Burning torches and lanterns spend fuel as turns pass. When empty, they become their exhausted form and stop providing light.
Changing cards advance when the dungeon advances, whether they are lying in a room or carried by the active character.
Burning torches and lanterns spend fuel as turns pass. When empty, they become their exhausted form and stop providing light.
Raw meat uses durability as freshness. When freshness reaches zero, it becomes rotten meat.
Other organic cards decompose on their own schedule and eventually become rot.
A card can count down toward another form. Eggs can hatch, cursed objects can awaken, and magical bindings can expire.
When the countdown ends, the card becomes its prepared result while remaining the same individual object in the world.
Charmed animals and dominated humanoids eventually break free and return to hostility.
Bound undead do not return to their former state. When the binding ends, they crumble into bones.
A slime mould counts down and then grows into a random magical creature drawn from the dungeon's current deck. Its countdown pauses while it sits inside a container or a carried inventory, and resumes once it is left in a room.
When four or more Slimes share a room, they merge into a single Noxious Ooze. The ooze keeps its own acid attack, health, and weaknesses, and the merged slimes add their strength, health, and resistances on top. An ooze may also swallow weaker enemies and loose objects in its room to grow its health.
Some enemies react to a successful hit, a failed attack against them, being wounded, or being unable to move. Their card detail lists the abilities they can use.
Poison, disease, grapples, theft, corrosion, webs, draining, and similar effects can follow a successful enemy strike.
Some creatures answer a missed or resisted attack with fear, sound, or another effect.
Wounded enemies may rage, release spores, call allies, rally a group, or use another ability that changes the fight.
A creature that cannot move because every adjacent room is full may swap places with a loose object nearby, taking its space and leaving the object behind. Larger creatures shift larger objects. Enemies, people, traps, and location cards are never moved.
Ghosts and other incorporeal creatures pass through built walls when they move, and reach through one to displace an object. Locked rooms, deep water, and rooms with no space left still stop them, and the wall takes no damage.
Some reactions always occur. Others can be resisted by the relevant Measure. Powerful reactions often need several turns before they can happen again.
Dexterity, Perception, Psyche, and other Measures may provide a chance to resist a specific ability.
An ability with a cooldown cannot fire again until enough turns have passed.
Calls, rallies, and similar major reactions may happen only once for that enemy.