Each turn costs 2 time β 2 cards off the deck. Then explore (lay out doors until there are 4) or open a door. A closed door can be fled from (it stays open); an open one must be fought.
Encounters: roll a die for each icon on your hero and items (in a peril, only the colour you choose β other colours are discarded). Tap a die, then a box: a small box takes one die of its colour worth at least its number; a wide box adds up dice of its colour. Black dice count as any colour. Armor π‘ boxes must be covered before any other. Two dice make a black die of the lower value. The dungeon's boxes (every floor so far) count too.
Skills (tap them on your hero) cost dice: yellow/pink skills take that many dice of the colour, blue skills take mana (blue pips). Once each per encounter. Potions π§ͺ cost a token and can be used as often as you have tokens.
Consequences: each uncovered β₯ is a damage, each β a time. With two heroes the damage is split. If a hero runs out of health (and there is no potion to drink), the adventure ends.
Loot: take the card as an item (more dice / health), a skill, a new potion (+1 token) or XP. Enough XP levels you up: more room, bonus black dice, a potion.
Stairs: when the deck runs out, time hurts instead (every 3). Take the stairs down at the end of any turn; after the third floor comes the boss β fight round after round, each covered π hurts it.
One Deck Dungeon is by Chris Cieslik (Asmadi Games). Card facts from the community card list; all drawings here are our own. Our readings: Steady Hands is free; when a foe or a card says "one hero", the one with more health left takes it; Drain takes an item without a heart if it can.
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