In Super Dungeon Explore, the players and the Consul design the dungeon. After the dungeon has been laid out, the consul then must setup the spawn points and treasure chests. There are rules governing how these may be laid out however. The rules talk about Tiles, Rooms, and Hallways.
Tiles are the actual boards themselves. 12 by 12 1inch squares:
- 5 supplied in Super Dungeon Explore: 1st Edition (which are missing the Tile Effects)
- 6 Fae Woods from the Super Dungeon Explore: Forgotten King
- 6 from the Devil's Island
- 6 from Dragonback Peaks
- 6 from Dungeons of Crystalia
- 6 from Glauerdoom Moor
Each of these are double-sided and the player/consul decide which side to use. 3 tiles for 1 to4 players 4 tiles for 5 to 6 players.
SQUARES: Every dungeon tile has a grid of squares on it. Squares are used for movement, range, 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.
OPEN SQUARES: Squares that do not have a tile effect are called open squares.
TILE EFFECTS: Some squares have unique effects, called tile effects. Squares with tile effects have a grey hatched border and an icon that represents the effects of the square. Each tile effect is detailed on a card.
WALLS: Wall are represented by a black line between squares. Models cannot move or draw line of sight through walls. Every area of the map that is not a square or hallway is a wall. This can also be represented on the tile by pillars, statues, walled pits, and other obstructions. Walls block line of sight.
DOORWAYS: Doorways are the area where tiles connect. Models cannot move through doorways that are not connected to another doorway. Doorways that are not connected to another doorway are called Open Doorways.
Hallways: Hallways are the area where the tiles connect. They are represented by an arrow. in the Super Dungeon Explore: 1st Edition. Squares touching a hallway are considered adjacent to the connected hallway’s squares on the opposite tile. Hallways are not walls and do not block line of sight.
Corridor(Hallways) and Side Room Dungeon Tiles: Mix and match these 6 4x8 square and 4 6x6 square dungeon tiles with your existing collection of tiles to create increased variety in your dungeon layouts. These will be released in Super Dungeon: Legends
FIRST, SECOND, AND THIRD TILE: The rules will sometimes reference the first, second, and third tiles. The first tile is the tile containing the Start Marker. The second tile is the tile connected to the first tile, and the third tile is the last remaining tile.
The Square Dungeon: When playing a 5-6 Hero game, you will have enough tiles to create a square dungeon instead of a linear one. Using such a square setup is an optional rule and must be agreed to by all players. Designate a first, second, third, and fourth tile as usual for the purposes of Boss Sightings and placing the Start Token. When using such a board setup, all spawning points and treasure chests grant loot and treasure as if they were located on the second tile. A square setup may interfere with certain expansion components, such as those found in Pet Parade, but that’s why it’s an optional rule. If your group enjoys it, feel free to make it work for you.
Doors: Most doorways in a dungeon are open, allowing models to freely move between rooms. However, some adventures will indicate that a door be placed. Heroes cannot see the dungeon or monsters behind a closed door, and may not move beyond a door without first opening it by using the Interact action. Once a door is opened remove its token from the dungeon. It can be assumed that pesky monsters keep the door from closing again, or that it retracts into the floor or ceiling. Monsters cannot open a door. These will be released in Super Dungeon: Legends
Locked Doors: Some doors are locked by powerful magic, arcane wards, or just a good sturdy lock. Locked doors cannot be opened until a specific condition is met as outlined in the adventure. Once the condition has been met the door may be opened as normal. These will be released in Super Dungeon: Legends
Dungeon Exit: Is an Open Doorway: Doorways that are not connected to another Tile by Doorway.
Start Marker: Heroes place the start marker on any square that is within four squares of a doorway that is not connected to another dungeon tile, and that is not within two squares of a spawning point. Place all Heroes in a square on, or adjacent to, the start marker. This represents the party entering the dungeon.
Dungeon Map: this is the entire adventure map for the current game. Generally consisting of 4 tiles, but could be more or less depending on the game.
SD:Arena Mode:[]
Player who own Super Dungeon: Explore may use dungeon tiles from that game to create their own unique arena using the following rules: Starting with player one, alternate placing tiles until four tiles have been placed in a square to form the arena. In order to create a more open Arena, disregard all black lines(Walls) along the connecting edges which are touching another tile, as highlighted in the image below

Tile Sets[]
On top of the tiles in the 3 core sets there are these tile packs.
- Dragonback Peaks Dungeon Tiles
- Dungeons of Crystalia Dungeon Tiles
- Von Drakk: Ghost House Dungeon Tiles
- Midnight Tower Dungeon Tiles (TBA)
Here you can find the digital boards by region.