Dungeon Dice: Colosseum
Dungeon Dice: Colosseum Rulebook
Table of Contents
Table of Contents
New Game Rules
Victory Condition - With this expansion, players require 5 FAME to win the game.
Grey Bag - The GREY BAG included with this expansion replaces the BLACK BAG. Move all monster dice, class dice, and familiars to the GREY BAG.
Black Bag - Place Epic Monsters in the BLACK BAG.
Epic Monster Appears - The first player who reaches 3 FAME immediately draws one die from the Epic Monster bag and EPIC COMBAT begins.
Epic Monster Dice
Epic Monster Dice are gigantic monsters that all players fight at once over multiple rounds.
Epic Monsters begin play with 5 HEALTH, indicated by the hearts in the upper left corner. When a hero's combat total ties or exceeds the Epic Monster's Combat total, the Epic Monster receives 1 WOUND and its HEALTH is reduced by 1. The monster is not destroyed until it has received 5 WOUNDS.
Epic Monsters offer unique rewards called EPIC TROPHIES. An EPIC TROPHY awards 1 FAME and grants an additional ability that may be used every combat.
Since all players have the option to confront Epic Monsters at the same time, the reward is given randomly to a player who has dealt a WOUND to the Epic Monster. The more WOUNDS a player deals, the greater their chances are of earning the reward.
Epic Monsters are immune to the abilities they possess, even if this ability is not a spell.
Like all other monsters, Epic Monsters are not affected by Pain or Healing. Poison reduces the Epic Monster's HEALTH by 1, to a minimum of 1. Strength increases the Epic Monster's HEALTH by 1, to a maximum of 5.
Epic Combat
Set the Epic Monster to the side with 5 HEALTH.
EPIC COMBAT consists of 3 rounds, during which all players act at once. Each round, players only have two options: to confront the Epic Monster or to pass on the combat with no penalty. Players may not rest.
All heroes in combat are considered allies (not assistants). However, players may still use spells and ONE-USE dice against other players.
Before combat begins, each hero has a chance to activate abilities that may be used before combat. If any player requests, this may be done in turn order, starting with the active player.
Step 1 - All heroes in combat roll their LEVEL dice and all equipped dice.
Step 2 - Roll a number of MONSTER LEVEL dice equal to the Epic Monster's level.
Step 3 - Starting with the active player, each player has a chance to activate ARMOR if available.
Step 4 - Starting with the active player, players take turns activating all other abilities, one at a time.
Step 5 - Activate the Epic Monster's abilities. If an Epic Monster uses an ability that targets heroes, that ability targets EACH hero.
Step 6 - Each hero's combat values are totaled separately and compared to the Epic Monster. If a hero's combat total is equal or higher than the Epic Monster, the Epic Monster takes 1 WOUND. If the hero's combat total is equal or lower than the Epic Monster, the hero takes 1 WOUND.
Epic Monsters take 1 ADDITIONAL WOUND each round, even if no heroes confront the Epic Monster. This represents other would-be heroes ganging up against the Epic Monster. Rotate the Epic Monster to reflect the monster's new HEALTH total. Repeat combat until 3 rounds have passed, or the monster's health is reduced to 0.
Failure
If the heroes fail to reduce the Epic Monster's HEALTH to 0 after 3 rounds, the monster is returned to the black bag, and no reward is earned. EPIC COMBAT ends, the active player's turn ends, and the game resumes with the next player.
Victory
If the Epic Monster's HEALTH is reduced to 0, the monster is destroyed, and heroes roll off for the reward.
All heroes that WOUNDED the Epic Monster at least once roll one MONSTER LEVEL die and add the TOTAL NUMBER OF WOUNDS they inflicted on the Epic Monster. The player with the highest roll keeps the reward. If tied, the highest rollers roll again with the same bonuses. EPIC COMBAT ends, the active player's turn ends, and the game resumes with the next player.
Hero vs Hero Combat
With the addition of the COLOSSEUM expansion, multiple abilities allow heroes to fight one another. In addition, when multiple players meet a game-winning condition at the same time, those players must fight to determine the winner.
When heroes fight other heroes, combat is very similar to combat against a monster. Before combat begins, each hero has a chance to activate abilities that may be used before combat. If any player requests, this may be done in turn order, starting with the active player. All heroes in combat roll their LEVEL dice and all equipped dice, then take turns activating abilities.
All heroes in combat are considered opponents, not assistants or allies, and each hero's combat values are totaled separately. The player with the highest total wins.
For more information, see the specific combat type below.
Duels
When two players fight, each player has an opportunity to activate ARMOR if available. The active player may do so first. Then players take turns activating all other abilities, one at a time. Again, the active player may do so first. During the DUEL, rolling and resolving ONE-USE dice or FAMILIARS counts as the use of one ability.
Players do not receive WOUNDS for losing a DUEL.
In the event of a tie, the players DUEL again immediately.
Colosseum Fights
When several players fight at once, each player has an opportunity to activate ARMOR if available. The active player may do so first, and then each other player in turn order. Then players take turns activating all other abilities, one at a time. Again, the active player may do so first, and then each other player in turn order. Rolling and resolving ONE-USE dice or FAMILIARS counts as the use of one ability. Each ability only targets one hero, unless the ability specifically states otherwise.
Players do not receive WOUNDS for losing a COLOSSEUM FIGHT.
In the event of a tie, players who have tied fight again immediately.
Abilities with Unique Timing
Benefiting from a passive ability, such as Train Familiar or Intimidate, does not count as a turn activating an ability and may be done at any time. This also applies to abilities that are gained automatically from having a specific weapon equipped, such as Shatter and Focus.
Activating the Stun ability does not count as a turn.
When a single ability activates multiple times, every instance is resolved in succession and counts as the use of one ability. This applies to the Vorpal Sword, the Aegis Shield, Boomerangs, and the Protection Spell. Players may select a new target for each instance of the ability.
Combat Events
CHALLENGE - Select another player and DUEL. This is not optional. The winner receives one experience and may draw one random die from the blue EQUIPMENT bag.
COLOSSEUM - ALL players fight at once. This is not optional. The winner receives one experience and may draw one random die from the yellow ARTIFACT bag. This does not require a KEY.
EPIC MONSTER APPEARS - Draw one die from the Epic Monster bag and begin EPIC COMBAT.
New Spells
STUN - Prevent an ability from activating. This ability may be used automatically whenever another player attempts to use an ability. STUN may target the last ability used or any unused ability.
On a SPELL die, this symbol is used to designate the STUN SPELL. The STUN SPELL may target monsters or heroes.
PROTECTION - Select any number of heroes. Each hero may use the ARMOR ability and reroll an opponent's die.
On a SPELL die, this symbol is used to designate the PROTECTION SPELL. The PROTECTION SPELL may only target heroes.
FREEZE - Select any EQUIPMENT or ARTIFACT die possessed by the targeted hero. That die becomes WOUNDED, remains WOUNDED if traded, and may not be used again until HEALED. If used during combat, this ability does not take effect until after combat.
On a SPELL die, this symbol is used to designate the FREEZE SPELL. The FREEZE SPELL may target monsters or heroes and REDUCES the target's combat total. Reducing the combat total is the only effect this die has on monsters.
VOID - Remove an opponent's highest die from combat.
The VOID ability occurs last in combat, or simultaneously with other abilities that occur last.
On a SPELL die, this symbol is used to designate the VOID SPELL. The VOID SPELL may target monsters or heroes.
Rewards
TIAMAT'S EPIC TROPHY - Keep this die. It is worth 1 FAME. Once per combat, you may use the FIRE ability.
MEDUSA'S EPIC TROPHY - Keep this die. It is worth 1 FAME. During combat with a monster, you may choose to PETRIFY the monster and immediately end combat. Store the petrified monster in your inventory at its current level. On your turn, when you would draw from the monster bag, you may choose to fight this monster instead. It is not rerolled. If you have a PETRIFIED monster in your inventory, you must return it to the monster bag in order to use this ability again.
KRAKEN'S EPIC TROPHY - Keep this die. It is worth 1 FAME. Once per combat, you may use the TANGLE ability.
LICH'S EPIC TROPHY - Keep this die. It is worth 1 FAME. Once per combat, you may use the NECROMANCY ability.
Monsters
Lightning Elemental - Lightning Elementals are magical beings formed entirely of surging energy. Lightning Elementals STUN their enemies with an electric shock and are immune to STUN.
Ice Elemental - Ice Elementals are magical beings formed entirely of shimmering ice. Ice Elementals FREEZE their opponent's equipment and are immune to FREEZE.
Wind Elemental - Wind Elementals are magical beings formed entirely of swirling air. Wind Elementals disrupt the battlefield with mighty GUSTS of wind and are immune to GUST.
Epic Monsters
Tiamat - Once worshiped as the god of FIRE, the five-headed dragon is feared above all other creatures in Elorim. Tiamat's bones are rumored to burn as bright as embers, and grant a mastery over FIRE.
Medusa - The serpentine monstrosity, Medusa, instantly PETRIFIES all within her gaze. Even in death, her hideous eyes turn her surroundings to stone.
Kraken - Master of the deep, the Kraken TANGLES entire ships full of adventurers. Given the rise in seafaring adventurers, the Kraken has developed a taste for humans, and is spotted more and more frequently. The slime that covers the Kraken's tentacles is purportedly the stickiest substance in Elorim.
Lich - A dark miasma spreads from the Lich, creeping along the ground as far as a mile from his rotting corpse. These toxic fumes temporarily RAISE THE DEAD. The Lich's power may transfer to mortals who endure his presence.