0% found this document useful (0 votes)
3K views20 pages

One Deck Dungeon: Forest of Shadows PDF

One Deck Dungeon: Forest of Shadows is a print and play expansion for the game One Deck Dungeon. It provides new cards for monsters, terrain, and heroes. Players will use dice to overcome challenges and battle monsters in the forest.

Uploaded by

Gustavo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3K views20 pages

One Deck Dungeon: Forest of Shadows PDF

One Deck Dungeon: Forest of Shadows is a print and play expansion for the game One Deck Dungeon. It provides new cards for monsters, terrain, and heroes. Players will use dice to overcome challenges and battle monsters in the forest.

Uploaded by

Gustavo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction and Setup
  • Game Components

One Deck Dungeon: Forest of Shadows

Print and Play


7/12/2017

WARNING: Web Browser PDF viewers will render this document poorly.

Printing Information: This document is laid out front/back/front/back.


The top edges should align. Page 2 is left blank in case you have a du-
plex printer.

Other Components: You will need 30 six-sided dice. 8 each of magen-


ta, blue, yellow, and 6 black. 12mm dice are what the challenge boxes
on cards are designed for.

You will need 15 health tokens, 6 potion tokens, and 8 poison tokens.

Warning: do not mix up potion and poison tokens. One is a tonic and the other’s a toxic!
Panther Dire Boar Giant Spider
SNEAK BY: CHARGE WEB
Dice may not be rerolled Spend for each
or increased. in the party.
8
CHARM IT: 3 4 3 3 4 5
9 5 5 6 5 4 6
Gain 4 or 4.
CHARMED PANTHER 3 Roll , then increase it by 2.
SPARK 3 Prevent .
STONESKIN
Wisp Poison Cloud Eyeshroom
CONTAIN: GAZE
3 3 3 Skip the Use Heroic
Feats step.
9
2 2 2 CRAWL UNDER: 3 4 4
3 3 3 12 6 10
2 Roll . Discard one of them.
ADEPT 3 Roll , then increase it by 2.
SPARK 5 Gain 5 5.
FIREBALL
Gnoll Panther Thornspitter
HOWL SNEAK BY: STRIKE DOWN:
You cannot place on
dungeon challenge boxes.
8 9
3 7 CHARM IT: EVADE THORNS:
4 8 9 12
2 Roll . Discard one of them.
ADEPT
Gain 4 or 4.
CHARMED PANTHER 5 Gain 5 5.
FIREBALL
Rock Wyrm Gublin Eyeshroom
ACID SPRAY PACK HUNTER GAZE
For each closed door, Skip the Use Heroic
Place on a hero. spend . Feats step.
5 12 3 3 4 3 4 4
5 12 4 5 6 6 10
Ignore one and one . Roll . Discard one of them. Gain a 4.
IMMUNITY BARRAGE EXPLOIT WEAKNESS
Shadowstalker Rune Circle Dire Boar
DARK AURA DISARM: CHARGE
Dice may not be rerolled
Spend for each 6 rolled. or increased.
8
4 4 5 REMOVE CRYSTAL: 3 4 3
6 4 6 9 5 5 6
Use another skill without paying for it. Gain a 3. Gain a 4.
TRANSMUTE SWIFTNESS AURA EXPLOIT WEAKNESS
Razorbark Rune Circle Rope Bridge
WOUND DISARM: BOLSTER:
Remove from play.
8 7
4 4 5 REMOVE CRYSTAL: SPRINT ACROSS:
15 6 9 10
8 Gain 5 6 4.
FLAMEWALK
Gain a 3.
SWIFTNESS AURA
Roll . Discard one of them.
BARRAGE
Sharp Cliffs Moss Golem Gublin
CLIMB UP: THICK ARMOR PACK HUNTER
Spend when you For each closed door,
place a on this card. spend .
10
FLY OVER: 10 4 3 3 4
14 5 6 6 4 5 6
Treat one challenge box as if it were any Reduce the difficulty of each challenge Roll . Increase a die by 1.
color. EXPLOIT box by 1. AWARENESS BLITZ
Poison Cloud Rock Wyrm Vine Trap
CONTAIN: ACID SPRAY DODGE VINES:
Place on a hero.
9 7
CRAWL UNDER: 5 12 BREAK THROUGH:
12 5 12 10
Roll . Gain a 4. Prevent , and gain a 6. Roll . Increase one of them by 1.
FINESSE FEINT BALANCED ATTACK
Spikalon Razorbark Bramble Field
SPIKES WOUND CLEAR A PATH:
Suffer when you place Remove from play.
7
a 5 on this card.
3 4 3 4 4 5 RUN THROUGH:
4 5 5 15 6 10
Roll . Gain a 4. Increase a , , and each by 1. Roll . Increase one of them by 1.
FINESSE FOCUSED PLAN BALANCED ATTACK
Great Spirit Giant Spider Shadowstalker
STRUGGLE FREE: WEB DARK AURA
Spend for each
in the party. Spend for each 6 rolled.
10
DISPLAY PROWESS: 3 4 5 4 4 5
11 5 4 6 6 4 6
Reroll a die. Gain a 1. Roll , then increase it by 1. Change two and/or dice to be 6s.
FOREST BLESSING PULVERIZE FOLLOWUP
Great Spirit Thornspitter Moss Golem
STRUGGLE FREE: STRIKE DOWN: THICK ARMOR
Spend when you
place a on this card.
10 9
DISPLAY PROWESS: EVADE THORNS: 10 4
11 12 5 6 6
Reroll a die. Gain a 1. Gain 5 2. Gain 5 4 3.
FOREST BLESSING PRECISE BLOW DEVASTATE
Trickster Spikalon Sharp Cliffs
POISON SNAP SPIKES CLIMB UP:
Convert one on a Suffer when you place
10
hero to . a 5 on this card.
4 2 2 3 4 3 FLY OVER:
2 5 6 4 5 5 14
Roll . Increase a die by 1. Gain 5 2. Roll . You may discard it to gain a
BLITZ PRECISE BLOW 3. CLEVER SMASH
Wisp Rope Bridge The Mudlands
BOLSTER:
3 3 3
7
ALL ALL
2 2 2 4 4 5
SLUDGE

FLOOR 1
Spend when you gain an
SPRINT ACROSS: item as loot.
3 3 3 10 5 4

FLOOR 2
MUD SHELL
6 10
Ignore all icons in this encounter. Roll , then discard one of them. ROTTEN DEPTHS

FLOOR 3
PIERCING LUCK If an encounter’s consequences
include , add to them.
Trickster Vine Trap Vortex Stone
POISON SNAP DODGE VINES: STABILIZE AURA:
Convert one on a
7 12
hero to .
4 2 2 BREAK THROUGH: GRAB THE STONE:
2 5 6 10 13
Roll , and gain a 3. Roll , then discard one of them. Prevent .
BRAWN LUCK INVULNERABILITY
Gnoll Bramble Field Vortex Stone
HOWL CLEAR A PATH: STABILIZE AURA:
You cannot place on
dungeon challenge boxes.
7 12
3 7 RUN THROUGH: GRAB THE STONE:
4 8 10 13
Roll , and gain a 3. Ignore all icons in this encounter. Prevent .
BRAWN PIERCING INVULNERABILITY
Mud Golem
5 5 5
22 6
22 6
12 At the end of each round, remove six dice
from play.
Smoldering Ruins 3

1p
PIERCING BLAST

to level up
for reaching level 2.
box by 1. Reduce the difficulty of each

*Starting and basic skills do not


count toward this limit
3 SKILLS*

8
ALL ALL

LEVEL 2
3 ITEMS
4 4 2
OPPRESSIVE HEAT
FLOOR 1

When you explore, remove one


die from play. BASIC SKILLS

Encounter Bonus
5 6
FLOOR 2

SMOLDER
When you explore, remove
another die from play.

+1
Reroll up to three of your dice.
3 11
RAINING FIRE
FLOOR 3

RECOVERY

1
Heroic dice cannot be placed
on this card.
The Vile Roots

1p
while spending time to start a turn, the heroes
tokens here, place one on a hero and remove

to level up
While visible, place a damage token here for

heroes may Descend. If this card is revealed


each time spent. Each time there are three

*Starting and basic skills do not


count toward this limit
the other two. At the end of any turn, the

2 SKILLS*

6
during setup.
ALL ALL

Stairs 1p/2p

LEVEL 1
1 ITEM
3 10
SAPLING SWARM
FLOOR 1

Spend if you place more than

may Descend immediately.


3 dice in a large challenge box.

Encounter Bonus
5 4 3
FLOOR 2

CRAWLING VINES

1
5 4 5
CURSED FOG Roll .
FLOOR 3

0
Subtract 1 from each resist
poison roll.
Realm of Venom Lair of Indrax PIERCING BLAST
box by 1. Reduce the difficulty of each
3
ALL ALL ALL ALL
3 5 5 8
POISON AURA DREAD
FLOOR 1

FLOOR 1
Spend at the start of the
turn if any hero has . BASIC SKILLS
4 5 3 5 9
FLOOR 2

FLOOR 2
QUICKSTRIKE EMBOLDEN
If you fail a resist poison roll, do
not remove a poison token.
Reroll up to three of your dice.
3 4 3 6 10
LETHALITY INSECT SWARM
FLOOR 3

FLOOR 3
Remove two tokens from play. Immediately discard RECOVERY
all 3s rolled.
8

Poison Elemental
Corrupted Tree
Fire Giant
each type of stat icon.
Roll dice for only half (rounded up) of

If all

poison token from play.


At the end of each round, remove one
are covered, add

6 6 6
22 6
12 5
12 5
12 5

16 6
14 6

15 6
18 6
to a hero.

8
DOUBLE STRIKE

Indrax
If choosing a peril option would cost more than

BASIC SKILLS
, reduce it to .

Any 3s rolled are immediately discarded.


Stairs 4p
INVENTIVENESS

3.
3

While visible, place a damage token here


5 6 6
Gain

for each time spent. Each time there are six

20 4
20 4
tokens here, place one on each of two heroes,
and remove the other four. At the end of any
turn, the heroes may Descend. If this card is
revealed while spending time to start a turn,
the heroes may Descend immediately.

2 ITEMS 1 ITEM
(EACH)

(EACH)

DOUBLE STRIKE
If choosing a peril option would cost more than

2 SKILLS* 1 SKILL*
BASIC SKILLS
, reduce it to .
(EACH)

(EACH)

*Starting and basic skills do not *Starting and basic skills do not
count toward this limit count toward this limit

LEVEL 2 2p LEVEL 1 2p
INVENTIVENESS

3.
3

+1 1
Gain

for reaching level 2. during setup.

1 Encounter Bonus
8
to level up
0
Encounter Bonus
6
to level up
5 ITEMS 7 ITEMS

Choose a value. Reroll all your dice of


BASIC POTIONS

LUCK
encounter card.
Ignore all consequences and discard the
4 SKILLS* 5 SKILLS*
*Starting and basic skills do not *Starting and basic skills do not
count toward this limit count toward this limit

LEVEL 3 1p LEVEL 4 1p

that value.
REWIND
+1 for reaching level 3. +1 for reaching level 4.

1
Encounter Bonus
10
to level up
2
Encounter Bonus
5 1
FLOOR 3 FLOOR 2 FLOOR 1

ALL
POISON
Hordes of REFERENCE

6
5
3
the shadows

TERRIFYING SCREECH

PERSISTENCE

SWELTERING HEAT
At the end of an Explore turn, the party
must RESIST POISON.

All 3s rolled are immediately

Phoenix’s Den
6
To attempt to resist poison, roll one die and

dice cannot be placed in


add 1 to it for each on an open door. If
the total is greater than the number of

boxes with .
on the heroes, you succeed.
discarded.
Success: Remove one from one of the
heroes.
One of the two groups must fill the Failure: Remove one from one of the
box on this card. If it is not filled, it heroes, and add to that hero.
becomes part of the consequences 4P: Before resisting poison, the party

3 3
3
of the second encounter. The box
4 4

ALL
must split up into two groups of two
is grey, and can be filled with any heroes. Each pair of heroes resists
color die. poison separately.
4 ITEMS 3 ITEMS

(EACH)

(EACH)
Before you roll to Resist Poison, automatically
ANTIDOTE
BASIC POTIONS
Increase two dice by 1 each.

4 SKILLS* 3 SKILLS*

(EACH)

(EACH)
*Starting and basic skills do not *Starting and basic skills do not
count toward this limit count toward this limit

LEVEL 4 2p LEVEL 3 2p
succeed instead.
+1 +1
AID

for reaching level 4. for reaching level 3.

2
Encounter Bonus
5 1 1
Encounter Bonus
10
to level up

Hybrid
Dungeon Hordes of
2

the shadows
At the end of an Explore turn, the party
Phoenix

must RESIST POISON.


are covered, 0 otherwise.
Deal 1 damage to the Phoenix if all

6
To attempt to resist poison, roll one die and
add 1 to it for each on an open door. If
the total is greater than the number of
on the heroes, you succeed.

Success: No effect.
Failure: Remove one from one of the
5 5 5

heroes, and add to that hero.


One of the two groups must fill the
4P: Before resisting poison, the party box on this card. If it is not filled, it
17 5
17 6

must split up into two groups of two becomes part of the consequences
heroes. Each pair of heroes resists of the second encounter. The box
poison separately. is grey, and can be filled with any
color die.
<<< ITEMS Hunter 1p <<< ITEMS Druid 1p

Heroic Feat: Spend to place a 4 (or to place a Heroic Feat: Spend to roll or , or spend to roll
6) on any challenge box, ignoring icons. or .
OPENING SHOT TRANSFORMATION

Increase a non- die by 2. Your dice can be placed in any color boxes
AERA on the dungeon card. LILIA

<<< ITEMS Warden 1p <<< ITEMS Slayer 1p

Heroic Feat: Roll any or all of your dice stored here. Heroic Feat: Roll any or all of your dice stored here.
Store a here when you claim loot as . You may store up Store a here when you complete a encounter. You may
to two dice at a time. KNOWLEDGE store up to two dice at a time. MOMENTUM

Prevent and spend . In a boss fight, only Increase a and a die by 2 each.
prevent . METHODICAL WHIRLWIND
<<< ITEMS Druid 2p <<< ITEMS Hunter 2p

Heroic Feat: Spend to roll or . Heroic Feat: Spend to place a 4, ignoring icons.

TRANSFORMATION OPENING SHOT

Choose a color. You and your partner each reroll Your partner increases a die by 2.
a die of that color. SYNERGY AURA FLANK

<<< ITEMS Slayer 2p <<< ITEMS Warden 2p

Heroic Feat: Roll your stored die. Heroic Feat: Roll your stored die.
Store a here when you complete a encounter. You may Store a here when you claim loot as . You may only
only store one die at a time. MOMENTUM store one die at a time. KNOWLEDGE

If you have a 6 in your pool, your partner may If your partner would take more than one damage, they take
reroll any or all of their dice. RHYTHM only one damage instead. PROTECTOR
<<< ITEMS Alchemist 1p Turn Reference

At the start of each turn, spend . Then, either:

EXPLORE OR ENTER A ROOM


Draw and add face-down Choose a door:
doors to the dungeon until Open - Encounter it.
there are four total doors in Closed - Open it, and either
play. Then, Resist Poison. have an encounter or flee.

ENCOUNTERS
1) Make a Choice ( ) 4) Use Skills / Potions /
2) Use Heroic Feat Place Dice
3) Gather and Roll Dice 5) Suffer Consequences
: All : Matching 6) Claim Loot

POTIONS
Potion tokens spent from the Turn Reference are placed here, and Start with a basic potion and one token.
you can spend them. Ignore healing effects when using a potion A token may be spent to use any one effect,
plus the Cure effect. An extra token is gained
token from here. MIX for each potion identified.

X For every 2 mana spent (up to 8), roll


roll . ENCHANTED KRIS
or Heal or any time a
a is gained.
effect is used or
CURE

Hero: Any Dungeon Complete a Floor:

<<< ITEMS Caliana 1p Name:


Medium/Hard
Hard only
Level Up:
Defeat a Boss:

Start each game with any one Basic Skill.


Basic

You have one extra health.

You may have one extra skill or item.

Once per floor, discard an open door.


Awareness

When you replace an item/skill, heal one damage.

Ignore the first damage from stairs each floor.

Increase your resist poison rolls by 1.

Reroll two dice.


Aggression

Gain 2 or 2 or 2.

Roll .

Reduce each large box by 1.

Swap the values of two dice.


The first 3 times a would be placed on Caliana each turn or
Savvy

Increase a by 1.
boss round, spend instead. If Caliana would take damage,
the game ends. WHIMSICALITY Use two dice to fill a small challenge box.

Reduce each armor box by 1.

X Add X and X.
FAERIE FIRE
Bosses defeated: Golem Poison

Games played:
Tree Giant Dragon
Boss Fight <<< ITEMS Alchemist 2p

The boss fight is like a Combat Encounter,


fought over multiple rounds. In each round:
1) Resist poison
2) Roll Dice
3) Use Skills, Potions, and Place Dice
4) Suffer Consequences
5) Strike the Boss (One damage per )
6) New Round

There is no Use Heroic Feats step in a boss


fight. Your experience level’s encounter bonus
provides dice during each round.

POTIONS Potion tokens spent from the Turn Reference are placed here, and
You can use your potions during any round you can spend them. Ignore healing effects when using a potion
of the boss fight. token from here. MIX

Heal or any time a


a is gained.
effect is used or
CURE X For every 2 mana spent (up to 6), you or your partner
may roll or . DEADLY KRIS

Hero: Any Dungeon Complete a Floor:

Name:
Medium/Hard
Hard only
Level Up:
Defeat a Boss: <<< ITEMS Caliana 2p

Start each game with any one Basic Skill.


Basic

You have one extra health.

You may have one extra skill or item.

Once per floor, discard an open door.


Awareness

When you replace an item/skill, heal one damage.

Ignore the first damage from stairs each floor.

Increase your resist poison rolls by 1.

Reroll two dice.


Aggression

Gain 2 or 2 or 2.

Roll .

Reduce each large box by 1.

Swap the values of two dice.


The first 2 times a would be placed on Caliana each turn or
Savvy

Increase a by 1.
boss round, spend instead. If Caliana would take damage,
Use two dice to fill a small challenge box. the game ends. WHIMSICALITY
Reduce each armor box by 1.

Bosses defeated: Golem Poison

Games played:
Tree Giant Dragon
X Add X OR X. Your partner may increase one
of their dice by 1. FAERIE FIRE

You might also like