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Super Dungeon Explore: Forgotten King is the all new companion edition of your favorite chibi board game!
An adorable chibi dungeon crawl featuring competitive and cooperative play!
An adorable chibi dungeon crawl featuring competitive and cooperative play!
6,589 backers pledged $1,151,889 to help bring this project to life.

Rules Preview - Dungeon Tiles

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Into the Dungeon

Dungeon Tiles are one of the basic building blocks of the game. Using the elements on a dungeon tile to your advantage can often be the difference between victory or defeat. The Forgotten King comes with 6 double-sided dungeon tiles featuring 12 unique designs. The Dungeons of Crystalia Tile Pack introduces another 6 tiles with 12 more unique designs.

Building the Dungeon

In games of Super Dungeon Explore the number of dungeon tiles you use is always the same as the number of Heroes that are being played. So 3 Heroes = 3 Tiles, 4 Heroes = 4 Tiles, and 5 Heroes = 5 Tiles.

In Classic Mode, beginning with the Consul, the Heroes and Consul alternate placing tiles until the dungeon has been built. Tiles must always be placed so that their sides and connecting doorways align. Aside from this you may build the dungeon into any shape you desire: long and skinny, 'L' shaped, square, etc.

In Arcade Mode, players will determine the tiles they wish to use in the dungeon. However, after each tile is placed they roll a single green dice and rotate the tile 90 degrees for every star rolled.

Tile Elements 

Squares: Every dungeon tile has a grid of squares on it. These squares are used for movement, counting distance, and determining area effects. A model may never move into or through a location on a dungeon tile that does not have a square. Likewise, no action or ability can affect a location that does not have a square.  

Walls: Walls are represented by a black line between squares. Models may not move or draw line of sight through walls. Large-based models may not occupy squares with a wall that runs between them.  

Doorways : Doorways are the area where tiles connect. Models cannot move into doorways that are not connected to another.

Some squares cause special effects to occur called Terrain Effects. Squares with terrain effects are marked on a tile by a hatched warning band. Inside the square is a Tile Icon that indicates what effect occurs when a model enters the tile.

Difficult Terrain: Each square of difficult terrain a model enters costs two points of Speed. If a model does not have enough Speed remaining to move into a square with difficult terrain, it may not do so. If any part of a large based model enters a square of difficult terrain, the move costs two points of speed. Do not count squares a large model already occupies.

Structures: Models cannot draw line of sight or move through structures unless they have an ability that allows otherwise.

Chasms: Chasm squares are represented by a yellow hatched line. Models can draw line of sight through chasms. Models cannot move through chasms unless they have an ability that allows otherwise.

Brambles: Brambles count as difficult terrain. In addition, a model that enters a Brambles square suffers Poison, which is a status effect that causes them to lose one action point.

Spawn Point: When playing Arcade Mode the spawn point square is where the spawning point model is placed.

Blessings

Some terrain effects are not harmful to models, and instead provide beneficial effects. These terrain effects are called Blessings.

Goddess: Goddess squares count as structures. In addition, a model that ends its activation adjacent to a Goddess structure may remove one wound token.

Champion: Champion squares count as structures. In addition, a model that is adjacent to a Champion structure adds +1 star to all offense rolls.

Sentinel: Sentinel squares count as structures. In addition, a model that is adjacent to a Sentinel structure adds +1 star to all defense rolls.

Terrain Abilities

There are several abilities that allow a model to interact with terrain effects in special ways.

Burrow: Instead of moving normally a model with Burrow may move up to 6 squares ignoring structures and walls. After completing the move remove all status effect counters.

Fly: A model with Fly may move through difficult terrain, chasms, or structures. They may not end their movement in chasms or structures. The squares are treated as normal squares and all non-blessing tile effects are ignored. In addition, structures do not block line of sight to or from models with fly.

Surefoot: When a model with Surefoot moves through difficult terrain, the squares are treated as normal squares and all non-blessing tile effects are ignored.

 Model Walkthrough

Brave, gallant, armed to the teeth, the Questing Knight is today's model walkthrough.

The Questing Knight begins the game as an impressive Hero thanks to his base attributes. While our other Heroes all had strong offense attributes, they all had average defense attributes. The Questing Knight is no slouch in either category with 2 red dice for STR and 2 blue and 1 red for ARM.

This dual nature is reflected in his Crystal Affinity, with both citrine and sapphire affinities.

On the surface the Questing Knight appears to be solely a melee warrior, but this is revealed to be inaccurate as his Mighty Throw ability grants him access to a Missile 4 offensive action. Since it is a Missile Attack he must use his DEX when making the offense roll. Fortunately, Mighty Throw lends him +1 blue dice to his DEX making it an attack to be feared.

The immediate question some might have is, "If Mighty Throw only costs 1 action point why isn't the Missile icon just next to his DEX as a base attack type?" 

The reason is: while the Questing Knight can heave his lance with some accuracy, he's not actually a very dexterous guy. Especially when it comes to DEX based basic actions such as picking locks. Splitting the action out allows him to have a hefty throw of the lance, while still reflecting his rather clumsy nature when it comes to other actions.

Speaking of hefty throws, the Questing Knight can grab his axe for the impressive Spinning Axe offensive action. Not only does the axe grant him +1 red dice to his STR when making the offense roll, it is an area effect Lance 6. This means it hits every model in a straight line, six squares long.

When he needs to do some real damage the Questing Knight breaks out his Massive Sword. This backbreaking offensive action costs all three of his action points but it grants him an all-powerful green dice to the offense roll. The Massive Damage ability means if he wins the roll the action will inflict 2 wounds instead of one. Pow!

Magic Armor rounds out his sturdy defense. As an emergency potion Heroes may drink the potion during the Consul Turn, and then enjoy its benefits until the beginning of their next activation. It's a great potion to make the Questing Knight even more impregnable or to help out a weaker party member.

Sporting three offensive actions, including Missile, area of effects, and a Massive Damage inflicting green dice the Questing Knight is the goto guy for monster destruction. While not as quick as the Huntress who is his primary "rival" in the offensive category his thick armor makes him more durable for the long haul.

Jeff La Belle, John H., and 45 more people like this update.

Comments

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    1. Erik on April 19, 2014

      @Tom Howard: I totally agree on your idea. Much better visually in my opinion. The idea is clean and simple.

    2. Tom Howard on April 4, 2014

      As a suggestion to the tile squares, you could have colored borders, along with a single icon for the area of affected squares, like this: http://i.imgur.com/C4R2MvS.jpg

    3. Daniel Latto on April 3, 2014

      A cheat sheet would be a great idea in general

    4. Thomas Rader on April 3, 2014

      Fair enough good sir, fair enough....I'll just have to make a sheet with the icons on it for people to quick reference.

    5. Xris Wraith on April 3, 2014

      well. for continuing fun we need a bit of complexity. People who dont want it can always leave out all terrain effects. I'm fairly used to all manners of complexity (since I'm a table-top gamer) and welcome this as it greatly diversifies the gaming options

    6. Thomas Rader on April 3, 2014

      @ Christian, nine icons now, what about when more boards and expansions come out though?

    7. Ape2020 on April 3, 2014

      Another problem with color coding is with those that are color blind. Many games including SPM own Relic Knights had add icons so the color blind could easily play.

    8. Xris Wraith on April 3, 2014

      btw, i dont think 9 icons (counting fire) would make things complicated. Its enough to make it interesting, and little enough to make it complex

    9. Xris Wraith on April 3, 2014

      colors, as well as the icons need a reference table for the effects. the icons have the slight advantage of being at least partially self-explanatory (imo)

    10. Daniel Latto on April 3, 2014

      What about instead of icons you have a colour code for the borders? so still checkered but purple for brambles, brown for difficult terrain etc.

    11. Ayleron on April 3, 2014

      Thomas, the icons speed up the game add well. It is to bad they distract from the scenery, but they show you precisely what to expect from those squares. You are going to be staring at the board when you move and once you get used to them your mind will translate their meaning and tactical possibilities quickly. It's a part of visual communication, once you adjust you will probly think about and notice them less like road signs.

    12. Jan Jensen on April 3, 2014

      @Juan - Well, I'm not saying we should rely entirely on the painted graphic on the tiles. We DO need markings of some sort. I just think that the graphic does a lot to tell what is going on. You have no doubt that the bridge room in the original game have chasms, even with NO markings at all!

      In fact as Scott mentions, they *should* remove the grid on obstacles and chasms. It will make it much easier to see you can't just walk there normally. Especially when paired with the graphic underneath.

    13. Joakim Bäckryd on April 3, 2014

      @scott you can still draw LOS over chasms also a model with the fly ability will be able to move over chasms and structures... , and then i suppose the made a grid so you would be able to count the number of squares ... but as Keith writes, it wouldn't be hard to count the squares using the surrounding grid [since you can't end your move inside]

    14. Missing avatar

      Keith McCoy on April 3, 2014

      Scott- that's a good point. If the big tree is not passable by normal means, then don't put a grid over the tree, suggesting there are occupy'able spaces there. If the spaces need to be counted, we are talking about 2x2 and 3x3 spaces surrounded by the rest of the grid. It's not hard to fill in those spaces mentally if they need to be counted. It's possible to count the squares on the chasm tile in the base set without a grid over them....these are much simpler than that.

    15. Scott Ferguson on April 3, 2014

      If the terrain is impassable, such as a structure or a chasm, why do we need the grid and icons overlaying it? Seems redundant to me. I understand difficult terrain as needing every square marked, but covering up the pretty buildings and scenery, not so much.

    16. Taxis on April 3, 2014

      I have a colorblind friend, so I prefer the icons to differentiate the board effects than (only) using colors.

    17. Thomas Rader on April 3, 2014

      +1 to doing something about the icons, they clutter up the tiles a bit. And as people have stated there are some who make 3D dungeon tiles using hirstarts molds which the icons will make difficult to deal with since you will have to have your regular tile out for reference. Also, is it just me or has the game veered in two completely different directions? The Consul turn seems to have been changed a bit to speed up the game and simplify it, while the tiles have become overcomplicated and cluttered with various terrain effects.

    18. Marco on April 3, 2014

      the icons do seem to spoil the beautiful background, I also think having different boarders and reducing the icons to maybe just the Spawnpoints and Blessings would look much nicer and neater, have a Green Boarder for the Brambles have a dark Grey for Obstacles or something around those lines, having to keep looking at the little icons and moving your figures out of the way will somewhat cancel the magic and lightheartedness of this immersive and beautiful game, (if the icons are too small it'll be hard to see them, if too big it'll cover up Art)

    19. Xris Wraith on April 3, 2014

      I agree, when there is an area of 3x3 squares rubble or statue or whatever, it shouldn't be necessary to put in the label on every square. Once should suffice, I think.

    20. Esper on April 3, 2014

      @Jen - Well, having icons on the terrain to me is not different of placing wound markers on the figures, and putting numbers/symbols on the fighting units is something that tactics videogame has been doing for a while (Advance Wars is a fest in this matter). I remind it correctly, Suikoden Tactics did something like this, to have symbols on terrain to show bonuses/penalties accorduing to characters' alignment.
      I can totally image myself playing a Saturn version of SDE, with graphics in the like of Dragon Force or Vandal Hearts, with isometric perspective of the little warriors surrounded by tiny icons 'popping' up and down on some tiles' corners, and it feels natural to me. That's what I meant for "being like a videogame."
      Tying the graphical design to the effects can restrain some creativty when drawing the tiles. Also, having a "code" that makes no doubt on what-does-what could save time of arguing time with some players.
      I don't says it's better, just...I 'feel' it. In the end it just a matter of tates, I suppose.

    21. Jan Jensen on April 3, 2014

      All due respect, JuanJCN, no it really does not. Videogames convey meaning through design. Spikes, lava, bottomless pits... Those never had lables. You just read their obvious meanings from their graphical design.
      Maybe the facebook generation of games have lables on everything - I wouldn't know much about that ;)

      But please don't give them a free pass just because something is "video game". It was the same deal with the rehash of the old models. Calling it a "pallette swap - just like in old games" didn't change the fact we were being served old wine.

    22. Carolina on April 3, 2014

      + 1 for reducing the icons in number. The terrain effects could be the colored borders as before and the blessings and arcane mode could be icons. With terrain effects and blessings and other all cluttered it will not be so clear anymore and more looking stuff up in the rulebook. Otherwise I love that there are even more stuff happening on the tiles now.

      +1 for stickers, pdf or some kind of updating the old board for arcade mode at least so we can use even the old boards.

      @ Jan Maybe Fire still exist but they didnt brought it up cause there is no fire on the new tiles.

    23. Esper on April 3, 2014

      The Knight may not be subtle, but sometimes you just need someone who smash things plain and simple.
      About having icons on the tiles, at first it felt intrussive to me, but thinking more carefully I belive it fits the theme of SDE imitating/homaging a videogame.

    24. Missing avatar

      Simon WATEL on April 3, 2014

      @ Jan Jensen : I'm agree with you too.

      I think that all those icons are difficult to read in the action ... espacialy if you want to play with many tiles.
      ANd they break all this shinny art !

    25. Xris Wraith on April 3, 2014

      I think on the third tile the "spawnpoint icon" is mistakenly replaced by the "structure icon"
      (https://s3.amazonaws.com/ksr/assets/001/829/950/d5583139e5a80c185fa4ee6601cd0549_large.jpg…)

    26. Jan Jensen on April 3, 2014

      First of all... Does fire not exist as a tile effect any more!?! I say WHAT!

      Second. Everyone worrying about your old tiles. Come on. They are perfectly usable the way they are. Fire works, the way it always did. Difficult ground is the same. All blocked squares are walls. The bridge room is chasms now. I honestly can't see any problems using them. It's not that hard.

      But am I alone in not liking the new icon system? I think it looks cluttered with tiny icons on every tile. Especially when different tiles are clustered together in "zones". It makes it difficult to spot the one tile that have a different icon. They should go back to just having different borders. It worked great on the old tiles. I really think this is a big step back in graphic design.
      And it really breaks my immersion to have icons on the tiles :(

    27. Shoogoo on April 3, 2014

      Ah, so he's inspired from Ghouls 'n Ghosts. What are the other 3 heroes inspired from?

    28. Götz Kirchhauser on April 3, 2014

      I heard, that they thought about the underwear knight in early development, but dropped it to avoid problems.

    29. Marco on April 3, 2014

      + 1 for the Upgrade Stickers
      + 2 for the Underwear Knight!

    30. Godfather Punk
      Superbacker
      on April 3, 2014

      Will there be an alternate mini of the lance throwing knight in underwear, to use when he loses hit points?

    31. Brian Nors on April 3, 2014

      +1 for upgrade stickers!
      I would love to 'fix' my old tiles for the new rules, otherwise I fear that they would never be used again :-(

    32. Nakano
      Superbacker
      on April 3, 2014

      A transparent overlay for the old boards might be a nice solution. I don't want to stick anything to the boards permanently. I would be very interested hearing SPM's solution to evaluate if the old base game is wise to buy now.

    33. Missing avatar

      Keith McCoy on April 3, 2014

      A neat upgrade that could be offered would be 3D Shrines (Goddess/Champion/Sentinel)

    34. Missing avatar

      Keith McCoy on April 3, 2014

      I like the colors of the new tiles....it's a nice contrast from the fiery colors of the base set.

      I'm a big fan of the Questing Knight. In testing, he was a reliable beat-stick. He doesn't do anything fancy. He's actually very 1-dimensional. But what he does do well, he does it pretty much as good, if not better, than just about any other hero. He doesn't offer a lot of variety, but that's why you bring other members to your Party.

    35. Dan Hess on April 2, 2014

      Crystal affinity, it's been said, is going to be mostly relevant in the campaign mode of the game.

    36. Lee Wilde on April 2, 2014

      so you have managed to make a set of extra rules, yet make everything seem so simple, I am loving it.

      Anyone have any insight into the natures and crystal affinity?

    37. Missing avatar

      RAM-Kay on April 2, 2014

      Has anyone made hirst arts versions of the old boards? Is a 3/16 piece of foamboard enough support for the base?

    38. Dan Hess on April 2, 2014

      In the previous rules, an AOE attack had to be able to draw LOS from it's point of origin to any affected square. So, presuming this very logical rule remains the same, if it blocks LOS it blocks AOE.

    39. Missing avatar

      Miguel-Eduardo D. Fuentes on April 2, 2014

      @Deke/SPM Does a wall or structure protect or block AOE attacks? Like the Rocktop Cannoneer attack? Or the ever popular Sparkleburst?

    40. Samuel Adams on April 2, 2014

      @Scott: To be fair, the update decks make all the cards from previous sets big piles of worthless too :P

    41. Scott on April 2, 2014

      I don't want to see the old boards getting redone, as that just makes the old boards...giants sheets of worthless. I'd rather stickers, or an overlay, or even just a guide sheet to what would be what. We're already loosing the Adventure Tracker (which I'll just use to place cards upon). I don't want to loose the original boards too.

    42. Kreation on April 2, 2014

      I smell a stretch goal...redo of old boards or decals. :) I'd be happy with just a PDF that shows where the icons can go...lots of other tile games do that so things can "move around". Nice art!

    43. Joshua Hughes on April 2, 2014

      Are there going to be new versions of the old boards?

    44. Alex Draper on April 2, 2014

      This is great but I don't want my 1st edition boards to be redundant - can we get some stickers for these or icon conversion maps etc.

    45. David on April 2, 2014

      No doubt the knight is all about monster killing. I am a little worried the riftling rogue is being overshadowed with a tougher fighter. Who knows they might be a great combo.

    46. Missing avatar

      Thomas on April 2, 2014

      A Lance 6 attack with +1 red is pretty unique for a hero, and very cool. Gives him some crazy threat range too.

    47. David on April 2, 2014

      Anyone that plays as the deeproot scout is familiar with how the knights mighty throw works, the knight doesnt really bring anything interesting to the table and feels more like a solo hero even if he is forced to spam mighty throw for hearts. his weapon selection is odd to be running around with a lance but i'll end up converting it anyway.

    48. Charcoal Wolfman on April 2, 2014

      Not a complaint or anything, but I do find it somewhat ironic that Hefty Throw (throwing a lance) doesn't have the Lance attribute.

    49. Benjamin B on April 2, 2014

      Anybody else crazy like me and already trying to figure out how to make 3D versions of these tiles?

    50. Zaid Fouquette on April 2, 2014

      So you can burrow through everything except a chasm, which makes perfect sense because you can't burrow through a 100 foot hole. My question is can you 'compel' or push something into a chasm and if it's large enough to cover its entire base does it insta die?