Card Rogue is a tribute to the classic Rogue dungeon crawling game. Rogue was a computer game released in the 1980’s that featured many of the aspects that are present in this game; tributes to Rogue are appropriately named roguelike video games. Unlike other roguelikes, Card Rogue is playable with a group of friends and away from the computer.
Card Rogue is a challenging game that requires an equal amount of luck and skill. One to four players try to survive the mysteries of the dangerous catacombs. The game board is randomly created as the players make their way down uncertain paths. Thus, every game is different and requires a unique approach.
To survive, a player must be lucky, adaptable, and tactical. Traps, enemies, loot, or fame are met around every corner. Players must sometimes ally together, but other times they must betray that trust. Only the strongest and smartest will make it out alive.
Stories tell of an ancient cult of sorcerers. Desiring power, they once conjured dark magics that spread fear throughout the land. Great heroes were summoned to drive back the sorcerers. As a countermeasure, the sorcerers sculpted a giant clay golem and used their magic to bring it to life. Though none of the heroes were able to defeat the monster, their perseverance forced the sorcerers to hide underground. Though the darkness was suppressed, the catacombs were never discovered.
History turned into legend and the catacombs were all but forgotten. That is, until the caravan of a debt-ridden merchant collapsed through the ground. The merchant found himself trapped in a labyrinth of underground passageways. He dared not wander from where he fell, as the passages were riddled with horrific monsters and deadly traps.
The cave-in was soon discovered, and a ladder was lowered to the merchant. He told the local village of what he discovered and vowed to aid any explorer willing to enter. Word spread across the kingdom, and fame-seeking mercenaries began to enter the underground lair. Will you face your fears and enter the catacombs? Will you bring home stories of great deeds and moments of glory? Or will you fall to the darkness that awaits you below?
Card Rogue is a game about exploration and discovery. This means the rulebook can be a bit intimidating. Players are encouraged to read the rulebook and play the game in unison. Start by reading the Goal of the game and Setting up the play area sections. The rulebook will explain a part of the game, and the players should play up to that point. The sections should be used as a reference when new cards are introduced, or when players aren’t clear about certain rules or game mechanics.
Often times, the simple descriptions given in the rulebook are not enough detail. At the end of the rulebook is a Clarifications section. Many terms in the rulebook are underlined. This means further explanations can be read in the Clarifications section. Additionally, players can look up specific card descriptions for further clarification.
Card Rogue is meant to be played by a group of friends. The game includes enough player-tokens and character cards for four players, but more players can be added using enough creativity.
The goal of the game is to gain the most victory points. Victory points are awarded for completing certain goals that are outlined at the end of the rulebook. The winning player is the one who has the most victory points when the game ends. Although the players are competing, they must also work together to complete some of the challenges. An intelligent player knows when to help his friends, and when to betray them. Many of these challenges are far too difficult to face when the game begins. To overcome these challenges, players will explore the catacombs for better equipment and magical items.
A single person can casually play the game by himself. The player should decide which of the goals he wants to accomplish before starting the game. Perhaps the player is only interested in fulfilling a single goal. Perhaps he wants more of a challenge, and decides to complete all the goals. In order for the single player to succeed, he must accomplish all designated goals and leave the dungeon safely without dying. Single player rules are meant to be modified to the preference of the player. A player can modify certain in-game rules to better fit his playing pleasure.
As a separate form of play, a single player can play using the story mode rules. Story mode is a version of the game that has a predefined dungeon to explore. The experience is more like a puzzle, as players will need to learn the perfect set of moves to make it out of the dungeon alive. Each level of the dungeon is prefaced with a story that unfolds the mystery of the dungeon.
Players may also submit their own story mode campaigns, called community challenge maps. Players can compete for a high score on a challenge map by seeing who can discover the quickest way to complete the challenge. Read more about how you can get involved in the Story Mode Rulebook.
Card Rogue comes with a few spare cards, in case some get lost, and a few cards only used in Story mode. Before beginning normal play, remove the descending ladder card from the starting tiles, and all spare cards from the different decks.
To start the game, players should gather around a large table. Shuffle the exploration cards and place them face-down in one stack. Shuffle the pathing tiles and place them face-down in another stack. All gold cards, shop cards, and effect cards should be placed in separate piles. There should also be an area reserved for a discard pile. The remaining cards are the starting tiles. Each player should take one of these tiles. The rest can be discarded.
Once everything is set up, each player rolls the die. Whoever rolls the highest gets to start the game. The starting player picks one of the character cards, and a player-token. The next player, to the left of the starting player, picks next, and the order continues clockwise.
Every player plays the game the same way. The character cards, however, give each player unique traits that are expressive of that character.
Once every player has chosen a character card, they should each take a pen or pencil and a score sheet, which they will update as the game progresses. Unless specified, each player starts with 10 maximum health. This should be recorded on the score sheet. Every player starts with no change to the attack roll, and a score of 0. You can download the score sheet as a pdf from the Print page.
Each player should also take an equipment card. Players will use this card to keep track of equipped weapons and armor.
Finally, players should take a Reference card.
The game begins with the starting player placing his starting tile, face-up, on the table in front of him. This should be placed as close to the player as possible, so that one path on the starting tile would lead off of the tabletop surface. That path is not explorable and is treated as a wall. The player places his player-token on the starting tile.
The next player begins by placing four exploration cards, face-down, in a tight line to the left of the starting player’s starting tile. These cards keep the game in a tight grid, and separate the players in the beginning. Next, he places his starting tile down following the four exploration cards, and places his player-token on it. All players follow likewise, connecting all starting tiles with face-down exploration cards.
Depending on the layout of the players and the shape of the tabletop, players may need to deviate from this pattern. Whatever pattern is chosen, each starting tile needs to be at least four exploration cards away from each other. The game must keep a grid-like shape. Players can only place a card to the left, right, top, or bottom of another card.
Additionally, all edges of starting tiles should have a face-down exploration card next to it, excluding the edge that is against the edge of the tabletop.
Once the initial setup is completed, the regular game sequence begins. Each player is presented with a sequence of operations that he may perform during his turn. The standard turn sequence steps are:
If the only action taken by the player was to move his player token, and the player did not interact with another card or player, he may repeat his turn from step 2. Once a player’s turn is over, the next player takes his turn.
Pathing tiles are represented as stone paths of a face-up card. Pathing tiles can be flipped over (face-up) exploration cards or cards from the pathing tile stack. Each pathing tile has a certain number of paths, ranging from 1 to 4, leading off of the edges of the card. When a player moves onto a pathing tile, he lays exploration cards face-down next to any path on that tile that does not lead to an already placed card. All edges of pathing tiles that do not have paths are walls. If one pathing tile leads to another pathing tile that has no connecting edge (because it is a wall), then that edge is counted as a wall. Players cannot move through a wall to an adjacent tile.
When a player flips an exploration card to reveal a pathing tile, he should rotate the tile so its paths connect with his current tile's path. Pathing tiles that have a red arrow should be rotated such that the arrow is pointing away from the tile the player is currently standing on.
When a player flips over an enemy, or a player moves to an adjacent tile of a revealed enemy, that player must enter combat with the enemy. Entering combat starts the combat turn sequence, and the standard turn sequence for that player is skipped until after he leaves combat.
A player keeps track of his current health and the current health of the combating enemy on the score sheet. If neither the player or enemy are slain during this turn, the player ends his turn and must start the combat turn sequence again next turn. If the player is affected (by paralysis or poison) those effects will continue during the start of the next combat turn sequence. If the player loses all his health, he dies. If the enemy loses all his health, he is slain.
During the player’s turn of the combat turn sequence (step 1), he can choose to flee instead of attacking by announcing that he is attempting to flee. The player rolls a die. If the player rolls a 1, 2, or 3 the player failed to flee and the combat turn sequence will continue at step 2. Otherwise, he can flee from an enemy by moving his player token to an adjacent tile away from the enemy. Players may perform other actions while fleeing. Refer to Flee in the Clarifications section.
If a player successfully flees from an enemy, the player and enemy will leave combat and the player can resume his Standard Turn Sequence at step 4, and the enemy's health will be completely restored.
When a player slays an enemy, the player places the enemy card into his hand. Each enemy card has a gold amount, this is the enemy’s loot. The card is treated like gold, and can be used to buy items in the shop, or trade with other players. If two players are attacking an enemy, the player who dealt the last attack takes the enemy card.
When the enemy card is picked up, it should be replaced with a face-up pathing tile drawn from the pathing tiles stack. The player may now resume his Standard Turn Sequence at step 2 if he flipped over the enemy card, or at step 4 if he moved adjacent to the enemy.
When a player’s health is reduced to 0 (or below) that player is dead. However, this does not mean game-over for that player. The player places his player token on any one of the starting tiles. He keeps one card of his choosing. If he still has cards, he places one card face-down on the tile he died on. All remaining cards in his hand that cannot be sold (with a crossed-out gold amount symbol) are placed face-down on the tile he died on. All other cards are discarded.
The player's attack roll and max health are reset to their starting values. The player ends his turn and waits for his next turn to start over again. The first player to move onto the tile with the face-down cards reveals the cards and puts them in his hand.
If a player is not in combat, he may interact with another player on his turn. Some interactions benefit both parties, and some will betray your friend’s trust. A player can only interact with another player that is on an adjacent tile.
A player may trade with an adjacent player. The two players may trade the cards in their hands, but only cards that have a trading symbol. Players cannot trade if they are in combat.
A player may attempt to trip an adjacent player. On his turn, the player can roll a die. If he rolls a 4, 5, or 6 he successfully trips the player. This means the tripped player loses his next turn, and the other player may leap over the tripped player’s token to one of that player’s adjacent tiles. This is useful if a player is blocking a path, or if two players are racing to a certain tile.
A player may attempt to trip another player who is in combat. If the roll is successful, the player in combat loses his next turn while remaining in combat. If the roll fails, the player in combat performs an attack roll: dealing the attack roll plus attack modifiers’ damage to the player who attempted to trip him.
A player may attempt to steal from an adjacent player. On his turn, the player can roll a die. If he rolls a 6 he may pick a random card from the other player’s hand. Equipped cards cannot be stolen.
This interaction does not follow the normal interaction rules. Two (or more) players may attack a single enemy at once. Both players must be on separate adjacent tiles to the enemy. Each player will be in combat with the enemy and may attack on his turn.
The enemy, will only attack the first player to enter combat with him. All other players attacking an enemy can flee without rolling and do not trigger the enemy's ability if the enemy has one. If the player who is being attacked by the enemy flees, the enemy will then turn to attack the next player who entered in combat. This is true even if the fleeing character returns to attack the enemy. When an enemy dies, the player who dealt the last damage to that enemy takes the enemy card as loot.
When a player flips over a trap card, he is immediately affected by the trap. The trap will only affect him once when it is flipped over (i.e. even if a player remains on his tile, it will not trigger again). If a player or enemy moves onto a trap after it has been revealed, he will trigger the trap's effect. The trap will only affect him once while he remains on the tile. Every time a player or enemy steps on a trap again, it will trigger again.
Exploration may reveal a fountain of healing. At the beginning of a player’s turn, if he is on the Fountain of healing tile, he will roll a die. If he rolls anything but a 6, he is healed 2 health. If he rolls a 6, the fountain is drained. The fountain is then discarded and replaced with a pathing tile. The fountain may be used each turn by any player standing on it, until it is drained.
A player may reveal a shop card while exploring. If a player moves onto the shop tile, he may purchase and sell cards with the shopkeeper. Any card that has a gold amount can be sold to the shop for the given amount. The shop sells cards from the shop cards pile. All cards bought from the shop cost twice as much gold as is indicated on the card. In other words, the sell price is half of the purchase price.
To buy or sell a card, a player must be on the shop tile. To sell a card, discard the card and pick up gold cards equal to the gold amount listed on the card. To buy a card, take the card from the shop pile and discard as many gold cards, or cards with a gold amount, equaling or exceeding twice the gold amount indicated on the desired card. If the player paid more for the item than twice the given amount, the player picks up the remainder in gold cards.
A player may sell and buy multiple cards during a single turn.
Certain cards in the game display symbols at the bottom of the card. These symbols can also be crossed out. If this is the case, it means the item cannot be used in such a way.
Scrolls can be purchased from the shopkeeper for twice the indicated gold amount. Scrolls can be used anytime during a turn, but once used they must be discarded. A scroll can only affect the player who uses it.
Weapons and armor can be purchased from the shopkeeper for twice the indicated gold amount. Each weapon and armor has a special property given on the card. This property is only applied if the weapon or armor is equipped. To equip an item, a player lays the card face-up on the equipment card slot that matches the equipment symbol given on that card. Only one item can be equipped for each slot.
Artifacts provide permanent effects to a player as long as the player has the artifact. The effect is immediately applied when the card is picked up.
The artifact’s effects are listed on the artifact card, but a detailed explanation of each effect can be found in the Clarifications section of the rulebook.
A potion is any card that shows a picture of a potion. Potions are picked up by the first player who moves his piece onto the potion tile. It is placed in the hand of that player, and replaced with a pathing tile.
A potion can be drunk (used on self), or thrown on an enemy or another player. Potions can be drunk or thrown at any time on a player’s turn. Multiple potions can be used in one turn. Once a potion is used, it must be discarded from the player’s hand.
Potions provide either temporary or permanent effects. These effects are only applied to the player who drank the potion, or to the player or enemy the potion was thrown on. The potion immediately take effect on the player/enemy once drunk or thrown.
Potions start out with an unknown effect. Once the potion is used its effect is revealed. All remaining potions in the game with the same potion color have that same effect. A player may write the potion’s identity on the score sheet to help remember which potions have been identified. Roll the die to discover the potion’s property:
If a number is rolled, but another potion color already has that effect, the player must re-roll so that each potion color has a different effect.
Potions can also be thrown on an adjacent enemy or player. Read in the Clarifications section about each potion for further information about how the potion works when thrown, or how it works in special circumstances.
The goal of the game is to gain the most victory points. Victory points are awarded for completing certain goals that are outlined below. The winning player is the one who has the most victory points when the game ends.
As players are exploring the passages, they may discover a locked chest. Hidden inside is, most certainly, secrets about the ancient cult of sorcerers that built these passageways. The player who unlocks the chest will be awarded a victory point for his discovery. The chest, however, can only be opened by the key. When a player finds the key card, he places it into his hand. When that player moves onto the chest tile, the key card is discarded and the player is awarded a victory point to be recorded on the score sheet.
The key may be stolen by another player, but once the chest is opened the victory point remains with the awarded player.
One of the items that can be bought from the shopkeeper is his debt. Once bought, the debt is removed from the game, and the player who purchased it is awarded a victory point to be recorded on his score sheet. This victory point cannot be stolen.
There are three bosses in the game. Bosses are enemies that are extra tough. They should be strategically approached, and will usually require the cooperation of players to defeat. When a boss is defeated, the player who dealt the finishing damage takes the boss card, which awards the amount of victory points indicated on the card. This card cannot be sold, traded, or otherwise discarded. It can, however, be stolen by another player, along with the victory point that is associated with that card.
The basilisks are two mini-bosses that award a victory point each. The victory points associated with these bosses have special rules. Both basilisk cards cannot be in one player’s hand. If at any time both cards are owned by one player, they are discarded from the game, and no victory points are awarded.
The golem remains alive as a testimony that the stories of the sorcerers are true! The player who rids this monster from the catacombs will be awarded two victory points. These points are connected to this boss card. This card can be stolen by other players during the end rush.
When the the golem is slain and the card is taken by one of the players, it is a race to the surface to share stories of glory to all that await the players’ return. Players make their way back to any exit (starting tile). Potions of teleportation have no effect during this stage of the game, and any player that dies does not reenter the game. Once a player reaches the starting tile, that player is awarded an extra victory point, to be recorded on the score sheet, and the game is over.
The winner of the game is decided by tallying each player’s victory points. Certain cards have victory points can be stolen during the game. The victory points are awarded to the player who holds these cards when the game ends. The player with the most victory points is announced the winner.
A player may want to a quit a game early. There are several possible ways to proceed if this occurs:
These rules can be modified by the other players as circumstances require.
If a player is unable to lay new tiles, meaning all pathing tiles lead to dead ends or loops, the player can call on the aid of the mole. The mole can instantly replace any pathing tile with a 4-path pathing tile that can be searched for through the pathing tile stack (shuffle the stack once looked through). His services cost 10 gold. A player may sell any of his sellable items to the mole if he does not have enough gold to pay for the mole's services. If the player still does not have enough gold, the mole takes all the player’s cards, excluding the unsellable cards, and aids the player.
A player does not need to call on the aid of the mole; however, if all players are unable to lay new tiles, there are only two options: 1)either one, or multiple players, call on the aid of the mole, or 2) the game enters the end rush.
When all tiles are laid, the game does not end. The Golem must still be slain in order to start the end rush. If players don't dare fight the Golem, or cannot defeat the Golem, all players forfeit the game. There may be face-down exploration cards that are unreachable. Players may reuse these cards when the stack runs out.
A player can move, or be moved, to another location on the board when it is not his turn (the Potion of Teleportation and the scroll of Move to any adjacent tile cause this event). When this happens, the moved player does not flip over tiles, pick up cards, enemies do not attack him, and traps do not trigger until the beginning of that player's turn. If an enemy is teleported adjacent to a player, the same rules apply.
The attack roll modifier is always applied after all other attack modifiers.
There are other possible exceptions to the game. When it is unclear what to do in an instance, make sure to read the Clarifications section carefully. If it is still unclear, try to rationalize what a possible rule would be. Exceptions must always favor the player who is being afflicted.
When looking up clarifications about certain cards, look for the card descriptions and not the name of the card. Terms that start with symbols (+, -) are found at the end of this index.
Adjacent tileAn adjacent tile is any tile that has a path leading directly to it from the current tile. Players may not interact with, enter in combat with, move to, or pick up cards that are not on an adjacent tile.
An adjacent card must be one tile left, right, up, or down from the current tile.
ArmorRead the Weapons and Armor section in the rulebook
ArtifactRead the Artifacts subsection in the Items section of the rulebook
Attack againSee Rolling an X: attack again
Attack is double the rollSee Roll a die: attack is double the roll
Attack missesSee Rolling an X: attack misses
Attack rollWhen a player is in combat, during his combat turn sequence, he rolls a die to determine his attack amount. This is called the attack roll. Damage is dealt to the enemy equal to the attack roll after other effects have been applied. Effects do not modify the player's actual roll, just the attack amount.
Basilisk (The)Read The Bosses subsection in the Goals section of the rulebook
Battle AxeRead the Weapons and Armor section in the rulebook
Block enemy's attack this turnSee Rolling an X: Block Enemy's attack this turn
Body slotSee Chest slot
BootsRead the Weapons and Armor section in the rulebook
Boot slotSee Feet slot
BossRead The Bosses subsection in the Goals section of the rulebook
BuyWhen a player is on a shop, he may buy and sell items. He can sell any item in his inventory for its given gold amount. He may buy any item from the shop for twice the price indicated on the item’s card. Once he buys an item, he places it in his hand.See Sell, Shop, and Trade
Can FleeSee Roll a die: if X: can flee
Can avoid TrapSee Roll a die: if X: can avoid trap
Cave batRead the Combat subsection in the Turns section of the rulebook
Character cardEach player chooses a character card at the beginning of the game. There are six characters: the Warrior, the Rogue, the Cleric, the Explorer, the Mage, and the Bard. Each character has two positive traits, and one negative trait. Once the game starts, a player may not trade his character card.
ChestRead the The Chest and Key subsection in the Goals section of the rulebook
ChestplateRead the Weapons and Armor section in the rulebook
CursedCursed items are indicated on the item’s card. If an item is cursed, it cannot be removed from the player’s hand, unless a scroll of remove all cursed items from your hand is played. In this case, all cursed items in that player’s hand are discarded.
DaggerRead the Weapons and Armor section in the rulebook
Damage TakenSee -X damage taken
Death (player dies)When a player’s health is reduced to 0 (or below) that player is dead. Read more in the section: Player Dies.Read the Combat subsection in the Turns section of the rulebook
Dodges player's attackSee Roll a die: if X: Dodges player's attack
Does not chaseAn enemy with this ability will not chase a fleeing player. Therefore, a player can flee without needing to roll.See Flee
Double DamageAttack is double the attack roll before other attack modifiers are applied.
Effect cardIn order to keep track of effects that last longer than a single turn, players may use an effect card. The effect card should be rotated as needed to indicate to the player the amount of turns he has left under the effect.The cooldown effect card is a card specifically used by the Mage to keep track of spell cooldown.
End rushRead the End rush subsection in the Goals section of the rulebook
EnemyAny card that a player may flip over that has attack and health.Read the Combat subsection in the Turns section of the rulebook
Equipment CardPlayers may use this card to keep track of equipped weapons and armor. To equipped an item, that player should place the card onto the appropriate slot on his equipment card. Two items cannot exist on the same slot.
Exploration cardWhen a player moves onto a pathing tile that has paths leading onto an empty spot on the table, the player places an exploration card on that empty spot face-down. At the start of the player's turn, he may flip over exploration tiles to reveal that card.
FleeTo leave combat a player may attempt to flee by rolling a 4,5, or 6. If the roll was successful, the player moves to an adjacent tile and is no longer in combat. Alternatively, a player may flip over adjacent face-down exploration cards in an attempt to move away from the enemy. However, if a player flips over an enemy, or moves adjacent to another enemy, the player reenters combat. When a player is adjacent to multiple enemies, he is in combat with those enemies. The player picks one enemy to perform step 1 of the combat turn sequence, but steps 2 and 3 are applied for all enemies to that player.
Read the section, Fleeing from an enemy for more details.
Fountain of healingRead The Fountain of Healing subsection in the Tiles section of the rulebook
GoblinRead the Combat subsection in the Turns section of the rulebook
Gold cardWhen a player sells items at the shop, he picks up Gold cards equal to total gold amount of the items and loot sold.
Golem (The)Read The Bosses subsection in the Goals section of the rulebook
Hasty BootsRead the Weapons and Armor section in the rulebook
Heals +X health each attackAn enemy with this ability will heal his current health X amount each turn.
HealthPlayers and enemies have health. When an enemy’s health is reduced to 0 (or below), the player who inflicted the finishing damage places the enemy card in his hand. When a player’s health is reduced to 0 (or below) that player is dead.See Death
HelmRead the Weapons and Armor section in the rulebook
Helm SlotSee Head slot
Identify an unknown item in your handThis scroll can be used to identify a single unknown item from the player’s hand.See Scroll
ImpRead the Combat subsection in the Turns section of the rulebook
KeyRead the The Chest and Key subsection in the Goals section of the rulebook
KoboldRead the Combat subsection in the Turns section of the rulebook
Leg slotSee Feet slot
LootEach enemy card has a gold amount: this is the enemy’s loot. When a player slays an enemy, the player places the enemy card into his hand. The card is treated like gold, and can be used to buy items in the shop, or trade with other players.
MaulRead the Weapons and Armor section in the rulebook
Max healthAll players start with a max health of 10, unless a player's Character card states otherwise. Players may lose or gain max health as the game progresses. Enemy's max health is indicated on the enemy card. A player's or enemy's current health cannot exceed the max health through healing effects.See +X to max health, and -X to max health
Min. Attack: XIf an attack roll is less than X, it's as if the attack roll was X. This occurs before any attack modifiers.
MovementNormally, players are allowed to move one tile each turn. However, items or abilities in the game may break this rule. Additionally, if a player flees he may be able to move again for his turn.Read the Standard Turn Sequence section in the rulebook.
Move to any adjacent tileThe player can move his piece to any tile that is up or down from, or left or right of his current tile, and end his turn. This ability is meant to move a player to a tile that he could not normally move to, because the pathing does not lead to that tile. The player may not move onto a tile that another player token is on, an enemy is on, or onto a tile that has not been revealed yet.Read in the rulebook the Exceptional Rules section, and the subsection Teleporting or moving to a tile, but turn is ended
Must be out of combatSee +X Movement. Must be out of combat
Must kill within a single turnTo slay this enemy, the player must reduce its health to 0 by the end of that player's turn. If the player cannot kill the enemy in a single turn, the enemy's health is reset to its starting health (max health).
ParalysisIf a player or enemy is paralyzed he will end his current turn, if it is his turn, and lose a turn before being able to play again. While paralyzed, all game elements can continue to affect the paralyzed player or enemy. The player or enemy will remain in combat while paralyzed. A player may flee from a paralyzed enemy without needing to roll.
Players may use the Skip Turn Effect card to help remember the duration of the paralysis.Adjacent tile
Player-TokenPlayers are represented in the game as pawn game pieces. Move this token around the playing area as the player moves.
PoisonIf a player, or enemy, is poisoned he will lose 1 health, at the beginning of each turn, for X turns. If that player/enemy is poisoned again, while he is already poisoned, the player will still lose 1 health per turn, but for the new poison’s X amount of turns. This is true unless the new X amount is less than the old X amount. Poison is not a curse.
If an enemy is poisoned, he will take damage at the beginning of his turn, but only during the turn of the player who poisoned him.
Players may use the Poison Effect card to help remember the duration of the poison.See Effect card for details about how to keep track of turns poisoned
Poison instead heals +X healthIf a player is poisoned, he may use this scroll to reverse the effect of the poison. As long as the player remains poisoned he will gain +X health at the beginning of each turn instead of taking poison damage. Once poison is removed from the player, this effect is removed entirely.See Poison
PotionRead the Potions section in the rulebook.
Potion of HealingIdentified by rolling a 1.
If the current health is greater than max health before the potion is used (see -X to max health to read how this is possible), the potion will have no effect.
Potion of ParalysisIdentified by rolling a 6.
Potion of PoisonIdentified by rolling a 2.
Potion of StrengthIdentified by rolling a 3.
This effect is permanent.See +X to attack roll
Potion of TeleportationIdentified by rolling a 5.
A player or enemy may not be teleported to a tile that another player token is on, an enemy is on, or onto a tile that has not been revealed yet. This potion cannot be used during the end rush.Read the Teleporting or moving to a tile, but turn is ended subsection in the Exceptional Rules section of the rulebook
Potion of WeaknessIdentified by rolling a 4.
This effect is permanent. It is not a curse. If the player or enemy’s total attack damage becomes negative, because of this effect, the attack does nothing.See -X to attack roll
Primary hand slotThis is the weapon slot on the equipment card. A single card with the matching primary hand slot symbol can be equipped by placing this card on the primary hand slot on the Equipment Card.
Reference CardIncluded with the game is a convenient card that outlines some of the more challenging rules to remember. There is a card for each player to refer to.
Remove all your cursed itemsIf this scroll is played, all cursed items that a player has in his hand or equipped must be discarded.See cursed
Roll a die: if X: (shown on some cards)If a player has an item equipped on this symbol, an extra die roll is required outside of the Combat. If an enemy card has such a description, a die is rolled before the enemy attacks.
Roll a die: attack is double the rollAttack is double the attack roll. This is before any other attack modifiers are added.
Roll a die: if X: can avoid trapWhen a player triggers a trap, he may roll a die. If the die roll is X, the trap triggers, but has no effect on the player.
Roll a die: if X: paralyze for Y turnsIf X is rolled, the attacking player is paralyzed for Y turns.See Paralysis
Roll a die: if X: Poison -1 Health for Y TurnsIf X is rolled, the attacking player loses -1 health each turn for Y turns.See Poison
Roll a die: if X: Dodges player's attackIf X is rolled, the enemy takes no damage from the attacking player for this turn.
Rolling an X: (shown on some cards)If the player has an item equipped with this description, when X is rolled for the player's attack roll, apply the given effect.
Rolling an X: Block Enemy's attack this turnIf X is rolled for an attack roll, the attacking enemy deals no damage to the player. Additionally, if the enemy has any abilities they are not applied this turn.
Rolling an X: reroll twicePlayer rolls two more times for his attack roll. Once for the first attack, and once for the second attack. If either of these rolls is an X, two more rolls are allotted. Repeat until an X is not rolled as an attack. Attack modifiers are applied to the sum of all rolls for that turn.
Rolling an X: attack missesPlayer deals no damage to the enemy this turn.
Score sheetPlayers may keep track of in-game stats and other values on the score sheet. As the game advances, players will gain and lose stats. For example, on their score sheet, players should keep track of their current health (which starts at the player’s maximum health amount) and enemy's current health (which starts at the health amount indicated on the enemy card) when the player is in combat. Additional score sheets may be downloaded and printed from the Print page.
Secondary hand slotOne of the armor slots on the equipment card. A single card with the matching secondary hand slot symbol can be equipped by placing this card on the secondary hand slot on the equipment card. Under special situations, a second weapon may be placed in the secondary hand slot (the Rogue character can equip a second dagger in this slot). Some items are double-handed, like the Maul, meaning the item covers the Primary hand slot and the Secondary Hand Slot when equipped.
SellWhen a player is on a shop, he may buy and sell items. He can sell any item in his inventory for its given gold amount. He may buy any item from the shop for twice the price indicated on the item’s card. Once he sells a card, he should discard it.See Buy, Shop, and Trade
Sewer RatRead the Combat subsection in the Turns section of the rulebook
ScrollRead the Scrolls section in the rulebook.
Shadow CapeRead the Weapons and Armor section in the rulebook
ShieldRead the Weapons and Armor section in the rulebook
Shield slotSee Secondary hand slot
ShopRead The Shop subsection in the Tiles section of the rulebook
ShopkeeperHe's the owner of the shop. He also plays a part in the story.Read the The shopkeeper’s debt subsection in the Goals section of the rulebook
Shopkeeper’s debtRead the The shopkeeper’s debt subsection in the Goals section of the rulebook
Shop cardShop cards are the items that can be purchased while a player is on a Shop tile. A player may purchase an item by paying twice the indicated gold amount.See Buy, Sell, and Trade
Shop tileRead The Shop subsection in the Tiles section of the rulebook
Skip turnThis is an effect card that a player may use to indicate how many turns should be skipped. Rotate the card to indicate the number of turns left under that effect.See Effect card for details about how to keep track of turns paralyzed
Spare cardCard Rogue has hundreds of small cards, and we'd hate the game to become unplayable if a fundamental card is lost. 20 spare cards are printed with several card backs, they can be recognized with the title: SPARE XX. They should be taken out of the game until a card is lost. Instead of writing on the spare card and having ink smear over cards, the spare cards are conveniently uniquely labeled. Keep a reference paper for each spare card used of what card it is replacing.
Standard turn sequenceRead the Turns section of the rulebook
Starting tileEach player lays down a starting tile to begin the game. Starting tiles need to have at least four exploration cards between them. A dead player will start again at any starting tile. During the end rush, the game ends when a player moves onto a starting tile to exit the catacombs.
StealRead Stealing subsection in the Interacting with other players section of the rulebook
SwordRead the Weapons and Armor section in the rulebook
TeleportationSee Potion of Teleportation
ThrowWhen a player is on an adjacent tile to another player or enemy, he may throw items on him. This means that the player can remove a throwable item from his hand and the item’s effect is given to the player or enemy that the item was thrown on. Items generally work somewhat differently when thrown. See the individual items’ terms for more detail.
TradeRead Trading subsection in the Interacting with other players section of the rulebook See Buy, Sell, and Shop
TrapRead Traps subsection in the Tiles section of the rulebook
Trap of ParalysisEnd turn, and skip the next turn. If an enemy moves on the trap, he will be unable to attack or apply combat effects for a turn.See Trap for details on how a trap works
Trap of PoisonLose 1 health, at the beginning of each turn, for 2 turns. If an enemy steps on the trap, he will lose 1 health for 2 turns.See Trap for details on how a trap works
Trap of SpikesThe player or enemy will lose 2 health.See Trap for details on how a trap works
TripRead Tripping subsection in the Interacting with other players section of the rulebook
TrollRead the Combat subsection in the Turns section of the rulebook
UnsellableWhen an item has the gold amount symbol crossed out, that item is unsellable. The player cannot sell an unsellable item. Also, an unsellable item cannot be discarded; however, it may be stolen. When a player dies, if they do not choose to keep the unsellable item, it must be placed face-down on the tile where the player died.
Vampire BatRead the Combat subsection in the Turns section of the rulebook
Victory PointRead the Goals section of the rulebook
Vision LensSee Roll a die: if X: can avoid trap
WeaponRead the Weapons and Armor section in the rulebook
Weapon slotSee Primary hand slot
ZombieRead the Combat subsection in the Turns section of the rulebook
+5 or +2 or +1...See +X to ... terms below
-3 or -2 or -1...See -X to ... terms below
-X damage takenA player takes X less damage from an attack. If X is greater than the attack, the player takes no damage. If the player has multiple items that reduce damage taken, the damage reduction stacks. This only applies to attack damage: poison still causes the player to lose 1 health each turn.
+X Movement Must be out of combatIf a player is not in combat, he may move +X more in a single turn. A player must take additional moves during step 3 of The Standard Turn Sequence.
+X to attack rollThe player’s attack roll is increased by X permanently. This means that after a player rolls for attack damage, add X to that amount. If conflicting meanings occur with other applied effects, the meaning that gives the greatest advantage to the player is applied.
-X to attack rollThe player’s attack roll is decreased by X permanently. This means that after a player rolls for attack damage, the subtract X from that amount. If conflicting meanings occur with other applied effects, the meaning that gives the greatest advantage to the player is applied. For clarification, this does not mean a player can disregard this effect, but certain effects can be negated in certain circumstances.
If a player’s attack is 0 or negative, the attack does nothing.
+X to max healthThe player gains a permanent increase to his maximum health. He also immediately adds X amount to his current health when the artifact is picked up.
-X to max healthThe player gains a permanent decrease to his maximum health. He does not lose the X amount from his current health when the artifact is picked up, even if this means the player’s current health exceeds his maximum health. Instead, healing will never exceed the amount of the maximum health.