Dungeon Fighter: The Big Wave
Dungeon Fighter: The Big Wave Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Rulebook
- 6 Equipment Cards
- 7 Monster Cards
- 1 Hero Sheet
- 1 Dungeon Sheet (double-sided)
- 1 Final Boss Card
- 6 Power Cards
- 3 Water Element Dice
- 12 XP Tokens
- 15 Oxygen Tokens
- 1 Parrot Token
- 1 Puddle
- 1 Slime Template
- 1 Major Healing Template
- 1 Waterfall
Setup Changes
Besides including new game mechanics, the The Big Wave 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 a water 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.
8. Prepare Other Components:
- Create the XP pool by placing the XP tokens near the tower.
- Place the oxygen tokens in a pile next to the scar tokens.
- Place the puddle, the slime template, the major healing template and the waterfall near the game board.
- Place the 3 water element dice near the white bonus dice.
- Place the Power deck near the Equipment deck.
- If Jack Parrot is in the game, place the parrot token on his hero sheet, active side up.
New Rules
XP (Experience Points)
This expansion includes plastic black tokens, which represent XP. XP is a new resource that players can store on the chest token, similar to gold.
When a thrown die lands showing the special icon (on the target board or not) and the hero can not activate his corresponding special ability he earns 2 XP instead. He may also choose not to use the special ability to 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 faceup. 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 faceup 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 it gives the party 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 faceup near his hero sheet.
Each hero can carry up to three Power cards. If he receives a fourth Power card, he must discard one.
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 Water Globe for 1 XP. Since Marco does not have any equipment, the heroes choose to give the Power card to Marco.
Players cannot exchange Power cards with each other.
If the party chooses not to buy any of the faceup Power cards, they are placed in a faceup discard pile next to the Power deck. If the Power deck becomes depleted, shuffle the discard pile and place it facedown to create a new Power deck.
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.
Remember, the player who owns the power may choose whether or not to activate it.
Power Cards Shown in This Rulebook
Page 5 of the rulebook shows three of the six Power cards. Their printed text is reproduced here; the text of the other three Power cards does not appear in this rulebook.
- Miracle — Spend 3 XP. Choose 1 hero. That hero removes 1 scar token of his choice from his hero sheet. Then, the hero is healed up to his maximum health.
- Fresh Waterfall — Spend 1 XP. For the duration of this encounter, each hero who rolls a special icon may place 1 additional XP on the chest token (and may still use his special ability).
- Water Globe — Spend 3 XP. Throw the water element die.
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 to 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.
Major Healing Template
This template is usually flipped at the beginning of a player's turn. If the die lands on the major healing template, each hero recovers five hit points. Also, this attack counts as a hit; since the die did not land in a section of the target board, the monster only suffers damage from bonuses from equipment, if any.
Slime Template
This template is usually flipped at the beginning of a fight. If a die lands on the slime template, the player must place the die so that it is on the target board and touching the curve on the slime template that the arrow points to.
Example: The die lands on the slime template. Now the player chooses how to place the die next to the arrow and on the target board (either option A or option B). Obviously, option B is best as it will deal more damage to the monster.
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 page 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 Water Element Dice
The water element die consists of three small dice with no symbols on them. They are not blue hero dice.
When a rule or card refers to the "water element die," it is referring to all three small dice. When a player is instructed to throw the water element die, he throws all three dice at the same time. Thus, with a single throw of the water element dice, it is possible for a hero to hit or miss up to three times.
The hero adds up the damage from all of the water element dice that hit, applies any bonuses/penalties (from equipment, monster abilities, etc.) that increase/decrease the damage, and then deals that amount of damage to the monster.
Next, the hero adds up the damage from all of the water element dice that missed, applies any bonuses/penalties (from equipment, monster abilities, etc.) that increase/decrease the damage, and then suffers that amount of damage.
The water element dice do not have any special icons on them. However, if either all three dice count as a hit or all three dice count as a miss, then collectively they produce one special icon.
Example: With this throw, Sir Moo deals (3 + 4 =) 7 damage, plus the damage from his weapon (+2), so he deals a total of 9 damage to the Sea Witch. For the one water element die that missed, the Sea Witch would deal 3 damage to him; however, his armor reduces it by 1, so Sir Moo suffers only 2 damage for the miss.
Oxygen Tokens
Some monsters (i.e., those with the "smother" ability) cause heroes to receive oxygen tokens. The hero places as many tokens on his hero sheet as indicated by the monster card. At the beginning of each player's turn during this fight the affected hero removes one oxygen token from his hero sheet. If he runs out of oxygen tokens to remove from his sheet, he faints.
At the end of a fight, return all oxygen tokens to the supply.
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 water:
Cup Shot: The player places the die inside a cup (or any suitable liquid-holding object from which one might drink water). He holds the cup and casts the die.
Waterfall Shot: The player holds the waterfall in front of him so that one of its short sides is toward himself and the other short side is toward the target board. He places the die on the short-side edge nearest himself, and then tilts the waterfall downward so that it slides along the waterfall and off the opposite short-side edge. If the die does not slide off the opposite short-side edge, this throw counts as a miss.
The waterfall is not a template; it is a throw prop.
Puddle Shot: The player places the puddle between himself and the target board and then throws the die. The die must hit the portion of the table where the puddle's hole is before touching the target board. If the die touches the puddle itself, the throw counts as a miss.
Special Water Rooms
Water Shrine: At the beginning of the fight, the first player throws the water element die. The following player still has all the 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.