Scarwalk — complete cooperative printed dungeon crawl
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A complete 1–4 player cooperative crawl: six classes, a shuffled three-act map, shared-element combos, loot
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- Creative Commons — Attribution
SCARWALK is a complete cooperative dungeon crawl for 1–4 players. You print the character boards, branching map, six damage dice, every spell, every item, every enemy, markers, optional miniatures and a fitted storage box. A complete run takes about 75–90 minutes.

▶ Watch the rules and a complete winning run: https://youtu.be/FwqXDmjhqGM

What kind of game is it?
Scarwalk is for a group that wants to solve combat together. There is no hidden traitor and no private hand. The party chooses its action order openly, creates a shared pool of six elements, predicts deterministic enemy targets and drafts loot into builds that must survive three acts.
It is suitable for 1–4 players, age 12+. A solo player controls one compensated hero; at higher counts each player controls one hero. It is a substantial print with short English labels. It is not intended as a five-minute filler or a language-free children’s game.
The loop
Build one act from a start strip and four shuffled body strips.
Place face-up node markers so the route can be planned while the exact encounter stays hidden.
Move upward through five rows. Fight, shop, camp, visit a shrine, open a cache or risk an elite.
Draft gear, spells and consumables as a party.
Defeat the act boss, heal 30%, rebuild the map and continue.
Defeat the third boss to win.

A different map every act
Sixteen interlocking strips form the map: four start strips and twelve shuffled body strips. One start plus four bodies creates a five-row route. The connectors are generated so every physical stack is legal: no dead ends, no stranded node and every route reaches the boss in the same number of steps. The twelve-strip bag produces 47,520 distinct act maps before node types are drawn.

You never move sideways or backwards. At each row you choose one of the nodes reached by the printed connector legs. The whole route is visible, but the specific enemy and loot tiles remain face-down until reached.
Six node types
Fight: ordinary enemies and one loot draw.
Elite: tougher enemies, two loot draws, one from the next act band, and triple gold.
Shop: reveal an offer and buy tiles for 20 gold each.
Camp: heal every hero by half maximum HP or upgrade one spell.
Shrine: upgrade one spell for free.
Cache: take a free loot offer without fighting.
The included two-colour node plate prints 40 markers: 18 fights, 5 elites, 5 camps, and 4 each of shop, shrine and cache. Keep every marker body and ink colour identical so a face-down result cannot be identified by colour.
Combat
Each round, enemies reveal intent, the party discusses the order, every surviving hero takes one action, then enemies act. A hero may cast a ready spell, spend a consumable or make a basic attack. Nobody loses a whole turn: even with every spell cooling down, the basic attack remains available.

Enemy targeting is printed on its tile: lowest HP, highest Armour, highest Speed, most exhausted or last attacker. Taunt overrides the printed rule. Because targeting is deterministic, the party can see who is threatened and arrange shields, healing, setup and damage around it.
Damage uses six printed dice. Tier I rolls 1–3; Tier VI rolls 9–13. Roll the named damage die plus one ordinary d6 from home. The ordinary die crits on 6 and lands status riders on 4+, modified by Precision and Resolve. Each hero may reroll one damage die per fight.
Shared elements and combinations
The six traditions are light, shadow, arcane, rune, spirit and forge. Elements belong to the whole party.
Infusing an element makes it Strong immediately.
A later spell may consume a live element to roll three tiers higher.
Strong becomes Waning, then Inert, at round ends.
A hero’s affinity rolls its matching spells one tier higher and slows that element’s decay.
No spell requires an element. A missed setup reduces the bonus; it never prevents a player from acting. This lets one class create an opening and another cash it in during the same round.
The six classes
All six boards use the same 240 × 170 mm footprint and organizer layout. Their stats, affinity and socket allowance create different jobs.
Class | Practical advantage | Trade-off |
Sentinel | 36 HP and 3 Armour; safest defender; extra armour socket; rune affinity | 0 Precision and 0 Speed |
Cleric | 30 HP, 3 Resolve; extra spell socket; light affinity for healing and shields | modest direct damage |
Hunter | balanced Power, Precision and Speed; extra weapon socket; spirit affinity | less durable than Sentinel |
Alchemist | two extra consumable sockets, extra drafted tile, forge affinity | relies strongly on drafted kit |
Rogue | 3 Precision and 3 Speed; extra trinket and draft; shadow affinity | 24 HP and 0 Armour |
Elementalist | highest starting Power, extra spell socket, arcane affinity | 24 HP, 0 Armour and 0 Resolve |
The engraved once-per-combat ability names and RELIC socket are reserved for a later expansion and have no effect in this edition. Use the printed stats, affinity and socket allowance.
What is included
Group | Files / quantity | Purpose |
Character boards | 6 | one per class |
Map | 4 start + 12 body strips | shuffled branching route |
Node markers | 1 plate, 40 markers | fight, elite, shop, camp, shrine, cache |
Spells | 1 plate, 25 tiles | damage, healing, shields, elements and statuses |
Gear | 2 plates, 90 tiles | weapons, armour and trinkets |
Enemies | 1 plate, 17 tiles | all enemies and three bosses |
Consumables | 1 plate, 6 tiles | healing, shields, damage and refresh effects |
Damage dice | tiers I–VI | increasing damage ladder |
Pegs | 60 | 30 red HP and 30 gold XP |
Other markers | 6 element, 24 status, 1 round | shared state visible on the table |
Miniatures | 6 optional | one support-free class figure each |
Storage | optional body + lid | thirteen bays, six boards and folded rules |
After separating the plates, the complete set is over 400 physical pieces. Expect about 1.3 kg of PLA for the full game.

Printing guide
Layer height: 0.20 mm for game parts; 0.12 mm optional for miniatures.
Walls: 3.
Infill: 15% on boards and box; 100% on all six dice.
Supports: none.
Brim: none under normal adhesion.
Orientation: use every file exactly as imported; all required faces are flat.
Ironing: off on two-colour top faces.
Plate separation: flex gently and cut the small tabs with flush cutters.
Print the supplied plate files instead of arranging hundreds of loose tiles. Their ink bands share one Z height, keeping filament changes predictable.
Two colours: how to load the files
Every board, strip, die, content plate, box body and lid is supplied as one _2c.stl with two named solids.
Import the
_2c.stlinto Bambu Studio.Right-click and choose Split to Parts.
Assign the body to filament 1 and the ink/path/symbol solid to filament 2.
Keep both parts at their imported coordinates.
Do not use Split to Objects and do not auto-arrange after splitting.
The split geometry was checked across all 36 two-colour files. The parts share their origin, so there is nothing to align manually.
Functional colour guide
Colour communicates game state. These relationships should be preserved.
Class colours — must match
Class | Hero, board body and affinity marker | Ink |
Elementalist | violet | warm ivory |
Alchemist | green | warm ivory |
Cleric / Priest | white | charcoal |
Rogue | black | warm ivory |
Hunter | army green | warm ivory |
Sentinel | grey | warm ivory |
These six colours should differ as a set. Keep the Alchemist’s green and Hunter’s army green visibly distinct. Matching each board to its miniature and element marker lets players find the correct family immediately.
Shared pools — must be consistent within each pool
Group | Suggested pair | Reason |
All 16 map strips | dark slate / warm ivory | routes remain random rather than colour-coded |
Spell plate | deep blue / warm ivory | spells are shared by every class |
Both gear plates | ochre or brass / charcoal | colour must not reveal a face-down gear draw |
Enemy plate | oxide red / warm ivory | separates threats from player pieces |
Consumable plate | teal / warm ivory | separates one-use items from permanent gear |
Node plate | stone grey / warm ivory | identical backs preserve discovery |
Box body and lid | charcoal / warm ivory | neutral storage, separate from class ownership |
Dice bodies should differ by tier: sage, teal, blue, ochre, orange and oxide red, all with warm ivory numerals. Numerals remain authoritative. HP pegs must differ from XP pegs; use red and gold. Keep all status markers one bright cyan and the round marker white.
Storage box
The optional box has thirteen category bays. Engraved floor symbols show what belongs in each bay. The six boards lie above the internal walls, leaving clearance for the printed miniatures and folded rules, and the wrap-over lid closes with printed snap detents. No magnets, screws or glue are needed.


Closed size is approximately 250 × 180 × 104.8 mm. Print the body floor-down and the lid top-down. Both fit a 256 mm Bambu plate.
Guides and examples included
RULES.pdf— 13 illustrated A4 pages covering setup, map, combat, dice, elements, statuses, progression, classes, party scaling and bosses.ASSEMBLY.pdf— 10 illustrated pages covering every file, quantities, settings, colours, class differences, setup and box packing.scarwalk_docs.zip— both PDFs plus their Markdown sources, included because MakerWorld does not reliably carry loose PDF files.Public video — teaches the complete game, plays a winning three-act run, then explains every component family.
Play it in your browser first
Not sure it is your kind of game? Scarwalk has a free digital version: the same six classes, shared-element combos, loot and three bosses, for one to four heroes, with any seat taken by a Direct, Balanced or Combo companion bot or by a friend at the same screen. One run there tells you whether it is worth printing the set.
https://morassgames.com/games/scarwalk/
At a glance
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|
Players | 1–4 cooperative |
Age | 12+ |
Time | 75–90 minutes |
Rules weight | 3 / 5 |
Reading | moderate English labels |
Supports | none |
Hardware | one ordinary d6; nothing else |
More stars means more of the named thing, never better.
Dial | Rating |
Luck | ★★★★☆ |
Depth | ★★★★☆ |
Player interaction | ★★★★★ |
Waiting between turns | ★☆☆☆☆ |
Replayability | ★★★★★ |
Rules weight | ★★★☆☆ |
Memory needed | ★★☆☆☆ |
Reading needed | ★★★☆☆ |
Setup time | ★★★☆☆ |
Print effort | ★★★★★ |
Table presence | ★★★★★ |
Small parts make the set unsuitable for children under three.
