Difference between revisions of "Dungeoneers"

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{{card
{{card
|title=Helping Hand|bgcolor=FFF|type=Quest
|title=Helping Hand!|bgcolor=FFF|type=Quest
|text=You stumble upon a man who is trapped beneath a pile of rubble. You may spend your Action to attempt a Strength check. With two or more successes you can free the man and gain 1 level.}}
|text=You stumble upon a man who is trapped beneath a pile of rubble. You may spend your Action to attempt a Strength check. With two or more successes you can free the man and gain 1 level.}}


{{card
{{card
|title=Last Request|bgcolor=FFF|type=Quest
|title=Last Request!|bgcolor=FFF|type=Quest
|text=You find a dying man whose final request is that you slay the boss who maimed him. The next time the you help defeat a boss you gain an extra level.}}
|text=You find a dying man whose final request is that you slay the boss who maimed him. The next time the you help defeat a boss you gain an extra level.}}


{{card
{{card
|title=Villainous|bgcolor=FFF|type=Quest
|title=Villainous!|bgcolor=FFF|type=Quest
|text=The darker side of adventuring overcomes you. The next time you defeat another hero you gain 1 level.}}
|text=The darker side of adventuring overcomes you. The next time you defeat another hero you gain 1 level.}}


{{card
{{card
|title=Cartographer|bgcolor=FFF|type=Quest
|title=Cartographer!|bgcolor=FFF|type=Quest
|text=You find a map of the dungeon with a golden exclamation point drawn in a distant room. The player to your left chooses a room of the dungeon. When you enter that room you gain 1 level.}}
|text=You find a map of the dungeon with a golden exclamation point drawn in a distant room. The player to your left chooses a room of the dungeon. When you enter that room you gain 1 level.}}


{{card
{{card
|title=Pilgrimage|bgcolor=FFF|type=Quest|cornervalue=0/3
|title=Pilgrimage!|bgcolor=FFF|type=Quest|cornervalue=0/3
|text=Place a Priest in the room. Each turn the Priest may move 3 squares and remove a curse from an ally within the room. If the Priest escapes the dungeon you gain 1 level.}}
|text=Place a Priest in the room. Each turn the Priest may move 3 squares and remove a curse from an ally within the room. If the Priest escapes the dungeon you gain 1 level.}}


{{card
{{card
|title=Guard Duty|bgcolor=FFF|type=Quest|cornervalue=1/4
|title=Guard Duty!|bgcolor=FFF|type=Quest|cornervalue=1/4
|text=Place a Guard in the room. Each turn the Guard may move 3 squares. If the Guard escapes the dungeon you gain 1 level.}}
|text=Place a Guard in the room. Each turn the Guard may move 3 squares. If the Guard escapes the dungeon you gain 1 level.}}


{{card
{{card
|title=Doctor Assisted|bgcolor=FFF|type=Quest|cornervalue=0/3
|title=Doctor Assisted!|bgcolor=FFF|type=Quest|cornervalue=0/3
|text=Place a Medicine Man in the room. Each turn the Medicine Man may move 3 squares and heal an ally within the room for 2 Health. If the Medicine Man escapes the dungeon you gain 1 level.}}
|text=Place a Medicine Man in the room. Each turn the Medicine Man may move 3 squares and heal an ally within the room for 2 Health. If the Medicine Man escapes the dungeon you gain 1 level.}}


{{card
{{card
|title=Retirement|bgcolor=FFF|type=Quest|cornervalue=0/3
|title=Retirement!|bgcolor=FFF|type=Quest|cornervalue=0/3
|text=Place a Grandmother in the room. Each turn the Grandmother may move 1 square. If the Grandmother escapes the dungeon you gain 1 level.}}
|text=Place a Grandmother in the room. Each turn the Grandmother may move 1 square. If the Grandmother escapes the dungeon you gain 1 level.}}


{{card
{{card
|title=In Distress|bgcolor=FFF|type=Quest|cornervalue=0/3
|title=In Distress!|bgcolor=FFF|type=Quest|cornervalue=0/3
|text=Place a Damsel in the room. 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. If the Damsel escapes the dungeon you gain 1 level.}}
|text=Place a Damsel in the room. 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. If the Damsel escapes the dungeon you gain 1 level.}}


{{card
{{card
|title=Babysitter|bgcolor=FFF|type=Quest
|title=Babysitter!|bgcolor=FFF|type=Quest
|text=This card represents a Baby that takes up one Treasure space in your inventory. If you carry this Baby outside the dungeon you may discard it to gain 1 level.}}
|text=This card represents a Baby that takes up one Treasure space in your inventory. If you carry this Baby outside the dungeon you may discard it to gain 1 level.}}


{{card
{{card
|title=Friend in Need|bgcolor=FFF|type=Quest
|title=Friend in Need!|bgcolor=FFF|type=Quest
|text=The overwhelming desire to help somebody else is overwhelming. The next time you heal another player either through an ability or a Treasure you gain 1 level.}}
|text=The overwhelming desire to help somebody else is overwhelming. The next time you heal another player either through an ability or a Treasure you gain 1 level.}}


{{card
{{card
|title=Low Level Quest|bgcolor=FFF|type=Quest
|title=Low Level Quest!|bgcolor=FFF|type=Quest
|text=This easy quest would be grayed out to any high level heroes. If you are level 5 or under you gain 1 level.}}
|text=This easy quest would be grayed out to any high level heroes. If you are level 5 or under you gain 1 level.}}


{{card
{{card
|title=Pursuit of Knowledge|bgcolor=FFF|type=Quest
|title=Pursuit of Knowledge!|bgcolor=FFF|type=Quest
|text=You may hold on to this Quest card. When you hold 4 or more Dungeon cards in your hand you may discard this card to gain 1 level.}}
|text=You may hold on to this Quest card. When you hold 4 or more Dungeon cards in your hand you may discard this card to gain 1 level.}}


{{card
{{card
|title=Epic Quest|bgcolor=FFF|type=Quest
|title=Epic Quest!|bgcolor=FFF|type=Quest
|text=This quest would be far too difficult for a low level hero to accomplish. If you are level 6 or high to may gain 1 level.}}
|text=This quest would be far too difficult for a low level hero to accomplish. If you are level 6 or high to may gain 1 level.}}


{{card
{{card
|title=Hoarder|bgcolor=FFF|type=Quest
|title=Hoarder!|bgcolor=FFF|type=Quest
|text=You may hold on to this Quest card. When you possess 4 or more Treasure cards you may discard this card to gain 1 level.}}
|text=You may hold on to this Quest card. When you possess 4 or more Treasure cards you may discard this card to gain 1 level.}}



Revision as of 20:21, 10 April 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.)
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

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 Slug
Monster 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
1/4
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
0/7
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. Move 0
0/6
Demonic Mirror!
Boss
The Demonic Mirror shows a ghastly image of you. Whenever the Demonic Mirror is dealt damage it deals an equal amount of damage to that damage's source. Move 0
0/x
Giant Gelatinous Goo!
Boss
You notice skeletal parts floating within the Goo. Originally 4 squares large, each turn the goo will grow into two adjacent squares moving towards the nearest hero. If the goo consumes a unit that unit may attempt a Dexterity roll to move 1 square away. Consumed units take 1 damage each turn until freed. For each damage received the goo shrinks 1 square until it is no more. Move 0
2/7
Minotaur!
Boss
The Minotaur crunches upon a bone. Whenever the Minotaur attack a hero that hero is pushed back 1 square. If the hero being pushed is against a wall he receives an additional 2 damage. Move 4
0/4
Giant Anaconda!
Boss Reptile
A giant snake coils around the room. The snake is 4 squares in length and moves its head first with it's body following behind. 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. Move 2
3/9
Angry Dragon!
Boss
The dragon's room smells of brimstone. Any heroes adjacent to hero the dragon attacks take 1 damage as well. When the dragon is killed each hero that damaged it may draw an extra Treasure card. Move 4
2/7
Undead King!
Boss Undead
The Undead King sits upon his throne. When the Undead King dies roll 1d6. On a 5 or 6 he returns to life with full health. Move 3
2/6
Spider Queen!
Boss Insect
An enormous spider queen descends upon you. Any hero beginning his turn adjacent to the Spider Queen may only move 1 square. Move 3
-/2
Door to the Void!
Boss
A demonic gate stands ajar before you. Each turn the door summons a 1/1 Voidling that may move 2 squares. 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).
2/6
Reoccurring Nightmare!
Boss
A shadowy visage from your past awaits you. Whenever the Reoccuring Nightmare is defeated it is placed face down in a room chosen by the player who defeated it. Move 3
2/5
Wicked Demiurge!
Boss
Writhing upon the floor is a loathing entity of malice. When the Wicked Demiurge is defeated any hero who did not damage it immediately loses 1 level. Move 3
2/7
Baron Tobasco!
Boss
A fiery giant of badness erupts from a crack in the floor. When the Baron Tobasco is defeated all other units within the room take 3 damage. Move 2
2/6
Wabberjocky!
Boss
With eyes of flame the Wabberjocky comes whiffling through the tugley wood. A hero carrying the Borpal Vlade may defeat the Wabberjocky with a single hit. Move 4
2/2
Zombies!
Boss
Shambling zombies crave your brains. Place 3 Zombies within the room. Whenever a Zombie defeats a hero or a hero's ally place another 2/2 Zombie into play. Move 3
Helping Hand!
Quest
You stumble upon a man who is trapped beneath a pile of rubble. You may spend your Action to attempt a Strength check. With two or more successes you can free the man and gain 1 level.
Last Request!
Quest
You find a dying man whose final request is that you slay the boss who maimed him. The next time the you help defeat a boss you gain an extra level.
Villainous!
Quest
The darker side of adventuring overcomes you. The next time you defeat another hero you gain 1 level.
Cartographer!
Quest
You find a map of the dungeon with a golden exclamation point drawn in a distant room. The player to your left chooses a room of the dungeon. When you enter that room you gain 1 level.
0/3
Pilgrimage!
Quest
Place a Priest in the room. Each turn the Priest may move 3 squares and remove a curse from an ally within the room. If the Priest escapes the dungeon you gain 1 level.
1/4
Guard Duty!
Quest
Place a Guard in the room. Each turn the Guard may move 3 squares. If the Guard escapes the dungeon you gain 1 level.
0/3
Doctor Assisted!
Quest
Place a Medicine Man in the room. Each turn the Medicine Man may move 3 squares and heal an ally within the room for 2 Health. If the Medicine Man escapes the dungeon you gain 1 level.
0/3
Retirement!
Quest
Place a Grandmother in the room. Each turn the Grandmother may move 1 square. If the Grandmother escapes the dungeon you gain 1 level.
0/3
In Distress!
Quest
Place a Damsel in the room. 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. If the Damsel escapes the dungeon you gain 1 level.
Babysitter!
Quest
This card represents a Baby that takes up one Treasure space in your inventory. If you carry this Baby outside the dungeon you may discard it to gain 1 level.
Friend in Need!
Quest
The overwhelming desire to help somebody else is overwhelming. The next time you heal another player either through an ability or a Treasure you gain 1 level.
Low Level Quest!
Quest
This easy quest would be grayed out to any high level heroes. If you are level 5 or under you gain 1 level.
Pursuit of Knowledge!
Quest
You may hold on to this Quest card. When you hold 4 or more Dungeon cards in your hand you may discard this card to gain 1 level.
Epic Quest!
Quest
This quest would be far too difficult for a low level hero to accomplish. If you are level 6 or high to may gain 1 level.
Hoarder!
Quest
You may hold on to this Quest card. When you possess 4 or more Treasure cards you may discard this card to gain 1 level.
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.
Congeniality!
Curse
The hero is overcome with the sudden urge to constantly reassure other adventurers of how well they are doing. During each other player's turn you must compliment them in some form. Failure to do so will result in the loss of a level.
Nightmares!
Curse
The cursed hero may not draw any Room cards at the beginning of his turn.
Epic Fail!
Curse
When this curse if removed from a hero that hero loses 1level.
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).
Repulsive!
Curse
The cursed hero may is so repulsive villagers will flee from him at sight. Whenever he overturns a Villager card he must immediately discard it.
Unlucky!
Curse
Everytime the cursed hero attempts a roll he must reroll his highest die.
Fancy Feet!
Curse
If the cursed hero ever ends his turn without moving he loses 1 level.
Immortal!
Curse
It may seem like a gift but it's not. Whenever the cursed hero would die he returns to life with full Health where he was standing. Additionally he may not gain levels in any manner. Beware of bottomless pits.
Predictable!
Curse
The cursed hero must play with the cards in his hand laid face up before him.
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. Any unit still standing in a square when a rock falls on it dies.
Acid Bath!
Trap
Dangerous acid pours forth upon your expensive stuff! The Hero uncovering this trap loses 1 piece of equipment chosen by the player to the left. If a Hero has no treasures he takes 2 damage.
Trap Door!
Trap
The floor gives way beneath you and you slide into darkness. The Hero uncovering this trap is immediately moved to a room chosen by the player to their left.
Sleeping Gas!
Trap
The hero uncovering this immediately ends their turn. Each turn that hero attempts to awaken by rolling 2 six-sided dice. If the hero rolls a pair or takes damage he wakes up. At the end of his third turn after uncovering this trap the hero awakens automatically.
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.
Arrow Trap!
Trap
Arrows erupt from the walls around the hero. Roll a six sided die to determine the number of arrows that attack the hero each dealing 1 damage. The hero may attempt a Dexterity roll and for each success avoid 1 damage.
Booby Trapped Chest!
Trap
Place a Treasure Chest within the room. Any hero adjacent to it may attempt to open it with a successful Dexterity roll. If the hero fails to open the chest then he receives 1d6 damage.
Disarmed Trap!
Trap
Fortunate for you this trap has has already been sprung by an unfortunate adventurer before you. His remains lie in the corner, impaled with spikes and cleaved by a massive axe.
Ambush!
Trap
You fail to notice the terrible monster hiding in the corner. The player to your left may immediately play a Monster or Boss card face up into the room. If that player does not have a Monster or Boss card continue to the player to their left.
Pickpocket!
Trap
A shifty person bumps into you and then runs off into the dungeon before you notice your valuables missing. You lose a piece of Treasure chosen by the player to your left.
Dizzy Dust!
Trap
A cloud of disorientating dust explodes into your face. Discard all Dungeon cards.
Portcullis!
Trap
A crashing sound erupts behind you as a portcullis blocks off your retreat. The entrance you used to enter this room is considering blocked and unpassable for the remainder of the game.
Alarm!
Trap
A pressure plate beneath your foot sends a ringing alarm throughout the dungeon. Immediately draw and place a face down Dungeon card into every empty room of the Dungeon.
Deadly Trap!
Trap
A deadly arsenal of blades spring forth from the walls, floor and ceiling slicing, dicing and skewering you. You die.
Healing Spring!
Room
Any unit within this room gains 1 Health at the beginning of his or her turn. Return this card face down to the board when this room is empty.
Cleansing Shrine!
Room
Any unit that ends its turn in the room may remove 1 Curse from himself. Return this card face down to the board when this room is empty.
Town Portal!
Room
The player places a Town Portal in a square of the room. Any unit that moves onto this square may exit the dungeon. Return this card face down to the board when this room is empty.
Altar of Going!
Room
Place an Atlar of Going into the room. Any hero may move into the altar to be teleported to a room of his choice in the dungeon. Return this card face down to the board when this room is empty.
Map Room!
Room
A hero who ends his turn in this room may look at 1 Dungeon card upon the board at the end of his or her turn. Return this card face down to the board when this room is empty.
Library!
Room
A hero who ends his turn in this room may draw 1 extra Dungeon card at the end of his or her turn. Return this card face down to the board when this room is empty.
Furnace of Wrath!
Room
All damage dealt or received by units in this room is doubled. Return this card face down to the board when this room is empty.
Graveyard!
Room
Whenever a non-boss monster is defeated within this room place it aside. When this room is empty place those monsters face down in this room. Return this card face down to the board when this room is empty.
Merchant!
Room
A Hero in this room may discard two Treasure cards to look through and draw a Treasure card from the discard pile. Return this card face down to the board when this room is empty.
Antimagic Room!
Room
No Wisdom based abilities may be used by heroes within this room. Return this card face down to the board when this room is empty.
Sticky Icky Floors!
Room
The floors are covered with a disgustingly sticky substance. No unit may move more than 1 square within this room each turn. Return this card face down to the board when this room is empty.
Arena!
Room
The Hero may not leave the room until he or she has defeated all the enemies within this room. Return this card face down to the board when this room is empty.
Bottomless Pit!
Room
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 will allow a hero to return to the previous room. Return this card face down to the board when this room is empty.
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. Return this card face down to the board when this room is empty.
Save Spot!
Room
A glittering sparkle here marks a place where a hero may record his adventures. If you discard 2 Dungeon cards the next time you die you are immediately brought back to life within this room and do not lose any levels. Return this card face down to the board when this room is empty.
Treasure!
Treasure
You may immediately draw 1 Treasure card.
Treasure!
Treasure
You may immediately draw 1 Treasure card.
Treasure!
Treasure
You may immediately draw 1 Treasure card.
Treasure!
Treasure
You may immediately draw 1 Treasure card.
Treasure!
Treasure
You may immediately draw 1 Treasure card.