Dungeon Xpress
Dungeon Xpress
Dungeon Xpress
Rule Book
General Rules
How to Get Started:
Take the room tile and place them in the middle of the group upside down and in a grid-like
fashion within the solid board frame. The boss room and the starting room should be on the opposite ends
of each other. Next, pick out your classes and look over them to gain familiarity and then, from 1 through
4, decide which number each person is and that’s how the order of turns starts out.
Movement Rules:
Players start off together on the same tile and move independently from each other through the rooms.
Moving to a tile opens the room and reveals whether there is a Monster, Trap, or an empty room.
Special cases:
There are special cases where movement changes.
Entering a Frozen Tomb (Trap), or opening the Shop disables your movement for the turn.
Teleport Tablets (Shop consumable) allow a player to move up to 2 tiles in any direction. Players cannot
move the turn they teleport. Teleporting to a new room via this item opens the room.
Finding a Teleporter (Trap) allows the player to teleport to a tile adjacent to any ally. The room is opened
after Teleporting.
Shop Rules:
Opening the shop disables your movement for the turn. When opening the shop, the player reveals the
top 3 cards of the Shop deck and can choose 1 or none of the items revealed.
The player then takes any items purchased from the shop deck and can put them under their character.
Characters are enhanced in different ways depending on the items purchased.
Consumable Items are purchasable when the player opens the shop. After the 3 items are revealed, the
player shopping can choose one of the items, or an item from the consumables deck. The consumable
items are one-time use and are returned to the consumable deck after use.
Combat rules:
Once you step into a room, you draw the number of monster cards from the pile as stated in the
room tile then, you must wait for your next turn. The order of operations during combat goes like this;
1. Player(s) in combat turn
2. Monster(s) in combat turn
3. Player(s) not in a combat turn.
4. repeat.
During combat, you can choose between a base attack on one targeted monster as described in
your character card or choose one of your skills based off what you have rolled with a six-sided die. Each
skill will be assigned to a number of 1 through 6. Each skill is detailed on the character card for more
specifics. You get one action per turn, which includes using your base attack, your skills, or a consumable
item. If there are multiple monsters in the room, you can choose which one to target.
When it’s the monster(s) turn to attack, one player must roll a six-sided die for a monster to
determine what they do (Read the monster card for more details or the “Bestiary” section of the rule
book) and a four-sided die to determine who they do it upon. If there are only 2 players in a combat
situation then they both occupy 2 numbers, for example, one player would be evens while the other would
be odds. If there are 3 players in a combat situation, then the fourth number that isn't occupied by a player
counts as a reroll.
If in combat you decide you want to retreat, you can however, you must wait for your turn and if
all players leave the room, the monster(s)’s health regenerates back to full but remain the same. If one
player dies, then they must wait to be revived after the room is cleared by a fellow teammate. If the whole
party dies, then they go back to the previous room the players have cleared with full health but lose 1 gold
each.
You can keep track of your health and the monster(s)’s health with a 20-sided die.
Characters:
5-6 Armor of Thorns - Reflect half of the damage back to the monster
Rolls Rogue
Health: 15
Base Attack: 3
1 Dodge - Take no damage from this turn. Your next base attack does +2 damage.
4-5 Poison Edge- Deal 3 damage initially and is poisoned for 1 damage for 2 turns
1-3 Ranger’s Focus - Charges your next base attack, adding 3 damage.
3-4 Ice Blast - Deal 2 damage and freeze target monster. They are unable to perform actions for 1
turn.
OR
Remove negative status effects from a target player.
Bestiary
Monsters:
• Powder Goblin: 6 hp
o 6: Explode = 8 damage to all players in the room but also dies instantly.
• Death Knight 15 hp
• Wraith: 7 hp
o 6: Haunt = Damages the player for 2 turns (deal 1 damage to the player at the start of
each turn.)
• Dire wolf: 7 hp
o 6: Howl = summon another wolf (adds another dire wolf into combat, doesn’t do
anything until next turn and cannot summon another dire wolf).
• Spear Gnoll: 9 HP
o 6: Block = 1 damage.
• Minotaur: 15 hp
• Harpy: 10 hp.
• Ice Elemental: 14 hp
o 5-6: Ice Breath = If successful, the player is frozen and cannot move for 2 turns but while
o 6: Ball form = The rock troll curls into a ball, only showing his rocky hide and is
Bosses:
• DRAGON: HP 50,
o 3 Bite = 6 damage.
o 4 Claw = 6 damage.
• Warg Pack: 5 wargs each having 10 hp, 50 hp in total. (1-10hp = 1 warg, 11-20hp= 2 wargs,
etc.)
o 4-5: Stealth = The wargs hide within the shadows for 2 turns. If the player rolls a 1, 3 or 6
o 6: Howl = The Alpha howls for the revival of one of his pack members. Adding 10 hp
back to overall pack. If there are no wargs dead, then nothing happens. (can only happen
twice.)
• Beholder: 50 hp
o 4 & 5: Venomous Bite = 3 damage plus 2 damage per player turn for 2 turns.
o 6: Hypnosis = Controls the mind of one player to do their base attack on another player
within the room (the player being attacked by the controlled player is determined by the
four-sided die).
Miscellaneous
Items:
Gear (passives):
Cost Item Total Effect
items
2 Novice Shield 3 Take 1 less damage in each battle. (Multiple shields can stack,
up to 5)
6 Traveler’s Caravan 1 Grants the ability to trade items with any teammates regardless
of their position. This effect uses your movement for the turn.
10 Coin of fate 1 On death, if you roll an odd, you can revive yourself or a
fellow team member back to 10 health. Used once per battle.
12 (Legendary) Tome 1 When battling non-boss monsters, roll twice at the start of
of Ice battle instead of once. If your second roll is an attack, deals
half damage.
12 (Legendary) Divine 1 Take 3 less damage and immunity to negative status effects.
Bulwark
10 Shadow key 1 Grants the owner the ability to open the boss room.
Consumable (One-time use):
8 Blessing of the Gods 1 Restore 5 health to all allies, regardless of their position.
Traps:
Trap Effect
Poison Trap The room is filled with poisonous gas forever. Take 2 damage upon entering the room
and for each turn you stay in the room.
Wall Darts Take 4 damage upon entering. You’re now bleeding, taking 1 damage per turn for 2
turns.
Teleporter You can teleport to any undiscovered room (besides the boss room). One-time use.