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Acquire — A card’s Acquire text is
carried out one time, when you
acquire it from the Dungeon Row
(not when you play it later from
your hand).
Arrive — A card’s Arrive text is
carried out when the card is
revealed (before any Dragon
Attack that may also have been
triggered by relling the Dungeon Row at the end of a turn).
Danger — For each Danger card
in the Dungeon Row, you pull an
additional cube from the Dragon
Bag during each Dragon Attack.
Discard — Some cards ask you to discard a card. You can only
discard cards in your hand that you haven’t played yet. The card
does not have its normal effect, which means discarding can be
a useful way to get around cards that generate Clank! If you’re
asked to discard a card to get something, you must actually
discard a card to get it.
Example: Sleight of Hand says “Discard a card to draw two
cards.” If you don’t have a card in your hand to discard, you
don’t get to draw two cards.
Fountain of Healing — When you enter a room
with a Fountain of Healing, heal 1 damage.
Market — On the reverse side of the board, the
Market is not a single group of spaces near the center of the
dungeon. Instead, traveling merchants can be found on spaces
scattered throughout the dungeon.
Order of Card Plays — Some cards have effects that depend on
things you have, or things you have done during your turn. You
get these effects regardless of the order in which you play your
cards.
Examples: Rebel Scout says “If you have another companion in
your play area, draw a card.” You draw the card whether you
play the other companion before or after the Rebel Scout.
The Mountain King says “If you have a crown, + and + .”
If you play him and later buy a crown from the Market, you still
get the additional Sword and Boot.
Swagger says “For each Clank! you make this turn, +
.” You
gain Skill even for Clank! you made prior to playing Swagger.
Play Area — When you play cards during your turn, they go to
a play area in front of you. This helps keep track of the cards
you’ve used this turn. Note that if you have to reshufe your
discard pile during your turn, these cards are not included.
Reserve — The Mercenary, Explore, and Secret Tome cards in
the Reserve are limited. The Reserve can run out of these cards
if players acquire enough of them.
Running Out of Clank! — If you ever run out of cubes in your
personal supply, then you can’t choose to take damage while
moving through tunnels. But you also can’t be forced to add any
more Clank!—you get off free! (At least until you get any cubes
back from healing. Nothing’s free forever.)
Teleport — Teleportation is a special form of movement that
allows you to move to any room connected to your current
room. You do not need to use Boots or ght any monsters in
the tunnel. You can even use locked or one-way passages that
you normally couldn’t. Remember that on the turn you enter a
Crystal Cave room (by any means), you can’t use any Boots for
the rest of the turn.
Trash — Some cards and effects can cause you to trash a card.
This removes the chosen card from your deck entirely, which
is a great thing to do to the relatively weak cards that make
up your starting deck. When you trash a card, you choose one
from your discard pile (or your play area) and return it to the
box at the end of the turn.
“Wrap-around” Tunnels — Tunnels that go off the edge of the
game board connect to the opposite side of the board. They
only require one Boot, like other normal tunnels.
Never be afraid to learn new tricks of the trade–you never know when one might save your life.
Advanced Maneuvers
10


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