Instruction Contents

READING ROOM CARDS

Most room cards provide action symbols to convey the purpose of that room. Refer to the table below on reading the various symbols. Most commonly, rooms have items listed that may be exchanged for other things.

In the ice wall room example, the items to the left of the arrow (Torch or one HP) may be exchanged for the things on the right side of the arrow (in this case, 2 XP and a key).

A red outline around the Action Symbols indicates a dangerous room that must be resolved immediately upon entry.

Important note! If you use an item to counter a trap, place that token over the item icon on your Character Sheet. Using four trap counters results in two VP’s!

All rooms can only be resolved once. A player cannot use a healing fountain multiple times, for example.

Action Symbols

Use to Receive
Experience
Either / Or
Hit Points
Restore Armor
Red Gem
Blue Gem
Green Gem
Monster Attack
Skull
Victory Point
Treasure
Connect 2 Warps
Trade 1 Resource
Key
Shield
Speed Boots
Strength Spell
Grappling Hook
Torch