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Board Description~{||}~ Dungeon Quest ~{||}~ <> The Duel <> By Kjeld The Story At the close of the Fourth Era (c. 2178 EVx), the ancient seer Qi' Nue Xan foresaw a terrible threat to the Azure Kingdom looming on the horizon, the portent of a cataclysm so vast it would throw the known world into chaos and darkness for one hundred generations of men: the opening of a way between the worlds of men and the nether Hell of the demonspawn. Upon hearing of this new danger to his realm, High King Math heeded the counsel of Qi' Nue Xan to seek out a new champion to take up the mantle of the Dragon Warrior and put a stop to the festering evil before it grew even larger. Four brave and adventurous souls answered his call -- an erudite Wizard of the Sparkling Towers, 8th class; a towering Knight of the Way; a lithe Ranger of the Eastern forests; and a crafty Thief from the rumored Shadow Brotherhood. To test their mettle and decide whom among them would be declared Dragon Warrior, High King Math gave each adventurer a quest -- to collect a set of five relics from the Epic Dungeon which together would form the ideal raiments for each hero's class. He sent them forth (with a few henchmen each for good measure) and sat on his thrown, brooding over the dark days to come... Unbeknownst to the King or Qi' Nue Xan, another force had watched the proceedings with great interest, hatching its own sinister counter-plot. That night, as the adventurers grabbed a scant few hours rest before the dawn and the start of their quests, a mysterious figure appeared to each, whispering tidings of great power and fortunes to whomsoever would take up an alternate quest, to collect not the Heroic raiments intended by the King, but rather the cursed Armor of the Damned. And so, with the seeds of greed and avarice sowed amongst virtuous thoughts of honor and glory, the heroes set out to face the Epic Dungeon and their destinies... Gameplay In the Ironman Duel Edition, each player starts in one corner (randomly assigned), and must collect all ten items in their quest to win the game. The second player beings with 3 more units than the first player. To collect an item, a player must own the associated territory at the start of their turn -- the checkmark next to the item's icon in your quest log will turn your color once you've collected it. Once you have collected an item, it will be yours permanently unless you are sabotaged by another player (see below). To begin the game, attack from your starting character (which will be located in one of the four corners) to the adjacent corner tile. The edges of the dungeon wrap, so an exit on the right side will take you to the exit that lines up with it on the left side. Note that your character icon will automatically spawn 2 new units for you each turn, even if you completely abandoned your character icon on the previous turn. Each player can only occupy a maximum of 3 tiles in the dungeon at any time, and tiles may hold a maximum of 10 units. If you ever have occupy more than 3 dungeon tiles simultaneously, you will be automatically eliminated your following turn. All territories revert to neutral immediately, and you get 28 attacks per turn to move around the dungeon. All attacks in maze are 6v6. Return to attack from fortify is on (3 fortifies per turn). In case you accidentally go over the 3-tile maximum, or you need to adjust the strength of your heroes in the dungeon, you may fortify back to your character icon from either the tile immediately adjacent to your character or any magic fount (see below). Secret Passageways Secret passageways offer a short-cut through the dungeon, but there is a price to be paid in overcoming the neutral units guarding these passages. Torches do not peer into secret passageways. If any player leaves a stack of units on a secret passage, it will revert to a stack of 0 neutral units automatically at the beginning of that player's next turn. In addition, the passages respawn 1 neutral unit per turn (up to 4). Torches The dungeon is dark, and questors must feel their way in heavy fog. If you occupy a tile with a torch, it will grant you vision up to five tiles away (by line of sight). Magic Founts Scattered throughout the dungeon are various sources of pure power, known as magic founts. These rejuvenate your hero, giving you a bonus of +1 for each fount and an additional +1 for each pair you control. Thus one fount gives you +1 to place on your character, two founts +3, and three founts (the maximum you can occupy) gives you +6. In addition, each magic fount serves as a portal to your character icon, allowing you to fortify to or from the dungeon tiles containing magic founts. Sabotage Above or below your character are three orbs, one for each of your opponents. You may attack each orb with standard dice from your main character (you can fortify back from the orbs, as well). Orbs give you vision of your opponents' progress in completing their objectives, and grant you a small chance to sabotage their goals: each orb can artillery attack the associated opponent's goals with d2 v d12. Your opponent will only be defending with one unit, so your chances of success look like this: Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board Description~{||}~ Dungeon Quest ~{||}~ <> IRONMAN EDITION <> By Kjeld The Story At the close of the Fourth Era (c. 2178 EVx), the ancient seer Qi' Nue Xan foresaw a terrible threat to the Azure Kingdom looming on the horizon, the portent of a cataclysm so vast it would throw the known world into chaos and darkness for one hundred generations of men: the opening of a way between the worlds of men and the nether Hell of the demonspawn. Upon hearing of this new danger to his realm, High King Math heeded the counsel of Qi' Nue Xan to seek out a new champion to take up the mantle of the Dragon Warrior and put a stop to the festering evil before it grew even larger. Four brave and adventurous souls answered his call -- an erudite Wizard of the Sparkling Towers, 8th class; a towering Knight of the Way; a lithe Ranger of the Eastern forests; and a crafty Thief from the rumored Shadow Brotherhood. To test their mettle and decide whom among them would be declared Dragon Warrior, High King Math gave each adventurer a quest -- to collect a set of five relics from the Epic Dungeon which together would form the ideal raiments for each hero's class. He sent them forth (with a few henchmen each for good measure) and sat on his thrown, brooding over the dark days to come... Unbeknownst to the King or Qi' Nue Xan, another force had watched the proceedings with great interest, hatching its own sinister counter-plot. That night, as the adventurers grabbed a scant few hours rest before the dawn and the start of their quests, a mysterious figure appeared to each, whispering tidings of great power and fortunes to whomsoever would take up an alternate quest, to collect not the Heroic raiments intended by the King, but rather the cursed Armor of the Damned. And so, with the seeds of greed and avarice sowed amongst virtuous thoughts of honor and glory, the heroes set out to face the Epic Dungeon and their destinies... Gameplay In the Ironman Edition, each player starts in one corner, and must collect all ten items in their quest to win the game. To collect an item, a player must own the associated territory at the start of their turn -- the checkmark next to the item's icon in your quest log will turn your color once you've collected it. Once you have collected an item, it will be yours permanently unless you are sabotaged by another player (see below). To begin the game, attack from your starting character (which will be located in one of the four corners) to the adjacent corner tile. The edges of the dungeon wrap, so an exit on the right side will take you to the exit that lines up with it on the left side. Note that your character icon will automatically spawn 2 new units for you each turn, even if you completely abandoned your character icon on the previous turn. Each player can only occupy a maximum of 3 tiles in the dungeon at any time, and tiles may hold a maximum of 10 units. If you ever have occupy more than 3 dungeon tiles simultaneously, you will be automatically eliminated your following turn. All territories revert to neutral immediately, and you get 28 attacks per turn to move around the dungeon. All attacks in maze are 6v6. Return to attack from fortify is on (3 fortifies per turn). In case you accidentally go over the 3-tile maximum, or you need to adjust the strength of your heroes in the dungeon, you may fortify back to your character icon from either the tile immediately adjacent to your character or any magic fount (see below). Secret Passageways Secret passageways offer a short-cut through the dungeon, but there is a price to be paid in overcoming the neutral units guarding these passages. Torches do not peer into secret passageways. If any player leaves a stack of units on a secret passage, it will revert to a stack of 0 neutral units automatically at the beginning of that player's next turn. In addition, the passages respawn 1 neutral unit per turn (up to 3). Torches The dungeon is dark, and questors must feel their way in heavy fog. If you occupy a tile with a torch, it will grant you vision up to five tiles away (by line of sight). Magic Founts Scattered throughout the dungeon are various sources of pure power, known as magic founts. These rejuvenate your hero, giving you a bonus of +1 for each fount and an additional +1 for each pair you control. Thus one fount gives you +1 to place on your character, two founts +3, and three founts (the maximum you can occupy) gives you +6. In addition, each magic fount serves as a portal to your character icon, allowing you to fortify to or from the dungeon tiles containing magic founts. Sabotage Above or below your character are three orbs, one for each of your opponents. You may attack each orb with standard dice from your main character (you can fortify back from the orbs, as well). Orbs give you vision of your opponents' progress in completing their objectives, and grant you a small chance to sabotage their goals: each orb can artillery attack the associated opponent's goals with d2 v d12. Your opponent will only be defending with one unit, so your chances of success look like this: Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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