Super Dungeon Explore: Forgotten King – Pumpkin Patch Unlocked—Explore Card Rules Preview


We have had an incredible surge today and have rocketed past two stretch goals!

More monsters join the ranks of the Always Super! pledge. If you have friends who are on the fence about whether or not they should join show them this handy graphic with everything they get!

 Next Up!

Here come the Zombies! Add an undead horde to your game and the tough zombie survivor, Marie-Claude.

Explore Cards are an all new feature to Super Dungeon Explore. What are they and why is it awesome to have more? I’m glad you asked. This is the perfect opportunity for a Rules Preview!

Explore Cards

Monsters are only part of the danger within the Dungeons of Crystalia. Explore cards represent many of the hazards, pitfalls, benefits, or even outright insane moments that can occur as the Heroes explore the dungeon.

Each time a Hero enters a new dungeon tile, that no other member of the adventuring party has entered, they draw one Explore Card from the top of the Explore Deck.

All Explore Cards have two components: discovery and creeps.

Discovery is the effect that occurs in the tile. These discoveries can be beneficial like a stash of potions, a save point, or a wandering merchant. They can be hazardous like terrifying tentacle traps, a creep factory, or locked doorways that prevent your escape without a key. Sometimes they even directly affect gameplay with a stuck action button, jammed coin slot, or a pathing error that lets you walk through walls.

The effects of the discovery only applies to the tile for which the explore card was drawn. Once the Heroes resolve the condition of the discovery or leave the tile, they move on to new challenges and newly drawn explore cards.

Creeps are weaker wandering monsters that make the dungeon their home. Each explore card has a number of creeps that are spawned when the explore card is drawn. Most explore cards spawn 0-3 creeps. However some, such as the creep factory, can spawn up to 6.

When creeps are spawned they are placed within two squares of the tile’s spawning point. If for some reason there is no spawning point in the tile they spawn within two squares of the “spawn square” indicated on the tile. (remember our map icons!) The Consul may spawn any creeps that they have available in their collection.

During the Consul Turn all creeps that are in a tile with a Hero may be activated in addition to any other monster that can normally activate.

Putting the “Explore” into Super Dungeon

One of the key features we always felt we missed in our first iteration of Super Dungeon was a true exploration mechanic that was as fun and thematic as our 8-bit inspired world. Explore cards provide an element of surprise and uniqueness to every tile. No longer are you just going into slay some monsters. Now you need to brave the dungeon as well. Many times your explorations will reward you. Sometimes they will lead to your doom.

An average dungeon will draw 3-5 Explore Cards of the base 24 (or 36 once we unlock the new stretch goal). In addition, every dungeon boss includes 6 unique Explore Cards that are themed to them. (This includes Bosses in the upgrade decks.) This variety ensures your games are never identical and really puts the “Explore” back into Super Dungeon even as you merrily run through destroying monsters.

https://www.kickstarter.com/projects/1257458293/super-dungeon-explore-forgotten-king/posts/804704