Sequence of Play
On your turn, reset AP to full, then spend AP to take actions.
Lay New Tile (1 AP)
Open edge must join an existing edge. If it cannot join, redraw until it can.
If last tile:
- Place Exit Tile next to it.
- If in dungeon:
- Place Dragon on Exit. (20 HP, 4d6 attack)
- Roll 2d6 and place Ring on the matching numbered monster tile.
- House Rule: Restore lives and full HP after defeating the Red Dragon.
- If in forest: Begin endgame phase.
- All seed bearers must gather at Maiden Tree (Exit tile).
- Once all are present, Maiden Tree:
- Removes all monsters from the forest.
- Cures and prevents new poison.
- Calms spiders so they don't attack.
- Allows the pit to be crossed freely.
- Morna Gul appears on Start tile.
- Rolls 2d6 for movement after all players have moved.
- Targets closest seed bearer. Stops and fights anyone along the way. Ignores special tile effects.
- 20 HP, 4d6+10 attack. Subtract one die for each brood seed on red vines.
- Regains 5 HP when killing an adventurer.
- Cannot escape, but can run past her for -2 HP.
- If you take damage from her, the Maiden Tree can lift you to an adjacent tile.
- Seed bearers must plant Brood Seeds on red vine tiles. (2 AP to plant a seed)
Move One Tile (1 AP)
If the tile contains an unrevealed monster token, replace it with a monster from the bag, then choose:
- Escape:
- Adjacent tile: 1 AP and 1 direct damage.
- New tile: 2 AP and 2 direct damage.
- Fight: Repeat until one dies or escapes:
- Roll dice shown on character card + modifiers. If all numbers match on a melee attack: critical hit -double score before adding modifiers.
- Roll monster dice shown on monster token.
- Loser takes damage equal to the difference.
- If you die: drop items, decrease Life track, return to Start.
- If you die during dragon fight: items go to the Healing Pool.
Perform Ranged Attack in Line of Sight (AP cost on token)
Roll the number of dice shown. Deduct result from monster's health.
If monster still alive: it moves to your tile and fights. Any adventurers in its path take 1d6 damage.
Tag a Partner (1 AP)
Partner spends AP from next turn to move to your tile.
- You add +1 die when attacking.
- When you take damage, partner takes half (rounded down).
- If the active player dies, the tagged partner takes over.
Use an Item (AP cost on token)
Pick Up / Drop / Trade Items (0 AP)
With an adventurer in your space.
Skill Token Actions
- Duck (1 token): Avoid 1d6 damage.
- Dive (2 tokens): Dodge a trap or open a chest safely.
- Riposte (3 tokens): Transfer all damage from one combat round to the monster.
- Bossbane (4 tokens): Start the boss' HP at 10 max.
- Killing Blow (1 token): When killed, take the monster down with you. Discard an item and tell a story of how you used it to kill the monster. Claim rewards and drop them where you died.
End of Turn
Your turn ends when you run out of AP or engage in (or escape from) combat.
Ending Monster Fights
If a monster defeats you and all tag partners escape: monster recovers full HP.
If you defeat a monster:
- Claim its token and reward (item, skill token, or awaken enhanced item).
- Melee kill: adventurer gains items immediately.
- Ranged kill: items placed in monster's space.
- With skill tokens: may take a skill token instead of an item (spend 2 skill tokens to upgrade a skill)
- With an enhanced item: may choose to awaken it (flip over) instead of taking an item or skill token.
Taking the Ring into the Forest
After acquiring the Ring of Creation, the ring bearer gains:
- Play forest monsters purple side up.
- Gain 2 health when killing a monster.
- Critical hits kill instantly (not bosses).
Special Dungeon Tiles
Monster Icon
- Reveal: Place unrevealed monster token.
- Enter: Replace unrevealed token with monster from bag.
Healing Pool
- Reveal: Place one token per adventurer.
- Enter: Optional -end your turn here, take a token, heal to full HP.
Item
- Reveal: Place facedown item token.
- Enter: Optional -player may choose to take the item if available.
Old Spikey
- Enter: Jam it by discarding an item, OR roll a die -on 1–2 it triggers (1 die damage to all on tile). Monsters always trigger this trap.
Special Forest Tiles
Red Vine
- Enter: Become poisoned -place poison token in inventory (drop an item if necessary). Cannot use this space until cured, but can reposition the poison. Can only be poisoned once per turn.
Brood Seed
- Reveal: Place brood seed token.
- Enter: Optional -if seed token present, roll a die. On 1, draw and fight a monster. Take seed token (no inventory slot; cannot be dropped or given unless killed).
Swamp
- Reveal: Place swamp token.
- Enter: Optional -spend 3 AP to search: remove swamp token, roll die. On 1–3, draw and fight a monster. Otherwise, draw an item and continue turn.
Bone Yard
- Reveal: Place bone yard token.
- Enter: Optional -remove token and choose one:
- Heal (2 AP): Discard all poison tokens and heal to full HP.
- Find item: Discard 3 kills and draw an item.
Web
- Enter: If tile unoccupied, roll die. On 1–2, spawn 1d6 spiders. (1 HP each; attack with 2 dice + # of spiders; surviving spiders leave after combat; spider damage causes poison.)
- Optional web walking: spend 1 AP to move between web tiles. Must roll for spider check if unoccupied.
Pit
- Enter: Roll die -3–6 continue normally; 1–2 fall in. On first visit, fight 2 monsters (cannot escape or tag team; use dungeon monsters if in dungeon, forest monsters if forest only).
- Optional: land on a revealed dungeon crossroads and place a ladder there.
Forest Gateway
- Reveal: Place dungeon Start tile next to it.