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Which rules for Room Building apply in the Second Year?

The same as in the First Year: You have to replace an unconquered tunnel, and two rooms can’t be adjacent each to other. The only difference is that Second Year room tiles have no special zone.

(We are sorry if That Damn Demon misled you here. We will try to persuade him to clarify his comment in later editions, but… you know, no one wants to upset him.)

Tags: errata rooms building-phase

How does the Magic Room work?

For each use of this room, you have to pay one food to the bank. You get one new imp, which you can use this round immediately.

You activate rooms in any order you wish. All of the following examples are possible:

  • You have 4 available imps, 1 Food, the Magic Room, and the Hatchery. You can activate the Magic Room to get an extra imp and then use the imp to activate the Hatchery (and get your Food Token back). If you had no food, you could not do that – activating the Hatchery first would leave you without enough available imps to activate the Magic Room.
  • You have 5 available imps, no food, the Magic Room, and the Hatchery. You can use the Hatchery to produce one Food and then the Magic Room to produce one imp.
  • In the Second Year, you have 3 available imps, 2 Food and the Magic Room. You can use 2 imps to activate the Magic Room, and then use the new imp and the remaining imp to activate it again.
Tags: building-phase rooms

How do Troll Tokens work?

You should have as many Troll Tokens as you have Trolls. Store them in your Imp Den.

One or more Troll Tokens can be used in any First Year room, including the Magic Room. Each token replaces one imp. (Two Trolls in a Magic Room produce a regular imp, not another Troll Token. Don’t ask us how they do that; it’s just magic.)

Troll Tokens cannot be used to Mine Gold or Dig Tunnels (however, they can produce gold or tunnels in the appropriate room) and do not count as imps for any other purposes (final scoring, Kamikaze Imp trap, Fist of Justice spell, Desertion event, etc.).

Tags: building-phase rooms monsters

Does the dummy player remove a room or monster when its Hire Monsters or Build Room action resolves?

No. The dummy player does nothing. It just blocks one space of three different actions.

During development of the game, there was a rule that the dummy player took the leftmost monster (or ghost) when placed on the Hire Monster order. This rule was later abandoned, as it was too restricting and players tended to forget it, but if you want, feel free to use this rule.

Tags: building-phase rooms monsters less-players variants

How does the Labyrinth room work?

When planning, you can put two traps here, but you don’t have to choose the order of the traps. In the Trap Step, you can resolve the traps in either order.

Order is important not only because the first trap can eliminate an adventurer (and thus change which adventurer will be affected by the second trap) but also because the second trap is only affected by the anti-trap abilities that remain after the thieves and paladins deal with the first trap.

Example: Suppose we have a thief with 2 trap icons, the paladin with 3 trap icons, and two warriors in between. We played Rolling Stone (4 damage to the first adventurer) and Wall of Fire (1 damage to each adventurer, 1 extra to the last) in our Labyrinth. If we use the Rolling Stone first, then the four damage and also the first damage from the Wall of Fire gets prevented. The paladin will get no damage, the warriors will each get 1, and the thief (as the last line) will get 2 damage. On the other hand, if we use the Wall of Fire first, then its 5 damage gets prevented, and the Rolling Stone does 4 damage to the paladin. In both cases, five damage were prevented and four damage were dealt (but to completely different adventurers).

Tags: combat rooms traps