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Click on the sets name to reveal cards in that set. For an alphabetical list of all cards click here. Quantities labeled with an indicate that the duplicates have Alternative Art.

★ Indicates a card with a Minimum Players requirement that allows it to be used for any number of players.

Promo Cards[]

Quantities marked with a * represent Promo Cards that were included with prototypes, meaning anyone with a prototype may have more than the listed number of copies.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
BMA000 Anererak The Hidden Lich 999 Cleric Boss Level Up: Each of your opponents must choose and discard two cards. - 1
KSA001 Kirax The Gatekeeper 1000 Thief Boss Level Up: For the rest of the game, this has Cleric, Fighter, and Mage treasure. - 1*
KSA002 Hellcow Bossy Monster 950 Fighter Boss Level Up: Choose any dungeon, You may rearrange the placement of the rooms in that dungeon. - 1*
KSA003 The Brothers Wise Two-Headed Monstrosity 700 Mage Boss Level Up: You may search through the Spell deck, choose one Spell card, and put into your hand. - 1*
KSA004 Kaw'nee The Grave Robber 575 Cleric Boss Level Up: You may choose an ordinary Hero in any opponent's scorekeeping area and place it face-down in your scorekeeping area. - 1
KSA005 Scythe The Ultimate Weapon 775 Fighter Boss Level Up: For the rest of the game, the last room of your dungeon has +3 damage. - 1
KSA006 Jarin The Soulseeker 675 Mage Boss Level Up: For the rest of the game, you have +1 Soul. - 1
KSA007 Elicon The Ant Cannon Dragontroll King 875 Thief Boss Level Up: Until end of turn, you may double the treasure value of every room in your dungeon. - 1
KSA008 Ghoulyard Monster Room 2 Cleric Room This room deals double damage to Epic Heroes. - 1*
KSA009 Shark Tank Monster Room 1 Fighter Room If a Hero has taken damage equal to half its Health before entering this room, this room deals +2 damage to that Hero. - 1*
KSA010 Bone Crank Trap Room 1 Mage Room When you build this room, deactivate one room in any Dungeon. (It is turned sideways until end of turn.) - 1*
KSA011 Trash Compactor Trap Room 3 Thief Room If a Hero survives this room, this room deals no more damage until end of turn. - 1*
KSA012 Agent of Evil - Build - Spell Choose one Hero in town, Place it at the entrance to an Opponent's dungeon. - 1*
KSA013 T.P.K. - Build & Adventure - Spell Place this card in your scorekeeping area. If you also have at least one fighter, one Mage, one Cleric and one Thief face-down in your scorekeeping area, this card is worth two extra souls. -

1*

KSA014 Demigod Epic Hero 20 ? Hero The Demigod is lured to the dungeon of the Boss Monster with the fewest Wounds. (in the case of a tie, he waits in town until the tie is broken.) 1*
KSA015 Pixel Lincoln Epic Hero 15 ? Hero When Pixel Lincoln appears in town, each player may draw up to three spell cards. During the Bait Phase, Pixel Lincoln is lured to the dungeon of the player with the most cards in hand. 1*
KSA016 Monster Hunter Epic Hybrid Hero 13 Cleric + Fighter Hero This Hero is lured to the dungeon with the highest combined Fighter and Cleric treasure. Monster Rooms deal -1 damage to this hero. 2 1
KSA017 Trap Master Epic Hybrid Hero 13 Mage + Thief Hero This Hero is lured to the dungeon with the highest combined Mage and Thief treasure. This Hero ignores all Room ability text. When it is in a dungeon, Room activated abilities cannot be used. 2 1
TNL000 Mirrax The Silver Queen 2000 Thief Boss Level Up: Choose another Boss. For the rest of the game, this boss also has that Boss's treasure icon. (The icon remains even if that boss dies.) - 1
GEN CON 2015 Mirrax (Non-Foil) The Silver Queen 2000 Thief Boss Level Up: Choose another Boss. For the rest of the game, this boss also has that Boss's treasure icon. (The icon remains even if that boss dies.) - 1
B&A4EVA Monster Matrimony - Build & Adventure - Spell Choose an opponent to be your Soulmate.  If they accept, combine Souls into one score-keeping area and share in victory until death do you part. - 1*
ORG001 Bom-Boy Factory Monster Room 3 Fighter-Thief Room When a Hero dies in this Room, or survives this Room, destroy this Room. - 1
GEN001 Killa Man-Eating Gorilla 825 Fighter Boss Level Up: For the rest of the game, if you have 3 or more wounds, give the last Room in your dungeon +3 - 1
KKC001 Quothe Ladykiller, the Polymath Epic Hero 15 Mage Hero "He was a musician, a scholar, a storyteller, a swordsman, and a master of the arcane, but most of all ... a ladies' man." 1
KKC002 Bast, the Innkeeper's Assistant Ordinary Hero 7 Thief Hero "Do not mistake me for my mask. You see the light dappling on the water and forget the deep, cold dark beneath." - 1
KKC003 Bastas, Son of Remmen Epic Hero 13 Thief Hero "You are not wise enough to fear me as I should be feared. You do not know the first note of the music that moves me." 1
XMS001 Santa Claus Epic Hero 9 ? Hero When Santa Clause appears in town, each player must choose a Room or Spell card and give it to another player. During the Bait Phase, Santa Claus is lured to the dungeon with the least total treasure. 1

Base Set[]

Also known as Boss Monster: The Dungeon Building Card Game or Boss Monster: Master of the Dungeon. This is the original game.

It features a total of 155 cards. This consists of 8 Boss cards, 75 Room cards, 31 Spell cards, 25 Ordinary Hero cards and 16 Epic Hero cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
BMR001 Draculord Hypnotic Vampire 900 Cleric Boss Level Up: Target opponent reveals his or her hand. Take one card and put it into your hand. - 1
BMR002 Xyzax Progenitor Lich 750 Cleric Boss Level Up: Choose two cards from the discard pile and put them into your hand. - 1
BMR003 King Croak Sultan of the Sewers 800 Fighter Boss Level Up: You may search the Room Deck or discard pile for an Advanced Monster Room. You may immediately build the room (over a room with a matching Treasure type). - 1
BMR004 Robobo Angry Golem 400 Fighter Boss

Level Up: Each opponent must choose and destroy one Room in his or her dungeon.

- 1
BMR005 Cerebellus Father Brain 650 Mage Boss Level Up: You may draw three Spell cards, then discard a Spell card. - 1
BMR006 Seducia Sorceress of Sexiness 600 Mage Boss Level Up: You may search through town or the Hero decks, choose one Hero, and put it at the entrance to your dungeon. - 1
BMR007 Cleopatra Mother of Mummies 850 Thief Boss Level Up: You may search the Room Deck or discard pile for an Advanced Trap Room. You may immediately build the room (over a room with a matching Treasure type). - 1
BMR008 Gorgona Queen of Medusia 500 Thief Boss Level Up: Choose a Hero in town. Immediately destroy that Hero and place it face-down in your scorekeeping area. - 1
BMR009 Dark Altar Trap Room 1 Cleric*2 Room Destroy this Room: Choose one card from the discard pile and put it into your hand. - 3
BMR010 Open Grave Trap Room 2 Cleric Room Once per turn, If a Hero dies in this room, choose one Room card from the discard pile and put into your hand. - 2
BMR011 Specter's Sanctum Monster Room 2 Cleric Room When you build this room, choose an opponent. That opponent discards a random Spell card. - 3
BMR012 Succubus Spa Monster Room 1 Cleric Room Once per turn, If a Hero Dies in this room, choose an opponent. Take a random Room or Spell card from that opponent's hand. - 3
BMR013 Dracolich Lair Advanced Monster Room 3 Cleric Room Once per turn, you may discard two Room cards to choose one Rom card from the discard pile and put it into your hand. - 2
BMR014 Vampire Bordello Advanced Monster Room 3 Cleric Room Once per turn, If a Hero dies in this room you may heal one wound. (Flip over one of your wounds, adding its Soul value to your total.) - 2
BMR015 Goblin Armory Monster Room 1 Fighter*2 Room Monster Rooms adjacent to this room deal +1 damage. - 3
BMR016 Golem Factory Monster Room 2 Fighter Room Once per turn, if a hero dies in this room, draw a Room card. - 3
BMR017 Minotaur's Maze Monster Room 0 Fighter Room The first time a Hero enters this room, send it back to the previous room. - 2
BMR018 Neanderthal Cave Monster Room 3 Fighter Room You cannot build an Advanced Room on Neanderthal Cave. - 3
BMR019 Beast Menagerie Advanced Monster Room 4 Fighter Room Once per turn when you build another Monster room, draw a Room card. - 2
BMR020 Monster's Ballroom Advanced Monster Room * Fighter Room This room's damage is equal to the number of Monster rooms in your dungeon. - 2
BMR021 Brainsucker Hive Monster Room 2 Mage Room Once per turn, if a Hero dies in this room, you may draw a Spell card. - 3
BMR022 Dark Laboratory Trap Room 1 Mage*2 Room When you build this room, draw two spell cards, then discard a Spell card. - 3
BMR023 Haunted Library Trap Room 1 Mage Room At the beginning of your turn, you may draw from the Spell deck instead of the Room deck. - 2
BMR024 Witch's Kitchen Monster Room 1 Mage Room Once per turn, you may discard a Monster Room card to draw a Spell card. - 3
BMR025 All-Seeing Eye Advanced Trap Room 3 Mage Room Once per turn when an opponent plays a Spell card, you may discard a Spell card to cancel its effect. - 2
BMR026 Liger's Den Advanced Monster Room 2 Mage Room Once per turn when you play a Spell card, draw a Spell card. - 2
BMR027 Bottomless Pit Trap Room 1 Thief Room Destroy this room: Kill a Hero in this room. - 3
BMR028 Boulder Ramp Trap Room 1 Thief Room Destroy another room in your dungeon: Deal 5 damage to a hero in this room. - 2
BMR029 Dizzygas Hallway Trap Room 1 Thief Room If the next room in your dungeon is a Trap room, it has +2 damage. - 3
BMR030 Jackpot Stash Trap Room 1 Thief*2 Room Destroy this room: Double the treasure value of your dungeon's Rooms until end of turn. - 3
BMR031 Recycling Center Advanced Trap Room 3 Thief Room When another room in your dungeon is destroyed, you may draw two Room cards. - 2
BMR032 The Crushinator Advanced Trap Room 2 Thief Room

Destroy another room in your dungeon: Until end of turn, your Rooms have +2 damage.

Revised: Once per turn, you may destroy another Room in your dungeon to give all your Rooms +2 until end of turn.

- 2(‡)
BMR033 Centipede Tunnel Monster Room 1 Fighter + Mage Room When you build this room, you may swap the placement of two Rooms in any one dungeon. - 2
BMR034 Construction Zone Trap Room 1 Fighter + Thief Room When you build this room, you may immediately build an additional Room. - 2
BMR035 Dragon Hatchery Monster Room 0 Cleric + Mage + Fighter + Thief Room (This room contains all four treasure types.) - 3
BMR036 Mimic Vault Trap Room 1 Mage + Thief Room When you build this room, choose one ordinary Hero in town and place it on the entrance to your dungeon. - 2
BMR037 Monstrous Monument Trap Room 1 Cleric + Fighter Room When you build this room, choose one Monster Room from the discard pile and put it in your hand. - 2
BMR038 Torture Chamber Trap Room 1 Cleric + Thief Room Destroy this room: Choose an opponent. That opponent discards a random Room card. - 2
BMR039 Zombie Prison Monster Room 1 Cleric + Mage Room Destroy this room: Choose a dead Hero in an opponent's scorekeeping area. Send it back to the entrance of that player's dungeon - 2
BMR040 Annihilator - Adventure - Spell Give one Trap Room +3 damage until end of turn. - 2
BMR041 Assassin - Adventure - Spell Choose a Hero in an opponent's dungeon. Give that Hero +3 Health until end of turn. - 3
BMR042 Cave-In - Adventure - Spell Destroy a room in your dungeon. Kill any Hero in that Room. - 2
BMR043 Counterspell - Build & Adventure - Spell Choose a Spell card that has just been declared. Cancel the effects of that Spell card. (The canceled Spell card is sent to the discard pile.) - 2
BMR044 Exhaustion - Adventure - Spell Deal X damage to one Hero in your dungeon, where X is equal to the number of rooms in your dungeon. - 1
BMR045 Fear - Adventure - Spell Choose a Hero in any dungeon and send it back to town. - 2
BMR046 Freeze - Build & Adventure - Spell Choose and deactivate one Room in any dungeon. (It has no damage, treasure, or abilities until end of turn.) - 4
BMR047 Giant Size - Adventure - Spell Give one Monster Room +3 damage until end of turn. - 2
BMR048 Jeopardy - Build & Adventure - Spell All players must discard their hands, then draw one Spell card and two Room cards. - 2
BMR049 Kobold Strike - Build - Spell No rooms can be built this turn. Any face-down Room is returned to its owner's hand. - 1
BMR050 Motivation - Build - Spell If you have fewer Rooms than an opponent, you may build an extra room this turn. (You must declare this before any Rooms are revealed.) - 2
BMR051 Princess in Peril - Build - Spell Choose one Hero in town. Place it at the entrance to your dungeon. - 2
BMR052 Soul Harvest - Build & Adventure - Spell Choose a face-down Hero in your scorekeeping area and remove it from the game. Draw two Spell cards. - 1
BMR053 Teleportation - Adventure - Spell Send a Hero in your dungeon back to the first room of your dungeon. (It continues to move through your dungeon this turn.) - 2
BMR054 Trepidation - Adventure - Spell Choose a player with at least two more Souls than you. No Hero enters that player's dungeon this turn. (Any Heroes remain at the entrance to that dungeon.) - 1
BMR055 Zombie Attack - Build - Spell Choose a dead Hero in an opponent's scorekeeping area. Send it back to the entrance of that player's dungeon. Until end of turn, it has +2 Health. - 2
BMR056 Cleric Ordinary Hero 4 Cleric Hero Nick the Masher The young cleric was well-armed, and brave enough to take on the Dragon King himself. His credo: "I bash it with my mace." 2 1
BMR057 Cleric Ordinary Hero 4 Cleric Hero Pugi the Druidess A defender of the wilderness, she wields the power of Nature. Flowers blossom in her footsteps, and life grows anew. 4 1
BMR058 Cleric Ordinary Hero 6 Cleric Hero Acacia, Warrior of Light Acacia is a carefree soul who makes her own luck. A strong defender of good, she is undeterred by even the darkest dungeons. 2 1
BMR059 Cleric Ordinary Hero 6 Cleric Hero Charles the Young Charles has mother's permission to go adventuring, but he has to return before sundown. 3 1
BMR060 Cleric Ordinary Hero 8 Cleric Hero Delatorious, Angel of Light Created by the Goddess of Light to defend Arcadia, this kid angel never misses a shot with his enchanted crossbow. 2 1
BMR061 Cleric Ordinary Hero 8 Cleric Hero Romero, the Indigo Friar He is a dedicated man of the cloth who wants to see the world coated in blue. You might think he's depressed, but he's actually very, very happy. 4 1
BMR062 Fighter Ordinary Hero 4 Fighter Hero Boden the Pantless Boden's courage is matched only by his forgetfulness. The quest to find his misplaced armor continues! 2 1
BMR063 Fighter Ordinary Hero 4 Fighter Hero Jarek, Squire to the Lion Knights As a squire, Jarek loved nothing more than stories and legends. He had no idea that someday, he would become one. 4 1
BMR064 Fighter Ordinary Hero 6 Fighter Hero Fire's Breath, Heroine of Arcadia The scarlet-haired warrior woman known as Fire's Breath has pledged her deadly twin blades to the fight for liberty 2 1
BMR065 Fighter Ordinary Hero 6 Fighter Hero Samurai Tom Not truly a samurai, this masterless ronin seeks honor and glory. 3 1
BMR066 Fighter Ordinary Hero 8 Fighter Hero Johnny of the Evening Watch A humble member of the Evening Watch, whose band o'brothers is sworn to forsake family, take the grey, and clear dungeons. 2 1
BMR067 Fighter Ordinary Hero 8 Fighter Hero Crystol and A'lan of Gerd Bound by the unbreakable Ring of Gerd, these lovers became the most dangerous husband-wife team in the adventuring business. 4 1
BMR068 Mage Ordinary Hero 4 Mage Hero Tieg and the Magic Bubble Armed with his trusty bubble, Tieg braves dangerous castles and dungeons in search of the musical instruments stolen from his people. 2 1
BMR069 Mage Ordinary Hero 4 Mage Hero Brandork the Neverwrong Schooled in seven flavors of magic, Brandork follows the teachings of master Face, the Omniscient Celestial 4 1
BMR070 Mage Ordinary Hero 6 Mage Hero Mitchell, the Judge He has wandered the planes, hopelessly lost... ever since his wife, Nikki, sent him to the store for diamond dust sugar. 2 1
BMR071 Mage Ordinary Hero 6 Mage Hero Kalish Ninefingers The worst thief ever, Kalish lost a finger and his freedom in one night. Taught magic in prison by his sorcerous cellmate, he now kills evil with fire. 3 1
BMR072 Mage Ordinary Hero 8 Mage Hero Dartteon, Elf Pyromancer Some elves just want to watch the world burn. 2 1
BMR073 Mage Ordinary Hero 8 Mage Hero Koey, The Last Dragon Mage The survivor of Drakonia vowed to save the world from Kirax's reign with the power bestowed to him by the last emerald dragon. 4 1
BMR074 Thief Ordinary Hero 4 Thief Hero Joman Chimm, Cutpurse From the twinkle in his eye, you might think he comes bearing gifts... until you check your empty pockets. 2 1
BMR075 Thief Ordinary Hero 4 Thief Hero Lance Uppercut, Treasure Hunter With a bent blade and a clenched fist, he gathers shining treasures for the glory of the Keonish Empire. 4 1
BMR076 Thief Ordinary Hero 6 Thief Hero Jesta the Rogue "Okay, so you take the big guy on the left with the axe, you've got the two little ones on the right with swords, and I'll take this dangerous-looking treasure chest with no lock over here..." 2 1
BMR077 Thief Ordinary Hero 6 Thief Hero Kins Klauski, Mad Conquistador "It's hard for me to think about death, how insects and worms will eat me... I never think about death. I haven't even properly started to live yet." 3 1
BMR078 Thief Ordinary Hero 8 Thief Hero Sir Digby Apple, Ace Detective He battles to keep the coffers filling, to keep his partners preening and to send a needless message of power to all of the unwilling. 2 1
BMR079 Thief Ordinary Hero 8 Thief Hero Jerome, Kung Fu Monkey A Visitor from a distant land, his hyperactive monkey studied martial arts under the legendar Sifu Wang. 4 1
BMR080 The Fool Ordinary Hero 2 ? Hero The Fool is lured to the dungeon of the Boss Monster with the fewest Souls. (In the case of a tie, he waits in town until the tie is broken.) 2 1
BMR081 Cleric Epic Hero 11 Cleric Hero Katelyn, Angelic Healer Among the most exalted defenders of righteousness, Katelyn is sometimes referred to as "altissima luce" -- highest light. 2 1
BMR082 Cleric Epic Hero 11 Cleric Hero Kerberos Dirtbeard, Canine Cleric Hailing from the Highlands, this flea-bitten friar never turns down a fetch quest. 3 1
BMR083 Cleric Epic Hero 13 Cleric Hero Lord Van Ette A prophet and collector of tithes for the omniscient Celestial, his "miracles" are enhanced by the brandewijn distilled by the monks of Nintehn. 2 1
BMR084 Cleric Epic Hero 13 Cleric Hero Jejune & Everlea, Holy SistersTenacious and vivacious, each is a threat on her own. But woe betide any who stand against the sisters' united power. 4 1
BMR085 Fighter Epic Hero 11 Fighter Hero Frankov, the Envoy This brave warrior stands alone against the evil that rules the world. 2 1
BMR086 Fighter Epic Hero 11 Fighter Hero Nate the Squidslayer This surly warrior defeated the mighty Squib, Lord of the Rocktopi. Now he seeks to destroy King Croak himself... 3 1
BMR087 Fighter Epic Hero 13 Fighter Hero Antonius, the Rune Knight An elite dragoon, Sir Tony wears armor inscribed with magic runes of ancient and mysterious power. 2 1
BMR088 Fighter Epic Hero 13 Fighter Hero Asmor the Aweless What Asmor lacks in tactical acuity, he more than makes up for in impulsiveness. There's no door he won't kick down, much to the frustration of Arcadia's innkeepers. 4 1
BMR089 Mage Epic Hero 11 Mage Hero Tempros the Time Marauder He would use his control over time to end all crime. In his hands, this world could be a utopia. 2 1
BMR090 Mage Epic Hero 11 Mage Hero Chia Kang, Mystical Warlock of Yu "Hey, Listen! I think this Boss Monster is--" "Silence, fairy! I will crush him through fire and flames in the name of the Order! 3 1
BMR091 Mage Epic Hero 13 Mage Hero Terric Warhelm, Half-Elf Archmage "Weakened by an evil curse, this once-mighty warrior donned the red robes and turned to magic. His spells are chnneled through a magical helmet of untold power." 2 1
BMR092 Mage Epic Hero 13 Mage Hero Wayward, the Drifter He is a traveler from a strange land whose only goal is to do whatever is right... whatever that means. 4 1
BMR093 Thief Epic Hero 11 Thief Hero Hya, Legendary Shinobi Arcadia's deadliest ninja,Hya lives by the proverb that revenge is a dish best served cold. 2 1
BMR094 Thief Epic Hero 11 Thief Hero Blackbeard Jake He hid the treasure he won from insult swordfighting in a booty-trap filled cave on the coast of a town called Astoria. 3 1
BMR095 Thief Epic Hero 13 Thief Hero Cecil Leoran, Master Factotum The ultimate jack-of-all-trades, Cecil isn't above taking mercenary work to earn gold and glory. But his real goal has never changed: to find a way to return his betrothed Nevra, sealed into a rapier, to her original form. 2 1
BMR096 Thief Epic Hero 13 Thief Hero Wallbanger Basketweaver This humble halfing world rather spend his days weaving baskets and eating crumbly cookies. But when adventure calls, he proves a first-rate burglar 4 1

Tools of Hero Kind[]

Tools of Hero Kind is the first expansion for Boss Monster.

It features a total of 26 cards. This consists of 20 Item cards, 4 Room cards and 2 Spell cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
THK001 Extra Life Cleric Item - Cleric Item

Power-Up: If this Hero would be killed, it returns to town instead. (You get to keep this Item.)

Reward: This turn, you cannot lose due to Wounds. (Another player can still win due to Souls.)

- 1
THK002 Holy Hand Grenade Cleric Item - Cleric Item

Power-Up: If this Hero survives your dungeon, you must discard two Room cards at random.

Reward: Each of your opponents must discard one Room card at random.

- 1
THK003 Inquisitor's Robes Cleric Item - Cleric Item

Power-Up: Destroy the first Advanced Room that this Hero survives.

Reward: Choose and destroy an Advanced Room in any dungeon.

- 1
THK004 Staff of Healing Cleric Item - Cleric Item

Power-Up: Until end of turn, each Hero entering your dungeon has +2

Reward: Heal one ordinary Wound.

- 1
THK005 Goblin Suit Fighter Item - Fighter Item

Power-Up: This Hero takes no damage from ordinary Monster Rooms.

Reward: Until end of turn, give all your ordinary Monster Rooms +1

- 1
THK006 Claws of the Berserker Fighter Item - Fighter Item

Power-Up: For each Monster Room in your dungeon, this Hero has +1

Reward: Choose a Hero. Until end of turn, for each Monster Room in your dungeon, give that hero +1

- 1
THK007 Oversized Sword Fighter Item - Fighter Item

Power-Up: This Hero has +5

Reward: Choose a Hero in any dungeon. Until end of turn, it has +5

- 1
THK008 Vorpal Blade Fighter Item - Fighter Item

Power-Up: If this Hero survives your dungeon, until end of turn you have +1 Wound.

Reward: Kill a Hero who has taken damage equal to at least half its Health.

- 1
THK009 Antimagic Lizard Mage Item - Mage Item

Power-Up: If this Hero survives your dungeon, discard two random Spell Cards.

Reward: Choose an opponent. That opponent discards a random Spell Card.

- 1
THK010 Ice Rod Mage Item - Mage Item

Power-Up: Any Room that this Hero survives is deactivated until end of turn.

Reward: Choose a Room in an opponent's dungeon. It is deactivated until end of turn.

- 1
THK011 Magic Mirror Mage Item - Mage Item

Power-Up: Before this Hero enters your dungeon, rearrange your Rooms so their order is reversed.

Reward: Copy the Boss Ability of any face-up Item card.

- 1
THK012 Necronomicon Mage Item - Mage Item

Power-Up: If this Hero survives your dungeon, each of your opponents draws one Spell card.

Reward: Draw a Spell card.

- 1
THK013 Bag of Holding Thief Item - Thief Item

Power-Up: When this Hero survives a Room with at least two treasure icons, destroy that Room.

Reward: Search the discard pile for a Room with at least two treasure icons and put it into your hand.

- 1
THK014 Cheat Code Thief Item - Thief Item

Power-Up: While this Hero is in your dungeon, ignore all Room ability text in your dungeon.

Reward: Choose a Room in any dungeon. Ignore its ability text until end of turn.

- 1
THK015 Ten Foot Pole Thief Item - Thief Item

Power-Up: When this Hero enters your dungeon, deactivate the first Trap Room in your dungeon.

Reward: Choose a Trap Room in any dungeon. Deactivate that Room until end of turn.

- 1
THK016 The Bomb Thief Item - Thief Item

Power-Up: If this Hero enters the last Room of your dungeon, destroy that Room. (It deals no damage.)

Reward: Destroy a ROom in your dungeon: Deal 5 damage to a Hero in that Room.

- 1
THK017 Boots of Jumping Universal Item - Universal Item

Power-Up: Every time this Hero survives a Room, it ignores the next Room it would enter.

Reward: Choose a Hero in any dungeon. It ignores the next Room in that dungeon.

- 1
THK018 Pet Monster Universal Item - Universal Item

Power-Up: When this Hero enters your dungeon, deactivate the first Monster Room in your dungeon.

Reward: Choose a Monster Room in any dungeon. Deactivate that Room until end of turn.

- 1
THK019 Star of Invulnerability Universal Item - Universal Item

Power-Up: This Hero ignores any damage from the first three Rooms of your dungeon.

Reward: Choose a Hero that survived your dungeon this turn. Remove that Hero from the game.

- 1
THK020 Ring of Invisibility Universal Item - Universal Item

Power-Up: While this Hero is in your dungeon or at the entrance to your dungeon, you may not play Spells.

Reward: Cancel a Spell played during your Adventure Phase.

- 1
THK021 Orcish Smithy Advanced Monster Room 3 Fighter Room

Once per turn during the Build phase, choose an unattached Item in town. You may attach it to any Hero, regardless of Treasure type.

- 1
THK022 Burial Mound Advanced Trap Room 3 Cleric Room

Once per turn, you may discard two Room cards to flip over a face-down Item card in your scorekeeping area.

- 1
THK023 Artificer's Workbench Advanced Trap Room 3 Mage Room

Once per turn, you may choose a face-up Item in your scorekeeping area and flip it face-down to draw a Spell card.

- 1
THK024 Magnetic Ceiling Advanced Trap Room 3 Thief Room

Once per turn, if a Hero enters this Room with an attached Item, you may place that Item face-down in your scorekeeping area.

- 1
THK025 Excavation - Build & Adventure - Spell

Choose one Item in any scorekeeping area. You may flip it face-down or face-up.

- 2

Digital Boss Monster[]

These cards were included with the Paper & Pixels set.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
DBM001 Chase Mentor of Monsters 499 Cleric Boss Level Up: For the rest of the game, once per turn you may discard a Room card to choose one Room and give it a +1 counter. - 1
DBM002 Greg The New Boss 899 Fighter Boss Level Up: For the rest of the game, whenever you build an ordinary Monster Room, you may give it a +1 counter. - 1
DBM003 Explodo The Bombassador 699 Thief Boss Level Up: For the rest of game, once per turn you may destroy a Room to deal 1-6 damage to a Hero in that Room. - 1
DBM004 Elder Portal Trap Room 0 Cleric Room When you build this, give it two +1 counters. Once per turn, you may remove one counter to make one opponent discard a Spell card. - 2
DBM005 Hydra's Mire Monster Room 1 Fighter Room Once per turn, when a Hero survives this Room, give this Room a +1 counter. - 2
DBM006 Spellslime Incubator Monster Room 0 Mage Room Once per turn, when you cast a spell, give this Room a +1 counter. - 2
DBM007 The Clock Tower Trap Room 0 Thief Room When you build this Room, give it four +1 counters. At the end of each turn, remove one counter. - 2
DBM008 Fireball! - Adventure - Spell Deal 1-6 damage to one Hero in your dungeon. AND If you discard another Spell card, deal 1-6 damage to each Hero at the entrance to your dungeon. - 2
DBM009 The Princess Epic Hero 16 ? Hero When the Princess appears in town, each player may draw up to three Spell or Room cards. During the Bait Phase, the Princess is lured to the dungeon of the player with the most cards in hand. 1

Hidden Heroes[]

The Hidden Heroes was created as part of the "Boss Monster Video Game" Kickstarter, and are contained in the 4th Edition printing of Boss Monster replacing the regular set of heroes.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
BMH056 Cleric Ordinary Hero 4 Cleric Hero Everel the Healer Everel is kindness and altruism personified. Just as her smile warms the hearts of all around her, Everel's healing magic mends the body and spirit of those in need. 2 1
BMH057 Cleric Ordinary Hero 4 Cleric Hero Brother Ben A cleric of time who serves the Order of the Three-Quarters Moon, Brother Ben barely survived his last few dungeon delves. Maybe this time he'll have more luck... 4 1
BMH058 Cleric Ordinary Hero 6 Cleric Hero Cyrus the Deathtouched He was taught from a young age to hunt the undead, but Cyrus became fascinated with necromancy. As a neutral cleric of Death, he walks a path that is dark ...but not truly evil. 2 1
BMH059 Cleric Ordinary Hero 6 Cleric Hero Maxwell the Monk He is a gentle man, but when he sees monsters he clang-clangs them with his silver hammer until they are dead. 3 1
BMH060 Cleric Ordinary Hero 8 Cleric Hero Armos, Cleric of Balance Armos once followed a dark path, but came to understand the need for balance between good and evil. He at times walks a thin line, but does what he can to uphold balance in all things. 2 1
BMH061 Cleric Ordinary Hero 8 Cleric Hero Merethif the Bear This burly shapeshifter is a recluse who prefers the company of bears. Though he is playful and gentle, he can command deadly weather magic when his wrath is stirred. 4 1
BMH062 Fighter Ordinary Hero 4 Fighter Hero Aildarie, High Elf Paladin Betrayed and left for dead after a duel with Gimmick the Troll, Aildarie has forsaken her vows. Now she embarks on a new quest: to rid the world of all trolls. 2 1
BMH063 Fighter Ordinary Hero 4 Fighter Hero Kane Wolfe, Dimensional Warrior Kane was born in another dimension, and even that is not his true home. His sense of adventure carries him from world to world, and he seeks to conquer anything in his path. 4 1
BMH064 Fighter Ordinary Hero 6 Fighter Hero Druhaus the Lost The only surviving dwarf of a once-mighty clan, Druhaus carries the weapons of his fallen brothers. He insists that his brothers are only lost, and that someday they will adventure together again. 2 1
BMH065 Fighter Ordinary Hero 6 Fighter Hero Brynhilda, the Shield Maiden After centuries spent leading the worthy to Valhalla, this Valkyrie grew tired of letting mortal warriors have all the fun. Turning her back on her sisters, she now forges her own path to glory. 3 1
BMH066 Fighter Ordinary Hero 8 Fighter Hero Troy the Hardy Shunned by the world, this undead warrior never gives in to the darkness. Most see him as an abomination, but he is still a hero, and he will not rest until the battle is won. 2 1
BMH067 Fighter Ordinary Hero 8 Fighter Hero Sageren the Tank His journey began as a quest to avenge the family he lost. But now Sageren will sacrifice anything - or anyone - in his relentless quest to stop the Boss Monsters. 4 1
BMH068 Mage Ordinary Hero 4 Mage Hero Arcais Darkhunter Arcais was an ordinary man until he unlocked the secrets of dungeon magic. Now he walks the fine line between fighting the monsters and becoming one himself. 2 1
BMH069 Mage Ordinary Hero 4 Mage Hero Gandog the Golden Lost in a dungeon after his master was slain, this adorable pup seeks revenge. He does his best to imitate the spells he's seen, but has no idea what he's doing. 4 1
BMH070 Mage Ordinary Hero 6 Mage Hero Hellsfire, the Apprentice I didn't want to be a wizard. All I wanted was to not hurt anyone with my power. 2 1
BMH071 Mage Ordinary Hero 6 Mage Hero Javan Carter Javan is a scholar, schemer, and charlatan who knows that knowledge is power. He calls himself a champion of the people, but his only real motive is saving his own skin. 3 1
BMH072 Mage Ordinary Hero 8 Mage Hero Darquan the Usurper A shadowy figure with a powerful and inventive command of magic, Darquan is determined to destroy the forces of evil ...but his motives are far from pure. 2 1
BMH073 Mage Ordinary Hero 8 Mage Hero Lieu, the Crimson Sage Literally a lost soul, Lieu discovered the secrets of blood magic when he was trapped in a vast library. Now he uses the blood of fallen heroes to take on all who oppose him. 4 1
BMH074 Thief Ordinary Hero 4 Thief Hero Leto the Doormaster Leto is as much a danger to her party as she is to her enemies. She often opens every door in a dungeon in search of treasure. After all, her teammates can handle the monsters! 2 1
BMH075 Thief Ordinary Hero 4 Thief Hero Mikey Dangerously He's the town jerk and loves every minute of it. You don't wanna get mixed up with him. He's a loner... a rebel. 4 1
BMH076 Thief Ordinary Hero 6 Thief Hero Savory the Secretive She's got a lot of good things on sale, stranger. But don't ask where she gets them... It's a secret to everyone. 2 1
BMH077 Thief Ordinary Hero 6 Thief Hero Scott the Griffon When this thief tried to rob Cleopatra's tomb, he was struck with a curse! But becoming a lion-bodied, eagle-headed monster hasn't done anything to end his thieving ways. 3 1
BMH078 Thief Ordinary Hero 8 Thief Hero Zac the Ninjaneer The technology he created has been corrupted by the forces of evil. Now his life is dedicated to reclaiming his inventions from those who would use them to harm the innocent. 2 1
BMH079 Thief Ordinary Hero 8 Thief Hero Waparius Vemane, Berserker Rogue He's the best there is at what he does. Or at least... the second best. 4 1
BMH080 The Fool Ordinary Hero 2 ? Hero The Fool is lured to the dungeon of the player with the fewest Souls. (In the case of a tie, he waits in town until the tie is broken.) 2 1
BMH081 Cleric Epic Hero 11 Cleric Hero Azriel, Purifier of the Faith Raised by human clerics, this kobold inquisitor now sets out to destroy the non-believing races ...especially his fellow kobolds. 2 1
BMH082 Cleric Epic Hero 11 Cleric Hero Steve the Reborn Once an evil mage who served Shellda herself, Steve was double-crossed and died in battle. Resurrected and redeemed by the Omniscient Celestial, this kappa is now a force for good. 3 1
BMH083 Cleric Epic Hero 13 Cleric Hero Coronal, Chaplain of Ghm To gain the power to raise his wife from death, Coronal agreed to spread a demon's gospel. But when his own daughter was corrupted, he saw the error of his ways. Now he seeks to face the demon's servants and knock them all down! 2 1
BMH084 Cleric Epic Hero 13 Cleric Hero Ospreyman, Angel of Earth Not a true angel, Ospreyman is a druid who uses his mastery of shapeshifting magic to assume the form of a massive bird, take to the skies, and defend Nature from evil. 4 1
BMH085 Fighter Epic Hero 11 Fighter Hero The Mound This oversized soldier is a dirty fighter and an incorrigible killer. True knights tremble when he yells his battle cry: "Gimme all the chickens and eggs you have!" 2 1
BMH086 Fighter Epic Hero 11 Fighter Hero Hunter, the Deaf Swordsman This master of the blade has overcome the odds to become a famed warrior. He can't hear enemies sneaking up behind him... but he can see them coming. 3 1
BMH087 Fighter Epic Hero 13 Fighter Hero Zen Uz'Kali, Fallen Angel Armed with the Shield of Kirax and the Blade of Scythe, she is a force of nature in the battle against evil. But some whisper that she is secretly the avatar of an unknown boss... 2 1
BMH088 Fighter Epic Hero 13 Fighter Hero Sir O'Rourke the Bearded Song Knight Born mute, he never expected to join the Battle Bards of his clan. But when he crafted Helena, his electricity-charged Song Axe, he learned to unleash the deadly music within. 4 1
BMH089 Mage Epic Hero 11 Mage Hero Isabeau the Falconer Cursed by an evil cleric to never see the sun again, Lady Falconer spends her nights searching desperately for a spell to reunite her with her beloved. 2 1
BMH090 Mage Epic Hero 11 Mage Hero Brandon Sparks, Vagrant Mage He owns only the clothes on his back and the bindle he has enchanted as his magic staff. Discounted by most as a mere hobo, he is in fact one of Arcadia's mightiest mages. 3 1
BMH091 Mage Epic Hero 13 Mage Hero Delaino the Black When he went to war as a Lightning Caster, the woman he loved was killed. Now he blames the world, and has dedicated his life to reviving her through any means necessary. 2 1
BMH092 Mage Epic Hero 13 Mage Hero The Great Gordonzo This eccentric magician is an enigma. He slips in and out of dimensions, his spells are written on a log he carries everywhere, and he knows the owls are not what they seem... 4 1
BMH093 Thief Epic Hero 11 Thief Hero Pfligs the Liberator Pfligs thinks of himself as a "treasure hunter," but he'll steal anything that isn't bolted down. He's even been known to abduct the bosses' offspring and trade them back for treasure... 2 1
BMH094 Thief Epic Hero 11 Thief Hero Aerogue, Neko-Ninja Too clever to be a warrior and too strong to be a thief, Aerogue became a ninja. Wearing a mask to conceal his identity, he now applies his analytical mind to slaying the bosses. 3 1
BMH095 Thief Epic Hero 13 Thief Hero Theren, the Whisper Gnome Most gnomes are known for their love of gadgets, gardening, and practical jokes. But this pint-sized rogue was raised to be a silent, deadly, unstoppable killer. 2 1
BMH096 Thief Epic Hero 13 Thief Hero Patrik Cogstopper, Gnome Artificer When a "whoops" moment wiped out his city, Patrik Cogstopper was left to wander the world in search of redemption. 4 1

Boss Monster 2[]

Boss Monster 2: The Next Level was the first stand-alone expansion for Boss Monster.

It features a total of 160 cards. This consists of 12 Boss cards, 75 Room cards, 31 Spell cards, 25 Ordinary Hero cards, and 17 Epic Hero cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
TNL001 Doc Scarecrow Ambassador of Fear 375 Cleric Boss Level Up: For the rest of the game, during the Build phase you may discard one card to choose one Hero in town. That Hero cannot be lured this turn. - 1
TNL002 Belladonna Vampire Baroness 350 Cleric Boss Level Up: Heal a Wound. (Turn one face-down Hero face-up.) - 1
TNL003 Torix Uz'Kali The Beckoner 725 Cleric Boss Level Up: For the rest of the game, whenever any Monster Room is discarded or destroyed, you may put it into your hand. - 1
TNL004 Killa Man-Eating Ape 825 Fighter Boss Level Up: For the rest of the game, if you have 3 Wounds or more, give the last Room of your dungeon +3 - 1
TNL005 Shellda Kappa Princess 425 Fighter Boss Level Up: For the rest of the game, at end of turn you may swap the placement of two Rooms in one dungeon. - 1
TNL006 Smoake The Dwarfbane 625 Fighter Boss Level Up: For the rest of the game, whenever you build a Monster Room, you may Draw a Room card. - 1
TNL007 Kazanna Genie of Games 550 Mage Boss Level Up: Discard your hand, then draw 3 Spell cards. - 1
TNL008 Dr. Timebender Mad Alchemist 925 Mage Boss Level Up: For the rest of the game, once per turn you may discard a Spell card to cancel an opponent's Spell. - 1
TNL009 Nicolius The Arcane Dragon 975 Mage Boss Level Up: For the rest of the game, you may draw a Spell card at the end of turn if any player has gained two more souls than you that turn. - 1
TNL010 Porkus King of Thieves 450 Thief Boss Level Up: Choose one face-down Hero from your scorekeeping area and remove it from the game. Search the Hero decks, choose one Hero, and place it face-down in your scorekeeping area. - 1
TNL011 Angstigoth One-Winged Demon 475 Thief Boss Level Up: For the rest of the game, once per turn when you kill a Hero, draw a Room card. - 1
TNL012 Eclipse Charrer of Souls 525 Theif Boss Level Up: For the rest of the game, when you destroy a Room in your dungeon, the uncovered Room gains +3 until end of turn. - 1
TNL013 Dark Portal Trap Room 1 Cleric*2 Room Once per turn, you may discard a Spell card to choose one Room card from the discard pile and put it into your hand. - 1
TNL014 Imp Temple Monster Room 1 Cleric*2 Room Once per turn, when you force an opponent to discard a card, put that card into your hand instead. - 2
TNL015 Madman's Manor Trap Room 2 Cleric Room Once per turn, if a Hero dies in this Room, choose one Spell card from the discard pile and put it into your hand. - 2
TNL016 Arcane Crypt Trap Room 1 Cleric Room When you build or uncover this Room, you may choose one Spell card from the discard pile and put it into your hand. - 2
TNL017 Haunted Hall Monster Room 2 Cleric Room You may destroy this Room to send a Hero in this Room back to town. - 2
TNL018 Inner Sanctum Trap Room 2 Cleric Room At the end of each turn, if no Heroes entered this Room, you may draw a Room card. - 2
TNL019 Incubus Gym Advanced Monster Room 4 Cleric Room When you build this Room, each opponent must discard a Room card. - 1
TNL020 Dragon Graveyard Advanced Trap Room 4 Cleric Room Once per turn, if you take a card from the discard pile, draw a Room card. - 2
TNL021 Wraith's Throne Advanced Monster Room 3 Cleric Room Once per turn, if a Hero dies in this Room, each opponent must discard a Spell card. - 1
TNL022 Rust Monster Pen Monster Room 1 Fighter*2 Room Once per turn, you may discard a Monster Room to give one Trap Room -1 until end of turn. - 1
TNL023 Goblin Nursery Monster Room 1 Fighter*2 Room If the Room to the left of this is a Monster Room, give that Room +2 - 2
TNL024 Barbarian Hall Monster Room 3 Fighter Room When you build this Room, choose and discard one Spell card (if you have any Spell cards in your hand). - 2
TNL025 Spawn Point Monster Room 2 Fighter Room Once per turn, if a Hero dies in this Room, draw two Room cards. - 2
TNL026 Fangroot Garden Monster Room 2 Fighter Room Once per turn, if a Hero dies in this Room, you may immediately build another Room in your dunegon. - 2
TNL027 Shrooman Cave Monster Room 1 Fighter Room When you build or uncover this Room, give another Monster Room +3 until end of turn. - 2
TNL028 Goblin Mess Hall Advanced Monster Room 3 Fighter Room Give ever other Monster Room in your dungeon +1 - 2
TNL029 Megaworm Burrow Advanced Monster Room 4 Fighter Room When you build this Room, choose and destroy one Advanced Room in any dungeon. - 1
TNL030 The Arena Advanced Monster Room 2 Fighter Room Once per turn, you may reveal a Monster Room from your hand to give this Room +X, where X is that Room's power. - 1
TNL031 Antimagic Zone Trap Room 1 Mage*2 Room You may discard this from your hand to cancel an opponent's Spell. (The Spell is not cast. Place it in the discard pile.) - 1
TNL032 Lost Library Trap Room 1 Mage*2 Room You may destroy this Room to draw two Spell cards, then discard a Spell card. - 2
TNL033 Frostbat Cave Monster Room 2 Mage Room You may destroy this Room to deactivate one Room in any dungeon. - 2
TNL034 Spellslime Pit Monster Room 2 Mage Room Whenever you play a Spell, this Room gains +1 until end of turn. - 2
TNL035 Observatory Trap Room 2 Mage Room Once per turn, you may discard a Spell card to draw a Spell card. - 2
TNL036 Sorcerobe School Monster Room 1 Mage Room When you build or uncover this Room, draw a Spell card. - 2
TNL037 Hall of Mirrors Advanced Trap Room 2 Mage Room Once per turn when an opponent plays a Spell card, draw a Spell card. - 2
TNL038 Elemental Generator Advanced Monster Room 3 Mage Room This Room has +X, where X equals the number of Spell cards in your hand. - 1
TNL039 Brainsucker Queen Advanced Monster Room 3 Mage Room Once per turn, if a Hero dies in this Room, draw two Spell cards, then discard a Spell card. - 1
TNL040 Bullet Builder Trap Room 1 Thief*2 Room Once per turn, you may discard a Trap Room to give one Monster Room -1 until end of turn. - 1
TNL041 Wreck Room Trap Room 1 Thief*2 Room Once per turn, you may destroy another Room in your dungeon to draw a Room card. - 2
TNL042 Deadly Treadmill Trap Room 2 Thief Room Once per turn, you may discard a Room card to draw a Room card. - 2
TNL043 Collapsing Bridge Trap Room 1 Thief Room

If a Hero survives this Room, until the end of turn this Room deals +3

Revised: Once per turn, if a Hero survives this Room, until end of turn this Room deals +3.

- 2
TNL044 Spiked Pit Trap Room 1 Thief Room When you build or uncover this Room, give this Room +3 until end of turn. - 2
TNL045 Decapitator Trap Room 2 Thief Room During the Build phase, you may destroy this Room to choose one Room in any dungeon and remove its treasure value until end of turn. - 2
TNL046 Chump Chomper Advanced Trap Room 2 Thief Room Once per turn, you may destroy another Room in your dungeon to give this Room +4 until end of turn. - 1
TNL047 Blockpile Puzzle Advanced Trap Room 5 Thief Room At the end of each turn, destroy one Room in your dungeon. - 2
TNL048 The Smashinator Advanced Trap Room 3 Thief Room Once per turn, you may destroy every other visible Room in your dungeon to give this Room +6 until end of turn. - 1
TNL049 Warp Tube Trap Room 1 Fighter + Mage Room You may destroy this Room to send a Hero in this Room back to the first Room of your dungeon. - 2
TNL050 Bom-Boy Factory Trap Room 3 Fighter + Thief Room When a Hero dies in this Room or survives this Room, destroy this Room. - 2
TNL051 Hatchling's Hoard Advanced Monster Room 2 Universal Room (You may build this over a room with Cleric, Fighter, Mage, or Thief treasure.) - 3
TNL052 Genie Lounge Monster Room 1 Mage + Thief Room When you build this Room, if you have no Spell cards in your hand, draw a Spell card. - 2
TNL053 Werewolf Den Monster Room 1 Cleric + Fighter Room Once per turn, you may discard a card from your hand to give one Hero +1 until end of turn. - 2
TNL054 Cursed Tomb Trap Room 1 Cleric + Thief Room If an effect from another card causes this Room to be destroyed, each opponent must discard two Room cards. - 2
TNL055 Save Point Trap Room 0 Cleric + Mage Room You may destroy this Room to retrieve one Spell card from the discard pile that you played this turn. - 2
TNL056 All Your Base - Build - Spell View an opponent's hand. You may take one Room card from that opponent. - 1
TNL057 Another Castle - Adventure - Spell Choose a Hero in your dungeon. Send that Hero to the entrance of an opponent's dungeon. - 2
TNL058 Fairy Fountain - Build - Spell Choose a Room. Until end of turn, it does zero damage and each Hero entering it gains +1. - 2
TNL059 It's On! - Adventure - Spell Kill one Hero in your dungeon who has 3 or less Health. OR If you have 3 wounds or more, kill one Hero in your dungeon. - 2
TNL060 Hiring Spree - Build - Spell Draw three Room cards, then give another player one of your Room cards. - 2
TNL061 Lightning Bolt! - Adventure - Spell Deal 3 damage to one Hero in your dungeon. AND If you discard another Spell card, deal 3 damage to each Hero at the entrance to your dungeon. - 2
TNL062 Meddling Kids! - Build & Adventure - Spell Choose a Room. Until the end of turn, it has no ability text. OR Choose a player. If three or more Heroes entered that player's dungeon this turn, that player cannot win this turn. - 1
TNL063 Oh, Yeah! - Build & Adventure - Spell Swap the placement of two Rooms in your dungeon. OR If two or more of your Rooms have been destroyed this turn, choose and destroy one Room in any dungeon. - 1
TNL064 Party Up - Adventure - Spell Choose a dungeon. Until the end of turn, each Hero entering that dungeon gains +1 - 2
TNL065 Pause - Adventure - Spell If there is a Hero in your dungeon, return it to the entrance and restore it to full Health. No Heroes may enter your dungeon until next turn. - 2
TNL066 Pity - Adventure - Spell Choose a Hero in an opponent's dungeon. Remove that Hero from the game. - 2
TNL067 Secret Stash - Build - Spell Choose a Room in your dungeon. Until end of turn, give it one extra Cleric, Fighter, Mage or Thief. - 2
TNL068 Shortcut! - Adventure - Spell Choose a Hero in any dungeon. It skips the next Room it would enter. OR If that dungeon has five Rooms, the Hero skips the next two Rooms it would enter. - 2
TNL069 Super Effective! - Adventure - Spell Choose a Room in your dungeon. It deals +2 until end of turn. OR If only one Hero was lured to your dungeon this turn, that Room does +4 until end of turn. - 2
TNL070 Surprise Gift - Build - Spell During the Build phase, you may place a Room in an opponent's dungeon instead of your own. (Place it face-down over a face-up Room. Opponent may still place another Room. Any build effects apply to the opponent.) - 2
TNL071 Undead Minion - Adventure - Spell Choose one face-down Hero in your scorekeeping area and remove it from the game. Deal damage equal to that Hero's Health to one Hero in your dungeon. - 2
TNL072 Wild Monster - Adventure - Spell You may immediately build a Monster Room over an existing Room in your dungeon. - 2
TNL073 Cleric Ordinary Hero 4 Cleric Hero Elfstar Once an acolyte limited to simple orisons, Elfstar is now a true priestess who has mastered the mind bondage spell. She's accepted that nothing is more important than her spiritual growth. 2 1
TNL074 Cleric Ordinary Hero 4 Cleric Hero Kyle the Incorruptible This acolyte of the Order declared himself free from sin and immune to temptation ...an unwavering agent of virtue. 4 1
TNL075 Cleric Ordinary Hero 6 Cleric Hero Danae the Slayer A woman of few words, Danae is relentlessly focused on her mission: to eliminate every undead abomination in Arcadia. As long as she keeps the faith, no zombie is safe. 2 1
TNL076 Cleric Ordinary Hero 6 Cleric Hero Solemn Caine, Pilgrim of Pain This zealot has mounted a one-man inquisition into the darkest depths of Arcadia's dungeons. A grim slayer of the godless, he holds particular disdain for Belladonna and her vampire kin. 3 1
TNL077 Vampire Ordinary Dark Hero 6 Cleric Hero Once per turn, any opponent may discard a Room with Cleric to give this Hero +3 until end of turn. 1
TNL078 Cleric Ordinary Hero 8 Cleric Hero Adynn, Cleric of Love The son of a philandering elf, Adynn inherited his father's charm and beauty. As a missionary Cleric of the Goddess of Love, he is always eager to practice what he preaches. 4 1
TNL079 Fighter Ordinary Hero 4 Fighter Hero Hookshot Joe Once the commander of an elite fighting unit, he lost his left hand in battle. Now, with a grappling hook permanently fused to his arm, Hookshot Joe carries on the fight. 2 1
TNL080 Fighter Ordinary Hero 4 Fighter Hero Tarka, Eskimo Warrior This northern warrior will not rest until he finds his best friend. No dungeon is too deep to delve, no mountain too high to climb. He'll do whatever it takes to bring his buddy home. 4 1
TNL081 Fighter Ordinary Hero 6 Fighter Hero Lady Samantha Her skills as a weaponsmith made Lady Samantha one of the wealthiest nobles in Arcadia. In search of greater glory, she armed herself to the teeth and set off to hunt for the Brainsucker Queen. 2 1
TNL082 Fighter Ordinary Hero 6 Fighter Hero Ampersand the Galled This dwarven warrior is legendary for his prodigious appetite, his puissant skill at arms, and his crazy temper. What he lacks in height he makes up for in rage fueled strength. 3 1
TNL083 Barbarian Ordinary Dark Hero 6 Fighter Hero Once per turn, any opponent may discard a Room with Fighter to give this Hero +3 until end of turn. 1
TNL084 Fighter Ordinary Hero 8 Fighter Hero Damok, Dragon Hunter Some regard him as a savage for his primitive weaponry, and his speech consists of cryptic phrases like "Scythe, his face black, his eyes red." But none doubt Damok's skill in battle. 4 1
TNL085 Mage Ordinary Hero 4 Mage Hero Megan the Missile Mage This intrepid adventuress, also known as "the Azure Evoker," is not your typical wizard. Specializing in magic missiles, she'd rather be battling monsters than studying dusty tomes. 2 1
TNL086 Mage Ordinary Hero 4 Mage Hero Otus the Occult Otus has seen things that the would drive most mortal men to madness. But he is a man of vision, and a touch of insanity only makes his magic more powerful. 4 1
TNL087 Mage Ordinary Hero 6 Mage Hero A Kid and His Spellslime When an ordinary kid discovered a wounded spellslime, he nursed it back to health with candy. The spellslime rewarded his kindness with an adventure to a world of magic. 2 1
TNL088 Mage Ordinary Hero 6 Mage Hero Wink the Probably Magical Wink's apparent lack of magical talent has not stopped him from going on adventures, or referring to his pet chameleon as his "familiar." But so far, everything's going well. 3 1
TNL089 Witch Ordinary Hero 6 Mage Hero Once per turn, any opponent may discard a Room with Mage to give this Hero +3 until end of turn. 1
TNL090 Mage Ordinary Hero 8 Mage Hero Iskandar, Ice Mage Once a small-town librarian, Iskandar became a hero when he defended his town against a dragon attack. Now he seeks to use his chilling ice magic to bring down the dragons of Arcadia. 4 1
TNL091 Thief Ordinary Hero 4 Thief Hero Black Leaf Black Leaf is always the first to scout ahead, swing across a chasm, or disable a poins trap. She always says there's no danger she's afraid to face, except a life without adventure. 2 1
TNL092 Thief Ordinary Hero 4 Thief Hero Murphy the Magnificent He was a charlatan, a carnival performer, and a con man ...all before he turned sixteen. When he delved into his first dungeon, he discovered he was something else: a hero. 4 1
TNL093 Thief Ordinary Hero 6 Thief Hero Colgar, Fugitive Prince He lost his kingdom to Cerebellus, but he retains his ancestral weapon. Now this royal rogue must use his disk-glaive and his wits to regain his thone...or at least his honor. 2 1
TNL094 Thief Ordinary Hero 6 Thief Hero Francisco the Endbringer

This highly trained assassin from the southern Silver Kingdom is known as the "painter or blood."

6 1
TNL095 Hitman Ordinary Hero 6 Thief Hero Once per turn, any opponent may discard a Room with Thief to give this Hero +3 until end of turn. 1
TNL096 Thief Ordinary Hero 8 Thief Hero Raymond Two-Chains Once he was an outlaw, notorious for wielding his chain-whips with deadly precision. Now he's a man one a mission. He tracks the Croaking King across dimensions, and will stop at nothing to find him. 4 1
TNL097 The Fool Ordinary Hero 2 ? Hero The Fool is lured to the dungeon of the player with the fewest Souls. (In the case of a tie, he waits in town until the tie is broken.) 2 1
TNL098 Cleric Epic Hero 11 Cleric Hero Tyrone, Pharaoh Ascendant When Tyrone was young, the temple elders praised his hieroglyphics. But what began as mere artistry grew into miraculous power. Now his wisdom is revered throughout Arcadia. 2 1
TNL099 Cleric Epic Hero 11 Cleric Hero Branadin Wordblessed This cosmic chronicler travels tirelessly from world to world, inscribing each people's histories and magics on plates of copper. He never stops writing...except to battle the forces of darkness. 3 1
TNL100 Necromancer Epic Hybrid Hero 12 Cleric / Fighter Hero This Hero is lured to the dungeon with the highest combined Mage and Fighter treasure. Each time a player plays a Spell while this Hero is in your dungeon, give this Hero +2. 1
TNL101 Cleric Epic Hero 13 Cleric Hero Heavenboy

This son of an angel and a mortal woman was born with clipped wings and half a halo. Now he fights evil with a holy blade and a golden gauntlet known as The Right Hand of Boon.

4 1
TNL102 Fighter Epic Hero 11 Fighter Hero Lone Fox and Kit

Few know that this mysterious beauty was once a princess. With her daughter on her back, she uses her skills with the sword to seek victory against those who deposed her.

2 1
TNL103 Fighter Epic Hero 11 Fighter Hero Ser Mortin the Deadly

No knight is more celebrated, but do not invite Ser Mortin to your wedding feast. Many and more have died to his blade, the noble as well as the wicked...

3 1
TNL104 Swordmage Epic Hybrid Hero 12 Mage / Fighter Hero This Hero is lured to the dungeon with the highest combined Mage and Fighter treasure. Each time a player plays a Spell while this Hero is in your dungeon, give this Hero +2 1
TNL105 Fighter Epic Hero 13 Fighter Hero O'Brien the Destroyer

Every night, he begins a new quest for glory. This savage redhead has survived the rise and fall of many rivals. He knows what is best in life, and in the end, he will triumph.

4 1
TNL106 Mage Epic Hero 11 Mage Hero Dumbledalf the Blue

In a world of punk-rock pyromancers and spiky haired sorcerers, one man believes in keeping things classic. Dumbledalf proves that flowing beards and pointy hats never go out of fashion.

2 1
TNL107 Mage Epic Hero 11 Mage Hero Wrathfuss the Namer

Wrathfuss knew the names of most things, and so most things were his to command. He said to the wind: "Break!" and the wind broke.

3 1
TNL108 Druid Epic Hybrid Hero 12 Cleric / Mage Hero This Hero is lured to the dungeon with the highest combined Cleric and Mage treasure. Give this Hero +X, where X equals the number of Spell cards in your hand. 1
TNL109 Mage Epic Hero 13 Mage Hero Markus, Geomancer Supreme

Once, he lived alone in a flat, infinite world. Alone, he braved its depths and dangers to mine its riches. Then this unaccompanied miner had a dream. He dreamed he could create anything, even entire worlds, and each world he created held a dreamer of its own.

4 1
TNL110 Thief Epic Hero 11 Thief Hero Rom the Reaver

No one is faster with a blade, but Rom is a tortured soul. It's as if a monster lurks inside him, and the dungeon is the only safe place to channel his rage.

2 1
TNL111 Thief Epic Hero 11 Thief Hero Gaimina, Thief of Dreams

No door is closed to her, nor any dreaming mind, and she does not fear death. But Gaimina's light steps cast long shadows, and she must never let them overtake her.

3 1
TNL112 Archer Epic Hybrid Hero 12 Fighter / Thief Hero

This Hero is lured to the dungeon with the highest combined Fighter and Thief treasure. This Hero ignores the last Room of your dungeon.

Revised: This Hero is lured to the dungeon with the highest combined Fighter and Thief treasure. This Hero skips the last Room of your dungeon.

1
TNL113 Thief Epic Hero 13 Thief Hero Roberta, Dreaded Outlaw

Her life became a nightmare when she was wedded to an evil prince and her true love was slain by a pirate. Roberta took vengeance on both, and now she does as she wishes.

4 1
TNL114 The Brothers Epic Hero 20 ? Hero This Hero is lured to the dungeon of the player with the highest total Souls minus Wounds. 1

Portable Power[]

Portable Power is a set of cards that comes with the Collector's Box.

This set features 11 cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
POP001 Mobi Handheld Hoodlum 1989 Fighter Boss Level Up: For the rest of the game, all Monster Rooms in your dungeon are Portable. (Once per turn during the Build Phase, you may return a Portable Room to your hand.) - 1
POP002 Master's Hand Monster Room 1 Cleric Room Portable You may return this Room to your hand to return a Hero in this Room to town. - 2
POP003 War Turtle Monster Room 2 Fighter Room Portable When you build this Room, draw a Room card. - 2
POP004 Arcane Vortex Trap Room 1 Mage Room Portable Once per turn, when a Hero dies in this Room, draw a Spell card. - 2
POP005 War Ship Trap Room 1 Thief Room Portable When you build this Room, it gains +2 until end of turn. - 2
POP006 Elder Statue Advanced Trap Room 2 Cleric + Thief Room Portable Once per turn when a Hero dies in this Room, you may flip over a face-down item card or take a Spell card from the discard pile. - 1
POP007 Leviathan Egg Advanced Monster Room 2 Fighter + Mage Room Portable When you return this Room to your hand, if the Room it uncovers is a Monster Room, that Room gains +3 until end of turn. - 1

Hidden Secrets[]

Hidden Secrets is currently only available as a reward for Boss Monster 2: The Next Level Kickstarter campaign.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
HSP001 Phoenix Feather Cleric Item - Cleric Item

Power-Up: When this Hero enters your dungeon, choose a face-down Hero in your scorekeeping area and return it to town.

Reward: Choose a face-down Hero in an opponent's scorekeeping area and return it to town.

- 1
HSP002 Power Armor Fighter Item - Fighter Item

Power-Up: Once per turn, one player may discard a Room card to give this Hero +3 until end of turn.

Reward: Choose a Hero in any dungeon. You may discard a Room card to give that Hero +3 until end of turn.

- 1
HSP003 Mana Potion Mage Item - Mage Item

Power-Up: When this Item is attached, every player must draw and reveal a Spell card, then must discard that Spell at end of turn if it has not been played.

Reward: Draw and reveal a Spell card. At end of turn, if you have not played that Spell, discard it.

- 1
HSP004 Golden Coin Thief Item - Thief Item

Power-Up: Each time this Hero enters a Room with more than one treasure icon, give this Hero +2

Reward: Choose any Room in your dungeon. Until end of turn, it gains Cleric, Fighter, Mage, or Thief treasure.

- 1
HSP005 Loyal Steed Universal Item - Universal Item

Power-Up: This Hero skips the first Room it would enter.

Reward: Choose a Hero in town. Attach this Item to it and move it to any dungeon entrance.

- 1
HSP006 Final Form! - Adventure - Spell Give the last Room of your dungeon +2 until end of turn. OR If any opponent has 8 souls or more, give the last Room of your dungeon +4 until end of turn. - 1
HSP007 Get Over Here! - Adventure - Spell Choose a Hero in your dungeon. It skips the next Room it would enter. Deal 3 damage to that Hero. OR Choose an Epic Hero at the entrance to your dungeon. It skips the first four Rooms of your dungeon. Deal 10 damage to that Hero. - 1
HSP008 Inconceivable! - Adventure - Spell If you gained 2 wounds this turn, draw two Spell cards. OR If you gained 3 wounds or more this turn, draw three Spell cards. - 1
HSP009 Item Get! - Build & Adventure - Spell Reveal the top card of the Item deck. You may attach it to any Hero. OR If you have no face-up Items inyour scorekeeping area, you may instead place that Item face-up in your scorekeeping area. - 1
HSP010 Polymorph! - Adventure - Spell Choose one Hero at the entrance to your dungeon. You may swap it with any Hero in town. OR If you have two other Spell cards in hand, you may swap it with a Hero at the entrance to any dungeon. - 1

The Lost Levels[]

The Lost Levels mini-pack is available exclusively at DriveThruCards.com.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
LST000 Anererak The Hidden Lich 999 Cleric Boss Level Up: Each of your opponents must choose and discard two cards. - 1
LST001 Wight House Monster Room 2 Cleric Room This Room deals +2 to Epic Heroes. - 1
LST002 Room 1-1 Monster Room 1 Fighter Room If this is the leftmost Room in your dungeon, it has +2. - 1
LST003 Shocksquid Pool Monster Room 1 Mage Room Once per turn, you may discard a Spell card to deal 3 damage to a Hero in this Room. - 1
LST004 Piranha Tank Trap Room 1 Thief Room If a Hero has taken damage equal to at least half its Health before entering this Room, this Room deals +2 to that Hero. - 1

Crash Landing[]

Crash Landing is a mini-expansion that adds a new treasure type, Alien Artifacts and expands the game to allow up to 6 players.

It features a total of 45 cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
CRL001 Imperiatrix Queen of the Ooze 475 Explorer Boss Level Up: For the rest of the game, Rooms in your dungeon have +1 for each Explorer treasure they have. - 1
CRL002 Klonos Alien Metamorph 175 Explorer Boss Level Up: Choose another Boss. For the rest of the game, this Boss also has that Boss's Level Up ability. (The ability remains even if that Boss dies.) - 1
CRL003 Mando Stellar Archeologist 855 Explorer Boss Level Up: You may bring one covered Room to the top of a Room stack in each opponent's dungeon. (This uncovers those rooms.) - 1
CRL004 Alien Excavator Trap Room 2 Explorer Room When you build this Room, you may move one covered Room in your dungeon to the top of its stack. (This uncovers that Room.) - 2
CRL005 Alien Ooze Trap Room 1 Explorer*2 Room If you have at least one other Explorer treasure Room in your dungeon, give this Room +1. (Note that Bosses do not count as Rooms.) - 2
CRL006 Decoy Garden Monster Room 1 Explorer Room When you build this Room, until end of turn it gains Explorer*2 treasure. - 1
CRL007 Frostman Lander Monster Room 2 Explorer Room You may discard this Room from your hand to deactivate an Advanced Room in any dungeon until end of turn. - 2
CRL008 Invasion Swarm Monster Room 0 Explorer Room Rooms adjacent to this Room have +1. - 2
CRL009 Reactor Core Trap Room 2 Explorer Room Advanced Rooms in your dungeon have +1. - 2
CRL010 Digicron Library Advanced Trap Room 3 Explorer Room When you build this Room, if you have at least one other Advanced Room in your dungeon, (including this one), draw two Spell cards. - 1
CRL011 Hypercube Advanced Trap Room 4 Explorer Room You may build this Room over any Room, regardless of treasure type. - 2
CRL012 The Omega 42 Advanced Trap Room 3 Explorer Room Once per turn, you may discard an Advanced Room to activate one "when you build this Room" or "when you uncover this room" effect on any Room in your dungeon. - 1
CRL013 Crash Site Trap Room 1 Cleric + Explorer Room When you uncover this Room, search the discard pile for an Advanced Room card and add it to your hand. - 2
CRL014 Caged Gundarf Monster Room 1 Fighter + Explorer Room When you uncover this Room, until end of turn its damage is doubled. - 2
CRL015 Celestial Map Trap Room 1 Mage + Explorer Room When you uncover this Room, draw a Spell Card, then destroy this Room. - 2
CRL016 Darkling Lair Monster Room 1 Thief + Explorer Room When you uncover this Room, deal 3 damage to a Hero in your dungeon or at the entrance to your dungeon. - 2
CRL017 The Prince Ordinary Hero 3 ? Hero This hero is lured to the dungeon of the player with the fewest total Souls minus Wounds. After the Prince becomes a wound or soul, the player who's dungeon he went to may draw two rooms, two spells, or one of each. 5+ 1
CRL018 Explorer Ordinary Hero 4 Explorer Hero Crash Dodgers Hailing from a small blue planet in the galactic backwater, Crash has long been the bane of the alien bosses. On Arcadia he sees his chance to end their reign of terror once and for all. 5+ 1
CRL019 Explorer Ordinary Hero 4 Explorer Hero Corbin Crickton An interstellar taxi driver who took one too many lefts at the grand wormhole: now, he's looking through the wreckage of the Crash Landing for a possible way home. 5+ 1
CRL020 Explorer Ordinary Hero 6 Explorer Hero T'Matha A shapeshifting squidopod, T"Matha braves the crash site again and again looking for the Omega 42, the legendary weapon that might free her people from their greatest mistake. 5+ 1
CRL021 Explorer Ordinary Hero 6 Explorer Hero Lindo Callari Wanted space vampire, failed ambassador, inveterate gambler... Lindo had any number of reasons to flee to Arcadia, but one great secret that makes him want to find his way back. 5+ 1
CRL022 Explorer Ordinary Hero 8 Explorer Hero Doug O'Shibe, Ace Pilot Doug has demonstrated such heroism, so frequently, that he is the most famous starfighter pilot in his galaxy. 5+ 1
CRL023 Explorer Ordinary Hero 8 Explorer Hero Guy the Redrobe IT support for his clan of saber wielding space monks, Guy did not understand why he had to go on this away mission. 5+ 1
CRL024 Explorer Epic Hero 11 Explorer Hero Andromeda James This intrepid worm-o-naut has burrowed into the galaxy's darkest crypts looking for lost relics, but tales of a crystal skeleton lost in the Crash Landing have brought him to Arcadia. 5+ 1
CRL025 Explorer Epic Hero 11 Explorer Hero Morgan Fragman Morgan is a man of many talents: soldier, master chef, and interdimensional physicist. He entered Arcadia through a strange portal, and now all he wants is a way home. 5+ 1
CRL026 Explorer Epic Hero 13 Explorer Hero Banzai Barb Intergalactic Jane-of-all-trades, Banzai Barb leads her ragtag group of cavaliers in a neverending war to kick the invaders out of Arcadia. 5+ 1
CRL027 Explorer Epic Hero 13 Explorer Hero Aliff Orbital Spaceman Aliff couldn't save his world from the Frostmen, but by Mallmax he swore he'd protect this planet, as long as his trusty saber cat Hob'x was by his side. 5+ 1
CRL028 The King Epic Hero 20 ? Hero During the Bait phase, each player may vote to determine where the King is lured. (If the vote is a tie, the King stays in town.) 5+ 1
CRL029 Finish Him! - Adventure - Spell Kill a Hero with 2 or less Health. OR If you have fewer Souls than any player, choose a Hero that survived another player's dungeon this turn. Move it to your scorekeeping area face-down. - 1
CRL030 Essence Transfer - Adventure - Spell Add +X to a Hero in an opponent's dungeon, where X equals the number of wounds you have. - 2
CRL031 Healing Tank - Adventure - Spell If no Heroes were lured to your dungeon during the Bait Phase, heal one ordinary Wound. - 1
CRL032 Meteorite - Build - Spell Choose one Room in any dungeon. Until end of turn, it gains Explorer treasure. - 1
CRL033 Not Dead Yet - Adventure - Spell Do X damage to each Hero in your dungeon or at the entrance to your dungeon, where X equals the number of Wounds you have. - 2

Implements of Destruction[]

Implements Of Destruction is a mini-expansion released in 2017 as a add-on to the Boss Monster with powerful new items, including items compatible with Crash Landing.

It features a total of 29 cards. This consists of 5 Boss cards and 24 Item cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
IDO001 Mega Hammer Fighter Item - Fighter Item Power-Up: Double this hero's Health.

Reward: Give one hero +2 for every Wound you have.

- 1
IDO002 Minotaur's Mantle Fighter Item - Fighter Item Power-Up: When this Hero is at the entrance to your dungeon, deactivate the first Fighter Room in your dungeon.

Reward: Choose one Room in your dungeon. Until end of turn, all Heros pass through that Room twice.

- 1
IDO003 Energy Bow Fighter Item - Fighter Item Power-Up: This Hero ignores the last tree Rooms of your dungeon.

Reward: Choose a Hero at the entrance to another player's dungeon.That Hero ignores the last three Rooms of the dungeon.

- 1
IDO004 Tamer's Whip Fighter Item - Fighter Item Power-Up: All your Monster Rooms have a base damage of 1 while this Hero is in(or at the entrance to) yours dungeon.

Reward: Give one Monster Room in your dungeon +x damage until end of turn, where X is equal to the number of Monster Rooms in your dungeon.

- 1
IDO005 Surprise Box Mage Item - Mage Item Power-Up: No one may play Spells while this Hero is in(or at the entrance to)your dungeon.

Reward: Discard your hand and draw Rooms and Spells, each equal to the number of each you discarded.

- 1
IDO006 Portal Wand Mage Item - Mage Item Power-Up: This Hero skips one Room in your dungeon(beginning with the first )for ever y Spell card in your hand.

Reward: Choose a Hero in any dungeon. It skips the next Room it would enter.

- 1
IDO007 Crystal Ball Mage Item - Mage Item Power-Up: When this Hero enters your dungeon, all players reveal their Spells. Discard any of your Spells that match those in other players' hands.

Reward: All players reveal one Spell (if they have one or more).Choose oe revealed Spell and put it into your hand.

- 1
IDO008 Flame of Achoom Mage Item - Mage Item Power-Up: This Hero ignores the ability text of all Rooms that modify the damage of other Rooms.

Reward: Until end of turn, your Rooms with Mage treasure give +1 to adjacent Rooms.

- 1
IDO009 Lich Crown Cleric Item - Cleric Item Power-Up: If this Hero would be killed in your dungeon, return it to town instead. You keep this Item.

Reward: Choose one face-down Hero.Do damage to another Hero equal to the chosen Hero's Health.

- 1
IDO010 Shining Armor Cleric Item - Cleric Item Power-Up: This Hero may not be targeted by Spells.

Reward: Take one Spell from the discard pile.

- 1
IDO011 Heart Container Cleric Item - Cleric Item Power-Up: If this Hero survives your dungeon, choose a face-down Hero in your scorekeeping area and flip it face-up.

Reward: Choose a face-down Hero in an opponent's scorekeeping area. Return it to the entrance of that player's dungeon with +3.

- 1
IDO012 Angel Wings Cleric Item - Cleric Item Power-Up: This Hero gains +x, where X is equal to the number of Souls you have.

Reward: Give a Hero +x, where X is equal to the number of Souls you have.

- 1
IDO013 Divining Rod Thief Item - Thief Item Power-up: This Hero gets +1 for every treasure type you have in your dungeon(including your Boss's).

Reward: Give a Hero +1 for every treasure type you have in your dungeon(including your Boss's).

- 1
IDO014 Super Magnet Thief Item - Thief Item Power-up: When this Hero is at the entrance to your dungeon, deactivate all Rooms in your dungeon with two or more treasure icons.

Reward: Choose a player and one treasure type.Until end of turn, Heroes ignore all icons of that type in that player's dungeon.

- 1
IDO015 Blast Box Thief Item - Thief Item Power-up: Destroy the Room this Hero dies in.

Reward: Destroy a Room in any dungeon with a Hero in it.That Hero is killed.

- 1
IDO016 Secret Map Thief Item - Thief Item Power-up: This Hero skips all Rooms that have treasure matching the treasure types of any Heroes at the entrance to your dungeon.

Reward: Switch the first and last Rooms of a dungeon.

- 1
IDO017 Antifreeze Univarsal Item - Universal Item Power-up: When this Hero is at the entrance to your dungeon, if your dungeon contains any deactivated Rooms, immediately destroy those Rooms.

Reward: Reactivate all Rooms in your dungeon. Draw a Spell for each Room reactivated.

- 1
IDO018 Stolen Blueprints Universal Item - Universal Item Power-up: The turn this Hero enters town, no one may build a Room with a treasure icon matching this Hero's.

Reward: You may immediately build an additional Room in your dungeon, even if it is a sixth Room. At end of turn, destroy all Rooms you built after using this Item.

- 1
IDO019 Pandora's Box Universal Item - Universal Item Power-up: If this Hero is at the entrance to your dungeon, you may choose another Hero at the entrance to your dungeon to immediately kill.

Reward: You must take this Item face-up. While this Item is face-up in your scorekeeping area, any new Items you gain must be turned face-down. Discard a Spell to turn this Item face-down.

- 1
IDO020 Doppelganger Cloak Universal Item - Universal Item Power-up: This Hero has Health equal to the highest (modified)Health value of any Hero in a dungeon or in town.

Reward: During the Build phase, choose one Hero in town and designate a treasure type. That Hero is lured only by that treasure type until end of turn.

- 1
IDO021 Stun Gun Explorer Item - Explorer Item Power-up: Whenever this Hero survives an Advanced Monster Room, return that Room to your hand.

Reward: Each opponent must choose an Advanced Room and return it to his or her hand. This is only useable during the Build Phase.

- 1
IDO022 Force Field Explorer Item - Explorer Item Power-up: This Hero takes two less damage from Advanced Rooms.

Reward: Choose a Hero in an opponent's dungeon. Until end of turn, it ignores damage from Advanced Rooms.

- 1
IDO023 Lazer Drill Explorer Item - Explorer Item Power-up: When this Hero enters your dungeon, choose a covered Room from each Room stack and bring it to the top of that stack.

Reward: Until end of turn, treat all your Rooms as if they were just uncovered.

- 1
IDO024 Flying Saucer Explorer Item - Explorer Item Power-up: If your dungeon contains only ordinary Rooms, give this Hero +3.

Reward: Search the Room deck for an Advanced Room and put it into your hand.

- 1
IDO025 Banseer Bivan Acquirer of Artifacts 595 Explorer Boss Level Up: For the rest of the game, you may have two Items face up in your scorekeeping area. - 1
IDO026 Malakill Master of Beasts 785 Fighter Boss Level Up: Take one of your Items(face-up or face-down)and place it under a Monster Room. That Room has +3 until it is destroyed or covered. - 1
IDO027 Franz Psycho Jester 190 Mage Boss Level Up: For the rest of the game, whenever you use an Item's Boss ability, draw a Spell. - 1
IDO028 Lady Vix Bandit Queen 365 Thief Boss Level Up: Take a face-up Item from a Hero in town or another player. Place it face up in your scorekeeping area. - 1
IDO029 Umbra Shadow of the Past 755 Cleric Boss Level Up: Look at all face-up Items in all players' scorekeeping areas. Choose one and place it face up in your scorekeeping area. - 1

Rise of the Minibosses[]

Rise of the Minibosses is a standalone expansion released in 2018. It includes two new mechanics: minibosses and coins.

Coins can be earned through effective use of Rooms and Spells. Coins can be spent to power up Rooms and Abilities, or to hire and upgrade Minibosses. Minibosses are cards that can be added to Rooms, and they feature different Abilities that can be bought for Coins.

Please note that (c) stands in for the Coins symbol.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
RMB001 Gregore Death Knight 365 Cleric Boss Level Up: For the rest of the game, once per turn gain (c) when you kill a hero. - 1
RMB002 Calabeza The Pumpkin Queen 205 Cleric Boss Level Up: For the rest of the game, once per turn you may discard a Monster Room to promote a Miniboss instead of paying (c). - 1
RMB003 Belladonna Foul Temptress 860 Cleric Boss Level Up: For the rest of the game, once per turn you may pay (c)(c) to force an opponent to discard a randon Spell card. - 1
RMB004 Lamia Mother of Monsters 255 Fighter Boss Level Up: For the rest of the game, gain (c) whenever you build a Monster Room. - 1
RMB005 King Croak World's Best Boss 760 Fighter Boss Level Up: For the rest of the game, Minibosses that you build start on Level 2. - 1
RMB006 Ravenus Hungry Wolfman 760 Fighter Boss Level Up: For the rest of the game, once per turn you may pay (c)(c) to double the damage value of a Monster Room. - 1
RMB007 Baron Hex Sorcerobe Supreme 535 Mage Boss Level Up: For the rest of the game, gain (c) whenever you cast a Spell. - 1
RMB008 Oculus Dungeon Overseer 630 Mage Boss Level Up: For the rest of the game, draw a Spell when a Hero dies in a room with a Miniboss. - 1
RMB009 Kazanna Mistress of Wishes 935 Mage Boss Level Up: For the rest of the game, once per turn you may pay (c)(c) to draw a Spell card. - 1
RMB010 Dr. Deadly Kobold Genius 300 Thief Boss Level Up: For the rest of the game, gain (c) whenever you build a Trap Room. - 1
RMB011 Scott Monstrous Arbiter 780 Thief Boss Level Up: For the rest of the game, your Trap Rooms have +1. Any opponents may give you (c) to cancel this ability until the end of your turn. - 1
RMB012 Kirax Greedy Queen 980 Thief Boss Level Up:For the rest of the game, once per turn you may pay (c)(c) to add one of any treasure type to any player's dungeon - 1
RMB013 Spectral Bomb Trap Room 1 Cleric*2 Room You may destroy this Room to force an opponent to discard a random Spell card. - 1
RMB014 Monster Academy Monster Room 1 Cleric*2 Room When you build or uncover this Room, gain (c) (c) for every miniboss you reveal from your hand. - 2
RMB015 Ancient Guardtower Trap Room 2 Cleric Room When you build this Room, choose one opponent. Once this turn you may give them (c) to take one random Spell card from them. - 2
RMB016 Tomb of Terrors Trap Room 2 Cleric Room You may discard this from your hand to draw a room or spell card from the Discard pile. - 2
RMB017 Imp Hoard Monster Room 1 Cleric Room Once per turn when an opponent discards a card, you may put it in your hand. - 2
RMB018 Vampire Lab Monster Room 2 Cleric Room When you build or uncover this Room, you may discard a Miniboss to heal a Wound. - 2
RMB019 Haunted Cavern Advanced Monster Room 3 Cleric Room Once per turn, You may pay (c) and choose a hero at the entrance to your dungeon. It cannot enter your dungeon until next turn. - 1
RMB020 Minion Clinic Advanced Monster Room 3 Cleric Room When you build this Room, place up to three (c) on it. For each (c) you place, choose one card from the discard pile and put it in your hand. This Room has -1 for every (c) on it. - 2
RMB021 Robber's Vault Advanced Trap Room 3 Cleric Room When you build this room, exchange your Hoard with another player's, even if you have no coins. - 1
RMB022 Minotaur Catacombs Monster Room 1 Fighter*2 Room Destroy this Room to return a Hero in it to the beginning of your Dungeon. - 1
RMB023 Goblin Market Monster Room 1 Fighter*2 Room Whenever you build a Room next to this Room, gain (c)(c). - 2
RMB024 Power Leech Monster Room 1 Fighter Room If the Room to the right of this is a Monster Room, give that room +2. - 2
RMB025 Fetid Beast Monster Room 3 Fighter Room Monster Rooms may not be built adjacent to this room. (But this Room may be built adjacent to other Monster Rooms.) - 2
RMB026 Training Camp Monster Room 2 Fighter Room Once per turn, you may discard a Miniboss to double the damage of one of your Monster Rooms until end of turn. - 2
RMB027 Shrooman Aviary Monster Room 2 Fighter Room You may discard this from your hand to give one hero +3 until end of turn. - 2
RMB028 Dragon's Nest Advanced Monster Room 4 Fighter Room When you build or uncover this Room, until end of turn, give every other Monster Room in your dungeon +1 for every treasure icon that room has. - 1
RMB029 Doppelganger Hive Advanced Monster Room 2 Fighter Room This room has +1 for every Hero that was lured to your dungeon this turn. - 2
RMB030 Foyer Elemental Advanced Monster Room 4 Fighter Room Once per turn when a Hero survives this Room, gain (c) (c). - 1
RMB031 Mysterious Portal Trap Room 1 Mage*2 Room When you build or uncover this Room, you may discard a Miniboss to draw a Spell card. - 1
RMB032 Alchemist's Lab Trap Room 1 Mage*2 Room Once per turn, when you cast a Spell, gain (c) (c). (Cancelled spells are not cast.) - 2
RMB033 Black Market Trap Room 2 Mage Room Once per turn, when a Room in any dungeon is destroyed, pay (c) to draw a spell card. - 2
RMB034 Mind Thresher Trap Room 2 Mage Room Once per turn if a Hero dies in this Room, you may remove that Hero from the game to draw two Spell cards. - 2
RMB035 Cursed Well Trap Room 2 Mage Room You may discard this from your hand to draw a Spell card or gain (c) (c). - 2
RMB036 Loot Box Trap Room 1 Mage Room When you build this Room, pay (c)(c) and draw two Spell cards. - 2
RMB037 Crystal Ballroom Advanced Trap Room 3 Mage Room When you build this Room, place up to three (c) on it. For each (c) you place, draw one Spell card. This Room has -1 for every (c) on it. - 1
RMB038 Efreet's Chamber Advanced Monster Room 2 Mage Room Once per turn when a Hero is at the entrance to your dungeon, you may draw a Spell card to give this room -2 OR discard a Spell to give this room +2. - 2
RMB039 Magipede Advanced Monster Room 2 Mage Room This room has +1 for every Spell card in your hand. - 1
RMB040 Delver's Quarry Trap Room 1 Thief*2 Room When you build or uncover this Room, draw a Room card. 1
RMB041 Garbage Chute Trap Room 1 Thief*2 Room Once per turn when a Room is destroyed, gain (c) (c). - 2
RMB042 Unstable Mine Trap Room 2 Thief Room You may destroy this Room to gain (c) (c) (c). - 2
RMB043 Sawtooth Pendulum Trap Room 2 Thief Room Once per turn, you may pay (c) to kill a Hero in this Room with 3 or less Health. - 2
RMB044 The Catapult Trap Room 2 Thief Room Once per turn, you may discard a Miniboss to deactivate a Room in an opponent's dungeon. 2
RMB045 Endless Galley Trap Room 2 Thief Room You can destroy this room to add one treasure of any type to any player's dungeon until end of turn. 2
RMB046 Paywall Advanced Trap Room 4 Thief Room Each turn, any player may give you any number of (c). For every (c) they give you, give this Room -1 until end of turn. 1
RMB047 Living Trap Advanced Trap Room 3 Thief Room You may destroy a Monster room in your dungeon to kill a hero in this Room. 2
RMB048 The Dreadmill Advanced Trap Room 2 Thief Room Once per Build phase, place a (c) on this Room. This Room has +1 for every (c) on it. If you cannot place a coin on this Room, destroy it. 1
RMB049 Personnel Office Monster Room 1 Fighter + Mage Room Once per turn gain (c) when an opponent plays or promotes a Miniboss. 2
RMB050 Trophy Room Trap Room 1 Fighter + Thief Room When you build or uncover this Room, Gain (c) for every multi-treasure Room in your dungeon, including this one. 2
RMB051 Lightning Rod Trap Room 1 Mage + Thief Room Once per turn, if a Hero dies in this Room, gain (c)(c)(c). 2
RMB052 Pixie Fountain Monster Room 1 Cleric + Fighter Room You may destroy this Room to gain (c) for every Wound you have. 2
RMB053 The Keystone Trap Room 1 Cleric + Thief Room You may destroy this Room to gain (c) for every Room remaining in your dungeon. 2
RMB054 Pool of Shadows Trap Room 1 Cleric + Mage Room Once per turn, you may discard a Spell to gain (c) (c). 2
RMB055 Spike Miniboss - Room Level 1: This Room has +1.

Level 2: Once per turn, discard a card to do 2 damage to a Hero in this Room.

Level 3: Choose a Miniboss. Return that card to its owner's hand. Reset to Level One.

1
RMB056 Kid Croak Miniboss Fighter Room Level 1: This Room gains +1 Fighter.

Level 2: Once per turn during the Build phase, you may switch the position of two Rooms in any dungeon.

Level 3: Give all Monster Rooms in one dungeon +1 or -1 until end of turn. Reset to Level One.

1
RMB057 Draculad Miniboss Cleric Room Level 1: This Room gains +1 Cleric.

Level 2: Once per turn, you may return a Hero in your dungeon to town.

Level 3: Look at one opponent's hand. You may take one Spell or Room card from them. Reset to Level One.

1
RMB058 Rocky Miniboss - Room Level 1: You may build any Room on top of this one, regardless of treasure icon.

Level 2: When a Hero dies in this Room, you may treat another Room in your dungeon as just built.

Level 3: Give a Hero in any dungeon +5 until end of turn. Reset to Level One.

1
RMB059 Cerebella Miniboss Mage Room Level 1: This Room gains +1 Mage.

Level 2: When a Hero dies in this Room, you may draw a Spell card.

Level 3: Choose a dungeon. Heroes ignore all ability text in that dungeon until end of turn. Reset to Level One.

1
RMB060 Paddywhack Miniboss Thief Room Level 1: This Room gains +1 Thief.

Level 2: Once per turn when you gain one or more coins, gain one extra coin.

Level 3: Kill a Hero in this Room. Reset to Level One.

1
RMB061 Icicle Man Miniboss 1 - Room Level 1: This Room has +1.

Level 2: Ignore the ability text of any Heroes or Epic Heroes in, or at the entrance to, your dungeon.

Level 3: Deactivate a Room in any dungeon until end of turn. Reset to Level One.

1
RMB062 Mageseeker Miniboss 1 * Icons - Room Level 1: This Room has +1 for every treasure icon it has.

Level 2: Once per turn, you may discard a Spell card to cancel an opponent's Spell.

Level 3: Choose a dungeon. Until end of turn, Heroes entering that dungeon skip its first room. Reset to Level One.

1
RMB063 Brassknuckle Miniboss 1 - Room Level 1: This Room has +1.

Level 2: Once per turn when a Hero dies in this Room, draw a Room card. You may immediately build that Room.

Level 3: Double this Room's damage until end of turn. Reset to Level One.

1
RMB064 Jinx Miniboss - Room Level 1: Draw an extra Room at the beginning of the Build phase, then discard a Room.

Level 2: Double this Room's treasure value. (It has one extra copy of each printed treasure icon it has.)

Level 3: Choose a Hero in town. Place it at the entrance to your dungeon. Reset to Level One.

1
RMB065 Windfall - Either - Spell If you have no coins in your Hoard, gain (c)(c)(c). 2
RMB066 Internship - Build - Spell Place the top three cards of the Room deck in the discard pile. If one of these cards is a Miniboss, you may immediately build it. (In addition to your normal build turn.) 2
RMB067 Spirit Dragon - Build - Spell Choose a Room in any dungeon. Until end of turn, it has one of each treasure type instead of its normal treasure. 2
RMB068 Sabotage! - Either - Spell Choose a Room. Until end of turn it has no ability text.

OR, if if you have more Minibosses than your opponent, deactivate that Room until end of turn.|

- 2
RMB069 Rage! - Either - Spell Choose a Miniboss. For every level that Miniboss has, give its Room +1 until end of turn. AND, if you have only one Miniboss, you may then double the damage of that Room. 2
RMB070 Ambush - Adventure - Spell Yo may discard two Monster Room cards or one Miniboss card to kill one Hero in your dungeon. 2
RMB071 Rebirth - Either - Spell Chose a player (including yourself). That playwe discards their hand and draws Rooms and Spells equal to the number of each they discarded. 2
RMB072 Smash! - Either - Spell Deal 2 damage to a Hero in your dungeon.

OR deal 4 damage to a Hero in a Room that contains a Miniboss. || || 2

RMB073 Pay to Win - Either - Spell Choose a Room to gain +1 until end of turn, plus an additional +1 for each (c) you pay when you cast this spell. 2
RMB074 Zoning Board - Build - Spell For your build turn, you may build an Advanced Room on top of any other Room, ignoring matching treasure icon requirements. 2
RMB075 Respawn - Either - Spell Treat all of your Rooms as if they were just built. 2
RMB076 Heist - Build - Spell Choose a Room in any dungeon. Until end of turn end that Room's treasure icons. 2
RMB077 Short Circuit - Either - Spell Choose an opponent casting a spell. Until end of turn, that opponent must pay (c) for each spell they wish to cast. If they don't, that spell is cancelled. 2
RMB078 Traitor - Build - Spell Choose an opponent's Miniboss. You may pay that opponent one (c) per that Miniboss's Level to take it and immediatly build it at that same level. You may not build a room this turn. 2
RMB079 Armor Up! - Either - Spell Give a Hero +1 until end of turn AND give this Hero an additional +2 until end of turn for every (c) you spend when casting this spell. 2
RMB080 Cleric Ordinary Hero 4 Cleric Hero Felicity, Joyful Nurse Felicity is an accomplished hero and sworn pacifist. If she had her way, she'd be healing monsters instead of fighting them. 2 1
RMB081 Cleric Ordinary Hero 4 Cleric Hero Wolfhard, Teen Hero This young paladin fights all evil things, both ordinary and strange. When his friends are in need, nothing can stop him. 4 1
RMB082 Cleric Ordinary Hero 6 Cleric Hero Holkin, Propheteer Holkin plays many roles -- cleric, writer, dungeon delver, employer and freestyle rapper -- but he prefers to think of himself as an "adventurepeneur." 2 1
RMB083 Cleric Ordinary Hero 6 Cleric Hero Luz, Merciful Healer Luz is a fast-paced heroine who brings good vibrations an pwerful healing to any battle. When Luz is around, heroes only sometimes die. 3 1
RMB084 Inquisitor Ordinary Dark Hero 6 Cleric Hero Once per turn, each opponent may pay any number of (c) to give this hero +1 per (c) spent until end of turn. 1
RMB085 Cleric Ordinary Hero 8 Cleric Hero Josie, Vampire Slayer Josie claims to have vanquished hundreds of vampires. It's hard to know, though. She's not just a slayer of the undead, but a master storyteller as well. 4 1
RMB086 Fighter Ordinary Hero 4 Fighter Hero Tess, Dwarven Shieldmaiden Tess risked banishment to become an adventurer. Traveling with a group of warrior women, Tess has yet to find a dungeon or tavern she can't leave in ruins. 2 1
RMB087 Fighter Ordinary Hero 4 Fighter Hero Steven the Human For Steve, anytime is the right time to go on an adventure! He may seem like a normal kid, but Steve and his friends will always find a way to save the day. 4 1
RMB088 Fighter Ordinary Hero 6 Fighter Hero Rotgut, Half-Giant Berserker Rotgut has the strength of his giantess mother, the courage of his human father, and the drinking skills that brought the unlikely pair together. 2 1
RMB089 Fighter Ordinary Hero 6 Fighter Hero Maxine, Sister of Steel  When her homeland was destroyed by apocalyptic magic, Maxine donned the sealed armor of her ancestors and set out to return order to the land. 3 1
RMB090 Sellsword Ordinary Dark Hero 6 Fighter Hero Once per turn, each opponent may pay any number of (c) to give this hero +1 per (c) spent until end of turn. 1
RMB091 Fighter Ordinary Hero 8 Fighter Hero Joe the Smith From training dragons to building golems, this blacksmith is up for any adventure. And when all hell;s breaking loose, he'll be right in the eye of the storm. 4 1
RMB092 Mage Ordinary Hero 4 Mage Hero Eloi Marlborn 2 1
RMB093 Mage Ordinary Hero 4 Mage Hero Exai, Mindmage 4 1
RMB094 Mage Ordinary Hero 6 Mage Hero Clebrina, Familiar 2 1
RMB095 Mage Ordinary Hero 6 Mage Hero Bross, Illusionist Adept 3 1
RMB096 Alchemist Ordinary Dark Hero 6 Mage Hero Once per turn, each opponent may pay any number of (c) to give this hero +1 per (c) spent until end of turn. 1
RMB097 Mage Ordinary Hero 8 Mage Hero Dovkro, Born of the Dragon 4 1
RMB098 Thief Ordinary Hero 4 Thief Hero K'Bothi the Spy 2 1
RMB099 Thief Ordinary Hero 4 Thief Hero The Steel Mouser 4 1
RMB100 Thief Ordinary Hero 6 Thief Hero Ofcroak, Vengeful Handmaid 2 1
RMB101 Thief Ordinary Hero 6 Thief Hero Koko the Piper 3 1
RMB102 Scoundrel Ordinary Dark Hero 6 Thief Hero Once per turn, each opponent may pay any number of (c) to give this hero +1 per (c) spent until end of turn. 1
RMB103 Thief Ordinary Hero 8 Thief Hero Marmo, Master of Dreams 4 1
RMB104 The Fool Ordinary Hero 2  ? Hero The Fool is lured to the dungeon of the player with the fewest Souls.

(In the case of a tie, he waits in town until the tie is broken.)

2 1
RMB105 Cleric Epic Hero 11 Cleric Hero Haize, Half-angel 2 1
RMB106 Cleric Epic Hero 11 Cleric Hero The Overseer 3 1
RMB107 Paladin Epic Hybrid Hero 12 Cleric + Fighter Hero This hero gain +1 for every (c) you have. 1
RMB108 Cleric Epic Hero 13 Cleric Hero Koverian, Executioner 4 1
RMB109 Fighter Epic Hero 11 Fighter Hero Varraka, Combat Instructor 2 1
RMB110 Fighter Epic Hero 11 Fighter Hero Zheng-Yi, One Kick Woman 3 1
RMB111 Relic Hunter Epic Hybrid Hero 12 Mage + Thief Hero This Hero skips every Room in your dungeon that has more than one treasure type. 1
RMB112 Fighter Epic Hero 13 Fighter Hero Unseena, Invisible Wrestler 4 1
RMB113 Mage Epic Hero 11 Mage Hero Zutara, Elemental Master 2 1
RMB114 Mage Epic Hero 11 Mage Hero Mortimer, Evil Genius 2 1
RMB115 Warlock Epic Hybrid Hero 12 Mage + Soul Hero When this Hero is in your dungeon, you may discard X Spells to give this Hero -X 1
RMB116 Mage Epic Hero 13 Mage Hero Shigeru the Spellbinder 4 1
RMB117 Thief Epic Hero 11 Thief Hero Moran, Master of Keys 2 1
RMB118 Thief Epic Hero 11 Thief Hero Marsden, Reformed Outlaw 3 1
RMB119 Tax Collector Epic Hybrid Hero 12 Coin + Thief Hero When this Hero is in your dungeon, you may pay X (c) to give this Hero -X 1
RMB120 Thief Epic Hero 13 Thief Hero Petros, Dwarven Noble 4 1
RMB121 The Progenitors Epic Hero 20  ? Hero When this Hero enters town, place one (c) on all heroes already in town. The Boss who slays each hero may claim its (c) as a reward. The Progenitors are lured to the dungeon of the player with the most treasure icons. 1

Kingkiller Hero Pack[]

This limited availability pack is available solely through Worldbuilders Market.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
KNG001 Kilvin Ordinary Unique Hero 6 Cleric Hero Any other Hero who enters your dungeon this turn gains +1 until end of turn. 1
KNG002 Vashet Ordinary Unique Hero 6 Fighter Hero Any other Hero who enters your dungeon this turn ignores the ability text of Advanced Monster Rooms. 1
KNG003 Elodin Ordinary Unique Hero 6 Mage Hero At the end of the Bait phase, discard a spell for every other Hero with Elodin at the entrance to your dungeon. 1
KNG004 Auri Ordinary Unique Hero 6 Thief Hero Any other Hero who enters your dungeon this turn ignores the ability text of Advanced Trap Rooms. 1
KNG005 Denna Ordinary Unique Hero 2 ? Hero At the end of the Bait phase, Denna is lured to the Dungeon of the player with the fewest Heroes at the entrance to their dungeon. 2 1
KNG006 Kvothe Epic Hero 16 ? Hero When Kvothe is at the entrance to your dungeon, choose an opponent to name a treasure type. Kvothe ignores the ability text of any room with that treasure type. Kvothe is lured to the dungeon of the player with the most treasure icons. 1

Overboss: a Boss Monster Adventure[]

These two cards were available in kickstarter campaign of Overboss (another game from Brotherwise Games).

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
OVRLRD1 The Collective Legion of Overlords 616 Cleric Boss Level up: For the rest of the game, once per turn you may remove a face-down hero in your scorekeeping area from the game to give a Room +5 until end of turn - 1
OVRLORD2 Overworld Gate Advanced Trap Room 1 Cleric Fighter Mage Thief Room When you build this Room, if it is leftmost Room of your dungeon, you may choose one Epic Hero in town and place it at the entrance to your dungeon. - 1

Vault of Villains[]

Vault of Villains is an expansion designed to allow any Boss Monster set to be combined.

It features a total of 92 cards. This consists of 5 Boss cards, 15 Miniboss cards, 55 Room cards and 17 Spell cards.

Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
VoV001 Odious Decaying Demigod 635 Cleric Boss Level Up: For the rest of the game, you do not pay to build Minibosses. You still pay to promote them. - 1
VoV002 Anubis Golden Ghoul 285 Fighter Boss Level Up: For the rest of the game, once per turn you may discard a Miniboss from your hand to give a Room +3 until end of turn. - 1
VoV003 Wariah Bandit Queen 740 Mage Boss Level Up: For the rest of the game, draw a Spell card whenever you reset a Miniboss. - 1
VoV004 The Corrigan Secret Destroyer 275 Thief Boss Level Up: For the rest of the game, once per turn you may destroy one of your Minibosses to kill a Hero in its Room. - 1
VoV005 Morose The Sad Titan 940 Explorer Boss Level Up: For the rest of the game, you may build any Room on top of a Room with a Miniboss, regardless of treasure type. - 1
VoV006 Ghostly Tollbooth Monster Room 2 Cleric Room Once per turn, gain (c) when a Cleric enters this Room. - 2
VoV007 Ghostly Tollbooth Monster Room 2 Cleric Room Once per turn, gain (c) when a Cleric enters this Room. - 2
VoV008 Specter Vault Trap Room 2 Cleric Room You may discard this card from your hand to force an opponent to give you a Spell card. - 2
VoV009 Specter Vault Trap Room 2 Cleric Room You may discard this card from your hand to force an opponent to give you a Spell card. - 2
VoV010 Infernal Pit Advanced Monster Room 3 Cleric Room Whenever an opponent discards a card, gain (c). - 1
VoV011 Merc Market Monster Room 2 Fighter Room You may pay any number of (c) to do that much damage to a Hero in this Room. - 2
VoV012 Merc Market Monster Room 2 Fighter Room You may pay any number of (c) to do that much damage to a Hero in this Room. - 2
VoV013 Orctagon Monster Room 2 Fighter Room Once per turn, gain (c) when a Fighter enters this Room. - 2
VoV014 Orctagon Monster Room 2 Fighter Room Once per turn, gain (c) when a Fighter enters this Room. - 2
VoV015 Tarrasque Pen Advanced Monster Room 4 Fighter Room This Room has +1 for every Miniboss in your dungeon. - 1
VoV016 Sorcerobe Shop Monster Room 2 Mage Room Once per turn, gain (c) when a Mage enters this Room. - 2
VoV017 Sorcerobe Shop Monster Room 2 Mage Room Once per turn, gain (c) when a Mage enters this Room. - 2
VoV018 Mana Distillery Trap Room 2 Mage Room Whenever you would draw a Spell card, you may instead pay (c) to draw two Spell cards, then discard a Spell card. - 2
VoV019 Mana Distillery Trap Room 2 Mage Room Whenever you would draw a Spell card, you may instead pay (c) to draw two Spell cards, then discard a Spell card. - 2
VoV020 The Ziggurat Advanced Trap Room 3 Mage Room Once per turn, you may spend (c)(c) to draw a Spell card. - 1
VoV021 Evil Emporium Trap Room 2 Thief Room Once per turn, gain (c) when a Thief enters this Room. - 2
VoV022 Evil Emporium Trap Room 2 Thief Room Once per turn, gain (c) when a Thief enters this Room. - 2
VoV023 Death Ray Trap Room 2 Thief Room You may discard this Room from your hand to kill a Hero in your dungeon. - 2
VoV024 Death Ray Trap Room 2 Thief Room You may discard this Room from your hand to kill a Hero in your dungeon. - 2
VoV025 Coin Foundry Advanced Trap Room 3 Thief Room Once per turn, if an opponent gains (c),gain (c). - 1
VoV026 Danger Zone Monster Room 1 Fighter + Mage Room You may destroy this Room to gain (c) for each Miniboss in your dungeon - 1
VoV027 Lost Level Trap Room 1 Fighter + Thief Room You may destroy this Room to gain (c) for every remaining Trap Room in your dungeon. - 1
VoV028 Rubble Grinder Trap Room 1 Mage + Thief Room Once per turn, you may destroy a Room in your dungeon to gain (c). - 1
VoV029 Ghost Eater Monster Room 1 Cleric + Fighter Room Gain (c)(c) on any turn you kill more than two Heroes. - 1
VoV030 Golden Scales Trap Room 1 Cleric + Thief Room Once per turn, you may gain (c) if all opponents have more (c) than you. - 1
VoV031 Essence Extractor Trap Room 1 Cleric + Mage Room Gain (c)(c) whenever an opponent discards a Spell card. (Casting a Spell is not discarding.) - 1
VoV032 Nekrid Miniboss - Room Level 1: This Room has +1. Level 2: Once per turn, you may pay (c) to take a card from the discard pile. Level 3: Choose a Hero in an opponent’s graveyard. Place that Hero at the entrance to their dungeon with +2. Reset to Level One. 1
VoV033 Shelldon Miniboss - Room Level 1: This Room gains +1 Fighter. Level 2: Once per turn, you may pay (c) to send a Hero in this Room back one Room. Level 3: Choose a Hero to skip one Room in any dungeon. Reset to Level One. 1
VoV034 Ichabod Miniboss - Room Level 1: This Room gains +1 Cleric. Level 2: You may discard a Spell card to deal 2 damage to a Hero in any dungeon. Level 3: All opponents must choose and discard one Spell card. Reset to Level One. 1
VoV035 Gilda Miniboss - Room Level 1: You may build any Room on top of this one, regardless of treasure type. Level 2: This Room has +1 for each treasure icon it has. Level 3: For every multi-treasure Room in your dungeon, deal 1 damage to a Hero in any dungeon. Reset to Level One. 1
VoV036 Avanna Miniboss - Room Level 1: This Room gains +1 Mage. Level 2: You may discard Spell cards to gain one (c) per Spell card discarded. Level 3: Draw two Spells, then discard one. Reset to Level One. 1
VoV037 Darklo Miniboss - Room Level 1: This Room gains +1 Thief. Level 2: If this Room has one treasure icon, double its treasure value. Level 3: Swap a Hero at the entrance to your dungeon with a Hero at the entrance to an opponent’s dungeon. Reset to Level One. 1
VoV038 Killette Miniboss - Room Level 1: Your Monster Rooms with 1 gain +2. Level 2: This Room gains +1 Fighter. Level 3: Change the base damage of any Room in any dungeon to 1 until end of turn. Reset to Level One. 1
VoV039 Robaby Miniboss - Room Level 1: Monster Rooms in your dungeon also count as Trap Rooms. Level 2: This Room gains +1 Thief. Level 3: All of your Trap Rooms gain +1 until end of turn. Reset to Level One. 1
VoV040 Elphi Miniboss - Room Level 1: When you would draw a Room card, you may spend (c) to draw a Spell card instead. Level 2: This Room gains +1 Mage. Level 3: This Room has +1 until end of turn for each Spell card in your hand. Reset to Level One. 1
VoV041 Midnight Gloom Miniboss - Room Level 1: At the beginning of your turn, you may gain (c) instead of drawing a Room card. Level 2: Spend any number of (c) to give this Room +1 until end of turn for every (c) you spend. Level 3: Negate the treasure value of one Room in any dungeon until end of turn. Reset to Level One. 1
VoV042 Tiago Miniboss - Room Level 1: Once per turn, when an opponent casts a Spell, gain (c). Level 2: This Room gains +1 Cleric. Level 3: Once per turn, you may spend (c)(c)(c) to heal a Wound. Reset to Level One. 1
VoV043 Karon Miniboss - Room Level 1: This Room gains +3, but loses its treasure icons. Level 2: Once per turn, you may pay (c) to move one of your Minibosses (including this one) to a different Room. They keep their current level. Level 3: Destroy this Miniboss and an opponent’s Miniboss. 1
VoV044 The Broker Miniboss - Room Level 1: Once per turn, you may discard a Room card to draw a Room card. Level 2: You may discard a Spell card to give a Room +2 until end of turn. Level 3: Once per turn, give an opponent a (c) to look at their hand. You may then take a card of your choosing. Reset to Level One. 1
VoV045 Negatron Miniboss - Room Level 1: Advanced Rooms in your dungeon have +1. Level 2: This Room gains +1 Explorer. Level 3: Draw a Room card for every Advanced Room you have. Reset to Level One. 1
VoV046 The Entity Miniboss - Room Level 1: This Room gains +1 Explorer. Level 2: Once per turn, pay (c) to deal 2 damage to a Hero in this Room. Level 3: Use the Reset ability of any Miniboss in any dungeon. Reset to Level One. 1
VoV047 Holo Arcade Monster Room 2 Explorer Room Once per turn, gain (c) when an Explorer enters this Room. - 2
VoV048 Holo Arcade Monster Room 2 Explorer Room Once per turn, gain (c) when an Explorer enters this Room. - 2
VoV049 Ooze Burrow Monster Room 1 Explorer Room Every Room you build, including this one, has +1 the turn it comes into play. - 2
VoV050 Ooze Burrow Monster Room 1 Explorer Room Every Room you build, including this one, has +1 the turn it comes into play. - 2
VoV051 Wormhole Advanced Trap Room 3 Explorer Room Once per turn, you may pay (c) to bring a Room to the top of its Room stack. This uncovers that Room. - 1
VoV052 Abyssal Gate Trap Room 1 Cleric + Explorer Room Once per turn, when an Advanced Room is uncovered, gain (c)(c)(c). - 1
VoV053 Control Room Monster Room 1 Fighter + Explorer Room At the beginning of the Build Phase, gain (c) if you have more Advanced Rooms than Ordinary Rooms. - 1
VoV054 Infinite Armory Trap Room 1 Thief + Explorer Room You may destroy this Room to gain (c)(c) for every Advanced Room in your dungeon. - 1
VoV055 Cocoon Chamber Monster Room 1 Mage + Explorer Room You may destroy this Room to gain (c) for every Spell card in your hand. - 1
VoV056 Market Price - Build & Adventure - Spell Look at an opponent’s hand. You may give them (c) to take a Room card from them, or (c)(c) to take a Spell card. - 2
VoV057 Market Price - Build & Adventure - Spell Look at an opponent’s hand. You may give them (c) to take a Room card from them, or (c)(c) to take a Spell card. - 2
VoV058 Snack Bar - Build - Spell Gain a (c) for every Hero type in town. - 2
VoV059 Snack Bar - Build - Spell Gain a (c) for every Hero type in town. - 2
VoV060 Payday! - Build - Spell Promote all of your Minibosses one level. OR if you have just one Miniboss, promote it two levels. (This spell does not count as your promotion for this turn.) - 2
VoV061 Payday! - Build - Spell Promote all of your Minibosses one level. OR if you have just one Miniboss, promote it two levels. (This spell does not count as your promotion for this turn.) - 2
VoV062 Rare Egg - Build & Adventure - Spell You may immediately build a Miniboss for free. (This does not count as your build for this turn.) - 2
VoV063 Rare Egg - Build & Adventure - Spell You may immediately build a Miniboss for free. (This does not count as your build for this turn.) - 2
VoV064 Final Form! - Adventure - Spell Give the last Room of your dungeon +2 until end of turn. OR if any opponent has (s)(s)(s)(s)(s)(s)(s)(s) or more, give the last Room of your dungeon +4 until end of turn. - 1


Prototypes[]

These are list of all cards in the prototypes that were changed or replaced in later versions. This is not a complete list of all cards included with the prototypes. Differences are italized.

Alpha Prototype 1 - Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
BMA001 Draculord Hypnotic Vampire 550 Cleric Boss Level Up: Target opponent reveals his or hand. Take one card and put it into your hand. - 1
BMA004 Robobo Angry Golem 750 Fighter Boss Level Up: Choose and destroy one room in any dungeon. - 1
KSA001 TBD The Golden Dragon 1000 Thief Boss Level Up: For the rest of the game, this has Cleric, Fighter, and Mage treasure. - 1
KSA004 TBD The Cleric Killer 575 Cleric Boss Level Up: You may choose a Cleric in any opponent's scorekeeping area and place it at the entrance to your dungeon. - Unknown
BMA032 The Crushinator Advanced Trap Room 3 Thief Room Destroy another room in your dungeon: Your rooms deal +3 damage until end of turn. - 2
BMA040 Assassin - Build & Adventure - Spell Place this card in an opponent's scorekeeping area. (It counts as one Wound.) - Unknown
BMA047 Freeze - Build & Adventure - Spell Choose and deactivate one room in any dungeon. (It is turned sideways until end of turn.) - Unknown
BMA053 Teleportation - Adventure - Spell Send a Hero back to the first room of your dungeon. - Unknown
BMA061 Fighter Ordinary Hero 5 Fighter Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 2 1
BMA081 Cleric Epic Hero 13 Cleric Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 4 1
BMA0?? Cleric Ordinary Hero 5 Cleric Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Cleric Epic Hero 11 Cleric Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Fighter Ordinary Hero 6 Fighter Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Fighter Epic Hero 13 Fighter Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 4 1
BMA0?? Mage Ordinary Hero 5 Mage Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Mage Epic Hero 11 Mage Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Thief Ordinary Hero 5 Thief Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Thief Ordinary Hero 6 Thief Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 4 1
BMA0?? Thief Epic Hero 11 Thief Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 3 1
BMA0?? Thief Epic Hero 13 Thief Hero Mysterious Adventurer This Hero could be you! For more details, visit BrotherwiseGames.com 4 1
- Kickstarter Advertising Card - - - - Coming to Kickstarter October 13, 2012 Boss Monster The Dungeon-Building Card Game Join the evil at bwisegames.com - Unknown
Alpha Prototype 2 - Click here to show/hide the list of cards
Card № Name Subtitle XP/Dam/HP/Phase Treasure Type Effect/Description Minimum Players Quantity
BMA031 Recycling Center Trap Room 3 Thief Room When another room in your dungeon is destroyed, you may draw two Room cards. - 2
BMA057 Cleric Ordinary Hero 4 Cleric Hero Everlea, Acolyte of Law "Even as an acolyte, she was feared by demons, the undead, and dust bunnies." 4 1
BMA057 Cleric Ordinary Hero 6 Cleric Hero Tyrone, Temple Scribe "His mastery of hieroglyphs was uncanny for one so young. But his skills as an artist were nothing next to his talent for magic." 2 1
BMA059 Cleric Ordinary Hero 6 Cleric Hero Kyle the Incorruptible This acolyte of the Order declared himself free from sin and immune to temptation ...an unwavering agent of virtue. 3 1
BMA060 Cleric Ordinary Hero 8 Cleric Hero Katrina the Lightbringer This priestess of the Creator was blessed the power to conjure creatures sculpted from light itself. 2 1
BMA063 Fighter Ordinary Hero 6 Fighter Hero Jarek, Squire to the Lion Knights "As a squire, Jarek loved nothing more than stories and legends. He had no idea that someday he would become one." 2 1
BMA063 Fighter Ordinary Hero 4 Fighter Hero Marius the Bold "He came from humble origins, but he was destined to plumb the depths of Arcadia's darkest dungeons." 4 1
BMA065 Fighter Ordinary Hero 6 Fighter Hero Stiile Tam'Findelas, Swordmage An eladrin who entered the mortal world and became an unlikely hero, Stiile was almost as mighty as warrior as he thought himself. 3 1
BMA067 Fighter Ordinary Hero 8 Fighter Hero Kerberos Dirtbeard, Canine Warrior Hailing from the Highlands, this shaggy soldier never turns down a fetch quest. 4 1
BMA069 Mage Ordinary Hero 4 Mage Hero Dumbledalf the Blond "As a youth, Dumbledalf was a loyal friend to the dark wizard who became Cerebellus. Some say they were more than friends..." 4 1
BMA069 Mage Ordinary Hero 6 Mage Hero Daphne, Daughter of Legends "Her father was a time-traveling hero and her mother was a legendary princess. But she was their link to the future." 2 1
BMA073 Mage Ordinary Hero 8 Mage Hero Quothe Ladykiller, the Polymath He was a musician, a scholar, a storyteller, a swordsman, and a master of the arcane, but most of all ...a ladies man. 4 1
BMA071 Thief Ordinary Hero 4 Thief Hero Scarlet Anja, the Dilettante "By day she was a princess of Arcadia, but by night she donned black leather and delved into dungeons." 2 1
BMA075 Thief Ordinary Hero 4 Thief Hero Ratkiller the Masterless Former apprentice to a murdered wizard, now this trickster is forced to rely upon his wits, his blade, and his barbarian companion. 4 1
BMA075 Thief Ordinary Hero 6 Thief Hero Murphy the Magnificent "He was a charlatan, a carnival preformer, a con man. But he had no idea how much of a lie he was living." 2 1
BMA078 Thief Ordinary Hero 8 Thief Hero Francisco the Endbringer This highly trained assassin from the southern Silver Kingdom is known as the "painter of blood." 2 1
BMA080 Cleric Epic Hero 13 Cleric Hero Tyrone, Pharaoh Ascendant "In the final battle with the mummy, Tyrone realized that the divine power he wielded was his own." 2 1
BMA082 Cleric Epic Hero 11 Cleric Hero Everlea, Priestess of Order "She became a champion of peace, order, and obsessive complusive tidiness." 3 1
BMA084 Fighter Epic Hero 13 Fighter Hero Sir Jarek the Dragonslayer "Only a knight with a clever mind, strong arms, and a pure heart could possible defeat the Golden Dragon." 2 1
BMA085 Fighter Epic Hero 11 Fighter Hero Marius the Mighty "Getting a helmet was his first priority, defeating King Croak was his next." 2 1
BMA086 Fighter Epic Hero 11 Fighter Hero Stiile Del'Reyas, Knight of Bahamut Ridiculed by demons, revealed as a bastard, and nearly slain by Tiamat... yet his ego remained surprisingly intact. 3 1
BMA089 Mage Epic Hero 13 Mage Hero Mysterious Adventurer This Hero could be you! For more detials, visit BrotherwiseGames.com 4 1
BMA090 Mage Epic Hero 11 Mage Hero Dumbledalf the White Long was his beard, point was his hat, and mighty was his magic. 3 1
BMA090 Thief Epic Hero 11 Thief Hero Scarlet Anja, Queen of Thieves "They called her the 'She-Devil with a Crossbow' and she was feared by Boss Monsters across Arcadia." 2 1
BMA092 Thief Epic Hero 13 Thief Hero Murphisteles, Tiefing Rogue "Discovering his true nature did nothing to sway Murphy from the path of heroism." 2 1
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