Superdungeonexplore Wiki
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Rules by the Editions:[]

SD:E 1.0[]

At the beginning of each game the Console must chose a single Boss model.  It is the objective of the Heroes to defeat the Boss.  The boss is summoned at the beginning of the next round after the following conditions are met:

  1. all spawning points are destroyed
  2. the power gauge fills completely on a 16-Bit game
  3. the power gauge fills twice on a Super game

The boss also introduces a special "Adventure Effects" card to the gameplay.  This card describes various changes to the rules, the boss fight effect (when the boss is summoned) and the timeout effect (when the boss has lost half of its health).

In addition, the boss may activate twice in any round that there is at least one spawning point still on the board. The spawning points stop producing monsters once the boss is summoned.

Boss Fight[]

The boss fight begins by the boss appearing in unoccupied squares at least 10 from any hero.  If this is not possible then the boss must be summoned as close to 10 squares away as possible.

Timeout[]

In addition to the effects on the Adventure Effects card, timeout causes all status effects on the boss to be removed, the boss is re-summoned in a different location (as above) and a number of monsters are either spawned in its place or moved to its place (if moved they retain their wounds and status effects).

Special Healing[]

Just like Mini-Bosses, the boss may remove one status effect every time it rolls a heart and inflicts a wound with an attack.

Forgotten King[]

When the last spawning point on the dungeon map is destroyed, the Consul may place the dungeon boss anywhere on the same dungeon tile. The dungeon boss is a Super monster and, when in play, may be activated during each Consul Turn in addition to the Consul’s normal four skull points of monsters.

BOSS FIGHT CARD: A dungeon boss spawning is a momentous event, and triggers events that can change the nature of the dungeon. Every dungeon boss includes a Boss Fight card, listing unique rules that affect the game once the dungeon boss has spawned.

BOSS SPAWN: Immediately after the boss spawns resolve any effects listed under Boss Spawn.

TIMEOUT: As the Boss Fight progresses the dungeon boss will take a timeout to regroup: it will remove status effects, summon more monsters, and then renew its attack from a new angle. Immediately after the boss has a number of wound tokens equal to or greater than half of the number of hearts on their card, a timeout is triggered. Before any further actions are carried out, the Consul performs all the following steps:

  1. Remove all status effect tokens from the dungeon boss card.
  2. Heal the dungeon boss back to half of its remaining wounds (rounded up) if it went below.
  3. Resolve any timeout effects listed on the Boss Fight card.
  4. Spawn up to six skull points of 8-Bit or 16-Bit monsters from the spawning pool. Place the models anywhere within two squares of the dungeon boss.
  5. The Consul may place the dungeon boss in any square within ten squares of its current location. A timeout is only triggered once, even if the boss later heals and is subsequently reduced to half its hearts additional times.

SDE: 2.0[]

When Spawn Dungeon Boss is reached, spawn the dungeon boss. The Consul must remove the dungeon boss from the Mighty Monster Chart and place it adjacent to any dungeon exit in the second or third tile. If there is no space to place the dungeon boss in this manner, the Consul may place it anywhere in the dungeon. This triggers a Boss Fight

During the Consul’s power-up phase, and after advancing the Mighty Monster Chart and applying all effects, if there are no spawning points in play, the dungeon boss automatically spawns. Follow all of the rules above when spawning the dungeon boss in this way

BOSS SPAWN: Immediately after the boss spawns, resolve any effects listed under Boss Spawn.

SPAWNING POINTS AND RELICS: Once the boss fight starts, all remaining spawning points channel their energy to the dungeon boss. When the dungeon boss spawns, it may choose and equip up to one relic equipment card for each spawning point remaining in the dungeon. All spawning points are then removed. (Heroes do not get loot for spawning points removed in this way.)

Tuck the relic card underneath the dungeon boss’s card until only the name and abilities of the relic are showing. (This takes up an equipment slot and works just like equipping loot or treasure to Heroes.) The dungeon boss gains all the abilities and bonuses listed on the relic card exactly as though they were printed on the model’s card. Some relics may have a portrait of a specific dungeon boss on its card; if it does, it may only be chosen by the shown dungeon boss.

BOSS SIGHTING: If a space on the Mighty Monster Chart says Boss Sighting, it will also note a dungeon tile (or tiles). If any Heroes are in the noted tiles when the Boss Sighting space is reached, then the dungeon boss’s timeout effect is triggered and is applied to all models in those tiles. (A dungeon boss’s timeout effect is listed on its boss fight card.) If the timeout requires range to be measured from the dungeon boss, instead, the Consul chooses a Hero that is on one of the affected tiles and measures range from the chosen Hero instead.

TIMEOUT: Immediately after the boss has a number of wound tokens equal to, or greater than, half of the number of hearts on its card, a timeout is triggered. Before any further actions are carried out, perform all of the following steps:

  1. The party may choose one Hero and discard any number of equipment cards from the backpack. The chosen Hero Heals 1 (pg. 25) for each equipment card discarded in this way.
  1. The dungeon boss becomes immune to critical success for the remainder of the game. It will not suffer additional wounds or effects due to critical success.
  2. Resolve any timeout effects listed on the Boss Fight card. A timeout is only triggered once, even if the boss later heals and then suffers enough wounds to trigger a timeout additional times
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