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Super Dungeon Explore: Forgotten King» Forums » Rules

Subject: Known rule changes - what we know summary rss

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Ryan K
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This is a summary of some of the known upcoming rule changes compared to version 1.6 of SDE. I added a link to the sources I could find.

More Loot:
Loot is gained every time a Hero kills a minion or denizen that does not have the Insignificant ability, up to a maximum of 3 cards per turn. (no loot gained from the Backlash ability)

No more rounds. Any hero can activate. Any mob may activate within skull limit.
6 Pets are added to the treasure deck

Streamlined rules get rid of the Adventure Tracker.
New unit types: Pets, Creeps, Traps.
Arcade Mode is fully co-op mode - no need for consul player
http://sodapopminiatures.com/press-releases/SDE-ForgottenKin...

Characters now have a single or dual crystal affinity. Functionally TBD.
New icons to make things easier for new players.
https://www.kickstarter.com/projects/1257458293/super-dungeo...

All 8-bit monsters spawn at beginning of game.
Classic Mode: Spawning monsters damages that spawning point, all listed monsters are spawned.
Spawning is an alternative to activating mobs. (no more free mobs each round)
Arcade Mode: Spawning points spawn when Spawn card drawn from deck. All tiles that have a hero in them spawn mobs.
Classic: Consul activates 4 skull points worth + 1 Super monster + Creeps (see below)
https://www.kickstarter.com/projects/1257458293/super-dungeo...

Potion rules are clearer: Support, Offensive, and Emergency (use during consul turn). However rules are mostly the same
https://www.kickstarter.com/projects/1257458293/super-dungeo...

Princess Coins drop from Spawn points: Resurrect fallen heroes (or full heal)
Dungeon Keys drop from Mini-bosses: Treasures are now locked
Store extra loot/relics/coins/keys/pets in a shared backpack
https://www.kickstarter.com/projects/1257458293/super-dungeo...

New Terrain effects: Structures, Chasm, Brambles, Goddess, Champion, Sentinel
Fly can be used to cross some Chasms
Burrow can move through walls
Classic Mode: Consul goes first
https://www.kickstarter.com/projects/1257458293/super-dungeo...

"Exploring" new tiles adds enemy creeps and a random effect
All Creeps that are in a tile with a Hero may be activated in addition to any other monster that can normally activate.
https://www.kickstarter.com/projects/1257458293/super-dungeo...

Passive Monster buffs that increase with each Mini-boss death.
https://www.kickstarter.com/projects/1257458293/super-dungeo...
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Davi Rosa
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From the Dungeons and Dragons 80's cartoon. If only it was remade...
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mekkaspark wrote:


More Loot:
Loot is gained every time a Hero kills a minion or denizen that does not have the Insignificant ability, up to a maximum of 3 cards per turn. (no loot gained from the Backlash ability)


Also, according to update #35, Treasure is no longer limited to that upper slot. It can come in any slot (which means that normal loot will hold cards for that spot), but you can only have one Treasure equiped per character.

mekkaspark wrote:

Treasure cards are generally more powerful than loot cards so a Hero may only ever have one treasure equipped at a time. They also have a red background and gold frame. Otherwise they are aligned to a gem and laid out in the same way as loot.


And then there are pictures of both loot and treasure at different slots, diferentiated by only by the background color.
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Jonah Rees
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Very helpful summary Ryan. Thank you.
 
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Jason Rupp
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Another thing to add... monsters now "level up" when each mini-boss dies.
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Davi Rosa
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He did mention it, at his last paragraph.

Edit: Typo
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Dave Walsh
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does anyone mind linking me to rules version 1.6? I only see 1.5 in the file section of SDE and can't locate anything on soda pop's website. I really want to try out the current rules/slowly adapt to these updates.
 
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Evan Champie
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As far as I can tell, the only thing stopping us from playing a hodge-podge game with our existing set is

What exactly picking a lock / smashing the chest / using a miniboss key entails.

How exactly the consul wins (all dead, no coins?)

Ignoring the new stats, creeps, and event deck, we should be good to go!
 
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Kelly Overholser
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Did they say there's no more round structure and it's just one hero/four skulls of enemies per turn? Seems it might be a bit unbalanced if the heroes can just use one hero every single turn and the consul can always use the same enemy/enemies each go. It seemed to be quite a bit more balanced when every figure has to act once before any other figures get to go a second time...
 
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Jonah Rees
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Sethala wrote:
Did they say there's no more round structure and it's just one hero/four skulls of enemies per turn? Seems it might be a bit unbalanced if the heroes can just use one hero every single turn and the consul can always use the same enemy/enemies each go. It seemed to be quite a bit more balanced when every figure has to act once before any other figures get to go a second time...


I'm not sure there's no structure and there is still alternate activation but the Consul can activate the same monsters more than once. Without playing the new rules we can't really comment on which is more balanced but the new way is certainly easier and more streamlined. I imagine the fact it's easier to resurrect heroes has had a part to play in that decision though as it looks far easier to take them down now.
 
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Jason Rupp
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Yeah, I don't remember seeing anything that said the heroes could go out of turn like stated in this post.

They have said the monsters can go out of turn though and it's the one thing about the new rules that I'm a little worried about. We'll see how it plays though...
 
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