Certain rooms have icons that represent encounters or traps that must be resolved immediately when a hero first enters it:
(A) The Goblin ambushes you: Your movement ends and you lose 1 Health. This applies only if you are in the room, and were not using Stealth.
(B) Draw a card from the top of the Goblin Deck, placing it faceup in the lowest unoccupied slot on the Torch Mat.
(C) Place the Goblin token that matches the card’s slot in the newly revealed room. If there are no cards left in the deck, shuffle the discarded cards to create a new deck. If all 4 slots are full and a fifth Goblin must be placed, the game ends and you lose!
(A) The Minion ambushes you: Your movement ends and you lose 2 Health. This applies only if you are in the room, and were not using Stealth.
(B) Draw a card from the top of the Minion Deck, placing it faceup to the right of the Torch Mat and any other Minion Cards currently active.
(C) Place an Enemy Health Marker on the highest-numbered space on the card’s track.
(D) Place the Minion’s token on the newly revealed Encounter Card.
Each time a hero enters a room with a trap: you must attempt to evade by immediately performing the trap’s Skill Check listed on the left side of the card.
If your check is successful, there is no effect. If you fail, you trigger the trap and lose the amount of Health shown on the Trap Room Card.
After resolving the Skill Check, regardless of the outcome, you may continue your movement normally. Trap Rooms typically have a Disarm a Trap Heroic Action available.