Time Trials
Eliminate the turn limit. Challenge yourself to see how fast you can win.
If you’re playing with younger players, or if you’re someone who likes to achieve high scores, this rule variation might be for you.
Instead of ending the game at the end of the 7th turn, keep playing like normal. Keep track of how many turns it takes you to beat the game (Excavate all of the Treasure Caverns, and have all of the Spelunkers Escape).
Record your turn count, and see if you can beat the game in fewer turns next time!
Can work with: Limited Supplies, Controlled Descents, Expertise, Belayers
Expertise
You’re veteran spelunkers. You have everything you need to get in, find the treasures, and get out. And you can do it fast.
In this variation, you don’t have to use Move Cards to move Spelunkers. Instead, each Spelunker can move up to 4 caverns each turn.
Just be sure to keep track of which Spelunker has already moved, and which hasn’t!
Can work with: Time Trials, Belayers
Controlled Descents
You know that slow and steady is the best way to go. Keep your eyes open, and focus on your surroundings. It’s better to make it out slow, than not at all.
Instead of being forced to move exactly the number of Caverns shown on a Move Card, Spelunkers now may use that Move Card to move fewer than that number of Caverns.
Can work with: Time Trials, Limited Supplies, Belayers
Belayers
Each Spelunker takes their own turn. (Allows for multiplayer!)
Normally, all Spelunkers complete their Turn phases at the same time. But, sometimes, you may want to scout ahead, or set up a path for another Spelunker.
At the start of each Turn, decide which Spelunker will go first. That Spelunker completes their Explore and Survey phase. Then, you may select another Spelunker to complete their Explore and Survey phases. You may repeat this as often as you desire (but remember: each Move Card can still only be used once per turn).
Then, all Spelunkers complete the Excavate and the Escape phases, and the Turn ends.
Can work with: Time Trials, Limited Supplies, Controlled Descents, Expertise
Limited Supplies
The earthquake caught you by surprise, and you only have a few tools at your disposal. You’ll have to work together and share them if you want to make it out alive.
At the start of the game, have each player choose a Spelunker and a Move Card. That Move Card forms their hand.
If there are fewer than 4 players, each player adds all of the numbers on the Move Cards in their respective hands. The player with the lowest number may choose another Move Card and another Spelunker. Then, players add the numbers on their respective Move Cards again, and repeat the process until all Move Cards have been distributed and all Spelunkers have been assigned to players.
Players can now only move their assigned Spelunkers, and they can only use the Move Cards in their own hand to do so.
During each Escape phase, if two Spelunkers are in the same Cavern, their players may freely transfer their Move Cards between themselves. If a Spelunker is able to Escape, then any Move Cards its player has can be given to any other player, even if that player’s Spelunker is not in the Daylight Cavern.
Can work with: Time Trials, Controlled Descents, Belayers
