-
Notifications
You must be signed in to change notification settings - Fork 130
/
design.txt
148 lines (135 loc) · 3.46 KB
/
design.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
Basic idea:
*Accumulate gold to upgrade character
*Use upgrades to progress to deeper levels
*Try not to die or carried gold is lost
*Bank and spend gold at town
*Earn victory points by defeating monsters
*Game ends when all monsters are defeated
*Player with most victory points wins
Permanent Upgrades:
*More hit points
*Higher probability to defeat enemies
*Regain hp by defeating enemies
*Duplicate other equipment
*Evade battles
*More movement control
*Make another equipment unbreakable
*Enchant a spell into a piece of equipment
One-shot Upgrades:
*Spells
- escape battle
- extra attack dice
- return to town
- teleport to certain space
- restore hit points
- win certain encounter (fight monster, random encounter, etc)
Monsters:
- steal equipment on loss
- high gold reward
- high victory point reward
- can pay toll to avoid fighting
- take one damage on victory
- sends to lower level instead of dealing damage
- give unknown equipment when defeated (from town deck)
- easy to beat, but insta-kill if fail
Locations:
Good:
- lots of choices of cards
- get gold
- get equipment
- harm other players
- get another turn
- heal
- get gold from limbo?
- move somewhere good
- switch locations with other player?
Bad:
- few choices of cards
- opponents choose card
- lose a turn
- pay toll
- take damage
- move somewhere bad or random
- damage equipment
Cards:
Wilderness:
4 Giant spider menacing convoy
- high victory point
27 Stocky spearman on desert steps
- high gold, can pay toll
19 Wyvern rider
- steals equipment
7 Glowing geometric giant
- must be defeated multiple times
15 Spiky slug
- can make you skip a turn
5 Wizard with staff and magic
- can teleport you to dungeon
18 Glowing cthulhu head
- easy to beat but can instakill
Dungeon L1
14 Lizard spearman looking out into night
- high gold
30 Ghoul eating body
- steals a dead enemy back into deck
24 Elf spearman
- does 2 damage
25 Slime
- can destroy equipment
12 Orc swordsman
- can give random equipment
6 Baghead and bisected baghead
- only deals damage if defeated
2 Swordsman with bird
- can pay to win next battle for you
Dungeon L2
22 Creepy shadow gasmask man
- can send you to hell
20 Blue flame in cave
- sacrifice equipment or take three damage to claim
1 God ray cavern with monster
- steals equipment
17 Pale girl holding bloody severed orc head
- does one damage to all players
10 Skeletal fog silhouette
- like fighting one of the other players
23 Polluting city
- acts like a town
- or conquer for gold
Dungeon L3
11 Succubus
- On loss, fight again next turn, or choose to die
26 Naga mask dragon
- On win, other players may each pay one life to make it a loss
3 Dead body with roots
- Steals valuable dead enemies
9 Lava city
- Damages everyone in hell
- Take gold if you survive
8 Knight ambushing dragon
- Roll two sixes to defeat
13 Glowing red runes on big stones
- chance of shattering each of your equipment
Town
0 Bloody sword
- Reroll one attack die
- Gain one health when defeating an enemy
16 Dagger and candle
- Reroll one attack die
21 Bottle
- If you die while holding, discard bottle and restore all health instead
28 Sphere with eye
- Orb of permanence, makes another equipment unbreakable
29 Hooded masked character in shadows
- Chance of evasion
X Damage Scroll (needs theme)
- Reroll attack dice
X Town Portal Scroll
- Return to town
X Teleport Scroll
- Move to any square within 6 spaces
X Unformed Staff
- Can be enchanted with a scroll to cast that spell
X Shield
- Risk of breaking to avoid a point of damage
Board tiles: