Sequence of Play
On your turn, reset AP to full, then spend AP to:
Lay new tile (1 AP)
Open edge must join existing edge.
If cannot join, redraw until you 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 matching # monster tile.
HOUSE RULE: Restore lives and full HP after defeating Red Dragon.
If in forest: begin endgame phase.
1. All seed bearers must gather at Maiden Tree (Exit tile).
2. Once all are present, Maiden Tree:
- Removes all monsters from forest.
- Cures and prevents new poison.
- Calms spiders so they don't attack.
- Allows pit to be crossed freely.
3. Morna Gul appears on Start tile.
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 him for -2 HP.
If you take damage from him, can call on Maiden Tree to lift you
to adjacent tile.
4. Seed bearers must plant Brood Seeds on red vine tiles.
2 AP to plant a seed.
Move one tile (1 AP)
If tile contains unrevealed monster token:
Replace token with monster from bag.
Choose one action:
- Escape
Adjacent tile costs 1 AP and 1 direct damage
New tile costs 2 AP and 2 direct damage
- Fight: Repeat the following until one dies or escapes:
1. Roll # dice on character card + modifiers.
If all numbers match on MELEE attack:
Critical hit! Double score before adding modifiers
2. Roll for monster # dice on monster token.
3. Loser takes damage = difference.
If you die, drop items, decrease Life track, go to Start
If die during dragon fight, items go to Healing Pool.
Perform ranged attack in LoS (AP cost shown on token)
Roll # 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 to help with this battle (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 damage, rounded down.
If active player dies, tag partner takes over.
HOUSE RULE: Improved tagging
Partner spends AP to move into range
Players take turns fighting normally
Use an item (AP cost shown on token)
Pick up/drop/trade items with adventurer in your space (0 AP)
If playing with Skill Tokens, you may:
Duck (1 skill token): avoid 1d6 damage
Dive (2 skill tokens): dodge a trap or open a chest safely
Riposte (3 skill tokens): transfer all damage from one combat round
to monster
Bossbane (4 skill tokens): start boss' HP at 10 max
Killing blow (1 skill token): when killed, take the monster down with you.
Discard an item and tell a story of how you used the item to kill the monster.
Claim rewards and drop them in the spot where you died.
Turn ends when:
Run out of AP
Engage in or escape from combat
General Information
==== Ending Monster Fights ====
If a monster defeats you and tag partners or you all escape:
Monster recovers full HP.
If you defeat a monster:
Claim its token.
Claim reward (item, skill token, or awaken enhanced item)
If monster killed by melee attack:
Adventurer gains items immediately.
If monster killed by ranged attack:
Items are placed in monster's space.
If playing with skill tokens:
May take skill token instead of item.
May spend 2 skill tokens to upgrade skill OR
keep for bonuses (duck, dive, riposte, etc.)
If adventurer has an enhanced item:
May choose to awaken it (flip over) instead of taking item or skill token
==== Taking the Ring into the Forest ====
After acquiring the Ring of Creation, the ring bearer has the
following powers:
1. Play forest monsters purple side up
2. Gain 2 health when killing a monster
3. 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 full HP.
Item
Reveal: Place facedown item token.
Enter: Optional -- Player may choose to take item if available.
Old Spikey
Reveal: N/A
Enter: Jam it by discarding an item; OR
Roll die. If 1-2, triggers (deals 1 die damage to all on tile).
MONSTERS ALWAYS TRIGGER THIS TRAP.
==== Special Forest Tiles ====
Red Vine
Reveal: N/A
Enter: If landing here, become poisoned:
Place poison token in inventory (drop item if necessary).
Cannot use space until cured, but can reposition poison.
Can only be poisoned once per turn.
Brood Seed
Reveal: Place brood seed token.
Enter: Optional -- If seed token present, roll a die:
If 1, draw and fight a monster;
Take seed token.
Does not take 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.
If 1-3, draw monster and fight;
Else, draw item and continue turn.
Bone Yard
Reveal: Place bone yard token.
Enter: Optional -- If landing here, remove token and choose one:
- Heal (2 AP):
Discard all poison tokens.
Heal to full HP.
- Find item:
Discard 3 kills and draw item.
Web
Reveal: N/A
Enter: If tile unoccupied, roll die
If 1-2, spawn 1d6 # spiders.
Spider have 1 HP and attack with:
2 dice + # spiders
If spider damages you, become poisoned.
Surviving spiders leave after combat.
Optional -- web walking
Spend 1 AP to move between web tiles.
Must roll for spider check if unoccupied.
Pit
Reveal: N/A
Enter: Roll die
3-6 = success. Continue turn like normal
1-2 = fall in pit.
If FIRST VISIT, fight 2 monsters.
Cannot escape or tag team.
If playing with dungeon, draw dungeon monsters.
If playing with forest only, forest monsters.
Optional -- Land on revealed dungeon crossroads and place ladder there
Forest Gateway
Reveal: Place dungeon start tile next to it.
Enter: N/A