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Minotaur

Minotaur Rulebook

Table of Contents

Table of Contents

  • Component List
    • Cards and Tokens
    • Draw Bags
  • Component Overview
    • Minotaur Card
    • Minotaur Health Tracker
    • Minotaur Standee
    • Class Standees
    • Character Class Cards
    • Encounter Cards
    • Labyrinth Cards
    • Monster Strength Cards
    • Health Tracker Dials
    • Dice
    • Encounter Bags
    • Encounter Tokens
  • Setup
  • Gameplay
    • Objective
    • Rounds
    • Player Phase
    • Move
      • Leaving a Card with Monsters or Traps
    • Pick Up Item
    • Drop Item
    • Use Item
    • Remove Broken Barrier Token
    • Class Actions
  • Exploring the Labyrinth
  • Descending to a New Floor
  • Spawning Encounters
    • Physical and Magical Barriers
  • Checks
    • Area Attacks and the Minotaur
  • Completing Medallions
  • Monster Phase
    • 1. Monsters Move
      • The Minotaur and Physical Barriers
      • Secret Passages
    • 2. Monsters Attack
    • 3. Traps Trigger
    • 4. Check for Minotaur
      • Drawing an Encounter Card
      • Minotaur Spawning Point
      • Stealing Medallion Pieces
  • Harpy
  • Important Terms
  • Appendix: Encounter Tokens
  • Appendix: Character Classes
  • Quick Reference
    • Player Phase
    • Monster Phase

Component List

Cards and Tokens

  • 9 Large cards: 1 Minotaur card, 8 Character class cards
  • 56 cards: 12 Encounter cards, 32 Labyrinth cards, 12 Monster Strength cards
  • 9 Standees with plastic bases: 1 Minotaur standee, 8 Class standees
  • 4 Health tracker dials with plastic rivets
  • 1 Minotaur health tracker
  • 1 Ranger target token
  • 2 Dice

Draw Bags

  • 1 Red encounter bag
  • 27 Red encounter tokens
  • 1 Blue encounter bag and the blue encounter tokens

Component Overview

Minotaur Card

A large card which tracks the current health of the Minotaur when it appears in the labyrinth. This card is also where the Minotaur standee lives when the Minotaur is not present in the labyrinth and has designated spots for players to place completed medallions.

Minotaur Health Tracker

This token is used to track the current health of the Minotaur on the Minotaur card.

Minotaur Standee

This represents the Minotaur when it eventually shows up to hunt the players down. It is not a question of if the Minotaur will appear, but rather when.

Class Standees

These represent the characters. Each of these is connected to a unique character class. Players should use the standee that matches their character class when playing the game.

Character Class Cards

There's one card for each of the character classes, indicating the special abilities and powers of that unique character class. The card lists the character's starting health, their speed, and their unique class actions. The back of each character class card has an encounter token reference.

Encounter Cards

These cards serve two primary purposes. First, they are used to randomize which encounter tokens will be drawn when exploring the labyrinth. They also randomize the strength of the Minotaur when it appears in the dungeon.

Labyrinth Cards

Each of these represents a corridor in the never-ending labyrinth. Placing several of these together forms the play area of the labyrinth. As players explore, more cards are revealed, revealing new encounters, paths, and stairways. One card includes the word "Start" on both sides and should be kept separate.

Monster Strength Cards

These cards are used to determine the strength of monsters that the characters might find in the dungeon. Whenever a character runs across a monster, the player uses these cards to see how effective the monster is in combat. Because of this, the strength of the same monster might change in subsequent combats. These cards are also used to determine the strength of barriers and traps.

Health Tracker Dials

Each player uses one of these dials to keep track of their current health. The dial has numbers ranging from 1 to 20 with a skull icon for 0. Characters cannot have more than 20 health, and if they go lower than 1 health, they die, ending the game.

Dice

Used when attacking or attempting various challenges such as disarming traps or breaking through barriers. How many dice are rolled and what modifiers are applied depends on the class of the character and the ability used.

Encounter Bags

Each of these encounter bags has the matching colored tokens in it. When players reveal encounters, they draw a number of tokens from these bags to randomize the encounters they see. Tokens are never placed back in the bag until all of the tokens have been drawn.

Encounter Tokens

These represent the individual encounters that players find in the labyrinth. They are separated based on their color and placed in the matching encounter bags.

Setup

  1. Set Up Bags: Place all of the red encounter tokens in the red encounter bag and all the blue encounter tokens in the blue encounter bag. If playing with one or two players, do not include the 3+ Player tokens. These tokens have a vertical black stripe on their backgrounds and should only be used when playing with three or four players.
  2. Choose Characters: Each player chooses a character class. They take the matching character class card and character standee. They also take a health tracker dial, setting it to 20. Note: In order to play the solo game, the player chooses two different classes to play and treats them as two different characters.
  3. Place Labyrinth Start and Characters: Find the Labyrinth card with Start written on it and place it in the center of the play area. Place the character standees on the Start card.
  4. Form The Labyrinth: a. Shuffle the Labyrinth cards. With two characters, draw 8 cards to form a 3x3 grid. With three or four characters, draw 14 cards to form a 3x5 grid. In either case, arrange and rotate the cards to connect as many corridors as possible. The only requirements are that the Start card is in the center of the labyrinth and all cards are horizontal or vertical. If there are dead ends, that's okay. It is a labyrinth after all! b. Place the remaining Labyrinth cards in a draw pile nearby.
  5. Encounter Deck: a. Shuffle the Encounter cards and place them in a draw pile near the labyrinth. b. For each spawning point (each skull icon): Draw an Encounter card, drawing and placing tokens from the bags as indicated. For more information about placing tokens, see Spawning Encounters on page 17.
  6. Monster Strength Deck: Shuffle the Monster Strength cards and place them in a draw pile near the labyrinth.
  7. Minotaur Setup a. Place the Minotaur card beside the labyrinth, and place the minotaur health tracker heart-side up on the zero heart. b. Place the Minotaur standee on the Minotaur card.

Gameplay

Objective

All the players are working together to find the three medallions necessary to stop the Minotaur. Once all three medallions are found and assembled together, the players have sealed the Minotaur, leaving them free to escape the dungeon with their loot. Fame and fortune await as survivors of the fabled labyrinth!

All the players will lose the game if any character falls below 1 health.

Rounds

The game is played over a series of rounds where each round has a Player phase, followed by a Monster phase.

Player Phase

During the Player phase, each of the characters takes a turn. The characters may take their turns in any order. Once a character starts their turn, they must complete it before another character takes any actions. After all characters have taken a turn, this phase is complete and the Monster phase begins.

When a character takes their turn, they take up to two actions. There are two different types of actions: basic actions and class actions. Basic actions are available to every character, while class actions will depend on the individual character class being played. Characters can take the same basic action twice in a turn (spending both of their actions to do so). However, characters cannot take the same class action twice in a turn.

Once a player finishes their turn, play proceeds to another character who has not yet acted this round. When all characters have acted, then play proceeds to the Monster phase.

The following list of basic actions are available to all characters.

Move

When taking the Move action, a character travels from one card in the dungeon to another. The total number of cards that a character can move is equal to their speed (the boot icon on the Character card). When moving, characters can pass from one card to another as long as they are connected by an open connection. Characters do not need to use all of their speed, but they must finish their movement before taking another action.

Characters cannot move through the solid black lines that indicate a wall of the labyrinth, and they cannot move through physical or magical barriers.

Leaving a Card with Monsters or Traps

Whenever a character leaves a card with any monster, each monster harms the character. Each skeleton token, elite skeleton token, or the Minotaur will damage the character and cause them to lose 3 health.

If there is a harpy token on the card, the player does not lose any health for that token. However, the harpy may steal an item as described under Harpy on page 26.

If a player leaves a card with a trap, it activates, dealing damage to all characters in that area.

For example, the Cleric is on a card with two skeleton tokens and the Minotaur. They decide to leave rather than try and fight the horde. They lose 3 health per monster for a total of 9 health lost.

Pick Up Item

Over the course of the game, players will find items in the labyrinth. These might be generated when spawning encounters as described under Spawning Encounters on page 17. However, items might also be located in the labyrinth because they were dropped by other characters. Picking up an item takes an action. When a character picks up an item, the player places it on their Character card. Each character can only carry one item at a time. If the player already has an item, they must first drop the item they currently have. If they choose to do so, they may drop their item and pick up the new item as a single action.

Drop Item

Sometimes it is necessary to drop items in the labyrinth. To do so, the player takes the item on their Character card and places it on the Labyrinth card where their character standee is currently located. This item remains on the card until the card is removed or until a character picks it up.

Use Item

Some items require an action to use them. This is dependent on the individual item and is described under Appendix: Encounter Tokens on page 27. Some items are automatic and do not require spending an action to use them. To determine the exact effects of an item as well as how to use it, check the appendix.

Remove Broken Barrier Token

Barrier tokens are initially placed with the intact image face-up. If a character attempts to remove the barrier with a class action and fails, it is replaced with the broken image face-up. Once a barrier is partially broken, it can be removed with a basic action. If a character has a Dispel class action that enables them to collect barrier tokens, they do not get to keep the barrier token if they remove it with this action.

Class Actions

Each character class has their own class actions described on their Character card. Remember that while a character may use two different class actions on their turn, they cannot use the same class action more than once in a single round. Each action is described on a single row of the Character card and has the same elements: Name, Dice Value, Target, Range (for example, the Warrior's Crush action: dice value 2 dice + 1, Single Monster, Range 0).

  • Name: The name of the action.
  • Range: The maximum range of the action, listed as a number of cards. An action that has a range of 0 can only affect targets on the same card as the character. If an action has a range greater than 1, the range must be counted in straight lines. It is not possible to use an action and target a card that would require turning a corner. Furthermore, if an action has a minimum range of 1 or more, it cannot target the same card the character is in. Be aware that physical and magical barriers will block attacks that try to target a Labyrinth card on the other side of the barrier.
  • Target: The possible targets of the action. This indicates whether the target is allies, monsters, or other tokens such as barriers and traps. It also indicates whether the action is used on a single target or all the possible targets on a single Labyrinth card (i.e. in area). If the action does not specify it can affect multiple targets, it only affects a single target.
  • Dice Value: The dice value indicates how many dice the character rolls when taking this action. Some dice values include a modifier to the die roll which should be added after the roll has been made.

For example, the Warrior's Crush action has a dice value of 2 dice + 1. When this character takes this action, the player rolls two dice, adds the value of the faces together, and adds one to the total. This gives the warrior the final value for the action.

Exploring the Labyrinth

As characters advance through the labyrinth, they will eventually move to new areas to continue their quest for the missing medallion pieces. Whenever a player is adjacent to an open edge that leads off of the current labyrinth, they may move off of that edge to continue exploring and draw new Labyrinth cards. When they do this, the cards on the opposite side of the labyrinth are removed so that the size of the labyrinth always remains the same size.

A player cannot explore the labyrinth if there are any standees (characters or the Minotaur) on the cards that would be removed. See the steps below for detailed instructions.

The character must have enough movement to step off the open edge of the labyrinth and declare their intent to do so. After that, they perform the following steps.

Explore Example: The Wizard explores the top edge of the Labyrinth. New cards will be added to the top, while the ones on the bottom edge are discarded. The Wizard cannot explore to the right, because the Warrior is in the column that would be removed.

  1. Draw enough cards from the Labyrinth draw pile to form a new row or column of the labyrinth. Depending on the number of characters and the edge the character is stepping off of, this could be either three or five cards. If there are not enough Labyrinth cards, draw as many as you can, then shuffle the discards to form a new deck and draw the remainder.
  2. After drawing and looking at the new cards, place these drawn cards in a new row or column where the character stepped off of the labyrinth. Arrange these cards to make as many connections as possible, but remember that dead ends are allowed and to be expected. As during initial setup, the cards may be rotated to make the best possible layout. If none of the cards can form a connection to the card the character explored from, discard the Labyrinth cards and draw a new set.
  3. Remove the row or column of cards on the opposite side of the labyrinth from the newly-added cards. Any tokens on these cards are discarded. Discarded tokens are put in a discard pile and are not automatically added back into their respective draw bags. Place the removed Labyrinth cards in the discard pile unless one of them is the start card. The start card should be kept aside - it is never shuffled into the deck.
  4. Spawn new encounters as described in Spawning Encounters on page 17. Each card with a skull icon is a Spawn point.
  5. If the Minotaur is not currently in play, perform a Minotaur check as described in Check for Minotaur on page 24.
  6. If the character still has speed left, they may continue their movement.

When players are exploring the labyrinth, they may find that it is different even if they go back the same way they came. It is a magical labyrinth after all!

Descending to a New Floor

Several corridors in the dungeon have a set of stairs leading to a different floor of the dungeon. A character can move down these stairs in order to bring the entire party to a new floor of the dungeon. This is very similar to when a character explores the labyrinth by moving off the edge of the labyrinth. However, a character may still descend to a new floor, regardless of where any other standees are, including whether or not the Minotaur is present.

To descend to a new floor, the character must have enough movement to descend down the steps and declare their intent to do so. After that, they perform the following steps.

  1. Discard all tokens and all Labyrinth cards.
  2. Find the Labyrinth card with Start written on it and place it in the center of the play area.
  3. Build the dungeon by drawing Labyrinth cards and placing them around the Start card just like during initial setup.
  4. Place all the character standees on the Start card.
  5. Spawn encounters as described on the following page. Each Labyrinth card with a skull icon is a spawn point.
  6. Perform a Minotaur check as described in Check for Minotaur on page 24.
  7. If the character still has speed left, they may continue their movement.

Spawning Encounters

To spawn encounters, players follow the same process for each spawn point (skull icon) in the labyrinth. They draw an Encounter card and look at the half with the skull icon at the top. This indicates how many tokens players should draw from the matching bag.

For example, if the card shows red 2 and blue 1, players need to draw 2 tokens from the red encounter bag and 1 token from the blue encounter bag. The players place the tokens on the Labyrinth card.

If players need to draw from an encounter bag that is empty, take all of the discarded encounter tokens and place them in the bag, mixing them up before drawing more tokens. It is very important that discarded tokens are not placed back in the encounter bag until players attempt to draw from an empty bag.

Physical and Magical Barriers

When physical or magical barriers are drawn, they must be placed on an exit from the Labyrinth card. An exit is defined as an open corridor that leads to an open area on another card or leads off the labyrinth. If the corridor leads to a wall from another card and is effectively a dead end, barriers may not be placed there. Players choose where the barriers should be placed. Multiple barriers may be placed on the same exit. To do so, players stack the tokens on top of each other. When placing barriers, the intact barrier side should be placed face-up.

Checks

When a character wants to perform a class action, they usually perform a check. The number of dice they roll and any potential modifiers they have is indicated by the specific class action they are using on their Character card. The player rolls the die or dice and determines their final score. In the case of area effects, the character rolls once and applies that result to all targets.

For other actions (e.g. combat, breaking down barriers, or disabling traps), the player draws a Monster Strength card after rolling the dice. In the case of area attacks, the player draws a Monster Strength card for each affected target. The Monster Strength card has various strength values for each token that requires a check.

If the value of the character's check is equal to or greater than the number on the appropriate row, the action is successful. The relevant token is removed from the labyrinth and placed in the discard pile (unless the class action indicates otherwise).

When tokens are discarded, they are put in a discard pile and not immediately put back into the draw bags. In the case of the Minotaur, decrease the Minotaur Health Tracker by one spot. If this drops the Minotaur's health to 0, remove the Minotaur standee and place it back on the Minotaur card.

If the character is not successful, what happens depends on the type of token.

  • Monster token or Minotaur standee: The character loses health equal to the difference between the value rolled and the strength of the monster.

    For example, a character rolls a 2 against a Skeleton and checks the Monster Strength card. The number on the Skeleton row is a 4. The character loses 2 health (4 - 2). The monster counterattacks even if the character is not on the same card as the monster.

  • Trap token: All characters on the same card as the trap token lose health equal to the full strength of the trap. Then remove the trap token and discard it.

  • Barrier token: Place the barrier token back on the labyrinth, but this time with the broken side face-up.

Area Attacks and the Minotaur

When an area attack strikes the Minotaur, the player checks a Monster Strength card. If the Minotaur loses health, the player checks a second card. They continue doing so in this fashion until either they fail to damage the Minotaur or the Minotaur has been defeated and the Minotaur retreats.

Completing Medallions

The objective of the game is for the characters to complete the three medallions, at which point they will be able to escape the labyrinth. If a character is currently carrying a medallion half as their item and they are on the same card as the matching half, they may assemble a completed medallion without using an action. This is possible if the other medallion half is on the card or in the possession of another character on that card. Take both medallion halves and place them on the Minotaur card. This represents a completed medallion. The exception to this is if the Minotaur currently carries the other half. In this case, the Minotaur must first be defeated (and forced to drop the medallion piece) before the medallion can be completed.

If the players complete a medallion while the Minotaur is currently in play, draw an Encounter card and add health to the Minotaur to reach the new health level. This is true even if the Minotaur was damaged in combat. If the number on the revealed card is lower than the current health of the Minotaur, its health does not change.

Monster Phase

After all the characters have taken two actions, it is time for the monsters to act. The Monster phase has the following steps.

  1. Monsters move
  2. Monsters attack
  3. Traps trigger
  4. Check for Minotaur

1. Monsters Move

Every monster in the labyrinth that is not currently on a card with a character will move one card toward the nearest character. If multiple characters are an equal distance from the monster moving, players decide which one it will move toward.

Elite skeletons and the Minotaur will move a second time if they are not on a card with a character after their first movement.

Magic barriers do not stop monsters or inhibit their movement in any way. Physical barriers will limit their movement.

The Minotaur and Physical Barriers

The Minotaur is a massive beast and can destroy physical barriers. If the Minotaur is stuck behind a physical barrier and needs to break through to reach the characters, it will spend one movement to destroy (discard) the physical barrier. If the Minotaur still has a second movement, it will take it after destroying the barrier.

Secret Passages

When any monster (including the Minotaur) is unable to reach the characters because it has been blocked off by walls, it will use secret passages to reach the characters. Monsters other than the Minotaur can also be blocked off by physical barriers. Secret passages are narrow passages that the monsters know about which the characters cannot use. Note that the monsters will not use secret passages if there is a valid path to the characters, even if that path is significantly longer.

When a monster uses a secret passage, it spends a movement to enter the secret passage. Place the monster token on the wall between the two cards. On its next movement, it will finish crossing through the secret passage and enter the corridor on the same side as the characters. This means that Elite skeletons and the Minotaur can use both of their movements to pass through a wall!

If a monster is in a secret passage, it cannot be targeted by any attacks.

If a Labyrinth card is discarded because of exploration and there is a monster partially on that card because it is in secret passages, the monster is discarded.

Movement Example: The Minotaur and Elite skeleton move twice to reach the Wizard's card (the Elite skeleton uses both movements for a secret passage). The Skeleton and Harpy both move once, with the Harpy using a secret passage to end its move between the two cards.

2. Monsters Attack

Any monsters that did not move will now attack. Elite skeletons and the Minotaur will also attack if they only moved once. If the Minotaur did not move at all, it attacks twice. This is not the case with elite skeletons; they will only attack once.

When a monster attacks, draw a Monster Strength card and find the row matching the monster that attacked. All the characters on the same card as the attacking monster lose this much health. If the Minotaur attacks twice, determine the strength of the attack, and then draw an additional card for the second attack.

Note: The Harpy does not attack; it is only interested in stealing items. See Harpy on page 26.

3. Traps Trigger

For each trap token with at least one character standee on the same card as it, draw a Monster Strength card and refer to the box with the trap icon. All characters on that card lose that much health. After the trap has been triggered, discard it.

4. Check for Minotaur

Players must check for the Minotaur at the following times:

  1. When they explore the labyrinth.
  2. When they descend to a new floor using the stairs.
  3. At the end of the Monster Phase if either:
    • There are no monsters on Labyrinth cards, or
    • There are at least two matching medallion pieces currently in play (e.g. the two halves of the same medallion). They can either be held by characters or on one of the Labyrinth cards. Completed medallions are considered out of play and do not summon the Minotaur.

Players do not check for the Minotaur on the same turn that they defeated it. If they manage to defeat the Minotaur, they gain a reprieve from checking for the Minotaur during that turn's Monster phase. Be aware that if the players defeat the Minotaur and then explore the labyrinth or descend to a new floor, they must still check for the Minotaur in those cases.

Drawing an Encounter Card

The process for checking for the Minotaur is the same whether players are doing it as a result of adding new Labyrinth cards or checking at the end of the Monster phase. Players draw an Encounter card and refer to the half with the Minotaur. This half of the card has three columns on it, each with three circles. These circles correspond to the medallions that players are trying to assemble. When spawning the Minotaur, players will check the row with a number of filled-in circles equal to the number of medallions they've assembled. For example, if the players have assembled two medallions, they will be interested in the row with two filled-in circles. As the party advances in their quest, the Minotaur grows in strength.

Example: Players have assembled one medallion so far, so they check this column. The Minotaur spawns with 2 health!

If the appropriate number on the Encounter card is zero, the Minotaur does not spawn at this time. Otherwise, players set the Minotaur Health Tracker to the health of the Minotaur as indicated by the Encounter card. The Minotaur will continue to hunt as long as it has at least 1 health. Once the Minotaur has lost its final point of health, it will temporarily flee, only to return later.

Minotaur Spawning Point

When the Minotaur spawns, use the following list to determine where. Choose the first entry where the requirements are met:

  1. When exploring or descending, the Minotaur spawns on the same card as the character who triggered the exploration.
  2. During the Monster Phase, see if there are any medallion halves in play, either held by characters or on Labyrinth cards. a. Two matching medallion halves: The Minotaur spawns on the same card as one of the matching medallion halves. b. Any medallion halves: The Minotaur spawns on the same card as a medallion half. c. No medallion halves: Players spawn the Minotaur anywhere.

If there are multiple options for any of the above priorities, the players decide among the possible spawn locations.

Stealing Medallion Pieces

If the Minotaur spawns on the same Labyrinth card as a medallion half not currently held by a player, the Minotaur steals it. Place it on the Minotaur card, covering the Minotaur's artwork (not in a completed medallion space). The players will only be able to get this piece of the medallion if they defeat the Minotaur. In this case, the medallion token is placed where the Minotaur was standing when it was defeated.

If the Minotaur has a medallion piece when a character goes down a flight of stairs, the medallion token is discarded. In this case, the players will need to go through the entire bag of tokens before they have another opportunity to get that medallion half!

Harpy

The harpy is a unique monster that behaves a bit differently. Rather than attacking the characters, it is interested in stealing items. When the harpy moves, it will move toward the nearest item. This is true whether the item is carried by a character or sitting on the labyrinth floor.

If the harpy enters a card with an item, it steals it, even if it is carried by a character. Place the item token underneath the harpy token. The harpy will only steal one item. If it already has an item, it will not take another one. If it is on a card with multiple items, the players choose which one it steals.

If the harpy spawns on the same Labyrinth card as an item (either on the card or in a character's possession), it will steal an item when it spawns.

Once the harpy has taken an item, it will move toward the nearest exit. It can use either a staircase or an open corridor leading off the labyrinth as an exit. If it moves off an edge or down the stairs, the harpy escapes. Discard the harpy token and the item token into their respective discard piles.

The harpy does not attack, and does not retaliate if you fail to defeat it with an attack. If it is defeated while holding an item, remove the harpy token, and leave the item token on the Labyrinth card.

Important Terms

  • Ally: Generic term that refers to all characters controlled by players. A character action that can target allies can target the character using the action.
  • In Area: Text that appears on Class Actions that indicates it affects all appropriate targets on a single Labyrinth card.
  • Monster: Generic term that includes the Minotaur, skeletons, elite skeletons, and harpies.

Appendix: Encounter Tokens

  • Physical barriers: Blocks movement through exits from a card for characters and monsters. Also blocks ranged attacks from characters.
  • Magical barriers: Blocks movement through exits from a card for characters. Also blocks ranged attacks from characters.
  • Skeletons: Standard monsters that attempt to attack the players.
  • Elite Skeletons: Powerful monsters that attempt to attack the players and can move twice, or move once and attack, in a single round.
  • Traps: Dangerous devices that trigger during the Monster phase or if a player fails to disarm one. When a trap is triggered, it always does full damage to all characters on that card and then is discarded.
  • Harpy (monster): A cunning monster that attempts to steal items from the dungeon and disappear with its loot.
  • Medallion halves (3 different colors): The pieces of the medallion that the players are attempting to recover in order to escape the labyrinth.
  • Magic ring: A ring that grants the owner a +1 modifier to all checks that do not target monsters. This is a passive bonus and the owner does not need to spend an action to use this item.
  • Sword: A weapon that grants the owner a +1 modifier to all checks that target monsters. This is a passive bonus and the owner does not need to spend an action to use this item.
  • Banishing light: A magical light that helps keep the Minotaur at bay. This item must be used to gain its benefit and the character must be on the same card as the Minotaur. The player who uses this item reduces the Minotaur's health by 3. After using this item, the player discards the item token.

Appendix: Character Classes

  • Cleric: A warrior of holy might who brings their divine power into the labyrinth in an attempt to keep the party alive until they find their escape. While the Cleric is a capable fighter, their true strength comes from their unique ability to heal all members of the party standing on a single card in the dungeon. This can easily change the tide even on the brink of disaster.
  • Druid: The Druid is a survivor from the wilderness who communes with all manner of creatures. This has given them the ability to understand the various monsters the party may run into, and offers the possibility of convincing one of them to join the Druid on their quest. A tamed creature will lend its strength to the Druid and is not considered an item. At the Druid's request, it can even sacrifice itself to keep its trainer safe.
  • Monk: A master of martial arts who fights foes with empty hands and sandaled feet. Their 100 Claws attack is so fast they can do it again and again until no foes remain or one withstands the attack. In addition to being one of the fastest adventurers, the Monk possesses the ability to guide any character through a restorative meditation. While not as powerful as the Cleric's healing, it can still be crucial to survival.
  • Rogue: A character capable of disappearing from view completely, protecting them as long as a monster doesn't stumble upon them in the labyrinth. The Rogue performs best when there's another character around to distract the monsters, creating an opening they can use to deal massive damage.
  • Ranger: The Ranger plans out their attack, oftentimes marking a monster so that everyone has an easier time defeating it. They are also resourceful, and can use the traps in the labyrinth to create a flimsy shield good enough to block a single blow. Just be careful, because the Ranger's most powerful attack cannot be used against a monster on the same card as them.
  • Warlock: A character who made promises to an ancient being in exchange for power. This has given them many useful abilities, perhaps the most effective of which is the ability to drain the essence of the creatures they defeat in combat. Only the Minotaur is immune to this power. The Warlock can use these essences to heal themselves or others.

Quick Reference

Player Phase

Each character takes a turn in any order, taking 2 actions:

  • Move
    • Up to Speed.
    • 3 damage per monster when leaving their card.
    • Traps trigger if leaving.
    • Explore by moving off labyrinth edges* (p14).
    • Descend to a new floor using a stairs icon on your labyrinth card* (p16).
    • *and check for Minotaur
  • Pick Up / Drop Item on your labyrinth card.
  • Use Item if it requires an action.
  • Remove Broken Barrier (those left behind by failed a Strength or Disarm action).
  • Class Action
    • Each Class action can be used once per turn.

Complete a medallion if you hold one half and the other half is on your labyrinth card or held by a character on your labyrinth card. This does not require an action (p20).

Monster Phase

After all characters have taken their turn:

  1. Monsters Move (p21)
    • Ignore Magical barriers.
    • Blocked by Physical barriers.
    • Minotaur will spend 1 movement to destroy a Physical barrier if stuck.
    • Use secret passages only if there is no path (p22).
  2. Monsters Attack (p23)
    • One at a time, draw a Monster Strength card for each attack.
    • Each monster hits all characters on their card.
    • Harpies do not attack
  3. Traps Trigger (p23)
    • One at a time, draw a Monster Strength card for each Trap.
    • All characters on the trap's labyrinth card are hit.
  4. Check for Minotaur (p24)
    • If there are no monsters on labyrinth cards.
    • If 2 matching incomplete medallion halves are in play (e.g. two halves of the same medallion).
  • Place Dice: Make sure all players can reach the dice.
  • Portable hole: A player who uses this item places this token on the wall between two adjacent cards. It can be a single wall (on one card) or a double wall (both cards have a wall). Once this token is placed over those walls, the two cards are connected as if there were no walls. A character may pick up this item to remove the passage between the cards.
  • Pegasus: This mystical beast can help the character escape from insurmountable odds. The character may use this token to move out of a corridor with monsters without losing any health or items. In addition, the character with this item can discard it during the Monster phase to avoid being attacked by all the monsters on their card. The character takes no damage during the Monster phase (and loses no item to the harpy). The player may choose to not discard the token and be attacked instead. When a character uses the Pegasus in either way, it is immediately discarded afterwards.
  • Healing Bottle: A mystical potion that the players can use to recover their health. When a player uses this item, they restore their health to the maximum value and discard the token.
  • Thread: This is just a piece of thread, not a full spool. However, players can still use it to help find their way through the labyrinth. When a player has this item and explores the labyrinth either by walking off the edge or descending down a flight of stairs, they can choose to discard the token. If they do, the player doesn't check for the Minotaur.
  • Warrior: A champion on the battlefield, capable of great feats of strength. There are no other characters capable of causing the sheer amount of damage the Warrior is capable of. Furthermore, the Warrior can bolster their companions by issuing a battlecry, giving them the strength to try again if they stumble when attempting to deal with one of the threats in the labyrinth.
  • Wizard: Sometimes it is better to avoid your opponent than try to defeat them, especially when the Minotaur is involved! The Wizard excels at this because, in addition to avoiding the monster, they have the ability to banish their opponent to another location in the labyrinth. They can even banish the Minotaur with just a single successful banish attempt! Of course, it will return.