A Cooperative Fantasy Dungeon-Crawler

Realms of Ruin

1–5 players explore a modular hex-tile realm, close Rift Gates, and complete three quests before the dark reaches the Ashen Court — where Malachar the Undying is waiting. The Doom Track never stops climbing.

The Doom Track — 1–5 Safe, 6–10 Grim, 11–13 Forsaken. Reach 13 and the party loses.

Download Full Rulebook (PDF)

What This Game Is

Heroes explore a modular hex-tile board, fight monsters, close Rift Gates, and complete 3 randomly-drawn Quest cards before defeating the final boss Malachar the Undying in the Ashen Court. The Doom Track is a shared pressure clock — every Fate token drawn, every overcrowded space, every Short Rest pushes it higher. Tone is high fantasy and dark, not horror — restrained, literary.

How a Round Works

1 · Hero Phase

Each hero takes a full turn: 2 actions + 1 free Move, or 3 actions (spending the Move).

2 · Monster Phase

Monsters activate highest Toughness to lowest. The Travelling Merchant moves 1 space along the connected map's perimeter.

3 · Fate Phase

Every hero draws 1 Fate token simultaneously and resolves its icon — Doom, Rift, Monster, Encounter, Blank, or Reckoning.

4 · Clean-up

Refresh one exhausted ability per hero. Optional Level Up (3 gold) or Short Rest.

Core Rules at a Glance

Attributes

STR melee attacks · AGI ranged attacks, stealth · INT spellcasting, resisting Corruption, social · WIS Banish — closing Rifts and clearing Doom tokens. Dice pools use standard d6s; 5 or 6 is a success.

Hex Tiles

Every Realm tile has 1 center space + 3 perimeter spaces. The center grants +1 die to any roll made there and can hold a Doom token like any other space. Rift Gates always sit on the center.

Doom Tokens

Each token on a space reduces every die face rolled there by 1. If a tile's 4 spaces are all occupied, the Doom Track advances by 1 instead of placing another token.

Banish

Heroes on a space pool WIS and roll together. 1+ successes clears a Doom token there. On a Rift Gate specifically, 4+ successes closes the Rift entirely.

Corruption & Loss States

Corruption reaching 6 leaves a hero Corrupted — permanently lost, becoming a Wraith. Corruption dropping to exactly 0 triggers a Dark Pact: a blind-drawn card, held face-down, that resolves only when a Reckoning Fate token is drawn and the holder rolls a 1.

Win & Lose

Win by completing all 3 active Quests, unlocking the Ashen Court, and defeating Malachar. Lose if the Doom Track reaches 13, or every hero is Vanquished at once.

Explore the Realms

Every section below is generated from the same data that drives the printable cards — nothing here is out of sync with the physical components.

5Heroes Stats, abilities, starting gear 21Monsters Common, Elite, and Boss bestiary 38Items Weapons, trinkets, tomes & more 18Spells Common and Arcane magic 54Encounter Cards 9 per tile, across 6 Realm decks 9Quests 3 drawn each session as win goals 6Realm Tiles The modular hex-tile board 13Doom Track The shared pressure clock 7Dark Pacts Bargains struck at Corruption 0 18Fate Tokens The bag that drives every round 1The Merchant Travelling NPC & trade rules 5Ultimates Level 5 signature powers