<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/index.php?action=history&amp;feed=atom&amp;title=Gamehelplairbreakers</id>
	<title>Gamehelplairbreakers - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/index.php?action=history&amp;feed=atom&amp;title=Gamehelplairbreakers"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplairbreakers&amp;action=history"/>
	<updated>2026-10-22T22:23:50Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplairbreakers&amp;diff=31909&amp;oldid=prev</id>
		<title>Techywarrior: Created page with &quot;A cooperative dungeon crawler for 1–4 players. The party descends into the Wyrmhold, defeating five bosses in order. Defeat &#039;&#039;&#039;Vharzul&#039;&#039;&#039;, the final boss, and everyone wins.  &#039;&#039;&#039;Death costs your gold, never your gear.&#039;&#039;&#039; If any hero dies, the whole party wipes and starts again from the first boss. Heroes lose their XP and gold but keep every gear and ability card they own.  == Setup ==  ==== New campaign ==== 1. Each player picks a class and takes that class&#039;s ability...&quot;</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplairbreakers&amp;diff=31909&amp;oldid=prev"/>
		<updated>2026-10-18T14:15:50Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;A cooperative dungeon crawler for 1–4 players. The party descends into the Wyrmhold, defeating five bosses in order. Defeat &amp;#039;&amp;#039;&amp;#039;Vharzul&amp;#039;&amp;#039;&amp;#039;, the final boss, and everyone wins.  &amp;#039;&amp;#039;&amp;#039;Death costs your gold, never your gear.&amp;#039;&amp;#039;&amp;#039; If any hero dies, the whole party wipes and starts again from the first boss. Heroes lose their XP and gold but keep every gear and ability card they own.  == Setup ==  ==== New campaign ==== 1. Each player picks a class and takes that class&amp;#039;s ability...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A cooperative dungeon crawler for 1–4 players. The party descends into the Wyrmhold, defeating five bosses in order. Defeat &amp;#039;&amp;#039;&amp;#039;Vharzul&amp;#039;&amp;#039;&amp;#039;, the final boss, and everyone wins.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Death costs your gold, never your gear.&amp;#039;&amp;#039;&amp;#039; If any hero dies, the whole party wipes and starts again from the first boss. Heroes lose their XP and gold but keep every gear and ability card they own.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
==== New campaign ====&lt;br /&gt;
1. Each player picks a class and takes that class&amp;#039;s ability deck. Heroes start with no gear or abilities.&lt;br /&gt;
&lt;br /&gt;
2. Set each hero&amp;#039;s HP to their class maximum. Gold and XP start at 0.&lt;br /&gt;
&lt;br /&gt;
3. Give each hero a Blessing token and a Potion token, ready side up.&lt;br /&gt;
&lt;br /&gt;
4. Place the 5 bosses in order with the Giant Spider on top, face up.&lt;br /&gt;
&lt;br /&gt;
5. Shuffle the gear deck and deal 6 cards face up as the gear store.&lt;br /&gt;
&lt;br /&gt;
==== Each dungeon ====&lt;br /&gt;
1. Draw 9 room tiles, shuffle the Shrine in, and put the Boss Gate on the bottom.&lt;br /&gt;
&lt;br /&gt;
2. Place the Entrance tile. All heroes start there.&lt;br /&gt;
&lt;br /&gt;
3. Shuffle the monster deck.&lt;br /&gt;
&lt;br /&gt;
== A Round ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1. Hero phase:&amp;#039;&amp;#039;&amp;#039; each hero takes up to &amp;#039;&amp;#039;&amp;#039;2 different actions&amp;#039;&amp;#039;&amp;#039;, in any order the group agrees on:&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Move&amp;#039;&amp;#039;&amp;#039; to an adjacent connected tile (exploring it if it&amp;#039;s unrevealed)&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Attack&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Use an ability&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Interact&amp;#039;&amp;#039;&amp;#039; (for example, use the Shrine)&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Drink your potion:&amp;#039;&amp;#039;&amp;#039; heal 6 HP, once per dungeon&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2. Monster phase:&amp;#039;&amp;#039;&amp;#039; each monster moves toward the nearest hero, then attacks. Resolve the strongest monsters first.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3. End phase:&amp;#039;&amp;#039;&amp;#039; remove 1 cooldown marker from each ability.&lt;br /&gt;
&lt;br /&gt;
Out of combat, skip the Monster phase. &amp;#039;&amp;#039;&amp;#039;Cooldowns only tick down in combat.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
&lt;br /&gt;
Moving through an open door with no tile beyond it reveals the next dungeon tile. Place it so a door connects, then resolve the room:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Room !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Corridor || Nothing&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Chamber || style=&amp;quot;text-align:left;&amp;quot;|Spawn 1 monster per spawn icon&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Treasure || style=&amp;quot;text-align:left;&amp;quot;|Every hero gains the gold shown (1 or 2)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Trap || style=&amp;quot;text-align:left;&amp;quot;|The revealing hero rolls 1 die; on 1–2, they take 2 damage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Shrine || style=&amp;quot;text-align:left;&amp;quot;|Spend an action to heal to full HP, once per dungeon per hero&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Boss Gate || style=&amp;quot;text-align:left;&amp;quot;|The current boss appears&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If no open doors remain, place the next tile against any open edge (a hidden door).&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Attacking:&amp;#039;&amp;#039;&amp;#039; roll 2d6 and add your to-hit bonus. If the total meets or beats the target&amp;#039;s Defense, deal your Damage.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Range:&amp;#039;&amp;#039;&amp;#039; the number of tiles away you can attack, in a straight line through connected doors. Range 0 is your own tile.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Monster attacks:&amp;#039;&amp;#039;&amp;#039; each monster makes &amp;#039;&amp;#039;&amp;#039;one attack per hero&amp;#039;&amp;#039;&amp;#039; each round, always at the hero on its tile with the &amp;#039;&amp;#039;&amp;#039;most HP left&amp;#039;&amp;#039;&amp;#039; (players choose on a tie). Roll 2d6 against that hero&amp;#039;s Defense.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Defense cap:&amp;#039;&amp;#039;&amp;#039; a hero&amp;#039;s Defense can never exceed 10, including penalties to monster rolls.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Kills:&amp;#039;&amp;#039;&amp;#039; when a monster dies, every hero gains its XP and gold.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Hero death:&amp;#039;&amp;#039;&amp;#039; if any hero reaches 0 HP, the party wipes.&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
Monster HP = &amp;#039;&amp;#039;&amp;#039;base HP × number of heroes × dungeon multiplier.&amp;#039;&amp;#039;&amp;#039; Damage and Defense never change.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Dungeon !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|1 !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|2 !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|3 !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|4 !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|HP multiplier || ×1 || ×2 || ×4 || ×7 || ×10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Monster !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Base HP !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Damage !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Defense !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Copies&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Rat || 1 || 1 || 4 || 9&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Giant Bat || 1 || 1 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Goblin || 2 || 1 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Slime || 3 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Skeleton || 2 || 2 || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Zombie || 5 || 1 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Kobold || 4 || 2 || 6 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every monster gives each hero &amp;#039;&amp;#039;&amp;#039;1 XP and 1 gold&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
Boss HP is per hero and is &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; multiplied by the dungeon multiplier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|# !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Boss !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|HP / hero !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Damage !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Defense !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Reward per hero&lt;br /&gt;
|-&lt;br /&gt;
|1 || Giant Spider || 10 || 1 || 6 || 4 XP, 6 gold&lt;br /&gt;
|-&lt;br /&gt;
|2 || style=&amp;quot;text-align:left;&amp;quot;|Kobold Warchief || 30 || 1 || 7 || 4 XP, 8 gold&lt;br /&gt;
|-&lt;br /&gt;
|3 || Hoard Golem || 35 || 2 || 9 || 4 XP, 10 gold&lt;br /&gt;
|-&lt;br /&gt;
|4 || Wyrm Cultist || 30 || 3 || 8 || 4 XP, 12 gold&lt;br /&gt;
|-&lt;br /&gt;
|5 || Vharzul || 50 || 3 || 8 || Victory&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Raise Dead (Wyrm Cultist):&amp;#039;&amp;#039;&amp;#039; each Monster phase, summons Skeletons equal to half the heroes, rounded down. Summoned Skeletons have 2 HP, Damage 2 and Defense 6, attack once each, and give no rewards.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Fire Breath (Vharzul):&amp;#039;&amp;#039;&amp;#039; at half HP or less, every hero takes 2 automatic damage at the start of each Monster phase.&lt;br /&gt;
&lt;br /&gt;
• Sleep and Pinning Shot can&amp;#039;t target bosses.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Class !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|HP !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Defense !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Damage !! style=&amp;quot;background:#ccd4;font-weight:bold;&amp;quot;|Special&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Barbarian || 20 || 5 || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Cleric || 16 || 6 || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Druid || 16 || 4 || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Ranger || 12 || 4 || 1 || style=&amp;quot;text-align:left;&amp;quot;|+1 to hit, +1 range&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Rogue || 12 || 4 || 1 || +2 to hit&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Wizard || 12 || 2 || 1 || +1 range&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each class has its own deck of 8 abilities, bought with XP at camp. A hero can use every ability they own.&lt;br /&gt;
&lt;br /&gt;
• Using an ability takes one action. An attack ability includes its attack.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Cooldown X:&amp;#039;&amp;#039;&amp;#039; place X markers after use; one comes off each combat End phase.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Once per fight / once per dungeon:&amp;#039;&amp;#039;&amp;#039; ready again when the fight ends or at camp.&lt;br /&gt;
&lt;br /&gt;
• &amp;#039;&amp;#039;&amp;#039;Reactions&amp;#039;&amp;#039;&amp;#039; are used when triggered, even on another hero&amp;#039;s turn, and cost no action.&lt;br /&gt;
&lt;br /&gt;
== Camp (after each boss) ==&lt;br /&gt;
&lt;br /&gt;
Camp is the only time heroes can buy cards.&lt;br /&gt;
&lt;br /&gt;
1. Heal to full HP, clear all cooldowns, and ready Blessing and Potion tokens.&lt;br /&gt;
&lt;br /&gt;
2. &amp;#039;&amp;#039;&amp;#039;Gear store:&amp;#039;&amp;#039;&amp;#039; buy any of the 6 face-up gear cards with your own gold, then refill the store.&lt;br /&gt;
&lt;br /&gt;
3. &amp;#039;&amp;#039;&amp;#039;Ability store:&amp;#039;&amp;#039;&amp;#039; buy any card from your own class deck with your own XP.&lt;br /&gt;
&lt;br /&gt;
4. &amp;#039;&amp;#039;&amp;#039;Equip:&amp;#039;&amp;#039;&amp;#039; weapon, helmet, chest, pants, boots and accessory slots. Barbarians and Clerics can use a shield in the accessory slot. Two-handed weapons can&amp;#039;t be used with a shield. Wearing all 4 pieces of one armor set grants its set bonus. Extra gear goes to the shared Stash.&lt;br /&gt;
&lt;br /&gt;
XP and gold belong to each hero and can&amp;#039;t be traded.&lt;br /&gt;
&lt;br /&gt;
== Wipes and Winning ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wipe:&amp;#039;&amp;#039;&amp;#039; keep all gear and abilities, lose all XP and gold, and restart from the Giant Spider.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Win:&amp;#039;&amp;#039;&amp;#039; defeat Vharzul. There is no other way to lose; every wipe lets you try again, stronger.&lt;/div&gt;</summary>
		<author><name>Techywarrior</name></author>
	</entry>
</feed>