RulesPal
Chat
Rulebook
Dungeon Twister: À Feu et À Sang thumbnail

Dungeon Twister: À Feu et À Sang

Expansion for Dungeon TwisterExpansion for Dungeon Twister 2: PrisonExpansion for Dungeon Twister: 3/4 Players Expansion

Dungeon Twister: À Feu et À Sang Rulebook

Table of Contents

Table of Contents

  • New terrain tiles
  • New objects
  • Scenarios
    • Those who die and those who leave...
    • The problem with Taps
    • Dragons in the Mist
    • Grail
    • The last of the Dragons
    • Linked Containers

New terrain tiles

Pedestal: Place a neutral (white) Potion of Speed on the Pedestal (see page 3). A character adjacent to it can take the potion for 1AP (place a broken pedestal marker in its position). The Pedestal is a 3D obstacle.

Large Bridge (marked with green circles - page 3): The large bridge is solid. The three squares comprising the bridge are considered normal floor squares, but are not normal floor squares (for teleportation, room reveal character/object placement, e.t.c.).

Water (marked with a red circle - page 3): It is a water square.

Waterfall (marked with a blue circle - page 3): Upstream is in ground level. Downstream goes under the bridge. The Water Elemental may enter and stop in this square. Flying and incorporeal characters may pass but not stop there.

Rift (marked with yellow circles - page 3): These squares function as Rifts.

New objects

  • Elemental Scroll (neutral)
  • Grail

(See the scenarios below for rules of their use.)

Scenarios

Those who die and those who leave...

Number of players: 4

Required expansions: Base game, 3-4 player expansion, Paladins & Dragons, Fire & Water and this expansion.

The board: The game is played on two different elevations (boards) each consisting of 6 rooms (see page 4 for required rooms). Place each room pair face down. Choose randomly one room of each pair to form the first elevation. The remaining 6 rooms form the second elevation. When all rooms are chosen the players examine the 6 rooms of each elevation and verify that a room pair is not in the same elevation. Then shuffle the rooms of each elevation separately and create the two elevations (as seen on page 5).

Player setup: The players are divided in two teams of two players each. One team controls the yellow pieces and the other the blue pieces. In each player team one player will control the Runners and the other the Blockers. The yellow Runner player sits opposite the blue Blocker player on the same elevation. On the second elevation the blue Runner sits opposite the yellow Blocker.

The game is played as two separate Dungeon Twister mini-games but there's possible interaction between the elevations. Use a timer for each elevation and set a limit of 2-3 minutes per turn (same amount of time for both elevations).

Starting teams: The player controlling the Runners takes the Telekineticist, the Goblin, the Wizard and the Thief. The player controlling the Blockers takes the Barbarian, the Golem, the Paladin and the Magophage. Each player also takes 6 objects: Treasure, Rope, Key, Sword, Scroll of Confusion, Charm Scroll.

The blue Runner takes the 6 green objects, the yellow Runner takes the 6 red objects.

Setting up the starting lines: Each elevation is set up separately. Choose randomly the starting player for each elevation. Each player places his four characters face down in his mini starting line, then they place the remaining pieces as usual until all 12 objects are placed in the 6 rooms of each elevation. To determine who places the objects when a room is revealed, keep in mind that the red objects belong to the yellow player and the green objects belong to the blue player. For the rest, the color of the objects doesn't matter.

Special rules: The two games are played separately and the scores of each player in a team are added in the end, so there's a winning team (and not a single winning player). The players in a team can talk to each other or exchange strategy hints, but they can't pause the timers to talk. So by talking you spend time you could use to move your characters!

Room rotation: The interaction between the two games comes from the rotation of the rooms. When a player activates one of his characters located on a rotation mechanism to rotate a room, he can rotate the room in his own elevation or the paired room in his partner's elevation. If both players of a team are active at the same time, one player can rotate his partner's room to help him during his same turn! In that case a player spends his APs to help his partner (so take into account that technically a player can spend more than 5 AP in his turn that way).

Victory conditions: The first team that reaches 5VP (total on both elevations) are the winners. The Runners can gain VPs only by reaching the opponent's starting line. The Blockers can gain VPs only if they eliminate the Runners. The Blockers can't exit the opponent's starting line, but they can move or stop there.

The problem with Taps

Number of players: 3/4

Required expansions: Base game, Paladins & Dragons, Fire & Water and this expansion.

The board: All rooms are shuffled and placed face down (see page 2 of the 3/4 Players expansion).

Player setup: Each player starts the game with the Fire & Water Elementals, 6 other characters and 6 objects of his choice.

Setting up the starting lines: Placement is done normally. The players can't place more pieces than allowed in each room.

Taps: In these rooms the rotation mechanisms have taps. For 1AP a character on a rotation mechanism can switch on a tap and flood one square in the room he is located or in the paired room. Every normal floor square (but not the rotation mechanism or a mist square) next to a water or lava square of the same room and not separated by a wall can flood with water (if it is a water room) or lava (if it is a lava room). This square is now a water or lava square until the end of the player's turn. Use a broken bridge marker of the specific color to indicate the flooded water or lava square and remove it at the end of the turn. A room can never have more than one flooded square at the same time. The bridges exist and can be crossed normally even if their square is flooded. The rope can be used to cross a flooded square.

Lava flood: Because lava moves slowly, a character located on a lava flooded square for 0AP can move to an adjacent valid square to avoid burning. Jumps are not allowed. If no valid square is available to move the character is killed and any objects he was carrying are removed from the game. The player who activated the tap gains 1VP (except if he killed one of his own characters. In this case see the suicide rules). Any object or wounded character in the flooded square is destroyed. A Fire Elemental remains there. He can cross the square as a normal lava square (and he gains his bonus normally).

Water flood: It is easier for a character to be surprised by the water flow than the slow flow of lava. Any character in a water flooded square is pushed in the opposite direction of the water flow, using the rules of the Ring of Repulsion, and the object he is carrying is destroyed, even if the character can't be pushed. If there are more than one possible push directions, the player who activated the rotation mechanism chooses the direction of the water flow. If the pushed player dies (pushed on Rift, Lava, Falling Rocks,..) the player who activated the rotation mechanism gains 1VP (except in the case of suicide). Any object in the flooded square is destroyed. A Fire Elemental is destroyed immediately. A Water Elemental remains in the flooded square but he loses any object he may be carrying. He can cross the flooded square normally (and he gains his bonus).

Victory conditions: The scenario ends at the end of a turn in which a player gained 5 or more VPs.

Dragons in the Mist

Number of players: 4

Required expansions: Base game, 3-4 players expansion, Paladins & Dragons, Fire & Water and this expansion.

The board: The room no 25 containing mist is placed in the middle of the dungeon face down. The rest of the rooms are shuffled and placed face down randomly (as seen on page 9). NOTE: This scenario uses the mini starting lines from the 3/4 Players expansion.

Player setup: Each player starts the game with 7 characters: Golem, Acrobat, Warrior, Paladin, Illusionist, Scout Elf, Red dragon. Each player gets 6 objects: Key, Rope, Dragonslayer, Charm Scroll, Teleport Ring, Fire Shield.

Setting up the starting lines: Each player chooses 4 characters and he places them face down at his starting line. Each player places his Red Dragon in the central room face down. The placement of the 6 objects and the 2 remaining characters is done normally. In each room the yellow numbers show the maximum limit of pieces in that room (players can place objects/characters in all rooms except the central room which is occupied by the four dragons).

Special rules: When the central room is revealed (the room containing the dragons), the player who revealed the room places a dragon of his choice in each corner of the interior room which is covered with mist (see top of page 9).

Victory conditions: The scenario ends at 7VPs. Players gain VPs by exiting the dungeon or killing the opponent characters.

Grail

Number of players: 4

Required expansions: Base game, 3-4 players expansion, Paladins & Dragons, Fire & Water and this expansion.

The board: Required rooms: (see page 10). Shuffle the rooms face down and create the board (as seen on page 11). The Grail is placed at the center of the dungeon.

Player setup: In this scenario the Courtesan and the Treasure are not allowed. Each player starts the game with 8 characters and 6 objects chosen secretly.

Setting up the starting lines: Each player chooses 4 characters and he places them face down at his mini starting line. The players place their remaining pieces face down in the rooms, taking into account the room limits (see page 11). The numbers show the maximum number of pieces in each room. The white numbers mean that only objects can be placed in this room, the yellow numbers mean that both characters and objects can be placed there.

Special rules: When a room is revealed if a player made a mistake by placing a character in an object only room, the character is discarder (no VPs gained).

Grail (new object): The hole in the middle of the dungeon is considered a normal floor square. At the beginning of the game the Grail is placed there. A character can not be located in this square at the end of an action, leave an object (except the Grail) or a wounded or create an illusion there, or take the Grail using Telekinisis. If a character carrying the Grail is killed, the Grail is placed immediately at his starting position in the middle of the dungeon.

The Grail can't be destroyed. If for any reason it is going to be destroyed (falls in a Rift, Falling Rocks, e.t.c.), it returns in the middle of the dungeon. Group Combat of 3 or 4 colors is not allowed.

Victory conditions: The scenario ends at a minimum of 6VPs (or more VP's if you want a longer game). A character exiting the dungeon without the Grail earns no VPs. A killed character gives 1VP (2VP for a Dragon).

A character exiting the dungeon from his own starting line carrying the Grail gains 3VP (plus 1VP for the exiting character or 2VP for the Goblin).

A character exiting the dungeon from an opponent's starting line carrying the Grail gains 2VP (plus 1VP for the exiting character or 2VP for the Goblin).

A character carrying the Grail on his own starting line gains 1VP (and the character remains in the game). When the Grail reaches a starting line it is placed back in the center of the dungeon.

The last of the Dragons

Number of players: 4

Required expansions: Base game, 3-4 players expansion, Paladins & Dragons, Fire & Water and this expansion.

The board: Required rooms: (see page 12). Room no 13 is placed face down in a random direction at the center of the table. The remaining rooms are shuffled and are placed face down randomly (see page 13).

Player setup: Each player takes 8 characters: Paladin, Weapon Master, Magophage, Telekineticist, Illusionist, Warrior, PickPocket and Thief. Each player takes 6 objects: Key, Rope, Sword, Speed Potion, Fire Shield, Charm Scroll.

Setting up the starting lines: The four white Elemental Scrolls (from this expansion) are placed one in each room marked with a green dot (see page 13). These Scrolls do not count for the room stacking limits. Place a neutral Red Dragon (if you don't have one use the Red Dragon of any player which is considered as a neutral piece and doesn't belong to any player) in the center of the room (page 13). Each player places face down secretly 4 of his characters in his starting line. The remaining pieces are placed as usual. The central room is occupied by the Dragon and no other pieces can be placed there. Players can place characters and/or objects in all rooms marked with a yellow number.

Special rules:

The Dragon: When the room no 13 is revealed, the Dragon must be placed in the central square (the one surrounded by lava). From now on any player can execute actions with the Dragon during his turn: that's why he is a neutral Dragon. Players must use actions from their played Action card. The Dragon can use his Fire Breath or attack (it is difficult to move since he isn't carrying any necessary objects). If a player kills an opponent character using the Dragon the active player gets the VPs.

If the Dragon is attacked in close combat consider that he always defends with a +5 Combat Card (in every combat). If the Dragon is defeated in combat he is immediately eliminated.

Elemental Scroll: A magic user carrying an Elemental Scroll can use it for 1AP. He can summon a Water Elemental in an empty water square in his line of sight or a Fire Elemental in an empty lava square in his line of sight. You can summon an elemental using the Elemental Scroll only if you do not already have a Fire or Water Elemental in play (a player can not control two Water or two Fire Elementals). The summoned Elemental is used like a character belonging to the player's team.

(Note: In a scenario or friendly game you can add an Elemental Scroll to the four other neutral scrolls from the Fire & Water expansion, increasing the number of available scrolls to five, and used when you search a Library).

Victory conditions: The player who eliminates the Dragon gets 3VP. The game ends at 6VP and the players gain VPs by escaping their characters from the opponent's starting lines or by killing opponent characters.

Linked Containers

Number of players: 4

Required expansions: Base game, 3-4 players expansion (for the mini starting lines), Fire & Water and this expansion.

The board: Required rooms: (see page 14). The eight rooms are shuffled and are placed face down (see page 15). Take another eight face down rooms (doesn't matter which rooms as they don't affect game play) or even CD cases and place one of them underneath each room. These are called Bases to avoid confusion with the normal rooms.

Player setup: Each player takes 6 characters and 4 objects of his choice. The Scroll of Reconstruction and the Seven League Boots are good choices.

Setting up the starting lines: Each player places 4 of his characters face down in his own mini starting line. Choose the first player randomly. The players setup their remaining pieces in a clockwise order normally.

Special rules:

Flooding and Un-flooding a Room: A character located on a rotation mechanism besides the normal room rotation, can also flood the room (lowering the room) or un-flood the room (raising the room). Un-flooding a room causes its paired room to flood and vise versa. The Base of the flooded room is removed and is placed underneath the un-flooded room. You can't flood or un-flood a room if its paired room hasn't been revealed yet.

Each use of the rotation machanism to flood/un-flood a room by a normal character changes the room level by one, while a Mekanork can change the room level by two if he so wishes. By spending only 1AP a Cleric for example can raise a flooded room to its normal level, while a Mekanork can un-flood that room.

To sum it up: A room is un-flooded if it has two Bases underneath. A room is at a normal level if it has one Base underneath. A room is flooded if it has no Bases underneath.

Un-flooded Room:

  • All water and lava squares are considered normal floor squares.
  • All other squares (Falling Rocks, Mist, normal floor squares, Pit, Rift) retain their normal characteristics.
  • The Waterfall becomes a Rift.

Flooded Room:

  • All squares are considered as water squares except 3d obstacles and the rotation mechanisms. Moreover Pits, Rifts, Falling Rocks and lava squares can be crossed without danger.
  • Objects on a square or carried by a character are destroyed.
  • Lava squares are considered water squares in the Mist (evaporating water in lava squares creates the Mist!)

Victory conditions: The game ends at 4VP. The players gain VPs by escaping their characters or by killing opponent characters.