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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
You build the trap. Your opponent builds yours. No one knows what awaits them around the corner.
What it's about
Build the maze, then enter your enemy's
You're one step away from entering the Adventurers Guild — but there's one last test to pass. Your rival builds a dungeon for you. You build a dungeon for them. Christopher Westmaas designed a perfectly symmetrical duel where you are simultaneously architect and explorer.
First phase: place walls, traps, monsters, and treasures behind your screen, without your opponent seeing anything. Second phase: with maps in hand, explore the enemy dungeon by moving on a grid you only partially know — one square at a time, looking for the exit after collecting enough loot.
Every move reveals something. But also to your opponent. In Lairs, tension arises from deduction: you need to figure out where you are, where they want you to go — and where you absolutely must not end up.
The secret of Lairs in a nutshell
A deduction game disguised as a dungeon crawl — the map you draw is your only ally in a maze designed to make you lose your way.
The secret of Lairs in a nutshell
You don't know what's around the corner — and you know perfectly well that your opponent does. This asymmetry is the most fun part of the game.
From the gaming experience
Lairs
The tools of the duel
What you use to build — and to explore
Walls and maze
40 wooden walls to design your dungeon. Every placement choice is a mental trap — but you must ensure there's always a path to every treasure.
Monsters and traps
Place creatures and traps along the path. Those who know them can try to deactivate them — those who stumble upon them unknowingly suffer the consequences.
Treasures and objectives
You must collect 3 chests or 3 monster trophies (or 2+2) before finding the exit. Treasure cards give bonus points for complete collections.
Map pad and pencil
You explore by noting down each discovered square. Your map grows game after game — and it's the only thing that separates you from getting lost in the opponent's dungeon.
When the game ends, the dungeon you built tells who you are. And the one you got lost in tells who your opponent is.
🎲Components13 types · ~100 pieces
📖RulebookEnglish · Official PDF

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Frequently Asked Questions
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