Version 2.0 - Dungeon Crawlers

Transcription

Version 2.0 - Dungeon Crawlers
Version 2.0
The torch did little to shed light in this cursed dungeon. The longer I walked, the less light the torch seemed
to cast, seemingly shrinking back from whatever lie waiting just inside the darkness. Straining to see
beyond the torchlight, I did not notice the gossamer threads that enwrapped me and when I did, the
torchlight glittered off of them making the whole web glow with an eerie brilliance. Then I heard a skittering
of some creature behind me. Unable to turn to see the dark denizen, I turned my immediate attention to
freeing myself from the web…
One thing missing from Mage Knight Dungeons has been bugs and creepy critters. What's a dungeon without a
few giant insects to harass the adventurers? These rules add bugs and spider webs to dungeon adventures.
Though they are relatively easy to kill, watch out for nasty bites!
Added to this new version 2.0 edition is the Deadly Pudding! A multi-figure Mage Spawn that acts as one
creature! Other changes in this edition are new improved dial/critter art, revised stats for Giant Spider &
Scorpion (Weapon Master replaced with Venom for better balance), variant critter placement rules, and
additional rules clarifications.
Before the game begins all players must agree to use Dungeon Critters, Deadly Pudding, and/or Spider Webs.
These rules are based on the original Dungeon Critters and Deadly Pudding created by Duane R. Haut II.
Artwork upgrade and rules update by Scott Everts.
Printing Instructions
Mounting
1. Print out Pages 4 & 5. Make sure to set printing to Page Scaling: NONE. Otherwise the tokens won't
print at the correct size.
2. Print on full page label paper (such as Avery 8165) and stick on cardstock.
3. For Dungeon Critters & Deadly Pudding, cut out using the round grey border of the token as a guide.
4. For Web Tiles, fold along grey line and glue halves together. Then trim along black lines.
Advanced Mounting
1. Print on full page label paper (such as Avery 8165).
2. Punch out tokens with a 1¼" Circle Punch (dial data is slightly less then this diameter).
3. Mount on plastic or wood bases. A standard Mage Knight 1.0 base is approximately 35 millimeters.
Litko Aerosystems or similar services can make custom bases.
Instructions
1. Print Pages 2 & 3 back to back. These two pages include all Dungeon Critter, Spider Web, & Deadly
Pudding rules.
Mage Knight Dungeons – Dungeon Critters Rules
Original Rules & Tokens by Duane R. Haut II.
Revised Rules & Tokens by Scott Everts.
Version History
Version 1.0 (Duane R. Haut II – 2003)
Version 1.1 (Scott Everts – 2/25/04)
Version 1.2 (Scott Everts – 3/19/06)
Version 2.0 (Scott Everts – 4/8/09)
Original Edition.
Art update – new high resolution dials.
Rules update. Added Spider Web art and rules.
Art, rules, figure stats update. Added Deadly Pudding art and rules.
Mage Knight and WizKids are trademarks of WizKids Inc. No infringement intended.
Dungeon Critter Rules
1. After Wandering Monster Token placement, each player can place six (6) points of Dungeon Critters.
None may be placed on an entrance tile or any tile adjacent to an entrance tile. Only one critter type
may be placed on each tile or 3D dungeon room. (Exception: ant and flying ant count as same creature
type.) These critters do not count against wandering monster token stacking limits. Players can not
place more than three (3) critters per tile.
i) Example: a player decides to place three giant ants in one tile. Even though the tile already has a
chest & two wandering monster tokens, it is legal. He could have placed two flying ants or one
spider. But he could not place a spider & fly since they are not the same type of critter. If he
wanted to place a spider & fly (which totals six points) he'd have to place them on different tiles.
2. Each player, during their turn, receives one extra activation that can only be used for Dungeon Critters.
If there are no Dungeon Critters on the board then this extra activation is lost.
3. Dungeon Critter movement is not affected by hindering terrain. This includes moving through a space
occupied by another figure, rubble, water, etc. Dungeon Critters always pay one speed point for each
orthogonal space and two speed points for each diagonal space moved.
4. Dungeon Critters do not trigger traps. Though untriggered traps are treated as hindering terrain for
Mage Spawn, critters still only pay one speed point to move through an untriggered trap space.
5. Dungeon Critters attack and defend following all of the standard rules with the exception that the critters
only have one click of life. When a critter receives one click of damage, remove it from play. It is not
placed in the Mage Spawn pool and can not be brought back with Summon. The heroic team who
destroys it receives experience equal to the Dungeon Critter’s point value just like normal Mage Spawn.
Variant Placement Rules – These rules can be used instead of, or in addition to the normal placement rules
above. All players must agree on which rules to be used at the beginning of the game.
When a Wandering Monster Token is revealed and a Mage Spawn (or Mage Spawns) are placed, any additional
unused points can be used to spawn Dungeon Critters. No more then two additional Dungeon Critters can be
placed no matter how many left over points there are. They must be placed within the same tile as the revealed
Mage Spawn. If more then one Dungeon Critter is placed, all must be of same creature type. They may not be
placed adjacent to any Heroes.
Spider Web Rules
1. Spider Webs are a new type of hindering terrain. Each Spider Web tile is two-sided. Players should
agree on how many spider webs will be placed and divide placement equally.
2. When placed in the dungeon, the Spider Web tile is always placed with the three speed point side up
and may only be placed in legal terrain. They may not be placed on an entrance tile or any tile adjacent
to an entrance tile.
3. When a Hero or Mage Spawn moves through a Spider Web for the first time, they must pay the three
speed points and then flip the Spider Web tile over.
4. The next Hero or Mage Spawn to pass through the web must now pay the two speed points shown on
the tile. The tile is then removed from the dungeon.
5. Dungeon Critters & Wandering Monster Tokens are unaffected by Spider Webs and only pay one speed
point to enter. They do not cause the tile to flip or to be removed.
6. Heroes and Mage Spawn with Flight are affected by Spider Webs like any other figure and must pay the
full speed cost as marked on the tile. The tile is flipped or removed like normal.
7. If a Hero or Mage Spawn with Magic Levitation moves another figure into a Spider Web this ends the
figure’s action. The moved figure remains in the Spider Web square. The tile is flipped or removed like
normal.
Deadly Pudding Rules
Setting up
1. Add the Deadly Pudding to the Mage Spawn pool as per the normal rules. The entire Deadly Pudding
(all 12 tokens) is worth 33 points.
Placement
1. When a player chooses to bring the Deadly Pudding into play, he must select how many and which
tokens to bring into play.
2. Total all the tokens to get a total point value. The entire Deadly Pudding is considered one Mage Spawn
at this point total.
3. The player placing the Deadly Pudding should select one token and place it as per the rules for placing
Mage Spawn.
4. From this point, place the remaining tokens – one at a time, using the guidelines that follow.
5. Each token placed after the first one must be adjacent (but not diagonally) from one other token of the
Deadly Pudding and follow all the normal rules for placing Mage Spawn.
6. If no spaces exist, due to blocking terrain or other figures, the remaining tokens should be evenly
stacked on top of other Deadly Pudding tokens until all of the tokens are placed.
Movement
1. For each activation given to the Deadly Pudding, one token may move with the following guidelines.
2. The pudding is not affected by hindering terrain and only pays one speed point for each space moved.
Pudding tokens may never move diagonally since they only have one speed.
3. The pudding may not move into a space occupied by another figure or pass through another figure.
4. The token of the pudding being moved pays no speed points if it moves into or through a space
containing another token of the pudding and may move any number of spaces in this manner. A token
may, using this option, move only through other tokens of the pudding and spend no speed points, thus
allowing it to attack as well during the activation.
5. A token of the pudding may stack on top of other tokens of the pudding. Any number of pudding tokens
may be stacked on top of one another but only the top token may move.
Combat
1. For each activation given to the Deadly Pudding, one token may attack.
2. The Deadly Pudding only spends one speed point to attack and in the case of stacked tokens, only the
top, visible token may attack.
3. Resolve combat following the standard rules.
4. Each token of the Deadly Pudding only has one click of damage. When a token receives one click of
damage, remove it from play and the hero who defeats it receives experience equal to the point value
for that token.
5. The Deadly Pudding is immune to sweep attacks as it is considered one Mage Spawn.
6. Deadly Pudding tokens all have a 360° arc.
Splitting and Rejoining
1. If, due to a token of the pudding being destroyed, the pudding is separated into two or more groups,
each group becomes a separate Mage Spawn.
2. If a token of the pudding moves to an adjacent space between two groups of puddings, they are
immediately joined and become one pudding again.
Other Rules
1. Due to the acidity of the Deadly Pudding, any hero passing through spaces containing a pudding token
suffers one click of damage. The hero receives this click of damage after he completes his move and
only suffers one click even if passing through multiple spaces containing pudding tokens. This is
considered Special Ability damage so Toughness & Invulnerability reduce the damage to zero.
Dungeon Critters
Spider Webs
Deadly Pudding
Spider Webs