© Gifted Vision Inc 2015
© Gifted Vision Inc 2015
© Gifted Vision Inc 2015
Deep in the crust of Ara lies twisting tunnels that only the
denizens of the deep know, and there lie the untold treasures
of all of the would-be heroes and adventurers that could not
escape the labyrinth of the minotaurs. Be the first to conquer
the underworld of Dungeon Crawler!
GAME PLAY
How do you win? The first Adventurer to reach the treasure
chest in the center of the board wins. This means your
Adventurer must be able to “land” on that space during their
Activation.
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DUNGEON CRAWLER™ LABYRINTH
VARIATIONS ON ADVENTURERS
What are the differences between the Adventurers? The Race
determines the BPs (Body Points are how many Wounds a
Monster or Adventurer can take) and the MV (Movement), while
Class determines how the Adventurer attacks.
HARD GAME
Place the Lava Island tile in the center tile space of the
labyrinth. All lava tiles contain fiery red spaces which are lethal
to move through unless a character has flying or a special
ability that prevents instant death upon entering a lava space.
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DUNGEON CRAWLER™ LABYRINTH
ACTIVATIONS
You MUST do all of the steps listed here on your turn (your
Activation) and they must be done in the order found below:
*You may play Event and Loot cards at any time (even after a
roll has been made to change the results of the roll). Once
played, an Event or Loot card can not be un-played.
MOVEMENT
Each space of adjacent Movement costs 1 MV, every second
diagonal space moved counts as 2 MV.
PUSH PASSED
This allows Adventurers to move into the space of another
Adventurer or Monster and move that target in to any adjacent
space of their choosing IF they win a dice roll. The Adventurer
tries to move in to the targets space, each rolls a d6 and the
highest wins (defender wins ties). Have an opponent roll for a
Monster you control.
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DUNGEON CRAWLER™ LABYRINTH
If the Monster wins the Adventurer ends their move and stays
where they are (or is Pushed into Lava if it is available). The
Monster never moves if they win.
TREASURE
Draw treasure cards from the treasure deck for slaying
Monsters (listed at the bottom of the Monster card) or by
picking up treasure piles. You will notice that the blue themed
cards are Event Cards which affect the Labyrinth while Loot
cards are green themed and affect Adventurers.
Treasure cards placed in the Secret Room are set aside and are
taken out of rotation.
If you run out of Treasure cards, reshuffle the cards from the
discard pile to create a new deck.
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DUNGEON CRAWLER™ LABYRINTH
ATTACKING
Adventurers and Monsters can only Attack adjacent opponents
with their Melee Attack, and can not attack adjacent opponents
with a Ranged or Area Attack (although a crafty Wizard can get
around this hindrance by attacking someone further away).
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DUNGEON CRAWLER™ LABYRINTH
INCORPOREAL
If the attacker has Incorporeal, they can attack a target from
inside a solid space or within a solid space.
AREA
Area Attacks hit a 3x3 space, you must be able to target the
center of the 3x3 area you wish to attack (see LoS). Roll each
attack separately for each of your targets in the area, indicate
which target you are rolling against for each roll.
If you can draw a straight line from any part (including corners)
of your space to any part of your target’s space without going
through a wall or corner, you have LoS (line of sight) to your
target. Which also means Attackers can attack around corners,
but not between corners. You can not target something that
runs along the edge of a wall or cuts across a corner. You can
shoot at anybody within LoS, it doesn’t matter if there are
Monsters in the way, there is no penalty to hit them. You ARE
that good (same for the bad guys).
WOUNDS
When Monsters or Adventurers are wounded they will be
removed from play if their wounds meet or exceed the amount
of BPs they have.
SLAIN ADVENTURERS
If your Adventurer is slain, you lose all of your Loot and Event
cards. You will take your turn normally moving and attacking
with your Monsters, placing tiles and Monsters and then can re-
spawn on a random spawn point. You may choose an entirely
different adventurer as your previous figure as long as it is
available.
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DUNGEON CRAWLER™ LABYRINTH
NO EXITS!
It is possible that your adventurer gets trapped in an enclosed
space and is unable to move towards the center tile or combat
Monsters and Adventurers. You may then “Pick Up” your
Adventurer by first exhibiting/proving that you have No Exits
available to you instead of carrying out your Adventurer Phase.
On your next Adventurer Phase you may re-spawn normally.
RE-SPAWNING
In the event that your Adventurer is slain, you will need to re-
spawn. When you Spawn roll a d6, if you roll a 5 go to the
Spawn point with a “5” of your choice, if you roll a “6” and the
floating spawn point “6” is not available you may choose to
Spawn on any available spawn point in play.
SPAWN MONSTERS
When a monster is drawn from an Encounter card, place their
corresponding figure on an unoccupied Spawn location of your
choice or in the center tile in an unoccupied space. They may
then Move OR Attack immediately as per their own tactics list.
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DUNGEON CRAWLER™ LABYRINTH
Monsters can Move through each other as they are friendly, but
can not occupy the same spaces.
MAXIMUM MONSTERS
Each player has a maximum number of monsters that they can
draw and control at any given time. Once a player loses a
monster they may draw another on their turn. Keep in mind
that the magic number of monsters in play is “24” (25 with 5
players). The Doppelganger counts as a Monster.
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DUNGEON CRAWLER™ LABYRINTH
Dwarf Cleric x1
Dwarf Explorer x1
Dwarf Warrior x1
Elf Thief x1
Elf Warrior x1
Elf Wizard x1
Human Cleric x1
Human Thief x1
Human Warrior x1
Human Wizard x1
Dreadlander Warlock x1
Fire Elemental x4
Gargoyle x2
Giant Spider x2
Hellhound x4
Kobold x4
Minotaur x4
Minotaur Templar x1
Mummy x1
Skeleton x8
Slime x2
Specter x2
Stone Golem x1
Vampire x1
Villager x4
Zombie x8
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TILES (x60)