Mini Dungeon
Mini Dungeon
oortUtftóJ n
A Print & Play Board Game By Jim Bow-en
El despertar del mal Si bien este es un momento de creciente
Es una era de espada y brujería. Los agitación, no cabe la desesperanza. Los
antiguos males, durante mucho tiempo poderosos hechiceros, versados en las
dormidos ahora comienzan lentamente a artes de la magia, usan sus sortilegios para
despertar, conspirando para apoderarse de desterrar a las criaturas de la noche,
un mundo que casi ha olvidado sus valientes guardabosques con ojos
nombres. Todo tipo de bestias y viles penetrantes observan el paisaje en busca
bandidos han comenzado a establecer su de signos de inquietud y los luchadores
residencia en fortalezas abandonadas, legendarios derrotan a las bestias oscuras
respondiendo a la llamada de un poder con asombrosa fuerza. Estos son los
invisible. campeones de esta era y el deber recae
En el norte, en la ciudad de Lichestadt, los sobre ellos para limpiar la tierra del mal
problemas comenzaron con informes de que amenaza con engullirla.
numerosos robos de tumbas. En principio
se sospechaba de vulgares ladrones Bienvenidos a la Mazmorra
saqueando objetos de valor de los En Mini Dungeon Adventures, hasta cuatro
cadáveres y no se le dio mayor importancia, jugadores asumen el papel de héroes
hasta que los granjeros que vivían en las atrevidos que se aventuran en la guarida
afueras de la ciudad fueron atacados por del mal, con otro jugador que sirve como
cadáveres andantes de fallecidos recientes. jefe de la mazmorra. A medida que los
Los ancianos de la ciudad temen que esto héroes avanzan a través de la mazmorra,
presagie el regreso del Rey Exánime el jefe de la mazmorra envía oleada tras
Nekraugh, quien, según las leyendas, barrió oleada de monstruos y esbirros para
el país con un ejército de muertos vivientes detenerlos.
unos cientos de años antes.
El juego es un sistema print&play. En lugar
En la ciudad de Gallador, es la víspera de la de comprar una caja preconstruida, el
boda de la princesa Razielle con Corban de juego se descarga e imprime en cartulina
Rourke y lamentablemente la princesa ha con una impresora de escritorio y se
desaparecido. Cuando el rey Throgan se ensambla con tijeras y pegamento.
pone en camino con la guardia real para
buscarla, un vampiro aparece ante él,
profesando ser el nefasto Conde Von Stein.
El conde exige al rey que éste le rinda su
reino a cambio de la vida de su hija,
dándole hasta la medianoche para que
decida, desaparece en una ráfaga de
murciélagos.
Las partidas de Mini Dungeon Adventures Acto seguido, cada Héroe puede gastar
se juegan en una cuadrícula de fichas de hasta seis piezas de oro en la tienda de la
1"x1" que forman una mazmorra. Cada ciudad para equiparse. Cuando un jugador
mazmorra debe tener una puerta ha decidido qué elementos quiere, toma las
incorporada en las paredes exteriores para fichas correspondientes y los coloca en una
indicar la entrada de la mazmorra. La de las ranuras de su hoja de héroe. Las hojas
mazmorra debería tener doce habitaciones de héroe tienen espacios para casco,
separadas. armadura, 2 ranuras para las manos,
calzado y cuatro ranuras de mochila
El juego se puede jugar como una aventura pequeñas. Los objetos equipables que no
de dos jugadores con un jugador usando sean dagas, ocupan 2 espacios de mochila
dos héroes y el otro jugador actuando cuando no están en una ranura de mano.
como el jefe de la mazmorra. En partidas
de tres o más jugadores, cada jugador, Armas y Objetos
exceptuando al Amo de la Mazmorra, Cada arma o equipo tendrá una descripción
tendrá un personaje héroe. No se pueden en la pantalla del Héroe(que está en la parte
usar más de cuatro héroes en un juego a la posterior de la pantalla del Amo de la
vez. Si solo se usan dos héroes, la guarida Mazmorra) de cómo afecta las estadísticas
del jefe de la mazmorra estará en la sexta de un héroe, así como de las habilidades que
sala. concede a ese héroe. Las armas solo
otorgarán sus bonificaciones y habilidades
Forjando a los Héroes mientras estén en una ranura de mano. De
Para crear un héroe, usa una hoja de héroe, igual modo, el equipo solo funcionará
decide el nombre, la raza y la clase de tu cuando se encuentre en las ranuras
personaje y aplica a las estadísticas los correspondientes (casco, armadura o
modificadores de las cartas de raza y de calzado), aunque se pueden almacenar en
clase. Después de que cada jugador haya ila mochila cuando no estén en uso.
creado sus héroes, seleccionan un
personaje adecuado de una de las páginas Si un héroe tiene un arma en cada mano,
de miniaturas y lo montan. A continuación, solo puede recibir bonus de estadística de
los jugadores barajarán y robarán una una de ella cuando realice un ataque, a
carta del mazo de cartas de motivación menos que en una de ellas figure "doble
para descubrir por qué su personaje se ha empuñadura". Una mano debe permanecer
unido a la misión. Además de forjar una vacía si la otra equipa un arma a dos manos.
narrativa, esto también proporcionará a El resto de objetos pueden usarse
cada héroe una habilidad útil e directamente desde el inventario.
interactuará con las cartas del evento más
adelante en el juego. Una vez todos lo héroes están listos, se
colocan fuera de la entrada de la mazmorra.
Secuencia de la Ronda combinación de tres aliados y un
Durante cada ronda, los jugadores realizan enemigo en cada una. Se recomienda
acciones con sus héroes hasta que agotan usar un dado de 10 caras para llevar la
sus puntos de velocidad o decidan finalizar cuenta del movimiento restante.
el turno del héroe. Cuando los turnos de los
héroes se completen, el Amo de la Attacking
Mazmorra realizará acciones con cada Attacking is done by comparing the
monstruo hasta que se terminen o se hayan attacking figure’s attack (A) value, any
gastado todos los puntos de velocidad. bonuses granted by equipment and roll a
Después de esto, la ronda termina y D6. Add these together to determine the
comienza una nueva. attack strength and compare it to the
defending figure’s toughness (T) value. If
Movimiento the attack strength is greater than the
Se gasta 1 punto de Velocidad para mover 1 enemy’s toughness, then it is a hit and
casilla. El movimiento sobre espacios que the enemy will lose 1 health (H). Up to
contienen escaleras y trampas consume 2 four attacks may be attempted per turn.
puntos de velocidad. No se puede mover en
diagonal. Si una figura tiene capacidad de Melee attacks are done by targeting
vuelo, puede moverse sobre distintas an enemy figure in the same space as the
alturas sin necesidad de usar escaleras. Los figure making the attack (although some
héroes pueden moverse a través de weapons, such as the spear, can reach
espacios que contengan otros héroes y los farther). Melee attacks cost 1speed point
monstruos también pueden moverse a per attempt unless a weapon ability states
través de espacios que contengan otros otherwise.
monstruos. Tanto los héroes como los
monstruos deben dejar de moverse cuando Ranged attacks are made by targeting an
entren en un espacio que contenga una enemy figure within the targeting figure’s
figura enemiga (a menos que tengan weapon’s range value and line of sight
capacidad de vuelo). Si la figura enemiga es
derrotada, el héroe o monstruo puede Ranges are measured orthogonally, not
gastar puntos de Velocidad para continuar diagonally. Ranged attacks cost 2 speed
moviéndose. Si una figura comieza el turno points per attempt to make unless a
en la misma casilla que un enemigo, puede weapon ability states otherwise.
salir de la misma sin obstáculos. Las figuras
con capacidad de vuelo pueden ignorar Figures firing through an open doorway
otras figuras, así como los cambios de nivel may only fire in a straight line from the
cuando se mueven. Solo tres figuras aliadas door.
pueden ocupar una casilla al mismo tiempo
y cuatro figuras como máximo, en cualquier
Line of Sight Dodge - Costs 1 speed point. Make a 5+
A figure has line of sight to another figure saving throw to ignore one hit from an
if there are no figures or walls in the attack. This ability may not be used
spaces in between them. Figures on against critical hits.
raised levels can see all figures in a room
below it unless a wall intervenes. Shield - Shields have a speed cost to use.
Some prevent damage just by using them,
Critical Hits while others require a die roll to work.
Any die roll of a 6 (ranged or melee) will
cause a critical hit (hits automatically) Parry - Certain weapons will allow for a
regardless of the enemy’s toughness. parry save. This costs 1 speed point to
attempt and is passed on a 4+ to ignore 1
Critical Misses hit from any attack.
Any die roll of a 1 is a critical miss and
will not cause a hit regardless of the Other Actions
attack total or enemy toughness. The following actions cost 1 speed point:
The defensive actions you can perform Using a potion does not require speed
when attacked are as follows: points, but is limited to one potion per
round per hero.
Revealing a room Event Cards
When a hero first opens a door to a new As soon as a room is cleared, the player
room or hallway and moves onto the first that defeats the last monster will draw an
square of the room, roll on the monster event card. Some event cards will play
generator chart. The dungeon boss out immediately, some will have an effect
consults the boss screen to see which on the next room. while others will be
type of monsters they may place. claimed by a player for later use. If none
Monsters must be placed one to a square of the criteria are met for an event card
starting in the farthest corner of the room due to specific motivation cards or
from the doorway the heroes used to classes not being present, then the card
enter (dungeon boss’ choice if two is discarded and another one is drawn.
corners tie for distance). Monsters are
placed from largest to smallest. If there Retreating to Town
are more monsters than squares in a At any time there are no monsters visible
room, place 2 monsters per square. If a in the dungeon, the heroes may retreat to
treasure chest is in the room, it is placed town. To do so, place a token in the room
in the farthest corner from the heroes’ occupied by the heroes to mark the return
entrance. point and remove the hero figures from
. the dungeon. While in town, the heroes
If the quest includes a trap chart, roll a may do any of the following town actions:
D6 and consult the chart on the boss
screen for it’s effects. - Heal each hero for 1 health for free or
up to 3 health for 2 gold (per hero).
Once a door has been opened, it will
remain open for the rest of the game. - Spend gold to buy items from the town
store.
Clearing a room
Once all monsters in a room have been - Go gambling. This costs 4 gold and
defeated, the room is cleared. The heroes allows a single roll on the treasure chart.
will have a short time to reach the next
room before the monsters have a chance When the heroes are done with town
to prepare a trap for them. If the heroes actions, place all the hero pawns back in
manage to explore the next room on the the dungeon on the square with the
same round that a room has been token.
cleared, they do not have to roll on the
trap chart. If they delay too long (2 or For each time the heroes retreat to town,
more rounds later or retreat to town) the add +1 to the die result for every monster
trap will have a +1 modifier. generator roll afterward. This penalty is
cumulative.
Wounded Heroes reach the center tile within five rounds,
If a hero drops to 0 health, they become then the ritual succeeds and the dungeon
wounded. Remove the hero pawn from boss wins. The ritual cannot be
the dungeon and place it lying prone on completed while a hero is standing on the
the Town card. Wounded heroes may not center square. If five turns or more have
re-enter the dungeon or perform town passed and no hero is standing on the
actions until the other heroes perform a center square, then the ritual completes
retreating to town action. Once this has and the dungeon boss wins.
been done, the wounded hero will rejoin
the party at one health and may perform
town actions before going back into the Gaining Levels
dungeon with them. If at any point all hero When a hero party clears a dungeon,
figures are wounded simultaneously, they the game has been won. If you choose to
are defeated and the dungeon boss has begin a new quest with the same heroes,
won. they may keep the same stats and
equipment. Furthermore, they gain a
Fighting the Boss level. For every level a hero party has, it’s
When the last room of the dungeon is players may increase the health (H),
explored, in addition to the monster speed (S) or attack (A) stat by 1 for each
generator and trap rolls, place the of their heroes. Monster generator rolls
dungeon boss in the room. The heroes are modified by +1 for every party level.
clear the dungeon once all monsters This penalty stacks with the retreating to
(including the dungeon boss) are town penalty. All monsters will gain +1
defeated. attack at level 2, & +1 health at level 3.
Fire Demon *5 (4) 5 10 5 0 Sweep: Target every figure (both heroes and
Mini-Boss monsters) on the same square as this monster)
Flight
Vortex of Doom: Cost 2 speed points. Make an
attack that targets every hero in the room.
Compare the attack strength to each hero’s
toughness. If the attack succeeds, deal no
damage, instead move that hero 1 square
closer to the fire demon.
* stats marked with an asterisk are variable, depending on the number of players. For a 3-4 hero game, use
the first value. for a 2 hero game, use the one in parentheses ().
Below is a list showing how many monsters of each type you may spawn in each room. The monsters
are listed in the order they spawn, so if 4 skeletons are listed before 2 minions and the monster
generator requirement calls for 2 small monsters, then the 2 of the 4 skeletons are placed and the
others will be ignored. If a trap requires 2 monster generator rolls, resolve both using the full number
of monsters needed. The dungeon boss may chose how many and what kind of each large monster to
use to meet the monster generator requirement.
Rooms 1-2: Rooms 3-4: Rooms 5-6: Rooms 7-8: Room 9: Room 11: Room 12:
4 zombies 1 minion 5 skeletons 4 skeletons 1 guard 2 guards Dungeon
3 skeletons 4 zombies 2 minions 2 minions 3 minions 3 minions Boss’
2 minions 4 skeletons 1 guard 6 zombies 4 zombies Choice
Each time a new room is explored, roll a If the heroes explore the next room on the
D6 and consult the chart below same round that a room has been cleared, they
do not have to roll on the trap chart. If they
take an additional round to reach the next
1-2 - 1 small monster for each hero room, they must roll for the trap chart. If they
3 - D6 +1 small monsters take two or more turns, the trap chart will be
4 - 1 large monster & D6 small monsters rolled with a +1 modifier
5 - 2 small monsters for each hero
+1 treasure chest 1 - There are no traps
6 - 2 large monsters, +1 small monster 2 - The hero that opened the door is hit by
a falling brick. You may attempt to
for each hero +1 treasure chest dodge, shield or parry the attack or lose
7 - Mini boss, + 1 large monster, +1 small 1 health.
monster for each hero +1 treasure 3 - The floor gives way to a pitfall. Place the
chest pit token on the square occupied by the
hero who explored the room. The hero
When placing monsters, always start may attempt a dodge save. If they pass,
place them on any adjacent square. If they
from the farthest corner of the room from fail, they lose 1 health and may not move
the entranced used to explore it. If there from the pit this round. It takes 2 speed to
are more spaces (other than the space leap over the pitfall or move out of it.
the hero who explored the room is 4 - The walls are covered in carnivorous vines.
standing on) than monsters, then each Each time a hero ends it’s movement in a
monster is placed, starting with the square adjacent to a wall, roll a D6. On a 1
or 2, the hero is attacked by a vine and
largest, one per square. If there are more must pass a dodge/shield/parry save or
monsters than spaces, then they may be lose 1 health.
placed 2 per square using the same 5 - The monsters are waiting in ambush!
method. After the monsters are placed, the hero
turn immediately ends (the heroes retain any
Each time the heroes retreat to town, treat unused speed points).
6 - When rolling for the monster generator, roll
the D6 result of this chart as 1 higher. This twice. If the monster generator roll has
effect is cumulative. any +1 modifiers, the second result is
unmodified.
7 - Roll twice on the monster chart and take
both new results. If both dice show the
same result, re-roll one of them.
At any time there are no monsters present on the board, the heroes may elect to
temporarily retreat to town. To do so, leave a token in the room currently occupied
by the heroes to mark the return point and remove all the hero figures from the
dungeon and place them on the town card.
-Heal each hero for 1 health for free or 3 health for 4 gold (per hero)
When the heroes are done performing town actions, place all the hero figures back
in the dungeon on the return point. Any further monster generator rolls are made
with a +1 modifier. This modifier stacks each time the heroes perform a retreating
to town action.
When a treasure chest is opened, roll a
Salud D6 and consult the chart below. When
Ataque the gambling action is performed by a
Resistencia thief, add +1 to the result. If a result
Velocidad asks that you chose an item, the
player using the hero who opened the
chest gets to choose which item.
Fighter - No stat changes. Treat 2 handed 1- A health, luck or speed potion and 1
weapons as 1 handed. gold
Mage - +1A -1T Starts with a single spell 2- 3 gold
from the spellbook. Each mage will place 3- 4 gold
a D6 on the spellbook to keep track of 4- A single weapon of your choice
their mana. This starts at 6 and is 5- 6 gold
reduced by 1 (or more depending on the 6- Any two weapons from the store
spell) for each time a spell is (heroes must still move to take the
successfully cast.
items from the chest or have the
Ranger - +1S -1T +1 on die rolls for dodge
attempts against ranged attacks. opener bring the items to them)
Thief - +1S -1A Add +1 to treasure charts 7- (gambling only) Banned from the
when a chest is opened by a thief (max 6). establishment: The heroes may no
Trap results are -1 when a room is first longer gamble for the duration of the
explored by a thief. quest
Mages start the game with 1 spell from the list When gold is collected by any hero, it
below and gain an additional spell for each level
gained. For each spell attempt, reduce the mana goes to the hero party chest. Use dice
die by the required amount for that spell. placed on the chest section of this
Alchemy - Costs 1 speed point. Add your attack card to keep track of how much gold
strength and roll a D6. If your attack total
equals or passes 10 , roll a d6 and consult the the party has. Gold can be collected
chart below. by:
1 - Gain a luck potion -Killing a small monster: +1 gold
2-4 - Gain a health potion
5 - Gain a speed potion -Killing a large monster: +3 gold
6 - Gain an invulnerability potion -Kill a mini boss: +4 gold
Aura of Defense - Costs 4 speed points. All -Kill the dungeon boss: +5 gold
dodge/shield/parry rolls made by any hero in
the mage’s square or adjacent receives a +1 -Open a chest with a thief: +1 gold
bonus to the die result for the round. You can also find gold in treasure
Clairvoyance - Costs 2 speed points. Re-roll any chests and by gambling in town.
1 die roll made by a hero.
Curse - Costs 2 speed points. Range 3. Target
monster is permanently -1 Toughness. This may
be used multiple times on the same monster.
Force Will - Costs 2 speed points. Range 2. May
only target small monsters. If the attack is
successful, deal no damage. Instead, the target
monster is under your control for the remainder of
the round. This enemy may still be attacked by
heroes.
Healing - Costs 2 speed points. Range 2 Pass an
attack against a target heros’ toughness to restore
1 health to that hero.
Mage Blast - Range 3. Target any 2 monsters in
the same square or squares adjacent to each other.
Both squares must be in range.
Time Warp - Costs 2 speed points. Uses 2 mana.
Any monsters and heroes in the same square
as the caster (including the caster) have their
speed points reduced to 0 until the start of the
next round. Monsters do not replenish their
speed points on the dungeon master’s turn
this round.
Remaining Remaining
Speed Points Speed Points
1 2 3 4 5
1 2 3 4 5
6 7 8 9 10
Remaining
Speed Points
6 7 8 9 10
Remaining
Speed Points
1 2 3 4 5
1 2 3 4 5
6 7 8 9 10
6 7 8 9 10
You are fighting to save
your beloved from You seek vengeance
being sacrificed by upon the killer of your
the dungeon boss. comrade!
When reduced to 0 May nominate one Fame and fortune are
health, roll a dice. mini-boss or dungeon your only motivations.
On a 5+, you get 1 boss as the target of You collect double
health back from the their wrath. Gets +1 the gold from monster
power of love. attack vs. this target. bounties.
Divide to Conquer
But he’s SCARY!
If any players have
Too tired.... Players with the
the adventurer for hire
Need to rest. or reformed henchman coward or reformed
If a player has the cards, heroes may not henchman cards
veteran card, stay on the same may not enter the
the heroes MUST square in the next same square as any
return to town room. Discard this large monster in the
before exploring the card if a player has next room. Discard
next room the veteran or town this if they are the
hero cards. only hero.
Old habits
die hard
Living Legend Vicious Battle
If a player has the
If a player has the While in the next
reformed henchman
town hero card, room, double all
card, they must
they may add +1 damage dealt from
attack the next
to all dice rolled in both heroes and
hero that enters the
the next room. monsters.
same square as
them.
Inside Man
If a player has the reformed
minion card, set this card Evil alchemy
aside. If that player enters
You have the the same square as a
The dungeon boss
power to overcome mini-boss, they may try to has used his magic
your fear negotiate by rolling a dice. to poison your
1-3 = The player is dealt
If a hero has the 1 unavoidable damage.
healing potions.
coward card, they 4-6 = The mini-boss offers All healing potions
may choose to you his aid... for a price. are removed from
If the players remove 5
discard it. gold from the party chest,
the heros’ equipment
The mini-boss is treated and inventories.
as a hero until the room is
cleared before disappearing.
Pitch Black
Darkness engulfs the Magebane A mysterious
next room. All The dungeon boss merchant appears.
attacks made from has enchanted the The players may
both heroes and next room with buy items from the
monsters are powerful wards that shop without
affected with a -1 prevent the use of retreating to town,
penalty to attack magic. Mages may but all items cost
value. No ranged not use spells in the +1 gold and no
attacks may be next room. items may be sold.
made.
CHA-AAARGH!
It’s Dangerous to
Glittering Prizes When the next room
Go Alone!
Set this card aside. is explored, if a
Take This.
When the next player has the glory
Set this card aside.
treasure chest is hog card, you must
The next time the
opened, discard it. immediately place
heroes retreat to
Add 10 gold in them on the space
town, discard it
addition to any with the largest
and allow any one
result that comes up monster. Deal the
hero to select any
on the treasure hero 1 damage
non-weapon item
chart. (cannot be blocked
from the town store.
or dodged)
Speed Point Trackers Pitfall Treasure
Tokens Chests
ITEM TOKENS
ITEM TOKENS
Potions
Health Speed Luck Invulnerability
Mana Potion
Potion Potion Potion Potion
+D3 Health +3 Speed 1 Auto Hit +3 mana Hero Loses
2 gold 2 gold When Used 4 gold 4 gold 6 gold No Health
This Round
Armor
Small Shield Siege Shield Leather Armor Iron Armor Shadow Cloak
1 speed to use 2 speed to use +1T vs melee +1T 1 free dodge
prevents 1 prevents 1 attempt per
health loss health loss round
with 3+ save
4 gold 8 gold 6 gold 10 gold 6 gold
Leather Cap Mighty Helmet Wizard Hat Pegasus Boots Boots of Haste
Discard +1H when +1A When Grants Flight +1 Speed
to prevent 1 equipped Casting
4 gold health loss 8 gold 6 gold Spells 8 gold 10 gold
Weapons
Daggers x2: Dual wield only. Grants parry Wand: 1 handed. +1A Range 3
and increases the maximum number of attacks +1A also applies to spell casting.
a hero can make per round to 5. Same range restrictions as crossbow.
Available to mages only
4 gold 6 gold
Wooden Staff: 2 handed. +1A and parry Warhammer: 2 handed. +1A
Critical hits cause enemies to lose 2 health
Available to fighters and dwarves
4 gold 8 gold
Sword: 1 handed +1A Poisoned Blade: 1 handed
If dual wielding: +3A and parry for 2 speed Any roll of a 5+ is a critical hit.
per attack or +1 at 1 speed per attack. May be used on its own or dual wielded with
normal daggers (replaces one). If Dual
wielded, you still get the parry save.
6 gold 8 gold Available to thieves only
Axe: 1 handed +1A
+2A if other hand is free Greatsword: 2 handed +2A
Available to fighters and orcs 2 speed per attack.
Enemies hit by this weapon lose 2 health
instead of 1.
6 gold 8 gold
Spear: 2 handed +1A Long Bow: 2 handed +1A Range 4
Melee attacks may be made on adjacent or Long bows may fire over enemies and heroes
diagonal squares. to reach enemies behind them within range.
Available to rangers only
6 gold 8 gold
Crossbow: 1 handed +1A Range 3 Mage Staff: 1 handed. Grants one additional
May not fire through squares containing spell. Select this spell when you first equip
other enemies or heroes. the mage staff.
Available to mages only
6 gold 8 gold
Sacrificial
Altar
Columns
-Falcons have the flying rule (ignores enemies
No changes to basic stats. For each level, a
and level changes while moving) and +2 to
beastmaster may take one animal companion
dodge rolls.
with them into the dungeon (1 at level 1, 2 at
level 2, etc.)
-Ferrets may move through enemy squares
unimpeded. They can carry up to 2 slots of
Animal companions are models treated as
equipment, though they may not use any
heroes, though they may not use items, open
themselves. The ferrets may use a speed point
doors, open treasure chests or explore rooms.
to hide in the beastmaster’s inventory (they
If an animal companion is reduced to 0 health,
take up 2 slots, not counting any items they
place the model on the retreating to town card.
have). Ferrets in inventory may not be
Each time the heroes return to town, the party
attacked or lose health.
may pay 4 gold to have the animal companion
healed. This companion cannot be used until
the next time the beastmaster returns to town. -Wolves critical hit on 5's and 6's.
A beastmaster may swap out or replace an
injured animal companion each time the party
performs a retreating to town action. Animal
companions below full health will heal for -Its a BEAR, what more do you want?
1 health while in town just as the heroes. When
a beastmaster is reduced to 0 health, any animal
companions in a dungeon will be removed.
Animal companions removed this way are
placed on the beastmaster’s hero card and may
be used again when the beastmaster re-enters
the dungeon. Animal companions are
unaffected by the cursed bite ability other than
the normal loss of health.