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Equip

(Free Action)*

(Free Action)*

*Cannot be played in a water space

May freely exchange search


cards and cheese tokens with
another mouse in the same or
adjacent space

Move

*Cannot be played in a water space

Mouse may move cards from its


equipment slots to its pack or from
its pack to its equipment slots

NOTE: a mouse can only have up to 3


non-trick cards in its pack at any one
time, if a mouse would go over this
limit they must discard one non-trick
card from their pack

costs 1 move
point

costs 3 move
points

(Free Action)*

*Cannot be played in a water space

Trade 6 cheese tokens in for 1


new ability card (this ability
card must match the class of
this mouse)

Scurry

BattleMelee

(Action)

(Action)

(Cannot be played if webbed, charmed, or # of


mice on current space is less than # of minions,
cannot move if knocked down but can spend
entire move action to stand up)
To move roll one action die and add that value
to your move value. May move a number of
spaces up to your total move value.

End your move if you move into a water


space or a space occupied by minions.
Mice cannot move up current.
To leave a water space roll action dice = #
of mice in target non water space + 1.
Success if a * is rolled.

Level Up

Replay MOVE as your action


for this turn

(if a mouse is armed with a melee weapon it


may perform a melee attack as long as the
target minion is on the same or adjacent space
to the attacking mouse)
Roll number of action dice equal to the mouse
battle value. Remember to add any bonuses
that the mouses items or equipped weapons
might give it. Number of sword symbols rolled
is equal to # of hits. For each cheese symbol
gain 1 cheese token. Player to the left rolls
defense for the minion. # dice equal to minion defense value. For each shield rolled that
minion blocks a hit. For each cheese rolled
add a cheese token to the minion wheel. One
wound for each unblocked hit is applied to
minion.

Battle Ranged
(Action)

(if a mouse is armed with a ranged weapon or


spell it may perform a ranged attack as long as
the target minion is on the same tile and the
mouse can see the target. If there are minions in
the same or adjacent space as the mouse, one of
those minions must be selected as the target.

Roll number of action dice equal to the mouse


battle value. Remember to add any bonuses
that the mouses items or equipped weapons
might give it. Number of bow symbols rolled
is equal to # of hits. For each cheese symbol
gain 1 cheese token. Player to the left rolls
defense for the minion. # dice equal to minion defense value. For each shield rolled that
minion blocks a hit. For each cheese rolled
add a cheese token to the minion wheel. One
wound for each unblocked hit is applied to
minion.

Search

Recover

(Action)

(Action)

(Only one successful search allowed


per tile)
Roll an action die. If a * is rolled it is
successful.
If successfuldraw a search card, if that
card is an item, weapon, armor, accessory, scroll, or trick the player may:

put it into their pack for later use


(limit 3 non trick cards in a pack)

Immediately discard it for 1 cheese

token
If it is an event play immediately

Charmed - cannot recover, instead entire turn


is spent as an enemy minion, when turn ends
remove charmed marker.
Stunned - (Only actions allowed are move and
recover) Recover removes stunned marker
then immediately end turn.
Webbed - (Cannot move or scurry unless
successfully recovered but may perform other
actions) To recover roll an action die if * is
rolled you are successful in removing webbed
marker.
On Fire - Remove on fire marker if you end
your turn in a water space or successfully
recover. To Recover roll an action die = to the
number of mice occupying your space + 1. If *
is rolled you are successful, remove on fire
marker. If not gain a wound at the end of your
turn.

Explore
(Action)

(Can only be performed if there are no minions


on the same room tile as the mice exploring)
Adjacent tile: use action to explore adjacent tile,
the exit path must be the same color as the
current tile, if not flip over target tile, if no path
exists explore is not possible. If there is a path of
the same color all mice move to the new tile on
a space adjacent to the exit area immediately.
Flip tile: when a mouse performs an explore on
a flip location, remove the mice from the room
tile and flip it over, then place all mice on the flip
location located on the newly revealed side of
the tile.
NOTE: each time a mouse explores an area that
has not already been explored during that chapter the mice will have an encounter!

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