rules. This is especially useful for new players learning the game for the first time. We recommend dealing one of these to each new player as a play aid.
Escape The Dark Castle Rule Books
RULE BOOK
Welcome Prisoner….
Escape the Dark Castle is a simple, fantasy adventure game for 1-4 players, with a focus on atmosphere, storytelling, and fun – perfect for newcomers to tabletop gaming. It takes 2 minutes to set up, lasts around 30 minutes, and each castle is randomly generated so no two games are ever the same.
The rules are simple. You’ll be able to get started within 5 minutes and you can learn as you play.
One word of warning – despite its simple nature this devious game will often defeat you! If you fail, try again - we hope you’ll still have fun exploring the castle every time, regardless of the outcome.
The Object of the Game
Wrongfully incarcerated in the depths of The Dark Castle, you and your fellow prisoners now embark on a desperate quest to escape. However, the castle is a treacherous place, filled with horrors, traps, and challenges – each of which is represented in the game by a large, beautifully illustrated chapter card.
The object of the game is to overcome every card in the castle deck while keeping everyone in your group alive. If you do this, you all Escape the Dark Castle and win the game together. However, if anyone dies along the way, the game ends immediately and you must try again!
Components
Setting Up the Game
1) Create the Castle
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Shuffle the chapter cards and deal 15 face-down to form the castle deck.
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Shuffle the boss cards and place 1 face-down underneath the castle deck.
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Place the Start Card on top of the castle deck, with the image of the castle face-up.
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Shuffle the item card deck and place it face down to the right of the castle deck.
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Place the chapter dice in a pool above the castle deck.
1) Choose Characters
Lay out the character cards and corresponding character dice where all players can see them. The etchings on each character’s cell wall show how well-possessed they are of the following traits:
The number beside each symbol shows how many times the symbol appears on that character’s unique character die.
Note: Two sides of each character’s die are doubles, which look like this:
Each player should choose which character they would like to play, place that character card face-up in front of them, and take the corresponding character die. Tip: A balanced team has the best chance of success.
3) Set Health Points
Each player will need to keep track of their character’s health points (HP) using the pads and pencils provided. The starting HP for each character varies according to the number of players in the game:
1 or 2 players: 18HP each / 3 players: 14HP each / 4 players: 12HP each
During the game, characters will gain and lose HP but can never exceed their starting HP.
Playing the Game
Gameplay involves turning over the chapter cards one by one, and completing the challenges revealed.
Turn Order
There is no turn order. Instead, you must decide as a group which player will turn each chapter card. But be warned, chapters sometimes contain grisly consequences which only apply to the player that turned the card. Such consequences are indicated with a bolded YOU.
Turning Chapter Cards
When turning a chapter card, place it face-up to the left of the castle deck, as though you had turned the page of a book. Read the italic text aloud to the group to set the scene, then follow the instructions to complete the chapter. Tip: Don’t skip the italic text. This game is all about atmosphere and storytelling.
Completing Chapters & Winning the Game
The instructions on each chapter card will explain what must be done to complete the chapter. You may be asked to make a choice, roll dice, use items, fight an enemy etc.
When you have completed a chapter, continue turning and completing chapter cards until you Escape the Dark Castle by defeating the Boss and win, or until a character is killed and you lose the game.
Good luck, prisoners...
Item Cards
Drawing Items
Item cards are drawn when the text of a chapter card says so, and also after combat.
When instructed to draw a number of item cards, first draw and place them face-up where all players can see, then decide as a group how the items will be distributed.
Carrying Items
Each character can carry a maximum of two items, think of it as one item in each hand. The items a character is carrying should be placed beside their character card.
Some items are described as ‘two-handed’ which means a character cannot carry any other items at the same time.
Trading Items
Items can be traded between characters, but only after a chapter has been completed, or whenever new item cards are being drawn. Items cannot be traded during the events of a chapter or during combat.
When trading item cards, or choosing which item cards to take from those just drawn, characters can temporarily put down items already in their possession, use items, pass items between characters, or any combination of these actions. Unwanted items are left behind and should be placed face-up in a discard pile beside the item deck.
Using Items
Items can be used at any time unless the item card indicates otherwise. The text on each item card describes what it does. Some items must be discarded when used, but unless instructed to do so you can keep an item for as long as you like.
Tip: When a chapter requires a player to roll a certain result ‘ in one attempt’, that single attempt includes the use of items if the player wishes. For example, a player could discard a Liquid Luck potion to re-roll their dice and it will still only count as a single attempt.
Combat
Whenever you are told to begin combat, this instruction applies to all players. First set up combat by placing chapter dice beneath the chapter card, matching the symbols shown at the bottom of the chapter card.
This row of dice represents what it will take to defeat the enemy.
This symbol means you should roll a chapter die for each player in the game and place those dice beneath the chapter card in addition to any others shown.
For example, with 4 players you would roll 4 additional chapter dice when you see this symbol.
Combat Rounds
Combat is fought in rounds. Each round has two simple steps, Attack and Defend. Before beginning each round, first decide if any player is going to rest (see pg.9).
1) Attack
To begin a round of combat, each participating player simultaneously rolls their die to make an attack. Then, in any order the players choose, resolve these attacks one at a time as follows:
If what a player has rolled on their character die matches any of the chapter dice laid out beneath the chapter card, they may remove a corresponding chapter die to score a hit, placing it back in the pool above the castle deck. doubles count as two hits of the trait shown, so two dice may be removed.
DOUBLES are also surrounded by a shield symbol. This means that, in addition to any hits a character may have scored, they have also blocked.
Tip: When resolving attacks, pay attention to the items each character is carrying. Changing the order in which each player resolves their attack (or uses their items) can create useful combinations.
2) Defend
If any chapter dice remain after each character’s attack has been fully resolved, the enemy is still alive and attacks back! Every character who did not block takes damage simultaneously, losing HP equal to the attack value of the enemy (found at the bottom right of the chapter card):
Characters who take damage should subtract this number from their hp and note their new total. Characters who rolled a DOUBLE have BLOCKED and take no damage that round.
Defeating an Enemy
After you fully resolve a round of player attacks, if all chapter dice have been removed the enemy is immediately defeated and it does not make a final attack against the players.
After Combat
After surviving combat, draw one item card (regardless of the number of players). Then, choose which player will turn the next chapter card and continue the game.
Combat Specials
Some enemies have a special combat ability which is explained on the card. These often break the standard rules of combat in a devious way, making for fearsome opponents. Keep combat specials in mind while fighting.
Resting
At the beginning of each combat round, before the players attack, one player can choose to rest – hanging back from the fight to momentarily recuperate. A resting player does not roll to attack, does not take damage and cannot use items. Instead, that player gains 1HP for each round they rest. The resting player can re-join combat at the beginning of any round they choose, or can rest for the entire combat if they wish.
Important: At least one player must fight in each round.
Tip: While only one player can rest each round, it is possible for multiple players to rest on different rounds of the same combat by taking it in turns.
Solo Play
Escape the Dark Castle is designed to be as good with 1 player as it is with 4. To play a solo game, simply choose any two characters and begin the game as normal. You will make all the decisions and dice rolls yourself. There are just two things to note:
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You must decide which of your two characters is turning each chapter card before you turn it. Any you effects in the text of that chapter will apply only to that character.
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When instructed to draw cards, roll dice, or do anything ‘per player’, in a solo game this should be read as ‘per character’.
Adventure Pack 1: Cult of the Death Knight
SUPPLEMENTAL RULE BOOK
How To Use This Pack
Cult of the Death Knight is an expansion pack for Escape the Dark Castle, introducing new rules, characters and content to expand and deepen your adventures. You will need a copy of Escape the Dark Castle to use this pack.
If you want an all-new experience, the chapter cards contained this pack can be played as an adventure in their own right. Alternatively, you can simply mix all of the new content contained in this pack into the original Escape the Dark Castle set for even greater variety. The choice is yours!
Components
New Rules
Cult of the Death Knight introduces a new class of card to the item deck – Curses.
While these are not actually items, they do lurk in the item deck to surprise and thwart escaping prisoners when they least expect it. As such, there are a few new rules to keep in mind...
Setting Up the Game
To play Cult of the Death Knight as a stand-alone adventure, set up the game as described in the Escape the Dark Castle rulebook, but replace Step 1 with the following:
1) Create the Castle
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Shuffle the 15 chapter cards contained in this pack and place them face- down to form the castle deck.
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Place The Death Knight boss card face-down underneath the castle deck.
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Place the Start Card on top of the castle deck, with the image of the castle
face-up.
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Shuffle the item card deck, including the 5 curse cards contained in this
pack, and place it face down to the right of the castle deck.
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Place the chapter dice in a pool above the castle deck.
Alternatively you can mix the contents of Cult of the Death Knight into the contents of Escape the Dark Castle and follow the standard setup, but do remember to use the new rules for drawing items described below.
Drawing Item Cards
When drawing item cards you must now choose which player will draw each one. Curse cards, just like chapter cards, can affect the player who draws them.
Curses which affect a player directly should be placed beside the character card of the affected player, and curses cannot be removed unless the curse card itself says otherwise.
Unless stated on the card itself, curses do not count as items and as such do not count towards the limit of 2 items per character.
If a normal item is drawn, it goes to the item pool as usual where any player may then choose to take it.
Marked for Death
When the curse card Marked for Death is drawn, keep in mind the following effects:
Extra Damage
Whenever a character marked for death takes damage from a cultist (identified by the symbol below), whether in combat or otherwise, they lose an additional 1HP.
Resting
A character marked for death cannot REST.
Joining The Cult
Whenever the marked character’s health falls below half of its starting level (or if it is already below half of its starting level when they draw this curse) they begin to yield to the corrupting power of the cult! That player must immediately place their character die to one side and take up the cult die instead. From now on, they will roll the cult die during challenges until their health is restored to half its starting level or higher. The effect of the cult die is explained below. When the cursed character’s health is restored to half of its starting level or higher, they must immediately place the cult die to one side and retrieve their character die to continue using as normal.
The Cult Dice
The black sides of the cult die have special significance during combat (see below). Outside of combat, resolve all results rolled on the cult die as normal, regardless of colour.
Attacking
When on less than half health, a character marked for death rolls to attack using the cult die instead of their character die. Resolve their attack before any other character’s attack.
If the player marked for death rolls a white-sided result during combat, they have successfully resisted the corruption of the cult and may apply their attack as normal. However, if they roll a black-sided result during combat, for the remainder of the combat they will be working against their fellow prisoners! Immediately add the cult die, as rolled, to the row of chapter dice beneath the chapter card in play. This die must now be hit and removed (just like the other chapter dice in the row) before the enemy can be defeated. The character marked for death takes no further part in the combat, and takes no damage when their die is hit – they are simply roused to their senses.
After Combat
After combat, the player marked for death should retrieve the cult die and continue using it instead of their character die until their health rises to half its starting level or higher.
Adventure Pack 2: Scourge of the Undead Queen
SUPPLEMENTAL RULE BOOK
How To Use This Pack
Scourge of the Undead Queen is an expansion pack for Escape the Dark Castle, introducing new content to expand and deepen your adventures. You will need a copy of Escape the Dark Castle to use this pack.
The chapter cards contained in this pack can be played as an adventure in their own right. Alternatively, you can mix together everything in your Escape the Dark Castle collection for maximum variety - the choice is yours!
Components
Setting Up the Game
The first time you play using this pack, and if you choose to play it as a standalone adventure, we recommend playing with the chapter cards in number order – right out of the box. Once you have played it a few times you might want to shuffle the chapter cards so you will never know what is coming next. Whichever method you choose, simply set up the game as described in the Escape the Dark Castle rule book, replacing Step 1 with the following:
1) Create the Castle
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Take the 15 chapter cards contained in this pack and place them face-down to form the castle deck (either in number order or shuffled, as explained above)
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Place The Undead Queen boss card face-down underneath the castle deck
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Place the Start Card on top of the castle deck, with the image of the castle face-up
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Shuffle the item card deck, including the 3 companion event cards and the two new items cards contained in this pack, and place it face down to the right of the castle deck
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Place the chapter dice in a pool above the castle deck
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Place the companion cards, companion dice, and spell book dice to one side until called for.
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And remember, alternatively, all cards and rules in the Escape the Dark Castle range can be mixed together for maximum variety.
Event Cards
This Adventure Pack introduces a new mechanic to the game - Companions. These characters can appear during a quest to assist in your escape.
Companions enter play when their corresponding event cards are drawn from the item deck. When an event card is drawn, read it aloud and then put the corresponding companion card into play along with their unique character die.
Companions
When a companion enters play via the corresponding event card, they can be controlled by any player. They are powerful allies but their presence is often fleeting, so you must choose carefully as a group how to make the most of them.
With a few exceptions outlined below, companions operate just like any other member of the group.
Companions each have a starting HP shown on their card, which should be noted and tracked just like player characters. Unlike with player characters, when a companion’s HP reaches zero the game does not end - they simply leave your party and their card should be set aside.
It is not possible for more than one companion to be in play at a time. If a companion is already in play and you draw a new companion event card, discard it and draw another item card to replace it. When drawing multiple item cards, if you draw two or more companion cards apply only the first and discard the others, drawing replacements for them.
Using Companions
When a companion is in play, keep in mind the following rules:
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Companions can lead into chapters, becoming the subject of you effects and Combat Specials.
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Companions can fight rounds of combat and attempt challenges. Simply roll their character die and apply the result.
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Companions take damage in combat as normal, with the exception of The Spirit of the First Prisoner, who may fight and be attacked but who is immune to damage.
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Companions can rest in combat to restore 1HP as normal (with the exception of The Spirit of the First Prisoner who can REST but does not benefit from doing so). A companion cannot exceed their starting HP.
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Companions cannot carry items for you (with the exception of The Witch Hunter – see companion card).
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Companions can be nominated to draw item cards (according to the supplemental rules of Adventure Packs 1 and 3). Companions can therefore be cursed, made to roll for PLAGUE etc - even if doing so will not affect them.
Companion Characteristics & Special Abilities
Characteristics
Each companion has a unique characteristic which is explained on their companion card. Keep these rules in mind during play.
Special Abilities
Each companion has a unique special ability which only triggers during combat. When the character rolls the special symbol side of their die during combat, read the special ability aloud and apply the effect.
Important note:
If a companion rolls a special during combat with a Boss, it counts only as a BLOCK. The special ability does not trigger.
If a companion rolls a special outside of combat, it counts as a DOUBLE of your choice. The special ability does not trigger.
Companions as ‘Players’
Unless otherwise stated, companions should be considered ‘players’ for the resolution for all game effects.
For example, if the text of a chapter card reads, ‘each player must roll might in one attempt’, or ‘each player gains 1HP’, or ‘draw an item card per player’ – this would include companions.
Exception:
Where this symbol is used, when rolling a chapter die ‘per player’ to set up combat you must exclude companions from the player count.
Ritual Chalice
The ritual chalice is a relic of unknown origin with the power to tip the very scales of life and death.
While in possession of this relic, at the end of any chapter and before turning the next chapter card, any number of players can choose to perform the blood ritual. Doing so can increase the HP of one player (the recipient), at the expense of their fellow prisoners (the donors).
Each donor must declare the amount of HP they are willing to sacrifice and should then deduct that amount from their total.
When all donors have contributed, the recipient drinks the blood to complete the ritual, restoring HP equal to the total amount donated.
Discard the chalice after use.
Spell Book
This crumbling spell book is an ancient and powerful relic, ready to fall apart at any moment. Many parts of its rotting pages are barely legible.
You are not skilled in spellcasting but, while in possession of this relic, whenever you would roll your character die you may attempt to cast a spell instead.
But we warned - if you cast the spell incorrectly you could injure yourself or a fellow prisoner, or cause the destruction of the spell book itself...
Casting A Spell
First choose the spell you wish to cast from the list on the back page of this book, making sure you meet the requirements, then roll the spell die once and apply the effect.
Adventure Pack 3: Blight of the Plague Lord
SUPPLEMENTAL RULE BOOK
How To Use This Pack
Blight of the Plague Lord is an expansion pack for Escape the Dark Castle, introducing new content to expand and deepen your adventures. You will need a copy of Escape the Dark Castle to use this pack.
The chapter cards contained in this pack can be played as an adventure in their own right. Alternatively, you can mix together everything in your Escape the Dark Castle collection for maximum variety - the choice is yours!
Components
Setting Up the Game
The first time you play using this pack, and if you choose to play it as a standalone adventure, we recommend playing with the chapter cards in number order – right out of the box. Once you have played it a few times you might want to shuffle the chapter cards so you never know what is coming next.
Whichever method you choose, simply set up the game as described in the Escape the Dark Castle rule book, replacing Step 1 with the following:
1) Create the Castle
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Take the 15 chapter cards contained in this pack and place them face-down to form the castle deck (either in number order or shuffled, as explained above)
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Place The Plague Lord boss card face-down underneath the castle deck
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Shuffle the item card deck, including the 4 plague cards and 4 new item cards contained in this pack, and place it face-down to the right of the castle deck
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Place the chapter dice in a pool above the castle deck
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Place the PLAGUE die to one side until called for
And remember, alternatively, all cards and rules in the Escape the Dark Castle range can be mixed together for maximum variety.
Drawing Item Cards
When drawing item cards, you must now choose which player will draw each one. If a plague card is drawn, apply its affect to the player who drew it. If a normal item is drawn, it goes to the item pool as usual where any player may then choose to take it.
Plague
This pack introduces a new kind of danger, a threat more terrifying than any creature – PLAGUE.
Each player begins the game free of PLAGUE but can become infected during play. Once infected, a player will soon start to suffer the steadily worsening effects of PLAGUE described below. As such, each character must keep track of PLAGUE on their character sheet, and we recommend using tally marks like this:
Plague Thresholds
PLAGUE is a slow and steady killer. Each time a player reaches a new PLAGUE threshold, they immediately lose the amount of HP shown below:
Roll for Plague
Whenever a player is instructed to roll for PLAGUE, they must roll the PLAGUE die once and gain that amount of PLAGUE. The PLAGUE die can never be re-rolled or modified. The player must record the new total on their character sheet and check to see if a new PLAGUE threshold has been reached.
Carriers
Enemies marked with this symbol are infected with PLAGUE and are known as Carriers. If a prisoner has any amount of PLAGUE they are also considered to be a carrier.
The following rules apply to carriers:
Combat against a Carrier
When fighting a round of combat against a carrier, a player gains one PLAGUE each time they take damage from the carrier (regardless of the amount of damage taken). The player must record the new total on their character sheet and check to see if a new PLAGUE threshold has been reached. Remember, any HP lost to PLAGUE takes place immediately - even mid-combat.
If a player rests or blocks during a round of combat against a carrier, they do not gain any PLAGUE from that carrier.
Taking items from Carriers
If a player is free of PLAGUE and chooses to take an item from a carrier (whether that is by taking an item card drawn after surviving combat against a carrier, or by trading with a fellow prisoner who is a carrier) they must roll for PLAGUE.
If a player is already infected with PLAGUE, taking items from a carrier does not affect them.
New Characters
All three of the characters contained in this pack have a new kind of symbol on their character dice – the split DOUBLE.
Even though it is made up of two different traits, this result still counts as a DOUBLES and both traits should be applied.
A split DOUBLE can be applied to two different chapter dice belonging to the same enemy, but not to two different enemies.
If a game effect causes DOUBLES to count as SINGLES, you may choose which of the two single traits to apply.
Knapsack
Normally, a player can only carry two items (one in each hand). The knapsack itself does not count towards this limit (since it goes over the shoulder), meaning a player may carry two items (or one two-handed item) in addition to the knapsack.
While in possession of the knapsack, a player may store two additional items in it, meaning that player can carry a maximum of four items in total (plus the knapsack itself).
These two additional item cards are considered to be stored in the knapsack. To help indicate this we recommend tucking stored items underneath the knapsack card.
Items stored in the knapsack cannot be accessed or used in any way during the events of a chapter card.
At the end of each chapter (and before the next chapter card is turned) the player with the knapsack may rearrange the items stored there, choosing which items to get out to have ‘at the ready’ for the next chapter (subject to the two- item limit) and which to store in the knapsack for later use.
Collector’s Box
SUPPLEMENTAL RULE BOOK
How To Use This Pack
In addition to providing a storage solution, this box includes a selection of new components and accessories for Escape the Dark Castle. You will need a copy of Escape the Dark Castle to use this new content, and the following pages will explain how each of the new components can be incorporated into the game.
Think of your Escape Dark Castle collection as a toolkit. It is up to you to decide which components and rules you would like to use each time you set up the game. You are free to mix everything together for maximum variety, or alternatively to pick and choose – tailoring the game to suit your tastes. The choice is yours - enjoy!
Components
Character Flaw Cards
The years of wrongful incarceration have taken their toll on the prisoners and each of them has developed a character flaw. These flaws give them each a special ability to draw upon once during the quest.
To play with character flaws, replace the ‘Choose Characters’ stage of setup with this one:
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Lay out all the characters in a grid along with their character dice
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Shuffle the flaw cards and deal one, face up, onto each character card
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From the combinations created, each player should choose one character they would like to play, taking their card, character die, and flaw card.
A character can only have one flaw, and flaws cannot be transferred between players. If you choose to play using flaws, we recommend also playing with Death Dice.
Death Dice
Death dice are a special kind of chapter dice, for those seeking an extra challenge.
If you choose to play with death dice, we recommend playing with character flaws (see previous page) .
To incorporate death dice into your game, simply roll them during combat setup instead of normal chapter dice whenever you see this symbol:
After being rolled, death dice should be placed in the row of chapter dice below the chapter card as normal. From that point on, they become ‘chapter dice’ for the purposes of all other game rules.
For example, if the text of an item card read ‘remove a chapter die of your choice’ you could remove a death die.
Shields
Death dice showing the shield result represent the enemy being armoured, or extra tough. These can be removed by:
1) Rolling a DOUBLE (of any type)…
…or 2) Two characters combining two matching SINGLES.
Split Doubles
Death dice showing a ‘split DOUBLE’ result can be removed by two players combining their results in the same round to match the traits shown.
You can split and combine character dice results to remove multiple death dice. Here is an example from a 4-player game – all of the chapter dice (including the death dice) would be removed!
Certain item cards can also be combined with a character die roll to remove a death die.
There are two chapters in the game in which death dice cannot be used. For these cards, use normal chapter dice instead:
New Start Cards
During setup, shuffle your start cards together and select one at random to place on top of the castle deck (without looking at it). Now you’ll never know how your adventure will begin.
New Boss Cards
Now you have an even greater host of devious bosses to thwart your escape. Shuffle all your boss cards together during setup to increase variety. Who will you face this time?
Epilogue Cards
During setup, place these two cards side by side, face down, above the castle deck. When the game ends, turn over the corresponding card and read it aloud to bring narrative closure to your quest. The Death Book (sold separately) replaces the Defeat epilogue card.
The Living Stone
This rare and powerful relic should be shuffled into the item deck during setup, and the die set aside until called for.
The ‘YOU’ Token
This is a convenient visual reminder of which character turned each chapter card. During play, when you have decided who will turn the next chapter card, give them the you token to make this clear before turning it.
Health Trackers
Players may choose to use the health trackers and skull markers provided, as an alternative to the scorepads and pencils from the core set. On the trackers, you will notice three links in the chain are broken. This is a quick way to identify starting HP, where the number of breaks represent the number of players in the game.
Reference Cards
These handy reference cards serve as a reminder of what common symbols in the game mean, and serves as a reminder of key rules. This is especially useful for new players learning the game for the first time. We recommend dealing one of these to each new player as a play aid.