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Deadly Doodles 2

Expansion for Deadly Doodles

Deadly Doodles 2 Rulebook

Table of Contents

Table of Contents

  • Expansion Rules
    • Gameplay Changes
    • Cave Entrances
    • Diamonds
    • Magic Doors (Maps 3-6)
    • Skull Coins (Maps 3-6)
    • Cursed Emeralds (Maps 5-6)
    • Rune Gates (Map 6)

Expansion Rules

Gameplay Changes

  • There are 6 new maps with this expansion. Make sure all players have the same Dungeon board.
  • If playing with Dungeon 2-6, you will roll a die before each round and apply the results as described below.
  • There are 6 new things being added to this expansion, but not all of them appear in each Dungeon. Each will be discussed below.

Cave Entrances

  • They work just like normal Entrances, but they appear in places other than the outside of the Dungeon.

Diamonds

  • At the start of each round, cross out the matching Diamond based on the die rolled.
  • If a Diamond with the matching number is already crossed off, do nothing.
  • At the end of the game, each Diamond you entered that was crossed off is worth 1 point. Each Diamond you entered that wasn't crossed off is worth points equal to the number of Diamonds that are not crossed off.

Magic Doors (Maps 3-6)

  • These doors are either "Open" or "Closed" based on the die roll at the beginning of the round.
  • If the "Skull" is rolled, all of these doors are open for the round, and the Dragon doors are closed. The opposite is true if the Dragon is rolled.
  • When your path connects to a Magic Door, it must be open in order to continue on the other side.
  • If your path connects to both sides of a Magic Door, this 1 door is considered permanently open.

Skull Coins (Maps 3-6)

  • Each Skull and Coin is worthless by itself, but if your path is drawn through the Skull, at the end of the game, each Coin your path entered is worth 5 points!

Cursed Emeralds (Maps 5-6)

  • Each Emerald on the map links to a Curse Track Space. The links don't prevent you from drawing paths or placing Traps.
  • At the beginning of the round, if a Dragon is rolled, going left to right, mark off the next unmarked top half of the Emerald Curse Track. If a Skull is rolled, do the same, but going right to left and mark off a bottom piece.
  • If you need to mark something, but all 6 of the tops/bottoms are marked off, do nothing.
  • When both halves of an Emerald on the Curse Track are crossed off, also cross off the matching Emerald in the Dungeon, even if you already drew a path into its space. This Emerald is now Cursed, but you are still allowed to draw a path into its space.
  • At the end of the game, if you entered an Emerald's space, it is worth 2 points. If it is a Cursed Emerald, lose 2 points.

Rune Gates (Map 6)

  • Each Rune Gate has a counterpart that shares the same glyph.
  • During the game, if your path crosses a Rune Gate, the counterpart gate must be crossed off and is now closed forever!
  • You may still connect your path to a closed Rune Gate (meaning it doesn't act like a Wall), but you can't cross it.