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In Super Dungeon Explore, the players and the Consul design the dungeon. After the dungeon has been laid out, the consul then must setup the spawn points and treasure chests. there are rules governing how these may be laid out however. The rules talk about Tiles, Rooms, and Hallways. Tiles are the actual boards themselves (5 supplied in the main box). Each of these are double-sided and the player/consul decide which side to use.

SQUARES: Every dungeon tile has a grid of squares on it. Squares are used for movement, range, and determining area effects. A model may never move into or through a location on a dungeon tile that does not have a square. Likewise, no action or ability can affect a location that does not have a square.

OPEN SQUARES: Squares that do not have a tile effect are called open squares.

TILE EFFECTS: Some squares have unique effects, called tile effects. Squares with tile effects have a grey hatched border and an icon that represents the effects of the square. Each tile effect is detailed on a card.

WALLS: Wall are represented by a black line between squares. Models cannot move or draw line of sight through walls.

DOORWAYS: Doorways are the area where tiles connect. Models cannot move through doorways that are not connected to another doorway. Doorways that are not connected to another doorway are called open doorways.

FIRST, SECOND, AND THIRD TILE: The rules will sometimes reference the first, second, and third tiles. The first tile is the tile containing the start token. The second tile is the tile connected to the first tile, and the third tile is the last remaining tile.

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