Little Dungeon: Turtle Rock

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1 Little Dungeon: Turtle Rock King Maximus Edition Supersonic Bionic, LLC Rule Vers. b1.ks Contents About 4 Player Cards 30 Dungeon Cards 22 Treasure Tokens (yellow tokens) 16 Heart Pieces (red tokens) 8 Mana Orbs (blue tokens) 1-4 Players minutes Ages 7+ Requires Turtle Rock base game Beta Intro Thank you for playing the beta version of the King Maximus expansion to Little Dungeon: Turtle Rock. This guide has the rules and cards to play. The art isn't finalized. It's very close, but there are a few updates we're still looking to make. Also, you'll notice some placeholders on the player cards. Those will be updated. You will need to provide some tokens to play. You can use some pocket change or whatever you have so long as the amount matches what the above contents say. As an example: 22 pennies to use as treasure tokens 16 nickels as heart pieces 8 dimes as mana orbs Printing the cards on regular paper and cutting them out will work, but it will limit your experience. We have two suggestions on how to print and play this game. 1. Download the print-and-play of the core game from This way all

2 your cards will be on the same paper stock. 2. Use card sleeves. This is how we do it. a. Place your core Little Dungeon game in card sleeves. b. For the new cards, find some playing cards Goal of the game Seek adventure, loot the dungeon, and maybe fight a dinosaur or defeat an ancient king. QUICK START! Get to Dungeoning! Setup 1. Oldest player should be the dungeon master. 1. Find Maximus and move him over to the side for when he is called into the game. 2. Find the Slimosaur X'Rx and move it over to the side for when he is called into the game. 3. Find the Battle Damage cards and hold on to them. You're in charge of applying them and removing them when a monster is defeated. 2. Have all the players choose a character class. This game supports 2-4 players. 3. Give each player a heart token for each heart on their player card that is NOT greyed out. For instance, the Barbarian gets 4 hearts, not 5. See the character details below for more info for each player class. 4. Deal 7 cards to each adventurer. 1. Loot goes face up in front of you in your backpack. 2. Relics must be placed face up in front of you. Typically near your backpack. 3. Armor can be worn. Place them near your character card. 4. Keep these items in your hand for use during your journey: Weapons Shields Keys Traps Thieves Monsters 5. Treasure chests must be placed into the dungeon immediately. 5. Place the remaining cards in the middle of the play field: your table, floor, whatever. This has now become the dungeon. 6. Place all the loot counters in a pile near the dungeon deck. 7. Count the loot. As the dungeon master you must track how much loot has been found in the dungeon. After everyone is ready to play, count their loot cards in their backpack.

3 Count the number of cards, not the value of the cards. There are 22 loot cards in the game. Remove 1 loot token from the middle pile and place it off to the side for you to watch over. When all the loot is gone from the dungeon, the game is over. 8. Find the youngest player and let them know they will be the first player to enter the dungeon. Don't feel bad. Adventurers have been sending their youngest as scouts for as long as anyone can remember. Exploring This may not be your first jaunt into Turtle Rock looking for loot. You'll be familiar with some of the rules for adventuring. Let's review some of the basics for those who haven't been here before. Besides, there are some new things to learn about too. 1. Always draw a card. This is always your first action. Draw a card. NOTE If the deck runs out, shuffle the discard pile and continue playing. There are 3 things that can happen when you draw a card. 1. Monsters and Treasure Chest must be placed into the dungeon immediately. 2. Weapons and items go into your hand for you to use. 3. Loot and relics go into your back pack. NOTE Dungeon master, don't forget to take out a loot token when a player finds new loot in the dungeon! After you've managed your card draw, you must fight all monsters in the dungeon. That's right ALL OF THEM. Battle On each turn, that player must address every monster in the dungeon. A. Defend - Use a shield. Place a shield below a monster card. B. Pay - Place a loot from your backpack under the monster. C. Attack - Use a weapon or another monster! D. Trap - Use a trap to capture a monster. E. Heart - Give up a heart token. 1. Do something for every monster in the dungeon: A, B, C, D, or E. 2. Monsters DO NOT need to be killed on your turn. As long as you address them: see #1 above. 3. If a player cannot fight or pay loot then they must give up a heart token. If a player has no hearts left, their adventure is over. 4. If a monster is defeated, collect any loot they had. Discard the defeated monster and any

4 weapons and shields used the defeat it. 5. If a player cannot defend, player may use a monster vs monster. Monsters You can use monsters in your hand to fight monsters in the dungeon. You may also place monsters from your hand into the dungeon. Be careful though as that may come back to hurt you too. Players who put monsters into the dungeon are only immune from those monsters on the turn they play them. Monster vs. Monster When fighting monsters against each other there are a few rules to follow: 1. Monsters who are equal heart values are both defeated. Place them in the discard pile. 2. When you place a bigger monster against a weaker monster, the bigger Monster stays. Place the defeated monster into the discard pile. 3. A weaker monster may not attack a stronger monster. If a bigger monster is now in the dungeon you do not need to address it this turn. You will need to deal with it on your next turn. The other players will have to deal with it on their next turn. Treasure Chests The rules of treasure have changed. Please read the section on treasure chests items below. Choose a Class When the game begins, the dungeon master (card dealer) lays out the character selections: Wizard Knight Barbarian Ranger Rogue Each class has a strength and heart value. NOTE some classes have a "grayed" out heart. This is placeholder and does not get an automatic heart token. These can be filled by acquiring 3 heart container cards. Wizard Hearts

5 Player receives 2 hearts. Power 1. Can use mana to fire Magic Missile (2 damage to every monster active in the dungeon) OR 2. Can use mana to heal 1 heart container. Can be used on self or fellow adventurer. Both powers require a mana token. Knight Hearts Player receives 3 hearts. No bonus heart slots available. Power 1. Shielded. Knight MAY ignore all level 1 monsters (slimes) active in the dungeon. Items with shield icons, helmets and armor, can be stacked to provide resistance to stronger monsters. Max of 2 shields. 2. Sword master. Can use a single sword on every monster in the dungeon. Barbarian Hearts Player receives 4 hearts. Power The barbarian is strong. They can wield 2 weapons at once. This means the barbarian may use up to 2 weapons per attack instead of just 1. Weapons are used up as normal play. Ranger Hearts Player receives 2 hearts. Power Light footed and sure shot. Can attack multiple targets per attack with a single bow and arrow card.

6 Rogue Hearts Player receives 2 heart. Powers 1. MAY make 2 pulls from the dungeon deck each turn. 2. Backstab. Player may instant kill any one monster that is not boss ranking (Dinosaur or Maximus). Requires mana token. Weapons Wizard Staff: 1 damage to all monsters in a dungeon. If a wizard wields this weapon, it does 2 damage to all monsters in the dungeon. Dagger: 1 damage to a specific target Sword: 1 damage to a specific target Axe: 2 damage to a specific target. Bow & Arrow: 3 damage to a specific target or split the damage among multiple monsters in the dungeon. Boomerang: 2 damage to a single monster or 1 to each monster in the dungeon as it flies thru the dungeon Shield: Blocks any single monster for a turn. Hearts Players may find heart containers while in the dungeon. Hearts should be put face up near your backpack so others can see them. Hearts can be used to replenish hearts lost while exploring the dungeon. Three hearts can be exchanged to replenish a single heart on the player card. If the player is at their max health, they gain no extra health. The player may level up their total life counter. Collecting and using 3 heart containers at once. If they do, their health total is permanently increased for the rest of the game. However, 2 of the heart containers are put into the discard pile, while the remaining 2 are removed from the game. Players may trade hearts with another player for other items (loot, weapons, relics, etc).

7 Armor Some armor may be used to give you extra protection while adventuring. Armor must be worn to use. Place a helmet next to your player card face up. Aidos Helmet Stylish and grants the wearer +1 armor. Cannot be combined with other armor. May be discarded for an extra +1 attack on normal monsters, not the final boss Maximus. Steel Helmet Strong steel grants the wearer +1 armor. Cannot be combined with other armor. May be discarded for an extra +1 attack on a normal monster, not the final boss Maximus. King's Helmet This can only be worn by King Maximus. If you've found this armor, it is placed in your loot. If Maximus is summoned, then the helmet will fly to him and grant him +3 health. It is not a droppable loot item when he is defeated. If Maximus is not found and the game has ended, the player who found the King's Helmet is awarded its loot count. Treasure Chests To unlock a treasure chest a player must have a key. The dungeon must be clear of monsters before a chest can be opened. This rule is not enforced if the Boss monster is active. A player may open a chest the same turn so long as the dungeon is cleared first. The player who opens the chest is dealt 3 cards from the top of the deck. This player, and this player alone, may look at all 3 cards and pick 2 as their loot. The loot the player received is placed into hand and can be used as the player sees fit. Except for Loot which goes into your backpack. If one of the loot cards is another treasure chest, show the other players and return it to the middle of dungeon deck. Draw another card to replace it. Loot the player does not select is shuffled back into the dungeon deck (active deck the players are using). Keys and chests are discarded after opening. They will be mixed back into the game on a reshuffle.

8 Thieves While exploring the dungeon, players may encounter thieves. The thief allows a player to pickpocket loot and items. Take a single loot piece from a monster or their fellow adventurers loot or items. If looting a fellow adventurer here are the rules: 1. If trying to take loot, the player being looted may protect their booty. Players may shuffle their backpack loot, artifacts and armor in a hand. This is separate from their playing hand. With the backs facing the thief, the thieving player may pick one card. This makes the thieving more like a random pick pocket. Preventing the automatic looting the most valuable item. LOOT can include: gems, coins, special loot and armor. 2. If the thief wishes to take a playable item, the adventurer being stolen from may shuffle their play hand. With the players cards facing back out to the thief, the thief then can pick a card from the player. Traps The architecture of Turtle Rocks has many stone hallways and sculptures. Among the sculptures are the Gargoyles. Built to protect this dungeon, they can both hurt and assist you. Gargoyles dealt to a player during first round are kept like any other item: weapons, shields, and thieves. Gargoyles encountered from a draw immediately affect the player who found it. It's a Trap! If on their turn a player draws a trap, they have become trapped. This means: The player is paralyzed; they cannot perform beneficial actions (attack, block, steal). They must pay 1 loot to each monster in the dungeon. Why? Monsters are trying to keep all the loot in Turtle Rock. Why not take advantage of an adventurer who cannot protect themself? If they have no loot, they must discard 1 card from their hand for each monster in play. For example. There are 3 monsters in the dungeon. The player pays off the 1st, but has no more loot. They must then discard 2 cards. When discarding, another player chooses the cards the affected player must discard. The player may hold their cards so the player choosing the cards to discard cannot see what they are selecting. If there is no monster present in the dungeon, the player's turn is skipped. End of turn for them.

9 Gotta Catch Them All! Player may use the trap from their hand against a monster. If a player traps a monster they take that monster into their hand. Along with any loot the monster has. All weapons and shields currently applied to this monster are placed into the discard pile. This cannot be used against the Boss monster. For Turtle Rock this is the Dark Mage and for King Maximus neither X'rx nor King Maximus can be trapped. Trapper Player may use the trap from their hand against another player (PvP). You have played a dirty trick on your fellow dungeoneer! They are frozen for this turn. It is the same case as if they drew it from their deck draw. The trap does not take effect on a player until it is their turn. On their turn: Loot The player is paralyzed; they cannot perform any beneficial actions such as attack, block, or steal. They must pay 1 loot to each monster in the dungeon. If the player has no loot they must discard 1 card from their hand. For each monster to deal with. For example. There are 3 monsters in the dungeon. Player pays off the 1st, but has no more loot. They must then discard 2 cards. When discarding, the player who played the trap chooses the cards the affected player must discard. Like a thief, the player holds the cards so the player choosing the cards to discard cannot see what they are selecting. If there is no monster present in the dungeon, the player's turn is simply skipped. End of turn for them. The deeper into Turtle Rock your band of adventurers travel, the more likely you will encounter relics and special loot. These loot items must be placed in front of the player who found them near their backpack. Crom's Crown (Relic) Once belonging to the ancient barbarian deity Crom. Said to favor strength and courage above all else, it grants barbarians with +1 strength. Must be place near players back. These loot items can be stolen by a thief. Ajanti Blade (Relic) The Ajanti Blade is a special dual purpose loot. It has 3x damage and is worth 3 loots. The

10 player decides how to use it. The player may choose to use this loot as a special attack. If it is used on any creature other than a demon it is destroyed upon use. It is removed from the game and cannot be recycled on dungeon shuffle until the next game. If the weapon is used on a demon, it does 3 damage, but then becomes only useable as loot for the rest of the game. Golden Fleece (Relic) The Golden Fleece has the ability of invisibility. Legends say Hephaestus created this fleece from living metal. This metal came together to form the strands of hair. Its wearer is granted the special ability of invisibility. To use the Golden Fleece, the player must make it their first action to activate the fleece. This makes the player invisible until their next turn. The player has 2 options while invisible. 1. Stay invisible until their next turn. No monsters can see you, thus you do not have to deal with them. No other adventurers can see you either. Thus they cannot steal from you. 2. Use the backstab ability and instantly defeat any non-boss level monster. Invisibility and backstab may be used the same turn. This power can be used every turn so long as the player possesses the card. Invisibility cannot be used to steal from other players. Jade Turtle The lore of the Jade Turtle is one of greed which begot the corruption of Turtle Rock. A traveling wizard named Kiro gifted it to Maximus. It is said Maximus refused this gift. Saying it was too meager a gift. Kiro cast a curse of greed upon Maximus. This curse made Maximus desire the Jade Turtle more than anything. The Jade Turtle was lost in the castle and Maximus has been driven mad by ages of searching. If you find the Jade Turtle during your exploration and looting, beware! This will enrage Maximus. You will not only face his wrath, but his guardian the Slimosaur as well! Many stories tell of Kiro visiting the other kingdoms of Perilous. It is said he instigated the fire rage of the Iron Boar. His name is cursed by the denizens of the Oozing Blue Plasmid Temples; the possible entrance to Atlan. Finding the Jade Turtle If the Jade Turtle is found while exploring Turtle Rock the Slimosaur X'Rx is not far behind. 1. The player who finds the Jade Turtle must place the relic near their backpack for everyone to see.

11 2. Place 3 counter tokens on the Jade Turtle. 3. Starting next turn for the player with the Jade Turtle, remove one of the tokens. 4. When there are no tokens left, the Slimosaur X'Rx enters the dungeon. The dungeon master must place his card into the dungeon for everyone to battle. It is possible for there to be multiple monsters in the dungeon with X'Rx. It is also possible for Maximus and X'Rx to be in the dungeon together. Barter Adventurers may trade items and loot between each other. This must be a mutual exchange. An adventurer may not be interested in trading with his fellow travelers and that is OK. They are not forced to trade. This can happen out of turn, but you should still do your best to pay attention. Dungeon Dwellers When we first ventured into Turtle Rock we encountered a few monsters: slimes, ogres, snarls and what seemed like their boss, the Shadow Mage. That was just the beginning and they are not alone. There are more creatures lurking the ancient halls of Turtle Rock. Gatorminions These pint sized foot soldiers patrol the halls. What they lack in size and brains they make up for in numbers. Skeleton Knights These enchanted bones keep watch over the treasures of Turtle Rock. Dark Mages We've encountered these wizards before and now there is more! Lurking in the shadows, they will attack with their gauntlets ripping thru your armor. They want retrieve the loot you've acquired. Slimosaur X'Rx Once a simple slime it is now bound to bones of King Maximus' dinosaur companion. The two have become the single monster known as X'Rx (zz-er-k-s). Now this beast is the guardian of King Maximus. King Maximus

12 The King of Turtle Rock. Driven mad by greed and untold eons of solitude, he hordes his loot. He sits upon his throne waiting for wandering adventurers who would seek his fortune. Many have tried, most have failed. The Reshuffle If you have explored the dungeon and run out of cards then the discard pile is reshuffled to continue play. HOWEVER, there are a few rules: Remove 1 treasure chest each reshuffle Remove 2 heart containers each reshuffle Like a Boss There are 2 boss level class characters in this expansion. The first is the mini-boss Slimosaur X'Rx. The second is King Maximus, the ruler of Turtle Rock. Summoning these bosses happen in 2 different ways: 1. Slimosaur X'Rx is summoned when the Jade Turtle is found somewhere in the dungeon. 2. Maximus is called into the Dungeon the first time a player has emptied their playing hand. When the first player empties their playing hand and Maximus is summoned, that player must draw 2 cards from the dungeon deck. This increases their chances of continuing their adventure. It also motivation for players to make that final play to start the final boss battle. Winning the Game There are 2 ways to end and win the game. 1. All the loot has been collected from the dungeon. 2. Maximus has been defeated. If you survive the game you are a successful adventurer! The player with the most loot is the Champion and has bragging rights across the land of Perilous. Much hero cred to you! All the Loot Maximus Edition introduced the loot tokens. There is a loot counter to represent every loot card in the deck. This does not include relics. Once all the loot tokens have been removed from the middle of the dungeon by the dungeon master, all the loot has been collected.

13 At this point, players can safely exit the dungeon and being the loot counting to find out who the Champion is. Defeat Maximus Defeat Maximus and the game is over. All the other monsters, including X'Rx if present, drop their loot and flee. The player who delivers the final blow to Maximus receives all the loot from Maximus and the loot dropped by fleeing monsters. Loot Counting There are two ways to count loot. You must choose one of these before the game starts. a. Loot total is counted by the number of loot cards and relics you own. b. Loot total is calculated based on the loot point values on each loot card and each relic. Variants Golden Chest This game mode has a golden chest always available in the dungeon. It can only be opened if a golden key is found. There is only 1 (maybe 2) of these keys in the dungeon deck. This means during your adventure there may be relics you do not access. If opened the player will receive a random card from the Relic Loot cards being held by the dungeon master. Additionally, player will also receive 3 cards from the top of the deck. They may choose 2 of these cards to place into their hand. Returning the extra card in the middle of the dungeon deck. Setup 1. Remove all the relic cards from the deck. Note the Jade Turtle is not considered a relic card for this purpose and should stay mixed in the dungeon deck. 2. Shuffle them and place them out-of-the way and facedown near the boss cards. 3. Place a treasure chest in the dungeon and mark it as the gold treasure chest. 4. When the gold chest is opened, spread out the relic cards, face down, and allow the adventurer who opened the chest to pick one. 5. Collect the relic cards and put them back off to the side. End Battle Loot Drops In this this variant the monsters flee when Maximus is defeated. However, they do not drop their

14 loot. If you want that loot you need to defeat them before you defeat Maximus.

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