At Level 1 the floor was a hazard to respect. At Level 2 it becomes a tool. The rules say it plainly: falling into a Pit does not mean certain death, and at times it is even helpful. This lesson covers how the floor gives way, how a Fall works step by step, and when a deliberate leap is worth its cost.
Which tiles crumble, and when
Start tiles, Straight Passages, Key tiles, and two of the T tiles are Crumbling. Look for the thin crack lines around them. A Crumbling tile becomes a Pit on your next turn after you step onto it. On that turn, if you Move off, the tile flips as you scramble away and you are safe. If you Stay, you Fall.
A Pit stays on the board until it is no longer Illuminated, and then it is removed like any other tile. While it is there, it does two jobs. It interrupts the pathway, so a Monster cannot see across it. And it is a door down, for anyone connected to it.
How a Fall works
Whether you leap into a Pit by moving onto it or have one form beneath you when you Stay, falling ends your turn. Then:
- Place your Prisoner token at the edge of the board, beside either the row or the column that runs through the Pit. You choose which.
- Discard any tiles no longer Illuminated now that your light has left the board.
- At the start of your next turn, choose an empty, unlit space along the row or column you picked. Draw a tile to land on, place your Prisoner on it, and Illuminate the unlit connected spaces around you, unless you are Lights Out.
- Take your turn as normal.
The whole row or column is in reach, not only the part near the Pit. If there are no empty spaces at all, which the rules call highly unlikely, you land on an existing tile.
Falling on purpose
A Prisoner may leap into an adjacent Pit they are connected to. That turns every Pit next to you into a long jump along one row or one column. Good reasons to leap:
- Distance. A Key, a Gate, or a Lights Out friend may be several Moves away by Passage but sit in the same row or column as a Pit.
- Escape. Falling carries you clear of a Wax Eater’s strike. A leap that triggers a Monster still takes you out of its line before the attack lands, though anyone else in that line is hit.
- A dead area. If your patch of board offers only dead ends and Crumbling tiles, a Fall puts you somewhere new.
The costs are real too. You lose the rest of your turn. While you are off the board you light nothing, so tiles only you were lighting are discarded, including a Key or Gate you were keeping in view. Landing draws a tile, and lighting the spaces around you draws more. And you cannot see the tile you will land on until you draw it.
Timing a leap
You pick the row or column when you Fall, but you pick the exact space at the start of your next turn. Everyone else takes a turn in between, so a space you had in mind may be lit or filled by then. The rule is an empty, unlit space at the moment you land. Choosing the line with more open space gives you more options when your turn comes back.
Falling as Lights Out has a catch: you land and stay dark, lighting no new Passages. The way back to light is a lit friend, adjacent and connected by a Passage, so a leap that lands you next to one can be worth it. Lesson 9 covers relighting.
The Draw Stack matters most of all. Leaps belong to the early and middle game. As the stack runs low, each Fall spends tiles you may need for Keys and Gates. Once the stack is empty, a Fall has no tile to land on.
The two dangers
The rules name two dangers waiting below.
Landing on a Monster. If the tile you draw to land on is a Monster, it attacks at once, hitting you and anyone in its line of sight, before you light anything beyond that tile. After the penalties, you scramble onto an adjacent existing tile or a newly drawn one. The official FAQ adds that the Monster is then discarded. See How Wax Eaters Work for the penalties.
An empty Draw Stack. If you are falling and there is no tile left to land on, you fall in darkness forever and the game ends in a loss. In Final Flickers the stack is empty, so every Crumbling tile you stand on becomes a deadline: Move off it on your next turn, or the group loses with you.
This is why the Crumbling timing from the beginner mistakes lesson matters so much late in the game. A cracked tile that was a small nuisance early can end everything once the candle is spent.
Next lesson
Keys and Gates in The Night Cage
Next, Keys and Gates: why a Key tile is a timed problem, how passing a Key works, and how to count what is left before the darkness counts it for you.
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