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.
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.
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.
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.
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.