A deafening roar sounds in the distance. “Who or what in the world was that?”, squeaks Cleo, hiding behind Spike. “Quickly, get to that cave!”, shouts Franky. “Or we’ll end up as tasty dino food for that T-Rex!”
Starting boards:
5 +
1
Pile:
2 +
3 +
4
Goal: 5 of 7 Fluffies
Place the 1 board next to the other boards. Place the cave entrance to the left and the cave exit to the right. This is the cave. Place the lock and the Fluffies on their respective spaces on the board as usual.
If a character (other than Spike) is on a board withoutSpike at the end of movement, they take 1 damage . The cave is not a board, so you are safe there.
If a character lands on a cave space, you must move them immediately to the corresponding starting space of the cave entrance. Movement and spaces function as usual inside the cave. For the board in the center of the cave, you must pay energy according to the usual rules, but not for the entrance and exit. The cave is never removed.
After exiting, the characters continue their movement. Continue to count the spaces as usual. The next space is the rearmost space of the rearmost board. Spaces are triggered as usual.
Note: It can happen that a character exits a cave and immediately goes back inside in the same move. Special case: If all the characters that aren’t k.o’d are in the cave, no boards are removed during phase 3.
If Spike lands on this space, take 2 snails from the general supply and place them in your supply