0% found this document useful (0 votes)
8 views

1.how To Play - Master

Super Dungeon Legends - How to Play

Uploaded by

BrookRiverside
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views

1.how To Play - Master

Super Dungeon Legends - How to Play

Uploaded by

BrookRiverside
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

INTRODUCTION

Legends​ ​is​ ​a​ ​roleplaying​ ​and​ ​campaign​ ​game​ ​system​ ​set​ ​in​ ​the​ ​world​ ​of​ ​Super​ ​Dungeon.​ ​In​ ​Legends,​ ​Heroes
brave​ ​a​ ​series​ ​of​ ​adventures​​ ​as​ ​part​ ​of​ ​an​ ​overall​ ​narrative​ ​campaign​.​ ​Between​ ​adventures​ ​Heroes​ ​will​ ​learn
from​ ​their​ ​previous​ ​experiences,​ ​increasing​ ​their​ ​skill​ ​and​ ​ability.

Legends​ ​is​ ​a​ ​stand-alone​ ​rules​ ​system,​ ​designed​ ​to​ ​be​ ​played​ ​using​ ​Super​ ​Dungeon’s​ ​range​ ​of​ ​miniatures​ ​and
dungeon​ ​tiles.​ ​One​ ​player​ ​will​ ​assume​ ​the​ ​role​ ​of​ ​the​ ​Consul,​ ​controlling​ ​the​ ​dungeon​ ​and​ ​monsters,​ ​while​ ​the
remaining​ ​players​ ​assume​ ​the​ ​role​ ​of​ ​the​ ​Heroes.

Hero​ ​players​ ​choose​ ​or​ ​build​ ​a​ ​Hero​ ​to​ ​serve​ ​as​ ​their​ ​avatar​ ​in​ ​the​ ​game.​ ​The​ ​Heroes​ ​band​ ​together​ ​to​ ​form​ ​an
adventuring​ ​party​ ​with​ ​other​ ​Heroes​ ​played​ ​by​ ​their​ ​friends.​ ​Together,​ ​this​ ​band​ ​of​ ​intrepid​ ​Heroes​ ​battle
through​ ​adventures​ ​using​ ​dice,​ ​miniatures,​ ​and​ ​their​ ​imagination.

The​ ​heart​ ​of​ ​Legends​ ​is​ ​the​ ​Consul.​ ​The​ ​Consul​ ​is​ ​the​ ​player​ ​who​ ​assumes​ ​the​ ​role​ ​of​ ​the​ ​storyteller​ ​and
guide.​ ​The​ ​Consul​ ​creates​ ​campaigns​ ​and​ ​adventures,​ ​manages​ ​the​ ​monsters​ ​and​ ​dungeon,​ ​and​ ​narrates​ ​the
action​ ​for​ ​the​ ​Heroes​ ​as​ ​they​ ​embark​ ​upon​ ​their​ ​mighty​ ​quests.​ ​The​ ​Consul​ ​also​ ​serves​ ​as​ ​arbitrator​ ​for​ ​game
rules,​ ​and​ ​may​ ​use,​ ​adjust,​ ​and​ ​fashion​ ​the​ ​rules​ ​in​ ​any​ ​manner​ ​they​ ​see​ ​fit​ ​to​ ​tell​ ​their​ ​story​ ​and​ ​ensure​ ​that
players​ ​are​ ​having​ ​fun!

Legends​ ​is​ ​a​ ​cooperative​ ​storytelling​ ​game.​ ​While​ ​it​ ​is​ ​certainly​ ​possible​ ​for​ ​the​ ​Heroes​ ​to​ ​“lose”​ ​an​ ​adventure
through​ ​being​ ​destroyed​ ​or​ ​failing​ ​to​ ​accomplish​ ​the​ ​adventure’s​ ​goals,​ ​this​ ​should​ ​never​ ​be​ ​the​ ​goal​ ​of​ ​the
Consul.​ ​Instead,​ ​it​ ​is​ ​the​ ​Consul’s​ ​job​ ​to​ ​make​ ​sure​ ​that​ ​players​ ​are​ ​kept​ ​engaged,​ ​challenged,​ ​and​ ​are​ ​active
participants​ ​in​ ​the​ ​story​ ​being​ ​told.​ ​When​ ​an​ ​adventure​ ​does​ ​take​ ​a​ ​wrong​ ​turn​ ​and​ ​the​ ​Heroes​ ​suffer​ ​an
unfortunate​ ​result,​ ​the​ ​Consul​ ​should​ ​use​ ​the​ ​defeat​ ​as​ ​an​ ​opportunity​ ​to​ ​take​ ​the​ ​story​ ​in​ ​a​ ​new​ ​and
interesting​ ​direction.

PLAYING​ ​THE​ ​GAME


Games​ ​of​ ​Super​ ​Dungeon:​ ​Legends​ ​follow​ ​the​ ​same​ ​basic​ ​structure.

1.​ ​Players​ ​determine​ ​who​ ​will​ ​be​ ​the​ ​Consul.​​ ​The​ ​Consul​ ​runs​ ​the​ ​adventure,​ ​controlling​ ​all​ ​of​ ​the​ ​monsters,
and​ ​managing​ ​the​ ​encounters.

!X!​ ​CALLOUT​ ​!X!


PLAYING​ ​WITHOUT​ ​A​ ​CONSUL
The​ ​rules​ ​presented​ ​throughout​ ​the​ ​game​ ​assume​ ​one​ ​player​ ​will​ ​be​ ​playing​ ​the​ ​Consul.​ ​However,​ ​it​ ​is
possible​ ​to​ ​play​ ​pre-made​ ​Super​ ​Dungeon:​ ​Legends​ ​adventures​ ​without​ ​a​ ​Consul.​ ​Rules​ ​for​ ​playing​ ​without​ ​a
Consul​ ​are​ ​presented​ ​in​ ​the​ ​“Playing​ ​Arcade​ ​Style”​ ​section​ ​of​ ​the​ ​Consul’s​ ​Grimoire.
!X!​ ​CALLOUT​ ​!X!

2.​ ​The​ ​remaining​ ​players​ ​choose​ ​which​ ​Heroes​ ​they​ ​will​ ​play,​ ​forming​ ​the​ ​adventuring​ ​party.​ ​Players
may​ ​choose​ ​one​ ​of​ ​the​ ​twelve​ ​premade​ ​Hero​ ​cards​ ​included​ ​in​ ​this​ ​box,​ ​or​ ​may​ ​build​ ​their​ ​own​ ​Hero​ ​using​ ​the
rules​ ​presented​ ​later.​ ​Along​ ​with​ ​the​ ​Hero’s​ ​card,​ ​each​ ​player​ ​will​ ​need​ ​a​ ​Super​ ​Dungeon​ ​model​ ​to​ ​represent
their​ ​Hero​ ​on​ ​the​ ​dungeon​ ​map.​ ​The​ ​rules​ ​are​ ​designed​ ​assuming​ ​a​ ​party​ ​of​ ​3​ ​-​ ​5​ ​Heroes.​ ​This​ ​may
necessitate​ ​that​ ​a​ ​player​ ​play​ ​more​ ​than​ ​one​ ​Hero,​ ​or​ ​for​ ​you​ ​to​ ​modify​ ​the​ ​rules​ ​slightly​ ​to​ ​account​ ​for​ ​more​ ​or
fewer​ ​Heroes.
3.​ ​The​ ​Consul​ ​builds​ ​a​ ​unique​ ​adventure​ ​or​ ​selects​ ​a​ ​pre-made​ ​adventure​ ​to​ ​play.​ T ​ he​ ​nature​ ​of​ ​the
adventure​ ​selected​ ​may​ ​limit​ ​the​ ​selection​ ​of​ ​Heroes​ ​that​ ​the​ ​Consul​ ​makes​ ​available​ ​for​ ​play.​ ​For​ ​instance,​ ​if
the​ ​adventure​ ​centers​ ​around​ ​purging​ ​the​ ​Fae​ ​Wood​ ​of​ ​corruption,​ ​the​ ​Consul​ ​may​ ​require​ ​players​ ​to​ ​play
Heroes​ ​thematic​ ​to​ ​the​ ​adventure,​ ​such​ ​as​ ​druids,​ ​rangers,​ ​and​ ​barbarians.

4.​ ​Play​ ​an​ ​adventure.​ ​The​ ​Consul​ ​guides​ ​players​ ​through​ ​an​ ​adventure.​ ​If​ ​this​ ​is​ ​your​ ​first​ ​time​ ​playing,​ ​we
recommend​ ​you​ ​start​ ​with​ ​the​ ​Road​ ​to​ ​Crystalia​ ​Castle​ ​introductory​ ​adventure.

During​ ​the​ ​adventure​ ​the​ ​Consul​ ​will​ ​layout​ ​the​ ​dungeon,​ ​control​ ​the​ ​monsters,​ ​and​ ​describe​ ​the​ ​details​ ​and
story​ ​of​ ​what​ ​is​ ​occurring​ ​in​ ​the​ ​game.​ ​It​ ​is​ ​the​ ​Consul’s​ ​responsibility​ ​to​ ​make​ ​sure​ ​the​ ​players​ ​know​ ​all
options​ ​that​ ​are​ ​available​ ​to​ ​them​ ​in​ ​any​ ​given​ ​situation.

The​ ​Hero​ ​players​ ​control​ ​their​ ​models,​ ​describe​ ​what​ ​they​ ​want​ ​to​ ​do,​ ​and​ ​interact​ ​with​ ​the​ ​challenges​ ​the
Consul​ ​places​ ​before​ ​them.​ ​Not​ ​every​ ​situation​ ​in​ ​Super​ ​Dungeon:​ ​Legends​ ​is​ ​decided​ ​by​ ​combat.​ ​Players
should​ ​be​ ​creative​ ​in​ ​how​ ​they​ ​deal​ ​with​ ​a​ ​challenge.​ ​Perhaps​ ​it​ ​is​ ​better​ ​to​ ​bribe​ ​or​ ​sneak​ ​around​ ​a​ ​monster
instead​ ​of​ ​fighting​ ​it.​ ​It​ ​is​ ​up​ ​to​ ​the​ ​Consul​ ​to​ ​listen​ ​to​ ​all​ ​of​ ​the​ ​player’s​ ​ideas​ ​and​ ​guide​ ​them​ ​through​ ​the
consequences​ ​of​ ​their​ ​determined​ ​course​ ​of​ ​action.​ ​Often​ ​this​ ​will​ ​be​ ​determined​ ​by​ ​the​ ​roll​ ​of​ ​dice,​ ​even
outside​ ​of​ ​combat.

5.​ ​After​ ​an​ ​adventure,​ ​the​ ​players​ ​have​ ​downtime.​​ ​During​ ​downtime,​ ​Heroes​ ​may​ ​use​ ​the​ ​rewards​ ​they
gained​ ​during​ ​the​ ​adventure​ ​to​ ​customize​ ​their​ ​Heroes​ ​to​ ​fit​ ​their​ ​own​ ​particular​ ​play​ ​style​ ​and​ ​vision​ ​of​ ​the
character.​ ​The​ ​Consul​ ​uses​ ​downtime​ ​to​ ​determine​ ​the​ ​next​ ​adventure​ ​and​ ​tailor​ ​its​ ​challenges​ ​to​ ​the​ ​players’
new​ ​abilities.

6.​ ​Play​ ​another​ ​adventure!​​ ​After​ ​downtime​ ​the​ ​cycle​ ​of​ ​adventures​ ​and​ ​downtime​ ​continues!​ ​Super​ ​Dungeon:
Legends​ ​has​ ​no​ ​true​ ​end.​ ​Players​ ​may​ ​use​ ​their​ ​Heroes​ ​in​ ​multiple​ ​adventures​ ​until​ ​they​ ​feel​ ​it​ ​is​ ​time​ ​to​ ​retire
their​ ​Heroes​ ​and​ ​begin​ ​new​ ​ones.

WHAT​ ​YOU​ ​NEED​ ​TO​ ​PLAY


Before​ ​you​ ​get​ ​started,​ ​Hero​ ​players​ ​will​ ​need​ ​to​ ​gather​ ​all​ ​the​ ​items​ ​they​ ​need​ ​to​ ​play​ ​a​ ​game​ ​of​ ​Legends.

INCLUDED
These​ ​are​ ​the​ ​items​ ​Hero​ ​players​ ​will​ ​need​ ​to​ ​play​ ​the​ ​game​ ​and​ ​are​ ​included​ ​in​ ​the​ ​box​ ​game.

● How​ ​to​ ​Play:​ ​(This​ ​book!)​ ​This​ ​book​ ​teaches​ ​you​ ​the​ ​core​ ​rules​ ​for​ ​Super​ ​Dungeon:​ ​Legends.
● Heroes:​ ​Twelve​ ​premade​ ​Hero​ ​cards​ ​are​ ​ready​ ​for​ ​you​ ​to​ ​use,​ ​along​ ​with​ ​six​ ​Hero​ ​models​ ​to​ ​represent
them​ ​in​ ​the​ ​dungeon.​ ​Once​ ​you’ve​ ​played​ ​a​ ​few​ ​games,​ ​you​ ​can​ ​even​ ​build​ ​your​ ​own​ ​Hero​ ​with​ ​the
Hero​ ​Handbook!
● Super​ ​Dungeon​ ​Dice:​ ​Twenty​ ​6-sided​ ​dice​ ​in​ ​five​ ​sparkling​ ​colors​ ​and​ ​one​ ​golden​ ​20-sided​ ​die​ ​are
yours​ ​to​ ​roll.
● Backpack:​ ​Not​ ​the​ ​one​ ​on​ ​your​ ​back.​ ​It’s​ ​a​ ​card.​ ​In​ ​the​ ​box.​ ​Grab​ ​it!
● Heart​ ​&​ ​Potion​ ​Tokens:​ ​ ​Heroes​ ​keep​ ​track​ ​of​ ​their​ ​hearts​ ​and​ ​potions​ ​using​ ​these​ ​tokens.
● Hero​ ​Handbook:​ ​This​ ​book​ ​tells​ ​Hero​ ​players​ ​how​ ​to​ ​read​ ​their​ ​Hero​ ​cards,​ ​how​ ​to​ ​rank​ ​up,​ ​and
provides​ ​rules​ ​to​ ​build​ ​your​ ​own​ ​Hero​ ​and​ ​build​ ​a​ ​story​ ​around​ ​them.

NOT​ ​INCLUDED
These​ ​are​ ​the​ ​items​ ​that​ ​are​ ​not​ ​included​ ​in​ ​the​ ​box​ ​and​ ​Hero​ ​players​ ​will​ ​need​ ​to​ ​find​ ​themselves.

● Players:​ ​You​ ​can’t​ ​play​ ​a​ ​game​ ​without​ ​players!


● A​ ​Consul:​​ ​You’re​ ​going​ ​to​ ​need​ ​one​ ​of​ ​these​ ​to​ ​run​ ​the​ ​game.​ ​(If​ ​no​ ​one​ ​wants​ ​to​ ​play​ ​the​ ​Consul,​ ​you
will​ ​need​ ​to​ ​read​ ​“Playing​ ​Arcade​ ​Style”​ ​in​ ​the​ ​Consul’s​ ​Grimoire.)
● Wet​ ​Erase​ ​Marker​ ​or​ ​Pencil:​ ​If​ ​you’re​ ​playing​ ​using​ ​the​ ​laminated​ ​Hero​ ​cards​ ​and​ ​Backpack​ ​you​ ​will
need​ ​a​ ​wet​ ​erase​ ​marker​ ​to​ ​keep​ ​track​ ​of​ ​changes​ ​to​ ​your​ ​Hero.​ ​If​ ​you’re​ ​using​ ​a​ ​paper​ ​Hero​ ​card​ ​and
Backpack​ ​you​ ​will​ ​need​ ​a​ ​pencil​ ​and​ ​eraser.​ ​We​ ​recommend​ ​having​ ​a​ ​variety​ ​of​ ​colors​ ​to​ ​use​ ​(markers
or​ ​pencils).​ ​Lots​ ​of​ ​the​ ​elements​ ​in​ ​Super​ ​Dungeon​ ​are​ ​based​ ​on​ ​color,​ ​and​ ​while​ ​you​ ​can​ ​simply​ ​write
down​ ​the​ ​color​ ​of​ ​attributes​ ​such​ ​as​ ​dice​ ​or​ ​affinity​ ​it’s​ ​much​ ​more​ ​fun​ ​to​ ​color​ ​them​ ​in!

EXTRA​ ​FUN​ ​STUFF


● Soda​ ​Pop​ ​&​ ​Snacks:​​ ​Tasty​ ​treats​ ​make​ ​every​ ​game​ ​better!
● More​ ​Dice:​ ​Having​ ​your​ ​own​ ​set​ ​of​ ​dice​ ​is​ ​super​ ​handy.​ ​Extra​ ​Super​ ​Dungeon​ ​dice​ ​are​ ​available​ ​in
Black-Handed​ ​Henry’s​ ​Potion​ ​Party.​ ​It’s​ ​a​ ​dice​ ​pack​ ​that​ ​includes​ ​a​ ​pirate​ ​potion-making​ ​game.​ ​Nice!
● Heroes​ ​Galore:​ ​Soda​ ​Pop​ ​Miniatures​ ​has​ ​a​ ​giant​ ​line​ ​of​ ​adorable​ ​Super​ ​Dungeon​ ​Miniatures​ ​to
represent​ ​any​ ​Hero​ ​you​ ​can​ ​imagine.​ ​You​ ​can​ ​also​ ​download​ ​different​ ​premade​ ​Hero​ ​cards​ ​from
www.sodapopminiatures.com​.
● Paper​ ​Hero​ ​Cards:​ ​ ​You​ ​can​ ​download​ ​a​ ​printable​ ​pdf​ ​of​ ​the​ ​Hero​ ​cards​ ​from​ ​Soda​ ​Pop​ ​Miniatures’
website.

That’s​ ​it!​ ​Heroes​ ​have​ ​it​ ​so​ ​easy.​ ​Any​ ​extra​ ​items​ ​the​ ​Consul​ ​needs​ ​to​ ​play​ ​are​ ​listed​ ​in​ ​the​ ​Consul’s​ ​Grimoire.

GAME​ ​DICE
Super​ ​Dungeon:​ ​Legends​ ​uses​ ​multiple​ ​types​ ​of​ ​custom​ ​dice​ ​to​ ​resolve​ ​combat,​ ​tests,​ ​and​ ​other​ ​actions.

!X!​ ​CALLOUT​ ​!X!


DICE​ ​FACE​ ​CHART:​ ​All​ ​five​ ​colors​ ​of​ ​dice​ ​showing​ ​every​ ​face.
!X!​ ​CALLOUT​ ​!X!

!X!​ ​HEART​ ​BLUE​ ​!X!​ ​SAPPHIRE​ ​DICE


Sapphire​ ​dice​ ​are​ ​blue​ ​in​ ​color.​ ​When​ ​a​ ​!X!​ ​Blue​ ​Heart​ ​!X!​ ​Heart​ ​is​ ​rolled​ ​during​ ​an​ ​attack​ ​roll,​ ​a​ ​Heart​ ​has
popped​ ​out!​ ​The​ ​attacking​ ​model​ ​may​ ​Heal​ ​one​ ​Heart​ ​on​ ​any​ ​friendly​ ​model​ ​for​ ​each​ ​Heart​ ​rolled.​ ​(See
Healing​,​ ​page​ ​!X!.)​ ​Hearts​ ​only​ ​appear​ ​during​ ​attack​ ​rolls​ ​and​ ​only​ ​if​ ​the​ ​target​ ​is​ ​Knocked​ ​Out.

!X!​ ​POTION​ ​RED​ ​!X!​ ​RUBY​ ​DICE


Ruby​ ​dice​ ​are​ ​red​ ​in​ ​color.​ ​When​ ​a​ ​!X!​ ​Red​ ​Potion​ ​!X!​​ ​Potion​ ​is​ ​rolled​ ​during​ ​an​ ​attack​ ​roll,​ ​a​ ​Potion​ ​has
popped​ ​out!​ ​For​ ​each​ ​Potion​ ​rolled,​ ​the​ ​attacking​ ​model​ ​may​ ​add​ ​one​ ​Potion​ ​token​ ​to​ ​any​ ​Hero’s​ ​Potion​ ​Track
that​ ​has​ ​an​ ​open​ ​space.​ ​Potions​ ​only​ ​appear​ ​during​ ​attack​ ​rolls​ ​and​ ​only​ ​if​ ​the​ ​target​ ​is​ ​Knocked​ ​Out.

!X!​ ​HEART/POTION​ ​GREEN​ ​!X!​​ ​EMERALD​ ​DICE


Emerald​ ​dice​ ​are​ ​green​ ​in​ ​color.​ ​When​ ​a​ ​!X!​ ​Green​ ​Potion/Heart​ ​!X!​ ​Potion/Heart​ ​is​ ​rolled​ ​during​ ​an​ ​attack​ ​roll,
both​ ​a​ ​Potion​ ​and​ ​a​ ​Heart​ ​have​ ​popped​ ​out!​ ​For​ ​each​ !​ X!​ ​Green​ ​Potion/Heart​ ​!X!​ ​symbol​ ​rolled,​ ​the​ ​attacking
model​ ​may​ ​add​ ​one​ ​Potion​ ​token​ ​to​ ​any​ ​Hero’s​ ​Potion​ ​Track​ ​that​ ​has​ ​an​ ​open​ ​space,​ ​and​ ​may​ ​Heal​ ​one​ ​Heart
on​ ​any​ ​friendly​ ​model.​ ​Potions​ ​and​ ​Hearts​ ​only​ ​appear​ ​during​ ​attack​ ​rolls​ ​and​ ​only​ ​if​ ​the​ ​target​ ​is
Knocked​ ​Out.
!X!​ ​LIGHT​ ​YELLOW​ ​!X!​​ ​CITRINE​ ​DICE
Citrine​ ​dice​ ​are​ ​yellow​ ​in​ ​color.​ ​When​ ​a​ ​!X!​ ​Yellow​ ​Light​ ​!X!​​ ​Light​ ​is​ ​rolled​ ​during​ ​a​ ​defense​ ​roll,​ ​the​ ​model​ ​may
make​ ​the​ ​attacking​ ​model​ ​reroll​ ​one​ ​die​ ​for​ ​each​ ​Light​ ​result​ ​rolled.​ L ​ ight​ ​results​ ​are​ ​generated​ ​only​ ​during
defense​ ​rolls.

!X!​ ​SHADOW​ ​PURPLE​ ​!X!​​ ​AMETHYST​ ​DICE


Amethyst​ ​Dice​ ​are​ ​purple​ ​in​ ​color.​ ​When​ ​a​ ​!X!​ ​Purple​ ​Shadow​ ​!X!​ ​Shadow​ ​is​ ​rolled​ ​during​ ​an​ ​attack​ ​roll,​ ​the
attacking​ ​model​ ​must​ ​make​ ​one​ ​additional​ ​Basic​ ​Attack​ ​for​ ​each​ ​Shadow​ ​result​ ​rolled.​ ​However,​ ​the​ ​attacking
model​ ​also​ ​suffers​ ​one​ ​wound​ ​for​ ​each​ ​Shadow​ ​result​ ​rolled.​ S​ uch​ ​is​ ​the​ ​price​ ​for​ ​tapping​ ​into​ ​the​ ​Dark​ ​Realm!
Attacks​ ​gained​ ​from​ ​Shadow​ ​ignore​ ​further​ ​Shadow​ ​results.​ S ​ hadow​ ​results​ ​are​ ​generated​ ​only​ ​during
attack​ ​rolls.

!X!​ ​BLUE​ ​1​ ​STAR,​ ​RED​ ​2​ ​STAR,​ ​GREEN​ ​3​ ​STAR,​ ​YELLOW​ ​4​ ​STAR,​ ​PURPLE​ ​5​ ​STAR​ ​!X!​ S
​ TARS
All​ ​dice​ ​have​ ​faces​ ​made​ ​up​ ​of​ ​a​ ​number​ ​of​ ​stars.​ ​Stars​ ​are​ ​used​ ​to​ ​determine​ ​how​ ​successful​ ​the​ ​model​ ​is​ ​in
the​ ​action​ ​it​ ​is​ ​performing.​ ​After​ ​rolling​ ​your​ ​dice,​ ​add​ ​up​ ​all​ ​of​ ​the​ ​stars​ ​rolled​ ​to​ ​determine​ ​your​ ​total​ ​number​ ​of
stars.​ ​This​ ​value​ ​is​ ​then​ ​compared​ ​to​ ​either​ ​an​ ​opposing​ ​roll​ ​or​ ​a​ ​static​ ​defense​ ​value​ ​to​ ​determine​ ​if​ ​your
action​ ​succeeded.

!X!​ ​BLANK​ ​FACE​ ​OF​ ​EACH​ ​DIE​ ​TYPE​ ​!X!​ D


​ ARKNESS
Blank​ ​faces​ ​on​ ​dice​ ​are​ ​call​ ​darkness.​ ​Darkness​ ​results​ ​do​ ​not​ ​have​ ​any​ ​value​ ​when​ ​making​ ​rolls.​ ​However,
some​ ​abilities​ ​tap​ ​into​ ​the​ ​power​ ​of​ ​darkness,​ ​and​ ​certain​ ​effects​ ​will​ ​trigger​ ​by​ ​rolling​ ​darkness.​ ​When​ ​this​ ​is
the​ ​case,​ ​the​ ​ability​ ​will​ ​specify​ ​how​ ​darkness​ ​is​ ​used.

!X!​ ​STAR​ ​ICON​ ​!X!​​ ​BONUS​ ​STARS


Bonus​ ​Stars​ ​are​ ​white​ ​in​ ​color.​ ​Bonus​ ​Stars​ ​are​ ​not​ ​technically​ ​dice.​ ​Anytime​ ​a​ ​model​ ​has​ ​Bonus​ ​Stars​ ​listed,
the​ ​number​ ​of​ ​stars​ ​shown​ ​is​ ​added​ ​to​ ​the​ ​final​ ​result​ ​of​ ​the​ ​roll.​ ​If​ ​a​ ​model​ ​has​ ​only​ ​Bonus​ ​Stars​ ​listed,​ ​then​ ​no
dice​ ​are​ ​rolled​ ​and​ ​only​ ​the​ ​number​ ​of​ ​stars​ ​shown​ ​are​ ​counted​ ​as​ ​the​ ​result​ ​of​ ​the​ ​“roll”.

!X!​ ​D20​ ​!X!​ ​GOLDEN​ ​EYE​ ​OF​ ​THE​ ​GODDESS


The​ ​Golden​ ​Eye​ ​of​ ​the​ ​Goddess​ ​is​ ​a​ ​twenty-sided​ ​die.​ ​The​ ​Golden​ ​Eye​ ​is​ ​used​ ​only​ ​for​ ​unique​ ​situations​ ​and
to​ ​roll​ ​on​ ​charts​ ​to​ ​determine​ ​random​ ​results.

!X!​ ​CALLOUT​ ​!X!


DICE​ ​NOTATIONS
It​ ​can​ ​often​ ​be​ ​expedient​ ​to​ ​notate​ ​dice​ ​in​ ​a​ ​shorthand​ ​format​ ​according​ ​to​ ​the​ ​number​ ​and​ ​color​ ​of​ ​dice​ ​rolled.
This​ ​notation​ ​uses​ ​the​ ​colors​ ​of​ ​the​ ​dice,​ ​instead​ ​of​ ​the​ ​gem​ ​names,​ ​since​ ​they​ ​are​ ​often​ ​easier​ ​to​ ​recall.

B​ ​=​ ​!X!​ ​Blue​ ​Heart​ ​Face​ ​!X!​​ ​Blue​ ​(Sapphire)​ ​Dice


R​ ​=​ ​!X!​ ​Red​ ​Potion​ ​Face​ ​!X!​ ​Red​ ​(Ruby)​ ​Dice
G​ ​=​ ​!X!​ ​Green​ ​Heart/Potion​ ​Face​ ​!X!​ ​Green​ ​(Emerald)​ ​Dice
Y​ ​=​ ​!X!​ ​Yellow​ ​Light​ ​Face​ ​!X!​ ​Yellow​ ​(Citrine)​ ​Dice
P​ ​=​ ​!X!​ ​Purple​ ​Shadow​ ​Face​ ​!X!​ ​Purple​ ​(Sapphire)​ ​Dice
W​ ​=​ ​!X!​ ​White​ ​Star​ ​Icon​ ​!X!​ ​White​ ​Bonus​ ​Stars
D20​ ​=​ ​Golden​ ​Eye​ ​of​ ​the​ ​Goddess
For​ ​example:
3B​ ​=​ ​Roll​ ​3​ ​Blue​ ​(Sapphire)​ ​dice.
1W2B​ ​=​ ​Roll​ ​2​ ​Blue​ ​(Sapphire)​ ​dice​ ​and​ ​then​ ​add​ ​1​ ​Star​ ​to​ ​the​ ​result.
2R1Y​ ​=​ ​Roll​ ​2​ ​Red​ ​(Ruby)​ ​and​ ​1​ ​Yellow​ ​(Citrine)​ ​dice.
+1G​ ​=​ ​Add​ ​1​ ​Green​ ​(Emerald)​ ​die​ ​to​ ​the​ ​current​ ​roll.
-1P​ ​=​ ​Subtract​ ​1​ ​Purple​ ​(Amethyst)​ ​die​ ​from​ ​the​ ​current​ ​roll.
!X!​ ​CALLOUT​ ​!X!

MODIFYING​ ​THE​ ​RULES


Super​ ​Dungeon:​ ​Legends​ ​is​ ​a​ ​toolset​ ​to​ ​guide​ ​your​ ​adventures​ ​and​ ​tell​ ​your​ ​story.​ ​You​ ​are​ ​free​ ​to​ ​modify
existing​ ​rules​ ​or​ ​create​ ​new​ ​rules​ ​of​ ​your​ ​own​ ​to​ ​enhance​ ​the​ ​experience​ ​for​ ​your​ ​group.​ ​It​ ​is​ ​always​ ​best​ ​for​ ​all
players​ ​in​ ​your​ ​group​ ​to​ ​discuss​ ​and​ ​agree​ ​to​ ​any​ ​rules​ ​changes​ ​before​ ​beginning​ ​your​ ​game.​ ​That​ ​way
nobody​ ​is​ ​surprised​ ​in​ ​the​ ​middle​ ​of​ ​an​ ​adventure!​ ​The​ ​Consul​ ​is​ ​the​ ​final​ ​authority​ ​and​ ​arbitrator​ ​when​ ​it
comes​ ​to​ ​making​ ​rules​ ​decisions.​ ​It​ ​is​ ​up​ ​to​ ​the​ ​Consul​ ​to​ ​make​ ​sure​ ​all​ ​rules​ ​changes​ ​are​ ​fair​ ​to​ ​all​ ​players,
and​ ​if​ ​there​ ​is​ ​a​ ​question​ ​on​ ​a​ ​rule​ ​to​ ​make​ ​the​ ​final​ ​decision​ ​on​ ​how​ ​the​ ​group​ ​will​ ​play​ ​it.

While​ ​Super​ ​Dungeon:​ ​Legends​ ​provides​ ​you​ ​with​ ​the​ ​tools​ ​for​ ​roleplaying​ ​and​ ​narrative​ ​gaming,​ ​it​ ​is​ ​entirely
up​ ​to​ ​the​ ​players​ ​to​ ​decide​ ​how​ ​invested​ ​they​ ​wish​ ​to​ ​be.​ ​If​ ​your​ ​group​ ​prefers​ ​to​ ​just​ ​play​ ​linked​ ​combat
adventures​ ​and​ ​power​ ​up​ ​their​ ​Heroes​ ​in​ ​preparation​ ​for​ ​the​ ​next​ ​adventure,​ ​with​ ​no​ ​roleplaying,​ ​that​ ​is
perfectly​ ​fine.​ ​There​ ​is​ ​no​ ​wrong​ ​way​ ​to​ ​play!
ADVENTURES
Adventures​ ​can​ ​be​ ​linked​ ​together​ ​to​ ​create​ ​a​ ​campaign​ ​designed​ ​to​ ​tell​ ​a​ ​specific​ ​story,​ ​accomplish​ ​a​ ​set
goal,​ ​or​ ​just​ ​power​ ​up​ ​the​ ​Heroes​ ​to​ ​epic​ ​proportions.​ ​A​ ​campaign​ ​follows​ ​a​ ​set​ ​group​ ​of​ ​Heroes,​ ​called​ ​a​ ​party,
over​ ​the​ ​course​ ​of​ ​these​ ​adventures.​ ​After​ ​each​ ​adventure,​ ​both​ ​the​ ​Heroes​ ​and​ ​Consul​ ​may​ ​grow​ ​in​ ​strength
and​ ​capabilities,​ ​reflecting​ ​their​ ​increased​ ​knowledge,​ ​skills,​ ​and​ ​equipment.​ ​Most​ ​campaigns​ ​consist​ ​of​ ​3​ ​-​ ​6
linked​ ​adventures.

This​ ​section​ ​details​ ​the​ ​various​ ​types​ ​of​ ​adventure,​ ​adventure​ ​components,​ ​adventure​ ​phases,​ ​and​ ​rules​ ​for
encounters.

ADVENTURE​ ​TYPES
There​ ​are​ ​three​ ​types​ ​of​ ​adventure:​ ​Fight,​ ​Monster​ ​Mash,​ ​and​ ​Dungeon​ ​Dive.​ ​Additionally,​ ​when​ ​you​ ​wish​ ​to
include​ ​strong​ ​narrative​ ​elements​ ​in​ ​your​ ​games,​ ​you​ ​can​ ​make​ ​any​ ​three​ ​types​ ​Storybook​ ​adventures.

FIGHT
A​ ​Fight​ ​is​ ​a​ ​single​ ​combat​ ​encounter​ ​with​ ​one​ ​or​ ​more​ ​monsters.​ ​Fights​ ​only​ ​involve​ ​combat,​ ​and​ ​are​ ​typically
only​ ​played​ ​in​ ​a​ ​single​ ​room​ ​or​ ​dungeon​ ​tile.​ ​Fights​ ​are​ ​a​ ​straightforward​ ​and​ ​generally​ ​easy​ ​way​ ​to​ ​play​ ​a
session​ ​of​ ​Legends.​ ​While​ ​a​ ​Fight​ ​can​ ​be​ ​as​ ​simple​ ​as​ ​beating​ ​up​ ​a​ ​bunch​ ​of​ ​kobolds,​ ​they​ ​can​ ​also​ ​grand​ ​and
epic​ ​conflicts​ ​such​ ​as​ ​when​ ​the​ ​Heroes​ ​face​ ​a​ ​boss​ ​or​ ​powerful​ ​opponent.

MONSTER​ ​MASH
A​ ​Monster​ ​Mash​ ​(or​ ​Mash)​ ​is​ ​a​ ​series​ ​of​ ​linked​ ​combat​ ​encounters​ ​in​ ​a​ ​single​ ​dungeon.​ ​Monster​ ​Mashes
difficulty​ ​comes​ ​from​ ​multiple​ ​encounters​ ​slowly​ ​exhausting​ ​Heroes​ ​of​ ​their​ ​resources.​ ​Mashes​ ​can​ ​accomplish
this​ ​by​ ​providing​ ​a​ ​near​ ​endless​ ​horde​ ​of​ ​weaker​ ​monsters​ ​to​ ​fight,​ ​or​ ​by​ ​escalating​ ​the​ ​difficulty​ ​of​ ​the
monsters​ ​the​ ​Heroes​ ​must​ ​face.

DUNGEON​ ​DIVE
A​ ​Dungeon​ ​Dive​ ​(or​ ​Dive)​ ​is​ ​similar​ ​to​ ​a​ ​Mash,​ ​except​ ​in​ ​addition​ ​to​ ​combat​ ​it​ ​will​ ​also​ ​include​ ​non-combat
encounters.​ ​Non-combat​ ​Encounters​ ​can​ ​include​ ​choices,​ ​puzzles,​ ​traps,​ ​obstacles,​ ​secrets,​ ​hazards​ ​and
other​ ​situations​ ​which​ ​require​ ​the​ ​players​ ​to​ ​do​ ​something​ ​other​ ​than​ ​fight.​ T ​ he​ ​Road​ ​to​ ​Crystalia​ ​Castle​ ​is​ ​a
short​ ​Dungeon​ ​Dive​ ​adventure.

STORYBOOK
As​ ​its​ ​name​ ​implies​ ​a​ ​Storybook​ ​adventure​ ​includes​ ​storytelling​ ​and​ ​roleplaying​ ​elements.​ ​Storybook​ ​is​ ​not​ ​an
adventure​ ​format​ ​of​ ​its​ ​own,​ ​but​ ​is​ ​instead​ ​a​ ​template​ ​applied​ ​to​ ​any​ ​of​ ​the​ ​other​ ​three​ ​adventure​ ​types.
Storybook​ ​adventures​ ​are​ ​expanded​ ​upon​ ​in​ ​greater​ ​detail​ ​in​ ​later​ ​in​ ​the​ ​book.

!X!​ ​Callout​ ​!X!


PREMADE​ ​ADVENTURES
Premade​ ​adventures​ ​are​ ​useful​ ​tools​ ​for​ ​the​ ​Consul.​ ​A​ ​premade​ ​adventure​ ​has​ ​already​ ​performed​ ​the​ ​work​ ​of
designing​ ​story​ ​hooks,​ ​background,​ ​dungeon​ ​layout,​ ​and​ ​encounters.​ ​This​ ​leaves​ ​the​ ​Consul​ ​free​ ​to​ ​focus​ ​on
gameplay​ ​and​ ​on​ ​making​ ​adjustments​ ​to​ ​the​ ​adventure​ ​to​ ​better​ ​suit​ ​the​ ​needs​ ​of​ ​the​ ​party.

This​ ​latter​ ​point​ ​is​ ​the​ ​most​ ​important​ ​aspect​ ​to​ ​remember​ ​when​ ​using​ ​premade​ ​adventures.​ ​It​ ​is​ ​impossible​ ​for
the​ ​writer​ ​of​ ​a​ ​premade​ ​adventure​ ​to​ ​know​ ​the​ ​composition​ ​of​ ​a​ ​party,​ ​what​ ​skills​ ​they​ ​have​ ​chosen,​ ​what​ ​style
of​ ​gameplay​ ​they​ ​prefer,​ ​or​ ​what​ ​story​ ​the​ ​Consul​ ​is​ ​telling.​ ​Because​ ​of​ ​this,​ ​the​ ​Consul​ ​should​ ​always​ ​take
time​ ​to​ ​make​ ​the​ ​adventure​ ​their​ ​own.

Before​ ​running​ ​a​ ​session.​ ​Read​ ​through​ ​the​ ​adventure​ ​completely.​ ​Identify​ ​any​ ​encounters​ ​or​ ​interaction​ ​which
may​ ​need​ ​to​ ​be​ ​modified​ ​to​ ​suit​ ​your​ ​party.​ ​For​ ​instance,​ ​if​ ​an​ ​adventure​ ​features​ ​a​ ​wounded​ ​huntsman,​ ​who
must​ ​be​ ​healed​ ​to​ ​learn​ ​vital​ ​information,​ ​and​ ​the​ ​party​ ​has​ ​no​ ​Healers;​ ​the​ ​adventure​ ​may​ ​be​ ​modified​ ​to​ ​have
the​ ​Huntsman​ ​know​ ​of​ ​an​ ​herb​ ​in​ ​a​ ​nearby​ ​cave​ ​for​ ​the​ ​party​ ​to​ ​recover​ ​and​ ​heal​ ​him.​ ​If​ ​an​ ​adventure​ ​includes
a​ ​curse​ ​coven​ ​witch​ ​who​ ​has​ ​been​ ​turning​ ​local​ ​peasants​ ​into​ ​toads,​ ​but​ ​one​ ​of​ ​the​ ​Heroes​ ​in​ ​the​ ​party​ ​has
long​ ​sought​ ​a​ ​Shamble​ ​Priest​ ​who​ ​turned​ ​her​ ​village​ ​into​ ​zombies;​ ​the​ ​adventure​ ​may​ ​be​ ​altered​ ​to​ ​instead
feature​ ​a​ ​the​ ​Shamble​ ​Priest​ ​offering​ ​an​ ​opportunity​ ​for​ ​the​ ​Hero​ ​to​ ​find​ ​closure​ ​and​ ​emotional​ ​motivation.
Such​ ​adjustments​ ​to​ ​premade​ ​adventures​ ​are​ ​easy​ ​to​ ​perform,​ ​and​ ​allows​ ​the​ ​Consul​ ​to​ ​adapt​ ​them​ ​to​ ​the
ongoing​ ​campaign.

Similarly,​ ​premade​ ​adventures​ ​are​ ​useful​ ​when​ ​the​ ​Consul​ ​is​ ​creating​ ​their​ ​own​ ​adventures.​ ​Examining​ ​their
structure,​ ​how​ ​they​ ​tell​ ​story,​ ​and​ ​how​ ​encounters​ ​are​ ​built​ ​can​ ​all​ ​inform​ ​the​ ​Consul​ ​when​ ​building​ ​adventures.
Components​ ​of​ ​premade​ ​adventures​ ​can​ ​even​ ​be​ ​pulled​ ​directly​ ​out​ ​of​ ​the​ ​premade​ ​adventure​ ​and​ ​plugged
into​ ​a​ ​custom​ ​adventure.

Included​ ​in​ ​this​ ​book​ ​are​ ​premade​ ​adventures​ ​for​ ​two​ ​campaigns.​ ​In​ ​addition,​ ​Soda​ ​Pop​ ​Miniatures​ ​have​ ​a
growing​ ​library​ ​of​ ​premade​ ​adventures​ ​available​ ​for​ ​Consuls.​ ​Visit​ w
​ ww.sodapopminiatures.com​​ ​to​ ​learn​ ​more
about​ ​premade​ ​adventures​ ​and​ ​other​ ​valuable​ ​resources​ ​for​ ​your​ ​games​ ​of​ ​Legends.
!X!​ ​Callout​ ​!X!

ADVENTURE​ ​COMPONENTS
All​ ​adventures​ ​are​ ​organized​ ​into​ ​components.​ ​Depending​ ​on​ ​the​ ​nature​ ​of​ ​the​ ​adventure​ ​some​ ​components
may​ ​be​ ​more​ ​complex​ ​than​ ​others.​ ​For​ ​instance,​ ​an​ ​adventure​ ​that​ ​is​ ​primarily​ ​non-combat​ ​oriented​ ​and
focused​ ​on​ ​roleplaying​ ​will​ ​possess​ ​more​ ​story.​ ​While​ ​an​ ​adventure​ ​focused​ ​on​ ​battling​ ​monsters​ ​will​ ​possess
a​ ​more​ ​complex​ ​monster​ ​section.

RANK
This​ ​is​ ​the​ ​Rank​ ​that​ ​is​ ​recommended​ ​for​ ​all​ ​Heroes​ ​in​ ​the​ ​party​ ​to​ ​attain​ ​before​ ​attempting​ ​the​ ​adventure.​ ​For
example​ ​if​ ​the​ ​adventure​ ​is​ ​Rank​ ​A​ ​all​ ​of​ ​the​ ​Heroes​ ​should​ ​be​ ​Rank​ ​A​ ​before​ ​attempting​ ​the​ ​adventure.

STORY
All​ ​adventures​ ​focus​ ​around​ ​telling​ ​a​ ​cooperative​ ​story​ ​(or​ ​part​ ​of​ ​a​ ​story).​ ​An​ ​adventure’s​ ​story​ ​does​ ​not​ ​need
to​ ​be​ ​complex.​ ​An​ ​adventure​ ​that​ ​focuses​ ​on​ ​something​ ​as​ ​simple​ ​as​ ​defeating​ ​a​ ​bunch​ ​of​ ​monsters​ ​that​ ​have
made​ ​a​ ​dungeon​ ​nearby​ ​or​ ​rescuing​ ​a​ ​group​ ​of​ ​kidnapped​ ​villagers​ ​can​ ​provide​ ​an​ ​enjoyable​ ​evening.​ ​In​ ​fact,
adventures​ ​are​ ​best​ ​when​ ​they​ ​are​ ​kept​ ​simple​ ​and​ ​focused.​ ​If​ ​the​ ​Consul​ ​is​ ​running​ ​a​ ​campaign,​ ​a​ ​single
adventure’s​ ​story​ ​is​ ​likely​ ​only​ ​a​ ​single​ ​chapter​ ​of​ ​a​ ​larger​ ​narrative.​ ​Perhaps,​ ​upon​ ​rescuing​ ​the​ ​kidnapped
villagers,​ ​your​ ​Heroes​ ​discover​ ​that​ ​a​ ​family​ ​heirloom​ ​was​ ​stolen​ ​from​ ​one​ ​of​ ​them?​ ​Future​ ​adventures​ ​can
then​ ​discover​ ​why​ ​the​ ​heirloom​ ​was​ ​important,​ ​who​ ​stole​ ​it,​ ​and​ ​ultimately​ ​defeating​ ​the​ ​villain​ ​to​ ​reclaim​ ​the
prize.

Essentially,​ ​the​ ​story​ ​serves​ ​as​ ​the​ ​“hook”​ ​or​ ​reason​ ​the​ ​Heroes​ ​are​ ​adventuring.​ ​All​ ​premade​ ​adventures
include​ ​a​ ​story​ ​section​ ​for​ ​the​ ​Consul​ ​to​ ​reveal​ ​to​ ​the​ ​Heroes.​ ​Consuls​ ​creating​ ​their​ ​own​ ​adventures​ ​use​ ​their
imagination​ ​to​ ​weave​ ​their​ ​own​ ​story!
DUNGEON​ ​MAP
Adventures​ ​are​ ​played​ ​on​ ​a​ ​dungeon​ ​map.​ ​The​ ​dungeon​ ​map​ ​may​ ​be​ ​pre-designed​ ​dungeons​ ​like​ ​those
included​ ​in​ ​this​ ​box,​ ​dungeon​ ​tiles​ ​from​ ​other​ ​Super​ ​Dungeon​ ​products,​ ​or​ ​even​ ​a​ ​one-inch​ ​square​ ​grid​ ​map
that​ ​the​ ​Consul​ ​draws​ ​on​ ​as​ ​the​ ​Heroes​ ​advance.​ ​This​ ​section​ ​describes​ ​the​ ​elements​ ​of​ ​the​ ​dungeon,​ ​and
unique​ ​features​ ​you​ ​may​ ​encounter.

!X!​ ​Dungeon​ ​Diagram​ ​!X!


SQUARES
Every​ ​dungeon​ ​tile​ ​has​ ​a​ ​grid​ ​of​ ​squares​ ​on​ ​it.​ ​Squares​ ​are​ ​used​ ​for​ ​movement,​ ​range,​ ​and​ ​determining​ ​area
effects.

A​ ​model​ ​may​ ​never​ ​move​ ​into​ ​or​ ​through​ ​a​ ​location​ ​on​ ​a​ ​dungeon​ ​tile​ ​that​ ​does​ ​not​ ​have​ ​a​ ​square.​ ​Likewise,
no​ ​action​ ​or​ ​ability​ ​can​ ​affect​ ​a​ ​location​ ​that​ ​does​ ​not​ ​have​ ​a​ ​square.

OPEN​ ​SQUARES
Squares​ ​that​ ​do​ ​not​ ​have​ ​a​ ​tile​ ​effect​ ​are​ ​called​ ​open​ ​squares.

WALLS
Walls​ ​are​ ​represented​ ​by​ ​a​ ​black​ ​line​ ​between​ ​squares.​ ​Models​ ​cannot​ ​move​ ​or​ ​draw​ ​line​ ​of​ ​sight​ ​through
walls.

DOORWAYS
Doorways​ ​are​ ​the​ ​area​ ​where​ ​rooms​ ​or​ ​tiles​ ​connect.​ ​Models​ ​cannot​ ​move​ ​through​ ​doorways​ ​that​ ​are​ ​not
connected​ ​to​ ​another​ ​doorway.

DOORS
Most​ ​doorways​ ​in​ ​a​ ​dungeon​ ​are​ ​open,​ ​allowing​ ​models​ ​to​ ​freely​ ​move​ ​between​ ​rooms.​ ​However,​ ​some
adventures​ ​will​ ​indicate​ ​that​ ​a​ ​door​ ​be​ ​placed.​ ​Heroes​ ​cannot​ ​see​ ​the​ ​dungeon​ ​or​ ​monsters​ ​behind​ ​a​ ​closed
door,​ ​and​ ​may​ ​not​ ​move​ ​beyond​ ​a​ ​door​ ​without​ ​first​ ​opening​ ​it​ ​by​ ​using​ ​the​ ​Interact​ ​action.​ ​Once​ ​a​ ​door​ ​is
opened​ ​remove​ ​its​ ​token​ ​from​ ​the​ ​dungeon.​ ​It​ ​can​ ​be​ ​assumed​ ​that​ ​pesky​ ​monsters​ ​keep​ ​the​ ​door​ ​from​ ​closing
again,​ ​or​ ​that​ ​it​ ​retracts​ ​into​ ​the​ ​floor​ ​or​ ​ceiling.​ ​Monsters​ ​cannot​ ​open​ ​a​ ​door.

LOCKED​ ​DOORS
Some​ ​doors​ ​are​ ​locked​ ​by​ ​powerful​ ​magic,​ ​arcane​ ​wards,​ ​or​ ​just​ ​a​ ​good​ ​sturdy​ ​lock.​ ​Locked​ ​doors​ ​cannot​ ​be
opened​ ​until​ ​a​ ​specific​ ​condition​ ​is​ ​met​ ​as​ ​outlined​ ​in​ ​the​ ​adventure.​ ​Once​ ​the​ ​condition​ ​has​ ​been​ ​met​ ​the​ ​door
may​ ​be​ ​opened​ ​as​ ​normal.

TILE​ ​EFFECTS
Some​ ​squares​ ​have​ ​unique​ ​effects,​ ​called​ ​tile​ ​effects.​ ​Squares​ ​with​ ​tile​ ​effects​ ​have​ ​a​ ​grey​ ​hatched​ ​border​ ​and
an​ ​icon​ ​that​ ​represents​ ​the​ ​effects​ ​of​ ​the​ ​square.

!X!​ ​ICON​ ​!X!​​ ​Difficult​ ​Terrain:​ ​Each​ ​square​ ​of​ ​difficult​ ​terrain​ ​counts​ ​as​ ​two​ ​squares​ ​for​ ​the​ ​purposes​ ​of
movement.

!X!​ ​ICON​ ​!X!​ ​Chasm:​ ​A​ ​model​ ​that​ ​moves​ ​into​ ​a​ ​chasm​ ​square​ ​suffers​ ​one​ ​wound​ ​and​ ​its​ ​model​ ​is​ ​moved
back​ ​to​ ​its​ ​start​ ​location.

!X!​ ​ICON​ ​!X!​ ​Structures:​ ​Models​ ​cannot​ ​move​ ​or​ ​draw​ ​line​ ​of​ ​sight​ ​through​ ​structures.​ ​A​ ​structure​ ​is​ ​treated
exactly​ ​as​ ​if​ ​it​ ​were​ ​a​ ​wall.

!X!​ ​ICON​ ​!X!​ ​Goddess:​ ​Goddess​ ​squares​ ​are​ ​structures.​ ​A​ ​model​ ​adjacent​ ​to​ ​a​ ​Goddess​ ​square​ ​may​ ​spend
its​ ​action​ ​to​ ​heal​ ​one​ ​wound.

!X!​ ​ICON​ ​!X!​ ​Sentinel:​ ​Sentinel​ ​squares​ ​are​ ​structures.​ ​A​ ​model​ ​adjacent​ ​to​ ​a​ ​Sentinel​ ​square​ ​may​ ​add​ ​+1B​ ​to
its​ ​defense​ ​roll.

!X!​ ​ICON​ ​!X!​ ​Champion:​ ​Champion​ ​squares​ ​are​ ​structures.​ ​A​ ​model​ ​adjacent​ ​to​ ​a​ ​Champion​ ​square​ ​may​ ​add
+1B​ ​to​ ​its​ ​attack​ ​roll.

!X!​ ​ICON​ ​!X!​ ​Lava:​ ​A​ ​model​ ​moving​ ​into​ ​Lava​ ​squares​ ​suffers​ ​Fire.

!X!​ ​ICON​ ​!X!​ ​Brambles:​ ​A​ ​model​ ​moving​ ​into​ ​Brambles​ ​squares​ ​suffers​ ​Poison.

!X!​ ​ICON​ ​!X!​ ​Secret​ ​Passage:​ ​ ​A​ ​model​ ​that​ ​moves​ ​into​ ​a​ ​secret​ ​passage​ ​square​ ​may​ ​then​ ​move​ ​onto​ ​any
other​ ​secret​ ​passage​ ​square​ ​in​ ​the​ ​dungeon.

!X!​ ​ICON​ ​!X!​ ​Frozen:​ ​A​ ​model​ ​moving​ ​into​ ​Frozen​ ​squares​ ​suffers​ ​Ice.
!X!​ ​Diagram​ ​!X!

SPECIAL​ ​RULES
The​ ​special​ ​rules​ ​section​ ​details​ ​all​ ​rules​ ​that​ ​are​ ​unique​ ​to​ ​the​ ​adventure.​ ​This​ ​can​ ​include​ ​objective​ ​tokens,
non-player​ ​characters,​ ​or​ ​other​ ​more​ ​unique​ ​rules​ ​that​ ​apply​ ​to​ ​the​ ​adventure.​ ​In​ ​campaigns,​ ​this​ ​section​ ​may
also​ ​list​ ​consequences​ ​and​ ​adjustments​ ​based​ ​on​ ​the​ ​success​ ​or​ ​failure​ ​of​ ​previous​ ​adventures.​ ​It​ ​is​ ​important
that​ ​the​ ​Consul​ ​very​ ​carefully​ ​read​ ​the​ ​special​ ​rules​ ​of​ ​an​ ​adventure,​ ​and​ ​ensures​ ​that​ ​all​ ​of​ ​the​ ​Hero​ ​players
fully​ ​understand​ ​them.

VICTORY
The​ ​victory​ ​section​ ​details​ ​the​ ​conditions​ ​required​ ​for​ ​the​ ​Heroes​ ​to​ ​successfully​ ​complete​ ​the​ ​adventure.

ENCOUNTERS
Adventures​ ​contain​ ​one​ ​or​ ​more​ ​encounters.​ ​Some​ ​adventures,​ ​may​ ​allow​ ​Heroes​ ​the​ ​opportunity​ ​to​ ​rest​ ​and
Heal​ ​between​ ​encounters.​ ​Others,​ ​will​ ​plunge​ ​the​ ​Heroes​ ​into​ ​encounter​ ​after​ ​encounter​ ​with​ ​little​ ​opportunity
for​ ​respite.​ ​There​ ​are​ ​two​ ​basic​ ​types​ ​of​ ​encounter:​ ​combat​ ​and​ ​non-combat.​ ​Each​ ​encounter​ ​can​ ​be​ ​entirely
unique​ ​and​ ​the​ ​encounter​ ​section​ ​will​ ​detail​ ​the​ ​rules​ ​for​ ​the​ ​encounter.​ ​Below​ ​are​ ​some​ ​of​ ​the​ ​more​ ​common
features​ ​that​ ​will​ ​be​ ​listed​ ​in​ ​an​ ​encounter.

MONSTERS
This​ ​section​ ​lists​ ​monsters​ ​which​ ​are​ ​used​ ​for​ ​the​ ​encounter.​ ​The​ ​Dungeon​ ​Map​ ​indicates​ ​the​ ​starting​ ​square
where​ ​each​ ​monster​ ​begins​ ​with​ ​a​ ​number.​ ​Alternatively,​ ​the​ ​Consul​ ​is​ ​free​ ​to​ ​start​ ​monsters​ ​where​ ​they
Monsters​ ​have​ ​their​ ​own​ ​unique​ ​game​ ​attributes​ ​which​ ​are​ ​detailed​ ​in​ ​the​ ​adventure​ ​or​ ​in​ ​the​ ​Consul’s
Grimoire.
All​ ​monsters​ ​in​ ​Super​ ​Dungeon:​ ​Legends​ ​have​ ​models​ ​available​ ​that​ ​are​ ​used​ ​to​ ​represent​ ​the​ ​monster​ ​on​ ​the
dungeon​ ​map.​ ​For​ ​the​ ​adventures​ ​presented​ ​in​ ​this​ ​box​ ​set,​ ​tokens​ ​have​ ​been​ ​provided​ ​to​ ​represent​ ​the
monsters.

​ ​!X!​ ​CALLOUT​ ​!X!


Monsters​ ​Example
Monster Square

1x​ ​Kobold​ ​Ironscale 1


2x​ ​Kobold​ ​Flingers 2
2x​ ​Kobold​ ​Knucklehead 3
​ ​!X!​ ​CALLOUT​ ​!X!

TESTS
This​ ​information​ ​describes​ ​any​ ​tests​ ​the​ ​Heroes​ ​may​ ​be​ ​required​ ​to​ ​make​ ​in​ ​order​ ​to​ ​overcome​ ​the​ ​encounter.
This​ ​may​ ​include​ ​using​ ​skills,​ ​overcoming​ ​hazards,​ ​solving​ ​puzzles,​ ​or​ ​disarming​ ​traps.

INTERACT
This​ ​information​ ​details​ ​any​ ​parts​ ​of​ ​the​ ​encounter​ ​in​ ​which​ ​the​ ​Heroes​ ​may​ ​use​ ​the​ ​Interact​ ​action​ ​on,​ ​and​ ​the
results​ ​of​ ​doing​ ​so.​ ​This​ ​can​ ​include​ ​rescuing​ ​a​ ​villager,​ ​conversing​ ​with​ ​an​ ​NPC,​ ​pulling​ ​a​ ​lever,​ ​or​ ​even
chatting​ ​up​ ​a​ ​monster.​ ​In​ ​general,​ ​Interact​ ​does​ ​not​ ​require​ ​tests,​ ​unless​ ​the​ ​Heroes​ ​attempt​ ​something
astonishing​ ​or​ ​out​ ​of​ ​the​ ​norm.

TRAPS
This​ ​information​ ​details​ ​any​ ​traps​ ​that​ ​may​ ​be​ ​part​ ​of​ ​an​ ​encounter.​ ​It​ ​will​ ​detail​ ​how​ ​the​ ​trap​ ​is​ ​triggered,​ ​its
effects,​ ​and​ ​how​ ​it​ ​can​ ​be​ ​disarmed​ ​(if​ ​possible).

STRATEGY
This​ ​section​ ​explains​ ​the​ ​strategy​ ​used​ ​in​ ​the​ ​adventure​ ​by​ ​the​ ​Consul.​ ​It​ ​will​ ​include​ ​information​ ​such​ ​as
monsters’​ ​tactics​ ​and​ ​goals,​ ​tips​ ​for​ ​running​ ​encounters,​ ​and​ ​general​ ​advice​ ​for​ ​running​ ​the​ ​adventure.

REWARDS
While​ ​many​ ​Heroes​ ​are​ ​altruistic​ ​and​ ​are​ ​willing​ ​to​ ​serve​ ​in​ ​the​ ​best​ ​interest​ ​of​ ​Crystalia,​ ​a​ ​nice​ ​reward​ ​is
always​ ​a​ ​wonderful​ ​token​ ​of​ ​appreciation.​ ​Rewards​ ​for​ ​adventures​ ​can​ ​be​ ​varied​ ​and​ ​may​ ​include​ ​Loot,
Wonders,​ ​or​ ​simply​ ​vital​ ​secrets​ ​to​ ​reveal​ ​the​ ​next​ ​step​ ​your​ ​Heroes​ ​must​ ​take​ ​to​ ​accomplish​ ​their​ ​larger​ ​goal
within​ ​the​ ​campaign.

Some​ ​rewards​ ​will​ ​allow​ ​your​ ​Heroes​ ​to​ ​rank​ ​up​ ​at​ ​the​ ​end​ ​of​ ​the​ ​adventure,​ ​which​ ​will​ ​cause​ ​them​ ​to​ ​advance
in​ ​power.​ ​When​ ​you​ ​gain​ ​a​ ​rank​ ​up​ ​reward,​ ​Heroes​ ​advance​ ​to​ ​their​ ​next​ ​rank​ ​during​ ​downtime.

ADVENTURE​ ​PHASES
Adventures​ ​consist​ ​of​ ​a​ ​series​ ​of​ ​phases,​ ​made​ ​up​ ​of​ ​multiple​ e
​ xploration​ ​and​ ​encounter​ ​phases,​ ​in​ ​any
combination.​ ​During​ ​exploration​ ​the​ ​Heroes​ ​are​ ​free​ ​to​ ​move​ ​about​ ​the​ ​dungeon​ ​to​ ​discover​ ​its​ ​mysteries​ ​and
search​ ​out​ ​its​ ​hidden​ ​secrets.​ ​During​ ​an​ ​encounter​ ​Heroes​ ​are​ ​faced​ ​with​ ​a​ ​challenge​ ​they​ ​must​ ​overcome.
This​ ​challenge​ ​is​ ​often​ ​combat​ ​with​ ​monsters,​ ​but​ ​can​ ​also​ ​be​ ​a​ ​non-combat​ ​encounter​ ​where​ ​the​ ​Heroes​ ​must
overcome​ ​an​ ​obstacle​ ​or​ ​interact​ ​with​ ​a​ ​story​ ​element​ ​such​ ​as​ ​a​ ​non-player​ ​character.​ ​Most​ ​adventures​ ​will
consist​ ​of​ ​several​ ​exploration​ ​and​ ​encounter​ ​phases​ ​in​ ​various​ ​configurations.

EXPLORATION
During​ ​exploration,​ ​Heroes​ ​may​ ​move​ ​about​ ​the​ ​dungeon​ ​unhindered,​ ​as​ ​permitted​ ​by​ ​the​ ​Consul.​ ​Generally,
during​ ​exploration​ ​Heroes​ ​do​ ​not​ ​need​ ​to​ ​adhere​ ​to​ ​any​ ​sort​ ​of​ ​activation​ ​order,​ ​do​ ​not​ ​need​ ​to​ ​count​ ​spaces
when​ ​moving,​ ​or​ ​keep​ ​track​ ​of​ ​actions​ ​they​ ​take.​ ​This​ ​is​ ​not​ ​to​ ​say​ ​that​ ​exploration​ ​is​ ​a​ ​free-for-all.​ ​Players
should​ ​be​ ​respectful​ ​of​ ​one​ ​another​ ​and​ ​the​ ​Consul;​ ​telling​ ​the​ ​Consul​ ​and​ ​other​ ​players​ ​what​ ​they​ ​would​ ​like
to​ ​do,​ ​then​ ​resolving​ ​that​ ​course​ ​as​ ​determined​ ​by​ ​the​ ​Consul,​ ​before​ ​moving​ ​onto​ ​other​ ​players.

Exploration​ ​is​ ​an​ ​ideal​ ​opportunity​ ​for​ ​Heroes​ ​to​ ​stop​ ​and​ ​assess​ ​where​ ​they​ ​are​ ​at​ ​in​ ​the​ ​adventure.​ ​The
following​ ​are​ ​some​ ​common​ ​tasks​ ​to​ ​accomplish​ ​during​ ​exploration.

● Interact​ ​with​ ​treasure​ ​tokens​ ​to​ ​draw​ ​loot.


● Drink​ ​potions​ ​to​ ​heal.
● Trade​ ​your​ ​equipment​ ​with​ ​other​ ​Heroes​ ​or​ ​with​ ​items​ ​in​ ​the​ ​backpack.
● Equip​ ​new​ ​equipment​ ​or​ ​items​ ​from​ ​the​ ​backpack,​ ​found​ ​during​ ​exploration,​ ​or​ ​gained​ ​from​ ​previous
encounters
● Take​ ​a​ ​look​ ​at​ ​the​ ​room​ ​to​ ​search​ ​it​ ​for​ ​clues​ ​or​ ​bits​ ​of​ ​story.
● Decide​ ​on​ ​your​ ​next​ ​course​ ​of​ ​action.

It​ ​is​ ​important​ ​to​ ​note​ ​that,​ ​unless​ ​the​ ​Consul​ ​says​ ​otherwise,​ ​exploration​ ​is​ ​NOT​ ​downtime.​ ​A​ ​dungeon​ ​is​ ​a
dangerous​ ​place​ ​and​ ​monsters​ ​aren’t​ ​going​ ​to​ ​let​ ​a​ ​pesky​ ​group​ ​of​ ​Heroes​ ​make​ ​camp,​ ​train,​ ​or​ ​craft​ ​while
they​ ​sit​ ​idly​ ​by​ ​in​ ​the​ ​room​ ​next​ ​door

Exploration​ ​ends​ ​when​ ​an​ ​encounter​ ​occurs.​ ​The​ ​timing​ ​of​ ​this​ ​is​ ​determined​ ​by​ ​the​ ​Consul,​ ​and​ ​can​ ​occur​ ​at
any​ ​time,​ ​even​ ​in​ ​the​ ​middle​ ​of​ ​a​ ​task​ ​the​ ​Heroes​ ​were​ ​trying​ ​to​ ​accomplish.​ ​Monsters​ ​and​ ​traps​ ​wait​ ​for​ ​no
Hero!

TREASURE
Treasure​ ​tokens​ ​are​ ​sources​ ​of​ ​loot.​ ​A​ ​Hero​ ​may​ ​use​ ​the​ ​Interact​ ​action​ ​during​ ​exploration​ ​or​ ​during​ ​and
encounter​ ​to​ ​recover​ ​a​ ​treasure​ ​token​ ​it​ ​is​ ​adjacent​ ​to.​ ​Flip​ ​over​ ​the​ ​treasure​ ​token​ ​to​ ​reveal​ ​the​ ​number​ ​of​ ​loot
cards​ ​the​ ​Hero​ ​draws,​ ​then​ ​discard​ ​the​ ​token.​ ​Items​ ​which​ ​are​ ​drawn​ ​are​ ​immediately​ ​placed​ ​in​ ​the​ ​backpack.
(See​ ​page​ ​!X!).​ ​Equipment​ ​that​ ​is​ ​drawn​ ​may​ ​be​ ​retained​ ​by​ ​the​ ​Hero​ ​or​ ​placed​ ​in​ ​the​ ​backpack.​ ​Note​ ​that​ ​if
the​ ​equipment​ ​was​ ​drawn​ ​during​ ​an​ ​encounter,​ ​the​ ​Hero​ ​may​ ​not​ ​equip​ ​newly​ ​drawn​ ​equipment​ ​until​ ​the​ ​next
exploration​ ​phase.

EQUIPMENT
Over​ ​the​ ​course​ ​of​ ​the​ ​game​ ​Heroes​ ​will​ ​earn​ ​special​ ​loot​ ​called​ ​equipment.​ ​Equipment​ ​can​ ​provide​ ​bonuses
to​ ​attributes,​ ​special​ ​abilities,​ ​and​ ​unique​ ​actions.​ ​Heroes​ ​may​ ​carry​ ​any​ ​amount​ ​of​ ​equipment,​ ​but​ ​may​ ​only
ever​ ​gain​ ​the​ ​benefits​ ​of​ ​two​ ​pieces​ ​of​ ​equipment.​ ​When​ ​a​ ​Hero​ ​decides​ ​which​ ​equipment​ ​it​ ​will​ ​benefit​ ​from,
the​ ​card​ ​is​ ​equipped​.​ ​Place​ ​it​ ​face​ ​up​ ​in​ ​one​ ​of​ ​the​ ​two​ ​slots​ ​on​ ​the​ ​Hero’s​ ​card.

ENCOUNTERS
While​ ​the​ ​most​ ​common​ ​encounter​ ​is​ ​combat,​ ​it​ ​is​ ​not​ ​the​ ​only​ ​type.​ ​Dungeons​ ​are​ ​often​ ​full​ ​of​ ​traps,
obstacles,​ ​puzzles,​ ​and​ ​other​ ​unique​ ​situations​ ​which​ ​the​ ​Heroes​ ​must​ ​confront,​ ​called​ ​non-combat
encounters.​ ​Most​ ​encounters​ ​follow​ ​an​ ​established​ ​set​ ​of​ ​rules​ ​which​ ​govern​ ​how​ ​to​ ​resolve​ ​them.​ ​You​ ​are
encouraged​ ​to​ ​use​ ​these​ ​rules​ ​as​ ​guidelines​ ​to​ ​be​ ​creative​ ​with​ ​how​ ​you​ ​resolve​ ​an​ ​encounter.​ ​Just​ ​because
an​ ​encounter​ ​begins​ ​with​ ​combat​ ​doesn’t​ ​mean​ ​it​ ​needs​ ​to​ ​end​ ​that​ ​way.​ ​Perhaps​ ​the​ ​fight​ ​was​ ​just​ ​a
misunderstanding!

COMBAT
The​ ​most​ ​common​ ​type​ ​of​ ​encounter​ ​is​ ​a​ ​combat​ ​encounter​ ​where​ ​Heroes​ ​must​ ​fight​ ​monsters.​ ​Use​ ​the
following​ ​rules​ ​to​ ​resolve​ ​a​ ​combat​ ​encounter.

ROUNDS
A​ ​combat​ ​encounter​ ​consists​ ​of​ ​a​ ​series​ ​of​ ​rounds.​ ​Each​ ​round​ ​consists​ ​of​ ​a​ ​Hero​ ​Turn​ ​and​ ​a​ ​Consul​ ​Turn.
Once​ ​each​ ​side​ ​has​ ​had​ ​a​ ​turn,​ ​a​ ​new​ ​round​ ​begins.​ ​Rounds​ ​continue​ ​until​ ​all​ ​models​ ​on​ ​one​ ​side​ ​have​ ​either
fled​ ​the​ ​encounter​ ​or​ ​been​ ​Knocked​ ​Out.

1.​ ​SETUP​ ​MONSTERS


The​ ​Consul​ ​places​ ​the​ ​monster​ ​models​ ​(or​ ​tokens)​ ​on​ ​the​ ​dungeon​ ​map.

2.​ ​ROLL​ ​INITIATIVE


The​ ​Heroes​ ​and​ ​the​ ​Consul​ ​roll​ ​3B​ ​(make​ ​only​ ​one​ ​roll​ ​for​ ​all​ ​the​ ​Heroes​ ​and​ ​one​ ​roll​ ​for​ ​the​ ​Consul).​ ​The​ ​side
which​ ​rolled​ ​the​ ​most​ ​stars​ ​takes​ ​the​ ​first​ ​turn.​ ​Ties​ ​go​ ​to​ ​the​ ​Heroes.

3.​ ​TURNS
During​ ​a​ ​turn​ ​every​ ​model​ ​for​ ​a​ ​single​ ​side​ ​will​ a
​ ctivate​.​ ​During​ ​the​ ​Hero​ ​Turn,​ ​every​ ​Hero​ ​will​ ​activate​ ​in​ ​any
order.​ ​During​ ​the​ ​Consul​ ​Turn,​ ​every​ ​monster​ ​will​ ​activate​ ​in​ ​any​ ​order.​ ​Heroes​ ​and​ ​monsters​ ​are​ ​not​ ​required
to​ ​activate​ ​in​ ​the​ ​same​ ​order​ ​from​ ​round​ ​to​ ​round.

During​ ​its​ ​activation​ ​a​ ​model​ ​may​ ​make​ ​a​ ​single​ ​movement​ ​and​ ​perform​ ​a​ ​single​ ​action,​ ​in​ ​any​ ​order.​ ​A​ ​model
must​ ​complete​ ​its​ ​entire​ ​activation​ ​before​ ​another​ ​model​ ​may​ ​activate.

ACTIONS
The​ ​following​ ​actions​ ​may​ ​be​ ​taken.

Basic​ ​Attack:​ ​The​ ​model​ ​makes​ ​its​ ​basic​ ​attack.

Unique​ ​Ability:​​ ​The​ ​model​ ​uses​ ​one​ ​unique​ ​ability.

Drink​ ​a​ ​Potion:​​ ​The​ ​model​ ​removes​ ​one​ ​potion​ ​token​ ​from​ ​its​ ​card​ ​to​ ​heal​ ​2​ ​hearts.

Use​ ​Item:​ ​The​ ​model​ ​uses​ ​a​ ​consumable​ ​item​ ​card​ ​and​ ​resolves​ ​the​ ​effect​ ​written​ ​on​ ​its​ ​card.​ ​Once​ ​the​ ​card’s
effect​ ​has​ ​been​ ​resolved​ ​it​ ​is​ ​discarded.

Some​ ​item​ ​cards​ ​have​ ​a​ ​potion​ ​icon.​ ​In​ ​order​ ​to​ ​use​ ​these​ ​items,​ ​the​ ​model​ ​must​ ​discard​ ​the​ ​card​ a
​ nd​​ ​remove
a​ ​potion​ ​token​ ​to​ ​cause​ ​the​ ​effect.​ ​Potion​ ​tokens​ ​spent​ ​in​ ​this​ ​way​ ​do​ ​not​ ​heal.
Heroes​ ​may​ ​also​ ​take​ ​the​ ​Use​ ​Item​ ​action​ ​to​ ​use​ ​an​ ​item​ ​in​ ​the​ ​party’s​ ​backpack.​ ​Some​ ​adventures​ ​will​ ​specify
unique​ ​uses​ ​for​ ​items​ ​in​ ​the​ ​backpack.​ ​However,​ ​if​ ​this​ ​is​ ​not​ ​the​ ​case​ ​you​ ​are​ ​encouraged​ ​to​ ​use​ ​the​ ​items
creatively.​ ​Perhaps​ ​the​ ​monsters​ ​you​ ​are​ ​fighting​ ​would​ ​happily​ ​leave​ ​you​ ​alone​ ​in​ ​exchange​ ​for​ ​a​ ​piece​ ​of
candy!

Run:​ ​The​ ​model​ ​moves​ ​four​ ​squares.​ ​A​ ​model​ ​may​ ​Run​ ​in​ ​addition​ ​to​ ​taking​ ​its​ ​normal​ ​movement.

Interact:​ ​The​ ​model​ ​interacts​ ​with​ ​an​ ​element​ ​of​ ​the​ ​encounter​ ​or​ ​the​ ​dungeon​ ​as​ ​determined​ ​by​ ​the
adventure’s​ ​special​ ​rules.​ ​This​ ​includes​ ​actions​ ​such​ ​as​ ​pulling​ ​a​ ​lever,​ ​disarming​ ​a​ ​trap,​ ​searching​ ​treasure
piles,​ ​etc.

MOVEMENT
A​ ​model​ ​may​ ​move​ ​up​ ​to​ ​four​ ​squares.​ ​The​ ​model​ ​may​ ​freely​ ​move​ ​through​ ​tokens,​ ​templates,​ ​and​ ​friendly
models.​ ​A​ ​model​ ​may​ ​not​ ​move​ ​through​ ​enemy​ ​models,​ ​move​ ​into​ ​a​ ​square​ ​which​ ​it​ ​does​ ​not​ ​have​ ​line​ ​of​ ​sight
to,​ ​or​ ​end​ ​its​ ​movement​ ​in​ ​a​ ​square​ ​occupied​ ​by​ ​another​ ​model.

When​ ​moving​ ​a​ ​large​ ​model​ ​with​ ​a​ ​base​ ​that​ ​occupies​ ​more​ ​than​ ​one​ ​square,​ ​count​ ​movement​ ​exactly​ ​as
though​ ​it​ ​were​ ​a​ ​small​ ​model.​ ​At​ ​the​ ​end​ ​of​ ​its​ ​move​ ​place​ ​the​ ​model​ ​so​ ​that​ ​at​ ​least​ ​part​ ​of​ ​its​ ​base​ ​occupies
the​ ​last​ ​square​ ​counted.​ ​This​ ​may​ ​be​ ​used​ ​to​ ​“squeeze”​ ​through​ ​narrow​ ​single​ ​square​ ​areas.​ ​However,​ ​no​ ​part
of​ ​its​ ​base​ ​may​ ​be​ ​placed​ ​in​ ​a​ ​square​ ​farther​ ​than​ ​the​ ​last​ ​square​ ​counted,​ ​so​ ​as​ ​to​ ​gain​ ​additional​ ​movement.

!X!​ ​Movement​ ​Diagram​ ​!X!

ATTACKING​ ​IN​ ​COMBAT


A​ ​model​ ​may​ ​attack​ ​by​ ​either​ ​taking​ ​the​ ​Basic​ ​Attack​ ​action​ ​or​ ​by​ ​using​ ​a​ ​unique​ ​ability​ ​which​ ​is​ ​an​ ​attack.
There​ ​are​ ​three​ ​types​ ​of​ ​attack:​ ​Melee,​ ​Magic,​ ​and​ ​Missile.​ ​The​ ​attacking​ ​model​ ​is​ ​called​ ​the​ a ​ ttacker​.​ ​The
model​ ​being​ ​attacked​ ​is​ ​called​ ​the​ ​defender​.

!X!​ ​MELEE​ ​ICON​ ​!X!​​ ​MELEE​ ​ATTACKS


Melee​ ​Attacks​ ​target​ ​a​ ​single​ ​model​ ​in​ ​an​ ​adjacent​ ​square​ ​(including​ ​diagonal),​ ​and​ ​in​ ​line​ ​of​ ​sight.​ ​Melee
Attacks​ ​against​ ​models​ ​suffering​ ​a​ ​status​ ​effect​ ​add​ ​+1B​ ​to​ ​the​ ​attack​ ​roll.

!X!​ ​MAGIC​ ​ICON​ ​!X!​ ​MAGIC​ ​ATTACKS


Magic​ ​Attacks​ ​target​ ​a​ ​single​ ​model​ ​up​ ​to​ ​four​ ​squares​ ​away,​ ​and​ ​in​ ​line​ ​of​ ​sight.

!X!​ ​MISSILE​ ​ICON​ ​!X!​ ​MISSILE​ ​ATTACKS


Missile​ ​Attacks​ ​target​ ​a​ ​single​ ​model​ ​up​ ​to​ ​six​ ​squares​ ​away,​ ​and​ ​in​ ​line​ ​of​ ​sight.​ ​Missile​ ​Attacks​ ​cannot​ ​be
made​ ​against​ ​a​ ​model​ ​that​ ​is​ ​adjacent​ ​to​ ​the​ ​attacking​ ​model.

LINE​ ​OF​ ​SIGHT


Models​ ​require​ ​line​ ​of​ ​sight​​ ​to​ ​target​ ​another​ ​model.​ ​A​ ​model​ ​has​ ​line​ ​of​ ​sight​ ​when​ ​it​ ​can​ ​draw​ ​at​ ​least​ ​one
straight​ ​line​ ​from​ ​any​ ​point​ ​of​ ​its​ ​square​ ​to​ ​any​ ​point​ ​on​ ​the​ ​intended​ ​target’s​ ​square.​ ​The​ ​line​ ​cannot​ ​contact
walls,​ ​structures,​ ​or​ ​enemy​ ​models,​ ​including​ ​where​ ​these​ ​elements​ ​meet​ ​on​ ​a​ ​corner.

A​ ​large-based​ ​model’s​ ​line​ ​of​ ​sight​ ​is​ ​only​ ​blocked​ ​by​ ​an​ ​enemy​ ​model​ ​if​ ​the​ ​enemy​ ​model​ ​is​ ​also​ ​a
large-based​ ​model.​ ​Likewise,​ ​small-based​ ​models​ ​may​ ​draw​ ​line​ ​of​ ​sight​ ​to​ ​a​ ​large​ ​based​ ​model​ ​over​ ​enemy
small-based​ ​models.
A​ ​model​ ​with​ ​the​ ​Fly​ ​ability​ ​ignores​ ​all​ ​models​ ​when​ ​determining​ ​line​ ​of​ ​sight,​ ​regardless​ ​of​ ​the​ ​model’s​ ​base
size.​ ​Likewise,​ ​models​ ​may​ ​always​ ​draw​ ​line​ ​of​ ​sight​ ​to​ ​a​ ​model​ ​with​ ​the​ ​Fly​ ​ability.

Tokens​ ​and​ ​templates​ ​do​ ​not​ ​block​ ​line​ ​of​ ​sight.​ ​A​ ​model​ ​always​ ​has​ ​line​ ​of​ ​sight​ ​to​ ​itself.

ATTACK​ ​&​ ​DEFENSE​ ​ROLL


An​ ​attack​ ​is​ ​made​ ​by​ ​rolling​ ​the​ ​attribute​ ​dice​ ​associated​ ​with​ ​the​ ​attack,​ ​i.e.​ ​STR​ ​for​ ​Melee,​ ​WILL​ ​for​ ​Magic,
DEX​ ​for​ ​Missile.​ ​Attack​ ​rolls​ ​are​ ​opposed​ ​by​ ​a​ ​defense​ ​roll​ ​made​ ​by​ ​the​ ​target​ ​of​ ​the​ ​attack​ ​using​ ​its​ ​ARM.

After​ ​the​ ​roll,​ ​both​ ​players​ ​add​ ​up​ ​the​ ​number​ ​of​ ​stars​ ​which​ ​they​ ​rolled.​ ​If​ ​the​ ​attacker​ ​rolled​ ​more​ ​stars,​ ​the
defender​ ​suffers​ ​one​ ​wound​ ​and​ ​removes​ ​a​ ​heart​ ​token​ ​from​ ​its​ ​card.​ ​If​ ​the​ ​defender​ ​rolled​ ​equal​ ​or​ ​more
stars,​ ​the​ ​defense​ ​was​ ​a​ ​success​ ​and​ ​no​ ​wounds​ ​are​ ​suffered.

!X!​ ​CALLOUT​ ​!X!


EXAMPLE​ ​ATTACK​ ​&​ ​DEFENSE​ ​ROLLS
Attacker Defender Result

2B,​ ​XB,​ ​1B XB,​ ​1B,​ ​1R Attacker​ ​wins!​ ​Defender​ ​suffers​ ​a​ ​wound.

1R,​ ​XR 1B,​ ​1B,​ ​2B Defender​ ​wins!​ ​No​ ​wound​ ​suffered.

1B,​ ​1B,​ ​1R XR,​ ​3R Defender​ ​wins!​ ​No​ ​wound​ ​suffered.

2R,​ ​XR,​ ​3G 1B,​ ​2B,​ ​XB Attacker​ ​wins!​ ​Defender​ ​suffers​ ​a​ ​wound.
!X!​ ​CALLOUT​ ​!X!

MODIFIERS
Some​ ​models​ ​will​ ​have​ ​abilities,​ ​skills,​ ​or​ ​status​ ​effects​ ​which​ ​can​ ​modify​ ​the​ ​results​ ​of​ ​a​ ​roll.​ ​When​ ​this​ ​is​ ​the
case,​ ​the​ ​rules​ ​of​ ​the​ ​effect​ ​will​ ​specify​ ​how​ ​the​ ​modifier​ ​works.

REROLLS
If​ ​a​ ​model​ ​has​ ​an​ ​effect​ ​which​ ​allows​ ​it​ ​to​ ​reroll​ ​it​ ​must​ ​select​ ​all​ ​dice​ ​it​ ​wishes​ ​to​ ​reroll​ ​before​ ​making​ ​any
rerolls.​ ​If​ ​both​ ​the​ ​attacker​ ​and​ ​defender​ ​have​ ​effects​ ​which​ ​allows​ ​rerolls,​ ​the​ ​attacker​ ​must​ ​decide​ ​which​ ​dice
to​ ​reroll​ ​before​ ​the​ ​defender.​ ​A​ ​model​ ​may​ ​never​ ​reroll​ ​a​ ​die​ ​which​ ​has​ ​already​ ​been​ ​rerolled.

SUPPORT​ ​ABILITIES
Some​ ​unique​ ​abilities​ ​are​ ​designated​ ​as​ ​Support​.​ ​Support​ ​abilities​ ​have​ ​varied​ ​and​ ​unique​ ​effects​ ​on​ ​the
game.​ ​There​ ​are​ ​many​ ​types​ ​of​ ​support​ ​abilities​ ​and​ ​each​ ​one​ ​will​ ​explain​ ​how​ ​it​ ​works​ ​in​ ​its​ ​description.
However,​ ​all​ ​support​ ​abilities​ ​follow​ ​one​ ​basic​ ​rule—​support​ ​abilities​ ​never​ ​cause​ ​wounds​.

THE​ ​LIFE​ ​BAR


During​ ​an​ ​adventure​ ​it​ ​is​ ​likely​ ​that​ ​a​ ​Hero​ ​will​ ​deal​ ​damage,​ ​suffer​ ​damage,​ ​and​ ​be​ ​healed.

All​ ​models​ ​have​ ​a​ ​life​ ​bar.​ ​The​ ​number​ ​of​ ​colored-in​ ​red​ ​hearts​ ​on​ ​the​ ​life​ ​bar​ ​is​ ​the​ ​model’s​ m
​ aximum​ ​hearts​.
A​ ​model​ ​may​ ​never​ ​have​ ​more​ ​heart​ ​tokens​ ​on​ ​its​ ​track​ ​than​ ​its​ ​maximum​ ​hearts.
GAINING​ ​HEARTS
All​ ​Heroes​ ​start​ ​with​ ​a​ ​maximum​ ​of​ ​three​ ​Hearts.​ ​As​ ​a​ ​Hero​ ​advances​ ​in​ ​rank​ ​it​ ​becomes​ ​more​ ​resilient​ ​and
earns​ ​extra​ ​hearts​ ​as​ ​shown.​ ​When​ ​the​ ​Hero​ ​achieves​ ​a​ ​new​ ​rank​ ​which​ ​grants​ ​an​ ​additional​ ​heart,​ ​simply
color​ ​in​ ​the​ ​marked​ ​heart.

SUFFERING​ ​WOUNDS
At​ ​the​ ​beginning​ ​of​ ​an​ ​adventure,​ ​place​ ​a​ ​heart​ ​token​ ​on​ ​each​ ​space​ ​of​ ​the​ ​life​ ​bar,​ ​up​ ​to​ ​the​ ​model’s
maximum​ ​hearts.​ ​Whenever​ ​a​ ​model​ ​suffers​ ​a​ ​wound,​ ​remove​ ​one​ ​heart​ ​token.

Many​ ​monsters​ ​only​ ​have​ ​a​ ​single​ ​heart.​ ​For​ ​these​ ​monsters​ ​it​ ​is​ ​not​ ​necessary​ ​to​ ​use​ ​heart​ ​tokens.​ ​When​ ​the
monster​ ​suffers​ ​a​ ​wound,​ ​simply​ ​remove​ ​it​ ​from​ ​the​ ​dungeon.

KNOCKED​ ​OUT
When​ ​a​ ​model​ ​removes​ ​its​ ​last​ ​heart​ ​token​ ​it​ ​is​ ​Knocked​ ​Out.​ ​When​ ​a​ ​Hero​ ​is​ ​Knocked​ ​Out,​ ​place​ ​a
Knockdown​ ​token​ ​on​ ​its​ ​card.​ ​The​ ​Hero​ ​cannot​ ​be​ ​activated​ ​until​ ​it​ ​is​ ​healed,​ ​though​ ​it​ ​may​ ​not​ ​activate​ ​during
the​ ​same​ ​turn​ ​on​ ​which​ ​it​ ​was​ ​healed,​ ​subsequent​ ​turns​ ​it​ ​may​ ​activate​ ​normally.​ ​When​ ​a​ ​monster​ ​is​ ​Knocked
Out,​ ​it​ ​is​ ​removed​ ​from​ ​the​ ​dungeon.

!X!​ ​CALLOUT​ ​!X!


Combat​ ​is​ ​a​ ​big​ ​part​ ​of​ ​Super​ ​Dungeon:​ ​Legends.​ ​If​ ​you​ ​are​ ​playing​ ​with​ ​children​ ​and​ ​are​ ​uncomfortable​ ​with
the​ ​concept​ ​of​ ​monsters​ ​being​ ​killed​ ​or​ ​destroyed,​ ​emphasize​ ​that​ ​the​ ​monsters​ ​are​ ​knocked​ ​out​ ​when
defeated​ ​and​ ​scamper​ ​off​ ​to​ ​their​ ​lairs.
!X!​ ​CALLOUT​ ​!X!

HEALING
There​ ​are​ ​several​ ​ways​ ​in​ ​which​ ​a​ ​model​ ​may​ ​be​ ​healed,​ ​including​ ​potions,​ ​items,​ ​and​ ​unique​ ​abilities.​ ​When​ ​a
model​ ​is​ ​healed,​ ​place​ ​the​ ​number​ ​of​ ​heart​ ​tokens​ ​back​ ​on​ ​the​ ​model’s​ ​heart​ ​track​ ​specified​ ​by​ ​the​ ​effect​ ​that
was​ ​the​ ​source​ ​of​ ​the​ ​healing.

Heroes​ ​which​ ​were​ ​knocked​ ​out,​ ​and​ ​are​ ​then​ ​healed,​ ​remain​ ​knocked​ ​out​ ​until​ ​they​ ​begin​ ​a​ ​Hero​ ​turn​ ​with​ ​at
least​ ​one​ ​heart​ ​token.​ ​Monsters​ ​which​ ​have​ ​been​ ​knocked​ ​out​ ​cannot​ ​be​ ​healed.

ROLLING​ ​HEARTS
A​ ​model​ ​can​ ​be​ ​healed​ ​when​ ​a​ ​heart​ ​is​ ​rolled​ ​during​ ​an​ ​attack​ ​roll​ ​which​ ​results​ ​in​ ​a​ ​monster​ ​being​ ​knocked
out.

UNIQUE​ ​ABILITIES
Several​ ​models​ ​have​ ​unique​ ​abilities​ ​that​ ​can​ ​heal.

POTIONS
A​ ​model​ ​may​ ​remove​ ​a​ ​potion​ ​token​ ​from​ ​its​ ​card​ ​to​ ​heal​ ​two​ ​wounds​ ​on​ ​itself​ ​or​ ​another​ ​friendly​ ​model.​ ​Place
a​ ​heart​ ​token​ ​on​ ​up​ ​to​ ​two​ ​empty​ ​spaces​ ​of​ ​the​ ​healed​ ​model’s​ ​life​ ​bar,​ ​up​ ​to​ ​the​ ​model’s​ ​maximum​ ​hearts.

Heroes​ ​that​ ​are​ ​knocked​ ​out​ ​may​ ​not​ ​use​ ​their​ ​own​ ​potion​ ​(remember​ ​they​ ​cannot​ ​be​ ​activated)—another​ ​Hero
will​ ​need​ ​to​ ​use​ ​their​ ​potion​ ​to​ ​help​ ​their​ ​knocked​ ​out​ ​companion!

​ ​!X!​ ​CALLOUT​ ​!X!


Potions​ ​are​ ​a​ ​perfect​ ​way​ ​to​ ​help​ ​adjust​ ​the​ ​difficulty​ ​of​ ​an​ ​adventure​ ​during​ ​play.​ ​If​ ​the​ ​Heroes​ ​are​ ​having
difficulty,​ ​provide​ ​them​ ​with​ ​an​ ​extra​ ​potion​ ​or​ ​two​ ​as​ ​a​ ​reward.​ ​If​ ​they​ ​are​ ​easily​ ​beating​ ​up​ ​the​ ​dungeon,
restrict​ ​the​ ​number​ ​of​ ​potions​ ​awarded.
​ ​!X!​ ​CALLOUT​ ​!X!

RESTING
Resting​ ​is​ ​usually​ ​only​ ​allowed​ ​during​ ​downtime​ ​and​ ​not​ ​during​ ​an​ ​adventure.​ ​When​ ​models​ ​have​ ​the
opportunity​ ​to​ ​take​ ​a​ ​rest,​ ​they​ ​are​ ​healed​ ​completely.​ ​Place​ ​a​ ​heart​ ​token​ ​on​ ​each​ ​space​ ​of​ ​the​ ​model’s​ ​life
bar,​ ​up​ ​to​ ​the​ ​model’s​ ​maximum.

NON-COMBAT​ ​ENCOUNTERS
While​ ​much​ ​of​ ​the​ ​focus​ ​of​ ​Super​ ​Dungeon​ ​is​ ​on​ ​combat,​ ​that​ ​does​ ​not​ ​stop​ ​the​ ​Consul​ ​and​ ​players​ ​from
creating​ ​rich​ ​stories​ ​and​ ​entertaining​ ​situations​ ​that​ ​occur​ ​outside​ ​of​ ​combat,​ ​or​ ​even​ ​outside​ ​of​ ​the​ ​dungeon!
The​ ​Consul​ ​may​ ​choose​ ​to​ ​deal​ ​with​ ​non-combat​ ​encounters​ ​in​ ​a​ ​couple​ ​of​ ​ways.

ATTRIBUTE​ ​TESTS
The​ ​most​ ​common​ ​way​ ​resolve​ ​non-combat​ ​encounters​ ​is​ ​to​ ​have​ ​the​ ​Heroes​ ​perform​ ​attribute​ ​tests.​ ​To
perform​ ​an​ ​attribute​ ​test​ ​the​ ​Consul​ ​determines​ ​one​ ​attribute​ ​(STR,​ ​ARM,​ ​WILL,​ ​DEX)​ ​that​ ​most​ ​applies​ ​to​ ​the
situation​ ​at​ ​hand.​ ​ ​The​ ​Consul​ ​can​ ​use​ ​the​ ​guides​ ​below​ ​to​ ​assist​ ​them​ ​when​ ​making​ ​a​ ​determination,​ ​but
should​ ​feel​ ​free​ ​to​ ​use​ ​whichever​ ​attribute​ ​makes​ ​the​ ​most​ ​sense​ ​to​ ​them​ ​and​ ​their​ ​players.

Strength​ ​(STR):​​ ​Strength​ ​is​ ​a​ ​measure​ ​of​ ​a​ ​Hero’s​ ​raw​ ​physical​ ​power.​ ​It​ ​can​ ​also​ ​reflect​ ​how​ ​physically
imposing​ ​they​ ​appear.

Armor​ ​(ARM):​​ ​Armor​ ​is​ ​a​ ​measure​ ​not​ ​only​ ​of​ ​a​ ​Hero’s​ ​physical​ ​protection,​ ​but​ ​their​ ​innate​ ​toughness​ ​and
resilience.​ ​It​ ​can​ ​also​ ​reflect​ ​sheer​ ​dogged​ ​determination​ ​and​ ​stubbornness.

Willpower​ ​(WILL):​​ ​Willpower​ ​is​ ​a​ ​measure​ ​of​ ​a​ ​Hero’s​ ​intelligence​ ​or​ ​wisdom.​ ​It​ ​can​ ​also​ ​reflect​ ​their​ ​mental
fortitude​ ​and​ ​charisma.

Dexterity​ ​(DEX):​​ ​Dexterity​ ​is​ ​a​ ​measure​ ​of​ ​a​ ​Hero’s​ ​nimbleness​ ​and​ ​general​ ​athleticism.​ ​It​ ​can​ ​also​ ​reflect
cunning​ ​and​ ​quick​ ​wit.

STRENGTH ARMOR WILLPOWER DEXTERITY

Climbing Determination Persuasion Acrobatics

Intimidation Endurance Diplomacy Awareness

Jumping Health Disguise Cunning

SMASHING Resilience Tracking Disarming

Swimming Survival Insight Escape

Lifting Taunting General​ ​Knowledge Sleight​ ​of​ ​Hand

Blocking Inspiration History Sneaking


After​ ​determining​ ​the​ ​attribute​ ​which​ ​will​ ​be​ ​used,​ ​the​ ​Consul​ ​determines​ ​if​ ​the​ ​test​ ​is​ ​opposed​ ​or​ ​passive.

Opposed:​ ​Opposed​ ​tests​ ​are​ ​made​ ​exactly​ ​the​ ​same​ ​way​ ​as​ ​attacks.​ ​The​ ​model​ ​making​ ​the​ ​test​ ​is​ ​the
attacker​ ​and​ ​the​ ​model​ ​(or​ ​object)​ ​seeking​ ​to​ ​oppose​ ​the​ ​test​ ​is​ ​the​ ​defender.​ ​When​ ​a​ ​test​ ​is​ ​failed​ ​it​ ​is​ ​left​ ​to
the​ ​discretion​ ​of​ ​the​ ​Consul​ ​to​ ​determine​ ​if​ ​the​ ​Hero​ ​may​ ​make​ ​another​ ​attempt.

Passive:​​ ​A​ ​passive​ ​test​ ​is​ ​not​ ​actively​ ​opposed​ ​by​ ​the​ ​target​ ​or​ ​any​ ​other​ ​party.​ ​Instead,​ ​the​ ​Consul
determines​ ​the​ ​difficulty​ ​of​ ​the​ ​task​ ​at​ ​hand​ ​and​ ​assigns​ ​it​ ​a​ ​defense​ ​value.​ ​The​ ​Hero​ ​then​ ​makes​ ​an​ ​attribute
roll,​ ​including​ ​any​ ​equipment​ ​or​ ​modifiers.​ ​If​ ​the​ ​Hero​ ​rolls​ ​higher​ ​than​ ​the​ ​defense​ ​value,​ ​the​ ​test​ ​has
succeeded.​ ​If​ ​the​ ​Hero​ ​has​ ​rolled​ ​equal​ ​or​ ​lower,​ ​the​ ​test​ ​has​ ​failed.​ ​When​ ​a​ ​test​ ​is​ ​failed​ ​it​ ​is​ ​left​ ​to​ ​the
discretion​ ​of​ ​the​ ​Consul​ ​to​ ​determine​ ​if​ ​the​ ​Hero​ ​may​ ​make​ ​another​ ​attempt.​ ​Below​ ​is​ ​a​ ​basic​ ​chart​ ​that​ ​can​ ​be
used​ ​to​ ​help​ ​determine​ ​the​ ​defense​ ​value​ ​based​ ​on​ ​the​ ​difficulty​ ​of​ ​the​ ​task​ ​at​ ​hand.

Difficulty Defense​ ​Value

Easy 0

Normal 1

Moderate 2

Difficult 3

Hardcore 4

Consider​ ​the​ ​following​ ​examples:

Annoyed​ ​by​ ​the​ ​merchant’s​ ​greed,​ ​the​ ​Blackguard​ ​decides​ ​to​ ​intimidate​ ​the​ ​merchant​ ​into​ ​lowering​ ​her​ ​prices.
The​ ​Consul​ ​determines​ ​that​ ​the​ ​Blackguard​ ​may​ ​use​ ​his​ ​STR​ ​to​ ​intimidate​ ​the​ ​merchant.​ ​The​ ​merchant​ ​does
not​ ​have​ ​attributes​ ​of​ ​her​ ​own​ ​so​ ​the​ ​Consul​ ​sets​ ​a​ ​passive​ ​defense​ ​value​ ​of​ ​two.​ ​The​ ​Blackguard​ ​rolls​ ​his
STR,​ ​resulting​ ​in​ ​five​ ​stars,​ ​easily​ ​cowing​ ​the​ ​merchant.

With​ ​all​ ​their​ ​rope​ ​disintegrated,​ ​the​ ​Consul​ ​(unsurprisingly)​ ​decides​ ​that​ ​running​ ​across​ ​the​ ​acid​ ​pool​ ​is
incredibly​ ​dangerous​ ​and​ ​will​ ​require​ ​two​ ​ARM​ ​attribute​ ​tests.​ ​One​ ​to​ ​avoid​ ​taking​ ​damage​ ​and​ ​one​ ​to​ ​avoid
melting,​ ​and​ ​that​ ​the​ ​test​ ​must​ ​be​ ​made​ ​crossing​ ​both​ ​ways.​ ​The​ ​Consul​ ​sets​ ​a​ ​passive​ ​defense​ ​value​ ​of​ ​three
for​ ​the​ ​damage​ ​and​ ​of​ ​four​ ​to​ ​avoid​ ​melting.​ ​The​ ​Fighter​ ​makes​ ​two​ ​ARM​ ​rolls​ ​for​ ​going​ ​across,​ ​resulting​ ​in​ ​two
stars​ ​and​ ​six​ ​stars.​ ​The​ ​Fighter​ ​suffers​ ​one​ ​wound​ ​but​ ​avoids​ ​melting.​ ​On​ ​the​ ​return​ ​trip​ ​two​ ​more​ ​ARM​ ​rolls
are​ ​made,​ ​resulting​ ​in​ ​three​ ​stars​ ​and​ ​one​ ​star.​ ​The​ ​unfortunate​ ​Fighter​ ​suffers​ ​a​ ​second​ ​wound​ ​and​ ​one​ ​piece
of​ ​equipment​ ​melts​ ​away!

The​ ​Consul​ ​determines​ ​that​ ​the​ ​Mage​ ​must​ ​use​ ​his​ ​WILL​ ​attribute​ ​to​ ​recall​ ​and​ ​accurately​ ​tell​ ​his​ ​story.​ ​The
test​ ​is​ ​opposed​ ​by​ ​the​ ​Ghostfire​ ​Troll’s​ ​own​ ​WILL​ ​who​ ​feels​ ​particularly​ ​stubborn​ ​and​ ​uncooperative.​ ​The​ ​Mage
and​ ​the​ ​troll​ ​both​ ​roll​ ​their​ ​WILL​ ​attributes.​ ​The​ ​Mage​ ​rolls​ ​more​ ​stars​ ​than​ ​the​ ​troll,​ ​succeeding​ ​in​ ​the​ ​test.
Surprisingly​ ​happy​ ​after​ ​the​ ​story​ ​the​ ​troll​ ​lets​ ​them​ ​pass.

The​ ​Rogue​ ​must​ ​sneak​ ​past​ ​the​ ​watchful,​ ​but​ ​drowsy​ ​Deeproot​ ​Druid.​ ​The​ ​Consul​ ​determines​ ​this​ ​will​ ​be​ ​an
opposed​ ​roll,​ ​with​ ​the​ ​Rogue​ ​using​ ​her​ ​DEX​ ​and​ ​the​ ​druid​ ​using​ ​his​ ​WILL.​ ​Both​ ​Heroes​ ​make​ ​their​ ​attribute
roll,​ ​resulting​ ​in​ ​the​ ​Rogue​ ​exceeding​ ​the​ ​druid’s​ ​roll.​ ​A​ ​thief​ ​in​ ​the​ ​night,​ ​the​ ​Rogue​ ​steals​ ​a​ ​leaf​ ​from​ ​the
sacred​ ​tree.

!X!​ ​CALLOUT​ ​!X!


Defense​ ​values​ ​can​ ​be​ ​notated​ ​in​ ​a​ ​shorthand​ ​form​ ​using​ ​two​ ​methods:​ !​ X!​ ​Shield​ ​Icon​ ​!X!​​ ​plus​ ​the​ ​number
value​ ​or​ ​DF​ ​plus​ ​the​ ​number​ ​value.​ ​For​ ​instance,​ ​a​ ​defense​ ​value​ ​of​ ​3​ ​can​ ​be​ ​indicated​ ​as​ ​either​ !​ X!​ ​Shield​ ​3
!X!​​ ​or​ ​as​ ​DF3.
!X!​ ​CALLOUT​ ​!X!

MODIFIERS
Sometimes​ ​Heroes​ ​will​ ​have​ ​skills​ ​that​ ​can​ ​modify​ ​an​ ​attribute​ ​test​ ​in​ ​a​ ​specific​ ​situation.​ ​When​ ​this​ ​occurs​ ​the
Hero​ ​may​ ​add​ ​+1B​ ​to​ ​the​ ​attribute​ ​test.

In​ ​addition​ ​to​ ​skills,​ ​there​ ​may​ ​be​ ​other​ ​effects,​ ​items,​ ​or​ ​situations​ ​which​ ​can​ ​modify​ ​an​ ​attribute​ ​test.​ ​Typically
an​ ​adventure​ ​will​ ​list​ ​these​ ​modifiers​ ​in​ ​the​ ​rules​ ​of​ ​the​ ​encounter.​ ​The​ ​Consul​ ​may​ ​also​ ​determine​ ​a​ ​modifier
specific​ ​to​ ​the​ ​situation.

ADVANCED​ ​ENCOUNTER​ ​RULES


After​ ​playing​ ​several​ ​encounters​ ​using​ ​basic​ ​rules,​ ​you​ ​are​ ​ready​ ​to​ ​explore​ ​new​ ​and​ ​powerful​ ​abilities.​ ​This
section​ ​covers​ ​advanced​ ​combat​ ​and​ ​rules.

AREA​ ​EFFECTS
Area​ ​Effects​ ​are​ ​powerful​ ​actions​ ​that​ ​affect​ ​more​ ​than​ ​one​ ​square.​ ​There​ ​are​ ​three​ ​types​ ​of​ ​area​ ​effect,​ ​Aura,
Burst,​ ​and​ ​Lance.​ ​Area​ ​effects​ ​affect​ ​every​ ​model​ ​in​ ​the​ ​area​ ​regardless​ ​of​ ​the​ ​effect.​ ​That​ ​means​ ​a​ ​Hero​ ​can
accidentally​ ​hurt​ ​a​ ​fellow​ ​Hero​ ​or​ ​benefit​ ​a​ ​monster!​ ​Area​ ​Effects​ ​cannot​ ​affect​ ​squares​ ​behind​ ​walls​ ​or
structures.​ ​(See​ ​Tile​ ​Effects.)

AURA​ ​X
An​ ​Aura​ ​effect​ ​is​ ​centered​ ​on​ ​the​ ​user’s​ ​square​ ​and​ ​affects​ ​every​ ​square​ ​within​ ​X​ ​squares​ ​of​ ​the​ ​user,
including​ ​the​ ​user’s​ ​square.​ ​Auras​ ​remain​ ​in​ ​play,​ ​centered​ ​on​ ​and​ ​moving​ ​with​ ​the​ ​user,​ ​until​ ​the​ ​beginning​ ​of
their​ ​next​ ​activation.

BURST​ ​X
An​ ​action​ ​with​ ​Burst​ ​affects​ ​the​ ​targeted​ ​square​ ​and​ ​multiple​ ​squares​ ​around​ ​it.​ ​Determine​ ​a​ ​Burst​ ​effect’s
target​ ​as​ ​normal​ ​using​ ​the​ ​action’s​ ​description.​ ​After​ ​the​ ​target​ ​square​ ​has​ ​been​ ​selected,​ ​it​ ​and​ ​every​ ​square
within​ ​X​ ​squares​ ​of​ ​the​ ​target​ ​square​ ​are​ ​affected.

LANCE
A​ ​lance​ ​hits​ ​every​ ​square​ ​in​ ​a​ ​six-square​ ​line​ ​starting​ ​with​ ​a​ ​square​ ​adjacent​ ​to​ ​the​ ​model​ ​using​ ​the​ ​lance.
Lances​ ​may​ ​not​ ​be​ ​drawn​ ​diagonally.

!X!​ ​Candy​ ​Callout​ ​!X!


COMBOS
Many​ ​actions​ ​and​ ​attacks​ ​have​ ​the​ ​ability​ ​to​ ​combo​ ​with​ ​other​ ​effects.​ ​Learning​ ​how​ ​to​ ​combine​ ​and​ ​stack
these​ ​effects​ ​can​ ​be​ ​the​ ​key​ ​to​ ​incredible​ ​combos​ ​and​ ​battling​ ​difficult​ ​monsters​ ​such​ ​as​ ​dungeon​ ​bosses.
!X!​ ​Candy​ ​Callout​ ​!X!
ENGAGED​ ​TARGETS
Models​ ​can​ ​work​ ​together​ ​to​ ​achieve​ ​greater​ ​results​ ​in​ ​combat.​ ​When​ ​a​ ​model​ ​has​ ​an​ ​enemy​ ​in​ ​a​ ​square
adjacent​ ​to​ ​it,​ ​the​ ​model​ ​is​ ​engaged​.​ ​Models​ ​making​ ​a​ ​melee​ ​attack​ ​against​ ​a​ ​target​ ​may​ ​add​ ​+1B​ ​to​ ​their
attack​ ​rolls​ ​if​ ​the​ ​target​ ​is​ ​engaged​ ​with​ ​more​ ​than​ ​one​ ​enemy​ ​model​ ​(including​ ​the​ ​model​ ​making​ ​the​ ​attack).

IMPROVISED​ ​ACTIONS
Players​ ​can​ ​often​ ​come​ ​up​ ​with​ ​uncommon​ ​or​ ​unorthodox​ ​solutions​ ​to​ ​the​ ​situations​ ​in​ ​which​ ​they​ ​find
themselves.​ ​Players​ ​can​ ​take​ ​an​ ​action​ ​to​ ​come​ ​up​ ​with​ ​an​ ​improvised​ ​solution.​ ​The​ ​Consul​ ​is​ ​encouraged​ ​to
find​ ​a​ ​fitting​ ​resolution​ ​(and​ ​reward)​ ​to​ ​the​ ​improvisation​ ​within​ ​the​ ​bounds​ ​of​ ​the​ ​rules.

NON-PLAYER​ ​CHARACTER​ ​(NPC)


NPC​ ​tokens​ ​represent​ ​a​ ​model​ ​that​ ​is​ ​neither​ ​monster​ ​nor​ ​Hero.​ ​NPCs​ ​can​ ​be​ ​villagers​ ​in​ ​need​ ​of​ ​saving,
merchants,​ ​herbalists,​ ​or​ ​even​ ​helpful​ ​monsters.​ ​Most​ ​NPCs​ ​can​ ​be​ ​interacted​ ​with​ ​using​ ​the​ ​Interact​ ​action,
and​ ​the​ ​adventure​ ​will​ ​detail​ ​what​ ​occurs.

PUSHING​ ​AND​ ​PULLING


Some​ ​actions​ ​allow​ ​a​ ​model​ ​to​ ​push​ ​or​ ​pull​ ​another​ ​model,​ ​by​ ​pushing​ ​them​ ​further​ ​away​ ​or​ ​pulling​ ​them
closer.​ ​Pushed​ ​and​ ​pulled​ ​models​ ​must​ ​always​ ​move​ ​in​ ​a​ ​straight​ ​line​ ​(including​ ​diagonals),​ ​and​ ​must​ ​follow​ ​all
of​ ​the​ ​normal​ ​rules​ ​for​ ​movement.

SPLITTING​ ​ATTACKS
Some​ ​models​ ​have​ ​unique​ ​attacks​ ​which​ ​allow​ ​them​ ​to​ ​split​ ​their​ ​attacks.​ ​A​ ​model​ ​that​ ​chooses​ ​to​ ​split​ ​its
attacks​ ​must​ ​target​ ​two​ ​separate​ ​models.​ ​The​ ​model​ ​must​ ​decide​ ​which​ ​dice​ ​it​ ​will​ ​roll​ ​against​ ​each​ ​target
before​ ​making​ ​any​ ​rolls.

STATUS​ ​EFFECTS
Status​ ​effects​ ​are​ ​negative​ ​conditions​ ​that​ ​hamper​ ​a​ ​model​ ​during​ ​its​ ​activation,​ ​making​ ​it​ ​unable​ ​to​ ​act​ ​as
normal.​ ​When​ ​a​ ​model​ ​suffers​ ​a​ ​status​ ​effect,​ ​place​ ​a​ ​token​ ​on​ ​its​ ​card​ ​or​ ​next​ ​to​ ​the​ ​model.​ ​During​ ​its​ ​next
activation​ ​the​ ​model​ ​suffers​ ​the​ ​negative​ ​effect.​ ​After​ ​the​ ​effect​ ​has​ ​been​ ​resolved​ ​(usually​ ​at​ ​the​ ​end​ ​of​ ​the
model’s​ ​activation)​ ​remove​ ​the​ ​token.​ ​A​ ​model​ ​may​ ​only​ ​ever​ ​have​ ​one​ ​of​ ​the​ ​same​ ​status​ ​effect​ ​token​ ​at​ ​the
same​ ​time.

Fire:​ ​The​ ​model​ ​has​ ​been​ ​lit​ ​on​ ​fire,​ ​it​ ​suffers​ ​one​ ​wound​ ​at​ ​the​ ​beginning​ ​of​ ​its​ ​next​ ​activation.

Hex:​ ​The​ ​model​ ​feels​ ​the​ ​energy​ ​being​ ​sapped​ ​from​ ​its​ ​body,​ ​it​ ​must​ ​discard​ ​the​ ​highest​ ​die​ ​result​ ​on​ ​its​ ​next
attack​ ​roll.

Bane:​ ​The​ ​model​ ​loses​ ​vitality,​ ​feeling​ ​frail​ ​and​ ​weak,​ ​it​ ​must​ ​discard​ ​the​ ​highest​ ​die​ ​result​ ​on​ ​its​ ​next​ ​defense
roll.

Ice:​ ​An​ ​icy​ ​chill​ ​overcomes​ ​the​ ​model,​ ​hampering​ ​its​ ​ability​ ​to​ ​perform​ ​complex​ ​actions,​ ​it​ ​may​ ​not​ ​use​ ​unique
actions​ ​during​ ​its​ ​next​ ​activation.

Slow:​ ​The​ ​model​ ​becomes​ ​slow​ ​and​ ​sluggish,​ ​it​ ​may​ ​only​ ​move​ ​two​ ​squares​ ​during​ ​its​ ​next​ ​activation.
Knockdown:​ ​The​ ​model​ ​has​ ​been​ ​knocked​ ​to​ ​the​ ​ground​ ​and​ ​must​ ​pick​ ​itself​ ​up,​ ​it​ ​may​ ​not​ ​move​ ​during​ ​its
next​ ​activation.

Poison:​ ​The​ ​model​ ​has​ ​become​ ​gross​ ​and​ ​sick,​ ​retching​ ​uncontrollably,​ ​it​ ​may​ ​not​ ​attack​ ​during​ ​its​ ​next
activation.

BACKPACK
The​ ​Heroes’​ ​backpack​ ​is​ ​represented​ ​by​ ​a​ ​single​ ​card​ ​and​ ​is​ ​shared​ ​by​ ​every​ ​Hero​ ​in​ ​the​ ​party.​ ​When​ ​Heroes
earn​ ​an​ ​item​ ​that​ ​goes​ ​in​ ​the​ ​backpack,​ ​mark​ ​the​ ​item’s​ ​space​ ​in​ ​the​ ​backpack.​ ​A​ ​Hero​ ​may​ ​use​ ​its​ ​action​ ​to
use​ ​an​ ​item​ ​in​ ​the​ ​backpack,​ ​just​ ​like​ ​a​ ​normal​ ​item.​ ​When​ ​an​ ​item​ ​is​ ​used,​ ​erase​ ​it​ ​from​ ​the​ ​backpack.

The​ ​backpack​ ​can​ ​only​ ​carry​ ​so​ ​much.​ ​When​ ​every​ ​slot​ ​for​ ​a​ ​particular​ ​item​ ​has​ ​been​ ​filled,​ ​the​ ​Heroes​ ​can​ ​no
longer​ ​gain​ ​more​ ​of​ ​the​ ​item​ ​until​ ​a​ ​slot​ ​has​ ​been​ ​emptied.

The​ ​majority​ ​of​ ​the​ ​items​ ​in​ ​the​ ​backpack​ ​are​ ​used​ ​for​ ​crafting​ ​strange​ ​and​ ​wondrous​ ​equipment.​ ​However,
when​ ​playing​ ​Dungeon​ ​Dive​ ​or​ ​Storybook​ ​adventures​ ​the​ ​party​ ​may​ ​choose​ ​to​ ​use​ ​items​ ​in​ ​the​ ​backpack​ ​in
creative​ ​ways​ ​to​ ​accomplish​ ​their​ ​tasks.

CANDY
Candy​ ​is​ ​food.​ ​Seriously.​ ​Candy​ ​is​ ​the​ ​best​ ​food.​ ​It​ ​makes​ ​you​ ​hyper,​ ​sweetens​ ​your​ ​day,​ ​and​ ​provides
valuable​ ​nourishment.​ ​What’s​ ​not​ ​to​ ​love?​ ​Not​ ​surprisingly,​ ​it​ ​is​ ​a​ ​favorite​ ​of​ ​Heroes​ ​and​ ​monsters​ ​throughout
Crystalia.

CROWNS
Crowns​ ​is​ ​the​ ​name​ ​of​ ​money​ ​in​ ​the​ ​world​ ​of​ ​Crystalia.​ ​Crowns​ ​are​ ​useful​ ​for​ ​purchases,​ ​bribes,​ ​or​ ​just
hoarding.

CRYSTALS
Crystals​ ​grow​ ​throughout​ ​Crystalia​ ​and​ ​are​ ​the​ ​source​ ​of​ ​a​ ​great​ ​deal​ ​of​ ​magic.​ ​Crushed,​ ​powdered,​ ​carved,
polished,​ ​set​ ​in​ ​jewelry,​ ​used​ ​as​ ​weapons,​ ​crystals​ ​boast​ ​a​ ​wide​ ​array​ ​of​ ​magical​ ​uses.​ ​There​ ​are​ ​five​ ​types​ ​of
magical​ ​crystal:​ ​Amethyst,​ ​Citrine,​ ​Emerald,​ ​Ruby,​ ​and​ ​Sapphire.

GAMES
Games​ ​bring​ ​delight​ ​to​ ​everyone​ ​and​ ​are​ ​a​ ​fun​ ​way​ ​to​ ​spend​ ​time​ ​with​ ​friends​ ​or​ ​to​ ​make​ ​new​ ​friends.​ ​They’re
also​ ​excellent​ ​at​ ​helping​ ​you​ ​think​ ​creatively​ ​and​ ​learn.

GEAR
Serious​ ​adventurers​ ​always​ ​have​ ​useful​ ​gear​ ​handy.​ ​Items​ ​like​ ​50​ ​feet​ ​of​ ​sturdy​ ​rope,​ ​crowbars,​ ​pen​ ​and​ ​ink,
flint​ ​and​ ​tinder,​ ​or​ ​healing​ ​herbs​ ​can​ ​help​ ​a​ ​party​ ​get​ ​out​ ​of​ ​a​ ​tight​ ​jam.​ ​Always​ ​be​ ​prepared​ ​is​ ​the​ ​Hero​ ​motto.

MUSIC
Music​ ​brings​ ​delightful​ ​noise​ ​and​ ​song​ ​to​ ​a​ ​campfire​ ​or​ ​otherwise​ ​dull​ ​evening.​ ​Music​ ​can​ ​lift​ ​the​ ​spirits,​ ​shape
the​ ​mood,​ ​or​ ​start​ ​a​ ​dance​ ​party.

PIXIES
Pixies​ ​are​ ​friendly​ ​faeries​ ​who​ ​help​ ​Heroes​ ​when​ ​they​ ​are​ ​lost,​ ​find​ ​secret​ ​passages,​ ​spy​ ​on​ ​monsters​ ​unseen,
or​ ​just​ ​provide​ ​a​ ​bright​ ​cheerful​ ​glow​ ​when​ ​Heroes​ ​have​ ​trouble​ ​seeing​ ​in​ ​a​ ​dark​ ​dungeon.
TOYS
Toys​ ​are​ ​delightful​ ​and​ ​a​ ​pure​ ​expression​ ​of​ ​joy.​ ​They​ ​can​ ​make​ ​the​ ​crabbiest​ ​monster​ ​have​ ​a​ ​good​ ​day.
Clever​ ​clockwork​ ​toys,​ ​dreidels,​ ​and​ ​gadgets​ ​provide​ ​useful​ ​distractions,​ ​while​ ​a​ ​cuddly​ ​stuffed​ ​toy​ ​can​ ​put​ ​a
fussy​ ​one​ ​right​ ​to​ ​sleep.
DOWNTIME
Downtime​ ​is​ ​the​ ​period​ ​between​ ​adventures.​ ​This​ ​section​ ​is​ ​specifically​ ​for​ ​players​ ​who​ ​wish​ ​to​ ​run​ ​campaigns
which​ ​link​ ​their​ ​adventures​ ​and​ ​progress​ ​their​ ​Heroes​ ​through​ ​the​ ​Rank​ ​system.​ ​Downtime​ ​is​ ​when​ ​Heroes
have​ ​a​ ​chance​ ​to​ ​rest,​ ​recuperate,​ ​craft,​ ​train,​ ​and​ ​otherwise​ ​live​ ​their​ ​life​ ​outside​ ​of​ ​adventuring.​ ​Downtime
can​ ​be​ ​as​ ​robust​ ​as​ ​players​ ​wish.​ ​It​ ​can​ ​be​ ​a​ ​simple​ ​interlude​ ​where​ ​players​ ​only​ ​prepare​ ​up​ ​for​ ​the​ ​next
adventure,​ ​or​ ​it​ ​can​ ​be​ ​an​ ​opportunity​ ​to​ ​roleplay​ ​your​ ​Heroes​ ​when​ ​their​ ​lives​ ​aren’t​ ​on​ ​the​ ​line.

Unless​ ​the​ ​Consul​ ​determines​ ​otherwise,​ ​the​ ​following​ ​rules​ ​apply​ ​during​ ​downtime:

1. Heroes​ ​Rest:​ ​The​ ​Heroes​ ​take​ ​a​ ​well​ ​deserved​ ​long​ ​rest.​ ​Heroes​ ​heal​ ​all​ ​wounds,​ ​status​ ​effects,​ ​and
other​ ​game​ ​effects​ ​they​ ​are​ ​suffering.
2. Inventory:​​ ​Players​ ​take​ ​stock​ ​of​ ​the​ ​inventory​ ​they​ ​earned​ ​during​ ​the​ ​adventure,​ ​including​ ​equipment,
items,​ ​crowns,​ ​candy,​ ​toys,​ ​and​ ​other​ ​unique​ ​wonders.
3. Crafting:​​ ​The​ ​party​ ​may​ ​spend​ ​crystals​ ​to​ ​craft​ ​new​ ​equipment.
4. Shopping:​ ​Crystalia​ ​has​ ​an​ ​entire​ ​industry​ ​of​ ​shopkeepers​ ​who​ ​cater​ ​to​ ​adventuring​ ​Heroes​ ​and
maintain​ ​a​ ​rotating​ ​stock​ ​of​ ​unique​ ​items.​ ​Conversely,​ ​there​ ​is​ ​also​ ​a​ ​shady​ ​network​ ​of​ ​villains,
monsters​ ​and​ ​other​ ​assorted​ ​evildoers​ ​who​ ​cater​ ​to​ ​the​ ​needs​ ​of​ ​the​ ​Dark​ ​Consul’s​ ​minions.​ ​Heroes
and​ ​the​ ​Consul​ ​may​ ​visit​ ​shops​ ​to​ ​purchase​ ​consumable​ ​items​ ​for​ ​the​ ​next​ ​adventure.
5. Rank​ ​Up:​ ​If​ ​the​ ​adventure​ ​rewards​ ​included​ ​an​ ​Increase​ ​in​ ​Rank,​ ​Heroes​ ​may​ ​Rank​ ​Up.
6. Travel:​ ​Heroes​ ​may​ ​be​ ​required​ ​to​ ​travel​ ​to​ ​the​ ​point​ ​of​ ​their​ ​next​ ​adventure.​ ​This​ ​may​ ​be​ ​as​ ​simple​ ​as
saying​ ​the​ ​Heroes​ ​teleport​ ​to​ ​their​ ​next​ ​location​ ​from​ ​Crystalia​ ​Castle’s​ ​Crystal​ ​Chamber,​ ​or​ ​become​ ​a
separate​ ​interlude​ ​adventure​ ​if​ ​the​ ​Heroes​ ​are​ ​accosted​ ​on​ ​the​ ​road.

INVENTORY
After​ ​completing​ ​an​ ​adventure,​ ​Heroes​ ​take​ ​stock​ ​of​ ​everything​ ​they​ ​earned.​ ​Rewards​ ​earned​ ​during​ ​the
adventure​ ​such​ ​as​ ​crowns​ ​and​ ​candy​ ​are​ ​recorded​ ​on​ ​the​ ​party’s​ ​backpack​ ​card.​ ​Items​ ​are​ ​returned​ ​to​ ​the
item​ ​deck,​ ​as​ ​the​ ​weak​ ​magic​ ​used​ ​to​ ​create​ ​the​ ​items​ ​fades​ ​to​ ​nothing​ ​with​ ​the​ ​passage​ ​of​ ​time.

!X!​ ​DISENCHANTING​ ​ICON​ ​!X!​ ​DISENCHANTING


Only​ ​loot​ ​may​ ​be​ ​disenchanted.​ ​The​ ​magic​ ​binding​ ​in​ ​loot​ ​is​ ​much​ ​more​ ​powerful​ ​than​ ​that​ ​of​ ​common​ ​items.
Heroes​ ​may​ ​choose​ ​to​ ​keep​ ​loot​ ​they​ ​earned​ ​for​ ​their​ ​next​ ​adventure,​ ​or​ ​to​ ​disenchant​ ​it,​ ​reducing​ ​the
equipment​ ​into​ ​the​ ​components​ ​listed​ ​on​ ​its​ ​card.

!X!​ ​EXAMPLE​ ​!X!


Two​ ​equipment​ ​cards​ ​and​ ​their​ ​components
!X!​ ​EXAMPLE​ ​!X!

When​ ​equipment​ ​has​ ​been​ ​disenchanted,​ ​add​ ​the​ ​components​ ​to​ ​the​ ​party’s​ ​backpack​ ​and​ ​return​ ​the
disenchanted​ ​equipment​ ​to​ ​the​ ​Loot​ ​Deck.​ ​Equipment​ ​that​ ​is​ ​not​ ​disenchanted​ ​may​ ​be​ ​kept​ ​by​ ​the​ ​Heroes​ ​for
their​ ​next​ ​adventure.

CRAFTING
Crafting​ ​is​ ​an​ ​imprecise​ ​and​ ​dangerous​ ​art.​ ​Unchecked​ ​crafting​ ​can​ ​lead​ ​to​ ​the​ ​creation​ ​of​ ​bizarre​ ​and​ ​terrible
artifacts​ ​of​ ​power,​ ​which​ ​can​ ​wreak​ ​untold​ ​destruction​ ​in​ ​the​ ​wrong​ ​hands.​ ​Because​ ​of​ ​this,​ ​crafting​ ​is​ ​strictly
regulated​ ​by​ ​Crystalia​ ​Castle​ ​and​ ​the​ ​Gnomish​ ​Artificer​ ​Guild​ ​of​ ​Areals.
Heroes​ ​must​ ​visit​ ​the​ ​legendary​ ​gnomish​ ​artificer,​ ​known​ ​only​ ​as​ T ​ he​ ​Enchanter​,​ ​to​ ​get​ ​wonders​ ​crafted.​ ​The
Enchanter​ ​has​ ​long​ ​held​ ​the​ ​only,​ ​“Official​ ​License​ ​to​ ​Craft​ ​Unique​ ​Artifacts,​ ​Weapons,​ ​Equipment,​ ​and
Assorted​ ​Mystical​ ​Trinkets,​ ​Curios,​ ​Bits,​ ​Bobs,​ ​and​ ​Relics​ ​of​ ​Wonderment​ ​to​ ​Astonish​ ​and​ ​Assist​ ​Those​ ​in
Need​ ​of​ ​Aid.”

The​ ​Enchanter​ ​officially​ ​only​ ​has​ ​a​ ​single​ ​workshop​ ​in​ ​Castletown,​ ​yet​ ​never​ ​fails​ ​to​ ​appear​ ​outside​ ​of​ ​a
dungeon​ ​when​ ​Heroes​ ​are​ ​in​ ​need​ ​of​ ​crafting.​ ​Indeed,​ ​The​ ​Enchanter​ ​even​ ​appears​ ​to​ ​possesses​ ​the​ ​ability​ ​to
be​ ​in​ ​multiple​ ​locations​ ​at​ ​the​ ​same​ ​time.​ ​What​ ​magics​ ​govern​ ​this​ ​enigmatic​ ​figure​ ​are​ ​unknown,​ ​but​ ​The
Enchanter​ ​is​ ​always​ ​happy​ ​to​ ​throw​ ​Heroes’​ ​crafting​ ​components​ ​into​ ​the​ ​enchanted​ ​crystal​ ​crafting​ ​pot,
consult​ ​the​ ​Golden​ ​Eye​ ​of​ ​the​ ​Goddess,​ ​and​ ​see​ ​what​ ​comes​ ​out.

Heroes​ ​may​ ​craft​ ​unique​ ​equipment​ ​called​ ​wonders​.​ ​Unfortunately,​ ​the​ ​process​ ​for​ ​crafting​ ​is​ ​not​ ​an​ ​exact
science​ ​and​ ​may​ ​only​ ​be​ ​accomplished​ ​with​ ​the​ ​assistance​ ​of​ ​the​ ​enigmatic​ ​Enchanter.

In​ ​order​ ​to​ ​craft​ ​a​ ​wonder​ ​choose​ ​one​ ​of​ ​the​ ​recipes​ ​from​ ​the​ ​Enchanter’s​ ​catalog.​ ​Each​ ​recipe​ ​lists​ ​the
components​ ​the​ ​party​ ​must​ ​use​ ​from​ ​their​ ​backpack​ ​to​ ​craft​ ​the​ ​wonder.​ ​Remove​ ​the​ ​required​ ​components
from​ ​the​ ​backpack,​ ​then​ ​roll​ ​the​ ​Golden​ ​Eye​ ​of​ ​the​ ​Goddess​ ​on​ ​the​ ​recipe’s​ ​chart.​ ​The​ ​result​ ​of​ ​the​ ​roll
indicates​ ​the​ ​wonder​ ​that​ ​was​ ​created.​ ​Take​ ​the​ ​wonder’s​ ​card​ ​and​ ​give​ ​it​ ​to​ ​one​ ​of​ ​the​ ​Heroes.​ ​The​ ​Hero​ ​may
now​ ​use​ ​the​ ​wonder​ ​as​ ​a​ ​piece​ ​of​ ​equipment​ ​during​ ​adventures.

Wonders​ ​may​ ​never​ ​be​ ​disenchanted.​ ​If​ ​the​ ​Hero​ ​decides​ ​it​ ​no​ ​longer​ ​wishes​ ​to​ ​possess​ ​the​ ​wonder​ ​its​ ​card​ ​is
discarded.

!X!​ ​RECIPE​ ​CHARTS​ ​ICON​ ​!X!

!X!SHOP​ ​ICON​ ​!X!​ ​SHOPPING


The​ ​party​ ​may​ ​go​ ​shopping​ ​one​ ​time​ ​during​ ​downtime.​ ​Shuffle​ ​the​ ​item​ ​deck​ ​and​ ​flip​ ​six​ ​cards​ ​face​ ​up.​ ​These
are​ ​the​ ​items​ ​the​ ​store​ ​has​ ​in​ ​stock.​ ​Each​ ​item​ ​has​ ​a​ ​cost​ ​listed​ ​on​ ​its​ ​card.​ ​To​ ​purchase​ ​an​ ​item,​ ​remove​ ​the
cost​ ​from​ ​the​ ​party’s​ ​backpack.​ ​Give​ ​any​ ​purchased​ ​items​ ​to​ ​the​ ​Hero(es)​ ​of​ ​the​ ​party’s​ ​choice.​ ​The​ ​Heroes
begin​ ​the​ ​next​ ​adventure​ ​with​ ​the​ ​purchased​ ​items.

RANKING​ ​UP
Some​ ​adventures​ ​include​ ​a​ ​rank​ ​up!​​ ​as​ ​part​ ​of​ ​its​ ​rewards.​ ​After​ ​Heroes​ ​accomplish​ ​an​ ​adventure​ ​with​ ​a​ ​rank
up!​ ​they​ ​get​ ​to​ ​advance​ ​to​ ​the​ ​next​ ​highest​ ​rank.​ ​Record​ ​your​ ​Hero’s​ ​new​ ​rank​ ​on​ ​its​ ​card.​ ​Each​ ​Hero’s​ ​class
indicates​ ​the​ ​advances​ ​the​ ​Hero​ ​gains​ ​when​ ​it​ ​increases​ ​in​ ​rank.​ ​All​ ​rank​ ​advances​ ​share​ ​the​ ​following​ ​types.

ATTRIBUTE​ ​INCREASE
At​ ​every​ ​rank,​ ​your​ ​Hero​ ​may​ ​increase​ ​one​ ​of​ ​its​ ​attributes​ ​by​ ​a​ ​single​ ​dice.​ ​The​ ​type​ ​of​ ​dice​ ​is​ ​specified​ ​in
your​ ​class’s​ ​ranking​ ​up​ ​section.​ ​The​ ​key​ ​rule​ ​to​ ​remember​ ​when​ ​increasing​ ​your​ ​attribute​ ​dice​ ​is​ ​that​ ​no
attribute​ ​may​ ​ever​ ​have​ ​more​ ​than​ ​four​ ​dice​ ​assigned​ ​to​ ​it.

Each​ ​time​ ​your​ ​Hero​ ​ranks​ ​up​ ​it​ ​may​ ​choose​ ​to​ ​redistribute​ ​the​ ​dice​ ​it​ ​earned​ ​from​ ​previous​ ​ranks.​ ​For
example:​ ​At​ ​Rank​ ​B​ ​and​ ​Rank​ ​A​ ​you​ ​assigned​ ​both​ ​of​ ​your​ ​new​ ​blue​ ​dice​ ​to​ ​your​ ​Barbarian’s​ ​STR.​ ​Upon
reaching​ ​Rank​ ​S,​ ​you​ ​then​ ​decide​ ​to​ ​redistribute​ ​one​ ​of​ ​those​ ​blue​ ​dice​ ​to​ ​your​ ​Barbarian’s​ ​ARM.​ ​Then,​ ​place
the​ ​+1R​ ​dice​ ​earned​ ​at​ ​Rank​ ​S​ ​into​ ​the​ ​Barbarian’s​ ​STR.
Note​ ​that​ ​you​ ​may​ ​only​ ​redistribute​ ​dice​ ​gained​ ​through​ ​attribute​ ​increases,​ ​not​ ​starting​ ​dice.​ ​You​ ​may​ ​also
only​ ​redistribute​ ​your​ ​attribute​ ​dice​ ​when​ ​you​ ​rank​ ​up.​ ​You​ ​may​ ​not​ ​redistribute​ ​dice​ ​during​ ​other​ ​downtimes​ ​in
which​ ​you​ ​do​ ​not​ ​rank​ ​up.

MAXIMUM​ ​HEART​ ​INCREASE


Some​ ​ranks​ ​increase​ ​the​ ​maximum​ ​number​ ​of​ ​hearts​ ​available​ ​in​ ​your​ ​life​ ​bar.​ ​When​ ​this​ ​occurs,​ ​color​ ​in​ ​the
new​ ​heart.​ ​In​ ​future​ ​adventures,​ ​you​ ​will​ ​begin​ ​with​ ​the​ ​extra​ ​heart​ ​token.

MAXIMUM​ ​POTION​ ​INCREASE


Some​ ​ranks​ ​increase​ ​the​ ​maximum​ ​number​ ​of​ ​potions​ ​you​ ​can​ ​carry.​ ​When​ ​this​ ​occurs,​ ​color​ ​in​ ​the​ ​new
potion.​ ​In​ ​future​ ​adventures,​ ​you​ ​will​ ​begin​ ​with​ ​the​ ​extra​ ​potion​ ​token.

NEW​ ​SKILL
Some​ ​ranks​ ​grant​ ​you​ ​a​ ​new​ ​skill.​ ​Your​ ​class​ ​will​ ​specify​ ​the​ ​rules​ ​for​ ​using​ ​the​ ​new​ ​skill.​ ​New​ ​skills​ ​are
already​ ​represented​ ​on​ ​your​ ​Hero​ ​card​ ​by​ ​its​ ​icon,​ ​and​ ​a​ ​letter​ ​indicating​ ​the​ ​rank​ ​it​ ​becomes​ ​available.​ ​Once
you​ ​reach​ ​the​ ​specified​ ​rank​ ​you​ ​may​ ​use​ ​the​ ​skill​ ​in​ ​your​ ​adventures.

RANK​ ​ABILITY
At​ ​Rank​ ​A​ ​and​ ​Rank​ ​X​ ​your​ ​Hero​ ​gains​ ​a​ ​new​ ​rank​ ​ability.

The​ ​pre-generated​ ​Heroes​ ​included​ ​already​ ​have​ ​their​ ​rank​ ​abilities​ ​selected.​ ​Simply​ ​mark​ ​on​ ​the​ ​card​ ​that​ ​the
ability​ ​has​ ​been​ ​unlocked.

If​ ​you​ ​built​ ​your​ ​own​ ​Hero,​ ​you​ ​may​ ​choose​ ​a​ ​new​ ​ability​ ​from​ ​the​ ​class’s​ ​rank​ ​ability​ ​chart.​ ​A​ ​Hero​ ​may​ ​only
choose​ ​abilities​ ​from​ ​its​ ​own​ ​class.

Instead​ ​of​ ​choosing​ ​an​ ​ability,​ ​you​ ​may​ ​roll​ ​the​ ​Golden​ ​Eye​ ​of​ ​the​ ​Goddess​ ​and​ ​determine​ ​your​ ​Hero’s​ ​new
ability​ ​randomly.

Once​ ​the​ ​ability​ ​has​ ​been​ ​determined​ ​write​ ​its​ ​rules​ ​down​ ​on​ ​the​ ​appropriate​ ​slot​ ​on​ ​the​ ​Hero’s​ ​card.
FORWARD​ ​TO​ ​ADVENTURE!
Now​ ​that​ ​you​ ​have​ ​a​ ​basic​ ​understanding​ ​of​ ​the​ ​game​ ​it​ ​is​ ​time​ ​to​ ​get​ ​ready​ ​to​ ​play​ ​an​ ​adventure.​ ​Now​ ​that
you​ ​have​ ​read​ ​the​ ​basic​ ​rules​ ​for​ ​the​ ​game,​ ​we​ ​recommend​ ​you​ ​try​ ​out​ ​the​ ​starter​ ​adventure,​ T ​ he​ ​Road​ ​to
Crystalia​ ​Castle​ ​in​ ​the​ ​Consul’s​ ​Grimoire,​ ​using​ ​your​ ​choice​ ​of​ ​the​ ​prebuilt​ ​Heroes.​ ​This​ ​introductory​ ​adventure
will​ ​give​ ​you​ ​a​ ​taste​ ​of​ ​how​ ​the​ ​game​ ​works

The​ ​next​ ​step​ ​for​ ​all​ ​players,​ ​Hero​ ​and​ ​Consul​ ​alike​ ​is​ ​to​ ​read​ ​the​ ​Hero​ ​Handbook.

HERO​ ​HANDBOOK
If​ ​you​ ​are​ ​using​ ​the​ ​prebuilt​ ​Hero​ ​cards​ ​from​ ​the​ ​box​ ​set​ ​you​ ​only​ ​need​ ​to​ ​read​ ​the​ ​first​ ​section,​ ​Building​ ​Your
Hero.​ ​It​ ​will​ ​teach​ ​you​ ​how​ ​to​ ​read​ ​your​ ​card,​ ​and​ ​choose​ ​your​ ​game​ ​model.

If​ ​you​ ​are​ ​creating​ ​your​ ​own​ ​custom​ ​Hero​ ​you​ ​will​ ​need​ ​to​ ​read​ ​the​ ​section,​ ​Classes​ ​&​ ​Jobs.​ ​It​ ​will​ ​walk​ ​you
through​ ​all​ ​of​ ​your​ ​options​ ​to​ ​create​ ​your​ ​own​ ​unique​ ​Hero.

Finally,​ ​if​ ​you​ ​will​ ​be​ ​incorporating​ ​roleplaying​ ​into​ ​your​ ​game​ ​sessions​ ​you​ ​will​ ​want​ ​to​ ​read​ ​the​ ​section,
Exploring​ ​Your​ ​Hero.​ ​Which​ ​provides​ ​tips​ ​of​ ​building​ ​a​ ​personality​ ​and​ ​identity​ ​for​ ​your​ ​Hero.

CONSUL’S​ ​GRIMOIRE
The​ ​Consul’s​ ​Grimoire​ ​should​ ​only​ ​be​ ​read​ ​by​ ​the​ ​the​ ​Consul​ ​player.​ ​For​ ​your​ ​first​ ​adventure​ ​we​ ​recommend
playing,​ ​The​ ​Road​ ​to​ ​Crystalia​ ​Castle​ ​adventure,​ ​which​ ​is​ ​conveniently​ ​the​ ​very​ ​first​ ​chapter​ ​of​ ​the​ ​book.​ ​Once
you​ ​have​ ​a​ ​grasp​ ​on​ ​playing​ ​the​ ​game,​ ​the​ ​rest​ ​of​ ​the​ ​book​ ​includes​ ​helpful​ ​guidelines​ ​on​ ​running​ ​campaigns,
roleplaying,​ ​and​ ​more.​ ​You​ ​may​ ​then​ ​choose​ ​one​ ​of​ ​the​ ​two​ ​included​ ​campaigns​ ​to​ ​play​ ​through.

!X!​ ​CANDY​ ​CALLOUT​ ​!X!


If​ ​you​ ​are​ ​playing​ ​without​ ​a​ ​Consul​ ​at​ ​least​ ​one​ ​Hero​ ​player​ ​will​ ​need​ ​to​ ​read​ ​the​ ​section,​ ​Playing​ ​Arcade​ ​Style.
!X!​ ​CANDY​ ​CALLOUT​ ​!X!

EXPLORER’S​ ​GUIDE
The​ ​Explorer’s​ ​Guide​ ​is​ ​a​ ​resource​ ​for​ ​Hero​ ​and​ ​Consul​ ​players​ ​alike.​ ​In​ ​its​ ​pages​ ​you​ ​will​ ​discover​ ​the​ ​history
of​ ​Crystalia,​ ​information​ ​on​ ​its​ ​peoples,​ ​and​ ​details​ ​about​ ​the​ ​realms​ ​and​ ​cultures.​ ​The​ ​Explorer’s​ ​Guide​ ​is
intended​ ​to​ ​spark​ ​your​ ​imaginations​ ​for​ ​roleplaying​ ​and​ ​building​ ​your​ ​own​ ​campaigns​ ​and​ ​adventures​ ​in​ ​the
exciting​ ​world​ ​of​ ​Crystalia!

You might also like