See also:
cards | tiles | pieces | rules
This page presents an example set of cards for a Caverns set. It’s not necessarily a complete game, because — as you’ll know if you’ve read about the game — you might need to add or change anything and everything here to suit your own needs.
There are four kinds of cards:
These cards have been play-tested with the example tiles on this site, and seem to work well (just about the right balance of players succeeding and failing).
Character cards define the single character each player is controlling. Anyone in the game can see these. Each player also needs a Quest card.
Unlike the other cards here, the illustrations on the Character cards were more or less based on actual miniatures — see the list of players’ figures if you want to know which ones.
+1 affinity with orcs & goblins
+2 affinity with snakes & rats
Cannot pass along narrow passages
combat | magic | escape |
---|---|---|
2 | 2 | 3 |
Cannot pass along narrow passages
combat | magic | escape |
---|---|---|
4 | 0 | 2 |
Can never cast spells
+1 combat when using an axe
Cannot pass through deep water
combat | magic | escape |
---|---|---|
5 | - | 1 |
+1 combat when using a bow
+1 combat against spiders
combat | magic | escape |
---|---|---|
2 | 1 | 3 |
+1 combat against spiders
combat | magic | escape |
---|---|---|
3 | 2 | 3 |
+1 in combat against Undead
Cannot pass along narrow passages
combat | magic | escape |
---|---|---|
4 | 0 | 1 |
Cannot pass through deep water
combat | magic | escape |
---|---|---|
2 | 0 | 4 |
+2 affinity with orcs & goblins
+1 affinity with trolls
Cannot pass along narrow passages
combat | magic | escape |
---|---|---|
5 | 0 | 1 |
+1 in combat with Undead
Cannot pass along narrow passages
Can use the Holy Place as stairs
combat | magic | escape |
---|---|---|
4 | 0 | 1 |
+3 affinity with all Undead
Cannot pass along narrow passages
Can use the Holy Place as stairs
combat | magic | escape |
---|---|---|
3 | 1 | 2 |
+1 in combat with Undead
Cannot pass along narrow passages
Can use the Holy Place as stairs
combat | magic | escape |
---|---|---|
5 | 0 | 1 |
+1 in combat with Undead
Cannot pass through deep water
Can never cast magic spells
Can use the Holy Place as stairs
combat | magic | escape |
---|---|---|
4 | - | 0 |
The Quest is the win-criteria for each player character: keep this secret. The winner is the first player to get to a flight of stairs with their Quest (because from there you can get to the surface and away). Initially this means returning to the entrance... but sometimes it’s better to continue exploring (looking for more stairs) to prevent other players realising that you’ve found your Quest.
The Dragon Slayer Quest is unique because it can be discarded before any exploring begins — this may be wise if the player who’s drawn it has a character who is weak in combat.
Some Quests are harder than others because they are more specific. Obviously, some characters are stronger than others too. But even with a weak character and an obscure Quest, you can still win. And remember that you don’t necessarily need to be the one who finds the Quest... you can watch carefully to see if you think someone else has found it for you, and then find a way to take it from them.
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
This is a special Quest: KILL THE DRAGON YOURSELF (and then get to stairs). If you're too scared to accept the challenge, you can discard this Quest before your first move and draw another one.
The first player to get to a flight of stairs
with their Quest is the winner.
Keep
your Quest card secret until the end!
Cavern cards define the things in the caverns (treasure and monsters). The first time a player (or, later in the game, a monster) enters a cavern, draw one card for each red spot on that cavern’s tile.
Monsters must be declared as soon as they are found, but any items are immediately kept (without being shown) by the player who found them. In this set, cards that must be declared have a shaded grey title at the top.
You might want to have exactly as many cavern cards in your caverns set as you do red spots (in the caverns) on your tiles. This ensures that if all the caverns are explored, every cavern card will have been discovered. It’s OK if this isn’t the case, but if there are more cards than spots then it’s possible for a Quest to turn out to have been unattainable in that game — you have to decide for yourself if you want to play with such a set.
Cannot be turned to stone
Cannot be bribed with food
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
4 | 2 | 2 |
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
6 | - | 3 |
Cannot be turned to stone
Cannot be bribed with food
Will not travel across water
combat | magic | affinity |
---|---|---|
6 | 1 | 2 |
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
5 | 0 | 3 |
Cannot be bribed with food
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
5 | 0 | 3 |
Cannot be bribed
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
4 | 0 | 0 |
Cannot be bribed with food
combat | magic | affinity |
---|---|---|
3 | 0 | 0 |
Cannot be bribed, except with food
combat | magic | affinity |
---|---|---|
2 | - | 2 |
Cannot pass through deep water
combat | magic | affinity |
---|---|---|
2 | 0 | 3 |
Cannot pass through deep water
combat | magic | affinity |
---|---|---|
3 | 0 | 2 |
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
4 | 0 | 4 |
-2 affinity with dwarves and other elves
combat | magic | affinity |
---|---|---|
3 | 1 | 2 |
Cannot be bribed, except with food
combat | magic | affinity |
---|---|---|
2 | - | 2 |
Never leaves its cavern
The dragon will fight anyone it finds in its cavern (including other cavern-dwellers), although it can be bribed.
combat | magic | affinity |
---|---|---|
10 | 0 | 0 |
Cannot pass through deep water
combat | magic | affinity |
---|---|---|
3 | 0 | 2 |
Cannot pass through deep water
combat | magic | affinity |
---|---|---|
3 | 0 | 1 |
Cannot be bribed
Cannot pass along narrow passages
combat | magic | affinity |
---|---|---|
5 | 0 | 1 |
Cuts through spider webs easily (+5)
combat | ||
---|---|---|
+2 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
2 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
3 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
4 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
3 |
combat | ||
---|---|---|
+1 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
4 |
Makes the wearer shadowy and indistinct: ideal for sneaking around in the dark.
escape | ||
---|---|---|
+1 |
Allows the wearer to skip lightly over water as if it were solid earth.
Wearer may walk over water even if they are small
magic | ||
---|---|---|
* |
A strange pipe that plays a haunting tune that bewitches snakes and rats
Automatically WIN any combat against snakes or rats
magic | ||
---|---|---|
* |
Shoes that never make a sound: favourite footwear for thieves & burglars
escape | ||
---|---|---|
+1 |
Makes the wearer shrink to half their size so they can squeeze through narrow gaps.
Wearer can pass along narrow passages even if they are big
magic | ||
---|---|---|
* |
Counts as +4 when fighting dragons
combat | ||
---|---|---|
+1 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
1 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
2 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
3 |
Cuts through spider webs (+1)
combat | ||
---|---|---|
+1 |
Increases the wearer’s magic power
magic | ||
---|---|---|
+1 |
Increases the wearer’s magic power
magic | ||
---|---|---|
+1 |
Allows the reader to cast a Flying spell (once per turn)
magic | ||
---|---|---|
* |
Allows the reader to cast a Blessing spell. Doubles the total combat score (including dice score) when fighting against Undead
magic | ||
---|---|---|
* |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
2 |
When attempting to make friends, hand this card over (face up) to add to the value of their affinity score.
Or keep it for yourself!
value | ||
---|---|---|
1 |
If you ever roll a die and score either 1 or 6 you can choose to ROLL AGAIN by showing this card (once per turn)
You can never give this card away (but it can be taken from you, if you die)
magic | ||
---|---|---|
* |
Allows the holder to use the Holy Place as stairs
magic | ||
---|---|---|
* |
Passage Encounters happen as soon as the player (or monster) moves onto a new tile for the first time — this is different from encounters in caverns because passage encounters are unavoidable (unlike caverns, because you can choose not to enter a cavern). The game needs a way to determine, randomly, whether or not a Passage Encounter occurs.
Here are three ways to randomly allocate encounters in the passages:
In theory you could mark the encounters on the tiles. This has some limitations, the most obvious of which is that you’ll always have your passage encounters on the same passage tiles.
Alternatively, you can roll a die every time a new tile (which is not a cavern), and draw a card if a 6 is rolled (and roll again — so in theory you could draw multiple passage encounters cards on a single tile). If all the passage encounter cards have been drawn, don’t bother rolling on new tiles. One consequence of this method is that there’s no guarantee that any or all of the passage encounter cards will be found in any particular game.
The best (but slightly more complex) method is to write out all the numbers of passage tiles (that is, those which are neither entrances nor caverns), arranged in a 6 × 6 grid. Before the game starts, roll a pair of distinct dice (for example: one white, one red) as many times as you have passage encounter cards, placing a token on the (x, y) position on the grid indicated each time. Then, whenever a new passage tile is laid down, check the tile’s number on the grid and draw a passage encounter card for each token on that square. The benefit of this approach is that, if every tile is explored, all the passage encounters will be found.
If you use the latter method with the example tiles on this site, then the 6 × 6 grid looks like this — these are the numbers of every tile that is neither an entrance (tile numbers 1 & 2) nor a cavern:
× | ||||||
5 | 6 | 7 | 8 | 9 | 11 | |
12 | 13 | 15 | 16 | 17 | 19 | |
20 | 23 | 25 | 26 | 27 | 29 | |
36 | 37 | 38 | 41 | 44 | 45 | |
46 | 47 | 49 | 51 | 54 | 56 | |
57 | 58 | 59 | 60 | 61 | 62 |
Everybody who tries to LEAVE this tile must throw 3, 4, 5 or 6
to ESCAPE from the sticky webs.
Combat bonuses against spiders apply.
Place the Spider Web marker on this tile
Everybody who tries to LEAVE this tile must throw 3, 4, 5 or 6
to ESCAPE from the sticky webs.
Combat bonuses against spiders apply.
Place the Spider Web marker on this tile
Mim will help you find your Quest. He can travel with you, or you can send him out exploring on his own. It’s just like having an extra character! But if you die, you fail in your quest and Mim will try to stop anyone else succeeding in theirs.
combat | magic | escape |
---|---|---|
3 | - | 2 |
If you want to RUN you can say so at the start of your turn: roll a die.
1,2: boots STICK! Don’t move!
3: nothing happens: move 1 tile.
4: boots LEAP: move up to 2 tiles.
5: boots BOUND: up to 3 tiles.
6: boots HURTLE: up to 4 tiles.
magic | ||
---|---|---|
* |
All spells cast will FAIL in this tile.
Magic and enchanted items (including weapons) lose their special powers and become ordinary while they are here. Invisibility spells are broken. You cannot use a Flying spell to enter or leave.
Undead must throw 5 or 6 to enter or stay in this place.
Place the Holy Place marker on this tile
Carry the Wizard door with you.
In any passage, at the start of your turn, you can put it down and SLAM it shut. Thereafter anyone (except the holder of this key) must throw 4, 5 or 6 to pass through. Add MAGIC score (and bonuses) to the roll.
Once SLAMMED it can NEVER MOVE.
magic | ||
---|---|---|
* |
Cannot be bribed, except with food
combat | magic | affinity |
---|---|---|
1 | - | 2 |
Once per turn, anyone who peers into the mirror can inspect another player’s (or monster’s) cards. The other person spreads their cards out face-down — for each one, roll a die: a score of 5 or 6 means you can peek at their card. Add your MAGIC score (and bonuses) to the die score on each roll.
Place the Magic Mirror marker on this tile
You can download a zip file containing all the illustrations — see license below.
If you make cards, it’s a good idea to give them backs of different colours, because you really need to be able to keep the different kinds (characters, quests, cavern, passage encounters) separate.
The cards’ title font on this page is Metamorphous.
Flagstone background adapted from the Well-Equipped Thief.
dice icons (used when explaining the mechanism for allocating passage encounters) are by diafygi/dice-css under the MIT License
This work is licensed under a
Creative Commons BY-NC license
(zip files containing all the card
illustrations and tiles are available for
download as a jumping-off point for you to create your own version). It
was inspired over twenty-five years ago by two original games — The
Sorcerer’s Cave and The Mystic Wood. Please read about the game’s origins to understand how
it came about.