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In large you can make the scrawl
Ive shown 2 rooms
Corrider
Tight tunnel
2 Creatures
Blood spider
Minon
2 Features
Rocks
Webbed
1 Enhancment
Inteligent
Below is what they mean
Corrider all the exit are clear so its good place to adventure from kinda means you wount get deadended to soon or ever i hope
it has Manover G3 which means you must have a value of 3 or more on Green dice assigned to this card if you want to roll +1 dice next roll
the Corrider also shows a limit of rolling a max of 8 dice thats upto 4 more then normal. if you spend 4 turns manouvering
the Door symbol mean this room has 1 feature, but it also has the search symbol which means on easy draw 1 extra card andif its a trap the next keyword also play it.
so the door symbol means draw 1 more card from the dungeon deck and apply it the encounter if its a Feature. if its another room discard it.
the seacrch "eye" symbol means draw more more cards but only play them if they have the trap keyword. other wise disard.
Im use the Search symbol as a dificulty modifier eg easy only draw 1 extra card. mediem draw 2 extra cards and hard draw 3.. apllying only cards with the keyword to the encounter...
some monsters may come with the search "Minon" keyword so that mean they often are encountered with allies
in this case the basic corrdier has the chance of 2 traps or at least 1 feature so its farily safe
final if a monster has the wandering keyword its values have favor and are considers +1 so if it need a red 4 to kill its now red 5 ..
its used to the enviroment and partoling the corrdiers
the next room is the Tight tunnels
to get more dice in this room you need to apply green dice to the value of 5.. remember you choose each round what dice to roll from your heros avalible pool, i feel manovering to get more dice is vital but in doing so you risk/invite wounds from creatures..
the tight tunnels only allow a roll of 6 dice turn,
also they have and on going effect hour glass symbol of -2 to red dice values thats very harsh to kill things! it ment to mean you have a hard time swinging your sword in tight tunnels...
finaly if you risk lore blue dice you have a slim chance to gain knowledge of the advenutue story the book symbol you need a 4+
I thinking of applying option quest cards ala LCG lord of the rings, kinda like the travel option the tally of story points will affect the final room encouther more on that latter.
Finaly the rooms have features of which ive shown 2.
webbed
affects the abilty to move so unless you forsee it and apply a green dice to the value of 4 allyour other green dice will be -2 so its reall green dice eatter feature. it also has the one of power to search for spider monsters to join the battle in addtion the the rooms normal 1 monsters and it Favors +1 to insect creatures in this encounter so kinda nasty.
the other Feature Rocks is less harsh and has benifits if you wish to apply the dice to its.. again it affect movement green dice, but any value green dice will counter it so ineffect -1 green dice .. if you are willing or need to apply it.. and a bonus treasure if you apply 3 green dice to it soley..
i think that enought to digest in this preveiw i'llexplain the monster and minion and enchament cards next blog.. but they work in similar ways.
remeber the base roll is 4 dice of your colour choice depending on what your heros have avalible.. and often you need to conisder getting more dice avoiding a trap or killing a monsters or even gaining story points!
its a rough game!
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