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games:card:dungeonbuilderrooms

Dungeon Builder Room Types

parent_page_dungeonbuilder " Creative"
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License.“ Every room type may contain only 1 trap and 1 monster unless otherwise noted. Traps may be upgraded to any level.

  • color_fg— Gelatinous Cube may start in grey areas, Goblin and Hobgoblin may move to grey areas. However grey areas may still only contain 1 monster unless otherwise noted.”
    • 10' Corridor
      • Basic: no effect
      • First Upgrade: 5' Corridor: Only 2 Adventurers may attack any monsters here.
      • Second Upgrade: Crawlspace: Only 1 Adventurer may attack any monsters here.
      • Adventurer Help: +1 Str one use then Str returns to normal
    • T Intersection
      • Basic: no effect
      • First Upgrade: Guard Post: If empty, draw a card from the deck when the party enters, if a monster, they man the guard post.
      • Second Upgrade: Diligent Guard Post: May contain 2 basic monsters of differing type.
      • Adventurer Help: +1 HP one use then HP returns to normal
    • Crossroads
      • Basic: no effect
      • First Upgrade: Witch: A dire prediction lowers the highest adventurer's morale by 1.
      • Second Upgrade: Crone: A dire prediction lowers the highest 2 adventurers' morales by 1.
      • Adventurer Help: +1 Charge one use then charges returns to normal
    • Dead End
      • Basic: no effect
      • First Upgrade: Secret doors: Party spends the next movement phase here as well.
      • Second Upgrade: Turned around: Party spends the next movement phase going towards the entrance. Only occurs once per adventure turn.
      • Adventurer Help: +1 Morale one use then morale returns to normal
    • 10' by 10' Room
      • Basic: no effect
      • First Upgrade: Hoard of Orcs: You may move any Orcs in the dungeon to this card when the adventurers move to it for $1 each Orc
      • Second Upgrade: Hoard: You may move any basic monsters in the dungeon to this card when the adventurers move to it for $1 each monster.
      • Adventurer Help: 1 less monster in combat (minimum 1)
    • Corridor with door
      • Basic: Door with 1 charge
      • Each Upgrade: Adds 2 charges to the door.
      • Adventurer Hinder: -1 Str one use then Str returns to normal
    • Crossroads with doors
      • Basic: Door with 1 charge
      • Each Upgrade: Adds 2 charges to the door.
      • Adventurer Hinder: -1 HP one use then HP returns to normal
    • Lair
      • Basic: May contain one Orc, Ogre or Giant
      • Each Upgrade: Increases the number of monsters by 1
      • Adventurer Hinder: -1 Charge one use then Charges returns to normal
    • Cavern
      • Basic: May contain one Kobold, Lizardman, Dragon
      • Each Upgrade: Increases the number of monsters by 1
      • Adventurer Hinder: -1 Morale one use then morale returns to normal
    • Chamber
      • Basic: May contain one Goblin, Hobgoblin, Troll
      • Each Upgrade: Increases the number of monsters by 1
      • Adventurer Hinder: 1 more monster in combat
    • Crypt
      • Basic: May contain one Skeleton, Ghoul, Vampire
      • Each Upgrade: Increases the number of monsters by 1
      • Adventurer Hinder: +1 HP to a monster one use then HP returns to normal
    • Barracks
      • Any basic monster played here counts as 4 of that type.
      • Interference: Discard 1 trap card from a pile of 2 or more
      • Counts as 2 blue upgrades
    • Torture Chamber
      • Lower entire party's morale by 1 when entered.
      • Interference: Discard 1 monster card from a pile of 2 or more
      • Counts as 2 purple upgrades
    • Evil Temple
      • Any monster placed here has double HP
      • Interference: Discard 1 room card if from a pile of 2 or more
      • Counts as 2 blue upgrades
    • Mess Hall
      • You may move any basic monsters in the dungeon to this card when the adventurers move to it for $1 each monster.
      • Interference: Cancel the help/hinder use of any 1 grey, green or yellow card as it is played.
      • Counts as 2 purple upgrades
    • Guard Station
      • May contain 2 monsters of differing type.
      • Interference: Cancel the interference of any 1 black card as it is played.
      • Counts as 2 blue upgrades
    • Fortification
      • May contain a monster of any type or upgrade.
      • Interference: A major improvement now costs an extra $1 until your turn. Place this card on it.
      • Counts as 2 purple upgrades
    • Maze of Twisty Little Pasages, all alike
      • Adventurers start back at the dungeon entrance once in the adventuring phase.
      • Interference: Play on someone's major improvement. In the next adventuring phase it doesn't function. May not be played on any library type.
      • Counts as 2 blue upgrades
    • Room of Grim Teeth
      • May contain 2 traps of differing type and one basic monster of any type.
      • Interference: Play on someone's dungeon room. In the next adventuring phase it has no upgrades to the room, monsters or traps.
      • Counts as 2 purple upgrades

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games/card/dungeonbuilderrooms.txt · Last modified: 2013/03/13 00:56 by 127.0.0.1