Difference between revisions of "Dungeoneers"
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|text=The hero may discard this card to deal 2 damage to all enemies within the room. | |text=The hero may discard this card to deal 2 damage to all enemies within the room. | ||
}} | }} | ||
{{card | {{card | ||
|title=Peddler | |title=Peddler | ||
|bgcolor= | |bgcolor=FFF | ||
|type=Villager | |type=Villager | ||
|cornervalue=3 | |cornervalue=3 | ||
Line 163: | Line 162: | ||
{{card | {{card | ||
|title=Dying Man | |title=Dying Man|bgcolor=FFF|type=Villager|cornervalue= | ||
|bgcolor= | |||
|type=Villager | |||
|cornervalue= | |||
|text=The hero finds a dying man whose final request is that the hero slays a boss. The next time the hero defeats a boss he or she gains 2 levels. | |text=The hero finds a dying man whose final request is that the hero slays a boss. The next time the hero defeats a boss he or she gains 2 levels. | ||
}} | }} | ||
{{card | {{card | ||
|title=Old Wife | |title=Old Wife|bgcolor=FFF|type=Villager|cornervalue=3 | ||
|bgcolor= | |||
|type=Villager | |||
|cornervalue=3 | |||
|text=Place an Old Wife in the room. The player will gain 1 level if the Old Wife escapes the dungeon. The Old Wife may move 3 squares per turn. Each turn the Old Wife may remove a curse from a hero within the room. | |text=Place an Old Wife in the room. The player will gain 1 level if the Old Wife escapes the dungeon. The Old Wife may move 3 squares per turn. Each turn the Old Wife may remove a curse from a hero within the room. | ||
}} | }} | ||
{{card | {{card | ||
|title=Drunk | |title=Drunk|bgcolor=FFF|type=Villager|cornervalue=4 | ||
|bgcolor= | |||
|type=Villager | |||
|cornervalue=4 | |||
|text=Place a Drunk in the room. The player will gain 1 level if the Drunk escapes the dungeon. Each turn roll 1d6: on a 5 or 6 the Drunk is controlled by the player to your left this turn and may move 2 squares. Otherwise he may move 3 squares. | |text=Place a Drunk in the room. The player will gain 1 level if the Drunk escapes the dungeon. Each turn roll 1d6: on a 5 or 6 the Drunk is controlled by the player to your left this turn and may move 2 squares. Otherwise he may move 3 squares. | ||
}} | }} | ||
{{card | {{card | ||
|title=Idiot | |title=Idiot|bgcolor=FFF|type=Villager|cornervalue=3 | ||
|bgcolor = FFF | |||
|type=Villager | |||
|cornervalue = 3 | |||
|text=Place an Idiot in the room. The player will gain 1 level if the Idiot escapes the dungeon. The Idiot may move 3 squares per turn. | |text=Place an Idiot in the room. The player will gain 1 level if the Idiot escapes the dungeon. The Idiot may move 3 squares per turn. | ||
}} | }} | ||
{{card | {{card | ||
|title=Guard | |title=Guard|bgcolor=FFF|type=Villager|cornervalue=4 | ||
|bgcolor = FFF | |||
|type=Villager | |||
|cornervalue = 4 | |||
|text=Place a Guard in the room. The player will gain 1 level if the Guard escapes the dungeon. The Guard may move 3 squares per turn and attack an adjacent enemy for 1 damage. | |text=Place a Guard in the room. The player will gain 1 level if the Guard escapes the dungeon. The Guard may move 3 squares per turn and attack an adjacent enemy for 1 damage. | ||
}} | }} | ||
{{card | {{card | ||
|title=Medicine Man | |title=Medicine Man|bgcolor=FFF|type=Villager|cornervalue=3 | ||
|bgcolor = FFF | |||
|type=Villager | |||
|cornervalue = 3 | |||
|text=Place a Medicine Man in the room. The player will gain 1 level if the Medicine Man escapes the dungeon. The Medicine Man may move 3 squares per turn and heal an adjacent ally for 1 health. | |text=Place a Medicine Man in the room. The player will gain 1 level if the Medicine Man escapes the dungeon. The Medicine Man may move 3 squares per turn and heal an adjacent ally for 1 health. | ||
}} | }} | ||
{{card | {{card | ||
|title=Grandmother | |title=Grandmother|bgcolor=FFF|type=Villager|cornervalue=3 | ||
|bgcolor = FFF | |||
|type=Villager | |||
|cornervalue = 3 | |||
|text=Place a Grandmother in the room. The player will gain 1 level if the Grandmother escapes the dungeon. The Grandmother may move 2 squares per turn. | |text=Place a Grandmother in the room. The player will gain 1 level if the Grandmother escapes the dungeon. The Grandmother may move 2 squares per turn. | ||
}} | }} | ||
{{card | {{card | ||
|title=Damsel | |title=Damsel|bgcolor=FFF|type=Villager|cornervalue=3 | ||
|bgcolor = FFF | |||
|type=Villager | |||
|cornervalue = 3 | |||
|text=Place a Damsel in the room. The player will gain 1 level if the Damsel escapes the dungeon. Each turn the Damsel may move 3 squares. If the Damsel ever ends her turn in a room without any Heroes she is immediately kidnapped by goblins and removed from the board. | |text=Place a Damsel in the room. The player will gain 1 level if the Damsel escapes the dungeon. Each turn the Damsel may move 3 squares. If the Damsel ever ends her turn in a room without any Heroes she is immediately kidnapped by goblins and removed from the board. | ||
}} | }} | ||
{{card | {{card | ||
|title=Baby | |title=Baby|bgcolor=FFF|type=Villager|cornervalue= | ||
|bgcolor = FFF | |||
|type=Villager | |||
|cornervalue = | |||
|text=The player will gain 1 level if the Baby is brought out of the Dungeon. The Baby takes up 1 inventory slot. | |text=The player will gain 1 level if the Baby is brought out of the Dungeon. The Baby takes up 1 inventory slot. | ||
}} | }} | ||
{{card | {{card | ||
|title=Bottomless Pit! | |title=Bottomless Pit!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|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 return to the previous room. | |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=Cave In! | |title=Cave In!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|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. | |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=Collapsing Floor! | |title=Collapsing Floor!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|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. | |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=Acid Bath! | |title=Acid Bath!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|text=The Hero uncovering this trap loses 1 piece of equipment. The player to his left chooses which equipment is lost. | |text=The Hero uncovering this trap loses 1 piece of equipment. The player to his left chooses which equipment is lost. | ||
}} | }} | ||
{{card | {{card | ||
|title=Trap Door! | |title=Trap Door!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|text=The Hero uncovering this trap is immediately moved to a room chosen by the player to their left. | |text=The Hero uncovering this trap is immediately moved to a room chosen by the player to their left. | ||
}} | }} | ||
{{card | {{card | ||
|title=Goblin Arena! | |title=Goblin Arena!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|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. | |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=Sleeping Gas! | |title=Sleeping Gas!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|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. | |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=Shadowy Hand! | |title=Shadowy Hand!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|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. | |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=Teleporter! | |title=Teleporter!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|text=The hero accidentally triggers a teleportation device. He immediately swaps positions with a hero of his choice. | |text=The hero accidentally triggers a teleportation device. He immediately swaps positions with a hero of his choice. | ||
}} | }} | ||
{{card | {{card | ||
|title=Sticky Icky Floors! | |title=Sticky Icky Floors!|bgcolor=FFF|type=Trap|cornervalue = | ||
|bgcolor = FFF | |||
|type=Trap | |||
|cornervalue = | |||
|text=The floors are covered with a disgustingly sticky substance. No unit may move more than 1 square within this room each turn. | |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=Timewell! | |title=Timewell!|bgcolor=FFF|type=Shrine|cornervalue = | ||
|bgcolor = FFF | |||
|type=Shrine | |||
|cornervalue = | |||
|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. | |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. | ||
}} | }} | ||
{{card | {{card | ||
|title=Healing Spring! | |title=Healing Spring!|bgcolor=FFF|type=Shrine|cornervalue = | ||
|bgcolor = FFF | |||
|type=Shrine | |||
|cornervalue = | |||
|text=Any unit that rests within this room has his health restored to full. | |text=Any unit that rests within this room has his health restored to full. | ||
}} | }} | ||
{{card | {{card | ||
|title=Bed! | |title=Bed!|bgcolor=FFF|type=Shrine|cornervalue = | ||
|bgcolor = FFF | |||
|type=Shrine | |||
|cornervalue = | |||
|text=Any unit that rests within this room may draw 2 room cards. | |text=Any unit that rests within this room may draw 2 room cards. | ||
}} | }} | ||
{{card | {{card | ||
|title=Cleansing Shrine! | |title=Cleansing Shrine!|bgcolor=FFF|type=Shrine|cornervalue = | ||
|bgcolor = FFF | |||
|type=Shrine | |||
|cornervalue = | |||
|text=Any unit that ends its turn in the room may remove 1 Curse from himself. | |text=Any unit that ends its turn in the room may remove 1 Curse from himself. | ||
}} | }} | ||
{{card | {{card | ||
|title=Town Portal! | |title=Town Portal!|bgcolor=FFF|type=Shrine|cornervalue = | ||
|bgcolor = FFF | |||
|type=Shrine | |||
|cornervalue = | |||
|text=The player places a Town Portal in a square of the room. Any unit that moves onto this square may exit the dungeon. | |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=Walking Dead! | |title=Walking Dead!|bgcolor=FFF|type=Monster Undead|cornervalue = 1/2 | ||
|bgcolor = FFF | |||
|type=Monster Undead | |||
|cornervalue = 1/2 | |||
|text=Three shambling undead creatures appear in the room. Whenever one of these creatures is killed 1 die is rolled. On a 5 or 6 that monster returns to life with full health. <i>Move 3</i> | |text=Three shambling undead creatures appear in the room. Whenever one of these creatures is killed 1 die is rolled. On a 5 or 6 that monster returns to life with full health. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Skeletal Knight! | |title=Skeletal Knight!|bgcolor=FFF|type=Monster Undead|cornervalue = 2/4 | ||
|bgcolor = FFF | |||
|type=Monster Undead | |||
|cornervalue = 2/4 | |||
|text=A knight of bones and armor appears. Whenever this monster dies 1 die is rolled. On a 5 or 6 the Knight is returned to play with 2 health. <i>Move 3</i> | |text=A knight of bones and armor appears. Whenever this monster dies 1 die is rolled. On a 5 or 6 the Knight is returned to play with 2 health. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Cursed Mummy! | |title=Cursed Mummy!|bgcolor=FFF|type=Monster Undead|cornervalue = 2/5 | ||
|bgcolor = FFF | |||
|type=Monster Undead | |||
|cornervalue = 2/5 | |||
|text=Wrapped from head to toe the mummy shambles toward you. If the Mummy damages you then you are cursed and lose 1 Health per 1 square moved until the Mummy dies. <i>Move 3</i> | |text=Wrapped from head to toe the mummy shambles toward you. If the Mummy damages you then you are cursed and lose 1 Health per 1 square moved until the Mummy dies. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Vampiric Bats! | |title=Vampiric Bats!|bgcolor=FFF|type=Monster|cornervalue = 1/1 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/1 | |||
|text=A swarm of three bloodsucking bats descends upon you. Whenever a bat damages a player that bat gains 1 health. This may increase their health beyond their maximum. <i>Move 4</i> | |text=A swarm of three bloodsucking bats descends upon you. Whenever a bat damages a player that bat gains 1 health. This may increase their health beyond their maximum. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Plague Rats! | |title=Plague Rats!|bgcolor=FFF|type=Monster|cornervalue = 1/2 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/2 | |||
|text=A swarm of three infected rodents skitter about the floor of the room. If a plague rat deals damage to a hero that hero suffers a -1 Move penalty until the end of his turn. <i>Move 5</i> | |text=A swarm of three infected rodents skitter about the floor of the room. If a plague rat deals damage to a hero that hero suffers a -1 Move penalty until the end of his turn. <i>Move 5</i> | ||
}} | }} | ||
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{{card | {{card | ||
|title=Dire Dire Bear! | |title=Dire Dire Bear!|bgcolor=FFF|type=Monster|cornervalue = 2/6 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 2/6 | |||
|text=A monstrous bear sleeps within this room. The bear will not attack or move until damaged or a hero moves into an adjacent square. <i>Move 4</i> | |text=A monstrous bear sleeps within this room. The bear will not attack or move until damaged or a hero moves into an adjacent square. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Giant Spider! | |title=Giant Spider!|bgcolor=FFF|type=Monster Insect|cornervalue = 1/4 | ||
|bgcolor = FFF | |||
|type=Monster Insect | |||
|cornervalue = 1/4 | |||
|text=A skittering noise alerts you of the giant spider in the room. If the Giant Spider damages a hero that hero may not move during his or her next turn. <i>Move 4</i> | |text=A skittering noise alerts you of the giant spider in the room. If the Giant Spider damages a hero that hero may not move during his or her next turn. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Terribly Venomous Slug | |title=Terribly Venomous Slug|bgcolor=FFF|type=Monster Insect|cornervalue = 1/7 | ||
|bgcolor = FFF | |||
|type=Monster Insect | |||
|cornervalue = 1/7 | |||
|text=It's terrible and venomous. If the slug damages a hero, that hero takes 1 damage at the start of his next turn. Every time the slug leaves a square a poison token is left behind. Whenever a unit moves into one of these squares they take 1 damage. <i>Move 3</i> | |text=It's terrible and venomous. If the slug damages a hero, that hero takes 1 damage at the start of his next turn. Every time the slug leaves a square a poison token is left behind. Whenever a unit moves into one of these squares they take 1 damage. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Manscorpion! | |title=Manscorpion!|bgcolor=FFF|type=Monster Insect|cornervalue = 2/5 | ||
|bgcolor = FFF | |||
|type=Monster Insect | |||
|cornervalue = 2/5 | |||
|text=An abomination of dark magics raises its venomous tail above you. The manscorpion may attack a hero from a range of 2 squares. <i>Move 3</i> | |text=An abomination of dark magics raises its venomous tail above you. The manscorpion may attack a hero from a range of 2 squares. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Salamander! | |title=Salamander!|bgcolor=FFF|type=Monster Reptile|cornervalue = 1/4 | ||
|bgcolor = FFF | |||
|type=Monster Reptile | |||
|cornervalue = 1/4 | |||
|text=A fiery lizard waddles upon the floor. When this monster dies it explodes, damaging all adjacent units for 2 damage. <i>Move 3</i> | |text=A fiery lizard waddles upon the floor. When this monster dies it explodes, damaging all adjacent units for 2 damage. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Medusa! | |title=Medusa!|bgcolor=FFF|type=Monster Reptile|cornervalue = 2/4 | ||
|bgcolor = FFF | |||
|type=Monster Reptile | |||
|cornervalue = 2/4 | |||
|text=A snake-haired wench turns her gaze upon you. If the Medusa damages a hero roll a six-sided die; on a 5 or 6 that hero may not move or act next turn. <i>Move 3</i> | |text=A snake-haired wench turns her gaze upon you. If the Medusa damages a hero roll a six-sided die; on a 5 or 6 that hero may not move or act next turn. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Dragonkin! | |title=Dragonkin!|bgcolor=FFF|type=Monster Reptile|cornervalue = 1/3 | ||
|bgcolor = FFF | |||
|type=Monster Reptile | |||
|cornervalue = 1/3 | |||
|text=Two lizard-like men turn their spears upon you. The dragonkin may attack a hero from a range of 2 squares. <i>Move 3</i> | |text=Two lizard-like men turn their spears upon you. The dragonkin may attack a hero from a range of 2 squares. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Highwayman! | |title=Highwayman!|bgcolor=FFF|type=Monster|cornervalue = 1/5 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/5 | |||
|text=The Highwayman appears before you demanding a toll. The hero may choose to discard a Treasure card to immediately defeat the Highwayman. No level or treasure is rewarded for defeating the Highwayman in his manner. <i>Move 4</i> | |text=The Highwayman appears before you demanding a toll. The hero may choose to discard a Treasure card to immediately defeat the Highwayman. No level or treasure is rewarded for defeating the Highwayman in his manner. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Ogre! | |title=Ogre!|bgcolor=FFF|type=Monster|cornervalue = 1/6 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/6 | |||
|text=A big stupid ogre blocks your path. Each turn the Ogre negates the first point of damage dealt to him. <i>Move 3</i> | |text=A big stupid ogre blocks your path. Each turn the Ogre negates the first point of damage dealt to him. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Troll! | |title=Troll!|bgcolor=FFF|type=Monster|cornervalue = 2/5 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 2/5 | |||
|text=Warty green skin covers this lumbering creature. Each turn the Troll regains 1 Health. <i>Move 4</i> | |text=Warty green skin covers this lumbering creature. Each turn the Troll regains 1 Health. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Glass Golem! | |title=Glass Golem!|bgcolor=FFF|type=Monster|cornervalue = 1/5 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/5 | |||
|text=The sparkling construct only wants to give you a nice pointy hug. When the Glass Golem dies he deals 1 damage to all units within the room. <i>Move 3</i> | |text=The sparkling construct only wants to give you a nice pointy hug. When the Glass Golem dies he deals 1 damage to all units within the room. <i>Move 3</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Succubus! | |title=Succubus!|bgcolor=FFF|type=Monster|cornervalue = 1/4 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/4 | |||
|text=The sexy demon spanks her rump and beckons you. Each time the Succubus damages a player he or she must discard a card. If the player has no cards in their hand he or she takes 2 additional damage. <i>Move 4</i> | |text=The sexy demon spanks her rump and beckons you. Each time the Succubus damages a player he or she must discard a card. If the player has no cards in their hand he or she takes 2 additional damage. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Elder Vampire! | |title=Elder Vampire!|bgcolor=FFF|type=Monster Undead|cornervalue = 2/4 | ||
|bgcolor = FFF | |||
|type=Monster Undead | |||
|cornervalue = 2/4 | |||
|text= A ghoulish monster wants to suck your blood. Whenever a Elder Vampires damages a player that he gains 2 health. This may increase his health beyond his maximum. <i>Move 4</i> | |text= A ghoulish monster wants to suck your blood. Whenever a Elder Vampires damages a player that he gains 2 health. This may increase his health beyond his maximum. <i>Move 4</i> | ||
}} | }} | ||
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{{card | {{card | ||
|title=Mindfileter! | |title=Mindfileter!|bgcolor=FFF|type=Monster|cornervalue = 1/5 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/5 | |||
|text=This creature licks its tentacled mouth in expectation of your brains. If the Mindfileter damages a hero he or she suffers a -1 Wisdom penalty. This penalty may be removed by returning to town. <i>Move 4</i> | |text=This creature licks its tentacled mouth in expectation of your brains. If the Mindfileter damages a hero he or she suffers a -1 Wisdom penalty. This penalty may be removed by returning to town. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Frigid Banshee! | |title=Frigid Banshee!|bgcolor = FFF|type=Monster|cornervalue = 1/5 | ||
|bgcolor = FFF | |||
|type=Monster | |||
|cornervalue = 1/5 | |||
|text=A touch from this ghostly ghost will chill the bones of even the bravest adventurers. If the Frigid Banshee damages a hero he or she suffers a -1 Dexterity penalty. This penalty may be removed by returning to town. <i>Move 4</i> | |text=A touch from this ghostly ghost will chill the bones of even the bravest adventurers. If the Frigid Banshee damages a hero he or she suffers a -1 Dexterity penalty. This penalty may be removed by returning to town. <i>Move 4</i> | ||
}} | }} | ||
{{card | {{card | ||
|title=Contagious Leper! | |title=Contagious Leper!|bgcolor=FFF|type=Monster|cornervalue = 1/5 | ||
|bgcolor = FFF | |text=As his body rots the Leper wants only to share his burden with you. If the Contagious Leper damages a hero he or she suffers a -1 Strength penalty. This penalty may be removed by returning to town. <i>Move 4</i> | ||
|type=Monster | }} | ||
|cornervalue = 1/5 | |||
{{card|title=Contagious Leper!|bgcolor=FFF|type=Monster|cornervalue=1/5 | |||
|text=As his body rots the Leper wants only to share his burden with you. If the Contagious Leper damages a hero he or she suffers a -1 Strength penalty. This penalty may be removed by returning to town. <i>Move 4</i> | |text=As his body rots the Leper wants only to share his burden with you. If the Contagious Leper damages a hero he or she suffers a -1 Strength penalty. This penalty may be removed by returning to town. <i>Move 4</i> | ||
}} | }} |
Revision as of 00:39, 2 February 2010
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.) | |
Print this deck | |
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 +1 Range Bonus on all Ranged abilities.
Running Shoes
Treasure
Grants the Hero a +1 Move 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 +2 Health Bonus.
Empower Ring
Treasure
Grants the Hero a +1 Strength Bonus.
Finger Ring
Treasure
Grants the Hero a +1 Dexterity Bonus.
Inspire Ring
Treasure
Grants the Hero a +1 Wisdom Bonus.
Enlightening Herb
Treasure
The hero may discard this card to immediately gain 1 level.
Portal Key
Treasure
The hero may discard this card to immediately swap positions with another hero of his choice.
Purging Potion
Treasure
The hero may discard this card to remove all curses from himself.
Power Bracelet
Treasure
Grants the hero a +1 Power Bonus.
Crystal Shard
Treasure
Grants the hero a +2 Power Bonus.
Floating Shield
Treasure
Grants the hero a +1 Armor bonus.
Dwarven Fire
Treasure
The hero may discard this card to deal 2 damage to all enemies within the room.
3
PeddlerVillager
Place a Peddler in the room. If a hero discards 4 Treasure cards while in this room he may gain 1 level. If the Peddler dies heroes may no longer take advantage of this deal.
Dying Man
Villager
The hero finds a dying man whose final request is that the hero slays a boss. The next time the hero defeats a boss he or she gains 2 levels.
3
Old WifeVillager
Place an Old Wife in the room. The player will gain 1 level if the Old Wife escapes the dungeon. The Old Wife may move 3 squares per turn. Each turn the Old Wife may remove a curse from a hero within the room.
4
DrunkVillager
Place a Drunk in the room. The player will gain 1 level if the Drunk escapes the dungeon. Each turn roll 1d6: on a 5 or 6 the Drunk is controlled by the player to your left this turn and may move 2 squares. Otherwise he may move 3 squares.
3
IdiotVillager
Place an Idiot in the room. The player will gain 1 level if the Idiot escapes the dungeon. The Idiot may move 3 squares per turn.
4
GuardVillager
Place a Guard in the room. The player will gain 1 level if the Guard escapes the dungeon. The Guard may move 3 squares per turn and attack an adjacent enemy for 1 damage.
3
Medicine ManVillager
Place a Medicine Man in the room. The player will gain 1 level if the Medicine Man escapes the dungeon. The Medicine Man may move 3 squares per turn and heal an adjacent ally for 1 health.
3
GrandmotherVillager
Place a Grandmother in the room. The player will gain 1 level if the Grandmother escapes the dungeon. The Grandmother may move 2 squares per turn.
3
DamselVillager
Place a Damsel in the room. The player will gain 1 level if the Damsel escapes the dungeon. Each turn the Damsel may move 3 squares. If the Damsel ever ends her turn in a room without any Heroes she is immediately kidnapped by goblins and removed from the board.
Baby
Villager
The player will gain 1 level if the Baby is brought out of the Dungeon. The 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.
Healing Spring!
Shrine
Any unit that rests within this room has his health restored to full.
Bed!
Shrine
Any unit that rests within this room may draw 2 room cards.
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.
1/2
Walking Dead!Monster Undead
Three shambling undead creatures appear in the room. Whenever one of these creatures is killed 1 die is rolled. On a 5 or 6 that monster returns to life with full health. Move 3
2/4
Skeletal Knight!Monster Undead
A knight of bones and armor appears. Whenever this monster dies 1 die is rolled. On a 5 or 6 the Knight is returned to play with 2 health. Move 3
2/5
Cursed Mummy!Monster Undead
Wrapped from head to toe the mummy shambles toward you. If the Mummy damages you then you are cursed and lose 1 Health per 1 square moved until the Mummy dies. Move 3
1/1
Vampiric Bats!Monster
A swarm of three bloodsucking bats descends upon you. Whenever a bat damages a player that bat gains 1 health. This may increase their health beyond their maximum. Move 4
1/2
Plague Rats!Monster
A swarm of three infected rodents skitter about the floor of the room. If a plague rat deals damage to a hero that hero suffers a -1 Move penalty until the end of his turn. Move 5
2/6
Dire Dire Bear!Monster
A monstrous bear sleeps within this room. The bear will not attack or move until damaged or a hero moves into an adjacent square. Move 4
1/4
Giant Spider!Monster Insect
A skittering noise alerts you of the giant spider in the room. If the Giant Spider damages a hero that hero may not move during his or her next turn. Move 4
1/7
Terribly Venomous SlugMonster Insect
It's terrible and venomous. If the slug damages a hero, that hero takes 1 damage at the start of his next turn. Every time the slug leaves a square a poison token is left behind. Whenever a unit moves into one of these squares they take 1 damage. Move 3
2/5
Manscorpion!Monster Insect
An abomination of dark magics raises its venomous tail above you. The manscorpion may attack a hero from a range of 2 squares. Move 3
1/4
Salamander!Monster Reptile
A fiery lizard waddles upon the floor. When this monster dies it explodes, damaging all adjacent units for 2 damage. Move 3
2/4
Medusa!Monster Reptile
A snake-haired wench turns her gaze upon you. If the Medusa damages a hero roll a six-sided die; on a 5 or 6 that hero may not move or act next turn. Move 3
1/3
Dragonkin!Monster Reptile
Two lizard-like men turn their spears upon you. The dragonkin may attack a hero from a range of 2 squares. Move 3
1/5
Highwayman!Monster
The Highwayman appears before you demanding a toll. The hero may choose to discard a Treasure card to immediately defeat the Highwayman. No level or treasure is rewarded for defeating the Highwayman in his manner. Move 4
1/6
Ogre!Monster
A big stupid ogre blocks your path. Each turn the Ogre negates the first point of damage dealt to him. Move 3
2/5
Troll!Monster
Warty green skin covers this lumbering creature. Each turn the Troll regains 1 Health. Move 4
1/5
Glass Golem!Monster
The sparkling construct only wants to give you a nice pointy hug. When the Glass Golem dies he deals 1 damage to all units within the room. Move 3
1/4
Succubus!Monster
The sexy demon spanks her rump and beckons you. Each time the Succubus damages a player he or she must discard a card. If the player has no cards in their hand he or she takes 2 additional damage. Move 4
2/4
Elder Vampire!Monster Undead
A ghoulish monster wants to suck your blood. Whenever a Elder Vampires damages a player that he gains 2 health. This may increase his health beyond his maximum. Move 4
1/5
Mindfileter!Monster
This creature licks its tentacled mouth in expectation of your brains. If the Mindfileter damages a hero he or she suffers a -1 Wisdom penalty. This penalty may be removed by returning to town. Move 4
1/5
Frigid Banshee!Monster
A touch from this ghostly ghost will chill the bones of even the bravest adventurers. If the Frigid Banshee damages a hero he or she suffers a -1 Dexterity penalty. This penalty may be removed by returning to town. Move 4
1/5
Contagious Leper!Monster
As his body rots the Leper wants only to share his burden with you. If the Contagious Leper damages a hero he or she suffers a -1 Strength penalty. This penalty may be removed by returning to town. Move 4
1/5
Contagious Leper!Monster
As his body rots the Leper wants only to share his burden with you. If the Contagious Leper damages a hero he or she suffers a -1 Strength penalty. This penalty may be removed by returning to town. Move 4
7
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 5 squares toward this room and the Tentacle Monster deals 1 damage to all units within the room.
5
Implord!Boss
An Implord appears with two imps beside him. Each turn the Implord moves 3 squares away from the hero who found him and may move through walls. The two imps will move 3 squares and attack the nearest hero for 1 damage. Imps have 1 Health and if they die are resummoned in a square adjacent to the Implord next turn.
x
Giant Gelatinous Goo!Boss
You notice skeletal parts floating within the Goo. Originally taking up 4 squares, each turn the goo will grow into two adjacent squares moving towards the nearest hero. If the goo consumes a unit that unit is removed until freed. For each damage received the goo shrinks 1 square until it is no more.
7
Minotaur!Boss
The Minotaur crunches upon a bone. Each turn the Minotaur may move 4 squares and attack the nearest hero. That hero is pushed back 1 square and receives 2 damage. If the hero being pushed is against a wall he receives an additional 1 damage.
4
Giant Anaconda!Boss
A giant snake coils around the room. The snake is 4 squares in length and each turn may move 2 squares towards the nearest hero. If the snake moves into a hero's square that hero dies and the snake grows 1 square. If the snake moves into itself it dies.
9
Angry Dragon!Boss
The dragon's room smells of brimstone. Each turn the dragon may move 4 squares and breath fire on the nearest hero for 3 damage. Any heroes adjacent to the target take 1 damage as well. When the dragon is killed 3 Treasure cards may be drawn.
7
Undead King!Boss
The Undead King sits upon his throne. Each turn the King may move 3 squares and attack the nearest hero for 2 damage. When the Undead King dies roll 1d6. On a 5 or 6 he returns to life with full health.
6
Spider Queen!Boss
An enormous spider queen descends upon you. Each turn the Spider Queen may move 3 squares and attack the nearest hero for 2 damage. Any hero beginning his turn adjacent to the Spider Queen may only move 1 square.
2
Door to the Void!Boss
A demonic gate stands ajar before you. Two voidlings hover beside it. Each turn the door summons another voidling with 1 Health. Voidlings move 1 square in any direction each turn and may not attack. The Door may not be damaged if there are any voidlings in play.
?
Doppelganger!Boss
A shadowy figure mimics your every movement. The Doppleganger is a copy of the hero who discovered it and each turn uses the same action the hero used (offensive powers against the hero, defensive powers upon the doppleganger).
Weaken!
Curse
The cursed hero suffers a passive -1 Strength penalty.
Numble!
Curse
The cursed hero suffers a passive -1 Dexterity penalty.
Dummy!
Curse
The cursed hero suffers a passive -1 Wisdom penalty.
Deadleg!
Curse
The cursed hero suffers a passive -2 Move penalty.
Alluring!
Curse
All monsters within range of the cursed hero will attack him over the nearest hero to them.
Body Swap!
Curse
The player uncovering this immediately swaps control of their hero with the player to the left. Either of these heroes may have the curse removed to end this effect.
Nightmares!
Curse
The cursed hero does not draw any Room cards when resting.
Epic Fail!
Curse
The cursed hero immediately loses 1 level and discards this card.
Pacifism!
Curse
The cursed hero may not deal or receive damage of any kind.
Undeath!
Curse
The cursed hero may not be healed in any form (other players, potions, resting).