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.
| Name | Cost | Effect |
|---|---|---|
| Spike | Discard 1 | +3 to your card |
| Foil | Discard 2 | −3 from another's card (min 1) |
| Snipe | Discard 1 Hero | Swap your card with another's |
| Brace | Discard 1 | You take 0 boss dmg this round |
One per wizard per round. Discarded cards are out for the dungeon.
Items only. Card removed for the dungeon. 0 damage this round.
| Suit | Buff |
|---|---|
| ♠ Spade | +1 shield per Spade lost (this dungeon) |
| ♥ Heart | Heal ⌈face value ÷ 2⌉ |
| ♣ Club | Draw 2 |
| ♦ Diamond | Plunder coppers = face value |
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.
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.
WIN: All 6 Bosses defeated. LOSS: All wizards at 0 HP in any single fight.
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.
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:
| Tier | Reward |
|---|---|
| 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.
Record coppers & glory first. Coppers follow the wizard. Glory follows the band (etched on the box).
| Players | Boss HP | Hand | Start Coppers | Notes |
|---|---|---|---|---|
| 1 (Solo) | ×1 | 14 | 40c | No betrayal layer. All Coppers go to you. |
| 2 | ×2 | 12 | 30c | Smaller budget = harder early game. |
| 3 / 4 | ×3 / ×4 | 12 | 30c | Sweet spot. |
| 5 | ×5 | 14 | 30c | Larger hand, ~90 min. |