Difference between revisions of "Dungeoneers"

From Dvorak - A Blank-Card Game
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Line 119: Line 119:
|cornervalue = 200
|cornervalue = 200
|text=You will receive a Renown bonus if the Villager escapes the dungeon by moving on a Dungeon Entrance.
|text=You will receive a Renown bonus if the Villager escapes the dungeon by moving on a Dungeon Entrance.
<center>Villager Hit 1</center>
<table align=center>
<table align=center>
<tr><td>Villager</td> <td></td><td>Hit 1</td></tr>
<tr><td>Str 2</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Str 2</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Spd 3</td> <td>Pow 0</td><td>Arm 0</td> </tr>
<tr><td>Spd 3</td> <td>Pow 0</td> <td>Arm 0</td> </tr>
</table>
</table>
}}
}}
Line 132: Line 132:
|cornervalue = 400
|cornervalue = 400
|text=You will receive a Renown bonus if both Villagers escape the dungeon by moving on a Dungeon Entrance.
|text=You will receive a Renown bonus if both Villagers escape the dungeon by moving on a Dungeon Entrance.
<center>Villager Hit 1</center>
<table align=center>
<table align=center>
<tr><td>Villager</td> <td></td><td>Hit 1</td></tr>
<tr><td>Str 2</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Str 2</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Spd 3</td> <td>Pow 0</td><td>Arm 0</td> </tr>
<tr><td>Spd 3</td> <td>Pow 0</td> <td>Arm 0</td> </tr>
</table>
</table>
}}
}}
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|cornervalue = 300
|cornervalue = 300
|text=You will receive a Renown bonus if the Village Hero escapes the dungeon by moving on a Dungeon Entrance.
|text=You will receive a Renown bonus if the Village Hero escapes the dungeon by moving on a Dungeon Entrance.
<center>Village Hero Hit 2</center>
<table align=center>
<table align=center>
<tr><td>Village Hero</td> <td></td><td>Hit 2</td></tr>
<tr><td>Str 3</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Str 3</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Spd 3</td> <td>Pow 1</td><td>Arm 0</td> </tr>
<tr><td>Spd 3</td> <td>Pow 1</td> <td>Arm 0</td> </tr>
</table>
</table>
}}
}}
Line 158: Line 158:
|cornervalue = 300
|cornervalue = 300
|text=You will receive a Renown bonus if the Village Healer escapes the dungeon by moving on a Dungeon Entrance.
|text=You will receive a Renown bonus if the Village Healer escapes the dungeon by moving on a Dungeon Entrance.
<center>Village Healer Hit 2</center>
<table align=center>
<table align=center>
<tr><td>Village Healer</td> <td></td><td>Hit 2</td></tr>
<tr><td>Str 1</td> <td>Dex 2</td> <td>Wis 3</td>
<tr><td>Str 1</td> <td>Dex 2</td> <td>Wis 3</td>
<tr><td>Spd 2</td> <td>Pow 1</td><td>Arm 0</td> </tr>
<tr><td>Spd 2</td> <td>Pow 1</td> <td>Arm 0</td> </tr>
</table>
</table>
Heal (Wis) - Restores 1 Health for each Success. Range 4.
Heal (Wis) - Restores 1 Health for each Success. Range 4.
Line 172: Line 172:
|cornervalue = 400
|cornervalue = 400
|text=You will receive a Renown bonus if the Village Grammy escapes the dungeon by moving on a Dungeon Entrance.
|text=You will receive a Renown bonus if the Village Grammy escapes the dungeon by moving on a Dungeon Entrance.
<center>Village Grammy Hit 1</center>
<table align=center>
<table align=center>
<tr><td>Village Grammy</td> <td></td><td>Hit 1</td></tr>
<tr><td>Str 1</td> <td>Dex 1</td> <td>Wis 3</td>
<tr><td>Str 1</td> <td>Dex 1</td> <td>Wis 3</td>
<tr><td>Spd 1</td> <td>Pow 0</td><td>Arm 0</td> </tr>
<tr><td>Spd 1</td> <td>Pow 0</td> <td>Arm 0</td> </tr>
</table>
</table>
}}
}}
Line 185: Line 185:
|cornervalue = 500
|cornervalue = 500
|text=You will receive a Renown bonus if the Damsel escapes the dungeon by moving on a Dungeon Entrance. If the Damsel ever ends her turn in a room without any Heroes she is immediately kidnapped by goblins.
|text=You will receive a Renown bonus if the Damsel escapes the dungeon by moving on a Dungeon Entrance. If the Damsel ever ends her turn in a room without any Heroes she is immediately kidnapped by goblins.
<center>Damsel Hit 2</center>
<table align=center>
<table align=center>
<tr><td>Damsel</td> <td></td><td>Hit 1</td></tr>
<tr><td>Str 1</td> <td>Dex 1</td> <td>Wis 3</td>
<tr><td>Str 1</td> <td>Dex 1</td> <td>Wis 3</td>
<tr><td>Spd 1</td> <td>Pow 0</td><td>Arm 0</td> </tr>
<tr><td>Spd 1</td> <td>Pow 0</td><td>Arm 0</td> </tr>
Line 198: Line 198:
|cornervalue =  
|cornervalue =  
|text=Heroes within the same room as the shopkeeper may purchase equipment as if they were in town.
|text=Heroes within the same room as the shopkeeper may purchase equipment as if they were in town.
<center>Shopkeeper Hit 3</center>
<table align=center>
<table align=center>
<tr><td>Shopkeeper</td> <td></td><td>Hit 3</td></tr>
<tr><td>Str 3</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Str 3</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Spd 3</td> <td>Pow 0</td><td>Arm 2</td> </tr>
<tr><td>Spd 3</td> <td>Pow 0</td><td>Arm 2</td> </tr>

Revision as of 00:49, 22 October 2009

Dungeoneers
Designer Pont
Date 7/06/2009
Players 2+
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.


Card List

Potion
Treasure
Use: Restores 1 Health. Consumable
Scroll of Town Portal
Treasure
Use: Creates a Town Portal in an adjacent square. Units may use their Action to enter the portal and return to Town. Villagers may return to town through the Town Portal. Consumable
Ankh of Life
Treasure
The next time you die you may discard the Ankh of Life to return your hero to play with full health. Consumable
Goblin Mask
Treasure
When you pull a Monster encounter you may not be attacked unless you are the only hero in the room or you attack the monsters first.
Cape of Escape
Treasure
Use: Allows you to spend your Action to return to a Dungeon Entrance.
Crystal Hourglass
Treasure
Use: Allows the player to take another turn immediately after the current turn. Consumable
Magnificent Monocle
Treasure
Grants the Hero a Range +1 Bonus on all Ranged abilities.
Running Shoes
Treasure
Grants the Hero a Speed +1 Bonus.
Atma Charm
Treasure
When the Hero is reduced to 1 Health he gains a +2 Power Bonus until he recovers Health or dies.
Heart Pendant
Treasure
Grants the Hero a Health +1 Bonus.
Empower Ring
Treasure
Grants the Hero a Strength +1 Bonus.
Tinker Ring
Treasure
Grants the Hero a Dexterity +1 Bonus.
Inspire Ring
Treasure
Grants the Hero a Wisdom +1 Bonus.
Barter Ring
Treasure
When the Hero is purchasing equipment in town he receives a 20% discount on any items purchased.
Enlightening Herb
Treasure
The Hero may learn 1 new ability. Consumable
200
Villager
Rescue
You will receive a Renown bonus if the Villager escapes the dungeon by moving on a Dungeon Entrance.
Villager Hit 1
Str 2 Dex 2 Wis 2
Spd 3 Pow 0 Arm 0
400
Villagers
Rescue
You will receive a Renown bonus if both Villagers escape the dungeon by moving on a Dungeon Entrance.
Villager Hit 1
Str 2 Dex 2 Wis 2
Spd 3 Pow 0 Arm 0
300
Village Hero
Rescue
You will receive a Renown bonus if the Village Hero escapes the dungeon by moving on a Dungeon Entrance.
Village Hero Hit 2
Str 3 Dex 2 Wis 2
Spd 3 Pow 1 Arm 0
300
Village Healer
Rescue
You will receive a Renown bonus if the Village Healer escapes the dungeon by moving on a Dungeon Entrance.
Village Healer Hit 2
Str 1 Dex 2 Wis 3
Spd 2 Pow 1 Arm 0
Heal (Wis) - Restores 1 Health for each Success. Range 4.
400
Village Grammy
Rescue
You will receive a Renown bonus if the Village Grammy escapes the dungeon by moving on a Dungeon Entrance.
Village Grammy Hit 1
Str 1 Dex 1 Wis 3
Spd 1 Pow 0 Arm 0
500
Damsel
Rescue
You will receive a Renown bonus if the Damsel escapes the dungeon by moving on a Dungeon Entrance. If the Damsel ever ends her turn in a room without any Heroes she is immediately kidnapped by goblins.
Damsel Hit 2
Str 1 Dex 1 Wis 3
Spd 1 Pow 0Arm 0
Dungeon Shopkeeper
Heroes within the same room as the shopkeeper may purchase equipment as if they were in town.
Shopkeeper Hit 3
Str 3 Dex 2 Wis 2
Spd 3 Pow 0Arm 2
Druid
Rescue
A Druid hero joins your party!
Necromancer
Rescue
A Necromancer hero joins your party!
Sorcerer
Rescue
A Sorcerer hero joins your party!
Cleric
Rescue
A Cleric hero joins your party!
Ranger
Rescue
A Ranger hero joins your party!
Knight
Rescue
A Knight hero joins your party!
Warrior
Rescue
A Warrior hero joins your party!
Rogue
Rescue
A Rogue hero joins your party!
Bottomless Pit!
Trap
The entire room becomes a bottomless pit. Any unit unfortunate enough to be in the room falls. In a bottomless pit you die of starvation. A successful Dexterity roll (1+ Successes) will allow a hero to move 1 square.
Cave In!
Trap
The square outside the room that the Hero used to enter the room before overturning the trap becomes covered with impassable rocks. Any unit standing in that square dies. That square is now impassable and the Hero must find another way out. Or die of starvation.
Goblin Trash Compactor!
Trap
The exits of the room are sealed off. At the beginning of your turn 1 square of the room becomes impassable. Any unit standing in that square is killed. A hero outside and adjacent to the room may spend their Action to open the door to allow units within to escape.
Acid Bath!
Trap
The Hero uncovering this trap loses the Armor he is wearing.
Dust of Rust!
Trap
The Hero uncovering this trap loses the Weapon he is wielding.
Trap Door!
Trap
The Hero uncovering this trap is immediately moved to a room chosen by the player to their left.
Lifespring!
Trap
Any unit that ends its turn in an adjacent square of the Lifespring gains 1 Health.
Deathspring!
Trap
Any unit that ends its turn adjacent to the Deathspring dies. Any unit that ends its turn 2 squares away from the Deathspring loses 1 Health.
Goblin Arena!
Trap
The Hero uncovering this trap may not leave the room until they defeat the Goblin Hacker that is inside the room. No other hero may enter the room or attack into it until either the Goblin Hacker or the hero are dead. If the hero dies another hero may enter the room if they wish. The Goblin Hacker may not leave the room.
Town Portal!
Trap
A Town Portal appears inside the encounter room. Any hero may spend their Action to return to town. They may return to the Dungeon on the following turn. Villagers may use the Town Portal to escape to town.
Sleeping Gas!
Trap
The hero uncovering this immediately ends their turn. Until their next turn they may not use their Armor bonus while being attacked.
Shadowy Hand!
Trap
A shadowy hand descends upon the Hero uncovering this trap. A successful Wisdom roll (3+ Successes) will allow the Hero to resist the hand. Otherwise the hand returns the Hero to the entrance they used to enter the dungeon.
Sneaky Cheeky Monkey!
Trap
The Hero uncovering this trap loses 1 piece of equipment. The player to the left chooses which equipment is stolen.
Timewell!
Trap
Any unit that ends its turn in an adjacent square of the Timewell may immediately take another turn.
Poison Dart!
Trap
The hero uncovering this trap takes 1 damage.






Gold
Gold
The Hero receives 10 Gold.
Gold
Gold
The Hero receives 5 Gold.
Gold
Gold
The Hero receives 5 Gold.
Gold
Gold
The Hero receives 10 Gold.