1
Check win condition first
If you've met your Personality card's win condition at the start of your turn, the game ends immediately
2
Play one card
Otherwise, play 1 card from your hand
3
Draw cards
Draw back up to 5 cards (you may have more than 5 cards at end of turn)
4
Money visibility
Money is open information
5
Place a Minion
Place your 1st Minion in any Area; subsequent Minions must be placed in an Area with your Minion or adjacent Area
6
Place a Building
Build only in an Area with your Minion, without Trouble Markers or another Building
7
Assassinate (skull icon)
Remove another player's Minion, Troll, or Demon from an Area containing a Trouble Marker; also remove the Trouble Marker
8
Interrupt (hand icon)
Play at an appropriate time to interrupt something "bad" being done to you
9
Remove Trouble
Remove 1 Trouble Marker from the Board
10
Play another card
Play an additional card from your hand
11
Gain money
Gain the $ amount indicated on the card
12
Text action
Perform the Action described on the bottom of the card
13
Random Event (mandatory)
Draw the top card of the Event Deck; this Action is not optional
14
Dimwell
Once per turn pay $3 to place 1 Minion in Dimwell or an adjacent Area
15
Dolly Sisters
Once per turn pay $3 to place 1 Minion in Dolly Sisters or an adjacent Area
16
Dragon's Landing
Once per turn gain $2
17
The Hippo
Once per turn gain $2
18
Isle of Gods
Once per turn pay $2 to remove 1 Trouble Marker from the Game Board
19
Longwall
Once per turn gain $1
20
Nap Hill
Once per turn gain $1
21
The Scours
Once per turn discard 1 card to gain $2
22
Seven Sleepers
Once per turn gain $3
23
The Shades
Once per turn place 1 Trouble Marker in The Shades or adjacent Area (must have at least 1 Minion)
24
Small Gods
Pay $3 per Minion/Building to protect them from a Random Event
25
Unreal Estate
Once per turn draw 1 card and discard 1 card
26
Bloody Stupid Johnson
Roll die; if that City Area card is in play, discard it and owner removes 1 Minion (Building still counts for control and scoring)
27
Demons from the Dungeon Dimensions
Roll die 4 times; place 1 Demon and Trouble Marker in each Area (Demons block control and City Area powers)
28
Dragon
Roll die; remove all Minions, Demons, Trolls, Trouble Marker, and Building from that Area
29
Earthquake
Roll die twice; remove any Buildings from those Areas
30
Explosion
Roll die; remove any Building from that Area
31
Fire
Roll die; if Building present, discard it and roll again; continue if adjacent Areas have Buildings
32
Flood
Roll die twice; Areas adjacent to River are Flooded; players move Minions to unaffected adjacent Areas
33
Fog
Reveal top 5 cards from Draw Deck to everyone then discard them
34
Mysterious Murders
Roll die and remove 1 Minion from that Area; pass die left and repeat for each player
35
Riots
If 8+ Trouble Markers on board, game ends immediately; highest score wins
36
Subsidence
Each player pays $2 per Building or removes Buildings they cannot pay for
37
Trolls
Roll die 3 times; place 1 Troll in each Area (Trolls act like Minions but belong to no player)