# Archives

* Can move onto another team member and "push" that team member aside

  * "pushing" propagates if multiple team members are clumped-up

* revealing a tile:
  * must immediately place it so the entrance connects
  * if not possible (?)
    * put tile under the tile pile
    * or place it in anywhere that is possible
  * reveal doors of that tile
    * doors could be:
      * closed & locked = must pick lock / breach door, can be opened/closed
      * closed = can be opened/closed
      * open = reveal another tile and connect it to this door, can be closed/opened
      * no door = reveal another tile and connect it to this door

* (WIP) revealing enemy count:
  * roll for every 4 square of the room = +1 max enemy count e.g.:
    * 2x2 = 4 sq = 1 max enemy
    * 2x3 = 6 sq = 1d3 - 1
    * 3x5 = 15 sq = 3d3 - 1

* (WIP) revealing enemy count2.0:
  * a tile has enemy count written on it and how may dice to roll
    * including whether the tile can have no enemies
  * e.g.:
    * 1d3, enemy spawns for each 2+
    * 2d3, enemy spawns for each 2+
    * 1d6 enemies (at least 1, at most 6)

* revealing enemy types:
  * draw cards

* revealing enemy position:
  * use application/tool to randomize


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