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Gold And Glory for DQ: Dragon's Keep Dungeon

Expansion for DungeonQuest: Revised Edition

Gold And Glory for DQ: Dragon's Keep Dungeon Rulebook

Table of Contents

Table of Contents

  • What in Terrestria Is This?
  • Assembly of the Complete Expansion Set
  • New Hero Elements
    • Dexterity (DEX) Attribute
    • Weapon Power (PWR)
    • A Whole Lotta Heroes
  • Magic In Terrestria
    • Spell Types
    • Spellcaster Roles
    • Runes
  • Combat
    • Evasion
    • Combat Attribute Tests
    • Combat Disposition
      • Combat Disposition Tables
    • Combat Dice
    • Combat Roll Results
    • Combat Results Table
    • Combat Example
  • Weapon Damage Level
    • Weapon Damage Level Table
    • WDL Per Weapon Type
  • Extra and Epic Success and Fail (Optional)
  • Ammunition
  • Doors And Portcullises (Optional)
  • Chamber Occupation
  • Hero Interactions
    • Steal From Another Hero
    • Hero vs. Hero Combat
    • Cooperative Combat Against Monsters
  • Hero Remains (Optional)
  • Base Game Monster Health
  • Base Game Monster Statistics
  • Gold And Glory Monsters (Optional) -- Requires Epic Dice
    • Monster Encounter Table
    • Monster Weapons Table
  • Monster Clarifications and Ability Effect Tracker Tiles
    • Descriptive Abilities/Flaws
    • Piercing Weapons
    • Turn-Stopping Effects
    • Extended Effect Without Ending Turn
    • Combat-Pausing Effects
    • Passive Monsters
    • Tracking Monsters
    • Monster Tokens (Optional)
    • Escaping Monsters
    • Random Monster Combat (Optional)
      • Random Monster Attack Table
  • Random Chamber Entry Side From Catacombs (Optional)
  • Alternate Card Effects (Optional)
    • List Of Alternate Card Effects
  • Alternate Chamber Effects (Optional)
  • Abbreviation And Term Definitions
  • Combat Process Outline
  • Version 1.1 Addendum
    • Loot And Treasure Cards
    • Evade Combat Disposition
    • Catacomb Travel Markers
    • Secret Doors
    • Small Heroes
    • K.N.I.G.H.T.
    • Determination Token Optional Rules
    • Optional Determination Cost Waivers

What in Terrestria Is This?

Gold And Glory For DQ: Dragon's Keep Dungeon requires possession of the DQ Revised Edition board game by FFG. It's designed to enhance gameplay with advanced variants built upon the core concept, and will eventually be developed into its own original full-fledged board game.

Assembly of the Complete Expansion Set

  • Punch out the Tokens and Tiles from their sheets.
  • Peel the Hero Stickers from their sheets and attach them to the colored pawn that matches the background color of the corresponding Hero Sheet. Brown, Cyan and Gray do not have matching pawn colors available. For those three Hero colors, attach them to the pawn colors as follows:
    • Brown Heroes use Orange Pawns
    • Cyan Heroes use Blue Pawns
    • Gray Heroes use Black Pawns

New Hero Elements

The Gold And Glory expansion introduces the concepts of Species and Roles (descriptive terms evoking character visualizations), and adds the idea of specific Weapons (including Spells) to associate with the Attack Types of Melee, Ranged and Magic, plus a new Evade Action. These add flavor to Heroes but function identically between them, although WDL (see Weapon Damage Level) will vary, along with any unique Hero capabilities.

The primary Attack Weapon for each of a Hero's three Attack Types appears at the top of their Hero Sheet, to the left of the Health symbol where Wound Tokens are placed. It's quite possible for an Attack Type to have a Weapon of "None" listed for it. The middle section of the Hero Sheet may include descriptions or backstories, but will always contain a variety of the following: Special Weapon, Special Ability, Attack Spell, Spell or Flaw.

Dexterity (DEX) Attribute

Another addition to Gold And Glory is the Dexterity, or DEX, Attribute. Agility (e.g., balance, speed, athleticism, etc.) is used for Melee Attacks (see Combat), to Escape, to avoid suffering WNDs from Ranged Attacks and to pass many Tests described on cards (also see Alternate Attribute Tests For Cards). But to Hit with a Ranged Attack, DEX (hand-to-eye coordination) is used. DEX appears on the enhanced Gold And Glory Hero Sheets in a Purple frame with a Bow And Arrow symbol.

Weapon Power (PWR)

A few Weapons listed on various Hero Sheets are self-powered, and so do not use the Hero's Strength score to determine how many Wounds are Dealt to Opponents. Those items have a Power, or PWR, score. For Example, crossbows are one applicable Weapon type, Ember's Fire Breath is another, guns, etc. Any Weapon that doesn't use a Hero's Strength to determine Wounds will have its own Power score listed on the Hero Sheet where appropriate.

A Whole Lotta Heroes

Gold And Glory provides alternate core Heroes that replace the six that are included with the base DQ Revised Edition game, plus one for companion Ember to use with Adrelia.

But there's also a whopping 30 additional Heroes, some derived from fictional or historical icons, others wholly unique to Gold And Glory. Gold And Glory Heroes are grouped into six categories of six Heroes each (plus Ember). The categories are: Heroes of Terrestria, Outlanders, Rogues Gallery, Spellcasters, The Mighty And Masterly and Warriors.

Magic In Terrestria

In Gold And Glory, LCK is in fact Magic, but only those gifted or who have acquired control of it through other means can knowingly wield it (e.g., Wizards, Warlocks, Clerics, etc.) When anyone else gets "lucky" they tap into Magic inadvertently. For all Magic Attacks (see Combat), LCK is used to Hit (even for Corporeal Spells) and for WNDs Dealt. LCK also serves as "Armor" when checking for WNDs Suffered from Incorporeal Magic Attacks.

Spell Types

Spellcasters (and a few non-Spellcasters) have one primary Magic Attack that costs nothing to cast. Attack Spells listed in the body of a Hero Sheet can be cast instead of the primary Magic Attack displayed at the top, producing the effects described. Non-Attack Spells can be cast outside of Combat. These may require spending 1 or more Determination Tokens, along with a LCK Test, unless otherwise noted. Spells that manifest Corporeal objects, notated with "(C)", oppose AGL and AMR, but use LCK for Hit and WNDs. Incorporeal Spells have an "(I)".

Spellcaster Roles

There are various Spellcaster Roles: Sorcerer/Sorceress (those born with Magic), Warlock/Witch (draws Magic from the Netherworld), Wizard (learns Magic from books and scrolls), Druid/Druidess (gifted Magic from pagan gods, often elemental in nature), Cleric (anointed Magic from celestial gods), and Necromancer (siphons Magic from the Underworld). Some Heroes wield limited Magic secondarily (e.g., Ranger, Paladin, Shinobi, etc.)

Runes

Heroes no longer start the game with a Rune. In addition, only certain Heroes can use them, indicated by a Spell or item on their Hero sheet to acquire them, allowing them to draw a random Rune Card in-game. Most Spellcasters with a Magic Attack can acquire Runes. Only 1 Rune can be held at a time, but they can be discarded and replaced during Status Phase. Return Rune Cards to the bottom of the deck after they are used in the game.

Combat

Use the Gold And Glory Combat Cards instead of those from the base game. The Hero and Monster players choose an Attack Type or Evade (also, see Random Monster Combat), playing from one of the identical sets of 4 cards for Melee, Ranged, Magic and Evade (i.e., Combat Cards used by Hero and Monster are now the same), which display the symbol for the related Attribute. An Attack Type of "None" for a Hero or Monster means that Combat Card cannot be chosen. The Hero then rolls up to 4D6, adjusted by a designated Combat Disposition of either Distant or Close (see Combat Disposition).

Evasion

The Evade Combat Card is used to perform an evasive maneuver without also Attacking to Deal WNDs, whether to change Combat Disposition, Escape (see Escaping Monsters) or another reason.

Combat Attribute Tests

Heroes must attempt to roll equal to or under all applicable Attribute scores with a single roll in a combined offensive/defensive Test. DEX is used to check Success for Ranged Hits. AGL is used to check Success for Melee Hits and to avoid Melee, Ranged and Corporeal Magic Hits, which includes the Evade dodge-only maneuver. STR and PWR are used to check Success for WNDs Dealt for Melee and Ranged Hits. AMR is used to check WNDs Suffered from Melee, Ranged and Corporeal Magic Hits. LCK is used to check Success for all Magic Hits and WNDs Dealt, and Incorporeal WNDs Suffered.

Only 1 Determination Token is awarded if a Combat roll is higher than more than one Attribute (e.g., if both DEX and STR Fail, only 1 Token is acquired). It's possible to Hit successfully, but to then Fail to Deal or avoid WNDs, thus gaining 1 Determination Token.

Combat Disposition

Combat takes place in either Close or Distant Disposition, always starting as Distant. Each Attack Type has an advantage or disadvantage compared to the others based on Combat Disposition, as depicted on the Combat Disposition Tables. Track with a Combat Disposition Tile, flipping it over as needed.

An Agility Success with a Melee Attack transitions Combat from Distant to Close Disposition. Heroes can shift it back to Distant in exchange for dealing no Wounds with an Evade (i.e., a Hero who Succeeds the AGL Test when playing an Evade card can choose to switch to Distant Disposition). A Melee Attack Hit the next Round by either Hero or Monster would bring Combat back into Close Disposition.

Magic Spells take some time to weave and cast, making them slower to complete as compared to Melee and Ranged. Magic and Ranged both have a distance advantage over Melee, but this advantage is reversed at close range, for which Ranged is at an additional disadvantage. These factors are reflected in the modifiers.

Combat Disposition Tables

Distant CombatMeleeRangedMagic
MeleeN/A-2D-1D
Ranged+2DN/A+1D
Magic+1D-1DN/A
Close CombatMeleeRangedMagic
MeleeN/A+2D+1D
Ranged-2DN/A-1D
Magic-1D+1DN/A

Rows are the Hero's Attack Type; columns are the Monster's Attack Type.

Combat Dice

Only the Heroes roll dice. Start with a 2D6 base and apply the modifier that's displayed on the Combat Disposition Tables by cross-referencing the Hero's Attack Type listed on the leftmost column with the Monster's in the top row. There is always a minimum of 1D6 and a maximum of 4D6 dice (e.g., choosing Ranged against a Monster's Melee Attack for Close Combat has a disadvantage of -2D, but 1D6 would be rolled regardless).

Combat Roll Results

After rolling, locate the two lowest dice and total them, or if only rolling 1 die double it (e.g., a roll of 4 on a single die becomes an 8). Cross-reference each applicable Attribute (see Combat Attribute Tests) with the roll on the Combat Results Table, using the four checks below. Make sure to apply any Hit/Evade Monster Modifiers (see Base Game Monster Statistics) and adjust the Attribute Score to compare the roll to. Treat them as if they occurred simultaneously (e.g., if a Monster dies from a Hero Hit, it can still Hit the Hero during that Combat Round). Wounds Dealt is derived from the difference between the roll and the Attribute score +1 if the roll is equal to or lower. WNDs Suffered is the difference if the roll is higher.

Spend Determination Tokens to lower the roll total, 1 Token per point, to a minimum of 2 (e.g., a roll of 8 could become a 6 by spending 2 Tokens). If one or more of the below checks Fail (i.e., Orange), the Hero receives 1 Determination Token.

  • Hit: Check if the Hero achieved a Hit Success. Cross-reference the roll with DEX (Ranged), AGL (Melee) or LCK (Magic) on the Combat Results Table. Rolling equal to or lower than the applicable Attribute score produces a Green cell, a Hit Success for the Hero.
  • Evade: Check if the Hero has been Hit. Cross-reference the roll with AGL (Melee, Ranged or Corporeal Magic) or LCK (Incorporeal Magic) on the Combat Results Table. Rolling higher than the Attribute score will land on an Orange cell, a Hit for the Monster.
  • Deal WNDs: If the Hero Hit, cross-reference the roll with STR (Ranged and Melee), PWR (Special Weapon) or LCK (Magic) on the Combat Results Table. If it's a Green cell, the number is the pre-WDL WNDs Dealt. If Orange, the Hero Failed to inflict any WNDs, but can choose to forgo gaining a Determination Token to Deal 1 post-WDL WND.
  • Suffer WNDs: If the Monster Hit, cross-reference the roll with the Hero's AMR (Melee, Ranged or Corporeal Magic) or LCK (Incorporeal Magic) on the Combat Results Table. If Orange, that number is pre-WDL WNDs Suffered. If Green, the Hero Suffers 1 post-WDL WND, but can choose to forgo gaining a Determination Token to nullify the WND.

Combat Results Table

Rows are the Roll (2 to 12); columns are the Attribute Score (3 to 10). Green cells are Successes and Orange cells are Fails, as described in Combat Roll Results. (The printed table's green and orange shading is not reproduced in this text.)

Roll \ Attribute Score345678910
223456789
312345678
41123

Combat Example

Adrelia and her companion Ember face off against a Sorcerer. They start things off with a Ranged Attack, which in this case is Ember's Fire Breath. Her potent Fire Breath receives a bonus die (see the Ember Hero Sheet), elevating their dice pool to a 3D6. However, the Sorcerer reveals a Magic Attack Combat Card. This means the Sorcerer suffers an additional disadvantage (see Combat Disposition) when comparing Attack Types, and that Adrelia and Ember get a 1-die bonus on their Combat roll (i.e., they get to roll 4D6 instead of 3D6). The player rolls the dice, and the two lowest results that come up are 2 and 3, a total of 5. Cross-referencing their DEX of 6 for their Ranged Attack with the roll of 5 on the Combat Results Table lands on the Green 2. A Hit! Then, cross-referencing their AGL score of 7 with the roll of 5 (since the Sorcerer cast a Corporeal Magic Spell) reveals that the Sorcerer missed with a Green 3! Cross-referencing the Fire Breath's PWR score of 9 with the roll of 5 on the table reveals that Adrelia and Ember have Dealt 5 points of pre-WDL WNDs, which with a Weapon Damage Level of 5 translates to 9 WNDs (refer to Weapon Damage Level).

Weapon Damage Level

Weapons have a Weapon Damage Level, or WDL, of 1 to 5. The higher it is, the more lethal it is. WNDs are adjusted by a Weapon's WDL, with 3 as the baseline. Add/subtract 2 to/from pre-WDL WNDs per WDL above/below 3. The Weapon Damage Level Table makes it easy to quickly find adjusted WNDs Dealt or Suffered. WND modifiers should be applied after first modifying by WDL, unless otherwise stated. WNDs can be nullified if reduced to 0.

A Weapon's WDL is provided on Hero Sheets where applicable. The WDL Per Weapon Type list below displays examples for each Level to help determine WDL for similar items.

Weapon Damage Level Table

WDL \ WNDs Dealt or Suffered12345678910
11111123456
2111234567

WDL Per Weapon Type

  • WDL 1 (Non-lethal): Unarmed
  • WDL 2 (Harmful): Staff, Club, Ranged (small Thrown Projectile e.g., Throwing Knife, Shuriken, etc.)
  • WDL 3 (Dangerous): Dagger, Knife, Mace, Claws, Teeth, Ranged (Strength-fired or large Thrown Projectile e.g., Arrow, Hatchet, etc.)
  • WDL 4 (Lethal): Sword, Polearm, Spear, Battle Axe, Warhammer, Magic, Ranged (powered Projectile e.g., Gun, Crossbow, etc.)
  • WDL 5 (Catastrophic): Great/Two-Handed Axe/Sword/Maul/Hammer/Club, Ranged (high-power Projectile or Explosive e.g., Laser, Bomb, etc.)
    • Note: there is a -1 AGL and -1 STR penalty per point under a STR of 8 for non-Magical Catastrophic Melee Weapons from the list above or similar Weapon of massive weight (e.g., not dual or magic standard-sized swords), which may apply for looted Weapons.

Extra and Epic Success and Fail (Optional)

This option requires the Epic Dice from the Complete Expansion Set, or bought separately. When an Attribute Test is made, roll the Epic Dice at the same time as the numbered dice. For Combat, this only applies to Hit checks, not WNDs Dealt or Suffered. If the words on both dice match as either "Extra" or "Epic", apply the below effects based on Success or Fail:

  • Extra: +1 pre-WDL WND Dealt/Suffered for Combat and +/- (Success/Fail) 1 Determination Token (if there are any).
  • Epic: +5 post-WDL WNDs Dealt/Suffered for Combat and +/- (Success/Fail) 3 Determination Tokens (or all if there are fewer).

Ammunition

Track ammunition with Ammunition Tokens piled next to the Hero Sheet or atop the Hero image. As ammunition is used, do not yet return the Tokens to the source pile. Instead, set them aside (for now). It may be possible to retrieve them.

Heroes can spend the immediate subsequent Turn after Combat takes place attempting to retrieve Ranged Projectiles before leaving the room. Once the room is vacated, the denizens of the dungeon will make off with them and they're gone for good. Roll 1D6 per item (e.g., if 3 Knives were thrown, roll separately for each one). Rolling 1 through 5 for a Large Thrown Projectile (e.g., Hatchet) means it's usable and successfully recovered, or 1 through 4 for a Small Thrown Projectile (e.g., knife, shuriken, etc.) and 1 or 2 for a more breakable Fired Projectile (e.g., arrow). Bullets cannot be retrieved, as they deform on impact.

Doors And Portcullises (Optional)

In this option, Door Cards are only drawn once per Door. Once drawn and the effects applied, it becomes a used, easily or permanently opened Door. Designate this by placing an Open Door Token atop it on the board. Door Cards must always be drawn, but some Heroes can burst through or destroy Jammed Doors (or just because they feel like it) and Portcullises, in which case place a Destroyed Door or Portcullis Token on the board.

Unless a Door had been previously opened, or if a Door or Portcullis had been destroyed and marked as such with a Token, Heroes cannot ignore them to Escape. In which case, if the core rulebook says to "ignore doors and portcullises", don't. If there are no unblocked doorways, they cannot Escape and must stand and fight.

Chamber Occupation

Heroes may occupy the same Chamber to pass each other by, to try to steal from another Hero, to kill the other to take all their possessions, or to cooperatively fight a Monster (see Hero Interactions). If needed, use Tracker Tokens and set the Hero Pawns aside with a number.

Hero Interactions

Version 1.1 errata: "Loot Cards" in this section should be read as "Loot and Treasure Cards" (see Version 1.1 Addendum).

Heroes in the same Chamber can:

  • Spend one Turn exchanging any number of Loot Cards
  • Attempt to Steal items from another Hero's possessions
  • Attack each other in an attempt to kill and steal their possessions
  • Cooperatively Attack a Monster

Steal From Another Hero

  • This excludes items listed on the Hero Sheet (i.e., only item cards found in the dungeon can be lifted).
  • Both the thieving Hero and the Target Hero make a Dexterity Test.
    • If the Target Fails the DEX Test and the thief Succeeds, the thief steals two items of choice.
    • If the Target passes the DEX Test but at a lower level than the thief, the thief steals one item.
    • If the Target passes the DEX Test at a higher level than the thief, the thief fails but is not caught.
    • If the thief fails the DEX Test but the Target succeeds, the thief is caught red-handed.
      • Any future attempts to Steal from the same Hero must Succeed on three dice totaled.
  • If a Hero gets one or more items stolen, the Player must behave as if they are unaware of who did it.

Hero vs. Hero Combat

  • Up to four Heroes can Attack each other (i.e., free-for-all).
    • Each Hero involved takes a set of Combat Cards and a Combat Disposition Tile.
  • Each Round, Attacks occur in an Order of highest to lowest AGL, but are treated as if simultaneous.
    • Heroes can choose to Attack any other Hero in the room, attempt to Escape, or any other Action.
      • If not engaging in Combat but another Hero Attacks, other Actions are prevented.
      • Escape only requires a Combat roll if another Hero states they are trying to prevent it.
        • Escape is handled as described in the Escaping Monsters section.
    • For Agility score ties, use Dexterity as a secondary determiner, followed by Luck, then 1D6.
    • Each Attack is processed in Attack Order as one-on-one Combat with an Initiator and a Responder.
      • Each Hero might play both the Initiator and Responder roles during a given Combat Round.
        • e.g., it's possible to Respond to a Hero's Attack, then Initiate an Attack at a different Hero.
    • The Hero who's Attack Order it is rolls the dice per the usual Combat rules.
      • i.e., every Initiator Attack can Fail and result in WNDs Suffered; every Responder can Deal Wounds.
  • Combat Disposition is grouped by type (i.e., all Close are near each other, all Distant are far from everyone).
  • Heroes may choose to end Combat at any time if they all agree to stop Attacking.

Cooperative Combat Against Monsters

  • Cooperative Monster Combat occurs using the same process outlined for Hero vs. Hero Combat.
    • In this scenario, the Monster is simply another Opponent participating in the free-for-all.
      • However, Monsters do not actively Attack as an Initiator since they do not roll dice; in game terms they only play the Responder role.

Hero Remains (Optional)

Version 1.1 errata: "Loot Cards" in this section should be read as "Loot and Treasure Cards" (see Version 1.1 Addendum).

When a Hero dies, leave the game piece on the board turned on its side. During each subsequent Turn, randomly remove one Loot Card (shuffle the cards, put them behind your back, and pick one) and return it to the bottom of the appropriate deck. Another Hero can spend 1 Turn collecting any remaining Loot Cards that hasn't been pilfered by dungeon denizens, if they can reach the space before it all vanishes into the dungeon depths.

Base Game Monster Health

Monsters in Gold And Glory have twice the Health listed on their Monster Card (e.g., a Health of 3 is treated as 6, 8 as 16, etc.)

Base Game Monster Statistics

Use the below Attack Types for the Monsters included with the base game. An Attack Type of "None" indicates that Attack Type is not available and cannot be chosen during Combat. Some Monsters impose Modifiers for Physical Attacks to Hit (Melee/Ranged/Corporeal Magic) and Evade, Physical WNDs Dealt and Suffered (Melee/Ranged/Corporeal Magic), and Incorporeal Magic (i.e., Luck only) Hit and WNDs Dealt and Suffered.

Add or subtract Monster Hit/Evade modifiers to or from the Attribute Score to roll against. Add or subtract WND modifiers to or from post-WDL WNDs (which can be nullified to 0). The Spell the Monster uses is specified, if any, along with the Spell's WDL and whether it manifests as Corporeal(C) or Incorporeal(I). Ammunition is also listed for Ranged Weapons, notated in parenthesis after the Weapon (track with Ammunition Tokens).

  • Demon | Melee: Claws/Teeth (WDL 3), Ranged: None, Spell: Hellfire(C) (WDL 5), Physical: -2 Deal WND, Magic: +2 Suffer WND
  • Golem | Melee: Bash (WDL 4), Ranged: None, Spell: None, Physical: +4 Hit/Evade, -4 Deal WND, +2 Suffer WND, Magic: +4 Hit
  • Skeleton | Melee: Dagger (WDL 3), Ranged: Bow (WDL 3, Ammo 6), Spell: None, Magic: +1 Deal WND
  • Sorcerer | Melee: Staff (WDL 2), Ranged: None, Spell: Flaming Skull(C) (WDL 4)
  • Troll | Melee: Claws/Teeth (WDL 3), Ranged: Rocks (WDL 3, Unlimited), Spell: Earthburst(C) (WDL 4), Physical: +2 Suffer WND, Magic: -2 Hit, -2 Deal WND

Gold And Glory Monsters (Optional) -- Requires Epic Dice

Gold And Glory offers a total of 21 Monsters. In lieu of the base game Monster Cards, use the Gold And Glory Monster Card Deck, Tokens, Monster Sheets and Monster Effect Tracker Tiles. The Attack Types as well as Physical and Magic Modifiers listed in Base Game Monster Statistics are carried over to the Encounter and Weapons tables (except Sorcerer), along with additional details for all 21 Gold And Glory Monsters. Use Monster Sheets for quick reference during gameplay.

This variant enhances the rules from the Base Game Monster Health and Base Game Monster Statistics sections.

Monster Encounter Table

Monster Encounter Table, with Physical modifiers (which include Corporeal Magic) and Magic modifiers (Incorporeal Magic only):

MonsterTypeGroupHLTPhysical Hit/EvadePhysical Deal WNDsPhysical Suffer WNDsMagic Hit/EvadeMagic Deal WNDsMagic Suffer WNDs
BasiliskNaturalCreature8-2NoneNone-2NoneNone
DemonSupernaturalCreature12None-2NoneNoneNone+2

*Golem: the printed table marks Physical Deal WNDs with an asterisk; see Golem under Monster Clarifications, where blunt, powered and axe weapons are addressed.

The Monster Weapons Table corresponds to the Monster Encounter Table. Both contain additional information about their capabilities in Combat. Their Ability or Flaw is detailed in each Monster's section, Monster Sheets, and Monster Effect Tracker Tiles. For those interested in statistics, the % column on the Monster Weapons Table displays the chance of picking each Monster with the 36-card Gold & Glory Monster deck.

Monster Weapons Table

%MonsterMeleeWDLRangedWDLMagicWDLAbility/Flaw
2.8BasiliskClaws and Teeth3NoneN/APetrifying Gaze(I)N/APetrification
2.8DemonClaws and Teeth3Spike (Unlimited)3Hellfire(C)5Unholy
5.5DrakeClaws and Teeth3

The rules text for each Monster's Ability or Flaw is transcribed below, under the Monster's name. The Monster flavour descriptions printed alongside them are omitted.

Basilisk

  • Petrifying Gaze (Ability): Their most feared ability is a Petrifying Gaze. But unlike folklore, they cannot turn victims into actual stone. In reality, if they lock eyes, they can render a target's muscles rigid using psionic stasis. They use this to subdue prey for food, and for anything perceived as a threat. They will then hide in a nearby wall burrow, ending the Turn. Stasis lasts for 1 Turn per Fail point. Track Turns left with Monster Tokens. Refer to the Petrified Tracker Tile for details.

Demon

  • Unholy (Flaw): Demons are vulnerable to the Attacks of all holy and anointed Heroes, a disadvantage of their Unholy nature. Priests, Clerics, Monks, Paladins, etc. are granted a +1D Bonus to Hit a Demon, and are not subject to the Deal and Suffer WNDs modifiers. This does deter them. Demons crave destroying all that is holy and will stop at nothing to try and do so.

Drake

  • Empathic (Ability - Descriptive Only): Drakes are intelligent, loyal creatures that can form Empathic connections with other species also capable of doing so, sometimes forging a psychic bond with them. Rare White Drakes are only seen as companions and protectors of House Draco Elven royalty, and are born in Drake habitat high atop Dragonspire Volcano only a few times in a single generation.

Ghoul

  • Putrefaction (Ability): Wounds from Ghouls produce a lingering, panful infected Putrefaction effect. Starting the Turn after at least 1 WND from a Ghoul is dealt, make a LCK Test, suffering 1 WND each Turn until Success can be achieved. Suffering multiple Ghoul WNDs doesn't raise the rate of Putrefaction. It will never be more than 1 Wound per Turn. Refer to the Putrefaction Tracker Tile for more information.

Goblin

  • Gaggle (Ability): When a Goblin is encountered, roll 1D6-2 to determine how many (minimum 1, maximum 4). Each Goblin more than 1 imposes a -1D Combat penalty. Use Gaggle Tokens to track this on the Monster Sheet, removing a Token for every 4 Wounds Dealt to the Gaggle. The penalty drops as Goblins die and Tokens are removed. One Hit kills only one Goblin at a time, unless an Epic Success is achieved.

Golem

  • *Backbreaker/Immune/Blunt (Ability/Flaw): Fails against Melee with matching X's on both Epic Dice indicate the Golem has the Hero in a Backbreaker Squeeze Attack. Each Round, can break free with a -1D STR Test Success. Refer to the Backbreaker Tracker Tile for additional details. *Blunt Weapons (e.g., Warhammer, Mace, Club, Staff, etc.) are not affected by the -4 Deal WNDs penalty, but Powered Weapons (e.g., Guns, Crossbows, Lasers, etc.) and Axe Weapons only suffer a -2 Deal WNDs. Golems are immune to Incorporeal Magic Spells.

Hag

  • Frightmare (Ability): If Hit by a Hag's Evil Eyes, the Hero suffers a Frightmare and must move 1 space back the direction entered immediately (or if blocked, stay in the same room), plus 1 per Fail point during each Turn after. Choose the direction, but the Hero cannot go back through a door just entered. All Tests are -1D. Cannot Attack or Search, only Escape. Track Turns remaining with base game Monster Tokens. Refer to the Frightmare Tracker Tile for further detail.

Hobgoblin

  • Tactician/6-Shot (Ability): Hobgoblins are very skilled Tacticians, and are quite difficult to Escape from. Any Agility Test to attempt Escape suffers a -1D penalty. They often wield a repeating Crossbow that fires 6 bolts without needing to be reloaded. They can fire it once per Round as opposed to once per Turn like a standard Crossbow would.

Kobold

  • Hunted (Flaw): Kobold pelts are worth 1,000 Gold Coins each, making them Hunted by the greedy.

Lich

  • Enslave (Ability - Descriptive Only): Whenever a Lich slays a living being of any species with its necrotic magics, it will often Enslave it as an undead minion for a week or so, until the victim fully decays. This has no direct impact on the game but is something Hero victims have to look forward to.

Ogre

  • Brute Strength (Ability): They're slow, but have Brute Strength. All Hits with their Great Club are +2 WNDs.

Orc

  • Ferocious Surge (Ability): When a full-blooded Orc gains WNDs equal to half its Health during Combat, their Ferocious Surge is triggered that imposes a penalty to Heroes of -1D to Hit and -2 to Deal WNDs.

Protoslime

  • Envelop (Ability): If the Hero Fails against Melee with matching X's on both Epic Dice, the Protoslime Envelops them and starts to dissolve them in its acidic, gelatinous body. Both Combat and the Turn come to an end. The Hero then Suffers 1 WND every Turn until they can manage to break free with a Successful Strength Test. Refer to the Enveloped Tracker Tile for more details.

Revenant

  • Phase (Ability - Descriptive Only): Revenants have the ability to Phase so that corporeal weapons pass through them, then will turn solid again to Attack, which provides a chance to Hit them, albeit with -2 penalty.

Shambler

  • Engulf (Ability): Shamblers Slam into their prey, and will then try to Engulf them with their mass. If a Hero Fails against Melee with matching X's on both of the Epic Dice, they are Engulfed to be slowly minced into a fine paste that's absorbed. This inflicts 1 Wound each Turn until the Hero can break free with a Successful STR Test. Refer to the Engulfed Tracker Tile for more details.

Skeleton

  • *Pierce Resistant (Ability): With very little flesh on their bones, it can be hard to hit a Skeleton with piercing Weapons (e.g., Arrows, Bolts, Daggers, Knives, Bullets, Throwing Knives, Shuriken, Javelins, Rapiers, etc.) This renders them *Pierce Resistant. All piercing weapons have a -2D penalty to Hit and a -2 Wounds Dealt to Skeletons.

Tangler

  • Entangle (Ability): A Combat roll Fail with X's on both Epic Dice means the Hero is Entangled. Normal Combat pauses in Close Disposition. Each Round, the Hero can try to untangle with either an AGL or STR Test. Meanwhile, the Tangler Munches down, inflicting WNDs equal to a failed AMR Test on their roll to break free. Refer to the Entangled Tracker Tile for more details.

Thing

  • Regenerate (Ability): Things Regenerate quickly at a rate of 1d6 ÷ 2 rounded up WNDs per Round (i.e., 1-2 = 1, 3-4 = 2, 5-6 = 3). They are tough to kill. It is highly recommended to avoid them at all costs.

Troll

  • Geokinesis (Ability - Descriptive Only): Trolls can instinctively manipulate earth, be it dirt, stone, etc. using innate Geokinesis.

Warg

  • Orc-Friendly (Ability): Wargs are very Orc-Friendly, as both species share similar pheromonal scents, and they even have an affinity for Half-Orcs. Wargs will not Attack Orc-kind unless threatened, and are often companions, a fearsome team.

Wraith

  • Incorporeal (Ability - Descriptive Only): Wraiths are Incorporeal, meaning they do not have physical bodies. They are comprised of purely magical energy. It's difficult to Hit and Wound them because of this, but they can use their energy to Attack effectively and to drain life from their victims. Fortunately, all physical weapons contain a small amount of Magic energy, as all things do, allowing them to Deal minor Wounds to Wraiths.

Monster Clarifications and Ability Effect Tracker Tiles

There are a few Monsters that may benefit from further elucidation. Along with the clarifications below, each of the Monster Ability Effect Tracker Tiles provide additional specifics beyond what's found on the Monster Sheets.

Descriptive Abilities/Flaws

An Ability or Flaw denoted as "Descriptive" indicates something that's not directly used in the game, offering creative context, and/or that describes elements that occur as Combat modifiers.

Piercing Weapons

The Skeleton Ability involves "piercing" Weapons, which entail anything that requires it's pointed end to be used in order to Deal Wounds to an adversary. This does not include Swords (with the exception of a fencing sword, e.g., rapier, or similar swords with no edge on its sides) since they can also be, and usually are, swung to cleave or hack or used to slice, but it does include small weapons and weapons that are only effective when used to penetrate with a point, including any that are thrown or shot.

Piercing Weapon Examples include: Arrows, Bolts, Bullets, Daggers, Darts, Javelins, Knives, Rapiers, Shuriken, Throwing Knives, etc.

Turn-Stopping Effects

For Engulf, Envelop and Petrified the affected Hero's Turn ends and play moves to the next Hero's Turn. Combat resumes if the effect is broken, except for Petrified (Basilisks stay hidden until the Hero leaves). However, the Hag's Frightmare is immediate, forcing the Hero to move 1 space instantly, plus one each following Turn for each point the Hero's LCK Test Failed by. Since the Hero is elsewhere, Combat does not continue. For Frightmare and Petrified, which are tracked with Monster Tokens, the Hero can resume normal gameplay the Turn after all Tokens are gone.

Extended Effect Without Ending Turn

The Ghoul's Putrefaction does not start until the Turn after the Combat occurred, whether the Hero killed the Ghoul or Escaped. The Effect carries over into each consecutive subsequent Turn until the Hero dies or puts an end to it as described on the Putrefaction Tile.

Combat-Pausing Effects

The Golem's Backbreaker and Tangler's Entangle do not end the Turn, but they do pause normal Combat until the effect ends. In this case, the Hero keeps rolling consecutive AGL/STR/AMR Tests until dying or breaking free, then Combat proceeds unless the Hero Escapes.

Passive Monsters

Kobolds will not Attack Heroes unless they are Attacked first. Heroes can pass by or Search a Chamber containing a Kobold safely. Basilisks will allow Heroes to pass, but will feel threatened by a Search and fight until using Petrifying Gaze to buy them time to hide deep in their burrow.

Tracking Monsters

This is an option if you bought the Gold And Glory alternate Monster Cards, Monster Sheets and Tokens. Place a numbered Tracker Token on the board for the Monster and a matching numbered token on the alternate Monster Card near the board, where Health and ammunition can also be tracked with tokens. Tracker Tokens can be used to track other elements, such as a group of Heroes in the same room (see Hero Interactions).

Monster Tokens (Optional)

Unlike DQ Third Edition, which contained Monster Tokens specifically for each Monster type, the Revised Edition has generic Monster Tokens, the usage of which are not particularly clear. Although it's not explicitly spelled out in either of the base game's rulebooks, the predominate interpretation is that a new Monster Card should be drawn if a Hero Escapes and they or another Hero enters the room later on. Another way to handle this is to not use the base game's Monster Tokens for that purpose (e.g., some Tracker Tiles use them). After an encounter, a Monster simply wanders off. The same type of Monster may show up with full Health and ammo, but that specific one isn't seen again.

If playing with the Gold And Glory Monsters, you should instead use the alternate Monster Cards along with the Gold And Glory numbered Tracker Tokens to track them (see Tracking Monsters).

Escaping Monsters

There isn't a set Escape Penalty for Monsters in Gold And Glory. WNDs Suffered while Escaping are determined by Failed AGL and AMR Tests. Escape must be attempted during Combat by playing an Evade Combat Card instead of after a Round or before Combat per the base rules. Heroes can attempt to flee using the same process as changing Combat Disposition from Close to Distant (see Combat Disposition for details). If already Distant, the Hero can Escape. In a Close Disposition, the Hero must first spend a Round to shift to Distant, then try to Escape the next Round. In both cases, they must Evade and forgo inflicting any Wounds, but can still Suffer WNDs if they Fail both the AGL Test and the AMR Test.

Random Monster Combat (Optional)

Instead of having another Player choose a Monster Attack Type by playing a Combat Card, or for solo play, randomize each Monster Attack with a 2D6 roll on the row with the Attack Types available to the Monster, as depicted on the Monster Sheet and the Monster Weapons Table. If the Monster runs out of Ranged ammunition, switch to "Melee, Magic" or "Melee Only", as suitable. If doubles are rolled for a Ranged Attack or an Evade while in a Close Disposition (e.g., two 3s for 6, two 6s for 12, etc.), the Monster tries to shift to Distant.

Random Monster Attack Table

Attack TypesMeleeRangedMagicEvade
Melee Only2-10N/AN/A11-12
Melee, Ranged2-56-10N/A11-12
Melee, Magic2-5N/A6-1011-12
Melee, Ranged, Magic2-45-78-1011-12

Random Chamber Entry Side From Catacombs (Optional)

Whenever the base rulebook says to "choose which side you are on", roll 1D6 to determine it randomly instead. On a 1 to 3, you emerge on the Left or Top side of the room from the position you are facing it from, depending on how the tile is oriented. For 4 to 6, you are on the Bottom or Right.

Alternate Card Effects (Optional)

Instead of Testing against the specific Attribute listed on certain cards, or having no Test at all, this Gold And Glory variant Tests multiple Attributes for the listed cards with a single roll. Requirements will be described per card, but for most of them roll three dice and total the two highest results. Events that previously couldn't be avoided (i.e., cards inflicting instant Wounds) now can be, but the odds of Success aren't particularly great. If you want to increase the odds in the Heroes' favor for these cards, simply change those that require the highest of three dice to the total of two dice.

List Of Alternate Card Effects

  • Crossfire Trap: A successful Agility Test against the two highest results totaled on three dice will avoid suffering Wounds.
    • Failing the Agility Test requires checking against Armor...
    • Failing the Armor Test inflicts Wounds equal to the amount Failed by.
  • Demon Flame: Test for Luck as the card instructs, but on 3D6 instead of 2D6, adding the two highest results.
    • For the Luck Test, total the two highest dice, and if you Succeed Suffer 1 Wound as the card instructs.
    • If the Luck Test fails, Test Agility against the total of the two highest results on the 3 dice, and if that fails...
    • Test Armor against the two highest results totaled, suffering as many Wounds as the difference for a Fail to a maximum of 5.
  • Explosion: Test Luck against the two highest results totaled on three dice and Suffer Wounds equal to the amount Failed by.
    • Whether Success or Fail, lose your next turn.
  • Horde Of Rats: Test Armor as the card instructs, but roll 3D6 instead and total the two highest results.
    • Suffer as many Wounds as the difference for a Fail, but with a maximum amount of 4.
  • Giant Centipede, Poisonous Snakes, Razorwing Attack: Test Agility against the two highest results totaled on 3D6.
    • Failing the Agility Test requires checking against Armor...

Alternate Chamber Effects (Optional)

This Gold And Glory rule tweaks some Chamber Effects from the base DQ Revised Edition game, as described below. Only the change to the rule is described. Otherwise, follow the rules as they're explained in the base game rulebook.

  • Bottomless Pit: If you fail your Luck Test, indicating you didn't notice the pit in time, save yourself by Testing the same roll against Agility.
    • If successful, Heroes can choose to traverse the Bottomless Pit the same Turn if they have a means of levitation or something similar.
  • Trap Chamber: traps are only sprung one time. Place a Search Token in the room, indicating another trap won't inexplicably appear.
  • Tower Chamber: If you move from one Tower Chamber to another, you end your Turn instead of continuing it.

Abbreviation And Term Definitions

  • AGL – Agility; athleticism, balance, speed of body movement, etc.
  • AMR – Armor; any form of enhanced, reenforced, etc. clothing worn to protect parts of the body.
  • Corporeal Magic – a Spell that is transmitted and countered physically (e.g., Evade with AGL).
  • DEX – Dexterity; hand-to-eye coordination.
  • Incorporeal Magic – a Spell that is transmitted and countered magically (e.g., using Luck only).
  • Initiator – a Hero who initiates an Attack against another Hero in Combat.
  • LCK – Luck; also Magic (see Magic In Terrestria).
  • Opponent – either a Monster or another Hero.
  • PWR – Power; the "strength" or force of a Weapon.
  • Responder – a Hero who responds to an Attack initiated by another Hero.
  • Role – a descriptive term that evokes a character visualization for a Hero (see New Hero Elements).
  • Species – what in classic D&D and various other games might be called "race" (see New Hero Elements).
  • STR – Strength; a Hero's physical muscle power.

Combat Process Outline

  • All Combat begins in a Distant Disposition, which changes to Close Disposition upon the first Melee Attack Success that occurs.
    • Shift back to a Distant Combat Disposition playing the Evade card, a maneuver that relies on Agility.
  • The Hero and Monster choose an Attack Type (Ranged, Melee, Magic) or Evade each Round until the interaction is complete.
    • There is the option to randomly determine Monster Attack Type instead of having another Player choose a Combat Card.
    • The Combat Disposition Tables are used to determine a dice modifier of from -2D to +2D.
      • However, there is a minimum of 1 and a maximum of 4 dice in a dice pool (i.e., never more or less).
    • The Hero (and only the Hero) rolls the dice pool containing anywhere from 1 to 4 six-sided dice.
      • There's a 2D6 base +/- Bonus/Penalty dice as determined by the opposing Hero/Monster Attack Types.
        • Refer to the Combat Disposition Tables to determine the Bonus/Penalty dice.
      • Pick the two lowest results and add them together, or double if only rolling 1 die (e.g., a 5 on 1D6 becomes 10).
      • The Hero can reduce the dice roll total at a rate of 1 Determination Token per 1 point to a minimum of 2.
    • Compare the roll to DEX/AGL/LCK (Hit/Evade), STR/PWR/LCK (Deal WNDs), and/or AMR/LCK (Suffer WNDs) Attribute scores.
      • Apply any Hit/Evade Monster Modifiers (see Base Game Monster Statistics), adjusting the Attribute Score accordingly.
      • Check for a Hero Hit (i.e., DEX (Ranged), AGL (Melee) or LCK (Magic)).
        • Green on the Combat Results Table, i.e., if roll is equal to or lower than the applicable Attribute score.

Version 1.1 Addendum

Clarifications, additions and variants applicable to the Gold And Glory For DQ: Dragon's Keep Dungeon game expansion. This addendum is the Version 1.1 errata for the Version 1.0 ruleset above and applies to it.

Loot And Treasure Cards

Any mention of "Loot Cards" in the Gold And Glory expansion 1.0 Ruleset (i.e., in the Hero Interactions and Hero Remains sections) should be read as "Loot and Treasure Cards".

Evade Combat Disposition

When determining Combat Disposition dice modifiers, the Evade Combat Card should be treated the same as Melee.

Catacomb Travel Markers

Upon entering the Catacombs, use any of the Catacomb Travel Markers that are included for the base game Heroes.

Secret Doors

Place an Open Door token when a Secret Door is found. Once revealed, a secret door can be traversed by anyone. Of course, this requires having Gold and Glory expansion Door Tokens.

Small Heroes

Any Heroes who Move at half speed i.e., can only Move every other Turn due to their diminutive size (e.g., Ollie, Zarden), can use 1 Determination Token to Move on their "off" Turn. They can then Move on their next Turn as normal. This allows them to Move 1 space for three consecutive Turns in a row.

However, small Heroes can always still Search on their "off" Turn, even if they can't Move that Turn, which for purposes of the game is considered a partial movement, if applicable (i.e., the "off" Turn represents a half-space movement). A small Hero's "off" Turn can be used to gain 1 Determination Token (i.e., instead of Searching or other action) as described in the Determination Token Optional Rules section.

K.N.I.G.H.T.

K.N.I.G.H.T. has a built-in light available to use that cannot be extinguished, so is not affected by Torch Goes Out cards.

Determination Token Optional Rules

Employ one or more of the below variant rules to help offset how infrequently Determination Tokens are often acquired.

  • Players start the game with 1 Determination Token.
  • Any player can spend 1 Turn staying in the same space without Moving, Searching or taking any other action to muster resolve and psych themselves up, gaining 1 Determination Token.
  • Players gain 1 Determination Token not only for Attribute Test Fails, but any roll considered a Fail (e.g., a Chamber of Darkness roll that sends a Hero back to where he came from).

Optional Determination Cost Waivers

Many Heroes have Special Abilities, Special Weapons, Spells and Attack Spells that require spending 1 or more Determination Tokens to use. With this variant rule, certain abilities, weapons and spells no longer have a cost to use them. Combining this with the Token rules above may make the game too easy.

Below is a list of abilities that can be used without cost (or with reduced cost if specifically described as such):

  • Adrelia: Healing Light, Invoke Rune
  • Alaric: Healing Touch, Divine Gift
  • Azeroth: Healing Flame, Firewalk, Rune Spawn
  • Brother Tomás: Spirit Mask, Summon Rune
  • Fenrador: Electric Scry, Electroheal, Prepare Rune
  • Ka'lin: Restore Health, Manifest Rune
  • Kosugi: Toh Sha
  • Maeve: Rejuvenation, Rune Incantation
  • Miyamoto: Iaijutsu Ren-dachi costs only 1 Token total
  • Nu'Naki: Psychic Tendril
  • Ollie: Detect/Dismantle Trap
  • Sir Reginald: Lay On Hands
  • Sir Robin: Taunt
  • Tha'hadûn: Siphon Darkness
  • Vetra: Mend Wounds
  • Zanthu: Second Sight, Conjure Rune, Doppelgänger, Chthonic Horror costs only 1 Determination Token
  • Zarden: Spectacles Of Seeing, Dismantling Toolkit
4
5
6
7
521123456
632112345
743211234
854321123
965432112
1076543211
1187654321
1298765432
8
312345678910
43456789101112
5567891011121314
  • A Hero who slays another Hero may take their Sheet and use their Weapon(s) or other items.
    • However, Heroes cannot carry two Melee or two Ranged Weapon types, so must leave their own.
    • Using an item on the Hero Sheet of a slain Hero suffers a penalty of -1D (also see WDL Per Weapon Type).
  • DrakeNaturalCreature10-2NoneNone-2NoneN/A
    GhoulUndeadHominoid6NoneNoneNoneNoneNoneN/A
    GoblinNaturalHominoid4NoneNoneNoneNoneNoneN/A
    GolemSupernaturalConstruct15+4-4*+2+4NoneN/A
    HagSupernaturalHominoid8NoneNoneNone-2None+1
    HobgoblinNaturalHominoid8-2-1NoneNoneNoneN/A
    KoboldNaturalHominoid6-2NoneNoneNoneNoneN/A
    LichUndeadHominoid8None-2NoneNone-1+1
    OgreNaturalGiantoid15+2None+2NoneNoneN/A
    OrcNaturalHominoid10NoneNoneNoneNoneNoneN/A
    ProtoslimePreternaturalCreature6+2-4None+2+2N/A
    RevenantUndeadHominoid8-2NoneNoneNoneNoneNone
    ShamblerPreternaturalCreature12+2NoneNoneNone-2N/A
    SkeletonUndeadHominoid4NoneNoneNoneNone+1N/A
    TanglerPreternaturalCreature12NoneNoneNoneNoneNoneN/A
    ThingPreternaturalCreature14NoneNone+2NoneNoneN/A
    TrollPreternaturalGiantoid12NoneNone+2-2-2None
    WargNaturalCreature10NoneNoneNoneNoneNoneN/A
    WraithUndeadHominoid8-4-4NoneNoneNoneNone
    Fire Breath (Once per Turn)
    5
    None
    N/A
    Empathic
    5.5GhoulClaws and Teeth3NoneN/ANoneN/APutrefaction
    13.9GoblinShort Sword3Bow (6 Arrows)3NoneN/AGaggle
    2.8GolemBash/Squeeze4NoneN/ANoneN/ABackbreaker/Immune/*Blunt
    2.8HagCat Claws3Breathtake (Unlimited)2Evil Eye(I)N/AFrightmare
    8.4HobgoblinSword4Crossbow (6 Bolts)4NoneN/ATactician/6-Shot Crossbow
    5.5KoboldShort Sword3Sling (Unlimited)3NoneN/AHunted
    2.8LichNecrotic Touch4NoneN/ANecrotic Blast(C)4Enslave
    2.8OgreGreat Club5NoneN/ANoneN/ABrute Strength
    8.4OrcGreat Axe5Javelin (3)3NoneN/AFerocious Surge
    2.8ProtoslimeAcid Touch2Slimeball (Unlimited)2NoneN/AEnvelop
    2.8RevenantFade Sword4Shadow Dagger (Unlimited)3Darklight(C)4Phase
    5.5ShamblerSwipe/Slam3Sliver (Unlimited)2NoneN/AEngulf
    5.5SkeletonDagger3Bow (6 Arrows)3NoneN/A*Pierce Resistant
    5.5TanglerMunch4Tendril (Unlimited)1NoneN/AEntangle
    2.8ThingClaws and Teeth4NoneN/ANoneN/ARegenerate
    2.8TrollClaws and Teeth3Rocks (Unlimited)3Earthburst(C)4Geokinesis
    5.5WargClaws and Teeth3NoneN/ANoneN/AOrc-Friendly
    2.8WraithCold Touch3NoneN/ALife Drain(I)4Incorporeal
  • Failing the Armor Test requires you to roll for Wounds as the card instructs.
  • Golem Grab: Test for Luck as the card instructs, but on 3D6 instead of 2D6, adding the two highest results.
    • For the Luck Test, total the two highest dice, and if you pass, you're in the clear.
    • If the Luck Test fails, Test Agility against the total of the two highest results, and if that fails do as the card instructs.
  • Greedy Deep Elf: do as the card instructs, except test AGL and AMR against the two highest results totaled on 3D6 if she betrays you.
    • Suffer as many Wounds as the difference for a Fail, but with a maximum amount of 4.
  • Lingering Shade: do as the card instructs, except test Luck (i.e., Magic) against the two lowest results totaled on 2D6.
    • If you Fail your Luck Test, Suffer as many Wounds as points you Fail by.
    • If you roll an Extra Fail (see Extra and Epic Success and Fail), Suffer 1 additional WND. For an Epic Fail, you instantly die.
    • If you roll an Extra or Epic Success, the Shade loses its hold on you and you are free of it, so discard the card.
  • Old Bones (Sneak Attack): Treat this as a Sneak Attack card instead of Old Bones. Draw a Monster Card and start in Close Disposition.
    • A successful Luck Test with two dice (i.e., a normal Attribute Test) will avoid being surprised.
    • Failing the Luck Test produces a penalty equal to the amount Failed by on the first Round of Combat (i.e., add it to the roll).
    • Whether Success or Fail, you cannot Deal Wounds on the first Attack, only Evade to avoid Wounds from the Monster Attack.
  • Small Scorpion/Scorpion/Deadly Scorpion: Test Agility against the two highest results totaled on 3D6.
    • Failing the Agility Test requires checking against Armor...
    • Failing the Armor Test requires you to roll for Wounds as the card instructs.
  • Sorcerer's Bolt: Test for Luck as the card instructs, but on 3D6 instead of 2D6, adding the two highest results.
    • For the Luck Test, total the two lowest dice, and if you pass, you're in the clear.
    • If the Luck Test fails, Test Agility against the two highest on 3D6, and if that fails Suffer 1D6 Wounds.
  • Spear Trap: A successful Agility Test on the two highest results totaled with 3D6 will avoid suffering Wounds.
    • Failing the Agility Test requires checking against Armor...
    • Failing the Armor Test inflicts Wounds equal to the amount Failed by to a maximum of 6.
  • Swinging Blade: A successful Agility Test on the two highest results totaled with 3D6 will avoid Wounds.
    • Failing the Agility Test requires checking against Armor...
    • Failing the Armor Test inflicts Wounds equal to the amount Failed by multiplied by 2.
  • Torch Goes Out: A Dexterity Test Success on the two highest dice totaled with 3D6 relights your torch.
    • Failing the Dexterity Test allows for a Luck Test...
    • Failing the Luck Test indicates your torch was not relit, and your Turn ends.
  • Troll Smash, Skeleton Volley: Test for Luck against the two highest results totaled on 3D6.
    • For the Luck Test, total the two lowest dice, and if you pass, you're in the clear.
    • If the Luck Test fails, Test Agility against the total of the two highest, and if that fails...
    • Test Armor against the total of all 3 dice, suffering as many Wounds as the difference for a Fail.
  • Vampire's Bite: An Agility Test Success against the two highest results totaled on 3D6 avoids suffering Wounds.
    • Failing the Agility Test requires checking against Armor...
    • Failing the Armor Test requires you to do as the card instructs.
  • WDL – Weapon Damage Level (see Weapon Damage Level) that adjusts WNDs Dealt/Suffered.
  • WND – Wound; represented by Wound Tokens (plural: WNDs).
  • xDx – The number of 6-sided dice to roll (e.g., 2D6 to roll two dice, 3D6 to roll three, etc.)
  • Check for a Monster Hit (i.e., Orange for AGL (Melee, Ranged, Corporeal Magic) or LCK (Incorporeal Magic)).
    • Orange on the Combat Results Table, i.e., if roll is higher than the applicable Attribute score.
  • If the Hero Hit, check WNDs Dealt (i.e., STR (Ranged and Melee), PWR (Weapon) or LCK (Magic)).
    • Green produces the pre-WDL WNDs dealt by the Hero on the Monster (i.e., roll difference +1 if equal to or lower).
  • If the Monster Hit, check WNDs Suffered (i.e., AMR (Melee, Ranged or Corporeal Magic) or LCK (Incorporeal Magic)).
    • Orange produces the number of pre-WDL WNDs Suffered by the Hero (i.e., roll difference if higher).
    • A Green Success still results in the Hero Suffering 1 post-WDL Wound, but this WND can be avoided (see below)
  • If at least 1 Attribute Test is a Fail (i.e., the lowest number rolled is higher than the Attribute), gain 1 Determination Token.
    • If a Hero Hits but Fails to Deal WNDs, they can forgo this Determination Token to Deal 1 post-WDL WND.
    • If a Hero Suffers 1 Green post-WDL WND, they can choose to forgo gaining a Determination Token to nullify the WND.
  • Add or subtract 2 to/from the pre-WDL Wounds established by the Combat roll per WDL above/below 3.
    • Use the Weapon Damage Level Table to quickly find this adjusted Dealt or Suffered Wound amount.
  • Check for an Extra or Epic Success or Fail, if using that optional rule.
    • When rolling the numbered dice, include the two Epic dice with the roll.
    • For Combat, this only applies to Hit checks, not WND checks (i.e., a Hit Success but Deal WNDs Fail is still an Extra/Epic Success).
    • If the words on both Epic Dice match as "Extra" or "Epic", apply the below effects.
      • Extra: +1 pre-WDL WND Dealt/Suffered for Combat and +/- (Success/Fail) 1 Determination Token (if there are any).
      • Epic: +5 post-WDL WNDs Dealt/Suffered for Combat and +/- (Success/Fail) 3 Determination Tokens (or all if fewer).