table (representing the dungeon) until be able to open one of them and
there are four total doors, including open (face-up) doors. You cannot choose Explore encounter it (or flee, if its scary!)
if the deck is empty, or if there are already four doors in play.
2b. ENCOUNTER
Choose a door (either open or closed). If it is open, encounter that combat or peril. If
it is closed, open it by flipping it face-up, and then choose to either encounter it, or
flee. If you flee your turn is over, but with no further consequences.
Fire Elemental
3. LOOT If you flee from foes, they stick
FLAMES
Before you fight, lose .
If you had an encounter and survived, you claim the card as loot (even if you didnt fill around as open doors. You can
3 3 4
every box)! You can choose to take it as an item, skill, potion, or experience points. 5 6 6
Add 2 to each die you spend as mana.
choose to encounter them later, but
MANA FOUNTAIN
Items and skills are tucked under your hero card, and experience points are tucked under
if you dont, youll get less new
the Level card. Potions are tucked under the Turn Reference card, and when you take
one, also gain a potion token and place it on the reference card. The heroes current level doors when you explore.
limits the number of items and skills each hero can have. You cannot exceed the limit,
but you can remove an item or skill to replace it with a new one. Cards removed in this
way are placed back in the game box.
If you have accumulated enough experience to reach the next level, you may remove
enough experience cards (to the box) to match or exceed the required number, and then
replace the Level card with the next higher one. Gain a potion token each time you level
up.
comBats Foes example
Foes are monsters or other nasties in the dungeon. Each combat encounter is a battle. The Mage has encountered a Glooping She is able to cover most of the boxes on
Ooze! She rolls all her dice, as shown the Glooping Ooze, with just two boxes
(1) Roll Dice: Take one matching colored die for each attribute icon on your hero card below. left unfilled. The consequences of the
and tucked items, and then roll all of them. In a 2P game, both players claim and roll The dungeon is the Yetis Cavern, and fight are , plus one additional
dice simultaneously. There are only 8 dice of each color. Attribute icons in excess of 8 the Freezing Winds effect adds two more
are wasted. If the current Level card shows bonus dice, add them now. In a 2P game, for the Glooping Oozes special ability.
boxes to be filled.
only one player rolls the bonus dice (your choice). Now that shes survived, the Rogue can
take this card as loot!
(2) Use Skills and Potions: After the dice are rolled, you can use any of your skills,
including the Heroic skill on your hero card. Each can be used once per battle. You can
also use any number of potions during a battle, by spending potion tokens.
(3) Place dice: Each box on the foe and each box on the dungeon card will cause dam-
age and time loss if left uncovered. (See: Placing Dice, p 2) Remember that armor boxes Glooping Ooze Glooping Ooze
must be filled first, and if the dungeon card shows any boxes on the right edge, they all SPLIT SPLIT
Add a for each 1 rolled. Add a for each 1 rolled.
count as if they are on the foe card.
3 3 4 3 3 4
(4) Consequences: Count the total and on all unfilled boxes. For each , discard the
top card of the deck. For each , add a damage token to your hero. In a 2P game, split 4 5 6 4 5 6
Place a 6 in an armor box. Place a 6 in an armor box.
damage as evenly as possible. If any player has as many damage tokens as on their ARMOR CRUSH ARMOR CRUSH
4 4 4 4 4 4
BITING COLD BITING COLD
All foes also gain: All foes also gain:
FLOOR 2
FLOOR 2
4 6 4 6
BRUTAL STRENGTH BRUTAL STRENGTH
All boxes gain . All boxes gain .
FLOOR 3
FLOOR 3
4 4
perIls descendIng
The stairs card is placed on the bottom of the deck
Perils represent traps, obstacles, and other non-battle portions of the dungeon. Each peril each time it is shuffled. When it becomes visible, you
card has a choice of two possible ways to overcome it. can descend to the next floor of the dungeon. You can
(1) Choose: Pick one of the two options to confront the peril. Some choices have an also finish clearing out the floor youre on, but there
immediate time cost, regardless of success or failure. Spend that time before continuing. are consequences for spending time.
(2) Roll Dice: In a peril encounter, you only roll dice for your icons matching the
For every spent while the stairs card is
color of the peril choice you made. Add heroic dice if your Level card provides them. Stairs
While visible, place a damage token here
visible, you take one damage. Each time a is spent,
You can use skill and potion effects only if they have the Peril icon on them ( ). for each spent. Each time there are
three, take one as damage and remove
place a damage token on the stairs card as a reminder.
(3) Place dice on Dungeon Card: On the left edge of the Dungeon card are peril boxes. the other two.
At the end of any turn, the heroes may
If you are in the middle of spending multiple time
Before placing any dice on the peril card, you must fill all the visible peril boxes. Descend.
when the stairs card is revealed, excess time becomes
(4) Place dice on Peril Card: Only the box for the choice you made needs to be filled,
tokens. You may count the deck at any time.
ignore the other box. Remember that a wide box can use any number of dice.
(5) Consequences: If you could not fill the box, take all the and consequences If you start a turn with the stairs card in play, you still must pay the time cost for the turn.
inside it. You can encounter any of the closed or open doors, keeping in mind that any time cost
(6) Loot: If you survived, claim the card as loot! from those encounters may result in damage.
At the end of any turn while the stairs are visible, you can choose to descend. Shuffle
Locked Door Dragons Cave all discarded cards and doors still in the dungeon into a new encounter deck. Slide the
PICK THE LOCK:
ALL ALL dungeon card up one space to reveal a new floor. Remember, effects are cumulative,
Choice
GIANT ENTRANCE HALL
Spend 6 when entering the
8
FLOOR 1
10 3 6
Increase another of your dice by this dies DRAGONSKIN Reminder: Cards spent as experience to level up do not re-enter the discard pile
value. All foes also gain:
FLOOR 3
PRECISION 3 10 for later floors, they are sent to the game box.
Each peril card has two choices. You Peril boxes must be filled before any
must choose before rolling, and only dice can be used for the peril card.
roll matching colored dice.
Bosses game end
If you make it through all three floors of the dungeon, your reward is a bigger There are two ways a game of One Deck Dungeon can end: Either the boss dies,
monster! The boss fight is similar to a foe encounter, but it consists of multiple or you do! It is the way of things. In a 2P game, the game is over as soon as
rounds. Each of these rounds counts as a battle. For each round: either of the heroes runs out of health.
(1) Roll Dice: Like a combat encounter, roll dice for all your attribute icons.
Also roll black dice if the current Level card provides them. In a 2P game, one
player gaisn the black dice. scorIng
(2) Use Skills and Potions: You can use any number of skills and potions. Each
skill can be used once during each round of the boss fight. At the end of the game, you can calculate your score if youd like to brag to
friends about how thoroughly you are better than them at games. Especially if
(3) Place dice: Fill as many boxes as possible, like a foe encounter. Remember you tweet it to #OneDeckDungeon with the hero and dungeon you used.
that armor boxes must be filled first, and that the boss has a special ability.
Wide boxes on bosses can take any number of dice. ts!
igh
gR
ag gin
r
us B 1 point per leftover XP
(4) Consequences: Take damage equal to all on the bosss uncovered boxes. rio
Glo
If you survive, place one damage on the boss for each you covered up. Clear 5 points per item, skill, or potion type gained
all the dice off the card, before the next round. 5 points per unused potion
20 points times your level (Lv 1 = 20, Lv 2 = 40...)
(5) Victory: If the boss has damage equal to its health, you have defeated it!
Return to the surface in triumph. 20 points per floor completed
50 points for defeating the boss
Q: What happens if my partner and I have 9 or more of an attribute icon? Designed by Chris Cieslik
A: The excess dice are lost, but you can choose who rolls them.
Art by Will Pitzer
Q: Can I choose to go down the stairs in the middle of a fight? Graphic Design by Alanna Cervenak
A: No, you can only choose to descend as your turn, not in the middle of it.
Edited by Alys Dutton
Q: If I fail at a peril or dont completely kill a foe, do I still get loot?
A: Yes. The damage and time represents how much effort you expended to get past the Playtesting & Development: Eric Reuss, Julia Urquhart, Kat Dutton, Rob
peril or defeat the foe. Seater, Mike Walsh, Marc Hartstein, Jacob Davenport, Evan Derrick, Kevin
OBrien
Q: What happens if Im fighting the Bandit, Wraith, or Shadow and dont have
any of the thing they want to steal? KickStarter
A: Then you have to take the damage indicated by the skill.
One Deck Dungeon will be coming to Kickstarter on May 17th! We hope
Q: How does the Skeleton work?
you enjoy the free print + play version, and will check out the project once
A: You have an entire second encounter before looting. Start of Battle abilities can be
used again, and all dice are cleared between the battles.
it launches. Join our mailing list at AsmadiGames.com/news to hear about it
when it does!
Q: What happens if I run out of damage tokens? Visit us online:
A: Use a potion token as a 5, or some other marker.
@AsmadiGames
asmadigames.com
facebook.com/AsmadiGames
When you explore or flee, place a here (max 1). You may You may add . Lose if it rolls a 1.
add it in any encounter. MANA CHARGE DARING GAMBLE
Warrior 2p Archer 2p
If you take damage, place a here (max 1). You may You may spend to add .
add it in any encounter. FRENZY EAGLE EYE
Ignore one in each battle. Increase one of your partners dice by one.
FEARLESS CHARGE COMBINED SHOT
Rogue 1p Mage 1p
You may add or . Lose if either die When you explore or flee, place a here (max 2). You may
rolls a 1. DARING GAMBLE add them in any encounter. MANA CHARGE
Instead of fleeing, you may place the encounter card on top Take one less damage from Perils.
of the deck. STEALTH SHIELD AURA
Archer 1p Warrior 1p
You may spend to add or spend to Place a here for each damage you take (max 2). You
add . EAGLE EYE may add them in any encounter. FRENZY
If you would take only one , spend instead. Ignore one When you descend, heal two damage.
in each boss round. KITING SECOND WIND
Goblin Locked Door Plague Rat
SWARM PICK THE LOCK: SWARM
X : 3 per open door, X : 3 per open door,
including this one. including this one.
8
X 3 BASH IT OPEN: X 3
3 4 5 10 3 5 5
X Add a X or X.
FORCE BOLT X Add a X or X.
FORCE BOLT 3 Add a 6.
FLAMEWEAVE
6 8
CLIMB OVER IT: 9 3 DODGE LOGS:
10 3 4 4 12
3 Add a 6.
FLAMEWEAVE 4 Add a 4 and
your dice.
4. Then, add 1 to one of
STATIC BURST 4 Add a 4 and
your dice.
4. Then, add 1 to one of
STATIC BURST
10
BLAST THROUGH: 3 3 4 5 5 3
12 5 6 6 5 6 6
6 Add 6 6.
CRUSHING FIST
Add 2 to each die you spend as mana.
MANA FOUNTAIN
You may reroll one die in each encounter or
boss round. LUCKY FAMILIAR
8
discard this instead of looting.
3 4 6 BASH IT OPEN: X 3
3 4 4 10 3 4 5
Increase another of your dice by this dies Increase another of your dice by this dies Prevent one damage. In a boss fight, prevent
value. PRECISION value. PRECISION two damage. DODGE
6 8
RUSH THROUGH: 9 5 JUMP OVER:
10 3 3 5 12
Prevent one damage. In a boss fight, prevent Add an 6. Add an 6.
two damage. DODGE DEXTERITY DEXTERITY
Bandit Flame Statues Force Wall
THIEF DISENCHANT: CLIMB AROUND:
= Lose one item or .
8 10
9 4 DODGE THEM: BLAST THROUGH:
3 4 5 12 12
Add two dice. Add two dice. Prevent up to .
BACKSTAB BACKSTAB POISON
10
3 3 4 RUN PAST IT: 5 5 4
5 6 6 12 6 4 6
Change any or all your dice to 4s. Your 6s can be placed as any color. Gain an extra die for each peril check.
CONSISTENCY CRITICAL STRIKES STEADY HANDS
6
discard this instead of looting.
X 3 DESTROY IT: 3 4 6
3 5 5 10 3 4 4
Add a 4 of any type. Add a 4 of any type. Add a 6.
TRUE STRIKE TRUE STRIKE CRUSHING BLOW
Cave-in Glooping Ooze Pit of Spikes
DISMANTLE IT: SPLIT SIDLE EDGE:
Add a for each 1 rolled.
6 8
CLIMB OVER IT: 3 3 4 JUMP OVER:
10 4 5 6 12
Add a 6. Place a 6 in an armor box. Place a 6 in an armor box.
CRUSHING BLOW ARMOR CRUSH ARMOR CRUSH
8
9 4 DODGE LOGS: 5 5 4
3 4 5 12 6 4 6
Increase up to four of your dice by 1 each. Increase up to four of your dice by 1 each. Add a 5, 5, and 5. Then, make one
CLEAVE CLEAVE of them a 6. TRIPLE STRIKE
6 6
DESTROY IT: RUN THROUGH:
10 10
Reroll all your 1s and 2s. Add a . Add .
CLARITY MANA
6 6
RUSH THROUGH: 3 3 3 RUN THROUGH:
10 3 5 5 10
Add . End of turn: Spend to take one open door End of turn: Spend to take one open door
MANA as loot. INVISIBILITY as loot. INVISIBILITY
3 3 4 9 3 3 3 3
4 5 6 3 4 4 3 5 5
Change two of your non- dice to be 6s. Change two of your non- dice to be 6s. Reroll all your 1s and 2s. Add a .
HEROISM HEROISM CLARITY
7 ITEMS 5 ITEMS 3 ITEMS
+1 when you level up. +1 when you level up. +1 when you level up.
ALL
4
3
5
1 ITEM
All
2 SKILLS
POISON AURA
REGENERATION
Stairs LEVEL 1 1p
STICKY SURROUNDING
rolling.
All foes gain:
Hydras Reef
While visible, place a damage token here
for each spent. Each time there are when you level up.
three, take one as damage and remove
+1
the other two.
ALL
3
3
3
3
6
4
4
4
4
BITING COLD
FLAME AURA
DRAGONSKIN
BLADE STORM
FREEZING WIND
UNDYING LEGIONS
WEAKNESS CURSE
BRUTAL STRENGTH
All boxes gain
Dragons Cave
6
6
ALL
ALL
ALL
10
10
3 4
4 4
2 ITEMS 3 ITEMS 4 ITEMS
+1 when you level up. +1 when you level up. +1 when you level up.
1 ITEM
Hydra
1 SKILL
LEVEL 1 2p Stairs
While visible, place a damage token here
when you level up. for each spent. Each time there are
three, take one as damage and remove
from Hydra for each uncovered .
+1
the other two.
At the end of any turn, the heroes may
Before placing damage, remove one damage
6
5
6
on
Yeti
Lich
Dragon
boxes.
3
3
3
22 5
15 6
15 6
5 5 6