1. When rolling for combat by default, is it one die or two-and-pick-highest (like movement)? The how-to says "a die" but some of the items reference two so I'm guessing it's the latter.
2. How do you handle moving up/down floors? Your choice when moving past the squares with the entrances?
3. Some equipment cards reference spells but I don't see any spell cards?
4. The Altar says "get the gold from limbo", guessing that's where gold goes when you die?
5. is the max health pool 3 or 4? I've noticed some cards say "take 3 damage", and some say "take 4 damage". Would both completely wipe you out since you have only 3 health tokens? or is there actually 4 in your total health pool?
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1. Rolling for combat is a 1 dice, the equipment cards refers to extra roll if throw fails
2. you can go up and down from kennel to guilotine and from Labyrinth to Altar if you wantor you can continue foward instead, it's optional.
3. by spells he probably means these 3 cards
Scroll of Smiting
Scroll of Town Portal
Scroll of Teleport
but i'm pretty sure aubrey is going to make some more card later on which may be the spells or David edits the text from the cards. Also some equipment cards are like echanted OR those means all the breakable equipments in general
4. the limbo is a separate pile for money after player dies all the money goes in that pile.
5. Alarmed Knight is badass like that so he does 4 damage.(probably a typo from david it is supposed to be 3 just like "Lonely Flight")
6. All Discarded/eaten/stolen/broken cards goes in their own improvised deck next to the board.
all Event/location/castle cards goes in the same deck as discarded cards.
7. if you get sent in the Hegde maze by Incensed Wizard your next turn is skipped
8. you can't use you final hit point to send Serene Ways back to deck. must have 2 or more for the effect.