Treasures & Traps: Expanded Realms 2
Treasures & Traps: Expanded Realms 2 Rulebook
Table of Contents
Table of Contents
New Cards
Each card below is listed with its printed Enter and Exit numbers, its card type, and its card text, as shown on the card.
Wishing Rock
- Card type: PLACE
- Enter: 3
- Exit: 0
Draw, at random, up to 3 cards from the discard pile into your hand. You may make an additional Entry Roll to bring one of these cards into play. Count this roll as a free action.
Poison
- Card type: TRAP
- Enter: 2
- Exit: 4
Place Poison in any realm. All Exit and Entry Rolls by that player suffer a -1.
Cursed Idol
- Card type: TREASURE ITEM (GOLD TREASURE)
- Enter: 3
- Exit: 4
Place the Idol in your realm. All of your Entry and Exit rolls suffer -1.
Quiksilver Brew
- Card type: TREASURE ITEM (SILVER TREASURE)
- Enter: 3
- Exit: 4
Place the Brew in your realm. You may discard the Brew from your realm to get +3 on any roll of the die. Count this discard as a free action.
Freaky Idol
- Card type: TREASURE ITEM (BRONZE TREASURE)
- Enter: 3
- Exit: 6
Place the Idol in your realm. Any Entry or Exit roll targeting Idol suffers -2.
Beast Master
- Card type: COMPANION
- Enter: 2
- Exit: 4
Place the Beast Master in your realm. When you play a CREATURE, you get +2 on its Entry Roll.
Golden Child
- Card type: COMPANION
- Enter: 2
- Exit: 7
Place the Child in your realm. The next player to gain a GOLD TREASURE must place it in your realm. When that occurs, discard the Golden Child.
Archer
- Card type: COMPANION
- Enter: 2
- Exit: 4
Place the Archer in your realm. When making Exit Rolls, throw an additional die, and use the highest roll.
Monk Dojo
- Card type: PLACE
- Enter: 2
- Exit: 5
Place the Dojo in your realm. You get +2 on Exit Rolls, but you can no longer target a TREASURE with Exit Rolls.
Retreat
- Card type: PLACE
- Enter: 2
- Exit: 4
Place Retreat in your realm. You and your realm cannot be the target of a DOOR, TRAP, or Spell until Retreat exits play.
Time Spell
- Card type: SURPRISE
- Enter: 2
- Exit: 0
Look at the top 8 cards in the deck. Arrange them in any order and place them back on the deck. Time Spell may be played out of turn.
Mimik
- Card type: SURPRISE CREATURE
- Enter: 3
- Exit: 0
Play Mimik before a TREASURE Entry Roll. That Entry Roll suffers -4. That player also loses any remaining actions this turn. Mimik may be played out of turn.
Sleeping Wurm
- Card type: EVENT
- Enter: 1
- Exit: 7
Place the Wurm in the wild lands. Discard any other EVENT cards in play. Any player who forgets to whisper looses [sic, as printed] their next turn. Discard Wurm when the next EVENT card is played.
Epidemic
- Card type: EVENT
- Enter: 1
- Exit: 3
Place Epidemic in any realm. That player suffers -2 on all Exit Rolls. For 1 action the player with Epidemic may move it to any realm with a COMPANION.
Renaissance
- Card type: EVENT
- Enter: 1
- Exit: 7
Place Renaissance in the wild lands. All players may have 1 extra card in hand. Discard Renaissance when the next EVENT card is played.
Purple Lotus
- Card type: ITEM
- Enter: 1
- Exit: 4
Place the Lotus in your realm. You may discard the Lotus from your realm to trade hands with any player or to move any COMPANION card in play to your realm. Count this discard as a free action.
Dimensional Box
- Card type: ITEM
- Enter: 4
- Exit: 5
Place the Box on 1 or 2 cards in your realm. Those cards cannot be targeted with cards or Exit Rolls. You may move the Box to other cards. Count this move as 1 action.
Fool Spell
- Card type: ITEM
- Enter: 3
- Exit: 4
Place Fool Spell in any opponent's realm. Until Fool Spell is defeated, that player's hand limit is 3.
Copy Spell
- Card type: ITEM
- Enter: 4
- Exit: 2
Place Copy Spell in your realm. This card becomes an exact copy of any TREASURE in play, except that the Exit Value remains 2.
Weak Spell
- Card type: ITEM
- Enter: 3
- Exit: 5
Place Weak Spell in any opponent's realm. This realm may only have 2 ITEMS (plus Weak Spell) in it. If more ITEMS are in this realm, that opponent must choose and discard the extra ITEMS.
Negotiator
- Card type: CREATURE
- Enter: 3
- Exit: 0
Pick any PLACE or COMPANION in play and place it in your hand.
Black Mold
- Card type: CREATURE
- Enter: 2
- Exit: 4
Select 2 non-ITEM cards from any realm. Put those cards in the wild lands and place the Mold over them. Those cards go into the realm of the player who defeats the Mold.
Scratchgrabber
- Card type: CREATURE
- Enter: 2
- Exit: 0
Pick any ITEM in the wild lands and place it in your realm.
Brain Flayer
- Card type: CREATURE
- Enter: 3
- Exit: 4
Place Flayer in any opponent's realm. Look at that player's hand. Select 2 cards and discard them. Until Flayer is defeated that player's hand limit is 3.
Toot Troll
- Card type: CREATURE
- Enter: 2
- Exit: 0
Select any card from the wild lands. That card has been defeated.
Card Count Note
The transcriber counted 25 distinct card faces in the five card photographs supplied (pic3386607, pic3386608, pic3386610, pic3386612 and pic3386613). The expansion's listing describes 26 cards. The missing card was not photographed and is not transcribed. Its text needs a further card photograph before it can be added.