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A D V E N T UR ES
A D V E N T UR ES
Mini Dungeon Adventures is a game of action When a hero or monster is moving, it takes 1
and adventure set in a fantasy world of speed point to move up, down, left or right.
monsters, magic and mayhem. Each player Diagonal moves are not allowed. Heroes may
takes on the role of a brave hero fighting to move through other spaces containing
save the realm or the evil dungeon boss heroes and monsters can likewise move
seeking to destroy them. The forces of good through spaces containing other monsters.
and evil clash within the dark confines of Both heroes and monsters must stop moving
underground lairs, derelict castles, lost cites when they enter a space containing an
and haunted forests. enemy figure. If the enemy figure is defeated,
the hero or monster may continue moving. If
The game is set up according to a quest book. a hero or monster started the round already
One player will be the dungeon boss and in the same square as an enemy, they may
decide which quest the heroes will be facing. move out of that square unhindered.
All other players will take a hero card and
create a character using the hero generator.
Each race and class has different abilities,
bonuses and detriments, so choose wisely to The following actions cost 1 speed point
create a group of heroes that can work well each:
together. -Opening a door or treasure chest. This
cannot be done while there is a monster in
Mini Dungeon Adventures is played on a set the space containing it.
of tiles that can be altered to represent the -Moving an item to or from inventory to
myriad locations throughout the quest. As equipment or trading/giving items to a hero
players progress through the game, new tiles in the same square.
will be set up by the dungeon boss with -Using more than 1 potion in a round. The
various monsters, traps, treasures and first potion is a free action.
secrets. Each quest is a story that can be told
in many ways depending on the actions of
the heroes and the random nature of chance.
Attacking is done by comparing the attacking
figure’s ATTACK (A) value, rolling a die,
adding the resultant values with any weapon
Each round consists of the hero players modifiers and comparing it to the defending
performing actions until they run out of figure’s TOUGHNESS (T) value. If the attack
SPEED (S) points or decide to end the turn. sum is higher than the enemy’s toughness,
After the hero players’ turn, it is the dungeon then the enemy will lose 1 health. Up to four
boss’s turn. The dungeon boss will then move attacks may be attempted per turn.
and attack with each monster until all speed
points have been expended. Afterwards, the
round ends and a new one begins.
Melee attacks are made by targeting an
enemy model in the same space as the figure
attempting the attack. Melee attacks cost 1
speed point per attempt unless otherwise
noted.
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A D V E N T UR ES
PARRY - Granted to heroes by some melee
weapons. Cost 1 speed point to use. Ignores
Ranged attacks are made by targeting an damage from a melee attack after it has been
enemy within the figure’s range value printed made on a roll of 4+
on their weapon. Ranges are measured in an
orthoganal pattern (up and over) and not You may attempt as many defense actions as
diagonally. Ranged attacks cost 2 speed your speed points allow in a round, but once a
points per attempt unless otherwise noted. save is failed, you cannot attempt another
Ranged attacks must have line of sight to be save for that particular attack. Some abilities
able to fire. To have line of sight, there can or weapons may modify the saving rolls of the
be no figures (friendly or enemy) between previously mentioned defense actions.
the attacker and the target. Firing through a
doorway can only be done from the space
containing the door.
If a hero drops to 0 health, they become
wounded. Remove the figure from the board
and place it lying prone on the Town card.
Any Attack that rolls a natural 6 counts as a Wounded heroes may not return to the quest
critical hit. Critical hits cause damage or perform town actions. Once the remaining
regardless of the difference in attack and heroes return to town, stand the figure up on
toughness values. Damage caused by critical the town card. They may then perform town
hits cannot be prevented. A roll of natural 1 actions as normal and get back to the quest
on an attack is a critical miss. Critical misses with the rest of the heroes. If at any point all
will never cause damage. hero figures are wounded simultaneously,
they are defeated and the dungeon boss wins.
A D V E N T UR ES
Abilities are either printed on a hero or Numerous -2 of these models count as 1 for
monster’s stat card, level upgrade or granted purposes of monster generator rolls.
by a weapon.
Poison -Any model hit by this model gets a
Burning Aura - Enemy models that end their poison token on its card. Models with poison
turn in the same space as this model take 1 tokens cannot be healed.
damage at the end of the turn.
Rare -This model counts as 2 models for
Cursed Bite - If a hero is wounded by this purposes of monster generator rolls.
monster, place a curse token on their sheet.
If a hero has a curse token on their sheet Reach -Models with this special rule may
when they are reduced to 0 health, then a target enemy models in adjacent squares
monster of the same type as the curse token with melee attacks. Diagonal squares are not
is put on the board in the place of that hero considered adjacent.
and the hero figure is placed behind the
dungeon boss's screen. Once the replaced Retreat -After an attack resolves against this
monster is defeated, return the wounded hero model, you may move it 1 space away from
to town and remove the curse token. the attacker.
Flying - This model ignores terrain and other Sticky Webs -When this monster is placed, also
models when moving. place 2 web tokens anywhere adjacent to it.
These spaces require 1 extra speed point to
Fright -If this monster hits, place a fear token move, shoot or attack from.
on the target’s hero card and deal no damage.
If the hero had a fear token already, then Stun -If this model hits an enemy model, the
ignore this ability. enemy model reduces its speed value by half
(rounded up) for the next turn.
Life Drain - When this model deals damage to
an enemy model, add 1 to its health. Swarm -This monster gets +1A for each other
model of its type on the same space.
Lure - If a model with this ability hits with an
attack, it can choose to move the enemy Unique -This monster is not used for monster
model one square in any direction instead of generator rolls and is instead placed only
dealing damage. when an event requires it.
Mana Drain - If this monster’s attack hits a Vicious -This model scores critical
mage, the mage loses mana instead of health. hits on a 5 as well as a 6.
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Whenever an area is explored, the dungeon boss consults the quest book and populates the new
tile with quest specific terrain and monsters. Some areas require random monsters to be placed.
When this happens, theDungeon Boss rolls on this chart to determine how many random
monsters the area will have.
A D V E N T UR ES
4 3 4 5
4 3 5 4
8 6 8 9
6 9 5 5
Class Stat changes
Beastmaster No Changes
Cleric- +1Health -1Toughness Place a different colored D6 on this card for each
Mage +1 Attack -1 Toughness mage on the quest, starting at 6. Each time a mage
Ranger 1 Tougness, +1 Speed successfully casts a spell, reduce their mana die by
Thief -1 Attack +1 Speed the required number for that spell.
Warrior No changes
Alchemy - Costs 2 speed and 1 mana. Add your
attack strength and roll a D6. If your attack total
equals or passes 10 , roll a d6 and consult the chart
below.
1 - Gain a luck potion
2-4 - Gain a health potion
5-6 - Gain a speed potion
Aura of Defense - Costs 2 speed and 1 mana. All
dodge/shield/parry rolls made by any hero in the
mage’s square or adjacent receives a +2 bonus to
the die result for the round. You may cast this on the
dungeon boss’s turn.
Clairvoyance - Costs 2 speed points and 1 mana.
Re-roll any 1 die roll made by a hero. You may cast
this spell at any time during a round.
Curse - Costs 3 speed points and 2 mana. Range 2.
Target monster is permanently -1 Toughness. This
may be used multiple times on the same monster.
Heal - Cost 2 speed points and 1 mana. Make a
ranged attack against a friendly hero’s toughness. If
the attack total is higher, restore 1 health.
Mage Blast - Cost 2 speed points and 1 mana.
Range 3. Target any 2 enemies in the same square or
squares adjacent to each other. Both squares must
be in range.
Obey - Costs 2 speed points and 1 mana. Range 2.
May only target small monsters. If the attack is
successful, deal no damage. Instead, the target
monster is under your control for the remainder of
the round. This enemy may still be attacked by other
heroes.
Time Warp - Costs 2 speed points and 2 mana. Any
monsters or heroes in the same square as the caster
(including the caster) have their speed points
reduced to 0 until the start of the next round.
Druid- You may exchange 10XP to restore a
wounded animal companion to full health. Place
the companion in any square adjacent to the
beastmaster.
Small Shield Siege Shield Leather Armor Iron Armor Shadow Cloak
-Block -Block +1T vs melee +1T 1 free dodge
-Destructible* attempt per
round
Weapons
4 gold 8 gold
Sword: 1 handed +1A Poisoned Blade: 1 handed
-Parry -Parry
-Poison
-Vicious
6 gold 8 gold
Axe: 1 handed +1A Greatsword: 2 handed +2A
+2A if other hand is free 2 speed per attack.
Available to fighters -Smash
6 gold 8 gold
Spear: 2 handed +1A Long Bow: 2 handed +1A Range 4
-Reach Long bows may fire through squares with
enemies and other heroes.
Available to rangers only
6 gold 8 gold
Crossbow: 1 handed +1A Range 3 Mage Staff: 1 handed. Grants one additional
spell beyond your class level.
Available to mages only
6 gold 8 gold
Misc. Items (destroyed once used)
Relics