Difference between revisions of "Dungeoneers"

From Dvorak - A Blank-Card Game
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{{card
{{card
|title=Tinker Ring
|title=Finger Ring
|bgcolor = FFF
|bgcolor = FFF
|type=Treasure
|type=Treasure
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|text=The player may discard this card to immediately gain 1 level.
|text=The player may discard this card to immediately gain 1 level.
}}
}}


{{card
{{card
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<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 - Restores 1 Health for each Wisdom Success. Range 4.
}}
}}


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}}
}}


{{card
|title=Gold
|bgcolor = FFF
|type=Gold
|text=The Hero receives 10 Gold.
}}
{{card
|title=Gold
|bgcolor = FFF
|type=Gold
|text=The Hero receives 5 Gold.
}}
{{card
|title=Gold
|bgcolor = FFF
|type=Gold
|text=The Hero receives 5 Gold.
}}
{{card
|title=Gold
|bgcolor = FFF
|type=Gold
|text=The Hero receives 10 Gold.
}}
{{card
|title=Gold
|bgcolor = FFF
|type=Gold
|text=The Hero receives 5Gold.
}}


{{card
{{card
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|bgcolor = FFF
|bgcolor = FFF
|type=Boss
|type=Boss
|cornervalue = 600
|cornervalue = 6
|text=A Tentacle Monster appears before you! It disgusting appendages whip across the dungeon entangle everyone.
|text=A disgusting tentacle monster appears before you! No unit may leave this room. Each turn all units on the board are pulled 3 squares toward this room and 1d6 is rolled:<br>1-2: 1 damage to all units on the board.<br>3-4: 2 damage to the hero with the highest health in the room.<br>5-6: All units are pulled an additional 3 squares.
}}
}}


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|bgcolor = FFF
|bgcolor = FFF
|type=Boss
|type=Boss
|cornervalue = 600
|cornervalue = 4
|text=An Implord materializes before you. Two imps appear beside him as he lets out a fierce howl from the underworld.
|text=An Implord materializes before you. Two imps appear beside him as he lets out a fierce howl from the underworld.
}}
}}

Revision as of 22:55, 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.)
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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.
Finger 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.
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.
Village Healer
Str 1 Dex 2 Wis 3
Spd 2 Pow 1 Arm 0
Heal - Restores 1 Health for each Wisdom Success. Range 4.
3
Village Grandmother
Quest
The player will gain 1 level if the Village Grandmother escapes the dungeon.
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. 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 out of the Dungeon. The Village Baby takes up 1 inventory slot.
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
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
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
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
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
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
Goblin Raiders
Monster
You stumble upon two goblins arguing in Goblinese. Each turn these monsters may move 4 squares and attack the nearest hero for 1 damage.
3
Goblin Shaman
Monster
A goblin shaman stops his dark magic when you enter the room. Each turn this monster may move 4 squares and attack the nearest hero for 1 damage at a range of 4 squares. Whenever another goblin dies in the same room as the shaman that goblin is immediately brought back to life with full health.
5
Goblin Brute
Monster
A goblin brute is trying to sharpen his club. Each turn this monster may move 3 squares and attack the nearest hero for 2 damage.
4
Giant Spider
Monster
A skittering noise alerts you of the giant spider in the room. Each turn this monster may move up to 4 squares and attack the nearest hero for 1 damage. That hero may not move next turn.
5
Manscorpion
Monster
An abomination of dark magics raises its venomous tail above you. Each turn this monster may move up to 4 squares and attack the nearest hero for 2 damage at a range of 2.
4
Salamander
Monster
A fiery lizard waddles upon the floor. Each turn this monster may move 3 squares and attack the nearest hero for 1 damage. When this monster dies it explodes, damaging all adjacent units for 2 damage.
4
Medusa
Monster
A snakehaired wench turns her gaze upon you. Each turn this unit may move 3 squares and attack the nearest hero for 2 damage. If the medusa damages a hero that hero may not act next turn.
4
Dragonkin
Monster
Two lizard-like men turn their spears upon you. Each turn these monsters may move 3 squares and attack the nearest hero for 1 damage at a range of 2.


6
Tentacle Monster!
Boss
A disgusting tentacle monster appears before you! No unit may leave this room. Each turn all units on the board are pulled 3 squares toward this room and 1d6 is rolled:
1-2: 1 damage to all units on the board.
3-4: 2 damage to the hero with the highest health in the room.
5-6: All units are pulled an additional 3 squares.
4
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...