delve: the card game
TRANSCRIPT
Delve the Card Game
Goal:
Make it through the entire dungeon with a surviving hero.
Rules:
Pick one of the four heroes that you will use for the game. Your starting vitality is shown on the card. This is
used for both your health and your attack value. Damage will drop your vitality and if it ever reaches zero the
game is over. Items will modify your attack value when determining the outcomes of battles, but they do not
add to your health. For example, if your base vitality is 5, and you have taken 4 damage, 1 more damage will
end the game even if you have a weapon that adds 2 to your attack.
Pick one non-epic item to start the game with. Unless otherwise specified, your hero can only carry two
items. Shuffle the remaining non-hero cards. This is the draw deck.
Start turning over the cards in the draw deck, one at a time and resolving them until you either reach the end
of the deck and have won, or your hero is dead.
Cards are resolved as follows. Note that any text on the card takes precedence to these rules -
Item: If your hero cannot use the item, simply discard it. If it is in an item that your hero can use, you must
decide if you want to use up one of your item slots to hold it. You can discard an item you currently hold if
needed. If it can be used immediately, such as a potion, you do not have to have a free item slot to do so.
Items like this can also be stored in one of your item slots and used at a later time as well.
Monster: Fight monsters by determining your attack and comparing it to the number on the monster card. To
determine your attack, use your base vitality minus any damage you have previously taken and then add any
modifiers from items. If your number is higher, you win – discard the monster card. If your number is the
same or lower, you lose – place the monster card upside down next to your hero as damage. Place the cards
representing damage in any way that makes it easy to readily determine how much vitality your hero currently
has.
Trap: Follow the instructions on the card unless you have a hero or item that allows you to ignore traps.
Campaign mode:
Play the next game with the items that you have at the end your last game. If you are a rogue and you win
with 3 items, you must pick one of your items to shuffle back in since you lost it at dice.
Good luck and happy delving.
Hero
FIGHTER
5
Wins attacks in the event of a
tie.
Hero
CLERIC
5
Anytime you win against a
monster, heal one damage.
Hero
ROGUE
5
Ignore traps.
Hero
WIZARD
5
Can have up to four items at a
time instead of just 2.
Item - Epic
SHIELD OF REFLECTION
(Fighter)
Automatically win against
Spellcasters. Does not take up
an item slot.
Item - Epic
HOLY SYMBOL
(Cleric)
Automatically win against
Undead. Does not take up an
item slot.
Item - Epic
BARD’S BOW
(Rogue)
Automatically win against
Dragons. Does not take up an
item slot.
Item - Epic
GANDR
(Wizard)
Automatically win against
Demons. Does not take up an
item slot.
Item - Potion
HEALING POTION
(Any can use)
Heal 2 damage.
Item - Potion
HEALING POTION
(Any can use)
Heal 2 damage.
Item - Magic
SCROLL OF FROST
(Wizard)
Destroy one monster. Discard
after using.
Item - Magic
SCROLL OF ACID
(Wizard)
Destroy one monster. Discard
after using.
Item - Magic
SCROLL OF LIGHTNING
(Wizard)
Destroy one monster. Discard
after using.
Item - Magic
WIZARD’S SPELL BOOK
(Wizard)
Discard this card and find up to
three scrolls in the discard or
draw piles and equip them.
Shuffle the draw pile if used.
Item - Magic
GEM OF SEEING
(Fighter, Wizard, Cleric)
Avoid all traps.
Item - Magic
RING OF FIRE
(Any can use)
Destroy one monster. Discard
after using.
Item - Magic
CURSED AMULET
(Fighter, Wizard, Cleric)
Must be equipped and cannot
be discarded except when a
trap or monster card specifies
to discard an item.
Item - Weapon
CLUB
(Any can use)
+1
It may not be a club really, or
even a weapon at all, but it will
do in a pinch.
Item - Weapon
HAND CROSSBOW
(Rogue)
+3
It appears to be a Drow
weapon, but despite that it
seems to be safe to use.
Item - Weapon
JAVELIN OF LIGHTNING
(Any can use)
+2
Discard to destroy one
monster.
Item - Weapon
QUARTERSTAFF
(Any can use)
+2
A long, hardwood pole with
signs of former use staining
parts of the shaft a deep red.
Item - Weapon
BERSERKING SWORD
(Fighter)
+5
Whenever this sword is used in
battle, its wielder goes berserk.
Although many see it as a
cursed object, others see it as a
boon.
Item - Weapon
SHORT SWORD
(Fighter, Rogue, Cleric)
+2
A double-edged, single-handed
sword that is too short to be
considered a long sword, but
too long to be a dagger.
Item - Weapon
THE SAINT’S MACE
(Cleric)
+4
Heal two damage when
equipped.
Item - Weapon
LONG SWORD
(Fighter)
+3
A finely crafted weapon forged
by master swordmakers.
Item - Weapon
GLAMDRING
(Wizard)
+4
A white sword with runes
across the blade. When
enemies are near it glows with
a pale light.
Item - Weapon
SWORD OF SUBTLETY
(Rogue)
+3
A short sword with a thin, dull
gray blade that enemies will
feel more often than see.
Item - Weapon
DAGGER
(Fighter, Rogue, Wizard)
+1
A short, rusted weapon with a
wicked blade.
Trap
ACID ARROW TRAP
Either discard one item or turn
this card into one damage.
Trap
SPIKED PIT
Turn this card into one
damage.
Trap
CRUSHING ROOM
If you have weapons, discard
them and turn this card into
one damage, otherwise, ignore
this card.
Trap
EARTHQUAKE
Discard one item or turn this
card into one damage.
Trap
CORROSIVE MIST
Discard one item.
Monster
HEZROU
(Demon)
5
Immune to magic attacks.
Monster
DROW WIZARD
(Spellcaster)
8
If you don’t attack with magic,
take 1 damage only if you
would have won.
Monster
CEREBRILITH
(Psionic)
3
Cerebrilith wins automatically
against Clerics.
Monster
GOBLIN
(Goblinoid)
1
If you have any items, you may
discard them all instead of
taking damage if you lose.
Monster
ASSASSIN VINE
(Plant)
2
Assassin Vine wins
automatically against Fighters.
Monster
BANISHED PIXIE
(Fairy)
4
If you lose you can discard 1
item instead of taking damage.
Monster
QUASIT
(Demon)
2
Immune to magic attacks.
Monster
OGRE BARBARIAN
(Giant)
7
Ogre Barbarian wins
automatically against Rogues.
Monster
YOUNG BLACK DRAGON
(Dragon)
9
If you lose you must also
discard 1 item if you have one.
Monster
MUMMY
(Undead)
3
Damage from undead cannot
be healed.
Monster
STONE GOLEM
(Construct)
7
Stone Golem wins
automatically against Wizards.
Monster
GELATINOUS CUBE
(Ooze)
6
If you lose you can discard 1
item instead of taking damage.
Monster
LICH
(Undead)
8
Damage from undead cannot
be healed.
Monster
WRAITH
(Undead)
6
Damage from undead cannot
be healed.
Monster
RENEGADE WARLOCK
(Spellcaster)
6
If you don’t attack with magic,
take 1 damage only if you
would have won.
Monster
RED DRAGON
(Dragon)
12
If you lose you must also
discard 1 item if you have one.
Monster
OGRE MAGE
(Spellcaster)
7
If you don’t attack with magic,
take 1 damage only if you
would have won.
Monster
SKELETON
(Undead)
4
Damage from undead cannot
be healed.
Monster
BALOR
(Demon)
10
Immune to magic attacks.
Monster
GOBLIN
(Goblinoid)
1
If you have any items, you may
discard them all instead of
taking damage if you lose.
Monster
DECREPIT GREEN DRAGON
(Dragon)
6
If you lose you must also
discard 1 item if you have one.