SMARTPHONE TEST


42 - TRAPDOOR - Keep this card. At the start of teach of your turns, test Agility to climb out of the trap. If you succeed, discard this card and continue your turn as normal. If you fail, suffer 1 wound and your turn immediately ends.



6 - CRYPT - You may search the crypt for treasure. If you choose to do so, draw 1 Crypt card.



42 - TRAPDOOR - Keep this card. At the start of teach of your turns, test Agility to climb out of the trap. If you succeed, discard this card and continue your turn as normal. If you fail, suffer 1 wound and your turn immediately ends.



37 - PASSAGE DOWN - Place a catacomb entrance marker on this chamber. Next turn, you may enter the Catacombs if you wish.



42 - TRAPDOOR - Keep this card. At the start of teach of your turns, test Agility to climb out of the trap. If you succeed, discard this card and continue your turn as normal. If you fail, suffer 1 wound and your turn immediately ends.