Home
Bystanders
Feats
BFCs
Articles
Scenarios
Modders
Free Subscription
Contact
SMARTPHONE TEST
14 - EMPTY - The room is empty; nothing happens.
37 - PASSAGE DOWN - Place a catacomb entrance marker on this chamber. Next turn, you may enter the Catacombs if you wish.
9 - CRYPT - You may search the crypt for treasure. If you choose to do so, draw 1 Crypt card.
0 - TROLL - You may attack or try to escape. If you attack or fail to escape, you must resolve a combat.
27 - SECRET DOOR - You may immediately move to any adjacent space. If the space is unexplored, place a Dungeon chamer as normal. If you encounter a monster, you cannot escape.