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12 – Phase C: Defend Dungeon / Game End and Final Score
Yes, even if the Hero died in your dungeon,
all unguarded Treasures are worthless. The
Hero took your Treasure with him after he
defeated each Monster. Then later, when the
imps disposed of the Hero’s corpse, they probably
had their long ngers busy at work again. In
any event, even though the Hero died and didn’t
escape the dungeon, your Treasure is gone!
As soon as the Hero in your dungeon is either dead or has
         
turns. You’ll only carry out the 3rd and 4th steps from now on.
The phase ends when all Heroes are either dead or have
escaped.
END OF PHASE
GGame End and Final Scoreame End and Final Score

is calculated. The fewer elements the Hero has destroyed in
your dungeon, the better your score will be! Use your Score
sheet to enter your points there as follows:

First, check whether each of your Treasures is guarded by
a Monster. In other words, is there a Monster you haven’t
crossed off on the same space? Check off each guarded
Treasure in the appropriate column. For each of these
guarded Treasures you gain points equal to your highest
unlocked Improvement level for Treasure. This also means
any Treasures in unguarded spaces are worthless and will
not earn any points.

You gain points for each of your Monsters that you havent
crossed off: 1 point per goblin, 2 points per orc, and 3 points
per dragon.

If the Hero died in your dungeon, you gain 5 points.

If the Hero escaped from your dungeon, you lose 1 point for
every they had left.
Now add up your points to determine how well you have all
built your dungeons. Whoever has the most points wins and
is celebrated as the most malicious Dungeon Master!
If there is a  for a position, count the number of Monsters
that have been crossed off in the tied players’ dungeons.
Whoever has the fewest crossed off takes the better position.
If this is still tied, the tied players share the position.
In this step, you can play as many Cards from your hand with
  as you want. A Hero Action always applies
to an  dungeon of your choice and supports
the Hero there. Place the Card on top of the chosen dungeon,
but note:
The respective Dungeon Master will  this Hero Action
later during one of their turns as soon as a certain event

resolved Cards to the .
A detailed explanation of all Hero Actions can be found in the

Golden Rule: if a Card action contradicts the rules in
this booklet, the action takes precedence.
You can’t choose a dungeon that already has  on it.
You can’t choose a dungeon where the Hero is already
 or has  (see below).
3. PLAY HERO ACTIONS
You can now place as many (including none) of your remaining
Cards in hand as you want facedown   
. Then draw Cards from your Action deck into your
hand until you have a number of Cards equal to the highest
unlocked   under   . This
ends your turn.
4. REFILL CARDS IN HAND
Letting a Hero escape is quite embarrassing
for a serious Dungeon Master. If this
happens in your dungeon, you shouldn’t
show up to Evil Club for at least a decade, so
enough goblin grass has grown over your shame!
The only good Hero is a dead Hero!
Whenever the Hero in your dungeon suffers damage, cross off
1 for each damage point received. Once all of the heart
symbols are crossed off, the Hero .
If the Hero leaves your dungeon alive by reaching the Exit
with at least 1 , he has .
DAMAGE / DEATH / ESCAPE
12


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