A cooperative dungeon for 1–3 adventurers. Defeat the boss together. If anyone dies, everyone loses.
Damage moves cards from your draw pile to your damage pile. More than 8 damage makes you unconscious. Between rounds a teammate can sacrifice two draw/discard cards to heal one damage. Healing returns damaged cards to your discard pile.
The team has one shared Flee card per player. Each escapes one non-boss encounter. Select a card and choose Use power for an active ability. Passive effects apply when committed. Dodge automatically blocks incoming damage when uncommitted in your hand.
The sources contain draft differences. This edition uses spreadsheet card values, calls the Rogue’s ability Sneaky, and treats empty draw piles as reshuffle opportunities. Forced discards take the oldest cards in hand. Revival happens between rounds. Mimics, repeated doors and extra encounters resolve without another draw. If you cannot commit cards, you may accept an encounter’s failure penalty without rolling. Curse acquisition is not specified, so curse cards are not shuffled into the dungeon. Their source text is preserved in the card library.