Undercroft
A co-op dungeon crawl for your own miniatures. Keep your lanterns lit through five reaches of the undercroft.
by Boardaux Studios
If you love Gloomhaven and Darkest Dungeon.
Undercroft is a cooperative dungeon crawl for 1 to 4 players, played with your own miniatures. Stand any figure on a numbered ring, set it on the Board, and it becomes a hero. The table runs the dungeon: the map, the fog, the monsters and the dice all live on the screen. Everyone moves at once. Pick up your figure and the squares it can reach light up in blue. Crossed swords mark where you can attack from, and a die over the monster shows the roll you need. When every figure is still, the hourglass runs out and the dungeon takes its turn. A red fang on your circle tells you which monster is coming for you next. Light is everything. A monster standing in your light cannot move, but your lanterns burn down every turn. Braziers, flares and oil flasks push the dark back. Four heroes, each with one thing only they can do: • The Knight stands guard and takes the blows meant for a friend. • The Ranger shoots anything in sight. • The Mystic throws light where it is needed. • The Rogue stabs from the shadows. A campaign is twelve delves down through five reaches. Each has its own stone, its own sound and its own monsters: • The Crypt. Ghouls, crawlers and shades wait just past the light. • The Ossuary, walled in skulls. Bone Archers shoot from across the room. Light holds their feet, not their bows, so hide behind the pillars. • The Drowned Cloister, where black water stands in every crack. Bloaters burst when they die and douse every lantern beside them. • The Root Hollows, lit only by glowing fungus. Lantern Moths are drawn to the fullest lantern and drink it dry. • The Ember Gate, where the stone is warm under your feet. Cinder Hounds hunt in packs and Iron Sentinels never leave their post. Three bosses stand in the way. The Bone Abbot raises archers from the dead. The Moth Queen hunts your brightest light. The Warden is not afraid of the light at all. Between delves your heroes rest at camp, and each one picks a relic to keep: a longer wick, a tower shield, a lucky coin. Heroes who fall come back with scars. The game saves at every room, so you can stop and pick it up another night. Play alone with two heroes or more, or share the table with up to three friends, one edge each. A delve takes about twenty minutes.