Into the Depths

Additional Rooms from White Dwarf No.192



Into the Dark

The Into the Dark card is accompanied by the spiral staircase board section. Imagine this board section is roughly divided into four squares around the stairwell itself. The Warriors may either ignore the steps and skirt around the top, or they can descend downwards into the very bowels of the dungeon.

No monsters will move onto the stairs, and whilst the Warriors are on this board section no Unexpected Events will occur. However, the area is saturated with dark sorcery and no Warrior may use any magic whilst at least one of their number remains at this board section.

The procedure for the spiral stair is simple to use, but a bit difficult to put into words because it involves shuffling the cards around. Once all the warriors are on the stairs, roll a D6. Take that number of Dungeon Cards from those not in play (either because they have already been used or are spare), not including Objective rooms. Now take the remaining Dungeon deck (those that represent the rooms ahead which havenīt been explored yet) from the direction the Warriors were heading. Shuffle these and the cards into one pile and replace the unexplored Dungeon cards with the same number of cards from this new deck. The remaining cards in your hand are placed next to the stairwell, and represent the rooms down the spiralling stairs.

Further Movement

If the Warriors decide to move on as normal, they must explore and move off the spiral stair just as with any other boards section. If they descend into the depths, turn over the top card of the stairīs Dungeon deck and place the Warriors at the near end, as if they had started a new dungeon. Warriors can go back up the stairs by moving off the end of the board section. At the start of the next Warriorsī phase place the Warrior model on the spiral staircase section.

The Perils of the Dark

The dungeon below the stairs is dangerous indeed, the very heart of the Monsterīs domain. Whenever an unexpected event occurs while below the stairs, the Warriors should take D3 Event cards instead of just one (roll a D6, 1-2=1, 3-4=2, 5-6=3). Any 'E' type Events should be resolved before Monsters are placed on the board. Alternatively, if you are using the Monster Tables from the Roleplay book, roll on the table one battle-level higher than normal.

This board section forces the Warriors to make a hard choice. Firstly, they must consider where the Objective room is, and secondly, how strong they feel. It may turn out that they will have to head into the darkness to reach the Objective room regardless of their wishes, but nobody ever said life was fair...



Dead End

The Warriors have come to a complete Dead End and must either retrace their steps or dig their way through the rubble. You cannot dig through while there are monsters on the same board section.


Up to two warriors may dig through at any one time, and both must be standing at the collapsed end of the passage. For each turn a Warrior spends digging, roll a D6 and add their Strength. Keep a track of the score (or scores if more than one Warrior is digging). When the total reaches 30 or more the Warriors break through and my continue exploring as normal. However, if two Warriors are digging at the same time and both dice rolls come up the same (ie a double) then the roof collapses again and any work they have done is ruined - reduced their digging total by the score rather than adding it.

Cunning Monsters

The monsters that lurk within the dungeon know that bold Warriors frequently spend a lot of time near the Dead End. For this reason they regularly patrol the area and set traps to catch the unwary. The Dead End is a corridor, so only Unexpected Events will occur here. However, while a Warrior is standing on the Dead End board section a power roll of 1 or 6 will trigger an Unexpected Event.

"Copyright Games Workshop Ltd. 1995. All rights reserved."

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Copyright © 2000 Frank Schulte-Kulkmann, Trier, Germany