Dungeon Twister: Room P1 (2005)

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ag.gameitem.AGID:
Spielzeit: 60
Mindestalter: 11
Spieleranzahl: 2 - 4
ag.gameitem.publisher: Asmodee
Spiel-Designer: Christophe Boelinger
Künstler: Unbekannt
Mechaniken: Secret Unit Deployment, Hand Management, Action Points, Modular Board, Tile Placement
Beschreibung
Arch-Mage Treasure Rooms
(Rooms P1, Goodies 2004-2005)


The number of VP necessary to win the game is increased by 1 VP for each face-up Arch-Mage Treasure room. For example, if the game is being played to 5 VP and both Arch-Mage Treasure rooms are visible, the game is now played to 7 VP.


Giant Grinders:

The Giant Grinders work exactly like rifts.



A flying character (Wizard, Ghost, Specter, etc...) can fly over a Giant Grinder during his movement, but cannot stop there.



Characters who can move over pit traps, like the Thief or Elf Scout, cannot more over a Giant Grinder square.



A character carrying a rope can move over a Giant Grinder or stop there as long as there are two valid attachment points available. However, his movement must be from one valid square to another valid square.



The Giant Grinders are obstacles.


Pipes:

Pipes are not normal floor squares.



Pipes do not block line of sight.



Pipes are obstacles for characters with a combat value of 3 or more (only the unmodified combat value on the character counts).



Characters of combat value 0,1,or 2 (only the unmodified combat value on the character counts) can use Pipes like normal ground.



Characters of combat value 0,1, or 2 can stop on Pipes.



Characters of combat value 3 can move over Pipes like normal ground. Characters of combat value 3 cannot stop on Pipes. If they do stop on the Pipes, the Pipes break (place a broken marker) and the character falls into the giant grinders, which causes immediate death.



Characters of combat value 4 or more can use Pipes, but as soon as they step on them, the Pipes break and the character is killed.



When Pipes break, only the square where the character was standing is broken (not all of the Pipes). That can lead to a strange situation (but legal) where a piece of Pipes is all alone because the Pipes on each side were broken.


Arch-Mage Treasure:

A character standing on an Arch-Mage Treasure square can pick up the treasure for 1 AP. Place a Treasure token under the character.



Each Arch-Mage Treasure square can only offer one Treasure per game. Pace a broken marker on the Arch-Mage treasure square to indicate that this square was already looted.



If the Disciple "forgets" this room and it contains a looted (with a broken marker) Arch-Mage Treasure square, the broken marker is withdrawn. The square will provide another treasure once the room is discovered again.



The Arch-Mage Treasure squares are considered to be normal floor squares only with regards to movement and line of sight.



The Arch-Mage Treasure squares are not obstacles.


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ag.gameitem.lastUpdated: 2025-04-28 04:58:16.166