FORWARD
Welcome to MD2 Challenges. The following are a collection of variants and house rules that either I created or was inspired
to include from other people’s suggestions on how to make MD2 more difficult. While I found my initial pass through MD2
very fun, I only lost 1 game and actually only had to use 1 Lightbringer token during the whole MD1 Prologue Campaign.
If I were to continue playing and enjoying this game, it had to become more challenging.
As a design philosophy, the Dungeon Skills Challenge and the Darkness Curses Challenge are two different sides of the
same coin. Both are designed to make the game more difficult. Generally, the Dungeon Skills Challenge includes house
rules that make the Enemies tougher while the Darkness Curse Challenge weakens the Heroes. There is intentional
crossover built into the design of each.
Astute players will notice that there is a separate subsection of Curses called Injuries. Injury Curses are designed to be
played independent of, or as a supplement to, the Darkness Curses and rules for doing so are included later in this
document. Because not everyone has a copy of Heavenfall and thus has no access to campaign material, I have made
every effort to include rules for using a challenge in both One-Shot and Campaign modes.
While a lot of this material has been play tested by me, the material is quite exhaustive, and in no wise should any of this
be considered perfectly balanced. The great part about MD2 is that it is, at its heart, a sandbox style game, which allows
you to create the game you want to play, how you want to play it. Feel free to bend or break these challenges as you see
fit. Or if you prefer, consider them official rules and include them in a manner which seems most logical to you. If however
you find that something seems ambiguous or really doesn’t work within the framework of the base MD2 rules, let me
know and I will change it and update this file accordingly. Have fun!
DUNGEON SKILLS CHALLENGE
One-Shot Mode
At the beginning of the game, before the first round, divide the Dungeon Skill cards into their separate decks by level and
shuffle them individually, then set them aside. Draw a level 1 Dungeon Skill and place it in the play area. Unless otherwise
noted on the card, all enemies gain the skill indicated on the Dungeon Skill card. Dungeon Skill cards follow all the normal
rules for Hero Skill cards as noted in the MD2 rulebook. The effects of Dungeon Skill cards are cumulative. Note that some
skills share the same name with an ascending Roman numeral designator. These names are pure flavor and the Dungeon
may have skills with the same name but different levels at the same time.
During any Level Up Phase in which the Dungeon Level increased, after Heroes have gained their new skills, draw a
Dungeon Skill matching the new Dungeon Level and place it in the play area. All Dungeon Skills are in effect during the
entirety of the game and cannot be discarded for any reason.
Campaign Mode
Follow the rules for One-Shot Mode with the following exceptions:
For levels 6-10 instead of drawing a new Dungeon Skill card of the current Dungeon level and adding it to the play area,
choose two skills already in play, with a level less than 5, and replace them with a random skill that is one level higher than
the replaced skill’s respective level. The previous skills are discarded. A new skill cannot in turn be replaced by a higher
level skill during the same Level Up Phase.
INJURY CURSES CHALLENGE
One-Shot Mode
The first time each round that a Hero suffers damage from an Enemy attack or ability, draw an Injury Curse card and apply
its effect. For Injuries that affect slots on the Hero Dashboard, place the Injury Curse card over the slot and any item in
that slot is returned to the Hero’s inventory. To discard an Injury card, a Hero may perform the special Mend Action, which
becomes available to all Heroes when playing this Mode. A Hero may have multiple Injuries at the same time but any
duplicate Injury card they draw which they already have is discarded. Draw a new Injury card instead.
Mend Action: Spend [2] Mana to discard one Injury card from yourself or another Hero in your Zone.
Note on Tinkerer: If the Tinkerer gains an Injury and is wearing the Armored Suit, place the Injury over that slot as normal.
That part of the Armor Suit is unavailable for as long as that Injury card is in play.
Campaign Mode
Injury Curses are used the same way in Campaign Mode as in One-Shot Mode. No changes are required.
DARKNESS CURSES CHALLENGE
One-Shot Mode
At the beginning of the game before the first round, shuffle all Darkness Dungeon and Event Curses into a single deck then
draw [3] Curse cards and put them face up into play. These effects remain in play for the entire game. When a Hero dies,
after a Lightbringer token is expended to bring them back, that Hero may discard 1 Darkness Curse of their choice.
Campaign Mode
At the start of the campaign, before the first round of the first Quest, separate the Dungeon and Event Curses into separate
decks and shuffle. Draw [1] Dungeon Curse and [2] Event Curses and put them into play. Whenever the Heroes lose a
Quest during the campaign, any one Hero may discard an Event Curse of their choice from play before the next Quest.
Whenever the Heroes win a Quest during the campaign, the Heroes draw an Event Curse and put it into play. Event Curses
persist from Quest to Quest.
At the end of each Quest, before visiting Town, shuffle all Campaign Curses together into a single deck and draw 1
Campaign Curse and put it into play. It remains in effect during the entire Town phase. At the end of the Town Phase,
discard the Campaign Curse card from play.
At the beginning of each subsequent Quest before the first round, the players together may discard a number of items
equal to the number of players to discard the current Dungeon Curse from play and draw a new Dungeon Curse and put
it into play. This is the only way that Dungeon Curses change during the course of the campaign.
Injury Curse Cards
Injury Curses can be incorporated into the Event Curse deck in either One-Shot or Campaign Mode by shuffling [7] Flesh
Wound cards into the Event Curse deck at the beginning of the campaign or any game before Curse cards are drawn.
When a Flesh Wound card is drawn, discard it and draw a card from the Injury Curse deck and give it to a Hero of the
players’ choice. When incorporated into the Event Curse deck this way, either during One-Shot or Campaign Mode,
player’s lose the ability to perform the Mend Action.
HELL TRACK CHALLENGE
One-Shot Mode
Replace the original Darkness Track with the new Hell Track located below.
UNSTOPPABLE TRACK CHALLENGE
One-Shot Mode
Replace the original Darkness Track with the new Unstoppable Track located below. If you do not have access to the Level
6 Enemies and Monster Items then draw a random Darkness Curse Dungeon card and apply it to all Enemies once the
Dungeon reaches Level 6.
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