RulesPal
Chat
Rulebook
Dungeon Twister: Mercenaries thumbnail

Dungeon Twister: Mercenaries

Expansion for Dungeon TwisterExpansion for Dungeon Twister 2: Prison

Dungeon Twister: Mercenaries Rulebook

Table of Contents

Table of Contents

  • How to Play with an Expansion for Dungeon Twister
    • Free Choice (Secret Forces)
    • Mutual Choice (Equal Forces)
    • Scenarios
    • Mercenaries in Tournaments
  • New Rules: Ranged Combat
    • Diagram 1 (p. 4)
  • New Characters Description
    • Angel of Darkness
    • Crossbowman
    • Assassin
    • Berserker
    • Golden Dragon
    • General
    • Dwarven Trollslayer
    • Samurai
    • Diagram 2 (p. 6)
  • New Objects Description
    • Sylvanite Shield
    • Two-handed Sword
    • Rune Hammer
    • Katana
    • Dragonslayer
    • Potion of Strength
    • The Key
    • Clarification: Shields and Armours
  • Neutral Objects of the Armoury
    • Shackle
    • Armoury
    • Forge
  • New Terrain Descriptions
    • Falling Rocks
    • Trap Release
    • Remote Controlled Traps
    • Diagram 3 (p. 10)
    • Pit of Ultra-Gravity
    • Column
    • Staircase
    • Fountain of Youth
    • Water
    • Lava
    • Small Bridge
    • Room of Antimagic
    • Mist
  • The Library
    • Scroll of Charming
    • Scroll of Transposition
    • Diagram 3 (p. 11)
  • Glossary
  • Clarification
    • Rope

How to Play with an Expansion for Dungeon Twister

You can play a game of Dungeon Twister by using only the rooms, characters and objects coming with this expansion, or you can mix certain elements of this expansion with others of the basic set or other expansions, since each player chooses two pairs of rooms (eight rooms on the whole), eight characters and six objects (unless a scenario or special rule tells you to do otherwise). If you decide to play by mixing several sets of Dungeon Twister, there are three ways of doing so:

Free Choice (Secret Forces)

Each player chooses a colour and takes all the characters and objects of that colour from all the Dungeon Twister sets at disposal. Each player secretly chooses eight characters and six objects which he will use in the game. The remaining characters and objects are put aside. Each player secretly chooses two pairs of rooms. The eight rooms are mixed face down and placed as usual. The game then proceeds as normal.

Mutual Choice (Equal Forces)

Each player chooses a colour and takes all the characters and objects of that colour from all the Dungeon Twister sets at disposal. Randomly choose which player will go first at team-building. The first player chooses a pair of rooms then his adversary does the same. Then again the first player followed by his adversary chooses another pair of rooms so as to have four pairs of rooms (eight rooms on the whole). Mix the eight rooms and build a labyrinth as usual. Now the two players place all their characters and objects behind their folding screen. The first player chooses one of his characters and places it in front of his folding screen for his opponent to see. The latter now must take the same character and place it in front of his own folding screen. Now it is the second players turn to choose a character and place it in front of his folding screen. The first player places the same character in front of his own folding screen. The players alternate as above in picking characters until both have eight characters in front of their folding screen. The same process as above goes for object picking. The players alternate at choosing their objects until both have six objects each. All unused characters and objects are put aside and the chosen eight characters and six objects are placed behind their players folding screen. The game then proceeds as normal.

You can also play with a handicap. The player having a handicap secretly removes the adequate number of characters from behind his folding screen, after the teams have been built. Thus his opponent does not know at the start of the game which characters were taken off the team of the handicapped player.

Scenarios

Scenarios force you to play with certain predetermined teams and specific rooms. Sometimes certain scenarios will come with some new rules which are specific to them.

Mercenaries in Tournaments

When playing at a Tournament and one of your rooms is the Armoury you must also bring along the eight neutral object tokens corresponding to the Armoury. If both players have the Armoury in their respective room set then each one will have a complete set of those neutral object tokens to go along with. Thus there are two sets that can be used independently by both players.

New Rules: Ranged Combat

The Crossbowman can start a fight from afar when firing his crossbow for 1 AP. He must target the first character in his line of sight. The range of the crossbow is unlimited (just like the Fireball Wand).

The fight adheres to the normal combat rules but the Crossbowman cannot be wounded if he loses the fight (i.e. having a lower total combat value than his target). The combat value of crossbow attack is "3". This value can neither be increased or decreased by a character's special abilities, an object or a terrain element. The value of a crossbow attack will always be 3. On the other hand objects increasing or decreasing the defense of the target still work as usual (Armour, Sylvanite Shield, Ring of Weakness). Any innate defensive abilities of the target also are taken in account (for example the Water or Fire Elemental in their respective element get +1 in defense, as well as the Blood tokens of the Vampire).

Special abilities that have an effect on close combat (Berserker, Weapon Master, General, Samurai, etc.) are not activated when making a ranged attack.

The Crossbowman cannot use his special ranged attack ability if he is adjacent to his target or to an unwounded enemy character.

The Crossbowman can fire his crossbow to participate in a group combat. It still costs only 1 AP for the group combat to commence even when making a ranged attack with the Crossbowman (because he is considered part of that group combat). Add up the combat values of all attacking characters, add to this the combat value of the crossbow, and finally play a combat card.

The Crossbowman cannot remotely participate in a group combat when he is on the defending side.

A ranged attack is considered a normal combat. Thus it is not allowed to attack a character who has just been wounded, regardless of whether this attack is a ranged one or not.

Diagram 1 (p. 4)

If it is the blue player's turn he could start a group combat against the Golden Dragon of the orange player.

If it is the orange player's turn he could start a group combat using the Golden Dragon and the Crossbowman.

For 1 PA he then combines the ranged attack with the close combat ones to a single group combat. The Dwarven Trollslayer, the General and the blue Crossbowman are the attackers. The orange player defends only with his Golden Dragon. Since the blue General is not in the same room as the other two blue attackers, they can't make use of his special ability and receive no bonus. If the General had been in the same room the Crossbowman would not have received a bonus since he carries out a ranged attack.

The orange Crossbowman cannot help in this group combat since his side is the defending one.

Sum of combat values of blue attack: Crossbowman (3) + Dwarven Trollslayer (4) + General (2) = 9

Sum of combat values of orange defense: Golden Dragon (6) = 6

Every player only plays one combat card. Assuming that orange wins the blue Crossbowman would not have been wounded.

Sum of combat values for orange attack: Golden Dragon (6) + Crossbow (3) = 9

Sum of combat values for blue defense: Dwarven Trollslayer (4) + General (2) = 6

Every player only plays one combat card. Assuming that blue wins the orange Crossbowman would not have been wounded.

So, on his turn, the blue player places his Berserker on the square marked with an X, thus the orange Crossbowman would not be able to participate in a group combat against the blue General. Besides, since the blue Berserker is thus engaged in a one-on-one duel she could play 2 combat cards.

New Characters Description

Angel of Darkness

Movement: 5 Combat: 2

The Angel of Darkness can fly.

The Angel of Darkness is an undead.

Crossbowman

Movement: 3 Combat: 3

Ranged Attack: The Crossbowman can make long range attacks. However, since it takes time to reload a crossbow he can make only one long range attack per turn. The combat value of the crossbow is 3.

Assassin

Movement: 4 Combat: 2

Coup de grace: When the Assassin wins a combat, the enemy characters which are adjacent to her are instantly eliminated. The victims do not go into the "wounded" state. This ability also works in group combat.

Berserker

Movement: 3 Combat: 3

Blood Frenzy: When attacking the Berserker can play 2 combat cards, both will be discarded after the combat. In case of the "0" combat card this one stays with the player as usual.

The Berserker must announce how many combat cards she will play before the opponent places his combat card face down. This ability does not work when defending, in group combat or against ranged attacks.

When faced with the Weapon Master the Berserker must show all the cards she'll be using for that combat.

If a Scroll of Confusion is used on the Berserker, she herself decides how many combat cards she will use. If she decides to use two, both are drawn randomly.

If the Berserker attacks while under the influence of a Charm, the controlling player specifies number and value of the combat cards.

Golden Dragon

Movement: 3 Combat: 6

Avaricious: The Golden Dragon must be placed face up during the set up of the game. When a room containing the Golden Dragon is revealed the player who places the Golden Dragon at the same time places a neutral Treasure token underneath the Golden Dragon. If the Golden Dragon starts the game on a starting zone, place a neutral Treasure token underneath it at the end of the set up phase.

A neutral Treasure earns a player 1 VP when leaving the game via the enemy's starting zone just like the Treasure from the basic game.

Prestigious: The Golden Dragon is worth 2 VP instead of one when eliminated.

General

Movement: 3 Combat: 2

Charismatic: All characters in the same room as the General is in receive a bonus of +1 in combat (attack and defense). This bonus applies only to characters of the same colour as the General. Wounded characters also benefit from this bonus whereas ranged attacks don't.

The General himself does not benefit from his own bonus.

This ability does not work when the General is wounded, or still on his starting zone since they are not considered rooms.

Dwarven Trollslayer

Movement: 2 Combat: 4

The Dwarven Trollslayer can break portcullis for 1 AP just like the Warrior.

A Troll wounded by a Dwarven Trollslayer is unable to regenerate thanks to his ability. He can however still be treated by the Cleric or drink from a Fountain of Youth. But he will never regain his Regeneration ability for the remainder of the game.

The Dwarven Trollslayer's ability also functions in group combat or when defending as long as he is adjacent to the Troll.

Samurai

Movement: 4 Combat: 3

Once per turn the Samurai can make an attack that costs him one less AP than normal. Thus he can start a close combat for 0 AP or use the Two-handed Sword for only 1 AP.

This ability also works in group combat.

Diagram 2 (p. 6)

If it is the orange player's turn, he can start a group combat. Since his Berserker is engaged in a group combat the orange player cannot play two combat cards for the Berserker. On the other hand the Berserker can decide to use her Potion of Strength and drink it for 0 AP. The attacker makes all decisions concerning his part of the fight, then it is the defender's turn. Assuming the Berserker drinks the Potion of Strength, she has a bonus of +3 in close combat until the end of the turn.

The blue player has two weapons for attacking but they are of no use when defending so he can't use their bonuses. Further the blue Crossbowman can't participate in the group combat since he is on the defending side. On the other hand the blue General gives a +1 in combat to all characters of his colour that are in the same room as he is in.

Sum of combat values of orange attack: Berserker (3 + 3) + Assassin (2) = 8

Sum of combat values of blue defense: Samurai (3 + 1) + Dwarven Trollslayer (4 + 1) = 9

Given that orange wins the fight, the blue Samurai is eliminated directly (thanks to the Assassin's ability) and the blue Dwarven Trollslayer is wounded.

If it is the turn of the blue player, he has several possibilities:

(1) Start a group combat with the Samurai using the Two-handed Sword for 1 AP, but without the support of the Crossbowman because it cannot benefit from the Samurai its ability (when he's finished reloading his crossbow the fight is already over).

(2) Start a group combat for 0 AP without using the Two-handed Sword and without support from the Crossbowman.

(3) Start a group combat without using his special ability or the Two-handed Sword but with support from the Crossbowman for 1 AP.

(4) Start a group combat without using his special ability but using the Two-handed Sword and the fire support of the Crossbowman for 2 AP.

Let's assume that the blue player chooses the most violent option even if he has to spend more actions thus employing option (4). He will thus profit from the bonus of the General, the Rune Hammer and the Two-handed Sword, plus the combat value of the crossbow. Since this is so crucial a battle the orange player quite certainly will make use of his Potion of Strength.

Score of attack of blue:

Sum of combat values of blue attack: Dwarven Trollslayer (4 + 2 + 1) + Samurai (3 + 2 + 1) + Crossbowman (3) = 16

Sum of combat values of orange defense: Berserker (3 + 3) + Assassin (2) = 8

Despite the Potion of Strength it is not very likely for the orange player to score a victory this time...

New Objects Description

Sylvanite Shield

The Sylvanite Shield gives a bonus of +1 in defense to the character who wields it, even if that character is wounded. As any Shield it also makes it possible to pass under the Falling Rocks.

The Sylvanite Shield is a magical object. The +1 bonus is cancelled by all sources of anti-magic.

Two-handed Sword

To make an attack with the Two-handed Sword a character must spend an additional AP. The Two-handed Sword gives a +2 bonus when attacking with it. This bonus also applies to group combat, but still the extra 1 AP must be paid for the character using the Two-handed Sword.

The Paladin could attack with two Two-handed Swords hands for 3 AP and would thus gain a total bonus of +4.

A Two-handed Sword reforged in the Forge gives an attack bonus of +3 for 2 AP. It still cannot be used for 1 AP.

Rune Hammer

A character carrying the Rune Hammer gains a bonus of +1 in combat when it attacks. If the Dwarven Trollslayer carries the Rune Hammer he gains an attack bonus of +2 instead of +1.

The runes engraved on the Hammer are magical: the weapon is thus considered a magic object.

A character crossing a square containing a cursed object must pick it up and keep it until its death. If said character already carries an object (even another cursed object), it must drop it before entering the square containing the cursed object. If a character carrying a cursed object is killed in close combat, the winner or one of the winning characters of a group combat must pick up the cursed object and place it on its square for 0 AP. If that character already has an object it must swap it with the cursed one.

If a character crosses a wounded character having a cursed object, it must pick up the cursed object, even if it means swapping it with an object it is carrying.

A character carrying a cursed object cannot enter Water since it is forbidden to enter Water with an object. For the same reasons it cannot be pushed back into Water whatever the means used. The cursed objects are magical, their negative effect as well as their curse are cancelled by the Room of Antimagic or the Magophage. That means that characters adjacent to the Magophage can get rid of the cursed object they are bound to. Additionally the Magophage can carry cursed objects and drop them as he sees fit.

Katana

A character carrying a Katana can once per turn initiate a combat for 1 AP less than usual.

This ability works also in group combat. A Samurai equipped with a Katana can attack twice per turn for 0 AP. The same goes for the Paladin if he carries two Katanas (and he is not attacking once for -1 AP!). Another example: the Paladin equipped with a Katana and a Two-handed Sword can attack at +2 for 1 AP.

Dragonslayer

A character carrying a Dragonslayer gains a +4 bonus in close combat when attacking a Dragon. A Dragon wounded by a Dragonslayer is immediately killed. A Paladin equipped with two Dragonslayers gains +8 against Dragons! A Dragonslayer hardened in the Forge becomes a close combat weapon with a bonus of +1 in attack against any normal adversary and of +5 against Dragons.

Potion of Strength

The character who carries the Potion of Strength can drink it whenever he wants to for 0 AP (even after the advertisement of a combat). Thus one can drink a potion during one's own turn or that of the opponent. The character who drank the potion increases his combat value by +3. This effect lasts until the end of the current turn. Discard the Potion of Strength after use.

The Potion of Strength is a magic object. Once drunk, its effect ceases immediately in the Room of Antimagic or when adjacent to the Magophage.

The Key

A character carrying the Key can open or close an adjacent portcullis for 1 AP (like a Thief). Place or remove an Open Portcullis marker. The Key is a common object; you can bring more than one Key for your starting team if you wish to (and you have several Key tokens). The same Key can be used multiple times during a game.

Clarification: Shields and Armours

Shields and Armours are objects that provide a permanent bonus for the character that carries them as long as it carries them, regardless of being wounded or not. Thus, a wounded character always profits from the defensive bonus of the Armour or a Sylvanite Shield, as well as from the fire protection of a Fireshield.

Neutral Objects of the Armoury

Shackle

The Shackle is a cursed object.

A character wearing a Shackle loses 1 point of movement.

Armoury

Each expansion box containing rooms with the Armoury also provides a set of eight neutral object tokens (white squares). A character adjacent to the Armoury may search it for 1 AP.

After having spent his AP to search the Armoury, the player randomly draws one of the aforementioned tokens placed face down nearby. Whatever object is found place it under the character that searched the Armoury. Next place a "Broken" marker on the square containing the Armoury to indicate that it was already searched.

If a character finds a Shackle, it is obliged to take it! Each Armoury square can provide only one object. A wounded character or one already carrying an object cannot search the Armoury (except the Paladin of course). The Armoury is a 3D element. Immaterial characters (like the Ghost and Spectre) cannot search the Armoury.

Forge

A character adjacent to a Forge can improve a close combat weapon for 1 AP by reforging the weapon in the Forge to make it even deadlier. A weapon thus reforged gains +1 on attacks until the end of the game. Replace the weapon with a reforged weapon token provided with this expansion. Each weapon can be reforged only once per game.

Close combat weapons are: the Sword, the Dragonslayer, the Rune Hammer, the Two-handed Sword and the Katana. The Armour and other objects which are not close combat weapons cannot be reforged. The Dragonslayer reforged in a Forge gives a bonus of +1 against any adversary and +5 against Dragons.

The Forge is an obstacle that has the same properties as a Lava square. It is not possible to reforge a weapon in a Forge if a Fire Elemental or a character with a Rope is occupying the square.

New Terrain Descriptions

Falling Rocks

The Falling Rocks are activated as soon as a non-flying character enters this square (in fact, the floor of this square conceals a mechanism triggered by weight which releases the trap). A character entering this square is automatically killed (crushed by rocks) unless he is carrying a Shield. A Shield used in this manner is not discarded and protects the character during his movement through the square. A character carrying a Shield can therefore pass the Falling Rocks square, but he dies if he ends his movement on it. Flying or immaterial characters (like the Ghost or the Spectre) don't activate the Falling Rocks when they pass this square.

A Jump card allows you to pass these squares without activating the mechanism.

The only way to pick up an object lying on the Falling Rocks is to move onto it while carrying a Shield, drop the Shield on the Falling Rocks square, and leave with the desired object. A flying character can also pick up an object on a Falling Rocks square by simply passing it. A character jumping over a Falling Rocks square cannot pick up an object lying there. If a Shield lies on a Falling Rocks square characters can freely move through the square.

Objects don't trigger the Falling Rocks. Flying characters can drop objects on a Falling Rocks square while passing through. Falling Rocks don't block line of sight and can't be crossed using the Rope.

Trap Release

The Trap Release makes it possible to activate all the Remote Controlled Traps carrying the same symbol on all game boards. The Trap Releases have the same properties as normal floor regarding movement and lines of sight, although they are not considered normal floor. The Trap Release is activated via a pressure plate and employs the weight of a character, healthy or wounded. It is thus activated automatically as soon as a character enters the square of a Trap Release during his movement, even if it carries a cord. A flying character or immaterial ones (like the Ghost or the Spectre) must finish its movement on a Trap Release to activate all the Remote Controlled Traps.

The Traps remain active as long as a character, healthy or wounded, remains on the Trap Release. Of course it is possible to jump over a Trap Release if you do not wish to open all the Traps.

Remote Controlled Traps

These Traps are activated only when a character (healthy or wounded) passes or stays on a Trap Release having the same symbol as the Trap itself.

When they are activated these Traps are treated like Pits and thus are considered obstacles.

When they are inactive, characters can cross them normally or end their movement on them if the player wishes so. These squares are not considered normal ground.

Any character standing on such a Trap when it is activated dies immediately. If there was an object on it, it is now lost at the bottom of the Trap (remove the object from the game). A Rope allows its user to remain on such a Trap square when the Trap is activated. Yet each time that a Trap is activated, check for the Rope to have two valid squares that it is attached to according to the rules for using a Rope.

When the Trap Release is activated, all the Traps carrying the same symbol, on all the game boards are activated simultaneously. They remain activated as long as a character remains on the Trap Release.

Diagram 3 (p. 10)

The blue Crossbowman stays on the red Trap Release. Thus all Traps corresponding to that colour are activated. The Angel of Darkness cannot fly in the room the Crossbowman is in because it contains a Pit of Ultra-Gravity. If the Angel of Darkness wants to join the Crossbowman she will have to jump unless of course the Crossbowman leaves the square containing the Trap Release. In that case, the Angel of Darkness could move on the square containing the Remote Controlled Trap since it no longer is of any danger.

Pit of Ultra-Gravity

If a room has at least one square of this terrain type, the room is considered to have "ultra-gravity" traits. No character or object can fly or levitate in the 25 boxes that make up this room. It is still possible to make use of jumps or the Rope to cross obstacles. The Pit of Ultra-Gravity is some sort of a hole which permeates all of the interior of a room thus creating the effect of ultra-gravity in the whole room. It is considered an obstacle and can thus be crossed using a Rope or via jumping. The effect of ultra-gravity is magical. If the Magophage is adjacent to the Pit of Ultra-Gravity the effect of ultra-gravity is cancelled for this room. But the Pit itself remains a dangerous obstacle (like a Rift).

A character without a Rope cannot voluntarily enter this type of terrain. If for any reason a character ends an action on the Pit without having a Rope, he dies immediately. The Boots of Seven Miles lose their special ability while in this room. If a character uses the Boots of Seven Miles outside of the room they'll work as usual, but as soon as he enters a room containing a Pit of Ultra-Gravity they immediately lose their special ability.

Column

Squares containing Columns are completely inaccessible to all the characters. Only immaterial characters (like the Ghost or the Spectre) can cross them, but they cannot stop on them.

Staircase

A character standing on a Staircase has its combat value decreased by one for attack and defense. The combat value of a character can never drop below 0. The characters move on the Staircase as on normal floor. It is not necessary to spend any additional AP to move onto the Staircase. A Staircase blocks all lines of sight. But a line of sight can start on a Staircase square and/or reach a target standing on a Staircase. A Staircase is not considered normal floor.

Source note: the printed booklet contains this Staircase entry twice, once under the Column entry and once again under Room of Antimagic. The two copies are identical; the text is kept once here.

Fountain of Youth

A wounded character adjacent to a Fountain of Youth can drink from it for 1 AP. The wounded character is healed (flip its token face up again). You must absolutely respect the 2nd Golden Rule after drinking from the Fountain. A healed character can act on the same turn he has drunk from a Fountain of Youth.

The Fountain of Youth is a magical 3D obstacle.

Source note: the printed booklet contains this Fountain of Youth entry twice. The two copies are identical; the text is kept once here.

Water

A character must spend 1 AP to move through a Water square. Thus a character moving through three squares of Water must pay three AP. For movement in Water the movement value of a character is ignored. To leave Water a character spends 1 AP and can then move according to its natural movement value again.

Characters carrying an object cannot enter Water squares. The object carried must be abandoned before entering Water. If for any reason an object finds itself in a Water square it is lost and removed from the game. It is not possible to deliberately throw or drop an object into a Water square.

A wounded character can be carried in Water. A character can be wounded in Water and can remain there while waiting for somebody to either heal it or pick it up. Characters in Water are immune against fire as long as they stay in the Water (Fireball, Firebreath of the Red Dragon, etc).

A Fire Elemental which finds itself in a Water square is destroyed immediately.

Flying characters can pass over Water without paying 1 AP for each crossed Water square.

Water is considered an obstacle and all rules concerning obstacles also apply to it. Thus it can be crossed with a Rope, a jump or while flying.

Lava

No character can enter a Lava square except the Fire Elemental. Still the Fire Elemental cannot enter Lava while carrying an object.

Flying characters and the Ghost can cross the Lava but cannot stop on it.

It is possible to jump over Lava or to use a Rope since it is considered an obstacle.

Small Bridge

Only characters with a combat value of three or less can enter a Small Bridge. All other characters cannot voluntarily move onto it. A character standing on a square containing a Small Bridge is considered to be standing on the Small Bridge and not in the square which it bridges (Water, Lava, etc).

A Small Bridge is considered an obstacle: a character having a combat value of 4 or higher can thus decide to jump over it (if the bridge square is not already occupied by another character). This jump must follow the usual jump rules.

A character with a combat value of four or higher may pass and even stop on the Small Bridge if carrying a Rope.

If for any reason, a character having a combat value of 4 or higher ends its movement on a Small Bridge the latter breaks and the character finds himself on the terrain just below. Place a "broken bridge" marker on the Small Bridge. A character thus falling into Lava dies. A character falling into Water does not die (except the Fire Elemental). In both cases if the character carried an object it is now lost.

Room of Antimagic

The Room of Antimagic contains a giant artifact with antimagic abilities. No magic will work in this room. The antimagic field affects the whole of the room, i.e. the 25 squares which make it up. No magic can work, reach, cross or be cast in these squares. The artifact occupies the two central boxes of that room. These two boxes are considered 3D obstacles.

Mist

A character on a Mist square cannot be targeted by any means. No Fireball, Firebreath or Scroll of Charming can affect it. A Mist square blocks all lines of sight. A character standing on a Mist square has a line of sight towards the outside of the Mist but this line of sight is blocked as soon as it reaches or crosses another Mist square. The character can thus be within the Mist and can target a character at the outside of the Mist. A character within Mist can be engaged in combat normally. The characters can move in the Mist as if they were normal floor squares (see diagram 4). The Mist squares however do not count as normal floor squares (thus one cannot place characters or objects on it when revealing a room). The Telekineticist cannot target an object lying within the Mist to use his telekinetic ability.

The Library

This expansion comes with four neutral Scroll tokens, white in colour and of square shape. The player revealing the room containing the Library randomly picks two neutral Scrolls and places one of them in each Library face down without looking at them (the other two are removed from the game and will not be used). To obtain a Scroll a character must be standing on one of the two floor squares in front of the Library in question and search it for 1 AP. After that it can take the Scroll, show it to all players and place it underneath his character.

A character already carrying an object cannot search the Library (except the Paladin).

No character can enter the four squares making up the Library. The Ghost can cross these squares but cannot stop on them.

The Scrolls in the Library cannot be moved by the Telekineticist or by any other means as long as no character has searched them.

The Library comes with four different neutral Scrolls: the Scroll of Charming (see below), the Scroll of Confusion (see above), the Scroll of Recovery (see above) and the Scroll of Transposition (see below). The Scrolls can only be used by Magic Users, although other characters can carry them. Each Scroll can be used but once and is discarded after use.

Scroll of Charming

This object can only be used by a Magic User (for example the Wizard, Prophet or Telekineticist). For 1 AP take control of an enemy character standing in the same room as the Magic User that uses this Scroll (which is then discarded). The controlling player can have the charmed character perform up to three valid actions before the end of this turn (an action is valid if it strictly adheres to all the rules of Dungeon Twister). Keep track of these actions separately.

You can alternate actions of your own characters with actions of the charmed character (take care to adhere to the 1st Golden Rule). The charmed character cannot engage in combat against characters of the same colour as itself. If the charmed character starts a combat the player who usually controls it uses and chooses one of his own combat cards.

On the other hand if the charmed character carries out a jump it is the player having charmed the respective character who must spend one of his own jump cards. If the charmed character kills another character the victory points go to the player who normally controls the now charmed character.

The Magic User using this Scroll does not need to have a line of sight towards its target. It just needs to be in the same room as the target is in (see diagram 4). If you play with a timer you gain 1 minute each time you use a Scroll of Charming.

Scroll of Transposition

Exchange the room in which your Magic User is standing with an adjacent room (not diagonally) for 1 AP. The two rooms do not rotate and all the markers and tokens on these two rooms remain in their respective current positions.

Diagram 3 (p. 11)

The yellow Prophet can use the Scroll of Transposition for 1 AP. He can then swap the room in which he is located with an adjacent room (never diagonally). He can thus swap his room with the one just below him (the one with Water). However he cannot swap his room with the Room of Antimagic since the Scroll of Transposition is a magical object. All the tokens located on the moved rooms remain in their respective place and none of the rooms rotates. The yellow Telekineticist can use the Scroll of Confusion which he carries for 0 AP as soon as a combat ensues between the yellow Acrobat and the blue Water Elemental (regardless which of the characters started the combat). The blue Water Elemental is now forced to draw its combat card randomly from its hand.

Glossary

Magic User: A character able to use magical Scrolls. The Prophet and Telekineticist are Magic Users.

Magic: All Scrolls, all Rings, the Fireball Wand, all Potions, the abilities of Magic Users, the Fountain of Youth and the Boots of Seven Miles are considered magical. The Firebreath of the Red Dragon is not magical nor is the ability of the Cleric which is conferred to him by his God.

3D obstacle: A 3D obstacle blocks line of sight and movement. Characters cannot cross a 3D obstacle or stop on it (flying characters or the Ghost can move through a 3D obstacle but can't stop on it).

Common object: At the time of team building such an object can be selected several times by the same player if he has enough tokens of that object. The Rope and the Key are two common objects.

Clarification

Rope

A Rope allows a character to cross one and only one square of obstacle at the same time (Pit, Lava, Water or Rift for example). That means that the user of the Rope must start from a valid floor square to go towards another adjacent valid floor square (the Pit or the Rift being between the two). Such a movement can be carried out in a straight line or in an "L" (around a corner). One should imagine the Rope being attached on each side. More simply, to use a Rope the obstacle thus crossed must have two valid floor squares adjacent to it.

The Rope is a common object.