Starters Guide vr 1.1
You've just picked up the Starter and you want to play, but you don't know where to start! This pdf is a step by step guide for you to use with your brand new Starter. It will tell you to build 2 small decks of 23 cards from your Starter deck and then step by step show you what happens during a game and why.
This will cover; encounter builds, combat, stealth, pulls, flips, busts, draws, discards and much more. There are 7 full Rounds of play included to give the fastest and broadest experience of the Solitaire format for beginners.
For those of you that prefer to have a video demonstration, we have one below available which will go through all of the steps found in the pdf.
Dungeon Crawler ECG Solitaire Demonstration by DungeonCrawler
Introduction vr 1.2
Our recommendation is to review the introduction and print out the Attributes as needed!
This contains; card anatomy, checklists and attributes.
Solitaire vr 1.1 (Volume 1)
A more indepth look at our Solitaire rules, if you've watched the above movie or read the pdf of the demo, this is the next logical step.
This tutorial will cover a sample for playing a 4pt beginner solitaire match. You will need Flash installed.
< PLAY THE BEGINNER TUTORIAL Part 1 of 3 >
< PLAY THE BEGINNER TUTORIAL Part 2 of 3 >
< PLAY THE BEGINNER TUTORIAL Part 3 of 3 >
Rules for Standard Game Formats
We will provide the most up to date rulesets here (their version release dates posted with them). The documents are available in both full colour and a more ink friendly format both ready for 3-hole-ring-punch. Each volume is approximately 3-4 pages and only provides a ruleset for the format that it corresponds to. The main ruleset and overview is available in Introduction volume as a pdf. The Introduction volume contains the information found in the Player's Guide that comes with the starter. Between versions, we will utilize the Errata, Clarification and FAQs found below to keep players as up-to-date as possible.
Our recommendation is to print the last 3 pages of the INTRODUCTION volume for the ATTRIBUTES and keep it at the back or front of your binder for easy access if you do not have the Player's Guide handy. The first 2 pages of each volume are the most graphics heavy. If you like the flavour provided please feel free to print the extras for use with your Dungeon Crawler CCG game.
Our reasons to put these documents online was many fold; to keep the main starter rulebook as an introductory primer for beginners, to keep packaging and introductory rules light, to keep each format easily identifiable, and to keep the formats as up-to-date as possible in one easy to find location (online). As we expect the game to grow we anticipate running updates to the rules no earlier than 3 months apart and on an average of 6 months apart.
VOL 2 - COMPETITIVE (2 Player)
vr 1.0 | July 1st, 2010
|Download Full Colour
|Download Printer Friendly
VOL 3 - COOPERATIVE (2-4 Players)
vr 1.0 | July 1st, 2010
|Download Full Colour
|Download Printer Friendly
VOL 4 - MULTI-PLAYER (3-6 Players)
vr 1.0 | July 1st, 2010
|Download Full Colour
|Download Printer Friendly
As questions arise throughout the life of Dungeon Crawler ECG we will be keeping all answers, clarifications and errata here for easy reference.
July 15th, 2010
Player's Guide: PG12, Win Conditions, Line 1:
If your opponent tries to Draw a Crawler card and there are none left to Draw, you win.
If your opponent tries to Draw a Dungeon card and there are none left to Draw, you win.
Player's Guide: PG12, Lose Conditions, Line 1:
If you try to Draw a Crawler card from the deck and there are none left to Draw, you lose.
If you try to Draw a Dungeon card from your deck and there are none left to Draw, you lose.
October 7th, 2010
"Remove a Terrain card from Play."
"Remove a Terrain card from Play, this removal does not trigger any "leaves play" attributes on the Terrain card."
"Remove target Terrain card of your choice from Play."
"Remove target Terrain card of your choice from Play, this removal does not trigger any "leaves play" attributes on the Terrain card."
BOOST: "Remove all Terrain cards from Play."
"Remove all Terrain cards from Play, this removal does not trigger any "leaves play" attributes on the Terrain cards."
Ally (Allies) (August 15th, 2010)
All Characters or Adventurers (dependent on which side the card is being played on) in Play that are not Locked.
Stealth (August 12th, 2010)
The definition of Stealth will need clarification as it is intended to only prevent targeting the Character when dealing a Wound from winning Combat, so removal of Stealth can be done to any target with Stealth. More specifically a Stealth Character can be targeted by anything, except the Wound from winning Adventurer combat.
Striding Strike (August 13th, 2010)
"Win Adventurer Combat and Activate a Character of your choice." This is to be read as "If you win Adventurer Combat you can Activate a Character of your choice."
Adventurer's Attack (August 28th, 2010)
Q: Ok first off what damage type do adventures do without any card added to the attacking step?
A: By default Adventurers do Melee (harm), if they are unequiped. If they become equiped with a Crawler card, they take on the Crawler card's attributes.
Activate vs Lock (August 28th, 2010)
Q: What is the difference and reason behind 10' Pit Trap just saying +1 lock target and 20' Pit Trap saying Activate and +1 lock Target? I thought if the character or Adventure is locked they can't activate so why put activate then lock on the card? O one more thing a Adventure can be locked more than one time at the same time? right? You would just take one lock token off every round.
A: The Lock and Activate will take your Adventurer out of the picture for longer than just the Lock or Activate.
When you Activate and Lock an Adventurer, they can only Unlock or Reset at the end of the Round, not both.
So Round 1 is brutal while you're locked, and Round 2 is annoying cause you still can't Attack/Defend, but you can at least contribute your resources again.
Yes. Multiple Locks can be put on an Adventurer - and only 1 comes off at the end of each Round.
Area 2 - Boosted (August 28th, 2010)
Q: How does this work exactly?
A: When the Adventurers attack with Area 2 they just need to meet or overcome the Dungeon's defenses, if they succeed they can then choose 2 different targets instead of 1 (stealth still counts).
When the Dungeon attacks with Area 2, the Adventurers must defend the first two Adventurers from that attack. So let's take the Goblin and a Fire Stream Rune Trap... the first Adventurer must meet or beat 5 Power (goblin + fire trap), while the second Adventurer must meet or beat only 3 Power (the fire trap).
Note:: when you are defending you must Activate at least one Adventurer to do so. So, in the case of Area 2 both defenses require having an Adventurer defend.
Damage Types (August 28th, 2010)
Q: Dungeon is attacking with this creature:
I only activate 3 adventurers for a total of 3 stamina.
Can I defend by doing so?
Or do i need *fire stamina* to defend against the fire damage?
A: Yes, you would defend. If you had something that negated fire or harm, that portion of the attack would be negated, but the other portion would still need to be defended against.
Elite vs Rushed (August 28th, 2010)
Q: I have Elite in play (Skill, Permanent), my hand limit is 7 cards.
Now during the encounter step the following card comes into play:
Rushed (Event) which says
"Can not use skills". Does that mean that I can't bring a new skill into play this encounter?
But does this also mean, that I can not longer use Elite?
A: You'll check your permanents in step 10, assuming that Rushed has left play in step 7, you can keep it in play.
You will only not be able to put more skills in to play, or spend a skill like brawling.
Enfeeble (August 28th, 2010)
Q: Target Adventurer cannot access
their highest Resource. If the Adventurer has two
high scores of equal value, it will be the Source
furthest to the left.
If I have a permanent that relies on the highest resource does that permanent go to the grave right away or during which step?
A: Check your resources at step 10 for permanents.
Evil Altar (August 28th, 2010)
Q: Does the Evil Altar prevent you from boosting the Adventurers? The card states that only Evil Magic cards can be boosted.
The only thing that can be boosted while Evil Altar is in play must be Evil and must be Magic.
Flight (August 28th, 2010)
Q: Also Flight in order to hit something with that ability do I have to add a card with ranged or something?
A: Flight ignores terrain effects, but no any attack can hit a Character/Adventurer with Flight. Some terrain or other cards give character/adventurers with flight bonuses or penalties.
Immunity (August 28th, 2010)
Q: Adventurers are attacking;
3 adventurers activated plus equipment with +2 fire
total of 5 power (3 melee harm + 2 fire).
The dungeon is defending with
2/2 stealth, 2/3 (immune to harm).
The dungeon has a total stamina of 5.
I want to defeat the 2/3 creature.
Since it is immune to harm and I only have 2 fire damge
I can't defeat this creauture, correct?
If it would have been a 2/2 immune harm I would be able to defeat it, correct?
(because the 2 fire damage would be enough)?
Immunities in DC can be a tricky situation, and how do you manipulate combat to overcome them?
We'll create a scenario where you are facing a bunch of Creatures; Zombie (1pt), Goblin (0pt), Salamander (2pts) and Troll (2pts).
The Dungeon's defense totals 6; 1 Stamina and 1 Armour from the Zombie, 0 from the Goblin, 3 Armour from the Salamander and 1 Stamina from the Troll.
In order to deal a Wound in Combat we'll need to pull together 6 Power. We'll say we have our 4 Adventurers all set for action; Gold Dwarf Warrior, Keldornan Cleric, Gypsy Stormcatcher and Gypsy Thief.
We can get a total of 4 Melee Power (harm) by Activating all of our Adventurers, this it would leave us defenseless, however, our discussion is more about Immunities than defenses. Because the Adventurers have the advantage of adopting the attributes of what they are equipped with, we can manipulate some encounters more effectively.
In our hand we have a Fireball and Short Bow available to boost our Power in Combat.
- Using the Short Bow -
If we bring the Short Bow in to play and Activate all 4 Adventurers (because we're unable to Boost the Short Bow), we'll have a total +6 Ranged Power (harm).
With this we've beaten the Dungeon's defenses and can deliver a Wound. Because the Adventurers take on the attributes of whatever they are equipped with we can not target the Troll, as the Troll's Immunity (harm) will reduce our attack Power to 0. Granted, we can target any of the other Creatures.
- Using the Fireball -
If we bring the Fireball in to play and Activate all 4 Adventurers (because we're unable to Boost the Fireball), we'll have a total +6 Ranged Power (fire).
With this we've beaten the Dungeon's defenses and can deliver a Wound. Because the Adventurers take on the attributes of whatever they are equipped with we can not target the Salamander, as the Salamander's Immunity (fire) will reduce our attack Power to 0. Granted, we can target any of the other Creatures.
- Combining the Fireball and Short Bow -
If we could only Activate 2 Adventurers and needed to use both the Fireball and the Short Bow to reach 6 Power, our options become a little more limited. Putting the Fireball and Short Bow in play and Activating 2 Adventurers means that the attack now contains both (fire) & (harm). Which means targetting the Troll with reduce the Power to being unable to beat the Dungeon's defense, and the same goes for the Salamander. We could still target the Zombie or Goblin, but the Troll and Salamander would be impervious.
- Using the Short Bow, Unboosted & Fireball, Boosted -
In the same scenario if we were able to Boost the Fireball, by having the Wood Elf Wizard in our roster of heroes instead, and still being able to only attack with 2 Adventurers, we have a slightly better advantage.
We still run in to the same situation where our attack can only target the Zombie or the Goblin effectively - but, with Area 2, our secondary target for the Area Attack can be affected by (fire) which allows us to blast the Troll to kingdom come. Even though the main attack contains (harm) our Area 2 attack is only based on (fire) allowing us to bypass the Troll's Immunity.
Lock (August 28th, 2010)
Q: We can use Resources from an adventurer already activated?
A: Yes. Unless an Adventurer is Locked, they still provide resources.
Permanents (August 28th, 2010)
Q: "Permanent" like backpack - do i pay this Cost just when it comes in game, or each turn it stay in game?
A: Permanents occupy resources as long as they are in play.
Pull (August 28th, 2010)
Q: Is it correct that a revealed card has to be pulled in to play?
e.g. previous turn, a Dungeon card exceeded the Encounter Limit in pionts, so it goes back to the top of the dungeon deck faceup (Flip)? Next turn, this card would be drawn, however when still exceeding the max. pts, it would be pulled?
A: Correct. A revealed card is called a "Flip", this occurs when you have the Encounter Limit or more already in play and have come to the Dungeon Draw Step, instead of bringing the card in to play, you flip it over face up. Face up cards are Pulled in to play on the following turn.
Reaver (August 28th, 2010)
Q: OK, how exactly does Reaver work on Greenknee?
A: Actually Greenknee is much much weaker than that.
He can only Reaver "Creatures" of cost 2 or less, slight distinction between any Characters and just Creatures. Creatures include Goblins, Minotaurs, Orcs and various other critters - but, not Undead or Spirits.
Greenknee's summons only goes off if he uses Reaver.
Greenknee is strong in decks with a mix of Creatures and Undead, like how the Mummy is. The Mummy's Power is only boosted by "Creatures" not Characters.
Stamina & Combat (August 28th, 2010)
Q: Stamina does not add to life then how is it helpful?
A: It is effectively like an armour/evade value. Your Adventurers have a Power/Stamina of 0/0. You have to Activate them and use Crawler cards to give them any kind of a score. An example of Combat:
As the heroes, you attack first!
You attack 2 Ghouls. You require 4 Power to successfully deliver a Wound to the dungeon, because the Ghouls provide 2 defense each for a total of 4.
You Activate one Adventurer which provides +1 to your Power and add in a Longsword for a total attack Power of 5, you have met/exceeded the dungeon's defense and can now deliver a Wound. You deliver the Wound to one of the Ghouls whom remains in play as they require 2 Wounds to succumb to the grave.
Now it is the dungeon's turn to attack.
2 Ghouls attack your Adventurers, they have a combined Power of 8.
Even if you were to Activate all of your Adventurers, you would not have enough Stamina to resist 8 Power from their combined Attack.
Each Adventurer gives you +1 Stamina as you Activate them, you have 3 unactivated Adventureres so you activate the remaining 3.
You then bring a Wood Shield in to play granting you +5 to your Stamina.
Your total Stamina is now +8 Stamina, which meet/exceeds the +8 Power of the Ghouls.
You have successfully defended against the Ghoul attack and suffer no Wounds.
Stealth (August 28th, 2010)
Q: Referring to your "target character loses stealth" statement...
Would you go to the default ruling in the book if 2 stealth characters are in play (i.e. lowest cost becomes the target) or would you receive freedom to choose between Greenknee and Goblin Thief...
Just curious because the ruling is: "can not be targeted, if another legal target is in play", would this revoke your choice of removing stealth from Greenknee since Goblin Thief is in play with stealth and a lower cost character.
A: More specifically a Stealth Character can be targeted by anything, except the Wound from winning Adventurer combat.
Striding Strike (August 28th, 2010)
Q: Could someone please clarify the card 'Striding Strike'? The text on it is extremely vague and has at least 3 possible intrepretations I've been able to derive from it.
A: If you win Adventurer Combat you can Activate a Character of your choice.
On your attack you do not have to deliver a Wound, just win Adventurer Combat (overpower the dungeon's defenses).
This is great for "tying" up an unstoppable Character that can't be wounded like Slime or Crawling Swarm. If they are activated they can not attack.
It does not even have to be the same target of the Wound should you be able to Wound someone either.
Wounds (August 28th, 2010)
Q: When the Adventures/Monsters attack and win - is only 1 wound inflicted? Some monsters have 2 stamina.
A: Yes, only 1 wound is inflicted. Unless you play other cards to boost the number of wounds, or play other cards, characters with 2 stamina or more must are only wounded and remain in play. Next round you can decide whether or not to finish them off.
Starter Set List (August 28th, 2010)
Q: What is found in the starter?
A: Card Name X Qty [ Type ]
5 Gold Dwarf Warrior X 1 [ Adventurer, Dwarf ]
6 Gypsy Stormcatcher X 1 [ Adventurer, Human ]
7 Gypsy Thief X 1 [ Adventurer, Human ]
8 Keldornan Cleric X 1 [ Adventurer, Human ]
11 Wood Elf Scout X 1 [ Adventurer, High Elf ]
13 Axis of Evil X 1 [ Quest ]
14 Den of Evil X 1 [ Quest ]
16 Evil Has A Name X 1 [ Quest ]
22 Rescue the Damsel X 1 [ Quest ]
23 The Stars Align X 1 [ Quest ]
25 Backpack X 1 [ Equipment ]
26 Belt Pouch X 1 [ Equipment ]
27 Chainmail Armour X 1 [ Equipment ]
29 Greatsword X 1 [ Equipment ]
30 Hide Armour X 1 [ Equipment ]
31 Leather Armour X 1 [ Equipment ]
32 Longsword X 2 [ Equipment ]
33 Magic Greatsword X 1 [ Equipment ]
36 Magic Shortsword X 1 [ Equipment ]
37 Rope & Grapple X 1 [ Equipment ]
38 Short Bow X 1 [ Equipment ]
39 Shortsword X 2 [ Equipment ]
40 Staff X 1 [ Equipment ]
41 Wood Shield X 2 [ Equipment ]
43 Dispel Magic X 1 [ Magic, Celestial ]
44 Earthen Form X 1 [ Magic, Primal ]
45 Fireball X 1 [ Magic, Fire Elemental ]
46 Flaming Fury X 2 [ Magic, Fire Elemental ]
47 Fly X 1 [ Magic, Air Elemental ]
48 Foresight X 1 [ Magic, Channeling ]
50 Light X 2 [ Magic, Good ]
51 Phase X 1 [ Magic, Air Elemental ]
52 Primal Environment X 1 [ Magic, Primal ]
53 Primal Senses X 1 [ Magic, Primal ]
54 Purge Blood X 1 [ Magic, Fire Elemental ]
55 Quickness X 1 [ Magic, Air Elemental ]
57 Resurrect X 1 [ Magic, Good ]
58 Weakness X 1 [ Magic, Necromancy ]
60 Bodyguard X 1 [ Skills ]
61 Brawling X 2 [ Skills ]
63 Cleave X 1 [ Skills ]
64 Combat Training X 1 [ Skills ]
65 Counter Attack X 1 [ Skills ]
66 Cure Wounds X 1 [ Skills ]
67 Defensive Training X 2 [ Skills ]
68 Elite X 1 [ Skills ]
69 Hide X 1 [ Skills ]
71 Rapid Strike X 1 [ Skills ]
72 Resourceful X 1 [ Skills ]
73 Striding Strike X 1 [ Skills ]
74 Very Resourceful X 1 [ Skills ]
75 Veteran X 1 [ Skills ]
76 Adjust Marching Order X 1 [ Tactics ]
77 Charge X 1 [ Tactics ]
79 Defend X 1 [ Tactics ]
80 Delay Inevitable X 2 [ Tactics ]
81 Element of Surprise X 1 [ Tactics ]
82 Moving Search X 1 [ Tactics ]
84 Recover Treasure X 1 [ Tactics ]
85 Regain Feet X 1 [ Tactics ]
87 Search Objects X 1 [ Tactics ]
88 Shield Ally X 1 [ Tactics ]
89 Take Aim X 2 [ Tactics ]
90 Teamwork X 1 [ Tactics ]
91 Trade X 1 [ Tactics ]
92 Use Cover X 1 [ Tactics ]
95 Dreadlander Mercenary X 1 [ Character, Creature ]
96 Empusae X 1 [ Character, Outsider ]
97 Gargoyle X 1 [ Character, Power ]
98 Ghoul X 1 [ Character, Undead ]
99 Giant Grey Spider X 1 [ Character, Animal ]
100 Goblin X 2 [ Character, Creature ]
101 Goblin Conjurer X 1 [ Character, Creature ]
102 Goblin Thief X 1 [ Character, Creature ]
103 Gravaxin X 2 [ Character, Neth ]
104 Greenknee, Goblin Necromancer X 1 [ Character, Goblin ]
106 Jungle Troglodyte X 1 [ Character, Creature ]
107 Kobold X 2 [ Character, Creature ]
108 Lamia Anguine X 1 [ Character, Creature ]
109 Large Wurm X 1 [ Character, Monster ]
110 Leaf Vodyanoi X 1 [ Character, Creature ]
112 Massive Animated Tree X 1 [ Character, Animated ]
114 Minotaur X 2 [ Character, Creature ]
115 Mummy X 1 [ Character, Undead ]
116 Ogre X 1 [ Character, Creature ]
117 Orc X 1 [ Character, Creature ]
118 Phantom X 1 [ Character, Spirit ]
119 Salamander X 1 [ Character, Elemental-kin ]
120 Shadow Elf X 1 [ Character, Creature ]
121 Shrieker X 1 [ Character, Monster ]
122 Skeleton X 2 [ Character, Undead ]
123 Slime X 1 [ Character, Collective ]
124 Troll X 1 [ Character, Creature ]
125 War Fiend Demon X 1 [ Character, Soul ]
127 Wild Naga X 1 [ Character, Monster ]
129 Young Granite Dragon X 1 [ Character, Monster ]
130 Zombie X 2 [ Character, Undead ]
131 Ambush X 1 [ Events ]
132 Bad Luck X 1 [ Events ]
133 Broken Formation X 1 [ Events ]
134 Gloom X 1 [ Events ]
137 Recurring Villain X 1 [ Events ]
138 Reinforcements X 1 [ Events ]
139 Rushed X 1 [ Events ]
140 Unlucky X 2 [ Events ]
141 Chasm X 1 [ Terrain ]
142 Dark Corridor X 2 [ Terrain ]
143 Evil Altar X 1 [ Terrain ]
144 Graveyard X 1 [ Terrain ]
145 High Ground X 1 [ Terrain ]
147 Labyrinth X 1 [ Terrain ]
149 Murky Swamp X 1 [ Terrain ]
150 Ruins X 1 [ Terrain ]
151 10' Pit Trap X 1 [ Trap ]
152 20' Pit Trap X 1 [ Trap ]
153 20' Spiked Pit Trap X 1 [ Trap ]
154 Damsel X 1 [ Trap ]
155 Dart Trap X 2 [ Trap ]
156 Falling Stones X 1 [ Trap ]
157 Fire Stream Rune Trap X 1 [ Trap ]
159 Poisonous Dart Trap X 1 [ Trap ]
160 Spear Trap X 1 [ Trap ]