Here are the houserules I use for our game. (Warning: Epically long post ahoy) Additional Rules Traps Behind Doors : After opening a door, a Hero is allowed use an action to check for traps on the square directly beyond the door, but only if the room is empty of monsters. Disarming applies as normal. Furniture and Movement : It is possible to move onto and over certain pieces of furniture like a table or chair. Moving through each square occupied by furniture in this way costs 2 movement. Tall furniture like cabinets or bookcases cannot be climbed on. Furniture and Ranged Attacks : If a Hero is standing on a table or other such furniture, it is possible to fire a ranged weapon over the head of another Hero, where normally your ally would block line of sight. Attack Fumble : If an attack roll with a weapon results in all Black Shields (or 3 Black Shields in the event your weapon uses more than 3 Combat Dice), then it is considered damaged. For a 1 Attack Die weapon to be damaged in melee, a Black Shield result must also be rerolled for a second Black Shield. The Attack Dice of a damaged weapon is reduced by 1; record this on your Hero's Character Sheet. A damaged weapon may be repaired for half of its cost between Quests. Weapon Artifacts may not be damaged in this way. Defense Fumble : If an armored Hero rolls 3 or more black shields for defense, then a piece of armor is damaged. Armor damage is applied in this order: Helmet > Shield > Body Armor. The Defend Dice of damaged armor is reduced by 1; record this on your Character Sheet. Damaged armor may be repaired for half of its cost between Quests. Armor Artifacts may not be damaged in this way. Broken Weapons and Armor : This process of degradation continues until the weapon's Attack Dice or armor's Defense Dice reach 0. At that point, the weapon or armor is considered broken and useless. It should be removed from the Hero's Character Sheet. Broken items cannot be repaired. New Spells The following four brand new spell groups are for the Elf and Wizard to purchase between quests. Individual spells cost $800, or the entire spell group for $2000. They may also start with any group(s) of spells they wish, and are not limited to the original four. Animal Spells Lion's Roar : All monsters in Hero's line of sight is frightened and will move away from the caster to the full extent of their movement on their next turn, unless backed into a corner. Phantom Beast : Target monster within Hero's line of sight is immediately attacked by an ephemeral animal. The Phantom Beast attacks with the number of combat dice equal to the caster's Mind Points. Phantom Bird : Target Hero within line of sight is lifted off the ground by an ephemeral avian creature. The Hero cannot be hit except by ranged attacks/spells from the monster's next turn. However, on the Hero's next turn, he may not do anything except use ranged attacks/spells. Plant Spells Healing Herbs : Target Hero is immediately healed 3 body points. If a Hero is reduced to zero Body Points, he may restore your own Body Points, but only if you haven't yet taken an action on your turn. Poison Thorns : Target Enemy is attacked by poisonous thorns, and receives 3 points of damage. The Enemy rolls one combat die for each of its Mind Points. For every Black Shield rolled, damage is reduced by 1 point. Root : Target Hero within line of sight gains 3 additional Defend Dice on their next turn. However, the Hero cannot move, search for treasure, search for traps, or disarm a trap during that turn. Night Spells Cover of Darkness : All Enemies in line of sight attack and defend with one fewer combat dice, to a minimum of one, until the end of spellcaster's next turn. Fear of the Dark : Target Enemy cannot attack, and is reduced in defense to one combat die. The Enemy may roll combat dice equal to its mind points on each of its turns until the spell is broken. If a Black Shield is rolled, the spell is broken. Not effective against creatures with zero Mind Points. Light of the Moon : All Secret Doors in the level are immediately placed on the board. Also, all unsprung traps are immediately placed on the board. Unsprung traps must still be disarmed before a Hero may move through its square. Sun Spells Healing Rays : Target Hero is healed the number of Body Points equal to his Mind Points (up to his maximum number of Body Points). Light of the Sun : Spellcaster may immediately disarm any trap the Heroes are aware of, revealed or sprung. If a sprung trap is chosen, the trap is removed from the board. Sun Blisters : Targets one Enemy. If Enemy is a Goblin, Orc, or Fimir: Loses 1 Body Point. If Undead: Loses 2 Body Points. if Chaos Warrior, Chaos Sorcerer, or Gargoyle: Roll its Defense Dice. If a Black Shield is rolled, it is unaffected. Otherwise, loses 1 Body Point. Gargoyle: immediately turns to stone. Its figure stays on the board, but it cannot move, attack, defend, or be killed. It is effectively dead until it rolls a Black Shield on its turn, but takes up space. Alchemist's Shop Potion Name Cost Description Potion of Minor Restoration 500 G Restores 1 lost Body Point and 1 lost Mind Point. Potion of Major Restoration 800 G Restores Hero's Body and Mind Points to their original levels. Potion of Battle 200 G Reroll 1 attack die. Potion of Dexterity 200 G Adds 5 Movement squares to the Hero's next movement dice. Can also be used to successfully jump over 1 trap without rolling. Potion of Strength 250 G Doubles the number of attack dice a Hero can roll on his next attack. Potion of Invisibility 300 G Turns the Hero invisible for the next 5 turns. If the Hero attacks or casts a spell, he becomes immediately visible again. Potion of Regeneration 300 G Restores all attack dice drained from the Hero by Undead. Potion of Fire Resistance 400 G After a Hero drinks this potion, he is immune to the effects of the next Chaos spell fire spell cast on him, or suffers no damage the next time the Hero is burned by fire. Potion of Cure 400 G A Hero is cured of any disease or diseases that infect him. Potion of Spell Casting 600 G A Spellcaster may drink this potion to relearn a spell he has just cast. He may pick up the spell card of the last spell cast and put it back in his hand. Potion of Blade Venom 200 G This potion is used to coat a bladed weapon or arrow. The first monster hit by this weapon (at least one skull rolled) loses an extra Body Point in damage due to the venom. Potion of Anti-Venom 300 G Removes poison from the Hero's body, but does not restore Mind or Body Points. WEAPONS Weapon Name Cost Combat Dice Special Notes Dagger 25 G 1 May be thrown at any Monster within line of sight. May be thrown diagonally. Lost once thrown. Hatchet 50 G 1 May be thrown at any Monster within line of sight. May be thrown diagonally. Not lost once thrown, but broken on a roll of 4, 5, or 6 on 1d6. May not be used by a Wizard. Staff 100 G 1 May attack Diagonally. Two-handed weapon, may not be used with a Shield. Whip 125 G 1 May attack diagonally. May not be used by a Wizard. Shortsword 150 G 2 May not be used by a Wizard. Axe & Hammer 200 G 2 May be thrown at any Monster within line of sight. May be thrown Diagonally. Not lost once thrown, but broken on a roll of 4, 5 or 6 on one red die. May not be used by Wizards Flail 250 G 2 May attack diagonally. May not be used by Wizards. Spear 400 G 2 May attack diagonally. May be used to attack Monsters Two squares away. May be thrown at any Monster within line of sight. May be thrown Diagonally. A thrown Spear may be recovered by a Hero on another turn using up one action. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Broadsword 250 G 3 May not be used by Wizards. Longsword 350 G 3 May attack Diagonally. May not be used by Wizards. Halberd 500 G 3 May attack Diagonally. May be used to attack Monsters Two squares away. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Battle Axe 450 G 4 Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Greatsword 600 G 4 May attack Diagonally. Two-handed weapon, may not be used with a Shield. May not be used by Wizards. Shortbow 100 G 1 May attack Monsters within line of sight. May attack Diagonally. May not be used to attack adjacent Monsters. Two-handed weapon, may not be used with a Shield. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. Longbow 200 G 2 May attack Monsters within line of sight. May attack Diagonally. May not be used to attack adjacent Monsters. Two-handed weapon, may not be used with a Shield. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. Crossbow 300 G 3 May be used to attack any Monster within line of sight, adjacent or not. Two-handed weapon, may not be used with a Shield. You have a quiver of bolts that is expended if you roll two Black Shields while attacking with this weapon. Costs an action to reload. Costs an action to switch to a hand-to-hand weapon. May not be used by Wizards. ARMOR Armor Name Cost Defense Dice Special Notes Bracers 200 G 1 Can only be used by Wizard. Buckler 75 G 1 Only provides 1 extra Defense Die until Hero takes damage, it then breaks. Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. Kite Shield 150 G 1 Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. Tower Shield 300 G 2 Cannot be used by any Hero using a two-handed weapon. Cannot be used by Wizards. Chain Mail Coif 125 G 1 Cannot be used by Wizards. Great Helm 250 G 2 Reduces the Hero's Movement to 1d6. Movement penalty does not stack. Cannot be used by Wizards. Leather Armor 500 G 1 Cannot be used by Wizards. Chain Mail 850 G 2 Cannot be used by Wizards. Plate Mail 1200 G 3 Reduces the Hero's Movement to 1d6. Movement penalty does not stack. Cannot be used by Wizards. OTHER ITEMS Item Name Cost Special Notes Standard Toolkit 250 G Used to Disarm Traps. Master Toolkit 800 G Used to Disarm Traps. Dwarf: May reroll 1 die during Disarming. All other Heroes: Disarm a Trap as a Dwarf would (but no reroll). Healer's Kit 500 G Used to restore lost Body Points to yourself or an ally on an adjacent square. In place of your action, roll up to 3 combat dice. For each skull rolled, the recipient regains 1 Body Point. If a Black Shield is rolled, the supplies are used up and the healer's kit is discarded. If you are reduced to zero Body Points, you may restore your own Body Points--but not an ally's--only if you haven't yet taken an action on your turn. May not be used by the Barbarian. Magic Ammunition 300 G Used to add one extra Combat Die to every attack with a ranged weapon. However, as soon as you roll one Black Shield during an attack, the last piece of Magic Ammunition is used up and you lose the benefit of this item. May not be used by the Barbarian. Quiver of Bolts 100 G Used to replace lost ammunition for the Crossbow. Rules for the Expanded Armory The Armory will buy back weapons at 1/2 their cost (round down). The Armory will buy back weapons taken from all monsters except the Undead. Heroes can carry only 3 weapons at a time (including bows) and 2 pieces of armor (not including shields). Keep track of these items in your inventory. There is no limit to the number of artifacts that can be carried. This carrying limit does not apply to items the Hero is wearing. There is no limit to the number of potions that can be carried. Heroes may take weapons from monsters they have killed, except for the Undead, to sell or use. A Hero must tell the Game Master when he wishes to take a weapon, then note it on his chart. The Hero that kills the monster gets first choice on the weapon the monster was carrying, then any other Hero in the room can take it on his turn. The weapon is gone if all the Heroes leave the room or hallway. If a Hero's weapon is destroyed in battle, he can either take one from a dead monster or use another one he is carrying. Switching weapons, including going from a bow to a melee weapon, takes 1 turn. During this turn the Hero may not attack unless he forfeits his move action. Below is a list of the weapons carried by monsters: Goblins carry daggers and hatchets. Orcs carry shortswords, flails, and axes. Fimirs have axes. Chaos Warriors have battle axes. Chaos Mages/Sorcerers/Warlocks have daggers. Gargoyles dual-wield a broadsword and a whip.