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AxianQuest: Dungeon Events

Expansion for HeroQuest

AxianQuest: Dungeon Events Rulebook

Table of Contents

Table of Contents

  • How to Use These Cards
  • Abbreviations Used on the Cards
  • Dungeon Event Cards
    • Abandoned Meal
    • Ambush
    • Ancestors' Inspiration
    • Benevolent Ghost
    • Boulder Trap
    • Collapsed Wall
    • Demon Deal
    • Dungeon Carnage
    • Dungeon Madness
    • Dungeon Panic
    • Dungeon Terror
    • Dungeon Turmoil
    • Double Trouble
    • Earthquake
    • Gentle Fairy
    • Helpful Ghost
    • Hungry Rat Swarm
    • Infernal Heat
    • Lethal Stench
    • Loose Stone
    • Loose Stone, with a Surprise
    • Loud Monsters
    • Mimic
    • Mischievous Fairy
    • Monsters Patrol
    • Mystery Mushroom
    • Mystery Potion
    • Phantasmagoria
    • Poisonous Gas Trap
    • Rabid Rat Swarm
    • Restless Dead
    • Sleeping Dart Trap
    • Surprise Attack
    • The Ancient King
    • The Goblin Apprentice
    • The Goblin Thief
    • The Hired Thugs
    • The Hunters
    • The Murderers
    • The Slayer
    • Too Much Calm
    • Trap Map
    • Treasure Map
    • Unnatural Cold
    • Vampire Bat
    • Winds of Magic

How to Use These Cards

Whenever there are no monsters on the board, Zorgan rolls a die on his turn. If the result is 5 or 6, he draws a card and plays it. Before the game, Zorgan may decide to use the full deck or to prepare a deck with only selected cards.

Mind Points: If a hero has 0 MP remaining, he rolls 1 die for movement, 1 die for attack and 2 dice for defense.

Random Heroes: Some cards require randomly determining the hero affected by the event. Number each hero and roll a die to determine which hero the event affects. Or you may create a temporary "deck" from the hero cards and draw one card from it.

Events with Creatures: Some cards mention the appearance of one or more creatures (goblin thief, vampire bat, rat swarm, etc.). These creatures do not need a miniature to represent them. Their event begins and ends during Zorgan's turn, and the heroes react immediately as described on the card, during Zorgan's turn.

Events with Monsters: When a monster's name is in bold, Zorgan places the corresponding miniature on the game board and uses it as a normal monster.

Abbreviations Used on the Cards

  • Zorgan: The player who controls the monsters!
  • 1d6, 2d6, etc.: One six-sided die, two dice, etc.
  • Mv: Movement
  • AD: Dice rolled to attack
  • DD: Dice used to defend
  • BP: Body or physical points
  • +/-: Extra / less

Examples: "+2 AD" means "gain 2 extra dice to attack". "-1 DD" means "roll fewer dice to defend".

If you are not using the AXIANQUEST artifact deck, draw a random equipment card instead.

Dungeon Event Cards

Abandoned Meal

A random hero spots an abandoned roast on a tin plate in a corner. He can decide to eat it or pass it to another hero, and so on. If a hero eats it, roll 1d6 to determine the effect:

  • 1-2: Was it poisoned? Lose 1 BP!
  • 3: Tasty, but no effect.
  • 4-6: Delicious! Recover 2 lost BP.

Ambush

A number of wandering monsters equal to the number of heroes appear, each in a different room chosen by Zorgan, and play immediately. If there is no Zorgan player, the youngest player decides in which rooms the monsters appear.

Ancestors' Inspiration

A random hero is visited by the spirits of his ancestors, who incite him to greater deeds. The player may choose one of the following effects:

  1. Recover a used spell card (if any).
  2. Recover 2 BP.
  3. Roll +1 AD for the remainder of the quest.
  4. Roll +1 DD for the remainder of the quest.

Benevolent Ghost

The spirit of a long-dead hero appears and blesses the heroes. They recover 1 lost BP and 1 lost MP. Then it dissolves.

Boulder Trap

A massive boulder comes rolling down the corridor or room with more heroes. They lose 1 BP unless they roll a 5 or 6 on a die; they are all pushed to one end of the corridor or side of the room, then the boulder breaks and the corridor or room can be moved through again.

Collapsed Wall

With a loud rumble, a wall section collapses, creating a new passage to an existing room or corridor. Zorgan must place an open door on a wall. If there is no Zorgan player, the youngest player decides where to place the open door.

Demon Deal

Note: the Russian card prints an asterisk after the title with no matching footnote; it is not transcribed.

A random hero (MP>1) is visited by a demonic apparition who offers a unique bargain. The hero may accept the deal and permanently decrease their maximum MP by 1, in exchange for one of the following:

  • Strength: Permanently increase their max BP by 1 and recover all BP.
  • Wealth: Gain 1000 coins.
  • Knowledge: Gain one AXIANQUEST skill of their choice. The hero must possess the listed requisites.
  • Power: Gain one AXIANQUEST artifact of their choice.

Dungeon Carnage

The primordial spirits of chaos and dread demand more bloodshed to entertain their dark souls, and infuse all creatures in the dungeon with blind furor and rage.

Until the end of the quest, all heroes and monsters roll +1 AD.

Dungeon Madness

The darkness and the evil of the dungeon can destroy a hero's mind. For this turn only, Zorgan controls and immediately uses a random hero, just like a monster.

Dungeon Panic

The darkness and evil of the dungeon can destroy a hero's mind. A random hero must roll a number of red dice equal to their MP. If he doesn't obtain at least a 6 with a die, he loses 1 MP.

Dungeon Terror

The darkness and the evil of the dungeon can destroy a hero's mind. Each hero must roll a number of red dice equal to their MP. Those who don't obtain at least a 6 with one die, lose 1 MP.

Dungeon Turmoil

From now on, until the end of the game, dungeon events happen on a result of 4 or more instead of 5 or 6. Draw and play another card immediately! Keep this card at hand as a reminder.

Note: the English column says "until the end of the game"; the Russian card says "until the end of the quest" (до конца квеста). The English wording is kept as printed.

Double Trouble

Draw two more cards and play both immediately, in the order they are drawn.

Earthquake

The dungeon trembles and shakes and rocks fall from the ceiling. All heroes lose 1 BP, unless a hero with earth spells sacrifices one earth spell card to placate the earthquake.

Gentle Fairy

Note: the bilingual file has no English column for this card. The text below is an English translation of the Russian card.

A gentle fairy approaches one random hero and offers to magically heal all of their lost BP and MP in exchange for 100 coins.

Helpful Ghost

The spirit of a dead adventurer appears and reveals the exact location of the heroes' objective on the board (but not the path to it). Then it dissolves.

If there is no Zorgan player, draw another card.

Hungry Rat Swarm

Famelic rats scurry along the dungeon halls and bite everything and everyone. Every hero loses 1 BP unless they roll a white shield with their defense dice, then the swarm scampers away.

(The spelling "Famelic" is as printed on the English column.)

Infernal Heat

The temperature rises to unbearable, infernal heat and all heroes lose 1 BP, unless a hero with water spells sacrifices one water spell card to dissipate the heat. After that, the temperature returns to normal.

Lethal Stench

A poisonous miasma fills the air and all heroes lose 1 BP, unless a hero with air spells sacrifices one air spell card to immediately cleanse the air. After that, the miasma dissipates.

Loose Stone

A random hero stumbles and sprains his ankle. For the remainder of the quest the hero rolls one less die for movement (minimum 1 die).

Loose Stone, with a Surprise

A random hero stumbles and sprains his ankle. For the remainder of the quest the hero rolls one less die for movement (minimum 1 die), but also finds something under the loose stone: draw an equipment card!

Loud Monsters

Zorgan must reveal the number of monsters inside an unexplored room. If there is no Zorgan player, draw another card.

Mimic

A furniture piece on the board, chosen by Zorgan, magically comes to life! Drawn again if there is no furniture. Chairs and chests use the same game statistics as zombies. Other pieces use the same game statistics as mummies. Fireplaces cannot move, but spit fire to attack a hero they can see. If there is no Zorgan player, the youngest player decides which furniture piece comes to life.

Mischievous Fairy

A mischievous fairy appears and chants magic words that confound the heroes' minds. Each hero must roll a die for every MP they have, and try to roll at least one six. If they fail, half of the coins in their possession disappear.

Monsters Patrol

Two wandering monsters appear in a room that doesn't contain heroes, at Zorgan's discretion, and play immediately. If there is no Zorgan player, the youngest player decides in which room they appear.

Mystery Mushroom

A random hero spots a bulging, glowing mushroom. He can decide to eat it or pass it to another hero, and so on. If a hero eats it, roll 1d6 to determine the effect:

  • 1: -1 MP, -1 BP, but recovers 1 spell card.
  • 2: -1 BP but recovers 1 lost MP.
  • 3: -1 MP but recovers 1 lost BP.
  • 4: The hero recovers 1 lost MP and 1 lost BP.
  • 5: The hero recovers all lost BP and MP.
  • 6: The hero's maximum MP value is permanently increased by 1!

Mystery Potion

A random hero spots an unlabeled potion. He can decide to drink it or pass it to another hero, and so on. If a hero drinks it, roll 1d6:

  • 1: -1 BP but +1 AD *
  • 2: The potion has no effect at all.
  • 3: The hero recovers 1 lost MP and 1 lost BP.
  • 4: The hero rolls +1 die for movement *
  • 5: The hero recovers all lost BP and MP.
  • 6: The hero's maximum BP value is permanently increased by 1!

* for the remainder of the quest.

Phantasmagoria

A maelstrom of illusory apparitions and deceptive lights surrounds the heroes. All heroes lose 1 MP, unless a hero sacrifices one spell card to counter and dissolve the illusions.

Poisonous Gas Trap

A hole in the wall suddenly releases a cloud of poisonous gas that will fill the air and cause all the heroes to lose 1 BP, unless a dwarf (or another hero with a toolkit or equivalent ability) successfully rolls to disarm the trap immediately before the gas fills the air.

Rabid Rat Swarm

Ravenous, crazed rats scurry along the dungeon halls and bite everything and everyone. Every hero loses 1 BP unless they roll 2 white shields with their defense dice, then the swarm scampers away.

Restless Dead

The restless dead emerge from long-forgotten tombs under the floor!

Three squares the heroes can see collapse and become open pit traps. From each pit, a skeleton emerges and plays immediately.

If there is no Zorgan player, the youngest player decides where the pits and skeletons appear.

Sleeping Dart Trap

A random hero inadvertently activates a trap that shoots a sleeping dart. The hero must roll at least two white shields with his defense dice, or he will miss his next turn and be unable to defend until he rolls a white shield with one die at the beginning of his following turns.

Surprise Attack

Zorgan opens a closed door and immediately plays all the monsters inside the room. If there is no Zorgan player, the youngest player decides which door opens.

Draw another card if there are no closed doors on the board.

The Ancient King

One square the heroes can see collapses and becomes an open pit trap. From it, a mummy emerges and plays immediately. It has 4 BP. If it is defeated, the heroes can loot its royal jewelry, worth 100 coins.

If there is no Zorgan player, the youngest player decides where the pit and mummy appear.

The Goblin Apprentice

(If there is no Goblin Apprentice yet.)

The Goblin wants to become a hero and chooses a random hero as his host. The player controls him before or after his turn as a hero, but with 3 movement dice. If he survives, his maximum BP and MP are increased by 1, to 5 BP and 5 MP. He can be equipped, except for two-handed weapons.

The Goblin Thief

A goblin with a bag full of stolen treasure runs across the group. Every hero has one opportunity to attack him! The goblin does not roll to defend, and doesn't lose BP. Each hero who rolls at least one skull result causes 2d6 coins to fall from his bag. The hero can pick the coins up immediately. After that, the goblin flees. If the result is 12, goblin drops a random AXIANQUEST Artifact.

The Hired Thugs

Three orcs appear at the dungeon entrance and play immediately. Each of them has 3d6 coins that can be looted by the heroes if they defeat them.

The Hunters

Two abominations appear at the dungeon entrance and play immediately.

The Murderers

Four goblins appear at the dungeon entrance and play immediately. They are equipped with daggers that they can throw at the heroes. If killed, they can be looted for daggers: for each goblin, roll a die and subtract 3, and the result is the number of usable daggers that can be looted.

The Slayer

A dreadful warrior appears at the dungeon entrance and plays immediately. He is equipped with a crossbow that can be looted by the heroes if they defeat him.

Too Much Calm

From now on, dungeon events only happen on a result of 6 instead of 5 or 6. When a 6 is rolled, however, you must draw three cards instead of one, and play them all, in the order they are drawn. Keep this card at hand as a reminder.

Trap Map

The heroes find a crude map showing the exact location of a trap (but not the path to it). Zorgan must reveal the square of a trap the heroes haven't discovered, even if in a room or corridor they haven't explored yet.

Draw another card if there are no undiscovered traps in the dungeon, or if there is no Zorgan player.

Treasure Map

The heroes find a crude map showing the location of a treasure (but not the path to it). Zorgan must reveal the exact location of the largest treasure in the quest.

Draw another card if there is no treasure in the dungeon, or if there is no Zorgan player.

Unnatural Cold

The temperature drops to freezing cold and all heroes lose 1 BP, unless a hero with fire spells sacrifices one fire spell card to keep all heroes warm. After that, the temperature returns to normal.

Vampire Bat

A black bat the size of a dog swoops through the dungeon and attacks a random hero with 3 AD (the hero defends as usual), then flies away.

Winds of Magic

The winds of magic grow stronger, and every hero can recover 1 of their used spell cards (if any).