Dungeon Brah
Dungeon Brah Rulebook
Table of Contents
Table of Contents
The Set Up
It's often the first step that's the hardest to take when you embark on a new adventure. Let's walk through the setting up process.
Step 1: Deal each player a Litterbox card. This is placed in the top right of each player's space.
Step 2: Remove Heroes, Kevin/Bosses, Kevin's Monsters, Kevin's Treasures, Cursed Idols, Banish and TRAIT cards from the deck. These cards have Yellow/Orange/Turquoise icons on the top left of the cards.
Step 3: Shuffle the Hero cards. Each player randomly draws 3 Heroes and selects 2 for their party. Place both Heroes on the table in your Player Space. Remove the rest of the Heroes from the game.
Step 4: Deal each player a TRAIT card, which they must play on one of their Heroes (place the TRAIT underneath the Hero card, revealing only the positive effect). Some TRAITS synergise with certain Heroes.
Step 4 (continued): Place the rest of the TRAIT cards face down on the TRAIT pile.
Step 5: Deal each player a Banish card (remove extras from the game). The Banish card will be the first card in each player's hand.
Step 6: From the deck, place 3 Bog Blades, 1 Pick Pocket and 1 Nay! face up on the table. This is the Dungeon Bazaar.
Step 7: Shuffle the deck. Deal each player cards from the deck until their hand is full. The default hand size is 7 cards. If a player has a Hero with extra or minus hand size stats, deal that player cards to match their hand size. Remember, the Banish card counts as the first card in your hand. Some Heroes increase your hand size, which will also increase your starting hand size.
Step 8: Shuffle and place Kevin's Treasure cards in the Treasure pile (face down). If you're playing with an expansion that has treasures, place those treasures next to the main Treasure pile.
Step 9: Shuffle Bosses, Monsters and Cursed Idols back into the deck. (If you wish, you can try spread the Cursed Idols/Monsters/Bosses evenly throughout the deck.) Place this as the Draw pile.
Step 10: The player who reckons they're the mightiest Brah starts the game. Or the last player to feed a cat. Or the first player eliminated in the previous game. Have fun!
The printed manual then shows a recap diagram of the finished Communal Space (Dungeon Bazaar, Kevin's Treasures, Kevin's Treasures (Expansion), Monster Discard Pile, Traits, Cursed Idols, Draw Pile, Discard Pile and World Enchantment piles) and an example Player Space.
In the Communal Space, use either your card markers (provided in all versions of Dungeon Brah) or playmat (if applicable) to help with the placement of cards.
Player Space: This will vary depending on the Heroes in your party and your starting TRAIT.
Playing Your Turn
Time to show all the other Players the killer combo you've been building in your hand over the last few rounds.
Dungeon Brah is turn-based. Each player's turn consists of:
- Draw Phase: First, draw all cards in your Litterbox (if applicable). Then Draw Phase: Draw 1 card. Players may draw additional cards up to the amount of Cursed Idols in play. In this scenario, the player can draw up to 4 cards (1 from the Draw pile and up to 3 more because of the Cursed Idols in play).
- World Enchantment Check: Check World Enchantments to observe the current added rules. Conditions may change during your turn.
- Trade with the Dungeon Bazaar: Players may trade ONE CARD from hand with the Dungeon Bazaar.
- Play cards from hand (Weapons, Actions, World Enchantments, Treasures, TRAITS).
Steps 3 and 4 can happen at any time during your turn.
- Combat phase: Only triggers if a Monster/Boss is drawn OR Kevin is the last card in the Draw pile. Players can utilize their ENTIRE turn before initiating combat. Draw a Treasure card(s) after defeating a Monster/Boss. Combat must be resolved before the end of the turn. See full combat example in the Combat section. Remember: Weapons used in combat are discarded after combat!
- Discard phase: At the end of your turn, if the amount of cards in your hand exceeds your hand size limit, discard cards down to your maximum hand size (default is 7).
Turn ends. Next Player's turn begins.
Feel free to check the provided Turn Instructions card if you need a guide during your turn. The Turn Instructions card lists: 1. Draw Phase (Litterbox, then Draw pile); 2. World Enchantment Check (conditions may change during your turn); 3. TRAIT Check (conditions may change during your turn); 4. Trade with Dungeon Bazaar (can happen at any time after Draw phase); 5. Play Your Hand (can happen at any time after Draw phase); 6. Combat (if relevant; can happen at any time after Draw phase); 7. Discard Phase (if over hand limit).
Cards playable outside of your turn: Cards can only be played during the active player's turn, except Banish and Nay! Cards (or other special cases specified on select cards).
Card piles: Players may not look through card piles (such as Discard, World Enchantment, Monster Discard, etc.) unless they play a card that allows them to do so. Players may NEVER change the order of the cards (unless instructed to by a card). If Kevin is the last card in the Draw pile, ALL draw card effects are disabled.
Multiple card draws: Some cards, like It's Go Time, Capitalism and Cursed Idol, will allow players to draw many cards at once. If a Monster is drawn, then the Monster must be fought AFTER you've drawn all the cards and BEFORE the end of your turn.
Last stand with Kevin: If Kevin is the last card in the Draw pile, multiple card draw effects no longer apply.
Drawing multiple Monsters: Players may find themselves in a situation where they draw multiple Monsters in a turn. Draw all your cards, but reveal Monsters in order. Combat resolves in the order that Monsters are drawn.
Cards drawn or received outside your turn are placed in your Litterbox: see Litterbox under Card Types.
Cursed Idols
Things won't stay calm in the Dungeon for long. When the Cursed Idols are drawn things will get more intense than a cat burying a Hero in concrete.
All Cursed Idols are in the Draw pile at the start of the game. When one is drawn, place Cursed Idol on the table (top right corner of the Communal Space) and draw another card. Deal each player a TRAIT card (in order, starting with the player whose turn it is). TRAITS dealt to other players are placed in their Litterbox.
Cursed Idol card text: When drawn put Cursed Idols into play. Players may draw additional cards equal to the amount of Cursed Idols in play during their draw phase. Draw a card & All players draw a TRAIT.
From this point on, each player may draw extra cards equal to the amount of Cursed Idols in play during their draw phase. I.e. draw one card at the start of your Draw phase as per usual, and then choose how many more cards you'd like to draw, up to the amount of Cursed Idols in play.
Many cards scale with Cursed Idols in play, including Kevin.
TRAITS that are drawn out of turn are placed in your Litterbox (face down) and are drawn at the start of your draw phase (and then placed under a Hero immediately).
Card Types
Heroes
You've chosen your party of two heroes and are ready to embark on your quest to loot Kevin and not get absolutely minced... by Kevin. Here's what you need to know before sending your Avatars to their doom.
Heroes should work as a complimentary party, so try pick two Heroes that can compliment one another rather than fulfilling the same role (for example a Magic Hero and a Melee Hero would make sense as a team).
Heroes can wield any weapon type (But look for synergies!).
Each Hero can equip a set amount of weapons as indicated by the sword icons. It's usually 3.
Heroes, Weapons, TRAITS and some World Enchantments give class bonuses. Some of the classes are: Melee (yellow), Magic (blue), Hand (grey), Action (green), Enchantment (purple).
It would be advisable to equip Heroes with weapons that will take advantage of their class's bonuses and TRAITS. Some weapons and items have dual class, so will receive all relevant bonuses. A Hero's bonus(es) will apply to all relevant weapons they have equipped (e.g., a Melee Hero's bonus will apply to all their equipped Melee weapons).
Example: Brad the Well-Endowed and Chicken Drumstick synergy. Chicken Drumstick deals 1 MELEE damage, +1 MELEE bonus from Brad = 2 damage.
Banish
Banish shuffles Kevin, Bosses or Monsters back into the Draw pile. Players get no Treasure if a Banish is used. Any player can play Banish on any player's turn. A Banish must be declared before combat begins. Banish cards are one use only and are discarded after use.
Banish card text: Shuffle KEVIN, BOSS or MONSTER back into the Draw pile. (Player draws no Treasure.) Can be played at any time.
Actions
Actions grant players extra abilities during their turn. Action cards are discarded after use.
Example: Parallel Universe does not retrigger the 'Draw a card/Flip a TRAIT' on a World Enchantment effect when it is played, however the card itself does allow you to flip a TRAIT.
Pick Pocket card text: Randomly steal a card from an opponent.
Nay! card text: Counter any ACTION card (including another NAY), can be played at any time.
Cursed Idols (card type)
See the Cursed Idols section above.
Weapons and Weapon Parts
Most weapons are assembled in parts (in your hand) before use. Most multi-part weapons have additional abilities. Most weapons are either Melee- or Magic-based and will receive relevant buffs from Hero bonuses or TRAITS. Single-part weapons can be played instantly. Reminder: Weapons are discarded after combat!
Some multi-part weapons have the 'Pure Assembly' feature, which gives players a bonus when the weapon is assembled without 'non-genuine' parts. If another player completes your weapon (by trading a real weapon part for a 'Non-genuine' part) during their turn, that player gains the Pure Assembly bonus instead.
Genuine versus Non-Genuine assembly examples:
- Weapon assembled and equipped with all genuine parts: deals 7 damage, Pure Assembly effect triggers (Steal a card).
- Weapon assembled with 2 genuine parts and 1 Non-Genuine part: deals 6 damage, Pure Assembly does not trigger.
- Weapon assembled with 1 genuine part and 2 Non-Genuine parts: deals 5 damage, Pure Assembly does not trigger. If you use 'Non-Genuine' parts in your equipped weapon it's best practice to reveal them below your weapon.
See Weapons section for more detail.
TRAITS
Each player starts the game with a TRAIT card that they can play on either one of their Heroes. When Cursed Idols are drawn, each player will draw a new TRAIT that they can play on either one of their Heroes. TRAITS are flipped by World Enchantments and certain other cards. When a TRAIT is flipped, its effect triggers immediately, even outside of a player's turn.
- A positive TRAIT is placed at the top of the Hero.
- A negative TRAIT is placed at the bottom of the Hero.
TRAITS are permanent. If a player draws a duplicate TRAIT, return it to the bottom of the TRAIT pile and draw another TRAIT.
Example: MAGUS, +1 Magic Damage; Your Hero's weapons receive no Magic Bonuses (WITLESS).
World Enchantments
World Enchantments alter the rules of the game and can be placed in a maximum of 3 piles. You can replace an active World Enchantment or start a new pile, making both/more active. World Enchantments allow you to flip any TRAIT on the table and draw you an extra card.
World Enchantments can be played on top of any other World Enchantment, or placed in a new row (maximum 3 rows).
Every time a World Enchantment is played from hand, draw another card and flip any TRAIT in play.
Action card 'Parallel Universe' allows you to re-order World Enchantment piles (it doesn't 'replay' the World Enchantment).
Example: Capitalism (players can discard any amount of cards and draw that many cards; this effect can only be triggered once per turn; also flip a TRAIT). In this scenario we can choose to either replace 'End of Days' or 'Boon of Brains' OR; keep both rules and add 'Capitalism' as the 3rd rule.
Kevin's Monsters
Kevin's Monsters are mini Boss battles, each one varying in difficulty. Players can fight them for Treasure, or alternatively Banish or discard a set amount of cards to survive. After successful combat, place the Monster card in the Monster Discard pile.
See Monsters section for more detail.
Kevin / Bosses
If you draw a Boss/Kevin you will have to either fight, Banish, or lose the game. Bosses are reshuffled into the Draw pile after combat. When the Draw pile runs out, place Kevin face up and take turns to battle him until there's a winner (if Kevin is the only Boss).
See Bosses section for more detail.
Kevin's Treasures
The Treasure cards are drawn from the Treasure pile(s) only after a player has successfully battled Kevin, a Boss or one of Kevin's Monsters. Treasure cards have overpowered effects. The Loot card has different effects, depending on how many you want to spend, including a win condition. Treasure cards are discarded in the Discard pile after use.
If the Treasure pile runs out, players may draw cards from the Draw pile instead. If both are depleted... good luck!
If you're playing with an expansion with Treasure cards (ie. The Call of Cat'hulhu), place those Treasures in their own pile (as indicated in the setting up section). When you have the opportunity to draw Treasures you may choose which Treasure pile to draw from.
The Loot: Spend 1 LOOT to draw a card. Spend 2 LOOT to draw a Treasure. Spend 4 LOOT to win the GAME.
Many Win Conditions can be found in the Treasure pile(s). Here are a few examples:
- Cursed Shank: If 3 CURSED SHANKS are used to defeat KEVIN you WIN the GAME. Cursed Shank is both a Treasure as well as a Weapon. Players can use Grave Robber to fetch Cursed Shank from the Discard pile or use Go Fish to try steal them from other players.
- Brah Humbug!: If you defeated KEVIN with an Ancient Brahammer this turn, reveal this card and WIN the GAME!
- The Chosen Brah!: If you have 4 positive TRAITS and defeated KEVIN this turn, reveal this card and WIN the GAME!
- The Cursed Brah!: If you have 4 negative TRAITS and defeated KEVIN this turn, reveal this card and WIN the GAME!
Litterbox
All cards that a player receives or draws out of turn are placed face down on their Litterbox. At the start of their turn they draw those cards before their draw phase.
See Setting up section for more detail.
Weapons
The bread and butter of Dungeon Brah. There are two important things to consider about weapons: weapon parts and weapon class.
First, weapon parts. Weapons are either single-part or assembled from multiple parts. You can see the parts in the bottom left of the weapon card. A weapon that states 1/1 can be played immediately as they are single-part weapons.
Multiple-part weapons are assembled in hand before they are playable. Players have to either collect all the 'genuine' parts of the weapon, or use 'Non-genuine parts' to complete a weapon. Most multiple-part weapons have a 'Pure Assembly' ability that is triggered when a weapon is assembled with only 'genuine' parts. 'Pure Assembly' effects can still happen after a weapon has been assembled and equipped with a non-genuine part. Any player can swap a 'Non-genuine part' with a genuine weapon part.
When the weapon is assembled in hand, you can then play the whole weapon on either of your heroes' available weapon slots. You can equip any weapon to any hero, but it'll make sense to match a weapon class with a synergetic hero to get additional combat bonuses.
Diagram notes from the printed manual: a three-part weapon, assembled in hand and equipped to a Hero, occupies one weapon slot. Pure Assembly: if the weapon is assembled with only genuine parts, trigger the effect. Magic damage synergy: a 7 damage Magic weapon receives +1 damage from the Hero and +1 damage from a Trait, making it 9 damage total. Weapon Slots: sword icons indicate how many weapons a Hero can equip.
Weapons that are used in combat are discarded to the Discard pile.
Weapons will receive relevant attack bonuses if they're equipped to Heroes with native attack bonuses, Trait bonuses or relevant active World Enchantments.
Weapon slots and placement: Most heroes have 3 weapon slots, which is indicated by the sword icons at the bottom of the cards. Multiple-part weapons and single-part weapons occupy one slot, regardless of the amount of parts in the weapon.
Glossary
Assembling a weapon: Collecting parts in hand to create a full weapon (with genuine or non-genuine parts).
Equipping: Playing a single-part weapon or assembled multiple-part weapon on the board, attached to one of your heroes.
Weapon slots: Heroes are allowed to equip a set amount of weapons (usually 3). This is indicated by the sword icons at the bottom of the hero card.
Weapon damage: This is indicated on the bottom right of the card. Multiple-part weapons damage is set by the number indicated. The weapon parts don't stack. I.e. Courtney's Boomstick does 7 damage when equipped, not 21.
Non-Genuine parts: This is a special card that can substitute for a genuine weapon part. Each 'Non-Genuine part' decreases a weapon's damage by 1 and prevents a Pure Assembly effect from triggering. However, any player can (during their turn) substitute a real weapon part from hand with a 'Non-Genuine part' in play. The 'Non-Genuine part' will then go into that player's hand. If this action completes the weapon 'purely' then the Pure Assembly effect will trigger for that player. It's best practice to reveal the '-1' of the 'Non-Genuine part' if it's part of an equipped weapon. This will let players know they can swap it with a genuine part and that the weapon has a damage penalty.
Weapon Class: Weapons will fall under the following classes: Basic, Melee, Magic, Utility and Legendary. Some weapons can be tactically equipped to certain heroes to receive additional combat bonuses.
Example weapon cards shown in the manual (card class, damage and printed effect): Bog Blade (Basic, damage 2, cannot be buffed); Chicken Drumstick (Melee, damage 1); Wooden Spoon of Doom (Magic, damage 4, draw a card); Boss Tooth (Utility, flip a TRAIT); Ancient Brahammer (Legendary, damage 9, draw a Treasure). Courtney's Boomstick (Magic, 3-part weapon, damage 7, steal a card). Skull Cracker (Melee, 4 damage).
FAQs
Q: If a Hero's weapon capacity is at maximum, can they discard a weapon to make space for another weapon? A: Yes, but the weapon being replaced will go to the Discard pile.
Q: When you have 3 Staffs in play, when do you draw a Treasure? A: You draw a Treasure when the 3rd staff is equipped to one of your Heroes, it is not a repeat effect. However, if you control 3 staffs, use one in combat, discard it after combat, draw it from the Discard pile with a Grave Robber and replay it, you will draw another Treasure card.
Q: When I play Boss Tooth, do I have to flip a TRAIT? A: Yes, you can flip any player's TRAIT, but you must flip one.
Q: With the Pure Assembly 'Steal a card' effect, is it randomly from an opponent's hand? A: Yes, it works the same as the Pick Pocket card.
Monsters
Monsters! They want to expedite you into the afterlife... You want their loot. You're in an abusive co-dependent relationship with these underworld creatures.
When you're faced by Kevin's Monsters, you have one of three options:
- Fight it, by dealing damage (with a weapon) equal to or more than its stats (bottom right of the card). In most cases you'll be able to draw one of Kevin's Treasures if you're successful, OR;
- Banish it! You'll need a Banish card to do this. A Banish will shuffle a Monster back into the Draw Pile. Like Action cards, Banish cards are one use only and are discarded after use. You can however Banish on another player's turn to prevent that player from fighting a Monster. This is tactical and very, very sneaky. OR;
- Discard cards equal to the Monster's stats. This will shuffle the Monster back into the Pick-up pile [sic; "Pick-up pile" as printed, the pile meant is the Draw pile] (like a very expensive Banish).
If you cannot perform any of the above, you will be murdered by said Monster, and eliminated from the game.
The Monster's stats: Deal this amount of damage (or more) with a weapon to defeat this Monster. If you cannot fight the Monster, discard this amount of cards to shuffle the Monster back into the Draw pile.
Some Monster's stats will change depending on the 'game state', so be sure to check.
Example Monster card: SMORC TROOPER, stat 2. Deal 2 damage to SMORC TROOPER (And draw a Treasure card) OR; Banish, discard 2 cards, or die!
Example Monster card: JACKKNIFE JOHN, stat 1. Deal 1* damage to JACKKNIFE JOHN (And draw a Treasure card) OR; Banish, discard 1* cards, or die! *+1 for every weapon you have in play.*
Example Monster card: NECKBEARD THE PURE, stat 4. Deal 4 damage to NECKBEARD (And draw a Treasure card) OR; Banish, discard 4 cards, or die!
After Monsters are defeated, they are placed in the Monster Discard Pile.
Bosses
Bosses are terrifying, basically unkillable and a source of much Loot! They may also serve as a win condition.
When are faced by a Boss, you have two unthinkable options:
- Fight it, by dealing damage (from a weapon) equal to or more than its stats (bottom right of the card). In most cases you'll be able to draw two of Kevin's Treasures if you're successful, OR;
- Banish it! You'll need a Banish card to do this. A Banish will shuffle a Boss back into the Draw Pile. Like Action cards, Banish cards are one use only and are discarded after use. You can however Banish on another player's turn to prevent that player from fighting a Boss. Do this if you think that player is on the verge of victory.
Unfortunately you cannot bribe Bosses by discarding cards. It's either glorious battle, Banishing or death.
The Boss' stats: Deal this amount of damage (or more) with a weapon to defeat the Boss. If you cannot fight the Boss, your only choice is to Banish it back to the Draw Pile.
Most Bosses will be shuffled back into the Draw Pile after combat (and not be placed in the Monster Discard pile).
Some Boss's stats will change depending on the 'game state', so be sure to check. For example, Kevin's stats will gain +2 for every Cursed Idol in play.
Example Boss card: KEVIN!, stat 6*. Deal 6* damage to KEVIN (And draw 2 treasure cards) OR; Banish KEVIN, or DIE! (Shuffle back into the Draw pile) *+2 for every Cursed Idol in play.
After Bosses are defeated, they are shuffled back into the Draw pile.
Combat
Oh no! You've drawn a spooky Monster(s) or Boss(es)... First you decide if you're going to fight, if another player will intervene and how the fight is going to go.
Let's walk through the steps:
- When a player draws a Monster/Boss, they reveal it immediately. Put the Monster/Boss on the table in front of you.
- Players may use ANY combination of their Heroes and ANY combination of their weapons to fight a Monster/Boss. (See example below).
- Weapons that were used in combat are discarded to the Discard pile.
- Players have their entire turn to initiate combat, so they can still play cards from hand, trade with the Dungeon Bazaar, etc.
- A Banish must be declared (by any player) before combat is initiated. When a player is about to enter combat, other players MUST be given the opportunity to Banish.
- Banished Bosses and Monsters are SHUFFLED back into the Draw pile.
- Players draw a Treasure(s) after defeating a Monster/Boss, unless otherwise stated on the card.
- Any player can Banish a Monster/Boss. This can be done out of turn. If a Monster or Boss is Banished, then there is no combat. Treasures are only drawn after successful combat.
- Players can discard cards equal to a Monster's stats to avoid combat and shuffle the Monster back into the Draw pile.
- If a player is eliminated, their hand goes into the Discard pile.
- If a Monster/Boss is drawn during a multiple card draw, then draw all cards (revealing any Monsters/Bosses drawn and placing them on the table in order) before initiating combat. Fight Monsters/Bosses in the order that they were drawn.
Example Combat: Player has drawn a Monster and a Boss. Player can still play Actions and Weapons from hand and trade with the bazaar before resolving combat, but let's work with what is in play... Let's assume there are no Cursed Idols in play yet and no additional combat bonuses from World Enchantments.
- Place Monsters/Bosses on the table in order that they were drawn. Here the Monster is Neckbeard the Pure (Deal 4 damage to NECKBEARD, and draw a Treasure card, OR; Banish, discard 4 cards, or die!) and the Boss is Kevin.
- The player will have to deal 4 damage to Neckbeard the Pure, and then 6 damage to Kevin.
- The party is Florence (+1 MAGIC damage) and Brad the Well-Endowed (+1 MELEE damage), with a MAGIC TRAIT (MAGUS, +1 Magic Damage) played on Florence. Weapons equipped: Useless Stick (Basic, 1 damage, receives no bonuses) on Florence; Courtney's Boomstick (Magic, 7 MAGIC damage +1 MAGIC bonus +1 MAGIC bonus = 9 damage) which the player saves for a later fight; Chicken Drumstick x2 (Melee, 1 MELEE damage +1 MELEE bonus = 2 damage each); and Skull Cracker (Melee, 4 MELEE damage +1 MELEE bonus = 5 damage).
Neckbeard the Pure: Player uses 2 Chicken Drumsticks to deal a total of 4 damage to Neckbeard the Pure. Neckbeard the Pure is defeated and placed in the Monster Discard Pile. Both Chicken Drumsticks are placed in the Discard pile. Player draws a Treasure card.
Kevin: Even though it might be tempting to use Courtney's Boomstick, it'll make sense to use the Useless Stick and the Skull Cracker to deal 6 exact damage. Player uses Useless Stick equipped by Florence and the Skull Cracker equipped by Brad to deal a total 6 damage to Kevin. Player saves Courtney's Boomstick for a later fight, perhaps when Kevin comes back bigger than before!
Outcome: Kevin is defeated and shuffled back into the Draw pile. Useless Stick and Skull Cracker (all parts) are placed in the Discard pile. Player draws 2 Treasure cards.
Win or Lose
Remember, win or lose... those are your options. We've touched on winning and losing earlier in this tome, but let's recap.
Winning
A player has two routes to victory. Either a find a Win Condition in the Treasure pile (see Treasure section) or be the last player standing. One way or other, Kevin will be instrumental in deciding the winner of Dungeon Brah.
Last stand with Kevin: If Kevin is the last card in the Draw pile, turn him face up. Each player takes turns in battling Kevin until there is only one player left. The last player standing is the winner!
If Kevin is the last card in the Draw pile, multiple card draw effects no longer apply.
Losing
If player is defeated (either by not being able to defeat a Boss or Monster in combat, or some other horrible way we've dreamt up in the expansions) then cards in the player's hand will be placed in the Discard pile. Everything that is in play (Heroes, TRAITS, weapons, Litterbox) will remain in play until the end of the game. Heroes are not killed off one by one. If a player cannot 'deal' with a Boss/Monster then that player is eliminated.