Keep beside the board during play · Consult on every room entry
White Die
OPENOPENOPENOPENOPENLOCK
Rank 4
Blue Die
OPENOPENOPENOPENLOCKLOCK
Ranks 5–7
Red Die
OPENOPENOPENLOCKLOCKLOCK
Ranks 8–9
Ranks 1–3 are never locked — no die roll needed.
TRUNK RULE ALL ROOMS
Every Bedroom and Green Room — roll the blue die when drafted.
OPEN = place a trunk token on this tile.
LOCKED = no trunk this run.
Open trunk on entry: spend 1 Key or use Sledgehammer → draw 1 Trunk Result card.
On Entry — Always Draw
Attic
Draw 4 Common + 4 Special
Closet
Draw 1 Common + 1 Special
Den
Take 1 gem
Nook
Take 1 KeyRoll blue die: rare OPEN only → draw 1 Special
Pantry
Take 4 coins + 1 fruit token(random)
Rumpus Room
Take 8 coins · Spend 1 coin → draw Alzara card
Storeroom
Take 1 Key + 1 gem + 1 coin
Walk-in Closet
Take 1 gem · Draw 2 Common + 1 Special
Wine Cellar
Take 3 gems
On Entry — Roll First
Any Bedroom
Roll blue die:OPEN → draw 1 CommonLOCKED → nothing
Any Green Room
Roll blue die:OPEN → draw 1 CommonLOCKED → nothing
Billiard Room
Roll standard die on entry:1–4 → 2 Keys5 → Secret Garden Key6 → 3 Keys
Locker Roomper Key spent
Roll white die per Key spent:OPEN → draw 1 CommonLOCKED → Key lost, nothing gained
Music Room
Always take 1 KeyThen roll standard die:1–3 → nothing extra4–5 → Special Key roll6 → 2 Keys
Parlor
Roll standard die on entry:1–3 → 1 gem4–5 → 2 gems6 → 3 gems