Sleeping Gods: Dungeons
Sleeping Gods: Dungeons Rulebook
Table of Contents
Table of Contents
Presentation
In the middle of the Wandering Seas, secret dungeons hold fabulous treasures and incredible encounters, but they are also riddled with traps and often well guarded.
This expansion contains six dungeons to explore during your Sleeping Gods campaign. You can integrate them from your first campaign, but we recommend that you familiarize yourself with the base game before venturing into one of these dungeons.
To explore a dungeon, you must first find its location in the atlas. Each dungeon is attached to a specific location. You can find them at the following locations:
- The Desert Cave: Location 104 (Atlas p. 5)
- The Thorny Crypt: Location 146 (Atlas p. 16)
- The Ridge Tomb: Location 181 (Atlas p. 18)
- The Coral Temple: Location 217 (Atlas p. 8)
- The Caldera Fortress: Location 92 (Atlas p. 12)
- The Ruins of Blood: Location 52 (Atlas p. 6)
(You may mark the position of each dungeon on your journal at the start of your campaign.)
When you perform an Explore action on a location containing a dungeon, you may either read the standard adventure for that location in the base game's Adventure Book, or enter the dungeon that is here. The standard flow of the game is then paused. Exploring the dungeon ends only when you decide to leave it.
Components
- 12 Adventure cards
- 10 Camp cards
- 22 Dungeon Object tokens
- 3 Dungeon Map sheets (double-sided)
- 1 Lantern marker (and 1 figure)
- 4 Key tokens
Place the 12 Adventure cards in the magnetic box with the other Adventure cards, in ascending numerical order. Do not look at these cards and do not shuffle them.
Setup
When you enter a dungeon, place the matching Dungeon Map sheet in the middle of the table.
Place the Lantern marker on the space of the map that contains a red star. The Lantern marker represents the position of your crew, and the red star is the place where you enter the dungeon, and also where you must leave it.
Shuffle the Camp cards to form a face-down deck next to the map. Create a supply next to the map with the Exploration tokens A to H from the base game, the 4 Key tokens W to Z, and the Dungeon Object tokens.
Dungeon Exploration
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When you decide to explore a dungeon, the standard flow of the game is paused. Each player may take Dungeon action turns, one at a time, starting with the active player (the one who chose the Explore action). The active player keeps the Captain token until the dungeon exploration is over. They then resume their normal turn at that point.
On a Dungeon action turn, a player may take 3 Dungeon actions from the following (they may choose the same one more than once):
- Move: move the Lantern token to a new zone of the map. Zones are separated by solid black lines and dotted red lines. Solid black lines represent walls or cliffs. You may pass from one zone to another only by crossing a dotted red line. Some crossings require you to have a Key token (see point 7 below).
- Progress: discover one of the locations marked by a red circle in the zone where the Lantern token is, by reading the corresponding adventure in this book.
- Camp: discard the top card of the Event deck (on the Ship board), ignoring its effects. Then draw a Camp card and apply its effects. If the Event deck is empty, you may no longer choose the Dungeon - Camp action. If the Camp deck is empty, shuffle the discarded Camp cards to form a new deck.
Camping can allow you to restore health and remove Fatigue tokens. It is not without risk, but you will need it to explore an entire dungeon before having to leave again.
[Figure: a Camp card, shown as an image in the French book.]
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When you read an adventure in a dungeon, proceed in the same way as in the base game. When an adventure ends with "Continue exploring the dungeon," your Dungeon - Progress action is over. You may then take another Dungeon action, or pass the turn to the next player (either because you have taken all your Dungeon actions or because you do not wish to take any more). The dungeon exploration continues until you leave the dungeon.
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In dungeons, you may gain resources and Adventure cards as usual, but you may also gain Exploration tokens and Key tokens. Key tokens are often placed on specific spaces of the map. Exploration tokens and Key tokens serve each dungeon separately. So when you gain one, be sure to note in your journal which token you gained in which dungeon, and its possible location, so that you can place it correctly if you leave the dungeon and return later. (Spaces you unlocked the first time will be directly accessible if you return.)
Dungeon Objects: this expansion contains new tokens corresponding to objects you can find in dungeons. When the Adventure Book tells you to gain one of these objects, take the corresponding token from the supply. It is part of your inventory, so you may keep it even after you leave the dungeon. You may use each of these objects at any time to activate the effect shown on its token. When you use an object, return its token to the supply. A detailed explanation of the tokens appears on the last page of the book.
Dungeon Object Tokens
Each Dungeon Object token has the following effect, which you may use at any time as described above:
- Ambrosia: restore 5 health.
- Antidote: remove 2 Venom tokens.
- Jar of Vegetables: remove 2 Fatigue tokens.
- Bomb: use during combat to deal 2 damage to an enemy. You do not need to draw fate. The 2 damage must be placed on the same space or on adjacent spaces.
- Charbonite: move the ship up to 3 regions, ignoring hazards.
- Elixir: remove 1 status token (Low Morale, Venom, Madness, Weakened, or Frightened).
- Zagi Flower: remove 1 Madness token.
- Dried Herbs: gain 2 command.
- Ore: repair 3 ship damage.
- Mohg (Mohg Spices): remove all used command (same effect as the Ship action - Gangplank).
- Nalo (Nalo Root): draw 3 ability cards.
- Lucky Charm (Lucky Bone): redraw fate.
- Potion: restore 3 health.
- Gunpowder: use during combat to deal 1 damage to an enemy. You do not need to draw fate.