NAVIGATING THE DUNGEON
Players may move up to three rooms during a turn. Keep in mind this is not necessarily three unique rooms; going back and forth between two rooms counts towards this total. However, there are several items and room types that improve a player’s navigation abilities, including the Speed Boots (which allow movement up to five rooms), the Magic Mirror (which allows teleportation to any room in the dungeon), and Warp Rooms (which allow movement between other Warp Rooms). Note: Traveling between warp rooms does not count towards a player’s movement limit. Using a Magic Mirror does count, however.
Locked doors can be passed through by using a key. Players receive one key to start out, but more can be found by completing Trap Rooms. If a player wishes to travel through a wall, they may use a Bomb, one of which is provided at game setup.

Important note! If a player does not have a key or bomb but wishes to use one, they may sacrifice one HP in lieu of a key or bomb at any time.
When the action has been resolved in a room, place a navigation token (the ones with a green check mark) over the room’s Action Symbols at the bottom of the card. This signifies that the room has been cleared. The player can now return to this room from any direction, even if they didn’t necessarily unlock all the doors of this room or destroy all the walls (see figure 2). In other words, if there is a navigation token in a room, you can enter it as if there was an open passage there. It doesn’t matter who resolved that room initially, any player can now freely enter it from any side.

Figure 2: The player resolved the Rat Monster Room, placing a Nav Token over the Action Symbols at the bottom. Next, the player entered the fountain room but did not want to use the healing ability. In this case, place the Navigation Token elsewhere, indicating the action has not been resolved in this room.
If the player has entered a room but did not resolve the action there (for example, they didn’t open the Treasure Chest), place the navigation token elsewhere on the card. A player may still freely return to this room, but this signifies the room can still be resolved at a later time (see figure 3).
NOTE: A player may freely return to any room that has been entered without the need for a bomb or key regardless of which player initially entered it.
If a room has a red outline around the action symbols, that represents a hazard that must be resolved immediately upon entering. If there is no red outline, the player has the option of whether to resolve the room or not.

Figure 3: Because the player had previously been in the bounty hunter room (as evidenced by the navigation token), they may return freely without the need for a key. Also note the two navigation tokens over the two Blacksmith functions.
For rooms with two functions, such as the Blacksmith and Warp rooms, place a navigation token over each function when they are complete. The two functions can be completed separately.
SPECIAL NOTE: Players can travel to the opposite side of the dungeon if the wall types match! Any spaces in that row / column are skipped over; go to the furthest room in that row. Normal navigation rules apply, if there is a wall / door it will require a bomb / key respectively, and if the room you are traveling to has a green check mark it can be entered freely without a bomb or key. (see figure 4)

Figure 4: Because there is an open passage on opposite ends of the dungeon, the player may travel from one side to the other. Please note that even though there is an empty space in that row of rooms, the player travels to the furthest room in that row.
Rooms may also be unresolved by discarding four XP. This is performed while navigating the dungeon. A player may unresolve any room their character is bordering. Remove the green check mark token to signify this. The action can once again be resolved (treasure can be opened again, monster fought again, etc.). No bonus XP is added to a room that has been unresolved (more on bonus XP in the "XP and Leveling Up" section).

To unresolve a room, first a player must be in an adjacent room during the dungeon navigation phase.

Then, the player must discard four XP. The green navigation token is removed, and the room can once again be resolved. Bombs / keys will need to once again be used to enter the newly unresolved room, if applicable.






