We have found the game, Dungeon!, to be most enjoyable when each
participant plays a different piece.
With the standard game, four
makes the best match, and then with the Dwarf and Cleric are added six
persons are able to play different pieces. With the desirability of
adding still more diversity to the game, as well as the desirability of
allowing up to eight different strategies to be played, the following
new types incorporated.
Subsequent games have shown both the Hobbit and the Thief are viable competitors against the standard types, as well as against the two optional pieces.
THE HOBBIT: The Hobbit pieces moves only four spaces per turn. The Hobbit fights as either a Hero or an Elf, whichever has the higher score to beat the particular monster
and, when rolling on the PLT a score of 11 is treated as a 6 or 8
score.
However, the Hobbit is able to arm themselves with up to seven missles.
Hobbit missiles are treated as spells with regard to combat. There
is no PLT roll if the Hobbit fails to kill the monster. The missle adds
+2 to the Hobbit's dice score. As with a spell, he must indicate he is
using a missle (any unused spell card will suffice), and the missles may
be replenished in the same manner as spells (one per turn at the
"Start" space).
Hobbits are able to open Secret Doors on a die roll of
1-3. They ignore Traps just as a Dwarf does. The Hobbit needs 10,000
Gold Pieces to win.
THE THIEF: The
Thief piece is able to move six spaces per turn. It fights as a Hero,
but on all attacks which are non-sequential upon the same monster the
Thief adds +1 to his dice roll score (due to stealth and surprise), and
if he fails to kill the monster the Thief ignores all PLT dice scores
except 2 (he hides in the shadows to escape the monster or climbs out of
it reach).
If he ever attacks the same monster in two consecutive turns,
he loses all of the above benefits and fights exactly as if he were a
Hero. On any attack score of 12, it is assumed the Thief has stolen
the prize without combatting the monster, and he may then take a bonus
move of up to 3 space, but he may not engage in another combat.
The
Thief opens Secret Doors on a die roll of 1 or 2. All Traps, except
those which transport him to a Chamber one level lower, are ignored by
the Thief. In order to win, the Thief must accumulate Prizes at least equaling 30,000 Gold Pieces value.
EDITORS NOTE: Although not specifically mentioned in the original article above, I believe that the Thief fights as a Hero.
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