project-image

One Deck Dungeon: Relics of the Forge

Created by Asmadi Games

One Deck Dungeon returns with a brand new full expansion! The Forge hungers for fuel, and it will reward your efforts with great power if you satisfy it.

Latest Updates from Our Project:

Winter Wonderland Update: Hope you like Snow
7 months ago – Fri, Jan 23, 2026 at 01:08:54 PM

Greetings adventurers. I want to apologize again for the delay in this update, which was planned for the end of December. "The first few days of January will be fine, not too late," I said to myself, before encountering the January card. (And as a bonus, we're about to get steamrolled by 2 feet of snow Sunday night!)

A second computer catastrophe arrived, with a friend's ransomware infection spreading to my machine - thankfully only partially! My Discord account was briefly the victim of a session hijack, but I got it quickly under control before any significant damage was done. I got disconnected from a few servers and lost my friends list - annoying, but not the end of the world. To be safe, did a full wipe, format + reinstall of everything on my main computer, along with updating every single password I use just in case they were exposed. Its taken a week+ to get everything back in operation, but I'm now 99% there! Woo.

For Dungeon, nothing in our Google Drive was compromised (Art, older games, etc), but I did lose some local/temporary work files that were just on my machine, which unfortunately included the Print + Play stuff. I've finished rebuilding most of that, and you can find the updated PnP at:

https://www.onedeckdungeon.com/Relics_9Up_PnP.pdf

This contains a number of wording fixes + other small typo changes since the last PnP. In terms of balance changes, there are a few, but mostly things are okay!

Heroes
Shade: Changed Smokescreen to be more interesting and flow better. More door-opening!
Smith: Made Tinker slightly better (can return 1 or 2 forged fuel now)

Skills
Cunning Blow: A little too strong, now gives a boost instead of agi-5
Infusion: Reduced to increase four dice from five

Dungeons
Arena of Fire: 3rd floor Peril box 4->2 (look how nice we are!)
The Obsidiarmy: Changed one box from 5-6 (nevermind)
Tropic of Lava (Floor 2): Changed from exact match to within-1.

Next up are the Escape Mode and Alternate Dungeon changes. We'll be showing those Sunday at 1PM Eastern on Twitch (twitch.tv/asmadigames/ ) - I'll be streaming my InDesign adventures re-building those parts of the file and then putting out the PDF file for you all. If you've got any design questions or just want to hang out and hear more, come join!

Escape the Dungeon! (Formerly "Escape Mode")

The "Escape the Dungeon!" game module allows you to risk some of the campaign mode checkmarks you've earned at the conclusion of a successful dungeon run. You will face three Escape Challenges - each success will earn you checkmarks, each failure will cost them.  Here's how it works:

1) Plan Your Route
Flip the top three cards of the Escape Deck face-up, in a line. You may discard and replace an Escape Card by discarding one of your Skills or Potion Tokens, as many times as you want (until you're out of them!). Each discard represents finding an alternate route out of the dungeon!

2) Assign Dice
Gather your full pool of dice (including items and your encounter bonus) and divide them among the three Escape Cards.

3) Escape!
Encounter each of the three Escape Cards, in order. For each card, roll all the dice you placed on that card, and attempt to fill all its boxes. During the escape, you don't use your relics, feats, or skills. Instead, you can discard one of your earned items to increase a matching die by 2, or discard a skill to reroll any die. If you fill in the entire card, success! (Escape Cards tuck under your hero card to track checkmarks earned/lost)

Escape the Dungeon! only takes a few minutes to play after an ODD game, and we hope it adds a bit of extra spice to your experience. We'll be showing off the module on Sunday on Twitch as mentioned above, and its PnP will be available later that day.

Timeline Updates

Our plan is to complete file work on the game this Winter, for a late Spring/early Summer release. The last two months have been unkind, and we hope to regain the momentum and get this all finished! We're nearly done, and the game is feeling in a pretty good place balance-wise. With work ongoing on the digital version, we'll likely get to do a bit of testing there as well before we lock in files. 

If any backer wants a refund for any reason, just shoot us an email at [email protected] and we'll take care of it for you. 

Again, sorry for the delays and slowness of updates, looking forward to a February of Better Times!

Escape Mode / Dungeon Variant Testing, Art Completion, Don't get sick!
8 months ago – Tue, Dec 09, 2025 at 09:45:58 AM

Hello dungeon friends! Apologies that this update wasn't right after Turkey time, as planned. I got sick, and have been off and on for the last couple weeks. It's the annoying fatigue sick without all the exciting other symptoms, but I don't recommend it regardless. The key takeaway: don't forget to bring a healer in your adventuring party!

Stretch Goals: Escape Mode, Alternate Dungeons

The good news is that we've locked in the gameplay updates for Escape Mode, which is a bit later than I'd hoped, but it's proven to be a really fun addition. Both of these stretch-goal additions to the Trove are aiming to make Campaign Mode play more varied. Escape mode provides a quick 5-minute cap to a successful dungeon run. How you do during the escape will affect how many checkmarks your game was worth - you can't lose outright, but if you come out of the dungeon charred and full of muck, maybe your adventure wasn't quite as impressive as it looked!

Work on the Alternate Dungeons is nearly complete also. These are exactly what they sound like - an alternate version of each dungeon in ODD, ODD: Forest, and ODD: Relics. Different floor abilities, and a modified boss fight for each one. Some are harder, some are easier (and have their difficulty rating set as such).

We will be releasing a print and play of the Alternate Dungeons and Escape Mode later in December for final external testing. 

Art Complete (again)

Thanks to a miscount by yours truly, we did not in fact have all the enemy art done! This meanie here is a 4-EXP foe you'll be facing in Relics: the Prism Elemental.


It looks forward to ending some percentage of your dungeon runs in bright, colorful fashion.

Updated Schedule

Work this fall got bogged down more than planned due to sick, conventions, and by some other things we needed to do to deal with the state of the World, so we're 8-ish weeks behind the schedule I laid out in the last update.  Our next update will be the PnP release later in December of the Trove materials. 

Happy holiday times to all, of the variety of holidays you may celebrate or not celebrate! 

Schedule, Stream & Updated PnP This Week
11 months ago – Sun, Sep 21, 2025 at 08:04:14 AM

Greetings, dungeon enthusiasts and delvers! I hope everyone's had a good end of Summer. We've been playtesting and revising, and we're going to be locking in gameplay for Relics later this week, based on all the feedback and data. I had hoped to do that a few weeks ago, but it's been a frustrating few weeks for a number of reasons.

First off, my computer died and was in for repairs for a few days, which ground pretty much everything to a halt, and I've been playing catch-up since. Everything important's backed up, but I also needed to back up all the unimportant stuff. Not fun!

Aside from that, dealing with The World (TM) and some family medical stuff that's soaked up quite a bit of time. Things turned out positively, so that is good at least. Free time is back! Hurray.

Gameplay Lock-in

This Thursday we will be locking in gameplay for Relics for final testing, including releasing a revised PnP that you all are welcome to take a look at and either print, test, or simply comment on. This will allow us to move focus to finishing work on the other remaining content (Trove game modes, campaign mode for Relics) with a stable build of all the Relics, Encounters, Dungeons, and Bosses.

With my computer back in full operation, we can stream again! We will do a stream at 3PM this Thursday, and hopefully we'll be able to do Thursday streams again every week to show off design and testing of Dungeon and the other projects we're working on.

Target Schedule:

Here is our list of target dates for things going forward as we move toward printing at the factory:

9/24 - v0.99 PnP, Stream
10/1 (and Thursdays ongoing) - Stream
10/6 - Iconography + Relic Card Layouts (This had to wait for gameplay lock)
10/29 - Gameplay Lock for Relics Campaign, Trove game modes (This will be the next Update) 
11/10 - Layouts/Art for Relics Campaign + Trove game modes
12/8 - Print Ready / Proofreads
12/15 - File Submission to Factory

Thanks again to everyone for your support and patience! It's been a hard year for a variety of reasons, and I'm very thankful to all the backers who make what we do possible, and have been okay with us taking a bit of time to get this release done right.

July Relics Update - Print and Play and Stream!
about 1 year ago – Thu, Jul 10, 2025 at 10:25:45 AM

Greetings Dungeon Adventurers! Let us begin with the important clickable things:

Print and Play - https://onedeckdungeon.com/Relics_9Up_PnP.pdf
Twitch Stream (Today, July 10, 3PM Eastern) - https://twitch.tv/asmadigames
YouTube Recording: https://www.youtube.com/watch?v=FzToZYGVGZM
Asmadi Games Discord - https://discord.gg/RwRbKZ9 (#playtest-signups channel)

And now on to the update of non-clickable things!

Design News

Things have continued moving along! Dungeons and Bosses are now in good shape, the Relics continue to be a lot of fun, and we've finished rebalancing all of the skills, spells, potions, and encounters to reflect the new fuel and forge system. Previously, a lot of skills were consuming some amount of fuel as a resource for secondary effects. Instead, many now let you forge a fuel to gain a benefit.

For example, Quick Strike:


Quick Strike is a relatively simple skill, exchange a yellow die for two better dice. But now you can feed a fuel into it to do it twice - even potentially using the gained 3 to pay for it! The drawback is that one fuel's added to the forge, bringing it one step closer to a Flare.

The Forge card (still temporary graphic design as we continue to balance) now lists its flare effects (in addition to your relic):



Spoiler: they're all pretty rough! But, with the ability to influence *when* the flare happens, you have an interesting strategy lever to pull during your runs. Finessing the just correct amount of extra forged fuel will be key to success.

The Print and Play has 5 relics included at the moment, and we'll be adding more to it in the coming weeks. Here's one that we're still testing internally but will be adding soon:

The Dimensional Key is one of the weirder Relics, it plays with the concept of throwing dice into exile and then getting them back to roll them in a torrent of power! Adding up to 4 dice to an encounter is great, but it comes with a great cost of potential damage. We're still tweaking the numbers a bit.

Also, I should note what while this visual presentation of the Relic is definitely better than the spreadsheet version, it is not actually done. We're working on something very cool for the visuals, and hope to share it later this summer as we get ready to print the game.

How about a boss? The Fire Drake has beefed up a lil bit since you may have seen it in demos:


The Drake's design reflects my overall goal with Relics' bosses: interesting choices and fights! As you can see, you have a couple different ways to tackle it!


Print and Play / Playtesting
The Print and Play PDF linked up top has all the encounter cards, bosses/dungeons, heroes, and the current forge card, along with 5 of the relics that will be in the set. You'd need a normal set of Dungeon for dice and some supporting cards, and you'd need to know how to play already. It's not a full from-scratch PnP.

Playtesting discussion and feedback will be happening on the Discord, but you can always send us feedback directly if you've got it. We're excited to have more people get to try out the game!

Schedule
We're closing in on gameplay completion for balance/design, but we're still a month or two away from locking everything down. Fortunately, most of the artwork is done so we won't see much for delays there. 

We will be at Gen Con at booth #1523, and PAX Unplugged in the fall. We're also going to be streaming starting today, and we have plans to stream the next two Thursdays (7/17, 7/24) in the same 3PM slot with a mix of upcoming games alongside Dungeon. 






Spring Update! Relics Gameplay Progress
about 1 year ago – Thu, May 22, 2025 at 12:31:33 PM

Greetings, friends and dungeon associates!

The World.

Before I get into gameplay things, I want to briefly touch on tariffs. The landscape in that regard has changed rapidly and repeatedly over the past few months, and I expect the next few months to probably be similar. Simply put, there isn't a lot of value in us trying to guess where it'll be when we ship until we are printing games. We will navigate it as best we can, based on the terrain that is in front of us at that moment. My hope remains that we will wind up in a place with a low, stable number that can be planned for.

The Game!

And now, the fun part of the update! Gameplay!

Over the past several months, I've been iterating on the Forge concept and the Relics concept, specifically focused on evolving the "two tier" system I referred to in the previous update.  At that time I anticipated making a set of simple relics and a set of advanced relics. But when I got down to it - the simple relics weren't particularly interesting enough to justify their existence. So instead - there will be two versions of the Forge, and the Forge will be required when playing with Relics (or a hybrid deck including Relics). One side of the Forge can be used *without* a Relic. Good for first plays, teaching plays, or hybrid games that want to stay simple. The other side will be used for normal play with Relics.

Why have a Forge without Relics? Because it allows fueling the forge to happen from skill, spell, and hero effects, dungeons, and encounters. If I were to constrict fuel generation *purely* to the Relics themselves, they wouldn't feel quite as integrated into the set as a whole. This allows for what we want - a set built around the Forge!

The Basic Forge has 4 slots, and these slots will only be filled with Fuel tokens. When it fills, there will be a Flare (negative effect), and it will empty. The Relic Forge has 9 slots, and they will be filled with a mixture of Fuel tokens and whatever your chosen Relic forges there.

For example, lets look at the current version of the Prism Talisman. Relics each have three effects. One that can be used during an encounter (color coded like normal skills), one used before an encounter (colored like a Heroic Feat), and one that happens when the Forge flares (colored red).



ABSORB lets you send 1 or 3 dice from your pool to the 9 slots by using the keyword forge. As a reward for forging 3, you get a black die equal to the highest die you sent.
REFRACT lets you use those stored dice. Returning two lets you swap those stats for an encounter or gain a heroic die - great for a Peril or Foe you're not set up to tackle! It replaces those dice with fuel tokens.
RAINBOW BURST happens immediately when the forge becomes full. It rolls all the dice stored in the forge - all 6s get exiled, but you can choose other die to keep in your pool. The rest go back, and fuel tokens are removed.

This trio of effects give you a little puzzle as to how to approach the game. You might build your hero out with one dominant stat and try to swap it often, or maybe focus on storing dice individually to gain the heroic die from Refract instead. Maybe you try and trigger Rainbow Burst at opportune times to get an extra die. Overall, you'll need to decide each game how to use your chosen Relic to best exploit its abilities, and that (we hope!) is fun to figure out :)

One other thing you may notice is that the 2P version of the Prism Talisman is designed to be used by both players together. Having two different "mini-relics" operating on the small dice pools of 2 players was not working at all, and so we decided to go with a shared relic model instead. 4P games will have two relics, each shared between a pair of players.

Here's the Ancient Tome, which operates in a wildly different fashion - you can use it to gain blue dice each encounter, but if you don't spend time studying, you'll be in trouble! If you do study, though, the rewards are significant...
 


We have working prototypes for 11 Relics, and we're testing and balancing them right now. We expect that testing to continue through June - and ideally we'll get to stream some of those tests now that things are coming together. This concept and flow for Relics is one we're getting more confident in by the way, and once we lock in the rules, layout of the cards will begin. The Relics cards will be text-dense and not require a lot in the ways of art, just templating to make it all clean and easy to read.

Schedule

So, given all that, where are we? We're much closer than our last update, but not quite done yet. Playtesting and balance are crucial to this game and set working properly. Our goal is to go to print this summer, and right now that seems pretty attainable. We will of course monitor the continuing tariff shenanigans, and plan accordingly when the time comes.

A big Thank You all for your patience and the many kind words shared in public and in private with us. It has been an extremely difficult year for the entire games industry (and frankly the world). Supporting the people you care about and/or the people who make the things you care about goes a long way. We want to make cool things for you, and the more we can focus on that, the better!

Next Update

Aside from streams, which we really want to resume in June, my plan is to move to Monthly updates at this point. Expect one in late June. Hopefully the Relic cards will look a bit nicer than what's above by then :)