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.)
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 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.).
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.
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).