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Dungeon Builder Adventurer Types

Adventurer types

Basic

  • Fighter — Morale: High Strength: High Hit Points: High Special Ability: Bash door
  • Thief — Morale: Low Strength: Low Hit Points: Medium Special Ability: Disable trap, Unlock door
  • Mage — Morale: Medium Strength: Low Hit Points: Low Special Ability: Fireball
  • Cleric — Morale: High Strength: Medium Hit Points: Medium Special Ability: Heal

Special

  • Barbarian — Morale: High Strength: High Hit Points: High Special Ability: Berserk
  • Ranger — Morale: High Strength: Medium Hit Points: Medium Special Ability: Hatred
  • Paladin — Morale: High Strength: Medium Hit Points: High Special Ability: Moral Compass
  • Illusionist — Morale: Medium Strength: Low Hit Points: Low Special Ability: Illusion

Special Abilities

Each special ability costs 1 charge to use (more in the case of Illusion). The player controlling the adventurers does not have to use special abilities and may choose which character uses theirs if multiples are applicable.

  • Bash—Cause Str damage to a door or trap (if not disarmed by Thief). Damage removes charges from the door or trap - if the item has no charges left, it is destroyed.
  • Berserk—Autokill: The current monster is killed no matter it's health (does not effect Dragons). The next monster encountered automatically damages the character.
  • Disable trap—Autokill: The revealed trap is destroyed before it goes off (does not effect the DHSSTWKBWPBGS).
  • Fireball—Autokill: The current monster is killed no matter it's health (does not effect Dragons or Lizardmen)
  • Hatred—Autokill: the first monster encountered in the dungeon is killed (does not effect Dragons, choose the next non-Dragon monster instead). If this monster type is encountered again in the dungeon, it may also be killed.
  • Heal—A character that has at least 1 HP goes back to full health.
  • Illusion— A defeated monster becomes a party member. This costs 1 charge for a base monster, 2 for the first upgrade and 3 for a two upgrade monster.
  • Moral Compass—A character that has at least 1 Morale goes back to full morale.
  • Unlock door—Autokill: The door is opened.
Glossary

Autokill - an automatic kill which circumvents players using most card types and is applicable against nearly all things. DHSSTWKBWPBGS - A deep hole with spring-loaded sides, tripwires, whirling knife blades driven by water power, broken glass and scorpions

Levels

Every new round of adventuring, the adventuring parties gain a level. This effects their stats and any special powers that have charges- Stats: Low = rounded up (Level/2), Medium = Level, High = Level * 2 Charges = Level + 2

"
Level: 1MoraleStrengthHit PointsCharges
Barbarian2223
Cleric2113
Fighter2223
Illusionist1113
Mage1113
Paladin2123
Ranger2113
Thief1113
Level: 2MoraleStrengthHit PointsCharges
Barbarian4444
Cleric4224
Fighter4444
Illusionist2114
Mage2114
Paladin4244
Ranger4224
Thief1124
Level: 3MoraleStrengthHit PointsCharges
Barbarian6665
Cleric6335
Fighter6665
Illusionist3225
Mage3225
Paladin6365
Ranger6335
Thief2235
Level: 4MoraleStrengthHit PointsCharges
Barbarian8886
Cleric8446
Fighter8886
Illusionist4226
Mage4226
Paladin8486
Ranger8446
Thief2246
Level: 5MoraleStrengthHit PointsCharges
Barbarian1010107
Cleric10557
Fighter1010107
Illusionist5337
Mage5337
Paladin105107
Ranger10557
Thief3357
Level: 6MoraleStrengthHit PointsCharges
Barbarian1212128
Cleric12668
Fighter1212128
Illusionist6338
Mage6338
Paladin126128
Ranger12668
Thief3368
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games/card/dungeonbuilderadventurers.txt · Last modified: 2013/03/13 00:56 (external edit)