HEROES FALL

Beat your friends to the bottom of the dungeon, or play solo and try to beat your own score.

No dice, no tokens, no miniatures—no mercy.

Heroes Fall is a good 'ol fashioned dungeon crawl played anywhere you are. Build a unique party using your favorite heroes and race your friends to defeat the dungeon boss. The dungeon is a shared deck that all players fight against simultaneously, allowing for collaborative play, and plenty of backstabbing! Heroes Fall was created to be easy to learn, quick to play, and effortless to set up and put away—while still delivering endless levels of strategy and razor-sharp decisions making. Feel the excitement as your group of epic heroes fights their way through the perilous dungeon, levels up, collects and equips legendary gear, and dodges deadly traps, sometimes even setting up some of their own. This is the dungeon crawl game you've got to play, and because it allows 1+ players, you don't even need friends to play.

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choose your heroes

Select three hero cards to be your party as you navigate the dungeon. Use their unique abilities and strengths to claim victory. Build personalized strategies to defeat the dungeon on your own terms.

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Fight the dungeon

Take turns revealing monsters, traps, and relics to create encounters. Defeat the encounters to level up your heroes. Defeat special boss monsters, or level up all of your characters to full to defeat the dungeon.

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collect treasure

Collect relics to improve your heroes, play monsters from your hand to bolster your party, or use traps to shift encounters toward your strengths, or your opponents' weaknesses.

 
 

HEROES FALL RULES

Setup: Players decide on the dungeon deck they’re going to explore. Then, each player gets three hero cards. Decide before the game if these are selected individually, chosen at random, or if players take turns picking one until each player has three hero cards. For every player above two, immediately add one level to character(s) of your choice. Each players draws seven cards. Then a player is selected to go first, this is the active player.

Level up hero cards by putting a blank card over all but the top power icon. That’s the hero’s level one power. For every level, slide the card down one line, revealing the next line of power icons. The bottom line showing is their current power.

Play: The active player lays out three cards (plus one for every player above two) face up from the top of the dungeon deck, arranging them parallel to the dungeon—this is the encounter. Monster abilities trigger when revealed, while traps may have a condition that makes them trigger or go into effect immediately. Players, starting with the active player, decide if they want to fight the encounter or go loot. Player(s) who loot immediately draw a card, and can play traps, but not allied monsters during the encounter. Players that loot are unaffected by trap effects in the encounter and don’t select relics or level up.

Starting with the active player, players may play monster cards on their own side to become an allied monster that adds to their total power, play traps into the encounter, and use hero abilities. Starting with the second player, if all players pass on their turn in a row the round is over.

Players who choose to fight in the dungeon add up the highest power(s) that appears in the encounter (Strength, Agility, or Magic). If one of their powers exceeds at least one of the corresponding highest power(s) displayed in the dungeon, they defeat the encounter, and may immediately level up one character. There is no penalty for losing the fight. Players then take turns claiming relics. Then the encounter and all traps and monsters played this turn are discarded.

Going clockwise, the next player becomes the active player and reveals the next encounter. If the dungeon deck ever runs out of cards, shuffle the discard pile and add it to the dungeon deck.

Relics: Relics act like monster cards that can be played on your side to increase to your power, but aren’t discarded at the end of the turn. Relics must be played on a hero and must match at least one power that appears on the hero and on the relic. Relics cannot be moved between heroes. To play a new relic on a hero, you must sacrifice the one currently on the hero.

Relics with power icons are used by the monsters and unseen foes in the encounter, and add to the power of the encounter. If you successfully defeat the encounter, you may select a relic that appears in the encounter and add it to your hand. In the case of multiple players defeating the encounter, the player who won by the most claims the first relic. In the case of a tie, the active player, or player closest to active player going clockwise, selects first.

Winning: Players continue clockwise, revealing encounters, and deciding to fight or loot as they level up their characters. If a player levels up all of their heroes to full, then they win the game. If multiple players reach max level at the same time, the active player wins, or the player closest to active player going clockwise.

Boss monsters can be played like normal monsters. If a boss monster is revealed or played into an encounter, players can defeat it to win the game immediately. If a boss monster is defeated, the player who beat it by the most power wins, or in the case of a tie, the active player wins, or the next closest to active player going clockwise.