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Things From Another World
Dungeon Twister: Room P1
Dungeon Twister: Room P1
by Asmodee (2005)
Player Count
2 to 4

Player Ages
11+

Playing Time
1 hour
Categories
  • Fantasy
  • Exploration
  • Adventure
  • Expansion for Base-game
  • Fighting
  • Maze
  • Designers
  • Christophe Boelinger
  • Mechanisms
  • Action Point Allowance System
  • Tile Placement
  • Modular Board
  • Secret Unit Deployment
  • Hand Management
  • Family
  • Dungeon Twister
  • Rating: 7.05/10 from 10 users

    Description

    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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