Dungeon twister card game rules
Dungeon Twister: Forest Elf. Dungeon Twister: Room P1. Dungeon Twister: Bonus Objects. Dungeon Twister: Traps. Dungeon Twister: Dwarf Elf Slayer. Dungeon Twister: Father Christmas. Similar Games Poliladron. Kyoto Dangan. Whacky Wit. Magic Maze: Maximum Security. Magic Maze: Tile C. Dungeon Twister: Amazone. Board Games. Registration Successful. YES NO. In This Article. Dungeon Twister is a turn-based strategy game. Use your adventurers' skills, put magic objects to good use, and modify the dungeon by rotating the rooms in order to survive the game.
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Lost Cities card game. These objects are placed by his opponent after the revealing player has placed all the other tokens. All tokens are placed face-up, no more than one per square.
Each token must be placed on an empty floor square or on a Rotation Gear. Each room in the labyrinth is equipped with a complex wheels and gears mechanism allowing it to rotate. The Rotation Gear which triggers this movement is represented by a colored spinning arrow and a number within a square of each room. Such squares are called Rotation Gear. All rooms are matched as colored pairs they are also numbered for easier identification , rotating in opposite direction from each other.
The targeted room will rotate in the direction of the arrows printed on its own board. In short, to know which way the room rotates, look at the arrow printed on the rotating room. You can never rotate two rooms at the same time. Rotate the room and put it back into the structure. None of the tokens in the room change place during a rotation. You can use 1 AP to move one of your own characters.
The white number on the left on each character token Speed shows how many squares a character can move for 1 AP for example, the Thief can move 5 squares with 1 AP. You are never forced to use all of your movement points.
You can also give more than one AP to the same character in order to have it move several times, although one movement must be fully completed before another can start first Golden Rule.
You need to spend 1 AP to initiate Combat. A character can attack any adjacent enemy character. You cannot initiate a Combat through a closed Portcullis or a wall.
Each player selects a Combat card from his hand and places it face-down in front of him. Both cards are then revealed simultaneously. Wounded characters are placed face-down. In the case of a tie, nothing happens and the player whose turn it is can decide to spend 1 new AP to initiate a new Combat.
All used Combat cards are removed from the game. Gather them in a single face-down pile. Players are not allowed to look at these cards. The Active Player cannot attack again a character that has been wounded during this turn, even if another character did the wounding. The attacking player adds the Combat value of all his adjacent characters and the defending player does the same.
Although more than one character is attacking or defending, each player only plays one Combat card for his team. When a character is wounded, the object he was carrying is left in the square with him. A wounded character cannot carry out any Actions. His Combat value is 0 but he is still permitted to play a Combat card if he is attacked during following turns.
If a wounded character loses a Combat, he is removed from the game. The player who killed him removes the character token from the board and places it in front of him as proof of having earned 1 VP. A wounded character cannot attack or participate in group Combat. He can only defend himself if he is directly attacked you can only attack one wounded character at the same time. If a wounded character wins a Combat, the attacking character or characters are wounded.
Most characters have one or more Special Abilities. Some of them are permanent and do not require the player to spend AP to use them; others require 1 AP to be activated. Refer to the character description to learn about each character's Special Abilities.
Unless otherwise specified, a wounded character cannot use his Special Abilities, even if they are permanent Abilities. Some objects also have permanent Special Effects that do not require the player to spend AP to use them; others require 1 AP to be activated. Objects with permanent Effects always stay on the board. Objects that require AP to have their Effect activated are removed from the board once they are used.
A wounded character cannot use an object requiring AP activation since he is not permitted to carry out an Action. Each character can only carry one object or one wounded character of his own color. To pick up an object or a wounded character, simply pass through or stop on the square containing it. A character can also drop an object or wounded character in a square while carrying out a movement.
This also does not require the player to spend any AP. But, the second Golden Rule must still be followed and no object or wounded character may be left on a Pit Trap unless it is a Rope or on any other forbidden square. There can never be two objects on the same square.
A character moving through a square occupied by a wounded character friendly or enemy and an object can pick up the object for no AP. This does not cost any AP. Blue characters can use and carry Yellow objects and vice versa. Objects or wounded characters are always placed underneath the token of the character carrying it.
At any time, any player can look at a token underneath a character, friendly or enemy. Wounded characters can be carried like objects by characters of the same color.
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