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games:card:dungeonbuilderrooms [2013/03/13 00:56] (current)
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 +======Dungeon Builder Room Types======
 +{{parent page=DungeonBuilder}}
 +<html><a rel=license" href="http://creativecommons.org/licenses/by-nc-sa/2.5/au/">"
 +<img alt=Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by-nc-sa/2.5/au/88x31.png" />"
 +</a>
 +<br />This work is licensed under a 
 +<a rel=license" href="http://creativecommons.org/licenses/by-nc-sa/2.5/au/">Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License</a>.</html>"
 +Every room type may contain only 1 trap and 1 monster unless otherwise noted.  Traps may be upgraded to any level.
 +  * {{color fg=#FFFFFF" bg="#909090" text="Grey"}}--- 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)
 +  * {{color fg=#FFFFFF" bg="#009000" text="Green"}}"
 +    *  **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
 +  * {{color fg=#FFFFFF" bg="#000000" text="Black"}}"
 +    *  **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
 +{{spamemail}}
 +----
 +CategoryGames'
  
games/card/dungeonbuilderrooms.txt · Last modified: 2013/03/13 00:56 (external edit)