Super Dungeon Explore: Varient rule ideas

Super dungeon explore- after the box

I have created some interesting variants for those who wish to try something a little different. Some of the rules also make push, pull and compel actions all the more interesting!

Note: I have been struggling with what would be considered too complex or against the feel of the game. I have notated that with an astrix. I also have not yet tested these so if you have played SDE, please comment and help me with these variants!

D&D Tiles can be used easily enough. For those,  anything with a triangle on the tile is also treated like difficult terrain.

Hallways are special rooms-  (pieces 1×10) dark counsel cannot place spawn or treasure boxes in these rooms.

Stairs- Moving up stairs is treated like they are moving up difficult terrain. *Creatures attacking from a higher location get +1 white die against creatures below them.

Large Base creatures – creatures with bases larger than there are squares are considered squeezing. Creatures that are squeezing are treated as if they are moving through difficult terrain.

Doors- Costs 1 action point to open a door, 1 action point to close a door.

Locked doors- You cannot open unless you have a key.
Doors and locked doors can be broken. Doors have 2 hearts, 1 white die for ARM.

Rune Locked doors- You cannot open unless you have a runic key.

Arrow Tiles- tiles with arrows on them force the character to keep moving in the direction of the tile until they are no longer on a tile that has an arrow on them. Arrow tiles are not considered to take movement from the character standing on them. Arrow tiles can be used for mazes and especially for traps. Speaking of Traps:

Jumping- characters can leap across a number of squares equal their Dex score (add # of dice together). It costs 1 action point to jump. * a character can perform a running jump. A character that moves before reaching the edge of a space can make a jump check. Roll dex, number of stars equal how far you can jump. This can be useful to clear other hazards. This is considered moving and as such you may not jump farther than the number of movement you have remaining.

Pits- If a character somehow moves into a pit space, they are immediately placed to the next legal space near the chasm. They immediately take 1 damage (unblockable). Does not count towards super/16bit guage.

Spikes! – spiked tiles deal 1 damage to anything standing on them. Does not count towards super/16bit guage.

Variant Scenario- Unlimited Power!

This may be a particularly challenging variant for the heroes. The hearthstone can help stem the tide, but getting it is tricky.

This scenario changes the rules. The basic idea is that the boss is guarding a special treasure. A gem called the hearthstone that holds the power to turn the tide of battle and potentially rule all of Crystalia! The Gem is stored in a room guarded by the boss.

The victory condition is:  Obtain the Hearthstone and leave the way you came.
Dark counsol victory: Defeat all players.

The heroes spawn first in these rules, followed by the dungeon boss and the hearth stone.

Special placement: The map must contain a room that only has 1 exit. The heroes may not spawn in this room as the Boss and Hearthstone spawn here. The hearth stone must be placed at the farthest space from the entrance to this room.

There are no spawn tokens as the Boss is considered a giant spawn token in these rules. The boss also counts as having 2 spawn points (2 turns, other abilities). The boss may spawn monsters up to 10 spaces away from him. The Boss may spawn 6 skulls worth of creatures per turn.

A Mini bosses spawn (up to 10 spaces from the boss) when the gauge hits 16bit and again at SUPER. If the boss is not on the map when this occurs, the mini boss does not spawn!

The boss also has a special rule. If he is defeated, he will come back to life 1 turn later! He always respawns in the room he began play in with half life.

Hearth stone rules: The hearthstone is represented by a coin, counter, etc. Unlike other equipment, this item may not be transferred between players/characters. It costs 1 action to pick it up but can be dropped by the character on their turn. If a hero is defeated while holding the hearthstone, it automatically reappears near the boss (placed by counsel). If the boss is not on the map when the hero is defeated, place the hearthstone in an adjacent space from where the hero fell.

While holding the hearthstone, the character may perform as many of the following  actions as they can afford:

Imbue- Gain 1 white die in any stat until next activation. -costs 1 action point

Restock- Hearthstone holder may gain 1 potion and remove any 1 status effect- costs 2 action points

Healing- Augment Wave 1: All allies may gain 1 health – costs 2 action point

Resurrection- As Resurrection rules – costs 3 action points.

The boss cannot carry the hearthstone, only minions and non-boss/half boss dark counsel pieces can. Dark counsel enemies cannot use the hearthstone’s powers but they can make things annoying by running away with it!

 

Coming soon- Scenario 2 Hearthstone football!

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s