Description
players have four action cards they can use at any point in the game: Spy
the Rebels wins — but if the Informant(s) remain hidden
combine objects
its time to build a village worth talking about
with an elegant army composition mechanic
EXIT HOUSE OF RIDDLES D&D 5E compatible players have four action cardsYou and your fellow detectives are summoned to an abandoned house. Never wanting to turn down an Unsolved mystery, you arrive at the house. Suddenly, you hear screams and see that the entrance has shut behind you. Whats happening here? Will you be able to crack the case and find your way out of the house? Difficulty 2 of 5
Exchange/Return Notes
- We offer a 30-day return/exchange service after receiving.
- Final sale items are not eligible for returns or exchanges.
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