DUNGEONS OF DOZEN KEYSOriginal idea by:
Developed by:
Art by:
Organized by:
*STORY:
In the islands of Zargolius, located to the far west of the Windswept Shores, lies a powerful artifact of unimaginable powers, known only as the Bow of Rain. Whoever possesses that ancient weapon, it is told he holds power among all the twelve mighty elements of the universe! The weather, the seasons, the time, everything will obey to its wielder. It is also said that Zargolius himself hid that weapon centuries ago, since he was afraid that such a power may fall into the wrong hands, deep within a dungeon full of powerful monsters and even ordered a chosen few of immortal elementals under his service to guard that artifact with their life. That dungeon it is known to be hidden underneath However, in order to enter that dungeon, someone has first to open all the twelve elemental doors which block the entrance of that ancient, cursed place. Unfortunately, each one of those twelve keys is hidden into a respective dungeon of its element and it is guarded by its respective traps and lesser immortal elementals, making the mission of retrieving them a truly dangerous task.
*Sign Up:
Maximum amount of participants for this event is
72 (6 members in each one of the 12 teams). 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 72 players doesn't show up during round 1. You can post your prefference of joining a specific team, however the organizer of the event has the final word about it.
*Getting Prepared:
Your team starts with 3000
seperated evenly among its players and with the specific starter deck of your mark.[/b]
-> Only non-upgraded, non-shard and non-ultra rare cards (Nymphs,Marks) are allowed.
-> Only cards you already own/bought in the Dungeons of Dozen Keys forum game are allowerd into your deck.
-> Your deck must ALWAYS has the mark of your team. A player who belongs in Team Death can build a deck full of Life cards (if he/she has bought them), but his/her deck can't have a mark of Life, only a mark of Death.
-> The starting deck of each player is the very same deck of the element a player chooses when he/she creates an ETG account for the first time.
Each team and its members start in the map square of the city of their element (see image above). More specificaly, Team Aether starts in Aetheria, Team Air starts in Windia, Team Darkness starts in Scotasia, Team Death starts in Necria, Team Earth starts in Titania, Team Entropy starts in Chaotia, Team Fire starts in Burnia, Team Gravity starts in Gravitonia, Team Life starts in Emeraldia, Team Light starts in Exaltia, Team Time in Chronia and Team Water starts in Hydrobia.
Each team member has a number corresponding his/her possition in the Team, ranging from 1 to 6. This number is decided in the beginning of the event and it cannot be changed.
*Playing:
Each round represents 24 hours in the game world. Each round, each participant posts what he/she wants to do; he/she can choose to do ONLY ONE of the following each round:
1) Move on the map.
2) Camp.
3) Trade cards.
4) Exchange cards.
After each action, a battle is going to occur (see below), except if you are on your starting city or Camping. The actions which are going to be executed first are the ones of those who posted first.
* Move on the map.
You can move your player horizontally or vertically on the map squares (see the map above). You can move only one sqare per round. If you start on the same square with fellow team members, you can move all together at the same direction if you wish, forging a group that way (see Battle below). As you can see, at the very beginning of the game, you already forge a group with the rest of your team members, since you start on the same square (the one of your city). However, you may want to split your team members for various strategical reasons; it is up to you. If you end your movement on a wilderness sqaure (a square without any city on it) or a hostile city (hostile city = evry city except the one you started the event on),
a battle will occur (see below). You can't move in and out a square that is full of water, however you can enter and leave squares that are partially on water without any penalty.
* Camp.
You need to camp in order to rest. You are forced to camp at least once every 3 rounds. If you are unconsious because you were defeated on battle (see below), then you can not take any other actions than Camp. However, after you camp, you are free to take any other actions and you don't need to take another Camp action for 2 turns. When camping, a battle never occurs.
* Trade cards.
You can trade only if you are on a city. By trading, you buy and sell cards on your position. Buying cards and selling cards follows the rules of the ETG bazzar and cards cost the same. You can either buy or sell as many cards as you want and can afford. This is essential for a good deckbuilding and a good deck can save you when a battle occurs (see below). There are a few special rules about buying and selling:
1) In Aetheria, Aether cards cost 5 Electrum less each and Time cards cost 25 Electrum more. Aetheria is the only city where you can buy/sell Lobotomizers.
2} In Windia, Air cards cost 5 Electrum less each and Earth cards cost 25 Electrum more. Windia is the only city where you can buy/sell Owl Eyes.
3) In Scotasia, Darkness cards cost 5 Electrum less each and Light cards cost 25 Electrum more. Scotasia is the only city where you can buy/sell Vampire Stilletos.
4} In Necria, Death cards cost 5 Electrum less each and Life cards cost 25 Electrum more. Necria is the only city where you can buy/sell Arsenics.
5) In Titania, Earth cards cost 5 Electrum less each and Air cards cost 25 Electrum more. Titania is the only city where you can buy/sell Pulverizers.
6} In Chaotia, Entropy cards cost 5 Electrum less each and Gravity cards cost 25 Electrum more. Chaotia is the only city where you can buy/sell Discords.
7) In Burnia, Fire cards cost 5 Electrum less each and Water cards cost 25 Electrum more. Burnia is the only city where you can buy/sell Fahrenheits.
8} In Gravitonia, Gravity cards cost 5 Electrum less each and Entropy cards cost 25 Electrum more. Gravitonia is the only city where you can buy/sell Titans.
9) In Emeraldia, Life cards cost 5 Electrum less each and Death cards cost 25 Electrum more. Emeraldia is the only city where you can buy/sell Druidic Staves.
10} In Exaltia, Light cards cost 5 Electrum less each and Darkness cards cost 25 Electrum more. Exaltia is the only city where you can buy/sell Morning Stars.
11) In Chronia, Time cards cost 5 Electrum less each and Aether cards cost 25 Electrum more. Chronia is the only city where you can buy/sell Eternities.
12} In Hydrobia, Water cards cost 5 Electrum less each and Fire cards cost 25 Electrum more. Hydrobia is the only city where you can buy/sell Tridents.
13) In Stoicia, the capital of Islands of Zargolinus, all cards have the standard cost without exceptions and each player can buy/sell the rare weapon of his element and can sell (but NOT to buy) a rare weapon of another element. If you are a Fire player, for example, you can buy/sell Fahrenheits but you can't buy any Druidic Staves, however you can sell a Trident you have found somewhere...
After trading, a battle will occur, except if you are on your starting city.
* Exchange cards.
You can exchange cards only with members of your team and only if they are on the same map square with you. You can exchange any numbers of cards you wish with any number of fellow team members, however they must also use their action to exchange cards. Card exchanging is not very good if it happens very often, but it can help in dire situations. A battle doesn't occur after an exchaning action.
* Battle.
Battle are actually duels between the forum game organizer and a player, or it can even occur between two players of the event. They are executed via ETG friendly PvP option and they are always best-of-3 matches during which you can NOT change your deck.
Before a battle, the player makes his/her deck with the cards available to him/her (don't forget that a player can NOT change his/her mark but only his/her deck).
Then, the event organizer createas an unupped rareless deck to fight the player with. The deck made is up to organizer's wisdom and according to the situation, however the organizer should create worse than average decks for wilderness and city encounters and better than average decks for dungeon encounters. Organizer's decks are both unupped and rareless, unless said otherwise.
(1) If the player is on a wilderness sqaure, the organizer's deck depends on the sqaure's colors.
a] If the square is adjactent to a city or a dungeon of a specific element, then the organizer's deck must be a mono-deck of that element with 2 Other weapons and 2 Other Shields on it.
b] If it is just a fully brown square, the organizer's deck must be a trio.
c] If it is a bridge connecting two islands together, it is a duo with a single rare.
(2) If a player is on a hostile's city square, the organizer's deck is a mono-deck of that city's element, except for Stoicia, in whic case the organizer plays with a rainbow deck.
(3) If a player is in a Dungeon, follow the dungeon rules (see below).
(4) If a player enters a square of a hostile player, then a battle is going to be executed between them. The players can use any cards in their posesions, however the games are best of three and they can NOT change their decks between the matches.
* Winning and losing a battle.
If a player wins the battle versus the organizer, the player wins a random card from the organizer's deck plus 45 Electrum.
If a player loses, he/she fall unconsious and forced to take a Camp action on the next turn. Then, the player who belongs to the same group (group = players of the same team who are on the same square) has to face the organizer and defeat him/her (these games must happen before the round ends). If that player also loses, then the next player of the group must fight etc. If there are no other consious players in the same group to fight the organizer's deck, then all the players of that group die, lose half of their the electrum (but not any of their cards) they can't act by any means for 3 turns and, after those 3 turns have passed, they are ressurected on the square of their starting city.
If a player wins a player, then he must face another player of his/her opponent's group, untill all the players of one side to fall unconsious. In that case, the losing players die and follow the respective rules. In addition, one of the winner players can select to gain the mark of his/her opponents and permanently replace his/her mark with that of their opponents. This is useful in order to be able to open the door of the respective element's dungeon (see below). Furthermore, if one of the defeated players holded an Elemental Key (see below), they take the Key from him/her.
* Dungeon.
In order to enter a dungeon, you must move on its square and at least one of your group members must own the mark of that dungeon's element. Otherwise, the door of the dungeon refuses to open. However, if a dungeon's entrance is opened once, it remains open during the rest of the event, allowing players of other elements to enter it normally.
Inside the dungeon, the player has to defeat a series of 6 opponents, controlled by the organizer. If the player defeats the first opponent, then he/she can proceed into fighting the second opponent untill he/she is defeated or all of dungeon opponents are defeated. The decks of the dungeon opponents are duos with a mark of their dungeon's element and they have up to 6 rare cards. The very last (sixth) opponent of a dungeon has 6 rares and 6 upgraded cards. If the player and his/her group are defeated, they die and they follow the normal rules as posted above. However, if they manage to defeat all the dungeon opponents, one of the players gains the Elemental Key matching the dungeon's element. These keys are essential for unlocking the final dungeon of the event.
When the entrances of all the dungeons are unlocked, the water surrounding Stoicia will be removed, granting access to Stoicia for all the teams.
* Dozen Keys Dungeon.
The Dozen Keys Dungeon lies beneath Stoicia, the capital city, and it requires an action to be accessed by a player who starts his/her round on Stoicia's square. However, in order for a group of players to enter the dungeon, they must first unlock all the twelve locks of the ancient door and each one can only be opened by the Elemental Key of the respective element. In other words, a team must first aquire all the other keys before they enter the Dungeon of Dozen Keys.
Inside the dungeon, the player has to defeat a series of 8 opponents, controlled by the organizer. If the player defeats the first opponent, then he/she can proceed into fighting the second opponent untill he/she is defeated or all of dungeon opponents are defeated. The decks of the dungeon opponents can be anything from monos to rainbows with any kind of mark and they have up to 6 rare cards and 6 upgraded cards. The very last (8th) opponent of a dungeon has a fully upgraded but rareless deck. If the player and his/her group are defeated, they die and they follow the normal rules as posted above.
However, if they manage to defeat all the dungeon opponents, their team aquires the Bow of Rain and they use its power to become masters of all the Islands of Zargolin, hence winning the game!
*Rewards:
The team members of the winning team of the event will receive the following forum award icon:
*Locations (for quick reference):
Map: Islands of Zargolius
Capital: Stoicia
Capital's Dungeon: Dungeon of Dozen Keys
Aether Start: Aetheria
Aether Start's Dungeon: Dungeon of Aether
Air Start: Windia
Air Start's Dungeon: Dungeon of Air
Darkness Start: Scotasia
Darkness Start's Dungeon: Dungeon of Darkness
Death Start: Necria
Death Start's Dungeon: Dungeon of Death
Earth Start: Titania
Earth Start's Dungeon: Dungeon of Earth
Entropy Start: Chaotia
Entropy Start's Dungeon: Dungeon of Entropy
Fire Start: Burnia
Fire Start's Dungeon: Dungeon of Fire
Gravity Start: Gravitonia
Gravity Start's Dungeon: Dungeon of Gravity
Life Start: Emeraldia
Life Start's Dungeon: Dungeon of Life
Light Start: Exaltia
Light Start's Dungeon: Dungeon of Light
Time Start: Chronia
Time Start's Dungeon: Dungeon of Time
Water Start: Hydrobia
Water Start's Dungeon: Dungeon of Water