A downloadable game

Plunge into Purgatory is a 3-5 player A-Symmetrical board game in which 1 player plays as "The Darkness" and tries to stop the other players from escaping.

How to play as “The Light Savers”

The other players play as the Light Savers, each player chooses one of a selection of 8 Classes each with their own passive ability and an ability which can be used once every few turns.

  • Roll 2 Dice, one is numbered 1-6 and the other 1-3. Move the number squares equal to the total of the die, you can move backwards, forwards but NOT diagonally. You cannot move through the walls without the use of an ability. 
  • Use your abilities by announcing them allowed to escape the maze. It is all vs all so don’t feel you have to play nice, however having a trusted teammate in a sense of co-dependency may help you escape faster.  
  • Watch out for the “Corrupt” tiles as this will allow the Player who is playing “The Darkness” to gain power in the form of playable Cards.  
  • The Last one out of the maze will become trapped.  
  • You only have a total of 100 turns combined to escape so play strategically.

- Angel

  • Passive: Every 6 turns you must swap places with a player of choice.
  • Ability: Fly over 1 solid wall. (5 Turn Cooldown)

- Aurora

  • Passive: Players in a 3x3 radius of Aurora can roll the lower dice and add that to their total movement.
  • Ability: Move Forwards until you hit a wall, can be used before OR after a dice roll. (4 Turn Cooldown)

- Cleric

  • Passive: Players within a 3x3 radius of the cleric have their cooldowns reduced by 2 turns.
  • Ability: Push any block or player backwards 3 spaces or until they hit a wall if they are within a 3x3 radius of the cleric. (5 Turn Cooldown)

- Lumomancer

  • Passive: When first caught in the darkness all other players can freely pass any darkness block on their next turn.
  • Ability: Place a 3x3 Grid of light which blocks any player or the darkness from entering the grid (Cannot roll on use), Grid can be deactivated remotely (Cannot roll on deactivation) (4 Turn Cooldown after deactivation)

- Paladin

  • Passive: At the start of game roll a 6-sided die 3 times. Add half that number of turns to the amount of time FOR ALL PLAYERS to leave the maze. (Extra Turns removed when the Paladin escapes)
  • Ability: Drags entities on the other side of a wall to their side and stuns them for 1 turn. (8 Turn Cooldown)

- Phoenix

  • PassiveThe Phoenix cannot be stunned, instead their movement will be impaired for the stun duration. The player must roll only their 3-sided dice for the duration of the stun.
  • Ability: When the darkness places a card face down before it is activated your pet phoenix can burn the card, removing it from play.  (6 Turn Cooldown)

- Star-bearer

  • Passive: Can never roll lower than 4, if the player rolls below the minimum, their total is set to 4. 
  • Ability: Move another player for 1 roll then subtract that dice from your own dice roll. (5 Turn Cooldown)

- Wisp

  • Passive: Every 6 turns the dormant soul vanishes and must be replaced with the ability.
  • Ability: Splits soul into 2, The dormant soul stands stationary when placed and can be teleported to whenever it is available. (7 Turn Cooldown)

How to Play “The Darkness” 

  • As the Player of “The Darkness” your aim is to trap as many players as possible in the maze by blocking off pathways and creating “Darkness” to stun your enemies. The Players only have 100 total turns to escape.  
  • As players traverse the map they will land on “Corrupted” Tiles, these will allow you to draw a card. When it is your turn to play you can EITHER place a card in your hand face down on the table in front of you or flip a card already on the table, activating it.   
  • Every 3 turns you are allowed to draw a card regardless of if someone lands on a “Corrupted tile or not. 
  • The Darkness can use cards such as:

~ BLACK OUT - Cover 3 squares with darkness for 3 turns.

~ SHADOW SPAWN - Create a moving darkness block 2 tiles behind a player that YOU can move in any direction for 5 turns.

~ SHADOW CLONE – Pick up 3 cards.

~ DEMON WAVE – Black out a 3x3 area that will move left to right until it goes off the board.

~ NULLIFY – Hand an adventure a “Null Card” that player can’t use their ability for 2 turns.

~ MASS PSHYCOSIS - Stun all players for 1 turn (Rare card).


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