games:card:dungeonbuilderrooms
Dungeon Builder Room Types
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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)
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- 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
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- 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