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Printing Instructions: One Deck Dungeon PnP

v1.00 (Revision 1) (Aug 30, 2016)

WARNING: WEB BROWSER PDF


VIEWERS WILL RENDER MANY
THINGS INCORRECTLY.
Page 2 is blank so if you print the whole PDF double sided, it
works out.

Pages 3-16 are the Dungeon Deck, Bosses/Dungeons, Level


Cards, Stairs, and Starting Items. Page 16.

Pages 17-22 are the Hero Cards, Turn Reference, and some Cam-
paign Sheets. Page 22 is blank.

The rules are available at http://asmadigames.com/ODD_Rules.


pdf

The pages are laid out front/back/front/back in the Hero Cards


and deck section of the PDF. For double sided printing, you
should make sure the pentagon symbol: winds up in rough-
ly the same position on the front and back.

Other Components:

You will need 30 six-sided dice. 8 each of red, blue, and yellow,
and 6 black. We use 12mm dice in the game, but you can use
larger if need be (and substitute colors, as long as you know what
matches what).
You will also need about 15 red health tokens, and 8 white potion
tokens.
Goblin Locked Door Plague Rat
SWARM PICK THE LOCK: SWARM
X = 4 per open door, X = 4 per open door,
including this one. including this one.

8
X 3 BASH IT OPEN: X 3
4 4 5 11 3 5 5
3 Roll .
SHIMMERBLAST 3 Roll .
SHIMMERBLAST 3 Add 5.
FLAMEWEAVE

Cave-in Shadow Spiked Log


DISMANTLE IT: FADE CLOBBER LOGS:
Spend for each
skill you use.

6 8
CLIMB OVER IT: 10 5 DODGE LOGS:

11 3 4 5 14
3 Add 5.
FLAMEWEAVE 4 Add 4
dice by 1.
4. Then, increase one of your
STATIC BURST 4 Add 4
dice by 1.
4. Then, increase one of your
STATIC BURST

Wraith Flame Statues Ogre


DRAIN DISENCHANT:
Before the encounter,
convert one item to XP. 6 4
8
9 5 DODGE THEM: 9 5
3 5 6 14 12 6
3 Roll .
HASTE 3 Roll .
HASTE 6 Pick a number. Change all your dice of that
number to 6s. CHAOTIC AURA
Force Wall Fire Elemental Ice Elemental
CLIMB AROUND: FLAMES FROST
Before the encounter, Before the encounter,
lose . spend .

11
BLAST THROUGH: 3 3 6 11 3
14 11 6 4 5 6
6 Add 6 6.
CRUSHING FIST
Change a die to a 6, then spend it as mana.
MANA FOUNTAIN
Reroll one of your dice.
LUCKY FAMILIAR

Beetle Locked Door Goblin


SURVIVOR PICK THE LOCK: SWARM
If any armor boxes are empty, X = 4 per open door,
including this one.

8
discard this instead of looting.

3 4 5 BASH IT OPEN: X 3
3 4 6 11 4 4 5
Add 6. Add 6. Prevent . In a boss fight, prevent .
ACCURACY ACCURACY DODGE

Arrow Wall Wraith Pit of Spikes


MAGIC SHIELD: DRAIN CLIMB AROUND:
Before the encounter,
convert one item to XP.

6 8
RUSH THROUGH: 9 5 JUMP OVER:

11 3 5 6 14
Prevent . In a boss fight, prevent . Add 6. Add 6.
DODGE DEXTERITY DEXTERITY
Bandit Flame Statues Force Wall
DODGE DISENCHANT: CLIMB AROUND:
Making a die uses
three dice, not two.

8 11
8 3 DODGE THEM: BLAST THROUGH:

4 5 5 14 14
Roll . Roll . Prevent up to .
BACKSTAB BACKSTAB POISON

Fire Elemental Boulder Phantom


FLAMES SLOW TIME: ETHEREAL
Before the encounter, Immediately discard all
lose . 1s and 3s rolled.

11
3 3 6 RUN PAST IT: 4 4 5
11 6 14 6 5 6
Change any or all of your dice to 4s. Change any number of 6 to 6. Roll .
CONSISTENCY CRITICAL STRIKES STEADY HANDS

Plague Rat Rune Puzzle Beetle


SWARM DECIPHER IT: SURVIVOR
X = 4 per open door, If any armor boxes are empty,
including this one.

6
discard this instead of looting.

X 3 DESTROY IT: 3 4 5
3 5 5 11 3 4 6
Roll . Roll . Add 6.
PERSISTENCE PERSISTENCE CRUSHING BLOW
Cave-in Glooping Ooze Pit of Spikes
DISMANTLE IT: SPLIT CLIMB AROUND:
Spend for each 1 rolled.

6 8
CLIMB OVER IT: 2 3 4 JUMP OVER:

11 4 5 6 14
Add 6. Place a 6 in an armor box. Place a 6 in an armor box.
CRUSHING BLOW ARMOR CRUSH ARMOR CRUSH

Bandit Spiked Log Phantom


DODGE CLOBBER LOGS: ETHEREAL
Making a die uses Immediately discard all
three dice, not two. 1s and 3s rolled.

8
8 3 DODGE LOGS: 4 4 5
4 5 5 14 6 5 6
Increase up to four of your dice by 1 each. Increase up to four of your dice by 1 each. Add 5, 5, and 5. Then, make one of
CLEAVE CLEAVE them a 6. TRIPLE STRIKE

Ice Elemental Boulder Ogre


FROST SLOW TIME:
Before the encounter,
spend . 6 4
11
11 3 RUN PAST IT: 9 5
4 5 6 14 12 6
Roll . Roll . Change any number of 5s to 6s.
FLURRY VALOR BRUTE FORCE
Rune Puzzle Bear Traps

While visible, place a damage token here


DECIPHER IT: DISARM THEM:

three, take one as damage and remove


spent. Each time there are

At the end of any turn, the heroes may


6 6

Stairs
DESTROY IT: RUN THROUGH:

11 11

the other two.

Descend.
for each
Reroll all your 1s and 2s. Roll . Roll .
CLARITY MANA

Arrow Wall Skeleton Bear Traps


MAGIC SHIELD: UNDYING DISARM THEM:
If any boxes are empty,
spend .

6 6
RUSH THROUGH: 2 4 3 RUN THROUGH:

11 5 5 6 11
Roll . Spend after fleeing, and take the Spend after fleeing, and take the
MANA encounter card as loot. INVISIBILITY encounter card as loot. INVISIBILITY

Glooping Ooze Shadow Skeleton


SPLIT FADE UNDYING
Spend for each If any boxes are empty,
Spend for each 1 rolled. skill you use. spend .

2 3 4 10 5 2 4 3
4 5 6 3 4 5 5 5 6
Change two of your non- dice to be 6s. Change two of your non- dice to be 6s. Reroll all your 1s and 2s. Roll .
HEROISM HEROISM CLARITY
Stairs
While visible, place a damage token here
for each spent. Each time there are
three, take one as damage and remove
the other two.
At the end of any turn, the heroes may
Descend.
Yeti’s Cavern Dragon’s Cave

1p

to level up
for reaching level 2.
*Starting skills do not count
towards this limit.
3 SKILLS*

9
ALL ALL ALL ALL

LEVEL 2
3 ITEMS
4 3 4 2 3
FREEZING WINDS HALL OF STATUES
FLOOR 1

FLOOR 1
If you spend at least Spend before your
during an encounter, lose . first turn on each floor.

Encounter Bonus
5 5 6 5
FLOOR 2

FLOOR 2
BRUTAL STRENGTH FLAME AURA

+1
4 3 3 5 10
BITING COLD DRAGONSKIN
FLOOR 3

FLOOR 3

1
All boxes gain .

Hydra’s Reef

1p
Minotaur’s Maze

to level up
for reaching level 3.
*Starting skills do not count
towards this limit.

11
4 SKILLS*
ALL ALL

LEVEL 3
ALL ALL

5 ITEMS
5 3
STICKY SURROUNDING
FLOOR 1

5 2 2
DEADLY MAZE
FLOOR 1

Spend one extra each turn. Explore limit: 3 doors.

Encounter Bonus
3 5 5
FLOOR 2

REGENERATION

3 3 3
FLOOR 2

CRUMBLING WALLS
When you explore, spend an
extra .

+1
5 5
POISON AURA

6
FLOOR 3

12
POISON DART TRAPS
FLOOR 3

1
All are decreased by 1 after
rolling and checking other effects.

Lich’s Tomb 1p

1p
to level up

for reaching level 4.

1
*Starting skills do not count
towards this limit.

*Starting skills do not count


towards this limit.
2 SKILLS*

5 SKILLS*
7
during setup.
ALL ALL

LEVEL 4
LEVEL 1

7 ITEMS
1 ITEM

4 2 5
UNDYING LEGIONS
FLOOR 1

5
Encounter Bonus

Encounter Bonus
6 3
FLOOR 2

WEAKNESS CURSE
Any 2s rolled are immediately
+1

discarded.

+1
4 10
BLADE STORM
FLOOR 3

2
If you lose at least during an
encounter, lose another .
6
5
5

Yeti
Lich

Hydra
3
3
3

covered during a round, uncover it.


The first time each box with a is

from Hydra for each uncovered .

All 1s rolled are immediately discarded.


Before placing damage, remove one damage

6 5 6
6 5 6
24 5
16
17
18

13 6
19 6
13 6
(EACH)

6
10
1 ITEM

Dragon
Minotaur
(EACH)

1 SKILL*
*Starting skills do not count
towards this limit.

LEVEL 1 2p

dice cannot be placed on


the Minotaur (Minimum 12).

+1 during setup.

boxes.
X = 4 times the number of damage on

Encounter Bonus to level up


7
17 6
16 6
5 5 6
5 5 6
5 5 6
X 6

0
(EACH)
(EACH)
(EACH)

2 ITEMS 3 ITEMS 4 ITEMS


(EACH)
(EACH)
(EACH)

2 SKILLS* 3 SKILLS* 4 SKILLS*


*Starting skills do not count *Starting skills do not count *Starting skills do not count
towards this limit. towards this limit. towards this limit.

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

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

Encounter Bonus to level up Encounter Bonus to level up Encounter Bonus


1 9 1 11 2 5 1
value.
value.

FORCE BOLT
FORCE BOLT

X.
X.

X or
X or

BASIC SKILLS
BASIC SKILLS

Add
Add

PRECISION
PRECISION

Increase another of your dice by this die’s


Increase another of your dice by this die’s

X
X

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

Veteran: Start each game with any one Basic Skill. Veteran: Start each game with any one Basic Skill.
Durability: You have one extra health. Durability: You have one extra health.

Basic
Basic

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

Healing Focus: You may unlock Healing Talents. Healing Focus: You may unlock Healing Talents.

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

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

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

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

Combat Focus: You may unlock Combat Talents. Combat Focus: You may unlock Combat Talents.

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

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

Planning: Add a 3. Planning: Add a 3.

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

Dungeon Focus: You may unlock Dungeon Talents. Dungeon Focus: You may unlock Dungeon Talents.

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

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

Knowledge: Add in each round. Knowledge: Add in each round.


Dungeon
Dungeon

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


TRUE STRIKE
Add a 4 of any type.

BASIC SKILLS

Increase one of your dice by one.


INGENUITY

TRUE STRIKE
Add a 4 of any type.

BASIC SKILLS

Increase one of your dice by one.


INGENUITY
<<< ITEMS Warrior 1p <<< ITEMS Mage 1p

Place a here (max 2) for each damage you take. You may When you explore or flee, place a here (max 2). You may roll
roll them before any encounter. FRENZY them before any encounter. MANA CHARGE

When you descend, heal two damage. Prevent .


SECOND WIND SHIELD AURA

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

Before any encounter, you may spend to roll or spend Before any encounter, you may roll or . Lose
to roll . EAGLE EYE if either die rolls a 1. DARING GAMBLE

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

When you explore or flee, place a here (max 1). You may roll If you take damage, place a here (max 1). You may roll
it before any encounter. MANA CHARGE it before any encounter. FRENZY

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


POWER TRANSFER FEARLESS CHARGE

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

Before any encounter, you may roll . Lose Before any encounter, you may spend to roll .
if it rolls a 1. DARING GAMBLE EAGLE EYE

Your partner may reroll any 1s. Increase one of your partner’s dice by one.
DUNGEONEERING COMBINED SHOT
Hero: Any Dungeon Complete a Floor:
Medium/Hard Level Up:
Name: Hard only Defeat a Boss: <<< ITEMS Paladin 1p

Veteran: Start each game with any one Basic Skill.


Durability: You have one extra health.

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

Healing Focus: You may unlock Healing Talents.

Prepared: Start each game with an extra potion.

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

Healing
Recovery: When you descend, heal one damage

Grit: After each boss round, heal one damage.

Combat Focus: You may unlock Combat Talents.

Guile: Use a as an .

Fortitude: Reroll all your 1s and 2s.

Combat
Planning: Add a 3.

Direct Hit: Increase any die by one.

Place a here (max 2) if you open a door with 4+ . You


Dungeon Focus: You may unlock Dungeon Talents.
may roll them before any encounter. VALIANT
Cunning: Change a 5 into a 6.

Speed: Ignore one (even a choice cost).

Knowledge: Add in each round.


When you lose , lose half (rounded up). You

Dungeon
cannot prevent damage otherwise. ARMOR
Foresight: Reroll a die.

Hero: Any Dungeon Complete a Floor:


Medium/Hard Level Up:
Name: Hard only Defeat a Boss: Turn Reference
Veteran: Start each game with any one Basic Skill.
Durability: You have one extra health. On each turn, spend . Then, either Explore, or

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

Healing Focus: You may unlock Healing Talents. EXPLORE


Prepared: Start each game with an extra potion. Add face-down doors to the dungeon until there are
four total doors.
First Aid: When you use a potion, heal one damage.

Healing
Recovery: When you descend, heal one damage
ENCOUNTER
Grit: After each boss round, heal one damage. Choose a door, If it is open, encounter that card. If it
is closed, open it and then either encounter that card
Combat Focus: You may unlock Combat Talents. or flee.
Guile: Use a as an .
COMBATS: Roll all dice.
PERILS: Choose an option, roll only that type of
Fortitude: Reroll all your 1s and 2s.
dice.
Combat

Planning: Add a 3.

Direct Hit: Increase any die by one.


POTIONS
Start with one potion, and add one for each
Dungeon Focus: You may unlock Dungeon Talents. potion type added below. A token may be
Cunning: Change a 5 into a 6. spent to use any one of the effects below.
Speed: Ignore one (even a choice cost).
Heal 3 damage from one hero at the start of a turn,
Knowledge: Add in each round.
Dungeon

or 2 damage anytime. HEALING


Foresight: Reroll a die.
<<< ITEMS Paladin 2p

Place a here (max 1) if you open a door with 4+ . You


may roll it before any encounter. VALIANT

Your partner may reroll any 1s.


SUPPORT AURA

Boss Fight

Ignore all icons. If you lose due to a skill


(ex. Dodge), no effect.

Each round of a boss fight is like a normal


encounter. Heroic Skills (the top skill on your
hero card) are not available. You do gain
from the Level card, each round.
At the end of each round, if you survive, place
one damage token on the boss for each
covered . The health of each boss is
printed on its card.

POTIONS
Start with one potion, and add one for each
potion type added below. A token may be
spent to use any one of the effects below.

Heal 3 damage from one hero at the start of a turn,


or 2 damage anytime. HEALING
Hero: Any Dungeon Complete a Floor: Hero: Any Dungeon Complete a Floor:
Medium/Hard Level Up: Medium/Hard Level Up:
Name: Hard only Defeat a Boss: Name: Hard only Defeat a Boss:

Veteran: Start each game with any one Basic Skill. Veteran: Start each game with any one Basic Skill.
Durability: You have one extra health. Durability: You have one extra health.

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

Healing Focus: You may unlock Healing Talents. Healing Focus: You may unlock Healing Talents.

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

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

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

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

Combat Focus: You may unlock Combat Talents. Combat Focus: You may unlock Combat Talents.

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

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

Combat
Combat
Planning: Add a 3. Planning: Add a 3.

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

Dungeon Focus: You may unlock Dungeon Talents. Dungeon Focus: You may unlock Dungeon Talents.

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

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

Knowledge: Add in each round. Knowledge: Add in each round.

Dungeon
Dungeon

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

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

Veteran: Start each game with any one Basic Skill. Veteran: Start each game with any one Basic Skill.
Durability: You have one extra health. Durability: You have one extra health.

Basic
Basic

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

Healing Focus: You may unlock Healing Talents. Healing Focus: You may unlock Healing Talents.

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

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

Healing
Healing

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

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

Combat Focus: You may unlock Combat Talents. Combat Focus: You may unlock Combat Talents.

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

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

Planning: Add a 3. Planning: Add a 3.

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

Dungeon Focus: You may unlock Dungeon Talents. Dungeon Focus: You may unlock Dungeon Talents.

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

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

Knowledge: Add in each round. Knowledge: Add in each round.


Dungeon
Dungeon

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

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