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Copyright 2009
Minion Games

Update Notes

VERSION 1.3: PRINT VERSION - 7/15/2010
  • - There is one missprint in the printed version. The CURSE ROOM special card for the Monster Lord should read: "when rolling a 4, 5, or 6" you take 1 HIT.
  • - This was in the game then out then in then out - it should have been left in: "You may move through an enemy figure for the cost of recieving one HIT". I believe it says for free in the current manual which I no longer play that way.

Frequently Asked Questions

Q: In one part of the rules it sounds like heroes can check a door to see what type it is BEFORE using a movement (therefore being able to plan ahead for traps), but it seems a little illogical to be able to avoid trapped doors so easily by simply seeing if it's trapped first without using any movement points.
A: No, it costs 1 MP to check the door. No peeking :)

Q: What are the limitations for the transfer of treasures between units? For example, if my three human heroes (adjacent in line) surround a monster and one of my heroes has the +2 attack sword, can he attack, and then pass on the sword to another adjacent hero? Can that hero then use the sword to attack the monster?
A: Yes, picking up and transfering items and all should happen in the move phase. So that's a good way to look at it so what you mention doesn't happen. Though when someone kills an enemy that is carrying an item, they do get it immediatly (if they want it - note monsters can't carry gems).

Q: All of your units move and THEN all of your units attack, right?
A: Yes, you must complete ALL movement for ALL characters before moving on to the attack phase. There is a nice trick the monster Lord can use, he can move, then summon, then have that summon move, then summon again into the same place, repeat. But all move is in one phase and then attack is in another.

Q: Is it possible for the ogre master player to setup the dungeon in the following way? (the asterisks are rooms the hyphens doors) *-*-*-*-*-*-*-*-*-* (linearly, though not straight).
A: Yes a straight line gauntlet setup is possible/allowed. But try it, it's not as cool as you think. Cause the players will just run to the back and then run out. Its more traveling if you actually make them go up a side passage and then back to the center to go up another side passage, etc.

Q: The Dark Elf Thief issue. He seems very powerful. Once he manages to steal a gem from one of the humans (by infliciting a single wound), he can run and hide in a corner, surrounded by dozens of minions.
A: Yes the Thief is powerful being the only Monster to be able to carry a gem. But he rarely gets far. If he does then that's just fun/smart playing on the Monster Lord (and a bit of luck). Most of the time he doesn't get out of the room before he's jumpped on hard.

Q: When stuck in the cage trap, can I use cards to move/escape battle?
A: Only cards that teleport you can be used. Cards and abilities like 'Run Away' will not be allowed as the cage is preventing you from moving.

Q: When I kill a Minion can I pickup it's items that dropped?
A: The attacker that deals the fatal blow in combat has the option to take the items that would normally drop the the ground before anyone else may attempt to take them. So simply handing them over is fine.

Q: Does "Missed me" allow me to run through a door.
A: No. You must use valid movement rules to escape. Sometimes it's thus not possible to escape and thus the card cannot be used.

Q: Does the Booby Trap special ability effect even Human players?
A: Yes

Q: What's the difference between a ROUND and a TURN?
A: A TURN is one side's (Human players or Monster Lord) set of actions taken in phase order. When they are done that is the end of 1 turn. Then the next player (side) goes. A ROUND is whatever takes place between one player's turn and the time it takes to return to be that players turn again. So a round is 1 Human player turn and 1 Monster Lord turn.

Q: Can the Priests Remove Curse special ability be used multiple times on the same character or all characters next to her in a turn?
A: Special abilities (even innate ones) can be used once per. So the Priest can only cure one curse per turn and 2 per round (once before their turn and once on their turn).

Q: You cannot attack through a door, but can I summon minions and place them on the other side of a closed door that is still adjacent to the Monster Lord?
A: Yes, the door remains closed but they appear on the other side. In fact you can move them and summon another and move them and summon another ... provided you have the cards.

Q: How many moves does it take to use the Secret Passage?
A: It takes 1 move to enter into the secret passage and then you exit for free out the other side. Then it's normal movement from there.

Q: Is claw or other curses stackable (cumulative)?
A: Yes.

Q: Must all movement by all avatars be complete before any combat begins?
A: Yes.

Q: In one game, the way the hexes were assembled only required 9 doors. Caused a bit of confusion since the rules said to use 10.
A: The docs should be worded to say up to 10 doors may be placed.

Q: Trap resources: +1 hit to ALL read confusingly, some thought it meant all in room.
A: The way the Theif's trap works is it gives 1 hit for any that pass through it. The way any other traps works is it gives 1 hit to all adjacent creatures.

Q: Does Chain Zap affect all adjacent monsters, i.e. one time I zapped a bunch of 7 or 8, that were strung in a line - i.e. adjacent to the adjacent.
A: It only effects the target and 1 additional adjacent target.

Q: Can Avatar defend if asleep?
A: Yes. Defense is defined as armor not skill at avoiding an attack.

Q: How does the -2 move on Storage Room work? i.e. if room effects are calculated AFTER movement phase. Only when you start your move in the room?
A: This is a matter of timing for placing effects on cards which wasn't really discussed in the basic rules. In general you may apply the effect in the order that you choose to best suit your needs. Thus, if you use an Elixer to double the movement of an Avatar the -2 only comes off AFTER you doubled the movement. If you apply a Haste to get +2 move and then an Elixer, it will double the MOVE+2 value. eg. (MOVE+2)*2. In this specific case, always apply the -2 to the MOVE after you resolved all other movement modifiers.

Q: Does DEEP FRY only affect minions - i.e. Not Ogre? I guess that's what it says on the cards.
A: Yep. If it says Minions then that's only the summoned creatures. If it is to effect the Ogre too, the card would say Avatar or Monster Avatar as well as Minions.

Q: As a human I kept wishing I could attack first then move. i.e. if surrounded and being attacked by minions, but wanting to run away. Is that really not allowed? Seemed like I ought to be able to deliver a blow then flee.
A: Correct. It's not allowed. You either flee or attack. Not both. When there arn't a lot of Minions chasing you, its usually best to just keep running after resources anyway.

Q: Can the human player pick which avatars to play after he sees the dungeon layout?
A: Yes. Though if your both going to argue about it, roll off.

Q: Can Priestess s or Paladin heal on the fly - i.e. as the pass another player, or do they have to stop to do it. Can they heal and then attack. Can they heal, attack & turn over a resource all at the same time? Can resources be passed between players on the fly, or must they stop adjacent? Can one player stop, and off resources to another and then have the other one move off, relay fashion?
A: To use an ability on another Avatar or trade with them you must end/start your movement next to them. So consider doing any actions other them movement to end your movement phase.

Q: What happens to human avatar who is already in a room when the Ogre plays "Do not Disturb' can they remain there? I mean if it already had a locked door on it, can you still be working on opening that door while you're waiting to be allowed into the room itself?
A: Right, it's barring people from using the exits at all. No enter and no leaving. The card should read "entering or leaving". So yeah, you can fiddle with things in the room, you just can't pass out or into the room while the ward is up.

Q: Do minions move on the turn they are placed? - i assume yes. i also assume the ogre can move his move, then summon his minion, then have the minion move as well.
A: Since cards can be played any time, this is true. You can move the Monster Lord and then summon a Minion and then that Minion can also make a movement.

Q: Can Paladin use his innate heal ability on himself? It says 'adjacent human avatar' on his card.
A: No. Adjacent Human is not himself.

Q: How is something like 'Lights-out' (which gives players a -2 move to all humans on next go) affected by, say, boots of speed or potion of haste?
A: As mentioned earlier in another FAQ, it's the players choice how and what order to apply the stat modifiers. So multiple first, then take off any negatives. But in this case, Lights-Out actually says that it changes your MOVE to 2 no matter what. So you would always move 2 no matter what you're pumped up on.

Q: Can potions of haste be used cumulatively? i.e. take to in one go for an added monve of +4.
A: Yes.

Q: My Thief, carrying all the gems was slain right next to the Exit. Every other surrounding hex was filled with monsters. The paladin charged through the crowd to pick up the items, but the only available hex for him to end his turn was the starting hex. Since the monsters weren't allowed to block the exit, was he allowed to stop there to pick up the items, or by landing there was he automatically out of the game? Otherwise, was the only way for him to get those items to slay enough monsters to free another adjacent hex? There were a lot of monsters there, because of the monsters afore-stated tactic of keeping all his minions near the exit. Humans still had a lot of juice left by then end because of this.
A: Wow, that's a good one. While he is able to run through and exit the game by just taking a hit from a monster, he's not able to just scoop up the items and leave with them as 1) you must be adjacent to pick something up, 2) doing so ends your move. So, in this case which is very rare, you would have had to cut a hole so you could get adjacent and then get the items and then leave. There are a few ways to deal with this, like the Paladin's Push ability or Wizard to mass damage. But it's a fair tactic if the Monster has that many minions to surround the exit.

Q: If encounter minions like Stone Golem are going to be able to move, what happens if they are revealed by 'Divination'?
A: The rules specifically state that if something is uncovered by Divination, then it is optionally removed by the player.

Q: Can the Viscous Pet start chasing the Humans right from the start of the game?
A: The Viscous Pet acts like any other Minion under the Monster Lord's control accept he cannot leave the Kennels. So he can wait at a doorway, but not chase them down outside the room.

Q: 'Run Away': what happens if there are multiple attackers? eg. monsters have moved to encircle Maddi, the first to strike hits, but she plays 'Runs Away' and moves to the nearest free hex.
A: First off, you need to play the card BEFORE you resolve combat. So if she got hit, then she got hit. She can though play the card before the dice are rolled. If Maddi is completly surrounded though in a way she has no valid hexes to land on, she cannot play the card as she has no where to run away too.

Q: Can the other monsters use any moves they have remaining to chase Maddi after using her Run Away card, or is the monsters move phase over, and thus she avoids attack by all of them?
A: No, not if the movement phase is over and/or they stopped/ended their move already. You can not start and stop and start again. If however the card was played in response to a minion moving and other minions still have not yet moved, then those other minions could continue to chase her.

Q: Can the Priestess cast 'Full Body Massage' as soon as she receives her 5th hit, or must she do it sooner? What about a healing potion?
A: Yes. In all cases any card/ability that would keep a creature alive by instantly removing a final hit just delivered, will save that creature. So a potion of healing is good thing to save for just that - but if you save the card you have a harder time drawing more for being below your hand limit.

Q: I'm having a hard time with the paper stands and I don't want to buy plastic stands over the Internet. Any ideas?
A: Try using those thick paper binding clips that you squeeze to open up. They come in a variety of sizes and are cheap. Just clip them onto the character and then remove the handles.

Rules / Instructions Errata

  • PNP VERSION: The current 1.1 rules state if you get 4 or more then needed to hit, you deal 2 damage. That's been changed to be 6 or more.
  • PNP VERSION: Maddi Ability Card: Run Away! - Card should read "Instead of receiving a Hit from an attack, Maddi moves to any unoccupied space within 5 Hexes." As such, Maddi follows all normal movement rules when using this Ability. Ogre Ability Card: Curse Room - Printer's error causes the text to cut off on this card. Instead of "...on a roll of 4," it should properly read "...on a roll of 4, 5, or 6."