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Dungeon Twister - Rules 7 - Creatures of The Forest

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A Game by Christophe Boelinger

Creatures of the Forest


Rules of the Game

Dungeon Twister
Expansion 7
Asmodee Editions

Contents

- 8 rooms
- 2 set of tokens (one per player) each one including 8 characters and 6 objects
- 2 sets of 8 cardboard figurines and their 16 plastic bases
- 6 markers of climbing plants (three in each color)
- 6 markers of webs (three in each color)
- 6 round tokens of the Spawnling creatures
- 2 square Living Trap markers (one in each color)
- 2 square Brambles markers (one in each color)
- 2 square Living Tree markers (one in each color)
- 5 neutral ropes (white tokens)
- 2 neutral torches (white tokens)
- 12 square Tree Stump markers
- several portcullis markers (open/broken)
- 1 book of rules

How to play a Dungeon Twister expansion

You can either play a stand-alone 2-player Dungeon Twister game with the contents of
this box, or mix the characters, rooms and objects of this box with any other Dungeon Twister box
set. Each player must choose 2 pairs of rooms (for a total of 8 rooms), 8 characters and 6 objects
(unless specified otherwise by the scenario or special rules).
If players choose to play with more than a single box, there are 3 ways to do it.

Free Choice (Secret Forces)


Each player chooses a color and takes all characters and objects matching his color from
all available Dungeon Twister box sets.
Each player then secretly chooses the 8 characters and 6 objects that he is going to use
for the games. Put the unused objects and characters back in the boxes.
Each player then secretly chooses 2 pairs of rooms. The 8 rooms are shuffled together
and placed face down on the table without looking at them, as usual.
The game setup and the rest of the game follow the basic rules.

Mutual Choice (Equal Forces)


Each player chooses a color and takes all characters and objects matching his color from
all available Dungeon Twister box sets. Determine randomly who will be the first player.
The first player chooses a pair of rooms and then the opponent chooses a pair of rooms.
It is now the first player's turn to choose another pair of rooms and so on, until 4 pairs of rooms (8
rooms) have been chosen. Shuffle the 8 rooms and build a labyrinth face down on the table as
usual.
The two players place all their characters and objects face up behind their screen.
The first player chooses one of his characters, and places it face up in front of his screen
so his opponent can see it. The opponent then takes the same character and places it in front of
his screen. Then the opponent chooses one of his characters, and places it in front of his screen.
The first player places the same character in front of his screen. Keep on doing this until 8
characters have been chosen. Do the same for the objects until 6 objects have been chosen.
At the end of the selection, each player should have the same 8 characters and 6
objects.
Put all unused objects and characters back in the boxes.
Each player now takes the 8 mutually chosen characters and 6 objects and places them
behind his screen.
The game setup and the rest of the game follow the basic rules.
If you choose to play with a handicap, the player playing with a handicap secretly
removes the desired number of characters from behind his screen, one the teams are built. This
way, his opponent doesn't know which characters have been removed from the handicapped
player's team.

Scenarios
Scenarios require you to play with some specific teams and rooms, and sometimes add
new special rules or elements to the scenario.

Ranged Combat

The Archer Elf can initiate ranged combat by firing arrows for 1 AP. He must target the
first character in his line of sight with no range limitation (much like the Wizard's fireball wand).
A ranged combat is resolved in exactly the same way as a close combat except that the
Archer Elf doesn't become wounded if his final combat value is lower than his target's combat
value. The combat value of an arrow is "2". It cannot be modified by any terrain, object, or
character ability. An arrow's combat value will always remain "2". On the other hand, objects
modifying the target's defense combat value are taken into account (ex: Armor, Sylvan Shield,
Ring of Weakness). The target's ability is also taken into account (ex: Water Elementals and Fire
Elementals standing in a their element still get a +1 combat bonus for defense, the Vampire
benefits from his blood marker bonus).
All character abilities affecting combat are non-applicable during a ranged combat
(Berserker, Weapon Master, General, Assassin, Samurai, Scroll of Confusion, Torch and
Mummy, etc...).
The Archer Elf cannot initiate ranged combat if he is adjacent to his target or to an
unwounded character belonging his opponent.
The Archer Elf can also fire arrows to participate in an attacking group combat. This
simply costs 1 AP, which includes the close combat and firing the arrows. Add the combat values
of all the attacking characters plus the arrow value of "2" and play a combat card (see Figure 2,
paragraph about the Archer Elf).
The Archer Elf cannot participate in group combat at distance as a defender.
A ranged combat is to be considered an attack. This means that you cannot initiate
ranged combat to target a character already wounded this turn, no matter how this character
became wounded.
Note that the object "Crossbow" can also be used to initiate ranged combat by the
character carrying it and that the Crossbowman (Mercenaries expansion) can also use a
crossbow for ranged combat.

New Characters

Druid (Movement = 4, Combat = 1)


Climbing plants
Each Druid has 3 Climbing Plants tokens in his color to use. For 1 AP, the Druid can
place from 1 to 3 Climbing Plants tokens on any obstacle squares in his line of sight. If the
Druid places more than 1 marker, the subsequent markers must be adjacent to the others (see
Figure 1).
The Climbing Plants have the same effect as a rope, with the exception that they cannot
be picked up or moved. It is not necessary to have two attachment points to place or use
Climbing Plants. Although the Climbing Plants are tokens, they are not taken into account
when considering the stacking rules. Once the Druid has placed one or more Climbing Plant
tokens, they cannot be removed until the end of the game.
Even the Magophage cannot destroy the Climbing Plants once they have been placed.
However, it is not possible to place a Climbing Plant adjacent to a Magophage.

Figure 1: For 1 AP, the yellow Druid decides to place Climbing Plants on the first rift
square located in front of him in his line of sight. Without spending any more AP, he decides to
simultaneously place his two other Climbing Plant markers. Now Araknis will be able to move
beside the blue Logger and initiate group combat, 6 against 3.

Brambles (Movement = 0, Combat = 4)


For 1 AP, the Druid can place a Brambles token on any empty normal ground square in
the same room.
He does not need to have line of sight to the targeted square. No character can move
through a Bramble square, except for incorporeal characters (Ghost, Specter...) who can move
through the Brambles but not stop there. Brambles do not move and cannot carry out any
actions. The square they occupy is considered to be a Bramble square and not a normal ground
square. Brambles block line of sight.
Brambles can be attacked. They defend by using a combat card played by the
controlling player, as in normal combat. If the Brambles lose the combat, the Brambles marker
is given to the controlling player. The Brambles do not have a wounded state and are directly
eliminated if they lose in combat. If eliminated, they do not count for VP.
If the Brambles win in combat, the enemy characters who initiated the combat are
wounded.
Brambles never take part in group combat, whether attack or defense.
The Druid can create a new Brambles square elsewhere for 1 AP. Remove the old
Brambles token from the board and place it on an empty normal floor square located in the same
room as the Druid. He can also simply withdraw his Brambles token for 1 AP.
There cannot be more than one Brambles token per Druid on the board (matching his
color). The Brambles are removed if the Druid dies or if the Magophage finishes his movement
on a square adjacent to the Brambles.

The Druid is a Magic-User; he can use the scrolls.

Breeder (Movement = 3, Combat = 2)


For 1 AP, the Breeder can place a Spawnling on any adjacent empty floor square. The
Spawnling has a movement value of 2 and a combat value of 1. He is considered to be a normal
character without any special ability.
You earn 1 VP if your Spawnling escapes on the opponent's starting line. Your
opponent gains 1 VP if he kills one of your Spawnlings. The Breeder cannot create
Spawnlings on a square of the starting line; in this case, they are not considered normal floor
squares.

Spawnling (Movement = 2, Combat = 1)


Spawnlings can only be created by the Breeder (see the Breeder section for more
information).
Spawnlings do not have a special ability.
They earn 1 VP if they escape the dungeon on the opponent's starting line and give 1 VP
to the opponent if they are eliminated.
Spawnlings can be wounded.

Stone Elemental (Movement = 3, Combat = 8)


The Stone Elemental cannot initiate combat, but it can defend normally if it is attacked.
It cannot take part in group combat as the attacker. On the other hand, it can take part in group
combat as the defender.
It cannot engage in ranged combat either (by the use of objects like the Crossbow, for
example).
The Stone Elemental can break portcullises like the Warrior.
The Stone Elemental can pass under Falling Rocks (this terrain element is found in
other expansions of Dungeon Twister like Paladins and Dragons or Mercenaries). If it finishes its
movement on Falling Rocks, it destroys the Falling Rocks. Place a "broken portcullis" marker on
this Falling Rocks square. Now it can be crossed like normal ground by any character, even after
the Stone Elemental leaves). Characters can also stop on this square safely. However, it is not
considered to be a normal floor square.

Archer Elf (Movement = 4, Combat = 2).


The Archer Elf can initiate ranged combat with arrows for 1 AP (see the rules for ranged
combat).
An Archer Elf can use arrows to take part in group combat as an attacker. It costs 1 AP
for the group combat and the simultaneous ranged combat of the Archer Elf (it is included in the
group combat). Total the combat values for all the attacking characters, including that of the
Archer Elf, and play a combat card (see Figure 2).
It is also possible to combine several ranged combat attacks on the same target, with
other characters in close combat, all for 1 AP.

Figure 2: Blue decides to initiate group combat combining the ranged combat of the
Archer Elf and close combat with its Living Trap against the yellow Logger. The Archer Elf
can target the Logger since his line of sight can pass through the adjacent arrow slit. The total
value of combat is 2+2=4. The yellow Archer Elf cannot take part in the group combat as a
defender. The total combat value for yellow is that of the Logger, 3. If blue would lose the
combat, only the Living Trap would be wounded. If the yellow Druid were in the tree, he would
be adjacent to the blue Archer Elf. In this case, the Archer Elf would not be able to shoot on the
yellow Logger.

Enchantress Elf (Movement = 5, Combat = 1)


For 0 AP and only during her turn, the Enchantress Elf can enchant and give life to a
tree which she occupies or is in her line of sight. Place a Living Tree token of the color of the
Enchantress on the enchanted tree. She cannot enchant a tree already enchanted by another
Enchantress. The magic functions as long as the Living Tree does not lose a combat or as long
as the Enchantress does not enchant another tree.
A Living Tree can attack and defend and the same is true for group combat. The Living
Tree does not count as a character. It cannot use or benefit from objects. It is a token indicating
that the tree is alive and which player controls it. This token is not taken into account for the
stacking rules. An enemy or friendly character can place himself in a Living Tree, even if
carrying an object.
If an enemy character occupies or is adjacent to a Living Tree, the player controlling the
tree can attack the enemy character for 1 AP. The combat value of the Living Tree is 2. If it
loses the combat, the Living Tree token is returned to the controlling player and nobody gains
VP.
If a friendly character is in a Living Tree, the character located in the tree gains a combat
bonus of +2 in attack and defense, as long as the tree is alive. This corresponds to the combat
value of the Living Tree.
If a Logger cuts a Living Tree, the token is directly returned to the owner and all the rules
of cut trees apply.
The Enchantress Elf is a magic-user; she can use scrolls.

Figure 3: Here is an example: a duel of Enchantresses in the trees!


Let us imagine that it is blue's turn. For 1 AP, blue can initiate group combat including its
Araknis, its Living Tree, and its Druid (3+2+1=6) against yellow's Araknis, Logger, and Living
Tree (3+3+2=8). If it were yellow's turn, he could carry out the same attack.
If not, yellow could decide to cut the tree with the blue Druid for 1 AP. He would recover
his Living Tree token, place a tree stump token, and the blue Druid would become wounded.
He then, for another AP, could cut down the blue Living Tree. He would return the blue Living
Tree token to the blue player, does not gain a VP, and places a tree stump token. The yellow
Enchantress can then move to the tree adjacent to the blue Araknis and the blue Enchantress
for 1 AP and enchant it into a Living Tree for 0 AP. Finally, the yellow Enchantress, Araknis,
and Living Tree can initiate group combat against the blue Araknis and Enchantress for 1 AP.
In this case, the combat value for yellow will be 3+2+1=6 and that of blue will be 3+1=4.

Araknis (Movement = 4, Combat = 3)


The Araknis can create a Web between 2 squares for 1 AP. Place a Web token on an
edge of the square occupied by the Araknis. The line between the two squares must be empty;
there cannot be a wall, portcullis, secret passage or anything else. A Web can be woven onto the
place of a broken portcullis or a broken wall, but not on an open portcullis (this is always able to
be closed again).
A Web is always placed in only one room, never between two rooms. If a Web is woven
onto the edge of a room, the player controlling the Araknis must clearly indicate in which room
the Web is woven while placing the token distinctly in the chosen room.
The Araknis can only weave 3 Webs per game. A Web cannot be destroyed by a
Golem. A Web can only be removed from play by an adjacent character carrying a Torch, which
burns the Web for 1 AP. A Red Dragon breathing fire or a Fireball Wand can destroy a Web for 1
AP. A Fire Elemental can burn a Web for 1 AP. When a Web is destroyed, remove it from the
game.
The Araknis is a beast.

Living Trap (Movement = 5, Combat = 2)


For 1 AP, a Living Trap located on a empty normal floor square can transform into a
trap. Remove the character token of the Living Trap and replace it with the corresponding trap
token. This square is now regarded as a pit trap as described in the basic rules of Dungeon
Twister (it is therefore an obstacle).
The Living Trap cannot use this ability when it is wounded, nor when it is carrying an
object or wounded character.
A Living Trap in its trap form can change back into a character for 0 AP only during the
turn of the controlling player. At the time of this transformation, if a character, wounded
character, object, or other marker is on the Living Trap, it is devoured by the Living Trap. If it is
an enemy character, the player controlling the Living Trap gains the corresponding VP. If it is a
character of the same color as the Living Trap, the opponent gains the VP. The devoured
objects are removed from the game. Any markers (for example the Climbing Plants) are returned
to their owner and can be reused.
A Living Trap in its trap shape cannot be attacked since it is not considered to be a
character, but a pit trap.
Whether it is on the starting line or on a room when it is revealed, the Living Trap always
enters the game in its humanoid form and not in its trap shape.

Logger (Movement = 3, Combat = 3)


A Logger adjacent to a tree can cut it down for 1 AP. Place a tree stump marker on the
tree. This square may now be moved through freely and does not block line of sight. However, it
is not considered to be a normal floor square for any other rules that specify "normal floor
square".
If a character is in the tree at the time when the Logger cuts it, this character becomes
wounded but remains on the square (it is forbidden to attack during the same turn one has just
wounded it).
If a wounded character is in the tree at the time it is cut down, the character dies
immediately. It is possible to wound a character in combat initially, and then to cut down the tree
and kill the character in the same turn. This is allowed since cutting down the tree is not an
attack.

New Objects

Amulet of Elvish Vision


A character carrying the Amulet of Elvish Vision can see the secret passages of the
elves, and can use them like an elf.
A character carrying the Amulet of Elvish Vision can also see the elves in trees. Thus,
he is able to target them.

Crossbow
For 1 AP, a character carrying the Crossbow can use it once per turn (because it takes
time to reload it). He can initiate ranged combat exactly like the Archer Elf. The combat value for
the Crossbow is "2" and cannot be modified. Never use the combat value of the character
carrying the Crossbow for ranged combat.

Scroll of Flight
For 1 AP, a Magic-User can levitate or levitate a character in his line of sight. The effect
of the scroll lasts until the end of the turn. Discard the Scroll of Flight after use. The ability to
levitate is magical.

Ring of Paralysis
A character carrying a Ring of Paralysis can use it for 0 AP during his opponent's turn,
but only when an enemy character carries out movement to enter his line of sight. A jump,
teleportation, room rotation, Spawnling being created, etc... are not actions of movement.
As soon as the player announces that he is using the Ring of Paralysis, the targeted
character must immediately stop his movement and cannot carry out any more actions until the
end of the turn. He cannot even take part in group combat.
To use the Ring of Paralysis, the player must discard a combat card of his choice (other
than +0) and show it to his opponent. This symbolizes the intense and exhausting mental
concentration that is required to use the Ring to paralyze the target. The Ring of Paralysis can
only be used once per turn. It is not discarded after use.
It is possible to immobilize a character moving in or into your line of sight, but not a
character leaving your line of sight.
It is forbidden to paralyze a character if that character finds himself in a situation that
violates the stacking rules.
If a character (Thief, Elf Scout, etc...) is paralyzed on an element of dangerous terrain
(pit, rift, etc...), he suffers the effects of the terrain.

Orb of Peace
The character carrying the Orb of Peace can use it for 0 AP during an opponent's turn
(either at the time when the opponent plays his action card or at the end of any unfavorable
action). There cannot be any close combat on the board until the end of the turn. Ranged
combat and all other types of action remain legal. Discard the Orb of Peace after use.

Steam Saw
The Steam Saw makes it possible to cut an adjacent tree for 1 AP like the Logger. It
also gives a +1 bonus in combat while attacking. While it acts like a combat weapon, it cannot be
forged in the braziers from the Mercenaries expansion.
Only a character with a combat value of 3 or more (the value indicated on his token
before any modifiers) can carry or use this object. This is due to its size and weight. The
Telekineticist can move this object remotely, however.
A Logger carrying the Steam Saw can cut down an adjacent tree for 0 AP.
Torch
A Torch makes it possible to burn an adjacent web from Araknis for 1 AP.
A character adjacent to a darkness square can illuminate it for 0 AP if he is carrying a
Torch. (See the rules in Forces of Darkness for this use of the Torch.)

New Elements of Terrain

Fountain of Youth
A wounded character adjacent to a Fountain of Youth can drink from it for 1 AP. The
wounded character is healed (turn the character token face up). The character must be in
compliance with the 2nd golden rule after having drunk from the Fountain. A character healed in
this way can perform other actions during the same turn.
The Fountain of Youth is a magical 3D obstacle.

Vines
Any character can cross or stop on a Vine square during movement. A characters on a
Vine square can cut off a vine which can be used like a rope for 1 AP. Place a neutral white
Rope token (found in this expansion) under the character who cut off the vine. Each Vine square
can only provide one rope per game. A character already carrying an object cannot cut off vines
(except for the Paladin).
A line of sight can enter or leave a Vine square, but cannot cross it, even after a rope has
been taken.

Arrow Slit
The line of sight of a character adjacent to an Arrow Slit is extended through the Arrow
Slit, as if there were not a wall.
The line of sight of a character who is not adjacent to the Arrow Slit does not have
extended line of sight and treats the Arrow Slit as a wall.
A character behind an Arrow Slit can shoot at a character located directly on the other
side of the Arrow Slit. The two characters are not considered adjacent because they are
separated by a wall. Therefore, close combat is not possible through the Arrow Slit. However, a
direct line of sight is effective in both directions. Thus, any ranged combat or actions that require
line of sight are possible. It is not possible to reveal a hidden room through an Arrow Slit.
The Arrow Slit retains the same characteristics as a wall. It can be broken by the Golem
or crossed by the Wall-Walker.

Mist
A character in the Mist cannot be targeted. Line of sight cannot cross or penetrate a
Mist square. A character in the Mist has a line of sight out of the Mist, but this line of sight is
blocked as soon as it reaches or crosses another Mist square. Thus, a character in a Mist
square can target a nonadjacent character.
A character in a Mist square can be attacked in close combat in the normal manner.
Characters can move through Mist squares as if they were normal floor squares. However, Mist
squares are not considered to be normal floor squares (characters or objects cannot be placed
there when a room is revealed).

Secret Passages
There are Secret passages hidden in the walls and forests. Only elves -- characters
whose name contains the world elf -- can find the way to temporarily open these Secret
passages. Elves can move through the Secret passages as if there were no wall. It is not
possible to jump or to initiate combat through a Secret passage.
A character carrying the Amulet of Elvish Vision can move through the Secret
passages as if he were an elf.
For all the other characters, the Secret passages are treated as walls.
The Golem can break a secret passage in the same manner as a wall.

Figure 4: The blue Archer Elf can target only the yellow Archer Elf. He cannot attack the yellow
Araknis in close combat. Since the yellow Archer Elf is not adjacent to the arrow slit, he cannot
target the blue Archer Elf.
The blue Logger cannot attack the yellow Druid because they are separated by an arrow
slit. On the other hand, since the yellow Druid is carrying a crossbow, he can shoot at the blue
Logger.
If the blue Logger declares an attack, it can only be between himself and the yellow
Araknis. In the opposite situation where the yellow player declares an attack on the blue
Logger, he can decide to use both the shooting of the crossbow carried by the Druid with the
close combat of Araknis for a total combat value of 5, against 3 for the Logger.

Trees
Trees are 3D obstacles. Only characters with a combat value of 3 or less can climb a
Tree during their movement. The combat value to be considered is only that indicated on the
token -- no modifiers are taken into account.
Climbing a Tree ends the movement action of the climbing character, and he loses
however many movement points remained. Place the climbing character on the Tree. To climb
down a Tree, one only needs to spend 1 AP and activate the movement of the character in the
normal manner (as if he is exiting a water square). However, flying characters can fly over a
Tree, and flying characters with a combat value of 3 or less can stop on a Tree. The character is
then treated as if he had climbed the Tree. A character cannot be pushed into a Tree.
A character located in a Tree has improved line of sight. In addition to the normal
characteristics, his line of sight now crosses and reaches: all the 3D obstacles, characters,
staircases, and Vines.
Elves in Trees are invisible and cannot be targeted, except by other elves or a character
carrying the Amulet of Elvish Vision. On the other hand, they can be attacked in close combat.
It is possible to jump from a Tree, but it is not possible to jump and land on a Tree.

Fallen Tree across the Rift


Any character can cross or stop on the Fallen Tree across the Rift as if it were normal
ground. However, the squares of the fallen tree are not considered to be normal floor squares
(for example, tokens cannot be placed there when a room is revealed).

Water
To enter a Water square costs 1 AP. Thus, a character moving through 3 Water squares
will spend 3 AP. The normal movement points of the character is not taken into account when
moving through Water.
To leave Water, the character spends 1 AP and carries out movement in the normal
manner.
Characters cannot enter Water while carrying an object.
The object being carried must be dropped before entering the Water. If an object falls
into the Water for any reason, it is lost and discarded from play. Characters cannot intentionally
drop objects in the Water.
Wounded characters can be carried in the Water. A character can be wounded while in
a Water square and remain there until a healthy character arrives to recover him.
Characters in Water are protected from fire (for example a Fireball, the breath of a Red
Dragon, etc...).
Flying characters can fly above the Water: they do not have to spend 1 AP to cross each
Water square.
Water is an obstacle and can be crossed with help: a jump, a rope, or while flying.

Crevasse
Characters cannot enter a Crevasse square. Flying characters, the Ghost, and the
Specter can cross the Crevasse, but cannot stop there. Characters can jump over a Crevasse
square by following the usual jump rules. The rope or the Climbing Plants of the Druid make it
possible to cross a Crevasse or to remain on a Crevasse square.
Boxes marked with a red "X" are the squares of the Crevasse.

Small Wooden Bridge


Only characters having a combat value of 3 or less can enter a Small bridge square.
The other characters cannot voluntarily enter a Small bridge. A character located on a Small
bridge square is considered to be on the Small bridge and not on the terrain that it is over
(water, lava, etc...).
A Small bridge is treated as an obstacle: characters having a combat value of 4 or more
can jump over the Small bridge (if it is not occupied by another character). This jump must
follow the usual rules. If a character (combat value 4 or more) is carrying a rope, he can cross
over the Small bridge and even stop there.
If a character having a combat value of 4 or more finds himself on a Small bridge for any
reason, it breaks and the character drops onto the terrain below. Place a broken portcullis
marker on the Small bridge. If this character was carrying an object, it is dropped and lost.

Wall Sconce
A character adjacent to a Wall sconce can take a neutral Torch (white token) for 1 AP so
long as he complies with the second golden rule at the end of the action. It is necessary to be on
the same square as the Wall sconce and the correct side of the wall to be able to take it. Place
a white Torch token provided in this expansion under the character. Place a broken portcullis
marker on the Wall sconce to indicate that a Torch was taken. If the Golem breaks a wall that
contains a Wall sconce, it is no longer possible to take the Torch there. The Ghost and the
Specter cannot recover a Torch from a Wall sconce, since they cannot carry or use objects.

Glossary

Magic User: A character able to use magic scrolls. The Druid and Enchantress Elf are magic
users.

Magic: Scrolls, rings, the Fireball Wand, all the potions, all the abilities of magic users, the
Fountains of Youth, and the 7 League Boots. The Orb of Peace and the Amulet of Elvish Vision
are not magical.

Markers: Markers are anything that is not a character or an object. For example: open or broken
portcullis, the living tree markers of the Enchantress Elf, including the climbing plant and web
markers. Markers are not considered when taking the stacking rules into account.

Undead: Certain objects (the Holy Cross for example) and terrain (Sacred Tomb) affect Undead
characters.

Beast: Certain elements of play in forthcoming expansions will specifically affect beasts.

3D Obstacle: A terrain element is considered a 3D obstacle (in three dimensions) if it blocks line
of sight and therefore the line of ranged combat. Characters cannot cross a 3D obstacle or stop
on it (flying characters or the Ghost can move through a 3D obstacle, but can't stop on it).

Common object: During the team building, such objects can be picked several tims if the player
owns enough tokens of this particular object. The Torch, Rope, and Key are common objects.

Object of the Game


• You earn 1 VP when you eliminate an opposing character.
• You earn 1 VP when one of your characters escapes from the labyrinth.
• The Treasure is worth 1 extra VP if one of your characters escapes from the labyrinth
carrying it.
• The Goblin is worth 2 VP when he escapes from the labyrinth (instead of 1 VP for the
other characters).

Order of Play
During his turn, a player must complete the 3 following phases in the following order:
1. Play an Action card.
2. Use all or some of his Actions.
3. Get his 4 Action cards back in hand if he does not have any left.

Using 1 AP allows you to:


• Reveal a room.
• Rotate a room
• Move a character.
• Initiate a combat.
• Use a character's Special Ability.
• Use an object.

1st Golden Rule


An Action must be fully completed before starting another one.

2nd Golden Rule


There can never be more than two tokens in the same square at the end of any Action.

• Object must be removed from the game after use.


• Lock-picking.
• Magic User.
• Flying.
• Breaks Portcullis.
• Regeneration.
• Craftsmanship.
• Deactivating Pit Traps.
• Ranged combat.
• Beast.

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