Ashmoor Delve
Our own dungeon campaign: two heroes with hands of two-halved ability cards, monsters with behaviour cards, conditions, coins and a key, and three linked scenarios ending at the Ash King's throne. Fully playable and simulated.
2 players, together · cooperative
Two heroes, the Warden and the Lanternwright, go down into the ash-choked halls under Ashmoor: three scenarios in a row on a hex map. Each round every hero secretly picks two ability cards (one sets the initiative) or rests; each monster type turns over a behaviour card. In order of initiative, heroes use the top half of one card and the bottom half of the other (or a basic attack or move instead; a half that moves is carried out first), and monsters walk to the nearest hero they can hit. Cards run out, so heroes must rest, and a hero who cannot play or rest is exhausted. Gold, experience (more hit points) and items carry over; the key from the archive breaks the Ash King's ward. A scenario may be tried twice; win all three to win the campaign.
Original game. A hero's hand is all eight of their cards. Each monster type turns over a random one of its six behaviour cards every round (there is no behaviour deck to run through). Conditions last until the end of the affected figure's next turn, except poison, which lasts until healed: a poisoned figure takes 1 extra damage from every hit, and the first heal or rest removes the poison instead of healing. A shield lasts from the figure's turn to the end of the round. Traps go off when a hero ends a move on them.
Goal and end of the game
- Win no monsters left (slay goal) · within a scenario
- Win every hero still standing is on an exit (escape goal) · within a scenario
- Win the Ash King is defeated (boss goal) · within a scenario
- Loss no hero left standing · within a scenario
- Loss after the scenario's last round · within a scenario
- Win all three scenarios won
- Loss a scenario lost twice
How the game goes
Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.
All steps in words
- Campaign
- Scenario
- Set up the scenario
- Rounds
- Heroes choose cards
- Choose two cards or rest
- Choose a leading card (its initiative counts), or rest
- If rest: choose the card to lose
- Choose the second card
- Choose two cards or rest
- Monsters turn over a behaviour card
- Order by initiative
- Turns
- If hero
- Hero acts
- Choose the card whose top half you use (the other card gives the bottom half)
- Choose the top half, or a basic attack
- Choose the bottom half, or a basic move
- If a move, unless immobilized: choose where to (staying is allowed)
- If someone to hit: choose whom you hit
- Choose whom you heal
- Hero acts
- If monster
- Monster acts
- If hero
- End of round
- Heroes choose cards
- After the scenario
- Town
- If a scenario was won and another follows
- Shopping
- Buy an item
- Choose an item you can afford, or nothing
- Buy an item
- Shopping
- If a scenario was won and another follows
- Scenario
On the table
11 zones and piles
- figures open — heroes and monsters on the map; cell = where they stand
- defeated open
- hand per player · only its owner sees it
- played per player · only its owner sees it — this round's two cards, laid in front of the hero (leading card first) until it acts
- discard per player · open
- lost per player · open
- hero mod deck face down · shuffled — attack modifiers of the heroes
- hero mod discard open
- monster mod deck face down · shuffled — attack modifiers of the monsters
- monster mod discard open
- behaviour open — this round's behaviour card of each monster type
Cards and components
hero cards 16 items
- Shield BashTop: Attack 3, stun (lost, 1 xp) Bottom: Move 3
- Hold the LineTop: Shield 2 this round Bottom: Move 2, heal 2 yourself
- CleaveTop: Attack 2 on every adjacent enemy Bottom: Move 2
- Steady AdvanceTop: Move 3, attack 2 Bottom: Loot 1
- Iron WillTop: Heal 3 yourself Bottom: Move 1, shield 1 this round
- Crushing StrikeTop: Attack 4 (1 xp) Bottom: Attack 2, immobilize
- RallyTop: Heal 2, range 2 Bottom: Move 4 (lost, 1 xp)
- Last StandTop: Attack 5 (lost, 2 xp) Bottom: Shield 2 this round
- FlareTop: Attack 2, range 3 Bottom: Move 3
- KindleTop: Attack 2, range 3, poison Bottom: Move 2
- Lantern BurstTop: Attack 2 on three hexes in a triangle, range 2 (1 xp) Bottom: Move 2, loot 2
- MendTop: Heal 3, range 3 Bottom: Move 3
- Blinding GlareTop: Attack 1, range 3, stun (lost, 1 xp) Bottom: Move 4
- Smoke StepTop: Move 4 Bottom: Attack 2, range 2
- Ember LanceTop: Attack 4, range 4 (1 xp) Bottom: Heal 2 yourself
- InfernoTop: Attack 3 on every enemy within range 2 (lost, 2 xp) Bottom: Move 2
monster cards 24 items
- Lumbering SwingMove ±0, attack ±0
- ChargeMove +1, attack −1
- CrushMove −1, attack +1, immobilize
- BraceMove ±0, attack ±0, shield 1 this round
- FrenzyMove +1, attack ±0
- RoarMove −1, attack +2
- VolleyMove ±0, attack ±0
- Shoot and SlipMove +1, attack −1
- Poisoned StoneMove ±0, attack ±0, poison
- Careful AimMove −2, attack +1
- Pin DownMove ±0, attack −1, immobilize
- ScatterMove +1, attack ±0
- DartMove +1, attack ±0
- Burning BiteMove ±0, attack ±0, poison
- FlitMove +2, attack −1
- CackleMove ±0, attack +1
- SwarmMove ±0, attack ±0
- Hide in the AshMove −1, attack ±0, shield 1 this round
- Ember LashMove ±0, attack ±0
- Ash WaveMove ±0, attack −1 on every hero within 2
- Call the BroodMove ±0, attack −1, summons an imp
- SmoulderMove ±0, attack −1, shield 1 this round, heals 2
- StrideMove +1, attack +1
- Crown of CindersMove −1, attack +2, stun
Under the hood
These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:
Rules diagram · Model (YAML) · Edit a copy · See how it's made