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Discovering Hope in the Darkness
Welcome to a world of endless possibilities, where adventure beckons at every corner. Today, I want to share with you something truly special – a collection of mini-expansions known as “Saboteur 1 & 2: Light At The End Of The Tunnel”.
Unleashing the Power with Rebuilt Tunnels
Imagine having the ability to rebuild tunnels, shaping your own destiny. With “Saboteur 1 & 2: Light At The End Of The Tunnel,” you can do just that. Explore six thrilling expansions that will captivate your imagination and transport you to a whole new world.
When I play rebuilt tunnels cards, I can only place them [u]on top[/u] of cards that are already in the tunnel. This means the arrangement of the tunnel can change or stay the same.
Just like always, the paths on the new card need to match the paths on the cards that are already there. Rebuilt tunnels can be rebuilt again and again. If I play a “Cave-in” card on them, it gets rid of all the cards and creates a ‘hole’ in the tunnel.
Traps (2x)
When I play a trap card in the game, it’s just like playing any other tunnel card.
But here’s the interesting part: when the next card is played in this tunnel, whoever played it has to show everyone their character card!
Watch out for the monsters! (x5)
When playing the game, monsters are treated like any other tunnel card.
A monster has the ability to block all cards within a specific distance along the tunnels, as indicated by the number on the card. It can block cards in any direction.
In addition to blocking cards, monsters are also able to cross doors. This means that if a monster can reach a tunnel card or the card that formed the tunnel, then no one can place a new tunnel card there. Similarly, if there is a monster blocking the path to an exit, a chest, or any other target, the geologist cannot collect any jewels that are blocked by the monster. The only exception to this rule is if another monster card is played.
Monsters can be placed as close to each other as desired. When monsters are adjacent to each other, they have the ability to immediately kill one another. Depending on their positions, either one or both monsters may die.
Monsters can also be trapped using a “trapped” card. However, they can be freed at a later time if desired.
When playing the game, I discovered a fascinating aspect that adds an element of excitement and challenge: monsters. These creatures, which are represented by different cards, can have a significant impact on the outcome of the game.
First and foremost, monsters can be found lurking in the depths of the mine. They are unleashed when a tunnel collapses, and this can be rather dangerous for us dwarves. The monsters must be dealt with swiftly and effectively, otherwise, they may hinder our progress in excavating the mine.
There are various ways to handle these monstrous intruders. You have the option to attack them head-on, but be careful, as they can be quite formidable opponents. Alternatively, you can use strategy and cunning to outsmart them. Each monster card has a specific set of rules and criteria for their demise. Some may require multiple “broken” cards, while others may require the use of a “Cave-in” card or the assistance of another monster.
It’s important to note that when a monster is trapped or killed, their card remains in the game. This means that dwarves can continue to dig further into the mine, but they must always be mindful of any marked monsters that may still pose a threat.
In addition to monsters, there are also chests scattered throughout the mine. These chests contain valuable treasures that we can uncover during our excavation. Each game has three chests to discover, and they can provide us with a considerable advantage.
In conclusion, as we delve deeper into the mine, we must always be prepared for encounters with monsters and keep an eye out for hidden chests. These elements add an extra layer of excitement and challenge to the game, ensuring that each playthrough is unique and unpredictable. So, grab your pickaxe and get ready for an adventure like no other!
In the game, when a chest card is played, it’s like playing a tunnel card. As soon as a chest appears in the tunnels, if you play a jewel card, you have to take 1VP token from that card and put it in the chest you choose. All the tokens will gather in the chests. If all the paths to the chests are blocked, then nothing happens.
When the game ends, the teams share the VPs in their chests. Each player on a team gets the same amount of points, rounded down.
If there are any VPs left over, they’re discarded. Any tokens left in chests that aren’t accessible at the end of the game are shared among the saboteurs.
Now, let me tell you about the exits. There are three exits in the game.
Hey there! Let me break it down for you. During the game, exits are just like any other tunnel cards. They work the same way. But here’s the thing, after the game is over, every player who’s not a saboteur has a chance to earn an extra victory point. How? Well, they just need to reach an exit using any ladder. Easy peasy, right? Now, keep in mind that the usual door rules and scary monsters still apply. Oh, and if you’re stuck in prison, sorry buddy, but you can’t escape through the tunnels.
Now, imagine this: nobody can reach an exit. I know, it’s a bummer. But wait, there’s more! In that case, every saboteur gets an extra victory point. Pretty cool, huh?
Now, let’s talk about some new action cards! We’ve got three of them.
Frying Pan
When you play this card, you get to draw an extra card. It’s like a tasty treat!
Magic Potion
Here’s a fun game! Ask another player a “Yes or no” question, and they have to tell the truth. Can you guess what they’ll say? Just remember, some players might try to trick you, but if they’re caught lying, they lose 5 VP!
Compass
Imagine having a special map that only you and one other player can use. You get to peek at one of the destiny cards secretly, and then show it to your chosen player. It’s like a secret mission!