Você está na página 1de 20

One Deck Dungeon, v1.

5 Print and Play


WARNING: Web Browser PDF viewers will render this document poorly.

Printing Information: This document is laid out front/back/front/back.


The top edges should align. Page 2 is left blank in case you have a du-
plex printer.

Rules are available at OneDeckDungeon.com

Other Components: You will need 30 six-sided dice. 8 each of magen-


ta, blue, yellow, and 6 black. 12mm dice are what the challenge boxes
on cards are designed for.

You will need 15 health tokens, and 5 potion tokens.


Plague Rat Spiked Log Ogre
SWARM CLOBBER LOGS:
X = 4 per open door,
including this one. 6 4
8
X 3 DODGE LOGS: 9 5
3 5 5 14 12 6
2 Gain a 5.
FLAMEWEAVE 4 Gain 4
dice by 1.
4. Then, increase one of your
STATIC BURST 6 Pick a value. Change up to five of your dice
of that value to 6s. CHAOTIC AURA
Locked Door Shadow Flame Statues
PICK THE LOCK: FADE DISENCHANT:
Spend for each
skill you use.
8 8
BASH IT OPEN: 10 5 DODGE THEM:
11 3 4 5 14
3 Roll .
SHIMMERBLAST 4 Gain 4
dice by 1.
4. Then, increase one of your
STATIC BURST 3 Roll .
HASTE
Goblin Cave-in Wraith
SWARM DISMANTLE IT: DRAIN
X = 4 per open door, Before the encounter,
including this one. convert one item to XP.
6
X 3 CLIMB OVER IT: 9 5
4 4 5 11 3 5 6
3 Roll .
SHIMMERBLAST 2 Gain a 5.
FLAMEWEAVE 3 Roll .
HASTE
Ice Elemental Goblin Pit of Spikes
FROST SWARM CLIMB AROUND:
Before the encounter, X = 4 per open door,
spend . including this one.
8
11 3 X 3 JUMP OVER:
4 5 6 4 4 5 14
Reroll one of your dice OR increase one of your Prevent . In a boss fight, prevent . Gain a 6.
dice by 1. LUCKY FAMILIAR DODGE DEXTERITY
Fire Elemental Locked Door Wraith
FLAMES PICK THE LOCK: DRAIN
Before the encounter, Before the encounter,
place on a hero. convert one item to XP.
8
3 3 6 BASH IT OPEN: 9 5
11 6 11 3 5 6
Gain a 6.You can only use it as mana for Gain a 6. Gain a 6.
a spell. MANA FOUNTAIN ACCURACY DEXTERITY
Force Wall Beetle Arrow Wall
CLIMB AROUND: SURVIVOR MAGIC SHIELD:
If any armor boxes are empty,
11 6
discard this instead of looting.
BLAST THROUGH: 3 4 5 RUSH THROUGH:
14 3 4 6 11
6 Gain 6 6.
CRUSHING FIST
Gain a 6.
ACCURACY
Prevent . In a boss fight, prevent
DODGE
.
Force Wall Phantom Beetle
CLIMB AROUND: ETHEREAL SURVIVOR
Immediately discard all If any armor boxes are empty,
1s and 3s rolled.
11
discard this instead of looting.
BLAST THROUGH: 4 4 5 3 4 5
14 6 5 6 3 4 6
Prevent up to . Roll . Gain a 6.
POISON STEADY HANDS CRUSHING BLOW
Flame Statues Boulder Rune Puzzle
DISENCHANT: SLOW TIME: DECIPHER IT:
8 11 6
DODGE THEM: RUN PAST IT: DESTROY IT:
14 14 11
Roll . Change one or two dice into of the Roll .
BACKSTAB same values. CRITICAL STRIKES PERSISTENCE
Bandit Fire Elemental Plague Rat
DODGE FLAMES SWARM
Making a die uses Before the encounter, X = 4 per open door,
three dice, not two. place on a hero. including this one.
8 3 3 3 6 X 3
4 5 5 11 6 3 5 5
Roll . Change any or all of your dice to 4s. Roll .
BACKSTAB CONSISTENCY PERSISTENCE
Pit of Spikes Phantom Ogre
CLIMB AROUND: ETHEREAL
Immediately discard all
1s and 3s rolled. 6 4
8
JUMP OVER: 4 4 5 9 5
14 6 5 6 12 6
Gain a 6. You can only use it to cover Gain 5, 5, and 5. Then, make one Discard any number of value 5 dice. Gain
a box with . ARMOR CRUSH of them a 6. TRIPLE STRIKE that many 6. BRUTE FORCE
Glooping Ooze Spiked Log Boulder
SPLIT CLOBBER LOGS: SLOW TIME:
Spend for each 1 rolled.
8 11
2 3 4 DODGE LOGS: RUN PAST IT:
4 5 6 14 14
Gain a 6. You can only use it to cover Increase up to four of your dice by 1 each. Roll .
a box with . ARMOR CRUSH CLEAVE VALOR
Cave-in Bandit Ice Elemental
DISMANTLE IT: DODGE FROST
Making a die uses Before the encounter,
three dice, not two. spend .
6
CLIMB OVER IT: 8 3 11 3
11 4 5 5 4 5 6
Gain a 6. Increase up to four of your dice by 1 each. Roll .
CRUSHING BLOW CLEAVE FLURRY
Bear Traps Bear Traps Dragons Cave
DISARM THEM: DISARM THEM:
6 6
ALL ALL
2 3
HALL OF STATUES

FLOOR 1
Spend an extra before
RUN THROUGH: RUN THROUGH: your first turn on each floor.
11 11 6 5

FLOOR 2
FLAME AURA
5 10
Roll . Spend before an encounter. Skip to the DRAGONSKIN

FLOOR 3
MANA Claim Loot phase. INVISIBILITY
Rune Puzzle Skeleton Shadow
DECIPHER IT: UNDYING FADE
If any boxes are empty, Spend for each
spend . skill you use.
6
DESTROY IT: 2 4 3 10 5
11 5 5 6 3 4 5
Reroll all your 1s and 2s. Roll . Spend before an encounter. Skip to the Change two of your non- dice to be 6s.
CLARITY Claim Loot phase. INVISIBILITY HEROISM
Skeleton Arrow Wall Glooping Ooze
UNDYING MAGIC SHIELD: SPLIT
If any boxes are empty,
spend . Spend for each 1 rolled.
6
2 4 3 RUSH THROUGH: 2 3 4
5 5 6 11 4 5 6
Reroll all your 1s and 2s. Roll . Roll . Change two of your non- dice to be 6s.
CLARITY MANA HEROISM
Dragon
5 5 6
16 6
17 6
6 dice cannot be placed on boxes.
FLOOR 3 FLOOR 2 FLOOR 1 FLOOR 3 FLOOR 2 FLOOR 1 FLOOR 3 FLOOR 2 FLOOR 1

ALL

ALL

ALL
4
5
4

5
3
5

4
6
4
BITING COLD

BRUTAL STRENGTH

FREEZING WINDS

POISON AURA

REGENERATION

STICKY SURROUNDING

BLADE STORM

WEAKNESS CURSE

UNDYING LEGIONS
rolling and checking other effects.
include

All
If an encounters consequences

Spend one extra at the start

If an encounters consequences

Any 2s rolled are immediately


Yetis Cavern

Hydras Reef

include , add to them.

Lichs Tomb
are decreased by 1 after
All boxes gain

, add to them.

of each turn.

discarded.
.

3
2 5
5 5
3
3 4
3 3

5
ALL

ALL

ALL
10
FLOOR 3 FLOOR 2 FLOOR 1
ALL

1 ITEM
6
3
5
POISON DART TRAPS

CRUMBLING WALLS

DEADLY MAZE

Minotaurs Maze

2 SKILLS*
When you explore, spend an

Explore limit: 3 doors.

*Starting and basic skills do not


count toward this limit

Stairs 1p/2p LEVEL 1 1p


extra .

1
While visible, place a damage token here for
each spent. Each time there are three tokens
during setup.
here, place one on a hero and remove the

0 6
other two. At the end of any turn, the heroes
3 3
2 2
ALL

may Descend. If this card is revealed while


spending time to start a turn, the heroes may
12

Descend immediately. Encounter Bonus to level up

3 ITEMS 5 ITEMS 7 ITEMS

3 SKILLS* 4 SKILLS* 5 SKILLS*


*Starting and basic skills do not *Starting and basic skills do not *Starting and basic skills do not
count toward this limit count toward this limit count toward this limit

LEVEL 2 1p LEVEL 3 1p LEVEL 4 1p

+1 for reaching level 2. +1 for reaching level 3. +1 for reaching level 4.

1Encounter Bonus
8
to level up
1Encounter Bonus
10
to level up
2 Encounter Bonus
5 1
5

6
Hydra
Lich

Yeti
covered during a round, discard the die.
The first time each box with a is

from Hydra for each visible .


Before placing damage, remove one damage

All 1s rolled are immediately discarded.


3
3
3

6 5 6
5 5 6
24 4
13 6
19 6
13 6
15
16
17

1 ITEM
(EACH)

10

Minotaur
1 SKILL*
(EACH)

the Minotaur (Minimum 12).


X = 4 times the number of damage on
*Starting and basic skills do not
count toward this limit

LEVEL 1 2p Stairs 4p
5 5 6
5 5 6
1
While visible, place a damage token here for
each spent. Each time there are six tokens
during setup.
here, place one on each of two heroes, and

0
X 6
6
remove the other four. At the end of any turn,
the heroes may Descend. If this card is
revealed while spending time to start a turn,
Encounter Bonus to level up the heroes may Descend immediately.

4 ITEMS 3 ITEMS 2 ITEMS


(EACH)

(EACH)

(EACH)

4 SKILLS* 3 SKILLS* 2 SKILLS*


(EACH)

(EACH)

(EACH)

*Starting and basic skills do not *Starting and basic skills do not *Starting and basic skills do not
count toward this limit count toward this limit count toward this limit

LEVEL 4 2p LEVEL 3 2p LEVEL 2 2p

+1 for reaching level 4. +1 for reaching level 3. +1 for reaching level 2.

2 Encounter Bonus
5 1 1 Encounter Bonus
10
to level up
1 Encounter Bonus
8
to level up
FORCE BOLT

FORCE BOLT
value.
Increase another of your dice by this dies

value.
Increase another of your dice by this dies
BASIC SKILLS

BASIC SKILLS
X.

X.
X or a

X or a
PRECISION

PRECISION
Gain a

Gain a
X

X
Hero: Any Dungeon Complete a Floor: Hero: Any Dungeon Complete a Floor:
Medium/Hard Level Up: Medium/Hard Level Up:
Name: Hard only Defeat a Boss: Name: Hard only Defeat a Boss:

Veteran: Start each game with any one Basic Skill. Veteran: Start each game with any one Basic Skill.
Basic

Basic

Durability: You have one extra health. Durability: You have one extra health.

Crafty: You may have one extra skill or item. Crafty: You may have one extra skill or item.

Prepared: Start each game with an extra potion. Prepared: Start each game with an extra potion.
Healing

Healing

First Aid: When you use a potion, heal one damage. First Aid: When you use a potion, heal one damage.

Recovery: When you descend, heal one damage Recovery: When you descend, heal one damage

Grit: After each boss round, heal one damage. Grit: After each boss round, heal one damage.

Guile: Use a as an . Guile: Use a as an .


Combat

Combat

Fortitude: Reroll all your 1s and 2s. Fortitude: Reroll all your 1s and 2s.

Planning: Gain a 3. Planning: Gain a 3.

Direct Hit: Increase any die by one. Direct Hit: Increase any die by one.

Cunning: Change a 5 into a 6. Cunning: Change a 5 into a 6.


Dungeon

Dungeon

Speed: Ignore one (even a choice cost). Speed: Ignore one (even a choice cost).

Knowledge: Gain in each round. Knowledge: Gain in each round.

Foresight: Reroll a die. Foresight: Reroll a die.

Bosses defeated: Dragon Yeti Hydra Lich Minotaur Bosses defeated: Dragon Yeti Hydra Lich Minotaur

Games played: Games played:


TRUE STRIKE
Gain a 4 of any type.
BASIC SKILLS
Increase one of your dice by one.
INGENUITY
TRUE STRIKE
Gain a 4 of any type.
BASIC SKILLS
Increase one of your dice by one.
INGENUITY
<<< ITEMS Mage 1p <<< ITEMS Warrior 1p

Heroic Feat: Roll any or all of your dice stored here. Heroic Feat: Roll any or all of your dice stored here.
Store a here when you explore or flee. You may store up Store a here for each damage you take. You may store
to two dice at a time. MANA CHARGE up to two dice at a time. FRENZY

Prevent . When you descend, heal two damage.


SHIELD AURA SECOND WIND

<<< ITEMS Rogue 1p <<< ITEMS Archer 1p

Heroic Feat: Roll or . If either is a 1, Heroic Feat: Spend to roll or to


lose . Do this before checking any other effects. roll . Before checking any other effects, discard
DARING GAMBLE one of the dice rolled. EAGLE EYE

When you flee you may add one door to the If you would lose only one , spend instead.
dungeon, if under the door limit. STEALTH Prevent one in each boss round. KITING
<<< ITEMS Warrior 2p <<< ITEMS Mage 2p

Heroic Feat: Roll your stored die. Heroic Feat: Roll your stored die.
Store a here when you take damage. You may only store Store a here when you explore or flee. You may only store
one die at a time. FRENZY one die at a time. MANA CHARGE

Ignore one . Your partner gains either a 1 or 1.


FEARLESS CHARGE POWER TRANSFER

<<< ITEMS Archer 2p <<< ITEMS Rogue 2p

Heroic Feat: Spend to roll . Before checking any Heroic Feat: Roll . If it is a 1, lose . Do this
other effects, discard one of the dice rolled. before checking any other effects.
EAGLE EYE DARING GAMBLE

Increase one of your partners dice by one. Your partner may reroll any or all of their 1s.
COMBINED SHOT DUNGEONEERING
<<< ITEMS Paladin 1p Turn Reference

At the start of each turn, spend . Then, either:

EXPLORE OR ENTER A ROOM


Draw and add face-down Choose a door:
doors to the dungeon until Open - Encounter it.
there are four total doors Closed - Open it, and either
in play. have an encounter or flee.

ENCOUNTERS
1) Make a Choice ( ) 4) Use Skills / Potions /
2) Use Heroic Feat Place Dice
3) Gather and Roll Dice 5) Suffer Consequences
: All : Matching 6) Claim Loot

POTIONS
Heroic Feat: Roll any or all of your dice stored here. Start with one potion token, and add one for
Store a here when you open a door with 4+ . You may each potion type identified. A token may be
store up to two dice at a time. VALIANT spent to use any one of the effects below.

For every you would lose, prevent . You cannot Heal 3 damage from one hero at the start of a turn,
or 2 damage anytime. HEALING
prevent damage otherwise. ARMOR

Hero: Any Dungeon Complete a Floor: Hero: Any Dungeon Complete a Floor:
Medium/Hard Level Up: Medium/Hard Level Up:
Name: Hard only Defeat a Boss: Name: Hard only Defeat a Boss:

Veteran: Start each game with any one Basic Skill. Veteran: Start each game with any one Basic Skill.
Basic

Basic

Durability: You have one extra health. Durability: You have one extra health.

Crafty: You may have one extra skill or item. Crafty: You may have one extra skill or item.

Prepared: Start each game with an extra potion. Prepared: Start each game with an extra potion.
Healing

Healing

First Aid: When you use a potion, heal one damage. First Aid: When you use a potion, heal one damage.

Recovery: When you descend, heal one damage Recovery: When you descend, heal one damage

Grit: After each boss round, heal one damage. Grit: After each boss round, heal one damage.

Guile: Use a as an . Guile: Use a as an .


Combat

Combat

Fortitude: Reroll all your 1s and 2s. Fortitude: Reroll all your 1s and 2s.

Planning: Gain a 3. Planning: Gain a 3.

Direct Hit: Increase any die by one. Direct Hit: Increase any die by one.

Cunning: Change a 5 into a 6. Cunning: Change a 5 into a 6.


Dungeon

Dungeon

Speed: Ignore one (even a choice cost). Speed: Ignore one (even a choice cost).

Knowledge: Gain in each round. Knowledge: Gain in each round.

Foresight: Reroll a die. Foresight: Reroll a die.

Bosses defeated: Dragon Yeti Hydra Lich Minotaur Bosses defeated: Dragon Yeti Hydra Lich Minotaur

Games played: Games played:


Boss Fight <<< ITEMS Paladin 2p

The boss fight is like a Combat Encounter,


fought over multiple rounds. In each round:
1) Roll Dice
2) Use Skills, Potions, and Place Dice
3) Suffer Consequences
4) Strike the Boss (One damage per )
5) New Round

Heroic Feats cannot be used in the boss fight.


Your experience levels encounter bonus
provides dice during each round.

POTIONS
You can use your potions during each boss Heroic Feat: Roll your stored die.
round. The start of a round is the same as Store a here when you open a door with 4+ . You may
the start of a turn for a Healing Potion. only store one die at a time. VALIANT

Heal 3 damage from one hero at the start of a turn, Your partner may reroll any or all of their 1s.
or 2 damage anytime. HEALING SUPPORT AURA

Você também pode gostar