Turn 2 Board
Turn: 2 Event Card

Start of Turn 2.

Combat Calculations: Sewers

Current Stack Sizes

CC-1 Spiders 1 of No Limit

CC-1 Yellow Units 3 of 6

Battle Strength

Yellow Player Strength = 16.0

16.0 = Player on Sewers.Cavern Center(x2.0):

YU-4(2-Web), YC-1(3-Web), YC-2(3-Web)

NPC Strength = 8.0

8.0 = Monster on Sewers.Cavern Center(x2.0):

SPIDER-1(4)

Current Battle Resolution

Battle would be a Victory.

Player would take 2 Damage

NPCs would take 6 Damage

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Event Card Phase
Turn: 2 Event Card

Turn Event Card: Dark Wave 4

Randomly select the Target Cavern from Discovered Caverns.

1: Place 4 Zombies on Unit Camp (UC-1).

Place the Zombies on the Largest (only) Player Stack

Combat Calculations: Player Base I

Event Card - Dark Wave IV

The 4 Zombies Swarm the Player Unit Stack.

The target of this card is Cavern. So select from any discovered cavern.

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Turn 1 - Preparation Phase
Turn: 2 Preparation

Nothing happens in this Phase.

More on this later.

Combat Calculations: Player Base I

Current Stack Sizes

UC-1 Yellow Units 3 of 3

UC-1 Zombies 4 of 6

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Remove Webs
Turn: 2 Round 1

The Game Engine goes first.

The 1 remaining Spider is already committed. Because it has Spread, it will always stay on a Player Unit.

The 4 Zombies are already attacking the Player Unit Stack in Player Base I.

So the Game Engine has nothing to do.

Three Units use their Actions to Remove Gems.

The Player now makes all his moves.

1: Yellow Commander (YC-2) Clears Web

Round 2

Yellow Commander (YC-1) Clears Web

Round 3

Yellow Unit (YU-4) Clears Web

The Battle Result is good enough to kill the Spider and not lose any Units. So the Units in Sewers will do nothing.

The Battle can be resolved immediately and the Spider is killed.

2: Spider (SPIDER-1) Dies

Combat Calculations: Sewers

Current Stack Sizes

CC-1 Yellow Units 3 of 6

Battle Strength

Yellow Player Strength = 32.0

32.0 = Player on Sewers.Cavern Center(x2.0):

YU-4(4), YC-1(6), YC-2(6)

NPC Strength = 8.0

8.0 = Monster on Sewers.Cavern Center(x2.0):

SPIDER-1(4)

Current Battle Resolution

Battle would be a Route.

Player would take 0 Damage

NPCs would take 8 Damage

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Dealing with Zombies
Turn: 2 Round 3

Round 4

The last Player Unit moves to the Cavern Center and so starts a Battle.

1: Move Yellow Unit (YU-1) to Cavern Center (CC-2).

The Zombies will always follow Player Units to the Cavern Center

2: Move Zombie (ZOMBIE-13) to Cavern Center (CC-2).

All Zombies on a single Position move together

3: Move Zombie (ZOMBIE-14) to Cavern Center (CC-2).

4: Move Zombie (ZOMBIE-15) to Cavern Center (CC-2).

5: Move Zombie (ZOMBIE-16) to Cavern Center (CC-2).

Combat Calculations: Player Base I

Current Stack Sizes

UC-1 Yellow Units 2 of 3

CC-1 Yellow Units 1 of 27

CC-1 Zombies 4 of 54

Battle Strength

Yellow Player Strength = 8.0

8.0 = Player on Player Base I.Cavern Center(x2.0):

YU-1(4)

NPC Strength = 16.0

16.0 = Monster on Player Base I.Cavern Center(x2.0):

ZOMBIE-13(2), ZOMBIE-14(2), ZOMBIE-15(2), ZOMBIE-16(2)

Current Battle Resolution

Battle would be a Victory.

NPCs would take 2 Damage

Player would take 6 Damage

Fighting Zombies

The Zombies are already on the Unit Camp Position on the Player Units. They have the Swarm ability which Freezes their total Strength of Player Units.

4 Zombies have a Strength of 2, so they Freeze 8 Points or 2 Player Units.

Player Units can not be partially frozen.

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Dealing with Zombies
Turn: 2 Round 5

Round 5

The remaining uncommitted Player Units are no longer Frozen, and join the Battle.

1: Move Yellow Unit (YU-2) to Cavern Center (CC-2).

Round 6

The 2x Bonus gives the Player Units a greater advantage by improving the difference.

2: Move Yellow Unit (YU-3) to Cavern Center (CC-2).

The Player casts a First Strike against one of the Zombies from any of his Pieces.

3: Blue Gem (B_GEM-6) Used

Zombie (ZOMBIE-13) Dies

All of the Zombies will now be killed with the 6 points of damage. So the Actions End and the Player Base Battle is Resolved.

Zombie (ZOMBIE-14) Dies

Zombie (ZOMBIE-15) Dies

4: Zombie (ZOMBIE-16) Dies

The Player Units take 2 points of damage, which is not enough to kill one.

Combat Calculations: Player Base I

Current Stack Sizes

CC-1 Yellow Units 3 of 27

Battle Strength

Yellow Player Strength = 24.0

24.0 = Player on Player Base I.Cavern Center(x2.0):

YU-1(4), YU-2(4), YU-3(4)

NPC Strength = 16.0

16.0 = Monster on Player Base I.Cavern Center(x2.0):

ZOMBIE-13(2), ZOMBIE-14(2), ZOMBIE-15(2), ZOMBIE-16(2)

Current Battle Resolution

Battle would be a Victory.

Player would take 2 Damage

NPCs would take 6 Damage

Fighting Zombies

The Zombies are already on the Unit Camp Position on the Player Units. They have the Swarm ability which Freezes their total Strength of Player Units.

4 Zombies have a Strength of 2, so they Freeze 8 Points or 2 Player Units.

Player Units can not be partially frozen.

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Turn: 2 Round 7

Action/Reaction Cards (AR)

This is one of the Psionic Toad's Action/Reaction Cards. Click below to see all three.

Combat Calculations: Toad Hall

The Psionic Toad

The Psionic Toad is an Ally of the dwarves, and the Player has some control over what it does. It can be used during any Action and may be used first, even before the Game Engine takes an action.

In this case, the Player decides now is the time.

The strength of a Boss is measured in how many cards they have in Play (both face down and face up). The number of dots on the back of the Boss card has a circle for each still in Play. If the circle is Green, the card has yet to be played. Once the last Card has been flipped, the deck is reshuffled and placed face down.

Important Card Sections

Card Strength

Shows the number of points of Damage required to take the card of of play. Damage is done to the unplayed cards first.

Action Text

When the Boss's Turn comes up, a new card is flipped and the Actions described here are executed.

Reaction Text

When the Boss takes damage, flip the next card an apply the Reactions described here.

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Preparing I
Turn: 2 Round 7

Wanderings

OK, The Cavern Wanderings is a pretty nasty place. And there is no way past it.

Zombies

These can be dealt with, but there are 12 of them, still a lot of fighting.

Ball Lightnings

The real problem is the Ball Lightnings. Once they activate they will move down toward the Player Base zapping eveything in their path.

The first Player interference in the Cavern will awaken them.

The Altar of Light and Darkness

To make matters worse, they are sitting on an Altar of Light and Darkness. As long as it is there, every Ball Lightning destroyed will reappear and attack again.

So that thing will have to go.

Combat Calculations: Wanderings

Current Stack Sizes

HT-2 Ball Lightnings 6 of No Limit

HT-1 Zombies 3 of 6

UC-1 Zombies 3 of 6

VT-1 Zombies 3 of 6

CC-1 Zombies 3 of 12

Battle Strength

NPC Strength = 48.0

12.0 = Monster on Wanderings.Cavern Center(x2.0):

ZOMBIE-7(2), ZOMBIE-8(2), ZOMBIE-9(2)

30.0 = Monster on Wanderings.Horizontal Tunnel(x1.0):

ZOMBIE-4(2), ZOMBIE-5(2), ZOMBIE-6(2), BL-1(4), BL-2(4), BL-3(4), BL-4(4), BL-5(4), BL-6(4)

6.0 = Monster on Wanderings.Vertical Tunnel(x1.0):

ZOMBIE-10(2), ZOMBIE-11(2), ZOMBIE-12(2)

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Piece Shifting II
Turn: 2 Round 7

Round 7

The Psionic Toad Builds an Altar.

This is done instead of flipping an Action Reaction Card.

The Player decides to leave the Psionic Toad in the Cavern for now.

This counts as a Player Action.

Altars speed the healing of Bosses. And the Psionic Toad will take damage. And soon.

1: Move Psionic Toad to Cavern Center (CC-2).

2: Place Altar on Cavern Center (CC-2).

Combat Calculations: Toad Hall

Current Stack Sizes

UC-1 Yellow Units 3 of 3

Battle Strength

Yellow Player Strength = 32.0

NPC Strength = 1.5

1.5 = Monster on LULA.Horizontal Tunnel(x0.5):

SPROG-3(3)

Current Battle Resolution

Battle would be a Route.

Player would take 0 Damage

NPCs would take 8 Damage

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Piece Shifting III
Turn: 2 Round 8

Round 8

No NPC is active, so its the Players turn.

As soon as the Player interferes with Wanderings the Ball Lightnings will activate.

The Zombies will also attack, but more slowly.

Combat Calculations: Wanderings

Current Stack Sizes

HT-2 Ball Lightnings 6 of No Limit

HT-1 Zombies 3 of 6

UC-1 Zombies 3 of 6

VT-1 Zombies 3 of 6

CC-1 Zombies 3 of 12

Battle Strength

NPC Strength = 48.0

12.0 = Monster on Wanderings.Cavern Center(x2.0):

ZOMBIE-7(2), ZOMBIE-8(2), ZOMBIE-9(2)

30.0 = Monster on Wanderings.Horizontal Tunnel(x1.0):

ZOMBIE-4(2), ZOMBIE-5(2), ZOMBIE-6(2), BL-1(4), BL-2(4), BL-3(4), BL-4(4), BL-5(4), BL-6(4)

6.0 = Monster on Wanderings.Vertical Tunnel(x1.0):

ZOMBIE-10(2), ZOMBIE-11(2), ZOMBIE-12(2)

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Piece Shifting IV
Turn: 2 Round 8

Piece Shift

Since no NPCs are active, the Player may shift around his pieces to suit his next assault.

In Sewers

1: Move Yellow Units to Unit Camp (UC-1).

2: Move Yellow Unit (YU-5) to Unit Camp (UC-1).

3: Move Yellow Unit (YU-6) to Unit Camp (UC-1).

He may also instruct the Psionic Toad to build a second Altar.

4: Place Altar on Cavern Center (CC-1).

In Toad Hall

5: Move Yellow Commander (YC-1) to Unit Camp (UC-1).

6: Move Yellow Commander (YC-2) to Unit Camp (UC-1).

In Player Base I

7: Move Yellow Unit (YU-1) to Unit Camp (UC-1).

8: Move Yellow Unit (YU-2) to Unit Camp (UC-1).

9: Move Yellow Unit (YU-3) to Unit Camp (UC-1).

Remove Gem from Yellow Unit (YU-1)

Combat Calculations: Player Base I

Current Stack Sizes

UC-1 Yellow Units 3 of 3

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Mining Gems
Turn: 2 Round 9

He may also Mine all available Gems.

He Boosts a Good Luck Spell with 2 Blue Gems and 1 Green Gem for full bonus.

Blue Gem (B_GEM-4) Used

Blue Gem (B_GEM-5) Used

Green Gem (G_GEM-1) Used

Remove Mine Shafts

Mine Shaft (MINESHAFT-1) Removed

Mine Shaft (MINESHAFT-2) Removed

Mine Shaft (MINESHAFT-3) Removed

Combat Calculations: Sewers

Current Stack Sizes

UC-1 Yellow Units 3 of 3

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Collect Gems
Turn: 2 Round 9

He chooses extra Blue Gems instead of a roll bonus.

Roll the Dice

For each Mine Shaft use the Gem Discovery Chart to determine the types of Gems discovered.

The Dice Roll = 10

Mine Shaft 1 Produces-> Red Gem

Mine Shaft 2 Produces -> Yellow Gem

Mine Shaft 3 Produces -> Green Gem

Full Bonus for Good Luck Spell -> 5 per Mine Shaft Totalling 15

Place 5 Blue Gems on Gem Storage Position (GEMS-1).

Place 5 Blue Gems on Gem Storage Position (GEMS-2).

Place 5 Blue Gems on Gem Storage Position (GEMS-3).

Place Yellow Gem on Gem Storage Position (GEMS-2).

Place Red Gem on Gem Storage Position (GEMS-3).

Place Green Gem on Gem Storage Position (GEMS-3).

Combat Calculations: Player Base I

Current Stack Sizes

UC-1 Yellow Units 3 of 3

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Attacking Wanderings
Turn: 2 Round 9

The Yellow Commanders have a Strength of 6 so are effectively immune to the Ball Lightnings.

Combat Calculations: Toad Hall

Current Stack Sizes

UC-1 Yellow Units 3 of 3

Battle Strength

Yellow Player Strength = 40.0

NPC Strength = 1.5

1.5 = Monster on LULA.Horizontal Tunnel(x0.5):

SPROG-3(3)

Current Battle Resolution

Battle would be a Route.

Player would take 0 Damage

NPCs would take 8 Damage

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