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.
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 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.
| 28 | Armor pieces — ten sets, assembled from identical copies | |
| 11 | Armor wildcards — nine two-set, two Mimic | |
| 20 | HP cards — 57 health between them | |
| 13 | Spell Attack Cards | |
| 45 | Spell Cards | |
| 11 | Monster Cards | |
| 8 | Set Bonuses | |
| 4 | Enchants | |
| 2 | Dice 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.
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.
You may take fewer than three actions, or none. Unused actions do not carry over.
Any monster on you acts now — see Monsters. Then discard down to seven cards in hand.
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.
| Set | Pieces | HP each | Attack | Damage | |
|---|---|---|---|---|---|
| Earthbinder's Girdle | 2 | 1 | Earth Strike | 1 / 5 | |
| Amulet of the Archmage | 2 | 4 | Arcane Blast | 3 / 12 | |
| Ironbound Bracers | 2 | 2 | Crushing Blow | 2 / 6 | |
| Verdant Chestplate | 3 | 4 | Nature's Wrath | 3 / 7 / 12 | |
| Frostbite Gauntlets | 3 | 1 | Ice Bolt | 1 / 3 / 7 | |
| Archbishop's Mantle | 3 | 2 | Holy Shock | 2 / 5 / 9 | |
| Glimmerstep Slippers | 3 | 2 | Charm Blast | 1 / 4 / 8 | |
| Infernal Crown | 3 | 3 | Fireball | 2 / 5 / 10 | |
| Stormweaver Cloak | 3 | 3 | Lightning Strike | 3 / 6 / 11 | |
| Nightfall Band | 4 | 2 | Shadow Strike | 1 / 2 / 6 / 16 |
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.
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.
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.
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.
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.
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.
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.
Two cards are held rather than played: Divine Shield and Counterspell. They are played out of turn, in response to a spell.
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:
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.
| Monster | Health | Effect | On kill | Target needs |
|---|---|---|---|---|
| Goblin | 2 | None. | — | — |
| Brute | 4 | End of your turn: lose 1 HP. | Draw 1 | 1+ sets |
| Ogre | 6 | Enemy spells that cost you HP cost 3 more. | Draw 2 | 2+ sets |
| Warlord | 8 | You may only take 2 actions per turn. | Draw 2 | 3+ sets |
| Dragon | 12 | You cannot win while the Dragon lives. | Draw 3 | 3+ 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.
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.
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.
| Bonus | Tier | Effect |
|---|---|---|
| Rowan the Ranger | 2+ | You may hold 8 cards in hand. |
| Vex the Rogue | 2+ | When a spell is used against you, steal a random card from the caster. |
| Pell the Tinker | 2+ | Once per turn, free: discard a card, draw a card. |
| Selene the Archmage | 3+ | Draw an extra card at the start of your turn. |
| Kael the Duelist | 3+ | You may take 4 actions per turn. |
| Torm the Beastwarden | 3+ | Monsters summoned onto you have half health. |
| Aldric the Paladin | 4+ | Attacks against you deal half damage, rounded down. |
| Corvin the Warlock | 4+ | Once per turn, play any card directly from your pool. Costs 1 action. |
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.
Four cards, one copy of each. An Enchant goes on an attuned set that already carries a Set Bonus, and affects only that set.
| Enchant | Effect |
|---|---|
| Twinstrike | Attacks made with this set hit twice. |
| Unstoppable | Attacks made with this set cannot be countered or negated. |
| Cataclysm | Attacks made with this set hit every player for an extra 4. |
| Soulbound | This 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.
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.