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Big Book of Bosses

for One Deck Dungeon


1. Bandit Chief *
2. Gelatinous Cube *
3. Giant - Hill Giant Chief *
4. Giant – Frost Giant Jarl **
5. Giant – Fire Giant Seer ***
6. Master Assassins *
7. Mind Flayer *
8. Mummy *
9. Vampire *
10.Werewolf *
11.Mines of Moria *
12.Helm's Deep **
13.Isengard **
14.Minas Tirith ***
15.Mordor ***
Bandit Chief
Story

Bandits operating out of a hidden lair have


been robbing travelers and caravans. A call
has gone out for a brave hero to find the lair,
make its past its guards, and slay the bandit
chief who organized them.

Bandit Lair

Lookouts: Bandits who attack anyone who


comes near the lair. There is a seemingly
endless number of bandits.

Concealment: The entrances to the lair are


hidden, as are the paths and traps within.
Merely finding the way to go takes time.

Trip Wires: Simple, but effective trip wires


are hidden in the lower levels of the lair to
hinder attackers.

Bandit Chief

Bandits protect their chief. They are


represented by the three single boxes, fought
with strength and agility.

The chief himself is strong, and fast, and


even more cunning. He is represented by
the three dual boxes.

The chief has the same dodge ability as


normal bandits.

Mechanics

After an encounter with a bandit, the bandit


card is discarded, it is not taken as loot.
This represents the innumerable bandit
guards and the futility of fighting them.
Gelatinous Cube
Story

Sewer workers and rat catchers have been


reduced to skeletons by a near invisible
thing in the sewers of the city. Someone
must find the menace and put an end to it.

Sewers

Sewage Tunnels: Walking through sewage


manages to be both slippery and sticky.

Disease: Only magic can save you from the


various diseases lurking in the sewer.

Noxious Gasses: The air in the sewers is


foul and poisonous. Only the strong can
breathe it an live.

Gelatinous Cube

Just seeing the transparent cube is difficult,


and it cannot be fought if it cannot be seen.
This is represented by the mana shield
space.

The toxic fumes of the sewage are strongest


near the cube. This is represented by the
strength space.

The cube reaches out with gelatinous


tentacles that dissolve what they touch.
Avoid them or you and your items will be
dissolved.

Weapons cannot harm the gelatinous cube,


only magic can do that.

Mechanics

Place doors face up when exploring. They


are therefore open doors.

For each ɸ agility space not covered, discard


an item. This will reduce the number of dice
the hero can roll.

The ▼ is a shield / armor icon.


Hill Giant Chief
Story

The hill giants are crude brutes that have


laid waste to the area surrounding their
steading. A hero is needed to defeat the
chief strong enough to get them to work
together.

Steading

Barren Hills: There is little left around the


steading.

Giant Doors: The deepest level of the crag is


a giant fortress with doors to match. Great
strength is required to open them.

Giant Size: Everything in the crag is sized


for giants, from the creatures to the traps.
They hit hard.

Hill Giant Chief

Damaging the seer requires great strength.


Attacking him is represented by the three
dual strength boxes.

The chief's blows cannot be resisted but


must be dodged. They are represented by
the three agility boxes.

Mechanics

Dice with 1s and 2s can be used for skills


but cannot be used for the Seer's boxes.
This represents the size of the giant, 1s and
2s are too small to matter.
Frost Giant Jarl
Story

Trapped by snow and storms, isolated


villages are being attacked by giants. A hero
must seek out the Frost Giants in their
frozen home and put an end to their evil.

Glacial Rift

Icy Wind: The wind blows through the rift,


making travel difficult, especially in the
open. Magic can reduce its force, but only
strength can ultimately resist it.

Ice Slick: The rift is mostly ice, even the


ground beneath your feet. It is hard to be
nimble on the treacherous surface.

Giant Size: Everything in the rift is sized for


giants, from the creatures to the traps. They
hit hard.

Frost Giant Jarl

The wind prevents any attack on the Jarl,


unless it can be resisted with magic and
strength. It is reprsented by the strength and
mana shield boxes.

The slippery ice also prevents an attack on


the Jarl, unless one is agile enough to cross
it. It is represented by the agility shield box.

Damaging the jarl requires great strength.


Attacking him is represented by the three
dual strength boxes.

Mechanics

Put all but 5 yellow dice from play into the


game box. The player can roll 5 yellow dice
at most from now on.

The ▼ is a shield / armor icon.

Dice with 1s and 2s can be used for skills


but cannot be used for the Jarl's boxes. This
represents the size of the giant, 1s and 2s are
too small to matter.
Fire Giant Seer
Story

A Fire Giant leader gifted with foresight has


organized the fire giants and made alliances
with other giants of all types. He must be
found and slain, to dissolve the alliance so
that the smaller races can be safe.

Volcanic Crag

The Floor is Lava: There is lava throughout


the crag, but it is more widespread the
deeper one goes. One has to be careful not
to step on it or be severely burned.

Giant Size: Everything in the crag is sized


for giants, from the creatures to the traps.
They hit hard.

Giant Doors: The deepest level of the crag is


a giant fortress with doors to match. Great
strength is required to open them.

Fire Giant Seer

Damaging the seer requires great strength.


Attacking him is represented by the two dual
strength boxes.

The seer's blows cannot be resisted but must


be dodged. They are represented by the
three agility boxes.

The seer wields fire magic. It must be


countered by magic.

Lava covers the floor of the Seer's chamber,


and the heat must simply be endured.

Mechanics

For The Floor is Lava, the target is 2 on


Floor 1, 4 on Floor 2, and 6 on Floor 3.

Dice with 1s and 2s can be used for skills


but cannot be used for the Seer's boxes.
This represents the size of the giant, 1s and
2s are too small to matter.
Master Assassins
Story

A guild of assassins has been terrorizing the


nearby kingdoms and slaying any who
oppose them. A hero must find their way
into their mountain fortress and slay the
three master assassins.

Mountain Fortress

Archers: The archers can kill before their foe


reaches them, or while their foe is trying to
flee.

Sorcerers: The death magic of the sorcerer


assassins can only be stopped by magic.

Swords: The assassins are deadliest with


their swords.

Master Assassins

There are three master assassins, one for


each style: archer, sorcerer, swords. They
are represented by the single spaces.

Each master is guarded by their students, the


dual spaces with the shields.

All three masters must be slain at once or


they can use dark arts to revive the others.

Mechanics

The ▼ is a shield / armor icon.


Mind Flayer
Story

A mind flayer has used its mental powers to


enthrall travelers and turn them into its
slaves. A hero must go and slay the mind
flayer and rescue the slaves.

Grotto

Tight Tunnels: There is little space to


maneuver in the tight tunnels. Sometimes
you must even squeeze through slowly.

Stale Air: The stale air weakens any who


descend deep into the grotto.

Enthralled Slaves: The slaves defend the


mind flayer as best they can.

Mind Flayer

The slaves of the mind flayer defend it,


represented by the dual strength box.

The mind flayer can be attacked with magic


or weapons able to strike its waving
tentacles.

The mind flayer's strikes out at the mind,


attempting to wipe out memories and
enslave the target. This is represented by the
three single mana boxes.

Mechanics

Discard all but 5 pink dice on floor 1 back in


the box, then all but 5 yellow dice on floor
2. This limits the number of dice the hero
can roll for strength and agility.

Mind Flayer memory wipe: For each $


(think S for skill with a line through it) not
covered, a hero must discard a skill. They
will not be able to use the skill on later
rounds.
Mummy
Story

Hidden in an ancient pyramid, the mummy


stirs and calls forth dark armies of undead.
A brave adventurer must make their way
through the pyramid and end the long dead
pharoah's evil reign.

Pyramid

Shifting Sand slowly fills the pyramid, soon


the hero will be unable to move. On the
mummy card, the 12 agility space is sand.

Scarab Beetles are small but endless and


everywhere. On the mummy card, the three
2 strength spaces are beetles.

The Mummy's Curse paralyzes heroes with


fear. Only magic can break the curse. On
the mummy card, the 12 mana is the curse.

Mummy

The 12 agility space is sand.

The three 2 strength spaces are beetles.

The 12 mana space is the curse.

The mummy itself is the 24 strength space.


Only that space can harm the mummy.

Mechanics

The □ means put a die from play into the


game box. The player must choose which
color die to put in the box. Players cannot
use dice in the box, so over time, this
reduces the dice available to roll.

The ▼ is a shield / armor icon.

Exploring only places two doors. The


maximum number of doors is still four,
but it takes two exploration turns to place
all four.
Vampire
Story

A vampire has been feeding upon local


villagers. Its crypt has been found, and a
hero needs to find and slay the vampire.

Crypt

Bats: Swarms of bats confuse and delay


heroes. Once fled, the heroes cannot find
their way back to that place again.

Wolves: A small pack of wolves patrols the


crypt, attacking any who come near.

Hypnotic Gaze: The vampire attempts to


paralyze his foes with his gaze, before
facing them in battle.

Vampire

The three strength 3 spaces are bats.

The two strength 4 spaces are wolves.

The two mana spaces are the hypnotic gaze.

The vampire can only be slain by a stake to


its heart, represented by the agility 36 space.

Mechanics

If a hero flees from an encounter, the


encounter card is put in the box (not
discarded) and is out of the game.

The ▼ is a shield / armor icon.

Heroes fighting the vampire can prevent


damage but cannot heal it (such as with a
potion). This represents blood drain by the
vampire.
Werewolf
Story

A werewolf has formed a pack that hunts


local villagers. A hero is needed to slay the
werewolf.

Wolf Den

Howl: The howl is terrifying and can startle


a hero into inaction. It takes courage to act.

Chase: The wolves chase their foes. It takes


speed to get away.

Fangs: The wolf bite is worse than the howl,


doing great damage.

Werewolf

The wolf pack are three single agility


spaces. The wolves are driven by the blood
of their foe.

The werewolf must be attacked with


strength and speed, represented by the
strength 20 and agility 16 spaces.

The howl of the wolf is terrifying, and can


reduce a veteran to fighting like an untrained
recruit.

Mechanics

The dungeon X's are based on the number of


open doors, representing the pack
surrounding the hero.

The ▼ is a shield / armor icon.

The werewolf X's are based on the amount


of damage the hero has taken. The
minimum value is 1 and the maximum is 6
for the X.

If the $ (think S for skill with a line through


it) is not covered, a hero must discard a skill.
They will not be able to use the skill on later
rounds.
Mines of Moria
Story

The Misty Mountains are impassable due to


snow. You can only reach Mount Doom by
passing through the Mines of Moria.

Mines of Moria

Doors of Durin: The doors are sealed by


magic. A riddle must be answered to open
them.

Chamber of Mazarbul: The hero must sneak


through to avoid the goblins. The bigger the
hero the harder it is to sneak through.

Bridge of Khazad-Dum: You must leap


across the gaps in the bridge to cross.

Balrog

Shadow: Shadow lacks substance and can


only be defeated through magic. This also
prevents strength based skills from being
used against it.

Flame: The flaming body of the Balrog can


be hurt if one is strong enough.

Flaming Sword: The sword must be dodged.


It is represented by the 16 agility box.

Flame Whip: The whip must be dodged or it


snares. It is represented by the three agility
boxes.

Mechanics

The goblin X's add the floor level to the


multiplier. There are many goblins in the
depths of Moria.

The stealth X's are based on the hearts of the


character (including items), not the damage
they have taken. A small party can sneak
through, not a strong party.
Helm's Deep
Story

The Uruk-hai of Saruman attack and the


only place to defend is Helm's Deep.

Helm's Deep

Hornburg: The fortress of Hornburg is where


you defend. All of the defenses are for you.
But you must hold the gate.

Deeping Wall: The wall can be held as long


as you find any monsters sneaking past it
through the water grate.

Glittering Caves: You must retreat to the


caves ahead of the attackers.

Uruk-hai

The horde of Uruk-hai can only be beaten by


cavalry charges. The charges must be
organized, then unleashed.

The organizing is represented by the mana


spaces. The defensive charge out of the
glittering caves is the 16 agility boxes. The
reinforcements are represented by the 16 and
20 strength boxes.

Mechanics

Remove all peril cards from the dungeon


deck. This dungeon plays with a small deck.

The Uruk-hai has shields with letters


matching to circles with letters. The box
with a circle cannot be covered until the
corresponding shield with the same letter.

Ex. the 'A' shield must be covered before the


'A' circle can be covered. If the 'A' shield is
covered the 'A' circle can be covered even if
the 'B' and 'C' shields are not covered.
Isengard
Story

The fortress of Isengard is ruled by Saruman


the White. His turning to the side of Sauron
unleashes an army of Uruk-hai. You must
travel to Isengard and defeat Saruman.

Isengard

Betrayal: Saruman's betrayal is a surprise.


You are imprisoned if you are unwary. He
imprisons Gandalf, making magical skills
unuseable.

Fire Spouts: Saruman makes fire erupt from


the ground. You must dodge it.

Tower of Orthanc: The tower of Orthanc is


nearly indestructible, even by the strength of
Ents.

Saruman

Saruman's greatest power is his magical


voice which can compel people to obey. It
is represented by the mana box with the
shield.

The power of Saruman's staff is represented


by the strength box.

Wyrmtongue's attempt to stab the hero in the


back is reprsented by the 16 agility box.

Saruman must be killed by striking him


quickly when the chance arises.

Mechanics

Skills activated by blue dice cannot be used


in Isengard, representing Gandalf, the
wizard, captured in the tower. They can be
used against Saruman.

Dice cannot be discarded to create black


dice against Saruman (except using skills).
Representing his concealment of his multi-
colors under the guise of being white, and
the corruption of multi-colors.
Minas Tirith
Story

An army is massed to destroy Minas Tirith


and be unleashed upon the free people of
Middle Earth. The army must be stopped
and its leader the Witch King of Angmar
must be slain.

Minas Tirith

Beacons of Gondor: The beacons must be lit


to summon aid or all hope is lost.

Pelennar Fields: The army must be fought


on the fields.

Paths of the Dead: The dead must be rallied


and brought back to save Minas Tirith.

Witch King of Angmar

His Fell Beast is winged flying and must be


slain before he can be attacked. It is the box
with agility and shield.

The presence of the Witch King fills men


with terror. Only magic can keep the fear at
bay. It is the box with mana and shield.

The Black Breath is a poisonous aura that


can only be resisted by magic. It is the box
with mana, hearts, and shield.

Slaying the Witch King is done by covering


the strength boxes. They represent his mace,
sword, and Morgul blade.

Mechanics

If a hero attempts a combat instead of


fleeing, they must spend two time.

Any weapon that strikes the Witch King is


destroyed.

Only female heroes can defeat the Witch


King.
Mordor
Story

Sauron can only be defeated by destroying


the one ring. And the one ring can only be
destroyed in Mordor.

Mordor

Black Gate: One does not simply walk into


Mordor. One must force their way past the
black gate.

Slopes of Mount Doom: The volcano is


burning hot, and must be climbed carefully.

Sammath Naur: The place where the ring


was forged in Mt Doom. The only place
Sauron can be destroyed. But one must
resist the temptation to take the power for
yourself.

Sauron

Sauron's mace smashes foes unless they


dodge, it is the agility box.

The ring must be cut from Sauron's hand,


the strength box.

After the ring is cut off, it must be


destroyed. The hero must overcome the
temptation of the ring or else Sauron will
rise again.

Mechanics

The difficulty of Sammath Naur is twice the


number of yellow dice for the hero and their
items. The stronger they are, the greater the
temptation to keep the power.

Ex. the 'A' shield must be covered before the


'A' circle can be covered.

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