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Dungeonology: Rocca Civetta

Expansion for Dungeonology: The Expedition

Dungeonology: Rocca Civetta Rulebook

Table of Contents

Table of Contents

  • New Components
  • Star Tokens
  • New Scholars
  • New Clan Cards
  • New Bosses
  • Alchemy Cards
  • Specialists Cards
  • Spriggan Cards
  • Add 1 or More Types of Trick Cards to the Deck
  • New Zones
    • Floor IV Zones
    • Special Zones
    • New Zone Effects
    • Familiars
    • Research Cards
  • Student Congregations
    • False Information
    • Universal Information
  • Omega Against All
  • Big Boss
    • Egg Hunting (see back of Marconiglio Boss Card)
    • Marconiglio Boss Card (A): Sighting, Activation and Special
  • Solitary Mode
    • Changes to the Rules
    • Managing Omega
    • Omega Phase
  • Campaign Mode
    • Mode
    • Preparation
    • The Campaign
    • Support Points
    • End of Scenario
    • End of Campaign
    • Campaign Sheet
    • Scenarios
      • September: Preliminary Research
      • October: Beer Festival
      • November: the Concert
      • December: Winter is Coming
      • January: the Initiation
  • Summary
  • Information Cube Keywords

New Components

  1. Scholar Models (7)
  2. Boss Models (9)
  3. Egg Models (7)
  4. Tentacle Models (7)
  5. Familiar Models (2)
  6. Iota Student Models (6)
  7. Phi Student Models (3)
  8. Zeta Student Models (3)
  9. Lambda Student Models (3)
  10. Boss Cards (12)
  11. Scholar Cards (7)
  12. Floor IV Zones (6)
  13. Crypt Trap Zone (1)
  14. Catacomb Trap Zone (1)
  15. Camp Z Zone (1)
  16. Burrow of Marconiglio Zone (1)
  17. Thermal Bath Zone (1)
  18. Lair of Cariddi Megazone (1)
  19. Clan Cards (12)
  20. Trick Cards (46)
  21. Student Congregation Cards (4)
  22. Intern Cards (10)
  23. Jinx Cards (8)
  24. Familiar Cards (2)
  25. Research Cards (12)
  26. Zainetto Card (1)
  27. Panic Cards (5)
  28. Omega Action Cards (21)
  29. Tome of Secrets Cards (2)

Star Tokens

These markers represent the Stars on the Scholar's Note Boards. They are used to clearly keep track of how many and which Stars each Scholar has, and, consequently, which Scholars become Exalted, and which ones are entitled to Submit the Thesis.

When a Scholar reaches a Star on their Note Board, they take the Token that represents that specific Star (silver or gold, with the border of the specific color) and place it clearly visible in front of their Note Board. When a Scholar loses a Star, she discards the relevant token.

New Scholars

In this box there are many new Scholars of Rocca Civetta who will join the expeditions of Rebecca, Valerio, Sofia and Vincenzo.

Sara the explorer, Caterina the alchemist, Claudio the hunter, Andromeda the gynoid, Onamor the gravedigger, Ingrid the Valkyrie and Enrico the archaeologist can all be chosen as Scholars by players during the Game Setup, bringing many new skills to the game to thwart your opponents' plans and become the next Dungeonology Professor.

New Clan Cards

The Clan Cards included in this expansion are added to those of the base game and used in all Dungeonology games.

Unlike the Clan Cards of the basic game, when performing the Submit the Thesis Action with one of these cards, in order to be Successful, in addition to having reached the point value indicated as in the standard rules of the game (A), it is also necessary to have reached the requirement of the Stars of the indicated color (B), paying attention to whether the required star is silver or gold.

During the End Game Scoring, if the Scholar has reached all the Stars with colored borders shown under the name of the card (present only in some of them), he gets the bonus points indicated (C). These points must be added last in the calculation and are not taken into consideration for reaching the value indicated in point A to successfully Submit the Thesis.

New Bosses

Dependents Rule

Many new Bosses are in this box, ready to hinder the Scholars of Rocca Civetta. To bring them into the game you need to use the Boss advanced rule. Capagrezza, the Basilisk, Shadow Lord, Raganella, Jukas and Omega can be chosen by players as the Boss of the game, adding dangerous new mechanics to the game. Many of these Bosses feature two profiles, one on each side of their card, and can be used in either version, such as Laetus in the game's base box.

Alchemy Cards

The Alchemy Trick Cards allow you to manipulate the elements and transform them by changing their form and helping Scholars to always have what they need.

To use Alchemy Cards in Dungeonology games follow these Game Setup steps first:

  • Add the 18 Alchemy Trick Cards to the deck.
  • Add 2 Fate Trick Cards with the number 4 (supplied with this expansion) to the deck.
  • Add a Fate Trick Card with the number 5 (supplied with this expansion) to the deck.

Auxiliary Effects

  • Alchemy 1: during your Movement Phase or Action Phase, discard 1 Trick Card from your Hand, then, Draw 2 Trick Cards from the Deck.
  • Alchemy 2: during your Movement Phase or Action Phase, discard 2 Trick Cards from your Hand, then, Draw 3 Trick Cards from the Deck.
  • Alchemy 3: during your Movement Phase or Action Phase, Draw 2 Trick Cards from the Deck.

Specialists Cards

Dependents Rule

The Specialists Trick Cards allow you to call upon the best Interns of Rocca Civetta, such as the Surgeon, the sentient stone Wikiantir or the powerful Fool!

To use Intern Cards in Dungeonology games follow these steps before the Game Setup:

  • Add the 18 Specialists Trick Cards to the deck.
  • Add 2 Fate Trick Cards with the number 4 (provided with this expansion) to the deck.
  • Add a Fate Trick Card with the number 5 (provided with this expansion) to the deck.
  • The Main Effects advanced rule must be used during the game.

Auxiliary Effect

  • Specialists: play during your own Stealth Test. Add a bonus equal to the number of Interns you have to your Stealth Value.

Spriggan Cards

Dependents Rule

The Spriggan, the mischievous dweller of the woods, can be the best ally or the worst misfortune for the Scholar who invokes his help.

To use Spriggan Cards in Dungeonology games follow these steps before the Game Setup:

  • Add the 4 Spriggan Trick Cards to the deck.
  • The Main Effects advanced rule must be used during the game.

The Spriggan Trick Card contains only one Main Effect: a Bonus Value of 8 that you can use to declare your Stealth Value. The Scholar who uses it takes the Spriggan Intern Card from the Intern deck or from the Scholar who currently owns it.

Add 1 or More Types of Trick Cards to the Deck

If at least two Types of Trick Cards are added to the deck used during the game (Alchemy Cards and Specialists Cards provided with this expansion, and/or other Types provided with other expansions in the game), the Scholar Skills that require you to discard a certain Type of Trick Card to work (like Rebecca's "Arcane Quest"), they also work by discarding Fate Trick Cards.

New Zones

Dependents Rule

Only the most intrepid explorers will be able to find the passages to reach the recesses of the subsoil, where fabled places are hidden, and in which information of incredible value and true divine secrets, can be found!

Floor IV Zones

To use Floor IV Zones in a Dungeonology game, the Dangerous Zones advanced rule must also be used.

The Floor IV Zones expand the dungeons of your games by adding a level to your explorations. These Zones follow the rules of the Zones of the base game. Their pile is shuffled and placed next to each other during the Game Setup, and can be reached by revealing Floor III Zones that contain the Stairs Effect.

Unlike other Zones, Floor IV Zones contain only False Information Cubes (black) and Universal Information Cubes (white, see page 28).

These Zones are well protected from ancient dangers or hard-to-pass doors, and some of them contain new Zone Effects to summon the powerful Yocca and Manticore Familiars.

Special Zones

The "Burrow of Marconiglio", "Crypt", "Catacombs", and "Lair of Cariddi" Zones are linked to some Bosses supplied with this expansion and come into play exclusively by playing a game in Big Boss mode with one of them (see page 29). "Camp Z", on the other hand, is exploited by the student "Caterina". These Zones are recognizable thanks to the face of the Boss or Scholar who uses them, placed on the back of the Zone.

New Zone Effects

Engage Familiar - ACTION: Engage the Familiar depicted in the icon, as long as it is not Linked, by paying its Engagement Cost (see the Familiar paragraph).

Bucket: A Scholar entering this Zone can Discard up to 2 Trick Cards to get that many Hot Water Tokens if available. A Scholar cannot have more than 2 Hot Water Tokens.

Hecatombs: When a Scholar enters this Zone, she Sacrifices all of her Students.

Mandatory Passage: Once this Zone is linked to two other Zones, it cannot be linked to new Zones by exiting it or otherwise. If the positioning of the Zones leads to connecting other Passages of this Zone (in addition to those of the first two linked), Wall Tokens must be placed on them to indicate that the Passage is unusable.

Familiars

Dependents Rule

To use Familiars in a game of Dungeonology, the Dangerous Zones advanced rule must also be used and Floor IV Zones in play.

Familiars are powerful allies that can be hired by Scholars by paying their Engagement Cost (A), which requires them to put a certain number and type of Information Cubes in Reserve from their Note Board.

At the start of the game, the Models and Familiar Cards are placed in the Reserve. When a Scholar uses the Engage Familiar Zone Effect combined with a specific Familiar, he takes its Model (wherever it is as long as it is not Linked to another Scholar), Linking it to his own, and takes its card where the bonuses it grants are indicated as long as the Model remain attached (B).

If a Scholar who owns a Familiar performs the Rest Activity, the Familiar releases, leaving its Model in the Zone it is in, while its card is placed in Reserve. This Zone counts as if it contained the Engage Familiar Zone Effect related to that Familiar. It follows that once released, the Familiar can be Engaged both from the Zone containing the Engage Familiar Effect and from the Zone in which its Model is located.

Research Cards

Advanced Rule

The university needs some specific knowledge that only you, promising dungeonology Scholars, can get through your field studies. Help Rocca Civetta. On the Campus Note Board you will find the brand new Research!

Research Cards contain missions to complete during the game. Each Quest completed by a Scholar allows them to earn bonus victory points at the end of the game.

To use Research in a Dungeonology game, proceed as follows:

  • Setup: during Game Setup, draw three Research Cards and place them face up near the Campus for all to see.
  • Complete a Quest: at any time during their turn, but only once per turn, a Scholar can designate a single Quest Card they meet the requirements for and take the card for themselves.
  • New Research: each time a Research is completed and its card is taken by a Scholar, a new Research Card is drawn from the deck to replace it, becoming available to all.
  • End of Game: during Scoring, all completed Research Cards grant the owner bonus victory points equal to those indicated.

Student Congregations

Advanced Rule

At the University of Rocca Civetta, Students and Scholars gather in Student "Congregations" specialized in the most diverse fields. Under their own color and their own letter of the Greek alphabet, the Students of a congregation come together thanks to their passions that push them to excel in areas such as sports, socializing or even esoteric and mysterious subjects such as reading the stars.

Four new Student Congregations are introduced in this expansion, joining the vile Omega Fraternity presented in the base game.

  • The Phi, dressed in purple, are a mysterious congregation who have devoted themselves to the teachings of a mysterious traveler, through whom they have developed occult mental powers.
  • The Zetas, dressed in black, are expert alchemists, capable of transmuting matter and energy.
  • The Iotas, who dress in celestial blue, are a lost congregation whose members vanished into thin air in an expedition to the Arctic lands many years ago; now they are back with the ability to manipulate temperature and freeze their opponents!
  • Green-clad Lambdas are expert hunters, and can help Scholars survive the most extreme expeditions (these Students use the Trap Token rules explained on page 21).

To use the Student Congregations you must first decide which of them to include in the game. There is no limit to the number of Congregations that can be used at the same time, but, if there are some Bosses or Scholars in the game, some of the Congregations cannot be used, their Student Congregation Cards will be placed in the box and will not be available:

  • Freddo (Boss): if he is the Boss of the game, the Iota Congregation is not available.
  • Jukas (Boss): if he is the Boss of the game, the Phi Congregation is used in the game, but the three Phi Students are not entered in the University during Game Setup (see Jukas Boss card).
  • Caterina (Scholar): if she participates in the game, the Zeta Congregation is not available.
  • Claudio (Scholar): if he participates in the game, the Lambda Congregation is not available.

To enter the Congregations in the game, follow these steps:

  • Select the Congregations to be used from those available, take their Student Congregation Cards and place them on the table visible to all players.
  • Put 3 Students per Congregation in Reserve and leave the others in the box.
  • During Game Setup, enter a Student for each Congregation among those in the Reserve at the University; these replace an equivalent number of standard Students.
  • Each time the University is replenished with the Students indicated on the Alert Card, first insert a Student for each Congregation among those found in Reserve, always replacing an equal number of standard Students. If for any reason there are not enough to fill the University or are no longer available, complete the filling with the standard Students.
  • When more than one Student must be placed at the Campus Bonfire, the current player chooses the order in which to place them.
  • When the Students are picked up from the Campus Bonfire by a Scholar, they must take them starting from the last one available (the one furthest from the slot with the arrow).
  • When a Scholar draws a Student belonging to a Congregation, they can choose to Sacrifice a standard Student in their possession to keep it for themselves instead of placing it at the Bonfire.

Each Student belonging to a Congregation works exactly like a standard Student, but each has one or more Effects. The effect of a Student can be activated by a Scholar who owns it by following what is indicated in his Student Congregation card (example, Sacrifice a Zeta Student to discard two Stun Tokens).

Student Effects can be activated by a Scholar on their turn or, if the gold symbol shown in their description (drawn as an icon in the printed book, not reproduced here) is present, even during their opponents' turns, following the Priority rules as if they were Effects of a Trick Card (see pg. 13).

Iota

  • Sacrifice a Iota Student: place the Student in your Zone instead of the Reserve. As long as the Iota Student is in this Zone, the Information Cubes inside it cannot be collected except by you. Remove the Iota Student from the Zone at the start of your next turn, and put it in Reserve.

Zeta

  • Sacrifice a Zeta Student: discard two Stun Tokens.
  • Sacrifice two Zeta Students: discard a Jinx Card.

Phi

  • When you draw a Phi Student from the University: take the Phi Student for yourself without sacrificing a standard Student.
  • When you Sacrifice a Phi Student: take a standard Student from the Reserve.

Lambda

  • Sacrifice a Lambda Student: place a Trap Token of your choice in any Dungeon Zone.

False Information

The black cubes featured in this expansion are a new type of information, False Information. These cubes are used by many elements in this manual, such as the Floor IV Zones.

A False Information Cube follows the normal basic game rules for being picked up by Scholars, but once obtained, instead of being placed on their Note Board, it is placed in Reserve. This is because a False Information Cube has no value, and its presence in a Zone has the sole purpose of hindering the collection of the cubes to its right. If there are not enough False Information Cubes in Reserve when a Zone containing them is placed, the spaces in those cubes remain empty.

Universal Information

The white cubes featured in this expansion are a new type of information, Universal Information. These cubes are used by many elements in this manual, such as the Floor IV Zones. A Universal Information Cube follows the normal basic game rules for being collected by Scholars, but once obtained, it can be placed on its Note Board in any of the five columns. A Universal Information Cube (and its point value) counts as an Information Cube of the appropriate color for the column it is in as long as it is placed on a Note Board. If there are not enough Universal Information Cubes in Reserve when a Zone containing them is placed, the spaces of those cubes remain empty.

Omega Against All

Dependents Rule

You can take advantage of the Omega Deck and the rules of Solitaire mode (p. 30) to include Omega and his deviousness in a normal game of Dungeonology.

To best play a game using these rules it is good to use the following advanced rules during the game: Boss and Main Effects. Other advanced rules can be included in the game to modify the game experience to your liking.

To play a game in Omega Versus All mode, complete Game Setup by adding the following:

  • Omega cannot be chosen as the Boss of the game.
  • Place the Omega Boss Model in the Starting Zone along with the Scholars.
  • Omega does NOT count as a Scholar when the University is first filled and replenished during the game.
  • Shuffle all the Omega Cards to create the Omega Deck.
  • Select the right Tome of Secrets for the game based on the number of participating players: Omega VS 2 for 2-player games, Omega VS 3 for 3-player games, Omega VS 4 for 4-player games. Keep the Tome of Secrets close at hand.

The game proceeds normally with the difference being that each player, after carrying out their chosen Action, performs an Omega Phase (see page 31) before the end of his turn.

You take advantage of all the rules to manage Omega and the Omega Deck explained in the Solo Play mode, with the following changes:

  • Target Scholar: any effect of the Omega Cards that refers to a Scholar, always targets the current Scholar (the one who is performing the Omega Phase), for example for the Teleport movement effect.
  • Encounter and Black Star: the Encounter effect (E) applies to each Scholar encountered by Omega. The Black Star effect (F) applies to each Scholar individually if they have more Stars than the Black Stars owned by Omega.
  • Star and Double Star: these effects (G-H) are activated based on the Stars possessed by the current Scholar.
  • Sabotage: this effect (I) is only performed to obstruct Espionage Actions that target Omega.

Game End: the game follows the normal rules (including the Maximum Alert advanced rule if used), unless Omega occupies all spaces of the Tome of Secrets with the Information Cubes obtained (see below).

Omega wins if:

  • At the beginning of an Omega Phase, all spaces of the Tome of Secrets are occupied by Information Cubes up to the OMEGA symbol.
  • The game ends and no Scholars have successfully Submitted the Thesis.

Omega VS 2, Omega VS 3 and Tome of Secrets cards (text as printed):

Omega VS 2:

  • Whenever the University is filled with Students, DO NOT count Omega as a Scholar.
  • Omega suffers the effects of Trick Cards only if they have the Ω icon in the lower right corner.
  • Reveal an Omega Card and perform Sabotage after declaring each of your Stealth Values.

Omega VS 3:

  • Whenever the University is filled with Students, DO NOT count Omega as a Scholar.
  • Omega suffers the effects of Trick Cards only if they have the Ω icon in the lower right corner.
  • Reveal an Omega Card and perform Sabotage after declaring each of your Stealth Values.

Tome of Secrets (card text as printed):

  • Remove from the deck of Jinx Cards the cards that do not have the Ω icon.
  • Whenever the University is filled with Students, count Omega as a Scholar.
  • Omega suffers the effects of Trick Cards only if they have the Ω icon in the lower right corner.
  • Reveal an Omega Card and perform Sabotage after declaring each of your Stealth Values.

Big Boss

Dependents Rule

Some of the Bosses in this box are particularly dangerous and difficult to deal with. Freddo, Mamma Basilisco, Marconiglio, Enrico, Scilla and Cariddi are Big Bosses, and they follow special rules to be included in a game of Dungeonology.

To bring them into the game you need to use the Boss advanced rule. As well, to make the most of the mechanics of some of them, it is good to use the Dangerous Zones advanced rule.

Each Big Boss has only one profile (A) on their Boss Card and is used in a specific game mode indicated on the back of their card and recognizable thanks to a black and gold scroll bearing their name (B).

Here are the rules of the mode to be considered throughout the game, as well as the additional rules for Game Setup.

To find all the materials listed in the Big Boss mode, please refer to the material list on p. 24.

Scilla and Cariddi are a particular and powerful Boss, and they have two Boss Cards; both must be used when deciding to include Scilla and Cariddi in the game.

Egg Hunting (see back of Marconiglio Boss Card)

Setup

  • Marconiglio is the Boss for this game.
  • The Floor IV Zones Dependents Rules cannot be used in the game.
  • Place in Reserve the "Burrow of Marconiglio" Zone.
  • Prepare 7 Eggs by inserting 4 Universal Information Cubes and 3 False Information Cubes into them. Mix them up and place them in the Reserve.

Open an Egg (Action)

A Scholar can use his Action to open an Egg in his own Zone. If he finds a Universal Information Cube he collects it, otherwise, he places it in the "Burrow of Marconiglio" Zone. The opened Egg is taken and kept by the Scholar on his Note Board.

Egg Bonus Points

During the End Game Scoring, each Egg gives the Scholar who owns it bonus victory points equal to the False Information Cubes present in the "Burrow of Marconiglio" Zone.

Marconiglio Boss Card (A): Sighting, Activation and Special

[Transcription gap:] The Marconiglio Boss Card (A) text blocks headed SIGHTING, ACTIVATION and SPECIAL are overprinted by the Egg Hunting card in the source PDF, and the overlapping text layer could not be read reliably. Only fragments are legible (e.g. the Sighting block refers to connecting the Burrow of Marconiglio Zone to the Dungeon and treating it as part of the Wall tokens; the Special block states that Information Cubes other than False Information Cubes cannot be removed from the "Burrow of Marconiglio" Zone in any way). This block is NOT transcribed in full here; consult the printed Marconiglio card before play.

Solitary Mode

The rector sent you all alone to study a dungeon that she deems not very dangerous. You left full of hope and with the certainty of having the thesis in your pocket, but when you reached the study area a shiver ran down your spine seeing the banners of the Omega Fraternity soaring among the Campus tents. Your mission won't be that easy after all!

The machinations of the Omega Fraternity are represented by a deck of cards called the Omega Deck, whose cards will describe the actions carried out by the Omega Boss during the game. Omega will collect or steal Information Cubes by placing them on his Tome of Secrets; the more this is filled with cubes, the more powerful it becomes!

To best play a Solitaire game of Dungeonology it is good to use the following advanced rules during the game: Boss and Main Effects. Other advanced rules can be included in the game to modify the game experience to your liking.

To play a game in Solitaire Mode, complete Game Setup by adding the following:

  • Place the Omega Boss Model in the Starting Zone along with the Scholar.
  • Omega counts as a Scholar, so 2 Scholars are always considered in the game when the University is filled for the first time and replenished during the game (it is recommended to play at Player Level: Student).
  • Shuffle all the Omega Cards (D) to create the Omega Deck.
  • Keep the Tome of Secrets (A) close at hand.
  • Remove Jinx Cards from the game that do not have the Omega symbol.
  • The Player begins the game by drawing Trick Cards equal to her Hand value (instead of one).

Changes to the Rules

Substantial changes to the game rules must be made during the solo game:

Game Turn: the player takes her normal game turn. Once the End of Turn Phase has been completed, before her turn ends, she performs an Omega Phase (see below).

Submit the Thesis: in order to perform this Action you must have at least two Stars on your Note Board (as per standard rules), and have at least one Star more than the number of Black Stars (B) Omega has on the Tome of Secrets.

Game End: the game follows the normal rules, (including those of the Maximum Alert advanced rule if used), unless Omega fills all spaces of the Tome of Secrets with Information Cubes (see below). The player wins only if she successfully Submits the Thesis, and loses if:

  • At the beginning of an Omega Phase, all spaces of the Tome of Secrets are occupied by Information Cubes up to the OMEGA symbol (C).
  • The game ends and the Scholar has not successfully Submitted the Thesis.

Managing Omega

Nobody knows who the head of the evil Omega Fraternity is, but everyone knows that he leads the Red Students to thwart the plans of the poor Scholars on duty! Omega is managed through the following rules:

Boss: Omega is not affected by the Boss.

Omega is a Scholar: Omega's Model is considered a Scholar and follows the same rules, and can be targeted by effects that target a Scholar. Nonetheless, the only Zone Effect that Omega activates is the Stairs Effect.

Trick Cards: Omega suffers the Main Effects of Trick Cards only if they have the Omega icon in the lower right corner.

Zones: if an Omega Card effect causes Omega to leave a Zone via an unlinked passage, it reveals new Zones as if he were a Scholar; the player will decide how to place the new Zone (and the Zones uncovered by the Stairs Effect).

Information Cubes: when Omega gets Information Cubes, he places them on the Tome of Secrets in order from the first space in the upper left to the last space in the lower right. Omega can Lose Information Cubes due to Scholar Trick Cards or Skills. If Omega is to Give or Drop an Information Cube of his choice, always Give or Drop the one with the lowest point value among those in his possession.

When a space on the Tome of Secrets becomes free, optimize the remaining Information Cubes to fill the spaces starting from the top left.

Espionage: when performing an Espionage Action against Omega, proceed by following these points:

  • Calculate the Omega Alert value: Point value of the target Information Cube + the Alert Modifier on the Alert Card
  • The Scholar declares his Stealth Value by playing Trick Cards.
  • Reveal an Omega Card and perform Sabotage (if any).
  • The Scholar plays additional Trick Cards and determines whether he achieves a Success or a Failure.

Omega Phase

The Omega Phase is played in addition to the player's turn after the End of Turn Phase. In the Omega Phase, the player draws a card from the Omega Action Deck and applies its effects from top to bottom. If the deck runs out, shuffle all discarded cards to reform it:

  • A. Student: Omega draws the indicated number of Students from the University. If an Omega Student is drawn, the normal rules are followed, but the Scholar will get the Jinx Card (to be revealed, as usual, in the next End of Turn Phase).
  • B. Movement through Passages: Omega moves through the Passages following the indicated patterns (using the rules of the Randomizer Deck in the game manual), but respecting the following rules:
    • The Passage is not linked: Omega reveals Zones from the suitable Stack until the player manages to place one, then enters it. If he cannot place a Zone from the suitable Stack (they are exhausted), Omega chooses the next clockwise Passage.
    • The Passage is linked to a Zone containing Information Cubes or the Scholar: Omega enters the Zone.
    • The Passage is linked to a Zone that does not contain Information Cubes or Scholar: Omega chooses the next clockwise Passage.
    • If no new Zones can be linked and all Zones Omega can enter contain no Information Cubes or Scholars: Omega uses Teleport (see below).
  • C. Teleport: Omega is placed in the Scholar's Zone. Omega moves to a Zone containing the Information Cube of higher value than those in play if the Scholar is in the Starting Zone.
  • D. Effect: during or after movement, Omega does what is written in this section, usually by collecting, eliminating or subtracting Information Cubes.
  • E. Encounter: Omega resolves this effect on the Scholar if he Encounters it during or at the end of his movement.

Campaign Mode

Mode

September 14XX, Rocca Civetta.

The rector, Magalli the Magnificent, during the opening ceremony of the university year, announces the death of yet another professor of Dungeonology, Enrico Giovanni, the well-known archaeologist.

Despite himself, he must communicate that the lessons of this important subject will be suspended until a worthy replacement is found, and for this he announces a call for tenders in which all the brave teachers who think they can replace the late professor will be able to participate.

During the academic year, the participating professors will be sent by the rector himself to carry out research into mysterious peoples and dangerous monsters whose habitats have been identified in previous years. For this reason, each teacher will select a team of promising Scholars who will explore these places on their behalf, in order to write a thesis on what they discover. But it will not be that easy: Scholars will need to study the habitats and creatures that populate them without disturbing them, in order to report information and facts not contaminated by external intervention.

The teacher who at the end of the year presents the best theses from his team of Scholars to the rector, will become the new professor of Dungeonology!

Preparation

To play in Campaign Mode, before playing the first scenario, do the following:

  • Photocopy the Campaign Sheet on p. 33, or download it from the Ludusmagnusstudio.com website.
  • In a campaign, the players represent the Teachers. Write the names of the players in the Teacher space. Each of these spaces has a colored triangle, necessary to determine which Teacher is selected in case of Randomizations; each teacher must always use the Note Board with the same colored triangle during the campaign.
  • With all the players seated at the table, Randomize a Teacher.
  • Take all available Scholar Cards (excluding Enrico's, which cannot be used in this mode).
  • Starting with the Randomized Teacher, and continuing to the left, each player chooses a Scholar Card for himself. Proceed in this way until each Teacher has 2 Scholar Cards. This will be the Teacher's team for the campaign.
  • Each Teacher chooses a name for their team and notes it on the Team space.

The Campaign

In Campaign Mode, Teachers will face 12 scenarios representing the 12 months of the academic year, starting from the first (September) and proceeding in order.

During Game Setup, the instructions given in the scenario that the group is about to play must be followed and, if indicated, it must be decided by mutual agreement which optional advanced rules to include in the game. Note that in some scenarios, if the Maximum Alert optional advanced rule is used, it is also shown which Panic Card is to be used. Furthermore, each Teacher must:

  • Choose which of your Scholars will participate in the game.
  • Mark that you have used it on the Campaign Sheet (by marking one of the squares) to keep track of the number of times that Scholar participated; In fact, during the entire campaign game, the same Scholar cannot be chosen more than 6 times.
  • Spend Support Points at the end of the setup, to benefit the Scholar (see right).

Support Points

At the end of each game, each Teacher earns Support Points based on the ranking of the game, a certain number of Support Points to be noted on the Campaign Sheet on the SP space. At the end of Game Setup, before playing the first turn, and starting with the first player on the turn, each Teacher can spend Support Points to buy a single bonus from those listed below. When all the Teachers have chosen the first bonus, they continue, always in turn order, to buy a second one, then a third one, and so on, until all the Teachers declare that they do not want (or cannot) buy more bonuses.

Some bonuses show the name of Advanced rules or Dependents in brackets that must be among those indicated in the current scenario. Otherwise, the bonus cannot be chosen:

  • Specializing – 2SP (Main Effects and Specialists Cards): shuffle the deck of Intern Cards, draw two, choose one and put the other back in the deck. Your Scholar starts the game with the Intern in her possession.
  • Student – 1SP: take a Student from the Reserve. Your Scholar leaves with this additional Student.
  • Student Congregations – 2SP (Student Congregations): take a Student Congregation model from the Reserve, your Scholar leaves with this additional Congregation Student.
  • Study Bonus – 3SP: your Scholar starts the scenario with the Study Bonus on the Note Board wheel increased by 1 point (set immediately).
  • Trick Card – 2SP: add a Trick Card to your hand by drawing it from the deck.

End of Scenario

At the end of each game, after determining the ranking, each Teacher marks on the Campaign Sheet her position in the ranking or if her Scholar was unable to Submit the Thesis (NA); these results will contribute to campaign victory at the end of the campaign.

Then, each Teacher earns Support Points (SP) based on the parameters indicated below, and notes them on the Campaign Sheet:

  • Each Teacher who participated: +1 SP
  • The Scholar Who Submitted the Thesis: +1 SP
  • First ranked Scholar: +3 SP
  • Second ranked Scholar: +2 SP

End of Campaign

At the end of the twelfth scenario of the campaign (August), the end-of-campaign ranking must be determined and the winner elected to become the new professor of Dungeonology!

Each column of the ranking position at the bottom indicates a value in Victory Points. This value must be multiplied by the number of results obtained by each Teacher in a given column. Each NA result grants half a Victory Point.

Once you have obtained the Victory Points of each Teacher's column, add them all together to obtain the final result.

The Teacher who has the most Victory Points wins!

Campaign Sheet

The printed Campaign Sheet (p. 33) is a record form for the campaign. Its spaces are:

  • Teachers: the name of each player's Teacher, with the colored triangle used for Randomizations.
  • Team: the name chosen by each Teacher for their team.
  • Scholars: the Scholars of each team, with boxes to mark how many times each Scholar has participated (no more than 6).
  • SP: the Support Points of each Teacher.
  • Scenario table: one row per month, from September to August; for each Teacher's colored column, mark the ranking obtained (1°, 2°, 3°, 4°+) or NA.
  • Multiplier and Victory Points: the multiplier row (x4, x3, x2, x1, /2) for each ranking position, the Victory Points row for each Teacher, and the Total VP row.

Scenarios

September: Preliminary Research

The rector, Magalli the Magnificent, for the first month of research requires a brief exploration of the Bosco Beone site, where traces of the activities of a strange and obscure tribe that are thought to be non-humans have been recorded. The exploration is aimed at conducting a first contact with their habitat and habits. Therefore, very in-depth theses will not be required. However, the rector advises all to be careful: if Enrico Giovanni himself has disappeared during similar searches, it is better not to take the mysterious inhabitants of this place too lightly!

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: None.
  • Alert Card: Introductory Game.

October: Beer Festival

The first month of research on the community of strange humanoids in Bosco Beone, identified as "Fauns", allowed the university to establish that in October these natives are preparing for their own sacred festival: the beer festival known as Bacchanal! It is in the university college's interest that information on this custom of theirs is collected, stealing as much knowledge as possible from the grand master of ceremonies of the fauns, the mighty host of the community known as Laetus.

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: Boss.
  • Alert Card: Easy.
  • Boss: Drunk Laetus.

November: the Concert

Fauns are a peculiar society. Despite being organized in rigid castes among which violent warriors, cunning hunters and dark mystics stand out, the population lives in harmony by organizing community events that keep all the social strata of the village together. November is considered the month of preparation for the cold winter, and before the cold arrives, the fauns organize one big final party, a concert open to all, in which even the most modest of farmers can celebrate with the most important of the hierarchy. The artist who will perform this year is a famous singing faun from southern Italy, known as Capagrezza.

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: Boss.
  • Optional Advanced Rules: Main Effects, Maximum Alert (Outside the Dungeon).
  • Alert Card: Easy.
  • Boss: Hypnotist Capagrezza.

December: Winter is Coming

For some time, a mysterious coldness has been blowing inside the classrooms of Rocca Civetta, and firmly closing doors and windows does not seem to be enough to stop it. A growing chill makes its way into the University, and the mystery remains unsolved even when the cooks in the canteen reveal that a part of the cellars, frozen since time immemorial, seems to have melted and mysterious footprints of someone who came from "beyond the barrier" of ice. When the Scholars prepare for the December expedition, they find a mysterious figure at the camp who insists on joining the group. He introduces himself as Freddo, and claims to be a student of Rocca Civetta, the head of the Iota Student Congregation, who were forgotten for time immemorial in the university cellars during a winter hide-and-seek competition!

Complete Game Setup including these items and advanced rules:

  • Mode: Winter is Coming (see the back of the Freddo Boss Card).
  • Advanced Rules: Boss, Dangerous Zones.
  • Optional Advanced Rules: Main Effects.
  • Alert Card: Medium.
  • Boss: Freddo.

January: the Initiation

After the first months inside the university, all the students have finally found a place in one of the Student Congregations of Rocca Civetta. The Machiavellian Omega, and the icy Iota, are joined by the expert alchemists of the Zeta sisterhood, the Lambda hunters, and the scholars of the occult arts of the mysterious Phi Congregation. It's time for the initiation rite for first-year newbies, and the congregation leaders convince the rector to send them with you for their first field experience. Meanwhile, your research leads you to study the arcane rites of the fauns of Bosco Beone; you have identified a witch among them called Raganella, and she will be the focus of your attention.

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: Boss, Dangerous Zones, Student Congregations.
  • Optional Advanced Rules: Main Effects, Maximum Alert (Cooking Time).
  • Alert Card: Medium.
  • Boss: Witch Raganella.

February: Omega to the Rescue

As you prepare for the February expedition for some very specific but essential minor research, the pompous congregation leader of the Omega, fully dressed in red livery, and with a glittering gold mask, declares that he will join your group. After months in which his student congregation thwarted your studies, this mysterious individual, whose identity is a mystery, has decided to bury the hatchet and help you for the good of the university. But what will his real goals be?

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: Boss, Dangerous Zones, Research Cards.
  • Optional Advanced Rules: Main Effects, Maximum Alert, Student Congregations.
  • Alert Card: Difficult.
  • Boss: Mentalist Omega.

March: the Temple of Doom

During the previous expedition, the mysterious Omega leader turned out to be your worst enemy. Your research has allowed you to unravel his dark plans, to become the Professor of Dungeonology and keep all the secrets in Rocca Civetta for himself. You suspect that the disappearance of the last professor of Dungeonology, the well-known archaeologist Enrico Giovanni, was caused precisely by him. In the depths of the caves of Bosco Beone, following the moves of the Students of the Omega Fraternity, you have noticed some deep galleries beyond the village of the fauns, in which not even they venture. The tales of the people of the woods say that those passages hide a cursed temple. Perhaps by exploring them you can find out what happened to the famous archaeologist.

Complete Game Setup including these items and advanced rules:

  • Mode: Cursed Temple (see back of Enrico Giovanni's Boss Card).
  • Advanced Rules: Boss, Dangerous Zones, Floor IV Zones.
  • Optional Advanced Rules: Main Effects, Maximum Alert (Rolling Stone), Student Congregations, Research Cards.
  • Alert Card: Medium.
  • Boss: Enrico Giovanni.

April: Spring Festival

Still shaken and out of his mind due to the terrible experiences of the year spent in captivity in the cursed temple, Enrico Giovanni has finally returned to Rocca Civetta. As the university prepares for the typical spring student parties, the famous archaeologist, who is slowly coming to his senses, confusedly begins to mumble about a terrifying danger from the past, something that could destroy the university or even worse. But it is not the time to get carried away by dark thoughts, spring is upon us and the master of the festivals of Rocca Civetta, Marconiglio, expects the fun to be at the highest levels, even during your expeditions; get ready for a challenging egg hunt!

Complete Game Setup including these items and advanced rules:

  • Mode: Egg Hunting (see back of Marconiglio Boss Card).
  • Advanced Rules: Boss, Dangerous Zones.
  • Optional Advanced Rules: Main Effects, Maximum Alert (Egg Hunt), Student Congregations, Research Cards.
  • Alert Card: Medium.
  • Boss: Marconiglio.

May: the Catacombs

Enrico, still recovering, recalled in his months of imprisonment that someone came from the past using an incredible machine hidden in the depths of Bosco Beone! The traveler managed to enter Enrico's mind with strange mystical powers driving him into madness. The dark figure abandoned the archaeologist, declaring that he would hide among the students of Rocca Civetta to obtain the information necessary to carry out his nefarious plans. To stop the machinations of this dark individual, you must find out who he is by finding his time machine, hidden beyond the ancient catacombs of the cursed temple, but beware of the spirits that dwell in those places!

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: Boss, Dangerous Zones, Floor IV Zones.
  • Optional Advanced Rules: Main Effects, Maximum Alert, Student Congregations, Research Card.
  • Alert Card: Difficult.
  • Boss: Shadow Lord.

June: the Future Man

You have found the mysterious time machine described by Enrico and, thanks to this discovery, you have revealed the identity of the time traveler: Jukas! This individual has been in hiding for a year in Rocca Civetta, and has converted the Phi Congregation to his evil ends thanks to his dark mental powers. Now that you have discovered it, he has thrown away the mask, revealing that for some time he has stolen precious knowledge from the university to evoke and bend to his will a powerful and mysterious goddess. Jukas hides under Bosco Beone, protected by Phi Students. You must investigate what they are plotting if you hope to stop his plans.

Complete Game Setup including these items and advanced rules:

  • Advanced Rules: Boss, Dangerous Zones, Floor IV Zones.
  • Optional Advanced Rules: Main Effects, Maximum Alert (Mind Twist), Student Congregations, Research Cards.
  • Alert Card: Difficult.
  • Boss: Jukas.

July: the Stone Brood

You stopped Jukas, but you didn't foil his plans. The time traveler has turned out to be an unstable individual, driven insane by a green, sentient crystal fused into his arm. Listening to his delusions, you discovered that, stealing knowledge from the university, he put into practice an ancient ritual to evoke the gods Scilla and Cariddi with the hopes of breaking his bond with the crystal with their powers. If the two divinities were to reveal themselves, they could trigger a cataclysm that would overwhelm the community of fauns of Bosco Beone and the university itself, canceling them all out. The rector urges you to find out where the ritual was performed, but beware! Apparently, Jukas himself was guided by a hidden hand. It seems that the two have left a dangerous beast to defend their machinations: a basilisk that has nested in the underbelly of Bosco Beone.

Complete Game Setup including these items and advanced rules:

  • Mode: The Brood (see back of Mother Basilisk's Boss Card).
  • Advanced Rules: Boss, Dangerous Zones.
  • Optional Advanced Rules: Main Effects, Maximum Alert, Student Congregations, Research Card, Omega Against All (maximum 4 players).
  • Alert Card: Difficult.
  • Boss: Mother Basilisk.

August: the Goddess and the Kraken

You removed the basilisk mother from Bosco Beone by moving her brood peacefully, but you did not arrive in time to stop the ritual of summoning Scilla and Cariddi. Divine beings indisposed by such disrespect now require a test of faith and ingenuity to peacefully leave Bosco Beone. And the troubles don't end there: the head of the Omega Fraternity reveals himself as the hidden hand behind all the nefarious plans that have hindered you in your expeditions. It was he who imprisoned Enrico, found the time traveler Jukas in his time machine, and exploited his confused mind for his plans. Putting him at the head of the Phi Congregation and using their powers, he stole the knowledge reserved for the Dungeonology teacher from Rocca Civetta and implemented the ritual to summon the deities in order to absorb their powers! Your latest expedition is of vital importance: you will need to stop Omega, save the fauns and the university, and even deal with gods who will have the burden of deciding who will be the next dungeon professor, or ...

Complete Game Setup including these items and advanced rules:

  • Mode: Goddess of the Sea (see back of the Scilla and Cariddi Boss Cards).
  • Advanced Rules: Boss, Dangerous Zones, Floor IV Zones.
  • Optional Advanced Rules: Main Effects, Maximum Alert, Student Congregations, Research Card, Omega Against All (maximum 4 players).
  • Alert Card: Medium.
  • Boss: Scilla and Cariddi.

Excelsior!

What an extraordinary year, what superlative students, what exceptional teachers! Rector Magalli the Magnificent congratulates you all. You have overcome all the most difficult academic challenges, facing dangerous research, passing tests that would make the best of the students of other universities pale. You have discovered intrigues, revealed the origins of mysterious creatures and made friends with a people as mysterious as they are incredible. As if that were not enough, you have pleased the deities by demonstrating your incredible competence and preparation. The Scholars of the participating teams are all invested with the honorary title of Doctors of Dungeonology. The Teachers who guided them in this turbulent year are all welcomed into the university directorate of Rocca Civetta. But the greatest honor goes to the one who was distinguished by obtaining the blessing of Scilla herself, and to whom the long-awaited title of Distinguished Professor of Dungeonology is conferred!

Summary

The printed Summary sheet is a diagram-based reference. Its formulas and icon legends are rendered below as text; the icons are described by the effect they show.

Stealth Test

The goal of a Scholar during a Stealth Test is to equal or exceed the Alert Value indicated in the Zone (Study) or possessed by an opponent (Espionage). The player must generate a Stealth Value by playing Trick Cards and adding together their Bonus Value (white numbers), and, if performing a Study Action, add their Study Bonus to the total (blue number on the Note Board wheel).

Once the Stealth Value has been generated, it can only be changed by Effects such as Divination or the Auxiliary Effect of the Subterfuge, Fate, and Magic Trick Cards. The Bonus Values (white numbers) of the Trick Cards can no longer be added to it.

Study

  • Zone Alert Value + Alert Card Study Penalty + Boss Zone Modifier + Bad Luck Zone Effect, plus Modification imposed by other Scholars (Divination Effects + Auxiliary Effects Penalty), VS
  • Trick Card Bonus Value + Note Board Study Bonus + Good Luck Zone Effect + Divination Effect, plus Scholar Stealth Modifiers (Divination Effects + Auxiliary Effects Bonus).

Espionage

  • Target Scholar Alert Value (Cube Point Value + Number of Students) + Target Scholar Modifiers (Divination Effects + Auxiliary Effects Penalty), VS
  • Scholar Stealth Value (Trick Card Bonus Value + Divination Effects) + Scholar Modifications (Divination Effects + Auxiliary Effects Bonus).

Espionage costs: Sacrifice 1 Student.

Icon Effects

Good:

  • N Students icon: Gain N Students from the Campus Bonfire.
  • N Speed icon: Get N Speed points.
  • N Trick Card icon: Draw N Trick Cards.

Danger:

  • N Students icon (Danger): Draw N Students from the University, then place them in the Bonfire area of the Campus (see page 8).

Bad:

  • N Students icon (Bad): Sacrifice N Students you own and put them in Reserve.
  • N Stun icon: Gain N Stun Tokens (see p. 7).
  • N Trick Card (discard) icon: Discard or make opponent discard N Trick Cards.

Stealth:

  • +N Stealth icon: Add N to a Stealth Value during a Stealth Test.
  • +N Alert icon: Add N to an Alert Value during a Stealth Test.
  • N Divination icon: Divination, see "Magic" on the right.

Timing:

  • Lightning icon: The Effect preceded by this icon can be played even if it is not your turn.
  • Response icon: The Effect preceded by this icon can be played at any time as a response to the effect of another Trick card just played by an opponent. This effect is resolved before all other played effects.

Information Cube Keywords

Gain

The term "Gain" means any method a Scholar uses to obtain Information Cubes, either by Collecting or Stealing them. The Earned Cubes are placed in the column of the Note Board corresponding to their color, in the first available space starting from the bottom.

  • Collect: indicates the act of collecting an Information Cube from a Zone. When an Information Cube is obtained in this way, it must be taken starting from the first available in the Zone (the one furthest left), unless an effect allows you to freely choose the Information Cube to Collect. If the column where the Cube should be placed on a Scholar's Note Board is full, the player takes the next available Information Cube that can be placed on his Scholar's Board.
  • Steal: indicates the act of stealing an Information Cube from another Scholar by taking it from his Note Board. When this occurs, the player who Steals the Information Cube takes the one placed highest in the corresponding Column from the Target's Note Board. If the column where the Stolen Information Cube should be placed is full on the Stealing Scholar's Note Board, the stolen Information Cube is placed in Reserve.

Lose

The term "Lose" means any situation where a Scholar is obliged to remove one of their Information Cubes from their Note Board, whether it has been Stolen, Eliminated or Lost for any other reason. Lost Information Cubes are always taken from the top of their Note Board column.

  • Drop: indicates the act of selecting an Information Cube from those on your Note Board and placing it in the Scholar's current Zone. The cube must be placed in a free space of the Zone, starting from the first available one to the right. It should be noted that the Dropped cubes can be placed in any order and in any space; they do not need to occupy a space of their color. If there are no empty spaces in the Scholar's Zone, the Cube must be placed in an empty space within a Linked Zone. If there are no available slots, the Cube is placed in Reserve (Eliminated).
  • Eliminate: indicates the act of taking an Information Cube (from a Zone or a Note Board) and placing it in the Reserve.

Give

Indicates the act of moving an Information Cube from the top of a column from your own Note Board to the same column of another Scholar's Note Board. The Donated Cube is not considered Lost (see above). If the column in which it should be placed is full on the Note Board of the Scholar receiving the Cube, the Donated Cube is placed in Reserve.

Protected

The colored shields on some Intern Cards indicate that the Information Cubes of the same color in the Scholar's possession are Protected. When a Protected Information Cube is the target of an effect that would cause the Scholar to Lose it (see Lose), that Scholar may decide not to lose it. Protection cannot be used to negate effects that would cause an Information Cube to be Given (see above) to another Scholar.

Zone Icons

  • Boss: see p. 17.

  • Stairs: see p. 11.

  • Good Luck N / Bad Luck N: A Scholar who performs a Stealth Test in this Zone, after declaring their Stealth Value, must reveal N Trick Cards from the deck, (see page 13) and:

    • If the number is Blue, add the highest Bonus Value of the cards drawn to your Stealth Value.
    • If the number is Red, add the highest Bonus Value of the cards drawn to the Alert Value of this Zone.
  • Danger N: a Scholar who fails the Stealth Test in this Zone (see pages 13 and 14), must draw N Students from the University (instead of 1 as usual).

  • Ambush N: when a Scholar enters this Zone, they get N Stun Tokens.

  • Hecatomb: when a Scholar enters this Zone, the Scholar Sacrifices all their Students.

  • Stop: when a Scholar enters this Zone the Scholar loses all their Speed points. The Scholar can get new Speed points by using the Auxiliary Effect of the Exploration Trick Cards (see page 12).

  • Toll N: the Scholar who enters this Zone must Drop N Information Cubes of their choice, moving them from the Note Board to the leftmost empty spaces of the current Zone (without taking into account the color at the bottom of the spaces). If there are not enough empty spaces in the current Zone, place them in an Adjacent and Linked Zone; if this is not possible, place them in Reserve.

  • February: Omega to the Rescue
  • March: the Temple of Doom
  • April: Spring Festival
  • May: the Catacombs
  • June: the Future Man
  • July: the Stone Brood
  • August: the Goddess and the Kraken
  • Excelsior!
  • Idol Trap (1)
  • Bridge Trap (1)
  • Pillar Trap (1)
  • Snake Pit Trap Token (1)
  • Fool's Token (1)
  • Winter Campus Skin (1)
  • False Information Cubes (10)
  • Universal Information Cubes (10)
  • Hot Water Token (12)
  • Star Tokens (48)
  • Downloadable Summary Cards (scan QR-Code)
  • F. Black Star: on the Tome of Secrets there are Black Stars, which Omega reaches every time he places an Information Cube on the indicated space. If the Scholar has fewer Stars than Omega's number of Black Stars, the Scholar becomes Exalted. If the Scholar is Exalted, Omega performs what is written in this section in addition to the Encounter Effect.
  • G. Star: if the Scholar has at least one more Star than Omega, the latter also performs what is written in this section.
  • H. Double Star: if the Scholar has at least two more Stars than Omega, the latter also performs what is written in this section.
  • I. Sabotage: whenever the Scholar declares a Stealth Value (for a Study or Espionage Action), she must draw an Omega Card and perform the Sabotage Effect, if indicated. This effect consists of one or more Divinations, to be performed one after the other, aimed at increasing the Alert Value that the Scholar needs to beat with her Stealth Value.
  • J. Reaction: if Omega is targeted by the Effect of a Trick Card, before applying its effects, a card from the Omega Action Deck must be revealed, and the effects listed under Reaction must be applied, if any.
  • K. Alert Bonus: the Alert of the Zone in which Omega is located increases by the value indicated on the last drawn Omega Card.
  • Bivouac - ACTION: Carry out these steps in order:

    • Discard all Stun Tokens in your possession.
    • Discard a Jinx Card from those in your possession.
    • If you have fewer Students than your Starting Student Value, take them from the Reserve (if available) until you have a number equal to that value.
    • Discard any number of Trick Cards (optional).
    • Draw Trick Cards until you have a number equal to your Hand Value.

    In the Faun Dungeon, this Effect appears with a yellow or green background (see Color Effects).

  • Secret Passage: a Scholar in this Zone may spend one Speed point during the Movement Phase to move to a revealed Zone that has a Secret Passage with the same letter.

  • Engage Familiar - ACTION: engage the Familiar depicted in the icon, as long as it is not Linked, by paying its Engagement Cost (see the Familiars paragraph).

  • Bucket: a Scholar entering this Zone can Discard up to 2 Trick Cards to get that many Hot Water Tokens if available. A Scholar cannot have more than 2 Hot Water Tokens.

  • Forced Passage: once this Zone is linked to two other Zones, it is not possible to connect it to new Zones by exiting it or in any other way. If the positioning of the Zones leads to linking other Passages of this Zone (besides those of the first two linked), Wall Tokens must be placed on them to indicate that the Passage is unusable.