Friday, September 27, 2013

Dungeon Deck Beta


Scenarios | Room Deck


 

The scenario sheet will give you a brief idea of the scene you are in, as well as explaining what each module involved means and stating any special rules.

 

 The Room Deck holds all of the room and module cards for the scenario. Whenever you open a door, you draw the next card in the deck. If it is a room, you place it according to one of its entrances to match the door you just opened. If it is a module, you draw the next card, and if it is a room, you play it as above. If it is another module, continue drawing until you draw a room and apply all modules drawn to it. If you run out of unopened doors and have yet to find your goal, you may add a single door to a room to branch off of. You will start the game in a colossal type [4] room, which you will explore out of, pictured below.




Rooms


 
Room cards are where things happen. They are generic frameworks which the scenario adds flavor to – the noodles in your soup. Each room has statistics of its own:


·         Size – This is designated in the upper left of the card. There are five sizes; Mini, Small, Medium, Large, and Colossal. Each size has a maximum number of creatures that can occupy it, players excluded, as well as a number of turns it takes to cross from one door to another [Time to Traverse, or T3]. See the table below:

 



SIZE

Mini

Small

Medium

Large

Colossal

MAX OCC

6

12

24

36

Unlimited

T3

1

1

2

3

4

 

·         Doors – These are the edges of the card that can be used to go to another room. Since cards can be rotated, there are 5 unique layouts, noted beneath the Room’s name:
 



Each door must open to another door, however should a previously unopened door be forced against a blank side, treat that unopened door as a one-way access, while on the other side it remains a wall. In the examples above, Doors 2=>1 and 3=>2 are one way doors.

·         Some rooms will have special effects when you enter them for the first time or re-activate them by accident.  These are noted beneath the description.

·         When re-entering a previously cleared room, roll a planar die. On Chaos, treat that room as if it were freshly drawn and reactivate it. On Planeswalk, you gain an extra movement.

The following is a short list of Example Rooms.
 

Modules


 Modules are generic cards that get added on to the next Room drawn. Modules could be anything, although most scenarios have a Goal, a Boss, and an object to interact with critical to the scenario.

·         If you draw a module, draw again until you draw a room – apply all modules drawn this way to the resultant room.

·         Each module will be defined by the scenario, so don’t use modules that aren’t specified – they’re literally worthless without explanation. 

Player Tokens


 During the game, your Player Token will ALWAYS remain in play. For all intents and purposes, it is you. However, being a part of the game also means that you can now be targeted as a creature, enchanted, equipped, etcetc.
Your token is capable of making attacks; however as a 0/0 you will not do anything until you can increase your power.
Your Token cannot be sacrificed, cannot be destroyed or Exiled, and in fact, cannot leave play. Any effects which extend to ‘You’ also extend to your token – if an effect says ‘You have Hexproof’, so does your Token. This does not go the other way, however – giving your token shroud will not stop you from targeting yourself.

Actions


 Instead of having a combat phase, you have an ‘Action Phase’. During your action phase, you may make two actions of your choice from the list below:

·         Move [1]

·         Initiate a Combat Phase

·         Interact with an object

·         Loot a room

You may pick the same action twice – that is, move [2] or attack twice. When you move, everything on your field goes with you – you travel as a party, even if you’re the only player.
Range is simple – Attacks can only be made against enemies in the same room as you, while you can target anything with line of sight. Line of sight, due to the cardinal nature of the doors, is defined as shown below:



[A] has line of sight to [B] and vice versa, but neither has LOS to [C].

Health


 Creatures have a third statistic - Health. Health is equal to a card's printed toughness and cannot change.  As an example, a 3/4 has a Health of 4, or [3/4/4]. A creature dies when its Health reaches 0. Each attack will do a minimum of 1 damage, with any damage over the toughness+1 being done directly to their health. Toughness is a defensive stat in this sense. For example, a [1/1/1] can hit a [3/3/3] for 1, although it will die. A [5/5/5] can hit it for the remaining 2 and only take one to Health.
After three consecutive turns without combat, all creatures in your field heal 1 HP per turn.
Modifications to toughness will not affect Health, IE a [1/1/1] who equips a scimitar [+1/+1] goes from [1/1/1] to [2/2/1]. Due to Health, a creature dropped to 0 toughness will not die immediately - they will simply take all resultant damage directly. The creature will die at -1, however, so don't toss your dismember yet. The defender’s attack during combat is referred to as ‘recoil’, and can be mitigated in some instances. Please see the affected keywords below for the updated effects.
For brevity, only stats with changes are listed here. All other abilities function as written through common sense. 


Loot


What fun is running through a dungeon without loot? You have access to two slots in the Command zone, which you can use to carry any loot you may come across. Loot is treated as being in your hand for targeting purposes, and can be swapped out for a single action.
Build a ‘Loot Deck’ using generic artifacts or cards. I separate them by three quantities – Equipment, Objects, and Spells. Objects are non-equipment artifacts, and can include creatures should you desire. Your loot deck should be at roughly a 3:2:1 ratio for those types – E3:O2:S1. This allows you to offer items to overcome any environmental difficulty, such as a flying creature or target, while still including other ‘treasures’.  You can also theme the Loot to the scenario at hand.
When you clear a room for the first time, you are allowed to loot it – to do so, simply shuffle the loot deck and draw. If you do not take that item, leave it in the room until the end of the game.  You may want it later. Looting takes one action.
Loot is replaced at the end of the game and does not carry between scenarios.

MISC


·         All hostile enemies are treated as having haste.

·         They will have an attack phase after your turn, which in essence is their turn.

·         Enemies will attack the first person they see, until they are hit, at which point they attack the aggressor.

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