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Donjon: Les Apprentis Gardiens

Donjon: Les Apprentis Gardiens Rulebook

Table of Contents

Table of Contents

  • Overview and Goal of the Game
  • Contents
  • Set Up
    • General set up
    • A. The Office board
    • B. The Terra Amata board
    • C. The Power board
    • D. The Dungeon boards
  • The Icons
    • Your dungeon
    • The Oubliettes
    • The Monsters
    • Movement of monsters
    • Placements and new items
    • Groups of adventurers
    • Teleport a monster
  • Game Turn
  • 1. Threat
  • 2. Guardian
  • 3. Recruitment
  • 4. Movement
  • 5. Power
  • Example of a Turn
  • Horous' Laboratory (Room 1)
    • Mixtures
  • Marvin's Refectory (Room 2)
    • Les VIPs (very important personalities)
  • Alcibiade's Crystal Balls Room (Room 3)
    • Back and Forths
  • Herbert's Bedroom (Room 4)
    • The Bearers of the Sword of Destiny
  • The Guardian's Office (Room 5)
  • End of the Game
  • Scoring Points
  • The Objectives
  • Example of Scoring
  • Turn Summary
  • Iconography

Overview and Goal of the Game

So you'd like to take over from the Guardian? OK, we'll start by giving you a few monsters and a bit of a dungeon to work on.... You can recruit others and move them to the right rooms to satisfy the demands of the illustrious Hyacinthe de Cavallere. His most valuable lieutenants, Marvin, Herbert, Horous and Alcibiade, will come to your aid if you agree to throw a few monsters into the oubliettes. And if you don't want to find yourself invaded by unwelcome adventurers, remember to get rid of them from time to time!

Ready for the challenge?

Contents

  • 24 Threat cards, divided into 3 types: 12 for 2, 3 and 4-player games; 6 more for 3 and 4-player games; 6 more for 4-player games only
  • 1 First Player token
  • 28 Groups of Adventurers tiles
  • 20 Malus tiles
  • 6 Guardian tiles
  • 16 Mixture cards
  • 7 Inn cards
  • 16 Bearer of the Sword of Destiny cards
  • 10 VIP cards
  • 111 monster figurines: 20 Spiders, 20 Brous, 20 Dragons, 20 Vampires, 20 Skeletons, 11 VIPs
  • 4 Dungeon boards (1 for each player)
  • 8 Objective tiles
  • 1 score pad
  • 1 Terra Amata board
  • 1 Power board
  • 1 Office board

Set Up

General set up

Place the Office board (A) where all can see it. It will help you keep track of your goals and score points at the end of the game. Place the Terra Amata board (B) and the Power board (C) in the centre of the table, within reach of all players. Make sure you leave enough space on either side of the boards for your miniature reserves and discarded cards.

Each player chooses a personal Dungeon board (D) and places it in front of them.

A. The Office board

Take the 4 Goal tiles without * and place 1 of them, determining its side at random, on each of the 4 slots provided.

After a few games: For more challenging and surprising games, you can try adding goals for experienced guardians, identifiable by their *. Shuffle all the tiles and place 1 of each colour, at random, on each of the spaces provided. If you prefer, you can also agree on which goals to use for your games.

B. The Terra Amata board

  • B1. Create the general reserve of monsters with the spiders, brous, dragons, vampires and skeletons, on the left of the board.

  • B2. Take 2 spiders, 2 brous, 2 dragons, and 2 vampires, then randomly place 3 of these monsters in the forest, and 5 in the swamp.

  • B3. Shuffle the 7 Adventurer (Inn) cards and place them all face down on the roof of the inn. Form a reserve with all the Group of Adventurer tiles and place them on the terrace of the inn.

  • B4. Depending on the number of players, take the Threat cards listed below and then shuffle them:

    • 2 players and more: the 12 2-3-4 player cards (greenish)
    • 3-4 players: add the 6 3-4 player cards (yellowish)
    • 4 players: add the 6 4 player cards (blueish)

    With 2 or 3 players, put the unused cards back in the box.

  • B5. Finally, form a face-down pile of Threat cards to use in your game and place them on its space (the path between the forest and the swamp).

C. The Power board

  • C1. Shuffle the 16 Swordbearer cards and place them face down in their respective slots.
  • C2. Shuffle the 10 VIP cards and place them face down on their slots. Then reveal the first 2 cards of this deck on the appropriate slots.
  • C3. Make up a reserve with all the VIP figurines to the right of the VIP cards.
  • C4. Shuffle the 16 Mixture cards and place them face down on their slots. Then reveal the first 3 cards of this deck on the appropriate slots.

D. The Dungeon boards

  • D1. At the entrance of each dungeon, 4 monsters are represented (skeleton, spider, brou, dragon, or vampire). Each player takes the monsters in question from the reserve and places them in the entrance of their dungeon.
  • D2. Each player places 1 Group of Adventurers tile in room 1 of their board.
  • D3. Each player takes a set of Malus tiles numbered 1 to 5 to form a reserve next to their dungeon.
  • D4. Shuffle the Guardian tiles face down and distribute 1 to each player, which they keep face down in the slot to the right of their dungeon.

The Icons

Your dungeon

It consists of:

  • 1 Entrance (E): By default, this is where all your monsters come.
  • 5 Hallways (C): Essentially to connect your rooms.
  • 5 Rooms (S): Numbered, they are crucial for using your powers and for your victory points at the end of the game.

The Oubliettes

Located on the Terra Amata board, this is where you throw your monsters to use the powers of your rooms. It is also a recruitment area, like the forest or the swamp.

The Monsters

The monster icon always indicates the monster of your choice. In addition, each monster has its own icon: Skeletons, spiders, brous, dragons, vampires, and VIPs.

Movement of monsters

Each footstep allows you to move any monster in your dungeon one space:

  • from the entrance to a hallway
  • from a hallway to a room
  • from a room to a hallway

Placements and new items

An arrow icon indicates to place monsters or adventurers to, or from a location. If a plus (+) precedes the icon of a monster or a group of adventurers, this means that you earn it.

  • A placement can involve your entrance or the oubliettes. For example:
    • Take 2 monsters of your choice from the oubliettes and place them in your entrance.
    • Take 2 brous from the general reserve and place them in your entrance.
  • Or a room, as indicated in the bottom right-hand corner of the icon. For example:
    • Take one monster of your choice from your dungeon room with the highest number and place it in your entrance.
    • Take 3 monsters from your entrance and place them in the room where you have just placed your VIP (see VIPs, page 11).

Groups of adventurers

They move from room to room to make you lose victory points.

  • New group of adventurers: Take 1 group of adventurers from the inn. Place it in your dungeon, in the room indicated.
  • Progress of a group of adventurers: Take 1 group of adventurers present from the dungeon room with the lowest number. Move it forward the number of rooms indicated (+1, +2, or +3).
  • Eliminate a group of adventurers: Choose any group of adventurers in your dungeon and send it back to the terrace of the inn.

Teleport a monster

Each teleport icon allows you to take 1 monster anywhere in your dungeon and place it anywhere.

Game Turn

Each player's turn comprises 5 phases, 3 of which are mandatory:

  1. THREAT (page 7)
  2. GUARDIAN (optional) (page 8)
  3. RECRUITMENT (page 8)
  4. MOVEMENT (page 8)
  5. POWER (optional) (page 9)

The first player completes these 5 phases in order, then the next player clockwise does the same, and so on.

The turns continue in this way until the last Threat card is revealed in phase 1.

Once this card has been revealed, complete the table round to the player to the right of the first player, then score the points (page 14) to determine the winner.

1. Threat

If there are at least 5 monsters in the Forest AND in the Swamp, go directly to the next phase.

If there are less than 5 monsters in the Forest OR in the Swamp, reveal the next Threat card, then follow these steps in order:

A. If an icon is present on the left of the card, all players are affected:

  • Take 1 group of adventurers from the inn and place it in room 1 of your dungeon.
  • Take 1 group of adventurers present in your room with the lowest number. Move it forward the number of rooms indicated (+1 or +2).

I don't want adventurers in my office! At any time, if 1 group of adventurers arrives in your room 5, take the lowest-value Malus tile from your reserve, and place it to the left of your room 5. At the end of the game, each Malus tile in your dungeon will reduce your points by the amount of its value.

B. Take the 2 monsters represented on the card from the reserve and place them in the area (Forest or Swamp) that has less than 5 monsters.

C. If there is 1 Threat icon (skull) on the card drawn, turn the card face down and keep it to the right of the Terra Amata board. Otherwise, discard it in the cemetery.

D. When there are as many Threat cards to the right of the Terra Amata board as there are players, turn over the first Inn card and apply its effect to all the players concerned:

  • to the player(s) with the most groups of adventurers in their dungeon, or
  • to the player(s) with the least groups of adventurers in their dungeon.

(The effects on the Inn cards are shown only as icons on the cards; the rulebook text does not spell them out.)

E. Each time an Inn card is revealed and its effect applied, discard it in the cemetery along with all the Threat cards remaining next to the Terra Amata board.

2. Guardian

At the start of the game, your Guardian tile is face down next to your dungeon. Later, when you have successfully led 5 monsters in room 5, the Guardian's office, this tile will be revealed, giving you 3 powers that you can use during this phase.

If your Guardian tile has not yet been revealed, go directly to the next phase.

If your Guardian tile has been revealed, you can use ONE of its three powers as follows:

A. Take the lowest-value Malus tile available next to your dungeon and place it on the power you wish to take advantage of.

B. Apply the effect of the power you've just overlaid.

For more details on Guardian tiles and their effects, see page 14.

As you can see, these Malus tiles on your board will cause you to lose points at the end of the game. As each new tile placed on your board causes you to lose more points than the previous one, think carefully before using one of your Guardian's tile powers.

3. Recruitment

A good dungeon needs new blood! Between the forest and the swamp, you should be well served, but if that's not enough for you, you can always dig up a few old crones from the oubliettes.

  1. From ONE of the 3 recruitment areas on the board (Oubliettes, Forest or Swamp), take up to 2 monsters of the same type (colour).
  2. Place all recruited monsters:
    • in the entrance of your dungeon, OR
    • on any location in your dungeon that already contains at least 1 monster of the same type (colour).

Whatever the case, all the monsters you have just recruited must be placed in the same place.

Example: Jo has just picked up 2 spiders in the forest. He already has 1 in room 3 of his dungeon and in a hallway. He can therefore place both of them in this room (A), in corridor (B) or simply in his entrance (C).

4. Movement

  1. Once you've recruited, count all the monsters in your dungeon of the type you've just recruited.
  2. You get 1 footstep for each monster of this type present in your entire dungeon.
  3. Each footstep allows you to move any monster in your dungeon one square:
    • from the entrance to a hallway
    • from a hallway to a room
    • from a room to a hallway
  4. Use these footsteps by distributing them freely among the monsters in your dungeon, then move on to the next phase.

Don't forget!

  • Your moves can be split between all the monsters in your dungeon, not just those of the type (colour) you've just picked up in phase 3, Recruitment.
  • Only your monsters can be moved with footsteps, never groups of adventurers.

5. Power

You have the chance to be supported by powerful allies in the first 4 rooms of your dungeon. Don't neglect them!

After moving your monsters, you can send 1, and only 1, monster to the Oubliettes to activate the power of the room from which you took it.

Rooms 1 to 4 in your dungeon each offer a different power, as described on pages 10 to 13: room 1 (Horous' Laboratory, page 10), room 2 (Marvin's Refectory, page 11), room 3 (Alcibiade's Crystal Balls Room, page 12), room 4 (Herbert's Bedroom, pages 12-13).

The Guardian's advice: Parting with an unfortunate creature can seem cruel, or even expensive. When you're just starting out, you may be reluctant to do so. But believe my experience, most of the time, the benefits you gain will be well worth the sacrifice!

Example of a Turn

  1. Threat: There are fewer than 5 monsters in the swamp, so Audrey starts by flipping over a Threat card. Following the instructions on this card, each player takes 1 group of adventurers from the inn and places it in room 1 of their dungeon. Add 1 dragon and 1 vampire to the swamp. The card does not have any Threat icon on its right, so it is discarded in the cemetery.
  2. Guardian: on a previous turn, Audrey managed to lead 5 monsters to room 5, so the powers of her Guardian tile are now available. She uses the 2nd space of her Guardian tile by placing 1 Malus tile on it, which allows her to remove 2 groups of adventurers from her dungeon (see page 14).
  3. Recruitment: Audrey now decides to take 2 vampires from the forest. As she already has 1 vampire in room 3 and 2 in the hallways, she could put them in one of these places rather than in her entrance. She chooses to place them in her room 3.
  4. Movement: Audrey has a total of 5 vampires in her dungeon and thus gains 5 footsteps. She moves her spider and her dragon from the entrance to the first hallway, then her spider to room 1. She therefore has 2 left, which she uses to move 1 brou from room 3 to room 4 via the hallway that connects them.
  5. Power: Now she can use the power of a room in which she has a monster, sending it to the oubliettes. She chooses the skeleton in room 2, and sends it to the oubliettes. From the VIP cards available, she chooses Kadmion (see page 11) which allows her to place 1 VIP anywhere, along with one monster of her choice, taken from the oubliettes. She places both of them in room 4, which ends her turn.

Straight to the point? Aside from scoring points, you now know everything you need to know to be able to start playing. On pages 10 to 14, you'll find the effects of each room's powers, as well as a description of each of the cards you'll find there. You don't need to read them in detail to start running your dungeon, and can only refer to them when you start using a room's power. You can therefore go straight to page 14 if you want to get started now. Of course, if you'd like to get through all the rules in full before you start, don't hesitate to read on!

Horous' Laboratory (Room 1)

Mixtures

A good necromancer always has something on hand to play with life and death. Horous' mixtures all have 1 or 2 beneficial effects for the player using them. Choose one of the 3 visible mixtures, apply its effect(s), discard it and reveal a new mixture to replace it. If there are not enough Mixture cards left to renew the offer, shuffle the discard pile to reconstitute the deck.

The Mixture cards:

  • Take the 2 indicated monsters in the general reserve and place them in the entrance of your dungeon.
  • Take the monster indicated in the general reserve and place it anywhere in your dungeon.
  • Take 1 skeleton and 1 other monster of your choice from the general reserve and place them both in the entrance of your dungeon.
  • Take 1 monster of your choice from the oubliettes and place it anywhere in your dungeon.
  • Take 2 monsters of your choice from the oubliettes and place them in the entrance of your dungeon.
  • Take 2 skeletons from the general reserve and place them EACH anywhere in your dungeon.
  • Take 1 monster of your choice from the oubliettes and place it in the entrance of your dungeon. AND Remove 1 group of adventurers from any room of your dungeon.
  • Take 1 skeleton from the general reserve and place it anywhere in your dungeon. AND Remove 1 group of adventurers from any room of your dungeon.
  • Get 4 footsteps to move your monsters in your dungeon. AND Remove 1 group of adventurers from any room of your dungeon.
  • Take 1 monster anywhere in your dungeon and place it anywhere in it. AND Remove 1 group of adventurers from any room of your dungeon.

Marvin's Refectory (Room 2)

Les VIPs (very important personalities)

When we need to call in a specialist for a specific job, Marvin is always there to tell us who to send.

  1. Take 1 VIP from the Power board and place it in your dungeon, in the room of your choice.
  2. Take a face-up VIP card from the Power board and benefit from its effect. Then discard this card and reveal a new one to replace it.

PLEASE NOTE: If there are no VIP cards left to renew the offer, just make do with what's left; VIPs are limited in number.

This icon (room + VIP) reminds you that VIP effects always apply to the room they arrive in. So choose your VIP and his arrival room wisely.

All VIPs have positive effects that only affect you. Some also have negative effects for all other players. The colour of the bubble in which the effects appear indicates to whom they apply: a white bubble means the effect only applies to you; a pink bubble means the effect applies to all other players.

The VIP cards (names as printed on the cards):

  • Berbouche: You: Take 1 skeleton from the general reserve and put it in the room where you have just placed your VIP. All the other players: Take 1 group of adventurers from your room with the lowest number and move it forward 3 rooms.
  • Elyacin: You: Take up to 3 monsters from your entrance and place them in the room where you have just placed your VIP.
  • Gropro: You: Remove 2 groups of adventurers in the room where you have just placed your VIP.
  • Isis: You: Take 2 skeletons from the general reserve and place them in the room where you have just placed your VIP.
  • Jean-Jean: You: Take 1 extra VIP from the general reserve and place it in the room where you have just placed your VIP.
  • Kadmion: You: Take any monster from the oubliettes and put it in the room where you have just placed your VIP.
  • Le Raconteur d'histoires: You: Take up to 2 monsters anywhere in your dungeon and put them in the room where you have just placed your VIP.
  • Sonia: You: Remove 1 group of adventurers in the room where you have just placed your VIP. All the other players: Take 1 group of adventurers from the inn and place it in room 1 of your dungeon.
  • Tabata: You: Take 1 skeleton from the general reserve and place it in the room where you have just placed your VIP. AND Remove 1 group of adventurers in the room where you have just placed your VIP.
  • Zongo: You: Take up to 3 monsters in the room where you have just placed your VIP and place them each anywhere in your dungeon.

Alcibiade's Crystal Balls Room (Room 3)

Back and Forths

Scrutinising his orbs and his giant's eye, the dungeon gnomonist has everything he needs to move crowds of monsters.

Get 7 footsteps. These can be used in exactly the same way as described in phase 4. Movement (page 8). You can therefore divide them up freely between all the monsters in your dungeon.

Herbert's Bedroom (Room 4)

The Bearers of the Sword of Destiny

The belt buckle on the Sword of Destiny worn by Herbert summons ancient bearers to the rescue! They are all powerful warriors... or almost.

Draw the first card from the Swordbearer deck to find out which one is coming to your aid, then apply its effects. Next, discard the card drawn. If there are no cards left in this deck, shuffle the discard pile to create a new deck.

All bearers allow you to remove 1 to 3 groups of adventurers from your dungeon. Sometimes they also have other effects that only concern you. Some also have effects for all the other players. The colour of the bubble in which the effects are written indicates to whom they apply: a white bubble means the effect applies to you only; a pink bubble means the effect applies to all other players.

The Swordbearer cards:

  • You: Remove 3 groups of adventurers from any room(s) of your dungeon. AND Send any monster in your dungeon to the oubliettes.
  • You: Remove 3 groups of adventurers from any room(s) of your dungeon. All the other players: Take 1 skeleton from the general reserve and place it anywhere in your dungeon.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon. AND Take 1 monster anywhere in your dungeon and place it anywhere. All the other players: Take 1 monster anywhere in your dungeon and place it anywhere.
  • You: Remove 1 group of adventurers from any room of your dungeon. AND Take 1 monster anywhere in your dungeon and place it anywhere in it. All the other players: Take 1 group of adventurers from the inn and place it in room 1 of your dungeon.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon. AND Take one of the monsters in your room with the highest number and place it in your entrance. All the other players: Take 1 group of adventurers from the inn and place it in room 1 of your dungeon.
  • You: Remove 3 groups of adventurers from any room(s) of your dungeon. AND Take one of the monsters in your room with the highest number and place it in your entrance.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon.
  • You: Remove 3 groups of adventurers from any room(s) of your dungeon. All the other players: Remove 1 group of adventurers from any room of your dungeon.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon. AND Take 1 skeleton from the general reserve and place it anywhere in your dungeon. All the other players: Take 1 skeleton from the general reserve and place it anywhere in your dungeon.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon. AND Take any monster from the general reserve and place it anywhere in your dungeon. All the other players: Take any monster from the general reserve and place it anywhere in your dungeon.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon. AND Take one of your monsters from your room with the highest number and place it in your entrance. All the other players: Take one of your monsters from your room with the highest number and place it in your entrance.

The Guardian's Office (Room 5)

Monsters all over the office always put the Guardian in a good mood!

As soon as you have 5 monsters in the Guardian's office (room 5), flip over the Guardian tile to the right of this room to discover its 3 powers. From now on, during each of your 2. Guardian phase, you can use one of the 3 powers available on this tile as follows:

A. Take the lowest-value malus tile next to your dungeon and place it on the power you wish to take advantage of (at the end of the game, you will lose as many VPs as its value).

B. Apply the effect of the power you've just overlaid.

WARNING: a power is only available if it is not covered by any Malus tile.

Example: Caro has already used one of the Guardian's powers on a previous turn by placing her Malus tile on it. This turn, she wants to use the power on the right, so she places her Malus tile on this slot.

The Guardian tile powers (the tile shows the icons below; a given Guardian tile carries three of them):

  • Take up to 3 monsters already in your dungeon, and place them anywhere you like (shown with teleport icons).
  • Take 1 monster of your choice and 1 skeleton from the reserve. Place them both in room 3.
  • Get 5 footsteps to divide between your monsters to move them.
  • Take 1 monster of your choice from the oubliettes. Place it on the location of your choice.
  • Take 2 monsters of your choice from the oubliettes. Place them both on your entrance.
  • Eliminate 2 groups of adventurers from any room(s) of your dungeon.

End of the Game

When the last Threat card is drawn, complete the round of the table to the right of the player with the First Player token, then proceed to Scoring Points.

If you need new Threat cards to complete this final round, collect the Threat cards from the cemetery and shuffle them to form a new deck, which you place on its dedicated space.

Example: Tom draws the last Threat card at the start of his turn, triggering the end of the game. We then collect all the Threat cards from the cemetery, shuffle them to reconstitute a deck and continue playing until Caro, sitting to the right of Jo (who started the game), finishes her turn. Then it's time to score the points.

Scoring Points

Now use your scorepad to record each player's points:

  • Score the VP corresponding to the 4 Objective tiles used during your game. If you have any doubts, they are all detailed on the following page.
  • Score 7 VP per room in which you have at least 4 monsters of different types (colours).
  • Lose as many VP as the sum of the Malus tiles in your dungeon (to the left of your room 5 and on your Guardian tile).
  • Finally, for each group of adventurers present in your dungeon, lose as many VP as the number of the room in which it is found.

The player with the most VP wins! They are the most worthy successor to the Keeper (even if, in the end, it's far from clear that the Keeper is really ready to give up his position...).

In the event of a tie, no-one deserves the Keeper's attention... it's time for another game!!

The Objectives

Objective tiles are listed by colour. Tiles marked with * are the experienced-guardian goals.

Yellow (spiders)

  • In each room, 4 VP if at least 1 spider and 1 brou.
  • (*) In each room, 4 VP if at least 1 spider and 1 dragon.
  • In each room, 4 VP if at least 1 spider and 1 vampire.
  • (*) In each room, 4 VP if at least 1 spider and 1 skeleton.

Red (brous)

  • In each room: 1 single brou = 2 VP; at least 2 brous = 5 VP.
  • In each room, 4 VP if at least 2 brous.
  • If at least 1 brou in: 4 rooms = 13 VP; 5 rooms = 20 VP.
  • (*) In the whole of the rooms: 3 brous = 5 VP; 6 brous = 13 VP; 9 brous = 24 VP.

Blue (vampires)

  • 15 VP if at least 6 vampires in the whole of the rooms.
  • (*) At least 1 vampire in: 1 hallway = 2 VP; 2 hallways = 6 VP; 3 hallways = 12 VP; 4 hallways = 20 VP; 5 hallways = 30 VP.
  • 12 VP for the player(s) with the most vampires in the whole of the rooms.
  • (*) In each hallway, 4 VP if at least 1 vampire.

Green (dragons)

Dragons love piles of gold and don't share them: only 1 dragon per pile.

  • 3 VP per dragon on 1 gold pile.
  • (*) Per room with 1 dragon on all gold piles: 0 rooms = -12 VP; 1 room = -5 VP; 2 rooms = 0 VP; 3 rooms = 7 VP; 4 rooms = 15 VP.
  • Per room with 1 dragon on each gold pile: 1 room = 1 VP; 2 rooms = 6 VP; 3 rooms = 15 VP; 4 rooms = 24 VP.
  • (*) Per room with: 1 dragon on 1 gold pile = 2 VP; 1 dragon on both gold piles = 8 VP.

(The asterisk placement is read from the tile illustrations; the printed text does not state it.)

Example of Scoring

At the end of the game, with the objectives shown in the rulebook and these monsters in her dungeon, Audrey scores a total of 39 VP:

  • 6 points for the 2 rooms (4 and 5) that have a dragon on all gold piles.
  • 4 points for rooms with only 1 brou (2 and 4), and 10 points for 2 rooms with at least 2 brous (1 and 5).
  • 0 points for the vampires: there are 6 of them in her dungeon, but unfortunately not all of them are in rooms (only 4).
  • 12 points for her 3 pairs of spider and vampire in rooms 2, 3, and 4.
  • 21 points for her 3 groups of 4 different monsters in rooms 2, 3, and 4.
  • -6 points for the 3 Malus tiles (-1, -2, and -3) present in her dungeon.
  • -8 points for the groups of adventurers present in rooms 1, 2, and 5.

Turn Summary

Each player's turn comprises 5 phases:

  1. THREAT: if there are fewer than 5 monsters in the forest or swamp, draw a Threat card and resolve all its effects (page 7).
  2. GUARDIAN (optional): place 1 Malus tile on your Guardian tile (if revealed) to activate one of their 3 powers (pages 8 and 14).
  3. RECRUITMENT: from the oubliettes, forest or swamp, take up to 2 monsters of the same type. Put them in your entrance, or in any room or hallway with at least 1 monster of the type recruited (page 8).
  4. MOVEMENT: 1 footstep per monster of the type recruited, to be distributed freely among all your monsters (page 8).
  5. POWER (optional): send 1 of your monsters to the oubliettes to activate the power of its room (except for room 5) (pages 9 and 10 to 13).

Iconography

  • Entrance, Room, Hallway: as described under The Icons. As soon as a group of adventurers is moved into your room 5, take a Malus tile from the side of your dungeon and place it on the space provided.
  • The Monsters: Your choice, or: spider, brou, dragon, vampire, skeleton, VIP.
  • The Oubliettes: You can throw your monsters to use the powers of your rooms. It is also a recruitment area for monsters.
  • Teleport a monster: Each teleport icon allows you to take 1 monster anywhere in your dungeon and place it anywhere in it.
  • Placements: Indicates to place monsters or groups of adventurers to, or from a location.
  • New elements: If a plus precedes a monster or a group of adventurers icon, earn that element.
  • Movement of monsters: Each footstep allows you to move any monster in your dungeon one space: from the entrance to a hallway; from a hallway to a room; from a room to a hallway.
  • Progress of a group of adventurers, Group of adventurers, New group of adventurers, Eliminate a group of adventurers: as described under The Icons.
  • You: Remove 1 group of adventurers from any room of your dungeon. AND Take 1 skeleton from the general reserve and place it anywhere in your dungeon. All the other players: Take 1 group of adventurers from your room with the lowest number and move it forward 1 room.
  • You: Remove 1 group of adventurers from any room of your dungeon. All the other players: Send any monster in your dungeon to the oubliettes.
  • You: Remove 2 groups of adventurers from any room(s) of your dungeon. AND Get 3 footsteps for your monsters. All the other players: Get 3 footsteps for your monsters.
  • You: Remove 1 group of adventurers from any room of your dungeon. All the other players: Take 1 group of adventurers from your room with the lowest number and move it forward 3 rooms.
  • You: Remove 1 group of adventurers from any room of your dungeon. AND Take any monster from the general reserve and place it anywhere in your dungeon.