They meet in a tavern. They quaff a few ales. Before the night is over, the strong warrior, the wily wizard, the commited priest and the sneaky thief form an inseparable party of adventurers, ready to rid the world of evil. And wouldnβt you know it? There just happens to be some evil within easy walking distance. A dark lord has filled a nearby hill with tunnels, traps, treasure, and trolls.
And so the next morning (or the next afternoon if too many ales were quaffed) the heroes set out to fight for Right, conquer the dungeon, and punish the wicked lord (by taking all his treasure, of course). Itβs a classic scenario, and any veteran dungeon crawler will tell you thatβs the way things ought to be.
But what about that dark lord? Does anyone ever think about his feelings? Those adventurers, who have never done an honest dayβs work in their lives, can not begin to imagine how much effort goes into building a respectable dungeon. They have no idea how hard it is to tunnel through granite, how expensive good traps are these days, how diffi cult it is to find qualified imps, or how much food it takes to feed a troll. And the bureaucracy! Dungeons must meet rigid safety specifications, gold mining is subject to strict regulations, and taxes are due whenever the Ministry of Dungeons feels like it. And as soon as the dungeon is built, some band of do-gooders comes along and hacks everything up. Life is not easy for a dungeon lord.
This will be a Play-by-Post game of Dungeon Lords for 4 players. You take the role of a young aspiring dungeon lord (just 15 to 20 decades old) who is trying to get a dungeon lord license. The Ministry of Dungeons gives you a trial period during which you attempt to build a high-quality dungeon and protect it from adventurers. At the end of two years,your dungeon is visited by Ministry officials who give you points for your engineering and tactical achievements.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Useful Information
Game Structure:
1. NEW ROUND PHASE
Draw 3 new Monsters and 2 Rooms. Discard any remaining from previous round.
Except round 4, do the following.
Draw 4 Adventurer tiles. Order from left to right, least to most powerful. Ties: retain drawn order. Replace last drawn if all of equal power.
Turn up next roundβs Event tile (and possibly Special Event card).
2. ORDERS PHASE
CHOOSE 3 ORDERS.
REVEAL ORDER & in turn PLACE MINION 3x.
Pay 1 Gold if βHire Monstersβ is first Order.
Place Minion on Order card if no space left or the order is not carried out.
PLAY ACTIONS - Left to right, top to bottom.
Food, Improve Reputation, Hire Imps, Buy Traps β Cannot pay partial cost.
Spy looks at one Combat card. In 2nd year get extra Trap card and discard any one of your Trap cards.
Dig tunnels, Mine Gold β May use fewer Imps than specified. Must use Foreimps where specified. Trolls do not help dig or mine.
New Tunnel must be adjacent to a previous Tunnel or Room. Cannot fill 2x2 blocks. One digger per tunnel.
Each Imp can mine 1 Gold per unconquered Tunnel. One miner per Tunnel.
Hire Monsters β Reverse order. Pay cost when hired.
Build Rooms β Reverse order. Replace unconquered Tunnels. Two Rooms cannot be adjacent. 1st year Rooms must be built in specified areas.
3. PRODUCTION AND ORDERS RETRIEVAL PHASE
Use unused Imps and/or Troll tokens in Production rooms. In 1st year, use each once per round. In 2nd year, use each twice per round.
Take back inaccessible Orders. Of the played Orders, take back the first played or one Order with a Minion. Move other two Orders up to Inaccessible Order spaces.
4. EVENT PHASE
Pay Day β Pay for each Monster or let go for 1 evil.
Taxes β Pay 1 Gold per 2 dungeon tiles. Gain 1 Red mark (-3) for each unpaid Gold.
Special Event β Follow text on Special Event card.
5. ADVENTURERS PHASE
Least powerful Adventurer goes to lowest on Evilmeter. Ties: closest to starting player is nicest.
New Adventurers line up behind previous Adventurers. New Warriors to front. 6. END OF THE ROUND
Return all Imps to Den.
Except in fall, pass the Starting Player token left.
PALADIN
Each year has one Paladin.
Moves to first player above Paladinβs level on Evilmeter.
Moves immediately to another player if this player is at or above Paladinβs level and above current Paladin ownerβs level. Ties: starting player is nicest.
Paladin retains damage when moved during combat.
COMBAT
Flip Progress board and deal Combat cards face-down in order.
Play four rounds. Eliminated Adventurers go to your prison. Combat over if all Adventurers eliminated.
1. PLANNING PHASE β Simultaneous.
Mark unconquered tile closest to entrance with Minion (ties: playerβs choice).
In Tunnel play up to 1 Trap and 1 Monster.
In Room play up to 1 Trap (pay 1 Gold) and 2 Monsters.
Play any number of Ghosts.
If no unconquered tiles, discard one imprisoned Adventurer instead of planning.
2. REVEAL COMBAT CARD
3. BATTLE PHASE β In player order. Paladin still moves during battle phase.
A. TRAPS STEP β Reveal and deal with effects. Thieves reduce damage by one per point of anti-trap. Adventurers in front first. Discard Trap card face-down.
B. FAST SPELL β If on Combat card and party has enough magic points.
C. MONSTERS β After attacking, Monster is knocked out (face-down) for rest of year.
D. SLOW SPELL β If on Combat card and party has enough magic points.
E. HEALING β If at least one Monster or Ghost attacked, then heal damage by one per point of healing. Adventurers in front first.
F. CONQUERING
Party takes fatigue damage shown on Combat card, starting in front.
If at least one Adventurer remains, then party conquers the tile. Flip tile. Move down one on Evilmeter.
SECOND YEAR
Flip Progress board. Add 2nd year Combat cards. Discard 1st year Paladin. Place shuffled Events. Flip 1st year knocked out Monsters.
New starting player.
4P: one to right.
3P: one to left.
2P: not at all.
SCORING
Points for aspects of dungeons and Titles.
Most Points wins β declared Underlord.
All positive scores earn Dungeon Lord License.
Monsters (and Ghosts):
First Year
2x of each:
(Name/Cost/Attack/Other Ability)
Ghost - 1 Evil - Attack anyone but 1st adventurer for 2 - Not a monster
Goblin - 1 Food - Attack 1st adventurer for 2; if lethal, attack next in line for 1
Slime - 1 Food - Choose one: Attack all for 1, or prevent conquering/fatigue
Troll - 2 Food - Attack 1st adventurer for 3, or 4 if fed a food token - Troll token can work in production rooms
Witch - 1 Food and 1 Evil - Choose one: Attack 1st adventurer for 4, or any two for 1 each
Vampire - 2 Evil - Choose one: Attack anyone (except priests) for 3, or for 2 and return for next round
Second Year
1x of each 1st year monster and 2x of each:
Demon - 1 Evil and 1 Monster (not Ghost) - Attack anyone for 7 and prevent conquering/fatigue
Dragon - 2 Food and 2 Evil - Attack everyone for 2 and prevent healing
Golem - 1 Gold and 1 Trap - Attack 1st adventurer for 4 and return for next round
Rooms:
First Year
(Name/Placement/Activation Cost/Benefit)
Chicken Coop - Upper Half - 3 Imps - Gain 1 Food
Magic Room - Center - 2 Imps and 1 Food - Gain 1 Imp
Mint - Lower Half - 3 Imps - Gain 1 Gold
Mushroom Bed - Lower Half - 3 Imps - Gain 1 Food
Printing Press - Center - 3 Imps - Lose 1 Evil
Souvenir Shop - Upper Half - 3 Imps - Gain 1 Gold
Tool Shed - Outer Edge - 2 Imps - Dig 1 Tunnel
Workshop - Outer Edge - 4 Imps - Draw 1 Trap
Second Year
(Name/Benefit)
Anti-Magic Room - No Spells can be cast here
Cafeteria - +1 point for each Goblin, Slime, Troll, and Witch
Chapel - +2 points for each Ghost and Vampire
Dark Room - +1 damage for each attack from Vampire or Witch here
Hall of Fame - +2 points for each exclusive title
Labyrinth - Can play 2 traps here for free, but only 1 monster
Pandemonium - +2 points for each Demon, Dragon, and Golem
Training Room - +1 damage for each attack from Goblin or Troll here
Traps:
3x of each
(Name/Effect)
Anti-magic Dart - 1 damage to anyone; if wizard, no spells; if priest, no healing
Cursed Ring - Pay 1 Gold to deal 1 damage to everyone and skip conquering/fatigue
Fire Wall - 1 damage to all, 1 additional to last in line
Kamikaze Imp - Pay 1 Imp to deal 3 damage to 1st adventurer and 1 to others
Pendulum - Deal 3 damage (4 in 2nd year) to 2nd in line
Poisoned Dart - Deal 1 damage to anyone; after conquering/fatigue, deal 2 more unpreventable to same target
Poisoned Meal - Pay 1 Food (2 in 2nd year) to deal damage to 1st adventurer equal to remaining HP
Rolling Stone - Deal 3 damage (4 in 2nd year) to 1st adventurer
Trap Door - Deal 2 damage to 1st adventurer and skip conquering/fatigue
Combat Cards:
(Name/Speed/Effect/Fatigue)
First Year
Detect Evil - Slow - Gain 2 Evil - 2 Fatigue
Detect Treasure - Slow - Lose 1 Gold/Food/Trap in that order - 1 Fatigue
Fireball - Fast - No Effect - 1 Fatigue
Fist of Justice - Slow - Lose 1 Imp - 1 Fatigue
Graffiti - Slow - Do not execute first order next year - 2 Fatigue
Invisibility - Fast - Move wizards to back, can't be harmed - 0 Fatigue
Magic Shield - Fast - Absorb first point of damage dealt to adventurer next dealt this round - 1 Fatigue
Suggestion - Fast - Pay Cost for each monster or withdraw it - 2 Fatigue
Word of Peace - Fast - Withdraw all monsters or pay 2 evil - 2 Fatigue
Second Year
Aura of Fear - Fast - Withdraw a monster - 2 Fatigue
Blind Rage - Fast - βAttack Anyoneβ/βAttack Everyoneβ => βAttack Frontβ this turn - 3 Fatigue
Create Food - Fast - Give first adventurer bonus hitpoint (food token) - 2 Fatigue
Dimensional Gate - Slow - Lose 1 monster used this combat from the game - 3 Fatigue
Illusion - Fast - Imp becomes 1hp first adventurer till killed - 3 Fatigue
Magic Key - Slow - Discard a single captured adventurer - 2 Fatigue
Metamorphosis - Fast - Sheep a monster. Sheep has only βAttack front for 1β - 3 Fatigue
Regeneration - Slow - Heal every wounded adventurer 1hp - 1 Fatigue
Song of Courage - Slow - 2x conquering step - 2 Fatigue
Endgame scoring:
DUNGEON
Conquered Rooms/Tunnels (-2 each)
Unpaid taxes (-3 each)
Unconquered rooms (+2 each)
Monsters (+1 each, ghosts do not count)
Imprisoned Adventurers (+2 each)
Imprisoned Paladins (+5 each)
Cafeteria (+1 per troll, goblin, slime, witch)
Chapel (+2 per vampire, ghost)
Pandemonium (+2 per golem, dragon, demon)
TITLES (+3 exclusive, +2 shared)
Lord of Dark Deeds (highest on evilometer)
Lord of Halls (all rooms count)
Tunnellord (all tunnels count)
Monsterlord (ghosts do not count)
Lord of Imps (troll tokens do not count)
Lord of Riches (gold, food, unplayed traps)
Battlelord (fewest conquered tiles)
SPECIAL SCORING ROOM
Hall of Fame (+2 per exclusive title, +1 in 2/3 players)
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Questions for interested parties:
Should I randomly draw people from signups or just take the first four people who said they were interested?
Random events or no? They can be pretty brutal, especially for newbies, so I figured I'd ask before mercilessly unleashing them.
I've already decided this game will not be using the tricky items expansion.
Random events, I'd say depends on whether or not everyone is new. If you do include them, a guide as to what sort of things we could expect would e helpful.
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited June 2011
I'm interested and you are running the game so whichever way seems fairest to you is fine by me.
I'd rather go with no random events for my first time.
Will you be posting pictures of what the dungeon looks like or ascii code them?
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Maybe I'll just do the first four to get things rolling faster. Which reminds me, I should've included a Traps summary in the useful info, so I'll get to work on that.
Doe: I'm planning on posting pictures, although I suppose I could do ASCII on request.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Still interested! I have no opinion on whether to use random events.
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Well, since so far the only other people who've posted in this thread are the ones who already said they were interested, I may as well invite the other of the first four (XiV) to express interest. There's also admanb, who can play if anyone declines - if no one does, then I'll just put him at the top of my list for when/if I do a second game. I think we won't go with the [strike]Random[/strike] Special Events. I have no idea why I keep calling them Random.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
I'll get you next time, dude, no worries.
Is it necessary to have an order results summary in the second post, or is it pretty easy to understand from the board?
Also, can everyone post their color preference (if any) for Red, Green, Blue, or Yellow? This has no effect on gameplay, but I'd like people to post game actions in their color to make life easier for me. You can come up with a funny name for your character or dungeon if you'd like. Otherwise I might attempt to make one up for you.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
DodgerBlue does seem pretty good. Anyway, 38thDoe gets whatever shade of blue he feels like, Darian gets some shade of green (apparently lime?), and then Tmoiy and XiV both want yellow, so let's roll for it: Rolling for colors (T,X) - 2d100: 97 [2d100=56, 41]. So Tmoiy gets yellow, which leaves XiV with red, which is just as well, since Tmoiy claimed it first.
While we're at it, let's roll for seating: Rolling for seating (3,D,T,X) - 4d100: 290 [4d100=69, 41, 100, 80]
So let's meet our Dungeon Lords!
Tmoiy as That Yellow Bastard XiV as The Red Menace 38thDoe as The Blue Meanie Darian as The Green Monster
If you don't like your nickname, too bad. Or, well, come up with another one and I'll probably change it for you.
Now that we've gotten those very important issues out of the way, I'll set up the board and PM everyone their choices for inaccessible orders.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited June 2011
Hmm, So we have the following villains (spoilered for huge):
VS
VS
VS
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
PMing inaccessible order choices. After you've replied to me, please post here. Once everyone's done, I'll reveal your choices, the available Monsters, Rooms, Adventurers, and the first Event, and then everyone can PM me their orders for the turn.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited June 2011
They're being uploaded as pngs. Convert them to jpeg and the file size will drop.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
So far, I have a reply from only 38thDoe. There's no rush, but I'd like to ask everyone to post here once you've PM'd me any choices throughout the game, since I get e-mails about new posts here, but not PMs (despite my settings).
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Er, apparently you're not supposed to be able to see the starting monsters, rooms, event, and adventurers before you select your first inaccessible orders. Sorry about that! I will be redoing those, so please ignore the boards at the top of this page. 38thDoe, please feel free to change your choice.
An honest businessman sets in to build the best imp hotel in town, and everyone calls him a menace just for how he looks and because he hangs out with vampires. We resorting to smear campaigns now?
__________________________________________________
/
Hmm... how many of us have played before? And are we using the rules for the Full Game, or the First Game? (Seems to be Full, since you're letting us choose which orders to take out of play for the first winter, rather than choosing randomly.)
I have not played before, but it appears that we are using everything from the full game except the special events.
Clarification requested: The Rooms and Endgame Scoring sections seem to conflict on the number of points that Chapel and Pandemonium provide. Which figure is correct?
Tmoiy on
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Hmm... how many of us have played before? And are we using the rules for the Full Game, or the First Game? (Seems to be Full, since you're letting us choose which orders to take out of play for the first winter, rather than choosing randomly.)
XiV has played, and I think Tmoiy might have. Yes, with the exception of the Special Events, this will be the full game. Sorry, I definitely should've made that clear before. I played once with the completely random inaccessible orders, and didn't think it was necessary for new players, so I haven't used it when teaching since. I also think paying a gold to put Hire Monster in the first slot is really easy to understand. Any other questions, please feel free to ask.
I have everyone's inaccessible orders, but I'm posting this from my phone. We'll be able to proceed once I have access to my computer (hopefully soon)
I have played once, but am no means an expert (in fact I did rather poorly that time)
The "draw three, pick two" method of choosing inaccessible orders only applies at the very start of the game anyway; in later rounds the inaccessible orders are always two from the ones you played the previous round (a la Death Angel).
Tmoiy: The image on the room tiles for Chapel and Pandemonium shows two VP icons. I am not aware of any errata to them.
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Sorry, I must've been really sleepy when I typed up that room summary. Yes, it's two points per, not one, and that's correct now.
Whoops, don't know why I thought you'd played before, Tmoiy. Well, good, you'll all be learning together. Honestly, the only thing I think would be too tough on newbies is the Special Events.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited June 2011
Year 1, Winter
Progress Board:
Main Board:
The first event is Tax Day! When we get there (at the end of Spring), everyone will have to pay 1 gold (rounded up) for every two dungeon tiles (tunnels + rooms) they have, or suffer the consequences (-3 points per missing gold). Please be aware that Pay Day for Monsters will come up later in the year.
Inaccessible orders:
That Yellow Bastard: Get Food, Hire Monster The Red Menace: Buy Traps, Get Food The Blue Meanie: Mine Gold, Hire Monster The Green Monster: Improve Reputation, Build Room
Please PM me your orders for the round in the sequence you desire and post here when finished.
Example:
1. Improve Reputation
2. Buy Traps
3. Build Room
If I haven't made it clear (probably), the placement order for the season will be Tmoiy-XiV-38thDoe-Darian
Posts
Game Structure:
Draw 3 new Monsters and 2 Rooms. Discard any remaining from previous round.
Except round 4, do the following.
Draw 4 Adventurer tiles. Order from left to right, least to most powerful. Ties: retain drawn order. Replace last drawn if all of equal power.
Turn up next roundβs Event tile (and possibly Special Event card).
2. ORDERS PHASE
CHOOSE 3 ORDERS.
REVEAL ORDER & in turn PLACE MINION 3x.
Pay 1 Gold if βHire Monstersβ is first Order.
Place Minion on Order card if no space left or the order is not carried out.
PLAY ACTIONS - Left to right, top to bottom.
Food, Improve Reputation, Hire Imps, Buy Traps β Cannot pay partial cost.
Spy looks at one Combat card. In 2nd year get extra Trap card and discard any one of your Trap cards.
Dig tunnels, Mine Gold β May use fewer Imps than specified. Must use Foreimps where specified. Trolls do not help dig or mine.
New Tunnel must be adjacent to a previous Tunnel or Room. Cannot fill 2x2 blocks. One digger per tunnel.
Each Imp can mine 1 Gold per unconquered Tunnel. One miner per Tunnel.
Hire Monsters β Reverse order. Pay cost when hired.
Build Rooms β Reverse order. Replace unconquered Tunnels. Two Rooms cannot be adjacent. 1st year Rooms must be built in specified areas.
3. PRODUCTION AND ORDERS RETRIEVAL PHASE
Use unused Imps and/or Troll tokens in Production rooms. In 1st year, use each once per round. In 2nd year, use each twice per round.
Take back inaccessible Orders. Of the played Orders, take back the first played or one Order with a Minion. Move other two Orders up to Inaccessible Order spaces.
4. EVENT PHASE
Pay Day β Pay for each Monster or let go for 1 evil.
Taxes β Pay 1 Gold per 2 dungeon tiles. Gain 1 Red mark (-3) for each unpaid Gold.
Special Event β Follow text on Special Event card.
5. ADVENTURERS PHASE
Least powerful Adventurer goes to lowest on Evilmeter. Ties: closest to starting player is nicest.
New Adventurers line up behind previous Adventurers. New Warriors to front. 6. END OF THE ROUND
Return all Imps to Den.
Except in fall, pass the Starting Player token left.
PALADIN
Each year has one Paladin.
Moves to first player above Paladinβs level on Evilmeter.
Moves immediately to another player if this player is at or above Paladinβs level and above current Paladin ownerβs level. Ties: starting player is nicest.
Paladin retains damage when moved during combat.
COMBAT
Flip Progress board and deal Combat cards face-down in order.
Play four rounds. Eliminated Adventurers go to your prison. Combat over if all Adventurers eliminated.
1. PLANNING PHASE β Simultaneous.
Mark unconquered tile closest to entrance with Minion (ties: playerβs choice).
In Tunnel play up to 1 Trap and 1 Monster.
In Room play up to 1 Trap (pay 1 Gold) and 2 Monsters.
Play any number of Ghosts.
If no unconquered tiles, discard one imprisoned Adventurer instead of planning.
2. REVEAL COMBAT CARD
3. BATTLE PHASE β In player order. Paladin still moves during battle phase.
A. TRAPS STEP β Reveal and deal with effects. Thieves reduce damage by one per point of anti-trap. Adventurers in front first. Discard Trap card face-down.
B. FAST SPELL β If on Combat card and party has enough magic points.
C. MONSTERS β After attacking, Monster is knocked out (face-down) for rest of year.
D. SLOW SPELL β If on Combat card and party has enough magic points.
E. HEALING β If at least one Monster or Ghost attacked, then heal damage by one per point of healing. Adventurers in front first.
F. CONQUERING
Party takes fatigue damage shown on Combat card, starting in front.
If at least one Adventurer remains, then party conquers the tile. Flip tile. Move down one on Evilmeter.
SECOND YEAR
Flip Progress board. Add 2nd year Combat cards. Discard 1st year Paladin. Place shuffled Events. Flip 1st year knocked out Monsters.
New starting player.
4P: one to right.
3P: one to left.
2P: not at all.
SCORING
Points for aspects of dungeons and Titles.
Most Points wins β declared Underlord.
All positive scores earn Dungeon Lord License.
Monsters (and Ghosts):
2x of each:
(Name/Cost/Attack/Other Ability)
Ghost - 1 Evil - Attack anyone but 1st adventurer for 2 - Not a monster
Goblin - 1 Food - Attack 1st adventurer for 2; if lethal, attack next in line for 1
Slime - 1 Food - Choose one: Attack all for 1, or prevent conquering/fatigue
Troll - 2 Food - Attack 1st adventurer for 3, or 4 if fed a food token - Troll token can work in production rooms
Witch - 1 Food and 1 Evil - Choose one: Attack 1st adventurer for 4, or any two for 1 each
Vampire - 2 Evil - Choose one: Attack anyone (except priests) for 3, or for 2 and return for next round
Second Year
1x of each 1st year monster and 2x of each:
Demon - 1 Evil and 1 Monster (not Ghost) - Attack anyone for 7 and prevent conquering/fatigue
Dragon - 2 Food and 2 Evil - Attack everyone for 2 and prevent healing
Golem - 1 Gold and 1 Trap - Attack 1st adventurer for 4 and return for next round
Rooms:
(Name/Placement/Activation Cost/Benefit)
Chicken Coop - Upper Half - 3 Imps - Gain 1 Food
Magic Room - Center - 2 Imps and 1 Food - Gain 1 Imp
Mint - Lower Half - 3 Imps - Gain 1 Gold
Mushroom Bed - Lower Half - 3 Imps - Gain 1 Food
Printing Press - Center - 3 Imps - Lose 1 Evil
Souvenir Shop - Upper Half - 3 Imps - Gain 1 Gold
Tool Shed - Outer Edge - 2 Imps - Dig 1 Tunnel
Workshop - Outer Edge - 4 Imps - Draw 1 Trap
Second Year
(Name/Benefit)
Anti-Magic Room - No Spells can be cast here
Cafeteria - +1 point for each Goblin, Slime, Troll, and Witch
Chapel - +2 points for each Ghost and Vampire
Dark Room - +1 damage for each attack from Vampire or Witch here
Hall of Fame - +2 points for each exclusive title
Labyrinth - Can play 2 traps here for free, but only 1 monster
Pandemonium - +2 points for each Demon, Dragon, and Golem
Training Room - +1 damage for each attack from Goblin or Troll here
Traps:
(Name/Effect)
Anti-magic Dart - 1 damage to anyone; if wizard, no spells; if priest, no healing
Cursed Ring - Pay 1 Gold to deal 1 damage to everyone and skip conquering/fatigue
Fire Wall - 1 damage to all, 1 additional to last in line
Kamikaze Imp - Pay 1 Imp to deal 3 damage to 1st adventurer and 1 to others
Pendulum - Deal 3 damage (4 in 2nd year) to 2nd in line
Poisoned Dart - Deal 1 damage to anyone; after conquering/fatigue, deal 2 more unpreventable to same target
Poisoned Meal - Pay 1 Food (2 in 2nd year) to deal damage to 1st adventurer equal to remaining HP
Rolling Stone - Deal 3 damage (4 in 2nd year) to 1st adventurer
Trap Door - Deal 2 damage to 1st adventurer and skip conquering/fatigue
Combat Cards:
First Year
Detect Evil - Slow - Gain 2 Evil - 2 Fatigue
Detect Treasure - Slow - Lose 1 Gold/Food/Trap in that order - 1 Fatigue
Fireball - Fast - No Effect - 1 Fatigue
Fist of Justice - Slow - Lose 1 Imp - 1 Fatigue
Graffiti - Slow - Do not execute first order next year - 2 Fatigue
Invisibility - Fast - Move wizards to back, can't be harmed - 0 Fatigue
Magic Shield - Fast - Absorb first point of damage dealt to adventurer next dealt this round - 1 Fatigue
Suggestion - Fast - Pay Cost for each monster or withdraw it - 2 Fatigue
Word of Peace - Fast - Withdraw all monsters or pay 2 evil - 2 Fatigue
Second Year
Aura of Fear - Fast - Withdraw a monster - 2 Fatigue
Blind Rage - Fast - βAttack Anyoneβ/βAttack Everyoneβ => βAttack Frontβ this turn - 3 Fatigue
Create Food - Fast - Give first adventurer bonus hitpoint (food token) - 2 Fatigue
Dimensional Gate - Slow - Lose 1 monster used this combat from the game - 3 Fatigue
Illusion - Fast - Imp becomes 1hp first adventurer till killed - 3 Fatigue
Magic Key - Slow - Discard a single captured adventurer - 2 Fatigue
Metamorphosis - Fast - Sheep a monster. Sheep has only βAttack front for 1β - 3 Fatigue
Regeneration - Slow - Heal every wounded adventurer 1hp - 1 Fatigue
Song of Courage - Slow - 2x conquering step - 2 Fatigue
Endgame scoring:
Conquered Rooms/Tunnels (-2 each)
Unpaid taxes (-3 each)
Unconquered rooms (+2 each)
Monsters (+1 each, ghosts do not count)
Imprisoned Adventurers (+2 each)
Imprisoned Paladins (+5 each)
Cafeteria (+1 per troll, goblin, slime, witch)
Chapel (+2 per vampire, ghost)
Pandemonium (+2 per golem, dragon, demon)
TITLES (+3 exclusive, +2 shared)
Lord of Dark Deeds (highest on evilometer)
Lord of Halls (all rooms count)
Tunnellord (all tunnels count)
Monsterlord (ghosts do not count)
Lord of Imps (troll tokens do not count)
Lord of Riches (gold, food, unplayed traps)
Battlelord (fewest conquered tiles)
SPECIAL SCORING ROOM
Hall of Fame (+2 per exclusive title, +1 in 2/3 players)
Should I randomly draw people from signups or just take the first four people who said they were interested?
Random events or no? They can be pretty brutal, especially for newbies, so I figured I'd ask before mercilessly unleashing them.
I've already decided this game will not be using the tricky items expansion.
Random events, I'd say depends on whether or not everyone is new. If you do include them, a guide as to what sort of things we could expect would e helpful.
I'd rather go with no random events for my first time.
Will you be posting pictures of what the dungeon looks like or ascii code them?
Doe: I'm planning on posting pictures, although I suppose I could do ASCII on request.
Also, I added a trap summary to the second post.
Is it necessary to have an order results summary in the second post, or is it pretty easy to understand from the board?
Also, can everyone post their color preference (if any) for Red, Green, Blue, or Yellow? This has no effect on gameplay, but I'd like people to post game actions in their color to make life easier for me. You can come up with a funny name for your character or dungeon if you'd like. Otherwise I might attempt to make one up for you.
Yello.
At this point I might as well do a full-on preference list. Yellow > Red > Blue > Green.
While we're at it, let's roll for seating: Rolling for seating (3,D,T,X) - 4d100: 290 [4d100=69, 41, 100, 80]
So let's meet our Dungeon Lords!
Tmoiy as That Yellow Bastard
XiV as The Red Menace
38thDoe as The Blue Meanie
Darian as The Green Monster
If you don't like your nickname, too bad. Or, well, come up with another one and I'll probably change it for you.
Now that we've gotten those very important issues out of the way, I'll set up the board and PM everyone their choices for inaccessible orders.
Also, more like this:
I am an impenetrable wall, set to repel all assaults.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Gold : 3
Food : 3
Traps: 0
Imps : 3
Evil : 5
Adventurers : none
Monsters : none
Prisoners : 0
Dead Letters: 0
Dungeon:
--+--
--+--
--+--
Edit: Boards gone, for now.
__________________________________________________
/
Sent.
I have not played before, but it appears that we are using everything from the full game except the special events.
Clarification requested: The Rooms and Endgame Scoring sections seem to conflict on the number of points that Chapel and Pandemonium provide. Which figure is correct?
XiV has played, and I think Tmoiy might have. Yes, with the exception of the Special Events, this will be the full game. Sorry, I definitely should've made that clear before. I played once with the completely random inaccessible orders, and didn't think it was necessary for new players, so I haven't used it when teaching since. I also think paying a gold to put Hire Monster in the first slot is really easy to understand. Any other questions, please feel free to ask.
I have everyone's inaccessible orders, but I'm posting this from my phone. We'll be able to proceed once I have access to my computer (hopefully soon)
The "draw three, pick two" method of choosing inaccessible orders only applies at the very start of the game anyway; in later rounds the inaccessible orders are always two from the ones you played the previous round (a la Death Angel).
Tmoiy: The image on the room tiles for Chapel and Pandemonium shows two VP icons. I am not aware of any errata to them.
Whoops, don't know why I thought you'd played before, Tmoiy. Well, good, you'll all be learning together. Honestly, the only thing I think would be too tough on newbies is the Special Events.
Progress Board:
Main Board:
The first event is Tax Day! When we get there (at the end of Spring), everyone will have to pay 1 gold (rounded up) for every two dungeon tiles (tunnels + rooms) they have, or suffer the consequences (-3 points per missing gold). Please be aware that Pay Day for Monsters will come up later in the year.
Inaccessible orders:
That Yellow Bastard: Get Food, Hire Monster
The Red Menace: Buy Traps, Get Food
The Blue Meanie: Mine Gold, Hire Monster
The Green Monster: Improve Reputation, Build Room
Please PM me your orders for the round in the sequence you desire and post here when finished.
Example:
1. Improve Reputation
2. Buy Traps
3. Build Room
If I haven't made it clear (probably), the placement order for the season will be Tmoiy-XiV-38thDoe-Darian
Now go do that voodoo that you do so well!