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Super Dungeon Explore Hard Mode

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SUPER DUNGEON EXPLORE HARD MODE (3 heroes run)

WHAT WE NEED:

3 HEROES

3 SPAWN POINT

2 MINIBOSS

1 FINAL BOSS

As many creeps as you have

3 CHEST

ARCADE COMMAND only those cards: COMBO X1, GRIEFER X1, RUSH X1, EXPLOIT X1, HACK AND SLASH X2,
GAUNTLET X2, HARDCORE X2, TURBO X1, RECOVER X1

EXPLORE DECK all cards from the basic explore deck

EXPLORE BOSS DECK (IF THEY HAVE ONE, and the pnp version of the boss challenge deck, this is a bit
optional but having this can transform fight into harder epic ones)

ARCADE MODE REFERENCE CARD (used when listed)

SETUP
Chose your 3 heroes, your 3 spawning point your 2 minibosses and your 1 final dungeon boss.

Shuffle all LOOT CARD, then pick the BASIC TREASURE and shuffle those too. DO NOT ADD the boss and the
miniboss treasure special cards, those will be separated and drafted in a different way.

Setup your dungeon tiles in the original way (or in the worste position for your hero, so the entrance of the
dungeon must be all time the most far from the spawn point possible).

Setup the treasure chest in the map one for every corner of the dungeon tile opposite to entrance to that
dungeon tile (roll a dice if you prefer more randomess)

Set the starting point for your hero and spawn all monster in the spawning pool for every dungeon tiles. If
you play with 1 paired spawning point one of those will be in the 1st tile and the other will be in the 3rd tile
(this bring difficulty hard once you reach the 2nd tile)

TREASURE FROM BOSS AND MINIBOSSES ARE GAINED IN THIS WAY:


Once you kill the miniboss you gained his special treasure (the signed one) and 1 normal treasure card,
then you chose one of those and keep.
Once you open a chest you draw from the special boss treasure deck 1 card from 1st tile chest, 2 cards from
the second tile’s chest and 3 card from the last tile’s chest.
GAME FLOW

Game is basically the same with the arcade one into manual with a small few exception:

we will have 12 command cards, those are the turn counter, once you reach the end the boss will spawn
(this will prevent the powerfarm of the hero for 30 turns, a big problem in the original version, at the cost
of transform some cards into useless one, but those can be added in the simplify version, in the end
descripted)
Our heroes will learn monster behaviour and the more turn they will survive, the more they will learn and
PREDICT what monster can do.

Once ever pair turn (2 4 6 8 10 12) you will draw 1 explore card toghter with the normal command deck
card.

If the explore card is a CREEP spawn, then use the CREEP SPAWN RULE:
spawn those from one of the side entrance of the dungeon (mainly use the nearest to the hero with the
most wrath or the last one activated if more heroes has same wrath).

If instead is a TRAP, the trap will trigger in this way:


the hero with less wrath (or in case the last hero who is activated) will trigger it, and will take the flat star
damage (if the trap has one) rolling his defence to defend, then check the icon of the trap and try apply it in
the worste scenario for the heroes.
3 are the simbols:
4 tiles adjacent, those is similar to burst 1 effect from the hero with the less wrath
4 tiles divided, and this means all hero will suffer the trap effect
4 tiles straigh line and this is every hero in the same ortogonal column of the hero with less wrath.

Once the game will reach turn 12,or all 3 spawn point are killed, the boss will spawn, and you will now go
use the boss explore deck with the special boss dungeon effect of his reference card, with those fixes:
FORGOTTEN KING: no change
STARFIRE: no change
KING STARFIRE: all kobolds and drake gain +2 flat strenght
VON DRAKK: no change
BEATRIX: the ghost spawn with the creep rule
GORO: no change
ROXOR: no change
TESTUDO TOWER: no change
JOROGUMO: no change
ONIBABA: the miniboss came next the the hero with most wrath, and the loot equipped are taken from the
loot deck with this rule: if add flat statistic, that stat is added to star normally, if is offensive stat will bosst
attack, if is defensive stat will bosst defense. If is a roll die statistic: blue dice +1 , red dice +2, green dice +3
MIDNIGHT QUEEN: Daemonous spawn normally close to the hero with most wrath and will use the pull 3
action.
YMNAUR: no change
LORD VULCANIS: euip 3 relic from your relic pool (you need print those for use him) and use same rule used
for ONIBABA
NIGHTSONG: children of decay ability--start from the hero with most wrath
THE DESTROYER: better not use this monster, he is mainly done for classic mode is not fun taking a random
hero, but if you want play him, just pick random one hero and use it like it is a miniboss. Once he get killed,
he came back to hero pool.
NOCTUA: the forest awakens-- spawn 2 elite,one from pair, one from single spawn point close to the
hero with most wrath (only elite, not his gang)
forest vengance+2 flat offensive star
furious bloom same as forest awakens, but they spawn from side exit of the dungeon, one
from 1 other from the other.

SPECIAL RULES

LOCKED CHEST: all chest are locked but the 1st tile chest is open and free (using 1 action to open it)
you can open those locked chest in 2 ways:

1st kill the miniboss who will drop a key that will give the 1ap action to open the chest

2nd use the 1ap action pick lock (roll DEX and if more than 2 stars + 1 for every tile where the chest is). If
you fail this action immediately spawn a booboties from the pool. Once killed he will give the drop
DROPS FROM CHEST: tile 1 is 1 boss treasure card
tile 2 is 2 boss treasure cards
tile 3 is 3 boss treasure cards

LOOT AND TREASURE

Killing spawn point: once you get in the efford to kill a spawn point you can draw 1 normal treasure chest
for 1st spawn, 2 for second, 3 for third and chose 1 of those. THIS ACTION IS FOR EVERY HEROES in game,
so once spawn are killed all hero can benefit of 1 treasure.

Killing 1 elite grant you 1 loot card, while killing 3 minion grant you 1 loot card.

You can have a limit of 2 treasure per hero.

SPAWN POINT: spawn will not suffer anymore the wound for spawn, but that’s free
COMMAND DECK CARDS: once you trigger:
TURBO treat it as reinforce command: spawn all minions to full the gangs in play (if a gang is formed
from 2 elite, spawn the missing elite IF 1 is still alive) then move all gangs.
RECOVER full heal everything is in game and refill gangs (check turbo command)

BUFF AND DEBUFF:

Buff and debuff last 1 turn and heroes cannot have more than 1 buff with the same name active(iron halo
from paladin doesnt stack with another ability called iron halo from another character, but can stack if that
ability has a different name) while monster buff can stack multiple times even with same name.
Debuff are used as FK debuff.

GAME TURNS:

-HERO TURN
-POWER UP
-DRAW COMMAND DECK (AND EXPLORE IF IS THE TURN)
-RESOLVE THOSE EFFECTS, 1ST EXPLORE EFFECT, THE COMMAND DECK EFFECT
-REMOVE ALL DEBUFF FROM MONSTER
-HERO TURN, WITH EVENTUALLY DEBUFF INFLICTED ACTIVE
-REMOVE EVENTUALLY HERO DEBUFF
-POWER UP
-DRAW COMMAND DECK
continue this way

MINIBOSS SPAWN:

2 Minibosses are present in this game,

they will spawn in 2 ways: 1 is destroying 1 spawn point, second is during turn 5 and 10. If they spawn
due to one way they cannot spawn in the other, means if you kill spawn point and you kill miniboss before
turn 5, this turn 5 will be free from miniboss. (sames apply for turn 10)

But if the miniboss will be alive in turn 5, due to prior spawn, he will immediately heal all wound, get +1 flat
star in all statistic, equip his special weapon, if have one, if not just draw a random treasure and apply it
offensively (using star rule 1 for blue, 2 for red 3 for green or flat if listed as flat, get the signed ability) and
get a free turn before heroes can act

EXPLANATION: end of turn 4 miniboss is alive with 2 less hearts. Heroes failed into kill him. AFTER normal
monster turn 4, at the end of monster activation, once debuff are removed it should be turn 5 and heroes
should start but they will be interrupted from miniboss who will get free action and a full heal. FREE
ACTION MEANS THEY USE ALL ABILITY LISTED, EVEN NEW ONE FROM EQUIPS.

FOR EASY SETUP pick a miniboss and call him 1, then the other will be 2. 1 will come in game once 1st
spawn is killed and turn 5 , second will come when 2nd spawn is killed or turn 10 come.

Once miniboss dies apply the bonus on the reference card.

BOSS SPAWN:
once boss spawn,(turn 12 or 3 spawn killed) every turn boss will use the command card COMBO (moving if
necessary) and once he finished his action you will reveal the 1st explore card from his special deck and
trigger his effect.

IF any spawn is alive boss will heal 1 wound every turn, and all monster will fight against heroes normally
(using normal rule and like every turn is revealed COMBO card, with 1 exception, they have +1 flat star
everywhere and spawn will spawn every turn)

When the boss get half his hp he will full heal and trigger the timeout event. DURING TIME OUT BOSS HAS
+2FLAT STAR EVERYWHERE, he is in rage and you must be carefull now.

SHAPESHIFTING RULES:
FOR NORMAL MONSTER they shapeshift once command SPAWN is triggered and they dont go back into
original form.

FOR BOSSES: THEY SHAPESHIFTED ONCE TIMEOUT CAME, then heal and act normally

WHAT CAN MAKE THIS GAME MODE EASY:

1st add all command deck, so you can have more “free turns”

2nd do not heal bosses during timeout limit and minibosses if they are alive during turn 5 and 10

3rd do not draw explore during all pair turn, but go for 3 7 10 to have more breath

4th pick super sinergy heroes and build some hard combo
WHAT CAN MAKE THIS MODE MORE DIFFICULT:

1st killing keepers: only the hero who give the last damage to unit (spawn, miniboss , elite, 3rd minion can
use the revealed loot/treasure) and no trade are allowed

2nd every turn go for explore and every time the 1st hero walk into new tile draw 1 explore card

3rd no death allowed

4th debuff cannot be removed end of turn but you need a healer (this by far is my prefered because
simulate better the videogames)

5th every tiles grant a bonus to monster with +1 star on second and +2 star on 3rd (on all statistics ofc) in
addition to eventual ARCADE REFERENCE CARD

6th from turn 8 monster can crit heroes

7th roll no star (potion or hearts count as no star) means take 1 wound

8th you cannot heal other hero with hearts rolled, but only the hero who rolled hearts can use those (same
for potions)

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