Dungeon Crawl

A game of armor, avarice, and things that live in the dark
for 2 to 5 delvers
Rulebook · First Edition
The world

There was an age when the great smiths worked in the open and every warden of the realm wore a matched set of their making. That age ended the way ages do — badly, and quickly. The forges went cold, the wardens went into the ground, and their armor went with them.

What survives is scattered. A gauntlet here, a pauldron three hundred miles away, a crown at the bottom of a flooded stair. No complete set has been seen above ground in living memory. And so people go down after them, because a matched set is worth more than a life, and because most of what is worth having is guarded by something that would rather you didn't.

IWhat you are doing

You are collecting armor. Complete a set and it becomes attuned — yours, and dangerous. Attune enough sets and you win.

Everything else in the box exists to make that harder: spells that steal what you've built, attacks that force you to hand pieces over, and monsters that sit on your chest and stop you doing anything useful until you kill them.

The place

The stair at Ashfall goes down eleven levels that anyone has mapped and some number more that nobody has come back from. It was a fortress, then a tomb, then a market — briefly, disastrously — and is now simply the Crawl. Delvers work it in small hostile companies, nominally together, practically not.

IIComponents

28Armor pieces — ten sets, assembled from identical copies
11Armor wildcards — nine two-set, two Mimic
20HP cards — 57 health between them
13Spell Attack Cards
45Spell Cards
11Monster Cards
8Set Bonuses
4Enchants
2Dice per player, for tracking damage on monsters

140 cards. Spell Attack Cards and Monster Cards are both kinds of Spell Card — anything that refers to "a spell" means all three.

IIISetup

  1. Shuffle and deal five cards to each player. Place the rest face-down as the deck.
  2. Give each player two dice. They only ever track damage on a monster — three of the five monsters have more than 6 health, so one die will not cover them.
  3. Agree the target. With 2–3 players you need five attuned sets to win. With 4–5 players you need four.
  4. Youngest delver goes first. Play passes to the left.

IVYour turn

Draw two cards, then take up to three actions. If your hand is empty at the start of your turn, draw five instead of two.

An action is any one of these

  • Bank a card — put it face-up in your health pool for the HP printed on it
  • Equip an armor piece — play it to your board, in front of you
  • Cast a spell — most cost one action; Resurrection and Time Warp cost two
  • Play a Spell Attack Card
  • Summon a monster onto an opponent
  • Attach a Set Bonus or an Enchant to one of your attuned sets

You may take fewer than three actions, or none. Unused actions do not carry over.

End of your turn

Any monster on you acts now — see Monsters. Then discard down to seven cards in hand.

Moving a wildcard between your own sets is free and may be done any number of times on your turn. It costs nothing because it changes nothing — you have the same pieces either way. You may break an attuned set doing it; the pieces are still yours.

The exception is a set carrying a Set Bonus or Enchant. Those are locked: you may not take a piece that would break them. Move the boon's set apart only by removing the boon first — or leave a spare piece behind, which keeps the set whole and the wildcard free to wander.

VArmor

Ten sets. Each takes two, three, or four pieces. Pieces within a set are identical — you are assembling one item out of copies of itself, and it is not finished until you have them all.

A completed set is attuned. Attuned sets are what you win with, what carries Set Bonuses and Enchants, and the only thing Overpower can take.

SetPiecesHP eachAttackDamage
Earthbinder's Girdle21Earth Strike1 / 5
Amulet of the Archmage24Arcane Blast3 / 12
Ironbound Bracers22Crushing Blow2 / 6
Verdant Chestplate34Nature's Wrath3 / 7 / 12
Frostbite Gauntlets31Ice Bolt1 / 3 / 7
Archbishop's Mantle32Holy Shock2 / 5 / 9
Glimmerstep Slippers32Charm Blast1 / 4 / 8
Infernal Crown33Fireball2 / 5 / 10
Stormweaver Cloak33Lightning Strike3 / 6 / 11
Nightfall Band42Shadow Strike1 / 2 / 6 / 16
On the sets

The Amulet of the Archmage. Two halves of one stone, split so that no single person could wear it. The precaution failed within a year of being taken. Whoever holds both is briefly the most dangerous thing on their level of the stair, and historically does not stay that way for long.

The Nightfall Band. Four rings, cast together, meant for one hand. Three of them do nothing. This is not a flaw.

Wildcards

Nine wildcards each show two sets and count as a piece of either. Two Mimic Armor cards count as a piece of any set, and are worth 0 HP — they build, but they can never pay.

A set completed with wildcards is a complete set in every respect: for winning, for Set Bonus tiers, and for monster requirements.

The marks

Every set carries a mark, and every attack made with it strikes in kind — the Infernal Crown burns, the Frostbite Gauntlets freeze, the Nightfall Band strikes from shadow. Ten sets, ten marks: earth, arcane, nature, ice, holy, charm, shadow, fire, physical, lightning.

In this edition the marks have no effect on play. Damage is damage, whatever mark it carries. Nothing resists it, nothing amplifies it, and no card in this box asks you what kind of damage you dealt. You may safely ignore them.

On the marks

They were not decoration when they were made. Every warden knew which mark answered which, and went down the stair carrying the one that answered whatever waited below.

That knowledge is lost, along with most of what was written about the deeper levels. The marks remain on the armor, patient, meaning nothing to anyone now living.

They will mean something again.

VIHealth, banking, and paying

Your pool is the face-up cards in front of you representing health. Any card can be banked for the HP printed on it — a spell you'll never use is three health.

When something costs you HP, you pay by handing over cards. You may pay with anything on your table: cards from your pool, or armor from your board, including pieces of an attuned set.

  • No change is given. If you owe 2 and your smallest card is worth 5, you pay the 5.
  • If you cannot cover it, you pay everything you can and the rest is forgiven. There is no debt.
  • If you have nothing at all, you pay nothing. Being broke is a defence, briefly.
  • Attack damage burns health. Pool cards paid for attack damage go to the discard pile, destroyed. The attacker gains nothing from them.
  • When the health runs out, attacks take armor. If an attack's payment reaches your armor, those pieces go onto the attacker's board. They keep them. Strip the pool, loot the armor — that is what attacking is for.
  • Drains absorb everything. When a spell explicitly takes or harvests HP — Siphon Life, Soul Harvest — the payment goes to that player: pool cards join their pool, armor joins their board.

If paying breaks an attuned set, its Set Bonus and Enchant fall into your pool as HP. The set can be rebuilt and re-fitted later.

Example Mara owes 6 from a Fire Strike. Her pool holds a 4 and a 1. Both burn — into the discard pile — and she still owes 1, so a piece of her attuned Frostbite Gauntlets goes onto the attacker's board. The Gauntlets are no longer complete; the Set Bonus attached to them drops into her pool. The attacker adds her Gauntlet piece to their own board.

VIIAttacking

Spell Attack Cards name two damage types. Play one, choose a set you own from those two, and deal damage equal to your current rank in it — the number on that set's ladder for the number of pieces you have equipped.

  • Paired attacks hit every opponent.
  • Wild Attack hits one opponent, using any set you own.
  • You need at least one piece of a set to attack with it. You do not need the whole set.

VIIIReactions

Two cards are held rather than played: Divine Shield and Counterspell. They are played out of turn, in response to a spell.

Divine Shield
Negates a spell's effect on you only. Everyone else it was aimed at still gets hit.
Counterspell
Cancels a spell entirely, for everyone. The caster may Divine Shield your Counterspell to force their spell through.
  • You may only react to a spell that affects you.
  • Reacting is free — unless it's your turn. The active player spends one of their three actions to react. Spend all three attacking and you have no defence of your own.
  • Reactions are played from your hand, never from your pool.

IXMonsters

Summon a monster onto an opponent. Only one monster can be on a player at a time, and the target must already have the number of attuned sets printed on the card — monsters are for people who are winning.

While a monster is on you:

  • You cannot play any spell that targets another player. Reactions and cards affecting only yourself are fine.
  • Your attacks must be spent striking your own monster instead.
  • Excess damage is lost. A 30-damage strike on a 2-health Goblin kills a 2-health Goblin.
  • Damage carries over between turns. Track the running total with your dice.

Monsters act at the end of your turn, so you always get a chance to fight back first. Kill it during your turn and it never triggers at all. Killing it discards the card and draws you the reward.

MonsterHealthEffectOn killTarget needs
Goblin2None.
Brute4End of your turn: lose 1 HP.Draw 11+ sets
Ogre6Enemy spells that cost you HP cost 3 more.Draw 22+ sets
Warlord8You may only take 2 actions per turn.Draw 23+ sets
Dragon12You cannot win while the Dragon lives.Draw 33+ sets

Divine Shield can stop a monster as it is summoned. It does nothing once the monster has landed.

The Dragon takes nothing and costs nothing. It simply stands in the way: while it lives you cannot claim victory, however many sets you have attuned. Kill it and you win the instant it falls — on any turn, including someone else’s.

On the dark

Nothing down there is wandering. Everything you meet was put where it is, by someone, to stop people doing exactly what you are doing. The goblins are not guards. The goblins are the alarm.

XSet Bonuses

Eight cards, one copy of each. Attach one to an attuned set whose size meets the tier on the card. A set holds one Set Bonus. It stays there permanently and changes how you play for the rest of the game. If the set is stolen, the bonus goes with it.

BonusTierEffect
Rowan the Ranger2+You may hold 8 cards in hand.
Vex the Rogue2+When a spell is used against you, steal a random card from the caster.
Pell the Tinker2+Once per turn, free: discard a card, draw a card.
Selene the Archmage3+Draw an extra card at the start of your turn.
Kael the Duelist3+You may take 4 actions per turn.
Torm the Beastwarden3+Monsters summoned onto you have half health.
Aldric the Paladin4+Attacks against you deal half damage, rounded down.
Corvin the Warlock4+Once per turn, play any card directly from your pool. Costs 1 action.
On the eight

They are not with you. They were here first, and they are still here in the way that anyone is still anywhere after long enough underground. Fit a set properly and one of them takes an interest — which is not the same as help, but it is close enough to trade for.

XIEnchants

Four cards, one copy of each. An Enchant goes on an attuned set that already carries a Set Bonus, and affects only that set.

EnchantEffect
TwinstrikeAttacks made with this set hit twice.
UnstoppableAttacks made with this set cannot be countered or negated.
CataclysmAttacks made with this set hit every player for an extra 4.
SoulboundThis set cannot be stolen.

Twinstrike doubles base damage only — it does not double Cataclysm's extra 4. Soulbound stops Overpower, but not Banish, and not payment.

XIIWinning

The moment you have the target number of attuned sets in front of you — five at 2–3 players, four at 4–5 — you win immediately, on any player's turn. Taking a completed set with Overpower can win you the game on someone else's turn.

XIIIGlossary

Attuned
A complete set. Only attuned sets count toward victory, carry Set Bonuses and Enchants, or can be Overpowered.
Bank
Play a card face-up into your pool for its HP value. Costs one action.
Equip
Play an armor piece onto your board.
Pool
Your face-up health. Cards here are spent to pay damage.
Rank
How many pieces of a set you have equipped, and therefore how much its attack deals.
Reaction
A card played out of turn in response to a spell. Free unless it's your turn.
Spell
Any Spell Card, Spell Attack Card, or Monster Card.
Strike
Spend an attack on the monster sitting on you rather than on a player.
Summon
Play a monster onto an opponent.
Dungeon Crawl — rules first edition. Card text in this book matches the card faces exactly; where the two ever disagree, the card is correct.

Dungeon Crawl

Pull up a chair.
3 delvers → first to 5 attuned sets
Deck
Discard

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