Are you playing with any houserules or special modifications? I´m just interested, because until know I believed it is not allowed to match black and white doors together... ?
I'm pretty sure that you can match black (inpassible) and white doors as long as the map card that you place isn't "stranded". In other words, the placed map card has to have at least one way to get to the rest of the map. I can't find anything in the rules that restricts black/white door placement other than the "stranded" rule. Is there a faq or errata that states this?
Thomas Denmark (the designer) has clarified this issue on his web site, Here's a copy of a post:
Kalidor wrote: so what is the verdict here? If you place an impassable against a door, is it a one-way? Impassable? Or is the impassable ignored? Ex. If Crossroads was placed directly South of the Outskirts Hideaway, what would that do?
Thanks
Denmarks response:
1. Wilderness spaces don't have "doors" they have "exits". 2. An impassable exit next to any other exit is...impassable. (unless you are using the one-way optional rule, which I don't think you are) 3. As long as a space is not stranded (there is a way in and out of it) and it is parallel to the rest of the cards it is a legal placement.
In the rule book of the first Dungeoneer, there is a graphical example of what you can and cannot do for placing dungeon cards, and one of the cannot do is placing an opening (white "doors") next to a wall (black "doors").
This also makes it more interesting when placing dungeon cards since you cannot place the dungeon card anywhere, just where it can be placed.
There are also four basic rules when placing those cards which are also found in the first Dungeoneer game.
Not that it matters since this picture is from 2004, but more of an FYI type thing: In 2.3 legendary rules they do actually allow map card placement like that.
In the build phase part of the rules, it says you just have to have an exit for the room you're entering, and italicized in the hero phase section the rules say "ignore the exit of the space you are entering." So I see that as sort of like you found an entrance into a room but the stairs leading down into the room are broken, so you can jump down, but you can't get back up to leave the same way you came from. You just need a way to actually leave the room from one of the other three sides of the card.