Download Super Dungeon Explore Rulebook 1 5 Web PDF

TitleSuper Dungeon Explore Rulebook 1 5 Web
File Size16.2 MB
Total Pages32
Document Text Contents
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DiCE
WHiTE DiCE
Some models will have white dice shown on their card instead
of the normal blue, red, or green dice. White dice are static
values that are always added to the number of stars rolled. If a
model has , they would roll two blue dice and then add

to the number of stars rolled. If a model has only white dice,
that means they just use the static value anytime they would
normally roll for that attribute.

ROlliNG HEARTS AND POTiONS
Sometimes a roll will result in the dice showing a heart, potion,
or in the case of green dice, a heart and potion. Anytime an
attack roll successfully inflicts a wound on a model and one of
the dice also shows a heart or potion icon, the indicated item
has popped out of the wounded model.

Any Hero can pick up the heart or potion regardless of where
they are in the dungeon, even if they didn’t cause the wound.

If you roll a heart, a Hero may remove a wound counter or a
status effect counter from their card.

If you roll a potion, a Hero may add a potion counter (up to their
maximum) to their card.

If you roll multiples, you get one of every item rolled. This
means that if you rolled two hearts or two potions, you would
get both. This also means that green dice can give you both
a heart and potion.

If a Boss or Miniboss rolls a heart or potion and successfully inflicts
a wound, they may remove a status effect counter from their card.

Remember, you only gain a heart or potion if the roll also
successfully inflicted a wound. Also, you only gain a single heart
or potion per heart or potion rolled, regardless of the number of
wounds you dealt.

Hearts and potions rolled on defense rolls count as a blank face.

Minions and denizens always count hearts and potions as if
they had rolled a blank face regardless of if it was an attack or
defense roll.

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CARDS
1 - MODEl NAME
Every model has a unique name, which identifies it for the
players. Some special actions, abilities, or effects may only affect
models with a certain name. Unlike model types, an ability that
affects a specific model name only affects that exact model.

2 - SPEED
This represents how fast a model is. A model may move one square
for each point of Speed during a single turn. A model may break
up their movement between action points in any way they wish, as
long as they do not move more than their total Speed in the turn.

When activated a model may choose to Run. A model that runs
may move double their total Speed in the turn. A model that runs
may take no actions or make any attack whatsoever, regardless
of their source. A model that runs may drink potions, but their
effects remain bound to the limitations specified.

3 - ACTiON POiNTS
This is the number of actions a model may take in a single
turn. A model may spend an action point to take one of the
following actions: basic attack, special attack, or special action.
Most actions only require a model to spend a single point, but
some actions may require the model to spend two or more. In
these cases all of the action points are spent immediately before
any part of the action takes place. Actions can be taken before,
during, and after movement.

ATTRibUTES
A model’s attributes are represented by a dice value. The number
shows how many dice are thrown, while the color represents which
dice type are used. Some models may also have a static value. This
is added to any successes gained through a dice roll (if any).

4 - ATTACk (ATT)
This is a measure of how good a model is in combat.

5 - ARMOR (ARM)
This is a measure of how adept a model is at avoiding harm. This
may be through conventional leather or metal armor, thick hides,
or some other special defense mechanism.

6 - WillPOWER (Will)
Willpower represents a model’s intelligence, cunning, common
sense, or just plain stubbornness.

7 - DExTERiTy (DEx)
This represents a model’s athleticism and nimbleness.

8 - HEARTS
The number of hearts a model possesses directly represents
the number of times a model may be wounded before they
are removed from play. The total number of Hearts a model
possesses is referred to as their health.

1 - Model name
2 - Speed
3 - action points
4 - attack (aTT)
5 - armor - (aRM)
6 - Willpower (WIll)
7 - Dexterity (DEx)
8 - Hearts
9 - potion Quantity
10 - Model Type
11 - Special abilities
12 - Special actions
13 - Special attacks
14 - potion Type
15 - Relic Treasure Slot
16 - Weapon loot Slot
17 - armor loot Slot
18 - Item Treasure Slot

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4

5

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14

1 - Model name
2 - Speed
3 - action points
4 - attack (aTT)
5 - armor - (aRM)
6 - Willpower (WIll)
7 - Dexterity (DEx)
8 - Hearts
10 - Model Type
11 - Special abilities
19 - Skull Value
20 - platform

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qUiCk REfERENCE

AREA EffECTS .........pg 24
Aura ..............................pg 26
Burst ............................pg 24
Cross .............................pg 25
Lance ............................pg 25
Spray .............................pg 25

Sweep ..........................pg 26
Wave .............................pg 26
CONTROl EffECTS pg 26
Compel ........................pg 26
Pull ................................pg 27
Push ..............................pg 27

GAMEPlAy SUMMARy

1. bEGiNNiNG Of ROUND
a. Consul may spawn 4 skull points worth of monsters from each
spawning point. In addition, they may spend any skull tokens gained
to spawn additional monsters. pg 10, 15.

2. ACTivATiON
Players alternate taking turns activating models until all models have
been activated.

a. Heroes

i.Player may activate a single Hero per turn.

ii.Continuous effects caused by the activated Hero last round such
as Auras expire.

iii.Status effects the activated Hero is suffering continue.

iv.Hero may move and perform actions.

b. Consul

i.Player may activate up to 4 skulls worth of Monsters per turn.

ii.Continuous effects caused by the activated monsters last round,
such as Auras, expire.

iii.Status effects the activated monsters are suffering continue.

iv.Monsters must move and perform all of their actions before
activating the next monster.

3. END Of THE ROUND
a. Heroes equip loot and treasure. pg 21

b. Reset Loot-O-Meter to the start position.

COMbAT - PG 22
Augment - Abilities with Augment may only target or affect friendly
models that are hit, including the user.

Dangerous - Abilities with Dangerous damage both enemy and friendly
models that are hit.

Dungeon Tiles - pg 13

Fly - A model with Fly may ignore and move through squares containing
enemy models, difficult terrain, and tile effects.

Hookshot - Hookshot may be used in combination with any distance
effect. Hookshot allows the user to target a model it does not have line
of sight to.

Immune: X - A model with Immune ignores and immediately removes all
counters or effects of the ability listed as X.

Reach X - This ability allows the model to target an enemy with a melee
attack up to X squares away. A model may use any of its abilities or special
actions using Reach X, unless specified otherwise.

Resurrect - Choose a model that has been destroyed. Roll for every
heart on its stat card. Remove one wound counter for every star rolled.
After the roll, if the target model has more hearts than wound counters,
return it to play adjacent to the start marker. The model retains any
equipment and potions that it had when it was destroyed. All status
effects that it may have been suffering are removed.

Surefoot - Each square of difficult terrain a model with Surefoot enters
costs one point of Speed instead of two.

Vulnerable: X - Status Effect. If a model with Vulnerable X is targeted
by the ability listed as X, it must discard the highest result rolled of any
defense roll it makes against that ability.

DiSTANCE EffECTS - PG 23
Magic X - A model with Magic X may target a model up to X squares
away. If a model is making an attack using Magic X they must use their
WILL attribute when making their attack roll, unless specified otherwise.

Missile X - A model with Missile X may target a model up to X squares
away. If a model is making an attack using Missile X they must use their
DEX attribute when making their attack roll, unless specified otherwise.

Range X - A model with Range X may target a model up to X squares
away. If a model is making an attack using Range X they must use their
ATT attribute when making their attack roll, unless specified otherwise.Don’t forget to keep track of your wounds on

the power Gauge and loot-O-Meter!

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