Catacombs Alpha

Catacombs Alpha

Credits

Game Design
Aron West
Illustration
Kwanchai Moriya
Graphic Design
Jordan Silvestri

Game Specifications

👥
Players
2-5 players
⏱️
Play Time
60-90 minutes
🎂
Age
14 and up
🎮
Type
Starter Set (compatible with Catacombs 3E)
🏷️
SKU
ELZ-1000A

Game Overview

Catacombs Alpha is a Starter Set based on the award-winning Catacombs 3E. It provides a complete dexterity-based dungeon crawling experience where players flick wooden discs representing heroes and monsters across a neoprene playmat.

One player takes the role of the Overseer, controlling monsters and the Catacomb Lord. Up to four other players control a party of heroes who cooperatively explore the Catacombs, defeat monsters, and eventually confront the Catacomb Lord. Heroes use special attacks and abilities while executing trick shots by ricocheting off obstacle pieces.

The game is designed for quick setup and fast play. As a new Starter Set, Catacombs Alpha is fully compatible with all existing Catacombs 3E expansions, allowing players to expand their experience as they become more familiar with the system.

Key Features

Exploration Grid System

Catacombs Alpha introduces the Exploration Grid, a unique dungeon navigation system. Room Cards are organised into separate decks by level and type, then shuffled and placed face-down on a grid layout.

Heroes begin at the START location and progress through Level 0, Level 1, and Level 2 rooms, with Special Rooms scattered throughout. After completing a room, heroes flip over orthogonally adjacent cards and choose which room to visit next. Completed rooms are removed, preventing backtracking.

This system gives heroes agency in charting their path through the dungeon. Players can strategically plan routes, deciding whether to pursue Special Rooms for services or push directly toward higher-level challenges. An alternative variant starts with all cards revealed, allowing full strategic planning.

The Exploration Grid creates varied experiences. Each playthrough presents different room combinations and strategic decisions about optimal paths.

Dexterity-Based Combat

Combat is resolved by physically flicking wooden discs. Players position their finger behind their hero disc and flick it across the neoprene playmat. If the hero disc touches an enemy disc, the attack succeeds and deals damage.

Trick shots can be performed by ricocheting off obstacle pieces or walls. Ranged shots use separate discs representing fireballs, arrows, and other projectiles. Players flick these ranged discs from their hero’s location toward targets.

The system rewards skillful play and creative thinking. Players can bank shots around corners, use obstacles for cover, and chain attacks to hit multiple enemies. The neoprene playmat provides an ideal surface for disc flicking, with proper friction and bounce characteristics.

Neoprene Playmat and Walls

The game includes a premium neoprene playmat that provides the play surface for all combat. Neoprene offers superior disc-flicking performance compared to cardboard boards, with consistent friction and durability.

Elzra’s Wall System surrounds the playmat, preventing discs from flying off the table during enthusiastic flicking. The modular walls assemble quickly with plastic stands and create a contained play area.

Hero Party and Abilities

Four heroes form the cooperative party. Each hero has a unique class, starting health, base shot sequence, and special rules. Heroes gain abilities through Ability Cards that provide special powers and tactical options.

Heroes share a common goal but have different playstyles. Some excel at ranged combat. Others specialise in melee attacks or support abilities. The party must coordinate their strengths to overcome challenges.

Heroes collect gold coins from defeated monsters. Gold is spent at Special Rooms like Izchak the Merchant to purchase items, or at Althea the Healer to restore health. Items provide ongoing benefits or one-time effects that enhance hero capabilities.

Heroes can recruit familiars represented by small wooden pieces. Familiars assist heroes with additional attacks or special abilities.

Catacomb Lords and Monsters

The Overseer controls one of several Catacomb Lords, each with unique abilities and difficulty levels. Catacomb Lord Cards show the boss’s name, class, starting health, shot sequence, and setup requirements.

The Catacomb Lord appears in the final room, the Catacomb Lord’s Lair. If heroes defeat the Catacomb Lord, they win. If all heroes die, the Overseer wins.

Monsters spawn in Battle Rooms according to Room Card specifications. Monster Cards detail each creature’s abilities, health, and combat behavior. The Monster Pool contains wooden discs representing different monster families: Undead, Dungeon, Vermin, Infernal, and Mythological creatures.

Special Rooms and Services

Special Room Cards provide non-combat encounters. The Amaranth Inn awards health and items. Izchak the Merchant sells equipment and supplies. The Alewife Tavern offers chance encounters. Althea the Healer restores health points.

These rooms create strategic choices. Heroes can spend resources to improve their capabilities or push forward to maintain momentum. The Exploration Grid system allows heroes to plan routes that include necessary services.

Shot Modifiers and Advanced Combat

Combat includes shot modifiers that alter attacks. Chain shots hit multiple targets in sequence. Critical shots deal double damage. Poison shots inflict ongoing damage over multiple turns. Stun shots temporarily disable enemies.

Some monsters have defensive properties. Nullifying monsters take reduced damage. Reflecting monsters bounce attacks back. Shadow monsters become harder to hit. These properties force heroes to adapt tactics.

Advanced shot types add depth. Teleport shots reposition heroes across the playmat. Target shots enable precise aiming. Ice shots freeze enemies. Summon shots call allies. Devour shots represent monsters swallowing heroes.

Catacombs Alpha - Glamour Shot

Catacombs Alpha - Glamour Shot

Catacombs Alpha - Glamour Shot

Catacombs Alpha - Glamour Shot

Components

Catacombs Alpha includes:

  • Hero Player Boards
  • Catacomb Lord Player Board
  • Hero Cards with Ability Cards
  • Catacomb Lord Cards
  • Monster Cards
  • Room Cards (Battle Rooms and Special Rooms)
  • Item Cards
  • Shot Modifier Cards (Stunned!, Teleported!, Poisoned!)
  • Wooden Hero Pieces (discs in various sizes)
  • Wooden Catacomb Lord Pieces (discs)
  • Wooden Monster Pieces (discs representing five monster families)
  • Wooden Obstacle Pieces
  • Wooden Ranged Pieces (fireballs, arrows, etc.)
  • Wooden Familiar Pieces
  • Health Trackers
  • Shot Tokens
  • Target Tokens
  • Gold Coins
  • Neoprene Playmat
  • Elzra's Wall System (wall segments with plastic stands)
  • Sticker Sheets (to apply to wooden pieces)

Wooden discs come in five sizes (Extra Large, Large, Medium, Small, Extra Small) and five colours. Stickers are applied to disc centers before first play.

The game includes beginner-friendly tutorial layouts and the full Exploration Grid system for experienced players.

Full Compatibility with Catacombs 3E

Catacombs Alpha is completely compatible with all Catacombs 3E expansions. Players can mix heroes, monsters, items, and rooms from Cavern of Soloth, Red Box, Fortress of Nazemoor, Wyverns of Wylemuir, and other expansions.

This compatibility makes Alpha an ideal entry point. New players start with the streamlined Starter Set and expand their collection as desired. The shared rules system ensures seamless integration.

Resources

Read the Manual

Component List and Support

Visit the Kickstarter Page

Purchase at Elzra USA/International Shop

Purchase at Elzra Canada Shop