Official Rule book
Thank you so much for taking this journey in the Dungeon Enforcer Universe. You as a play-tester will have the unique opportunity to shape Dungeon Enforcer into something great. In this box/download it contains a hint of the finished game and represents the idea of the finished product. Please take your time and read this entire document. I encourage you to take notes on things that don’t make sense or that you feel should not belong. Please be critical in a way that will help you enjoy the game more. Feel a rule is too harsh? Let me know. Please do not hesitate to reach out to me during your playthrough of the game so I can answer questions for you. I can be reached at or on the Sour Llama discord
Again I can not thank you enough for your priceless input and thoughts on Dungeon Enforcer!
Type of cards
Dungeon Hunter/Hero cards
Hero cards are the Dungeon Enforcers that you play as. They have different stats and abilities that will allow you to defeat the monsters and other players.
Monsters cards are the cards you are battling. They too have different stats and abilities to combat your hero. They rank in toughness from 1-7. 1 being easy stats and 7 being that you may need some help to defeat it.
Battle cards are the cards that you use in the battles against Monsters and other Dungeon Hunters. These are added to your Dungeon Hunters attack or defense. Attack cards added to attack and defense cards added to defense.
Item cards help you out in battle. Making it easier to defeat you opponents and cut through the monsters faster. You can only get items from defeating monsters or buying them in towns. When defeating a monster you get to randomly choose one item from the item deck. When in a town you get to choose three random item cards and look at them. Choose one that you wish to buy with your battle coins. Roll the dice and the corresponding number is how many coins it will cost. You don’t have to buy that item but you may not choose to buy any of the other two items. If nothing is bought all three go back into the item deck.
Energy is what helps you move around the map and battle. To get energy you must roll a 6-sided dice each turn. (Unless otherwise stated by a hero effect or item card.) That dice number is added to your energy points. For each square you must use one energy. (Unless otherwise stated by a hero effect or item card.) For each action in battle you must spend the amount equal to the attack or defense card. When its your attacking turn you can play a defense card and gain that amount of energy equal to the card played. When playing a defense card you do not need to use energy to play it but you must have the energy equal or greater than the Defense card to play it.
Hiring dungeon hunters
You can only hire Dungeon Hunters in towns. When hiring dungeon hunters in town draw three cards of the top of the hero deck. Each hero has a battle coin value you must pay upfront for them to be in your group. You can only have three total Dungeon Hunters in your group.
Rules of play
Each player rolls a 6 sided dice to see who goes first. Each player starts with 10 energy and 10 battle coins. Players shuffle the hero deck and randomly choose a hero to play as. The highest roll goes first and lowest goes last to select a hero card.
Players will put down their player token in one of the three starting towns in order of the highest dice roll first to lowest last. For the beta: Choose random spot on board. After player tokens are placed all players roll the dice again.
The lowest roll to highest each player gets to place one monster tokens on the map until there are 7 monster tokens on the map. For the beta: Do not place them within 5 spaces of the heroes. Once the players are places and monsters are placed its now the first players turn.
At the beginning of the turn the player rolls the dice and gains that much energy equal to what they rolled. The player then can choose to use 1 energy per square to move their token or can skip that turn to bank the energy. When moving to a space with monster token the player will start a battle. When battling a monster shuffle the monster cards and choose a random monster to battle.
Before the battle starts the other players, who are not on their turn roll a dice. The highest roller gets to play as the monster. (See rules For The battle system for battle mechanics.) The battle ends when either the monster is defeated, or the hero is. When the monster is defeated the player who defeated it gets to roll the dice. The number rolled is the amount of Battle coins the player gets from that battle. If the monster wins the battle the player controlling that monster rolls the dice and gets the number roll in battle coins and any items the hero may have had. The players turn is done once battle is done. This continues until there are no Monsters on the board or all but one player is left. If more than one player is left when the monsters are defeated the one with the most battle coins wins.
Hero Attack phase
Monster counter phase
First shuffle the Attack cards and the defense cards together.
Both players draw 5 cards from the Battle deck unless otherwise stated on an Item card or monster/hero effect.
Both players start off with 10 energy unless otherwise stated. If a player wishes to discard their hand, they can and redraw 5 cards. This can only happen at this moment and can not happen again during the current battle. At the beginning of each energy phase roll a 6 sided dice and add the number to your energy points. This energy is separate from your movement energy and resets to 10 energy each battle. This energy is used for your attack and defense cards. You must use the amount of energy that corresponds to the attack or defense value of the card. Example: If using a 5 attack card you must use 5 energy to play this card. If you don’t have enough energy you can not play that card. You can play a defense card during your attack phase to gain more energy. You still must have that amount of energy to play that card. The defenses card number will be added to your energy as long as you don’t receive any damage that turn. If you can not play any cards in your hand you must use the base Attack and Defense on the Dungeon Hunter card. After the turn is over you must discard your hand and redraw 5 cards.
The hero goes first, and this will trigger the Hero Attack Phase.
Hero Attack Phase
The hero attack phase starts when the player controlling the hero plays an attack card or defense card within the energy requirement facedown. If playing an attack card, you add it to the hero’s attack. If the hero has 5 attack and the card played is 3 the total attack is now 8. If the hero plays a defense card you add it to the. If it has a 7 defense and the card played is a 4 the total defense is now 11. If playing a defense card in the attack phase the player will gain that amount of energy that corresponds to the defenses card value. But if the attack from the monster is higher than the heroes defense the hero must take that damage to their health and their energy. The player can also choose to use 5 energy to roll a six-sided dice and add the number from the dice to their attack or defense.
Monster Counter Phase
The defending monster can now play an attacking card or defense card facedown. It is the same as the heroes Attack phase to where the player playing the monster will play an attack card or defense card within the energy requirements. The only difference is if the monster plays a defense card it does not gain the energy points in this phase. And any damage is only to the HP of the monster.
After both players have placed a battle card each player can then choose to play an item card or use a Dungeon Hunters ability. If the card requires energy you must have that required energy in your battle energy to play it.
Both players reveal the choice they made and calculate the damage.
If the monster plays a defense card and its total defense is lower than the hero’s total attack it takes the damage difference. So, if the heroes total attack is 8 and the monsters total defense is 5 then the monster takes 3 damage.
If the monsters defense is higher than the heroes attack the monster doesn’t take any damage. If the monster plays an attack card and its total is higher than heroes attack the hero takes the damage dealt. If it’s less than the heroes total attack the monster takes the damage unless otherwise stated in an item card or monster/hero effect.
Tally your damage you have taken and the energy spent and now start again with the Energy Phase. The only difference now is the monster is in the Attack Phase and can gain energy from playing a defense card. You go through the same steps as before until either the hero or monsters HP becomes 0. After the battle is done the losing monster or Dungeon hunter card is discarded to the graveyard. The winning Dungeon Hunter player get to randomly choose from the item cards. The winner also gets to roll a 6 sided dice and add the number they rolled to their total battle coins they have. If the monster has won the player controlling the monster receives any items and battle coins the losing player may have had. (Unless otherwise stated on another card.) If this was your last hero, the game ends for you.
Hired Dungeon Hunters
If you have hired another dungeon hunter to help you out. Their turn takes place after your first hero goes. If Therese is your main Dungeon Hunter and Ekim as a hired one Therese goes first in battle. After it would be the hired Dungeon hunter Ekims turn. The monster only plays one attack or defense card down. The monster plays against both heroes in the Reveal phase.
Please reach out if you have any questions. I can be reached at or on the Sour Llama discord
All of this beta is subject to change. The art does not represent the final product. This is an incomplete game and is to be used only to test the ideas and mechanics created by Michael Elliott, Owner and Lead Designer of Sour Llama Studios.