Wormhole Heroes:

Champions of the Abyss

Game Design Document

Wormhole Heroes:

Champions of the Abyss

Game Design Document

This board game was developed by a small team for a school project.  Wormhole Heroes was developed to be a tile based card game.  The goal of the game is to complete the dungeon with as points you can grab while surviving traps, monsters, and other players.  Players will setup a grid of face down tiles they will move over to reveal the encounter.  The encounter is dictated by the tile that was randomly placed.  It could be a trap, a monster encounter, treasure, or a item pickup. Players have a hand of cards they can play to alter the encounters as well as collect items that help them throughout the dungeon.  


In the year 1299 AD, in an alternate reality, the remaining population of a devastated Earth were alarmed about the coming of a new age.  Also, there were wormholes popping up all over the place!  The monsters of myth have started laying waste to towns, countries, and entire empires.  People were worried.  As it turns out, there were right to be alarmed.  These events ignited the call for a new
breed of hero: The Champions of the Abyss!  The heroes arrive in the quaint town of Direhelm to realize the town is empty.  Noticing a glow from one of the nearby taverns, the heroes begin toward the building.  Before they reach the door, however, a man erupts from a nearby alleyway.  The exhausted man explains he is the Mayor of Direhelm, and he is in desperate need of heroes!  The town has been infested with the inhabitants of the nearby wormhole.  Creatures of lore and myth alike have spawned from this portal and left nothing in its wake but death and carnage.  It now falls to the newly arrived heroes to dive into the wormhole and risk their lives to bring peace back to the town of Direhelm.


  1. A player can have a maximum of 7 Flux Cards in their hand at any given time

  2. A player can have a maximum of 4 Item Cards equipped at any given time

    • Item Cards provide a permanent effect to aid the player (even after player death)​

    • Item Cards are automatically equipped upon reception, by placing the card face up next to the player's character card

    • If a player would obtain more than 4 items, that player must discard items until 4 items remain

  3. A player is only allowed to move 1 tile in a horizontal or vertical direction

  4. A Flux Card is able to be played on a monster by anyone at the table

  5. A player is only able to ask for help from a character within a 1 tile radius

    • A character within 1 Location Tile of their location (can be diagonal)​

    • Player are not obligated to help other players

    • Before a player can help in an encounter, the player who asked for help MUST agree to the terms of the player providing help

  6. A player can only play 1 Flux Card per turn (out of combat)

  7. A player can play a Flux Card before or after movement

  8. On death, a player will lose half their total points (rounded down)

    1. If a player would die with an odd number of points, then when they divide their points they will round down to a whole number​​​

  9. If the Item Card or Flux Card is depleted, shuffle into the respective discard piles and place it into the deck space face down.



  1. Place the Start Tile and Exit Tile on the corners of the table

    1. Leave enough room between the Start and Exit for a 5x5 grid of tiles​

  2. Shuffle Location Tiles, Item Cards, and Flux Cards into their respective decks and place to the side of the table

  3. Play will continue clockwise as each player takes a turn drawing then placing a Location Tile

    • Youngest player goes first and turn order continues clockwise​

    • Player will draw Location Tiles until all 25 Tiles are drawn

    • Then the Location Tiles can be placed anywhere on the 5x5 grid

    • This will continue clockwise in the same turn order as the cards were drawn

  4. each player selects a Character Card and Hero Token

  5. Distribute 10 Health Tokens to every player

  6. Place the Hero Tokens on the Start Tile

  7. Determine how many points and temporary strength modifiers will be recorded

  8. One player will deal 3 Flux Cards to every player

    • Players don't reveal the Flux Cards they gained​

  9. The last player to place a Location Tile is the first to move

    • Play will continue in a clockwise order after the first player.​

Location Tile Setup

Flux Cards

Flux Cards (40) will have three main categories Modifiers (22), Movement (10), and Counter (8) cards.  Flux Cards will all be one time use cards a player can use on their turn or while another player is in combat with a monster.  Modifier cards (22) will be used to give a bonus to strength to the player or monster. These cards will include of strength potions or some variant of strength gai. Movement cards (10) will be used to allow the player to move an extra tile.  These cards will have two variants, one will allow the player to have 2 encounters (5) and the other will allow the player to skip one Location Tile to encounter the next one (5). Counter cards (8) will be the last type of Flux Cards. These will have the power to cancel any other Flux Card or Item Cards. Examples below

Item Cards

Item cards are cards (20) players can obtain by completing by defeating monsters or finding loot.  A player can have a maximum of 4 Item Cards at any given time. The effects of an Item Card are equipped and applied immediately upon acquisition, and the effects are constant as long as the card is equipped.  There will be two types of card for a total of 20 cards, 14 weapons and 6 that give new abilities. The first type (14) will be weapon cards that give a permanent strength buffs. There will be 8 of the +1 items, 4 of the +2 items, and 2 of the +3 items.  The second type (6) will be new abilities. These cards will give the player a chance to do something they couldn't before such as looking at an unrevealed Location Tile or looking at the top card of either deck. Examples below

Location Tiles (Monsters)

Monster Location Tiles (22) will be encounters where the player fights a monster.  The card will have a name, and description of the creature the player will have to fight.  There will be two different types of Monster Tiles, normal monster and unique monster. Normal monsters (16) will have 2 copies in the deck while there will be only 1 of each unique monster (6). Normal monsters will have fairly  basic effects for a player success and failure. If the play can’t defeat a normal monster they will lose a number of Health Tokens and move back to their original tile. On a player success for normal monster they will generally only gain points.  Unique monsters will give player more of a challenge during combat. Unique monsters will typically have more strength the player will need to overcome but, the reward if always something good. However, if the player cannot defeat the unique monster there will be more severe consequences along with losing Health Tokens and moving back to their original tile. Examples below

Location Tiles (Treasure)

Treasure Location Tiles (6) will be encounters where the player will gain points.  The player will not need to fight any monster or draw from any deck, unless otherwise noted.   When a player lands on these Location Tiles the will not have a traditional encounter. They will gain the number of points dictated by the Treasure Location Tile and their encounter will end. Examples below

Location Tiles (Traps)

Trap Tiles (9) will be an encounter where the player needs to perform a particular task or lose a number of health tokens.  Once a player lands on a Trap Tile they will be encountered with a choice. Trap Tile will give the player a choice, lose a number of Health Tokens or discards a number of Flux Cards or Item Cards or both. Examples below

Location Tiles (Item Drop)

Item Drop Tiles (3) will be encounters where the player draws a number of cards from the Item Deck.  Once a player lands on this they will flip the tile and complete the action. They will reveal the top 3 cards in the Item Deck and select the one they want.  The other two cards will be discarded. Example below