
Your goal will be to protect treasures, deeply hidden in the dungeons owned by the Dungeon Company (I hope you already knew that!).
You might be wondering how you will be able to achieve this not so easy task?
That’s what your employees are paid for!
When heroes explore a dungeon in order to find its treasure, they’ll have to face the traps you’ve placed there, but also fight the employees you’ve dispatched during the preparation phase.
It’s time to get serious (but not too much!).
The combat system is turn-based and several attributes are coming into play. They seem obvious but a short recap won’t hurt anyone:
- Speed determines the turns order
- Life helps to overcome incoming attacks and continue fighting
- Heroes’ Morale allow them to stand still while facing your terrifying monsters
- 4 different elemental Resistance absorbs elemental damage
- Armor partially blocks physical damage
- Power increases damage dealt by attacks

To defeat a hero, you can either reduce his Life to 0 to neutralize him or reduce his Morale to 0 to make him flee (what a coward!).
Each monster has its own attacks. Monsters will be able to gain new attacks or passive attacks when training, as well as attributes increases. This will allow them to keep up with heroes becoming more and more powerful over time!
As stated above, Resistance and Armor are there to reduce incoming damage. However, they can be negative values depending on the fighters, becoming a weakness and thus increasing incoming damage from the corresponding damage source.
For example, with 50% Fire resistance, an incoming fire attack of 100 damage would be reduced to 50 damage. With -50% Fire resistance, it would be increased to 150 damage.
You’d better be careful when choosing your monsters and placing them!
Attacks have their own characteristics:
- They have a targeting behaviour (Front, Back, Zone, Self, Allies, etc.)
- They can deal damage of a specific type or even reduce Morale
- They can apply a Malus (negative effect) or Bonus (positive effect)
- They can be passive and can act as attributes increases, immunities to specific gameplay elements, some kind of limitation for other gameplay effects or can be gameplay effects triggered when the condition is met

Adventurers more prepared than we thought
Our spies have just returned from their mission with some really bad news…
We might have underestimated those heroes… A little…
Fine!
A LOT!
We already knew that they all had their own attack. But there’s more than that!
They also have a skill they can use once during their exploring to ignore the effects of a trap, heal the group, swap the place of your monsters in a room or remove a Malus they’re affected by.

But that’s not all! The more powerful ones also have a Passive that can give them attributes increases, magic shields, immunities or additional effects on their attacks!
It seems that it will be harder than intended…
We’ll try to negotiate some additional rewards for you if you manage to defeat a group of adventurers! Meanwhile, go back to your training, fool!
