Lairs · Reference sheet
Lairs reference sheet
Overview
- 2-player asymmetric dungeon game: each player builds a lair, then explores the other's [p.1 — The Story]
- Goal: earn more VP than your rival by finding Treasures, defeating Monsters, and exiting [p.1 — How To Win]
- Players alternate turns as Explorer (exploring rival's lair) and Builder (describing their own lair) [p.6 — Gameplay]
- Game ends when the first player exits; the other gets one final full turn [p.10 — The Exit]
- Tiebreaker: whoever exited first wins [p.11 — Game End]
Setup
- Sit across from each other; stand your screen facing you [p.4 — Setup]
- Place your Lair board behind your screen [p.4 — Setup]
- Gather lair-building pieces: 20 Walls, 3 Trap tiles, 3 Chests, 3 Blobs, Start tile, Exit tile, opponent's Explorer token [p.4 — Setup]
- Place a fresh Map sheet visible to both; keep pencil and Tracker nearby [p.4 — Setup]
- Place Player mat above map; put 6 cubes (4 white, 1 yellow, 1 green) in the Spent basket [p.4 — Setup]
- Shuffle Treasures into a face-down deck; lay out 3 face-up Treasures as display [p.4 — Setup]
- Place dice, Hungry Blob card, and Greased Pit card where both players can reach [p.4 — Setup]
- Both players simultaneously build their lair (hidden); first to finish chooses who explores first [p.5 — Building Your Lair]
Turn structure
First turn only: Builder tells you Start tile coordinates → draw Known circle, walls, write S, place Tracker [p.7 — On Your Very First Turn]
Every turn:
- Confirm location with the Builder (e.g. 'I am in B5, right?') [p.7 — On Every Turn]
- Refresh Energy: Spent → Fresh; Fatigued → Spent; Conserved cubes stay [p.7 — On Every Turn]
- Explore: spend cubes to perform actions until you run out or choose to stop [p.7 — On Every Turn]
Actions
| Action | Cost | Effect | Notes |
|---|---|---|---|
| Creep | 1 any cube | Move into 1 adjacent space; learn about it if Unknown | Triggers Features |
| Hustle | 2 any cubes | Move up to 3 times (Creep process); stops if you enter any non-Empty space | Decide each move after previous resolves |
| Backtrack | 1 Quickness OR 2 any | Move through any number of Known Empty spaces into a Known space | Any Feature interrupts |
| Peer | 1 Perception OR 2 any | Learn about 1 adjacent Unknown space; may move in for free | No forced move |
| Conserve | — | Move up to 3 Fresh cubes to Conserved slots; immediately ends your turn | Conserved cubes can be spent twice next turn |
| Fight Monster | 1 cube per die | Check vs Monster's Target; fail = strike + reduce Target; succeed = defeat it | [p.9 — Fighting Monsters] |
| Disarm Trap | 1 cube per die | Check vs Trap's Target; fail = strike then remove Trap; succeed = take token | Either way, shade in the Trap [p.9 — Disarming Traps] |
Scoring
Treasure Collection [p.11 — Treasure Collection]
- Max 4 face-up Treasures; each scores base + any bonuses shown on card
- Excess Treasures flipped face-down score 1 each
Defeated Monsters [p.11 — Defeated Monsters]
- 2nd Monster defeated: +2 VP
- 3rd Monster defeated: +4 VP additional
Exiting [p.11 — Exiting]
- First to exit: 4 VP
- Second to exit: 2 VP
- Did not exit: 0 VP
End of game
- Game ends when the first player exits; the other player gets one final full turn [p.10 — The Exit]
- To exit, you must have: opened 3 Chests, OR defeated 3 Monsters, OR opened 2 Chests + defeated 2 Monsters [p.10 — The Exit]
- You may choose not to exit even if eligible [p.10 — The Exit]
- After the final turn, both players total their scores [p.11 — Game End]
- Highest score wins; tiebreaker goes to whoever exited first [p.11 — Game End]
Glossary
- Known space: a space fully described to you (walls + Feature); marked with a circle on your map [p.6 — Mapping]
- Unknown space: a space you have not yet learned about [p.6 — Mapping]
- Learn about: Builder reveals all walls and any Feature in a space; space becomes Known [p.6 — Mapping]
- Locate: Builder reveals only the grid coordinate of a Feature/wall; space stays Unknown [p.6 — Mapping]
- Check: roll dice vs a Target number; meet or exceed = success [p.7 — Checks]
- Fatigue: move a cube to the Fatigued basket; it returns to Spent (not Fresh) on next refresh [p.7 — Penalties & Fatigue]
- Conserved cube: a Fresh cube saved in a Conserved slot; counts as Fresh for penalties; can be spent twice next turn [p.6 — Spending Cubes]
- Peril Rule: every Goal must have at least one path from Start passing through at most one Trap and one Monster [p.5 — The Peril Rule]
- Achievements row: area on Player mat tracking defeated Monsters, disarmed Traps, and opened Chests [p.9 — Features]
- Strike: the immediate penalty effect listed on a Hazard card when it hits you [p.9 — Monsters & Traps]
FAQ
- Q: Can I leave a space with a Monster or Trap without fighting/disarming it? — A: Yes, any action that moves you out of the space is allowed; only fighting/disarming or leaving are permitted while sharing a space with a Hazard [p.9 — Monsters & Traps]
- Q: Do I have to open a Chest when I enter its space? — A: No, opening is optional when you move in [p.10 — Chests & Treasures]
- Q: What happens if the Treasure deck runs out? — A: Shuffle the face-down discard pile to form a new deck [p.10 — Chests & Treasures]
- Q: Do Conserved cubes move during Refresh? — A: No, they stay in their Conserved slots [p.7 — On Every Turn]
- Q: Can I buy more dice than are physically available? — A: Yes; split the check into multiple rolls and add totals together [p.7 — Checks]