Special
Heroes Scout to reveal adjacent Rooms at the cost of 1 Stress each, but with a reduced Exploration Die on the next Exploration.
When Heroes perform the Scout action: (1) Every Hero in the party must suffer 1 Stress each. (2) All Rooms adjacent to the Heroes' current Room are immediately revealed (flipped face-up or otherwise made known). (3) During the party's next Exploration, the Heroes roll only ONE Exploration Die instead of the normal two Exploration Dice. The Scout action thus trades party Stress and future exploration potency for advance knowledge of the dungeon layout.
Restriction
All Heroes must suffer 1 Stress when the Scout action is taken; no Hero is exempt.
The Stress cost of Scouting is mandatory and applies to every Hero in the party simultaneously, not just the Hero performing the action. No Hero may avoid this Stress. If a Hero is at maximum Stress as a result, the appropriate consequence (Affliction, Heart Attack, or similar) is triggered immediately.
Special
Scouting reveals all Rooms adjacent to the current Room.
Upon resolving the Scout action, ALL Rooms that share a connection (doorway or passage) with the Heroes' current Room are revealed. This means their contents (Monsters, Chests, traps, empty, etc.) become known to the players before the Heroes physically enter them. Rooms that are not adjacent are not revealed by this action.
Restriction
After Scouting, Heroes roll only one Exploration Die on their next Exploration instead of two.
The Scout action imposes a penalty on the very next Exploration the Heroes perform: instead of rolling two Exploration Dice as normal, they roll only one Exploration Die. This penalty applies only to the single immediate next Exploration after the Scout action is resolved. Subsequent Explorations return to the normal two-die roll unless another Scout action is taken.
General
Normally, Heroes roll two Exploration Dice when Exploring a new Room.
Under standard rules, whenever Heroes perform an Exploration (entering or investigating a new or unrevealed Room), they roll two Exploration Dice and apply both results. The Scout action is a notable exception that reduces this to one die for the next Exploration only.
Resource management
Stress Tokens are placed on Hero boards when Heroes suffer Stress; reaching maximum triggers negative consequences.
When a Hero suffers Stress, a Stress Token is added to that Hero's board. Each Hero has a maximum Stress threshold. Upon reaching or exceeding this threshold, the Hero suffers an Affliction (or Heart Attack, or equivalent consequence as defined by the scenario or Hero rules). Stress can be reduced by Provisions, camp actions, or specific abilities.
General
Rooms are the core map tiles of the dungeon; they may contain Monsters, Chests, traps, or nothing.
The dungeon is composed of Room tiles that are revealed as Heroes explore. Each Room may contain: Monsters (triggering combat), Chests (granting loot or Provisions when opened), traps (triggering negative effects), or be empty. Adjacent Rooms are those directly connected by a passage or doorway to the current Room. Rooms may have multiple connections, forming a branching dungeon layout.
Special
Chests found in Rooms can be interacted with to gain loot or Provisions.
Chest Tokens represent locked or unlocked containers found within Rooms. When Heroes are in a Room containing a Chest and choose to interact with it, they resolve the Chest interaction (which may involve a roll, Provision cost, or trap risk) and gain the rewards (Provisions, equipment, gold, or other items) as specified. Chests are a key source of resource replenishment during dungeon runs.