Dungeon Kart Logo

Frequently asked questions

Components & Setup

  • Sometimes, the Grommets are stubborn and need a little bit of persuasion! A bit of force from some pliers or a few light taps with a hammer will usually create a snug fit and a reliable dial.goes here

  • Karts start the game at the lowest speed on the dial (always 3 MP), and increase to the next setting on their first turn.

Hazards

  • During a Boost or Haste movement, you can’t cast spells, use coin abilities, bump karts, or drift (or Brake for that matter!). Boosts and Haste spells just move the kart forward, you have no time to react!

  • You can drop a bomb in any hex, even one that already has a hazard in it. Be warned though, if you do that, the Bomb will blow up right away, getting you in the blast! Make sure to be wise about where you drop your Bombs.

  • The first thing you would do is set your speed down from where it currently is and end your turn. Then, if you are above the grass setting on your dial, you would set it down to Grass, or any other terrain type you moved through.

  • Being bumped counts as a Movement (if a short one!), so the Fangroot’s end-of-movement ability would activate, spinning you out.

  • Rage tells you to treat all hexes as Road, which means every hex costs 1 MP to enter, and you’ll take no terrain penalties at the end of your turn.

  • If you cast the spell Rage and then would Crash by hitting a wall or obstacle, or by falling into a pit or lava (not the hazard), you end your movement, but do not Crash.

  • If a Racer shares a hex with a hazard, that hex becomes a hazard and no one can enter that hex.

Crashing, Movement, Drifting, and Bumping

  • If you Crash before your turn, you set your kart upright (facing any direction), and then play your turn like normal. You still increase your speed at the start of your turn.

  •  If you have 1 MP left, you are not Heavy, and there's a kart in front of you, three things could happen.

    1. You can go back to your starting place and change your movement. That’s where the Ghost Kart comes in handy, keeping track of where you started. Sometimes though, there's just not a better route to take.

    2. You can Brake, which is a rarely used action detailed in the rulebook. It costs 1 MP, and sets your speed setting down 2 spaces, which is occasionally better than Crashing.

    3. If you don’t want to do either of the other two options, you Crash, since you can’t finish your movement.

  • You can bump opponents while drifting! If you bump a racer while drifting, you can move them into one of the three hexes based on the direction of your movement. If you’re drifting to the right, you can bump the racer in that hex forward, to the forward right, or to the backward right.

  • Just like bumping a racer into the wall or an obstacle, you’re not allowed to do that if you would end your turn in that hex.

  • Yes, just like Moving forward, as long as you have at least 1 MP left, you can drift into any terrain, ending your turn afterwards if you had less MP than the terrain cost of the hex you entered.

  • Yes you can, the karts are still on the racetrack.

Character Abilities

  • Yes, Calabeza can throw her opponents into walls, Crashing them, just like a bump! This counts as a movement, so will also trigger effects like Fangroot.

  • This ability does not grant you an entire additional turn where you can complete your movement again. Instead, it lets you Turn (rotate) your kart an additional time this movement- normally you’re only allowed to turn once. This Turn does cost 1 MP, even if your kart has Handling!

Spells

  • Spells are meant to be kept secret in your hand. You don’t want the racer with a Fireball to know you have a Zombie in your hand!

  • Yes! You can always cast a spell even if it doesn’t have any target. Casting a Fireball while in first place means the spell doesn’t do anything, but it lets you discard the spell and potentially get a new one!

  • No, Spell Hexes don’t have any cooldown, and any time a player enters that hex they can get a Spellbook token (if they don’t already have a spell or spellbook).

icy Peaks

  • If there’s another kart or obstacle (or wall) in the way of an Icy Peaks slide, your Racer Crashes, since they’re unable to complete the movement. You’ve got to plan your slip and sliding carefully!

Miscellaneous

  • Although the art doesn’t extend all the way to the left and right, the finish line does extend all the way to the edges of the board, so you can cross the finish line through the dirt on the side of the track!