Difference between revisions of "Dungeoneers"

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Line 12: Line 12:
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
|text=Use: Restores 1 Health. <i>Consumable</i>
|text=Use: The player may discard this card to restore 1d6 Health.
}}
}}


Line 19: Line 19:
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
|text=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. <i>Consumable</i>
|text=Use: The player may discard this card to create 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.
}}
}}


Line 40: Line 40:
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
|text=Use: Allows you to spend your Action to return to a Dungeon Entrance.
|text=Use: Allows you to spend your Action to return to a Dungeon Entrance room.
}}
}}


Line 47: Line 47:
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
|text=Use: Allows the player to take another turn immediately after the current turn. <i>Consumable</i>
|text=Use: The player may discard this card to take another turn immediately after the current turn.
}}
}}


Line 75: Line 75:
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
|text=Grants the Hero a Health +1 Bonus.
|text=Grants the Hero a Health +2 Bonus.
}}
}}


Line 97: Line 97:
|type=Treasure
|type=Treasure
|text=Grants the Hero a Wisdom +1 Bonus.
|text=Grants the Hero a Wisdom +1 Bonus.
}}
{{card
|title=Barter Ring
|bgcolor = FFF
|type=Treasure
|text=When the Hero is purchasing equipment in town he receives a 20% discount on any items purchased.
}}
}}


Line 110: Line 103:
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
|text=The Hero may learn 1 new ability. <i>Consumable</i>
|text=The player may discard this card to immediately gain 1 level.
}}
}}


Line 116: Line 109:
|title=Villager
|title=Villager
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Quest
|cornervalue = 200
|cornervalue = 3
|text=You will receive a Renown bonus if the Villager escapes the dungeon by moving on a Dungeon Entrance.
|text=The player will gain 1 level if the Villager escapes the dungeon by moving on a Dungeon Entrance.
<center>Villager Hit 1</center>
<center>Villager</center>
<table align=center>
<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>
</table>
}}
 
{{card
|title=Villagers
|bgcolor = FFF
|type=Rescue
|cornervalue = 400
|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>Str 2</td> <td>Dex 2</td> <td>Wis 2</td>
<tr><td>Str 2</td> <td>Dex 2</td> <td>Wis 2</td>
Line 142: Line 122:
|title=Village Hero
|title=Village Hero
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Quest
|cornervalue = 300
|cornervalue = 4
|text=You will receive a Renown bonus if the Village Hero escapes the dungeon by moving on a Dungeon Entrance.
|text=The player will gain 1 level if the Village Hero escapes the dungeon by moving on a Dungeon Entrance.
<center>Village Hero Hit 2</center>
<center>Village Hero</center>
<table align=center>
<table align=center>
<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>
Line 155: Line 135:
|title=Village Healer
|title=Village Healer
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Quest
|cornervalue = 300
|cornervalue = 3
|text=You will receive a Renown bonus if the Village Healer escapes the dungeon by moving on a Dungeon Entrance.
|text=The player will gain 1 level if the Village Healer escapes the dungeon by moving on a Dungeon Entrance.
<center>Village Healer Hit 2</center>
<center>Village Healer</center>
<table align=center>
<table align=center>
<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>
Line 167: Line 147:


{{card
{{card
|title=Village Grammy
|title=Village Grandmother
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Quest
|cornervalue = 400
|cornervalue = 3
|text=You will receive a Renown bonus if the Village Grammy escapes the dungeon by moving on a Dungeon Entrance.
|text=The player will gain 1 level if the Village Grandmother escapes the dungeon by moving on a Dungeon Entrance.
<center>Village Grammy Hit 1</center>
<center>Village Grandmother</center>
<table align=center>
<table align=center>
<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>
Line 182: Line 162:
|title=Damsel
|title=Damsel
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Quest
|cornervalue = 500
|cornervalue = 3
|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=The player will gain 1 level 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 and removed from the board.
<center>Damsel Hit 2</center>
<center>Damsel</center>
<table align=center>
<table align=center>
<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>
Line 193: Line 173:


{{card
{{card
|title=Dungeon Shopkeeper
|title=Village Baby
|bgcolor = FFF
|bgcolor = FFF
|type=
|type=Quest
|cornervalue =  
|cornervalue =  
|text=Heroes within the same room as the shopkeeper may purchase equipment as if they were in town.
|text=The player will gain 1 level if the Village Baby is brought to out of the Dungeon. The Village Baby takes up 1 inventory slot.
<center>Shopkeeper Hit 3</center>
<table align=center>
<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>
</table>
}}
}}


{{card
{{card
|title=Druid
|title=
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Quest
|cornervalue =  
|cornervalue =  
|text=A Druid hero joins your party!
|text=
}}
}}


{{card
|title=Necromancer
|bgcolor = FFF
|type=Rescue
|cornervalue =
|text=A Necromancer hero joins your party!
}}


{{card
{{card
|title=Sorcerer
|title=Bottomless Pit!
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Trap
|cornervalue =  
|cornervalue =  
|text=A Sorcerer hero joins your party!
|text=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 return to the previous room.
}}
}}


{{card
{{card
|title=Cleric
|title=Cave In!
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Trap
|cornervalue =  
|cornervalue =  
|text=A Cleric hero joins your party!
|text=The ceiling of the room begins to cave in. Players take turns placing rocks in the room until all players have placed 1 rock in the room. Any hero in a square where a rock is being placed may move 1 square with a successful Dexterity roll (1+ Successes). Any unit still standing in a square when a rock falls on it dies.
}}
}}


{{card
{{card
|title=Ranger
|title=Collapsing Floor
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Trap
|cornervalue =  
|cornervalue =  
|text=A Ranger hero joins your party!
|text=Any time a unit in this room leaves a square the floor in that square falls away revealing a bottomless pit beneath. Squares that have become bottomless pits never return to normal.
}}
}}


{{card
{{card
|title=Knight
|title=Acid Bath!
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Trap
|cornervalue =  
|cornervalue =  
|text=A Knight hero joins your party!
|text=The Hero uncovering this trap loses 1 piece of equipment. The player to his left chooses which equipment is lost.
}}
}}


{{card
{{card
|title=Warrior
|title=Trap Door!
|bgcolor = FFF
|bgcolor = FFF
|type=Rescue
|type=Trap
|cornervalue =  
|cornervalue =  
|text=A Warrior hero joins your party!
|text=The Hero uncovering this trap is immediately moved to a room chosen by the player to their left.
}}
}}


{{card
{{card
|title=Rogue
|title=Goblin Arena!
|bgcolor = FFF
|type=Rescue
|cornervalue =
|text=A Rogue hero joins your party!
}}
 
{{card
|title=Bottomless Pit!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Trap
|cornervalue =  
|cornervalue =  
|text=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.
|text=The Hero uncovering this trap may not leave the room until he or she has defeated all the enemies within this room. If you uncover this card and there are no monsters in the room you may return this card face down upon the board when you leave this room.
}}
}}


{{card
{{card
|title=Cave In!
|title=Sleeping Gas!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Trap
|cornervalue =  
|cornervalue =  
|text=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.
|text=The hero uncovering this immediately ends their turn. That hero may not move or act until he either takes damage or begins his third turn after uncovering this trap.
}}
}}


{{card
{{card
|title=Goblin Trash Compactor!
|title=Shadowy Hand!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Trap
|cornervalue =  
|cornervalue =  
|text=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.
|text=A shadowy hand descends upon the Hero uncovering this trap. A successful Wisdom roll (1+ Successes) will allow the Hero to resist the hand. Otherwise the hand returns the Hero to the entrance they used to enter the dungeon.
}}
}}


{{card
{{card
|title=Acid Bath!
|title=Teleporter
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Trap
|cornervalue =  
|cornervalue =  
|text=The Hero uncovering this trap loses the Armor he is wearing.
|text=The hero accidentally triggers a teleportation device. He immediately swaps positions with a hero of his choice.
}}
}}


{{card
{{card
|title=Dust of Rust!
|title=Sticky Icky Floors!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Trap
|cornervalue =  
|cornervalue =  
|text=The Hero uncovering this trap loses the Weapon he is wielding.
|text=The floors are covered with a disgustingly sticky substance. No unit may move more than 1 square within this room each turn.
}}
}}


{{card
{{card
|title=Trap Door!
|title=Timewell!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Shrine
|cornervalue =  
|cornervalue =  
|text=The Hero uncovering this trap is immediately moved to a room chosen by the player to their left.
|text=Any unit that ends its turn in the room of the Timewell may immediately take another turn. Monsters within this room act as well if the player takes another turn.
}}
}}


Line 320: Line 280:
|title=Lifespring!
|title=Lifespring!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Shrine
|cornervalue =  
|cornervalue =  
|text=Any unit that ends its turn in an adjacent square of the Lifespring gains 1 Health.
|text=Any unit that ends its turn in the room of the Lifespring may restore 1 Health.  
}}
}}


{{card
{{card
|title=Deathspring!
|title=Bed!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Shrine
|cornervalue =  
|cornervalue =  
|text=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.
|text=Any unit that rests within this room regains his or her full Health.  
}}
}}


{{card
{{card
|title=Goblin Arena!
|title=Cleansing Shrine!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Shrine
|cornervalue =  
|cornervalue =  
|text=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.
|text=Any unit that ends its turn in the room may remove 1 Curse from himself.
}}
}}


Line 344: Line 304:
|title=Town Portal!
|title=Town Portal!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Shrine
|cornervalue =  
|cornervalue =  
|text=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.
|text=The player places a Town Portal in a square of the room. Any unit that moves onto this square may exit the dungeon.  
}}
}}


{{card
{{card
|title=Sleeping Gas!
|title=Lifespring!
|bgcolor = FFF
|bgcolor = FFF
|type=Trap
|type=Shrine
|cornervalue =  
|cornervalue =  
|text=The hero uncovering this immediately ends their turn. Until their next turn they may not use their Armor bonus while being attacked.
|text=Any unit that ends its turn in the room of the Lifespring may restore 2 Health.  
}}
}}


{{card
|title=Shadowy Hand!
|bgcolor = FFF
|type=Trap
|cornervalue =
|text=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.
}}


{{card
|title=Sneaky Cheeky Monkey!
|bgcolor = FFF
|type=Trap
|cornervalue =
|text=The Hero uncovering this trap loses 1 piece of equipment. The player to the left chooses which equipment is stolen.
}}


{{card
|title=Timewell!
|bgcolor = FFF
|type=Trap
|cornervalue =
|text=Any unit that ends its turn in an adjacent square of the Timewell may immediately take another turn.
}}


{{card
 
|title=Poison Dart!
 
|bgcolor = FFF
 
|type=Trap
|cornervalue =
|text=The hero uncovering this trap takes 1 damage.
}}


{{card
{{card
|title=Goblins!
|title=Walking Dead!
|bgcolor = FFF
|bgcolor = FFF
|type=Monster
|type=Monster
|cornervalue = 500
|cornervalue = 2
|text=Goblins Attack! A Goblin Tank and (4) Goblin Flunkies appear.
|text=Monsters Attack! Three shambling undead creatures appear in the room. Each turn these monsters may move 2 squares and attack the nearest hero for 1 damage each. Whenever one of these creatures is killed 1 die is rolled. On a 5 or 6 that monster returns to life with full health.
}}
}}


{{card
{{card
|title=Goblins!
|title=Skeletal Knight!
|bgcolor = FFF
|bgcolor = FFF
|type=Monster
|type=Monster
|cornervalue = 500
|cornervalue = 4
|text=Goblins Attack! A Goblin Hacker and (4) Goblin Flunkies appear.
|text=Monsters Attack! A knight of bones and armor appears. Each turn the Knight may move 2 squares and attack the nearest hero for 2 damage. Whenever this monster dies 1 die is rolled. On a 5 or 6 the Knight is returned to play with 2 health.
}}
}}


{{card
{{card
|title=Goblins!
|title=Vampiric Bats!
|bgcolor = FFF
|bgcolor = FFF
|type=Monster
|type=Monster
|cornervalue = 500
|cornervalue = 1
|text=Goblins Attack! A Goblin Hacker and (2) Goblin Slingers appear.
|text=Monsters Attack! A swarm of three bloodsucking bats descends upon you. Each turn these monsters may 3 squares and attack the nearest hero for 1 damage each. Whenever the bats damage a player they gain 1 health. This may increase their health beyond their maximum.
}}
}}


{{card
{{card
|title=Goblins!
|title=Plague Rats
|bgcolor = FFF
|bgcolor = FFF
|type=Monster
|type=Monster
|cornervalue = 500
|cornervalue = 2
|text=Goblins Attack! A Goblin Hacker and (2) Goblin Slingers appear.
|text=Monsters Attack! A swarm of three infected rodents skitter about the floor of the room. Each turn the monsters may move up to 5 squares and attack the nearest hero for 1 damage each.
}}
}}


{{card
|title=Goblins!
|bgcolor = FFF
|type=Monster
|cornervalue = 500
|text=Goblins Attack! A Goblin Hacker and (2) Goblin Sneakers appear.
}}


{{card
{{card
|title=Goblins!
|title=Dire Dire Bear
|bgcolor = FFF
|bgcolor = FFF
|type=Monster
|type=Monster
|cornervalue = 500
|cornervalue = 6
|text=Goblins Attack! A Goblin Hacker and (2) Goblin Firers appear.
|text=Monsters Attack! A monstrous bear sleeps within this room. The bear will not attack the hero until attacked or a hero moves into an adjacent square. Each turn this monster may move 4 squares and attack the nearest hero for 2 damage.  
}}
}}


{{card
|title=Goblins!
|bgcolor = FFF
|type=Monster
|cornervalue = 300
|text=Goblins Attack! A Goblin Shaman and (2) Goblin Slingers appear.
}}


{{card
{{card
|title=Goblins!
|title=Ratking
|bgcolor = FFF
|bgcolor = FFF
|type=Monster
|type=Monster
|cornervalue = 300
|cornervalue = 3
|text=Goblins Attack! A Goblin Shaman and (2) Goblin Firers appear.
|text=Monsters Attack!
}}
}}


{{card
|title=Goblins!
|bgcolor = FFF
|type=Monster
|cornervalue = 300
|text=Goblins Attack! A Goblin Shaman and (2) Goblin Sneakers appear.
}}


{{card
|title=Goblins!
|bgcolor = FFF
|type=Monster
|cornervalue = 600
|text=Goblins Attack! A Goblin Tank and Goblin Hacker appear.
}}


{{card
|title=Goblins!
|bgcolor = FFF
|type=Monster
|cornervalue = 400
|text=Goblins Attack! A (2) Goblin Firers and (2) Goblin Sneakers appear.
}}


{{card
{{card

Revision as of 15:16, 27 December 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

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


Card List

Potion
Treasure
Use: The player may discard this card to restore 1d6 Health.
Scroll of Town Portal
Treasure
Use: The player may discard this card to create 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.
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 room.
Crystal Hourglass
Treasure
Use: The player may discard this card to take another turn immediately after the current turn.
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 +2 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.
Enlightening Herb
Treasure
The player may discard this card to immediately gain 1 level.
3
Villager
Quest
The player will gain 1 level if the Villager escapes the dungeon by moving on a Dungeon Entrance.
Villager
Str 2 Dex 2 Wis 2
Spd 3 Pow 0 Arm 0
4
Village Hero
Quest
The player will gain 1 level if the Village Hero escapes the dungeon by moving on a Dungeon Entrance.
Village Hero
Str 3 Dex 2 Wis 2
Spd 3 Pow 1 Arm 0
3
Village Healer
Quest
The player will gain 1 level if the Village Healer escapes the dungeon by moving on a Dungeon Entrance.
Village Healer
Str 1 Dex 2 Wis 3
Spd 2 Pow 1 Arm 0
Heal (Wis) - Restores 1 Health for each Success. Range 4.
3
Village Grandmother
Quest
The player will gain 1 level if the Village Grandmother escapes the dungeon by moving on a Dungeon Entrance.
Village Grandmother
Str 1 Dex 1 Wis 3
Spd 1 Pow 0 Arm 0
3
Damsel
Quest
The player will gain 1 level 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 and removed from the board.
Damsel
Str 1 Dex 1 Wis 3
Spd 1 Pow 0Arm 0
Village Baby
Quest
The player will gain 1 level if the Village Baby is brought to out of the Dungeon. The Village Baby takes up 1 inventory slot.
Quest


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 return to the previous room.
Cave In!
Trap
The ceiling of the room begins to cave in. Players take turns placing rocks in the room until all players have placed 1 rock in the room. Any hero in a square where a rock is being placed may move 1 square with a successful Dexterity roll (1+ Successes). Any unit still standing in a square when a rock falls on it dies.
Collapsing Floor
Trap
Any time a unit in this room leaves a square the floor in that square falls away revealing a bottomless pit beneath. Squares that have become bottomless pits never return to normal.
Acid Bath!
Trap
The Hero uncovering this trap loses 1 piece of equipment. The player to his left chooses which equipment is lost.
Trap Door!
Trap
The Hero uncovering this trap is immediately moved to a room chosen by the player to their left.
Goblin Arena!
Trap
The Hero uncovering this trap may not leave the room until he or she has defeated all the enemies within this room. If you uncover this card and there are no monsters in the room you may return this card face down upon the board when you leave this room.
Sleeping Gas!
Trap
The hero uncovering this immediately ends their turn. That hero may not move or act until he either takes damage or begins his third turn after uncovering this trap.
Shadowy Hand!
Trap
A shadowy hand descends upon the Hero uncovering this trap. A successful Wisdom roll (1+ Successes) will allow the Hero to resist the hand. Otherwise the hand returns the Hero to the entrance they used to enter the dungeon.
Teleporter
Trap
The hero accidentally triggers a teleportation device. He immediately swaps positions with a hero of his choice.
Sticky Icky Floors!
Trap
The floors are covered with a disgustingly sticky substance. No unit may move more than 1 square within this room each turn.
Timewell!
Shrine
Any unit that ends its turn in the room of the Timewell may immediately take another turn. Monsters within this room act as well if the player takes another turn.
Lifespring!
Shrine
Any unit that ends its turn in the room of the Lifespring may restore 1 Health.
Bed!
Shrine
Any unit that rests within this room regains his or her full Health.
Cleansing Shrine!
Shrine
Any unit that ends its turn in the room may remove 1 Curse from himself.
Town Portal!
Shrine
The player places a Town Portal in a square of the room. Any unit that moves onto this square may exit the dungeon.
Lifespring!
Shrine
Any unit that ends its turn in the room of the Lifespring may restore 2 Health.





2
Walking Dead!
Monster
Monsters Attack! Three shambling undead creatures appear in the room. Each turn these monsters may move 2 squares and attack the nearest hero for 1 damage each. Whenever one of these creatures is killed 1 die is rolled. On a 5 or 6 that monster returns to life with full health.
4
Skeletal Knight!
Monster
Monsters Attack! A knight of bones and armor appears. Each turn the Knight may move 2 squares and attack the nearest hero for 2 damage. Whenever this monster dies 1 die is rolled. On a 5 or 6 the Knight is returned to play with 2 health.
1
Vampiric Bats!
Monster
Monsters Attack! A swarm of three bloodsucking bats descends upon you. Each turn these monsters may 3 squares and attack the nearest hero for 1 damage each. Whenever the bats damage a player they gain 1 health. This may increase their health beyond their maximum.
2
Plague Rats
Monster
Monsters Attack! A swarm of three infected rodents skitter about the floor of the room. Each turn the monsters may move up to 5 squares and attack the nearest hero for 1 damage each.


6
Dire Dire Bear
Monster
Monsters Attack! A monstrous bear sleeps within this room. The bear will not attack the hero until attacked or a hero moves into an adjacent square. Each turn this monster may move 4 squares and attack the nearest hero for 2 damage.


3
Ratking
Monster
Monsters Attack!



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.
Gold
Gold
The Hero receives 5Gold.
600
Tentacle Monster!
Boss
A Tentacle Monster appears before you! It disgusting appendages whip across the dungeon entangle everyone.
600
Implord!
Boss
An Implord materializes before you. Two imps appear beside him as he lets out a fierce howl from the underworld.
600
Giant Gelatinous Goo!
Boss
You stumble upon a Giant Gelatinous Goo! You notice the remains of unfortunate adventures as it slowly oozes toward you.
600
Minotaur!
Boss
You hear the snap of a bone and notice a Minotaur picking his teeth with a femur.
600
Giant Anaconda!
Boss
Coiled around the walls of the room is the massive body of a great snake. It hisses and descends upon you.
600
Angry Dragon!
Boss
The room smells of burnt flesh. You're trying to avoid the charred remains of adventurers when you notice the dragon.
600
Undead King!
Boss
Sitting upon his throne of bones the Undead King beckons you toward him.
600
Spider Queen!
Boss
The web bundles wrapped and stashed away in this room look oddly like people. Then you notice something move...
600
Door to the Void!
Boss
Swirling daemonmists surround this otherworldly gate. Two voidlings dance about it until they notice you.
600
Doppelganger!
Boss
The mists in this room begin to take shape before you as you enter. The hollow form begins to resemble you...