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Dungeon Fighter: Stormy Winds

Expansion for Dungeon Fighter

Dungeon Fighter: Stormy Winds Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup Changes
  • New Rules
    • XP (Experience Points)
    • Power Cards
      • Purchasing Power Cards
      • Activating Power Cards
  • Templates
    • Flying Stand
    • Chain Lightning Template
  • Element Dice
    • The Air Element Die
  • Mist Token
  • Specific Throw Requirements
  • Special Air Rooms

Game Components

  • 1 rulebook
  • 6 Equipment cards
  • 6 Monster cards
  • 1 Hero sheet
  • 1 Dungeon sheet (double-sided)
  • 1 Final Boss card
  • 6 Power cards
  • 1 Air Element die
  • 12 XP tokens
  • 1 Mist token
  • 1 Ramp
  • 1 Chain Lightning template
  • 1 Flying stand (with 12 pieces)

Setup Changes

Besides including new game mechanics, the Stormy Winds Expansion also includes new cards and sheets.

To integrate the new components into the game, take each new component and shuffle it into its respective group (Equipment cards into the Equipment deck, the Hero sheet with the other Hero sheets, etc.). If players own multiple expansions, they may include as many of them (or as few) as they wish.

The cards are marked with an air symbol, so you can easily sort them out if you wish.

Setup is the same as the base game with only a few additional components to set up during step 8 (Prepare Other Components):

  • Create the XP pool by placing the XP tokens near the tower.
  • Place the Air Element die near the white Bonus dice.
  • Place the Power deck near the Equipment deck.
  • Assemble the Flying stand as shown in the setup diagram. Then place the Mist token, the Ramp, the Chain Lightning template (printed as "Chain Lighting template" in the source), and the Flying stand near the game board.

Printed aside in the rulebook: "Of course right away you'll want to fight the new monsters with the new equipment and spells. In the first game, you may cheat a little by shuffling the new cards in at the top of their respective decks so that they will definitely come up. Now you can have the full air experience."

New Rules

XP (Experience Points)

This expansion includes cardboard black tokens with a little blue flame, which represent XP. XP is a new resource that players can store on the Chest token, similar to gold.

If a die lands showing the Special icon (whether you hit the Target or not) and you cannot activate a Special Ability, you earn 2 XP. If you can activate a Special Ability but choose not to, you still earn 2 XP.

To earn 2 XP, the Hero takes 2 XP tokens from the supply and places them on the Chest token.

XP tokens belong to the whole party, not to any one particular Hero.

Power Cards

Purchasing Power Cards

The Power cards of this expansion allow Heroes to cast magical spells to help them survive the perils of the dungeon.

Powerful magic requires experience, which is exactly what the newly introduced XP are for.

After the Heroes finish buying equipment at the shop, they can also buy Power cards.

The leader draws three Power cards from the deck (regardless of the number of players) and places them face-up. Now the party may buy Power cards with the XP they have accumulated on the Chest token. The party can buy as many of the face-up Power cards as they wish. Each Power card costs 1 XP.

Be sure to read the Power cards carefully so that it is clear what advantage the party receives and which Hero should carry it. The party chooses which Power cards to buy, if any, and which Hero receives the Power card. If the Heroes cannot agree, the leader chooses.

A Hero who receives a Power card places it face up near his Hero sheet.

Each Hero can carry up to three Power cards. If he receives a fourth Power card, he must discard one.

Players cannot exchange Power cards with each other.

If the party chooses not to buy any of the face-up Power cards, they are placed in a face-up discard pile next to the Power deck. If the Power deck becomes depleted, shuffle the discard pile and place it face down to create a new Power deck.

Example: The heroes are currently shopping at the shop. After ringing up their equipment purchases, they proceed to survey the Power cards for sale. Marco, the leader, draws three Power cards from the deck. The party has accumulated two XP on the Chest token, and they choose to buy the Flying Kick for 1 XP. Since Marco does not have any equipment, the heroes choose to give the Power card to Marco.

Activating Power Cards

A player may activate a Power card at the beginning of his turn. To do so, he must pay the number of XP shown on the card.

To pay, he takes the number of XP tokens from the Chest token and returns them to the XP pool.

The player who owns the power may choose whether or not to activate it.

Templates

This expansion includes cards that require the use of templates. If a card instructs a player to use a certain template, the player takes the indicated template and flips it onto the Target board.

Templates follow these rules, unless specified otherwise:

  • A player must flip the indicated template like a coin (i.e., with the player's thumb), and the template must complete one full rotation in the air (at least 180°).
  • If the template lands with any portion of it hanging off the Target board and touching the table, the player suffers one damage and must flip the template again.
  • During the Maintenance phase, remove all templates from the Target board.
  • During a fight, if a die lands on a template, all of the template's abilities take effect. That throw counts as a normal hit against the monster, regardless of the Hero suffering any damage from the template. If the die lands showing the Special icon, the Hero may also activate his Special Ability.
  • If a die lands partially on a template, the players must see what else the die is touching:
    • a) If the die is touching the Target board, the throw counts as a normal throw. The Hero deals damage to the monster and completely ignores the template.
    • b) If the die is touching the table, the throw counts as a miss.
    • c) If the die is not touching anything but the template, it counts as a successful throw on the template and activates its ability.

Flying Stand

This expansion also includes cards that require the Flying stand (use with monsters with the "Flying" ability and one Power card). When this happens, you'll have to fight a flying monster.

When this happens, place the flying stand under the Target board: the big, square part under the central part of the Target, and each one of the "X" shaped parts under one of the bones at the corners (see the picture in the rulebook). Make sure that the holes of the Target are still completely empty.

The Target will be literally (well, almost) flying on your table!

Chain Lightning Template

This template is usually flipped at the beginning of a fight. If a die lands on the Chain Lightning template, the player deals 3 damage to the monster, then he retrieves the die from the template and throws it again. It's similar to Murka's Double Swing Special Ability, so after each hit, you may add any item/weapon damage modifiers. But unlike Murka's ability, you may retrieve the die and throw it again any time you hit the template. This process can be repeated multiple times during a player's turn.

Example: The die lands on the Chain Lightning template. The monster takes 3 damage, then the player takes the die back and throws it again. The die hits the template again, so the monster takes another 3 damage. The die is retrieved and thrown again, but this time it lands on section 2 of the Target. The monster is still not defeated, but it took a whopping 8 damage.

Element Dice

An Element die functions slightly differently than the colored Hero dice.

A player can throw an Element die only when a monster, equipment, or Special Ability specifies to throw it.

Element dice follow these rules, unless specified otherwise:

  • Element dice cannot be placed on the Chest token.
  • Element dice follow the same rules for throwing dice (see p. 7 of the base game rules).
  • If an Element die lands showing an icon, the corresponding ability takes effect as explained here in the rules.
  • Element dice do not replace any other dice. If a player throws an Element die, it counts as his turn. Any unused Hero dice and Bonus dice are still available to use, and play proceeds clockwise as usual.

The Air Element Die

The Air Element die is an eight-sided die with two different icons. It is not a blue Hero die.

The Special icon on the Air Element die behaves just like a Special icon on a white Bonus die. The Hero may activate any one of his Special Abilities (or earn 2 XP instead).

If this icon shows up after a throw, you may reroll the die (just like the Swing Again Special Ability, see p. 10-11 of the base game rules).

If the die lands with a blank face showing up, treat it like a blank face from a colored Hero die or a white Bonus die (the throw is a hit, but no special effect is activated).

Mist Token

Some monsters (i.e., those with the "Misty" ability) and some Equipment and Power cards cause Heroes to flip the Mist token.

Monsters with the "Misty" ability, when hit, force the players to flip the Mist token. When the Mist token is flipped, if it lands with the mist side face up, the monster takes -3 damage. Monsters with this ability are more difficult to take down, but Heroes may sometimes have the same chance.

In fact, some Equipment or Power cards may allow a Hero to flip the Mist token when he misses a throw. If the Hero flips the Mist token and it lands mist side face-up, he takes -3 damage, just like a monster with the Misty ability.

Specific Throw Requirements

Just like in the base game, sometimes the Heroes are required to throw the dice in a specific way. There are three new shots related to the element of air:

Volley shot: The player to the left of the throwing player throws the die at him. The throwing player must catch it and then throw it at the Target.

Ramp shot: The player places the ramp with the lower side pointing toward him and the taller side pointing toward the Target. Then he places the die on the lower part and flicks it with one finger so that it slides up the ramp and flies out of the higher part to throw it at the Target.

Glasses shot: The owner of glasses with the thickest lenses must throw the die at the Target without wearing them; the other players instead must wear them. If no player is wearing glasses, this power has no effect.

Special Air Rooms

Air Idol: At the beginning of the fight, the first player throws the Air Element die. The next player still has all three colored hero dice to choose from.

Training Room: After the fight ends in this room, the party receives as many XP tokens as shown on the dungeon sheet.