Poll

Artist Task

Team AbSTRACT
10 (13.5%)
Team Entropony Cowboys
15 (20.3%)
Team The Crusaderps
11 (14.9%)
Team Fire
13 (17.6%)
Team Expensive Clocks
14 (18.9%)
Team Surf Ninjas
11 (14.9%)

Total Members Voted: 50

Voting closed: May 20, 2013, 01:52:45 am

Poll

Boss Task

Team AbSTRACT
10 (15.6%)
Team Entropony Cowboys
8 (12.5%)
Team Fire
15 (23.4%)
Team Expensive Clocks
14 (21.9%)
Team Surf Ninjas
17 (26.6%)

Total Members Voted: 46

Voting closed: May 20, 2013, 01:54:17 am

Poll

Card Designer Task

Team AbSTRACT
13 (19.4%)
Team Entropony Cowboys
7 (10.4%)
Team The Crusaderps
11 (16.4%)
Team Fire
13 (19.4%)
Team Expensive Clocks
10 (14.9%)
Team Surf Ninjas
13 (19.4%)

Total Members Voted: 47

Voting closed: May 20, 2013, 01:55:02 am

Poll

Deckbuilder Task

Team AbSTRACT
7 (11.5%)
Team Entropony Cowboys
15 (24.6%)
Team Fire
12 (19.7%)
Team Expensive Clocks
12 (19.7%)
Team Surf Ninjas
15 (24.6%)

Total Members Voted: 45

Voting closed: May 20, 2013, 01:56:00 am

Poll

FE + OT Combo Task

Team Entropony Cowboys
9 (16.1%)
Team The Crusaderps
7 (12.5%)
Team Fire
15 (26.8%)
Team Expensive Clocks
11 (19.6%)
Team Surf Ninjas
14 (25%)

Total Members Voted: 42

Voting closed: May 20, 2013, 01:56:56 am

Poll

Writer Task

Team AbSTRACT
6 (9.4%)
Team Entropony Cowboys
9 (14.1%)
Team The Crusaderps
7 (10.9%)
Team Fire
13 (20.3%)
Team Expensive Clocks
18 (28.1%)
Team Surf Ninjas
11 (17.2%)

Total Members Voted: 46

Voting closed: May 20, 2013, 01:57:24 am

*Author

Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
  • The weird Voodoo guy
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Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069737#msg1069737
« on: May 13, 2013, 01:38:30 am »

Spoiler for Hidden:

Spoiler for Task:
Design a card to counter Team X's card from last round.

X= The team which represented element is placed one place, alphabetically, higher than yours. (Darkness counters Entropy counters Fire counters Light counters Time counters Water counters Darkness)

 :darkness
Spoiler for Team AbSTRACT:
Made to counter http://i.imgur.com/NebpWwb.png
Also counters flooding and any other whole-field affecting cards in the future.
Adjacent means all around the card, not just beside it.
It's also meant to be a nice strong attacker for light

 :entropy
Spoiler for Team Entropony Cowboys:
Refunding means you get back the quanta you used to play the card. In case the card is a creature and you buffed it, you won't get back the quanta related to the buffs.

This may target any card on the field, yours or the opponent's, permanent or creature.



This counters Soul Eater | Soul Eater not only because it can kill it with the right conditions, but because it can allow a player to re-use their quanta in different ways or to store more of it when a card in play is not needed.

 :fire
Spoiler for Team Fire:
What the card doesn't tell you:
 - "Put a card in your hand" doesn't trigger the "when drawing" ability of the Worm.
 - This card makes your Hourglass & Precog useless.
 - When you have multiple of this card, you can see one more card for each additinal Gene Laboratory.
 - The not chosen cards will be put at the bottom of your Library.
 - If it is destroyed, you still won't draw cards and get to pick cards as if you had the Lab. (similar to Sanctuary when destroyed)

 :time
Team Expensive Cloks
Spoiler for Hidden:
Mutate is Mutation.
The area of effect is like that of Flooding.

This is the Boss task of Round 2 of Brawl #2, countering Glory of Atlantis.

 :water
Team Surf Ninjas
Spoiler for Hidden:
I could have just made a card that targets a permanent, but that would have been boring.

Why not make a card that can give you the win instead? If the opponent plays 'The Inevitable' while this card is in play, you win.
On top of countering the card, it also allows you to gain the defense of a played shield for one turn, the ability of a weapon, along with any other permanents. Dim shields and Wings would provide one turn of protection.


Spoiler for Hidden:
Spoiler for Task:
Take a picture representing something related to Elements
:darkness
Team AbSTRACT
Spoiler for Hidden:


 :entropy
Team Entropony Cowboys
Spoiler for Hidden:


 :fire
Team Fire
Spoiler for Hidden:


 :light
Team The Crusaderps

 :time
Team Expensive Cloks
Spoiler for Hidden:


 :water
Team Surf Ninjas
Spoiler for Hidden:

And as the water drop fell, a purifying sensation extended over his body


Spoiler for Hidden:
Spoiler for Task:
Design a card thematically based on a Demigod.
:darkness
Team AbSTRACT
Spoiler for Hidden:
The gain in ATK is passive, while the ability to give creatures Airborne is active.  Also, this starts out as non-airborne (he has to craft his own wings first).  The idea was to make a decent mid-hitter for Air, while having a minor ability to make it pseudo-vanilla.

 :entropy
Team Entropony Cowboys
Spoiler for Hidden:
Always replaces the creature in Slot 1; even immaterial. This does not trigger death effects.


Designed to represent the sheer power a Demigod should embody.

 :fire
Team Fire
Spoiler for Hidden:
2 instances of the same effect do not stack.
Invisibility means this single creature is cloaked. An AoE will remove this effect.
It is an Air creature since he is the son of the sky god. It is a Light ability since it is a divine gift.
Each of the abilities represents a gift Perseus recieves (The Helm of Darkness, The Winged Sandels, The Pegasus or the Bow of Gold).
This would be a midranged attacker for Air rather than resorting to Wyrm or Flying Owl’s Eyes

 :light
Team The Crusaderps
Spoiler for Hidden:
Asclepius, son of Apollo, is, in ancient Greek society, a god of medicine and healing.  His symbol is that of a snake wrapped around a staff, not to be confused with Hermes' Caduceus, which also stands as a medicinal symbol.

Here, Asclepius plays as a Paean [healer], keeping creatures from assured death while being prone to it himself. 

If a spell or ability does not inflict damage, the target is not healed.  [Freeze would not heal it; Shockwave would heal it; Infect would not heal it; damage from poison would heal it; etc]

Does not prevent damage from Gravity Pull. [damage inflicted by Gravity Pull is not a direct result of a spell or ability]

Creatures are healed by how damage they would have instead received.  [sniping a Guardian Angel would heal it by 3 instead of taking damage; a Voodoo Doll with 4 poison counters would heal 4 instead of taking 4 damage; etc]

The ability affects all creatures aside from those named Asclepius.

 :time
Team Expensive Cloks
Spoiler for Hidden:
Airborne
Eclipse still counts.
Ghatotkacha was a powerful warrior, the son of Bhima and the giantess Hidimbi.  He had strong magical powers and was even more powerful at night.

 :water
Team Surf Ninjas
Spoiler for Hidden:
Gilgamesh is known for his fruitless search for immortality after the death of his close friend. Thus my Gilgamesh gets a sort of psuedo - immortality. It also fits well given his astounding strength - enough to rival the gods.


Spoiler for Hidden:
Spoiler for Task:
Make a trio deck based on one of the new cards (Phase Salvager, Graviton Slavager, Dessication).

 :darkness
Team AbSTRACT
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
714 714 714 71b 71b 71b 7gk 7gk 7gk 7h1 7h1 7h3 7h3 7h3 7h3 7h3 7i6 7i6 7i6 7i6 7i6 7i6 7mt 7mt 7mt 7mt 7mt 7mt 7n5 7n5 8pk


Here is my submission for a trio deck based around desiccation, without desiccation the deck would be a bust as it's too slow to properly get out eagle eyes/flooding and with condors as a good damage soure + desiccation you can go for a strong burst deck if you choose to replace EE for sky blitz, CC vs burst, it's preference really.

 :entropy
Team Entropony Cowboys
Spoiler for Hidden:
Desiccated Nightmare


I chose this deck because it can use Desiccation to its full potential. I also like the deck's flexibility which lets you adapt to any situation. Use Nightmare on a Damselfly and force your opponent to make tough decisions! If he plays the Damselflies, make him pay with Desiccation and enjoy a huge quanta boost. If he doesn't, you denied him his next draw! Feel free to clog your opponent's hand with a Toadfish instead. Blow his creatures to pieces with your Toadfish revolvers whenever you feel like it! Become a true Entropony Cowboy with Desiccated Nightmare! Sweet dreams...

 :fire
Team Fire
Spoiler for Hidden:
Pony of deadly Desiccation
Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6tt 6tt 6u8 6ua 6ua 6ve 6ve 6ve 6ve 6ve 710 710 71a 71b 71b 71b 71b 72i 72i 72i 72i 72i 7gl 7gl 7gl 7go 7go 7go 7h3 7h3 7h3 7h3 7h3 8pp

 
 Given this task, I immediately knew I'd go for a deck with Dessication. But what to combine it with? There are many good combos possible and pretty much any element can contribute some sort of combo in such a trio. It was quite a Nightmare since I was flooded in possibilities and couldn't decide. So I went and asked the well known, well loved and just as well if not more hated Oracle RNG: Which elements shall be the 2nd and 3rd? I realized a little too late that if RNG actually chose Water as one of those, I'd be in a clinch, either going against the wishes or RNG (and be doomed for all Eternity) or build an illegal deck (and be devoured by the reviewers). But surprisingly, RNG was nice and gave me firstly Death and secondly Entropy.
I've decided for this deck to be a CC Stall with an additional winning condition, decksize is 35, so it resembles an Arena deck with the oracle card Desiccation. The strategy should be pretty clear: Kill all creatures and build up your bonewall if available while poisoning your opponent to a slow death. Special note goes to Maxwell + Desiccation, which easily allows to kill creatures with slightly more health than attack.

Winability:
avg ttw Ai3: 14.5; 95% [1 Loss: Fire/Dark] (20 Matches)

 :time
Team Expensive Cloks
Spoiler for Hidden:
Dry Throat

Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vc 4vc 4vc 4vl 4vl 4vl 4vn 4vp 4vp 4vp 4vp 50u 50u 50u 50u 50u 50u 5i8 5i8 5i8 5i8 5i8 5i8 5ij 5ij 5ij 5ij 5ij 5oc 5oc 5og 5og 5og 5oh 5oh 5on 5on 5on 5on 5on 5pu 5pu 5pu 5pu 5pu 5pu 8pp

[/center]



I chose to work my deck on the idea of the painting The Scream because vrt worked on the art for all three new cards. The painting expresses the anxiety, confusion and scared of the uncertainty. The entropy part should represent that perfectly (yes single Antimatter to enhance the effect). Dry spell/shockwave is the more "physical" part of the presentation. I chose to use 47 cards as it is adds the oddity of the whole thing.

Mechanically this is an effective deckout deck against AI3. Ice bolt is more often used to freeze weapon then the final blow.

 :water
Team Surf Ninjas
Spoiler for Hidden:
Dry Condor
Hover over cards for details, click for permalink
Deck import code : [Select]
52n 5ij 5ij 5ij 5ij 710 710 710 710 710 710 710 710 710 714 714 714 714 715 715 715 71b 71c 71c 71c 71c 7go 7go 7go 809 809 809 8pp


Dry Spell is a really underused card, but its real advantage (well, advantage in this case) is that it can hit both fields at once. Pandemonium has this ability too, but is a lot more… random.

It’s based on a simple combo: Aflatoxin + Condor + Dry Spell. Stall with Skull Buckler and Ice Lance and enhance the combo with Boneyard and Bone Wall.

This deck is not really meant as a OTK deck, since even if you don’t kill your opponent immediately after doing the combo, he should still have a hard time striking back after it.
« Last Edit: May 13, 2013, 04:23:37 pm by Chapuz »
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Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
  • The weird Voodoo guy
  • Awards: Slice of Elements 11th Birthday CakeSlice of Elements 10th Birthday CakeDeckbuilding Competition - Tower Defense WinnerSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeBrawl #1 Winner - Team Nyan Sharks
Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069738#msg1069738
« Reply #1 on: May 13, 2013, 01:38:59 am »

Spoiler for Hidden:
Spoiler for Task:
If False Gods could tell you a phrase when you start the games against them, write 10 phrases different FGs could tell you.

 :darkness
Team AbSTRACT
Spoiler for Hidden:
Dark Matter: No one can ever escape from the Black Hole!
Decay: Come here, my precious worm food!
Eternal Phoenix: Let's see how you kill the one who keeps living after death!
Ferox: Mother Nature is taking her revenge!
Lionheart: Only the courageous may pass!
Miracle: It takes a Miracle to beat one. Show me yours!
Obliterator: I'll destroy anything and everything in my way!
Octane: I'll suffocate you in the mist of explosive gas!
Osiris: Meet your fate in the face of the ancient curse!
Serket: Life and Death are not mutually exclusive. Face your death in the hands of life!

 :entropy
Team Entropony Cowboys
Spoiler for Hidden:
Dark matter:
You do not matter.

Dream Catcher:
Sweet dreams...

Hecate:
You are a doll and I am the Puppet Master.

Miracle
When I'm done with you... you'll need a Miracle

Jezebel
This is going to hurt... [Bitchslap]

Paradox:
Is the answer to this question no?

Neptune:
You are fishfood!

Destiny
I have seen the future, but you weren't there...

Octane
Pull my finger...

Seism
Be careful where you step

 :light
Team Light
Spoiler for Hidden:
DARK MATTER: These are not the quanta you're looking for...
DECAY: All your quanta are belong to me.
ETERNAL PHOENIX: Dat ash...
GEMINI: Wait'll you see the other guy... and the other guy... and the other guy...
HECATE: They're not dolls, they're action figures...
INCARNATE: If I hear one more joke about Twilight and my deck, I'll kill somebody...
JEZEBEL: Hey, my eyes are up HERE...
NEPTUNE: Wait, what, this trident didn't come with earth batteries...?
OCTANE: Somebody set us up the bomb...
RAINBOW: In Soviet Russia, False God farm YOU!  +  (these last two are good, just not feeling them though.

 :fire
Team Fire
Spoiler for Hidden:

DARK MATTER: I will consume all existence.

HERMES: Why do you even bother? We both know how this will end.

SEISM: At least try to show me some resistance...

MORTE: Nothing but pain awaits you.

SCORPIO: A single bite will end your life...

ETERNAL PHOENIX: Ashes to ashes...

DREAM CATCHER: If you can't wake up from your Nightmare, maybe you're not asleep.

DECAY: Today your quanta, tomorrow the world.

GRAVITON: My Otyugh hungers... Come, mortal, feed my beloved pets!

INCARNATE: So another one has come to join my collection.

 :time
Team Expensive Cloaks
Spoiler for Hidden:
Dark Matter:
- Cht’ieh. R’okk ino fe bink broatu? Fe k’onat; fem tsor shrio’e ghikse.
- Come closer. Do you feel attracted to the light? Don’t worry; angels will lead your path.

Decay:
- Di fe r’agor ojrok dzi, r’agor linei dzi… kie su jho pak wriuk?
- So much power in you, so much life… what else can one ask for?

Divine Glory:
- Pae cza louek lu lum k’shojla bhiur dainoe… ha Pae cza saini ro ithie.
- My undying glory enlightens those who worship me… and burns those who refuse to.

Elidnis:
- Linei chokku puah. Draim ktroku linei. Zuorej… sve tei shar lu kishok.
- Water spawned life. Life developed a mind. Beware… for I control them all.

Eternal Phoenix:
- Pa binui… shauila okk Itshabuke daze. Okk enn shaur fe kug binuise em dzi.
- Hear that... the Phoenixes are singing. It is the last song you will ever hear.

Graviton:
- Dre silie pikun ro ithila toreke, bilume ba drome lu ge fliaku. K’chiria ro lu fem shoj dzise.
- I have witnessed births of worlds, from cold dust to burning planets. Your death will be insignificant to me.

Hecate:
- Ma Ikchlo d’irun akdor lum tish’e fe dze pi dzi. Gnuz fe triuk fe ithise.
- This is a nightmare in which you are between my hands. You will burn before you awake.

Incarnate:
- Dijzheru ha setku fe dzise. Fem hiare lu pherise Ti’em dzi ploh.
- You will be intoxicated and consumed. Once it is over, I will claim your bones.

Miracle:
- Sve fe ajni loik. Sinabah okk dane jho binuila lu dza.
- Pray all you want. I am the only one listening anyway.

Serket:
- Fe okk jzhe k’shojakse… se ok’koephien k’praitum.
- The poison will not kill you… the unbearable helplessness will.

 :water
Team Surf Ninjas
Spoiler for Hidden:
Chaos Lord: Shall we flip a coin?
Decay:  Who dares enter my domain?  A puny human?  My Devourers have more intellect than you.
Destiny:  I have foreseen your defeat.  It is your destiny.
Eternal Phoenix:  My death leads only to more life.  Let's find out where your death leads.
Miracle:  You'll need a Miracle to beat me. Too bad I have them all.
Morte:  Bad news alert: Death is on my side.
Osiris: I've always been strong.  I just lacked Focus before.
Paradox:  The only paradox here is that you think you can beat me, chump.
Rainbow:  If you're looking for a leprechaun with a pot of gold, your luck has run out.
Seism:  Don't get too attached to your pillars. They told me they don't like you, anyway.
« Last Edit: May 13, 2013, 04:05:12 am by Chapuz »
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Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
  • The weird Voodoo guy
  • Awards: Slice of Elements 11th Birthday CakeSlice of Elements 10th Birthday CakeDeckbuilding Competition - Tower Defense WinnerSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeBrawl #1 Winner - Team Nyan Sharks
Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069739#msg1069739
« Reply #2 on: May 13, 2013, 01:39:18 am »

Spoiler for Hidden:
Spoiler for Task:
Design a new forum game adapted from a board game or card game. Explain its detailed rules. No formatting limits.

 :entropy
Team Entropony Cowboys
Spoiler for Hidden:
Battleship EtG

    4x4 Cell Board. The field is flooded. Player 1 starts off with 40HP, Player 2 starts off with 42HP.

    Each player must first position 5 different creatures:
  • Chrysaora [0ATK | 1HP] Poison: Puts 1 Poison counter on Opponent Player HP (Each Poison counter deals 1 damage per turn and can only be removed through Purify)
  • Blue Crawler [2ATK | 2HP] Crawl: Travel to target adjacent cell / Swap places with target adjacent creature (Cannot move into a Frozen area)
  • Arctic Squid [0ATK|1HP] Freeze: Target row or column is frozen for 2 turns.
  • Mind Flayer [1ATK|1 HP] Lobotomize: Disable the skill of any creature in target 2x2 area for 2 turn. (Start by referring to upper-left cell and then lower-right cell)
  • Nymph Queen [1ATK|1HP] Purify: Remove all poison counters and heal 1 HP.
    At the end of each turn, the creatures on your field deal a total amount of damage equal to the sum of their ATK. Damage is applied like in ETG, with poison dealing damage first and then creatures dealing damage.

    Each turn you may either use 1 creature skill or cast Ice Bolt on an enemy cell. Ice Bolt deals 1 point of damage. Ice bolt does not freeze the field nor can it target the opponent themselves.

    You must inform your opponent of the following events:
  • If their target Ice Bolt hit a creature.
  • How many creatures the use of Freeze has affected.
  • How many creatures the use of Lobotomize has affected.

    Win by either reducing the Opponent's HP to 0 or by killing all of the Opponent's creatures.

 :light
Team The Crusaderps
Spoiler for Hidden:
Elements Chess
SET UP
Deckbuilding
  • Your Deck must have 30 unupgraded cards.
  • These cards must consist of 15 creatures, 7 permanents, and 8 spells.
  • The total quanta cost of your deck (not counting abilities) will not exceed 100.
Banned Cards:
Spoiler for List:
All Shards
All Nymphs
Dissipation Field
Chaos Seed
Nova
Mutation
Discord
Pandemonium
Skull Shield
Poison
Arsenic
Bonewall
Soul Catcher
Black Hole
Chimera
Catapult
Earthquake
Stone Skin
Druid Staff
Heal
Empathic Bond
Thorn Carapace
Immolation
Purify
Trident
Nymphs Tear
Permafrost Shield
Sanctuary
Solar Shield
Fog Shield
Dusk Shield
Fate Egg
Vampire Dagger
Nightmare
Drain Life
Ice bolt
Mindgate
Fallen Elf
Spoiler for Pretty Picture:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vg 4vi 4vj 4vk 4vl 4vm 4vp 500 50a 52l 52o 52q 52r 534 53e 55v 560 561 568 56i 593 594 59c 59m 5c2 5c3 5c5 5c6 5cg 52v 5cq 5f9 5fk 5fu 5i8 5i9 5ia 5ic 5ig 5io 5j2 5ld 5lm 5ls 5m6 5og 5p0 5pa 5ri 5s4 5se 5ur 5us 5v1 5v8 5vi 623 62c 62m 8pm

Board setup

  • Hold all of your permanent and spell cards in your "hands" the opponent cannot see these.
  • Place all of your creature cards on your chess board, in the closest 2 rows to your side. 
  • Your 8 cheapest costing creatures must be placed in the row further away from you.
  • If two creatures cost the same and you do not have enough room to place them in the first row, you may choose one to place in the second row.
  • The king should be placed in the back row, on the middle space of his own color (white or black).

TURN PHASE
  • White King moves first
  • Use a single ability, or choose to use non at all.
    • Ability Cooldown
      • The number of quanta an ability costs is it's cooldown
      • If an ability costs 2, there is 2 full turns of cooldown before you can use it again.
    • Changed Abilities
      • Scorpions (forest, deathstalker, dune) poison the creature that lands on top of them.
      • Otyugh and Scarab: Devourer is now passive.  When they take a creature normally, they gain +1|+1  Able to take own pieces.
      • Scarab: Swarm is no longer in effect.  Scarabs are 2|1 creatures.
      • Immortality: Protected from abilities and spells.  Can still be taken normally.
      • Rustler: No ability
      • Vampire: When vampire takes an opponent's piece, it gains extra HP equal to it's atack (a 2|4 vampire then becomes a 2|6 vampire)
      • Pheonix: When captured, turns into an immobile ash.  Will revive in two turns.  Attacking pieces can share a square with ash, destroying it by using up one of their movement phases.
        • Piece A captures a pheonix
        • Pheonix turns into an ash
        • Piece A and ash share a tile
        • Next turn, ash cannot move.
        • Piece A either stays on the square, or moves off.
          • If it moves off, ash cannot move next turn, and it can be captured.  If it is not captured, you may turn it back into a pheonix on your next ability turn.
          • If the piece stays on ash, ash is captured and destroyed next turn (Owner of Piece A can move another creature, and Piece A can stil capture ash)
    • Ability Range
      An ability can be used in a 5x5 diamond from the creature
      Spoiler for Pretty Picture:
  • Subtract a cooldown counter from all existing cooldowns
  • Add cooldown counters to just used abilities
  • Move a creature, if you land on an opposing piece, you capture it.
    • The attack stat dictates how many tiles a creature can move in a straight line: North, South, East, West
    • The hp stat dictates how many tiles a creature can move diagonally: Northwest, Northeast, Southeast, Southwest
    • Creatures with airborne can move over friendly units (like the knight in actual chess)
    • The king is treated as an immaterial photon (can move 1 square in any direction)
  • Subtract any hp from infection, remove status condition counters (such as delay)
  • Play a single card from your hand, or play nothing.
    • Spell Cards
      • Mass effect spell cards only affect enemy creatures on your side of the field (the closest 4 rows to your starting side)
      • Single target spell cards are treated as if they are an ability that your king is using.
      • Non-target spell cards are used normally
      • Changed Spells
        • Adrenaline: Creature moves forward a normal amount of pieces, capturing a piece if possible, then moves backwards half that amount of spaces (rounded down)
          Spoiler for Mad MS Paint Skills:
        • When Infection or poison bring a creature's hp to zero, it survives,and instead begins to lose attack.  When attack < 0, creature dies. 
        • Firebolt: Does 3 damage
        • Precognition: Let you see all oponent's permanents OR spells. You need 2 precognitions to see all of your oponent's cards.
        • Miracle: Fully heals all creatures on your side of the field
        • Reverse time: Return target creature to the square it was the previous turn.
        • Silence: Opponent cannot play any cards from their hand this turn.
        • Fractal: Spawns target creature in the last 2 rows of your field
          • Cannot exceed 15 creatures
          • Total Cost of spawned creatures cannot exceed 10
            • 1 10 cost dragon
            • 3 3 cost vampires...
    • Permanents
      • Weapons
        • Are played on your king, you can only play one at a time (unless you use animate weapon)
        • Augment the kings attack stat (owl's eye would grant the king + 5 attack)
        • The king may use the weapons ability (keeping the 5 x 5 diamond in mind)
      • Shields
        • Only one shield in play at a time
        • This affects all of opponents creatures on the field.
      • Changes
        • Fahrenheit: Attack= 4 + # of fire creatures you own divided by 5
        • Gravity Shield:
          • Enemy creatures cannot move more than 5 spaces diagonally.
          • Enemy creatures lose the skill "airborne"
        • Dimensional Shield: All of your creatures cannot be targeted by spells or abilities for 3 turns
        • Cloak: All of your creatures cannot be targeted by spells or abilities for 3 turns.  Destroyed by mass CC.
        • Procrastination: If an opponents creatures takes on of your creatures, it is delayed for one turn and may not move or use abilities.
        • Sundial: All enemy creatures on your side of the field cannot move next turn.
        • Any damage reducing shield decreases opponent's creature's attack by the amount that it reduces damage.  (For example, if you play a titanium shield, all opponent's creatures lose 2 attack while it is in play, thus also decreasing their capability of movement)
        • Wings: All airborne creatures are immune to abilities or spells for 5 turns.
  • End your turn.
WINNING THE GAME
The game is won when you capture your opponent's King.

 :aether :air :darkness :death :earth :entropy Good luck! Have Fun!  :fire :gravity :life :time :water

 :time
Team Expensive Cloaks
Spoiler for Hidden:
Elemental Battleship
The game that is sweeping the nation!




In the game of Elemental Battleship, there are eight Elemental Teams of three (excluding Water and Light, and can be larger as long as it's a multiple of eight) that play in a single elimination tournament format. Each team gets a 8x8 grid to place all of their ships, one being four spaces, two being three, and two being two, and each ship must be in a single-file straight line (you cannot go diagonal nor can you have ships "bend"). Before the teams are to start playing, both are to PM the games' organizer with their boards (showing where their ships are). Once the organizer has confirmed that both boards were done correctly, it's time to play. Actual gameplay is relatively easy, and the players are to post the result of the previous attack (ex. person says "A1", next time you would say "Hit" or "Miss" and post the table with that updated in it) and then the name of the grid they wish to attack (ex. "E7"), and a player also must say once a ship is sunk. The game is over once all five ships of a team are destroyed, and then the winning team advances in the bracket. The event is over once the two undefeated teams have played each other.



Spoiler for Example Board:
Legend
:water
Unhit
:light
Miss
Team Elemental Symbol
Hit
12345678
A:water:water:water:water:water:water:water:water
B:water:water:water:water:water:water:water:water
C:water:water:water:water:water:water:water:water
D:water:water:water:water:water:water:water:water
E:water:water:water:water:water:water:water:water
F:water:water:water:water:water:water:water:water
G:water:water:water:water:water:water:water:water
H:water:water:water:water:water:water:water:water

 :water
Team Surf Ninjas
Spoiler for Hidden:
Elements @ Risk

1. Introduction
The game is a combination of the Risk board game with some Elements creatures and ideas (spells, quanta).

2. Number of players
Up to 8 players can play the game. The number of starting tiles assigned to each player will vary depending on the actual number of players.

3. Board composition
The game is played on a map presented as a regular grid (see below).
Each tile produces a certain amount (1-3) of one type of Elements quanta as, indicated on the map. Each tile may be owned by a player who can summon a creature on it from the quanta accumulated. Each tile may contain a maximum of one creature at a time. (It also may be empty.) Players can attack neighbouring tiles (8 including diagonal neighbours) and battle for the tile. The composition, quanta production, and placement of the tiles is not random; stronger elements have fewer tiles. Also, tiles closer to the center tend to generate greater amounts of quanta.
Spoiler for sample-board:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
A
1 :death  1 :death  1 :death  1 :water  1 :air  1 :death  1 :air  1 :death  1 :air  1 :death  1 :death  1 :death  1 :death  1 :death  1 :death  1 :death 
B
1 :life  1 :earth  1 :water  1 :life  2 :water  1 :water  1 :gravity  1 :life  2 :earth  1 :gravity  1 :life  1 :time  1 :time  1 :time  1 :life  1 :life 
C
1 :gravity  2 :earth  1 :air  1 :life  1 :air  1 :water  1 :gravity  1 :life  3 :earth  1 :gravity  1 :life  1 :time  3 :time  2 :time  1 :earth  1 :life 
D
1 :gravity  3 :fire  2 :earth  1 :life  3 :water  1 :life  1 :air  1 :life  2 :earth  1 :gravity  1 :life  1 :earth  1 :earth  1 :earth  1 :earth  1 :water 
E
2 :gravity  2 :fire  3 :earth  1 :life  3 :water  1 :air  1 :life  2 :earth  1 :life  1 :water  1 :earth  1 :gravity  1 :gravity  1 :earth  1 :earth  2 :fire 
F
1 :gravity  1 :time  2 :earth  1 :life  1 :air  1 :life  3 :gravity  1 :life  1 :life  2 :earth  1 :time  2 :gravity  3 :gravity  1 :gravity  1 :earth  3 :fire 
G
1 :gravity  1 :time  1 :life  1 :life  2 :water  1 :earth  2 :gravity  1 :earth  1 :earth  3 :earth  1 :time  1 :gravity  2 :gravity  1 :earth  1 :life  1 :water 
H
1 :life  1 :earth  1 :life  1 :water  1 :air  1 :life  1 :life  1 :water  1 :earth  2 :earth  1 :water  1 :earth  1 :life  2 :life  2 :life  2 :water 
I
1 :earth  1 :water  1 :life  1 :water  1 :water  1 :air  3 :fire  1 :air  1 :time  1 :earth  1 :air  1 :life  2 :life  3 :life  1 :water  1 :air 
J
1 :earth  1 :water  3 :death  2 :air  3 :fire  1 :water  1 :water  1 :water  1 :time  1 :water  1 :air  1 :water  1 :life  2 :life  1 :air  2 :air 
K
1 :earth  1 :water  2 :air  3 :air  1 :water  1 :time  3 :time  2 :time  1 :time  1 :time  1 :water  1 :life  1 :air  1 :water  2 :water  1 :water 
L
1 :water  1 :gravity  1 :water  1 :water  1 :earth  1 :time  1 :time  1 :time  1 :time  1 :water  1 :water  1 :water  2 :water  3 :life  2 :water  1 :earth 
M
2 :water  1 :gravity  3 :life  1 :water  1 :water  1 :earth  2 :earth  2 :earth  1 :earth  1 :water  1 :air  3 :air  2 :air  3 :water  1 :earth  1 :water 
N
1 :water  2 :gravity  3 :life  3 :life  1 :water  1 :water  2 :life  3 :life  2 :life  1 :water  1 :water  2 :air  1 :air  2 :water  1 :water  1 :life 
O
3 :fire  1 :air  2 :gravity  2 :life  1 :water  1 :air  1 :water  2 :life  1 :life  1 :air  1 :water  1 :water  1 :water  1 :water  1 :life  1 :air 
P
2 :fire  1 :air  1 :gravity  2 :life  1 :air  1 :air  1 :water  1 :life  1 :life  1 :water  1 :air  1 :earth  2 :earth  1 :life  1 :water  1 :air 
Q
1 :water  1 :water  1 :gravity  1 :water  1 :water  1 :air  1 :water  1 :earth  1 :earth  1 :air  1 :water  1 :time  2 :time  1 :life  1 :water  3 :fire 
R
1 :air  1 :air  1 :death  1 :water  1 :air  1 :water  1 :water  1 :death  1 :death  1 :water  1 :water  1 :death  1 :death  1 :death  1 :air  2 :fire 

4. Goal of the game
The goal of the game is to eliminate other players by taking over their territories.

5. Composition of the field
Each tile of the map consists of 3 characters:
  • The number of quanta sources (1-3) displayed in the color of the owner of the tile
  • The element symbol representing what type of quanta source is on the tile
  • Identification of the creature on the tile with a color coded letter  (see creature listing below), e.g. dark blue M represents a Blue Crawler from the Water element (e.g. on tile R15 on the sample map below). There are two colors: The number has the color of the owner, and the color of the creature letter represents the creature's element.

Spoiler for sample-board:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
A
1 :death   1 :death   1 :death   1 :water   1 :air   1 :death   1 :air   1 :death   1 :air   1 :death   1 :death D 1 :death   1 :death   1 :death   1 :death   1 :death  
B
1 :life   1 :earth   1 :water   1 :life   2 :water   1 :water   1 :gravity   1 :life S 2 :earth   1 :gravity   1 :life M 1 :time   1 :time   1 :time   1 :life   1 :life S
C
1 :gravity   2 :earth   1 :air M 1 :life S 1 :air   1 :water   1 :gravity M 1 :life M 3 :earth D 1 :gravity M 1 :life D 1 :time   3 :time   2 :time   1 :earth S 1 :life  
D
1 :gravity   3 :fire   2 :earth D 1 :life M 3 :water   1 :life   1 :air   1 :life S 2 :earth   1 :gravity   1 :life S 1 :earth   1 :earth   1 :earth   1 :earth   1 :water  
E
2 :gravity   2 :fire   3 :earth   1 :life S 3 :water   1 :air   1 :life   2 :earth   1 :life   1 :water   1 :earth   1 :gravity   1 :gravity   1 :earth   1 :earth D 2 :fire S
F
1 :gravity   1 :time   2 :earth   1 :life   1 :air   1 :life   3 :gravity   1 :life   1 :life   2 :earth   1 :time   2 :gravity   3 :gravity   1 :gravity   1 :earth S 3 :fire M
G
1 :gravity   1 :time   1 :life   1 :life   2 :water   1 :earth   2 :gravity   1 :earth   1 :earth   3 :earth   1 :time   1 :gravity   2 :gravity   1 :earth   1 :life   1 :water  
H
1 :life   1 :earth   1 :life   1 :water   1 :air   1 :life   1 :life   1 :water   1 :earth   2 :earth   1 :water   1 :earth   1 :life   2 :life   2 :life   2 :water  
I
1 :earth   1 :water   1 :life   1 :water   1 :water   1 :air   3 :fire   1 :air   1 :time   1 :earth M 1 :air S 1 :life   2 :life   3 :life   1 :water   1 :air  
J
1 :earth   1 :water   3 :death   2 :air   3 :fire   1 :water   1 :water   1 :water   1 :time   1 :water S 1 :air M 1 :water   1 :life   2 :life   1 :air   2 :air  
K
1 :earth   1 :water   2 :air   3 :air   1 :water   1 :time   3 :time D 2 :time   1 :time   1 :time   1 :water S 1 :life   1 :air   1 :water   2 :water   1 :water  
L
1 :water   1 :gravity   1 :water   1 :water   1 :earth   1 :time S 1 :time S 1 :time S 1 :time   1 :water   1 :water S 1 :water   2 :water   3 :life   2 :water   1 :earth  
M
2 :water   1 :gravity S 3 :life D 1 :water   1 :water   1 :earth   2 :earth M 2 :earth   1 :earth   1 :water   1 :air   3 :air   2 :air   3 :water   1 :earth   1 :water  
N
1 :water   2 :gravity   3 :life M 3 :life   1 :water   1 :water   2 :life   3 :life   2 :life   1 :water   1 :water   2 :air   1 :air   2 :water   1 :water   1 :life  
O
3 :fire   1 :air   2 :gravity   2 :life   1 :water   1 :air   1 :water   2 :life   1 :life   1 :air   1 :water   1 :water   1 :water   1 :water   1 :life   1 :air  
P
2 :fire   1 :air   1 :gravity   2 :life   1 :air   1 :air   1 :water   1 :life   1 :life   1 :water   1 :air   1 :earth   2 :earth   1 :life S 1 :water S 1 :air S
Q
1 :water   1 :water   1 :gravity   1 :water   1 :water   1 :air   1 :water   1 :earth   1 :earth   1 :air   1 :water   1 :time   2 :time   1 :life S 1 :water S 3 :fire D
R
1 :air   1 :air   1 :death   1 :water   1 :air   1 :water   1 :water   1 :death   1 :death   1 :water   1 :water   1 :death   1 :death   1 :death   1 :air M 2 :fire M




6. Creatures

There are three types of creatures: Small attackers, medium attackers and large attackers (dragons). The following creatures are featured in the game:
Creature Listing (with identifier letters): 
:air S=Dragonfly, M=Wyrm, D=Azure Dragon
:death S=Skeleton, M=Mummy, D=bone dragon
:earth S=Gnome Rider, M=Hermite Golem, D=Stone Dragon
:fire S=Ash Eater, M=Lava Golem, D=Crimson Dragon
:gravity S=Graviton Salvager, M=Sapphire Charger, D=Colossal Dragon
:life S=Rustler, M=Cockatrice, D=Emerald Dragon
:time S=Deja Vu, M=Ghost of the Past, D=Devonian Dragon
:water S=Arctic Squid, M=Blue Crawler, D=Ice Dragon

The quanta cost and attack power of each creature is the same as in the Elements game itself.
Small attackers are special in that they can move up to 2 tiles per round.

7. Start of the game

At the beginning of the game, each player gets an equal number of tiles, depending on the number of players.  The tiles are assigned randomly. Additionally, each tile will have a corresponding small creature on it.
2 players: 20 tiles each
3 players: 15 tiles each
4 players: 10 tiles each
5 players: 8 tiles each
6 players: 7 tiles each
7 players: 6 tiles each
8 players: 5 tiles each

8. Moving/Attacking

Each creature may do one of three things each turn:
  • Nothing (the creature stays where it is).
  • Move to an unoccupied tile and transfer ownership of that tile to the owner of the creature. Tiles owned will give quanta to their owners each turn. Small creatures can move up to 2 tiles per round, while all other creatures can move up to 1.
  • Attack an adjacent tile that has an enemy creature on it.

Battles are resolved as follows:

The Game Organizer executes battle resolutions and updates the map to indicate the state after each turn.
The attacker's and defender's creatures enter battle on the tile being attacked. The creatures have the same attack values as their in-game counterparts. Each creature gets a bonus of +1 if the tile of the battle matches the creature's element.
The organizer generates 2 dice rolls (D6) from http://www.random.org/dice/?num=2
The first die is for the attacker,; the second die is for the defender. The values are added to the attack value of the creatures (plus bonus, if any) and the higher total wins. If the totals are the same (tie/draw), then the dice get re-rolled as many times as necessary, until the tie is resolved. If the attacker wins, then the player takes over the tile, and the attacking creature moves to the tile. The attacking creature's orginial tile becomes empty, yet remains under the control of the attacker. If the defender wins, then its owner keeps control of the tile.


9. Spell system

Bonus point system that rewards conquering:
You get 1 spellpoint for conquering a tile. You may spend your spellpoints on any of the following:
  • Firebolt: Cost: 5 - Kill a creature up to medium.Specify the target tile.
  • Thunderstorm: Cost: 7 - Kill every small creature in a 3x3 region (each opponent's and caster's). Specify the center tile.
  • Steal: Cost: 3 - Steal 2 points from an opponent. Specify the opponent.
  • Supernova: Cost: 4 - Caster receives 5 quanta of his/her choice. Specify the type of quanta (may be the same or different).
  • Parallel Universe:  Cost: 5 - Summon a copy of a creature in any tile owned by the caster. The copy must be placed in the same tile as the original creature. If the copy attacks or defends in a battle and dies during the battle, the original is still there, so a second battle takes place. The copy disappears at the beginning of the caster's turn in the next round, even if it survived a battle. Specify the target tile.
  • Blessing: Cost: 3 - A creature that faces a smaller creature this round automatically wins. Specify the target tile.
  • Mutation: Cost: 2 - Change target creature to a random small or medium creature. There is a 2/3 chance that it will be small. Specify the target tile.

10. Composition of a turn (Parts of a post)

The game is turn-based. Each player, in order, posts their moves for each turn. Each move post will contain the following parts:
  • Calculate the available quanta of each element type:Quanta generated from the tiles owned by the player + any unused amount carried over from previous turn.
  • Administrate spell points from carry over + conquests of previous turn.
  • Buy and use spells (declare type and target tile).  Players may buy and use as many spells in a turn as desired, provided they have enough spellpoints available.  Spells must be used in the same turn in which they are bought.
  • Declare moves: There can be two types:
    I.  Free move. Declare the starting tile and the end tile. Small creatures can move up to 2 tiles per round; others can move up to 1.
    II. Attack. Declare attacking tile and attacked tile. Can attack only adjacent tiles.
  • Summon reinforcements: what creature type onto which tile (the tile must be owned by the player), it is allowed to replace a creature with a different one (the old one is lost), e.g. get a stronger one if the player can afford the quanta
  • Report remaining quanta and spellpoints to carry over to next turn.
The Game Organizer executes battle resolutions and updates the map to indicate the state after each turn.
« Last Edit: May 13, 2013, 04:06:02 am by Chapuz »
My Decks, Tutorial and Guides <~~~~~ Click Here ! ! !

Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
  • The weird Voodoo guy
  • Awards: Slice of Elements 11th Birthday CakeSlice of Elements 10th Birthday CakeDeckbuilding Competition - Tower Defense WinnerSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeBrawl #1 Winner - Team Nyan Sharks
Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069740#msg1069740
« Reply #3 on: May 13, 2013, 01:39:33 am »

Spoiler for Team Fire part 1:
:fire
Spoiler for Team Fire Part 1:



  :aether  :air  :darkness  :death  :earth  :entropy  :fire  :gravity  :life  :light  :time  :water  :aether  :air  :darkness  :death  :earth  :entropy  :fire  :gravity  :life  :light  :time  :water

DUNGEON QUEST FORUM GAME

  :aether  :air  :darkness  :death  :earth  :entropy  :fire  :gravity  :life  :light  :time  :water  :aether  :air  :darkness  :death  :earth  :entropy  :fire  :gravity  :life  :light  :time  :water



This is a forum-remake of the famous (and infamous in terms of difficulty) board game known as Dungeon Quest. The remake was based on the latest edition of the board game and its ruleset can be found here (the link may be somewhat 'heavy' for slower machines). All the pictures used here were taken from that link.

Keep in mind that a serious amount of the original rules were changed or discarded completely in order to keep the game more forum-friendly. Furthermore, more rules or clarifications were added in order to positively enchance the gaming experience of any participant. Finally, we undertook a serious effort to make this game easier by both reducing the dungeon's size as well as adding a lot of additional alternative rules who help at making the death of a Hero less 'lethal'.

Spoiler for Differences between actual and forum versions:
* There are not any real cards, tokens or dice in the forum version. Moreover, percentage chances and random number generator programs must be used in order to determine certain effects. That also means there is no actual deck size; every deck (Dungeon deck, Crypt deck, Trap deck etc.) is supposed to has an infinite amount of cards within it.
* There are no Combat or Power cards (combat has greatly been changed) but there are Weapon and Shield Loot cards with special abilities.
* There are no pre-build Heroes; any participants of this forum game have to follow the Character Creation steps.
* The gaming board is made via elemental/emoticon icons and/or digits/letters and it is smaller than the boards of the board game version.
* This version would be regulary updated via patches in order to ensure balance, stability and, most of all, fun. ;)
* A link to a reliable online random number generator can be found here.

Spoiler for Legend of Dragonfire Dungeon & Introduction:
Legend of Dragonfire Dungeon
Long ago, during the great Dragon Wars, the mighty Elemental known as Dragonlord Kalladra devised the most cunning and insidious trap ever constructed. Rather than engaging the nations of Elelements in open warfare as the lower Dragons did, Kalladra counted on there being no greater danger to the ruling elementals and heroes of the land than their own greed. So he built Dragonfire Dungeon. Inside the impenetrable walls of his dungeon, Kalladra placed vast riches and artifacts stolen from the wealthiest noble families or elementals of the realm. While the sun shines, anyone brave enough may simply walk in through one of the four entrances, gather as much treasure as he dares, and walk out again. If only it were that easy. Within the dungeon, such a fortune-seeker must overcome terrifying creatures and vicious traps. He must not let these challenges delay him, however, and he must not spend too long gathering the choicest loot, for when the sun sets, the doors shut by the same unknown force that opened them. Then, the fierce Kalladra awakens to prowl his lair, destroying any helpless souls trapped within.
Once in a great while, some hardy adventurer manages to enter Dragonfire Dungeon and return again intact with a handful of treasures, but this doesn’t upset Kalladra in the least. That meager success simply draws more adventurers to the dungeon. Kalladra knows that once no one dares seek out the treasures of Dragonfire Dungeon, he will be free to conquer a world that has no heroes or elementals left to defend it.
Introduction
The first rays of the morning sun stretch across the Elements' realm and break apart the shadows covering the fire-blackened rubble of what used to be a castle. Only the stumps of four great towers remain remotely intact, their stone blocks indelibly scored by the immense claws of a dragon. As the morning light hits the edifice, just as legends describe, the towers’ heavy stone doors lurch open by unseen mechanisms and magics, giving entry to the dungeon beneath the shattered ruin. Vast wealth awaits the adventurer strong enough to face the creatures that dwell within and clever enough to avoid the many pitfalls that await. But one must be quick, for when the sun sets, the doors close and there is no escaping the dragon’s terrible wrath. Welcome to Dragonfire Dungeon...




* Game Overview *

In Dungeon Quest forum game, 2 to 12 players take on the roles of Heroes braving the terrors of Dragonfire Dungeon. Players explore the dungeon by moving their Heroes and placing Dungeon chambers on the game board. Over the course of the game, players draw Dungeon cards to discover what dangers lurk in the Dungeon chamber they have entered. Any Hero fortunate enough to find the Treasure Chamber in the center of the dungeon may attempt to plunder its riches. However, Heroes must be careful not to wake Dragonlord Kalladra who sleeps upon the treasure hoard. Greedy Heroes who linger too long in the Treasure Chamber risk invoking Kalladra’s fearsome Dragon Rage! Once Heroes have looted their fill of treasure, they must escape the dungeon before the sun sets. It is better not to ask what happens to those Heroes who are still in the dungeon at nightfall…



* Object of the Game *
The object of DungeonQuest is to collect treasure and escape Dragonfire Dungeon before the sun sets. The player with the surviving Hero who has the greatest value in Loot wins the game. The Treasure Chamber in the center of the dungeon holds the most valuable Loot, but lucky Heroes may also find gold as they explore the dungeon. To escape the dungeon, Heroes must find their way back to one of the Tower Rooms located at the corners of the dungeon. Sometimes no Heroes survive the dungeon. In this case, all of the players have lost and Dragonlord Kalladra lies victorious on his treasure hoard, awaiting the next group of adventurers.

Spoiler for Death of Glory?:
Death or Glory



Dragonfire Dungeon is one of the most dangerous lairs in the land of Elements, filled with monstrous creatures, fiendish traps, and dead ends. Even if Heroes survive long
enough to reach the Treasure Chamber, they must escape the dungeon before the sun sets. For making the game less difficult for inexperienced players, we recommend
using player-friendly optional rules (like the “Death Can Wait” optional rule), until forum members are more experienced with the game. If players feel especially brave (or foolhardy), they may increase the danger level of the dungeon by using other variants. See “Optional Rules” below for more details.


* Singing Up *
Anyone with a forum and a chat account can sign up for this event. Start by reading the rules very carefully. Then sign up by posting on a separate sign up topic. If you cannot find a sign up topic, or if it is locked, this event is not currently active, and you will have to wait for it to restart.
Minimum amount of participants for this event is 2 participants and maximun amount are 12 participants. If the event is full, you can still sign up as a reserve player, and will get a chance to join the event if any of the players doesn't show up during round 1.

Game Organizer
The person who runs this forum game and has the primary responsibility to keeps things in order and updated is the Game Organizer (usually this person is the Forum Game Organizer himself and, for this reason, any future reference to Forum Game Organizer, Game Organizer or just Organizer refers to the same person).
Game Organizer edits any post of the respective Dungeon Quest topics when needed, may recieve PMs of a player's next action (especiall at Combat) and acts as a referee. Furthermore, he must be reliable and trustworthy, since he runs the RNG simulators for both a player's six-sided dice throws and vairous percentages when needed.
Furhtermore, the Game Organizer decides the deadline during which the players must PM or post their Hero Stats or their next actions/movements/combat-related decisions etc.



* Getting Ready - Creating your Character *

You create your Hero by following the steps below and either posting at the corresponding thread or PMing the game organizer.

Buying stats
Each Hero starts the game with 5 Life Value, 1 Strength, 1 Agility, 1 Armor, 1 Luck and 20 points to spend. He/she can spend 1 point to gain +1 to either Strength, Agility, Armor or Luck or to gain +3 Life Value. A Hero MUST spend every single point before procceeding to the next step.

Selecting Runes
Each Hero can select one of the following Runes to start the game with:

Spoiler for RUNES:
RuneAbility
:aether Rune of Wisdom Use this Rune while encountering a Door or Portcullis or trying to escape from combat. You instanly open the Door or raise the Portcullis or successfuly escape from combat. Discard upon use.
:air Rune of Freedom Use this Rune while encountering Bridge, Botomless Pit or Chasm. You can traverse this chamber like it was a normal Dungeon chamber. Discard upon use.
:darkness Rune of Void Use this Rune while at the Catacombs. Draw 2 Catacomb cards instead of one. Discard upon use.
:death Rune of Sacrifice Use this Rune at the start of the game and only if your Life Value is higher than 20. Take 20 wounds and permanently gain +2 at Strength, Agility, Armor and Luck. Discard upon use.
:earth Rune of Integrity Use this Rune at the start of your turn. Permanently raise your life value by 2 and heal 2 wounds, but skip this turn. Discard upon use.
:entropy Rune of Serendipity Use this Rune while encountering a Dungeon chamber. Draw 3 Dungeon cards, encounter 2 of them (your choice) and discard the 3rd. Discard upon use.
:fire Rune of Bravery Use this Rune while encountering a Monster. Suffer 3 wounds but instantly kill the Monster. Discard upon use.
:gravity Rune of Focus Use this Rune while encountering a Trap card. The Trap is avoided. Discard upon use.
:life Rune of Gratitude Use this Rune at the start of your turn. Heal 5 wound points, but skip this turn. Discard upon use.
:light Rune of Divinity Use this Rune at the start of the game. Permanently raise your Life Value by 3. Discard upon use.
:time Rune of Readiness Use this Rune when you Search a chamber. You can perform a Move action after searching the chamber. Discard upon use.
:water Rune of Patience Use this Rune when you Search a chamber. Draw 2 Search cards instead of one. Discard upon use.

Selecting Special Powers
Each Hero can select one of the following Special Powers to start the game with:

Spoiler for SPECIAL POWERS:
Special PowerAbility
:aether Power of AetherYou can cross Botomless Pits normally, without taking any attribute tests.
:air Power of AirYou can cross Spider Webs normally, without taking any attribute tests. However, this doesn't make you immune to "Phase Spider" and "Flesh Spider" cards.
:darkness Power of DarknessYou can cross Chambers of Darkness normally, without taking any attribute tests.
:death Power of DeathYou can cross Bridges normally, without taking any attribute tests, or you can choose to willingly fall into the Catacombs by suffering only 1 wound.
:earth Power of EarthYou can attempt to jump over Chasms. Test Luck or Strength (whichever is higher) and you get a -2 to your dice result. If you succeed, you make it across the chasm, and you take your next turn as normal. If you fail, you have fallen into the chasm and are killed!
:entropy Power of EntropyYou can pass through a Portcullis normally, without taking any attribute tests. You may still not escape a combat if there is a Portcullis behind you.
:fire Power of FireYou can cross Trap Rooms normally, without drawing a Trap card. However, this power doesn't make you immune to Trap cards by any means.
:gravity Power of GravityYou can cross chambers with Cave-Ins normally. However, this power doesn't make you immune to "Cave-In" cards.
:life Power of LifeWhen you try to open a door, you draw 2 Door cards and encounter only 1 of these (your choice).
:light Power of LightWhen you encounter a Dungeon chamber, you may choose to draw 2 Dungeon cards instead of 1, but you have to encounter both of them.
:time Power of TimeWhen you explore the Catacombs, you may choose to draw 2 Catacomb cards instead of 1, but you have to encounter both of them. When you use this power, you don't increase the value of your Catacomb Counter at all.
:water Power of WaterWhen you enter a Rotating Room, the chamber won't rotate if you don't want to do so.



* Component Overview *
This section provides a brief description of every game component.

Game Board (or Dungeon Board)
The game board features Dragonfire Dungeon, with the Dragonlord’s Treasure Chamber located at the center, surrounded by the unexplored areas of the dungeon, and with a Tower Room in each corner of the dungeon.

*For up to 12 players, the game board is the following (11 x 11 squares, each square made by 9 elemental forum symbols):


Spoiler for Forum Game (Dungeon) Board:

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Spoiler for EXAMPLE of Dungeon Board Gameplay:

Though you won't understand a lot from this example, as soon as you become proficient with the rest of the game rules and examples everything in this board will become much more clear.


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 :underworld :underworld :underworld :underworld :underworld :underworld :aether :aether :aether :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld ::) :gravity :death :underworld :entropy :underworld :underworld :underworld
 :rainbow :underworld :rainbow :darkness :underworld :darkness :aether :-[ :aether :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :gravity :underworld :gravity :death :underworld :death :rainbow :underworld :rainbow
 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :fire :underworld :fire :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :light :life :light :air :underworld :air :rainbow :underworld :rainbow :rainbow :rainbow :rainbow
 :rainbow :rainbow :rainbow :underworld :underworld :underworld :entropy :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :life :( :underworld :air :underworld :underworld :underworld :underworld :underworld :rainbow :rainbow :rainbow
 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :fire :underworld :fire :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :light :underworld :light :air :underworld :air :rainbow :underworld :rainbow :rainbow :rainbow :rainbow
 :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :aether :underworld :aether :light :light :light :underworld :underworld :underworld :underworld :underworld :underworld :darkness :underworld :darkness :rainbow :underworld :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow
 :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :underworld :underworld :underworld :underworld :aether :underworld :underworld ?_? :light :underworld :underworld :underworld :underworld :underworld :underworld :darkness :underworld :underworld :underworld :underworld :underworld :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow
 :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :aether :underworld :aether :light :underworld :light :underworld :underworld :underworld :underworld :underworld :underworld :darkness :darkness :darkness :rainbow :underworld :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow :rainbow

« Last Edit: May 13, 2013, 01:42:53 am by Chapuz »
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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069741#msg1069741
« Reply #4 on: May 13, 2013, 01:39:44 am »

Spoiler for Team Fire part 2:

Hero Board
Hero Board includes every vital (or non-vital) detail about your character.

Hero ***Hero's name***
Life Value ***Life's value***
Strength ***Strength's value***
Agility ***Agility's value***
Armor ***Armor's value***
Luck ***Luck's value***
Special ability ***ability's name***
Flavor Text ***hero's biography etc.***
First Player Token (Sun Counter) ***'YES' or 'NO' goes here; if case of 'YES', the Sun Counter current value must be written here***
Wounds ***amount of wounds suffered***
Runes ***names & number of Runes owned***
Loot ***names & number of Loot cards taken***
Catacombs Traveling Direction***'UP', 'DOWN', 'LEFT', 'RIGHT' or 'NONE' goes here***
Determination Tokens ***amount of Determination Tokens at the current attribute test.***
Poison Tokens ***amount of Poison Tokens the character has.***
Other ***any other info goes here***

Spoiler for HERO BOARD BREAKDOWN:
Life Value: A Hero’s life value represents his durability. As Heroes explore the dungeon and fight monsters, the Heroes may become injured and suffer wounds. If a Hero has a total number of wounds equal to or more than his life value, he is killed.

Strength: Strength represents a Hero’s might and stamina.

Agility: Agility represents a Hero’s speed and ability to react quickly to dangerous situations.

Armor: Armor represents a Hero’s ability to prevent or ignore wounds.

Luck: Luck represents a Hero’s good fortune. Luck may also represent blessings from a deity (eg. Flase God) that the Hero worships.

Special Ability: Each Hero has one or more special abilities that he may use during the game.

Flavor Text: Flavor text gives the Heroes more personality, but has no game effect. Each player may write about his/her character backround story and why this Hero decides to enter such a dangerous lair.

First Player Token: This is YES if the Hero belongs to the player who adds +1 to the Sun Counter each turn and NO if the Hero doesn't belong to that player.

Wounds: This represents the amount of wounds the Hero has suffered. If it exceeds Hero's Life Value, the Hero dies.

Runes: The amount and type of Rune cards the Hero has are mentioned here.

Loot: The amount and type of Loot cards the Hero has are mentioned here.

Catacombs Traveling Direction: Useful only while traveling underground, the catacombs traveling direction mentions the way you have decided to explore the catacombs. If you're not in the Catacombs, this becomes NONE.

Determination Tokens: Whenever you have Determination Tokens for your current attribute test it is mentioned here.

Poison Tokens: The amount of poison tokens your Hero currently has.

Other: Any other info which doesn't fit into none of the above categories can be mentioned here.


Spoiler for EXAMPLE of prepared Hero Board:
Hero Arthanasios
Life Value 17
Strength 4
Agility 6
Armor 5
Luck 5
Special ability Power of Earth
Flavor Text A silly commoner who thinks he can become a hero, that is Arthanasios. Eager and arrogant, he lacks the skill to survive the dangers of Dragonfire Dungeon. He can consider himself incredibly lucky for being still alive at turn 8.
First Player Token (Sun Counter) YES (Sun Counter: 7)
Wounds 9
Runes Rune of Gratitude
Loot 2x Spark, 1x Dagger, 2x Healing Potion, 1x Rope
Catacombs Traveling DirectionNONE
Determination Tokens 1
Poison Tokens 0
Other 1x Vampire (Threat)

Hero Figures
Hero figures are represented on board via elemental icons or/and digits/letters. Typical Hero figures are digits '1', '2', '3', '4', ... '11', '12' which represent the respective player playing and/or signing up order. Except for digits, the forum emoticons make excellent heroic figures; a player can select one of the following emoticons to use as his figure and game ogranizer must make sure no one has the same emoticon for representing his/her Hero:  :), ;), :D, ;D, :(, 8), ?_?, ::), :P, :-[, :-* or :'(



Dungeon Cards
Over the course of the game, players draw Dungeon cards to discover what dangers await them in the Dungeon chamber they have entered. Some Dungeon cards are beneficial and reward Heroes with treasure. However, most Dungeon cards represent traps and creatures that pose serious risks to Heroes.



When drawing from Dungeon Deck you get the following cards according to the percentage you got from the RNG:

Spoiler for Dungeon Deck Drawing Percentage:

Percentage (%)Card DrawnCard Effect
1-10Empty(Event) Nothing happens...
11-20Dead Adventurer(Event) You may draw a Corpse card if you choose so.
21-25Crypt(Event) You may draw a Crypt card if you choose so.
26-29Torch Goes Out(Event) Keep this card. At the start of each of your turns, test Luck to relight your torch. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
30-31Skeleton Warrior(Monster) Encounter a Skeleton.
32-33Fallen Druid(Monster) Encounter a Fallen Druid.
34-37Abomination(Monster) Encounter an Abomination.
38-39Golem(Monster) Encounter a Golem.
40-44Deamon(Monster) Encounter a Deamon.
45-48Old Bones(Threat) Roll a die. If the result is 1-4 nothing happens. If it is 5-6 you encounter a Skeleton.
49-52Fallen Elf(Threat) Roll a die. If the result is 1-2 nothing happens. If it is 3-6 you encounter a Fallen Druid.
53-54Living Statue(Threat) Roll a die. If the result is 1-3 nothing happens. If it is 4-6 you encounter a Golem.
55-57Vultures(Threat) Roll 1 die and subtract 2 from the result to determine how many Wounds you suffer.
58-60Phase Spider(Threat) Keep this card. The room is filled with webs & at the beginning of each of your turns, test Stength. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
61Crossfire Trap(Trap) Test Armor. If you fail, arrows fired from the walls penetrate you and suffer a number of wounds equal to the amount you failed by.
62-63Trapdoor(Trap) Keep this card. At the start of each of your turns, test Agility (you may discard a Rope to automatically succeed). If you succeed, you climb out of the trap; discard this card and continue your turn as normal. If you fail, the spikes at the bottom of the pit wounds you; suffer +1 Wounds and your turn immediately ends.
64-65Poisonous Gas(Trap) Roll a die. Take Posion Tokens equal to the result minus 2.
66-67Cave-In(Trap) Keep this card. The room is filled with falling rubble & at the beginning of each of your turns, test Agility. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
68-69Deathstalker(Threat) Roll a die four times. You get +1 Poison Token for every 1 or 2 you get.
70-71Coin Pouch(Loot) 50 :electrum
72-73Jewels(Loot) 100 :electrum
74Ruby Necklace(Loot) 1000 :electrum
75Unstable Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Roll 2 dice to determine its effect; 1-2: Instant death, 3-4: +6 Wounds, 5-6: +3 Wounds, 7-10: Heal up to 3 wounds, 11-12: Heal up to 6 wounds.
76-77Healing Orb(Event) Roll a die. Heal an amount of wounds equal to the result of die.
78-79Purifying Orb(Event) Roll a die. Discard an amount of poison tokens equal to the result of die.
81-90Passage Down(Event) Change your current room's type to Catacomb Entrance (its walls are now must symbolised with Death elemental icons). Next turn, you may enter the Catacombs if you wish.
91-99Partly Trinkets(Loot) 5 :electrum
100Ghost of the Past(Event) This Ghost puts you through a challenge. Test the lower stat of yours (Strength, Armor, Agility or Luck). If you fail, you lose your turn plus suffering 1 Wound, taking +2 Poison Tokens and discarding the Loot card with the higher electrum value. Success means you heal up to 2 Wounds, up to 4 Poison counters and draw a Treasure card, despite of not being in the Treasure Chamber.

Dragon Cards
If a Hero survives long enough to reach the Treasure Chamber, the Hero can attempt to steal from the Dragonlord’s hoard. However, the Treasure Chamber holds more than just gold; it is guarded by the powerful Dragonlord Kalladra, himself. Although Kalladra sleeps during the day, he may awaken if a Hero is unlucky (or too greedy). Heroes must draw Dragon cards whenever they steal from the Treasure Chamber to see if Kalladra continues his slumber or if he awakens and torches the Hero with dragonfire!



Spoiler for Dragon Deck Drawing Percentage:
Percentage (%)Dragon Card Drawn
1-90% Sleeping
90-100% Dragon Rage
*Important: 'Sleeping' drawing percentage is reduced by 10% per drawinf attempt and, as a result, 'Dragon Rage' drawing percentage is increased by 10%, see 'Treasure Chamber' below for more info.

Treasure Cards
Treasure cards represent the riches and artifacts that Dragonlord Kalladra has accumulated during centuries of raiding and pillaging. Heroes can acquire Treasure cards by reaching the Treasure Chamber space at the center of the dungeon.
Most of the Treasure cards have a very high gold value and assure victory if the Hero manages to escape the dungeon (unless another Hero also manages to rob the Treasure Chamber, of course!).



Spoiler for Treasure Deck Drawing Percentage:
Percentage (%)Card DrawnCard Effect
1-7Treasure Chest(Loot) When you leave DragonFire Dungeon, roll 2 dice. This card's value in :electrum is equal to the result multiplied by 100.
8-10Partly Trinkets(Loot) 5 :electrum
11-24Jewels(Loot) 100 :electrum
25-27Coin Pouch(Loot) 50 :electrum
28-60Pile of Electrum(Loot) 500 :electrum
61-82Ruby Necklace(Loot) 1000 :electrum
83-84Unstable Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Roll 2 dice to determine its effect; 1-2: Instant death, 3-4: +6 Wounds, 5-6: +3 Wounds, 7-10: Heal up to 3 wounds, 11-12: Heal up to 6 wounds.
85Healing Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Heal 1 Wound.
86Purifying potion(Loot) You may discard this card at the beginning of your turn or your combat round. Discard 1 Poison Token.
87-88Healing Orb(Event) Roll a die. Heal an amount of wounds equal to the result of die.
89-90Purifying Orb(Event) Roll a die. Discard an amount of poison tokens equal to the result of die.
91Sword(Loot-Weapon) Deal +1 additional Wounds with every successful Melee Normal Attack of yours.
92Dagger(Loot-Weapon) Deal +1 additional Wounds with every successful Ranged Normal Attack of yours
93Wand(Loot-Weapon) Deal +1 additional Wounds with every successful Spell Normal Attack of yours
94Hammer(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Melee Brutal Attack of yours
95Bow(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Ranged Brutal Attack of yours
96Staff(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Spell Brutal Attack of yours
97Winged Shield(Loot-Shield) Deal +1 additional Wounds with every successful Melee Counterattack of yours
98Tower shield(Loot-Shield) Deal +1 additional Wounds with every successful Ranged Counterattack of yours
99Spark(Loot) Discard Spark to deal +1 Wounds in this Combat Round.
100Poisoned Weapon(Loot) Discard Poisoned Weapon to add +1 Poison Tokens to your Combat opponent.

Trap Cards
Some Dungeon chambers or card instructions require Heroes to draw Trap cards. Most Trap cards represent insidious devices for dealing death, including trapdoors, poisonous gases, and crossfire traps.



Spoiler for Trap Deck Drawing Percentage:
Percentage (%)Card DrawnCard Effect
1-5Empty(Event) Nothing happens...
6Living Statue(Threat) Roll a die. If the result is 1-3 nothing happens. If it is 4-6 you encounter a Golem.
7Vampire(Threat) Test Agility or Armor (whichever is lower). If you fail, suffer 1 wound and keep this card. At the start of each of your turns, suffer 1 wound and retest agility/armor. If you succeed, discard this card.
8Vultures(Threat) Roll 1 die and subtract 2 from the result to determine how many Wounds you suffer.
9Phase Spider(Threat) Keep this card. The room is filled with webs & at the beginning of each of your turns, test Stength. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
10Flesh Spider(Threat) Keep this card. The room is filled with webs & at the beginning of each of your turns, test Stength. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends and you take +1 Poison Tokens.
11-30Trapdoor(Trap) Keep this card. At the start of each of your turns, test Agility (you may discard a Rope to automatically succeed). If you succeed, you climb out of the trap; discard this card and continue your turn as normal. If you fail, the spikes at the bottom of the pit wounds you; suffer +1 Wounds and your turn immediately ends.
31-50Crossfire Trap(Trap) Test Armor. If you fail, arrows fired from the walls penetrate you and suffer a number of wounds equal to the amount you failed by.
51-70Poisonous Gas(Trap) Roll a die. Take Posion Tokens equal to the result minus 2.
71-85Unstable Gas(Trap) Test Armor. If you fail, roll 2 dice to determine its effect; 1-2: Instant death, 3-12: suffer wounds equal to the result of dice minus 4.
86-90Cave-In(Trap) Keep this card. The room is filled with falling rubble & at the beginning of each of your turns, test Agility. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
91-94Scorpion(Threat) Roll a die. If you get 1-3, you take +1 Poison Token
95-99Deathstalker(Threat) Roll a die four times. You get +1 Poison Token for every 1 or 2 you get.
100Ghost of the Past(Event) This Ghost puts you through a challenge. Test the lower stat of yours (Strength, Armor, Agility or Luck). If you fail, you lose your turn plus suffering 1 Wound, taking +2 Poison Tokens and discarding the Loot card with the higher electrum value. Success means you heal up to 2 Wounds, up to 4 Poison counters and draw a Treasure card, despite of not being in the Treasure Chamber.

Door Cards
Some Dungeon chambers feature passages that contain a closed door. In order to move through such a passage, a Hero must draw Door cards until he draws one that indicates he has successfully opened the door.



Spoiler for Door Deck Drawing Percentage:
Percentage (%)Card Drawn
1-40Door Opens (you procceed)
41-80Door Jammed (your turn ends)
81-100Hidden Trap (you draw a Trap card)

Crypt Cards
Constructs and other creatures are not the only minions that Dragonlord Kalladra commands. Fallen knights and evil sorcerers also serve Kalladra as their master. When these servants are killed, they are buried in the crypts of Dragonfire Dungeon as a mark of honor. They are often buried with treasure, but some servants do not rest easy.



Spoiler for Crypt Deck Drawing Percentage:
Percentage (%)Card DrawnCard Effect
1-15Empty(Event) Nothing happens...
16Old Bones(Threat) Roll a die. If the result is 1-4 nothing happens. If it is 5-6 you encounter a Skeleton.
17-22Vultures(Threat) Roll 1 die and subtract 2 from the result to determine how many Wounds you suffer.
23-27Flesh Spider(Threat) Keep this card. The room is filled with webs & at the beginning of each of your turns, test Stength. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends and you take +1 Poison Tokens.
28-35Hidden Trap(Event) Draw a Trap card.
36-45Deathstalker(Threat) Roll a die four times. You get +1 Poison Token for every 1 or 2 you get.
46-47Rope(Loot) This card may be discarded to do somethig beneficial at certain cases.
48-51Partly Trinkets(Loot) 5 :electrum
52-54Coin Pouch(Loot) 50 :electrum
55Jewels(Loot) 100 :electrum
56-57Unstable Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Roll 2 dice to determine its effect; 1-2: Instant death, 3-4: +6 Wounds, 5-6: +3 Wounds, 7-10: Heal up to 3 wounds, 11-12: Heal up to 6 wounds.
58-59Healing Orb(Event) Roll a die. Heal an amount of wounds equal to the result of die.
60-61Purifying Orb(Event) Roll a die. Discard an amount of poison tokens equal to the result of die.
62-64Purifying potion(Loot) You may discard this card at the beginning of your turn or your combat round. Discard 1 Poison Token.
65-66Sword(Loot-Weapon) Deal +1 additional Wounds with every successful Melee Normal Attack of yours.
67-68Dagger(Loot-Weapon) Deal +1 additional Wounds with every successful Ranged Normal Attack of yours
69-70Wand(Loot-Weapon) Deal +1 additional Wounds with every successful Spell Normal Attack of yours
71-72Hammer(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Melee Brutal Attack of yours
73-74Bow(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Ranged Brutal Attack of yours
75-76Staff(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Spell Brutal Attack of yours
77-78Winged Shield(Loot-Shield) Deal +1 additional Wounds with every successful Melee Counterattack of yours
79-80Tower shield(Loot-Shield) Deal +1 additional Wounds with every successful Ranged Counterattack of yours
81-82Reflective Shield(Loot-Shield) Deal +1 additional Wounds with every successful Spell Counterattack of yours
83-86Spark(Loot) Discard Spark to deal +1 Wounds in this Combat Round.
87-90Poisoned Weapon(Loot) Discard Poisoned Weapon to add +1 Poison Tokens to your Combat opponent.

Corpse Cards
Dragonfire Dungeon is the final resting place for many brave adventurers and treasure hunters. The remains of these unfortunate souls may hold treasure and items that aid Heroes in their quest, or may contain a nest of deadly scorpions! Corpse cards are used to determine what Heroes find on these dead bodies.



Spoiler for Corpse Deck Drawing Percentage:
Percentage (%)Card DrawnCard Effect
1-15Empty(Event) Nothing happens...
16Fallen Elf(Threat) Roll a die. If the result is 1-2 nothing happens. If it is 3-6 you encounter a Fallen Druid.
17-22Vultures(Threat) Roll 1 die and subtract 2 from the result to determine how many Wounds you suffer.
23-27Phase Spider(Threat) Keep this card. The room is filled with webs & at the beginning of each of your turns, test Stength. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
28-35Hidden Trap(Event) Draw a Trap card.
36-45Scorpion(Threat) Roll a die. If you get 1-3, you take +1 Poison Token
46-47Rope(Loot) This card may be discarded to do somethig beneficial at certain cases.
48-51Partly Trinkets(Loot) 5 :electrum
52-54Coin Pouch(Loot) 50 :electrum
55-57Unstable Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Roll 2 dice to determine its effect; 1-2: Instant death, 3-4: +6 Wounds, 5-6: +3 Wounds, 7-10: Heal up to 3 wounds, 11-12: Heal up to 6 wounds.
58-60Healing Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Heal 1 Wound.
61-64Purifying potion(Loot) You may discard this card at the beginning of your turn or your combat round. Discard 1 Poison Token.
65-66Sword(Loot-Weapon) Deal +1 additional Wounds with every successful Melee Normal Attack of yours.
67-68Dagger(Loot-Weapon) Deal +1 additional Wounds with every successful Ranged Normal Attack of yours
69-70Wand(Loot-Weapon) Deal +1 additional Wounds with every successful Spell Normal Attack of yours
71-72Hammer(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Melee Brutal Attack of yours
73-74Bow(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Ranged Brutal Attack of yours
75-76Staff(Loot-Weapon) Deal x3 Wounds instead of x2 with every successful Spell Brutal Attack of yours
77-78Winged Shield(Loot-Shield) Deal +1 additional Wounds with every successful Melee Counterattack of yours
79-80Tower shield(Loot-Shield) Deal +1 additional Wounds with every successful Ranged Counterattack of yours
81-82Reflective Shield(Loot-Shield) Deal +1 additional Wounds with every successful Spell Counterattack of yours
83-89Spark(Loot) Discard Spark to deal +1 Wounds in this Combat Round.
90-100Poisoned Weapon(Loot) Discard Poisoned Weapon to add +1 Poison Tokens to your Combat opponent.

Search Cards
Heroes may search most of the chambers in Dragonfire Dungeon in hopes of discovering treasure or a secret door. Unfortunate Heroes may find fiendish traps or monstrous creatures, instead.



Spoiler for Search Deck Drawing Percentage:
Percentage (%)Card DrawnCard Effect
1-10Empty(Event) Nothing happens...
11-20Secret Door(Event) You may immediately move to any adjactent chamber, bypassing Walls & other obstacles. If the space is unexplored, generate a new chamber as normal. If you encounter a monster, you can't escape.
21-25Crypt(Event) You may draw a Crypt card if you choose so.
26-30Dead Adventurer(Event) You may draw a Corpse card if you choose so.
31-35Passage Down(Event) Change your current room's type to Catacomb Entrance (its walls are now must symbolised with Death elemental icons). Next turn, you may enter the Catacombs if you wish.
36-65Hidden Trap(Event) Draw a Trap card.
66-67Rope(Loot) This card may be discarded to do somethig beneficial at certain cases.
68-72Partly Trinkets(Loot) 5 :electrum
73Jewels(Loot) 100 :electrum
74-79Coin Pouch(Loot) 50 :electrum
80-85Unstable Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Roll 2 dice to determine its effect; 1-2: Instant death, 3-4: +6 Wounds, 5-6: +3 Wounds, 7-10: Heal up to 3 wounds, 11-12: Heal up to 6 wounds.
86-88Healing Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Heal 1 Wound.
89-91Purifying potion(Loot) You may discard this card at the beginning of your turn or your combat round. Discard 1 Poison Token.
92Healing Orb(Event) Roll a die. Heal an amount of wounds equal to the result of die.
93Purifying Orb(Event) Roll a die. Discard an amount of poison tokens equal to the result of die.
94-96Spark(Loot) Discard Spark to deal +1 Wounds in this Combat Round.
97-100Poisoned Weapon(Loot) Discard Poisoned Weapon to add +1 Poison Tokens to your Combat opponent.

Rune Cards
Rune cards represent magical artifacts that are imbued with powerful spells (see 'Selecting Runes' above). Each Rune represents its respective Shard and provides the Hero with a unique one-time-use effect that may be the difference between surviving the dungeon or becoming its next victim. Every Rune is discarded (destroyed) upon use.



Catacomb Cards
Beneath the dungeon itself lies a vast labyrinth of catacombs. During the course of the game, Heroes may discover entrances to the catacombs or may fall into it as a  result of an encounter. When Heroes explore the catacombs, they must draw from the Catacomb deck instead of the Dungeon deck.



Spoiler for Catacomb Deck Drawing Percentage:
Percentage (%)Card DrawnCard Effect
1-10Empty(Event) Nothing happens...
11-20Crypt(Event) You may draw a Crypt card if you choose so.
21-25Dead Adventurer(Event) You may draw a Corpse card if you choose so.
26-29Torch Goes Out(Event) Keep this card. At the start of each of your turns, test Luck to relight your torch. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
30-31Skeleton Warrior(Monster) Encounter a Skeleton.
32-33Fallen Druid(Monster) Encounter a Fallen Druid.
34-37Abomination(Monster) Encounter an Abomination.
38-39Golem(Monster) Encounter a Golem.
40-44Deamon(Monster) Encounter a Deamon.
45-48Old Bones(Threat) Roll a die. If the result is 1-4 nothing happens. If it is 5-6 you encounter a Skeleton.
49-52Fallen Elf(Threat) Roll a die. If the result is 1-2 nothing happens. If it is 3-6 you encounter a Fallen Druid.
53-54Living Statue(Threat) Roll a die. If the result is 1-3 nothing happens. If it is 4-6 you encounter a Golem.
55-57Vampire(Threat) Test Agility or Armor (whichever is lower). If you fail, suffer 1 wound and keep this card. At the start of each of your turns, suffer 1 wound and retest agility/armor. If you succeed, discard this card.
58-60Flesh Spider(Threat) Keep this card. The room is filled with webs & at the beginning of each of your turns, test Stength. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends and you take +1 Poison Tokens.
61Trapdoor(Trap) Keep this card. At the start of each of your turns, test Agility (you may discard a Rope to automatically succeed). If you succeed, you climb out of the trap; discard this card and continue your turn as normal. If you fail, the spikes at the bottom of the pit wounds you; suffer +1 Wounds and your turn immediately ends.
62-63Crossfire Trap(Trap) Test Armor. If you fail, arrows fired from the walls penetrate you and suffer a number of wounds equal to the amount you failed by.
64-65Poisonous Gas(Trap) Roll a die. Take Posion Tokens equal to the result minus 2.
66-67Cave-In(Trap) Keep this card. The room is filled with falling rubble & at the beginning of each of your turns, test Agility. If you succeed, discard this card and continue your turn as normal. If you fail, your turn immediately ends.
68-69Deathstalker(Threat) Roll a die four times. You get +1 Poison Token for every 1 or 2 you get.
70-71Treasure Chest(Loot) When you leave DragonFire Dungeon, roll 2 dice. This card's value in :electrum is equal to the result multiplied by 100.
72-73Jewels(Loot) 100 :electrum
74Grey Shard(Loot) 2500 :electrum
75Unstable Potion(Loot) You may discard this card at the beginning of your turn or your combat round. Roll 2 dice to determine its effect; 1-2: Instant death, 3-4: +6 Wounds, 5-6: +3 Wounds, 7-10: Heal up to 3 wounds, 11-12: Heal up to 6 wounds.
76-77Healing Orb(Event) Roll a die. Heal an amount of wounds equal to the result of die.
78-79Purifying Orb(Event) Roll a die. Discard an amount of poison tokens equal to the result of die.
81-90Exit(Event) Exit the Catacombs and return to Dungeon Board if you wish.
91-98Hole in the Roof(Event) Test Agility. If you succeed, you may exit the Catacombs. If you fail, you may test again on your next turn instead of drawing a Catacombs card. Discard a Rope to automatically succeed if you wish.
99-100Ghost of the Past(Event) This Ghost puts you through a challenge. Test the lower stat of yours (Strength, Armor, Agility or Luck). If you fail, you lose your turn plus suffering 1 Wound, taking +2 Poison Tokens and discarding the Loot card with the higher electrum value. Success means you heal up to 2 Wounds, up to 4 Poison counters and draw a Treasure card, despite of not being in the Treasure Chamber.

Dungeon Chambers
Dungeon chambers represent the vast network of corridors and rooms that make up Dragonfire Dungeon. When Heroes move through the dungeon and explore a space that does not already contain a chamber, they must generate via an RNG simulator a Dungeon chamber to see what they encounter (see "Rules for Generating Chambers" below).

First Player Token
The First Player token indicates which player begins the game and acts as a reminder to advance the sun token along the sun track at the start of each of that player’s turns.



Determination Tokens
When a Hero fails an attribute test, he gains a determination token, which increases his chances of succeeding on his next attempt for that encounter.



Monster Tokens
If a Hero encounters a Monster and does not kill it, the Monster lurks in the chamber for the next Hero to come along. The presence of the Monster is marked with a monster token. Monster tokens is marked on board via the capital starting letter of the respective creature they represent ('S' for Skeleton, 'F' for Fallen Druid, 'A' for Abomination, 'G' for Golem, 'D' for Deamon) or by the following emoticons ( :-X, :-\, :o, >:(, :electrum).



Six-sided Dice
Some results are determined by six-sided Dice. A random number generator set to generating numbers from 1 to 6 must be used to represent these.



Poison Tokens
Poison tokens determine when a Hero or Monster is poisoned. At the beginning of his turn, if a Hero has more than zero Poison Tokens, he discards a Poison Token and suffers 1 Wound. Monsters having more than zero Poison Tokens discard a Poison Token and suffer 1 Wound, but they follow this process at the beginning of each Combat Round (see 'Combat' below). Monsters discard all of their Poison Tokens without suffering any Wounds when they're outside of Combat. Poison is usually inflicted by poisonous traps or threats but there are cards which can remove them.






* Rules for Generating Chambers *

Step A: Chamber Type

Use the RNG percentage in relation with the table below to determine the type of the generated chamber.

Spoiler for Chamber Type Generating Percentage:
Percentage (%)Chamber Type Generated
1-40Dungeon Room
41-50Corridor
51-60Catacombs
61-65Trap Room
66-70Bridge
71-76Spider Web
77-80Chasm
81-86Cave-In
87-90Bottomless Pit
91-96Chamber of Darkness
97-100Rotating Room

Step B: Chamber Features

Use the RNG percentage table of the corresponding type of the generated chamber to determine the place of Walls, Passages and other features (if any).

Spoiler for Dungeon Chambers' Percentages:

:light :light :light

Spoiler for Dungeon Room Features' Percentage:
Percentage (%)Dungeon Room Features
UP side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall
DOWN side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall
LEFT side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall
RIGHT side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall

EXAMPLES of generated Dungeon Chambers:

 :light :underworld :light
 :underworld :underworld :underworld
 :light :underworld :light

 :light :entropy :light
 :light :underworld :underworld
 :light :light :light

 :light :underworld :light
 :life :underworld :underworld
 :light :light :light

 :light :light :light
 :light :underworld :entropy
 :light :life :light


:time :time :time

Spoiler for Corridor Features' Percentage:
Percentage (%)Corridor Features
UP side
1-65Empty Passage
66-100Wall
DOWN side
1-65Empty Passage
66-100Wall
LEFT side
1-65Empty Passage
66-100Wall
RIGHT side
1-65Empty Passage
66-100Wall

EXAMPLES of generated Corridors:

 :time :underworld :time
 :underworld :underworld :underworld
 :time :underworld :time

 :time :underworld :time
 :time :underworld :underworld
 :time :time :time

 :time :underworld :time
 :time :underworld :underworld
 :time :underworld :time

 :time :time :time
 :underworld :underworld :time
 :time :time :time


:death :death :death

Spoiler for Catacomb Features' Percentage:
Percentage (%)Catacomb Entrance Features
UP side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall
DOWN side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall
LEFT side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall
RIGHT side
1-15Passage with Portcullis
16-25Passage with Door
26-60Empty Passage
61-100Wall

EXAMPLES of generated Catacomb Entrances:

 :death :underworld :death
 :underworld :underworld :underworld
 :death :underworld :death

 :death :entropy :death
 :underworld :underworld :underworld
 :death :death :death

 :death :death :death
 :death :underworld :underworld
 :death :life :death

 :death :life :death
 :underworld :underworld :entropy
 :death :underworld :death


:fire :fire :fire

Spoiler for Trap Room Features' Percentage:
Percentage (%)Trap Room Features
UP side
1-10Passage with Portcullis
11-15Passage with Door
16-50Empty Passage
51-100Wall
DOWN side
1-10Passage with Portcullis
11-15Passage with Door
16-50Empty Passage
51-100Wall
LEFT side
1-10Passage with Portcullis
11-15Passage with Door
16-50Empty Passage
51-100Wall
RIGHT side
1-10Passage with Portcullis
11-15Passage with Door
16-50Empty Passage
51-100Wall


EXAMPLES of generated Trap Rooms:

 :fire :underworld :fire
 :underworld :underworld :underworld
 :fire :underworld :fire

 :fire :fire :fire
 :entropy :underworld :fire
 :fire :fire :fire

 :fire :life :fire
 :underworld :underworld :underworld
 :fire :underworld :fire

 :fire :entropy :fire
 :fire :underworld :fire
 :fire :life :fire


:rainbow :earth :rainbow

Spoiler for Bridge Features' Percentage:
Percentage (%)Bridge Features
UP side
1-50Empty Passage
51-100Wall
DOWN side
1-50Empty Passage
51-100Wall
LEFT side
1-50Empty Passage
51-100Wall
RIGHT side
1-50Empty Passage
51-100Wall

EXAMPLES of generated Bridges:

 :rainbow :underworld :rainbow
 :underworld :earth :underworld
 :rainbow :underworld :rainbow

 :rainbow :rainbow :rainbow
 :underworld :earth :underworld
 :rainbow :rainbow :rainbow

 :rainbow :underworld :rainbow
 :underworld :earth :rainbow
 :rainbow :underworld :rainbow

 :rainbow :rainbow :rainbow
 :rainbow :earth :rainbow
 :rainbow :underworld :rainbow


:air :air :air

Spoiler for Spider Web Features' Percentage:
Percentage (%)Spider Web Features
UP side
1-15Passage with Door
16-65Empty Passage
66-100Wall
DOWN side
1-15Passage with Door
16-65Empty Passage
66-100Wall
LEFT side
1-15Passage with Door
16-65Empty Passage
66-100Wall
RIGHT side
1-15Passage with Door
16-65Empty Passage
66-100Wall

EXAMPLES of generated Spider Webs:

 :air :underworld :air
 :underworld :underworld :underworld
 :air :underworld :air

 :air :life :air
 :air :underworld :life
 :air :underworld :air

 :air :underworld :air
 :air :underworld :underworld
 :air :air :air

 :air :underworld :air
 :air :underworld :air
 :air :air :air


:earth :rainbow :earth

Spoiler for Chasm Features' Percentage:
Percentage (%)Chasm Features
Chasm Area
1-50Chasm seperates LEFT & UP Passages from RIGHT & DOWN ones.
51-100Chasm seperates UP & RIGHT Passages from DOWN & LEFT ones.
UP side
1-100Empty Passage
DOWN side
1-100Empty Passage
LEFT side
1-100Empty Passage
RIGHT side
1-100Empty Passage

*Example of Chasm which seperates LEFT & UP Passages from RIGHT & DOWN ones:

:rainbow :underworld :earth
:underworld :earth :underworld
:earth :underworld :rainbow

*Example of Chasm which seperates UP & RIGHT Passages from DOWN & LEFT ones:

:earth :underworld :rainbow
:underworld :earth :underworld
:rainbow :underworld :earth


:gravity :gravity :gravity

Spoiler for Cave-In Features' Percentage:
Percentage (%)Cave-In Features
UP side
1-15Passage with Door
16-65Empty Passage
66-100Wall
DOWN side
1-15Passage with Door
16-65Empty Passage
66-100Wall
LEFT side
1-15Passage with Door
16-65Empty Passage
66-100Wall
RIGHT side
1-15Passage with Door
16-65Empty Passage
66-100Wall

EXAMPLES of generated Cave-Ins:

 :gravity :underworld :gravity
 :underworld :underworld :underworld
 :gravity :underworld :gravity

 :gravity :gravity :gravity
 :life :underworld :underworld
 :gravity :gravity :gravity

 :gravity :underworld :gravity
 :life :underworld :life
 :gravity :life :gravity

 :gravity :underworld :gravity
 :underworld :underworld :underworld
 :gravity :gravity :gravity


:aether :aether :aether

Spoiler for Bottomless Pit Features' Percentage:
Percentage (%)Bottomless Pit Features
UP side
1-50Empty Passage
51-100Wall
DOWN side
1-50Empty Passage
51-100Wall
LEFT side
1-50Empty Passage
51-100Wall
RIGHT side
1-50Empty Passage
51-100Wall

EXAMPLES of generated Bottomless Pits:

 :aether :underworld :aether
 :underworld :aether :underworld
 :aether :underworld :aether

 :aether :aether :aether
 :underworld :aether :underworld
 :aether :aether :aether

 :aether :aether :aether
 :underworld :aether :aether
 :aether :underworld :aether

 :aether :underworld :aether
 :aether :aether :aether
 :aether :aether :aether


:darkness :darkness :darkness

Spoiler for Chamber of Darkness Features' Percentage:
Percentage (%)Chamber of Darkness Features
UP side
1-65Empty Passage
66-100Wall
DOWN side
1-65Empty Passage
66-100Wall
LEFT side
1-65Empty Passage
66-100Wall
RIGHT side
1-65Empty Passage
66-100Wall

EXAMPLES of generated Chambers of Darkness:

 :darkness :underworld :darkness
 :underworld :underworld :underworld
 :darkness :underworld :darkness

 :darkness :darkness :darkness
 :darkness :underworld :underworld
 :darkness :darkness :darkness

 :darkness :underworld :darkness
 :underworld :underworld :darkness
 :darkness :underworld :darkness

 :darkness :darkness :darkness
 :underworld :underworld :darkness
 :darkness :underworld :darkness


:water :water :water

Spoiler for Rotating Room Features' Percentage:
Percentage (%)Rotating Room Features
UP side
1-100Wall
DOWN side
1-100Wall
LEFT side
1-100Wall
RIGHT side
1-100Wall

EXAMPLES of generated Rotating Rooms:

 :water :underworld :water
 :water :underworld :water
 :water :water :water

 :water :water :water
 :underworld :underworld :water
 :water :water :water

 :water :water :water
 :water :underworld :water
 :water :underworld :water

 :water :water :water
 :water :underworld :underworld
 :water :water :water


Step C: Fixing the Chamber

Game Organizer must create the roon on board by using elemental forum icons, but after fixing a few things:

*If a Wall or a Door was generated at the direction from which the Hero enters the room from, they are considered invalid and are replaced by Empty Passage. Only Portcullis is valid, because it has supposely closed after the hero passed by it.

Spoiler for EXAMPLE:

PHASE 1: A Hero decides to move left to the unexplored middle chamber of the following board.

 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :) :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld


PHASE 2: The generated chamber is a Dungeon Room with a Wall up, a Portcullis left, a Door down and a Wall right. However, since the Hero comes from the right, the right Wall must be replaced with an Empty Passage.

 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :light :light :light :light :light :light
 :underworld :underworld :underworld :entropy :underworld :light :underworld :) :underworld
 :underworld :underworld :underworld :light :life :light :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld


PHASE 3: After the chamber is fixed, the Hero moves normally into it and encounters it as normal.

 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :light :light :light :light :light :light
 :underworld :underworld :underworld :entropy :) :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :light :life :light :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld


*If the chamber is adjactent to a Tower, the chamber's side which is attached to the Tower can't be Walled. If there is a wall, it is replaced by an Empty Passage.

Spoiler for EXAMPLE:

PHASE 1: A Hero decides to move left to the unexplored middle chamber of the following board.

 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :underworld :underworld :underworld
 :rainbow :rainbow :rainbow :underworld :underworld :underworld :underworld :underworld :underworld
 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :underworld :underworld :underworld
 :rainbow :underworld :rainbow :underworld :underworld :underworld :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :) :underworld
 :rainbow :underworld :rainbow :underworld :underworld :underworld :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld


PHASE 2: The generated middle chamber at the below board is a Dungeon Room which has a Wall up, a Wall left, an Empty Passage down and an Empty Passage right. However, since it is adjactent with 2 Towers leftwards and upwards, the left and upper Walls are replaced with 2 Empty Passages.

 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :underworld :underworld :underworld
 :rainbow :rainbow :rainbow :underworld :underworld :underworld :underworld :underworld :underworld
 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :underworld :underworld :underworld
 :rainbow :underworld :rainbow :light :light :light :light :light :light
 :underworld :underworld :underworld :light :underworld :underworld :underworld :) :underworld
 :rainbow :underworld :rainbow :light :underworld :light :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld


PHASE 3: After the chamber is fixed, the Hero moves normally into it and encounters it as normal.

 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :underworld :underworld :underworld
 :rainbow :rainbow :rainbow :underworld :underworld :underworld :underworld :underworld :underworld
 :rainbow :rainbow :rainbow :rainbow :underworld :rainbow :underworld :underworld :underworld
 :rainbow :underworld :rainbow :light :underworld :light :light :light :light
 :underworld :underworld :underworld :underworld :) :underworld :underworld :underworld :underworld
 :rainbow :underworld :rainbow :light :underworld :light :light :light :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworl
« Last Edit: May 13, 2013, 01:43:05 am by Chapuz »
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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069742#msg1069742
« Reply #5 on: May 13, 2013, 01:39:54 am »

Spoiler for Team Fire Part 3:


* Playing the Game *

DungeonQuest is played over a series of turns, beginning with the First Player and then continuing to the next. The order usually is relative with the order people subscribed for the event, except if the event organiser says otherwise. Each player completes his Hero’s entire turn before the next Hero takes a turn. When a Hero takes his turn, he must choose one of the following actions and resolve its consequences:

Move into an adjacent space
OR
Search the chamber he is in


Spoiler for Dungeon Chamber Breakdown:



                    Door
                     ||
                     \/
  Wall ->  :light :life :light  <- Wall
  Wall ->  :light :underworld :underworld  <- Empty Passage
  Wall ->  :light :entropy :light  <- Wall
                     /\
                     ||
                Portcullis


Dungeon Chamber Breakdown

Wall: (Symbolised by :rainbow or by :light, :aether, :air, :darkness, :death, :fire, :gravity, :time or :water at special chambers.)

 Any side of a Dungeon chamber that is blocked by a wall is impassible; Heroes cannot enter or leave a chamber through a side blocked by a wall. Walls are normally represented by :rainbow icons.

Passage (or Empty Passage): (Always symbolised by :underworld.)

 Any side of a Dungeon chamber that is not blocked by a wall is considered a passage. Heroes may enter or leave a chamber using any of its passages. Passages are usually represented by :underworld icons.

Door: (Always symbolised by :life.)

 Some passages have a door. Heroes must first open the door before they can enter or leave the chamber through that passage (see “Moving Through a Door” below). Doors are always represented by :life icons.


Portcullis: (Always symbolised by :entropy)

 Some passages have a portcullis. Some protcullis close behind you as you pass through them, while other are in front of you and must be raised in order to be passed (See "Moving Through a Portcullis" below).

* Moving *
If a Hero chooses to move, he informs the Forum Game Ograniser by posting or my PMing that he wishes to 'Move UP', 'Move DOWN', Move RIGHT' or 'Move LEFT' (diagonal movement is never allowed) and his figure is moved through a passage to an adjacent space; if there is a Wall blocking the way, the move is invalid. Heroes cannot move into a Dungeon chamber occupied by another Hero figure, except for the Treasure Chamber in the center of the dungeon (see “Looting the Treasure Chamber” below). After a Hero moves, he must encounter the space he entered (see “Encountering Dungeon Chambers” below).

Moving into a Dungeon Chamber
When a Hero moves into a space that already contains a Dungeon chamber, he simply encounters that chamber (see “Encountering Dungeon Chambers” below). If a Hero enters a Dungeon chamber that contains a monster token, the Hero encounters the Monster first. If the Hero kills the Monster, he must then encounter the chamber.

Moving into an Unexplored Space
Every space on the board that does not contain a Dungeon chamber (except Tower Rooms and the Treasure Chamber), in other words every black square made of nine 3x3 :underground icons, is considered unexplored. When a Hero moves into an unexplored space, an RNG simulator must be used to determine the 'shape' of the chamber (number and position of Walls & Passages, any Doors or Portcullises etc.) as well as its type (Dungeon, Trap, Chasm, Botomless Pit etc.). After calculating the chamber, the Game Organiser creates the room on the game's Dungeon Board by using elemental forum icons and place the Hero figure at the center of the room (exception: In some special rooms, the Hero is placed at an edge of the room instead of its center). For further info, see 'Rules for Generating Dungeon Chambers' and 'Dungeon Chamber Breakdown' above. 

Moving Through a Door
Some passages have doors that must be opened before Heroes can move through them. Many doors can be opened right away, but others are jammed or trapped. Each time a Hero attempts to move through a door, he must first draw a Door card. If the Hero draws a “Door Opens” card, he continues his movement as normal. If the Hero draws a “Door Jammed”, he must remain in the chamber. Finally, if he draws “Hidden Trap”, he must remain in the chamber and draw a trap card. However, the Hero may try the door again next turn or may leave by a different passage. If a Hero attempts to move through a door that is adjacent to another door, he only draws one Door card to determine his success.

Moving Through a Portcullis
If a Hero attempts to move through a portcullis, he must first make a successful Strength test (see “Attribute Tests” below). If the Hero succeeds, he continues his movement as normal. If the Hero fails, his turn ends but he may try again next turn if he wishes. If a Hero attempts to move through a portcullis that is adjacent to another portcullis, he only makes one Strength test to determine his success.

Moving Through a Door and Portcullis
If a Hero attempts to move through a door and a portcullis, he must resolve each one in order, starting with the chamber he currently occupies.

Spoiler for Example of Moving Through a Door and Portcullis:
Example of Moving Through a Door and Portcullis
In order to move into the adjacent chamber, Glenn must open the door and lift the portcullis. The door is in Glenn’s current chamber, so he must open it before proceeding to the portcullis. Glenn draws a card from the Door deck and encounters a “Hidden Trap” card. After the trap is drawn and resolved, Glenn’s turn ends without proceeding to the portcullis. On Glenn’s next turn, he attempts to move into the adjacent chamber again. He must first draw another card from the Door deck. This time he draws a “Door Opens” card and can now try to lift the portcullis. Glenn succeeds at testing his Strength and finally moves into the adjacent chamber. If Glenn failed the Strength test for the portcullis and wanted to move into the chamber again next turn, he would have to start the process again by drawing a new Door card.


 :light :light :light :light :underworld :light
 :underworld ;) :life :entropy :underworld :underworld
 :light :underworld :light :light :light :light


Dead Ends
If all of a chamber’s passages except the one the Hero entered from run into walls (either the wall surrounding the dungeon or walls on Dungeon chambers), the Hero has reached a dead end. If a Hero reaches a dead end, he can only leave the chamber by moving to the chamber he entered from (if possible) or by successfully searching for a secret door or a passage to the catacombs (see “Searching” below). Particularly unfortunate Heroes may become trapped in a dead end, usually as the result of a Rotating Room (see “Chamber Descriptions” below). If a Hero does not succeed in finding a secret door or passage to the catacombs that allows him to leave the chamber after searching twice, he is killed (see “Hero Deaths” below).

Spoiler for Example of a Dead End:
Example of a Dead End
Glenn moves into an unexplored space. He must draw a new Dungeon chamber and place it on the space.

 :light :underworld :light :underworld :underworld :underworld :light :underworld :light
 :underworld ;) :underworld :underworld :underworld :underworld :light :underworld :underworld
 :light :underworld :light :underworld :underworld :underworld :light :underworld :light

The Dungeon chamber is a Rotating Room. Glenn enters the Rotating Room and it turns 180 degrees.

 :light :underworld :light :water :water :water :light :underworld :light
 :underworld :underworld :underworld :underworld ;) :water :light :underworld :underworld
 :light :underworld :light :water :water :water :light :underworld :light

All of Glenn’s passages are blocked by a wall, trapping him in a dead end. Glenn must search for a secret door or passage to the catacombs in order to leave the Rotating Room.


 :light :underworld :light :water :water :water :light :underworld :light
 :underworld :underworld :underworld :water ;) :underworld :light :underworld :underworld
 :light :underworld :light :water :water :water :light :underworld :light


Searching
Instead of moving to an adjacent space, a Hero may search the Dungeon chamber he is in for secret doors, passages to the catacombs, or even hidden treasures. To search a chamber, the Hero simply draws a Search card from the Search deck and follows its instructions (see “Encountering Cards” below). A Hero may search a chamber twice on successive turns if he wishes. After a Hero has searched two successive turns, he must move on the next turn. He cannot search again until he has moved. If the Hero returns to the same chamber later, he may search it again, for up to two successive turns. Heroes may only search chambers that feature a search icon and only if there are no monster tokens in the chamber. Once a Hero has moved or searched, the Hero’s turn ends. Heroes cannot move and search in the same turn. Heroes that search do not encounter the chamber.
 
Encounters
Regardless of whether a Hero moves or searches during his turn, he is bound to encounter items or creatures of interest in the dungeon. Dungeon chambers, cards, and monsters can all be encountered. After a Hero completes any instructions on the card or chamber, the encounter is considered resolved. Once all the Hero’s encounters have been resolved for his turn, his turn ends.

Encountering Dungeon Chambers
Dungeon chambers represent the explored areas of Dragonfire Dungeon. Most chambers have special instructions that are triggered whenever Heroes move into them (see “Chamber Descriptions” below). Some Dungeon chambers (and some card instructions, see “Encountering Cards” below) have lasting effects that require Heroes to remain in the same chamber instead of moving. These effects always supersede any normal rules for movement. If a Hero enters a Dungeon chamber with a monster token in it, he must encounter the Monster before of encountering the Dungeon chamber (see “Encountering Monsters” below).

Encountering Cards
Some Dungeon chambers require Heroes to draw cards from certain decks. These card encounters could then instruct a Hero to draw a card from a different deck.
Example: A Hero enters a Dungeon Room, which instructs him to draw a card from the Dungeon deck. The Dungeon card is a “Dead Adventurer”, which gives the Hero the opportunity to draw a card from the Corpse deck.
Whenever Heroes are instructed to draw cards, after resolving all instructions on the card, the card is destroyed. However, some cards instruct Heroes to keep the card (eg. every Loot card) and possibly encounter it again next turn (eg. some Threat cards).




* Card Types *
Most cards have a card type listed below the card’s title. Card types are not tied to particular decks. For example, a Hero may encounter a Trap from the Search or Dungeon decks as well as from the Trap deck. The different cards types are listed below. ( Important: When a non-loot card mentions "Keep this card" on its text, it is good to write it down to the 'other' section of your Hero Board until you get rid of this card. That way, you won't forget you have a threat to deal with.)

Event
Cards with the Event card type represent locations or hazards that Heroes may encounter. The Event card type does not have any special rules associated with it and is only important when certain special abilities and effects refer to it.

Loot
Cards with the Loot card type represent valuables that Heroes acquire as they explore the dungeon. Whenever a Hero encounters a card with the Loot card type, he keeps the card and places it in his inventory, so that other players know the amount and value of the Hero’s Loot.

Monster
Dragonfire Dungeon is filled with powerful denizens that skulk in the darkness, waiting to ambush careless adventurers. Cards with the Monster card type represent creatures in the dungeon that lead to combat (see “Encountering Monsters” below). Any effect that refers to the Monster card type also applies to monster tokens.

Threat
Cards with the Threat card type represent creatures that can harm or inconvenience Heroes. Most Threats require Heroes to make a test or simply wound Heroes and then are destroyed. However, some Threats may turn into Monsters and lead to combat. The Threat card type does not have any special rules associated with it and is only important when certain special abilities and effects refer to it.

Trap
Cards with the Trap card type represent traps that the Hero sets off or runs into. The Trap card type does not have any special rules associated with it and is only important when certain special abilities and effects refer to it.



* Encountering Monsters & Monster Descriptions*

Spoiler for MONSTER DESCRIPTIONS!:
Legendary Monsters
Kalladra employs many dangerous servants within Dragonfire Dungeon, and they do the Dragonlord’s
bidding without question. These deadly creatures will attack anything unlucky enough to encounter them.


Skeleton Warrior
These undead horrors are armed with blades, daggers and even wands. Their skill is above the average humanoid skeleton, since they are empowered with dark magic.

Spoiler for STATS & ABILITIES for Skeleton:
Life Value: 4
Precise strike (special ability): Once per Combat encounter, if a Skeleton succeeds at beating the Hero in both Normal, Counterattack and Brutal attacks at the same Combat Round, he may heal up to 2 Wounds.   
Poison Resistance (special ability): Once per Combat encounter, a Skeleton can discard ALL his Poison Tokens without suffering any wounds by doing so.
Loot the Dead: When a Skeleton is desrtoyed, the Hero who slayed him rolls a die and the effect varies according to its result; 1-3: nothing happens, 4: Hero gains a Sword card, 5: Hero gains a Dagger card, 6: Hero gains a Wand card.



Abomination
Abominations are brutish creatures possessing incredible strength and size. They are also extremely clumsy, having difficulty controlling their vast power.

Spoiler for STATS & ABILITIES for Abomination:
Life Value: 5
Powerful strike (special ability): Once per Combat encounter, an Abomination deals +2 Wounds at a certain Combat Round but he takes 2 Wounds as well; very dangerous when combined with Brutal Strike.   
Endurance (special ability): Once per Combat encounter, if the Abomination suffered more than 2 Wounds at any Combat Round, he may heal up to 1 Wound. 
Loot the Carrion: When an Abomination is desrtoyed, the Hero who slayed him rolls a die and the effect varies according to its result; 1-3: nothing happens, 4: Hero gains a Hammer card, 5: Hero gains a Bow card, 6: Hero gains a Staff card.



Fallen Druid
These tainted spellcasters have turned their backs on their fellow druids and offered their powerful magic in service to evil masters. Fallen Druids are responsible for the existence of Abominations and other horrors.

Spoiler for STATS & ABILITIES for Fallen Druid:
Life Value: 3
Counterspell (special ability): Once per Combat encounter, a Fallen Druid may prevent a Hero from using any cards or special abilities this Combat Turn.   
Mutation (special ability): Once per Combat encounter, a Fallen Druid may try to mutate himself into an Abomination. Monster player rolls a die; 1-3: nothing happens, 4-5: Fallen Druid's Life Value is raised by 3. 6: Fallen Druid dies.   
Loot the Electrum: When a Fallen Druid is desrtoyed, the Hero who slayed him rolls a die and the effect varies according to its result; 1: nothing happens, 2: Hero gains a Partly Trinkets card, 3-4: Hero gains a Coin Pouch card, 5-6: Hero gains a Jewels card.



Golem
Golems are magically animated and are constructed from stone and metal. Their skin is nearly impenetrable and can deflect weapons that would normally cleave through armor with ease.

Spoiler for STATS & ABILITIES for Golem:
Life Value: 6
Unbreakable (special ability): Once per Combat encounter, negate any Wounds the Golem may has suffered this Combat Round.
Durable (special ability): Once per Combat encounter, if the Golem suffered more than 3 Wounds at any Combat Round, he may heal up to 2 Wounds.   
Loot the Debris: When a Golem is desrtoyed, the Hero who slayed him rolls a die and the effect varies according to its result; 1-3: nothing happens, 4: Hero gains a Winged Shield card, 5: Hero gains a Tower Shield card, 6: Hero gains a Reflective Shield card.



Deamon
Demons wield chaotic power and are extremely dangerous. Careless adventurers can be instantly killed by this paradoxical being.

Spoiler for STATS & ABILITIES for Deamon:
Life Value: 4
Airborne (special ability): Once per Combat encounter, the Deamon flies away from combat for a single round, negating any Wounds both him and the Hero may have suffered during this Combat Round.
Paradox (special ability): Once per Combat encounter, if a Deamon fails at beating the Hero in both Normal, Counterattack and Brutal attacks at the same Combat Round, he may instantly kill the Hero!   
Random Gift: When a Golem is desrtoyed, the Hero who slayed him gains an Unstable Potion card.




Encounters with a Skeleton (sybmolised by 'S' or by forum emoticon :-X), Fallen Druid (symbolised by 'F' or by forum emoticon :-\), Abomination (symbolised by 'A' or by forum emoticon :o), Golem (symbolised by 'G' or by forum emoticon >:(), or Demon (symbolised by 'D' or by forum icon :electrum) may lead to combat unless the Hero manages to escape. Some Threat cards such as “Old Bones” and “Fallen Elf” may turn into Monsters and lead to combat. Encounters with Monsters are resolved by choosing between the following options:

Escape or Attack

1. Determine Monster Player
Whenever a player’s Hero encounters a Monster, the player whose turn is next takes on the role of the Monster for that encounter (if that player doesn't want or isn't active neough to take the role, then the monster is played by the forum game organizer or an other willing player). That monster player then reads the rules & stats that feature the repsective Monster.

2. Escape or Attack
The Hero must then decide if he wants to escape or attack. A Hero may not escape if the chamber he entered has a portcullis or if he entered the chamber by special movement such as a “Secret Passage” from the Search deck. (Whether or not the chamber he exited has a portcullis is irrelevant.)

3. Place Monster Token
If the Hero escapes, place a respective monster token to represent the Monster in that chamber. That token is an 'S' (or  :-X) for Skeleton, 'F' (or  :-\) for Fallen Druid, 'A' (or :o) for Abomination, 'G' (or  >:() for Golem, 'D' (or  :electrum) for Deamon.

Escape
If the Hero chooses to try to escape, there is a percentage escaping chance according to the type of the Monster:

Spoiler for Escaping Chance & Damage:
Escaping Chance Percentage (%)Type of MonsterEscaping Damage
50Skeleton1
35Fallen Druid2
40Abomination3
65Golem4
30Deamon3

If the Hero fails his escape (percentage number > Escaping Chance), he must face the Monster in combat (see “Combat” below). In addition, the Hero suffers a number of wounds (see “Hero Deaths” below) equal to the Monster’s escape damage value.
If the Hero succeeds in escaping (percentage number <= Escaping Chance),  the monster token is placed in the Dungeon chamber where the Monster was encountered. The Monster remains there until killed. When a Hero successfully escapes, he must leave the Dungeon chamber where he encountered the Monster and return to the Dungeon chamber he entered from. The Hero does not encounter the Dungeon chamber he returns to and his turn immediately ends. However, on the Hero’s next turn, he must then encounter the chamber he escaped to as if he just entered it. If the Hero entered the Dungeon chamber through a door, he does NOT have to draw another Door card to escape. Play then passes to the next Hero.

Attack
If the Hero chooses to attack or if he attempts to escape and fails, combat begins (see “Combat” below).

Spoiler for Escaping Example:
Example of an Escape
Higs encounters a Skeleton and tries to escape instead of attacking the monster. The Fourm Game Organizer randomly generates a number between 1 and 100 and he gets a 31, which is low enough for Higs to escape. Higs successfully escapes and a Skeleton token is placed in the chamber. Higs returns to the chamber she entered from.
If the randomly generated number was 36 or higher, Higs would have suffered 1 wound from the Skeleton’s damage value and then have to face the monster in combat.




* Looting the Treasure Chamber *

At the center of the dungeon is Dragonlord Kalladra’s Treasure Chamber, which is guarded by Kalladra himself. Fortunately, Kalladra sleeps during the day, unless awoken by a clumsy, unlucky Hero. Heroes can move into the Treasure Chamber as if it were a Dungeon chamber.

When a Hero enters the Treasure Chamber, he randomly draws one Dragon card from the Dragon deck. There is a 90% chance this Dragon card is “Sleeping” and, therefore, a 10% chance the card drawn is “Dragon Rage”.

If the Dragon card drawn is “Sleeping”, all is well. The Hero follows the instruction on the Dragon card to draw two Treasure cards, which may include some of the most valuable artifacts in Dragonfire Dungeon, and the Hero’s turn ends. The Hero has not disturbed the sleeping Kalladra with his pilfering. The “Sleeping” card is then destroyed, but the percentage of drawing a “Sleeping” card again drops by 10% and therefore the chance of drawing a “Dragon Rage” increases by 10%. On the Hero’s next turn, he must either move out of the Treasure Chamber by any passage or stay there and draw another Dragon card (with a 80% chance to draw a “Sleeping” dragon or 20% to draw a “Dragon Rage” one). If he draws “Sleeping” again, everything is ok and draws 2 Treasure cards, but the percentage to draw another “Sleeping” card drops by 10% and becomes 70% etc.

If the Dragon card drawn is “Dragon Rage”, the Hero is in big trouble! His mishandling of the dragon’s hoard has woken Kalladra, who promptly unleashes his fiery breath upon the Hero. The Hero must discard all of his Treasure cards and then roll two dice and suffer that many wounds from the dragon’s scorching breath. If this does not kill the Hero, he must retreat: the Hero moves his figure out of the Treasure Chamber through the passage of his choice to an adjacent space, drawing a Dungeon chamber if the space is unexplored, and then his turn immediately ends. Retreating Heroes may not move through a door or portcullis. A Hero retreating in this manner does not encounter that Dungeon chamber, regardless of whether the chamber was previously explored or not. However, on the Hero’s next turn, he must encounter the chamber as if he just entered it. After the “Dragon Rage” is released (and desrtoyed), the percentage to draw another “Dragon Rage” resets to 10%.

Heroes may remain in Kalladra’s Treasure Chamber until they decide to leave the Treasure Chamber or they wake the Dragonlord. Due to the changes at drawing percentage, the longer Heroes stay in the Treasure Chamber the greater the chance of waking the Dragonlord!

Once they have looted as much as they dare, Heroes may leave the Treasure Chamber during their turn, treating it as a normal move. Heroes do not draw any Dragon cards on the turn they leave the Treasure Chamber.

Two or More Heroes in the Treasure Chamber

The Treasure Chamber is the only space in the dungeon that a Hero can move into if it is already occupied by another Hero. The more Heroes there drawing cards from the Dragon deck, the more likely the dragon will wake up, since the “Sleeping” percentage is going to drop and “Dragon Rage” percentage to rise even faster than normal!
When Kalladra wakes up, all Heroes in the Treasure Chamber immediately suffer the consequences of “Dragon Rage” as described before, starting with the player who drew the “Dragon Rage” card and proceeding with playing priority to the other players with Heroes in the Treasure Chamber. After this event has been dealt with, the game carries on with the normal turn order. Fortunately, drawing percentage resets to 90% for “Sleeping” and 10% for “Dragon Rage” cards.
If there are no Heroes in the Treasure Chamber, the drawning percetnage resets to 90% and 10% for “Sleeping” and “Dragon Rage” cards respectively. However, if there are two or more Heroes in the Treasure Chamber, the drawing percentage is not reset until the last Hero leaves the Treasure Chamber and it is empty or a “Dragon Rage” is drawn. On a later turn, if they feel they have time to spare, Heroes can return to the Treasure Chamber to press their luck anew with the replenished Dragon deck.



* Running out of Time *

While the Tower Rooms of Dragonfire Dungeon provide exits from the dungeon during the day, they magically close and seal when night falls. Any Hero who lingers too long in his explorations is locked in the dungeon overnight, and night is when Kalladra fully awakes and stalks about his dungeon for visitors. No mere momentary flash of fire awaits Heroes trapped with Kalladra in the night; at night, he makes sure to finish his meal.
The passing of time in DungeonQuest is measured by adding +1 to the Sun Counter. The Sun Counter's value indicates the amount of time Heroes have remaining before the game ends. At the start of the game, the Sun Counter has a value of 0, and it rises as the game progresses. When the Sun Counter becomes 25, night has fallen and the Tower Rooms’ heavy stone doors are about to close, spelling doom to any Heroes still in the dungeon. When the First Player takes his turn (the very one who got the First Player Counter), before he performs any actions, he adds +1 to the Sun Counter (if he/she doesn't want to take this responsibility, the organizer of this forum game must do it).

Important: The Sun Counter does not gain +1 on the very first turn of the game.

Once the Sun Counter becomes 25, the First Player must roll one die to see if the game ends instead of adding +1 to the Sun Counter at the beginning of his/her turn (in other words, the Sun Counter never goes above 25). If the number rolled is higher than 2, the Tower Rooms’ doors remain open and it is still possible for Heroes to exit the dungeon. If the number rolled is equal to 1, the giant stone doors of every Tower Room close and the game immediately ends. At that moment, any Heroes still inside the dungeon are killed (see “Winning the Game” below). At that point, the First Player no longer adds +1 to the Sun Counter, but he/she still rolls a die before each of his/her turns to see if the game ends. As long as the First Player continues to roll higher than 2, the game does not end. Even if the First Player is eliminated or is forced to lose a turn, he/she still adds to the Sun Counter and may need to roll for game end as normal.

Exiting the Dungeon
Eventually, treasures in hand, Heroes will want to exit Dragonfire Dungeon. The only exits from the dungeon are in the Tower Rooms. A Hero entering a Tower Room may immediately choose to move out of the dungeon from it if he wishes. If he chooses not to do so, he immediately moves out of the Tower Room through one of its passages and encounters the Dungeon chamber he enters. A Hero does not have to exit the dungeon through the same Tower Room that he started the game in; any Tower Room can be used to exit the dungeon. Heroes are never obligated to exit the dungeon if they enter a Tower Room. They are welcome to stay as long as they like…
When Heroes exit the dungeon, their figure is removed from the board and can no longer explore the dungeon. Once a Hero has exited, he cannot enter the dungeon again. The Hero must now wait until the game ends before the victor is determined (see “Winning the Game” below). It is important to note that a Hero may not exit the dungeon unless he possesses at least one Loot card (no Hero would leave the dungeon empty-handed; otherwise, what was the point?). However, any Loot card will do; it does not even need to have an electrum (:electrum) value to fulfill this requirement.
If the First Player exits the dungeon, he must still add +1 to the Sun Counter or roll a die for the closing gates at the start of his turns.



* Winning the Game *
The game ends when every Hero has either successfully left the dungeon or has been killed.

Once the game has ended, each Hero who exited the dungeon tallies up the total value of his Loot cards. Most Loot cards are marked with a certain value in electrum. Loot cards without an :electrum value are worth zero electrum (unless otherwise indicated by the Loot card). The player whose Hero has exited the dungeon with the highest total value in electrum is the winner of the game.

Any effects that are resolved at the end of the game, such as the instructions on the “Treasure Chest” card for example, must be resolved before electrum values are tallied. The First Player resolves all of his end-of-game effects, and then the next-in-order player resolves his effects, and so on.

If two or more surviving Heroes are tied for the highest electrum total, the tied player with the single Loot card worth the highest electrum value wins the game. If it is still a tie, the tied player with the most Loot cards wins the game. If it is still a tie, then all tied players win the game.

If nobody manages to escape the dungeon, all Heroes lose and Dragonlord Kalladra is the winner! He loves it when a plan comes together.

Sometimes a Hero will win the game simply by being the only Hero to escape the dungeon alive, even if he has only a few paltry trinkets to show for it. In other games, a Hero will escape the dungeon with an armful of fabulous treasures for a really big win. The ogranizer of this game (or even players themselves) can keep track of the total gold value of Loot each player has managed to collect and exit the dungeon with in all the games they have played to see who is the champion at Dungeon Quest Forum Game!



* Combat *

When Heroes explore the dungeon, they may discover Monsters lurking in the darkness. While some Monsters can be escaped from, all encounters with Monsters have the potential to result in combat. If a Hero runs into a Monster and does not escape from it, the encounter must be resolved through combat. Each combat always
involves a single Hero against a single Monster.

Combat encounters are resolved over a number of Combat Rounds until either the Monster or the Hero is killed (see “End of Combat” below). A round consists of each player (Hero player and Monster player) PMing the Forum Game Organizer about the Strike Type of their Standard Attack, Brutal Attack and Counterattack (the strike type in each of these Attacks can be either Melee, Ranged or Spell) and then the forum game organizer compares them and finds the amount of Wounds each combatant suffers. In order to speed up the Combat proccess, it would be good if the two combatants (the Hero player and the Monster player) to enter the Chat Room along with the Organizer and sending chat PMs to the organizer about their Attack types, calculating them and procceeding to the next Combat Round directly. That way, Combats take minutes to end instead of days of forum PMing...

-Important note: If the Forum Game Ornganizer takes the role of the Monster for any reason, an other 'neutral' person must be found to recieve the PMs and help in concluding the combat sequence.

* The PM must have the following format:

Spoiler for format:
Standard Attack= Melee, Ranged or Spell
Brutal Attack= Melee, Ranged or Spell
Counterattack = Melee, Ranged or Spell
Cards/Abilities used = Name of the card/ability used (if any).

Strike Types
A. Melee:
 An attack performed by a close-combat weapon, such as a sword. Melee strike type defeats Ranged strike type.
B. Ranged:
 An attack performed by a ranged-combat weapon, such as a bow. Ranged strike type defeats Spell strike type.
C. Spell:
 And attack performed by a magic weapon or object, such as a wand. Spell strike type defeats Melee strike type.

Attacks & Damage
1. Standard Attack:
 This represents a typical way to attack. If your PMed Strike Type of your Standard Attack beats your opponent's PMed Strike Type of his Standard Attack, you will deal 1 Wound to him this Combat Round.
2. Brutal Attack:
 This represents a slow but powerful attack. If your PMed Strike Type of your Brutal Attack beats your opponent's PMed Strike Type of his Brutal Attack, you will double any Wounds you are going to deal him this Combat Round.
3. Counterattack:
 This represents an attack you performed after being attacked first. If your PMed Strike Type of your Counterattack beats your opponent's PMed Strike Type of his Counterattack, you will deal 1 Wound to him, but on the next Combat Round.

Spoiler for Quick Reference:
Melee beats Ranged
Ranged beats Spell
Spell beats Melee
Standard Attack: +1 Wounds this turn.
Brutal Attack: 2x Wounds this turn.
Counter Attack: +1 Wounds next turn.


Using any cards or abilities
At the beginning of the Combat Rounds, you may use any special abilities, Runes or Loot cards in order to help you (especially Weapons & Shields). If you're going to use and item, you must include it in your PM towards the Game Organizer.

Combat Steps
Each combat round is divided into four steps, which must be performed in order every round. These steps are repeated until either the Hero or the Monster is killed. The steps of combat are as follows:

1. PMing Attack Types and any cards or special abilities that you plan to use.
2. Compare Attack Types.
3. Add Counterattack from previous rounds, used special abilities or cards from this round and any special effects (eg. poison tokens for monsters).
4. Assign Damage.
5. Repeat from step 1 until either the Hero or Monster is killed.


Spoiler for Combat Example:
Glenn fights against a Skeleton.
At the first Combat Round, Glenn decides to use Spell for his Standard Attack, Ranged for his Brutal Attack and Melee for his counterattack, so he sends the following PM:

Standard Attack= Spell
Brutal Attack= Ranged
Counterattack = Melee
Cards/Abilities used = none

The Monster player who controlls the Skeleton sends the following PM:

Standard Attack= Melee
Brutal Attack= Spell
Counterattack = Ranged
Cards/Abilities used = none

As it seems, the Skeleton loses in all three, meaning he takes 1 Wounds from Glenn's Standard Attack and is going to take another 1 Wound next turn due to Glenn's counterattack. Furthermore, he takes a total of 1 Wounds this turn, which is doubled due to Glenn's success at Brutal Strike. In the end of this Combat Round, Skeleton takes 2 wounds.

Next round, Glenn decides to send this PM...

Standard Attack= Melee
Brutal Attack= Melee
Counterattack = Melee
Cards/Abilities used = none

...while Skeleton sends this PM:

Standard Attack= Melee
Brutal Attack= Spell
Counterattack = Spell
Cards/Abilities used = none

Glenn's and Skeleton's Standard attacks are both melee (we have a draw here, so nothing happens) while Skeleton's Brutal Attack and Counterattack beats Gelnn's ones.
Despite Skeleton beats the Brutal Strike, he still deals 0 wounds this turn which is still zero when doubled. However, Glenn will recieve +1 wounds at next round due to Skeleton's successful counterattack, but he takes no damage this round. Surprisingly, Skeleton still takes 1 damage this round because he was successfuly Counterattacked by Glenn at previous round.

...at the 3rd combat round, Glenn decides to use the ability of his 'Spark' Loot card, which he discards in order to deal +1 Wounds this round. His PM is this:

Standard Attack= Melee
Brutal Attack= Melee
Counterattack = Ranged
Cards/Abilities used = Spark

Skeleton PMs this:

Standard Attack= Melee
Brutal Attack= Spell
Counterattack = Ranged
Cards/Abilities used = none

Standard and Counterattack are a draw and Brutal Strike is won by Skeleton. Skeleton is going to deal 1 Wounds at Glenn due to previous round's Counterattack, which is doubled to 2 Wounds by the successful Brutal Strike of this round. However, Glenn still deals 1 Wound to Skeleton due to Spark's ability.

And so the combat keeps going until one combatant remains...

End of Combat
Combat ends when either the Monster is killed or the Hero is killed. The Hero (and the Monster) can't take any non-combat actions until the end of combat.

Hero Victory
If the Monster has sufferend an amount of Wounds greater than his Life Value, he is killed. No Monster token is placed and the Hero's figure remains in place. Heroe's Wounds or Poison Counters that suffered during combat remain after the combat too.

Monster Victory
If the Hero has sufferend an amount of Wounds greater than his Life Value, he is killed. Then a Monster token must be placed at the chamber where the battle occured and the Hero's figure is removed. The victorious Monster is then fully healed and discards any Poison Token he may took during combat.
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Offline ChapuzTopic starter

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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069743#msg1069743
« Reply #6 on: May 13, 2013, 01:40:05 am »

Spoiler for Team Fire part 4:
* Exploring the Catacombs *
The Catacombs are a perilous labyrinth of crumbling vaults and passageways that wind their way underneath the dungeon. Legends say the greatest treasure in the realm, known as the Grey Shard, is buried in the Catacombs, worth far more than anything in Kalladra’s Treasure Chamber! Some encounters force Heroes to drop down into the Catacombs, while other encounters grant Heroes the option to enter.

Catacomb Entrances
When a Hero encounters a Dungeon card or Search card called “Passage Down,” he may enter the Catacombs on his next turn instead of moving or searching. Whether or not the Hero chooses to enter, the chamber walls must be replaced with :death forum icons and the chamber turns into Catacomb Entrance (Exception: If a Hero draws a “Passage Down” on a Cave-in chamber, he may still enter the Catacombs, but the chamber does not change to Catacomb Entrance, regardless of whether he enters the Catacombs or not, as the cave-in has filled in the entrance). When a Hero encounters a Catacomb Entrance chamber, he finds a path down to the Catacombs. The Hero must encounter the chamber as normal, drawing a Dungeon card and resolving it as usual. However, on the Hero’s next turn, he can choose to enter the Catacombs instead of moving or searching.

Travel in the Catacombs
When a Hero enters the Catacombs, he must declare in what direction he travels according to the board (up, down, left, right) and his decision can't be changed until he gets out of the catacombs (his decision must be also mentioned at his Hero Board). Then, the Hero's figure is removed from the Dungeon Board and placed at the Catacombs Board (the Catacombs board is an imaginary alternative Dungeon board which has the same shape and size but its spaces do not include chambers).

Encounters in the Catacombs
Heroes in the Catacombs do not move or search like Heroes exploring the dungeon above. Instead, a Hero in the Catacombs must draw a Catacomb card at the start of each of his turns. Catacomb cards are similar to Dungeon cards and are resolved following the normal rules for encountering Dungeon cards. Every catacomb card a Hero encounters adds +1 to his Catacomb Counter.

Exiting the Catacombs
When a Hero resolves an encounter that allows him to exit the Catacombs, he must find out where in Dragonfire Dungeon he resurfaces. To determine where the Hero resurfaces in the dungeon, his player counts the value of his Catacomb Counter and rolls a die. The value of Catacomb Counter determines how many spaces(squares) he advanced underneath Dragonfire Dungeon in the direction of his traveling decision. His Hero figure advances at the Catacombs Board one space in that direction for each point of his Catacomb Counter (including the +1 he get to his Counter by drawing a Catacomb card that turn). The die roll determines how far the Hero shifts to the left or right after he has advanced the appropriate number of spaces in the declared traveling direction. The Hero must choose whether he shifts left or right before the die is rolled. The Hero does not explore or encounter any of the spaces he passes at Catacomb Board.
Exception: While in the Catacombs, Heroes never pass further than the outer walls of Dragonfire Dungeon. The Hero still accumulates Catacomb Counter's value as normal, but when he resurfaces in the dungeon, if the Hero has such a great Catacomb Counter value that he would pass outside the dungeon, he only counts as much as will take him to the outer wall. For example, if a Hero's Catacomb Counter is 7 but his figure is only 5 spaces from the dungeon wall, he determines where he resurfaces as if he has only a Counter value of 5. Similarly, if the die roll would place the Hero outside the dungeon, he stops at the dungeon wall instead.
When a Hero resurfaces in the dungeon, his figure is placed back on the Dungeon Board and his Catacomb Counter becomes zero.
If a Hero resurfaces from the Catacombs in a Chasm or Bridge, he may choose which side of the chamber he places his Hero figure on. If a Hero encounters a Monster the turn after he exits the Catacombs, he must attack; he may not attempt to escape.

Resurfacing in an Explored Space
When a Hero resurfaces from the Catacombs into an explored space of the dungeon such as a Dungeon chamber or the Treasure Chamber, his turn immediately ends. The Hero does not encounter the chamber or any Monsters in the chamber. However, on the Hero’s next turn, he must encounter the chamber (instead of moving or searching) as if he just entered it. A Hero may resurface in a chamber with another Hero.

Resurfacing in an Unexplored Space
When a Hero resurfaces from the Catacombs into an unexplored space, the Game Organiser generates a Dungeon chamber and places it on that space. In case the generated Dungeon chamber has no Passages, an empty Passage is instantly created at a random legal direction. Then the Hero’s turn immediately ends. The Hero does not encounter the Dungeon chamber. However, on the Hero’s next turn, he must encounter the chamber (instead of moving or searching) as if he just entered it.

Spoiler for Exiting Catacombs Example:
Example of Exiting the Catacombs
Higs has already accumulated a Catacomb Counter of 2 during her previous turns (her Catacombs traveling direction is 'Right').

 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :) :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld

On her next turn, she encounters an “Exit” card and chooses to leave the Catacombs. Higs has accumulated a total of 3 Catacomb Counters, so she moves her figure forward three spaces.

 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :) :underworld
 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld

Next, she decides she wants to resurface downwards, so she rolls a die and she gets a 2. Now, Higs moves her figure 2 spaces downwards.

 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :) :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld

Next, she resets the value of her Catacomb Counter to 0 and her Catacomb Traveling Direction to 'none' before resurfaces. A chamber is generated there and her turn ends.


 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :death :underworld :death :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :light :underworld :light
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :) :underworld
 :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :underworld :light :life :light




* Other Rules *
The following sections present rules for DungeonQuest that have not been previously described.

Attribute Tests
Throughout the game, Heroes are required to use their individual attributes to overcome challenges, represented by attribute tests. Attribute values indicate what the Hero’s strengths and weaknesses are. Heroes have four different attributes that can be tested in DungeonQuest: Strength, Agility, Armor, and Luck (see “Hero Card Breakdown” above).

When a Hero is directed to make an attribute test, the instructions always list one of the Hero’s attributes to test against. For example an encounter may require a Hero to “Test Strength.” To make an attribute test, the Hero rolls two dice and compares the total on the dice to the Hero’s attribute. If the total on the dice is greater than the Hero’s attribute, the Hero fails at the attribute test. If the total on the dice is equal to or less than the Hero’s attribute, the Hero succeeds at the attribute test. The encounter that caused the attribute test will describe what happens when a Hero fails or succeeds at the attribute test. Generally, succeeding at an attribute test just means that nothing bad happens to the Hero, while failing an attribute test can be disastrous.

Determination Tokens
Whenever a Hero fails an attribute test, he receives one determination token. The next time the Hero attempts the attribute test for that encounter, each determination token he has increases his relevant attribute by one, making passing future attribute tests easier. When the encounter is finally resolved (whether by succeeding at the test or giving up the attempt), the Hero discards all of his determination tokens.

Spoiler for Attribute Test Example:
Example of an Attribute Test
Higs encounters a “Trapdoor” card that requires her to test her Agility attribute. Higs rolls two dice and gets a “2” and “5” result, giving her a total of 7.

Higs then compares the total of 7 to her Agility value of 6. Since the total is greater than Higs’ attribute, she fails the test. The “Trapdoor” causes Higs to suffer a wound and requires her to test again next turn. However, Higs also receives a determination token for failing the test.

On her next turn, Higs tests Agility again and rolls a total of 7. Higs’ determination token increases her Agility to 7, which is equal to the dice total. She succeeds at the test and is able to discard the “Trapdoor”. Her determination token is removed from her Hero card because the encounter was resolved.

Hero Deaths
Dragonfire Dungeon is one of the most dangerous lairs in the whole land of Elements, and deaths amongst Heroes are common. There are innumerable ways for Heroes to die in this forum game. For example, Heroes can be killed by being trapped in a dead end, or falling down a Bottomless Pit, or being locked in the dungeon after the sun has set. However, the most common way for a Hero to die is by taking a number of wounds equal to or greater than his life value.

A killed Hero must be removed from the board and all of his cards and tokens are lost. Killed Heroes can no longer affect the game in any way.

Eliminated Players
When a player’s Hero is killed, the player loses the game and becomes an eliminated player. Eliminated players still participate in the game and continue to play the role of Monsters for the player who acts just before them. Even if the First Player is eliminated, he still adds +1 to the Sun Counter at the start of his turn.

Healing
During the game, Heroes may have the opportunity to heal. When a Hero heals, he reduces the indicated number of wound points from his Hero. The encounter or ability that provides the healing will state how many wounds a Hero may heal.

Monster Tokens
Monsters in Dragonfire Dungeon do not just disappear when a Hero escapes them or is killed by them. The Monster lurks in the chamber until the next Hero comes along. The presence of a Monster that is lingering in this manner is marked with a letter ('S' for Skeleton, 'F' for Fallen Druid, 'A' for Abomination, 'G' for Golem, 'D' for Deamon) or a forum emoticon ( :-X, :-\, :o, >:(, :electrum), also known as monster tokens. If a Hero enters a Dungeon chamber that contains a monster token, the Hero must first encounter the Monster. If the Hero kills the Monster, he must then encounter the chamber. Unlike in Dragonfire Dungeon itself, monster tokens are not placed during encounters in the Catacombs. If a Hero escapes from or is killed by a Monster in the Catacombs, the Monster wanders off and a monster token is not placed on the board. If a monster is killed, the respective monster token is removed from the Dungeon Board.

Using Runes
Each rune is inscribed with a powerful spell that can be used once per game. For example, a Hero might be able to heal or automatically avoid a Trap or a Monster. These runes are represented by Rune cards, which are chosen by the Heroes at the Hero-building stage of the game. When a Hero wishes to use a Rune, he resolves whatever effect the Rune card provides and the Rune is destroyed after that (it can't be used again).



* Optional Rules *
The sections that follow present a variety of optional rules players can use to change up their game of DungeonQuest. If the forum game organizer wants to use any of the rules discussed there, he/she must make sure that everyone understands and agrees to the rules before the game begins. These rules can be combined as long as they don't contradict themselves.

Servants of Kalladra
This variant allows eliminated players to take on a new role in the game; they control the monster tokens!
During an eliminated player’s turn, he may move one monster token on the board to a chamber adjacent to the monster token. Monsters can move freely through doors and portcullises. Monsters also ignore any Dungeon chamber effects. For example, they cannot be trapped in a Spider Web or fall into a Bottomless Pit. Monsters may never exit the dungeon, nor dare enter the Treasure Chamber. A Monster can never move into a chamber that already has a Monster in it. If there are two or more monster tokens on the board, a monster token cannot be moved a second time until a different monster token has been moved. For example, if there is one skeleton monster token and one demon monster token on the board, and an eliminated player chooses to move the demon monster token during his turn, that demon monster token may not be moved again until a different monster token (the skeleton, for example) has been moved. During a Hero player’s turn, the player who acts after him/her still takes the role of the Monster during combat.
Attacking Heroes
If a Monster moves into a Dungeon chamber with a Hero during an eliminated player’s turn, the Hero must immediately resolve the encounter: the Hero must attack or attempt to escape following the normal rules. The eliminated player who moved the monster token plays the role of the Monster for the combat instead of the player to the left of the Hero’s player. After the encounter ends, play continues to the left of the monster player who moved the monster token.
Adding More Monsters
If there are fewer monster tokens on the board than there are remaining Heroes, a monster player may add a new monster token to the board instead of moving a monster token during his turn. To determine which monster token is placed, the monster player draws the top card of the Dungeon deck until a Monster is drawn. The monster player places the new monster token on a Dungeon chamber of his choice adjacent to a Tower Room.
Multiple Monsters in a Chamber
If a Hero enters a room with more than one monster token, he must choose which order to encounter them in. If the Hero escapes, he does not encounter any of the other Monsters in the chamber.

Death Can Wait
When Heroes are killed, they are knocked out instead. When a Hero is knocked out, he rolls a die and discards that many of his Loot cards of his choice. Then the Hero discards half of the total wounds he has suffered (round up) and immediately ends his turn. If a Hero is killed due to being trapped in a dead end (see “Dead Ends” above), he places his Hero figure in an adjacent space of his choice using the same rules as resurfacing from the Catacombs (see above).

Magical Might
In this variant, Heroes have more power at their disposal, which could make them fearless or reckless. Instead of each Hero starting the game with only one Rune card, Heroes start the game with several Rune cards. Players (and forum game organizer) must collectively agree how many Rune cards Heroes receive before starting the game.

Live to Fight Another Day
This variant allows Heroes to attempt to escape during combat, rather than only before combat. If a Hero deals damage at a combat round, he may announce that he is attempting to escape instead of dealing damage to the monster (the % escaping chance depends on the creature). If he is succesful, he escapes and takes no damage from the opposing monster. If he fails, he takes double the damage he normally would get (he gets at least 1 point of damage, even if the monster completely missed that turn). At the end of that round, combat ends and the hero must escape at that point. If the Hero fails to escape but later deals damage during another combat round, he may again attempt to escape.

No Guts, No Glory
In this variant, Heroes cannot exit the dungeon unless they have at least one Treasure card. Only Loot taken from the very heart of Kalladra’s lair will do. Anything less is not a worthy quest for legendary Heroes.

Late Start
This variant gives Heroes even less time to exit the dungeon and makes the race against the setting sun even more challenging. During Setup, First Player rolls a six-sided die and adds the result to the Sun Counter (eg. if the die got 4, the Sun Counter starts at 4 instead of 0).

Tower Power
This variant gives Heroes more options for movement in the dungeon. When a Hero enters a Tower Room, he may move to any other Tower Room. The Hero must then immediately move again to a space adjacent to the Tower Room.

Hero vs. Hero Combat
This variant allows Heroes to enter spaces with other Heroes and attack them. When a Hero moves into a space with another Hero, he must attack him (there is no chance of escape during a Hero vs. Hero combat). Combat is resolved following the normal rules, except the combat ends after the first combat round. The player who dealt the most damage is declared the winner and he/she steals a Loot card of his/her choice from the other Hero. If they both deal equal amount of damage, the combat is a draw and must be repeated until there is a winner and a loser. No real damage is dealt at Hero vs. Hero combat; damage is just used to determine the winner & loser.
The defeated Hero must then move into an adjacent chamber as if he escaped from a Monster. A Hero cannot attack other Heroes in the Treasure Chamber.

Extra Life!
This variant makes each Hero start with 3 Lives. Each time a Hero is killed, he/she loses 1 Life and jumbs back to his/her starting Tower, but all Loot cards are kept. However, any Runes used do not replenish themselves. All poison tokens are removed.

Immortal Rush
In this variant, Heros have infinite Life & Stats always succeeding against attribute tests & monsters. The only way to die is via instant killing methods (trapped, locked in the castle etc.).

Endless Sun
In this variant, the Sun Counter isn't used and it doesn't take +1 per turn. In other words, Heroes can't be locked inside, but this doesn't prevent them from dying via other ways.

Custom-Made Rules
What about a Optional rule of doubling the amount of earned gold? Or a Hero Vs Hero mode where the Heroes are divided in 2 fractions, each fraction fighting the other one for glory? Whatever ideas you may have, feel free to materialize them, considering your fellow forum members wish to participate with them. Good Luck & Have Fun!



* Clarifications *
This section details rules for special circumstances, should they occur during the game.

Healing
When a power Heals you, it doesn't increase your Life Value; it removes the respective amount of Wounds instead.

Multiple Heroes in a Chamber
Heroes may not move onto a chamber that is already occupied by another Hero, except the Treasure Chamber. However, the following circumstances may result in two or more Heroes sharing a chamber.

Emerging From the Catacombs
When a Hero resurfaces from the Catacombs, he may be placed in a space that is already occupied by another Hero.

Escaping From a Monster
When a Hero escapes from a Monster, he may escape into a space that is already occupied by another Hero.

Start of Turn Effects
If a Hero has two or more effects that resolve at the start of his turn, he must resolve all of them in the order of his choice. The Hero must resolve all of these effects, even if one results in his turn is immediately ending. If a Hero in the Catacombs resolves an effect that immediately ends his turn, he does not draw a new Catacomb card for that turn.

Encountering a Monster with Special Movement
When a Hero escapes from a Monster (see “Escape” above), retreats during Dragon Rage (see “Looting the Treasure Chamber” above), or resurfaces from the catacombs (see “Exiting the Catacombs” above), he must encounter the chamber he entered as a result of this special movement on his next turn. If a monster token is in the chamber, he must first encounter the Monster. If the Monster is killed, the Hero must then encounter the chamber.

Blocked Heroes
If a Hero has already searched a chamber twice and the only chamber he can move into is already occupied by another Hero, the Hero is blocked. Blocked Heroes must lose their turn until they are able to move into an empty chamber.

Special Ability vs. Rules
In any instance where a special ability or effect is at a variance with the basic rules, the special ability or effect always overrides the rules.

Entering a Bridge with Special Movement
If a Hero enters a Bridge chamber with special movement such as a “Secret Passage” from the Search deck, he chooses which side of the chamber to place his Hero figure. If a Hero resurfaces from the Catacombs into a Bridge chamber, he chooses which side of the chamber to place his Hero figure.

Spoiler for Helpful Hints:
Helpful Hints
Choosing the best route across the game board is crucial. Players must evaluate if it is better to move along a route that is already explored with known Dungeon chambers or risk an unexplored but possibly shorter route. Heroes who have only suffered a few wounds can risk more dangerous encounters rather than traverse chambers that are slower to move through, such as a Cave-in or rooms with doors.
When Heroes encounter Monsters, they are faced with the important decision of whether to escape or attack. Some Monsters are more difficult to escape from and will inflict more wounds if the escape attempt fails.
Heroes should consider which chamber they must return to if they successfully escape because it may be even more dangerous than fighting the Monster! Looting the Treasure Chamber takes fine judgment and steady nerves. The longer a Hero stays, the more treasure he finds, but the greater the risk of waking the Dragonlord or the sun setting before he can exit the dungeon. In general, it is not a good idea to spend any longer in the Treasure Chamber than is necessary.



* Chamber Descriptions *

Spoiler for Hidden:
1 ) Dungeon Room:

Spoiler for Hidden:


 :light :underworld :light
 :underworld :underworld :underworld
 :light :underworld :light

 Draw a Dungeon card. This chamber can be Searched. The walls of this chamber are symbolised by :light.

2 ) Trap Room:

Spoiler for Hidden:


 :fire :underworld :fire
 :underworld :underworld :underworld
 :fire :underworld :fire

 Draw a Trap card. The walls of this chamber are symbolised by :fire.

3 ) Treasure Room:

Spoiler for Hidden:


 :electrum :electrum :electrum
 :electrum :electrum :electrum
 :electrum :electrum :electrum

 Draw a Dragon card. It is symbolised by :electrum.

4 ) Botomless Pit:

Spoiler for Hidden:


 :aether :underworld :aether
 :aether :aether :aether
 :aether :underworld :aether

 Test Luck. If you succeed, you make it across the pit, and you take your next turn as normal. If you fail, you have fallen into the pit and are killed! The walls of this chamber are symbolised with :aether.

5 ) Catacomb Entrance:

Spoiler for Hidden:


 :darkness :darkness :darkness
 :darkness :underworld :darkness
 :darkness :underworld :darkness

 Draw a Dungeon card. On your next turn, you may enter the Catacombs instead of moving normally. This chamber can be Searched. The walls of this chamber are symbolised with :death.

6 ) Corridor:

Spoiler for Hidden:


 :time :time :time
 :underworld :underworld :underworld
 :time :underworld :time

 You must immediately move again. You cannot enter the same Corridor twice during the same turn. The walls of this chamber are symbolised with :time.

7 ) Chasm:

Spoiler for Hidden:


 :rainbow :underworld :earth
 :underworld :earth :underworld
 :earth :underworld :rainbow

 Draw a Dungeon card. An uncrossable fissure divides the chamber. On your next turn, you may only exit through a passage on the same side of the Chasm that you entered from. If you resurface from the Catacombs into a Chasm, you choose which side of the chamber to place your Hero figure. Chasm are symbolised with 3 :earth symbols who cut the room in the middle.

8 ) Chamber of Darkness:

Spoiler for Hidden:


 :darkness :darkness :darkness
 :underworld :underworld :underworld
 :darkness :underworld :darkness

 You must immediately move again. Make a percentage RNG check; 1-25% means you move UP, 26-50% means you move DOWN, 51-75% means you move RIGHT and 76-100% means you move LEFT. If there is a Wall at that direction you must make the percentage check again, until a legal direction is selected. The walls of this chamber are symbolised with :darkness.

9 ) Tower Room:

Spoiler for Hidden:


 :rainbow :underworld :rainbow
 :underworld :underworld :underworld
 :rainbow :underworld :rainbow

 If you have one or more Loot cards, you may exit the dungeon. If you cannot or choose not to exit the dungeon, you must immediately move again. Towers have no blocking walls, but they're recognised by the 4 :rainbow symbols at each corner of theirs.


10) Cave-in:

Spoiler for Hidden:


 :gravity :underworld :gravity
 :gravity :underworld :gravity
 :gravity :underworld :gravity

 Draw a Dungeon card. On your next turn, you may either retreat or attempt to cross the cave-in. If you retreat, you must return to the Dungeon chamber yu entered from. If you attempt to cross the cave-in, test Agility. If you succeed, you cross the cave-in and continue your turn as normal. If you fail, you become trapped and must stay in the chamber. Next turn, you may either retreat or attempt to cross the cave-in. The walls of this chamber are symbolised with :gravity.

11) Spider Web:

Spoiler for Hidden:


 :air :underworld :air
 :underworld :underworld :underworld
 :air :underworld :air

 You may either retreat or attempt to cross the web. If you retreat, on your next turn, you must return to the Dungeon chamber you entered from. If you attempt to cross the web, test Strength. If you succeed, you must immediately move again. If you fail, you become trapped and must stay in the chamber. Once a Hero is trapped, he must try to cross the web again at the start of each of his turns until he succeeds. Walls of this chamber are symbolised with :air.

12) Portcullis:

Spoiler for Hidden:


 :light :light :light
 :light :underworld :light
 :light :entropy :light

 Draw a Dungeon card. You cannot escape from Monsters while you are in this chamber; you must attack instead. On your next turn, if you choose to move through the portcullis, you must test Strength. If you succeed, you lift the portcullis and move normally. If you fail, the portcullis is too heavy and you must stay in the camber. Next turn, you may try to lift the portcullis again or may exit through a different passage. Portcullis is symbolised with :entropy.

13) Bridge:

Spoiler for Hidden:


 :rainbow :underworld :rainbow
 :rainbow :earth :rainbow
 :rainbow :underworld :rainbow

 You may either stay on the side you entered the chamber from or attempt to cross the bridge. If you stay on the side of the chamber you entered from, on your next turn, you must return to the Dungeon chamber you entered from. If you attempt to cross the bridge, test Agility but add +1 to your dice roll for each Loot card you have. You may discard any number of your Loot cards before you make the attribute test, if you wish. If you succeed, you must immediately move again. If you fail, you fall off the bridge and drop down to the Catacombs; then roll one die and suffer that many wounds. Birdges are symblised by a single :earth mark to the center of the room.

14) Rotating Room:

Spoiler for Hidden:


 :water :water :water
 :water :underworld :water
 :water :underworld :water

 When the Rotating Room is placed on the board (after the Hero has entered it), the chamber rotates 180 degrees. Then, the Hero’s turn ends. The Rotating Room only ever rotates once; if a Hero enters the chamber again, it does not rotate. If a Rotating Room’s passage is blocked by a wall, the Hero may try to leave by searching, in the hopes of finding a “Secret Door” or a “Passage Down” (see “Searching” on page 10). If the Hero does not leave the Rotating Room before the end of the second search attempt, he is trapped in the dead end and is killed. This chamber can be Searched. The walls of this chamber are symbolised with :water.


Good Luck & Have Fun, arrogant mortals who dare stepping into my dungeon!.....
« Last Edit: May 13, 2013, 01:41:42 am by Chapuz »
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Offline Jocko

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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069745#msg1069745
« Reply #7 on: May 13, 2013, 01:42:17 am »
Could Surf Ninja's artist submission be resized to fit the forum like the other ones? Ty.
Btw, really great submissions other artists.

Offline ChapuzTopic starter

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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069748#msg1069748
« Reply #8 on: May 13, 2013, 01:51:29 am »
NOTE:
From Round 3, when the tasks say "No formatting limits", there is 1 limit: They must enter in 1 PM inside a spoiler.
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Offline Anarook

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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069751#msg1069751
« Reply #9 on: May 13, 2013, 01:54:59 am »
NOTE:
From Round 3, when the tasks say "No formatting limits", there is 1 limit: They must enter in 1 PM inside a spoiler.

*Chuckles*
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Offline Marsu

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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069758#msg1069758
« Reply #10 on: May 13, 2013, 02:11:26 am »
Wow. Detailed opinion coming tomorrow, but my mind is blown. So much effort in here. I really want to thank all participants for letting me enjoy this.

Offline justaburd

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Re: Brawl #2 - Round 2 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=49194.msg1069762#msg1069762
« Reply #11 on: May 13, 2013, 02:35:37 am »
Would it be permissible for me to ask the FE and OTers one question?

Did you guys playtest your idea? A response would be greatly appreciated :)

P.S. Entropy was playtested several times over the course of the game development and seemed relatively balanced.
Chirp? *looks around*

 

anything
blarg: