Welcome to The Pit
There is ONE way to win in The Pit: Be the last wizard alive among all those who have lost or will lose in the mazes in the tournament (including the Championship)
. This can be done in many ways. You can just survive. You can hunt other players to be sure you are the last one alive. You can try to get stronger with experience by completing quests. You can work with other players to attempt to obtain the Relics or kill the Boss. Whatever you do, Just be the last one alive.
The Pit will do whatever it wants to spur wizards to action. If, for instance, a wizard barricades himself within walls to hide from other wizards and makes no attempt to interact with The Pit, The Pit may decide to fill his enclosure with water, slowly drowning him until he is either dead or has moved.
The Map and its Relics, Dangers, Monsters, and Boss
The base rules are the same as the base game (with modifications listed below) which can be found here
and clarified in the FAQ here
Modifications to the base rules:
Temporary Spells: All temporary spells are now permanent.
Schools of Magic
Maintaining Spells: Any permanent/temporary spell that does not directly affect you is out of your control after being cast. In other words, there is no maintaining of spells that do not directly affect you and you can not dismiss any previously cast permanent/temporary spells that do not directly affect you. If you create a wall, its staying there until someone Dispels it or destroys it.
Base Energy: The base energy of every card is now 2.
Hand Size: You current hand size does not include maintained spells (transformations, etc). Held Items still count against your hand size.
Drawing: You may now draw as many cards as necessary to reach your maximum hand size.
Health: A player's starting and maximum health is 20.
Attacks: Players may make two attacks per turn.
Doors: After being destroyed, they will re-appear in three turns.
Stuning: If a wizard is stunned, they can either lose half their attacks and move or not move and still do their full attacks. If a monster is stunned, a roll will be made to determine if they attack or move.
Every school of magic will be used as well as both cantrip decks.
- Because no one wants to have to wait for everyone to say whether or not they will counter any given spell by another player, all players will instead queue up their counter/reaction spells with conditions. For example, if I had a Full Shield (Counter any spell targeting me) in my hand I could queue it up by saying "Cast only if someone targets me with an attack that does damage" or "Cast if someone targets me with any spell" or "Cast if someone targets me with [specific spell]". These conditions can be as specific, multi-tiered, and creative as you want them to be. These should be PM'd to me once you get your starting hand/draw new cards and can be changed whenever and as often as you like. If you don't set anything up for your counter-spells, they just simply won't get played when its not your turn.
- Turns will also be PM'd to me. Your turn will need to be sent in on the assigned/signed up day your turn is supposed to be made. Your PM will contain the exact movement and timing of all the castings of your spells. Because there are counter-spells, however, if something gets countered in the middle of your turn, then it gets countered and your turn will continue on. In order to account for this, you can put conditionals in your turn order. For example, "Move down, Cast Lightning Bolt targeting Red Wizard. If lightning bolt is countered, then transform into Gnome and move Up, Up. If lightning bolt is not countered, then cast Fire Wall on right side of A-4 and move Up, Up." These can be as complicated or as simple as you want/need them to be.
- Try to keep all communication in this thread. PMs are allowed for private communication. Absolutely no sharing direct information about your cards, but loose coordination of turns is allowed.
Players, Turn Order, Quests, Experience, and Leveling up
Base Map for this version of The Pit:
Spellbook of [UNKNOWN] | Location: G7 | It grants [UNKNOWN] to the holder. It can not be destroyed or stolen. If the bearer is killed, it returns to its original location.
[UNKNOWN] Wand | Location : I9 | It grants [UNKNOWN] to the holder. It can not be destroyed or stolen. If the bearer is killed, it returns to its original location.
: Hellfire Walls can not be dispelled or destroyed, deal 10 damage to any wizard that walks through them, can not be teleported/mistwalked through, and block all LOS. Damage from the Hellfire can not be avoided/reduced/countered/evaded. Players can not be forced to walk through the Hellfire by other players.
: Demon traps can not be dispelled or destroyed. Demon traps are triggered when a wizard enters its square and are subject to one of four effects determined randomly by a roll of D4 -
1 - Wizard is immobilized for 4 turns
2 - Wizard takes 5 damage and is stunned for 2 turns
3 - Wizard takes 10 damage and is stunned for 1 turn
4 - Wizard takes 15 damage
Monsters and Boss:
There are 4 types of monsters in this version of The Pit. Monsters always act after all the players have taken their turns. Monsters can not open doors. If a monster can not trace a path to a wizard, they will instead cause a number cracks equal to the number of players divided by two (rounded up) to the weakest door/wall within movement range that will give them a path. Monsters have "moods" that determine what they do and how they act. After a monster takes its turn, its mood randomly changes based on the roll of a D4. The player will always know what mood a monster will have on its next turn to allow them to plan.
When a monster is killed, another one of the same type will spawn immediately in a randomly selected monster starting zone. The more a particular monster spawns, the higher chance a spawning may produce unexpected results. The monsters in this version of The Pit are -
| HP: 15 | Move: 2 | Damage: 4 | All damage taken is reduced by 2, Blocks LOS. | Moods:
1-2 - Hunker down: Reduce all damage taken by 5. Move towards nearest wizard. When/if adjacent, do base damage.
3 - Charge: Change movement to 10 and run towards nearest wizard. If contact is made, deal damage equal to squares moved and push wizard in random direction equal to the movement points remaining for the Golem.
4 - Rock Thrower: Attack all wizards within LOS for 5 physical damage.
| HP: 10 | Move: 4 | Damage: D4 | All damage applies the bleed effect (1 damage per turn for D4 turns). Moods:
1-2 - Stalk: Move towards nearest wizard. When/if adjacent, do base damage. Avoid any LOS attack on a D4 roll of 1.
3 - Leap: Triple movement. Run towards nearest wizard. When/if contact is made, deal damage x2.
4 - Maul: Move towards nearest wizard. When/if adjacent, do base damage. Target wizard is immobilized and unable to cast spells for 1 turn while the werewolf mauls him.
| HP: 10 | Move: 6 | Damage: 1 | Can pass through any door or cracked wall | Moods:
1-2 - Scoot: Move towards nearest wizard not damaged by Slime last turn and do damage. If any movement is remaining, move towards next nearest wizard. All wizards who take damage from Scoot are stunned for 1 turn.
3 - Explode: Deal 1 damage to all wizards within LOS. All wizards who take damage from Explode are stunned for 1 turn.
4 - Attach: Move at half speed towards nearest wizard. When/if adjacent, attach to target wizard. Attached Slimes deal 2 damage per turn and can only be removed by moving 6+ spaces in one turn or by being stunned. They drop in the square where the wizard started their 6+ movement or where they were stunned. Wizards who have a Slime attached are stunned at the beginning of their turn.
| HP: 10 | Move: 8 | Damage: 0 | Evades any attack on a D4 roll of 1-2 | Moods:
1-2 - Annoy: Move towards nearest wizard not targeted by Gnome last turn. When/if adjacent, steal two spells chosen at random. Spend remaining movement running to square farthest away from all other wizards.
3 - Frustrate: Move towards the nearest wizard not targeted by Gnome last turn. When/if adjacent, force target wizard to discard half their cards (wizard's choice), rounded down.
4 - Terrorize: Teleport at half speed towards the nearest wizard. If Wizard is within LOS, deal damage equal to wizard's hand size (wizard my discard prior to damage).
Bosses are the guardians of the Relics. They block LOS and movement. They do not re-spawn once killed. Basic attacks from Bosses can not be avoided, reduced, evaded, or prevented. There is one Boss in this version of The Pit. The Boss in this version of The Pit is -
| HP: 50 | Move: 1 | Damage: 5 | Can not move through Hellfire, always moves towards nearest wizard within the hellfire. If adjacent to a wizard, will do base damage. Immune to fire damage. Block LOS and movement. | Moods:
1 - Dispel : Target random wizard. All items, transformations, and effects on that wizard are removed/destroyed.
2 - Fire Pillars : Choose two random squares on each Tile. Any wizard or monster that starts on or moves through a Fire Pillar square takes 5 fire damage. Lasts one round.
3 - Fireball : Choose one random starting glyph. Deal 5 damage to every wizard and monster in that square. Every wizard and monster within 5 squares takes takes 5-2N damage, where N is the number of squares away from the targeted glyph.
4 - Protect : Surround every treasure with Hellfire Walls. Lasts one round.
Starting spots and color:
Player Death and Inactivity
You will be assigned a color that either has not been assigned yet OR is assigned to the least amount of players (ties will be determined randomly). You will start in one of your two colored glyphs, whichever is the farthest from danger.
When there are 4 or less wizards in The Pit, turns are due 24 hours after the previous player's turn is posted.
When there are more than 4 wizards in The Pit, each color of wizard's turn will be due on a specific day. (For example, Red on Monday, Blue on Wednesday, Green on Friday, Yellow on Sunday). In this case, turns for wizards of the same color will happen in order of their number (for example, Red 1, then Red 2, then Red 3). Assigned days will be posted after the previous color's turn is posted.
- Any wizard who kills another wizard or monster is awarded 5 experience (+3 experience if they are carrying a treasure of your color).
- Picking up and returning a different colored treasure to a glyph of your color awards 2 experience.
When a treasure is captured in this way by a wizard, it immediately disappears and a new one appears (surrounded by walls) on the tile the treasure was originally taken from
- Any wizard whose attack kills the Boss is immediately promoted to max level.
Every wizard will be assigned two secret quests. Completion of a secret quest will result in the experience/rewards listed for the quest as well as the assignment of a new quest.
Experience can be spent to increase level. Once in the maze, experience is gained only by completing quests.
Experience is also awarded for past accomplishments:
- Win a tournament game in the current tournament: 5 experience for every game won.
Levels and Leveling up
- For every player you had more VP or survived longer than in a tournament game you lost: 2 experience.
- Won a Championship in any previous tournament: 10 experience.
- Survived any version of The Pit: 20 experience.
Every wizard starts at level 0 plus the experience for past accomplishments.
When you have accrued 5 experience you immediately level up (to a maximum of 10 levels). Every time you increase in level your health is restored to maximum. You may then choose one of the following rewards based on the level you have reached:
- Increase your maximum hand size by 1. (can only be chosen twice)
Every Five Levels
- Increase your maximum life by 2.
- Increase your base movement by 1. (can only be chosen twice)
- All damage received is reduced by 1. (can only be chosen once)
- All damage dealt is increased by 1. (can only be chosen once)
- You may cast Dispel and Full Shield once per turn.
If a player dies they will come back as a Ghost Wizard with the profile below. Ghost wizards will take their turn at the beginning of the monster turn. When initially spawned, they begin in the center square, with The Pit Boss. Players may control their Ghost or allow The Pit to control it (in which case ghosts will always target nearest wizard/monster). Moods for the Ghost Wizards are not public information, are chosen and sent by PM to the HOST, and should not be shared with anyone other than ghosts and/or the Host. Ghosts are not to have any communication with alive players outside of this thread but are encouraged to continue to haunt the living within the thread.
(Can pass through any object, wall, or obstacle and their movement can never be blocked. Any damage to the ghost resets the ghost back to the center square. Are not a valid target for bosses or monsters.) | HP: N/A | Move: 3 | Base Damage: N/A |
Moods (chosen by the player, else rolled randomly):
1-2 - Haunt: Make a standard move. If target wizard is within LOS, may deal 2 damage to target wizard OR if target monster is within LOS, may double monster movement and damage.
3 - Shriek: Move towards target wizard. If/when adjacent to target wizard (ignoring walls), target wizard takes 5 damage and can only either attack or move next turn. Then reset back to center square.
4 - Possess: Move towards target wizard. If a wizard dies this turn while in LOS of you, you take over their body. The wizard that scored the kill still gets all rewards and cards. Possessed Wizards gain a new profile.
If a player is inactive for two consecutive turns, a replacement will be allowed to control them. If there are no replacements, The Pit Boss takes control of the wizard and he gains profile below. Mind-Controlled Wizards take their turns during their color's turn and are not valid targets for monsters.
(Will cast Shield, reduce damage by 2, on a roll of 4 when attacked. If adjacent to a wizard, will do base damage and still perform their mood) | HP: 20 | Move: 3+D6 | Base Damage: 1 |
1-2 - Boomstone : Mind-Controlled wizard is now carrying a Boomstone (4 damage to self if fire damage is received). Move towards nearest wizard. When/if target wizard is within LOS throw Boomstone (4 magical damage) at target Wizard.
3 - Fireball: Move towards nearest wizard. Cast Fireball (5 Fire damage) at target Wizard.
4 - Lightning Bolt: Move towards nearest wizard. When/if target wizard is within LOS, Cast Lightning Bolt (3 damage per hit, travels equal to charge, rebounds off wall) with charge 3+D6.
Good Luck to all in The Pit.
If you don't kill each other. The Pit certainly will.
Can I discard secret quest rewards?
No. If you want to free up hand space, you can drop them in your current square.
What happens if I attack someone on my turn and the target is dead because a wizard of the same color killed the target before I could or my target is out of LOS/not Adjacent when the spell requires it?
Your spell doesn't fire and it stays in your hand. The rest of your turn continues as normal.
So I waste a turn? That's lame
Yup, maybe you should work something out with your fellow wizard to prevent that from happening...
Can you let me know if <insert condition here> happens so I can revise my orders?
No, you can not revise your orders. Orders can only be revised if your movement is impeded during your turn or you draw new cards in the middle of your turn. This is to keep the game flowing and to prevent more downtime than we need.
Do gnomes still get to dodge ghost powers?
any damage from ghosts/monster/cinder are considered attacks and are treated as such for the purposes of evading, reducing, preventing
Do ghosts ignore Big Man rules of "cannot enter or move through the Big Man's square/blocks LOS"
ghosts' movement can never be blocked
Can ghost powers be countered? (I'm guessing not by Wall of Earth, but in any other way)?
damage from ghosts/monsters can be countered, but moods are not spells so they can not be absorbed, negated, etc.