Round 4 is brutal.
Couple of questions that came up while playing today.
1. Trap Type:
While not specifically stated, the trap type is bottomless pit. When the trapdoor opens you plumet into a totally deep hole
, only to be saved by a wizards. Removes the 2x2 section from play. The player misses the rest of the game.
Remember: these do not generate SPPs or get recorded on the results sheet. Just remove the player from play, put them back in the case, their game is over... move on.
2. Regen Dungeon Hazards:
Hazards in the dungeon from which you are saved by the wizards cannot be regenerated. Technically you are not Badly Hurt, you simply miss the rest of the game. The term Badly Hurt is a convenient mechanic everyone understands.
3. Annihilation Victory:
Probably going to be relevant. It's on page 2, after the turn sequence.
"When a team has no players on the pitch, in reserves, or in the KO box that is, everyone is a casualty
, it has lost the game, regardless of remaining time. If the annihilated team was winning at the time of annihilation, the opposing team (that did the annihilating) is awarded enough TDâ€™s to a â€œmercenaryâ€ position to put them in the lead."
One side plays a rather... well one sided match waiting for those rushed reserves.