Selfish/Dungeon Edition

Selfish: Dungeon Edition, released in 2025, is the seventh and (at the time of this writing) most recent game in the Selfish lineup.

The players are cast as fantasy heroes who are trapped in the deadly lair of the evil Dungeon Lord. To escape the players, guided by the light of torches, must find their way through the dark passages, fighting spiders, minions, hangry dragons - and worst of all, each other - to get to the dungeon's three exit doors, of which only one will allow a player to escape without cost. And if a player falls to the darkness, they join the Skull Legion, the Dungeon Lord's undead army. This works similarly to the zombie mechanic from Zombie Edition, but a player in the Skull Legion can be resurrected if they have the right card.

Game Equipment

  • Five Hero cards. These represent the playable characters - all of them play identically but each has a different Hero Skill that is represented by the different images on the die. These cards are double-sided with an "alive" side on the front and a "Skull Legion" side on the back.
  • One Path Guide - this is a long piece of paper with illustrations of the dungeon's hazards. It provides a guide to movement during gameplay.
  • 34 Dungeon cards. These are played onto the field as players move and provide effects that can help or harm the players.
  • 78 Game cards. These provide players with actions to perform on their turn.
    • Included in the Game cards are 48 Light cards - 38 single, ten double. These are Dungeon Edition's critical resource - if a player runs out of light at any time, that player dies and joins the Skull Legion.
  • Three Exit cards. These represent the dungeons' exits. Only one of them allows a player to win the game immediately.
  • Six Skull Legion cards. Players who have fallen and joined the Skull Legion will draw these cards on their turn.
  • One battle die. This die has six symbols on it: a sword, a shield, a bow and arrow, a lute, an axe and a magic burst. Five of the symbols (all but the shield) correspond to one of the heroes' Hero Skills.
  • Five reference cards. These provide a quick guide to gameplay.

Setup

To prepare the game:

  • Each player selects a Hero card. The selected Hero cards are lined up in a horizontal line, alive side up. Any remaining Hero cards are returned to the box.
  • The Path Guide is placed on the left side of the Hero cards, with the ends that reads "Heroes Start Here" next to the leftmost Hero card.
  • The three Exit cards are shuffled and laid in a horizontal line facedown above the playing area.
  • From the Game deck five Light cards - four single, one double - are dealt to each player.
  • Four extra cards are dealt to each player. Game cards must be kept secret from other players.
  • The remaining Game cards are shuffled and laid face down next to the playing field as a draw pile, leaving room for a discard pile.
  • The six Skull Legion cards are separated form the deck and shuffled, then laid down to form a Skull Legion draw pile, again leaving room for a discard pile.
  • The Dungeon cards are shuffled and laid face down as yet another draw pile, once again leaving room for a discard pile.
  • One player is selected to take the first turn, then play proceeds clockwise.

Basic Gameplay

Each player's turn is divided into three steps, as follows:

Step One: Draw a Game Card

The player draws a Game card from the draw pile and adds it to their hand. If the Game draw pile runs out, reshuffle the discard pile into a new draw pile.

If by the end of Step 1 of their turn a player has no Light cards in their hand, that player dies and joins the Skull Legion (more information on this later).

Step Two: Play an Action Card

In this step, the player may play Action cards from their hand as they like. Action cards have a dark strip at the bottom, and have instructions for effects that will help that player. To play an Action card, the player follows the instructions written on the bottom of the card, then places the card into the Game card discard pile. A player may play as many Action cards from their hand as they like during their turn.

If only two players are playing in the game, a player may only play one Action card on their turn.

Step Three: Move or Rest

In this step, the player must decide whether they want to take a rest and stay where they are or move one space forward through the dungeon.

If the player decides to rest, they must discard one Light card and leave their Hero card where it is.

If they decide to move, the player must discard two Light cards and move their Hero card one space forward. Next, the player must draw a Dungeon card from the Dungeon draw pile and place it face up in the space their Hero card just vacated. They then follow the instructions on the Dungeon card, which can have either positive or negative effects.

They player must follow the instructions on the Dungeon card regardless of whether it is positive or negative. The player can use a Lucky Talisman Action card to re-roll a failed roll if they want, but the only way to avoid the effect of a Dungeon card is to play the Secret Door Action card.

If a player is moved backwards into a space occupied by a Dungeon card, the Dungeon card is discarded. A new Dungeon card will replace it when the player again moves forward from that space.

A player can also be moved by an Action card, following the same rules.

Once the player has rested or completed the action for the Dungeon card, their turn ends and play proceeds clockwise.

If a player is in the unfortunate situation where they cannot discard a Light card when the game requires them to, they die and join the Skull Legion.

The Skull Legion

The Dungeon Lord has many monsters guarding his labyrinth, and none are as feared as his undead army - the Skull Legion. A player will die and join the Skull Legion if any of the following happen:

  • The player cannot discard a Light card when needed because they do not have any on hand.
  • The player ends Step 1 of their turn with no Light cards in their hand.
  • The player encounters the Dungeon Lord himself (via his Dungeon card) and fails to defeat him.

When a player dies and joins the Skull Legion they must flip their Hero card over to reveal the Skull Legion side. The player's turn is now over. From now on the player's goal is to stop the other alive Heroes from escaping, or maybe try to find a Sacred Chalice Action card to revive themselves with.

Playing as a Member of the Skull Legion

A player begins their turn as a member of the Skull Legion by drawing the top card from the Skull Legion deck. The number on the card revealed denotes the number of "Skull Points" the player has available for that turn. If the player reveals the card with a zero, their turn immediately ends.

The player can then spend their Skull Points to do the following:

  • The player can move their Hero card one space forward, backward or sideways, provided the destination space has a faceup Dungeon card on it. The Skull Legion player cannot feel the effects of Dungeon cards or reveal any that are facedown. They also cannot escape the dungeon, so no point heading for the exits.
  • If the player is on the same space as a player who is still alive, the Skull Legion player may attack the living player by stealing one card from their hand and adding it to their own. This can only be done once per turn. If the living player has a Sacred Chalice Action card they must give it to the Skull Legion player, otherwise the Skull Legion player steals a random card. The attack can be blocked with a Magic Armor Action card if the living player has one.

Once the Skull Legion player has used all of their Skull Points (they do not have to use all of them if they do not want to), they must return the Skull Legion card to the bottom of the deck, then their turn ends.

Resurrection

If the Skull Legion player is lucky enough to steal a Sacred Chalice card, they may use it on their turn to resurrect themselves. The player discards the Sacred Chalice, then flips their Hero card back over to the alive side and returns it to the top of their original path, They then start their turn from Step 1.

Exits

The dungeon has three exits, each represented by the Exit cards. When a player reaches the top of the dungeon they may try to escape. To do so the player selects on of the Exit cards and flips it over. The three Exit card each have different effects:

  • Victory!: The player immediately wins the game. Everyone else is consumed by the darkness.
  • Locked Door: If the player has a Skeleton Key Action card, they immediately win the game. If not the player must flip the Exit card back over, then move back one space.
  • Dark Portal: The player flips the Exit card back over and moves back two spaces.

Winning the Game

The winner of the game is the first player to escape the dungeon.

If everyone joins the Skull Legion before this happens, no one wins.

Dungeon Cards

There are 34 Dungeon cards in the deck, with the following effects:

Dungeonm cards
Name of card Number in deck Effects
Blank 9 Nothing happens. The player is safe... for now.
Stash 4 Some unfortunate soul left behind some loot. The player draws one Game card.
Dimensional Door 3 The player switches places with another player. If the player switches with another player whilst at the exits, the other player may immediately try to escape the dungeon.
Treasure Chest 3 It looks like the dungeon monsters left their valuables unguarded. The player draws two Game cards.
Scroll of Many Fates 3 The player finds a tattered magic scroll. They roll the die, then follow the scroll's instructions for the appropriate symbol.
Hangry Dragon 3 Uh-oh, the player encounters a hangry dragon. The player must choose a symbol and roll the die. If the player rolls their selected symbol, their Hero Skill symbol or the shield, they defeat the dragon and nothing else happens. If the player fails to defeat the dragon they must discard three Light cards.
Dungeon Guard 2 The player encounters a dungeon guard. If the player rolls their Hero Skill symbol or a symbol on the card, they defeat the guard and nothing else happens. If the player fails to defeat the guard they must discard one Light card.
Dungeon Spider 2 Same effect as the Dungeon Guard.
Cube of Doom 2 Same effect as the Dungeon Guard.
Treasure Trap 2 The player rolls the die. If they a roll a symbol on the card they may draw one Game card. Otherwise they must discard one Light card.
The Dungeon Lord 1 You encounter the Dungeon Lord himself, and he is most displeased! If the player rolls their Hero Skill symbol or the shield, they defeat the Dungeon Lord and nothing else happens. If the player fails to defeat the Dungeon Lord, they die.

Action Cards

There are 30 Action cards in the Game deck, with the following effects:

Action cards
Name of card Number in deck Effects
Magic Armor 5 The player may use this card to block the effects of an Action card played against them, or a Skull Legion attack. Both the Magic Armor and the attacking card are discarded.
Tome of Sight 4 The player may look at the top three Dungeon cards in the deck, then put them back in any order.
Lucky Talisman 4 A player may use this card to re-roll any die result. They must accept the new outcome, even if it is worse.
Traitor 4 The player selects another player - that player is forced to discard one Light card.
Sacred Chalice 3 A Skull Legion player may use this card to resurrect themselves (explained in the Skull Legion section above).
Looter 3 The player may steal one card from an opponent's hand.
Misdirection 3 The player moves any other player back one space. This card cannot be played against a player on the starting space.
Secret Door 2 The player may move one space forward without discarding any Light cards. In addition, they ignore the effects of the Dungeon card.
Skeleton Key 2 The player may use this card to escape the dungeon via the locked door.