1.how To Play - Master
1.how To Play - Master
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.
1. Players determine who will be the Consul. The Consul runs the adventure, controlling all of the monsters,
and managing the encounters.
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.
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.
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! 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
Easy 0
Normal 1
Moderate 2
Difficult 3
Hardcore 4
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.
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.
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.
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.
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.
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.
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.
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.
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!