Iron Helm Community Rulebook

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Iron Helm

Community Handbook
Version 1.15 | 29 June 2021

Iron Helm is designed by Jason Glover, and illustrated by Jason Glover & Daniel F. Walthall.
Copyright © 2019 by Grey Gnome Games & Jason Glover. All Rights Reserved.
The Iron Helm Community Handbook is compiled and edited by Michael Sewall (BGG user thecrazyscotsman),
based on the original rulebook & appendix and the FAQs compiled by BGG users Nickydude & jam2.
1.0 Intro
Your withered hand grips the handle of your sword. Blood mixed with sweat drips down your
brow and finds its way into your eyes, stinging for just a moment. Pounding footsteps shake the
ground and you attempt to find a way to steady your aching feet. You turn to face your foe as
you mutter to yourself, “I’m getting too old for this sh--.”

2.0 Overview
In Iron Helm, you are an aging adventurer out on one final quest to obtain as much gold and
treasure as you can so you can finally retire from your dangerous lifestyle. You will venture one
level at a time deep into a perilous dungeon, battling nasty monsters, acquiring useful items and
powerful artifacts, and learning new skills. Your ultimate goal is to stay alive long enough to take
out the main boss lurking deep within the earth. Survive and you win, die and you become just
another corpse that future adventurers will step over.

3.0 Components
1 Morality Tracker
Boss Deck: 3 cards
12 Gold Coins
Character Deck: 4 cards
18 Health Tokens
Dungeon Deck: 16 cards
10 Poison Tokens
Enemy Deck: 18 cards
14 Energy Tokens
Loot Deck: 18 cards
10 Ration Tokens
Plot Deck: 9 cards
12 Blessing Tokens
Potions Deck: 10 cards
2 12-sided Dice (2d12)
Skills Deck: 12 cards
3 6-sided Dice (3d6)
Trappings Deck: 14 cards
2 Wooden Pawns
15 Deck Dividers
1 Map Level Card

4.0 Setup
1. Separate all cards by deck type.
2. Shuffle the Enemy, Plot, Loot, and Potion decks separately and place them face-down in a
row at the top of your play area.
3. Choose a side of the Map Card and place it face up next to the other decks. Place a red
pawn on the position marked with a 1. Both sides of the map card are mechanically the
same; choose the side you prefer.

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4. Place the Morality Tracker next to the Map Card and then place the other red pawn on the
position marked zero.
5. Place the Skills deck and Trappings deck face-up above the Morality Tracker. There is no
need to shuffle these decks, and it may be helpful to sort them as you will be searching
through them during the game.
6. Place the dice off to the side for later use.
7. Organize all the tokens into piles by type and place them within easy reach. Blessing tokens
should be face-down and shuffled.
8. Shuffle the Dungeon deck and place it face-down in the center of your playing area.
9. Place the Boss deck out of play for now but keep it accessible.
10. Select one Character from the Character deck and return the remainder to the box. Gather
starting Health, Energy, Rations, and Gold tokens as listed on the Character card. You may
return any additional Health and Energy tokens to the box. Locate and select the specified
Trappings from the Trappings deck, as well as the specified Skill from the Skill deck.

Note: You may also spend your starting Gold on additional Trappings that you wish to equip
yourself with before beginning your adventure.

5.0 Characters
Let’s examine a Character card in detail:

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5.1 Traits
The values printed on each trait (except Encumbrance) represent the amount of each trait you
start your adventure with.

5.1.1 Health

Health represents your resilience to injury and poison. The higher your health, the more damage
you can withstand. You may never have more health than listed on your Health trait.

Losing Health: At numerous points throughout the game, you will take damage or lose health.
When you do so, remove Health tokens from your character and discard them. If at any point
you have 0 Health tokens remaining, you instantly lose and the game ends!

5.1.2 Energy

Energy indicates how many attacks you can perform with a weapon. You may never have more
energy than listed on your Energy trait[source]. You do not die if you reach 0 Energy.

5.1.3 Encumbrance

This determines how much equipment the character can hold during their adventure. All Items
have an Encumbrance value. The sum of all your Items must be equal to or less than your
Encumbrance trait.

5.1.4 Rations

Rations are eaten at the end of every level, and have a variety of other uses. You may carry an
unlimited number of Ration tokens.

Starvation: If you do not have a Ration to eat at the end of a level, lose 3 health.

Ration (Loot card): If you draw a Ration card from the Loot deck, it may be used as a Ration
token or discarded to use the ability on the card. It may be carried until you wish to use it
(following rules of Encumbrance).

Ration (Trappings card): If you purchase the Rations card from the Trappings deck, discard it
immediately and gain 2 Ration tokens.

5.1.5 Gold

Gold can be used to bribe enemies, purchase equipment, and increase your score if you are
victorious. You may carry an unlimited amount of Gold.

5.2 Trappings Cards

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Trappings Cards represent the pool of available starting equipment for your character. You may
find additional items as your adventure progresses to replace or complement your Trappings.
The Trappings deck is not used after game setup.

5.3 Skill Cards


Each Skill Card is unique and provides a powerful ability to aid you in your quest. You start with
a single skill, but may learn additional skills as you defeat more enemies. There is no limit to the
number of skills you may learn.

5.4 Skill Proficiency


Each character has the word Agility, Brawn, or Mind located in the bottom-right corner of the
card. This is the Skill Proficiency of your character, and it affects how easily they learn new skills
in that category (refer to section 6.7 Gaining New Skills).

6.0 Exploration
Iron Helm is played in rounds called “levels,” which represent areas of the dungeon you are
exploring. Each level is made up of eight turns. The end of the level is triggered when you
resolve the eighth turn (refer to section 8.0 Finishing the Level).

6.1 Turn Sequence


Step 1: Draw two cards from the Dungeon deck, keeping them face-down.

Step 2: Reveal one of the two Dungeon cards by flipping it face-up and reading it.

Step 3: Choose A or B:

A. Resolve the revealed card and discard the other without looking at it.
B. Discard the revealed card face-down, forming a discard pile, then reveal and resolve the
second dungeon card.

After resolving the Dungeon card, you may eat one Ration to gain an Energy token. However, if
you have just resolved the last Dungeon card in a level, you must eat one Ration, otherwise
you lose 3 Health (see section 8.0 Finishing the Level).

6.2 Dungeon Cards


There are two basic types of Dungeon cards in Iron Helm.

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The first type is fairly straightforward and will present you with a narrative and you will have to
either choose an option or perform an action (Altar, Campsite, Clearing, & Merchant).

The second type of Dungeon card will have you resolve an action based on whether you picked
the card as the first card revealed or as the second. If you resolve this type of dungeon card as
the first card you revealed you simply resolve the upper portion marked with a “1.” If you discard
the first Dungeon card and then reveal one of these cards as the second card, you must resolve
the lower portion marked with a “2.”

6.3 Blessing Tokens


Whenever you gain a Blessing token, it must remain face-down. Blessing tokens are used
during the Divine Visit portion of the end game (see section 10.1 Boss Fight Sequence), or you
may discard one (without looking at the face of the token) during combat to re-roll all your dice.
Only 1 Blessing token may be discarded in this fashion during each Player Attack phase during
combat.

6.4 Poison Tokens


Poison tokens are gained in many different ways during the game. When you gain poison, take
the corresponding number of Poison tokens from the supply. If the number of Poison tokens you
have ever is equal to or greater than your current health, you instantly die (this cannot be
prevented by Potions).

6.5 Loot Cards & Items


Loot cards (also referred to as Treasure cards) are gained as rewards for various encounters
throughout the game, and most commonly allow you to pick up an Item.

Encumbrance: You may never carry more weight than your Encumbrance trait allows (see
section 5.1.3 Encumbrance). If you gain an item that puts you over your limit you may discard
another item to make room for the new item, or simply refuse the new item, in which case it is
discarded.

Note: If you reveal a consumable item (Ration items or Restorative Potions) from the Loot or
Potion decks and you are already at maximum Encumbrance, you may use those consumable
items immediately without discarding anything from your inventory.

Item Location: Every item has a location it is equipped to.

PH: Primary Hand. You may only have one item in your primary hand at any given time.
OH: Off Hand. You may only have one item in your off hand at any given time.
2H: Two-handed. Items of this type take up the slot of both your primary hand and off hand.

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HD: Head. You may only have one item equipped on your head at any given moment.
BD: Body. You may only have one item equipped on your body at any given moment.
AS: Accessory. You may have as many accessories equipped as you like.

Note: You do not have to have an item equipped in order to carry it. You can carry any number
of non-equipped items as long as you do not exceed your Encumbrance.

Switching Equipment: You may switch out equipment between Exploration turns, but not during
the process of resolving a card or during combat[source]. The one exception to this is if you are in
Combat and your Primary Hand weapon breaks you may immediately equip another weapon
from your inventory or move a weapon from your Off Hand to your Primary Hand.

Example: You cannot decide to replace your sword with a dagger once a Dungeon card has
been revealed. That must be done before revealing any cards.

Axes: Axes offer you the ability to strike your foe with a mighty throw that doesn’t require any
energy, but you lose your axe. Discard the axe and deal 3d6 damage. This ability can be used
on all axes, even if it is not listed on the item card[source]. If you throw your axe, you may equip
another weapon during that combat before your next attack[source].

Mimic: If you draw the Mimic card from the Loot deck, resolve combat with it as you would any
other Enemy card. Mimics do not gain bonus health from the Dungeon level. If you defeat it, add
it to the graveyard[source].

If at any time the Loot deck runs out, shuffle the Loot discard pile and reset the deck.

6.6 Potion Cards


There are two types of potions: offensive and restorative.

Offensive Potions: These potions deal damage (like Ice Shard, Holy Water, or Spark Bomb),
and must be used during combat (see Phase 2 - Player Attack).

Restorative Potions: These potions heal you, give you energy, or cure poison. They may be
used whenever you choose during the game (during combat, between Dungeon cards, or any
other time), except to prevent death. If your poison ever equals your health or if you ever run
out of Health tokens, you die instantly without a chance to use your Potion.

When a Potion card is used, place it in the Potion discard pile. If at any time the Potion deck
runs out, shuffle the Potion discard pile and reset the deck.

Note: Some Potions are gained from the Loot deck - be sure to discard the Potion to the
appropriate deck when appropriate.

6.7 Gaining New Skills

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Through conquering your enemies, you will gain experience and that will help toward learning
new skills. Whenever you defeat an enemy, keep the Enemy card face-up in front of you in the
graveyard. Once you have acquired 3 Enemy cards, you may spend them, by flipping them
face-down, to learn a new skill that matches your skill proficiency (see section 5.4 Proficiency).
You may learn a skill outside of your skill proficiency, but the cost is 5 Enemy cards.

7.0 Combat
7.1 Enemy Cards
Let’s examine an Enemy card to better understand what you are facing.

7.1.1 Base Health

This is the starting health for your enemy. If encountered via a Dungeon card, add the amount of
bonus health listed on the Dungeon card to your enemy’s base health.

7.1.2 Base Damage

This is the base damage your foe deals to you when they attack you if they successfully strike.

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7.1.3 Treasure Type

This tells you what sort of loot you will gain if you defeat this enemy, if any.

Treasure Type 0: This indicates your foe carries no treasure worth taking.
Treasure Type 1: This allows you to draw the top card from the Loot deck or take 1 Gold token.
Treasure Type 2: This allows you to draw the top card from both the Loot deck and the Potion
deck.

In order to add any looted Items to your inventory you must not exceed your Encumbrance trait.

Note: You may opt not to draw a Loot card for Treasure Type 2 if you are attempting to avoid
the Mimic[source].

7.1.4 Weakness

Each foe has a weakness. Using Weapons, Items, or Potions of the indicated type will deal
extra damage. The three weaknesses are:

Fire Ice Undead

Weaknesses of defeated enemies are also used when determining which boss to face at the
end of the game (refer to section 10.1 Boss Fight Sequence).

7.1.5 Special Power

Every enemy has its own unique special power shown here. These can impact how combat is
resolved.

7.1.6 Purse

Some foes carry shiny gold coins with them. The number of coin icons here indicate how many
you gain by defeating this enemy.

7.2 Combat Sequence


After drawing an Enemy card, determine its total health by adding the health indicated on the
Dungeon card to the Base Health shown on the Enemy card for a sum. Track using the included
two 12-sided dice.

Combat consists of 4 phases:

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Phase 1 - Enemy Initial Damage

Unless otherwise noted, your enemy always strikes first. This first strike is referred to as Initial
Damage throughout the game. Roll two 6-sided dice (2d6) and subtract the lower result from
the higher result. Add this number to the enemy’s Base Damage. Some Dungeon and Enemy
cards instruct you to add further damage to this phase for a final sum, referred to as Total
Damage. However, any time you roll doubles, your enemy swings and misses you completely
and Total Damage is reduced to 0.

Defend: Many items or skills can reduce or eliminate Initial Damage. Reduce the Total Damage
by the appropriate amount for each such effect. Total Damage can never go below 0.

If the enemy’s Total Damage is above 0, remove the appropriate number of Health tokens from
your character.

Example: Joy is being attacked by a Wolf. She rolls 2d6 with the results of 3 and 5. She
subtracts 3 from 5 for a result of 2. The Wolf deals a base damage of 2, so Joy adds this for a
total of 4 damage (2+2=4). Joy is wearing Leather Armor which allows her to subtract 1 from
initial damage, so in the end the Wolf deals 3 Total Damage and Joy loses 3 health.

Phase 2 - Player Attack

Your attacks work a bit differently than those of your foes. You must first decide what type of
attack you will use (you can only choose one!), of which there are three:

Fists: Deal 1 bare-handed damage. You can choose this option even when you have a weapon
equipped, and it always costs 0 Energy.
Weapon: Discard up to 3 Energy tokens, rolling 1d6 for each token discarded. If your weapon
has an ability which deals bonus damage, add as directed.
Potion: If you have an Offensive Potion in your inventory (Ice Shard, Holy Water, or Spark
Bomb), you may discard the Potion to roll 2d6. Additionally, if your enemy has a weakness
matching the Potion type, add +5 bonus damage. Costs 0 Energy.

Attack Value: Your Attack Value is the total amount of damage you deal your enemy. Sum your
damage with any modifiers granted from Items or Skills. Subtract your Attack Value from the
health of your enemy. If your enemy’s health is reduced to 0, the enemy is defeated! Move to
Phase 4 - Loot. Otherwise, move to Phase 3 - Counterstrike.

Phase 3 - Counterstrike

If you fail to defeat your enemy with your first attack, they will counterstrike. Counterstrikes are
resolved in the same manner as Initial Damage, incorporating enemy bonuses that modify
counterstrikes. After the enemy counterstrikes, you will get another chance to attack. Alternate
Phase 2 - Player Attack and Phase 3 - Counterstrike until one of you is defeated.

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Note: Pay close attention to Items and Skills which reduce damage taken. Each of these refers
to a specific phase (Initial Damage or Counterstrike) – these abilities only apply in the
corresponding phases.

Phase 4 - Loot

If you have defeated your enemy, congratulations! Rewards are in order. Gain rewards based on
the enemy’s Treasure Type and Purse. Finally, place the Enemy card face-up in front of you to
form the graveyard. Enemies in the graveyard can eventually be flipped over to gain new skills
(section 6.7 Gaining New Skills) and will also be used in determining the final boss (section 10.1
Boss Fight Sequence).

8.0 Finishing the Level


The end of a level is triggered once you have resolved the last set of cards in the Dungeon deck
(after eight total turns). You must then do the following in order.

1) Shuffle the Dungeon deck and place it face-down to set up the next level of the dungeon.
2) Feed your character by discarding 1 Ration token and gain 1 Energy[source]. If you do not have
a Ration to spend, you lose 3 health and gain no Energy (refer to section 5.1.4 Rations).
3) For every 2 Poison tokens you currently have, you gain another (refer to section 6.4 Poison
Tokens).
4) Advance your pawn up one level on the Map Card.
5) Draw the top card from the Plot deck and resolve it.

If you are still alive and have not encountered the boss, you now begin a new turn (see section
6.1 Turn Sequence).

9.0 Plots & Morality


Plot Cards: Plot cards are drawn from the top of the Plot deck whenever you resolve the
Clearing card from the Dungeon deck and when finishing a level. Plot cards all start with a small
narrative which is either followed by text telling you what you must do, or by offering you a
choice. When you are offered a choice, you must choose one and only one option.

Note: If you are unable to fulfill all the instructions in an option due to insufficient health, energy,
or rations, you must choose the other option.

Each Plot card also has 1-3 eye icons located in the bottom right corner. These are used to
trigger the boss fight. Whenever you resolve a Plot card, you must keep it in your player area
face up, staggering new Plot cards on top of previous ones so that the eye icons are visible.

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When you reach 10 eye icons, you trigger the end of the game. Finish resolving the current Plot
card and then follow the rules in section 10.0 Ending the Game.

Morality Tracker: Many of the Plot cards force the player to make a moral decision. Making
positive choices will move your pawn up the Morality tracker and negative ones will move you
downward. Negative choices often gain you an instant reward, while making positive choices
may reward you greatly later on.

Note: Sometimes you will be instructed to gain Health or Energy equal to your Morality. If your
Morality is negative, you gain - and lose - nothing.

10.0 Ending the Game


The game ends in victory if you beat the boss, or in defeat if you die at any point. There are two
ways you can die:

1) Your Health tokens reach 0


2) Your number of Poison tokens is equal to or greater than your number of Health tokens

These are unavoidable deaths, and cannot be prevented by the use of Potions or Items.

10.1 Boss Fight Sequence


If you have just revealed a Plot card and your total number of eye icons is 10 or more, you
trigger the boss fight. First, resolve the current Plot card, then follow these steps in order:

1) Reveal the Boss


2) Divine Visit
3) Combat

Refer to sections 10.1.1 - 10.1.3 for details on how to resolve these steps.

Note: You may not swap your currently equipped weapon once a Plot card has triggered the
boss[source].

10.1.1 Reveal the Boss

Look at all the Enemy cards in the graveyard. Take note of their weakness icons. Whichever
icon appears the most determines the final boss by matching that icon to that of the ones on the
boss cards. If there is a tie for most common icon, follow this sequence to choose the boss:

Fire beats Undead


Undead beats Ice
Ice beats Fire

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If there is a three-way tie, choose a boss card at random[source].

Example: Jon had defeated 1 Undead Archer, 2 Goblins, 1 Consuming Mass, and 1 Wolf. That
is a total of 1 Undead, 3 Ice, and 1 Fire enemies. Because Ice is the most prevalent, Jon must
face the Lurker.

10.1.2 Divine Visit

Moments before you must face off against your vile foe, you are visited by an angelic being. Flip
over all Blessing tokens you have gained and reap their rewards. Tokens with red hearts and
purple energy icons will garner you Health and Energy tokens equal to those shown. The green
heart allows you to remove all of your poison tokens.

10.1.3 Combat

Fight the boss card like any other enemy as laid out in 7.2 Combat Sequence. If you lose the
final battle, you lose the game. If you are triumphant, add the boss card to the graveyard and
gain loot as normal. You are victorious!

Note: The boss card has a set amount of base health and does not receive bonus health from
the Dungeon level or any other cards.

10.2 Score & Ranking


If you have defeated the boss, you win the game! Calculate your final score as follows:

1 point for each Health and Energy token you have left.
3 points for each Gold coin.
2 points for each enemy defeated.
Points equal to the cost value of all items you possess (Loot, Potions, and Trappings).
Points equal to the Dungeon level on which you won the game multiplied by 2.
Points equal to your position on the Morality tracker (a negative position will subtract points).

The total number of points equals your retirement fund! Refer to the following chart to see just
how well you will live out your final years:

0-30 Hovel - Your retirement is meager at best. Your dwelling is a one room shack on the
fringe of a mining village.

31-40 Cottage - You retire to a small cottage with a pleasing garden and a warm hearth
nestled in the thick of the woods.

41-50 Croft - You retire to a sturdy stone home on acres of rolling hills with a live-in
farmhand and a barn filled with livestock.

51-60 Manor - You retire to a large, beautiful home with many servants on a sprawling,

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well-tended property with mature trees.

61+ Fortress - You retire to a small cliff-side castle with miles of land, a full staff of
servants and retainers, and a keep full of treasures.

11.0 Campaign
[under construction]

Current Campaign Rules and FAQ

12.0 Card Reference


This section clarifies card text and abilities which may need further explanation.

12.1 Bosses
Crystal Drake (Crystal Caverns)
Special Power: If the Crystal Drake deals 8 or more damage, she destroys 1 of your equipped
items. Your choice.
Clarification: If the Crystal Drake successfully deals 8 or more Total Damage during the Initial
Damage or Counterstrike combat phases, choose an equipped item to discard. If you discard
an equipped weapon which is in the PH or 2H item location, you may re-equip a new weapon if
you have one. You may not re-equip any other item location, even if you have an alternative
in your inventory. See 6.5 Loot Cards & Items.

Cyclops (Warren of Despair)


Special Power: If the Cyclops deals 9 or more damage, he breaks your primary weapon.
Clarification: If the Cyclops successfully deals 9 or more Total Damage during the Initial Damage
or Counterstrike combat phases, discard your equipped PH or 2H weapon. You may re-equip a
backup weapon. See 6.5 Loot Cards & Items.

Galnok (Galnok’s Labyrinth)


Special Power: If Galnok rolls doubles he strikes for the value indicated on one of the dice.
Clarification: If Galnok rolls doubles during the Initial Damage or Counterstrike combat phases,
he does not miss. Add the value on one of the dice to his base damage and resolve normally.

Hive Mother (Blackened Burrow)


Special Power: Successful initial attacks double your current poison level.

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Clarification: If the Hive Mother successfully deals 1 or more Total Damage during the Initial
Damage combat phase, double your current poison token amount. If you have 0 Poison tokens,
0 are added. Remember, if your poison ever is equal to or greater than your health, you instantly
die.

Naga
Special Power: Whenever you are hit by the Naga you gain 2 poison tokens.
Clarification: If the Naga successfully deals 1 or more Total Damage during the Initial Damage
or Counterstrike combat phases, gain 2 Poison tokens. Remember, if your poison ever is equal
to or greater than your health, you instantly die.

Lich
Special Power: When the Lich hits you with his initial attack or counterstrikes, he steals 2
energy.
Clarification: If the Lich successfully deals 1 or more Total Damage during the Initial Damage or
Counterstrike combat phases, discard 2 Energy tokens.

Lurker
Special Power: Attacks from the Lurker ignore defensive bonuses gained from shields or
bucklers.
Clarification: Equipped Shields or Bucklers do not subtract damage from the Lurker’s attacks
during the Initial Damage or Counterstrike combat phases.

12.2 Dungeon
Altar
Event: Gain 1 blessing token -OR- Discard d6-d6 poison tokens.
Clarification: If choosing the latter option, roll 2d6. Subtract the lower value from the higher
value, and remove up to that many Poison tokens. If you roll doubles, you discard none.

Example: Mary decided to try and remove her 3 Poison tokens. She rolled two dice, and got a 2
and a 4. She subtracted the 2 from the 4, and removed 2 Poison tokens (4-2=2).

Ambush
Event 1: Draw an enemy card and ignore their initial damage. Add the dungeon level to their
health.
Event 2: Draw an enemy card and add the dungeon level to their initial damage. Add the
dungeon level + 4 to their health.
Clarification: If you resolve Event 1, the enemy deals 0 damage during the Initial Damage
combat phase. If you resolve Event 2, add the current Dungeon level to the enemy’s initial
damage - however, if the enemy rolls doubles they still deal 0 damage.

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Note: The special abilities for the Short Bow and Elven Bow cannot be used when resolving
Event 2.

Merchant
Event: [BUY] Draw loot and potion cards based on the dungeon level you are on to form the
shop. [SELL] The merchant will buy unwanted items from you for 1 gold each.
Clarification: You must draw the number of cards specified from the Loot and Potion decks to
set up the shop, which you can then purchase the items from. If you draw a Mimic, you must
resolve combat with the Mimic before resolving the rest of the Merchant card. You may buy or
sell in any order you wish after the shop has been set up. Any items you do not purchase are
placed in their respective discard piles[source].

Treasure
Event 1: Gain 1 gold.
Event 2: Draw 1 loot card & 1 potion card.
Clarification: If you resolve Event 2, you may choose not to draw a Loot card.

12.3 Enemies
Blink (Warren of Despair)
Special Power: If you defeat a Blink you gain 1 [eye].
Clarification: Add a defeated Blink to the graveyard as normal, but you also gain 1 eye. If
defeating the Blink grants you your tenth eye, immediately begin the Ending the Game
sequence after resolving combat.

Blizzling (Crystal Caverns)


Special Power: If the Blizzling deals 3 or more damage, you gain 1 poison.
Clarification: If the Blizzling successfully deals 3 or more Total Damage during the Initial
Damage or Counterstrike phases of combat you also gain 1 Poison token.

Consuming Mass
Special Power: Your hand weapon is lost if you roll more than two 1s during an attack.
Clarification: During each Player Attack phase of combat, if you are using a weapon and you roll
3 or more total 1s (between initial rolls and any re-rolls), you discard your weapon after dealing
damage.

Flying Snake
Special Power: You gain 1 poison with initial damage.
Clarification: If the Flying Snake successfully deals 1 or more Total Damage during the Initial
Damage phase of combat you also gain 1 Poison token[source].

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Grunkle (Warren of Despair)
Special Power: When the Grunkle successfully hits lose 1 energy.
Clarification: If the Grunkle successfully deals 1 or more Total Damage during the Initial Damage
or Counterstrike phases of combat you also discard 1 Energy token.

Ice Cube (Crystal Caverns)


Special Power: The Ice Cube does not miss when it rolls doubles.
Clarification: If the Ice Cube rolls doubles during the Initial Damage or Counterstrike combat
phases, he does not miss. Deal the Ice Cube’s base damage plus any bonus damage from
Dungeon Cards and resolve as normal. Remember, while the Ice Cube does not miss, it still
deals 0 damage from the dice, because x-x=0!

Skinkling
Special Power: When the Skinkling successfully hits gain 1 poison token.
Clarification: If the Skinkling successfully deals 1 or more Total Damage during the Initial
Damage or the Counterstrike phases of combat you also gain 1 Poison token.

Undead Archer
Special Power: You may not defend against initial damage.
Clarification: Items or skills which “subtract X from initial damage”or “subtract X when taking
initial damage” are not used in the Initial Damage phase of this combat.

Undead Warrior
Special Power: You lost 1 blessing with initial damage.
Clarification: If the Undead Warrior successfully deals 1 or more Total Damage during the Initial
Damage phase of combat you also discard 1 Blessing token if you are able.

Wraith
Special Power: Initial damage and counterstrikes both steal 1 blessing.
Clarification: If the Wraith successfully deals 1 or more Total Damage during the Initial Damage
or the Counterstrike phases of combat you also discard 1 Blessing token if you are able.

Zombie
Special Power: Zombies do not inflict initial damage.
Clarification: Zombies always deal 0 Total Damage during the Initial Damage phase of combat,
regardless of any bonus damage applied by Dungeon cards.

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12.4 Loot
Cinderblade
Item Ability: Attack results of 6 deal 7 damage. +3 to the sum of your attack roll vs enemies
weak to fire.
Clarification: If you strike with the Cinderblade as a weapon during the Player Attack phase in
combat and any of your rolled dice are a 6, add +1 bonus damage for each 6 rolled[source]. See
12.4 Loot - Long Sword. Additionally, if your enemy has the Fire weakness type, add +3 bonus
damage to your Attack Value.

Dagger
Item Ability: You must re-roll die results of 6 when a dagger is used as a primary weapon.
Clarification: See 12.8 Trappings - Dagger.

DeScepter (Crystal Caverns)


Item Ability: When drawing an enemy card, draw two, pick one, and then discard the other.
Clarification: Whenever you are directed to draw and resolve a card from the Enemy deck, draw
two and pick which one to resolve. This does not apply to Boss battles or to enemies
encountered within any other deck (i.e. the Mimic in the Loot deck or the Fire Scorpion in the
Plots deck).

Elven Bow
Item Ability: Deal 2 damage to your foe before taking initial damage.
Clarification: See 12.8 Trappings - Short Bow. Unlike the Short Bow, however, you do not re-roll
dice results of 6.

Explorer’s Map
Item Ability: Lose 1 less ration when lost in the labyrinth.
Clarification: When the Labyrinth Dungeon card is revealed as the first or second choice, lose 1
less Ration than the Labyrinth card directs.

Grave Stomper (Loot & Lore)


Item Ability: When fighting an undead enemy, and you roll doubles, add 4 to the sum of your
attack.
Clarification: If you ever roll doubles while striking with the Grave Stomper as a weapon and
your enemy has the Undead weakness type, add +4 bonus damage to your Attack Value.

Grubrot’s Fang (Blackened Burrow)


Item Ability: Whenever your combat roll results in at least one matching pair, add 5 to your sum.
Clarification: If you ever roll doubles while striking with Grubrot’s Fang as a weapon during the
Player Attack phase in combat, add +5 bonus damage to your Attack Value.

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Icehack
Item Ability: You may discard this card to deal 3d6 damage, while spending zero energy. +3 to
the sum of your attack roll vs enemies weak to frost.
Clarification: Instead of spending Energy to strike with the Icehack as a weapon, you may
discard it and deal 3d6 damage. If your enemy has the Frost weakness type, add +3 bonus
damage to your Attack Value when striking with or throwing Icehack. See 6.5 Loot Cards &
Items - Axes.

Lamp
Item Ability: Once per dungeon level you may reveal both dungeon cards and choose one.
Clarification: See 12.8 Trappings - Torch. Unlike the Torch, however, the Lamp does not need to
be discarded, and may be used once per level.

Long Sword
Item Ability: Die results of 6 deal an extra point of damage.
Clarification: If you strike with the Long Sword as a weapon during the Player Attack phase in
combat and any of your rolled dice are a 6, add +1 bonus damage for each 6 rolled.

Example: Ted struck with his Long Sword and decided to spend 3 energy. He rolled two 6s
and a 3. Because he rolled two 6s, he adds +2 bonus damage, and his total Attack Value is
17 (6+6+3+2=17).

Lucky Charm (Warren of Despair)


Item Ability: Whenever you gain loot, draw two cards, pick one to keep, and discard the other.
Clarification: If directed to draw more than 1 Loot card, apply the Lucky Charm to each Loot
card in sequence, drawing and discarding until you have your final Loot selection.

Note: Lucky Charm is not used when forming the shop while resolving the Merchant Dungeon
card.

Madman’s Helm (Blackened Burrow)


Item Ability: Subtract 1 from initial damage and add 1 to sum of your damage rolls. Once
equipped, you may not remove it from your inventory.
Clarification: If you have the Madman’s Helm equipped during the Player Attack phase in
combat, add +1 bonus damage to your Attack Value. Once you have equipped the Madman’s
Helm, you may not unequip it, sell it, or discard it - it is permanently affixed to your head!

Magic Ring
Item Ability: Once per dungeon level you may avoid an ambush.
Clarification: When an Ambush Dungeon card is revealed as the first or second choice, you may
use the Magic Ring once per level to end the turn without resolving the card (discard both

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Dungeon cards and start the next turn). Magic Ring cannot be used to avoid Skirmish
Dungeon cards.

Mask of Mizlak (Galnok’s Labyrinth)


Item Ability: You may avoid conflicts with any undead enemy with a base health of 4 or less.
Clarification: After revealing an enemy and the enemy has 4 or less base health and the
Undead weakness type, you may choose to discard the enemy and immediately end the
encounter without combat. No loot is gained.

Mizlak’s Stash (Galnok’s Labyrinth)


Item Ability: Discard immediately and draw 1 loot card, 1 potion card, and gain 1 ration (or) gain
d6 gold and 1 ration.
Clarification: Upon drawing, immediately discard and choose to draw 1 Loot card and 1 Potion
card OR roll a die and gain that much gold. Gain 1 Ration token regardless of your choice.

Morthal’s Orb (Blackened Burrow)


Item Ability: Whenever you draw a skirmish card you may look at the top enemy card before
choosing to resolve.
Clarification: If you reveal a Skirmish card as your first Dungeon card, you may look at the top
card of the Enemy deck before deciding whether to resolve that Skirmish card or to discard it
and resolve the second Dungeon card. You must still resolve Skirmish cards as normal if
revealed as your second Dungeon card.

Ration
Item Ability: You may discard this card to regain 2 energy.
Clarification: You may use the Ration card as you would any Ration token (you can eat it at the
end of a level, or cook it at the Campfire to gain 3 energy...), or you may discard it at any time to
gain 2 energy.

Scale Armor
Item Ability: Subtract 2 from initial damage and counterstrikes. Cannot use the Conceal or
Shadow skill.
Clarification: If you equip Scale Armor and have the Conceal and/or Shadow skills, you cannot
use those skills while it is equipped.

Shuriken (Warren of Despair)


Item Ability: Before taking initial damage, you may discard this card to inflict d6 damage.
Clarification: Before you apply your enemy’s Total Damage during the Initial Damage combat
phase, you may discard the Shuriken and roll 1 die, dealing that much damage to the enemy. If
this kills the enemy, no Initial Damage is dealt.

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Troll Dung (Crystal Caverns)
Item Ability: It happens!
Clarification: This card does nothing. However, it may still be sold to the Merchant for 1 gold,
because the Merchant is a lunatic.

Warhammer
Item Ability: +3 to the sum of your attack roll vs undead enemies.
Clarification: If you strike with the Warhammer as a weapon during the Player Attack phase in
combat and your enemy has the Undead weakness type, add +3 bonus damage to your Attack
Value.

12.5 Plots
Fire Scorpion (Blackened Burrow)
Event: If you defeat the Fire Scorpion you gain 1 [eye].
Clarification: If you draw the Fire Scorpion from the Plot deck, resolve as you would a normal
combat encounter. Place the defeated Fire Scorpion in the graveyard. If defeating the Fire
Scorpion grants you your tenth eye, immediately begin the Ending the Game sequence after
resolving combat.

Hidd Inn
Event: [Eat and rest by the fire?] / [Gamble?]
Clarification: In order to gamble you must have at least 1 Gold token. If you roll a 1-4, you lose
your Gold. If you roll a 5, you keep your original Gold and gain 1 more. If you roll a 6, you keep
your original Gold and gain 2 more. You may continue to gamble as long as you have Gold
tokens, but if you gain a total of 5 or more Gold due to rolling 5s or 6s, you can no longer
gamble and the card is immediately resolved[source].

The Old Book (Crystal Caverns)


Event: [Attempt to approach the book?]: Gain 1 random skill. / [Reading is for dum-dums!]
Clarification: If you choose [Attempt to approach the book?], shuffle the Skill deck (including
skills outside of your Skill Proficiency) and draw 1 at random, adding it to your skills without
flipping over any enemies in the graveyard.

The Passageway
Event: Draw another Plot Card.
Clarification: If The Passageway reveals your tenth eye icon (and thus triggering the Boss
Fight), first finish resolving The Passageway by drawing and resolving an additional Plot Card.

The Shrine
Event: Gain blessing tokens equal to your position on the morality track.

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Clarification: If your Morality is a negative value, gain (and lose) nothing.

The Traveler
Event: Gain either Health or Energy equal to your position on the morality track.
Clarification: If your Morality is a negative value, gain (and lose) nothing.

The Wolf
Event: [Feed the wolf?] / [Ignore the wolf?]
Clarification: If you choose to Feed the Wolf, if you encounter a Wolf enemy when resolving any
Dungeon card, discard the Wolf without combat and the encounter is over. No loot is gained.

12.6 Potions
Holy Water
Item Ability: You may discard this card to deal 2d6 damage. +5 damage to the undead.
Clarification: If you strike with this potion during the Player Attack combat phase, discard the
potion and roll 2d6 without spending Energy. If your enemy has the Undead weakness type, add
+5 bonus damage to your Attack Value.

Ice Shard
Item Ability: You may discard this card to deal 2d6 damage. +5 damage to foes weak vs Ice.
Clarification: If you strike with this potion during the Player Attack combat phase, discard the
potion and roll 2d6 without spending Energy. If your enemy has the Frost weakness type, add
+5 bonus damage to your Attack Value.

Spark Bomb
Item Ability: You may discard this card to deal 2d6 damage. +5 damage to foes weak vs fire.
Clarification: If you strike with this potion during the Player Attack combat phase, discard the
potion and roll 2d6 without spending Energy. If your enemy has the Fire weakness type, add +5
bonus damage to your Attack Value.

12.7 Skills
Alchemy
Skill Ability: Gain 2 potions of your choice. Whenever you draw a new potion card you may draw
one extra potion, pick one to keep, and then discard the other.
Clarification: When you learn Alchemy, you may search through the Potions deck and discard
pile to add 2 potions of your choice to your inventory. Reform and reshuffle the Potions deck.
Whenever you draw from the Potions deck when looting a defeated enemy or resolving the
Treasure Dungeon card, you may draw a second Potion card and choose which one to
keep[source].

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Note: Alchemy is not used when forming the shop while resolving the Merchant Dungeon
card[source].

Axe Mastery (Warren of Despair)


Skill Ability: When using an axe you may re-roll all die results of 1 or 2.
Clarification: This skill may be used in conjunction with the Parry skill to re-roll results of 1 or 2
when you have an axe equipped as your weapon[source]. It may also be used when throwing your
axe. See 6.5 Loot Cards & Items - Axes.

Berserk
Skill Ability: You may spend 2 health to add an additional die to your attack roll. Add 5 damage if
you throw your axe.
Clarification: You may roll a maximum of 4 dice while using Berserk when striking with a weapon
or throwing an axe[source]. You may spend 3 Energy to roll 3 dice and 2 Health to roll 1 additional
die. Add the values of all 4 dice for your Attack Value. Berserk may not be used when striking
with Fists or a Potion.

Conceal
Skill Ability: You may attempt to avoid a skirmish (1-2: FAIL - Add 2 to initial damage. 3-4: FAIL.
5-6: SUCCESS - You avoid combat.).
Clarification: Before drawing an Enemy card when resolving either event on a Skirmish
Dungeon card, you may attempt to avoid combat by rolling 1d6. This die cannot be re-rolled. If
you roll a 5 or 6, do not draw an Enemy card and discard the Skirmish Dungeon card to
conclude the turn[source].

Divinity
Skill Ability: Whenever you gain energy, you may convert it to health. You gain 2 blessings when
you choose to pray at the altar.
Clarification: Whenever you gain Energy tokens from any source, you may choose to gain the
same number of Health tokens instead.

Martial Arts (Loot & Lore)


Skill Ability: You do not need a hand weapon to roll dice in combat. Your bare-fisted attacks deal
2 damage instead of 1 in combat.
Clarification: If you do not have a weapon equipped, you can still choose to strike as if you did
by spending up to 3 Energy to roll up to 3 dice. If you elect to attack with your Fists, you deal 2
damage instead of 1.

Parry
Skill Ability: You may attempt to block all initial damage with your primary weapon (1: FAIL -
primary weapon breaks. 2-4: FAIL. 5-6: SUCCESS - You avoid damage.).

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Clarification: Before you apply your enemy’s Total Damage during the Initial Damage combat
phase, you may use your primary weapon to roll 1d6 and apply the matching result. If you roll a
number which your weapon or a skill ability requires or allows a re-roll for, you may do so.

If your final result is a 1, your primary weapon breaks and must be discarded. You may equip
another weapon before continuing in combat if you have one in your inventory.

Shadow
Skill Ability: With a dagger in your primary hand, you may deal d6 damage before taking any
initial damage during phase one of an ambush.
Clarification: Before you apply your enemy’s Total Damage during the Initial Damage combat
phase, if you have any dagger Item equipped in your Primary Hand you may deal 1d6 damage
without spending energy. If using Dagger (Loot or Trapping), you must re-roll 6s[source]. This may
only be used during Event 1 on Ambush Dungeon cards [no official clarification yet].

Note: If you kill an enemy using Shadow’s ability before they deal Initial Damage, their Initial
Damage is nullified.

Sixth Sense (Galnok’s Labyrinth)


Skill Ability: Once per dungeon level you may either: Avoid an ambush (or) Reveal both
dungeon cards and choose one to resolve.
Clarification: If you choose to avoid an ambush, resolve as you would the Magic Ring item. If
you choose to reveal both dungeon cards, resolve as you would the Lamp item.

Tactics (Crystal Caverns)


Skill Ability: After you roll your attack, you may spend an additional energy to re-roll all of your
dice, but you must use the new result.
Clarification: After rolling dice using any attack method during the Player Attack phase of
combat, you may discard an Energy token to re-roll all dice. This new result must be used,
and cannot be re-rolled using this skill or by Blessing tokens.

Treasure Hunter (Loot & Lore)


Skill Ability: Whenever you gain a gold coin for defeating an enemy, you also gain 1 energy.
Clarification: If you choose to gain a Gold token instead of a Loot card after defeating an enemy
with Treasure Type 1, you also gain 1 Energy. You receive 1 Energy for every Gold received.

12.8 Trappings
Battle Axe (Warren of Despair)
Item Ability: Die results of 1 deal 6 damage.
Clarification: When throwing or striking with the Battle Axe as a weapon, every rolled die with a
value of 1 deals 6 damage instead of 1 damage. Instead of spending Energy to strike with the

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Battle Axe as a weapon, you may discard it and deal 3d6 damage. See 6.5 Loot Cards & Items -
Axes.

Brooch of Penance (Warren of Despair)


Item Ability: You gain 2 blessings at the altar instead of 1.
Clarification: This item ability stacks with the Divinity skill, allowing you to potentially draw 3
Blessing tokens when praying at the Altar.

Buckler
Item Ability: Subtract 1 from initial damage. If you suffer a single hit of 4 or more damage, your
buckler breaks.
Clarification: During the Initial Damage phase of combat, if the enemy’s Total Damage is 4 or
more AFTER you defend, discard the Buckler [source].

Cutlass (Blackened Burrow)


Item Ability: Re-roll all attack results of 1.
Clarification: If you ever roll a 1 when striking with the Cutlass as a weapon in your Primary
Hand, you must re-roll that die until the result is no longer a 1.

Dagger
Item Ability: You must re-roll die results of 6 when a dagger is used as a primary weapon.
Clarification: If you ever roll a 6 when striking with the Dagger as a weapon in your Primary
Hand, you must re-roll that die until the result is no longer a 6[source].

Door Wedge
Item Ability: Discard to avoid an ambush or a skirmish.
Clarification: When an Ambush or Skirmish Dungeon card is revealed, you may discard the
Door Wedge to end the turn without resolving the card (discard both Dungeon cards and start
the next turn).

Dwarven Blade (Crystal Caverns)


Item Ability: +2 to the sum of your attack roll vs goblins, orcs, or trolls.
Clarification: If you ever strike with the Dwarven Blade as a weapon during the Player Attack
phase in combat, add +2 bonus damage to your Attack Value if your enemy is a Goblin, Orc, or
Cave Troll.

Mace
Item Ability: When fighting an undead enemy you may re-roll die results of 1 and 2.
Clarification: If you ever roll a 1 or 2 when striking with the Mace as a weapon and your enemy
has the Undead weakness type, you may choose to re-roll that die until the result is no longer a
1 or 2.

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Moon Dagger (Galnok’s Labyrinth)
Item Ability: Once per dungeon level, if equipped, you may re-roll the results of an enemy’s
attack.
Clarification: Once per Dungeon level you may use an equipped Moon Dagger to re-roll an
enemy’s attack result in the Initial Damage or Counterstrike phases of combat. The Moon
Dagger counts as a dagger when using the Shadow skill.

Rations
Item Ability: Discard immediately and gain 2 additional rations.
Clarification: When purchased at the beginning of the game, discard immediately and place 2
additional Rations tokens in your inventory.

Robes
Item Ability: You may avoid 1 skirmish per level.
Clarification: When a Skirmish Dungeon card is revealed as the first or second choice, you may
use the Robes once per level to end the turn without resolving the card (discard both Dungeon
cards and start the next turn). Robes cannot be used to avoid Ambush Dungeon cards.

Short Bow
Item Ability: Deal 2 damage to your foe before taking initial damage. You must re-roll die results
of 6.
Clarification: Before you apply your enemy’s Total Damage during the Initial Damage combat
phase, deal 2 damage to the enemy. This ability applies to combat initiated by Event 1 on the
Ambush Dungeon card, but not to combat initiated by Event 2[source]. If you ever roll a 6 when
using the Short Bow as a weapon, you must re-roll that die until the result is no longer a 6[source].

Note: If you kill an enemy using the Short Bow’s ability before they deal Initial Damage, their
Initial Damage is nullified.

Spetum (Loot & Lore Pack)


Item Ability: Whenever you roll doubles in combat, add 3 damage to your sum.
Clarification: If you ever roll doubles while striking with the Spetum as a weapon during the
Player Attack phase in combat, add +3 bonus damage to your Attack Value.

Torch
Item Ability: You may discard this card to reveal both dungeon cards and then choose one to
resolve.
Clarification: When exploring, you may discard the Torch before revealing either Dungeon card
or after revealing the first Dungeon card. If you do so, flip over any unrevealed Dungeon cards,
then choose which card to resolve.

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Note: If you use the Torch, whichever card you choose to resolve will resolve with Event 1
regardless of the order in which you flipped them[source].

Trophy (Loot & Lore Pack)


Item Ability: Once per dungeon level you may re-roll ALL your dice results in combat.
Clarification: Once per level you may choose a single combat encounter and re-roll all dice until
you choose to stop during the Player Attack phase(s), regardless of attack type (Fists, Weapon,
or Potion)[no official clarification yet].

Wool Cloak (Crystal Caverns)


Item Ability: Once per level you may subtract 1 damage from an initial attack.
Clarification: Once per Dungeon level you may use the Wool Cloak to reduce an enemy’s Total
Damage by 1 during the Initial Damage phase of combat.

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