
Lairs - Deeper Dungeons
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Pairs well with
Expansion: Lairs: Deeper Dungeons requires the Lairs base game to play. It is not a standalone experience.
FroGames — Moments You'll Remember
You thought two players were enough. Then a Boss Monster arrived. And two more adventurers. And the Dungeon Master.
What it's about
The dungeon gets enormously bigger. And you're no longer alone.
Lairs: Deeper Dungeons is the big expansion by Christopher Westmaas and Kids Table Board Gaming: everything that didn't fit in the base box finds its place here. 6×8 tile dungeons, characters with asymmetrical abilities, Terrain Tiles that obstruct paths, locked doors and portcullises, Challenge Cards with variable objectives.
The real structural novelty is the multiplayer mode: up to four people can play, with one player taking on the role of Dungeon Master. The DM builds a double labyrinth using two boards, then uses Twist Cards to sabotage the Seekers as time runs out. It's a completely different experience from the 1v1 duel.
And then there are the Boss Monsters — enormous adversaries that require tactics and coordination to defeat. You don't face them like other monsters. You survive, if you're lucky.
From the game experience
With the 6×8 dungeon, the game becomes something else entirely: there are paths to discover that simply didn't exist in the base game. The map becomes a true story, not just a sequence of squares.
The secret of Deeper Dungeons in one line
Playing as a Dungeon Master is a radically different experience from exploring. You build, you observe, you sabotage. And you hope the Twist Cards do their job at the right moment.
From the game experience
Lairs: Deeper Dungeons
What the expansion adds
Six elements that rewrite the rules of the dungeon
Huge 6×8 Dungeons
Double the play space. More walls, more treasures, more possible paths. Larger annotation pads to keep track of everything you discover.
Dungeon Master Mode
One player builds a double labyrinth and uses Twist Cards to sabotage the Seekers. A radically different experience from that of the explorers.
Asymmetrical Characters
Owl Kid, Mole, and others — each with unique abilities and different starting equipment. Your identity in the dungeon changes completely depending on the character chosen.
Giant Boss Monsters
Enormous adversaries that require completely different approaches from standard monsters. You don't survive by luck — you survive by strategy, or you don't survive at all.
Terrain Tiles and Locked Doors
Difficult terrain tiles, locked doors, and portcullises modify paths during the game — the dungeon you thought you knew can change as you explore it.
Challenge Cards
Variable objectives in each game that modify victory conditions or add special rules. Each session has its own precise narrative identity.
You've explored your opponent's dungeon so many times. Now it's time to build one that no one will escape.
A game in five moments
What happens at the table
Not the rules. The experience.
Someone chooses the Dungeon Master. The others choose their Character.
The DM takes the two boards and starts building. The Explorers choose their character — Owl Kid, Mole, or another — and read what they can do. Everyone already knows this game will be different from yesterday's.
The double labyrinth takes shape
The DM fills the two boards — it's double the space, double the possibilities for trickery. Locked doors, portcullises, difficult terrain. When finished, they already have in mind which Twist Card to use first.
The door is locked. You need the key — or brute force.
On the way to the treasure, there's a door that wasn't there before. The base game never presented you with it. It depends on your Character's abilities — and how much time is left. The break is short. The decision is not.
The Boss Monster is in the room with you
It's not like the other monsters. It's enormous. It requires coordination among the Explorers — or a desperate solo plan. The DM watches with satisfaction. The die flies. The table holds its breath.
Exit found. But time was almost up.
The last Explorer finds the stairs one turn before time runs out. The DM shakes their head — that Twist Card arrived too late. Everything is packed up, the Boss Monster is discussed, and who will be the DM next time is decided.
How to play with Deeper Dungeons
The flow of multiplayer mode
A radically different structure from the 1v1 duel. Asymmetric roles, double space, timed objectives.
One player becomes the Dungeon Master, the others choose a Character with unique abilities. The DM builds the labyrinth — the Explorers prepare their approach.
Using two boards, the DM creates a massive 6x8 dungeon. Walls, traps, monsters, Boss Monsters, locked doors, difficult terrain — anything can be used.
The Seekers explore cooperatively. The DM uses Twist Cards to create unforeseen events as time runs out. The Challenge Card dictates what needs to be achieved.
The Explorers must fulfill the objectives and exit before time runs out. The DM wins if they succeed. Anyone who fails once immediately wants another game.
Why it's worth adding
Six reasons to delve deeper
Huge dungeons — double the space
The 6x8 format transforms exploration from a brief duel into a true subterranean odyssey. More paths, more dead ends, more opportunities for the builder to hide something devastating.
Asymmetrical DM mode
The Dungeon Master experiences something completely different from the Explorers. Building an impenetrable labyrinth and then sabotaging it with Twist Cards is a game loop in itself.
Characters with their own identity
Each Character has unique abilities and different starting equipment. You don't just choose an avatar — you choose a way of playing, with real strengths and weaknesses.
Boss Monsters — memorable encounters
Giant opponents change the nature of the encounter. You don't defeat a Boss Monster like you would a standard monster — it requires planning or, at least, a lot of luck.
Terrain and doors that alter the path
Terrain Tiles, locked doors, and portcullises introduce dynamic obstacles. The dungeon you've mapped can change during the game — the map is never definitive.
Challenge Cards — every game has an identity
Challenge Cards change objectives and special conditions for each session. Two games with the same group won't be alike — each dungeon has its own story to tell.
How it ends
A race against time — and against the Dungeon Master.
The victory structure changes compared to the base duel. Here there's cooperation, asymmetry, and a ticking clock.
Explorers' Victory
- Meet the objectives of the Challenge Card and find the exit before time runs out
- Use your Characters' abilities to overcome Boss Monsters and path obstacles
- Coordinate exploration — in multiplayer mode, communication is key
Dungeon Master's Victory
- Time runs out before the Explorers can exit with the required trophies
- Twist Cards have created enough chaos to fatally slow down the group
- The labyrinth was simply too well-built — and the DM already knows it
Lairs: Deeper Dungeons is not just "more" than the base game — it's a different experience in structure and feeling. DM mode profoundly changes the game. For those who want to take Lairs to the next level.
Frequently asked questions
FAQ about Lairs: Deeper Dungeons
Can I play Deeper Dungeons without the base Lairs game?
No. Lairs: Deeper Dungeons is a pure expansion — it requires the base Lairs game to function. It does not contain a standalone set of components. If you don't have Lairs yet, that's the starting point.
How is it different from the basic 1-on-1 mode?
Radically different. With Deeper Dungeons, you can play with 3 or 4 people, with one player in the role of Dungeon Master who builds a double labyrinth and uses Twist Cards to sabotage the Explorers. It's no longer a symmetric duel — it's an asymmetric cooperative game against one. Characters, Boss Monsters, and Challenge Cards complete the transformation.
How does the Dungeon Master work in this expansion?
The DM uses two boards to build a 6x8 square dungeon — double the base format. Then, as the Explorers advance, the DM can play Twist Cards to create unexpected events and slow down the group. The DM wins if the Explorers fail to meet the objectives within the time limit.
Is Deeper Dungeons compatible with the Adventurer's Pack?
Yes. The two Lairs expansions are designed to be compatible with each other and with the base game. You can use them together or separately — the order in which you introduce them to the table depends on how much you want to increase the complexity.
How much more complex is it compared to the base game?
Significantly. Characters with asymmetrical abilities, DM mode, Challenge Cards, and Boss Monsters add layers of rules that require learning time. It's not an impossible leap, but it's recommended to have played the base game a few times before diving into Deeper Dungeons.
Is the expansion in Italian?
No, this is the English edition. With Deeper Dungeons, the textual component increases compared to the base game — Twist Cards, Challenge Cards, and Character abilities are in English. A good understanding of the language helps, especially in DM mode.
Lairs: Deeper Dungeons is the major expansion for the Lairs board game for 2–4 players (ages 10+, duration ~35 min). Designed by Christopher Westmaas, artwork by Claire Lin, Josh Nelson, and Jean Walter, published by Kids Table Board Gaming (KTBG). It adds huge 6x8 dungeons, multiplayer mode with Dungeon Master, asymmetric Characters with unique abilities (Owl Kid, Mole, and others), giant Boss Monsters, Terrain Tiles, locked doors, portcullises, and Challenge Cards. Mechanics: deduction, grid movement, asymmetry, 1 vs all cooperative. Requires the Lairs base game. Compatible with Lairs: Adventurer's Pack. English edition. Available on FroGames.it.
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