Can be played cooperatively or competitively.
Can be used with MTG cards or other cards.
Players: 1-4
Dungeon Cards
6 “ ┬ ” cards
6 “┣ “ cards
6 “ ┏ “ cards
6 “ ┓” cards
6 “ ╋ “ cards
6 “ ━ “ cards
6 “ ┃ “ cards
6 “ ╋ “ SHRINE cards
4 “Treasure” cards
4 “Trap” cards
4 “Secret Passage” Cards
Trading Cards
60 Trading Card Game Cards (This is based on Magic: The Gathering game cards but others can be used)
With at least 20 lands
Remove all Enchantment and Sorcery Cards.
Remove any Artifact cards that do not have an attack/defense number.
Dice
1d6 of a different color is given to each player. These are the Player Dice.
At least 8d6 each of two colors (16 dice total). These are the Game Dice.
For example, 8 red dice could be the Attack Dice and 8 green dice could be the Defense Dice.
To collect one of each type of the five Mana Cards:
Island
Forest
Swamp
Plains
Mountain
Shuffle the Dungeon Cards and take out 25. Lay them out horizontally in a 5x5 pattern. This is the Dungeon.
Shuffle the Trading Cards and place one on top of each Dungeon Card.
Make a Draw Pile of the Trading Cards for the remaining cards.
Players start on opposite sides of the Dungeon with their Player Dice.
Each player casts their die to see who goes first. Play will go in a clockwise direction.
Each player casts their die again. The resulting number is the player’s current Life and Speed number. The same die can be used as the player piece for the board.
Each player takes a card from the Draw Pile until they find the first creature. That is the player’s Character. No card other than a single Creature card can be claimed at one time.
After all players have their Creature, shuffle the Draw Pile again.
Next, begin the game by attempting to Enter the Dungeon.
On the first turn for each player, you may choose any card on the side edge you are currently facing. This is your corridor surrounding the dungeon.
You will then turn over the card on top of it and attempt to Clear The Room.
If the room is cleared, you may enter the Dungeon by occupying the empty room. No traps are encountered when clearing a room. If not, you may choose another starting space in your corridor on your next turn.
If you cannot clear any of the five cards at the beginning, you may pick another five cards from the Draw Pile and replace those first cards. This cannot be done once the player has entered the Dungeon.
On each turn a player can choose to either:
Stay in place in an empty room or corridor, or
Attempt to move to an adjoining space connected by the Dungeon Cards.
To move, you turn over a card on an adjoining horizontal or vertical space and attempt to Clear The Room.
If the room is cleared, you may turn over the Dungeon Card and place it alongside your previous card anyway you like so long as the paths of your previous card and the new card connect.
Once a new card is placed, it cannot be changed except through special instructions.
To enter a new room, you must first turn over the top card. The type of card revealed determines the action that needs to be taken.
Creature: You must immediately go to Combat or try to run away.
If the creature is defeated, it is discarded and you may occupy the land. You gain 1 life point.
If the creature is not defeated, it remains FU on the card. You may not occupy the space. You lose 1 life point.
If you cannot clear the room of the creature, the creature remains in place. You cannot pass and must go another way.
Land: You may collect the land, if needed, or discard it. If playing cooperatively, lands can be passed to another player in the same room.
Instant: You may collect the Instant Card. Players can have only one Instant Card at a time but you may exchange cards if another is gained. Players playing cooperatively can exchange Instant cards if they are in the same room. Instant cards add powers to your creature but can only be use once during a battle and then must be discarded.
Artifact: You may collect the Artifact Card. Players can have only one Artifact Card at a time but you may exchange cards and discard one of them. Artifact cards provide additional Attack/Defense points and can have special powers to add to your creature. Artifact cards can only be used once during a battle and then must be discarded.
On your turn, you may move through any cleared and connected rooms up to your current Life Number.
For example, if your Life Number is three, you can move a maximum of three spaces.
You cannot go through any walls or obstacles.
If you find a Mana, Artifact, or Instant card, you may collect it. You may exchange with any cards you have but can have only one Creature, Artifact, or Instant card at one time. You or your team may collect as many Mana cards as you wish.
Special Cards:
Shrines. Shrines are special places where you may do one of the following:
Exit the dungeon level or exit the game.
Move To The Next Level if their goal is not reached or to end the game if it has.
Re-roll your Player Die if you discard one of your collected Mana Cards.
Traps. A Trap indicates that something bad may have happened in that room. Roll a Game Die for the effect. (see below) After the trap has been sprung, the Trap Card is replaced with an empty Dungeon Card.
Treasure. A Treasure indicates that something has been found in the room. Roll a Game Die for the effect. (see below) After the treasure has been collected, the Treasure Card is replaced with an empty Dungeon Card.
Secret Passage. If two Secret Passage Cards are revealed in the Dungeon, players may pass through them as if they were connected together.
The Corridors
Surrounding the Dungeon are corridors on each side. These are each open spaces with no cards that can be used for movement.
You can enter the corridor as would a single room.
You can attempt to enter any room on the edge of the same corridor.
Corridors between players are blocked and cannot be crossed. (See the illustration)
Look at the numbers on the bottom right of the Creature card. These are the Attack/Defense numbers (in that order). If you encounter a Creature in a room you may choose to attack or run away.
To attempt to run away, roll a 1d6.
If you roll a 5 or 6 you have successfully escaped and must return to your previous room. The Monster stays in place. You may then choose to attack the monster (this strategy changes the Attack Defense numbers).
If you do not roll a 5 or 6, the Monster immediately attacks you.
The Attack number is the number of Game Dice the Attacker will use and the Defense number is the number of Game Dice the Defender will use.
You may add any additional points awarded by the Instant and/or Artifact cards in your possession.
Players may choose to ignore the information on the Creature’s card or interpret it for the fight but all players must agree to this.
Roll the Attack and Defense dice. The higher number of the combined dice is the winner of the battle.
If the Creature wins:
The Creature stays in that room and must be defeated in order to clear the room.
You must return to the room previously occupied.
You lose 1 life point.
If you win, discard the Creature Card, gain 1 Life Point, and occupy the room.
After the battle, all Artifact or Instant Cards used for the battle are discarded.
If playing cooperatively, players in the same room may combine numbers and abilities.
If players decide to do so, Players who lose all their Life Points during the game may start over at their Corridor as they did at the beginning of the game but must wait for six turns to be completed by the other players before beginning.
All previous cards are discarded and new ones are drawn.
Roll for a new Life Number.
To win the game either competitively or cooperatively, every player must have one of each of the five Mana Cards.
Once the Mana Cards are obtained players must make their way out of the Dungeon or to the next level by going to a Shrine.
If the goal of obtaining five Mana Cards is not achieved and all rooms that can be accessed are cleared, players may start a second or higher level by:
Shuffling all the Dungeon Cards and setting out 25 more cards face down.
Shuffling all the Magic Cards and setting out 25 more cards face down.
Begin the game again in a corridor (as before).
The game is started and played as before with one exception, during a battle, one additional card per level (Level 2 = 1 additional card, Level 3 = 2 additional cards, etc.) is drawn and added to the powers of the Creature card in the room. If it is another Creature, both must be defeated. Instant and Artifact Cards add power to the Creature and Mana cards are discarded.
Trap Chart: (roll 1d6)
The Pit. You must remain in that room until you roll a 1 on your turn.
Poison. Lose 1 Mana card.
Disease. Roll a 1d6. For that many turns you can only move 1 space per turn and cannot go into the room of another player.
Arrow. Roll 1d6. If you roll 1-4 , lose 1 Life Point.
Explosion. Discard one Artifact or Instant card.
Crushing Room. Roll a 6 within 6 rolls or lose one Life Point.
Treasure Chart: (roll 1d6)
Gem: Gain 1 Life Point.
Mana: Gain 1 Mana Card from the deck.
Magic Wand: Change the direction of any one face up Dungeon Card.
Magic Box: Take the top card from the Trading Card deck and use it if you wish or discard.
Potion: Jump instantly to any Shrine.
Special Rules: (These are all optional additions to the game, if desired)
Milling: Milling a card means to turn over one of the face down cards in the Dungeon.
Flying: only flying creatures can attack each other.