RulesPal
Chat
Rulebook
Dungeons of Infinity thumbnail

Dungeons of Infinity

Dungeons of Infinity Rulebook

Table of Contents

Table of Contents

  • Components
  • Quick Reference
    • Round Structure (Page 14)
    • Advanced Actions (Pages 17-21)
  • Forteller
  • Starting the Game
    • Catastrophic Events
    • Starred Enemies
    • Campaign Cards
    • Another World
  • General Setup
  • Scenario Difficulty
    • Casual Game
  • Hero Board
    • Hit Chance
    • Noise
    • Carry Limit
    • Level and Experience
      • Level Up
    • Health
      • Weakened
      • Exhausted
    • Power
    • Defense
    • Action Points
    • Stat Meter Limits
    • Evade Roll
    • Standard Attack
    • Elemental Weakness
    • Lord Event Actions (Hero Board)
    • Special Rule
    • Equipment Slots
  • Initiative
    • Solo Play
    • Die Roll Notation and Rerolls
    • Turns
    • Rounds
  • Actions
    • Basic Actions
      • Drop (0 Action Points)
      • Pick Up (1 Action Point)
      • Trade (1 Action Point)
      • Equip (1 Action Point)
      • Enhance (1 Action Point)
      • Move (1 Action Point)
      • Examine (1 Action Point)
    • Advanced Actions
      • Run (1 Action Point)
      • Shout (1 Action Point)
      • Sneak (Max Action Points)
      • Evade (2 Action Points)
      • Standard Attack (1 Action Point)
      • Retreat (2 Action Points, or 1 if Weakened)
      • Rest (Max Action Points)
      • Use Ability (X Action Points, indicated on card)
      • Use Item (X Action Points, indicated on card)
    • Special Item Actions
      • Rope (1 Action Point to deploy or cut, max Action Points to cross)
      • Pickaxe (max Action Points for one turn to mine, or two turns to dig)
  • Dungeon
    • Merchant
      • Initial Purchases (0 Action Points)
      • Visiting the Merchant (2 Action Points)
      • Ordering
      • Gold and Coins
      • Crafting
  • Dungeon Tiles
  • Risk Cards
    • Risk Decks
      • Body and Debris
      • Chest
      • Mist
    • Enemy Draw Notation
    • Risk Card Types
      • Event
      • Quest
      • Ally
    • Attach/Remove
      • Option Card
      • Surprise Attack
      • Ambush
  • Status Tokens
    • −3 Health
    • −2 Power
    • −2 Defense
    • −2 Action Point
    • Lord Event (Status Token)
  • Special Dungeon Tiles
    • Armory Dungeon Tile (1 Action Point)
    • Training Dungeon Tile (Max Action Points)
    • Medical Dungeon Tile (Max Action Points)
    • Teleportation Dungeon Tile (1 Action Point)
  • Hazard Tokens
    • Chasm and Flood
    • Lava
  • Doorway Tokens
    • Cave-In
    • Wall
    • Closed Doorway
  • Enemies
    • Enemy Special Rules
    • Sentinel Enemies
  • Combat
    • Combat Setup
    • Combat Order
    • Focus
    • Attacking
    • Hit Chance
    • Damage
    • Defeat
    • Additional Combat Rules
      • Joining Combat
      • Range
    • Elemental Damage
    • Combat Status Effects
    • Flee
    • Combat Example
  • Player versus Player (PvP)
    • PvP Actions
      • Loot (1 Action Point)
      • Escape (2 Action Points, or 1 on failure)
      • Block (1 Action Point)
  • Dungeon Lord
    • Assess Threat
    • Threat Meter
    • Lord Event Cards
    • Noise
    • Lord Event Card Text
    • Lord Event Card Colors
    • Rampage
    • Encountering Heroes
    • Joining Combat (Dungeon Lord)
    • Lord Event Actions
    • Exceptions to Drawing
    • Charge
  • Appendix: Hero Special Rules
    • General Rules
    • Indulf Armiger – Paladin
    • Cephenrene Leigh Iaomai – Fire Mage
    • Simon Ailuros – Thief
    • Akachi Bello – Warrior
    • Lona Elernae – Ranger
    • Shard – Monk
    • Sarah Majstro – Wave Warper
    • Rolandra Pagos – Ice Mage
    • Sasha Fotia – Alchemist
    • Saskia Thanasima – Assassin
    • Brahms – Watchman
    • Elle – Prophet
    • Grigory – Tactician
    • Jade – Bard
  • Index
  • Credits

Components

  • Hero Ability Cards (81)
  • Lord Event Cards (35), including Catastrophic LE Cards (10)
  • Risk Cards: Body (37), Debris (37), Chest (37), Mist (37)
  • Minion Enemy Cards (100)
  • Item Store Cards (36)
  • Campaign Risk Cards (25)
  • Campaign Ally Card (1)
  • Community Risk Cards (12)
  • Sentinel Enemy Cards (8)
  • Equipment Store Cards (18)
  • Mining Cards (20)
  • Dungeon Lord Enemy Cards (3)
  • Reward Cards (70)
  • Attachment Cards (20)
  • Ability+ Cards (9)
  • Enemy Adjustments Card (1)
  • Clear Acrylic Stat Cubes (36): Black (6), Red (6), Yellow (6), Blue (6), Purple (6), Green (6)
  • D20 Dice (6)
  • Damage Tokens: 1 Damage (11), 3 Damage (9), 5 Damage (5)
  • Dungeon Tiles (31)
  • Max Markers (12): Purple (6), Green (6)
  • Coin Tokens: 1 Coin (20), 5 Coin (10)
  • Red Acrylic Marker Cubes (16)
  • Reference Tokens, A–M pairs (26)
  • Tile Content Charts (4)
  • Rulebook (1)
  • Merchant Markers (5)
  • Dual-Layer Threat Meter (1)
  • Acrylic Standees: Heroes (10), Dungeon Lords (3)
  • Turn Order Tokens (5)
  • Ice Path Tokens (4)
  • Hero Player Boards (10)
  • Player Aid Foldout (1)
  • Risk Tokens: Body (7), Chest (7), Debris (7), Mist (9)
  • Status Effect Tokens: −3 Health (6), −2 Power / −2 Action Point (6), −2 / −1 Defense (8), Stunned / Confused (6), Dungeon Lord Event (3)
  • Noise Tokens: 0/6 (6), 1/4 (4), 2/4 (3), 3/4 (3), 5/6 (7), 7/8 (7)
  • Hazard Tokens: Chasm (1), Flood (1), Lava (1)
  • Cave-In / Wall / Closed Doorway Tokens (14): Cave-In / Wall (4), Cave-In / Door (6), Wall / Door (4)
  • Secret Envelope (1)
  • Game Trayz™ Player Trays (6)

From Another World (bonus content): Ability Cards (16), Minion Cards (12), Reward Cards (32), Body Risk Cards (5), Debris Risk Cards (5), Attachment Cards (4), Ability+ Cards (2), Accessory Cards (15), Dungeon Tile (1), Hero Boards (2), Acrylic Standees (2)

Deluxe Edition Only: Miniatures — Heroes (16), Dungeon Lords (4); Campaign Book (1); Secret Box (1)

Quick Reference

This summary is printed alongside the Components list for easy reference during play; the full rules for each step are found on the pages noted.

Round Structure (Page 14)

  1. Determine Initiative.
  2. First Hero's turn: Spend Action Points, assessing Threat as necessary and applying Experience and Health changes immediately.
  3. Enemy attacks: Enemies in formation attack in order.
  4. End-of-turn maintenance: i. Refresh Action Points. ii. If Threat Meter discarded, draw Lord Event Actions. iii. Adjust any counters applicable to turns.
  5. Repeat steps 2-4 for each player.
  6. End-of-round maintenance: i. Apply special rules of enemies in active combat. ii. Adjust Merchant Markers, Event Length Meters, and other counters applicable to rounds.

Advanced Actions (Pages 17-21)

RUN (PAGE 17)

  • Spend 1 Action Point.
  • Move two Dungeon Tiles.
  • Place −2 Defense Status Token on Hero Board.
  • At the end of the round, turn to −1 Defense side.
  • Next round:
    • Run again, return to −2 Defense side.
    • Otherwise, remove token.

SHOUT (PAGE 17)

  • Spend 1 Action Point.
  • Set the Noise value in the Dungeon Tile to 6.
  • Assess the Threat.
  • Roll 1d20.
    • If the result is [1-17], nothing else happens.
    • If the result is [18-20], draw a Sentinel Enemy Card.

SNEAK (PAGE 17)

  • Spend maximum Action Points.
  • Move one Dungeon Tile.
  • Set the Hero's Noise value to 0.

EVADE (PAGE 18)

  • Spend 2 Action Points.
  • Roll 1d20.
    • If the result is [≤ Evade Roll], success.
    • If the result is [> Evade Roll], fail.
  • Success:
    • Move through Dungeon Tile and end movement in an adjacent tile.
    • Enemies will not Focus on Hero.
    • Gain 1 Experience.
  • Fail:
    • Move through Dungeon Tile.
    • Enemies Focus on Hero.

STANDARD ATTACK (PAGE 18)

  • Spend 1 Action Point.
  • Choose a target in Range.
  • Roll 1d20.
  • Compare to Hit Chance.
  • Use Power to calculate Damage.
  • May only apply one Elemental Damage value.
  • If attack hits, gain 1 Experience.

RETREAT (PAGE 18)

  • To disengage from non-PvP combat.
  • Spend 2 Action Points (or, if Weakened, spend 1 Action Point).
  • Enemy with highest Power in the front row attacks.
  • May not subtract maximum Action Points from enemy's Hit Chance.
  • Still counts as combat for Lord Event Actions.
  • Move into an adjacent Dungeon Tile.
  • If other Heroes left in Dungeon Tile:
    • Enemies change Focus to Hero with highest Noise value.
  • If no other Heroes left in Dungeon Tile:
    • Gather enemies and unrevealed Reward Cards, and mark with Reference Tokens.
    • Discard tokens from Minions.
    • Retain tokens on Sentinels and Dungeon Lords.

REST (PAGE 19)

  • Must not be engaged in combat.
  • Spend maximum Action Points.
  • Set the Hero's Noise value to 0.
  • Roll 1d20.
    • If the result is [≤ 20 − ], restore up to 6 Health.
  • Health may not exceed the maximum for current Level.

USE ABILITY / USE ITEM (PAGES 20-21)

  • Pay Action Point cost and apply special rules immediately.
  • If using an Ability, gain Experience at bottom of card.
  • May still spend Action Points.
  • May not subtract maximum Action Points from enemy's Hit Chance.

Forteller

We are once again blessed to be able to partner with the great folks over at Forteller Games, who provide a unique enhanced tabletop experience! Find out what it's like to bring the Heroes of Dungeons of Infinity to life, as you listen to high-quality narration on the Forteller Platform.

This interactive app lets you listen to the story in the Heroes' own voices, instead of reading the narrative yourself. When you download Forteller, you'll be treated to a narrative experience by a carefully curated team of professional voice actors, with realistic sound effects and incredible music that sets the scene as you play.

Using Forteller is easy! Just choose which chapter you want to hear come to life by using the appropriate narration bundle. Any time the story branches, you'll be prompted to choose a story path. From there, you'll hear the effects of your choice on Forteller.

The app saves previous sessions, so you don't lose your place during breaks. It has an option to enable a spoiler-free experience as you browse. It offers gameplay tracking that shows your completion of the narrative Campaign. It offers a truly unique cross-platform play experience, so you can use any officially supported platform with just one account and one purchase! Forteller is also building new tools all the time! Visit www.fortellergames.com to learn more about which devices you can use to listen to Dungeons of Infinity.

To download the Forteller application, simply go to the Apple App Store / Google Play Store, or scan the QR code at the bottom of the page. The application is free to download, and you can create your secure account on either the mobile app or the website. You can purchase Dungeons of Infinity (or any other Forteller Audio Narration) directly from the website and play the narration audio from any Forteller supported system.

Any audio narrated scene in Dungeons of Infinity is noted by the icon below, along with the title of the track. Look for these and amplify your adventure today!

SCENE TRACK NAME

Starting the Game

Dungeons of Infinity is very versatile and can be played in multiple different ways. Scenarios can be played standalone or linked sequentially as Extended Scenarios, and many of these can be played in both Cooperative and Competitive Modes. Players might also partake in a 40-hour narrative Campaign, with two all-new prequel Mini-Campaigns offering further insight into the past exploits of certain characters. This second edition of Dungeons of Infinity also includes two further Mini-Campaigns featuring characters from another world, and the Midnight's Deep Special Scenario offers unique enemies, mechanics and rewards, but is not for the faint-hearted!

This book describes the basic setup for any Scenario, but special rules may also be found in the Campaign Book that apply to any of these steps, so always determine which specific Scenario and Mode you will be playing before you begin. An additional set of overarching special rules also apply when playing the Campaign, which can be found on page 25 of the Campaign Book. These rules most commonly take the form of adding or removing cards from decks and/or placing the Dungeon Tiles in a specific way in order to create a preset map, but there are many other rules in the game which may be affected by these special rules. Apply them while performing setup where necessary, remembering that where these rules conflict the Campaign Book special rules always take precedence.

As described in the Campaign Book, the "Coin Quest" Scenario makes a very good starting point for your first game of Dungeons of Infinity, as it doesn't have any Catastrophic Events.

Alternatively, you may wish to jump straight into the cooperative story Campaign of Dungeons of Infinity. These games may make use of special cards which are only used in that Dungeon.

Catastrophic Events

A Risk Card with this symbol is a Catastrophic Event. Catastrophic Event Cards are ignored in some Scenarios. If the Scenario you are playing does not use Catastrophic Events, you would remove these cards from the Risk Decks before play commences, or discard them and draw another when drawn during play.

Starred Enemies

Some enemies have a star in the top-right corner of their card. It is recommended that novice players remove all of these enemies from the Minon deck, and even more experienced players should not include too many at once. During the Campaign, starred enemies are only used when instructed to do so by name.

Campaign Cards

There are some Risk Cards that are only used in Campaign games. These cards are placed in their respective decks during specific Dungeons, and should only be used as indicated by the Campaign Book. These cards are easily identified by their unique design, with this symbol in their top-right corner, and both the Campaign name and the Dungeon number in which they are used as the title of the card. You may also come across some other cards of different types featuring this symbol as well.

Note: Many Scenario and Campaign games don't use all of the Risk Cards, adding or removing various card types and even specific cards from their respective decks during setup. For more information, see Risk Cards, page 26.

Another World

As the Mist spread throughout the Kingdom of Armiger, strange portals began to appear in the darkest corners of its Dungeons, shimmering with a faint, purplish light. Not content with its own domain, the Mist sought allies and new sources of power beyond the borders of its own world. It could not anticipate that, in doing so, it would summon new Heroes to challenge its growing dominion over these lands...

This second edition of Dungeons of Infinity includes Hero Boards, standees and cards for two new Heroes... from Another World! You can use these Heroes in any Scenario or Campaign where you have the option to choose which Hero to use by following all normal rules, unless any special rules indicate otherwise.

Each of them also has their own 1-2 player Mini-Campaign at the back of the Campaign Book, and this is where the Special Scenario Midnight's Deep can also be found. The Minion Cards, Accessory Cards and special Dungeon Tile are only intended for use with these modes of play.

Finally, various Items and pieces of Equipment are included on special Risk and Reward Cards, including brand-new weapon types: Hammers and Spears. Any number of these cards can be optionally incorporated into their appropriate decks during the setup of any normal Scenario.

These components are all marked with this icon to differentiate them from the rest of those found in the core game or other expansions.

General Setup

Once you have determined how you will be playing the game, follow this general setup guide, taking extra care to implement any special rules that apply to these steps as indicated by the Campaign Book:

  1. Find and organize these decks of cards and tiles. Shuffle them and place them face down on the table. i. Store Cards: Item and Equipment ii. Risk Cards: Body, Debris, Chest and Mist iii. Reward Cards iv. Enemy Cards: Minion, Sentinel and Dungeon Lord v. Lord Event Cards vi. Dungeon Tiles
  2. Separate the tokens into groups based on type, ideally where all players can reach them.
  3. Shuffle the Tile Content Charts, draw one at random and place it Standard side up.
  4. Place the Threat Meter with a Marker Cube on the starting value. This value is determined by the number of players, and is indicated accordingly on the values of the Threat Meter.
  5. Each player receives the following components matching their Hero of choice, to be placed in front of them while remembering to leave room for a Combat Area. i. One Hero Board, with their choice of Tray and one of each color Stat Cube ii. One Hero Standee (Deluxe Only: or Miniature) iii. Four Level 1 Hero Ability Cards
  6. Stat Cubes are placed on the starting positions of each meter, as indicated by the circled values. Max Action Point Markers are placed on the space indicated by a dot, interlocking with the cube (see Action Points, page 13).
  7. Each player receives 3 Armiger Coins and 1d20 die.
  8. Place the Starting Tile to begin the Dungeon Build Area. No Dungeon Tile may ever be placed in any position south of the bottom edge of the Starting Tile.
  9. Deal six Item Store Cards and four Equipment Store Cards face up.
  10. Place all Hero Standees (or Miniatures) on the Starting Tile.

Finally, apply any additional setup or special rules for your chosen Scenario as detailed in the Campaign Book.

For important information on each Hero and their Abilities, see Hero Special Rules, page 46.

Scenario Difficulty

You can customize your experience of Dungeons of Infinity to enhance your enjoyment further. Utilize any combination of the following guidelines and adjust the difficulty of any Scenario to suit your needs.

  • Lowering Difficulty: set the Threat Meter to a lower starting number; remove starred enemies (see Starred Enemies, page 7); use a Standard Difficulty Tile Content Chart (see Dungeon Tiles, page 25); do not use Catastrophic Lord Event Cards (see Lord Event Cards, page 42).
  • Raising Difficulty: set the Threat Meter to a higher starting number; remove Spider enemies; use a Hard Difficulty Tile Content Chart; use Catastrophic Lord Event Cards.

Casual Game

In a Casual Game, do not use the Threat Meter, do not draw Lord Event Cards to assess the Threat (see Assess Threat, page 41), and do not draw for Lord Event Actions (see Lord Event Actions, page 44). Therefore, a Dungeon Lord will never enter the Dungeon. Ignore all Risk Cards featuring Catastrophic Events (see Catastrophic Events, page 7) and any that place a Lord Event Status Token (see Status Tokens, page 29).

Hero Board

Each Hero has a Board that shows all of the relevant information for that Hero. It has meters to track Level, Experience, Health, Power, Defense, and Action Points, with slots for Equipment along the bottom, as well as other important information about them.

  1. Name and Class
  2. Hit Chance
  3. Noise
  4. Carry Limit
  5. Current Level
  6. Experience Meter
  7. Health Meter
  8. Power Meter
  9. Defense Meter
  10. Action Points Meter
  11. Evade Roll
  12. Standard Attack
  13. Elemental Weakness
  14. Lord Event Actions
  15. Special Rule
  16. Equipment Slots

Hit Chance

Hit Chance represents the likelihood that a Hero's attack will hit its target (see Hit Chance, page 34). A Hero's Hit Chance may be increased by various pieces of Equipment, Ability Cards or Scrolls, while other things can decrease it.

Noise

Heroes make Noise as they perform actions in the Dungeon. The higher the number listed on their Hero Board, the more Noise they make. This number is usually used to determine the Dungeon Lord's movement. If an action or event affects a Hero's Noise value, place a Noise Token of the appropriate value over this icon to indicate the new value (see Noise, page 42).

Carry Limit

The Carry Limit is the number of Items a Hero can easily carry in their inventory. Items equipped to slots do not count against the Carry Limit, and nor do Pocket Items (see Pocket Items, page 20). A Hero may exceed their Carry Limit, at which point they become Encumbered, losing 1 Action Point for every Item they are carrying above the Carry Limit.

Example: Simon has a Carry Limit of 3 and currently has a maximum of 5 Action Points. If he were carrying five Items, then he would only have 3 Action Points available to spend each turn. The two Items beyond his Carry Limit cause him to become Encumbered and he loses 1 Action Point for each Item over the Carry Limit of 3.

Level and Experience

The more a Hero participates in battle, the stronger they become. This prowess is represented by their Level, a number between 1 and 5. As the Hero progresses through these Levels, they learn more Abilities, and those they already possess get stronger. It also becomes possible for them to use better Equipment.

A Hero begins a new game at Level 1. In order to progress to higher Levels, they must gain Experience, representing their accomplishments in battle as a number between 1 and 15.

Heroes immediately gain 1 Experience when they successfully hit an adversary while performing a Standard Attack (see Standard Attack, page 18), or when they successfully elude enemies in a Dungeon Tile by performing the Evade action (see Evade, page 18). Certain Abilities grant Experience as well, as shown at the bottom of their Ability Card (see Use Ability, page 19).

Level Up

When a Hero gains the required number of Experience to progress to their next Level, the following steps occur immediately:

  1. The Hero increases their Level Meter by 1.
  2. The Hero resets their Experience Meter to 0.
  3. The Hero instantly heals up to their maximum Health for the new Level.
  4. The Hero can now perform their existing Abilities using the values for the new Level, as well as those for any lower Levels.
  5. The Hero gains a new Ability Card with a Level requirement equal to that of the new Level.
  6. The Hero can now use Equipment with a Level requirement equal to or less than the new Level.

Each subsequent Level requires more Experience in order to reach it, as depicted on the Hero Board:

  • To advance from Level 1 to Level 2: 10 Experience.
  • To advance from Level 2 to Level 3: 12 Experience.
  • To advance from Level 3 to Level 4: 14 Experience.
  • To advance from Level 4 to Level 5: 15 Experience.

When a Hero reaches Level 5, they no longer gain Experience.

Health

Each Hero starts the game with a fixed amount of Health, as circled on the Health Meter of their Hero Board. As a Hero's Level increases, so does their maximum Health, and they may never exceed that value.

A specially shaped marker is used to track the current maximum Health of the Hero by placing it one space higher than that value on the track, thus blocking the Stat Cube from moving any further in that direction.

Health changes are always applied immediately. When a Hero's Health reaches 5 or less, they become Weakened, and when their Health reaches 0, they become Exhausted.

Weakened

When a Hero's Health reaches 5 or less, they become Weakened, as signified by the dark circle around that number on their Health Meter. The Hero's total Power, Defense and Action Points are immediately cut in half, rounded down.

During combat, a Weakened Hero may spend just 1 Action Point (instead of 2) to perform the Retreat action (see Retreat, page 18).

If a Hero would benefit from a Scroll effect while Weakened, they immediately lose any benefit (see Scrolls, page 21).

If a Weakened Hero restores their Health to 6 or more, their total Power, Defense and Action Points are immediately returned to normal.

Exhausted

When a Hero's Health reaches 0, they become Exhausted. Being Exhausted will be handled differently depending on which Scenarios and Modes are in play.

  1. In a Cooperative Scenario, if a Hero becomes Exhausted, the game is simply lost. Reset the Dungeon and try again.

  2. In a Competitive Scenario, the Exhausted Hero must perform a free Retreat action (see Retreat, page 18), but may only move into a previously discovered Dungeon Tile. This Dungeon Tile should be adjacent to their current tile, and not contain any enemies or a Rope that has been deployed. If all adjacent Dungeon Tiles contain enemies or a Rope, the Hero may move to the closest non-adjacent Dungeon Tile which does not contain any of these things. If there is a tie, the player chooses.

    The Hero must then perform the Rest action for their next two turns to restore their Health to 12 (see Rest, page 19), and so will have a Noise value of 0 until the end of the next round (see Noise, page 42). After they have rested, the Hero will wake up at the beginning of the following round. This means all eligible Heroes will wake up simultaneously each round, so if two or more Heroes were Exhausted in the same Dungeon Tile at the same time, none of these Heroes may perform the Loot action on the other, no matter which player has Initiative this round (see Loot, page 40).

    If an Exhausted Hero wakes up in a Dungeon Tile with a Dungeon Lord, the Dungeon Lord will not automatically Focus on the Hero, and therefore the Hero may leave the Dungeon Tile without having to perform the Retreat action, unless drawing a Lord Event Card causes them to be attacked by the Dungeon Lord before they have the opportunity to do so (see Dungeon Lord, page 41).

  3. During a Campaign game, players have a choice of how to handle Heroes that have been Exhausted. They may either use the normal Exhausted rules for Cooperative Scenarios and restart the Dungeon, or they can opt for their Hero to sit out the remainder of the round in their current tile. At the start of the next round, they wake up with 10 Health. If this option is chosen, the Dungeon Lord will behave as it would in a Competitive Scenario.

Power

Power represents the force behind a Hero's attacks and directly affects the amount of Damage they can deal to an opponent (see Damage, page 34). Each Hero's starting Power reflects the basic weapons they already have equipped. Their Power may then be increased by various pieces of Equipment, Ability Cards or Scrolls, while other things can decrease it.

Defense

Defense represents a Hero's resilience to incoming attacks and directly affects the amount of Health they will lose if an attack hits (see Damage, page 34). Each Hero's starting Defense reflects the basic armor they already have equipped. Their Defense may then be increased by various pieces of Equipment, Ability Cards or Scrolls, while other things can decrease it.

Action Points

Action Points reflect a Hero's speed and determine how many actions they may take each turn. Almost everything that can be done in Dungeons of Infinity requires spending at least 1 Action Point (see Actions, page 15). A Stat Cube is used to track the number of Action Points currently available to the Hero, decreasing as they perform actions during their turn.

Action Points are refreshed to their current maximum at the end of the Hero's turn, and cannot be saved from one turn to the next, although a Hero might start an Ability or Scroll which costs more than 1 Action Point at the end of one turn and finish it at the start of the next (see Start an Ability or Scroll, page 20). A specially shaped marker is used to track the current maximum number of Action Points the Hero may have by placing it one space higher than that value on the track, thus blocking the Stat Cube from moving any further in that direction.

Action Points are also used to modify incoming attacks. When an adversary attacks a Hero, the Hero may subtract their current maximum number of Action Points from the adversaries' Hit Chance in most cases (see Hit Chance, page 34).

Note: The current maximum refers to the position of the Max Action Point Marker on the Hero Board, not the number of Action Points that have been spent.

Stat Meter Limits

In the unlikely event that a Hero has an extremely high value of Power, Defense and/or Action Points for an extended period and it cannot be represented using the Meter for that stat, place Marker Cubes on their Hero Board to represent this value instead. Conversely, Level, Experience and Health can never exceed their maximum value.

Evade Roll

Each Hero has a unique number they need to roll in order for an Evade action to be successful (see Evade, page 18).

Standard Attack

All Heroes have a Formation Range of at least 1 (see Formation Range, page 36) for their Standard Attacks (see Standard Attack, page 18). Some Heroes can apply special properties to their Standard Attacks, such as being able to attack distant adversaries from increased Range, or upgrading their attacks with Elemental Damage (see Elemental Damage, page 37).

Elemental Weakness

Many Heroes are weak to one or more Elements. These could be Fire, Ice and/or Poison (see Elemental Damage, page 37).

Lord Event Actions (Hero Board)

When the Threat Meter has been discarded, this section of the Hero Board is one of the things that determines when Lord Event Cards are drawn. At the end of their turn, a player will draw one Lord Event Card for each of the actions appearing here if they performed it during that turn (see Lord Event Actions, page 44).

Special Rule

Some Heroes have special rules that apply only to them but are always in effect while they are in play (see Hero Special Rules, page 46).

Equipment Slots

A Hero may equip one piece of Equipment to each of their slots, so long as the icons match and they are of the correct Level to wield it (see Equip, page 16). Equipment Slots may also be enhanced with Crafted Items (see Crafting, page 24).

Initiative

Dungeons of Infinity is played in rounds, during which each Hero will have one turn. The order is determined by an Initiative roll at the start of each round. Each player rolls a 20 sided dice (1d20) for each Hero they control. The lowest number has Initiative for that round. If there is a tie, these Heroes reroll their dice to determine the Initiative order amongst themselves. Heroes take their turns in Initiative order, from lowest to highest. Each Hero receives an Initiative Order Shield, numbered from 1 to 5, placing it on their Hero Board to indicate when they will take their turn during that round.

Example 1: In a five Hero game, Akachi rolled a 9, Cephenrene rolled 14, Sasha rolled 17, Shard rolled 5 and Lona rolled 19. Therefore, Shard takes the #1 Initiative Order Shield, Akachi takes the #2 Shield, Cephenrene takes the #3 Shield, Sasha takes the #4 Shield and Lona takes the #5 Shield.

The Hero who rolled the lowest Initiative may pass their Initiative and go last. The next lowest roll then has the lowest Initiative. Only the Hero who rolled the lowest Initiative may choose to pass and go last. No other Hero may pass their Initiative that round.

Example 2: Shard has the lowest Initiative Order Shield, but chooses to go last. Therefore, Shard takes the #5 Shield instead. Akachi then takes the #1 Shield, Cephenrene takes the #2 Shield, Sasha takes the #3 Shield and Lona takes the #4 Shield.

When playing with only two Heroes, do not make an Initiative roll, but choose the order instead.

Solo Play

Dungeons of Infinity is designed to be played by 2 to 4 players, each of them controlling a single Hero. While it is equally possible to play solo in this way, it is recommended that you take control of at least two Heroes at the same time instead.

Die Roll Notation and Rerolls

Dungeons of Infinity uses standard dice notation of "XdY", where "X" is the number of dice, and "Y" is the type of dice or number of sides of the dice. Therefore, rolling a single twenty-sided die to determine Initiative is rolling 1d20.

Low rolls are generally considered successful, whereas high rolls are often unsuccessful.

If a Hero is given the option to reroll any number of dice, the reroll occurs immediately after the original roll, and they must accept the new result. A rerolled die cannot be rerolled again, even if the opportunity to do so comes from another effect.

Turns

A turn refers to all activity relating to an individual Hero while they are active during a round. Each turn consists of the following:

  1. The Hero spends Action Points (see Actions, page 15), assessing the Threat as necessary (see Assess Threat, page 41) and applying Experience and Health changes immediately.
  2. If there are enemies Focused on the Hero, they will attack in order (see Attacking, page 34).
  3. End-of-turn maintenance: i. Refresh Action Points to their current maximum. ii. If the Threat Meter is absent, draw Lord Event Cards as indicated by the Hero's Lord Event Actions (see Lord Event Actions, page 44). iii. Adjust any tokens and counters applicable to turns which have not already been adjusted.

Rounds

A round encompasses all of the actions of all Heroes and enemies. Each round consists of the following:

  1. Player order determined by rolling for Initiative.
  2. Player turns in Initiative order, from lowest to highest.
  3. End-of-round maintenance: i. If there are enemies in active combat, apply any special rules listed on their Enemy Cards (see Enemies, page 32), if applicable. ii. Adjust any Merchant Markers (see Merchant, page 23), Event Length Meters (see Event Length Meter page 20), and any other tokens and counters applicable to rounds that have not already been adjusted.

Actions

Performing Hero actions makes up the main portion of the game and almost all require Action Points to use. There are no limitations to how a Hero may spend their Action Points, so long as each action is governed by the rules relating to that action.

As the use and respective cost of possible actions available to a Hero is so diverse, they have been divided into a series of categories in an attempt to aid players in figuring out which of the actions they have at their disposal would be of use in any given situation. These categories are: Basic Actions, Advanced Actions, Special Item Actions, Special Tile Actions and PvP Actions.

This section details all of the normal actions available to a Hero (Basic and Advanced), as well as the Special Item Actions. For Special Tile Actions, see Special Dungeon Tiles, page 30, and for PvP Actions, see Player versus Player (PvP), page 40.

Basic Actions

These actions are very straight forward and mostly require the Hero to spend a number of Action Points in order to resolve a very simple instruction.

Drop (0 Action Points)

Items can be found in all sorts of places and can be used by the Heroes to great effect. Items are most easily procured by purchasing them from the Merchant. Some Risk and Reward Cards also feature Items. Risk Cards are drawn as Heroes explore the Dungeon and examine what they find there, while Reward Cards are received when enemies are defeated.

A Hero may drop any number of Items that they are carrying on the floor of their current Dungeon Tile at any time, not just during their turn. It does not cost any Action Points for a Hero to do so. Use a Reference Token to mark the location of the Item(s) which were dropped.

Pick Up (1 Action Point)

A Hero may pick up any number of Items lying on the floor of the current Dungeon Tile by spending 1 Action Point. These Items may have been dropped by this Hero, another Hero, or by defeated enemies.

Note: Items revealed when drawing Risk Cards do not need to be picked up, as the effects are applied immediately (see Risk Cards, page 26).

Reference Tokens: If Heroes leave a Dungeon Tile with Items or enemies in it, then a matched pair of Reference Tokens are used to track the Dungeon Tile and its contents. Place one Reference Token on the Dungeon Tile and the matching one on the Item or Enemy Cards that are in the Dungeon Tile. Reference Tokens are also used to mark enemies revealed by Abilities.

Example: Sarah drops a Health Potion on Tile 5. Move the Health Potion away from Sarah's play area, then place one Reference Token (A) on Tile 5 and the other Reference Token (A) on the Health Potion.

Trade (1 Action Point)

A Hero may exchange any number and combination of Items between themselves and another Hero in the same Dungeon Tile. The active Hero must spend 1 Action Point to give or receive as many Items as agreed upon by the two players. It does not cost the non-active Hero any Action Points.

Equip (1 Action Point)

Items generally regarded as weapons and clothing are considered Equipment. These must be placed in a Hero's Equipment Slots in order to be used and for any of their special rules to apply. Special rules only apply to the Hero who has the item equipped, unless otherwise indicated.

A Hero may equip one piece of Equipment to each of their slots, so long as the icons match and they are of the correct Level to wield it. It costs 1 Action Point to commence this action, with which a Hero may equip or unequip any number of Items to each of their slots as they see fit. A two-handed piece of Equipment is placed in the middle, taking up both the left and right hand.

Example 1: Lightbearer can be equipped in Akachi's left hand or right hand because he has the sword icon on both hands. He cannot equip Talonstrike because he does not have the bow icon in any of his Equipment Slots. When he equips Power Beast, it is placed between the left and right hand slots.

Equipment cards show the following information:

  1. Name: The name of the Equipment.
  2. Value: The worth of the piece of Equipment in Armiger Coins.
  3. Type Icon: The type of Equipment.
  4. Level: The Level the Hero must attain to use the Equipment.
  5. Two-Handed: Takes up both the left and right hand slots.
  6. Stat Modification: The stat that is modified by equipping the Equipment.
  7. Special Rules: When a Hero uses this piece of Equipment, apply these rules immediately.

Equipped Items can modify the Hero's stats, such as Hit Chance, Defense and Power, but not replace or supersede them. When equipping or unequipping an Item, apply these modifications to the appropriate stat immediately.

Example 2: Lightbearer adds 1 to Akachi's Power of 5. He can immediately move his Power cube to 6.

Equipped Items can also add to the special properties of Standard Attacks (see Standard Attack, page 18), such as Range (see Range, page 36), Elemental Damage (see Elemental Damage, page 37) and Combat Status Effects (see Combat Status Effects, page 37), but these effects do not apply to Abilities, unless otherwise indicated.

In addition, these effects are not cumulative, so multiple Items with the same effect will not offer that effect multiple times, including if the Hero's Standard Attack already has that special property listed on their Hero Board. If two or more Items add different amounts of Elemental Damage, only one of the values may be applied to the attack.

Example 3: Akachi equips Ferrous Flame in his left hand and Dagger of the Sun in his right hand. Even though both weapons have the capacity to add 2 Fire Damage to his Standard Attacks, this does not mean that they add up to apply 4 Fire Damage at once, as the effects are not cumulative.

Enhance (1 Action Point)

A Hero may use Items with the Weapon Enhancement symbol to improve the characteristics of any piece of Equipment which can be equipped to either or both hand slots (except a shield). Spend 1 Action Point to place the Weapon Enhancement so that its special rules can still be read when this Hero's piece of Equipment is placed in the slot over the top of it. Once installed, the Weapon Enhancement becomes a permanent part of that piece of Equipment, even if it is unequipped, and each weapon can only be enhanced once. Like Pocket Items (see Pocket Items, page 21), Weapon Enhancements never count against a Hero's Carry Limit.

Example: Lona enhances Wyvern Fang with the Jade Orb. When equipped, the knife now lowers her Noise value to 1, in addition to already increasing her Power by 1 and adding Ice Damage.

Move (1 Action Point)

A Hero may spend 1 Action Point to move from one Dungeon Tile to another. Movement back and forth between two adjacent Dungeon Tiles may only occur if they both have a doorway in the shared wall. If moving into an unexplored area, follow the rules for placing Dungeon Tiles (see Dungeon Tiles, page 25).

Examine (1 Action Point)

A Hero may spend 1 Action Point to examine a Body or Debris Risk Token. The player draws the corresponding Risk Card to determine what they have discovered. Once the Body or Debris has been examined, remove the token from the Dungeon Tile.

Advanced Actions

These actions are slightly more involved, but still work by having the Hero spend a number of Action Points in order to resolve an instruction.

Run (1 Action Point)

A Hero may move twice as fast by running, spending 1 Action Point to move two Dungeon Tiles. The first time a Hero performs the Run action in a turn, place a −2 Defense Status Token on the Hero's image on their Hero Board (see −2 Defense, page 29). At the end of the maintenance phase at the end of that round, turn the token over to the −1 Defense side. If the Hero runs again during the following round, return the token to the −2 Defense side, turning it back to the −1 Defense side at the end of the maintenance phase at the end of that round, as before. Remove the token if it is ever showing the −1 Defense side at the end of the maintenance phase at the end of a round.

Shout (1 Action Point)

A Hero may attempt to distract a Dungeon Lord by calling out into the darkness. Spending 1 Action Point will set the Noise value in the current Dungeon Tile to 6 until the end of the round (see Noise, page 42). Place a Noise Token in the tile to indicate this value, unless there is already a token of equal or greater value in that tile. If the Hero moves to another tile, a Dungeon Lord will therefore move toward the Dungeon Tile where the Hero performed the action, and not towards the Hero who shouted (see Lord Event Card Text, page 43).

This desperate act is not without peril, however. Firstly, assess the Threat (see Assess Threat, page 41). Next, roll 1d20. If the result is [1-17], nothing else happens, but if the result is [18-20], draw a Sentinel Enemy Card. The Sentinel will immediately Focus on the Hero who performed the Shout action.

Sneak (Max Action Points)

A Hero quietly moves into a Dungeon Tile containing no enemies. Spend their maximum number of Action Points for one complete turn in order to move one Dungeon Tile and set the Hero's Noise value to 0 for the remainder of this round (see Noise, page 42).

Evade (2 Action Points)

A Hero may attempt to pass through a Dungeon Tile without being detected by the enemies there. Spend 2 Action Points and roll 1d20. Each Hero has a unique range indicating success for this roll printed on their Hero Board. If the result is not in this range, the roll fails.

If the roll is successful, the Hero moves through the Dungeon Tile and ends their movement in an adjacent tile. Enemies in the tile who are not already engaged in combat will not Focus on the Hero as they enter the Dungeon Tile (see Focus, page 34). If the movement would require that a new Dungeon Tile be drawn, follow the rules for placing Dungeon Tiles (see Dungeon Tiles, page 25). The Hero gains 1 Experience for successfully evading enemies (see Level and Experience, page 11).

If the roll fails, the Hero ends their movement in the Dungeon Tile containing the enemies and all the enemies not already Focused on another Hero will Focus on them. The Hero may spend the rest of their Action Points before being attacked. The Hero may not subtract their maximum number of Action Points from the enemy's Hit Chance when attacked this turn. If the roll fails, this action still costs 2 Action Points.

Note: A Hero may not perform the Evade action to avoid triggering Mist Risk Tokens (see Mist, page 26).

Standard Attack (1 Action Point)

A Hero may perform a Standard Attack at the cost of 1 Action Point. Choose a target using the Formation Range (see Formation Range, page 36) printed on their Hero Board, then roll 1d20 and compare the result to their Hit Chance. Use the current value of the Hero's Power Meter when calculating Damage (see Damage, page 34), and only one value of Elemental Damage values that appears between their Hero Board, active Items, Equipment and Attachments may be applied (see Elemental Damage, page 37). The Hero gains 1 Experience if a Standard Attack hits, even if it does no Damage (see Level and Experience, page 11). In the rare situation where a Hero finds themselves in a Dungeon Tile with an enemy that is not Focused on any Hero, a Standard Attack can be used to initiate combat (see Combat, page 33).

Retreat (2 Action Points, or 1 if Weakened)

A Hero may use the Retreat action to disengage from combat with an enemy. For combat with another Hero, they must perform the Escape action instead (see Escape, page 40). The Hero must be able to spend 2 Action Points in order to perform the Retreat action, unless they are Weakened, in which case they only need to spend 1 Action Point (see Weakened, page 12).

The Hero is attacked by the enemy with the highest Power in the front row, then moves into an adjacent Dungeon Tile. The Hero may not subtract their maximum number of Action Points from the enemy's Hit Chance when attacked during a retreat. This attack is considered to be combat and would cause the Hero to draw a Lord Event Card after their turn if combat is one of their Lord Event Actions (see Lord Event Actions, page 44). If the movement would require that a new Dungeon Tile be drawn, follow the rules for placing Dungeon Tiles (see Dungeon Tiles, page 25).

If there are other Heroes left in the Dungeon Tile after a Hero has successfully retreated, then any enemies that had been Focused on the retreating Hero will stay in formation and automatically change Focus to the remaining Hero with the highest Noise value (see Focus, page 34). If there is a tie, the retreating Hero gets to pick which Hero the enemy will Focus on.

If there are no other Heroes left in the Dungeon Tile after a Hero has successfully retreated, gather the remaining enemies and unrevealed Reward Cards into a pile, then mark these as being in that tile with Reference Tokens. Discard any tokens from Minions, but Sentinels and Dungeon Lords retain their Damage and Combat Status Tokens, so mark them separately.

If a Hero successfully retreats from a Dungeon Lord, the Dungeon Lord still executes their free attack, but the Hero does not draw a Lord Event Card, and if there are other Heroes still in the Dungeon Tile, the Dungeon Lord will still automatically Focus on the remaining Hero with the highest Noise value, but does not execute another attack (see Dungeon Lord, page 41).

Rest (Max Action Points)

A Hero may pause for a moment and attempt to recover their energy. They may only perform the Rest action if they have their maximum number of Action Points available to spend, and no adversaries are Focused on them. A Hero who is resting has a Noise value of 0 for the remainder of this round (see Noise, page 42), and therefore they cannot be considered the closest Hero to the Dungeon Lord, nor can they be attacked by them.

When performing the Rest action, a Hero may restore lost Health. To calculate if a Hero restores Health while they rest, roll 1d20. If the result is less than or equal to 20 minus the Hero's current Health [≤20 − Health], then the Hero restores up to 6 Health. A Hero's Health may not exceed the maximum number listed on their Hero Board for their current Level (see Health, page 12).

Example 1: Cephenrene currently has a Health of 4, so the target is 20 − 4, or 16. If the result of the roll is [1-16], then she regains up to 6 Health.

Example 2: Sasha currently has a Health of 15, so the target is 20 − 15, or 5. If the result of the roll is [1-5], then she regains up to 6 Health.

Use Ability (X Action Points, indicated on card)

Each Hero has a unique set of Ability Cards. These cards represent other special actions that they can perform during the game. To use an Ability, simply pay the Action Point cost shown on the card, apply its special rules immediately, then gain the amount of Experience shown at the bottom of the card (see Level and Experience, page 11).

Ability cards show the following information:

  1. Name: The name of the Ability.
  2. Level: Level when the Hero receives the Ability.
  3. Action Points: Number needed to use the Ability.
  4. Range: Furthest row that may be attacked in an enemy formation and/or the number of Dungeon Tiles away from which this Ability can be used.
  5. Minions Only: Cannot be used to affect Sentinels or Dungeon Lords.
  6. Condition: Elemental Damage and/or Combat Status Effect that is applied if the attack hits, or as otherwise indicated by the Ability's special rules.
  7. Combat Only: Can normally only be used if there is active combat within Range.
  8. Assess Threat: The Hero must assess the Threat when using this Ability.
  9. Stat Modification: Stat temporarily affected by using the Ability, respective to Level. i. If the number is preceded by a symbol, this number is with respect to the existing stat. ii. If there is no symbol, this number replaces the existing stat.
  10. Additional Iconography: Further information about the use of the Ability. Any stat modifications shown here must be applied, regardless of Level.
  11. Special Rules: When a Hero uses this Ability, apply these rules immediately.
  12. Event Meter: How many turns the effect on the card will last.
  13. Experience: Amount gained for using this Ability.

Heroes start with four Level 1 Ability Cards. Each time their Level increases, they gain another Ability Card to use. Attachment Cards may allow a Hero to upgrade and replace certain Ability Cards in their possession with new Ability+ Card versions (see Crafting, page 24).

There is no limit to the number of times the same Ability can be used each round, so long as the Hero has the Action Points to pay for it. Some Abilities might cause persistent effects to various stats, and these Abilities cannot be used to apply the same effect to the same Hero or enemy in the same round, unless otherwise indicated.

Event Length Meter: This can be found on some Ability, Scroll and Risk Cards. Each hourglass represents one turn, with the total number representing how long the effect will last. Use a Marker Cube to indicate how many turns remain. On a Risk Card, an Event Meter must be allowed to run its course. Conversely, a Hero may remove the cube from an Event Meter on any of their Ability or Scroll Cards at any time to end the effect immediately.

Start an Ability or Scroll: If a Hero does not have enough Action Points to pay for an Ability or Scroll they wish to use this turn, they may instead start it by spending at least 1 Action Point (and therefore this can only be applied if more than 1 Action Point is required). Attach the Ability or Scroll to the Hero Board (see Attach/Remove, page 28), placing one Marker Cube on the card for each Action Point being spent on it this turn. The Hero must finish the action by immediately spending the remaining Action Points at the beginning of their next turn. Alternatively, they may remove the cube(s) to stop the Ability or Scroll and any Action Points spent are lost. A Hero may only start one Ability or Scroll per turn.

Example: Rolandra has applied 2 Action Points to his "Cone of Frost" Ability. Next turn, he will only need to spend 1 more Action Point to use the Ability.

Abilities with the Combat Only icon can normally only be used if there is active combat within the Range of that Ability (see Range, page 36). In the rare situation where a Hero finds themselves in a Dungeon Tile with an enemy that is not Focused on any Hero, an Ability that includes the word "attack" can be used to initiate combat. A Hero may also use any other Ability with the Combat Only icon to prepare themselves for combat, but they must follow through on initiating the combat before the end of their turn (see Combat, page 33). Abilities that do not feature the Combat Only icon can be used at any time, both in and out of combat.

Some Abilities feature the Assess Threat icon, in which case, the Hero does so immediately (see Assess Threat, page 41).

For additional general rules that apply when using Abilities, and more detailed explanations and caveats for certain Abilities, see Hero Special Rules, page 46.

Use Item (X Action Points, indicated on card)

Any Item that is not considered Equipment but still has an active purpose has an Action Point cost. To use an Item, simply pay the Action Point cost printed on the Item Card and apply its special rules immediately.

Item cards show the following information:

  1. Name: The name of the Item.
  2. Value: The worth of the Item in Armiger Coins.
  3. Action Points: Number needed to use the Item.
  4. Consumable: Discard this Item after use.
  5. Pocket Item: Does not count against a Hero's Carry Limit.
  6. Stat Modification: The stat that is modified by using the Item.
  7. Special Rules: When a Hero uses this Item, apply these rules immediately.
  8. Event Meter: How many turns the effect on the card will last.

Pocket Items: A regular Item normally counts as 1 against a Hero's Carry Limit unless it is equipped, but many Items are small enough for a Hero to carry in their pouches or pockets. These small Pocket Items do not count against a Hero's Carry Limit. Pocket Items have a symbol to the right of the title on their card.

Health Potions can be used by a Hero to recover from injury. It costs 1 Action Point to use a Health Potion, which will immediately restore an amount of Health based on its potency. Health Potions are Consumables, and, as such, are discarded after use.

Keys are Pocket Items which can be used to unlock chests (see Chest, page 26). A Hero must spend 1 Action Point to open a Chest Risk Token with a Key. The player draws a Chest Risk Card to determine what they have discovered. Once it has been opened, remove the token from the Dungeon Tile. A Key is not discarded after use, and can be used again to open another Chest.

Scrolls: Most Scrolls will affect every Hero in the same Dungeon Tile as the Hero using it. The effects of these Scrolls do not activate until the turn after they are started, but they affect every Hero in the same Dungeon Tile at the time that they are completed. Therefore, a Hero may start a Scroll in a Dungeon Tile with no other Heroes on one of their turns and finish it after other Heroes have arrived to benefit from the effects, which will be immediately after the action is completed at the start of their next turn. The effects are applied to all Heroes in the Dungeon Tile, even in a Competitive Scenario.

Scrolls which augment with Elemental Damage may only be used to augment the Standard Attacks of one Hero in a Dungeon Tile (see Elemental Damage, page 37), meaning a Hero can only use them on either themselves or on another Hero, but they come into effect immediately.

Teleportation Scrolls indicate how many Heroes from the same Dungeon Tile may be teleported to another tile. All other rules for using Scrolls apply in both cases.

Special Item Actions

There are also two Items where using them is more complex than simply paying the Action Point cost printed on the Item Card and applying their special rules.

Rope (1 Action Point to deploy or cut, max Action Points to cross)

Rope can be purchased from the Merchant and can be used to cross Dungeon Tiles that contain certain hazards. A Rope can be used to cross a tile where a Chasm has appeared in the floor or the tile has been Flooded, but cannot be used to cross a tile which has become filled with Lava (see Hazard Tokens, page 31).

It costs 1 Action Point to deploy a Rope over the Hazard Token. Remove the Rope Item Card from the Hero's inventory and place it next to the play area, then match the Dungeon Tile to the card using Reference Tokens.

So long as they have their maximum number of Action Points available to spend, any Hero may then cross from one side to another. This means that after deploying a Rope, a Hero must wait until their next turn to cross. Ropes are long enough to reach all doorways in a single Dungeon Tile, so multiple Ropes are not needed to cross to different doorways in the same tile.

Once used, a Rope Token cannot be recovered and remains in place across the Dungeon Tile until someone cuts it. It costs 1 Action Point for any Hero to cut the Rope. At this point, remove the Reference Token from the Dungeon Tile and discard the Item Card from the game.

Pickaxe (max Action Points for one turn to mine, or two turns to dig)

A Pickaxe can be purchased from the Merchant and has two main uses. A Hero may use it to mine for Mysterious Ore, which can be taken to the Merchant in order to craft a special Item (see Crafting, page 24), or they might use it in order to dig through a Dungeon Tile doorway that has been covered by a Cave-In Doorway Token (see Doorway Tokens, page 31).

To uncover Mysterious Ore, a Hero must mine for it. If a numbered Dungeon Tile does not contain a Risk Token, a Hero may spend their maximum number of Action Points for one complete turn in order to shuffle the Mining Deck, draw two cards, choose one to resolve, and discard the other. To resolve the card, set the Noise value in the current Dungeon Tile until the end of the round (see Noise, page 42), assess the Threat (see Assess Threat, page 41), then apply any special rules text. If any of the numbers in the Dungeon Tile symbols on the card match that of the mined tile, the Hero has discovered a Mysterious Ore, adding it to their inventory as a Pocket Item. Otherwise, the card is returned to the deck.

To pass through a doorway that has been covered because of a Cave-In, a Hero must dig it out. To do so with a Pickaxe, a Hero must spend their maximum number of Action Points for two complete turns. This does not necessarily have to be the same Hero each turn. Each turn that this action is being performed, set the Noise value in the current Dungeon Tile to 6 until the end of the round, then assess the Threat.

Excavating by Hand: It is possible that a Hero might find themselves in a situation where they require a Pickaxe they do not have. Here, they can still perform these actions, but it will be less productive, or take longer and be more dangerous, as the following exceptions are applied:

  • When mining by hand, a Hero may only draw one Mining Card instead of two in order to discern whether they have discovered a Mysterious Ore.
  • When digging by hand, a Hero must spend four complete turns instead of two in order to remove a Cave-In Doorway Token. In addition, this action only has a Noise value of 4, but the Threat must be assessed twice during each of those turns.

Hint: Use a Merchant Marker to track the number of turns that have passed if it gets complicated.

Example: Sarah has been trapped by a Cave-In! Unfortunately, she has not purchased a Pickaxe from the Merchant. To get out, all she can do is start digging by hand. She spends all of her Action Points at the start of her next turn and gets to it. As the Threat Meter has already been discarded, she must draw Lord Event Cards when assessing the Threat, and because she is digging by hand she must draw two of them: one for performing the dig action, and an additional one for doing so by hand. Remember that this action only has a Noise value of 4 though.

On his turn, Rolandra is on the other side of the blocked doorway, and decides to help. He has a Pickaxe, so he spends all of his Action Points to get stuck in. This action counts for twice as many turns as digging by hand would, so Sarah will now only need to dig by hand one more time in order to remove the Cave-In Doorway Token. When assessing the Threat, Rolandra only needs to draw one Lord Event Card for performing his dig action, but it will have a Noise value of 6.

Dungeon

In Dungeons of Infinity, players will explore mysterious Dungeons inhabited by the Dungeon Lords. In most Scenarios, the Dungeon will be created dynamically as the Heroes explore. During the Campaign, the Campaign Book may direct players to use a premade map layout during setup instead.

Each Dungeon is represented using Dungeon Tiles, and each of these represents a room with one or more doorways. The doorway with the blue arrow is the entry point through which the Hero or Ability travels to reveal the Dungeon Tile. The white number on the Dungeon Tile is used in conjunction with the Tile Content Chart (see Dungeon Tiles, page 25), Lord Event Cards (see Lord Event Cards, page 42), and Mining Cards (see Pickaxe, page 22).

The Starting Tile is the first tile of the Dungeon, and begins the game on the table. Every Dungeon is built from this tile. Heroes may go north, east, or west from this tile. No Dungeon Tile may ever be placed in any position south of the bottom edge of the Starting Tile. Most Scenarios require the Hero to reach this tile in order to complete them. If the Merchant is present, a Hero must be in the Starting Tile in order to interact with him in any way.

Merchant

A brave Merchant sits in the Starting Tile, with whatever he could bring along. To see what the Merchant has available for purchase, six Item Store Cards and four Equipment Store Cards should have been drawn as part of the game setup (see General Setup, page 8).

Note: During the Campaign, the Merchant may not appear. Pay close attention to the special rules for each Dungeon, and use the reverse side of the Starting Tile without the Merchant if necessary.

Visiting the Merchant is considered a Special Tile Action (see Special Dungeon Tiles, page 30). There are two different periods where the Heroes may interact with the Merchant: once at the beginning of their first turn, and any other time. Normally, it costs 2 Action Points to interact with the Merchant, but for that first interaction there is no cost, and they may also ready themselves for what is to come at this time as well.

Initial Purchases (0 Action Points)

At the beginning of their first turn, a Hero may buy any of the Store Cards which the Merchant has brought with him, without being required to spend Action Points. Once purchased, the Merchant replaces these cards immediately by drawing from the appropriate deck. The new card cannot be bought by the same Hero that turn. Once the Hero has decided that they have completed their purchases, they may perform an Equip action for no extra cost. The Hero may also place an order with the Merchant at this time.

Example: At the beginning of her first turn, Saskia buys a Knife, the Silent Sandals, and a Poison Scroll, spending all three of her Coins. She equips the Knife to her right hand, the Silent Sandals to her feet and carries the Poison Scroll in her inventory. Her Knife increases her Power stat by 1, so the cube on that meter moves up, and since she has a Carry Limit of 5, she will easily be able to carry the Poison Scroll. She also has the Merchant order her a Great Axe. The desired card is placed face up on the table next to the other Equipment the Merchant has in stock, and a Merchant Marker is placed on that card with the "3" pointing toward its title.

Visiting the Merchant (2 Action Points)

If the Merchant has stationed himself just inside the Dungeon entrance, at any other time after the beginning of their first turn, a Hero can spend 2 Action Points while standing on that tile to perform any combination of the following any number of times for their own benefit:

  1. Buy: Purchase any Store Card from the Merchant's inventory.
  2. Order: Ask the Merchant to obtain a specific Store Card to be stocked for later purchase. Each Hero may only make one order at a time, and must wait for it to deliver before they can make another order.
  3. Sell: The Merchant will give the full market value in Coins for any Items found within the Dungeon (Reward or Risk Cards), but will not buy back his own stock (Store Cards).
  4. Heal: Pay the Merchant 1 Coin to restore up to 3 Health.
  5. Repair: Pay the Merchant 2 Coins to remove all −2 Defense Status Tokens from a piece of Equipment (see −2 Defense, page 29).
  6. Craft: Pay the Merchant 4 Coins to craft an Item using a Mysterious Ore (see Pickaxe, page 22).

Ordering

Just because it's not out on display, doesn't mean he can't lay his hands on it. When visiting the Merchant, a Hero can ask him to send a runner into town to obtain a specific Item or piece of Equipment. Retrieve the intended purchase from the appropriate Store Deck and place a Merchant Marker on it, with the "3" pointing toward the card's name. At the end of the maintenance phase at the end of that round, rotate the Merchant Marker one place counter-clockwise to decrease the number. When the token is rotated to the "X" position, immediately remove it and place the card next to the other Store Cards. The card is now available for purchase by any Hero in addition to the Merchant's usual stock.

Gold and Coins

Gold is found in Chests. Gold has enough bulk and weight to require inventory space and thus count against a Hero's Carry Limit (see Carry Limit, page 11). Each individual Gold Card counts as 1 against the Carry Limit. The equivalent amount of Coins is shown as a number in the top-left corner of the card. Gold can be exchanged for Coins by selling it to the Merchant. Armiger Coins are used to purchase from the Merchant, and to meet game objectives. Coins are considered Pocket Items and do not count against a Hero's Carry Limit.

Crafting

A Hero may take a Mysterious Ore they have mined to the Merchant in order to craft an Attachment Card (see Pickaxe, page 22). Each Hero has two of these available to them. When visiting the Merchant, pay him 4 Coins and give him a Mysterious Ore. Retrieve the desired Attachment and place a Merchant Marker on it as if it were on order with him. When the token is rotated to the "X" position, the Hero may visit the Merchant again in order to collect it.

Attachment Cards are used to enhance a specific Equipment Slot on the Hero Board. Place the new Attachment in the appropriate slot so that the bottom part of the card may still be read when a piece of Equipment is placed over the top of it. This may be done even if a slot already contains a piece of Equipment. Once installed, the Attachment is permanently a part of that slot and cannot be removed, even if the Equipment in the slot is changed or removed.

Some Attachments allow access to upgraded Ability+ Cards that replace the original version as soon as that Ability becomes available to the Hero normally (see Use Ability, page 19).

Dungeon Tiles

When a Hero travels through an open doorway into an area where no Dungeon Tile has been placed yet, draw one and place it in the empty space. Align the blue arrow on the new Dungeon Tile with the doorway through which the Hero is entering. If the Hero reveals a Dungeon Tile using an Ability, they also draw a new tile and place it by lining up the blue arrow as if the Ability were crossing it.

Once the new Dungeon Tile has been placed on the map, check the number of the Dungeon Tile against the Tile Content Chart. This will determine what has been discovered in the Dungeon Tile. There are four Standard Tile Content Charts and four Hard Tile Content Charts, which contain more Mist. Usually, a chart is randomly selected before a Scenario begins.

If the Dungeon Tile contains a Body, Debris, or a Chest, place the appropriate Risk Token on the Dungeon Tile. Do not place a Mist Risk Token on the Dungeon Tile if it contains Mist; instead, draw a Mist Risk Card and resolve the card immediately (see Risk Cards, page 26).

Note: Mist Risk Tokens are only used in the Campaign (see Mist, page 26).

Example 1: Cephenrene is in Dungeon Tile 16 and moving east (or right) on the map. Tile 8 is drawn and placed by aligning the blue arrow on this tile with the doorway through which Cephenrene is entering from. By checking the Tile Content Chart, it is apparent that Tile 8 contains a Body. Place a Body Risk Token on the tile.

As the Dungeon is built, a Hero may pass back and forth through doorways that line up at will. For the purposes of movement and range (see Tile Range, page 37), two Dungeon Tiles are only considered adjacent if they both have a doorway in the shared wall. One doorway and a wall constitutes a blocked path.

Example 2: Where Tiles 16 and 8 meet, both of them have a doorway. Conversely, Tile 5 has a wall, which would constitute a blocked path.

If a Dungeon Tile that closes off the Dungeon were to be placed, put that Dungeon Tile at the bottom of the Dungeon Tile stack and draw the next Dungeon Tile instead.

Note: Remember, no Dungeon Tile may ever be placed in any position south of the bottom edge of the Starting Tile.

Example 3: Cephenrene wants to move south from Tile 20. Tile 17 is drawn. This tile will completely close off the Dungeon to any further exploration. Place Tile 17 at the bottom of the stack and draw another tile. By placing Tile 8, Cephenrene can now continue to explore beyond the new Dungeon Tile, to the west.

Risk Cards

There are four different Risk Decks, each representing the contents of a Dungeon Tile that might be of interest: Body, Debris, Chest and Mist. The player draws a Risk Card whenever they interact with these objects to determine what they have discovered.

Heroes might uncover Items or enemies, as well as experiencing unexpected events. Risk Cards that are not Items or enemies are divided into types, as written on the card. Some of these types may have additional rules that must be applied. Risk Cards are numbered in the bottom-right corner, to help when setting up a Scenario or Campaign.

When a Risk Card is drawn, the results are always applied immediately. If the card is an Item, add it to the Hero's inventory immediately, without the need to pick it up. If the card is an enemy, combat is triggered and the enemy will Focus on the Hero (see Focus, page 34). If the card is an enemy or causes enemies to be drawn and there are no Heroes in the Dungeon Tile to Focus on, draw the correct number of enemies and Rewards into a pile, then mark the Dungeon Tile and enemy pile with matching Reference Tokens (see Reference Tokens, page 15).

Community Risk Cards: During the crowdfunding campaign for this project, we put out a call to all of our supporters who fancied themselves as Dungeon Masters and fantasy writers, and they more-than rose to the challenge set before them!

This second edition of Dungeons of Infinity includes 12 community-created, community-selected Risk Cards, split evenly between each Risk Deck. These cards feature some unique and interesting ideas that cannot be found anywhere else in the game, and can be optionally incorporated into the Risk Decks during the setup of any Scenario, though it is recommended that novice players do not include these cards until they are familiar with the game.

These components are all marked with this icon to differentiate them from other Risk Cards.

Risk Decks

Body and Debris

A Hero must spend 1 Action Point to examine a Body or Debris Risk Token, and is under no obligation to do so. Once the Body or Debris has been examined, remove the token from the Dungeon Tile.

Chest

A Hero requires a Key or an Ability to open a Chest Risk Token, and is under no obligation to do so. A Hero must spend 1 Action Point to open a Chest with a Key, which may be kept and reused. Only a few Heroes have Ability Cards that allow them to open a Chest without a Key. The number of Action Points required to use the Ability is printed on the card. Once the Chest has been opened, remove the token from the Dungeon Tile.

Mist

Mist is unique in that a Mist Risk Token is not placed when the Dungeon Tile is revealed, and it does not cost any Action Points to interact with. Instead, the player must draw a Mist Risk Card to determine what they have discovered, applying the results immediately after placing the Dungeon Tile.

Note: Mist Risk Tokens are not used when playing a Scenario, and are only used in the Campaign to denote Dungeon Tiles that contain Mist. They are placed during Dungeon setup. Upon first entering a Dungeon Tile containing a Mist Risk Token, the player must draw a Mist Risk Card to determine what they have discovered, applying the results immediately. Once the Mist has been examined, remove the token from the Dungeon Tile. A Hero may not perform the Evade action to avoid triggering Mist Risk Tokens.

Enemy Draw Notation

Sometimes a Risk Card will require that a specific number of enemies be placed in that Dungeon Tile, based on the number of Heroes present in the Dungeon. This is denoted with a simple equation, where #H is the number of Heroes (and is therefore a maximum of 5). Remember that this may not be the same as the number of players, as a player may choose to play as multiple Heroes simultaneously.

  • #H: Draw a number of enemies equal to the number of Heroes in the game. (Example: If there are two Heroes in the game, two enemies would be drawn.)
  • #H + 1: Draw a number of enemies equal to the number of Heroes in the game, plus 1. (Example: If there are three Heroes in the game, four enemies would be drawn.)
  • #H + 2: Draw a number of enemies equal to the number of Heroes in the game, plus 2. (Example: If there are four Heroes in the game, six enemies would be drawn.)
  • #H + 3: Draw a number of enemies equal to the number of Heroes in the game, plus 3. (Example: If there are four Heroes in the game, seven enemies would be drawn.)
  • 2(#H): Draw a number of enemies equal to two times the number of Heroes in the game. (Example: If there are five Heroes in the game, ten enemies would be drawn.)
  • 2(#H) − 1: Draw a number of enemies equal to two times the number of Heroes in the game, minus 1. (Example: If there are five Heroes in the game, nine enemies would be drawn.)

Risk Card Types

Event

Most Risk Cards that are not Items or enemies feature Events. These represent unique and spontaneous occurrences within the Dungeon. Resolve any text on the card immediately, then discard the card.

Quest

Heroes might uncover new opportunities as they explore the depths of the Dungeon, partaking in additional Quests. Completing these tasks is optional and does not effect any of the Heroes' other objectives. Attach the Quest to the Hero Board (see Attach/Remove, page 28). Fulfill the requirements at the bottom of the card to receive the listed benefits and discard the card.

Ally

Some bodies are not dead, but are Allies who will join a Hero on their quest. Heroes can accept their help, or move on without them. If they decline the service on offer, the Ally will leave the Dungeon and the card is discarded. When an Ally joins a Hero, attach them to the Hero Board (see Attach/Remove, page 28).

Allies will perform a free attack per turn against one adversary of that player's choice. An enemy attacked by an Ally will attack back at the Ally, not the Hero, and if the Ally is attached to a Hero who does not have the combat Lord Event Action on their Hero Board (see Lord Event Actions, page 44), the Hero must still draw a Lord Event Card at the end of their turn.

Abilities and Scrolls which can be used by a Hero to restore Health to other Heroes can also be used on Allies, as can the Merchant.

Attach/Remove

Some Risk Cards indicate that they must be attached to a Hero. To do so, place it on the Hero's image on their Hero Board. The effect on the card is active as long as the card is attached to the Hero. To remove the attached card, fulfill one of the criteria listed at the bottom of the card.

Option Card

When this card is drawn, draw the number of enemies listed at the top of the card and the correct number of Rewards as with any other Risk Card. The Hero is then offered four choices:

Attack: The Hero may choose to attack the enemies head-on. Combat occurs and the enemies Focus on them as normal. Discard this card.

Intimidate: The Hero may attempt to chase the enemies off by rolling 1d20. Whether a result is a success depends on their Power. If they succeed, there is no combat and the enemies are discarded. If they fail, the enemies attack them with the bonus on the card. Discard this card no matter the result.

Evade: The Hero may try to elude the enemies by performing a free Evade action. If they succeed, this card is still in play. Draw the enemies and Rewards into a pile, including this card at the top, then mark the Dungeon Tile and enemy pile with matching Reference Tokens. If they fail, the enemies attack them with the bonus on the card and this card is discarded.

Retreat: The Hero may return to the previous tile by performing a free Retreat action. Draw the enemies and Rewards into a pile, including this card at the top, then mark the Dungeon Tile and enemy pile with matching Reference Tokens. This card is still in play.

Surprise Attack

Surprise Attacks only take place when the card is first drawn, and only affect the first Hero to enter the Dungeon Tile. If this card is drawn as part of an Ability that reveals what is in the Dungeon Tile, ignore the surprise condition and draw the enemies as if it were a normal Mist Risk Card. If the enemies attack first for that combat round, the Hero may still perform the Retreat action before they do so (see Retreat, page 18).

Ambush

The Dungeon Lord will ambush the Hero. If the Dungeon Lord is already present in the Dungeon, move them to the Dungeon Tile as instructed by the card. If the Dungeon Lord is not already present, this card causes them to appear. If it has not been removed from the game already, discard the Threat Meter and begin drawing Lord Event Cards when instructed to assess the Threat instead (see Assess Threat, page 41). Do not place another Dungeon Lord in the Dungeon, unless the Scenario or Campaign being played specifically allows for another Dungeon Lord to appear.

Note: Some Risk Cards might also feature Catastrophic Event or Campaign icons as well (see Starting the Game, page 7).

Status Tokens

Some Risk Cards contain events which will place a specific Status Token in a Dungeon Tile. These tokens remain in the tile and are not removed for the rest of the game, unless a Hero uses an Ability to do so. They affect any Hero in the Dungeon Tile when the event occurs, as well as any Hero who enters the Dungeon Tile at a later time, including if they enter the tile multiple times in the same turn.

Affected Heroes will usually place the corresponding Status Token on the Hero's image on their Hero Board and lower the meter of that stat, but some may apply other effects.

Tokens added to Hero Boards are cumulative, so one is added each time the Dungeon Tile is entered, but stats cannot go below a certain value. Each token can only be removed a certain way. When the token is removed, the effect no longer applies.

A Dungeon Lord who enters a Dungeon Tile with a Status Token is not affected (see Dungeon Lord, page 41).

−3 Health

Affected Heroes immediately lose 3 Health. The Hero loses an additional 3 Health whenever they enter this Dungeon Tile.

−2 Power

Affected Heroes immediately place a −2 Power Status Token on the Hero's image on their Hero Board and lower their Power Meter by 2.

These tokens are cumulative, but a Hero cannot have a Power of less than 0. The only way to remove this token from a Hero Board is for the Hero to restore their Health by any means. This removes all −2 Power Status Tokens, but does not affect the Health of the Hero.

−2 Defense

Affected Heroes immediately place a −2 Defense Status Token on a piece of Equipment in the body or footwear slot and lower their Defense Meter by 2. The token stays with that piece of Equipment even if it is no longer equipped, but the Defense Meter will be raised again by 2.

If the affected Hero does not have a piece of Equipment in the body or footwear slot, then the −2 Defense Status Token is placed in one of these empty slots instead. If something is then equipped to the slot with the token placed in it, the token is covered up and no longer affects the Hero. If that piece of Equipment is removed, the token is in effect again.

These tokens are cumulative, but a Hero cannot have a Defense of less than 0. The only way to remove this token from a piece of Equipment or open slot is for the Hero to pay the Merchant 2 Coins to repair it (see Visiting the Merchant, page 24). This removes all −2 Defense Status Tokens from that piece of Equipment or slot.

Note: A −2 Defense Status Token is also placed on the Hero's image on their Hero Board after they have performed a Run action (see Run, page 17).

−2 Action Point

Affected Heroes immediately place a −2 Action Point Status Token on the Hero's image on their Hero Board and lower their Action Point Meter by 2. A Hero with 2 Action Points or less when they receive this token immediately ends their turn, as they have no Action Points remaining. The token also affects their current maximum number of Action Points, so lower their Max Action Point Marker as well.

These tokens are cumulative, but a Hero cannot have a maximum of less than 1 Action Point because of −2 Action Point Status Tokens. The only way to remove this token from a Hero Board is for the Hero to perform the Rest action (see Rest, page 19). This removes all −2 Action Point Status Tokens, but does not affect the Health of the Hero.

Lord Event (Status Token)

Affected Heroes immediately assess the Threat (see Assess Threat, page 41). The Hero must assess the Threat whenever they enter this Dungeon Tile. When assessing the Threat in this way, the Dungeon Tile is considered to have a Noise of 6, though this value can be superseded by a Noise Token representing louder actions or events that might have occurred in that same tile (see Noise, page 42).

Special Dungeon Tiles

Some Special Dungeon Tiles can be found in the Dungeon Tile stack. Just like interacting with the Merchant on the Starting Tile (see Merchant, page 23), each Special Dungeon Tile has a Special Tile Action associated with it that the Hero may perform. A Hero must be on a Special Dungeon Tile in order to perform the associated action.

Armory Dungeon Tile (1 Action Point)

The Armory Dungeon Tile contains four Reward Cards. Draw the cards and use matching Reference Tokens to mark that they are in the tile. A player may only look at the cards while their Hero is in this Dungeon Tile. It costs 1 Action Point to take one of these cards and immediately perform a free Equip action. A Hero may only take one card per turn.

Training Dungeon Tile (Max Action Points)

A Hero may use the Training Dungeon Tile in order to gain 3 Experience. A Hero may only perform this action if they have their maximum number of Action Points available to spend. Each turn that this action is being performed will set the Noise value in the tile to 6 until the end of the round (see Noise, page 42), after which the Threat must be assessed (see Assess Threat, page 41).

Medical Dungeon Tile (Max Action Points)

A Hero may use the Medical Dungeon Tile in order to recover 10 Health. A Hero may only perform this action if they have their maximum number of Action Points available to spend.

Teleportation Dungeon Tile (1 Action Point)

There are two Teleportation Dungeon Tiles. Both must be in the Dungeon in order to use the Teleporter. The Hero must spend 1 Action Point to activate the Dungeon Tile and teleport to the other Teleportation Dungeon Tile. Otherwise, they may travel through the Dungeon Tile as normal.

A Dungeon Lord will use the Teleportation Tile to determine the best path to their target, though a Rampaging Dungeon Lord will run right through the Teleportation Tile (see Rampage, page 43).

Hazard Tokens

Certain events may cause a Hazard to appear in a Dungeon Tile. Take the appropriate token and place it over the tile. As long as that token covers the tile, follow all special rules that apply. A Hero cannot teleport onto a Dungeon Tile that contains a Hazard Token.

Chasm and Flood

The floor of a Dungeon Tile may collapse or flood. A Chasm or Flood can only be crossed using a Rope (see Rope, page 21).

If any Dungeon Lord movement would end in a Chasm or Flood, they would move one additional Dungeon Tile towards their target (see Lord Event Card Text, page 43).

Lava

A Dungeon Tile may fill with Lava. A Hero may move through Lava, but will lose 7 Health. A Hero cannot end their movement in Lava, and therefore a Hero must spend 2 Action Points to move through the affected Dungeon Tile.

If a Dungeon Lord enters Lava, they receive 3 Damage. If any Dungeon Lord movement would end in Lava, they would move one additional Dungeon Tile towards their target (see Lord Event Card Text, page 43).

Doorway Tokens

Certain events may block the doorways of adjacent Dungeon Tiles. Take the appropriate token and place it over the doorways. As long as that token covers them, follow all special rules that apply.

Cave-In

If an event causes a Cave-In, all doorways on that Dungeon Tile are sealed. Each token can be removed using a Pickaxe, or by digging them out by hand (see Pickaxe, page 22).

If a Dungeon Lord encounters a Cave-In Doorway Token on the way to their intended target, they burst through, removing the token.

Wall

These tokens are only used in the Campaign to block certain doorways. They cannot be passed through or removed.

Just like Heroes, a Dungeon Lord cannot pass through a Wall Doorway Token.

Closed Doorway

These tokens are only used in the Campaign to block certain doorways temporarily. The Campaign Book will instruct players how to open and remove them.

Unlike Heroes, a Dungeon Lord may pass through a Closed Doorway Token at will, unless the Scenario or Campaign being played says otherwise.

Enemies

Enemy Cards represent all the creatures and individuals in the Dungeon that will try to kill the Heroes. They contain all of the information needed to resolve combat.

  1. Health: The amount of Damage an enemy can take before being eliminated. At 0 or below, it is removed from the game.
  2. Enemy Hit Chance Modifier: The maximum roll needed for the enemy to hit their target.
  3. Hero Hit Chance Modifier: When the enemy is attacked, add this number to the Hit Chance of the attacking Hero.
  4. Name: Species or name of the enemy.
  5. Type: Minion, Sentinel or Dungeon Lord.
  6. Range: Maximum row from which the enemy may attack a Hero.
  7. Power: The amount of force behind this enemy's attacks, affecting how much Damage they will deal. An enemy's Power may be affected by enemy special rules.
  8. Elemental Damage: Indicates whether this enemy inflicts Fire, Ice, or Poison Damage. Enemies alway apply 2 extra Damage, unless otherwise indicated by enemy special rules.
  9. Defense: The amount of resilience this enemy has to an attack before losing Health. An enemy's Defense may be affected by Hero Abilities and by enemy special rules.
  10. Elemental Weakness: Indicates whether this enemy is weak to Fire, Ice, or Poison Damage.
  11. Special Rules: Apply these rules as indicated by the text.

Enemy Special Rules

If an enemy has a special rule, it is only active while they are in combat.

If an enemy has a special rule which affects a Hero, the effect takes place as soon as the enemy's attack hits, and is removed as instructed either by the rule governing the effect (see Combat Status Effects, page 37), or else by the special rule itself. The effect is also removed if the Hero performs the Retreat action (see Retreat, page 18).

If an enemy has a special rule which affects other enemies, the effect cannot be applied to itself, and only applies to other enemies on the same Dungeon Tile. Conversely, an enemy may have a special rule where they are affected by the other enemies in the room, in which case they themselves do not count for the purpose of determining the effect.

Example: A Skeleton Healer's special rule will heal every enemy in the tile at the end of the round except for itself, while a Werebear in the same tile as another Werebear would only have a Power of 9, and not 11, as it does not count itself.

Sentinel Enemies

A Sentinel is a stronger enemy that might appear in the Dungeon, usually because of a Risk Card or because of a Hero performing the Shout action (see Shout, page 17). They operate in exactly the same way as a Minion in that they are not affected by Noise or Threat, and so do not move about the Dungeon as a Dungeon Lord would (see Dungeon Lord, page 41).

Combat

Combat is triggered in Dungeons of Infinity in seven different circumstances:

  1. A Risk Card is drawn that instructs a number of enemies to be drawn in a tile containing a Hero.
  2. A Hero enters a Dungeon Tile that contains enemies not already engaged in combat.
  3. A Hero enters a Dungeon Tile where there is combat and attacks one of those enemies.
  4. A Hero attacks a Dungeon Lord that is not already engaged in combat.
  5. A Dungeon Lord enters a Dungeon Tile that contains a Hero (see Encountering Heroes, page 44).
  6. A Hero with Abilities that can attack from Tile Range attacks an enemy (see Hero Special Rules, page 46).
  7. A Hero attacks another Hero (see Player versus Player (PvP), page 40).

Combat Setup

Combat usually first occurs from drawing Risk Cards. Draw the specified number of Minion or Sentinel Cards (see Enemy Draw Notation, page 27), shuffling the two types together if necessary. If a deck runs out, shuffle the discard pile into a new draw deck.

Place the Enemy Cards in rows from left to right in front of the Hero Board of the player who drew the Risk Card. Place a maximum of three enemies in the front row, before doing the same in the middle and back rows, as necessary. There is always a maximum of three enemies per row and three rows of enemies, for a maximum of nine enemies Focused on one Hero.

Note: If there are more than nine enemies in the formation, place the extra enemies under the last enemy in the back row. If another Hero enters the Dungeon Tile, these enemies will immediately Focus on that Hero. Otherwise, these extra enemies will enter combat as enemies in this formation are defeated.

Defeated enemies drop Rewards based on the number of rows in the enemies' attack formation. Each row of enemies will drop one Reward when they are defeated. When building the formation, draw one Reward Card for each row of enemies that is created and place it face down to the left of each row, even if there is only one enemy in that row.

Combat Order

Hero versus enemy combat always occurs in this order, unless modified by the Risk Card which has been drawn:

  1. The Hero attacks enemies by spending any available Action Points.
  2. All enemies in the front row attack the Hero, who may subtract their maximum number of Action Points from the enemies' Hit Chance, unless modified by the Risk Card.
  3. All enemies in the middle and back row with the correct Range attack the Hero.

This is where combat ends, unless another Hero continues to attack the same formation:

  1. Any other Hero who enters the Dungeon Tile may join the combat and attack any number of enemies of their choice.
  2. Enemies attacked by another Hero break Focus from the original Hero and Focus on the new attacking Hero. They will then attack when the Hero has spent all their Action Points.
  3. If a subsequent Hero enters the Dungeon Tile and engages in combat, repeat steps 4 and 5 for each additional Hero.

Example: If five Heroes engage in combat that round and one enemy is attacked five different times by all five Heroes, that enemy will attack five times that round.

Focus

When an enemy enters combat with a Hero, it is placed in front of the Hero Board and is considered Focused on that Hero. Any Hero with enemies Focused on them may not leave the Dungeon Tile until they either defeat all of the enemies, perform the Retreat action (see Retreat, page 18), or become Exhausted (see Exhausted, page 12).

While all enemies in a Dungeon Tile are Focused on a Hero, other Heroes may enter and leave the Dungeon Tile freely. The enemy will not bother that Hero unless they choose to attack it (see Joining Combat, page 36).

When a Hero enters a Dungeon Tile that contains enemies that are not currently Focused on another Hero, the enemies immediately form up and Focus on the Hero who just entered the tile. Separate the Enemy Cards from the Reward Cards and shuffle each separately, then place them all in front of the Hero as normal, remembering to retain any Damage and Combat Status Tokens on Sentinels and Dungeon Lords (see Combat Status Tokens, page 37).

When a Hero enters a Dungeon Tile that contains enemies that are currently being attacked from Tile Range by a Hero in another Dungeon Tile, the enemies remain in the same formation and Focus on the Hero who just entered the tile (see Hero Special Rules, page 46).

Attacking

Heroes make attacks against adversaries either by performing a Standard Attack (see Standard Attack, page 18), or by using an Ability Card (see Use Ability, page 19). A Hero gains 1 Experience for a successful hit with a Standard Attack and a varying amount for each Ability, depending on which is used (see Level and Experience, page 11). A Hero may only attack adversaries within Range (see Range, page 36). Enemies in formation are only considered adjacent if they are next to each other in the same row. In most cases, a Hero will attack before any adversaries.

When a Hero has performed all of the actions they wish to perform in a turn, each enemy in the front row attacks once, in order, from left to right. The details of their attack are listed on their Enemy Card. Enemies with Ranged attacks in the middle row will then attack in order, followed by enemies in the back row.

Hit Chance

In order to determine whether or not an attack successfully hits its target, players roll 1d20 and compare the result to the Hit Chance value of the attacker, represented by a number between 1 and 20. If the result is lower than or equal to the Hit Chance value, the attack is a hit.

The white Hit Chance symbol refers to a Hero's attacks and is mainly found on their Hero Board, while the black Hit Chance symbol always refers to an enemy's attacks and is found on their Enemy Card. Enemy Cards might also feature a modifier that is applied to a Hero's Hit Chance when they make an attack against it, and modifiers to both types of Hit Chance might appear in other instances as well. Remember, when an adversary attacks a Hero, the Hero may subtract their current maximum number of Action Points from the adversaries' Hit Chance (see Action Points, page 13).

If a Hero's attack hits, they gain Experience accordingly (see Level and Experience, page 11), even if the attack did no Damage.

Example: Sasha currently has a maximum of 4 Action Points. If the adversary has a Hit Chance of 18, the final Hit Chance for the attack will be 18 − 4 = 14.

Damage

Damage is a reduction in Health for both Heroes and enemies, typically as a result of a successful attack. While Heroes each have their own Health Meter on their Hero Board (see Health, page 12), Damage Tokens are used to keep track of Damage on Enemy Cards.

After a Hit is successful, Damage is calculated by subtracting the target's Defense from the attacker's Power (Power − Defense = Damage). If the calculated Damage is 0 or less, the target receives no Damage.

Example: Shard has a Power of 4 and his target has a Defense of 7. Shard is unable to cause Damage to that target unless he either increases his Power or decreases the target's Defense using Abilities and Items.

Defeat

When an enemy is defeated, discard their Enemy Card.

If there are enemies in a row further back, it is replaced by one of those. If there is not an enemy directly behind the newly vacated spot, then the player chooses which of the enemies behind to move into the empty space.

When a row is clear of enemies, reveal the Reward Card for that row. Once revealed, any Hero in the Dungeon Tile may perform the Pick Up action to collect the Item, even if combat is not complete (see Pick Up, page 15). If the Heroes leave the Dungeon Tile without collecting it and before all enemies are defeated, remember to use Reference Tokens to mark that the Item is still on the floor of the tile (see Reference Tokens, page 15), separate to the pile of enemies who continue to lurk.

Additional Rewards: Some Enemy Cards, most commonly Sentinels and Dungeon Lords, feature an icon specifying that a number of Additional Rewards are dropped. When the enemy is defeated, place that number of Reward Cards in the Dungeon Tile with the Hero using Reference Tokens. They may then pick them up as normal.

Additional Combat Rules

Joining Combat

If a Hero is located in a Dungeon Tile where a group of enemies is already Focused on another Hero, this Hero may attack the enemies from the back of the formation. In effect, the rows are reversed and they may attack any enemy within their Range. A Hero can only attack enemies Focused on another Hero while no enemies are Focused on them.

The enemy's Focus has now changed to the new Hero. The attacked enemy is removed from the formation and placed in front of the attacking player's Hero Board, unless they are Stunned (see Combat Status Effects, page 37), or an Ability Card allows otherwise. The Hero must now defeat all enemies in the new formation in order to leave this Dungeon Tile, or they must perform the Retreat action (see Retreat, page 18).

After the Hero has attacked this enemy, the enemy then has the opportunity to attack them in return. This applies even if the enemy has already attacked during this round. Thus, one enemy may attack multiple times during a round if they are attacked by more than one Hero during this round of play.

Reward Cards stay in the row they were laid even if all enemies from that row have moved to Focus on other Heroes. A Reward Card cannot be revealed until all enemies that originated in that row are defeated.

Range

Formation Range: This symbol represents Range within the enemy formation of the current combat. The number represents how many rows into the formation a Hero may attack from relative to themselves:

  • A Hero attacking with a Range of 1 may only attack enemies in the front row.
  • A Hero attacking with a Range of 2 may attack enemies in the front and middle rows.
  • A Hero attacking with a Range of 3 may attack enemies in the front, middle and back rows.

It also represents the row relative to a Hero from which an enemy may attack them:

  • An enemy attacking with a Range of 1 may only attack from the front row.
  • An enemy attacking with a Range of 2 may attack from the front and middle row.
  • An enemy attacking with a Range of 3 may attack from the front, middle and back rows.

When another Hero joins combat, they may attack enemies from the back of the formation relative to the first Hero, meaning that the first Hero's back row becomes their own front row, and so on:

  • A Hero joining combat and attacking with a Range of 1 may only attack the back row.
  • A Hero joining combat and attacking with a Range of 2 may attack the back and middle rows.
  • A Hero joining combat and attacking with a Range of 3 may attack the back, middle and front rows.

Tile Range: This symbol represents Range with respect to the Hero's current Dungeon Tile. Enemies do not have this type of Range. If the number is 0, the Ability will only affect targets in the Hero's current Dungeon Tile. Otherwise, it will affect adjacent tiles within that Range. Two Dungeon Tiles are only considered adjacent if they both have a doorway in the shared wall.

Elemental Damage

Heroes and enemies can augment their attacks with Fire, Ice and/or Poison Elemental Damage. In turn, many of them are weak to one or more of these Elements.

If an attack is augmented by an Element, this value is not added to the normal Damage. Instead, any target weak to that Element takes the amount of extra Damage indicated, in addition to the normal Damage of the attack, even if the attack did no normal Damage.

Elemental Damage effects are not cumulative. If a Hero has weapons with the same type of Elemental Damage equipped, they can only apply the Elemental Damage from one of them. Similarly, if a Hero has multiple different Elemental Damage types equipped, or attack with an Ability that has multiple different Elemental Damage types, and the target is weak to more than one of them, they can only apply one of the Elemental Damage types to the attack.

Some Abilities and pieces of Equipment can bestow Elemental Defense upon a Hero. With this effect, a Hero may ignore their weakness to that Element when applying Elemental Damage.

Combat Status Effects

Some Heroes and enemies can inflict special effects on their opponents, causing them to be either Stunned or Confused, even if the attack did no Damage.

If a Hero is suffering a combat status effect, place the corresponding Combat Status Token on the Hero's image on their Hero Board. At the end of the maintenance phase at the end of their following turn, remove the Combat Status Token.

When an enemy is suffering a combat status effect, place the corresponding Combat Status Token on their card. If an affected enemy has a special rule, it no longer applies until the condition is removed. At the end of the maintenance phase at the end of the current round, remove the Combat Status Token, even from a Sentinel not currently Focused on a Hero.

Combat status effects do not affect Dungeon Lords.

Stunned: Affected Heroes have their maximum number of Action Points reduced to 0. They can no longer act during their turn and there is nothing to subtract from an attacker's Hit Chance when they are attacked.

Affected enemies can be attacked with no fear of them attacking back at the end of the turn. They do not move to fill empty spaces in the formation, nor change Focus.

Confused: Affected Heroes will spend all of their Action Points performing a Standard Attack against a random Hero in the same Dungeon Tile, if possible. If there are no other Heroes to attack, they stand there in a daze and attack no one.

If the effect was applied by a Hero in Player versus Player combat (see Player versus Player (PvP), page 40), they will attack an enemy at random, rather than a Hero, if possible. If they defeat that enemy, they will randomly select another enemy to attack, until they have no more Action Points to spend. If there are no enemies to attack, they stand there in a daze and attack no one.

Affected enemies will attack an adjacent enemy instead of the attacking Hero, if possible. If there are no adjacent enemies to attack, they stand there in a daze and attack no one, not even another Hero.

Flee

Some Heroes can force their adversaries to flee from combat altogether. In this case, a Minion is treated exactly as though it were defeated. It is not usually possible to force a Sentinel or Dungeon Lord to flee.

If a Hero forces another Hero to flee in Player versus Player combat (see Player versus Player (PvP), page 40), the combat ends and the fleeing Hero is forced to move into an adjacent Dungeon Tile of their choice, if possible. The fleeing Hero then cannot initiate combat with the other Hero again until the start of the next round.

Combat Example

In this example, we join Simon mid-battle. Last turn, he drew a Mist Risk Card, resulting in seven enemies being placed as shown, with a Reward Card to the left of each row.

Attack Order: Unless the text of the Risk Card includes a combat modification and until any enemies are defeated, each round of combat would happen in this order:

  • Simon would attack first (as long as he has sufficient Action Points).
  • All three enemies in the front row would attack from left to right.
  • The Sub-Demons in the middle and back rows would attack with their Ranged attacks.

Determining Success for the First Hero Attack (1 Action Point): The player rolls 1d20 for the attacking Hero and compares it to their total Hit Chance. In this example, Simon spends an Action Point to perform a Standard Attack on the Skeleton Archer in the front row. He has a Hit Chance of 15 with no Items or Abilities to modify it. His target, the Skeleton Archer, has −1 to Hero Hit Chance, meaning that the total Hit Chance is 14 (15 − 1). Simon's player must then roll [1-14] to hit the Skeleton Archer. The player rolls a [7], so Simon successfully hits the Skeleton Archer. For the successful attack, Simon's Experience increases by 1.

Calculating Damage for the First Hero Attack: For the successful Standard Attack, Simon's total Power of 2 is compared to the Skeleton Archer's total Defense of 3. Subtracting the target's Defense from the attacker's Power results in −1 (2 − 3). According to the Damage rules, a result of 0 or less has no effect on the target's Health, so the Skeleton Archer remains undefeated.

Determining Success for the Second Hero Attack (2 Action Points): Simon's player decides to spend his remaining 2 Action Points to use his Backstab Ability Card. At Level 1, Backstab adds +3 to Simon's Power and +2 to his Hit Chance. Simon's new total Hit Chance is 17 minus the Skeleton Archer's −1 to Hero Hit Chance for a Hit Chance of 16 (15 + 2 − 1). Simon rolls a [16] with 1d20. The attack was successful because the player needed to roll [1-16]. For a successful Backstab, Simon's Experience increases by 1.

Calculating Damage for the Second Hero Attack: For the successful Backstab attack, Simon's new total Power of 5 (2 + 3 for Backstab) is compared to the Skeleton Archer's total Defense of 3. Subtracting the target's Defense from the attacker's Power results in 2 (5 − 3). According to the Damage rules, a result of +2 does 2 points of Damage to the target's Health. The attacked Skeleton Archer had a remaining Health of 1 with the 2 Damage Tokens, easily exceeding its remaining Health, so it is now defeated. Simon has killed the Skeleton Archer and removes that Enemy Card from the formation.

Enemy Movement: Simon was able to kill the Skeleton Archer in the front row. The Enemy Cards directly behind the vanquished foe (the middle and back row Sub-Demons) move forward into the vacated spot. When an Enemy Card is removed from play, all movement is done immediately. The Reward Card in the back row is also revealed as there are no longer any enemies in that row.

Determining Success for the First Enemy Attack: Simon has now run out of Action Points to spend, so his turn ends and the enemies get to attack back. First, reset Simon's Action Points to their maximum amount. Enemies then attack, in order, from left to right, from the front row to the back row (if they have Ranged attacks). Roll 1d20 for the Fire Sub-Demon and compare it to the Fire Sub-Demon's Hit Chance. The Fire Sub-Demon has a starting Hit Chance of 16, but Simon has a maximum of 5 Action Points, which reduces the Fire Sub-Demon's Hit Chance from 16 to 11 (16 − 5). The roll for the Fire Sub-Demon must be [1-11] to hit Simon. The roll is a [7], so the attack is successful, and Simon is hit.

Calculating Damage for the First Enemy Attack: The Fire Sub-Demon has 5 Power, while Simon has 2 Defense, so this attack from the Fire Sub-Demon will result in Simon losing 3 Health (5 − 2). Simon started with 16 Health, so he is now down to 13.

The Fire Sub-Demon also attacks with Fire Elemental Damage, so if Simon were weak to Fire, he would lose an additional 2 Health. Thankfully, Simon is only weak to Poison, and so is unaffected by any additional Damage.

Remaining Enemy Attacks, Summarized: The Skeleton Archer, Venomous Spider and Ice Sub-Demon will all also attempt to attack Simon this turn (the Ice Sub-Demon is the only enemy beyond the front row with Range, which is why it gets an opportunity to attack also). Each of these enemies has a starting Hit Chance of 15, which is reduced to 10 after subtracting Simon's maximum of 5 Action Points:

  • A roll of [13] for the Skeleton Archer means that attack is a miss.
  • A roll of [18] for the Venomous Spider means that attack is a miss also, which is great for Simon since the Venomous Spider attacks with Poison Elemental Damage, and Simon is weak to Poison. If this attack had hit, it would have resulted in the loss of an additional 2 Health for Simon. It also would have resulted in Simon being unable to subtract his maximum number of Action Points from enemy Hit Chance until the Venomous Spider attacks again, as per its special rule.
  • A roll of [1] for the Ice Sub-Demon means that attack is a hit, and since the Ice Sub-Demon has 5 Power, Simon loses another 3 Health (5 − 2), reducing him to 10 Health remaining. The Ice Sub-Demon attacks with Ice Elemental Damage, but again, thankfully, Simon is only weak to Poison.

Play now moves to the next player with Initiative, or to the maintenance phase at the end of that round if Simon had the highest Initiative.

Player versus Player (PvP)

In Dungeons of Infinity, there are many Scenarios which can be played in Competitive Mode, allowing the possibility of Player versus Player (PvP) combat. Players may attack one another at any time for any reason, but it's not the best way to make friends. Player versus Player combat is handled just the same as any other combat, following the same rules but with the following exceptions:

  1. A Hero does not perform the Retreat action to disengage from PvP combat and must attempt the Escape action instead. With enough Action Points, a Hero may attempt to escape more than once per turn. The Hero who initiated the combat may break it off at will, with no restrictions or penalties.
  2. If the Hero who initiated PvP combat is attacked by enemies, including having enemies change Focus to them, then that Hero is no longer considered to be in PvP combat with another Hero. The previously attacked Hero may now move freely and no longer needs to escape the combat.
  3. Multiple Heroes may be involved in PvP combat simultaneously, but unlike enemies, Heroes do not attack back at the end of the turn, waiting for their own turn to attack other Heroes instead.

Using Abilities in PvP Combat: Abilities are worded to be used against enemies, although most Abilities can still be used against another Hero by applying these general exceptions:

  • The word "enemy" refers to any other Hero in PvP combat with the user.
  • The word "retreat" refers instead to the "escape" PvP action.
  • The other Hero is always considered to be in the left-most slot of the front row.
  • Abilities that apply direct Damage to enemies can still be used to apply it to other Heroes.
  • Abilities with the Combat Only icon can be used to initiate PvP combat.
  • Abilities with the Minions Only icon can usually still be used against other Heroes.

For additional exceptions to specific Abilities, see Hero Special Rules, page 46.

PvP Actions

Loot (1 Action Point)

A Hero may spend 1 Action Point to steal a single unequipped Item and up to 4 Coins from an Exhausted Hero in the same Dungeon Tile during their two turns of rest.

Escape (2 Action Points, or 1 on failure)

A Hero must perform this action to disengage from PvP combat that they did not initiate. To attempt to escape from combat with another Hero, roll 1d20. If the result is [1-8], the Hero successfully escapes from the attacking Hero and moves into an adjacent Dungeon Tile at the expense of 2 Action Points. Unless hindered by new obstacles, subsequent moves only require they spend the regular number of Action Points. If the result is [9-20], the Hero fails to escape from the attacking Hero, but must still spend 1 Action Point for the attempt.

Block (1 Action Point)

A Hero may block other Heroes as they attempt to pass through a Dungeon Tile. This costs 1 Action Point to perform and must be the last action the Hero takes this turn. Place a Marker Cube next to the Hero's Standee (or Miniature) in the Dungeon Tile they wish to hinder movement through. The blocking Hero has complete control over which Heroes they choose to block and the effect lasts until the start of their next turn.

When a Hero entering a Dungeon Tile is blocked, the blocking Hero initiates combat with the entering Hero, though they do not attack. Blocking is the one instance in PvP combat where the Hero initiating combat does not attack first. To continue moving, the Hero who is being blocked must escape. They may also attack the blocking Hero. The Hero who is blocking does not need to escape and may disengage from combat at will.

Dungeon Lord

Each Dungeon has a Lord who rules the roost. The Scenario being played determines which Dungeon Lord can be found in the current Dungeon. When a party of Heroes enters the Dungeon, the Lord is not aware of their presence. The longer they are in the Dungeon, the more they explore and the more attention they attract, the better chance there is that the Lord will investigate and start tracking them down. This is determined by assessing the Threat.

Assess Threat

Assess Threat icons usually appear on Ability and Risk Cards. Some actions are also affected. When an instruction includes an Assess Threat icon, one of two things will happen immediately:

  • If the Threat Meter has not been discarded, increase the Threat Meter by 1.
  • Once the Threat Meter has been discarded, draw and resolve a Lord Event Card.

Threat Meter

The Threat Meter is used to determine when to begin drawing Lord Event Cards in a Scenario. It is seldom used in Campaign games, but its inclusion is described in the setup if required.

At the start of the Scenario, place a Marker Cube on the Threat Meter based on the number of Heroes in the Dungeon, indicated by the player icons on the respective numbers:

  • A 5 Hero game begins at 4.
  • A 4 Hero game begins at 6.
  • A 3 Hero game begins at 8.
  • A 2 Hero game begins at 10.
  • A 1 Hero game begins at 12.

Note: The numbers below 4 are used for adjusting the game difficulty.

The Threat of disturbing the Dungeon Lord increases as the Heroes explore deeper into their lair and cause more and more disruption:

  • Increase the Threat Meter by 1 each time a Hero is instructed to assess the Threat.
  • Increase the Threat Meter by 1 each time a Hero discovers a new Dungeon Tile.
  • Increase the Threat Meter by 1 each time a Hero performs the Run action.
  • Increase the Threat Meter by 2 each time a Hero engages in new combat.

Note: New combat occurs the moment a Hero engages one or more enemies that are not currently Focused on a Hero, even if these enemies have previously been engaged.

Additionally, at the end of the maintenance phase at the end of the round, increase the Threat Meter by 1 if all Heroes have a Noise value of 0.

Note: Do not use the Lord Event Actions portion of the Hero Board until after the Threat Meter has been discarded (see Lord Event Actions, page 44).

Lord Event Cards

Lord Event Cards determine where the Dungeon Lord first appears and how they move in the Dungeon once they do so. When the Marker Cube has reached the top space on the Threat Meter, discard them both immediately. At this point, begin drawing Lord Event Cards when instructed to assess the Threat instead. Cards drawn in this way are resolved immediately.

Before the Dungeon Lord has appeared, only the number in the circle is relevant. If this number does not match the number on any revealed Dungeon Tile, nothing happens. However, if the number does match the number on any revealed Dungeon Tile, then that is where the Dungeon Lord will appear! Place the Dungeon Lord Standee (or Miniature) on the matching Dungeon Tile. If there are Heroes in the Dungeon Tile, the Dungeon Lord will immediately attack the Hero with the highest Noise value, unless the only Heroes in the Dungeon Tile have a Noise value of 0. If there is a tie, the players choose.

Once the Dungeon Lord has appeared, the bottom section of the card is used to determine the Dungeon Lord's movement. There are four types of Dungeon Lord movement, which usually relate to the Noise value of the Heroes themselves and events occurring in the Dungeon. It must also be considered whether the Dungeon Lord will prioritize movement or combat. The Dungeon Lord may move and attack more than once each round. If the Dungeon Lord has no possible route by which to reach their target, they will not move, but they may still attack (see Encountering Heroes, page 44).

Catastrophic Lord Event Cards: This second edition of Dungeons of Infinity includes 10 Catastrophic Lord Event Cards. These new cards increase the tension by adding even more unpredictability to the actions of the Dungeon Lords, making it much more likely that they can reach the Heroes before they manage to make their escape!

These cards can be optionally incorporated into the Lord Event Deck during the setup of any Scenario, replacing their normal equivalents. Catastrophic Lord Event Cards are marked with their own icon; the Lord Event Cards to remove when adding them are marked with a corresponding icon.

Noise

Heroes make Noise as they venture deep into the Dungeon. The higher the number listed on their Hero Board, the more Noise they make as they explore. Certain actions and events also have specific Noise values attributed to them. These numbers are usually used to determine the Dungeon Lord's movement.

Noise Tokens are used to keep track of the various Noise levels in the Dungeon. Each Hero Board has a Noise value permanently printed on it. If an action or event affects a Hero's Noise value, place a Noise Token of the appropriate value over this icon to indicate the new value. In addition, actions and events might also cause Noise to occur within specific Dungeon Tiles. Place a Noise Token in the tile to indicate this value, unless there is already a token of equal or greater value in that tile. A Lord Event Status Token in a Dungeon Tile is considered to have a Noise value of 6, unless the value has been superseded by a Noise Token representing louder actions or events that might have occurred in that same tile.

The following actions have a specific Noise value attributed to them. Some cards also feature various events that affect the Noise values of either Heroes and Dungeon Tiles that usually last until the end of the round, unless otherwise indicated.

ActionNoise
Shout Action6
Training Special Action6
Pickaxe Special Action6
Excavating by Hand4
Sneak Action0
Rest Action0
Exhausted0

If a Hero has performed the Sneak or Rest actions during their last action, or if they are Exhausted, their Noise value is set to 0 and they cannot be tracked or attacked by the Dungeon Lord this round. If a Hero were instructed to draw a Lord Event Card and every other Hero has their Noise value set to 0, no card is drawn and the Dungeon Lord acts as if a Rampage Card were drawn instead (see Rampage, page 43).

Lord Event Card Text

MOVE 1 towards the highest Noise: The Dungeon Lord immediately moves one Dungeon Tile towards the highest source of Noise anywhere in the Dungeon. If there is a tie, the players choose.

MOVE 1 towards the closest Hero: The Dungeon Lord immediately moves one Dungeon Tile towards the closest Hero, regardless of Noise. If two or more Heroes are equally close, the Dungeon Lord moves towards the one with the highest Noise. If there is still a tie, the players choose.

MOVE 1 towards a Hero with # Noise: The Dungeon Lord immediately moves one Dungeon Tile towards the Hero with that exact Noise value. If two or more Heroes have this same Noise value, the Dungeon Lord moves towards the closest Hero. If there is still a tie, the players choose. If that exact Noise value cannot currently be found among the Heroes in the Dungeon, the Dungeon Lord moves towards the highest source of Noise anywhere in the Dungeon. If there is a tie, the players choose.

MOVE 1 towards the Hero with the lowest Noise: The Dungeon Lord immediately moves one Dungeon Tile towards the Hero with the lowest Noise value. If two or more Heroes have this same Noise value, the Dungeon Lord moves towards the closest Hero. If there is still a tie, the players choose.

Lord Event Card Colors

Lord Event Cards come in three colors: blue, red and orange. For now, consider only blue and red cards.

If the Lord Event Card drawn has a blue icon and text, the Dungeon Lord will prioritize movement. If the Dungeon Lord is currently Focused on a Hero, they will disengage from combat and move according to the text on the card. If the Lord Event Card would have caused them to move towards the Hero they are currently Focused on, they will attack instead.

If the Lord Event Card drawn has a red icon and text, the Dungeon Lord will prioritize combat. If the Dungeon Lord is currently Focused on a Hero, they will not disengage from combat and will continue to attack the Hero they are Focused currently on, regardless of the text on the card. They will only move if they are not Focused on a Hero when the card is drawn.

Example: The Dungeon Lord is fighting Indulf when a blue Lord Event Card is drawn which reads "MOVE 1 towards the highest Noise". If Indulf did not have the highest Noise value in the Dungeon, the Dungeon Lord would disengage and leave his Dungeon Tile. If Indulf does have the highest Noise value, the Dungeon Lord would attack Indulf again.

Rampage

Some Lord Event Cards feature an orange icon and text, with the keyword "RAMPAGE!" on them. The Dungeon Lord goes into a blind rage and runs in a random direction for three Dungeon Tiles.

The direction is determined by rolling 1d20. If the result is [1-5], the Dungeon Lord will move north. If the result is [6-10], they move east. If the result is [11-15], they move west, and if the result is [16-20], they move south.

If the direction determined by the d20 roll is blocked at any point during their movement, the Dungeon Lord remains in that Dungeon Tile. If the Dungeon Lord is already in combat when a Rampage Card is drawn, they will disengage from combat to do so, even if they can't move.

The Dungeon Lord will not stop running to engage any Hero. When their movement stops, they do not immediately attack or Focus on any Heroes present. Any Hero in that Dungeon Tile at this time may now perform a free Standard Attack against the Dungeon Lord, if they so desire (see Standard Attack, page 18). The Dungeon Lord will not Focus on any Hero for doing so.

Encountering Heroes

If the Dungeon Lord is in a Dungeon Tile with Heroes but is not Focused on them when a Lord Event Card is drawn, they immediately attack the Hero with the highest Noise value, unless they are in a Rampage, or if the only Heroes in the Dungeon Tile have a Noise value of 0. If there is a tie, the players choose.

If the Dungeon Lord enters a Dungeon Tile with Heroes during their movement, they immediately attack the Hero they were moving toward as instructed by the Lord Event Card, unless they are in a Rampage, or if the only Heroes in the Dungeon Tile have a Noise value of 0. If that Hero is not present, the Dungeon Lord attacks the Hero with the highest Noise value. If there is a tie, the players choose.

Joining Combat (Dungeon Lord)

If the Dungeon Lord encounters a Hero who is already engaged in combat, they take their correct place in the attack formation. If this creates a new row in the formation, draw a new Reward Card for that row. If at any time the Dungeon Lord attacks the Hero but does not have the required Range (see Formation Range, page 36), they will attack the enemy in front of them in the formation when it is their turn to attack instead. If this enemy is defeated, the Dungeon Lord will move into the vacated position. They will do this every round until they are within Range and can attack the Hero.

Lord Event Actions

Once Lord Event Cards are being drawn, there are two circumstances under which a player will be required to draw them. If instructed to do so by an Assess Threat icon, a Lord Event Card will be drawn immediately. However, a player will also draw Lord Event Cards at the start of the maintenance phase at the end of their turn, based on the actions their Hero took during that turn.

At the end of their turn, a player will draw one Lord Event Card for each of the actions appearing on this section of the Hero Board if they performed it during that turn. Possible Lord Event Actions are moving, running and engaging in any form of combat. Only draw one Lord Event Card per action taken, so if a Hero performs the same Lord Event Action twice or more in that turn, they would still only draw one Lord Event Card.

Example 1: Shard would only draw a Lord Event Card at the end of his turn if he had been in combat this turn. It does not matter how many attacks he made, he would only draw one Lord Event Card.

Example 2: During his turn, Akachi ran two Dungeon Tiles, moved another one Dungeon Tile, and was then engaged in combat. Each of these actions requires that a Lord Event Card be drawn at the end of the turn. So, in this case, draw three Lord Event Cards. If the Dungeon Lord appears in the Dungeon when the first card is drawn, the next two cards drawn would determine movement per the Lord Event Cards rules.

Exceptions to Drawing

Lord Event Cards are only drawn based on the actions of Heroes that do not directly impact a Dungeon Lord. Hero actions that affect a Dungeon Lord and the actions of the Dungeon Lords themselves never prompt the drawing of a Lord Event Card, though remember that the Dungeon Lord will still attack back at the end of a Hero's turn, just the same as any other enemy (see Attacking, page 34).

Example: Saskia retreats from combat with three Minions. As per the rules for this action, she is attacked by an enemy in doing so. This is considered combat and would require a Lord Event Card to be drawn during the maintenance phase at the end of her turn. If Saskia were retreating from a Dungeon Lord, a Lord Event Card would not be drawn, as this action is related to a Dungeon Lord.

If a Dungeon Lord enters a Dungeon Tile and attacks a Hero, do not draw another Lord Event Card. This event was prompted by the movement that resulted from a Lord Event Card already being drawn.

If every Hero in the Dungeon is in the same Dungeon Tile as the Dungeon Lord, do not draw Lord Event Cards.

Charge

If a round ends and the Dungeon Lord has not moved or attacked for the entire round, they will Charge. In this case, draw one Lord Event Card at the start of the maintenance phase at the end of that round.

The Dungeon Lord will move three Dungeon Tiles towards the target of the card. Unlike during a Rampage, the Dungeon Lord will attack the first Hero they encounter, even if they have a Noise value of 0.

If the Dungeon Lord were to Charge but every Hero has their Noise value set to 0, no card is drawn and they act as if a Rampage Card were drawn instead (see Rampage, page 43).

Appendix: Hero Special Rules

Each Hero has a unique set of Ability Cards. These cards represent other special actions that they can perform during the game. In addition to the main rules governing their use (see Use Ability, page 19), each of the Heroes and many of their Abilities have other important subtleties that might arise during gameplay. This section attempts to provide a comprehensive list on how each of these interactions is correctly resolved.

General Rules

  • Abilities only affect the Hero using them and the combat in which they are engaged, unless otherwise indicated.
  • Abilities affect a Dungeon Tile with respect to the Hero using them, unless otherwise indicated – if the Hero moves away, the effect moves with them.
  • Abilities are considered "used" at the time Action Points are spent, which is not necessarily the same as the time when their effect takes place.
  • Abilities used to restore Health can only be used to affect a Hero with less than their maximum Health.
  • Abilities that apply elemental damage and combat status effects will only do so if the attack hits, but will still do so if it does not result in applying any normal damage, unless otherwise indicated.
  • Abilities are considered an "attack" if that word is featured on the card. To attack with an Ability, roll 1d20 and compare the result to the Hero's Hit Chance (see Hit Chance, page 34), then apply the directions on the card as with any other Ability.
  • Abilities might modify the stats of both Heroes and enemies. Modifications to any stat are cumulative without limit, unless otherwise indicated.
  • Abilities might refer to two "adjacent" objects. Enemies in formation are only considered adjacent if they are next to each other in the same row. Two Dungeon Tiles are only considered adjacent if they both have a doorway in the shared wall.

Indulf Armiger – Paladin

Explosion (Level 1) – Indulf causes normal damage to one enemy, but Elemental Damage (see Elemental Damage, page 37) to any enemy weak to Fire in the front row. Noise occurs in this Dungeon Tile, rather than increasing Indulf's Noise value (see Noise, page 42). Indulf can only perform the free Retreat action if it is possible to do so, and is not attacked by an enemy when doing so (see Retreat, page 18). During PvP combat (see Player versus Player (PvP), page 40), Indulf can use this Ability to perform a free Escape action, without the need to roll.

Shield Smash (Level 3) – Indulf can use this Ability against a lone enemy, or without a shield equipped, to perform an attack with +3 Hit Chance, but no further effects are applied. Further effects also cannot be applied during PvP combat (see Player versus Player (PvP), page 40).

Cephenrene Leigh Iaomai – Fire Mage

Firelight (Level 1) – Adjacent Dungeon Tiles in a straight line must have no walls or Doorway Tokens between Cephenrene and the target.

Wall of Flame (Level 1) – Elemental Damage is applied to any enemies at the end of the maintenance phase at the end of the round.

Cleansing Inferno (Level 4) – Damage is applied to Heroes weak to Fire in the Dungeon Tile when the Ability is used, as well as any Hero who enters the Dungeon Tile at a later time, including if they enter the tile multiple times in the same turn.

Simon Ailuros – Thief

Shadow Cloak (Level 4) – Other Heroes are "placed" in the destination Dungeon Tile, and are therefore not considered to have "moved" in this instance, such as during Lord Event Actions (although they would still draw a Lord Event Card if they had performed that action at another point during the round, as normal).

Akachi Bello – Warrior

Focus Constitution (Level 2) – The number "3" on Akachi's Health Meter is marked with an icon as a reminder for players of when this Ability is triggered, but it can only be used once he has reached Level 2.

Thundering Charge (Level 3) – Only enemies in the front row are Stunned.

Lona Elernae – Ranger

Lona possesses all the natural abilities inherent to any other Elf of the Trualthian Wood. These gifts easily lend themselves to proficiency with a bow beyond anything that could be achieved by most humans, and intensive additional training throughout her field years has eleveated her above most if not all of her peers as well.

Lona may use her Abilities that specify she must use a bow to attack any enemy in another Dungeon Tile in Range, so long as she has no enemies Focused on her, and has a clear Line of Sight.

Line of Sight is only relevant for Lona's Abilities that have a Tile Range of 2, and is always measured in a straight line, so there must be no other Heroes, enemies, walls or Doorway Tokens in the Dungeon Tiles between her and the target. Note: A Hero cannot choose to step to the side within a Dungeon Tile to clear Lona's Line of Sight.

Example 1: Lona wants to attack a group of enemies in Tile 15. She has Line of Sight since there is nothing between her and Tile 15.

Example 2: Lona still intends to attack a group of enemies in Tile 15, but now she does not have Line of Sight because Cephenrene is in the way. If she chose, she could move to Tile 18, where she would have Line of Sight to Tile 15.

Enemies can still be attacked if they are already Focused on another Hero. Usually, doing so will not cause them to change Focus.

Broken Cover (Special Rule) – If the result of the roll is [1-3], every enemy targeted by the attack will break from the formation and Focus on Lona instead, so long as they are not Stunned, Confused, or otherwise incapacitated before the effects of this Ability were applied. If she is in another Dungeon Tile, they will move into that tile to do so. They will then attack her back at the end of her turn as normal.

As with any other Combat Only Ability, this can be used to initiate combat. If the enemies in a Dungeon Tile are not presently Focused on another Hero, separate the Enemy Cards from the Reward Cards and shuffle each separately, then set up the enemies and Rewards in formation elsewhere on the table, as if they were Focused on a Hero. Enemies remain in this formation until Lona has not performed any attack against them for one full turn, or until Line of Sight is broken. They will still only change Focus if her cover is broken.

Lona does not need to retreat or escape when attacking enemies in another Dungeon Tile, unless her cover is broken.

Hail of Arrows (Level 3) – During PvP combat (see Player versus Player (PvP), page 40), Lona will not offer this benefit to a Hero engaged in combat with her.

Shard – Monk

Material Bonds (Special Rule) – Shard is a bare-fisted fighter. For each shield or armor he has equipped to a slot, his maximum Action Point value is reduced by 1, down to a minimum of 3. He immediately regains an Action Point if the Item is unequipped, unless he still has two of these types of Item equipped.

Meditation (Level 3) / Divine Radiance (Level 5) – Not only must Shard not receive Damage, but he also cannot perform any further actions for these effects to take place at the end of the round, whether from gaining further Action Points, or from being granted a free action.

Sarah Majstro – Wave Warper

Psychological Incursion (Special Rule) – Sarah does not attack her enemies physically, but cognatively. For her, an enemy's physical defense is irrelevant, and their resistence to her attacks depends upon their mental fortitude. Whenever Sarah makes an attack, the target's Defense is always subtracted from her Hit Chance.

Example: Sarah attacks a Spider with a Defense of 4. Her Hit Chance for the attack would be 17, minus the Spider's Defense of 4. As 17 − 4 = 13, in this case Sarah would hit the Spider on a roll of [1-13].

Burning Vision (Level 1) – During PvP combat (see Player versus Player (PvP), page 40), Sarah cannot use this Ability to force Heroes weak to Fire to flee from combat, but can still use it to apply Damage to them.

Force of Nature (Level 5) – If a Sentinel flees, it will still be treated as though it were defeated, but it does not drop any Additional Rewards. If a Dungeon Lord flees, they are not defeated. Instead, they are forced to disengage from combat and move into an adjacent Dungeon Tile, if possible. If the Dungeon Lord enters a Dungeon Tile with Heroes, they will not attack. Reduce Sarah's Noise value to 0 until the end of the round.

Rolandra Pagos – Ice Mage

Frigid Path (Level 1) – Adjacent Dungeon Tiles in a straight line must have no walls or Doorway Tokens between Rolandra and the target. Rolandra can use this Ability to place Ice Path Tokens over Chasm and Flood Hazard Tokens, but cannot place them over a Lava Hazard Token. A Dungeon Lord will also travel along the ice path. If they enter the middle of the path, they will travel in the direction that takes them closest to the target of the Lord Event Card drawn. If it is not clear which way they would go, the players choose. They will travel all the way to the end and do not stop to engage any Heroes along the way.

Cone of Frost (Level 1) – Elemental Damage is applied to any enemies at the end of the maintenance phase at the end of the round.

Call of the Colossus (Level 5) – During PvP combat (see Player versus Player (PvP), page 40), Rolandra cannot use this Ability to force Heroes weak to Ice to flee from combat.

Sasha Fotia – Alchemist

Sasha is naturally gifted at concocting a variety of useful compounds, and has developed a particular fondness for high-explosives. To this end, Bombs are her prefered method of combat, and she never equips anything in her right hand to keep her throwing arm free.

While Sasha's Bomb Abilities generally share all the same characteristics as any other "attack", instead of comparing the result of the roll to her Hit Chance, they utilize a unique "Throw" roll to target enemies with. This can be found on her Hero Board. Whenever Sasha throws a Bomb, roll 1d20 as with an attack, but determine the outcome using the Throw roll, instead of her Hit Chance:

  • [1-14] Bullseye! The throw is perfectly on-target.
  • [15-17] The throw falls short and lands one row further forward.
  • [18-20] The throw goes long and lands one row further back.

Some Bombs will only require that a Bullseye be rolled to apply their effect. If the Bomb has a grid, where it lands will determine which enemies it affects. The center of the grid does not necessarily depict where the Bomb was aimed, but where it actually lands. Use the result of the Throw roll to position the grid. The numbers around the center are then used to apply effects to the surrounding enemies.

Example 1: Sasha wants to throw a Bomb to hit the target in the center of the middle row. On a roll of [1-14], the throw will hit the target directly. Bullseye!

If any modifiers are applied to the Throw roll, they increase the chance of a Bullseye, first by decreasing the chances of the Bomb falling short, then by preventing it from going long.

ModifierBullseyeShortLong
+0[1-14][15-17][18-20]
+1[1-15][16-17][18-20]
+2[1-16][17][18-20]
+3[1-17]N/A[18-20]
+4[1-18]N/A[19-20]
+5[1-19]N/A[20]
+6[1-20]N/AN/A

Example 2: Sasha throws a Bomb at an enemy in the front row but it lands short. Sasha receives Damage calculated using the Power value of 7 in the center of the bottom row of the grid.

Sasha may use her Abilities that allow her to throw a Bomb to target any enemy in another Dungeon Tile in Range, so long as she has no enemies Focused on her. In this case, she will always throw her Bombs at the largest formation of enemies in the room. She may also throw any Bomb into an empty room, without being required to make a Throw roll.

Enemies can still be targeted if they are already Focused on another Hero. Usually, targeting enemies in another Dungeon Tile will not cause them to change Focus.

Caught in the Act (Special Rule) – If the result of the Throw roll is [1-3], every enemy affected by the Bomb will break from the formation and Focus on Sasha instead, so long as they are not Stunned, Confused, or otherwise incapacitated before the effects of this Ability were applied. If she is in another Dungeon Tile, they will move into that tile to do so. They will then attack her back at the end of her turn as normal.

As with any other Combat Only Ability, this can be used to initiate combat. If the enemies in a Dungeon Tile are not presently Focused on another Hero, separate the Enemy Cards from the Reward Cards and shuffle each separately, then set up the enemies and Rewards in formation elsewhere on the table, as if they were Focused on a Hero. Enemies remain in this formation until Sasha has not targeted any of them for one full turn. They will still only change Focus if she is caught in the act.

Sasha does not need to retreat or escape when throwing Bombs into another Dungeon Tile, unless she is caught in the act.

Bomb (Level 1) – If a Bomb falls short, the bottom row of Power does not apply Damage to Sasha unless she was aiming at the front row. In this case, she applies Damage to herself using the Power value in the center of the bottom row of the grid.

Noise from Bombs always occurs in the Dungeon Tile they land in, rather than increasing Sasha's Noise value (see Noise, page 42).

Smoke Bomb α / Smoke Bomb β (Level 1) – Unlike other Heroes, Sasha starts with five Ability Cards. When using the β version, Heroes can only perform the free Retreat action if it is possible to do so, and are not attacked by an enemy when doing so (see Retreat, page 18). During PvP combat (see Player versus Player (PvP), page 40), Heroes can perform a free Escape action, without the need to roll, and this combat is not considered combat during Lord Event Actions.

Mega Bomb (Level 5) – If a Mega Bomb falls short, the bottom row of Power does not apply Damage to Sasha unless she was aiming at the front row. In this case, she applies Damage to herself using the Power value in the center of the bottom row of the grid.

Saskia Thanasima – Assassin

Don the Black (Special Rule) – Saskia is skilled in espionage, and is particularly adept with bladed weapons. If she has either two swords or two knives equipped to her hand slots, her maximum Action Point value is increased by 2. Her maximum Action Points are immediately reduced if either Item is unequipped.

Invisible (Level 5) – By not alerting the Dungeon Lord, Saskia does not draw Lord Event Cards if instructed to assess the Threat, and does not draw for Lord Event Actions.

Brahms – Watchman

Frozen Armor (Level 1) – Brahms is not prevented from losing Health. Applying Elemental Damage is also dependant on Brahms choosing to apply Damage. Remember that Action Points only refresh at the end of the Hero's turn (see Action Points, page 13).

Last Stand (Level 5) – If an attack hits, it still counts as having hit even if it does not result in any Damage being applied.

Elle – Prophet

Gravity Pulse (Level 2) – During PvP combat (see Player versus Player (PvP), page 40), Elle will not offer this benefit to a Hero engaged in combat with her.

Spirit Fountain (Level 3) – The choice offered to other Heroes must be made before they make their roll. During PvP combat (see Player versus Player (PvP), page 40), Elle will not offer this benefit to a Hero engaged in combat with her.

Grigory – Tactician

Predictive Strike (Level 3) – Remember that Action Points only refresh at the end of the Hero's turn (see Action Points, page 13).

Jade – Bard

Waltz of Wounds (Level 1) – Enemies will only change Focus to Jade if they receive damage.

Angelic Voice (Level 1) – Cannot be used again until all Damage Tokens have been removed by other Heroes. Heroes are not obliged to take the exact value of Damage Tokens on the Hero Board, and can exchange them for other Damage Tokens in order to leave a certain amount behind. During PvP combat (see Player versus Player (PvP), page 40), Jade will not offer this benefit to a Hero engaged in combat with her.

Inspire Greatness (Level 2) – Used when rolling for Initiative rather than during Jade's turn. Remember that Action Points only refresh at the end of the Hero's turn (see Action Points, page 13). Jade may not pass her Initiative to go last in order to receive the benefit of this Ability.

Taking Requests (Level 3) – Used when rolling for Initiative rather than during Jade's turn. Remember that Action Points only refresh at the end of the Hero's turn (see Action Points, page 13).

Requiem of Spirit (Level 4) – Cannot be used again until all Marker Cubes have been removed by other Heroes. Heroes must take an exact number of Marker Cubes from the Hero Board and must use all Action Points gained immediately. During PvP combat (see Player versus Player (PvP), page 40), Jade will not offer this benefit to a Hero engaged in combat with her.

Index

The printed rulebook closes with a page-reference index. Reproduced here as a term list; page numbers refer to the original rulebook.

Ability (Use) 19 · Action 15 · Action Point 13 · −2 Action Point Status Token 29 · Additional Rewards 35 · Ally (Risk Card) 27 · Ambush (Risk Card) 28 · Another World 8 · Armory Dungeon Tile 30 · Assess Threat 41 · Attach 28 · Attachment 24 · Attack 34 · Block 40 · Body 26 · Buy (Merchant) 24 · Campaign (Risk Card) 7 · Carry Limit 11 · Casual Game 9 · Catastrophic Event (Risk Card) 7 · Cave-In Doorway Token 31 · Charge 45 · Chasm Hazard Token 31 · Chest 26 · Closed Doorway Token 31 · Coin 24 · Combat 33 · Community (Risk Card) 26 · Confused 37 · Consumable 20 · Craft (Merchant) 24 · Damage 34 · Debris 26 · Defeat 35 · Defense 13 · −2 Defense Status Token 29 · Die Roll Notation 14 · Difficulty 9 · Dig 22 · Drop 15 · Dungeon Lord 41 · Dungeon Tile 25 · Elemental Damage 37 · Encumbered 11 · Enemy Card 32 · Enhance 17 · Equip 16 · Equipment 16 · Equipment Slot 13 · Escape 40 · Evade 18 · Event (Risk Card) 27 · Event Length Meter 20 · Examine 17 · Excavate by Hand 22 · Exhausted 12 · Experience 11 · Flee 37 · Flood Hazard Token 31 · Focus 34 · Formation Range 36 · Gold 24 · Heal (Merchant) 24 · Health 12 · Health Potion (Item) 21 · −3 Health Status Token 29 · Hero Board 10 · Hit Chance 34 · Ice Path Token 48 · Initiative 14 · Item (Use) 20 · Join Combat 36 · Key (Item) 21 · Lava Hazard Token 31 · Level 11 · Level-Up 11 · Loot 40 · Lord Event Action 45 · Lord Event Card 42 · Lord Event Status Token 29 · Medical Dungeon Tile 30 · Merchant 23 · Mine 22 · Minion 32 · Mist 26 · Move 17 · Noise 42 · Option Card (Risk Card) 28 · Order (Merchant) 24 · Pick Up 15 · Pickaxe (Item) 22 · Player versus Player (PvP) 40 · Pocket Item 20 · Power 13 · −2 Power Status Token 29 · Quest (Risk Card) 27 · Rampage 43 · Range 36 · Reference Token 15 · Remove 28 · Repair (Merchant) 24 · Reroll 14 · Rest 19 · Retreat 18 · Reward Card 33 · Risk Card 26 · Rope (Item) 21 · Round 14 · Run 17 · Scroll (Item) 21 · Sell (Merchant) 24 · Sentinel 32 · Shout 17 · Solo Play 14 · Sneak 17 · Standard Attack 18 · Starred Enemy 7 · Start Ability/Scroll 20 · Starting Dungeon Tile 23 · Store Card 23 · Stunned 37 · Surprise Attack (Risk Card) 28 · Teleportation Dungeon Tile 30 · Threat Meter 41 · Tile Content Chart 25 · Tile Range 36 · Trade 16 · Training Dungeon Tile 30 · Turn 14 · Two-Handed 16 · Wall Doorway Token 31 · Weakened 12 · Weapon Enhancement 17

Credits

Dungeons of Infinity is dedicated to Jack F. Spoerner, who made this game possible. February 21, 1931 – July 13, 2020.

  • Game Design: Jack Spoerner
  • Game Development: Eric Bittermann
  • Lead Editor: Stuart Stockdale
  • Campaign Co-Writers: Kristyn McDade, Jack Spoerner
  • Another World Writer: Peter Ryan
  • Editing and QA: Evan Duda
  • Artwork: Muhamad Faizal Fikri, Simon Zhong
  • Dungeon Tile Art: Mitch Mueller
  • Graphic Design: Corry Damey
  • Playtesters: Abe Farrier, James Lautermilch, Austin Albury, Brooke Albury, Josh Francis, George Anthony, Hadassa Anthony, Dalton Barwick, Derek Reed, Cade Cook, Ian White, Olivia White, Isaac Childres, Carl Klutzke, Brian Lee, Scott Starkey, Evan Eickhoff, Tyler Lewis, Kasey Kelley, Layton Jordan, Eric Bittermann
  • Special Thanks: Michael Gallagher, Nathan P. Butler

Dungeons of Infinity | Copyright © 2024 Sky Kingdom Games