Dungeon Saga Synthesis v1.0 Eng
Dungeon Saga Synthesis v1.0 Eng
Dungeon Saga Synthesis v1.0 Eng
MODEL STATS
Shared Stats A model cannot have a spell, song, stat improvement or ability more than once
Movement The model may move up to this value in squares during its turn
Combat Dice The model rolls as many dice as its value in combat situation (hand-to-hand attack and defence)
Shoot The model may shoot at short or long range, depending on what stat is given
The value attacker dice must overtake to harm the defender
Armour
Regardless of modifiers for spells, items or anything else, Armour values never go above 5
Level Model's experience level
Abilities The various abilities a model owns are described in the table "ABILITIES"
Abilities that have a (x-y) written are available in several levels : x is the basic value and y the maximal
Ranked abilities
value of the ability
Stuff Only Heroes and Bosses can use items
Heroes Each Hero has a Hero card that lists his parameters
Feats The number of Feats for a Hero is limited by his level : see table GLORY
Heach Hero owns a Wound Track of 5 Hearts
Wound Track Each time he suffers 1 Wound, place 1 Wound counter on the most left hand uncovered Heart of his
Wound Track
Normal state As long as there's at least 1 uncoveres blue Heart on the Wound Track, th Hero is in his normal state
Injured A Hero is Injured if all the remaining uncovered Wound spaces on their Hero card are red
Crippled A Hero that takes a 5th Wound becomes Crippled : he is removed from the board
Minions Minions are all listed in the Bestiary
By default, a Minion model suffers 1 Wound per hit it receives and are killed by a single Wound Specific
Wounds abilities listed on the appropriate Bestiary entry or Overlord panel change this rule : compare the number
of hits scored on the defender’s model type to the relevant damage table to find out the effect
FURNITURE
Furniture are counted as models only for the purpose of abilites or Feats
Furniture models
They do not make Free Strikes, attack other models or count towards outnumbering
Most furniture simply blocks the way for Movement
Blocking the way
Each piece occupies 1 or more squares based on its size : no model may Move into those squares
Bookcases block Shooting and block Magical attacks that require LOS
Shoot and Magical LOS can be drawn as normal over any other piece of furniture, but if the Shooter is not adjacent to the
attack piece of furniture they will suffer a -1 modifier to their attack dice on top of any others
Magical attacks don't suffer from this modifier
Doors occupy 1 or 2 squares depending on their size
Each door has a Lock counter placed next to it to show what kind of lock it has
Doors Doors may only be opened by the Heroes
When a door is unlocked it is removed from the game
Chests occupy a single square
Chests Each Chest has a counter placed next to it to show what kind of lock it has
Chests may only be opened by the Heroes unless a special rule says otherwise
Any item of furniture apart from a door can have a hidden compartment and will be marked on the
Hidden compartments adventure map
This piece of furniture follows the same rules as a Chest
These specific furniture have Item cards and are represented by immobile pieces of furniture rather than
Magical furniture
being carried around by Heroes
All Furniture can be attacked : it is destroyed by a single Hit
Destroying furniture Single square furniture : 3 Attack dice, 3 Armour
Multi square furniture : 4 Attack dice, 4 Armour
TRAPS
Traps can be set in two places : on a lock or on the map
Trap layout The type of trap is listed on any adventure maps or chosen by the Overlord player before the game
A Hero can’t know for sure if there is a trap until he takes the risk of triggering it
Triggering a trap Triggering a trap ends that Hero’s turn, regardless of whether they manage to avoid the effects or not
Trap cards Each kind of trap has its own card which explains how to resolve what happens when it is triggered
Lock traps Lock traps are triggered the first time a Hero tries to open it whatever the way
When a new part of the dungeon is revealed : for each map trap, place 1 Trap counter of the appropriate
Map traps
type on the square in question and 1 Blank Trap counter anywhere on the newly revealed part of the map
ITEMS
Each Item’s card explains any special rules or restrictions that apply to the user
Items
Unless otherwise mentioned, it is assumed that any Hero can use any magic item
A Hero must be of at least the level shown on the card to use an Item
Item level
If not, he may still carry this Item
Items can be used repeatedly
Use
An item that has the "One Use" keyword is discarded after it's been used
Most Items have effects that apply at all times : they can be used at any point during the turn of the Hero
Continuous effect
or Boss carrying them, and this does not count as the model’s Move or Action for the turn
Items with the Cog symbol on their card must be triggered by their owner to be used
Triggered effect Some Items are triggered automatically in response to a game effect, in which case it will be detailed on
the card
The cost of an item is the value in the Coin symbol at the bottom the item card
Item cost Item cost is used during campaign to buy magical items at the listed cost
Items cannot be sold apart from other Heroes of the party
The number of Paraphernalia a Hero can carry is illimited
Quantity
Other Items exist in 1 card : only 1 Hero may have it
Any Hero can use only 1 of each type at a time : all the weaponry they own and which they don't use is
Weaponry
put in a stack with the one that is being used on top : the rest are not used for this game
Weapons Crossed out axes icon
Armour Breastplate icon
Shields Shield icon
Purse icon, any Hero can have as much magical Paraphernalia as he can find
Paraphernalia
Paraphernalia are displayed side by side or on top of one anotherunless if thery they are identical
Magical furniture Chest icon, this magical furniture cannot be carried or moved
A Hero adjacent to a piece of Magical funriture it and not in the front arc of any enemy model may use it :
Use it costs the Hero’s Action for that turn
A Hero may only gain the effects of each piece of Magical furniture once per adventure
During a game, only Paraphernalia can be traded between Heroes
Trading items
Other types of Item must remain on the Hero they began that adventure with
SONGS
See the card for the effect of each song
Songs
Songs that don't require a dice roll have an automatic effect
Target Songs affect all models of the specified type within range
Some Spells need a short or long range : the target must be in the Singer's range to be targeted
Range
If the LOS is blocked, the target is not valid
LOS Songs don't need a LOS
GAME SETUP
Choose 1 type of game : simple game (an adventure) or campaign
Choices Choose 1 scenario or Uncharted Dungeon game
Choose Human Overlord or Invisible Overorld
Overlord side Choose Overlord forces (Overlord Panel) if not predefined
Take aside the number of Minions defined (if any)
Create Bosses if needed
Human Overlord Create the Overlord deck by shuffling the 13 Generic Overlord Command cards and 9 Type specific
Overlord Command cards, then deal out the number of Command cards listed in the adventure to form the
Overlord deck, the remainder is discarded without looking at them
Invisible Overlord See table "SOLO PLAY - INVISIBLE OVERLORD"
Choose 4 Heroes : prewritten for the adventure or generated following the rules
Hero side If generated, the total of their levels cannot exceed the level required for this adventure
Each Hero gets a Hero counter and place it in front of him on the side the symbol is shown
Prewritten Create those Heroes by taking the Hero panel and approriate stuff listed in the adventure
Generated Take a blank Hero panel to write abilities and stuff each Hero owns
Weaponry A Hero can change which weaponry he uses at the beginning of an adventure
Components Place the card decks, counters and dice on the table
Game start Heroes define with which Weaponry the begin the adventure with
Storyline The Overlord tells the Hero players about any extra items
The Overlord sets up the tiles from the Heroes’ starting position to the first door(s)
Board
In case of Invisible Overlord, Heroes will build the board
Locks Doors and Treasure Chests always start an adventure locked
Overlord deck the Overlord draws 3 cards from his Overlord deck, he can look at those and keep them secret
Scenario The Overlord reads out the story text, the victory conditions and any special rule needed
Victory conditions Each side get their goal
Timer By default, the Overlord wins if he must draw a Command card and he cannot
Fisrt turn Heroes take the first turn of the round
RANGE
Range is measured from any part of the attacker’s square to any part of the target’s square
Range
As long as the ruler can reach from base to base the target is in range
Short range Use the short ruler to define if target is in short range
Long range Use the long ruler to define if target is in long range
LINE OF SIGHT
A model can only attack things from its front arc, the LOS cannot cross its rear arc
Use the straight edge of the used ruler to see if there is anything blocking the LOS between any part of
Line Of Sight (LOS)
the attacker’s base and any part of the target’s base : LOS is blocked by any square that contains a model,
a bookcase or a wall
ATTACK RESOLUTION
When each side has rolled their dice, follow these steps in order
Resolution
Only attacker deals damage
The attacker discards any dice that are less than or equal to the defender’s armour
Step 1 If this leaves the attacker with no dice, the attack has bounced off and has no further effect
6 are automatic hits
Pair up attack and defence dice highest with highest, the second highest with the second highest and so
Step 2 on
Each attack dice with no defence dice paired up is an automatic 1 Hit
Step 3 Each pair in which the attacker’s result is higher than the defender’s result counts as 1 Hit
Step 4 Total up all Hits to see inflicted damages
Heroes only suffer 1 wound per attack, regardless of how many times they are Hit
Heroes Wounds on them are cumulative : when a Hero suffers 1 Wound, place 1 Wound counter on the first
space on the Wound track of his Hero card
BREAKING AWAY
A model starting its Movement in an enemy model’s front arc must try to Break Away to move
Resolution
To Break Away a model must first survive a Free Strike from its foes
Restrictions The first square it moves may not be in the front arc of any enemy models
Each enemy model that has the Breaking Away model in its front arc gets to make a separate Free Strike,
Compensation
each resolved in the order chosen by the player making the Free Strikes
Success The model may continue its Movement normally if it survives to Free Strikes
FREE STRIKE
This is a normal Fight action which is free and does not count as the model's turn
Reaction to Breaking Away A model gains a Free Strike only when a rule specifically mentions it
A models that gains a Free Strike is the attacker
SHOOTING
To shoot, a model needs to have a target in its range and in its LOS
A model that is in the front arc of an enemy model cannot shoot
Shoot
If the target is out of range, it cannot be shot at
If the LOS is blocked, the target cannot be shot at
No model can ever roll fewer than 2 dice : if a model is reduced to 2 dice, further reductions reduce Armour
Basic stats
score instead (to a minimum of 1, extra penalties are ignored)
Attacker Roll dice equal to his Shooting Dice value taking into account his Items and the following modifiers
-1 dice if attacker is injured
Modifiers
-1 dice if the LOS crosses a piece of furniture that is not adjacent to the shooter
Defender Roll dice equal to his Combat Dice value taking into account his Items and the following modifiers
-1 dice if defender is injured
Modifiers
-1 dice if attacker is completely its his rear arc
Resolution When each side has rolled his dice follow the table Attack resolution
MAGICALATTACK
Magical Attacks require the players to roll for an attacker and defender
Magical attack
Some Magical Attacks have elemental ablilities : the attack is treated with taking it into account
Magical attacks are never modified by any standard modifiers
Modifiers
Some game effects or Items may affect the roll
Attacker The Spell will list the number of Attack dice to use
Defender The defender’s Combat Dice and Armour values are used as normal
Réeolution When each side has rolled his dice follow the table Attack resolution
Dwarf Human
Starting values Starting values
Movement Combat Armour Wounds Movement Combat Armour Wounds
6 2 1 2 7 2 1 1
Starting ability : none Starting ability : none
Level 1 Teller of Tales Level 1 Dubious Character
Level 2 Stalwart Level 2 Teller of Tales
Level 3 Slam Level 3 Stalwart
Level 4 Tough Level 4 Teller of Tales
Level 5 Frenzy Level 5 Dubious Character
Level 6 +1D Combat Level 6 Sure Shot
Level 7 Speed of a Bullet Level 7 Nimble
Level 8 Stalwart Level 8 +1 Move
Level 9 Slam Level 9 Frenzy
Level 10 Teller of Tales Level 10 Tough
Elf Halfling
Starting values Starting values
Movement Combat Armour Wounds Movement Combat Armour Wounds
8 2 1 1 6 2 1 1
Starting ability : none Starting ability : none
Level 1 Nimble Level 1 Dubious Character
Level 2 +1 Move Level 2 Teller of Tales
Level 3 Sure Shot Level 3 Stealth
Level 4 +1 Shooting Dice (Long) Level 4 Dubious Character
Level 5 Nimble Level 5 Stalwart
Level 6 Speed of a Bullet Level 6 +1 Move
Level 7 Sure Shot Level 7 Sure Shot
Level 8 +1 Move Level 8 Lockpicking
Level 9 Speed of a Bullet Level 9 +1 Shooting Dice (Short)
Level 10 +1 Shooting Dice (Long) Level 10 Stealth
Gladewalker Naiad
Starting values Starting values
Movement Combat Armour Wounds Movement Combat Armour Wounds
8 2 1 2 8 2 1 1
Starting ability : Earth Starting ability : Water
Level 1 Stalwart Level 1 Stealth
Level 2 Tough Level 2 Nimble
Level 3 +1 Shooting Dice (Short) Level 3 +1 Move
Level 4 +1 Move Level 4 Sure Shot
Level 5 Nimble Level 5 Nimble
Level 6 Stalwart Level 6 +1 Move
Level 7 Tough Level 7 +1 Shooting Dice (Short)
Level 8 Slam Level 8 +1 Move
Level 9 Teller of Tales Level 9 Relentless
Level 10 Slam Level 10 Nimble
Salamander Sylph
Starting values Starting values
Movement Combat Armour Wounds Movement Combat Armour Wounds
6 3 1 1 8 2 1 1
Starting ability : Fire Starting ability : Air
Level 1 Tough Level 1 +1 Move
Level 2 Stalwart Level 2 Nimble
Level 3 Relentless Level 3 +1 Shooting Dice (Short)
Level 4 Frenzy Level 4 Sure Shot
Level 5 Teller of Tales Level 5 Stalwart
Level 6 Slam Level 6 Nimble
Level 7 +1D Combat Level 7 +1 Move
Level 8 Stalwart Level 8 +1 Shooting Dice (Short)
Level 9 Smash ! Level 9 Stealth
Level 10 Slam Level 10 Nimble
Ogre Goblin
Starting values Starting values
Movement Combat Armour Wounds Movement Combat Armour Wounds
6 3 1 2 7 2 1 1
Starting ability : Large Starting ability : none
Orc
Starting values
Movement Combat Armour Wounds
5 2 1 2
Starting ability : none
Level 1 Tough
Level 2 Frenzy
Level 3 Slam
Level 4 Stalwart
Level 5 Frenzy
Level 6 Dubious Character
Level 7 +1D Combat
Level 8 Stalwart
Level 9 Frenzy
Level 10 Tough
Barbarian Bard
Value modifications Value modifications
Movement Combat Armour Wounds Movement Combat Armour Wounds
+0 +3 +1 +2 +1 +1 +1 +1
Starting abilities : none Starting abilities : Singer of Songs
Starting equipment : none Starting equipment : 2 Songs
Option 1 Option 2 Option 1 Option 2
Level 1 Stalwart Hammer Time Level 1 Dubious Character New song
Level 2 Relentless Freny Level 2 Stealth +1 Shooting Dice (Short)
Level 3 +1 Déplacement Slam Level 3 New song Nimble
Level 4 Hammer Time Freny Level 4 Teller of Tales +1 Shooting Dice (Short)
Level 5 Smash! Stalwart Level 5 New song Projecting
Level 6 Slam +1 Combat Dice Level 6 Nimble Stealth
Level 7 +1 Déplacement +1D Tir (Long) Level 7 Projecting +1 Shooting Dice (Short)
Level 8 Freny Relentless Level 8 New song Sure Shot
Level 9 Sure Shot Freny Level 9 Stalwart +1 Shooting Dice (Short)
Level 10 Tough +1D Tir (Long) Level 10 New song Sure Shot
Cleric Paladin
Value modifications Value modifications
Movement Combat Armour Wounds Movement Combat Armour Wounds
+0 +1 +1 +1 -1 +2 +3 +2
Starting abilities : Holy, Spellcaster, Divinity Starting abilities : Holy, Spellcaster, Divinity
Starting equipment : Draw 3 Divinity spells Starting equipment : Healing (minor spell)
Option 1 Option 2 Option 1 Option 2
Level 1 Stalwart New spell Level 1 Hammer Time Stalwart
Level 2 Nimble Stealth Level 2 New spell Tough
Level 3 New spell Stalwart Level 3 Hammer Time Relentless
Level 4 Magister Tough Level 4 +1 Combat Dice Smash!
Level 5 Nimble New spell Level 5 New spell Relentless
Level 6 Magister Stalwart Level 6 Stalwart Slam
Level 7 New spell Magus Level 7 Tough New spell
Level 8 Relentless +1 Shooting Dice (Short) Level 8 Stalwart Slam
Level 9 Magus New spell Level 9 Smash! New spell
Level 10 Smash! New spell Level 10 Tough New spell
Druid Wizard
Value modifications Value modifications
Movement Combat Armour Wounds Movement Combat Armour Wounds
+0 +0 +0 +0 +0 +0 +0 +0
Spellcaster, Petty Magic
Choose 1 School of magic from
Starting abilities : Spellcaster, Druidism Starting abilities : Sorcery, Geomancy, Pyromancy,
Aeromancy, Hydromancy or
Necromancy (Bosses only)
Crystallise (minor spell)
Piocher 3 Druidism spells
Starting equipment : Starting equipment : Draw 3 additionnal spells
2x Power 1 Energy crystal
2x Power 1 Energy crystal
Option 1 Option 2 Option 1 Option 2
Level 1 Stalwart Hammer Time Level 1 New school New spell
Level 2 Relentless Freny Level 2 Stealth Dubious character
Level 3 +1 Déplacement Slam Level 3 Magister New spell
Level 4 Hammer Time Freny Level 4 Magister +1 Déplacement
Level 5 Smash! Stalwart Level 5 Magus New spell
Level 6 Slam +1 Combat Dice Level 6 New school Stalwart
Level 7 +1 Déplacement +1D Tir (Long) Level 7 Magus New spell
Level 8 Freny Relentless Level 8 New school New spell
Level 9 Sure Shot Freny Level 9 New school New spell
Level 10 Tough +1D Tir (Long) Level 10 Magus New spell
Thief
Value modifications
Movement Combat Shooting Armour Wounds
+0 +1 +2 (short) +1 +1
Starting abilities : Lockpicking
Starting equipment : none
Option 1 Option 2
Level 1 Dubious Character +1 Shooting Dice (Short)
Level 2 Nimble Disaem Traps
Level 3 Stealth Dubious character
Level 4 +1 Déplacement Nimble
Level 5 Disarm Traps Relentless
Level 6 +1 Shooting Dice (Short) Nimble
Level 7 Tough +1 Déplacement
Level 8 +1 Shooting Dice (Short) Master Locksmith
Level 9 Tough Stalwart
Level 10 Master Locksmith +1 Shooting Dice (Short)
Dungeon Saga – Synthèse de règles – Pikaraph – v1.0_eng 18/24
BESTIARY (1/2)
FORCES OF THEABYSS
Model Movement Combat Shooting Armour Level Character Notes
Lower Abyssal 7 3 - 1 2 Warrior Fire, Wounds (2)
Abyssal guard 7 3 - 3 3 Warrior Fire, Wounds (2)
Lower Abyssal
7 3 - 1 3 Warrior Fire, Wounds (2), Flamespitter
Flamebearer
Succubus 8 4 - 2 5 Cunning Fire, Wounds (2), Hypnotic Gaze
Hellhound 8 3 - 2 4 Brutal Fire, Frenzy (1)
Tortured Soul 5 2 - 1 4 Brutal Fire, Soul Drain
Fire, Halo of Flame, Essence of Fire,
Efreet 6 4 - 2 5 Warrior
Wounds (2)
Fire, Large, Wounds (6), Tough,
Moloch 5 5 - 3 10 Brutal
Hammer Time, Slam
Boss : Lord of the Abyss
ABYSSAL DWARFS
Model Movement Combat Shooting Armour Level Character Notes
Decimator 6 4 3 (Long) 3 5 Warrior Wounds (2)
Blacksoul 6 4 - 3 5 Cunning Slam, Wounds (2)
Gargoyle 8 4 - 2 5 Warrior Swoop, Wounds (2)
Obsidian Golem 5 4 - 4 8 Brutal Large, Wounds (6)
Boss : Abyssal Dwarf
BASILEANS
Model Movement Combat Shooting Armour Level Character Notes
Crossbowman 7 4 3 (Long) 2 4 Warrior Wounds (2)
Man-at-Arms 7 3 - 3 4 Warrior Slam, Wounds (2)
Sisterhood 8 4 - 4 5 Warrior Hammer Time, Wounds (2)
Paladin 7 4 - 4 6 Cunning Hammer Time, Wounds (2)
Hammer Time, Tough, Swoop, Wounds
Elohi 8 5 - 4 10 Warrior
(3)
DWARFS
Model Movement Combat Shooting Armour Level Character Notes
Ironclad 6 4 - 3 5 Warrior Slam, Wounds (2)
Shield Breaker 6 4 - 3 5 Brutal Hammer Time, Wounds (3)
Berserker 6 5 - 1 6 Brutal Frenzy (2), Wounds (2)
Crossbowman 6 4 3 (Long) 3 5 Warrior Wounds (2)
Rifleman 6 4 3 (Long) 3 6 Warrior Speed of a Bullet, Wounds (2)
Dwarf Mastiff 4 2 1 1 2 Warrior Small
ELVES
Model Movement Combat Shooting Armour Level Character Notes
Spearman 8 4 - 3 5 Warrior Nimble, Slam, Wounds (2)
Archer 8 4 3 (Long) 3 6 Cunning Nimble, Wounds (2)
Scout 8 4 3 (Long) 2 7 Cunning Nimble, Sure Shot, Wounds (2)
Palace Guard 7 5 - 4 9 Warrior Nimble, Frenzy (1), Wounds (2)
Sabre-toothed Cat 10 3 - 2 2 Cunning Nimble, Stealth
OGRES
Model Movement Combat Shooting Armour Level Character Notes
Warrior 5 4 - 2 6 Warrior Nimble, Slam, Wounds (2)
Smasher 5 4 - 2 8 Brutal -
Shooter 5 4 3 (Long) 2 7 Brutal -
Boomer 5 4 3 (Long) 2 8 Brutal -
Boss : Ogre
GOBLINS
Model Movement Combat Shooting Armour Level Character Notes
Warrior 7 3 - 2 2 Cowardly Wounds (2)
Archer 7 2 3 (Long) 1 2 Cowardly Wounds (2)
Mawbeast 8 4 - 2 7 Brutal Frenzy (2)
Goblin Mincer 4 4 - 5 9 Cowardly Large, Frenzy (3), Smash!
Troll 4 5 - 4 10 Brutal Large, Wounds (5), Regenerate
Goblin War Trombone 4 2 4 (Long) 2 7 Cowardly Large, Speed of a Bullet, Wounds (2)
Boss : Goblin
ORCS
Model Movement Combat Shooting Armour Level Character Notes
Ax 5 5 - 3 5 Warrior Green Rage, Slam
Greatax 5 5 - 3 6 Brutal Green Rage, Hammer Time
Morax 5 5 - 3 6 Brutal Green Rage, Frenzy (1)
Orc Archer 5 4 3 (Long) 2 7 Warrior Green Rage
Orclings 4 4 - 3 2 Cowardly Pesky, Small, Wounds (2)
Boss : Orc
UNDEAD
Model Movement Combat Shooting Armour Level Character Notes
Pile of Bones counter - - - - 0,5 - -
Skeleton Warrior 4 2 - 2 1 Undead Skeletal
Skeleton Archer 4 2 3 (Long) 1 2 Undead Skeletal
Revenant 4 4 - 3 3 Undead Skeletal
Wraith 4 2 - 5 2 Undead Walk Trough Walls
Mummy 4 4 - 3 5 Undead Wounds (2)
Zombie 4 2 - 1 1 Undead Mob Rule, Zombified
Armoured Zombie 4 2 - 3 2 Undead Mob Rule, Zombified
Large, Mob Rule, Regenerate, Wounds
Zombie Troll 4 4 - 4 9 Undead
(4)
Ghoul 7 3 - 2 2 Cowardly -
Werewolf 8 5 - 3 7 Brutal Large, Slam, Wounds (3)
Wounds (3), Spellcaster (Spell :
Vampire 7 5 - 2 8 Cunning
Transfix), Swoop
Skeletal Hound 6 2 - 1 2 Undead Small
DUNGEON DWELLERS
Model Movement Combat Shooting Armour Level Character Notes
Giant Rat 5 2 - 1 1 Cunning Stealth
Giant Spider 5 3 - 1 2 Cunning Wounds (2)
Bat Swarm 6 2 - 1 2 Cunning Swoop, Wounds (3)
OGRE
The Hero may make a Fight attack against up to 3 separate models in his front arc (he may only attack
Grind their Bones each model once) Each attack is resolved as normal, with the additional penalty of -2 to the target’s
Armour
GOBLIN
Sneak Off The Hero can make a move of his normal distance, ignoring enemy arcs and Free Strikes
ORC
Any friendly Orc models within long range may be changed to their Green Rage state immediately
Warcry
In addition, the Hero may Fight as normal