Rules

Game rules and instructions will go here.

Materials

  • Print and cut the cards from a pack.
  • Gather at least 3 dice, a pen, and an A5 sheet of dot-grid paper, or download and print an adventure booklet.
  • Download an adventure sheet .
  • Creating your character sheet

    The top half of your A5 sheet will represent your character sheet, while the bottom will serve as a place for you to draw your map.

    Use the diagram below to draft your character sheet.

    Skills

    Skills determine how likely you are to pass skill checks based on the highest level you have achieved for that skill. Increase your skill level by gaining experience.

    • Disadvantage: roll 3 dice, keep the lowest 2.
    • +0: Roll 2 dice.
    • Advantage: roll 3 dice and keep the highest 2.
    • +2: Roll with advantage and add 2 to the result.

    Creating your character

    • Give your character a name.
    • Check all the boxes under D in the skills section.
    • Check 1 box under +0 for either ATK or DEF.
    • Check 1 box under +0 for either WIT or AGL.

    Gems and health

    • Draw 2 small circles in the Ruby section and 1 small circle in the Emerald section to represent your starting gems.
    • Draw 10 small circles in the Health section to represent your starting health.

    Prepare your map

    • Roll 3 dice to determine the number of squares in your entrance.
    • Draw a box to represent your entrance somewhere on the map. Include 3 exits.

    Create your encounter deck

    • Separate the cards by level (1, 2, 3, and Boss)
    • Take 4 random level 1 cards, 3 level 2 cards, 2 level 3 cards, and 1 Boss card.
    • Turn the cards face down and shuffle each pile separately.
    • Build the future encounters deck by putting the level 3 cards on top of the boss card, and the level 2 cards on top of that.
    • Build the impending encounters deck by drawing the top card from your future encounters deck and shuffling it with your level 1 cards.

    Begin

    • Draw a card from the impending encounters deck.
    • Add the room to your map.
    • Resolve the Encounter and collect any On Clear rewards.

    Resolving Encounters

    You will complete a series of skill checks in order to resolve encounters.

    For example, if your encounter asks you to test AGL5 and you have AGL+0, you would roll 2 dice. If the sum is less than 5, you fail. You succeed if there is a tie.

    Using Gems

    You may use gems to help you pass skill checks.

    • Use 1 Ruby to to re-roll a skill check. You must re-roll all dice for that skill.
    • Use 1 Emerald increase or decrease the value of one die by 1.
    • Use 1 Sapphire to re-roll a single die, leaving the others locked.

    You may use your gems more than once on a single check, so if you had two Emeralds you could use both of them to change a result of 2 on one die to a result of 4. Similarly, you can re-roll a single check multiple times using more than one Ruby, or a single die multiple times using more than one Sapphire.

    Combat

    Most cards will have an enemy for you to defeat. Each enemy has a value for ATK, DEF, and HEALTH.

    • ATK: the value that you must defend against to avoid damage. An enemy with an attack value of 8 would require you to pass a DEF8 check to avoid damage.
    • DEF: the value you must beat to successfully attack this enemy. An enemy with 7 defense would require you to succeed on an ATK7 roll to do damage to that enemy.
    • HEALTH: the number of successful attacks an enemy can withstand before they are defeated.

    Sometimes there will be more than 1 enemy in an encounter. Treat these enemies as you would a single enemy, except multiply their health by the number of enemies. 4 bats each with a Health of 1 would require 4 successful attacks to resolve the encounter.

    Add an empty circle to the room on your map for each Health point of your enemy. Fill a circle in each time you make a successful attack. When you have filled all of the circles, you have cleared that room.

    Rounds

    Each round of combat you will roll for both ATK and DEF. If you have enough dice you may choose to make these checks simultaneously using different colors to identify your ATK and DEF rolls. Some rounds of combat also allow you to roll AGL or WIT. You may choose to also roll these when you roll ATK and DEF if you have the dice. Note that if you do not roll these simultaneously, each roll still must occur. If you defeat an enemy in one round of combat, they still have an opportunity to make one last attack against you during that round, even if you made the attack roll first.

    Evade

    Each round of combat you can decide to try to evade your enemy. An evade attempt always allows you to escape an encounter, but the enemy might still do damage.

    Roll AGL against the enemy’s ATK value. If you succeed, evade unscathed. If you fail, the enemy completes the round as normal, and then you move to another room. Mark the room, and make a note of the encounter you evaded.

    On Clear

    This section of the card describes the rewards you get for successfully clearing the room. Some rewards are automatic, and you gain them instantly. Some will require a check to determine if you gain them.

    When you gain health or a gem, draw another small circle on your character sheet to indicate that it is now available to use. When you use a gem or receive damage, fill in a circle to indicate that it has been used.

    Items

    Add items to the Inventory section of your character sheet. Most items have a limited number of uses indicated by a number after the name of the item like DAGGER(3). Draw empty circles after the name of the item on your adventure sheet and fill them in each time you use the item to track how many uses remain.

    Your Next Encounter

    If your encounter was a level 1 encounter, add it to your discard pile. Then draw a new card from the impending encounters deck and begin your next encounter.

    Level 2, 3, and Boss encounters are unique, indicated with a * next to the name of the encounter. When you complete a unique encounter:

    • Add the unique encounter to your victory pile.
    • Collect your level 1 encounters and add a new unique encounter from the future encounters deck to create a new impending encounters deck.
    • Shuffle your impending encounters deck.
    • Draw the next encounter from the impending encounters deck.

    Note that you might not see all of your level 1 encounters before completing a unique encounter and recreating your impending encounters deck.

    Victory

    If you lose all of your HEALTH during an encounter, you fail.

    If you defeat the boss encounter, you are victorious.

    Saving your progress

    Use your completed encounters to separate your impending encounters from your future encounters. For example, store your future encounters face-down, then your victory pile face-up, then your impending encounters face-down, then any level 1 cards face-up.

    Completionist play mode

    Play the base game. Add your level 1 cards to the victory pile and create a new impending encounters deck using the cards that you did not select at the beginning of the game.

    A Note on Movement

    Moving through rooms that you have already completed is free. If you evaded an encounter, you must complete it or evade it again.