DECKNFORGE
Player Rules — v2.0 — Page 1: Combat & Play
Build the Dungeon (each game)

Pool ALL wizards' Monster cards (Aces + Jokers). Shuffle face-down. Draw 6 → Bosses, fought in order. Remaining = Minion Pool. Boss HP = written HP × number of wizards. Minion HP unscaled. Each wizard draws 12 cards from their own combat deck and starts at 20 HP.

The Round (repeats until boss dies or party falls)
  1. Plot. Each wizard plays 1 card face-down.
  2. Reveal. All cards flip simultaneously.
  3. Tactics. From active wizard clockwise, each may take ONE Tactic by discarding from hand. Or pass.
  4. Resolve damage. Sum face values + inscription effects. Apply to Boss. All revealed cards are now committed (gone for the dungeon).
  5. Killing blow check. If Boss ≤ 0 HP: highest face-value card lands the kill (suit tiebreak: ♠ > ♥ > ♣ > ♦). Award coppers + glory. Skip 6–8.
  6. Boss attack. Boss deals ATK to ALL wizards. Each: take it OR discard cards w/ combined face value strictly greater than the attack to dodge.
  7. Pressure. If 0 damage was dealt to Boss this round → ALL wizards take 2 (no dodge).
  8. Minions strike. Each active Minion attacks each wizard for its own ATK. Same dodge rule.
  9. Refill. Draw +2 cards (max hand 12). Then draw 1 from Minion Pool to summon next minion (skip if pool empty — Boss gains +1 ATK this fight instead). Active wizard stays the same for the whole fight; on boss death, role passes to wizard with fewest coppers (ties: least Glory, then clockwise).
Tactics (paid in cards)
NameCostEffect
SpikeDiscard 1+3 to your card
FoilDiscard 2−3 from another's card (min 1)
SnipeDiscard 1 HeroSwap your card with another's
BraceDiscard 1You take 0 boss dmg this round

One per wizard per round. Discarded cards are out for the dungeon.

Convert (alternate to attack)

Items only. Card removed for the dungeon. 0 damage this round.

SuitBuff
Spade+1 shield per Spade lost (this dungeon)
HeartHeal ⌈face value ÷ 2⌉
ClubDraw 2
DiamondPlunder coppers = face value
Killing Blow

Killer: +3c, +1c per overkill (cap +5c). Plus ONE: Rally (all heal 5) | Surge (draw 3) | Momentum (next boss −10 HP).

Assists: all other wizards +1c.

All: +1 band Glory. Killer: +1 personal Glory.

Legend boss bonus: next Fading draws 2, choose 1 to fade.

Key Rules

Hand limit: 12. End-of-round draw is +2 (capped at 12).

Committed: any card played, Converted, or discarded is gone for THIS dungeon. Returns next dungeon.

Between bosses: refill hand to 12, HP resets to 20.

Empty deck: skip Plot next round; take no Pressure damage.

0 HP: out of THIS fight only. Reset to 20 next boss.

Boss dies: all active Minions are also defeated.

End of Game

WIN: All 6 Bosses defeated. LOSS: All wizards at 0 HP in any single fight.

DeckNForge v2.0 · Page 1 of 2
DECKNFORGE
Player Rules — v2.0 — Page 2: Setup, Post-Game, Reference
Building Your Band (one time per deck)

1. Name the band. Write a permanent name on the box.

2. Build your 6 monsters (4 Aces + 2 Jokers). Set heroes (J/Q/K) aside; work from the 36 Items. For each monster: draw 3 random Items → HP = sum of face values, ATK = ⌈avg ÷ 2⌉ (min 1). Two of the 3 share a rank? → Legend, mark ⭐. Name the card. Return Items, reshuffle, next monster.

The Legend rule. Every band has at least one Legend. If your 6 rolls produced none, choose one monster and mark it ⭐.

3. Inscribe your starting band. 30 coppers budget. Inscribe 3–6 cards. Common 5c · Uncommon 10c · Rare 20c · Mythic = earned only · 1 per card · Mythic on heroes only.

Coppers = pennies. Bring a pocket of ~30 pennies to the table; these are your Coppers. Any small token works (pennies, beads, poker chips). Keep them in front of you, visible to all.

Adding Monster Labels

Not in your band's first dungeon. From dungeon 2 onward, when a Boss is first revealed the active wizard MAY add 1 label from the shared pool. Pick a tier and earn the reward immediately:

TierReward
Easy+1c + (draw 1 OR heal 1)
Medium+2c + (draw 2 OR heal 2)
Hard+3c + (draw 3 OR heal 3)

Risk: if Boss survives the round, label-adder takes 1 damage. Limits: 2 per dungeon (consecutive rounds, clockwise); 5 lifetime per monster. Permanent.

Post-Game Cycle (after every game)

Record coppers & glory first. Coppers follow the wizard. Glory follows the band (etched on the box).

1. Fading. Each wizard: shuffle your Blessed cards. Draw 1. Cross out ALL inscriptions on it. 0 Blessed left? Band fades. Retire the box. Choose 1 inscription as heirloom for your next band.
2. Drifting. All decks to the center. Draft order = personal Glory this game. Tiebreaks: highest single Killing Blow face value, then most coppers. Pick a deck (your own is fine). Inherit everything except coppers.
3. Turning. Spend coppers on inscriptions from the Book. Add to any cards. 1 inscription per card. Mythic on heroes only. Faded cards may be re-inscribed. Unspent coppers carry.
Player Counts
PlayersBoss HPHandStart CoppersNotes
1 (Solo)×11440cNo betrayal layer. All Coppers go to you.
2×21230cSmaller budget = harder early game.
3 / 4×3 / ×41230cSweet spot.
5×51430cLarger hand, ~90 min.
Glossary
Band
Your deck. Permanent name. Drifts between wizards.
Hero
J, Q, K. Cannot Convert. Holds Mythic.
Item
2–10. Can Convert to suit buff.
Monster
Ace or Joker. Removed from combat deck. Built once.
Boss
One of 6 Monsters drawn at dungeon setup.
Minion
Monster from leftover pool, summoned in fight.
Inscription
Permanent ability on a card. Lasts until Faded.
Blessed
Card with at least 1 inscription.
Label
Permanent modifier stickered on a Monster.
Convert
Sacrifice played Item to trigger its suit buff. Card is committed.
Commit
Card removed from deck for THIS dungeon. Goes to face-up pile. Returns next dungeon. Played, Converted, and discarded cards all become committed.
Tactic
Disruptive action paid by discarding from hand.
Killing Blow
Highest face-value reveal that drops Boss to 0.
Party wipe
All wizards drop to 0 HP at once → game LOSS. (DOOM label: end of rd 5 if boss alive.)
Legend Boss
Monster marked ⭐. Bonus reward on kill.
Coppers
Currency for inscriptions. Stays with wizard.
Glory
Lifetime kill count of band. Etched on box.
DeckNForge v2.0 · Page 2 of 2