I'm glad you managed to get in again, and cheers for the feedback.
The A.I. Version will be uploaded on Friday, (currently the a.i. can only get one character out at once, but I'm hoping to fix that). I'm planning to spend the last two weeks of the competition concentrating on the aesthetics and helper objects (like flashing/highlighted selectable characters, and a few more animations). This week I've been focused on A.I and HUD graphics, next week I hope to jazz up the text objects (which will make it more obvious that you've picked up a potion) and hopefully implement a scoreboard system that lists most deaths, kills, traps avoided etc.
I'm in two minds about the Having To Roll A Six to get another character out on the board when you have none; on the one hand, this is a useful board game component as it allows the other player to get the upper hand, but on the other it can be annoying if you have to wait ages to get a hero on the board (if there are none out on either side, I might tweak the protocols a bit so that it's easier to get someone). Anyway, I've still got to tweak the game balance a bit (enemies are spawning too often, and the trap needs more features added) so it's comments like that one which will really help me when considering what to go with. Hmm...Maybe I could introduce some sort of Free Entry But Movement Temporarily Halved consequence? you've given me something to think about, so cheers for that!