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Keymaster (Bonus Round Rule)

The Keymaster's bonus round rule is one of the many rules that can be applied during the Bonus Round episodes. It can show up for Warrior on any floor (more common on 2 and 3), an early twist for the Robot, Inventor, or Witch (able to spawn on floors 2 and 3 while being more common on floor 2), and as a very rare rule offered to the Thief and Jester only on floor 2.

Keymaster You can't make more than six moves per turn.

The rule prevents the player from making more than six moves on their turn.

When the rule starts, during battle, a “Moves Left” counter appears at the bottom left of the screen to indicate the number of moves that the player can use.

Using a piece of equipment, including abilities like Combat Roll, counts as one move. Countdowns only count as a move once the countdown reaches 0.

Using a piece of equipment under the effect of Fury counts as one move.

If multiple countdowns trigger at the same time as a result of Crowbar or Wrecking Ball, each equipment used counts as a use, meaning that one dice can trigger multiple uses.

Once six moves are made, all equipment on the field will Error out, making them unusable.

If playing as the Witch, you can still cast new equipment on the field and throw dice, but the cast equipment will show as unavailable until the next turn starts.


  • Prior to version 2.1, the Thief's stolen card would still be usable after the six moves were used up.


  • If the Robobot Bonus Round rule is also active, you will take 5 damage after you've used your 6 moves even if you didn't exceed the CPU target.

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