SDE:Forgotten King[]
At the end of any turn in which a mini-boss was destroyed, the Consul advances the Mighty Monster chart one step. The bonuses gained by the monsters are cumulative based on the number of mini-bosses destroyed. Once the top of the chart has been reached—stop! The monsters are now extra mighty and will advance no further. Only elite and minion monsters gain the benefits of the Mighty Monster chart shown below:


SDE 2.0[]
As the game progresses the Consul’s wrath will grow, increasing the strength of the monsters in the dungeon and summoning monsters, mini-bosses and the powerful dungeon boss.
Advance the dungeon boss along the mighty monster chart one space at the end of every Consul Turn.
Most spaces will trigger some sort of effect, such as spawning new monsters, providing bonuses for the monsters in the dungeon, or boss sighting.
If a space on the Mighty Monster Chart causes several things to happen, apply them in the following order:
- Spawn monsters and bosses.
- Apply dice and status effect bonuses.
- Resolve boss sightings.
When a space is reached that provides a bonus to the monsters in the dungeon, take the appropriate mighty monster reference card and place it next to the monsters’ cards as a reminder to use the bonus. The Consul can also place a spare token on the space as a further reminder.

SPAWNING[]
Most spaces on the Mighty Monster Chart indicate a number of monsters or bosses to spawn. When the space is reached, the monsters spawn during that power-up phase.
Spawning is how new monsters enter the dungeon. Only monsters that are available in the spawning pool may spawn.
The space that the dungeon boss occupies indicates how many skull points worth of monsters may be selected from the spawning pool. It will also note whether these monsters can be 8-Bit or 16-Bit. If the space has the 8-Bit symbol then 8-Bit monsters may be spawned that turn. If it has the 16-Bit symbol then 16-Bit monsters may be spawned that turn, and if it has both symbols then both 8-Bit and 16-Bit monsters may be spawned that turn. The Consul selects the indicated number of skull points worth of monsters from the spawning pool.
Place each of the selected monsters within three squares and line of sight of any spawning point model. (A monster is not required to be spawned from a spawning point which lists the monster.) Monsters may be split up and spawned from any spawning point in the dungeon, in any combination. If there is not enough space to place monsters, the excess monsters may not be spawned and remain in the spawning pool. Large-based models must occupy at least one square within three squares of the spawning point.
When Spawn Mini-Boss is reached, the Consul must place the mini-boss model adjacent to any dungeon exit in the second or third tile. If there is no space to place the mini-boss in this manner, the Consul may place it anywhere in the dungeon. Only one mini-boss may be on the dungeon at a time. If a spawn mini-boss space is reached and another mini-boss is already on the dungeon, remove all wound and status effect tokens from the mini-boss instead of spawning a new one.
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.
BONUSES[]
When a space is reached that grants a bonus, the monsters on the dungeon gain the bonus listed, exactly as though the bonus were printed on its card. Bonuses apply to all monsters except the dungeon boss (even the mini-boss and monsters spawned after the space with the bonus is reached), unless the bonus specifies otherwise. These bonuses are permanent.
Dice bonuses add a die to monsters’ offense rolls or defense rolls. Bonus abilities give monsters the listed ability. These abilities can be in the form of a status effect or keyword ability. (A status effect ability means the monster causes the status effect when it inflicts a wound when using an offensive action.)
Some spaces will provide the Consul with a choice between multiple bonuses. When this occurs, the Consul must choose only one bonus to use.
When a space is reached that provides a bonus to the monsters in the dungeon, take the appropriate mighty monster reference card and place it next to the monsters’ cards as a reminder to use the bonus. The Consul can also place a spare token on the space as a further reminder.
All bonuses are cumulative. If the Mighty Monster Chart has reached multiple bonuses, they are all applied.
Also remember that as Pets traverse the dungeon, they learn new skills and grow in strength as well!! To represent this, Pets benefit from all bonuses granted by the mighty monster chart as if they were an 8-bit monster.
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.
Special Dungeon Boss Might Monster Chart[]
Some Dungeon Bosses in 2.0 have their own Might Monster Chart. 4 charts total
- Explore:Standard/Extended
- Arcade:Standard/Extended
Dungeon Bosses with Special MMC: