Full manual text

2
ComponentsComponents
Game CreditsGame Credits
Special Thanks to: Arlete Bruehmueller, Better Half
Reviews, Eluro, Evellyn Bruehmueller, Fernando Celso Jr.,
Konstantine Kevorque, Thibaud Dejardin.
Game designer and Artist: Luís Brüeh
Rulebook Editor: Mark Grubich, Konstantine Kevorque
Copyright: ©2023 Luís Brüeh. All rights reserved. Made in China.
Warning: Choking Hazard! Not for use by children under 3 years of age.
Help & Support: If you have any issues with your game’s components, contact
our Support Team through Hive: http://hiveinteractive.net/pledgemanager
Please make sure to add into your email, photos of your game and your
full shipping information, in case we need to send you a missing/damaged
component.
Guild Cards:
Junk-bot tokens:
Monsters:
Diffi culty tiles:
22
Place thePlace the
guild deck hereguild deck here
Stone Troll
11
Faeries
44
Bats
33
Gorgon
11
Reaper
11
Werewolf
11
King Slime
11
Vampire
11
Shroom Troop
88
Spiders
55
Puppies
66
Warning! Do not open card packs with these symbols unless you Warning! Do not open card packs with these symbols unless you
are told so! Please read the information below:are told so! Please read the information below:
Rookies Scenarios
35351212
Gadget Cards:Gadget Cards:
66
Unlockable packs (A to O):
Card quantities are listed inside
each pack, instead of in the
components section.
Every time you see the Warning symbol ( ), read carefuly the conditions written
in the sign before proceeding to the next paragraph (or page) of the Battle Book.
Within this expansion you will fi nd 15 Unlockable packs of cards , that after opened will
add over 150 cards allowing you to play as the new monsters among other surprises...
These cards are not listed on the components section. Unlocking this content will require
you to play the new scenarios and sometimes to complete them in a specifi c way. If the
packs are opened too early, it may spoil your fun.
Boss Cards:
9090
The Jewel:Crate Tokens:
Rookies
Rookie TokensRookie Meeples
55 55
Hero Class Cards:
22 1177
Battle board:
11
Place thePlace the
Boss deck hereBoss deck here
Unlockable Packs:
1515
DO NOT OPENDO NOT OPEN
unless you areunless you are
told so!told so!
Double-sided room:
1144

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3
Guild Master's CompatibilityGuild Master's Compatibility
If you are using the Hero meeples that come in
the Guild Master’s Revenge expansion, use
the Rookie meeples instead of tokens. A Rookie
meeple enters the dungeon Active (standing)
and you should lie them down when you want
to mark them as Exhausted.
The Guild Master can acquire and assign
upgrades to the Rookies the same way they
would for other heroes.
The Bosses are NOT members of the Guild, and
therefore the Guild Master is unable to draw
Boss cards or upgrade them.
While the chaos created by Bosses may benefi t
you — as some may inspire your heroes and
attack monsters (the enemy of my enemy...), they
also create opportunities for the Monsters to
snatch a win from under your nose.
Tokens or Meeples?Tokens or Meeples? Can I Upgrade Rookies?Can I Upgrade Rookies?Can I Control Bosses?Can I Control Bosses?
ExhaustedExhaustedActiveActive
You may combine the Boss Battles Expansion and the Guild Master’s Revenge Expansion if you want to play the new scenarios as ONE vs ALL.
Rule Updates: Before the game starts, the Guild Master will shuffl e the Rookie cards and then add a number of Rookies into the Guild deck based on the diffi culty
chosen (4 Rookies for Family, 8 for Challenging, 12 for Hardcore). Additionally, the Guild Master cannot summon two consecutive hero cards of the same
room type in the same Heroes Phase, unless one (or more) of these cards are Rookies. Remember: the monster players decide in which of these two rooms of the
matching type the Rookie will be summoned AND will also resolve all the heroes on the dungeon following priority usual.
The RookiesThe Rookies
Rookies are the guilds’ apprentices, they still haven’t chose their hero trade just yet, and are not the most
coordinated, always arriving at the dungeon all by themselves
.
During setup, shuffl e all Rookie cards and then add a number of Rookies along with the other hero cards to create the Guild deck. The more Rookies you add, the
easier a scenario becomes. The suggestions below are the recommended amount of Rookies for playing the Boss Battles scenarios. Feel free to use them or adjust
them to your group experience level to customize your experience. You may add Rookies in the base game scenarios as well.
Playing with Rookies gives you more decision space, as they summon only one hero. They also help you acquire more cards
throughout the game, as they drop resources when defeated, enhancing the deck building aspect of the game.
Family: Add 4 Rookies Challenging: Add 8 Rookies Hardcore: Add 12 Rookies
Summoning a Rookie: Every time you draw a
Rookie card, only one token will be summoned into
the dungeon. If there’s more than one room of that
type, you choose where the Rookie arrives.
Bag of Goodies: Every time you defeat
a Rookie, place a resource of your
choice on that dungeon room (Coin,
Frog, Book or Bone).
Show Off: Rookies
don’t have a show
off ability.
11
In this example, the Ratkin player summoned the
Rookie on the Blacksmith room, instead of in the
Workshop to save his monster...
summoned the ...later the Ratkin moved and Attacked the Rookie,
removing it from the dungeon, and placing a coin on
the blacksmith room to acquire equipment cards!
...later the Ratkin moved and Attacked the Rookie,

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4
For example, to acquire the
gadget card, you must go to the
Guardians room, Activate it and
discard a trap in the room, then
you add the gadget card to your
discard pile.
Later on, the Imps player by using
their acquired gadget could: Search
their deck for a Summoning action
card; or Summon another imp into a
room they have an Imp and then get an
Activate action. They chose the later.
Skull RoomsSkull Rooms
The skull room type represents the grim infl uence of the Jewel, slowly corrupting the hearts of the monsters
nearby. While some rooms may get this type temporarily during a particular scenario, there are only two rooms
native to this room type: Guardians and Vortex. These two rooms are printed as one double-sided tile, the
reason for this is thematic as both locations are the same chamber, just in in different moments in time.
Skull: Guardians
and Vortex
Rooms belonging to the Skull room type have an unsettling aura.
Guardians
Additional Setup: If the Guardians room is present in a
scenario, shuffl e all Gadget cards and make a pile (face up)
adjacent to the Loot Offer. The Gadgets add one additional
spot in the Loot offer. Every time you discard a tactics card
to refresh the Loot, you may also discard the top Gadget
card to the bottom of the Gadget deck.
Activate ( ) the Guardians , to discard a Trapto acquire
the top Gadget card.
Search allows you to look through your
tactics deck and take a card with the
indicated action type into your hand (in
this example, the card must have a ranged
attack), and then reshuffl e your tactics deck.
If there are no cards in your deck that match
the search target, you take no cards into your
hand and then shuffl e your tactics deck.
ALL Gadget cards have a new type
of action: Search ( ).
Destroy allow you to discard one of
your tactics cards permanently
(either on your hand or discard pile),
placing the selected card back to the
game box, trimming your deck.
Vortex
Activate ( ) the Vortex, to discard one of your
monster meeples in the Vortex room back to your lair to
Destroy ( ) one of your Tactic cards.
Be careful! Destroying all your Ambush ( )
actions may eliminate you out of the game.
In this example, the Imps player used Swarm Activate in the Vortex room to discard all 3 of
their meeples back to their lair and destroy 3 cards from their discard pile back to the game box.
Trimming your deck down allows for unusual deck building strategies. In this example, the Imps
removed all their trap cards. Now, they have a deck that can acquire Loot cards much faster.
However, be careful! Taking this action may be a risky move if you are new to the game.

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Epic HeroesEpic Heroes
Epic Archer: When summoned
and when Charging into a room,
perform an additional Ranged
Attack targetting the room closer
to the Vault.
Epic Warrior: When summoned,
remove 1 resource from the room.
When they Charge into a room,
perform one extra Melee Attack to a
Monster in it.
Champion: your Melee and Ranged
attacks can’t target other Enemies (Heroes
or Boss) when your target is in a room
with the Champion, you MUST target the
Champion instead. When defeated place a
resource of your choice in the room.
Epic Hero cards are marked with the numbers ‘20’ and ‘30’ and may replace regular heroes to create the Guild deck to increase the
diffi culty of the game. Unlike regular scenario cards, Epic Hero cards Summon one Hero when sent to the Cells.
attacks can’t target other Enemies (Heroes
Champion instead. When defeated place a
332211
Epic Mage: When summoned in the
Cells, Inspire all Heroes there. When he
charges into a room, fl ip a completed
portal in it back to the incomplete side.
11
In this example, the Gnoll player used the swords equipment to perform
a swarm Melee Attack. As there is a champion in the room, he is the only
possible target, receiving 2 damage...
...Then, they used the fi re scroll to perform 3 Ranged attacks. As the champion is still
in the room, the fi rst Ranged Attack MUST target him dealing the last damage needed
to defeat it, dropping a resource of their choice in the room. Finally the remaining two
two ranged attacks can target and eliminate the other two epic heroes.
33 11
11
Epic Rogue: When summoned,
remove 1 trap from the room.
When they Charge into a room,
remove 1 trap from it.
Partners in Crime (Partners in Crime (VariantVariant))
Divide the players in duos: Each duo will share their turns, going through all their turn phases together. So in a 6 player game, you
would only need to wait 2 other turns to play again. Each partner of a duo will select one monster from a different role (for example, if a
player picks a crowd control, his partner needs to select a supporter or a defender) and take their meeples and starting cards as usual. But
partners start the game with 3 cards and draw back to 3 at the end of their turns (instead of 5).
Partners may play their cards in any order, without showing each other the cards in their hands and can only use their own monster(s).
Every time a scenario asks players to draw extra cards, only one partner of each duo will draw cards, every time it asks them to discard
cards, only one partner will discard cards. The duo will choose who draws and who discards cards case by case.
If you use the cells in a shared turn, you choose how you divide the 3 card draws among the two players.
Using this variant will allow you to play up to 6 players while reducing downtime:
This rule is meant to be used with even numbers of players, if you have an odd number, let’s say 5, then you could have 2 duos and a solo
monster. In this case the solo monster would play as usual (drawing back to 5 cards).
...While others may use them to
replace room types (and in this
case, you can’t move them!).
Crate TokensCrate Tokens
Crates are multi-purpose tokens and their case-by-case rules
will be written in the scenarios they are being used for.
For example, some scenarios
may ask you to move crates
around like resources...

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6
Boss BattlesBoss Battles
Boss Battles adds an exciting twist, making the endgame feel more dramatic, as you need to DEFEAT a boss in order to win the scenario, while still
protecting your Treasure at the Vault. Each Boss plays very differently — and you will NEED to read their rules in the scenario when your Guild deck
runs out at the end of Wave 1. However, they all follow some basic guidelines that are important to know before facing this threat.
Read the scenario rules, they will explain you the immediate dangers
(Initial, Ongoing, Triggered and Events) and will also give you tasks
you should aim to complete before the end of this wave.
There’s also hints on what type of cards you need to acquire during the
1st wave so you can have better odds to defeat the Boss that is coming.
For example: 1) the Gorgon has 15 health points, so having a monster
able to deal massive damage is what you are aiming for. 2) Meanwhile,
the Guardians can only be damaged by discarding Scroll cards without
using them in the same room as the Guardians are, so you should try to
acquire those cards before the end of 1st Wave. If there’s a 2nd circle
— as the spider above — it means that this boss also has the ability to
deploy their own minions.
After the end of 1st Wave and before reshuffl ing the Guild deck, go to
the following page and read the additional rules, resolving the Instant
abilities immediately upon reading them. Some scenarios will remove
cards from the Guild deck (or also add cards to the Guild deck) before
reshuffl ing so be attentive and read everything in order.
When preparing for 2nd Wave, shuffl e
the Boss cards and place them face-down
on the Battle board. Each Boss deck
has 10 cards with a dark background
showing a picture of the boss, and
information on how to defeat them.
1st Wave1st Wave 2nd Wave2nd Wave
Keeping track of the damage:Keeping track of the damage:
A race against time:A race against time:
1515
55
11
55
11 22
Each scenario will tell you additional steps you will need to take to prepare for Wave 2, and how to resolve the Boss cards and actions after each Heroes phase. Boss cards are never discarded, after you resolve them, place them on the bottom of the Boss deck.
The Boss deck never runs out of cards (Boss cards are never discarded,
after you resolve them, place them on the bottom deck), but the Guild
deck absolutely does. If you run out of Guild cards and there is still a boss
rampaging at the dungeon you lose the game. However, if you focus all
your attention on defeating the Boss, but forget to protect Treasure “4” at the Vault, the heroes may take it and you can also lose the game this way. So fi ding a good balance is key to winning the Boss Battles scenarios.
Every time you infl ict damage to a Boss, place
one heart token on top of their Battle board. If there are 5 heart tokens on the Battle board, remove them, placing only one heart token on top of a “heart 5” slot. When you have as many heart tokens on the boss as the damage needed to infl ict them to either win — or lose! — a scenario as explained in the rules, end the game immediately.
For example, If you attacked the
Gorgon with 3 Melee Attacks,
place 3 heart tokens on top of
their Battle board to mark all 3
damage they received...
...If you manage to deal all
15 damage to her, before the
Guild deck runs out, then
you win!
In regular scenarios, going through
all the cards in the Guild deck
without losing Treasure “4” would
make for a win... In Boss Battles
things will get a little tricky!

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Why Are the Bosses Monsters and not Heroes?Why Are the Bosses Monsters and not Heroes?
Thematically: the Jewel is trying to fi nd someone strong enough to hold it — AND SURVIVE! — so the gem can control them all the time. It does that by
maximizing negative thoughts such as greed, pride, envy and wrath. The monsters usually do not realize they were being infl uenced and when defeated
will come back to their senses. Meanwhile most humans would just be consumed by touching the Jewel.
Mechanically: having them as monsters give us the possibility to add a great deal of replayability by having multi-purpose meeples, without raising the
costs for this expansion too much. Keep in mind the Boss Battles expansion has far more cards (and ilustrations) than our Base game.
Spoiler alert! Proceed with caution... This will be explained during the Chronicle.Spoiler alert! Proceed with caution... This will be explained during the Chronicle.
Mix-and-Match Boss BattlesMix-and-Match Boss Battles
After you complete all Boss Battles scenarios and are comfortable with the new rules, you can use them to homebrew Boss Battles by either
creating your own scenarios or combining old scenarios with a Boss battles during 2nd wave. To do so, you will need to add into the old scenarios
a few elements of the new one that makes the Boss Battle possible, without removing the elements that makes the original scenario special.
For example: to combine “Endangered Species ” with the “Raging Troll Boss Battle” amd homebrew a “ Hungry Troll scenario” you would need to
setup Scenario 13 with all its rules and then add the Skull token to the Laboratory, replacing it’s type. Then, on Wave 2, when revealing Boss cards, the
Hungry Troll boss will charge AND throw heroes towards the nearest room with Lizardfolk, instead of the Vault.
Additionally, every time the Troll removes a Lizardfolk from the dungeon or when you reveal a “Feed the Troll” boss card and the Troll eats the
bone, the Hungry Troll will lose one Health Point — they are now a little less hungry after all.
If at any point there are no Lizardfolk left in the dungeon you lose the game. If, at the end of the game, you still have the Treasure with a value of 4 in the
Vault AND Lizardfolk in the dungen, but you ALSO have the Hungry Troll in your dungeon, you lose the game too! However, if at any point during the 2nd
Wave, you make it take a ciesta by dealing a total of 15 damage, you immediately win! — With some creativity, possibilities are limitless.

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8
New Monsters - Clarifications
Spoiler alert! Proceed with caution... To dodge spoilers skip to page 10.
Overlord Monsters
2
A few of the monsters that you can unlock have the ability to command a
specific type of Minion. A Minion is a secondary monster that acts as your
subordinate for as long as your monster meeple is in the same room as
them and that will also join you in your Swarm actions.
As an Overlord monster, you CANNOT use your Minion special ability,
and CANNOT use actions on their meeples if you are not in the same
room as them. That said, a player can control the Overlord while another
player controls the Minions in the same game.
Some Overlords start with Swarm action cards, others don’t. It’s always
beneficial for the Overlord to acquire Equipment cards during the game and
maximise the potential of their Minions.
While the Overlord counts Minions in the same room for their Swarm
actions, if another player is controlling the Minion and they use a Swarm
action, they will not count the Overlord meeple. A Minion also CAN’T give
your Overlord commands.
For example, the Vampire player could use his Moomootaur card to
draw a card, and then command his bat to move to the library. However,
once the Bat is there, he will not be able to command the bat to melee
attack, as the bat is NOT in the same room as his meeple.
In this example, the King Slime
player was attacked twice in melee.
In the first time, they took the
damage and placed a Slime in the
room with their special ability...
...Then, for the 2nd attack, the
Slime player used one of their
defend cards to split into two
slimes avoiding the damage while
maximizing their defenses.
2
3
Shroom Troop
The Shroom Troop special ability grants them access to special abilities of
unused monsters, giving them flexibility to adapt during play. That said,
not all abilities will be as useful to the Shroom Troop.
For example:
Meanwhile, a few other options are great for the Shroom Troop!
Finally, when playing with Shroom Troop, keep
in mind that your starting cards give you many
ways to summon monsters, but few actions.
Your strength relies on being able to adapt to
your group/scenario needs. So, be ever-changing,
and try acquiring Loot cards — and sometimes
using Destroy to cull cards helps too!
Imps or Poltergeist: Moving faster allows you to acquire
some more Loot cards! Use this ability on early game.
Skeletons: Use them during early game to acquire Beast cards.
Lizardfolk: If you need to defeat many heroes spread in multiple
rooms, dealing ranged damage is your way to go.
Werewolf: While it requires you some setup to get the bones first,
The Werewolf ability can help you defeating bosses.
Slimes: Drawing more cards in late game can be amazing for you if
you acquired Loot cards earlier.
Dragon: Healing is useless as your meeples only have 1 HP.
Cthulhu: You can only mind control while asleep, and without the Nap
cards, the Shroom Troops can’t use this ability.
King Slime: You only place slimes if you are alive after receiving a
damage, as the Shroom Troop is removed from the dungeon with one hit,
they would not be able to place slimes.
Vampire: While having the ability search for cards and command Bats
would be amazing, without the cards to summon Bats you can’t use them.
When using Throw () you need to take in account the Shroom Troop
size, as it allows you only to throw monsters that are smaller than you, or
traps and resources. So, while the Stone Troll would be able to throw any
Medium or Small monsters (as they are huge!) For the Shroom Troop,
using this special ability, will let you only throw traps or resources.

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9
HUGEHUGE MEDIUMMEDIUM SMALLSMALL
Rule Update: Monsters are now divided in three size categories: Huge, Medium and Small. If you have unlocked the Chronicle Ability “Piggyback Riders”
you can now carry monsters in the same-size category as yours or belonging to a smaller category. However, Huge monsters can NEVER be carried.
Monster size chartMonster size chart
Absolutely! Having more monsters gives you new ways to enjoy all
scenarios and create new combinations, with one exception, If an
old scenario is using a Minion as an NPC (for example, scenarios that
have skeletons or slimes) you are not allowed to play as their Overlord
monster in that scenario.
Can i use new monsters in old scenarios?Can i use new monsters in old scenarios?
It depends. If the Boss receives damage from attacks, monsters that can use
swarm attacks are better (Lizardfolk, Werewolf, or monsters that have many
meeples AND you acquire equipment cards for them — like Ratkin, Gnolls
and Slimes). For Bosses that need you to discard Loot cards, Supporters are
the way to go (Imps, Faeries, Witches etc).
What is the best monster to defeat bosses?What is the best monster to defeat bosses?
PuppiesPuppies
Your barking ability can force enemies or allies to move out of
a room with your meeples. Characters running away from your
meeples will fall on traps (even monsters), and also may trigger
scenario specifi c rules as well, so you have to be extra careful.
For example, on Scenario 30, if the Puppy player uses his special
ability to move the Bat out of a room with a hero, the hero will use
their Opportunity Attack scenario ability to Melee attack the Bat
removing their meeple.
Also, a monster being chased away can’t use piggyback
abilities or carry resources.
High Witch CynthiaHigh Witch Cynthia
After unlocking Cynthia, you will be able to play just her, or the
original two witches in all scenarios, but not both at the same time.
Mind Controlling a Boss: If the Boss has a Meeple on the dungeon that
follows the same priorities as a Hero (Charging, attacking Monsters,
etc) then you can Mind Control if you have access to this action.
However, bosses that can only be hurt by discarding loot cards on their
room and that do not move, can’t be mind controled or receive damage
from other heroes being Mind Controlled.
Mind Controlling a Champion: If you Mind Control any
other hero in the same room to attack, they MUST target
the Champion. The only way to avoid their special ability is
by controlling the Champion to attack the other heroes.
??
In Scenario 26, for example,
Cynthia can’t mind control the
Magic Cauldron to attack the
Shrooms (or vice versa).
Can i unlock new monsters playing One-shots?Can i unlock new monsters playing One-shots?
Absolutely! You can unlock all the new monsters playing One-shots, provided you meet the requirements described in
each scenario. However, playing the scenarios in order will make more sense if you are following the story, and winning
the last scenario on Chronicle mode will give you access to Chronicle abilities.
The player with the fewer Monsters in their Clan — not counting minions — starts the game. If there’s a tie, then players choose.
Who goes first?Who goes first?
the Champion. The only way to avoid their special ability is
33

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10
Gadget BlueprintsGadget Blueprints
Epic LevelsEpic Levels
When you acquire Loot cards, put them
on the top of your Tactics deck, instead of
your discard pile.
Additional setup: shuffl e the Junk-bots and place them face-down (with the Junk
pile side showing) on the Blacksmith room. If you do so, also shuffl e all Gadget
cards and make a pile (face up) adjacent to the Loot Offer. The Gadgets add one
additional spot in the Loot offer. Every time you discard a tactics card to refresh the
Loot, you may also discard the top Gadget card to the bottom of the Gadget deck.
Junk-bots can only be added to scenarios that don’t have the Guardians room.
Junk pile: you may carry one junk pile token with a monster meeple the same way you would carry
a resource. If you have a monster in the same room as a Junk pile you can Activate it to build the
Junk-bot (fl ipping the tile and revealing the Junk-bot you’ve built).
Junk-bots: Once assembled they are considered Medium-sized monsters and heroes will exhaust to
attack them as usual. Once a junk-bot is destroyed, you can’t rebuild it, place the token back in the box.
Junk-bot BuilderJunk-bot Builder
While you can still play the new Scenarios as One-shots, the Boss Battles scenarios are intended to be played in order.
Our story plots pick up where we left off in ‘Keep the Heroes Out’, that said, you don’t need to have played all the previous scenarios to follow the story, but
having played a few of them and being comfortable with the rules will improve your experience. If you completed Chronicles before, don’t forget to use the
Special Abilities you have previously unlocked.
Chronicle Mode Rule Update: When you start a new Scenario in a Chronicle, during Setup, add Rookies based on the diffi culty chosen to the Guild deck
plus 2 more Rookies for each scenario you lose during the Chronicle (to a maximum of 12). If you win the last Scenario of a Chronicle, you will unlock a
special ability for all your future plays. Whether you win or lose a Scenario, you always move on to the next one. Players may choose any of the available
Monster Clans to play with and may swap monsters in betwen games, provided the chosen monsters are not being used as NPCs for the scenario.
After players have chosen their monsters during
setup, deal 3 Loot cards from the deck to each player.
Each player then selects one card and gives it to
the player on their right facedown and discards
their other 2 cards to the bottom of the Loot deck.
Each player shuffl es the gifted card along with their
starting cards without peaking. If playing true solo,
draw 3 cards and take one for yourself.
Secret santaSecret santa
If you win the last Scenario of a Chapter , you unlock the relevant ability, which you may use in all future plays.
Add the new cards to the Gadgets deck.
You found special Blueprints in a fi le cabinet:
open cardopen card
pack "G". pack "G".
New ScenariosNew Scenarios
Secret SantaH3
H1. Silent Night
H2. The More the Merrier
H3. Santa Baby
Holiday SpecialHoliday Special
24 27
21. DIY Stone Troll
22. The Gorgon’s Groove
23. Community Service
24. Family Ties
25. Gilded loyalty
26. Safety Drill
27. Under Siege
Act I Act I - New Beginnings- New BeginningsAct IIAct II - Kings & Fools - Kings & Fools
Junk-bot BuilderGadget Blueprints Epic Levels30
28. Pest Control
29. The Ultimate Price
30. The Forever King
Act III -Act III - Demon's Jewel Demon's Jewel
Boss BattlesBoss Battles ExtrasExtras
The Boss Battles story is divided in 3 consecutive Chronicles to be played in order. Bonus Scenarios.
Tinker-bot:Activate
to discard a Trap in the
same room as this bot to
acquire a gadget card.
Battle-bot:Every time this bot
receives one damage, if they
are not destroyed by it, deal
one damage to a hero (or boss)
in the same room as this bot.
Task-bot:Once per turn, you
may use this bot to Activate
their room ability. You do
NOT need to have one of your
Monsters in the same room.
11 1122
Okay! So I fi gure out a way to rebuild the Guardians... Kinda! They may not be as massive or effi cient
as they once were... And we can’t really control them either. But they are pretty cool, I think.

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11
Previously on Keep The Heroes OutPreviously on Keep The Heroes Out
Over the past fi ve seasons, our little treasure trove caught the nosy looks of the Heroes Guild, the Dungeon Conglomerate, and even Rigor
Mortis, the King’s right-hand. We thought they all wanted to claim our old lair. Yet, it stayed abandoned, untouched by any but the echoes of
our departure. So I began to worry, just maybe, oh dear, the Librarian’s betrayal wasn’t about Olga’s recipes, I fear.
Moving into this abandoned dungeon was rough! There
are so many collapsed rooms, clogged toilets, and we keep
fi nding old traps malfunctioning all the time. And I feel we
haven’t explored even half of its halls!
But we fi nally fi nished unpacking and now it’s the perfect
opportunity to make our new domain cozier.
Perhaps we’ll even consider ordering our very own DIY
stone troll - after all, what could possibly go wrong?
Special Delivery (Initial): During setup, place 5 crates face-down in the
cemetery, you may move a crate around the same way you carry a resource,
however, the Warrior cannot discard crates from the dungeon.
Unsettling vibes (Initial): Consider the Laboratory as Skull ( ) type or this Scenario,
instead of Special ( ).
Do It Yourself (Event): Every time you reveal an “Assembling the Troll” card, discard
all crates in the Laboratory. If at least one crate is discarded this way, all monsters
draw one Tactics card! If there are no crates in the laboratory when you reveal this
card, all players discard a Tactics card of their choice from their hand.
21. DIY Stone Troll21. DIY Stone Troll
Special Rules:Special Rules:
” card, discard
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Shuffl e the “Assembling the Troll ” cards (marked with the number
21) along with the Heroes cards to create the Guild deck.
Special Setup:
Players cannot play as the Stone Troll in this Scenario.
Special Setup:Special Setup:
Unsettling vibes (Initial):
( ).
1515

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12
Pro tip: Avoid acquiring Equipment. You
have many Melee attack cards, so try
crafting the right potion that helps you
draw them more often.
Role: Crowd Control
Stone TrollStone Troll
44
11
Activate to:Throw items, traps,
and smaller monsters furthest
room in a straight line from your
meeple.
If the Troll is Unconscius, open card pack "A".If the Troll is Unconscius, open card pack "A".
After the debris settled, I stumbled upon a crumpled note: “Warning! Once the head is assembled, it can’t be undone — OR RETURNED! —
One eye for the wanderer’s guide, two eyes for bidding trespassers goodbye. Should there be three eyes, run for your lives!”
With two rocky heads it’s hard to think straight
In this example, the Stone Troll player used the Two Activations in their card to
use their special ability twice and throw a book and a slime from the Library to the
Study so the Slime player can craft Scroll cards in their next turn.
Throw (Boss card): The Troll throws all Heroes
in their room to the furthest room in a straight
line towards the Vault. If they are already in the
Vault, nothing happens.
Charge (Boss card): Move the Troll one room
towards the Vault, ignoring any Treasure or
Monster that could block their advance. If they
are already in the Vault, nothing happens.
It’s Alive! (Instant): Remove all “ Assembling the Troll” cards from the Guild deck, also remove any crates that are on top of the
Laboratory room from the dungeon. Trigger Clumsy Troll.
Boss Battle (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Raging Troll Boss cards and place the deck on
the Battle board, then place their meeple standing (active) in the Laboratory and inspire all heroes there. Finally draw and resolve one Boss card.
The Raging Troll has 15 Health points. This Boss will attack Monsters, Inspire Heroes, Charge and Plunder Treasure when active following
the same priorities as a Hero, after resolving them, lay down their Meeple to mark it as exhausted. During wave 2, after each Heroes phase,
reactivate the Raging Troll, inspire all heroes on their room, then draw and resolve one Boss card . After resolving the Boss card effect,
resolve the Raging Troll and all active Heroes.
If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but you also have the Raging Troll in your dungeon, you lose
the game! However, if at any point during the 2nd Wave, you make it unconscious by dealing a total of 15 damage, you immediately win!
Feed the Troll (Boss card): The Troll
discards a bone in their room, if they do so,
all players draw a Tactics card. If the Troll
is not fed, all players discard a Tactics card
of their choice from their hand.
The Raging Troll!The Raging Troll!
I begged the old hag “Follow the instructions, don’t take a chance!” But she dismissed it all with a wave of her wand. The stones pirouetted in the air, a
colossal boulder forming the torso, another splitting into legs and arms. And now for the head – one eye or two? What should we do? “Why not both?”
Cynthia cackled and the colossus started to shake. “It’s alive! It’s ALIVE!” Uh-Oh, Big mistake.
1515
Clumsy Troll (Triggered): As it rises, its massive body bursts through our low ceiling, causing it to collapse. If it was confused before, now it is hurt and ANGRY! Shuffl e the
Guild deck for the 2nd wave and then remove any crate tokens still in the dungeon. For EACH crate removed after you shuffl ed, discard a Guild card and place the
relevant Hero exhausted, without showing off its special ability in the Laboratory.Trigger Boss Battle.
11
22
33
After the debris settled, I stumbled upon a crumpled note: “Warning! Once the head is assembled, it can’t be undone — OR RETURNED! —

---

13
Golden Ticket (Ongoing): You may move the golden ticket around the same way
you carry a resource, however, warriors cannot remove it from the dungeon. If a
monster player ends their turn in the same room as the Golden Ticket, draw back
to 6 cards instead of 5.
Superfan (Event): Every time you reveal a “Fanclub” card, summon
two warriors in the room with the golden ticket. If this card is sent to
the cells, summon one warrior in the cells as normal.
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Replace all Warriors cards from the Guild deck with the
“Fanclub”cards (marked with the number 22).
Special Setup:
Players cannot play as the Gorgon in this Scenario.
Collapsed chamber (Ongoing): Consider the Builder room as Swords, Hats, Mystic
Eye & Crossbones types, instead of Special ( ). You can’t use the Builder action.
Special Rules:
Consider the Builder room as
( ). You can’t use the Builder action.
13
Golden Ticket (Ongoing):
you carry a resource, however, warriors cannot remove it from the dungeon. If a
monster player ends their turn in the same room as the Golden Ticket, draw back
to 6 cards instead of 5.
Superfan (Event):
two warriors in the room with the
the cells, summon one warrior in the cells as normal.
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Replace all Warriors cards from the Guild deck with the
“Fanclub”cards (marked with the number 22).
Special Setup:Special Setup:
Players cannot play as the Gorgon in this Scenario.
Collapsed chamber (Ongoing):
Eye & Crossbones
Special Rules:Special Rules:
22. The Gorgon's Groove22. The Gorgon's Groove
1515
Golden Ticket (Ongoing):
you carry a resource, however, warriors cannot remove it from the dungeon. If a
monster player ends their turn in the same room as the Golden Ticket, draw back
to 6 cards instead of 5.66
“A performance to die for” was The Inquisitor’s headline. I didn’t bother to read their review to dodge spoilers, but was something about her
having a rock-solid fan base among the guild! Meddie’s tour next stop is our Dungeon, so her manager handed us some waivers, just the standard
stuff... “Are you prepared to be petrifi ed with excitement?” — Please and thank you! Where do I sign?

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14
Sing with me! (Boss card): The Gorgon
inspires all heroes in all rooms adjacent to her.
Breaking Hearts (Boss card):The Gorgon
deals 1 damage to one monster in an adjacent
room, targeting Monsters closer to the Vault. If
the Gorgon is already in the Vault, Draw a Guild
card and send the relevant Hero to the cells.
The Show Begins (Instant): All special rules & cards from Wave 1 are still in effect on Wave 2. Reshuffl e the Guild Deck. Trigger Audience Participation.
Audience Participation (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Gorgon Boss cards and place the
deck on the Battle board, then place their meeple standing (active) in the room with the golden ticket and inspire all heroes there. Finally draw
and resolve one Boss card.
The Gorgon has 15 Health points and seems to be testing your defenses. This Boss will attack Monsters, Inspire Heroes, Charge and Plunder
Treasure when active following the same priorities as a Hero, after resolving them, lay down their Meeple to mark it as exhausted.
During wave 2, after each Heroes phase, reactivate the Gorgon, inspire all heroes on their room, then draw and resolve one Boss card .
After resolving the Boss card effect, resolve the Gorgon and all active Heroes.
If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but you also have the Gorgon in your dungeon, you lose the
game! However, if at any point during the 2nd Wave, you prove your strength by dealing a total of 15 damage to her, she petrifi es all heroes
in the dungeon and ends her show, you immediately win!
Make it rain (Boss card): The Gorgon discards a
coin in their room, if they do so, all players draw a
Tactics card. If the monsters are stingy, draw and
resolve a Guild card.
Rock My WorldRock My World
Meddie’s commanding voice was a spectacle of beauty and danger. Her serpentine locks writhed with life, each snake dancing to the haunting melody.
In a split second, she slithered near a warrior in the crowd, almost kissing his cheek... and turned the fool into stone!
11
22
1515
If Meddie petrified the heroes, open card pack "M".If Meddie petrified the heroes, open card pack "M".
It turns out the Inquisitor’s article was about Meddie being wanted, DEAD or ALIVE for turning the queen into a statue during her
previous event. “I’ll have to lay low for a little while. Mind if I hide here with you guys?” — I tried to say no, but I couldn’t move an inch.
Role: Defender
GorgonGorgon
33
11
Activate to:Look the top card
of the Guild deck. Then decide
whether this card goes back on top
or on the bottom of the deck.
I see the world petrifi ed
Pro tip: Use your special ability often and
make sure to send Mages to the bottom
of the deck before throwing heroes to the
cells. Use the extra actions to craft potions
that help you draw , and .
In this example, the Gorgon player used
their special ability to look at the top card
of the guild deck and place the mage on
the bottom of the pile and then throw
heroes to the cells to draw extra cards...
Another effective use of their ability
would be placing the hero back on top,
not use the cells, and then position
yourself on the dungeon with that
information to defend treasures.

---

15
The Devil’s Share (Event): Every time you reveal a “Prisoner” card, the
vampire will take all the books in the prison. For each book they take, take
the top scroll card from the scroll deck and place it in a chosen monster
player’s discard pile, just as if that player had crafted it normally. If there’s
no book at the prison when this card is revealed, draw 2 cards from the
Guild deck and send the relevant Heroes to the Cells.
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Shuffl e the “Prisoner” cards (marked with the number 23) along with the Heroes cards to create the Guild deck.
Special Setup:Special Setup:
Players cannot play as The Spiders in this Scenario.
Special Rules:Special Rules:
“The voices in my head commanded me to do things, I had no choice. I wish I had destroyed the map in Olga’s grimoire, but I failed and you chained me.
Since you brought me here, the whispers silenced... For now. It has been weeks that I’m myself again. I’ve been here before, a long, long time ago.This maze is
cursed. I’m weak and famished. You don’t want me here and I don’t want to be here.” the vampire pleaded to Dark Pestilence, our ratkin judge. Well played
bookworm! Going BONKERS saved you from the butcher this time.
55
Don’t trust all the stories you hear at the tavern... I swear! Our
inmates are always released after serving their sentences. Some
still breathing, some a little undead... But always with a smile.
For the vampire, it was decided he would help with the
renovations as an unpaid consultant. He was fully against it, but
the judge gave him no choice.
Having him around can be handy... he lived in these ruins before,
so he may be the only one who can help us bring this place to its
former glory. And I hate to admit it, but I miss the times when he
ran our library...It was much easier to fi nd the books we wanted.
Olga’s map mentions a portal in between worlds! This is probably
another hoax, but it’s worth checking out to see what are we are
dealing with here.
The bookworm tried to dissuade us from our pursuit and since
then keeps rocking himself back and forth, mumbling strange
words. I will try to bring him some hardcovers to cheer him up.
23. Community Service23. Community Service
The Vampire HearingThe Vampire Hearing
11
55
Rusty Guardians (Initial): The guardians are deactivated, you
can’t use their room action.
Find the Gate (Initial): Consider the Builder room as Swords, Hats, Mystic Eye &
Crossbones types, instead of Special ( ). When summoning a Hero or a Monster,
if there are not enough rooms matching the required type, you may summon them
in the Vault ( ) instead. At end of the 1st WAVE, if you haven’t connected the
Builder room to the Guarded Gate you lose the game!
( ). When summoning a Hero or a Monster,
Sorcerer’s Apprentice (Ongoing): Remove all “Scroll” cards from the Loot
deck, shuffl e it and leave the pile face up, as one of the 5 cards available in the loot offer to be crafted. Every time you discard cards to refresh the loot, you may move the top Scroll card in this stack to the bottom of its pile.

---

16
Deploy (Boss card): Place one trap on each of
the Mecha Spiders on the dungeon.
Clean-up (Boss card):Discard all traps in
rooms with no Mecha Spiders.
The guardians awake (Instant): All special rules & cards from Wave 1 are still in effect on Wave 2. Reshuffl e the Guild Deck. Trigger Iron Guardians,
Treacherous Traps & Mecha Spiders.
Iron Guardians (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Guardian Boss cards and place the deck on
the Battle board, then place two Mecha Spiders standing (active) in The Guardians room. Finally draw and resolve one Boss card. During Wave
2, after each Heroes Phase, place two Mecha Spiders standing (active) in The Guardians room and then draw and resolve one Boss card and
then resolve any Mecha Spiders or active Heroes.
The Iron Guardians can’t be attacked, the only way to damage them is by having a monster meeple in the Guardians room AND discarding a
Scroll card from your hand without using it’s effect. If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but you
also have the Guardians attacking, they will collapse the room and you lose the game! However, If at any point during the 2nd Wave, you deal 5
total game to the Guardians, their eyes will change to blue as they calm down and start talking, you immediately win!
Treacherous Traps (Triggered):Watch out! Our traps are being rigged! Anytime a monster enters a room with a trap, deal them 1 melee damage and remove
the trap. You can still create traps or move along with traps as normal, Heroes still fall into traps when summoning or moving into them.
Mecha Spiders (Triggered): Are considered Heroes with 1 Health. Every time a Spider exhausts to attack or loot treasure, lay down their
meeple to mark it as exhausted.
Refresh (Boss card): Reactivate all Mecha Spiders
on the Dungeon.
A blast from the pastA blast from the past
“No ordinary means will defeat the Guardians. But fear not, even in captivity, I’ve inscribed spells for this very moment! Unleash the enchantments, and
behold magic that chains cannot contain!” exclaimed the vampire, in his fancy pajamas.
11
2.12.1
2.22.2
2.32.3
55
If the Guardians eyes change to blue, open card pack "O".If the Guardians eyes change to blue, open card pack "O".
“Sorry, Master. We defended the gate as you told us, but after centuries, our joints got rusty and we couldn’t move anymore. So
we had to use the jewel to mechanize these spiders and cover more ground,” the iron golem said to Olga. “You are mistaking me
for my great aunt who owned this grimoire. Let’s free these lovely little crawlies.”
Role: Defender
SpidersSpiders
11
55
Activate to:lay down one of your
spiders on the board. If a hero or a
boss is summoned or moves into a
room with a lied-down spider, exhaust
it before inspiring or attacking, then
stand-up all the spiders in the room.
If you move a spider that was lying
down, it stands up.
Although made of thin strands, their web can’t be easily broken
Pro tip: Lie-down spiders far from each
other. Acquire Movement Beasts, if able.
In this example, the Spider player used
their special ability to lie down two
Spiders in the same room which was not
the best strategy...
...As when a hero enters the room, the
hero will exhaust but you will also
stand-up the two spiders. Meanwhile,
the other spider in the matching room
will be defeated by the other hero.
11

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17
Chained Dragon (Initial): The Dragon is chained and will ignore and
be ignored by heroes.
Dungeon Hatch (Ongoing): If at the end of a player’s turn there’s a
Gnoll on the hatch, remove it from the dungeon.
Shuffl e the “Invader ” cards (marked with the number 24)
along with the Heroes cards to create the Guild deck.
Special Setup:
Players cannot play as Dragon, Gnolls, Werewolf & Puppies.
Special Rules:
Players cannot play as Dragon, Gnolls, Werewolf & Puppies.
Time to Tear and Time to MendTime to Tear and Time to Mend
55
Once upon a time, our Dragon chose to adopt a young boy sold into slavery. She rescued him, tended to his wounds, and raised him as her own. However,
the boy had a secret—he was a werewolf, and as he came of age, the moon called for him. One day, a surprising letter arrived, declaring our Dragon a
granny and announcing the arrival of their werewolf puppies for a weekend stay. Now, a year into this unexpected arrangement, we fi nd ourselves stuck
with fully grown stinking Gnolls. Most dogs have their quirks, but trust me, Gnolls are the worst.
Chained Dragon (Initial): The Dragon is chained and will ignore and
be ignored by heroes.
Dungeon Hatch (Ongoing): If at the end of a player’s turn there’s a
Gnoll on the hatch, remove it from the dungeon.
Shuffl e the “Invader” cards (marked with the number 24)
along with the Heroes cards to create the Guild deck.
Special Setup:Special Setup:
Players cannot play as Dragon, Gnolls, Werewolf & Puppies.
Special Rules:Special Rules:
Once upon a time, our Dragon chose to adopt a young boy sold into slavery. She rescued him, tended to his wounds, and raised him as her own. However,
the boy had a secret—he was a werewolf, and as he came of age, the moon called for him. One day, a surprising letter arrived, declaring our Dragon a
granny and announcing the arrival of their werewolf puppies for a weekend stay. Now, a year into this unexpected arrangement, we fi nd ourselves stuck
with fully grown stinking Gnolls. Most dogs have their quirks, but trust me, Gnolls are the worst.
The Dragon is usually a sweetheart,
except when she’s mad – then it’s like
talking to a fi ery storm. Recently, we
stumbled onto a problem – those Gnolls she
thought were her grandkids? Turns out,
maybe not. I can’t say I’m surprised...
After realizing it, she nearly turned the Gnolls
into barbecue bites. So, we had to lock her up for
a bit and sent the Gnolls packing, which made
our dragon even angrier. But here’s the kicker –
things started moving around on their own. It’s
like someone’s playing pranks on us from the
shadows. What a mess!
24. Family Ties24. Family Ties
Lurking Shadow (Event): Every time you reveal an ‘Invader’ card,
remove the 4 room type tokens from the board and then randomly
place them back on the same four rooms, which may change their
room type, then draw and resolve another guild card.
Warning: at the end of wave 1, before reshuffling the guild deck, Warning: at the end of wave 1, before reshuffling the guild deck,
open open card pack "D"and then flip this page.card pack "D"and then flip this page.
with fully grown stinking Gnolls. Most dogs have their quirks, but trust me, Gnolls are the worst.

---

18
Where are My Babies? (Instant): Remove all “Invader” cards and add the “Traitor” cards (marked with the letter D) before reshuffl ing the
Guild Deck. Then, place all 7 Gnoll meeples at the Vault and Trigger Gnoll Stampede, The Werewolf Returns.
Red Moon RisesRed Moon Rises
With heightened senses, the Werewolf raced through the labyrinth, his eyes ablaze with a fusion of ferocity and desperate determination.
‘Where are my kin? Where are my offspring?’ he howled, the words distorted by the lupine resonance in his throat.
11
Fury Swipes (Boss card): The Werewolf Melee Attacks
a Gnoll or a Hero in their room, if they do so, they will
draw and resolve another Boss card this turn.
Uproar (Boss card): All players look at the top 3 cards
of their Tactics deck and take all the ones with Melee
Attacks and discard the others.
The Werewolf Returns (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Werewolf Boss cards and place the
deck on the Battle board, then place the Werewolf in the Dungeon Hatch standing (active) in the Study. Finally draw and resolve one Boss card.
The Werewolf has 5 Health points and is fi ghting on your side. This Boss will exaust to attack Heroes or Gnolls in their room or to Move one room
towards the nearest Gnoll (Ignoring heroes and treasures). Heroes still consider the Werewolf a monster and will target him if able.
During wave 2, after each Heroes phase, reactivate the Werewolf and then draw and resolve one Boss card . If the Werewolf Health Points
becomes zero, you lose the game immediately. If there are no Gnolls on the Dungeon anymore, place the Werewolf on the the Vault.
Hit and Run (Event): Every time you reveal a “Traitor” card, If one gnoll can Melee Attack a Monster or the Werewolf, they will Attack. Then move
all Gnolls in this tile one room towards the Dungeon Hatch.
Dragon Mama (Boss card): If the Dragon is in
the Cells, reactivate all Heroes in the Cells and then the
Dragon moves to the Vault. If the Dragon is at the Vault,
Melee Attack or Ranged Attack one Gnoll.
2.12.1
2.42.4
55
Gnoll Stampede (Triggered): After each player’s turn Move one Gnoll towards the Hatch. Gnolls are considered Enemies to Monsters with 3 Health
Points and will ignore and be ignored by heroes. Every time you Attack a Gnoll , Move all the other Gnolls in that room by one room towards the
Dungeon Hatch.
If any Gnoll leaves the Dungeon trough the hatch you lose the game immediately. When you defeat a Gnoll , place a Puppy in the room.
2.22.2 33
Role: Crowd Control22
11
WerewolfWerewolf
The strengh of the wolf is the pack
In this example, the Werewolf player
uses the Boots Equipment to Swarm Move
himself and the Puppy on their room
bringing one bone each to the Workshop.
Pro tip: Acquire Movement Equipment
and the shovel for maximum damage.
...Then the Werewolf activates twice to
use their special ability two times, each
of them expending a bone to perform
a Swarm Attack, dealing a total of 8
Damage to the Gorgon Boss.
If Dragon, Werewolf & Puppies are reunited, open card pack "J".If Dragon, Werewolf & Puppies are reunited, open card pack "J".
The werewolf barked at the Gnoll leader, who whined “We’ve been booted from more places than I’ve got fur. Thought we’d found a
cozy spot, until, of course, your little rascals showed up a week later. So, we rolled up our sleeves, worked our best to hide their scent,
and have been playing babysitter to these troublemakers ever since” lamented the gnoll.
Activate to:Discard a bone in
your room. If you do so, perform
a Swarm Melee Attack.
Puppies:have 1 HP and can ONLY be
commanded by the Werewolf when
they are on the same room. They can
also be used in his Swarm Actions.
1166
1515
77
Werewolf Puppies (Triggered):puppies cannot be removed or discarded. If a Hero attacks a Puppy, move the puppy one room away from the Vault. Puppies
can be moved along like resources. If at any point you manage to bring all 6 puppies to the Vault and Dragon, Werewolf and Puppies Reunite you immediately
win
! If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but the Puppies are not at the Vault, you lose the game.
2.32.3

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19
25. 25. Gilded loyaltyGilded loyalty
15
For the third time — We are not your Minions! On that day, we were hired by the Conglomerate to help you fi x that old dump you called a dungeon and we
just went along with your ego-trip. But that gig is up, and now we have a new boss. I’m sorry, but we cannot fi x your toilet today! No hard feelings, though.
Perhaps after our shift is over, we can fi nd a reason to stay and fi ght for you tonight... But please, tell your vampire not to look at me this way... he’s giving me
the chills! When was the last time you fed him?
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Get’em boys (Event): Every time you reveal this card, if the
Imps are working for you, place a Trap in each room that has
at least one Imp. If they are working for the guild Immediately
draw and resolve 2 more Guild cards.
Slash them (Event): Every time you reveal this card, if the
Imps are working for you, All imps on the board will melee
attack. If they are working for the guild Immediately
discard 2 Guild cards without resolving them.
Freelance Henchmen (Initial): Shuffl e the crate tokens with the 4 fl ags and
place them face-down on the Builder. After each player’s turn, before the
heroes phase reveal a crate token and place an active Imp in a room matching
the symbol revealed or on a Special ( ) room. After you use all crate tokens,
re-shuffl e them and make a new pile. You cannot use the Builder action for
this scenario or move the crate tokens around the dungeon.
Imps are considered Heroes with 1 Health, and you lay them down when
exhausted. In the begining of the 2nd Wave you will be able to discard coins to
hire the Imps to help you during the whole 2nd wave on the Builder.
Special Rules:Special Rules:
Into the night (Initial): Consider the Prison as Skull ( ) type for this Scenario,
and the Guardians room as Special ( ) instead of their original types.
Consider the Prison as
( ) instead of their original types.
15151515151515
11
33
1010
Special Setup:Special Setup:
Shuffl e the “Get’em boys ” (‘9’) and the
“Slash them” (‘25’) cards along with the
Heroes cards to create the Guild deck.
Players cannot play as Imps, Vampire & Bats.Players cannot play as Imps, Vampire & Bats.
exhausted. In the begining of the 2nd Wave you will be able to discard coins to 11
heroes phase reveal a crate token and place an active
( ) room. After you use all crate tokens,
re-shuffl e them and make a new pile. You cannot use the Builder action for

---

20
Role: Supporter
Bats (Event): Summon a bat in the same room
as the Vampire. Bats are considered Heroes with
1 HP that ignore treasure, being only blocked by
monsters. A Bat will move towards the Vault as
much as they can, reactivating all heroes in their
path until exhausting to fi ght a monster.
Reader (Event): The Vampire discards all
books in his room and takes one damage for
each book discarded this way. If no books
are discarded, send a Hero to the Cells.
Night Shift (Instant): If at the beginning of the 2nd wave there’s at least one coin at the Builder, Trigger Henchmen, they will stay and fi ght for you. For each
additional coin spent this way you may keep one of the “Get’em boys” or “Slash them” cards. All cards you can’t afford will be discarded from the Guild deck. If no
coins are discarded, remove all Imps and crate tokens from the Board. Then, reshuffl e the Guild Deck and Trigger Prison Break.
Prison Break (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Vampire Boss cards and place the deck on
the Battle board, then place their meeple standing (active) in the Cells and inspire all heroes there. Finally draw and resolve one Boss card. The
Vampire has 10 Health points and is in Bloodlust frenzy due to starvation. This Boss will attack Monsters, Inspire Heroes, Charge and Plunder
Treasure when active following the same priorities as a Hero, after resolving them, lay down their Meeple to mark it as exhausted.
During wave 2, after each Heroes phase, reactivate the Vampire, inspire all heroes on their room, then draw and resolve one Boss card .
After resolving the Boss card effect, resolve the Vampire and all active Heroes. If, at the end of the game, you still have the Treasure with a value
of 4 in the Vault, but you also have the Vampire in your dungeon, you lose the game! However, if at any point during the 2nd Wave, you defeat
the vampire by dealing a total of 10 damage to him, he will vanish in a cloud of bats, you immediately win!
Bite (Event): The Vampire performs one
additional Melee Attack, if they do so, the
Vampire Heals 3 Health Points.
VampireVampire
33
11
Darkling UnchainedDarkling Unchained
“So hungry I can’t think... I can’t focus... Time’s relentless passage left me weak but not through. I’ll rise again, spread my wings and leave my mark.
When I return, they’ll be in despair, for revenge, my darling, is served medium-rare” muttered the mad vampire, embraced by the dark.
If you need me, I’ll be in my coffi n.
In this example, the vampire player
activated and discarded a book to use their
special ability, which then allows them to
look at all the cards in their tactics deck and
pick a card of their choice...
...Then the Vampire used this card
to Swarm move along with the
Bats to the Library.
11
2.12.1
2.22.2
If the Vampire vanished in a cloud of bats, open card pack "L".If the Vampire vanished in a cloud of bats, open card pack "L".
The vampire is out there, but these ruins are huge and it may take months for someone to track him. Honestly, I don’t believe anyone is
actively searching for the bookworm at the moment. If the King really knows the Gorgon is still here, we are in BIG-BIG trouble.
--11 ++33
Activate to:Discard a Book to
search your Tactics deck for one
card of your choice.
Bats:have 1 HP and can ONLY be
commanded by the Vampire when
they are on the same room. They can
also be used in his Swarm Actions.
1010
1133
??
Pro tip: Acquire Attack Equipments and
then defend the Vault in 2nd wave.
Henchmen (Triggered):
“The King commanded us to locate the Gorgon and kill anything in our path! Yet, his stingy right-hand-man only pays us
from 9 to 5. Well, time’s up for today” —
Imps are now considered monsters with 1 HP. All players may use the Imps on the dungeon in their turn
as if they were part of their clan. After each player, before the Heroes Phase, reveal a crate token and place an Imp in a room matching the symbol
revealed or on a Special ( ) room. After you use all crate tokens, re-shuffl e them and make a new pile.
11
as if they were part of their clan. After each player, before the Heroes Phase, reveal a crate token and place an
( ) room. After you use all crate tokens, re-shuffl e them and make a new pile.

---

21
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
The Jewel LiesThe Jewel Lies
In the depths of our dungeon, an unsettling feeling rippled through the air, igniting an atmosphere of greed and thirst for power. We didn’t know at the
time, but, within the Guardians chamber, a radiant red jewel — divided in two equal pieces — whispered promises too good to believe.
At the crack of dawn, Olga brewed a disgusting stew in her
magic cauldron. “Advanced Fungomancy,” she described, but
by the smell, I’m sure she’s slow cooking swamp merman’s feet.
At least open the hatch, for Pete’s sake!
But she complety ignored it, her hands twirling over
ingredients, adding droplets of potions and trinkets into the
bubbling mix. This time, she’s fi xated on creating a squad of
mushroom people. Why, you ask? To test our defenses and prep
us for the arrival of the “King’s army”. — As if the King would
come himself to our lair. This is NONSENSE! I really miss the
days when the crazy witch just craved frog leg soup.
26. Safety Drill26. Safety Drill
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88
77
Special Setup:Special Setup:
Special Rules:Special Rules:
Shuffl e the “Magic Cauldron ” cards (marked with the number 26)
along with the Heroes cards to create the Guild deck.
Players cannot play as the Shroom Troop.
Myco-brewing (Event): Every time you draw a Magic Cauldron card, if
you discard a frog in the Apothecary all players draw an extra Tactics
card. If you don’t have a frog to discard, all players MUST destroy one
tactics card from their hand or discard pile and return it to the game box.
Enhanced Defenses (Ongoing): Consider the Guardians room as Swords, Hats,
Mystic Eye & Crossbones types, instead of Skull ( ).

---

22
If the Magic Cauldron Burps, open card pack "E".If the Magic Cauldron Burps, open card pack "E".
Olga’s drill was tough as nails. Right now, we are all bruised and NONE OF US really understands the gibberish the Shroom Troops
say, so things can get a little weird when they carry those nasty buddies on their toadstools, but give it time... We will come around.
Role: Defender
March! (Boss card):Reactivate all Shroom
Troops on the Dungeon.
Suicide Squad (Boss card):Summon one
Shroom Troop on each trap on the dungeon
(removing all traps in the dungeon and all
Shroom Troops summoned this way).
Grub’s up (Instant): All special rules & cards from Wave 1 are still in effect on Wave 2. Reshuffl e the Guild Deck. Trigger Shiitake Showdown & Shroom Troops.
Magic Growth (Boss card):Summon one
active Shroom Troop on each open portal
on the dungeon.
Shroom TroopShroom Troop
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Activate to:Discard a frog to acquire a special
ability from a Monster that is not currently in
play. You may use this acquired ability as if it were
yours. Note that only one other monster’s ability
can be attached to you at any given time. If you
activate your ability again, you have to replace the
currently attached special ability card.
Bibbidi-Bobbidi-Boo!Bibbidi-Bobbidi-Boo!
As the living mushrooms sprouted, Olga couldn’t resist a playful grin. They looked really adorable with their tiny caps held high, marching straight
from the pot and stumbling on each other. My heart melted by their cuteness... Until I saw how easily they knocked out a Moomootaur...
We grow everywhere
In this example, the Shroom
Troop player used their special
ability and spent a frog in a
room with a Shroom Troop
Meeple to attach the Imp’s
special ability to their card...
11
...They can now use Activate to move one of their
Shroom Troops on the Dungeon. Keep in mind,
you also need to fulfi ll any other requirements to
use the Ability. For instance, Cthulhu only mind
controls while asleep, and without the Nap cards
the Shroom Troops can’t use this ability.
77
Shiitake Showdown (Triggered): After resolving the fi rst heroes phase in the 2nd wave, shuffl e all the Safety Drill Boss cards and place the
deck on the Battle board, then place two Shroom Troops standing (active) in the Apothecary, where the Magic Cauldron event token is located.
Finally draw and resolve one boss card. During wave 2, after each Heroes Phase, place two Shroom Troops standing (active) in the Apothecary
and then draw and resolve one Boss card and then resolve any active Shroom Troops and Heroes.
The Magic Cauldron can’t be attacked, the only way to stop them from brewing more shrooms is by having a monster meeple in the Apothecary
room AND discarding a Beast card from your hand without using it’s effect overloading the stew. If, at the end of the game, you still have the
Treasure with a value of 4 in the Vault, but you also have Magic Cauldron brewing, you failed Olga’s safety drill and you lose the game! However,
If at any point during the 2nd Wave, you discarded 7 total Beast cards in the Magic Cauldron, the Magic Cauldron Burps before succumbing to a
peaceful slumber, you immediately win!
Shroom Troops (Triggered): Are considered Heroes with 1 Health. Every time a Shroom Troop exhausts to attack or loot treasure,
lay down their meeple to mark it as exhausted.
2.22.2
2.12.1
11
Pro tip: You can easily adapt by changing your
special ability, acquire cards with Activations and go
for what your teamate monsters are lacking.

---

23
Slimy Bureaucrats (Event): Every time you reveal a Slimy Bureaucrat
card, summon Slimes in the rooms shown on the card, then place an extra
Slime in every room that already has at least one exhausted Slime, Inspire
those Slimes and all other Heroes in those rooms. Slimes are considered
Heroes with 1 Health, and you lay them down when exhausted.
The King’s Army (Event): When you reveal the
King Bruce II card, draw and
resolve 3 Guild cards, all players draw an additional Tactics card as well.
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Special Setup:Special Setup:
Players cannot play as the King Slime or Slimes.
Under Renovations (Ongoing): Consider the Builder room as Swords, Hats, Mystic
Eye & Crossbones types, instead of Special ( ). You can’t use the Builder action.
Special Rules:Special Rules:
Papers & PerilsPapers & Perils
Waging war creates a lot of paperwork. Even a monarch knows you can screw up many things in life, but messing up with your taxes will get you
in trouble. So, wherever the King goes, he brings a parade of slimy bureaucrats borrowed from the Dungeon Conglomerate, ensuring everything is
done by the book. Not the best choice for allies, if you ask me! The Conglomerate is always plotting something...
The King’s army has arrived at our doorstep, and we can hear their
battering ram relentlessly trying to breach our front gates.
When we asked Meddie why she would kill the Queen, she denied
it, insisting that she merely transformed the Queen into a stunning
statue, which should last only a couple of hours. However, someone
else may have poisoned the Queen at the gala, as when the
petrifi cation wore off, they found the Queen very much dead.
The Necromancer identifi ed the cause as Black-necked cobra venom.
So the court hastily pointed fi ngers at the Gorgon, assuming the
snakes on her locks could do that — they can’t.
Blinded by revenge, the King can be easily manipulated. Whoever is
behind this had a plan. I can’t believe I’ll die on my day off.
27. Under Siege27. Under Siege
Shuffl e the King Bruce II (‘27’) and the Slimy
Bureaucrat cards (‘19’) along with the Heroes
cards to create the Guild deck.
11
Consider the Builder room as
( ). You can’t use the Builder action.
11
88
1515

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24
Role: Crowd Control
Absorb! (Boss card):Remove a Slimy
Bureaucract in the King Slime’s room, and then
cure all the damage done to the King Slime
(they are now back to 15 Health points).
Turning passion into paperwork (Boss card):
Remove a Slimy Bureaucract in the King Slime’s
room, and then after resolving the King Slime and
all active heroes, reactivate the King Slime and
reveal and resolve an additional Boss card.
The Merger (Instant): Remove the “ King Bruce II” card, then reshuffl e the Guild deck. Remove all slime meeples from the dungeon. Trigger The Jewel Rises.
The Jewel Rises (Triggered):
The Guardians hurried to stop the Slime King, but his corrosive goo crumbled their rusted bodies. Within the blob, the two Jewel
fragments merged, reopening the vortex.
Remove all Gadget cards from the Loot offer and fl ip the Guardian room to it’s Vortex side. Make sure to place back into
the room anything that was there before fl ipping it. Trigger All hail the King Slime.
All hail the King Slime (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the King Slime Boss cards and place the
deck on the Battle board, then place their meeple standing (active) in the Vortex room and inspire all heroes there. Finally draw and resolve one
Boss card.
The King slime has 15 Health points and is being controlled by the Jewel on their body. This Boss will attack Monsters, Inspire Heroes, Charge
and Plunder Treasure when active following the same priorities as a Hero, after resolving them, lay down their Meeple to mark it as exhausted.
Every time a monster Melee Attacks the King Slime, place one exhausted slimy bureaucraft in their room.
During wave 2, after each Heroes phase, reactivate the King Slime, inspire all heroes on their room, then draw and resolve one Boss card .
After resolving the Boss card effect, resolve the King Slime and all active Heroes.
If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but you also have the King Slime in your dungeon, you lose
the game! However, if at any point during the 2nd Wave, you defeat the King Slime by dealing a total of 15 damage to him, they will drop
the Jewel, you immediately win!
Hardworkers (Boss card): Reactivate
all Slimy Bureaucracts on the dungeon.
If there’s none, place 2 active Slimy
Bureaucrats in the King Slime’s room.
King slimeKing slime
33
11
Passive:Every time the King Slime
receives one damage from a Melee Attack,
if they are still alive, summon a Slime on
their room. Slimes have 1 HP and can
ONLY be commanded by the King Slime
when they are on the same room. They can
also be used in his Swarm Actions.
The MergerThe Merger
As the King marched forward, confi dent of his impending triumph, the cunning bureaucrats combined into one giant slime, enveloping him in
their gooey embrace. In an instant, there was nothing left but bones and the crown. The King is dead. All hail the King Slime.
The King is dead. All hail the King Slime.
In this example, the King Slime
player was attacked in Melee by the
Mage, losing one Health Point...
33
11
22
...making their passive
ability trigger: summoning
a Slime on their room.
If the King Slime dropped the Jewel, open card pack "H".If the King Slime dropped the Jewel, open card pack "H".
When the King Slime woke up, he greeted us with a joyful smile. The Jewel absorbed all of his memories and knowledge, leaving a mighty
doofus behind. I’m curious how long it’ll take for the Dungeon Conglomerate to bounce back from losing their brainiest bureaucrats.
1188
--11
1515
1188
--11
Pro tip: Acquire potions that can help you draw
more cards and .
33 22

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25
Magic Ticks (Event): Every time you reveal an “Infestation” card, either
a player discards a Potion from their hand without using its effect, or you
MUST place a Faerie Egg (Event token) on a Crossbones room. If you
have no Event Tokens left and you needed to place a Faerie Egg when you
resolved this card, draw and resolve one additional Guild card instead.
Quarantine (Ongoing): Each room can hold up to two Faerie eggs (Event
tokens). You can’t activate room actions on rooms with Faerie eggs.
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Shuffl e the “Infestation” cards (‘28’) along with the
Heroes cards to create the Guild deck.
Special Setup:Special Setup:
Players cannot play as the faeries in this Scenario.
Spreading Plague (Ongoing): Consider the Graveyard room as Crossbones ( ),
and the Vortex room as Mystic Eye ( ) instead of their original types.
A Gate to Strange WorldsA Gate to Strange Worlds
A portal to another world... What a perfect place to invite that roomate you really don’t vibe with! So, “someone” had this incredible idea of inviting the Stone Troll
to take a quick peek into the other side — secretly hoping to give him a gentle nudge into the vortex. What I failed to realize, though, is just how hefty trolls can be.
Instead, when the Troll pulled his face back from the vortex, it returned with — so gross!— faeries everywhere! Ew, just remembering it makes me gag.
After the incident, Olga placed the Troll under quarantine in the
Beast Trainer’s lockup for a night to fi gure out a way to get rid of the
faeries, which was a terrible idea.
You see, faeries are like ticks, but instead of blood, they feed on magic,
and because of this, all our beasts got it, making it really hard to
round up the little nasties.
So, now, this magic plague is spreading, as one of the Treants got
away and seems to be hatching their eggs. I honestly am having
nightmares with my late aunt who got “lame disease” from her “fairy
godmother” and couldn’t stop telling the same boring story about
how she lost her fancy shoe after leaving a party by midnight.
28. Pest Control28. Pest Control
11
44
( ), Consider the Graveyard room as
( ) instead of their original types.
Special Rules:Special Rules:

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26
Role: Supporter
For the Queen! (Boss card):Reactivate
all Faeries on the dungeon and inspire all
heroes in those rooms.
Drain Stamina (Boss card):Players that have at
least one monster meeple in the same room as a
Faerie MUST discard one Melee Attack card from
their hands. If they don’t have any, then they must
discard two cards from their hand instead.
Hatching Eggs (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Infested Treant Boss cards and place the
deck on the Battle board, then summon one Faerie meeple standing (active) on EACH Faerie Egg (Event token) on the dungeon and then
inspire all heroes there. Finally draw and resolve one Boss card.
During wave 2, after each Heroes phase, summon one Faerie meeple standing (active) on EACH Event token on the dungeon, inspire all
heroes on their rooms, then draw and resolve one Boss card . After resolving the Boss card effect, resolve the Faeries and all active Heroes.
Drain Magic (Boss card):Players that have at least
one monster meeple in the same room as a Faerie
MUST discard one Ranged Attack or Portal card
from their hands. If they don’t have any, then they
must discard two cards from their hand instead.
FaeriesFaeries
11
44
Passive:Due to their
diminutive size, Faeries are
immune to Ranged Attacks.
Hatchling InvasionHatchling Invasion
Once in a century, the Faerie Queen lays eggs that serve as her settlers to expand the colony. These eggs are sent to distant lands, hatching disgusting
little troublemakers. As the faeries stabilize their new home, they usually calm down, especially when there are no more eggs to protect. — but now you
go and try explaining that to an Infested Treant, and see if they let you cut their beard. I dare you.
Are drawn to magic like moths to a fl ame
In this example, the Faeries player
was ranged attacked by two archers,
defending all the Shroom Troops in the
Vault without taking any damage.
Later, the faeries decided to Destroy a card
from their discard pile back to the box to
acquire a Scroll card from the available
Loot, to be added in their discard pile.
The Invasion Begins (Instant): All special rules & cards from Wave 1 are still in effect on Wave 2. Reshuffl e the Guild Deck.
Trigger Hatching Eggs, Faerie Queen’s Army & Pesticide.
11
Pro tip: Destroy your cards cautiously, as
you risk eliminating yourself if you destroy
all cards that let you summon more Faeries
into the dungeon.
If the Last Faerie Egg was destroyed, open card pack "F".If the Last Faerie Egg was destroyed, open card pack "F".
Without the Queen around or their precious eggs, the few remaining faeries are no longer a threat. Sure, hearing
them buzzing near my food still freaks me out a little, but seeing how much the Troll hates them makes my day.
00
Faerie Queen’s Army (Triggered): Faries are considered Heroes with 1 Health. Every time a Faerie exhausts to attack or loot
treasure, lay down their meeple to mark it as exhausted. Due to their diminutive size, Faeries are immune to Ranged Attacks.
Pesticide (Triggered):
Olga fi nally found a solution! It was about time! To remove one Faerie Egg (Event token) from a room, a monster needs to
be in the same room as the Faerie Egg and then discard a Potion from their hand without using it’s effect. If, at the end of the game, you still have
the Treasure with a value of 4 in the Vault, but you also have one or more Faerie Eggs on your dungeon, you lose the game! However, if at any
point during the 2nd Wave, you stop the Faerie Invasion by removing all Faerie Eggs from the dungeon, you immediately win!
2.32.3
2.12.1
2.22.2 11
00

---

27
“I searched these ruins for twenty years...
Who do you think drew the map?
When I gave you my mother’s grimoire, I really
hoped you would take the family business
and run the Guild after me. But, instead, you
decided to join the coven. Those degenerate
hags! And befriend monsters of all things... How
could you fall so low... I raised you better than this!
I’m glad to see you alive again my child. Though I
fear not for long, after all, it is your fault our King is
dead”, lamented the Necromancer, his undead army
standing behind him.
29. The Ultimate Price29. The Ultimate Price29. The Ultimate Price
Undead Army (Ongoing): Under the control of the Necromancer,
Skeletons are considered Heroes with 1 Health. When you reveal a Skeleton
card, summon Skeletons in the rooms shown on the card. Every time a
Skeleton exhausts to attack a monster, lay down their meeple to mark it as
exhausted and place another exhausted Skeleton in the same room.
Necromancer (Event): Every time you reveal a Rigor Mortis card, reactivate
all Skeletons in the dungeon and inspire the heroes in these rooms. If there
are no Skeletons on the dungeon, summon 2 Skeletons in the Vortex room.
Warning: flip this page at the end of wave 1, before reshuffling the guild deck.Warning: flip this page at the end of wave 1, before reshuffling the guild deck.
Shuffl e Rigor Mortis (‘29’) & the Skeleton
cards (‘15’) along with the Heroes cards to create the Guild deck.
Special Setup:Special Setup:
Players cannot play as Skeletons or Reaper.
Ballroom (Ongoing): Consider the Builder tile as Swords, Hats, Mystic Eye &
Crossbones types, instead of Special ( ). You can’t use the Builder action.
Special Rules:Special Rules:
Consider the Builder tile as
( ). You can’t use the Builder action.
Who Wants to Live ForeverWho Wants to Live Forever
Forty years ago, a teenage boy woke up in strange ruins, with not many memories of who they were or clues on how they got there. At their side, a rotting demon skull and
a backpack containing a few trinkets, an old grimoire, a handful of coins, and a letter with a last farewell and instructions on how to fi nd an orphan girl. To afford raising
her, the kid joins the Heroes Guild. First as a rookie, then as a mage, then a necromancer... If they could only reanimate the demon skull and ask them some questions
about his mother... At each try, his life force diminishes, day by day looking more and more like a corpse. “Rigor Mortis”, the young king mocks him. The name sticks.
11
66
2020
card, reactivate
11

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28
The Ultimate Price (Instant): Remove the “Event token” and the “ Rigor Mortis” cards, then reshuffl e the Guild deck. Trigger A window to the Past.
Trapped in time (Triggered): After Olga is pushed trough the Vortex, it closes behind her. You can no longer use the Vortex action.
Demon’s Jewel (Triggered): Place the Red Jewel meeple in the Vortex room. You
can move the Jewel as if it was a resource, but the Jewel can’t be discarded from the
dungeon.
If a player ends their turn with one (or more) of their monster meeples in the same
room as the Jewel, they MUST either discard one of their meeples in the room back to
their supply or or Destroy ( ) one of their Tactics cards (either from their hand or
discard pile), returning it to the game box.
After the Heroes Phase, if there is a Hero in a room with the gem (remember: Skeletons
are also considered heroes for this scenario), move their exhausted meeple AND the
Jewel to the Reaper’s room, ignoring monsters and treasures on their way and not
inspiring anyone on their way.
Undead and Back AgainUndead and Back Again
“The jewel is whole again... How? This should be impossible! But maybe I could harness its power to reanimate the demon skull. Or perhaps I could reshape the
vortex into a window to the past so I can save you, my child. I could fi nally know who I am or save you. But not both. My body is not strong enough, not anymore.
What to do? What should I choose?” cried the Necromancer, the gem glowing in his hands while his skin disintegrated, consumed by the red crystal.
11
Role: Supporter
High Witch CynthiaHigh Witch Cynthia
22
11
The master was also the apprentice
Pro tip: Acquire cards that let you place
more books so you can make better use of
your special ability ( and ) then open
a portal in the library so you move there
often and place more books.
In this example, by discarding
a book, Cynthia mind controls
a Mage to attack another hero,
using her special ability.
If the witches are in play: If the witches are in play: Open Open card pack "C"card pack "C"
A window to the Past (Triggered): The vortex changed, and changed again. Through the swirling portal, images of what had been. Forty years ago, a teenage boy
woke up bruised, by his side a demon skull and a backpack. Eighty years ago, a mother sacrifi ced herself to defeat an impossible evil and save her son... And again.
And again. Until the mind of the Necromancer was gone, leaving nothing but a pile of bones.
“Not strong enough. To harness the demon’s jewel power, one needs an immortal body,” said the vampire, but the words were not his. In a hypnotic trance, he
took the jewel, and the vortex changed again. A hundred years ago, two small children ran from the beast, with no one to save them. “But not anymore,” cried the
bookworm, pushing Olga into the vortex. “I wish things could be different. But this is how it happened... I am truly sorry, Olga.”
Trigger Trapped in time, Demon’s Jewel & Mindless Reaper.
While the phrases came out of the vampire’s mouth, I swear I saw Cythia whispering them, word by word, a few seconds earlier.
22
3.13.1
3.23.2
Activate to:Discard a book to
Mind Control a Hero (or Boss) in
the dungeon to either move or
melee attack each other.
Cynthia can use only ONE witch meeple,
and starts with her 5 Tactics cards plus
2 random scrolls. (gather all Scroll cards
from the Loot deck, shuffl e them and
give the her 2 scroll cards).
In this example, the Faeries player ended their turn in the same room
as the Jewel, so they decided to discard one of their meeples out of the
room instead of destroying a card. Then, after the Heroes phase was
complete, the Mage moved ignoring Treasures and Monsters to the room
the Reaper is bringing the Jewel with them.
The High Witch (Instant): Place one of the Witch meeples and all their starting cards back in the box (keeping only the Loot
cards they acquired during this game), then suffl e Cynthia’s starting cards with their Loot cards and draw fi ve cards.

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29
Role: Supporter
ReaperReaper
22
11
Activate to:Discard a bone to summon a
Skeleton in the same room as the Reaper.
Skeletons have 1 HP and can ONLY be
commanded by the Reaper when he’s on
the same room as them. They can also be
used in his Swarm Actions.
Death is not the end, it’s just a transition
In this example, the Reaper player used the Swarm action card to get 4
Activations. With the fi rst two, they placed Bones in the Graveyard using the
room action, then using the other 2 activations, they used their special ability,
discarding the 2 bones to summon 2 Skeletons at the Graveyard.
If the Vampire wears the crown, If the Vampire wears the crown, open card packopen card pack "N". "N".
Weeks later, the bones reassembled themselves once more. “Where am I?” said the Reaper. “In the Forever King’s dungeon” lamented
Cynthia, arms chained to the ceiling. “Now that Vincent knows it was me all along, I can’t control him anymore”.
Death Scythe (Boss card): The Reaper
makes one additional Melee Attack
against a monster, if they do so place a
Bone in the room.
Dawn of the Dead (Boss card):
Summon one Skeleton on each room
with at least one Bone.
Mindless Reaper (Triggered):In the dimly lit chamber, a pile of bones lies scattered, seemingly lifeless. Suddenly, an unholy energy surges
through and the bones begin to twitch and rattle, reassembling themselves into a macabre fi gure. Limping awkwardly, the reanimated
Necromancer—now the Reaper— starts to move, joints protesting with each step, interrupted only by the sound of the death scythe dragging
on the cold stone fl oor.
After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Reaper Boss cards and place the deck on the Battle board, then place
their meeple standing (active) in the Vortex room and inspire all heroes there. Finally draw and resolve one Boss card.
The Reaper has 20 Health points and is being controlled by the Demon’s Jewel. This Boss will attack Monsters, Inspire Heroes, Charge and
Plunder Treasure when active following the same priorities as a Hero, after resolving them, lay down their Meeple to mark it as exhausted.
As long as the Reaper is in the same room as the Demon’s Jewel, they are immune to damage. When the Reaper moves, they will bring
the Jewel along to the next room with them.
During wave 2, after each Heroes phase, reactivate the Reaper, inspire all Heroes on their room, then draw and resolve one Boss card .
After resolving the Boss card effect, resolve the Reaper and all active Heroes.
If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but you also have the Reaper in your dungeon, you
lose the game! However, if at any point during the 2nd Wave, you defeat the Reaper by dealing a total of 20 damage to him, The Reaper
becomes a pile of bones once more, and the Vampire — now wearing the crown — steals the Demon Jewel, you immediately win!
Undead Parade (Boss card): Reactivate all Skeletons on
the dungeon and inspire all heroes in those rooms. Every
time a Skeleton exhausts to attack a monster, lay down
their meeple to mark it as exhausted and place another
exhausted Skeleton in the same room.
3.33.3
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Pro tip: Use the Graveyard often to boost
your Skeleton’s numbers. Acquire offensive
Equipment for maximum damage.
2020

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30
Epic Training (Event): Every time you reveal a “Forever King” card,
choose one of the regular hero types and substitue all of their cards
(both in the Guild deck and discard pile) by their Epic hero counter-
part but reshuffl e only the Guild deck, then, all players draw a Tactics
card, fi nally, draw and resolve an extra Guild card. You can fi nd more
information on Epic heroes, on page “5” of this booklet.
Opportunity Attack (Ongoing): If a monster tries to move
out of a room with one or more exhausted Heroes, the
monster will receive one Melee Attack damage.
If you freed the Dragon, By the end of If you freed the Dragon, By the end of
Wave 1 proceed to "The Last Stand"Wave 1 proceed to "The Last Stand"
If the dragon goes mad by the end of If the dragon goes mad by the end of
Wave 1, proceed to "Scorching Titan"Wave 1, proceed to "Scorching Titan"
Shuffl e the Forever King (‘K’) cards along with the
Heroes cards to create the Guild deck.
Set aside all Epic Hero cards (marked as “20” and “30”).
You will use them later on during the game.
Special Setup:Special Setup:
Players cannot play as the Dragon, Vampire & Bats.
Imprisoned (Initial): During setup, the monsters meeples
begin in the Cells, instead of their depicted (room) types.
Special Rules:Special Rules:
30. 30. The Forever KingThe Forever King
It’s been fi ve weeks since we were captured by the guild. The King had no heir, so with his right-hand also gone, the guild master is now
also in charge of the kingdom. “A King to rule a thousand years”, I overheard the jailer saying the other day — And here I was thinking
glamourizing bloodsuckers was just a thing in Wallachia... Hope the bookworm is not as fascinated by stakes as his second cousin.
oror
Prison Break (Ongoing): During setup, place 6 Crates face-down in
the Cells and the Key token face-up. Crates and key can be moved the
same way you would carry a resource, however, the Warrior cannot
discard them. When you move hidden under a crate, your monster
can’t be targetted by Opportunity Attacks.
You will use them later on during the game.
Caged Dragon (Initial): Out of spite, the guild locked the Dragon with
the beasts
. If you bring the key token to the Beast Trainer room, you
can use one Activate ( ) to free the Dragon, removing the Event
token and placing the Dragon meeple on it’s place. Give the player who freed the Dragon all Dragon starting cards. The player shuffl es all
Dragon cards along with their Tactics cards. After their turn, this player will draw back to 7 cards instead of 5. Dragon cards can only be used
to control the dragon while your monster cards can only be used for your original monster. However you can use Loot cards you acquired on either. If by the end of Wave 1, the dragon is still imprisoned, the Dragon goes Mad. You can no longer free the Dragon.
Before setup,Before setup,
open card packopen card pack "K". "K".

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31
Role: Defender
Dragon Rage (Instant): As the fl ames grow, the vampiric king leaves the dungeon disappointed — Remove all monsters and heroes
from this room back to the supply, you can no longer use the Beast Trainer room action. Remove all Beast cards from the Loot,
then remove all “Forever King” cards from the Guild deck, and then reshuffl e the Guild Deck. Trigger Freakin’ Mad Dragon.
Freakin’ Mad Dragon (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Mad Dragon cards and place the
deck on the Battle board, then place their meeple standing (active) in the Beast Trainer room. Finally draw and resolve one Boss card.
The Mad Dragon has 25 Health points and is out of her mind. This Boss will attack Monsters, Inspire Heroes, Charge and Plunder Treasure
when active following the same priorities as a Hero, after resolving them, lay down their Meeple to mark it as exhausted.
During wave 2, after each Heroes phase, reactivate the Mad Dragon, inspire all heroes on their tile, then draw and resolve one Boss
card. After resolving the Boss card effect, resolve the Dragon and all active Heroes.
If, at the end of the game, you still have the Treasure with a value of 4 in the Vault, but you also have the Mad Dragon in your dungeon,
you lose the game! To win the game you can either make her unconscious by dealing a total of 25 damage to her, or calm her down
by having all six puppies in the same room as the Dragon (which will require someone to play as the Werewolf — or the Puppies if you are
playing it again after unlocking them).
PuppiesPuppies
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Activate to:Move an exhausted Hero,
Boss, or monster belonging to another
player from any room where you have
any puppy meeples to an adjacent room.
Enemies or Allies moved this way do not
Inspire and will fall on traps.
Scorching TitanScorching Titan
Suddenly, a burst of fl ames erupted from the dragon’s maw, the inferno quickly setting ablaze the food supply crates stacked “conveniently” near the
cages. As the fi re grew, the beast trainer’s chamber was engulfed into a pandemonium as the other beasts fl ed while the dragon, a living embodiment of
untamed power, unleashed her wrath upon the lockup. — Dang, girl! My premium roast beef was in one of those crates.
Are yappy little rascals
In this example, the Puppies player
used their special ability to bark at both
the Mage and the Slime, moving them
into the Workshop...
...Both Mage and Slimes will fall into
the Traps there. Thankfully, the Slime
player had the card to defend themselves
while splitting into two Slimes.
22
11
Pro tip: Acquire Loot that give you
Ambush actions so you can summon
more puppies on the dungeon. Be
careful when barking at Allies.
If youIf you’’ve calmed the Dragon down, ve calmed the Dragon down, open card packopen card pack "I". "I".
The werewolf puppies timidly approached the mad dragon with a mixture of curiosity and innocence, their high-pitched barks
fading into a subtle whimper. The embers grew surrounding the colossal body of the fearsome monster until, her eyes suddenly
softened, as she recognized the tiny pack — “Nanny!” they yipped.
Dragon’s Breath (Boss card): The
Dragon makes two ranged attacks to an
adjacent room closer to the Vault. If the
dragon is already at the Vault, then heal
the Dragon for 5 points
instead.
Scorched Earth (Boss card):Discard
all resources in the Dragon’s room,
and all resources in all rooms adjacent
to the Dragon.
Fire Rain (Boss card): All players that have at least one meeple in
the same room as the Dragon MUST destroy two Tactics cards
back to the box, either from their hand or discard pile. If they don’t
have enough cards between their deck and discard pile, destroy
cards from the top of their tactics deck to satisfy this requirement.
++55
2525

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32
Role: Crowd Control
It is time to end this! (Instant): Remove all “Forever King” cards from the Guild deck, and then reshuffl e the Guild Deck. Trigger Final Boss.
BatsBats
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33
Activate to:Move a bat (through
passageways) all the way to the
closest enemy in the dungeon (hero
or boss). You decide if there is more
than one valid target. When moving
using this ability, you can’t carry
anything with you.
The Last StandThe Last Stand
“I told you I didn’t want to be anywhere near that cursed place... But you don’t listen, do you? Now I’m cursed too. I spent a lifetime searching for a spell powerful enough
to shatter the demon’s jewel, only to fi nd I can’t wrangle my thoughts long enough to make it happen. And who’d have thought, it was my dear sister making me go insane.
Family, eh? You’d think they’d have better hobbies... By the way, I see that you found the gift I left for you” said the melancholic vampire, lockup key in hand.
Turn on the dark, I’m afraid of the light
In this example, the Bats player used their echolocation to move all the way to the Rookie’s
room (as they are the closest enemy to the selected bat meeple using only passageways). They
can’t carry any resources on their way or use portals for this special ability.
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22
Pro tip: Defeat Rookies on trading spots ( )
to get resources and acquire Loot.
If King Vincent shattered the Jewel, open If King Vincent shattered the Jewel, open card packcard pack "B". "B".
“I can’t believe it! Freedom, at last! I couldn’t have done it without your help... Now, go have adventures of your own!” exclaimed the
bookworm, swinging open the hatch and letting his loyal bats soar into the night. Then, after a long sigh, he continued “Now, let’s
talk business, shall we? You should also leave and lay low for now. I’ll do my best to divert the guild’s efforts elsewhere while I devise
a plan to bring Olga back to us. But remember, even if we pull this off, the witch won’t ever be the same.” — Cool with me. I’m not
mentally ready to take up the plow and hoe for a while, but hey! It’s better than ending at the gallows.
++55
Page-turner (Event): The Vampire discards
all books in his room, if at least one book was
discarded this way, all players may destroy a
Tactics card from their hand or discard pile
back to the box. If no books are discarded,
draw and resolve an extra Guild card.
Bloodlust (Event): The Vampire performs
one additional Melee Attack, if they do so, the
Vampire Heals 5 Health Points.
Bats (Event): Summon a bat in the same room
as the Vampire. Bats are considered Heroes with
1 HP that ignore treasure, being only blocked by
monsters. A Bat will move towards the Vault as
much as they can, reactivating all heroes in their
path until exhausting to fi ght a monster.
Final Boss (Triggered): After resolving the fi rst Heroes Phase in the 2nd Wave, shuffl e all the Final Boss cards and place the deck on the
Battle board, then place their meeple standing (active) in the same room as the Key token and inspire all heroes there. Then remove the Key
from the dungeon. Finally draw and resolve one Boss card. The Vampiric King has 30 Health points and is being corrupted by the Demon’s
Jewel power. This Boss will attack Monsters, Inspire Heroes, Charge and Plunder Treasure when active, following the same priorities as a
Hero, after resolving them, lay down their Meeple to mark it as exhausted.
During wave 2, after each Heroes phase, reactivate the Vampiric King, inspire all heroes on their room, then draw and resolve one
Boss card. After resolving the Boss card effect, resolve the Vampiric King and all active Heroes. If, at the end of the game, you still have
the Treasure with a value of 4 in the Vault, but you also have the Vampiric King attacking the dungeon, you lose the game! However, if at
any point during the 2nd Wave, you defeat the Vampiric King by dealing a total of 30 damage to him, King Vincent — the vampire, will
reclaim his mind and cast a spell to shatter the demon’s jewel, destroying it! You immediately win!
3030
used their echolocation to move all the way to the Rookie’s

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33
When my second cousin asked me if I could babysit for
them, I said “For sure! Taking care of one more Munchkin
during the holidays will be no problem!”
Little did I know that they adopted a world-ending cosmic
baby. He sleeps so cute though! So for now we will do the
most to keep things quiet here, take turns reading the best
bedtime stories... and hope for the best! Bedtime Stories (Event): Every time you reveal the Librarian card,
discard all books in the Library room — Cthulhu remains asleep,
dreaming of heroes being captured — For each Book discarded this way
draw another card from the Guild deck and send the relevant Hero to
the Cells. If there are no books to discard in the Library room, Cthulhu
has a Nightmare where heroes are invading the dungeon from all sides,
draw and resolve 2 extra Guild cards, one at a time!
h1. Silent Nighth1. Silent Night
Special Rules:Special Rules:
Shuffl e the Librarian cards (marked with the number 5) along with the Heroes cards to create the Guild deck.
Special Setup:Special Setup:
Players cannot play as Cthulhu in this Scenario.
Keep it quiet (Ongoing): Monsters cannot perform swarm actions in the Library room. Cthulhu is sleeping there and they don’t want to wake them up!
Extras: Holiday SpecialExtras: Holiday Special
The following scenarios were not originally planned to be printed, as they feature Cthulhu—a guest monster who is not part of
our main story for the series and is also not included in this Expansion. However, these scenarios are a lot of fun! Even if you
don’t own the “Great Dreamer Expansion” you can still play them by replacing the Cthulhu’s meeple by an Event token.

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34
Keep it REALLY quiet (Ongoing): Monsters cannot perform swarm actions in the Vault.
Cthulhu is sleeping there and they don’t want to wake them up!
If at any point of the game one
(or more!) gnoll puppies reach the vault, Cthulhu wakes up and
the Monsters lose the game. If
you lose the Treasure with value 4 from the Vault, you also lose the game.
Gnolls (Ongoing): G
noll puppies cannot be removed/discarded from the dungeon. If a Hero
attacks a Gnoll, move it to an adjacent room (closer to the Vault). Gnoll puppies can be moved
along like resources but cannot use portals or be carried through portals.
We had everything under control... for a moment. The
world-wrecking baby was sound asleep so it was time
to prepare my mother’s special recipe for our holiday
feast. It’s a yummy one and very easy to make, so you
can try making it at home! All you need is to stuff a
Rhino-Turkey with oculord eyes, peanut butter and...
bone marrow — which I completely forgot to buy! So
I had to ask the dragon to fl y to the next village and
bring us some...
Imagine my surprise to see the dragon returning home
bringing a basket with 7 puppies instead! I jokingly
asked if I could cook them, and she almost vaporized
me on the spot! Thankfully, I got skilled at dodging
dragon fi re already. Anyway, now we have a problem,
because if these rowdy puppies wake up Cthulhu, we
are all doomed!
Puppy Pandemonium (Event): When you reveal a Puppies card, you must move all Gnoll puppies
from one room of your choice to an adjacent room, closer to the Vault.
Shuffl e the Puppies (“18”) cards with the Heroes cards to
create the Guild deck.
h2. The more the merrierh2. The more the merrier
Special Setup:Special Setup:
Special Rules:Special Rules:
Players cannot play as Cthulhu or Gnolls in this Scenario.

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35
Keep it quiet, or else!(Ongoing): Monsters cannot perform swarm actions in the
Vault.
If at any point of the game one (or more!) Gnoll puppies reach the vault, before
removing them, Cthulhu wakes up, activate
Thank you Santa!
Thank you Santa! (Triggered): Cthulhu is now awake! When this happens, take
all the remaining treasures in the dungeon and pile them it in the vault organized
by lower to higher numbers. After each heroes phase Baby Cthulhu will open the
top Treasure chest — ignoring the number on it! — (resolve the treasure abilitites
as usual). Heroes can still plunder the top treasure following the usual rules. If the
heroes (or Cthulhu) opens Treasure 4 you lose the game.
Gnolls (Ongoing):
If a Hero attacks a Gnoll, instead of removing it, move it to an adjacent room
(closer to the Vault). Gnoll puppies can be moved along like resources but cannot use portals or be
carried through portals. If a Gnoll reaches the Vault, remove it from the dungeon back to the box.
If you want a thing done right, do it yourself — I said
while rushing into the town to snatch some bone
marrow from the tavern kitchen — and what a terrible
idea that was!
You see, the whole guild was there celebrating and
all dressed up fancy to reenact the wise men tale. The
place was so crowded that I could have just snuck in
quickly... but I didn’t! No, no sir... I needed to make fun
of their bejewelled pajamas.
Now we have the guild on our doorstep, past midnight,
while we try to babysit seven puppies and a nightmare
of a baby! That’s it, I’m over the holidays.
Replace the Mage cards with the Epic Mage cards (marked
with the number 20) and add the Librarian cards (marked with
the number 5) to create the Guild deck.
h3. Santa Babyh3. Santa Baby
Special Setup:Special Setup:
Special Rules:Special Rules:
Players cannot play as Cthulhu or Gnolls in this Scenario.
Epic Mage: When summoned in the Cells, Inspire all
Heroes there. When he charges into a room, fl ip a
completed portal in it back to the incomplete side.
the number 5) to create the Guild deck.
11
Players cannot play as Cthulhu or Gnolls in this Scenario.Players cannot play as Cthulhu or Gnolls in this Scenario.Players cannot play as Cthulhu or Gnolls in this Scenario.Players cannot play as Cthulhu or Gnolls in this Scenario.
Bedtime Stories (Event): Every time you reveal the Librarian card and Cthulhu is not awake
discard all books in the Vault. For each Book discarded this way draw another card from the Guild
deck and send the relevant Hero to the Cells. If there are no books to discard in the Vault or if
Chulhu is awake, draw and resolve 2 extra Guild cards, one at a time!

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RookiesRookies
New ActionsNew Actions
Passive actions are triggered
when the conditions described
are met. For the 1st case, it
requires you to receive a Melee
Attack damage (and survive),
for the 2nd, you need to be
targetted by a Ranged Attack.
Passive:
--11 00
During setup, add a number of Rookies along with the other hero cards to create the Guild deck.
Summoning a Rookie: Every time you draw a
Rookie card, only one token will be summoned into
the dungeon. If there’s more than one room of that
type, you choose where the Rookie arrives.
Bag of Goodies: Every time you defeat
a Rookie, place a resource of your
choice on that dungeon room (Coin,
Frog, Book or Bone).
Show Off: Rookies
don’t have a show
off ability.
11
Unless otherwise stated, actions are resolved individually, in any order you choose, splitting the actions depicted in one card to one or more of your
Monsters in the Dungeon. You may also choose not to use all the actions depicted in a card. If an action requires a Token and there are no more left in
the supply, you can not perform the action. Some of the new actions have a unique symbol, you can see their meaning below:
Throw items, traps, and
smaller monsters to the
furthest room in a straight line
from your meeple.
Throw:
Look the top card of the Guild
deck. Then decide whether
this card goes back on top or
on the bottom of the deck.
Oracle:
Lay-down one of your spiders
on the dungeon. If an enemy
is summoned or moves into a
room with a lied-down spider,
exhaust it before inspiring,
then stand-up all the spiders
in the room.
Spider web:
Destroy one of your tactics
cards (either on your hand
or discard pile), place the
selected card back in the
game box.
Destroy:
Search your Tactics deck for
a card of an action type (in
this example, Ranged Attack),
then add the selected card to
your hand and reshuffl e your
Tactics deck. If there’s none,
you just reshufl e the deck.
Search:
Move a bat (through
passageways) all the way to
the closest hero or boss in the
dungeon.When moving using
this ability, you can’t carry
anything with you.
Echolocation:
Discard the top card of
the Guild deck (without
resolving it).
Banish:
Move a hero, boss, or monster
out of a room where you have
a puppy into an adjacent
room. Enemies or Allies
moved this way do not Inspire
and will fall on traps.
Bark:
Move (ignoring Treasure
and not Inspiring) or Attack
(Melee) using an exhausted
hero (or boss) in the dungeon.
Mind controled heroes or
bosses will fall on traps.
Mind Control:
Cthullu sleeps (lie him down)
or wakes up (stand him up).
Heroes ignore Cthulhu while
he is sleeping.
Nap time:
Discard a frog to acquire a special ability from a Monster
that is not currently in play. You may use this acquired
ability as if it were yours. Note that only one other
monster’s ability can be attached to you at any given
time. If you activate your ability again, you have to
replace the currently attached special ability card.
Hypnotic Toad:
You have the ability to give orders to another monster type
(in this example, you can command Puppies). You can also use
their meeples in your Swarm Attacks. You can only use this
ability if your meeple is in the same room as them. The ability
also depicts how many minions you have (‘6’ puppies in the
example) and how much HP each of them has (‘1’ HP each).
Overlord:
Spoiler alert! If you have not played the Chronicle yet, proceed with caution...Spoiler alert! If you have not played the Chronicle yet, proceed with caution...
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