It’s the last few moves of the game. All 40-floor tiles are out and the fighter (blue meeple) has managed to secure the ring! But wait! He is trapped between a mummy, a mud-monster and a werewolf. Let alone the dragon who’s waiting at the exit.
It’s your turn as the Healer (white meeple) and you have 5 action points (APs) to play with. APs are your actions points which allow you to do things! You are given a certain amount at the start of your go.
A: Pick up the Large Steel Axe (1AP), giving you a double-handed weapon, and steam into the mud-monster to help the fighter? Careful! you only have one life left!
B: Use your ‘flying daggers’ spell to attack the mud-monster? (these fly around corners) cost 1AP. This will do two dice of damage but the monster will move one space towards you! If you don’t kill it that is. This will allow the fighter to escape and re-group!
C: Let the fighter die and pick up the ring for yourself?
If you chose A you probably would both be dead.
If you chose C you might need to watch your back in the next game;)
We would suggest B use your ‘flying daggers’ spell to draw the mud-monster towards you. Then the fighter could retreat on his next go. You then gang up and kill the mud-monster.
Then go and get that bomb and throw it up the corridor, it will do lots of radius damage to all monsters and hopefully clear the way to the dragon for the big fight.
Finally, you as the healer, take one turn to heal yourself and the fighter for the final attack on the dragon.
Whatever you do don’t hang around. The dwarf (yellow) is in a good position and is situated next to the Dragonlance, he could easily, in a few moves, pick it up and get to the exit… and he’s got a bear with him!
Decisions, decisions, decisions!
Good luck and see you in the tavern!